Wednesday, June 23, 2021

Titanomachina on Tabletop Simulator: Marking up Damage

Damage is central to Titanomachina, as it is a brawl between giant robots and damage does several important things in the game. The first important thing that it does is help you win the game. When the game ends, the player that has earned the most victory points wins, and victory points are scored by either habitat buildings on the board, or by destroying systems on opposing Titans. In fact, if the player with the highest score is ahead by 10 victory points, scored purely on the basis of how much damage as the scores for habitat buildings are added after the game ends, then that is a game ending condition. The name of the game is causing damage to opposing Titans while avoiding it on your own. Damage is tracked on the Titan dashboards using the line tool, and shield tokens.  


Causing damage is relatively simple: Activate a system that has a range trait (numeral in a square box), select a target (building or Titan) within that range, the arc of the system, and with a clear line of sight. Apply the Effect of that system as points of damage to the target. Three points of damage and that target on a Titan is destroyed. Damage is cumulative, so if you keep activating a system and hitting that target, eventually it will be destroyed. 


There are some complications. Damage to the system being used to attack the target will reduce the Effect on the target. An Effect 2 system with 1 point of damage ('light damage') will be Effect 1 for the purpose of attacking until repaired. A Block action will swap the target with a system of the target Titan's choice, re-directing that damage to a different, and perhaps better defended, system. Shield tokens will reduce the damage done to the target as well, with each shield token absorbing 1 point of damage before it is discarded. A weapon would need 2, 3, and 4 points of Effect to go from the first image to the next three images of light (1), heavy (2), or destroyed (3) damage on the target system. If it was only Effect 1, the Titan would lose the shield token, but otherwise remain unharmed, as below. 


A system's Effect is not the ceiling of its damage potential though. Crew can operate a system, when they are activated immediately prior to that system's own activation. Then their Effect is added to the Effect of the attacking system. Crew can be activated in sequence, and two Initiate crew plus one Adherent crew and a Master crew means a total of +7 to the attacking Effect. Even a system that has two points of damage when operated by a Master crew (+3) can attack with Effect 1. Once a system is destroyed, the system below it in the box or 'stack' of the system diagram becomes available as a target, and excess damage will overflow onto it. 

Similarly weapon systems have traits that allow them to do extra damage in specific ways. A weapon system with the Shield Breaker trait will remove a number of shield tokens before they reduce the amount of damage it will do. A weapon system with the High Explosive trait will do 1 point of damage to one or two secondary targets adjacent to the original target, with secondary targets also affected by the Shield Breaker trait. A weapon system with the Armour Piercing trait will do 1 point of damage to the target system, and then its Effect to the system below that target on the Titan's system diagram. A weapon system with the Armour Piercing trait doing 1 point of damage, and with Shield Breaker (1), will therefore mark up damage as follows, from the first image: 


Notably though, players can stack more than one shield token on a target square/stack in their Titan's system diagram. There is a cost of doing so, taking a turn to activate a shield generator system such as Shields or Deflectors, but that is all part of the game!

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