adeptus titanicus close combat cards

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SIDE-STEP Opponent’s Choice Order of Attack Weapon Selection All-out Attack Attack First Close Combat Attack Attack Second Close Combat Defend Attack First Close Combat Side-step Attack First Close Combat Step Back Simultaneous Ranged Weapons Turn Around Attack Second Close Combat 1 Disengage Attack First Ranged Weapons 2 Special Rules You may make one 45º turn immediately before you attack. Notes 1. Your opponent is allowed to turn before you can attack. If you are still in their rear 180º arc you gain +1 To hit with all your attacks. 2. Your opponent is able to get some distance before you fire, and all your attacks take place outside your opponent’s void shields. STEP BACK Opponent’s Choice Order of Attack Weapon Selection All-out Attack Attack Second Close Combat Attack Attack Second Ranged Weapons Defend Attack First Ranged Weapons Side-step Attack First Ranged Weapons Step Back Simultaneous Ranged Weapons Turn Around Attack Second Ranged Weapons 1 Disengage Attack First Ranged Weapons 2 Special Rules None. Notes 1. Your opponent is allowed to turn before you can attack. If you are still in their rear 180º arc you gain +1 To hit with all your attacks. 2. Your opponent is able to get some distance before you fire, and all your attacks take place outside your opponent’s void shields. TURN AROUND Opponent’s Choice Order of Attack Weapon Selection All-out Attack Move Second May Not Attack Attack Move Second May Not Attack Defend Move First May Not Attack Side-step Move First May Not Attack Step Back Move First May Not Attack Turn Around See Notes May Not Attack 1 Disengage Move Second May Not Attack 2 Special Rules You may make as many 45º turns as if you had advance orders, but may not attack. Notes 1. Both players roll a D6. Reroll any ties. The player with the lower score must move first. 2. Your opponent must make his disengaging move before you turn around.

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Close combat stats to play Adeptus Titanicus or space marines 1st edition miniatures game

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Page 1: Adeptus Titanicus Close Combat Cards

SIDE-STEPOpponent’s

ChoiceOrder ofAttack

WeaponSelection

All-out Attack Attack First Close CombatAttack Attack Second Close CombatDefend Attack First Close CombatSide-step Attack First Close CombatStep Back Simultaneous Ranged WeaponsTurn Around Attack Second Close Combat 1

Disengage Attack First Ranged Weapons2

Special RulesYou may make one 45º turn immediately before youattack.

Notes1. Your opponent is allowed to turn before you can

attack. If you are still in their rear 180º arc you gain +1To hit with all your attacks.

2. Your opponent is able to get some distance before youfire, and all your attacks take place outside youropponent’s void shields.

STEP BACKOpponent’s

ChoiceOrder ofAttack

WeaponSelection

All-out Attack Attack Second Close CombatAttack Attack Second Ranged WeaponsDefend Attack First Ranged WeaponsSide-step Attack First Ranged WeaponsStep Back Simultaneous Ranged WeaponsTurn Around Attack Second Ranged Weapons 1

Disengage Attack First Ranged Weapons2

Special RulesNone.

Notes1. Your opponent is allowed to turn before you can

attack. If you are still in their rear 180º arc you gain +1To hit with all your attacks.

2. Your opponent is able to get some distance before youfire, and all your attacks take place outside youropponent’s void shields.

TURN AROUNDOpponent’s

ChoiceOrder ofAttack

WeaponSelection

All-out Attack Move Second May Not AttackAttack Move Second May Not AttackDefend Move First May Not AttackSide-step Move First May Not AttackStep Back Move First May Not AttackTurn Around See Notes May Not Attack 1

Disengage Move Second May Not Attack 2

Special RulesYou may make as many 45º turns as if you had advanceorders, but may not attack.

Notes1. Both players roll a D6. Reroll any ties. The player

with the lower score must move first.2. Your opponent must make his disengaging move

before you turn around.

Page 2: Adeptus Titanicus Close Combat Cards

DISENGAGEOpponent’s

ChoiceOrder ofAttack

WeaponSelection

All-out Attack Move Second May Not AttackAttack Move Second May Not AttackDefend Move Second May Not AttackSide-step Move Second May Not AttackStep Back Move Second May Not AttackTurn Around Move First May Not AttackDisengage See Notes May Not Attack 1

Special RulesYou may only leave close combat by using this option.You may make a normal charge move, including asmany turns as you are allowed. You may not finish themove in base-to-base contact with any enemy model.

You may not disengage if you have damaged legs orreactor. If you have damaged MIUs you must roll 4+ ona D6 in order to disengage. If you fail the roll you stay inplace and may not attack.

Notes1. Both players roll a D6. Reroll any ties. The player

with the lower score must move first.

ALL-OUT ATTACKOpponent’s

ChoiceOrder ofAttack

WeaponSelection

All-out Attack Simultaneous Close CombatAttack Attack First Close CombatDefend Attack First Close CombatSide-step May Not

AttackMay Not Attack

Step Back Simultaneous Close CombatTurn Around Attack Second Close Combat 1

Disengage Attack First Ranged Weapons2

Special RulesYou may make two improvised attacks, and add +1 to thenumber of critical hits you inflict with any close combatweapons or improvised attacks. All opponents attack youat +1 to hit with close combat and improvised attacks.

Notes1. You attack before your opponent can turn. If you are

in your opponent’s rear 180º arc, you gain +1 to hit.2. You catch your opponent as he attempts to turn

around. All of your attacks automatically hit.

ATTACKOpponent’s

ChoiceOrder ofAttack

WeaponSelection

All-out Attack Attack Second Close CombatAttack Simultaneous Close CombatDefend Attack First Close CombatSide-step Attack First Close CombatStep Back Attack First Ranged WeaponsTurn Around Attack First Close Combat1

Disengage Attack First Ranged Weapons2

Special RulesNone.

Notes1. You attack before your opponent can turn. If you are

in your opponent’s rear 180º arc, you gain +1 to hit.2. You are able to fire your ranged weapons before your

opponent has gotten too far away. All your attackstake place inside your opponent’s void shields, andreceive a +1 modifier to hit.

Page 3: Adeptus Titanicus Close Combat Cards

DEFENDOpponent’s

ChoiceOrder ofAttack

WeaponSelection

All-out Attack Attack Second Close CombatAttack Attack Second Close CombatDefend Simultaneous Close CombatSide-step Attack Second Close CombatStep Back Attack Second Ranged WeaponsTurn Around Attack Second Close Combat1

Disengage Attack First Ranged Weapons2

Special RulesAll opponents using close combat weapons andimprovised attacks receive a –2 modifier to hit.

Notes1. Your opponent is allowed to turn before you can

attack. If you are in your opponent’s rear 180º arc, yougain +1 to hit with all your attacks.

2. Your opponent is able to get some way away beforeyou fire, and all your attacks take place outside youropponent’s void shields.