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Adeptus Titanicus/Tactics
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==Tricks and Tactics== * '''A Score to Settle (1)''' ''[AT]'' Play at the end of the battle. Score one extra Victory point for each enemy unit destroyed. * '''A Quick Kill (1)''' ''[DoM]'' Play in the End phase of the first or second round. Score 5 VP if one enemy Titan Scale 8+ has been destroyed. * '''Ablative Armour (1)''' ''[DoM]'' Play in any Strategy phase. Pick a friendly Titan. Ignore the first Direct, Devastating, or Critical hit against that unit, then discard this stratagem. * '''Aetheric Infusion (2)''' ''[SaI - Traitor only]'' Play in any phase. Choose one of your Titans and roll a D10. On a 3+, make a repair roll and add 2 to Servitor Clades for that roll. On a 2, take D3 Devastating Hits to the body. On a 1, take Catastrophic Damage. * '''Artillery Bombardment (2)''' ''[AT]'' Play during each Strategy phase. place a 5" Blast marker anywhere on the battlefield and scatter it D10". Any unit under the template is hit by a S8 shot, or two S8 shots if it's under the hole in the center of the marker. * '''Augumented Servitor Clades (2)''' ''[SaI]'' Play during the first Strategy phase. Choose a friendly Titan and increase its Servitor Clades by 1 during the Damage Control phase for the rest of the battle. Does not apply to Repair rolls made from an Emergency Repair order. * '''Auspex Bafflers (2)''' ''[DoM]'' Play in any Strategy phase. Pick a Knight Banner or Titan - for the rest of the round, the To Hit penalty for that unit being obscured is increased by 1. * '''Blind Barrage (1)''' ''[AT]'' Play during the Strategy phase. One unit of your choice has a -2 To Hit penalty if it is targetted and if it targets an enemy. * '''Bloodthirst (1)''' ''[DoM - Traitor only]'' Play in any Strategy phase. This round, your Titans add +2 to hit enemies within 2", and add +2 to Command checks when issuing Charge orders. * '''Break Through (1)''' ''[AT]'' Play at the end of the battle. Earn one extra Victory point for each of your Titans that are Scale 5+ and with 9" of the enemy's edge of the battlefield. * '''Concealment Barrage (1)''' ''[SaI]'' Play at the start of any phase. Place a 5" Blast marker anywhere on the battlefield. Any part of the battlefield under the marker blocks LoS. Remove at the end of the phase. FAQ: ONLY ALLOWED TO BE PLACED in the Strategy phase. Went from "unbelievably broken" to "useful." * '''Cripple the Foe (2)''' ''[AT]'' At the end of the game, earn an extra 2 Victory points for each enemy Titan that is structurally compromised but not destroyed and for each enemy Battlefield Asset destroyed. * '''Cursed Earth (1)''' ''[DoM]'' Play in the first Strategy phase of the game. Radioactive battlefield - Titans roll one extra dice when making Void Shield saves, Knight banners count the strength of incoming attacks as 1 higher when working out their Ion Shield saves. * '''Dark Pledge (1)''' ''[DoM - Traitor only]'' Play in the Strategy phase of the first round. Choose one or more enemy Titans Scale 10+ to be marked for destruction. At the end of the battle, gain an extra 10 VP if all marked targets were destroyed. Otherwise, lose 10 VP. * '''Dawn Attack (3)''' ''[DoM, updated in LL]'' Play in the first Strategy phase of the game. For the first 2 rounds, Titans must roll (D6+1)x5 to determine how far away they can target enemies. Enemy units that have fired earlier in the round can always be targeted. * '''Decapitating Strike (2)''' ''[AT]'' At the end of the game, if the enemy Princeps Seniores' Titan was destroyed, earn extra Victory points equal to half the Titan's Scale rounded down. * '''Dusk Attack (2)''' ''[DoR]'' Play in the first Strategy phase of the game. During the End phase of turn 3, the First Player rolls (D6+1)x5 to see how far every unit can see for the rest of the battle. Units that attacked with a weapon without the Melee Trait in a previous round can be targeted regardless of distance. * '''Earthshaker Mines (2)''' ''[DoM, updated in LL]'' Play after an enemy Titan finishes moving or turning. Roll a D6. On a 2+, the Titan takes D3 S6 hits to the legs with no shield saves. The Titan is then moved D6" in a direction determined by the Scatter dice with no change to facing. On a 1, nothing happens and the Stratagem can be used again later. * '''EMP Discharge (2)''' ''[SaI - Loyalist only]'' Play during any Movement or Combat phase. Pick a friendly Titan with active void shields. Every Titan with active shields within 3" takes S4 Shieldbane weapon hits equal to the Void Shield Level of the chosen Titan. After resolving the hits, the chosen Titan's Void Shield Level is reduced to X. * '''Endurance of Terra (2)''' ''[DoM - Loyalist only, updated in LL]'' Play when a friendly Titan suffers Critical Damage. Roll a D6 - on a 3+, that damage is ignored. Otherwise, take damage as normal and retain this card. * '''Enhanced Coolant (2)''' ''[DoR]'' Play in any Strategy phase. Choose one of your Titans. The first time the Titan suffers Critical Damage, don't move the marker on the reactor track. If the Titan needs to move the Critical Damage marker more than once for an attack, move it one less space. * '''Even in Death (2)''' ''[SaI - Loyalist only]'' Play when a Titan suffers Catastrophic Damage before rolling on the Catastrophic Damage table. Instead of rolling for the table, roll D6. On a roll of 1-4, the Titan get Magazine Detonation, and on 5+, Catastrophic Meltdown. Add 1 to the result if the Reactor is on orange and 3 if it's on red. * '''Experimental Locomotors (1)''' ''[DoR]'' Play in the first Strategy phase of the game. One of your Titans may now move at boosted speed without pushing its reactor for the rest of the game. During every End phase, roll a D10. If it's a 1, the Titan suffers a Devastating Hit to its legs and discard the stratagem. * '''Experimental Weapon (2)''' ''[DoM]'' Play in the Strategy phase of the first round. Pick a Titan, then randomly select one of its weapons. That weapon gains the Maximal Fire trait, but must ''always'' fire on Maximal. If the weapon already has that trait, pick a different weapon. * '''False Intel (1)''' ''[DoR]'' Play after all objectives have been deployed. Pick any objective on the field and move it D6" in any direction. The objective can't go off the board or in Blocking terrain. * '''Gifts of the Dark Mechanicum (3)''' ''[DoM - Traitor only]'' Play in the Strategy phase of the first round. Pick a Titan. Each time that Titan pushes its reactor, you may put a token on this card instead of rolling a Reactor die. Once this card has 3 tokens it is discarded. * '''Great Crusade Titans (2)''' ''[DoM - Loyalist only]'' Play in any Strategy phase. Add +2 to Command checks when issuing Charge orders this round. Titans also count as having moved 6" further for the purposes of their additional Charge attacks. * '''Haywire Barrage (2)''' ''[DoM]'' Play during the Strategy phase. Place a marker anywhere on the battlefield and scatter it D10". Roll 2D6 for each Titan within 6" of the marker. If the roll is equal to or greater than its Scale, it takes 1 point of Critical Damage to a random location, ignoring shields. If the location is a weapon, it is instead disabled. If the location already has 3 points of Critical Damage or is an already disabled weapon, nothing happens. Knight Banners that are hit instead take D3 S7 hits that ignore ion shields. * '''Hold the Centre (2)''' ''[DoM]'' Play at the end of the battle. Score 2 extra VP for each friendly Titan within 12" of the center of the battlefield, and an extra 5 VP if there are no enemy units within 12" of the center of the battlefield. * '''Homing Warheads (2)''' ''[DoR]'' Play in the first Strategy phase of the game. Choose a friendly Titan with an unupgraded Apocalypse missile launcher or paired Apocalypse missile launchers. Subtract 3 from the launcher's Dice Value, but you now no longer suffer negative modifiers when using the Barrage trait on obscured or out of sight targets. * '''Iron Resolve (1)''' ''[SaI - Loyalist only]'' Play in the Strategy phase when a Titan fails a Command check or when a Knight Banner fails Command check to see if they become Shaken. That Titan or Knight Banner passes the check instead. Can be purchased multiple times. * '''Justice for the Fallen (1)''' ''[DoM - Loyalist only]'' Play at the end of the battle. Score an extra 5 VP if the number of enemy Titans lost is the same as or greater than the number of friendly Titans lost. * '''Last Ditch Effort (1)''' ''[DoR]'' Play when a friendly Titan is destroyed from rolling Laid Low or Wild Fire on the Catastrophic Damage table. You may choose what direction the Titan falls instead of rolling a Scatter die. If both players can choose the what direction the Titan falls for whatever reason, roll a Scatter die like normal. * '''Living Armour (3)''' ''[DoM - Traitor only]'' Play in any Strategy phase. Pick a Titan, and a location that has suffered damage. Roll a D10. If you roll equal or higher than the amount of Structural damage, all damage to that location is repaired. Otherwise there's no effect, but you retain this card for subsequent rounds. * '''Localised Warp Storm (3)''' ''[SaI - Traitor only]'' Play in any Strategy phase. Place a 3" Blast marker anywhere on the field and scatter it D10". Any Titan touched by the Blast marker takes D3 hits as if attacked by a Warp weapon that hit. * '''Martian Servitor Clades (3)''' ''[DoM - Loyalist only]'' Play at the start of any Damage Control phase. Each of your Titans adds 2 repair dice to their Servitor clades. If your opponent is fielding any Legio Mortis or Tempestus Titans, you can also re-roll 1's on repair dice. * '''MIU Link (1)''' ''[SaI]'' Play in the first Strategy Phase. Choose 2 of your Titans. For the rest of the game, when making an attack, you can measure from either Titan for the purpose of the Accuracy value for Short or Long range. If one of the Titans gets the MIU Feedback Critical Damage Effect, both Titans get it and this Stratagem is ignored for the rest of the game even if the damage is repaired. * '''No Prisoners (2)''' ''[DoM]'' Play at the end of the battle. Score 5 extra VP if all enemy Titans were destroyed, or 10 extra VP if the game is 2,500+ points. * '''Noble Sacrifice (1)''' ''[AT, updated in LL]'' Play during the Strategy phase. Choose one of your Titans that is structurally compromised and roll a D6, adding 1 if its Reactor Status marker is in an orange hole or 3 if it's in a red hole. The Titan suffers a Magazine Detonation on a 1-4 or a Catastrophic Meltdown on a 5-6. * '''Only Forwards (2)''' ''[SaI - Loyalist only]'' Play at the start of any Strategy phase. For the rest of the phase, Any Titan can be ordered Full Stride or Charge orders without a Command check. * '''Orbital Lance Strike (2)''' ''[AT]'' Play during the Strategy phase. place the 3" Blast marker anywhere on the battlefield and scatter it D6". Any unit under the template is hit by D3 S10 shots, or 2D3 S10 shots if it's under the hole in the center of the marker. * '''Outflank (X)''' ''[AT]'' Secretly choose one of your units to set aside during deployment and a neutral flank for it to arrive in. At the start of the first Movement phase, reveal which neutral flank the unit will arrive at. Second Movement phase of the game, the outflanking unit can finally be activated. Set it up so that its rear arc is touching the chosen flank. It cannot move any farther for the phase. This stratagem can be taken multiple times if the units are a part of the same Squadron. The cost of the stratagem is half the Scale of the outflanking unit(s) rounded up. * '''Overcharged Cannon (2)''' ''[DoM]'' Play in the Strategy phase of the first round. Pick a Titan that has a weapon with Maximal Fire. One weapon with that trait gains Super Maximal Fire - like regular Maximal, but at +4 Strength instead. * '''Override Signal (1)''' ''[DoR]'' Play when any Titan within 12" of a friendly Titan suffers Catastrophic Damage before rolling on the Catastrophic Damage table. Add 4 to the result of the roll. * '''Partial Shutdown (1)''' ''[DoR, updated in LL]'' Play at the start of any Movement phase. Choose a friendly Titan to go into Partial Shutdown. That Titan is immediately issued Shutdown orders, but its void shields don't collapse. During the Damage Control phase, the Titan can only reduce its Reactor level by 1, and it can still make Reactor rolls if forced to do so. The Titan follows all other rules for normal Shutdown orders until the Shutdown orders issued by the Stratagem is discarded. * '''Penance (2)''' ''[DoM]'' Play at the end of the battle. Score 3 VP for each friendly Titan that is Structurally Compromised but not destroyed, and an extra 3 VP if the Princeps Seniores' Titan has any Critical Damage. * '''Profane Blessing (1)''' ''[SaI - Traitor only]'' Play in the first Strategy phase. Choose one of your Titans or Knight Banners and place a marker of some kind on its command terminal. That unit can choose to re-roll one or more dice for a single roll. Discard the marker after re-rolls are resolved. Can be purchased multiple times. * '''Quake Shells (2)''' ''[DoM, updated in LL]'' Play during any Strategy phase. Place the 5" Blast marker on the battlefield and scatter it D10". Any unit under the marker takes D3 S6 hits, or D6 S6 hits if they're under the hole of the marker. Roll the Scatter dice and move all effected units D6" without changing their facing. * '''Reactor Surge (2)''' ''[DoR]'' Play when activating a Titan in the Combat phase. Increase the Titan's reactor by any number of holes. For each hole, repair 1 level of Void Shields. This stratagem doesn't work on a unit with a Shield Level of X. * '''Redundant Systems (2)''' ''[DoR]'' Play in any Strategy phase. Choose one of your Titans. That Titan gets to ignore the first time they suffer Critical Damage, although loss of structure points still occurs. If the Titan is forced to move the Critical Damage marker more than once from an attack, move it one fewer space. Discard the Stratagem afterwards. * '''Sabotage (2)''' ''[AT, updated in LL]'' Play at the start of any phase. Pick a Titan that doesn't have Shutdown orders. Remove its current orders and roll an Order dice for new orders. If it cannot take the new orders, then no new order is given. * '''Sacrificial Lock-on (2)''' ''[SaI - Loyalist only]'' Play at the start of any Combat phase. Place a 5" Blast marker so that the central hole is entirely over a friendly Titan's base. Any Titan touched by the marker takes D3 S10 hits, or 2D3 S10 hits if the central hole of the Blast marker is entirely over the Titan's base. The attacks don't ignore void shields even if the friendly Titan is within 2" of another. * '''Scatterable Mines (2)''' ''[DoM, updated in LL]'' Play during the Strategy phase. Place a marker on the battlefield and scatter it D10". All land within 6" of the marker counts as Dangerous terrain for the rest of the round. * '''Secutarii Battalion (3)''' ''[DoM - Loyalist only]'' Play in each Strategy phase. Any enemy units with Scale 3 or less take D6 Strength 3 hits if they are within 2" of one of this player's Titans. * '''Shock Mines (3)''' ''[SaI]'' Play immediately after an enemy Titan has finished moving or turning. That Titan takes D3 S5 hits to its legs bypassing voids. If the Titan takes Direct, Devastating, or Critical Hits from the Stratagem, discard and orders it had and immediately apply Shutdown orders to it. Shutdown orders are removed at the End phase of the round. * '''Static Rain (3)''' ''[DoM, updated in LL]'' Play during the Strategy phase. Place a marker anywhere on the battlefield. Any Titan within 12" of the marker must make D3 Void Shield saves. Knight Banners in range can't make Ion Shield saves for the rest of the round, even if they move out of range of the marker. Remove the marker at the end of the round. * '''Strafing Run (2)''' ''[DoM, updated in LL]'' Play during the Strategy phase. Choose one of the battlefield edges and pick a point on it. Pick a point on any other edge and draw an imaginary line 1mm thick to it. Any unit on or with 2" of it takes D3 S6 hits. Determine which arc the first point is within for each unit hit and resolve all hits on that arc. * '''Tactical Assessment (2)''' ''[DoR]'' Play at the end of the Deployment phase before rolling for First Player. Immediately discard your current objective and roll 2D6 for a new one. * '''The Long Retreat (1)''' ''[DoM - Loyalist only]'' Play in any Strategy phase. This round, your Titans don't move at half speed when moving outside their Front arc. * '''The Miracle of Mars (3)''' ''[WD November 2019]'' Play in the damage control phase. Choose one of your Titans and place the stratagem card next to its Command Terminal. At any point during the Titan's activation, you may discard the stratagem to cool its reactor and roll 2D10+5 to see its effectiveness: ** '''7-15:''' Cool the reactor by D3 levels. ** '''16-24:''' Cool the reactor by D6 levels. ** '''25:''' Completely cool the reactor. * '''Thermal Mines (2)''' ''[AT, updated in LL]'' Play after an enemy unit finishes moving or making a turn. Roll a D6. On a 2+, that unit takes D3 S8 hits to the Legs, ignoring shields. On a 1, nothing happens and the Stratagem isn't discarded. * '''Titanic Decapitation (1)''' ''[DoM]'' Play in the End phase. Score 5 VP if an enemy Titan was destroyed by Critical Damage to the head. * '''Tracer Cloud (1)''' ''[SaI]'' Play at the start of any phase. Place a 5" Blast marker on the field. A player may re-roll Hit rolls against enemy Titans under the marker. Remove the marker at the end of the phase. FAQ: ONLY ALLOWED to be placed in the strategy phase. Much less useful. * '''Unhallowed Ground (2)''' ''[SaI - Traitor only]'' Play in the first Strategy phase. At the end of all Movement phases, any Titan that hasn't moved voluntarily or involuntarily takes D3 S6 hits to the legs ignoring void and ion shields. * '''Venerable Machine Spirit (2)''' ''[WD 458]'' Play in the first Strategy phase. Choose one of your Titans that isn't a Titan of Legend or a Psi Titan; reduce its Command characteristic by 3 to a maximum of 10+ and increase its WS and BS by 1 to a maximum of 2+ for the rest of the battle. The Titan may also be issued Emergency Repairs and Charge orders without making a Command check. If the Titan's Machine Spirit awakens, automatically apply the Belligerent result. * '''Veteran Princeps (1)''' ''[SaI]'' Choose one Titan that isn't a Princeps Seniores. Add 1 to all Command checks for orders on that Titan for the rest of the game. Can be purchased multiple times, but must be applied to a different Titan. * '''Voidbreaker Field (2)''' ''[AT]'' Play after an enemy unit with active Void Shields moves or turns. Roll a D6 - on a 2+, the Titan must take that many shield saves. On a 1, nothing happens you can use the Stratagem again on another turn. * '''Vox Blackout (3)''' ''[DoM, updated in LL]'' Play in any Strategy phase. All non-Shutdown orders are discarded, and the phase immediately ends. * '''Wages of Betrayal (2)''' ''[DoM - Loyalist only]'' Play in any Stratagy phase. Enemy Titans suffer -2 to Command checks this phase; the enemy Princeps Seniores suffers -3 to Command checks instead. * '''Wails of the Damned (2)''' ''[SaI - traitor only]'' play during any Strategy phase. For the rest of the round, enemy Titans subtract 2 from the results of all Command checks. * ''' War Lust (2)''' ''[DoM - Traitor only]'' Play in any Strategy phase. This round, your Titans add +2" to their Boosted Speed. Also, add +2 to Command checks when issuing Full Stride orders. * '''War of Fates (1)''' ''[DoM - Traitor only]'' Play in any Strategy phase. Before the Movement, Damage Control and Combat phases, roll a D10. If the result is ODD, during that phase any 6 on a D6 (or 10 on a D10) counts as a 1. If the result is EVEN, any 1 rolled on a D6 or D10 counts as the maximum for that die. * '''Warmaster's Portion (3)''' ''[DoM - Traitor only]'' Play in the Strategy phase of the first round. During the Movement and Combat phases this round, your Titans can re-roll 1's to hit. * '''Warp Displacement (2)''' ''[SaI - Traitor only]'' Play in any phase. Choose one of your Titans and move it 2D6 inches in a straight line in any direction, ignoring movement rules for terrain. If the Titan ends up inside terrain that isn't Blocking terrain, take D3 S7 hits to the body bypassing void shields and destroy the terrain. If the unit ends up in Blocking terrain, destroy the Titan. If the Titan ends up overlapping its base with another unit, that causes a collision. Facing remains unchanged and if a Titan were to go off the table, place it at the battlefield edge. * '''Weapons to Full (2)''' ''[SaI - Loyalist only]'' Play during the Combat Phase. A friendly Titan can fire any of its weapons even if it was already activated in the Combat phase. After resolving each weapon attack, roll D10 on the Reactor Overload table.
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