Titans
A Titan is a vehicle with the Titan Sub-type: a war machine so gigantic that it uses four separate profiles (Head, Carapace, Arm, Legs) instead of a single set of Front/Side/Rear Armour. This page details everything that changes compared to a normal vehicle.
- A single model, four profiles. A Titan counts as a single model, but each profile (Head, Carapace, Arm, Legs) has its own Hull Points and suffers damage separately — losing Hull Points on one profile does not make the others lose any.
- Two Armour values per profile, instead of Front/Side/Rear: Principal Armour (used almost all the time) and Exposed Armour (used only when a profile is Crippled). The direction the attack comes from does not matter: the facing hit does not depend on the Titan's orientation.
- Blocks its own Line of Sight. A Titan never blocks Line of Sight to other models, but it does block Line of Sight to its own other profiles: you can only target its Head if you can actually see it, without "seeing through" the rest of the Titan.
- Never holds objectives. A Titan can never hold, control or contest an objective, and it only triggers secondary objectives that explicitly say so.
Titan classes
Each Titan has a [Class] trait that indicates its size. This trait grants no rule in itself, but other rules refer to it (notably for Toppling).
| Class | Examples |
|---|---|
| Scout Titan | Warhound |
| Light Titan | Reaver |
| Medium Titan | Warbringer Nemesis, Warlord |
| Heavy Titan | (future publications) |
A Titan moves like a vehicle, with several important differences:
- Ignores terrain. Difficult terrain, dangerous terrain and even impassable terrain do not hinder it — except that it can never end its move in an area of impassable terrain.
- Pivoting costs it 10" of its move (to a minimum of 0), as for a normal vehicle.
- Rushing is only possible for a Scout Titan or Light Titan, and does not add Initiative-based speed: it simply adds +5" to its Movement Characteristic. A Titan that rushes cannot pivot that turn.
- It tramples. If it moves through a unit (friendly or enemy) with no Knight or Titan Sub-type models, without ending its move on it, that unit takes a Cool test: if failed, it suffers D3+1 hits at Strength 10, AP 2, Damage 4 and gains the Stunned status; if passed, a single hit.
- Never leaves the battlefield, for any reason.
A Titan can always fire all of its weapons, splitting its Shooting Attacks across several enemy units, without ever being reduced to Snap Shots as a result.
Titan fire arcs
A Titan has only two main arcs — front and rear — plus special arcs depending on the weapon's mount:
| Mount | Can fire… | Restriction |
|---|---|---|
| Centreline | Narrow corridor (6" wide) straight ahead of the Titan | — |
| Carapace | Any arc, without limit | The whole target must be more than 12" away |
| Arm | Front arc only | Strategic Weapons: target more than 6" away (Strike Weapons do not have this restriction) |
Scout Titan: ignores the range restrictions of the Arm and Carapace weapons above.
The three types of Titan weapons
Tactical Weapons
- Fire normally and always count as Defensive Weapons with the Assault trait.
- Small weapons (Autocannon, Bolt cannon or Defensor lascannon): useful against infantry.
Strategic Weapons
- Fire normally, but count as Battle Weapons.
- Can also make Strategic Attacks (see below): the bulk of a Titan's armament.
Strike Weapons
- Titan-scale melee weapons, but they fire under the Shooting Attack rules.
- Very short range, and can only target Knights, Titans, or any model with at least 10 Wounds — not small combatants.
Strategic Attacks
A Strategic Attack targets a Strategic Target (designated by the mission special rules, not a normal unit) using the shooter's base Ballistic Skill. Three advantages:
- +1 to the result of Hit Tests.
- A weapon with Blast (X) ignores the vehicle damage table on a Glancing Hit: the target directly suffers damage equal to half the hit's Damage characteristic.
Remember the essentials: a Titan never charges, can never be Locked in Combat, and only strikes once everything else has been resolved.
- Cannot charge, but can be the target of an enemy charge.
- Restricted target. Models engaging it in combat can only attack its Legs — except models with the Knight or Antigrav Sub-type, which can target any profile.
- Very low Weapon Skill: Hit Tests against it are made against WS 1 (WS 4 only against its Head).
- Strikes last. If engaged, the Titan inflicts D3+1 hits at Strength 10, AP 2, Damage 4 on every unit in the combat with no Knight, Titan or Antigrav Sub-type models — after all other attacks in the combat have been resolved. It has no Initiative and these hits do not count towards combat resolution.
- Gains and loses nothing from resolution. A Titan never acts in the Resolution Sub-phase, and continues to move normally even if it remains engaged.
Choosing the targeted profile
Before making Hit Tests against a Titan, the attacking player must declare which profile they are targeting (Head, Carapace, Arm or Legs) — at least one attacking model must be able to draw a line to that profile to choose it.
- Targeting the Head: all attacks are Snap Shots.
- Other profile: normal Hit Tests.
Armour Penetration roll
As for a vehicle: compare the result with the Armour value of the targeted profile — the Principal Armour, unless that profile is already Crippled, in which case its Exposed Armour is used.
Penetrating Hit
- The targeted profile loses Hull Points equal to the attack's Damage.
Glancing Hit (undamaged profile)
- One roll on the Titan damage table below.
Glancing Hit (Crippled profile)
- Treated as Penetrating, but Damage −1 (minimum 1) — see Crippled Profiles.
Titan damage table
(1D6 per Glancing Hit on an undamaged profile)
| Dice | Result | Effect |
|---|---|---|
| 1–4 | Armour breached | The profile loses 1 Hull Point. |
| 5–6 | System shutdown | No Hull Point loss, but a temporary penalty depending on the profile (see below). |
System shutdown (until the end of the Controlling Player's next turn, cumulative):
- Head: no multiple Shooting Attacks this turn.
- Carapace: −1 to this profile's Ballistic Skill.
- Arm: −1 to this profile's Ballistic Skill.
- Legs: −2 to the Movement Characteristic.
A profile reduced to 0 Hull Points is not destroyed: it becomes Crippled.
A profile on 0 Hull Points is not destroyed: it becomes Crippled, and the Titan fights on with a handicap specific to that profile.
Crippled Head
- No Shooting Attacks if it moved in the Movement Phase this turn.
Crippled Carapace
- −1 to the ranged Strength of all Strategic Weapons, and no more Reactions possible.
Crippled Arms
- All weapons on the Arm profile fire Snap Shots.
Crippled Legs
- Movement −5, can no longer rush, and pivoting costs all of its remaining movement.
Further damage to an already Crippled profile
If a Crippled profile suffers further damage, its Hull Points do not go below zero: instead, roll on the Titan critical damage table (with a bonus equal to the damage suffered).
| Dice | Result | Effect |
|---|---|---|
| 1–4 | Superficial damage | No effect. |
| 5–6 | Structural damage | No immediate effect, but a permanent +1 to all future rolls on this table (cumulative). |
| 7–19 | Secondary explosions | Effect specific to the profile hit — see below. |
| 20+ | Reactor failure | The Titan shuts down, out of action but not destroyed: it can no longer move or attack. The opposing player scores the Engine Kill Victory Points. |
Secondary explosions, depending on the profile hit:
- Head — Killing blow: in each End Phase, the Princeps has a chance of dying (on a 3 or less on a D6) — the Titan then ceases to function as if it had suffered a Reactor failure.
- Carapace — Reactor cascade: roll a D6 each time. On a 1 to 5, a Crippled Carapace penalty worsens. On a 6, the Titan explodes and is Removed as a Casualty, inflicting heavy hits on its surroundings.
- Arm — Weapon destroyed: one arm (the one nearest the attacker) permanently loses all its Strategic Weapons for the rest of the battle.
- Legs — Titan topples: see Toppling below.
- Staggering. A Toppling result on already Crippled Legs makes the Titan Staggering until the end of the Controlling Player's next turn.
- Toppled. If the Titan is made Staggering a second time while it already is, it topples: it is Removed as a Casualty after inflicting a hit at Strength 14, AP 5, Damage 8 on everything in the destruction zone. The opposing player scores half the normal Engine Kill Victory Points.
Destruction zone
The players choose one of these two methods before the game, and stick to it for the whole battle:
Simple
- Everything within 9" of a point of the Titan in contact with the ground.
Directional
- The player who caused the toppling places a dice at a given distance from the Titan (depending on its class, see below), scatters it D6", then draws a line between the Titan and that point: everything within 6" of that line (or of the dice) is destroyed.
| Class | Dice placement distance |
|---|---|
| Scout Titan | 10" |
| Light Titan | 20" |
| Medium Titan | 30" |
| Heavy Titan | 35" |
- Reactions: a Titan counts as a single unit and can make one Reaction per turn, but only against an attack by a Knight, Titan or Super-heavy Sub-type model with a ranged Strength (or Strength modifier) of at least 10.
- Template weapons: a Template attack against a Titan can only target its Legs profile.
- Blast markers: the attacking player chooses a profile before making their Hit Test; only that profile can be hit, whatever other profiles are covered by the marker.
- Immune to Psychic. No Psychic power, weapon or Reaction can affect a Titan (see also Sub-types).
Optional rule: Desperate Tactics — Swarming
A rare and advanced option, reserved for infantry normally unable to harm a Titan. A unit (Infantry or Paragon only, Movement greater than 0) engaged in combat exclusively against a Titan may, in the Assault Phase, give up all its normal attacks to try to climb the Titan and sabotage one of its profiles.
Three steps: the player chooses a target profile and a goal (Inflict Damage or Preserve Themselves), then makes an Intelligence test (modified by, among other things, the Titan's crew and the targeted profile) to see whether the Swarming succeeds, then a Cool test to limit their unit's losses.
- Intelligence test passed: a sabotage effect of the player's choice (for example removing a Void Shield, making the Titan Staggering, or burning out one of its Strategic Weapons).
- Cool test: the unit attempting the Swarming suffers hits in return, fewer if this test is passed.
For the exact modifiers and the full list of sabotage effects, refer to the army book.