Re: [NetEpic ML] Warmonger write-up from Daniel ;-)

From: hellreich <hellreich_at_...>
Date: Fri, 10 Nov 2000 18:06:58 -0500

New Idea for the plane, instead of a plane why not just use a Landspeeder instead. A small recon Forward Observer guy zipping around the feild in his speeder screaming for support fire to the left flank. using his pop ability to suprise the enemy's sneak attack. aarrggg!! ooppsss sometimes I get carried away! :-)
  ----- Original Message -----
  From: hellreich
  To: netepic_at_egroups.com
  Sent: Friday, November 10, 2000 5:29 PM
  Subject: Re: [NetEpic ML] Warmonger write-up from Daniel ;-)



    ----- Original Message -----
    From: Daniel Wolf
    To: NETEPIC____
    Sent: Friday, November 10, 2000 3:17 PM
    Subject: [NetEpic ML] Warmonger write-up from Daniel ;-)


    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.
     
    !!sounds go and more real to game since these Missiles are supposed to be rare.

    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?

    !!!why not use the Turbo Laser Destructor stats with a bit more punch
    Green Counter
    range attacks To hit TSM SP
    75cm 2 3+ -2 +2 to damage against Titan/Praet
    Red Counter
     range attacks To Hit TSM SP
    75cm 6 3+ -2 if any ones are rolled,the coolant
                                                                             system has overheated, the weapon
                                                                             needs one turn to cool off.
    (you lose the punch the gun had for the increased fire)

    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 gu

    !!!! let target infantry, but, hurt the close range by giving it 50cm to 100cm range this way you say they can bring the guns down low enough to target.

    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;]

    !!! I would say just use the Stats for the Weapon Head, would be the same thing.

    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]

    !!! sounds good
    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]

    !!! yea some kind of weak jet powered Helocoptor, would increase the CAF to 3+ and 3AD now it looks like a plane.

----------------------------------------------------------------------------


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

    Bye
    Dan Wolf


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Received on Fri Nov 10 2000 - 23:06:58 UTC

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