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==Warhound Scout Titan== ===Weapons=== *Arm Weapons **'''Turbo Laser Destructor''': A "Jack of all trades" that pressed into cracking shields, as you can push the reactor to gain shieldbane on its shots, however the low dice count hampers you here so aim for armour where you can. Also, pushing your reactor is a risky trade, as one bad roll can set you overheating, so only use shieldbane when you ''need'' those shields down. Strong enough to reliably punch damage through once the shields are down, they're also great for calling shots on damaged components to score some critical damage from a safe distance. It's a great multi-purpose weapon, ideal for applying pressure from mid-long range. Use your manuverability to keep clear firing lines and take advantage of coordinated strike to really lay on the hurt! **'''Vulcan Mega-Bolter''': A brilliant weapon for collapsing void shields and hammering home those last few points of damage on critical components. Called shots at short range into damaged components is a great way to rack up that critical damage track. A single one works best paired with a plasma blastgun, as both weapons want to be in close, and their profiles complement each other well. Bringing two is great for busting shields and capitalising on damage done by other titans, but can leave you a bit toothless against the front of larger titans if they're undamaged. **'''Plasma Blastgun''': Arguably the most practical weapon for harming opposing titans. With two shots and the ability to boost itself to S10 (with a risk to it's reactors), it has a very good chance of cracking Warlords. All the more so when behind them. It's a blast weapon with 2 dice, so will chew through Knight banners with glee, but prepare for scatter if you're shooting danger close. It can reliably score 4 hits on Titans, which helps with pushing through those last few layers of void shields, but you want to be hitting armour with this where possible. Pair with a vulcan mega-bolter for a solid short-range brawler. **'''Inferno Gun''': As a teardrop style template that auto hits the target and can put a lot of hurt on Knights or other Warhounds, landing several hits on the lead target. With the strength buff from side or rear shots it can threaten larger titans later in the game with a surprising amount of hits, even if the target is obscured. **'''Ursus Claw''' (Forgeworld): It's here! Ignores void shields, but only has a singular shot and will require multiple claws and a coordinated strike to do anything. '''Impale''' means you don't make an armor roll, instead rolling D6+Strength+1 per additional Ursus Claw that's co-ordinating fire and comparing the result to the scale of the titan. If you roll a natural 1 you take a devastating hit to your legs and a S7 hit to the weapon for each titan that attacked. Under or equal to the scale? Roll a D6; On a 1-3 turn your target right, 4-6 turn them left. Finally, if you're greater than the scale your target turns AND takes d3+1 devastating hits to the legs. Legio Audax get +1 Strength to their Ursus Claws. **'''Natrix Shock Lance''' (Forgeworld): A similar claw with +1 strength but doesn't get Impale. instead you get '''Shock''' - if it causes a direct, devastating, or critical hit, on a 3+ it will shutdown that titan for the rest of the turn. Also bypasses void shields. ''Very risky to use, but if you're lucky a Warlord can be permanently locked out the fight by a single Warhound, giving the rest of the battle a favourable tilt to you.'' ===Squadrons=== Warhounds have the incredible benefit of grouping up into squadrons of up to three. This brings a number of benefits: *'''Deployment''': Squadrons are deployed together as one unit - so three Warhounds can be deployed simultaneously as opposed to, for example, a single Warlord. *'''Activating Squadrons''': Squadrons are activated as one unit in each phase, and all members of the squadron must move, shoot, and in general do everything else simultaneously. They ''cannot'' be activated individually however. *'''Orders''': An order issued to one member can be applied to all members - or not, as you choose. You can issue orders individually if you'd like. *'''Coordinated strikes''': Squadrons can also declare they are conducting a coordinated strike - improving armour rolls. Most practical if a titan's void shields are not relevant. *'''Void Shields''' **Void shield shenanigans in squadrons can massively improve their staying power. **If a squadron of three is in base contact, hits can be fielded onto any of the member's void shields. This allows you to use the best save in the group - equally, failed saves may be forced onto any member of your choosing. Effectively, Warhounds can maintain their 3+ void shield for extended periods making them surprisingly resilient. To collapse their shields all three must be destroyed or base contact must be broken **Equally, this can play into mobility. Their move may be boosted using their void shield instead of the reactor, whilst maintaining the save on one Warhound and passing this save onto the others.
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