GRANDMASTER: The Warbreaker will often walk with the Grandmaster of the Legio as its Princeps. The Warbreaker may take its own Princeps Trait and adds +2 to FORWARD FORWARD FORWARD 2+ 3+ Order Command checks. All friendly units gain +1 to Command rolls within 8”. ARDEX-DEFENSOR CANNON: When the Titan is activated in the Combat phase, each enemy unit that is WEAPON CARAPACE WEAPON 3"/ 5" 5+ SUPER AUXILARY TITAN: within its Front or Rear arc, and within 6", suffers 2D3 Strength 5 hits. A Legio Battlegroup can include a maximum of one Warbreaker as TURRETS ++SPECIAL++ reinforcements. The Battlegroup must have a full-strength maniple to do so. This is in addition to other Auxilary Titans. INEXORABLE: The Titan never suffers movement penalties due to Difficult Terrian or Quake 1/ 2 7 and never suffers involuntary movement as a result of Concussion or Impale. LEFT RIGHT SIDE SIDE MORTAR: Weapons with this rule can fire at targets within the Titans scale with the Carapace rule. TURRET TURRET ++SPECIAL++ ++SPECIAL++ REAR ANCILLARY REAR WEAPON REACTOR WEAPON 1. No Effect 2/3. MIU Feedback +1 +1 +2 +3 4. MIU Feedback 2 4 13-15: Direct Hit 3 Moderati Wounded HEAD 16: Devastating Hit 1 5 5. Moderati Wounded 17+: Critical Hit Princeps Wounded 1. No Effect 2/3. Reactor Leak (1) +1 +1 +2 +2 +3 4. Reactor Leak (1) 2 4 13: Direct Hit 3 VSG Burnout BODY 14-15: Devastating Hit 1 5 5. Reactor Leak (2) 16+: Critical Hit VSG Burnout PRIMARY LEFT ARM CARAPACE RIGHT ARM TURRET 1. No Effect 2/3. Stabilisers Damaged +1 +1 +2 +2 +3 4. Stabilisers Damaged 2 4 13: Direct Hit 3 Locomotors Seized LEGS 14-15: Devastating Hit 1 5 5. Immobilised 16+: Critical Hit Warbreaker Terminal pack v9.2 These rules are entirely community-made, unofficial, and not for profit. It is not to be sold, distributed for prof- it, or otherwise restricted in any way. It is shared entirely out of love for the Adeptus Titanicus game system and our desire to for it to continue. In- fringement on any legal rights is not intended. Some words, terms, and logos in this document may be copyrighted – these are used in compliance with copy- right laws and procedures, including this notice. This document is shared under the provisions of the CC BY-NC-ND 4.0 Licence, more information on which can be found here: https://creativecommons.org/licenses/by-nc-nd/4.0/ TITΛN GUΛRD INFΛNTRY SCΛLE: 0 (EXCIGUUS)
HEAVY 7-9: Direct Hit
WEAPONS TEAM 10-11: Devastating Hit Range Acc. 12+: Critical Hit 7+ Short 5" +1 Long 10" - > Titan Guard infantry are a single unit and have a 2” coherency. Dice Strength > They can be moved over by Titans but not Knights. 1 4
TΛCTICΛL SUPPORT
TITAN GUARD INFANTRY
> Titan Guard Infantry are not deployed during the deployment phase, instead they start inside the Warbreaker. Activate in the combat phase during the Warbreaker’s activation. Deploy 6 Titan Guard Infantry stands (each stand is a 25-28mm base) within 3” of the Warbreaker and may attack immediately. Titan Guard Infantry are a single unit and have a 2” coherency. They can be moved over by Titans but not Knights. In subsequent rounds Titan Guard Infantry act independantly as a separate unit. > Refer to Titan Guard Infantry Command Terminal. > > See page 65 of the ADEPTUS TITANICUS rulebook to see the full rules for Tactical Support //_