Eye of the Warp

Alpha Complex Army List

Part 2 - Warbot Model 425 Mark IV

by Jyrki Saari

 

BIGGER ALERT!!

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

 

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

m4temp.jpg (96738 bytes)

 

 

Damage Log

m4damage.jpg (118637 bytes)

 

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