Re: [Epic] Titan Weapons (long)
Titan Weapon Stats for E40K
For purposes of these rules, all War Engine Super Heavy Weapons require 4
Blast Markers to shut it down regardless of the effect or firepower of the
individual weapon. Note that this does not apply to the built in Secondary
Weapons which have a fixed number of firepower (ie on the Baneblade and
Imperator)
Name Range FP Notes
Barrage Missile U/D (1) Place 1D6 Barrage Templates. Roll
-> Far too powerful IMHO, ability to inflict up to 7 BMs with one hit is
evil.
Gatling Blaster 60 6
-> Much more powerful than the standard HWB, at this range I think it
should be 5 maybe even 4 fp.
Inferno Gun 0 (1) Place special Inferno Template.
-> This is neat, and fits with the original rules quite well. I think it
should count for more than 1 in a firefight though, maybe D6
Laser Burner 15 8 Double Assault vs other war engines
-> Good idea, a titan with 4 of these would rule up close...
Melta-Cannon 30 (1) 1d3 Death Ray hits.
-> Mixed feelings on this, but I think it might work well.
Plasma Blastgun 45 (1) 1d3 Anti-tank shots
The problem with this is only warhounds used to take them, now, noone
will, they aren't very good, Especially when you may take a Turbo laser
which has better range and is guarenteed 3 AT.
Plasma Destructor 90 (1) 1d6 Death Ray hits. May not use
-> This is EVIL :o) I like it.
Vulcan Mega-Bolter 30 12
-> Hmmm, this may be the best fp weapon in the game. a warlord with 4 of
these can inflict 6 BMs over 2 detachments. Very nice.
Good job, faithful to the original rules, which of course had their own
imbalances.
Steve
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When you dream there are no rules, people can fly, anything can happen.
Sometimes, there's a moment as you're waking, that you become aware of
the real world around you, but you're still dreaming.
You may think you can fly, but you better not try it...
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Received on Wed Apr 22 1998 - 19:58:25 UTC
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