Skip to content

WEAPON CHARTS

Warmaster Heavy Battle Titan Weapon Options

Weapon Profile (Range S / L; Accuracy S / L; Dice; Str) Location Points Traits Arc Disabled Repair Weapon
Revelator Missile Launcher 24" 48" / - +1 / 3 / 8 Warmaster Carapace 50 Carapace, Concussive, Limited(4), Ordnance Corridor Arc 12+ Repair Weapon (4+) 12-15: Detonation (Body, S7) 16+: Detonation (Body, S9)
Suzerain Class Plasma Destructor 16" 30" / +1 - / 3 / 11 Warmaster Arm 70 Fusion (Draining), Maximal Fire Front Arc 12+ Repair Weapon (4+) 12-15: Detonation (Body, S7) 16+: Detonation (Body, S9)
Apocalypse Missile Array 30" 120" / - +1 / 3 / 4 Warmaster Shoulder 10 Barrage Front Arc 10+ Repair Weapon (4+) 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9)
Plasma Blastgun 8" 24" / - +1 / 2 / 8 Warmaster Shoulder 40 Blast (3"), Maximal Fire Front Arc 10+ Repair Weapon (4+) 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9)
Turbo Laser Destructor 16" 32" / - - / 2 / 8 Warmaster Shoulder 30 Shieldbane (Draining) Front Arc 10+ Repair Weapon (4+) 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9)
Vulcan Mega-bolter 8" 20" / +1 - / 6 / 4 Warmaster Shoulder 20 Rapid Front Arc 10+ Repair Weapon (4+) 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9) Repair Weapon (4+)
Inferno Gun T - / - - / 3 / 7 Warmaster Shoulder 25 Firestorm Front Arc 10+ 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9)
Melta Cannon 8" 16" / - - / 1 / 10 Warmaster Shoulder 30 Blast (3"), Fusion Front Arc 10+ Repair Weapon (4+) 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9)

Warlord-Sinister Psi-Titan Weapon Options

Weapon Profile (Range S / L; Accuracy S / L; Dice; Str) Location Points Traits Arc Disabled Repair Weapon
Sinistramanus Tenebrae 30" 120" / - / - 3 / 10 Warlord- Sinister Arm N/A Beam (1), Psi, Taxing Front Arc 11+ Repair Weapon (4+) 11-14: Detonation (Body, S7) 15+: Detonation (Body, S9)

Warlord Battle Titan Weapon Options

Weapon Profile (Range S / L; Accuracy S / L; Dice; Str) Location Points Traits Arc Disabled Repair Weapon
Belicosa Volcano Cannon 30" 60" / - / - / 1 12 Warlord Arm 55 Blast (5"), Draining Front Arc 11+ Repair Weapon (5+) 11-14: Detonation (Body, S7) 15+: Detonation (Body, S9)
Macro-gatling Blaster 8" 24" / +1 / - / 6 7 Warlord Arm 30 Ordnance Front Arc 11+ Repair Weapon (3+) 11-14: Detonation (Body, S7) 15+: Detonation (Body, S9)
Sunfury Plasma Annihilator 12" 24" / - / - / 4 8 Warlord Arm 45 Maximal Fire Front Arc 11+ Repair Weapon (5+) 11-14: Detonation (Body, S7) 15+: Detonation (Body, S9)
Mori Quake Cannon 24" 72" / - / - / 1 9 Warlord Arm 20 Blast (5"), Concussive, Quake Front Arc 11+ Repair Weapon (3+) 11-14: Detonation (Body, S7) 15+: Detonation (Body, S9)
Arioch Titan Power Claw 2" - / +2 / - / 3 12 Warlord Arm 25 Concussive, Melee Front Arc 11+ Repair Weapon (2+) 11-14: Detonation (Body, S7) 15+: Detonation (Body, S9)
Paired Turbo Laser Destructors 18" 32" / - / - / 4 8 Warlord Carapace 35 Carapace, Paired, Shieldbane (Draining) Corridor Arc 11+ Repair Weapon (4+) 11-14: Detonation (Body, S7) 15+: Detonation (Body, S9)
Paired Gatling Blasters 8" 24" / +1 / - / 12 5 Warlord Carapace 30 Carapace, Ordnance, Paired Carapace, Corridor Arc 11+ Repair Weapon (3+) 11-14: Detonation (Body, S7) 15+: Detonation (Body, S9)
Paired Laser Blasters 16" 32" / - / -1 / 6 8 Warlord Carapace 50 Paired, Shieldbane (Draining) Corridor Arc 11+ Repair Weapon (4+) 11-14: Detonation (Body, S7) 15+: Detonation (Body, S9)
Vulcan Mega- bolter Array 10" 20" / +1 / - / 12 4 Warlord Carapace 20 Carapace, Paired, Rapid Corridor Arc 11+ Repair Weapon (3+) 11-14: Detonation (Body, S7) 15+: Detonation (Body, S9)
Apocalypse Missile Launchers 30" 120" / - / +1 / 10 4 Warlord Carapace 15 Barrage, Carapace, Paired Corridor Arc 11+ Repair Weapon (4+) 11-14: Detonation (Body, S7) 15+: Detonation (Body, S9)

Warbringer Nemesis Titan Weapon Options

Weapon Profile (Range S / L; Accuracy S / L; Dice; Str) Location Points Traits Arc Disabled Repair Weapon
Belicosa Volcano Cannon 30" 60" - / - / 1 / 12 Warbringer Carapace 55 Blast (5"), Carapace, Draining Blast (5"), Front Arc 11+ Repair Weapon (5+) 11-14: Detonation (Body, S7) 15+: Detonation (Body, S9)
Mori Quake Cannon 24" 72" - / - / 1 / 9 Warbringer Carapace 20 Carapace, Concussive, Quake Front Arc 11+ Repair Weapon (3+) 11-14: Detonation (Body, S7) 15+: Detonation (Body, S9)

Reaver Battle Titan Weapon Options

Weapon Profile (Range S / L; Accuracy S / L; Dice; Str) Location Points Traits Arc Disabled Repair Weapon
Gatling Blaster 8" 24" / +1 / - / 6 5 Reaver Arm 15 Ordnance Front Arc 10+ 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9)
Reaver Titan Chainfist 2" - / +2 / - / 3 8 Reaver Arm 20 Melee, Rending Front Arc 10+ Repair Weapon (2+) 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9) Repair Weapon (4+)
Melta Cannon 12" 24" / - / - / 1 11 Reaver Arm 35 Blast (3"), Fusion Front Arc 10+ 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9)
Volcano Cannon 30" 60" / - / - / 1 10 Reaver Arm 25 Blast (3"), Draining Front Arc 10+ Repair Weapon (5+) 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9)
Reaver Titan Power Fist 2" - / +1 / - / 2 9 Reaver Arm 20 Concussive, Melee Front Arc 10+ Repair Weapon (2+) 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9) Repair Weapon (4+)
Laser Blaster 16" 32" / - / -1 / 3 8 Reaver Arm 25 Shieldbane (Draining) Front Arc 10+ 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9)
Turbo Laser Destructor 18" 32" / - / - / 2 8 Reaver Carapace 20 Carapace, Shieldbane (Draining) All Round 10+ Repair Weapon (4+) 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9)
Warp Missile Support Rack 20" 80" / +1 / +2 / 1 X Reaver Carapace 10 Carapace, Limited (1), Warp All Round 10+ Repair Weapon (3+) 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9)
Apocalypse Missile Launcher 30" 120" / - / +1 / 5 4 Reaver Carapace 10 Barrage, Carapace All Round 10+ Repair Weapon (4+) 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9)
Vulcan Mega-bolter 8" 20" / +1 / - / 6 4 Reaver Carapace 10 Carapace, Rapid All Round 10+ Repair Weapon (3+) 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9)

Warhound Scout Titan Weapon Options

Weapon Profile (Range S / L; Accuracy S / L; Dice; Str) Location Points Traits Arc Disabled Repair Weapon
Inferno Gun T - - / - / 3 / 7 Warhound Arm 20 Firestorm Front Arc 9+ 9-12: Detonation (Body, S7) 13+: Detonation (Body, S9)
Vulcan Mega-bolter 8" 20" +1 / - / 6 / 4 Warhound Arm 10 Rapid Front Arc 9+ Repair Weapon (3+) 9-12: Detonation (Body, S7) 13+: Detonation (Body, S9)
Turbo Laser Destructor 16" 32" - / - / 2 / 8 Warhound Arm 20 Shieldbane (Draining) Front Arc 9+ Repair Weapon (4+) 9-12: Detonation (Body, S7) 13+: Detonation (Body, S9)
Plasma Blastgun 8" 24" - / -1 / 2 / 8 Warhound Arm 30 Blast (3"), Maximal Fire Front Arc 9+ Repair Weapon (5+) 9-12: Detonation (Body, S7) 13+: Detonation (Body, S9) Repair Weapon (3+)
Ursus Claw 8" 12" - / - / 1 / 3 Warhound Arm 10 Impale, Specialised Front Arc 9+ 9-12: Detonation (Body, S7) 13+: Detonation (Body, S9)
Natrix Shock Lance 6" 10" 1 / - / 1 / 4 Warhound Arm 20 Bypass, Specialised, Shock (Draining) Front Arc 9+ Repair Weapon (3+) 9-12: Detonation (Body, S7) 13+: Detonation (Body, S9)

Weapon Traits

Beam(X): When resolving an attack from a Beam weapon, do not rollTo Hit. Instead, pick a target and draw an imaginary straight line 1mm wide from the weapon up to its maximum range; the line must cross the base of the target at the point closest to the firing model.The closest unit to the firing unit whose base is under the line suffers a number of hits equal to the weapon’s Dice value. If that unit is destroyed, the next closest unit suffers a number of hits equal to the weapon’s Dice value minus the number in brackets after the Trait, to a minimum of 0.Continue these steps until a unit is not destroyed, there are no units left underneath the line, or the weapon’s Dice value has been reduced to 0.Beam weapons can only make Targeted Attacks against the closest unit – randomly determine the location for any subsequent unit hit by a Beam weapon. For the purposes of determining the closest unit that is hit, any piece of terrain underneath the line counts as a unit. If a piece of terrain underneath the line is the closest‘unit’,the Beam carries on as if it had destroyed an enemy unit, i.e., reduce the Dice value and resolve hits against the next unit down the line. If using the Destroying

Terrain special rule (see page 52 of the AdeptusTitanicus rulebook), the terrain takes hits as normal however the beam carries on after resolving these even if the building is not destroyed, reducing the Dice value as if it had destroyed an enemy unit.

Psi: When resolving an attack from a Psi weapon, any hits that are caused bypass void shields. Psi weapons can be affected by certain special rules, such as The Emperor’s Mercy result from the Psi-Titan Psychic Manifestation table. In addition, when resolving an attack from a Psi weapon against a CorruptedTitan or Corrupted Knight, increase the Strength of the weapon by 2.

Taxing: After resolving the effects of an attack with a Taxing weapon, roll a Reactor dice for theTitan and apply the result as normal. If the Reactor roll shows the Machine Spirit symbol, the Titan’s Machine Spirit is not Awakened. Instead, roll a D6 on the Psychic Manifestation table, or a D10 if theTitan has suffered Critical Damage or is within 6" of a CorruptedTitan.

Bypass: When resolving an attack caused by a Bypass weapon, any hits caused will completely bypass void shields and ion shields (i.e., no Save rolls can be made against these attacks). Some weapons have a Bypass (X) trait, where X is either void shield or ion shield. These weapons only bypass the shield type named in brackets.

Shock: If an attack from a Shock weapon causes a Direct, Devastating or Critical Hit on a Titan, roll a D6. On a 3+, the Titan is immediately issued a Shutdown order, replacing any order it already has. If an attack from a Shock weapon causes a Superficial Hit, then roll a D6. On a 6+, the target Titan is immediately issued a Shutdown order. Any Shutdown order received due to an attack from a Shock weapon is removed during the End phase of the round it was issued.

Specialised: A specialised weapon relies upon expendable or delicate machinery, making it difficult to repair during battle. Unless otherwise stated, a disabled Specialised weapon cannot be repaired.

Impale: After resolving an attack from an Impale weapon against a Titan, do not make an Armour roll. Instead, roll a D6 if the attack hit, adding the Strength of the weapon to the result. If resolving an attack from an Impale weapon as part of a Coordinated Strike, resolve the attacks of all contributing Titans first, making a note of how many attacks from Impale weapons successfully hit. Then roll a D6, adding the Strength value of the Impale weapon, using the highest Strength value of all contributing weapons, and apply a +1 modifier for each Impale weapon beyond the first that successfully hit to the result of the roll.

If the total of the roll is equal to or lower than the target unit’s Scale, roll a D6. On a 1-3, the target unit turns 90˚ to its right. On a 4-6, the target unit turns 90˚ to its left. If the total of the roll is higher than the target unit’s Scale, the target unit turns as described above and then immediately suffers D3+1 Devastating Hits to its Legs. If the target unit suffers Catastrophic Damage as a result of this attack, do not roll on the Catastrophic Damage table – the target unit automatically suffers the Laid Low result instead. If a natural 1 is rolled, nothing happens to the target unit and each unit that contributed to the attack and scored one or more hits against the target unit immediately suffers a Devastating Hit to their Legs and a S7 hit against any Impale weapons that successfully hit as part of the Coordinated Strike.

Attacks made by Impale weapons bypass void shields.