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Chaos Mutations and Rewards for Titan Experience system

 Post subject: Chaos Mutations and Rewards for Titan Experience system
PostPosted: Fri Dec 04, 2015 3:13 pm 
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This sub-system uses three types of abilities:
_ _ Mutations are generic changes that can be applied to Titans of any Power allegiance, or to Titans that are not associated with a specific Chaos Power. Most of these are beneficial, with those that include a significant downside having a * after their name.
_ _ Rewards are changes more specifically in tune with a specific Chaos Power, and are thus restricted to Titans that follow that Power. Note that any specific Titan may only ever serve one Power. Most of these are beneficial, with those that include a significant downside having a * after their name.
_ _ Detriments are entirely harmful to the titan. Low Tier Detriments tend to be just minor annoyances, with higher once being increasingly troublesome. When a Mutation or Reward is generated from any Tier, you must also generate a Detriment from the same Tier for the Titan. The exception to this rule are those Mutations and Rewards that have a * after their name, as these already include significant negative features to compensate for their positive effect. Detriments are the balancing factor for this system, as without them Chaos Titans just keep getting more powerful with no added costs.
_ OPTIONAL: Your group or campaign may choose to ignore Detriments, and just not use them. This is strongly not recommended, but may be done. Note that any Mutation or Reward that includes a downside WILL still have it. If this option is selected, the cost of the Titan is increased by 50 for each Mutation or Reward with a downside and by 100 for each Mutation or Reward that does not have one. [Costs are as per NetEpic Gold; campaigns using the points formula may have different values.]

If you choose to use this sub-system, then all results from these tables must be generated by die rolls, never by selecting. Why? Because Chaos demands a level of randomness. Certain Rewards allow the player to select a Mutation or Reward of the same Tier. Most Mutations and Rewards may only be gained once. Exceptions will be noted in their descriptions along with what happens for a duplicate roll. If you roll a duplicate Mutation that cannot be gained more than once then you gain nothing. If you roll a duplicate Reward that cannot be gained more than once, re-roll once on the Mutation chart for that tier. If the Mutation generated in this way is also one that you have and cannot be gained more than once, you gain nothing. The Chaos Powers can be fickle. If you roll a Detriment that you already have that cannot be gained more than once, keep re-rolling until you get one that can be gained more than once. However, if rolling duplicates for Reward or Mutation means that you gain no Mutation or Reward, then you also gain no Detriment for that Tier.

When a Chaos Titan achieves it's first Level (IE, it's first Honor), it may choose to serve a specific Power. This may already be determined, especially if the Titan has a Mark of a Power. Once a Power is chosen, it may not be changed. When gaining a new Level, a Titan that serves a specific Power may choose to roll on the chart for that Power or it may just roll on the Mutations chart for that Tier. This choice must be made before any rolls are made. A Titan that does not serve a specific Power may only roll on the Mutations chart.

When a Chaos Titan achieves an Honor, it has a chance to gain a Mutation/Reward of the same Tier, and also gains one of each lower Tier IF (and only if) it gains the one of the same Tier. In other words, when it gains it's first Honor, it has a 1 in 6 chance of gaining a Tier 1 Mutation or Reward. When it gains it's 3rd Honor it has a 3 in 6 chance of gaining 3 M/R: a Tier 3, a Tier 2, and a Tier 1. When it gains it's 6th and final Honor it has two 5 in 6 chances of gaining 6 M/R: one of each Tier. Thus it is possible, but not likely, for a very, very lucky Titan to have as a maximum: 6 Tier 1, 5 Tier 2, 4 Tier 3, 3 Tier 4, 2 Tier 5, and one Tier 6 M/R.
_ OPTIONAL: Your group or campaign may choose to ignore the roll and just apply M/R every time an Honor is earned. Note that this will result in more powerful models overall.
_ OPTIONAL: Your group or campaign may choose to use the Mutation & Reward sub-system instead of having Chaos Titans gain Honors at all. In this case, a Titan automatically gains a M/R of the Tier equal to the Level it just gained, and one of each lower Tier as well.

Many of the Mutations and Rewards below refer to Hit Location. Any time this reference comes up, it means one specific location box on the hit location template, not one damage chart. To be more specific, legal choices would include: The lowest right-leg Leg location from the Right side; or the Reactor from the Rear; or the left side Carapace Weapon mount from the Front (on a Warlord). Only the specific chosen box is affected, not other boxes for the same thing from different directions.

Any time that a Reward or Mutation can be used "Once per battle", you may use it again by expending a number of XP equal to your Tier. You may do this as often as you like, up to once per turn per ability. All XP spent in this way is permanently lost and can only be regained by gaining XP from VP earned in battle. You may not spend enough XP to cause you to loose a Tier.

Note that the Banelord, Bubonis, Lord of Battles, Skylok, or any other form of unique Chaos Titan may not use this system. They are considered to already be experienced Titans.

Any Chaos Titan that is gaining XP with this system may not use the "Chaos Titan Mutations" chart in the Chaos.pdf on page 33.

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Last edited by MagnusIlluminus on Sat Dec 05, 2015 2:28 am, edited 2 times in total.

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 Post subject: Re: Chaos Mutations and Rewards for Titan Experience system
PostPosted: Fri Dec 04, 2015 3:14 pm 
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Tier 1 charts

Mutations

1. Chaos Tail (Gains a normal Chaos Tail. If this Titan already had a Chaos Tail, the points spent to purchase it are refunded.)

2. Claw (One arm weapon gains qualities of a Power Fist. In any turn's Combat Phase, either the Power Fist or the other weapon may be used, but not both in the same turn. This may be gained a number of times equal to the number of arm hardpoints that Titan has.)

3. Fast (This Titan's base Move increases by 5cm. This may be gained any number of times.)

4. Mandibles * (Head is replaced with a CC Head. If this Titan already had a Close Combat, Weapon Head, or other form of enhanced Head, the points spent to purchase it are refunded and the previous benefit is replaced.)

5. Summoning (Once per battle, during it's activation in any Phase, this Titan may summon one formation of lesser Daemons to it's location. This formation must have been paid for and held in reserve. The formation may be placed anywhere within 10cm of the titan. This formation of Daemons shares the Titan's orders for this turn and may be given orders as normal next turn. This may be gained any number of times, each time gaining an additional use per battle, but still only once per activation.)

6. Tougher (This Titan improves the armor save values of two different hit locations by one point each. This may be gained any number of times, each time affecting different hit locations.)


Khorne Rewards

1. Irrational Hatred * (Roll on chart below when this is gained. This Titan receives orders differently. If the subject of this Titan's Hatred in within Charge range, it is put on Charge orders and must move toward and enter Close combat with the nearest formation of the subject. If the subject is out of Charge range the Titan receives Advance orders, must move at least half it's move toward the subject, and must attack the subject with at least half of the Titan's ranged shots including its best weapon. If no models of subject are within LOS it may be given orders normally. Gains +1 to hit and +2 to CAF vs subject of Hatred, but all models other than the subject of the Hatred gain +1 to hit the Titan. If Plasma Rules are in play, the Titan must enter Close Combat if possible and must shoot at least half of it's shots at the subject if it cannot enter Close Combat.)

2. Manic Fighter (During orders Phase you may select an enemy formation in LOS. Gain bonuses, penalties, and restrictions as per Hatred above for that turn. May select a different formation each turn or may choose to not select a formation that turn.)

3. Power Tail (gains a Tail with a Power Fist)

4. Psychic Resistance (gains a Pscyhic Save of 5+. This is in addition to any existing save.)

5. Whip Attack (One arm weapon gains qualities of a Chaos Whip. In any turn's Combat Phase, either the Chaos Whip or the other weapon may be used, but not both in the same turn.)

6. Player Choice. May select any one Mutation or Khorne Reward of this tier.


Nurgle Rewards

1. Cloud of Flies (Models with no armor save do not count toward outnumbering this Titan)

2. Powerful Stench (All foes with no armor save within 10cm are at -1 to hit and -2 CAF)

3. Pustulent Form * (This Titan improves its armor save values. It gains four points, no more than two can be applied to the same location. It must also worsen the armor saves of two other locations by one point each.)

4. Restore Damage (Once per battle, during an end phase, may instantly and automatically repair any one damaged or destroyed (but not blown off) carapace, leg, or weapon location.)

5. Unnatural Flatulence (Once per turn, at a moment of the Titan's choosing, it may place a barrage template adjacent to itself. Any model touched by this template, friend or foe, must make an Armor Save or loose their next activation due to the unholy stench.)

6. Player Choice. May select any one Mutation or Nurgle Reward of this tier.


Slaanesh Rewards

1. Chamelionic Circuit (Hit locations adjacent to cover also have cover so they may not be targeted. Any shot that scatteres onto such a location takes the hit.)

2. Crazed Scream of Pleasure and Pain (Once per battle, during it's activation in the Combat Phase, it may make a Crazed Scream. All foes within 25cm must make a Psychic Save or be at -1 to hit and -2 CAF for the remainder of that turn.)

3. Elongated Limb (Once per turn on it's activation in the Combat Phase, may use a Close Combat weapon against a target within 10cm that is not adjacent. Aside from the distance, run the CC normally as if this Titan and it's target are the only ones involved in the CC. If this Titan has no CC weapon(s), it gains no benefit.)

4. Hypnotic Gaze * (LOS: May target a model with a head location (or equivalent). If target fails a Psychic Save, it is transfixed and may not move or fire weapons. This gaze may be maintained in subsequent turns if this Titan also does not move or fire any other weapons. If LOS is lost, the effect is lost.)

5. Illusions (In the first turn of a battle, after the movement phase and before the combat phase, this Titan may switch places with any other Titan of the same class (Warlord - Warlord, Reaver - Reaver, etc) that has not fired any weapons.

6. Player Choice. May select any one Mutation or Slaanesh Reward of this tier.


Tzeentch Rewards

1. Acid Spittle (Gains an additional attack that originates from the head and has a 90 degree arc to the front. If the head is damaged or destroyed, this attack may not be used. One shot per turn to 25cm, hits on a 4+, a TSM of -2, with Penetrating +1.)

2. Energy Shield (once per battle, may negate a hit to a location. The decision to do so may be made after the hit location save is failed, but must be before the location's damage chart is rolled on.)

3. Evil Eye (100cm; 1 shot/turn; May target a model with a head location. If target fails a Psychic Save, it takes -1 to hit and -2 CAF for the remainder of the battle.)

4. Psychic Sensors (gains Sniper)

5. Small Wings (once per battle gains Skimmer for one turn)

6. Player Choice. May select any one Mutation or Tzeentch Reward of this tier.


Detrimental

1. Flawed Armor (One hit location armor save is worsened by 1 point. This may be gained any number of times.)

2. Irrational Fear (roll on chart: cannot attack that subject, half CAF vs subject. This may be gained any number of times.)

3. Poor Plasma System (Every turn after the first, roll 1d6 at the beginning of the Orders Phase. Add one to the roll for every previous time this has been rolled. If the result is 6 or higher, the Titan is at -1 to hit and -2 CAF for the remainder of the battle. If using the alternate Plasma Rules, then instead it generates one fewer point per turn for every turn after the first, minimum one. Example, turn two it would generate -1, turn three would be -3, turn four would be -6, etc.)

4. Sensitivity (roll on chart; all incoming attacks of that type gain +1 TSM. This includes affecting Shields. This may be gained any number of times.)
_ _ 1. Barrages: any weapon type that uses a template
_ _ 2. Laser: any weapon with Laser in the name & a few others, such as Volcano Cannon.
_ _ 3. Melta: includes all Fire & Flame based weapons, except Plasma
_ _ 4. Physical Psychic effects
_ _ 5. Plasma.
_ _ 6. Shells: all weapons that fire solid projectiles

5. Slow (reduce base Move by 5 cm. This may be gained any number of times.)

6. Vividly Colored Carapace (any hit location under cover may be targeted on 5+)

Fear/Hatred chart (5d6):
05: Minotaur
06: Troll
07: Orgyn
08: Ratling
09: Beastmen
10: Kroot
11: Daemon
12: Necron
13: Squat
14: Tau
15: Eldar
16: Space Marine
17: Human
18: Ork (includes Gretchin)
19: Tyranid
20: Infantry
21: Cavalry
22: Walker & Light Artillery
23: Vehicle & Heavy Artillery
24: Skimmer
25: Flyer
26: Knight
27: Floater
28: Super Heavy
29: Praetorian
30: Titan

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 Post subject: Re: Chaos Mutations and Rewards for Titan Experience system
PostPosted: Fri Dec 04, 2015 3:15 pm 
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Tier 2

Mutations

1. Additional Head (This Titan gains another Head. Either choose or roll for location:
_ _ 1. To the left of the first Head.
_ _ 2. To the right of the first Head.
_ _ 3. Above the first Head.
_ _ 4. Below the first Head.
_ _ 5. Behind the first Head.
_ _ 6. On the opposite side of the Titan.
The Head gained is a completely normal Head for that class of Titan. Any Mutation or Reward gained from this point forward that changes a Head may affect any one Head that the Titan has at the owner's preference, but once chosen the choice is permanent. Results 1 through 4 and 6 above will require reworking the hit location template to reflect the new configuration. Result 5 means that the new Head cannot be targeted until the older Head is destroyed. Crew survive if any Head location(s) survive the battle, and the result of "crashes to the ground as a result of explosions" result only happens if all Head locations are destroyed. This may be gained any number of times.)

2. Carapace Point Defense Fields (Select three hit locations, one of which must be a Carapace location. These three locations each improve their armor save value by one point and gain a Fixed Save of 6+. The Fixed Saves are lost any time that the Titan's Void Shields are turned off, but are regained if the shields are restored. This may be gained any number of times. Each additional time the Titan gains one more location covered.)

3. Magi (Gains Combat Leader ability, a Psychic Blast (25cm, 1 attack, 3+, -2), and the Titan's Psychic Save improves by 1 point. Psychic Blast is not connected to the/a head.)

4. Morphic Hardpoint (Select one hardpoint for this to apply to. Once selected, this may not be changed. The weapon attached to this Hardpoint may change into other weapons. Select a number of additional weapons equal to the number of Honors this Titan has. When a new Honor is gained, a new weapon is selected and paid for. These additional weapon options do increase the cost of the Titan by the cost of the weapons selected. All selected weapons must be legal for that class of Titan and Hardpoint. During each Orders Phase the player selects one weapon from the list for that Hardpoint to use for that turn. Any hit location results of 'damaged' or 'destroyed' count on a weapon by weapon basis, and a weapon with either of these results may be changed to another next turn. The damaged or destroyed weapon may not be used again during that battle, but may be repaired before the next battle. If an active weapon suffers the 'blown off' result, the Hardpoint may not change on the next turn, but may change on the one following. If a selected weapon is a single shot weapon (Barrage Missile Launcher, Vortex Missile, etc) and that weapon is used, the Hardpoint may not change until the second turn after (same as the blown off result). This may be gained multiple times. Each time, the Titan may either A: add another legal weapon to it's list, or B: replace one weapon on the list for a weapon that is normally not allowed on that class of Titan or is from another Faction's Titan weapons. As random examples: a Warhound could exchange any weapon on it's list for a Plasma Destructor or a Barrage Missile Launcher; a Warlord could exchange for an Eldar Distortion Cannon or a Tyranid Bio-Cannon.)

5. Resistance (roll on chart; all incoming attacks of that type have their TSM reduced by one. This includes affecting Shields. This may be gained any number of times.)
_ _ 1. Barrages: any weapon type that uses a template
_ _ 2. Laser: any weapon with Laser in the name & a few others, such as Volcano Cannon.
_ _ 3. Melta: includes all Fire & Flame based weapons, except Plasma
_ _ 4. Physical Psychic effects
_ _ 5. Plasma.
_ _ 6. Shells: all weapons that fire solid projectiles

6. Regeneration (Once per battle, during an end phase, may instantly and automatically repair any one damaged or destroyed carapace, leg, or weapon location. This may be used on a "blown off" location, but not until the End Phase of the turn following the one when the damage happened. This may be gained any number of times, each time gaining an additional use per battle.)


Khorne Rewards

1. Blood Rage * (This Titan gains Hatred any time that it comes within 25cm of:
_ A: a formation that has lost one or more models;
_ B: a model with Wounds that has lost one or more wounds;
_ C: a model with a hit location template that has one or more locations that are damaged or destroyed.
_ This Hatred only applies to the specific formation(s) that meet the requirements above. While the Titan's orders do not change, it must behave as defined by Hatred. These bonuses (and the associated penalties) stack with other Hatred bonuses.)

2. Collar of Khorne (Gains a Psychic Save of 2+. Against Psychic effects that normally don't allow a save, it can make one at 6+.)

3. Fearsome Visage (Head gains a few features. These add to existing Head features. The Titan's CAF gains +3. It may re-roll one failed CC die per turn (cumulative with Crew Skills). Causes Fear within 25cm. This is checked for all valid targets at the beginning of this Titan's Combat Phase. This may be gained multiple times. Each subsequent time, the target's Morale save for the Fear is worsened by one point.)

4. Feral * (The Titan's primitive personality takes on a stronger role, and it physically changes to be more animal-like. Move is increased by 5cm. The Head gains a CC weapon if it does not already have one. This increases the Titan's CAF by +2, and an additional +2 for every other CC weapon it has. If this Titan activates when foes are within Charge range and the player does not want it to Charge, the player must roll 4+ on D6 otherwise the Titan MUST Charge into CC. The player may select exactly which foe(s) to Charge in any event. All ranged attacks made by this Titan are at -1 to hit.)

5. Hardened Armor (This Titan may improve the save value of any four different hit locations by one point each. This may be gained any number of times, each time affecting four different locations.)

6. Player Choice. May select any one Mutation or Khorne Reward of this tier.


Nurgle Rewards

1. Breath of Nurgle (This Titan gains a Physical Psychic attack usable once per turn. It spits forth a foul mix of vomit, leeches, maggots, rotted flesh, and other foulness. Use the large teardrop template and place it touching the Titan anywhere in the front 180 arc. Any model under the template is destroyed on a 4+ (ignoring modifiers for cover) with no saving throw. Even models with a fixed save may not save. If this affects a Titan or Praetorian, it loses one shield or takes one hit with a -1 TSM.)

2. Horrific Stench * (This Titan has a warp-enhanced stench that can overpower Nurgle's foes. This stench affects all models within 25cm of the certerpoint of the Titan. All non-Nurgle models (Nurgle models include: Daemons, Daemon Engines, Death Guard, Plague Marine, Chaos Spawn, Defiler, Shambler, Magi, any model with a Mark of Nurgle, and any Titan with a Nurgle Reward), including allies, suffer -1 to hit, -2 to CAF and make all Morale checks at a one point penalty, unless it passes a Psychic Save. All Nurgle models within this area automatically pass any Morale check they may be required to make. This stench even persists after the Titan is destroyed.)

3. Magi (Gains the abilities of a Nurgle Magi)

4. Massive * (This Titan gains significant amounts of mass to it's body. This is partly additional armor plating and partly daemonic flesh, in a perpetually rotting state. This Titan may improve the Save values of any four Carapace or Leg locations by one point each. CAF increases by +3. Move is reduced by 5cm.)

5. Plague Bearer, Lesser (Any model with a hit location template that engages this Titan (willingly or not) in Close Combat must make a save for it's Head/Bridge location in the End Phase of that turn. Failing the save means that this model takes a -2 penalty to all ranged to hit rolls for the remainder of this battle.)

6. Player Choice. May select any one Mutation or Nurgle Reward of this tier.


Slaanesh Rewards

1. Daemonette Head * (The Titan's Head is enhanced with the power of Slaanesh. This is an ethereal psychic power that may be activated during the Combat Phase and any effects last until that turn's End Phase. All non-Slaanesh models (Slaanesh models include: Slaanesh Daemons, Daemon Engines, Emperor's Children, Noise Marine, Beast Rider, Magi, Defiler, Hell Knight/Scourge/Strider, Questor, Subjugator, any model with a Mark of Slaanesh, and any Titan with a Slaanesh Reward) within 25cm (including allies) lose one close combat die (rolls 1d6 instead of 2d6) unless a Psychic Save is made. This ability is lost for that battle if that Head is destroyed.)

2. Lashing Tongue (The Titan's Head is augmented with an overly long and powerful tongue. When the Titan wins a close combat, it may choose to hit with the tongue instead, which acts in all ways as a Power Fist.)

3. Magi (Gains the abilities of a Slaanesh Magi)

4. Sensuous Legs * (The armor plating on this Titan's legs is replaced with a layer of silky-smooth Daemonic flesh. All Leg locations on this Titan worsen their Save by one point. The Titan gains Agile: May make any number of turns while moving. Increase the Titan's Move by 5cm.)

5. Soporific Cloud. Once per turn during the Combat Phase, this Titan may place a Barrage template anywhere it can see within 15cm. Any models touched by or within the cloud lose their actions for this turn unless they can make a Psychic Save. The template blocks LOS as if it was solid. This template remains until the End Phase, when it is removed.

6. Player Choice. May select any one Mutation or Slaanesh Reward of this tier.


Tzeentch Rewards

1. Invisibility (Once per battle this Titan may choose to become Invisible. This choice is made during the Orders Phase. No model may Snap Fire at this Titan when it moves while Invisible, and the Titan may not be targeted by any attack until this Titan attacks, with two exceptions.
_ A. Models with Sniper roll as if this Titan were an HQ model.
_ B. If this Titan was targeted with Markerlights before it became Invisible, then roll a D6 for each model marking the Titan: on a 5+ that model is able to maintain contact with the Titan. If even one model is able to maintain contact, the Titan remains marked and may be attacked at a -2 to hit.
_ C. Vibration-based weaponry may be fired at the Titan as normal, as their targetting would be vibratory based as well.
If the Titan does not attack, this effect is removed in the End Phase. This Reward may be gained multiple times. Each time, the Titan gains one additional use per battle.)

2. Levitation (This Titan may make Pop-Up attacks as if it was a Skimmer. Note that this Reward does not make the Titan a Skimmer.)

3. Magi (Gains the abilities of a Tzeentch Magi)

4. Magical Weapon * (One of this Titan's weapons becomes powered by magic/psychic forces rather than conventional physics. Randomly determine one weapon system on the Titan, and change that weapon's stats as follows.
_ _ Ranged: Range is reduced by 25cm (minimum of 10cm), To Hit improves by one point, TSM improves by one point, gains Penetrating +1 (or improves an existing Penetrating by +1), and if the target makes a Psychic Save it ignores all effects from this weapon for that turn.
_ _ Close Combat: counts as a Psychic attack, TSM improves by one point, gains Penetrating +1 (or improves an existing Penetrating by +1), and if the target makes a Psychic Save it ignores all effects from this weapon for that turn.
This Reward may be gained multiple times. Each time, another weapon system on the Titan is affected. If the alternate Plasma rules are in play, this weapon requires no Plasma to utilize.)

5. Ray of Change (The Head location gains a Physcial Psychic Power. This is usable if the Head is damaged but is lost when that Head is destroyed. The Ray may target any Infantry, Cavalry, Walker, Vehicle, Light or Heavy Artillery (Knight, Super Heavy, Praetorian, and Titan models cannot be affected) within 50cm with 4 attacks at a TSM of -2. As with all weapons with multiple attacks, different targets may be selected, but for the Ray all models targeted in the same activation must be within 10cm of at least one other target. Any target that fails it's save is transformed into a Pink Horror. If the Pink Horror(s) survive to the next turn, they may be given orders and controlled normally by the player who controls this Titan. All Pink Horrors created in the same activation are considered to be in a Formation, and must reestablish coherency as soon as they are able to. Pink Horrors created in this manner give no VP when destroyed or broken.)

6. Player Choice. May select any one Mutation or Tzeentch Reward of this tier.


Detrimental

1. Crew Atrophy (At the beginning of the Movement Phase and the Combat Phase roll a D6. On a 2+ the Titan may act normally for that phase. On a 1, the crew are too distracted by Chaos to be bothered with piddling "reality" and the Titan may not act in that phase. It still counts as having been activated for that phase. This roll must also be made to utilize any Crew Skill.)

2. Follower (This Titan and Crew's natural tendency to follow the lead of its allies careens out of control. At the beginning of the Orders Phase each turn, roll a D6. On a 5+ this Titan may act normally. Any other result means that it must duplicate the actions of the nearest living (or Daemon) ally within 25cm. This means that it will move in the same pattern as the nearest ally and will attack the same Formation(s) it's ally attacked and in the same way (CC or ranged). If there are no living allies within 25cm of this Titan when not acting normally, it must move until it is within 25cm of an allied living formation and may make no other actions this turn (IE it may not shoot anything, but will still defend itself if attacked in CC). If this Titan ever gains the Command ability (whether by gaining the abilities of a Daemon Prince, becoming a Greater Daemon, or any other means), the chance to act normally improves to 3+ but these restrictions still apply otherwise.)

3. Mutated MIU (This Titan's Mind Interface has been damaged by various warp-induced changes so that it does not always function properly. At the beginning of the Orders Phase, roll D6. On a 2+ the Titan may act normally. On a 1, roll on the following chart to determine it's Orders for this turn:
_ _ 1: No Orders, may not act at all. Will still defend itself in CC.
_ _ 2: No Orders, will not move but may fire as if on Advance.
_ _ 3: Fall Back Orders.
_ _ 4: Advance Orders.
_ _ 5: Charge Orders.
_ _ 6: First Fire Orders.

4. Stiff Motion (This Titan's reaction time is reduced due to Chaos warpings of its workings. This has two effects. First, it may not make Snap Fire attacks. Second, if it decides to change direction during its move, its move is reduced by 5cm. It does not take this loss if all direction changes are made either before or after all movement.)

5. Upgrade Atrophy (Randomly determine one Upgrade for this to apply to at the beginning of each battle. During the Orders Phase for each turn, roll a D6. On a 3+ you gain the benefit of that Upgrade as normal for this turn.)

6. Warp Instability (Due to increasing connections to Warp energies, this Titan's connection to reality has grown unstable. At the beginning of every Orders Phase, roll a D6. On a 6 the Titan slips into the Warp for that turn, reappearing in the exact location it left at the end of that turn's End Phase. If the Titan's old location is now occupied by a Knight, Super Heavy, Praetorian, Titan, or other impenetrable effect (Vortex template, etc) this Titan instead reappears in the closest unoccupied location in which it can fit. If the location is occupied by any lighter model, those models are considered destroyed. No time has passed as far as the Titan is concerned.)

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 Post subject: Re: Chaos Mutations and Rewards for Titan Experience system
PostPosted: Fri Dec 04, 2015 3:15 pm 
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Joined: Thu May 23, 2013 6:50 pm
Posts: 1542
Tier 3

Mutations

1. Additional Hardpoint (This Titan gains another location on which a weapon can be mounted. This will generally be a Carapace based location, but players are encouraged to be creative and to customize their model to match. The weapon to be mounted in the hardpoint must be purchased and does increase the cost of the Titan. It may be any weapon that is legal for that class of Titan. As examples, a Warhound might gain a hardpoint on it's top (like a Reaver) or between it's legs (like a Questor), while a Reaver might lose a 'shoulder pad' and mount a weapon there. This Titan's hit location template will have to be adjusted to match it's new configuration. This may be gained multiple times, to a limit equal to the normal number of weapon hardpoints for that class of Titan.)

2. Damage Reflection (roll on chart; any incoming attack of that type that hits the Titan (or a Shield) is subject to a Fixed 4+ save before the Hit Location chart is rolled for (or before the Shield is lost). If this Fixed save is made, the Titan takes no effect from the attack and the attack is reflected back at the attacker. Roll to hit as normal for the weapon in question and apply all effects as if the attacker were the original target. This Mutation may be gained more than once, each time roll for another type of attack that can be reflected.)
_ _ 1. Barrages: any weapon type that uses a template
_ _ 2. Laser: any weapon with Laser in the name & a few others, such as Volcano Cannon.
_ _ 3. Melta: includes all Fire & Flame based weapons, except Plasma
_ _ 4. Physical Psychic effects
_ _ 5. Plasma.
_ _ 6. Shells: all weapons that fire solid projectiles

3. Familiar (The Titan gains a single loyal follower. Select any one single model or stand with a maximum value of 50 points multiplied by the number of Honors this Titan has. For example, the earliest this Mutation can be gained is at Honor three, so at that point the Familiar has a maximum value of 150. Models may be selected from army lists other than Chaos Renegades, but such a model is considered to cost 50 points more than it does on it's native list. For example, one could select a Knight Paladin at Honor 3 and it would be considered to cost 150 for this mutation. If this Titan follows a specific Chaos Power, then it may select models from that Power's list at listed costs. At Honor six, the Titan may have a Greater Daemon as a Familiar, but may not select a Primarch. If the selected stand or model costs less than the allowed maximum, it gains one or more Mutations/Rewards. If the model is at least 50 points below maximum, it gains one randomly generated Tier 1 Mutation (or Reward). If the model is at least 100 points below, it gains one Tier 1 and one Tier 2, again randomly generated. Each time the Titan gains an Honor it may select to either replace it's current Familiar with one of a higher base value or add a Mutation/Reward of the next higher Tier. This Mutation may be gained multiple times, each time the Titan gains a new Familiar OR you may add 50 points to the maximum value of an existing Familiar. This Titan may not be fielded for a battle without it's Familiar(s), and the cost of the Titan's formation is increased by the maximum value of the Familiar. The Titan and Familiar must maintain a 10cm coherency, but each have their own Break Point (model) and VP.)

4. Impervious (roll on chart; all incoming attacks of that type have their Penetrating reduced by one. A weapon that does not have a Penetrating value is considered to have a value of 0, which is reduced to -1 by this ability. If such a weapon does damage the Titan, it rolls on the damage chart at -1. This may be gained any number of times. Each time, roll on the chart for another type. If the same type is rolled more than once, then the model's Impervious to that type improves by 1.)
_ _ 1. Barrages: any weapon type that uses a template
_ _ 2. Laser: any weapon with Laser in the name & a few others, such as Volcano Cannon.
_ _ 3. Melta: includes all Fire & Flame based weapons, except Plasma
_ _ 4. Physical Psychic effects
_ _ 5. Plasma.
_ _ 6. Shells: all weapons that fire solid projectiles

5. Warp Refuge (This Titan's connection to reality has grown unstable, but in a way it can control. Once per battle, at the beginning of the Orders Phase, this Titan may choose to slip into the Warp for that turn, reappearing in the exact location it left at the end of that turn's End Phase. If the Titan's old location is now occupied by a Knight, Super Heavy, Praetorian, Titan, or other impenetrable effect (Vortex template, etc) this Titan instead reappears in the closest unoccupied location in which it can fit. If the location is occupied by any lighter model(s), those models are considered destroyed. No time has passed as far as the Titan is concerned. This ability may be gained more than once, each time the Titan gains an additional use per battle.)

6. Weapon Mastery (Warp energy has changed all of the Titan's weapons for the better. It's CAF is improved by 3, and roll twice on the following chart for each ranged weapon.
_ _ 1. Range is increased by 25cm.
_ _ 2. Number of Attacks is increased by one.
_ _ 3. To Hit is improved by 1.
_ _ 4. TSM is improved by 1.
_ _ 5. Gains Penetrating +1.
_ _ 6. Gains other special ability, roll on following sub-table:
_ _ _ 1. AA
_ _ _ 2. Damages Buildings
_ _ _ 3. Destroys Buildings (replaces Damages Buildings)
_ _ _ 4. Ignores Cover
_ _ _ 5. Quickdraw
_ _ _ 6. Turret
This does not affect Psychic/Magic attacks or weapons. This may be gained any number of times. Results of 1 through 5 on the main chart stack with themselves. Except where noted otherwise, the other special abilities do not. Do not re-roll if you roll an "other special ability" that the weapon already has.)


Khorne Rewards

1. Close Combat Mastery (This Titan gains +6 to its CAF and once per battle may negate any one special effect generated by a foe's special Close Combat weapon (Chaos Whip, Power Fist, etc). This Reward may be gained multiple times. Each time the Titan may negate one additional effect per battle.)

2. Daemon Engine * (The Titan becomes a Daemon Engine of Khorne. It may not have First Fire orders. If the Titan's side is winning at the start of a turn (IE has more Victory Points than any other force) then the Titan gains the following until the end of this turn: +1d6 CAF, +1 to all hit location save values, & +1 to all weapon to-hit rolls.))

3. Enhanced Speed (This Titan's Move increases by 10cm.)

4. Magic Immune (This Titan is immune to any weapon, power, or effect that is described as Psychic or Magic. This includes both Physical and Ethereal effects.)

5. Rapid Regeneration (This Titan's ability to recover from damage sustained during battle has been improved by Khorne's blessing. It now succeeds on normal repair rolls on 2+ rather than 4+. It may attempt to repair locations described as 'crippled' or 'destroyed' (at 4+) and may even make repair rolls if it's reactor is damaged, but in this case it succeeds only on 6+. If the reactor is damaged, shields may be repaired, but are still non-functional until the reactor itself is repaired.)

6. Player Choice. May select any one Mutation or Khorne Reward of this tier.


Nurgle Rewards

1. Daemon Engine (The Titan becomes a Daemon Engine of Nurgle. It is never outnumbered in close combat.)

2. Enormous Bulk * (The Titan gains an inordinate amount of Daemonic flesh that slows and protects it from harm. Divide Move in half. May only turn once, either before or after all movement. All Carapace and Leg hit locations gain a Fixed 6+ Save in addition to their normal value.)

3. Headless * (This Titan's Head retracts into its body and is replaced on the hit location template by a Carapace location. [Save value 1+; if this Titan is a class of Titan that does not normally have Carapace locations, well, now it does.] The Titan loses the use of any weapon or CC head upgrades, along with any physical changes due to Mutations, Rewards, or Detriments to the Head itself. The crew exists within the Titan, so any changes to the Crew or MIU remain. The Titan can use any Psychic or Magic abilities it may have. It can detect its surroundings as well as it could before.)

4. Nurgling Repair Crews (This Titan is accompanied by innumerable Nurglings that may be used in one of two ways each turn. During the orders phase of each turn, choose to have the Nurglings help the Titan or Others.
_ Titan: The Titan succeeds on all repair rolls on 3+ rather than 4+. It may attempt to repair locations described as 'crippled' or 'destroyed' and may even make repair rolls if it's reactor is damaged, but in this case it succeeds only on 6+. If the reactor is damaged, shields may be repaired, but are still non-functional until the reactor itself is repaired.
_ Others: The Titan counts as having both the Medic and Mechanic abilities, but these only affect Nurgle models (Nurgle models include: Daemons, Daemon Engines, Death Guard, Plague Marine, Chaos Spawn, Defiler, Shambler, Magi, and any model with a Mark of Nurgle) within 10cm of the base of the Titan.)

5. Plague Bearer (Any model with a hit location template that engages this Titan (willingly or not) in Close Combat must make a save (at -1) for it's Head/Bridge location in the End Phase of that turn. Failing the save means that the affected model must roll on the following table and apply the listed penalty for the remainder of this battle:
_ 1-3: Green Pox. If the model has a Wound rating higher than one, it loses 1 Wound. This lost Wound may not be Regenerated. If the model does not have multiple Wounds, then all weapons that roll on it's damage charts do so at +1.
_ _ 4: Bone Ague. The model takes -4 CAF and all hit location values worsen by one point.
_ _ 5: Creeping Buboes. Move -10cm (minimum 0cm) and may only turn once, either before or after all movement.
_ _ 6: The Shakes. Takes -4 to CAF and must roll a D6 whenever it tries to move or attack with a special Close Combat weapon (Power Fist, Chaos Whip, etc). On a 4+ the model may act normally, but on a lower result it may not take the action.)

6. Player Choice. May select any one Mutation or Nurgle Reward of this tier.


Slaanesh Rewards

1. Corporal Warp Slip (Once per battle, during the Orders Phase, this Titan may become Incorporeal. This allows the Titan to ignore all terrain while moving, and it gains a Fixed 4+ save against all physical attacks that are neither Psychic or Magic. This condition is removed in the End Phase.)

2. Daemon Engine (The Titan becomes a Daemon Engine of Slaanesh. It gains Glamour of Slaanesh: foes take a -1 to hit the Titan & the Titan has a 4+ Psychic Save.)

3. Penetrating Senses * (This Titan's senses are enhanced greatly, but at a cost. The Titan's Head locations Save values are worsened by one point (IE a 2+ becomes a 3+). Each turn, in the Orders Phase, the Titan chooses one of the following bonuses to affect it for that turn.
_ Sensory Orb: The Titan may make indirect barrage attacks without needing a spotter.
_ Telepathy: The Titan gains the Sniper ability and thus may target HQ models.
_ X-Ray Vision: The Titan's weapons all count as if they have the Ignores Cover ability.)

4. Pliable Form (This Titan may bend and contort it's body in ways that are physically impossible for a normal Titan. It's Move is increased by 5cm and it may face up to 45 degrees away from the direction it moved in at the end of it's Move action. It may compress it's form to fit between otherwise impassible terrain situations. For example, two buildings with a 2cm gap between them. A normal Titan would have to go around, but this Titan may pass between them with no loss of Move. If it is partially under (or adjacent to) Cover, then all hit locations that are adjacent to the Cover are also unable to be targeted. [This effect stacks with the Chamelionic Circuit Reward.] It may make Close Combat attacks against targets within 5cm as if they are adjacent to the Titan.)

5. Repulsion Field (Once per battle, on its activation, this Titan may cause a wave of force to erupt from its position. This wave expands in all directions out to 10cm from the base of the Titan. Models closest to the Titan are affected first and take a hit with a TSM of -2. Models who survive the hit are moved to a position 10cm from the edge of the Titan's base, in a straight line drawn from the center of the Titan's base. If the model being moved hits another model, then both models take a hit at -2 TSM with any survivors being moved away until all are at least 10cm away from the titan. If the model being moved hits terrain it cannot pass through then the model is destroyed with no save. Super Heavy, Praetorian, Titan, and terrain are not moved. Models with Shields lose one Shield. Models that survive the hit and/or being moved may not act for the remainder of this turn.)

6. Player Choice. May select any one Mutation or Slaanesh Reward of this tier.


Tzeentch Rewards

1. Chronal Warp Slip * (Once per battle at the beginning of your Orders phase, place a marker on this Titan. During this turn the Titan receives no orders and may not move, fire weapons, or do anything at all. You may not use it as an activation that turn. It may still defend itself in CC. On your next turn, you may give this Titan two order counters and it may activate twice during that turn. The order counters may be different orders. Each time it is activated counts as one full normal activation.)

2. Daemon Engine (The Titan becomes a Daemon Engine of Tzeentch. The Titan's force gains +1 Chaos Reward Card at the start of each battle.)

3. Flaming Arm * (One arm weapon (determine randomly) morphs into a pliant trunk which has a toothed mouth at the end and emits magical fire. In any given turn's Combat Phase this weapon may act in one of two ways: as an improved Inferno Gun (Large teardrop template, to hit 3+, TSM -1, Ignore Cover, Physical Psychic), or as a Power Fist (also counts as a Psychic weapon). The weapon that used to occupy this slot is lost and its point cost is refunded.)

4. Improved Invisibility (Once per battle this Titan may choose to become Invisible. This choice is made during the Orders Phase. No model may Snap Fire at this Titan when it moves while Invisible, and the Titan may not be targeted by any attack until this effect ends, with three exceptions. Note that the Titan does not become visible if it attacks.
_ A. Models with Sniper roll as if this Titan were an HQ model, but they have a -1 penalty to the roll.
_ B. If this Titan was targeted with Markerlights before it became Invisible, then roll a D6 for each model marking the Titan: on a 6 that model is able to maintain contact with the Titan. If even one model is able to maintain contact, the Titan remains marked and may be attacked at a -2 to hit.
_ C. Vibration-based weaponry may be fired at the Titan as normal, as their targetting would be vibratory based as well.
This effect is removed in the End Phase. This Reward may be gained multiple times. Each time, the Titan gains one additional use per battle.)

5. Merge Legs * (The Legs of this Titan fuse together and morph into a single Trunk of partly mechanical and partly Daemonic nature. The Hit Location templates for Front and Rear must be altered to reflect this. That is, the Right and Left Leg or Legs hit locations go away and the previously empty spaces between them are now considered Trunk locations. The Armor Save value of each Trunk location is the worse of the Right and Left Leg or Legs saves for the merged locations and then one point worse. As an example, if a Titan's Front-arc lowest leg locations have saves of 1+ and 2+, the worse of those is the 2+, and then it is worsened again to 3+. [If you rebuild the model or make a new model for this Titan, the Trunk hit location saves improve by one point AND you still don't get a Detriment.] Any non-merged Leg or Legs locations on the Front or Rear templates also become Trunk locations and their saves are worsened as above. All Side arc Leg or Legs locations change into Trunk locations. The Titan becomes a Skimmer. Trunk hit locations use the following damage chart:
1 - 2 _ Damaged. Speed halved.
3 - 4 _ Damaged. Looses the Skimmer ability and speed halved.
_ 5 _ _ Destroyed. Looses the Skimmer ability and may not move or turn.
_ 6 _ _ Destroyed and the Titan crashes to the ground.)

6. Player Choice. May select any one Mutation or Tzeentch Reward of this tier.


Detrimental

1. Blind Rage (Every time this Titan is hit by an attack (whether or not it casues damage) and every time this Titan misses an attack roll, it must roll a 2+ on D6 or immediately gain Hatred that is directed toward the nearest formation, friend or foe. If more than one formation are tied for the closest, randomly determine between them. Note that the Titan may gain several Hatreds in the same turn. Each gained Hatred lasts for the remainder of that turn and for the following turn.)

2. Fearfull (The Titan's natural self-preservation instincts become more powerful, sometimes overwhelmingly so. The Titan is uncomfortable in battle and suffers -1 to hit with all attacks and -2 to CAF.)

3. Hardpoint Atrophy (Randomly determine one hardpoint for this to apply to at the beginning of each battle. Include all weapons (CC and ranged), any tail, and Head IF that Head has any CC or ranged weaponry. Whenever that weapon is utilized, roll a D6. On a result of 3+ the weapon may be used as normal, otherwise is just does not function this turn. For ranged weapons, this roll is made after targets are selected but before rolls are made to determine hits. For CC weapons that just add to CAF, roll before each and every Close Combat. For other CC weapons, the roll is made after you win a CC and chose to use the weapon, but before the results of using that CC weapon are determined. If the CC weapon fails to activate, resolve the CC as if there was no CC weapon. If the alternate Plasma rules are in play, plasma must be spent to activate the weapon before the roll is made to see if the weapon works or not.)

4. Limited Actions (Being in combat overexcites the Titan's MIU, causing it to hesitate and lose actions. When this Titan is activted in a turn it may either move OR fire weapons. Thus it may only be given Charge or First Fire orders. If using the alternate Plasma rules the Titan may act as you wish, but may only spend half (round up) of the Plasma it has available that turn (what was rolled plus any carry over). Half of the remaining amount is lost to waste and inefficiency, and the remainder carries over to the next turn.)

5. Weaker (CAF is reduced by 6 and Move is reduced by 10cm. Minimum move 2.5cm.)

6. Weapon Incompetent (Warp energy has changed all of the Titan's weapons for the worse. It's CAF is reduced by 3, and roll on the following chart for each ranged weapon.
_ _ 1. Range is reduced by 50cm, minimum 10cm.
_ _ 2. Number of Attacks is reduced by two, minimum one.
_ _ 3. To Hit is worsened by 2, minimum of 6+ (a weapon that previously hit on 3+ now hits on 5+)
_ _ 4. TSM is reduced by 2, minimum of 0.
_ _ 5. Range is reduced by 25cm (minimum 20cm) and To Hit is worsened by 1 (minimum 6+).
_ _ 6. Number of Attacks is reduced by 1 (minimum 1) and TSM is reduced by 1 (minimum 0).
This does not affect Psychic/Magic attacks or weapons.

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 Post subject: Re: Chaos Mutations and Rewards for Titan Experience system
PostPosted: Fri Dec 04, 2015 3:18 pm 
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Joined: Thu May 23, 2013 6:50 pm
Posts: 1542
Tier 4, part 1

Mutations

1. Create Force Field (This model gains 2 Void Shields in addition to any it may currently have. These act like normal Shields in all ways. This Mutation may be gained any number of times, each time gaining 2 more Void Shields.)

2. Daemonic Bite * (This model's Head or Bridge location gains a Warp-powered Close Combat weapon that gives it a bite attack that would make an Ork envious. Once per battle when this model wins a Close Combat versus a model with a hit location template it may use this Mutation. When used, the model's head opens up vertically into a hideously toothed maw three times the size of this model's head. The maw acts as a Power Fist's grab attack against a single hit location and has a +3 modifier to it's roll rather than the normal +1. In addition, all locations adjacent to the one targeted by the grab attack suffer a normal hit with a TSM of -1. Once the hits on the target are resolved, the Head of the model with this Mutation must make a save at -2 or it takes a hit.)

3. Improved Speed (This model's Move value is increased by 10cm and it gains Agile.)

4. Invulnerability (roll on chart; all incoming attacks of that type have their TSM reduced by one and their Penetrating reduced by one. This includes affecting Shields. This may be gained any number of times, and stacks with all similar abilities.)
_ _ 1. Barrages: any weapon type that uses a template
_ _ 2. Laser: any weapon with Laser in the name & a few others, such as Volcano Cannon.
_ _ 3. Melta: includes all Fire & Flame based weapons, except Plasma
_ _ 4. Physical Psychic effects
_ _ 5. Plasma.
_ _ 6. Shells: all weapons that fire solid projectiles

5. Tracks * (This Titan has it's lowest Leg locations replaced with Tracks (as a visual, imagine a Warlord with it's feet replaced with Baneblade hulls). These Track locations use the Lord of Battles 'Wheel' location chart, except that results of 5-6 (blown off & falls over) are counted as a result of 3-4 (damaged, may not move but may turn). The Armor Save of Track locations is one point better than they were as Leg. The Titan's Move decreases by 5cm. It this is rolled for a Praetorian, then re-roll on this chart once. If this is rolled a second time, the model gains no Mutation of this Tier at this time.)

6. Wheels * (This Titan has it's lowest Leg locations replaced with a Wheel location. Refer to the Lord of Battles for damage results for Wheel locations. The armor Save of Wheel locations are one point worse than they were as Leg. The Titan's Move increases by 5cm. If the Titan is on Charge and moves at it's maximum rate (or within 10cm thereof: a Titan with a 25cm Move that moves 41cm to 50cm triggers this) must roll 2+ on D6 or fall over (1-3 forward, 4-6 backward) due to inertia. The roll is made after all movement. A Titan that falls over due to moving too fast is not damaged, but may no longer move during this battle and all ranged attacks it makes will be at -2 to hit due to the odd angles involved. It this is rolled for a Praetorian or a non-bipedal Titan, then only the save value change and the speed increase applies.)


Khorne Rewards

1. Adaptation (Once per battle, after taking a hit from a particular type of attack, this model may choose to become immune to that attack type for the rest of the battle. No damage needs to be inflicted on this model for this effect to come into play, but the attack must have hit the model itself, hits on Shields do not count. If the triggering attack does cause damage, that is resolved before the immunity comes into effect. Immunity to an attack type means that all required saves versus that type of attack automatically succeed regardless of all other factors. Legal attack types to gain Immunity to are as listed here. This model may only be immune to one type of attack at a time. This Mutation may be gained any number of times, each time it gains one use per battle and is able to be immune to one more attack type at the same time.)
_ _ 1. Barrages: any weapon type that uses a template
_ _ 2. Laser: any weapon with Laser in the name & a few others, such as Volcano Cannon.
_ _ 3. Melta: includes all Fire & Flame based weapons, except Plasma
_ _ 4. Physical Psychic effects
_ _ 5. Plasma.
_ _ 6. Shells: all weapons that fire solid projectiles

2. Anti-Magic Field (All allied models within 25cm gain a Psychic Save of 4+. This model is Immune to all weapons, powers, and effects described as Magic or Psychic.)

3. Conjoined Weapons (You must select any one arm or carapace hardpoint for this Mutation. Head, Tail, or other hardpoints may not be selected. The chosen hardpoint gains the ability to hold an additional weapon of a type that it could normally hold. You may select any weapon that is legal for that class of model and hardpoint type. Praetorians may select any Titan weapon legal to that faction. Praetorians from factions without Titans may select any weapon from a different type of Praetorian or any Chaos Titan Weapon. A faction that only has one Praetorian may select any Chaos Titan weapon. You must pay the normal cost of the weapon. The hardpoint now holds both weapons simultaneously. Both weapons must be fired at the same target though to hit rolls are made for each weapon. When targeting a model with hit locations, the weapons may target the same location or adjacent locations. Only roll deviation once and apply that result to both weapons. Damage to the location that holds these weapons affects both weapons equally and simultaneously. This Reward may not be applied to a hardpoint with Morphic Weapons. This Reward may be gained any number of times. Each time it is gained you may either apply it to a different hardpoint or you may improve the existing Reward. Improving the existing Reward allows you to change out either Conjoined Weapon for any one Titan weapon from any Faction at no points cost.)

4. Kinetic Absorption (Any model in Close Combat with this Titan has their CAF halved (round up) and rolls one fewer d6 than usual.)

5. Wings * (This model gains minor Wings. It is treated as a Skimmer, but cannot make pop-up attacks. Speed is increased by 10cm. Modify the hit location template as follows. For Front and Rear arcs, add one "Wing" location to either side of the top-most locations on the model. For side arcs, replace the top row of locations with Wing locations. These Wing locations have a Save value of 2+. The damage chart for these Wing locations is:
1 - 2 _ Damaged. Speed reduced by 10cm.
3 - 6 _ Destroyed. Speed reduced by 10cm and no longer counts as a Skimmer.
_ This Reward may be gained a maximum of three times. The second time it is gained, the Wings become larger and stronger. The model may now act as a Flyer, but may only fly at Low Altitude. In any turn in which the model acts as a Flyer, it gains 20cm to it's Move. This bonus replaces the bonus from when it was a Skimmer. The model's Front and Rear arc hit location template must be further modified by adding another Wing location on each side, horizontally adjacent to the current one. The damage chart for this model's Wings changes to:
1 - 3 _ Damaged. Speed reduced by 10cm and roll a d6. On a 3+, the model makes an Erratic Landing.
4 - 6 _ Destroyed. Model makes a Crash Landing.
See Adeptus Mechanicus pdf entry for Imperial Dropship (page 27) for details of Erratic and Crash landings.
_ If this Reward is gained a third time, the model now counts as a full Flyer (may use Low and High Altitude), gains 30cm to Move while flying (replaces previous bonus), gains another hit location to either side on it's Front and Rear arcs, and the Damage chart changes again.
_ 1 _ _ Damaged. Speed reduced by 10cm.
2 - 4 _ Damaged. Speed reduced by 10cm and roll a d6. On a 3+, the model makes an Erratic Landing.
5 - 6 _ Destroyed. Model makes a Crash Landing.
See Adeptus Mechanicus pdf entry for Imperial Dropship (page 27) for details of Erratic and Crash landings.)

6. Player Choice. May select any one Mutation or Khorne Reward of this tier.


Nurgle Rewards

1. Death Field * (Once per battle, during the Titan's activation in the Combat phase, this model may produce a Death Field. When activated, all models within 10cm of the base of this model take a single hit with a TSM of +1 (models with no Save rating Save on a 6, models with a 5+ Save would save on 4+, etc). Robotic models are immune to this effect. The Death Field ignores Shields of all types, including Eldar Holo Fields (and any similar effects). Models with a hit location template take the hit to their Head or Bridge location. This is a Physical Psychic effect. This may be gained multiple times, each time the ability may be used one additional time per battle.)

2. Fear Generation (This model gains an Ethereal Psychic power that it can use once per turn during it's activation in the Combat Phase. Place a 6cm barrage template anywhere this model can see within 50cm. Any detachment touched by the template must immediately make a Morale check at a 2 point penalty or be placed on Fall Back orders. A detachment may ignore this effect if it can make a Psychic Save. This only affects Living targets, as it functions off of the fear of death.)

3. Plague Mastery (All models within 25cm of this model, including this model, that produce any Plague-based effect (IE, any effect caused by any Reward or Weapon that has "Plague" or "Rot" in it's name) is more powerful. Any TSM is increased by 1 and all To Hit rolls (both for the primary target and any possible secondary targets) are made at +1. Any damage rolls made against targets with hit location template are at +1 (IE, gains Penetrating +1). This effect is continuous and requires no activation.
_ Once per battle, instead of moving, this model may instantly Teleport to a location where any model has died from any Plague effect. The location must be large enough to place this model on a flat, level surface and must be of a terrain type that this model can enter. This model retains the same facing it had before Teleporting, but may turn as allowed by it's orders.)

4. Radiation Leak * (All Reactor (or Engine) locations on this model have their Save value worsened by 2 points due to Warp-induced faults and fractures. This model emits a field of Warp-enhanced radiation around itself out to 10cm from it's base (or 12 cm from the bottom of the model if it has no base). All Living troops consider this area to be difficult terrain and must pass a Morale check to enter it at all. Living troops within the area attack at -1, fight at half CAF, and take a 1 point penalty to their Armor Saves and Morale checks. Daemons are immune to this Radiation. If this model explodes due to damage to the Reactor, add 2d6 to the radius affected and 1 to the TSM of the blast.)

5. Slow Motion (This model gains an Ethereal Psychic power that it can use once per turn during the Orders Phase. Select a detachment that this model can see at least one model of. The visible model must be within 75cm of this model. The detachment must make a Morale check with a 2 point penalty. If it fails the check, the Move of all models in the detachment is reduced by half for this turn.)

6. Player Choice. May select any one Mutation or Nurgle Reward of this tier.

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 Post subject: Re: Chaos Mutations and Rewards for Titan Experience system
PostPosted: Fri Dec 04, 2015 3:18 pm 
Brood Brother
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Joined: Thu May 23, 2013 6:50 pm
Posts: 1542
Tier 4, part 2

Slaanesh Rewards

1. Leech Strength (This model gains an Ethereal Psychic power that it can use once per turn during the Orders Phase. Select any model within 10cm of this model as the target. The target looses half of their CAF (rounded down) until the End Phase of this turn. This model gains a bonus to it's CAF for this turn equal to half of what the target lost. The target may ignore this effect if it can make a Psychic Save.)

2. Mental Control * (Once per battle, at the beginning of this model's activation, this model may target any one enemy model. This Ethereal Psychic ability requires line of sight, but there is no maximum range. Robotic and AI models are immune. The target may make an Armor Save (at a penalty equal to the number of Honors this model has) to resist this effect, and may make a Psychic save as well if it has one. A target model with a Head or Bridge location uses the worst save value related to that location. If the target is affected, then it falls under the control of this model. If this model is controlling another model, then this model may not move, fire weapons, or use any other activated special abilities, Mutations, or Rewards that it may have. This effect is lost if this model loses LOS to the affected model, or if either model's Head location is damaged. In the turn that control is gained, the player who controls this model gains control of the affected model and may choose how it acts with the orders it currently has, assuming it has not yet activated this turn. This effect may be ended in the end phase if the controlling player wishes. If the controlling player desires to maintain the effect, the controlled model may make either an Armor save (with the same modifier as above) OR a Psychic Save to cancel the control. If maintained in subsequent turns the controlling model's player places orders for the controlled model. In all cases, the controlled model activates as a part of the controlling model's activation.)

3. Sonic Blast (Once per battle, during the Combat phase, place the Small Teardrop template with the narrow end touching the base of this model. Anything at least half under the template is hit on 2+ that Ignores Cover. Any model hit has a 5+ save regardless of the normal armor save of the model. Models with Shields automatically lose one shield instead. This Reward may be gained any number of times, each time gaining an additional use per battle.)

4. Symbiotic Attachment Tentacles * (One weapon on this model, determined randomly, grows a number of tentacles. These constantly flail and thrash about giving the associated weapon a -1 to hit if a ranged weapon, or a 1 point penalty to any roll a CC weapon may have to make. However, instead of using a CC weapon the model may have, it may instead choose to use the SA Tentacles if it wins a Close Combat against a foe in a turn. Only one model may be affected by the SA Tentacles at one time. A model affected by the SA Tentacles is placed under the control of the model with the SA Tentacles with no saving throw of any kind. The controlling model may act as normal, but may not use the weapon that has the SA Tentacles in any way, and must maintain base contact with the controlled model at all times. If the controlled model is not in base contact at the end of the controlling model's activation, then control is lost. The controlled model activates as a part of the controlling model's activation, and with the same orders. If either model takes damage to their Head or Bridge location, or to the weapon with the SA Tentacles, then control is lost.)

5. Warp-Reinforced Control Systems (Due to Warp induced changes to this model's MIU and internal workings, this model is immune to any external weapon, power, or effect that removes control of this model from the owning Player. This model is still subject to any Detriment it has that may affect control of the model.)

6. Player Choice. May select any one Mutation or Slaanesh Reward of this tier.


Tzeentch Rewards

1. Bestow Detriment (Once per turn this model may target any detachment within 75cm. The target detachment must make a Psychic Save to resist this effect. This is considered an Ethereal Psychic Power. If the target detachment fails the Psychic Save, it gains a Detriment for the remainder of this battle. Roll a D6 to determine the Tier of Detriment. If the target detachment does not contain any Praetorian or Titan class models, subtract 1 from the roll to determine Tier. If the result is zero, the detachment is unaffected. If the result of this roll is a six, then the owner of the model with this Reward may select the Tier of the Detriment. Once the tier is determined, roll a D6 to determine the exact Detriment. This Reward may only target any specific detachment once per battle regardless of whether it was affected or not. Apply the Detriment to every model in the detachment - to the extent possible.)

2. Floater (This Titan becomes a Floater.)

3. Gaze of Confusion (This model gains an Ethereal Psychic power that it can use once per turn at the end of the Orders Phase. Select one detachment that this model can see at least one model from that is within 75cm. The detachment must make a Morale check at a 2 point penalty. If it makes the check, it keeps the order counter it's player placed on it. If it fails the Morale check, it looses the counter placed on it and must roll on the following chart immediately and in each subsequent turn. The detachment may make a Morale check at a 2 point penalty to remove this effect in the end phase of each turn.)
_ _ 1: No Orders, may not act at all. Will still defend itself in CC.
_ _ 2: No Orders, will not move but may fire as if on Advance.
_ _ 3: Fall Back Orders.
_ _ 4: Advance Orders.
_ _ 5: Charge Orders.
_ _ 6: First Fire Orders.

4. Large Wings * (This Titan gains Large Wings that give it the Flyer ability. The wings may be organic, Daemonic, mechanical, or a mix at the player's preference. The Titan gains +20cm to it's Speed while at Low or High altitude (IE, while Flying). Due to very poor aerodynamics the Titan may turn only at the beginning or end of all movement while flying, not both, and not during it's move at all. If the Titan chooses to not Fly during a turn, it may move as a normal Titan of it's type may.
This Reward requires adding Wing hit locations to this Titan's hit location template as follows. For Battle Titans' (Warlord, Reaver, etc) Front & Rear arcs, add a number of Wing locations extending horizontally to both sides of the Carapace mounted weapons equal to the height of the Titan in hit locations. For Scout Titans' Front and Rear arcs, add an empty location just above the center location of the top row of hit locations on the template, then add a number of Wing locations extending horizontally to both sides of the empty location equal to the height of the Titan in hit locations. For Battle Titans' Side arc, any hit on a location in the top two rows has a 50% chance to hit a Wing location instead of the intended location. This chance is rolled after deviation is determined. For Scout Titans' Side arc, add a row of Wing locations above the current top row of locations with the same number of locations as the current top row of the template. All Wing hit locations begin with an Armor Save value of 3+, but can be modified by further Mutations or Rewards. Wing hit locations use the following damage chart:
1 - 4 _ Damaged. Speed reduced by 10cm and roll a d6. On a 3+, the Titan makes an Erratic Landing.
5 - 6 _ Destroyed. Titan makes a Crash Landing.
See Adeptus Mechanicus pdf entry for Imperial Dropship (page 27) for details of Erratic and Crash landings.)

5. Move Terrain (Once per battle during the End Phase, roll a D6. Select that many pieces of Terrain and scatter them 2d6cm from their current location(s). If a 'Hit' is rolled, that piece only moves half as far. Any models encountered during such rearranging that cannot enter that terrain is pushed by the Terrain, but is otherwise unaffected. Models that can enter the Terrain retain their position while the Terrain moves around them.)

6. Player Choice. May select any one Mutation or Tzeentch Reward of this tier.


Detrimental

1. Cowardice (The Titan becomes very unsettled in combat. The Titan gains the 'Fearful' Detriment above (if it already has that detriment the penalties DO stack), and it gains a Morale value of 3. During the end phase of any turn in which the Titan suffers damage (loosing a Void Shield counts) or fights in Close Combat, it must make a Morale check. If it fails this check, it will be placed on Fall Back orders until it no longer has line of sight to any formation that has caused it harm. If it cannot move out of line of sight, it will attempt to leave the battle by moving toward the closest table edge. If it cannot leave due to being pinned in close combat, it gains +9 to CAF (instead of the penalty from Fall Back orders) due to a fear-fueled rage, but it gains this bonus only against models that can pin it.)

2. Decrepit (Warp energies have weakened the superstructure of this Titan. All incoming attacks against the Titan itself (not the Shields) gain +1 TSM.)

3. Energy Sensitivity (Any time that this Titan is within 15cm of any model that has one or more of the following (other than itself), it takes a -2 to all Ranged attack rolls and -5 to CAF.
_ _ Plasma Reactor
_ _ Plasma Weaponry
_ _ Holo Fields, Power Fields, Void Shields, etc

4. Fragile (The Titan has been weakened by repeated and frequent exposure to Warp energy. All incoming attacks gain +1 to their Penetrating value.)

5. Hardpoint Loss (The Titan looses one Hardpoint permanently. Randomly determine between all weapons and any tail, but DO NOT include the Head unless the Titan has more than one. Any weapon attached to this hardpoint falls off or is otherwise lost. Any Crew Skill or Upgrade applied to that hardpoint is transferred to another of the player's choice.)

6. Moronic (Due to Warp influenced damage to the MIU and to the crew themselves, this Titan must roll a 4+ on D6 in order to be given orders normally. If there is an allied model with Command, HQ, or Inspirational within 25cm the player may add +2 to their roll. This roll is made every turn at the beginning of the Orders Phase. If this roll is failed, then roll a D6 on the following table: (For every Close Combat weapon on the Titan, subtract 1 from the roll. For every Ranged weapon on the Titan, add 1 to the roll.)
_3 or less _ will Charge the nearest visible enemy and enter Close Combat if possible.
_ _4 to 5_ _ will move 1d6cm in a random direction (use Artillery die, reroll HIT) and fire at nearest enemy as if on Advance orders.
_ _ _6+_ _ _ will not move, but will fire on nearest enemy as if on First fire orders.

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 Post subject: Re: Chaos Mutations and Rewards for Titan Experience system
PostPosted: Fri Dec 04, 2015 3:19 pm 
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Tier 5

Mutations

1. Approaching Perfection * (You may remove two Detriments from this model. This Mutation may be gained a second time. If it is, you may remove another two Detriments from this model. There is no downside to this Mutation, but you still do not gain a Detriment for gaining it. If your gaming group is not utilizing Detriments, then you gain nothing if this Mutation is rolled, and you do not re-roll for another Mutation.)

2. Create your Own (Make up your own Mutation and apply it to the Titan. This may be nearly anything short of Tier 6 abilities. You may combine lower Tier abilities into one ability if you want, but this is your opportunity to really customize your Titan. Please include a downside to what you create, as not having one will mean gaining one of the Tier 5 Detriments and you really don't want those. If you are a member of a regular gaming group, do get feedback from them on the ability that you create.)

3. Displacement Defense (Once per battle, when the model is about to be destroyed (IE, after the save is failed and the damage chart is rolled on, but before the result is applied), the model disappears into the Warp. It reappears in a location 2d6*10cm towards the owning player's deployment zone in passable terrain where it is not immediately in danger (IE, not within 5cm of an enemy model). If this distance would place it off the battlefield, or if it cannot be placed in passable terrain where it is not in danger, it is considered defeated and VP are awarded (though the model is not destroyed and will be available for the next battle in it's current state). Wherever it appears, it does so as if the hit (or result) that caused this effect did not happen. Note that this effect is an autonomic response to imminent destruction. It cannot be intentionally activated or suppressed.)

4. Respawn (The essence of this model can survive the destruction of it's corporeal form, but at a cost. If this model is defeated in a battle, it grants VP as normal, and is unavailable for the next battle that it's associated force fights in. After that, all the player has to do is pay for a baseline model of the same class as the previous (IE, if the previous was a Warlord, then the new must also be a Warlord; weapons must also be the same) model and all of the Crew Skills, Upgrades, Mutations, and Rewards that the previous had at one level lower are instantly applied to the new body. It looses XP to put it at the minimum needed for the level below the one it had when it was destroyed.)

5. Teleporter (This model gains the Teleport ability and may enter the battle in that manner. In addition, once per battle during the Movement phase and instead of any movement, this model may Teleport to any location within LOS of the model. The selected location must be large enough to fit the model, and must be of a terrain type that this model can enter. After Teleporting, this model may be placed in any facing it desires.)

6. Ultimate Repair Systems * (During the end phase, before making any normal Repair rolls, you may roll a D6. On a 2+ all "damaged" locations are fixed, all "destroyed"/"crippled"/etc locations are changed to "damaged", and any "blown off" locations are changed to "destroyed". On a 1, you may not attempt to repair anything in the normal way this turn. You may choose to not use these systems and use the normal repair rules instead on a turn by turn basis.)


Khorne Rewards

1-2. Create your Own (Make up your own Khorne-themed Reward and apply it to the Titan. This may be nearly anything short of Tier 6 abilities. You may combine lower Tier abilities into one ability if you want, but this is your opportunity to really customize your Titan. Please include a downside to what you create, as not having one will mean gaining one of the Tier 5 Detriments and you really don't want those. If you are a member of a regular gaming group, do get feedback from them on the ability that you create.)

3. Daemon Prince Engine (The Titan becomes a Daemon Prince Engine. See the Chaos pdf page 7 for details on Daemon Prince & Daemon Engine, with two exceptions. Due to their size, a Titan does not gain the HQ ability due to being a Daemon Prince & Pinning class remains as Titan. This ability replaces being a Daemon Engine if the Titan had that ability.)

4-5. Dead Magic Field (All allied models within 25cm are immune to any weapon, power, or effect that is described as Magic or Psychic.)

6. Player Choice. May select any one Mutation or Khorne Reward of this tier.


Nurgle Rewards

1. Create your Own (Make up your own Nurgle-themed Reward and apply it to the Titan. This may be nearly anything short of Tier 6 abilities. You may combine lower Tier abilities into one ability if you want, but this is your opportunity to really customize your Titan. Please include a downside to what you create, as not having one will mean gaining one of the Tier 5 Detriments and you really don't want those. If you are a member of a regular gaming group, do get feedback from them on the ability that you create.)

2. Daemon Prince Engine (The Titan becomes a Daemon Prince Engine. See the Chaos pdf page 7 for details on Daemon Prince & Daemon Engine, with two exceptions. Due to their size, a Titan does not gain the HQ ability due to being a Daemon Prince & Pinning class remains as Titan. This ability replaces being a Daemon Engine if the Titan had that ability.)

3. Death Blast (The Titan gains a Psychic Power usable once per battle in the Combat phase. Place the center of the Chaos Spawn template (the 8cm green circle with an image of a tentacled mass) anywhere within line of sight of the Titan. All living targets that are at least half under this template take a hit at a TSM of zero. Non-living targets are immune to this effect. The Death Blast ignores Shields of all types (including Holo Fields). Any target with a hit location template takes a hit to it's Head or Bridge location. This is considered a Physical Psychic effect.)

4. Life Leech * (Once per battle, during the Titan's activation in the Combat phase, this model may produce a Death Field. When activated, all living models within 10cm of the base of this model take a single hit with a TSM of 0. Robotic models are immune to this effect. The Death Field ignores Shields of all types, including Eldar Holo Fields (and any similar effects). Models with a hit location template take the hit to their Head location. For every model destroyed by this power, the Titan may immediately make one repair attempt. This is considered a Physical Psychic effect. This may be gained multiple times, each time the ability may be used one additional time per battle.)

5. Tumorization * (The Titan's outer surface becomes a mass of tumorous growths which hugely malform it, constantly growing, swelling, turning necrotic and falling off. This has a number of effects.
_ The Titan's diseased carapace falling off causes a zone around it to become hostile to all other models. This zone extends 10cm from the base of the Titan. All models that do not have a Fixed Save take a hit with no TSM. Models with a Fixed Save of any value are immune to this effect.
_ The Titan's Move value is reduced by 10cm, minimum Move of zero. If the Titan retains a positive Move value, it leaves a trail behind it of the tumorous material which acts as per the entry above. If it retains a positive Move value, it may only turn once either before or after all movement. If it has a Move of zero, it may turn up to 45 degrees once per turn if it is not on First Fire orders.
_ All of the Armor Save values on the Titan are worsened by one point. This is due to the inherent structural integrity loss of its now tumorous shell.
_ All of the hit locations on the Titan gain a Fixed Save of 6+. This is due to the constant growth of the carapace material and the possibility of a hit impacting on a bit about to fall off.
_ The Titan's CAF is halved due to the growths impeding it's ability to move freely in combat.
_ The Titan gains the Regeneration ability.)

6. Player Choice. May select any one Mutation or Nurgle Reward of this tier.


Slaanesh Rewards

1-2. Create your Own (Make up your own Slaanesh-themed Reward and apply it to the Titan. This may be nearly anything short of Tier 6 abilities. You may combine lower Tier abilities into one ability if you want, but this is your opportunity to really customize your Titan. Please include a downside to what you create, as not having one will mean gaining one of the Tier 5 Detriments and you really don't want those. If you are a member of a regular gaming group, do get feedback from them on the ability that you create.)

3. Daemon Prince Engine (The Titan becomes a Daemon Prince Engine. See the Chaos pdf page 7 for details on Daemon Prince & Daemon Engine, with two exceptions. Due to their size, a Titan does not gain the HQ ability due to being a Daemon Prince & Pinning class remains as Titan. This ability replaces being a Daemon Engine if the Titan had that ability.)

4. Sadistic Transference (This model's attack can cause an overwhelming wave of pain and pleasure to wash over an opponent, doing more damage and giving this model a boon as well. Once per battle, when this model inflicts damage on a foe (IE, the foe has just failed their save), you cause an additional hit as well. This additional hit is against the Head or Bridge location (regardless of the location affected by the initial hit; a target without a hit location template just takes another hit) and uses the same TSM and Penetrating value (if any), of the primary attack. Once all damage is resolved against the target, this model may instantly repair any one damaged, destroyed, or blown off location.)

5. Sonic Scream (Once per battle, during the Combat phase, place the Large Teardrop template with the narrow end touching the base of this model. Anything at least half under the template is hit on 2+ that Ignores Cover. Any model hit has a 5+ save regardless of the normal armor save of the model. Models with Shields automatically lose one shield instead. This Reward may be gained any number of times, each time gaining an additional use per battle.)

6. Player Choice. May select any one Mutation or Slaanesh Reward of this tier.


Tzeentch Rewards

1. Create your Own (Make up your own Tzeentch-themed Reward and apply it to the Titan. This may be nearly anything short of Tier 6 abilities. You may combine lower Tier abilities into one ability if you want, but this is your opportunity to really customize your Titan. Please include a downside to what you create, as not having one will mean gaining one of the Tier 5 Detriments and you really don't want those. If you are a member of a regular gaming group, do get feedback from them on the ability that you create.)

2. Daemon Prince Engine (The Titan becomes a Daemon Prince Engine. See the Chaos pdf page 7 for details on Daemon Prince & Daemon Engine, with two exceptions. Due to their size, a Titan does not gain the HQ ability due to being a Daemon Prince & Pinning class remains as Titan. This ability replaces being a Daemon Engine if the Titan had that ability.)

3. Flyer (This Titan becomes a Flyer. The feet change into claws, CAF improves by 4, and it may make Swoop attacks as per the Skylok Titan. At the player's choice, you may add wings and their associated hit locations as per the "Large Wings" Reward in Tier 4. If you do so, then this Reward also counts as having a Detriment so you do not have to roll for one.)

4. Reckoning of Tzeentch * (The model has been scrutinized by Tzeentch and found boring. For each of the following categories, roll D6. On 1 to 3 subtract the indicated amount and on 4 to 6 add the indicated amount.)
_ Move _ _ +/- 10cm (minimum 5cm)
_ Save _ _ +/- 1 (check individually for every hit location)
_ CAF_ _ _ +/- 3
_ Weapons (affects Psychic and Magic based powers and effects as well)
_ _ Range _ +/- 25cm (minimum 10cm)
_ _ Attacks +/- 1 (if the weapon only has one attack and the roll is -1, then the weapon may only fire every other turn)
_ _ To Hit_ +/- 1
_ _ TSM _ _ +/- 2
_ _ Template +/- 3cm (if the template is a teardrop or other non-circle shape, do not roll for it)

5. Tentacle Legs (The Legs of this Titan fuse together and morph into a mass of Tentacles of partly mechanical and partly Daemonic nature. The Hit Location templates for Front and Rear must be altered to reflect this. That is, the Right and Left Leg or Legs hit locations go away and the previously empty spaces between them are now considered Tentacle locations. The Armor Save value of each Tentacle location is the worse of the Right and Left Leg or Legs saves for the merged locations. As an example, if a Titan's Front-arc lowest leg locations have saves of 1+ and 2+, the worse of those is the 2+. Any non-merged Leg or Legs locations on the Front or Rear templates also become Tentacle locations. All Side arc Leg or Legs locations change into Tentacle locations. All Tentacle locations have an Armor Save value of 3+ from the side. If you rebuild the model or make a new model for this Titan, the Tentacle hit location saves improve by one point. The Titan has a number of Tentacles equal to d3 + half it's number of Honors (rounded down). Any time a Tentacle location is hit, only that specific one is considered to take all further hits until it is destroyed. Tentacle locations use the following damage chart:
1 - 4 _ Damaged. Speed reduced by 5cm.
5 - 6 _ Destroyed. Speed reduced by 5cm for each Tentacle destroyed, minimum Speed 5cm. If all Tentacles are destroyed, the Titan falls over and is destroyed.)

6. Player Choice. May select any one Mutation or Tzeentch Reward of this tier.


Detrimental

1. Achilles Heel (The player must select one legal hit location anywhere on the Titan. This hit location now has no Armor Save value at all. If this location is hit, roll on it's damage chart as normal. Once that result is determined, this Titan becomes inactive for the remainder of that turn due to the pain and crushing humiliation of being hit in it's vulnerable spot. It will defend itself in CC, but will take no further actions.)

2. Doubled Pain (One of the downsides to adding living flesh to a Titan is that it experiences pain, a sensation it was never designed to deal with. This Titan has developed an intolerance to pain. Every time any location suffers a result of 'damaged', 'destroyed', or 'blown off', this Titan takes a cumulative penalty of -1 to all ranged attacks and -2 to CAF for the remainder of this battle. Thus if it has suffered damaged to two locations and had one blown off, it would have -3 to hit and -6 to CAF.)

3. Mindless (The Titan's MIU has suffered irreparable damage from Warp energies which has rendered both Titan and Crew unable to make any decisions for themselves. This Titan is treated as a Robot, and must be given a program to follow (see the Robot model for details). The only exception to this is if there is an allied Command model within 5cm of this Titan that takes no actions other than controlling the Titan. In that case, the Titan may be given orders normally. This Titan cannot gain the Command ability, and loses it if it should otherwise gain it.)

4. Phobia (This is very similar to Irrational Fear, but worse. The model will not willingly move to within 20cm of the subject of it's Phobia, and if forced to do so it acts at -2 to all to hit rolls and CAF is halved. The model cannot attack the subject of the Phobia, or any enemy within the subject, in any way. Roll on the following chart to determine the Phobia.)
_ 1 _ Hills
_ 2 _ Roads
_ 3 _ River
_ 4 _ Buildings (includes Light & Standard Buildings)
_ 5 _ Trees / Forest
_ 6 _ Fortifications (includes Stronghold, Minefield, Trench, Barricade, Bunkers, & Emplacements)

5. Terrible Vision (All of the Titan's sensory devices have been damaged or harmfully mutated by exposure to Warp energies. It has tremendous difficulty targeting beyond 10cm and suffers a few adjustments to simulate this. All attacks at targets within 10cm of the base of the Titan are as normal. Targets beyond 10cm count as double the distance from the titan (one at 12cm counts as 24cm, 25cm counts as 50cm, etc); all to hit values are worsened by 2 (IE 2+ becomes 4+, 5+ becomes 7+, etc); all direct barrages count as indirect barrages; all indirect barrages scatter one additional time.)

6. Vulnerable to Psychic (This model is extremely oversensitive to any weapon, power, or effect described as Magic or Psychic. All such attacks on it have their TSM improved by 3 (including Psychic Saves) and gain Penetrating +2 (or improve an existing Penetrating by +2). This detriment overrides any lower Tier effect that makes the model Immune to Psychic.)

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Last edited by MagnusIlluminus on Sat Jan 16, 2016 2:18 am, edited 1 time in total.

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 Post subject: Re: Chaos Mutations and Rewards for Titan Experience system
PostPosted: Fri Dec 04, 2015 3:21 pm 
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Tier 6

Mutations

1-2. Chaos Lord (The Princeps of this Titan becomes a major Chaos Champion in his/her/it's own right. This gives the Titan several benefits.
_ _ A: The Titan is now considered a Command model (but not an HQ) and is Elite.
_ _ B: It gains +1 to all ranged attack rolls and +3 to CAF.
_ _ C: The Close Combat weapons it has are considered Psychic in nature.
_ _ D: Gains a Psychic Blast to 25cm; 1 shot/turn; To Hit 4+; TSM -2.
_ _ E: Chaos Cards. The Titan generates 1 Chaos Card. It may use Chaos Cards to save itself from destruction as a Greater Daemon or Daemon Prince can. It still may not use them to enhance itself.
_ _ F: Inspire Minions. Any model that is within 25 cm of this Titan, is in a Formation attached to this Titan, and has line of sight will automatically pass any Morale Test that it is required to make. However, if this Titan is destroyed all formations attached to it with 25 cm must immediately pass a Morale Test (even if they do not have line of sight) or be placed on Fall Back Orders.
_ _ G: Followers and Formation. The Titan gains suicidally loyal followers. So long as this Titan is functional on the battlefield, they do not need to make any morale checks regardless of range. Should the Titan be destroyed, they are automatically placed on Fall Back orders. Roll three times on Followers Table below. Any Titan Follower(s) begin with zero XP.
_ _ H: This Titan now becomes the Command detachment of a Company Formation composed of the Titan and it's three detachments of Followers. The cost of this Company is equal to the cost of this Titan plus the listed value for each Follower Formation on the chart. The cost of Titan weapons is as per the rulebook. Round the final value up to the next multiple of 25. Or don't, this is Chaos after all...
_ _ _ _ Follower Table
____3d6___Detachment_____Contents______________________Cost
_ _ 03: _ Hell Talon __ 1 Hell Talon __________________ 265
_ _ 04: _ Decimator ___ 1 Decimator Super Heavy tank __ 225
_ _ 05: _ Death Wheel _ 1 Death Wheel war engine ______ 195
_ _ 06: _ Leman Russ __ 3 Leman Russ tanks ____________ 195
_ _ 07: _ Cultists _ _ 10 Cultist squads ______________ 150
_ _ 08: _ Marines _ _ _ 5 Chaos Marine squads _________ 150
_ _ 09: _ Dreadnought _ 4 Chaos Dreadnoughts __________ 115
_ _ 10: _ Chaos Squat _ 5 Chaos Squat squads __________ 115
_ _ 11: _ Warhound _ __ 1 Warhound hull _______________ 113
_ _ 12: _ Chaos Spawn _ 3 Chaos Spawn _________________ 115
_ _ 13: _ Raptor _ _ _ _5 Assault Marine squads _______ 150
_ _ 14: _ Veterans _ _ _5 Chaos Marine Veteran squads _ 195
_ _ 15: _ Hell Blade __ 3 Hell Blade Interceptors _____ 195
_ _ 16: _ Havok _ _ _ _ 5 Havok squads ________________ 225
_ _ 17: _ Reaver _ _ _ _1 Reaver Titan hull ___________ 270
_ _ 18: _ Warlord _ _ _ 1 Warlord Titan hull __________ 450


3-4. Immortal (The essence of this model can survive the destruction of it's corporeal form. If this model is defeated in a battle, it grants VP as normal, and is unavailable for the next battle that it's associated force fights in. After that, all the player has to do is pay for a baseline model of the same class as the previous (IE, if the previous was a Warlord, then the new must also be a Warlord; weapons must also be the same) model and all of the Crew Skills, Upgrades, Mutations, and Rewards of the previous are instantly applied to the new body. In other words, your level 6 model is back!)

5-6. Invulnerability (This model becomes nearly impossible to kill. All hit locations gain a Fixed Save of 3+. This includes the Shields as well. This model may automatically repair one damaged, destroyed, or blown off location in the End Phase of each turn.)


Khorne Reward

Greater Daemon Engine (The Titan becomes a Greater Daemon Engine with all of the abilities that entails. Pinning class remains as Titan. 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.)


Nurgle Reward

Greater Daemon Engine (The Titan becomes a Greater Daemon Engine with all of the abilities that entails. Pinning class remains as Titan. 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.)


Slaanesh Reward

Greater Daemon Engine (The Titan becomes a Greater Daemon Engine with all of the abilities that entails. Pinning class remains as Titan. 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.)


Tzeentch Reward

Greater Daemon Engine (The Titan becomes a Greater Daemon Engine with all of the abilities that entails. Pinning class remains as Titan. 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.)


Detrimental

None. No Detriments at this tier. You win.

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 Post subject: Re: Chaos Mutations and Rewards for Titan Experience system
PostPosted: Fri Dec 04, 2015 10:24 pm 
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Posts: 2642
Location: Australia
Wow. Now that's a lot of work.


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 Post subject: Re: Chaos Mutations and Rewards for Titan Experience system
PostPosted: Sat Dec 05, 2015 1:01 am 
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Joined: Thu May 23, 2013 6:50 pm
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Yeah. I've been working on that, off and on, since spring/summer 2013 or so.

I had really wanted a couple more Khorne and Slaanesh Rewards at Tier 5, but just couldn't get anything to work. It should be good enough as is, but if anyone comes up with something they think might work at that Tier, feel free to post it and it just might get added in.

Experienced Chaos Titan will now vary a lot from each other. That is what I really wanted.

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 Post subject: Re: Chaos Mutations and Rewards for Titan Experience system
PostPosted: Sat Dec 05, 2015 1:52 am 
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Hi!

Wow, lots to digest!

I will spend some time (days) reading through these for any "bugs".

Awesome stuff, Magnus! Just awesome!

Primarch

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 Post subject: Re: Chaos Mutations and Rewards for Titan Experience system
PostPosted: Sat Dec 05, 2015 2:29 am 
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First post updated with a few additions mentioned in the middle of the other thread.

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 Post subject: Re: Chaos Mutations and Rewards for Titan Experience system
PostPosted: Thu Jun 16, 2016 12:44 am 
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Double Post - deleted

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6mm wargaming is just like 25mm wargaming with more units fitting on the same size table. Thus bigger games to get lost in and avoid the hassles of everyday living, and offerings for the dice gods.


Last edited by Deb on Thu Jun 16, 2016 12:46 am, edited 1 time in total.

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 Post subject: Re: Chaos Mutations and Rewards for Titan Experience system
PostPosted: Thu Jun 16, 2016 12:45 am 
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I do not know if this would be allowed in tournament, perhaps friendly campaigns where you continually upgrade repair, rebuild formations and conscript new additions to the force.

You will need a lot of magnets to keep track of the mutations/ rewards and a lot of records that can be easily referred to.

It adds a complexity to the game, not normally used, and would extend the game. So hence my suggestion of being used in campaigns with changes occurring between battles.

I have a simpler suggestion for Chaos Titans for use in basic Epic Armageddon as could be used by NetEA. Chaos Titans can have the Regeneration upgrade that cost points to add. You can repair lost DC at the end of the turn on a die roll say a 6+.

Chaos do not have the ability to repair Titans like the Imperium and Forge worlds do, so you need to have something that allows for the Chaos Titans to go into battle, get shot up, limp home, and return ready for battle again later on. It would be a feasible rule, and would still cost the Chaos player extra points, and they may roll badly so wasted points, or they may roll really well and have their Titan live longer.

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 Post subject: Re: Chaos Mutations and Rewards for Titan Experience system
PostPosted: Thu Jun 16, 2016 6:16 am 
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Correct, these rules could really only be used for personal, campaign play. Well, that is not true. A TO could decide to allow these, but would almost certainly assign a cost for them, probably based on the optional costs listed in the 1st post.

This system is not intended to be used on its own. It is intended to replace the basic listing of Mutations found in the Titan Experience thread. Read that thread for more details.

Note that this system is solely aimed at play within the NetEpic Gold game system. It could possibly be used with other systems, but I have no familiarity with them, so some things may not work. Use at your own risk. And post a Battle Report.

Note that under NetEpic Gold, Chaos Titans already do have a short list of available Mutations that they can roll for. This chart is on page 33 of the Chaos book. If the system presented above is used, that chart may not be used as well.

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