This is a tank that the Soul Reapers used in my gaming groups Sarmation Sector campaign a few years back. I've been corresponding with my buddy Sean who has been recovering from a close call with an RPG in Afghanistan; he suggested to add this into the min-dex as it was a fun option during the campaign.
The Warp Wraith tank is built on the refitted chassis of the seventeenths old Whirlwinds. While they are still viable saturation weapons their actual use is to create confusion and panic in the ranks of the enemy.
The Warheads contain a powerful Hallucinogen that causes the most horrific visions imaginable; pulled straight from the nightmares of its target.
Warp Wraith 105 Points
BS-4 FA-11 SA-11 RA-10
• 1 Warp Wraith
• Vehicle (Tank)
• Wraith Launchers
• Smoke launchers
• May take any of the following:
• Dozer blade…………………….5pts
• Extra armor…………………15pts
• Daemonic possession…..…20pts
• Dirge caster……………….……5pts
• May take one of the following:
• Pintle heavy bolter……...........10pts
• Pintle twin linked bolter………..5pts
Wraith Launcher: The dual mounted Launchers mounted on the Warp Wraith fire a fusillade of explosive cluster missiles that contain toxins that will drive their targets temporarily insane with fear.
Range: 12-48 Strength: 5 AP: 5 Type: Barrage 4, Small Blast, No Pinning, Ignores cover, Hallucinogen
Due to the latent effects if the Hallucinogens any unit hit by the Wraith Launchers will become subject to the night fighting rules on its next turn, so will only be able to spot and fire at targets 2D6x3 inches away. In addition they must pass a leadership test at -2 or roll on the following chart:
Wraith Launcher Hallucinogen Chart
1 Over There: the unit must immediately fall back.
2-3 Dazed and Confused: the unit may make no actions in their next turn.
4-5 It’s Inside of Me: D3 models must make armor saves or be removed as casualties.
6 Get ‘Em: the unit must shoot at the nearest friendly unit in their next shooting phase.