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Titan Experience Rules

 Post subject: Titan Experience Rules
PostPosted: Sat Aug 10, 2013 4:23 pm 
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Hi!

I have copy pasted the summary from this thread viewtopic.php?f=14&t=25454&start=75

I have also tried to correct it as the conversation progressed, but please point out omissions and errors to correct it.

Also please add/discuss any further points to be addressed.

Titan Experience/ Honor System

I'm attempting to not only produce a final form of this system, but also as close to the final wording as possible.

When pointing out errors or questions, please copy paste the appropriate segment that you are referring to to edit this post.

Also I will include were appropriate comments on my parts labeled either as "designer comments" or "question to group", where necessary.

Experience

A Titan accrues 1 Experience Point for every Victory Point earned breaking/destroying enemy units. Once the Titan achieves a certain amount of experience points (as indicated by the table below) to advance to a higher level they gain one Honor. Only one honor may be gained per new higher level achieved.

The experience table indicates the experience required to obtain a certain level, name title and the maximum honor it may have for a given level in parenthesis.

BASIC EXPERIENCE TABLE
0-5 Recruit (0)
6-15 Warrior (1)
16-30 Soldier (2)
31-50 Hero (3)
51-75 Lord (4)
76-100 Master (5)
101+ Grandmaster (6)

The same basic table can be modified with army/race specific titles if desired.

Imperials
0-5 Legionnaire (0)
6-15 Centurion (1)
16-30 Praefectus (2)
31-50 Magister (3)
51-75 Tribunus (4)
76-100 Secundus (5)
101+ Primus (6)

Chaos

0-5 0 Initiate (0)
6-15 Favored (1)
16-30 Chosen (2)
31-50 Ascendant (3)
51-75 Champion(4)
76-100 Vile Commander (5)
101+ Warmaster (6)

Orks

0-5 "Runt" (0)
6-15 "Scrappa" (scrapper) (1)
16-30 Nob (noble) (2)
31-50 Boss (3)
51-75 Warboss (4)
76-100 Warlord (5)
101+ Chosen of Gork OR Mork (choose one) (6)

Eldar

0-5 Seeker (0)
6-15 Spirit (1)
16-30 Ghost (2)
31-50 Specter (3)
51-75 Trascendant (4)
76-100 Anvil of Vaul (5)
101+ Chosen of Asuryan (6)

Tyranids

0-5 Unblooded (0)
6-15 Hunter (1)
16-30 Predator (2)
31-50 Marauder (3)
51-75 Hierach (4)
76-100 Hierach Alpha (5)
101+ Hivelord (6)

Once sufficient experience is accrued to increase the titans level roll on the following table to determine the type of honor bestowed on the titan.

Roll Honor Type
1-3 Crew skill
4-6 Titan upgrade

Once you determine the type you may choose from the appropriate list any skill/upgrade. Player's choice.

Experience points, honor gain and selection are determined at the game's end. Experience points are never applied nor honors bestowed during a battle (game). After the game is ended, determine and apply experience and honors earned for the titan and crew. These will apply to that specific titan for the next and following games unless a subsequent loss of experience dictates otherwise.

Titan with Honors and Victory Point Yield

When a titan with accrued honors participates in a game the titan's cost remains the same as it was when originally purchased. This means that despite honors or experience gained, the titan's actual points value never increases.

However, due to the additional strategic value and prestige involved in destroying such a notable foe, the Victory Point yield for destroying a titan is increased by +1 victory point per honor the titan possesses. For example a titan that originally cost 800 points and is worth 8 victory points will yield 9 victory points if it has one honor, 14 victory points if it has 6 honors (1 victory point per honor).

Titan Honor Point Buy

For standalone scenarios,Titan Honors may be bought for Titans at a cost of 50 points per honor. Victory points are are increased by 1 per honor assigned.

Chaos rewards may be fitted for a cost of 100 points per reward. Victory points are increased by 1 per reward assigned to the titan.

Note that buying honors are optional rules and require the consent of both players for use in a battle.

Titan Replacements and Repair

All of these option trees should be decided upon and agreed to by all participants in a campaign before said campaign begins, or when these rules are adopted. Earned Level begins as the Titan's level before the loss of either Crew or body. Both of these options only apply if either the Titan survives the loss of it's crew or the crew survives the loss of their Titan. If neither survive, then start over.

. Option 1: Upgrade Survival
A: Upgrades are lost if Titan destroyed. After Replacement Time passes, reduce Earned Level by number of Upgrades lost.
B: Upgrades are lost if Titan destroyed, replace some randomly if Earned Level was higher than thresholds A (Level 5: replace up to one) or B (Level 6: replace up to two). After Replacement Time passes, reduce Earned Level by number of Upgrades lost and not replaced.
C: Upgrades are retained. Replacement Titan will be constructed to match previous Upgrades. Earned level does not change.

. Option 2: Skill Survival
A: Crew Skills are lost if Crew lost due to Head location damage. After Replacement Time passes, reduce Earned Level by number of Skills lost.
B: Crew Skills may be lost if Crew lost, but some may survive. The Titan's MIU system may preserve enough of an old crew-member's memories to allow the new Crew to replicate a prior Skill. Roll 1d6+1 for each Crew Skill that Titan had. If the adjusted roll is equal to or lower than the Titan's Earned Level before Replacement time passes, then that Skill is retained. After Replacement Time passes, reduce Earned Level by number of Skills lost.
C: All Crew Skills are retained due to presence of memories in MIU system. Earned Level does not change.

. Option 3: Replacement Time
A: No delay. The new Titan can be used in the next battle you fight.
B: Minor delay. The Titan misses the next game you fight while being Replaced.
C: Medium delay. The Titan misses a number of games equal to half it's Earned Levels (round down, minimum one).
D: Significant delay. The Titan misses a number of games equal to it's Earned Level.

. Option 4: Level requirement.
A: Option 3 only applies to Titans of 1st level and above. Level zero Titans may be replaced with no delay.
B: All Titans are held to the limits imposed by Option 3.

. Option 5: XP loss due to Honor loss.
A: If level(s) are lost due to permanent Upgrade or Skill loss, find the ratio of your previous progress and apply that to the range for your new level. For example, a Level three Titan loses it's crew that had two Skills. This reduces it to first level. If it had 46 XP, it was 16/20 or 75% through level three. Being now first level, it would have 13 XP as first level is a range of 10 points and 75% of 10 is 7.5, which rounds up to 8.
B: If level(s) are lost due to permanent Upgrade or Skill loss, XP is reduced to the minimum for the new, lower level. The example Titan above would now have 6 XP.

. Option 6: XP loss due to system shock associated with new crew / Titan. This option is only relevant if choice A is selected for Option 5 above.
A: All XP are retained (after adjusting for level loss).
B: After Replacement time passes, XP is reduced by half of the progress through the current Earned Level. For example, if you were 13/15 XP through your current Earned Level (see example above), you would lose 4/8 and now be at 9/15.
C: All progress through current Earned Level lost. After Replacement time passes, reduce XP to minimum required for current Earned Level.

I will break the summary into smaller manageable parts for editing and commentary.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sat Aug 10, 2013 4:25 pm 
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Imperial Titan Honors

Crew Ejection

An Imperial crew may attempt to escape its titan destruction on a roll of 6 on 1d6. The crew adds a bonus of +1 to the roll per honor it has obtained. Specific Honors may modify this roll.

Crew Skills

Marksmanship. The moderati is particularly blessed by the machine spirits. One weapon (chosen by player once honor is taken, weapon selection is permanent) can be fired with deadly accuracy. Because the moderati is an expert at targeting weak points on enemy armour, the weapon may add an additional -1 to the weapon's TSM. Furthermore, any shots against enemy units with hit location templates roll twice for scatter and the player selects one of the pair of rolls to determine where the shot lands. Also, if the weapon selected is capable of firing barrages and is required to scatter, the scatter is reduced to 1D6cm rather than 2D6cm. If the weapon is ever destroyed (blown off, etc) the moderati linked to the weapon is slain and the honor lost. This may be taken multiple times. Once per weapon system.

Blessed by the Machine God. The servitors and tech priest that are part of the crew show superb efficiency. Re-roll missed repair rolls (this applies to all downed shields as well) once per turn.

Tactical Genius. The Princeps is a master of the Codex Titanicus! The honor provides the titan with an additional activation per turn which can be a move activation or firing activation. The bonus action can not follow the titans previous action (a different unit must be activated before the player can return to the titan/crew for its bonus activation). A crew of a Titan that has 6 Honors may take two bonus activations per turn, one movement and one firing activation. They may not use both bonus activations for the same action (moving or firing). For those using the alternate plasma usage rules, the bonus activation requires extra plasma allotment for performing movement, fire control and firing weapons as per the plasma usage rules.

Example: An Imperial titan with the tactical genius on advance orders may move its advance rate, activate another unit, then return and move its advance rate again. It may only fire once in the combat phase since it used its bonus activation to move two times. Conversely, it may have moved once in the movement phase, fire in the advance phase, then activate another unit and return to the Titan to fire again.

Emperor Guide Me! The moderati is supremely devout and the name of the Emperor always on his lips! One weapon selected receives an additional attack dice and the attack dice from that weapon that miss may be re-rolled once per turn. This may be taken multiple times, once per weapon system.

Berserker Fury! The Princeps is particularly vicious and adept at close combat. The titan re-rolls losses in close combat once per turn.

Lightning Reflexes. The crews mind impulse units have been superbly maintained and their coordination is without peer. The cost for first fire control is reduced to one plasma and advanced fire consumes no plasma. All titan weapons suffer no penalties for snap fire.

Titan Upgrades

Masterwork Plasma Reactor. Thrice blessed by the highest Magos Technologis of Mars, this reactor purrs with efficiency. The titan produces additional energy to power one additional salvo from one weapon system. If alternate plasma usage rules are used then the maximum capacity increases by +3 and the Titan generates a bonus 1d3 plasma per turn.

Adamantium Shielding. Roll TWO dice for armor saving throws and pick the highest.

Ejector system. Roll TWO dice for crew survival with +1 bonus (cumulative with honor bonus)

Turbo Weapons. The titan receives advanced prototype weapons. -1 save modifier bonus to all weapons. +1 to damage rolls on all weapons. Destroyed weapons are replaced with another prototype weapon.

Increased Shielding. Plasma output for shields increased. Roll at the beginning of the game and add +1d3 additional shields for the remainder of the battle.

Enhanced Agility: The Titan has been fitted with experimental gyroscopic fittings on its legs giving it supreme maneuverability. The Titan's legs have been upgraded. The Titan may add 5cm to its move rate and may make as many turns as desired during movement.

Augmented Ammo Feed. The titans weapon has been fitted with larger ammo belts and energy capacitors. The weapon may fire an extra shot (attack die) for every two attack die the weapon possess. For example if the weapon normally has 1 or 2 attack dice it gains an additional one. If it has 5 attack dice it gains two. The extra shots are fired at the same target the weapon selected to fire at. Extra shots cannot be split to other targets.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sat Aug 10, 2013 4:27 pm 
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Chaos Rewards

Chaos titan crew can escape on a roll of 6 on 1d6. The crew adds a bonus of +1 to the roll per honor it has obtained. Specific Honors may modify this roll.

Chaos titans use the Imperial titan Crew Skill and Titan Upgrades lists for honors.

The fickle nature of the chaos gods is well known and a chaos titan crew never knows when the eyes of the gods are upon them. When a chaos titan and crew achieve an honor they have a chance of gaining a chaos reward. When an honor is gained roll 1d6 and if the number is equal to or lower than the titan/ crews advancement level the crew/titan has drawn the favor of the chaos gods and gains 1 chaos reward per level of advancement.

A roll of 6 always fails, however a chaos titan of warmaster level (level 6) rolls 2d6 and the player selects one of the two die rolls to see if it gains a chaos reward.

Example: A level 3 advancement chaos titan has drawn the eye of the chaos gods for the first time. It gains three chaos rewards as described below.

Chaos rewards are of incremental power and lesser powers are granted before more powerful ones as the titan and crew gain more favor. They are listed in the order the start to appear on the titan.

Chaos rewards are earned in addition to standard honors. Only honors count towards the maximum number of honors for an advancement level.

Chaos Rewards

1. Chaos tail. The titan grows a tail that gives +2 to CAF and with a battlecannon on its tip which may fire (1 Attack die, 50cm range 4+ to hit and -2 save modifier). Both features cannot be used in same turn.

2. Chaos Head. The head of the titan changes to reflect the crews preferred chaos god. Players choice.

Khorne: Close combat bonus +3, re-roll failed close combat dice (cumulative with crew upgrade) non-titan units within 25 cm must roll morale or fall back.
Tzeentch: Ray of change. 4 attack dice, 4+ to hit, 50cm range, -2 save modifier. Any unit hit and failing its armor save gets transformed into a Pink Horror. Units of super heavy class, knights, praetorians and titans are unaffected.
Slannesh: Soporific mist. All units within 25cm lose one close combat die (roll 1d6 instead of 2d6) unless a psychic save is made. Also if the titan wins close combat the tongue lashes out and attempts to snap one weapon off (players choice). Roll on damage table immediately.
Nurgle: Stream of Corruption. Use the large flame template. Effects as Great unclean one stream of corruption.

3. Attuned to the warp. The titan, given the gods capricious desires, may open a rent into the warp and may move through it a distance equal to its charge move. When it travels thus it is immune to any kind of reactionary fire. If the titan chooses to charge out of the warp and engage in close combat it gains a bonus +1d6 to close combat rolls.

The ability is not reliable however. Roll 1d6 to see effects when a warp hole is opened.

1 The chaos titan is sucked into the warp and is delayed. The titan spends the rest of the turn in the warp and may exit the next turn.
2-3 The warp tunnel is opened but leads to the wrong place. Roll for scatter direction and roll 4d6 for distance.
4-5 The warp tunnel is stable and opens on desired location
6. Not only does it open as intended, but when the attack is completed roll for scatter with 4d6 and the titan moves a second time as the warp whisks the titan to safety.. or even greater doom....

4. Soul eternal. The crew and titan are one. They are fused in some unholy fashion. When the titan is destroyed you still roll for crew survival as the soul can escape imminent death. If it survives it can inhabit another titan for future games and transforms it into the titan lost with its upgrades intact. Crew and titan upgrades are retained for future games.

5. Essence of Chaos. This Titan becomes a Daemon Engine (see Chaos PDF page 7) and selects one of the two following options.
A: This Titan becomes a Daemon Prince. See Chaos PDF page 7 for effects.
B: Customize this Titan with additional abilities of your own design. These should be unique effects comparable to becoming a Daemon Prince, or to those of the Banelord, Bubonis, or Skylok Titans. These abilities must be oriented around your chosen Power, and may change the properties of your weapons. These unique abilities must be agreed to by all players in the campaign (so don't go too overboard) or by the DM/GM if there is one. These unique abilities cannot include being either a Daemon Prince (see previous option) or a Greater Daemon (see next Reward).

6. Daemonhood! The titan in a roar of ecstasy transcends into daemonhood! The titan gains all the powers of a greater demon of chaos (patron demon). The Titan becomes a Greater Daemon Engine with all of the abilities that entails. See Chaos PDF page 7 for details on Greater Daemons and Daemon Engines. This ability replaces being a Daemon Prince if the Titan had that ability.


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 Post subject: Re: Titan Experience Rules
PostPosted: Sat Aug 10, 2013 4:28 pm 
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Eldar Honors

Please note that the Eldar Honor include a standard list and a Eldar Path list (below the standard list)

Eldar crew possess superior warp gate technology and escape on a roll of 5+ on 1d6. Add +1 to the roll per honor obtained. Specific Honors may modify this roll.

Eldar Titan Crew Skills

Way of the Warrior!. The supreme agility and skill of the eldar crew means they are consummate close combat masters! The titan crew can break from close combat at any moment if it still can move (avoiding it if it wishes). This means a crew with this skill cannot be pinned in close combat. If it decides to engage in close combat the opponent rolls only 1d6 (instead of the normal 2d6) to simulate its agility in avoiding close combat blows.

Evade! The titans has the grace and speed to dodge incoming shots with ease. A crew with evade is so adept at dodging that the holofield save for incoming shots gets a +1 to the roll (making them impossible to hit when charging) and they get a holofield save versus barrages at 5+. Under the alternate plasma usage rules eldar titans move and fire like command units and have a fixed holofield save of 3+ whenever they move AT LEAST THEIR ADVANCE MOVE (if they do not move or move less than their advance move they get no save).

Bonesingers. The crew has been trained in the art of singing to the psychoplastic wraithbone of which the titan is made of. Their siren song means they can repair any damage on a roll of 3+. Weapons that are totally destroyed ( including those with weapon honor upgrades) can be regrown after the battle (not during the battle) on a roll of 4+ (50% chance).

Pinpoint accuracy. The advanced targeting reticules are enhanced by tapping into the latent psychic abilities of the crew. Re-roll all missed shots once per turn. This only applies to the crew whom control the arm weapons and thus may be taken a maximum of TWO times (once for each arm weapon). Also use one die for hit location scatter rather than the standard two (player picks which die) Wing mounts are part of the titan and don't require crew intervention and thus cannot be selected.

Hipshooting. The skill and coordination when moving and fire is sublime to behold! The titan gains the "fire on the fly" ability.


Wind of Isha. The crew can coax blinding speed and incredible feats of acrobat out of their titan. Add +10cm to the titans move and it can jump over obstacles that are half its height of lower with no penalty to move. It can jump over higher obstacles but ends its move immediately after clearing an obstacle of this height (no further movement).

Phantom Upgrades

Reinforced Wraithbone. All hit location saves gain +1 (maximum save of 0)

Enhanced Warp Gate. A stable portal is always open giving the crew excellent chances of escape. Roll 2d6 in stead of 1 for "ejection". Like Imperials you get a +1 bonus to this roll for every honor.

Blast of the Phoenix. Extra energy is diverted to the main guns. Weapons gain an additional -1 to the save modifier (maximum of -6) and +1 to damage table rolls. May be taken twice, one for each arm weapon.

War Cry. The titan has psychic amplifiers that send a piercing shriek that stuns the enemy. Enemy units CAF is halved for the purposes of close combat if it possess a hit location template. Enemies within 25cm that do not possess a hit location template, have their CAF reduced to ZERO for that turn. This ability is active only during the titans activation (its is not a persistent ability).

Daemonbane. The titan is made to engage the minions of chaos. The titan receives an additional d6 for close combat versus demonic units and chaos units with hit location templates and ALL attacks (including ranged) count as psychic attacks for purposes of harming demons. Misses against chaos titans and greater demons can be re-rolled once.

Augmented Holofied. The holofield protects even when the phantom is not moving by diffracting its image. It grants a holofield save versus barrages at 5+. If combined with evade holofield save against barrage weapons increases to 4+.

The Eldar player may select honors from the standard tables above or choose to select honor from the Eldar Path which then replaces both lists.

Eldar Path Honor (skills and upgrades)

Eldar Path Experience table with named titles

0-5 Aspirant of the Path (0)
6-15 Minor Aspect (1)
16-30 Lesser Aspect (2)
31-50 Aspect (3)
51-75 Dedicated Aspect (4)
76-100 Devoted Aspect (5)
101+ Exarch (6)

Aspirant of the Path, Minor Aspect, Lesser Aspect, Aspect, Dedicated Aspect, Devoted Aspect, Exarch.
Bonesinger: Crew Skill. The crew has been trained in the art of singing to the psychoplastic wraithbone of which the titan is made of. Their siren song means they can repair any damage on a roll of 2+ (only fails on a one). Weapons that are totally destroyed (including those with weapon honor upgrades) can be regrown between battles (not during the battle) on a roll of 4+ (on 1d6).

Harlequin: Crew Skill. May re-roll Close Combat dice once per engagement and never check Morale when fighting Chaos.

Pathfinder: Crew Skill. Gains Infiltration.

Dark Reaper: Upgrade. This may be selected once per weapon system. The first time this is selected, the Titan gains Quickdraw and improves the TSM of one weapon by 1 point. Each subsequent time this is selected, choose a different weapon and improve it's TSM by 1.

Dire Avenger: Upgrade, gains one additional shot with a specific weapon. May be chosen once per weapon.

Fire Dragon: Crew Skill. This Titan gains Elite and may Ignore Cover modifiers for all targets within 25cm.

Howling Banshee: Upgrade. The Titan emits a burst of psychic and sonic energy at the beginning of the Combat Phase. All models within 5cm of the Titan at that time (including allies) take a hit on 6+ with no save allowed. Models with Wounds lose one Wound. Models with hit location templates target the Head (or equivalent location) and scatter once, taking a hit with no save.

Question to group: We could also make it more unique as the banshees amplifier mask. Psychic scream all enemies within 25cm that fail a psychic save lose 1d6 for close combat. Thoughts?

Striking Scorpion: Crew Skill. Gain an additional +2d6 in close combat, usable against any target.

Swooping Hawk: Upgrade. Gains Revenant style Jump Jets plus +10cm to movement. Revenants with this skill double jump distance.

Designers note: added extra movement to make this more viable and unique.

Warp Spider: Upgrade. Base move is tripled, but gains nothing when on Charge. If it moves further than it's old base move, it rolls as per Warp Spider. Also gains the Fire on the Fly ability.

Wraithguard: Upgrade. Crew is replaced with spirit stones, spread out across the whole Titan. Ignore all damage to Head location. Crew always escapes unless titan is total destroyed (reactor meltdown, vortex attack, etc). Crew Skills are always retained.

Shining Spear: Crew Skill. Upon entering a CC, make an immediate attack against any one foe. The foe takes a hit on 4+ with a -2 TSM. This also applies when the titan moves into close combat or performs overruns.

Exarch: When an Eldar Path Titan hits maximum Level, in addition to it's chosen Path (Crew or Upgrade) ability, it also gains the Command special ability.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sat Aug 10, 2013 4:29 pm 
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Ork Honors

Orks low level of technology compared to other races offers a normal Gargant crew has no chance of escape unless an honor permits an opportunity .

Crew Skills

Git ta wurk gobbos!. The Gargant has pressed some gretchin into service. The Gargant now can attempt to put out fires as if it were a Mega-Garant. If it is a Mega-Gargant gain +1 to roll to put out fires.

Gotcha! The boyz firing this weapon have gotten pretty good at aiming their gun to great effect. One weapon system gets to re-roll misses and re-roll the aim dice once per hit to determine hit location.

Secrit Planz. The Kaptin knows running away is sometimes better than dying. If the Gargant is destroyed roll 1d6 and on 5+ the kaptin and his crew escapes!

Blessing of Gork! Da Kaptin has gotten those good for nothing weirdboyz to do something useful and channel their psychic energies into the boiler to increase speed. Each boyz stand within 25cm adds +1cm to the Gargants move as a bonus to its move (note this is a total bonus added to the base move for a given order it is not doubled for charge orders). If the Gargant ever gains a bonus to its move that exceeds +25cm roll 1d6 and on a roll of 6 the weirdboyz overload and their heads explodes. Roll immediately on the boiler damage table. The blessing disappears if this effect happens.

Maniak Mekboyz. The Kaptin has recruited an inspired (and insane) mekboy to kustomize his Gargant. A non-mega Gargant titan may add one mega gargant style weapon. A Mega-Gargant adds +1 to the roll to see how many mekboy weapons it can fire.

Doos watz I tells ya! The Kaptin is particularly loud and threatening, coaxing maximum efficiency from his krew. The Gargant now functions as a command unit and may charge and first fire.

Gargant upgrades

Ejektor Podz: Upgrade. Gives the Crew a survival check of 6 on D6 if the Gargant is destroyed. This roll is improved by 1 for every two Honors the Gargant has, including this one. This check is separate from, and in addition to, the one from Secrit Planz.

Fire hoses. Roll 2d6 for each fire to see if they can be put out.

Improved Shielding. The power fields no longer flicker, There is no chance of a penetrating shot.

Increased shielding. "Roll 2d6 at the beginning of each battle and pick the highest and these are additional power fields available to the Gargant for that battle.

Big Gunz. One weapon system receives -1 bonus to save modifier and gains penetrating +1. Can be taken multiple times, one for each weapon.

'eavy armor. All hit locations on the template gain +1 to saves (maximum save 0+)

Shielded Magazine. Only a roll of 6 ignites the magazine in spectacular fashion. The table now reads 1-5 (first result) and 6 for the worst result. Results however are NOT rolled immediately, but wait until the end phase.

Da Grazzcutta! The Kaptin knows how much orks like speed and has ordered his mekboyz to install "da grazzcutta" special mekboy weapon on the Gargant. The grazzcutta is a giant rotating blade has been mounted underneath the Gargant. If the Gargant attempts to overrun enemy units, they are hit on a roll of 4+ (rather than 6 as is usually the case) with a -2 (rather than 0) to save modifier. If the Gargant is on charge orders he can order it to move THREE times its advance speed into close combat. The enemy titan receives 1 automatic hit to a random location on the hit location template. The Gargant gains 1d6 for close combat versus unit with hit location templates. Units with no hit location use the info below.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sat Aug 10, 2013 4:30 pm 
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Tyranid Honors

Bio-titans as organisms don't have plasma reactors, so they get orders normally from the hive mind and use order counters.

Since they have no crew bio-titans get "genetic enhancements" as honors.

1. Massive. This particular brood is much larger and tougher. Roll 1d3 and these are additional wounds added to that bio-titan

2. Hyper-reflexive muscles. The powerful muscles around this bio-weapons give it extra punch! The weapon system gains +25cm to its range, improves its TSM by one, and gains Penetrating +1. This can be taken once per weapon.

3. Alloy laced chitin. The Bio-Titan's chitin has been laced with metal alloys for extra protection. Add +1 to OVERALL save (maximum 1+). It makes then invulnerable to weapons with no save modifier.

4. Primitive neural net. The Bio-titans nervous system has been simplified to a degree where it does not register pain anymore making it incredibly resistant to damage. Critical location number is increased by +1 on all locations (maximum 6+).

5. Superlative regeneration. The Bio-titans formidable regenerative capabilities are enhanced even further. Regen roll is 3+.

6. Supreme aggression. Its neural net has been modified to receive pleasure when in close combat. The bio-titan gains a +10 movement bonus and receives +2d6 in close combat (cumulative with other bonuses). It receives a +1 bonus for damage rolls in close combat (cumulative with other bonuses).

7. Synapse. This Bio-Titan has been merged into the Hive Mind more fully, and now acts as a Synapse creature. It generates Command Points equal to it's total cost divided by 100, drop fractions. It also has a Hive Mind radius of 10cm and generates one Hive Mind point.

8. Command. This Bio-Titan has had even more connections made to the Hive Mind and it gains the Command special ability. This ability requires the Synapse upgrade. It's Command Points are unaffected, but it's Hive Mind radius and Hive Mind points are doubled to 20cm and 2 respectively.

9. Zoanthrope Crossbreed: This Bio-Titan has been enhanced with Zoanthrope biomass. It may make a Warp Blast attack once per activation as per the Zoanthrope.

10. Spore Pods: This Bio-Titan grows Spore Pods that give it Transport 5. If it already has Transport, it's current value is increased by 5.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sat Aug 10, 2013 4:35 pm 
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Hi!

Please review these. The discussion get quite long and sometimes points get lost in the discussion. Point out the correction and I will update the summary post.

I will also add any additions or pending rules as well.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sat Aug 10, 2013 5:45 pm 
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primarch wrote:
When pointing out errors or questions, please copy paste the appropriate segment that you are referring to to edit this post.

A Titan accrues 1 Experience Point for every Victory Point earn breaking/destroying enemy units. Once the Titan achieves a certain amount of experience points (as indicated by the table below) to advance to a higher level they gain one Honor. Only one honor may be gained per new higher level achieved.



Minor spelling issue. Should probably be "... Victory Point earned ..." minus the underlining, of course.

Other than that, looks good.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sat Aug 10, 2013 6:27 pm 
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primarch wrote:
An Imperial crew may attempt to escape its titan destruction on a roll of 6 on 1d6. The crew adds a bonus of +1 to the roll per honor it has obtained. Honor may modify this roll.


It's probably not a big deal, but I'd modify the final sentence to read "Specific Honors may modify this roll." Same for every other entry for this.

primarch wrote:
Tactical Genius. The Princeps is a master of the Codex Titanicus! The honor provides the titan/crew with an additional activation per turn which can be a move activation or firing activation. The bonus action can not follow the titan/crews previous action (a different unit must be activated before the player can return to the titan/crew for its bonus activation). A crew of level 6 advancement may take two bonus activations per turn. However these activations must be two movement activations and two firing activations (you can not move or fire 3 times in a turn). For those using the alternate plasma usage rules, the bonus activation requires extra plasma allotment for performing movement, fire control and firing weapons as per the plasma usage rules.

Example: An Imperial titan with the tactical genius on advance orders may move its advance rate, activate another unit, then return and move its advance rate again. It may only fire once in the combat phase since it used its bonus activation to move two times. Conversely, it may have moved once in the movement phase, fire in the advance phase, then activate another unit and return to the unit to fire again.


The basic description still seems a little clunky for a level 6 Crew. Perhaps state that they receive one bonus activation of each type (move & fire) per turn. Also, in the earlier post you left off any numbering of levels, so mentioning a "level 6 crew" could be confusing as well. Perhaps modify to: "A crew of a Titan that has 6 Honors may take two bonus activations per turn, one movement and one firing activation. They may not use both bonus activations for the same action (moving or firing)."

In the last sentence of the example, replace the second use of the word "unit" with the word "Titan", as otherwise it can sound like you can return to the non-Titan unit.

Since you didn't number the levels in the basic description, you also should edit all references to level number and replace such with number of Honors. Actually, not having the ranks numbered may be a good thing, as referring to the number of Honors directly may eliminate some confusion here and there. Or just edit the base post (just before the first baseline XP table) to say that the level equals the number of Honors earned.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sat Aug 10, 2013 8:49 pm 
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primarch wrote:
The fickle nature of the chaos gods is well known and a chaos titan crew never knows when the eyes of the gods are upon them. When a chaos titan and crew achieve an honor they have a chance of gaining a chaos reward. When an honor is gained roll 1d6 and if the number is equal to or lower than the titan/ crews advancement level the crew/titan has drawn the favor of the chaos gods and gains 1 chaos reward per level of advancement.

A roll of 6 always fails, however a chaos titan of Warmaster level (level 6) rolls 2d6 and the player selects one of the two die rolls to see if it gains a chaos reward.

Example: A level 3 advancement chaos titan has drawn the eye of the chaos gods for the first time. It gains three chaos rewards as described below.


I still feel that gaining more than one Reward at a time is too much. As it is, Chaos Titans are getting extra bonus power for no reason other than they serve Chaos with no downside. Perhaps each Reward should include a penalty of some kind to offset the bonus? If you will recall from the 1st edition Realm of Chaos books, many Mutations were bad and a few were downright crippling. While I'm not saying we should add crippling ones, there should be some form of cost associated with these.

It also means that all level 6 Chaos Titans will be identical by having all of the possible Rewards. Yes, I realize that the odds of any Titan reaching level 6 are slim to begin with, but once there you then have a 35/36 chance to gain all six Rewards.

I suppose to reduce the 'sameness' that is bothering me, I could come up with lists for each Reward level. What I'm thinking here is that when you receive a Reward of a given level (except probably 6th), you'd then roll on a sub-chart for that level to see exactly what power or effect you receive. It should be fairly easy for me to come up with 5 sub-lists, as I've done similar lists for another game in the past. I'll limit the lists to 6 entries each, so 1d6 can be used. If we had such lists, then gaining more than one Reward at a time wouldn't be so bad as there would be more variety. Would people like me to populate such lists, or am I the only one bothered by this?

primarch wrote:
2. Chaos Head. The head of the titan changes to reflect the crews preferred chaos god. Players choice.


We should probably require the player of a Chaos Titan to declare it's Patron Power before or when it gains it's first XP, though such will probably be obvious from army construction. Additionally, there should be an option for 'Chaos Undivided', even if they just gain a free CC or Weapon Head (player's choice).

primarch wrote:
Tzeentch: Ray of change. 4 attack dice, 4+ to hit, 50cm range, -2 save modifier. Any unit hit and failing its armor save gets transformed into pink horrors. Units of super heavy class or higher are unaffected. One pink horror takes the place of one infantry stand/model/vehicle to a maximum of 4 per turn (if all hit and the target fails the save).


Minor quibbles, second sentence still seems slightly confusing. Perhaps change to "Any unit hit and failing its armor save gets transformed into a Pink Horror." This change would eliminate the need for the fourth sentence. For that matter, it might be best to list specifically which types it does not apply to, thus eliminating all confusion: "This ability does not affect Knight, Super Heavy, Praetorian, or Titan units."

primarch wrote:
5. Essence of Chaos. You acquire the power 2 chaos cards randomly drawn each game and the titan may use them as if it were a demon. Alternatively create one unique power related to your patron demon.


The wording here is a little strange. Gaining two cards is more than a Daemon Prince gets, which seems a bit overpowered. I have an idea to make it work though. Perhaps change to:
5. Essence of Chaos. This Titan becomes a Daemon Engine (see Chaos PDF page 7) and selects one of the two following options.
A: This Titan becomes a Daemon Prince. See Chaos PDF page 7 for effects.
B: Customize this Titan with additional abilities of your own design. These should be unique effects comparable to becoming a Daemon Prince, or to those of the Banelord, Bubonis, or Skylok Titans. These abilities must be oriented around your chosen Power, and may change the properties of your weapons. These unique abilities must be agreed to by all players in the campaign (so don't go too overboard) or by the DM/GM if there is one. These unique abilities cannot include being either a Daemon Prince (see previous option) or a Greater Daemon (see next Reward).

primarch wrote:
6. Daemonhood! The titan in a roar of ecstasy transcends into daemonhood! The titan gains all the powers of a greater demon of chaos (patron demon). The titan generates chaos cards as per the rules for greater demons of chaos and may use chaos card effects on itself and to negate damage (as per greater demon rules).


Problem with this one (and 5) is that a Titan is too mechanical for Chaos Cards to be used on it, and breaking that seems overpowered to me. (I play Chaos at times, and I still think it's OP.) Still, even without that, it's gaining a lot. Also, nobody in Epic has a "patron demon", they have a "patron Power" (as an example: nobody has a Bloodthirster for their patron, they obey Khorne). I'd replace the second and third sentence above with: "The Titan becomes a Greater Daemon Engine with all of the abilities that entails. See Chaos PDF page 7 for details on Greater Daemons and Daemon Engines. This ability replaces being a Daemon Prince if the Titan had that ability."

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 Post subject: Re: Titan Experience Rules
PostPosted: Sat Aug 10, 2013 9:45 pm 
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General quibble throughout this post, and all of them. Proper names need to be capitalized. Examples: Titan, Eldar, Ork, Honor, Power (when referring to a Chaos Power, not when referring to an ability), etc.

primarch wrote:
Eldar crew possess superior warp gate technology and escape on a roll of 5+ on 1d6. Add +1 to the roll per honor obtained. Honors may modify this rool.

Do you mean: "Honors may modify this roll."

primarch wrote:
Designer Notes: Renamed to something more suitable.

Should probably just delete this, as someone who has not read the prior thread will be confused.

primarch wrote:
Evade! The titans has the grace and speed to dodge incoming shots with ease. A crew with evade is so adept at dodging that the holofield save for incoming shots gets a +1 to the roll (making them impossible to hit when charging) and they get a holofield save versus barrages at 5+. Under the alternate eldar titans move and fire like command units and have a fixed holofield save of 3+ whenever they move AT LEAST THEIR ADVANCE MOVE (if they do not move or move less than their advance move they get no save).

Third sentence: What alternate are you referring to? Please specify.

primarch wrote:
Hipshooting. The skill and coordination when moving and fire is sublime to behold! The titan can move and shoot during the MOVEMENT phase. In essence it takes its entire activation on the move. It does not fire in the combat phase since it fired its weapons in the movement phase.

So they basically gain Fire on the Fly? It might be simpler to just say that.

primarch wrote:
Blast of the Phoenix. Extra energy is diverted to the main guns. Weapons gain an addition -1 to the save modifier (maximum of -6) and +1 to damage table rolls. May be taken twice, one for each arm weapon.

Minor phrasing issues. Add "al" to the end of addition so as to read "...gain an additional -1..." Might be simpler to say "... and gains Penetrating +1."

primarch wrote:
War Cry. The titan has psychic amplifiers that send a piercing shriek that stuns the enemy. Enemy units CAF is halved for the purposes of close combat if it possess a hit location template. Enemies within 25cm that do not possess a hit location template (those that do are too tough not to be affected outside close combat), have their CAF reduced to ZERO for that turn.


Not sure how I only just now saw this, but I'm finding the parenthetical note to be confusing and redundant. You have already described the effect on targets with a template, so mentioning it again is not needed. Also, I'm now thinking that the range on this should really be at most 10cm and possibly less, as at 25cm there's a good chance that you'll be affecting targets that this Titan is not in CC with and won't be this turn. Also needed is a note on when this effect happens. Does it have to be activated (and if so, when) or is it always on? If it's always on, then the range really needs to be reduced.

primarch wrote:
Daemonbane. The titan is made to engage the minions of chaos. The titan receives an additional d6 for close combat versus demonic units and chaos units with hit location templates and ALL attacks (including ranged) count as psychic attacks for purposes of harming demons. Misses again chaos titans and greater demons can be re-rolled once.

Typo: "Misses again chaos titans..." should be "Misses against Chaos Titans..."

Augmented Holofied. The holofield protects even when the phantom is not moving by diffracting its image. It grants a holofield save versus barrages at 5+. If combined with evade holofield save against barrage weapons increases to 4+.

primarch wrote:
The Eldar player may select honors from the standard tables above or choose to select honor from the Eldar Path which then replaces both lists.

Might be a good idea to mention at the beginning of the Eldar section that there is an alternate list, or some players might miss it.

You also forgot to list the Path Titan level titles anywhere. It's probably best to list them just before this alternate list anyway.

primarch wrote:
Howling Banshee: Upgrade. The titan has psychic amplifiers that send a piercing shriek that stuns the enemy. Enemy units CAF is halved for the purposes of close combat if it possess a hit location template. Enemies within 25cm that do not possess a hit location template (those that do are to tough not to be affected outside close combat), have their CAF reduced to zero for that turn.

Question to group: We could also make it more unique as the banshees amplifier mask. Psychic scream all enemies within 25cm that fail a psychic save lose 1d6 for close combat. Thoughts?


With apologies, I now think it would be best to simplify (somewhat) and use an ability closer to the Banshee ability. Reworked:
Howling Banshee: Upgrade. The Titan emits a burst of psychic and sonic energy at the beginning of the Combat Phase. All models within 5cm of the Titan at that time (including allies) take a hit on 6+ with no save allowed. Models with Wounds lose one Wound. Models with hit location templates target the Head (or equivalent location) and scatter once, taking a hit with no save.

Thoughts on this?

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 Post subject: Re: Titan Experience Rules
PostPosted: Sat Aug 10, 2013 10:16 pm 
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primarch wrote:
Orks low level of technology compared to other races offers a normal gargant crew little chance of escape unless a crew skill or upgrade all a chance to "eject".

Frankly, the other Factions 6 on a D6 is already "little chance", so saying that for Orks is confusing when you apparently mean "no chance". Also minor typo where you say "...crew skill or upgrade all a chance..." when I assume you mean "... Crew Skill allows a chance...". At the moment, Orks don't have an Upgrade that affects that. We can fix that though. How about:
Ejektor Podz: Upgrade. Gives the Crew a survival check of 6 on D6 if the Gargant is destroyed. This roll is improved by 1 for every two Honors the Gargant has, including this one. This check is separate from, and in addition to, the one from Secrit Planz.

primarch wrote:
Gotcha! The boyz firing this weapon have gotten pretty good at aiming thier gun to great effect. One weapon system gets to re-roll misses and re-roll the aim dice once per hit to determine hit location.


Typo: replace with "... aiming their gun..."

primarch wrote:
Secrit Planz. The Kaptin knows running away is sometimes better than dying. If the Gargant is destroyed roll 1d6 and on 4+ the kaptin and his crew escapes!

This rolls seems a bit too easy, but since it doesn't improve it's probably fine. Still, if you use the Upgrade I suggested above, it might be a good idea to reduce this one to 5+ and still not improve.

primarch wrote:
Blessing of Gork! Da Kaptin has gotten those good for nothing wierdboyz to do something useful and channel their psychic energies into the boiler to increase speed. Each boyz stadn within 25cm adds +1cm to the gargants move as a bonus to its move (note this is a total bonus added to the base move for a given order it is not doubled for charge orders). If the gargant ever gains a bonus to its move that exceeds +25cm roll 1d6 and on a roll of 6 the wierdboyz overload and their heads explodes. Roll immediately on the boiler damage table. The blessing disappears if this effect happens.

The proper and correct spelling is "Weirdboy" or "Weirdboyz". Yes, E before I for this word. Oh, "Boyz stand" not "Boyz stadn". Gargant should always be capitalized.

primarch wrote:
Increased shielding. roll 2d6 and pick the highest. These are additional power fields available to the gargant.

Should probably read: "Roll 2d6 at the beginning of each battle and..." and "... Gargant for that battle."

primarch wrote:
Big Gunz. One weapon system receives -1 bonus to save modifier and +1 to damage rolls. Can be taken multiple times.


Replace "... and +1 to damage rolls." with "... and gains Penetrating +1." Yes, it means the same thing, but where there is a keyword, it should be used. Oh, amend the end with: "... times, once for each weapon.

primarch wrote:
'eavy armor. All hit locations gain +1 to saves (maximum 0 save)

Seems like this would be clearer: "... (maximum save of 0+)."

Shielded Magazine. Only a roll of 6 ignites the magazine in spectacular fashion. The table now reads 1-5 (first result) and 6 for the worst result. Results however are NOT rolled immediately, but wait until the end phase.

primarch wrote:
Da Grazzcutta! The Kaptin knows how much orks like speed and has ordered his mekboyz to install "da grazzcutta" special mekboy weapon on the gargant. If the gargant is on charge orders he can order it to move THREE times its advance speed into close combat. The enemy titan receives 1 automatic hit to a random location on the hit location template. The gargant gains 1d6 for close combat versus unit with hit location templates. Units with no hit location use the info below.

Da grazzcutta: A giant rotating blade has been mounted underneath the Gargant. If the Gargant attempts to overrun enemy units, they are hit on a roll of 4+ (rather than 6 as is usually the case) with a -2 (rather than 0) to save modifier.

As far as I can tell, you have two different abilities here with the same name. This is confusing. Either rename one of them, or combine the descriptions.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sat Aug 10, 2013 10:24 pm 
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primarch wrote:
2. Hyper-reflexive muscles. The powerful muscles around this bio-weapons give it extra punch! The weapon system gains 25cm range and -1 to save modifier and +1 to damage. can take one per weapon system.

I think this would be clearer by saying: "... +25cm to its range, improves its TSM by one, and gains Penetrating +1. This can be taken once per weapon."

primarch wrote:
3. Alloy laced chitin. The broods chitin has been laced with metal alloys for extra protection. Add +1 to OVERALL save (maximum 1+). It makes then invulnerable to weapons with no save modifier.

It would be clearer to say: "The Bio-Titan's chitin..." as a brood can include three models.

primarch wrote:
4. Primitive neural net. The broods nervous system has been simplified to a degree where it does not register pain anymore making it incredibly resistant to damage. Critical location number is increased by +1 on all locations (maximum 6+).

same reason as #3

primarch wrote:
5. Superlative regeneration. The broods formidable regenerative capabilities are enhanced even further. Regen roll is 3+.

Ibid.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sun Aug 11, 2013 10:11 pm 
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MagnusIlluminus wrote:
primarch wrote:
When pointing out errors or questions, please copy paste the appropriate segment that you are referring to to edit this post.

A Titan accrues 1 Experience Point for every Victory Point earn breaking/destroying enemy units. Once the Titan achieves a certain amount of experience points (as indicated by the table below) to advance to a higher level they gain one Honor. Only one honor may be gained per new higher level achieved.



Minor spelling issue. Should probably be "... Victory Point earned ..." minus the underlining, of course.

Other than that, looks good.


Hi!

Updated.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sun Aug 11, 2013 10:12 pm 
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MagnusIlluminus wrote:
primarch wrote:
An Imperial crew may attempt to escape its titan destruction on a roll of 6 on 1d6. The crew adds a bonus of +1 to the roll per honor it has obtained. Honor may modify this roll.


It's probably not a big deal, but I'd modify the final sentence to read "Specific Honors may modify this roll." Same for every other entry for this.

primarch wrote:
Tactical Genius. The Princeps is a master of the Codex Titanicus! The honor provides the titan/crew with an additional activation per turn which can be a move activation or firing activation. The bonus action can not follow the titan/crews previous action (a different unit must be activated before the player can return to the titan/crew for its bonus activation). A crew of level 6 advancement may take two bonus activations per turn. However these activations must be two movement activations and two firing activations (you can not move or fire 3 times in a turn). For those using the alternate plasma usage rules, the bonus activation requires extra plasma allotment for performing movement, fire control and firing weapons as per the plasma usage rules.

Example: An Imperial titan with the tactical genius on advance orders may move its advance rate, activate another unit, then return and move its advance rate again. It may only fire once in the combat phase since it used its bonus activation to move two times. Conversely, it may have moved once in the movement phase, fire in the advance phase, then activate another unit and return to the unit to fire again.


The basic description still seems a little clunky for a level 6 Crew. Perhaps state that they receive one bonus activation of each type (move & fire) per turn. Also, in the earlier post you left off any numbering of levels, so mentioning a "level 6 crew" could be confusing as well. Perhaps modify to: "A crew of a Titan that has 6 Honors may take two bonus activations per turn, one movement and one firing activation. They may not use both bonus activations for the same action (moving or firing)."

In the last sentence of the example, replace the second use of the word "unit" with the word "Titan", as otherwise it can sound like you can return to the non-Titan unit.

Since you didn't number the levels in the basic description, you also should edit all references to level number and replace such with number of Honors. Actually, not having the ranks numbered may be a good thing, as referring to the number of Honors directly may eliminate some confusion here and there. Or just edit the base post (just before the first baseline XP table) to say that the level equals the number of Honors earned.


Hi!

Updated. It may take a little longer but I prefer your idea of referring to honors not levels. Re-read to se how many I miss. ;)

Primarch


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