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Alternate critical hit table

 Post subject: Alternate critical hit table
PostPosted: Wed Aug 23, 2006 4:31 pm 
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As some of you may remember, I've been working on an alternate critical hit tables, based on d10 instead of d6. Last night I finished writing my rough draft for the Warlord and as soon as I've typed it, I'll post it here.

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 Post subject: Alternate critical hit table
PostPosted: Wed Aug 23, 2006 7:22 pm 
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great !! I'm finishinto paint my six warlord MK3 titans and I can to test your rules.

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 Post subject: Alternate critical hit table
PostPosted: Wed Aug 23, 2006 7:36 pm 
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Excellent. Just what I need, another playtester.  :cool:

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 Post subject: Alternate critical hit table
PostPosted: Thu Aug 24, 2006 2:00 am 
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Hi!

I'd like to see them when they are done.

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 Post subject: Alternate critical hit table
PostPosted: Thu Aug 24, 2006 8:13 am 
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Great DS, look forward to seeing them.  I'm sure my gaming buddy will be over joyed to play test them!

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 Post subject: Alternate critical hit table
PostPosted: Thu Aug 24, 2006 2:50 pm 
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As promised, here they are:

Alternate Imperial Titan Damage Tables

Weapons: roll D10

1-2: The weapon is slightly damaged. Until repaired there is a -1 penalty to To Hit rolls.

3-4: The weapon has been moderately damaged. Until repaired the number of hit dice or
barrage points is halved, rounded up.

5-6: The weapon has been severely damaged. The weapon may not be fired until
repaired.

7-8: The weapon has been destroyed and cannot be repaired.

9 : The weapon has been blown clean off the and scatters 2D6 cm in a random
direction. Any units hit by the weapon must make a save or be destroyed.

10 : 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 : Carapace
3-4 : Reactor
5-6 : Head

Then roll a D10 refer to the appropriate damage table.


Legs: roll D10

1-2 : The leg is slightly damaged, reducing the Titan?s movement by 1/3.

3-4 : The leg is moderately damaged, forcing the Titan to walk with a limp. The Titan?s
movement rate is halved.

5-6 : The leg is heavily damaged, as above, but also may not enter difficult terrain and
may make only one 45 degree turn.

7-8 : The leg has suffered extensive damage and it is possible that it will give way if the
Titan attempts to move. Roll a D6 is 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 are
destroyed.

9 : The leg is crippled and may not be repaired. It may not move or turn for the rest of
the game.

10 : 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 D10

1-4 : The reactor has been damaged, reducing the output of plasma until repaired. The
Titan's movement and CAF are reduced by half. Weapons have a -1 To Hit
modifier and no plasma weapons may fire.

5-6 : 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.

7-8 : 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 a D10
and consult the following table:

1-3 : The reactor is partially repaired. See 1-4 result above.
4-6 : The reactor is completely repaired. The Titan resumes functioning.
7-8 : The breach has been contained, but the reactor shuts down completely.
See 9 result below.
9-10: Meltdown! See 10 result below.

9 : The reactor has been heavily damaged. Automatic safeties kick 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.

10 : The reactor is destroyed, resulting in a catastrophic meltdown which vaporizes
the Titan. Remove the Titan and all units within 3D6 cms are automatically
hit and must make an unmodified save. Units within void shields or power fields
lose 1 void shield/power field.

Carapace : roll D10

1-4 : The Void Shield Generator is mildly damaged. The VSG shuts down immediately,
but there is a +1 modifier to the ensuing repair roll.

5-6 : The Void Shield Generator is moderately damaged and shuts down until repaired.

7-8 : The Void Shield Generator is heavily damaged. The VSG automatically shuts down
and is irreparable for the rest of the game.

9 : The Void Shield Generator is severely damaged and in danger of overloading. Roll
a D6 on a 4-6 the VSG is shutdown safely. On a 1-3 the VSG explodes as
described below.

10 : The Void Shield Generator is crippled, overloads and explodes, causing
catastrophic damage. The Titan is destroyed, but remains standing. All units within
2D6 cms are hit and must make an unmodified save. Any units with void shields or
power fields lose one void shield/power field.


Head : roll D10

1-2 : The Mind Impulse Unit is slightly damaged. Until repaired the Titan may only move
or fire if you first roll 2+ on a D6.

3-4 : The Mind Impulse Unit is heavily damaged. Until repaired the Titan's CAF is
halved and may only move or fire if you first roll 4+ on a D6.

5-6 : The shot punches through the bridge, killing crew members. The Titan's CAF is
halved for the rest of the game.

7-8 : 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.

9 : The bridge is severely damaged, destroying the Mind Impulse Unit. The entire crew
is killed by the feedback from the MIU. The Titan grinds to halt. Although the
Titan remains standing, it is considered destroyed for VP purposes.

10 : 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.


I haven't playtested these yet myself and, thus, can be considered version 1.0. Any comments and suggestions will be greatly appreciated.

EDIT: I have this stored as a Word file. Should anyone want a copy, I'd be more than happy to email it.

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Last edited by Dwarf Supreme on Mon Apr 26, 2010 7:04 pm, edited 2 times in total.

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 Post subject: Alternate critical hit table
PostPosted: Thu Aug 24, 2006 3:23 pm 
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Hi DS, that looks great.  Will add a fair bit more longevity to the warlord.  Are you planning on doing the same for Reavers (D8) and Warhounds (D6 still)?

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 Post subject: Alternate critical hit table
PostPosted: Thu Aug 24, 2006 3:33 pm 
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(Enderel @ Aug. 24 2006,10:23)
QUOTE
Hi DS, that looks great. ?Will add a fair bit more longevity to the warlord. ?Are you planning on doing the same for Reavers (D8) and Warhounds (D6 still)?

I was planning on using these for the Reaver and Warhound as well. If you might have noticed, the damage tables for the Reaver and Warhound (I'm pretty sure) are identical.





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 Post subject: Alternate critical hit table
PostPosted: Thu Aug 24, 2006 3:39 pm 
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:D  I always thought that they looked the same but never really looked in depth at them.  

I think they should change a little for each type, only a little though.  Hence the idea of a D8 and D6 based damage system for the other types.

If Emperors weren't already stupidly powerful how about a D100 for their damage locations??!  :D

I'm presuming that the standard rule of +1 to damage for each consecutive hit is still enforced for these templates as well?

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 Post subject: Alternate critical hit table
PostPosted: Thu Aug 24, 2006 3:49 pm 
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Since my intention is to make Titans in genreal a little more robust, I wanted to make a D10 table for all three titans. It was partially because of the "+1 to damage" rule (which is still enforced) that I decided to create tables using D10. Now that I have one set written, I'm going to go back and see what needs to be changed for Reavers and Warhounds. I don't anticipate any big changes, but I'm sure there'll be a few small ones.

D100 For Imperator, hmmm, there's a thought.  :p  Man, that would be a lot of work! But seriously, I'm not sure they need any more help, but if I did do one for them, D10 or D12 (or even D20) would probably be sufficient.

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 Post subject: Alternate critical hit table
PostPosted: Thu Aug 24, 2006 10:20 pm 
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Hi!

This looks good, one comment on the weapons table under damage rolling a 3-4, what if the attack dice are just one? What would the penalt be?

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 Post subject: Alternate critical hit table
PostPosted: Fri Aug 25, 2006 2:25 pm 
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(primarch @ Aug. 24 2006,17:20)
QUOTE
Hi!

This looks good, one comment on the weapons table under damage rolling a 3-4, what if the attack dice are just one? What would the penalt be?

Primarch

Hmmm, I hadn't considered that. I'll have to think about it. Perhaps an additional -1 To Hit.

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 Post subject: Alternate critical hit table
PostPosted: Fri Sep 01, 2006 4:15 pm 
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Hi!

Perhaps or -2. It seems like a good penalty.

Primarch

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 Post subject: Alternate critical hit table
PostPosted: Fri Sep 01, 2006 4:28 pm 
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(primarch @ Sep. 01 2006,11:15)
QUOTE
Hi!

Perhaps or -2. It seems like a good penalty.

Primarch

Yeah, that's not a bad idea.

It also occured to me that I need to consider weapons that use a flame template. Perhaps a To Hit penalty or all half the targets can be hit or something along those lines.

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 Post subject: Alternate critical hit table
PostPosted: Fri Sep 01, 2006 6:50 pm 
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here you have the table with the crit hits

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