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Alternate Imperial Titan Rules

 Post subject: Re: Alternate Imperial Titan Rules
PostPosted: Tue Jun 25, 2013 10:09 am 
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some great ideas


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 Post subject: Re: Alternate Imperial Titan Rules
PostPosted: Tue Jun 25, 2013 3:50 pm 
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Dwarf Supreme wrote:
primarch wrote:
With me soon putting up an experience system for titans, its looking like we'll have enough material for a little "options book". So trot out all your pet peeves now...... ;)

Even with a change to the Warlord hit template, I'd love to see my alternate critical hit tables in an options book. ;D


Hi!

No problem bro! :)

Primarch


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 Post subject: Re: Alternate Imperial Titan Rules
PostPosted: Tue Jun 25, 2013 3:53 pm 
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Mattman wrote:
Dwarf Supreme wrote:
primarch wrote:
With me soon putting up an experience system for titans, its looking like we'll have enough material for a little "options book". So trot out all your pet peeves now...... ;)

Even with a change to the Warlord hit template, I'd love to see my alternate critical hit tables in an options book. ;D


Intriguing, what do they look like?

primarch wrote:
Hi!

Given that it seems I am entering another phase of "epic activity" its a good time to be excited. ;)

For those whom came much later after the revision, keep in mind that the actually "work" in testing and discussing the changes of net epic 5.0/net epic gold are quite old. There was just a lot of time between the official end of the revision to net epic gold's final release (a delay measured in YEARS).

This means that there may be a change of opinion/philosophy since the revision on multiple issues. I have kept and will keep my promise to leave the "core" of net epic gold unchanged. It may be hard to believe but there are many out there to whom these topics are not really an issue and don't seek much change.

However it doesn't mean we can't do alternate rules (to be used by those like us whom want a little more fine tuning), since they can be ignored by those whom see no issue.

So far we haven't only been putting together some alternate titan rules, but tweaked some praetorian points cost and corrected the cost of revenants. Heck maybe we'll feel frisky and fix some of those points costs for those bike/skimmer companies (eldar wind host, squat bike squadrons). ;D


The work done on the gold set is awesome and has fixed many of the issues from SM2/TL, but like you say, it was many years a go when the revisions finished. Now there seems to be a influx of fresh blood and new eyes, we can have a look at things again and we might throw up some interesting ideas and queries.

Matt


Hi!

You do realize Matt that your essentially suggesting a revision. I got no problem with that mind you, but having done so many i can tell you right now they tend to take a life or their own.... ;)

It would be kinda fun though, you guys think your up for a revision 6.0?

Primarch


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 Post subject: Re: Alternate Imperial Titan Rules
PostPosted: Tue Jun 25, 2013 4:05 pm 
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primarch wrote:
3. Plasma weapon hard points and costs.
Plasma Blastgun -any location cost 100
Plasma Cannon - carapace only cost 175 (or 150?)
Plasma Destructor -carapace only cost 225 (or 200?)


Plasma Destructor: Warlord carapace only
Plasma Cannon: Warlord/Reaver carapace only
Plasma Blastgun: Warlord/Reaver/Warhound any location

Will there be any changes on the chaos titans like Slaanesh Subjugators ?


About the weapons available on titans, take with a lot of salt infos from lexicanum and others 40K fluff website, they use some neo-fluff from 40K Apocalypse rule book and other recent sources (even if they also note AT1 in their sources). This can be changed at any moment by GW if their FW sculptor decide to create a volcano cannon for their reaver...


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 Post subject: Re: Alternate Imperial Titan Rules
PostPosted: Tue Jun 25, 2013 5:31 pm 
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scream wrote:
About the weapons available on titans, take with a lot of salt infos from lexicanum and others 40K fluff website, they use some neo-fluff from 40K Apocalypse rule book and other recent sources (even if they also note AT1 in their sources). This can be changed at any moment by GW if their FW sculptor decide to create a volcano cannon for their reaver...


Well aware of that, just thought it was interesting fluff. Sure you could easily counter the fluff by saying it is only applicable to the newer pattern titans ;)

Anyway given peoples old existing collections of models we wouldn't want to be to restrictive on weapon locations, otherwise there might be a mutiny ;D Just want to adjust some of the more obvious issues.

Matt


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 Post subject: Re: Alternate Imperial Titan Rules
PostPosted: Tue Jun 25, 2013 9:54 pm 
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scream wrote:
primarch wrote:
3. Plasma weapon hard points and costs.
Plasma Blastgun -any location cost 100
Plasma Cannon - carapace only cost 175 (or 150?)
Plasma Destructor -carapace only cost 225 (or 200?)


Plasma Destructor: Warlord carapace only
Plasma Cannon: Warlord/Reaver carapace only
Plasma Blastgun: Warlord/Reaver/Warhound any location

Will there be any changes on the chaos titans like Slaanesh Subjugators ?


About the weapons available on titans, take with a lot of salt infos from lexicanum and others 40K fluff website, they use some neo-fluff from 40K Apocalypse rule book and other recent sources (even if they also note AT1 in their sources). This can be changed at any moment by GW if their FW sculptor decide to create a volcano cannon for their reaver...


Hi!

Chaos titans would follow the same rules as Imperial Titans, except for the Lord of Battles which is essentially a demon in mechanical form. The "special" titans like the Subjugators I will need to look at more closely to determine if they need anything different.

No worries about sources, I only use the actual original text of the rulebooks or WD articles which I have all of. :)

Actually, old school WD pictures (or the rulebooks) are better than most all else. ;)

Primarch


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 Post subject: Re: Alternate Imperial Titan Rules
PostPosted: Tue Jun 25, 2013 9:58 pm 
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Mattman wrote:
scream wrote:
About the weapons available on titans, take with a lot of salt infos from lexicanum and others 40K fluff website, they use some neo-fluff from 40K Apocalypse rule book and other recent sources (even if they also note AT1 in their sources). This can be changed at any moment by GW if their FW sculptor decide to create a volcano cannon for their reaver...


Well aware of that, just thought it was interesting fluff. Sure you could easily counter the fluff by saying it is only applicable to the newer pattern titans ;)

Anyway given peoples old existing collections of models we wouldn't want to be to restrictive on weapon locations, otherwise there might be a mutiny ;D Just want to adjust some of the more obvious issues.

Matt


Hi!

Well, since its alternate, it can be ignored. So I think we have way more leeway than when doing the actual Gold revision.

I hope to get some more rules posted during this week. This is my FOURTH consecutive day unpacking the primarchload and organizing stuff. I have been taking lots of pictures to share in one "mega-thread" once the unpacking/organizing is done. I can say I am kind of dazed by the sheer amount of stuff I found that I didn't even remember I had. ;D

Primarch


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 Post subject: Re: Alternate Imperial Titan Rules
PostPosted: Wed Jun 26, 2013 3:38 am 
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Mattman wrote:
Dwarf Supreme wrote:
primarch wrote:
With me soon putting up an experience system for titans, its looking like we'll have enough material for a little "options book". So trot out all your pet peeves now...... ;)

Even with a change to the Warlord hit template, I'd love to see my alternate critical hit tables in an options book. ;D


Intriguing, what do they look like?

They are d10 based, thus making it more difficult to get the catastrophic critical hits when you roll a 6. I also included some results that aren't on the tables right now. For example, a weapon can be damaged and still function, but at reduced capacity. My crit tables make it harder to kill a Titan, but to me that's how it should be.

I'll see if I can find the thread I started many years ago.

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 Post subject: Re: Alternate Imperial Titan Rules
PostPosted: Wed Jun 26, 2013 3:45 am 
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Dwarf Supreme wrote:
Mattman wrote:
Dwarf Supreme wrote:
primarch wrote:
With me soon putting up an experience system for titans, its looking like we'll have enough material for a little "options book". So trot out all your pet peeves now...... ;)

Even with a change to the Warlord hit template, I'd love to see my alternate critical hit tables in an options book. ;D


Intriguing, what do they look like?

They are d10 based, thus making it more difficult to get the catastrophic critical hits when you roll a 6. I also included some results that aren't on the tables right now. For example, a weapon can be damaged and still function, but at reduced capacity. My crit tables make it harder to kill a Titan, but to me that's how it should be.

I'll see if I can find the thread I started many years ago.


Hi!

If you can find it and report it here it will be easier for me to pull it all together.

Thanks!

Primarch


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 Post subject: Re: Alternate Imperial Titan Rules
PostPosted: Wed Jun 26, 2013 3:53 am 
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Found it the original thread:
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=14&t=7253

and the more recent one:
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=14&t=18270

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Last edited by Dwarf Supreme on Wed Jun 26, 2013 3:57 am, edited 1 time in total.

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 Post subject: Re: Alternate Imperial Titan Rules
PostPosted: Wed Jun 26, 2013 3:56 am 
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Dwarf Supreme wrote:


Hi!

Great, thanks!

By the way Dwarf Supreme, would you take a stab at converting your tables using 2d6 for results? Its to offer an alternative for all the Luddites whom just want to use d6's. ;)

Primarch


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 Post subject: Re: Alternate Imperial Titan Rules
PostPosted: Wed Jun 26, 2013 3:58 am 
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primarch wrote:
Dwarf Supreme wrote:


Hi!

Great, thanks!

By the way Dwarf Supreme, would you take a stab at converting your tables using 2d6 for results? Its to offer an alternative for all the Luddites whom just want to use d6's. ;)

Primarch

Luddites, or non-RPG players! ;D It will be harder, since the distribution of results isn't linear like a simple d10, but I'll give it a shot.

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 Post subject: Re: Alternate Imperial Titan Rules
PostPosted: Wed Jun 26, 2013 4:15 am 
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Dwarf Supreme wrote:
primarch wrote:
Dwarf Supreme wrote:


Hi!

Great, thanks!

By the way Dwarf Supreme, would you take a stab at converting your tables using 2d6 for results? Its to offer an alternative for all the Luddites whom just want to use d6's. ;)

Primarch

Luddites, or non-RPG players! ;D It will be harder, since the distribution of results isn't linear like a simple d10, but I'll give it a shot.


Hi!

Give it a stab, just for a sense of completeness and, of course, options. :)

Primarch


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 Post subject: Re: Alternate Imperial Titan Rules
PostPosted: Wed Jun 26, 2013 6:17 am 
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primarch wrote:
Dwarf Supreme wrote:


Hi!

Great, thanks!

By the way Dwarf Supreme, would you take a stab at converting your tables using 2d6 for results? Its to offer an alternative for all the Luddites whom just want to use d6's. ;)

Primarch


Don't pander to them DS! ;D

Seriously though, I had a look through the location hit charts on those threads posted, thought they were very good indeed.
Was wondering though if much would need to be done to alter the results from D10 to 2D6 though; the tables could be almost completely ported over except that instead of results 1-2, 3-4, etc, you have results 2-3, 4-5, etc. This obviously would take you up to and including a result 11. I would suggest that the 11 result (which was 10 previously, ie catastrophic damage) also be the result for a roll of 12. This would slightly increase the likelihood of inflicting catastrophic damage but when you think about it, this would still mean the chances of infliciting such damage would be about 1 in 6 rather than 1 in 3* so the Titans are still able to soak up a lot more damage than was previously the case.
*Apologies if my statistics are nonsense, it was never a strongpoint for me!

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 Post subject: Re: Alternate Imperial Titan Rules
PostPosted: Wed Jun 26, 2013 9:39 am 
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Rather than 2D6 could you split each table in 2, so 1-3 you use the top half 4-6 the bottom half and then roll a D6 for final crit. So for the Weapons, 1-3 makes you roll a minor critical (for want of a better description) so 1-2, 3-4, 5-6 on the exisitng table, and a 4-6 rolls on the major critical (the upper end), and a 1-3 give you the 7-8 result, 4-5 give you the 9 result and a 6 the 10.

Matt


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