Modified version of my proposed rules. Now Emperor is a group of warmachines making one formation - and it is possible to shoot bits of it, by destroying separate parts of it.
Imperator Class Emperor Titan Chassis Type: War engine Speed: 15cm Armor Save: 4+ Close Combat: 5+ Firefight: 3+ Weapon: Range, Firepower, Notes Forward Defence Turrets: 30cm, 4x AP5+/AT6+, Forward Arc Read Defence Turrets: 30cm, 3x AP5+/AT6+, Rear Arc Stomp: Assault Weapon, Macro Weapon, Titan Killer (D1). Damage Capacity (7).
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+.
Notes: Walker, Reinforced Armor, Thick Rear Armor, Fearless, May step over units and impassable or dangerous terrain that is lower than the Titan?s knees and up to 2cm wide. Transport(12), 6x transported infantry may fire and/or participate in FF attacks. As long as there is any infantry onboard, if any enemy infantry unit gets in base contact with Imperator, they count as being in base contact with all infantry units aboard instead. (Mounted units count as vehicles). As long as there is any infantry aboard, enemy infantry are never treated as being in base contact with Imperator, which can attack them only with firefight attacks. If contacted, all infantry formations onboard count as commingled and take part in the assault. All infantry units aboard are treated as being in cover. Only close combat hits by enemy infantry in base contact with Titan can be assigned to infantry aboard. When all infantry aboard are destroyed, enemy infantry in base contact with Titan can attack it normally.
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)
Damage Capacity (3). 12 Void Shields, 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. Notes: Reinforced Armor, Thick Rear Armor, Fearless, Supreme Commander, Transport(12), 6x transported infantry may fire and/or participate in FF attacks.
Imperator Class Emperor Port Gun Towers Type: War engine Speed: 0 Armor Save: 4+ Close Combat: n/a Firefight: 3+ Weapon: Range, Firepower, Notes 2x Battle Cannon: 75cm, AP4+/AT4+, Left Arc Lascannon: 45cm, AT5+/AA5+, Left Arc Damage Capacity (2). Critical Hit Effect: Ammo Magazine explodes. Towers Destroyed, 1DC damage to Carapace. Notes: Reinforced Armor, Thick Rear Armor, Fearless,
Imperator Class Emperor Starboard Gun Towers Type: War engine Speed: 0 Armor Save: 4+ Close Combat: n/a Firefight: 3+ Weapon: Range, Firepower, Notes 2x Battle Cannon: 75cm, AP4+/AT4+, Right Arc Lascannon: 45cm, AT5+/AA5+, Right Arc Damage Capacity (2). Critical Hit Effect: Ammo Magazine explodes. Towers Destroyed, 1DC damage to Carapace. Notes: Reinforced Armor, Thick Rear Armor, Fearless,
Imperator Class Emperor Titan Left Arm Type: War engine Speed: 0 Armor Save: 4+ Close Combat: n/a Firefight: 4+ Weapon: Range, Firepower, Notes Plasma Annihilator: 90cm, D3x MW2+, TK(D3), Forward Arc AND Small Arms, 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. Notes: Reinforced Armor, Thick Rear Armor, Fearless,
Imperator Class Emperor Titan Right Arm: Type: War engine Speed: 0 Armor Save: 4+ Close Combat: n/a Firefight: n/a 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. Notes: Reinforced Armor, Thick Rear Armor, Fearless,
All parts count as different WE making one formation.
1. Each part can shoot at a different target. 2. Void shields are common for all parts. Void Shield Generator, if undestroyed, can repair 2 shields in the end phase, and additionally 3. When regrouping roll 2D6 and add results. 4. If the Carapace is destroyed, Void Shield Generator goes with it. In that case Imperator loses all shields and cannot repair them. 5. When the Chassis is destroyed as the result of a Critical Hit, all parts are destroyed. If the chassis is destroyed by losing all DC, all other parts receive D3 TK hits each and the Imperator is immediately broken. The Imperator counts as having speed 0. 6. The Imperator is suppressed from the ground up. Chassis first, then Arms, then Gun Towers, then Carapace. When two parts have equal height, the owning player decides which is suppressed first.
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