TwiceBorn

40k Titans Quest combat mechanics

Feb 26th, 2014
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  1. Combat Mechanics:
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  3. FOR CURRENT PLAYERS:
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  5. For combat rolls, please roll 1d20 for each weapon you are firing. For example, if you want Tankred to fire both the Vulcan and the Turbolaser, roll 2d20. The first roll result will be for the Turbolaser, the second will be for the Vulcan.
  6. If you also want to try re-raising Void Shields while also firing weapons, roll 3d20. The 1st and 2nd numbers will be the Turbolaser and Vulcan, respectively, while the 3rd result will be the Void Shields roll. If you're attempting to use the Pugio on top of all of this, then roll 4d20. The Pugio will be the 4th roll result.
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  8. -----
  9. Combat Mechanics in 40k Titan Quest are simple yet involved, giving players plenty of tactical options to consider while keeping things easy to digest and comprehend. The base system is based off of the 20-sided die (1d20).
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  11. Although the combat system is divided into rounds, it is a fairly loose round system. A given round consists of the players directing maneuvers, rolling attacks, seeing the results of damage, and the same for the enemy(s). For simplicity's sake, the Main Character (and his allies) will go first in a given round.
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  13. So a typical combat might look like this:
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  15. Round 1
  16. MC's Warhound fires its weapons, damages an enemy Stompa, then moves
  17. Stompa moves, fires its weapons, and damages MC's Warhound
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  19. Round 2
  20. MC's Warhound moves, fires its weapons some more, and also tries to regain Void Shields
  21. Stompa takes more damage and blows up
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  24. Attacking:
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  26. Players attack enemies by voting on targets and rolling the appropriate number of d20s, with one d20 for each weapon fired or used. If the total result is equal to or greater than the target number (the “dice check”, or the DC), then the MC has scored a hit. The MC's Warhound has a maximum of 3 weapons, only 2 of which will likely be used in a given round.
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  28. Since certain Titan weapons are better against certain enemy types, different weapons will have different bonuses against different enemies.
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  30. Each Titan weapon can be used only once per round.
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  33. Damage:
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  35. Damage is combined into the Attack roll. A roll result that beats the DC deals at least 1 damage; roll results that beat the DC by 2 deals an additional point of damage. If the DC was beaten by 4 instead, then an additional 2 damage is dealt instead, and so forth for each 2 the DC is beaten by.
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  37. For example; if the players roll a result of 16 against a DC of 10, then they have beaten the DC by 6. This means that the players deal a total of 4 damage: 1 base, and then 3 for beating the DC by 6.
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  39. Example 2; if the players roll a result of 18 against a DC of 10, then they have beaten the DC by 8. This means that the players deal a total of 5 damage: 1 base, and then 4 for beating the DC by 8.
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  41. Each 2 the DC is beaten by is referred to as a “degree of success”. So beating a DC 10 check by 4 = “2 degrees of success”.
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  43. All Titans, Ork Gargants, and even Imperial/Ork infantry and vehicles have Hull Points/Wounds. Each point of damage taken removes 1 Hull Point until that damage is repaired (usually requiring docking at a major facility, so no major repairs can be done in the middle of combat). When Hull Points/Wounds become 0 or less, that vehicle or infantry group is destroyed.
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  45. Most Titans and Ork Gargants are also protected by Void Shields or Power Fields, energy barriers that lessen damage to the vehicle's hull. Whenever a vehicle with Void Shields/Power Fields takes damage, instead take away that many Shield Points.
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  47. So for example, an Ork Gargant takes 4 damage total. It has 3 Shield Points and 3 Hull Points, so after taking 4 damage it is left with 0 Shield Points and 2 Hull Points.
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  49. One more thing: Imperial Titans can attempt to restore lost Shield Points. To restore lost Shield Points, roll a 1d20; if the result is 12 or more, then the Titan regains 1 Shield Point. Each degree of success restores an additional Shield Point. Attempts to restore Shield Points can only be done once ever other turn.
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  52. Weapons:
  53. Here are the available weapons to the players, and their statistics:
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  55. Plasma Blastgun:
  56. The Plasma Blastgun unleashes hydrogen molecules in high energy states against enemies. It is a good all-around weapon against all enemies.
  57. -Against infantry: 1d20 + 3
  58. -Against light armor: 1d20 + 3
  59. -Against heavy armor: 1d20 + 3
  60. -Against Titans/Gargants: 1d20 + 3
  61. -Special: Starfury--due to the plasma blastgun's wide area of effect and armor-melting firepower, it is adept at destroying both clumps of infantry and armored vehicles. Add +1 to plasma blastgun roll results for the purpose of degrees-of-success calculation. For example, a roll result of 13 against DC 10 is 2 degrees of success (13 + 1).
  62. -Maximum range: 2 km
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  65. Turbolaser Destructor:
  66. The Turbolaser Destructor is specialized for destroying the heaviest armor and Titan-sized opponents. Its long range and destructive power will vaporize anything, but it is inefficient against lesser targets such as infantry.
  67. -Against infantry: 1d20 - 4
  68. -Against light armor: 1d20 - 2
  69. -Against heavy armor: 1d20 + 2
  70. -Against Titans/Gargants: 1d20 + 6
  71. -Special: Long Range-—the Turbolaser Destructor has a much greater maximum range than all other Warhound weapons.
  72. -Maximum range: 4 km
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  74. Inferno Cannon:
  75. The Inferno Cannon is a colossal flamethrower, incinerating all but the most heavily armored vehicles. It is especially good at making infantry flee, but hardier targets are especially resistant to the Inferno Cannon.
  76. -Against infantry: 1d20 + 6
  77. -Against light armor: 1d20 + 2
  78. -Against heavy armor: 1d20- 2
  79. -Against Titans/Gargants: 1d20 - 4
  80. -Special: Infernal Terror—if the players roll at least 3 degrees of success against a group of enemy infantry, that infantry group will panic, immediately running from the fight and effectively becoming destroyed.
  81. -Max range: 150 m
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  83. Vulcan Megabolter:
  84. The Vulcan Megabolter a light cannon that spits high-explosive shells at extreme rates of fire. It is very adept at destroying infantry and light armor, and can still be useful against heavier targets.
  85. -Against infantry: 1d20 + 5
  86. -Against light armor: 1d20 + 5
  87. -Against heavy armor: 1d20 + 1
  88. -Against Titans/Gargants: 1d20 +1
  89. -Special: Rapid Fire—the Vulcan Megabolter shoots so rapidly that missing with it is more difficult. When attacking, add +2 to the roll result for determining whether or not the attack hits. However, ignore the +2 when calculating degrees of success. For example, a roll result of 8 against DC 10 is a hit (8 + 2 = 10), but no degrees of success.
  90. -Max range: 1 km
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  92. Pugio:
  93. The Pugio is a Legio Pugnatores specialty for its Warhounds. Warhounds traditionally are not capable of mounting dedicated close-quarters weapons, but the Pugnatores' close-in aggressive combat style means its Warhounds needed a way to deal with close-range opponents. The Pugio is a retractable blade built into the right arms of Pugnatores Warhounds, and can only be used against Titan/Gargant-sized targets.
  94. -Against infantry:n/a
  95. -Against light armor: n/a
  96. -against heavy armor: n/a
  97. -Against Titans/Gargants: 1d20 + 4
  98. -Special: Shield-Breaker—the energy shields protecting Titan-sized war machines do not function against attacks from within a certain distance, and the Pugio is no exception. Damage results from the Pugio take away Hull Points directly from the target, even if it has Shield Points.
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