The law of titan



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opposing forces is based upon the counters' facings; each player should 

have the bottom of his counters nearest his entry side. Characters from 

either Legion that do not enter onto the Battleland during each player's 

first Maneuver Phase are considered eliminated and may not be brought 

on later. Characters eliminated in this manner count toward the victor's 

score (see 16.0, Scoring Battles). 



 

10.2 When the Tower Battleland is used, the attacker's entry side is always 

the lower left side opposite the name-side. The defender's forces must be 

deployed within the walled area in lieu of the defender's first Maneuver 

Phase; note that such characters do not enter from the name-side, they are 

deployed directly into the walled area and may not move in the defender's 

first Maneuver Phase. The name-side is considered the defender's entry 

side for purposes of reinforcement. 

 

10.3 The defender always takes his Maneuver Phase first each 

Battle-Round. 

 

10.4 When the attacker uses Titan Teleportation (see section 8.2) to cause 

an Engagement, he may enter from the four hex wide side of his choice 

(except when attacking in a Tower Land, see 10.2). 

 

10.5 A Turn Record Track is provided at the bottom of every Battleland. 

The defender places the matter of his Legion on the first turn box prior to 

his first Maneuver Phase, and before each of his subsequent Maneuver 

Phases he should advance the marker one box (the Legion Marker of the 

attacking Legion remains on the Masterboard to mark the location of the 

Engagement). If the Battle has not ended before the defender's eighth 

Maneuver Phase, the remaining characters of the attacker's Legion are 

eliminated, and whatever is left of the defender's Legion is returned to the 

Masterboard. This is referred to as a time-loss, and the defender receives 

no points for the victory. 

 

10.6 During a Strike Phase, each player must strike with each of his 

characters in contact with an opposing character (see section 12.0). The 

player whose Maneuver Phase preceded the Strike Phase strikes first, and 

then the other player responds. Strikes are considered to be simultaneous

and slain characters are not removed until they have conducted any 

allowable strikes. 

to move two hexes, it cannot enter or cross the hazard. A flying 

character ignores all hazards (except Volcanos, which only Dragons 

may enter or cross) until it lands. If a flying character is slowed by a 

hazard to a hex in which it chooses to land, landing in that hex counts as 

moving two hexes. Hazards have no effect on the movement of 

characters leaving a hex (exception: see Cliffs, 11.7). 

 

11.5 A non-flying character cannot enter a hex that contain another 

character (even one that is friendly). A flying character may be moved 

across occupied hexes. A flying character always lands at the end of its 

move, but may not land on a hazard that forbids its entry, in an 

occupied hex, or in a hex which it does not have a sufficient movement 

allowance to enter. 

 

11.6 Characters may not straddle hexes, nor may unspent move. be 

carried over to the next Maneuver Phase. 



 

11.7 HAZARDS CHART (see Rulebook inside rear cover or 

separate sheet) 

12.0 STRIKE PHASES 

 

During a Strike Phase both players attack with all of their characters that 



began the phase on the Battleland in contact with one or more enemy 

characters. The player whose Maneuver Phase immediately preceded the 

Strike Phase resolves the strikes of all of his characters first, and only his 

characters may employ Rangestriking  (see 13.0, Rangestriking). 

Characters slain during a Strike Phase are not removed from play until 

the end of that phase, after they have had a chance to strike. Every 

character that can strike must do so, unless all adjacent enemy characters 

are already slain. To strike, a character rolls a number of dice equal to its 



Power-factor. The Skill-factors of the striking and target characters are 

cross-referenced on the Strike Chart (12.7) to determine the 



Strike-number  (minimum number needed on each die to hit). Each die 

roll equal to or greater than the Strike-number is a hit. When a character 

accumulates hits equal to or greater than its Power-factor, it is slain. 

 

12.1 The player who just completed his Maneuver Phase attacks with his 

characters first, deciding the order in which they will strike and at which 

enemy characters. Each character strikes once per Strike-phase. It strikes 

individually and must complete its attack before the next character 

strikes. Players may not strike their own characters. When the first player 

is finished, the opposing player conducts his attacks. 

 

12.2 For each character that strikes, the owning player must first specify 

which enemy character he will strike, and then determine the 

Strike-number needed to hit. The Strike-number is found by 

cross-referencing the Skill-factors of the attacking and target character on 

the Strike Chart, which will reveal a number result For example, an Ogre 

(Skill-factor of 2) is striking a Lion (Skill-factor of 3). Cross-referencing 

the Ogre's factor of 2 with the Lion's factor of 3 gives the Strike-number 

of 5, which is the minimum number needed on the dice of the strike to 

score points of damage on the Lion. When the Ogre rolls its strike of six 

dice (Ogre Power-factor of 6), all results of 5 or 6 will be hits and results 

of 1-4 will be misses. The Lion is slain and removed from the game at 

the end of any Strike Phase in which it reaches the 5 hit limit of its 

Power-factor. Hazards in either the attacker's or target's hex, or on the 

hexside between them, may affect the Strike-number and the number of 

dice the attacker rolls (see the Hazards Chart 11.7). 

 

12.3 Damage that characters take during Battle should be noted with the 

hit chits provided. Damage accumulates and cannot be repaired during 

Battle. Damage has no effect on the wounded character's ability to move 

or strike, even if it has only one hit remaining. Characters that are 

damaged (but not slain) are automatically healed when the Battle ends. 

Slain characters are eliminated and cannot be healed. 

 

12.4 If a strike scores more points of damage than are needed to slay the 

target character, the extra points may be carried over to another enemy 

character (which must also be adjacent to the attacker) provided that the 

attacker would not have normally needed a  higher Strike-number to hit 

the second character. No damage can be carried over to a character 

which would require  a higher Strike-number to hit, to hit the second 



11.0 MANEUVER PHASE

  

 



During a Maneuver Phase, the moving player may move the characters of 

his engaged Legion on the Battleland. Only the phasing player's characters 

may be moved, and he may not move any of his opponent's characters. He 

may move as few or as many of his characters as he wishes. Characters are 

moved one at a time, and the movement of a character must be completed 

before the next one is moved. A character cannot be moved more than 

once per Maneuver Phase. 

 

11.1 When entering the Battleland during the player's first Maneuver 

Phase, the first hex a character moves into must lie along the correct side 

of entry (see 10.1). This hex counts against the character's maximum 

allowable movement for that phase. Characters cannot be moved off the 

Battleland. 

 

11.2 During a Maneuver Phase a character may be moved a maximum 

number of hexes on the Battleland equal to, or less than, that character's 

Skill-factor. Movement may be restricted due to the presence of other 

friendly characters, enemy characters, and hazards within hexes and along 

hexsides. 

 

11.3 Any two opposing characters occupying a adjacent hexes at the start 

of any Maneuver Phase are considered to be locked in contact with each 

other (exception: see Cliffs on the Hazards Chart, 11. 7). A character that 

begins its Maneuver Phase in contact with one or more enemy characters 

cannot move. A character moving through a hex or hexes adjacent to 

enemy characters is not in contact with them and need not end its move in 

such hexes. 

 

11.4 Certain hazards along a hexside or inside a hex may slow characters 

attempting to enter those hexes (see the Hazards Chart, 11.7). When 

crossing or entering such a hazard, the hex moved into counts as two 

hexes entered. If a character does not have the movement allowance left 




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