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FAQ for Astra Titanus

Info taken from FAQs in file area and various forum threads, consolidated into a Wiki page so that people can more easily find all the info in one place and update it.
List of game FAQs

Table of Contents

[1.5] Titan Status Boards

The damage markers start on the space immediately to the right of the space with statistics (6X10 etc), not on the spaces with statistics.

[2.0] Set Up

Asteroid belt "hex columns" run north/south (perpendicular to Titan's general movement)

Based on the use of "hex column" in [6.1], it seems "hex columns" run north/south (i.e. in the shorter dimension of the map). So asteroids in an "L-N" asteroid belt would all need to be east of L and west of N (inclusive).

[4.0] TDF Movement

The destination hex must be sufficiently far from the start hex

The path a ship takes is irrelevant (it's teleporting). The key is that the distance between the start and end hexes for a ship with M movement points must be between M/2 and M hexes. E.g. A battleship (4 movement points) must jump to a hex which is 2, 3, or 4 hexes away from its starting hex.

Intervening hexes have no effect on jumps

It does not matter if the "intervening" hexes are occupied by ships, asteroids, Titans, etc. The jumping ship is teleporting and not going through the intervening hexes!

[6.0] Titan Movement

The Reshuffle card

In the End Phase, reshuffle all Titan cards together into a new deck. Don't worry about putting the 2 special cards in the bottom half - that's only in the setup.

2 cards cause the Titan to go backwards

Note that cards #1 and #17 cause the Titan to move backwards (left) one hex.

A Titan won't move to the right of its target objective

If the movement card would move a Titan to the right (east) of its target, it will instead move northwest, northeast, southwest, or southeast (as appropriate) to become closer to its target.

A Titan will stop when entering an objective hex

A Titan devastates an objective when it stops its movement in the same hex ([6.4]). A Titan will not move to the right of an existing objective ([6.1]).

A Titan checks devastation in every entered hex

The Titan could destroy units in several hexes of movement. It only stops if it enters an objective hex, not if it enters a hex with a ship or asteroids.

[7.0] TDF Combat Procedures

Do asteroid effects apply only to TDF ships or also to Titans?

The asteroid penalty (-2 or -1) is mentioned in section 7, so one might think it only applies to TDF.

Chris Taylor's most recent answer (2016-03-28) is that asteroids apply to both the TDF and the Titan.

For historians: inconsistent forum replies were given in the past:

> I'm fairly certain that that asteroid effects only apply to TDF units.

> Yes, asteroids affect both TDF and Titan fire.

Docked ships can not attack (or fire missiles)

Example 7.5 has an error

The example in 7.5 says "The first three hits to an Atlas' Spinal Mount will only damage armor. The fourth hit will reduce the number of spinal attacks to 2." That's an error. In fact the first two hits only damage armor, and the third hit reduces the number of spinal attacks to 2.

When Drive "1" is covered, the Titan is "Dead in Space"

Once you have damaged a Titan's drive so that the damage marker is covering the "1", the Titan has movement 0 and its drive cannot be further damaged. It is already Dead in Space. The track confusingly looks like you need to cover the "Dead in Space" square, but you do not.

(Beware that there was once an earlier seeming contradictory answer but that has been overridden.)

[8.0] Titan Combat Procedures

Titans may loop through their target lists, but don't have unlimited attacks

E.g. an undamaged Atlas will fire its primary beam at most 3 times in a turn, even if it loops several times through the target priority list on the current Titan card.

Defensive Lasers

No more listed targets in range

Combine all remaining defensive lasers (2 for the first one + 1 for each additional) for a single attack against the closest capital ship (2-step ship) in range. If there is no eligible capital ship, the remaining lasers don't fire.

Don't do that if there was a stop sign

The stop sign halts all defensive laser attacks after going through its list once.

Primary Beams

No more listed targets in range

Combine all remaining primary beams (4 for the first one + 1 for each additional) for a single attack at the closest target of any type (ship or objective) within range.

Don't do that if there was a stop sign

The stop sign halts all primary beam attacks after going through its list once.

Spinal Mounts

Always shoot at objective if it's in range

Only use the Spinal Mount targeting list if no objective is in range.

No more listed targets in range

Any remaining unused spinal mount attacks (no objective and nothing in the target list) are not used.

[9.0] Missile Combat

The die symbol on the missile counters

The die symbol (showing 3 or 2) means how many dice you will roll. (It's redundant with the picturing showing 3 or 2 missiles.) It is not any kind of target number to be rolled.

Missiles are placed adjacent to the launching ship and then move 3 spaces

So after moving, missiles can end up 4 hexes away from the launching ship, not just 3!

Missiles can placed directly onto a Titan adjacent to the launching ship

I.e. the missiles don't have to move after being launched; they can blow up directly on a Titan adjacent to the launching ship.

If a Titan moves onto missiles in flight

If a Titan moves onto missiles in flight, the missiles immediately attack. They use their original "3 dice" side since Titan movement occurs before the Missile Phase (which is when missiles in flight are turned over to their "2 dice" side). Remember that the Titan's defensive laser benefit is applied only once in a turn (see [9.6]).

Missiles can stack and can move through TDF ships

Missiles can stack and can move through TDF ships with no problem.

Docked ships can not fire missiles (or attack)

[11.0] Titan Repair and Damage Control

TDF Repair on 5+ means 5 or 6

For each damaged ship, roll a die. 5 or 6 means the ship is restored to its undamaged side.


Scenario S2

If you roll a reinforcement which isn't available, you don't get it

You don't reroll if you roll a reinforcement no longer available.

If all hexes adjacent to the moonbase are occupied...

If all hexes adjacent to the moonbase are occupied, reinforcements go 2 hexes from the moonbase.

Scenario S5

Titan is Rhea, not Atlas

The art shows an Atlas. The description says Rhea. Rhea is correct.

First turn: Titan moves twice, then attacks twice

Move with card one then card two and shoot with card one then card two.

dummy title

(Ignore; only to workaround wiki formatting bug which misindents nested titles going from 4 to 2)



1d3 means a uniformly random integer 1, 2 or 3

You can roll a regular d6 and divide by 2, rounding up, to produce 1d3.

Player chooses which escorts are destroyed

The player gets to choose which 1d3 escorts (1-step ships) are destroyed.


Rhea Omega Weapon is triggered if the Rhea has any targets in range

The "weapon range" means weapon range of any of the Rhea's undamaged weapons.

Rhea Omega Weapon delays jumping in for a turn

The Rhea card confuses people since it says "Skip the next Jump Out and Jump In phases". ("Jump Out" and "Jump In" appear in the opposite order from what one might expect.)

When a Rhea fires its Omega Weapon, skip the Jump In phase of that turn. Then skip the Jump Out phase of the following turn. I.e. the ships currently in hyperspace stay in hyperspace for an extra turn, and no additional ships will jump to hyperspace next turn.


Hyperion Omega Weapon attacks each capital ship individually

You make a separate roll for each capital ship attacked, not a single roll versus all of them.

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