

RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Anvillus defence battery anti-fly 4+ | |||||||
| Anvillus defence battery anti-fly 4+ | 72" | 8 | 3+ | 8 | -1 | 2 | |
| Ardex-defensor mauler | |||||||
| Ardex-defensor mauler | 36" | 6 | 3+ | 6 | -2 | 2 | |
| Nemesis quake cannon blast indirect fire | |||||||
| Nemesis quake cannon blast indirect fire | 480" | D6+6 | 3+ | 16 | -4 | 4 | |
| Nemesis volcano cannon blast | |||||||
| Nemesis volcano cannon blast | 120" | D3+3 | 3+ | 24 | -5 | 14 | |
| Reaver gatling blaster sustained hits 1 | |||||||
| Reaver gatling blaster sustained hits 1 | 72" | 12 | 3+ | 8 | -2 | 3 | |
| Reaver laser blaster blast | |||||||
| Reaver laser blaster blast | 72" | 8 | 3+ | 20 | -3 | D6+2 | |
| Reaver melta cannon blast melta 4 | |||||||
| Reaver melta cannon blast melta 4 | 48" | D6+2 | 3+ | 13 | -4 | 6 | |
| Reaver volcano cannon blast heavy | |||||||
| Reaver volcano cannon blast heavy | 120" | D3+1 | 3+ | 24 | -5 | 14 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Nemesis feet | |||||||
| Nemesis feet | Melee | 6 | 4+ | 12 | -2 | 4 | |
| YOUR UNIT COSTS | |
| 1 model | 2600 |
The ADEPTUS TITANICUS keyword is used in the following Adeptus Titanicus datasheets:
The FRAME keyword is used in the following Adeptus Titanicus datasheets:
The IMPERIUM keyword is used in the following Adeptus Titanicus datasheets:
The TITANIC keyword is used in the following Adeptus Titanicus datasheets:
The TOWERING keyword is used in the following Adeptus Titanicus datasheets:
The VEHICLE keyword is used in the following Adeptus Titanicus datasheets:
The WALKER keyword is used in the following Adeptus Titanicus datasheets:

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From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
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High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a Fights First unit.



Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).Melta weapons are powerful heat rays whose fury is magnified at close range.
This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:Certain weapons are the bane of particular foes.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.