Legio Titanicus – Warhound Titan

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Warhound Titan
UNIT COMPOSITION: 1 WARHOUND TITAN
750 PointsPts

Warhounds are the smallest class of‘true’ titan, although small in this case is purely in relation to its colossal brethren the battle titans. Classified as ‘scouts’ in reference to their standard operational roles within the Divisio Militaris of the Titan Legios, they are commonly used to range ahead of larger titan battle groups or detached in support of lesser ground forces, where the sheer scale and power of their weapons is enough to turn the tide of most battles in their allies’ favour. If matched against their larger counterparts, however, they cannot hope to directly contest them in terms of durability or raw firepower, so instead Warhounds must rely on their speed and manoeuvrability to survive, and use pack tactics to bring down the titans of a main battle line.

Armour Transport Capacity
M BS Primary Exposed HP
Head
Head - - 14 12 8 -
Carapace
Carapace - - 14 12 10 -
Arms
Arms - 3 12 10 8 -
Legs
Legs 20 - 14 12 10 -
WARGEAR
  • The Arms Profile has two Arm Mounted Weapons (see Options)
TRAITS
  • [Allegiance]
  • Legio Titanicus
  • Scout
  • [Crew]
SPECIAL RULES
  • Titan War Horn (1)
  • Repair Crew (D3)
  • Titan Void Shield Array (2)
TYPE
OPTIONS
  • When this Model is selected as part of an Army, the Controlling Player must exchange the [Crew] Trait for one of the following options, paying the listed Points cost for that option:
  • Replace [Crew] with Minoris
    Free
  • Replace [Crew] with Senioris and increase the BS Characteristic of this Model’s Arms Profile to 4
    +50 Points
  • Replace [Crew] with Majoris and increase the BS Characteristic of this Model’s Arms Profile to 5
    +100 Points
  • This Model must have two Arm Mounted Weapons selected for it from the following options:
  • Arm Mounted Vulcan mega-bolter
  • Arm Mounted titan inferno cannon
  • Arm Mounted titan plasma blastgun
  • Arm Mounted titan turbo laser destructor

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

Lords of War
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 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.
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.
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.
Ballistic Skill (BS) – The Ballistic Skill Characteristic is primarily used to determine a Model’s ability to make attacks during a Shooting Attack, with a higher value making it easier to succeed at attacks (see Ranged Hit Tests). If a Model’s Ballistic Skill is reduced to 0 then that Model cannot make Shooting Attacks, even if no Hit Test is required or it would have otherwise automatically succeeded due to the use of a Special Rule.
Hull Points (HP) – The Hull Points Characteristic is primarily used to determine a Model with the Vehicle Type’s capacity for receiving damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Hull Points Characteristic is reduced to 0 that Model is removed from play as a Casualty, see the Rules for Destroyed Vehicles here.
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.

The [Allegiance] Trait is used in the following Legio Titanicus datasheets:

Command
Troops
Transport
Lords of War

The Legio Titanicus Trait is used in the following Legio Titanicus datasheets:

Command
Troops
Transport
Lords of War
Leadership (LD) – The Leadership Characteristic is primarily used to resolve Checks to determine when a Unit will stand its ground or flee. For more details see the Combat Resolution Rules. When a Model’s Leadership Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Leadership of 0 but uses a Model with a higher value to make a Panic or Leadership Check suffers no penalties.
Willpower (WP) – The Willpower Characteristic is primarily used for Checks made for Psychic Attacks or Powers. For more details see the Rules for Psychic Powers. When a Model’s Willpower Characteristic reaches 0, any Check it is used to determine the Target Number for, automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Willpower of 0 but uses a Model with a higher value to make a Willpower Check suffers no penalties.
Cool (CL) – The Cool Characteristic is primarily used to resist Statuses. For more details see the Rules for Tactical Statuses. When a Model’s Cool reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Cool of 0 but uses a Model with a higher value to make a Cool Check suffers no penalties.
Intelligence (IN) – The Intelligence Characteristic is primarily used for Checks to activate certain Wargear items and Rules. When a Model’s Intelligence Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with an Intelligence of 0 but uses a Model with a higher value to make an Intelligence Check suffers no penalties.
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 battlef eld 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.
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.
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.
Glancing Hits – A Glancing Hit inflicts no Damage, however for each Glancing Hit, the attacking Player must roll once on the Vehicle Damage Table in Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process (Players may find it useful to place a marker to remind them of this).
Penetrating Hits – For each Penetrating Hit result, the target Unit suffers 1 Penetrating Hit. If available, any Saving Throws or Damage Mitigation Rolls may be made to discard the Penetrating Hit in the appropriate Step of the attack process (see the Rules for Shooting Attacks or Melee Attacks). If not discarded due to a Saving Throw or Damage Mitigation Roll the Model will lose a number of Hull Points equal to the Damage Characteristic of the Penetrating Hit, which is decided by the Characteristics of the Weapon used to inflict the Penetrating Hit in the same manner as wounds.
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+


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.
Trait
A Trait is similar to a Characteristic, in that it is attached to specific Models, however a Trait has no numerical value attached to it. Unlike Characteristics a Trait has no intrinsic Rules attached to it, but other Rules may operate differently when targeting a Model with a specific Trait.
Range (R) – This Characteristic determines the maximum distance, in inches ("), at which attacks may be made with a Weapon. A Weapon with Range 0 or ‘-’ may not make attacks as part of a Shooting Attack.
Firepower (FP) – This Characteristic is used to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with a Firepower Characteristic of 0 may not be used to make attacks of any kind.
Ranged Strength (RS) – This Characteristic is used only during Wound Tests or Armour Penetration Tests for attacks made using ranged Weapons. If a Weapon has a Strength Characteristic of ‘0’ or then any Wound Tests made for it automatically fail and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of the interactions between Models and Units (such as moving, Shooting and making Assaults). All of the material in the Principles of Combat, Rules of Battle and Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules modify how a Rule works, but do not present new basic game instructions, and in this book are mostly found in the Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for Allegiance and Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the Loyalist or Traitor Trait, and most Models will gain one or more Traits based on the Army List from which they were selected.

For example, a Legionary selected from the Imperial Fists Faction and selected as part of a Loyalist Army would have the Loyalist and Imperial Fists Traits. On their own these Traits have no effect on the Model’s Characteristics, Points cost or other features, but Rules that target Imperial Fists or Loyalist Models will apply their effects to the Model.

In addition to Models, Weapons can also have Traits. These are usually different to those possessed by Models, but are used for the same purposes. Weapons will commonly have Traits that define the type of Weapon it is or a specific type of usage. For example, a bolt pistol has the following Traits: Assault, Bolt. These identify which ‘family’ of Weapons it belongs to for any Rules that might only affect ‘Bolt’ Weapons and notes that it can be used for attacks where only ‘Assault’ Weapons may be used.

While they appear similar to Characteristics, it is important to note that Traits never have a ‘value’ attached to them. Furthermore, Traits cannot be modified in any way by another Special Rule or effect during a Battle, unless a Rule specifically states it affects a Trait.
Suppressive (X)

A hail of enemy gunfire serves to keep any warrior’s head down, and some weapons are designed specifically to suppress the foe. Only the most steadfast of troops will continue the advance when all they can hear is the whistle and crack of gunshots and the screams of the fallen.

Weapons and other attacks that have the Suppressive (X) Special Rule have a chance of inflicting the Suppressed Status on the Target Unit.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more Hits on a Target Unit, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed all Models in the Unit gain the Suppressed Status, and if the Check is passed then there is no further effect. The value of X attached to this Rule is applied as a negative modifier to the Cool Characteristic of Models in the Target Unit when making Checks caused by an Attack with this Special Rule, if the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.

Vulcan mega-bolter

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
Template

Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets.

Weapons and attacks with the Template Special Rule use the Flame Template to determine how many Models they Hit.

When making attacks for a Weapon or other effect that has the Template Special Rule, or otherwise uses a Template, no Hit Tests are made for the attack. Instead, when directed to make Hit Tests for such an attack, a single Template is placed to determine how many Hits are generated. A Template must be placed so that its narrow end is touching the Base of the Model, the edge of a Model’s Hull (if it has the Vehicle Type) or other point being used to make the attack, and so that no part of the Template covers or touches a friendly Model’s Base, Hull or otherwise would inflict Hits on a friendly Model. Within these restrictions, the Player making the attack may place the Template in an orientation of their choosing as long as at least one Model from the original Target Unit remains under the Template. If the Template cannot be placed under these restrictions, such as if it cannot be placed without covering or touching friendly Models, then no attack may be made.

Once the Template has been placed, a number of Hits using the profile of the Weapon or effect are inflicted on the Target Unit equal to the number of Models touched or covered by the Template. If the Weapon or attack has a Firepower Characteristic greater than 1 then only a single Template is placed, but the number of Hits inflicted per Model touched or covered by the Template is equal to the Firepower Characteristic of the attack or Weapon. If more than one enemy Unit has Models that are touched or covered by the Template in its final position, then Hits are inflicted on all such Units as noted above, Hits on Units other than the original target form a new Fire Group that must be placed to one side and used to resolve a separate Shooting Attack on the additional Target Unit once all attacks and Fire Groups from the original Shooting Attack have been fully resolved. When resolving Armour Penetration Tests for Hits inflicted by a Weapon with this Special Rule, the position of the Model that was used to make the attack is used to determine which Armour Facing is used.

Note that the Rules require a Template to be placed in Base Contact with the Model being used to make the attack, but this Model is not counted as having been Hit by the attack and does not stop the attack from being made. However, this only applies to the individual Model being used to make the attack, not to other Models in the same Unit.

Weapons with this Special Rule will have their Range Characteristic as Template’. This does not count as a value of ‘0’ or ‘-’. If a Rule requires a number for the Range Characteristic then all Weapons and attacks with this Special Rule are considered to have a Range Characteristic of ‘8’.

OTHER TEMPLATES
In some rare cases a Weapon may use a different Template than the standard Flame Template, in these cases the Template Rule may be expressed with a bracketed section stating which Template must be used when attacking with that Weapon. Otherwise, the Rules for its use are unchanged from those noted under the Template Special Rule, with the exception of the Range Characteristic it is considered to have.

An example of this is the use of the Hellstorm Template for certain very large Weapons. In this case the Rule would be expressed as ‘Template (Hellstorm)’ and the attack would be resolved using the Template Special Rule, but placing the larger Hellstorm Template. Weapons with the Template (Hellstorm) Special Rule are considered to have a Range Characteristic of ‘16’ when a Rule requires such weapons to have a numbered Range Characteristic.
Panic (X)

Some weapons are so terrifyingly potent that their use instils abject fear in even the most strong-willed warriors. In the face of such wanton power the target can only flee or prepare for death, for few would live to tell of the true horrors of the Age of Darkness once they were unleashed on the battlefield.

Weapons and other attacks that have the Panic (X) Special Rule have a chance of inflicting the Routed Status on the Target Unit.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, that Target Unit must make a Leadership Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Routed Status, if the Check is passed then there is no further effect. The value of X attached to this Special Rule is applied as a negative modifier to the Leadership Characteristic of Models in the Target Unit when making Checks caused by an attack with this Special Rule. If the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.

Titan inferno cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Titan inferno cannon
Titan inferno cannon
Template
1
7
3
3
Template (Hellstorm), Panic (3)
Flame, Strategic
Shooting Attacks
A Shooting Attack is the process by which a Unit makes a coordinated series of attacks targeting an enemy Unit.

In order to make a Shooting Attack for a Unit that has been selected during the Attack Sub-Phase, as part of a Reaction or for any other Rule or Sub-Phase that requires a Shooting Attack to be made, the following procedure must be followed:
  1. Select Target Unit.
  2. Check Target.
  3. Declare Weapons.
  4. Set Fire Groups.
  5. Select Fire Group To Resolve.
  6. Make Hit Tests.
  7. Make Wound Tests.
  8. Select Target Model.
  9. Make Saving Throws & Damage Mitigation Tests.
  10. Select Next Fire Group.
  11. Remove Casualties.
As part of the Rules for conducting a Shooting Attack, the term ‘Attacking Unit’ will be used to refer to the Unit whose Models will be making attacks as part of that Shooting Attack, while the term ‘Attacking Player’ will be used to identify the Player that controls the Attacking Unit. The term ‘Target Unit’ will be used to refer to the Unit that is selected as the Target Unit for the Shooting Attack.
Blast (X)

Some weapons trade precision for indiscriminate destruction, high explosive impacts that can devastate a wide area. From artillery shells to high energy blasts, such weapons are popular tools of destruction on the battlefields of the Horus Heresy.

Attacks made with the Blast (X) Special Rule use a Blast Marker to determine how many Hits are caused.

When making attacks with a Weapon that has the Blast (X) Special Rule, before any Hit Tests are made, a Blast Marker must first be placed to determine how many Hits may be inflicted by the attack. The Player making the attack must place the Blast Marker indicated in brackets as part of the Special Rule so that the hole in the middle is entirely over the Base of any one Model in the Target Unit. Once the Blast Marker has been placed, the Player making the attack must make a Hit Test for the attack, and each Model from the Target Unit that is fully or partially under the Blast Marker will suffer 1 Hit if the Hit Test is successful.

Hits on Other Units
If any Models from Units other than the Target Unit are fully or partially covered by the Blast Marker, then a new Fire Group must be created for those Hits and set to one side. Continue resolving the Shooting Attack on the original Target Unit, and once that Shooting Attack has been completely resolved begin a new Shooting Attack to resolve those additional Fire Groups generated for Units other than the original Target Unit.

If the Hit Test is unsuccessful then no Hits are inflicted and the Player making the attack must make a Scatter Roll for the Blast Marker. Once a Scatter Roll has been made for the Blast Marker and it has been moved, one Hit is inflicted on a Unit for each Model from that Unit that is wholly or partially covered by the Blast Marker.

Hits can be scored on both friendly and enemy Units by attacks using the Blast (X) Special Rule. Hits inflicted by Weapons with the Blast (X) Special Rule are allocated in the same manner as other Hits, regardless of which actual Models were under the Blast Marker and the Blast Marker may not be used to inflict Hits on specific Models.

If a Fire Group includes multiple attacks made with the Blast (X) Special Rule, do not place multiple Blast Markers. A single Blast Marker is placed using the Rules detailed above, and a Hit Test is made for each attack in that Fire Group. For each successful Hit Test, one Hit is inflicted for each Model from the target Unit that is fully or partially under the Blast Marker. If any Hit Tests are unsuccessful then, after any Hits made by successful Hit Tests are counted, a single Scatter Roll is made for the Blast Marker, regardless of the total number of unsuccessful Hit Tests. For each Hit Test that was unsuccessful, one Hit is inflicted on a Unit for each Model from that Unit that is wholly or partially covered by the Blast Marker after the Scatter Roll has been resolved.
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.

Titan plasma blastgun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
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
Armourbane

Heavy beams and armour-piercing cannon rarely inflict superficial damage, but always blast and break the hull of their target. Such weapons are superior tank killers, their sheer power prized over lesser weapons when the objective is to apply maximum damage without concern for finesse.

A Weapon with the Armourbane Special Rule counts Glancing Hits as Penetrating Hits.

When making Armour Penetration Tests for an attack with this Special Rule, a result that is equal to, or greater than, the target Armour Value inflicts a Penetrating Hit. A Weapon with this Special Rule can never inflict a Glancing Hit, and any Rule that would force them to do so instead inflicts a Penetrating Hit.

Titan turbo laser destructor

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Titan turbo laser destructor
Titan turbo laser destructor
96
1
12
2
6
Blast (3"), Armourbane
Las, Strategic
Army List
Datasheets collated
Command
Troops
Lords of War

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