Re: [NetEpic ML] Warmonger write-up from Daniel ;-)
This was the idea in the original SM/TL set up.. I have two of the old
plastic Titans with artillery fits and a landing platform.. you paid for a
landspeeder /spotter that was launched to site targets for the titan... This
was an official setup....
Bob DeAngelis
----- Original Message -----
From: "hellreich" <hellreich_at_...>
To: <netepic_at_egroups.com>
Sent: Saturday 11 de November de 2000 00:06
Subject: Re: [NetEpic ML] Warmonger write-up from Daniel ;-)
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 - 23:25:06 UTC
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