Slann Superheavies suggestion.

From: Karlsen, Rune <rune.karlsen_at_...>
Date: Mon, 10 Dec 2001 13:05:18 +0100

Hi,

someone posted an idea about making some Slann superheavies. I havn't seen
any suggestions yet, so i made two. They're both based on existing
weaponry, nothing new here really. I'd appreciate it if anybody could come
up with something a little more original :) Dunno if the names are used for
other vehicles or not, its hard coming up with something new..

Rune


Superheavies

The Slann realised early on that they needed some heavy support for their
forces in smaller battles, or when a titan was not available. They developed
two kinds of superheavies for this purpose, The Genesis and The Liberator.
They are both equipped with a grav-generator(making them skimmers) and the
same warp displacement field as the mechs. Due to their long range support
role, the superheavies have not been given warp capability, relying instead
of their superior speed to manouvre. Both superheavies have a 360 degree
fire arc due to their manouverability.

The Genesis

The Genesis is a "light" superheavy, and is armed with a Twin Heavy Gauss
Flayer Cannon and twin Heavy Miniguns. Cost 300.

The Liberator

The Liberator is much heavier armed than the Genesis. It is equipped with a
Twin Conversion Beamer Cannons and Twin Heavy Miniguns. Cost 350.

Summary
Unit Name Move Save CAF Weapon
Range Attack Dice To hit roll TSM Notes
Genesis 25cm Template +8 Twin Heavy Gauss Flayer Cannon
75cm 4 4+ -2 Superheavy, Warp
displacement field
                                          Twin Heavy Minigun
25 cm 6 4+ 0
Liberator 20cm Template +8 Twin Conversion Beamer
Cannon 100cm 4 3+ -1d6
                                          Twin Heavy Minigun
25cm 6 4+ 0 Superheavy, Warp displacement field


Both superheavies use the following damage table :

Superheavy Damage Table
D6 Result
1 Armor plates buckle and smoke rises from the engine compartment.
Move is reduced by half, and its save is now 2+.
2 The heavy pounding destroys the Twin Heavy Miniguns. Additionally,
CAF is reduced to +4.
3-4 Roll on the Critical Hit table.
5 The shot blasts through the hull, destroying the bridge. The
superheavy is destroyed.
6 The warp shield generator is hit, and the superheavy is sucked into
the warp. Center a blast template on the superheavy's position. Anything at
least half under the template must make its basic save or be sucked into the
warp.

Superheavy Critical Hits
D6 Result
1-2 The engine is badly damaged. The superheavy may no longer move
(although it may still make pop-up attacks)
3-4 Telling blows disarm the huge tank. The main weapon is destroyed.
5-6 The shot damages the bridge. From now on, you must roll a die when
you try to move the or fire. On a 4+, you may take the action you wish to
take. If this roll is failed, the superheavy will fail to do anything in
that phase.
Received on Mon Dec 10 2001 - 12:05:18 UTC

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