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A DEPTUS TITANICU S
II
The following rules were written by Gav Thorpe, and restore Imperial Titans to their rightful place
as the kings of the Epic battlefield. They have a debt to my own venerable Adeptus Titanicus rules
(thus the title), but I have to say they are much better than my earlier effort. Truly the student now
exceeds the master… But I digress. Gav’s rules make Titans a much more formidable foe, and
makes them much more interesting to use as well. You’ll find that you can now have perfectly
enjoyable games just using Titans, without any vehicles or infantry taking part, and such ‘Titan vs
Titan’ games provide great introduction to Epic for new players. Future issues of Epic magazine
will expand these rules so that they cover all of the different kinds of war engines found in Epic.
Until we do that, however, other war engines carry on using the normal Epic rules. In the fullness of
time we will combine all of the Adeptus Titanicus II rules together into an official supplement for
the Epic 40,000 game system.
Before going onto the rules proper, it’s important for me to note that these rules are not optional.
They are ‘new rules’ for Epic 40,000 and replace those for Titans in the Epic 40,000 rulebook. This
said, springing them on an opponent without prior warning is completely out of order and not at
all the kind of conduct we expect from Epic players – so just don’t do it, OK! However, assuming
both you and your opponent know of the rules, then you really should use them. If your opponent
doesn’t have a copy of the rules, then the ‘Firepower’ section later on in this magazine lists how he
(or she!) can get hold of them at minimal cost.
But enough of my ramblings and conjunctions. I’ll now hand you over to Gav Thorpe…
27 June 2000
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
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repetition, as otherwise the main rules would be
littered with ‘ifs, buts and maybes’.
TITAN GUNS
TITAN
CHARACTERISTICS
The galaxy of the 41st millennium has evolved
many different and deadly weapons, from rapid-
firing cannon that hurl a torrent of shells, to
sophisticated laser weapons that punch through
armour like a knife through butter, to plasma
weapons that unleash barely controlled energies.
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.
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.
WEAPONS
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 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.
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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.
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
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
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turn of up to 90° or more, so that it could turn on
the spot, for example, before moving off.
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 type (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.
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).
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
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cm of backwards movement reduces the Titan's
remaining movement by 3cm. A Titan cannot
move backwards in dangerous terrain.
TITANS IN CLOSE COMBAT
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.
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.
SHOOTING
AHEAD 90 o
FORWARD 180 o
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.
ALL ROUND 360 o
REAR FULL180 o
LEFT
AHEAD 90 o
RIGHT
AHEAD 90 o
REAR
90 o
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
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