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

From: Hellreich <helreich_at_...>
Date: Tue, 27 Feb 2001 09:34:32 -0800

> I just modelled this on other fire control centers. It is exactly the
> same.
_at_@ I understand that but most Slann weapons don't need this power as they
already have better then ad to hits.
> I thought psychic attacks always automatically targeted the
> head/bridge location. If that isnt so, then i agree.
> 4+ -2 save works for me, im just making suggestions :)
_at_@ they do when they are non-pyshical attacks, but the Mages real power is
pyshical attacks so you would need to rol on template. Since you are
muonting him in a weapon this needs to be treated like a weapon.
> Yes, i thought about the range after i sent in the post. I agree
> that 15cms is prudent. The -1 modifier was added to reflect that
> it is plasma we're talking about, 100 million degrees of
> superconductin gas :)
> Again, im only making suggestions, and i value any input as
> long as its constructive.
_at_@ cool just thought of this one instead of a to hit roll just use the small
template, Then all under it must save on a roll of 4+, anything with a fixed
save will get to roll 2 times once for weapon and once for their save
----- Original Message -----
From: "Karlsen Rune" <rune.karlsen_at_...>
To: <netepic_at_yahoogroups.com>
Sent: Tuesday, February 27, 2001 6:19 AM
Subject: RE: [NetEpic ML] New Slann Titan Weaponry Part 1 (Long)


> Thanks for the comments :)
>
> >
> > > 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.
>
> I really like the idea of a black hole, but the exact effects
> can of course be modified. This is a once per round weapon,
> and drawbacks can be added in the table.
>
> > > 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
>
> So, tone down the power. The idea is good i think, and
> defending against an implosion is very hard.
>
>
> > > 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
>
> Please embellish.
>
> Rune
>
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Received on Tue Feb 27 2001 - 17:34:32 UTC

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