Adeptus Titanicus II
Adeptus Titanicus II Rulebook
Table of Contents
Table of Contents
- Introduction
- Titan Characteristics
- Titan Weapons
- Titan Close Combat Weapons
- Sequence of Play
- Movement
- Shooting
- The Assault Phase
- Close Combat
- Rally Phase (Repairs)
- Advanced Rules
- Integrating Adeptus Titanicus into Epic 40,000
- Titan Weapon Tables
- Scenarios
- Winning the Game
- Titan Record Sheets
- Errata and Q&A (Jervis)
Introduction
For ten thousand years the Imperium has warred on its enemies. War is the universal state of man; peace is only a brief time of preparation for further fighting. Alien races strike at the Imperium's frontier systems. Rebellion and treachery are commonplace on thousands of colonised worlds. The Traitor Legions, confined for millennia in the desolate Eye Of Terror, chafe and probe at the Imperium. And in the eddies and storms of warp space, forces and creatures of darkness are stirring. The wars have no end, for that would be the end of Man. In its perils Mankind has one guide: the Emperor. In his care rests the fate of humanity. At his right and left hands are the weapon and shield of Mankind, the forces of the Imperium – the mighty Titans of the Adeptus Titanicus.
Titans are the supreme fighting machines of the Imperium. They are giants with skins of adamantium, protected by fields of almost impenetrable energy, crewed by devoted warriors and armed with the mightiest weapons Imperial tech-priests can devise. Through the Imperium and beyond nothing inspires the same kind of awe and fear.
Using the rules below you can re-create some of the greatest Titan battles of Imperial history. The rules update and expand the rules for Titans in the Epic 40,000 rulebook. In order to use them you will need a copy of the Epic rules, and at least two Imperial Titan models (one for each player). Read the rules through carefully, and then have a practice game just using one Titan per side. After playing a couple games like this you will be ready to expand your force and field a Titan battle group on each side, or add supporting detachments of vehicles and infantry. The important thing is to build up slowly rather than diving in the deep end. With time and practice the rules will become second nature and you will easily be able to incorporate them into any size of Epic game that you play.
Except where modified below the normal Epic 40,000 game rules apply.
VERY IMPORTANT: The following rules are written assuming that games will pit Titan's against Titan's, without any other types of unit being involved. At the end of the rules you will find a section that explains how Titans 'interact' with (i.e. shoot and stomp!) other types of Epic unit. We've lumped all these rules together like this for the sake of simplicity and to avoid repetition, as otherwise the main rules would be littered with 'ifs, buts and maybes'.
Titan Characteristics
There are two aspects to a Titan – the Titan itself, and its weapons. Each Titan has some basic characteristics which show how fast, manoeuvrable and durable it is. Combined together, the characteristics are called the Titan's profile. The characteristics on a Titan's profile are:
Speed (SP)
This shows how fast the Titan can move over open ground. Speed is given in centimetres, and ranges from 10cm for very large, ponderous Titans to 30cm for small agile Scout Titans.
Manoeuvre (MAN)
This shows how quickly the Titan can change direction, and react to certain situations. The Manoeuvre characteristic shows how many turns a Titan can make during its movement, and is also used in some other situations, such as avoiding difficult terrain.
Armour (ARM) and Damage Tables
Each Titan has three Damage Tables, one for the Front, one for the Side and another for the Rear. These are used to determine what damage is suffered when the Titan is hit by a weapon. The higher a Titan's Armour value, the better able it is to withstand attack.
Weapon Mounts
A Titan has a number of hardpoints which can carry a weapon, varying in number from one or two weapons for a small Titan, to four or more weapon systems for larger Titans. This shows where the weapons are mounted and therefore what their 'fire arc' is (see below).
Gunnery (GUN)
This is a representation of how accurate the Titan's crews are at shooting with their weapons, written as the score you need to equal or beat on a roll of a D6 to score a hit. For example, a Titan with a Gunnery score of 4+ will hit its target with its guns on a D6 roll of 4, 5 or 6.
Close Combat Skill (CCS)
This shows how skilled the Titan crew is when fighting other Titans, trying to batter one another with their close combat weapons. CCS is given as a score you need to equal or beat on a roll of a D6 to score a hit. For example, a Titan with a CCS of 5 will hit in close combat on a D6 roll of 5 or 6.
Titan Weapons
Like the Titan itself, a weapon's effectiveness is determined by a number of different characteristics which make up its profile:
Range (RGE)
The distance, in centimetres, that a weapon can fire and still hit its target with reasonable accuracy or with sufficient force to cause damage. Obviously, the higher a weapon's Range, the better.
Firepower (FP)
The weapons firepower value as described in the Epic 40,000 rules. This value is used when firing at vehicles, infantry or war machines that still use the rules from the Epic 40,000 rulebook (see the section for incorporating such units into ATII at the end of these rules).
Accuracy (ACC)
Some guns are inherently more or less accurate to fire, and the Accuracy value modifies the Titan's Gunnery value when firing that weapon. A positive Accuracy (e.g. +2) is good, while a weapon with a negative accuracy (e.g. -1) is not as easy to hit with. Most weapons have a '-' which means they do not modify the Titan's Gunnery.
Rate of Fire (ROF)
Some guns fire only a single shot while others hurl a salvo of fire at the enemy. The Rate of Fire of a weapon determines how many shots you get with it every time it fires.
Strength (STR)
This shows how powerful the weapon is, and therefore how likely it is to inflict damage if it hits. The higher a weapon's Strength, the more likely it is to punch through a target's armour.
Titan Close Combat Weapons
While massive lasers and barrages of missiles can pound an enemy from a distance, many Titan battles are resolved in the vicious conflict of close combat. Huge powered fists, laser-burners and swinging wrecking balls can cause horrendous damage to an enemy Titan.
Like guns, close combat weapons also have a profile of characteristics.
Swiftness (SW)
Some weapons are faster than others and can be used to strike more quickly. A weapon with a higher swiftness value gets a chance to hit before close combat weapons with a lower value.
Accuracy (ACC)
Close combat weapons vary in their effectiveness. Some are deft and agile to use, while others are cumbersome and unwieldy. A close combat weapon's accuracy modifies the CCS of the Titan using it. A positive Accuracy (e.g. +2) is good, while a weapon with a negative accuracy (e.g. -1) is not as easy to hit with. Most weapons have a '-' which means they do not modify the Titan's Close Combat Skill.
Attacks (ATT)
Like a gun's Rate of Fire, a close combat weapon might inflict one blow or hit several times. The higher a close combat weapon's number of attacks, the more times it can strike in close combat.
Strength (STR)
This shows how powerful the weapon is, and therefore how likely it is to inflict damage if it hits. The higher a weapon's Strength, the more likely it is to punch through a target's armour.
Sequence of Play
Adeptus Titanicus II uses the same sequence of play as Epic 40,000:
I. Movement Phase. II. Shooting Phase. III. Assault Phase. IV. Rally Phase (Repairs).
Movement
In the Movement phase, a player may move one or more of their Titans around the battlefield, as determined by their Speed and Manoeuvre. A player can move none, some or all of their Titans as they wish, unless they have been damaged or there is some other factor which will prevent a Titan from moving.
Order of Movement
Determine initiative as described in the Epic 40,000 rule book. The player with the initiative decides whether he wishes to move first or second. The players then take it in turns to move a single Titan each until they have moved their Titans to their satisfaction. No Titan can move more than once in the movement phase.
Example: Player A has three Titans and Player B has two Titans. Player B wins the initiative and forces player A to move first. Player A moves their first Titan, Player B moves their first Titan. Player A then moves their second Titan followed by player B's second Titan. Finally, Player A moves his last Titan.
A player must move their Titans with the lowest Manoeuvre first - that is, Man 1 Titans must be moved before Man 2 Titans and so on. If you start moving a Titan then any Titans with a lower Man you have not yet moved cannot move that phase.
Example: Player A has a Warlord Titan (Man 1) and two Reaver Titans (Man 2). Player A must move their Warlord Titan before they can move their Warrior Titans.
Moving
A Titan can move up to its Speed in centimetres. At any point during its movement a Titan can make one turn up to 45° for each point of Manoeuvre it has. If a Titan has a Man of 2 or more, these turns can be combined into a single turn of up to 90° or more, so that it could turn on the spot, for example, before moving off.
If a Titan wishes to turn whilst in dangerous terrain, it must give up a point of Man for each turn it will make, and not roll a D6 for it when determinng the distance travelled.
Example 1: An Eldar Revenant Scout Titan (Man 4) is moving through a wood. It wishes to make a single turn and so only rolls 3D6 for its total Speed for the turn. The dice score 11 so the Titan can move up to 11cm through the wood, making a single turn up to 45°.
Example 2: A Reaver Titan (Man 2 and Speed 20cm) moves 10cm before entering a wood. The player uses both remaining points of Man to negotiate the dangerous terrain and rolls 2D6, luckily scoring an 11. However, the Titan may only move up to 10cm, as this was the amount of Speed left before entering the dangerous terrain.
Example 3: A Warhound Titan (Man 3 and Speed 25cm), starts in an area of rubble. It uses 2 points of Man to move through the rubble, rolling an 8. After moving 5cm it is in the open, so can move up to 17cm more, making one turn if it wishes. Note that the Warhound deducts the amount rolled for the dangerous terrain movement (8cm) rather than amount actually moved (5cm).
Dangerous Terrain
Some types of terrain are called 'dangerous' – a Titan moving through them will be considerably slowed down. If a Titan starts its movement in dangerous terrain or enters dangerous terrain as part of its move, then roll 1D6 per point of Man the Titan has. The total score is the distance the Titan can move through the dangerous terrain.
If a Titan starts in open terrain and moves into dangerous terrain, roll a D6 for each point of Man it has not spent that phase. This is the total distance it can move through the dangerous terrain, though it cannot move further than its total Speed, even if the dice roll would allow this. Similarly, if you roll enough for a Titan to leave the dangerous terrain then the distance rolled is taken off its Speed, and any movement left after this may be taken as normal movement. If there is in sufficient Speed left after this deduction to move any further, the Titan stops moving just outside the dangerous terrain.
If a Titan moves from one type of dangerous terrain to another (from rubble into a river, for example), there is no need to roll separately for each type of terrain – you just have to roll for moving through any kind of dangerous terrain.
Refer to the terrain table on page 14 of the Epic 40,000 rules for a list of dangerous terrain. In addition the following are all types of dangerous terrain:
Woods, jungle, rubble, rivers, rocks and scree, lakes, swamps, marshes, tar pits, boiling mud, crevasses, ash or sand dunes, ice, snow drifts, blizzards, dust/sandstorms, craters, high magnetic fields, acid clouds, crossing a pipeline, stepping over low fortifications, very steep inclines (going down as well as up is difficult) and so on…
Impassable Terrain
There are some types of terrain a Titan simply cannot enter. A Titan cannot move through impassable terrain under any circumstances, the Titan stops moving before it enters the terrain. Refer to the terrain table on page 14 of the Epic 40,000 rules for a list of impassable terrain. In addition the following are all types of impassable terrain:
Cliffs, deep lakes, lava flows, buildings.
Moving Backwards
A Titan may move backwards during its turn. Each cm of backwards movement reduces the Titan's remaining movement by 3cm. A Titan cannot move backwards in dangerous terrain.
Titans in Close Combat (Movement)
A Titan that starts the movement phase in close combat may move away from the enemy as normal. A Titan may not move within 10cm of an enemy Titan in the movement phase.
Shooting
Use the rules in the Epic 40,000 rulebook to determine who has the initiative and then take it in turns to pick a Titan and shoot with it. Titans which are in close combat with other Titans cannot fire ranged weapons. Titans which are in close combat with other Titans cannot be targeted by ranged attacks.
Titans Shooting at Titans
Each ranged weapon on a Titan can be fired at a single enemy Titan, as long as it is within its fire arc and line of fire (see below). Different weapons can be, and often will have to be, directed against different targets. Note, however, that weapons with a RoF of 2 or more must still direct all their shots at a single target, they cannot split their fire.
Fire Arcs
Each weapon mount on a Titan determines the direction a weapon can be pointed. Obviously, a weapon on one side of a Titan cannot swivel around to shoot over the opposite side, for example. This is called a weapon's 'fire arc' and only enemy Titans within the weapon's fire arc can be targeted. There are several different fire arcs as listed below and all fire arcs are worked out from the centre of the Titan model:
All Round (AR): The weapon has a 360° fire arc.
Ahead (A): The weapon can fire in a 90° arc in front of the Titan.
Forward (F): The weapon can be fired in a 180° arc to the front of the Titan.
Left/Right Ahead (LA/RA): The weapon can fire in a 90° arc from straight ahead to a right angle to the appropriate side.
Left/Right Full (LF/RF): The weapon can fire in 180° arc from straight ahead to directly behind.
Rear (R): The weapon can fire in a 90° arc directly behind the Titan.
Rear Full (RF): The weapon can fire in a 180° arc to the rear of the Titan.
Line of Sight
As well as being able to physically turn towards a target, a weapon must be able to see it! This is called having a 'line of sight'. If a Titan does not have a line of sight (LOS) to an enemy, then it cannot fire at it! Line of sight is fairly simple to work out – draw an imaginary line from the weapon mount to the target. If there's anything blocking this line, then the target cannot be seen! Most of the time it will be obvious if a target can be seen, though sometimes it'll be necessary to get down and have a 'model's eye' view to see if it has a line of sight. If you can see only a small part of the enemy, such as the tip of a flag pole or weapon, or a foot poking around a building, then this isn't really enough for a line of sight. If you can see up to about half of the target then this has line of sight, but the target will be harder to hit (see Cover below) and if you can see more than half of the target then you've got a clear shot.
Nominate Targets
Once you have established which enemies are in line of sight an fire arc for each of your Titan's weapons, you must declare which weapons are firing at which targets. You cannot fire one weapon and see how it does before firing the next - you must declare your targets before you start rolling any dice. You must also announce whether you are firing high or low, as this influences which locations may be hit on the target Titan. If a Titan's legs are hidden by cover, then you may not aim low. Similarly, if all you can see are a Titan's legs (unlikely but not beyond the realms of possibility) then you must aim high. Although you must declare your targets for the Titan first, you can resolve the firing of the Titan's weapons in whichever order you wish (using more rapid fire weapons to deplete void shields before firing your 'killing blow', for instance).
Check Range
To hit its target, a weapon must obviously be in range. Measure the distance from the firing Titan to the target. Rather than go into a complex rules essay here about where to measure ranges are from, different solutions for measuring ranges are provided in the designer's notes later on. If the target Titan is within the Range of the weapon then the target may be hit, if the target is further away than the weapon's Range then the shot automatically misses.
Roll to Hit
For each point of Rate of Fire the weapon has, roll 1D6. Each dice roll that scores equal to or more than the Gunnery value of the Titan has hit the target. However, the dice roll you need to get may be changed by the following factors:
Stationary Target: If the target has not yet moved this turn, add +1 to rolls to hit.
Stationary Firer: If the firing Titan has not yet moved this turn, add +1 to rolls to hit.
Rapidly Moving Target: If the target has moved 20cm or greater this turn, deduct 1 from your to hit rolls.
Cover: If at least half the target is out of line of sight, subtract 1 from your rolls to hit.
Agile Target: If the target has a Man of 3 or more, deduct 1 from all to hit rolls.
Weapon Accuracy: Add or subtract the weapon's Accuracy from each dice roll.
Example: A Titan with a Gunnery value of 4+ is firing its Gatling Blaster at an enemy Titan. A Gatling Blaster has RoF 4 and so the player rolls 4 dice, scoring a 3, 4, 5 and another 5. A Gatling Blaster has no accuracy modifier, but the target is behind a building and so counts as in cover. This deducts 1 from each of the to hit rolls, so that they count as 2, 3 and two 4's. This means that two of the shots have hit the target.
The Rule of One and Six: Any dice roll which scores a natural 1 always fails, regardless of modifiers. Any dice roll which scores a natural 6 always succeeds, regardless of modifiers.
Resolving Damage
When a Titan is hit, you must determine where the shot or blow has landed. For each hit, roll a D6 and compare it to the appropriate hit location table, depending on where the shot originated from. If the shot is directed high add +1 to the location roll, if it is fired low deduct 1 from the location roll.
This gives the location hit and its Armour value. Roll a D6 and add the weapon's strength to the roll. Deduct the location's armour value and look up the result on the chart below.
Damage Table (D6 + Str – Arm):
- -1 or less: No damage.
- 0: Armour cracked. This result causes no immediate damage. However, if the location is already suffering Armour Cracked damage, then it now has superficial damage.
- 1: Superficial damage. Refer to the damage table. If the location is already suffering superficial damage, then it now has major damage.
- 2: Major damage. Refer to the damage table. If the location is already suffering major damage, then this becomes catastrophic.
- 3: Catastrophic damage. Refer to the damage table.
Apply the results of the damage immediately.
Void Shields
Titans of the Imperium are protected by energy fields called void shields. Each void shield can absorb a certain amount of damage before its generator overloads and the void shield shuts down. Most Titans have several void shield generators and they must each be knocked down before the Titan suffers any damage.
If the target has operational void shields any hits must be resolved against them rather than against the Titan itself, regardless of the direction from which the attack originated. Void shields have an Armour value of 8 and if the attack would inflict damage (i.e. is Strength 1 or more after deductions) the void shield has been burnt out and no longer has any effect until repaired (see Repairs section). Each hit is worked out individually, so it is possible to knock out several void shields at once, or even knock down void shields with some hits and inflict damage with others.
Example: A Titan with 2 operational void shields is hit six times. 2 hits fail to knock down void shields, another two each knock down a void shield each, which means the last two hits are resolved against the Titan itself.
Imperial Titan Damage Effects
Void Shield Generators
- Superficial: One void shield is destroyed for the rest of the battle.
- Major: D3 void shields are destroyed for the rest of the game.
- Catastrophic: Titan loses all it's void shields for the rest of the battle.
Head
- Superficial: Titan cannot move until damage repaired.
- Major: Titan cannot move or shoot. If repaired, becomes superficial.
- Catastrophic: Titan crashes and is destroyed!
Weapon
- Superficial: The weapon cannot be used until repaired.
- Major: The weapon cannot be used for the rest of the game.
- Catastrophic: As major, plus inflicts superficial damage on one other random location.
Plasma Reactor
- Superficial: Roll D6 for each weapon at start of every turn. On a 4+ it can be used, on a 1-3 it cannot be used that turn. May be repaired.
- Major: As superficial, plus the Titan can only move on a D6 roll of 4+ (roll at start of movement phase and again in assault phase). If repaired, becomes superficial.
- Catastrophic: The Titan explodes and is destroyed, inflicting D6 Str. 7 hits on any other Titan within 4D6cm!
Legs
- Superficial: Speed is reduced by -5cm. May be repaired.
- Major: Speed is reduced by -5cm for rest of battle.
- Catastrophic: Titan crashes and is destroyed!
The Assault Phase
In the Assault Phase Titans get to move again, and enter close combat if you wish. All the rules for movement given in the movement phase apply to this move, and the player with the initiative for the turn decides whether to move first or second again. However, in the close combat phase, players start moving their highest Manoeuvre Titans first, rather than the lowest. A Titan can enter close combat during the close combat phase by moving into base-to-base contact with an enemy Titan.
A Titan which is in combat at the start of its assault movement may make a number of turns equal to it's Man characteristic (normally to get its front armour towards the enemy or bring its own close combat weapons to bear) but cannot move away.
VERY IMPORTANT: Note that the sequence normally used for the Assault Phase where one side moves their units and fights close combats, then the other moves and fights does not apply to Titans. Instead the players alternate moving their Titans and resolve close combat together after all Titans have moved.
Close Combat
Once assault movement has been resolved, Titans which are in contact with each other fight in close combat. The two combatants attempt to smash and crush each other or use specialised close combat weapons to tear, batter and cut at the armour of the enemy. Make no mistake, close combat between Titans is a brutal affair!
Order of Attacks: As mentioned in the characteristics section, close combat weapons with a higher swiftness strike before more clumsy weapons. Resolve the attacks of each weapon in turn, starting with the highest value and working down. If two or more weapons have the same Swiftness their attacks are resolved simultaneously.
Close Combat Attacks: For each Attack a close combat weapon has, the player can make one to hit roll. As with ranged weapons, a Titan may only use a close combat weapon is the target is within its fire arc. Like shooting, simply roll one dice for each attack, any that score equal to or over the Close Combat Skill of the Titan score a hit. The accuracy of the weapon modifies the dice roll, as with shooting, making it more or less likely to hit it's target. Damage is also resolved as with shooting hits, with D6+ the weapon's Strength reduced by the Titan's Armour value. Close combat attacks are not made high or low – there is no modifier to the D6 roll for location. Note that void shields have no effect in close combat, all damage is worked out directly against the Titan itself.
Once the fastest weapon's attacks have been resolved, move on to the weapon with the next highest Swiftness and so on.
Improvised Attacks: All Titans have a number of secondary weapons which blast away at short range, and many simply try to use their size to bash the enemy to the ground. An Emperor Titan has D3+2 improvised attacks; a Battle Titan has D3 improvised attacks and a Scout Titan has 1 improvised attack. Titans which charged that turn (ie they moved into base contact with any enemy, as opposed to the enemy moving into base contact with them) gain +1 improvised attack to represent the impetus of their assault. Improvised attacks are Swiftness 1, have no Accuracy modifier and have a Strength of 4.
Rally Phase (Repairs)
A Titan which has any damage systems may attempt to repair them in the rally phase. A Titan must divert power from its plasma reactor to repair damage, and this severely limits its ability to withstand continual punishment. To see how many systems are repaired, the player rolls a number of D6 for each Titan that has suffered damage (including overloaded void shields). The number of dice rolled depends upon the Titan's class:
- Scout Titan: 4 repair rolls
- Battle Titan: 8 repair rolls
- Emperor Titan: 12 repair rolls
Each dice roll of a 4, 5 or 6 allows the Titan to repair one damaged system. Void shields can be repaired as above. Each successfully repaired void shield is operational from the start of the next turn and can absorb damage as normal. The effect of repairs to other damage is noted on the damage table given earlier. Note that some types of damage may not be repaired.
Example: A Warlord Battle Titan has lost six void shields and has superficial damage to its left carapace weapon. The player rolls eight dice scoring 1, 3, 3, 4, 4, 5, 6, 6. This allows the Titan to repair five damaged systems. This could either be five void shields, or the damaged weapon and four void shields.
Advanced Rules
The following rules are optional, and can be used by players to add extra detail and tactics to their games. You do not have to use all of the advanced rules, you can use some and not others if you wish.
Overcharging Engines
A Titan's commander may opt to forego firing in order to use its reserves of power to gain additional speed. This is called Overcharging. Declare before the Titan moves that it is overcharging its engines. A Titan that has overcharged its engines may double its Speed (note it's MAN stays the same). A Titan which has overcharged its engines may not shoot or use any weapons in the same turn.
Merging Void Shields
Titans with void shields can protect each other by merging their shields together. This is a popular way of helping badly damaged comrades in the middle of a firefight. To merge shields, the two Titans must be in base-to-base contact with each other. Simply add the number of remaining void shields each Titan has together to see how many void shields are protecting them. If all the void shields are knocked down then the Titans can be targeted individually as normal.
Shooting Into Close Combat
Normally shooting into close combat is not allowed. However, some reckless commanders have been desperate enough to try this tactic to help an outmatched ally. Titans in close combat count as having their shields merged as above. If you wish to shoot into a close combat, roll to hit as normal. However, for each hit scored, randomise which of the combatants is hit (i.e. two Titans fighting, 1-3 is the enemy Titan, 4-6 the friendly Titan) then resolve damage as normal!
Damage Control
A Titan commander can divert power from the weapons to the damage repair systems, thereby increasing the chances of recovering. The Titan may not move or shoot but may re-roll any failed repair roll that turn - no roll may be re-rolled more than once, even if the second roll is also a failure.
Point Blank Firing
Shooting at enemies at extreme close range calls for a cool head and confidence more than real accuracy. If a Titan is firing at a target within 15cm, use the Titan's CCS to resolve the to hit roll needed, rather than it Gunnery value. The weapon's accuracy and other modifiers apply as normal. You may point blank fire at a close combat opponent if you are in contact with an enemy in the shooting phase. Note that this is an exception to the normal restriction on shooting whilst in close combat, and like close combat attacks void shields do not protect the target.
Overwatch
A Titan can go onto overwatch to wait for an enemy to present itself, directing all power to the weapons so that they can fire at a moment's notice. At the end of any turn a Titan can go onto overwatch for the next turn. During the next turn the Titan cannot move or turn at all in the movement or assault movement phases, but can fire during any part of the turn, rather than in the shooting phase. You can even interrupt your opponent's turn to fire. This means that the Titan could target an enemy as it moves from cover to cover, or wait until after close combat to see if there is an available target. However, you cannot interrupt your opponent once they have started rolling dice to resolve an action – for example if your enemy has made successful to hit rolls for a Titan you cannot try and destroy it before damage rolls are made!
Overloading Void Shields
It is possible for a Titan's princeps to direct more power to the void shield generators to sustain them against a determined attack. While this can greatly increase the Titan's chances of survival, the Princeps also risks burning the VSGs out completely. Whenever a void shield is knocked down you may choose to overload it. Roll a dice. On a roll of a 3 or more the void shield remains operational, on a roll of a 1 or 2 all of the Titan's VSGs are blown for the rest of the battle, just as if they had suffered catastrophic damage.
Integrating Adeptus Titanicus into Epic 40,000
The new Adeptus Titanicus rules have been designed to be integrated quite straightforwardly into normal games of Epic 40,000. The following rules explain how to do it!
The Sequence of Play
The normal Epic 40,000 sequence of play is modified as shown below:
I. Movement Phase
- Declare flyer missions
- Determine initiative
- Players alternate moving Titans
- First player moves remaining detachments
- Second player moves remaining detachments
II. Shooting Phase
- Determine initiative
- Shoot with vehicles and infantry
- Determine initiative again!
- Shoot with war engines (including Titans)
III. Assault Phase
- Determine initiative
- Players alternate moving Titans
- Resolve Titan vs Titan close combats
- Resolve the first player's remaining assault moves, close combats and firefights
- Resolve the second player's remaining assault moves, close combats and firefights
IV. Rally Phase
- Roll to remove Blast markers
- Roll to rally broken detachments
- Repair war engine damage and shields
- Check scenario victory conditions
Orders and Blast Markers
When using these rules Titans cannot be given special orders, and are not effected by blast markers in any way. In other words, don't place blast markers or order dice on Titans. [Editor's note: the revised blast marker rules, which apply Blast markers to Titans, are given in the Errata and Q&A section at the end of these rules.]
The Movement Phase
In the movement phase Titans move as described above, while other units use the rules in the Epic 40,000 rulebook. Note that Titans are moved first on an alternating basis, and then each player takes it in turn to move their remaining detachments 'all together' as described in the Epic 40,000 rulebook.
The Shooting Phase: Vehicles and Infantry
Detachments of vehicles and infantry can shoot at Titans in step 2 of the Shooting Phase. They shoot at Titans using the ATII rules. The AT II weapon chart shows what values Epic weapons have when using the ATII rules. All non-Titan detachments have a gunnery value of 4+.
The Shooting Phase: Titans
Titans shoot at the same time as other war engines, in step 4 of the Shooting Phase. Titans shoot at other Titans using the ATII rules described above. They shoot at vehicles and infantry using the shooting rules from Epic 40,000 - that is why the weapons for ATII include a Firepower value! Future articles will incorporate other war engines into the ATII rules, but until then you shoot at them using the rules in the Epic 40,000 rule book.
The Assault Phase: Titans
Titans move and fight each other in steps 2 and 3 of the Assault Phase, using the ATII rules described above. They may ignore infantry and vehicles as they move; just push the units out of the way to make room for the Titan's stand if necessary. Alternatively a Titan may choose to use up its improvised attacks on vehicles and infantry stands as it moves over them (i.e. the Titan moves into base contact and the vehicle or infantry are not in impassable terrain for the Titan). The attacking Titan rolls to hit using its CCS, and if a hit is scored the vehicle or stand is destroyed – STOMP! Improvised attacks used up in this way may not be used against another Titan or war engine later in the turn.
The Assault Phase: Other Units
Vehicles and infantry make their assault moves after Titans have made their assault moves and attacks. Vehicles and infantry may NOT assault a Titan though they can enter into a Firefight with it. Firefights are resolved using the normal Epic 40,000 rules (the weapon chart lists the Firepower values of any Titan weapons).
Designers Note: Some players may be shocked that vehicle and infantry can no longer assault Titans. However, if you think about it makes a lot of sense. Even something as powerful as a Dreadnought is going to have about as much chance of winning a close combat against a Titan as a five-year old would against Mike Tyson. Bearing this in mind I've decided to make assaults a purely Titan vs Titan, or Titan vs War Engine, affair.
Future articles will incorporate other war engines into the ATII rules, but until then they close assault in the same manner as vehicles or infantry, and move and assault at the same time as them. The only exception to the vehicle and infantry rules is that war engines armed with close combat weapons may assault a Titan. Resolves the attack using the Epic 40,000 rules, and using the CCV values from the Epic 40,000 Armies book; the loser is destroyed and removed from play, the winner stays in place. Use the same method to determine the winner if a Titan decides to assault a war engine. Remember that this method of determining close combat between Titans an other war engines is a stop gap, and no longer applies once we've published the full ATII rules for other types of war engine.
Points Values
For the time being, the points values of Titans remain the same as in the Epic 40,000 Army book.
Titan Weapon Tables
Titan Guns
| Weapon | Range | Firepower/Type | Accuracy | RoF | Str |
|---|---|---|---|---|---|
| Gatling Blaster | 45cm | 8 | - | 4 | 5 |
| Inferno Gun | 30cm | 10 | +2 | 1 | 5 (note 1) |
| Laser Blaster | 45cm | 8 | - | 6 | 4 |
| Melta-cannon | 30cm | 10 | 2 | 8 | |
| Plasma Blastgun |
Titan Close Combat Weapons
| Weapon | Swiftness | Accuracy | Attacks | Str |
|---|---|---|---|---|
| Chainfist | 6 | +1 | 1 | 7 |
| Powerfist | 3 | - | 1 | 9 (note 11) |
| Wrecker Ball | 2 | -1 | 2 | 9 |
| Laser Burner | 4 | - | 3 | 6 |
| Power Ram | 3 | - | 2 | 7 |
Epic 40,000 Weapons
| Weapon | Range | Accuracy | RoF | Str |
|---|---|---|---|---|
| Firepower Value | As in Epic | - | Firepower value (note 12) | 3 |
| Super-Heavy Weapons: | ||||
| Anti-Tank | As in Epic | - | 1 | 5 |
| Barrage | As in Epic | +1 | 1 | 4 |
| Death Ray | As in Epic | - | 1 | 9 |
Notes to the weapon tables (as printed):
- An Inferno gun inflicts an additional D3 hits if it hits its target.
- Plasma Weapons may be overloaded, add +2 strength for each point of RoF sacrificed.
- Against a Titan itself a Quake cannon always inflicts a minimum of an Armour cracked result.
- Plasma Weapons may be overloaded, add +2 strength for each point of RoF sacrificed.
- Roll a D6 every time you fire a rocket launcher, to determine the weapon's RoF.
- Support Missile have unlimited range. always hit on a 2+ but can only be fired once per battle.
- Vortex missiles add 2D6 to their strength when working out damage.
- A Plasma missile inflicts D6+2 hits if it hit its target.
- Haywire missiles automatically inflict D3+1 hits. each hit will automatically knock down a void shield or inflict superficial damage on a Titan with no shields left.
- Warp missile ignore shields and inflict damage on the titan itself.
- If you roll a 6 to hit with a powerfist it makes a tear attack and adds +D3 to its strength.
- The RoF is equal to the unit's Firepower value, as shown in the Epic Armies book.
- Remember blast markers are not placed on Titans; that's right disrupt weapons are useless against Titans aren't they!
- Distortion cannon ignores shields and inflicts damage on the Titan itself.
- Against a Titan itself a mega-cannon always inflicts a minimum of an Armour cracked result.
Scenarios
Epic Battlefield Mission Scenario Generator
Designers Note: The following scenario system can be used instead of the scenario system in the Epic 40,000 Battles book if you wish. Either system can be used; the Battle book system tends to be better for large 'set piece' battles involving large contingents of vehicles and infantry, while the Titan Mission systems tends to be better for games involving mainly Titan Battlegroups supported by small contingents of other units.
Titans don't just fight each other for the hell of it (well not usually!), they will have specific battlefield objectives which must be achieved. This may simply be the destruction of the opposing Titans, or the force may have to punch through the enemy lines or secure a certain battlefield position. These are represented by objectives which the players randomly select before the start of the battle – the players only know their own objectives, they will have to use their experience and judgement to deduce what their opponent's plan is and attempt to thwart them!
As well as objectives, the way the Titans meet in battle will be determined by the engagement type. At the start of the battle, after you have selected your objectives, determine an engagement type by cross-referencing the two objectives on the table below. Each objective is split into one of three types (Mobile, Static, Divided) so that you do not have to reveal your objective.
The engagement type cross-reference table is not reproduced in the PDF copy of this article; the objective cards that carry the objective types were printed on the magazine's back cover (see Objective Cards below).
Force Level
Before a battle the players agree what size battle they want to play, represented by the number of points each player can spend on their Titans. This is the base force level (BFL). Each player then picks an objective card. Each objective card specifies a force level (I, II or III). Cross-reference the base force level with the objective's force level on the chart below to see how many points the player can spend on their Titans.
| BFL | Force Level I | Force Level II | Force Level III |
|---|---|---|---|
| 1,000 | 750 | 1,000 | 1,250 |
| 2,000 | 1,500 | 2,000 | 2,500 |
| 3,000 | 2,250 | 3,000 | 3,750 |
| 4,000 | 3,000 | 4,000 | 5,000 |
Ending the Battle
A battle continues until there are only operational units from one side left on the tabletop. Titans can move off the tabletop during the battle and may not return to play (see the victory points rules below). At the start of any turn you may declare that one or more of your Titans are disengaging, in which case its Speed is doubled but it may not shoot at all or make any attacks in close combat.
Winning the Game
At the end of the game, each player totals up victory points. Destroyed units are worth 100% of their points value. War engines operating under the old Epic rules are worth their points value times whatever % of their damage capacity they have lost (i.e. a war engine that had lost 75% of its damage capacity would be worth 75% of its points value to the opposing player).
Titans with damage are worth 5% for each superficial damage inflicted on it, 10% for each Major damage suffered and 20% for each non-fatal catastrophic damage (on a weapon, for example). You can only score once for each location, you don't score for superficial and major damage, for example, just the 10% for major damage. A Titan which leaves the table other than as part of its objective is worth any damage it has suffered plus another 10%.
Example: a 500 point Titan which ends the battle with superficial damage to its head and legs, and Major damage to one of its weapons is worth 100 victory points (25+25+50).
There are eight results a player can achieve: heroic victory, major victory, minor victory, stand-off, heroic defeat, minor defeat, major defeat and total defeat as outlined below.
Victory Chart
| Achievement | Own objective? | Victory Points? | Enemy objective? |
|---|---|---|---|
| Heroic Victory | Achieved | Scored more | Denied |
| Major Victory | Achieved | Scored less | Denied |
| Minor Victory | Achieved | Scored more | Achieved |
| Stand-off | Denied | Scored more | Denied |
| Heroic defeat | Achieved | Scored less | Achieved |
| Minor Defeat | Denied | Scored less | Denied |
Deployment
Cross-reference the two engagement types on the chart below to see which deployment map to use.
| Engagement Type | Mobile | Static | Divided |
|---|---|---|---|
| Mobile | A | B | C |
| Static | B | D | E |
| Divided | C | E | F |
Both players roll a dice each, lowest score sets up a Titan first and then the players alternate deploying their force. As with movement, lowest Man Titans must be deployed first.
The deployment maps (A to F) are printed as diagrams on page 18 of the magazine and are not reproduced in this text.
Objective Cards
As printed: "You will find the objective cards printed on the back cover of this magazine. You should cut them out or photocopy them for use in your games."
Note: the objective cards are not included in the PDF copy of this article, so the individual objectives, their force levels and their Mobile / Static / Divided types are not transcribed here.
Titan Record Sheets
The three Titan record sheets below are printed as the final pages of the article. Each lists the Titan's profile, the arc and weapon slots for each weapon mount, the hit location tables for the Front, Side and Rear, and the damage tracking boxes for each location. The weapon slots are blank on the printed sheets; the restrictions given in the "Weapons" box are as printed.
Warhound Scout Titan
| Speed | Manoeuvre | Gunnery | CC Skill | Void Shields |
|---|---|---|---|---|
| 25cm | 3 | 4+ | 4+ | 2 |
Weapons: General: Not Gatling Blaster, Laser Blaster, Melta-Cannon, Volcano cannon, Plasma Destructor, Quake Cannon, Support Missile or close combat weapon.
Weapon slots: Left Arm (arc LA); Right Arm (arc RA).
| Front | Roll | Location | Armour |
|---|---|---|---|
| 0-2 | Legs | 10 | |
| 3 | VSGs | 10 | |
| 4 | Head | 11 | |
| 5-7 | Arm Weapon* | 9 |
| Side | Roll | Location | Armour |
|---|---|---|---|
| 0-3 | Legs | 10 | |
| 4 | Head | 10 | |
| 5-7 | Arm Weapon* | 9 |
| Rear | Roll | Location | Armour |
|---|---|---|---|
| 0-2 | Legs | 10 | |
| 3 | VSGs | 10 | |
| 4 | Plasma Reactor | 10 | |
| 5-7 | Arm Weapon* | 9 |
*Hits weapon closest to attacker.
Damage boxes: Left Arm Weapon; Right Arm Weapon; Void Shield Generators; Legs; Head; Plasma Reactor. Each has Armour Cracked, Superficial, Major and Catastrophic boxes.
Reaver Battle Titan
| Speed | Manoeuvre | Gunnery | CC Skill | Void Shields |
|---|---|---|---|---|
| 20cm | 2 | 4+ | 4+ | 4 |
Weapons: General: Not Plasma Destructor or Wrecker ball. Carapace: Not close combat weapon. Arm: Not support missile.
Weapon slots: Carapace (arc F); Left Arm (arc LA); Right Arm (arc RA).
| Front | Roll | Location | Armour |
|---|---|---|---|
| 0-1 | Legs | 10 | |
| 2 | VSGs | 11 | |
| 3 | Head | 13 | |
| 4-5 | Arm Weapon* | 9 | |
| 6-7 | Carapace Weapon* | 9 |
| Side | Roll | Location | Armour |
|---|---|---|---|
| 0-1 | Legs | 9 | |
| 2 | Plasma Reactor | 10 | |
| 3 | Head | 13 | |
| 4-5 | Arm Weapon* | 9 | |
| 6-7 | Carapace Weapon* | 9 |
| Rear | Roll | Location | Armour |
|---|---|---|---|
| 0-1 | Legs | 10 | |
| 2 | VSGs | 10 | |
| 3 | Plasma Reactor | 10 | |
| 4-5 | Arm Weapon* | 9 | |
| 6-7 | Carapace Weapon* | 9 |
*Hits weapon closest to attacker.
Damage boxes: Carapace Weapon; Left Arm Weapon; Right Arm Weapon; Void Shield Generators; Legs; Head; Plasma Reactor. Each has Armour Cracked, Superficial, Major and Catastrophic boxes.
Warlord Battle Titan
| Speed | Manoeuvre | Gunnery | CC Skill | Void Shields |
|---|---|---|---|---|
| 15cm | 1 | 4+ | 4+ | 6 |
Weapons: Carapace: Not close combat weapon. Arm: Not support missile.
Weapon slots: Left Carapace (arc F); Right Carapace (arc F); Left Arm (arc LA); Right Arm (arc RA).
| Front | Roll | Location | Armour |
|---|---|---|---|
| 0-1 | Legs | 11 | |
| 2 | Plasma Reactor | 12 | |
| 3 | Head | 14 | |
| 4-5 | Arm Weapon* | 10 | |
| 6-7 | Carapace Weapon* | 10 |
| Side | Roll | Location | Armour |
|---|---|---|---|
| 0-1 | Legs | 10 | |
| 2 | VSGs | 13 | |
| 3 | Head | 13 | |
| 4-5 | Arm Weapon* | 10 | |
| 6-7 | Carapace Weapon* | 10 |
| Rear | Roll | Location | Armour |
|---|---|---|---|
| 0-1 | Legs | 9 | |
| 2 | VSGs | 13 | |
| 3 | Plasma Reactor | 11 | |
| 4-5 | Arm Weapon* | 10 | |
| 6-7 | Carapace Weapon* | 10 |
*Hits weapon closest to attacker.
Damage boxes: Left Carapace Weapon; Right Carapace Weapon; Left Arm Weapon; Right Arm Weapon; Void Shield Generators; Legs; Head; Plasma Reactor. Each has Armour Cracked, Superficial, Major and Catastrophic boxes.
Errata and Q&A (Jervis)
The following is the follow-up "Adeptus Titanicus II Errata and Q&A" by Jervis, printed in the next issue of Epic magazine. Where its revised rules conflict with the printed text above, these revisions apply.
Well the new ATII rules have certainly caused a stir! Although I know that some of you are not absolutely sure that they take Epic in the right direction, just the fact that they have got people talking about and playing Epic again makes them a success, at least if you ask me. I'm also very happy with the way that they have focused attention back on the Titans which, lets face it, were the reason that many of us started playing Epic (or one of its earlier versions) in the first place.
This is not to say that the rules are perfect; as many of you have pointed out there are a number of glaring loopholes, especially with regard the way that the new ATII rules integrate with the Epic 40,000 game system. I'm sorry about this and can only say 'mea culpa, mea culpa'; I was in such a hurry to get the rules out and get people playing with them that I went ahead and published them before they were fully tested. I should point out here that this really is all my fault; Gav Thorpe wrote the AT rules as a stand alone game, and I am the one that came up with the rules integrating them into Epic. What can I say other than 'sorry', and thanks for the feedback pointing out the mistakes. Here then are the solutions to the problems you've encountered with the ATII rules we published last issue.
Blast Markers
The fact that blast markers don't effect Titans has been the biggest bugbear players have had about the new ATII system, and with hindsight I can see that I did go a bit too far by saying that Titans were simply not effected by them at all. Bearing this in mind, and with suitable humility on my part, the following new rules are used to show the effect of blast markers on Titans and other war machines using the new ATII rules.
Placing Blast Markers on Titans
Blast markers are placed on Titans using the normal Epic 40,000 rules. Simply look up the total firepower of all weapons fired by a detachment at the Titan, and place the appropriate number of blast markers on the target using the blast markers table in the Epic 40,000 rules. Place the blast markers after checking the range but before rolling to hit etc.
For example, a Warhound fires its Gatling Blaster and Laser Blaster at Warlord Titan. Both these weapons have a firepower of 8 giving a total firepower for the attack of 16; looking up 16 firepower on the blast markers table shows that 2 blast markers are placed on the Warlord.
In addition a Titan that loses a Firefight will receive blast markers as described in the Epic 40,000 rulebook (see also the Titan's In Firefights rule below).
The Effect of Blast Markers on Titans
Blast markers represent in an abstract way the amount of fire that a Titan is coming under. Although much of this fire will simply bounce off the Titans energy shields or thick armour, it can still distract the crew and disrupt the Titans external sensors. Occasionally the sheer weight of fire may cause systems to overload and shut down. To represent these factors the number of blast markers on a Titan will effect its ability to shoot accurately and effect repairs. Under extreme circumstances there is even a chance of the Titan suffering minor damage to its hit locations. All of these things are shown on the chart at the bottom of the page.
To Hit: This modifier applies to all shooting and close combat attacks made by the Titan against other Titans. When shooting at targets other than Titans, then the blast markers effect the Titans firepower as described in the Epic 40,000 rulebook.
Repair: The repair roll of a Titan is determined by the number of blast markers it has on it when it rolls for repairs. A Titan with 0-3 blast markers makes its repairs normally (i.e. on a 4+), one with 4-9 blast markers makes repair rolls on a 5+, and one with 10 or more blast markers needs to roll a 6+.
Systems Overload: A Titan with 10 or more blast markers after it has rolled to remove blast markers in the rally phase will suffer a system overload and take damage. See the Removing Blast Markers and System Overload rule below.
In addition to the effects described above, the number of blast markers a Titan has effects the modifiers that apply in a Firefight normally.
IMPORTANT NOTE: Blast markers never effect a Titan's ability to move; do NOT roll to see if blast markers stop a Titan from moving.
Blast Marker Table
| Blast Markers | To Hit | Repair | Systems Overload? |
|---|---|---|---|
| 0-3 | 0 | 4+ | No |
| 4-6 | 0 | 5+ | No |
| 7-9 | -1 | 5+ | No |
| 10+ | -1 | 6+ | Yes |
Removing Blast Markers and System Overload
Titans remove blast markers as described in the Epic 40,000 rules. However, a Titan that has 10 or more blast markers remaining after it has rolled to remove blast markers will suffer a system overload and take damage.
A Titan that suffers a system overload will lose a shield if it has any remaining (the shield may be repaired). If no shields are remaining then one randomly chosen location suffers an 'Armour Cracked' result. Random locations are found by rolling a D6 once for the facing (1-2 = Front, 3-4 = Side, 5-6 = Rear) and then rolling again on the appropriate hit location table. Do not aim 'high or low' with random hits, just roll the D6 and look up the unmodified result on the hit location table.
Titans in Firefights
The second aspect of the ATII that caused consternation to many Epic players was that Titans could no longer be assaulted by infantry and vehicles, though they could enter into Firefights with them. Some people felt that infantry should get a chance to 'swarm' a Titan; however, bitter experience of Titans being 'mobbed' by screaming hordes of infantry stands in previous editions of Epic has made me very wary of allowing them to assault Titans with the new ATII rules, so I'm going to keep the ban in place. While the idea of some heroic infantry managing to topple a mighty Titan is cool, I think that such actions are better suited to 40K than Epic. Note that this ban also covers Titans lending support to other units in a close combat; such battles are 'beneath the Titans notice' and it does not become involved.
This leaves infantry and vehicles with the option of engaging a Titan in a Firefight, as noted in the Adeptus Titanicus II rules last issue. However, while I allowed this tactic, I failed to inform you how to resolve the firefight if the Titan lost (woops!). To set the record straight, the Titan receives a blast marker, and also takes a single hit resolved in the same manner as a 'System Overload' hit (i.e. it causes an armour cracked result on a single random location). IMPORTANT: Hits inflicted by a firefight may NOT be stopped or mitigated by void shields or other protective devices like Eldar holofields or Ork power fields, as the enemy are simply too close for these protective devices to have any effect.
Vehicle and Infantry Firepower
One last area which worried players about the new ATII rules was that infantry and vehicles had very little chance of slowing down or damaging a Titan with their shooting under the new rules. Now, while I'm pleased that Titans are once again striking terror into the hearts of their smaller brethren on the battlefield, I do accept that I may have gone a little too far in this regard. This was one of the main reasons for reintroducing the idea of blast markers effecting Titans as described above. These new rules give all units a way to effect a Titan when they shoot at it, although it will take a huge amount of firepower to actually cause any damage. In addition to this we've decided to upgrade the effect of tank guns on a Titan a little bit. After all, the heavy weapons fitted to most vehicles should cause more damage than the light 'hand-held' heavy weapons used by infantry teams.
To reflect this I've modified the weapons table for Epic 40,000 units which appeared in the ATII rules by splitting infantry and other units into two separate entries, giving the infantry firepower a strength of 3 (as was the case before) and the firepower of all other units a higher strength of 4. We've reprinted the chart below including the updated information.
When shooting at Titan's with 'mixed' detachments containing vehicles and infantry you'll need to roll to hit and so on for each group separately. (As an aside, one player wrote in independently suggesting that tanks get a firepower strength of 4, but that bikes, buggies and so on should remain at 3. I have to admit this would be an even better solution, but unfortunately units are not defined as being tanks within the Epic rules – tanks, bikes and buggies are all 'vehicles' – and so I've only given infantry units a strength of 3, and everything else a strength of 4).
Updated Epic 40,000 Weapons (errata chart)
| Weapon | Range | Accuracy | RoF | Str |
|---|---|---|---|---|
| Infantry Firepower | As in Epic | - | Firepower value (note 12) | 3 |
| Other Firepower | As in Epic | - | Firepower value (note 12) | 4 |
| Super-Heavy Weapons: | ||||
| Anti-Tank | As in Epic | - | 1 | 5 |
| Barrage | As in Epic | +1 | 1 | 4 |
As printed in the errata chart, the Super Lifta Droppa entry refers to "See page 36"; the original Epic 40,000 weapons table in the main rules refers to "See Epic Magazine 2".
Adeptus Titanicus II Q&A
As soon as Epicmag1 hit the shelves the questions started coming in. Here Jervis attempts to answer those queries.
Q: I'm not quite sure how cumulative damage effects a Titan. I know that two 'Armour cracked' results equals one 'Superficial damage', but what if the said Titan takes a second armour cracked result and already has superficial damage? And what happens if a Titan with superficial damage but no armour cracked results takes its first armour cracked result? And what happens if I repair the location?
A: You're right, this could have been explained better couldn't it! Actually its really quite simple and works like this:
- Roll for damage. If you score less than '0' then nothing happens, so stop right there.
- If you get an armour cracked result or better, then cross out the appropriate box on the target's damage table, and all of the boxes to the left of it. For example, if you rolled 'superficial damage' then you would cross out the superficial damage box and also the armour cracked box to the left.
- If the box is already crossed out then apply the damage to the next box on the right that has not been crossed off. In the example above, if you rolled a second armour cracked result, then the 'Major Damage' box would be crossed off instead. If all the boxes are crossed off then the attack has no effect (you just blew off more bits of wreckage!).
- Some damage may be repaired. For example Superficial Damage to a weapon stops the weapon being used until it is repaired. However, repairing something does NOT result in box on the damage table being repaired; it remains crossed off, and subsequent damage will effect the next box to the right as described above. Carrying on the example of the damaged weapon, even if it was repaired, a second Superficial Damage result would result in the location suffering Major Damage instead. Note that sometimes a major damage result says 'If repaired becomes superficial'; this means that the effect of the damage is reduced to the superficial level, but the major damage box remains crossed off.
Designers Note: We place cotton-wool 'smoke' on damaged locations to help remember which systems are malfunctioning and can't be used. We use grey wool for superficial damage, black wool for major damage, and painted 'burning' wool for systems that have suffered catastrophic damage.
Q: Warhounds are organised into detachments. How does this work with regard to order of movement and shooting?
A: The rules for detachments in Epic 40,000 apply to detachments of Warhounds in AT II. The detachment counts as a single Titan for purposes of movement and shooting. I.e. both the Warhounds in a detachment move and shoot at the same time.
Q: If a Titan receives fire from a weapon with a high ROF (vulcan mega-bolter, or fire power from a large detachment of tanks), after you make the accuracy rolls, does every hit have to be rolled on the location chart, and then for damage?
A: Yes.
Q: Am I right that since the ROF of vehicle Fire Power weapons is the same as the Fire Power, you don't have to look the Fire Power up on the FP chart to determine the number of dice?
A: Yes.
Q: How do War Engines aid in a close assault?
A: They don't.
Q: What effect does overwatch orders now have on infantry and vehicles firing at War Engines? Do they get to re-roll only the hit dice or the penetration roll?
A: They re-roll the to hit dice.
Q: It says to use the existing rules for firing with and at war machines not yet included in the update, but what about close combat? Should we be using the old system for this as well?
A: Use the Titan's assault factor as listed in the army book as opposed to the CC skill, and consult the close combat table for the result. If the Titan takes a hit use a strength of 4 as per an improvised attack, rolling to penetrate the armour on a random hit location.
Q: In some cases the rules state pick a random location. How?
A: Random locations are found by rolling a D6 once for the facing (1-2 = Front, 3-4 = Side, 5-6 = Rear) and then rolling again on the appropriate hit location table. Do not aim 'high or low' with random hits, just roll the D6 and look up the unmodified result on the hit location table.
Q: How does damage on a Titan effect an army's 'Army Morale'? Titans no longer have a 'damage capacity' and don't suffer 'catastrophic damage' in the same way.
A: Good question! When using the ATII rules you must subtract a Titan's detachment morale value from your army morale value if the Titan has suffered Major Damage in one or more locations. Case 2 of the Army Morale Modifiers (on page 11 of the Battle Book) remains unchanged when using the ATII – any Titan that is destroyed by catastrophic damage adds to the opposing sides Army Morale.
Q: What points values do I use for Titans under the new AT II rules?
A: Use the points values listed in Epic 40,000.