Hi!
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Crew Ejection
An Imperial crew may attempt to escape its titan destruction on a roll of 6 on 1d6. The crew adds a bonus of +1 to the roll per honor it has obtained. This is cumulative with skill honors.
Just to clarify, this isn't an honour that you buy? ie You get it automatically every time your level increases? Also, is there a best roll for ejection such as 3+ (if not the save could become automatic)?
This is not an honor, but the base rules for any titan of that race. Anyone can attempt ejection. Only crews with honors or upgrades can do it reliably.
On auto saves, it depends on where you stand on this "philosophy-wise". Only a level 5 and 6 advancement levels could automatically pass the ejection test in the rules as written. Should such experienced units be able to do this. I think so, given how rare (even with these modifications they would still be rare, possible, but rare) titans of that level would be in normal play.
I don't feel strongly one this one. Let's see what others think.
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Tactical Genius. The princeps is a master of the codex titanicus! Once per game the princeps may take TWO activations. They can not be consecutive. This means another unit must be activated between the titan and crew with this honor taking additional activations. Note the titan must conform to the parameters of the orders given for both activations. If alternate plasma usage rules are used, plasma usage remains as normal, so the titan needs to have sufficient plasma to fuel its actions. If the Princeps is of grandmaster level it may take two activations per turn (still cannot be consecutive).
Think we need examples here for non-plasma players;
Titans on First Fire orders can take 2 activations in the the First Fire phase and may fire twice this turn.
Titans on Advance orders can take 2 activations in movement phase (moving twice) and fire once in the advance phase OR move once in the Advance phase and take two activations Advance fire phase (firing twice).
Titans on Charge orders can take 2 activations in the movement phase and may move on charge rate twice this turn.
I hope I haven't misunderstood the intention of these rules here.
I think I will rephrase this as follows:
Tactical Genius. The Princeps is a master of the Codex Titanicus! The honor provides the titan/crew with an additional activation per turn which can be a move activation or firing activation. The bonus action can not follow the titan/crews previous action (a different unit must be activated before the player can return to the titan/crew for its bonus activation). A crew of level 6 advancement may take two bonus activations per turn. However these activations must be two movement activations and two firing activations (you can not move or fire 3 times in a turn). For those using the alternate plasma usage rules, the bonus activation requires extra plasma allotment for performing movement, fire control and firing weapons as per the plasma usage rules.
Example: An Imperial titan with the tactical genius on advance orders may move its advance rate, activate another unit, then return and move its advance rate again. It may only fire once in the combat phase since it used its bonus activation to move two times. Conversely, it may have moved once in the movement phase, fire in the advance phase, then activate another unit and return to the unit to fire again.
Question for Group: Does this re-working make more sense is clearer?
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]Lightning Reflexes. The crews mind impulse units have been superbly maintained and their coordination is without peer. The cost for first fire control is reduced to one plasma and advanced fire consumes no plasma. All titan weapons suffer no penalties for snap fire.
"crews" should read "crew's".
I was also wondering if there could be an argument to allow a Titan with this ability to act first regardless of initiative?
That would probably be a good idea. A titan with this ability reserves the opportunity of acting first regardless of initiative.
We'll see what others think before adding it in.
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Masterwork Plasma Reactor. Thrice blessed by the highest Magos Technologis of Mars, this reactor purrs with efficiency. The titan produces additional energy to power one additional salvo from one weapon system. If alternate plasma usage rules are used then the maximum capacity increases by +3 and the Titan generates a bonus 1d3 plasma per turn.
Any weapon can fire twice? Thinking of Plasma weapons when asking this.
Since this addition was for the standard rules with orders (no plasma usage) and plasma weapons can not fire with other weapons and on first fire, the restrictions are so onerous I wouldn't have a problem with them firing twice.
Remember we started the alternate titan plasma rules because the old plasma weapon rules made them no worth making. This honor doesn't make them any better, but firing it twice "might" be worthwhile.
Much better honor using plasma usage rules.
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My only other observation concerns the accumulation of abilities and is a recurring worry, regarding Tactical Genius, Emperor Guide Me, Masterwork Plasma Reactor and Augmented Ammo Feed.
For example, let's assume the results of these are all applied to one weapon: The Plasma Destructor has 4 attack dice. Emperor Guide Me increases this to 5 dice, the Ammo feed to 7 dice. The Masterwork Plasma Reactor then allows the weapon to fire a second time - 14 dice! Then if Tactical Genius is used this potentially becomes 28 dice!
Your example is for standard rules, since if you used the plasma usage rules you would never have sufficient plasma to do this.
I don't have problem with your example since under the standard (no plasma usage rules) this would require:
1. A level 4 advancement titan/crew. While the experience rules will make it faster to advance, it doesn't mean they will be common. Given my previous experience on how much "attention" they draw (I've seen people rather lose the battle than let it survive), I don't expect them to be common.
2. You assume that one weapon will survive undamaged all the way to gain enough experience to place all of them on the same weapon. Remember with these rules it is sometimes worth going for the weapon, instead of knocking out the titan, since its loss will cripple it (make it far less dangerous or useful). I predict preserving such "wonder weapons" will be even more infrequent that having an experienced titan survive that long.
3. Under the standard rules plasma rules, you can't move or fire other weapons to shoot that one weapon. You might not even get a chance to fire with those restrictions as the opponent will surely target it for obliteration before it fires. In the standard rules, one vortex or warp missile will take this "uber-weapon" titan out just as easily as a standard one (after all you used all honors on the weapon, not to make the titan "tougher").
4. Since it can move under the standard rules, moving your own assets into cover or out of range becomes fairly easy.
If a player is willing to put up with all that to potentially roll all those dice. I say let him try. The probability of successfully pulling this off is remote.
Also, I need to add to the augmented ammo feed the following:
If alternate plasma usage rules are used the additional shots are at non plasma cost for non-plasma weapons, and 1 or 2 plasma counters for plasma weapon shots depending if they are overcharged or not.
Primarch