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D10 critical hit tables

 Post subject: D10 critical hit tables
PostPosted: Mon Apr 26, 2010 6:44 pm 
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As mentioned in other threads, I've been working on designing D10 critical hit tables. I will be re-posting them in the near future. For now, here is a link to the old thread:

http://www.tacticalwargames.net/taccmd/viewtopic.php?f=14&t=7253

If you do read the old thread, please post comments here, because any posts on that thread don't seem to be appearing.

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 Post subject: Re: D10 critical hit tables
PostPosted: Tue Apr 27, 2010 3:45 am 
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Hi!

As soon as you post your updated version we can begin thorough discussions on producing the whole line of d10 damage tables, as well as compile them for the final gold book.

I read through the old thread and have a good idea on what was said and recommended, we can build from there.

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 Post subject: Re: D10 critical hit tables
PostPosted: Tue Apr 27, 2010 3:51 am 
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I'm going to try to get them posted tomorrow.

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 Post subject: Re: D10 critical hit tables
PostPosted: Tue Apr 27, 2010 6:19 am 
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I decided to stay up late tonight to finish typing the tables to get them posted. Here there are:

Weapons: roll D10

1-2: The weapon is slightly damaged. Until repaired there is a -1 penalty To Hit rolls CAF.

3-4: The weapon has been moderately damaged. Until repaired the number of hit dice or barrage points is halved, rounded up. Weapons with only one hit die, or those that use a flame template, have a -2 To Hit penalty.

5-6: The weapon is severely damaged and may not be fired or used in close combat until repaired.

7-8: The weapon has been destroyed and cannot be repaired.

9. The weapon has been blown clean off and scatters 2D6 cm in a random direction. Any units hit by the weapon must make a save (or lose one void shield/power field). If this weapon had been mounted on a carapace, all future hits to this location are treated as a carapace hit.

10. The weapon has been blown clean off, as above, but there is also a flashback. Roll D6 to determine what the flashback affected:

1-2: Carapace
3-4: Reactor
5-6: Head

Then roll a D10 on the appropriate damage table.

Legs: roll D10

1-2: The leg is slightly damaged, reducing the Titan’s movement by 1/3.

3-4: The leg is moderately damaged, forcing the Titan to walk with a limp. The Titan’s movement is halved.

5-6: The leg is heavily damaged as above. Also the Titan may not enter difficult terrain and may make only one 45 degree turn.

7-8: The leg has suffered extensive damaged and may give way if the Titan attempts to move. Roll a D6 on the ensuing repair phase, subtracting 2 from the if the Titan had charge orders, or 1 if it had advance orders. On a roll of 0 or less, the leg snaps and the Titan crashes to the ground, destroying any vehicles or stands underneath. Determine randomly which direction the titan falls.

9: The leg is crippled irreparably. The Titan may not move or turn for the rest of the game.

10: The leg has been blown clean off and the Titan crashes to the ground. Determine randomly which way the Titan falls. All vehicles and stands landed on are destroyed.

Reactor: roll D10

1-4: The reactor has been damaged, reducing the output of plasma until repaired. The Titan’s movement and CAF are reduced to half, rounded up. Weapons have a -1 To Hit modifier and no plasma weapons may fire.

5-6: The reactor has been breached and shuts down until repaired. The Titan is unable to move or fire and void shields are inoperable. No other damage may be repaired until the reactor has been brought back on line.

7-8: The reactor is breached and must be brought under control. The Titan may do nothing until the reactor has been repaired. Void shields do not function. In the repair phase, roll a D10 and consult the following table:

1-3: The reactor is completely repaired. The Titan resumes functioning.
4-6: The reactor is partially repaired. See 1-4 result above.
7-8: The breach is contained, but the reactor shuts down completely. See 9 result below.
9-10: Meltdown! See 10 result below.

9: The reactor has been heavily damaged. Automatic safeties kick in to shut down the reactor, preventing a meltdown. The Titan grinds to a halt, unable to move or fire. The reactor cannot be repaired for the remainder of the battle. The Titan is not destroyed, but is considered eliminated for VP purposes.

10: The reactor is destroyed, resulting in a catastrophic meltdown which vaporizes the Titan. Remove the Titan and all units within 3D6 cms are automatically hit and must take an unmodified save. Units with void shields or power fields lose one void shield/power field.

Carapace: roll D10

1-4: The Void Shield Generator is mildly damaged. The VSG shuts down immediately, but there is a +1 modifier to the ensuing repair roll.

5-6: The Void Shield Generator is moderately damaged and shuts down until repaired.

7-8: The Void Shield Generator is severely damaged. The VSG automatically shuts down and is irreparable for the rest of the game.

9: The Void Shield Generator is severely damaged and is danger of overloading. Roll a D6 and on a 1-3 the VSG shuts down safely, but cannot be repaired. On a 4-6 the VSG explodes as described below.

10: The Void Shield Generator is crippled, overloads and explodes, causing catastrophic damage. The Titan is destroyed, but remains standing. All units within 2D6 cms are hit and must take an unmodified save. Any units with void shields or power fields lose one void shield/power field.

Head: roll D10

1-2: The Mind Impulse Unit is slightly damage. Until repaired the Titan may only move or fire if you first roll 2+ on a D6.

3-4: The Mind Impulse Unit is heavily damaged. Until repaired the Titan’s CAF is halved and may only move or fire if you first roll a 4+ on a D6.

5-6: The shot punches through the bridge, killing crew members. The Titan’s CAF is halved for the rest of the game.

7-8: The shot rips through the head, causing major damage. The CAF is halved (halved again if already halved) and the Titan may only move or fire after rolling 4+ on a D6.

9: The bridge is severely damaged, destroying the Mind Impulse Unit. The entire crew is killed by the feedback from the MIU and the Titan grinds to a halt. Although the Titan remains standing, it is considered destroyed for VP purposes.

10: The shot destroys the head and triggers catastrophic internal explosions. The Titan topples to the ground, destroying any vehicles or stands it lands on. Determine randomly which direction the Titan falls.

Note how the weapon table provides for the possibility of the carapace for Reavers and Warhounds to be damaged. I thought this might be a simple solution for the "no carapace" debate.

Let the discussion begin!

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Last edited by Dwarf Supreme on Wed Apr 28, 2010 3:12 pm, edited 1 time in total.

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 Post subject: Re: D10 critical hit tables
PostPosted: Wed Apr 28, 2010 12:42 am 
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Hi!

Under weapons, result 10, needs the word "blown" added.

Under head, is there a 10 result? I would suggest a knock out blow where the titan keels over and squashes things underneath.

Other than that these cover imperial titans quite well. I would suggest to move on to Eldar titans, since there is a lot of overlap..

I'm gonna start posting ideas to cover eldar titans and then Gargants over the next day or two.

Primarch


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 Post subject: Re: D10 critical hit tables
PostPosted: Wed Apr 28, 2010 2:18 am 
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Hi!

These are my ideas for the Eldar Phantom/Warlock/Revenant series.

I wanted to portray the intimate nature of mobility and holofields. So holofields are affected by damage to the legs, even though the holofield generators maybe intact. This makes going for the eldar titans legs a valid strategy.

Head damage also takes into consideration warlock psychic powers.

Weapons: roll D10

1-2: The weapon is slightly damaged. Until repaired there is a -1 penalty To Hit rolls CAF.

3-4: The weapon has been moderately damaged. Until repaired the number of hit dice or barrage points is halved, rounded up. Weapons with only one hit die, or those that use a flame template, have a -2 To Hit penalty.

5-6: The weapon is severely damaged and may not be fired or used in close combat until repaired.

7-8: The weapon has been destroyed and cannot be repaired.

9. The weapon has been blown clean off and scatters 2D6 cm in a random direction. Any units hit by the weapon must make a save (or lose one void shield/power field). If this weapon had been mounted on a carapace, all future hits to this location are treated as a carapace hit.

10. The weapon has been clean off, as above, but there is also a flashback. Roll D6 to determine what the flashback affected:

1-2: Wing
3-4: Reactor
5-6: Head

Then roll a D10 on the appropriate damage table.

Legs: roll D10

1-2: The leg is slightly damaged, reducing the Titan’s movement by 1/3. The holofield save receives a -1 penalty (saves are 3+ on charge orders, 4+ on advance orders, 5+ on first fire orders).

3-4: The leg is moderately damaged, forcing the Titan to walk with a limp. The Titan’s movement is halved. The holofield save receives a penalty of -2 (saves are 4+ on charge orders, 5+ on advance orders, 6+ on first fire orders).

5-6: The leg is heavily damaged as above. Also the Titan may not enter difficult terrain and may make only one 45 degree turn. Holofield save receives a penalty of -3 (saves are 5+ on charge orders, 6+ on advance orders, 7+ on first fire orders. Note a save of 7 is achieved by rolling a 6 followed by a 4+ as per standard rules).

7-8: The leg has suffered extensive damaged and may give way if the Titan attempts to move. Roll a D6 on the ensuing repair phase, subtracting 2 from the if the Titan had charge orders, or 1 if it had advance orders. On a roll of 0 or less, the leg snaps and the Titan crashes to the ground, destroying any vehicles or stands underneath. Determine randomly which direction the titan falls. Holofield penalty is same as result 5-6 above.

9: The leg is crippled irreparably. The Titan may not move or turn for the rest of the game. Holofields cease to function.

10: The leg has been blown clean off and the Titan crashes to the ground. Determine randomly which way the Titan falls. All vehicles and stands landed on are destroyed.

Jump Jets: Roll D10 (Revenant Only)

1-2: Jump Jets slightly damaged. Jump distance is reduced by 1/3. Can be repaired.

3-4: Jump Jets moderately damaged. Jump distance is reduced by half. Can be repaired.

5-6: Jump Jets heavily damaged. Jump Jets are non-functional until repaired.

7-8: Jump Jets are incapacitated, but before failing the Jets are triggered and will move a full charge move in a random direction. The stress on the legs is such that a roll on the legs damage table must be made. Jump Jets may not be repaired.

9: Jump Jets explode! The Jets trigger a full charge move in a random direction and explode in mid air. Major impact of the legs is suffered. Roll on the Leg damage table and add +2 to the roll).

10: Catastrophic detonation! The Jump Jets explode and flashback into the titans reactor. Roll on the reactor damage table.

Reactor: roll D10

1-4: The reactor has been damaged, reducing the output of plasma until repaired. The Titan’s movement and CAF are reduced to half, rounded up. Weapons have a -1 To Hit modifier and no plasma weapons may fire.

5-6: The reactor has been breached and shuts down until repaired. The Titan is unable to move or fire and void shields are inoperable. No other damage may be repaired until the reactor has been brought back on line.

7-8: The reactor is breached and must be brought under control. The Titan may do nothing until the reactor has been repaired. Void shields do not function. In the repair phase, roll a D10 and consult the following table:

1-3: The reactor is completely repaired. The Titan resumes functioning.
4-6: The reactor is partially repaired. See 1-4 result above.
7-8: The breach is contained, but the reactor shuts down completely. See 9 result below.
9-10: Meltdown! See 10 result below.

9: The reactor has been heavily damaged. Automatic safeties kick in to shut down the reactor, preventing a meltdown. The Titan grinds to a halt, unable to move or fire. The reactor cannot be repaired for the remainder of the battle. The Titan is not destroyed, but is considered eliminated for VP purposes.

10: The reactor is destroyed, resulting in a catastrophic meltdown which vaporizes the Titan. Remove the Titan and all units within 3D6 cms are automatically hit and must take an unmodified save. Units with void shields or power fields lose one void shield/power field.

Wing: roll D10

1-4: The Holofield Generator is mildly damaged. The HG shuts down immediately, but there is a +1 modifier to the ensuing repair roll.

5-6: The Holofield Generator is moderately damaged and shuts down until repaired.

7-8: The Holofield Generator is severely damaged. The H automatically shuts down and is irreparable for the rest of the game.

9: The Holofield Generator is severely damaged and is danger of overloading. Roll a D6 and on a 1-3 the HG shuts down safely, but cannot be repaired. On a 4-6 the HG explodes as described below.

10: The Holofield Generator is crippled, overloads and explodes, causing catastrophic damage. The Titan is destroyed, but remains standing. All units within 2D6 cms are hit and must take an unmodified save. Any units with void shields or power fields lose one void shield/power field.

Head: roll D10

1-2: The Mind Impulse Unit is slightly damage. Until repaired the Titan may only move or fire or use a psychic power (warlock titan) if you first roll 2+ on a D6.

3-4: The Mind Impulse Unit is heavily damaged. Until repaired the Titan’s CAF is halved and may only move or fire or use a psychic power (warlock titan) if you first roll a 4+ on a D6.

5-6: The shot punches through the bridge, killing crew members. The Titan’s CAF is halved for the rest of the game. In the case of a Warlock Titan, psychic powers are usable on a roll of 4+.

7-8: The shot rips through the head, causing major damage. The CAF is halved (halved again if already halved) and the Titan may only move or fire or use a psychic power (warlock titan) after rolling 4+ on a D6.

9: The bridge is severely damaged, destroying the Mind Impulse Unit. The entire crew is killed by the feedback from the MIU and the Titan grinds to a halt. Although the Titan remains standing, it is considered destroyed for VP purposes.

10: Knockout blow! The head is blown clear of the titan. The entire crew is killed. The titan sways and falls in a random direction. Any units beneath it are destroyed. Shielded units lose one VSG/Powerfield.

Opinions?

Primarch


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 Post subject: Re: D10 critical hit tables
PostPosted: Wed Apr 28, 2010 2:22 am 
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Reactor charts referance Void Shield functionality. Should this be Holofields, or be removed?

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 Post subject: Re: D10 critical hit tables
PostPosted: Wed Apr 28, 2010 2:27 am 
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Hi!

They should read "holofield" generators. I used DS stuff as a template, so I didn't edit everything correctly.

Primarch


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 Post subject: Re: D10 critical hit tables
PostPosted: Wed Apr 28, 2010 12:32 pm 
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Hi Dwarf,
I have read trough your old thread
the D10 Titan tables look/read
logical and balanced
But this will cause massive point discussions
since all Titans get(really) better now
This could be more useful in campains or larger games as you mentioned before

Quote:
Trying to account for parts that have been shot off adds a level of complexity that I don't particularly want.

Yes Titan management could get really difficult using this
But e.g. you shoot at a Titan from one side and hit a weapon which is blown off
there should be a benefit maybe a reactor hit?
or "a location which has suffered already maximum damage/a weapon which is blown off
sufferes automatically maximum damage, if its hit again

Quote:
However, if you look at the Warhound, there really isn't a way to hit the carapace.

I have thought about this,
what about adding a hit location for shoots from above
e.g. flyers and artillery
that would give a chance to hit the capreace on every imperial titan
just an idea


Anyway great work Dwarf

best regards


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 Post subject: Re: D10 critical hit tables
PostPosted: Wed Apr 28, 2010 3:09 pm 
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primarch wrote:
Hi!

Under weapons, result 10, needs the word "blown" added


Oops! Fixed

Quote:
Under head, is there a 10 result? I would suggest a knock out blow where the titan keels over and squashes things underneath.


Oops gains. Also fixed. That's what I get for typing at 1:30 AM.

Quote:
Other than that these cover imperial titans quite well. I would suggest to move on to Eldar titans, since there is a lot of overlap..

I'm gonna start posting ideas to cover eldar titans and then Gargants over the next day or two.

Primarch


I had already started work on tables for Eldar Titans, but you beat me to it! As you noticed there is a lot of overlap. I had replaced all VSG references with holofield generators and was planning on removing MIU references and substituting something about the wraithbone core.

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Last edited by Dwarf Supreme on Wed Apr 28, 2010 8:21 pm, edited 1 time in total.

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 Post subject: Re: D10 critical hit tables
PostPosted: Wed Apr 28, 2010 3:20 pm 
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ulric wrote:
Hi Dwarf,
I have read trough your old thread
the D10 Titan tables look/read
logical and balanced
But this will cause massive point discussions
since all Titans get(really) better now
This could be more useful in campains or larger games as you mentioned before


Yes, I do realize that my tables make Titans more durable and could lead to a points discussion and perhaps even a re-evaluation of weapons that have the Penetrating ability.

Quote:
Anyway great work Dwarf


Thanks!

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 Post subject: Re: D10 critical hit tables
PostPosted: Wed Apr 28, 2010 11:21 pm 
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Hi!

Actually, there would be those whom say that these changes make titans worth their CURRENT points.

Then again this goes into the extra rules/optional/"insert you favorite name for it here" book. ;)

As usually, you use what you like. The tables as they stand are the "default" ones. The d10 one will be an alternate system for those whom want more variability/durability.

Primarch


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 Post subject: Re: D10 critical hit tables
PostPosted: Thu Apr 29, 2010 12:36 am 
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They'll be fun to use for a return to some old fashioned AT titan vs titan action :)


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 Post subject: Re: D10 critical hit tables
PostPosted: Thu Apr 29, 2010 8:53 am 
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Really good work!

Just a point: could it be possible for maximal damages like:

Quote:
10. The weapon has been clean off, as above, but there is also a flashback. Roll D6 to determine what the flashback affected:
1-2: Wing
3-4: Reactor
5-6: Head

Then roll a D10 on the appropriate damage table.


To have something like:

Quote:
10. The weapon has been clean off, as above, but there is also a flashback. Roll D10 to determine what the flashback affected:
1-4: Wing
5-7: Reactor
8-10: Head

Then roll a D10 on the appropriate damage table.


While we have the D10 in the hand when rolling for damages, let's roll it instead of picking another dice :)


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 Post subject: Re: D10 critical hit tables
PostPosted: Thu Apr 29, 2010 9:26 am 
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Plus, you've just rolled a 10 so it must be a lucky die ;)

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