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		<title><![CDATA[Latest posts for the thread "Captain Titus Tabletop Proposed Stats"]]></title>
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				<title>Captain Titus Tabletop Proposed Stats</title>
				<description><![CDATA[ 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:<br /> <u><b><br /> Captain Titus, Ultramarines Captain of the 2nd Company</b></u><br /> <br /> <b>210 Points</b><br /> <br /> WS6 BS5 S4 T4 W3 I5 A3 LD10 2+/4++<br /> <br /> <b>Unit Type:	</b>				<br /> <i>Infantry </i>				<br /> <br /> <b>Unit Composition:</b><br /> <i>1 Captain Titus</i><br /> <br /> <b>Wargear:</b>					<br /> Artificer Armor					<br /> Master-Crafted Chainsword			<br /> Master Crafted Bolt Pistol				<br /> Frag Grenades					<br /> Krak Grenades					<br /> Iron Halo					<br /> <br /> <b>Special Rules:</b><br /> And They Shall Know No Fear<br /> Combat Tactics<br /> Independent Character<br /> Interpretation of the Codex<br /> Righteous Fury<br /> Warp-Resistant						<br /> <br /> <b>Options:</b><br /> <br /> <b>Replace Master-Crafted Chainsword with:</b><br /> <br /> Graia-Pattern Power Axe											<i>...35pts</i><br /> <i><span class="glossaryitem" onmouseover='gp(123);'>Str</span>:User <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2 </i><br /> <br /> <b>Replace Master-Crafted Bolt Pistol with:</b><br /> <br /> Master-Crafted Plasma Pistol 									<i>	...15pts</i><br /> <br /> <b>May take one of the following:</b><br /> <br /> Master-Crafted Bolter 											<i>  ...free</i><br /> <i>with Kraken Bolts (see Codex: Space Marines Sternguard Veteran Squad entry)</i><br /> <br /> Graia-Pattern Storm Bolter 									<i>	...10pts</i><br /> <i>24" Str4 AP5 Assault 4 Shred</i><br /> <br /> Stalker-Pattern Bolter										<i>	...15pts</i><br /> <i>36" Str6 AP4 Assault 2 Sniper</i><br /> <br /> Graia-Pattern Plasma Gun 										<i>...15pts</i><br /> <i>12” Str7 AP2 Assault 2 or 12” Str8 AP4 Heavy 1 Small Blast</i><br /> <br /> Vengeance Launcher 											<i>...20pts</i><br /> <i>18" Str5 AP5 Small Blast Assault 3</i><br /> <br /> Graia-Pattern Melta Gun											<i>...25pts</i><br /> <i>Template, Str6 AP1 Assault 1, Melta</i><br /> <br /> Master-Crafted Thunder Hammer										<i>...35pts</i><br /> <i>Replaces current close combat weapon</i><br /> <br /> <b>May take:</b><br /> <br /> Melta Bombs												<i>...5pts</i><br /> <br /> Jump Pack												<i>...25pts</i><br /> <br /> 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.  <br /> <br /> <u><b>Special Rules</b></u><br /> <br /> <b>Warp-Resistant:</b><br /> 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.  <br /> <br /> <b>Interpretation of the Codex:</b><br /> 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.<br /> <br /> <b>Righteous Fury:</b><br /> 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.<br /> <br /> Master Crafted Chainsword: 		        +3A, +1S, Rending (4+)<br /> Graia-Pattern Power Axe: 			        +2A, 2xS<br /> Master Crafted Thunder Hammer: 		+1A, S10, I2<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(136);'>USR</span> It Will Not Die!  If Captain Titus is not missing any wounds when he uses Righteous Fury, this roll has no effect.]]></description>
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				<pubDate><![CDATA[Wed, 14 Nov 2012 17:10:58]]> GMT</pubDate>
				<author><![CDATA[ AreTwo]]></author>
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				<title>Captain Titus Tabletop Proposed Stats</title>
				<description><![CDATA[ Note that <span class="glossaryitem" onmouseover='gp(627);'>HoW</span> would never benefit from the Righteous Fury bonuses anyway, as it is base <span class="glossaryitem" onmouseover='gp(123);'>Str</span>. <br /> <br /> I don't think the special weapons need to be any different than the normal <span class="glossaryitem" onmouseover='gp(497);'>TT</span> 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.]]></description>
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				<pubDate><![CDATA[Wed, 14 Nov 2012 17:40:31]]> GMT</pubDate>
				<author><![CDATA[ codemonkey]]></author>
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				<title>Captain Titus Tabletop Proposed Stats</title>
				<description><![CDATA[ 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.<br /> <br /> <span class="glossaryitem" onmouseover='gp(269);'>Id</span> probably say base cost 205 points which would make him 220 points with the axe or 230 with the hammer.<br /> <br /> 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.]]></description>
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				<pubDate><![CDATA[Wed, 14 Nov 2012 17:40:57]]> GMT</pubDate>
				<author><![CDATA[ azala]]></author>
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				<title>Captain Titus Tabletop Proposed Stats</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/488969/4979757.page"><b>codemonkey wrote:</b></a><br/>Note that <span class="glossaryitem" onmouseover='gp(627);'>HoW</span> would never benefit from the Righteous Fury bonuses anyway, as it is base <span class="glossaryitem" onmouseover='gp(123);'>Str</span>. </div></blockquote><br /> <br /> 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.<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/488969/4979757.page"><b>codemonkey wrote:</b></a><br/>I don't think the special weapons need to be any different than the normal <span class="glossaryitem" onmouseover='gp(497);'>TT</span> versions; even if they function somewhat differently in the game, it seems overly confusing to change them up. </div></blockquote><br /> <br /> 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. <br /> <br /> 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).<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/488969/4979757.page"><b>codemonkey wrote:</b></a><br/>As it is, AP2 weapons that strike at initiative need to be more expensive, especially with the righteous fury bonus.</div></blockquote><br /> <br /> I completely agree, I mainly posted this for other opinions on points costs and adjustments, thanks for the help!<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/488969/4979758.page"><b>azala wrote:</b></a><br/>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.<br /> <br /> <span class="glossaryitem" onmouseover='gp(269);'>Id</span> probably say base cost 205 points which would make him 220 points with the axe or 230 with the hammer.<br /> <br /> 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.</div></blockquote><br /> <br /> Solid advice, especially the change to the melta gun, I hadn't even considered Str6, but it makes perfect sense.  Thanks!<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 14 Nov 2012 18:40:20]]> GMT</pubDate>
				<author><![CDATA[ AreTwo]]></author>
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				<title>Re:Captain Titus Tabletop Proposed Stats</title>
				<description><![CDATA[ According to this he can just take the special issue ammo boltgun without replacing anything and for free? Did I read that wrong?]]></description>
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				<pubDate><![CDATA[Wed, 14 Nov 2012 20:30:08]]> GMT</pubDate>
				<author><![CDATA[ blood lance]]></author>
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				<title>Captain Titus Tabletop Proposed Stats</title>
				<description><![CDATA[ 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 <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex will have an Armoury back anyway.]]></description>
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				<pubDate><![CDATA[Wed, 14 Nov 2012 20:47:23]]> GMT</pubDate>
				<author><![CDATA[ ergotoxin]]></author>
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				<title>Re:Captain Titus Tabletop Proposed Stats</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ad3d881855578f2f7bb3d95bba6c15c8.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/488969/4980330.page"><b>blood lance wrote:</b></a><br/>According to this he can just take the special issue ammo boltgun without replacing anything and for free? Did I read that wrong?</div></blockquote><br /> <br /> 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.]]></description>
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				<pubDate><![CDATA[Wed, 14 Nov 2012 20:51:01]]> GMT</pubDate>
				<author><![CDATA[ codemonkey]]></author>
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				<title>Captain Titus Tabletop Proposed Stats</title>
				<description><![CDATA[ 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.<br /> <br /> 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."]]></description>
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				<pubDate><![CDATA[Wed, 14 Nov 2012 21:30:08]]> GMT</pubDate>
				<author><![CDATA[ AreTwo]]></author>
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				<title>Captain Titus Tabletop Proposed Stats</title>
				<description><![CDATA[ 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.]]></description>
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				<pubDate><![CDATA[Wed, 14 Nov 2012 22:06:25]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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