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D10 critical hit tables

 Post subject: Re: D10 critical hit tables
PostPosted: Sat May 01, 2010 9:37 pm 
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primarch wrote:
I should be posting the Gargant tables this weekend.


Thanks, Primarch. You're saving me a lot of work! ;D

Were you planning on tackling Chaos Titans? Also, I've been thinking about doing the same for Praetorians, but I'm not sure if they need a rewrite of their critical hit tables.

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 Post subject: Re: D10 critical hit tables
PostPosted: Sun May 02, 2010 12:58 am 
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Hi!

Chaos titans, for the most part, can use the standard imperial titan damage tables with some modifications to account for mutations and such. I'll direct my attention to them next.

I do plan on doing the praetorians as well as special titans (emperor class, slann, etc).

Primarch


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 Post subject: Re: D10 critical hit tables
PostPosted: Sun May 02, 2010 3:57 pm 
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Agreed, the Chaos Titans can pretty much use Imperial tables with slight modifications. I also had planned on doing the tables for Emperor class and Mega-Gargants.

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 Post subject: Re: D10 critical hit tables
PostPosted: Mon May 03, 2010 12:19 am 
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Hi!

The philosophy behind the tables is that gargants, being "low tech" in comparison to Imperial/Eldar titans, literally need to be blown to bits before succumbing to its damage.

Of course, given its non-regenerable powerfields, less reliable weapons, slow speed, balances them out.

Great Gargant

Head

1-4: +1 to future rolls on this table. Bonuses are cumulative.
5-6: Penetrating shot! A fire is started causing much confusion on orders given. Order for next turn is determined randomly (1-3: Charge, 4-6: Advance, 7-9: First Fire, 10: Players Choice).
7-8: Head armor failure! A fire is started killing some of the crew. It takes time to restore order, but there is nobody steering the Gargant! The Gargant makes a full charge move then grounds to a halt. It receives no orders for the next turn.
9: Catastrophic armor failure! The shot kills all the crew including the Kaptin. A fire is started. Until a new Kaptin is "elected" the Gargant makes a full charge move and grounds to a halt. It receives no orders next turn.
10: Head Banger! The head explodes causing 2 fires. The entire crew is killed. The gargant charges a full move in a random direction and grinds to a halt. For the rest of the game orders are determined randomly (1-3: Charge, 4-6: Advance, 7-9: First Fire, 10: Players Choice).

Belly Gun

1-4: +1 to future rolls on this table. Bonuses are cumulative.
5-6: Weapon is damaged. Weapon has -1 penalty to hit for remainder of game. (in case of ball round roll twice for deviation and rolling distance is HALVED).
7-8: Weapon is severely damaged. One fire is started. Weapon has -2 penalty to hit for remainder of game. (in case of ball round deviate twice for the maximum distance and rolling distance is ONE THIRD).
9: Weapon destroyed. 1d3 fires are started. Weapon cannot be used for remainder of game.
10: Ammunition Explodes! The shot blows the nearby ammunition and wrecks the weapon causing 1D3 fires. A flashback breeches into the boiler room. Roll on the boiler chart. Once all extra rolls are made and fires determined, roll immediately on the fire table. The weapon is destroyed and cannot be used for remainder of game.

Foot

1-4: +1 to future rolls on this table. Bonuses are cumulative.
5-6: Foot is damaged. Movement is reduced to half for the remainder of game.
7-8: Foot Destroyed. Forward movement is impossible. The gargant may turn in place OR move sideways at half speed.
9-10: Foot blown off. No movement is possible (not even turning in place). One fire is started.

Boiler

1-4: +1 to future rolls on this table. Bonuses are cumulative.
5-6: The boiler is breached! Movement is halved for the remainder of game.
7-8: Boiler destroyed! The gargant may no longer move or turn in place for the remainder of game.
9: Boiler explodes! The gargant may no longer move or turn in place for the remainder of game. 1D3 fires are started.
10. Thar she blows! The venting steam propels the boiler like a rocket within the gargant causing horrendous damage. Roll on the hull table with a +2 bonus.

Weapon

1-4: +1 to future rolls on this table. Bonuses are cumulative.
5-6: Weapon Damaged. -1 penalty to hit for remainder of game (half BP for artillery and maximum scatter for weapons that deviate).
7-8: Weapon destroyed. Weapon cannot be used for the remainder of game.
9: Weapon blown off! Weapon is blown clean off the gargant and starts a fire. Weapon scatters 2D6 in a random direction. ANy units beneath the impact area (use standard barrage template) receive one automatic hit with a 0 TSM modifier. Shielded units lose one shield.
10: Weapon ammo detonation! The nearby weapons ammo is hit destroying the weapon and starting 1D3 fires.

Magazine

1-4: Exterior casing breached! +1 to future rolls on this table. Bonuses are cumulative. Starts one fire.
5-6: Ammo set ablaze! A shot penetrates the exterior casing and starts 1D3 fires. Immediately roll on the fire table.
7-8: Multiple detonations! A major fire erupts causing 1D6 fires. Immediately roll on the fire table.
9: Ammo explodes! The main ammo dumps explodes, the exterior casing absorbs some of the force but damage spreads into the nearby weapons ammo caches. !D6 fires are started. Also roll on the weapons table with a +2 bonus to the roll. Once total number of fires are determined roll immediately on the fire table.
10: Catastrophic explosion! The entire contents of the main ammo dump ignite in an grandiose explosion! 1D10 fires are started. Flashbacks to the weapons and hull cause major damage (roll on each table with a +3 bonus). Once all fires are determined roll on the fire table immediately. If the gargant survives, it no longer has ammo for ranged weapons. Only close combat weapons will function.

Fire Table

Roll on this table as required and at the start of the End Phase if any fires are burning. Add +1 to the roll for each fire burning on the Gargant in excess of one. Results last until the next roll is made on the fire table.

While I made the fire table into a d10 one, its not that much different from the previous one. I'm wondering if a 2d10 one is more appropriate.

1-4: With a few scorched Gretchin the fires are brought under control and put out.
5-6: The fire is getting out of control. The Gargant may not move, but may fire normally.
7: The fire is out of control! Add one to the number of fires already burning. The Gargant may not move or fire its belly gun, and any other weapons fired are on a -1 To-Hit modifier due to the clouds of smoke.
8: The fire reaches the magazines! Roll on the Magazine Damage Table for each intact magazine. The Gargant also can’t move or fire its belly gun and suffers -1 on firing as in 7 above.
9: Huge internal explosions wreck the Gargant destroying it and leaving a smoking, blackened heap. All units within 2D6 cm are hit by the flying debris and must make an unmodified save to avoid damage. Shielded units one shield.
10: A massive explosion rips the Gargant apart. Remove the model from the table and replace it with a crater if you’ve got one. Any units within 4D6 cm are hit by the flying debris and must make an unmodified save to avoid damage. Shielded units one shield.

Variant 2d10 fire table

2-7: With a few scorched Gretchin the fires are brought under control and put out.
8-10: The fire is getting out of control. The Gargant may not move, but may fire normally.
11-13: The fire is out of control! Add one to the number of fires already burning. The Gargant may not move or fire its belly gun, and any other weapons fired are on a -1 To-Hit modifier due to the clouds of smoke.
14-17: The fire reaches the magazines! Roll on the Magazine Damage Table for each intact magazine. The Gargant also can’t move or fire its belly gun and suffers -1 on firing as in 11-13 above.
18-19: Huge internal explosions wreck the Gargant destroying it and leaving a smoking, blackened heap. All units within 2D6 cm are hit by the flying debris and must make an unmodified save to avoid damage. Shielded units one shield.
20: A massive explosion rips the Gargant apart. Remove the model from the table and replace it with a crater if you’ve got one. Any units within 4D6 cm are hit by the flying debris and must make an unmodified save to avoid damage. Shielded units one shield.

Discuss.

Primarch


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 Post subject: Re: D10 critical hit tables
PostPosted: Mon May 03, 2010 3:27 pm 
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Looks good. I'll analyze it more thoroughly when I get the chance. Even if it's similar to the original, I think the D10 Fire table is fine. Using 2D10 doesn't give an even distribution of results as 1D10 does.

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Last edited by Dwarf Supreme on Thu May 13, 2010 3:49 pm, edited 1 time in total.

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 Post subject: Re: D10 critical hit tables
PostPosted: Mon May 03, 2010 4:02 pm 
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I'll try to convince my friends to test those tables this week-end, we have a big battle planned with surely some titans involved :)


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 Post subject: Re: D10 critical hit tables
PostPosted: Mon May 03, 2010 8:39 pm 
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8) Nice! I'd like to try this out on my next game... but it wont be anytime soon.


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 Post subject: Re: D10 critical hit tables
PostPosted: Thu May 13, 2010 1:55 am 
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Hi!

I've been sick the past week (stupid flu....), But I'll be posting up some chaos stuff soon, before tackling the "specialty" titans.

Primarch


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 Post subject: Re: D10 critical hit tables
PostPosted: Thu May 13, 2010 7:15 am 
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Finally, I printed the D10 critical tables but the warlord was not hit during last battle...


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 Post subject: Re: D10 critical hit tables
PostPosted: Sat May 15, 2010 12:01 am 
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Hi!

As I looked at the non-special chaos titans, I wonder if there is any point in using anything other than the standard "imperial" titan damage tables.

Thoughts and opinions?

Primarch


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 Post subject: Re: D10 critical hit tables
PostPosted: Sat May 15, 2010 1:35 am 
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The effects might be the same, but my thought was to include things like enslaved demons, demon spirits, chaotic forces, etc. into the wording of the tables for the sake of the tables not being exact duplicates of the Imperial ones.

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 Post subject: Re: D10 critical hit tables
PostPosted: Sat May 15, 2010 8:46 pm 
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Hi!

Ah, I get it. I'll leave that to you and turn my attention to the special titans: Imperator, Mega-gargant, Banelord, etc.

Once that's out of the way, only the praetorians will remain.

Primarch


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