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The nigh-unstoppable, towering mechanical behemoths known as Titans are the pinnacle of the Adeptus Mechanicus' superior technological knowledge and the prime example of the Imperium's military might. Manufactured on the Mechanicus' Forge Worlds, these embodiments of the Omnissiah stalk the battlefields of the Imperium, utilising arcane technology and terrible weaponry to unleash their apocalyptic fury upon the Emperor of Mankind's foes.

This section contains all of the datasheets that you will need in order to fight battles with your Titan Legions models. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Titan Legions units – these are described below and referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Imperial Armour: Forces of the Astra MilitarumIndex81.6April 2019

Keywords

Throughout this section you will come across a keyword that is within angular brackets, specifically <TITAN LEGION>. This is shorthand for a keyword of your own choosing, as described below.

<TITAN LEGION>

All Titans belong to a Titan Legion.

Titan Legions datasheets have the <TITAN LEGION> keyword. When you include such a unit in your army, you must nominate which household that unit is from. You then simply replace the <TITAN LEGION> keyword in every instance on that unit’s datasheet with the name of your chosen household. You can use any of the households that you have read about, or make up your own.

For example, if you were to include a Warhound Scout Titan in your army, and you decided it was from Legio Astorum, its <TITAN LEGION> Faction keyword is changed to LEGIO ASTORUM.

Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Apocalypse missile launcher
24"-360"
Heavy 12
7
-2
2
This weapon can target units that are not visible to the bearer.
Ardex-defensor maulers
36"
Heavy 6
6
-2
2
Overwatch attacks with this weapon hit on a 5+ regardless of modifiers.
Ardex-defensor twin lascannon
48"
Heavy 2
9
-3
D6
Overwatch attacks with this weapon hit on a 5+ regardless of modifiers. These weapons may only fire at targets behind the Titan.
Belicosa volcano cannon
180"
Macro D6
30
-6
12
Any wound roll of a 6 made with this attack automatically inflicts an additional D6 mortal wounds on the target.
Dual turbo-laser destructor
96"
Macro 2D3
16
-3
2D6
Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
Incinerator missile bank
24"-360"
Heavy 10
6
-2
2
Against INFANTRY, the number of successful hits rolled for this weapon is doubled. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. This weapon can target units which are not visible to the bearer.
Mori quake cannon
24"-360"
Macro 3D6
20
-5
6
Units hit by this weapon must halve their Move characteristic and cannot Advance in their following Movement phase.
Reaver gatling blaster
72"
Macro 6
8
-3
3
Against INFANTRY units, each successful hit roll inflicted by this weapon instead becomes 3 hits.
Reaver laser blaster
96"
Macro 3D3
10
-3
2D6
Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
Reaver melta cannon
48"
Macro 2D6
16
-4
6
-
Reaver volcanno cannon
180"
Macro D6
25
-5
12
-
Saturnyne lascutter (shooting)
18"
Heavy 1
12
-4
6
After you have rolled a successful hit with this weapon, you may immediately roll for an additional hit against the same target unit, if this additional hit roll is successful, you may roll to hit again and again until either you miss or a total of 12 hits has been achieved. After the total number of hits has been determined for the weapon, resolve the attack.
Sunfury plasma annihilator
72"
Macro 2D6
10
-4
2D6
After resolving all damage on the target unit, roll a D6 for every other unit within 6" of the target unit; on a 4+ that unit also suffers D3 hits using the weapon’s profile.
Titan inferno gun
18"
Heavy 4D6
7
-3
4
This weapon hits automatically.
Titan plasma blastgun
This weapon has two firing modes, declare which is being used before the attack is made.
 - Normal
72"
Macro 2D6
8
-3
3
-
 - Overcharged
72"
Macro 2D6
10
-4
4
When using this firing mode, for each hit roll of a 1, the Titan suffers a mortal wound after all of this weapon’s shots have been resolved. These mortal wounds may not be stopped by the Titan’s own void shields.
Titan vulcan mega-bolter
72"
Heavy 20
6
-3
2
-
Twin Titan mega-bolter
72"
Heavy 40
6
-3
2
-
Warlord gatling blaster
72"
Macro 12
8
-3
3
Against INFANTRY units, each successful hit inflicted by this weapon instead becomes 3 hits.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Arioch Titan power claw
Melee
Melee
x2
-5
12
If you slay a VEHICLE or MONSTER that does not have the TITANIC keyword, with the Arioch Titan power claw, select an enemy unit within 12" and roll a D6; on a 4+ that unit suffers D6 mortal wounds as the dead body or debris is thrown at it.
Greater titanic stride
Melee
Melee
User
-4
3
Make 4 hit rolls for each attack made with this weapon instead of 1.
Reaver chainfist
Melee
Melee
x2
-5
10
Subtract 1 from hit rolls made with this weapon. Any wound roll of a 6 made with this attack on any VEHICLE, MONSTER or BUILDING automatically inflicts an additional 2D6 mortal wounds on the target.
Reaver power fist
Melee
Melee
x2
-5
10
If you slay a VEHICLE or MONSTER that does not have the TITANIC keyword with the Reaver power fist, select an enemy unit within 12" and roll a D6; on a 4+ that unit suffers D6 mortal wounds as the dead body or debris is thrown at it.
Saturnyne lascutter (melee)
Melee
Melee
20
-5
12
You may re-roll failed hit rolls for this weapon against targets with the MONSTER, BUILDING or VEHICLE keyword.
Titanic stride
Melee
Melee
User
-3
3
Make 3 hit rolls for each attack made with this weapon instead of 1.

The <TITAN LEGION> keyword is used in following Titan Legions datasheets:

Lords of War
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
MACRO

Macro weapons are truly gigantic in proportion, often the size of armoured vehicles in their own right in many cases. Such mighty weapons are unwieldy and only able to be mounted on the largest of war engines such as Titans, but their power is enough to annihilate the most well-protected target and is particularly effective against fortifications and the largest war machines, against which their power can be fully spent.

A model armed with a Macro weapon may not fire if it has moved previously in the turn, unless the firing unit also has the TITANIC keyword. No Macro weapon may be used to make Overwatch attacks. When used against units with the TITANIC or BUILDING keyword, the damage inflicted by a Macro weapon is doubled (this doubling takes place after any randomised damage has been rolled for).
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
© Vyacheslav Maltsev 2013-2019