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Made in us
Cultist of Nurgle with Open Sores




Ohio

Not sure if anyone had ever tried to come up with some rules/stats for Captain Titus from the Space Marine videogame that came out a little more than a year ago, but I played through it again recently and then thought about some ways of representing him on the table. Here's what I came up with:

Captain Titus, Ultramarines Captain of the 2nd Company


210 Points

WS6 BS5 S4 T4 W3 I5 A3 LD10 2+/4++

Unit Type:
Infantry

Unit Composition:
1 Captain Titus

Wargear:
Artificer Armor
Master-Crafted Chainsword
Master Crafted Bolt Pistol
Frag Grenades
Krak Grenades
Iron Halo

Special Rules:
And They Shall Know No Fear
Combat Tactics
Independent Character
Interpretation of the Codex
Righteous Fury
Warp-Resistant

Options:

Replace Master-Crafted Chainsword with:

Graia-Pattern Power Axe ...35pts
Str:User AP:2

Replace Master-Crafted Bolt Pistol with:

Master-Crafted Plasma Pistol ...15pts

May take one of the following:

Master-Crafted Bolter ...free
with Kraken Bolts (see Codex: Space Marines Sternguard Veteran Squad entry)

Graia-Pattern Storm Bolter ...10pts
24" Str4 AP5 Assault 4 Shred

Stalker-Pattern Bolter ...15pts
36" Str6 AP4 Assault 2 Sniper

Graia-Pattern Plasma Gun ...15pts
12” Str7 AP2 Assault 2 or 12” Str8 AP4 Heavy 1 Small Blast

Vengeance Launcher ...20pts
18" Str5 AP5 Small Blast Assault 3

Graia-Pattern Melta Gun ...25pts
Template, Str6 AP1 Assault 1, Melta

Master-Crafted Thunder Hammer ...35pts
Replaces current close combat weapon

May take:

Melta Bombs ...5pts

Jump Pack ...25pts

If Captain Titus takes a Jump Pack, he becomes the unit type Jump Infantry (and as such becomes Bulky), may only join other Jump Infantry units, may only take Melta Bombs, a Pistol option, and change his Close Combat weaponry.

Special Rules

Warp-Resistant:
Captain Titus (and the squad that he is attached to) may Deny the Witch on a roll of 5+. However, If Captain Titus is targeted by a friendly Psyker's Blessing, he must also attempt this Deny the Witch roll. A successful roll will only cancel a friendly Blessing on Captain Titus, not the rest of his squad.

Interpretation of the Codex:
Captain Titus and his squad are Stubborn and can never be pinned. They may go to ground as normal unless they are under the effects of Fearless. Once per game, during any phase, Captain Titus and his squad may become Fearless. This lasts until the end of the same phase on the next player's turn. Use of this ability can nullify a failed Morale Check.

Righteous Fury:
Once per game, during the owning player's Movement Phase, Captain Titus can expend his fury to empower his attacks. This rule has special effects depending on his wargear. Righteous Fury lasts for a full game turn.

Master Crafted Chainsword: +3A, +1S, Rending (4+)
Graia-Pattern Power Axe: +2A, 2xS
Master Crafted Thunder Hammer: +1A, S10, I2

In addition, while Righteous Fury remains active, Captain Titus gains Eternal Warrior, Relentless, Feel No Pain, and may immediately roll once as if he had the USR It Will Not Die! If Captain Titus is not missing any wounds when he uses Righteous Fury, this roll has no effect.

This message was edited 2 times. Last update was at 2012/11/14 21:31:02


Side effects of worshiping Papa Nurgle include (and are not limited to): Boils, scabs, internal bleeding, external bleeding, bleeding from the gums, eyes and ears, sweating, dehydration, furuncles, rash, pus-filled sores, nausea, vomiting, bloody vomit, black vomit, black & bloody vomit, sneezing, runny nose, dry nose, coughing, dry cough, wet cough, not-so-dry-but-still-raspy coughing, fever, hay fever, athlete's foot, athlete's arm, swimmer's ear, farmer's tongue, drowsiness, sleepiness, insomnia, mad cow disease, mad postal worker disease, loose bowels, constipation, anal leakage, and blood clotting. In most cases side effects were generally in the extreme and permanent. Consult your local cultist before worshiping Nurgle. 
   
Made in us
Hellacious Havoc




Note that HoW would never benefit from the Righteous Fury bonuses anyway, as it is base Str.

I don't think the special weapons need to be any different than the normal TT versions; even if they function somewhat differently in the game, it seems overly confusing to change them up. As it is, AP2 weapons that strike at initiative need to be more expensive, especially with the righteous fury bonus.

 Necroshea wrote:
You - You there, wolf heathen! I long for combat!
Wolf heathen - I accept your challenge, but only on my terms! 250% points for me!
You - Ha! You've activated my trap card! Allied army! Come forth to assist!
Friend - Sup
Wolf Heathen - An equal point match?! This is not acceptable! Tau friend! Form up on me!

And then some guy throws a manta at the table and promptly breaks it in half sending figures and terrain everywhere.
 
   
Made in gb
Regular Dakkanaut




Prerry solid although maybe 20-30 points too cheap - when he pops that righteous fury hed be an absolute beatstick with the axe or thunderhammer - easily more powerful than Lysander or Calgar. Since most pivotal close combats in a game rarely last longer than 2 player turns anyway the limited duration probably wouldnt make too much difference.

Id probably say base cost 205 points which would make him 220 points with the axe or 230 with the hammer.

The template melta is probably too cheap as well - maybe make it strength 6? that would still make it roast whole squads alive but would make it less potent vs 2 wound models or vehicles.
   
Made in us
Cultist of Nurgle with Open Sores




Ohio

codemonkey wrote:
Note that HoW would never benefit from the Righteous Fury bonuses anyway, as it is base Str.


Fair point, I just stuck that in there at the last minute to avoid confusion, but now that you point it out, it does seem needlessly redundant. I'll remove it.

codemonkey wrote:
I don't think the special weapons need to be any different than the normal TT versions; even if they function somewhat differently in the game, it seems overly confusing to change them up.


I put most of the weapons in there as the weapons are really at the heart of what makes Captain Titus special. Despite his Righteous Fury and Warp-Resistant Special Rules, given access to some standard-issue ranged weapons wouldn't really make him any different from any other vanilla captain. A part of what made Space Marine great (in my opinion, anyway) was that you could play the game on your terms: with either a Dakka Captain,a Choppy Captain, or a mix of both.

I could, however, take your advice to heart and leave all of the wargear standard, and amend Righteous Fury to augment his shooting phase as well (extra shots/shred/rending/blasts/etc).

codemonkey wrote:
As it is, AP2 weapons that strike at initiative need to be more expensive, especially with the righteous fury bonus.


I completely agree, I mainly posted this for other opinions on points costs and adjustments, thanks for the help!

azala wrote:
Prerry solid although maybe 20-30 points too cheap - when he pops that righteous fury hed be an absolute beatstick with the axe or thunderhammer - easily more powerful than Lysander or Calgar. Since most pivotal close combats in a game rarely last longer than 2 player turns anyway the limited duration probably wouldnt make too much difference.

Id probably say base cost 205 points which would make him 220 points with the axe or 230 with the hammer.

The template melta is probably too cheap as well - maybe make it strength 6? that would still make it roast whole squads alive but would make it less potent vs 2 wound models or vehicles.


Solid advice, especially the change to the melta gun, I hadn't even considered Str6, but it makes perfect sense. Thanks!


Side effects of worshiping Papa Nurgle include (and are not limited to): Boils, scabs, internal bleeding, external bleeding, bleeding from the gums, eyes and ears, sweating, dehydration, furuncles, rash, pus-filled sores, nausea, vomiting, bloody vomit, black vomit, black & bloody vomit, sneezing, runny nose, dry nose, coughing, dry cough, wet cough, not-so-dry-but-still-raspy coughing, fever, hay fever, athlete's foot, athlete's arm, swimmer's ear, farmer's tongue, drowsiness, sleepiness, insomnia, mad cow disease, mad postal worker disease, loose bowels, constipation, anal leakage, and blood clotting. In most cases side effects were generally in the extreme and permanent. Consult your local cultist before worshiping Nurgle. 
   
Made in gb
Ork-Hunting Inquisitorial Xenokiller





According to this he can just take the special issue ammo boltgun without replacing anything and for free? Did I read that wrong?
   
Made in cz
Stabbin' Skarboy






Czech Republic

I like the stats and abilities but his wargear options seem really over the top. As others have said, using standard weapon options would be for the best. You can expect the next SM codex will have an Armoury back anyway.

   
Made in us
Hellacious Havoc




 blood lance wrote:
According to this he can just take the special issue ammo boltgun without replacing anything and for free? Did I read that wrong?


Huh, I didn't notice the special issue boltgun didn't replace anything. That'll have to bump up his cost, even if it does preclude taking another ranged weapon.

 Necroshea wrote:
You - You there, wolf heathen! I long for combat!
Wolf heathen - I accept your challenge, but only on my terms! 250% points for me!
You - Ha! You've activated my trap card! Allied army! Come forth to assist!
Friend - Sup
Wolf Heathen - An equal point match?! This is not acceptable! Tau friend! Form up on me!

And then some guy throws a manta at the table and promptly breaks it in half sending figures and terrain everywhere.
 
   
Made in us
Cultist of Nurgle with Open Sores




Ohio

From what I remember in the game, your bolter was eventually upgraded to use Kraken bolts, so I originally wrote the rules with all of the Special-Issue ammunition in mind. After re-reading them and taking the directed hits rule in mind....yeah, that is a bit much. I think I'll change it to just be a standard Bolter with Kraken rounds.

I believe that the Thunder Hammer also restricted the number of weapons you could wield at any time as well, so I'll probably move that down into to list of "select one of the following."

Side effects of worshiping Papa Nurgle include (and are not limited to): Boils, scabs, internal bleeding, external bleeding, bleeding from the gums, eyes and ears, sweating, dehydration, furuncles, rash, pus-filled sores, nausea, vomiting, bloody vomit, black vomit, black & bloody vomit, sneezing, runny nose, dry nose, coughing, dry cough, wet cough, not-so-dry-but-still-raspy coughing, fever, hay fever, athlete's foot, athlete's arm, swimmer's ear, farmer's tongue, drowsiness, sleepiness, insomnia, mad cow disease, mad postal worker disease, loose bowels, constipation, anal leakage, and blood clotting. In most cases side effects were generally in the extreme and permanent. Consult your local cultist before worshiping Nurgle. 
   
Made in us
Gore-Soaked Lunatic Witchhunter







I'd recommend keeping Storm Bolters and Meltaguns with the same setup as their normal counterparts to avoid confusion, he's pretty powerful right now.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
 
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