War Griffons Titan Legion Army List
Forces
The War Griffons Titan Legion Army List uses the datasheets from the Adeptus Mechanicus Titan Legion Forces section and the Imperial Navy Forces section.
Using The Army List
The following army list allows you to field an army based on one of the War Griffons Titan Legion. It can also be used as a stand in
army list for other Titan Legions as well.
War Griffons Titan Legion formations come in three types: battle titans, scout titans and support formations. Each battle titan you include in the army allows you to field any two scout titan formations. Each battle titan or scout titan formation allows you to field any one support formation. Although you can only take a scout titan or support formation if you first take a battle titan formation, they are treated as separate independent formations during a battle and do not have to move around together.
In addition, certain formations may be given upgrades. Which upgrades a formation may be given are listed in the upgrades
column. Upgrades are added to the formation and are not a separate formation. Each upgrade that is taken adds to the cost of the formation, as shown on the upgrade chart. Note: the upgrades chosen can lead to an additional surcharge (see War Griffons Epic Tournament Special Rules).
God Machines
All War Griffons Titan Legion formations with a unit with a line of fire to a Scout or Battle Titan formation that has been destroyed receive a Blast marker.
War Griffons Epic Tournament Special Rules
All Weapon Mounts in a Scout or Battle Titan formation must be mounted with a weapon. In addition, each Scout or Battle Titan formation must select at least two different weapons or pay a surcharge of an additional +25 points.
War Griffons Titan Legion Army List
War Griffons Titan Legion armies have a strategy rating of 3. Battle and Scout Titan formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.
Formation | Units | Upgrades | Cost |
---|---|---|---|
Emperor | One Imperator or Warmonger Class Titan | Carapace Multilasers, Legate, Sacred Icon, Veteran Princeps | 1250 points |
Reaver | One Reaver Class Titan | All | 550 points |
Warlord | One Warlord Class Titan | All | 675 points |
(Any two scout titan formations may be fielded per each battle titan.) | |||
Formation | Units | Upgrades | Cost |
---|---|---|---|
Warhound | One Warhound Class Titan | Inferno Gun, Plasma Blastgun, Turbo-Laser Destructor, Veteran Princeps, Vulcan Mega-Bolter | 275 points |
Warhound Pack | Two Warhound Class Titans | Inferno Gun, Plasma Blastgun, Turbo-Laser Destructor, Veteran Princeps, Vulcan Mega-Bolter | 500 points |
|
(Any one support formation may be fielded per each battle or scout titan formation.) | ||
Formation | Units | Cost |
---|---|---|
Crusader Scout Maniple | Four Crusader Robots | 150 points |
Forge Knight Maniple | Five Forge Knights | 250 points |
0–1 Lysander Fighter per Warmonger Class Titan | One Lysander Fighter | 75 points |
Marauder Squadron | Two Marauder Bombers | 250 points |
0–1 Orbital Support | One Ark Mechanicus Battleship | 200 points |
Skitarii Demi-Century | Eight Hypaspist units and two Secutor units | 250 points |
Thunderbolt Squadron | Two Thunderbolt Fighters | 150 points |
Adeptus Mechanicus Titan Legion Forces
- D
All weapons with a BP firepower in the formation do not need a line of fire when shooting as part of a sustained fire, advance or double action.
- EA(+3)
- TK(D3)
- Transport
May transport ten infantry units without Jump Packs or Mounted.
- IC
- EA(+2)
- EA(+4)
- Supreme Commander
- TK(D3)
- EA(+1)
- TK(D6)
- Slw
- Slw
- Slw
- MW
- Inspiring
- D
- Ind
- SS
- Ind
- SS
- TK(D6)
- IC
- Ind
- SS
- TK
- Ind
- SS
- TK(D3)
Can be armed with one of the following: Barrage Missile, Deathstrike Missile, Vortex Missile or Warp Missile. A Warp Missile ignores Imperial Void Shields and Power Fields.
- Commander
- Leader
- TK(D3)
- MW
- EA(+1)
- MW
- Commander
- Reinforced Armour
- MW
- EA(+1)
- MW
- Automaton
- Scout
- Walker
- EA(+1)
- MW
- Infiltrator
- Invulnerable Save
- Reinforced Armour
- Walker
- FwA
- Slw
- TK(D3)
- FwA
- TK(D3)
- MW
- EA(+2)
- Damage Capacity 12
- Fearless
- Inspiring
- Reinforced Armour
- Transport
- 8 Void Shields
- Walker
May transport ten infantry units without Jump Packs or Mounted. May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FxF
- WM
- FwA
- WM
- Damage Capacity 6
- Fearless
- Reinforced Armour
- 4 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 5+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FwA
- WM
- Damage Capacity 3
- Fearless
- Reinforced Armour
- 2 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit takes a point of damage and is moved D6cm in a random direction. If this move takes the titan into impassable terrain or another unit it can’t move over then it stops immediately and is destroyed. All units it moves into or over suffer a hit on a roll of 6+.
- FxF
- WM
- FwA
- WM
- Damage Capacity 8
- Fearless
- Reinforced Armour
- Thick Rear Armour
- 6 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FwA
- TK(D3)
- D
- Ind
- SS
- Ind
- SS
- TK(D6)
- IC
- Ind
- SS
- TK
- Ind
- SS
- TK(D3)
- FxF
- EA(+2)
- Damage Capacity 12
- Fearless
- Inspiring
- Reinforced Armour
- Transport
- 8 Void Shields
- Walker
May transport ten infantry units without Jump Packs or Mounted. Armed with any eight of the following: Barrage Missile, Deathstrike Missile, Vortex Missile or Warp Missile. Only one missile may be fired per turn. Warp Missiles ignore Imperial Void Shields and Power Fields. The unit’s fire control center allows it to re-roll one failed to-hit roll per turn. May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FxF
- FxF
- MW
- TK(D3)
Armed with either Pin-point Attacks or Orbital Bombardment.
Automaton
A formation does not receive a Blast marker when a unit with automaton is destroyed, this includes the extra Blast marker from the first casualty of a crossfire and for units destroyed for being out of formation after a move. Automaton units hit by a weapon with disrupt do take a Blast marker however.
If a hit is inflicted on an automaton unit because it is in a broken formation which is receiving a Blast marker (see Blast Markers and Broken Formations) then it may attempt to save normally.
Automaton units killed in an assault count for the purposes of working out its result (see Work Out Result).
Weapon Mount
Weapon Mounts are areas on a unit that may be fitted with weapon systems. When a weapon mount is mounted with a weapon (a character
unit) it gains all the abilities and special rules of the weapon while retaining any of its own. A weapon mount may only be mounted with one weapon.
Imperial Void Shields
Imperial Titans are protected by void shield generators. The number of void shields each Titan has is noted on the Titan’s datasheet.
Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan.
Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair the void shield or remove Blast markers (e.g., if you rolled a 2 you could repair 2 shields, remove 2 Blast markers or repair 1 shield and remove 1 Blast marker).