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Capitol Imperialis http://www.tacticalwargames.net/taccmd/viewtopic.php?f=7&t=10146 |
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Author: | Reaver [ Sun Jul 29, 2007 4:25 pm ] |
Post subject: | Capitol Imperialis |
I have a couple of questions on the Capitol Imperialis: How long / high is the old model? What weaponry does it have? How big should the model be, if brought up to date? And what guns should it have? regards, Reaver |
Author: | BlackLegion [ Sun Jul 29, 2007 4:31 pm ] |
Post subject: | Capitol Imperialis |
The old model had only a big gun in a top mounted turred. I guess the new model SG wanted to produce was a mix of the Leviathan and the Capitol Imperialis. Ruleswise the two models where pretty similar in the past. |
Author: | Warmaster Nice [ Sun Jul 29, 2007 7:35 pm ] |
Post subject: | Capitol Imperialis |
If you've got any 1:72 scale WW2 tanks you're pretty close. A Tiger is fairly close in terms of length and width. |
Author: | Reaver [ Sun Jul 29, 2007 7:44 pm ] |
Post subject: | Capitol Imperialis |
Thanks, warmaster! As it happens, I don't have a 1/72 Tiger, but I'm sculpting a 1/300th one, so I'll grab my calculator and work from there... (one quick maths job later...) That's what, around 8 cms or so in length? Looks a little small to me! 10 to 12 centimetres would probably look better. One more question, way back in June 2003 Jervis posted rules foe the Capitol Imperialis on the SG site - I don't suppose anyone has a copy of those rules? I'm wanting to sculpt a new Capitol Imperialis, based on the sketches Otterman posted. I'd just like to do a really good job, and part of that is getting the armament right, so knowing what Jervis had planned for this beast would be really useful. Can anybody help? Regards, Reaver |
Author: | vanvlak [ Sun Jul 29, 2007 7:49 pm ] |
Post subject: | Capitol Imperialis |
Not much help, this, but - make it bigger still! I'm notoriously using a Rhino in my own never-ending and very Rhino-looking conversion. Although, thanks to Mr. Otter, it's starting to look less Rhinish. |
Author: | Emperors Shadow [ Sun Jul 29, 2007 7:50 pm ] |
Post subject: | Capitol Imperialis |
I found this picture ![]() the measurments are aprox 47mm high 40mm wide 85mm long all measurments are of the furthest points the front and rear doors open aswell as the gun on top there are two one on each side. In my opinion a new one should be better armed more like an imperator on tracks? |
Author: | Reaver [ Sun Jul 29, 2007 11:21 pm ] |
Post subject: | Capitol Imperialis |
That image is perfect! I reckon like Vanvlak says a newer version should be bigger. Oh, and I found the old rules from the early playtest Steel legion: 0-1 CI: 500 pt. CAPITOL IMPERIALIS (Armageddon Pattern) <<< The Capitol Imperialis is an immensely well protected mobile HQ. It is usually garrisoned by own its own company of Imperial Guard troops. Void shields, thick armour and sturdy construction make it resistant to enemy fire, while the garrison and dozens of internal and external defence systems make it very difficult to assault. Type Speed Armour Close Combat Firefight War Engine 10cm 4+ 6+ 5+ Weapons: 1 Behemoth Cannon (F), 1 Battlecannon (LF), 1 Battlecannon (RF), numerous automated defence systems (ADS) Weapon Range Firepower ADS (15cm) Close Combat Weapons and/or Small Arms, first strike Behemoth Cannon75cm 6 BPs, Indirect Fire Battle Cannon 75cm AP4+/AT4+ Notes: Supreme Commander. Damage Capacity 10. 5 void shields. Transport (may carry 3 Chimera or Salamanders, and up to twenty of the following units: Imperial Guard units: Supreme Commander, Commander, Infantry, Storm Troopers, Fire Support, Snipers, Ogryns, Sentinels). Up to ten transported stands may shoot with ranged weapons or use their firefight or close combat values in an assault. Reinforced Armour. Thick rear armour. Immune to panic. Critical Damage: Internal explosions cause an extra point of damage and inflict hits on D6 transported units (attacker's choice as to who is hit). I'm assuming this shows the kind of weaponry SG was planning to use. Regards, Reaver |
Author: | Legion 4 [ Mon Jul 30, 2007 5:04 am ] |
Post subject: | Capitol Imperialis |
I was going to measure one of mine, but E/S beat me to it ! ![]() |
Author: | BlackLegion [ Mon Jul 30, 2007 9:57 am ] |
Post subject: | Capitol Imperialis |
Hmmarmageddon pattern? I think i should change the Leviathan in my TrueSteelLegion armylist to Capitol Imperialis with the stats above ![]() Here are pictures from KiLLerLooPs CapitolImperialis with the front and pack ramp open: ![]() ![]() ![]() ![]() ![]() |
Author: | Evil and Chaos [ Mon Jul 30, 2007 10:05 am ] |
Post subject: | Capitol Imperialis |
(attacker's choice as to who is hit). I always thought that this was a truly terrible idea. |
Author: | Markconz [ Mon Jul 30, 2007 10:09 am ] |
Post subject: | Capitol Imperialis |
(Evil and Chaos @ Jul. 30 2007,09:05) QUOTE (attacker's choice as to who is hit). I always thought that this was a truly terrible idea. Agreed, make it defenders choice like in other lists (eg chaos). Really looking forward to seeing what you come up with Reaver! ![]() |
Author: | Legion 4 [ Tue Jul 31, 2007 5:00 am ] |
Post subject: | Capitol Imperialis |
Wow ! 3 CIs !!! Looks menacing ! ![]() |
Author: | Lextar [ Tue Jul 31, 2007 9:05 am ] |
Post subject: | Capitol Imperialis |
(Markconz @ Jul. 30 2007,10:09) QUOTE (Evil and Chaos @ Jul. 30 2007,09:05) QUOTE (attacker's choice as to who is hit). I always thought that this was a truly terrible idea. Agreed, make it defenders choice like in other lists (eg chaos). Really looking forward to seeing what you come up with Reaver! ? ![]() If someone decides, its always unfair. I think it should be split between the player as what is destroyed. |
Author: | Tas [ Tue Jul 31, 2007 9:48 am ] |
Post subject: | Capitol Imperialis |
(Legion 4 @ Jul. 31 2007,14:00) QUOTE Wow ! 3 CIs !!! Looks menacing ! ![]() Just like the old days eh? You can pack a lot of stuff into the CIs...and the bad guys can afford a lot to stop you too. THATs what Epic is to me ![]() |
Author: | Evil and Chaos [ Tue Jul 31, 2007 9:56 am ] |
Post subject: | Capitol Imperialis |
If someone decides, its always unfair. I think it should be split between the player as what is destroyed. If you want a chance of your Commander base onboard dying, then let the dice decide. Any other selection method is inherently gamey. |
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