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
| Book | Kind | Edition | Version | Last update |
Liber Questoris |
Liber Questoris | Rulebook | 3 | 1.1 | October 2025 |
Legacies of the Age of Darkness |
Legacies of the Age of Darkness | Expansion | 3 | 1.1 | October 2025 |
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 does 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 NoteDue 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 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 Titans and Reactions.
- The Rules for applying Damage to a Model with this Sub-Type vary from those used with other Models with the Vehicle Type, see Titans and Damage.
- The Rules for Shooting Attacks and Combats that involve Titans are changed as noted in Titans and the Shooting Phase and Titans and the Assault Phase sections.
- 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 does 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 WEAPONSTitan 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 WEAPONSTitan Strategic Weapons may be used to make
Shooting Attacks as normal, but count as
Battle Weapons, 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 WEAPONSTitan 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
Engine Kill Mission Objectives). 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
Targeting a Titan). 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 in 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 Sub-Types 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 Titan Critical Damage Table.
Titan Damage Table
| DICE | RESULT | | 1-4 | Armour Scar: The Titan Profile that was the target loses 1 Hull Point, regardless of the Damage or Special Rules the attack has. | | 5-6 | System 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 Armour-breaker (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.
| DICE | RESULT | | 1-4 | Superficial Damage: No effect. | | 5-6 | Structural 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). | | 7-19 | Secondary 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). 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 | | | Senioris | No 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 PROFILE | MODIFIER | | | Head | +4 | | | Carapace | +3 | | | Arms | +3 | | | Legs | No modifier | |
|
| SWARMING UNIT HAS ANY MODELS WITH | MODIFIER | | 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 Fall) 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.
These additional Rules allow the Mechanicum Ordinatus to be used as part of the Legio Titanicus Rules presented in Liber Questoris. A copy of Liber Questoris will be required to use these Rules and to make use of the Mechanicum Ordinatus.
All Ordinatus Models have the Ordinatus Sub-Type, this is very similar to the Titan Sub-Type and follows most of the Rules provided for that Sub-Type in the Liber Questoris. Where those Rules are not used, this section will present the Rules that should be used instead. Unless stated otherwise in this addendum, any reference in the Legio Titanicus Rules in Liber Questoris to a ‘Titan’ also affects an ‘Ordinatus’.
The Ordinatus Sub-Type
An Ordinatus is defined as any Model with the Ordinatus 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.
Ordinatus
The following Rules apply to all Models with the Ordinatus 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.
- The Rules for applying Damage to a Model with this Sub-Type vary from those used with other Models with the Vehicle Type.
- The Rules for Shooting Attacks and Combats that involve Ordinatus are changed as noted in this addendum.
- 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.
Ordinatus and Reactions
An Ordinatus may make
Reactions – counting as a single Unit and thus able to make one Reaction per Turn. However, an Ordinatus 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.
Ordinatus and Moving
An Ordinatus uses all of the same Rules for
Moving as a Titan – except that an Ordinatus may make a single Pivot for free each Turn, with any Pivots after the first paying the same cost as those made by a Titan.
Ordinatus and Damage
When a Model with the
Ordinatus Sub-Type is attacked, the same Rules as those used for
attacking a Titan are used, with the following exceptions.
When determining which
Profiles of an Ordinatus may be attacked, the following restrictions are applied instead of those used for Titans:
- 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 an Ordinatus may only target the Carriage Profile of that Ordinatus – unless the attacking Model has the Knight or Antigrav Sub-Type.
When making rolls on the
Titan Damage Table for an Ordinatus, the following table is used to determine the results of the System Burnout result:
- Carriage: The Ordinatus’ Carriage Profile’s Movement Characteristic is reduced by 4 until the start of the Controlling Player’s next Turn.
- Gun: The Ordinatus’ Gun Profile’s Ballistic Skill Characteristic is reduced by 1 until the end of the Controlling Player’s next Turn.
When an Ordinatus Profile is
Crippled use the following Rules to determine what effect that has:
Carriage Crippled
With its complex gears and tracks broken by enemy fire, an Ordinatus can be stopped in its tracks, but the metal beast remains a dangerous foe.
An Ordinatus whose Carriage has been
Crippled must reduce the
Movement Characteristic of its Carriage Profile to ‘-’. This does not stop the Ordinatus from making a single free
Pivot each Turn.
Gun Crippled
The massive gun that forms the core of an Ordinatus can be damaged in any number of ways – ammo feeds severed, power units blasted or even simply by destroying the servo motors that allow the weapon to be aimed.
An Ordinatus whose Gun has been
Crippled must make all
Hit Tests made for any Weapons that are part of the Gun Profile as
Snap Shots.
When an Ordinatus suffers a result of
Secondary Explosions on the
Titan Critical Damage Table, use the following Rules to determine its results:
- Carriage – Reactor Breach: Every time this result is caused, the Ordinatus’ Controlling Player must roll one Dice. If the result of that Dice roll is 1, 2, 3 or 4 then the Ordinatus suffers the effects of Structural Damage. If the result of the Dice roll is a 5 or 6 then the Ordinatus explodes, causing one Strength 6, AP3, Damage 4 Hit to any Model within 12" of any part of the Ordinatus Model. The Ordinatus is Removed as a Casualty and the Opposing Player scores half the normal Victory Points from the Engine Kill Objective.
- Gun – Weapon Break: All Strategic Weapons that are part of the Gun Profile are rendered inoperable. These Weapons may no longer be used for the remaining duration of this Battle. If this result has already been suffered, then count this as a result of Structural Damage instead.
Ordinatus and Crew/Class Traits
Where a Special Rule requires a Model to have a Class Trait or Crew Trait, a Model with the
Ordinatus Sub-Type is always considered to have the Light Battle Class Trait and the Senioris Crew Trait.
Ordinatus and Swarm Assaults
An Ordinatus may be the target of a Swarm Assault and is treated as a Light Battle Titan with a Senioris Crew. The following Target Profile Table should be used when making a Swarm Assault against an Ordinatus:
| TARGET PROFILE | MODIFIER | | Carriage | No modifier | | Gun | +2 |
|
When making a Swarm Assault with an Ordinatus as the target, only the following effects may be selected:
- Strip the Armour
- Jam the Actuators
- Spike the Guns*
- Cut Power Conduits
*When directed to attack the Arms as part of a successful Spike the Guns effect, instead attack the Guns Profile if the target was an Ordinatus.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.
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
| DICE | RESULT | | 1-3 | War of Gods | | 4-6 | Giant 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.
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 - 15 | Hull 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 - 14 | Hull 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 - 14 | Hull 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.
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 ARMIESDuring 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 OBJECTIVESDuring 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 FALLSThe following Mission Objectives are used in this Mission:
Primary Mission Objectives- Capture Objective Markers
- Engine Kill
Strategic ObjectivesSecondary 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 RulesThis Mission uses the
Reserves,
Seize the Initiative and
Dynamic Uplink Mission Special Rules.
DEPLOYMENT MAP
A single battle titan has roved ahead of the line and is bearing down on its selected targets. It must be brought down before its macro weaponry can turn the tide of the battle.
In order to claim victory in the Giant Killer Mission, the Attacker will face the might of a deity of battle made manifest, a
Titan. The god-engine must be brought down at any cost.
SELECT ARMIESDuring this step, Players must agree which Player will be the Defender and must select a 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. The Opposing Player must be the Attacker and must select an Army up to the agreed Points Value according to the Rules available in their selected Army List.
DEPLOY OBJECTIVESDuring this step, a single Objective Marker with a value of ‘3’ and two Objective Markers with a value of ‘2’ must be placed in the locations marked with a
on the Deployment Map below.
DEPLOY TITANSDuring this step, the Defender must deploy all Titans within 12" of the short Battlefield Edge that borders the Defender’s Deployment Zone.
DEPLOY ARMIESDuring this step, the Attacker must place all Models not in
Reserves or
Aerial Reserves within 24" of the short Battlefield Edge that borders the Attacker’s Deployment Zone. The Defender must then place all Models not in Reserves within 24" of the short Battlefield Edge that borders the Defender’s Deployment Zone.
FIRST TURNThe Attacker always takes the First Turn.
VICTORY CONDITIONS: A GOD FALLSThe following Mission Objectives are used in this Mission:
Primary Mission Objectives- Attacker: Capture Objective Markers
- Attacker: Engine Kill
Strategic ObjectivesSecondary Mission Objectives- Last Man Standing (2)
- First Strike (1)
At the end of
Battle Turn Four, the Player with the highest total of Victory Points is the winner.
Mission Special RulesThis Mission uses the
Reserves and
Dynamic Uplink Mission Special Rules.
DEPLOYMENT MAP
Legio Armsmen
The Secutarii are trained to fight as a screening force for the titans of their legio, and are inured to the many hardships of fighting on the same battlefield as a walking god of war.
Models with this Special Rule gain benefits when fighting alongside a friendly Titan.A Unit composed entirely of Models with this Special Rule ignores all penalties applied by the Titan War Horn (X) Special Rule. Furthermore, while a friendly
Titan is on the Battlefield, all Models with this Special Rule add a modifier of +1 to their
Leadership Characteristic. However, whenever a friendly Titan is
Removed as a Casualty or otherwise destroyed then all Units that include any Models with this Special Rule must make an immediate
Panic Check.
Macro-auspex
Specialised auspexes designed to efficiently target larger war engines at great distances are often fitted to the largest titan weapons. These devices allow the long range duels of such gargantuan engines to be conducted at distances too great for most targeting units, but are less use when targeting smaller, closer enemies.
When not attacking Titans, Knights or Super-heavies, a Weapon with this Special Rule must make Snap Shots.If the target of a
Shooting Attack is not a Unit entirely composed of Models with the
Titan,
Knight or
Super-heavy Sub-Type or other Models with a Base Wounds Characteristic of 10 or more, then all attacks made for a Weapon with this Special Rule must be made as
Snap Shots.
Melta (X)
The beams of energy generated by melta weaponry dissipate over long ranges. When used at close quarters, however, their effect on armoured vehicles is devastating.
This Special Rule increases the amount of Damage against Vehicles when Shooting Attacks are made within a specific range.If at least one
Model in a
Unit with the
Vehicle Type that is targeted by a
Shooting Attack made by a Model using a Weapon with this Special Rule is within a range equal to or less than the value specified by X, that attack has the
Armourbane Special Rule and the Damage of
Penetrating Hits caused by that attack is doubled.
Power Hungry
Some weapons can drain even the reserves of titan reactors, their destructive power so vast that they must be reserved for the perfect shot. For lesser war engines such weapons would be impractical, but for the towering war-engines of the Mechanicum such devices are often the only means to fell a foe of equal stature.
A Weapon with this Special Rule makes other Weapons attack as Snap Shots when used.If a Weapon with this Special Rule is used as part of a Model’s
Shooting Attack, then all other Weapons used in that or any other Shooting Attack made by that Model in the same Phase, must attack as
Snap Shots. If other Shooting Attacks have already been made in the same Phase by a Model with a Weapon that has this Special Rule and those attacks were not made as Snap Shots, then a Weapon with this Special Rule may not be fired in the same
Shooting Phase. Furthermore, a Weapon with this Special Rule may not be used to attack as part of any Shooting Attack made as part of any
Reaction.
Reinforced Structure (X)
The largest of war machines are constructed so that lesser weapons can cause only minor damage to their armoured hulls. Such behemoths can only be brought down by the largest calibre of weaponry and have little fear of the chaff of the battlefield.
A Model with this Special Rule suffers less Damage from most Weapons.A Model with this Special Rule reduces the Damage of all
Hits inflicted by Weapons that do not have the Strategic
Trait or the
Ordnance (X) Special Rule by the value of X attached to that variant of this Special Rule. This cannot reduce the Damage of a Hit below 1.
Repair Crew (X)
Unlike lesser war machines, a titan does not need to rely on the assistance of other warriors for its repairs, for within the metal hull of each such engine resides a dedicated repair crew.
A Model with the Repair Crew (X) Special Rule can repair itself.In the
Controlling Player’s Start Phase, during the
Effects Sub-Phase they may choose to activate this Special Rule. Once activated, the Controlling Player of a Model with the Repair Crew (X) Special Rule, may restore a number of Hull Points equal to the value of the variant of this Special Rule possessed by a Model to any one of that
Model’s Profiles. If the value of the variant of this Special Rule is greater than the number of lost Hull Points on the chosen Profile then the excess Hull Points may not be transferred to another Profile and cannot increase the value of the chosen Profile’s Hull Point Characteristic above its Base Value.
This Special Rule can restore Hull Points to a Profile that has been
Crippled, and if a Profile is restored to one or more Hull Points then it is no longer Crippled.
Activating the Repair Crew (X) Special Rule does not limit the Model with that Special Rule when moving or attacking in the same Turn.
Shield-breaker (X)
Whether by means of a barrage of shots, or a concentrated beam, certain weapons are capable of punching through several layers of void shields at once. In battles between titans such weapons are highly valued for their ability to lay bare the weakness of a foe.
A Weapon with this Special Rule can collapse more than one Void Shield with a single attack.A Weapon with this Special Rule that successfully collapses a void shield (either from the
Void Shields (X) or
Titan Void Shield Array (X) Special Rules), collapses a number of void shields equal to the value of X attached to the specific variant of this Special Rule that it has instead of just 1.
Shock Ram
The shock ram focusses a field of arc energy into the frontal plating of an armoured vehicle, making it more deadly when ploughing through the ranks of the enemy. Such devices are power hungry in the extreme, and while effective are considered a dead end technology by most magi.
A Vehicle with this Special Rule inflicts more damage when it moves through enemy Units.When a Model with this Special Rule and the
Vehicle Type moves through an enemy Unit, the number of
Hits inflicted is increased from D6 to D6+3. Furthermore, if the
Reactive Player declares a
Death or Glory Reaction with a Vehicle that has this Special Rule as the target, then the Vehicle with this Special Rule gains a 6+
Invulnerable save against all Hits inflicted as part of that Reaction.
Titan Void Shield Array (X)
Titans are equipped with an almost impenetrable array of energy shields. These relics from ancient times are known as void shields, and provide a defence against light enemy fire. Their only weakness is that to protect a war engine the size of a Titan, the energy bubble cannot cover the closest ranges.
A Model with this Special Rule gains an extra layer of defence against Shooting Attacks.A Model with this Special Rule has a number of void shields equal to the value of X. While a Model with this Special Rule still has void shields, each time that Model suffers a
Hit from a
Shooting Attack it must be allocated to the void shields. Once all void shields have collapsed, any remaining Hits from Shooting Attacks must be allocated to the
Titan Profile targeted by the attack.
A void shield has an Armour Value of 13, and any
Glancing Hit or
Penetrating Hit inflicted on it will cause that void shield to collapse. Regardless of the Damage value of a Hit it may not collapse more than one void shield, and once a Hit has collapsed a void shield or failed an
Armour Penetration Test made against one it is discarded.
If, in the
Effects Sub-Phase of the
Controlling Player’s End Phase, a
Titan has any collapsed void shields, the Controlling Player may roll a Dice for each collapsed void shield. Any Dice whose result is equal to or higher than the target number restores one void shield - with the target number decided by checking the [Crew] Trait of the Titan using the table below:
| Minoris: | | 6 | | | Senioris: | | 5+ | | | Majoris: | | 4+ | | | Ultima: | | 3+ | |
|
Titan War Horn (X)
All titans mount massive arrays of vox emitters, which can be used to broadcast a deafening blast of sound. Though the exact sound emitted varies from legio to legio, the sheer volume at which it is projected is enough to shatter glass and burst eardrums. It is a warning to both friend and foe - no corner of the battlefield is now safe, for the gods of battle stalk it.
Models near a Model that activates the Titan War Horn (X) Special Rule must reduce their Advanced Characteristics.Once per Battle, the
Controlling Player of a Model with this Special Rule may choose to activate it in the
Effects Sub-Phase of the
End Phase of their Turn. When any Model from a Unit is within 24" of any part of a Model that has activated this Special Rule, all Models in that Unit must reduce their
Leadership,
Willpower,
Cool and
Intelligence Characteristics by the value of X. This negative
modifier is removed as soon as no Models in a given Unit are within 24" of any Model with the Titan War Horn (X) Special Rule. If a Unit would be affected by multiple instances of this Special Rule or the
Fear (X) Special Rule, the value of X is not stacked and instead the single highest value is used as a negative modifier. Once activated, the effects of this Special Rule last until the
Effects Sub-Phase of the
Controlling Player’s next
Start Phase, or until the
Titan is removed from play for any reason.
Cyber-familiar
Utilised by Techmarines and the adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semi-autonomous devices such as servo-skulls and other smaller drone units tied into the direct neural control of their operator. These are an extension of their master’s will and provide them with a host of additional senses and capabilities.
Cyber-familiars grant a bonus to Intelligence Checks.The
Controlling Player of a
Model with a cyber-familiar can modify the results of
Intelligence Checks made for that Model by -2.
Flare Shield
Another of the Mechanicum’s specialised systems that only their high adepts truly understand, a flare shield is a directional electromagnetic flux field generator, rumoured by some to be a product of Dark Age technology from a source best left forgotten.
Attacks which hit a Model with a flare shield gain no benefit from the Armourbane Special Rule.When Making
Armour Penetration Tests against a Model with a flare shield, no Weapon may make use of the
Armourbane Special Rule.
Frag Grenades
This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.
Frag grenades can be used to make attacks during the Volley Step.When making Volley Attacks during
Step 4 of the
Charge Procedure with a
Unit that includes at least one
Model with frag grenades, the
Controlling Player may choose to make a single attack with a frag grenade instead of making a normal
Shooting Attack using the following profile:
| Ranged Weapon |
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Frag Grenades |
| Frag Grenades | 6 | 1 | 3 | 6 | 1 | Blast (3") | Assault |
Mag-inverter Shield
This large shield combines heavy ceramite plating with a compact grav generator that slows enemy combatants when they draw close to the wielder. This serves both to provide a level of protection from enemy fire and to grant the Secutarii a crucial split second advantage in close combat.
A mag-inverter shield reduces the distance moved by enemy Units that Charge.A Model with a mag-inverter shield gains the Shield
Trait. If a Unit that includes a majority of Models that have mag-inverter shields is the target of a
Charge, reduce the distance moved by the Charging Unit by 1", to a minimum of 1".
Searchlights
Mounted ilium-beacons or simple electric torches, many vehicles mount some kind of portable light to aid in target identification and destruction in darkness and poor weather.
Searchlights allow attacks to ignore Shrouded Damage Mitigation Rolls.The target number of any
Shrouded Damage Mitigation Tests is increased by +1 (to a maximum of 6+) when making Tests as a consequence of wounds,
Penetrating Hits or
Glancing Hits inflicted by
Shooting Attacks made by a Model that has searchlights that has
Line of Sight to the Target Unit. Additionally a Model with searchlights may not make Shrouded Damage Mitigation Tests to negate wounds, Penetrating Hits or Glancing Hits.
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.
Arc Weapons
These weapons amplify the force of a weapon’s blows or blasts with powerful electrostatic discharges which detonate like thunderclaps when striking their target. These weapons are considered rare and advanced even by the adepts of the Mechanicuni and are rarely seen outside of the ranks of that order, for few others could keep such temperamental weapons operational on the battlefields of the Age of Darkness.
| Ranged Weapon |
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
|
| Arc pistol |
| Arc pistol | 12 | 2 | 6 | 5 | 1 | Pistol, Suppressive (1), Shock (Suppressed) | Arc, Assault |
| Galvanic caster |
| Galvanic caster | 24 | 3 | 3 | 6 | 1 | Shred (5+), Rending (5+) | Arc, Assault |
Bolt Weapons
A branch of weaponry rare outside the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self- propelled and mass-reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes.
| Ranged Weapon |
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
|
| Twin mauler bolt cannon |
| Twin mauler bolt cannon | 24 | 6 | 6 | 4 | 1 | Pinning (2), Shred (4+) | Bolt |
Missile Weapons
From advanced guided missiles to crude explosive rockets, the households of the Questoris Familia make use of a variety of rocket-propelled munitions. Several are held in common with the other militant hosts of the Imperium, and while the towering knight armours of the households are replete with many more advanced weapon systems, the ease with which these armaments can be repaired and replaced ensures they retain a valuable place in the knights’ arsenal.
| Ranged Weapon |
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
|
| Hunter-killer missile |
| Hunter-killer missile | 48 | 1 | 9 | 3 | 3 | Armourbane, Limited (1) | Missile |
Rad Weapons and Irradiation Projectors
‘Irad’ or ‘rad’ projectors are potent anti-personnel weapons and relics of the Dark Age of Technology, used exclusively by the militant forces of the Mechanicum. They commonly comprise a bulky generator unit terminating in a dish-like projector that unleashes a powerful blast of deadly cross-spectrum radiation. Victims caught in the blast of such a weapon suffer an appalling death as they are boiled alive from within - their tissues blasted apart on a cellular level. Thick barriers of solid matter between the beam and the target provide some protection from this effect, though victims who survive the initial blast will often die later of extreme radioactive contamination.
| Ranged Weapon |
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
|
| Rad grenades |
| Rad grenades | 8 | 1 | 4 | 3 | 1 | Poisoned (2+), Phage (T) | Rad |
Titan Tactical Weapons
These weapons are servitor-guided and fixed to the hull of larger battle titans to serve as deterrents to infantry and other auxiliary forces that might try to impede the progress of the titan. Powerful enough to kill infantry and other light assets, but no threat to other titans or macro-scale engines of war, these weapons are often described as ‘tactical weapons’.
| Ranged Weapon |
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
|
| Defensor autocannon |
| Defensor autocannon | 48 | 3 | 7 | 4 | 2 | Breaching (6+), Skyfire | Auto, Tactical |
| Defensor bolt cannon |
| Defensor bolt cannon | 36 | 6 | 5 | 4 | 1 | - | Bolt, Tactical |
| Defensor lascannon |
| Defensor lascannon | 48 | 2 | 9 | 2 | 2 | Armourbane | Las, Tactical |
| Ordinatus volkite culverin |
| Ordinatus volkite culverin | 45 | 3 | 6 | 5 | 1 | Heavy (FP), Deflagrate (6) | Volkite, Tactical |
Titan Strategic Weapons
These weapons are the main firepower of any battle titan, designed to engage macro-scale war engines at colossal ranges. While certainly capable of reducing lesser vehicles and warriors to ash with ease, they are unwieldy at close ranges and their auspex arrays lack the focus to lock such small targets effectively. Given these minor deficiencies, a titan’s primary foe of choice is always another titan, and few princeps relish the chance to waste their ire on the chaff of the battlefield.
| Ranged Weapon |
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
|
| Vulcan mega-bolter |
| Vulcan mega-bolter | 48 | 12 | 7 | 3 | 2 | Suppressive (3) | Bolt, Strategic |
| Titan inferno cannon |
| Titan inferno cannon | Template | 1 | 7 | 3 | 3 | Template (Hellstorm), Panic (3) | Flame, Strategic |
| Titan plasma blastgun |
| Titan plasma blastgun |
| - Sustained fire |
| - Sustained fire | 60 | 1 | 8 | 2 | 5 | Blast (3") | Plasma, Strategic |
| - Maximal fire |
| - Maximal fire | 60 | 1 | 9 | 2 | 7 | Blast (5"), Power Hungry | Plasma, Strategic |
| Titan turbo laser destructor |
| Titan turbo laser destructor | 96 | 1 | 12 | 2 | 6 | Blast (3"), Armourbane | Las, Strategic |
| Titan gatling blaster |
| Titan gatling blaster | 82 | 5 | 9 | 2 | 4 | Armourbane | Auto, Strategic |
| Titan laser blaster |
| Titan laser blaster | 82 | 3 | 10 | 2 | 5 | Armourbane | Las, Strategic |
| Titan melta cannon |
| Titan melta cannon | 60 | 1 | 12 | 2 | 8 | Blast (5"), Melta (48) | Las, Strategic |
| Titan volcano cannon |
| Titan volcano cannon | 120 | 1 | 13 | 2 | 12 | Blast (3"), Power Hungry, Macro-auspex | Las, Strategic |
| Apocalypse missile launcher |
| Apocalypse missile launcher | 150 | 1 | 9 | 3 | 4 | Blast (10"), Shield-breaker (3) | Missile, Strategic |
| Nemesis quake cannon |
| Nemesis quake cannon | 150 | 1 | 12 | 2 | 10 | Blast (5"), Power Hungry, Macro-auspex | Auto, Strategic |
| Nemesis volcano cannon |
| Nemesis volcano cannon | 150 | 1 | 13 | 2 | 12 | Blast (3"), Power Hungry, Macro-auspex | Las, Strategic |
| Mori quake cannon |
| Mori quake cannon | 150 | 1 | 12 | 2 | 10 | Blast (5"), Macro-auspex | Auto, Strategic |
| Belicosa volcano cannon |
| Belicosa volcano cannon | 150 | 1 | 13 | 2 | 12 | Blast (3"), Macro-auspex | Las, Strategic |
| Macro-gatling blaster |
| Macro-gatling blaster | 96 | 5 | 10 | 2 | 5 | Armourbane, Macro-auspex | Auto, Strategic |
| Sunfury plasma annihilator |
| Sunfury plasma annihilator |
| - Sustained fire |
| - Sustained fire | 82 | 1 | 9 | 2 | 6 | Blast (5"), Macro-auspex | Plasma, Strategic |
| - Maximal fire |
| - Maximal fire | 82 | 1 | 12 | 2 | 9 | Blast (7"), Power Hungry, Macro-auspex | Plasma, Strategic |
| Sonic destructor |
| Sonic destructor |
| - Dispersed blast |
| - Dispersed blast | 72 | 1 | 7 | 3 | 1 | Blast (7"), Shred (4+), Panic (4), Breaching (6+) | Strategic |
| - Focussed charge |
| - Focussed charge | 72 | 1 | 10 | 2 | 8 | Macro-auspex, Armourbane, Panic (4) | Strategic |
| Seismic macro-drill |
| Seismic macro-drill | 36 | 1 | - | - | - | Blast (5"), Barrage, Seismic Macro-drill, Limited (1) | Strategic |
Titan Strike Weapons
Some battle titans bear not only long range weapons capable of destroying war engines of their own size, but also massive melee weapons intended for the same purpose. While these weapons resemble those carried by lesser warriors, they are controlled and aimed more akin to short ranged projectiles than true melee weapons.
| Ranged Weapon |
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
|
| Titan power fist |
| Titan power fist | 6 | 1 | 12 | 2 | 10 | Armourbane | Strike |
| Arioch power claw |
| Arioch power claw | 8 | 1 | 13 | 2 | 12 | Armourbane | Strike |
Volkite Weapons
‘Volkite’ is an arcane Martian term for a variety of powerful ray weapons whose origins date back to the Age of Strife. Possessed of considerable killing power surpassing most armaments of their size, volkites were difficult to manufacture, even for the most able of the Mechanicum’s forges, and the demands of the Great Crusade swiftly overwhelmed supply of them. Once relatively common, they had fallen largely from favour by the time of the Horus Heresy, and were superseded by the far more flexible and utilitarian Terran bolter. Those few that remained in service were the purview of only a few specialised units at the outbreak of the conflict.
| Ranged Weapon |
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
|
| Volkite caliver |
| Volkite caliver | 30 | 2 | 6 | 5 | 1 | Deflagrate (6) | Volkite |
| Volkite serpenta |
| Volkite serpenta | 10 | 2 | 5 | 5 | 1 | Pistol, Deflagrate (5) | Assault, Volkite |
Arc Weapons
These weapons are powered by potent capacitors of ancient design, the schema for which are thought to reside on Mars alone, though uncorroborated reports suggest that the Forge World of Mezoa lays claim to such as well. When these energy repositories are discharged, they produce an ear-drum splitting crack of sound and a bolt of pure, blue-white lightning which can overload both a mechanical data-core and a biological cortex with equal ease.
| Melee Weapon |
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
|
| Arc lance |
| Arc lance | +1 | A | +1 | 3 | 1 | Precision (6+), Shock (Suppressed) | Arc |
| Arc maul |
| Arc maul | -1 | A | +3 | 3 | 2 | Shock (Suppressed) | Arc |
Power Weapons
These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain.
| Melee Weapon |
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
|
| Power sword |
| Power sword | I | A | S | 3 | 1 | Breaching (6+) | Power |
Combat Initiative Score – A Model’s Combat Initiative score is the combined value of that Model’s current Initiative Characteristic and the Initiative Modifier Characteristic of the Weapon used to make attacks for that Model. It determines in which Initiative Step attacks may be made for that Model.
Initiative Step – A Combat Round is made up of Initiative Steps, each of which has a value assigned to it to show the order in which they are resolved. In each Initiative Step, Models whose Combat Initiative score is equal to the value of the Initiative Step may make attacks. Initiative Steps are always resolved in descending order, from highest to lowest. As such, Initiative Step 10 is resolved before Initiative Step 9. Models removed from Combat before the Initiative Step in which they can attack lose the opportunity to make attacks.