Re: [NetEpic ML] New Slann Titan Weaponry Part 1 (Long)

From: Hellreich <helreich_at_...>
Date: Tue, 27 Feb 2001 08:35:28 -0800

----- Original Message -----
From: "Karlsen Rune" <rune.karlsen_at_...>
To: <netepic_at_yahoogroups.com>
Sent: Tuesday, February 27, 2001 4:56 AM
Subject: [NetEpic ML] New Slann Titan Weaponry Part 1 (Long)


> 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.

_at_@ Too strong don't like, makes all the other weapons power mongers
>
> 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.

_at_@ Beam hits on a 4+, -2 to save, and is a phsyical attack only takes down
one sheild if Peratorian/Titan. Too much cheese to hit head auto make roll
on template. Keep the 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.

_at_@ sounds good
>
> 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.

_at_@ if a CC weapon only have a range of 15cm. I'd also lower the the CAF to a
+2. and no save mod.
>
> 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.

_at_@ Don't like this one at all, there are no draw backs, by this I mean that
something is always affected. But the rules also seem figgity. Maybe we
could just give them a larger Mantis missile weapon instead, use the 12cm
template.
>
> 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.

_at_@ way too much power don't like it at all
>
> 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.
_at_@ too figgity
>
>
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Received on Tue Feb 27 2001 - 16:35:28 UTC

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