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Titans Rules
Mage Knight
™ titan figures are substantially larger and more powerful than most other Mage Knight warriors.
Huge creatures and powerful siege engines are examples of titans.
Titans have the titan (
)damage type.
All
Mage Knight
rules apply to titans, except as noted in this document.
Point Value
Each titan has multiple point values, which are printed on a sticker on the bottom of its base. You can play a titan in
games of various build totals by choosing from among its point values; this adjusts its strength in the game—the
higher the point value, the more powerful the titan. The sticker also indicates how many times the titan’s combat dial
must be turned in order for it to begin the game at a particular point value. Before the game begins, choose a point
value for the titan and turn its combat dial clockwise the indicated number of times from the starting marker.
General Rules
Because of its enormous size and power level, a titan
•
cannot be a captive or a captor;
•
cannot be part of any formation;
•
cannot use the double-time or surge proficiencies;
•
cannot be reanimated by the Necromancy or Summon special abilities or the Revenant subfaction ability;
•
ignores other warriors’ Healing, Immobilize, Magic Confusion, Magic Freeze, Magic Healing, Magic
Levitation, Strong Flier, Terrify, Tinker, and Venom special abilities;
•
fails to break away only on a die roll result of 1;
•
cannot be affected by the trample proficiency;
•
cannot be affected by domains, items, or spells which would cause the titan’s friendly and opposing status
to change; and
•
cannot be the target of an enchantment.
Actions
In Mage Knight games, a titan can be given two of its controller’s actions in a turn if it is not in base contact with an
opposing warrior at the beginning of its controller’s current command phase. If it is in base contact with an opposing
warrior at the beginning of its
controller’s current command phase, it can be given only one action that turn. This
one action can be a move action, a close or ranged combat action, or a special action.
If a titan is given two actions, the first must be a move action. The second can be another move action, a
close or ranged combat action, or a special action. Even if a titan is given two actions during a turn, it gets only one
action token; give it the token after it resolves its first action for the turn.
Pushing
A titan is pushed if you give it an action that causes it to be given a second action token. It is dealt 1 pushing damage
after the action that gave it the second action token resolves. The titan can still be given a second action on a turn it
is pushed, as long as it was not in base contact with an opposing warrior at the beginning of its controller’s current
command phase. If it is given a second action on a turn it was already pushed, it does not take another 1 pushing
damage that turn.
Attacking
When a titan attacks a castle section, it gets +2 to its attack value for that attack.
©2005 WizKids, LLC. All rights reserved. Mage Knight and WizKids are trademarks of WizKids, LLC. Patent pending.
Ranged Combat Attack Option
If a ranged combat action is given to a titan, multiple-dial warrior, or castle section, and the target is another titan,
multiple-dial warrior, or castle section, the attacker can double its range value; if it does, it gets –2 to its damage
value for that attack.
For a figure with a minimum and maximum range value, only the maximum range value is doubled for an
attack targeting a titan, multiple-dial warrior, or castle section.
Explosive Attack Type
Warriors with the explosive ( ) attack type can damage other warriors near the target when they make a ranged
combat attack.
If a warrior with the explosive attack type succeeds at a ranged combat attack, resolve the attack against the
target. Then deal 1 explosive damage to all warriors (including the attacker, if applicable, but not the target) within a
3” area of effect of the target. This explosive damage ignores the attacker’s special abilities, and it cannot be
increased in any way. Blocking terrain (except water terrain) between the target and warriors within a 3” area of
effect of the target will prevent those warriors from taking the explosive damage.
If a warrior with the explosive attack type makes an unsuccessful ranged combat attack, no explosive
damage occurs.
Indirect-Fire Ranged Combat
Titans with minimum and maximum range values can be given a ranged combat action targeting a single opposing
warrior without needing a clear line of fire to the target. This attack is called an indirect-fire attack. The line of fire
must still pass through the attacker’s front arc, but
it ignores terrain and other warriors, and cannot be blocked
. The
line of fire cannot exceed the attacker’s maximum range value or be less than the attacker’s minimum range value.
All other ranged combat attack rules apply.
To resolve an indirect-fire attack, roll two six-sided dice and add the attacker’s attack value. The attacker
gets –1 to its ranged damage value, and the target gets +2 to its defense value for this attack.
If the attack succeeds and the attacker has the explosive attack type, apply explosive damage, as
appropriate.
New Glossary Terms
explosive damage
: The damage dealt by a successful ranged combat attack from a warrior with the explosive
damage type to figures within a 3” area of effect of the target of the attack.
indirect-fire attack
: A type of ranged combat attack made by figures with minimum and maximum range values
that ignores terrain and other warriors but that must still pass through the attacker’s front arc.
maximum range
: The longest distance at which a warrior can make an indirect-fire attack.
minimum range
: The shortest distance at which a warrior can make an indirect-fire attack.
titan
: A huge and powerful warrior identified by the titan damage type on its base.
©2005 WizKids, LLC. All rights reserved. Mage Knight and WizKids are trademarks of WizKids, LLC. Patent pending.
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