The Warbreaker Titan is an auxiliary Titan that provides support to other friendly units on the battlefield. It has special rules that make it resilient to damage and difficult terrain.
The Warbreaker Titan has rules that allow it to add bonuses to order checks for friendly units and ignore movement penalties from terrain. It is also more resistant to damage effects that cause involuntary movement.
The Warbreaker can deploy a unit of Titan Guard Infantry during its activation in the first combat phase. The infantry stand on small bases and have ranged heavy weapons.
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 //_