Tuesday, 21 May 2013

Titanomachia: Imperial Systems

In the interest of providing me with some distraction, I thought that having worked up some alpha-test Weapon systems, I should produce some others for the various, famous Imperial Titan models. All systems have an Orientation (Fore, Port, Starboard, Aft; 90 degrees each) These systems include:

C3 (Command, Control, and Communications)
  • Armour, the system's resistance to damage.
  • Training, the maximum number of cards in the player's hand.
  • Stamina, the number of cards drawn at the end of each turn.
Sensors
  • Armour, the system's resistance to damage.
  • Acuity, the number of targets the system can maintain.
  • Gain, factors into the margin of success in acquiring a target.
Propulsion
  • Armour, the system's resistance to damage.
  • Acceleration, the limit to stride actions increasing the Titan's speed.
  • Agility, limits the Titan's ability to change direction.
  • Traction, factors into the Titan's success in Movement actions.
  • Signature, factors into the margin of success in being acquired as a target.
Shield Generator
  • Armour, the system's resistance to damage.
  • Shield, the shield's resistance to damage.
Weapons
  • Armour, the system's resistance to damage.
  • Munitions, the cost to arm a weapon at a particular rate of fire.
  • Range, limits the distance at which the weapon can affect targets.
  • Power, factors into the margin of success in firing on a target
  • Rate of Fire, limits the number of shots per Fire Weapon
  • Area of Effect, the number of affected systems on the target.
I won't be quoting the Munitions to Area of Effect of weapons, as those have been kludgingly allocated to Weapon Systems proper, whereas the Armour of a Weapon System depends on the Titan upon which that system is mounted. Clear as mud, no?

Warlord Titan
C3:
No Damage: Ar4 Tr5 St5
Light Damage Ar3 T4 S4
Heavy Damage Ar2 T3 S3

Sensors
No Damage: Ar3 Ac4 Gn3
Light Damage: Ar3 A2 Gn2
Heavy Damage Ar2 A1 Gn1

Propulsion
No Damage: Ar4 Acc3 Ag3 Tr4 Si3
Light Damage: Ar3 Acc3 Ag2 Tr3 Si2
Heavy Damage; Ar2 Acc3 A1 Tr2 Si1

Shield Generators - 6x, 3x Port, 3x Starboard
No Damage: Ar2, Sh3
Light Damage: Ar2 Sh2
Heavy Damage Ar1 Sh1

Weapons - Arms Ar3 (Fore/Starboard, Fore/Port), Shoulders Ar3 (Fore)

Reaver Titan
C3:
No Damage: Ar3 Tr5 St5
Light Damage: A3 T4 St4
Heavy Damage A2 T3 T3

Sensors:
No Damage: Ar3 Ac4 Gn3
Light Damage: Ar3 A2 Gn2
Heavy Damage Ar2 A1 Gn1

Propulsion
No Damage: Ar4 Acc4 Ag3 Tr5 Si3
Light Damage: Ar3 Acc4 Ag2 Tr4 Si2
Heavy Damage: Ar2, Acc4 Ag1 Tr3 Si1

Shield Generators - 4x, 2x Port, 2x Starboard
No Damage: Ar2, Sh3
Light Damage: Ar2 Sh2
Heavy Damage Ar1 Sh1

Weapons - Arms Ar3 (Fore/Starboard, Fore/Port), Shoulder Ar3 (Fore)

Warhound Titan
C3:
No Damage: Ar3 Tr5 St5
Light Damage: A3 T4 St4
Heavy Damage A2 T3 T3

Sensors:
No Damage: Ar3 Ac4 Gn3
Light Damage: Ar3 A2 Gn2
Heavy Damage Ar2 A1 Gn1

Propulsion
No Damage: Ar3 Acc5 Ag4 Tr5 Si4
Light Damage: Ar2 Acc5 Ag3 Tr4 Si3
Heavy Damage: Ar1 Acc5 Ag2 Tr3 Si2

Shield Generators - 2x, Port, Starboard,
No Damage: Ar2,  Sh3
Light Damage: Ar2 Sh2
Heavy Damage Ar1 Sh1
Weapons - Arms Ar2 (Fore/Starboard, Fore/Port)

In theory these would all go on cards, with Weapon systems represented by two cards: Mounting points consisting of Armour and Orientation,  and then Weapons Systems covering the Range, Munitions, Rate of Fire, Power, and Area of Effect. Meaning that weapons will have twice the change to be hit by successful attacks, all else being equal. That equality is disrupted by Titans only being able to be hit with the orientation quadrants: A hit from the aft quadrant cannot harm a system with an aft orientation unless it's selected from the whole Titan deck in case another system suffers overkill, in which case it suffers light damage if pulled. Damage is additive. A second light damage result converts to heavy damage, and a third light damage result destroys the system, rendering it useless. A fourth light hit, or a second heavy hit, or an overkill hit causes overkill, destroying the system and discarding that system card.

Sensors with a Gain of 3 are going to be at a disadvantage against Si4, requiring one more card in addition to the basic cost of a successful action, at most 3. A heavily damaged crew will be a severe hindrance in such a situation, unless given the opportunity of 0 as the basic cost. It's a bit Rock-Scissors-Paper, but sequential rather than simultaneous. This sequence can be swapped around by a Command Action of Heroic Declamation. Think of it like Schwarzenegger's zippy one-liners.

Post Script Edit: It's worth noting that I'm currently rolling the Propulsion characteristic of "Top Speed" into a multiple of Acceleration probably works best, although that does mean less variation in terms of playing with two variables instead of just one. Top Speed would therefore be 4x Acceleration, so a Titan's Propulsion System that can accelerate at 3" per successful Stride action will top out at 12" per turn after four successful Stride actions and won't be able to move any faster. Still, if it crosses any terrain with a higher Traction score, then it will lose speed according to the difference.

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