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===Weapons=== *Arm Weapons **'''Arioch Titan Power Claw''': While a seemingly odd choice of weapon, this hits like a Belicosa and has a +2 to hit bringing it into usable territory for the Warlord. Having this and another weapon which does not have draining can enable you to use your reactors to boost your movement instead. It can also be useful as a deterrent to Knights and Warhounds which may try to get up close and personal. Charge your enemy with a Warlord armed with a pair of these just to see the horror on their face. **'''Belicosa Volcano Cannon''': The real workhorse of the titan legions. Stands a good chance of wiping out a group of 3 knights in a single shot; 2 will make it almost certain. Don't waste it on void shields though - it's almost never worth the reactor increase. On that note - watch the reactor increases! You also can't call your target zone because blast weapons, so don't count on it to finish anything off. **'''Sunfury Plasma Annihilator''': A solid all rounder, good number of shots and able to boost its strength. While its range is not the biggest, its not the worst either. Good for finishing titans off when closing in or using to help drop shields if desperate. **'''Macro Gatling Blaster''' (Forgeworld): A decent enough weapon. While hampered by its range it can be used to drop shields nicely, and with its reasonable strength and ordnance, it can do a fair amount of damage to titans (particularly smaller ones). It can also pose a threat to knights, but beware their saves. **'''Mori Quake Cannon''' (Forgeworld): The bread and butter. This is your basic all rounder. A few shots, no toying with reactors, high strength, concussive to boot. If you’re not sure what to arm your warlord with, this is a safe choice no matter the occasion. It is a blast, so like the Belicosa, don't count on it to finish anything off. It is compulsory to fire this at a banner of knights with full stride or charge orders. *Carapace Weapons **'''Vulcan Mega-Bolter Array''' (Forgeworld): The ultimate in void shield removal technology. Twelve shots, an ungodly hail of dakka itself, with even more shots on 6’s. Somewhat limited range but you’re not hindered by long range negatives. Don’t expect much if you’re trying to knock a freshly unshielded Titan down, but once you’ve knocked them around a little it may be able to steal a killshot **'''Paired Turbo Laser Destructors''' (Forgeworld): These may seem like a bit of a raw deal compared to the laser blasters, but they have some advantages. They have no modifiers to hit at any range compared to the blasters. This can be extremely useful when firing at an obscured target. They are also 15 points cheaper. Other than that they're bog standard lasers with S8 and shieldbane capabilities. **'''Paired Laser Blasters''': These have an additional two shots over the destructors, but suffer a -1 to hit at long range which can be a problem. Not game breaking, but can be infuriating hitting of 4s or 5s. This can benefit from chasmata pattern laser destructors. **'''Apocalypse Missile Launchers''': 10 shots at strength 4. Superb at stripping void shields in the early game and finishing off wounded titans in the late game (when the bonuses from structure damage mean it can actually do something against all that armour). Don't waste it on Knights; it's weak enough that they get their full ion shield saves. Gets an accuracy bonus at long range and can ignore LoS so works well in an artillery role. Just watch the facing (especially if you're moving first) - it's very easy to mis-judge the firing lines. **'''Paired Gatling Blasters''' (Forgeworld): A strong contender, while lacking in range, they can strip shields comfortably and then cause enemy titans some pain with their strength and ordnance rule. Definitely worth using. Note that this was FAQ'd to have the same firing arc as the rest of the Warlord carapace weapons.
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