by Peter Ramos
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 |
REAVER |
|||||||
Front or Side | Back | ||||||
Location | D12 |
Armor save |
Location | D12 roll |
Armor save |
||
Head | 1 |
2+ |
Reactor |
1-3 |
4+ |
||
Carapace | 2-6 |
2+ |
Carapace |
4-6 |
2+ |
||
Hull | 7-8 |
2+ |
Hull |
7-8 |
3+ |
||
Weapons* | 9-10 |
3+ |
Weapons* |
9-10 |
4+ |
||
Legs* | 11-12 |
2+ |
Legs* |
11-12 |
3+ |
*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 D6 1-2 left arm weapon 3-4 right arm weapon 5-6 carapace weapon |
Roll a D6 1-3 left 4-6 right |
Side | Roll a D6 1-3 carapace weapon 4-6 arm weapon on that side |
No roll - Leg on that side |
WARHOUND |
||||||
Front or Side | Back | |||||
Location | D12 |
Armor save |
Location | D12 roll |
Armor save |
|
Head | 1 |
2+ |
Reactor |
1-3 |
4+ |
|
Carapace | 2-7 |
2+ |
Carapace |
4-6 |
2+ |
|
Hull | 8 |
2+ |
Hull |
7-8 |
3+ |
|
Weapons* | 9-10 |
4+ |
Weapons* |
9-10 |
4+ |
|
Legs* | 11-12 |
2+ |
Legs* |
11-12 |
3+ |
*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 D6 1-3 left arm weapon 4-6 right arm weapon |
Roll a D6 1-3 left 4-6 right |
Side | No roll - Arm weapon on that side | No roll - Leg on that side |
Shooting at the Warhound does not confer the +1 "to hit" bonus
The target number for catastrophic damage for all Imperial Titans is 6 |
HEAD |
1-3
Mind impulse unit is damaged. Until it is repaired the titan may not move or fire
unless a roll of 4+ is made on a D6. CAF is halved. 4-5 Mind impulse unit irreversibly damaged. Energy feedback incapacitates random crewmembers. Roll on the following table and apply the result:
6 Head explodes, killing crew. The titan falls in a randomly determined direction. Any models under it are destroyed (no save). If it is a titan or praetorian it receives a hit in a randomly determine location with a 4 save modifier. All DR points lost When all DR from the head are lost and no catastrophic damage has occurred assume the titan has received massive damage that incapacitates the machine. The crew abandons the machine and VPs are awarded. The titan may be left in place on the battlefield, but is considered destroyed. |
The target number for catastrophic damage for all Imperial Titans is 6 |
REACTOR |
1-2
Shot penetrates reactor casing. Plasma energy is lost through gap. The titan is
rendered immobile and its weapons may not fire. Void shields are offline. Damage may be
repaired 3-4 Shot breaks open reactor casing. Emergency shutdown must be performed before reactor goes critical. The titan is rendered immobile and its weapons may not fire. Void shields are offline. Damage may be repaired. If damage control is successful titan is fully operational, but a further penetrating hit to the reactor causes meltdown. 5-6 Meltdown! Titan explodes with great force. Every model within 2d6cm is hit with a 2 modifier. All DR points lost When all DR from this location are lost and no catastrophic damage occurs assume that the reactor is irrevocably damaged, but the crew managed to shut it down in time. Titan does not explode and may be left on the battlefield. Regardless the titan is considered destroyed and VPs are awarded. |
The target number for catastrophic damage for all Imperial Titans is 6 |
HULL |
1-5
Hull breached add +1 to further roll on this table. 6 Hull integrity compromised. Titan receives one additional point of DR loss. If this means it has lost all remaining DR points the titan collapses as is removed from play. All DR points lost If all DR from the hull is lost apply result 6. |
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. |
The target number for catastrophic damage for all Imperial Titans is 6 |
WEAPONS |
1-3
Weapon is damaged and may not be fired until repaired 4-5 Weapon destroyed may not be used for the remainder of the battle 6 Weapon blown off. Lands in a random direction 2D6cm. Any model hit makes an unmodified save. All DR points lost If all DR from the weapon is lost apply result 6. |
The target number for catastrophic damage for all Imperial Titans is 6 |
LEGS |
1-2
Leg armor compromised. Titan is reduced to half move. May be repaired 3-4 Leg irrevocably damaged. Permanently reduced to half move 5 Leg severely damaged, almost blown off. Titan is immobilized. Titan receives half its CAF value if assaulted in close combat 6 Leg blown off. Lands in a random direction 2D6cm. Any model hit saves at 2. All DR points lost If all DR from the leg is lost apply result 6. |