Re: [Epic] (LONG) Andy Chamber's Campaign Rules

From: Scott Shupe <shupes_at_...>
Date: Thu, 12 Jun 1997 21:10:30 -0400

OK, here's a quick rundown on the titan honors from 2nd ed.
A lot of these (especially the ork ones) have no possible equivalent
in epic 40k, and some of them really don't apply to non-titan WEs.
The honors are broken up into 3 categories: crew, captain, and upgrade
(to the titan itself). There are no honors for Tyranids or Chaos
(Tyranids didn't exist back then, and presumably chaos could just use
the imperial tables since they were using the same titans).

        When you got enough experience for a new honor, you would
roll on a chart to see what category you had to choose the honor
from. Titans with honors were worth more VPs when killed (+1 VP
per honor) and cost more points in one-off battles (50 pts/honor
for scout-class, 100 for battle-class, and 200? for the big guys).

        A bunch of the Ork honors were for Mega-Gargants only and
concerned the special rules that went with using a Mega. Some of
these cannot be translated in Epic 40k (like giving the gargant
captain a better CAF) and should just be scrapped. The rest could
be opened up to all gargants and made useful.

1) Damage Control: +1 repair rolls (including void shields), +2 for
eldar
        Imp & Eldar (Bone-Singers): crew
        Similar to the Ork crew Super-Riggers

        Void shields used to need a 5+ to come back up, and I think
most repair rolls were 5+ as well... since those rolls are both now
4+, say +1 repair for everyone.

2) Lucky: reroll 1 die per battle, may be choosen more than once
        All: crew

        Keep as is.

3) Marksmanship: reroll 1 aim die per hit on enemy titan
        Imp & Ork: crew

        Aiming dice are gone... was it Temp who suggested crits on
5+? Sounds good to me.

4) Accurate: +1 to hit with 1 weapon system
        Imp & Ork: crew

        With normal FP weapons, this is easy (reduce target's armor
by one). Don't know about using this with SHWs, though.

5) Emergency Reactor Shutdown: half chance of avoiding meltdown
        Imp & Eldar: crew

        Reactor meltdowns are still possible, but won't be as common
and only happen when the titan dies anyway... maybe force opponent to
reroll crit table roll once per battle?

6) Very Fast: +5cm move
        Imp & Eldar: crew, Ork (Enhanced Boilers): upgrade

        Keep as is.

7) Berserker: titan can reroll CC dice once per battle
        Imp: captain

        Keep as is.

8) Damage Limitation: ignore first damage roll
        Imp & Eldar: captain

        Ignore 1st crit.

9) Legend: +1/-1 morale to friendly/enemy units within 20cm
        Imp: captain

        zuh... hmmm... well, you could make friendly units within
15cm Stubborn & take away Stubborn from enemy units.

10) Lightning Reflexes: can always choose to fire first
        Imp & Eldar: captain

        Keep as is.

11) Tactical Genius: can always choose to move first or second
        Imp, Eldar, & Ork (Low Cunning): captain

        Keep as is.

12) Trample: titan can attack infantry & vehicles as it moves
        Imp & Orks (Ram): captain

        No longer possible. Alternatively, you could use this to
allow a titan to fight multiple assaults in the Assault Phase - frex,
titan moves 12cm into contact with enemy detachment, fights them,
moves a further 5cm to fight the enemy titan just behind them...
wouldn't be very useful for slow titans, though.

13) Heavy Shielding: shields can only be dropped by weapons with -2
save mod
        Imp: upgrade

        Pointless, you no longer need decent weapons to take down
void shields (once again).

14) Improved Shielding: shields do not flicker
        Ork: upgrade

        To Ork shields flicker anymore? If not, this one's useless.

15) Increased Shielding: +2 void shields, +3 power fields for Orks
        Imp & Ork: upgrade

        As is.

16) Heavy Armor: +1 to all armor saves, not on scout titans
        Imp & Ork: upgrade

        Extra DC - maybe +2?

17) Ejector Systems: if titan dies captain (all) & crew (imp, eldar
only) survive on 2+
        Imp & Eldar (Gate): upgrade, Ork (Escape Plan): captain

        As is.

18) Psychic Defences: 3+ psychic save
        Imp & Eldar: upgrade

        You could make the titan immune to psychic attacks, and/or
negate the enemy's psyker bonus in CC/FFs.

19) Turbo Weapons: -1 save mod & +1 damage rolls to 1 weapon system
        Imp & Ork (Big Gunz): upgrade, Eldar (Pinpoint Gunnery): crew

        +1 crit rolls?

20) Hipshooting: can fire on charge orders at -1 to hit
        Eldar: crew

        No idea, and the other ideas suggested seem pretty complicated.

21) Side Step: titan can choose to end CC as long as it beats 1 attacker
        Eldar: captain

        Pointless, since CC is now simultaneous & titans don't have
to worry as much about being swarmed by infantry/bikes.

22) Dodge: half chance of avoiding template weapons
        Eldar: captain

        Kinda pointless, the whole idea of this was to give Eldar titans
a chance against barrages (which ignored holofields), but since that's
no longer a problem...

23) Evade: titan is -1 to be hit while on charge orders
        Eldar: captain

        +1 to AV if the titan moves more than 1/2 its speed for the
phase? Might be too powerful, but then titans suppressed into not
moving won't be getting any bonus.

24) War Cry: if titan charges into CC, halve opponents' CAF on 5+
        Eldar: upgrade

        Hmmm... you could maybe take some set number off the opponent's
assault total if the titan charges.

25) Mandiblasters: same as carapace multilasers except -2 save mod
        Eldar: upgrade

        Extra 15cm ranged gun, FP of 2.

26) Reinforced Structure: -1 to all damage rolls on titan
        Eldar: upgrade

        -1 to all crit rolls on titan.

27) Psychic Assault: assaulting troops must pass morale check to move
into base contact with titan, titan's CC hits count as psychic
        Eldar: upgrade

        Troops must pass extra Ld test to assault titan.

28) Super Riggers: Megas only, better chance to repair location
        Ork: crew

        +1 to repair rolls, as Damage Control above.

29) Maniak Mekboy: Megas only, can fire 1 more mega weapon per turn
        Ork: crew

        No idea.

30) Looterz: krew gets 6+ fixed save and +1 CAF
        Ork: crew
31) Bionik: kaptin gets 6+ fixed save and +D6 CAF
        Ork: captain

        These two are pointless, since the crew & captain can't leave
the gargant.

32) Dirty Fighter: +D6 CAF for the gargant
        Ork: captain

        +some number to gargants Assault Factor.

33) Very Shouty: Megas only, get more shouting counters (?)
        Ork: captain

        No idea.

34) Fire Hoses: Megas only, +1 to put out fire rolls
        Ork: upgrade

        Fires automatically put out? This is in the same area as
reactor meltdowns - it's not going to happen very often.
Received on Fri Jun 13 1997 - 01:10:30 UTC

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