[NetEpic ML] Warprat's Rules for Peter to Edit

From: Warprat <warprat_at_...>
Date: Tue, 18 Apr 2000 15:18:53 -0700

Hi Peter!

Well, I reworked the rules a little, before you edit them.


Thanks, and Good Luck!

Warprat ;)




INFANTRY/NORMAL VEHICLE CLOSE COMBAT

1) Resolve Infantry/Normal Vehicle Close Combat:

Note: Any number of units can attack the titan. New units just climb
over the dead bodies, or ram through the debrie.


1A) Each Infantry/normal vehicle (Including Greater Daemons) gets a d6 +
thier CAF, combined into one roll. This is the "Group CAF".

Example: 6 Marine Assaults (CAF +3), and 3 Rhinos (CAF +0).
They would have a combined roll of 6d6 + 18 = Group CAF



1B) The titan gets its CAF (Including Close Combat weapons) + 2d6,
doubled. This is the "Titan Defense.

Example: A Warhound Titan (CAF 8), with Chainfist (CAF 1d6).
This would be expressed as, (8 + 3d6) X2 = Titan Defense.


1C) Close combat between the infantry/normal vehicles and the titan is
resolved as, Group CAF / Titan Defense = number of hits on titan.

Example using the units above, 6 Marine Assaults and 3 Rhinos, close
combat a Warhound Titan with Chainfist:

Group CAF Titan Defense
6d6 + 18= 39 / (8 + 3d6) X2= 37 = 1 hit on titan.
  
(Using average rolls, for example only).


1D) Hits by infantry/vehicles are resolved on the front titan template.
Ground units attack legs/feet. Skimmers/jump attack any location.
Choose a location, and make an unmodified roll on the titan damage
table. Apply the dammage immediatly. Hits to the same location are not
cumulative.

1E) Any infantry stand (including Greater Daemons), involved in the
attack, may make an unmodified save based on the number of hits
inflicted on the titan. One hit, save on a 6+. Three hits,
save on 4+, etc.
 
All infantry, not saved, are destroyed. Vehicles do not get saves.
Titans can't miss them.

Note: Elite units get better saves, naturally, by using thier CAF to
increase titan hits.



Examples (Averages are used for illustration only):

a) 10 IG Tacticals VS. a Slasha Gargant.

         Group CAF Titan Defense
10d6 + 0 = 35 average / (12 + 2d6 = 19) X2 = 38 average= 0 hits
Infantry do not save. (But close!)



b) 6 Tactical Marines + 3 Rhinos VS. a Phantom Titan.

            Group CAF Titan Defense
9d6 + 12 = 43 average / (12 + 2d6 = 19) X2 = 38 average= 1 hit
Infantry save on a 6+. The Rhinos are destroyed.


c) 4 Exarchs VS. a Subjugator Titan with Hell Claws (+1d6).

            Group CAF Titan Defense
4d6 + 32 = 46 average / (5 + 3d6 = 15) X2 = 30 average= 1 hit
Infantry save on a 6+.


d) 4 Terminators + 6 Tactical Marines VS. a Chaos Warhound Titan.

            Group CAF Titan Defense
10d6 + 36 = 71 average / (8 + 2d6 = 15) X2 = 30 average= 2 hits
Infantry save on a 5+.



e) Mortarion with Growth (Chaos Reward Card, CAF X2) + 5 Chaos Marines
with Long Spines, Tentacles, and Fangs (Chaos Reward Cards, +3CAF)
VS. A Warlord Titan.

           Group CAF Titan Defense
6d6 + 50 = 71 average / (14 + 2d6 = 21) X2 = 42 average= 1 hits
Infantry save on a 6+.



SUPER AND ABOVE, CLOSE COMBAT

2) After resolving the infantry/normal vehicle Close Combat, resolve any
Close Combat with Supers and above. Add +1d6 for every hit inflicted by
the infantry/normal vehicles, as if for a previous attack. Resolve the
attack using the normal Close Combat rules. Titans use thier normal
CAF.


Example:

A Chaos Warlord Titan (On Advance Fire), is charged and pinned, in Close
Combat, by an Imperial Warhound Titan. Later on, during the turn, 4
Marine Terminators, 6 Assault Marines and 3 Rhinos also attack the Chaos
Warlord Titan.

A) The Infantry/Normal Vehicles are resoved first. (Rolls are averaged
fo illustration only)

13d6 + 42 = 87 for the Group CAF. The Warlord has a (14 +2d6)X2 = 42

The Warlord takes two, non cumulative, hits to the leg. But still
stands. The infantry make saves on a 5+. The Rhinos are destroyed.



B) The Warhound Titan attacks the Chaos Warlord next! This is a normal
Close Combat, with no doubling of the CAF. Each previous hit, by the
the infantry/normal vehicles, adds 1d6, to future units.

(Using average rolls for example, only):
The Warhound has a 8 CAF +4d6 = 22 (+2d6 for the infantry/vehicles)

The Chaos Warlord has a 12 CAF +2d6 = 19


The Chaos Warlord loses the Close Combat, and must take a hit.
Received on Tue Apr 18 2000 - 22:18:53 UTC

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