New Slann Titan Weaponry Part 2 (Long)

From: Karlsen Rune <rune.karlsen_at_...>
Date: Tue, 27 Feb 2001 13:57:24 +0100

Hi!

Here is the second part.

Rune

Body

Blackburst : This weapon gets its name from the special visual effect it
creates.
A high energy gravitational field is set up and focused. The resulting
beam of high-powered gravitrons actually suck up the light in its path when
fired, showing a long and broad line of absolute blackness. All models in
the path of the beam must make an immediate save at -1 or be destroyed by
the immense gravitational forces. The path is 6cms wide (normal barrage
template) from the middle of the titan in a 45 degree arc, and is always a
straight line. Work damage against Praetorians/Titans normally (if shielded,
this attack will down one shield). Unless the beam encounters something very
solid, either a building or a Praetorian/Titan, it will always fire its full
range of 50cms. Buildings
suffer a hit on a failed save with a -1 modifier. This weapon can be fired
once per round.

Vendetta Cannon : This is perhaps the strangest Slann weapon ever made,
and is very old, even by Slann standard. The weapon fires a shell of scarabs
which are programmed to disassemble any enemy unit. The affected target(s)
are swarmed with the little critters which then try to take all electronic
and
mechanical equipment apart, but not touching anything living. If they
succeed
in taking apart their target, they will try to warp jump to another target
within
6 cms. They will succeed at this jump on a roll of 4+. The weapon fires
a 6cm barrage template. If no there is no LOS, apply the usual scatter.
Once the target area is determined, roll to hit. The weapon hits on a 3+. If
a hit is made, the following happens.

1. Every non-shielded unit in the area has to make an unmodified save.
Units
with no save receive a save of 6+. Shielded units are unaffected, and
anything
bigger than a vehicle is simply to big to be affected.
2. If a unit is "killed", pick the closest unit (not previously engaged
by scarabs),
within 6cms and roll a d6. On a roll of 4+, the scarabs warpjump to the
target unit, which then has to make a save as described in (1).
3. Do this for all the units which have been "killed". If more units are
"killed", repeat the process. If the closest unit is a Slann, Necron or
Dracon, the scarab attack
stops there, and the scarabs fall dead to the ground. This is a failsafe
mechanism to
make sure that the Scarabs never attack friendly units. If no other units
are
within 6cms, the scarabs terminate themselves and fall dead to the ground.
This
is to make sure that no scarabs ever survive to lurk about and possibly harm
civilian equipment after the battle.

The units "killed", do not die, but they are left completely without any
functioning
equipment whatsoever, and are for all game purposes dead and count towards
the
Break Point. Vehicles are reduced to their basic components, leaving the
driver
holding the wheel. Should there be any units within the vehicle, they are
considered
disassembled along with it, but they all get the best save (either their
own, or the
vehicle save, whichever is better)

ELM beamer :
This is a ELM weapon which is capable of destroying any computerized
equipment. It basically sends out an ELM field of such strength that it
blows out circuitry. Due to the nature of ELM fields, it is not possible
to concentrate it to the degree of for example a laser beam, and as such
is a barrage weapon. Any vehicles/troops which use electrical equipment
hit by this beam, will lose power. This causes communications failure,
weapons failure (not low-tech weapons) and loss of movement (not mechanical
vehicles/animals/low-tech troops). Units hit by this beam won't be able to
receive new orders for the remainder of the combat unless a command unit
is within 6cms. The beam will hit anything in its way, including friendly
units, so care has to be taken when firing. The ELM field strength is
difficult
to control, due to interference from other sources, and as such has a
varying
range. It hits automatically, and saves are made at -1d6 (due to varying
field strength). Units with active Void/Power shields have to roll to see if
the ELM beam penetrates their shields (it disturbs their generators). The
beam is capable of knocking down several shields, to a maximum of 3. The
shielded unit gets shield saves as follows : Shield 1 : 6+, shield 2: 5+,
shield 3: 4+. If any save is made, the beam stops. Titans/Praetorians
receive a hit to the bridge/head location if shields are penetrated/no
active shields.

Mounted : Arm or Turret.
Range : 1d6*10 cms +15 cms (max 75 cms)
Uses : Barrage template (for the whole length of the beam)
Attacks : 1/turn
Hits : Automatically anything in its path
Save: -3 modifier

Warp relocation hole:
This is basically a "teleport other" weapon. It opens a warp hole over a
target,
and moves it to a location specified by the player. The opening of the warp
hole
is always accurate, but the destination isnt, so a scatter roll will have to
be made
at the point of relocation. The relocation point can be anywhere within
40cms
of the target. The target cannot be placed inside a building/obstruction,
although
woods are allowed. This weapon can cause units to be out of coherency.

Mounted : Arm or Turret
Range : LOS within 100cms
Affects : One single unit, Praetorians and Titans are too large to be
affected.
Attacks : 2/turn
Hits : On a 3+, roll scatter 2d6 on relocation.
Save : -4 modifier

Plasma Shard Cannon :
This weapon fires like a shotgun, spreading thousands of tiny super heated
projectiles over a large area. Due to the shotgun effect, it is more deadly
up
close than it is futher away. Use the large 12cm template if within 50cms,
and
the regular barrage template if over 50cms (maximum 75cms).

Mounted : Arm or Turret.
Attacks : 1/turn
Range : up to 50cms, use 12cm template, 50-75cms use regular template.
Hits : On a 2+
Save : -3
Received on Tue Feb 27 2001 - 12:57:24 UTC

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