by Mike Biasi, Alan Carey, Time DuPertuis
The following section describes some of the special information concerning the Revenant and Phantom Titans and quick summary of the specialized weapons the Eldar use on their Titans. REVENANTMain Weapons Revenants are allowed carry Class 3 laser, pulse laser and heat lance main weapoms. Because the Class 3 pulse laser is not very effective against Titans because of the low Strength stat we allow Revenants to also carry the other two Class 3 weapons. Secondary Weapons Revenants carry Class 1 secondary weapons mounted on the body, two missile launchers with Frag and Krak ammo and a scatter laser. These weapons are only damaged or destroyed when the body is damaged or destroyed. Revenant Jump Jets The rules mechanisms for Epic are very different from 40K so the rules for the Revenant Jump Jets must also be different. In Epic, the Revenant may only jump while on Charge orders, allowing it to move 60 cm. Since there is no double move charge bonus for Titans in 40K, the Revenant may jump during its normal move. The Revenant may make up to two jumps during its move. Each jump may be up to ten inches high and a maximum of fifteen inches long. There is no movement penalty for jumps, simply measure the movement along the ground as you would for moving a Land Speeder or jet bike. PHANTOMPhantoms are available in both Class 4 and Class 5 configurations, the only difference being the weapons class of the two main weapons, the damage per hit location and the points cost. The lighter version of the Phantom is called the Shade and carries Class 4 main weapons. The heavier version of the Phantom is called the Spectre and carries Class 5 main weapons. Secondary Weapons Phantoms carry Class 2 secondary weapons mounted in the wings, usually a multi-launcher and a las cannon. These weapons are only damaged or destroyed when the wing is damaged or destroyed. A standard shuriken cannon is also mounted in the head. REVENANT AND PHANTOM WEAPONSPulse Laser The Pulse Laser fires six shots per turn. It can be fired at one target or at multiple targets within 6" of the first target. Pick an aiming point, then distribute hits between any desired targets within 6". D-Cannon Higher classes of D-Cannons are identical to the standard one and follow the same rules, except that they have longer ranges. Vibro/Tremor-Cannon The primary target is hit on a 3+ (only speed modifiers apply), intervening targets are hit on a 5+ (only speed modifiers apply). Void shields and power fields offer no protection against Vibro-Cannon hits. Heat Lance The Eldar design their melta weapons is a bit different than other races. An Eldar Class 1 weapon is the same as a normal multi-melta, while Class 2 and higher have an intensely concentrated effect with no area of effect and decreasing strength and damage as the range increases. At ranges over 24", the Strength and Save Modifier go down by one each and Damage goes down by the Weapons Class # times D6 for each 24" of range over the first 24". See the table below for more details. Note that the Class 4 and 5 weapons at the longest range have D6s subtracted from the base damage.
Power Fist Each Class 2 or higher Power Fist has linked (must fire at same target) Class 1 Shuriken Cannons built into it. Class 5 Powerfist has 4 Shuriken Cannon. Class 4 Powerfist has 3 Shuriken Cannon. Class 3 Powerfist has 2 Shuriken Cannon. Class 2 Powerfist has 1 Shuriken Cannon. More Titan RulesIntroduction Data SheetsWarhoundRevenant Reaver (2 main weapons) Reaver (3 main weapons Phantom-Spectre Phantom-Shade Warlord Heavy Warlord Ork Great Gargant Back to Table of Contents -- Inquisitor #14 © Copyright 1996 by Tim DuPertuis. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |