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Titan LegionsWarbringer Nemesis Titan
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Warbringer Nemesis Titan

NAME M WS BS S T W A Ld Sv
Warbringer Nemesis Titan * * * 13 13 65 5 10 2+
A Warbringer Nemesis Titan is a single model equipped with one Nemesis quake cannon, one titanic stride, two Anvillus-pattern defence batteries, three Ardex-defensor maulers, and two arm-mounted weapons (see Wargear Options).
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
WS
BS
Void Shield
40-65+
18"
4+
2+
3+
30-39
14"
4+
3+
4+
20-29
12"
5+
4+
5+
10-19
10"
6+
5+
5+
1-9
8"
6+
6+
6+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Ardex-defensor mauler
36"
Heavy 6
6
-2
2
When firing Overwatch with this weapon, hit rolls of 5 or 6 score a hit on the charging unit.
Anvillus-pattern defence battery
72"
Heavy 8
8
-1
2
This weapon can only target units that can FLY.
Nemesis quake cannon
24-480"
Macro 3D6
16
-5
6
This weapon can target units that are not visible to the bearer. If a unit is hit by any attacks made with this weapon, then until the end of its next Movement phase its Move characteristic is halved and it cannot Advance.
Reaver gatling blaster
72"
Macro 6
8
-3
3
Each hit scored for an attack with this weapon that targets an INFANTRY unit scores 3 hits.
Reaver laser blaster
96"
Macro 3D3
10
-3
2D6
If the wound roll for an attack made with this weapon is 6, that attack inflicts D3 mortal wounds on the target in addition to any normal damage.
Reaver melta cannon
48"
Macro 2D6
16
-4
6
-
Reaver volcano cannon
180"
Macro D6
25
-5
12
-
Titanic stride
Melee
Melee
User
-3
3
Make 3 hit rolls for each attack made with this weapon instead of 1.
WARGEAR OPTIONS
 • This model must be equipped with two arm-mounted weapons from the following list:
  - Reaver gatling blaster
  - Reaver laser blaster
  - Reaver volcano cannon
  - Reaver melta cannon
ABILITIES
Imperial God-Engine: This model can Fall Back in the Movement phase and still shoot and/or charge in the same turn. When this model Falls Back, it can move over enemy INFANTRY and SWARM models, though it must end its move more than 1" from any enemy units. This model can shoot in the Shooting phase even if there are enemy models within 1" of it unless those models are TITANIC. In addition, this model can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, this model only benefits from being in cover if at least half of the model is obscured from the firer.

Icon of Imperial Might: Add D6 to the result of Morale tests for units whilst they are within 12" of any enemy units with this ability.

Titanic Gait: When this model Advances, add 8" to its Move characteristic for that Movement phase instead of rolling one D6.

Titan Void Shields: Instead of making a saving throw or invulnerable saving throw for a wound allocated to this model as a result of an attack with a ranged weapon, you can roll one D6; if the result is equal to or higher than the Void Shields value shown on the damage table above, the damage is prevented and the attack sequence ends.

In addition, each time this model suffers a mortal wound, roll one D6; if the result is equal to or higher than the Void Shields value shown on the damage table above, the mortal wound is ignored.

Cataclysmic Explosion: If this model is reduced to 0 wounds, roll one D6 before removing it from the battlefield. On a 5 or 6, it suffers a cataclysmic explosion and each unit within 3D6” suffers 2D6 mortal wounds.
FACTION KEYWORDS
IMPERIUM, ADEPTUS TITANICUS, <TITAN LEGION>
KEYWORDS
TITANIC, VEHICLE, GOD-ENGINE, WARBRINGER NEMESIS TITAN

This datasheet has Lords of War Battlefield Role. Full list of Titan Legions units sharing same Battlefield Role follows:

Includes wargear

Ardex-defensor mauler used in following datasheets:

Lords of War
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.
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.
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.
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.
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).

Reaver gatling blaster used in following datasheets:

Lords of War

Reaver laser blaster used in following datasheets:

Lords of War
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.

Reaver melta cannon used in following datasheets:

Lords of War

Titanic stride used in following datasheets:

Lords of War
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.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
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.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Saving Throw
The player commanding the target unit then makes a saving throw by rolling a dice and modifying the roll by the Armour Penetration characteristic of the weapon that caused the damage. For example, if the weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save characteristic of the model the wound was allocated to, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

The IMPERIUM keyword is used in following Titan Legions datasheets:

Lords of War

The ADEPTUS TITANICUS keyword is used in following Titan Legions datasheets:

Lords of War

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

Lords of War

The TITANIC keyword is used in following Titan Legions datasheets:

Lords of War

The VEHICLE keyword is used in following Titan Legions datasheets:

Lords of War

The GOD-ENGINE keyword is used in following Titan Legions datasheets:

Lords of War
Faction Rules
© Vyacheslav Maltsev 2013-2020