And thus should be applied to this Titan as well, will work and cost for it
is already done for us
----- Original Message -----
From: chubbybob <bob_at_...>
To: <netepic_at_egroups.com>
Sent: Friday, November 10, 2000 6:25 PM
Subject: 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 Sat Nov 11 2000 - 05:14:26 UTC