The following rules are rules I have come up with to make the Emperor Class Titans, the Imperator and the Warmonger, more playable in a limited points style game and to make them more representative of what they were in previous editions of Epic and what they should be considering their size.
The General rules are pertinent to both the Imperator and the Warmonger. They are longer that what I would have liked but I wanted to build in a lot of flexibility, clarify as much as I could, and be as complete as possible. I fully encourage readers to look over these rules and point out any perceived problems or ask any questions. I am also interested in estimates of the points cost that should be charged for the Imperator and the Warmonger. Playtest reports are, of course, very welcome and will be listened to for details.
The Imperator has some changes compared to what was originally printed in the E:A rulebook on page 164. I added the transport ability that was present in the Imperator?s first release in the Titan Legions game. I changed the Demolisher Cannon to the original Doomsday Cannon (stats courtesy of the Leviathan on p. 170) partly to up its firepower and partly because of the talk of giving all Demolisher armed units and extra FF attack. The Hellstorm Cannon has had its range increased from the paltry 60cm to a more representative 90cm. I have also added rules for the Sensorium Dome that was a much-talked about feature in the Imperator?s first release.
The Warmonger?s basic stats are pretty much copied from the Imperator. The Doomstrike Cannon is based off of commentary found in Epic 40,000 Magazine Vol. #1. The Vengeance Cannon is also based off of commentary found in Epic 40,000 Magazine Vol. #1, it should be noted that the original stats called for the guns to be similar to Volcano Cannons but with a longer range, something to which I have adhered. The Flak Cannons I have copied off of the stats for the Hydra. The Lysander Targeting Craft was roughly based off of the Thunderbolt fighter and should be considered open to change, I am not entirely sure how to represent it.
Please look over what I present as a suggestion, I look forward to all constructive commentary. I hope that you will enjoy playing these monsters and the challenges that they pose.
General Emperor Class Titan Rules
General Description: The Emperor Class Titans are huge war engines that dwarf all other titans, such that they have to be considered a collection of war engines for purposes of game use. Treat Emperor Class Titans as 4 separate sections, each section their own formation with their own activation roll: The Chassis, the Carapace, the Left Arm. and the Right Arm. The Chassis is the primary section of the Emperor comprising of the legs, torso, and head. All of the other sections must conform in some manner to what the Chassis does. Note that they do not all have to have the same orders, but the movement of the Chassis, and its attendant firing to-hit modifiers, will affect how the Carapace and the two Arms operate.
Orders: The Chassis is the primary section of the Emperor. Whatever orders the Chassis takes the other sections are along for the ride. If the Chassis has Advance, Double, or March orders then the other sections must be given the same orders, or be given Marshal orders, or default to Hold orders.
If the Chassis has been given Sustained Fire or Overwatch orders then the other sections may take Sustained Fire or Overwatch Orders independent of what the Chassis, or any other section for that matter, does. Optionally, they may be given Marshal orders, or default to Hold orders.
If the Chassis has been given Engage Orders then the other sections may take either Engage or Advance Orders. Any of the other sections that have Engage Orders are assumed to activate at the same time as the Chassis activates as per the ?Emperor Class Titan Supreme Commander? special ability (see below). Any of the other sections that have Advance Orders activate before or after the Chassis as per normal rules. Optionally, the other sections may be given Marshal orders, or default to Hold orders.
If the Chassis has been given Marshal orders and opts to move then the other sections must take Advance Orders, or be given Marshal orders, or default to Hold orders. If the Chassis has been given Marshal orders and opts to shoot (with the ?1 to hit penalty) then the other sections must take Sustained Fire (with the +1 to hit Bonus) or Overwatch Orders, independent of each other, or be given Marshal orders, or default to Hold orders.
If the Chassis defaults to Hold Orders because it failed its activation roll and opts to move then the other sections must take Advance Orders, or be given Marshal orders, or default to Hold orders. If the Chassis defaults to Hold Orders because it failed its activation roll and opts to shoot or regroup then the other sections must take Sustained Fire (with the +1 to hit Bonus) or Overwatch Orders independent of each other, or be given Marshal orders, or default to Hold orders.
If the Carapace or either of the Arms is given Marshal orders they effectively are required to shoot (since they don?t technically move) and then regroup. When the Carapace or either of the Arms shoot on Marshal Orders they effectively fire at an additional ?1 penalty compared to the orders (or actions) that the Chassis has. This means that when the Chassis has the Double Order the Marshalling section fires at a ?2 to-hit penalty. When the Chassis has Advance, Hold (with movement), or Marshal (with movement) Orders the Marshalling section fires at a ?1 to-hit penalty. When the Chassis has Hold (with firing), Marshal (with firing), Overwatch, or Sustained Fire Orders the Marshalling section fires at no to-hit penalty. When the Chassis has Engage Orders the Marshalling section may not conduct CC or FF attacks. Obviously, if the Chassis has March Orders then the Marshalling section may not fire.
If the Carapace or either of the Arms defaults to Hold Orders because they fail their activation roll they can decide to shoot or regroup. They are not allowed to move since they technically can?t move on their own. When the Carapace or either of the Arms shoot on Hold Orders they effectively fire at the same to-hit penalty compared to the orders (or actions) that the Chassis has, if there is a penalty. This means that when the Chassis has the Double Order the Marshalling section fires at a ?1 to-hit penalty. When the Chassis has Advance, Hold (either with movement or shooting), Marshal (either with movement or shooting) Overwatch, or Sustained Fire Orders the Marshalling section fires at no to-hit penalty. Obviously, if the Chassis has March Orders then the Marshalling section may not fire.
Unless the transported infantry have embarked this turn, or will disembark this turn, any transported infantry are assumed to have the same orders as the section they are traveling in.
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.
Activations: Before any activation are announced or rolled for the Emperor player must announce and roll the Activation roll for the Emperor?s Chassis. This represents the relative lack of nimbleness the Emperor has compared to the other units on the board. Note: This does not mean that the Emperor?s Chassis automatically activates first, merely that the enemy knows what action the Emperor will take that turn. The Emperor?s player may activate whatever sections of the Emperor he wants in any order, at any time, within the confines of the rules. This means that the Emperor could fire some or all of its heavy weapons before it moves, if it does move.
Firing: Each section, being its own formation, fires as appropriate for its orders when it is activated. Firing arcs and range are determined based upon the position and facing of the Chassis at the time that section fires.
Damage Resolution: Whenever the Emperor Titan is fired upon after all remaining void shields have been depleted the hit location is randomized. For every weapon, CC, or FF that hits roll what section it strikes based upon the ?Emperor Class Titan Damage Allocation Chart.? If the number of hits from an enemy formation / assault is more than the original DC of all the sections put together then allot 1 (or 2, or 3, as appropriate) hit per original DC to each section, then randomly assign any remaining hits as per the chart.
Titan Killer weapons will inflict all of their damage upon 1 section of the Emperor. Roll on the damage chart which section will get hit by the TK weapon, then roll to determine the number of points of damage that the section will take.
Assaults: When the Chassis announces Engage Orders for its activation roll it is assumed that all other sections will have either Engage or Advance orders unless they are going to have Marshall Orders. Any of these other sections that have Advance Orders do not have to participate in the assault, they may wait until their activation later and fire. See the Emperor Class Titan Supreme Commander special rules for more details.
The Emperor may barge a number of non-WE units equal to twice the starting DC of all of the sections added together. (This would be 36 units for an Emperor.) Since the Emperor is so large and powerful it may also barge other war engines out of the way (except other Emperors and Mega Gargants.) Count each point of original DC of the war engine as a unit to be barged. If the original DC of the war engine to be barged puts the total number of units barged over the limit then the Emperor may not barge past the war engine in question.
If the Emperor Titan is assaulted then all of the sections are automatically considered an intermingled formation, the assaulting player does not have a say in the matter, nor may a section be excluded. Every section may participate in the combat regardless of orders. The Emperor Titan may be charged by two enemy units per starting DC of all of the sections added together.
Regrouping: Whenever the Chassis regroups it may roll 2D6 and take the highest number as per the normal rules. Whenever any of the other sections regroups it may roll 2D3 and take the higher of the 2 numbers for the number of blast markers removed and/or void shields that may be repaired. Remember that the Emperor Class Titan Supreme Commander counts as a Leader and may affect the end result.
Withdrawals: Only the Chassis may make a withdrawal move whenever it is broken, the remaining sections will be ?dragged along? if the Chassis decides to withdrawal. If the Carapace or either of the Arms is broken they may not elect to make a withdrawal move, since they have no movement and are attached to the Chassis. Nor may the Carapace or Arms force the Chassis to make a withdrawal move.
Related Special Rules:
Emperor Class Titan Supreme Commander ? The Princeps of an Emperor Class Titan is typically a very powerful and commanding person, utterly dedicated to the Titan he commands and the goals of the forgeworld he is a part of. This Princeps typically has the qualities and capabilities of a supreme commander, though his influence will be limited to his titan.
The Emperor Class Titan Supreme Commander allows the player to re-roll one failed initiative test (of any type) per turn, but only for sections of his Emperor Titan. The Emperor Class Titan Supreme Commander does not allow re-rolls for any other formation that has failed its initiative test, including other Emperor Titans.
The Emperor Class Titan Supreme Commander is considered a Leader. This special ability can be used by any of the Emperor Titan?s sections, but is limited to just one section per turn.
The Emperor Class Titan Supreme Commander can order up to all 4 of the formations that make up the Emperor Titan to assault. Make a single initiative roll for the Chassis and all of the other sections that have Engage Orders, counting a ?1 modifier to the roll if any of them have blast markers. (This initiative roll is made at the beginning of the turn as per the Special rule for Chassis? activation roll.) If the activation test is failed then the Chassis receives a blast marker and must take a Hold Action, but the other sections are unaffected (and may take an action later in the turn.)
If the test is passed then up to all four sections may take an Engage action whenever the Emperor player decides to activate the Chassis. Treat the four sections as if they were one formation for all rules purposes for the duration of the assault. A 2D6 roll is used to resolve the assault. If the Emperor loses the assault then every section (regardless of orders or participation) is broken. If the Emperor wins then each participating section receives blast markers equal to the amount of damage it suffered in the combat.
Imperator Emperor Class Titan
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). 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: See ?Emperor Titan Critical Hit Table?
Imperator Class Emperor Titan Carapace Type: War engine Speed: As per Chassis Armor Save: 4+ Close Combat: 3+ Firefight: 3+
Weapon: Range, Firepower, Notes Doomsday Cannon: 120cm, 3BP, Macro-weapon, Fixed Forward Arc Defense 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 Sensorium Dome: N/A, N/A, +1 to hit roll bonus for all fire against 1 enemy formation
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: See ?Emperor Titan Critical Hit Table?
Imperator Class Emperor Titan Right Arm Type: War engine Speed: As per Chassis Armor Save: 4+ Close Combat: 3+ Firefight: 3+
Weapon: Range, Firepower, Notes Hellstorm Cannon: 90cm, 3D6BP, Forward Arc
Damage Capacity (3). Reinforced Armor, Thick Rear Armor, Fearless. Critical Hit Effect: See ?Emperor Titan Critical Hit Table?
Imperator Class Emperor Titan Left Arm Type: War engine Speed: As per Chassis Armor Save: 4+ Close Combat: 3+ 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: See ?Emperor Titan Critical Hit Table?
Emperor Class Titan Damage Allocation Chart (1D6) 1- Chassis 2- Chassis 3- Carapace 4- Carapace 5- Left Arm 6- Right Arm
Emperor Titan Critical Hit Table
Critical Hit Effect: Roll 1D6 and consult the table below: 1) Reactor Link / Primary Coupling damaged ? the chassis may not move or the affected section may not fire until this is repaired on a 5+ (4+ on Marshal orders) in the End Phase. If this critical is already in effect then roll on the Plasma Reactor / Auxiliary Reactor damaged result. 2) Mind Impulse Unit / Fire Control Circuits damaged ? the affected unit will automatically fail its first activation attempt of the turn until the damage is repaired on a 5+ (4+ on Marshal orders) in the End Phase. (A normal, second attempt may be made with the Supreme Commander re-roll.) If this critical is already in effect then score 1D3 more points of damage. 3) Sensorium / Targeting Systems damaged ? The Sensorium in the carapace has been damaged, or the targeting systems for the other sections that interface with the Sensorium have been damaged. If this critical is for the carapace then the Sensorium may no longer provide the +1 bonus to a single enemy formation for the rest of the game. Subsequent Sensorium criticals are considered to be Targeting System criticals for the carapace. If this critical is for any of the other sections then the targeting systems have been damaged and all fire by the affected section is at a ?1 penalty until the targeting system is repaired on a 5+ (4+ on Marshal orders) in the End Phase. Additional Targeting System criticals to the affected section provide additional ?1 to hit penalties. 4) Plasma Reactor / Auxiliary Reactor damaged - The Emperor?s chassis? plasma reactor (or section?s auxiliary reactor) has been damaged. Roll a D6 for the affected section in the End Phase of every turn: on a roll of 1 the reactor explodes destroying the affected section, on a roll of 2-3 the section suffers 1 more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the chassis? plasma reactor explodes, any units within 10cm of the Imperator will be hit on a roll of 4+. If one of the other section?s auxiliary reactor explodes then the chassis will take damage equal to the remaining DC of the exploding section. 5) Structural Support damaged ? a part of the structure for the section has been severely damaged. Score an extra D3 damage to the affected section. 6) Command Network damaged ? the communications system between the Princeps and the various Moderati of the titan have been disrupted, preventing the effective coordination of short range combat. Reduce the number of CC and FF attacks that the titan can generate by the starting DC of the affected section until the command network for that section is repaired on a 5+ (4+ on Marshal orders) in the End Phase.
Warmonger Emperor Class Titan
The Warmonger is very similar in structure and appearance to the Imperator Titan, and most of the comments that apply to the Imperator apply to the Warmonger also. Which was designed first is lost to the mists of time, and all that is known for certain is that both Imperators and Warmongers have served in the Titan Legions since well before the Horus Heresy. However, while the two types of Emperor Titan are similar, they perform different functions on the battlefield. The Warmonger?s weapon fit is configured to provide long range fire rather than the more flexible configuration of weapons found on the Imperator. In battle Warmongers will usually be held back to provide long range support, bringing down devastating salvos of missiles and defense laser fire upon the enemy?s heads while other units forge ahead and drive into the heart of the enemy.
Warmonger Class Emperor Titan Chassis Type: War engine Speed: 15cm Armor Save: 4+ Close Combat: 3+ Firefight: 3+
Weapon: Range, Firepower, Notes Warmonger Head Guns: 75cm, 2x AP4+/AT4+, Forward Arc 4x Heavy Bolter: 30cm, AP5+, Forward Arc 3x Heavy Bolter: 30cm, AP5+, Rear Arc
Damage Capacity (7). Walker, Reinforced Armor, Thick Rear Armor, Fearless, Emperor Class Titan Supreme Commander, Transport(12), 4x transported infantry may fire and/or participate in FF attacks. Critical Hit Effect: See ?Emperor Titan Critical Hit Table?
Warmonger Class Emperor Titan Carapace Type: War engine Speed: As per Chassis Armor Save: 4+ Close Combat: 3+ Firefight: 3+
Weapon: Range, Firepower, Notes Flak Batteries: 45cm, 8x AP4+/AT5+/AA5+ Lascannon: 45cm, AT5+/AA5+, Left Arc Lascannon: 45cm, AT5+/AA5+, Right Arc Sensorium Radar: N/A, N/A, +1 to hit roll bonus for all fire against 1 enemy formation Lysander Launch Pad: N/A, N/A, Allows 1x Lysander Targeting Craft to be transported and in play.
Damage Capacity (5). 12 Void Shields, Reinforced Armor, Fearless, Transport(12), 6x transported infantry may fire and/or participate in FF attacks. Critical Hit Effect: See ?Emperor Titan Critical Hit Table?
Warmonger Class Emperor Titan Right Arm Type: War engine Speed: As per Chassis Armor Save: 4+ Close Combat: 3+ Firefight: 3+
Weapon: Range, Firepower, Notes Doomstrike Missile Launcher: (as per missile), (as per missile), Doomstrike Launcher carries 8 titan single shot missiles of any variety, can launch 2 per turn, Forward Arc. The following missiles are allowed: Barrage Missile, Harpoon, Vortex, Warp,
Damage Capacity (3). Reinforced Armor, Fearless. Critical Hit Effect: See ?Emperor Titan Critical Hit Table?
Warmonger Class Emperor Titan Left Arm Type: War engine Speed: As per Chassis Armor Save: 4+ Close Combat: 3+ Firefight: 3+
Weapon: Range, Firepower, Notes Vengeance Cannon: 120cm, 2x MW2+, TK(D3), Forward Arc
Damage Capacity (3). Reinforced Armor, Fearless. Critical Hit Effect: See ?Emperor Titan Critical Hit Table?
Lysander Targeting Craft Type: Armored Vehicle Speed: 40cm Armor Save: 5+ Close Combat: 6+ Firefight: 6+
Weapon: Range, Firepower, Notes Multi-Laser: 30cm, AP5+/AT6+ Storm Bolters: 15cm, AP4+
Notes: Skimmer, Scout, Infiltrator, Whatever formation the Lysander targets gives the Warmonger or another AMTL formation a +1 to hit bonus (cannot be combined with Sensorium Radar.)
Emperor Class Titan Damage Allocation Chart (1D6) 1- Chassis 2- Chassis 3- Carapace 4- Carapace 5- Left Arm 6- Right Arm
Emperor Titan Critical Hit Table
Critical Hit Effect: Roll 1D6 and consult the table below: 1) Reactor Link / Primary Coupling damaged ? the chassis may not move or the affected section may not fire until this is repaired on a 5+ (4+ on Marshal orders) in the End Phase. If this critical is already in effect then roll on the Plasma Reactor / Auxiliary Reactor damaged result. 2) Mind Impulse Unit / Fire Control Circuits damaged ? the affected unit will automatically fail its first activation attempt of the turn until the damage is repaired on a 5+ (4+ on Marshal orders) in the End Phase. (A normal, second attempt may be made with the Supreme Commander re-roll.) If this critical is already in effect then score 1D3 more points of damage. 3) Sensorium / Targeting Systems damaged ? The Sensorium in the carapace has been damaged, or the targeting systems for the other sections that interface with the Sensorium have been damaged. If this critical is for the carapace then the Sensorium may no longer provide the +1 bonus to a single enemy formation for the rest of the game. Subsequent Sensorium criticals are considered to be Targeting System criticals for the carapace. If this critical is for any of the other sections then the targeting systems have been damaged and all fire by the affected section is at a ?1 penalty until the targeting system is repaired on a 5+ (4+ on Marshal orders) in the End Phase. Additional Targeting System criticals to the affected section provide additional ?1 to hit penalties. 4) Plasma Reactor / Auxiliary Reactor damaged - The Emperor?s chassis? plasma reactor (or section?s auxiliary reactor) has been damaged. Roll a D6 for the affected section in the End Phase of every turn: on a roll of 1 the reactor explodes destroying the affected section, on a roll of 2-3 the section suffers 1 more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the chassis? plasma reactor explodes, any units within 10cm of the Imperator will be hit on a roll of 4+. If one of the other section?s auxiliary reactor explodes then the chassis will take damage equal to the remaining DC of the exploding section. 5) Structural Support damaged ? a part of the structure for the section has been severely damaged. Score an extra D3 damage to the affected section. 6) Command Network damaged ? the communications system between the Princeps and the various Moderati of the titan have been disrupted, preventing the effective coordination of short range combat. Reduce the number of CC and FF attacks that the titan can generate by the starting DC of the affected section until the command network for that section is repaired on a 5+ (4+ on Marshal orders) in the End Phase.
_________________ I shot a Deathstrike Missile and destroyed an enemy titan in my pajamas last night. ?How it got into my pajamas I still don't know...
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