CHAOS BRASS SCORPION - 300 points
VEHICLE DATA CREW: THE BRASS SCORPION IS A KHORNE DAEMON WITH BS:4 MOVEMENT: SLOW SPEED: 6" COMBAT SPEED: 12" FAST SPEED: 20" TYPE: WHEELED RAM VALUE: STRENGTH 8 D12 DAMAGE -5 SAVE WEAPONS: SCORPION CANNON with 90 degree forward firing arc. TWO JAW GUNS with 90 degree forward firing arcs. POWER SAWS. The Power Saws act as a Ram Bar. When moving, you may attack anything in your path by rolling an immediate close combat with the moving Power Saws on the front. There are 2 attacks with WS:5. Surviving troops must then make their normal roll against Initiative or be run down. The Power Blades mow a path through woods, allowing the Brass Scorpion to travel through woods at full speed. When doing so the Brass Scorpion leaves a clear path that others can move through. SPECIAL: The Brass Scorpion is a Daemon Engine of Khorne. It causes fear and is susceptible to anti-Daemonic weapons and psychic powers. It must always move towards an enemy at Combat Speed if possible. At the end of each complete turn, compute victory points. If Chaos is winning, then the Brass Scorpion shoots with BS:5, has all its armor values 2 higher, and adds 1 Attack in close combat. WEAPON DATA: Range To Hit Weapon Shrt Lng Shrt Lng Str Dam SM Armor Spec Scorpion Cannon 0-20 20-60 - - 6 1 -1 d6+6 Jaw Gun 0-20 20-50 - - 9 2d6 -4 3d6+9 Power Saws close combat - - 10 d4 -6 d20+d6+d4+10 d6 Location Front Side/Rear 1 Wheels 18 18 2-3 Hull 22 20 4 Tower Gun* 22 22 5 Skull Cannon** 22 22 6 Battle Scythe 20 20 *4 in tower, roll d4 for which Tower Gun hit. **Hits nearest Skull Cannon, 1 on each side. Wheel Damage Table 1 The wheel is damaged but keeps running. The Blood Reaper may only move at slow speed for the rest of the game. 2-5 One of the Blood Reaper's wheels is blown off. The Blood Reaper moves out of control next turn and then comes to a permanent halt for the rest of the battle. 6 A wheel is blown off and the resulting damages causes the Blood Reaper to flip over. The destroyed Daemon comes to a rest d6" away in a random direction. Any model it lands on takes d6 S7 hits with a -2 saving throw modifier. Hull Damage Table 1 The Daemon is stunned by the shot and moves out of control for the next round. The round after that the Blood Reaper returns to normal. 2-4 The shot leaves a gapping hole in the daemonic creature. Roll a d6, on a 4+ the Daemon is killed. It moves out of control next round and comes to a permanent halt. 5 The Blood Reaper bursts into flames. The screaming creature moves out of control next turn and then explodes. Anything within 3" of the point where it ends up is caught in the explosion, suffering damage exactly as if hit by a heavy flamer. 6 The Blood Reaper explodes. Any models within 3" suffer d6 Strength 7 hits with a -3 saving throw modifier. Tower Guns Damage Table 1 The Tower Gun is damaged and may only be fired if you first roll a 4+ on a d6. 2-5 The Tower Gun is destroyed and may not be fired for the rest of the game. 6 The Tower Gun is destroyed as above, but the explosion may hurt the daemon itself. Roll on the hull damage table to find out what effect this explosion has. Skull Cannon Damage Table 1 The Skull Cannon is damaged and may only be fired if you first roll a 4+ on a d6. 2-5 The Skull Cannon is destroyed and may not be fired for the rest of the game. 6 The Skull Cannon is destroyed as above, but the explosion may hurt the daemon itself. Roll on the hull damage table to find out what effect this explosion has. Battle Scythe Damage Table 1 The Battle Scythe is damaged and only has any affect if you first roll a 4+ on a d6. 2-5 The Battle Scythe is destroyed and has no effect for the rest of the game. 6 The Battle Scythe is ripped from the Blood Reaper, injuring the daemon itself. Roll on the hull damage table to find out what effect the affect is.
Warhammer 40k Section Vehicle Bay Links