Hi!
I have re-posted the summary from the older thread. Please continue to comment and make corrections/suggestions on this thread.
Titans with plasma reactors will roll to determine the amount of plasma available for that turn during the order phase.
Pick one of the following methods to generate plasma
Section I Plasma Generation
Method 1 (Riquende Method
)
Imperator: 1d6+6; minimum per turn is 7, average 9-10
Warlord: 1d6+3; minimum 4, average 5-6
Reaver: 1d6+2; minimum 3, average 4-5
Warhound: 1d6+1 minimum 2, average 3-4
Roll 2d6 and pick the highest roll (discard lowest).
Option. For those whom like a little risk, rolling certain combinations of doubles may result in trouble.
Double 1: Emergency reactor flush - Titan has just the 'bonus' plasma from the roll (so Warhound 1, Reaver 2, Warlord 3, Imperator 6).
Double 6: Critical Overload - Every time the Titan uses a plasma counter roll a d6, on a 5+ the counter is put back into the plasma 'pool' rather than expended. At the end of the turn if the Titan has any plasma counters remaining roll once on the Reactor damage table and apply the result.
Method 2 (Bissler's Revenge of d3 method!
)
Warhound 2d3+1 (3-7 spread)
Reaver 2d3+2 (4-8 spread)
Warlord 2d3+3 (5-9 spread)
Imperator 2d3+6 (8-12 spread)
Method 3 (Dwarf Supreme's "get off my lawn you yung 'uns method
)
No plasma generation is used. Instead an additional order called "repair" is added to the standard mix of order counters.
Repair: This order applies to units with a hit location template capable of repair (most titans). While repairing the titan is a sitting duck. It cannot move or fire. However it may 2d6 for each damaged system and shield and pick the highest to see if it repairs. In addition to the 2d6 each die gets a +1 bonus to the roll. Note if the plasma reactor is down this must be rolled first before other systems can be attempted.
I made this order MUCH better than the original AT rule to reflect the changes in the game since then. Mainly because losing one whole turn is a HUGE deal. So the order must be good enough to attempt it.
If you use this method all other rules remain as core.
Section II. Plasma Usage
Plasma is used for a variety of things during a turn. Note that is you use a plasma generation method, the titan no longer gets an order counter. When it moves and fire is determined by its plasma expenditure.
1. Plasma is used for movement. If no plasma is used for movement the titan remains stationary. If ONE plasma counter is used the titan may move up to its normal advance move going FORWARD. It may also move up to HALF its advance move going BACKWARDS (fighting retreat). If TWO plasma counters are expended the titan can move up to its charge move FORWARD (you cannot charge moving backwards). Note it takes TWO counters for the titan to engage in close combat.
2. Plasma is used to activate fire control. The targeting systems require plasma to fire. It take ONE plasma counter to fire in the advanced phase and TWO counter to fire in the first fire phase.
Note that these expenditures are in ADDITION to firing weapons. So at the bare minimum a titan requires THREE plasma to move, activate fire control and fire weapons.
3. Firing Weapons. All non plasma weapons may fire with the expenditure of ONE plasma counter. EACH one-shot missile requires a one time expenditure of ONE plasma counter. Plasma weapons require plasma for EACH shot depending on type:
Basic charge costs ONE plasma. To hit 4+, save modifier -4
Overcharge costs TWO plasma. To hit 3+, save modifier -6
Range depends on the weapon used.
Plasma bastgun 50cm CANNOT USE OVERCHARGE
Plasma cannon 75cm
Plasma destructor 100cm
4. Repair. Plasma determines how much energies goes to repair systems. ONE plasma counter gives basic repair functions for shield regeneration for that titan type (for example imperial titans would repair of 5+ for basic repair). TWO plasma counters for "code red" repair. This gives a +1 bonus to all repair and shield regeneration rolls.
Optional. Over shield. The titan may expend ALL available plasma (may move its advance move to take cover, may not fire) to render itself invulnerable for one turn as the last shield does not fall when hit. However in the end phase roll on the reactor table for damage.
Section III Hit location templates and weapon hard points
1. Hit location template changes. The hit location templates have been altered. The warlord will no longer have the reactor visible from the front arc, only the rear. It is replaced by "legs".
Warhounds and Reavers will have the rear weapons location replaced by carapace. Thus the carapace is now visible on these titans. Use warlord carapace damage tables for them.
3. Weapon Hard points. There are three options available.
a) Core. The restrictions to titan type and weapon points as described in Net Epic Gold core rules.
b) Anything goes. No restrictions. Go crazy and see whom can design the better cheese....
c)Traditional. This is the most restrictive, limiting options to what the original AT era titans were allowed.
Use the mighty Mattman Table!
http://www.tacticalwargames.net/taccmd/download/file.php?id=6988&t=1Section IV MISC.
Eldar and Slann are beyond the technological concerns of careful plasma monitoring. These titans do not follow plasma generation. They virtually behave as command units. Very dangerous.
Chaos titans follow the same rules for imperial titans, except the Lord of battles and Slaneesh special titans are demon engines so get orders normally. Ork gargants do not have plasma reactors and are of lower technology, they receive orders normally as well.
There were several recommendation and things to be added or completed. Please do so on this thread and we'll update the summary as necessary.
Primarch