Legio Titanicus

On this page you will find the Legio Titanicus Army List for Warhammer: The Horus Heresy - Age of Darkness, containing all of the Units and Rules needed to represent any of the Legio Titanicus which fought during the Horus Heresy. Those seeking to collect armies of the Legio Titanicus and those who wish to use them to engage in battle using the Warhammer: The Horus Heresy - Age of Darkness Rules will find this page essential. Rules for the colossal war machines fielded by the Titan Legios are fully detailed, as well as profiles for the Titans’ Secutarii auxiliaries.


Books

BookKindEditionVersionLast update
  Liber Questoris
  Liber QuestorisRulebook31.1October 2025
  Legacies of the Age of Darkness
  Legacies of the Age of DarknessExpansion31.1October 2025

The Legio Titanicus Army List

The following comprises a listing of the warriors and war machines of the feared Legio Titanicus. It includes Army List Profiles for the huge titans of the legios and the warriors that guard them, allowing Players to build and field small detachments of Legio Titanicus.

The Rules found in this book are used in conjunction with the Rules for Armies in the Age of Darkness in the Warhammer: The Horus Heresy - Age of Darkness Rulebook. This will describe the process of creating an Army, along with the additional Rules presented below for Armies of the Legio Titanicus.

‘Core’ and ‘Expanded’ Army List Profiles

All Army List Profiles for the Warhammer: The Horus Heresy - Age of Darkness range are divided into two categories: Core Units and Expanded Units. All of the Units in this book are ‘Core’ Units. These represent the mainstay of the Legio Titanicus and are supported by a wide range of miniatures. Expanded Units will have Rules for their use provided in supplementary publications available from the Warhammer Community website, White Dwarf magazine or other places.

Both types of Unit may be freely used in any Horus Heresy Battle, and this category does not affect their availability as part of an Army or Detachment or the Rules for their use during a Battle.

As new Units and Models are released, their Army List Profiles will clearly state if those Units are Core or Expanded Units, and future publications may shift the category of a given Unit, with any such changes clearly noted in the Unit’s Army List Profile.

Following the Horus Heresy community, Wаhapedia doesn't make any difference between Core and Expanded units (they can't be filtered, and they're not marked on the site). In practice, both are considered equally valid for all game variants.

The Titan Legios at War: Building a Legio Titanicus Army

The Units represented in the Legio Titanicus Army List can be fielded in two ways, either by selecting a single Lord of War as part of a Lord of War Detachment in an Army using another Army List to fill its Primary Detachment, or by using the Titan Primary Detachment as part of the Engine Kill Mission Pack.

It is also possible to use the Legio Titanicus Army List to fill an Allied Detachment, however if such an Allied Detachment was to include any Lord of War Unit then the Points restrictions would restrict the use of such lists to Battles with very high Points Limits.

As with other Army Lists, every Unit from the Legio Titanicus Army List will have an Allegiance, represented by a Trait on its Unit Profile. For Units which are not specific to a particular Allegiance, this will be represented by ‘[Allegiance]’. When you add such a Unit to your Army, this Trait is replaced with either ‘Loyalist’ or ‘Traitor’, based on which Allegiance you have selected for your Army.

Titan Ordinal

[PRIMARY DETACHMENT]
This Primary Detachment may only be used if the Battle is being resolved using one of the Engine Kill Missions, or another Mission that specifically states that it may be used. A Player may not use this Primary Detachment when selecting an Army for use in any of the Core Missions. When using this Primary Detachment, all limits on the number or percentage of an Army’s Points that can be spent on Lords of War are ignored in all Detachments included as part of the Army - if a Player wishes, all of the Points available for selecting an Army using this Primary Detachment may be spent on a single Lord of War choice!


  • An Army that uses this Primary Detachment may also include a Lord of War Detachment - but such a Detachment may not include any Units selected from the Legio Titanicus Army List.
  • The Slots in this Primary Detachment may only be filled by Units with the Legio Titanicus Faction Trait. If a Player wishes to include Units of a different Faction as part of this Army, they will need to select an Allied Detachment of that Faction.

Allegiance and the Legio Titanicus

This volume presents the Titan Legios as they were before the schism of the Horus Heresy, before the taint of the Dark Mechanicum and Horus’ civil war. However, that docs not mean that they can only be used to represent armies of the Loyalist Allegiance. Factions both large and small within each Forge World chose to defy their High Princeps and the Forge Worlds they were sworn to and fight for the allegiance they deemed the true destiny of the Imperium and, as such, Players should feel free to use this volume to create Armies of either Allegiance.

Designer’s Note
Due to the extreme power of the Lords of War available in the Legio Titanicus Army List, it is recommended that those Units only be used in Battles that also use the Engine Kill Missions presented in this book. Titans can be included in other Missions using the normal Rules for including Lords of War, or, in very large Battles, as part of an Allied Detachment, but will almost certainly dominate the Battle in a manner that may leave an opponent with limited tactical options. In general, if a Player wishes to field a Titan outside of the Engine Kill Missions, then we recommend giving the Opposing Player enough forewarning to make sure their Army is built to properly oppose such an engine of war.

Titans in the Age of Darkness

Titans are the largest and most devastating war machines that can be unleashed on the battlefields of the Age of Darkness. As such, these immense engines of destruction require a number of additional Rules to properly operate on the Battlefield - both to showcase their destructive power and to offer lesser Units some small chance of opposing them. When Titans are used in any Mission, the following Rules apply, though it should be noted that in most Mission Packs Titans may disrupt the balance of play. This book also includes a Mission Pack specifically designed to incorporate Titans, and when Players wish to use these towering machines they are encouraged to use the Engine Kill Mission Pack for those Battles.

Using Titans in Age of Darkness Battles

When used as part of an Age of Darkness Battle, Titans have the Vehicle Type and the Titan Sub-Type, which introduces a number of important changes to how Moving, Shooting and Assaults work when a Model with the Titan Sub-Type is involved. For the sake of brevity we will use the term ‘Titan’ in this section to refer to any Model with the Vehicle Type and Titan Sub-Type.

The Titan Sub-Type

A Titan is defined as any Model with the Titan Sub-Type, which may only be applied to a Model with the Vehicle Type, and the Rules presented here apply to that Model in any Mission where it is used.

Titan

The following Rules apply to all Models with the Titan Sub-Type:
  • Models with this Sub-Type are not affected in any way by Difficult Terrain or Dangerous Terrain, and may pass through Impassable Terrain as long as they do not end a Move on or within an area of Impassable Terrain.
  • When making multiple Shooting Attacks in the same Shooting Phase, a Model with this Sub-Type does not have to make all attacks as Snap Shots.
  • A Model with this Sub-Type is limited on when and which Reactions may be made for it, see page 71.
  • The Rules for applying Damage to a Model with this Sub-Type vary from those used with other Models with the Vehicle Type, see page 75.
  • The Rules for Shooting Attacks and Combats that involve Titans are changed as noted on pages 73 and 75.
  • If a Model with this Sub-Type has a Transport Capacity, then it may transport any number of Units, so long as the number of Models in the transported Units does not exceed the Vehicle’s Transport Capacity.
  • A Model with this Sub-Type cannot gain any Tactical Statuses or Cybertheurgic Statuses.
  • A Model with this Sub-Type cannot be affected by any Psychic Weapon, Psychic Reaction or Psychic Power.
  • A Model with this Sub-Type may not be targeted by the Battlesmith (X) Special Rule.

Titans and Profiles

Unlike all other Models with the Vehicle Type, Titans are a single Model that is represented by multiple Profiles - one for each significant part of that Titan. Each of the Titans included in this book has four separate Profiles, though other Titans introduced in future books might have more or less.

A Titan is always counted as a single Model, but each Profile suffers Damage separately. When Damage is inflicted and causes the loss of Hull Points, it only ever affects one Profile and does not ‘spill over’ onto other Profiles of the same Model. However, some effects of Damage to a Profile that do not cause the loss of Hull Points can affect the entire Model or impose restrictions or penalties on other Profiles of the same Model.

Titans and Line of Sight

A Titan does not block Line of Sight to other Models and a Line of Sight can be drawn through the space occupied by a Titan to other Units. However, Models can still target Titans and draw Line of Sight to them normally. Furthermore, a Titan does block Line of Sight to other parts of the same Model - so a Model can only target the Head Profile if it can draw a Line of Sight to it, and cannot ignore the Titan itself in this instance.

Titans and Armour Facings

Titans, like most Models with the Vehicle Type, have different Armour Facings. However, unlike other Models with the Vehicle Type, a Titan’s Armour Facings are not tied to specific arcs on the Model and a Model with the Titan Sub-Type does not have a ‘Front’, ‘Side’ or ‘Rear’ Armour Facing. Instead a Titan has a ‘Primary’ and ‘Exposed’ Armour Facing for each of its Profiles. Most attacks will hit the Primary Facing, regardless of the direction from which the attack originates - and the Exposed Facing is only used when a Special Rule or a result of Damage allows the attacking Player to specifically target it.

Titans and Objectives

A Titan can never count as Holding, Controlling or Contesting an Objective of any kind and attacks or moves they make can never trigger Secondary Objectives that do not specify that they can be triggered by a Titan.

Titans and Reactions

A Titan may make Reactions - counting as a single Unit and thus able to make one Reaction per Turn. However, a Titan may not react to anything that does not have the Titan, Knight or Super-heavy Sub-Type or that is attacking with a Weapon that has a Ranged Strength or Strength Modifier of 10 or more.

Titan Classes

All Titans have a special variable Trait, the [Class] Trait. As with other Traits this confers no Rules on its own, but other Rules may reference it to decide how certain effects work. All Titans replace the generic [Class] Trait with one of the following specific Traits, all of which are considered variants of the [Class] Trait:
  • Scout
  • Light Battle
  • Battle
  • Heavy Battle
Future publications may add further variants of the [Class] Trait.

Titans and the Movement Phase

In the Movement Phase, a Titan is selected to be moved in the same way as any other Model with the Vehicle Type. However, when moving a Titan, a number of exceptions to the normal Rules apply:

When measuring distances to determine how far a Titan has moved, measure from any point on the Model where it makes contact with the Battlefield surface. If a Titan has been given a base, that base is not used to determine ranges or distances to or from that Model, or to determine if the Model is in Base Contact with any other Model.

When moving a Titan, it can be moved in any direction just as any other Model with the Vehicle Type, but may not change its facing. This means that when moving, regardless of the direction in which the Titan moves it must end that move without having changed facing - that is, without turning the Model to face a different direction.

In order to change facing, that is to turn the Model to face a different direction, a Titan Model must Pivot. When Pivoting a Titan, reduce the distance it can move in that Movement Phase by 10", but this cannot reduce the distance the Titan can move to less than 0 inches, and then the Controlling Player may turn the Model to face any direction. The Controlling Player may choose to have a Titan change facing at any point in the Movement Phase while it is the Model currently selected to be moved - either before, after or during that move.

Note that a Titan may never move off of the Battlefield for any reason and cannot be forced to move off of the Battlefield by any Special Rule or effect.

A Titan with either the Scout or Light Battle Traits may Rush - but if it does so then the Controlling Player may not change its facing in the same Turn. When Rushing, a Titan does not add an Initiative Characteristic to the distance moved, but instead adds 5 to its Movement Characteristic to determine the total distance that the Model can be moved.

When moving a Titan, ignore all penalties and other effects of Terrain. Difficult Terrain does not slow the Movement of a Model with the Titan Sub-Type, Dangerous Terrain does not cause such a Model to take Dangerous Terrain Checks and Impassable Terrain does not stop its movement. However, a Titan must not end its move on or within the bounds of any area of Impassable Terrain. Furthermore, a Titan may move over any Unit that does not include any Models with the Titan or Knight Sub-Type. However, a Titan may not end its move on top of a Model or the base of a Model with the Vehicle Type.

If a Titan ends its Move on top of a Model or the base of a Model that docs not have the Vehicle Type then that Model or Models must each have a Cool Check made for them. If the Check is failed then the Model suffers a Strength 10, AP 2, Damage 4 Hit (Models that do not have a Cool Characteristic and Models with a Movement Characteristic of 0, automatically suffer these Hits). If a Model remains in play after suffering such a Hit it may then be moved to the point on the Battlefield that is closest to its original position, but not under the Titan and not in Base Contact with an enemy Model. This can cause a Model to be removed from Combat or Unit Coherency if necessary, and the choice of where it is placed is decided by its Controlling Player. If there is no valid place to move a Model that was under a Titan that has moved, then that Model is instead Removed as a Casualty.

If the Line of Movement for a Titan passes over any Unit, friendly or enemy, that does not include any Models with the Titan or Knight Sub-Type and does not end its Move on top of any Models from such a Unit, then any Unit that was moved over in this fashion must have a Cool Check made for it. If the Check is failed then the Unit gains the Stunned Tactical Status and suffers D3+1 Strength 10, AP 2, Damage 4 Hits (Models that do not have a Cool Characteristic and Models with a Movement Characteristic of 0 or ‘-’ automatically suffer these Hits). If the Check is passed then the Unit does not gain the Stunned Status and suffers only a single Hit with the noted Profile.

A Unit that uses the Reposition Reaction to move out of a Titan’s Line of Movement after the Titan has moved, or out from under a Titan that has just completed a move, does not suffer any Hits and does not take a Cool Check.

Titans and the Shooting Phase

In the Shooting Phase, a Titan is selected to make Shooting Attacks in the same way as any other Model with the Vehicle Type. However, when making Shooting Attacks for a Titan a number of additional Rules apply, as detailed in this section.

The Controlling Player of a Titan may always make Shooting Attacks using all of the Weapons that Model has, and may split them into multiple Shooting Attacks targeting different enemy Units. When a Titan is used to make multiple Shooting Attacks in a single Shooting Phase, it does not have to make any of those attacks as Snap Shots.

Titan Weapons

Titan Weapons are divided into three types: Tactical Weapons, Strategic Weapons and Strike Weapons.

TACTICAL WEAPONS

Titan Tactical Weapons may be used to make Shooting Attacks as normal and are always counted as Defensive Weapons with the Assault Trait. These are usually smaller Weapons, such as defensor bolt cannon, defensor autocannon or defensor lascannon. A Tactical Weapon will have the Tactical Trait on its Profile.

STRATEGIC WEAPONS

Titan Strategic Weapons may be used to make Shooting Attacks as normal, but count as Battle Weapons (see page 218 of the Warhammer: The Horus Heresy - Age of Darkness Rulebook), or they may be used to make Strategic Attacks. These are usually larger Weapons, such as Mori quake cannon, macro- gatling blasters or apocalypse missile launchers. A Strategic Weapon will have the Strategic Trait on its Profile.

STRIKE WEAPONS

Titan Strike Weapons may be used to make Shooting Attacks as normal, and count as Battle Weapons, but may only be used to target enemy Models with the Titan or Knight Sub-Type or any other Model with more than 10 Wounds. These represent titanscale melee Weapons, which, due to the huge size of a Titan, cannot target smaller combatants. These Weapons have an extremely short range and make Hit Tests using the same Rules as Ranged Attacks. To make up for these shortcomings, they cause more damage than their longer ranged equivalents. A Strike Weapon will have the Strike Trait on its Profile.

Strategic Attacks

Strategic Attacks require the Active Player to select a Strategic Target (this is a target not represented on the Battlefield that is determined by the Mission Special Rules, see pages 86 to 87). When making a Strategic Attack, Hit Tests are always made using the Base Ballistic Skill Characteristic of the Model making the Attack. If the Strategic Weapon has the Blast (X) Special Rule, the result of Hit Tests made for Strategic Attacks with that Weapon are modified by +1. When making Armour Penetration Tests for a Strategic Attack, if a Glancing Hit is inflicted then no roll is made on the Vehicle Damage Table, but instead the Strategic Target suffers Damage equal to half of the Damage Characteristic of the Hit.

Titan Firing Arcs

A Titan will use a special set of Firing Arcs that are only used by Titans. These Firing Arcs are only used to determine which enemy Units the Controlling Player of a Titan may target with its Weapons and are not used when enemy Models attack a Titan (see page 75). A Titan’s Firing Arcs are as shown in the diagram below:


The Front and Rear Arcs are determined by drawing a line through the centre of a Titan, with Front Mounted Weapons attacking targets in front of that line, and Rear Mounted Weapons attacking targets behind that line. The Boresight Arc is a narrow corridor that extends to the front of the Titan, in exactly the same manner as the Centreline Mount described on page 219 of the Warhammer: The Horus Heresy - Age of Darkness Rulebook, except that the width of this corridor is determined by marking the centre point of the Titan as the middle of the corridor and its total width being 6".

In addition to the basic Titan Firing Arcs are several more specialised ones. These are Carapace Mounted Weapons and Arm Mounted Weapons.


CARAPACE MOUNTED - Carapace Mounted Weapons may attack enemy Units in any Firing Arc without restriction - except that all Models in the Target Unit must be more than 12" from the Titan.

ARM MOUNTED - Arm Mounted Weapons may attack enemy Units in the Front Arc. Arm Mounted Strategic Weapons may only be used to attack if all Models in the Target Unit are more than 6" from the Titan, but this restriction does not apply to Arm Mounted Strike Weapons.

When checking the distance of a target Model and a Weapon in the Arm or Carapace Arcs, always measure from the closest point on the Titan Model that is in contact with the Battlefield surface, not from the actual Weapon. Titans with the Scout Trait ignore the target distance restrictions on Carapace and Arm Mounted Weapons.

Titans and the Assault Phase

In the Assault Phase, a Titan may not be selected to make a Charge during the Charge Sub-Phase, though it can be the target of a Charge made by another Unit. Any Rule or Special Rule that would allow a Titan to Charge in another Phase or Sub-Phase has no effect. If Charged by an enemy Unit, a Titan may make Volley Attacks with Defensive Weapons at its full Ballistic Skill and can be Engaged by enemy Models.

In the Fight Sub-Phase, a Titan may be Engaged by enemy Models and enemy Models may have their attacks directed against it, but a Titan can never make attacks during the Fight Sub-Phase against any Model. Enemy Models that do not have the Knight or Antigrav SubTypes may only direct attacks against a Titan’s Legs in the Fight Sub-Phase.

If a Titan is Engaged by any enemy Models that are part of a Combat, it inflicts D3+1 Strength 10, AP 2, Damage 4 Hits on all Units (friendly and enemy) in that Combat that do not include any Models with the Titan, Knight or Antigrav Sub-Type after all other attacks in that Combat have been made - it is not considered to have a Combat Initiative and does not affect the order in which other attacks are made. The Hits inflicted during a Combat by any Titan do not count for the purposes of Combat Resolution.

Regardless of which side of a Combat wins or loses, a Titan takes no action in the Resolution Sub-Phase and no Hits or attacks may target it during this Sub-Phase. A Titan cannot be Locked in Combat, and in following Movement Phases can move normally even if Engaged by enemy Models.

Titans and Damage

In any Phase where a Titan would be attacked, suffer Hits or suffer Damage, there are a number of additional Rules used to resolve those situations.

Targeting a Titan

When a Titan is the target of an attack, the Attacking Player must declare which of the Titan’s Profiles is the target of a Unit making a Shooting Attack or a Model making attacks as part of a Combat, with the target Profile declared during Step 1 of any Shooting Attack, when a target Unit is declared, or Step 3 of each Initiative Step in a Combat, when declaring a Titan as the target of any attacks. All Fire Groups from a Unit or attacks from a Model in Combat must then target the Profile declared as the target for that Unit or Model. A number of restrictions apply to which Profiles of a Titan may be selected as the target:
  • At least one Model in the Attacking Unit must be able to draw a direct line from the edge of any point on that Model’s base to a part of the physical component the chosen Profile represents in order to select it as a target of a Shooting Attack.
  • Models that are part of a Combat that includes a Titan may only target the Legs of that Titan - unless the attacking Model has the Knight or Antigrav Sub-Type.

Hit Tests made when the target is a Titan are made as normal - unless the target is the Titan’s Head, in which case all attacks are made as Snap Shots. Hit Tests made for Models that are Engaged with a Titan in a Combat are made against a Weapon Skill of 1 - except attacks which target the Head, which are made against a Weapon Skill of 4.

Note that, unlike other Models with the Vehicle Type, Models attacking a Titan do not need to determine which Armour Facing they are attacking. The Armour Value used to defend against attacks is not based on the direction of attack, but instead on whether that Profile has been Crippled or not.

Titans, Blast Markers and Templates

When an attack that targets a Titan has the Template Special Rule, then such an attack may only target the Legs Profile of the Titan. When an attack that targets a Titan has the Blast (X) Special Rule, then the attacking Player selects a single Profile which will be the only Profile hit if the attack succeeds - regardless of which parts of the Titan are covered by the Blast Marker. If an attack made using the Blast (X) Special Rule scatters and any part of the Blast Marker covers a Titan Model after it has been scattered, then the Player that controls the Titan selects one of the Titan’s Profiles which is at least partly under the Blast Marker and that is the only Profile hit by the scattered attack.

Damaging a Titan

When a Titan suffers Damage from any source, it must be allocated to a single Profile of that Titan. If the Damage was inflicted by an attack that targeted a specific Profile then it must be allocated to that Profile, if the source of the Damage does not specify a Profile then it is applied to the Legs Profile.

Each of a Titan’s Profiles suffers Damage separately, and Damage inflicted to one Profile has no effect on other Profiles. When Damage is allocated to a Profile it is resolved as normal, with an Armour Penetration Test made. An Armour Penetration Test made targeting a Titan uses the Primary Armour Value of that Profile, unless the Profile has been Crippled, in which case it uses the Exposed Armour Value. The result depends on the type of Hit inflicted:
  • If the Armour Penetration Test results in a Penetrating Hit, then the Current Value of that Profile’s Hull Points Characteristic is reduced by a value equal to the Damage of the attack.
  • If the Armour Penetration Test results in a Glancing Hit and the Profile being attacked is not Crippled, then a roll is made on the Titan Damage Table.
  • If the Armour Penetration Test results in a Glancing Hit and the Profile being attacked is Crippled, then it is treated as a Penetrating Hit instead, but the Damage of the Attack is reduced by 1 (to a minimum of 1).
  • If the Armour Penetration Test is unsuccessful then there is no further effect.
  • If the target Profile is Crippled then see the Rules on page 78.

Titan Damage Table

DICERESULT
1-4Armour Scar: The Titan Profile that was the target loses 1 Hull Point, regardless of the Damage or Special Rules the attack has.
5-6System Burnout: The Titan loses no Hull Points, but suffers an additional effect determined by the Profile that was attacked:

  • HEAD: The Titan may not make multiple Shooting Attacks in a given Shooting Phase until the end of the Controlling Player’s next Turn.
  • CARAPACE: The Titan’s Carapace Profile’s Ballistic Skill Characteristic is reduced by 1 until the end of the Controlling Player’s next Turn. If the Titan’s Carapace Profile has a Ballistic Skill Characteristic of*-’, then instead apply the effects of Armour Scar from the Titan Damage Table.
  • ARMS: The Titan’s Arms Profile’s Ballistic Skill Characteristic is reduced by 1 until the end of the Controlling Player’s next Turn.
  • LEGS: The Titan’s Legs Profile’s Movement Characteristic is reduced by 2 until the end of the Controlling Player’s next Turn.

All Characteristic modifiers applied by the Titan Damage Table are cumulative, but can never reduce a Characteristic to a value of less than 1.

Crippling and Destroying Titans

When any one Titan Profile is reduced to 0 Hull Points, it is Crippled. A Crippled Profile is not destroyed and a Titan is not Removed as a Casualty if one or more of its Profiles is Crippled. However, being Crippled has different effects on a Profile and the Titan depending on the type of Profile, as shown below:

Head Crippled

With the delicate mechanisms and vox interlinks of the command module compromised, it becomes difficult to properly relay commands from the princeps and their moderati to the rest of the crew and systems. The MIU is compromised and continued operation of the titan risks the sanity and health of the princeps.

A Titan whose Head Profile is Crippled may not make Shooting Attacks if it moved in the Movement Phase of the same Player Turn.

Carapace Crippled

With the core of the titan breached, the reactor becomes unreliable and the radiation it emits becomes a real danger to the crew and delicate electronics of the titan. Such a breach, left unchecked, will literally cook the titan from the inside out, but in combat few princeps will break off for repair in the face of the enemy.

A Titan whose Carapace Profile is Crippled reduces the Ranged Strength of all Strategic Weapons on all of the Titan’s Profiles by 1 and the Titan may no longer make Reactions of any kind. Note that the Critical Damage result of‘Reactor Cascade’ increases this penalty by 1 each time it is applied.

Arms Crippled

Damage to the actuators and auspex assemblies of the titan’s arms limit the ability of moderati to properly set targeting solutions. While the guns still roar, their accuracy is left woefully lacking until the titan can withdraw for lengthy repairs.

A Titan whose Arms are Crippled must make all Hit Tests made for any Weapons that are on the Arms Profile as Snap Shots.

Legs Crippled

Once the formidable plating and reinforced bastions of a titan’s legs are breached, its ability to manoeuvre are severely limited. Unable to trample lesser foes with as much ease, the titan becomes much more vulnerable to attacks by specially equipped infantry and risks being toppled and destroyed in the most ignominious manner.

A Titan whose Legs have been Crippled must reduce the Movement Characteristic of its Legs Profile by 5, may not Rush and increases the cost for such a Titan to pivot to the Current Value of the Titan’s Movement Characteristic.

If a Profile that is Crippled has more Hits allocated to it then any Armour Penetration Tests are made against the Exposed Armour Value rather than the Primary Armour Value. If any Damage is inflicted upon a Crippled Profile it does not reduce the Hull Points Characteristic of the Profile to a negative value, but instead a roll is made on the Titan Critical Damage Table, applying the amount of Damage suffered as a positive modifier to that roll:

Titan Critical Damage Table

When rolling on this table, note that the following modifiers apply:
  • If the attack that caused this roll had a Strength of 8 or less, then it is counted as having a Damage Characteristic of 1, regardless of the Weapon’s actual Damage Characteristic, and gains no bonus to this roll from having the Armour-breaker (X) or Armourbane Special Rules.
  • If the attack that caused this roll had the Armourbreaker (X) or Armourbane Special Rule then add a bonus of+1 to the result of this roll.
  • If the attack that caused this roll had a Strength greater than 10 then roll two Dice instead of one, but discard the lowest rolled Dice before determining the result.

DICERESULT
1-4Superficial Damage: No effect.
5-6Structural Damage: No immediate effect, but add 1 to all future rolls on this table when attacking any Profile (this is cumulative and lasts for the rest of the Battle).
7-19Secondary Explosions: Consult the specific results listed here based on the Profile that was hit.
20+Reactor Failure: The Titan slumps and deactivates, it remains in place but takes no further damage and may not Move or Attack in any Phase. It is considered destroyed but can be salvaged and the Opposing Player scores Victory Points from the Engine Kill Objective.

Secondary Explosions

If a result of Secondary Explosions was rolled on the Titan Critical Damage Table, then check here for the effect of that result, checking the specific entry for the Profile hit:

HEAD - A Mortal Blow: The Titan’s princeps is mortally wounded, and in each of the Controlling Player’s End Phases as the Active Player from this point onwards, including the one on the Turn in which this Damage was inflicted, roll a Dice. On a score of 4+ the princeps remains alive and no additional effect is applied. On a score of 3 or less the princeps dies and the Titan ceases to function as if the Reactor Failure result had been rolled on the Titan Critical Damage Table and the Opposing Player scores Victory Points from the Engine Kill Objective.

CARAPACE - Reactor Cascade: Every time this result is caused, the Titan’s Controlling Player must roll one Dice. If the result of that Dice roll is a 1,2,3,4 or 5 then the penalties of a Crippled Carapace are increased by 1. If the result of the Dice roll is a 6, the Titan explodes, causing one Strength 16, AP 2, Damage 10 Hit to any Model within 6" of any part of the exploding Titan; a Strength 6, AP 3, Damage 4 Hit to any Model within 12" of any part of its Model and a Strength 4, AP ‘-’ Damage 1 Hit to all other Models on the Battlefield. The Titan is Removed as a Casualty and the Opposing Player scores half the normal Victory Points from the Engine Kill Objective.

ARMS - Weapon Break: All Strategic Weapons on one arm are rendered inoperable. One arm, either left or right, whichever is closest to the nearest Model in the attacking Unit, is selected and all Strategic Weapons on that arm may no longer be used for the remaining duration of this Battle. If it is not obvious which arm is the closest, then the target Titan’s Controlling Player selects which arm is affected. If the selected arm has already been affected by this result then count this as a result of Structural Damage.

LEGS - Titan Fall: The Titan becomes Unsteady until the end of the Controlling Player’s next Turn. If an Unsteady Titan is made Unsteady again then it collapses. When a Titan collapses, first determine the direction of fall and area of destruction (see Falling Titans to the right). All Models within the area of destruction suffer a single Strength 14, AP 5, Damage 8 Hit. Once all Hits caused by the Titan’s collapse are resolved the Titan is Removed as a Casualty, and the Opposing Player scores half the normal Victory Points from the Engine Kill Objective.

Falling Titans

To resolve a Titan’s collapse, Players have two options. Which is to be used should be agreed by both Players, and applied to all Titan collapses that occur in that Battle.

The quickest option is to make the area of destruction encompass any Model that is within 9" of any point of the Titan that touches the surface of the Battlefield.

The more complex, but immersive, choice is to first determine a direction of fall for the Titan. To do so, the Player that made the attack that caused the collapse first nominates a direction by placing a Dice on the Battlefield within a fixed distance from any point on the Titan Model that touches the surface of the Battlefield. The distance within which the Dice may be placed is determined by the Class of Titan:

Scout:10"
Light Battle:20"
Battle:30"
Heavy Battle:35"

The Controlling Player of the Titan then scatters that Dice by D6". A line is then drawn from the centre of the Titan’s current position to the point where the Dice has scattered. All Models within 6" of any point on the line or the Dice are within the area of destruction.

The Tactics of Desperation

The following section presents Rules for special attacks that certain Units can make when attacking Titans. In all cases these Rules are intended to be used by Units that are normally incapable of damaging a Titan to allow them to have some impact on a Battle, and as such none of the Rules presented here may be used by any Model with the Titan or Knight Sub-Type, or any Model with a Base Wounds Characteristic of 10 or more.

In all cases, when using any of the Tactics of Desperation, they entirely replace all other effects of a Shooting Attack or Combat Round. Usually this means forfeiting the possibility of inflicting Hull Point Damage in order to attempt to apply a debilitating effect to the Titan. In all cases these options are intentionally difficult to accomplish without sacrifice - as it should be when confronting the true masters of the battlefield.

Tactic of Desperation: Swarm Assault

When confronted by an immense battle titan, most infantry weapons are utterly incapable of penetrating even the weakest of its armour plating. Such troops can either flee before such a monstrous engine of war, or clamber onto its superstructure and hope to find some tiny flaw that they might exploit to slow its advance across the battlefield.

This Tactic of Desperation may only be used for a Unit made up entirely of Models with the Infantry or Paragon Type and a Movement Characteristic greater than 0. When such a Unit is Engaged as part of a Combat only with enemy Models that have the Titan Sub-Type, this Tactic of Desperation may be used in the Assault Phase. When used it replaces all attacks the Unit it is used for would otherwise make in that round of Combat - it can be used in a Turn where the Unit using it has declared a Charge.

Step One: Declare Target and Focus

Once a Swarm Assault has been declared, the Player controlling the Unit that will make the Swarm Assault must declare its target: Head, Carapace, Arms or Legs. Once a target has been selected, the Player controlling the Unit making the Swarm Assault must declare if the Focus of the Swarm Assault will be to Inflict Damage or Escape Harm.

Step Two: Roll for Effect

Once a target and focus for the Swarm Assault has been declared, a roll must be made to determine the effectiveness of the Swarm Assault. This roll is an Intelligence Check, made by the Player whose Unit is making the Swarm Assault, applying modifiers based on the [Crew] Trait of the target Titan, the target Profile and the abilities of the Unit making the Swarm Assault. All listed modifiers are applied to the result of the roll and as such negative modifiers are beneficial:

TITAN [CREW]MODIFIER
Minoris-1
SeniorisNo modifier
Majoris+1
Ultima*+2

*Note that this Crew Trait is reserved for the most skilled crews, usually as part of a specific Mission or for a specific Titan named as part of the legendary battles of the Horus Heresy. It is included here for completeness and for compatibility with future publications.

TARGET PROFILEMODIFIER
Head+4
Carapace+3
Arms+3
LegsNo modifier

SWARMING UNIT HAS ANY MODELS WITHMODIFIER
The Light Sub-Type-1
The Heavy Sub-Type+2
The Antigrav Sub-Type-2
(Only if the target is not the Legs)
Movement Characteristic of less than 5+2

If the Player making the attack declared the Focus of the Swarm Assault as Inflict Damage, then when making the Intelligence Check that Player may roll an additional Dice and discard the highest rolled Dice before determining the result of the check.

If the Intelligence Check is successful, then the Player making the attack may select one of the following effects to be applied to the target Titan, noting that some may only be applied if a specific Profile was targeted:
  • STRIP THE ARMOUR: All further attacks made against the target Profile use the Exposed Armour Value to make any Armour Penetration Tests until the end of the Titan’s Controlling Player’s next Turn.
  • CUT THE HYDRAULICS : The Titan is made Unsteady (see the Titan Critical Damage Table on page 79) until the end of the Titan’s Controlling Player’s next Turn. If a Titan has currently been made Unsteady by another Unit using this Tactic of Desperation then this option may not be selected, but it may be selected if the Titan has previously been made Unsteady by another effect.
  • JAM THE ACTUATORS : The Titan’s Controlling Player may not move the Titan or change its facing in that Player’s next Turn.
  • SPIKE THE GUNS : One Strategic Weapon on the target Profile must be selected. The next time the Titan’s Controlling Player chooses to attack with that Weapon, roll a Dice. On the result of a ‘1’ or a ‘6’, apply a single Hit to the Titan’s Arms as if the Weapon had attacked the Titan instead of making a Shooting Attack, otherwise the attack continues as normal. After the Weapon has been used to attack, this result has no further effects unless applied again by another Swarm Assault.
  • SMASH THE SHIELD EMITTERS : For the remainder of the Battle, the Armour Value of Void Shields granted by this Model’s Titan Void Shield Array (X) Special Rule is reduced by 1 for each time this result has been applied to the Titan, to a minimum of 10.
  • CUT POWER CONDUITS : Until the end of the Titan’s Controlling Player’s next Turn as the Active Player, if a Move is made with the Titan then it may not make Shooting Attacks using any Strategic Weapons in the same Turn.
  • FOUL THE AUSPEX : Until the end of the Titan’s Controlling Player’s next Turn, whenever that Player chooses to Move or Attack with this Titan, roll a Dice. On the result of a ‘1’ or a ‘6’, the Opposing Player makes that Move, deciding direction and distance moved, or may change the target of a Shooting Attack to another Unit that has one or more Models within 12" of the original target and is within Line of Sight of the Titan.

Step Three: Mitigate Cost

Once an Intelligence Check has been made and any effects applied, the Controlling Player of the Unit making the Swarm Assault must make a Cool Check for that Unit. If the Player declared the Focus of the Swarm Assault as Escape Harm, then when making the Cool Check that Player may roll an additional Dice and discard the highest rolled Dice before determining the result of the Check.

If the Cool Check is passed, then the Unit making the Swarm Attack suffers D6+1 Strength 8, AP 4, Damage 1 Hits, allocated by the Unit’s Controlling Player. If the Cool Check is failed then the Unit making the Swarm Attack suffers D6+1 Strength 8, AP 2, Damage 2 Hits, allocated by the Unit’s Controlling Player. These Hits are not counted for the purposes of Combat Resolution and replace the Damage usually inflicted on a Unit that has any Models engaged with an enemy Titan at the end of a Combat Round. However, a Unit that fails this Cool Check is considered to have lost Combat automatically, while a Unit that passes this Cool Check is considered to have won Combat automatically.

Engine Kill Missions

Originally used as a term used by princeps to confirm the successful completion of a fire order directed at an enemy titan, the use of the affirmative phrase "Engine-kill" extended to troops of all roles as the Horus Heresy unfolded.

The Engine Kill Missions centre around the use of one or more Titans and provide specific Objectives to create a balanced gaming experience for both Players.

The Engine Kill Missions are intended to be used when one or both Players wish to include Titans as part of their own Army. The Missions presented here incorporate specific Objectives for both Players to achieve that differ from the Core Mission Objectives, in order to create a balanced game experience whilst adequately representing the fearsome destructive power of the Titans that existed at the time of the Horus Heresy.

How To Use Engine Kill Missions

The following Rules allow Players to make use of the Engine Kill Missions when playing Battles, from selecting Armies through to resolving the end result of the Mission.

Battles Using The Engine Kill Missions

Regardless of whether using the Engine Kill Missions for standalone Battles or as part of a campaign, all Players must follow these Steps in order to resolve an Engine Kill Mission. Each of these Steps should be completed in the sequence they are presented in, with each Step being fully completed before moving on to the next.

Engine Kill Mission Sequence
1. Select Engine Kill Mission.
2. Select Armies.
3. Prepare the Battlefield.
4. Deploy Objectives.
5. Declare Mission Reserves.
6. Deploy Titans.
7. Deploy Armies.
8. Play Engine Kill Mission.
9. Decide Victor.

1. Select Engine Kill Mission

The first step in resolving an Engine Kill Mission is to select a Mission for the Battle. The Players may either select one of the Engine Kill Missions that both Players agree on, based on the Models they intend to make use of, or roll a Dice on the table below to decide which Engine Kill Mission will be played.

Engine Kill Mission Table
DICERESULT
1-3War of Gods
4-6Giant Killer

2. Select Armies

When an Engine Kill Mission is played, during the Select Armies step of the Mission Sequence, both Players must use a Points Limit of 3,000 Points. If both Players agree, a higher Points Limit may be used, provided that the same Points Limit is used by both Players.

Players must follow the same process as outlined in the Select Armies step of the Core Mission Pack, as found in the Warhammer: The Horus Heresy - Age of Darkness Rulebook, except where exceptions are made in the Engine Kill Mission Rules.

3. Prepare the Battlefield

During this Step, Players must follow the Rules outlined in the Prepare the Battlefield step of the Core Mission Pack, found in the Warhammer: The Horus Heresy - Age of Darkness Rulehook, however, consideration must be made for the sheer size of Titan Models. Accordingly, Players may wish to adjust the amount of Terrain used in order to place the Titans used safely on the Battlefield with reference to the Deployment Map in the selected Mission Rules. Once Terrain has been placed, Players must roll off, with the winner selecting the Deployment Zone they wish to use and the Opposing Player must use the remaining Deployment Zone.

4. Deploy Objectives

The Engine Kill Missions require Players to place Objective Marker tokens, as included in Warhammer: The Horus Heresy - Age of Darkness: Saturnine, in specific locations.

5. Declare Mission Reserves

During this step, Players must follow the Rules outlined in the Declare Mission Reserves step of the Core Mission Pack, found in the Warhammer: The Horus Heresy - Age of Darkness Rulebook, with the additional exception that Titans may never be placed into Reserves of any kind, for any reason.

6. Deploy Titans

In this step, Players must alternate the deployment of any Titans they have selected within the Deployment Zone assigned to them before the rest of their Army. If both Players have selected Titans, they must roll off, with the Player that loses placing all Titans they have selected as part of their Army within the Deployment Zone allocated to them in the Prepare the Battlefield step. Once the Player that loses the roll-off has placed all Titans they have selected as part of their Army on the Battlefield, the Opposing Player must do likewise, placing all Titans they have selected as part of their Army within their respective Deployment Zone. When placing Titans within Deployment Zones on the Battlefield, any point on the Model that makes contact with the Battlefield surface must be within the Deployment Zone.

If, for any reason, all Titans selected as part of either Player’s Army cannot be placed on the Battlefield, it is recommended that Terrain be moved by the smallest distance required or alternatively removed from the Battlefield until it is possible to do so. If, after this step has been completed, any Titans cannot be placed on the Battlefield, these Titans may not be placed in Reserves and instead count as having been Removed as Casualties.

7. Deploy Armies

In this Step both Players must roll off. The Player that loses the roll-off must then deploy all remaining Units followed by the Opposing Player, as per the Deploy Armies step of the Core Mission Pack, found in the Warhammer: The Horus Heresy - Age of Darkness Rulebook.

8. Play Engine Kill Mission

If only one Player has selected a Titan as part of their Army, the Titan Player takes the second Player Turn. If both Players have selected Titans as part of their Army, the Player that deployed first in the Deploy Armies step takes the first Player Turn.

Engine Kill Missions are intended to be played for four Battle Turns. At the end of the fourth Battle Turn, this Step ends and the Battle ends.

9. Decide Victor

Once all four Battle Turns have been completed, the victor is decided by the number of Victory Points each Player has scored.

Engine Kill Mission Objectives

The presence of an enemy titan dominates the battle sector. If unleashed, its macro weaponry will scythe through men and material with impunity. With enough firepower brought to bear though, even a Warlord titan can be felled but in order to prevail against such a foe, astute commanders must find the fortitude to see their strategy through.

In addition to using Primary and Secondary Objectives as detailed in the Warhammer: The Horus Heresy - Age of Darkness Rulebook, the Engine Kill Missions use additional Engine Kill Objectives and Strategic Objectives. The process of scoring Engine Kill and Strategic Objectives is detailed below and which Strategic Objectives are used in each Mission will be detailed in that Mission’s Special Rules.

Engine Kill

The Engine Kill Objective is achieved when an enemy Titan is Removed as a Casualty. Each time that a Player achieves the Engine Kill Objective, that Player scores a number of Victory Points depending on the Class of the Titan that was Removed as a Casualty, as follows:

Scout:8 Victory Points
Light Battle:10 Victory Points
Battle:12 Victory Points
Heavy Battle:15 Victory Points

Note that inflicting certain types of Damage on Titans may modify the amount of Victory Points scored for achieving this Objective.

Strategic Objectives

Strategic Objectives become active during the course of the Battle and can only be scored by Titans, as far as the Rules detailed in this volume are concerned. A Strategic Objective may only be attacked by making a Strategic Attack.

Strategic Attacks require the Active Player to select an active Strategic Objective (this is a target not represented on the Battlefield that is determined by the Mission Special Rules) and then make a Strategic Attack targeting it. Each Strategic Objective will note how many Victory Points can be scored based on the outcome of the Strategic Attack.

- STRATEGIC OBJECTIVE -

Macro Emplacement


Armour - 15Hull Points - Infinite

For each 5 Hull Points lost by this Strategic Target during a Player Turn, that Player scores 5 Victory Points, to a maximum of 15 Victory Points in any single Player Turn.

- STRATEGIC OBJECTIVE -

Communications Bunker


Armour - 14Hull Points - 20

When the Communications Bunker is reduced to 0 Hull Points, the Titan’s Controlling Player scores 10 Victory Points, and the Opposing Player only succeeds on Reserve Rolls on the score of a 6+ for the rest of the Battle.

- STRATEGIC OBJECTIVE -

Command Post


Armour - 14Hull Points - 20

When the Command Post is reduced to 0 Hull Points, the Titan Player scores 10 Victory Points, and the Opposing Player must make a Cool Check for each of their Units on the Battlefield that is not Engaged in Combat in the Effects Sub-Phase of that Player Turn. If the Cool Check is failed, that Unit gains the Suppressed Tactical Status.

Engine Kill Mission Special Rules


Dynamic Uplink

The landscape of battle is ever-changing as entire divisions of an army rely on the nigh-omnipotent power of titans to aid them. Continuous voxed requests for aid stream through to the data-manifolds of a titan. Relayed messages implore them as gods of battle, to rain down their wrath upon their enemies and deliver them to safety, or direct the fire of their guns to smite an enemy that stands against them. It is the thankless task of a princeps to decide who is worthy of their assistance and often, who will live and who will die.

When playing a Mission with this Special Rule, each Player that has selected a Titan as part of their Army must roll on the Dynamic Uplink table during the Start Phase of their first Player Turn. The result of the roll will determine which Strategic Objective is active for that Player during that Player Turn. Note that in some Missions, both Players may be required to determine their own Strategic Objective, in the event that both Players determine the same result, each instance of that Strategic Objective is considered to be a separate entity, with their remaining Hull Points and other effects recorded entirely separately from each other.

During the Start Phase of their second and successive Player Turns in which they are the Active Player, each Player may choose to roll on the Dynamic Uplink Table again to determine a new active Strategic Objective. If a Player chooses to roll again on the Dynamic Uplink table, that result must be used.

DICESTRATEGIC OBJECTIVE
1-2Macro Emplacement: The Macro Emplacement Strategic Objective is active.
3-4Communications Bunker: The Communications Bunker Strategic Objective is active.
5-6Command Post: The Command Post Strategic Objective is active.

ENGINE KILL MISSION ONE

War of Gods

Two Titan Legios meet in battle, their princeps set on the annihilation of their counterpart. The magnitude of such a clash makes the battle raging around their feet seem little more than a petty squabble - the gods are at war and one must fall.


In order to claim victory in the War of Gods Mission, Players must bring down the Opposing Player’s Titan or Titans. If either Player can force their opponent’s Titan’s reactors to shut down, incapacitating the engine and leaving it salvageable, they will score more Victory Points than if it must be outright destroyed.

SELECT ARMIES
During this step, both Players must select at least one Titan Maniple Detachment in place of a Primary Detachment, with any remaining Points up to the agreed Points Value spent on any number of Allied Detachments, as per the Crusade Force Organisation Chart found in the Warhammer: The Horus Heresy - Age of Darkness Rulebook.

DEPLOY OBJECTIVES
During this step, three Objective Markers each with a value of ‘2’ must be placed in the locations marked with a
on the Deployment Map below.

VICTORY CONDITIONS: A GOD FALLS
The following Mission Objectives are used in this Mission:

Primary Mission Objectives
  • Capture Objective Markers
  • Engine Kill

Strategic Objectives

Secondary Mission Objectives
  • Last Man Standing (3)
  • First Strike (1)

At the end of Battle Turn Four, the Player with the highest total of Victory Points is the winner.

Mission Special Rules
This Mission uses the Reserves, Seize the Initiative and Dynamic Uplink Mission Special Rules.

DEPLOYMENT MAP

Special Rules

Wargear

Armoury of the Legio Titanicus

The lesser and greater constructs of the Knight Households made use of a range of Weapons and items of Wargear that were often unique or elsewise much more advanced or esoteric variants of widespread patterns of Imperial weaponry. This section presents the Rules for these Weapons and artefacts of the Horus Heresy.

Model
A Model is a single gaming piece - usually representing one warrior or war machine on the Battlefield. A Model is the smallest category of gaming element referred to by the Rules - with Units composed of one or more Models, Detachments composed of one or more Units, and Armies composed of one or more Detachments. Some larger Models may contain multiple elements arranged on a single Base, but these are counted as a single Model as they are still a single playing piece that is moved as a single element by the Controlling Player.
Line of Sight
Some Rules will ask Players to determine Line of Sight between two Models or a Model and a point on the Battlefield, checking whether one Model can ‘see’ another. Most often this is part of an attack, as a Model must have Line of Sight to its target in order to make any attack.

To determine Line of Sight, use a tape measure or other device to determine if an unbroken straight line can be drawn between the first Model and its target. If a piece of Terrain, Model with the Vehicle Type or other obstruction breaks the line between those two Models then there is no Line of Sight, if the line is unobstructed then both Models have Line of Sight to each other.

In the example pictured above, a Salamander is in close proximity to two Iron Warriors. The topmost Iron Warrior and the Salamander have Line of Sight to each other, as no terrain or other obstruction breaks the line between the two Models. However, no Line of Sight exists between the lower Iron Warrior and the Salamander, as the building breaks the line between the two Models.

Area Terrain only obstructs Line of Sight if the line passes through more than 3" of an Area of Terrain - except for Heavy Area Terrain, which always obstructs Line of Sight, and Light Area Terrain, which never blocks Line of Sight. Models that do not have the Vehicle Type do not obstruct Line of Sight regardless of their size. Models that are Embarked on another Model, in Reserves or otherwise not on the Battlefield never have Line of Sight to any other Model. Note that if a Model has Line of Sight to another Model, then that Model must have Line of Sight to the first Model, and that a Model is always considered to have Line of Sight to itself and is always considered to be in range of itself while it is on the Battlefield.

When determining if a Model has Line of Sight to a Unit, it only needs to have Line of Sight to one Model that is part of that Unit. This does not grant that Model Line of Sight to any other Models in the Unit that are otherwise hidden and does not affect how or to which Models wounds or Hits can be assigned.
Titan
The following Rules apply to all Models with the Titan Sub-Type:
  • Models with this Sub-Type are not affected in any way by Difficult Terrain or Dangerous Terrain, and may pass through Impassable Terrain as long as they do not end a Move on or within an area of Impassable Terrain.
  • When making multiple Shooting Attacks in the same Shooting Phase, a Model with this Sub-Type does not have to make all attacks as Snap Shots.
  • A Model with this Sub-Type is limited on when and which Reactions may be made for it, see page 71.
  • The Rules for applying Damage to a Model with this Sub-Type vary from those used with other Models with the Vehicle Type, see page 75.
  • The Rules for Shooting Attacks and Combats that involve Titans are changed as noted on pages 73 and 75.
  • If a Model with this Sub-Type has a Transport Capacity, then it may transport any number of Units, so long as the number of Models in the transported Units does not exceed the Vehicle’s Transport Capacity.
  • A Model with this Sub-Type cannot gain any Tactical Statuses or Cybertheurgic Statuses.
  • A Model with this Sub-Type cannot be affected by any Psychic Weapon, Psychic Reaction or Psychic Power.
  • A Model with this Sub-Type may not be targeted by the Battlesmith (X) Special Rule.
Transport Capacity – This Characteristic is only used to determine how many Models may Embark upon a Model (see the Transport Rules). Most Models with the Vehicle Type will have a Transport Capacity of 0/-, which simply means that no Models may Embark upon that Model.
Super-heavy

From the lumbering Baneblade tanks of the Imperial Army to the destructive power of the Legiones Astartes Falchion, all of the war machines that fall into this category are huge armour-clad constructions that each wield enough firepower to destroy an entire army.


The following Rules apply to all Models with the Super-heavy Sub-Type:
  • Models with this Sub-Type are not affected in any way by Difficult Terrain or Dangerous Terrain, but may still neither pass through nor end their move in Impassable Terrain.
  • A Model with this Sub-Type always gains any benefits for having remained Stationary when making Shooting Attacks, regardless of whether the Model moved in the preceding Movement Phase or the distance moved. This does not count if the Model has Rushed in the Preceding Movement Phase.
  • When making multiple Shooting Attacks in the same Shooting Phase, a Model with this Sub-Type does not have to make all attacks as Snap Shots.
  • A Model with this Sub-Type may only make Reactions in response to actions undertaken by Units that contain one or more Models with the Paragon Type, Super-heavy Sub-Type, Knight Sub-Type* or Titan Sub-Type*.
  • When a Player is instructed to roll on the Vehicle Damage Table for a Model with this Sub-Type, no roll is made. Instead, the Model loses a single Hull Point.
  • If a Model with this Sub-Type has a Transport Capacity, then it may transport any number of Units, so long as the number of Models in the transported Units does not exceed the Vehicle’s Transport Capacity.

*See Liber Questoris for more details on these Unit Sub-Types.
Characteristic Checks
The most common type of Check is the Characteristic Check, often separately named for the Characteristic to be checked (e.g., Leadership Check, Intelligence Check, Cool Check or Willpower Check).

When a Characteristic Check is made for an individual Model, then the Target Number for the Check is always equal to the value of the Characteristic of the same name possessed by the Model. For example, the Target Number of a Willpower Check made for a Model with Willpower 7 would be 7.

When a Characteristic Check is made for a Unit rather than an individual Model, the Target Number for the Check is equal to the value of the Characteristic of the same name possessed by the Model with the lowest Characteristic of the same name in the Unit. For example, the Target Number of a Leadership Check made for a Unit that includes Models with Leadership Characteristics of 6, 8 and 10 would be 6 - the lowest of the available Characteristic values. Note that if the Unit includes a Model with the Sergeant or Command Sub-Types then that Model’s Characteristic may always be used instead of any other Model’s.

In most cases if a Check is passed then there is no further effect, while failure will often result in the Model for which the Check is made being affected by the Rule which called for the Check. Unlike Tests, Checks must be rolled one at a time and should not be rolled in batches in order to avoid confusion over which Dice refer to which Check.
Light

Light troops are equipped and trained to fight on the move, pausing only briefly and trusting to speed over cover or heavy armour. Many armies will make use of such warriors as scouts, but they also serve as harassers and pursuit troops.

The following Rules apply to all Models with the Light Sub-Type:
  • A Unit that includes only Models with the Light Sub-Type gains a +2 modifier to its Initiative when determining how far that Unit may Rush (this bonus stacks with other bonuses to Rush distance).
  • A Unit that includes only Models with the Light Sub-Type may make Shooting Attacks after having Rushed, but makes all such Shooting Attacks as Snap Shots. Models or Weapons that cannot attack as Snap Shots may not make attacks.
Heavy

Intended to break the lines of the foe or to hold the most dangerous of positions, heavy troops trade speed and manoeuvrability for indomitable toughness and stubborn tenacity.

The following Rules apply to all Models with the Heavy Sub-Type:
  • A Unit that includes only Models with the Heavy Sub-Type gains a bonus of +1 to its Cool Characteristic for Checks to avoid gaining Tactical Statuses.
  • A Unit that includes any Models with the Heavy Sub-Type may not Rush.
  • A Unit that includes any Models with the Heavy Sub-Type only uses its Movement Characteristic to determine how far it moves as part of a Set-up Move, not Movement and Initiative totalled.
Antigrav

Whether equipped with antigrav repulsors or empowered by some esoteric, psychic art, this unit is able to skim above the ground. While incapable of true flight, this does allow it to avoid any of the hampering effects of the prevailing terrain, gliding over obstacles that would ensnare or entangle more conventional troops.

The following Rules apply to all Models with the Antigrav Sub-Type:
  • A Unit that includes only Models with the Antigrav Sub-Type may ignore the effects of any and all Terrain it passes over during movement, including passing over Impassable Terrain without penalty or restriction. However, such Units may not begin or end their movement in Impassable Terrain, and if beginning or ending their movement in Dangerous Terrain must take Dangerous Terrain Tests as normal.
  • A Unit that includes only Models with the Antigrav Sub-Type may ignore both friendly and enemy Models and Units when moving. However, when moving over a friendly Unit all Models with the Antigrav Sub-Type must end their move at least 1" away from all Models that are not part of the same Unit, or if moving over an enemy Unit, must end their move at least 1" away from any enemy Model.
Movement (M) – The Movement Characteristic is primarily used to determine how far a Model can move during the Movement Phase, with higher values denoting an ability to move further (see Moving Units). If a Model’s Movement Characteristic is reduced to 0, then the Controlling Player may not move, Rush or otherwise change the Model’s position on the Battlefield regardless of any other Rules that may affect it until its Movement is changed to a value greater than 0.
Points, Points Limits, And Points Value
Points are used to gauge the relative value of a given Model, Unit, Special Rule or item of Wargear. Every Army is selected by expending Points from a fixed Points Limit agreed before a Battle (the standard Points Limit for a Battle is 3,000 Points) to add Units to the Army. Each Army List assigns a fixed Points Value to each Model, Unit and option available as part of that Army List, a value which is only used as part of selecting an Army. The Points Value of each Unit and the total Points Value of the Army must be listed on that Army’s Army Roster. The total Points Value of an Army can be any value equal to or lower than the Points Limit for that Battle - but may not be greater than the Points Limit agreed.
ROLL-OFFS
A roll-off is a simple method to decide which Player gets to pick an option. To conduct a roll-off, both Players roll a single Dice and the Player whose Dice has the higher result wins. If the Dice show the same result, then re-roll them until one Player has a higher result than the other.
Reserves
Various Rules will allow or require Players to place Units in Reserves. Reserves is an area outside of the bounds of the Battlefield - Models that are in Reserves may not be selected or attacked during any Player’s Turn, but do not count as having been Removed as Casualties. Models that are in Reserves should be kept near the Battlefield, but separate from any Models Removed as Casualties and must be made known to all other Players in the game.

While Units are in Reserves, the Controlling Player may freely declare that Units in Reserves have Embarked upon another friendly Unit that is in Reserves if the Unit would normally be capable of doing so. Likewise, Models in Reserves that are capable of joining or leaving Units may join or leave a friendly Unit that is also in Reserves freely by means of the Controlling Player declaring it is so.

Entering Battle From Reserves
In the Reserves Sub-Phase of the Active Player’s Movement Phase, each Unit that the Active Player has in Reserves must take a Reserves Test. See Rules for taking Reserves Test and moving Models into play from Reserves.

Entering Reserves from the Battlefield
A Unit may only enter Reserves from the Battlefield if a Special Rule allows it to do so. Where this is the case, the Special Rule in question will detail how this is accomplished. The only Core Rules that allow Models to enter Reserves from the Battlefield are those for Models with the Flyer Sub-Type.

In general Models may not move ‘off of the Battlefield’, and moving to the Battlefield Edge does not allow a Unit to enter Reserves.
Destroyed & Removed as Casualties
Throughout these Rules the terms ‘Destroyed’ and ‘Removed as Casualties’ have been used to refer to Models and Units that have been taken out of play by enemy action - usually as the result of a Shooting Attack or Combat. Units that are ‘Destroyed’ or entirely ‘Removed as Casualties’ are often used as a means for the Opposing Player to score Victory Points and thus win a Battle. The two terms can be used interchangeably, but most often the term ‘Removed as Casualties’ is used to refer to the removal of an entire Unit that was composed of multiple Models, while ‘Destroyed’ is more commonly used to refer to the removal of a single Model or a Unit that was composed of a single large Model, such as a tank.
Player Turn
A Player Turn is defined as one cycle through the Turn Sequence with the same Player acting as the Active Player in each Phase. Once a Player Turn has been completed, a new one is begun with the other Player taking the role of Active Player.
Battle Turn
A Battle Turn is defined as all Players having resolved a single Player Turn as the Active Player (thus there are usually two Player Turns in each Battle Turn). In general a Battle is measured in Battle Turns to allow all Players to have the same number of Player Turns as the Active Player and so an equal chance to interact with the Mission, accumulate Victory Points and win. In general, Player Turns within a Battle Turn will always follow the same order - in that one Player will always take the role of the Active Player first in each Battle Turn.
Removed as a Casualty
A Model Removed as a Casualty is directly removed from the Battlefield, without disturbing the position of any other Model or Terrain Piece. Once removed from the Battlefield it should be placed in a location distinct from Models in Reserves and outside the bounds of the Battlefield. Once Removed as a Casualty a Model may not be returned to the Battlefield and all Rules or effects targeting or originating with that Model end immediately and have no further effect. No Rule or effect may draw Line of Sight or Range to a Model that has been Removed as a Casualty for any reason. If a Model with the Transport Sub-Type is Removed as a Casualty while Models are Embarked upon it, then before the Model with the Transport Sub-Type is removed all Models Embarked upon it must immediately make an Emergency Disembarkation.

A number of Rules, including Tactical Statuses and Victory Conditions are triggered by the removal of Models as Casualties, and as such all Players should be made aware of any Models that are Removed as Casualties. Furthermore, any Player may request to see which Models have been Removed as Casualties by any Player at any point during the Battle.
Player
A Player is the actual person moving Models and making rolls, the Player of the game. Battles will include more than one Player, and the Rules will often refer to the Active Player (the Player currently taking their Player Turn) and the Reactive Player (the Player not currently taking their Player Turn, and thus only allowed to interact with the game through Reactions) in order to differentiate between them. Sometimes the Rules will also refer to the Controlling Player, that is the Player that Controls the Unit, Model or other game element the Rule is referring to.
COMBAT – A Combat is a reference to two or more Units conducting an ongoing struggle, where at least one Model from each Unit is in Base-to-Base Contact. Outside of the Assault Phase, a Combat is considered one entity and no other Unit may move through it or end a move within 1" of any Model in the Combat. No Unit in a Combat may be the target of any Shooting Attack.
Suppressed
The Suppressed Status reflects a Unit that is distracted and confused by heavy enemy fire, environmental effects or psychological warfare.

The Suppressed Status is primarily inflicted as part of the effects of the Suppressive (X) Special Rule, but may also be applied by specific Special Rules.

The following Rules apply to any Unit that includes one or more Models that have the Suppressed Status:
HIGH COMMAND – The highest ranked officers of an Army.
COMMAND – The line officers of an Army.
Primary Detachments
All Armies must include one, and no more than one, Primary Detachment.

Every Army must include a single Primary Detachment - and may never include more than one. Each High Command Force Organisation Slot filled in the Primary Detachment allows the Controlling Player to select one Apex or Auxiliary Detachment to be added to the Army. Likewise, each Command Force Organisation Slot filled in the Primary Detachment allows the Controlling Player to select one Auxiliary Detachment to be added to the Army. If multiple Command Force Organisation Slots are filled, then multiple Auxiliary Detachments may be added to the Army - these may be multiple instances of the same Auxiliary Detachment or different Auxiliary Detachments as the Player desires. Apex and Auxiliary Detachments added to the Army in this manner are linked to the Primary Detachment and must use the same Army List to select any Units that are selected to fill Force Organisation Slots in those Detachments. Players may choose not to add additional Detachments when eligible to do so.
Allied Detachments
Armies do not have to include an Allied Detachment and can include more than one, but no more than 50% of the Points Limit may be spent on allied Units and all Allied Detachments must be a different Faction than the Primary Detachment.

An Army does not have to include an Allied Detachment, but may include any number of Allied Detachments the Controlling Player chooses - as long as the total Points Value of all Units selected in all Allied Detachments combined is no more than 50% (rounded up to the nearest whole number) of the Points Limit set for a Battle. All Units selected to fill Force Organisation Slots in an Allied Detachment must be selected from a different Faction than that used for the Primary Detachment. If more than one Allied Detachment is included in an Army, then all Allied Detachments in the Army must be of a different Faction than the Primary Detachment, but may be the same as other Allied Detachments.

Each Command Force Organisation Slot filled in an Allied Detachment allows the Controlling Player to select one Auxiliary Detachment to be added to the Army. If multiple Command Force Organisation Slots are filled, then multiple Auxiliary Detachments may be added to the Army - these may be multiple instances of the same Auxiliary Detachment or different Auxiliary Detachments as the Player desires. Auxiliary Detachments added to the Army when selecting Command Choices for an Allied Detachment remain separate Detachments, but are linked to that Allied Detachment that allowed their selection and must use the same Army List to select any Units that are selected to fill Force Organisation Slots. Players may choose not to add additional Detachments when eligible to do so.
Last Man Standing (X): If, at the end of the Battle, a Player has more Units that include no Models with the Routed Status on the Battlefield than all Opposing Players combined, then that Player scores Victory Points. The number of Victory Points scored is equal to the value of X attached to this Secondary Objective. This Secondary Objective cannot be scored if the Battle ends due to the Sudden Death Rule.
Fall Back – All Models in the Unit gain the Routed Status if they did not already have it. Units with the Routed Status must then make an immediate Fall Back Move.
First Strike (X): If a Player causes one or more enemy Units to have all of their remaining Models Removed as Casualties (Units that Fall Back off the Battlefield count for this purpose) in their first Player Turn as the Active Player, then that Player scores Victory Points. The number of Victory Points scored is equal to the value of X attached to this Secondary Objective.
Seize The Initiative
When this Mission Special Rule is in use, before beginning the First Turn of the Battle, the Player that is not taking the first Player Turn may choose to roll a Dice. If the result of this Dice roll is 6 or more, then that Player takes the First Player Turn instead.
Dynamic Uplink

The landscape of battle is ever-changing as entire divisions of an army rely on the nigh-omnipotent power of titans to aid them. Continuous voxed requests for aid stream through to the data-manifolds of a titan. Relayed messages implore them as gods of battle, to rain down their wrath upon their enemies and deliver them to safety, or direct the fire of their guns to smite an enemy that stands against them. It is the thankless task of a princeps to decide who is worthy of their assistance and often, who will live and who will die.

When playing a Mission with this Special Rule, each Player that has selected a Titan as part of their Army must roll on the Dynamic Uplink table during the Start Phase of their first Player Turn. The result of the roll will determine which Strategic Objective is active for that Player during that Player Turn. Note that in some Missions, both Players may be required to determine their own Strategic Objective, in the event that both Players determine the same result, each instance of that Strategic Objective is considered to be a separate entity, with their remaining Hull Points and other effects recorded entirely separately from each other.

During the Start Phase of their second and successive Player Turns in which they are the Active Player, each Player may choose to roll on the Dynamic Uplink Table again to determine a new active Strategic Objective. If a Player chooses to roll again on the Dynamic Uplink table, that result must be used.

DICESTRATEGIC OBJECTIVE
1-2Macro Emplacement: The Macro Emplacement Strategic Objective is active.
3-4Communications Bunker: The Communications Bunker Strategic Objective is active.
5-6Command Post: The Command Post Strategic Objective is active.

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