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Emperor Titans?

 Post subject: Emperor Titans?
PostPosted: Thu Feb 16, 2006 11:57 am 
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I have noticed that there are no Emperor class titans in the list; are they out of the list, or are their rules still not decided on?

Thanks in advance! :)

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 Post subject: Emperor Titans?
PostPosted: Thu Feb 16, 2006 3:38 pm 
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They are mentioned in this thread http://www.epic40k.co.uk/epicomm....;t=4914 (it's the third pinned topic from the top on this board).

As you may already know...

There are a lot of problems with the Emperor class titans. They are so expensive that playing them in a 2700 pt tourney would leave so few other units in the force that it would be nearly impossible to cover all of the objectives on the board. In order not to waste firepower, they'd probably have to be able to split fire, which needs to be ironed out.

As for their strengths, they'd surely be the BTS objective, but they'd be about 2-3x as hard to kill as every other army's BTS objective, which many opponents might think at tad unfair. Also, they highlight the problem that WE's don't degrade in performance as they take damage, so they'd still be as dangerous with 1 DC as they are with max DC.

Still, most everybody I know would like them in the list - they are the biggest of the big bad titans. There just hasn't much discussion about them lately. If you have any ideas about how they could be made to fit into E:A better, feel free to share


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 Post subject: Emperor Titans?
PostPosted: Thu Feb 16, 2006 5:25 pm 
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With a poor armour save and pathetic FF and CC values the machine just does not justify a high cost.

Mixed with the ability to only target 1 unit and that it suffers 9 hts from an artillery barrage it will suffer badly in a game large enought to field it.

As it stands 1200 points would be fitting but a Warlord and a Warhound would still provide better support.

The background only suits large scale battle groups thoughand an upgrade stat line of FF3 and CC3 with a 4+ Armour Save a points cost of around 1600 would be suitable.

The inablity to hold multiple objectives and target more that 1 Unit is offset by the fact that your BTS objective and whatever objective the Titan is sitting on are pretty secure.


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 Post subject: Emperor Titans?
PostPosted: Thu Feb 16, 2006 6:00 pm 
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With a poor armour save and pathetic FF and CC values the machine just does not justify a high cost


The Imperator armour/FF/CC stats are in the errata .
Page 164: Imperator Titan datasheet: ?Speed 30cm, Armour 5+, Close Combat 4+, Firefight 4+? should be ?Speed 15cm, Armour 4+, Close Combat 3+, Firefight 3+?


Mixed with the ability to only target 1 unit and that it suffers 9 hts from an artillery barrage it will suffer badly in a game large enought to field it.


The titan would not be hit 9 times it would be attacked 9 times needing 4+ to hit on sustained fire,then it would have a 4+ reinforced armour saves plus all its shields.


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 Post subject: Emperor Titans?
PostPosted: Thu Feb 16, 2006 9:03 pm 
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Check this out:

http://forums.specialist-games.com/epic....ID=5822

Long and detailed compared to the normal fare, but should take care of many concerns.

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 Post subject: Emperor Titans?
PostPosted: Thu Feb 23, 2006 8:53 pm 
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They look great, I am in the process of assembling an Imperator, so in maybe 2 weeks I'll have a go against an OGBM list and let you all know how it fared with these rules.

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 Post subject: Emperor Titans?
PostPosted: Thu Feb 23, 2006 10:49 pm 
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Just a note, Obi-wan, but those rules aren't guarenteed as being in v3.0 at all.

However, a playtest of them (as opposed to pure theorising) would certainly be interesting.

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 Post subject: Emperor Titans?
PostPosted: Thu Feb 23, 2006 11:36 pm 
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I think this would be the first time someone actually playtests this rules for the Imperator.




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 Post subject: Emperor Titans?
PostPosted: Fri Feb 24, 2006 6:53 am 
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The rules are WIP, it seems to me ! :;): As my I-Titan is SIB/WIP !! :laugh:

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 Post subject: Emperor Titans?
PostPosted: Fri Feb 24, 2006 9:16 am 
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BlackLegion - to my knowledge, you're correct. I'll admit to not being convinced yet by the multi-activation Imperator, so I want to see how t plays before I consider using it at all.

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 Post subject: Emperor Titans?
PostPosted: Fri Feb 24, 2006 10:35 am 
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They are pretty complex rules. All the expeptions which order each section can take if another section takes order this or that. Hard to remember i think.
And i'm alittle puzzled, that only the carapace has void shields, all other sections are unshielded.





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 Post subject: Emperor Titans?
PostPosted: Fri Feb 24, 2006 4:48 pm 
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Quote (BlackLegion @ 24 Feb. 2006 (09:35))
They are pretty complex rules. All the expeptions which order each section can take if another section takes order this or that. Hard to remember i think.
And i'm alittle puzzled, that only the carapace has void shields, all other sections are unshielded.

What you can do to help you remember is to use a flow chart which lays out the possible combinations. Having some sort of visual aid usually helps me.

As for the void shields, that doesn't seem right. I haven't read the Imperator rules recently, but I believe the whole Titan is shielded, but the void shield generator is in the carapace.

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 Post subject: Emperor Titans?
PostPosted: Fri Feb 24, 2006 5:24 pm 
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Hey all, did you see the new article on Imperators, Warmongers and DIY impy-sized titans downloadable from the SG front page? :D

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 Post subject: Emperor Titans?
PostPosted: Fri Feb 24, 2006 6:25 pm 
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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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 Post subject: Emperor Titans?
PostPosted: Sun Feb 26, 2006 9:54 am 
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Having now used the Imperator under both listings it still does not justify a huge points cost, otherwise 2 Warlord will always be the sensible choice.

After all if you point it even about 1500 most opponents will have sufficient firepower to strip the shields down and the fact that it can still die to 1 crit is a big risk.

As you have so few activation with one of these in the force it tends to sit on a objective and enemy forces can then pick off your remaing forces.

If it goes huting you loose on objectives.

As for it being your BTS objective, simply ignore it and use a numerical advantage to blitz etc.


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