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Leviathan - Imperialis - Fortress Stats

 Post subject: Leviathan - Imperialis - Fortress Stats
PostPosted: Wed Mar 23, 2011 2:25 pm 
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I had posted this quite some time ago, but it was eaten in one of the board transitions. It's possible (even probable) that these stats have been updated since I pulled them. Point costs are what they were when I pulled them and obviously vary widely.

It does not include the various Leviathan variants from the Squat/Demiurg lists.
If someone is interested in pulling them to post, that would be great.
=======================

IMPERIAL BASTION (Chroma)
Type Speed Armour Close Combat Firefight
War Engine 0cm 4+ 5+ 3+
Weapons Range Firepower Notes
Battle Cannon 75cm AP4+/AT4+ Fixed Forward Arc
2 x Lascannon 45cm AT5+ Forward Arc
4 x Heavy Bolter Turrets 30cm AP5+
Notes: 2 Void Shields, Damage Capacity 4, Fearless, Reinforced Armour, Scout, Transport (up to 16 infantry units, Ogryn and Terminators count as two units). Infantry units transported within an Imperial Bastion may fire their weapons normally and use their firefight value in assaults.
Critical Hit: The Bastion's Void Shield generator shorts out, it loses all Void Shields and cannot regain them for the rest of the game. Subsequent critical hits cause an additional 1DC of damage.
250 points

Inquisition Drop Fortress (Lord_I)
Type Speed Armour Close Combat Firefight
War Machine Immobile 4+ 5+ 4+
Weapon Range Firepower Notes
6x Twin Hydra Autocannon 45cm AP4+/AT5+/AA5+
3x Punisher Launchers 45cm 2BP Indirect Fire
Battle Cannon 75cm AP4+/AT4+
Bolters (15cm) Small Arms
Damage Capacity 8; 6 Void Shields. Critical Hit Effect: Internal explosions cause an extra point
of damage and inflict hits on D6 transported units (attacker's choice as to who is hit, although
Inquisitors can only be selected if there are no other choices).
Notes: Planetfall; Reinforced Armour; Fearless; Thick Rear Armour, Transport (10 Infantry)

===


Imperial Guard Leviathan Command Centre (Black Legion)
War Engine, 15cm, 4+, 3+, 3+
Battle Cannon, 75cm, AP4+/AT4+, -
6 x Twin Lascannon, 45cm, AT4+
Doomsday Cannon, 120cm, 3BP, Macro-weapon
Damage Capacity 4. Critical Hit Effect: The Leviathans tracks are destroyed. It may not move any more. Subsequent critical hits cause an extra point of damage.
Notes: Reinforced Armour, Thick Rear Armour, Transport (may carry 14 of the following units: Imperial Guard units: Supreme Commander, Commander, Infantry, Stormtroopers, Fire Support, Snipers, Conscripts, Ogryns. Ogryns take up two spaces each)
~175 points (only as part of Reg HQ)


Leviathan: 500 pt
Imperial Guard Leviathan Command Centre (Mars Pattern) (Black Legion)
War Engine 15cm 4+ 3+ 3+
Doomsday Cannon 120cm 3BP Macro-weapon, Fixed Forward Arc
Battle Cannon 75cm AP4+/AT4+ -
6 x Twin Lascannon 45cm AT4+ -
Damage Capacity 4. 2 Void Shields. Critical Hit Effect: The Leviathans tracks are destroyed. It may not move any more. Subsequent critical hits cause an extra point of damage.
Notes: Reinforced Armour, Supreme Commander, Thick Rear Armour, Transport (may carry 20 of the following units: Imperial Guard units: Supreme Commander, Commander, Infantry, Stormtroopers, Fire Support, Snipers, Conscripts, Ogryns. Ogryns take up two spaces each).

Squat Leviathan (Jaldon and Epilgrim combined Squats/Demiurg)
War Engine / 15cm / 4+ / 3+ / 3+
Battle Cannon / 75cm / AP 4+/AT 4+ / Turret, All Round
Doomsday Cannon / 120cm / 3 BP / Macro-weapon, Fixed Forward
3x Twin Auto Guns / 30cm / AP3+ AT5+ / Turret, Forward/Left Side
3x Twin Auto Guns / 30cm / AP3+ AT5+ / Turret, Forward/Right Side
2x Storm Bolters / (15cm) / Small Arms / +1 Extra Attack each
Notes: Damage Capacity (6) Reinforced Armour, Thick Rear Armour, Fearless, Transport (16) May carry sixteen of the following units: Warrior, Bezerkers and Thunderers. Hearthguard units may also be carried but each takes up two Transport slots.
Critical: D3 units being carried are hit
450 points?

===


Inquisition Mobile Fortress (Lord_I) (comparable to CI)
Type Speed Armour Close Combat Firefight
War Machine 15cm 4+ 6+ 5+
Weapon Range Firepower Notes
Eye of Judgment (psychic cannon) 120cm MW2+ Titan Killer (D3)
2x Battle Cannon 75cm AP4+/AT4+ Forward Arc
Battle Cannon 75cm AP4+/AT4+ Left Arc
Battle Cannon 75cm AP4+/AT4+ Right Arc
Damage Capacity 10; 5 Void Shields. Critical Hit Effect: the Mobile Fortress’ vulnerable track
units are damaged, inflicting an additional point of damage and reducing the Speed of the
machine by 5cm.
Notes: Reinforced Armour, Thick Rear Armour, Fearless, Transport (15 infantry)
600 points

CI: 500 points
CAPITOL IMPERIALIS (Armageddon Pattern) (Jervis playtest)
War Engine 10cm 4+ 6+ 5+
Weapons: 1 Behemoth Cannon (F), 1 Battlecannon (LF), 1 Battlecannon (RF), numerous automated defence systems (ADS)
ADS (15cm) Close Combat Weapons and/or Small Arms, first strike
Behemoth Cannon75cm 6 BPs, Indirect Fire
Battle Cannon 75cm AP4+/AT4+
Notes: Supreme Commander. Damage Capacity 10. 5 void shields. Transport (may carry 3 Chimera or Salamanders, and up to twenty of the following units: Imperial Guard units: Supreme Commander, Commander, Infantry, Storm Troopers, Fire Support, Snipers, Ogryns, Sentinels). Up to ten transported stands may shoot with ranged weapons or use their firefight or close combat values in an assault. Reinforced Armour. Thick rear armour. Immune to panic.
Critical Damage: Internal explosions cause an extra point of damage and inflict hits on D6 transported units (attacker's choice as to who is hit).
500 points

Capital Imperialis (Jok3r)
War Engine Move 10cm Armour 4+ CC 5+ FF 4+
Behemoth Cannon 8BP 30cm Indirect Fire
4XLascannon 45cm AT4+
4xHeavy Bolter 30cm AP5+
Notes: , DC 10, Critical Damage as Gorgon, 5 Void Shields, Reinforced Armour, Thick Rear Armour, Supreme Commander, Transport capacity (40 infantry, grenadiers or fire support units. Rough riders take up 2 slots each), Firing Slits*
*As many stands as can fit on the roof may fire from firing slits in the capitol imperialis. These units cannot be targetted while they are transported.
500 – 650 points

Capitol Imperialis (E&C)
War Engine 10cm 4+ 6+ 5+
Advanced Defense System (15cm) Close Combat AND/OR Small Arms. First Strike
Behemoth Cannon 75cm 6BP Indirect Fire, Forward Arc
Battle Cannon 75cm AP4+ / AT4+ Left Arc
Battle Cannon 75cm AP4+ / AT4+ Right Arc
Additional Fire: Up to ten transported stands may shoot with ranged weapons or use their firefight or close combat values in an assault without needing to dismount.
Notes: Damage Capacity 10, 5 Void Shields, Reinforced Armour, Thick Rear Armour, Inspiring, Supreme Commander.
Transport: May carry up to 20 Infantry Units, plus three Armoured Vehicles (If Chimeras or Trojans are transported, they may carry additional units as per the normal Chimera transport rules).
Critical Damage: Internal explosions cause an extra point of damage and inflict hits on D6 transported units (Determine randomly which specific units are hit).

Basilica Imperialis (Lord_I)
Type Speed Armour Close Combat Firefight
War Machine 15cm 5+ 6+ (5+) 5+ (4+)
Weapon Range Firepower Notes
Conflagration cannon 45cm 5BP Ignore Cover
Excommunicator launcher 60cm D6xAP4+/AT4+/AA5+
Heavy flamers 15cm AP4+ Ignore Cover
Damage Capacity 12. Critical Hit Effect: The Basilica suffers major structural damage. Roll a
D6: 1-2 the Basilica suffers an additional point of damage, 3-5 the Basilica takes an additional
point of damage and D3 transported units (owner's choice) suffer a hit from falling masonry, 6
the promethieum reserves are hit, causing a massive explosion, inflicting D3 additional points of
damage and hits on D6 transported units (owner's choice).
Notes: Inspiring, Reinforced Armour, Thick Rear Armour, Fearless, Transport (20 Infantry)
Providing there are at least 6 Adepta Sororitas units on board, the Close Combat and Firefight
values of the Basilica Imperialis are improved to 5+ and 4+ respectively.
500 points


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 Post subject: Re: Leviathan - Imperialis - Fortress Stats
PostPosted: Wed Mar 23, 2011 2:32 pm 
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Argh! The Leviathan should not have 3+ CC!

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 Post subject: Re: Leviathan - Imperialis - Fortress Stats
PostPosted: Wed Mar 23, 2011 2:40 pm 
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Spectrar Ghost wrote:
Argh! The Leviathan should not have 3+ CC!

The Leviathan chassis is supposed to have really stout point-defense systems. 3+ may be debatable, but it should be better than a normal AV.


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 Post subject: Re: Leviathan - Imperialis - Fortress Stats
PostPosted: Wed Mar 23, 2011 2:58 pm 
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nealhunt wrote:
Spectrar Ghost wrote:
Argh! The Leviathan should not have 3+ CC!

The Leviathan chassis is supposed to have really stout point-defense systems. 3+ may be debatable, but it should be better than a normal AV.


Point Defense is for FF. CC for the Leviathan is pretty much limited to Running people over and people leaning out hatches and "hitting you with their swords".

Also, no Fixed Forward on the Doomsday?

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 Post subject: Re: Leviathan - Imperialis - Fortress Stats
PostPosted: Wed Mar 23, 2011 3:03 pm 
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can we settle on spelling before the rules?


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 Post subject: Re: Leviathan - Imperialis - Fortress Stats
PostPosted: Wed Mar 23, 2011 3:05 pm 
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Ha! The correct spelling is Capitol. A reference to Terra, not to the assets of the Emperor.

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 Post subject: Re: Leviathan - Imperialis - Fortress Stats
PostPosted: Wed Mar 23, 2011 4:13 pm 
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Spectrar Ghost wrote:
Point Defense is for FF. CC for the Leviathan is pretty much limited to Running people over and people leaning out hatches and "hitting you with their swords".

CC is not just hand-to-hand combat. It includes some of the firing as the enemy closes and as they are within hand-to-hand distance. As examples, bolter pistol fire from 50 feet in the air as assault marines drop on the enemy or a Leman Russ raking its flanks with its sponson weapons are close combat. Things like external AP mine systems that target people within a few feet of the hull (as they are hacking at the armor with chainswords, perhaps) are definitely CC.


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 Post subject: Re: Leviathan - Imperialis - Fortress Stats
PostPosted: Wed Mar 23, 2011 4:24 pm 
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WHere was the Leviathan introduced? I'm interested to see some of the early fluff if possible. It's one of those vehicles that everyone knows about, but has no recent fluff, so no one (I'm talking about me here) really knows about it.

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 Post subject: Re: Leviathan - Imperialis - Fortress Stats
PostPosted: Thu Mar 24, 2011 1:00 am 
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Having all pices of fluff about the Leviathan in one place would be handy.

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 Post subject: Re: Leviathan - Imperialis - Fortress Stats
PostPosted: Thu Mar 24, 2011 1:03 am 
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I assume the point of this thread is to combine each sub-category down to one unit for multiple list use? If so...Awesome!

I recommend trying to pound out the Leviathan first as it is the only one is current development.

Leviathan Command Vehicle
Type Speed Arm CC FF
WE 15cm 4+ 4+ 3+

Doomsday Cannon 120cm 3BP FxF MW
Battle Cannon 75cm AP4/AT4
6x Twin Lascannon 45cm AT4 (Possible 3/3 L&R Arcs?)

Notes: DC 4, Void 2, Reinforced Armour, Thick Rear Armour, Transport 12?16?20? (Any Imperial Folk)


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 Post subject: Re: Leviathan - Imperialis - Fortress Stats
PostPosted: Thu Mar 24, 2011 1:16 am 
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14-16 seems to be most common. I'd certainly like to include the fighting platform for at least the Cadians for thematic reasons, but that can be dealt with as a pattern issue. I'd be perfectly willing to standardize the rest of the stats.

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 Post subject: Re: Leviathan - Imperialis - Fortress Stats
PostPosted: Thu Mar 24, 2011 1:20 am 
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Spectrar Ghost wrote:
14-16 seems to be most common. I'd certainly like to include the fighting platform for at least the Cadians for thematic reasons, but that can be dealt with as a pattern issue. I'd be perfectly willing to standardize the rest of the stats.

Not sure I'm sold on the fighting platform. But hey! Also tempted to leave SC on it. Then a list could have either Reg HQ or Leviathan as the SC wouldn't leave the 'steal box'


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 Post subject: Re: Leviathan - Imperialis - Fortress Stats
PostPosted: Thu Mar 24, 2011 2:39 pm 
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Angel_of_Caliban wrote:
I assume the point of this thread is to combine each sub-category down to one unit for multiple list use? If so...Awesome!

When I pulled all the stats originally the goal was to reach a common ground. That's not necessarily one single set of stats, but a baseline on which to build variants - DC for the chassis, general armament level, probable void shield level, etc..


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 Post subject: Re: Leviathan - Imperialis - Fortress Stats
PostPosted: Thu Mar 24, 2011 3:39 pm 
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Well, I think the stats in EA are more or less acceptable. However, I'd favor Fixed Forward on the Doomsday Cannon, and a 16 unit transport capacity, and as I've intimated I'm not thrilled with the CC stat. I'd personally go no better than 5+ on a tracked vehicle with no dedicated CCWs.

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 Post subject: Re: Leviathan - Imperialis - Fortress Stats
PostPosted: Thu Mar 24, 2011 3:49 pm 
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I agree with Spectrar Ghost on all counts.


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