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Eldar Knights and Titans in Titanicus Rules

The document outlines the rules and mechanics for Eldar Titans in the game Titanicus, detailing their unique formations, abilities, and weapon traits. It introduces specific command modifiers, psychic powers, and the use of holofields instead of void shields, as well as various stratagems and wargear options available to Eldar forces. Additionally, it describes the structure and traits of Eldar Knight households, emphasizing their tactical advantages in gameplay.

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0% found this document useful (0 votes)
579 views25 pages

Eldar Knights and Titans in Titanicus Rules

The document outlines the rules and mechanics for Eldar Titans in the game Titanicus, detailing their unique formations, abilities, and weapon traits. It introduces specific command modifiers, psychic powers, and the use of holofields instead of void shields, as well as various stratagems and wargear options available to Eldar forces. Additionally, it describes the structure and traits of Eldar Knight households, emphasizing their tactical advantages in gameplay.

Uploaded by

boris choteau
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

T

ELDAR IN TITANICUS
V1.2 02/05/22
The perfidious Eldar strike from the shadows, pursuing their
own ineffable agenda. The Eldar titan clans have mobilised for
war, and the exodite knights are supporting them.
Iolavai Silspeiraigh!

Eldar Titans follow the rules for Titans in all instances, with the exceptions noted below.

Eldar Battle formation

Aeldari Titan Clan (Fir Caurifel)

An Aeldari Titan Clan consists of 3-6 Eldar Titans. This is the equivalent to an Imperial
titan maniple formation.

0-4 Revenant Titans

0-3 Phantom Titans

Rhiaghlaidh Caurifel. The tight family bonds allow Eldar titans to fight with a unity of
purpose unseen in Imperial Legions.

When attempting an order, an Eldar titan gains a +1 command modifier for each Eldar
Titan in the same Titan Clan already on that order.

One Eldar titan must be designated the Ardathricainn. This counts as a princeps
senioris in all cases, gaining a +2 command bonus and a Princeps trait.

Warlock Titans have the Auxiliary Titan rule.

Each Aeldari Titan Clan may be supported by any number of Eldar Titans, and a single
Auxiliary Titan.

Each Aeldari Titan Clan may be supported by up to two Eldar Knight Banners.
Jump Jets
Some Eldar titans are fitted with jump jets. These have the following effects.

The Eldar titan may ignore one piece of terrain, up to its scale in inches, when moving.
Alternatively it may move over one unit less than its scale in inches. The Eldar Titan may
not end its move with its base on the terrain/unit if it ignores it. If the Titan has
insufficient movement, reduce its movement so that it contacts the terrain/unit and
moves no further.

The Eldar titan may make one 45 degree turn when activated in the damage control
phase

Reactor Control.

Eldar do not use primitive plasma reactors, and as such have no fear about trivialities
like over-heating.

Eldar titans are commanded by a pilot or pilots in telepathic communion with the
spirits of previous pilots, kept within the wraithbone matrix of the Titan.

Maintaining this communion under heightened combat conditions can be difficult, and
increased stress can drastically reduce the titans effectiveness

When the Psychic Communion track is in the orange hole, reduce command values
by two, and apply a minus 1 hit modifier to all attacks

When the Psychic Communion track is in the red hole, reduce command values by
three, half all movement ranges and apply a -2 to hit modifier to all attacks.

When Pushing the Reactor, the following results apply.

Blank:
Nothing happens

Single Reactor Symbol:


Psychic strain, Increase the Psychic Communion track by one.

Double Reactor Symbol:


Psychic feedback. Increase the Psychic Communion track by two.

Machine Spirit:
Guidance of the Ancestors. Reduce the Psychic Communion track by one. The Eldar
titan may immediately either make a 2" additional move, or fire a single weapon at the
closest enemy target.
Holofields
Rather than void shields, Eldar titans have holofields.

The holofield track works differently from void shields. It is shorter, and has a
consistent 4+ value.

An Eldar titan with active holofields confers a -1 to hit penalty when taking fire from any
weapon using its long range.

When a werapon attack is made against an Eldar titan and scores any hits, Roll a
single holofield save. If the save is successful, then the hologram has been hit in place
of the Titan. Discard all the hits, and reduce the holofield track by one. Note that this
save may only be made against attacks made by weapons. Explosions, remains in
play templates and other terrain effects may not have holofield saves.

If the save is failed, then the hits are allocated to Eldar titan, rolling damage as if it had
no void shields.

If the Eldar Titan has moved at least 6" in the movement phase, Increase the holofield
dice roll by one.

If the Eldar Titan is on Full Stride Orders, failed holofield saves of a 1 may be re-rolled.

When the holofield track reaches the furthest right pip, the holofields have been
temporarily overwhelmed by the volume of fire, and the holofield is considered inactive.

As with Void Shields, Holofields may not be used against attacks originating within 2”.

If targeting an Eldar titan with active holofields, a unit on split fire orders can attempt to
hit multiple holograms at once. Rather than splitting fire against multiple targets the unit
can choose one weapon to be divided into two dice pools. These pools must be as
equal as possible, and resolved in the order chosen by the firer. Each pool counts as a
separate weapon attack for the purposes of resolving damage.

Weapons with the Blast or Firestorm traits, or damage from non-weapon attacks like
explosions, reduce the holofield dice roll by one.

An Eldar titan with active holofields may never be the target of targeted attacks,
outside of 2".

Eldar holofields always return to maximum value at the end of each damage control
phase (Not under emergency repairs).

Eldar titans may not use the voids to full or overcharged voids abilities, however, they
gain a new ability, called evasive manoeuvres.

Evasive Manoeuvres: An Eldar titan which has not yet activated in that rounds combat
phase can declare evasive manoeuvres in a similar fashion to how an Imperial Titan
declares Voids to Full! When targeted by a ranged attack, after the hit dice have been
rolled, but before Holofield saves are made, the Eldar titan may Push The Reactor. The
Eldar Titan immediately goes on Full Stride Orders, discarding any existing order.
Damage Control

Rather than servitor clades, Eldar Titans have Spirit Shrines. These are functionally the
same.

Eldar Titans can reduce the Psychic Communion track on the roll of a 4+

Eldar can repair Critical Damage and damaged weapons on a 5+.

Eldar titans can repair one point on a single damage track on a 6

Orders

Eldar use orders in the same way as other units, with the following changes.

Shutdown. Replace with Iolavai Firnamaidd: The Eldar war cry calls the host to action.
Eldar titans on this order act as a squadron in the Combat phase, and may perform
coordinated strikes with other titans on this order. If already able to perform
coordinated strikes, gain an additional plus one to armour rolls. Eldar titans on this
order may not activate in the emergency repair phase.

Any effect that would cause a shutdown result on an Eldar titan, instead increases the
psychic communion track by two and reduces the holofield track to X.

Full stride: As per normal, however Eldar Titans are not restricted to the front arc and
may include a single turn.

Split Fire: Unchanged

First fire: Unchanged

Emergency Repairs: Unchanged

Charge. Unchanged.
Eldar Weapon Traits
Psychic Resonance: For each unsaved hit caused, the unit must take a command
test at a minus two modifier. Corrupted or Daemon units suffer a -4 modifier instead. if
the test is failed, a critical hit is inflicted. Against titans this always hits the head. If a
titan suffers critical damage.

Tremor: This attack has +2 strength against destructible terrain. It always hits a titans
legs. It may never target aircraft.

D Weapon: After resolving the hit dice and potential scatter, but before rolling
damage, roll a dice, on a 6 the weapon gains the vortex rule.

Note some Eldar weapons may have multiple firing modes. Simply choose which
mode is to be used, before using the weapon.
Stratagems
Eldar may take any battlefield asset stratagems available to all Titan Legios. Assume
they are Eldar themed equivalents.

Stratagem Effect Strategy


Points
Webway Place a Webway gate Battlefield asset anywhere within 2:
Gate your deployment zone. Any Eldar titan may declare it is Revenants or
starting in reserve. One round one or two, the Eldar titan knights
may move onto the board using the Webway gate as the 3: Phantom/
staring point in the movement phase. The titan may not be warlocks
activated in the same strategy phase. If the Webway gate
is destroyed or blocked on round 2, the reserved titans
may instead be placed on the board edge in the Eldar
deployment zone but may not move further that
movement phase.
Superior May force the re-roll of priority dice. (this may be played 1
Planning after other effects have modified priority dice)
Farseers Play when opponent plays a stratagem. That stratagem 2
Wisdom does not take effect, and they expend no strategy points.
That stratagem may not be played again this round.
Familial Play in the Strategy phase. May immediately make a 1
bond repair roll for one Eldar titan, but may only repair the
Psychic Communion track.
Prismatic Play in the strategy phase. Place a 5" marker anywhere 2
Storm on the table. Any non Eldar units touching the marker
suffer a -2 modifier to hit rolls. Any Eldar Titans touching
the marker gain a +1 modifier to holofield saves. Remove
the marker in the end phase.
Phoenix Play in the strategy phase. Mark a marker with a forward 3
Hunter facing point on a board edge. Move the marker so that it
strafe moves off another board edge, making up to one
45degree turn during the move. Any model within 2" of
the line drawn by the marker takes d3 S7 targeted hits.
These count as hitting the facing that the marker travelled
in.
Strands of Play when an Eldar unit fails a command check. The 1
Fate check is instead passed. However the opposing player
may re-roll their next failed command check.

1
Custom Wargear
Eldar Titans may purchase wargear upgrades for the costs listed.

Name Effect Points


Bonesinger attendant May repair Critical Damage on a 5x Scale
4+
Maniblasters When activated in the combat 20
phase, Cause d6 S 4 hits to the
nearest enemy unit within 8" in the
front arc
Reinforced Wraithbone Apply one less modifier to armour 40
roll due to damage on the armour
track (e.g. a +2 becomes a +1).

Eldar Titan Clans


Each Clan Household or supporting Titan may be part of a Titan Clan, and gain the
corresponding bonus. For Each Titan Clan present in a battlegroup, the opponent
gains 1 additional Strategy Point

Eagles Born Of Fire = Fir Iolarion


The knights of the Lugganath Craftworld find victory when triumphing over despair.
Titans from this clan may add one to command checks for each point of critical
damage they have sustained.

Hearts Armoured for battle = Fir Lirithion


The Fir Lirithion of the Iyanden Craft World strive to cut out the disease but leave the
body unharmed.
Titans from this Clan may reroll hit rolls of 1 against Princeps Senioris or equivalent
titans or banners containing the Knight Senechal or equivalent.

Fir Lirillyon - the Knights of Purpose


The Phantoms of the Saim-Hann Craft World have astonished even Imperial forces
with their selfless heroism.
Titans from this clan may add 2" to their boosted speed, if they are on full stride
orders.

Watchers over Ancient wrongs = Fir Farillecassion


The Biel-Tann Craft World, is said to know the true location of the Black
Library.
When making targeted attacks, in a weapons long range, titans from this clan may
reduce the targeting penalty by 1.

Knights of Devastation. Fir Maeldannan


The Yme Loc craftworld is renowned for the quality of its artisans. When an Yme Loc
titan takes a critical hit, roll a die. on a 5 or 6, the hit is downgraded to a devastating
hit.
Eldar Princeps Senioris Traits

The Ardathricainn of an Eldar Titan Clan may use the following princeps traits rather
than the ones from the rulebook

1- 2
Supreme Strategist. Gain 2 Strategy Points

3-4
Lightning Reflexes. If the Ardathricainn is in play, the Eldar Player may re-roll their
priority dice each priority phase.

5-6
Devotee of Khaine. When making attacks with Melee weapons, the Ardathricainn’s
Titan may make armour rolls using a d10.
Warlock ~Titans
A Warlock Titan is a Psi Titan and has a number of additional rules.
A Psi-titan does not follow the Issue Orders step as normal, and cannot be issued
Orders by any means unless stated otherwise.

Psi-Titans have access to psychic powers,

A Psi-titan can only ever use it's own command value, regardless of other special
rules.

All non-Eldar units within 10" subtract 1 from the result of any Command Check. Any
Corrupted Titan within 10" subtracts 2 from the result of any Command Check
instead. Psi-Titans are not affected by this rule.

Psychic Powers are Channelled in the Strategy Phase during the Issue Orders Step.
During this step, a Psi-Titan can be activated as normal. When a Psi-Titan is
activated in this step, the controlling player can choose to Channel a psychic power
from the list available, then make a command check,

If the check is successful, an Order dice, representing the Psychic power, is placed
on the Order space on the titans command terminal, with the chosen 'Order' Showing.

If the Check is failed, the chosen units does not receive the 'Order' but Orders can
still be issued to other Titans in the battlegroup.

In addition, if the Psi-Titan


attempted to channel a Psychic
Power and the check was failed,
the Psi-Titan suffers a Psychic
Malfunction. During the End
Phase, all channelled Psychic
Powers come to an end and their
dice are removed from any
Command Terminals.

Psychic Powers are not orders


and are unaffected by rules that
remove or affect Orders such as
the Vox Blackout stratagem. If
the Strategy Phase ends before
a Psychic Power has been
channelled, any Psi-Titans may
still Channel Psychic Powers
before the start of the next
phase.
Eldar Knight Household

An Eldar Knight household uses all of the same rules for a household force as given
in Doom Of Molech, using Eldar Knight Banners as Household Banners.

Freeblades follow the same rules and may be composed of different types of Exodite
Knights of the same chassis within the same banner.

A High Scion would be referred to as a Clan Lord. A Senechal would be referred to


as a Clan High Lord.

The Baronial Court rule may be used, in the same way as freeblades. But this
disallows coordinated strikes to be made.

A Clan High Lord may take a Knightly Quality from the list given in Doom Of Molech.

An Eldar Knight Household may use the Noble Tactics and Tertiary Objectives
stratagems from Doom Of Molech.

Knight Household High Clan Lord traits


These traits may be taken in place of the Knight Household Table.

Sable Claw
If the Clan High Lords lance is on coordinated strike orders, the Clan High Lords
Banner may increase the strength of one attack by one.

Sea Talon
At the end of deployment, The Clan High Lords Banner may be redeployed up to
18” from its original position (still within own deployment zone.

Night Fury
The Clan High Lords Banner may never be shaken.

Swifthorn
The Clan High Lords banner may make always count as moving at least 9” when
calculating dice for attacking on charge orders.
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