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Astra Titanus FAQ
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. Table of Contents
[1.5] Titan Status BoardsThe 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 UpAsteroid 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 MovementThe destination hex must be sufficiently far from the start hexThe 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 jumpsIt 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 MovementThe Reshuffle cardIn 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 backwardsNote 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 objectiveIf 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 hexA 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 hexThe 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 ProceduresDo 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 errorThe 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 http://boardgamegeek.com/article/6243567#6243567 but that has been overridden.) [8.0] Titan Combat ProceduresTitans may loop through their target lists, but don't have unlimited attacksE.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 LasersNo more listed targets in rangeCombine 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 signThe stop sign halts all defensive laser attacks after going through its list once. Primary BeamsNo more listed targets in rangeCombine 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 signThe stop sign halts all primary beam attacks after going through its list once. Spinal MountsAlways shoot at objective if it's in rangeOnly use the Spinal Mount targeting list if no objective is in range. No more listed targets in rangeAny remaining unused spinal mount attacks (no objective and nothing in the target list) are not used. [9.0] Missile CombatThe die symbol on the missile countersThe 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 spacesSo 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 shipI.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 flightIf 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 shipsMissiles 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 ControlTDF Repair on 5+ means 5 or 6For each damaged ship, roll a die. 5 or 6 means the ship is restored to its undamaged side. ScenariosScenario S2If you roll a reinforcement which isn't available, you don't get itYou 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 S5Titan is Rhea, not AtlasThe art shows an Atlas. The description says Rhea. Rhea is correct. First turn: Titan moves twice, then attacks twiceMove 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) TitansAtlas1d3 means a uniformly random integer 1, 2 or 3You can roll a regular d6 and divide by 2, rounding up, to produce 1d3. Player chooses which escorts are destroyedThe player gets to choose which 1d3 escorts (1-step ships) are destroyed. RheaRhea Omega Weapon is triggered if the Rhea has any targets in rangeThe "weapon range" means weapon range of any of the Rhea's undamaged weapons. Rhea Omega Weapon delays jumping in for a turnThe 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. HyperionHyperion Omega Weapon attacks each capital ship individuallyYou make a separate roll for each capital ship attacked, not a single roll versus all of them. |
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