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6 Astra Titanus Rulebook - v1.

0 Astra Titanus Rulebook 1


[9.2] Launching Missiles: Missiles are launched during immobilized), repair the Titan Drive system the number [1.2] Unit Counters: The square counters represent the
the Missile Phase. A single missile counter represents of spaces listed on the Titan card (move the Drive marker various units, terrain and objectives. TDF units include
dozens of missiles in a “salvo”. To launch a missile salvo, to the left). important game statistics. Counters track the location of
place it in a hex adjacent to the launching ship. All missile units on the map. Facing does not matter.
[11.2] TDF Repair: The TDF player may attempt to repair
equipped ships may only launch one missile salvo per
capital ships damaged on a previous turn during the The TDF Battleship (BB) has a Combat
turn. In scenarios with multiple Titans, the TDF player
End/Repair Phase. The TDF announces the damaged
[1.0] INTRODUCTION AND BACKGROUND Strength of 5, a Range of 4, a Defense of 10, a
must declare which specific Titan is being targeted when During the Exodus Wars of 2149-2160, four human
capital ship to repair and rolls one die. On a result of %+, Move of 4, and has two Missiles.
each missile is launched. empires fought over territory, resources and technology.
the capital ship is flipped back to its undamaged side. (A
After a decade of fighting, the war-weary empires were There are two types of TDF starships: the larger capital
[9.3] Missile Movement: A missile counter is moved by Legendary ship is repaired of one hit.) The TDF player can
ready for peace. Along the frontier that stretched for ships and smaller escorts. When hit, capital ships are
the least number of hexes (if there is a choice, the TDF attempt to repair each previously damaged capital ship
hundreds of lightyears, military forces prepared to stand flipped to the reverse side with the starship image and
player decides) towards their targeted Titan equal to once per turn.
down and return home... A frontier that was soon broken damaged statistics. Escorts have a wormhole icon on the
their movement. Missiles move 3 hexes during the first
[11.3] End Phase: Once all units have been repaired or by gigantic alien war machines called... STAR TITANS. reverse side and are destroyed with one hit.
Missile Phase and 5 additional hexes during the Missile
attempted repairs, the phase is over. The next turn
Phase of the following turn. If they enter the hex of their Damage Capacity Defense
begins with the next FTL Jump Out Phase [4.1]. Astra Titanus is a one-player game of space opera
target, they impact. If the target moves into a hex
containing a missile targeted on it, the missiles impact. REFERENCE starship combat. Formed by the collective militaries of Objective Name
four interstellar empires, the Terran Defense Force (TDF)
[9.4] Missile Asteroid Effects: If a missile moves into an TDF Unit (Capital Ships and Escorts) Designations Objectives are the usual target for a Titan. An objective is
is large, its crews are experienced, and its technology is
asteroid hex, the missile is immediately destroyed. Battleship (BB) destroyed when it has been hit a number of times equal
advanced by years of wartime R&D. And most TDF fleets
Heavy Battle Cruiser (BCH) to the damage capacity.
[9.5] Missile Defenses: Missiles in flight can be targeted are completely out-matched by a single Titan.
Battle Cruiser (BC)
by the Titan's weapons. Missiles are Defense 7 and are Heavy Cruiser (CA) A Titan will steadfastly drive towards an objective. The Titans are represented by an individual
destroyed with one hit. Missile Destroyer (DDM) player must stop the Titan from destroying its objective counter. There are three different known
Destroyer (DD) target. If the Titan is destroyed before the target is types of Titans (from largest to smallest):
[9.6] Missile Damage: For each missile salvo that
Frigate (FF) blasted apart, the player is victorious. Atlas, Rhea and Hyperion-classes.
impacts, roll a number of dice equal to the Explosion
value of the missile counter (3 or 2) and consult the The only advantage the TDF has is that Titans are [1.3] Missile Counters: The small square counters
following chart. If the targeted Titan has one or more Titans represent salvos of nuclear-tipped TDF anti-ship missiles.
controlled by computer programs (represented by cards)
Defensive Lasers, roll one less die for the first missile Atlas-class Titan Missile Image
and are fairly predictable. Players match the strength of Missile Image
counter that impacts the target each turn. Weapons: Spinal Mount (x3), Primary Beam
the Titans by wisely using (and sacrificing) their units. (Front) (Reverse)
(x4), Defensive Laser (x8)
! Miss Drive: Speed class 3 [1.1] Game Contents: Astra Titanus includes the Explosion Movement
@-# 1 Drive hit† Omega: Destroy 1d3 (roll 1 die, divide by 2, following: TDF Battleships (BB) and Missile Destroyers (DDM) can
round up) escorts within range 3.
$-% 1 Defensive Laser hit† • (1) 11"x17" map fire missile salvos. Each missile counter has a launch side,
^ Rhea-class Titan with an Explosion value of 3 and a Move of 3. The
1 Primary Beam hit† • (40) 5/8" square unit counters
Weapons: Spinal Mount (x2), Primary Beam
† No effect if system destroyed. • (20) 1/2" square missile counters reverse side of the Missile counter has an Explosion value
(x3), Defensive Laser (x6)
• (28) 5/8" round markers of 2 and a Move of 5.
Drive: Speed class 3
[10.0] VICTORY OR DEFEAT Omega: “Weapon Range” is any Titan weapon. • (20) Titan cards [1.4] Markers: TDF capital ships are marked
If the Titan has fulfilled its victory condition at the end of • (4) 8½"x5½" Titan Status Boards
Hyperion-class Titan with wormhole markers during the Jump Out
a turn, the TDF player loses the game. The standard • (1) Rulebook
Weapons: Spinal Mount (x1), Primary Beam Movement Phase as notification that this ship
victory condition is the destruction of all objective (x2), Defensive Laser (x4) • (1) Scenario booklet will be moving later in the turn.
targets (starbases, moonbase and colony planet). Drive: Speed class 4 (bonus at Drive 4, [6.1]) You will need to provide several six-sided dice.
If the Titan is destroyed (all systems are destroyed; i.e., Omega: The targeted capital ships do not have Titan markers are placed on the appropriate Titan Status
all markers are on or past the 1 space), the TDF player to be in range of any Titan weapons. Board to track the current level of damage to the Titan.
Hyperion Titans have lower Defenses USING THESE RULES Enough markers are provided to play two Titans.
wins the game. New gaming terms, when they are initially defined, appear in dark red
If all objective targets and Titans are destroyed lettering for quick referencing.
simultaneously, the Titan is victorious. The instructions for this game are organized into major “Rules” sections
CREDITS as shown in large blue CAPS font, and represented by the number to the
[11.0] TITAN REPAIR AND DAMAGE CONTROL Game Design & Documentation: Chris Taylor left of the decimal point (e.g., rule 4.0 is the fourth rule). These rules
Development: Alan Emrich generally explain the game’s components, play procedures, core systems Defensive Primary Spinal Titan Drive Omega
Titans are capable of absorbing an enormous amount of Graphic Design: Scott Everts and mechanics, how to set it up, and how to win.
damage. Auto-repair systems will repair any amount of Lasers Beams Mount System Weapon
Unit Art: Abraham Katase With each Rule, there can be “Cases” that further explain a rule’s general
damage to a Titan given enough time. TDF Engineers and Playtesting: Art Bennett, Michael Bourgeois, Scott Everts, David concept or basic procedure. Cases might also restrict the application of a
damage control parties do their best. Finnigan, Fiona Finnigan, Kameron Gibson, Lance McMillan, Jason rule by denoting exceptions to it. Cases are an extension of a Rule shown
Rider, Nathaniel Taylor, Diane Upshaw, Oliver Upshaw in the way that they are numbered. For example, Rule 4.1 is the first Case Damage markers are provided to track the
Proofreading: Hans Korting, Leigh Toms, Gary Sonnenberg, Ian of the fourth Rule. number of hits to an objective target or
[11.1] Titan Dead in Space Repair: If the Titan Important information is in red text.
Wakeham legendary starship.
“Dead in Space” symbol appears on the Titan
Examples are in blue text and this font.
card, and the Titan Drive is 0 (i.e., the Titan is

© 2010 Chris Taylor and Victory Point Games © 2010 Chris Taylor and Victory Point Games
2 Astra Titanus Rulebook - v1.0 Astra Titanus Rulebook 5
[1.5] Titan Status Boards: The Titan Status Board is used [1.7] Map: The map represents the area of space the TDF [7.6] Legendary Starships: Starships with The  symbol at the bottom of list indicates the Titan
to track damage to the Titan. will defend from the Titan. It is covered in hex shapes to exceptional crews and officers or starships will STOP attacking with the current weapon and attack
regulate position and movement. The half-hexes along with advanced technology are set up by with the next weapon type.
Omega Titan type the edge of the map do not count for movement and scenario rule with a "Legendary" marker. This marker
If there are multiple targets at the same range, randomly
Weapon rules cannot be used by any units, TDF or Titan. adds +1 to Combat Strength, Range and Defense. A
Weapon select one target by die roll. DDM and DD are considered
Legendary capital ship takes two hits to damage
Track start damage equal priority. BCH and BC are considered equal priority.
(flipped), and two more hits to destroy. A Legendary
tracks escort is destroyed after two hits. The Titan is using card #09 to
Weapon
determine targets. First, one
statistics Drive [7.7] Asteroid Effects: If a line from the center Defensive Laser will fire at a missile,
damage of the primary attacker's hex to the center of if one is in range. If not, or after that
Drive start
track the defender's hex crosses one or more hexes attack is resolved, it will target a legal
containing an asteroid counter, subtract 2 DD or DDM. It will then target a FF,
Variant Drive start
from the Combat Strength. If the line crosses one or CA and FF (in that order) until it runs
out of Defensive Lasers. If there are still targets, it will continue from
Titan weapon statistics vary by weapon type. The large Set up hexes are marked with letters (TDF) or numbers more hexes adjacent to an asteroid counter, but doesn't
the top of the list. Once it runs out of Defensive Lasers, it will move
number is the combat strength. The superscript number (Titan). Set up markings have no effect on game play. cross the actual asteroid hex, only subtract 1 from the to Primary Beam attacks. If there are still Lasers available, but no
is the range (Spinal Mount range varies). The number Combat Strength. more targets in that column, it will combine all remaining Defensive
next to the shield is the Defense. The top edge of the map is designated 0°, right 90°,
Lasers and attack the closest BC or BCH, BB, or CA (whichever is
bottom 180°, and left 270°. [8.0] TITAN COMBAT PROCEDURES top-most). It will then move to Primary Beams. It could attack the
The tracks display damage to the Titan’s Titans are armed with batteries of defensive lasers, same CA twice with Primary Beams. Regardless, it will stop
weapons and FTL drive systems. The [2.0] SET UP
primary energy beam projectors and massive spinal attacking with Primary Beams when it reaches the stop sign.
appropriate system marker starts on the Select a scenario and see the scenario write-up for the mount cannons. The spinal mount cannons are capable
first space on the left (drive markers start Track space number and types of units. Place the TDF units on the [8.2] Combined Titan Attacks: Multiple Titan weapons
of “extinction-level event” attacks on inhabited planets.
on the top row). When a system takes map according to the scenario set up instructions. Capital can attack the same target when there are no more
They have meters of armor plating protected by energy
damage, that marker is moved one space to the right. ships are placed with their undamaged side facing up. listed targets within range. For each weapon beyond the
screens. Each type of Titan also features a special
The available number of systems is equal to the first Place two missile markers on each Battleship (BB) and first, add +1 to the Combat Strength of the attack.
weapon, branded “Omega” by TDF analysts, capable of
number visible to the right of the marker. When the Missile Destroyer (DDM). devastating attacks or altering fundamental forces of [8.3] Combat Roll: Add the result of one die roll to the
marker is on or past the 1 space, that system is destroyed nature in local space. Titan’s Combat Strength. If this total is equal to or
Remove the Titan Repair and Titan Recharge card from
and cannot be used. greater than the Defense of the target, the target is hit
the deck of Titan cards. Shuffle the remaining cards and The Titan card lists the priority targets to attack for the
An undamaged Atlas-class Titan has 3 Spinal Mount weapons, 4 draw eight cards face-down. Shuffle the Titan Repair and each weapon system on the Titan. and damaged. If the result is lower, the attack misses.
Primary Beams, 8 Defensive Lasers and a Drive of 3. Titan Recharge cards into the smaller pile. Place the [8.1] Titan Attack Procedure: Titans choose their targets [8.4] TDF Damage: An escort or a damaged capital
[1.6] Titan Cards: These cards control the movement and remaining face-down cards on top of this stack. All the based on the targeting priority lists on the current Titan starship is removed with a hit. An undamaged capital
actions of the Titan. If the Titan card draw deck is ever cards are placed near the map to form a draw deck. Pile card. Starting with the top of the Defensive Laser starship is damaged and flipped to the reverse side.
depleted, the discard deck is reshuffled to form a new the missiles counters, the wormhole and damage column, the Titan targets the closest named unit and
draw deck. markers separately near the map. makes one combat roll [8.3] against the target. The Titan [9.0] MISSILE COMBAT
Activate Omega Place the appropriate Titan Status Board next to the then selects the next unit on the list and repeats until (a) In addition to light-speed energy weapons, the TDF
Titan Movement Weapon employ giant nuclear-tipped missiles. Without having to
map, and place the four Titan damage markers on the all units on the list are destroyed or out of range, or (b)
Start worry about crew or radiation shielding, the missiles are
left-most starting spaces on the tracks. all weapons have been used, or (c) the Titan runs into a
Titan Movement stop sign. If the bottom of the list is reached, the Titan capable of thousands of Gs of acceleration.
Destination If this is your first game, start the Titan Drive marker on
returns to the top of the list and continues. During the Missile Phase, TDF missiles launched the
Primary Beams the Variant Drive starting space. This will slow the Titan’s
You may find it helpful to use a spare die to track Titan attacks. previous turn are flipped to the Move 5 side
Targeting Priority movement and make it easier to destroy.
Spinal Mount and moved. Any of these missiles that fail to
Range [2.1] Asteroids: Asteroids are placed on the map if If there are no more listed targets within range, the Titan reach the targeted Titan are removed due to
Defensive Laser combines all remaining Defensive Lasers and fires at the
designated by the scenario. There are two set ups for fuel depletion. Then the TDF player may
Targeting Priority closest capital ship within range [7.2].
Spinal Mount asteroids: fields and belts. Asteroids are the reverse side launch new missiles by placing them adjacent to the
Card Number Targeting Priority of all unused Titan and objective counters. Move The Titan then repeats the process with the Primary firing TDF ship on their Move 3 side in the hex closest to
asteroids placed on units during set up to adjacent hexes. Beams. If there are no more listed targets within range, the targeted Titan and moving them towards the target.
Dead in Space Fields: Randomly drop the asteroid counters from the Titan fires at the closest target of any type (including [9.1] Missile Equipped Ships: TDF units equipped with
Repair about 12”-24” over the center of the map. Flip all the objective Target) within range. missiles have one or more missile icons (“dots”) next to
counters so the asteroid side is visible and place in the the unit name. The number of dots equals the number of
The range of the spinal mount weapons is determined by
nearest hex. missile salvos (i.e., number of missile counters) loaded
the large range number on the card in the spinal mount
during set up. There is no reloading. If a unit with two
Belt: Place the asteroids within the designated hex target priority column. If the objective Target is within
unfired missiles is damaged, it loses one of the unfired
columns (L-N or K-M), with at least 3 hexes separation range, the Titan will always fire at the objective first. Any
missiles. If a damaged ship is repaired, it does not gain
between asteroids. remaining spinal mount weapons are fired at the
any additional missiles.
targeting list.

© 2010 Chris Taylor and Victory Point Games © 2010 Chris Taylor and Victory Point Games

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