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Author Topic: Cerberus Orbital Operations Craft.  (Read 912 times)

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Cerberus Orbital Operations Craft.
« on: September 3, 2004, 09:29:22 AM »
The Cerberus was designed as a multi-function craft, able to perform any function. From deep space observations to combat duty, the Cerberus can provide.

The main body is skeletal, providing a cockpit, engines, and little else. There are removable Compartments, each with a corresponding Drone Cluster on the frontal body of the ship. These Clusters can provide anything from sensor-sweeps to shield amplification. Sometimes, the Clusters are totally removed, and replaced with weaponry.

Like all Tau craft, the Compartments can compliment each other. Sections removed to provide weaponry can compliment each other, especially for frontal volleys.

As it is still in the testing phase, the Cerberus has seen little action. However, there are at least two geared heavily for combat duties.

Cerberus in 40K:
The Cerberus is a massive craft, suitable only for truly titanic games. However, a crashed Cerberus would certainly make an interesting feature to fight over (or inside of!).

Cost: 3,040 points, plus Compartment Upgrades.

Armour: The Body, and all Compartments have 14 armour on all facings.
Shields: The ship has four Void Shields (or Tau Equivalent).
Structure Points: The Body has 20 Structure Points. Each Compartment has 12. Note the Compartments and Body are seperate for purposes of attacking the Cerberus, and damage infliction.
Speed: Lumbering Skimmer. Note that while the Cerberus is technically a Flyer, it cannot act as one during a 40K battle.

Compartments:
Each Compartment gives a different benefit, as well as a "linked" Drone Cluster.
In addition to the benefits listed, each Compartment contains two Railguns and a Shield Generator. If a Compartment is lost, its weapons are useless, its benefits are lost, and one of the Cerberus' shields is permanently destroyed, unless the Compartment's shield has already been destroyed.
"Engines Damaged" results have no effect. Re-roll the damage, re-rolling each time an "Engines Damaged" result occurs.

Research Compartment: This covers anything from Research and Development to Mineral Sampling. It gives no benefit on the field.
The Linked Cluster is comprised of Scanner Drones. These can detect hidden enemies or traps (such as minefields) within 4D8" of the ship at the start of the battle, but do nothing else.

Cadre Compartment (+80pts): The compartment is designed to carry Fire Warriors. It may carry up to 50 "points" of units.
Fire Warriors, Kroot, Human Auxiliaries or any other infantry-sized model, including Kroot Hounds and Drones, take up one "point" of space.
Stealth Teams take up 2 "points".
Crisis Suits, Krootox and similar take up 5 "points".
A Devilfish or Hammerhead takes up 20 "points".

In addition, you may buy an extra Ion Cannon (+30pts) or Railgun (+50pts) for the Compartment's weaponry.

The Cluster contains a variety of targetting drones, designed to pick out priority targets. Each turn, D3 weapons may be upgraded to Bs 4 for that turn. These can be mounted on the Cerberus, or used by any friendly unit within 36". Add a -1 Modifier to this amount each time the Cluster is damaged.

The Cluster may be replaced with an Ion Cannon at no cost, or a Railgun at +20pts.

Weapon Cluster (+230pts): The Cluster is fitted with titanic Railguns, designed to engage enemy spacecraft. It is also fitted with smaller Railguns, usable on ground targets.
The Main Guns are not usable during the game (they aren't meant to work when in orbit!).
The Compartment also gains four Railguns.

The Cluster is fitted with long-range targetting systems. However, these can also lock onto smaller, closer targets. Each turn, D3 weapons may be upgraded to Bs 4 for that turn. These can be mounted on the Cerberus, or used by any friendly unit within 36". Add a -1 Modifier to this amount each time the Cluster is damaged.

Shield Compartment (+50pts): Totally refitted to provide maximum defense, the compartment is a mass of shield generators, amplifiers and similar.

The Cerberus gains an extra Void Shield.

The Cluster is designed to help amplify shield power. Destroying it has no effect on the shields, however.

Launch Compartment (+50pts): The Compartment is refitted to act as a Launch Bay. It can carry two Stingray Interceptors, or a single Barracuda (purchased seperately).

In addition, it contains specially designed anti-aircraft armaments. Both the Compartment's Railguns can be used as AA mounts.

The Cluster normally acts as sensors, designed to spot and track enemy movements. However, for +30pts they can be upgraded to Gunnery Drones, allowing D3 weapons to be fired at Bs 4 each turn. These can be mounted on the Cerberus, or used by any friendly unit within 36". Add a -1 Modifier to this amount each time the Cluster is damaged.

The Body:
The Body has no weapons, save the Drone Clusters. It has a single Shield Generator mounted upon it. The Drone Clusters may be damaged/destroyed as if they were weapons.
If the Body is destroyed, all Compartments lose D6 Structure Points, and scatter 3D6" from the wreak. If they move off the table, into suitably hostile terrain (eg: lava, a ravine, a cliff, etc), they are destroyed.



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