Brood Brother |
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Joined: Fri Jun 24, 2005 2:43 pm Posts: 2084 Location: Reading, England
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On the way back from work I had an idea (or just remembered an old idea). It was brought on by reading the titan battle scenes in storm of iron and a longing to be able to have my titans move at striding speed.
The idea is to write some rules to be able to play inquisitor with titans (the ultimate power gaming, bringing a titan to an inquisitor fight ).
Most of the rules are already there, all that need to be done is to rewrite the damage table, since quite a few of the groin and leg injures are fatal to a titan (falling prone) and rejiggle a few other parts.
Ideas I have so far.
1) the only stats needed are WS, BS, S, T, Sg, Ld WP isn't needed since titans don't (usually) use pyschic powers and Nv isn't needed since they don't (or is that can't) dive for cover when being shot at.
2) On recoverer rolls replace a Toughness test with a Sg test, to represent the crew trying to figure out how to patch up the titan, rather than the titan gritting its teeth
3) Allow the titan to recover voids by spending actions passing Sg tests. A basic test allows 1 void to be recovered or the test could be taken with x 10% modifers each modifer allowing an extra void to be repaired.
For example you could take a -30% modifier and repair 3 voids (or if ypu fail none, such is the price for rushing the machine spirits)
Things that need to be worked on 1) A new damage table, since titans can't drop their weapons, nor should they fall prone
2) A way to deal with the high rate of fire weapons that tians have. Full auto is crap in =][= and quite a few titan weapons could be seen as full auto (VMB, gatling blaster, turbo laser).
3) Penalties for doing more than one thing at once, possible a series of Ld tests each one with a bigger modifier, to represent the princeps having to quickly give orders that might not be uinderstood
4) Stats writen for the different types of titan
5) The ability to over charge the voids so they can take more damage before going down, but at a greater chance that the generator might blow
Shields The idea I have at the moment is that the shields have three levels of power; low, normal and over charged.
For example low power couldabsorb 2 points of damage before going down, normal power could absorb 4 points of damage and over charged 6.
However each time a shield goes down it damages the shield generator, low poer shields don't damage it, normal power cause 1 point of damage and overchraged 2 (or even three). Thus eventually the shield generators can be burnt out.
Thats all I have so far and I was wondering if anyone (or everyone ) would like to help flesh out the rules.
_________________ Tyranid air marshal
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