by Peter Ramos
Titans by their very nature are aggressive tools of war. Therefore they gain experience only by achieving goals such as destroying the enemy or holding objectives. Titans do not obtain experience for surviving a battle. Having just survived a battle is not a sufficient challenge for such a war machine and thus no experience gained for such cowardly acts!
Also what type of targets are destroyed impacts on experience. A titan that solely slays lesser targets gains experience at a slower rate than a titan that engages and destroys targets of his own class. This is due to the greater danger they put themselves into to accomplish a given task.
Titans gain 1 XP for every 10 VPs obtained in battle. Destroying enemy titans/praetorians are more difficult to accomplish so they receive a 50% bonus to the VP's for purposes of XP accumulation. Note that this bonus ONLY applies to the XP system and not to the VP totals for determining the winner of a battle. Victory points gained for breaking all other units receive no additional bonuses.
TITAN UPGRADES | |||
Increased Speed | 3 XP | +100 pts | +1 VP |
Add +5 to base movement. Units firing at a titan with this skill receive -1 to hit if its on advance and -2 to hit if it is on charge orders. | |||
Damage Control | 4 XP | +200 pts | +2 VP |
The Adeptus Mechanicus has placed experimental auto-repair systems on board. Damage rolls are on a 4+ on a D6. | |||
Heavy Shielding | 5 XP | +300 pts | +3 VP |
Shields absorb more damage before collapsing. Weapons need a minimum 2 save modifier to affect these shields. | |||
Increased Shielding | 3 XP | +100 pts | +1 VP |
The titan gains an additional TWO shields. | |||
Ejector System | 2 XP | +50 pts | +1 VP |
Anytime the titan is catastrophically destroyed the crew escapes on a 2+ on a D6 (thus retaining any skills they might have obtained). | |||
Heavy Armour | 4 XP | +200 pts | +2 VP |
Add +1 to all armor save locations (to a maximum of 1+). | |||
Psychic Defences | 4 XP | +200 pts | +2 VP |
The titan receives a 3+ save versus non-physical psychic attack. | |||
Emergency Fail-Safe | 3 XP | +100 pts | +1 VP |
Any time a meltdown occurs roll a D6. If a 4+ is rolls the titan is shutdown but avoids explosion. The reactor must be repaired in the normal fashion before any shields or weapons may function. | |||
Turbo Weapons | 3 XP | +100 pts | +1 VP |
One weapon system receives an additional -1 to its target save modifier as well as a +1 to damage rolls. This skill may be acquired multiple times up to the amount of weapons the titan possesses. | |||
CREW AND COMMANDER SKILLS | |||
Accuracy | 3 XP | +100 pts | +1 VP |
One crewmembers weapon system now receives a +1 to hit. This skill may be acquired multiple times up to the amount of weapons the titan possesses. | |||
Marksmanship | 4 XP | +200 pts | +2 VP |
One crewmembers weapon system never has to roll scatter dice for hit location purposes. Select location and roll for damage as normal. This skill may be acquired multiple times up to the amount of weapons the titan possesses. This DOES NOT apply to weapons with mandatory scatter. | |||
Enhanced Recon | 3 XP | +100 pts | +1 VP |
After deployment the titan may move an additional 25cm as long as it does not move within 10cm of an enemy unit. | |||
Berserker | 2 XP | +50 pts | +1 VP |
May re-roll any failed close combat roll once. | |||
Lightning Reflexes | 5 XP | +300 pts | +3 VP |
Princeps has an uncanny ability to out-guess and outmaneuver the enemy. He moves as if on charge orders and fires in the first fire phase. | |||
Tactical Genius | 3 XP | +100 pts | +1 VP |
The titan may choose to move/fire first/last regardless or initiative order. | |||
Damage Limitation | 3 XP | +100 pts | +1 VP |
Titan ignores the first penetrating hit during a battle. Can be used once per game |
TITAN UPGRADES | |||
Increased Speed | 3 XP | +100 pts | +1 VP |
Add +5 to base movement. Units firing at a titan with this skill receive -1 to hit if its on advance and -2 to hit if it is on charge orders. | |||
Wraithbone Armour | 4 XP | +200 pts | +2 VP |
The external hull has been laminated with psycho -active wraithbone armor with repairs itself from damage very efficiently. A successful roll of 2+ on a D6 will repair damage. | |||
Gate | 2 XP | +200 pts | +2 VP |
The external hull has been laminated with psycho -active wraithbone armor with repairs itself from damage very efficiently. A successful roll of 2+ on a D6 will repair damage. | |||
Reinforced Structure | 4 XP | +200 pts | +2 VP |
Weapon damage modifiers are ignored. | |||
Psychic Defences | 3 XP | +100 pts | +1 VP |
The titan receives a 2+ save versus non-physical psychic attack. | |||
Emergency Fail-Safe | 3 XP | +100 pts | +1 VP |
Any time a meltdown occurs roll a D6. If a 4+ is rolls the titan is shutdown but avoids explosion. The reactor must be repaired in the normal fashion before any shields or weapons may function. | |||
Psychic Assault | 4 XP | +200 pts | +2 VP |
The titans attacks count as non-physical psychic attacks (demons can not save with chaos cards). When charging into close combat it can emit a piercing war cry that reduces the opponents CAF to half its normal value. The effects may be avoided by rolling 5+ on a D6 (of psychic save if higher). | |||
CREW AND COMMANDER SKILLS | |||
Pinpoint Accuracy | 4 XP | +200 pts | +2 VP |
One crewmembers weapon system now receives a -1 to save modifiers and +1 to damage rolls. This skill may be acquired multiple times up to the amount of weapons the titan possesses. | |||
Hipshooting | 5 XP | +300 pts | +2 VP |
The titans crew is unusually skilled in firing on the run. They may fire all weapons normally while on charge orders with a -1 penalty to hit. | |||
Sidestep | 3 XP | +100 pts | +1 VP |
A titan with this skill can NEVER be pinned in close combat. It may abandon close combat against other titans during the turn engaged or following turns (if it moves second or survives close combat). | |||
Dodge | 5 XP | +300 pts | +3 VP |
When attacked by a weapon with a barrage template it may totally avoid the attack by rolling 4+ on a D6. The titan is place at the template edge by the owning player. | |||
Lightning Reflexes | 5 XP | +300 pts | +3 VP |
Princeps has an uncanny ability to out-guess and outmaneuver the enemy. He moves as if on charge orders and fires in the first fire phase. | |||
Evade | 4 XP | +200 pts | +2 VP |
All firing at the titan is done with -1 penalty. | |||
Tactical Genius | 3 XP | +100 pts | +1 VP |
The titan may choose to move/fire first/last regardless or initiative order. | |||
Damage Limitation | 3 XP | +100 pts | +1 VP |
Titan ignores the first penetrating hit during a battle. Can be used once per game. |
TITAN UPGRADES | |||
Escape Plan | 2 XP | +50 pts | +1 VP |
If the head or entire gargant is destroyed the Kaptain and crew escape on a roll of 2+. | |||
Reinforced Boiler | 2 XP | +50 pts | +1 VP |
Adds +5cm to the gargants base move. | |||
Fire Hoses | 3 XP | +100 pts | +1 VP |
Gargants with hoses may roll for each individual fire and on a roll of 6 one fire is put out. This roll is taken BEFORE the any rolls on the fire table. In the case of mega-gargants and gargants with riggers add +1 to the riggers chance to put out the fire. | |||
Riggers | 4 XP | +200 pts | +2 VP |
The Gargant has a crew of D6 riggers that may put out fires or repair damaged locations on a roll of 6+. In the case of mega-gargants they receive TWO D6 rolls for each rigger. | |||
Improved Shielding | 3 XP | +100 pts | +1 VP |
The fields do not flicker. | |||
Increased Shielding | 3 XP | +100 pts | +1 VP |
The gargant receives an extra 3 powerfields. | |||
Heavy Armour | 4 XP | +200 pts | +2 VP |
All hit locations receive a +1 to their armor saves. | |||
Big Gunz | 3 XP | +100 pts | +1 VP |
One weapon system receives an additional -1 to the save modifier and +1 to damage rolls. | |||
CREW AND COMMANDER SKILLS | |||
Marksmanship | 3 XP | +100 pts | +1 VP |
One crewmembers weapon system never has to roll scatter dice for hit location purposes. Select location and roll for damage as normal. This skill may be acquired multiple times up to the amount of weapons the titan possesses. This DOES NOT apply to weapons with mandatory scatter. | |||
Accuracy | 3 XP | +100 pts | +1 VP |
One crewmembers weapon system now receives a +1 to hit. This skill may be acquired multiple times up to the amount of weapons the titan possesses. | |||
Mega-Weapons | 4 XP | +200 pts | +2 VP |
The gargant may fit ONE mega-gargant type mega-weapon (wierdboy tower, big lobba, Krooz missul). In case of a Mega-gargant with this skill add +1 to the roll for determining how many mega-weapons are fired in a turn (D3+1, a result of 4 means one weapon can be fired TWICE). | |||
Dirty Fighter | 3 XP | +100 pts | +1 VP |
The gargant rolls one extra close combat die (base 3D6). Cumulative with any close combat weapon bonuses. | |||
Very Shouty | 3 XP | +100 pts | +1 VP |
The gargant gains ONE shouting counter. In case of Mega-gargants they add +1 to the roll to determine how may counters they receive (D3+1). | |||
Tactical Genius | 3 XP | +100 pts | +1 VP |
The titan may choose to move/fire first/last regardless or initiative order. |
The original titan missions suffered from the fact that the player ran no risk when attempting to complete a mission. When it was successful he was awarded VPs, if not nothing happened. Also missions were not tailored to the battlefield role of each titan type.
To address these problems the missions listed below have a VP bonus that is awarded according to the degree of success, but also a VP total awarded to the opponent if the player fails to fulfill the mission.
Only battlegroups are eligible to perform missions. Missions are not obligatory. A player may select them if desired or omit them. Once selected the player is committed to the completion of that mission.
Some missions are specific to a titan type.
Deep Penetration
The warhounds will attempt to reach a point in the opponents deployment zone. To be successful the titans must be within 20cm of the opponents table edge. For every surviving titan in the opponents deployment zone the player gains 5VP. The opponent gains double the scout titans VP value for each that is destroyed.
Hunt
Scout titans are generally sent out to destroy smaller targets, especially super heavy tanks and knights that can present a hazard to it. The titan earns double the VP destroying or breaking any non-titan/praetorian unit. The opponent earns double VP for each warhound destroyed.
Secure
Select an objective in the opponents half of the table. This objective is worth 10VP if the titan still holds it by the end phase. An opponents titan may take the objective and earn the 10VP.
Engage
Select an enemy battlegroup and engage it. Each side earns double VPs for destroying titans on the opposing side.
Retrieve
Select a point along the midline of the battlefield no more than 50cm away from the battlegroup. Select one titan from the group as the carrier. That titan must go to the designated point "retrieve" and make it back to its deployment zone. Successful completion earns 15VP. The opponent earns 5VP if the "retriever" is destroyed.
Enjoy!
Peter