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RULES FOR INFANTRY, VEHICLES AND AIRCRAFT

ADEPTUS TITANICUS V5.5


(by Daniel Schulz)

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CONTENTS

MAIN RULES
Rules…… ...………………………….……………………3 Infantry and Vehicle Abilities…………...…………………12
Stratagems………….……………………….……………...8 Advanced Rules…………………………...………………15
Infantry and Vehicle Weapons…………….....……..……..11 Matched Play…………………..…………………………..17
Glossary…………………………………………..19
APPENDIX I
Interaction with Official Models………………………….…….20

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INFANTRY, VEHICLES AND AIRCRAFT IN ADEPTUS TITANICUS

This is the generic rules set to field Infantry, Vehicles and A Formation may add Dedicated Transports to some or all
Aircraft in games of Adeptus Titanicus. To use this of its Squads (including Squads from Formation Asset
supplement, you need the Adeptus Titanicus rulebook. Cards). This are Vehicles which can transport Infantry of
These rules will use generic terms for the different units of the Formation. The exact number, points cost and
Infantry, Vehicles and Aircraft you can field in games of condition under which you may add Dedicated Transport
Adeptus Titanicus. For example, the term Formation is Cards are mentioned on the back of the Formation
used for a unit which can be a single model or group of Command Terminal. Dedicated Transport Cards don’t use
models which act together in the same way as a single Titan up a Formation Asset Card Slot.
or a Knight Banner. This can be a Legiones Astartes Designers notes: A Formation where the base of the
Company, an Imperialis Militia Platoon, a Mechanicum Formation consists only of Squads is an Infantry
Taghmata Retinue, or something else. Please refer to the Formation. If the base of the Formation only consists of
glossary at the end of this document to see which term Squadrons it is a Vehicle Formation. Formation Asset
cards with a different type don’t change this.
means what in any specific army list.
Reinforcements
FORMATION COMMAND TERMINALS
It is not uncommon for an Infantry, Vehicle and Aircraft
battlegroup it to be accompanied by supporting units.
<PICTURE OF A LEGION LINE FORMATION
These might be super-heavy tanks, transport aircraft or
COMMAND TERMINAL>
other means of transportation, individual Titans or Knight
Banners and Formations which aren’t part of a Grand
Each Formation has a Command Terminal in the same way
Formation.
as a Titan or Banner. Most of the information on the
Command Terminal will be familiar (Class, Scale, Order
space, Characteristics and so on) but as Infantry and most • An Infantry, Vehicles and Aircraft battlegroup can
Vehicles are much smaller than even a Knight, most do not include Titans, Knight Banners and Formations as
have hit locations and Structure Points Status tracks. Only Reinforcements. Titans included as Reinforcements
Super-heavy Formations have a single Structure Points do not follow Titan Legion rules. Reinforcements are
Status track but they do not have multiple Hit locations. As any Formations within an Infantry, Vehicles and
such, it is never necessary to roll the Location dice when Aircraft battlegroup that are not part of a Grand
attacking a Formation of Infantry, Vehicles or Aircraft. Formation and any Titan and Knight Banner in the
Note that Infantry, Vehicles and Aircraft do not have battlegroup. Reinforcement Titans can be drawn from
plasma reactors, so can never make Reactor rolls. any Titan Legion. Reinforcement Formation can be
drawn from any Organization. Any Formation may be
COMPOSITION OF A FORMATION equipped with Formation Asset Cards as described
A Formation is made up of a number of Infantry Squads previously. Infantry, Vehicle and Aircraft battlegroups
made up of Infantry bases and Vehicle Squadrons made up face the following restrictions when using
of Vehicles acting as a single unit. Aircraft are Vehicles with Reinforcements:
the Aircraft trait. The reverse of a Formation’s Command - An Infantry, Vehicle and Aircraft battlegroup can
Terminal describes its exact composition, along with any include a maximum of one
options. When a Formation is activated, all of its Squads Titan as Reinforcement for each Grand Formation in
and Squadrons within it act: individual Squads, Squadrons, the battlegroup. A maximum of one of these Titans
Infantry bases or Vehicles cannot be activated alone (unless can be an Auxiliary Titan.
of course they are the sole survivor of their Formation!). - An Infantry, Vehicle and Aircraft battlegroup can
include a maximum of two
Formations Knight Banners as Reinforcements for each Grand
All Infantry bases in the same Squad and all Vehicles in the Formation
same Squadron have to be armed identically. in the battlegroup. One of these Knight Banners per
Grand Formation can be an Auxiliary Knight
A Formation may add additional Squads and Squadrons by Banner.
choosing the relevant Formation Assets cards and placing - An Infantry, Vehicle and Aircraft battlegroup can
them on the matching Formation Assets slots. Formation include a single Auxiliary
Assets cards are marked with a Category and they must be Formation of each type as Reinforcements for every
chosen accordingly – for example, a “Heavy Support” card Battalion in the battlegroup.
can only be used on the Heavy Support Formation Asset
Card Slot. Cards from the Upgrades Category don’t use up Auxiliary Formations
a slot. Categories marked with an * on the card can’t be When building a Infantry, Vehicle and Aircraft
battlegroup, Household battlegroup or Legion
selected again for this Formation. The “Super-heavy” battlegroup, certain Titans are classified as Auxiliary
Category can only be taken once per Grand Formation. Titans, certain Knight Banners are classified as Auxiliary
Knight Banners and certain Formations are classified as

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Auxiliary Formations. These represent rarer patterns of • The controlling player can change the order in which
Titans, Knights or Vehicles during the Horus Heresy. Formations in a Grand Formation are activated each
To represent this, all Legio, Household, Legion and time they activate the Grand Formation.
other Faction’s battlegroups have restrictions on the
number of each you can take within your battlegroup • If a Formation in the Grand Formation cannot be
during Matched Play. activated for any reason, this does not prevent the rest
of the Grand Formation from being activated.
Auxiliary Formations will be noted on their Command
Terminal where appropriate. THE STRATEGY PHASE
A Grand Formation or an individual Formation can be
Auxiliary Formations can’t be equipped with Formation
Asset cards. issued orders in the same way as a Titan or Banner.
Formations cannot be issued Damage Control or
GRAND FORMATIONS Shutdown orders. A Formation that is part of a grand
Usually, a Grand Formation is made up of three to five Formation can be issued orders as part of the Grand
Formations. There might be other compositions or Formation rather than alone, as described below.
restrictions in an individual Faction. Command of a Grand
Formation is granted to a Grand Formation Commander. Grand Formation Orders
Where several Grand Formations are brought together, they In the Strategy phase, all of the Formations that make up a
are usually commanded by a Battlegroup Commander a Grand Formation can be activated together and issued the
highly skilled individual with centuries of experience as a same Order at the same time – this is referred to as Grand
commander and warrior. Formation order:
• When issuing grand Formation orders, use the highest
Designating Grand Formations Command value of the Formations that are being
When assembling an Infantry, Vehicle and Aircraft issued the Order.
battlegroup, Formations are formed into Grand • If the Order is successfully given, put an appropriate
Formations, which in battle operate much like a squadron Order dice on the Command Terminal of each
of Titans would: Formation that was issued the Order.
• An Infantry, Vehicle and Aircraft battlegroup must • If the Order is not successfully given, each Formation
include at least one Grand Formation, which must within the Grand Formation must act on its own
contain either a Grand Formation Commander or initiative.
Battlegroup Commander.
Note that not all Formations in the Grand Formation need
• All Formations within a Grand formation in an
to be issued the Grand Formation order. For example,
Infantry, Vehicle and Aircraft battlegroup must be
within one Grand Formation of three Formations, Full
drawn from the same Organization.
Stride could be issued as a Battalion order to two of the
• A Grand Formation usually consist of three to five Formations, leaving the third to act on initiative or be
Formations. Individual Factions may have different issued a different order as the controlling player wishes.
amounts.
• No Formation in a Grand Formation can be an THE MOVEMENT PHASE
Auxiliary Formation. In the Movement phase, the Formations that make up a
• Individual Factions may restrict the Formation types Grand Formation are activated together and will move in
in a Grand Formation or certain Formations types are turn, in an order chosen by the controlling player, whilst
mandatory. Reinforcement Formations are activated alone.
• Any Formation may be equipped with Formation • When a Formationsis activated in the Movement
Asset Cards as described previously. Phase, it must move as a group, with each Infantry
• One Formation Commander must be designated as base and Vehicle moving up to the Formation’s Speed
the Grand Formation Commander. characteristic in inches.
• All of the Formations within a grand Formation count • Infantry bases and Vehicles are considered to have a
as a single unit for the purposed of deployment and 360° Front arc.
activation. • Infantry bases can make as many turns as they wish
when moving.
Activating Grand Formations • Unless acting under Charge orders, Vehicles can make
Formations in a Grand Formation are activated as a group, as many turns as they wish when moving.
i.e., at the same time. In other words, when it is a player’s • When a Formation has finished moving, every
turn to activate a unit, they will activate a Grand Formation: Infantry base has to remain in base contact to another
• When a Grand Formation is activated, each base of its Squad, each Vehicle has to be within 1” of
Formation in the Grand Formation is activated in another Vehicle or Infantry base of its Squad or
turn, in an order chosen by the controlling player. Squadron within the same Formation – this is called
• The first must complete its activation before the Squad or Squadron coherency. If anything causes a
second is activated, and so on.

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Squad or Squadron to become split up, it must re- REORGANIZATION ORDERS
establish coherency next time it moves. On the battlefield casualties don’t necessarily mean fatalities
Until a Squad or Squadron coherency is re-established, the or a total loss of a vehicle. Often individual troopers are
Formation becomes Shaken (see page 47 of the rulebook). lost or just some minor part of a vehicle breaks down.
• When all of the Squads or Squadrons within a Given time and effort lost troopers are found, minor
Formation have finished moving, at least one Infantry wounds are patched up and small repairs can be done to
base or Vehicle from each Squad or Squadron must be vehicles to make them operational again. This is
within 3” of an Infantry base or Vehicle of another represented with the Reorganization order:
Squad or Squadron that forms part of the same • When a Battalion is activated during the Issue Order
Formation – this is called Formation coherency. If step of the Strategy phase, Formations within it may
anything causes a Squad or Squadron to become be issued Reorganization orders, either as a Battalion
separated from its Formation, it must re-establish order or an order issued to an individual Formation, as
coherency the next time it moves. described previously.
• Until Formation coherency is re-established, the • If the Command check is successful, an Order dice is
Formation becomes Shaken. placed on the ‘Order’ space on the Command
• Scale 0 models don’t block the movement of Titans. If Terminal of each Formation to receive the order. A
a Titan moves through or stops its move on top of Formation with Reorganization orders is marked by
Scale 0 models then move every model the minimum using the Emergency Repairs symbol on the Order
distance out of the way. The Titan now performs a dice.
free Smash Attack against the Formation.
• Infantry bases in base contact with an enemy Infantry When a Formation with a Reorganization order is activated
base can’t move. This won’t prevent movement of in the Damage Control phase the controlling player
other bases of the same Squad. immediately makes a Reorganization roll with three dice.
Designers notes: Scale of the Formation changes if you add Any results of 6 may be spent to carry out one of the
Formation Asset cards which add Squads or Squadrons Reorganization Actions that follow, in any combination
with a larger Scale. But this is only important for some they wish:
Objectives and victory points. Generally, Scale is
determined by the individual Squad/Squadron Rally Lost Troopers/Patch Up Wounded: The
Formation recovers one lost Infantry base. This cannot
CHARGE ORDERS bring back a Squad which has been destroyed.
When a Formation of Infantry and Vehicles moving under
Charge orders activates, it does not act in the same way that Repair Vehicles: The Formation recovers one lost
a Titan would; Infantry and Vehicles are smaller, lighter and Structure point. This cannot bring back a Vehicle that has
are less able to use their momentum on a charge than even been destroyed.
a Knight. The following Charge order is for all Formation
and replace the one on page 42 of the Adeptus Titanicus If a Formation with Reorganization orders is activated in
rulebook: the Movement phase, it cannot be activated in the
subsequent Combat phase.
Charge: In the movement phase, all Infantry bases and
Vehicles within a Formation acting under Charge orders FORMATIONS IN THE COMBAT PHASE
may move up to their full Speed and are considered to have When a Formation is activated in the Combat Phase, it
a 360° Font arc as normal, but Vehicles cannot make any follows the Combat Sequence (see page 33 of the Adeptus
turns. However, once they have finished moving, each Titanicus rulebook) as if it were a Titan or Banner. However,
Vehicle that is within range can immediately make either a instead of attacking with each Infantry base or Vehicle
Smash Attack ( see page 36 of the Adeptus Titanicus individually, make an attack with each type of weapon
rulebook) against units that are of the same Scale or smaller within the Formation in turn:
Scale than themselves, or Infantry bases and Vehicles attack • For each weapon type within the Formation, multiply
with a weapon that has either the Melee or Close Combat the Dice characteristic by the number of Infantry
trait regardless of Scale. For each full 3” that the Formation bases and Vehicles in the Formation equipped with
moved before attacking, one Infantry base of Vehicle may that weapon, and which are in range and line of sight
add 1 to the Dice value of one of its weapons against units of the target. It is enough for one Infantry base of a
that are of the same Scale or smaller Scale than themselves. Squad to be in range and line of sight to enable all
bases of the Squad to attack. For example, if a
Note that this does not stop Vehicles making a Smash Formation has 2 Tactical Squads each with 2 bases
Attack (or any other attack) in the Combat phase. armed with Bolters (Dice 3) and 2 Tactical Support
Squads each with 2 bases armed with Meltaguns (Dice
FORMATIONS IN THE DAMAGE CONTROL PHASE 2), it would roll 12 dice when attacking with the
Formations may only be activated in the Damage Control Bolters and 4 dice when attacking with the Meltaguns.
phase if they are issued the Reorganization order.
• If some Squads or Vehicles are within 2” of the target
and others are further away, roll using Ballistic Skill

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for those that are further, and Weapon Skill for those DAMAGING FORMATIONS
that are within 2”. Direct Hits, Devastating Hits and Critical Hits affect
Formations different to Titans and Knights, as follows:
Line of Sight: When determining line of sight for a
Formation, Infantry bases and Vehicles within the Superficial Hit
Formation do not block the view of others. Also, If the damage result is not high enough to cause a Direct
remember that Infantry bases and Vehicles have a 360° Hit, it causes a Superficial Hit with no effect. Regardless of
Front arc, so their weapons can fire in any direction. the weapons Strength and any modifier, a dice that rolls a 1
Vehicles with the super-heavy trait have arcs like a Titan. automatically causes a Superficial Hit unless the target of
All of the weapons in a Formation must be fired at the the attack is an Infantry base and the Strength of the attack
same target, unless the Formation has Split Fire orders, at is at least 6. Then the 1 is still added to the Strength of the
which point each weapon can be directed at a different attack and may cause a Direct Hit.
target.
Direct Hit
Smash Attacks: Vehicles within a Formation can only When a Formation suffers a Direct Hit, one Squad loses an
make Smash Attacks against other units that are the same Infantry base or the Formation loses 1 Structure point. If
Scale or a smaller Scale than themselves. For example, a this reduces the Formation to 0 Structure points, one
Vehicle that is Scale 1 can make a Smash Attack against an Vehicle in the Formation is destroyed.
Infantry base that is Scale 0, but the smaller unit cannot
retaliate in kind. Devastating Hit: When a Formation suffers a Devastating
Infantry bases cannot make Smash Attacks at all. Hit, one Squad loses two Infantry bases. If it has only one
Note this is a change to the rule in the Adeptus Titanicus Infantry base left to lose then the Squad is destroyed.
rulebook, introduced due to the presence of units of Alternatively, the Formation loses 2 Structure points
varying Scale within the game. instead. If this reduces the Formation to 0 Structure points,
one Vehicle in the Formation is destroyed.
ATTACKING FORMATIONS
When attacking a Formation, pick a single Infantry base or Critical Hit
Vehicle in the Formation to be the target of the attack. This When a Formation suffers a Critical Hit, one Squad loses
base or model is used for purposes of range, line of sight three Infantry bases. If it has only one or two Infantry
and so on. However, any damage that is caused is applied bases left to lose then the Squad is destroyed and another
to the Formation as a whole. As Formations do not have Squad of the Formation loses one Infantry base.
Side or Rear arcs, these do not cause modifiers to the Alternatively, one Vehicle in the Formation is destroyed
Damage roll. and the Formation loses two Structure points. If this
Infantry in Cover always counts as 50% obscured (-2 to the reduction in Structure points reduces the Formation to 0
to Hit roll) even if more than 50% is visible. Structure points, the Formation will lose two Vehicles
Apply a -1 modifier (-2 at long range) to the to Hit roll if simultaneously – one as a result of the Critical Hit, one
the target of the attack is an Infantry base which didn’t from the loss of Structure points as normal.
move this round.
If the attacker is a Titan then these modifiers apply Destroyed Infantry bases and Vehicles
regardless if the target Infantry base moved or not. When a model is destroyed:
• The controlling player choses the Infantry base or
Void Shields Vehicle to remove.
If a Formation has Void Shields then they work the same as • If there are still Infantry bases or Vehicles remaining
Titan Void Shields but as Formations don’t have Servitor in the Formation after destroyed Infantry bases or
Clades they can’t be repaired. If the Void Shield status track Vehicles have been removed, the Formation’s
reaches the X hole then the next attack can cause the loss Structure points marker is then immediately reset to
of Structure points. If the Formation loses a Vehicle both the first hole of the track.
the Structure points rack AND the Void Shields rack are • If a Targeted Attack destroys an Infantry base or
set to the first hole of the track. If the Vehicle was Vehicle, the attacking player can choose which
destroyed by a Critical Hit the Formation will not lose two Infantry base or Vehicle to remove instead of the
Structure points. Instead it will take two hits on the Void controlling player.
Shields. If the Critical Hit came from within 2” of the Designers notes: Infantry Squads and Vehicle Squadrons
destroyed Vehicle then the Vehicle is destroyed and the are analogous to a single Knight. But as the individual
Formation will lose two Structure points. Infantrymen and Vehicles which form the Squad or
Squadron are dispersed even a Critical Hit will likely
only affect the stricken Squad or Squadron and won’t
affect other Squads or Squadron in the same Formation.

Blast Markers, Flame Templates and Area Effects


When a Formation is hit by a Blast marker or Flame
template, total the number of hits scored on the models in
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the Formation (a Squad or Squadron is treated as a single bases and/or Structure points. In either case, the
model for this purpose), then apply that many hits to the Formation cannot be issued orders.
Formation as a whole. This also applies to attacks with an
area effect – catastrophic reactor overloads, environmental OFFICERS
effects and so on. When a Battlegroup marches to war, it does so under the
command of its officers.
Different Armour Values
If a Formation consists of Infantry bases or Vehicles with Grand Formation Commanders
different Armour values then Hits have to be applied to A Grand Formation is commanded by a Grand Formation
Squads or Squadrons where the Hit causes at least a Direct Commander which commands unswerving respect and
Hit. For example, an Armour roll result of 7 can’t be placed duty from their underlings.
on a Land Raider Squadron but can be used to cause a • One Formation within each Grand Formation must
Direct Hit on a Tactical Squad. But if the Land Raider be designated as containing the Grand Formation
Squadron was the subject of a Targeted Attack then the Commander in command of the Grand Formation,
Armour roll result of 7 would cause a Superficial Hit on the rather than a Formation Commander.
Squadron to no effect. • The controlling player must make it clear to their
opponent(s) which model represents the Grand
Different amount of Structure points Formation Commander in command of each Grand
Sometimes a Formation includes Vehicles with have a Formation.
different amount of Structure points. This will be the case • While the Grand Formation Commander is part of the
if a Formation is equipped with Formation Asset cards Formation, add 1 to the result of any Command
which adds a Vehicle Squadron. In this case, if the checks for it.
Formation receives a Hit, the owning player can decide if
the Formation or a Formation Asset card receives the Hit. Strategist: Before forces are deployed, when choosing
Stratagems, the battlegroup gains +1 Stratagem point for
Shaken Formations each Grand Formation Commander present in the
Each time a Squad or Squadron loses its last model or a battlegroup.
Vehicle with the Super-heavy trait is removed from the
Formation, the Comp Formation any must make a
Command check. If it is failed, the Formation is Shaken. It Chosen Warriors: A Grand Formation Commander is a
immediately loses any orders and an Order dice showing mighty warrior. A Grand Formation Commander and his
the Shutdown symbol is placed on its Command Terminal Command Squad (if he is upgraded with one) may re-roll
to show that it is Shaken. Shaken Formations half their Hit rolls of 1 when using their Weapon Skill.
Speed and will suffer a -1 modifier to all Hit rolls.
The Battlegroup Commander
When the Formation is activated in the Issue Orders step When several Grand Formations are deployed together,
of the next Strategy phase, make a Command roll for the they are commanded by Battlegroip Commander acting as
Shaken Formation. If it is passed, remove the dice. supreme commander in the field.
Otherwise, it stays where it is. In either case, the Formation • One Grand Formation within the battlegroup must be
cannot be issued orders. designated as belonging to the Battlegroup
Commander, rather than a Grand Formation
Broken Formations Commander or Formation Commander.
If a Shaken Formation or a Formation who already lost half • One Battlegroup Commander is added to one
of its Squads and/or Squadrons loses the last model of a Formation of the Grand Formation.
Squad or Squadron, the Formation must make a Command • The controlling player must make it clear to their
check. If it is failed the Formation is Broken. It immediately opponent which model represents the Battlegroup
loses 2D3 bases and/or Structure points and an Order dice Commander in command of the battlegroup.
showing the Shutdown symbol upside down is placed on its • While the Battlegroup Commander is part of the
Command terminal to show that it is Broken. Broken Formation, add 2 to the result of any Command
Formations half their Speed and will suffer a -1 modifier to checks for it.
all Hit rolls. If a Broken Formation is activated in the
Movement phase, it cannot be activated in the subsequent Strategist: Before the battlegroup is deployed, when
Combat phase. choosing Stratagems, the presence of the Battlegroup
Commander adds +2 Stratagem points.
When the Formation is activated in the Issue Orders step
of the next Strategy phase, make a Command roll for the Warrior Elite: The Battlegroup Commander and his
Broken Formation. If it is passed, the Formation becomes Command Squad (if he is upgraded with one) are the
Shaken. If it is passed by rolling a 10, remove the dice. mightiest warriors in the battlegroup. A Battlegroup
Otherwise, it stays where it is and the Formation loses 2D3 Commander or his Command Squad may re-roll Hit rolls
of 1 when using their Ballistic Skill or Weapon Skill.

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Chosen Equipment: The Battlegroup Commander ‘s
HIGH COMMANDER OF THE FACTION
Formation doesn’t has any restrictions on Formation Asset
High Commanders are the mightiest warriors and battle-
Cards. You can select any category for both slots even if Commanders of a Faction.
the card is marked with an *.
Any battlegroup can, if it chooses, upgrade its
Noble Sacrifice: If the Battlegroup Commander’s Squad is Battlegroup Commander to a High Commander at a
removed as the result of a Targeted Attack, the controlling cost of 50 points. High Commanders count as
player rolls a D6. On a 6, the Battlegroup Commander is Battlegroup Commander in regard to any rules that
reference a Battlegroup Commander, with the following
saved by the sacrifice of his Squad. The controlling player
exceptions:
chooses one other Infantry Squad which now contains the
Battlegroup Commander. This Infantry Squad doesn’t have
• Unshakeable: A High Commander’s Formation
cannot become Shaken or Broken, and ignores any
the Warrior Elite rule. If the Battlegroup Commander is the effects or rules that would require it to become
last remaining Infantry base in the Formation, this rule has Shaken or Broken.
no effect. • Master of Battle: Orders can be issued to a P
Battlegroup Commander’s Formation without the
The Organization Standard: The Battlegroup need to make a Command check during the
Strategy phase, even if a friendly unit has already
Commander will invariably march to war accompanied by
failed a Command check while being issued Orders
the most treasured organization standards of their in that phase. Master of Battle cannot be used in
Organization. These honoured relics bear the heraldry of conjunction with Battalion orders.
the Organizations and its Supreme Commander, alongside • Warlord: A High Commander adds 3 Stratagem
campaign and battle honours beyond number. Their points to a battlegroup instead of 2 Stratagem
presence on the battlefield provides a rallying point for one points.
and all:
• The Battlegroup Commanderr’s Command Squad may
be upgraded to carry the Organization Standard at a STRATAGEMS
cost of 50 points. It takes more than weapons to win a battle. Stratagems
• The Organization Standard must be clearly displayed represent the other elements that a Battlegroup
on the Infantry base that carries it. Commander in command of a battlegroup may bring to
• As long as the Infantry base carrying the Organization bear when waging war, such as support from behind the
Standard is part of the Formation, any Formation or lines, emplaced weapons, artillery strikes and unusual
Grand Formation within 12” of that Infantry base strategies.
may re-roll any failed Command checks to see if the There are several categories of Stratagems. Each individual
Formation becomes Shaken or Broken. Stratagem costs a number of Stratagem points, as shown on
brackets after its name. In Matched Play and Narrative Play,
Warlord Traits: Each Battlegroup Commander has a the mission that has been chosen will give each player a
Warlord Trait, a unique aspect of their personality which number of Stratagem points to spent, which are added to
typifies their style of command. This trait is in effect for as the number of Stratagem points generated by each Grand
long as they are on the battlefield. Immediately before Formation Commander and the Battlegroup Commander.
deploying their battlegroup, the player controlling the In Open Play, the players should decide before the battle
battlegroup should roll a D6 on the table below to see what starts whether they will have access to Stratagem points,
their trait is. If both players agree then they cane ach pick a and if so, how many. Stratagems are a good way to assist an
trait instead of rolling a D6. outmatched force – in Matched Play, it is generally the case
1 Reckless: The Battlegroup Commander may issue Full that the player with the lowest Battle Rating gains a bonus
Stride orders to Formations within their Grand Formation Stratagem point for every 200 points of difference in
without the need to make a Command check. ratings, so a similar system could be used in Open Play.
2 Iron Discipline: When making a Command check to see
if they become Shaken or Broken, all Formations within CHOOSING STRATAGEMS
12” of the Battlegroup Commander add 1 to the dice roll. Immediately before forces are deployed, each player
3 Bloodthirsty: The Battlegroup Commander may issue chooses their Stratagems. They spend their Stratagem
Charge orders to Formations within their Grand Formation points secretly, either taking cards from the Stratagem deck
without the need to make a Command check. with the relevant total, or choosing them from the list of
4 World Burner: Any Formation within 12” of the Stratagems that follow and writing them down. Unless
Battlegroup Commander’s Formation may re-roll results of otherwise stated, each Stratagem can only be taken once.
1 when making a Ballistic Skill check.
5 Cool Headed: The Battlegroup Commander may issue Stratagems are kept secret from other players until they are
Split Fire orders to Formations within their Grand used, at which point they are revealed.
Formation without the need to make a Command check.
6 Master Tactician: Add +2 Stratagem points. Keen-eyed players will notice that many of the following
Stratagems are similar to those available for Titan Legions
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and Household forces. This is deliberate, as the Stratagems Void Shield saves are made this turn, but the Stratagem Cn
available to Titans and Knights of any Scale. The ones be used a second time in a subsequent turn.
listed here have been modified to work in conjunction with
the smaller Scale of Infantry bases and Vehicles themselves RANGED SUPPORT
and the larger number within an Infantry, Vehicles and Fire Support Bombardment (3): Play this during each
Aircraft battlegroup. Note that Stratagems are not Strategy phase. Place the 5” Blast marker anywhere on the
interchangeable – an Infantry, Vehicles and Aircraft battlefield then scatter it D10”. Any unit touched by the
battlegroup may only choose from the Stratagems listed marker where it eventually lands suffers a single Strength 8
here and a Titan Legion may only choose from the hit, or 2 Strength 8 hits if the central hole of the Blast
Stratagems listed in the Adeptus Titanicus rulebook. marker is entirely over its base.

TACTICS Orbital Strike Lance (2): Once per battle, play this during
Vengeful (1): A player can enact this Stratagem during the the Strategy phase. Place the 3” Blast marker anywhere on
Strategy phase. To do so, they pick a Formation from their the battlefield, then scatter it D6”. Any unit touched by the
battlegroup which has been reduced to a single remaining marker where it eventually lands suffers D3 Strength 10
Squad or Squadron. This Formation immediately receives a hits, or 2D3 Strength 10 hits if the central hole of the Blast
Charge order. When it charges, the Squad or Squadron may marker is entirely over its base.
make a Smash Attack, even if it isn’t normally allowed to do
so, as described on page 36 of the Adeptus Titanicus Smoke Screen (1): Once per battle, play this during the
rulebook, resolved at Scale 1 for an Infantry Squad and Strategy phase. Pick a single Formation on the battlefield.
Scale x2 for a Vehicle Squadron. Once this is resolved, the Any attacks that target it or are made by it suffers a -2 To
Squadron is removed from play. At the end of the battle, Hit penalty for the duration of the round. When the attack
the enemy gains a number of Victory points equal half the is made with a weapon that has the Melee or Close Combat
Scale of this unit, rather than the full amount. trait, this penalty does not apply.

Outflank (X): When this Stratagem is chosen, the player TERTIARY OBJECTIVES
secretly nominates one of their Formations. The cost of the These Stratagems can only be selected during Matched
Stratagem is half of the Formation’s Scale, rounding up. Play.
Play this Stratagem at the start of deployment to set that Fight for every Step (2): Play this at the end of the battle.
Formation to one side and state that it is outflanking (it is Score 2 Victory points for each enemy Titan that has not
not deployed at the same time as the rest of the been destroyed, but which is Structurally Compromised.
battlegroup). Write down which of the battlefield’s neutral
flanks it will arrive on, but do not reveal this to the Decapitating Strike (2): Play this at the end of the battle.
opposing player. While this unit is not on the board, it If the opposing player’s Princepes Seniores’ Titan has been
cannot be activated, and so cannot be issued Order. destroyed, score Victory points equal to half its Scale
At the start of the Movement phase of the first round, the (rounding down). Alternatively, if the opponent’s Seneschal
Formation appears on long auspex – reveal to the opposing and their entire Banner have been destroyed, score 3
player which neutral flank was chosen. During the additional Victory points. Alternatively, if the opponent’s
Movement phase of the second round, the outflanking Battlegroup Commander and their entire Formation have
Formation can be activated. When it is, it is set up so that been destroyed, score 2 additional Victory points.
the bases of all models within the Formation are touching Vengeance (1): Play this at the end of the battle. At the
the chosen flank. It cannot move any further during the start of the battle, secretly nominate one enemy unit and
phase. make a note of this. At the end of the battle, reveal the
nominated unit. If the nominated unit is a Titan, score 2
Interference (2): Play this Stratagem at the start of the additional Victory points if it is Structurally Compromised,
Strategy phase. Pick a single enemy unit. This unit cannot 3 additional Victory points if it is destroyed. If the
be given any Orders this round and must act on its nominated unit is a Knight Banner or a Formation, score 1
initiative. additional point if it is below half its starting strength
(rounding up), or 2 additional Victory points if it is
Plasma Mines (2): Play this Stratagem immediately after destroyed.
an enemy unit finishes moving or making a turn. That unit
suffers D3 Strength 10 hits. If the unit is a Titan, these will A Glorious Death (1): This Stratagem can only be played
be to its Legs. Void Shield saves cannot be made against on a Reinforcement Unit. Play this card at the end of the
the hits, but Ion Shield saves can be made. battle. Nominate one Reinforcement Unit that was
completely destroyed. The opposing player gains no
Voidbreaker Field (2): Play this Stratagem immediately Victory points for this unit.
after an enemy unit with active void shields finishes moving
or making a turn. Roll a D6. On a 2 or more, the opposing BATTLEFIELD ASSETS
player must immediately make a number of Void Shields These Stratagems are represented on the battlefield by
saves equal to the number rolled on the D6. On a 1, no models and give ongoing benefits to the owning player. A

9
Battlefield Asset Stratagem can only be chosen by a player 12” 24” - -1 2 10 Ordnance
who has an appropriate model to represent it. A player with
one or more Battlefield Assets sets them all up immediately Power Relay (1): When the owning player activates a unit
before deploying their first unit at the start of the battle. within 1” of the power relay in the Movement phase, they
Each one must be set up so that it is fully within the can declare that it will draw power from it. The unit gains
controlling player’s deployment zone. +D3” of Speed for every Vehicle Squadrons.
Battlefield Assets can be targeted by attacks, and are hit by
Blast markers, Flame templates and area effects (such as Hydra AA Emplacement (1): In the Enact Stratagems
exploding reactors) in the same way as a unit. Hit rolls step of the Strategy phase, the owning player can make an
against Battlefield Assets have a -1 penalty at Short Range attack with the emplacement’s Hydra quad autocannon,
and a -2 penalty at Long Range. Attacks against Battlefield using the profile which follows. The emplacement has a
Assets use the following Damage table: Ballistic Skill/Weapon Skill of 4+ and a 360° arc.

* 12-15: Glancing Hit. Roll a D6. On a 5 or 6, the Hydra Quad Autocannon


Battlefield Asset is destroyed. Range Accuracy Dice Strength Traits
* 16+: Critical Hit. Roll a D6. On a 3 or more, the S L S L
Battlefield Asset is destroyed. 6” 12” +1 - 4 4 Anti-
Units can move across Battlefield Assets without penalty. If Aircraft
the base of a Titan (but not a Knight, Infantry base or
Basilisk AA Emplacement (1): In the Enact Stratagems
Vehicle) crosses a Battlefield Asset as it moves, there is a
step of the Strategy phase, the owning player can make an
chance it will crush it underfoot. If it does so, roll a D10, or
attack with the emplacement’s earthshaker cannon, using
a D6 if the Titan’s move ends with its base over the
the profile which follows. The emplacement has a Ballistic
Battlefield Asset. If the result is lower than the Titan’s
Skill/Weapon Skill of 4+ and a 360° arc.
Scale, the Battlefield Asset is destroyed.

Earthshaker Cannon
Apocalypse Missile Strongpoint (1): In the Enact
Stratagems step of the Strategy phase, the owning player Range Accuracy Dice Strength Traits
S L S L
can make an attack with the strongpoint’s apocalypse
15” 30” - +1 1 5 Ordnance,
missile launcher, using the profile which follows. The Anti-
strongpoint has a Ballistic Skill/Weapon Skill of 4+ and a Aircraft
360° arc.
Manticore AA Emplacement (1): In the Enact
Stratagems step of the Strategy phase, the owning player
Range Accuracy Dice Strength Traits can make an attack with the emplacement’s Manticore
S L S L missiles, using the profile which follows. The emplacement
30” 120” - +1 5 4 Barrage has a Ballistic Skill/Weapon Skill of 4+ and a 360° arc.

Command Bastion (1): A command bastion allows the Storm Eagle Rockets
owning player to issue one more Order after they fail a Range Accuracy Dice Strength Traits
Command check when issuing Orders in the Strategy S L S L
phase. The Order must be issued to a unit within 18” of the 15” 30” - +1 1 7 Anti-
command bastion. Note that this does not allow more than Aircraft,
one Order to be issued to a unit. Limited
(4)
Communications Relay (2): Subtract 1 from the result of
any Command check for units that are within 18” of a
communications relay that is owned by the enemy.

Void Shield Relay (2): Failed Void Shield saves can be re-
rolled for units that are within 2” of a friendly void shield
relay.
Macro Cannon Battery (2): In the Enact Stratagems step
of the Strategy phase, the owning player can make an attack
with the battery’s macro cannon, using the profile which
follows. The strongpoint has a Ballistic Skill/Weapon Skill
of 4+ and a 360° arc.

Range Accuracy Dice Strength Traits


S L S L

10
INFANTRY AND VEHICLE WEAPONS

WEAPON TRAITS
The weapons traits work the same as on Titan weapons – MELTA This weapon has two values for its Strength
see page 38/39 of the rulebook. Others are entirely new separated by a /. The first value is used on short range and
and detailed here. the second value on long range.

ANTI-AIRCRAFT This weapon can target Aircrafts. If the OVERLOAD Before making a Hit roll with a weapon with
base or Vehicle with this weapon doesn’t move it may this trait, the controlling player can declare that it will fire
perform an out of order attack at any Aircraft Squadron on Overload mode. If they do so, the weapon’s Strength is
after their Approach Move and before it attacks but needs a increased by 1. However, for each Hit roll of 1 (before any
6 to hit. This doesn’t prevent the base or Vehicle (or its modifiers or re-rolls), a Direct Hit is inflicted on the
Formation) to attack in the Combat Phase as usual. attacking Formation.
If a weapon on an Aircraft has this trait then the Aircraft
may move and use this trait. PHOSPEX Place a 1” template where this weapon has hit
and leave it in place for the duration of the game. Any unit
ANTI-TANK Damage from this weapon can’t be applied to moving through this area suffers one automatic hit by this
Infantry bases weapon for every Squad or Squadron moving through it.

BOMB When attacking with this weapon nominate an SMALL ARMS Damage from this weapon can only be
enemy Unit on the Aircrafts flight path. Often this weapon applied to Infantry bases.
also has the Blast trait. If such a weapon misses roll a D6.
On a 1-3 the template deviates D10 inches directly ahead of SNIPER Attacks with this weapon may be always Targeted
the Aircraft’s flight path on a 4-6 it deviates D10 inches Attacks, but without the To Hit modifier.
directly to the rear of the Aircraft’s flight path.
SPONSON Despite being mounted on an Aircraft this
CLOSE COMBAT When attacking with a weapon with the weapon may attack in a 360° arc.
Close Combat trait the controlling player can always choose
the target model (as though they were making a Targeted
Attack, but without the To Hit modifier) but they can only
target a Titan’s legs. Most have a Range of 0” which means
the model has to touch the target to be able to attack with
this weapon. If the weapon uses a template it has to be
placed so that it touches the attacking model. On Charge
Orders this weapon adds +1 dice if the attacker gets into
base contact to an enemy model.

CONSUMING Infantry bases, Vehicles and Super-heavy


Vehicles don’t have a reactor. If they use a Consuming
weapon they are not allowed to move and may only
perform a single 45° turn during the current round. If they
attack with a Consuming Weapon with First Fire orders
then they can’t attack with it again in the Combat Phase.
Some weapons have (Consuming) after another trait – this
means that they do not have the trait by default, but if they
don’t move before attacking with the weapon, it gains that
trait for the duration of the attack.

COMBI WEAPON Once per round this weapon may ignore


the Small Arms trait and attack with half the dice but triple
its Strength. All weapons in the Formation have to use this
trait at the same time or none.

DEFLAGRATE If at least one hit is scored then one


additional hit is scored.

FLAME This weapon hits automatically.

HEAVY Attacks with this weapon suffer a -1 modifier to


the Hit roll if the model has moved.

11
INFANTRY AND VEHICLE ABILITIES

INFANTRY AND VEHICLE TRAITS There are three types of the Aircraft trait:
Most Infantry bases and Vehicles have one or more traits. - Aircraft (Fighter)
These are special additional rules which either give the This Aircraft can make a 90° turn on the Approach Move
model bonuses or penalties in certain situation, or means and on the Disengage Move.
that it behaves in a unique and unusual fashion. - Aircraft (Fighter-Bomber)
The most common traits are listed below – others might This Aircraft can make a 45° turn on the Approach Move
appear on the Formation Command Terminal or and on the Disengage Move.
Formation Assets cards themselves. - Aircraft (Bomber)
This Aircraft and has to move in a straight line on the
AIRCRAFT (TYPE) A Vehicle with this trait is an Aircraft. A Approach Move and may make a 45° turn on the
Formation which consists only of Aircraft is called a Disengage Move.
Squadron on the Command Terminal.
Aircraft have to remain in 3” coherency with other Aircraft ASSAULT VEHICLE The Transport trait of this Vehicle can
of the same Formation or Squadron. They don’t have to be used under Charge orders.
remain in coherency with Infantry and Vehicles of the same
Formation. AUTOMATED Vehicles with this trait don’t suffer the -1 to
Aircrafts can only be attacked by weapons with the Anti- Hit penalty if their Formation or Squadron is broken.
Aircraft ability
Aircraft Squadrons are held off table until activated in the BATTLESMITH During the Damage Control phase, add +1
Movement Phase. Because of this they can’t be issued any die to the Reorganization roll for each Battlesmith in the
Orders unless they start the turn on the table. Aircraft Formation. The results of this dice can only be used for
which are part of a Formation and have the Hover trait Repair Vehicles actions.
may be deployed with their Formation or held off table and
may move on the table during any Movement Phase. BIKE Damage from weapons with the Anti-Tank trait
If an Aircraft Squadron is activated in the Movement Phase affect Infantry bases of this Squad. This Squad can’t benefit
it has to make a Command check. If failed it can’t enter the from the Transport trait.
table this round but may attempt next round. If successful
it has to decide if it want to enter the table with a Slow BOARDING SHIELDS All attacks targeting an Infantry base
Approach or a Fast Approach and if it wants to fly High or of this Squad have their Strength reduced by -1. Inside
Low. buildings all bases have to remain in base contact to gain
Aircraft may enter the table form any board edge and have this trait.
to move at least 12”.
If flying High Aircrafts may ignore any Terrain or Units BULKY Infantry bases of this Squad count as two bases for
during their Move but everyone may draw unobstructed the Transport trait.
Line of Sight from and to the Aircraft. If flying Low the
Aircraft moves at the height of its Aeronautica Imperialis
COMBAT SHIELDS: All attacks targeting an Infantry base of
flight pole. If its Move crosses Terrain or a model of at
this Squad have their Strength reduced by -1 if the attacker
least the same height as the flight stand during flying Low
is in base contact with this Squad.
the Aircraft is destroyed. Any transported troops are also
destroyed.
CONFINED Squads with the Bulky trait can’t benefit from
After the Approach Move the Squadron may attack with all
the Transport trait of this model.
of their weapons. An Aircraft can only shoot straight ahead
in a corridor as wide as its base.
CORTEX CONTROLLER: If a Formation includes a Squad
During a Fast Approach the Aircraft may disembark
with this trait then all Squads with the Cybernetica Cortex
Infantry Squads and Vehicle Squadrons with the Jetpack or
trait gain the Stubborn trait instead.
Skimmer trait. After this it immediately Disengages and
moves off the table.
COUNTER-ATTACK: If the Company with this Squad is the
During a Slow Approach the Aircraft may land to
target of an Assault or Charge, this Squads gains the +1
disembark or embark Infantry Squads and Vehicle
dice on a weapon with the Close Combat trait as if it is
Squadrons. It may stay landed or take off again but stays on
acting under Charge orders.
the table. In the Combat Phase it can be activated.
If an Aircraft Squadron is activated in the Combat Phase it
CYBERNETICA CORTEX: Squads with this trait count as if
may attack and then Disengage and move off the table. If it
they have the Stubborn trait but can’t benefit from Orders
is landed it may take off before attacking or stay landed.
but suffer all the restrictions. If all Squads within a
All weapons on an Aircraft can target other Aircraft unless
Formation have this trait then the Formation can’t be
the weapon has the Bomb, Blast, Flame or Inferno trait or
issued Orders unless the Formation includes a Squad with
a Strength of 8 or more.
the Cortex Controller trait.

12
DAEMON: Roll a D6 for every hit distributed to this Squad 6” outside of the Deployment Zone. Infantry bases of the
starting with Critical Hits, then Devastating Hits then same Squad still have to remain base contact.
Direct Hits. Each 6 cancels a hit. This trait includes the
Fear trait. INTERCEPTOR If all Aircraft of its Squadron have this trait
the Squadron may immediately activate after an enemy
EXPLORATOR ADAPTION If Vehicles of this Squadron are Aircraft Squadron has finished its Approach Move. It may
selected as a target then weapons with the Blast, Inferno or attack that enemy Aircraft Squadron before it attacks. If
Blast trait have to re-roll Armour rolls of 6 (10 if it also has both Squadrons did choose a Slow Approach it may
the Fusion trait). Hits from Dangerous Terrain have to re- activate and attack in the Combat phase before the enemy
roll Armour rolls of 6. Squadron attacks and makes its Disengage Move.

EXTREMELY BULKY Damage from weapons with the Anti- JETBIKE Damage from weapons with the Small Arms trait
Tank trait affect Infantry bases of this Squad. affect Vehicles of this Squadron. This Squadron has the
Skimmer trait.
FEAR An enemy Unit which isn’t a Titan and charges a
Formation with this trait or a Formation with Squads with JUMP PACKS The Infantry bases of this Squad possess the
this trait has to pass a Command test or suffers -1 on the to Bulky and Teleport trait and may move over any Terrain
Hit roll. If only individual Squads have this trait then only (ignoring its effects) and model but may not stop on
models which are within 1” of such a Squad suffer the -1 models or Impassable terrain.
modifier.
NARTHECIUM During the Damage Control phase, add +1
GEO-LOCATOR BEACON Squads arriving via Teleport die to the Reorganization roll for each Narthecium in the
within 12” may re-roll the die to see if they suffer casualties Formation. The results of this dice can only be used for
and Formations arriving via Drop Pods within 12” don’t Rally Lost Troopers/Patch Up Wounded actions.
scatter.
OFFICER This isn’t a Squad of its own but a feature of the
HARDENED ARMOUR If Infantry bases of this Squad are Formation. Add any weapon or ability of the Officer to one
inside buildings and are selected as a target then weapons Infantry Squad each time the Formation attacks. Officers
don’t get a Strength bonus and Flame weapons don’t can be marked by a single model placed between the
generate extra hits against them. Squads of a Formation. You can also replace a model from
an Infantry base or add an additional model to an Infantry
HEAVY TRANSPORT (X Y/Z) This Vehicle can transport base. Just make sure that it isn’t confused with a Command
Vehicles. X specifies which Vehicle. Y specifies as how Squad. An Officer is only removed as casualty with the last
many bases it counts for the Transport trait and Z specifies base of the Formation or when he is selected as the target
the maximum number of Vehicles. of a Targeted Attack.

HOVER An Aircraft with this trait may stay on the table ORBITAL DROP Vehicles Squadrons with this trait are
after it has performed a Slow Approach Move. In the usually one of several types of Drop Pods which are
Combat Phase and subsequent turns, it is treated as a launched from orbit on a preordained time to land in the
Vehicle with the Skimmer trait (this means weapons midst of battle. For every Drop Pod (or Drop Pod
without the Anti-Aircraft trait can target the Aircraft) and Squadron) mark down in secret at which round the Drop
may attack with all of its weapons in a 360° arc unless it has Pods arrives. At the beginning of the Movement Phase of
landed. In subsequent turns it can perform a Disengage the selected round place one Drop Pod (or Vehicle with
Move in any direction. While the Aircraft uses this trait, it this trait) on the table. Then scatter it D10” in a random
has to remain in coherency with its Formation. direction. If the Scatter Die shows a Hit symbol the Drop
Pod doesn’t scatter. Then place any other Drop Pod of this
HULKING This Squad is treated like a Vehicle Squadron in Squadron (if there are any) in Squadron coherency around
every aspect. the first one. After this disembark the attached Squad or
Squads following the Transport trait.
IMMOBILE This Vehicle can’t move. It has to be deployed
in coherency but after deployment it doesn’t has to stay in OUTRIDERS Vehicles of this Squadron may be 6” apart
coherency with its Formation. Vehicles with this trait will from another model of its Formation. Vehicles of the same
activate together with their Formation but if out of Squadron still have to remain within 1” of each other.
coherency are treated as a separate Unit by enemy Units. If
only Vehicles with this trait are left of their Formation then PSYKER This Squad is a Psyker.
the Formation counts as destroyed.
SKIMMER Vehicles in this Squadron may move over any
INFILTRATORS Infantry bases of this Squad may be 6” Terrain (ignoring its effects) and model but may not stop
apart from another model of its Formation and may deploy on models or Impassable terrain.

13
STUBBORN: Squads with this trait ignore the effects of Vehicle is destroyed each Squad receives the same type of
being Shaken. Note that their Formation still has to pass a Hit as the Vehicle.
Command Check to rally and to receive Orders.
- Independent Transport (X)
SUPER-HEAVY This model is a massive super-heavy tank. As Attached Transport But for every Vehicle with this Trait
As such it is more lumbering than lighter vehicles. any Infantry Squad in another Formation within 1” of this
A Formation with Super-heavy Vehicles will always have a Vehicle may move with the Speed of this Vehicle if the
Structure points track. If a Formation is reduced to 0 total number of bases in these Squads doesn’t exceed X.
Structure points, A Vehicle with the Super-heavy trait has For Movement purposes treat both Formations as one
to be removed before other Vehicles or Vehicles with the single Formation. This trait can’t be used if any of the
Heavy trait. Infantry bases of these Squads are inside of a building or
Super-heavy Vehicles have Arcs like Titans and move, turn any Formation acts under Charge orders.
and are attacked in the same way as Titans – see page 30 of
the rulebook but can’t move in the Side arcs. This includes TURBO-BOOST If a model of this Squad is targeted while its
firing arcs of the vehicles as well as modifiers to the Formation acts under Full Stride orders any Hit rolls suffer
Damage roll for attacks from the side or rear Arc. a -1 penalty.
Super-heavy Vehicles have a Manouvre characteristic of 3. WALKER Vehicles in this Squadron move like Infantry
Super-heavy Vehicles can make Smash Attacks but only bases. This also means that they can enter buildings.
against other units that are of the same Scale or a smaller
Scale than themselves.
A single Vehicle with this trait is a Squadron of its own.
Formations entirely made out of Vehicles with this trait
can’t become Broken.

TALON After deployment Vehicles in this Squadron don’t


have to remain within 1” of each other. Each Vehicle is
treated as Vehicle Squadron of its own.

TELEPORT In the Strategy Phase during the Enact


Stratagem step place any Squads with this trait anywhere on
the board but withing Formation coherency. Then roll a D6
for every base of these Squads. On a roll of 1 remove the
base as casualty.

TRANSPORT (X) There are three types of the Transport


trait:
- Dedicated Transport (X)
Infantry bases in the Squad to which this Vehicle is
attached to may move with the Speed of this Vehicle. If all
Infantry bases in the Squad are destroyed this trait becomes
Attached Transport. After moving the Infantry bases may
stay inside of the Vehicle. Put the bases away or mark them
in a way to show that they are in the Vehicle. If the Vehicle
is destroyed the Squad receives the same type of Hit as the
Vehicle. This trait can’t be used if any of the Infantry bases
of this Squad are inside of a building or the Formation acts
under Charge orders.
- Attached Transport (X)
As Dedicated Transport but for every Vehicle with this
Trait in the Formation any Infantry Squad within 1” of this
Vehicle and without a Dedicated Transport in the same
Formation may move with the Speed of this Vehicle if the
total number of bases in these Squads doesn’t exceed X. If
all Infantry bases in the Formation are destroyed this trait
becomes Independent Transport. This trait can’t be used if
any of the Infantry bases of these Squads are inside of a
building or the Formation acts under Charge orders. If the

14
ADVANCED RULES

REACTION FIRE Formation trying to get as many models in base contact


Formations (but not Super-heavy Formations) are much with enemy models of the target Formation. After this
quicker to react to different battlefield situations. If a move both Formations attack each other simultaneously
Formation is issued a First Fire order and is the target of a again. After all attacks are carried out and casualties are
Titan, Banner or Formation with a Charge order then it removed compare which Formation has lost more models.
may attack the charging unit with every weapon without the The Formation who has lost more models is the loser of
Melee or Close Combat characteristic but only with one the Assault and has to immediately move directly away
dice. Doing so it needs a 6 for the Hit rolls. This doesn’t from the other Formation with maximum speed (not
prevent the Formation to attack in its own activation. halved Speed) and becomes Shaken. If the losing
Formation was already Shaken it becomes Broken.
INFANTRY IN BUILDINGS The winning Formation may Consolidate 2” in any
Infantry bases treat Buildings as Difficult Ground. If a direction.
Squad enters a building each Infantry base can move freely
within the building (or building section if the building is PSYKERS
very large) without the need of remaining base to base Some Squads may contain a Psyker which has the Psyker
contact with other bases of its Squad. The building itself trait with a Psychic Mastery Level of 1 to 3. Each Psyker
doesn’t block line of sight from and to Infantry bases if may choose one psychic discipline and may activate one
target and attacker are inside of the same building or line of psychic power per Level of Psychic Mastery.
sight is drawn from or to a base which is touching the wall Level 1 The Psyker may use the first psychic power
of the building from the inside. Infantry in buildings count Level 2 The Psyker may use the first and second
always as 50% obscured. All other rules for range and line psychic power but with a -1 malus on the
of sight remain unchanged which means that no line of activation roll for the second psychic power.
Level 3 Add +1 on the roll to activate the first
sight from outside a building may be drawn to Infantry
psychic power. The second psychic power
inside a building if the Infantry isn’t touching the wall. doesn’t suffer a malus on the activation roll.
Formations with Infantry bases within a Building which To activate a psychic power, roll a D10 during any phase. A
chose an Infantry base as a target which is in the same psychic power can only be activated once per turn but in
building may add +1 to the weapons Strength of the any phase of your choosing during the activation of the unit
Infantry in the same building representing blasts to be more containing the Psyker. If a 5+ is scored the psychic
efficient in such close confines. Weapons with the Flame discipline takes effect. If the effect is an attack then it takes
trait cause 1 additional hit instead. effect regardless which Order the unit of the Psyker has. If
If a Building containing Infantry bases is destroyed then the roll is a 1 remove the Psyker’s base as casualty. If the
roll a dice for each base. On a roll of 4+ that base is Psyker has the Officer trait the Squad only loses the Psyker
destroyed. Add +1 to the roll for every inch of the trait. On a roll of 10 the same happens but the Psychic
building’s height minus 1. For example: If a building with a Power takes effect and can’t be canceled.
height of 2” would be destroyed an Infantry base is If the target unit of a psychic power includes a Psyker he
eliminated on a roll of 3+. may roll a D10. If the result is higher than the roll to
activate the psychic power the effect is canceled.
ASSAULTS
When a Formation charges another Formation a bloody Biomancy
close quarters firefight and hand-to-hand combat happens. Smite: Activate during the Combat phase. If successful you
If a Formation acting under Charge orders attacks another may immediately attack with the following profile:
Formation it has to try to get as many models in base Range Accuracy Dice Strength Traits
contact to enemy models of the target Formation as S L S L
possible. After this both Formations may attack with every 4” 9” - - 2 3 Small
weapon simultaneously but may only target each other. Arms
After all attacks are carried out and casualties are removed
compare which Formation has lost more models. The Haemorrhage: Activate during the Combat phase.
Formation who has lost more models is the loser of the Select an enemy unit within 5” and make an Armour roll
Assault and has to immediately move directly away from with a Strength of 7. If this causes a Direct Hit or
the other Formation with maximum speed (not halved Devastating Hit then the unit suffers a Critical Hit instead.
Speed) and becomes Shaken. If the losing Formation was If this happens then again make an Armour roll with a
already Shaken it becomes Broken. Strength of 7. If this causes a Direct Hit or Devastating Hit
The winning Formation may Consolidate 2” in any then the unit suffers a Critical Hit instead. Continue until
direction or perform a Sweeping Advance. If the winning no Direct or Devastating Hits are scored or 5 non-
Formation becomes Shaken it may only Consolidate. The Superficial Hits are scored.
winning Formation can’t become Broken. Those Critical Hits don’t cause the loss of Structure Points.
If the winning Formation chooses to perform a Sweeping If a Titan is targeted the Critical Hits are always inflicted on
Advance it makes a full move towards the retreating the Head.

15
Divination If the target is a Titan instead of the procedure as above its
Prescience: Activate during the Combat Phase. Head location suffers a Critical Hit on a D6 roll of 5+.
Select a Squad within 6”. The Squad may re-roll all to Hit Daemonology – Sanctic Powers
and Armour rolls. Banishment: Activate during Combat phase. Select an
enemy unit within 6”. All hits which are distributed to a
Scrier’s Gaze: Activate during the Strategy phase. If Squad with the Daemon trait gain +1 on the Armour roll.
successful your opponent has to show you all his Stratagem
cards. Then select one Stratagem card he has to discard. Vortex of Doom: Activate during the Combat phase. If
This psychic power can only be used successful once per successful you may immediately attack with the following
game. profile. If unsuccessful remove the Psyker’s base as
casualty:
Pyromancy Range Accuracy Dice Strength Traits
Flame Breath: Activate during the Combat phase. If S L S L
successful you may immediately attack with the following 1” 3” - - 1 10 Bypass
profile:
Range Accuracy Dice Strength Traits Daemonology – Malefic Powers
S L S L Summoning: Activate during the Strategy Phase.
3” - - - 2 3 Flame, Place a Squad of two bases of Lesser Daemons within 3” of
Small the Psyker.
Arms
Possession: Activate during the Strategy Phase. If
Molten Beam: Activate during the Combat phase. If unsuccessful remove the Psyker’s base as casualty. If
successful you may immediately attack with the following successful replace the Psyker’s base with a Greater Daemon
profile: in coherency to its Formation. The Greater Daemon is now
Range Accuracy Dice Strength Traits part of the Formation.
S L S L
1” 3” - - 1 8/4 Melta

Telekinesis
Assail: Activate during the Combat phase. If successful you
may immediately attack with the following profile:
Range Accuracy Dice Strength Traits
S L S L
3” 5” - - 1 3 -

Psychic Maelstrom: Activate during the Combat phase. If


successful you may immediately attack with the following
profile:
Range Accuracy Dice Strength Traits
S L S L
1” 3” - - 1 7 Barrage,
Flame

Telepathy
Psychic Shriek: Activate during Combat phase.
Select an enemy unit within 5”. The target suffers 2D6
minus 10 minus the target’s Command value in Direct Hits.

Hallucination: Activate during the Strategy phase. If


successful select an enemy unit within 6” and roll a D6 on
the following table:
1-2: Bugs! I Hate Bugs! – The target unit has to pass a
Command test or becomes Shaken.
3-4: Its’ so Beautiful! – The target unit suffers a -1 penalty
on all to Hit rolls.
5-6: You! You are a Traitor! – Sselect a Squad with an
Officers if the target is a Formation or a Lord Scion, High
Scion or Seneshal if the target is a Banner. That Squad
suffers a Strength 4 hit for every other base in the Squad. In
the Banner that Knight suffers a Strength 4 hit for every
other Knight in the Banner.

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17
INFANTRY, VEHICLE AND AIRCRAFT BATTLEGROUPS IN MATCHED PLAY

Matched Play focuses more on introducing balance to of Victory points equal to their Scale. Destroyed units grant
battles. It is ideal for those who wish to play in a a number of Victory points as follows:
competitive spirit, and is also useful for those who wish to
play against opponents they do not regularly play, ensuring Scale Victory points
a more-or-less fair fight. This makes it ideal for leagues and 0 2
tournaments, but also for battles fought at gaming clubs 1-3 4
and pick-up games in local gaming stores. 4-6 6
7-9 10
10+ 15
The full rules for Matched Play can be found on page 84 of
Secondary Objective: Minimize Losses
the Adeptus Titanicus rulebook. The rules that follow here
At the start of the battle, each player calculates the total
cover the areas in which a Organizationes Astartes
Scale of their units. If they still have at least half their
battlegroup differs from a Titan battlegroup.
starting total at the end of the battle, they score 5 Victory
points.
MEETLING ENGAGEMENT
This is the standard Matched Play mission for Adeptus
GLORY AND HONOUR
Titanicus. The players will decide a Battle Rating and plan
Overview
their forces accordingly, as described previously in this
Morale is as vital to the war effort as military might – arguably, even
document for a Organizationes Astartes battlegroup, or in
more so. Your battlegroup has been tasked with striking a blow to
the Adeptus Titanicus rulebook for a Titan battlegroup.
enemy morale by laying low one of their mightiest god-engines.
The first step in fighting a Meeting Engagement is deciding
Scoring Victory Points
the Battle Rating, which will determine the size of the
At the start of the battle, determine which enemy unit has
battle, the number of Stratagem points available to each
the highest points cost. If two or more units are tied for the
player and how long the battle will last, as described on
highest points cost, the opposing player must choose one
page 84 of the Adeptus Titanicus rulebook.
of them when this objective is revealed. Score 20 Victory
points if that unit is destroyed in the first round, 15 Victory
Selecting Mission Objectives
points if it is destroyed in the second round and 10 Victory
Once each player has assembled their Organizationes
points if it is destroyed in the third round or later.
Astartes battlegroup, Household force or Titan battlegroup,
they will then each need to select a mission objective. In a
Secondary Objective: Dominate
Meeting Engagement each side has its own objective, and
At the end of the battle, divide the battlefield into four 2’x2’
players must aim to achieve their objective while stopping
quarters. The player with this objective score 3 Victory
their opponent from doing the same.
points for each quarter which contains at least one of their
units and no enemy units.
A player using a Legiones Astartes battlegroup rolls two D6
and looks their result up on the table below to see which
DECAPITATION STRIKE
objectives are available, re-rolling any duplicates until they
Overview
have two different objectives available. The player then
A high-ranking enemy commander has been located. The Legion is
secretly writes down which of their two available objectives
unleashed to either seize him or kill him.
they will be attempting – the other is discarded, presumably
to be handed by a different battlegroup. The objectives for
Scoring Victory Points
a Legiones Astartes battlegroup are detailed as follows. The
The Terrain feature in the center of the board, or if there
objectives for a Titan battlegroup are detailed on page 85 of
isn’t any, the Terrain feature closest to the center is the
the Adeptus Titanicus rulebook and the objectives for a
location of the enemy commander’s HQ. In the End phase
Household force are detailed on page 41-42 of Doom of
roll a die for every Formation of the scoring player which is
Molech.
inside of this Terrain feature adding +1 for every turn a
Formation of the scoring player is in the Terrain feature
MEETING ENGAGEMENT OBJECTIVES
and -1 for every enemy Formation in the Terrain feature.
ENGAGE AND DESTROY
On a 6 the enemy commander is captured and the scoring
Overview
player gains 15 Victory points.
An enemy battlegroup has been sighted on long range auspex. Your
task is simple – seek them out and eradicate them, while suffering
Secondary Objective: Extraction
minimal losses to your own battlegroup, of course.
If the enemy commander was captured and the Formation
who captured him leaves the board through a friendly
Scoring Victory Points
board edge the scoring player gains 10 extra Victory points.
At the end of the battle, score Victory points for each
enemy unit that is Structurally Compromised or completely
destroyed. Structurally Compromised units grant a number

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HOLD THE LINE
Overview Scoring Victory Points
The enemy has advanced into territory which cannot be allowed to Place two objective markers in the opponents table half and
control. Your battlegroup will move out and either destroy the two objective markers in the opponent’s deployment zone
opposition’s war engines or force them back. not further away than 6” from his table edge. Each
objective should be at least 6” away from each other. If an
Scoring Victory Points objective marker is placed on a Terrain feature the Terrain
At the end of the battle, score 5 Victory points of there are feature becomes the objective.
no enemy units within 12” of the scoring player’s battlefield At the end phase add the scale of every unit within 3” of an
edge. Score another 5 Victory points of there are none objective. Each Infantry Squad within 3” counts as Scale 1.
within 18” of that battlefield edge, another 5 Victory points Each Infantry Squad inside a Terrain feature counts as Scale
if there are none within 24” and another 5 Victory points of 2. Each Infantry Squad in a building counts as Scale 3.
there are none within 30” If the scoring player has the highest cumulative Scale, he
controls the objective. Score 1 Victory point for each
Secondary Objective: Reprisal controlled objective.
At the end of the battle, score Victory points equal to half
the Scale of each destroyed enemy unit (rounding down). Secondary Objective: Blitz
The objectives in the opponent’s deployment zone is worth
TAKE AND HOLD 1 additional Victory point.
Overview
In a shock assault the Legion conquers key objectives to break their
opponents’ spirit and gain a tactical advantage for further conquests.

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GLOSSARY

Infantry Squad
One or more bases with three to seven Infantry models on it.
Legiones Astartes, Imperialis Militia = Squad
Solar Auxilia = Section
Mechanicum Taghmata = Cohort, Covenant, Maniple

Vehicle Squadron
One or more Vehicle models. One or more Aircraft models.

Formation
Legiones Astartes = Company, Aircraft Squadron
Imperialis Militia = Infantry Platoon, Tank Company, Aircraft Squadron
Solar Auxilia = Tercio, Aircraft Squadron
Mechanicum Taghmata = Retinue, Company, Aircraft Squadron

Grand Formation
Legiones Astartes = Battalion
Imperialis Militia = Infantry Company, Tank Battalion
Solar Auxilia = Brigade
Mechanicum Taghmata = War Host, Pentex, Cohort, Demi-Regiment

Battlegroup

Formation Commander
Legiones Astartes = Centurion
Imperialis Militia = Platoon Command Cadre, Tank Commander
Solar Auxilia = Troop Master, Auxilia Tank Commander
Mechanicum Taghmata = Magos Dominus

Grand Formation Commander


Legiones Astartes = Legate
Imperialis Militia = Infantry Company Commander, Tank Battalion Commander
Solar Auxilia = Ausxilia Tactical Command Section
Mechanicum Taghmata = Magos Prime

Battlegroup Commander
Legiones Astartes = Praetor Tribune
Imperialis Militia = Force Commander
Solar Auxilia = Legate Commander
Mechanicum Taghmata = Archmagos Dominus

High Commander
Legiones Astartes = Praetor
Imperialis Militia = Force Supreme Commander
Solar Auxilia = Lord Marshal
Mechanicum Taghmata = Archmagos Prime

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APPENDIX I

INTERACTION WITH OFFICIAL MODELS AND RULES

LOYALIST LEGIOS BOOK


Page 7: Add at the bottom of the last paragraph of LEGIO BATTLEGROUP:
- A Legio battlegroup can include a maximum of three Formations as Reinforcements for each Titan Maniple in the battlegroup.
One of these Formations per Titan Maniple can be an Auxiliary Formation.

Page 8: Add at the bottom of the last paragraph of HOUSEHOLD BATTLEGROUP:


A Household battlegroup can include a maximum of three Formations as Reinforcements for each Lance in the battlegroup. One
of these Formations per Lance can be an Auxiliary Formation.

Warbinger Nemesis Quad Autocannons


A Warbinger Nemesis Titan is equipped with two Quad Autocannons. They can only attack Aircraft which don’t use the Hover
trait.
Quad Autocannon
Range Accuracy Dice Strength Traits
S L S L
6” 12” +1 - 4 4 Anti-Aircraft

Warmaster Twin Autocannons


A Warmaster Titan is equipped with four Twin Autocannons. They can only attack Aircraft which don’t use the Hover trait.
Twin Autocannon
Range Accuracy Dice Strength Traits
S L S L
6” 12” +1 - 2 4 Anti-Aircraft

Questoris Knight and Armiger Knight Heavy Stubber


Questoris Knights and Armiger Knights which aren’t upgraded with a Melta gain a Heavy Stubber instead. A Heavy Stubber has
the following rules:
HEAVY STUBBER: When a Banner is activated in the Combat phase, each Knight with a Heavy Stubber can target an enemy
unit within 3”. That unit suffers a Strength 2 hit; these attacks have the Small Arms trait.

Questoris Knight Ironstorm Missile Pod


Alternative to Stormspear Rocket Pod. +25 points
Ironstorm Missile Pod
Range Accuracy Dice Strength Traits
S L S L
6” 36” - - 6 4 Barrage, Rapid

Questoris Knight Twin Icarus Autocannon


Alternative to Stormspear Rocket Pod. +10 points
Twin Icarus Autocannon
Range Accuracy Dice Strength Traits
S L S L
6” 12” +1 - 2 4 Anti Aircraft

Acastus Knight Helios Defence Missiles


Alternative to Ironstorm Missile Pod. -10 points
Helios Defence Missiles
Range Accuracy Dice Strength Traits
S L S L
8” 15” - - 1 4 Anti Aircraft

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Ardex Defence System
In addition, the targeted unit suffers a Strength 3 hit; this attack has the Small Arms trait.

A Warmaster Heavy Battle Titan may replace his Twin Autocannons to enhance his Ardex Defence System. If doing so the
targeted unit suffers double the number of hits.

STRATAGEMS
Hydra AA Emplacement (1): In the Enact Stratagems step of the Strategy phase, the owning player can make an attack with the
emplacement’s Hydra quad autocannon, using the profile which follows. The emplacement has a Ballistic Skill/Weapon Skill of
4+ and a 360° arc.
Hydra Quad Autocannon
Range Accuracy Dice Strength Traits
S L S L
6” 12” +1 - 4 4 Anti-Aircraft

Basilisk AA Emplacement (1): In the Enact Stratagems step of the Strategy phase, the owning player can make an attack with
the emplacement’s earthshaker cannon, using the profile which follows. The emplacement has a Ballistic Skill/Weapon Skill of 4+
and a 360° arc.
Earthshaker Cannon
Range Accuracy Dice Strength Traits
S L S L
15” 30” - +1 1 5 Ordnance,
Anti-Aircraft

Manticore AA Emplacement (1): In the Enact Stratagems step of the Strategy phase, the owning player can make an attack with
the emplacement’s Manticore missiles, using the profile which follows. The emplacement has a Ballistic Skill/Weapon Skill of 4+
and a 360° arc.
Manticore Missiles
Range Accuracy Dice Strength Traits
S L S L
20” 100” - +1 1 6 Anti-Aircraft,
Limited (4)

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