Weapon System Name: Targets Attack Notes
AIM-9L Sidewinders Air +3 Heat Seeking
AGM-65B Maverick 500lb Bombs Ground +2 E/O = Electrical-Optical Scene Magnification
AGM-65D Maverick 500lb Bombs Ground +2 IR = Infra Red Imaging
AGM-65E Maverick 500lb Bombs Ground +2 Laser Guided
MK 82 GP Snake eye 500lb Bombs Ground +1 --
MK 83 GP 1000lb Bomb Ground +1 --
MK 84 GP 2000lb Bomb Ground +2 --
ALQ-119 ECM Jammer Pod Defense -- Missile Attacks vs this plane are at –1
AGM-88A HARM Ground -- +4 vs Radar/Communications sites
CBU-15 Durandal Anti-runway Bmb Ground -- +4 vs Airfields
Mk-82 Paveway LG Bombs 500lb Ground +2 Laser Guided
Mk-83 Paveway LG Bomb 1000lb Ground +2 Laser Guided
Mk-84 Paveway LG Bomb 2000lb Ground +3 Laser Guided
Hyper Velocity Rocket Pod Any +1 19 Kinetic Rockets
Quad Hellfire Anti-Tank Ground -- +4 vs Tanks and Vehicle Targets
MK 20 Rockeye Cluster Bomb Ground -- +4 vs Tanks and Vehicle Targets
Pave Penny Laser Tracking Pod Any -- All attacks by this plane are at +1
Jammer and Tracking Pods are not weapons.
EVENT CARD LIST
Card Name Effect
Secondary Target Player gets an extra Turn
Air Threat Play an extra Air Enemy vs opponent in Incoming Phase
Night Vision Imaging System Initiative and Attack +1 this turn. Play before rolls are made.
Titanium Armor Negate Hit caused by Enemy Attack
Back up Systems Negate Hit caused by Enemy Attack
Survivability Negate Hit caused by Enemy Attack
Self Sealing Fuel Cells Negate Hit caused by Enemy Attack. Lose 1 Fuel counter.
Fire Control Attack +2. Play before roll is made
Night Mission Initiative +1 & Enemy Attacks are at –1 this turn. Play before roll is made
Poor Visibility Enemy Attacks are at –2 this turn. Play before roll is made
ECM Chaff Enemy Missile Attacks are at –2 this turn. Play before roll is made
IR Countermeasure Flares Enemy Attacks are at –2 this turn. Play before roll is made
Wide Combat Radius Do not discard Fuel Counter in Loiter Phase
Forward Air Control Initiative +2. Play before roll is made
Interchangeable Parts Discard an extra Damage counter in Base Phase.
Mission Capable Draw 3 Cards
Sorties Draw 3 Cards
Scramble Draw 3 cards
Event Cards are discarded as soon as they are played.
PILOT CARD LIST
Name Skill
Chuck Initiative Rolls +1
Razor Attack Rolls +1
Big Daddy Hand Size +2
Ice Enemy Attack Rolls –1
Hawk Draw +1 card per turn
Travis Loiter Time +1 (= Fuel Capacity = 6)
SOLO RULES
Start with 5 cards. Discard Enemy cards from initial 5.
Just draw 1 card at a time.
You are attacked by all Enemy cards you draw.
LINKS
USAF Fact Sheet
Warthog Territory
TITAN ATTACK INTRODUCTION
Two player Card Game based on the Games Workshop Epic Warhammer 40,000 Universe.
DISCLAIMER
Warhammer is a licenced, trademarked property.
This is merely a Fansite.
DECKS
Each player uses a separate deck.
For example: Imperial Deck vs Ork Deck.
Each deck has exactly 55 cards.
VICTORY
Run your opponent out of cards.
TURN SEQUENCE
Each turn has 6 phases:
Draw Phase
Redraw Phase
Extra Draw Phase
Attack Phase
Defense Phase
Damage Phase
DRAW PHASE
Each player fills their hand to 8 cards.
If the deck ever runs out shuffle your reserve pile & draw from it.
REDRAW PHASE
Players may discard up to 3 cards to their discard and draw replacements.
EXTRA DRAW PHASE
Players may discard “X” Special cards from their hands to their discards to
Their reserves to draw the indicated number of cards.
ATTACK PHASE
Players may make attacks.
To make an attack, you must make an Attack Meld.
A Meld consists of 3 cards:
A Titan Card, a Weapon Card, and a Range Card.
The Range card and the Weapon card must match.
You may make more than one meld.
DEFENSE PHASE
If your opponent has made one or more melds, you
May discard a “D” Defense card to negate any one card of the Meld.
The negated card goes to your opponents reserve pile.
Your opponent may play a replacement card to complete the Meld.
If unable to play an appropriate replacement card, the other two cards
Of the Meld must also be discarded to the opponents reserve pile.
Your Defense card goes to your reserve pile.
DAMAGE PHASE
A Meld does damage equal to the Damage Value of the Weapon card.
A player may play an “A” Add card to increase the damage of the Meld.
The opposing player must discard a number of cards from his Deck to his
Damage pile equal to the value of the Meld.
If the Deck runs out, discard cards from the Reserve Pile.
If the Deck & Reserve pile are exhausted the player loses the game.
Once damage is done your Meld cards go to your Reserve pile.
CARD TYPE NOTATION LIST
S = Short
M = Medium
L = Long
T = Titan
W = Weapon
D = Defense
X = Special
A = Add
ORK GARGANT CARD DECK LIST
Card Name: # Range Dam Notes
Battle Cannon Turret 1 L 2
Cluster Buster 1 L 3
Deth Kanon 1 L 4
Gutbuster: Ball 1 L 4 (Mega Cannon)
Gutbuster: Chain 1 L 5
Gutbuster: Barrage 1 L 4
Super Lifta Droppa Arm 1 L 4
Deluxe Custom Kannon 1 M 4 +1 with Mekboy
Gatling Cannon 1 M 5
Mork Head 1 M 3
Slasha Attack Gun 1 M 4 +1 with Slasha
Battle Cannon Head 1 M 3
Scorcher Turret 1 S 3
Ripper Fist 1 S 3
Snapper 1 S 4 (Steam Blast)
Buzz Saw Arm 1 S 3
Krusher Arm 1 S 3
Boss Gargant 1 T - Dam +2
Great Gargant 5 T - Dam +1
Slasher Gargant 5 T -
Mekboy Gargant 4 T -
Kustom Force Field 1 D -
Force Shields 2 D -
Massive Bulk 2 D -
Fire Control 1 D -
Gork Head 1 X - Draw 3 cards
Short Range 5 R -
Medium Range 5 R -
Long Range 5 R -
Observation Tower 1 A +2
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