Hydra Flak Tank: Difference between revisions

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The Hydra is based on the [[Chimera]] chassis, replacing its troop carrying abilities with a big gun turret on top, munitions and targeting systems for its weapon and the fuel to haul it all around. Its weapons normally associated with fixed platforms such as an upsized version of the [[Tarantula]], the Hydra is made for the purpose of deploying anti-air support in non-permanent locations and as a mobile backup.
The Hydra is based on the [[Chimera]] chassis, replacing its troop carrying abilities with a big gun turret on top, munitions and targeting systems for its weapon and the fuel to haul it all around. Its weapons normally associated with fixed platforms such as an upsized version of the [[Tarantula]], the Hydra is made for the purpose of deploying anti-air support in non-permanent locations and as a mobile backup.


The Hydra's primary weapon are four long-barreled Hydra [[Autogun|Autocannons]], weapons that are basically Autocannons with extended barrels. They are mounted on the side of the turret, allowing a cone of fire that encompasses pretty much anything located above the Hydra. Though the individual weapons are not very strong (require a 6 to penetrate armor 12), the sheer amount of bullets they pump out (4 twin-linked shots per turn) means that they will take the enemy down with sheer rate of fire. Thanks to their superior targeting systems, enemy vehicles and jetbikes won't get cover saves from going flat out or turbo-boosting, so they will eat Jetbikes for breakfast. Though not being the most [[dakka]] in the Imperial Guard, the Hydra certainly is up there in the bullets-to-firepower ratio.
The Hydra's primary weapon are four long-barreled Hydra [[Autogun|Autocannons]], weapons that are basically Autocannons with extended barrels. They are mounted on the side of the turret, allowing a cone of fire that encompasses pretty much anything located above the Hydra. Though the individual weapons are not very strong (require a 6 to penetrate armor 12), the sheer amount of bullets they pump out (2 twin-linked shots per turn) means that they will take the enemy down with sheer rate of fire. Thanks to their superior targeting systems, enemy vehicles and jetbikes won't get cover saves from going flat out or turbo-boosting, so they will eat Jetbikes for breakfast. Though not being the most [[dakka]] in the Imperial Guard, the Hydra certainly is up there in the bullets-to-firepower ratio.


If needed, the Hydra can commit its weapons to anti-infantry purposes, ripping through anything with carapace armor with ease and forcing even [[MEQ]]s to rethink their chances. At half the cost of a [[Leman_Russ_Battle_Tank|Leman Russ Exterminator]] and being able to field up to 3 in the same Heavy Support slot, you may want to rethink how much dakka you want for your points.
If needed, the Hydra can commit its weapons to anti-infantry purposes, ripping through anything with carapace armor with ease and forcing even [[MEQ]]s to rethink their chances. At half the cost of a [[Leman_Russ_Battle_Tank|Leman Russ Exterminator]] and being able to field up to 3 in the same Heavy Support slot, you may want to rethink how much dakka you want for your points.

Revision as of 14:00, 1 March 2012

The Hydra Flak Tank. Because sometimes you just need a little more dakka.

The Hydra Flak Tank is a specialised weapons system used by the Imperial Guard, designed to take out enemy air support.

Overview

The Hydra is based on the Chimera chassis, replacing its troop carrying abilities with a big gun turret on top, munitions and targeting systems for its weapon and the fuel to haul it all around. Its weapons normally associated with fixed platforms such as an upsized version of the Tarantula, the Hydra is made for the purpose of deploying anti-air support in non-permanent locations and as a mobile backup.

The Hydra's primary weapon are four long-barreled Hydra Autocannons, weapons that are basically Autocannons with extended barrels. They are mounted on the side of the turret, allowing a cone of fire that encompasses pretty much anything located above the Hydra. Though the individual weapons are not very strong (require a 6 to penetrate armor 12), the sheer amount of bullets they pump out (2 twin-linked shots per turn) means that they will take the enemy down with sheer rate of fire. Thanks to their superior targeting systems, enemy vehicles and jetbikes won't get cover saves from going flat out or turbo-boosting, so they will eat Jetbikes for breakfast. Though not being the most dakka in the Imperial Guard, the Hydra certainly is up there in the bullets-to-firepower ratio.

If needed, the Hydra can commit its weapons to anti-infantry purposes, ripping through anything with carapace armor with ease and forcing even MEQs to rethink their chances. At half the cost of a Leman Russ Exterminator and being able to field up to 3 in the same Heavy Support slot, you may want to rethink how much dakka you want for your points.