<snip> I just left the sections I replied to.
18) Psychic Defences: 3+ p=
sychic save
Imp & Eldar: upgrade
You could make the titan immune to psyc=
hic attacks, and/or
negate the enemy's psyker bonus in CC/FFs.
How about e=
nemies fighing the titan count as having no psychers. (Since psycics cannot=
effect the titan). This was a pretty useless one in Sm2, if I remember cor=
rectly.
Who misses the time when psychers did something? Their support rol=
e in CC and FF is powerfull, but I miss the fun of ripping up minds, ect.
=
19) Turbo Weapons: -1 save mod & +1 damage rolls to 1 weapon system
Imp & =
Ork (Big Gunz): upgrade, Eldar (Pinpoint Gunnery): crew
+1 crit rolls?
Y=
ou mean add +1 to the roll.
20) Hipshooting: can fire on charge orders a=
t -1 to hit
Eldar: crew
How about may fire in the shooting phase in ste=
ad of the war engine shooting phase?
I don't think it is to powerful. Or m=
aybe ignores the effects of blast markers when firing, or counts as having =
2 less. I.e makes the titans firing harder to suppress.
21) Side Step: tit=
an can choose to end CC as long as it beats 1 attacker
Eldar: captain
How=
about the titan may move past enemies in the assault phase
22) Dodge: ha=
lf chance of avoiding template weapons
Eldar: captain
How about Titan doe=
s not have to stop moving if snap-fired at unless it takes a hit.
I'd like=
to see this as a general rule. Who was it who made the crack about bolter =
fire?
23) Evade: titan is -1 to be hit while on charge orders
Eldar: cap=
tain
+1 to AV if the titan moves more than 1/2 its speed for the
phase? =
Might be too powerful, but then titans suppressed into not
moving won't be =
getting any bonus.
24) War Cry: if titan charges into CC, halve opponents'=
CAF on 5+
Eldar: upgrade
Use as is. Halve AF of every opponent on a 5+.=
Not to usefull as you may
not roll the 5+, but could be quite power if it=
worked against a titan. I think the
randomness of this makes it less powe=
rful.
25) Mandiblasters: same as carapace multilasers except -2 save mod
=
Eldar: upgrade
Extra 15cm ranged gun, FP of 2.
How about Fp of 4 and cl=
ose support. Added to whatever other support a titan lends to combat, also =
adds when the titan is in CC. (Effectivly a +4 Af). If this is to powerfull=
, I'd use the Fp of 2.
26) Reinforced Structure: -1 to all damage rolls o=
n titan
Eldar: upgrade
-1 to all crit rolls on titan.
27) Psychic Assau=
lt: assaulting troops must pass morale check to move
into base contact with=
titan, titan's CC hits count as psychic
Eldar: upgrade
Troops must pass=
extra Ld test to assault titan.
How about add that troops count as having=
2 blast markers if they have less than that. (I.e a 3+ roll, which is not =
to powerful.)
28) Super Riggers: Megas only, better chance to repair locat=
ion
Ork: crew
+1 to repair rolls, as Damage Control above.
29) Maniak M=
ekboy: Megas only, can fire 1 more mega weapon per turn
Ork: crew
No ide=
a.
How about may re-roll the firing of 1 weapon/weapon system per turn.
3=
0) Looterz: krew gets 6+ fixed save and +1 CAF
Ork: crew
31) Bionik: kapti=
n gets 6+ fixed save and +D6 CAF
Ork: captain
These two are pointless, s=
ince the crew & captain can't leave
the gargant.
I miss that, how about the=
y aare the same as the below one, add to the AF.
add maybe +1 - +2 since t=
here are several AF upgrades.
32) Dirty Fighter: +D6 CAF for the gargant
=
Ork: captain
+some number to gargants Assault Factor.
33) Very Shouty: =
Megas only, get more shouting counters (?)
Ork: captain
No idea.
How ab=
out may re-roll LD tests. (In addition to any re-rolls based on DC)
34) Fi=
re Hoses: Megas only, +1 to put out fire rolls
Ork: upgrade
Fires automa=
tically put out? This is in the same area as
reactor meltdowns - it's not =
going to happen very often.
Maybe -1 to criticals or something.
- application/ms-tnef attachment: stored
Received on Fri Jun 13 1997 - 11:39:20 UTC