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WARHAMMER 40,000 - Titans: Imperial by Daniel Crocker

Introduction
Welcome to part two of the 'Titans in Warhammer 40,000 series. This section contains the special rules and army list entries for Imperial Titans. Note: This section should also be used as an Army list for Chaos Titans, for now. A supplement with a new set of special rules and upgrades will be added at a later stage.

Codex: Imperial Titans

Imperial Titan Special Rules
Imperial Titans follow all the special rules for normal titans as well as the following additions.

  • Any Space Marines, Imperial Guard or Sisters of Battle can field titans from the list below, but only if both players agree to their use (see part one).

  • 'And they shall know no fear...' Titans in a Space Marine army are subject to this special rule (not that they'll need it often, only when fighting against other titans).

Imperial Titan Summary

Armour

 Titan

Points WS BS S Head Body Arms Legs I A

Warhound

400 4 5 7 13 11 11 11 5 3
Reaver 475 5 4 8 14 12 12 12 5 4
Warlord 600 4 5 8 15 13 13 13 5 5

Imperial Titan Upgrades

 
+100 pts
+25 pts
+50 pts
+20 pts

Support Missile -
         Vortex
         Warp
         Plasma
         Haywire

+75 pts
+30 pts
+25 pts

Void Shield
Troop Compartment
Crew Escape Mechanism

  • Support Missile Support missiles are employed by the Adeptus Titanicus to destroy the hardest units in the enemy line. They are not unlike a hunter-killer missile in that they have unlimited range and can hit anything on the board. Each support missile has one use only.
    • Vortex Adds +D6 to strength against all targets.
    • Warp Ignores shields - use unmodified armour for armour penetration.
    • Plasma Inflicts 2D6 for Armour Penetration.
    • Haywire Automatically pins units that are hit by it.
  • Void Shield Void Shields are used to reinforce the armour of a Titan. Roll D6 at the start of the battle and add this to the Titan's armour value on its body.
  • Troop Compartment Some Titans are fitted with troop compartments in their feet, roaming deep into enemy territory before dropping their troops to do devastating damage. The Titan can carry up to 30 men with this upgrade or 15 in terminator armour. Note: This is both legs combined, you cannot take this upgrade multiple times.
  • Crew Escape Mechanism See Codex: Imperial Guard.

Ranged Weapons

 Weapon Range Str AP  Type
Gatling Blaster 60" 5 4 Assault 1 Blast
Inferno Gun flame template 6 3 Assault 1
Laser Blaster 60" 4 5 Ordnance Blast
Melta-Cannon 48" 8 2 Assault 2
Plasma Blastgun 60" 6 4 Assault 3
Turbo Lasers 72" 10 1 Assault 1
Vulcan Mega-Bolter 24" 6 2 Assault 6
Volcano Cannon 120" 10 1 Ordnance Blast
Quake Cannon 72" 8 3 Assault 1
Plasma Destructor 60" 12 1 Assault 1 Blast
Rocket Launcher Guess up to 120" 8 4 Ordnance Blast
Support Missile - 

      Vortex

Guess Unlimited 9 2 Ordnance Blast
      Warp Guess Unlimited 10 1 Assault 1
      Plasma Guess Unlimited 8 2 Assault 1
      Haywire Guess Unlimited - - see above

Close Combat Weapons

  • Titan Close Combat Weapon - Doubles strength, ignores armour saves.

  • Tangler - If hits, reduces opponent's attacks by one in the his next turn.

THE TITANS

Warhound Scout Titan

Armour

Model

Points WS BS S Head Body Arms Legs I A
Warhound 400 4 5 7 13 11 11 11 5 3

Type: Titan    Crew: 5 Adeptus Titanicus (count as normal Imperial Guard)

Weapons: A Warhound is armed two weapons, one on each arm, chosen from the list below:

Inferno Gun +30 pts, Plasma Blastgun +35, Rocket Launcher +50 pts.

Options: The Warhound may be equipped with any of the Imperial Titan Upgrades, except Support Missiles.

Reaver Battle Titan

Armour

Model

Points WS BS S Head Body Arms Legs I A
Reaver 475 5 4 8 14 12 12 12 5 4

Type: Titan   Crew: 5 Adeptus Titanicus (count as normal Imperial Guard)

Weapons: A Reaver is armed two arm mounted weapons, and a weapon mounted on its body. All are chosen from the list below:

Gatling Blaster +55 pts, Inferno Gun +40 pts, Laser Blaster +45 pts, Melta-cannon +85 Plasma Blastgun +35, Turbo lasers +70 pts, Vulcan Mega-Bolter +75 pts, Volcano Cannon +115 pts, Quake Cannon +100 pts, Rocket Launcher +60 pts, Titan Close Combat Weapon +50 pts (Note: Titan Close Combat Weapons cannot be mounted on the body)

Options: The Reaver may be equipped with any of the Imperial Titan Upgrades.

Warlord Battle Titan

Armour

Model

Points WS BS S Head Body Arms Legs I A
Warlord 600 4 5 8 15 13 13 13 5 5

Type: Titan    Crew: 5 Adeptus Titanicus (count as normal Imperial Guard)

Weapons: A Warlord is armed with two arm mounted weapons, and two weapons mounted on its body. All are chosen from the list below:

Gatling Blaster +65 pts, Inferno Gun +50 pts, Laser Blaster +55 pts, Melta-cannon +95 Plasma Blastgun +45, Turbo lasers +80 pts, Vulcan Mega-Bolter +85 pts, Volcano Cannon +125 pts, Quake Cannon +110 pts, Plasma Destructor +145 pts, Rocket Launcher +70 pts, Titan Close Combat Weapon +60 pts (Note: Titan Close Combat Weapons cannot be mounted on the body)

Options: The Warlord may be equipped with any of the Imperial Titan Upgrades.

More to come in Part Three...

Part three of the series will include rules for the Hivemind's most powerful weapons, Tyranid Bio-Titans.

Feedback should be sent to blackgoblin@hotmail.com and we will pass it on to the author.

 

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