Hi!
A lot of overcompensation with plasma weapons when the game made the transition from the original AT game (where plasma weapons were king) and 2nd edition space marine (where plasma weapons were nerfed).
To get some traction on solving the problem I wanted to make some alternate rules that were:
1. Based on the Imperator's plasma generation scheme for purposes of uniformity
2. Simple. Little book keeping beyond keeping track of plasma
3. Solves the plasma weapons dilemma
This is what I came up with.
Plasma will be rolled at the time of the titans activation.
Plasma will be consumed for fire control, movement, shield repair and plasma weapons if any.
The rates for plasma accrual will be projected from the Imperator rate.
Imperator: 1d6+6; minimum per turn is 7, average 9-10
Warlord: 1d6+3; minimum 4, average 5-6
Reaver: 1d6+2; minimum 3, average 4-5
Warhound: 1d6+1 minimum 2, average 3-4
Since unused plasma can be retained from one turn to the next, a practical upper limit needs to be placed to avoid silly situations of too much plasma. Also, since plasma overload is a real (and sometimes catastrophic) problem I thought of the following rule.
A player may retain unused plasma from one turn to the next, however if AT ANY TIME the amount of plasma exceeds the particular plasma reactor limit (the titans limit is defined as the maximum amount a titan can obtain in one turn by a maximum die roll, 12 for the Imperator, 9 for Warlord, 8 for Reaver, 7 for the warhound) the player can either:
1. Issue an immediate reactor flush losing all plasma tokens, leaving the titan powerless for that turn, but no reactor damage is suffered
OR
2. Forgo the reactor flush keep ALL the plasma, resolve its turn (move fire etc), but once the titans turn is done, all remaining plasma is lost (emergency flush) but the player has to make a mandatory roll on the reactor damage table with a penalty of +1 to the roll for every plasma counter that surpassed the maximum for that titan type (if a warlord had 11 plasma the reactor roll would be a +2 for the 2 plasma beyond the max of 9). Reactor damage results are applied immediately.
These rules are in place to make "plasma hording" risky and dangerous and encourage safe/routine use.
Weapons
1. Any number or non plasma, non special missile weapons may be fired with the use of one plasma counter. Titans armed solely of such weapons are very reactor friendly, but are less devastating than those armed with plasma weapons.
2. Special missile weapons (usually one shot) require TWO plasma counters to prime and fire. Of course this is a one time expenditure since its a one shot weapon. Making it cost two instead of one is to avoid "suicide titan" tactics where warlords armed with 4 such weapons rush in fire all their missiles for 1 each then flee. AT a cost of two, it makes such tactics improbable/impossible.
3. Plasma weapons
All plasma weapons (with the exception of the plasma blasgun with will ONLY have the non-overcharged option) with have a basic charge shot that costs ONE plasma counter for each attack die and an overcharge shot that costs TWO plasma counters per attack die rolled.
Basic charge
1 Attack die 3+ to hit, -4 save modifier
Over Charge
1 Attack die 3+ to hit -6 save modifier
Weapon range is as per type:
Plasma blastgun is 50cm
Plasma cannon is 75cm
Plasma destructor 100cm
Basically the "power" of each weapon is the distance it can effectively hurl the plasma.
All weapon and titan chassis costs remain the same.
Plasma usage costs
Fire control: 1 plasma for advance fire; 2 plasma for first fire; no plasma allocated no firing
Engine: 1 plasma for up to advance move; two plasma for up to charge move; no plasma no move
Shields: 1 plasma for repair 5+, 2 plasma for repair 4+
For those whom like he old fluff I will add an optional rule of "over shield" where the titan cannot fire (only move) and consume ALL plasma for the shield to basically render the titan invulnerable for one turn (all shots are blocked by over shield, except things that ignore shields), however in the end phase the player that used over shield MUST roll on the shield generator damage table and apply the result.
These represent the totality of the alternate titan rules. Note that I kept a careful eye on unintended consequences and exploits to put these together, not only to solve the plasma weapon issue, but to make titans worth their points over all.
Note this weapons titans could move at a charge rate AND first fire depending on plasma expenditure, so this transforms the strategies used with them. Titans become VERY dangerous now, as they should be/ But adequate power management is also critical. Plasma weapons are once more king, but require lots of energy to use, but no longer put burdens that made them useless.
Of course, when you make such rules you must think of the game as a whole and what other things get effected. If Imperial titans are like this what of Eldar Phantoms which are technologically superior?
The easy route for a fix is that since eldar reactors are much more efficient than Imperial ones no tracking of plasma is needed. They use what they need, when they need it.
In game terms this means eldar titans need no order counters of any type. They move at their full rate and always fire in the first fire phase (basically making them command units). Their holofield save will be a flat 3+.
This makes eldar titans the most flexible of all titans, but they need to constantly move to avoid destruction. Also they still retain their vulnerability to artillery (even though they always scatter). Also the fixed holo save means a certain amount of shots can get through. It makes them powerful, but not invincible.
In the case of the Warlock titan only add that due to its prescience it always retains the ability to MOVE LAST, even if the eldar player didn't win initiative. Thus a player with Eldar warlock titans ALWAYS has the last move.
No other changes are needed with the eldar titans.
Ork titans lack plasma reactors, so no changes are needed. Use as is.
Tyranids have no reactors, so as orks no changes needed.
Slann are the most advanced race. So they should have the same benefit as Eldar titans and an already low shield repair makes them devastatingly good.
Opinions are very welcome!
Primarch