Hostile Battlefields
Hostile Battlefields
The battles of the Horus Heresy raged across every environment possible, the void shields and hardened armour of god-engines enabling them to battle on worlds lesser beings could not. To recreate these unique battlefields, the following pages present rules for Hostile Battlefields that allow players to tailor their games to specific environments. These can be used to reflect the varying planets on which the narrative missions take place or to add additional challenges to their Matched Play games. The rules are broken down into rule sets, which include three battlefield effects. Each set is tied to a specific planet in the narrative and can be matched up to particular narrative missions (e.g., the Ryza battlefield rules for the Defence of Ryza narrative missions) if all players agree. They can also be used to represent a similar world elsewhere in the galaxy that the players' battlegroups are fighting over.
DESIGNER'S NOTE: USING HOSTILE BATTLEFIELD EFFECTS
As a general guideline, both players should agree before the game whether or not they wish to use the rules for Hostile Battlefields as, while they are a lot of fun, they can have a significant impact on the course of the battle. Players may also choose to use just some of the rules rather than all of them, so, for example, if playing a game on Alpha-Garmon IX, they might decide to use the rules for Solar Interference to limit their communications, but not the ones for Radiation Barrage or Skies on Fire, thus limiting the environment's effect on their game.
Alpha-Garmon IX
Caught within the corona of its star, Alpha-Garmon IX is a burning wasteland that is constantly hammered by hard radiation. Only specially shielded vehicles can survive for long on its surface, and even void shields strain under the constant assault. Titans fighting in the planet's black deserts found their plasma reactors burning hot to ward away the barrage of solar rays. Battles fought on Alpha-Garmon use the following rules:
Radiation Barrage: When a Titan activates in its turn, immediately reduce its Void Shield level by 1. If the Titan has no active void shields, reduce the Structure points on its Body by 1. This may cause Critical Damage as normal. Knights may make ion shield saves against this damage, counting the radiation barrage as having a Strength of 8.
Skies on Fire: The blinding light of Alpha-Garmon's star makes long range targeting difficult. Ranged attacks at targets more than 30" away reduce the dice roll to hit by 1.
Solar Interference: When a Titan or supporting unit makes a Command check and the dice results in a 9 or 10, the dice must be re-rolled and the second result applied.
Beta-Garmon II
Beta-Garmon II was a war world long before Horus turned against the Emperor. Centuries of use as a Munitorum testing ground, combined with the kilometres of defences surrounding its equatorial fortress-cities, have seeded the earth with countless mines, unexploded ordnance and forgotten ammunition stockpiles. Titans traversing this terrain often ran afoul of these explosives, some merely scarring their armour, others tearing their legs out from under them. Battles fought on Beta-Garmon II use the following rules:
Mine Fields: Each time a Titan moves, after it has completed its activation, roll a D6. On a 6, the Titan has stepped into an ancient minefield and suffers the effects of Thermal Mines (see page 64 of the Adeptus Titanicus rulebook).
Chain Reactions: After working out the effects of a hit from a weapon with the Blast trait, roll a D6. On a 6, the blast has set off buried munitions. Immediately work out a second hit from the weapon as if it has successfully scored an additional hit against the same target.
Pitfalls: When a Titan moves using its Boosted speed, after it completes its movement, roll a D6. On a 5 or 6, the Titan has hit a pitfall and stumbles D6" in a direction indicated by the Scatter dice. This does not change the Titan's facing.
Beta-Garmon III
Constant clouds of acid rain, poisonous gas and pollution envelop Beta-Garmon III. Armies fighting in the hellish fog found their vehicles and equipment melting under its assault, and their vision was restricted to a few hundred metres or less. Titans, protected by potent void shields, fared better, but even these behemoths found their auspexes severely reduced, and in those instances when their shields failed, their hulls were eroded by the acidic gales. Battles fought on Beta-Garmon III use the following rules:
Poisonous Fog: Thick acidic fog rolls across the battlefield, revealing and then concealing enemies. When a Titan or supporting unit activates, roll 3D10 and add the unit's Scale. This is the distance in inches it can make ranged attacks this round.
Caustic Winds: When a Titan or Knight Banner takes damage for any reason, it suffers one more point of Damage than it normally would. This may cause Critical Damage as normal.
Lightning Strikes: In the Stratagem phase, the First Player should roll a D6 to determine the number of lightning strikes in the area. Starting with the First Player, both players alternate choosing a unit in their force (beginning with the largest Scale models and working down) and rolling a D6. On a 4 or more, it has been hit by lightning and suffers a Strength 10 hit. Continue rolling until all of the lightning strikes have hit units or there are no more units to test for.
Zeta-Garmon X
The ethereal wail of Zeta-Garmon X's crystalline wilderness is an endless shriek that claws at the minds of all who battle there. Even the heavily shielded command chambers of a Titan are not proof against the noise, which disrupts vox communication and puts crews on edge. The brittle landscape is equally dangerous, easily broken by the tread of Titans with jagged shards large enough and sharp enough to punch through armoured plate. Battles fought on Zeta-Garmon X use the following rules:
Vox Ghosts: Phantom orders and incessant chatter fill the vox. If a unit rolls a 9 or 10 when making a Command check, it gains a random order instead of choosing. Roll the Order dice to see what order the unit has received.
Brittle Battlefields: The crystalline forests and structures of Zeta-Garmon X were easy to destroy. If players are using the rules for Destroying Terrain (see page 52 of the Adeptus Titanicus rulebook), a piece of terrain will be destroyed on a dice roll of a 3 or more rather than a 5 or more.
Shattered Terrain: All terrain counts as Dangerous terrain (see page 43 of the Adeptus Titanicus rulebook) to units with a Scale 5 or less, in addition to any of its other effects.
Theta-Garmon V
Titans are completely enclosed environments, sealed against the outside world and further protected by layers of void shielding. On the shipyards of Theta-Garmon V, this protection allows Titans to battle on the surface of the gas giant-spanning web of dock fortresses. Even so, fighting in vacuum is not without peril for a Titan, the lack of any kind of atmosphere and the greatly reduced gravity affecting its weapons and movement. Battles fought on Theta-Garmon V use the following rules:
Airless Environment: In the End phase, any Titan with unrepaired Critical Damage to its Head will suffer 1 point of Critical Damage to its Head. If this results in the destruction of the Titan do not roll on the Catastrophic Damage table, instead count it as having rolled a Silenced result.
Low Gravity: Titans must move an additional D6" when using their boosted speed. The Titan may not change its facing before moving this extra distance. If this movement brings them into contact with a piece of terrain or other models, use the rules for collisions (see page 31 of the Adeptus Titanicus rulebook).
Artificial Battlefield: Units can target the ground with their weapons. Pick a point on the battlefield and make an attack as if targeting a unit, with the exception that the weapon hits automatically. Count the ground as having an Armour value of 14. If its Armour value is exceeded, place a 5" Blast marker centred on the point targeted. Until the end of the round, count this area as line of sight Blocking terrain, though units may move through it without restriction.
Delta-Garmon II
On Delta-Garmon II, Titans fought across the dark airless plains between the ancient harvest domes, but at times, and towards the end of the war, sometimes fought within the domes themselves. Oft times this was a battle to preserve an intact dome, the Titans wading through towering crop fields and pollen clouds, other times they faced each other in the dying husks of shattered domes, surrounded by flame and ruin. Battles fought on Delta-Garmon II use the following rules:
Hyper-Oxygenated: Weapons with the Firestorm trait count their Strength as 2 higher than normal. Detonations from disabled weapons with the Firestorm trait count their Strength as 2 higher.
Luminous: Under the dome lumens, targets are either in deep shadow or brilliant light depending on their location. Hit rolls made against units within 12" of the centre of the board add 1 to the dice roll, while hit rolls made against units within 12" of a board edge subtract 1 from the dice roll.
Pollen Dust: Titans with a Scale of 5 or more create lingering clouds when they move through the dense crop fields. These clouds extend out from the Titan's base up to a number of inches equal to the Titan's Scale. The Titan does not benefit from its own cloud, but ranged attacks against units of a smaller Scale than the Titan within this radius subtract 1 from the dice roll to hit.
The Dark Sentry
Fighting on the Dark Sentry was difficult for both sides, the rogue world's strange geology swallowing armies and leaving little trace. Despite these dangers, for a time it was a critical battlefield, and both sides committed Titans to control it. These mighty machines fared better than their lesser kin, but still suffered from a landscape that hungrily sucked at their tread, and living shadow that clouded their sensors. Battles fought on the Dark Sentry use the following rules:
Unnatural Darkness: Units can only fire weapons at units within 12", unless their chosen target fired its weapons this round or vented plasma.
Strange Geology: If a unit does not move during the Movement phase, mark it with a token. Each token reduces the unit's movement by 2" and all tokens are discarded from a unit at the end of a phase in which it moves. If a unit is reduced to 0 Movement or less (factoring in its Boosted speed), remove it from the battlefield at the end of its activation.
Illusion of Space: In the Strategy phase, the First Player rolls a D6. On an even result, weapons use their normal profiles. On an odd result, weapons switch the accuracy modifier for their Long and Short Range.
War-torn Cities
As the Traitor armies rampaged from the coastal cities, through the agri-heartlands of Molech to the gates of Lupercalia, they crushed dozens of cities standing in their path. Titans and Knights were pivotal to both the defence and destruction of these bastions, their massive guns turning once prosperous metropoles into ruins, and battling over the remains. Games taking place in War-torn Cities can use the rules for Ruined Metropolis, Cities in Flames or Flooded Cities.
Ruined Metropolis
The more a city is fought over, the more battered it becomes. Heavy ruins can unexpectedly collapse, creating dangerous footing for Titans or good hiding places for infantry and tanks.
Rumbling Ruins: Whenever a Blast marker is placed on the battlefield, roll a D10 for each building under or within 6" of the marker's edge. On a 1 or 2, the building collapses. Remove it from the board and replace it with an area of Difficult terrain of equal size.
Unstable Footing: After a Titan moves in the Movement phase, roll a D10. On a 1 or 2, the Titan has hit a sinkhole. Move the Titan D6" in a direction indicated by a Scatter dice, though do not change the Titan's facing. This movement may result in a Collision (see page 31 of the Adeptus Titanicus rulebook).
Hidden Enemies: In a game using the Hidden Enemies special rule, both sides gain the Titan Hunter Infantry Stratagem (see page 96) without expending any Stratagem points.
Cities in Flames
Bereft of civilian authorities, a city can burn for days on end as fires spread uncontrolled and uncontested from one building to the next. Burning cities send up columns of smoke and ash, obscuring vision, and include areas consumed by fire that are dangerous even to a Titan.
Smoke and Ash: Billowing clouds of smoke and ash limit vision significantly, the ambient heat even foiling or confusing auspexes. Attacks against targets that are up to twice their Scale in inches away incur a -1 modifier to all Hit rolls. If the target is further away than this, but still within weapon range, it is increased to a -2 modifier to all Hit rolls.
Firestorm: Flames surround the Titans, taxing their systems and overheating their reactors. Titans require dice rolls of 5+, rather than 4+, to Vent Plasma in the Damage Control phase. In addition, Titans with the Reactor Leak damage effect advance their Reactor Track by one extra hole than normal.
Quenching the Flames: a Titan can use its void shields to create a pressure curtain, clearing the surrounding area of smoke and flame. Any Titan can push its reactor and reduce its void shield by one level to ignore the effects of the Firestorm and Smoke and Ash rules for their activation. Titans without active void shields cannot declare this action.
Flooded Cities
In the aftermath of the fleet battle above Molech, the burning hulks of broken void ships rained down on the planet. Where these wrecks hit the oceans, tidal waves engulfed its coastal cities, leaving them as flooded battlefields.
Flooded Battlefield: Titans can cross the battlefield even if it is knee deep in water, while Knights struggle through up to their carapaces. Titans cannot move more than a total of 12" during their activation. Knight Banners have their movement halved, but firing at Knight Banners incurs a -1 modifier to all Hit rolls.
Hidden Depths: Titans might stumble into collapsed sub-levels or tunnels hidden beneath the flooded streets. After a Titan moves in the Movement phase, roll a D6. On a 1, the Titan has walked into a deep area of the battlefield and can only fire its carapace-mounted weapon (if it has one) in the following Combat phase. The deep water does, however, make the Titan harder to target and attacks made against it in the following Combat phase suffer -1 to their Hit rolls. These effects last only until the Titan's next activation, when it is considered to have hauled itself back onto better footing.
Steam Clouds: If a Titan successfully Vents Plasma in the Damage Control phase, all attacks made against it in the following Combat phase have a -1 penalty to their Hit rolls.
Dangerous Battlefields
Beyond the cities of Molech, a wide range of environments and perils confronted the invaders. Some, like the dense jungles of Kush or the rugged mountain passes of the Untar Mesas, were natural barriers to be overcome, while others, such as the volcanic devastation created by the orbital bombardment of Iron Fist Mountain, or the unleashing of the life-eater virus, were the works of the Traitors themselves. Missions using Dangerous Battlefields can include the Volcanic Ground, Virus Infected or Gargantuan Beasts rules.
Volcanic Ground
Iron Fist Mountain, seat of the Legio Crucius, was utterly destroyed when the Sons of Horus and their allies encircled the city of Lupercalia. Assaulted from orbit by the Var Zerba defensive platform, it was transformed in an instant from a mountain stronghold into an active volcano.
Broken Earth: If a Titan uses the Full Stride order, roll 2D10 after it has completed its movement. If the number rolled is equal to or lower than its Scale, place a marker next to the Titan to show that it has fallen into a burning chasm. In the Damage Control phase, a Titan in a burning chasm must advance its Reactor track by 1. In the Movement phase, a Titan in a burning chasm can climb out by making any kind of movement and rolling over its Scale on 2D10. Once a Titan has climbed free, remove the marker.
Raining Fire: In the Strategy phase, after determining the First Player, roll a D10 to determine the ferocity of the burning fallout. All Titans and Knight Banners with a Scale equal to or lower than the number rolled suffer a Strength 8 Hit (for the purposes of this roll count Knight Banners as Scale 3 regardless of the number of Knights they contain). Void Shield and Ion Shield saves may be taken against this hit.
Sudden Eruptions: When a weapon with the Blast trait misses its target and scatters, there's a chance that it might blow open a magma geyser. After working out the effects of the weapon's attack, leave the Blast marker on the table and roll a D6. On a 4+, work out an Artillery Bombardment (see page 64 of the Adeptus Titanicus rulebook) with the centre of the already placed Blast marker as its aiming point.
Virus Infected
To penetrate the dense jungles of Kush, the Death Guard unleashed Ignatius Grulgor, host to the deadly life-eater virus. The virus ran rampant through the jungle, killing all in its path and reducing the battlefield to a sea of sludge and toxic clouds.
Life-eater: Armour rolls against a Titan's Head are increased by 1. When using Repair dice in the Damage Control phase to repair Critical Damage to a Titan's Head, a D6 roll of 6, rather than 5+, is required. In addition, Knight Banners count all weapon hits against them as having a Strength one higher than normal when working out the effectiveness of their ion shields.
Bio-sludge: Every time a Titan moves more than 6", place a token by its base at the end of the Movement phase. Each of these tokens reduces the Titan's Speed (both normal and boosted) by 1". In the End phase, any Titan that did not move during the round can remove one token from its base.
Methane Clouds: Weapons with the Blast trait increase their Strength by 1, while weapons with the Firestorm trait double their Dice value.
Gargantuan Beasts
Molech is home to numerous strains of gigantic beasts, each one capable of threatening a Knight, and in large numbers even a Titan. At the Preceptor Line, the defenders faced waves of these creatures, from the crocodilian azhdarchid and quadruped xenosmilus to the huge simian mallahgra.
Wild Animals: The battlefield is home to a number of wild beasts, either because the battle is taking place deep in the jungle or maybe in a city now ruined and overrun by starving carnivores. In the End phase, both players should roll a D10 for each of their Titans or Knight Banners that are within 4" of a piece of terrain. If the result is equal to or less than the Titan's or the Knight's Scale (for the purposes of this roll count Knight Banners as Scale 3 regardless of the number of Knights they contain), they have been attacked by beasts and suffer D6 Strength 4 hits, ignoring void shields. Against a Titan, these hits are resolved as coming from the Rear arc.
Hunters Hunted: In the Combat phase, a Titan can declare that one of its operational weapons is targeting beasts. This cannot be a weapon with the Carapace trait - Warlord and Warmaster Titans may declare their Ardex defensor cannon. The Titan cannot use the weapon this Combat phase, but may ignore the Wild Animals special rule for this round. Knight Banners may have one Knight within their unit sacrifice its attacks in the Combat phase to ignore the Wild Animals special rule for a round for their Knight Banner.
Death Throes: If a Knight is chosen to sacrifice its attacks as part of the Hunters Hunted special rule, it must roll a D10 in the End phase. On a 1, it has been caught up in a beast's death throes and is removed as a casualty.
Ulixis
Though covered in great cities built upon bountiful landscapes of verdant grassland and pristine forest, many Remembrancers claimed the true wonders of Ulixis lay in the subterranean realm beneath its surface, formed by gargantuan burrowing worms that traversed through the earth. Whole continents of Ulixis were reduced to ash when the Fire Masters invaded, driving the war for the planet underground into confined spaces and collapsing tunnels. Battles fought on Ulixis use the Subterranean Realm rules.
Subterranean Realm
Tunnel Collapse: Whenever a unit is hit by an attack with a Blast, Quake or Concussive weapon, there's a chance the surrounding tunnel might collapse. After working out the effects of the weapon's attack, roll a D10. On a 1 or a 2, place the 5" Blast marker over the unit and move it D6" in a direction determined by the Scatter dice. Place a piece of Dangerous terrain (rubble) under the marker. Any unit under the marker suffers D3 S8 hits, ignoring void shields, and is placed on top of the terrain piece.
Pitch Black: When a Titan or supporting unit activates during the Strategy phase, roll 3D10 and add the unit's Scale. This is the distance in inches it can make ranged attacks this round, unless their chosen target has fired its weapons or vented plasma this round.
Burrowing Wyrms: The Wyrms of Ulixis relied upon vibrations to sense their environments and were drawn to the earth shaking strides of Titans. After a Titan moves in the Movement phase, roll a D10. On a 1 or a 2, Wyrms burst from the ground beneath it. The Titan suffers D3 S8 hits to its Legs and then moves D6" in a direction indicated by a Scatter dice, though do not change the Titan's facing. This movement may result in a Collision (see page 31 of the Adeptus Titanicus rulebook).
Espandor
A world of largely untouched forests, Espandor was of immense interest to Mechanicum Genetors due to the wealth of evolutionary adaptations deemed potentially useful for the genetic enhancement of Imperial Army regiments. Of equal interest, it was also noted that technology conceived during the Dark Age of Technology was used by the inhabitants to control the weather, shrouding portions of the world in permanent storms. Battles fought on Espandor use the following rules:
Stampeding Herd: The forests of Espandor contained many creatures, some large enough to threaten a Titan if startled. At the end of a unit's activation in the Combat phase, roll a D10 if it made one or more attacks with a weapon. On a 1 or 2, the unit has caused a stampede of large beasts. That unit suffers D6 Strength 4 hits, ignoring void shields. Against a Titan, these hits are resolved as coming from the Rear arc.
Canopy Cover: Models of Scale 5 or lower are always counted as 25% obscured while within 3" of a piece of terrain.
Electrical Storms: The weather on Espandor was controlled by storm coils, leaving whole sections of the world covered in massive storms. Both players have access to a free Artillery Bombardment Stratagem.
Zarathusa Secundus
Ninety-five percent of the surface of Zarathusa Secundus was covered in water, the remaining land being constantly assailed by storms and tidal waves. The populace of the planet lived their lives on vast city-boats, traversing the seas in vessels fuelled by geothermal energy harvested from thermal canyons within the seafloor. As the war raged on, the devastation it left in its wake increased the intensity of the storms and the frequency of the tidal waves that tore across the land, even as techno-toxins flowing from wounded Legio Mordaxis Titans left a permanent stain upon the world's ecosystem. Battles fought on Zarathusa Secundus use the following rules:
Ocean Planet: Both sides found themselves wading through the shallow seas, smaller forces often entirely engulfed by sudden tidal waves. Titans cannot move more than 12" during a single round. Knight Banners have their Movement halved, but firing at Knight Banners incurs a -1 modifier to all Hit rolls. Whenever a Titan moves more than 6" during a single activation, any unit in its Front arc and within 3" of the Titan once it has finished its movement is concussed, as if successfully hit by a Concussive weapon not deflected by its shields.
Techno-toxins: The corruption that ran rife in Legio Mordaxis swiftly began to infect the waters of Zarathusa Secundus. Whenever a Titan suffers a Direct, Devastating or Critical Hit, roll a D10. On a 1 or a 2, they suffer the effects of that hit twice instead of once (i.e., a Titan taking a Direct Hit that rolled a 1 would lose 2 Structure points instead of 1).
Rapid Evaporation: Whenever a Blast marker is placed, there is a chance the weapon will cause the formation of a large steam cloud. After working out the effects of the weapon's attacks roll a D6, adding 1 to the result if the weapon's Strength is 8 or greater and adding 1 for a Blast (5") weapon. On a 4+, any unit under the marker cannot make an attack with a weapon without the Melee trait until the end of the round unless they move, voluntary or involuntary, after this effect comes into play. In addition, Titans under the marker increase their Reactor Status Marker by 1.
Drooth II
Often mistaken for a desert world, the sand of Drooth II was actually formed from a sand-like mineral capable of absorbing atmospheric gases while cold and igniting when warm. It was upon Drooth II that Dae Vergos and Horgoth Nyr settled their score, their final battle taking place upon burning dunes battered by sandstorms. Battles fought on Drooth II use the following rules:
Burning Sands: During the day, the sands of Drooth II would ignite, vast stretches of desert becoming engulfed in flames. Titans require dice rolls of one higher than usual (i.e., 5+ instead of 4+ for most) to Vent Plasma in the Damage Control phase. In addition, Titans with the Reactor Leak damage effect advance their Reactor Status marker by one extra hole than normal.
Quenching the Flames: a Titan can use its void shields to create a pressure curtain, clearing the surrounding area of smoke and flame. During the Strategy phase, any Titan can push its reactor and reduce its Void Shield level by one to ignore the effects of the Burning Sands rule for their activation. Titans without active void shields cannot declare this action.
Shifting Dunes: The sands of Drooth II caused notable issues for Titan manoeuvrability, the ground often giving way during complex manoeuvres. Whenever a Titan moves outside of its Front arc roll a D10, adding 2 to the roll if the Titan is Backing Up. On a roll of a 9+, the Titan suffers 1 point of Critical Damage to their Legs. If this results in Catastrophic Damage, do not roll on the Catastrophic Damage table - the target unit automatically suffers the Laid Low result instead.
The Warp Encroaches
The invasion of Ultramar had many purposes, one of which was the creation of the Ruinstorm, a vast warp storm engineered to divide and hamper the Loyalist forces. Its birth began upon Calth and though its potential was not truly realised until Nuceria, its effects were felt through the Shadow Crusade. Battles fought upon worlds where the Warp has encroached use the following rules:
Tortuous Screams: a cacophony of tortured wails fills the air. Subtract 2 from the result of any Command checks made by all units apart from Psi-Titans, Corrupted Titans and Corrupted Knights.
Visions of Madness: During this battle, if a Reactor roll shows the Machine Spirit symbol, the Titan's machine spirit is automatically awakened - no Command check is rolled.
Timeline Distortion: The Warp is a strange place and both time and its sequence of events are often entirely out of sync. Whenever a unit attacks with a Limited weapon, roll a D6 after the weapon's effects have been resolved. On a 5+, the weapon does not count as being used for the purpose of determining how many attacks have been made with that weapon. For example, if an attack was made with a Limited (1) weapon and a 5+ was rolled, the attacking unit would be able to make a second attack with it at a later time.
Ryza
As a major Forge World, much of Ryza's surface was given over to expansive forge complexes, plasma fanes and manufactoria. These centres of industry were heavily contested during the invasion of Ryza, with both sides seeking to leave as much of the infrastructure intact as possible. Battles fought on Ryza (or another similar Forge World) can use the rules for Manufactoria or Plasmatic Infrastructure.
Manufactoria
Much of Ryza's surface was devoted to manufacturing, churning out weapons of war for the Great Crusade, with many using towering machinery capable of damaging a Titan caught in their way.
Rumbling Machinery: Whenever a unit ends their movement within 2" of a building, roll a D10. On a 1 or 2, that unit takes D3 S4 hits, bypassing void shields, as if resolving an attack from a weapon with the Concussive trait.
Gas Pocket: Whenever a weapon with the Blast trait misses its target and scatters, there's a chance that it might ignite a gas pocket. After working out the effects of the weapon's attack leave the Blast marker on the table and roll a D6. On a 4+, place the Flame template so the narrowest part is touching the Blast template's central hole and the template is pointing in a direction indicated by a Scatter dice. Any unit underneath the Flame template suffers D6 S5 hits.
Industrial Quarries: After a Titan moves in the Movement phase, roll a D10. On a 1, the Titan has hit a quarry. Move the Titan D6" in a direction indicated by a Scatter dice, though do not change the Titan's facing. This movement may result in a Collision (see page 31 of the Adeptus Titanicus rulebook).
Plasmatic Infrastructure
Ryza was famed for its plasma technology, capable of producing both weapons and reactors of a calibre of greater quality than those of other Forge Worlds.
Reactor Detonation: Whenever a Blast marker is placed on the battlefield, roll a D10 for each building under the Blast marker or within 3" of the marker's edge. On a 1, the plasma reactor in the building explodes. Every unit within D6" of any part of the building suffers D6 S6 hits, bypassing void shields and ion shields. The building then collapses; remove it from the board and replace it with an area of Dangerous terrain of equal size.
Auxiliary Plasma Reactors: At the start of the game, before either player deploys a unit, both players should roll a D3 and subtract 1 from the result (to a minimum of 1). Each player then nominates a number of buildings equal to the result of their roll to contain an Auxiliary Plasma Reactor. The chosen buildings follow the rules for the Plasma Generator Battlefield Asset found in the Adeptus Titanicus rulebook.
Destroying a building containing an Auxiliary Plasma Reactor follows the same rules as destroying terrain (see the Adeptus Titanicus rulebook) with the exception that, when destroyed, the building suffers a Catastrophic Meltdown as if it had rolled a 10+ on the Catastrophic Damage table. The building is presumed to have four holes on its Plasma Reactor Status tracker and a Scale equal to its height in inches (rounded up to the nearest whole number).
Plasma Offrun: By-products from plasma production are siphoned off into reservoirs of hazardous material where disposable teams of servitors extract anything of use for further processing. During battlefield set-up, players may designate portions of the battlefield as Offrun Reservoirs - these can be represented by appropriate pieces of terrain such as water features. Offrun Reservoirs count as Dangerous terrain. In addition to the normal Dangerous terrain rules, any unit that ends their activation in the Movement phase or Combat phase within an Offrun Reservoir immediately suffers D3 S7 hits, ignoring void shields (but not ion shields). Titans suffer these hits to their Legs.
Ryza Secundus
The largest of the space stations orbiting the Forge World, Ryza Secundus was closer in size to a planetary satellite than a manmade structure, with hallways capable of allowing passage to Knights and Titan-scale engines of war. Battles fought on Ryza Secundus use the following rules:
Automated Defences: After a unit moves in the Movement phase, roll a D10. On a 1 or 2, the Titan has triggered the facility's Automated Defences. That unit suffers D6 S4 Hits, as if resolving an attack from a weapon with the Shieldbane trait.
Hull Breach: Whenever a weapon with the Blast trait misses its target and scatters, there's a chance that it might cause a minor hull breach. After working out where the Blast marker scatters to, roll a D6 after the attack has been resolved. On a 6+, all units within 12" of the central hole of the Blast marker move towards it; units of Scale 5 or lower move D6" towards the central hole while units of Scale 6-10 move D3" towards it. Units of Scale 11+ do not move. Resolve each unit one at a time, starting with the unit furthest from the hole. This may cause a unit to collide with other units, as described in the Adeptus Titanicus rulebook.
Toppling Cargo Containers: If a model collides with a piece of terrain, roll a D6. On a 4+, place the 5" Blast marker over the centre of the colliding model. After resolving the effects of the collision, any unit under the marker suffers D3 S7 hits, ignoring void shields.