Campaigns
Adeptus Titanicus Campaigns
"The Libraxus Titanica compares the conquering of a world to the bringing down of a great beast. It is not the thing of a single quick blow, but rather the repeated strikes of a hammer sapping the creature of strength, until at last, exhausted and bloodied, it collapses at your feet."
Treatise on Titanic War, Archmagos Hexagalos
The Horus Heresy remains one of the greatest conflicts ever to befall the galaxy, and few worlds were untouched by the epic struggle between the Warmaster and the Emperor. Where the fighting was at its thickest, and where the fate of star systems lay beneath the butcher's knife, the Legios of the Collegia Titanica unleashed their god-like battle engines. As the war raged on, Legios grew into legends, and their Princeps and crews became masters of Titan warfare.
Adeptus Titanicus is a game that lends itself to campaigns, and with a few extra rules players can link their games together to chart the fate of a world or star system. What follows are rules for building and maintaining a Titan battlegroup from one game to the next, including systems that allow players to repair, refit and replace Titans damaged or lost in battle, as well as rules for earning Crew Experience, and the benefits of Veteran crews. In the Knight Household section, you will find rules for using Knight Households in an Adeptus Titanicus campaign. Lastly, in the Sub-sector Map Campaign System section, you will find rules for playing using planetary system maps, where players can fight to control a variety of planets, fortify them and carve a bloody path to the home world of their foe.
Playing a Campaign
Campaigns are made up of a series of linked games in which players reuse their army from one game to the next. In a campaign, players keep track of things such as the damage done to their Titans, any kills scored or special objectives completed and whether or not crews survived the battle. After each game, these details are recorded on a campaign roster, containing all of the Titans and Knight Banners at the player's disposal, and players have the opportunity to repair or refit their Titans, increase the experience of their crews or buy new units before their next game. a campaign then continues until a certain number of games have been played, one player or side has amassed a certain number of Victory points or some other objective has been met, and the victor is named!
Designer's Note
Organising a Campaign
You can play a campaign with as few as two players, or as many as you like. If you play against a regular opponent, a campaign is a great way to add some more variety to your games, allowing you to link your regular games together and play out the fate of a world. If you have more than two players wishing to play a campaign - perhaps as part of a gaming club or Games Workshop store gaming night - then you might need a little more organisation. In these instances, it is useful to have a campaign organiser. This person can also be a player in the campaign, but will have the added responsibility of recording the names and Legios of those involved, and also letting the players know when they are getting together to play. If players play games outside of the club or store, the organiser also makes sure that these results are recorded.
Choose a Titan Legion
At the beginning of a campaign, each player must choose a Titan Legion to represent. Each Legio comes with its own set of traits, allowing for the creation of different kinds of maniples, access to unique Stratagems, additional Personal traits for Princeps and specific wargear. Once a Legio has been chosen, all of the player's maniples will be drawn from this Legio for the duration of the campaign - though they may field supporting Titans from Legios they are allied with. Rules for Titan legions can be found in Adeptus Titanicus: Loyalist Legios and Adeptus Titanicus: Traitor Legios.
Choose an Allegiance
At the start of the campaign, every player needs to decide whether they are a Loyalist or a Traitor. There is no restriction on which Legios can be either - there being many examples of largely Traitor Legios containing elements still loyal to the Emperor and vice versa. At the start of the campaign, there should be roughly equal numbers of Loyalists and Traitors. However, during the course of the campaign, players may change sides by betraying their allies.
Designer's Note
Creating your own Titan Legions
There were hundreds of Titan Legions involved in the Horus Heresy, drawn from Forge Worlds across the Imperium, and many saw action in dozens of different warzones. Players should not feel restricted by the Legios presented thus far in Adeptus Titanicus, and are free to choose their own, either selecting one from the rich background of the Horus Heresy setting, or making up their own unique Legio. When creating your own Titan Legions for a campaign, players may either select the rules for an existing Legio - using the rules that best represent their own Legio - or, if the other players in their campaign agree, make up their own rules using those already presented as a guideline.
Alternatively, a player may choose to name their Legio, but not use any special rules. In this case, they will receive bonus Stratagem points (see page 89 of the Adeptus Titanicus rulebook) when facing a player using Legio special rules.
Designer's Note
Betrayal!
The Horus Heresy was plagued by armies and generals changing sides and turning on their allies. At any point during a campaign, a player may choose to switch sides, turning Traitor or pledging themselves to the Emperor anew. To keep things simple, players should only be allowed to do this once, and must declare their intentions to the other players or the organiser before they play their next game. If the players want, they could then play a special mission - such as adapting the Battle of Molech: Treachery and Deceit mission on page 72 of the Adeptus Titanicus rulebook - to represent the betrayal, during which the betrayer changes sides. a player's new allegiance only takes effect after they have played their next game - otherwise they count as their previous allegiance for such things as working out which side won the campaign. Note that if a player is the only Traitor or Loyalist in a campaign, obviously they cannot change sides!
Choose a Mission
When players wish to play a campaign game, they must first choose a mission. If both players agree, any mission from the Adeptus Titanicus rulebook can be chosen, otherwise use the Meeting Engagement mission and Matched Play guidelines found on page 84 of the Adeptus Titanicus rulebook. When selecting a mission, the players should agree on a points limit - or use 1,500 points as a default. Players can then choose to use as much or as little of this points limit as they want, secretly writing down the total they will use to build their maniple with. Players then compare their totals, and choose their objectives using the table on page 84 of the Adeptus Titanicus rulebook based upon which player is the Underdog.
Create a Battlegroup
Once the players have chosen their mission and determined their objectives, each player then creates a battlegroup from their campaign roster up to their chosen points level. This battlegroup can include any or all of the units available to the player, provided that it adheres to the Matched Play guidelines, and they may choose from game to game which units under their command they will field. The players then play the mission.
Rewards
After the battle, both players should work out their rewards depending on the outcome of the game. These will be Armoury points, Crew Experience points and Honour points. If a player has active units on the battlefield at the end of the game, they may also salvage the battlefield.
Ending the Campaign
When starting a campaign, the players or organiser should decide how long it will run. While it might be tempting to leave it open ended, the reality is that after a while some Legios will clearly be on the ascendant while others will be struggling to field even a handful of battle-damaged Titans. To keep your games interesting and challenging, it is recommended that a campaign run for a set number of weeks or games - perhaps centred on how often the players get together, whether this is every other week at their gaming club or whenever they gather at a friend's house. As a general rule, four to six weeks is a good length for a campaign.
To work out the victor in a campaign, players should tally up the Honour points of the Loyalists and then the Traitors. The side with the highest total is the winner. In addition, the player with the individual highest Honour points total can be considered the greatest general of the campaign, whether their side won or not.
Armoury Points
These represent the resources of the player's Titan Legion, and are used to create their campaign roster as well as repair, rearm and replace units during the campaign. When starting a campaign, players should decide on an Armoury points total to create their starting campaign roster - 2,000 points is a good starting level, though this can be adjusted up or down depending on how powerful the players want their forces to be at the start of the game or the number of models they have in their collection. For the purpose of purchasing units, Armoury points are the points available to a player and a unit's or weapon's points value is equal to the number of Armoury points it costs. It is important to note that a player need not spend all of their Armoury points during the creation of their campaign roster, and any leftover points can be "banked" for use later on.
Titan Legions are huge organisations with the resources of a Forge World behind them, and as the campaign progresses, each player will receive more points to repair or refit their Titans as well as acquire completely new Titans. After each game - regardless of the outcome - a player will receive Armoury points equal to 20% of the campaign's starting points level. So for instance, if the players started with 2,000 points, they would receive 400 points. If the players are playing a map or sub-sector campaign, then Armoury points are instead awarded based on the amount and kind of territory or planets held by the player's Legio.
Salvaging the Battlefield
At the end of an engagement between Titans, the battlefield is often littered with gutted war machines and tangled wreckage, where once stood proud god-engines. If a player has active units on the battlefield at the end of the game, they may scavenge the battlefield for armour, weapons and valuable components to repair their own battlegroup. Each friendly Titan that was destroyed during the game is worth 20% of its starting value in Armoury points not including any weapons. Weapons on a destroyed Titan may be salvaged as long as they were not disabled when the Titan fell. These weapons are added to the player's Campaign roster and may be retrofitted to Titans of the appropriate type in subsequent battles.
Titans that suffered a Magazine Detonation or Catastrophic Meltdown result on the Catastrophic Damage table (see page 36 of the Adeptus Titanicus rulebook) cannot be salvaged. Destroyed Knight Banners also cannot be salvaged - their remains are of little value to the Legio's repair clades.
If one player has active units on the board at the end of the game, and their opponent does not, then enemy Titans that were destroyed can also be salvaged as if they were friendly. However, due to the technological differences between Legios, each enemy Titan is only worth 10% of its starting value in Armoury points, not including weapons. Weapons may not be salvaged from enemy Titans.
Repairing Titans
After a campaign game, Titans and Knight Banners are not automatically repaired and retain any damage they sustained during the battle. For each surviving Titan, at the end of the game make a note of the position of its Damage Status track, Critical Damage track, and of any weapons that have been disabled. At any point before their next game, a player can repair damage to a Titan's structure and critical locations for the cost in Armoury points as shown on the Repair table below. Note that though a player does not need to repair any damage to a Titan's Head, Body or Legs to be able to field it again, the Titan begins the game with any Critically Damaged Systems or lost Structure points it has previously sustained. Disabled weapons are automatically repaired between games, though weapons may also be changed using the retrofitting rules that follow.
For each Knight Banner, make a note of its remaining number of models - but not any other details. Damage to the individual models of a Knight Banner is far easier to repair than damage done to a Battle Titan, and so does not require the expenditure of Armoury points, therefore remaining models in a Knight Banner are returned to fully working order between games for free, whilst destroyed models are simply lost as a result of catastrophic damage suffered, probably salvaged to repair their wounded brethren. Lost models from supporting units may be replaced as described in the Reinforcements section on page 201.
Repair Table
| Damaged System | Armoury Points Cost to Repair |
|---|---|
| Points of Critical Damage | Scale x 3 |
| Each point of Damage | Scale x 2 |
Retrofitting Weapons
Titans may have weapons retrofitted between battles. Players can buy additional weapon systems for their Titans with Armoury points for the cost indicated on the Weapon card, and note them down on their roster sheets even though they are not attached to a Titan. Before a game, the player may then choose which weapons their Titans will carry into battle from those on their campaign rosters. Note that weapons can only be retrofitted onto a Titan of the appropriate type as indicated by their card.
Reinforcements
Players can buy whole new models and units with Armoury points and add them to their campaign rosters. Replacement models and units can be purchased using Armoury points at the cost indicated on their Command Terminal. Models may be added to a Knight Banner to replace losses, provided that there is at least one model remaining in the unit. Knight Banners reinforced in this way retain their Veteran status.
Crew Experience
Not all crews are the same, and a well-seasoned Titan crew can get far more from their war machine than a newly minted one. When creating their campaign roster, each player should randomly determine the Crew Experience level for each of their Titans using the Starting Crew Experience table below. When buying a new unit during the course of a campaign, players should roll the Starting Crew Experience for that unit, unless they have been assigned a new crew. Note that Knight Banners do not have Crew Experience ratings.
Starting Crew Experience
| D6 | Experience Level |
|---|---|
| 1-3 | Green |
| 4-5 | Tested |
| 6 | Hardened |
Each level of Crew Experience provides a number of re-rolls. These re-rolls can be applied to any dice roll, provided that the result is directly related to the actions of the crew's Titan - the only exception is the dice to determine the result of Catastrophic Damage, which does not benefit from Crew Experience. Each re-roll can be used once per battle. If a dice roll involved multiple dice (for example a To Hit roll made with a weapon with a Dice value of 5), the re-roll can be used to re-roll one dice from the roll or all the dice; it cannot be used to re-roll certain chosen dice. Each level of Crew Experience provides certain benefits as described in the table below:
Crew Experience Levels
| Re-rolls | Experience Level | Experience Points Total |
|---|---|---|
| 0 | Green | 0 |
| 1 | Tested | 5 |
| 2 | Hardened | 10 |
| 3 | Veteran | 15 |
| 4 | Elite | 25 |
Crews may increase in experience over the course of a campaign, as follows:
Gaining Experience Points
After a game, each surviving Titan crew, whether or not their Titan survived the battle, will earn Experience points. Add up the experience earned and make a note next to the Titan crew on the campaign roster. This total will determine the crew's Experience level, and the number of re-rolls they have as detailed on the Crew Experience Levels table.
Experience Points
| Result | Experience Points |
|---|---|
| Crew survived the battle | 1 |
| Crew destroyed a Titan of Scale 9 or higher | 3 |
| Crew destroyed a Titan of Scale 7 or higher | 2 |
| Crew destroyed a Titan of Scale 6 or less | 1 |
Knight Banners do not gain Experience points like Titan crews. Instead, as long as one model in a Knight Banner survives the battle, that supporting unit is now considered to be Veteran - make a note of this on the campaign roster. Veteran Knight Banners can re-roll a single dice once per game.
Crew Survival
Even if their Titan is destroyed, a crew may survive, such are the many fail-safes and escape mechanisms built into their war machine. When a Titan is destroyed by a Silenced, Laid Low or Wild Fire result on the Catastrophic Damage table, roll a D6. On a 2+, the crew has escaped. By contrast, the devastating effects of a Titan's reactor melting down or ordnance cooking off are much harder to survive. If a Titan is destroyed by a Magazine Detonation or Catastrophic Meltdown result on the Catastrophic Damage table, roll a D6. On a 4+, the crew has escaped. Otherwise, the crew is killed.
Crews that survive may be reassigned to newly purchased Titans rather than rolling on the Starting Crew Experience table. Alternatively, a crew may be kept on the campaign roster in reserve, until a new Titan becomes available to them. Note that Titan crews need not be assigned to the same type of Titan they previously commanded - though a Princeps may be less than pleased if they are forced to captain a Warhound after being the master of a Warlord!
Gaining Honour Points
A Legio is known to its enemies by its victories, and as it crushes worlds and foes beneath the feet of its Titans, its legend grows. After each game, a player's Legio may gain Honour points depending on the outcome - as detailed on the Honour Points table below. Honour points are a representation of the Legio's fame and glory, and are used to determine the ultimate winner of a campaign.
Honour Points
| Result | Honour Points |
|---|---|
| Win (player was the Underdog) | 3 |
| Win (opponent was the Underdog) | 2 |
| Loss (player was the Underdog) | 1 |
| Loss (opponent was the Underdog) | 0 |
| Draw | 1 |