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Made in gb
Regular Dakkanaut





Hello everybody! I have been working on Titanicus for the better part of this afternoon and it has some very basic rules and stats for the models. I will post the WIP rules tomorrow once I have gone through them.

Basically the game consists of:

4 Titan classes (Warhound, Reaver, Warlord and Emperor) duking it out on a board (unspecified size). The game uses a movement phase in which Titans can move FORWARDS a specified amount. Then there is the Action phase in which the Titans can PIVOT, SHOOT or do various other things. There is no melee as of yet.

Each Titan can equip 2 primary weapons and a specified amount of secondary weapons. There will also be a list system implemented with upgrades to enhance the Titans output in battle.

Each Titan has 5 action points to use during the action phase, with basic functions (eg pivoting) cost 1 action point, and more complex functions (eg repositioning) will take more action points.

Sorry that this brief explanation doesn't really explain it, but with the rules it should make more sense. This is NOT a financial game that I plan to sell, it is just a FANMADE tabletop game set in the 30k/40k universe.

Opinions on the idea of Titan based combat and the action phase are welcome as well as any other observations you may make. Happy warranting!
   
Made in jp
Fixture of Dakka





Japan

There is already a titan game called adeptus titanicus and epic, why re-invent the wheel? What makes your game different from the original? more faster pace? more tactical?

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Made in gb
Regular Dakkanaut





Is there?! I had a browse and I couldn't see any Titan-based tabletop games set in the 30k/40k universe. I shall have to check it out. And it's a bigger scale than epic and focuses on tactical gameplay. I don't know if Adeptus Titanicus has upgradable units, but Titanicus will have a list system with vast amounts of upgrades. (Think Tau Commander amount of options). I will look into Adeptus Titanicus to see if it is too similar to what I'm doing. Thanks for pointing that out!
   
Made in gb
Dakka Veteran



South East London

Yep, one of the most iconic, dare I say "epic" (sorry couldn't resist but that was a terrible pun) games GW ever produced.

It's where the Horus Heresy comes from.

The original boxed game which was amazing at the time was this one:

http://wh40k.lexicanum.com/wiki/Adeptus_Titanicus_%28game%29

But there were tons of add ons with rules for all Titan classes, not just the Imperial ones, and then of course Space Marine came out which introduced the epic rules.

The rules for Adeptus Titanicus could easily be used for 28mm conflict but unless you want to play in your garden or a football pitch it will be tricky to do properly.

"Dig in and wait for Winter" 
   
Made in gb
Rampaging Reaver Titan Princeps






PhantomHydra wrote:
Is there?! I had a browse and I couldn't see any Titan-based tabletop games set in the 30k/40k universe. I shall have to check it out. And it's a bigger scale than epic and focuses on tactical gameplay. I don't know if Adeptus Titanicus has upgradable units, but Titanicus will have a list system with vast amounts of upgrades. (Think Tau Commander amount of options). I will look into Adeptus Titanicus to see if it is too similar to what I'm doing. Thanks for pointing that out!


It's an old game fella. It was the 6mm Epic scale game. It ran, in various iterations, from 1988 through to 2012 (I think). Most of the games were centred around infantry combat, though Adeptus Titanicus, Titan Legions and Adeptus Titanicus 2 were the main titan on titan combat rules. I hate to pimp, but my website has an overview of the game system itself.

The original is a great game to play. With damage control, blowing off arms, reactor breaches, etc. Feels like proper engine war!

Edit:
BGG has a nice little battle report:
https://boardgamegeek.com/thread/344810/cry-havoc-and-let-loose-warhounds-adeptus-titanicu

6mm Titans and Gargants are pretty easy to come by on ebay and trade and the rules aren't hard to track down. Forgeworld were, at one point, planning a resin 6mm redo of Adeptus Titanicus

This message was edited 2 times. Last update was at 2015/10/05 14:47:07


 
   
Made in gb
Regular Dakkanaut





I've had a look, the Adeptus Titanicus was a precursor to Epic from what I've read. Looks quite fun, but it is discontinued and is hard to make a huge army. So for now I will try and expand Titanicus until Forgeworld/GW make a substitute.

Titanicus will feature pretty large armies, with Warhounds being on 25mm bases, Reavers on 30mm bases, Warlords on 40mm bases and Emperors on 60mm bases. I don't think it would be played on a 6x4, I'm playing on 2 cork boards put together which is 34" by 24" and that is pretty average board size.


Automatically Appended Next Post:
I've began experimenting with some rules, they are crudely explained just to pre warn you - I'm good at writing explanations only I seem to understand but I tried my best to make it make sense:
(The number after S on the weapon is the amount of shots it has)
Rules:

MOVEMENT:
Warhound Class - 12cm
Reaver Class - 10cm
Warlord Class - 8cm
Emperor Class - 5cm

PIVOTING:
Titans can only pivot 180' in front, the exception being the Warhound, which can pivot a full 360'.

ROLLING TO HIT:
Once a weapon on your Titan is within range of another Titan, and you have used an action point shooting, you must roll to hit the enemy.
Roll a D6, use the table below to see what you must roll:

Enemy within 5cm (Autohits)
Enemy within 15cm (3+)
Enemy within 25cm (4+)
Enemy over 25cm away (5+)

Note: These amounts can be changed with upgrades that change rolling to hit.

Weapons that have 2 of the same primary/secondary weapons combine the amount of shots. For example, 2 Plasma Blastguns would fire 2 shots instead of one. Or you can fire them individually at separate targets.

ARMOUR PENETRATION:
Once the unit has rolled to hit, the unit must roll for armour penetration (or AP). Roll a D6, if the result is lower than the enemies armour they can utilize their armour save. If it is higher the enemy cannot use their armour save.

HULL DAMAGE:
After rolling to penetrate the unit must roll to damage the enemy Titan. This is done by rolling a D6. Add the result to the weapons strength, if it is below the enemies armour/shield strength by more than 2, it does nothing. If it is between 2 and 0 below the armour/shield strength the enemy suffers a wound with an additional armour save given. If the weapons strength plus the D6 is above the enemies armour, roll a D3 to see how many wounds are inflicted. This is when you roll your weapons effects (Kinetic, Energy, Explosive or Laser).



ACTION POINTS:
Each unit has 5 action points in which they can shoot, pivot, or perform other actions.

Pivot: (-1 Point) The unit may pivot the amount specified on the data card. May be used in conjunction with other actions.

Hunker: (-5 Points) The unit may choose to hunker, reducing the amount of damage it receives. Add +1 to your armour and shield save, including side and rear. Cannot be used in conjunction with any other actions except "Fire Secondary Weapon".

Fire Primary Weapon: (-2 Points) The unit fires it's primary weapon/s, using 2 points per weapon fired.

Fire Secondary Weapon: (-1 Point) The unit fires its secondary weapon/s, using 1 point for every weapon fired.

Overcharge: (All) The unit forgoes any movement and actions. Must be declared at start of turn. The following turn that unit uses double the amount of action points, cannot be used in conjunction with any other actions.

Reposition: (-3 Points) The unit may move half of its movement distance (rounded up) forward. Unit cannot fire primary weapons that action phase.

WEAPON TYPE:
•Kinetic (Roll 2 D6, if score is above 10 Titan is stunned) (Doesn't effect Titans of higher class than unit using weapon)
•Explosive (Roll a D6, if score is 5+ the opposing unit loses a structure point with no save allowed. (Doesn't effect Titans of higher class than unit using weapon)
•Energy (If weapon damages shield, the shield loses an extra shield integrity point with a save allowed)
•Laser (Roll a D6, if score is 6 the weapon ignores the opposing units shield, the opposing unit is still able to use an armor save)

PRIMARY WEAPONS:

Warhound:
•Plasma Blastgun (Energy) (AP:4, S:4, 1) (15cm)
•Inferno Gun (Explosive) (AP: 3, S: 5, 1) (15cm)
•Turbo-Laser (Laser) (AP: 6, S: 4, 1) (12cm)

Reaver:
•Laser Blaster (Laser) (AP: 8, S: 6, 1) (20cm)
•Gatling Blaster (Kinetic) (AP: 4, S: 5, 4) (18cm)
•MeltaCannon (Explosive) (AP:10, S: 7, 1) (15cm)

Warlord:
•Laser Blaster (Laser) (AP: 8, S: 6, 1) (20cm)
•Gatling Blaster (Kinetic) (AP: 4, S: 5, 4) (18cm)
•MeltaCannon (Explosive) (AP:10, S: 7, 1) (15cm)
•PlasmaDestructor (Energy) (AP:9, S:9, 2) (20cm)
•Quake Cannon (Explosive) (AP:8, S:12, 1) (25cm)
•Volcano Cannon (Laser) (AP:10, S10, 1) (25cm)

Emperor:
•Hellstorm Cannon (Explosive) (AP:12, S:14, 3) (35cm)
•Plasma Annihilator (Energy) (AP:14, S16, 1) (35cm)




Automatically Appended Next Post:
I also had a 1v1 with 2 Emperors, both equipped exactly the same (1 Hellstorm, 1 Annihilator). Only rolling for the weapons, not using any movement or other actions; once the other Emperor was killed the first one had 1 Structure point left. So Emperors are balanced against each other.

I'm planning on writing up some upgrades, having stuff like:

Advanced targeting (-1 to hit)
Shield regenerators (roll a D6 to see if shields come back online)
Ammo loaders (Can fire same weapon more than once per action phase)
Thicker armour (increases armour, decreases movement)
Advanced locomotion (increases movement, decreases armour)
Reactive armour (Allows armour saves on all sides)

These are just a few ideas, they will be developed and renamed.




Automatically Appended Next Post:
And some experimental stats, structure points are essentially hull points, and shield integrity is how many wounds it has:

Warhound:
Front armour - 10 (6+ save)
Side armour - 8
Rear armour - 6

Shield strength - 6
Shield integrity - 1

Structure Points - 3

Reaver:
Front armour - 12 (5+ save)
Side armour - 10
Rear armour - 8

Shield strength - 8 (6+ save)
Shield integrity - 2

Structure points - 5

Warlord:
Front armour - 14 (4+save)
Side armour - 12
Rear armour - 12

Shield strength - 8 (6+ save)
Shield integrity - 3

Structure points - 7

Emperor:
Front armour - 17 (3+ Save)
Side armour - 16
Rear armour - 16

Shield strength - 12 (6+ save)
Shield integrity - 6

Structure points - 10

This message was edited 3 times. Last update was at 2015/10/05 20:02:39


 
   
Made in us
Haughty Harad Serpent Rider





Richmond, VA

Warhounds have two weapon hardpoints (arms), Reavers have three (arms and top carapace), Warlords have four (arms and two top carapace). Imperator Titans have a bajillion weapons and powering your systems was a mini game in itself back in Epic Titan Legions.

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Made in gb
Regular Dakkanaut





In game each Titan has 2 primary weapon slots, with the Warhound having no secondary weapons, the reaver having one, the warlord having 2 and the Emperor having 4. I haven't delved too deeply into customization yet so I can play test and see if it is working out okay. Hopefully by the end of the week I will have secondary weapons and a basic list/upgrades system. I'm also planning on having Titans for every faction.


Automatically Appended Next Post:
At the beginning of the game, after deployment, I'm thinking of having 2 D6,s rolled for each Titan, if the score is below 4 the Titans reactor needs restarting and that Titan is inactive until you pass the reactor roll, which happens once every turn. Also, an upgrade for that could be to need a 3+ instead of a 4+, and that you can use all of your action points during the action-sub phase to try to restart the reactor.

Also thinking of being able to equip Titans with various reactors, some being meh but reliable, and others being exceptionally efficient but unreliable. Any requests for features or upgrades are very welcome.

This message was edited 1 time. Last update was at 2015/10/06 06:20:16


 
   
 
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