Eye of the
Warp
Alpha
Complex Army List
Part 2 -
Warbot Model 425 Mark IV
by Jyrki
Saari
Are you still here?
I really mean it this time! The following
document is security clearance REALLY ULTRAVIOLET!! Your Pal, the Computer is
disappointed in you for continuing to read this unauthorised document. So please,
report to your nearest Termination Centre for a Frontal Lobotomy and Aromatherapy session.
Thank you for yor co-operation.
The Computer is your friend. |
The warbots of this class are huge offensive weapons. With length of
75 meters, width of 25 meters, height of 35 meters and every possible surface area covered
with weapon turrets the "Markie" can crush nearly any opposition imaginable.
Special Rules
- Mark IV requires enormous resources to build and so is a rare
vehicle. No more than one may be included in your force and you must have at least 3000
points of other troops in your army.
- Mark IV is a Praetorian class vehicle and since it is so huge troops
receive a +1 to hit modifier when firing at it.
- The Mark IV moves and fires as squat praetorians with one exception:
if Mark IV moves more than 10cm in a turn it fires in the advance fire phase.
- Mark IV is mounted on six monstrous tread units. For each tread unit
destroyed the Mark IV loses one quarter of its original movement (5cm). If it loses four
tread units it is immobilized but can still turn. If it loses all tread units it can not
even turn.
- The MegaGun has very limited traverse and can fire only + or - 15
degrees from the direction it is facing.
Repairs
The Mark IV carries a host of smaller bots to do maintenance and
repair. So the number of repair rolls the Mark IV can make each turn is dependent of the
number of functional jackobots carried. At start there are 10 jackobots.
Repair Priority
If reactor or reactor cooling system is damaged the player may not make
repair rolls for any other systems. He must continue to roll for the reactor or the
cooling system until the repairs are succesful or he runs out of jackobots. If both
the reactor and the cooling system are damaged the player must split his jackobots
evenly for both of them. If there is an odd number of bots left the reactor repair team
gets the larger group.
Jackobot Repair
If a jackobot is destroyed as a result of a hull hit the player may try
to repair it in the end phase like any other system. However, if the roll is
unsuccesful the bot is damaged beyond repair and may not be repaired in any
subsequent end phase. The player may only make ONE repair roll for the bot no matter how
many jackobots are available.
Damage Templates

Damage Log

Damage Tables
When a "weapon" location is hit, roll first to determine
the type of weapon hit and then the effect of damage. If there are no weapons of that type
left roll for damage to the hull instead.
Weapon Type
1 Laser
Cannon battery
2 Tube cannon battery
3 Twin Sonic Blaster
4 Grenade launcher battery
5 Twin Vapogun
6 Roll again:
1-4: Tacnuke cannon
5-6: Missile rack
|
Weapon Damage
1-3
Weapon damaged and may not be used until repaired.
4-5 Weapon destroyed and may
not be repaired.
6 Weapon's ammo/power supply
explodes. Weapon is destroyed and one other weapon is destroyed as well.
|
MegaGun
1-2 MegaGun
is damaged and may not be used until repaired.
3-4 MegaGun is destroyed and
may not be repaired.
5-6 MegaGun is destroyed and
roll damage for the hull.
|
Tower
1 System
failure: CAF halved until repaired.
2 Strategy subroutine
malfunction: needs orders as normal until repaired
3 Fire control damaged: all
weapons are at -1 to hit, grenade launcher batteries may not combine barrages and no
barrage weapon may fire indirectly until repaired.
4 Serious system failure: CAF
halved for the rest of the game.
5 Strategy subroutine
destroyed: needs orders for the rest of the game.
6 Fire control destroyed: as
above but the effects are permanent.
|
Hull
1-5 Add
+1 to future rolls on hull.
6 One jackobot destroyed.
|
Magazine
1-2 Minor
ammo explosion: roll damage for the hull and one weapon.
3-4 Major ammo explosion: 1-2
jackobots and 2 weapons of random type are destroyed.
5-6 Catastrophic ammo
explosion: half of the remaining jackobots and 4 weapons of random type are destroyed.
Roll damage for tower and a track unit with a +1 modifier.
|
Track Unit
1-2 Track
unit damaged: speed drops by 5cm until repaired.
3-4 Track unit destroyed and
may not be repaired. Speed drops by 5cm.
5-6 Track unit is blown off and
scatters 3d6 cn to random direction. Anything it lands on must make an unmodified save or
be destroyed.
|
Reactor Cooling System
1-2 Minor
leak: Move halved until repaired.
3-4 Major leak: May either move
or fire and CAF is halved until repaired.
5-6 Catastrophic leak: As major
leak but reactor overheats. Roll once for reactor damage immediately and after that
once every subsequent end phase the leak is not repaired.
|
Reactor
1-2 Control
rods released: Mark IV may not move or fire until repaired.
3-4 Runaway reacion! If not
repaired the Mark IV will explode as below.
5-6 KABOOM! Mark IV's service
to the computer ends in a spectacular explosion. Any units within 4d6cm are hit by
radioactive debris and must save with -1 modifier or be destroyed.
|
|
Unit Profile
Troop
Type |
Move |
Saving
Throw |
CAF |
Weapons |
Range |
Attack
Dice |
Roll
To Hit |
Save
Mod |
Notes |
Warbot Model 425 Mark IV |
20 cm
max
|
see
templates
|
+14
|
Laser Cannon Battery |
75 cm |
24 |
4+ |
-1 |
Special rules |
Tube Cannon Battery |
75 cm |
12 |
4+ |
-2 |
Twin Sonic Blasters |
50 cm |
15 |
5+ |
-1 |
Grenade Launcher Battery (x14) |
50 cm |
2 BP |
6+ |
0 |
Missile Racks (x2) |
100 cm |
6 BP |
4+ |
-1 |
Tacnuke Cannon (x4) |
75 cm |
8 BP |
3+ |
-4 |
Twin Vapoguns |
50 cm |
12 |
4+ |
-3 |
MegaGun |
U/L |
10 BP |
2+ |
-4 |