These rules are (at least intended to be) a simplification of Blarg's Emperor Titan rules.
Imperator Class Emperor Titan Chassis Type: War engine Speed: 15cm Armor Save: 4+ Close Combat: 3+ Firefight: 3+ Weapon: Range, Firepower, Notes 4x Heavy Bolter: 30cm, AP5+, Forward Arc 3x Heavy Bolter: 30cm, AP5+, Rear Arc
Damage Capacity (7). 12 Void Shields, Walker, Reinforced Armor, Thick Rear Armor, Fearless, Emperor Class Titan Supreme Commander, Transport(12), 4x transported infantry may fire and/or participate in CC or FF attacks. Critical Hit Effect: The Imperator?s plasma reactor has been damaged. Roll a D6 for the Imperator in the end phase of every turn: on a roll of 1 the reactor explodes destroying all parts of the Imperator, on a roll of 2-3 the Chassis suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 10cms of the Imperator will be hit on a roll of 4+.
Imperator Class Emperor Titan Carapace Type: War engine Speed: 0 Armor Save: 4+ Close Combat: n/a Firefight: 3+ Weapon: Range, Firepower, Notes Doomsday Cannon: 120cm, 3BP, Macro-weapon, Fixed Forward Arc Defence Laser: 90cm, MW2+/AA4+, TK(D3) 2x Battle Cannon: 75cm, AP4+/AT4+, Left Arc 2x Battle Cannon: 75cm, AP4+/AT4+, Right Arc Lascannon: 45cm, AT5+/AA5+, Left Arc Lascannon: 45cm, AT5+/AA5+, Right Arc
Damage Capacity (5). 12 Void Shields, Reinforced Armor, Thick Rear Armor, Fearless, Transport(12), 6x transported infantry may fire and/or participate in FF attacks. Critical Hit Effect: Void Shield Generator damaged, no part of Imperator can repair shields. Roll a D6 in the end phase of every turn: on a roll of 1 the Generator is destroyed causing 1 DC damage to Carapace, on a roll of 2-3 nothing happens, and on a roll of 4-6 the Generator is repaired and will cause no further trouble. If the Void Shield Generator explodes, Imperator loses all shields and cannot repair them.
Imperator Class Emperor Titan Left Arm Type: War engine Speed: 0 Armor Save: 4+ Close Combat: n/a Firefight: 3+ Weapon: Range, Firepower, Notes Plasma Annihilator: 90cm, D3x MW2+, TK(D3), Forward Arc Damage Capacity (3). Reinforced Armor, Thick Rear Armor, Fearless. Critical Hit Effect: The gun explodes, Left Arm is destroyed, 1 DC damage to Chassis.
Imperator Class Emperor Titan Right Arm: Type: War engine Speed: 0 Armor Save: 4+ Close Combat: n/a Firefight: 3+ Weapon: Range, Firepower, Notes Hellstorm Cannon: 90cm, 3D6BP, Forward Arc Damage Capacity (3). Reinforced Armor, Thick Rear Armor, Fearless. Critical Hit Effect: The gun explodes, Righ Arm is destroyed, 1 DC damage to Chassis.
Special Rules:
1. The Chassis must be activated first, unless it is broken or destroyed. 2. All parts must make action tests separately. All parts must take the same orders as the Chassis tried to take (regardless whether it passed action test). If the Chassis is broken or destroyed, all parts must take Advance orders. 3. As an exception to the above, if the Chassis takes or tries to take Sustain Fire or Overwatch, any other part take choose whether to Sustain Fire or Overwatch. 4. The Chassis cannot move when carrying out the Hold action. The Chassis cannot make Withdrawal moves. 5. If the Chassis moved, all parts making Hold or Marshall action count as chosing to move, and therefore cannot shoot. 6. If the Chassis marches, all parts count immediately as having marched this turn and cannot provide supporting fire. They still must make action tests, however. 7. When the Chassis assaults, it must declare combined assault, including other parts, (as in normal rules, except there are 4 of them). Imperator cannot take part in combined assaults with other formations. 8. All parts count as mingled formations and must be assaulted together. 9. Void shields are common for all parts, and the number of shields noted in Chassis and Carapace is the same maximum number of shields (you don't add them up). There is a single Void Shield pool which is used to defend all parts. Any parts with Void Shields in their rules, if undestroyed, can repair one shield in the end phase, and additionally when regrouping can repair shields as normal, up to common maximum. If the Carapace is destroyed, Void Shield Generator goes with it. In that case Imperator loses all shields and cannot repair them. 10. Except for the above, all parts count as different formations. They activate separately, they have separate blast markers, can be broken separately, can shoot at different formations, etc. 11. When the Chassis is destroyed as the result of a Critical Hit, all parts are destroyed. Otherwise, all other parts receive D3 TK hits and are immediately broken. The Imperator counts as having speed 0.
The reason for the strict limitations in the actions that can be taken when the Chassis fails activation is that without them in some situations it would be useful to fail action test. Eg if the Chassis was broken taking the Sustain Fire action, it could move, and other parts could fire on sustain. Or if the Chassis marched or doubled, any part failing the action test could fire without modifiers. Making the Chassis stop when holding or broken also makes it clear that in the case of the Imperator when a part breaks, it does not mean a blind panic of crew, but that there is some malfunction - eg sensor destroyed, communication breakdown etc.
The reason for giving the Imperator a (small) chance to survive the destruction of the Chassis was to make firing at it when the shields are down a less obvious choice. Also I think that the image of the Imperator, stranded on the ground with broken legs firing all guns, is interesting.
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