Here's my proposed list:
All honors are only available once per titan.
I=
mperial
======
Crew:
Damage Control - +1 to all repair rolls =
(including void shields)
Lucky - reroll one die per battle (may be taken mo=
re than once)
Marksmanship - causes criticals on a 5 or 6, death ray shots =
get +2 to
critical roll
+2 on critical is to powerful. Especially against =
small war engines and scout titans. You'll blow them up over half the time!=
Just don't give the deah ray anything. Anyone who arms a titan with all De=
th Rays is asking for it anyway.
Accurate - weapon with fp (HWB, and barra=
ges) get +4fp, death ray gets +1 to
critical roll, other weapons get +1 to =
hit
I'd randomly roll 1 weapon system for this
Fast - +5 cm additional mov=
ement.
Commander:
Berzerker - reroll cc or ff die
Damage Limitation - ign=
ore first critical
Legend - titan gains command ability
Lightning Reflexes =
- titan may always fire first
Tactical Genius - titan may always choose to =
move first or last
Psyker Princep - titan gains psyker ability
Upgrades:
=
Heavy Armor (unavailable for scout titans) - +4 DC, +8 for Imperator
I wou=
ldn't change this for an imperator, which has enough Dc already. +4 is eno=
ugh.
Ejection Pods - Crew survives titan destructionon 2+.
Turbo Weapon - O=
ne system counts as being on overwatch
Extra Shielding - Titan get 2 additi=
onal shields
Eldar
====
Crew:
Bonesingers - +1 to repair rolls =
(possibly +2, since they can't repair void
shields)
+2 might be all right, =
depends what people think. I've never seen an eldar titan live long enough =
to repair anyway :)
Lucky - as Imperial
Pinpoint Gunnery - as Imperial Mark=
manship
Fast - as Imperial
Hip Shooting - titan may fire during the vehicle=
fire phase
Commander:
Damage Limitation - as Imperial
Legend - as Imperi=
al
Lightning Reflexes - as Imperial
Tactical Genius - as Imperial
Farseer -=
gain extra fate card
Agile - titan may make an extra 45 degree turn each m=
ove
Upgrades:
Gate - as Imperial escape pods
Turbo Weapon - as Imperial
M=
andi-Blasters - titan gains +5 assault, and 2fp at 15cm range
Reinforced St=
ructure - -1 on all critical damage rolls taken
War Cry - as Imperial Berze=
rker
Ork
===
Crew:
Super Riggers - as Imperial Damage Control
Luc=
ky - as Imperial
Shooty Boyz - as Imperial Marksmanship
Accurate - as Imper=
ial
Speed-Freek Mekboy - as Imperial Fast
Mek Shieldboy - automatic maximum=
shields, Warboss gets max+2
Warboss:
Dirty Fighter - as imperial Berzerk=
er
Very Shouty - gargant gains command ability
Low Cunning - as Imperial Ta=
ctical Genius
Escape Plan - warboss survives gargant's destruction on 2+
U=
pgrades:
Heavy Armor - +4 DC, +8 for mega-gargant
Again, I'd give a fixed =
bonus of +4. Especially since things like megas and impys are more likely t=
o survive a battle to get honors.
Big Gunz - as Imperial Turbo-weapons
Fir=
e Hoses - gargant immune to damage from fires
And lest they be forgotten =
. . . Tyranids
=====================
=========
Hive Mind:
Lucky - as Imperial
Marksman - as =
Imperial
Berzerk - as Imperial
Damage Limitation - as Imperial
Lightning Re=
flexes - as Imperial
Animal Cunning - as Imperial Tactical Genius
Agile - =
as Eldar
Self-Awareness - as Imperial Psyker Princeps
Warp-sight - as Eldar=
Farseer
Bio-engineering:
Improved Regeneration - as Imperial Camage Cont=
rol
Fast - as Imperial
Heavy Armor - +6 DC (+4?)
Again, +4 is probably good=
.
Turbo-Weapon - as Imperial
Endo-Skeleton - as Eldar Reinforced Structure
=
____________________________________________________________
I'm open to s=
uggestions, especially in the area of upgrades and Tyranid stuff.
All in a=
ll, they are really good. A few were a bit powerfull, but
a really good eff=
ort. Let me know when you finish.
- application/ms-tnef attachment: stored
Received on Sat Jun 14 1997 - 02:09:53 UTC