RE: [NetEpic ML] [5.0] Eldar revision part 3

From: Peter Ramos <primarch_at_...>
Date: Sun, 20 Jul 2003 20:57:09 -0400

Hi!


Titans


Holo-Fields


All Eldar Titans are equipped with Holo-field generators. The faster a
Titan moves the better chance of shots missing the Titan due to the
Holo-fields. Holo-field saves are taken whenever the Titan is hit and
before any armor saves are taken.� The attacking weapon’s saving
throw modifier does not modify this save. If it is successful, then the
shot has missed the Titan and no damage occurs.

Holo-fields are useless against barrage weapons.� Any barrage weapon
attack ignores the Holo-field save for purposes of determining damage.
On the other hand, Holo-field saves apply to all weapon attacks that do
not use a template and are not psychic attacks, including Warp Missiles
and even multiple Vibro-Cannon shots. The fact that the Warp missile
does not travel through normal space is irrelevant since the Holo-field
blocks the sight of the firer and conceals the Titan, and hence the
firer may shoot the missile to a wrong spot, through Warp or not. If you
want to destroy an Eldar Titan, use a barrage missile.

So a non-barrage template like flamethrower?
 
Holo-fields don�t work against weapons like this.

And please add that barrage ALWAYS scatter, even direct and barrage that
normally not scatter.
 
Gotcha!

Warlock Titan


These Titans are improved versions are the Phantom Titans. Like these,
Warlocks can make as many turns as they like when they move, and also
carry 2 weapon systems and 2 wing weapons. The differences from the
Phantom Titan are:

** All close combat attack hits made by Warlocks count as psychic
attacks (kills daemons instantly).
** A Warlock Titan does not have to choose its orders until
initiative is determined and the enemy's orders are revealed.
** Warlocks have a Psychic save of 3+ on 1 D6 (unmodifiable).

A Warlock may use one of the powers below once per turn in addition to
shooting and close combat:

1. Doom ‑ on any model within sight of 50 cm. All shots against
that model will hit on a 3+. If that model is in CC its CAF is halved.
Models with shields have a 4+ save against Doom. Psychic saves may be
made against Doom. This lasts until nullified.� � �

2. Witch Sight ‑ all enemy firing at the Titan in this combat
phase suffer an extra ‑1 to hit modifier. In close combat, opposing
Titans and vehicles use one less dice. If the Titan is immobilized it
cannot use Witch Sight.

This power is nullified from a psy save? and if yes why? the Titan cast
this on himself, augment his ability to dodge incoming damage, as stated
if immobilized cannot use witch sight.
 
Doom can be nullified, but not witching sight since you are not casting
it at a target. Its cast on himself.

3. Mind Shout ‑ all enemy models within 25 cm must immediately
pass a morale check or go onto Fall Back orders. Rolls of 1 fail
automatically. Even models that are exempt from making morale checks
must still test. All friendly units with models within 25 cm can
immediately roll to rally from Fall Back.

Tremor Cannon

This weapon is larger version than the one used by Eldar infantry. This
weapon is powerful enough to recreate the damage cause by a full battery
of the lesser weapons. The Tremor Cannon fires a fluctuating
electro-magnetic beam that rips apart a targets molecular structure. The
beam is fired into the ground and travels along the line of fire
producing secondary explosions and the disintegration of the target
area.

When using this weapon trace an imaginary line between the firing Titan
and the target. Any model in the line of fire is hit on a roll of 5+ and
must save at a -2 penalty to avoid destruction. The primary target is
hit on a roll of 3 or more. Any building in the trajectory of the weapon
is hit automatically and must save at -2 o avoid destruction. Due to the
weapons nature of traveling along the ground, this weapon ignores
shields of any type. When a target with a hit location template is
struck only the lowest portion of its template may be selected for the
purpose of saving throws and damage. A Titan armed with two of these
weapons may cross the beams, hitting secondary targets as described
above but the primary target (where the beams meet) is hit
automatically. Buildings targeted and hit which fail their saving throw
count as destroyed (not damaged).

Target hit on 3+ intervening models on 5+, destroys buildings

Someone can tell me why one should take a tremor cannon?
 
Point taken. I have usually found it a useless weapon, unless if playing
a siege scenario. As with other weapons so far in the revision, we
should give it �practical� use.

Wing Weapons

The wings on Eldar Titans house the mechanisms of their Holo-fields.
There is also space to mount weapons.� There are of two types:
Lascannon and Missile launcher.

there are tree type, include the AA Firewind.
 
Agreed.

Eldar Revenant Scout Titans


Eldar Revenant Titans come with fixed armament and are not bought by the
general Titan rules. These are purchased in units of two, which are
independent units and thus do not need to maintain coherency with each
other. Scout Titans are equipped with Holo-fields for defense, and twin
pulse lasers for offense.� Scout Titans are allowed a special movement
mode due to the presence of jump jets.� Additionally, the Revenant
Titan may turn as many times as it wants while moving.

Dodge

The Revenant Titan is very fast and can dodge incoming shots when moving
quickly.� To reflect this, when on Charge Orders all shooting suffers a
-1 to hit penalty against the Revenant Titan.

Jump Jets

The Revenant Titan is equipped with jump jets to help in movement.�
When using jump jets the Titan's movement is in a series of leaps that
allow the Titan to ignore intervening terrain. In order to use the jump
jets the Titan must be on Charge Orders.� The maximum distance of each
leap is 15cm, so a Revenant on Charge Orders can make four 15cm leaps or
any other combination that does not exceed the movement allowance for
the Titan.� The maximum height of a normal leap is 5 cm.� In order to
jump over higher obstacles the Titan uses 2 cm of movement for every
additional 1 cm of height needed to jump an obstacle.� The Revenant
cannot land in impassable terrain during any of its jumps.

Weapons

All of the Revenant Titan's weapons have firing arc of 180° to the
front of the Titan.� The Revenant Titan is equipped with two Pulse
Lasers, one Missile Launcher and one Scatter Laser; with the following
profiles:

In the table please duplicate the row for pulsars, it seem that the two
pulsar fire a single dice.
 
Agreed.
 
Peter

 
Received on Mon Jul 21 2003 - 00:57:09 UTC

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