New Slann Titan Weaponry Part 1 (Long)

From: Karlsen Rune <rune.karlsen_at_...>
Date: Tue, 27 Feb 2001 13:56:00 +0100

Hi!

Here are some new weapons for the Slann Titans. Feel free to comment,
these are just suggestions.

Rune

Head :

Control Center : This is a sensor and computer upgrade, which enables
the titan to track its targets much faster and more efficient. All attacks
made by the titans weaponry receives a +1 modifier, including barrage
and missiles. Due to the size of the control center, some armor has to
be sacrificed, reducing the save of the head location by 1.

Purgatory Strike : This weapon is a testimony to the Slanns psychic
abilities. The weapon actually houses a powerful Slann Mage, who's
powers are amplified tenfold by specialized circuitry, resulting in
increased range and power. The weapon fires a concentrated beam of psychic
energy at one single target. The beam hits on a 3+ , has a range of 100cms,
and
a save modifier of -4. This counts as a non-physical psychic attack.
Shielded targets gets a regular psychic save. If fired at a
titan/praetorian, it automatically targets the
head/bridge, no deviation rolls. Due to the increased power, the damage
roll is taken with a +1 bonus against units with templates. This weapon can
be fired once per round.

Arm :

Force blade : This is a close combat weapon for titans. It is a blade of
force which
is capable of devastating damage. It gives the Titan an ekstra die in CC,
and adds
+2 to the damage roll.

Mounted : Arm only
Range : CC

Plasma Fist : When mounted, this weapon give the Titan +4 CAF
against Titans/Praetorians in close combat. It can also be used as
a ranged weapon. It has then 4 attacks at 25cms, hits on 4+
and has a save modifier of -1.

Gravitron Cannon : This weapon opens up a rift in time and space,
creating a localized black hole on the target. The rift is very unstable,
and will on impact be the size of a normal blast template. In each
combat phase, roll a d6. On a roll of

1: The rift collapses in on itself, forcing everything under the template
area to make a save at -2 or be destroyed. Shielded targets lose 1 shield.
Unshielded Praetorians/Titans suffer one hit to a random location.
2-3 : The rift stays open, but is very weak, forcing everything under the
template to make a roll to be able to do anything but hold on for dear life.

The roll is made on a 4+ for infantry and vehicles, 5+ for Superheavies and
Knights, And 6+ for Praetorians and Titans. Shielded units lose 1 shield. If
a unit fails
its save, it can do nothing for the rest of the turn
4-5 : The rift stays open, and is very strong. All units without saves are
automatically destroyed by the gravitational pull. Units with saves, make
these at a -3 penalty. Shielded targets lose 1 shield. Unshielded
Praetorians/Titans suffer d3 hits to random locations.
6 : The rift actually grows to the size of a 12cm diameter template. Apply
effects
from 4-5 at all units under the template.

As long as a "1" is not rolled, the rift will be open, and the terrain will
be
impassable. It is also impossible to see through or over, due to the
fact that the black hole absorbs light.

The weapon has a range of 100cms, and needs LOS. After the target has been
chosen, place a 6cm barrage there, roll on the table above and apply the
results.
This weapon can be fired once per round. Note, this is not a barrage weapon,
even though a barrage template is used.

Implosion Cannon : This is another weapon based on the Slann Gravitron
Generator. Negatively charged gravitons are fired at a target, exposing it
to extreme forces. Any unit with a save of 5+ (not fixed) or less are
automatically
destroyed. Shielded (power shields etc. , not holofields)units are
unaffected by
this attack. This attack can be especially dangerous to units with template
saves.
If the targeted template location (after deviation rolls) should fail its
save (at a -1d6 modifier, due to the instability of the weapon), 1d6 random
adjacent locations are automatically hit at half the save modifier rolled
(never less than 1) due to the
extreme gravitational forces. If there are less surrounding locations than
the number rolled, the excess is lost. Super Heavy vehicles suffer 1d3 rolls
on the damage table
if the save at -1d6 is failed.

This weapon can be fired 2 times per round and hits on a 4+ with a save
modifier of -1d6. Destroys buildings.

Turret :

Time Slow Missiles : The Slann have developed a technology which enables
them to slow down time to a certain degree. The result is a field, which
slows down movement. Any non-shielded unit (includes all types of
shield, except holofields due to their nature) , where at least half the
unit is covered by the template, suffer the following :
Units on FF are delayed until the AF phase. Units on AF may not fire
at all that turn. There is no save. Shielded units get a save of 4+.

Due to the immense amount of energy required to power these fields,
they burn out in the end phase of the round in which they were activated.

The missiles are four one shot weapons and use the normal 6cm diameter
barrage template. The number of missiles fired in any turn is up to the
player,
but four is the limit. They can be fired in two ways :

Fast : The missiles are fired and hit immediately. If out of LOS, they
get the usual scatter. In this mode, the missiles have a range of 150cms,
sacrificing range for speed (burning fuel more quickly).

Slow : The missiles are fired, and may move 40 cms each turn and make
up to two 45 degree turns each turn. They may hit anywhere, even out
of LOS, and do not scatter. In this mode, the missiles have unlimited
range. These missiles cannot snapfire, and if the titan should be used to
snapfire,
the only way the missiles can be fired is in slow mode. Of course, you
can always choose not to fire any.

The missiles hit on a 3+ (one roll for all models under the template).

Ion Cannon : This weapon fires a concentrated beam of negatively charged
ions.
The beam causes the target to be negatively charged. The effect is much like
a localized lightning strike. Bolts of electricity will instantly strike the
target.
Shielded targets are unaffected. Resolve damage normally.

The weapon can be fired 6 times per round, has a range of 50cms, hits
on a 5+ and a has a save modifier of -1. This weapon will not down shields.
Received on Tue Feb 27 2001 - 12:56:00 UTC

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