Re: [Epic] [E40K] Squats -- different list

From: David Dresser <lemming_at_...>
Date: Sun, 08 Jun 1997 20:02:38 -0700

Aaron P Teske wrote:

> Alrighty, let's try this:
>
> ---cut here---
>
> Squat Overlord
> speed 10cm
> armour 5 (but always takes critical)
> damage capacity 4
> 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)
>
> 2-6 Gasbag hit +0 points shot hits self-sealing gasbag; do not
> reduce DF *at all* for this hit.
> 7 Gasbag torn +0 points tear doesn't re-seal immediately;
> damage taken 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,
> kiling 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, the Overlord may drift with the wind. Roll
> a d6 on the table below:
> 1 drift d6 cm towards the enemy line
> 2-3 drift d6 cm towards the left flank
> 4-5 drift d6 cm towards the right flank
> 6 drift d6 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. Non-flying
> units firing on the Overlord must add 15cm to the range to target due to
> the height of the Overlord above the battlefield. The Overlord cannot
> be assaulted, but it may be engaged in a firefight by troops with 30+ cm
> weapons. It may support both firefights and assaults as normal for War
> Engines.
>
> ---cut here---
>
> Please feel free to comment. ^_^
>
> Aaron Teske
> Mithramuse+_at_...
> Squat Leader, Den'Len Fetch

Couple of things I'd like to comment on. First, the crit damage charts
add a rules exception on a result of 2-6. I'd prefer that the overlord
had a save, I think that this would accurately represent the
self-sealing bags in game terms and wouldn't add new rules. The crit
chart would lump 2-6 in with 7, " + 0 tear doesn't re-seal immediately;
damage taken as normal." I really do like the idea of having the
overlord always take critical damage.

"The Overlord cannot be assaulted, but it may be engaged in a firefight
by troops with 30+ cm weapons." Two more rules exceptions. I don't
think the first one can be avoided. I do think that the "30+ cm
weapons" restriction is unnecessary and should be removed. Firefights
can take place between blind, unarmed detachments with no possible way
of reaching each other. A bit of height shouldn't really matter either.

Drift. Y'know, I've got all these scatter dice sitting around...

-Lemm
Received on Mon Jun 09 1997 - 03:02:38 UTC

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