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Proposed Emperor Titan Rules

 Post subject: Proposed Emperor Titan Rules
PostPosted: Tue Jul 17, 2007 6:06 pm 
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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.

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 Post subject: Proposed Emperor Titan Rules
PostPosted: Tue Jul 17, 2007 6:29 pm 
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While I don't have time to offer an alternative, the 'Orders' section seems a bit unwieldy.  That isn't to say it won't work, only that it would -at a minimum- need some severe editing.

The rest seems good, and I especially like the advance notice the player is required to provide for the mega titan's orders.  What point cost would you put on this?  Obviously this would not be good for a tournament size game, but I think it would be a lot of fun to play.

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 Post subject: Proposed Emperor Titan Rules
PostPosted: Tue Jul 17, 2007 6:40 pm 
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(Moscovian @ Jul. 17 2007,13:29)
QUOTE
While I don't have time to offer an alternative, the 'Orders' section seems a bit unwieldy. ?That isn't to say it won't work, only that it would -at a minimum- need some severe editing.

The rest seems good, and I especially like the advance notice the player is required to provide for the mega titan's orders. ?What point cost would you put on this? ?Obviously this would not be good for a tournament size game, but I think it would be a lot of fun to play.

The intent behind the orders section is to allow as much independence between the four sections as possible.  It definately could use some clean-up, maybe in the form of a table or something.

Point cost?  I don't know.  I'll S.W.A.G. it at around 2000 points, but a lot of playtest is going to be needed.  Oh, and some finished AMTL army list(s) would help, too.

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 Post subject: Proposed Emperor Titan Rules
PostPosted: Sat Jul 21, 2007 12:35 pm 
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The Plasma Annihilator should have 3 x MW2+ not D3. Always compare to the Warhounds Plasma Blast Gun which has 2 x MW2+. It is slow fire, but a cheap Warhound pack has two of them and can have up to 4 in a AMTL army.

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 Post subject: Proposed Emperor Titan Rules
PostPosted: Mon Jul 23, 2007 4:28 pm 
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(redsimon @ Jul. 21 2007,07:35)
QUOTE
The Plasma Annihilator should have 3 x MW2+ not D3. Always compare to the Warhounds Plasma Blast Gun which has 2 x MW2+. It is slow fire, but a cheap Warhound pack has two of them and can have up to 4 in a AMTL army.

Did you notice that the Plasma Annihilator had a 90cm range and was TK(D3) while the Plasma Blastgun is about half that range and is only MW?

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 Post subject: Proposed Emperor Titan Rules
PostPosted: Mon Jul 23, 2007 4:33 pm 
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D3 attacks at D3 damage each is incredibly random.

Fix one value or the other at a set number.

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 Post subject: Proposed Emperor Titan Rules
PostPosted: Mon Jul 23, 2007 4:58 pm 
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(Evil and Chaos @ Jul. 23 2007,11:33)
QUOTE
D3 attacks at D3 damage each is incredibly random.

Fix one value or the other at a set number.

The idea behind making it such a randomly performing weapon was because in SM/TL when the Imperator was first released you had to randomly generate plasma points in the reactor and allocate them to different functions on the Imperator.  The most randomly performing item on the Imperator was the Plasma Annihilator because the amount of plasma points you could allocate to it was so big.  You could put just one plasma point in and eak out one or two decent shots or you could dump A LOT of plasma points in and scorch a continent.  It was very highly variable based upon how much power you generated and how much you allocated.

The other big weapon, the Hellstorm Cannon, was also rather variable because you could fire anywhere from 1 to 4 templates, depending on how much ammo you wanted to expend.

I wanted to maintain some of that variability, and compared to the SM/TL rules I think it is a lot less variable.  If you keep in mind that with the Plasma Annihilator you are going to get an average of 2 shots and each shot is going to do an average of 2 TK damage then it's not that big of a deal.

I'm really surprised nobody has complained about the Hellstorm Cannon and it 3D6BP...

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 Post subject: Proposed Emperor Titan Rules
PostPosted: Mon Jul 23, 2007 5:04 pm 
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I'm really surprised nobody has complained about the Hellstorm Cannon and it 3D6BP...


Frankly, all that text is a bit hard to read... how about formatting all the stats etc into an external document?

I'm coming around to the idea that a multi-activation hull might be a sensible solution.

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 Post subject: Proposed Emperor Titan Rules
PostPosted: Mon Jul 23, 2007 5:49 pm 
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The orders section is completely gibberish right now. It really needs simplification.

As it stands now, you could turn what you've written into a table, which might be understandable.

It think you're giving too much flexibility. Really, the only actions the weapons and carapace are going to want to do are Sustained Fire, Overwatch and Marshal (and Hold).

I think it could be simplified a lot. Basically, the chassis is the primary activation, and the others either shoot, overwatch, marshal (or participate in a combined assault, but only the chassis can actually Engage).

Personally, I would keep that simple, and then just make up new orders, so you write out the rules for sustained fire, etc, with all the appropriate changes, rather than a huge list of changes to the core rules.


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 Post subject: Proposed Emperor Titan Rules
PostPosted: Mon Jul 23, 2007 5:55 pm 
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Random thought:

- How about keeping all the DC of the Emperor Titan on the primary activation (The 'chassis' or 'hull' or whatever), and simply assigning extra activations to the various weapons systems.

As written above, you've got multiple damage levels to pay attention to on each part of the titan... which doesn't really gel with E:A's normal ethos.

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 Post subject: Proposed Emperor Titan Rules
PostPosted: Mon Jul 23, 2007 5:59 pm 
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So:



Imperator Class Emperor Titan
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 (18).  Walker, Reinforced Armor, Thick Rear Armor, Fearless, Supreme Commander, Transport (12).  Critical Hit Effect: Same as Warlord Titan.






Carapace Weapons Systems (2nd Activation):

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



Right Arm Weapon (3rd Activation):

Weapon: Range, Firepower, Notes
Hellstorm Cannon: 90cm, 3D6BP, Forward Arc



Left Arm Weapon (4th Activation):

Weapon: Range, Firepower, Notes
Plasma Annihilator: 90cm, D3x MW2+, TK(D3), Forward Arc




Simple enough?

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 Post subject: Proposed Emperor Titan Rules
PostPosted: Mon Jul 23, 2007 7:13 pm 
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Frankly, all that text is a bit hard to read... how about formatting all the stats etc into an external document?

I'm coming around to the idea that a multi-activation hull might be a sensible solution.


An external document?  What does that mean?  Do you want me to make a .pdf file or something?  I have it typed up in a word file, I don't know how to make .pdf files.

I'm glad you like the multi-activation solution, I thought it would be the best way to represent these massive machines.  I have to disagree with your idea about putting all of the DC into one section.  

One of the central ideas behind what I wrote up was that the four sections are as seperate and independent as possible.  Think of the Imperator as 4 completely seperate WE that just simply happen to all go the same place together and can combine to varying degrees into one big assault.  I figured that if I structured the rules that way it would keep all of the rules interactions simple.  Yes, it will complicate things by introducing special orders, damage allocation, and funny critical effect rules, but you have to have do that to keep all four sections as seperate as possible.

By distributing all of the DC into the four sections the performance of the titan can be affected by the orders that the different sections have and if they are still functional.  If the Right Arm has Advance Orders and the rest of the Imperator has Engage Orders then the DC of the Right Arm would not participate in the assault, lowering the number of CC/FF attacks by 3.  So while the Right Arm would not make its CC/FF attacks it could activate at a different time to fire on a different formation.  Why, theoretically only the Chassis could engage an enemy formation in an assault (with 7 CC/FF attacks that the DC7 Chassis has) while the Arms and the Carapace could do their activations seperately.  

If you combine all of the DC together you re-introduce the big problem that the Imperator currently has: too much firepower to put onto one target formation.  If the Imperator assaults a formation all of the DC has to be put into the assault and the weapons can't fire.  Considering how big the Imperator is it becomes silly that the arm and carapace weapons have to hold fire because the titan engaged a small formation of infantry.

The orders section is completely gibberish right now. It really needs simplification.

Completely gibberish?  Wow, thanks Lord Inquisitor.  I know they weren't written with the skill of William Shakespeare, but I didn't think they were that bad.  Do you think you could take a second, slower look at them and think about them some?  Yes, they could have been done with a table, but I wasn't thinking that far ahead when I wrote them.  I was looking to put finger to keyboard so I could get my thoughts down and have them critically reviewed.

It think you're giving too much flexibility. Really, the only actions the weapons and carapace are going to want to do are Sustained Fire, Overwatch and Marshal (and Hold).

So, what about Engage Orders?  Do you want to bet that the Imperator Commander will make his one die roll for a combined assault if there are blast markers on the titan?

I think it could be simplified a lot. Basically, the chassis is the primary activation, and the others either shoot, overwatch, marshal (or participate in a combined assault, but only the chassis can actually Engage).

Personally, I would keep that simple, and then just make up new orders, so you write out the rules for sustained fire, etc, with all the appropriate changes, rather than a huge list of changes to the core rules.

I was actually trying to keep to the core rules as much as possible.  I figured that if the titan did not move (because the Chassis was on Sustained or Marshal) then the titan would be stable enough for the other sections to do Sustained or Overwatch.  But if the Chassis did move then the rest of the titan would not be stable enough for the Carapace or the Arms to conduct Sustained or Overwatch shots.  That, and do you want an Imperator to be able to move and fire a lot of heavy weapons with the benefit of Sustained or Overwatch shots?

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 Post subject: Proposed Emperor Titan Rules
PostPosted: Mon Jul 23, 2007 7:45 pm 
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(Blarg D Impaler @ Jul. 23 2007,14:13)
QUOTE
Completely gibberish? ?Wow, thanks Lord Inquisitor. ?I know they weren't written with the skill of William Shakespeare, but I didn't think they were that bad. ?Do you think you could take a second, slower look at them and think about them some? ?Yes, they could have been done with a table, but I wasn't thinking that far ahead when I wrote them. ?I was looking to put finger to keyboard so I could get my thoughts down and have them critically reviewed.

I do apologise, that was completely uncalled for, and not at all what I meant. They're not complete gibberish. They're clearly very well-thought-out and detailed rules, and I thank you for such a calm and reasonable response. That's what happens if I post before getting any caffeine into me. So, sorry, and please disregard that. ?You sir are a gentleman and I am truly a cad. ?:glare:

Nevertheless, while with great care and patience they can be followed, I would (probably due to my own stupidity and incompetence) find them almost impossible to use them in game, which would involve my opponent looking annoyed while I shout things like "no, wait, I can't do that after all, let's take it back".

Basically, I think you can go a lot further towards making the chassis the real formation. If the chassis sustains, then all weapons get +1 to hit. If the chassis doubles, then all weapons get -1 to hit. Then the actual weapons just have the option to shoot or marshal.

As for Engages, I think that only the chassis can make an Engage action, and the other parts can either join in or not, depending on whether they have the action free or not.

That said, if you intend for those locations not participating in an assault to lend supporting fire, why would you ever actually use multiple body parts to assault - you can just use them to support and still get the same firefight attacks.

So, what about Engage Orders? ?Do you want to bet that the Imperator Commander will make his one die roll for a combined assault if there are blast markers on the titan?

I don't really like the idea of the left arm initiating an assault. I think either the whole Titan goes in, or it doesn't.

I was actually trying to keep to the core rules as much as possible. ?I figured that if the titan did not move (because the Chassis was on Sustained or Marshal) then the titan would be stable enough for the other sections to do Sustained or Overwatch. ?But if the Chassis did move then the rest of the titan would not be stable enough for the Carapace or the Arms to conduct Sustained or Overwatch shots. ?That, and do you want an Imperator to be able to move and fire a lot of heavy weapons with the benefit of Sustained or Overwatch shots?
That's all fine with me, but as I said, it could be very much simplified. After all, all the guns do is shoot. So the +1 or -1 depends on the chassis' action, and you don't need to get more complicated than that.






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 Post subject: Proposed Emperor Titan Rules
PostPosted: Mon Jul 23, 2007 7:58 pm 
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Lord I: What do you think of the simplified version I posted above?

Combine that with your stipulations on the main chassis affecting the fire state of the other weapons systems, and I think it's workable?

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 Post subject: Proposed Emperor Titan Rules
PostPosted: Mon Jul 23, 2007 8:58 pm 
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Too simple! You've not outlined exactly how the different parts of the titan interact. Can I double with the torso and sustain with the arms?

Incidentally, are we assuming that the enemy can just pick out a part of the titan to attack, or will there be some kind of hit location chart?


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