Re: [NetEpic ML] Warmonger write-up from Daniel ;-)
Hi all!
My comments again...
----- Original Message -----
From: hellreich
To: netepic_at_egroups.com
Sent: Saturday, November 11, 2000 12:06 AM
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: 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)
DW:
Hmm this idea is not bad; but when you overcharge the gun you have 6 attack dice and that's again a small plasma annihilator and veeery efficetive!
But your idea is good and i think i have now a clear vision how the vengeance cannon shall work. See my next post of the warmonger stats.
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.
DW:
Again a good idea!
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.
DW:
The "weapon head stats"?? These are too bad.
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.
DW:
It is a spotter plane not a fighter plane!
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He hooo puuuhh, finished.
People, read this and comment!
Bye
Dan Wolf
Received on Sat Nov 11 2000 - 21:15:45 UTC
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