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titans inquisitor style

 Post subject: titans inquisitor style
PostPosted: Sun Oct 26, 2008 8:32 pm 
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I am wondering if anyone wants to help me with a little project of mine.  Mainly converting to inquisitor rules for titan on titan battles.  To give really detailed and gritty titan battles.

Most of the rules can simply be imported straight from =][= and many can be discarded (I really don’t think we need to know the intelligence of a titans prince during battle).

The only things that need to be done are

Giving maximum striding speeds to each titan (so warlords are slower than warhounds of the same initative level).

Come up with basic stat lines for the titans (I am thinking of keeping it simple and only dealing with imperial titans to begin with).

Come up with weapon stats

Decide how shields work.


My thoughts so far.

Nothing smaller than a baneblade should be in the game and SHTs will have similar damage charts as servo skulls and cyber mastiffs

The game shouldn’t have more than two or three models per side (there will be lots of book keeping so any more will get confusing).

Shields should work in a way that lighter weapons (Vulcan mega bolters, high explosive rockets etc) should be used to take them down, but will have little chance of damaging a titan, likewise heavier (turbo lasers, volcano cannons etc) weapons can damage a titan easily but are wasted on shields.

I would like it that each section of a titan has its own shields, so other titans can spend time aiming at sections to break through the shields.

Musings.

Carapace weapons should have a restricted fire arc but a bonus to hit (since they are rested weapons)

Anti shield weapons
Vulcan mega bolters
High explosive rockets
Quake cannon concussion shell

Jack of all weapons
Gatling blaster

Anti titan weapons
Turbo laser
Las blaster
Melta cannon
Volcano cannon

MRL/apocalypse launcher

I like the idea form Titanicus that it holds 5 missiles and a backup rack of other missiles, so each time you fire you have to declare what the next missile you are loading is.  For example you could have 5 anti shield missiles loaded, fire 4 of them of and load up 4 anti armour missiles only to find that you haven’t breached the enemies shields and have to reload the missiles or wait to use them.

Multiply actions at once.

A tian should be able to do many things at once, since the princeps is added by a moderatti, steersman, tech priest (and in a warlord sensorium and enginseer) as well as servitors.  However I got the feeling that most of the work is done by the princeps and the others are there to lend a hand/ focus his actions.  However I have no idea of how to shoe this in game.

EDIT: the latest version of the list will be posted here, for ease of access.




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 Post subject: titans inquisitor style
PostPosted: Mon Oct 27, 2008 12:32 am 
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So you are the third guy who comes up with Titan rules now? Welcome to the club. :laugh:

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 Post subject: titans inquisitor style
PostPosted: Mon Oct 27, 2008 10:53 pm 
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Thanks.  Is it an elite club?

I have started writing the rules for my titan game.  Most of them are based on =][= rules, so rules for shooting and close combat can be copied straight from the =][ rile book.  I am changing the action and speed idea, but damage levels, to hit rolls, damage rolls etc are the same.

I do need to still write up damage tables as well as how the turn sequence works (and weapon stats).  However if you take te =][= rules as base then my current write up should make some sense.

So here is the first draft of some of the rules of my idea.

EDIT: first draft updated and now in first post.




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 Post subject: titans inquisitor style
PostPosted: Mon Oct 27, 2008 11:13 pm 
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some of my basic note for weapons, still working on plasma weapons.

Concepts of weapons abilities

Vulcan mega bolter
Maximum damage about 14, average damage about 9.  Multiple shots.  Used to take down shields or wounded titans

Gatling blaster
Maximum damage 20, average damage 12. Several shots.  Used to take down shields/ damage titans

Turbo laser
Maximum damage mid twenties, average damage unknown.  Used to damage titans, add damage levels, wasted on shields, 1 or two shots.

Volcano cannon
Maximum damage, lots, average damage, still lots.  Used to heavily damage titans

Melta cannon
Short ranged, maximum damage, lots average damage still lots, shatterer, Armour penetrator

Quake cannons
Two modes.  Concussion shells.  Area of effect shield breaker.  Penetrator shells, used to heavily damage titans

Missile pods.
5 missiles in tube (shield breaker or penetrators) auto loader so when you fire a missile you have tom choose the next type loaded before you roll to damage.  Can be reloaded at cost of actions

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 Post subject: titans inquisitor style
PostPosted: Fri Oct 31, 2008 9:53 pm 
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Well I think I have most of the rules now done, except for what Awareness is for and how to do combat.

Though I have got a rough idea on how to run combat.  Basically i is the same as =[]= combat, except you can't use improveised weapons to parry (why would want to parry a chain blade with a plasma cannon?) and only titans with agility skills can dodge.

Though I have realised that since titans have to move each turn combat might result in one titan hitting the other with it's weapon and then one of the titans ramming the other, because of its speed.

O well, more fun rules.

I have also made rules for
Vulcan mega bolters
Gatling Blasters
Turbo lasers
Volcano cannons
Melta cannons
Quake cannons
MRL
Plasma blast guns
(carapace) landing pads
vector engines
jump packs

all I need to do know is make the file small enough to upload and start writing basic stats for the differnt classes of titan.

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 Post subject: titans inquisitor style
PostPosted: Fri Oct 31, 2008 10:24 pm 
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Awe, I was hoping this thread was gonna be about rules for including Titans in games of Inquisitor.


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 Post subject: titans inquisitor style
PostPosted: Sat Nov 01, 2008 12:27 am 
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Quote: (semajnollissor @ 31 Oct. 2008, 21:24 )

Awe, I was hoping this thread was gonna be about rules for including Titans in games of Inquisitor.

rules for titans in inquisitor

step 1) play =][= in 28mm scale.
step 2) walk all over the board

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