Re: [Epic] [E40K] Squats -- Overlord rules

From: Thomas Bloom <tbloom_at_...>
Date: Mon, 9 Jun 1997 10:38:48 -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

How bout give the blimp an armor value of 6. No save. No Auto crits.
Make it a skimmer WE, can be Assaulted ect. as normal.

Move 10cm
FP 8 all round 45 cm range
DC 4

Cost 150 pts. Basicly a IG Super Heavy Tank with skimmer.

Thomas
Received on Mon Jun 09 1997 - 15:38:48 UTC

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