by Peter Ramos
One area of dispute amongst epic players is the efficacy of the holofield.
After much debate it was decided that the holofield save would be extended to encompass
protection versus barrage weapons. The most convincing argument is the enormous wealth of
playtesting data from epic players who invariably agreed that the Eldar titans
survivability was seriously affected.
Unfortunately, up to now, a reasonable handicap in exchange for such a boon was not forthcoming.
According to what we know of the Eldar background, these titans are hard to hit and the armor, although frail looking, is very resistant. On the other hand once these defenses have been breached the internal workings are delicate and very fragile.
To simulate the difficulty in hitting an Eldar titan well use the alternate holofield rules as described on page 18 of the alternate Net Epic rules booklet. It is reproduced below for convenience.
Instead of giving a fixed save based on orders for the turn,
holo-fields used to modify the firer's chance to hit the Titan. This modifier varied from
turn to turn based on orders, and used the number wheel on the base (Void shield counter
for Imperial Titans) to keep track of the current value.
Holo-fields begin the game at level 0, and are modified as follows:
Orders | Modifier Increment |
Modifier Maximum |
Charge | +2 |
4 |
Advance | +1 |
3 |
First Fire | -1 |
2 |
When a Titan with Holo-fields enters close combat, the modifier
immediately drops to 1 for the duration of the close combat.
The modifier never drops below 0. Each turn, after revealing orders, apply the modifier
increment and then check the modifier against the maximum, reducing it if needed. The
modifier is added to the required number to hit (or, subtracted from the firer's die
roll). This can drive the number needed to hit over 6, in which case GW's 'maximum to hit'
rules come into play. If you need a 7, 8 or 9 to hit, roll as normal. If you roll a 6,
re-roll and consult the following table:
Score
needed to hit |
Second
roll required |
7 | 4+ |
8 | 5+ |
9 | 6+ |
Note that, even against weapons with automatic hits, such as Warp Missiles and triple Vibro-cannon shots, these fields work as penalties to hit. Such attacks are considered shots with to-hit values of 1+. Thus, for those weapons, start at 1+ and then apply the appropriate Holo-field modifier.
Eldar armor values are also comparatively high. To balance all these advantages it suffers two basic handicaps. The most important is that the target number for catastrophic damage is 4, not 6 as in the case of Imperial Titans. Also the DR values of the sections are small with most of the DR concentrated in the legs and hull.
Eldar Titans possess remarkable auto-repair systems that repair damage on a roll of 4+ on a D6.
The bonuses to hit titans NEVER apply to Eldar titans.
PHANTOM or WARLOCK |
|||||||
Front or Side | Back | ||||||
Location | D12 |
Armor save |
Location | D12 roll |
Armor save |
||
Head | 1 |
1+ |
Reactor |
1-2 |
4+ |
||
Wings | 2-4 |
3+ |
Wings |
3-5 |
3+ |
||
Hull | 5-6 |
1+ |
Hull |
6-7 |
2+ |
||
Weapons* | 7-8 |
3+ |
Weapons* |
8-9 |
4+ |
||
Legs* | 9-12 |
1+ |
Legs* |
10-12 |
2+ |
The Warlock Titan retains all the psychic powers described in the Net Epic/SM rulebooks.
*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 arm weapon 3-4 right arm weapon 5-6 right wing weapon 7-8 left wing weapon |
Roll a D6 1-3 left 4-6 right |
Side | Roll a D6 1-3 wing weapon on that side 4-6 arm weapon on that side |
No roll - Leg on that side |
REVENANT |
||||||
Front or Side | Back | |||||
Location | D12 |
Armor save |
Location | D12 roll |
Armor save |
|
Head | 1 |
2+ |
Reactor |
1-3 |
4+ |
|
Wing | 2-3 |
4+ |
Wing |
4-5 |
4+ |
|
Hull | 5-7 |
2+ |
Hull |
6-8 |
3+ |
|
Weapons* | 8-9 |
4+ |
Weapons* |
9-10 |
4+ |
|
Legs* | 10-12 |
2+ |
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 D6 1-3 left arm weapon 4-6 right arm weapon |
Roll a D6 1-3 left 4-6 right |
Side | No roll - Wing weapon on that side | No roll - Leg on that side |
The target number for catastrophic damage for all Eldar Titans is 4 |
HEAD |
1-3
Waystone 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 Waystone is 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. 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. |
The target number for catastrophic damage for all Eldar Titans is 4 |
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 eltdown! 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 Eldar Titans is 4 |
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 Eldar Titans is 4 |
WING |
1-3
Holofield generators damaged and offline may be repaired 4-5 Holofield generators destroyed, may NOT be repaired 6 Holofield explodes causing a flashback. The flashback location is determined by rolling on the following table:
All DR points lost When all DR from the wing are lost apply result 6. |
The target number for catastrophic damage for all Eldar Titans is 4 |
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 Eldar Titans is 4 |
LEGS |
1-2
Leg armor compromised. Titan is reduced to half move. May be repaired.
Holofield bonus are reduced by one point. In case of a revenant jump jets do not function. 3-4 Leg irrevocably damaged. Permanently reduced to half move. Holofield bonuses are permanently reduced by 2 points. In case of a revenant jump jets do not function. 5 Leg severely damaged, almost blown off. Titan is immobilized. Titan receives half its CAF value if assaulted in close combat No holofield bonuses are received. In case of a revenant jump jets do not function. 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. |