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OPTIONAL RULES

This section contains extra rules which add more complexity to Adeptus Titanicus. Unlike the Advanced Rules, they are not considered a core part of the game; instead they are included for those who don’t mind adding some complexity in exchange for a richer experience. In order for some or all of these rules to be used, both players must agree to them first.

OVERLOADING VOID SHIELDS

In extreme circumstances, a Princeps might give the command to overload their Titan’s void shield generators, bypassing the failsafe cut-outs to avoid a hit which might otherwise cripple the Titan. Of course, toying with warp technology is never wise. If the Omnissiah wills it, the generators will hold despite the extra strain, but in most cases they will be reduced to little more than a heap of molten slag, rendering the Titan defenceless for the rest of the battle.

Before making a Save roll for a Titan, a player can declare that they will overload its shields. For the duration of that attack, the Titan’s Void Shield level is 2+. This is affected by modifiers as normal, but they cannot declare Voids to Full! Note that void shields can only be overloaded if the shields have not already collapsed.

If any saves are failed, the void shield generators are destroyed. Remove the Status marker from the Void Shield track – the shields are treated as collapsed for the rest of the battle, and cannot be reignited.

DESTROYING TERRAIN

The arrival of a lone Titan on the battlefield is often enough to condemn the area to ruin, but a battle between multiple Titans is something else entirely. As soon as battle is joined, the surrounding landscape is fated to become a wasteland of scorched earth, toppled ruins and little else.

If this rule is in effect, Blocking terrain can be targeted in the same manner as an enemy unit. At the start of the battle, both players should agree on the Armour value of each piece of Blocking terrain. A reinforced industrial complex might have an Armour value of 13, while a dense forest might have an Armour value of 9, for example.

Each time a piece of Blocking terrain suffers a hit, make an Armour roll. If the result equals or exceeds the Armour value, roll a D6, or a D10 if the Armour roll exceeds the Armour value by 5 or more. On a result of 5 or more, the terrain is removed and replaced with an area of Difficult terrain of the same approximate size.

DESIGNER’S NOTE

Urban Carnage.

This Optional Rule presents the potential for some great modelling projects – imagine a dense urban battlefield where each building is modelled in both an intact and ruined version, and the lines of sight start very restricted but open up quickly as the game progresses. Combine this with the Stray Shots rule that follows and you’ll get an incredibly cinematic experience!

STRAY SHOTS

The weapons used by Titans are of such a colossal scale that no round goes unnoticed, even if it misses its target. Friendly fire is a constant risk, especially if Titans decide to engage the foe at close range, and a wise Princeps will plan their shots accordingly.

When making a Hit roll, any rolls of 1 (before applying any modifiers) are at risk of becoming stray shots. Trace a straight line between the firing weapon and the centre of the target’s base, extending as far as the weapon’s maximum range. Each unit, other than the attacker and target, that is within 1" of this line – friend or foe, whether behind or in front of the target – is a potential target of the stray shot. Starting with the unit that is closest to the attacker, roll a D6 for each unit, one at a time. On a result of 5 or 6, it is hit by the attack – do not roll for the rest of the units once the stray shot has hit something.

Resolve any potential stray shots one at a time, then resolve any hits against the original target.

Blast and Template weapons

Weapons that use a Blast marker or Flame template are unaffected by the Stray Shots rule, as their rules already cover such situations.

POWER TRANSFER

The power consumption of a Titan is a masterwork of balance, each system drawing only as much power from the plasma core as is necessary. However, in times of dire need a cunning Princeps will divert power from one area to another, gaining an edge but paying a cost elsewhere. One of the most dangerous methods is to transfer energy from the monumentally power-hungry void shields, reducing the Titan’s defences to fuel its attacks.

Before pushing a Titan’s reactor, a player can declare that they will transfer power from the void shields. This is only possible if the Titan’s void shields have not collapsed. If they declare that they are doing this, decrease the Titan’s Shield level by 1 for each Reactor symbol rolled instead of increasing the Reactor level. If two Reactor symbols are rolled and the first collapses the Titan’s shields, the second symbol causes the Reactor level to increase as per normal.