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Demiurg Consortium 3.0

 Post subject: Demiurg Consortium 3.0
PostPosted: Tue Jul 15, 2008 11:29 am 
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THE DEMIURG (3.0, 6/25/08)

“Business is Business, War is a Business.â€Â

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 Post subject: Demiurg Consortium 3.0
PostPosted: Tue Jul 15, 2008 11:58 am 
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Demiurg 3.0 continued...

DEMIURG MOBILE COMBAT FORTRESS
The ultimate expression of the industrial capacity of the Demiurg is the arrival of their Mobile Combat Fortress, or MCF, on the battlefield. Rather that attempt to develop articulated walkers that require massive hydraulics and questionable organic-cybernetic interfaces to move properly, the Demiurg have refined the tank to its penultimate form, The MCF. Of the 4 types regularly seen by other races, witnesses liken them to moving buildings and in truly large campaigns the appearance of an entire city entering the battle, unleashing an unparalleled torrent of firepower is an apt description.

Each MCF is maximized for its role and protected by a form of battle screen or void shield that is unknown to the Imperial Techno-Magi. This protection while not capable of deflecting ballistic weapons and standard energy weapons is extremely effective against weapons that most war engines cannot withstand. And while the field does appear to have some drawbacks as opposed to void shield technology there seems to be no limit to the amount of energy that it can deflect.

SPECIAL RULE
Particle Shielding
This field attenuates high yield weapons. A vehicle protected by a particle shield gets all of its armour rolls against Macro-weapons and one 4+ armour roll against a Titan Killer weapon. If the roll is failed the attacking weapon does damage as indicated on its profile.


DEMIURG LEVIATHAN MOBILE COMBAT FORTRESS
A Leviathan MCF is typically purchased from a Guild Hall construction crèche as a permanent Brotherhood Superheavy Asset. Capable of carrying a full Brotherhood and an Affiliated Local, the Leviathan is the largest transport in the Demiurg arsenal, possibly the largest troop transport period. While its speed is unimpressive, its ability the deliver its payload in a hostile environment has no equal.
The massive Doomsday Cannon clears a path to the enemy while rank after rank of lascannon protect the Leviathan’s flanks. And when called to action, as per contract, the ramp is lowered and the troop payload in her guts disembarks to mop up what is left in the way of opposition.
Some Consortium prefer to marshal their nobles within a Command and Control Leviathan in hopes of weathering the battle unscathed, but they never truly experience the marvel of this combat machine and their clients soon pick up this timidity. Such Consortium rarely win follow-on contracts with their clientele.

DEMIURG LEVIATHAN MOBILE COMBAT FORTRESS
Type Speed Armour Close Combat Firefight
War Engine 20cm 4+ 3+ 3+
Weapon Range Firepower Notes
Battle Cannon 75cm AP 4+/AT 4+ Turret, All Round
Doomsday Cannon 120cm 3 BP Macro-weapon, Fixed Forward
3x Flank Twin Lascannons 45cm AT 4+ All Round
Notes: Damage Capacity (4), Particle Shielding, Reinforced Armour, Thick Rear Armour, Fearless, Transport (14) May carry fourteen of the following units: Iron-Breaker, Armsmen and Sandhog. The following units may also be carried but each takes up two Transport slots: Hearthguard, Autonom, Mole Mortar, Rapier, Tarantula and Thudd Gun.
Critical Hit: The tracks are destroyed, the Leviathan may not move. An additional critical hit does an extra point of damage.


DEMIURG COLOSSUS MOBILE COMBAT FORTRESS
The Colossus is a sophisticated firebase covered with a cornucopia of weaponry that gives its lease holder considerable joy when contemplating the next assignment. Based on the original chassis of the Leviathan the designers of the Colossus had one thing in mind, absolute devastation. Its primary weapon is the same as the Leviathan, but the similarities end there. First, they stripped out the transport compartments and opted for 3 additional Battle Cannons, a short ranged Thunder Cannon, ranks of Plasma Missiles and lastly a helipad with a dedicated Iron Eagle Artillery Spotter.
This innovation alone gives the Colossus a move and fire capability that mitigates its decidedly slow speed. The Iron Eagle fire control team direct and sight the Plasma Missile launches independently from the rest of the Colossus systems but still bear on the same target. This bracketed firing solution gives an enemy formation very little time to contemplate the fact that nowhere is safe when the Colossus takes the field.  

DEMIURG COLOSSUS MOBILE COMBAT FORTRESS
Type Speed Armour Close Combat Firefight
War Engine 15cm 4+ 3+ 3+
Weapon Range Firepower Notes
4x Battle Cannons 75cm AP 4+/AT 4+ Fixed Forward
Doomsday Cannon 120cm 3 BP Macro-weapon, Fixed Forward
Thunder Cannon 30cm 3 BP Ignore Cover, Fixed Forward
Plasma Missiles 60cm 3 BP Indirect Fire (Special: Spotter), All Round
Notes: Damage Capacity (4), Particle Shielding, Reinforced Armour, Thick Rear Armour, Fearless
Critical Hit: The tracks are destroyed, the Colossus may not move. An additional critical hit does an extra point of damage.
Special: Iron Eagle Spotter: A single Iron Eagle is associated with the Colossus to act as an artillery spotter. Attach this gyrocopter to any non-MCF or non-TBM/Cradle formation. The Iron Eagle acts normally with the formation it’s attached to and is allocated hits from shooting as per the core rules for shooting at a formation. While the Iron Eagle is in play it allows the Colossus to fire its Plasma Missiles indirectly unless the Colossus marches or is suppressed. However, the Colossus does not get the +1 to hit unless it remains stationary as per 1.9.8 (Barrages). While Spotting the Iron Eagle must have a LOS to the target and the target must be within the range of the Colossus (max 120cm). This ability does not allow the Colossus to split fire.


DEMIURG CYCLOPS MOBILE COMBAT FORTRESS
Like the Thunderfire and the Goliath, the Cyclops is a MCF that rejects a sense of proportion or any semblance of balanced weaponry. The Hellfury Cannon mounted on the hull frame of a Leviathan chassis is actually a Bastion Class cruiser cutting array originally designed for asteroid mining. The power draw on this nightmare is so high that it is constantly in danger of forcing a general shutdown of the MCF control and targeting computers. The heat build up from the Hellfury Cannon is collected in an array of massive heat sinks and re-routed to power the defensive Crucible Cannons positioned at the prow of the Cyclops. If both of these systems are not available the Cyclops can rely on its compliment of Doomstorm missiles to bring the enemy to task.
Regardless of the drawbacks, the extreme weapons, the beleaguered fire control and slow speed the Cyclops remains a regular addition to most sieges and they are a particular favourite among Titan Hunting Legates looking to enhance their reputations.  

DEMIURG CYCLOPS MOBILE COMBAT FORTRESS
Type Speed Armour Close Combat Firefight
War Engine 15cm 4+ 3+ 3+
Weapon Range Firepower Notes
Battle Cannon 75cm AP 4+/AT 4+ Turret, All Round
Hellfury Particle Cannon 90cm 2x MW 2+ (TK 2) Titan Killer, Fixed Forward
2x Crucible Cannons 30cm 2x 3+ MW Ignore Cover, Fixed Forward
Doomstorm Missiles 60cm 4 BP Indirect Fire, Macro-weapon, All Round
Notes: Damage Capacity (4), Particle Shielding, Reinforced Armour, Thick Rear Armour, Fearless
Critical Hit: The tracks are destroyed, the Cyclops may not move. An additional critical hit does an extra point of damage.
Special: Power Flux: Due to the extreme power requirements of the weapon system on this combat fortress only one weapon in addition to the turreted Battle Cannon may be fired per turn.


DEMIURG LAND TRAIN MOBILE COMBAT FORTRESS
The Land Train is a marvel of Demiurg engineering even in comparison to other Mobile Combat Fortress. Historically Land Train’s development began as a method of crossing harsh tracts of wasteland ferrying people and supplies. In warfare it has become a fast moving modular firebase capable of standing off entire tank companies by itself. Unsupported the war engine is marginally better than an Imperial Baneblade, but when configured with its attendant Battle Cars the Land Train MCF is a fierce combatant. As the train come under fire the crew increase their rate of fire, trusting in the effectiveness of the shielding and armour. The closer the train gets the greater the level of fire it produces in a valiant charge to take its objective.  

DEMIURG LAND TRAIN MOBILE COMBAT FORTRESS
Type Speed Armour Close Combat Firefight
War Engine 20cm 4+ 4+ 4+
Weapon Range Firepower Notes
Battle Cannon 75cm AP 4+/AT 4+ Turret, All Round
Battle Cannon 75cm AP 4+/AT 4+ Fixed Forward
Thunder Cannon 30cm 3 BP Ignore Cover, Fixed Forward
Notes: Damage Capacity (3), Particle Shielding, Reinforced Armour, Thick Rear Armour, Fearless
Critical Hit: If the Engine is hit the Engine is destroyed. If a Battle Car is hit the affected Battle Car is destroyed, additionally the Land Train loses 5cm movement in its next action and may not take a Sustained Fire or Overwatch action.
Special: Damage Management: Hits are applied from the front to the rear starting with closest portion of the train. No part of the train can be allocated a second hit until each part has been allocated one hit. Any destroyed Battle Cars must be de-coupled at a cost of 5cm at the start of the Land Train’s next activation (this effect is not cumulative and includes critical hits).


DEMIURG LAND TRAIN MOBILE COMBAT FORTRESS BATTLE CARS
The Battle Cars of the Land Train MCF are all very specific in their approach to aiding the Land Train in its mission.
The Crucible Battle Car is armed with a heavy duty, extended-range Melta-weapon that gives the Battle Car its name and can penetrate even the toughest armoured opponent.
The Engineer’s Battle Car carries members of the crew and design team whose job it is to oversee the Land Train in each engagement and if necessary exit the Battle Car to defend the Land Train in hand-to-hand.
The Pilum Battle Car is little more than a medium range Titan-Killer missile launcher that is typically the first weapon fired by the Land Train fire control team immediately preceding an assault.
The Roadmaker Mortar is a weapon from its earlier days when the Land Train more or less made its own road as the name implies, flattening terrain features rather than avoiding them.
Occasionally the Battle Cars find themselves without the engine. In that situation the Battle Cars have a limited capacity to form up as their own war engine formation until relief can be dispatched.  

DEMIURG LAND TRAIN BATTLE CARS
Type Speed Armour Close Combat Firefight
War Engine 10cm 4+ 4+ 4+
Weapon Range Firepower Notes
Crucible Battle Car 30cm 2x 3+ MW Ignore Cover, Fixed Forward
Engineer’s Battle Car 45cm AP 5+/AT 6+ Turret, All Round, carries 4 Sandhog Units
Pilum Battle Car 60cm 3 BP (TK 1) Indirect Fire, One-shot, Titan Killer, All Round
Roadmaker Battle Car 45cm 3 BP Indirect Fire, Fixed Forward
Notes: Damage Capacity (2 each), Particle Shielding, Reinforced Armour, Thick Rear Armour, Fearless
Critical Hit: The affected Battle Car is destroyed; additionally the Land Train loses 5cm movement in its next action and may not take a Sustained Fire or Overwatch action.
Special: Flexible Coupling Leads: Each Battle Car may rotate 45* off the axis of the Land Train to get a bearing on a target.
Special: Autonomous: In the odd event that Land Train engine is destroyed each Battle Car moves independently in a limited capacity. The Battle Cars form single a War Engine formation until destroyed.


DEMIURG TUNNEL BORING MACHINES
Early on in the history of the Homeworlds the Demiurg developed tunnel boring machines (TBM) that were used for excavation and tunnel mining. Later this technology was adapted, much like the Mole Mortar to attack their enemies from below the surface. The most recent adaptation of the TBM has been in shipboard launches into asteroid fields for highly profitable intra-system belt refinery contracts.
As a combat tactic the surprise and confusion generated by an arrival of a formation of TBM is second only to the destruction they mete out to the enemy and the surrounding terrain. Immediately prior to surface penetration the crew fire breaching charges that weaken the ground at the LZ. In the last phase of the tunneling the TBM fuel stores are vented through the cutting array, whose spin creates a wash of ignited propellant as the TBM terminates its movement more or less intact. Regardless, even if the TBM survive the engagement the repair bills are enormous.
The area around a TBM insertion is nowhere to be and if coordinated well by the Demiurg Launch Officer, causes considerable confusion to nearby enemy combat assets. While the Demiurg enjoy the tunneling, the combat risk are high and thus local Trade Factors occasionally offer bonus programs and life insurance to their own troops…just in case.

TBM CRADLES
When the Demiurg are defending their territory or have already deployed to the surface they use large tracked cradles to move their TBM within operational distance of the enemy to use them in an all too familiar role as tunnelling units.
These cradles are all designed from a similar STC profile, the Khthon. The only variation is the relative size required to move the tuneller into position. However the size of the drive train required in moving a TBM is such that once launched the Khthon crew is capable of doing little more than holding position and counting on the Brotherhoods to hold the line as they are not actual combat units.


SPECIAL RULES
Tunnellers
Tunnellers are set up on their own table edge before the battle starts, after spacecraft are deployed (see 4.0). Any units transported in the tunnellers are kept off table until they surface. Write down the location where the tunneller will surface in the same manner that you record the co-ordinates of a drop zone (see 4.3.3).

Each tunneller formation must pass an activation test; if successful the tunneller models are removed from the table. It takes a tunneller formation 1 full turn to travel to any point on your table half and 2 full turns to travel to any point in your opponents table half.

Set up the tunnellers at the start of the turn when they surface as per the following rules; After the placing the first unit in a tunneller formation, center an orbital bombardment template over the model and place any other tunnellers in the same formation within that 12cm area. The troops carried in the tunnellers then must disembark within 5cm of their transport. The units being transported may take an action on the turn they appear.

If any enemy units are under the template, the Demiurg player must move the template the shortest distance needed to place the template without affecting any enemy models. Demiurg units may not be placed within any enemy zones of control.

Note: Tunneling requires you to deploy and activate the formation from Khthon cradles which are then removed from play at the end of the turn the tunnellers launch.
Tunnellers unlike drop pods remain on the table and count as Ruins as per 1.8.4 after the transported infantry disembark.

Important Note on Targeting TBM: While a Tunnel Boring Machine is mounted on its cradle they count as one unit. If an armour save is failed remove the TBM and the cradle, but assign only 1 BM per casualty. On-board infantry units save as per the normal rules for a destroyed transport. Any BM accumulated prior to the launching of TBM formations are removed after they launch.

Overwatch: Formations on Overwatch can declare attacks on disembarked TBM infantry immediately after the Strategy Phase on the turn they surface.


DEMIURG TUNNEL BORING MACHINES

DEMIURG TERMITE TUNNEL BORING MACHINE
Type Speed Armour Close Combat Firefight
Armoured Vehicle 0cm 4+ 6+ 6+
Weapon Range Firepower Notes
n/a - - -
Notes: Tunneller, Transport (2) May carry two of the following units: Iron-Breaker, Armsmen and Sandhog, or one: Hearthguard, Autonom, Mole Mortar, Rapier, Tarantula or Thudd Gun. After Surfacing; a TBM remains on the table and count as Ruins as per 1.8.4 after the transported infantry disembark.


DEMIURG MOLE TUNNEL BORING MACHINE
Type Speed Armour Close Combat Firefight
Armoured Vehicle 0cm 4+ 6+ 6+
Weapon Range Firepower Notes
n/a - - -
Notes: Tunneller, Reinforced Armour, Transport (4) May carry four of the following units: Iron-Breaker, Armsmen and Sandhog. The following units may also be carried but each takes up two Transport slots: Hearthguard, Autonom, Mole Mortar, Rapier, Tarantula, Thudd Gun. After Surfacing; a TBM remains on the table and count as Ruins as per 1.8.4 after the transported infantry disembark.


DEMIURG HELLBORE TUNNEL BORING MACHINE
Type Speed Armour Close Combat Firefight
War Engine 0cm 4+ 6+ 6+
Weapon Range Firepower Notes
n/a - - -
Notes: Damage Capacity (4), Tunneller, Reinforced Armour, Thick Rear Armour. Transport (14) May carry fourteen of the following units: Iron-Breaker, Armsmen and Sandhog. The following units may also be carried but each takes up two Transport slots: Hearthguard, Autonom, Mole Mortar, Rapier, Tarantula, Thudd Gun. After Surfacing; a TBM remains on the table and count as Ruins as per 1.8.4 after the transported infantry disembark.
Critical Hit: The Hellbore cracks down the middle and collapses in on itself like a crushed eggshell. Remove the model.


DEMIURG KHTHON, TERMITE TBM CRADLE
Type Speed Armour Close Combat Firefight
Armoured Vehicle - - - -
Weapon Range Firepower Notes
Heavy Bolter 30cm AP 5+ -
Notes: Remove this model from the table at the end of the turn the TBM is launched


DEMIURG HEAVY KHTHON, MOLE TBM CRADLE
Type Speed Armour Close Combat Firefight
Armoured Vehicle - - - -
Weapon Range Firepower Notes
Heavy Bolter 30cm AP 5+ -
Notes: Remove this model from the table at the end of the turn the TBM is launched


DEMIURG KHTHON HOG, HELLBORE TBM CRADLE
Type Speed Armour Close Combat Firefight
War Engine - - - -
Weapon Range Firepower Notes
2x Heavy Bolters 30cm AP 5+ Turret, All Round
Notes: Remove this model from the table at the end of the turn the TBM is launched
Critical Hit: The Hog literally rips apart and collapses in a heap of parts. If your model can be disassembled, scatter the parts convincingly.


DEMIURG COMMERCE FLEET VESSELS

The Demiurg spacecraft remain a mystery to the rest of the Galaxy. The travel the Warp, apparently without the benefit of Pyskers possessing the Navigator gene, they seemingly ignore dangerous phenomena in sectors of space other races must avoid and they use weaponry that is unfathomable to the Tech Priests of the Imperium.
What is known is they are capable of extended operations without benefit of a port or refuelling; and they are used as work platforms in deep space mining operations. As fighting vessels even their nominal cruiser, the Bastion Class, is a match for most Imperial battleships. In a Planetary operation they are capable of seizing the high orbital from nominally swifter enemies and firing a mix of deadly weaponry before they can be interdicted.
Many have speculated that the Demiurg are capable of high degree of automation in the management of their spacecraft and that this technology allows the targeting of the enemy to be a priority.
This automation and its benefits are no more apparent than in the Stronghold Class Battleship. Although it is unremarkable with regards to its speed and manoeuvrability, once its course is laid in across a planet’s orbit, its sheer size and steady fire control is enough to discourage anyone but the most stalwart captain from challenging its approach move.


DEMIURG BASTION CLASS CRUISER
Type Speed Armour Close Combat Firefight
Spacecraft n/a n/a n/a n/a
Weapon Range Firepower Notes
Pin-point Attacks n/a 2+ MW (TK 2) Titan Killer
Orbital Bombardment n/a 4 BP Macro-weapon
Notes: n/a


DEMIURG STRONGHOLD CLASS BATTLESHIP
Type Speed Armour Close Combat Firefight
Spacecraft n/a n/a n/a n/a
Weapon Range Firepower Notes
2x Pin-point Attacks n/a 2+ MW (TK 2) Titan Killer
Orbital Bombardment n/a 8 BP Macro-weapon
Notes: Slow and Steady – may not be used on the first two turns of a battle unless the scenario specifically says otherwise.




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 Post subject: Demiurg Consortium 3.0
PostPosted: Sat Dec 13, 2008 2:44 am 
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That is a very decent back story for the Demiurg and its along the same lines of what I was tossing around in my own head.

Including the Tau in the story past me by, but its a solid idea.

The Tau are emerging as interstellar players and these jaded stunty bounders with knowledge of the Imperium and other specialties is invaluable.

That could make for some cool joint lists or scenarios.


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