Warmonger write-up from Daniel ;-)

From: Daniel Wolf <MasterDanielWolf_at_...>
Date: Fri, 10 Nov 2000 21:17:46 +0100

Hi!

Here follows my write up of the Warmonger Titan:

I. Plasma Usage:
1 plasma to move (2/overcharge to run);
1 for fire control (2/overcharge for first fire);
1 for sensorium;
1 for shield-regen. on 5+ (2/overcharge for regen. on 4+);
1 for Doomstrike Launcher (2/overcharge for firing more missiles);
1 for Vengeance Cannon (2/overcharge for better shooting mode);


II. Weapons

A. Doomstrike launcher
Plasma: 1 plasma to shoot one missile, 2 plasma (overcharge) to shoot 2 missiles

range attacks to hit TSM SP
unlim. see below 3+ under temp -

The Doomstrike is fitted with 8 Warhead (silly name...) missiles per standard; they are basical barrage missiles, which produce only d3 additional templates (instead of d6).
Up to three warhead missiles my be replaced by special missiles (warp, vortex, harpoon), but the points cost of these must be added to the points total of the warmonger.


B. Vengeance Cannon
Plasma: The accelerator chamber has place for two plasma counters.

A green counter gives this profile:
range attacks to hit TSM SP
100cm 1 3+ -4 --

A red counter gives this profile:
range attacks to hit TSM SP
100cm 2 3+ -4 +3 on damage tables
                                                                                                                        
When one of the barrels (or all two) have been overcharged, then a burn out can happen on a roll of "1" on the "to hit" dice. A repair can be made as per standard rules (!: If burn out happens both barrels have to be repaired!).

[remark: with this kind of vengeance cannon i'm not quite happy with; i tried to make it similar to a volcano cannon and not so good as the plasma accelerator; i think it's a good start but maybe someone has a better idea?



C. Flak Battery auto-cannons
Plasma: Fire control powered
range attacks to hit TSM SP
75cm 16 4+ -1 can shoot at any targets; AA gun

[remark: maybe it's worth a try to say that these flak cannons can only shoot at flyers, floaters, buldings and titans/praetorians as i originally intended; i also would considerate to give them a to hit roll of 5+; this would take the warmonger a whole punch of his firepower vs. normal troops and would justify a decrease of the points cost!; or any mix of these ideas will also be good;]

alternative profile (as originally posted from me):
range attacks to hit TSM SP
100cm 16 5+ -1 can shoot only at titans/praetorians, buildings, flyers, floaters; AA gun



D. Head guns
Plasma: fire control powered to shot
range attacks to hit TSM SP
50cm 2 4+ -2

[remark to qester: maybe it's a good idea to use a to hit roll of 3+; but i don't know it for sure; a 3+ would be justified if the flak cannons will be made worse;]


E. Secondary Weapons and Bolters
Plasma: fire control powered to shot
range attacks to hit TSM SP
50cm 4 5+ -1 Secondary Weapons
15cm 8 6+ 0 Bolters

The Warmonger Titan carries 12 stands of troops (only in the bastions!), which fire the bolters and secondary weapons.



III. Sensorium

Plasma: one green counter
adds +25cm to all weapon ranges, when powered and not damaged

[remark: i decided to use 25cm for the sensorium, because most weapon ranges are multiples of 25cm, so it looks "not fine"to me if a weapon has a range 70cm]

VI. The Spotter Plane

move save CAF weapons range A.D. to hit TSM
35cm 5+ +1 bolters 15cm 2 5+ 0

The spotter plane allows the doomstrike launcher to be fired indirectly like artillery (with a scatter roll).

[remark: for the plane i used qesters profile]


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He hooo puuuhh, finished.
People, read this and comment!

Bye
Dan Wolf
Received on Fri Nov 10 2000 - 20:17:46 UTC

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