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Warhammer 40,000/8th Edition Tactics/Adeptus Titanicus
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==Reaver Battle Titan== Toughness 10, 60 wounds, and a 3+ save and a 3+ void shield. Whereas the warlord is tougher than a reaver because of its much higher toughness, a reaver is tougher than a war hound because of its almost double wounds, allowing it to take more than double the punishment thanks to its improved void shield. Can take two arm mounted weapons and one carapace mounted weapon, and is the smallest Titan which can take melee weapons (which you're obligated to take because they look AWESOME). It’s main weakness for it is the minimising range on a lot of its weapons, making it “vulnerable” to close range shooting and charges unless you give it a weapon which can overwatch for it (*cough* inferno gun *cough*). ===Weapons=== *Arm mounts (max 2) **'''Reaver Gatling Blaster''': 72", Macro 6, S8 AP-3, D3, each hit counts as 3 hits when used against INFANTRY. Fewer shots than the Vulcan Mega-Bolter, but each one will hit harder and it can also take on light to medium vehicles as well. Against MEQ’s it will kill 10.4 models (at least 130 points worth) and against TEQ’s it will kill 8.3 models (more than 250 points worth). keep this in mind when choosing targets for this weapon to kill, it may seem tempting to wipe out entire squads of guardsmen but this weapon will kill GEQ’s and TEQ’s at almost the same rate, use your overpowered bullets wisely. ***Its macro keyword and relatively low strength means that light vehicles and heavies without the titanic keyword (eg land raider) are relatively resilient against this weapon, as such you’ll want to be taking out infantry first before you go after vehicles. **'''Reaver Laser Blaster''': 96", Macro 3D3, S10 AP-3, D2D6, inflicts D3 extra Mortal Wounds on a to wound roll of 6. Less powerful than the Destructor (assuming it's not another FW typo), but compensates with a somewhat better volume of fire. ***Unless they fix the typo (if it is a typo) the melta cannon is better unless you just want to stand back and shoot. **'''Reaver Volcano Cannon''': 180", Macro D6, S25 (!) AP-5 D12. What you use to trash Knights and "small" superheavies while threatening anything larger. ***You'll probably take one anyway because it's fuckawesome, but its high strength is wasted unless you're expecting to fight other titans. If you've got plenty of juicy tanks to wreck it's all good, but if you find yourself shooting at infantry you'll be wishing you had something with a better number of shots. Saying that it is still excellent at “sniping” anything with a high price tag which is asking for a land raider sized hole ripped into them, or [[anal circumference|a character foolish enough to expose themselves to you]]. **'''Reaver Titan Power Fist''': Sx2 AP-5 D10. Has a similar trick to the Knights' Thunderstrike Gauntlet, killing any {{W40Kkeyword|Vehicle}} or {{W40Kkeyword|Monster}} that lacks the {{W40Kkeyword|Titanic}} keyword allows you to select a unit within 12"; on a 4+ you throw whatever you killed at that unit and inflict D6 mortal wounds on them. ***Take this, the chainfists -1 to hit outstrips it’s chance of getting extra mortal wounds (see table below) and dealing mortal wounds by throwing vehicles at them is far more useful. However, the chainfist does look fantastic (and so does the power fist), unless your playing competitively you should not feel bad for taking one. **'''Reaver Titan Chainfist''': Same statline as above, but causes -1 to hit. However, any to wound roll of 6 where a {{W40Kkeyword|Vehicle}}, {{W40Kkeyword|MONSTER}}, or {{W40Kkeyword|Building}} is targeted deals 2D6 extra mortal wounds. Remember that void shields do '''not''' work against melee attacks, so against Titans and Titan-equivalents that lack melee weapons those Mortal Wounds can be a a big deal. ***If it dealt extra damage per hit it would be worthwhile, but the -1 to hit is just too much when your only hitting on a 4+ to begin with. ***The titan only has a WS of 4+, though: decreasing it to 5+ really hurts. FWIW, you've got a ~25% chance of the bonus damage proc-ing at least once in the round. **'''Reaver Melta Cannon''': 48", Macro 2D6, S16 AP-4 D6. Its damage is fixed, so no need to worry about being within melta range. ***Recommended particularly for a melee build due to its flexibility (and you've going to be up close anyway); it has a decent number of shots, but also high strength for dealing with (non-titan) vehicles. It is still however, a macro weapon, so it’ll do a lovely 12 damage against titans which makes up for its relatively low strength, but you won’t be able to use it in overwatch, and hammernators, knights and girlyman will jump at the chance to inflict some easy wounds. *Carapace mounts (max 1) **'''Dual Turbo-Laser Destructor''' **'''Titan Plasma Blastgun''' **'''Titan Inferno Gun''' **'''Titan Vulcan Mega-Bolter''' **'''Incinerator Missile Bank''': 24-360", Heavy 10, S6 AP-2 D2. Able to target units not visible to the user, doubles hits scored against INFANTRY, and negates cover saves to boot. The bane of cover camping armies, use against tyranid and guardsmen swarms to ensure that you never have any friends. **'''Apocalypse Missile Launcher''': 24-360", Heavy 12, S7 AP-2 D2. Doesn't have the hit doubling or cover negation properties of the Incinerator Missiles, but it can still hit things not visible to the user and is a little more effective against opponents with high toughness. The iconic choice. ***Neither of these options can overwatch however, even though they’re Heavy weapons instead of macro, their minimum range of 24” means that you will never be able to use it against charging units (as a charge can only be initiated when 12” (18” if you want to be [[Harlequins|funny]]) or closer). As such, if you take one of these you’ll want an arm weapon which is suitable for discouraging charges.
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