So, a buddy decided to start with Titans, preferably a Legion of them. As he claimed to have the guts to even make an Emperor (!) Titan (which is the chassis, by the way, while the Imperator is the most common payload, Hellstorm Cannon and Plasma Annihilator, while the Warmonger has the Vengeance Cannon and Doomstrike Missiles), I decided that it would be sad if he didn't have some rules.
Note that these rules are inspired by Epic, and so are slightly / a lot different from some of the GW rules at some points.
I'll probably edit to make it look nicer later, but now little bro' wants the computer for Oblivion.
Codex: Titan Legions v1.0The God-EnginesTheir thread the thread of doom, their wrath the wrath of gods, their weapons mighty enough to bring down entire armies. Giants clad in metal, their arms launching forth the Omnissiah’s divine wrath; the Titan Legions at war are all but unstoppable. The mightiest constructs of Mankind are few and rarely assembled, but when they are, they are a fighting force to bring fear even into the hearts of the boldest. To see engines the size of mountains; to behold the sheer carnage even a single salvo wrecks; many opponents flee in terror rather than face these venerable, dreadful machines.
TraitorsAlthough Titans are primarily seen as the weapons of the Empire, not all serve the Emperor. Some have forsaken His Light for the dreadful powers of the Dark Gods; these Titans will be terrible to behold, sprouting daemonic growths and weapons mutated by the powers of Chaos.
Although rare, there are some Titans who, for various reasons, serve neither the Imperium nor the Ruinous Powers. They may seek knowledge and ally with the technological Tau or the adept Eldar, as all Adeptus Mechanicus live to gather knowledge, no matter how it is obtained; Orks may have captured them and, practical as they are, will be willing to use these new “toys” despite the fact that they probably won’t be able to control them, or other events may have happened.
The Legions at WarTitan Legions are rarely seen as a single fighting force due to the rarity of each of these God-Engines; usually, they will be sent one and one, or occasionally two or three, to a hotly contested zone. Managing to coerce the Adeptus Mechanicus to give you but a single Warhound for a limited amount of time is difficult enough, let alone how nigh-on impossible it is to call in a venerable Reaver or mighty Warlord. Only the most extreme occasions will bring the Adeptus Titanicus together as a single fighting force, but when they do, the world shivers under their thread.
Warhound Class Scout TitanPoints 750
BS 4
WS 3
S 10
I 2
A 2
Front Armour 13
Side Armour 12
Rear Armour 11
Type: Super-Heavy Walker, 3 Structure Points, 2 Void Shields.
Weapons: 2 arm-mounted Scout Weapons (180° fire arc, main weapon)
Options: Veteran Princeps at +50 points, Titan Tech Priest at +50 points.
Agile: The Warhound may fire only one weapon and fleet D6” that turn, or it may fire no weapons at all and fleet 2D6” that turn.
Plasma Reactor: The Warhound is powered by a powerful plasma reactor; in the case of an explosion, the plasma will overheat and explode spectacularly. If an Apocalyptic Explosion! is rolled on the Catastrophic Damage Table, all models within 3D6” suffer a Strength D AP 2 hit rather than a Strength 9 AP 2 hit. If the Warhound has chosen any Plasma Blastguns, then if it explodes, place a flamer template with the thin end on (each of) the Plasma Blastgun(s) and apply the same effect to any models under the template (the template is pointing the direction the Plasma Blastgun last shot, or, if it has not been shot yet or no one remembers which way it was shot, roll a scatter die for direction).
Reaver Class Battle TitanPoints 2000
BS 4
WS 3
S 10
I 1
A 1
Front Armour 14
Side Armour 12
Rear Armour 10
Type: Super-Heavy Walker, 6 Structure Points, 4 Void Shields.
Weapons: 2 arm-mounted Battle Weapons (180° fire arc, main weapon), 1 Carapace Mounted Battle Weapon (90° fire arc, minimum range 12”)
Options: Veteran Princeps at +50 points, Titan Tech Priest at +150 points, Inspiring Relic at +50 points, Carapace Mulitlasers at +50 points.
(Relatively) Agile: The Reaver may fire with only two weapons one turn and fleet D6” that turn.
Plasma Reactor: The Reaver is powered by a massive plasma reactor; in the case of an explosion, the plasma will overheat and explode spectacularly. If an Apocalyptic Explosion! is rolled on the Catastrophic Damage Table, all models within 5D6” suffer a Strength D AP 2 hit rather than a Strength 9 AP 2 hit within 3D6”. If the Reaver has chosen any Plasma Megacannons and/or Plasma Destructors, then if it explodes, place a Hellstorm template with the thin end on (each of) the Plasma Megacannon(s) and/or Plasma Destructor(s) and apply the same effect to any models under the template (the template is pointing the direction the Plasma Megacannon(s)and/or Plasma Destructor(s) last shot, or, if it has not been shot yet or no one remembers which way it was shot, roll a scatter die for direction).
Carapace Reactor: The Reaver is built so that its reactor is housed in its carapace rather than in its middle section. While this makes the Reaver more resilient towards attacks from the front, it also makes it more vulnerable towards rear attacks and air strikes. Hits against the Reaver’s rear and from aircraft gain a +1 modifier on the Super-Heavy Damage Table; furthermore, if a hit from the rear or from an aircraft destroys the Reaver, apply a +2 modifier to the Catastrophic Damage Table roll.
On the other hand, this placement also makes the Reaver much more resillient against frontal fire, which is ideal as the Reaver was mainly conceived as an artillery Titan. Thus, all attacks against the Reaver's front suffer a -1 modifier on the Super-Heavy Damage Table. Also, if a hit from the front destroys the Reaver, apply a -1 modifier to the Catastrophic Damage Table roll.
Warlord Battle TitanPoints 2500
BS 4
WS 3
S 10
I 1
A 3
Front Armour 14
Side Armour 13
Rear Armour 12
Type: Super-Heavy Walker, 8 Structure Points, 6 Void Shields.
Weapons: 2 arm-mounted Battle Weapons (180° fire arc, 12” minimum range, main weapon), 2 carapace-mounted Battle Weapons (90° fire arc, minimum range 24”, main weapon (6+ save only, non-ordnance does not deal ordnance-level damage).
Options: Legate at +100 points, Veteran Princeps at +50 points, Titan Tech Priest at +200 points, Inspiring Relic at +50 points, Carapace Multilasers at +50 points.
Plasma Reactor: The Warlord is powered by an immense plasma reactor; in the case of an explosion, the plasma will overheat and explode spectacularly. If an Apocalyptic Explosion! is rolled on the Catastrophic Damage Table, all models within 6D6” suffer a Strength D AP 2 hit rather than a Strength 9 AP 2 hit within 3D6”. If the Warlord has chosen any Plasma Megacannons and/or Plasma Destructors, then if it explodes, place a Hellstorm template with the thin end on (each of) the Plasma Megacannon(s) and/or Plasma Destructor(s) and apply the same effect to any models under the template (the template is pointing the direction the Plasma Megacannon(s) and/or Plasma Destructor(s) last shot, or, if it has not been shot yet or no one remembers which way it was shot, roll a scatter die for direction).
Shaker of the Earth: The Warlord is one of the most immense creations to walk the earth. All models (even friendly) within 6” of the Warlord’s movement path must test for pinning, even if they are Fearless or otherwise immune to Leadership tests, as the earth shakes and footing is lost. Vehicles, Flyers, Monstrous and Gargantuan creatures are not affected.
Emperor Class Super TitanPoints 10 000
BS 4
WS 3
S D
I 1
A 1
Front Armour 14
Side Armour 13
Rear Armour 12
Type: Super-Heavy Walker, 18 Structure Points, 8 Void Shields.
Weapons: 2 arm-mounted Super Arm Weapons (180° fire arc, 24” minimum range, main weapon (3+ save)), 4 carapace-mounted Super Carapace Weapons (90° fire arc, minimum range 36”, main weapon (5+ save)), 1 Auxiliary Weapon, 4 Forward-Mounted Heavy Bolters (90° fire arc), 3 Rear-Mounted Heavy Bolters (90° fire arc (rear)).
Options: Legate at +100 points, Titan Tech Priest at +500 points (Veteran Princeps may not be chosen, as the Princeps already is a veteran – and not even that can make an Emperor Class Titan agile).
Transport: 30 in each leg, 50 on top (the 50 on top are not transported per se; they are independent of the Emperor, can shoot freely, and are in 4+ cover as well as being immune to fire as long as the Emperor has any Void Shields left. They may disembark, but only if they start doing so one turn and do nothing that turn or the next, finishing disembarking at the end of the second turn).
Fire Points: 10 in each leg. The Emperor does NOT count as open-topped regardless of embarked models firing.
Exit Points: All models in the legs may disembark to any point within 2” of the leg, and count as moving (so they cannot move more, but they can charge, fire assault weapons and so on). Models in the legs may also Counter-Charge to defend the Titan; if it is charged, you can place any model from the legs in the path of the chargers within 2” of the Titan’s legs; if the enemy can’t reach the Titan, it will only charge the disembarked models. This cannot be done against Super-Heavy Walkers and Gargantuan Creatures, as nothing can stand in their way.
Steps of a Titan: The Emperor is not very agile or maneuvrable; as it's steps land slowly, and, when they have begun, unchangeably, every step must be planned well. The Emperor may not move normally, but instead must declare where it will move one turn, but NOT move that turn, then move there in the next, even if the controlling player has redecided by then. The point the Emperor wants to move to must be between 12" and 18" away from the Emperor. If the Emperor has suffered one Drive Damaged result, it must wait one additional turn before moving (so it decides where it will move to, waits that turn and the next, then moves there). If it suffers two Drive Damaged or one or more Driver Stunned results, it will not be able to either plan or move that turn (but if it already has planned to move somewhere, it must do so whenever it can so).
Plasma Reactor: The Emperor is powered by a gigantic plasma reactor; in the case of an explosion, the plasma will overheat and explode like a small sun. If an Apocalyptic Explosion! is rolled on the Catastrophic Damage Table, all models within 10D6” suffer a Strength D AP 2 hit rather than a Strength 9 AP 2 hit within 3D6”. If the Emperor has chosen any Plasma Annihilators and/or Plasma Destructors, then if it explodes, place a Hellstorm template with the thin end on (each of) the Plasma Annihilator(s) and/or Plasma Destructor(s) and apply the same effect to any models under the template (the template is pointing the direction the Plasma Megacannon(s) and/or Plasma Destructor(s) last shot, or, if it has not been shot yet or no one remembers which way it was shot, roll a scatter die for direction).
A God Walks the Earth: The Emperor is immense; God-like, its every step levels hills and crushes stone. The very earth shatters under its incredible weight. To represent this, any unit, friend or foe, within 18” of the Emperor’s movement path must test for pinning, even if they are Fearless (vehicles test at the base leadership of the army). Models within 12” suffer a -1 modifier to Leadership, while models within 6” suffer a -2 modifier to Leadership. Enemy models always suffer this modifier (for all tests), but friendly models only suffer this modifier for this test. Fearless models do not suffer these negative modifiers, due to their coordination/self-control/crazed frenzy. Gargantuan Creatures, Super-Heavy Vehicles and Flyers are not affected.
God-Engine: To have but a single Emperor at your side is a fantastic boost to morale; thus, all models in an army which contains an Emperor gain +1 Leadership for each Emperor. Any friendly models within 24” are Fearless. However, if the Emperor were to fall, despair would bite like poison. If the Emperor is destroyed, then all friendly models lose the +1 modifier and instead get a -1 modifier. Furthermore, when the Emperor falls, all friendly models must immediately take a Leadership test (this does not apply to Fearless models, but it applies to vehicles; test with base leadership for the army. Vehicles which fail the test do not fall back, but are inactive the next turn as their crew mills about in confusion. Super-heavy vehicles may attempt Damage Control).