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Imperial Knight Titan


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#1 Mento

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Posted 14 March 2014 - 09:37 AM

Hi everyone. :) So, I made some rules for the Knight. Hope you enjoy them, and of course comment if you like/dislike them and what you would change. I apologize in advance for any misspellings.

 

Imperial Knight Titan

Type: Walker

Tactical Speed: 12 m

Cruising Speed: 70 kph

Manoeuvrability: +0

Structural Integrity: 90

Size: Immense

Armour: Front 35, Side 30, Rear 30

Vehicle Traits: Super-Heavy, Walker, Enclosed, Damage Control, Enhanced Motive Systems, Environmentally Sealed, Reinforced Armour

Crew: 1 Noble

Carrying Capacity: None

 

Weapons

Right arm (one weapon chosen from the following):

  • Rapid-fire Battle Cannon (Facing Front/Left/Right; 750m; S/2/-; 3d10+10 X; Pen 8; Clip 18; Reload 3 Full; Blast [10], Concussive [3], Reliable) with Co-Axial mounted Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
  • Thermal Cannon (Facing Front/Left/Right; 200m; S/-/-; 3d10+15 E; Pen 16; Clip 12; Reload 2 Full; Melta, Blast [10])

Left arm:

  • Reaper Chainsword (Melee; 4d10+30 R; Pen 12; Tearing, Proven [3], Razor Sharp, Felling [10], Unbalanced, Cannot be destroyed by a power weapon's field)

and: 

  • Hull-mounted Heavy Stubber (Front Facing; 100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full) (can be fired as a Free Action once each turn, as it is directly linked to the pilots' mind via MIU, that does not count to the maximum number of attacks that the pilot can make on that turn) 

Special Rules

  • Ion Shield: The pilot declares a facing at any time during combat. All ranged attacks directed at that facing are resolved as if the walker had a Force Field with a Protection Rating of 50 which cannot be Overloaded. The Ion Shield protects that facing till the start of the vehicle's next turn (the protected facing cannot be changed untill then). If the Ion Shields' Facing is declared after a successful to hit roll the pilot must make a Hard (-20) Operate Test. If he succeedes the Shield works against that attack, if not than it starts working immediately after that shot is resolved (but does not work in that shot).
  • Fear (3) Trait.
  • The Knight has a Strength of 85 and Unnatural Strength (17) Trait (already included in weapon stats).

Edited by Mento, 18 March 2014 - 10:01 AM.

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#2 Santiago

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Posted 14 March 2014 - 10:56 AM

I like it, though I would, instead of a PR Rating, give the Ion shield a number of wounds, 100 sounds fair



#3 Mento

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Posted 16 March 2014 - 07:13 AM

Well, I think it's also a good idea, though I think the use of PR Rating allows to better emphasize the difference between Ion Shields and Void Shields (and also Force Fields are really powerful and annoying to fight with :) ).
 
Also, I added some rules to the Special Rules section (Fear (3) Trait - as the tabletop version has Fear, and a note about the Strength of this machine (might be important during play)), and a note that the Reaper Chainsword cannot be destroyed by a weapon with a Power Field Quality.

Edited by Mento, 16 March 2014 - 10:47 AM.


#4 AtoMaki

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Posted 16 March 2014 - 11:28 AM

Isn't the chainsword a little bit weak? I mean, it should rip a Carnifex in half with one strike but with 3D10+30 damage, it will never do this. Something like 40+6D10 would be better IMHO. 



#5 Mento

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Posted 16 March 2014 - 12:52 PM

Hmm... The truth is that the Reaper Chainsword should be the most badass weapon in the Knight's arsenal, but I honestly think 6d10+40 is a little too much (and all that Righteous Fury with 6d10). I'm thinking, maybe an additional d10 (4d10+30) and Felling [10]? And lets not forget that you can make multiple attacks with this thing (with Swift Attack). That should do for hunting some big Tyranids.


Edited by Mento, 16 March 2014 - 01:01 PM.


#6 AtoMaki

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Posted 16 March 2014 - 01:06 PM

According to its TT representation, it should be able to kill a Monstrous Creature with a single hit and an average damage roll. Well, to be honest, it should be able to kill anything ('cept Super-Heavy vehicles and Gargantuan Creatures) with a single hit and average damage rolls. 

 

Maybe 50+3D10 damage if you don't want lots of D10s? 



#7 Mento

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Posted 16 March 2014 - 01:30 PM

That is true, but look at the Turbo-laser Destructor from Deathwatch: Rites of Battle. It is also a D weapon in tabletop (if I'm correct), and in RoB - 4d10+30 ,Pen bigger in comparison to Reaper Chainsword, but no Tearing, Felling [2] (roughly Felling [10] in Only War I think) and can only score 2 hits. The thing is that, if you would convert Destroyer weapons as "one hit one kill, no armour etc." then the stats wouldn't make much sense in RPG. At least IMHO. And with stats (Melee; 4d10+30 R; Pen 12; Tearing, Proven [3], Felling [10] Unbalanced, Cannot be destroyed by a power weapon's field) and multiple hits, it can kill pretty much anything with ease.


Edited by Mento, 16 March 2014 - 01:40 PM.


#8 Santiago

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Posted 17 March 2014 - 10:41 AM

4d10+30 R, Pen 12, Tearing, Proven (3), Razor Sharp

Edit: oops

Razor Sharp for its capacity for eating through armour, Felling (8 - 10) would also employ creatures are nothing more than fodder


Edited by Santiago, 17 March 2014 - 04:11 PM.


#9 Mento

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Posted 17 March 2014 - 11:02 AM

Well Razor Sharp is also a good option, though it won't be of much help against a Carnifex (and I suppose you had in mind 4d10+30 not 40d10+3? :D It would be a very powerful and formidable weapon indeed with 40d10 :D ). I just don't know if it should be a particularly good weapon against armoured vehicles, nasty xenos creatures or maybe both? 

 

Edit: Added Felling [10] and Razor Sharp to Reaper Chainsword's profile, changed damage to 4d10+30.


Edited by Mento, 18 March 2014 - 10:01 AM.


#10 MKX

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Posted 19 March 2014 - 05:07 AM

Heap of rules I wrote up here-

http://community.fan...-titan-legions/

 

Not currently working on further development as we're playing something else, but there's ALL the knights from back in the days of Epic and so forth, plus all the weapon loadouts, etc



#11 Mento

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Posted 19 March 2014 - 06:52 AM

Wow MKX, these rules seem to be great :) I am certainly tempted to include some Titans in my next campaign, after I read your rules thoroughly. 

 

The stats here are somewhat diffrent from yours though, as they are based on the rules from the new Codex: Imperial Knights, and intended for games of regular Only War.



#12 bogi_khaosa

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Posted 21 March 2014 - 08:16 PM

Note: a single hit in TT and a single hit in the RPG are very very different!

 

Unless you think heavy bolters in TT only fire 3 bolts a burst. :)

 

What is being resolved is clearly not a single hit.

 

So, I say "nay!" on 6d10+1000000 danmage models. :)



#13 Cogniczar

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Posted 15 April 2014 - 12:19 PM

http://darkreign.org...=139849#p139849

 

I made an image so i can throw an Imperial Knight at a group. =D


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#14 ak-73

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Posted 03 May 2014 - 03:54 AM

We are working on the same thing in the DW forums, also taking the stats of the Warhound Titan from DW's Rites of Battle into account:

http://community.fan...mperial-knight/

 

A few thoughts:

  • Structural Integrity is too high. Give about 10 points of SI per hull point in TT.
  • The modeling of the Ion Shield is pretty good. About the same I came up with.  Only I use a Free Action, so no Operate test as Reaction possible. It has to be set in advance.
  • I consider giving the Battle Cannon S/3/- because FFG ROF = (1.5 or 2)x TT ROF. See Autocannon, for example.
  • Reaper Chainsword: Not bad! But I would prefer to cut down some of the special rules and instead increase damage/pen flat. Makes it easier to handle for the GM.
  • Fear is a good point, I overlooked that one! Although I would prefer Fear(2) to leave more room for Titans and Daemonic horrors to top it.
  • The Warhound in RoB has rules for Auspex Arrays, enabling it to see for multiple kilometers; you might want to adopt that.

 

All-in-all a splendid job! :D

 

Alex


Edited by ak-73, 03 May 2014 - 04:02 AM.

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My 40K Blog (essentially a Best Of FFG Forums):

http://www.40kroleplay.weebly.com

House Rules, Rule Clarifications, Game Aids, New Creatures, consolidated official Deathwatch Squad Mode rules, 40K Tabletop to 40K Roleplay comversions, etc.


#15 pearldrum1

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Posted 09 May 2014 - 12:38 AM

I had just posted in the Deathwatch forum asking if anyone had a stat for an Imperial Knight and got zero replies. I stumbled on this by chance!

 

THANK YOU!



#16 ak-73

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Posted 09 May 2014 - 03:18 AM

Imperial Knight rules are on page 1 of the Deathwatch forum?

 

Alex


My 40K Blog (essentially a Best Of FFG Forums):

http://www.40kroleplay.weebly.com

House Rules, Rule Clarifications, Game Aids, New Creatures, consolidated official Deathwatch Squad Mode rules, 40K Tabletop to 40K Roleplay comversions, etc.


#17 pearldrum1

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Posted 09 May 2014 - 10:58 PM

Is that a question? 

 

Perhaps it was an oversight on my part, but no one directed me to the correct page. So, as it stands, this is the first time I am seeing it.



#18 ak-73

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Posted 10 May 2014 - 12:53 AM

I didn't see any request of yours though.

Here is my version: http://40kroleplay.w...ht-paladin.html

 

Alex


Edited by ak-73, 10 May 2014 - 01:24 AM.

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My 40K Blog (essentially a Best Of FFG Forums):

http://www.40kroleplay.weebly.com

House Rules, Rule Clarifications, Game Aids, New Creatures, consolidated official Deathwatch Squad Mode rules, 40K Tabletop to 40K Roleplay comversions, etc.


#19 pearldrum1

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Posted 10 May 2014 - 12:56 AM

As I said, I had made a post that was viewed 70-something times asking for Imperial Knights stats and no one directed me to the actual pages. 

 

This was a few weeks back. I did not make a request here.



#20 Cogniczar

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Posted 15 May 2014 - 08:12 PM

hm. Very nice rules blog ak. =D






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