Hi!
So as to not to have to go through all those post from the older thread I will summarize them here for further discussion.
Titans with plasma reactors will roll to determine the amount of plasma available for that turn during the order phase.
Pick one of the following methods to generate plasma
Section I Plasma Generation
Method 1 (Riquende Method

)
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
Roll 2d6 and pick the highest roll (discard lowest).
Option. For those whom like a little risk, rolling certain combinations of doubles may result in trouble.
Double 1: Emergency reactor flush - Titan has just the 'bonus' plasma from the roll (so Warhound 1, Reaver 2, Warlord 3, Imperator 6).
Double 6: Critical Overload - Every time the Titan uses a plasma counter roll a d6, on a 5+ the counter is put back into the plasma 'pool' rather than expended. At the end of the turn if the Titan has any plasma counters remaining roll once on the Reactor damage table and apply the result.
Method 2 (Bissler's Revenge of d3 method!

)
Warhound 2d3+1 (3-7 spread)
Reaver 2d3+2 (4-8 spread)
Warlord 2d3+3 (5-9 spread)
Imperator 2d3+6 (8-12 spread)
Method 3 (Dwarf Supreme's "get off my lawn you yung 'uns method

)
No plasma generation is used. Instead an additional order called "repair" is added to the standard mix of order counters.
Repair: This order applies to units with a hit location template capable of repair (most titans). While repairing the titan is a sitting duck. It cannot move or fire. However it may 2d6 for each damaged system and shield and pick the highest to see if it repairs. In addition to the 2d6 each die gets a +1 bonus to the roll. Note if the plasma reactor is down this must be rolled first before other systems can be attempted.
I made this order MUCH better than the original AT rule to reflect the changes in the game since then. Mainly because losing one whole turn is a HUGE deal. So the order must be good enough to attempt it.
If you use this method all other rules remain as core.
Section II. Plasma Usage
Plasma is used for a variety of things during a turn. Note that is you use a plasma generation method, the titan no longer gets an order counter. When it moves and fire is determined by its plasma expenditure.
1. Plasma is used for movement. If no plasma is used for movement the titan remains stationary. If ONE plasma counter is used the titan may move up to its normal advance move going FORWARD. It may also move up to HALF its advance move going BACKWARDS (fighting retreat). If TWO plasma counters are expended the titan can move up to its charge move FORWARD (you cannot charge moving backwards). Note it takes TWO counters for the titan to engage in close combat.
2. Plasma is used to activate fire control. The targeting systems require plasma to fire. It take ONE plasma counter to fire in the advanced phase and TWO counter to fire in the first fire phase.
Note that these expenditures are in ADDITION to firing weapons. So at the bare minimum a titan requires THREE plasma to move, activate fire control and fire weapons.
3. Firing Weapons. All non plasma weapons may fire with the expenditure of ONE plasma counter. EACH one-shot missile requires a one time expenditure of ONE plasma counter. Plasma weapons require plasma for EACH shot depending on type:
Basic charge costs ONE plasma. To hit 4+, save modifier -4
Overcharge costs TWO plasma. To hit 3+, save modifier -6
Range depends on the weapon used.
Plasma bastgun 50cm CANNOT USE OVERCHARGE
Plasma cannon 75cm
Plasma destructor 100cm
4. Repair. Plasma determines how much energies goes to repair systems. ONE plasma counter gives basic repair functions for shield regeneration for that titan type (for example imperial titans would repair of 5+ for basic repair). TWO plasma counters for "code red" repair. This gives a +1 bonus to all repair and shield regeneration rolls.
Optional. Over shield. The titan may expend ALL available plasma (may move its advance move to take cover, may not fire) to render itself invulnerable for one turn as the last shield does not fall when hit. However in the end phase roll on the reactor table for damage.
Section III Hit location templates and weapon hard points
1. Hit location template changes. The hit location templates have been altered. The warlord will no longer have the reactor visible from the front arc, only the rear. It is replaced by "legs".
Warhounds and Reavers will have the rear weapons location replaced by carapace. Thus the carapace is now visible on these titans. Use warlord carapace damage tables for them.
2. Imperial Titan Damage Tables. You can use either the original core ones based on d6's or the alternate ones using d10's.
(Final Version pending DS changes)
Weapons: roll D10
1-2: The weapon is slightly damaged. Until repaired there is a -1 penalty to To Hit rolls.
3-4: The weapon has been moderately damaged. Until repaired the number of hit dice or
barrage points is halved, rounded up.
5-6: The weapon has been severely damaged. The weapon may not be fired until
repaired.
7-8: The weapon has been destroyed and cannot be repaired.
9 : The weapon has been blown clean off the and scatters 2D6 cm in a random
direction. Any units hit by the weapon must make a save or be destroyed.
10 : The weapon has been blown clean off, as above, but there is also a flashback to the
Titan. Roll a D6 to see what was affected by the flashback:
1-2 : Carapace
3-4 : Reactor
5-6 : Head
Then roll a D10 refer to the appropriate damage table.
Legs: roll D10
1-2 : The leg is slightly damaged, reducing the Titan?s movement by 1/3.
3-4 : The leg is moderately damaged, forcing the Titan to walk with a limp. The Titan?s
movement rate is halved.
5-6 : The leg is heavily damaged, as above, but also may not enter difficult terrain and
may make only one 45 degree turn.
7-8 : The leg has suffered extensive damage and it is possible that it will give way if the
Titan attempts to move. Roll a D6 is the ensuing repair phase, subtracting 2 from
the roll if the Titan has charge orders, or 1 from the roll if it has advance orders.
On a roll of 0 or less, the leg snaps and the Titan crashes to the ground. Determine
Randomly which direction the Titan falls. Any vehicles or stands fallen are
destroyed.
9 : The leg is crippled and may not be repaired. It may not move or turn for the rest of
the game.
10 : The leg is blown apart and the Titan immediately crashes to the ground. Determine
randomly which way the Titan falls. Any vehicles or stands landed on are
destroyed.
Reactor : roll D10
1-4 : The reactor has been damaged, reducing the output of plasma until repaired. The
Titan's movement and CAF are reduced by half. Weapons have a -1 To Hit
modifier and no plasma weapons may fire.
5-6 : The reactor has been breached and shuts down until repaired. The Titan is unable
to move or fire. No other damage may be repaired until the reactor has been
brought back on line.
7-8 : The reactor is breached and must be brought under control. The Titan may do
nothing until the reactor has been repaired. In the next repair phase, roll a D10
and consult the following table:
1-3 : The reactor is partially repaired. See 1-4 result above.
4-6 : The reactor is completely repaired. The Titan resumes functioning.
7-8 : The breach has been contained, but the reactor shuts down completely.
See 9 result below.
9-10: Meltdown! See 10 result below.
9 : The reactor has been heavily damaged. Automatic safeties kick to shut down the
reactor, preventing a meltdown. The Titan grinds to halt, unable to move or fire.
The reactor cannot be repaired for the remainder of the battle. The Titan is not
destroyed, but is considered eliminated for VP purposes.
10 : The reactor is destroyed, resulting in a catastrophic meltdown which vaporizes
the Titan. Remove the Titan and all units within 3D6 cms are automatically
hit and must make an unmodified save. Units within void shields or power fields
lose 1 void shield/power field.
Carapace : roll D10
1-4 : The Void Shield Generator is mildly damaged. The VSG shuts down immediately,
but there is a +1 modifier to the ensuing repair roll.
5-6 : The Void Shield Generator is moderately damaged and shuts down until repaired.
7-8 : The Void Shield Generator is heavily damaged. The VSG automatically shuts down
and is irreparable for the rest of the game.
9 : The Void Shield Generator is severely damaged and in danger of overloading. Roll
a D6 on a 4-6 the VSG is shutdown safely. On a 1-3 the VSG explodes as
described below.
10 : The Void Shield Generator is crippled, overloads and explodes, causing
catastrophic damage. The Titan is destroyed, but remains standing. All units within
2D6 cms are hit and must make an unmodified save. Any units with void shields or
power fields lose one void shield/power field.
Head : roll D10
1-2 : The Mind Impulse Unit is slightly damaged. Until repaired the Titan may only move
or fire if you first roll 2+ on a D6.
3-4 : The Mind Impulse Unit is heavily damaged. Until repaired the Titan's CAF is
halved and may only move or fire if you first roll 4+ on a D6.
5-6 : The shot punches through the bridge, killing crew members. The Titan's CAF is
halved for the rest of the game.
7-8 : The shot rips through the head, causing major damage. The CAF is halved (halved
again if already halved) and the Titan may only move or fire after rolling 4+ on
a D6.
9 : The bridge is severely damaged, destroying the Mind Impulse Unit. The entire crew
is killed by the feedback from the MIU. The Titan grinds to halt. Although the
Titan remains standing, it is considered destroyed for VP purposes.
10 : The shot destroys the head and triggers catastrophic internal explosions. The Titan
topples to the ground, destroying any vehicles or stands it lands on. Determine
randomly which direction the Titan falls.
3. Weapon Hard points. There are three options available.
a) Core. The restrictions to titan type and weapon points as described in Net Epic Gold core rules.
b) Anything goes. No restrictions. Go crazy and see whom can design the better cheese....
c)Traditional. This is the most restrictive, limiting options to what the original AT era titans were allowed.
Use the mighty Mattman Table!
download/file.php?id=6988&mode=viewSection IV MISC.
Eldar and Slann are beyond the technological concerns of careful plasma monitoring. These titans do not follow plasma generation. They virtually behave as command units. Very dangerous.
Chaos titans follow the same rules for imperial titans, except the Lord of battles and Slaneesh special titans are demon engines so get orders normally. Ork gargants do not have plasma reactors and are of lower technology, they receive orders normally as well.
Please review for any omissions.
Primarch