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Titan Experience Rules

 Post subject: Re: Titan Experience Rules
PostPosted: Sun Jul 28, 2013 2:43 am 
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Hi!

Still digesting the feedback, I'll be trying to get a better edited summary in tomorrow.

Stay tuned.

Primarch


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 Post subject: Re: Titan Experience Rules
PostPosted: Sun Jul 28, 2013 5:59 pm 
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Titan Experience/ Honor System

I'm attempting to not only produce a final form of this system, but also as close to the final wording as possible.

When pointing out errors or questions, please copy paste the appropriate segment that you are referring to to edit this post.

Also I will include were appropriate comments on my parts labeled either as "designer comments" or "question to group", where necessary.

Experience

Titans accrue 1 Experience Point for every Victory Point earn breaking/destroying enemy units. Once the Titan and it's crew achieve a certain amount of experience points (as indicated by the table below) to advance to a higher level they gain one Honor. Only one honor may be gained per new higher level achieved.

EXPERIENCE TABLE
0-5 Moderati (0)
6-15 Princeps (1)
16-30 Princeps Senioris (2)
31-50 Princeps Majoris (3)
51-75 Princeps Primus (4)
76-100 Princeps Commander (5)
101+ Legio Grandmaster (6)

The table lists the experience points needed to advance to higher levels of skill as well as a named title for that level. The number in parenthesis is the total number of honors a titan and crew may have for that level.

Designer Comment: I will include a list of race specific named titles for the levels achieved.

Chaos

0-5 0 Chaos Initiate (0)
6-15 Favored of Chaos (1)
16-30 Chosen of Chaos (2)
31-50 Chaos Champion (3)
51-75 Chaos Ascendant Champion(4)
76-100 Chaos Legio Commander (5)
101+ Warmaster of Chaos (6)

Orks

0-5 "Green Gitz" (0)
6-15 "Scrappa" (scrapper) (1)
16-30 Nob (noble) (2)
31-50 Nob Boss (3)
51-75 Nob Warlord (4)
76-100 Nob Waargh! "Komander" (5)
101+ Chosen of Gork and Mork (6)

Eldar

0-5 Seeker of the Path (0)
6-15 Guardian (1)
16-30 Aspect of War (2)
31-50 Exarch (3)
51-75 Phantom Lord (4)
76-100 Anvil of Vaul (5)
101+ Chosen of Asuryan (6)

Tyranids

0-5 Hatchling (0)
6-15 Marauder (1)
16-30 Predator (2)
31-50 Hierach (3)
51-75 Hierach Alpha (4)
76-100 Dominatrix Consort (5)
101+ Hivelord (6)

Question to the Group: feel free to suggest other named titles.

Once sufficient experience is accrued to increase the titan/crew's skill level roll on the following table to determine the type of honor bestowed on the titan and its crew.

Roll Honor Type
1-3 Crew skill
4-6 Titan upgrade

Once you determine the type you may choose from the appropriate list any skill/upgrade. Player's choice.

Experience points, honor gain and selection are determined at the game's end. Experience points are never applied nor honors bestowed during a battle (game). After the game is ended, determine and apply experience and honors earned for the titan and crew. These will apply to that specific titan and crew for the next and following games unless a subsequent loss of experience dictates otherwise.

Titan with Honors and Victory Point Yield

When a titan with accrued honors participates in a game the titan's cost remains the same as it was when originally purchased. This means that despite honors or experience gained, the titan's actual points value never increases.

However, due to the additional strategic value and prestige involved in destroying such a notable foe, the Victory Point yield for destroying a titan is increased by +1 victory point per honor the titan possesses. For example a titan that originally cost 800 points and is worth 8 victory points will yield 9 victory points if it has one honor, 14 victory points if it has 6 honors (1 victory point per honor).

Titan Honor Point Buy

For standalone scenarios,Titan Honors may be bought for Titans at a cost of 50 points per honor. Victory points are are increased by 1 per honor assigned.

Chaos rewards may be fitted for a cost of 100 points per reward. Victory points are increased by 1 per reward assigned to the titan.

Note that buying honors are optional rules and require the consent of both players for use in a battle.

Designer comment: Given my experience with points buy for honors and such, I am somewhat leery of allowing this, but I will defer to the play test data once people use it in play.

Titan and Crew Survival

In some situations the crew may survive the titans destruction or the crew may be slain and the titan is still functioning.

A crew that possesses crew honor skills retains those honors if the titan is destroyed but the crew survive. All upgrades the destroyed titan had are lost upon its elimination.

A titan that survives the battle and its crew does not retains its upgrades and will receive a new fresh crew with no crew honor skills.

When the loss of the crew or titan occurs that crew or titan will lose 1 level of advancement per honor lost. The amount of experience points will be adjusted to the minimum amount necessary to retain a level of advancement equal to its new lower level.

Example. A titan and its crew have a total of 4 honors. Two are crew skill honors and two titan upgrade honors. The titan is lost in battle, but the crew survives. It will lose the two titan upgrade honors but retain the two crew honor skills. The total amount of honors is now two, therefore its level of advancement is reduced from 4 to 2. In addition, the experience points are reduced to 16, the minimum amount required to be of level 2 advancement and possess 2 honors.

Titans and crew of level 5 and 6 advancement

Those titan crews that have achieved these high levels gain the boon of influence to receive replacement titans outfitted with honors instead of a standard titan hull and weapons with no upgrades. Such crews gain a titan with 1 titan upgrade (in case of a level 5 advancement crew) or 2 titan upgrades (in case of a level 6 advancement crew).

Note that upgrades added to those the crew retains must not exceed the maximum number of honors allowed per level. If a level 5 advancement crew has 5 crew honor skills it cannot receive the benefit of the titan with 1 upgrade since that would increase its total honors to 6.

However the player has the option to remove one (or two) of its crew skills in order to receive the benefit of the titan with 1 or 2 upgrades.

Designer note: I included the previous to solve the issue raised regarding very experienced crews surviving and gaining more honors due to their influence. For those (like me) whom like a background story to explain such changes, remember an escaped crew doesn't mean everyone survives or for that matter survives in a state to continue to serve the titan. therefore when you swap out a crew skill to get those titan upgrades imagine that when the crew escaped a trusted moderati dies in the escape, or any other such happenstance. This is purely for "story" purposes.

I will break the summary into smaller manageable parts for editing and commentary.

Primarch


Last edited by primarch on Mon Jul 29, 2013 9:32 pm, edited 3 times in total.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sun Jul 28, 2013 6:39 pm 
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Imperial Titan Honors

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.

Crew Skills

Marksmanship. The moderati is particularly blessed by the machine spirits. One weapon (chosen by player once honor is taken, weapon selection is permanent) can be fired with deadly accuracy. Because the moderati is an expert at targeting weak points on enemy armour, the weapon may add an additional -1 to the weapon's TSM. Furthermore, any shots against enemy units with hit location templates roll twice for scatter and the player selects one of the pair of rolls to determine where the shot lands. Also, if the weapon selected is capable of firing barrages and is required to scatter, the scatter is reduced to 1D6cm rather than 2D6cm. If the weapon is ever destroyed (blown off, etc) the moderati linked to the weapon is slain and the honor lost. This may be taken multiple times. Once per weapon system.

Blessed by the Machine God. The servitors and tech priest that are part of the crew show superb efficiency. Re-roll missed repair rolls (this applies to all downed shields as well) once per turn.

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).

Emperor Guide Me! The moderati is supremely devout and the name of the Emperor always on his lips! One weapon selected receives an additional attack dice and the attack dice from that weapon that miss may be re-rolled once per turn. This may be taken multiple times, once per weapon system.

Berserker Fury! The Princeps is particularly vicious and adept at close combat. The titan re-rolls losses in close combat once per turn.

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.

Titan Upgrades

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.

Designer Comment: I added a use for this if you use the standard rules.

Adamantium Shielding. Roll TWO dice for armor saving throws and pick the highest.

Ejector system. Roll TWO dice for crew survival with +1 bonus (cumulative with honor bonus)

Turbo Weapons. The titan receives advanced prototype weapons. -1 save modifier bonus to all weapons. +1 to damage rolls on all weapons. Destroyed weapons are replaced with another prototype weapon.

Increased Shielding. Plasma output for shields increased. Roll at the beginning of the game and add +1d3 additional shields for the remainder of the battle.

Enhanced Agility: The Titan has been fitted with experimental gyroscopic fittings on its legs giving it supreme maneuverability. The Titan's legs have been upgraded. The Titan may add 5cm to its move rate and may make as many turns as desired during movement.

Augmented Ammo Feed. The titans weapon has been fitted with larger ammo belts and energy capacitors. The weapon may fire an extra shot (attack die) for every two attack die the weapon possess. For example if the weapon normally has 1 or 2 attack dice it gains an additional one. If it has 5 attack dice it gains two. The extra shots are fired at the same target the weapon selected to fire at. Extra shots cannot be split to other targets.

Question to Group: The conversation meandered a bit on this one, so read it and make sure this was the final conclusion. I think this form is balanced.

Primarch


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 Post subject: Re: Titan Experience Rules
PostPosted: Sun Jul 28, 2013 7:10 pm 
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Chaos Rewards

Chaos titan crew can escape 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.

Chaos titans and crew use the Imperial titan Crew Skill and Titan Upgrades lists for honors.

The fickle nature of the chaos gods is well known and a chaos titan crew never knows when the eyes of the gods are upon them. When a chaos titan and crew achieve an honor they have a chance of gaining a chaos reward. When an honor is gained roll 1d6 and if the number is equal to or lower than the titan/ crews advancement level the crew/titan has drawn the favor of the chaos gods and gains 1 chaos reward per level of advancement.

A roll of 6 always fails, however a chaos titan and crew of warmaster level (level 6) rolls 2d6 and the player selects one of the two die rolls to see if it gains a chaos reward.

Example: A level 3 advancement chaos titan has drawn the eye of the chaos gods for the first time. It gains three chaos rewards as described below.

Chaos rewards are of incremental power and lesser powers are granted before more powerful ones as the titan and crew gain more favor. They are listed in the order the start to appear on the titan.

Chaos rewards are earned in addition to standard honors. Only honors count towards the maximum number of honors for an advancement level.

Chaos Rewards

1. Chaos tail. The titan grows a tail that gives +2 to CAF and with a battlecannon on its tip which may fire (1 Attack die, 50cm range 4+ to hit and -2 save modifier). Both features cannot be used in same turn.

2. Chaos Head. The head of the titan changes to reflect the crews preferred chaos god. Players choice.

Khorne: Close combat bonus +3, re-roll failed close combat dice (cumulative with crew upgrade) non-titan units within 25 cm must roll morale or fall back.
Tzeentch: Ray of change. 4 attack dice, 4+ to hit, 50cm range, -2 save modifier. Any unit hit and failing its armor save gets transformed into pink horrors. Units of super heavy class or higher are unaffected. One pink horror takes the place of one infantry stand/model/vehicle to a maximum of 4 per turn (if all hit and the target fails the save).
Slannesh: Soporific mist. All units within 25cm lose one close combat die (roll 1d6 instead of 2d6) unless a psychic save is made. Also if the titan wins close combat the tongue lashes out and attempts to snap one weapon off (players choice). Roll on damage table immediately.
Nurgle: Stream of Corruption. Use the large flame template. Effects as Great unclean one stream of corruption.

3. Attuned to the warp. The titan, given the gods capricious desires, may open a rent into the warp and may move through it a distance equal to its charge move. When it travels thus it is immune to any kind of reactionary fire. If the titan chooses to charge out of the warp and engage in close combat it gains a bonus +1d6 to close combat rolls.

The ability is not reliable however. Roll 1d6 to see effects when a warp hole is opened.

1 The chaos titan is sucked into the warp and is delayed. The titan spends the rest of the turn in the warp and may exit the next turn.
2-3 The warp tunnel is opened but leads to the wrong place. Roll for scatter direction and roll 4d6 for distance.
4-5 The warp tunnel is stable and opens on desired location
6. Not only does it open as intended, but when the attack is completed roll for scatter with 4d6 and the titan moves a second time as the warp whisks the titan to safety.. or even greater doom....

4. Soul eternal. The crew and titan are one. They are fused in some unholy fashion. When the titan is destroyed you still roll for crew survival as the soul can escape imminent death. If it survives it can inhabit another titan for future games and transforms it into the titan lost with its upgrades intact. Crew and titan upgrades are retained for future games.

5. Essence of Chaos. You acquire the power 2 chaos cards randomly drawn each game and the titan may use them as if it were a demon. Alternatively create one unique power related to your patron demon.

Designers note: I left two options here to make it easier for players whom don't want to come up with something unique.

Question to group: It would be prudent to include a list of suggested powers. Any ideas on what the powers should be?

6. Daemonhood! The titan in a roar of ecstasy transcends into daemonhood! The titan gains all the powers of a greater demon of chaos (patron demon). The titan generates chaos cards as per the rules for greater demons of chaos and may use chaos card effects on itself and to negate damage (as per greater demon rules).

Overall Designer notes: I decided to tweak the way the chaos rewards were granted to address several concerns expressed as well as to eliminate redundancy. The old background through GW's IP describe chaos changes as gradual as the power of the individual increases. Therefore in the end a Daemon titan would have accrued the lesser powers and benefits before the greater ones. Also how many and when were unpredictable. That's why I changed it that when chaos rewards occurred it can be more than one, but they would still go from lesser to greater. Even an unlucky player whom attracts no chaos rewards and reaches warmaster level can find himself transformed dramatically in an instance!

Primarch


Last edited by primarch on Mon Jul 29, 2013 9:49 pm, edited 1 time in total.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sun Jul 28, 2013 7:27 pm 
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Hi Primarch,

Great work as usual! Just a few observations. I've marked typos in bold and with strikethroughs, while suggested alternatives are in itallics:

primarch wrote:
Experience points, honor gain and selection are determine at the games end. Experience is not gained or honors bestowed during a battle (game). After the game is end determine experience and honors gained for the titan and crew and these will apply to that specific titan and crew for the next and following games.


Experience points, honor gain and selection are determined at the game's end. Experience points are never applied nor honors bestowed during a battle (game). After the game is ended, determine and apply experience and honors earned for the titan and crew. These will apply to that specific titan and crew for the next and following games unless a subsequent loss of experience dictates otherwise.

primarch wrote:
Titan with Honors and Victory Point Yield

When a titan with accrued honors participates in a game the titan's cost remains the same as it was when the titan was originally built for its first game. This means the titan's actually points value remains unchanged regardless of the amount of honors it has accrued.

However, due to the addition strategic value and prestige involved in destroying such a notable foe the amount of Victory Points that the titan with honors yields is increased by +1 victory point per honor the titan possess at the time of its destruction. For example a titan that originally cost 800 points and is worth 8 victory points will yield 9 victory points if it has one honor, 14 victory points if it has 6 honors (1 victory point per honor).


When a titan with accrued honors participates in a game the titan's cost remains the same as it was when originally purchased. This means that despite honors or experience gained,the titan's actually points value never increases.

However, due to the additional strategic value and prestige involved in destroying such a notable foe, the Victory Point yield for destroying a titan is increased by +1 victory point per honor the titan possesses. For example a titan that originally cost 800 points and is worth 8 victory points will yield 9 victory points if it has one honor, 14 victory points if it has 6 honors (1 victory point per honor).

primarch wrote:
Titan Honor Point Buy

Titan Honor's may be fitted to a built titan for a game at a cost of 50 points per honor. Victory points are still granted at the same ratio of +1 victory points per honor assigned.

Chaos rewards may be fitted for a cost of 100 points per reward. Victory points increase at the standard rate of +1 victory points per reward/honor fitted to the titan or crew.


For standalone scenarios,Titan Honors may be bought for Titans at a cost of 50 points per honor. Victory points are are increased by 1 per honor assigned.

Chaos rewards may be fitted for a cost of 100 points per reward. Victory points are increased by 1 per reward assigned to the titan.

Note that buying honors are optional rules and require the consent of both players for use in a battle.

primarch wrote:
Titan and Crew Survival

In some situations the crew may survive the titans destruction or the crew may be slain and the titan is still functioning.

A crew with that possess crew honor skills retains those honors if the titan is destroyed. All upgrades the destroyed titan had are lost upon its elimination.

A titan that survives the battle and it's crew does not retains its upgrades and will have a new fresh crew with no crew honor skills.

When the loss of the crew or titan occurs that crew or titan will lose 1 level of advancement per honor lost. The amount of experience points will be adjusted to the minimum amount necessary to retain a level of advancement equal to its new lower level.

Example. A titan and its crew has a total of 4 honors. Two are crew skill honors and two titan upgrade honors. The titan is lost in battle, but the crew survives. It will lose the two honors (the two upgrades on the destroyed titan) and retain the two crew honor skills. Its total amount of honors is now two, therefore its level of advancement is reduced from 4 to 2 and the experience points are reduced to 16, the minimum amount required to be of level 2 advancement and possess 2 honors.


A crew with that possesses crew honor skills retains those honors if the titan is destroyed but the crew survive. All upgrades the destroyed titan had are lost upon its elimination.

A titan that survives the battle and its crew does not retains its upgrades and will receive a new fresh crew with no crew honor skills.

When the loss of the crew or titan occurs that crew or titan will lose 1 level of advancement per honor lost. The amount of experience points will be adjusted to the minimum amount necessary to retain a level of advancement equal to its new lower level.

Example. A titan and its crew have a total of 4 honors. Two are crew skill honors and two titan upgrade honors. The titan is lost in battle, but the crew survives. It will lose the two titan upgrade honors but retain the two crew honor skills. The total amount of honors is now two, therefore its level of advancement is reduced from 4 to 2. In addition, the experience points are reduced to 16, the minimum amount required to be of level 2 advancement and possess 2 honors.

primarch wrote:
Titans and crew of level 5 and 6 advancement

Those titans and crews that have achieved these high levels gain the boon of influence to receive titans outfitted with honors instead of a standard titan hull and weapons with no upgrades. Such crews gain a titan with 1 titan upgrade (in case of a level 5 advancement crew) or 2 titan upgrades (in case of a level 6 advancement crew).

Note that these upgrades added to those the crew retains can not exceed the maximum number of honors allowed per level. If a level 5 advancement crew has 5 crew honor skills it cannot receive the benefit of the titan with 1 upgrade since that would increase it's total honors to 6.

However the player has the option to remove one (or two) of its crew skills in order to receive the benefit of the titan with 1 or 2 upgrades.


Those titan's andcrews that have achieved these high levels gain the boon of influence to receive replacement titans outfitted with honors instead of a standard titan hull and weapons with no upgrades. Such crews gain a titan with 1 titan upgrade (in case of a level 5 advancement crew) or 2 titan upgrades (in case of a level 6 advancement crew).

Note that these upgrades added to those the crew retains must not exceed the maximum number of honors allowed per level. If a level 5 advancement crew has 5 crew honor skills it cannot receive the benefit of the titan with 1 upgrade since that would increase its total honors to 6.



Hope this is of help. I'm off to have my dinner just now but will try and have a look at your other posts in a bit!

EDIT: I did a through strikethroughs on apostrophes which didn't work, I've just deleted them now!

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 Post subject: Re: Titan Experience Rules
PostPosted: Sun Jul 28, 2013 7:46 pm 
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Eldar Honors

Eldar crew possess superior warp gate technology and escape on a roll of 5+ on 1d6. Add +1 to the roll per honor obtained.

Eldar Titan Crew Skills

Way of the Warrior!. The supreme agility and skill of the eldar crew means they are consummate close combat masters! The titan crew can break from close combat at any moment if it still can move (avoiding it if it wishes). This means a crew with this skill cannot be pinned in close combat. If it decides to engage in close combat the opponent rolls only 1d6 (instead of the normal 2d6) to simulate its agility in avoiding close combat blows.

Designer Notes: Renamed to something more suitable.

Evade! The titans has the grace and speed to dodge incoming shots with ease. A crew with evade is so adept at dodging that the holofield save for incoming shots gets a +1 to the roll (making them impossible to hit when charging) and they get a holofield save versus barrages at 5+. Under the alternate eldar titans move and fire like command units and have a fixed holofield save of 3+ whenever they move AT LEAST THEIR ADVANCE MOVE (if they do not move or move less than their advance move they get no save).

Bonesingers. The crew has been trained in the art of singing to the psychoplastic wraithbone of which the titan is made of. Their siren song means they can repair any damage on a roll of 3+. Weapons that are totally destroyed ( including those with weapon honor upgrades) can be regrown after the battle (not during the battle) on a roll of 4+ (50% chance).

Pinpoint accuracy. The advanced targeting reticules are enhanced by tapping into the latent psychic abilities of the crew. Re-roll all missed shots once per turn. This only applies to the crew whom control the arm weapons and thus may be taken a maximum of TWO times (once for each arm weapon). Also use one die for hit location scatter rather than the standard two (player picks which die) Wing mounts are part of the titan and don't require crew intervention and thus cannot be selected.

Hipshooting. The skill and coordination when moving and fire is sublime to behold! The titan can move and shoot during the MOVEMENT phase. In essence it takes its entire activation on the move. It does not fire in the combat phase since it fired its weapons in the movement phase.

Wind of Isha. The crew can coax blinding speed and incredible feats of acrobat out of their titan. Add +10cm to the titans move and it can jump over obstacles that are half its height of lower with no penalty to move. It can jump over higher obstacles but ends its move immediately after clearing an obstacle of this height (no further movement).

Phantom Upgrades

Reinforced Wraithbone. All hit location saves gain +1 (maximum save of 0)

Enhanced Warp Gate. A stable portal is always open giving the crew excellent chances of escape. Roll 2d6 in stead of 1 for "ejection". Like Imperials you get a +1 bonus to this roll for every honor.

Blast of the Phoenix. Extra energy is diverted to the main guns. Weapons gain an addition -1 to the save modifier (maximum of -6) and +1 to damage table rolls. May be taken twice, one for each arm weapon.

War Cry. The titan has psychic amplifiers that send a piercing shriek that stuns the enemy. Enemy units CAF is halved for the purposes of close combat if it possess a hit location template. Enemies within 25cm that do not possess a hit location template (those that do are too tough not to be affected outside close combat), have their CAF reduced to ZERO for that turn.

Daemonbane. The titan is made to engage the minions of chaos. The titan receives an additional d6 for close combat versus demonic units and chaos units with hit location templates and ALL attacks (including ranged) count as psychic attacks for purposes of harming demons. Misses again chaos titans and greater demons can be re-rolled once.

Augmented Holofied. The holofield protects even when the phantom is not moving by diffracting its image. It grants a holofield save versus barrages at 5+. If combined with evade holofield save against barrage weapons increases to 4+.

The Eldar player may select honors from the standard tables above or choose to select honor from the Eldar Path which then replaces both lists.

Eldar Path Honor (skills and upgrades)

Bonesinger: Crew Skill. The crew has been trained in the art of singing to the psychoplastic wraithbone of which the titan is made of. Their siren song means they can repair any damage on a roll of 2+ (only fails on a one). Weapons that are totally destroyed (including those with weapon honor upgrades) can be regrown between battles (not during the battle) on a roll of 4+ (on 1d6).

Harlequin: Crew Skill. May re-roll Close Combat dice once per engagement and never check Morale when fighting Chaos.

Pathfinder: Crew Skill. Gains Infiltration.

Dark Reaper: Upgrade. This may be selected once per weapon system. The first time this is selected, the Titan gains Quickdraw and improves the TSM of one weapon by 1 point. Each subsequent time this is selected, choose a different weapon and improve it's TSM by 1.

Dire Avenger: Upgrade, gains one additional shot with a specific weapon. May be chosen once per weapon.

Fire Dragon: Crew Skill. This Titan gains Elite and may Ignore Cover modifiers for all targets within 25cm.

Howling Banshee: Upgrade. The titan has psychic amplifiers that send a piercing shriek that stuns the enemy. Enemy units CAF is halved for the purposes of close combat if it possess a hit location template. Enemies within 25cm that do not possess a hit location template (those that do are to tough not to be affected outside close combat), have their CAF reduced to zero for that turn.

Question to group: We could also make it more unique as the banshees amplifier mask. Psychic scream all enemies within 25cm that fail a psychic save lose 1d6 for close combat. Thoughts?

Striking Scorpion: Crew Skill. Gain an additional +2d6 in close combat, usable against any target.

Swooping Hawk: Upgrade. Gains Revenant style Jump Jets plus +10cm to movement. Revenants with this skill double jump distance.

Designers note: added extra movement to make this more viable and unique.

Warp Spider: Upgrade. Base move is tripled, but gains nothing when on Charge. If it moves further than it's old base move, it rolls as per Warp Spider. Also gains the Fire on the Fly ability.

Wraithguard: Upgrade. Crew is replaced with spirit stones, spread out across the whole Titan. Ignore all damage to Head location. Crew always escapes unless titan is total destroyed (reactor meltdown, vortex attack, etc). Crew Skills are always retained.

Shining Spear: Upon entering a CC, make an immediate attack against any one foe. The foe takes a hit on 4+ with a -2 TSM. This also applies when the titan moves into close combat or performs overruns.

Exarch: When an Eldar Path Titan hits maximum Level, in addition to it's chosen Path (Crew or Upgrade) ability, it also gains the Command special ability.

Primarch


Last edited by primarch on Mon Jul 29, 2013 10:10 pm, edited 1 time in total.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sun Jul 28, 2013 7:51 pm 
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The Bissler wrote:
Hi Primarch,

Great work as usual! Just a few observations. I've marked typos in bold and with strikethroughs, while suggested alternatives are in itallics:

primarch wrote:
Experience points, honor gain and selection are determine at the games end. Experience is not gained or honors bestowed during a battle (game). After the game is end determine experience and honors gained for the titan and crew and these will apply to that specific titan and crew for the next and following games.


Experience points, honor gain and selection are determined at the game's end. Experience points are never applied nor honors bestowed during a battle (game). After the game is ended, determine and apply experience and honors earned for the titan and crew. These will apply to that specific titan and crew for the next and following games unless a subsequent loss of experience dictates otherwise.

primarch wrote:
Titan with Honors and Victory Point Yield

When a titan with accrued honors participates in a game the titan's cost remains the same as it was when the titan was originally built for its first game. This means the titan's actually points value remains unchanged regardless of the amount of honors it has accrued.

However, due to the addition strategic value and prestige involved in destroying such a notable foe the amount of Victory Points that the titan with honors yields is increased by +1 victory point per honor the titan possess at the time of its destruction. For example a titan that originally cost 800 points and is worth 8 victory points will yield 9 victory points if it has one honor, 14 victory points if it has 6 honors (1 victory point per honor).


When a titan with accrued honors participates in a game the titan's cost remains the same as it was when originally purchased. This means that despite honors or experience gained,the titan's actually points value never increases.

However, due to the additional strategic value and prestige involved in destroying such a notable foe, the Victory Point yield for destroying a titan is increased by +1 victory point per honor the titan possesses. For example a titan that originally cost 800 points and is worth 8 victory points will yield 9 victory points if it has one honor, 14 victory points if it has 6 honors (1 victory point per honor).

primarch wrote:
Titan Honor Point Buy

Titan Honor's may be fitted to a built titan for a game at a cost of 50 points per honor. Victory points are still granted at the same ratio of +1 victory points per honor assigned.

Chaos rewards may be fitted for a cost of 100 points per reward. Victory points increase at the standard rate of +1 victory points per reward/honor fitted to the titan or crew.


For standalone scenarios,Titan Honors may be bought for Titans at a cost of 50 points per honor. Victory points are are increased by 1 per honor assigned.

Chaos rewards may be fitted for a cost of 100 points per reward. Victory points are increased by 1 per reward assigned to the titan.

Note that buying honors are optional rules and require the consent of both players for use in a battle.

primarch wrote:
Titan and Crew Survival

In some situations the crew may survive the titans destruction or the crew may be slain and the titan is still functioning.

A crew with that possess crew honor skills retains those honors if the titan is destroyed. All upgrades the destroyed titan had are lost upon its elimination.

A titan that survives the battle and it's crew does not retains its upgrades and will have a new fresh crew with no crew honor skills.

When the loss of the crew or titan occurs that crew or titan will lose 1 level of advancement per honor lost. The amount of experience points will be adjusted to the minimum amount necessary to retain a level of advancement equal to its new lower level.

Example. A titan and its crew has a total of 4 honors. Two are crew skill honors and two titan upgrade honors. The titan is lost in battle, but the crew survives. It will lose the two honors (the two upgrades on the destroyed titan) and retain the two crew honor skills. Its total amount of honors is now two, therefore its level of advancement is reduced from 4 to 2 and the experience points are reduced to 16, the minimum amount required to be of level 2 advancement and possess 2 honors.


A crew with that possesses crew honor skills retains those honors if the titan is destroyed but the crew survive. All upgrades the destroyed titan had are lost upon its elimination.

A titan that survives the battle and its crew does not retains its upgrades and will receive a new fresh crew with no crew honor skills.

When the loss of the crew or titan occurs that crew or titan will lose 1 level of advancement per honor lost. The amount of experience points will be adjusted to the minimum amount necessary to retain a level of advancement equal to its new lower level.

Example. A titan and its crew have a total of 4 honors. Two are crew skill honors and two titan upgrade honors. The titan is lost in battle, but the crew survives. It will lose the two titan upgrade honors but retain the two crew honor skills. The total amount of honors is now two, therefore its level of advancement is reduced from 4 to 2. In addition, the experience points are reduced to 16, the minimum amount required to be of level 2 advancement and possess 2 honors.

primarch wrote:
Titans and crew of level 5 and 6 advancement

Those titans and crews that have achieved these high levels gain the boon of influence to receive titans outfitted with honors instead of a standard titan hull and weapons with no upgrades. Such crews gain a titan with 1 titan upgrade (in case of a level 5 advancement crew) or 2 titan upgrades (in case of a level 6 advancement crew).

Note that these upgrades added to those the crew retains can not exceed the maximum number of honors allowed per level. If a level 5 advancement crew has 5 crew honor skills it cannot receive the benefit of the titan with 1 upgrade since that would increase it's total honors to 6.

However the player has the option to remove one (or two) of its crew skills in order to receive the benefit of the titan with 1 or 2 upgrades.


Those titan's andcrews that have achieved these high levels gain the boon of influence to receive replacement titans outfitted with honors instead of a standard titan hull and weapons with no upgrades. Such crews gain a titan with 1 titan upgrade (in case of a level 5 advancement crew) or 2 titan upgrades (in case of a level 6 advancement crew).

Note that these upgrades added to those the crew retains must not exceed the maximum number of honors allowed per level. If a level 5 advancement crew has 5 crew honor skills it cannot receive the benefit of the titan with 1 upgrade since that would increase its total honors to 6.



Hope this is of help. I'm off to have my dinner just now but will try and have a look at your other posts in a bit!

EDIT: I did a through strikethroughs on apostrophes which didn't work, I've just deleted them now!



Hi!

Edits added to master summary post.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sun Jul 28, 2013 8:09 pm 
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Ork Honors

Orks low level of technology compared to other races offers a normal gargant crew little chance of escape unless a crew skill or upgrade all a chance to "eject".

Crew Skills

Git ta wurk gobbos!. The gargant has pressed some gretchin into service. The gargant now can attempt to put out fires as if it were a mega-garant. If it is a mega-gargant gain +1 to roll to put out fires.

Gotcha! The boyz firing this weapon have gotten pretty good at aiming thier gun to great effect. One weapon system gets to re-roll misses and re-roll the aim dice once per hit to determine hit location.

Secrit Planz. The Kaptin knows running away is sometimes better than dying. If the Gargant is destroyed roll 1d6 and on 4+ the kaptin and his crew escapes!

Blessing of Gork! Da Kaptin has gotten those good for nothing wierdboyz to do something useful and channel their psychic energies into the boiler to increase speed. Each boyz stadn within 25cm adds +1cm to the gargants move as a bonus to its move (note this is a total bonus added to the base move for a given order it is not doubled for charge orders). If the gargant ever gains a bonus to its move that exceeds +25cm roll 1d6 and on a roll of 6 the wierdboyz overload and their heads explodes. Roll immediately on the boiler damage table. The blessing disappears if this effect happens.

Designer's note. I thought a while for this to balance it and keep the intended flavor. A bonus move for orks is extremely worthwhile and achievable by reducing the bonus to +1cm per stand and I added the element of unreliability to it with going to "fast". Makes it very useful, keeps balance, very orky. :)

Maniak Mekboyz. The Kaptin has recruited an inspired (and insane) mekboy to kustomize his gargant. A non-mega gargant titan may add one mega gargant style weapon. A Megagargant adds +1 to the roll to see how many mekboy weapons it can fire.

Doos watz I tells ya! The Kaptin is particularly loud and threatening, coaxing maximum efficiency from his krew. The gargant now functions as a command unit and may charge and first fire.

Gargant upgrades

Fire hoses. Roll 2d6 for each fire to see if they can be put out.

Improved Shielding. The power fields no longer flicker, There is no chance of a penetrating shot.

Increased shielding. roll 2d6 and pick the highest. These are additional power fields available to the gargant.

Big Gunz. One weapon system receives -1 bonus to save modifier and +1 to damage rolls. Can be taken multiple times.

'eavy armor. All hit locations gain +1 to saves (maximum 0 save)

Shielded Magazine. Only a roll of 6 ignites the magazine in spectacular fashion. The table now reads 1-5 (first result) and 6 for the worst result. Results however are NOT rolled immediately, but wait until the end phase.

Da Grazzcutta! The Kaptin knows how much orks like speed and has ordered his mekboyz to install "da grazzcutta" special mekboy weapon on the gargant. If the gargant is on charge orders he can order it to move THREE times its advance speed into close combat. The enemy titan receives 1 automatic hit to a random location on the hit location template. The gargant gains 1d6 for close combat versus unit with hit location templates. Units with no hit location use the info below.

Da grazzcutta: A giant rotating blade has been mounted underneath the Gargant. If the Gargant attempts to overrun enemy units, they are hit on a roll of 4+ (rather than 6 as is usually the case) with a -2 (rather than 0) to save modifier.

Designer's note: move this one to upgrades and renamed it "Da grazzcutta".

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 Post subject: Re: Titan Experience Rules
PostPosted: Sun Jul 28, 2013 8:10 pm 
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Tyranid Honors

Bio-titans as organisms don't have plasma reactors, so they get orders normally from the hive mind and use order counters.

Since they have no crew bio-titans get "genetic enhancements" as honors.

1. Massive. This particular brood is much larger and tougher. Roll 1d3 and these are additional wounds added to that bio-titan

2. Hyper-reflexive muscles. The powerful muscles around this bio-weapons give it extra punch! The weapon system gains 25cm range and -1 to save modifier and +1 to damage. can take one per weapon system.

3. Alloy laced chitin. The broods chitin has been laced with metal alloys for extra protection. Add +1 to OVERALL save (maximum 1+). It makes then invulnerable to weapons with no save modifier.

4. Primitive neural net. The broods nervous system has been simplified to a degree where it does not register pain anymore making it incredibly resistant to damage. Critical location number is increased by +1 on all locations (maximum 6+).

5. Superlative regeneration. The broods formidable regenerative capabilities are enhanced even further. Regen roll is 3+.

6. Supreme aggression. Its neural net has been modified to receive pleasure when in close combat. The bio-titan gains a +10 movement bonus and receives +2d6 in close combat (cumulative with other bonuses). It receives a +1 bonus for damage rolls in close combat (cumulative with other bonuses).

7. Synapse. This Bio-Titan has been merged into the Hive Mind more fully, and now acts as a Synapse creature. It generates Command Points equal to it's total cost divided by 100, drop fractions. It also has a Hive Mind radius of 10cm and generates one Hive Mind point.

8. Command. This Bio-Titan has had even more connections made to the Hive Mind and it gains the Command special ability. This ability requires the Synapse upgrade. It's Command Points are unaffected, but it's Hive Mind radius and Hive Mind points are doubled to 20cm and 2 respectively.

9. Zoanthrope Crossbreed: This Bio-Titan has been enhanced with Zoanthrope biomass. It may make a Warp Blast attack once per activation as per the Zoanthrope.

10. Spore Pods: This Bio-Titan grows Spore Pods that give it Transport 5. If it already has Transport, it's current value is increased by 5.

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 Post subject: Re: Titan Experience Rules
PostPosted: Sun Jul 28, 2013 8:11 pm 
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Whew!

Took me over 3 hours but I went through it all as best I could, the rest is up to you guys to find anything else to change and I'll edit the master summary posts.

It's shaping up pretty good I think. :)

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 Post subject: Re: Titan Experience Rules
PostPosted: Sun Jul 28, 2013 10:00 pm 
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Not too much to change in this section, think it's pretty much there!

primarch wrote:

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)?

primarch wrote:
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.

primarch wrote:
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?


primarch wrote:
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.

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!

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 Post subject: Re: Titan Experience Rules
PostPosted: Sun Jul 28, 2013 11:06 pm 
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Quote:
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.

Quote:
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?

Quote:
]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.


Quote:
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.

Quote:
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.

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 Post subject: Re: Titan Experience Rules
PostPosted: Mon Jul 29, 2013 6:47 am 
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primarch wrote:
EXPERIENCE TABLE
0-5 Moderati (0)
6-15 Princeps (1)
16-30 Princeps Senioris (2)
31-50 Princeps Majoris (3)
51-75 Princeps Primus (4)
76-100 Princeps Commander (5)
101+ Legio Grandmaster (6)


Is there a particular reason that the titles for a TITAN that has gained experience are all based on what the crew are called? If the rationale is that these are for the crew themselves, then they are rather insulting at the beginning as every Titan has a Princeps, and calling him/her a Moderati would be an insult. Much like you'd never, never refer to an Inquisitor as "Hey you!". Unfortunately, I have not come up with a better sequence than yours for Imperials.

For that matter, a Titan with zero XP should not have a title at all. It should earn that honorific. Perhaps it should not have a title at all until it earns it's first Honor at 6XP. I don't have a problem with them gaining a title at 1XP+, but it seems a little odd.

My further comments assume the system remains as above. Alter mine if it alters.

primarch wrote:
Chaos

0-5 0 Chaos Initiate (0)
6-15 Favored of Chaos (1)
16-30 Chosen of Chaos (2)
31-50 Chaos Champion (3)
51-75 Chaos Ascendant Champion(4)
76-100 Chaos Legio Commander (5)
101+ Warmaster of Chaos (6)


Seems redundant to me to use the word "Chaos" in any title. These would work fine just as:
Initiate
Favored
Chosen
Champion
Ascendant (with or without Champion)
Legio (I'd think Champion might work better than Commander, but it's not a big deal)
Warmaster

primarch wrote:
Eldar

0-5 Seeker of the Path (0)
6-15 Guardian (1)
16-30 Aspect of War (2)
31-50 Exarch (3)
51-75 Phantom Lord (4)
76-100 Anvil of Vaul (5)
101+ Chosen of Asuryan (6)


This is ... confusing. Who are these "Vaul" and "Asuryan" and why are you forcing me to use fluff that I don't know? I'm reasonably certain that they were never mentioned in any SM2/TL era fluff, and I do not recall them being mentioned in the NetEpic Gold Eldar book. I could be wrong though. Seems odd to me that some titles would be aimed at things so specific and obscure. It would be like calling the Chaos level 5 title a "Champion of Khorne" regardless of power followed. [Note that I did no research on who or what Vaul or Asurvan are, so the example might be way off.]

Also, I'd like to reserve 'Aspect', 'Path', and 'Exarch' for the alternate Path Honor system. I apologize for not mentioning that sooner, but I thought it would be obvious. For the standard, perhaps:
Seeker
Warrior
Soldier
Hero
Lord (as not all will be Phantom Titans, and "Phantom Lord Phantom Titan" just sounds silly)
Master
Unseen Master

For a Path Titan, my preference is to not have level titles as such, or if desired each level's title would be the Path chosen for that Honor, except for 6th which is Exarch. If fixed titles are required (for that matter, why do we have level titles at all? ), then:
Aspirant of the Path
Minor Aspect
Lesser Aspect
Aspect
Dedicated Aspect
Devoted Aspect
Exarch

primarch wrote:
Tyranids

0-5 Hatchling (0)
6-15 Marauder (1)
16-30 Predator (2)
31-50 Hierach (3)
51-75 Hierach Alpha (4)
76-100 Dominatrix Consort (5)
101+ Hivelord (6)


You are calling a fully grown, fully functional warmachine a Hatchling? If you are trying to insult it, perhaps. Still, perhaps replace that with Herbivore, as it's still insulting, but not as much. I also have a problem with level 5's title. It assumes gender as we humans recognize it, and I doubt that they actually do. To replace, delete that one, move the four above it down one space, add "Hunter" to level one.

For that matter, I doubt that the Tyranids themselves would bother with something as ornamental as level titles.

Question to the Group: Exactly why do we have level titles at all? I'm not saying I don't want them. I'm asking what function do they serve?

primarch wrote:
When a titan with accrued honors participates in a game the titan's cost remains the same as it was when originally purchased. This means that despite honors or experience gained,the titan's actually points value never increases.


This was pointed out before by The Bissler, but you must have missed it. Replace "gained,the titan's actually points" with "gained, the titan's actual points". Differences are space after comma and drop the 'ly' from actual.

primarch wrote:
Designer note: I included the previous to solve the issue raised regarding very experienced crews surviving and gaining more honors due to their influence. For those (like me) whom like a background story to explain such changes, remember an escaped crew doesn't mean everyone survives or for that matter survives in a state to continue to serve the titan. therefore when you swap out a crew skill to get those titan upgrades imagine that when the crew escaped a trusted moderati dies in the escape, or nay other such happenstance. This is purely for "story" purposes.


Minor typo here. Replace "or nay other such" with "or any other such".

Otherwise that post looks good.

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 Post subject: Re: Titan Experience Rules
PostPosted: Mon Jul 29, 2013 7:20 am 
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primarch wrote:
Chaos titan crew can escape 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. This is cumulative with skill honors.


Redundant mention of cumulative. In fact, mentioning it at all is redundant and confusing as it seems like you are saying that you get +1 if you get an Upgrade and +2 if you get a Skill. If this is your intention, it needs to be stated more clearly and seems rather overpowered. If that is the case, perhaps then ejection should be rolled on 2d6 with 11+ being the baseline needed for survival.

primarch wrote:
A roll of 6 always fails, however a chaos titan and crew of warmaster level (level 6) rolls 2d6 to see if it gains a chaos reward.


Perhaps add to the end of that something like "and selects one of the two rolls to use" or instead say that a level 6 may reroll this roll once. Saying it rolls 2d6 can sound like they add together.

primarch wrote:
Chaos rewards are of incremental power and lesser powers are granted before more powerful ones as the titan and crew gain more favor. They are listed in the order the start to appear on the titan.


Oooh, something I've thought about, but keep forgetting to ask. You haven't specified this that I can tell. You probably feel it's obvious. Do Chaos Rewards replace gained Honors or are they in addition to them?

primarch wrote:
5. Essence of Chaos. You acquire the power 2 chaos cards randomly drawn each game and the titan may use them as if it were a demon. Alternatively create one unique power related to your patron demon.

Designers note: I left two options here to make it easier for players whom don't want to come up with something unique.

Question to group: It would be prudent to include a list of suggested powers. Any ideas on what the powers should be?


Good compromise there. I hadn't considered that there might be uncreative type people playing Chaos.

As for a list, well, the unique weapons on the Banelord, Bubonis, and Skylok would be a starting point. I haven't (yet) done a study of exactly how (or if) they are better than standard titan weaponry, but it seems like they must be. I'd recommend that gaining this would allow the player to rework / improve all of their weaponry to some extent and possibly add an additional as well. Like Bubonis's Slime Trail or Skylok's swoop abilities. Yes, I know that's still somewhat vague. I'll look into these weapons at a later time and get back to you.

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 Post subject: Re: Titan Experience Rules
PostPosted: Mon Jul 29, 2013 7:50 am 
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Joined: Thu May 23, 2013 6:50 pm
Posts: 1543
primarch wrote:
Way of the Warrior!. The supreme agility and skill of the eldar crew means they are consummate close combat masters! The titan crew can break from close combat at any moment if it still can move (avoiding it if it wishes). This means a crew with this skill cannot be pinned in close combat. If it decides to engage in close combat the opponent rolls only 1d6 (instead of the normal 2d6) to simulate its agility in avoiding close combat blows.

Designer Notes: Renamed to something more suitable.


Better.

primarch wrote:
Eldar Path Honor (skills and upgrades)

Bonesinger: Crew ability as per your list.

Harlequin: Probably a crew ability, may re-roll Close Combat dice once per engagement and never check Morale when fighting Chaos.

Pathfinder: Crew Skill. Gains Infiltration.

Dark Reaper: Upgrade, gains Quickdraw and improves TSM by 1 (either for all weapons, or may be selected once per weapon).

Dire Avenger: Upgrade, gains one additional shot with a specific weapon. May be chosen once per weapon.

Fire Dragon: Gains Elite ability. Ignores Cover to all weapons.

Howling Banshee: As per the "War Cry" ability.

Question to group: We could also make it more unique as the banshees amplifier mask. Psychic scream all enemies within 25cm that fail a psychic save lose 1d6 for close combat. Thoughts?

Striking Scorpion: Upgrade. Gain an additional +2d6 in close combat, usable against any target.

Swooping Hawk: Upgrade. Gains revenant style Jump Jets plus +10cm to movement. Revenants with this skill double jump rates.

Designers note: added extra movement to make this more viable and unique.

Warp Spider: Upgrade. Base move is tripled, but gains nothing when on Charge. If it moves further than it's old base move, it rolls as per Warp Spider. Also gains the Fire on the Fly ability.

Wraithguard: Upgrade. Crew is replaced with spirit stones, spread out across the whole Titan. Ignore all damage to Head location. Crew always escapes unless titan is total destroyed (reactor meltdown, vortex attack, etc). Crew Skills are always retained.

Shining Spear: Upon entering a CC, make an immediate attack against any one foe. The foe takes a hit on 4+ with a -2 TSM. This also applies when the titan moves into close combat or performs overruns.

Exarch: When an Eldar Path Titan hits maximum Level, it is known as an Exarch Titan rather than as a Grandmaster. In addition to it's chosen Path (Crew or Upgrade) ability, it also gains the Command special ability.


You appear to have missed many of the corrections made for the Path Honor option. The following need updating: [Do not put comments in square brackets into the main document.]

Bonesinger: Crew Skill. The crew has been trained in the art of singing to the psychoplastic wraithbone of which the titan is made of. Their siren song means they can repair any damage on a roll of 2+ (only fails on a one). Weapons that are totally destroyed (including those with weapon honor upgrades) can be regrown between battles (not during the battle) on a roll of 4+ (on 1d6).

Harlequin: Crew Skill. May re-roll Close Combat dice once per engagement and never check Morale when fighting Chaos.

Dark Reaper: Upgrade. This may be selected once per weapon system. The first time this is selected, the Titan gains Quickdraw and improves the TSM of one weapon by 1 point. Each subsequent time this is selected, choose a different weapon and improve it's TSM by 1.

Fire Dragon: Crew Skill. This Titan gains Elite and may Ignore Cover modifiers for all targets within 25cm.

Howling Banshee: Upgrade. The titan has psychic amplifiers that send a piercing shriek that stuns the enemy. Enemy units CAF is halved for the purposes of close combat if it possess a hit location template. Enemies within 25cm that do not possess a hit location template (those that do are to tough not to be affected outside close combat), have their CAF reduced to zero for that turn.
[Your proposed ability is significantly less powerful than War Cry. This should be a titan-level ability. That one is not.]

Striking Scorpion: Crew Skill. Gain an additional +2d6 in close combat, usable against any target.

Swooping Hawk: Upgrade. Gains Revenant style Jump Jets plus +10cm to movement. Revenants with this skill double jump rates. [Rates? Should that be distance?]

Exarch: When an Eldar Path Titan hits maximum Level, in addition to it's chosen Path (Crew or Upgrade) ability, it also gains the Command special ability.

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