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Emperor Titans?

 Post subject: Emperor Titans?
PostPosted: Sun Feb 26, 2006 4:00 pm 
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Does not Jervis have an I-Titan stats/listing in the E:A rules ?

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 Post subject: Emperor Titans?
PostPosted: Sun Feb 26, 2006 4:25 pm 
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Hi!

I think you should tweak it with your playtest data until its worth the points.

We did that with the mega gargant in netepic which was overpriced for the weapons it has. We increased the rage on some and it worked out good.

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 Post subject: Emperor Titans?
PostPosted: Sun Feb 26, 2006 5:19 pm 
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Baduin is this the correct stats for your imperator,

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.


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 Post subject: Emperor Titans?
PostPosted: Sun Feb 26, 2006 6:00 pm 
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Is it a trick question?

This is a part of my rules for the Chassis of the Emperor Titan. (and the only difference with Blarg's is critical damage effect and the fact that he mentions the shields only in the Carapace section.)

I noticed that there is no mention about stepping over terrain, which should be added.

As for damage capacity, remember that the whole Emperor Titan is divided in 4 parts, so the Chassis gets only part of the DCs. They add up to 18, like in Collector's Models section.

My (and Blarg's also) Emperor Titan gets more Shields (12 compared to original 8), to make it more resistant, since you need only to destroy the Chassis to effectively put it out of fight.

In addition my version of Emperor can regain shields twice as fast as other Titans (since both Carapace and Chassis can regain shields).


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 Post subject: Emperor Titans?
PostPosted: Mon Feb 27, 2006 6:02 am 
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I find it amazing the lengths that people go to to make a simple model complicated.

Regarding split fire. I think it might make a good rule for the titan legions/OGBM to have a limited split fire rule (only allowed if the force consists of only titans). Simply place a -1 modifier for each additional formation targeted.

Regarding the shields, simply place a note in the notes section stating that the titan regains X number of shields depending on action (overwatch/marshal = 3, double/advance = 2, March/sustained fire = 1) OR simply state that it regains D3 every end phase.

4+RA save seems right. 2+CC and 3+FF (Warlord has 2+; Imperator is scarier if it steps on you).

12 shields would seem correct to me in the context of 18 hits.

A more detailed critical than just reactor hits would seem to be in order. Here's the of top of my head suggestion....

If a critical is rolled roll a D6 again
1: Head hit -1 to activation roll, second head critical automatically breaks titan.
2: Random Primary weapon damaged, may not fire during next activation.
3-5: Superstructure damaged, roll a D6: 1-3 One additional DC point lost. 4-6 One randomly selected secondary weapon is destroyed.
6: Reactor breached. Titan will lose D3 DC each turn until it spends a turn shut down (without activating). Before activating every unit within 2D6cm will take a MW6+ hit.

Catastrophic damage table.
1-2 The titan collapses. Any model within 10cm takes an AP4+/At5+ hit from flying debris.
3-4 Catastrophic ammunition explosion. All units within 3D6cm receive a MW5+ hit.
5-6 Reactor explosion and plasma flood. All units within 5cm take a single TK(D3) hit. All units within 3D6cm take an AP3+/AT5+ mega-weapon hit.

Cheers!
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 Post subject: Emperor Titans?
PostPosted: Tue Feb 28, 2006 12:17 am 
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Catastrophic damage table.
1-2 The titan collapses. Any model within 10cm takes an AP4+/At5+ hit from flying debris.
3-4 Catastrophic ammunition explosion. All units within 3D6cm receive a MW5+ hit.
5-6 Reactor explosion and plasma flood. All units within 5cm take a single TK(D3) hit. All units within 3D6cm take an AP3+/AT5+ mega-weapon hit.



Isn't the catastrphic damage and ?Mega-weapon from epic 40k era not epic Armageddon.

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 Post subject: Emperor Titans?
PostPosted: Tue Feb 28, 2006 5:41 am 
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It's there if we make it there.

Personally I bemoan the fact that we can't blow bits off the titans as we shoot at them.

Cheers!
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 Post subject: Emperor Titans?
PostPosted: Tue Feb 28, 2006 3:16 pm 
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Quote (Tepoc @ 28 Feb. 2006 (04:41))
Personally I bemoan the fact that we can't blow bits off the titans as we shoot at them.

I'd like to see that, too.

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 Post subject: Emperor Titans?
PostPosted: Wed Mar 01, 2006 1:45 am 
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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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 Post subject: Emperor Titans?
PostPosted: Wed Mar 01, 2006 9:02 am 
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Question - has anyone actually teested these multi-activation shenanigans yet?

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 Post subject: Emperor Titans?
PostPosted: Mon May 15, 2006 9:44 pm 
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Has anyone tried any of these yet? It's been over two months since the ideas went up, and I haven't seen any indications that they've been used... Have people forgotten they're here?


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 Post subject: Emperor Titans?
PostPosted: Mon May 15, 2006 11:50 pm 
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Forgotten No, used No.

No game of Epic where it would be a viable selection in the last few months.

dafrca

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 Post subject: Emperor Titans?
PostPosted: Wed May 24, 2006 5:06 pm 
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Not that I'd be able to test it or anythung, but that last one looks best to me. 5 statlines, ok, but no wads of special rules for activating.
And this one understood that, when the feet are destroyed, the rest comes crashing down!

Oh, and catastrofic damage charts for the win!

Frecus
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 Post subject: Emperor Titans?
PostPosted: Wed May 24, 2006 6:20 pm 
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Quote (Frecus @ 24 May 2006 (17:06))
Not that I'd be able to test it or anythung, but that last one looks best to me. 5 statlines, ok, but no wads of special rules for activating.
And this one understood that, when the feet are destroyed, the rest comes crashing down!

Oh, and catastrofic damage charts for the win!

Frecus
The glade wanderer
Madwarrior

Keep in mind that 'destroying' a tank doesn't necessarially mean actually rendering it to bits. Just doing enough damage to it it's no longer a functional threat. The most common way to take a modern tank out of combat is to damage/destroy it's engines. Without the engines it doesn't have the power to move, turn it's turret, elevate the gun, or more or less anything else. Sure it's a great big road-block, but it's no longer a functional threat to the enemy army.

Likewise, I can't imagine that 'killing' the legs on something the size of an Emperor would mean actually destroying them, or even severing them from the body. Far more likely it'd represent you doing sufficient damage to it's joints and motors to prevent movement. Personally I'd say that if you destroy the Chassis that all the other parts become immobile, but aren't destroyed. As it stands you need only inflict 7 DC to kill it. Which doesn't feel right at all.

My other problem with the whole 'Formation of war-engines' is that the side-arms only have DC 2. While this is OK for the most part, since you want them relatively easy to remove, it means that you need only lay 2 blast markers on it (a very easy task) to take one of it's two best weapons offline! That doesn't feel right at all... These are the thing's primary weapon systems, why would they be the parts most vulnerable to being disabled by enemy fire?


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 Post subject: Emperor Titans?
PostPosted: Wed May 24, 2006 8:47 pm 
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When I first laid out the rather complicated rules for dividing up the Emperor up into seperate sections one of the ideas was that whenever the Imperator were to take blast markers they were to be evenly distributed amongst the whole titan.  Either I didn't write or explain that well, or something got lost in the translation.  

Blast Markers: Since every section is considered a separate formation each section needs to keep track of blast markers separately. Whenever the Emperor Titan receives a blast marker for being fired upon by an enemy formation the blast marker is assigned to one of the sections by the Emperor?s player.

Designer?s Note: Even though weapon hits are distributed among the various sections and would theoretically inflict a blast marker on each section struck, this would potentially result in a single enemy formation inflicting 4 blast markers without considering those for damage, an unrealistic outcome.


This means that under my suggested rules an Emperor would have to take 9 to 11 blast markers, depending on how they were allocated, before the first of the two arms would be suppressed and 10 to 12 before the second is suppressed.  Keep in mind at this point the Carapace could still fire its weapons and the Chassis could still operate.

Check this out for details:

Suggested Emperor Class Titan Stats

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