Rules References
This section contains a number of tables, charts and other references that are included in the rulebook or other Adeptus Titanicus supplements. Anything provided in this section includes changes introduced in FAQs where appropriate, though no other changes have been made from the previous publications. It is intended purely as a point of easy reference, to save the time required to search through the relevant book.
Inside you'll find Weapon charts for all weapons available to Titans at the time of this supplement's publishing, Weapon traits published outside the rulebook, a range of weapon cards you can photocopy and reference tables listing a variety of effects.
WEAPON CHARTS
WARHOUND SCOUT TITAN: 180 POINTS + WEAPONS
Warhound Scout Titan Weapon Options
A Warhound Scout Titan can take the following weapon options:
| Weapon | Range S | Range L | Accuracy S | Accuracy L | Dice | Str | Location | Points | Traits | Arc | Weapon Disabled | Repair Weapon |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Inferno Gun | T | - | - | - | 3 | 7 | Warhound Arm | 20 | Firestorm | Front Arc | 9+ | Repair Weapon (2+) 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) |
| Ursus Claw | 8" | 12" | - | - | 1 | 3 | Warhound Arm | 10 | Impale, Specialised | Front Arc | 9+ | Repair Weapon (3+) 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) |
| Volkite Eradicator | 12" | 20" | - | -1 | 3 | 5 | Warhound Arm | 20 | Beam (2) (Draining), Voidbreaker (2) | Front Arc | 9+ | Repair Weapon (4+) 9-12: Detonation (Body, S7) 13+: Detonation (Body, S9) |
WARBRINGER NEMESIS TITAN: 325 POINTS + WEAPONS
Warbringer Nemesis Titan Weapon Options
A Warbringer Nemesis Titan can take the following weapon options:
| Weapon | Range S | Range L | Accuracy S | Accuracy L | Dice | Str | Location | Points | Traits | Arc | Weapon Disabled | Repair Weapon |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Belicosa Volcano Cannon | 30" | 60" | - | - | 1 | 12 | Warbringer Carapace | 55 | Blast (5"), Carapace, Draining | Corridor Arc | 11+ | Repair Weapon (5+) 11-14: Detonation (Body, S7) 15+: Detonation (Body, S9) |
| Mori Quake Cannon | 24" | 72" | -1 | - | 1 | 9 | Warbringer Carapace | 20 | Blast (5"), Carapace, Concussive, Quake | Corridor Arc | 11+ | Repair Weapon (3+) 11-14: Detonation (Body, S7) 15+: Detonation (Body, S9) |
In addition to these, a Warbringer Nemesis Titan can take the following weapon options from the Reaver Battle Titan Weapon Options list: Melta Cannon, Volcano Cannon, Laser Blaster, Gatling Blaster.
WARMASTER ICONOCLAST TITAN: 850 POINTS + WEAPONS
Warmaster Iconoclast Heavy Battle Titan Weapon Options
A Warmaster Iconoclast Heavy Battle Titan can take the following weapon options:
| Weapon | Range S | Range L | Accuracy S | Accuracy L | Dice | Str | Location | Points | Traits | Arc | Weapon Disabled | Repair Weapon |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Desolator Chainsword | 4" | - | +1 | - | 4 | 10 | Iconoclast Arm | 50 | Melee, Rending, Bypass |
Front Arc | 12+ | Repair Weapon (2+) 12-15: Detonation (Body, S7) 16+: Detonation (Body, S9) |
| Krius Siege Drill | 2" | - | +2 | - | 3 | 13 | Iconoclast Arm | 50 | Melee, Fusion (Draining) |
Front Arc | 12+ | Repair Weapon (3+) 12-15: Detonation (Body, S7) 16+: Detonation (Body, S9) |
| Krius Grav Imploder | 2" | 8" | +2 | - | 2 | 12 | Iconoclast Arm | 60 | Short: Melee, Rending Long: Concussive, Draining, Ordnance, Quake |
Front Arc | 12+ | Repair Weapon (3+) 12-15: Detonation (Body, S7) 16+: Detonation (Body, S9) |
| Cruciator Gatling Array | 10" | 30" | +1 | - | 12 | 6 | Iconoclast Carapace | 40 | Carapace, Ordnance |
Corridor Arc | 12+ | Repair Weapon (4+) 12-15: Detonation (Body, S7) 16+: Detonation (Body, S9) |
In addition to the above, a Warmaster Iconoclast Heavy Battle Titan can take the following Warmaster Shoulder weapon options from the Warmaster Heavy Battle Titan Weapon Options list: Apocalypse Missile Array, Plasma Blastgun, Turbo Laser Destructor, Inferno Gun, Vulcan Mega-bolter, Melta Cannon.
WARMASTER HEAVY BATTLE TITAN: 850 POINTS + WEAPONS
Warmaster Heavy Battle Titan Weapon Options
A Warmaster Heavy Battle Titan can take the following weapon options:
| Weapon | Range S | Range L | Accuracy S | Accuracy L | Dice | Str | Location | Points | Traits | Arc | Weapon 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) |
| Inferno Gun | T | - | - | - | 3 | 7 | Warmaster Shoulder | 25 | Firestorm | Front Arc | 10+ | Repair Weapon (4+) 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) |
DIRE WOLF HEAVY SCOUT TITAN: 210 + WEAPONS
Dire Wolf Heavy Scout Titan Weapons Options
A Dire Wolf Heavy Scout Titan can take the following weapon options:
| Weapon | Range S | Range L | Accuracy S | Accuracy L | Dice | Str | Location | Points | Traits | Arc | Weapon Disabled | Repair Weapon |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Neutron Laser | 30" | 60" | +1 | - | 1 | 7 | Dire Wolf Carapace | 45 | Bypass, Carapace, Draining, Shock | Front Arc | 10+ | Repair Weapon (4+) 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9) |
| Volcano Cannon | 30" | 60" | +1 | - | 1 | 10 | Dire Wolf Carapace | 25 | Blast (3"), Carapace, Draining | Front Arc | 10+ | Repair Weapon (4+) 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9) |
| Ardex Defensor Mega-bolter | 10" | 20" | - | - | 6 | 4 | Dire Wolf Torso | 10 | Paired, Rapid | Front Arc | 9+ | Repair Weapon (3+) 9-12: Detonation (Body, S7) 13+: Detonation (Body, S9) |
Warlord Battle Titan: 385 points + weapons
Warlord Battle Titan Weapon Options
A Warlord Battle Titan can take the following weapon options:
| Weapon | Range S | Range L | Accuracy S | Accuracy L | Dice | Str | Location | Points | Traits | Arc | Weapon 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 | - | 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 | 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 | Carapace, 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) |
Warlord-Sinister Psi-Titan: 685 points + weapons
Warlord-Sinister Psi-Titan Weapon Options
| Weapon | Range S | Range L | Accuracy S | Accuracy L | Dice | Str | Location | Points | Traits | Arc | Weapon 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) |
REAVER BATTLE TITAN: 250 POINTS + WEAPONS
Reaver Battle Titan Weapon Options
A Reaver Battle Titan can take the following weapon options:
| Weapon | Range S | Range L | Accuracy S | Accuracy L | Dice | Str | Location | Points | Traits | Arc | Weapon Disabled | Repair Weapon |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Gatling Blaster | 8" | 24" | +1 | - | 6 | 5 | Reaver Arm | 15 | Ordnance | Front Arc | 10+ | Repair Weapon (3+) 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) |
| Melta Cannon | 12" | 24" | - | - | 1 | 11 | Reaver Arm | 35 | Blast (3"), Fusion | Front Arc | 10+ | Repair Weapon (4+) 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) |
| Laser Blaster | 16" | 32" | - | -1 | 3 | 8 | Reaver Arm | 25 | Shieldbane (Draining) | Front Arc | 10+ | Repair Weapon (4+) 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) |
| Volkite Eradicator | 12" | 20" | - | -1 | 3 | 5 | Reaver Carapace | 20 | Beam (2) (Draining), Voidbreaker (2) | All Round | 10+ | Repair Weapon (4+) 10-13: Detonation (Body, S7) 14+: Detonation (Body, S9) |
Weapon Traits
The majority of Weapon traits can be found in the Adeptus Titanicus rulebook. This section only includes Weapon traits that were published in supplements that were released after the rulebook or Traits that have since been updated in the FAQ.
Beam (X). When resolving an attack from a Beam weapon, do not roll To 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 Adeptus Titanicus 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.
Blast (3"/5"). Before rolling To Hit with a Blast weapon, place the 3" Blast marker or 5" Blast marker (determined by the number in brackets) so that its central hole is completely over the target model’s base and within line of sight of the attacking weapon, and no part of the marker is touching any friendly models. Then, check to see whether the central hole is within range and arc. If it is not within arc, the shot is wasted and has no effect. If it is not within range, do not roll To Hit. Instead, draw an imaginary 1" wide line between the chosen target and the attacking unit, placing the central hole of the Blast marker along this line a number of inches away from the attacking unit equal to the weapon’s Long range characteristic – each shot scatters as follows:
Once the marker has been placed, roll To Hit as normal. If the roll is successful, the marker is not moved; otherwise, roll the Scatter dice and move the Blast marker D10" in the direction that is shown – if a Hit is rolled, use the small arrow to determine the direction of scatter. Note that the Blast marker can scatter out of the Titan’s line of sight, or out of the weapon’s range or arc – this represents the shot ricocheting or blasting clear through intervening terrain. The centre of the firing Titan’s base should still be used as a reference point to determine which of the target’s arcs is hit.
Whether or not the marker moves, each model that is touched by the marker is hit once. If the central hole of the Blast marker is fully over a model’s base, that model is hit twice.
If a Blast weapon has a Dice value of 2 or more, make each Hit roll separately (scattering any missed shots individually). If more than one model is hit, the attacking player chooses the order in which to resolve them. Blast weapons cannot make Targeted Attacks.
If a Titan targets a unit with a weapon that has both the Blast (3"/5") and Carapace traits, and that is within a number of inches equal to the firing Titan’s Scale (i.e., cannot be targeted), the attack automatically misses. If this is the case, place the central hole of the Blast template a number of inches away from the firing unit equal to the unit’s Scale – draw a line from the firing weapon directly through the target unit to determine where the hole lands then scatter the template as described above.
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.
Concussive. Some munitions produce a concussive blast that can cause even the largest Titan to stagger. If an attack from a Concussive weapon scores any hits on a Titan that are not deflected by its shields, roll a D6. On a 1-2, the target pivots 45° to the left; on a 3-4, it moves D3" directly away from the attacking unit without changing its facing; on a 5-6, it pivots 45° to the right. If the Titan suffers Catastrophic Damage as a result of the hit, roll to see if the Titan is turned or moved before rolling on the Catastrophic Damage table. In the Advanced Rules, a Knight Banner that suffers any Direct, Devastating or Critical Hits from a Concussive weapon is automatically Shaken instead (see page 47 of the Adeptus Titanicus rulebook).
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 hits, 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 hits 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.
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.
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 Corrupted Titan or Corrupted Knight, increase the Strength of the weapon by 2.
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.
Taxing. After resolving the effects of an attack with a Taxing weapon, roll a Reactor dice for the Titan 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 the Titan has suffered Critical Damage or is within 6" of a Corrupted Titan.
Vortex. Vortex weapons make use of bewildering technology to open an unstable warp rift at the target point. They follow all of the rules for Blast weapons, but use a 3" Vortex template instead. Each model that is touched by the template suffers D3+1 Strength 10 hits, bypassing void shields.
After resolving the attack, leave the Vortex template where it is. In the End phase of each turn, the template moves D6" in a random direction, hitting anything it touches as it moves. If a Hit is rolled, the template is removed instead.
Warp. Warp weapons, most famously warp missiles, are fired in realspace but translate to the Warp for the majority of their flight, only returning to reality as they reach their target. If an attack made by a Warp weapon hits its target, make a Location roll (or choose a location if making a Targeted Attack). Then, regardless of whether the target is shielded, roll a D6. On a result of 1, the target location loses 1 Structure point. On a result of 2-3, the target location loses D3 Structure points. On a result of 4-6, the target location suffers Critical Damage.
If the target location is a weapon, on a 1-3 the weapon is disabled. If the weapon is already disabled, it detonates. On a 4-6 the weapon is disabled and the Body loses 1 Structure point. If the weapon is already disabled, it detonates and the Body loses 1 Structure point.
If a Knight Banner is hit by a weapon with the Warp trait, a roll of a 1 causes a Direct Hit, 2-3 causes a Devastating Hit, and 4-6 causes a Critical Hit.
Reference Tables
Reactor Overload Table
| D10 | Result |
|---|---|
| 1–2 | Reactor Housing Damaged: The Enginseer looks on with alarm as huge rivets are blown clear of the reactor housing, eviscerating servitors and damaging adjacent systems. The Titan suffers a Str 9 hit to its Body, bypassing void shields. |
| 3–5 | Power Failure: The Princess slumps in their command throne, blacking out for a moment as the plasma reactor stalls. The Titan’s void shields collapse immediately. If the void shields have already collapsed, treat this as a roll of 6–8 instead. |
| 6–8 | Plasma Leak: With a scream of superheated air, a gout of plasma escapes the reactor containment field, wreaking havoc before it can be vented. The Titan suffers D3 Str 9 hits to its Body, bypassing void shields. |
| 9–10 | Reactor Meltdown: The reactor vessel gives out, sending a cascade of pressurised plasma in all directions. The results are no less than spectacular! The Titan is destroyed. Roll a D3 and add the number of holes on the Titan’s Plasma Reactor Status track – each model within that many inches of the Titan before it is removed is hit by the blast. Each unit that is hit suffers D6 hits, bypassing void shields, with a Strength equal to the Titan’s Scale+1. |
Awakened Machine Spirit Table
| D6 | Result |
|---|---|
| 1 | Haughty: The Titan’s machine spirit is old and proud, and will not be rushed. Other than ending the current Action, there is no effect. |
| 2 | Stalwart: The Titan has a warrior spirit and refuses to die quietly. Make a Repair roll for the Titan. Its effects are applied immediately – if the controlling player is about to make a Shield save and they make a Raise Shields Repair Action, they use the new Shield level for the Save roll. |
| 3 | Impetuous: The Princess fights to restrain the Titan, which wishes only to advance. The Titan moves D6" straight forwards, stopping before it collides with anything. At the end of the move, it turns up to 45° towards the nearest enemy unit, stopping if the enemy is directly ahead of it. |
| 4 | Belligerent: The Titan’s machine spirit wishes to taste the enemy’s defeat first-hand. The Titan moves D6" towards the nearest enemy unit within its Front arc, stopping if it moves within 1" of another unit. If there are no enemy units within its Front arc, it turns 45° towards the nearest enemy unit instead of moving, stopping if the enemy enters its Front arc. Then, if there is an enemy unit within 1" and within its Front arc, it makes a Smash Attack against that unit. |
| 5 | Predatory: The Titan wishes to hunt, and it will not be denied. Choose one of the Titan’s weapons at random, using the table on its Weapon Hit location. If that weapon has been disabled, or if there are no enemy units within its firing arc, treat this as a result of Belligerent instead. Otherwise, the Titan attacks with the chosen weapon, targeting the nearest enemy unit within its arc, and using a Ballistic Skill of 4+. |
| 6 | Wrathful: The machine spirit powers its weapons, ready to inflict devastation upon the enemy. The controlling player chooses one of the Titan’s weapons that has not been disabled and attacks with it, using a Ballistic Skill and Weapon Skill of 4+, following the standard Combat Sequence (see page 33 of the Adeptus Titanicus rulebook). |
Catastrophic Damage Table
| D10 | Result |
|---|---|
| 1 | Silenced: The Titan grinds to a halt, its weapons hanging slack and the great thrum of its plasma reactor silenced. The Titan counts as having been destroyed and will play no further part in the battle, but is left in place. It can still be targeted and collided with by other units; if it suffers any damage, it falls, as described on page 36 of the Adeptus Titanicus rulebook. |
| 2-4 | Laid Low: The Titan stumbles like a drunkard before its stabilisers give out and it topples to the ground, crushing anything beneath it. The Titan moves D6" in a random direction (determined by a Scatter dice) then falls as described on page 36 of the Adeptus Titanicus rulebook. This may cause it to collide with other units, as described on page 31 of the Adeptus Titanicus rulebook. |
| 5-7 | Wild Fire: The Titan crashes to the ground, its weapons firing indiscriminately as it does so. The Titan turns to face a random direction (determined by a Scatter dice), then shoots with each of its weapons that are not disabled, one after the other. Each one must target the nearest unit, friend or foe, that is within arc, range and line of sight. Count the Titan’s Ballistic Skill as 5+ while resolving these shots. Then the Titan falls, as described on page 36 of the Adeptus Titanicus rulebook. |
| 8-9 | Magazine Detonation: The Titan is torn apart as its munitions detonate in a rolling cascade. The Titan is destroyed. Roll a D3 and add the Titan’s Scale. Each model within that many inches of the Titan before it is removed suffers D3 hits using the highest Strength from among the Titan’s weapons, regardless of whether they have been disabled — weapons with the Melee trait are ignored. |
| 10 | Catastrophic Meltdown: The Titan’s reactor is breached. The crew have mere moments to realise their fate before the containment fields collapse and a miniature supernova bursts into existence, slaying them instantly. The Titan is destroyed. Roll a D3 and add the number of holes on the Titan’s Plasma Reactor Status track — each model within that many inches of the Titan before it is removed is hit by the blast. Each unit that is hit suffers D6 hits, bypassing void shields, with a Strength equal to the Titan’s Scale +1. |
Orders
Emergency Repairs
The Princeps grants the Titan’s servitor clades priority access to weapons and motive systems, allowing them to redouble their efforts.
As soon as an Emergency Repairs order is issued, make a Repair roll for the unit (see page 32 of the Adeptus Titanicus rulebook), adding 1 to the result of each dice. If a unit with Emergency Repairs orders is activated in the Movement phase, it cannot be activated in the subsequent Combat phase.
First Fire
Locking its stabilisers and disengaging motive power, the Titan brings one of its mighty weapons to bear.
When a unit acting under First Fire orders is activated in the Movement phase, it cannot move or make turns. Instead, pick one of its weapons to attack with, following the full Combat Sequence on page 33 of the Adeptus Titanicus rulebook. Note that the attacking weapon must be declared before selecting a target. This does not prevent the unit from using that weapon again in the Combat phase.
Charge
The crew brace themselves for impact as the Titan lunges forward, seeking to engage the foe at close quarters.
In the Movement phase, a unit acting under Charge orders can only move within its Front arc, and once it starts moving, it cannot make any turns. However, once it has finished moving, it can immediately make either a Smash Attack (see page 36 of the Adeptus Titanicus rulebook) or an attack with a weapon that has the Melee trait. Add 1 to the attack’s Dice value for each full 3" that the model moved before attacking. (This does not stop the unit making a Smash Attack in the Combat phase.)
Split Fire
Sighting multiple threats within range, the Princeps takes direct command of the weapon systems and designates separate targets for each.
A unit acting under Split Fire orders cannot make any turns in the Movement phase. However, in the Select Target step of the Combat phase (see page 33 of the Adeptus Titanicus rulebook), a different target can be declared for each of the unit’s weapons.
Full Stride
The Princeps locks down armaments and calls for striding speed, intending to cover more ground or outmanoeuvre the enemy.
A unit acting under Full Stride orders cannot attack in the Combat phase. Instead, when it is activated, it can move a number of inches up to its Speed. This move must be made within the unit’s Front arc. It cannot make any turns before, during or after this move, and the move must be made in a single straight line.
Shutdown
Knowing full well that it will leave them open to attack, the Princeps gives the order to shut down the plasma reactor in a last ditch attempt to prevent a critical overheat.
If a unit with void shields is issued Shutdown orders, its void shields collapse immediately. A unit with Shutdown orders cannot be activated in the Movement phase or Combat phase. Reactor rolls cannot be made for a unit with Shutdown orders (even if instructed to do so). Shutdown orders are not automatically removed in the End phase (see page 41 of the Adeptus Titanicus rulebook). A unit that has Shutdown orders at the end of the battle counts as destroyed.
When activating a Titan acting under Shutdown orders in the Damage Control phase, reduce its Reactor level by 2 before making its Repair roll.
Psi-Titan Psychic Manifestation Table
A Psi-Titan suffers a Psychic Malfunction if it fails its Command check while attempting to Channel a Psychic Power. Make a Command check for the Titan. Subtract 1 from the result if the Titan’s Head has suffered Critical Damage. In addition, subtract 1 from the result if the Titan is within 6" of a Corrupted Titan. If the Command check is successful, nothing happens – the Preceptor-Intendant has managed to gain control of the wayward powers. If the check fails, roll a D6 on the Psychic Manifestation table. If, however, the Titan’s Head has suffered Critical Damage or is within 6" of a Corrupted Titan, roll a D10 instead.
| D10 | Result |
|---|---|
| 1-2 | Preternatural Stillness: The Preceptor-intendant succeeds in dissipating the excess psychic energies and those nearby feel the sinister touch of the Warp for the briefest of moments. Remove all Orders from any Titan, apart from Corrupted Titans, within 15" of the Psi-Titan that have already been issued an Order. For the remainder of the round, all Titans (other than Corrupted Titans) that are within 15" of this Titan cannot be issued Orders. |
| 3-4 | Psychic Overload: Unable to control the energies they have summoned, one of the psykers expires, hollowed out by the strain placed upon them. Add 1 to any dice roll made on the Psi-Titan Psychic Manifestation table for the remainder of the battle. This effect is cumulative. This can be tracked with a D6 on the Titan’s Command Terminal. |
| 5-6 | Choir of the Damned: The Titan temporarily falls silent as its psykers are ushered into sleep once more to avoid the maddening voices of the Warp that now assail them. This Titan cannot be activated during the Movement phase of this round or the Strategy phase of the next round. |
| 7-8 | The Smallest of Cracks: Though the Preceptor-intendant wrestles with the powers under their control, they cannot prevent damage to the Ciricrux Anima. The Titan suffers Critical Damage to its Head – this can result in Catastrophic Damage. |
| 9-10 | The Emperor’s Mercy: As the power of the Warp overcomes the psykers, the Preceptor-intendant initiates the fail-safes that will see them put to rest. For the remainder of the battle, the Titan cannot Channel any Psychic Powers. In addition, any Psi weapons it is armed with are Disabled, if they are not already, and cannot be repaired. Place the Order dice showing the Split Fire order to denote this. |
Warlord-Sinister Psychic Powers
Necrotechnica
Ghostly light courses across the Psi-Titan’s hull, re-knitting shattered armour and broken machinery.
As soon as the Necrotechnica Psychic Power has been Channelled, make a Repair roll for the unit, rolling a number of D6 equal to its Servitor Clades plus 1. Add 1 to the result of each dice. The Titan can spend dice to recover lost Structure points (5+) on any location that has no Critical Damage, in addition to any other Repair Actions. Disabled Weapons with the Psi trait cannot be repaired by Necrotechnica. If a unit that has Channelled the Necrotechnica power is activated in the Movement phase, it cannot be activated in the subsequent Combat phase.
Death Pulse
A seething pulse of energy is unleashed from the Titan that assails the very soul of anything it touches.
When a unit that Channelled Death Pulse is activated during the Movement phase, it cannot move or make turns. Instead, resolve a weapon attack against every unit, friend or foe, within 8" of the unit using the following profile:
| Dice | Strength | Traits |
|---|---|---|
| 1 | X | Warp |
Attacks made with Death Pulse automatically hit – no roll is needed.
Quickening
Aetheric conduits in the Titan’s limbs glow with power, driving the god-engine forwards at an unnatural pace.
When a unit that has Channelled Quickening is activated during the Movement phase, it can move a number of inches up to its boosted Speed, can make a number of Manoeuvres equal to its boosted Manoeuvre characteristic and can pick one of its weapons that does not have the Psi trait to attack with.
Antipathic Tempest
The Titan’s head is crowned with a halo of unhallowed lightning and hurricane-force winds that, when unleashed, scatter man and machine alike with ease.
When a unit that has Channelled Antipathic Tempest is activated during the Movement phase, it cannot move or make turns. Instead, pick a point on the table that the Titan can see. Resolve a weapon attack against any unit within 3" of that point using the following profile:
| Dice | Strength | Traits |
|---|---|---|
| 1 | 8 | Concussive, Psi, Quake |
Attacks made with Antipathic Tempest automatically hit – no roll is needed.