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© 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