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

From: Karlsen Rune <rune.karlsen_at_...>
Date: Tue, 27 Feb 2001 15:40:11 +0100

Hi :)
>
> > 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.

Ok, then dont use this. No problem.

> > 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.

Ok, then, also no problem.

> > 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

This is also a good idea :)

Did you like the Scarab weapon? I really think its neat,
and very Slann like :) Also, its partly modelled on the
chaos plague...

Rune

> ----- 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 - 14:40:11 UTC

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