RED ELF
SEQUENCE OF PLAY

Adeptus Titanicus II uses the same sequence of play as Epic 40,000:

I
Movement Phase
II
Shooting Phase
III
Assault Phase
IV
Rally Phase (Repairs)
MOVEMENT

In the Movement phase, a player may move one or more of their Titans around the battlefield, as determined by their Speed and Manoeuvre. A player can move none, some or all of their Titans as they wish, unless they have been damaged or there is some other factor which will prevent a Titan from moving.

ORDER OF MOVEMENT

Determine initiative as described in the Epic 40,000 rule book. The player with the initiative decides whether he wishes to move first or second. The players then take it in turns to move a single Titan each until they have moved their Titans to their satisfaction. No Titan can move more than once in the movement phase. Example: Player A has three Titans and Player B has two Titans. Player B wins the initiative and forces player A to move first. Player A moves their first Titan, Player B moves their first Titan. Player A then moves their second Titan followed by player B's second Titan. Finally, Player A moves his last Titan.

A player must move their Titans with the lowest Manoeuvre first - that is, Man 1 Titans must be moved before Man 2 Titans and so on. If you start moving a Titan then any Titans with a lower Man you have not yet moved cannot move that phase.

EXAMPLE

Player A has a Warlord Titan (Man 1) and two Reaver Titans (Man 2). Player A must move their Warlord Titan before they can move their Warrior Titans.

MOVING

A Titan can move up to its Speed in centimetres. At any point during its movement a Titan can make one turn up to 45° for each point of Manoeuvre it has. If a Titan has a Man of 2 or more, these turns can be combined into a single turn of up to 90° or more, so that it could turn on the spot, for example, before moving off.

DANGEROUS TERRAIN

Some types of terrain are called ‘dangerous’ – a Titan moving through them will be considerably slowed down. If a Titan starts its movement in dangerous terrain or enters dangerous terrain as part of its move, then roll 1D6 per point of Man the Titan has. The total score is the distance the Titan can move through the dangerous terrain. If a Titan starts in open terrain and moves into dangerous terrain, roll a D6 for each point of Man it has not spent that phase. This is the total distance it can move through the dangerous terrain, though it cannot move further than its total Speed, even if the dice roll would allow this. Similarly, if you roll enough for a Titan to leave the dangerous terrain then the distance rolled is taken off its Speed, and any movement left after this may be taken as normal movement. If there is in sufficient Speed left after this deduction to move any further, the Titan stops moving just outside the dangerous terrain.

If a Titan moves from one type of dangerous terrain to another type (from rubble into a river, for example), there is no need to roll separately for each type of terrain – you just have to roll for moving through any kind of dangerous terrain. If a Titan wishes to turn whilst in dangerous terrain, it must give up a point of Man for each turn it will make, and not roll a D6 for it when determinng the distance travelled.

EXAMPLE 1

An Eldar Revenant Scout Titan (Man 4) is moving through a wood. It wishes to make a single turn and so only rolls 3D6 for its total Speed for the turn. The dice score 11 so the Titan can move up to 11cm through the wood, making a single turn up to 45°.

EXAMPLE 2

A Reaver Titan (Man 2 and Speed 20cm) moves 10cm before entering a wood. The player uses both remaining points of Man to negotiate the dangerous terrain and rolls 2D6, luckily scoring an 11. However, the Titan may only move up to 10cm, as this was the amount of Speed left before entering the dangerous terrain.

EXAMPLE 3

A Warhound Titan (Man 3 and Speed 25cm), starts in an area of rubble. It uses 2 points of Man to move through the rubble, rolling an 8. After moving 5cm it is in the open, so can move up to 17cm more, making one turn if it wishes. Note that the Warhound deducts the amount rolled for the dangerous terrain movement (8cm) rather than amount actually moved (5cm).

Refer to the terrain table on page 14 of the Epic 40,000 rules for a list of dangerous terrain. In addition the following are all types of dangerous terrain:

Woods, jungle, rubble, rivers, rocks and scree, lakes, swamps, marshes, tar pits, boiling mud, crevasses, ash or sand dunes, ice, snow drifts, blizzards, dust/sandstorms, craters, high magnetic fields, acid clouds, crossing a pipeline, stepping over low fortifications, very steep inclines (going down as well as up is difficult) and so on…

IMPASSABLE TERRAIN

There are some types of terrain a Titan simply cannot enter. A Titan cannot move through impassable terrain under any circumstances, the Titan stops moving before it enters the terrain. Refer to the terrain table on page 14 of the Epic 40,000 rules for a list of impassable terrain. In addition the following are all types of impassable terrain:

Cliffs, deep lakes, lava flows, buildings.

MOVING BACKWARDS

A Titan may move backwards during its turn. Each cm of backwards movement reduces the Titan's remaining movement by 3cm. A Titan cannot move backwards in dangerous terrain.

TITANS IN CLOSE COMBAT

A Titan that starts the movement phase in close combat may move away from the enemy as normal. A Titan may not move within 10cm of an enemy Titan in the movement phase.