Friday 6 July 2012

WH40k - Mortifactors - Rhino & Razorback WIP



Those skull lovin' Space Marines the Mortifactors, keep on coming. This time in the form of a couple of troop transport options – The Rhino and the Razorback…



First up is the Rhino, beefed up with the addition of some additional stowage and some iconography lifted from the Skeleton Warriors sprue. Next up, we have the Razorback…

Rama-Lama-Ding-Dong...

This vehicle has the addition of the Forge World dozer blade, customised to include the shield of a fallen Mortifactors Hero – protecting his brethren even after death…




The Heavy Bolter turret has been modified to include a combined missile launcher and scanner array.



The rear door ramp has been given a large Imperial Aquilla symbol, cut away and filed down from the Forge World Land Raider door upgrade set. Like all the Mortifactor’s armour in this army project, the vehicles have been given the effects of battle damage. Granted, this may go against the general ethos of meticulous Space Marine armour maintenance, but these boys would rather kill xenos scum first and reach for the Mr Sheen second…


So, the lads now have some track based transports with which to taxi round the battlefield. But I will need to be considerate of the tactical changes the release of WH40k 6th Edition brings to vehicles and their occupants in general … A look round the web reveals the following…


- The introduction of Hull Points has meant that the overall effectiveness of vehicle’s armour has taken a dip… no bad thing in my opinion

- A vehicle reduced to zero hull points is considered wrecked, consequently the wrecked result has been removed from the vehicle damage table, to be replaced by an increased chance of a crew shaken result

- AP2 weapons now have a +1 modifier to rolls on the table whilst AP1 weapons add +2…  Boom!

- The full strength of blast weapons is now used even if the central hole is not over the vehicle

- Most weapons can now be fired most of the time – If you move over 6″ in a turn, one weapon can be fired at normal ballistic skill while the remaining weapons can be snap-fired at ballistic skill 1

- Vehicles coming on from reserve have a decreased cover save on the turn they arrive

- You can no longer assault out of reserve

- Against shooty armies, this means you’ll take a pounding on arrival. You’ll also probably take a second round of shooting from Overwatch. This is before you actually get the chance to swing your chainsword in anger…

- You can’t charge out of a vehicle that isn’t an assault vehicle, even if it didn’t move. Best case scenario in this instance therefore is a Turn 3 charge on the move

- Disembarking infantry can now however be placed up to 6″ from the vehicle’s access point… Look for cover!


Until next time... ;)





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