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.

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