Wednesday, 19 February 2014

Titanomachia: Guns and Ammunition

Weapon Munitions
Type Range Rate of Fire Power Area of Effect
Turbo-Lasers
24
2
3
0
Laser Blaster
24
3
2
0
Volcano Cannon
24
1
4
1
Plasma Blastgun
12
2
3
1
Plasma Destructor
12
3
3
1
Plasma Annihilator12
4
3
1
Vulcan Mega-Bolter
12
6
1
0
Gatling Blaster
16
4
1
1
Melta Cannon
8
2
4
0
Inferno Gun
4
1
1
3
Rocket Pods
20
2
1
2
Quake Cannon
16
1
3
2
Hellstorm Cannon
16
3
3
2
Power Fist
1
1
3
1
Chain Fist
1
2
2
0
Las Cutter
2
3
1
0
Wrecker
2
1
2
0
Power Ram
1
1
3
0

Let's suppose that Armour values range from 1 to 3, with 1 being stuff like Sensors, Munitions and Shield Generators, 2 being Propulsion, Shields, and most Weapons (the non-close-combat kind), and 3 being Crew and some other Weapons (the close-combat kind). Where the Power of a Blast Marker (multiplied by the Gain of an available Target marker) is equal to the Armour of an affected System or Shield marker, that System takes Light Damage. Where the Power of a Blast Marker is equal or greater than twice the Armour of an affected System, then that System takes Heavy Damage. Where the Power of a Blast Marker is equal or greater than three times the Armour of an affected System, then that System takes Overkill Damage.

Damage is cumulative, so Light damage done to a System or Shield marker that's already suffered Light damage converts the result to Heavy Damage, and done to a System or Shield marker that's already suffered Heavy damage is destroyed. Likewise Heavy damage done to a Shield or System marker with Light or Heavy damage destroys the system. Overkill damage not only destroys the Shield or System marker in question, but may also affect an additional marker in the stack. Subtract an Overkilled marker's Armour from the total Power times Gain, and compare to the Armour of the next unaffected marker in the stack.

So, for example, a Blast Marker from a Volcano Cannon stacks with a Target Marker with Gain 2 in the same square as a Titan stack with two Shields, a Shield Generator, a Propulsion system, and a Crew (in that order). That would be Power 4 multiplied by Gain 2 for 8, which is >=3x the Armour of Shields, which is 2. That results in the top two Shields in the Titan stack being overkilled, since the Blast marker is Area of Effect 1, hitting both the first marker in the stack and the next one. The resulting Overkill is 6, which is >=3x the Armour of the Shield Generator. This means Overkill of 5 on the Propulsion marker below it, resulting in Heavy Damage. Pretty crazy eh?

Likewise, a Blast Marker from a Quake Cannon stacks with a Target Marker with Gain 2 in the same square as a Titan stack with two Shields, a Shield Generator, a Propulsion system, and a Crew (in that order). That would be Power 3 multiplied by Gain 2 for 6, which is >=3x the Armour of Shields, which is 2. That results in the top two Shields in the Titan stack being overkilled, and the Shield Generator, since the Blast marker is Area of Effect 2, hitting both the first marker in the stack and the next two. The Overkill is 5, which means Overkill of 5 on the Propulsion marker below it, resulting in Heavy Damage. In addition, three additional squares will get Power 3 Blast markers, and if they contain identical stacks then all six other Shield markers take Light Damage.

By comparison, a Vulcan Mega-Bolter will need to put all 6 Blast markers into the square with the Target marker with at least Gain 2 in order to destroy both Shield markers.

The cost of doing so in a single round would be the following:
1 Crew to put a Target marker in the same square as the intended victim
1 Crew to activate the appropriate Munitions
1 Crew to activate the Volcano Cannon Weapon system and put the Volcano Cannon's Blast marker within range

Note that because the Blast markers only persist until the end of the next turn that they're going to either need to be placed on a stationary target, or where that target is expected to be in the next turn.

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