Titan Legions – Warlord Titan
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275

Warlord Titan

NoNAME  M WS BS S T W! A Ld Sv Base
5500
Warlord Titan (base: Use model)
1
5500
Warlord Titan
12" 4+ 3+ 9 9 91-120 4 10 2+ Use model
10" 4+ 4+ 9 9 61-90 4 10 2+
8" 5+ 4+ 9 9 31-60 4 10 2+
6" 6+ 5+ 9 9 1-30 4 10 2+
A Warlord Titan is equipped with: 2 apocalypse launchers; 2 ardex-defensor lascannons; 2 ardex-defensor maulers; 2 arioch power claws; Warlord feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
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.
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.
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 apocalypse launchers can be replaced with 2 laser blasters.
 • This model’s arioch power claws can each be replaced with one of the following: 1 belicosa volcano cannon; 1 macro gatling blaster; 1 mori quake cannon; 1 sunfury plasma annihilator.
ABILITIES
ABILITIES
Reactor Meltdown: When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit within 4D6" suffers 3D6 mortal wounds.
War Engine: This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding TITANIC models) as if they were not there, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them.
Void Shields: This model has 8 void shields. Each void shield has 3 shield points. While this model has any void shields, it has a 5+ invulnerable save against ranged attacks.

Each time a saving throw is failed for this model against a ranged attack, if it has any void shields, it does not suffer any damage. Instead, for each point of damage inflicted, one of its void shields loses 1 shield point. Once a void shield has lost a shield point, it must continue to lose shield points due to any further damage inflicted until it collapses. Each time an attack causes a void shield to be reduced to 0 shield points, that void shield collapses: this model loses that void shield and any excess damage inflicted by that attack is lost. Void shields can never be used to prevent mortal wounds (each mortal wound inflicted on a model with void shields causes that model to lose one wound as normal).

At the start of your Command phase, if this model has a void shield that has fewer than 3 shield points remaining, that void shield is restored to 3 shield points.
FACTION KEYWORDS: IMPERIUM, ADEPTUS TITANICUS, <TITAN LEGION>
KEYWORDS: VEHICLE, TITANIC, GOD-ENGINE, WARLORD TITAN

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

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.
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.
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.
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.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The IMPERIUM keyword is used in the following Titan Legions datasheets:

The ADEPTUS TITANICUS keyword is used in the following Titan Legions datasheets:

The <TITAN LEGION> keyword is used in the following Titan Legions datasheets:

The VEHICLE keyword is used in the following Titan Legions datasheets:

The TITANIC keyword is used in the following Titan Legions datasheets:

The GOD-ENGINE keyword is used in the following Titan Legions datasheets:

Faction Rules

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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.
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:

© Vyacheslav Maltsev 2013-2023