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Astra Titanus Rulebook 1

[1.2] Unit Counters: The square counters represent the


various units, terrain and objectives. TDF units include
important game statistics. Counters track the location of
units on the map. Facing does not matter.
The TDF Battleship (BB) has a Combat
[1.0] INTRODUCTION AND BACKGROUND Strength of 5, a Range of 4, a Defense of 10, a
During the Exodus Wars of 2149-2160, four human Move of 4, and has two Missiles.
empires fought over territory, resources and technology.
After a decade of fighting, the war-weary empires were There are two types of TDF starships: the larger capital
ready for peace. Along the frontier that stretched for ships and smaller escorts. When hit, capital ships are
hundreds of lightyears, military forces prepared to stand flipped to the reverse side with the starship image and
down and return home... A frontier that was soon broken damaged statistics. Escorts have a wormhole icon on the
by gigantic alien war machines called... STAR TITANS. reverse side and are destroyed with one hit.
Damage Capacity Defense
Astra Titanus is a one-player game of space opera
starship combat. Formed by the collective militaries of Objective Name
four interstellar empires, the Terran Defense Force (TDF)
is large, its crews are experienced, and its technology is Objectives are the usual target for a Titan. An objective is
advanced by years of wartime R&D. And most TDF fleets destroyed when it has been hit a number of times equal
are completely out-matched by a single Titan. to the damage capacity.

A Titan will steadfastly drive towards an objective. The Titans are represented by an individual
player must stop the Titan from destroying its objective counter. There are three different known
target. If the Titan is destroyed before the target is types of Titans (from largest to smallest):
blasted apart, the player is victorious. Atlas, Rhea and Hyperion-classes.

The only advantage the TDF has is that Titans are [1.3] Missile Counters: The small square counters
controlled by computer programs (represented by cards) represent salvos of nuclear-tipped TDF anti-ship missiles.
and are fairly predictable. Players match the strength of Missile Image Missile Image
the Titans by wisely using (and sacrificing) their units. (Front) (Reverse)
[1.1] Game Contents: Astra Titanus includes the Explosion Movement
following: TDF Battleships (BB) and Missile Destroyers (DDM) can
• (1) 11"x17" map fire missile salvos. Each missile counter has a launch side,
• (40) 5/8" square unit counters with an Explosion value of 3 and a Move of 3. The
• (20) 1/2" square missile counters reverse side of the Missile counter has an Explosion value
• (28) 5/8" round markers of 2 and a Move of 5.
• (20) Titan cards [1.4] Markers: TDF capital ships are marked
• (4) 8½"x5½" Titan Status Boards with wormhole markers during the Jump Out
• (1) Rulebook Movement Phase as notification that this ship
• (1) Scenario booklet will be moving later in the turn.
You will need to provide several six-sided dice.
Titan markers are placed on the appropriate Titan Status
Board to track the current level of damage to the Titan.
USING THESE RULES Enough markers are provided to play two Titans.
New gaming terms, when they are initially defined, appear in dark red
lettering for quick referencing.
The instructions for this game are organized into major “Rules” sections
as shown in large blue CAPS font, and represented by the number to the
left of the decimal point (e.g., rule 4.0 is the fourth rule). These rules
generally explain the game’s components, play procedures, core systems Defensive Primary Spinal Titan Drive Omega
and mechanics, how to set it up, and how to win. Lasers Beams Mount System Weapon
With each Rule, there can be “Cases” that further explain a rule’s general
concept or basic procedure. Cases might also restrict the application of a
rule by denoting exceptions to it. Cases are an extension of a Rule shown
in the way that they are numbered. For example, Rule 4.1 is the first Case Damage markers are provided to track the
of the fourth Rule. number of hits to an objective target or
Important information is in red text.
legendary starship.
Examples are in blue text and this font.

© 2010 Chris Taylor and Victory Point Games


2 Astra Titanus Rulebook - v1.0

[1.5] Titan Status Boards: The Titan Status Board is used [1.7] Map: The map represents the area of space the TDF
to track damage to the Titan. will defend from the Titan. It is covered in hex shapes to
regulate position and movement. The half-hexes along
Omega Titan type the edge of the map do not count for movement and
Weapon rules cannot be used by any units, TDF or Titan.
Weapon
Track start damage
tracks
Weapon
statistics Drive
damage
Drive start
track
Variant Drive start

Titan weapon statistics vary by weapon type. The large Set up hexes are marked with letters (TDF) or numbers
number is the combat strength. The superscript number (Titan). Set up markings have no effect on game play.
is the range (Spinal Mount range varies). The number
next to the shield is the Defense. The top edge of the map is designated 0°, right 90°,
bottom 180°, and left 270°.
The tracks display damage to the Titan’s
weapons and FTL drive systems. The [2.0] SET UP
appropriate system marker starts on the Select a scenario and see the scenario write-up for the
first space on the left (drive markers start Track space number and types of units. Place the TDF units on the
on the top row). When a system takes map according to the scenario set up instructions. Capital
damage, that marker is moved one space to the right. ships are placed with their undamaged side facing up.
The available number of systems is equal to the first Place two missile markers on each Battleship (BB) and
number visible to the right of the marker. When the Missile Destroyer (DDM).
marker is on or past the 1 space, that system is destroyed
Remove the Titan Repair and Titan Recharge card from
and cannot be used.
the deck of Titan cards. Shuffle the remaining cards and
An undamaged Atlas-class Titan has 3 Spinal Mount weapons, 4 draw eight cards face-down. Shuffle the Titan Repair and
Primary Beams, 8 Defensive Lasers and a Drive of 3. Titan Recharge cards into the smaller pile. Place the
[1.6] Titan Cards: These cards control the movement and remaining face-down cards on top of this stack. All the
actions of the Titan. If the Titan card draw deck is ever cards are placed near the map to form a draw deck. Pile
depleted, the discard deck is reshuffled to form a new the missiles counters, the wormhole and damage
draw deck. markers separately near the map.
Activate Omega Place the appropriate Titan Status Board next to the
Titan Movement Weapon
Start map, and place the four Titan damage markers on the
left-most starting spaces on the tracks.
Titan Movement
Destination If this is your first game, start the Titan Drive marker on
Primary Beams the Variant Drive starting space. This will slow the Titan’s
Targeting Priority movement and make it easier to destroy.
Spinal Mount
Range [2.1] Asteroids: Asteroids are placed on the map if
Defensive Laser
designated by the scenario. There are two set ups for
Targeting Priority
Spinal Mount asteroids: fields and belts. Asteroids are the reverse side
Card Number Targeting Priority of all unused Titan and objective counters. Move
asteroids placed on units during set up to adjacent hexes.
Dead in Space Fields: Randomly drop the asteroid counters from
Repair about 12”-24” over the center of the map. Flip all
counters so the asteroid side is visible and place in the
nearest hex.
Belt: Place the asteroids within the designated hex
columns (L-N or K-M), with at least 3 hexes separation
between asteroids.

© 2010 Chris Taylor and Victory Point Games


Astra Titanus Rulebook 3

[3.0] SEQUENCE OF PLAY [4.4] Restrictions: A TDF starship cannot jump into the
A turn is comprised of a series of phases. Each phase is hex of another starship or Titan. After movement, only
completed in its entirety before the next phase begins. one starship is allowed per hex. Starships cannot jump
into an asteroid hex. Jumping into a hex adjacent to an
1. FTL Jump Out: Determine which TDF units will asteroid counter is dangerous. Roll a die and on a result
move this turn [4.1]. of %-^, destroy that starship.

2. Draw Titan Card: The top card of the Titan card [5.0] TITAN CARDS
deck is revealed [5.0]. Most Titans are controlled by AI programs and alien
computers. These Titans follow rigid rules and rarely
3. Titan Movement: The Titan moves [6.0].
deviate from their programming. Titans, by their very
4. TDF Attack: TDF units within range of the Titan nature, are goal orientated.
perform non-missile fire [7.1].
[5.1] Titan Card Uses: Titan cards determine the
5. Titan Attack: The Titan targets and attacks TDF
movement, attack preferences, special actions and spinal
units within range [8.1].
mount attack range each turn. One card is drawn at the
6. Missile Phase: TDF Missiles move/launch [9.0]. beginning of the turn. The same card is used to
determine movement and attack actions for the turn. At
7. FTL Jump In: TDF units marked with wormholes
the end of the turn, the current card is discarded.
are moved [4.3].
Card #10 is drawn. It will be used to determine Titan movement,
8. Victory Point: Victory or defeat is checked, combat, and if the Titan is immobilized, it will repair two Drive
otherwise play continues [10.0]. spaces at the end of the turn [5.5].

9. End Phase/Repair: TDF units and Titans may [5.2] Omega Weapon: Titans immediately use the
attempt repairs [11.0]. Omega Weapon when a Titan card with an Omega
Weapon symbol is drawn and the logic condition on the
[4.0] TDF MOVEMENT
Titan Status Board is met and the Omega Weapon
TDF starships use a wormhole generator to ‘jump’ space marker is not in the used box. The Omega Weapon
and move faster-than-light (“FTL”). TDF sub-light drives marker is moved to the used box after use.
would take many turns to move one hex on the map.
Card #2, with an Omega Weapon symbol, is drawn. The Hyperion-
class Titan has an unused Omega Weapon. It immediately checks to
[4.1] Jump Out: During the FTL Jump Out Phase, select
see if the logic condition (“If there are at least two adjacent capital
the starships that will be moved later this turn. Escorts ships within range 5.”) is true. If it is, the Omega Weapon is used; all
are flipped to the reverse side, displaying the wormhole adjacent capital ships within range 5 take a strength 5 attack [8.3].
icon. A wormhole marker is placed on each capital ship
that will be moved. [5.3] Omega Recharge Card: If the Recharge Omega
Weapon card is drawn, and the Omega Weapon has been
[4.2] Jumping: Starships marked with a wormhole cannot used, it is immediately recharged. If not used, a
attack, launch missiles or be attacked. They do not replacement card is drawn instead and the Recharge card
interact with any other units or terrain while jumping. is shuffled back into the Titan card deck.
[4.3] Jump In: During the FTL Jump In Phase, select one [5.4] Titan Repair Card: When the Repair Systems card is
of the marked starships to move. A starship must move a drawn, all damaged systems (weapons and drive) are
minimum number of hexes equal to ½ Move, but no immediately repaired one space (damage markers are
more than their maximum Move. Starships do not move moved one space to the left). If there are no damaged
through the intervening hexes between their starting hex systems, a replacement card is drawn instead and the
and destination hex. After moving, flip escorts face up or Repair card is shuffled back into the Titan card deck.
remove wormhole
The Titan Repair card is drawn when the Defensive Laser damage
markers. Repeat until all
marker is covering the 3 on a Hyperion-class Titan. The Titan
starships have been currently only has two Defensive Lasers available. After the marker
moved. is moved one space to the left (now covering the 4), the Titan gains
A TDF battleship has a an additional laser.
movement of 4. It must move
at least 2 hexes, but could
[5.5] Dead-in-Space Repair: If the Titan card features a
move up to 4. The + are all Dead-in-Space symbol, then during the End
valid destination hexes. Phase/Repair, if the Titan Drive marker is on Dead in
Space, the Titan Drive is repaired a number of spaces
equal to the number in the Dead in Space symbol [11.2].

© 2010 Chris Taylor and Victory Point Games


4 Astra Titanus Rulebook - v1.0

[6.0] TITAN MOVEMENT [7.0] TDF COMBAT PROCEDURES


Titans are moved through space by gigantic stardrives TDF warships use a variety of energy beam and kinetic
powered by unobtanium. Titans use a hyperspace kill weapons. The TDF also use long-range nuclear tipped
network for FTL travel, but the network does not operate missiles that can accelerate at thousands of gravities.
near the mass of stars and Titans must make the final
Weapons have a Combat Strength and Range. The
approach in normal space. Titans occasionally travel
greater the Combat Strength, the easier it is for the
between systems at sub-light speeds.
weapon to penetrate the Defense of the target.
[6.1] Titan Movement: Titans move according to the [7.1] TDF Procedure: All TDF starships not jumping [4.2],
movement graphic on the drawn Titan card, up to a and within range [7.2], can attack the Titan. The TDF
maximum number of hexes based on the current Drive of player announces which unit or units are attacking and
the Titan. the targeted system. The TDF player can target the
Defensive Lasers, Primary Beams, Spinal Mount or Drive.
The Omega Weapon cannot be targeted. Combined
attacks are announced [7.3] and the combat roll is made
[7.4]. If the attack is successful, damage is applied to the
Titan [7.5]. Each unit can attack once per turn.
[7.2] Range: The attack range is the shortest number of
Movement example of a Hyperion with a Drive of 3. With a Drive of hexes between the attacker and the defender, not
2, it would have stopped before moving up to the next row. counting the hex of the attacker. Range can be counted
If, by moving, the Titan would move to a hex column to at any time. Only targets within the weapon’s range can
the right of the target, the Titan instead moves towards be targeted and attacked.
the target by the shortest possible path. Titans stop The maximum range of a CA’s attack is 3. When damaged, the CA can
before moving into the same hex as a colony or moon. only attack to a range of up to 2.

Unless allowed by scenario rule, the Titan cannot move [7.3] Combined TDF Attacks: Multiple TDF units within
off the map. The Titan stops moving at the map edge. range can attack the same target. Pick one starship as the
primary attacker. For each attacking starship beyond the
Hyperion-class Titans with a Drive of 4 move one
first, add +1 to the Combat Strength of the primary
additional hex in the direction of the arrow on their
attacker. A unit can attack or participate in a combined
movement diagram.
attack once each turn.
A BB (Strength 5) combines fire with a BCH (+1), BC (+1) and CA
(+1) for a total Combat Strength of 8.

[7.4] Combat Roll: Add the result of one die roll to the
Combat Strength. If this total is equal to or greater than
the Defense of the target, the target is hit and damaged.
If the result is lower, the attack misses.
Movement example of a Hyperion with a Drive of 4.
A DD has a combat strength of 2. If it targets the Defensive Lasers of
[6.2] Starship Devastation: If a Titan moves into a hex a Rhea (Defense 8), it would need to roll a ^ to hit. It could not hit
with a non-jumping TDF starship, roll a die: the Primary Beams (Defense 9) or Spinal Mount (Defense 10).

!-% The TDF starship is destroyed. [7.5] Titan Damage: For each hit, the appropriate
^ TDF starship immediately Jumps Out [4.1] damage marker is moved one circle to the right. If the
Drive marker is on the right-most space of a higher row,
[6.3] Asteroid Devastation: If a Titan moves into a hex it is moved to the left-most space of the next lower row
with an asteroid counter, remove the asteroid. when damaged. The number of systems available is equal
to the first number to the right of the damage marker –
[6.4] Objective Devastation: A Titan that stops
the number underneath the marker does not count. A
movement in the same hex as a space station (“Tau” or
system is destroyed if the damage marker is covering the
“Zeta” objectives), destroys the station. A Titan cannot
last number. The Titan is destroyed when all systems
move into the same hex as a moon or colony, and
are destroyed. (Note that the Omega Weapon cannot be
therefore cannot devastate those objectives.
targeted or damaged.)
[6.5] Titan Drive Damage: After completing movement, The first three hits to an Atlas’ Spinal Mount will only damage
the Titan loses one Drive for each TDF starship, asteroid armor. The fourth hit will reduce the number of spinal attacks to 2.
and space station destroyed by devastation this turn.
© 2010 Chris Taylor and Victory Point Games
Astra Titanus Rulebook 5
[7.6] Legendary Starships: Starships with The  symbol at the bottom of list indicates the Titan
exceptional crews and officers or starships will STOP attacking with the current weapon and attack
with advanced technology are set up by with the next weapon type.
scenario rule with a "Legendary" marker. This marker
If there are multiple targets at the same range, randomly
adds +1 to Combat Strength, Range and Defense. A
select one target by die roll. DDM and DD are considered
Legendary capital ship takes two hits to damage
equal priority. BCH and BC are considered equal priority.
(flipped), and two more hits to destroy. A Legendary
escort is destroyed after two hits. The Titan is using card #09 to
determine targets. First, one
[7.7] Asteroid Effects: If a line from the center Defensive Laser will fire at a missile,
of the primary attacker's hex to the center of if one is in range. If not, or after that
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,
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
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
cross the actual asteroid hex, only subtract 1 from the to Primary Beam attacks. If there are still Lasers available, but no
Combat Strength. more targets in that column, it will combine all remaining Defensive
Lasers and attack the closest BC or BCH, BB, or CA (whichever is
[8.0] TITAN COMBAT PROCEDURES top-most). It will then move to Primary Beams. It could attack the
Titans are armed with batteries of defensive lasers, same CA twice with Primary Beams. Regardless, it will stop
primary energy beam projectors and massive spinal attacking with Primary Beams when it reaches the stop sign.
mount cannons. The spinal mount cannons are capable
[8.2] Combined Titan Attacks: Multiple Titan weapons
of “extinction-level event” attacks on inhabited planets.
can attack the same target when there are no more
They have meters of armor plating protected by energy
listed targets within range. For each weapon beyond the
screens. Each type of Titan also features a special
first, add +1 to the Combat Strength of the attack.
weapon, branded “Omega” by TDF analysts, capable of
devastating attacks or altering fundamental forces of [8.3] Combat Roll: Add the result of one die roll to the
nature in local space. Titan’s Combat Strength. If this total is equal to or
The Titan card lists the priority targets to attack for the greater than the Defense of the target, the target is hit
each weapon system on the Titan. and damaged. If the result is lower, the attack misses.
[8.1] Titan Attack Procedure: Titans choose their targets [8.4] TDF Damage: An escort or a damaged capital
based on the targeting priority lists on the current Titan starship is removed with a hit. An undamaged capital
card. Starting with the top of the Defensive Laser starship is damaged and flipped to the reverse side.
column, the Titan targets the closest named unit and
makes one combat roll [8.3] against the target. The Titan [9.0] MISSILE COMBAT
then selects the next unit on the list and repeats until (a) In addition to light-speed energy weapons, the TDF
all units on the list are destroyed or out of range, or (b) employ giant nuclear-tipped missiles. Without having to
all weapons have been used, or (c) the Titan runs into a worry about crew or radiation shielding, the missiles are
stop sign. If the bottom of the list is reached, the Titan capable of thousands of Gs of acceleration.
returns to the top of the list and continues. During the Missile Phase, TDF missiles launched the
You may find it helpful to use a spare die to track Titan attacks. previous turn are flipped to the Move 5 side
and moved. Any of these missiles that fail to
If there are no more listed targets within range, the Titan reach the targeted Titan are removed due to
combines all remaining Defensive Lasers and fires at the fuel depletion. Then the TDF player may
closest capital ship within range [7.2]. launch new missiles by placing them adjacent to the
The Titan then repeats the process with the Primary firing TDF ship on their Move 3 side in the hex closest to
Beams. If there are no more listed targets within range, the targeted Titan and moving them towards the target.
the Titan fires at the closest target of any type (including [9.1] Missile Equipped Ships: TDF units equipped with
the objective Target) within range. missiles have one or more missile icons (“dots”) next to
the unit name. The number of dots equals the number of
The range of the spinal mount weapons is determined by
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
target priority column. If the objective Target is within
unfired missiles is damaged, it loses one of the unfired
range, the Titan will always fire at the objective first. Any
missiles. If a damaged ship is repaired, it does not gain
remaining spinal mount weapons are fired at the
any additional missiles.
targeting list.

© 2010 Chris Taylor and Victory Point Games


6 Astra Titanus Rulebook - v1.0

[9.2] Launching Missiles: Missiles are launched during immobilized), repair the Titan Drive system the number
the Missile Phase. A single missile counter represents of spaces listed on the Titan card (move the Drive marker
dozens of missiles in a “salvo”. To launch a missile salvo, to the left).
place it in a hex adjacent to the launching ship. All missile
[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
turn. In scenarios with multiple Titans, the TDF player
End/Repair Phase. The TDF announces the damaged
must declare which specific Titan is being targeted when
capital ship to repair and rolls one die. On a result of %+,
each missile is launched.
the capital ship is flipped back to its undamaged side. (A
[9.3] Missile Movement: A missile counter is moved by Legendary ship is repaired of one hit.) The TDF player can
the least number of hexes (if there is a choice, the TDF attempt to repair each previously damaged capital ship
player decides) towards their targeted Titan equal to once per turn.
their movement. Missiles move 3 hexes during the first
[11.3] End Phase: Once all units have been repaired or
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
begins with the next FTL Jump Out Phase [4.1].
target, they impact. If the target moves into a hex
containing a missile targeted on it, the missiles impact. REFERENCE
[9.4] Missile Asteroid Effects: If a missile moves into an TDF Unit (Capital Ships and Escorts) Designations
asteroid hex, the missile is immediately destroyed. Battleship (BB)
Heavy Battle Cruiser (BCH)
[9.5] Missile Defenses: Missiles in flight can be targeted Battle Cruiser (BC)
by the Titan's weapons. Missiles are Defense 7 and are Heavy Cruiser (CA)
destroyed with one hit. Missile Destroyer (DDM)
[9.6] Missile Damage: For each missile salvo that Destroyer (DD)
impacts, roll a number of dice equal to the Explosion Frigate (FF)
value of the missile counter (3 or 2) and consult the
following chart. If the targeted Titan has one or more Titans
Defensive Lasers, roll one less die for the first missile Atlas-class Titan
counter that impacts the target each turn. Weapons: Spinal Mount (x3), Primary Beam
(x4), Defensive Laser (x8)
! Miss Drive: Speed class 3
@-# 1 Drive hit† Omega: Destroy 1d3 (roll 1 die, divide by 2,
round up) escorts within range 3.
$-% 1 Defensive Laser hit†
^ Rhea-class Titan
1 Primary Beam hit†
Weapons: Spinal Mount (x2), Primary Beam
† No effect if system destroyed. (x3), Defensive Laser (x6)
Drive: Speed class 3
[10.0] VICTORY OR DEFEAT Omega: “Weapon Range” is any Titan weapon.
If the Titan has fulfilled its victory condition at the end of
Hyperion-class Titan
a turn, the TDF player loses the game. The standard
Weapons: Spinal Mount (x1), Primary Beam
victory condition is the destruction of all objective (x2), Defensive Laser (x4)
targets (starbases, moonbase and colony planet). Drive: Speed class 4 (bonus at Drive 4, [6.1])
If the Titan is destroyed (all systems are destroyed; i.e., Omega: The targeted capital ships do not have
all markers are on or past the 1 space), the TDF player to be in range of any Titan weapons.
wins the game. Hyperion Titans have lower Defenses

If all objective targets and Titans are destroyed


simultaneously, the Titan is victorious.
CREDITS
[11.0] TITAN REPAIR AND DAMAGE CONTROL Game Design & Documentation: Chris Taylor
Development: Alan Emrich
Titans are capable of absorbing an enormous amount of Graphic Design: Scott Everts
damage. Auto-repair systems will repair any amount of Unit Art: Abraham Katase
damage to a Titan given enough time. TDF Engineers and Playtesting: Art Bennett, Michael Bourgeois, Scott Everts, David
damage control parties do their best. Finnigan, Fiona Finnigan, Kameron Gibson, Lance McMillan, Jason
Rider, Nathaniel Taylor, Diane Upshaw, Oliver Upshaw
Proofreading: Hans Korting, Leigh Toms, Gary Sonnenberg, Ian
[11.1] Titan Dead in Space Repair: If the Titan
Wakeham
“Dead in Space” symbol appears on the Titan
card, and the Titan Drive is 0 (i.e., the Titan is

© 2010 Chris Taylor and Victory Point Games

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