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The Forge [2E]: Robotech: Monster - Artillery Destroid Mecha

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The Forge [2E]: Robotech: Monster - Artillery Destroid Mecha

Postby HustlerOne » Wed Jan 06, 2010 1:59 pm

Hello! I guess introductions are in order. I love everything mecha and I plan to convert some in the future. Anything to do with vehicles, mecha, and, giant robots. I'm only a casual player of mutants and masterminds so any constructive criticisms are welcome. I have to say that Mutants and masterminds is a great system for its simplicity and versatility. I also have mecha and manga. Now if I can only get my hands on HeroLabs.

Cthulutech

Dhohanoids


Dun-Sunaras

Gelgore

Vrykot

Zabuth


New Earth Government


NEG Soldier


Gundam

Principality of Zeon


Zaku General Purpose Mobile Suit plus variants

Dom Ground Combat Mobile Suit

Z'Gok Amphibious Mobile Suit plus variant

Big Zam Prototype Heavy Weapons Mobile Armor

Zeon Vehicles

Musai Light Cruiser


Earth Federation


GM General Purpose Mobile Suit plus variants

Federation Vehicles

Salamis Cruiser

Magellan Battleship


Halo

United Nations Space Command


UNSC vehicles

Cyclops Exoskeleton


Covenant


Covenant Vehicles

Scarab SuperHeavy Assault Platform



Robotech


United Nations Defense Force


Defender - AntiAircraft Destroid

Monster - Artillery Destroid

Spartan - All purpose Destroid

Tomahawk - Heavy Destroid

Orbeth Destroyer

Armor Carrier

SDF-1 Macross Battle Fortress


Zentraedi


Regult Tactical Battlepod

Gluuhaug Light Artillery Battlepod

Sevanhaug Heavy Artillery Battlepod

Del Scout Pod

Glaug Officer Battlepod

Glaug Eldare Armored Vehicle

Nousjudeul-Ger PowerArmor

Queudlum-Rau Power Armor

Raulonve Fighter Pod

Quel-Quallie Theatre Scout Pod

Tou Redir Scout Frigate


Starship Troopers

Arachnids


Warrior Bug

Hopper Bug

Tanker Bug

Plasma Bug

Brain Bug

Control Bug


United Citizen Federation

Fleet

Fleet Vehicles


Mobile Infantry


ChickenHawk Scout Armor

Marauder Assault Armor



StarWars

Galactic Empire


All Terrain Scout Transport (AT-ST)

All Terrain Armored Transport (AT-AT)


Galactic Republic


All Terrain Recon Transport

All Terrain Tactical Enforcer


Confederacy of Independent Systems


Separatist Vehicles


Rebel Alliance


Rebel Vehicles


Warhammer 40k

Eldar


Eldar Guardians

Eldar Rangers

Eldar Dark Reapers

Eldar Fire Dragons

Eldar Howling Banshees

Eldar Striking Scorpions

Eldar Swooping Hawks

Eldar Warp Spiders

Eldar Vehicles

Eldar WarWalker

Eldar Heavy Weapon Grav Platform

Eldar Wraithguard

Eldar WraithLord

Eldar Revenant Scout Titan


Imperial Guard


Imperial Guard Vehicles

Guardsmen and Heavy Weapons Team

Ogryn

Drop Sentinel

Tarantula Sentry Gun


Imperial Navy


Imperial Navy Vehicles


Space Marines


Space Marine Vehicles

Dreadnought


Titan Legions


Warhound Scout Titan


Tau


Tau Fire Warrior

Tau Ground Vehicles

Tau Crisis and Broadside BattleSuits

Tau XV15 Stealthsuit

Tau Air Vehicles

Tau Drones

Tau Manta Super Heavy Dropship


Necrons


Scarab Swarm

Warrior

Immortal and Destroyer

Flayed One

Wraith

Pariah

TombSpider

Necron Vehicles

Necron Wargear


Orks


DeffDread

Gretchin

Nobz

Stormboyz

Orkboyz

Ork Vehicles

Squig

Squiggoth Warbeast
Last edited by HustlerOne on Wed Mar 14, 2012 12:29 pm, edited 155 times in total.
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Re: The Forge: Warhammer40k!

Postby HustlerOne » Wed Jan 06, 2010 2:05 pm

SpaceMarine Vehicles

Image

Name: Land Speeder Tempest, Strength: 30(0), Speed: 5(10), Defense: 8,

Toughness: 10(1) Size: Huge(2), EP/PP Cost: 100/20, Features: None

Weapons: Blast 10("Assault Cannon", Extras: Autofire, Penetrating)(40),

Blast 10 ("Missile Launcher", Extras: "Frag Ammo" Explosion or "Krak Ammo" Penetrating)(30)

Powers: Communications 6 (Area, Selective, Subtle1)(14),

Super Senses 3 (Extended radar 2, radius[radar])(3)

Note: Speed is Flight

Notes: This is a variant of the standard Land speeder. It has an enclosed cockpit unlike the vulnerable open cockpit of the standard model. While it can be used for scouting by space marines. It usually takes a more aggressive role as a harasser.


Image

Name: Rhino APC, Strength: 45(3), Speed: 3(3), Defense: 8, Toughness: 11(2),

Size: Huge(2), EP/PP Cost: 56/11, Features: Diehard(1)

Weapons: Blast 6 ("Storm Bolter" Extras: Autofire, Explosive)(24),

Powers: Communications 6 (Area, Selective, Subtle 1)(14),

Impervious Toughness 5(5),

Super Senses 2 ( Extended radar 1, radius[radar])(2)

Notes: This is the standard APC used by Space Marines.

Image

Name: Land Raider Tank, Strength: 55(5), Speed: 3(3), Defense: 8, Toughness: 14(5),

Size: Huge(2), EP/PP Cost: 99/20, Features: None

Weapons: Blast 7 ("Heavy Bolter" Extras: Autofire, Explosive)(28),

Blast 10("LasCannons", Power Feats: Accurate)(21)

Powers: Communications 6(radio, Extras: Area, PowerFeats: Selective, Subtle)(14),

Immunity 9(Life Support)(9),

Impervious Toughness 7 (7)

Super Senses 5 (Blindsight[radar], radius[radar])(5)

Notes: This is the main battle tank in use by the space marines.


Image

Name: ThunderHawk Gunship, Strength: 55(1), Speed: 8(16), Defense: 2, Toughness: 13(0),

Size: Colossal(4), EP/PP Cost: 136/128, Features: None

Weapons: Blast 12("Battle Cannon" Extras: Explosion)(36),

Blast 7 ("Heavy Bolter" Extras: Autofire, Explosion)(28),

Blast 10("LasCannons", Power Feats: Accurate)(21)

Powers: Communications 10 (radio, Extras: Area, Power Feats: Selective, Subtle)(22),

Immunity 5(Fire)(5),

Super Senses 2 (extended radar, radius[radar])(2)

Note: Speed is Flight


Notes: This variant of the thunderhawk transport allows for the addition of weaponry. They are usually used in hostile areas where the space marines require immediate pickup or reinforcements. Can carry 30 space marines. Each dreadnought counts as 5 space marines. Each bike(motorcycle) counts as three space marines.
Last edited by HustlerOne on Wed Aug 31, 2011 10:47 am, edited 17 times in total.
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Re: The Forge: Warhammer40k!

Postby HustlerOne » Wed Jan 06, 2010 2:08 pm

Image

Name: Drop Sentinel, Size: Large, Type: Walker, Speed: 35ft

Abilities: STR: 35(+13), DEX: 13(+2), Toughness: +10

Base Features: Armor8 (8), Environmental Seal 1(1), Ground Speed 2(2) Flight systems 1("Grav

Chutes" Flaws:Gliding)

Complementary Features: All Terrain 3(Jungles/Woods. Mountains, Cities), Base Comms 5 (Extras:

Area, Power Feats: Selective, Subtle) Base Sensors 7 (Blindsight[radar]. extended sight, infravision,

radius[radar]). Profile Database. Recording Equipment

Weapons Systems: Blast 7 ("Heavy Bolter", mounted, ballistic, Extras: Autofire, Explosion)

Combat: Attack: 0 Grapple: +13, Damage: +13(unarmed) +7 ("Heavy Bolter")

Drawbacks: Activation( One Minute to initialize Systems)(-1),

Control Requirements (pilot requires mecha proficiency feat or suffer a - 4 penalty to all rolls)(-1),

Disability(Has no Arms)(-5),

High Ground Pressure(sand,ice)(-3)

Size 13 + Abilities 20 + Base Features 12 + Complementary Features 5 + Weapons 28 - Drawbacks 10 = 68

Mecha Points

Notes: This is a variant of the usual Sentinel walker. It is in use by the Elysian drop troopers for quick orbital drop insertion into the battlefield. It has an enclosed protected cockpit unlike the standard model. Its weapon payload is also different with the use of a heavy bolter.
Last edited by HustlerOne on Sun Aug 28, 2011 10:47 am, edited 9 times in total.
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Re: The Forge: Warhammer40k

Postby HustlerOne » Wed Jan 06, 2010 2:11 pm

Image

Name: Dreadnought Power Level: 10

Abilities: Str 34 (+12) Dex: 8(-1) Con - (-) Int 18 (+4) Wis 9 (-1) Cha 8 (-1)

Skills: Intimidate 6(+5), Knowledge(Tactics), 12(+16), Knowledge(History) 8(+12), Search 4(+8),

Notice 6(+8)

Feats: Diehard, Choke hold, Favored Environment(Urban), Fearless, Fearsome Presence 4,

Improved Grab, Improved Grapple, Improved Overrun, Improved Pin, Improved Throw

Powers: Blast 6 ("Storm Bolter" Extras: Autofire, Explosion,

Alternate Powers: Strike 4 ("Power Fist", Extras: Penetrating, Power Feats: Improved critical, Mighty)) (25)

Communications 5 (radio,PowerFeats: Selective, subtle Extras: Area)(12)

Corrosion 6("MultiMelta" Extras: Range)(18)

Growth 4("Large" Power Feats: Innate Flaw: Permanent)(9)

Immunity 30 (Fortitude)(30)

Protection 12(Extras: 10 Impervious)(22)

Super Senses 6(Blindsight[radar], radius[radar],infravision)(6)

Combat: Attack: +7 Damage: +12(unarmed) +16(PowerFist) +6(StormBolter) +6(MultiMelta)

Defense: +5 Initiative:-1

Saves: Toughness: +12(10 Impervious) Fortitude:- Reflex: + 2 Will: +5

Drawbacks: None

Abilities: 9, Skills: 10, Feats: 13, Powers: 122, Combat: 28, Saves: 9, Drawbacks: 0 = 191 Total

Notes: The dreadnought is basically a giant robot piloted by a disembodied brain of a deceased space marine.

It's tactical role is that of close in assault or defense. Typically in tight environments such as urban areas.
Last edited by HustlerOne on Mon Sep 05, 2011 10:42 am, edited 11 times in total.
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Re: The Forge: Intro and vehicles of Warhammer40k!

Postby HustlerOne » Wed Jan 06, 2010 2:14 pm

Now what would space marines be without any adversaries? The next faction is a personal favorite of mine. I'll have them posted soon. Here's a hint: It's for the greater good!
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Re: The Forge: Intro and vehicles of Warhammer40k!

Postby Woodclaw » Wed Jan 06, 2010 2:17 pm

Just a small advice, your entries will look a lot more clean and easy to read you you make a little editing using the bold, italics and underscore functions.
"Yes, it's a bloody flying alligator setting fire to my city!"

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From another dark corner of my mind (my Deviantart page)
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Re: The Forge: The Tau Empire

Postby HustlerOne » Fri Jan 08, 2010 11:06 am

Introducing the Vehicles of the Tau Empire. The closest thing to good guys in the Warhammer 40k Universe.
That is if you ignore their creepy brave new world utopian view. Still it's quite original to have the humans be the bad guys of the game for a change. Well, technically Warhammer 40k has always been about lesser evil versus horrific evil from the great beyond. Next up the Crisis battlesuit.

Tau Vehicles

Image

Name: Piranha Skimmer, Strength: 30(2), Speed: 4(8), Defense: 9, Toughness: 11(4),

Size: Large(1), EP/PP Cost: 66/13,

Features: Support Unit 10 (2 Gun Drones)(10)

Weapons: Blast 6 ("Burst Cannon" Extras: Autofire,Burst)(24),

Powers: Communications 6 (Area, Selective, subtle)(14),

Super Senses 3 (Extended Radar 2, radius[radar])(3)

Notes: This skimmer is used strictly for scouting. Though it is rarely used in lightning strikes.


Image

Name: Devilfish Troop Carrier, Strength: 40(2), Speed: 4(8), Defense: 8, Toughness: 12(3),

Size: Huge(2), EP/PP Cost: 82/16

Features: Support Unit 10 (2 Gun Drones)(10)

Weapons: Blast 6 ("Burst Cannon" Extras: Autofire,Burst)(24),

Powers: Communications 6 (Area, Selective, Subtle1)(14),

Immunity 9 (life Support)(9),

Impervious Toughness 4(4),

Super Senses 6 (Blindsight[radar],

lowlight vision, radius[radar])(6)

Notes: This is the APC in use by the Tau


Image


Name: Hammerhead Grav Tank, Strength: 50(4), Speed: 3(6), Defense: 8, Toughness: 13(4),

Size: Huge(2), EP/PP Cost: 99/20, Features: Support Unit 12(2 Heavy Gundrones)(12)

Weapons: Blast 12("Railgun" Extras: Penetrating,

Alternate power: Blast 12(Extras:Explosion))(37),

Powers: Communications 6 (Extras: Area, Power Feats: Selective, Subtle)(14),

Impervious Toughness 6 (6), Immunity 9(Life Support)(9), Super Senses 5 (Blindsight[radar],

radius[radar])(5)

Notes: This is the main battletank in use by the Tau empire.


Image

Sky Ray Missile Defense Gunship Variant: Replace Railgun with Blast 12("Seeker Missiles",

Extras:Explosion, Power Feats: Homing1)(No change in cost)

Notes: This is a variant of the Hammerhead. It replaces its main cannon with that of a missile launcher.
Used as a artillery or anti-aircraft unit.
Last edited by HustlerOne on Sun Aug 28, 2011 10:55 am, edited 6 times in total.
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Re: The Forge:Vehicles of The Tau Empire.

Postby HustlerOne » Fri Jan 08, 2010 11:11 am

What would the Tau be without their characteristic battlesuits? Dead, thats what. This should be able to take on a dreadnought. At the very least it's better than a sentinel. As long as you remember to use your speed and long range to your advantage.

That's it for now.This should be enough to have a warhammer40k campaign. I may continue finishing up the rest of the space marines and the tau. I even have two other factions in the works. Namely the children of isha and those awesome undead robot zombies. Let me know if anyone is interested.


Image

Name: Crisis Battlesuit, Size: Large, Type: Mobile Suit, Speed: 35ft

Abilities: STR: 26(+8), DEX:14 (+2), Toughness: +8 (+12 with shields)

Base Features: Armor 6(Extras: Impervious),Environmental Seal 1, Flight Systems 3(Drawback: 200ft

ceiling), Jump Rockets 3, Shield Generator 4(Extras:Impervious)

Complementary Features: Base Comms 5(Extras:Area, Power Feats: selective, subtle), Base Sensors 7

(Blindsight[radar], extended sight, infravision, radius[radar]), Electromagnetic seal 1,

3 * Equipment mounts 3

Weapons Systems: Plasma Control 8 ("Plasma rifle", handheld, plasma , Extras:Penetrating,

Powerfeats: Plug in interface)(15)

Blast 10 ("Missile Pod", handheld, explosion, Extras: autofire, explosion, Powerfeats: Plug in interface)(27)

Combat: Attack: 0 Grapple: +8, Damage: +8(unarmed)

Drawbacks: Activation( One minute to initialize Systems(-1)

Control Requirements(Pilot requires mecha pilot proficiency feat or suffer -4 penalty to all rolls)(-1)

Damage Feedback(Pilot is damaged when mecha is disabled, DC 10+Damage)(-2)

Size 13 + Abilities 12 + Base Features 30 + Complementary Features 6 + Weapons 42 - Drawbacks 4 =

99 Mecha Points

Optional Weapons: Blast 6 (" Burst Cannon", Handheld, energy, Extras: Autofire, Burst,

Powerfeats: Plug in interface) (15)

Blast 6 ("Flamer", Handheld, Fire, Extras: Line, Powerfeats: Plug in interface) (12)

Corrosion 6 ("Fusion Blaster", Handheld, Energy, Extras: Range, Powerfeats: Plug in interface) (12)

Notes: This battlesuit is basically a small mecha. It is reserved for veterans of the fire caste warriors.

Image

Name: Broadside Battlesuit

Replace Plasma rifle with Blast 12 ("Railguns", Handheld, Ballistic, Extras: Penetrating,

Alternate Power: Blast 12 (Extras: Explosion), Powerfeats: Plug in interface, Flaws: Limited to firing in

stationary position.) (15)

Notes: This variant of the Crisis suit has railguns for its main weapon. The railguns can only be fired in a stationary position. The railguns have a huge recoil that prohibits it from firing and moving at the same time. The Broadside usually acts as artillery.
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Re: The Forge:Vehicles of Warhammer40k Update

Postby HustlerOne » Tue Aug 09, 2011 4:06 pm

I decided to update my really old Warhammer 40k vehicle builds. I cleaned up the mess and made it look more presentable. I also added pictures and short descriptions for each build. Most of the info I used for conversion came from the Warhammer40k Lexicanum website and the ridiculously expensive (but good quality work) Forgeworld Imperial Armour books.

Let me know what you think and how I can improve upon it if at all.
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Re: The Forge:Vehicles of Warhammer40k Update

Postby HustlerOne » Sat Aug 13, 2011 12:00 pm

Tau Air Vehicles

Image

Name: Barracuda Fighter, Strength: 35(1), Speed: 8(16), Defense: 8, Toughness: 10(1),

Size: Huge(2), EP/PP Cost: 109/22, Features: Navigation System 2(2), Support Unit 12( 2 Heavy Gun

drones)(10)

Weapons: Blast 10 ("Ion cannon", Power Feats: Improved Range)(22),

Blast 10 ("Missile Pods ", Extras: Autofire, Explosion)(40),

Powers: Communications 10 (radio, Extras: Area, Power Feats: Selective, Subtle)(22),

Super Senses 2 (extended radar, radius[radar])(2)

Notes: This is the air superiority fighter used by the Tau Space fleet.



Image

Name: Orca Dropship, Strength: 45(1), Speed: 8(16), Defense: 2, Toughness: 11(0),

Size: Gargantuan(3), EP/PP Cost: 100/20, Features: None

Weapons: Blast 6("Burst Cannons", Extras: Autofire, Burst) (24),

Blast 10 ("Missile Pod", Extras: Autofire, Explosion)(40),

Powers: Communications 6 (radio, Extras: Area, Power Feats: Selective, Subtle)(14),

Super Senses 2 (extended radar, radius[radar])(2) Note: Speed is Flight

Notes: This is the standard air transport of the Tau Empire. Can carry 48 passengers, battlesuits, and drones.
Last edited by HustlerOne on Thu Sep 08, 2011 11:19 am, edited 6 times in total.
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Re: The Forge: Warhammer40k Vehicles Update

Postby HustlerOne » Sat Aug 13, 2011 12:20 pm

Another update. I found some spelling mistakes in my crisis suit build. So I fixed that. I also added optional weaponry to the crisis suit. I even built up the broadside cousin to the crisis suit.

I noticed that the Tau didn't have any air support. So I added a few air vehicles to make it more fair. This should help anyone who wants a aerial dogfight.

It would be nice to get some feedback. Especially from anyone who plays Warhammer 40k. I'm not sure if I'm doing these warhammer40k builds right. I even have the Eldar and Necrons statted up already. I'm just not sure if I should continue since there isn't any interest. :(

The Tau and the Space Marines are mostly complete. So I'm glad I was able to finish these two at least. :) There should be enough for a small campaign. The only thing missing is a Space Marine or Fire Warrior build.
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Re: The Forge: Warhammer40k Vehicles Update

Postby catsi563 » Sat Aug 13, 2011 7:50 pm

one thing about the tau the burst carbines on the devil fish and the piranhas are drones they can separate and shoot at targets independantly of the main vehicles.
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Re: The Forge: Warhammer40k Vehicles Update

Postby HustlerOne » Sun Aug 14, 2011 12:47 pm

catsi563 wrote:one thing about the tau the burst carbines on the devil fish and the piranhas are drones they can separate and shoot at targets independantly of the main vehicles.


I remember they can do that. However I decided to go the simpler way and have them attached. Its easier that way when figuring out costs. Still I can build those drones for you if you want. I think mecha and manga has a feature used for that purpose.
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Re: The Forge: Warhammer40k Vehicles Update

Postby HustlerOne » Sun Aug 14, 2011 1:15 pm

Image

Name: Gun Drone

Power Level 6

Abilities: Str 7(-2), Dex: 16(+3), Con -(-), Int -(-), Wis 10(0), Cha -(-)

Skills: Notice 6(+6), Search 2(+2)

Feats: -

Powers: Blast 5 ("Pulse Carbine", Extras: Autofire, Improved range)(16)

Communications 4 (Radio, Area, Selective, Subtle)(10)

Flight 3(6)

Immunity 30 (Fortitude) (30)

Shrinking 4 (Power Feats: Innate, Flaws: Permanent)(9)

Super Senses 4 (Direction Sense, Infravision, Ultravision, radius[radar])(4)

Combat: Attack: +6. Damage: Defense: +7, Initiative: +3

Saves: Toughness: +5, Fortitude: -, Reflex: +6, Will: -

Drawbacks: Disability (No Arms; Very Common, major)(-5)

Abilities: -27, Skills: 2, Feats: 0, Powers: 75, Combat: 22, Saves: 8, Drawbacks: -5, Total: 75

Notes: This is a drone equipped with a pulse carbine. It can attach to numerous Tau vehicles and act as an extra pair of guns. It can also detach and act independently on its own. I suggest using the Support Unit feature from mecha and manga to simulate this. Add Support unit ranked at 5(for each drone) to the Piranha Skimmer, Devilfish Troop Carrier, Hammerhead Grav Tank, Sky Ray Missile Defense Gunship Variant, and the Barracuda Fighter.

In addition there are numerous variants to the basic drone. The gun drone has a modular hardpoint that can accommodate a wide range of weapons and tools.

Shield Drone: Replace Pulse Carbine with Shield Generator 4 (Ex: Affects Others)(16)

Notes: Acts as a support unit. Used to protect vulnerable infantry near the drone.

Image

Heavy Gun Drone: Replace Pulse Carbine with Burst Cannon: Blast 6 (Extras: Autofire, Burst)(24)

Notes: A drone that packs a heavier punch.

Technical Drone: Remove weapon and Disability (11)

Notes: This drone has hands and arms. Used by the earth caste workers for construction and logistical purposes.
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Re: The Forge: Warhammer40k Vehicles 2E Update

Postby HustlerOne » Sun Aug 14, 2011 1:38 pm

I added the Tau Gun drones. I also added some quick links so you don't have to scroll all the way down to view my builds. I wanted to do a space marine build but I have no idea how to incorporate all of their implants and extra organs. I suggest checking others threads for space marine and fire caste warrior builds.

If anyone requests it. I'll post the Eldar and necron vehicles. This includes their robots. For the necrons this pretty much means nearly all of them. :wink:
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