Why not i know lots of guys that use the old phatoms as cool lookin
wrathlords
Q...
--- In netepic_at_egroups.com, Daryl Lonnon <dlonnon_at_f...> wrote:
> A few days ago, I was in the local Wizard of the Coast store which
just
> opened in the new mall across the way from where I work. Looking
> at the paintjobs in their little display space I spotted
> what appeared to be, at first glance, an epic scale Eldar titan.
>
> A closer examination prooved I was wrong, it was a GW Eldar
Wraithlord
> for 40K. But I couldn't get how Epic'ish is looked out of my mind.
> So I wondered if it'd make a good base for a Phantom conversion.
> After hunting down some more pictures on the web, I came to the
conclusion
> it'd probably make a pretty good titan even without conversion.
>
> I suspect others have come to the same conclusion ... but just in
case,
> I figured I'd hack together some optional rules for it.
>
> Thus was born the Eldar Spectre Class Close-Combat Titan.
>
> Spectre Class Titan
> -------------------
>
> Eldar constructs do not age the same as their Imperial counterparts.
> From a human perspective, they seem not to succumb to the
> ravages of time. As such, many ancient Eldar machines date back as
> far as, or even prior to, the fall. A few of these machines are
> warmachines. The Spectre class close-combat titan is one such
device.
>
> Weapons:
> Double Power Fists in arms (in chasis cost).
> Any arm mountable weapon allowed on Phantom titans on shoulder
mount.
>
> Double Power Fists
> All Spectre class titans are armed with two Power Fists. This makes
> them particularly dangerous to other titans and buildings.
>
> If the player wishes to make a grab attack, the attack is made the
> same as a regular Power Fist, but 2 dice are rolled versus the
opponents
> one. These dice are treated as seperate Power Fist attacks.
>
> If both are successful, you do do maximum
> damage to two locations on the opposing titan (and can rip of an
> arm and throw it across the battlefield, prior to tearing off the
> head of the opposing titan).
>
> Should the player wish to attack a building, the Spectre class titan
> is allowed two attacks versus the structure (with a save modifier
of -4).
>
> Each Power Fist has a shuriken cannons found on normal Eldar Power
Fists,
> giving a total of 8 dice worth of firepower.
>
> Range: 50cm
> Attack Dice: 8
> To Hit Roll: 4+
> Target's Save Mod: -1
>
> Should one of these Power Fists become destroyed, treat the
remaining one as
> a standard Eldar Power Fist.
>
> Base Cost (inlcuding Double Powerfists): 325
> Model: GW 40k Wraithlord.
>
> Move: 25 cm
> CAF: +14
> Shields: Holo-field
> Weapons Locations: 1 Shoulder mount
> Notes: Eldar titans are very agile and can make as many turns as
they like
> when they move.
> Holo-field Saving throws
> Orders Saving Throw
> First Fire 4+
> Advance 3+
> Charge 2+
>
> Spectre Hit Location Templates
> W=Wing
> H=Head
> S=Should Weapon
> A=Arm Weapon
> R=Reactor
> L=Leg
>
> Front:
> --------------------------
> | | |W | | |
> | | |3+ | | |
> --------------------------
> | | |H |S | |
> | | |1+ |3+ | |
> --------------------------
> | |A |R |A | |
> | |2+ |1+ |2+ | |
> --------------------------
> |A |L | |L | A |
> |2+ |2+ | |2+ |2+ |
> --------------------------
> | |L | |L | |
> | |1+ | |1+ | |
> --------------------------
> | |L | |L | |
> | |1+ | |1+ | |
> --------------------------
>
> Side:
> --------------------------
> | W |W | | | |
> | 3+ |3+ | | | |
> --------------------------
> | |W |H |S | |
> | |3+ |1+ |3+ | |
> --------------------------
> | |A |A | | |
> | |2+ |2+ | | |
> --------------------------
> | |L | | | |
> | |2+ | | | |
> --------------------------
> | |L | | | |
> | |1+ | | | |
> --------------------------
> | |L | | | |
> | |1+ | | | |
> --------------------------
>
> Rear:
> --------------------------
> | | |W | | |
> | | |3+ | | |
> --------------------------
> | |S |H | | |
> | |3+ |2+ | | |
> --------------------------
> | |A |R |A | |
> | |2+ |3+ |2+ | |
> --------------------------
> |A |L | |L | A |
> |2+ |2+ | |2+ |2+ |
> --------------------------
> | |L | |L | |
> | |1+ | |1+ | |
> --------------------------
> | |L | |L | |
> | |1+ | |1+ | |
> --------------------------
>
> Head:
> 1-2 CAF halved and it may only move or fire if you first
> roll a 4+ on 1d6 until damage repaired
> 3 CAF halved for rest of game
> 4 Same as 1-2, except cannot be repaired.
> 5-6 Titan crashes to the ground as a result of the explosions.
> Decide randomly which way the Titan falls and place it on its
side
> lying in that direction. Any vehicles or troop stands that are
fallen
> on are destroyed.
>
> Reactor:
> 1-2 May not move or fire, or repair other damage until repaired.
> 3-4 Reactor off-line, if not repaired at end of tur, explodes as
below.
> 5-6 Reactor explodes in a meltdown! The titan is removed from
> the game. Any Vehicles or troop stands within 3D6 cm are
automatically
> hit, and must make an unmodified save to avoid destruction.
>
> Arm/Shoulder:
> 1-2 A weapon is damaged and cannot be used until repaired.
> 3-4 A weapon is destroyed and cannot be used in this battle.
> 5 A weapon is blown off the Titan and scatters 2d6cm in a random
direction.
> Any models it hit must make an unmodified save to avoid
destruction.
> 6 Weapon is blown off the Titan as above, but there is a flashback
to
> the Titan's hull. Roll a D6. On a 1-2 roll for damage on the
Wing, 3-4 on
> the Reactor, 5-6 on the Head.
>
> Leg:
> 1-2 Damaged, speed drops by half, cannot enter difficult terrain.
> 3-4 Damaged heavily, Roll a D6 in each end phase, -2 if the Titan
has
> Charge Orders, -1 if Advance orders. If the result is 0 or
less, the
> leg snaps and the titan crashes to the ground destroyed. Decide
randomly
> which way the titan falls and place it on its side lying in
that direction.
> Any vehicles or troop stands that are fallen on are destroyed.
> 5 Titan crippled. It may not move or turn for the rest of the game,
and it's
> max Holo-field save is reduced to 4+.
> 6 The leg is blown apart and the Titan collapses. Decide randomly
> which way the titan falls and place it on its side lying in that
direction.
> Any vehicles or troop stands that are fallen on are destroyed.
>
> Wing:
> 1-3 Wing damaged. Titan's Holo-fields will not work until repaired.
> 4-5 Wing destroyed. Titan's Holo-fields stop working for the rest of
> the game.
> 6 Wing destroyed, roll for flashback damage on Head (1-4) or
> Reactor (5-6).
>
> * A 3+ on a D6 repairs a damaged location.
>
> Just a thought,
> Daryl
> dlonnon_at_f...
Received on Thu Nov 30 2000 - 22:01:41 UTC
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