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Mage Knight - Titan Rules Dec 2002

Apr 03, 2018

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    TITANS

    Mage Knight titan gures are substantially larger than thestandard Mage Knight gures, and bring substantially more power

    to the battleeld. Huge creatures and powerful siege engines both belong to the titan category.Titans can take more than one action in a turn.All Mage Knight Unlimited rules for warriors apply to titans,

    except as noted in this section.For titans, the damage value in the stat

    slot is represented by a clenched st symbol.

    POINT VALUE A titan can be played in games of various build totals by

    adjusting its point value and strength. The different point totalsfor a titan are found on the sticker on the bottom of the base.Before a game begins, choose a point value for the titan and rotateits combat dial clockwise the indicated number of clicks from the

    starting position.GENERAL RULES

    Because of its enormous size and special characteristics, a titan:Cannot capture or be captured.Cannot be part of a formation.Cannot be affected by Healing, Magic Confusion, Magic Freeze,

    Magic Healing, Magic Levitation and Venom. It also cannot be brought back into play by Necromancy.

    Fails to break away from all opposing gures in base contactonly on a roll of 1.

    ACTIONS

    In non-Conquest games, a titan may be given 2 of its owningplayers actions in a turn, with some restrictions.If the titan is not in base contact with an opposing gure at the

    start of the turn, then it may be given a second action that turn.The rst action given to the titan must be a move action.The second action may be another move action, a close combat

    action or ranged combat action. If a titan is given action(s) during

    a turn, mark it with a single action token after it receives its rstaction for the turn. PUSHING

    If you push a titan (by giving it one or more actions on twoconsecutive turns), give it a click of damage after the rst action of thesecond turn is resolved. The titan may still be given a second actionthat turn. A titan cannot be given action(s) on three consecutive turns.

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    ATTACKING

    Titans are particularly well suited to attacking and destroyingfortications. When a titan is the attacker (or primary attacker ina formation) in a close combat or ranged combat attack against acastle section, add 2 to the attack dice roll result.LONG RANGE ATTACK OPTION

    If a ranged combat action is given to a titan, and the target of the attack is another titan, a gure with more than one combat dial,or a castle section, the rer may double his range value, but reducehis printed damage value by 2.

    Titans, gures with more than one combat dial, and castlesections with a long range attack can re on titans at double range, but must reduce their printed damage value by 2.

    INDIRECT FIRE RANGED COMBATSome titans (those listed with a minimum and maximum

    range) can be given a ranged combat action to attack a single

    target without having a clear line of re to the target. This iscalled an indirect re attack. The line of re must pass throughthe rers front arc but is not blocked or hindered by the presenceof intervening terrain or other units. The line of re must notexceed the units maximum range, or be less than the unitsminimum range. All other ranged attack rules apply.

    To resolve an indirect re attack, roll 2 six-sided dice and addthe result to your units attack value. The defense value of thetarget of the indirect ranged combat action is increased by 2. If the result is equal to or greater than the target units modieddefense value, then you have hit and damaged the target. Thetarget takes damage equal to the rers damage value minus 1.

    If the indirect re attack has explosive damage, secondary targetsreceive 1 click of damage per the Mage Knight Unlimited rules.

    The Mortar can makean indirect re rangedcombat attack.

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    Living Ballista

    Mortar

    Cannon

    Stonethrower