Hi!
I'd make the range as per missile type, instead of "unlimited".
Peter
-----Original Message-----
From: brandu [mailto:brandu_at_...] 
Sent: Sunday, March 31, 2002 11:52 AM
To: netepic_at_yahoogroups.com
Subject: [NetEpic ML] New Warmonger Stats for the group.
Following a couple of frenzied emails from Peter and me finding
out what I did with the stats I had made up for the Warmonger
Titan I am now posting these stats to the group for feedback
and comments. I really hope that this comes out in a decent 
format, if not, please let me know and I'll email the MSWord
documant to anyone who would like it. 
Emperor Class Titan: Warmonger  
The Warmonger Titan is very close in appearence and structure
to the Imperator Titan, but they have different roles upon the 
battlefield. In battle, the Warmonger is usually held back to 
provide long range fire support due to it's large weapons load
of support missiles and it's massive Anti-Aircraft capabilities.
The Warmonger is not quite as capable at Close Assault as the 
Imperator due to it's specified role of Support and Command Control
Emperor Class Titans are known to have existed well before the 
Horus Heresy and while several Chaos Imperators are known to exist
there are no known Chaos Warmongers. 
Until I am able to convert one that is. ;) 
Close Assault Factor: +20
Void Shields: 12
Psychic Saving throw: 2+
I. Generating Plasma Counters:
The Warmonger rolls 1d6 and adds +2 to the score for purposes 
of determining Plasma Generation.
(NOTE: Titan Legions Rulebook, 1994, page 18, comments on the 
Warmonger being another common Titan in the Emperor Class and 
gives this roll as the way to determine Plasma Generation for 
the Warmonger. 
II. Plasma Usage:
1 Green Plasma to move 5 - 10 cm, 1x 90 degree turn.	
1 Red Plasma to move 10 - 20, 1x 45 degree turn
1 Green Plasma for fire control (Advance Fire Phase).	
1 Red Plasma for First Fire Phase
1 Green Plasma for Sensorium
1 Green Plasma for void shield repairs. (5+) 		
1 Red Plasma for void shield repairs on a 4+
1 Green Plasma for Doomstrike Launcher
1-4 Green Plasma for Vengeance Cannon (Max of 4 GPC)	
1-4 Red Plasma for Vengeance Cannon (Max of 4)
 
 
III. Weapons
 
A. Doomstrike Missile Launcher
Plasma: 1Green Plasma to shoot 1 missile
 
range         attacks        to hit    		TSM          
unlimited   as missile     as missile         as missile type
 
The Doomstrike Missile Launcher holds 8 missiles; the type and 
number of which must be determined before the battle. The Doomstrike 
Missile Launcher may mount any of the following missile types but 
the points cost of these must be added to the point total of the 
Warmonger.
Missile Types:
Barrage Missile, Warp Missile, Vortex Missile, and Harpoon Missile.
 
(NOTE: This particular set-up is based off of the write-up in 
E40k magazine #1. Yes, I know that the chances of being able 
to fire '8' missiles is practically non existant, but the 
Warmonger is flexible in it's shooting choices. ie: Load out
is 2 of each type of missile. Targets available will determine 
which I shoot.)
 
B. Vengeance Cannon  
Plasma: The accelerator chamber has place for four Plasma Counters.
 
A green counter gives this profile:
range       attacks    	to hit        TSM               SP
100cm       2 per GPC   4+             -4          4 counters max
125cm with Sensorium 
A red counter gives this profile:
range       attacks    to hit        TSM               SP
150cm       2 per RPC  3+ 	     -6            4 Counters Max
175cm with sensorium
 (NOTES:  These profiles give the weapon adequate punch, while 
still being weaker in effect than the Plasma Annihilator of the
Imperator Titan. The Vengeance Cannon is in effect a longer ranged,
combo version of the Plasma Cannon and Plasma Destructor while still
allowing the Warmonger to fire other weapons and move. Also note
that the Warmonger generates a lower maximum amount of Plasma 
Counters per turn than the Imperator Titan.)
 
 
C. Flak Battery auto-cannons
Plasma: Fire control powered, separate Plasma Counters are not
required.
range         attacks      to hit        TSM               SP
25cm to 75cm    16           5+ 	 -1             see below
25cm to 100cm with sensorium
AA gun (snap fire) The Flak Batteries can shoot at Titans,
Praetorians, Flyers, Floaters, and Skimmers (that are performing 
a pop up attack) at any range up to the maximum range. Other models
may only be targeted if they are between 25cm-75cm (or 100cm with
sensorium)
(NOTE: AA guns have historically had problems with lowering their
barrels enough to be effective versus ground units. The height of 
the Warmonger, and the location of the Flak Batteries on the 
Warmonger, would amplify this problem.)
 
 
D. Gun Head
Plasma: Fire control powered, separate Plasma Counters are not 
required.
range       attacks    to hit        TSM               SP
50cm        2             4+         -2               ----
75cm with Sensorium
 
E. Secondary Weapons 
Plasma: Fire control powered, separate Plasma Counters are not 
required.
range       attacks    to hit        TSM               SP
50cm        6            5+         -1             
75cm with sensorium
The Warmonger Titan carries 12 stands of troops (only in the
bastions!), which fire the bolters and secondary weapons.
F. Bolters
Plasma: Secondary Fire control powered, separate Plasma Counters
are not required.
Bolters may always fire in the First Fire Phase regardless of the
amount of power directed to Fire Control.
range             attacks    to hit        TSM       SP
50cm                4           5+         -1      Secondary Weapons
The Warmonger Titan carries 12 stands of troops (only in the
bastions!), which fire the bolters and secondary weapons.
 
IV. Sensorium
Plasma: one green counter
The Sensorium adds +25cm to all weapon ranges except Bolters when 
powered and not damaged.
 
V. Lysander Spotting Craft
move        save  CAF   weapons    range  A.D.   to hit     TSM
25cm-75cm   5+    +1    bolters    25cm    2     5+          0
The Lysander is a Flyer that may act as a forward observer and 
allows the Doomstrike launcher to be fired indirectly like 
artillery (with a scatter roll).
 
 
Points Cost: 
Obviously highly dependent upon the missile load, ANY input on
the point score would be greatly appreciated. The Flak Batteries
offset the lowered capabilities of the Vengeance Cannon quite a
bit but the Warmonger also does not mount the Main Battery or
Defence Laser of the Imperator.  I am currently looking at a cost
of around 1500 to 1600 points prior to Missile purchase. 
A Warmonger with 8 Barrage Missiles would be _at_ 2400 points.
Brandu/QSK
quicksilver_knight_at_...
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Received on Sat Mar 31 2001 - 17:25:52 UTC