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) |
| 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) |
Warmaster Iconoclast Heavy Battle Titan Weapon Options
| Weapon | Profile (Range S / L; Accuracy S / L; Dice; Str) | Location | Points | Traits | Arc | 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) Short: Melee, | 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 | Rending Long: Concussive, Draining, Ordnance, | 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) |
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+ | 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) |
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 - 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) |
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 | 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) |
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+ | 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) |
Weapon Traits
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. Theseweapons 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. Thenroll 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.
Beam (X): When resolving an attack from a Beam weapon, do not roll ToHit. 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. Theclosest 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.
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 TheEmperor’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.
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.