Re: [Epic] squats and overlords(was space marine chapters)

From: Aaron P Teske <Mithramuse+_at_...>
Date: Fri, 29 Aug 1997 00:33:06 -0400 (EDT)

Excerpts from Epic: 28-Aug-97 Re: [Epic] squats and overl.. by "Eugene
E.W."_at_planeteer.
> The Overlord Airship should almost definitely be treated as either a Flyer
> or a War Engine.

War Engine. Definitely. As for flyers, the idea the group had was for
the Squats to buy Imperial Navy flyers, that is, Marauders &
Thunderbolts. After all, Squats & the Imperium share Rhinos &
Leviathans, so why not flyers?

>I prefer the idea of a War Engine; I would probably treat
> it as if it was always making a pop-up attack; that is, it can always soot
> and be shot regardless of intervening terrain that would otherwise block
> LOS.

Yup.

>I am tempted with the idea of the Critical Damage Table always
> resulting in a roll on the Catastrophic damage table; players of the old
> edition will probably recognize why this temptation is so strong. It's
> probably a bad idea, however; being destroyed 7 times in twelve (a la
> Baneblades) is probably fine. Overlords should probably be equivalent to
> Battlefortresses/IG SH Tanks/Engines of Vaul.

Try this, which is a modified version of the Overlord I posted to the
list before the CJ rules came out. Once my computer is feeling well
again, maybe I'll actually get my E40K stuff out on the web....

---cut here---
 
Squat Overlord
speed 10cm
armour 5 (but always takes critical)
damage capacity 8
assault 3 (does it matter?)
Weapons:
  2x HWBs, 8 FP at 45cm (combine the battlecannon & autocannon)
  heavy barrage, 0cm (target as before, around hex stand)
 
2-7 Gasbag hit +0 points shot hits self-sealing gasbag (you
still reduce DF by 1 as normal).
8 Weapons system hit +1 point random weapons system cannot be fired
until it is repaired.
9 Propulsion hit +2 points Overlord cannot move under power
until engines are repaired; counts as immobilized until repaired.
Optional rule: drift may come into play
10-12 Catastrophic damage see table below
 
Catastrophic damage:
1-3 Wrecked Internal explosions tear through the inner compartments,
killing the crew and leaving the Overlord a floating wreck.
4-5 Destroyed Explosions tear through the Overlord, shredding the
gasbag. The Overlord drops from the sky like a rock, crashing into the
ground below. Roll a d6 to hit any units within 5 cm.
6 Destroyed Explosions rip the Overlord into shreds, scattering
shrapnel across the battlefield. Roll a d6 to hit any models within 3d6
cm. Optional: drift may come into effect.
 
Optional rule:
Drift: when not under power (or, at the start of every turn), the
Overlord may drift with the wind. Roll a d6 on the table below:
1 drift d6-1 cm towards the enemy line
2-3 drift d6-1 cm towards the left flank
4-5 drift d6-1 cm towards the right flank
6 drift d6-1 cm towards friendly lines
 
Overlords always roll on the critical damage table when their armour is
penetrated.
 
Overlords are always in the open. They can see the entire battlefield,
and can be seen by the entire battlefield, barring units with heavy
overhead cover, such as those in the middle of a forest. The Overlord
cannot be assaulted, but it may be engaged in a firefight. It may
support both firefights and assaults as normal for War Engines.
 
---cut here---
 
And there it is, barring a few comments. ^_^
 
1) I decided to use an armour value of 5 because that's what most of the
shots heading at an Overlord were in Epic: 5+ shots. Since the armour
value in this case is the chance to roll on the critical table, I
figured that was a good value to use. Comments?
 
2) Drift. This was for the fun of it; as I stated above, it's optional.
 I considered doing something that would establish a wind direction and
strength, but decided not to worry about it in the Overlord rules.
Maybe later....

Enjoy!

                    Aaron Teske
                    Mithramuse+_at_...
Received on Fri Aug 29 1997 - 04:33:06 UTC

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