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

From: Karlsen Rune <rune.karlsen_at_...>
Date: Tue, 27 Feb 2001 16:17:20 +0100

well, as i said, everything is up for
discussion. I have yet to see a titan weapon
cost more than the chassis, and no weapon
i have proposed could ever match a fully
armed Warlord :)

Rune

> -----Original Message-----
> From: Trygve Bj�rnstad [mailto:trygve_at_...]
> Sent: 27. februar 2001 16:02
> To: netepic_at_yahoogroups.com
> Subject: RE: [NetEpic ML] New Slann Titan Weaponry Part 1 (Long)
>
>
> I agree to the fact that Slann units should be powerful (and
> expensive), but
> weapons that outpower the vortex missile hugely and can be
> used each round?
> It'd have to count as several special cards and the cost
> would be that of a
> fully armed Warlord Titan for just the weapon...
>
> Trygve
>
> > -----Original Message-----
> > From: Karlsen Rune [mailto:rune.karlsen_at_...]
> > Sent: 27. februar 2001 15:25
> > To: 'netepic_at_yahoogroups.com'
> > Subject: RE: [NetEpic ML] New Slann Titan Weaponry Part 1 (Long)
> >
> >
> > I made the weapons very powerful on purpose.
> > Its easier to downgrade weaponry, than get
> > people to agree to upgrade them.
> > That's why, and i never expected them to
> > pass as is. I just tried to be original, and
> > some of the weapons are as far as i know
> > very innovative, and hard to model on other
> > weapons. I also didnt want all the weapons
> > to be just a copy of other titan weaponry.
> > Therefor, id like all the experienced
> > players to comment on adjustments, and then
> > compare them to other weapons so we can determine
> > prices. Chassis prices for the Titans also have
> > to be determined. I really dont want the weapons
> > to be all powerful, there would be no point in
> > playing then..
> >
> > Rune
> >
> > > -----Original Message-----
> > > From: Trygve Bj�rnstad [mailto:trygve_at_...]
> > > Sent: 27. februar 2001 14:37
> > > To: netepic_at_yahoogroups.com
> > > Subject: RE: [NetEpic ML] New Slann Titan Weaponry Part 1 (Long)
> > >
> > >
> > > Powergamer!
> > >
> > > Trygve
> > >
> > > > -----Original Message-----
> > > > From: Karlsen Rune [mailto:rune.karlsen_at_...]
> > > > Sent: 27. februar 2001 13:56
> > > > To: 'netepic_at_yahoogroups.com'
> > > > 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.
> > > >
> > > > 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.
> > > >
> > > >
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Received on Tue Feb 27 2001 - 15:17:20 UTC

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