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

From: <duckrvr_at_...>
Date: Mon, 09 Jun 1997 09:18:21 -0500

At 01:22 PM 6/8/97 -0400, you wrote:

>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.

>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.

And you think this will be less survivable why? Compared to other WEs it is
pretty tough. It has a 1/6 chance of going down in flames, and a 15/36
chance of taking no damage, a 1/6 chance of taking normal damage, a 5/36 of
2 pts, and a 1/9 of 3 pts. Given this, I'm guessing about 6 hits will be
necessary to take it out of commission on average, and it can possibly last
indefinitely. Eldar tanks and Ork Battlefortresses both take an average of
about 3, and a maximum of 4 (and both have roughly a 1/9 chance of exploding
per hit [1/6 chance of criticaland almost 2/3 chance of catastrophic from
each]). Then add the extra range into the equation, and the fact that many
troops can't ff, and no one can assault it, and you have a VERY tough unit.
I don't know what you were thinking as far as points, but it has more FP
than a warhound (16 vs 12), and equivalent staying power (6+ hits necessary,
the range bonus ought to equal the armor differense). It ought to be at
least 200, and I would think more like 250.

Temp
Received on Mon Jun 09 1997 - 14:18:21 UTC

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