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=The Rules= ==Official Rules== *'''Strategy Phase''' First, players roll off d10s to determine who chooses if they go first. Players take turns choosing a titan, titan squadron or banner to activate each phase. Next, players may roll a d10 command check to give an order. If the command check is passed, an order can be given. If failed, no other orders can be given by that player. The orders are: Emergency repairs: Make a repair roll. Add one to each die. The titan may move or shoot this turn, but not both. First fire: During the movement phase, the titan fires one weapon instead of moving or turning. Charge: During the movement phase, the titan can only move forward. When it finishes its move, the titan makes a smash attack or attacks with a melee weapon. Add 1 die for every 3 inches the titan moved. Split fire: The titan can't turn during the movement phase. During declare targets, the titan may choose different targets for each weapon. Full Stride: The titan can't attack during the combat phase. The unit moves within it's front arc, but can't turn. Shutdown: Void shields collapse. A shutdown unit can't activate during movement or combat. Reactor rolls can't be made during shut down, even if told to due to effects. Shutdown doesn't end at the end of turn. To end shutdown, roll a d6 during the strategy phase. Add 2 if if the titan's reactor is on it's first track. A 5+ removes shutdown. All titans in shutdown at end of game count as destroyed. During the damage control phase, reduce reactor by 2 before making any rolls. *'''Movement phase''' Players alternate choosing a model to activate. Titans move within their front arc at full speed, and outside of it half speed. Titans can turn up to 45 degrees a number of times equal to their maneuver score. Titans can turn before, during and after moving. Players may push reactors to use the boosted track of their movement speed or maneuver score. *'''Repair Phase''' If reactor is in an orange socket, roll a d6 on reactor table. If red, roll a d10. Roll d6 equal to the number of servitor clades. You can use dice to repair weapons, vent plasma (4+), Raise void shields (requires a 6 to restart the shields, 5+ to raise the level.) and repair critical damage (5+ move a critical damaged area down one peg). *'''Combat Phase''' Titans fire each weapon at a target. Select a target, then measure distance for the weapons. Resolve each weapon individually. Roll d6 equal to the dice value of the chosen weapon. Roll to hit against ballistic skill, or weapon skill within 2 inches. Minus one if 25% obscured, minus 2 if 50% obscured. If void shields are up, the defending player rolls a void shield save against each hit. D6, pass the shield save. Each failed save lowers the shield by one level after all hits are resolved. If the void shields go down, all hits are discarded. If shields are down, roll location then armor hits. You can target a specific part, at a minus 2 to hit (or minus 1 if youβre within 2 inches). Roll d6 plus strength, against the armor of the area hit. Add one for hitting from the side, 2 from behind and what ever structural bonus the location has. Compare against the location armor. A normal hit deals one structure pip, devastating deals 2 and critical hits add one critical damage and 2 structural. If the location as no more structure points, instead the location takes one critical damage. If the critical damage gets more then 3 crits, the titan dies. Roll on the catastrophic damage table. *'''End Phase''' End of turn. Check for end of turn effects. ==FAQ== Official FAQ is [https://www.warhammer-community.com/wp-content/uploads/2021/04/ZD5PzJART9mJGL9z.pdf here] Here are some frequently asked questions regarding the rules for Adeptus Titanicus. Several concepts/rules found in the rule book are unfortunately not very clear and open to interpretation. ''Note: These are '''not''' official answers!''. House rule interpretation have been added to give a solution until official FAQ is released. This section is not intended for bible-bashing rules, but more a friendly section for those confused by the badly written rules as well. If you find a official answer, please update the question with a reference/link. '''Strategems''' *'''Question:''' Can you use the same stratagem multiple times in a single battle? For Example: A Warlord Titan is fired on and has its shields collapsed. I use Machine Defiance and get lucky to recover 3 shields. The next turn the shields are collapsed again, may I use the Machine Defiance again to try and save the shields? *'''Answer: No.''' Unless specified, each strategem can only be used once per battle. '''Shooting''' *'''Question:''' Can I place blast markers anyway I want? E.g. can I shoot between Knights with a Volcano cannon to hit more Knights? *'''Answer: No.''' Like most GW games, you place the blast markers hole anywhere over a base. For larger bases, this means there is still quite a big degree of freedom ''(Paraphrasing a Copenhagen GW employee)'' *'''Question:''' Does the Warlord Titan's Ardex-Defensor Cannon or the Knight's torso-mounted Melta gun need to roll to hit? *'''Answer: No.''' The terminal simply states the units "Suffers D3 Strength 5 hits" with no mention of needing a hit roll. It's not a ranged attack, rather a persistent effect which just happens. *'''Question:''' If a Reaver (Scale: 8, almost 3" deep base) is exactly 9" away from a Warlord (Scale: 10), can the Warlord's carapace weapon still target the Reaver? *'''Answer:''' ''No'' The rules use the word "within" with no mention of having to be "completely within". If even 0.1mm of the Reaver's base is within 10" then the carapace weapons cannot target it. *'''Additional Explanation:''' You don't have to have the whole base within range to target it with any other weapons, you simply have to have part of the base within range. '''Orders''' *'''Question:''' Does a unit with '''Emergency repairs''' activate the maintenance roll in the movement phase OR the combat phase? *'''Answer:''' The order says "As soon as [the order] is issued, make a repair roll." This would imply the repair roll is immediate. You make the Repair Roll as soon as the order is passed, and then have to choose wherever to activate the unit in either the Movement or Combat Phase. *'''Question:''' Is a unit with '''Full Stride''' orders limited by the "full stride" rules in the movement phase as well? I.e. must move in a straight line in it's front arc? *'''Answer:''' ''Official answer unknown.'' *'''House interpretation:''' A unit with Full Stride orders can move and rotate normally during the movement phase, and only in the combat phase execute the "straight line" move that a full stride entails. Without the alignment flexibility in the movement phase, the criteria setup for a meaningful stride is basically impossible for anything but banners. *'''Second Take:''' It's insinuated in the rules that this only takes effect in the Combat phase. "A unit acting under Full Stride orders cannot attack in the Combat phase. Instead, when it is activated,..." Context seems to indicate that it should be read as "Instead, when it is activated in the Combat phase,...". This seems to be a RaI vs RaW argument though. *'''Question:''' A unit who fired with '''First fire''' order in the movement phase must fire at the same target in the combat phase? *'''Answer: No.''' A unit may fire at a different unit in the combat phase. ''(Paraphrasing a Copenhagen GW employee)'' ==Battleline Maniples== ===Axiom Battleline Maniple=== *'''Minimum:''' 1 Warlord, 1 Reaver, 1 Warhound *'''Optional:''' 1 Reaver, 1 Warhound **'''Might of the Omnissiah:''' If a Titan in the maniple fails its command check, the others may still make command checks. ===Myrmidon Heavy Maniple=== *'''Minimum:''' 2 Warlords, 1 Reaver *'''Optional:''' 1 Warlord, 1 Reaver **'''Overwhelming Firepower:''' When issuing First Fire or Split Fire orders, the Command check is always passed on a 2+. ''Kinda meh, but the cheapest way to expand from the Grand Master starter set and get into matched play. <- Not sure who wrote this, but there's nothing 'meh' about getting to fire 2x a turn with your Warlords. <- The point is that you can do this without maniple easily, as Warlords command value is 3+ by default'' ''<- Minor counterpoint is that the bonus is somewhat helpful on the Reaver(s) in the maniple with their 4+ command value, and if one was playing a legio like Gryphonicus/Solaria/Fortidus where you replace a heavier titan, it could extend the benefit further.'' ===Corsair Battleline Maniple=== *'''Minimum:''' 3 Reavers *'''Optional:''' 2 Reavers **'''Fighting Withdrawal:''' Titans can move outside their front arc at full speed but may not use boosted speed outside of their front arc. ===Dominus Battleline Maniple=== *'''Minimum:''' 1 Warlord, 2 Reavers, 1 Questoris or Cerastus Knight banner. *'''Optional:''' 2 Warhounds, 1 Knight banner. **'''Auspex bafflers:''' A Titan in this maniple that is within 6 inch of a Knight banner from same maniple gets a -1 modifier on attacks made against it from more than 2 inches away (Knight and Titan must both be visible to the attacker). **Knights in this maniple do not get modifiers to roll from cover, due to the auspex bafflers. **'''Noble Sacrifice:''' ("Look out Sir") When a Titan in this maniple takes a hit from ranged attack, it can transfer that hit to any Knight banner from same maniple that is within 6 inches. At least 1 of the knights must be visible to the attacker. The Knights then suffer the damage from the hit. If the attack uses a blast marker, centre the marker on the Knight. Firestorm weapons hits may NOT be passed on by this manner. **(My opinion, if you play as Legio Solaria you can replace the 2 reavers with 2 warhounds) or use solaria rules for a homebrew legio or a "counts as" legio. Just make sure your opponent understands that is what you are doing, before starting the game). ===Fortis Battleline Maniple=== *'''Minimum:''' 1 Warlord, 2 Reavers. *'''Optional:''' 1 Warlord, 1 Reaver. **'''Titanic Fortress:''' 2 Titans in base contact with each other, and as long as they didn't move in the Movement Phase, they ignore Armor roll modifiers resulting from Structural Damage or being attacked in the flank or rear. Also, Titans in this Maniple can merge their void shields! ===Janissary Battleline Maniple=== *'''Minimum:''' 1 Reaver, 2 Warhounds *'''Optional:''' 1 Reaver, 1 Warhound **'''Close Support:''' Janissary Battleline maniples learn to coordinate their actions with Household Support units, and can move to support them when needed. If a titan of this maniple activates during the Movement phase, choose a Knight banner within 6in of the activating titan. Once the Titan has finished it's movement, the chosen Knight Banner may now make it's activation. ===Regia Battleline Maniple=== *'''Minimum:''' 2 Warlords, 1 Warhound *'''Optional:''' 2 Warhounds **'''Royal Court:''' The two warlord titans play house. While within 12" of each other, when one passes an order, the other may automatically gain the same order. The Warhounds are their children and may merge void shields with their parents while within 3" instead of only in base contact. ===Arcus Battleline Maniple=== *'''Minimum:''' 2 Warhounds, 1 Nemesis Warbringer *'''Optional:''' 2 Warhounds **'''Coordinate Relay:''' The Nemesis Warbringer may ignore LoS when firing at a target if one of the Warhounds in the maniple has LoS. Firing at a target in this matter confers a -2 penalty to hit. In addition, the Nemesis' blast weapons scatter D6" instead of D10" when the target is in LoS from a Warhound in this maniple. ===Ruptura Battleline Maniple=== *'''Minimum:''' 2 Nemesis Warbringer, 1 Reaver *'''Optional:''' 2 Reavers **'''Artillery Bastion:''' Each round, one Reaver in the maniple may move at boosted speed without pushing its reactor. In addition, if a Nemesis Warbringer in the maniple makes an engine kill, all Reavers in the maniple may immediately move as though they are in the movement phase. ===Mandatum Battleline Maniple=== *'''Minimum:''' 2 Warhounds, 1 Warlord *'''Optional:''' 2 Warhounds **'''Pack Master:''' As long as the Warlord lives, all Warhounds get +2 to all command checks and +1 to hit on enemy units within 12" of the Warlord. ===Perpetua Battleline Maniple=== *'''Minimum:''' 1 Warlords, 2 Reavers *'''Optional:''' 2 Reavers **'''Stand Firm:''' Emergency Repair Orders always pass on a 2+ and if a Titan didn't move (for any reason) then they roll an extra repair die in the repair phase. ===Extergimus Battleline Maniple=== *'''Minimum:''' 3 Warlords *'''Optional:''' 1 Warlord, 1 Nemesis Warbringer **'''Scorched Earth:''' Each time you make a ranged attack, you may choose to add +2 Strength to the attack before rolling to hit. Each time you do this your reactor will increase by 1, or 2 if that attack has 5 or more dice. This ability is amazing later game on a paired Gatling blasters. S5 base, + 2S for Scorched Earth, + any location modifiers, + flank or rear. ===Precept Battleline Maniple=== *'''Minimum:''' 1 Warlord, 1 Nemesis Warbringer, 1 Warhound *'''Optional:''' 1 Reaver, 1 Warhound **'''Flexible Tactics:''' At the start of each Strategy phase before any orders are issued, the player controlling the maniple may issue a single Order for all the Titans in it. If the player is running more than one Precept maniple, then they get to choose a different order for each maniple. Until the end of the round, Titans in the maniple can be issued the selected Order on a 2+ roll irrespective of any positive or negative modifiers, and any other order must make a Command check as normal. ==Light Maniples== ===Ferrox Light Maniple=== *'''Minimum:''' 1 Reaver, 2 Warhounds *'''Optional:''' 1 Reaver, 1 Warhound **'''Knife Fighters:''' When making attack within a number of inches equal to their scale, the titans add 1 to their armour rolls. Titans may also choose whether to use their weapon skill or ballistic skill within 2''. ===Lupercal Light Maniple=== *'''Minimum:''' 3 Warhounds *'''Optional:''' 2 Warhounds **'''Hunting Pack:''' At the beginning of each round, any or all Warhounds in this maniple can form a squadron with others of this maniple. These squadrons last until the end of the round. ===Venator Light Maniple=== *'''Minimum:''' 1 Reaver, 2 Warhounds *'''Optional:''' 2 Warhounds **'''Opportunistic Strike:''' If an enemy Titan's shields are collapsed by the Warhounds in the Maniple, the Reaver gets a free shot at the enemy Titan. ''Take Apocalypse missiles and laugh as your reaver can potshot anything. Combine with warhounds with Vulcan mega-bolters to pop shields across the boards and unleash hell with your reaver. Taking full advantage of this rule by equipping the warhounds with shield busting weapons seem compelling, but don't rely on it too much. A single Reaver Titan will die quickly to concentrated enemy fire.''Seriously though, take a reaver with volcano cannon. Once the warhounds pop shields and you take the shot, anything not Warlord sized will feel it. Especially if you shoot them with the reaver again. Bonus points if you use hunters auspex with Legio Fureans. Just watch out for overheating. ===Firmus Light Maniple=== *'''Minimum:''' 1 Reaver, 2 Warhounds *'''Optional:''' 2 Reavers **'''Defensive Engagement:''' When a member of the maniple is targeted by an attack, you can choose to make your opponent only fire at a closer member instead. At least 50% of the new target must be visible, and the attacker must fail a command check. Each attacking Titan can only be affected by this ability once a turn. ===Ignus Light Maniple=== *'''Minimum:''' 3 Warhounds, 1 Cerastus Knight Banner *'''Optional:''' 2 Warhounds, 2 Cerastus Knight Banner **'''Scorched Earth:''' Add 1 to the dice value and reroll armour rolls of 1 for Firestorm weapons. All Cerastus Knight banners must be upgraded to Knight Acheron's. Knight Banners in the maniple within 6" of a Titan in the maniple may be issued a First Fire or Full Stride order without a Command Check if that Titan had been successfully issued the same Order that round.'''
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