Adeptus Titanicus

Legator Warmonger Titan

by Andrew O'Brien

 

Special Rules

The Legator is a smaller cousin to the Imperator, carries no troops, and the weapons detailed below are the only weapon systems present.  Like the Imperator, all armour saves are performed on 2D6 instead of just one.

 

Plasma Generation

The Legator produces 1D6+1 plasma counters per turn in a similar fashion to the Imperator and can send power to the Void Shield Controls, Fire Controls, Engines, and Reactor Core the same as the Imperator.  The power demands of the primary weapons are given below.


Standard Weapons

So long as energy is supplied to the Fire Control centre the following weapons may be fired. 

 

Weapon

Range

Attack
Dice

To Hit
Roll

Target's
Save
Modifier

Notes
Main Battery

150 cm

D6+1 BP

-2

 
Defence Laser

100 cm

1

3+

-4

Anti-Aircraft
+3 Damage

Primary Weapons

You may choose any two of the following.

 

Concussion Cannon

This weapon is essentially a Quake Cannon with Sustained Fire Capabilities and Frag Rounds. Many have been quick to point out that it is quite similar to the Ork Skullcrusha Mega-Cannon, but those heretics are still looking for their tongues.

The Concussion Cannon can fire Armor-Piercing or Frag rounds. It rolls a Sustained Fire Die (the little red one) to compute how many rounds are fired. A jammed result means that the ammo feeders jammed somehow and the emergency cut off circuits kicked in. The weapon will be able to fire next turn at no penalty. Armor Piercing rounds must be directed at targets within 12 cm of each other and can attack buildings. Barrages of Frag rounds must be placed at least touching one other template. It requires 1 Green Plasma Counter to fire, although if a red plasma counter is used, the first Jam Roll can be re-rolled. Arm mounted only.

Round Type

Range

Attack
Dice

To Hit
Roll

Target's
Save
Modifier

Notes
Armour Piercing

100 cm

1-3
(SFD)

3+

-3

+1 Damage
Can reroll a jam if Red plasma counter is used
Frag

75 cm

8 BP

3+

-1

SFD indicates number of templates

 

 

Melta Destructor

A larger version of its devastating cousin, the Melta Destructor heads the Multi-Melta family. It retains the ability to make nearly anything slag and adds range to the equation. It is quite taxing on the reactor though. There can be a maximum of three points’ worth of counters placed on it.

The amount of counters placed determines the range attack dice and modifiers. The Melta Destructor can be used to attack buildings and ignores cover.

Power Level

Range

Attack
Dice

To Hit
Roll

Target's
Save
Modifier

Notes
1 Green

30 cm

2

4+

-3

 
1 Red

35 cm

4

3+

-4

+2 Damage
1 Red + 1 Green

45 cm

4

3+

-5

+2 Damage

 

 

Vulture Assault Pod

This is a heavily modified version of the Corvus. Not only does it have increased troops capacity, but it also carries armament of its own in the form of a stripped down Vulcan. This version of the Vulcan is used to soften up areas of landing, and so it can ignore cover for terrain it is base to base contact with. The Vulture carries either 8 stands of Assault IG Guard, 5 stands of Terminators or 6 stands of Assault Marines. Also, like the Corvus, troops disembarking benefit from the momentum of the Titan and gain an extra D6 in CC when they disembark. The units with jump packs can disembark or re-embark at any time (not just at buildings). Arm mounted only.

Weapon

Range

Attack
Dice

To Hit
Roll

Target's
Save
Modifier

Notes
Vulcan Mega-Bolter

25 cm

4

3+

-1

Ignores cover if Titan is in contact with terrain

 

Troop Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
To Hit
Save
Mod
Notes
Assault Marine

15 cm

6+

+3

Pistols/Swords

25 cm

1

5+

0

Jump Packs
6 stands
Terminator

10 cm

5+*

6+

Storm Bolters

35 cm

2

4+

-1

Elite
5 stands
Assault Tech-Guard

15 cm

-

+1

Pistols/Swords

25 cm

1

5+

0

Jump Packs
8 stands

 

 

Chain Burner

This is a combination between the chain fist and Laser Burner. It gives an extra D6 in CC and if the Titan wins, it causes D6 hits. Note that the Chain Fist part can add +2 to damage to one of these locations. Choose each location and roll for damage as usual. Each location may only be hit once. Also, when not in CC, the laser burner may fire as a weapon. The Laser Burner part of the weapon requires 1 green plasma counter to operate in either mode. The Titan can attack buildings when within base-to-base contact. Apply a -2 to its saving throw. Arm mount only

Weapon

Range

Attack
Dice

To Hit
Roll

Target's
Save
Modifier

Notes
Chain Burner

25 cm

2

4+

-2

Close combat

 

 

Gatling Laser

The Gatling Laser is a high-speed pulse cannon. It is ideal for shield stripping and taking out low armored targets. It requires 1 green plasma counter to operate and can add a further -1 to its save modifier if supplied with a red plasma counter.

Power Level

Range

Attack
Dice

To Hit
Roll

Target's
Save
Modifier

Notes

1 Green

75 cm

6

4+

-1

 

1 Red

-1

 

 

Plasma Flamer

This is a combination of the Plasma cannon and Inferno Cannon. It is highly effective at mowing down large masses of troops in even the strongest cover. This weapon is so infamous and fearful, that any infantry opponents who survive an attack must make a moral check. It uses the Flamer Template and Plasma needs are covered below.

 

Power Level

Range

Attack
Dice

To Hit
Roll

Target's
Save
Modifier

Notes
1 Green

Flame Template

3+

-2

Ignores Cover
1 Red

2+

-3


Legator Profile

Move

CAF

Shields

Weapon
Locations

Notes

special

+17

9 Void Shields

2 Primary

Armor saves made on 2D6
Psychic Save: 4+
1D6+1 Plasma per turn

 

FRONT   SIDE   REAR
Right
Tower
5+
  Defence
Laser
5+
  Left
Tower
5+
  Defence
Laser
6+
Tower
5+
      Left
Tower
6+
  Defence
Laser
6+
  Right
Tower
6+
Main
Battery
5+
Left
Sensor.
3+
MIU
2+
Right
Sensor.
3+
Main
Battery
5+
  Centre
Tower
5+
Primary
Coupling
3+
Sensor.
4+
    Primary
Coupling
4+
Reactor
2+

Shield
Gen.
2+

Reactor
2+

Primary
Coupling
4+
Primary
Weapon
3+
Right
Reactor
Link
3+
Bridge
2+
Left Reactor
Link
3+
Primary
Weapon
3+
  Primary
Weapon
5+
Primary
Weapon
4+
Primary
Weapon
4+
Primary
Weapon
4+
  Primary
Weapon
4+

Reactor
Link
4+

Reactor
5+

Reactor
Link
4+

Primary
Weapon
4+

Right
Gyro
3+
Engines
2+
Centre
Gyro
3+
Engines
2+
Left
Gyro
3+
    Engines
4+
Gyro
3+
    Left
Gyro
3+

Engines
4+

Centre
Gyro
3+

Engines
4+

Right
Gyro
3+

  Leg
1+
  Leg
1+
      Leg
1+
Leg
1+
     

Leg
1+

 

Leg
1+

 

  Leg
1+
  Leg
1+
      Leg
1+
Leg
1+
     

Leg
1+

 

Leg
1+

 


Damage Tables

 

BRIDGE
1-2   The bridge communications are damaged. Damage control is severely hampered. Rolls to repair are at a 6, instead of the normal 5+ on a D6. May be repaired.

3-4  Fire control is compromised. Activation requires double the amount of plasma counters. May be repaired.

5  Void shield interface damaged. Void shields are offline and non-repairable. May be repaired

6  Bridge destroyed, crew killed. .The Titan falls in a random direction.  Vehicles and stands hit by the falling Titan are destroyed with no save, Titans and Gargants hit suffer D6+1 hits, ignoring shields and armour.

 

VOID SHIELD GENERATORS
1-3   Generators damaged. Shields offline. May be repaired.

4-5   Generator destroyed. Shields cease to function for the rest of the game.

6  Generator is destroyed and flashback to a random location results. Roll on table below:

1-2   Reactor

3-4   Sensorium

5-6   Mind Impulse Unit

 

ENGINE
1   Force of the impact causes momentary loss of power. Imperator’s movement is reduced by D6cm in the next turn.

2-3  Engine damaged. Titan may not move or turn until repaired.

4-5  Engine destroyed. Titan may not move or turn for the rest of the battle.

6  Engine destroyed and a flashback into the gyros occurs. Roll on the gyro table for each gyro and apply the result.

 

REACTOR
1-2   Reactor is breached and D3 counters of plasma are lost each turn until its repaired. There is a possibility that the escaping plasma may damage the titan. On a roll of 6 on a D6 there is a flashback to the engine. Roll on that table and apply the result.

3-4  The reactor is damaged and shut down. It produces no more plasma until repaired. Plasma stored within it may be used normally.

5-6  Reactor is destroyed and meltdown occurs. An explosion hits all models within 4D6cm with a –4 to the save.

 

REACTOR LINK
1-3   Reactor link is damaged.  Until it is repaired, no plasma counters may be placed in the engines.

4-5    Reactor link is destroyed. No further plasma counters may be placed in the engines.   White hot plasma spews out of the linkage and hits a random adjacent area at a -4 save modifier

6  Reactor link is destroyed as detailed above, but escaping plasma also damages the reactor vessel. Roll on the Reactor damage table.

 

TOWER
1-4   Tower is damaged - add +1 to all future die rolls on this table.

5-6  Tower is destroyed. The force of the blast blows the tower off and lands 2D6cm away in a random direction.  Any vehicle or stand hit by the tower is hit at a -2 save modifier

 

SENSORIUM
1-3   Sensorium damaged. It suffers a –2 penalty to its psychic save until repaired.

4-5   Sensoriun destroyed. Titan suffers a –2 penalty to the psychic save and a –1 to hit on all weapons.

6  Sensorium explodes. Titan suffers penalties mentioned above, there is no psychic save and the weapon to hit penalty is –2.

 

MIND IMPULSE UNIT
1   A burst of static temporarily overloads the MIU.  The Titan's CAF is halved and no more weapons can be fired for the remainder of the turn

2   The mind impulse agility emulation circuit is destroyed, reducing the Titan's CAF by 2D6 points. This effect is cumulative and may not be repaired.

3    The mind impulse orientation circuits are destroyed.  Whenever the Titan moves from now on, roll on the following table.  After the effects of the table, the Titan may move as normal. This damage may not be repaired.

1-2   turn 45 degrees left at start of move

3-4   turn 45 degrees right at start of move

5-6   go straight ahead

4    The mind impulse identification circuits are destroyed.  From now on, whenever a primary weapon is fired, roll a D6.  On a 1-3, the weapon fires at the nearest target, friend or foe.  This damage may not be repaired.

5-6    The MIUs are destroyed, slaying the Princeps and crew, or reducing them to gibbering idiots.  The Titan's limbs lock up and it topples over as detailed on teh Bridge tble.

 

PRIMARY WEAPONS
1-3   Primary weapon is damaged and may not be used until repaired.

4-5   Primary weapon destroyed may not be used for the rest of battle.

6  Primary weapon is destroyed and a flashback causes damage to all adjacent locations.  Each location is hit at -3 save and +1 damage per unused plasma counter in the weapon.

  

DEFENCE LASER AND MAIN BATTERY
1-2   Weapon damaged and may not be used until repaired.

3-4   Weapon destroyed may not be used for rest of the battle.

5  Weapon blown off and lands in a random direction 2D6cm away. Any model hit saves at –2.

6  Weapon blown off as above, but also causes damage to an adjacent random location.  Roll for location and immediately roll on the damage table.

  

COUPLING
1-2   Coupling is damaged.  Until repaired, the primary weapon may only fire in the direction that the model is facing.  No further plasma counters may be sent to the weapon until the coupling is repaired.

3-5   Coupling is destroyed, and the primary weapon crashes to the ground.  Anything under the weapon is hit with -4 save

6  Coupling and weapon are destroyed as above, but the blast also causes a flashback to one of the locations below.  Roll on that damage table immediately

1-2   Reactor Link

3-4   Sensorium Dome

5-6   Reactor

  

GYRO
1-2   Gyro is damaged.

3-6    Gyro is destroyed.  Each destroyed gyro reduces the Titan's turning ability by 45 degrees.  When all 3 gyros have been destroyed, the Titan collapses as detailed on the Bridge table.

  

LEG
1-4   Leg is damaged. Titan may not move more than 10cm a turn until repaired.

5-6   Leg is destroyed. If both legs are now destroyed, the Titan falls over as detailed in the Bridge table.

  


Cost

The Legator is a Special Card for use in Tech-Guard forces.   The total VP value of the Titan is calculated by dividing the total points cost by 100 and rounding off.

Item

Cost

Victory
Points

Legator Warmonger Titan

1200

12

Concussion Cannon

+175

 
Melta Destructor +100
Chain Burner +75
Gatling Laser +150
Plasma Flamer +100
Vulcan Assault Pod +75