Immortal Empire: Imperial Army, Vehicles, Weapons'n'17Update
Moderators: Zahru II, Bragallot, RedRover, Natalya
- Skyian Leader
- Minifig
- Posts: 206
- Joined: Sun Nov 21, 2010 11:07 pm
- Location: Michigan
Wow, thanks for posting your ships, it is really inspiring. The amount of DEATH POTENTIAL. here is amazing! I was collecting all the names and immortal classes of the ships, cause I was going to write up a little fluff... and I can say, the small action fleet engagement will be a Massacre. For my side. Shit, this is why you don't go exploring, cause you will run into immortals and the shit will hit the fan. Hard.
Thanks!
Now, now, now. We're always on the look out for first contact potential so it needn't be all about the killing... unless it's a Maniac Ship (still to be made, sort of like a Space Marine Assault Barge with prison bars ) that the Maniacs have managed to over run and taken on a Rampage (sort of like a Waaaagh but with lots more bar crawling and wumin along the way). In which case, run!
Now, now, now. We're always on the look out for first contact potential so it needn't be all about the killing... unless it's a Maniac Ship (still to be made, sort of like a Space Marine Assault Barge with prison bars ) that the Maniacs have managed to over run and taken on a Rampage (sort of like a Waaaagh but with lots more bar crawling and wumin along the way). In which case, run!
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- Minifig
- Posts: 258
- Joined: Tue Jun 22, 2010 3:31 am
- Skyian Leader
- Minifig
- Posts: 206
- Joined: Sun Nov 21, 2010 11:07 pm
- Location: Michigan
Gah! I need a break from this vacation and to get back to legos now! Lol, I have the scenario planed out in my head, probably will post up the txt of it tomarrow, add in some pics later in the week. It will start out with the 'thundercracker' class destroyer (around the new ship im making, i'll make a micro of it. It looks like a noisy unarmed merchant vessel, and it has caught the attention of 2 raider class destroyers with the accompanying support craft (all I have been able to find was the banshee, surly you have assault boats and antiship bombers and ordnance interceptors. (Antiship bombers is a torpedo/ missile/ payload with a delivery device built up around it, usually one or to shots till they have to return home to reload, so not like my bomber). The immortals, realizing that the lone merchant vessel has unfamiliar markings, they call up high command to report a new faction. They are dissapointed to find that they all ready knew about the faction, called the skyian federation, and it had seemed pretty clear that they were going to join the ranks of the anti immortal alliance. The capture of a large merchant vessel and using the ship + crew as diplomatic leverage adgenst this flegling empire was a temping tactic, and the destroyers accelerated to attack speed.Warhead wrote:Thanks!
Now, now, now. We're always on the look out for first contact potential so it needn't be all about the killing... unless it's a Maniac Ship (still to be made, sort of like a Space Marine Assault Barge with prison bars ) that the Maniacs have managed to over run and taken on a Rampage (sort of like a Waaaagh but with lots more bar crawling and wumin along the way). In which case, run!
+++
Wow, I started typing and found I couldn't stop. Uh, does the immortal empire have any more attack craft besides the banshee? Can the banshee be used in space? Are there any more immortal ship classes, preferably lighter ships? Willa microscale thunderchild be made? Will I ever stop rambling on? Will I ever stop asking questions? Is there such thing s as stupid questions and ugly babys? Find out next time!
I've updated the front page with some early posted stuff, it should have been done long ago but can be found on the Wiki.
The Banshee: It depends if it can be used in space, if like me you remember the DSM and their open air fighters and space vehicles then anything's possible but I made this as a cheap planetary fighter in keeping with all those Jonnie come lately's that demand such things as cockpits and airtanks etc. I've been thinking about the Thunderchild but probably not. I want everything to be black and a white and black ship makes things more difficult not less.
The scenario sounds good. I'll be interested to see how it develops and grows.
As to the rest, who knows.
The Banshee: It depends if it can be used in space, if like me you remember the DSM and their open air fighters and space vehicles then anything's possible but I made this as a cheap planetary fighter in keeping with all those Jonnie come lately's that demand such things as cockpits and airtanks etc. I've been thinking about the Thunderchild but probably not. I want everything to be black and a white and black ship makes things more difficult not less.
The scenario sounds good. I'll be interested to see how it develops and grows.
As to the rest, who knows.
- Skyian Leader
- Minifig
- Posts: 206
- Joined: Sun Nov 21, 2010 11:07 pm
- Location: Michigan
Re: Immortal Empire feces: Units, Vehicles, Weapons'n'shit
IMPERIAL TERRORKHAN ASSAULT REGIMENT
http://www.brikwars.com/forums/viewtopi ... =20&t=6244
TerrorKhan Trooper
Move: 10" With Jetpack, 4" without.
Armour: 7
Skill: 1D6+2
Armed with 1x Flechette Rifle with under barrel grenade launcher, 1x Frag OR Flechette Stick Grenade, One Electro-Sword
Flechette Rifle:
Range: 12" Use: 3+ Damage: 2D6+1 - (May fire either Flechette Rifle OR Grenade Launcher).
Under Barrel Grenade launcher:
Range: 6" Use: 4+ Damage 2D6+1 in a 1D6/2" Radius - (Must take one turn to reload) Runs out of ammo on a 4+ on a D6, rolled before use.
Frag Grenade
Throw + Scatter" Use: 4+ Damage 1D6+2 in a 1D6" Radius - (One Shot)
Flechette Grenade
Throw + Scatter" Use: 4+ Damage: 2D6+1 in a 1D6/2" Radius - (One Shot)
Electro-Blade
Melee - Use: 3+ Damage: 1D6+3 - (None)
Anti-Armour Specialist: One of the few heavy weapons commonly used by TerrorKhan in as many as two per ten man Squad is the Light RPG. A simple throw away light Anti-Armour rocket launcher.
Armed with 1x Flechette Rifle with under barrel grenade launcher, 1x Light RPG, 1x Electro-Sword.
Light RPG
Range: 12" Use: 3+ Damage: 2D10 in a 1D6/2" radius (One Shot)
TerrorKhan Sniper
Heavy Sniper Rifle.
Range: 18" Use: 2+ Damage: 2D6 (+1 to hit if stationary)
TerrorKhan Weapon Specialist: Snipers and Heavy Weapons including the feared TerrorKhan Berserker are all Veteran specialists, TerrorKhan that have proven themselves even above the Elite.
Move: 10" With Jetpack, 4" without.
Armour: 8
Skill: 1D6+2
There are various weapons available to the TerrorKhan, and at least one such weapon per twenty man assault team can be expected. Striped down and easily portable to mortals unlike the Heavy Weapons normally carried by the Immortals themselves these weapons can be brought to bare where they are most needed swiftly.
Anti-Tank HiVe launcher:
Range 18" Use: 3+ Damage: 3D10 - (ONE SHOT ONLY, no area effect BUT reduces the armour of units Size 3 and above by half).
HiVe Launchers (HiVe: High Velocity) Using Immortal Infinity Tech to miniaturize a short burst warp engine that instantly propels a solid core sabot over a short distance to target. This creates a highly accurate and vastly devastating throw away weapon without need of explosives or penetration assisted rounds. There are larger HiVe launchers available to light vehicle scale.
Ion Blaster
Range: 12" Use: 4+ Damage: 3D10 in a 1D6 Radius (Must recharge each turn)
Ion Blasters are a more refined, and safe version of the Maniac Ion Bazooka. It still needs to recharge after each shot.
Ion Canon
Range: 12" Use: 4+ Damage: 1D10 (Must recharge, prone to overheating 4+ on a D6 and requires a cool down period or will explode if fired again)
The Ion Canon focuses a needle beam of almost unstoppable energy for a split second. This beam is able to cut through most armour and ignore many types of shields. It's main function is to destroy the internal workings of large vehicles and there are many larger variants of this weapon which the immortals use on their Starships. Heavy power Packs can also boost the power and durability of the portable version to allow for wide beam blasts or rapid fire.
TerrorKhan Berserker...
Move: 10" (Jetpack) Armour: 8 Skill: 1D6+2 (Fearless, Berserker, Jetpack)
OTC Evicerator Chainsaw.
Range: - Use: 4+, Damage: 4D6 (May not be parried)
2nd Weapon/Equipment
Automatic Pistol:
Range: 6" Use: 3+ Damage: 1D6+1 (May be used in close combat at zero range for the same use and damage).
http://www.brikwars.com/forums/viewtopi ... =20&t=6244
TerrorKhan Trooper
Move: 10" With Jetpack, 4" without.
Armour: 7
Skill: 1D6+2
Armed with 1x Flechette Rifle with under barrel grenade launcher, 1x Frag OR Flechette Stick Grenade, One Electro-Sword
Flechette Rifle:
Range: 12" Use: 3+ Damage: 2D6+1 - (May fire either Flechette Rifle OR Grenade Launcher).
Under Barrel Grenade launcher:
Range: 6" Use: 4+ Damage 2D6+1 in a 1D6/2" Radius - (Must take one turn to reload) Runs out of ammo on a 4+ on a D6, rolled before use.
Frag Grenade
Throw + Scatter" Use: 4+ Damage 1D6+2 in a 1D6" Radius - (One Shot)
Flechette Grenade
Throw + Scatter" Use: 4+ Damage: 2D6+1 in a 1D6/2" Radius - (One Shot)
Electro-Blade
Melee - Use: 3+ Damage: 1D6+3 - (None)
Anti-Armour Specialist: One of the few heavy weapons commonly used by TerrorKhan in as many as two per ten man Squad is the Light RPG. A simple throw away light Anti-Armour rocket launcher.
Armed with 1x Flechette Rifle with under barrel grenade launcher, 1x Light RPG, 1x Electro-Sword.
Light RPG
Range: 12" Use: 3+ Damage: 2D10 in a 1D6/2" radius (One Shot)
TerrorKhan Sniper
Heavy Sniper Rifle.
Range: 18" Use: 2+ Damage: 2D6 (+1 to hit if stationary)
TerrorKhan Weapon Specialist: Snipers and Heavy Weapons including the feared TerrorKhan Berserker are all Veteran specialists, TerrorKhan that have proven themselves even above the Elite.
Move: 10" With Jetpack, 4" without.
Armour: 8
Skill: 1D6+2
There are various weapons available to the TerrorKhan, and at least one such weapon per twenty man assault team can be expected. Striped down and easily portable to mortals unlike the Heavy Weapons normally carried by the Immortals themselves these weapons can be brought to bare where they are most needed swiftly.
Anti-Tank HiVe launcher:
Range 18" Use: 3+ Damage: 3D10 - (ONE SHOT ONLY, no area effect BUT reduces the armour of units Size 3 and above by half).
HiVe Launchers (HiVe: High Velocity) Using Immortal Infinity Tech to miniaturize a short burst warp engine that instantly propels a solid core sabot over a short distance to target. This creates a highly accurate and vastly devastating throw away weapon without need of explosives or penetration assisted rounds. There are larger HiVe launchers available to light vehicle scale.
Ion Blaster
Range: 12" Use: 4+ Damage: 3D10 in a 1D6 Radius (Must recharge each turn)
Ion Blasters are a more refined, and safe version of the Maniac Ion Bazooka. It still needs to recharge after each shot.
Ion Canon
Range: 12" Use: 4+ Damage: 1D10 (Must recharge, prone to overheating 4+ on a D6 and requires a cool down period or will explode if fired again)
The Ion Canon focuses a needle beam of almost unstoppable energy for a split second. This beam is able to cut through most armour and ignore many types of shields. It's main function is to destroy the internal workings of large vehicles and there are many larger variants of this weapon which the immortals use on their Starships. Heavy power Packs can also boost the power and durability of the portable version to allow for wide beam blasts or rapid fire.
TerrorKhan Berserker...
Move: 10" (Jetpack) Armour: 8 Skill: 1D6+2 (Fearless, Berserker, Jetpack)
OTC Evicerator Chainsaw.
Range: - Use: 4+, Damage: 4D6 (May not be parried)
2nd Weapon/Equipment
Automatic Pistol:
Range: 6" Use: 3+ Damage: 1D6+1 (May be used in close combat at zero range for the same use and damage).
Re: Immortal Empire feces: Units, Vehicles, Weapons'n'shit
Armour Recon Mechanized Infantry: As seen on Lego Wasteland
http://www.brikwars.com/forums/viewtopi ... =20&t=6244
Heavy Weapons Squad.
As well as the standard weapons shown in the above thread there are additional Heavy Weapons that are available to such troops and may include Grenade Launchers (which may also double as Assault Shotguns), Flamers, Auto-Canon, Light Ion Blasters and Heavy Ion Canon with boosting power-packs.
http://www.brikwars.com/forums/viewtopi ... =20&t=6244
Heavy Weapons Squad.
As well as the standard weapons shown in the above thread there are additional Heavy Weapons that are available to such troops and may include Grenade Launchers (which may also double as Assault Shotguns), Flamers, Auto-Canon, Light Ion Blasters and Heavy Ion Canon with boosting power-packs.
Re: Immortal Empire feces: Units, Vehicles, Weapons'n'shit
HEADHUNTERS: ASSAULT ENGINEERS
There are many distinguished Regiments in the Imperial Army. The Headhunters are the best Combat Engineers bar none. They carry heavy Jetpacks for speed and are lightly armed and armored for swift lightning attacks behind enemy lines.
There are many distinguished Regiments in the Imperial Army. The Headhunters are the best Combat Engineers bar none. They carry heavy Jetpacks for speed and are lightly armed and armored for swift lightning attacks behind enemy lines.
Re: Immortal Empire feces: Units, Vehicles, Weapons'n'shit
Great, now you can FINISH THE BATTLE.
Tzan wrote:That's what Hitler said,Semaj Nagirrac wrote:Well, I took some land without checking if it was owned by a faction or not. I'm not going to be banned, am I? I can destroy everything if need be.
in 1938.