TITAN MAGIC ITEMS


Titan with a Magical Amulet

 

Having items be part of Tactical Titan Scenarios led naturally to the idea of magic items in general. They wouldn't necessarily be connected to the goals or special rules of the scenario, just be there to power up the characters. One might place some at random on the map. A character could pick one up simply by moving on the space that has the item, and also drop one in a space for other characters to pick up in a later move.

Since the characters in Titan are often four-legged beasts, the items have to be something that such a creature could plausibly wear or use. I came up with three types of items that any creature might be able to use: cloaks, talismans and crowns (never mind how a lion puts on a cloak, it's just that they could conceivably wear one). Then there were the more powerful staffs that only some characters could use.

See complete rules below.


There are four types of magic items: cloaks, talismans, crowns and staffs. A staff can only be used by a Lord or a Warlock; the others can be used by any character. A character can pick up and use an item simply by moving onto the same hex the item is on, and can drop an item at any time, so long as they didn't use it on the same turn. Keep track of which items in a character's hex are being used by that character by putting the items on top of the character's counter. A character can only use one of a given type at a time (meaning they could only use one cloak, but could use a cloak and a crown together), and once they have used one on a turn, can't drop it or switch to a different item of the same type.

Some items have charges, and can only be used a limited number of times before they are used up and removed from play. Only one charge may be used each turn. Charges used should be tracked on a separate sheet of paper. Characters may not, on the same turn, use rangestrike abilities from items as well as their own rangestrike ability.

MAGIC ITEM LIST

An XP value is included for each item, which is meant to measure their relative power. In a campaign, experience points could be conceivably used to purchase magic items. Or the XP values could be referenced when seeding a map with items, for example, "place two random 1XP items in such and such hexes."

TALISMANS

CLOAKS

CROWNS

STAFFS


Using Magic Items in the Strategy Game

It seems that magic items should work just as well with the basic game and the strategic board. They could be seeded on the Masterboard at the start of the game, by marking specific Lands. There are several ways you could do the rules for how they are acquired:

Alternately, don't seed the Masterboard with items. Instead, any time a battle is fought, there is a chance (1 in 6, perhaps) that a random item appears in the center of the Battleland.

When a Legion acquires an item by moving onto a Land, the item is placed on top of the stack on the Masterboard. If the item can only be used by specific character types (for example, a Staff can only be used by a Lord or a Warlock), then the Legion can only acquire the item if it contains a character of one of those types. If it does not, the item remains on the Land.

On the Masterboard, items are kept on top of the Legion stacks. At the start of a Battle, the owner of the Legion chooses which character has the item, and places it on that character on the player's first Maneuver Phase.

If a Legion flees an Engagement, all Magic Items in its possession are transferred to the attacking Legion. If an Engagement is resolved with a negotiated agreement, then the agreement could include either the transfer of magic items to the Legion that is not eliminated, or the stipulation that magic items in either Legion are eliminated rather than transferred. As part of an agreement, magic items can never be transferred to a Legion that is not part of the Engagement.


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Steve Barrera 2022

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