The Traitor Titan Legions are those units of the Collegia Titanica that repudiated their oaths of loyalty to the Emperor of Mankind and willingly embraced the fickle blessing of the Chaos Gods. Driven by hatred towards the False Emperor and the Adeptus Mechanicus, these towering, warped monstrosities are now an horror to behold, possessing an immense firepower that can only be matched by their Loyalist counterparts, and an insanity that allows them to happily partake in indiscriminate slaughter.

This section contains all of the datasheets that you will need in order to fight battles with your Heretic Titan Legions models. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have.


Books

BookKindEditionVersionLast update
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.9February 2023
  Munitorum Field Manual 2023 Mk I
  Munitorum Field Manual 2023 Mk IExpansion9January 2023
  Power Rating Update 2022
  Power Rating Update 2022Rulebook9March 2022

Wargear Reference

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Anvillus defence battery
Anvillus defence battery
72"
Heavy 8
8
-1
2
Attacks made with this weapon can only target units that can FLY.
Attacks made with this weapon can only target units that can FLY.
Apocalypse launcher
Apocalypse launcher
24"-200"
Heavy 2D6
8
-2
2
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Ardex-defensor lascannon
Ardex-defensor lascannon
48"
Heavy 1
9
-3
D6
Each time an attack is made with this weapon profile when firing Overwatch, that attack hits on a roll of 5 or 6.
Each time an attack is made with this weapon profile when firing Overwatch, that attack hits on a roll of 5 or 6.
Ardex-defensor mauler
Ardex-defensor mauler
36"
Heavy 6
6
-2
2
Each time an attack is made with this weapon profile when firing Overwatch, that attack hits on a roll of 5 or 6.
Each time an attack is made with this weapon profile when firing Overwatch, that attack hits on a roll of 5 or 6.
Arioch power claw (shooting)
Arioch power claw (shooting)
48"
Heavy 20
6
-2
2
-
Belicosa volcano cannon
Belicosa volcano cannon
120"
Heavy 3D3
20
-5
12
Blast
Blast
Laser blaster
Laser blaster
72"
Heavy 3D3
16
-4
D6+3
Blast
Blast
Macro gatling blaster
Macro gatling blaster
100"
Heavy 12
9
-4
4
-
Mori quake cannon
Mori quake cannon
280"
Heavy 3D6
14
-5
6
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Nemesis quake cannon
Nemesis quake cannon
24"-480"
Heavy 3D6
14
-5
6
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Nemesis volcano cannon
Nemesis volcano cannon
24"-120"
Heavy 3D3
18
-5
12
Blast
Blast
Reaver apocalypse launcher
Reaver apocalypse launcher
24"-200"
Heavy 2D6
7
-2
2
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Reaver gatling blaster
Reaver gatling blaster
72"
Heavy 12
8
-3
3
-
Reaver laser blaster
Reaver laser blaster
72"
Heavy 3D3
16
-4
D6+3
Blast
Blast
Reaver melta cannon
Reaver melta cannon
48"
Heavy 2D6
16
-4
8
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of 12.
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of 12.
Reaver volcano cannon
Reaver volcano cannon
120"
Heavy D6
18
-5
12
Blast
Blast
Sunfury plasma annihilator
Before selecting targets, select one of the profiles below to make attacks with.
Sunfury plasma annihilator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
72"
Heavy D6+6
12
-4
5
Blast
Blast
 - Supercharge
 - Supercharge
72"
Heavy D6+6
14
-4
8
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 4 mortal wounds after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 4 mortal wounds after shooting with this weapon.
Warhound inferno gun
Warhound inferno gun
24"
Heavy 4D6
7
-3
3
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Warhound plasma blastgun
Before selecting targets, select one of the profiles below to make attacks with.
Warhound plasma blastgun
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
72"
Heavy 2D6
9
-4
4
Blast
Blast
 - Supercharge
 - Supercharge
72"
Heavy 2D6
10
-4
5
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 2 mortal wounds after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 2 mortal wounds after shooting with this weapon.
Warhound turbo-laser destructor
Warhound turbo-laser destructor
72"
Heavy 2D3
16
-4
D6+3
Blast
Blast
Warhound vulcan megabolter
Warhound vulcan megabolter
48"
Heavy 20
6
-2
2
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Arioch power claw (melee)
Arioch power claw (melee)
Melee
Melee
x2
-5
18
Each time a VEHICLE or MONSTER model is destroyed as a result of an attack made with this weapon, you can select one enemy unit within 9" and roll one D6; on a 4+ that unit suffers D6 mortal wounds.
Each time a VEHICLE or MONSTER model is destroyed as a result of an attack made with this weapon, you can select one enemy unit within 9" and roll one D6; on a 4+ that unit suffers D6 mortal wounds.
Reaver feet
Reaver feet
Melee
Melee
User
-4
4
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Reaver power fist
Reaver power fist
Melee
Melee
x2
-5
12
Each time a VEHICLE or MONSTER model is destroyed as a result of an attack made with this weapon, you can select one enemy unit within 9" and roll one D6; on a 4+ that unit suffers D6 mortal wounds.
Each time a VEHICLE or MONSTER model is destroyed as a result of an attack made with this weapon, you can select one enemy unit within 9" and roll one D6; on a 4+ that unit suffers D6 mortal wounds.
Warbringer Nemesis feet
Warbringer Nemesis feet
Melee
Melee
User
-4
4
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Warhound feet
Warhound feet
Melee
Melee
User
-3
3
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Warlord feet
Warlord feet
Melee
Melee
User
-4
5
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.

Anvillus defence battery used in the following datasheets:

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

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

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

Apocalypse launcher used in the following datasheets:

Indirect Fire Weapons
An Indirect Fire weapon is one that can target units that are not visible to the bearer (e.g. mortars, smart-missile systems, impaler cannons, etc.). If such a weapon targets a unit that is not visible (i.e. no models in a target unit are visible to the firing unit when you selected it as a target), then each time an attack is made with that weapon against that target this phase, worsen the Ballistic Skill characteristic of that attack by 1 and add 1 to any armour saving throws made against that attack.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

Ardex-defensor lascannon used in the following datasheets:

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

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.

Ardex-defensor mauler used in the following datasheets:

Arioch power claw (shooting) used in the following datasheets:

Belicosa volcano cannon used in the following datasheets:

Laser blaster used in the following datasheets:

Macro gatling blaster used in the following datasheets:

Mori quake cannon used in the following datasheets:

Nemesis quake cannon used in the following datasheets:

Nemesis volcano cannon used in the following datasheets:

Reaver apocalypse launcher used in the following datasheets:

Lords of War

Reaver gatling blaster used in the following datasheets:

Reaver laser blaster used in the following datasheets:

Reaver melta cannon used in the following datasheets:

Reaver volcano cannon used in the following datasheets:

Sunfury plasma annihilator used in the following datasheets:

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

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

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

Warhound inferno gun used in the following datasheets:

Warhound plasma blastgun used in the following datasheets:

Warhound turbo-laser destructor used in the following datasheets:

Warhound vulcan megabolter used in the following datasheets:

Arioch power claw (melee) used in the following datasheets:

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

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

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

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

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

Reaver feet used in the following datasheets:

Lords of War

Reaver power fist used in the following datasheets:

Lords of War

Warbringer Nemesis feet used in the following datasheets:

Warhound feet used in the following datasheets:

Warlord feet used in the following datasheets:

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