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SQUAT WE EXPERIENCE (for Campaigns)

 Post subject: SQUAT WE EXPERIENCE (for Campaigns)
PostPosted: Sat Nov 05, 2005 1:00 am 
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I will try to convert SM/TL rules/bonus in EA ones. Fell free to change part or all of it you think that they are unbalanced.

This is the list for Squat WE crew experience to use in any kind of campaign (mine have 4 levels of exp.: green [new formations o normal fms under 1/2 size after a battle], normal [fm that starts a campaign], veteran [fms with at least 2 battles finished with >1/2 size in units/DC] and elite [fms with at least 5 battles finished with >1/2 size in units/DC].
Veteran get 1 Skill, Elite get 2 Skills (either chosen by player or in a random way).
Crew and Commander Skills are lost with 4+ on a d6 after a battle were the WE is destroyed (the crew try to escape death...). WE Upgrade are automatically lost if the veicle is destroyed!

SQUAT WE VEHICLE CREW SKILLS
Damage Control: ingnore the first DC suffered in battle (do not place BM or count it as a DC lost in Engage)
Lucky: the formation may re-roll any dice once in a battle (action roll, roll to hit wih ONE weapon, roll for n? of hits with TK weapons...)
Accurate: +1 to hit with ONE weapon system (fixed for all battles - AT,AP and MW valors)
Emergency Response Crew: the WE ignore the first (and only) critical suffered in a battle.
Short Ranged Fire: the WE get a +1 to hit with CC in engage (example: Colossus CC 2+ instead of 3+!!)
Very Fast: +5 cm for every move

SQUAT VEHICLE COMMANDER
Close Manoeuvring: the WE get the "Walker" ability.
Leadership (only for Land Train): you could choose another Battlecar over the limit (ex: 0-2 Bomb Battlecar instead of 0-1) in the list.
Lightning Reflexes: if WE is activated to "retain initiative", the -1 penalty is ignored.
Living Ancestor: if you take the L.A. aboard the WE get Invulnerable Save!
Ram: the WE get "First Strike", but only with CC attacks (not FF!)
Tactical Genius:the initiative roll drop to 1+ instead of 2+.

SQUAT VEHICLE UPGRADES
Heavy Shielding: (only for Land Train, other WE still don't use Shield): AT shoots at the LT take a -1 penalty roll until all of the sields are taken down (this one is very difficult to convert for EA, because can slow down dice rolling and hit allocations!!!)
Robotic Controls: one weapons system get a 2xAA6+ (even Thunder battlecar!)
Increased Shielding (only Land Train ENGINE): +2 more shields.
Elector Pod: Commander and Crew save themselves on 2+ after a battle in wich the WE is destroyed.
Thermal Targeters: (another very difficult to convert...) one weapon system get a TK(1) against all warp creatures (Daemon of any kind, Daemon-Prince...and of course Eldar Avatar). If the Weapon already have the TK ability simply add +1 to the total (d3 became d3+1).
Turbo Weapons: one weapon system get MW with all attacks; if already MW it became TK(1). If already TK...simply choose another weapon!!!!

To finish my Squat fluffs:
GRAND WARLORD GRIMTREK (A SM/TL Special Character)
Is a Supreme Commander (and you can take a Living Ancestor too, but only Grimtrek count as the S.Comm), get 2 EA with MW in Engage and more importantly your Strategic Rating rise to 4+ (Suggested points: 200!)

In a very old White Dwarf article (I have all of them since issue n 154), 1997 or 1998, Jervis (or Andy Chamber! don't remember well) spook of Epic future with Emperor Titan, Mega Gargants and......Squat Behemoth! This very large WE is still in the Warp (I think of it like a Mobile Fortress) or someday it will appear?

BYE

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 Post subject: SQUAT WE EXPERIENCE (for Campaigns)
PostPosted: Sat Nov 05, 2005 7:37 pm 
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Hi!

Actually the squat behemoths they mention, did come out. Its the colossi and Cyclops super heavies.

Primarch

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 Post subject: SQUAT WE EXPERIENCE (for Campaigns)
PostPosted: Mon Nov 07, 2005 12:32 am 
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No! At that time Colossus and Cyclops already existed!
I think Behemoth was something VERY VERY BIG to use against Imperator or Mega Gargant! :wow:

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 Post subject: SQUAT WE EXPERIENCE (for Campaigns)
PostPosted: Mon Nov 07, 2005 7:01 am 
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Quote (Invemaster @ 06 Nov. 2005 (23:32))
No! At that time Colossus and Cyclops already existed!
I think Behemoth was something VERY VERY BIG to use against Imperator or Mega Gargant! :wow:

Inteesting... so they were planning something like that. In the era of 1st edition Space Marine they briefly mentioned Codex Titanicus II which should have contained "Zeppelins and Juggernauts". While many people seem to think they were the same as the Squat vehilces I disagree as the Jugernauts were HUGE vehicles, larger than titans even and had been around since Rogue Trader.

I actually made Net Epic stats for a Squat Juggernaut once but was too lazy to make a hit location template or to calculate a point value so it was never completed. The basic idea was to take four Colossus-sized vehicles, shake well and see what comes out.  :laugh:

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 Post subject: SQUAT WE EXPERIENCE (for Campaigns)
PostPosted: Mon Nov 07, 2005 7:20 am 
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Location: Utah, pick a Pacific Island the other half of the year.
Ah I see shaken but not stirred, eh mister Bond :D

Jaldon :p

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