Datasheets
Army List Other Reaver Titan Warbringer Nemesis Titan Warhound Titan Warlord Titan
AuthorCommunityData Export
Settings
The Rules
Quick Start GuideCore RulesCrusade Rules
Matched Mission Packs
Leviathan
Crusade Mission Packs
Tyrannic WarPariah Nexus
Factions
Imperium
Adepta SororitasAdeptus CustodesAdeptus MechanicusAdeptus TitanicusAgents of the ImperiumAstra MilitarumGrey KnightsImperial KnightsSpace Marines
Chaos
Chaos DaemonsChaos KnightsChaos Space MarinesDeath GuardThousand SonsWorld Eaters
Xenos
AeldariDrukhariGenestealer CultsLeagues of VotannNecronsOrksT’au EmpireTyranids
Unaligned
Unaligned Forces
This datasheet does not meet the selection criteria (see Settings tab).
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Warhound inferno gun [ignores cover, torrent] | |||||||
Warhound inferno gun [ignores cover, torrent] | 24" | 3D6 | N/A | 7 | -2 | 3 | |
Warhound plasma blastgun – standard [blast] | |||||||
Warhound plasma blastgun – standard [blast] | 72" | 2D6+3 | 3+ | 9 | -3 | 4 | |
Warhound plasma blastgun – supercharge [blast, hazardous] | |||||||
Warhound plasma blastgun – supercharge [blast, hazardous] | 72" | 2D6+3 | 3+ | 10 | -3 | 5 | |
Warhound turbo-laser destructor [blast] | |||||||
Warhound turbo-laser destructor [blast] | 72" | D3+3 | 3+ | 20 | -3 | 2D6 | |
Warhound vulcan mega-bolter [sustained hits 1] | |||||||
Warhound vulcan mega-bolter [sustained hits 1] | 48" | 20 | 3+ | 6 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Warhound feet | |||||||
Warhound feet | Melee | 8 | 4+ | 10 | -1 | 2 |
WARGEAR OPTIONS
- This model’s Warhound plasma blastgun can be replaced with one of the following:
- 1 Warhound inferno gun
- 1 Warhound turbo-laser destructor
- 1 Warhound vulcan mega-bolter
- This model’s Warhound vulcan mega-bolter can be replaced with one of the following:
- 1 Warhound inferno gun
- 1 Warhound plasma blastgun
- 1 Warhound turbo-laser destructor
ABILITIES
CORE: Deadly Demise 2D6
FACTION: Super-heavy Walker
Striding Colossus: Each time you target this model with a Stratagem, you must spend twice that Stratagem’s stated CP cost to do so.
Flank Speed: Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 8" to the Move characteristic of this model.
UNIT COMPOSITION
- 1 Warhound Titan
This model is equipped with: Warhound plasma blastgun; Warhound vulcan mega-bolter; Warhound feet.
1 model | 1100 |
DAMAGED: 1-13 WOUNDS REMAINING
While this model has 1-13 wounds remaining, subtract 8 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, TITANIC, TOWERING, IMPERIUM, WARHOUND TITAN
FACTION KEYWORDS:
ADEPTUS TITANICUS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
2CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
Destroyed
Disembark When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark. Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary. Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.
Mortal Wounds Some attacks are so powerful that no armour or force field can withstand their fury. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed. If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.
DEADLY DEMISE From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.
Super-heavy Walker
Advance Moves
Hit Roll An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Ignores Cover Some weapons are designed to root enemy formations out of entrenched positions.
Torrent Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.
Blast High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise. Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.
Hazardous Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used. Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.
Sustained Hits Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity. Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).
The ADEPTUS TITANICUS keyword is used in the following Adeptus Titanicus datasheets: Other Reaver Titan Warbringer Nemesis Titan Warhound Titan Warlord Titan
The VEHICLE keyword is used in the following Adeptus Titanicus datasheets: Other Reaver Titan Warbringer Nemesis Titan Warhound Titan Warlord Titan
The WALKER keyword is used in the following Adeptus Titanicus datasheets: Other Reaver Titan Warbringer Nemesis Titan Warhound Titan Warlord Titan
The TITANIC keyword is used in the following Adeptus Titanicus datasheets: Other Reaver Titan Warbringer Nemesis Titan Warhound Titan Warlord Titan
The TOWERING keyword is used in the following Adeptus Titanicus datasheets: Other Reaver Titan Warbringer Nemesis Titan Warhound Titan Warlord Titan
The IMPERIUM keyword is used in the following Adeptus Titanicus datasheets: Other Reaver Titan Warbringer Nemesis Titan Warhound Titan Warlord Titan
Charging with a Unit You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.
Fall Back Moves When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back. A unit cannot shoot or declare a charge in the same turn that it Fell Back. Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.
Wound Roll + + + + + An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.WOUND ROLL ATTACK’S STRENGTH VS TARGET’S TOUGHNESS D6 RESULT REQUIRED Strength is TWICE (or more than twice) the Toughness. Strength is GREATER than the Toughness. Strength is EQUAL to the Toughness. Strength is LESS than the Toughness. Strength is HALF (or less than half) the Toughness.
If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.
Saving Throw If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage. An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.
Re-rolls You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.
COMMAND RE-ROLL 1CP Core – Battle Tactic Stratagem A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory. WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. TARGET: That unit from your army. EFFECT: You re-roll that roll, test or saving throw.
2. Battle-shock While a unit is Battle-shocked:
Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.
INSANE BRAVERY 1CP Core – Epic Deed Stratagem Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds. WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: A unit from your army that must take a Battle-shock test. EFFECT: Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more than once per battle.
DEEP STRIKE Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
RAPID INGRESS 1CP Core – Strategic Ploy Stratagem Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset. WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase). RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
Engagement Range Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.
TANK SHOCK 1CP Core – Strategic Ploy Stratagem Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one. WHEN: Your Charge phase. TARGET: One VEHICLE unit from your army. EFFECT: Until the end of the phase, after your unit ends a Charge move, select one enemy unit within Engagement Range of it, then select one melee weapon your unit is equipped with. Roll a number of D6 equal to that weapon’s Strength characteristic. If that Strength characteristic is greater than that enemy unit’s Toughness characteristic, roll two additional D6. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Charge Bonus Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
HEROIC INTERVENTION 2CP Core – Strategic Ploy Stratagem Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on. WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase. EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase. RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
COUNTER-OFFENSIVE 2CP Core – Strategic Ploy Stratagem In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit. WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase. EFFECT: Your unit fights next.
Army List Other Reaver Titan Warbringer Nemesis Titan Warhound Titan Warlord Titan
Faction Rules Army Rules