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Titan Experience Rules

 Post subject: Re: Titan Experience Rules
PostPosted: Fri Jul 12, 2013 8:04 pm 
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MagnusIlluminus wrote:
Possibly, but I doubt it. An Eldar taking up the role of an Aspect makes a choice to do so. An Ork just is one clan or another. Also, Ork units are restricted to being attached to related Clan cards, whereas Eldar have no such restriction (for Aspect Warriors anyway). Still, the fluff for the various Orky improvements could include clan references.

On the other hand, there should be something relating to Gork and Mork, the Ork gods of war.

Personally, I'm finding the fluff for 'Ram Dat Gitz!' to be a little light. Perhaps change it to "Blessing of Gork" with the same ability, but fluff of something like "Gork has found this Gargant to be pleasing, and has given it his blessing". Feel free to edit that. Hmm, actually instead of just flat tripling it's movement, how about this. Count up the number of Boyz stands within 25cm of the Gargant regardless of clan, but only Boyz, not Nobz or bikes or wildboyz, etc. Multiply this number by 5cm and add that value to the Gargant's maximum move for this turn. This value replaces the normal bonus for charging. Otherwise the ability would be the same. This would make the movement bonus more Orky by making it work more like how the Weirdboy Battletower works.

I cannot think of anything for Mork offhand.

Thought of more Tyranid upgrades:

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

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

There could easily be other crossbreed-type upgrades. Say one for Hive Queen could give it one or both of the Psychic Abilities. Personally, I'd require the Command upgrade as a prerequisite for a Hive Queen Crossbreed. Also perhaps with Biovore or other things that give new attack types.


Hi!

I agree on some of the Ork honor being a little light. I'm desperately afraid of giving them too much since they are so resilient. So I'll take you recommendation. Be good to come up with something for Mork.

I agree that while eldar aspects for titans is fine, the same doesn't really fit for orks. They are tribal, but one ork is similar to another in everything except allegiance. Whereas Eldar actual lead a different life when on a path.

I'm loving the tyranid ones, especially the transport one. Did not think about that. ;D

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 Post subject: Re: Titan Experience Rules
PostPosted: Fri Jul 12, 2013 9:05 pm 
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Fair enough about the Orks. I'm fairly ignorant of the fluff anyway...

Hmm, sorry but I'm not so keen on the Ork rule because I don't understand what relevance how many nearby Boyz units would make to how fast a Gargant would move. In the case of the Weirdboy tower, the attack dice is determined by how many Boyz there are nearby as he is harnessing their psychic power and although the tower attacks as if it is a physical attack, it isn't. So why the mechanics of the Gargant would be improved by being surrounded by a mob of Boyz has left me scratching my head. I'd prefer the original idea of trebling the move rate. For fluff's sake, I'd explain it away by saying they have had an improved pneumatics for moving the Gargant (or the like).

By the way, rather than the movement bonus being based on the number of stands within 25cm, I'm assuming you meant that the number of detachments within 25cm? It's quite conceivable that you could have 20+ Boyz stands within 25cm of the Gargant, this would mean that the Gargant could charge 100cm+ in a single turn!

I don't have a Tyranid army and amn't familiar with the rules for them so will keep out of discussion on those...

Again, apologies if this comes across as being unnecessarily negative.

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 Post subject: Re: Titan Experience Rules
PostPosted: Fri Jul 12, 2013 9:33 pm 
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The Bissler wrote:
Fair enough about the Orks. I'm fairly ignorant of the fluff anyway...

Hmm, sorry but I'm not so keen on the Ork rule because I don't understand what relevance how many nearby Boyz units would make to how fast a Gargant would move. In the case of the Weirdboy tower, the attack dice is determined by how many Boyz there are nearby as he is harnessing their psychic power and although the tower attacks as if it is a physical attack, it isn't. So why the mechanics of the Gargant would be improved by being surrounded by a mob of Boyz has left me scratching my head. I'd prefer the original idea of trebling the move rate. For fluff's sake, I'd explain it away by saying they have had an improved pneumatics for moving the Gargant (or the like).

By the way, rather than the movement bonus being based on the number of stands within 25cm, I'm assuming you meant that the number of detachments within 25cm? It's quite conceivable that you could have 20+ Boyz stands within 25cm of the Gargant, this would mean that the Gargant could charge 100cm+ in a single turn!

I don't have a Tyranid army and amn't familiar with the rules for them so will keep out of discussion on those...

Again, apologies if this comes across as being unnecessarily negative.


No worries, I'll take a closer look at everything once we have gotten all the ideas out there and as with the titan stuff, I'll post a summary and we can tweak it some more.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sat Jul 13, 2013 8:44 am 
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The Bissler wrote:
Fair enough about the Orks. I'm fairly ignorant of the fluff anyway...

Hmm, sorry but I'm not so keen on the Ork rule because I don't understand what relevance how many nearby Boyz units would make to how fast a Gargant would move. In the case of the Weirdboy tower, the attack dice is determined by how many Boyz there are nearby as he is harnessing their psychic power and although the tower attacks as if it is a physical attack, it isn't. So why the mechanics of the Gargant would be improved by being surrounded by a mob of Boyz has left me scratching my head. I'd prefer the original idea of trebling the move rate. For fluff's sake, I'd explain it away by saying they have had an improved pneumatics for moving the Gargant (or the like).

By the way, rather than the movement bonus being based on the number of stands within 25cm, I'm assuming you meant that the number of detachments within 25cm? It's quite conceivable that you could have 20+ Boyz stands within 25cm of the Gargant, this would mean that the Gargant could charge 100cm+ in a single turn!

Again, apologies if this comes across as being unnecessarily negative.


No worries, every comment helps iron things out.

I actually did mean squads (what NetEpic calls stands, but SM2 called squads) of Boyz. Orks don't have 'detachments' like most races do. They form up into 'Mobs'. The difference is that instead of having, for example, one company with three detachments and two support cards that each have one detachment (for a total of five detachments), Orks have a Clan card (one Nobz Mob (4 or 8 Nobz) and one Boyz Mob (usually 15 Boyz) and adding two support cards of Boyz (4 each) just adds to the Boyz Mob so you have one Mob of 23 Boyz.

You do make a good point about the possible abuse. Perhaps the radius should be 10cm or 15cm instead, and probably have a maximum possible movement rate (say 4x base) in any event. Alternatively, it could be +1cm per Boyz squad. Heck, with Ork fluff being what it is (see below for summary), we could leave the radius at 25cm and the rate at +5cm per Boyz, BUT say that every Boyz that contributes to this speed bonus is killed due to Psychic overflow in their brains. This would cause an Ork player to think twice before having too many Boyz too close to this Gargant.

The fluff behind this idea, and the Weirdboy Battletower, is that all Orks are inherently Psychic at a very minor level. A major part of why their tech works at all is because they believe that it will. The tower picks up on this latent energy and uses it as a weapon. If it absorbs too much at once, it can overload and be destroyed. The movement bonus idea is based on the Orks' belief that because it's blessed by Gork it can 'go fasta', and thus it does, with the amount that it can go faster varying on the number of Boyz. It's actually very like the original fluff, except that instead of just the belief of just the Kaptin, it requires many Orks to get any significant effect. Which is very Orky.

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 Post subject: Re: Titan Experience Rules
PostPosted: Fri Jul 19, 2013 4:37 am 
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Hi!

The primarhload inventory will be over soon, once its done I will write a summary post to discuss outstanding issues.

I haven't forgotten about this. :)

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 Post subject: Re: Titan Experience Rules
PostPosted: Fri Jul 19, 2013 5:32 am 
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I have to say that I'm a bit surprised that there has not been any further discussion on my 'belief makes it go fasta' idea. It very well could be a terrible idea, but I have no idea what people think about it. Did my explanation make any sense?

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 Post subject: Re: Titan Experience Rules
PostPosted: Fri Jul 19, 2013 8:17 am 
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MagnusIlluminus wrote:
I have to say that I'm a bit surprised that there has not been any further discussion on my 'belief makes it go fasta' idea. It very well could be a terrible idea, but I have no idea what people think about it. Did my explanation make any sense?


Hi,

I'm a fluffophobe so I didn't feel I knew enough about the Ork background to make an informed response. Also, I don't like being down on people's creative ideas so didn't particularly want to add to my already downbeat post above.

My personal feelings on it though; I still have problems with the idea purely from a rational viewpoint and this is unlikely to change. I can understand how religious fervour could stir up the infantry to do something miraculous. I don't have a problem with the Weirdboy's psychic powers and I regard the attacks emanating from the towers as coming directly from the Weirdboy himself, not the machinery. I just have a major problem with the idea that belief can boost the effectiveness of machinery, so I'm still not keen on the Gargant moving faster as a result of a mob of Boyz being close by.

Like I said though, I'm probably completely in the wrong here because I don't read the fluff so who am I to say your idea isn't a good one? Can anyone else share their thoughts please?

Cheers!

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 Post subject: Re: Titan Experience Rules
PostPosted: Fri Jul 19, 2013 4:39 pm 
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Hi!

Don't worry about it for now. I haven't really sat down to look at each thing and analyze if it is balanced or not.

Once I make the summary I will make changes/comments in regards to each one as far as balance/suitability.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sat Jul 20, 2013 5:13 am 
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@Primarch: I know you said not to worry about it now, but it's on my mind and I like to get things resolved as quickly as feasible otherwise I tend to forget.

@Bissler:
Well, I wouldn't go so far as to say you were wrong just because you aren't familiar with the fluff. "Fluffophobe" is a very interesting way to phrase that. Very creative. I'm a bit sorry to hear that though. At least in my opinion, you are missing out on a lot of the fun of the background for the Factions. To each his own I suppose.

True, it is the Weirdboy in the tower that collects, focuses, and projects the psychic energy (and explodes if it takes in too much) rather than the Tower itself, and I know that. I was just abbreviating the name of the unit. However, when I said that it is their collective belief that allows their machinery to work, I was not kidding. I've read bits where Ork-tech was taken away from the Orks for study, just to reveal that it was an inoperative pile of junk.

Also, no offense intended here but, looking at anything dealing with Orks in specific, and 40K in general, in a 'rational' manner is going about it in the wrong way. At least, if by 'rational' you mean how things would work in reality. This is a universe with Daemons, magic, psychic powers, FTL travel, Tyranids, etc. There is very little here that is rational. Especially amongst Orks. That said, there are Factions, primarily the Imperial Guard and the PDF, that are nearly entirely rational. Even those have a few Psykers, but not as many. All of that said, whether the idea is rational or not is not really important. What is important is whether it works.

I will admit that affecting a Gargant in that way is a bit of a stretch even for the Ork psyche. I suppose it might be best to ignore that idea and just remove all references to anyone's belief making it go faster. Still, I'd like to hear from other people about how they feel about the idea. Especially people who actually play Orks.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sat Jul 20, 2013 6:48 am 
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MagnusIlluminus wrote:
Also, no offense intended here but, looking at anything dealing with Orks in specific, and 40K in general, in a 'rational' manner is going about it in the wrong way. At least, if by 'rational' you mean how things would work in reality. This is a universe with Daemons, magic, psychic powers, FTL travel, Tyranids, etc. There is very little here that is rational. Especially amongst Orks. That said, there are Factions, primarily the Imperial Guard and the PDF, that are nearly entirely rational. Even those have a few Psykers, but not as many. All of that said, whether the idea is rational or not is not really important. What is important is whether it works.


No offence taken - that's fair comment and a good point.

MagnusIlluminus wrote:
I will admit that affecting a Gargant in that way is a bit of a stretch even for the Ork psyche. I suppose it might be best to ignore that idea and just remove all references to anyone's belief making it go faster. Still, I'd like to hear from other people about how they feel about the idea. Especially people who actually play Orks.


I think you're right to wait and see what Ork players think, they'll have a much better feel for whether this ability is in keeping with the flavour of their forces. For what it's worth, your explanation has turned me around on this to some degree. While I still find the concept difficult to accept, I'm not as entrenched in my original opposition to the idea as was previously the case!

Cheers!

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 Post subject: Re: Titan Experience Rules
PostPosted: Mon Jul 22, 2013 9:56 pm 
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Hi!


Titan Experience Summary

Titans accrue 1 XP for every VP awarded the unit/titan destroyed.

XP TABLE BATTLE HONORS XP LEVEL
0-5 0 Moderati
6-15 1 Princeps
16-30 2 Princeps Senioris
31-50 3 Princeps Majoris
51-75 4 Princeps Primus
76-100 5 Princeps Commander
101+ 6 Legio Grandmaster

If you have accrued sufficient XP to increase to higher level you gain 1 battle honor. Roll a d6 for honor type

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

Once type is determined roll on the table for that type to determine the specific honor gained.

Titans with Honors and VP

The cost to bring a titan with honor to battle is not changed as it increases its skill. Thus is your warlord cost 900 points to build, it will cost the same regardless the amount of honors it has. That's the benefit of a skilled titan. You have earn this. However, the prestige involved in destroying such opponents is HUGE. So add 1 extra VP to those awarded for destroying the titan per honor achieved. Thus a "grandmaster" with 6 honors awards +6 extra VP to the base VP of the titan (in our warlord example 9VP for base + 6VP for honors for a total of 15VP's!!).

Alternate System: Honor Points Buy

Some want to be able to bring a titan with honor to a battle as a "one-shot" deal for a game. The cost of the titan is the same as per the construction rules with the added cost as follows:

100 points cost for the FIRST honor
200 points for the SECOND honor
300 points for the THIRD honor
400 points for the FOURTH honor
500 points for the FIFTH honor
600 points for the SIXTH honor

Six honor is the maximum for any titan.

Thus a warlord titan that starts at 800 points costs 2900 (29 VP's) points to bring as a warlord grandmaster.

This is because the effects are not additive and the player will be selecting honors. Thus a pretty lethal and costly.

Otherwise earn them the old fashion way... ;)

Honor Loss and maintenance.

Titans with honor destroyed in battle retain all crew honors (if they escape alive) and are ported over when they command a new titan. Upgrades are lost when the titan is destroyed in battle. The crews experience is REDUCED to the minimum amount of XP needed to retain the honors the crew has.

Grandmaster's Influence

Achieving Grandmaster status is rare. Thus they are granted a boon no other Princeps can boast. When a Grandmaster's titan is destroyed (assuming the crew survives) the Grandmaster new requisitioned titan will automatically receive TWO titan upgrades. Such is the power of the Grandmaster's influence!

As an additional option, princeps of majoris status and above (short of grandmaster) gain ONE titan upgrade.
Crew survival

When the titan is destroyed in battle the crew has a slim chance of survival. Roll a d6 and on a 6 the crew has ejected successfully and survives to fight another day.

For every TWO honor obtained a bonus of +1 is added to this roll. The maximum bonus at grandmaster level is +3 (a roll of 1 or 2 is a failure, survival is NEVER a sure thing!).

My next post will start listing crew skills and upgrades, but I wanted to clarify that since titan upgrades can be short lived, they will be more POWERFUL in comparison to crew skills which have a higher degree of reuse due to survival.

Imperial Titan Crew Skills

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


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

3. Tactical Genius. The princeps is a master of the codex titanicus! Once per game the princeps may take TWO activations. They CAN NOT be consecutive. Plasma usage remains as normal, so the titan needs to have sufficient plasma to fuel its actions. If the Princeps is of grandmaster level it may take TWO activations (still cannot be consecutive).

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

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

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

Imperial Titan Upgrades

1. Masterwork Plasma Reactor. Thrice blessed by the highest Magos Technologis of Mars, this reactor purrs with efficiency. Maximum capacity increases by +3 and the Titan generates a bonus 1d3 plasma per turn.

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

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

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

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

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



Chaos Titans

They use the same rules for Imperial titan crew skills and titan upgrades (when I make the lists I will change the names and flavor text of course), However each time a chaos titan receives an honor, there is a change the chaos gods are watching and a chaos reward is granted. But the chaos gods are fickle as well as unpredictable, so what is obtained is not certain....

When you receive an honor roll a d6. If the number is equal or LOWER than the amount of honors accrued a chaos reward is obtained (at the highest level a reward is automatic).

If a chaos reward is gained, you get the one equal in number to your honors. So if you have one honor and get a reward you get a chaos tail (number 1). If you have 4 honors and get a reward you get number 4 Soul eternal. Note you get EXACTLY the one for your number of honors. You don't get to select number three if you have 4 or more honors. Chaos gods demand you accept their gifts as IS!

Chaos Rewards

In addition to the extra VP yielded upon destruction for honors, additional VP are awarded for chaos reward equal to the number on the table to gain chaos rewards (I made them in increasing power, so the last ones are whoppers!!!)

1. Chaos tail. The titan grows a tail that gives +2 to CAF and a shooting weapon with the battle cannon stat line. Both features cannot be used in same turn. If you already have a tail increase caf to +4 and double attack dice for firing weapons, +1 to hit and -1 save modifier bonus.

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

Khorne: Close combat bonus +3, re-roll failed close combat dice (cumulative with crew upgrade) non-titan units within 25 cm must roll morale or fall back.
Tzeentch: Ray of change. Use Battlecannon stat line with 4 attack dice. Any unit hit and failing its armor save gets transformed into pink horrors. Units of super heavy class or higher are unaffected. One pink horror takes the place of one infantry stand/model/vehicle to a maximum of 4 per turn (if all hit and the target fails the save).
Slannesh: Soporific mist. All units within 25cm lose one close combat die (roll 1d6 instead of 2) unless a psychic save is made. Also if the titan wins close combat the tongue lashes out and attempts to snap one weapon off (players choice). Roll on damage table immediately.
Nurgle: Stream of Corruption. Use the large flame template. Effects as Great unclean one stream of corruption.

If you already have a head add these powers as a bonus to what you already have (cumulative).

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

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

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

4. Soul eternal. The crew and titan are one. They are fused in some unholy fashion. When the titan is destroyed you still roll for crew survival as the soul can escape imminent death. If it survives and inhabits another titan it transforms it anew into the lost titan! Crew AND titan upgrades are KEPT!

5. Essence of Chaos. You acquire the power of the greater demon that is your patron OR select 2 chaos cards randomly each game and the titan may use them as if it were a demon.

6. Daemonhood! The titans turns into a giant daemon of chaos undivided. Anything goes here. Think along the lines of things like Bubonis, Skylok, etc. Come up with something unique!



Eldar technology provides warpgates for its crews to escape destruction. The starting roll for "ejecting" is 5+


Eldar Titan Crew Skills

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

2. Evade! The titans has the grace and speed to dodge incoming shots with ease. Under the alternate eldar titans move and fire like command units and have a fixed holofield save of 3+ whenever they move AT LEAST THEIR ADVANCE MOVE (if they do not move or move less than their advance move they get no save). A crew with evade is so adept at dodging that the holofield for incoming shots is 2+ and they get a holofield save versus barrages at 5+.

3. Bonesingers. The crew has been trained in the art of singing to the psychoplastic wraithbone of which the titan is made of. Their siren song means they can repair any damage on a roll of 2+ (only fails on a one). Weapons that are totally destroyed ( including those with weapon honor upgrades) can be regrows BETWEEN battles (not during the battle) on a roll of 4+ (50% chance).

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

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

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

Phantom Upgrades

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

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

3. Blast of the Pheonix. extra energy is diverted to the main guns. Weapons gain an addition -1 to the save modifier (maximum of -6) and +1 to damage table rolls. May be taken TWICE, one for each arm weapon.

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

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

6. Augmented Holofied. The holofield protects even when the phantom is not moving by diffracting its image. It also gives a holofield save versus barrages at 6+. it can be combined with evade to make the barrage save 4+.

Alternate Eldar Titan Honors

The Eldar crew can select to follow a path as they do in everyday life and be faithful to that path. Instead of the standard crew list the Eldar crew selects a path skills.

Bonesinger: Crew ability as per your list.

Harlequin: Probably a crew ability, may re-roll Close Combat dice once per engagement and never check Morale when fighting Chaos.

Pathfinder: Gains Infiltration.

Dark Reaper: Upgrade, gains Quickdraw and improves TSM by 1 (either for all weapons, or may be selected once per weapon).

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

Fire Dragon: Not quite sure what to do with this one. Probably gives Elite. Ignores Cover to all weapons within 25cm range.

Howling Banshee: As per your "War Cry" ability.

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

Swooping Hawk: Upgrade. Gains revenant style Jump Packs

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

Wraithguard: Upgrade. Crew is replaced with spirit stones, spread out across the whole Titan. Ignore all damage to Head location. 'Crew' always survives unless Reactor Exploded.

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

Exarch: When an Eldar Path Titan hits maximum Level, it is known as an Exarch Titan rather than as a Grandmaster. In addition to it's chosen Path (Crew or Upgrade) ability, it also gains the Command special ability.

WE NEED TO FLESH THIS OUT FOR ITS FINAL FORM



Orks.

They do not use plasma rules and are ordered normally. Their krew has no hope of escape from a doomed gargant unless it has some skills to do so.

Crew.

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

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

3. Secrit Planz. The Kaptain knows running away is sometimes better than dying. If the Gargant is destroyed roll 1d6 and on 4+ the kaptain and his crew escapes!

4. Ram dat gitz! The Kaptain knows how much orks like speed. If the gargant is on charfge orders he can order it to move THREE times its advance speed into close combat. The enemy titan receives 1 automatic hit to a random location on the hit location template. The gargant gains 1d6 for close combat versus unit with hit location templates. Units with no hit location use the info below.

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

The Gargant must be armed with the "Da grazzcutta" mekboy weapon to use this skill.

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

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

Gargant upgrades

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

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

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

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

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

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

end of part 1.

Primarch


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 Post subject: Re: Titan Experience Rules
PostPosted: Mon Jul 22, 2013 9:57 pm 
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Hi!

Part 2

Tyranids.

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

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

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

2. Hyper-reflexive muscles. The powerful muscles around this bio-weapons give it extra punch! The weapon system gains 25cm range and -1 to save modifier and +1 to damage. can take one per weapon system.

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

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

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

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

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

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

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

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

We will use this summary to further tweak/clarify and such. Look it over carefully for no doubt I missed some stuff.

Once we finish this I will combine it with the titan alternate rules.

Primarch


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 Post subject: Re: Titan Experience Rules
PostPosted: Tue Jul 23, 2013 12:18 am 
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Hi Primarch,

Thanks for updating this. I've got a few observations, some of which may not require any action...


GENERAL:
primarch wrote:
If you have accrued sufficient XP to increase to higher level you gain 1 battle honor. Roll a d6 for honor type

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

Once type is determined roll on the table for that type to determine the specific honor gained.


Minor point but I thought that we were going to have to roll to see if a crew skill or Titan upgrade was received but would be able to pick the honour? Not really a big problem if this isn't the case. I can see why players should be made to roll for the honour.

primarch wrote:
Alternate System: Honor Points Buy

Some want to be able to bring a titan with honor to a battle as a "one-shot" deal for a game. The cost of the titan is the same as per the construction rules with the added cost as follows:

100 points cost for the FIRST honor
200 points for the SECOND honor
300 points for the THIRD honor
400 points for the FOURTH honor
500 points for the FIFTH honor
600 points for the SIXTH honor

Six honor is the maximum for any titan.

Thus a warlord titan that starts at 800 points costs 2900 (29 VP's) points to bring as a warlord grandmaster.

This is because the effects are not additive and the player will be selecting honors. Thus a pretty lethal and costly.

Otherwise earn them the old fashion way... ;)


At first I thought you meant it was going to cost 100 points per honour... I sympathise with the thinking behind this because I agree that players should be made to earn the experience. In practice though, I can't see players going for this. If I had to make a suggestion on this one, I'd say 100 points per honour for the first three bought, then 200 per honour for the last three (1900 points max). Again, I'm not too concerned if this stays as is, just thinking of this more from a practicality point of view.

MARINES:
primarch wrote:
2. Blessed by the Machine God. The servitors and tech priest that are part of the crew show superb efficiency. Re-roll missed repair rolls (this applies to all downed shields) once.


Once per game or once per turn? I'm sure it is the former but think we should clarify.

primarch wrote:
3. Tactical Genius. The princeps is a master of the codex titanicus! Once per game the princeps may take TWO activations. They CAN NOT be consecutive. Plasma usage remains as normal, so the titan needs to have sufficient plasma to fuel its actions. If the Princeps is of grandmaster level it may take TWO activations (still cannot be consecutive).


I dunno if I'm misreading this but I don't see the distinction between grandmaster and lower level. Is it maybe that the grandmaster can do this once per turn rather than once per game?

CHAOS

primarch wrote:

4. Soul eternal. The crew and titan are one. They are fused in some unholy fashion. When the titan is destroyed you still roll for crew survival as the soul can escape imminent death. If it survives and inhabits another titan it transforms it anew into the lost titan! Crew AND titan upgrades are KEPT!


How does the spirit inhabit another Titan? Is this an in-game moment when a Titan may have to do a psychic save against becoming possessed and being taken over? Or does it just mean they survive and get a new Titan next time around?

primarch wrote:
6. Daemonhood! The titans turns into a giant daemon of chaos undivided. Anything goes here. Think along the lines of things like Bubonis, Skylok, etc. Come up with something unique!


We'll need to think up something for this!

ELDAR

primarch wrote:
1. Disengage!. The supreme agility of the eldar crew means the titan can not be easily tied down! The titan crew can break from close combat at any moment if it still can move (avoiding it if it wishes). This means a crew with this skill cannot be pinned in close combat. If it decides to engage in close combat the opponent rolls only 1d6 (instead of the normal 2d6) to simulate its agility in avoiding close combat blows.


I'm not keen on the name of this skill. Yes, the skill allows the Titan to disengage but it also gives a significant advantage in Close Combat. How about calling it "Flees like a butterfly, stings like a bee" (I know the expression should be "Floats like a butterfly"). Alternatively, if you are a fan of brevity, maybe something like "Prizefighter"?

primarch wrote:
3. Bonesingers. The crew has been trained in the art of singing to the psychoplastic wraithbone of which the titan is made of. Their siren song means they can repair any damage on a roll of 2+ (only fails on a one). Weapons that are totally destroyed ( including those with weapon honor upgrades) can be regrows BETWEEN battles (not during the battle) on a roll of 4+ (50% chance).


2+ seems a bit generous. Maybe reduce it to 3+? Also, minor typo, last sentence should read:
Weapons that are totally destroyed ( including those with weapon honor upgrades) can be regrown BETWEEN battles (not during the battle) on a roll of 4+ (50% chance).


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


"Re-roll all missed shots once." Assuming this is once per turn?

primarch wrote:
1. Reinforced Wratihbone. All hit location saves gain +1 (maximum save of 0)


Typo - should read "Reinforced Wraithbone"

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


Typo - should read "Blast of the Phoenix"

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


Typo - should read "(those that do are too tough not to be affected outside close combat)"


primarch wrote:
6. Augmented Holofied. The holofield protects even when the phantom is not moving by diffracting its image. It also gives a holofield save versus barrages at 6+. it can be combined with evade to make the barrage save 4+.


Think this needs further clarification. Does this mean that the Titan still gets the basic 3+ even if it hasn't moved?

primarch wrote:
Harlequin: Probably a crew ability, may re-roll Close Combat dice once per engagement and never check Morale when fighting Chaos.


Agree this should be a crew ability and like rules. Actually, we'll have to state for all of these whether they are crew abilities or Titan upgrades. I think they should all be the former.

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


Maybe limit additional shot to anything within 50cm like DA guns? Or maybe not...

primarch wrote:
Fire Dragon: Not quite sure what to do with this one. Probably gives Elite. Ignores Cover to all weapons within 25cm range.


Thinking that rather than limiting range, cover modifiers are reduced by 1? Alternatively just stick with the Ignores Cover to all enemies within 25cm range. After all, they can charge & ff, and survival aside, there's no excuse for not getting to within 25cm of enemy units.


primarch wrote:
Howling Banshee: As per your "War Cry" ability.


Do we want this to be the same? What about something akin to Angron's roar? ie Morale checks for enemies within x cm.

primarch wrote:
Striking Scorpion: Upgrade. Gain an additional 2d6 in close combat, usable against any target.


Typo? Shouldn't it be an additional 1D6 in close combat?

primarch wrote:
Swooping Hawk: Upgrade. Gains revenant style Jump Packs.


Too similar too Winds of Isha? Maybe limit that to simply the 10cm movement increase and keep the Jump Packs to this?

primarch wrote:
Wraithguard: Upgrade. Crew is replaced with spirit stones, spread out across the whole Titan. Ignore all damage to Head location. 'Crew' always survives unless Reactor Exploded.


Given that we have removed the Reactor from the front of the Titan, is this overpowered?

ORKS

primarch wrote:
4. Ram dat gitz! The Kaptain knows how much orks like speed. If the gargant is on charfge orders he can order it to move THREE times its advance speed into close combat. The enemy titan receives 1 automatic hit to a random location on the hit location template. The gargant gains 1d6 for close combat versus unit with hit location templates. Units with no hit location use the info below.

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

The Gargant must be armed with the "Da grazzcutta" mekboy weapon to use this skill.


Just to confirm, is the grazzcutta part of the Ram da gitz! honour?

That's all I've got for now!

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 Post subject: Re: Titan Experience Rules
PostPosted: Tue Jul 23, 2013 9:18 pm 
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You seem to have used an early version of this for your reference, as we've discussed (and changed) many things already that were not addressed here.

primarch wrote:
If you have accrued sufficient XP to increase to higher level you gain 1 battle honor. Roll a d6 for honor type


Is XP gained between battles or during the battle as the VP are earned? I'd guess the former, but you don't specify. If during the battle, can the Titan level during the game?

primarch wrote:
Some want to be able to bring a titan with honor to a battle as a "one-shot" deal for a game. The cost of the titan is the same as per the construction rules with the added cost as follows:


Not quite an accurate description. The concern was not for one-time use of an experienced Titan in an ongoing series of battles as you imply, but using such titans in one-time battles where there is no ongoing narrative. Or for play-testing the system.

primarch wrote:
100 points cost for the FIRST honor
200 points for the SECOND honor
300 points for the THIRD honor
400 points for the FOURTH honor
500 points for the FIFTH honor
600 points for the SIXTH honor

Six honor is the maximum for any titan.

Thus a warlord titan that starts at 800 points costs 2900 (29 VP's) points to bring as a warlord grandmaster.

This is because the effects are not additive and the player will be selecting honors. Thus a pretty lethal and costly.

Otherwise earn them the old fashion way... ;)


This is also messed up. This was discussed and even you admitted that a flat 100 points per was too high. I was under the impression that we agreed on 50 points per Upgrade (and 100 per for Chaos Rewards). Why are you making the costs even higher by being 100 per upgrade per upgrade? This is directly contradictory to the earlier discussion in this thread. I'd seriously like to know why.

Not sure what you mean by "additive", but your logic seems flawed there. If you mean "cumulative" then you are most certainly incorrect, as the skills and upgrades all affect the Titan at the same time. Each earned honor does not replace the earlier one. (You seem to be saying that it's not very powerful, therefore it needs to cost a lot. This is illogical.) As for choosing, the plan as I recall it was for the type to be rolled, but the actual one selected, so there is not much difference there. Also I'm wondering why that changed to all random. For that matter, even when being purchased for a one-off game, the exact honor(s) received could be required to be rolled to simulate having been earned earlier. Perhaps two cost-schemes are in order. A lower cost rate (say 50 per Honor) for random and a higher rate (the 100 per Honor per Honor) for selected.

Also, the comment to "earn them the old-fashioned way" is unnecessary and insulting, as there is no "old-fashioned" way, unless you are referring to 2nd edition Titan Legions rules. It also speaks to your personal preference on the matter and is demeaning to those with a differing view. Perhaps I'm overreacting, but that's my view.

primarch wrote:
As an additional option, princeps of majoris status and above (short of grandmaster) gain ONE titan upgrade.
Crew survival


Put a line break or two between these, otherwise it looks like "Crew Survival" is the ability that the previous line is referring to. You should also specify that they gain the one Upgrade when they requisition a new Titan.
For that mater, what about a Majoris (or Grandmaster) who survives, but all six of their Honors were Crew Skills? Do they still gain bonus Upgrades? Doing so would put them above the limit of six Honors per Titan and would effectively be rewarding them for having the previous Titan destroyed.

primarch wrote:
1. Marksmanship: Marksmanship. The moderati is particularly blessed by the machine spirits. ONE weapon (chosen by player once honor is taken, weapon selection is permanent) can be fired with deadly accuracy. Because the moderati is an expert at targeting weak points on enemy armour, the weapon may add an additional -1 to the weapon's TSM. Furthermore, any shots against enemy units with hit location templates roll TWICE for scatter and the player takes the MOST FAVORABLE one for his shot. Also, if the weapon selected is a barrage and is required to scatter, the scatter is reduced to 1D6cm rather than 2D6cm. If the weapon is ever destroyed (blown off, etc) the moderati linked to the weapon is slain and the honor lost. This may be taken multiple times. Once per weapon system.


Two things here. First, one of the 'Marksmanship' words is redundant. It only needs one. Second, I thought we agreed to not use the phrasing of 'Most Favorable' as it can lead to confusion.

primarch wrote:
1. Masterwork Plasma Reactor. Thrice blessed by the highest Magos Technologis of Mars, this reactor purrs with efficiency. Maximum capacity increases by +3 and the Titan generates a bonus 1d3 plasma per turn.


Where is the alternate ability for those who are not using the Plasma rules? Wasn't this where you were going to place Agility since you decided to use my version of the extra shots?

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


Oh, here is Agility. No version of extra shots. Odd flip-flop on your part. Why the sudden change?


primarch wrote:
They use the same rules for Imperial titan crew skills and titan upgrades (when I make the lists I will change the names and flavor text of course), However each time a chaos titan receives an honor, there is a change the chaos gods are watching and a chaos reward is granted. But the chaos gods are fickle as well as unpredictable, so what is obtained is not certain....


Typo: "there is a change the chaos gods" should be "there is a chance the chaos gods"

The last sentence is very in keeping with the flavour of Chaos, but directly contradicts the system below, where what is gained is predetermined for any specific number of Honors. Not sure how, or if, to change that.

primarch wrote:
When you receive an honor roll a d6. If the number is equal or LOWER than the amount of honors accrued a chaos reward is obtained (at the highest level a reward is automatic).


In thinking about it, I'm not sure that it should be automatic at level 6. Automatic isn't inline with the flavour of Chaos. Not sure how to fix that without using 1d8. It seems to me that you use all-caps too much. 'Lower' doesn't need that much emphasis. If you feel the need to explain further, provide an example.

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


Should probably specify weapon details as 'Battlecannon' stats can vary from vehicle to vehicle.

primarch wrote:
5. Essence of Chaos. You acquire the power of the greater demon that is your patron OR select 2 chaos cards randomly each game and the titan may use them as if it were a demon.

6. Daemonhood! The titans turns into a giant daemon of chaos undivided. Anything goes here. Think along the lines of things like Bubonis, Skylok, etc. Come up with something unique!


I think you mixed these up. Entry 5 was supposed to be the "create your own unique power" slot, while 6 was making the Titan become a Greater Daemon. In my opinion, becoming a Greater Daemon is overly powerful enough without adding the "make up something unique" to it.

@The Bissler's comment. The whole point of the "create your own" is that you are NOT getting a predetermined ability, but get to make up something truly unique. Making a list defeats the purpose. In my view anyway.


primarch wrote:
The Eldar crew can select to follow a path as they do in everyday life and be faithful to that path. Instead of the standard crew list the Eldar crew selects a path skills.


My apologies. It seems that when I mentioned this earlier I wasn't specific enough with my intents. This does not just replace Crew skills, but rather replaces both Crew skills and Upgrades. Any specific Eldar Titan may use either the standard system or the Path system. No interweaving is allowed (except as inherent in the Path system). A better description might be "This Titan and crew have decided to honor their brethren by mimicking various Aspects of the Eldar Path." It was also my intent that while many of these abilities are more crew or upgrade oriented, they NOT be separated into different sub-lists and the player may select which one they wish each time from the entire list. A Path is a choice, never a random happenstance.

@The Bissler: These cannot all be Crew skills. How can adding Jump Jets be a crew skill?

As much as I prefer them to all be on one list, here is how I see them break down by category:
Crew: Bonesinger, Harlequin, Pathfinder, Fire Dragon, Striking Scorpion, Shining Spear.
Upgrade: Dark Reaper, Dire Avenger, Howling Banshee, Swooping Hawk, Warp Spider, Wraithguard.

primarch wrote:
Bonesinger: Crew ability as per your list.


Replace my description here with the description from your ability to minimize page-flipping, aside from noting it as a Crew ability.

primarch wrote:
Harlequin: Probably a crew ability, may re-roll Close Combat dice once per engagement and never check Morale when fighting Chaos.


Delete "Probably a"

primarch wrote:
Pathfinder: Gains Infiltration.


Specify as a Crew skill.

primarch wrote:
Dark Reaper: Upgrade, gains Quickdraw and improves TSM by 1 (either for all weapons, or may be selected once per weapon).


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

[Afterthought to address Bissler's concern]
As to Dire Avenger, I see no reason the range should be limited, since Imperial Titans can gain additional shot(s) with no range limit.

primarch wrote:
Fire Dragon: Not quite sure what to do with this one. Probably gives Elite. Ignores Cover to all weapons within 25cm range.


Replace "Not quite sure what to do with this one." with "Crew Skill." Replace "Probably gives Elite. Ignores Cover to all weapons within 25cm range." with "This Titan gains Elite and may Ignore Cover modifiers for all targets within 25cm."

primarch wrote:
Howling Banshee: As per your "War Cry" ability.


Replace "As per your "War Cry" ability." with the text from War Cry. When thinking of this, I thought that the Howling Banshee ability was too weak for the enemies that a Titan would be facing. The War Cry ability seemed about right, short of taking the time to create an entirely new ability. Note it's an Upgrade. I'm fine with it being War Cry.

primarch wrote:
Striking Scorpion: Upgrade. Gain an additional 2d6 in close combat, usable against any target.


Should be a Crew skill.
@Bissler: I intentionally put it in as 2d6, as a Titan will generally be fighting stronger foes than an Infantry would. To me, just getting +1d6 seems too light. I suppose we could replace this with the "Disengage!" ability (which I agree should be renamed, possibly to Lightning Reflexes) if +2d6 seems overpowered.

primarch wrote:
Swooping Hawk: Upgrade. Gains revenant style Jump Packs


Typos: capitalize Revenant and replace "Jump Packs" with "Jump Jets". Add note that a Revenant that selects this ability has it's Jump distance doubled.
Frankly, my first thought for this ability was to give the Titan Skimmer, but figured that was too much. Then I thought that I'd give it Jump Packs like the Infantry has, but then The Bissler mentioned the Revenant's Jump Jets, and that seems to be a better way to handle it. Of course with the note that if a Revenant chooses this ability, it's normal Jump distance is doubled, as per The Bissler's suggestion.

primarch wrote:
Wraithguard: Upgrade. Crew is replaced with spirit stones, spread out across the whole Titan. Ignore all damage to Head location. 'Crew' always survives unless Reactor Exploded.


Add " or is destroyed in such a way as nothing remains of the Titan to be recovered, such as by being sucked into a Warp Vortex or other such means." just after "Exploded"
@The Bissler: I don't see how an Eldar Titan is thick enough to not have it's reactor accessible from the front and was not aware of that change. Still, the effect will probably be minor.

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


For clarity's sake, I'd suggest to delete "This also applies when the titan overruns." and amend the last sentence to read "This only applies when the titan moves into CC, or when it performs an Overrun." Otherwise the final sentence seems to contradict the preceding one.

primarch wrote:
WE NEED TO FLESH THIS OUT FOR ITS FINAL FORM


Not quite sure what you mean by this. There are twelve abilities, thirteen if you count Exarch. And why are you shouting?
Speaking of Exarch, that reminds me that we really should have differing names for the progression levels based on each race. Orks are not going to call a Gargant a "Majoris" or anything from that table.


Orks.
No major concerns here, aside from what The Bissler mentioned.

primarch wrote:
4. Ram dat gitz! The Kaptain knows how much orks like speed. If the gargant is on charfge orders he can order it to move THREE times its advance speed into close combat. The enemy titan receives 1 automatic hit to a random location on the hit location template. The gargant gains 1d6 for close combat versus unit with hit location templates. Units with no hit location use the info below.


Typos here: Ork, Orks, and Gargant should always be capitalized as they are proper names for specific things. Same with many references to eldar above, should always be Eldar. Replace "charfge" with "charge".
Not really a big deal, but I see you've decided to omit the belief making it go faster idea entirely. Pity. It would have been nice to see some comments on that from other people.
Lots of typos in the Ork section. Mekboy not mekbiy. Mega-Gargant should always be hyphenated. Kaptin not Kaptain.


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 Post subject: Re: Titan Experience Rules
PostPosted: Tue Jul 23, 2013 9:36 pm 
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Hi!

I'll address everything more specifically in the next two days as things are a little hectic at the moment.

I realize the copy/paste job was suboptimal (poor), but I was counting on you two to point out all the changes to make it easier to edit in its final form. It worked. ;)

As for the experienced titans and costs, it seems I jumped that whole part and forgot about the 50 point thing per honor, etc. Will fix it soon enough.

I didn't include the "increased ammo feed" and the ork one because they need further discussion. Once we hammer out the ones we were in agreement with we'll talk more about these two.

Give me a day or two to get "real life" off my back and we can organize this better. :)

Primarch


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