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Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

When I first heard news about the new AT, there was mention of resource allocation, but I was a little disappointed after watching some tutorial videos that there didn’t seem to be any power allocation management for the game.

I don’t have the final rules yet, so this is based on what I could find, and will be tweaked as I have more time with the game:

POWER ALLOCATION PHASE

At the beginning of each turn, allocate power to the various titan functions. As the game progresses, damaged titans will have to conserve power to keep their injured machine viable.

Each titan has a Reactor Rating (X3 for Warlord, X2 for Reaver, X1 for Warhound). To calculate the Power the Titan generates, multiply the Reactor Rating by the Reactor Steps (This gives the Warlord 15 power, the Reaver 10 and the Warhound 4). For each Reactor Hit the titan has suffered, reduce the multiplier by 1 (down to 1/2).

ALLOCATING POWER

Power may be distributed to the titan as listed below. 1 point of Power grants one of the following:

* energize 2D/4 STR on an energy weapon (may overcharge @ +1 point, max overcharge 1 point)
* energize 4D on a kinetic weapon or missile
* grant Warlord 2” of movement (max 4 points)
* grant Reaver 3” of movement (max 4 points)
* grant Warhound 4” of movement (max 4 points)
* power 1 Void Shield (may overcharge @ +1 point)

ENERGIZING WEAPONS
A weapon must be energized with at least 1 point of power to be fired. Energy weapons cannot be undercharged, but they may be overcharged at the risk of damaging the weapon and/or reactor.

It is possible to “dead fire” kinetic weapons or missiles by supplying only the energy to “pull the trigger”. Dead firing a weapon costs no energy, but inflicts an additional -1 penalty to hit and ALWAYS uses the narrow firing arc.

OVERCHARGING
Both energy weapons and void shields can be overcharged - saturating the system with extra power to make the system more effective, but likewise risking the chance of feedback that may damage the system and/or the reactor.

A weapon can be overcharged for +1 point of power. This grants the weapon EITHER +2 dice (if a multi-dice weapon) or +4 STR. However, if the attack’s “To Hit” roll is a 1, roll a D6. On a 1-3, the weapon is damaged and cannot be used again until fixed. On a 4-5, the Titan suffers a Reactor Critical Hit. On a 6, the weapon is damaged and the Titan suffers a Critical hit.

Void shields can be overcharged for +1 point of power per shield. When an enemy hits the titan, roll a D6 for each hit. On a 5 or 6, the shield is not lost. However, on a roll of 1, the shield not only drops, but the Titan suffers a Reactor Critical Hit.

SPECIAL ACTIONS

Power may be allocated to perform these special actions, at the cost of 1 power point per Titan scale (thus, 3 power for Warlords, 2 power for Reavers, 1 power for Warhound). Only ONE special action may be taken per titan per turn. Using one of these actions Pushes the reactor.

Energize Mobility Circuits: Before the turn starts, the Titan can move as if it had allocated 1 point of power to Movement
Reroute Power to Repair: +1 to repair rolls.
Maximize Reactors: Increase Reactor Rating by X1

This message was edited 2 times. Last update was at 2018/08/13 15:28:32


It never ends well 
   
Made in de
Longtime Dakkanaut





Thanks for this post. I´ ll use some of these rule snippets for my homebrewed IK:R game.
   
Made in gb
Battleship Captain




 Stormonu wrote:
When I first heard news about the new AT, there was mention of resource allocation, but I was a little disappointed after watching some tutorial videos that there didn’t seem to be any power allocation management for the game.

I don’t have the final rules yet, so this is based on what I could find, and will be tweaked as I have more time with the game:


There is, as I understand it. Most actions have the option to overcharge your reactor for additional benefit - some weapons (like the belicosa volcano cannon) give you no option but to overcharge your reactor.

But it's not 'power management' so much as retroactive 'debt management' - the reactor is always running at 100% - most things with 'draining' or overcharging stuff is taking it over 100% and moves your reactor up a level (potentially) requiring the services of a servitor clade to get the core temperature back down into the green again.

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

locarno24 wrote:
 Stormonu wrote:
When I first heard news about the new AT, there was mention of resource allocation, but I was a little disappointed after watching some tutorial videos that there didn’t seem to be any power allocation management for the game.

I don’t have the final rules yet, so this is based on what I could find, and will be tweaked as I have more time with the game:


There is, as I understand it. Most actions have the option to overcharge your reactor for additional benefit - some weapons (like the belicosa volcano cannon) give you no option but to overcharge your reactor.

But it's not 'power management' so much as retroactive 'debt management' - the reactor is always running at 100% - most things with 'draining' or overcharging stuff is taking it over 100% and moves your reactor up a level (potentially) requiring the services of a servitor clade to get the core temperature back down into the green again.


Yeah, it was a very simplified matter from what I saw on a rules overview video. I had been hoping for something more along the lines you see in Star Trek ("more power to shields", "Scotty, I need full engine power now!"), but not to the levels that you see in Star Fleet battles.

It never ends well 
   
Made in gb
Ancient Space Wolves Venerable Dreadnought





 Stormonu wrote:
Yeah, it was a very simplified matter from what I saw on a rules overview video. I had been hoping for something more along the lines you see in Star Trek ("more power to shields", "Scotty, I need full engine power now!"), but not to the levels that you see in Star Fleet battles.

This is notionally part of the Orders system (divert motive power to weapons on First Fire and so on) which is part of the Advanced rules so may not have been included in a beginner/tutorial battle, and there is also an optional rule in the back of the book where you can divert power away from your VSG instead of pushing the reactor. You can also divert more power to the VSG at the risk of burning it out completely…

"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

 Mr_Rose wrote:
 Stormonu wrote:
Yeah, it was a very simplified matter from what I saw on a rules overview video. I had been hoping for something more along the lines you see in Star Trek ("more power to shields", "Scotty, I need full engine power now!"), but not to the levels that you see in Star Fleet battles.

This is notionally part of the Orders system (divert motive power to weapons on First Fire and so on) which is part of the Advanced rules so may not have been included in a beginner/tutorial battle, and there is also an optional rule in the back of the book where you can divert power away from your VSG instead of pushing the reactor. You can also divert more power to the VSG at the risk of burning it out completely…


That would be good if rules are already in place. Still waiting for my rules set to come in - may be Wednesday or so before I have it and see if they covered all this.

It never ends well 
   
 
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