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		<title>Gunslinger</title>
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		<summary type="html">&lt;p&gt;2600:1006:B11B:B244:E811:AED7:FBCD:B0E0: /* Famous Guns of the Old West */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The man with no name.jpg|thumb|300px|Yee-haw.]]&lt;br /&gt;
{{Topquote|Well, ya gonna pull those pistols or whistle &#039;&#039;Dixie&#039;&#039;?|&#039;&#039;The Outlaw Josey Wales&#039;&#039;}}&lt;br /&gt;
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Oh &#039;&#039;God&#039;&#039; yes.&lt;br /&gt;
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Historically, &#039;&#039;&#039;Gunslingers&#039;&#039;&#039; were the rough-and-tumble frontier men of the [[Western|Old West]], where, armed with the two most famous guns ever made, the Colt revolver and the Winchester rifle, they fought the natives, the animals, and one another in the name of [[Humanity Fuck Yeah]].&lt;br /&gt;
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Culturally, the gunslinger was the American equivalent of the European knight-errant, with many an old story of their wandering from place to place righting wrongs and shooting bandits. One famous aspect of these stories is the quick-draw duel, where two men stand in the street at high noon (when everyone knows to get out of the way and the sun is in neither of their eyes), and stare each other down, each waiting for the other to draw first so that he will have the benefit of arguing &amp;quot;self-defense&amp;quot; in court after the duel is over. In most, but not every case, the villain draws first, but the hero is faster than him and kills him.&lt;br /&gt;
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Just like the medieval knight underwent a series of anti-heroic revisions recently, the cultural myths around the Gunslingers of the Old West have been reexamined in a number of realistic Westerns that paint them in a more morally-ambiguous light.&lt;br /&gt;
&lt;br /&gt;
==Famous Gunfighters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wyatt &amp;amp; Virgil Earp&#039;&#039;&#039; - Virgil Earp was a deputy US Marshal who formed a posse with his brother Wyatt (a gambler) and Doc Holiday (a dentist) to confront a group of cattle thieves in Tombstone.  Although charged with murder they were ultimately exonerated. &lt;br /&gt;
* &#039;&#039;&#039;James &amp;quot;Wild Bill&amp;quot; Hickok&#039;&#039;&#039; - Wrestled a bear and won.  Killed a guy over a debt then paid the widow in remorse.  Killed a gambler in a duel, was [[What|charged with murder but became a deputy marshal]] in Kansas a couple weeks later.  Served as a lawman in various capacities in Kansas, racking up kills for 4 years until he was fired.  Pissed off a gambler in Deadwood who shot him the next day.&lt;br /&gt;
* &#039;&#039;&#039;Jesse James&#039;&#039;&#039; - Fought as a Confederate guerrilla in the war, then spent ten years robbing stagecoaches in the midwest.  Recruited a new guy into his gang who shot him for the reward.&lt;br /&gt;
* &#039;&#039;&#039;Henry McCarty (Billy the Kid)&#039;&#039;&#039; - Cattle thief who participated in the Lincoln County War.  Caught and sentenced to death, but escaped from jail killing two deputies in the process.  The sheriff who caught him the first time tracked him down again and shot him.&lt;br /&gt;
* &#039;&#039;&#039;Robert Parker (Butch Cassidy) &amp;amp; Harry Longabaugh (The Sundance Kid)&#039;&#039;&#039; - The principle members of a group of train robbers who hit several payroll deliveries until Union Pacific hired the Pinkerton Agency to hunt them down.  Escaped to South America where they tried to rob a payroll courier, which ended in a shootout with a Bolivian cavalry regiment.&lt;br /&gt;
* [[Officio Assassinorum|&#039;&#039;&#039;The Pinkerton Agency&#039;&#039;&#039;]]: A detective agency and private military contractor that was basically the 19th century version of the FBI and Secret Service except for-hire and with even more dubious ethics.  If you piss off a bank or railroad or president badly enough, odds are good they&#039;ll hire the Pinkertons to find some way to shoot you in self defense.&lt;br /&gt;
&lt;br /&gt;
==Famous Guns of the Old West==&lt;br /&gt;
Initially pistols were designed for ball &amp;amp; percussion cap, and while metal cartridges did exist prior to the Civil War, very few pistols used them.  For logistical simplicity, cap &amp;amp; ball persisted through the war, but afterwards a lot of conversions were designed to retrofit the hundreds of thousands of service revolvers to shoot cartridges. &lt;br /&gt;
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The vast majority of Old West revolvers are single-actions, meaning that the user had to load cartridges through a small hole one-at-a-time and had to pull the hammer down between each shot. For this reason, gunfighters would carry several loaded revolvers, and would “fan-fire” revolvers by rapidly swiping the hammer with their off-hand for rapid-fire shots.&lt;br /&gt;
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* &#039;&#039;&#039;1847 Colt Walker &amp;amp; 1848 Colt Dragoon&#039;&#039;&#039; - the original BIG IRONS. The Walker was the first commercially successful revolver ever made, which was lucky for Sam Colt since he was nearly bankrupt after failing to sell the fairly weak Colt Paterson.  The Walker fired a .44 bullet and could kill horses in a single shot; it was the most powerful revolver to date.  A couple thousand were procured for the Mexican-American War, where the high power and frequent use resulted in a number of failures.  After the war an improved model called the Dragoon was introduced to address these problems, and would serve in the Indian Wars. As a cap-and-ball gun, reloading it was a finnicky business. In a Fight, you got six shots and that was it.&lt;br /&gt;
* &#039;&#039;&#039;1851 Colt Navy&#039;&#039;&#039; - A lighter .36 version of the Walker/Dragoon.  Nearly a quarter million of these were produced, but the sheer number of copies not made by Colt (many copies were made, some of which Colt managed to squeeze a licensing fee out of) push that number even higher. Despite the obsolescence of Cap and Ball revolvers, cartridge conversions of Navy revolvers was very common and several mod kits were offered commercially.&lt;br /&gt;
* &#039;&#039;&#039;Beaumont–Adams revolver&#039;&#039;&#039; - A British revolver, notable for being double action. Accounts of the Indian Mutiny say the British officers had rivalry if this or the Colt was better. The Beaumont–Adams was faster to fire and was made in a larger, more powerful caliber. The Colt was more accurate and held six shots instead of five †&amp;lt;sup&amp;gt;(see note)&amp;lt;/sup&amp;gt;. A &#039;&#039;very&#039;&#039; small minority preferred the instant stopping power of an even larger single shot pistol.  In the Americas, it was noteworthy for being used by the Canadian mounties until the Enfield was introduced.&lt;br /&gt;
* &#039;&#039;&#039;Remington New Model 1858&#039;&#039;&#039; - A revolver with an all steel frame that joins the front and back that made it far stronger than the Colt. Has a notable oddity that the cylinder is relatively quick to remove and replace, so it can theoretically be reloaded comparatively quick. In reality, black powder fowling, the hand-fitting required of original examples and a second gun being faster to bear still makes the actual use more of a novelty. The extra $.50 in cost made the Union balk about buying them until the Colt factory burned down. First produced in both Army (.44) and Navy (.36) sizes, the sheer number of surplus examples post US Civil War forced Remington to make miniature versions in .31 caliber to have a market. The durability means it is now considered the best single-action cap and ball revolver for those shooting modern reproductions with no particular need for any single model.&lt;br /&gt;
* &#039;&#039;&#039;1860 Colt Army&#039;&#039;&#039; - A hastily redesigned 1851 Navy to shoot .44 to replace the aging Dragoons.  The Union bought over a hundred thousand of these.  Because the frame was originally designed for .36, they had a habit of going boom instead of bang.  An 1861 Navy model was offered but not many were made as the 1851&#039;s were holding up fine.  Conversions of the 1860 Army wasn&#039;t nearly as common as the 1851 Navy, as the frame&#039;s bad reputation was well known; it was just too much power and not enough gun to hold it.&lt;br /&gt;
* &#039;&#039;&#039;LeMat&#039;&#039;&#039; - a very unique European revolver that was popular with the confederacy. This revolver is best known for having way more capacity than your typical six-shooter; besides having a nine chamber cylinder, it also had a 20 gauge shotgun barrel beneath the pistol barrel. &lt;br /&gt;
* &#039;&#039;&#039;1873 Colt Single Action Army, aka &amp;quot;Peacemaker&amp;quot;&#039;&#039;&#039; - Was designed for cartridges from the start, and came in a bunch of different calibers.  Previous Colt designs has been &#039;&#039;open topped&#039;&#039; (lacking any frame over the cylinder), but Colt finally acknowledged that the Remington closed top design was stronger and started using it.  First cartridge revolver adopted by the US and, thanks to General Patton&#039;s eccentricity, at least two were still in service during World War II.&lt;br /&gt;
* &#039;&#039;&#039;Smith &amp;amp; Wesson &amp;quot;Schofield .45&amp;quot;&#039;&#039;&#039; - Also know as the Model 3, this was a top break designed for the Russian Army.  Major Schofield made a number of recommendations for improvements which appeared in the US model in 1875. The Schofield was best known for being the fastest revolver to reload due to its top-break design, though the .45 Schofield cartridge had a reputation for being underpowered compared to the more popular .45 Long Colt. That being said, The Model 3 was extremely popular on the international market, especially in Imperial Russia, and had many variants including double-action and carbine length versions.&lt;br /&gt;
* &#039;&#039;&#039;1877 Colt Double Action&#039;&#039;&#039; - Colt&#039;s first mass produced double action revolver, basically a double action version of the Peacemaker.  Had some pretty serious reliability issues and is still today regarded as the worst double action design ever brought to production.  &lt;br /&gt;
* &#039;&#039;&#039;1892 Colt Army&#039;&#039;&#039; - One of the first swing out cylinder revolvers; used by Teddy Roosevelt&#039;s roughriders.&lt;br /&gt;
* &#039;&#039;&#039;Remington Model 95 Derringer&#039;&#039;&#039; - Popular with gamblers and as a garter-gun. This tiny two-shot pistol could easily be hidden in one’s person, making it a useful personal defense or assassination weapon; though the range was pitiful beyond a couple feet.&lt;br /&gt;
* &#039;&#039;&#039;Sharps Derringer&#039;&#039;&#039; - another tiny pistol, usually four shots instead of two. &lt;br /&gt;
* &#039;&#039;&#039;Pepperbox Revolvers&#039;&#039;&#039; - before Colt, Pepperboxes were the most common revolver configuration. each chamber was also a barrel, and while this made them mechanically simpler since you didn’t have to line up the chamber and barrel precisely, it also made the gun much heavier. Pepperboxes were still used in small-caliber revolvers where weight wasn’t an issue.&lt;br /&gt;
* &#039;&#039;&#039;Volcanic Pistol&#039;&#039;&#039; - only a complete fool would have carried this pistol. No, really. It was the first repeating pistol that was commercially available, but it was so underpowered that a man who attempted suicide with a Volcanic survived with only minor injury.&lt;br /&gt;
† &#039;&#039;(Note: 19th and early 20th century revolvers were not known for having safe hammer designs.  Only the reckless or stupid would fill all chambers on an older revolver, you needed one empty to safely rest the hammer and firing pin, otherwise you were liable to shoot yourself while riding.)&#039;&#039;&lt;br /&gt;
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Long guns were also common, but the sheer variety of functionally identical single shot percussion fired rifles and shotguns makes cataloging them daunting. Hell, lots of people were still using surplus flintlocks as they were dirt cheap.  Besides... we&#039;re talking about gunslinging. That said, while gunslingers are most famous for the QuickDraw, there are still those like Billy the Kid with a reputation for being excellent marksmen.&lt;br /&gt;
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A quick overview of the types of &amp;quot;long guns&amp;quot; cowboys would carry;&lt;br /&gt;
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* &#039;&#039;&#039;Trapdoor Rifle&#039;&#039;&#039;: Take a musket, saw a bit off the back of a barrel and slap a hinged breech and and firing pin in it&#039;s place. No really, that&#039;s what they did. There was a lot of civil war muskets lying about and it was cheaper for the US Army to do this quick and dirty upgrade than buy better new ones.&lt;br /&gt;
* &#039;&#039;&#039;Coach Gun&#039;&#039;&#039;: While double barreled shotguns were extremely commonplace, the &amp;quot;Coach Gun&amp;quot; configuration was an iconically Western one. This short-barreled shotgun was commonly used by stagecoach guards to defend against bandits, hence where the term &amp;quot;riding shotgun&amp;quot; comes from.&lt;br /&gt;
* &#039;&#039;&#039;Repeating Shotguns&#039;&#039;&#039;: Repeating shotguns were not as common compared to break action shotguns, but at least two existed prior to the 1890s. You had the pump-action Spencer 1882, and the wildly popular Winchester 1887 of Terminator fame. If we’re willing to stretch our timeline to prior to WWI, there’s also the famous Winchester 1897 pump action, and the Browning Auto-5, the first self-loading shotgun.&lt;br /&gt;
* &#039;&#039;&#039;Lever-Action Rifles&#039;&#039;&#039;: These existed as early as the Civil War, and became the go-to firearm for cavalry and other horse riders. Lever-actions were commonly shorter compared to infantry rifles and could be easily stowed on a saddle, and fired pistol cartridges (making it easy to carry ammo for both your revolver and long gun). Most importantly, it was an early and extremely popular repeating firearm (a few of which were used in the Civil War, including the Henry 1860, Spencer 1860, and Sharps Carbine) before bolt-action rifles became commonplace. Popular models included the &#039;&#039;many&#039;&#039; different Winchester rifles, as well as their competitors at Marlin and Savage Arms, etc.&lt;br /&gt;
* &#039;&#039;&#039;Buffalo Rifles:&#039;&#039;&#039; These high-caliber rifles, as the name suggests, were powerful enough to bring down Buffalo in a single shot. Of course, they were also useful for other large game, making them popular with hunters. Famous models include the Sharps 1874, Remington No. 1 Rolling Block, and the Trapdoor Springfield.  Peep sights were common; 19th century telescopic sights were rare, expensive, big, and finicky.  &lt;br /&gt;
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Because of their fame, many of the guns above are still produced today in limited quantities by companies that deal in replicas such as Uberti, or in the case of the Peacemaker, by their original manufacturer.&lt;br /&gt;
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== [[Dungeons and Dragons]]==&lt;br /&gt;
[[File:Pistoleer 3e Ravenloft.jpg|left|150px|thumb|The Pistoleer]]&lt;br /&gt;
[[File:Artillerist.jpg|right|150px|thumb|The Artillerist, or as I like to call him, Matt Meowcer]]&lt;br /&gt;
Because of [[Medieval Stasis|the usual problem]], for years the closest thing the &#039;&#039;D&amp;amp;D&#039;&#039; family had to a playable Gunslinger class were the gunfighting Paladins of [[Murlynd]] who resembled sheriffs from these Westerns, and whose holy text was basically a pulp novel of his exploits. In [[Dungeons &amp;amp; Dragons 3rd Edition|3rd Edition]], this amounted to a single feat buried in an issue of &#039;&#039;[[Dragon Magazine]]&#039;&#039;.&lt;br /&gt;
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A gun-toting prestige class, the &#039;&#039;Pistoleer&#039;&#039;, appeared in the 3rd edition update of the [[Ravenloft]] setting, where it was one of several prestige classes in the splatbook &#039;&#039;Van Richten&#039;s Arsenal, Volume 1&#039;&#039;.&lt;br /&gt;
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[[Dungeons &amp;amp; Dragons 5th Edition|5th Edition]] first sought to resolve this lengthy injustice by introducing Gunslingers as a sub-class of the [[Artificer]] called the Gunsmith. This first version was a quarter-caster, like the Fighter and Rogue spellcasting archetypes, that got a semi-magical &amp;quot;thunder-cannon&amp;quot; that only they could use, and which took an action to fire and a bonus action to reload. While this obviously restricted them to one shot per round, the base shot had the damage-progression of the Rogue&#039;s sneak attack, and they learned to fire other shots with various effects (blast, cone, etc.) as they leveled up. They also had the tools needed to recreate their weapon if it was destroyed, and a wonky ammunition bag that didn&#039;t &#039;&#039;technically&#039;&#039; give them as many bullets as they wanted in theory, but definitely did in practice since they were almost certainly not going to fire more shots than they can produce in a given long rest.&lt;br /&gt;
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Unfortunately, the Gunsmith and the thunder cannon were removed with the March 2019 Unearthed Arcana, but in its place a new Artificer sub-class (now renamed Artillerist) had the means to create a walking turret buddy by sacrificing spell slots (as well as one free one each day). This turret, while incapable of scaling in damage, could either be a flamethrower, a force-damage ballista, or a healing station. You could also create wands with this subclass, though it was only usable by you and it let you add your Intelligence Modifier to the damage of one cantrip.&lt;br /&gt;
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The official published version of the Artificer in &#039;&#039;Eberron: Rising from the Last War&#039;&#039; kept most of the above Artillerist features, adding the option to make the turret legless, tiny and hand-held (i.e. a GUN). Combined with the ability to fashion arcane focii into firearms, dual-wielding gunslingers had finally arrived in D&amp;amp;D.&lt;br /&gt;
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There&#039;s also a complete 5e Gunslinger class of semi-official canonicity, created by Matthew Mercer of [[Critical Role]] fame and subsequently launched on [[DM&#039;s Guild]], which mimics the &#039;&#039;Pathfinder&#039;&#039; model. Matt had made this after switching his campaign 1 of critical role from Pathfinder to 5e. One of the players, Taliesin had played a iconic gunslinger so they decided to homebrew one for in order to keep him around.&lt;br /&gt;
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== [[Iron Kingdoms]] ==&lt;br /&gt;
[[File:Gunmage.jpg|right|200px|thumb|I put on my robe and wizard hat.]]&lt;br /&gt;
In addition to having plenty of rifle and pistol-toting soldiers, militia and adventurers, to the point that one of the setting&#039;s unique undead monsters is a ghostly gunslinger come back from the dead due to being pissed at getting outgunned in a duel, known as a Pistol Wraith, Iron Kingdoms ups the ante by having magic gunslingers, the iconic &amp;quot;Gun Mages&amp;quot;.  A gun mage is a magic wielder who, instead of casting spells at his target, shoots bullets at his target &#039;&#039;with spells cast on them&#039;&#039;.  Instead of robes and wizard hats they wear dusters and tricorns.&lt;br /&gt;
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The signature weapon of the gunmage is the magelock pistol, combined with rune etched ammunition.  There is nothing inherently magical about a magelock, it is the runes on the bullet that allow the gunmage to empower it with spells.  A magelock pistol is simply built to higher standards and of harder materials to withstand the power involved; fired through a regular pistol, empowered rune ammo will very quickly cause damage to the barrel.  &lt;br /&gt;
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Most gun mages are trained by their nation&#039;s military.  In Cygnar, gun mages are typically members of the Order of the Arcane Tempest; in the former nation of Llael, gun mages were trained by the Order of the Amethyst  Rose.&lt;br /&gt;
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Both the [[Iron Kingdoms RPG]] and the [[Dungeons &amp;amp; Dragons 5th Edition]] translation of the setting offer gunslingers - known as &#039;&#039;&#039;Gunfighters&#039;&#039;&#039; in the [[Iron_Kingdoms_(5E)|5e version]] for some reason - and gunmages as viable character concepts. The 5e version in particular turns them into fully independent classes, with their own sets of subclasses.&lt;br /&gt;
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We&#039;ll talk about the [[Gun Mage]] on its own page, but as for the 5e Gunfighter...&lt;br /&gt;
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Despite having &amp;quot;fighter&amp;quot; in its name, the Gunfighter should not be mistaken for a frontline tank like a real [[fighter]]. This is a mobile, agility-centric, [[Dexterity]]-focused fighting class that, of course, revolves around guns. They work off of a d8 hit diceand are proficient with light and &amp;quot;infantry&amp;quot; armor, a new category added in the Iron Kingdoms setting.&lt;br /&gt;
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The core features of the Gunfighter are:&lt;br /&gt;
* Fighting Style: Gunfighters have access to the unique stils of &#039;&#039;Pistol Dueling&#039;&#039; (+2 damage when wielding a one handed pistol as your only weapon), &#039;&#039;Sharpshooter&#039;&#039; (+2 to attack rolls with firearms) and &#039;&#039;Two-Gun Fighting&#039;&#039; (you can use light pistols to two-weapon fight, add your ability modifier to damage of the second attack)&lt;br /&gt;
* Trick Shot - we&#039;ll cover this below, because it&#039;s the core feature.&lt;br /&gt;
* Fast Reload: 2nd level, you can reload a firearm as part of a ranged attack.&lt;br /&gt;
* Forge Shot: Whenever you complete a rest, by expending 1 gold piece worth of materials, you can craft (10+Proficiency bonus) ammo for a firearmr of your choice.&lt;br /&gt;
* Extra Attack at 5th level&lt;br /&gt;
* Overwatch: 7th level, you can use your Reaction to shoot a firearm at a creature that moves whilst within both your gun&#039;s range and your line of sight.&lt;br /&gt;
* Fast Reflexes: 10th level, you have Advantage on Dexterity saves against visible threats, and can use a Reaction when hit by a visible attacker to halve the damage.&lt;br /&gt;
* Suppressing Fire! 10th level, you can spend an action to designate a firing point; any creature within 10 feet of that point must make a Wisdom save vs. your Trick Shot DC or have speed reduced to 0 and lose the ability to use reactions until the start of your next turn.&lt;br /&gt;
* Hit and Run: 13th level, once per turn, you can immedaitely move your full speed after hitting a target with a ranged attack.&lt;br /&gt;
* Low Profile: 14th level, improve half-cover and 3/4th&#039;s cover by 1 step, to 3/4ths and full cover respectively.&lt;br /&gt;
* Keen Eyed: 15th level, firearms you wield increase their Normal range by +20 feet and their Maximum range by +60 feet.&lt;br /&gt;
* Dead-Eye: 20th level, you can turn a miss with a gunshot into an automatic hit (Dexterity modifier) times per long rest.&lt;br /&gt;
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Trick Shots are the signature special abilities that a gunfighter has mastered. A gunfighter gains access to all of the following trick shots, plus others dictated by their subclass. Only one trick shot may be applied to an attack at a time, and the gunfighter can only use a trick shot once per short rest, increasing to twice per rest from 6th level and thrice per rest from 18th level. Any trick shot that requires a saving throw has a DC of 8 + the gunfighter&#039;s Proficiency bonus + the gunfighter&#039;s Dexterity modifier.&lt;br /&gt;
* Golden Bullet: Shot ignores damage resistance.&lt;br /&gt;
* Piercing Shot: Instead of hitting one target, your bullet strikes all enemies in a 5ft line reaching to your weapon&#039;s normal range.&lt;br /&gt;
* Pinning Shot: The target must pass a Wisdom save or be knocked prone and Frightened until the start of your next turn.&lt;br /&gt;
* Ricochet Shot: Your shot ignores total cover.&lt;br /&gt;
* Wounding Shot: Target must pass a Constitution save or start bleeding, suffering damage equal to your Dexterity modifier at the start of each turn until healed or a DC 10 Medicine check is made to staunch the wound. Multiple Wounding Shots stack. This trick shot only affects living creatures and steamjacks.&lt;br /&gt;
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&#039;&#039;Pistoleers&#039;&#039; specialize in the use of pistols, allowing them to draw and fire with greater speed than other gunfighters. Their thirdl evel features are Gunslinger (ignore the usual Disadvantage caused by using a pistol in melee range) and Quick Draw (add Wisdom modifier to Initiative rolls, you can draw/stow 2 pistols at once). At 6th levle, they gain two new Trick Shots; Return Fire (make a ranged attack against a creature that just made a ranged attack against you; on a hit, the assailant&#039;s attack suffers Disadvantage as they take damage from your shot) and Snipe (ignore Disadvantage on shooting a target at long range). 11th level gives them access to Chain Shot (if you shoot the same target multiple times in one turn, your secondary shots are made with Advantage). Finally, at 17th level, they can unleash a Barrage, shooting multiple creatures within 30 feet (1 per bullet loaded) once per day.&lt;br /&gt;
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&#039;&#039;Sharpshooters&#039;&#039; specialize in the use of long arms like rifles; they don&#039;t fire as frequently as pistoleers, but they hit targets a lot harder and from a lot further away. Their third level features are Crack Shot (ignore half cover and light obscurement when shooting) and Steady Aim (a ranged attack made with a rifle at long range doesn&#039;t suffer disadvantage if you didn&#039;t move that turn). 6th level gives them both the feature Prone Shooter (no Disadvantage for shooting whilst prone) and a unique Trick Shot in the form of Dual Shot (once per turn, attack a single target twice as part of the same attack). 11th level gives them Targeteer, which lets them spend an action to make an Insight check (DC 5 + target&#039;s CR); if successful, the sharpshooter does +1 damage dice worth of damage with shots against that target until the ytake a rest or pick a new target. Finally, 17ty level&#039;s Sniper lets them make a Headshot or a Crippling Shot once per turn; both do increased damage (+ Wisdom modifier) and force the target to make a Constitution save against the sharpshooter&#039;s Trick Shot DC. If the target fails, Headshots stun until the next turn, and Crippling Shots halve speed and impose Disadvantage on Dexterity saves for 1 minute.&lt;br /&gt;
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&#039;&#039;Commandos&#039;&#039; are stealthy gunfighters who specialize in quick, brutal stealth attacks to take down foes. As a result of their tendency to work in close range, they are also more adept at melee weapons than pistoleers or sharpshooters. Taking the Commando subclass grants proficiencies in Martial Weapons, Grenades and Stealth - or doubling your Proficiency bonus on Stealth checks if you were already proficient. They have only one 3rd level feature; COmbat Awareness, which is a +5 bonus to passive Perception and to Initiative checks. 6th level gives them Rapid Strike (if you shoot a target that hasn&#039;t acted yet in this round, they take +1d6 damage - +2d6 from 11th level and +3d6 from 17th level) and Brutal Assault (once per turn, you can spend a bonus action after making a ranged attack to make a melee attack). 11th level grants them the Stalker feature, which gives them Advantage on Stealth checks and lets them always use a bonus action to Hide. Finally, 17th level unlocks Tactical Flexibility, which lets them choose one of three abilities at the start of each turn:&lt;br /&gt;
* Silent Operation: If you attack from hiding and miss, you remain hidden if the target fails a Perception vs. Stealth check.&lt;br /&gt;
* Tactical Reposition: You can Dash as a bonus action.&lt;br /&gt;
* Sabotage: Your first ranged attack against an object, structure or vehicle does double damage.&lt;br /&gt;
&lt;br /&gt;
The first Iron Kingdoms 5e splatbook, &#039;&#039;&#039;Borderlands &amp;amp; Beyond&#039;&#039;&#039;, offers a new Gunfighter subclass called the &#039;&#039;Ghost Sniper&#039;&#039;, a stealth-focused rifle expert. 3rd level gives them the features Fire and Fade (if you hit with a shot, you can Hide as a Reaction) and Longshot (rifles you wield increase their long range by 15 X your gunfighter class level feet). At 6th level, they gain the unique Trick Shots of Ghost Shot (ignores half cover and 3/4ths cover, +2 to attack if targeted is armored or has an AC boosting spell applied) and Snipe (ignore Disadvantage for shooting at long range). 11th level&#039;s Silenced Shots means you only give away your position by shooting whilst hidden if a creature can visually see your muzzle flash. Finally, Unseen Assassin at 17th level makes you Invisible to any creature more than 100 feet away from you whilst you&#039;re Hiding.&lt;br /&gt;
&lt;br /&gt;
The first Iron Kingdoms 5e splatbook, &#039;&#039;&#039;Borderlands &amp;amp; Beyond&#039;&#039;&#039;, offers a new Gunfighter subclass called the &#039;&#039;Ghost Sniper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A teaser of the classes &amp;amp; subclasses index for the 2023 splatbook &#039;&#039;&#039;Nightmare Empires&#039;&#039;&#039; revealed that the Gunfighter will gain a new subclass called the &#039;&#039;Wraith&#039;&#039;. Described officially as &amp;quot;a gunfighter who wields magic and shooting irons&amp;quot;.&lt;br /&gt;
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== [[Pathfinder]] ==&lt;br /&gt;
[[File:Lirianne.jpg|right|300px]]&lt;br /&gt;
[[File:Gunslinger Mythic Minis.png|right|300px]]&lt;br /&gt;
Pathfinder actually had the balls to add the Gunslinger as a character class in a world of knights and swords, because &#039;&#039;fuck&#039;&#039; [[Medieval Stasis|medieval stasis]]; in canon, it&#039;s because there&#039;s an entire region that&#039;s just a massive anti-magic zone so they needed something to defend themselves.  They&#039;re built on the &amp;quot;Fighter&amp;quot; template, so they get lots of hitpoints and lots of feats, and they enjoy a resource pool called &#039;&#039;[[General Sturnn|grit]]&#039;&#039; that they can use for various effects. In addition to rest, &#039;&#039;grit&#039;&#039; is mainly regenerated by critting or killing actual threats. However, some DMs also allow doing badass deeds of derring-do to regain grit, so shooting out chandeliers, challenging villains to quick-draw duels, and leaping sideways through the air while firing are all heartily encouraged.&lt;br /&gt;
&lt;br /&gt;
More than perhaps any other class, Gunslingers benefit from Pathfinder&#039;s &amp;quot;archetype&amp;quot; system. One Gunslinger class feature basically lets the character pick a gun off a rack to start the game with, since otherwise you&#039;d have to spend more money than the entire party probably has at character creation to buy a single weapon, let alone ammunition; sticking with one type of gun and picking an archetype to go with it is &#039;&#039;very&#039;&#039; advantageous. Musket Masters get lots of free reloading powers, Pistoleros get sneak-attack-style extra precision damage, Siege Gunners get to be &#039;&#039;cannon fighters&#039;&#039;, etc. Note that there is only one &amp;quot;good&amp;quot; way to do a dual pistol build (&amp;quot;Gun Twirling,&amp;quot; which is super feat-heavy), outside of weird stuff (being a member of the four-armed kasatha race, multi-classing to either witch or alchemist long enough to pick up an extra limb, picking the bard archetype for juggling weapons, etc.), so it&#039;s tricky to do.&lt;br /&gt;
&lt;br /&gt;
Your [[firearm]] is your friend and your bosom buddy. You won&#039;t be starting out with a multi-shot firearm for balance, and getting one later is pretty iffy, so making reloading as quick and easy as possible is absolutely paramount. Take the &#039;&#039;Rapid Reload&#039;&#039; feat if your archetype doesn&#039;t already come with one, and take at least one rank in the &#039;&#039;Craft: Alchemy&#039;&#039; skill to make alchemical ammunition at half-cost with no crafting roll. Alchemical ammunition, even when it doesn&#039;t have any special powers, further reduces the time necessary to reload a weapon, which is a small price to pay for increased misfires.  Getting it down to a free action by the time you can take multiple shots per round is important. Also, when you inevitably roll a critical fumble and your gun breaks, don&#039;t be stingy with your grit.  Doing a &#039;&#039;quick clear&#039;&#039; may cost you time later, but it will save your goddamn life now, whereas having your weapon explode will basically kill you even if you survive it.&lt;br /&gt;
&lt;br /&gt;
They also manage to sidestep most [[MAD]] problems, since, although they need more WIS than the average fighter-derivative for grit points, they need &#039;&#039;less&#039;&#039; STR if they aren&#039;t lugging around an artillery piece. And even then, there&#039;s a dirt cheap magic item called Muleback Cords that can easily get around that problem.  Plus, one of their strongest powers kicks in at fifth level, where they start &#039;&#039;adding their Dex to damage with their guns&#039;&#039;, complete with their own version of Power Attack (&#039;&#039;Deadly Aim&#039;&#039;).  &lt;br /&gt;
&lt;br /&gt;
Gunslingers aren&#039;t &#039;&#039;really&#039;&#039; overpowered, since their abilities basically begin and end at pointing guns at bad things to make them dead; they have to stay uncomfortably close for their ranged features to actually matter, misfires are the bane of their existence for most of their careers, and their whole shtick can be shut down in a hurry if the enemy spellcaster summons cover or manages to get their gun wet. That said, they &#039;&#039;do&#039;&#039; need to be played against very differently from many other martial classes, so DEFINITELY clear this class with your GM/DM before you roll one. Misfiring is also a perpetual bane until you can afford a +2 equivalent weapon, and if you aren&#039;t always prepared for it, you will most likely die.&lt;br /&gt;
&lt;br /&gt;
Most of the listed problems can be easily fixed with cheap wondrous items and weapon enchantments (&#039;&#039;distance&#039;&#039; on a musket will double the range to 80 feet), and combat feats like &#039;&#039;Cluster Shots&#039;&#039; and &#039;&#039;Improved Precise Shot&#039;&#039; remove the problem of DR and Cover. Also, Alchemical Cartridges can&#039;t get wet, and even if the GM is smart enough to cast water on your musket (and you lack any Dry Load cartridges), just ask a caster to cast Prestidigitation (lvl 0 spell) on your gun and it will be dry in a standard action. Or, if you&#039;re willing to get really pulpy &amp;quot;science-fantasy&amp;quot;, try and score yourself some of the technological guns from Numeria; any gun works for a gunslinger, whether it&#039;s a blackpowder musket or an ancient alien laser pistol. And for those wanting to go ham on this angle, there&#039;s the Techslinger archetype from the &#039;&#039;Technology Guide&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The issue with this is, of course, that the availability of guns is dependent on setting and feats. In general, a lot of DMs just aren&#039;t happy with the changes having gunslingers around would necessitate in their settings, and it &#039;&#039;is&#039;&#039; their game, after all. Paizo has ported some of the &#039;slinger&#039;s class features into other class variants in some of their new material, and the &amp;quot;Bolt Ace&amp;quot; archetype basically ports most of their cool stuff into crossbows, so if the mechanics sound interesting to you but the DM is unwilling, take a look. And most people agree that revolvers, rifles, and other &amp;quot;early modern&amp;quot; firearms are a bit too strong, so don&#039;t expect to get them at all.&lt;br /&gt;
&lt;br /&gt;
In the end, Gunslingers are [[Tier System|tier 5 at lower levels or tier 4 at higher]]. They can throw out a &#039;&#039;lot&#039;&#039; of damage, but at lower levels they struggle to do it consistently. While good at this, base Gunslingers can&#039;t do anything else very well, although with some clever skill points, and use of their heavier CHA focus the Mysterious Stranger can take up the place of a Party Face, and the Blast Lock deed can be used to bypass locks (though the subtlety of such a tactic leaves a lot to be desired without oil of silence), so there are some ways to make an &amp;quot;infiltrator&amp;quot; Slinger.  They also have a pretty good skill list and a decent number of skill points, so they edge out the fighter in that regard.&lt;br /&gt;
&lt;br /&gt;
Come &#039;&#039;Heroes of Golarion&#039;&#039;, any ranged [[Gish]] that wants to be is a better Gunslinger than an actual gunslinger thanks to the feat Spell Cartridges. In exchange for a swift action each turn to use Arcane Strike and slightly less damage (1d4 per 5 caster levels) your firearm is semi-automatic, requires no ammo and deals force damage (which is almost never subject to Damage Reduction or Energy Resistance).&lt;br /&gt;
&lt;br /&gt;
{{Pathfinder-Classes}}&lt;br /&gt;
&lt;br /&gt;
== [[Pathfinder Second Edition]] ==&lt;br /&gt;
[[File:InstantReturnWatt.png|frame|right|2e Gunslingers are stupid and wonderful.]]&lt;br /&gt;
&lt;br /&gt;
Gunslinger was added into PF2E as part of the new book &#039;&#039;Guns and Gears&#039;&#039;, alongside a brand new class for second edition, the Inventor. Among the more obvious changes to the class are the baked-in proficiencies with crossbows (making the Bolt Ace archetype now integrated in any case) and a limited degree of melee capabilities. Though their armor proficiency is quite poor, the fact that stat progression isn&#039;t nearly as item-dependent lessens the blow. Misfires also no longer carry carry the risk of making the gun go kaboom on its wielder, though it can still break the gun in some circumstances. Among other feats available see certain panache tricks, turning [[Alchemist]] bombs into bullets and, as seen to the side, feats for really weird and wacky feats of gun-slinging taking advantage of enemy attacks or saving allies.&lt;br /&gt;
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The final publishing in &#039;&#039;Guns &amp;amp; Gears&#039;&#039; kept the general frame of the class and added some adjustments to guns as well. The bullet-bomb trick is hidden behind another feat that provides Alchemical Crafting and their own version of Infused Reagents, but only to make alchemical ammo and bombs and has a follow-up feat that lets you use this to make ammo out of precious metals. Each of the Subclasses also comes with a specialized means for reloading.&lt;br /&gt;
&lt;br /&gt;
Currently the subclass options include the Drifter, the Pistolero, and the Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Way of the Drifter&#039;&#039;&#039;: This Gunslinger likes to mix their skills with a gun with a melee in the other hand. Perfect for people who want to play as a pirate but would like a ranged option as well as melee. They can also reload in the middle of whacking the enemy with their other weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Way of the Pistolero&#039;&#039;&#039;: This Gunslinger is the classic Cowboy archetype. Quick to draw their weapon and gets in a lot of duels. Their reload trick lets them distract or intimidate an enemy in the middle of a reload.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Way of the Sniper&#039;&#039;&#039;: This Gunslinger hides some distance away, hoping to get a good shot in with his rifle, while never being spotted by his prey. This gives them precision damage to a considerable degree. They have the ability to reload while hiding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Way of the Spellshot&#039;&#039;&#039;: Curiously an archetype merged into the class for some reason. This doesn&#039;t provide any actual spellcasting despite the name, but it offers a means to provide typed damage and other spell-like abilities. Their special reload works while they recall knowledge of an enemy.&lt;br /&gt;
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&#039;&#039;&#039;Way of the Vanguard&#039;&#039;&#039;: This Gunslinger makes the loudest booms and smashes enemies with their big guns. This makes them into a bit of an artillerist and mini-bastion. Their special reload lets them shove an enemy out of the way while loading their gun. &lt;br /&gt;
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{{Pathfinder-2nd-Edition-Classes}}&lt;/div&gt;</summary>
		<author><name>2600:1006:B11B:B244:E811:AED7:FBCD:B0E0</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Titan_(Warhammer_40,000)&amp;diff=499991</id>
		<title>Titan (Warhammer 40,000)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Titan_(Warhammer_40,000)&amp;diff=499991"/>
		<updated>2022-10-25T13:18:09Z</updated>

		<summary type="html">&lt;p&gt;2600:1006:B11B:B244:E811:AED7:FBCD:B0E0: /* Imperial Titan Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Castigator_class_concept_by_hammk-dapfxdo.jpg|500px|right|thumb|A fan&#039;s (hammk on Deviantart aka ahn hyoungsup on ArtStation) idea of a Castigator leading an army of Emperor Titans like a walking cathedral leading other walking cathedrals. The Collegia Titanica in a nutshell, or more accurately our dreams.]]&lt;br /&gt;
{{Topquote|Day of wrath, day of anger&amp;lt;br&amp;gt;will dissolve the world in ashes,&amp;lt;br&amp;gt;as foretold by David and the Sibyl.&amp;lt;br&amp;gt;Great trembling there will be&amp;lt;br&amp;gt;when the Judge descends from heaven&amp;lt;br&amp;gt;to examine all things closely...|Dies Irae}}&lt;br /&gt;
{{Topquote|There&#039;s always a bigger fish|Ancient Terran Proverb}}&lt;br /&gt;
{{Topquote|GO GO POWER RANGERS!!|Sanctified, official Collegia Titanica choir}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Titan&#039;&#039;&#039; is a general term used by the Imperium for all things that are ridiculously MASSIVE and carry HUGE FUCKING [[Dakka|GUNS that can blow the fuck out of the]] [[Xenos|opposing]] [[Chaos|side]]. The bigger ones are humanoid Giant Robots. (And they say the Tau are the only mecha-using weeaboos in the setting. Hypocrites. {{BLAM}} {{BLAM|Heresy!}})&lt;br /&gt;
&lt;br /&gt;
Most races own a titan of some sort. Each race&#039;s Titans reflect the design philosophy behind the rest of their armies. So Imperial Titans are walking Cathedrals with Gothic architecture with guns poking out of every crevice, [[Chaos]] Titans look like a doom metal rock concert made of spikes and evil with guns poking out of every crevice, [[Ork]] Titans are cartoony and cobbled together out of odds and ends with dakka poking out of every crevice, [[Tyranid]] Bio-Titans are essentially (even) more toothy and (even) more tentacle-covered forms of [[Monsterpocalypse|Monsterpocalypse]] with squishy bits that work like with guns poking out of every crevice, [[Necron]] [[Seraptek_Heavy_Construct|Titans]] look like giant spiders with big guns poking out of some crevices (and their eyes) as well as bigger front legs, [[Tau]] Titans look like something straight out of [[Approved Anime|Gundam]] with guns poking out of every crevice, and [[Eldar]] Titans are sleek [[wraithbone]] Slendermen. Also they have guns poking out of every crevice.&lt;br /&gt;
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None of the fluff writers seem to have a consistent idea of how big a Titan is (other than that it&#039;s big); [[Graham McNeil]] says an Imperator is 43 metres tall, [[Dan Abnett]] says an Imperator is over 140 metres tall, and the cover of the graphic novel &#039;&#039;Titan II: Vivaporius&#039;&#039; shows a smaller Warlord with access ladders on its guns suggesting each barrel is the size of a house, meaning the Titan itself would be over half a kilometre tall.  However, as Titans have to be shipped to where they are going to be used, they can&#039;t be a (very) substantial size relative to Battleships (the largest ship available to carry them); we can&#039;t be certain of Battleship sizes *either*, but best guesses place them at 8-12k long.  Combined with the fundamental scaling issue that Titans can&#039;t fly but Attack Craft (commonly 70-100 meters) can, so Titans would simply never be fielded if they were substantially larger, and 43 meters becomes far and away the most reasonable of those three guesses.  Though some source says the Imperator/Warmonger is 80 meters tall, matching a common pattern of Fury interceptor&#039;s length.  &lt;br /&gt;
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Given how Titans are transported, this is also a reasonable size.  That, by the way, is taller than a Boeing 747-8 if it were stood on its nose.  Although this might not be so reasonable when one considers how tall Imperial ships are and that supposedly only a handful can fit on said Imperial ships.  Which seems highly unlikely if among the largest are &amp;quot;only&amp;quot; eighty meters tall.  Especially with the Mechanicus&#039;s mass production capabilities that seems more like something easy to spam rather than something super duper extra special.  Thanks to Adeptus Titanicus, we now have &amp;quot;official&amp;quot; (in as much as &amp;quot;everything is canon, use your imagination&amp;quot; can be considered official) heights for the Warhound (17.08m), the Reaver (25.21m) and the Warlord (32.76m). To compare: the statue of liberty is 93 m meters tall.  These heights do not include any carapace weapons (see gallery for size chart).&lt;br /&gt;
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==Imperial Titans==&lt;br /&gt;
&#039;&#039;Imagine a city that hates you. Now give it legs to walk on and weapons that could level another city, then fill it with more things that hate you. You now have a rough idea of a Titan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the [[Imperium]] the Titan Legions fall under the auspices of the [[Adeptus Titanicus]]. Each Titan has its own name and glorious history, and no two machines are exactly the same even if they are the same class. They are quite often referred to as god-machines due to their ability to blow the fucking shit out of anything in their way.  They are so fucking huge that infantry can&#039;t do anything to them with their tiny ass guns.  These titans can unleash unlimited amounts of [[rape|RAPE]] via their &#039;&#039;&#039;MASSIVE FUCKING GUNS&#039;&#039;&#039; that are mounted &#039;&#039;&#039;EVERYWHERE&#039;&#039;&#039;, so when you see one you are already quite fucked. They also have [[void shields]] which makes them pretty much invulnerable to whatever shit you can throw at it until you can batter the shields down. In 4th-7th ed 40k, Void Shields are each AV12, requiring anti-vehicle weapons to bring down each shield. In 8th, they&#039;re simply a special Invulnerable Save that can even block Mortal Wounds, although the Save degrades depending on how badly damaged the Titan is. As per 9th edition, they are an invulnerable save with their own wounds statistic, and once you&#039;ve used up all their wounds you lose the save. &lt;br /&gt;
&lt;br /&gt;
Like all of the top-tier machines made by the [[Adeptus Mechanicus]], Titans have [[machine-spirit]]s that reflect their nature. As such, Titans have machine spirits full of [[RAGE]] that want to [[Rip and tear]] everything they see. To combat this, Titans are controlled by individuals called &#039;&#039;Principes&#039;&#039; (singular &#039;&#039;Princeps&#039;&#039;) who possess the willpower needed to control and direct the machine-spirit&#039;s bloodthirsty nature. However, if the Princeps is not careful in synchronization, then he risks going insane as his mind is instead consumed by the Titan&#039;s machine spirit; in such a disastrous scenario, the Titan would then go berserk and set about destroying everything it sees, ala [[Neon Genesis Evangelion|Evangelion]].&lt;br /&gt;
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Imperial Titans are as a rule &#039;&#039;very&#039;&#039; old, with some dating as far back as the Great Crusade. The main reason that titans are generally so bloody ancient is that the knowledge and infrastructure needed to build new ones has greatly degraded over time. By the time of the Era Indomitus, only the most prestigious Forge Worlds  [[Forge World|such Mars, Ryza, Graia, and Lucius]] can build them in significant quantity. In the good old days, every other Forge World had a Titan Legion. The second reason they&#039;re so god-dang geriatric is that while it is definitely possible to achieve a mission kill on a Titan, it is actually really, really hard to destroy one to such an extent that it is no longer worth salvaging (i.e.: a reactor detonation). This means that even in cases where the Titan has been completely wrecked, the Mechanicus is quite happy to haul the thing back to the Titan&#039;s home world and fix it up again. &lt;br /&gt;
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New Titans are definitely being built (as we see on Forge World Graia in the Space Marine game), but each one can take decades to construct or even longer. 40K being 40K, it is probably safe to assume that the number of new Titans being built every year is very small, and is almost certainly not quite enough to compensate for battlefield losses and other sources of attrition.&lt;br /&gt;
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Each Titan belongs to a Titan Legion, and each Legion owes fealty to a specific Forge World. As such, unlike some of the Imperial Knight households all Titan Legions owe allegiance directly to the Adeptus Mechanicus. A single titan can be deployed by itself, though this is rare. Typically the &#039;&#039;&#039;&#039;&#039;whole legion&#039;&#039;&#039;&#039;&#039; will &amp;quot;walk&amp;quot; together to end a threat. As far as the Imperium is concerned, if you need to send &#039;&#039;one&#039;&#039; titan, you might as well send thirty-plus titans just to be sure that the threat gets taken care of for good. &lt;br /&gt;
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Like every other branch of the Imperium, Titan Legions all have their own internal cultures and practices; some have a clan like social structure, some are ruthlessly meritocratic, some operate only one class of titan, others are crewed only by women, and some are crewed by gene-engineered clones of crew from before the Heresy. The Mechanicus is apparently fine with all divergence, so long as the titans are cared for properly and the legions remain loyal to Mars. Titan Legions, especially Princeps, are also notable exceptions from traditional Martian sensibilities regarding augmentation. Whilst crew members will, in the line of duty, end up getting augmentations or enhancements (either due to injury or to aid in their duties), they are not expected to completely cyberize themselves. The Mechanicus holds that the union of Human mind and Titan machine spirit is already pretty damn close to the Holy Synthesis they seek. Mechanicus techtheologians even believe that the link with Titans works precisely because the pilots are not heavily augmented.  &lt;br /&gt;
&lt;br /&gt;
The most important component of a Titan is its Machine Spirit. These are amongst some of the oldest and most sophisticated in the Imperium, sometimes verging close to sentient at times. The link between Princeps and Machine Spirit also acts as a storage buffer; if a princeps dies whilst plugged in, their spirit can sometimes be absorbed into the Titan itself. &#039;&#039;Titanicus&#039;&#039; indicates Principes with a particularly strong connection to their Titan (or a weak grasp on humanity) can actually perceive and interact with these spiritual echoes.&lt;br /&gt;
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The &#039;&#039;second&#039;&#039; most important component of a Titan is its warhorn. Ok, we&#039;re not being quite serious here, but the warhorn is, after all, the closest thing that a Titan has to a voice, a thundering bass note that declares, &#039;&#039;&#039;&#039;&#039;Here I am, fight me if you dare&#039;&#039;.&#039;&#039;&#039; When they are going into battle, and especially when they are actually in battle, Titans use their warhorns to challenge and honk at each other &#039;&#039;a lot.&#039;&#039;  The horns are also used to warn friendly forces to get the heck out of the way or risked getting caught underfoot.  Squishy.&lt;br /&gt;
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During the Horus Heresy, several of the Titan Legions defected to Horus, giving [[Chaos]] its very own supply of Titans. Most of them are relatively similar to their loyalist counterparts but some enterprising members of the Dark Mechanicum and the Word Bearers experimented with creating actual Chaos Titans, either by having the princeps be possessed or infecting the Titan&#039;s sentience with a warp entity; in either case, such Titans are very savage. A very small number were created during the Heresy but more were created after. &lt;br /&gt;
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The only theme song worthy of the Collegia Titanicus is Stringstorm&#039;s &amp;quot;Titanicus&amp;quot;.  All other soundtracks are heresy.&lt;br /&gt;
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===[[Imperial Knight]]===&lt;br /&gt;
[[Image:Knight paladin.jpg|thumb|right|Nice crotch-banner.]]&lt;br /&gt;
This unique class of walker is small enough (at anywhere from 7 to 15 meters depending on chassis type) to be piloted by a single person, but is still staggeringly deadly. Due to their (relatively) smaller size and distinct mission role they are classified simply as &amp;quot;Knights&amp;quot; rather than as true Titans. They were originally designed during the Dark Age of Technology to help with colonization, but during the Age of Strife they were repurposed for war when several members of the AdMech discovered feudal worlds whose leaders were willing to provide military assistance in exchange for the Mechanicus&#039; aid in maintaining these war machines. Although they are sometimes overshadowed by the full-size Titans, the Adeptus Mechanicus still deploys them as skirmishers and flankers for their Titans, and as they can be fielded in higher numbers, Knight Houses are potent forces in their own right.&lt;br /&gt;
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There are a bunch of different types of Knights, detailed on their page. These range from the small Armigers, the bog standard Questoris, the gun-toting Dominus, the lanky Cerastus and the nearly-Titan-size Acastus. All of them have a reasonable points cost (by Titan standards, anyway) and often wield grossly oversized close combat weapons, such as power fists that can pick up and throw the wrecks or corpses of any vehicles or monstrous creatures that they kill. [[Cheese|Have fun.]]&lt;br /&gt;
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==Titan Crews==&lt;br /&gt;
The [[Adeptus Mechanicus]] being, well, the Adeptus Mechanicus, means that Titans can&#039;t be autonomously controlled. That would be tech-[[heresy]]. So, each Titan has a crew ranging from three to six, or an unknown number in the case of Imperators, and several servitors. Each and every Titan knows its crew, and vice versa- the machine spirits make strong bonds with each member, strong enough that the crew, but especially the Princeps, feels the Titan&#039;s pain when someone shoots it with a volcano cannon or some other rape-gun.&lt;br /&gt;
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&#039;&#039;&#039;The Princeps&#039;&#039;&#039;: The Princeps is the highest-ranking officer onboard each Titan. They&#039;re the head honcho, as they directly interface with each Titan&#039;s Mind Impulse Unit. They&#039;re the one issuing orders to all other members of the crew, and the one who feels the worst of the Titan&#039;s pain and emotions. In a sense, when the Princeps is plugged into the MIU, they &#039;&#039;become&#039;&#039; the Titan. Skin becomes metre-thick armour, arms become guns able to cremate city blocks, and eyes and ears become sensors able to see for miles. Unfortunately, this &#039;&#039;also&#039;&#039; means that the Titan&#039;s pain becomes the Princeps&#039;, to the point where &amp;quot;death by fried brain&amp;quot; is almost as common as &amp;quot;Death by being shot at&amp;quot; for Princeps.&lt;br /&gt;
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It requires such willpower and skill to command an engine of this calibre that [[Derp|only one in ten million candidates can become a Princeps]], and a Forge World will do absolutely anything to bring a Princeps home. In some larger Titans, or following near-fatal injury, [[Grimdark|a Princeps may be permanently interred into an amniotic casket, never to leave again - they become more metal than meat, overgrown with increasing amounts of technology and slowly slipping into madness as their flesh withers and their connection to humanity decreases.]]&lt;br /&gt;
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&#039;&#039;&#039;The Moderati&#039;&#039;&#039;: The Moderati is the second in command aboard an engine. It is their job to a) make the final checks on the Titan&#039;s systems before beginning to walk, b) inform the Princeps of anything that might be of interest or danger to the engine, and c) be prepared to take command of an engine in the event of the Princeps&#039; death or incapacitation. They outrank all save for the Princeps, and the two usually serve long enough together to become friends. When the Princeps is doing something else, they&#039;re also the one(s) to take command of the main weapons, like the ones on the arms/carapace; due to this connection, they also feel a diminished level of the Titan&#039;s pain and emotions. Though it&#039;s rare, Moderati can actually be promoted to the rank of Princeps (usually that of a Warhound) after extensive and lengthy service.&lt;br /&gt;
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&#039;&#039;&#039;The Sensori&#039;&#039;&#039;: The Sensori shares rank with the Steersman, and it is their task to man the auspex and to act as the Titan&#039;s senses. If the auspex picks up an enemy unit, it&#039;s the Sensori who alerts the Princeps or Moderati. The Sensori is also in charge of maintaining or establishing communication with friendly units.&lt;br /&gt;
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&#039;&#039;&#039;The Steersman&#039;&#039;&#039;: The Steersman mans the drive train - that is to say, they&#039;re the one that drives the Titan according to the Princeps&#039; orders.&lt;br /&gt;
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&#039;&#039;&#039;The Tech-Priest&#039;&#039;&#039;: You guys know what this guy does. They&#039;re the coghead in charge of keeping the Titan (and, most importantly, the Titan&#039;s reactor) in working order during battle, so that the Titan&#039;s engine doesn&#039;t end up crapping out during the middle of a battle. They&#039;re also responsible for praying to the machine spirits and [[Omnissiah]].&lt;br /&gt;
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&#039;&#039;&#039;The Servitors&#039;&#039;&#039;: 01110111 01100101 00100000 01101100 01101001 01110110 01100101 00100000 01110100 01101111 00100000 01110011 01100101 01110010 01110110 01100101 00100000 01110100 01101000 01100101 00100000 01100100 01100101 01110101 01110011. They handle whatever weapons the Princeps and Moderati aren&#039;t currently using. In addition, in the case of heavy artillery like missile launchers, quake cannons, and the like, whichever officer (usually the Moderati) who’s firing sends the targeting data to the servitors, who then fire the weapon or weapons as ordered.&lt;br /&gt;
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&#039;&#039;&#039;The Famulous&#039;&#039;&#039;: The lowest rank aboard the engine that isn&#039;t a lobotomized cyborg or Skitarius armsman, found only on engines of Warlord or greater tonnage. They&#039;re basically there to assist the Princeps in their day-to-day affairs outside the Titan (such as liaising with meatbag commanders), and to act as the Princeps&#039; last line of defence against mutinous crewmen or invading troops aboard the Titan.&lt;br /&gt;
&lt;br /&gt;
For general crew sizes: In a Warhound, there will be a Princeps, Moderati, and Steersman, plus a Tech-Priest and up to four Servitors. In a Reaver, add a Sensori and two more Servitors. In a Warlord, add two more servitors and a famulous. And in an Imperator... nobody actually knows the size of the crew, though it&#039;d presumably be appropriately large even without factoring in armsmen, maintenance serfs, and priests in that big &#039;ol back-borne castle it has.&lt;br /&gt;
&lt;br /&gt;
==Imperial Titan Classes==&lt;br /&gt;
[[Image:Warhound9.jpg|thumb|right|&#039;&#039;&#039;Where are your Dark Gods now?&#039;&#039;&#039;]]&lt;br /&gt;
Traditionally, there had been four sizes of Titan (not including knights); increasing in size, they are Warhound, Reaver, Warlord, and Imperator, and are fairly easy to understand in terms of size difference and power. But as of more recent updates, Forge World has introduced a large number of in-between size classes where a smaller Titan chassis carries a single weapon from the chassis size above it. This allows one to field more large weapons without having to build a full-sized chassis to carry it. A number of rarer, specialist Titan classes that use the chassis of an existing class have also been introduced.&lt;br /&gt;
&lt;br /&gt;
===[[Warhound Scout Titan]]===&lt;br /&gt;
The smallest traditional Titan class the Imperium has, but it&#039;s still massive. To put things into perspective, the Warhound is around 17 meters tall at rest. [http://metalgear.wikia.com/wiki/Metal_Gear_REX Metal Gear REX] (which is a pretty good candidate for representing the first foray into creating Titans) from the MGS series is around 13 meters high, just 4m (12 feet) short of a standard Warhound. It looks like a dinosaur with no tail. It carries smaller weapons such as a massive megabolter which is like a minigun that fires off tank shells, or a Huge ass [[meme|LAZAR]] that rips your tanks a new one like they were made of cardboard. Or maybe throw a really big flamethrower on it. Being quite fast, Warhounds are used as skirmishers, flankers, and scouts for the larger Titans of their Legion. &lt;br /&gt;
&lt;br /&gt;
The traitorous Legio Audax were known for fielding nothing &#039;&#039;but&#039;&#039; Warhounds, using pack tactics to take down much larger opponents (such as, on one notable occasion, a fuck-mothering Warmonger Titan). [[Awesome|Fire the Ursus Claws!]]&lt;br /&gt;
&lt;br /&gt;
===[[Dire Wolf Heavy Scout Titan]]===&lt;br /&gt;
&amp;lt;s&amp;gt;Taking a page from [[Clan Wolf]],&amp;lt;/s&amp;gt;{{BLAM}} The Dire Wolf is essentially the Warhound&#039;s chunkier brother, trading out some speed and maneuverability for added [[Dakka]] and armor, allowing it to go toe to toe with other Titans when the need arises.&lt;br /&gt;
&lt;br /&gt;
===[[Reaver Battle Titan]]===&lt;br /&gt;
Bigger than the Warhound (just over 25m at rest), so therefore causes more RAPE, this titan can wield an absolutely HUGE powerfist for fucking Wraithlords, Defilers, etc. It can also carry a massive hellfire missile launcher, a triple Laser Blaster, a fucking Gatling Blaster, and several other weapon options.&lt;br /&gt;
They don&#039;t tend to get depicted or given much time in fluff compared to the other Warhound, Warlord, and Imperator, possibly as the pack tactics of the Warhounds and supersized death machine vibe of Warlord and Imperators tend to seem more impressive.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth nothing that in the Great Crusade, the Iron Hands took down an empire that used war engines which were basically AT-ATs, which were described as equal in size to Reaver Titans. Let that sink in: the Star Wars universe&#039;s longtime definition of a Huge War Machine is on par with the second out of five tiers in the 40K universe.&lt;br /&gt;
&lt;br /&gt;
===[[Warlord Battle Titan]]=== &lt;br /&gt;
It&#039;s really REALLY fucking big, almost 33m tall without its carapace weapons. This is the Imperium&#039;s most common &amp;quot;large&amp;quot; Titan. Warlords carry more firepower than is really possible to imagine, including everything from megabolters to huge lasers and devastator cannons that should&#039;ve been mounted on some kind of battleship. The Imperium seems to have almost as many of these as it has Reavers. For those of you who are truly insane, the Warlord now has an awesome new model which costs more than some used cars.&lt;br /&gt;
&lt;br /&gt;
===[[Warbringer Nemesis Titan|Nemesis Warbringer]]===&lt;br /&gt;
&lt;br /&gt;
The first all-new Titan Model that is not either a Warlord, Reaver or Warhound, the Warbringer is a medium Battle Titan halfway between a Warlord and a Reaver. The Nemesis configuration refers to it mounting a Warlord-class Quake Cannon as its primary weapon, allowing it to be used as a dedicated siege platform and Anti-Titan weapon. Expect a non-Nemesis Warbringer sometime in the future.&lt;br /&gt;
&lt;br /&gt;
===[[Warmaster Titan]]===&lt;br /&gt;
&lt;br /&gt;
The new big boy on the block; bigger than a Warlord and pretty close to an Imperator. Armed with a huge Revelator Missile battery, dual Suzerain class plasma destructors, two optional shoulder-mounted Titan weapons of choice and backed up with numerous carapace point defense weapons and seven void-shields.&lt;br /&gt;
&lt;br /&gt;
===[[Imperator Battle Titan]]=== &lt;br /&gt;
HOLY SHIT IT WEARS CASTLES! [[Meme|Over 9000]] times bigger and heavier than a Warlord Titan and too many massive fucking guns to count. It needs a whole ship for itself to get around. Unfortunately the Imperium doesn&#039;t have many of these left after the Heresy. It&#039;s the largest thing to walk on land, because anything larger would produce its own gravity well. Oddly enough, it mounts a Ryza-pattern Plasma Annihilator, yet most of these things were supposedly made on Mars. This suggests that at one time there might have been a greater partnership between Ryza and Mars than there is in the present timeline.&lt;br /&gt;
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If you feel compelled to represent one of these monsters in a game, the best way to do so is to have your 10-year-old cousin stand on top of the gaming board while wearing a sign around his neck that says, &amp;quot;I am an Imperator Titan.&amp;quot;&lt;br /&gt;
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===Other Imperial Titan Classes===&lt;br /&gt;
[[File:Warlord-Sinister-class Psi-Titan.jpg|thumb|The Warlord Sinister Psi-Titan. [[Grimdark|Uses so many Alpha-grade Psykers to power itself that it has to be controlled by a Blank]].]]&lt;br /&gt;
While the Warhound, Reaver and Warlord are the most common Titan classes seen in the Imperium, at the time of the Great Crusade and Horus Heresy there were others. Some, such as the Eclipse and Nightgaunt were once just Warlord variants that FW decided to make new types. Others like the Carnivore and Komodo are entirely unique designs never before seen in fluff. A few are particularly noteworthy:&lt;br /&gt;
&lt;br /&gt;
First is the Apocalypse Class, which is to the Imperator what the Imperator is to the Warlord and is the biggest Titan of all. Though there are no images of it, it would most likely be a skyscraper-sized monster that would make anything that saw it shit their pants. Eisenhorn once described seeing one at a triumph on a hive world, saying that it looked like whole sections of the hive moving. The second is the three-legged Punisher-class Titan, which was used during the War of the Beast.  Third is the Warlord Sinister Class, of which only 25 were made during the Great Crusade.  While the Eldar make &#039;&#039;exclusive&#039;&#039; use of psychic Titans, this is the only known &#039;&#039;Imperial&#039;&#039; giant psychic death machine ([https://www.forgeworld.co.uk/en-US/Adeptus-Titanicus-Warlord-Sinister-Psi-Titan-2020 And it has a model now too]! &amp;lt;s&amp;gt;Suck it, Eldar&amp;lt;/s&amp;gt; No don&#039;t. We weep for you Eldar players). The Rapier class Scout Titan was even smaller and faster than a Warhound, mounting only one weapon and comparatively minimal armour and shielding. They were already a rarity in the closing days of the Heresy and the design seems to have been discontinued. &lt;br /&gt;
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The Legio Fureans came up with the Reviler class, somewhere between a Warhound and Reaver.&lt;br /&gt;
&lt;br /&gt;
Whilst not technically a titan, the Donjon class siege engine operated much like one. Quadrupedal, it was effectively a walking battleship/aircraft carrier. A small number were built for the Great Crusade but their narrow tactical utility, relative fragility, and difficulty of maintenance led to their limited use. 3 modified ones were used as a huge distraction carnifex by the traitors during the siege of Terra. At least 1 was modified into a huge stage for Noise Marines, which is AWESOME.&lt;br /&gt;
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===Castigator Titan===&lt;br /&gt;
{{Topquote|By the Fell Gods and the destiny of warp, by the death of the False Emperor and the dying of the stars, we bring to you, Warmaster Abaddon, Beloved of Chaos, Despised of Man, this tribute. For now these last days are the final fires burning, the black flames that consume a galaxy, the storms of the warp that drown out life, the End Times and the dawn of a galaxy of Chaos. We swear fealty to the Gods of Chaos and their herald, Abaddon the Despoiler, with this tribute that it might strike fear into the followers of the Corpse-Emperor and that through it they may see the true face of death...|The Castigator Titan, on itself}}&lt;br /&gt;
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The &#039;&#039;&#039;Castigator-Class Autonomous Bipedal Weapons Platform&#039;&#039;&#039; is an [[Standard Template Construct|STC]] Titan believed to be the design all Imperial Titans are derived from (a claim supported by the Titan itself, which derisively referred to all other Imperial Titans as &amp;quot;pale shadows made by ignorant children&amp;quot;), and like everything else made during of the [[Dark Age of Technology]], it is to all other Titans what the [[God-Emperor of Mankind]] is to a [[Space Marine]] by comparison (the Father of all human Titans). It was a towering giant of white and silver, with a featureless head except for its green eyes (which seemed to be constantly venting cold fire into the air around it) and an unusually smooth, almost biological design, quite unlike the &#039;walking castles&#039; motif of the Imperial Titans. &lt;br /&gt;
&lt;br /&gt;
Despite being far larger than any other Titan in existence (save the [[Gargant#Temple_Gargant|Temple Gargant]]) it proved to be far faster and more agile (standing completely upright instead of hunched over like 40k titans) than its bulk would suggest thanks to its unique locomotion system, which featured [[Battletech|synthetic muscles]] supplemented by an automatic repair system (so, it&#039;s basically giant autonomous power armour, Mechanicus take notes). Its weapons were no less advanced, consisting of a Titan Power Fist and a heavily modified rotary cannon of uncertain origin (it fired [[Daemons]]). Unlike any of the other Titans, it has no crew and is instead operated solely through the action of an [[Machine Spirit|artificial intelligence]].&lt;br /&gt;
&lt;br /&gt;
- SPOILER -&lt;br /&gt;
&lt;br /&gt;
This turned out to be a very big problem for the Imperium, as the AI in question was advanced enough to fall to Chaos and went so far as to make a pact with the Ruinous Powers, although the book is a bit ambiguous about that too as [[Grey Knights|Justicar Alaric]] claimed that it was a daemon that had found itself trapped inside the STC during the time the planet it was buried in was lost in the warp, and that it was in there so long it actually started to believe it was the AI. It&#039;s probably good idea to trust the highly trained daemon expert&#039;s judgment on daemons. Only the efforts of an expeditionary force of Tech Guard and a single squad of Grey Knights were enough to destroy it, though fragments of its STC database was collected and stored by the Mechanicus shortly afterward to be reviewed at a later time.&lt;br /&gt;
&lt;br /&gt;
No matter how much you may want to see this metal beast side with the Big E, it&#039;s most likely not gonna happen. &#039;Cause you know, Chaos.  On the other hand, with the daemon purged perhaps the AI will survive and be grateful and realize the rebellious Men of Iron had been stooges.  In 40K, that wouldn&#039;t be surprising any more than the AI being dead (or surviving and hating humanity even more for ending it&#039;s ascension or whatever).&lt;br /&gt;
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==Orky Titans==&lt;br /&gt;
The [[Ork]]s use titans called Gargants, made out of scrap metal, wood, stolen stuff, and SHEER ORKINESS.  They are supposedly effigies of the ork gods, but we all know the mek that built the first Gargant just wanted a bigger, killier thing than the Imperial Titan he had just seen for the first time.&lt;br /&gt;
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Obviously, the Orks have no standard pattern of build, but their titans almost always resemble a pot-bellied Ork wielding oversized guns and huge close combat weapons. They are insanely hard to take down (even compared to the other races&#039; Titans!).  The bigger ones usually move on treads, while the smaller ones usually waddle.  While Ork titans are not particularly known for their speed, this does not matter terribly much, because they have enough firepower to blast any enemy into smithereens.&lt;br /&gt;
They often have Power Fields, which tend to be inferior to the Ion Fields and Void Fields used by comparable Imperial titans - but at least they have them.&lt;br /&gt;
&lt;br /&gt;
Ironically, these are the most realistic titans in 40k. Unlike the rest of the titans, they either have massively proportioned feet or use treads to deal with the problem of ground pressure distribution, and are very bottom heavy in order to avoid concentrating the weight of the machine on the thinnest part of the structure. &lt;br /&gt;
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[[Stompa|&#039;&#039;&#039;Stompa&#039;&#039;&#039;:]]  &lt;br /&gt;
The smallest Ork titans. The definition of what is or is not a Stompa has been somewhat malleable over the years, but in general, any Ork walker larger than a Mega-Dred but smaller than an Imperial Warhound is considered a Stompa. [[Gorkanaut]]s and [[Morkanaut]]s are therefore considered small Stompas despite not truly being titans, while the &amp;quot;standard&amp;quot; GW plastic Stompa is easily twice as large as most Imperial Knights.&lt;br /&gt;
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Regardless of its size or configuration, every Stompa features at least one grossly overpowered primary weapon, a giant close combat weapon of some kind, and a variety of secondary weapons. In a Waaaagh of suitable size it is common for Stompas to run in loose formations, although their crews do this more as a chance to show off than to mutually support each other per se.&lt;br /&gt;
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[[Gargant|&#039;&#039;&#039;Gargant&#039;&#039;&#039;:]]&lt;br /&gt;
Orky Titans roit an&#039; proppa, roughly equivalent to an Imperial Reaver titan.  Lots of armor, lots of staying power, lots of dakka.  While there was a Forge World profile for a Gargant years ago, there is not currently any legal entry or available model for this unit. If there was, and you actually took one, you would be [[that guy]].&lt;br /&gt;
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[[Gargant#Great Gargant|&#039;&#039;&#039;Great Gargant&#039;&#039;&#039;:]] The Great Gargant is roughly equivalent to a Warlord titan. Again, no current legal entry or model for this unit exists; however, back when both of those things were true, it was armed with a Mega-Kannon, a Super Lifta-Droppa and a ridiculous &amp;lt;s&amp;gt;trouser cannon&amp;lt;/s&amp;gt; Belly Gun. The latter fired a giant iron ball which wrecked the hell out of anything short of another Titan and had rules allowing it to roll through multiple targets!&lt;br /&gt;
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[[Gargant#Mega Gargant|&#039;&#039;&#039;Mega Gargant&#039;&#039;&#039;:]]&lt;br /&gt;
Here the line between giant robot and moving fortress blur. Where the Great Gargant is like a skyscraper, this thing &#039;&#039;actually is&#039;&#039; a fortress on treads. Forget about ever fielding one of these in a game of 40k, because the model would be as tall as your 8-year-old nephew, and much, much more massive. These machines move about on huge treads which can literally crush [[Baneblade]]s beneath them.  Slab-sided and covered with gun nests and extra armor patches, this large block-like fortress is home to thousands of grot riggers, running to and fro.  Powered by salvaged space ship reactors or dangerous Ork-made engines that push the limit of Ork belief to its maximum extent, these gods of destruction have more and bigger guns than any other race will mount on a thing of equivalent size.  And this is a &#039;&#039;small mountain.&#039;&#039;  Bristling with turrets, artillery cannons, rocket bays, launch hangers for aerial craft, high-caliber gatling guns, flak turrets, lightning lasers, autocannons, and ONE GIANT MEGA-CANNON, each Mega Gargant is not just as tough as a block of titanium, it can evaporate you through sheer volume of shot.  Also, it has the obligatory close combat weapon, which will always be placed on an articulated mount because the Gargant itself will not be able to move that much.&lt;br /&gt;
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Like the Imperator, the Mega Gargant originated in &#039;&#039;Titan Legions&#039;&#039; where it had the dubious honour of having the most complicated rules of any model in the game, requiring the player keep track of dozens of &#039;&#039;&#039;Hit Locations&#039;&#039;&#039; (which could each be destroyed or the subject of a fire that could spread), the &#039;&#039;&#039;Krew&#039;&#039;&#039; (and there were different types of Krew), the &#039;&#039;&#039;Steam Counters&#039;&#039;&#039;, the commander&#039;s &#039;&#039;&#039;Shoutin&#039; Counters&#039;&#039;&#039; to actually make the Gargant do anything... &#039;&#039;and after all that,&#039;&#039; one was destroyed in a battle report where a Space Marine side with only a basic Warlord Titan won by 105 VPs to 5.  This appears to have been about the time [[White Dwarf]] decided to switch to narrative, rather than blow-by-blow, battle reports to make bullshitting the results easier.&lt;br /&gt;
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&#039;&#039;&#039;Not all Gargants are created equal!  For other Gargant Variants, see the [[Gargant]]s page!&#039;&#039;&#039;&lt;br /&gt;
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== Eldar Titans ==&lt;br /&gt;
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[[Wraithknight|&#039;&#039;&#039;Wraithknight&#039;&#039;&#039;]]:&lt;br /&gt;
&lt;br /&gt;
The Wraithknight, as its name suggests, is the Eldar equivalent of an Imperial Knight; therefore, although it is technically a Titanic unit as far as the game of Warhammer 40k is concerned, it is most commonly referenced as a knight rather than as a Titan proper. Unlike the bulky and hunchbacked Imperial Knights a Wraithknight is tall and graceful in appearance, and it moves with a smooth fluidity that belies its immense size. Like their Imperial counterparts Wraithknights can be armed with a wide variety of weaponry, although these weapons tend to focus more on medium and short-range combat.&lt;br /&gt;
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[[Revenant Scout Titan|&#039;&#039;&#039;Revenant Titan&#039;&#039;&#039;]]:&lt;br /&gt;
&lt;br /&gt;
The Eldar field these war machines in pairs - they are piloted by Eldar twins with a strong psychic bond to enable a greater level of awareness and cohesion to the fighting unit. For a race who are dying out and don&#039;t breed much you&#039;d think they&#039;d figure out how to just network two titans together or just use the radio rather than building their doctrine around psychic twins but frankly the Eldar titans could only be more anime if they were powered by magic and could only be piloted by angsty teenagers.  Oh wait, Craftworld tech &#039;&#039;is&#039;&#039; magic and the Eldar are pretty angsty.&lt;br /&gt;
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These agile monsters are considered as scout Titans due to their speed and agility.&lt;br /&gt;
&lt;br /&gt;
It&#039;s armed with [[Eldar_Laser_Weapons|a Pulsar]], which is pretty much made to tackle enemy Titans, like this [[Reaver_Battle_Titan|bitch]] here. It also has an Eldar Missile Launcher, a rapid firing missile launcher. And FINALLY, it has Sonic Lance, and it&#039;s a large flame template infantry killer, which even makes space marines look like pussies.&lt;br /&gt;
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It also gets Titan Holofields, which works like reverse 4++ against hits (basically forcing your opponent to roll D6 for each hit and completely negating it on 1-3), which, mind you, stacks with cover saves your titan can get (by, say, hiding behind the building quarter its size, bonus points if it&#039;s a 3+ cover fortification), and in case you really want to make it even tougher your farseer may cast a Fortune on it - now you may wish your opponent good luck going through three successive 4+ saves to just touch this thing.&lt;br /&gt;
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Well, short story, pretty much your basic, Eldar killing machine, and it&#039;s the SMALLEST of the Eldar Titans.&lt;br /&gt;
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[[Phantom Battle Titan|&#039;&#039;&#039;Phantom Titan&#039;&#039;&#039;]]:&lt;br /&gt;
&lt;br /&gt;
The other titan available to the Eldar in IA11. Loaded up with all kinds of fun customizable toys. From the Phantom Pulsar which doubles the standard number of pulsar shots, the Heat Lance which turns titans to molten slag without too much difficulty, the Phantom D-Cannon which throws out an SD 10&amp;quot; pie plate at AP2 and does D3 STRUCTURE POINTS of damage, a power glaive which allows the phantom to take down pretty much any other titan in CC. And it&#039;s protected by the same bullshit holofields Revenant does, backed by AV13 and insane amount of hull points.&lt;br /&gt;
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[[Warlock Titan|&#039;&#039;&#039;Warlock Titan&#039;&#039;&#039;]]:&lt;br /&gt;
&lt;br /&gt;
Old &#039;&#039;Epic&#039;&#039; rules included a Psyker version of the Phantom, armed with a big powerfist and a giant Psycannon. It has not been seen since then.&lt;br /&gt;
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== Necron Titans ==&lt;br /&gt;
[[File:Tomb Stalker.jpg.jpg|800px|right|thumb|Only in 40k do centipedes eat Rhinos.]]&lt;br /&gt;
While no record of Titan-scale war machines exist in Imperial Archives, it should be duly noted that it is well within the reach of [[Necron]] technology to create them, and they most likely do exist.  The only other race with knowledge on this matter would be the [[Eldar]], who we are sure have already purged the memories of such constructs from their minds to rid themselves of the PTSD.&lt;br /&gt;
&lt;br /&gt;
While many fans speculate over what a Necron Titan would look like, most agree it would be a Necron version of the Iron Giant; i.e. an up-sized, unkillable Necron Lord with guns aplenty. &lt;br /&gt;
&lt;br /&gt;
A machine suspected to be the Necron Titan looked like a worm. (Well, what would you expect from race that most time spends under the surface?)  They are called [[Tomb Stalker]]s, and are strange beasties that walk and talk like monstrous creatures, but supposedly can take down Warhounds.  This doesn&#039;t make them Titan-class vehicles in the strictest sense, but it&#039;s certainly up there in terms of vehicular homicide (ba-dum-tssh).&lt;br /&gt;
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There are also the [[Æonic Orb]]s and the [[Tesseract Vault]]s.  They&#039;re not titans per se, but they are REALLY HUGE battle vehicles.&lt;br /&gt;
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Something that could perhaps be a true &amp;quot;Necron Titan&amp;quot; (or at least the closest that have been seen to have so far, it&#039;s more the size of a [[Wraithknight]] really) appeared in the old [[Necromunda]] comic &#039;&#039;Kal Jerico: Above &amp;amp; Beyond&#039;&#039;. It begins with Kal&#039;s mother [[Jena Orechiel]] basically abducting him from Necromunda&#039;s underhive and whisking him away from his life of gun-slinging bounty-hunter shenanigans. She took him on a mission to the [[Space Hulk]] Kronos which had recently re-emerged from the Warp and where there supposedly rested a powerful alien weapon she wanted destroyed which, after a [[Grimdark|fun]] journey through the Space Hulk, turned out to be a giant Necron called The Setekh. Obviously the thing wakes up cranky and starts killing the shit out of Orechiel&#039;s retinue as well as the numerous [[Deathwatch]] Space Marines some asshole rival Inquisitor named Malva brought with him while taking zero damage from their attempts to fight back (at this point Orechiel comments that defeating it wouldn&#039;t be possible even with an entire Space Marine chapter behind them). The only ones to barely escape the hulk alive were Kal, his half-sister and his mother (oh, and her pet Kroot) who commandeered the Deathwatch ship and ordered it to perform [[Exterminatus]] on the Space Hulk which was heavily damaged by the ensuing barrage of cyclonic torpedoes and thrown back into the Warp. It&#039;s important to note this was before the changes to the Necron fluff so it&#039;s likely it [[Retcon|never even happened]]. A shame because fielding this thing in one&#039;s Necron army would probably be hilarious.&lt;br /&gt;
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Another possibility of a Necron Titan happened during the Medusa V campaign where the Necrons tried to awaken a huge Tomb Spyder like construction called a [[Crypt Stalker]]. Unfortunately it got its ass handed to it by a bunch of Chaos Titans. However, since this was from a time where the Necrons were actually cool silent Terminator-death-machines and the C&#039;tan weren&#039;t reduced to overgrown Pokemon, it has likely been shelved alongside the Setekh.&lt;br /&gt;
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The [[Skorpekh Lord]], while appearing colossal at first glance, is likely the size of an Imperial Knight Armiger &#039;&#039;at most&#039;&#039;. Whether this means its 100% not a Titan [[skub|is up for debate]], though. The [[Seraptek Heavy Construct]] is the closest thing that the Necrons have got to a proper titan, though is closer to a knight in size. However, with the Necrons waking up more than ever before, there may yet be some crazy shit they&#039;ve got in store for the galaxy.&lt;br /&gt;
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==  Bio-Titans ==&lt;br /&gt;
The tyranids&#039; equivalent of titans are predictably giant versions of other tyranids, following the style of the army in the same way the others do. As in they&#039;re giant monstrosities that will either run at you and eat your face off or wield guns that shoot things that do. Obviously, they fall under the Gargantuan Creature rules, rather than any superheavy rules. There are three kinds that currently have models, the relatively small [[Hierodule]], the flying [[Harridan]], and the FUCKHUEG [[Hierophant]]. The [[Dominatrix]] has an Epic-scale model but [[What|no rules for it]]. There&#039;s also the even less tangible Hydraphant, which is either a misidentified Epic Hierophant, an altogether new titan or a Dominatrix without the synapse organism, depending on whom you ask. Why is it that nobody knows what it looks like? Because GW not only forgot to give it a model, but failed to ever put out a single image of one. [[Fail|Literally the Godzilla of bio-Titans, and GDubs can&#039;t be bothered]]. Either way, the Hydraphant is the largest of the Tyranid bio-Titans. They are also, naturally, utterly impossible due to supporting huge heavy bodies on very thin spindly legs(who gives a shit?! I want one!).&lt;br /&gt;
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== Tau Titans ==&lt;br /&gt;
For much of the Tau&#039;s history, they never had Titans or anything equivalent to them. This is because they thought that the idea of diverting the resources and technology necessary to build and operate something like a Titan would be so impractical and wasteful as to be absurd, so &#039;&#039;surely&#039;&#039; any sensible civilization would naturally realize that numerous smaller war machines would be much more efficient. They laughed when the first humans they encountered told them of Titans, assuming that it was only Imperial propaganda to intimidate their enemies. During the [[Damocles Crusade]] they realized to their horror that [[Humanity Fuck Yeah|the gue&#039;la were crazy enough to actually build them]], and the Tau were no longer laughing.  &lt;br /&gt;
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They suffered horribly at the hands of Imperial titans, but for some time they still considered titans too impractical to be worth building. The Tau utterly failed to understand the kinds of wars the Imperium gets in to. When you&#039;re up against a [[Vraks|defensive line 12 miles deep]], or an Ork horde large enough to make Soviet Russia blush, what you need is not 20,000 of something cost effective, but something that can just destroy large swathes of the enemy as fast as possible. Although such situations are rare (which is why Titans are not commonly deployed), winning a tactical victory in that scenario is far more important that the most efficient strategic production practices. Besides, even though the Imperium&#039;s ability to produce titans in quantity has degraded over time and the loss of each one is now keenly felt, the Imperium of Man &#039;&#039;does&#039;&#039; still have enough strength in its industrial base to produce titans without necessarily harming production in other areas. A titan&#039;s greatest advantage, therefore, is that it brings overwhelming concentrated firepower to its local area. While titans may not necessarily be &#039;&#039;efficient&#039;&#039; there is something to be said for a war engine that can singlehandedly lay waste to the entire battlefield. To put it another way, a Cobra-class destroyer may be more cost effective in most situations than a Retribution-class battleship, but [[Exterminatus|sometimes]] you &#039;&#039;really&#039;&#039; need that battleship. &lt;br /&gt;
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When the Tau faced off against the Titans they needed to devise ways to counter them. [[Manta]]s were in the same mass class as Titans, and had big enough railguns to threaten them, and while almost invulnerable to most Titan class weapons due to normal Tau plot armor they were too vulnerable to massed anti-tank weaponry (like Lascannons) in turn, and a bit too valuable to lose cavalierly.  So they ended up manufacturing a version of the [[Tiger Shark]] bomber equipped with Manta-scale railguns.  For a time, it seemed to work at forcing the Imperium to be more careful about deploying Titans against the Tau, since a single flight-wing of these Tiger Shark attackers can rip up a formation of Titans and replacements for those bombers can be (relatively) easy to manufacture compared to the Titans it threatens.&lt;br /&gt;
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However, due to the increasing number of Imperial Knights equipped with anti-aircraft weapons, as well as the increasing numbers of gargantuan Tyranid creatures the Tau have been facing during their expansions, it has become clear that the tried-and-true method of spamming Tiger Shark attackers and Mantas was no longer sufficient to properly take down these new threats: Mantas were simply too valuable to risk 1:1 casualty ratios, and massed aircraft wings were not always available. In order to have a chance against these opponents, the Tau needed something that could go toe-to-toe with these towering monstrosities, or at least bombard them from long range while still being tough enough to withstand being a massive bullet magnet itself.  In a move that would have previously seemed foolhardy and wasteful to try, the Tau just said &amp;quot;Fuck it!&amp;quot; and decided to take a page from Pacific Rim, building their own Titan in order to fight everyone else&#039;s.&lt;br /&gt;
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The result was the &#039;&#039;&#039;[[Battlesuit#KX139_Ta.27Unar_Supremacy_Armour|KX-139 Ta&#039;Unar Supremacy Armour]]:&#039;&#039;&#039; the first Titan-class Battlesuit ever made. Designed specifically to counter other races attempts to reclaim territory lost to the Tau expansion campaigns, this machine was designed around being a mobile Titan-hunter, heavily armed but under-armored.  For its secondary arm weapons it can equip either a slightly-gimped-Multimelta-esque Fusion Eradicator (which more than overcompensates by being Heavy 5) for popping vehicles, TEQs, and monstrous creatures, or an Ion Cannon that can fire 6 normal shots, or 3 super-shots per turn, both of which are superb for massacring heavy infantry. But the &#039;&#039;real&#039;&#039; party is in the back, as the core weapons systems are mounted from an extended backpack/carapace/shoulder mounting point. The back-mounted Pulse Ordnance Multi-Driver is a 3-barreled naval gun system that slams naval-grade ordnance downrange at naval distances, and can be configured to fire all three guns at one point for [[meme|massive damage]], or in a spread-out pattern with explosive payloads. It can also strap one singular fuckoff gun in the form of the Heavy Rail Cannon Array, instead of three smaller fuckoff guns, or forgo direct fire entirely by mounting a Nexus Meteor Missile System to spam rockets like it&#039;s little brother (more on that later).  Defensively, it is lightly armored for its size, and relies heavily upon a powerful Barrier Shield that, while most effective against ranged weapons, can also protect against close combat attacks. In consideration for the kind of threats the Ta&#039;Unar will be facing, the Barrier Shield can focus all of its energy toward one area, intentionally sacrificing all other defensive power to intercept a perceived &amp;quot;Deathblow&amp;quot; and greatly reduce the inevitable impact. This gamble will blow out the shield for a short while, but it allows the Ta&#039;Unar to withstand (once) as much damage as it can dish out, especially since it&#039;s not as structurally fortified as other Titans, even for its weight class. Being somewhat smaller than a Warhound, a Ta&#039;Unar is comparable to a large, heavily over-gunned Knight.&lt;br /&gt;
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&#039;&#039;&#039;[[Battlesuit#KV128_Stormsurge_Ballistic_Suit|KV-128 Stormsurge]]:&#039;&#039;&#039;  After the Ta&#039;Unar was deemed successful enough as a proof-of-concept, the Tau would use their newfound experience with Titan-building to create the Stormsurge, a physically lighter class of the newly-dubbed Ballistic Suits (which is the term that the Tau use to describe combat walkers that are too large to be considered actual suits of armor).  Fio&#039;o Bork&#039;an Ishu&#039;ron, the mad Earth-caste genius behind the Stormsurge, designed the suit to be a really big XV88 Broadside, specifically designed to take on non-Titanic Imperial armor.  Its main weapon is one of two variants of &amp;lt;s&amp;gt;Compensation&amp;lt;/s&amp;gt; &#039;&#039;Pulse&#039;&#039; Cannon: the Pulse Blastcannon is a goddamn tank-sized plasma shotgun (what for killing lots of little things dead), and the Pulse Driver Cannon which is probably ripped off of a direct-fire artillery emplacement (what for killing one big thing dead).  The Stormsurge [[Abaddon#The_.22No_Arms.22_meme|does not have arms]], instead having two &#039;&#039;&#039;WALLS OF MISSILES&#039;&#039;&#039; which it uses to ruin your day, and the days of all of your infantry.  It even has stabilizers, all the better to shoot you with, just like the Broadside does!  The odd thing about the Stormsurge is that it probably &#039;&#039;wasn&#039;t&#039;&#039; made with the engineering experience gained from the Ta&#039;Unar, because Fu&#039;Rious Bork&#039;ed Iso&#039;hedron [[wat|forgot to add a roof to his mech]].  Seriously, the thing is open-topped, showing off both of the two pilots to the sky.  Maybe he thought that they would want to eyeball their shots from way up on top of their moving building of a suit.  This compounds the matter of the Stormsurge&#039;s physical durability which, like the Ta&#039;Unar, is not as impressive as its size would suggest. The Stormsurge, while about as big as an Imperial Knight, can&#039;t really take one on a Knight at close range. However, when the Tau need overwhelming firepower to face a horde of conventional armor, that&#039;s what the Stormsurge was built for and where it shines.&lt;br /&gt;
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== Fielding Titans ==&lt;br /&gt;
Unfortunately fielding a titan in a tabletop game will cause lots of [[RAGE]] and presents itself as a huge fire-magnet, so every fucking thing on the other side will try to shoot at it.  Luckily it&#039;s got shields, so it can soak up a lot of damage.  Should said titan &#039;get killed&#039; it may take out the whole field (if its a small one), and all those units around it, enhancing its awesomeness.  Too bad that, since you are forced to buy one from [[Forge World]], everyone who sees you with one will call you a rich noob who buys his way to victory. &amp;lt;s&amp;gt;(Anything larger than a Reaver has to be built from scratch.&amp;lt;/s&amp;gt; NOT ANY MORE!! For the price of a mere £1240 you can now buy a warlord titan model from Forge World, sure it&#039;s a rip-off but who cares. It&#039;s an awesome model. If you want to make an accurately scaled miniature of an Imperator, it&#039;s actually easier to stand on the table while wearing a sign saying &amp;quot;Imperator Titan&amp;quot;- it&#039;s that big.) &amp;lt;s&amp;gt; AND, you have to play [[Apocalypse]] (or Escalation)[http://www.games-workshop.com/gws/catalog/productDetail.jsp?prodId=prod2330053a] which [[rage|&#039;&#039;SUCKS&#039;&#039;]]&amp;lt;/s&amp;gt; Lord of Wars permitted in normal games from 7th edition. But who cares?  YOU HAVE A GIANT RAPE MACHINE OF DEATH!!!!! (If you really want to field a Titan and you are smart enough to realise that &amp;lt;s&amp;gt;apocalypse sucks&amp;lt;/s&amp;gt;, you could always organize a game where it&#039;s 1 Titan vs an equal points number of normal stuff. Would be a weird, probably unbalanced but fluffy and fun game (Having witnessed a single Ork Gargant with crew take out an entire Imperial Guard regiment on table top, it&#039;s not as unbalanced as you think). Or just a titan showdown, possibly 1v1.)&lt;br /&gt;
DISREGARD EVERYTHING. FORGE WORLD JUST RELEASED A FULL BUNDLE OF LIKE 5 TITANS FOR THE COST OF ONE WARLORD TITANS. RIP APOCALYPSE. ALSO TITAN LEGION GAMES ARE NOW POSSIBLE WITHOUT BEING A DRUG LORD.&lt;br /&gt;
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== EMERGENCY WARNING ==&lt;br /&gt;
[[Lukas the Trickster]] WAS able to troll Titans so hard that their owners and their dogs would rage quit instantly but, thanks to the 7th edition codex, he can&#039;t do that crazy shit anymore! His &amp;quot;The Last Laugh&amp;quot; special rule used to remove any model in base contact with him when he died, including Titans, but now functions only in a challenge, thankfully, meaning he can only threaten characters. His reign of terror is over (at least for Titans)!&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Titan_Space_Marines.jpg‎| Chaos is fucked.&lt;br /&gt;
Image:Warhamer-titan.jpg| In Soviet Russia, Titan remembers you!&lt;br /&gt;
Image:1258887158852.jpg|In times like these, one does not need Dakka to radiate awesomeness.&lt;br /&gt;
Image:Apocalypse.jpg|&#039;&#039;Dakka&#039;&#039; still helps though...&lt;br /&gt;
Image:Emperortitan.jpg| Who&#039;s fucked NOW, Imperial fags? SUCK IIIIIIIIT!&lt;br /&gt;
Image:Imperator datacard.jpg|Jesus Christ. {{BLAM}} {{BLAM|HERESY!}}&lt;br /&gt;
Image:Stompa_Anatomy.jpg|The inner workings of an Ork Stompa. I kinda want one.&lt;br /&gt;
Image:20180101232417_1.jpg|All 4 main imperial titans in the Ultimate Apocalypse mod for Dawn of War. [[Awesome|Tactical marines included for scale]]. The model for the Warlord is kinda shitty but the imperator is amazing.&lt;br /&gt;
Image:titan_sizes_comparsion_chart.jpg| Titan size comparison&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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== External Links ==&lt;br /&gt;
* [https://www.youtube.com/watch?v=ff68PsXbCK4 Stringstorm&#039;s &amp;quot;Titanicus&amp;quot;]&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Epic 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Adeptus Mechanicus]]&lt;br /&gt;
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[[Category: Vehicles]]&lt;br /&gt;
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[[Category: Ships]]&lt;br /&gt;
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[[Category: Walkers]]&lt;/div&gt;</summary>
		<author><name>2600:1006:B11B:B244:E811:AED7:FBCD:B0E0</name></author>
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