Warhammer 40,000/9th Edition Tactics/Adeptus Titanicus
Not to be confused with the tactics for Adeptus Titanicus, the specialist game.
This is the current 9th Edition's Adeptus Titanicus tactics. 8th Edition Tactics are here.
Why Play Adeptus Titanicus[edit]
A quick note, everything you read below also applies for the Dark Mechanicum's Titans as they have precisely the same rules, although they have different names, come on GW, not even a daemon firing Gatling gun for the Warlord Titan?
What’s changed?[edit]
The transition from forge world to games workshop writers for the forge world rules has brought a number of changes, in line with the design ethos of 9th edition, and that games workshop actually has staff who can (for the most part) proofread their work.
- Profiles are more streamlined. Although this means that you have fewer Titan weapons available for each Titan, it has removed the chaff weapons from 8th edition which nobody used because they were rubbish (see warhounds plasma blast gun and reavers chain fist).
- No sky high strength and toughness stats. This is a factor present across all superheavies, toughness 8 is now the max except in a few exception cases. Superheavies are now made tough by void shields/invulnerability saves and butt loads more wounds.
- Reduced ballistic skill and stomp hit rates. Overall, your Titans are now 25% less Killy as previous editions, to make up for your ability to walk in and out of melee and shoot into melee.
- BLAST. A big deal this edition. Most of your guns have it, and it will dramatically effect what guns you use when and where. Not so much because of the hit bonuses you get, but because you cannot fire them into melee. This means that you now really have to consider have your ranged weapons overlap with each other, to ensure that you’re not lacking at any range (especially as POINT BLANK MELEE is now technically a range you can shoot at).
- No macro weapons. Macro weapons were forge worlds way of getting around the fact that they couldn’t think of a way for you to fight super heavy units when they had such tough stat lines. All weapons are now heavy weapons, which Titans don’t care about because they’re vehicles and god damn Titans!
- Everything is a bit slower and shorter ranged. This has made the weapons easier to balance, as before you just gave your Titan the longest ranged weapons, found a nice corner on your 10 metre board and shot everything to pieces.
Pros[edit]
- Insanely tough. Your weakest unit has 50 wounds, toughness 8, a 2+ armour save and void shields (new and improved tm).
- Low unit count will have you going first most of the time.
- Excels at taking on other super-heavies and basically everything else.
- You have tools for every eventuality, is your opponent spamming superheavies? Bring a laser destructor or Volcano Cannon. Are they spamming guardsmen? Bring a mega bolter or one of the reaver's missile launchers. And all of this variety comes on a super tough platform other factions would be paying through the teeth to replicate...if they even have a comparable equivalent. Many of them don't.
- You get a lot of CP's as everyone gets the same amount as standard, and as you will often be only running 1-3 models you will have a lot of CP to work with.
- The sheer amount of Awesome.
- Don’t underestimate the psychological effect this would have on your enemy, the first thing your opponent will think when seeing a model as imposing, awesome and huge on the battlefield is “ow shit." from that point on your enemy will always be mentally on the back foot.
- Although expensive, titans are relatively good value for money. £430 buys you a warhound titan, which is 2000 points, and most armies will cost you that much, if not more, guard players will be reaching for the hatchet to prize out their last kidney to pay for one of their 2000 setups.
- The only faction which provides you the same points per pound spent are the custodes, take comfort in the fact that although your warhound Titan cost you the price of a reasonable tv, it costs about a fifth of the price of the guard that you're now anally abusing.
- You destroy balanced armies even harder than the Knights do - most opponents will bring a lot of low strength firepower and few high strength weapons, so just kill the high strength weapons first and then stride around the table safe in the knowledge you cannot be harmed.
- You no longer need just Titans in your Titan legion to be battle forged. The forge world admech units have <Titan Legion> as a keyword, so you now have some pretty good infantry to hold objectives.
- They’re giant mechs that every race in 40k fears that can destroy entire cities by looking at them sideways, what other reason do you need?
- Dropping a titan on the board is going to be memorable for both players. As such expensive models there not seen often so when one comes down it's going to be a night to remember. . .In ways good and bad. See points bellow but you don't want to randomly spring a titan on a random player, doing so makes you that guy
Cons[edit]
- You are no longer the “toughest” kids on the block. A few lords of war now have toughness 9 as standard (while you have to go to the very expensive warlord Titan for toughness 9) such as the elder titans and mastodon. These units also either have access to high invulnerability saves or void shields of their own. And remember that ALL chapters can use the Terminus Ultra now.
- No longer toughness 9 as standard. In 8th edition a titan couldn't be wounded on anything worse than a 3+ (and most of the time you'd struggle to wound them on a 5+) by anything which wasn't a baneblade or larger. Now only the warlord titan has toughness 9, but this isn't too much of an issue with the extra wounds you now get and proper Void Shields.
- The titans have lost a lot of their toys with the moving from forge world writing the rules to GW. Although this is good because forge world were unreliable and slow at their work, it does mean that things like the titan chainfist no longer have rules.
- Speaking of rules, no more Macro weapons. This is fine in a way as the datasheets and weapons have been redesigned to be a bit more balanced, but gone are the fun days where you could say that you were dealing 100 damage with a single weapon to a baneblade.
- Overall your Titans are less Killy. A reduced ballistic skill (they are Titans, they should really hit on a 2+) and their stomp attacks dealing fewer hits means that you dominate like you used to. Stuff will still die, and die in vast numbers, but you’re not as satisfyingly devastating as before.
- All models are Forge World, and are the most expensive ones they have at that matter. Fielding more than maybe a couple of models will cost you more than a decent car and may very well force you to sell most of your children on the black market. A Warhound will cost you £430, a Reaver £701 - £721, a Nemesis Warbringer £1018, a Warlord £1334 - £1367 and a "value" box set of five titans is currently available for £3250.
- You also need (unless you're proxying weapons) to buy a variety of weapons to allow your Titan to be flexible, and to magnetise/rod and paint these weapons as well.
- Good luck holding objectives with only a handful of models. Most Titan bases will be larger than 6" across, so sitting on it will prevent the enemy from getting within 3" of the centre of the objective- but fat consolation if someone with an Objective Secured equivalent gets there first.
- No stratagems.
- And no faction traits. You do get <Titan Legion> but this is specified as being simply a fluff inclusion by Forge World and as a way to get a few infantry units.
- The lack of either stratagems or traits makes the titan legions a bit samey. There is no difference between a titan which was produced in mars or one which was produced in lucius (despite the two forge worlds having very different temperaments).
- If you lose a model you're fucked, it doesn't matter how tough your army as you’ll only have maybe three models in your army at most, and are likely to have only one in competitive play (2000 point games, for example).
- More of a challenge than a con really, but titans are the most difficult models to build and paint, they have a lot of individual parts (not including almost mandatory magnetisation), all of which are Forgeworld "quality" resin, which need partially building then undercoating, followed by the buckets of paint and the several days required to apply it all. If you revel in this, however, this is a positive, as you’ll be working on this for up to a month and the results (if you put the work in) are glorious.
- Nobody will ever want to play you if you field a full detachment of them.
- Seriously, no one.
- Ever.
- ...But it would be bloody worth it.
- Ever.
- Seriously, no one.
- Good luck transporting your titans from home to your FLGS. This might be solved if your FLGS is run by bros who'll keep them for you, but then again, it will take some juicy space for them to keep them on storage.
- Anyone who brings Titans (or Emperor forbid Titans and Custodes) to a casual game is only surpassed in Warhammer scumbaggery by the asshole who brings Custodes to Kill Team, or by those people that think a 4 man frag cannon build in kill team is fair.
- (Awkward coughs from many readers).
- (Further awkward coughing as those same people remember that the custodes have access to the psi Titan in 30k, and really want to play it in 40K).
Special Rules[edit]
- Vehicle: All vehicles can now move and fire heavy weapons without a minus 1 to hit and can shoot at units 1" or closer from them (but at minus 1 to hit). Very important to titans as they are all Dakka.
- Reactor Meltdown: Explodes on a 6+, with anything from 3D6" 2D6 mortal wounds for an exploding warhound, to 4D6" 3D6 mortal wounds for a warlord. The biggest Fuck You explosion in 9th edition.
- Battle Titan: Takes the Vehicle keyword special rule and runs with it. Titans can fall back and charge, and when they move, advance or charge they move over other units (other than Titanic models) as long as the move doesn't put the Titan in engagement range at the end of the move. And with your high movement stats your opponent would have to line up entire units of guardsmen to block your path.
- Void Shields: Smell that? That is the smell of a models rules actually lining up with their fluff. It's a wonderful smell. (Cough). Anyway, void shields now function like they did in early editions, in that they act like layered shields instead of a ranged invulnerability save. A titan has X number of void shields (2 for a warhound, right up to 8 on a warlord) and each shield has 3 shield points/wounds, and has a 5+ ranged invulnerability save while at least one shield is active.
- When the titan would suffer damage from a ranged attack (so after you have taken a armour or invuln save) the damage is instead dealt to a void shield, and once you have started dealing damage to a void shield you must keep assigning damage to it until it either reaches zero shield points or there is no more damage to deal. The best part is that damage does not flow over from one shield to another, so it doesn't matter if you throw a 100 damage attack at a titan, as long as it has a void shield left that 3 wound void shield will soak up that 100 points of damage from a single attack. They are specified however as being unable to prevent any mortal wounds, so they cannot soak your plasma overload wounds, or protect you against psykers. In addition, once a void shield reaches 0 shield points it is lost (Note that the wording when combined with the below described shield regeneration makes it unclear wether this loss is permanent, wait for the next FAQ and errata.)
- Then, at the start of the command phase, if any void shield would have less than 3 shield points remaining it is "healed" back up to 3 shield points and do not degrade as the titan loses wounds, so a titan on 1 wound is just as tough (if not as accurate) as one with 50 wounds.
- The takeaway from this is that void shields now behave like they do in the fluff, allowing them to absorb individual high damage hits and simply shut down a void shield, while high rate of fire weapons with low damage (say from a vulcan heavy bolter) can chip away at a void shield, allowing your volcano cannon to deliver a decisive blow.
- And last but not least, this now means that titans are immune to small arms fire. Gone are the days when even a lasgun or bolter could chip a wound off a titan, now you would need entire armies of flashlights just to remove a void shield.
Unit Analysis[edit]
Predictably, these are all Lords of War and Forge World exclusives. Keywords are ADEPTUS TITANICUS and <TITAN LEGION>.
As standard you get a 3+ ballistic skill, 4+ weapon skill, a 2+ armour save. Gone the 2+ ballistic skill which made titans the ranged bane of all.
Warhound Scout Titan[edit]
The "weakest" of the Titans in regards to its weapon choices and statlines (if you can call something with 50 wounds, S8, T8, 2+ sv and 2 void shields "weak"), but what it lacks in brute force it compensates for in speed - with a base movement of 20" and 12" more gained via Advancing, it's all but certain to reach whatever spot will let it cause the most harm in the least time. With the new void shield rules, a Warhound's speed actually serves a purpose, allowing them to flank larger Titans and chip down their void shields, so that a larger Titan can get to work.
Each weapon on this model serves a purpose; Turbo-Lasers kill Vehicles, Monsters, and unshielded Titans, Mega-Bolters kill GEQ's and MEQ's with ease without having to get within retaliatory melee/melta range, and the Inferno and Plasma options can do bits of both while also being highly effective against void shields.
Any Two Arm Weapons:
- Dual Turbo-Laser Destructor: 72", Heavy 2d3, S16, AP-4, Dd6+3, Blast. No bonus mortal wounds like in previous editions, but it hits hard, and often, and at long ranges.
- It will deal large amounts of damage against big targets at long ranges. It suffers from a low rate of fire and will be complete overkill against void shields, so it is not advisable to take two of them (unless running a Warhound pack, and yes, that is a thing in the fluff).
- Titan Inferno Gun: 24", Heavy 4d6, S7, AP-3, D3, automatically hits. 24" auto-hitting will mince most things, and its high rate of fire with damage 3 makes it very good at removing void shields.
- Hilariously brutal when firing Overwatch, but if your opponent is stupid enough to charge a model armed with this then they deserve to lose.
- With Titans losing a point of BS, the Mega-Bolter losing a point of AP, and all flame weapons have gotten range boosts, means the Inferno Gun has nosed ahead of the Mega-Bolter in terms of usefulness and damage output. The Inferno Gun has better accuracy, S, AP, and D, being able to mulch TEQ's, light-medium Vehicles/Monsters, and void shields much more effectively.
- Titan Plasma Blastgun: A 72", Heavy 2d6, Blast plasma gun that's S9, AP-4, D4 in normal mode, rising to S10, AP-4, D5 when overcharged, with 1's to-hit inflicting two mortal wounds to the Titan. Vastly superior to previous editions, as there are very few things with higher than T8.
- Hitting the sweet spot of good range, rate-of-fire, S, AP, and D, alongside Blast, means that it performs reasonably well against all targets. The increase in Titan wounds also means that the mortal wounds from overcharging are less of an issue, making this weapon an attractive option to double wield for when you want a Titan which can take all comers at sensible ranges. The versatility of the Plasma Blastgun makes taking at least one almost compulsory.
- Titan Vulcan Mega-Bolter: 48", Heavy 20, S6, AP-2, D2. When you need that big blob of infantry dead right this second, fantastic at chipping anything to death due to its “good” AP and two damage, although best not used against other Titans as your second weapon should be the one to deal with those.
- This has direct competition with the Inferno Gun for GEQ and MEQ killing. The only thing this weapon has going for it is the increased range and a consistent number of attacks; the reduced Titan BS, a loss of a point of AP and 12" of range from 8th edition, and the fact that void shields have three wounds so it takes two bolter shells to take down one, means that this weapon is simply too weak to be competitive.
Misc. Weapons.
- Warhound Feet: With A4, S User (8), AP-3, and D3, each attack also makes two hit rolls.
At 2,000 points this is something you can "reasonably" bring to a open play game night: 2,000 points of army VS 2,000 point of lord of war. In that situation you want to bring one anti infantry gun and one anti tank gun, which one is personal preference. Just remember you Can Not Win on points as you can only hold one objective at a time and need to 100% try to table the opponent. So you will probably lose but it will be memorable and memeable.
Reaver Battle Titan[edit]
T8, W70, and 4 void shields. Not as insanely tough in comparison to a Warhound Titan as it used to be, but two extra void shields allows it to take twice the punishment. It is the smallest Titan which can take melee weapons (which you're obligated to take because they look AWESOME).
While not as clear-cut as the weapon options on the Warhound (anti-heavy infantry, anti-vehicle, and two all-rounders), the Reaver does have its use in melting enemy heavy targets with all its arm weapons being excellent at the role. Thanks to its versatility, the Gatling Blaster or Laser Blaser will most likely be your must-have weapon; it can finish off whatever your Melta Cannon or Volcano Cannon didn't kill, and it's strong enough in it's own right to scrap a reasonable target on its own. If you're against other Titans, the Volcano Cannon becomes the must-have. Against Knight-heavy armies, the Melta Cannon and Powerfist combo will serve you well, especially against those Knight-classes who need to close in for their own melee/melta attacks.
Any Two Arm Weapons.
- Reaver Gatling Blaster: 72", Heavy 12, S8, AP-3, D3. Think of it as a slower-firing-but-higher-calibre Vulcan Mega-Bolter.
- Your best MEQ and TEQ killer, thanks to its number of attacks and D. Also does well against Vehicles and Monsters, but your Laser Blaster outclasses it for that role.
- Reaver Laser Blaster: 96", Heavy 3d3, S16, AP-4, Dd6+3, Blast. Probably your go-to anti-non-Titanic-Vehicle weapon.
- Competes with the Gatling Blaster. This weapon excels against the T7 or T8 models, which are typically the bigger Monsters and Vehicles available to an army.
- Reaver Melta Cannon: 48", Heavy 2d6, S16, AP-4, D8, Blast, and becomes D12 against targets within 24".
- Recommended particularly for a melee build due to its flexibility and the fact that you're going to be up close anyway; it has a decent number of shots, but also high strength for dealing with Vehicles.
- Reaver Titan Power Fist: Sx2 (16), AP-5, D12. Has a similar trick to the Knights' Thunderstrike Gauntlet, killing any Vehicle or Monster allows you to select a unit within 12"; on a 4+ you throw whatever you killed at that unit and inflict d6 mortal wounds on them.
- The small number of attacks isn't a huge issue; S16 will wound almost every model in the game on a 2+, AP5 negates all armour saves, and D12 will cripple if not kill most Monsters and Vehicles with one successful attack.
- Reaver Volcano Cannon: 180", Heavy d6, S18(!), AP-5, D12, Blast. What you use to trash Knights and "small" super-heavies, while threatening anything larger.
- You'll probably take one anyway because it's fuckawesome, but its high S is wasted unless you're expecting to fight other super-heavies. If you've got plenty of juicy tanks to wreck, then it's all good, but if you find yourself shooting at infantry you'll be wishing you had something with a better number of shots. Saying that, it is still excellent at “sniping” anything with a high price tag which is asking for a Land Raider-sized hole ripped into them, or a character foolish enough to expose themselves to you. Watch out for void shields, as well as a 3.5 shot average, there's a good chance that your enemies void shields will absorb your attacks.
Misc. Weapons.
- Reaver Feet: With A4, S User (8), AP-4, and D4, each attack also makes two hit rolls.
- Reaver Apocalypse Launcher: 24-200", Heavy 2d6, S7, AP-2, D2, Blast and ignores line of sight.
Nemesis Warbringer Titan[edit]
The big boy of the sub-Warlord Titans. It has the standard T8, but with W100 and six void shields, and only A3, along with being a bit slow (15"). It makes up for this by having a LOT of guns.
Any Two Arm Weapons.
Exact same options as the Reaver Titan above, minus the Reaver Power Fist.
Any One Carapace Weapon.
Note: on the models datasheet, the Nemesis Volcano cannon is listed but the model is only able to equip the Nemesis Quake Cannon. This has been fixed in an FAQ.
- Nemesis Quake Cannon: 24"-480", Heavy 3d6, S14, AP-5, D6, Blast and ignores line of sight. The all-rounder to the Nemesis Volcano Cannons Titan-killer.
- Its higher rate-of-fire means that the Quake Cannon is better equipped for stripping void shields and dealing with strong multiple-model units (Tyranid Warriors, Terminators, Tau Battlesuits) than the Volcano Cannon.
- Nemesis Volcano Cannon: 24"-120", Heavy 3d3, S18, AP-5, D12, Blast. The only Imperial gun not found on a Warlord Titan which can wound a Warlord on a 2+.
- The High S and D of the Volcano Cannon has it perfectly poised to do Volcano Cannon things; melt super-heavies into soup.
Misc. Weapons.
- Warbringer Nemesis Feet: With A3, S User (8), AP-4, and D4, each attack also makes two hit rolls.
- 3x Ardex-Defensor Maulers: 36", Heavy 6, S6, AP-2, D2, and hits on 5+ on overwatch.
- 2x Anvillus Defence Batteries: 72", Heavy 8, S8, AP-1, D2, and can only target units with FLY. With the limit of hit modifiers to just +/-1, fliers can’t stack stupid amounts of hit modifiers anymore, making this weapon's high rate-of-fire very useful and difficult to avoid. Fliers (except Space Marine flying boxes) have relatively low armour saves, relying on speed and modifiers to avoid damage, something which this weapon denies.
Warlord Battle Titan[edit]
By far the toughest thing in the game. T9, W120, and eight void shields (for context, that's effectively 24 regenerating wounds). A couple of its weapons have a max range that's largely irrelevant because no one plays on boards 30 feet long outside of Warhammer World and air force lads who use aircraft hangars to play their games.
Any Two Arm Weapons.
- Arioch Titan Power Claw: A Titan-sized powerfist with a built-in Vulcan Mega-Bolter (48", Heavy 20, S6, AP-2, D2). The actual powerfist is a Sx2 (S18), AP-5, D18 beast, and like the Reaver Powerfist, after killing any Vehicle or Monster (INCLUDING Titanic ones), you can pick an enemy unit within 9" and inflict d6 mortal wounds against them on a 4+.
- Belicosa Volcano Cannon: 120", Heavy 3d3, S20, AP-5, D12, Blast. "Moderatii, do you see that Baneblade on the next table over? Good; delete it."
- Macro Gatling Blaster: 100", Heavy 12, S9, AP-4, D4. Added in an FAQ. Supposedly the anti-infantry option (excluding Vulcan Mega Bolter on the Arioch Claw), with a statline most anti-tank weapons would kill for.
- Mori Quake Cannon: 280", Heavy 3d6, S14, AP-5, D6, Blast and ignores line of sight. Your all-rounder weapon, boasting better stats than an uncharged Sunfury.
- Sunfury Plasma Annihilator: 72", Heavy 6+d6, S12, AP-4, D5, Blast. Overcharging gives you S14 and D8, but hit rolls of 1 inflict four mortal wounds against the user.
Any One Carapace Weapon.
- 2x Apocalypse Launcher: 24"-200", heavy 2d6, S8, AP-2, D2, Blast and ignores line-of-sight. Ignoring line-of-sight is mostly a joke, since it's mounted on the highest point of the tallest model in the game.
- 2x Laser Blasters: 72", Heavy 3d3, S16, AP-4, Dd6+3, Blast. The carapace weapon for fighting other Vehicles, the rate-of-fire, S, and D should be enough to at least cripple, if not outright kill, the main combat tanks of other armies.
Misc. Weapons.
- Warlord Feet: With A4, S User (9), AP-4, and D5, each attack also makes two hit rolls.
- 2x Ardex-Defensor Maulers: 36", Heavy 6, S6, AP-2, D2, and hits on 5+ on overwatch.
- 2x Ardex-Defensor Twin Lascannon: 48", Heavy 1, S9, AP-3, Dd6, and hits on 5+ on overwatch.
The Maths[edit]
The best weapon in a particular category (eg. Reaver melee weapons) is highlighted in bold.
Warhound Titan[edit]
- | - | Warhound | Warlord | Heriophant | Phantom | Baneblade | Land Raider | Rhino | Imperial Knight | Guilliman | Custodian | Guardsman | Space Marine |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Stats | T8 W50 2+/5++ RInvuln, 2 VS | T9 W120 2+/5++ RInvuln, 8 VS | T8 W34 2+/5++ | T9 W60 3+/4++ RInvuln | T8 W26 3+ | T8 W16 2+ | T7 W10 3+ | T8 W24 3+/5++ vs ranged | T6 W9 2+/3++ | T5 W3 2+/4++ | T3 W1 5+ | T4 W2 3+ |
Warhound Inferno Gun | Heavy4D6 24" S7 ap-3 D3 Auto Hit | (3.11)9.33 | (3.11)9.33 | 9.33 | 7 | 11.66 | 9.33 | 11.66 | 9.33 | 9.33 | (4.66)14 | 11.66 | (7.77)23.33 |
Warhound Plasma Blastgun (Standard) | Heavy2D6 72" S9 ap-4 D4 | (2.07)10.37 | (1.5)7.77 | 8.29 | 4.66 | 12.44 | 10.37 | 12.44 | 8.29 | 4.14 | (1.55)6.22 | 3.88 | (3.88)15.55 |
Warhound Plasma Blastgun (Overcharged) | Heavy2D6 72" S10 ap-4 D5 | (2.07)12.96 | (2.07)12.96 | 10.37 | 7.77 | 15.55 | 12.96 | 12.44 | 10.37 | 5.18 | (1.94)9.72 | 3.88 | (3.88)19.44 |
Warhound Turbo Laser Destructor | Heavy2D3 72" S16 ap-4 D6+3 | (1.48)12.03 | (1.18)9.62 | 9.62 | 5.77 | 14.44 | 12.03 | 14.44 | 9.62 | 4.81 | (1.11)7.22 | 2.22 | (2.22)14.44 |
Warhound Vulcan Mega-Bolter | Heavy20 48" S6 ap-2 D2 | (1.11)4.44 | (1.11)4.44 | 4.44 | 4.44 | 5.92 | 4.44 | 5.92 | 4.44 | 4.44 | (4.44)8.88 | 11.11 | (5.92)11.85 |
- | - | - | - | - | - | - | - | - | - | - | - | - | - |
Warhound Feet | Melee8 S8 ap-3 D3 | 4 | 2.66 | 4 | 3.33 | 5 | 4 | 6.66 | 5 | 2.66 | 1.66(5) | 3.33 | (2.77)8.33 |
Reaver Titan[edit]
- | - | Warhound | Warlord | Heriophant | Phantom | Baneblade | Land Raider | Rhino | Imperial Knight | Guilliman | Custodian | Guardsman | Space Marine |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Stats | T8 W50 2+/5++ RInvuln, 2 VS | T9 W120 2+/5++ RInvuln, 8 VS | T8 W34 2+/5++ | T9 W60 3+/4++ RInvuln | T8 W26 3+ | T8 W16 2+ | T7 W10 3+ | T8 W24 3+/5++ vs ranged | T6 W9 2+/3++ | T5 W3 2+/4++ | T3 W1 5+ | T4 W2 3+ |
Reaver Apocalypse Launcher | 24"-200" Heavy2D6 S7 ap-2 D2 | (0.38)1.55 | (0.38)1.55 | 1.55 | 1.55 | 2.07 | 1.55 | 3.11 | 2.07 | 2.07 | (1.55)3.11 | 3.88 | (2.07)2.14 |
Reaver Gatling Blaster | 72" Heavy12 S8 ap-3 D3 | (2.66)8 | (1.77)5.33 | 8 | 6 | 10 | 8 | 13.33 | 10 | 5.33 | (2.66)8 | 6.66 | (5.55)16.66 |
Reaver Laser Blaster | 72" Heavy3D3 S16 ap-4 DD6+3 | (2.22)18.05 | (1.77)14.44 | 14.44 | 8.66 | 21.66 | 18.05 | 21.66 | 14.44 | 7.22 | (1.66)10.83 | 3.33 | (3.33)21.66 |
Reaver Melta Cannon | 48" Heavy2D6 S16 ap-4 D8 | (2.59)25.92 | (2.07)20.74 | 20.74 | 12.44 | 31.11 | 25.92 | 31.11 | 20.74 | 10.37 | (1.94)15.55 | 3.88 | (3.88)31.11 |
Reaver Volcano Cannon | 120" HeavyD6 S18 ap-5 D12 | (1.29)23.33 | (1.29)23.33 | 15.55 | 11.66 | 23.33 | 23.33 | 23.33 | 15.55 | 7.77 | (0.97)11.66 | 1.94 | (1.94)23.33 |
- | - | - | - | - | - | - | - | - | - | - | - | - | - |
Reaver Feet | Melee8 S8 ap-4 D4 | 6.66 | 4.44 | 5.33 | 5.33 | 8 | 6.66 | 8 | 10.66 | 3.55 | 1.33(5.33) | 3.33 | (3.33)13.33 |
Reaver Power Fist | Melee4 S16 ap-5 D12 | 20 | 16 | 13.33 | 16 | 20 | 20 | 20 | 20 | 13.33 | (0.83)10 | 1.66 | (1.66)40 |
Warbringer Nemesis Titan[edit]
The Anvillus defence battery is calculated assuming the targets listed have the FLY keyword.
- | - | Warhound | Warlord | Heriophant | Phantom | Baneblade | Land Raider | Rhino | Imperial Knight | Guilliman | Custodian | Guardsman | Space Marine |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Stats | T8 W50 2+/5++ RInvuln, 2 VS | T9 W120 2+/5++ RInvuln, 8 VS | T8 W34 2+/5++ | T9 W60 3+/4++ RInvuln | T8 W26 3+ | T8 W16 2+ | T7 W10 3+ | T8 W24 3+/5++ vs ranged | T6 W9 2+/3++ | T5 W3 2+/4++ | T3 W1 5+ | T4 W2 3+ |
Nemesis Quake Cannon | 24"-480" Heavy3D6 S14 ap-5 D6 | (3.11)28 | (3.11)28 | 18.66 | 14 | 28 | 28 | 35 | 18.66 | 11.66 | (2.91)17.5 | 5.83 | (5.83)35 |
Nemesis Volcano Cannon | 24"-120" Heavy3D3 S18 ap-5 D12 | (2.22)40 | (2.22)40 | 26.66 | 20 | 40 | 40 | 40 | 26.66 | 13.33 | (1.66)20 | 3.33 | (3.33)40 |
- | - | - | - | - | - | - | - | - | - | - | - | - | - |
Reaver Apocalypse Launcher | 24"-200" Heavy2D6 S7 ap-2 D2 | (0.38)1.55 | (0.38)1.55 | 1.55 | 1.55 | 2.07 | 1.55 | 3.11 | 2.07 | 2.07 | (1.55)3.11 | 3.88 | (2.07)2.14 |
Reaver Gatling Blaster | 72" Heavy12 S8 ap-3 D3 | (2.66)8 | (1.77)5.33 | 8 | 6 | 10 | 8 | 13.33 | 10 | 5.33 | (2.66)8 | 6.66 | (5.55)16.66 |
Reaver Laser Blaster | 72" Heavy3D3 S16 ap-4 DD6+3 | (2.22)18.05 | (1.77)14.44 | 14.44 | 8.66 | 21.66 | 18.05 | 21.66 | 14.44 | 7.22 | (1.66)10.83 | 3.33 | (3.33)21.66 |
Reaver Melta Cannon | 48" Heavy2D6 S16 ap-4 D8 | (2.59)25.92 | (2.07)20.74 | 20.74 | 12.44 | 31.11 | 25.92 | 31.11 | 20.74 | 10.37 | (1.94)15.55 | 3.88 | (3.88)31.11 |
Reaver Volcano Cannon | 120" HeavyD6 S18 ap-5 D12 | (1.29)23.33 | (1.29)23.33 | 15.55 | 11.66 | 23.33 | 23.33 | 23.33 | 15.55 | 7.77 | (0.97)11.66 | 1.94 | (1.94)23.33 |
- | - | - | - | - | - | - | - | - | - | - | - | - | - |
Ardex-defence Mauler | 36" Heavy6 S6 ap-2 D2 | (0.33)1.33 | (0.33)1.33 | 1.33 | 1.33 | 1.77 | 1.33 | 1.77 | 1.77 | 1.33 | (1.33)2.66 | 3.33 | (1.77)3.55 |
AnvillusDefence Battery | 72" Heavy8 S8 ap-1 D2 (only hit FLY) | (0.44)1.77 | (0.29)1.18 | 1.77 | 1.77 | 2.66 | 1.77 | 3.55 | 2.66 | 2.37 | (1.18)2.37 | 3.70 | (2.22)4.44 |
- | - | - | - | - | - | - | - | - | - | - | - | - | - |
Warbringer Nemesis Feet | Melee6 S8 ap-4 D4 | 5 | 3.33 | 4 | 4 | 6 | 5 | 8 | 6 | 2.66 | (1)4 | 2.5 | (2.5)10 |
Warlord Titan[edit]
- | - | Warhound | Warlord | Heriophant | Phantom | Baneblade | Land Raider | Rhino | Imperial Knight | Guilliman | Custodian | Guardsman | Space Marine |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Stats | T8 W50 2+/5++ RInvuln, 2 VS | T9 W120 2+/5++ RInvuln, 8 VS | T8 W34 2+/5++ | T9 W60 3+/4++ RInvuln | T8 W26 3+ | T8 W16 2+ | T7 W10 3+ | T8 W24 3+/5++ vs ranged | T6 W9 2+/3++ | T5 W3 2+/4++ | T3 W1 5+ | T4 W2 3+ |
Arioch Power Claw (Shooting) | Heavy20 48" S6 ap-2 D2 | (1.11)4.44 | (1.11)4.44 | 4.44 | 4.44 | 5.92 | 4.44 | 5.92 | 4.44 | 4.44 | (4.44)8.88 | 11.11 | (5.92)11.85 |
Belicosa Volcano Cannon | 120" Heavy3D3 S20 ap-5 D12 | (2.22)40 | (2.22)40 | 26.66 | 20 | 40 | 40 | 40 | 26.66 | 13.33 | (1.66)20 | 3.33 | (3.33)40 |
Macro Gatling Blaster | 100" Heavy12 S9 ap-4 D4 | (3.55)17.77 | (2.66)13.33 | 14.22 | 8 | 21.33 | 17.77 | 21.33 | 14.22 | 7.11 | (2.66)10.66 | 6.66 | (6.66)26.66 |
Mori Quake Cannon | 280" Heavy3D6 S14 ap-5 D6 | (3.11)28 | (3.11)28 | 18.66 | 14 | 28 | 28 | 35 | 18.66 | 11.66 | (2.91)17.5 | 5.83 | (5.83)35 |
Sunfury Plasma Annihilator (Standard) | 72” HeavyD6+6 S14 ap-4 D5 | (2.81)17.59 | (2.81)17.59 | 14.07 | 10.5 | 21.11 | 17.59 | 26.38 | 14.07 | 8.79 | (2.63)13.19 | 5.27 | (5.27)26.38 |
Sunfury Plasma Annihilator (Overcharged) | 72” HeavyD6+6 S16 ap-4 D8 | (3.51)35.18 | (2.81)28.14 | 28.14 | 16.88 | 42.22 | 35.18 | 42.22 | 14.07 | 14.07 | (2.63)21.11 | 5.27 | (5.27)42.22 |
- | - | - | - | - | - | - | - | - | - | - | - | - | - |
Apocalypse Launcher | 24"-200" Heavy2D6 S8 ap-2 D2 | (0.58)2.33 | (0.38)1.55 | 2.33 | 1.55 | 3.11 | 2.33 | 4.14 | 2.33 | 2.07 | (1.55)3.11 | 5.83 | (3.88)7.77 |
Laser Blaster | 72" Heavy3D3 S16 ap-4 DD6+3 | (2.22)18.05 | (1.77)14.44 | 14.44 | 8.66 | 21.66 | 18.05 | 21.66 | 14.44 | 7.22 | (1.66)10.83 | 3.33 | (3.33)21.66 |
- | - | - | - | - | - | - | - | - | - | - | - | - | - |
Arioch Power Claw (Melee) | Melee4 S18 ap-5 D18 | 30 | 30 | 20 | 30 | 30 | 30 | 30 | 30 | 10 | (0.83)15 | 1.66 | (1.66)30 |
Warlord Feet | Melee8 S9 ap-4 D5 | 11.11 | 8.33 | 8.88 | 10 | 13.33 | 11.11 | 13.33 | 13.33 | 4.44 | (1.33)6.66 | 3.33 | (3.33)16.66 |
Notes[edit]
- For the titans, the number in bracketts shows the number of void shields a full volley of the weapon will remove, then the number outside represents the damage if there are no void shields, and by extension the invulnerability save they provide.
- Guardsmen can be considered just a generic GEQ as almost all titan weapons have ap-3 or better, so aspect warriors and guardsmen will die at (almost) the exact same rate.
- Guilliman and custodes are included as examples of units with "relatively" low toughness, but incredibly high armour and invulnerability saves. They are also there to highlight how vulnerable they are, as they are low wound count, high point cost units. For the custodes as they are not single wound units but still exist in squads the first number listed in brackets is the total number of unsaved hits against the unit, with the second number being the total damage caused.
- If an attack would cause mortal wounds to another unit by throwing the remains of another slain unit at them then that damage is ignored, as it is difficult to factor in such damage. However, keep this potential benefit in mind when consulting the damage table, especially as such mortal wounds can be used against characters within range.
- All attacks are assuming that the unit firing the weapon is undamaged.
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