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 Militarum
  Imperial Armour: Forces of the Astra MilitarumIndex8Indomitus 1.0July 2020
  Forge World: Warbringer Nemesis Titan
  Forge World: Warbringer Nemesis TitanDataslate8November 2018
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

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 
Anvillus-pattern defence battery
Anvillus-pattern defence battery
72"
Heavy 8
8
-1
2
This weapon can only target units that can FLY.
This weapon can only target units that can FLY.
Apocalypse missile launcher
Apocalypse missile launcher
24"-360"
Heavy 12
7
-2
2
This weapon can target units that are not visible to the bearer.
This weapon can target units that are not visible to the bearer.
Ardex-defensor mauler
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.
When firing Overwatch with this weapon, hit rolls of 5 or 6 score a hit on the charging unit.
Ardex-defensor twin lascannon
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.
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
Belicosa volcano cannon
180"
Macro D6
30
-6
12
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D6 mortal wounds on the target.
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D6 mortal wounds on the target.
Dual turbo-laser destructor
Dual turbo-laser destructor
96"
Macro 2D3
16
-3
2D6
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
Incinerator missile bank
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.
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
Mori quake cannon
24"-360"
Macro 3D6
20
-5
6
Blast. Units hit by this weapon must halve their Move characteristic and cannot Advance in their following Movement phase.
Blast. Units hit by this weapon must halve their Move characteristic and cannot Advance in their following Movement phase.
Nemesis quake cannon
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.
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
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.
Each hit scored for an attack with this weapon that targets an INFANTRY unit scores 3 hits.
Reaver laser blaster
Reaver laser blaster
96"
Macro 3D3
10
-3
2D6
Blast. 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.
Blast. 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
Reaver melta cannon
48"
Macro 2D6
16
-4
6
Blast
Blast
Reaver volcanno cannon
Reaver volcanno cannon
180"
Macro D6
25
-5
12
-
Reaver volcano cannon
Reaver volcano cannon
180"
Macro D6
25
-5
12
Blast
Blast
Saturnyne lascutter (shooting)
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.
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
Sunfury plasma annihilator
72"
Macro 2D6
10
-4
2D6
Blast. 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.
Blast. 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
Titan inferno gun
18"
Heavy 4D6
7
-3
4
This weapon hits automatically.
This weapon hits automatically.
Titan plasma blastgun
This weapon has two firing modes, declare which is being used before the attack is made.
Titan plasma blastgun
This weapon has two firing modes, declare which is being used before the attack is made.
 - Normal
 - Normal
72"
Macro 2D6
8
-3
3
Blast
Blast
 - Overcharged
 - Overcharged
72"
Macro 2D6
10
-4
4
Blast. 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.
Blast. 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
Titan vulcan mega-bolter
72"
Heavy 20
6
-3
2
-
Twin Titan mega-bolter
Twin Titan mega-bolter
72"
Heavy 40
6
-3
2
-
Warlord gatling blaster
Warlord gatling blaster
72"
Macro 12
8
-3
3
Against INFANTRY units, each successful hit inflicted by this weapon instead becomes 3 hits.
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
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.
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
Greater titanic stride
Melee
Melee
User
-4
3
Make 4 hit rolls for each attack made with this weapon instead of 1.
Make 4 hit rolls for each attack made with this weapon instead of 1.
Reaver chainfist
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.
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
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.
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)
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.
You may re-roll failed hit rolls for this weapon against targets with the MONSTER, BUILDING or VEHICLE keyword.
Titanic stride
Titanic stride
Melee
Melee
User
-3
3
Make 3 hit rolls for each attack made with this weapon instead of 1.
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:

Anvillus-pattern defence battery used in following datasheets:

Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.

Apocalypse missile launcher used in following datasheets:

Ardex-defensor mauler used in following datasheets:

Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

Ardex-defensor twin lascannon used in following datasheets:

Belicosa volcano cannon used in following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
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).

Dual turbo-laser destructor used in following datasheets:

Incinerator missile bank used in following datasheets:

Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

Mori quake cannon used in following datasheets:

Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.

Nemesis quake cannon used in following datasheets:

Reaver gatling blaster used in following datasheets:

Reaver laser blaster used in following datasheets:

Reaver melta cannon used in following datasheets:

Reaver volcanno cannon used in following datasheets:

Reaver volcano cannon used in following datasheets:

Saturnyne lascutter (shooting) used in following datasheets:

Sunfury plasma annihilator used in following datasheets:

Titan inferno gun used in following datasheets:

Titan plasma blastgun used in following datasheets:

Titan vulcan mega-bolter used in following datasheets:

Twin Titan mega-bolter used in following datasheets:

Warlord gatling blaster used in following datasheets:

Arioch Titan power claw used in following datasheets:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Greater titanic stride used in following datasheets:

Reaver chainfist used in following datasheets:

Reaver power fist used in following datasheets:

Saturnyne lascutter (melee) used in following datasheets:

Titanic stride used in following datasheets:

© Vyacheslav Maltsev 2013-2020