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WΛRBREΛKER TITΛN

SCΛLE: 15 (IMPERΛTRIX) 1245 POINTS + WEΛPONS


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 //_

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