White Dwarf
The Invasion of Paramar V: Plain of Fire
This mission represents the assault upon the Paramar Nexus during the Invasion of Paramar V. A world that served both as a vital lynchpin of the Imperium's tangled skein of empyreal travel and a vital staging post and supply terminus for outward expansion, Paramar V proved a primary target for the Warmaster's initial blows against the Imperium. The greater part of the task of conquering the world was entrusted to the Alpha Legion, partially in recognition of the subtlety needed to achieve it and partially as a final demonstration of loyalty for Alpharius and his warriors towards the Warmaster, for many were convinced the Alpha Legion had yet to truly bleed themselves against the Imperium.
Before the fires of Isstvan V had settled, the Alpha Legion fragmented, departing for numerous far-flung systems, nearly half its number destined for Paramar V. With them came significant strength drawn from the Warmaster's Mechanicum allies, including ten entire maniples of Legio Fureans Titans.
The conquest of Paramar V was intended to be a swift affair, with the Alpha Legion hoping to overwhelm the world with an assault led by subterfuge. But events conspired against it, the Legion's presence revealed before the plan could be enacted. Switching to a more traditional assault, the Traitor force made landfall upon the planet, conceiving of a single assault spearheaded by the armoured elements of the Legion against the Paramar Nexus, the central spaceport terminus of Paramar V and centralised command of the planet. With the god-engines of the Tiger Eyes at the fore, the Traitors focused their advance on the Nexus, committing the best part of their strength against a single goal.
It was the guns of the Legio Fureans that spoke first, the Tiger Eyes engaging the engines of Legio Gryphonicus that stood as wardens of Paramar V. Both sides unleashed firepower capable of levelling entire cities in a single sweep, and the battlefield over which they fought soon became a radioactive wasteland wreathed in deadly mist. The clash between the two Titan Legions created a no-man's land to the fore of the Nexus complex that no man or lesser machine could hope to cross and survive. As the ground forces of the Traitor assault moved to circumvent this deadly miasma, the two Titan Legions continued their deadly duel, both sides seeking nothing short of the total eradication of their foe.
Battlegroups
One player controls the Legio Fureans forces, while their opponent controls those of Legio Gryphonicus. Both players select a battlegroup as described in the Adeptus Titanicus rulebook. Both players' forces should have a Battle Rating of up to 2,500 points. Each force must consist of at least one maniple, plus any reinforcements. Neither side may include Knight Banners.
Battlefield
The battle is played on a 4'×4' board. The battlefield should contain a moderate amount of buildings, with several open sections representing roads and landing zones.
Stratagems
Both players have 2 points to spend on Stratagems. Neither player may choose the Outflank Stratagem or any Tertiary Objectives Stratagems.
Mission Special Rules
Radioactive Mire: As the action progressed, the battle between the two Titan Legions turned the battlefield into a radioactive wasteland deadly to anything left exposed. When rolling on the Catastrophic Damage table, add 2 to the result of the roll. In addition, when a Titan with a Void Shield level of X is activated in the Strategy phase, roll a D10, adding one to the result for each Titan that has suffered Magazine Detonation or Catastrophic Meltdown Catastrophic Damage this battle. On an 8+, increase that Titan's Reactor Status level by 2.
Smoke and Smog: The battlefield over which the two Legios fought soon became wreathed in smoke, hampering sight lines and blinding both sides. Any attack made by a unit against a target more than 24" away suffers a -1 modifier to its Hit rolls, in addition to any other modifiers. In addition, at the start of each round, both players, starting with the First Player, may deploy a single smoke marker anywhere on the battlefield. Any part of the battlefield within 2" of a smoke marker counts as Blocking terrain. Smoke markers are removed during the End phase of the round they are placed.
Deployment
The Legio Gryphonicus player deploys their forces within 6" of a board edge of their choice. The Legio Fureans player then deploys their forces within 6" of the opposite board edge.
The First Round
In the first round, the Legio Fureans player chooses who will take the Opus Titanica and be the First Player.
Battle Length
The battle lasts for five rounds, after which one side will have emerged victorious. If all the units controlled by either player are destroyed at any point before this, the battle ends immediately.
Victory
At the end of the battle, both players score a number of Victory points equal to the points value of each enemy Titan that has been destroyed; units that are Structurally Compromised award half their total points value (rounding down). The player who scores the most Victory points claims victory.
Scouring of the Ollanz Cluster: Breakthrough
As the battle for Beta-Garmon escalated, the unfolding conflict drew increasing numbers of forces into its brutal embrace, but it was not the sole target of the Warmaster's ire. Further afield, smaller detachments sought to conquer star systems deemed important to the Loyalists' war effort with the aim to drain the Imperium forces at Beta-Garmon of supplies and reinforcements. To this end a Traitor force, supported by Titans drawn from Legio Fureans, advanced upon the Ollanz Cluster, intent upon gaining control of the valuable resource worlds within it.
Believing the Cluster to be devoid of any meaningful resistance, the advancing Traitors were surprised by the sudden appearance of a demi-Legion from Legio Astorum, supported by elements of the Iron Hands Legion. Intending to reinforce Beta-Garmon, the Loyalists had been rearming and refuelling at the Borman system when the Traitors moved upon the Ollanz Cluster. Although outnumbered, the Warp Runners dared not give the invaders unrestricted access to the cluster and moved to oppose their advance.
It was upon Borman IV that the turning point of the brief but intense conflict came about. Aware that they were outnumbered and unlikely to triumph in a straight fight, especially against an entrenched enemy, the Loyalists moved to break open their foes' defences with a targeted assault. Marshalling their numbers upon the Yrevendi Desert, the Titans of Legio Astorum focused their efforts upon a weak point in the Legio Fureans lines.
With a Loyalist vanguard luring the Traitors into the Yrevendi Desert thanks to a bold diversionary assault, the Titans of Legio Astorum unleashed their fury upon the Tiger Eyes, hoping to shatter the enemy's strength in a single surprise thrust aimed at devastating the isolated Titan Legion and leaving the overall Traitor strength critically weakened. Such an assault was not without risk, for though the Warp Runners' assault was carefully calculated to ensure the Loyalists outnumbered the pursuing Tiger Eyes, nearly the entire Loyalist strength was committed to this single battle, meaning defeat would effectively hand control of the Ollanz Cluster to the Traitors.
Battlegroups
One player controls the forces of Legio Fureans while their opponent controls the forces of Legio Astorum. Each player selects a battlegroup, as described in the Adeptus Titanicus rulebook. The Traitor player's force should have a Battle Rating of up to 2,000 points, while the Loyalist player's Battle Rating should be up to 2,500 points. Each force must consist of at least one maniple, plus any reinforcements. Neither side may include Knight Banners.
The Battlefield
The battle is played on a 6'×4' board. Parts of the battlefield represent rivers of lava; at least two should be on the battlefield, although more can be added if players wish, with each being at least 2" wide and flowing from one battlefield edge to another. The remainder of the board should contain a light amount of rocky outcrops and other natural terrain pieces.
Stratagems
Both players have 2 Stratagem points to spend on any Stratagems they wish. The Traitor player may not choose the Outflank Stratagem.
Mission Special Rules
Punishing Assault: The Tiger Eyes have been lured into the path of the advancing Warp Runners through a series of diversionary attacks, leaving them vulnerable to a surprise thrust by the Loyalist forces. At the start of the first round, after determining the First Player but before any Titan is activated, roll a Command check for each of the Tiger Eyes Titans, subtracting 2 from the result. If the check is failed, the Titan can only be activated in the Movement or Combat phase of the first round, not both. In addition, no Tiger Eyes Titan can be issued an Order during the Strategy phase of the first round.
Lava Rivers: Rivers of lava cross the Yrevendi Desert, presenting a danger even to a massive Titan. When setting up the battlefield, players should clearly designate which parts of the battlefield are Lava Rivers. Lava Rivers count as Dangerous Terrain. In addition, if a Titan moves into a Lava River involuntarily, for example due to the Concussive trait, roll a D6. On a 5+ the Titan rights itself before falling into the lava and nothing else happens. On a 1-4, the Titan counts as having moved into Deadly Terrain.
Deployment
The Legio Fureans player picks a board edge and deploys their units within 18" of that edge. Each unit must be placed at least 6" from an already deployed unit; units that are part of a Squadron may be deployed within 3" of each other instead. If a unit cannot be deployed in this way, the Legio Astorum player deploys the unit instead, placing it anywhere within 18" of the Legio Fureans player's board edge. The Legio Astorum player then deploys their units anywhere within 18" of the opposite board edge.
The First Round
In the first round, the Legio Astorum player chooses who will take the Opus Titanica and be the First Player.
Battle Length
The battle lasts for five rounds, after which the Warp Runners have either decimated the Tiger Eyes or their sudden assault has been blunted. If all the units controlled by either player are destroyed at any point before this, the battle ends immediately.
Victory
At the end of the battle, calculate the total number of points of Legio Fureans Titans that have been destroyed, counting units that have been Structurally Compromised as half their points (rounding down). If the total is equal to or greater than 65% of the Legio Fureans' starting Battle Rating, the Legio Astorum player is victorious. Otherwise, the Legio Fureans player is victorious.
The Red Planet Aflame
In the opening months of the Horus Heresy, the true depth of the Warmaster's treachery was revealed. Nine Space Marine Legions turned against the Emperor, and across the galaxy, innumerable worlds cast aside their oaths to the Imperium in favour of its once-favoured son. Even the leader of the Mechanicum - Fabricator-General Kelbor Hal - had been lured down treasonous paths, plunging the Red Planet into war after receiving promises of access to technologies the Emperor had long deemed forbidden.
Of those Titan Legions stationed on the Red Planet, of which nearly two dozen were present when conflict gripped Mars, the most prominent were those of the Triad Ferrum Morgulus, the first three Titan Legions. Rivalry between Legio Ignatum, Legio Tempestus and Legio Mortis was all too common and quickly escalated into bloodshed during the Horus Heresy. Indeed, Legio Mortis, ever-loyal enforcers of the Fabricator-General's will, proved eager to lay low their erstwhile allies. With brutal efficiency, battlegroups of the Death's Heads Titans fell upon those forge-fanes guarded by the Fire Wasps in an effort to exterminate all pockets of potential resistance on the Red Planet. At the forefront of the Legio Mortis forces strode newly awakened Warmaster Titans, their presence marking the new era of bloodshed that had fallen upon the galaxy. In its wake, the Red Planet plunged into civil war, the Traitor's victory so complete that word of a new god-engine would not reach Terra until the Warmaster directly threatened the cradle of humanity.
Battlegroups
One player controls the forces of Legio Ignatum while the other controls those of Legio Mortis. Both players select a battlegroup as described in the Adeptus Titanicus rulebook. Both players' forces should have a Battle Rating of up to 3,000 points. Each battlegroup must include one (and only one) Warmaster Heavy Battle Titan.
Battlefield
The battle is played on a 4'×4' board. The board should contain a moderate amount of natural terrain, such as rocky outcrops, with the occasional scattering of industrial buildings.
Stratagems
Both players have 3 Stratagem points that can only be spent on Legio-specific Stratagems.
Deployment
The winner of a roll-off chooses a board edge and deploys one of their units within 8" of that board edge. The opposing player then deploys one of their units within 8" of the opposite board edge. Players then take it in turns to place a unit within 8" of their board edge until all units have been placed.
The First Round
In the first round, both players roll off to see who takes the Opus Titanicus.
Battle Length
The battle lasts for 5 rounds, after which one side will emerge victorious. If all units controlled by either player are destroyed at any point before this, the battle ends immediately.
Victory
At the end of the battle, both players calculate their Victory points (VPs). Players score 10 VPs if the opposing player's Warmaster Titan has been destroyed and 5 VPs if their own Warmaster Titan has not been destroyed. In addition, a player earns 5 VPs if the total points value of enemy units that have been destroyed is greater than that of enemy units remaining on the battlefield and 5 VPs if the total points value of friendly units remaining on the battlefield is greater than the total points value of friendly units that have been destroyed.
The player with the most Victory points is victorious. If both players have the same number of VPs, the battle is a draw.
The Siege of Travo'anor
Located in the northern reaches of the Segmentum Obscurus, Travo'anor was an oddity in terms of a Mechanicum holdings. An industrial world, Travo'anor was originally ruled by a conglomeration of techno-empires that laid claim to the mineral-rich planet and its seven moons. When Travo'anor was rediscovered during the Great Crusade, its people were eager to take their place in the burgeoning Imperium and to share their own knowledge with that of the Mechanicum. In time, the planet became a chief producer of armaments in the Segmentum Obscurus, serving as a vital resupply point for Expeditionary fleets moving to the war front.
By the time of the Horus Heresy, Travo'anor maintained ties with multiple Forge Worlds, from which its production capabilities vastly benefitted. Repeated attempts had been made, both by the Red Planet and numerous other prominent Forge Worlds, to bind the planet to a single Mechanicum enclave. This was ardently resisted by the people of Travo'anor, who favoured no one side over the others. To gain favour, many Forge Worlds were granted permission to build forge-fanes upon the planet and its moons, providing them with a base of operations. Many Forge Worlds took this as an opportunity to garrison demi-Legios and other military forces in preparation for forays into the Segmentum Obscurus. In turn, Travo'anor was well protected, with nearly a dozen Titan Legions having established a presence on the world during the later years of the Great Crusade.
The diplomatic efforts of Travo'anor proved problematic when the Warmaster's treachery was revealed, with the loyalties of its invited guardians split between the two sides. The most prominent of Loyalists stationed upon Travo'anor proved to be those of Legio Destructor, Legio Ignatum and Legio Crucius, three Titan Legions of much renown. These Titan Legions were noted for their forward planning and had long prepared for the escalation of tensions amongst rival Mechanicum factions both on Travo'anor and elsewhere. As such, their own forge-fanes were considerably reinforced, and the true extent of their military forces deployed there was concealed from all but their own. Though none could have predicted the scale of conflict unleashed by the Horus Heresy, their move towards increased security proved prudent, for many of the Warmaster's allies greatly desired the planet's resources.
The moons of Travo'anor soon saw open war as Titan Legions turned upon one another and Traitor forces moved to secure this industrial world. A significant battle during the opening days of the Siege of Travo'anor was centred around the forge-fane of Novavistra, capital of the planet. It was here that the leadership of Travo'anor sat, and thus it proved a priority target for the Traitor forces. When assault by more conventional ground forces failed, the Traitors moved their Titan Legions in, hoping to decapitate the leadership of Travo'anor before they could flee. In response, the Loyalists - who were hard pressed across multiple fronts - unveiled their masterstroke. As several maniples of Traitor Titans advanced on Novavistra, Titan Landers transported a handful of Warmaster Titans, drawn from four different Titan Legions, in their path. Sent to Travo'anor to serve should a dire need arise within the Segmentum Obscurus, the behemoth god-engines were all that stood before the advancing Traitors and the evacuating forge-fane. Though greatly outnumbered, the Warmaster Titans quickly proved they were far from outgunned.
Battlegroups
One player controls the Loyalist Warmaster Titans, while their opponent controls the Traitor forces. The Loyalist player's battlegroup should consist only of Warmaster Titans, ignoring the usual rules and restrictions for building a battlegroup and Auxiliary Titans; it can include as many Warmaster Titans as possible but only Warmaster Titans. The Traitor player should have a Battle Rating equal to the total points value of the Loyalist's battlegroup and must follow all normal restrictions for building a battlegroup with the exception that it may not include Warmaster Titans. Neither player can take Knight Banners as reinforcements, though the Traitor player can include Knight Banners as part of Titan maniples.
Battlefield
The battle is played on a 6'×4' board. The board should contain a moderate to dense amount of urban and industrial terrain, representing the outskirts of a forge-fane.
Stratagems
No players have Stratagems for this battle.
Mission Special Rules
War Everlasting: The battle around Novavistra was a brutal conflict fought between several maniples of Traitor god-engines against a handful of Warmaster Titans assembled from different Titan Legions and led by the Legio Destructor. Though vastly outnumbered, the overwhelming firepower of the Warmaster Titans did much to even the odds, stemming the tide of Traitors and allowing the complete evacuation of Loyalist personnel from the planet's principal forge-fane.
To represent this battle, the regular turn sequence for games of Adeptus Titanicus is modified slightly. Each round progresses as normal until the Combat phase. During the Combat phase, players take it in turns to activate a unit as normal. However, once all Loyalist units have been activated, if the Traitor player still has units to activate, then the next time the Loyalist player would get to activate a unit, they may activate one that has already completed its activation that phase. This repeats until both battlegroups have activated all eligible units at least once, at which point the phase ends.
A Titan activated in this way can only perform one of the following actions:
- Fire: The Titan can fire a single arm weapon and a single shoulder or carapace weapon.
- Turn: The Titan can turn up to 45 degrees in any direction.
Once a Titan is activated in this way, it cannot be chosen to perform one of the above actions until another friendly Titan has performed one of those actions, i.e. a different unit has to be activated before the same Titan can be activated again.
Deployment
The Loyalist player chooses a long board edge and deploys all of their units within 8" of that edge. The Traitor player then deploys all of their units within 8" of the opposite board edge.
The First Round
In the first round, both players (or both sides if playing with more than two players) roll off to see who takes the Opus Titanicus.
Battle Length
The battle lasts for 4 rounds, after which either the Loyalist player has halted the tide of Traitors or enough Warmaster Titans have fallen for the Traitors to break through and seize the forge-fane. If all units controlled by either player are destroyed at any point before this, the battle ends immediately.
Victory
At the end of the battle, if less than half of the Loyalists' Warmaster Titans have been destroyed, then the Loyalist player is victorious. If over half of the Loyalists' Warmaster Titans have been destroyed, then the game is a draw. If all of the Loyalists' Warmaster Titans have been destroyed, then the Traitor player is victorious.
!!! note "Three or More Players"
The Siege of Travo'anor is a perfect mission for multiplayer games. Instead of one player controlling the Loyalist Warmaster Titans, multiple players can control one or more Warmaster Titans each, while several Traitor players combine their battlegroups together into a larger force.
When playing in this way, it is worth keeping track of secondary victory conditions for added fun and bragging rights. Loyalist players should keep a running total of engine kills each Warmaster Titan makes during the battle, while Traitor players should track how many Warmaster Titans each separate battlegroup destroys. The Loyalist winner is the player who controls the Warmaster Titan that scored the greatest number of engine kills, and the Traitor winner is the player who controls the battlegroup that felled the most Warmaster Titans.
White Dwarf Battlefield Effects
Ordnance Delivery
As two battlegroups clash, low-orbit aircraft brave the blizzard conditions to unleash blind bombing runs upon the two sides.
If all players agree, this card can be added to an existing Open Engine War deck or used on its own. At the start of each Strategy phase, the First Player rolls a D10. Until the end of the round, the Long range characteristic of all weapons is reduced by a number of inches equal to the number rolled, to a minimum of the weapon's Short range.
In addition, each player, starting with the player who is not the First Player, may place a 5" Blast marker anywhere on the battlefield and Scatter it D10 inches. Any model at least partially under the template suffers D3 Strength 7 Hits, as if hit by a weapon with the Ordnance trait.