Imperial Titans

Titans are the lords of the battlefield, fully capable of smashing an entire army with no support.  The crews of these ancient and huge Titans are bound into the Mind Impulse Units controlling their great war engine, becoming one with the very machine their guide across the fields of battle all across the Imperium.  Provided here are the 3rd edition rules for Reaver and Warhound class Titans.

 

Titans in the Game

Force Organisation

Titans form separate detachments on their own and so may only be used in battles where multiple detachments are allowed.  That said, it is recommended that when you first start using Titans, you try them on their own against an opposing army to get a feel for their power and the new rules.

 

Vehicle Type - Titan   

Titans follow all the rules for vehicles except where noted.   A Titan is able to move up to 12" each turn and still fire normally, though it may never make an assault move.  Titans are able to fire Ordnance weapons whilst on the move and whilst firing other weapons.  They may fire at a different unit with each of their weapons mounts.  Titans ignore the effects of all Difficult Terrain and need never make a Difficult Terrain test.  They may stride over any model or building, friend or foe, at will, so long as the model crossed is no higher than their knee joint.

 

Titans in Assault

Titans are fearsome opponents in any form of combat, but they are incredibly powerful in close combat.  The very earth shakes when Titans clash against each other.   To engage another Titan in close assault, a Titan must move into contact with its opponent and not shoot at all in that turn.  Assault then takes place normally, following the usual rules.  Needless to say, a Titan will never Fall Back if it loses a round of combat and will stay in the fight until it or its opponent is destroyed.

Infantry assault Titans as if they were normal vehicles, using all the normal rules to hit and damage.  However, Titans have incredible defences against infantry assault and a hundred infantry men may die trying to bring down a Titan in this way before any of them get anywhere near the war machine, due to the proliferation of laser and Bolter point defences and even the Princeps of the Titan sending down massive electrical charges through the hull of the Titan to clear away any marauding assault troops.  Any model must move into base contact with the Titan to initiate close combat as normal, but before it can attack, an Initiative test must be taken or the model will take an automatic hit from the Titan's anti-personnel defences (Saving Throws allowed as normal).

 

Vehicle Upgrades

No Titan may be given any of the Vehicle Upgrades listed in the various Codexes, except for the weapon's options listed under each Titan.  However, you can assume that each Titan carries a searchlight.

 

Void Shields

Titans have very strong defensive mechanisms, Void Shields, powered directly from the Titan's own Plasma Reactor.  Most Titans have multiple Void Shields and each must be brought down before the Titan's hull can be targeted directly.  Each Void Shield is considered to have an Armour Rating of 12 and each Void Shield the Titan has must be knocked down with a glancing or penetrating hit before any shots can be taken against the hull of the Titan.  As an example, a Reaver class Titan has four Void Shields, and so four glancing or penetrating hits must be scored against the Void Shield's Armour of 12, before any damage can be done to the Titan.  Void Shields have no effect in close combat.  At the end of the owning player's turn, a Titan may attempt to bring any Void Shields that have been knocked down back up again.  Roll a die for each downed Void Shield.  A roll of 4+ will result in the Void Shield coming back into operation.   The Titan may attempt to do this at the end of every turn it does not have its full quota of Void Shields.

 

Stomp Attacks

A Titan may make a number of Stomp Attacks whenever it moves in the Movement Phase.   The Titan may elect to stomp on any infantry it moves over, though it is not required to so.  The Titan Princeps is skilled enough to avoid any infantry and they will certainly not be slow to avoid a huge Titan's foot!  Any infantry that is moved over by the Titan must make an immediate Initiative test or be crushed into the ground, with no possibility of a save (even Invulnerable).  Models with an Initiative of 6 or higher will automatically move out of the way.  They are simply to nimble for the Titan to catch.  Skimmers and Fast vehicles may also never be stomped as they are too agile, but any other vehicles will automatically be hit - roll automatically on the Ordnance Damage Table.  You can assume that any result such as 'Crew Shaken' or 'Weapon Destroyed' represents the Titan just 'clipping' the vehicle with its foot, though that should be severe enough!

 

Damage Tables

Titans are incredibly powerful machines and so any result they get of 'Crew Stunned' or 'Crew Shaken' when taking damage may simply be ignored.  If a Titan ever takes the 'Immobilised' result, roll a die.  On a 1-3, the damage is ignored.  On 4+, the Titan is immobilised as normal.  Imperial Titans are powered by huge Plasma Reactors that are only just kept under control when in battle and so the 'Vehicle Destroyed' results that cause an explosion (6 and 5 on the Penetrating and Ordnance tables respectively) will cause all models within 3D6" taking a hit on a 4+.  The 'Vehicle Annihilated' result on the Ordnance table will cause all models within 24" to take a hit on a 4+.

 

Titan Weaponry

Only Imperial Titans have the power necessary to use these awesome weapons, though for special scenarios they may be considered for defensive weapons on large and important strongholds and fortresses.  Titan Close Combat Weapons add +1 to the Titan's Attacks and roll 2D6 to penetrate.  They also have Heavy Bolters mounted in their 'knuckles' for anti-personnel defence.  Count as two Twin-Linked Heavy Bolters.

Weapon                          Range         Strength         AP         Notes

Vulcan Mega Bolter          36"                 5                   3             Assault 8

Turbo Laser Destructor    48"                 9                   2             Assault 2 *

Plasma Blastgun                36"                 8                   2             Assault 2

Inferno Gun                       24"                 8                   1             Heavy 1, Blast, 2D6 Penetration

Multi-Launcher            Guess 150"           6                   4             Ordnance, Barrage

 

* Turbo Laser Destructor - Two rolls to penetrate, use Ordnance Damage Table            

 

Reaver class Medium Battle Titan - 600 points

The Reaver is one of the most common Imperial Battle Titans and it can be seen striding across the battlefield all across Imperial space.  Generally it used used to spearhead assaults, bringing its weaponry round to destroy the strongest targets on the battlefield, usually other Titans or heavy tanks.  Preferring to leave the long range bombardments to the heavier Warlord class Titans, the Reaver is generally equipped with shorter ranged, but no less deadly, weaponry.  The Reaver is renowned for being able to take incredible amounts of damage and keep fighting, though its Plasma Reactor is very exposed at the rear of the Titan and flanking attacks can cause this Titan severe problems if it is not adequately supported by infantry and armour.

 

Troop Type    WS    BS     S    Front   Side   Rear   I   A
Reaver              4       4       10      15       14       13     2   3

Type: Titan

Crew: 1 Princeps and 3 Moderati

Void Shields:  Four

Weapons: The Titan has two arm and one carapace mounts which may have weapons chosen from the following list; Vulcan Mega Bolter, Turbo Laser Destructor, Plasma Blastgun, Inferno Gun, Multi-Launcher and Titan Close Combat Weapon for no additional cost.

 

Warhound class Scout Titan - 450 points

The Warhound is very rarely at the centre of any major battles, as it very weak compared to the Battle Titans that stride across the field of battle and a determined tank attack will usually bring one crashing to the ground.  However, its speed, agility and weaponry make it the ideal platform with which to launch flank attacks and high speed raids.  Whilst it cannot outfight a company of tanks or a Main Battle Titan, it can usually out range them very quickly.  As a weapons platform, the Warhound can carry more weaponry than a Main Battle Tank and shoot whilst on the move, whilst offering the strong defensive capabilities of its thick armour and Void Shields.

 

Troop Type    WS    BS     S    Front   Side   Rear   I   A
Warhound         4       4       10      14       13       13    3   2

Type: Titan

Crew: 1 Princeps and 2 Moderati

Void Shields:  Two

Weapons: The Titan has two arm mounts which may have weapons chosen from the following list; Vulcan Mega Bolter, Turbo Laser Destructor, Plasma Blastgun and Inferno Gun for no additional cost.

Special: The Warhound is an exceedingly fast Titan.  If it decides not to shoot in a turn, it may move an additional 6" at the start of the Shooting Phase.


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