RED ELF
INTERGRATING ADEPTUS
TITANICUS INTO EPIC 40,000

The new Adeptus Titanicus rules have been designed to be intergrated quite straight-forwardly into normal games of Epic 40,000. The following rules explain how to do it!

THE SEQUENCE OF PLAY

The normal Epic 40,000 sequence of play is modified as shown below:

I Movement Phase
1
Declare flyer missions
2
Determine initiative
3
Players alternate moving Titans
4
First player moves remaining detachments
5
Second player moves remaining detachments
II Shooting Phase
1
Determine initiative
2
Shoot with vehicles and infantry
3
Determine initiative again!
4
Shoot with war engines (including Titans)
III Assault Phase
1
Determine initiative
2
Players alternate moving Titans
3
Resolve Titan vs Titan close combats
4
Resolve the first player’s remaining assault moves, close combats and firefights
5
Resolve the second player’s remaining assault moves, close combats and firefights
IV Rally Phase
1
Roll to remove Blast markers
2
Roll to rally broken detachments
3
Repair war engine damage and shields
4
Check scenario victory conditions
ORDERS & BLAST MARKERS

When using these rules Titans cannot be given special orders, and are not effected by blast markers in any way. In other words, don’t place blast markers or order dice on Titans.

THE MOVEMENT PHASE

In the movement phase Titans move as described above, while other units use the rules in the Epic 40,000 rulebook. Note that Titans are moved first on an alternating basis, and then each player takes it in turn to move their remaining detachments ‘all together’ as described in the Epic 40,000 rulebook.

THE SHOOTING PHASE
VEHICLES & INFANTRY

Detachments of vehicles and infantry can shoot at Titans in step 2 of the Shooting Phase. They shoot at Titans using the ATII rules. The AT II weapon chart shows what values Epic weapons have when using the ATII rules. All non-Titan detachments have a gunnery value of 4+.

THE SHOOTING PHASE
TITANS

Titans shoot at the same time as other war engines, in step 4 of the Shooting Phase. Titans shoot at other Titans using the ATII rules described above. They shoot at vehicles and infantry using the shooting rules from Epic 40,000 - that is why the weapons for ATII include a Firepower value! Future articles will incorporate other war engines into the ATII rules, but until then you shoot at them using the rules in the Epic 40,000 rule book.

THE ASSAULT PHASE
TITANS

Titans move and fight each other in steps 2 and 3 of the Assault Phase, using the ATII rules described above. They may ignore infantry and vehicles as they move; just push the units out of the way to make room for the Titan’s stand if necessary. Alternatively a Titan may choose to use up its improvised attacks on vehicles and infantry stands as it moves over them (i.e. the Titan moves into base contact and the vehicle or infantry are not in impassable terrain for the Titan). The attacking Titan rolls to hit using its CCS, and if a hit is scored the vehicle or stand is destroyed – STOMP! Improvised attacks used up in this way may not be used against another Titan or war engine later in the turn.

THE ASSAULT PHASE
OTHER UNITS

Vehicles and infantry make their assault moves after Titans have made their assault moves and attacks. Vehicles and infantry may NOT assault a Titan though they can enter into a Firefight with it. Firefights are resolved using the normal Epic 40,000 rules (the weapon chart lists the Firepower values of any Titan weapons).

Designers Note: Some players may be shocked that vehicle and infantry can no longer assault Titans. However, if you think about it makes a lot of sense. Even something as powerful as a Dreadnought is going to have about as much chance of winning a close combat against a Titan as a five-year old would against Mike Tyson. Bearing this in mind I’ve decided to make assaults a purely Titan vs Titan, or Titan vs War Engine, affair.

Future articles will incorporate other war engines into the ATII rules, but until then they close assault in the same manner as vehicles or infantry, and move and assault at the same time as them. The only exception to the vehicle and infantry rules is that war engines armed with close combat weapons may assault a Titan. Resolves the attack using the Epic 40,000 rules, and using the CCV values from the Epic 40,000 Armies book; the loser is destroyed and removed from play, the winner stays in place. Use the same method to determine the winner if a Titan decides to assault a war engine. Remember that this method of determining close combat between Titans an other war engines is a stop gap, and no longer applies once we’ve published the full ATII rules for other types of war engine.

POINTS VALUES

For the time being, the points values of Titans remain the same as in the Epic 40, 000 Army book.

TITAN GUNS
Weapon Range Firepower/Type Accuracy RoF Str
Gatling Blaster
45cm
8
-
4
5
Inferno Gun
30cm
10
+2
1
51
Laser Blaster
45cm
8
-
6
4
Melta-cannon
30cm
10
2
8
Plasma Blastgun
45cm
8
-
2
62
Turbo-lasers
60cm
6
-
2
6
Vulcan Mega-bolter
30cm
8
-
8
4
Volcano Cannon
60cm
counts as Death Ray
-
1
9
Quake Cannon
90cm
counts as Mega Cannon
-
1
73
Plasma Destructor
45cm
8
-1
2
84
Rocket Launcher
90cm
counts as Heavy Barrage
-1
D6
55
Support Missile6
Unlimited
-
N/A
1 per battle
-
Vortex
Vortex Missile
6+D67
Plasma
Vortex Missile
68
Haywire
No Effect
Special9
Warp
Vortex Missile
810
TITAN CLOSE COMBAT WEAPONS
Weapon Swiftness Accuracy Attacks Str
Chainfist
6
+1
1
7
Powerfist
3
-
1
911
Wrecker Ball
2
-1
2
9
Laser Burner
4
-
3
6
Power Ram
3
-
2
7
Power Saw
5
-
1
8
EPIC 40,000 WEAPONS
Weapon Range Accuracy RoF Str
FirepowerValue
As in Epic
-
Firepower value12
3
Super-Heavy Weapons:
Anti-Tank
As in Epic
-
1
5
Barrage
As in Epic
+1
1
4
Death Ray
As in Epic
-
1
9
Disrupt
As in Epic
-
1
113
Distortion Cannon
As in Epic
-
1
714
Heavy Barrage
As in Epic
+1
2
4
Mega Cannon - 1 7
As in Epic
-
1
715
Pulsar
As in Epic
-
D6
6
Super Lifta Droppa
As in Epic
See Epic Magazine 2

1An Inferno gun inflicts an additional D3 hits if it hits its target.

2Plasma Weapons may be overloaded, add +2 strength for each point of RoF sacrificed.

3Angainst a Titan itself a Quake cannon always inflicts a minimum of an Armour cracked result.

4Plasma Weapons may be overloaded, add +2 strength for each point of RoF sacrificed.

5Roll a D6 every time you fire a rocket launcher, to determine the weapon’s RoF.

6Support Missile have unlimited range. always hit on a 2+ but can only be fired once per battle.

7Vortex missiles add 2D6 to their strength when working out damage.

8A Plasma missile inflists D6+2 hits if it hit its target.

9Haywire missiles automatically inflict D3+1 hits. each hit will automatically knock down a void shield or inflict superficial damage on a Titan with no shields left.

10Warp missile ignore shields and inflict damage on the titan itself.

11If you rolla 6 to hit with a powerfist it makes a tear attack and adds +D3 to its strength.

12The RoF is equal to the unit’s Firepwoer value, as shown in the Epic Armies book.

13Remember blast markers are not placed on Titans; that’s right disrupt weapons are useless against Titans aren’t they!

14Distortion cannon ignores shields and inflicts damage on the Titan itself.

15Against a Titan itself a mega-cannon always inflicts a minimum of an Armour cracked result.