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TITANS

Mage Knight titan gures are substantially larger than the standard 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 V ALUE
A titan can be played in games of various build totals by adjusting its point value and strength. The different point totals for 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 rotate its 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 contact only on a roll of 1.

ACTIONS
In non-Conquest games, a titan may be given 2 of its owning players 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 rst action for the turn.

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

ATTACKING
Titans are particularly well suited to attacking and destroying fortications. When a titan is the attacker (or primary attacker in a formation) in a close combat or ranged combat attack against a castle 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 reduce his printed damage value by 2. Titans, gures with more than one combat dial, and castle sections with a long range attack can re on titans at double range, but must reduce their printed damage value by 2.

INDIRECT FIRE RANGED COMBAT


Some 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 is called an indirect re attack. The line of re must pass through the rers front arc but is not blocked or hindered by the presence of intervening terrain or other units. The line of re must not exceed the units maximum range, or be less than the units minimum range. All other ranged attack rules apply. To resolve an indirect re attack, roll 2 six-sided dice and add the result to your units attack value. The defense value of the target of the indirect ranged combat action is increased by 2. If the result is equal to or greater than the target units modied defense value, then you have hit and damaged the target. The target takes damage equal to the rers damage value minus 1. If the indirect re attack has explosive damage, secondary targets receive 1 click of damage per the Mage Knight Unlimited rules.

The Mortar can make an indirect re ranged combat attack.

Living Ballista

Mortar

Cannon

Stonethrower
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