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Warhammer 40,000/9th Edition Tactics/Adeptus Titanicus
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==Reaver Battle Titan== T8, W70, and 4 void shields. Not as insanely tough in comparison to a Warhound Titan as it used to be, but two extra void shields allows it to take twice the punishment. It is the smallest Titan which can take melee weapons (which you're obligated to take because they look AWESOME). While not as clear-cut as the weapon options on the Warhound (anti-heavy infantry, anti-vehicle, and two all-rounders), the Reaver does have its use in melting enemy heavy targets with all its arm weapons being excellent at the role. Thanks to its versatility, the Gatling Blaster or Laser Blaser will most likely be your must-have weapon; it can finish off whatever your Melta Cannon or Volcano Cannon didn't kill, and it's strong enough in it's own right to scrap a reasonable target on its own. If you're against other Titans, the Volcano Cannon becomes '''the''' must-have. Against Knight-heavy armies, the Melta Cannon and Powerfist combo will serve you well, especially against those Knight-classes who need to close in for their own melee/melta attacks. '''Any Two Arm Weapons.''' *'''Reaver Gatling Blaster:''' 72", Heavy 12, S8, AP-3, D3. Think of it as a slower-firing-but-higher-calibre Vulcan Mega-Bolter. ** Your best MEQ and TEQ killer, thanks to its number of attacks and D. Also does well against Vehicles and Monsters, but your Laser Blaster outclasses it for that role. *'''Reaver Laser Blaster:''' 96", Heavy 3d3, S16, AP-4, Dd6+3, Blast. Probably your go-to anti-non-Titanic-Vehicle weapon. ** Competes with the Gatling Blaster. This weapon excels against the T7 or T8 models, which are typically the bigger Monsters and Vehicles available to an army. *'''Reaver Melta Cannon:''' 48", Heavy 2d6, S16, AP-4, D8, Blast, and becomes D12 against targets within 24". ** Recommended particularly for a melee build due to its flexibility and the fact that you're going to be up close anyway; it has a decent number of shots, but also high strength for dealing with Vehicles. *'''Reaver Titan Power Fist:''' Sx2 (16), AP-5, D12. Has a similar trick to the Knights' Thunderstrike Gauntlet, killing any {{W40Kkeyword|Vehicle}} or {{W40Kkeyword|Monster}} allows you to select a unit within 12"; on a 4+ you throw whatever you killed at that unit and inflict d6 mortal wounds on them. ** The small number of attacks isn't a huge issue; S16 will wound almost every model in the game on a 2+, AP5 negates all armour saves, and D12 will cripple if not kill most Monsters and Vehicles with one successful attack. *'''Reaver Volcano Cannon:''' 180", Heavy d6, S18(!), AP-5, D12, Blast. What you use to trash Knights and "small" super-heavies, while threatening anything larger. ** You'll probably take one anyway because it's fuckawesome, but its high S is wasted unless you're expecting to fight other super-heavies. If you've got plenty of juicy tanks to wreck, then it's all good, but if you find yourself shooting at infantry you'll be wishing you had something with a better number of shots. Saying that, it is still excellent at โsnipingโ 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]]. Watch out for void shields, as well as a 3.5 shot average, there's a good chance that your enemies void shields will absorb your attacks. '''Misc. Weapons.''' *'''Reaver Feet:''' With A4, S User (8), AP-4, and D4, each attack also makes two hit rolls. *'''Reaver Apocalypse Launcher:''' 24-200", Heavy 2d6, S7, AP-2, D2, Blast and ignores line of sight.
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