Re: [Epic] RE: Overlord Airship
Excerpts from Epic: 10-Nov-97 [Epic] RE: Overlord Airship by Cyril
Crocker_at_thewebsite
> Sure, I don't have the points card for it however. (I gave it to a friend).
250 for 1 (3 VPs), 700 for 3 (7 VPs, breaks at 2, morale 1+ on both cards).
> SHV
> Overlord Armoured Airship
> Move: 20cm max.
> Save: See Below
> CAF: +5
> Weapons:Battle Cannon/Range 75cm/6 dice/5+ to hit/-2 Save
> Autocannon/Range 50cm/4 dice/5+ to hit/0 Save
> Melta Bombs/Range 0/d6+2 barrage pts./-2 Save
You can place these anywhere where they're touching the flying base of
the Overlord, not just directly underneath the Overlord, so they have an
effective range of about 4-5 cm.
> Bolters/Range 15cm/6 dice/6+ to hit/0 Save
> Instead of rolling a save, roll on the following table:
> D6 Roll
> 1-3 No Effect.
> 4-5 Gondola Hit. Make a 1+ Save, if failed, the Overlord is destroyed.
> 6 Hull Ruptured! Scatters 3d6cm (2d6cm at low level) before crashing.
> Anything underneath takes a hit and must make an unmodified save.
>
> Notes:
> -the overlord is not given orders, can move 20cm in any direction and always
> fires in the first fire segment.
> -an overlord at high height can see everything on the table.
> -can never be pinned and only skimmers/jet=packs can fight it in close
> combat.
Skimmmers/jet-packs can fight it in CC at low level. Any flier can
always CC the Overlord. This change was made in TL, after more flyers
had been released.
Later,
Aaron Teske
Mithramuse+_at_...
Received on Mon Nov 10 1997 - 15:04:59 UTC
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