by Peter Ramos
Those who have been playing epic for years will remember the many transformation titans have undergone since the heyday of Adeptus Titanicus. Almost invariably players have felt that titans were too weak for the amount of points invested in them. Many old timers miss the resilience of titans from Adeptus Titanicus and wish some changes to make Titans the powerhouses they deserve to be.
What follows is an alternate damage system for titans for use in NetEpic and Space Marine. You will recognize that certain mechanics are drawn from ALL versions of epic in an attempt to capitalize on the best each system has to offer.
This is done as per standard rules, BUT all units gain +1 to hit while targeting titans of the non-scout class. Scout titans are more nimble but are penalized in other ways.
This is defined as any weapon fired at a titan within 25cm or less range to it. They gain the normal +1 to hit, but DO NOT need to randomly determine where the shot lands, the firing player SELECTS where it lands (more on this below).
This will stimulate maneuver over long range pot shots since it is more effective to close to point blank range to kill titans, of course closing in has its own dangers...
I will use the Warlord as an example to illustrate how it works. Templates will be as follows:
WARLORD |
||||||||
Front or Side | Back | |||||||
Location | D12 |
Armor save |
Location | D12 roll |
Armor save |
|||
Head | 1 |
1+ |
Reactor |
1-3 |
3+ |
|||
Carapace | 2-5 |
1+ |
Carapace |
4-6 |
2+ |
|||
Hull | 6-8 |
2+ |
Hull |
7-8 |
3+ |
|||
Weapons* | 9-10 |
3+ |
Weapons* |
9-10 |
3+ |
|||
Legs* | 11-12 |
1+ |
Legs* |
11-12 |
2+ |
*Indicates that when this location is hit you must roll on the tables below to determine exactly what weapon/leg is hit according to the direction of fire.
Weapon | Leg | |
Front or Back |
Roll a D8 1-2 left carapace weapon 3-4 right carapace weapon 5-6 right arm weapon 7-8 left arm weapon |
Roll a D6 1-3 left 4-6 right |
Side | Roll a D6 1-3 upper weapon on that side 4-6 lower weapon on that side |
No roll - Leg on that side |
Once you have hit proceed to roll the appropriate die for the titan (listed under die roll) to determine where the shot hits. In our example roll a D12 and determine the location of the hit. After this is done determine that locations save on the table and per standard Net Epic/SM rules roll the save with the corresponding modifiers and if it penetrates roll on the damage tables (more on that below).
If youre wondering what the little boxes before the location mean, the rationale is thus: The different titan classes (scout, battle and heavy titans) have always been hinted on having more armor as the size and battlefield role increased, but the rules could never really show this. Heavier titans like the warlord have actually been used less since the lighter titans are cheaper and cost effective.
The lighter titans templates have a greater chance of scattering and missing and the actual difference in armor save values aren't that different to make warlord "tougher". I wanted something that could represent the armors THICKNESS as well as its quality (implicit in its armor save). The only simple way is by introducing DR (damage rating/hit points/damage points or any other synonym).
With DR in place when a failed save occurs instead of instant death, you cross of a box besides the appropriate location. When all the boxes are crossed out for a given location the titan suffers a catastrophic event (see below) that usually destroys it.
After you determine where you hit and armor saves are failed a "box" is checked off to indicate loss of DR points for that site. Unfortunately there is a chance each time a DR point is lost that "catastrophic damage" occurs. In case of the warlords (other titans from other races have a different "threshold" for catastrophic damage) catastrophic damage is caused on a roll of 6. Add to this roll any damage modifiers that the weapon may have. When a modified score of 6 is reached then roll on the catastrophic damage table like this one below.
The target number for catastrophic damage for all Imperial Titans is 6 |
CARAPACE |
1-3
Void shield generators damaged and offline may be repaired 4-5 Void shield generators destroyed, may NOT be repaired 6 Void shield explodes causing a flashback. The flashback location is determined by rolling on the following table:
All DR points lost When all DR from this location are lost and no catastrophic damage occurs assume that the carapace is irrevocably damaged. The titan may be left on the battlefield and the crew abandons it. Regardless it is considered destroyed and VPs should be awarded. |
If the modified roll is less than 6, than just cross out the DR point and the titan continues normally (damaged but not critically so).
Once ALL the DR of a particular location are LOST then apply the specific effect that corresponds to the "all DR points lost' section in the corresponding table. This usually results in the destruction of the titan.
Note that some locales may have ONE-DR point and these represent critical spots which dont resist damage well (like the head and reactor in lighter titans) and usually are destroyed if the save is failed. This vulnerability is countered by its inaccessibility to fire or its low profile to be fired at. Note these locales CAN suffer catastrophic damage that may have wider repercussions than just an inactive titan (especially in campaign games), so the catastrophic roll for these locales MUST be taken.
Important Note: The damage bonus of a weapon is NOT added to the roll on the catastrophic table, this ONLY applies to the roll to determine IF catastrophic has occurred.
They function as normal for those damages that CAN be repaired, this is stated in the damage tables.
In the case of head/reactor/weapon locations that have one DR auto repair has a ONE TIME opportunity to repair damage in the end phase. This can ONLY be done if catastrophic damage did not occur at the location when the original save was failed (in this case its BEYOND repair). If the save fails in this case the "1 DR location" is destroyed and the "all DR lost" result for that location applies.
Important Note: A second penetrating hit to a locale with ONE DR receives catastrophic damage without the need to roll. The effects are done immediately and the titan is removed.
Example: A lucky shot hits the head of a Reaver Titan and the save is failed. The modified roll is 6+, catastrophic damage occurs and titan is destroyed. Had the roll been less then 6, then no catastrophic damage occurred and the titan remains on board but is unable to act (no firing, no movement). The owning player may attempt ONCE to repair it in the end phase. If he fails remove titan and award VP's. If successful the titan is online and operational. If during the turn (or following turns) it receives a second penetrating shot to the head it suffers catastrophic damage AUTOMATICALLY, no roll is required and titan is removed from play.
Rules for each weapon remain the same, the winner of close combat hits once in the location the winners of choice and it is treated as catastrophic damage (roll on the appropriate table). Close combat is LETHAL, since all hits cause catastrophic damage. The damage bonus associated to some close combat weapons is used as a bonus to the catastrophic damage table roll. NOTE that this is the ONLY exception to the above rule where it states that the damage bonus does not apply to the damage table roll. This is to increase close combat lethality.
Weapons like the warp missile and others weapons with mandatory scatter still scatter. Instead of using the scatter dice just roll TWO dice of the appropriate type to determine the hit location and the OPPONENT will select one of the two as the location the hit lands (thus simulating its erratic trajectory).
And thats it! In practice its very short, much more so than scattering on the standard epic template.
Note that I made certain determinations when making the templates, such as the reactor is ONLY seen from behind now (I thought it was stupid to put such critical hardware in front for all to shoot at). Areas that cover more of the model more likely to get hit (the carapace is supposed to be a prime means of protection but who ever targets that intentionally under the standard rules?)
All in all it makes titans strong, worth their points (which will be as high as the old AT values). The high costs will make them rare, so as to keep the focus of the game on the infantry (average games of 4000 points will find it hard to field anything better a single stripped Reaver).
We appreciate any feedback regarding these rules as well as additional input to modify and better them. Please refer any queries to: pramos1@ix.netcom.com.
Our Titans will be avenged!
Peter