Here are my alternate Eldar damage tables, 2D6 based. I pretty much took the Imperial tables and tailored them for Eldar. As usual, comments are welcomed!
Weapons: roll D2D6
2-4: The weapon is slightly damaged. Until repaired there is a -1 penalty for To Hit rolls. If it’s Close Combat weapon, it can only be used on a D6 roll of 3-6.
5-6: The weapon has been moderately damaged. Until repaired the number of hit dice or barrage points is halved, rounded up. If the weapon has only one To Hit Dice, there is a -2 penalty for To Hit rolls. If it’s Close Combat weapon, it can only be used on a D6 roll of 5-6.
7: The weapon has been severely damaged. The weapon may not be fired until repaired.
8-9: The weapon has been destroyed and cannot be repaired.
10-11: The weapon has been blown clean off and scatters 2D6 cm in a random direction. Any units hit by the weapon must make a save or be destroyed.
12: The weapon has been blown clean off, as above, but there is also a flashback to the Titan. Roll a D6 to see what was affected by the flashback:
1-2: Wing 3-4: Reactor 5-6: Head
Then roll 2D6 refer to the appropriate damage table.
Legs: roll 2D6
2-4: The leg is slightly damaged, reducing the Titan’s movement by 1/3.
5-6: The leg is moderately damaged, forcing the Titan to walk with a limp. The Titan’s movement rate is halved.
7: The leg is heavily damaged, as above, but also may not enter difficult terrain and may make only one 45 degree turn.
8-9: The leg has suffered extensive damage and it is possible that it will give way if the Titan attempts to move. Roll a D6 in the ensuing repair phase, subtracting 2 from the roll if the Titan has charge orders, or 1 from the roll if it has advance orders. On a roll of 0 or less, the leg snaps and the Titan crashes to the ground. Determine randomly which direction the Titan falls. Any vehicles or stands fallen on are destroyed.
10-11: The leg is crippled and may not be repaired. It may not move or turn for the rest of the game.
12: The leg is blown apart and the Titan immediately crashes to the ground. Determine randomly which way the Titan falls. Any vehicles or stands landed on are destroyed.
Reactor: roll 2D6
2-6: The reactor has been damaged. The Titan's movement and CAF are reduced by half. Weapons have a -1 To Hit modifier.
7: The reactor has been breached and shuts down until repaired. The Titan is unable to move or fire. No other damage may be repaired until the reactor has been brought back on line.
8-9: The reactor is breached and must be brought under control. The Titan may do nothing until the reactor has been repaired. In the next repair phase, roll 2D6 and consult the following table:
2-6: The reactor is partially repaired. See 1-4 result above. 7-8: The reactor is completely repaired. The Titan resumes functioning. 9-10: The breach has been contained, but the reactor shuts down completely. See 10-11 result below. 11-12: Meltdown! See 12 result below.
10-11: The reactor has been heavily damaged. Automatic safeties kick in to shut down the reactor, preventing a meltdown. The Titan grinds to halt, unable to move or fire. The reactor cannot be repaired for the remainder of the battle. The Titan is not destroyed, but is considered eliminated for VP purposes.
12: The reactor is destroyed, resulting in a catastrophic meltdown and cataclysmic destruction. Remove the Titan. All units within 3D6 cms are automatically hit and must make an unmodified save. Units with void shields or power fields lose 1 void shield/power field.
Wing: roll 2D6
2-5: The wing is mildly damaged. The holo fields work only on a D6 roll of 3-6. 5-6: The wing is mildly damaged. The holo fields work only on a D6 roll of 5-6.
7: The wing is mildly damaged. The holo fields are inoperable until repaired.
8-10: The Wing is destroyed. Holo fields stop working for the rest of the game.
11-12: The wing is blown clean off and lands 2D6 cms away in a random direction. Anything the wing lands on must take a save. The holo fields stop working for the rest of the game.
Head: roll 2D6
2-4: The Wraithbone Circuits are slightly damaged. Until repaired the Titan may only move or fire if you first roll 2+ on a D6.
5-6: The Wraithbone Circuits are heavily damaged. Until repaired the Titan's CAF is halved and may only move or fire if you first roll 4+ on a D6.
7: The shot punches through the bridge, killing crew members. The Titan's CAF is halved for the rest of the game.
8-9: The shot rips through the head, causing major damage. The CAF is halved (halved again if already halved) and the Titan may only move or fire after rolling 4+ on a D6.
10-11: The crew compartment is severely damaged, killing the entire crew. The Titan grinds to halt and may not function for the rest of the battle. Although the Titan remains standing, it is considered destroyed for VP purposes.
12: The shot destroys the head and triggers catastrophic internal explosions. The Titan topples to the ground, destroying any vehicles or stands it lands on. Determine randomly which direction the Titan falls.
Jump Jets: roll 2D6
2-5: The jump jets are moderately damaged and will only work on a D6 roll of 4-6.
6-8. The jump jets are heavily damaged and are inoperable until repaired.
9-10: The hit triggers the jump jets, blasting the Titan 2D6 in a random direction. If the Titan lands in difficult or impassable terrain, is destroyed.
11-12: As above, plus the jump jets are destroyed causing a hit on the reactor. Roll for damage on the reactor table.
_________________ "I don't believe in destiny or the guiding hand of fate." N. Peart
Last edited by Dwarf Supreme on Sun Nov 03, 2013 2:17 am, edited 2 times in total.
|