* * * 10 10 60 5 10 3+ 50-60+ 20" 4+ 2+ 3+ 35-49 18" 4+ 3+ 4+ 20-34 15" 5+ 4+ 5+ 10-19 12" 5+ 5+ 6+ 1-9 10" 6+ 6+ 7+ When this model advances, increase its Move characteristic by 12" instead of rolling a dice. * * * 10 9 35 4 10 3+ 30-35+ 24" 5+ 2+ 4+ 20-29 18" 5+ 3+ 5+ 10-19 12" 6+ 4+ 6+ 1-9 8" 6+ 4+ 7+ 60-70+ 18" 4+ 2+ 3+ 40-59 14" 4+ 3+ 4+ 20-39 12" 5+ 4+ 4+ 10-19 10" 5+ 4+ 5+ 1-9 8" 6+ 5+ 6+ * * * 16 16 70 5 10 2+ Melee Melee User -4 3 Make 4 hit rolls for each attack made with this weapon, instead of 1. Melee Melee x2 -5 12 If you slay a VEHICLE or MONSTER that does not have the TITANIC keyword with the Warlord power claw, select an enemy unit within 12" and roll a D6; on a 4+ that unit suffers D6 mortal wounds as the dead body or debris is thrown at it. Melee Melee x2 -5 10 If you slay a VEHICLE or MONSTER that does not have the TITANIC keyword with the Reaver power fist, select an enemy unit within 12" and roll a D6; on a 4+ that unit suffers D6 mortal wounds as the dead body or debris is thrown at it. Melee Melee x2 -5 10 Subtract 1 from hit rolls made with this weapon. Any wound roll of a 6 made with this attack on any VEHICLE, MONSTER, or BUILDING automatically inflicts an additional 2D6 mortal wounds on the target. 24"-360" Macro 3D6 20 -5 6 Units hit by this weapon must half their Move characteristic and cannot Advance in their following Movement phase. 72" Macro 2D6 10 -4 2D6 After resolving all damage on the target unit, roll a D6 for every other unit within 6" of the target unit; on a 4+ that unit also suffers D3 hits using the weapon's profile. 72" Macro 12 8 -3 3 Against INFANTRY units, each successful hit inflicted by this weapon instead becomes 3 hits. 24"-360" Heavy 12 7 -2 2 This weapon can target units which are not visible to the bearer. 72" Macro 6 8 -3 3 Against INFANTRY units, each successful hit roll inflicted by this weapon instead becomes 3 hits. 96" Macro 3D3 10 -3 2D6 Any wound roll of a 6 made by this attack automatically inflicts an additional D3 mortal wounds on the target. 18" Heavy 1 12 -4 6 After you have rolled a successful hit with this weapon, you may immediately roll for an additional hit against the same target unit; if this additional hit roll is successful, you may roll to hit again and again until either you miss or a total of 12 hits has been achieved. After the total number of hits has been determined for the weapon, resolve the attack. Melee Melee 20 -5 12 You may re-roll failed hit rolls for this weapon against targets with the MONSTER, BUILDING, or VEHICLE keyword. 96" Macro 2D3 16 -3 2D6 Any wound roll of a 6 made with this weapon inflicts an additional D3 mortal wounds on the target. 180" Macro D6 30 -6 12 Any wound roll of a 6 made with this weapon inflicts an additional D6 mortal wounds on the target. 72" Macro 2D6 8 -3 3 - 72" Macro 2D6 10 -4 4 When using this firing mode, for each hit roll of 1, the Titan suffers a mortal wound after all of this weapon's shots have been resolved. These mortal wounds may nto be stopped by the Titan's own void shields. 72" Heavy 40 6 -3 2 - 24"-360" Heavy 10 6 -2 2 Against INFANTRY, the number of successful hits rolled for this weapon is doubled. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. This weapon can target units which are not visible to the bearer. 36" Heavy 6 6 -2 2 Overwatch attacks with this weapon hit on a 5+ regardless of modifiers. 48" Heavy 2 9 -3 D6 Overwatch attacks with this wepaon hit on a 5+ regardless of modifiers. These weapons may only fire at targets behind the Titan. 180" Macro D6 25 -5 12 - 48" Macro 2D6 16 -4 6 - 18" Heavy 4D6 7 -3 4 This weapon hits automatically. Melee Melee User -3 3 Make 3 hit rolls for each attack made with this weapon, instead of 1. This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. When the model Falls Back, it can move over enemy Infantry models, though at the end of its move it must be more than 1" away from all enemy units. The model can fire its shooting weapons even if there are enemy models within 1" unless those enemy models are Titanic. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, this model can move and fire Heavy weapons without any penalty to its hit rolls. Finally, the model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer. Titans are protected by specialised void shield generators, near-impenetrable barriers of force projected out at a distance from their hulls in layers and designed to deflect and absorb the impact of high-energy attacks and missiles against them. In game terms, Titan void shields are represented by a unique kind of saving throw which the controlling player can opt to use instead of their normal save or invulnerable save against any form of attack except from weapons with the Melee type. like invulnerable saves, Titan void shield saves are unaffected by the AP of an attack, but unlike invulnerable saves they may also be used to negate mortal wounds. In this case, roll one dice for each mortal wound that has been inflicted on the Titan, with the mortal wound being ignored if the save roll is passed. Titan void shields must be continuously re-energised and renewed in combat operations and so as the Titan is damaged, the defensive potential of its void shields is reduced. When this model advances, increase its Move characteristic by 8" instead of rolling a dice. All enemy models within 9" suffer a -2 penalty to their Leadership characteristic. If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 5+ it suffers a cataclysmic explosion and each unit within 3D6" suffers 2D6 mortal wounds. 72" Heavy 20 6 -3 2 -