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=Psi-Titans= ==Warlord-Sinister Psi-Titan (Forgeworld)== A Psi-Titan is a maniple support Titan, meaning they can't be part of a maniple. A Psi-Titan battlegroup can't contain corrupted Titans or Titan Traitors Of Legend. A player with a Psi-Titan can't use traitor stratagems. Any Warlord can be upgraded into a Warlord Sinister for 300 points. They follow the same rules as Psi-Titans, and count as them. They are armed with a Sinistramanus Tenebrae and an Arioch Power Claw. You must buy a carapace weapon, and can replace the power claw. The command terminal and stats are exactly the same as a normal warlord. Good chance to convert a warlord to a psi titan. ===Psychic Powers=== These are used in place of orders and are channeled in the strategy phase at the issue orders step. The only standard order you can issue is the shutdown order, after which you make a command check. These psychic powers are specified not to be orders - so stratagems or abilities which would remove orders cannot remove these! *Necrotechia: Roll d6 equal to servitor clades plus one. Add one to each dice. You can do every normal repair, in addition to recovering lost structure points on a 5+ on an area that has no critical damage. You can't fix psi weapons with Necrotechia. You can either move or shoot. *Death Pulse: When you activate in the movement phase, instead of moving resolve a weapon attack against every unit within 8 inches. The profile is dice one, strength x, warp. This auto hits. *Quickening: During the movement, the titan can move and maneuver at boosted values for free. In addition, it can fire one non-psi weapon. *Antipathic Tempest: Instead of moving, you may pick a point in line of sight. Everything within 3" suffer a dice one, strength 8 concussive, psi, quake attack automatically. ===Weaponry=== *Arm Weapons **'''Sinistramanus Tenebrae'''(Forgeworld): This is a compulsory weapon choice for the left arm, and by the Throne of Terra it is a mean one. Strength 10, 3 dice, and the Beam rule promise interesting things. It is important to note - once this is disabled, it cannot be repaired. The Warlord Sinister cannot be issued a repair order, nor can its Necrotechia be used to repair weapons with the Psi trait. Also - watch your reactor! This has a specialized version of Draining causing reactor increases as normal but a roll on the psychic manifestation table on a cog roll. **'''Arioch Titan Power Claw''': The Warlord Sinister comes with this on its right arm as standard. While it might be considered an odd choice for a Warlord, especially with the range on the Sinistramanus Tenebrae, it can be used to great effect on the Warlord Sinister. **'''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. 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. **'''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 misjudge 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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