Warhound Titan

Source: Imperial Armour III, p. 254

Points Front Armour Side Armour Rear Armour BS
Warhound 450 + wpns 14 13 12 4

Type: Super-heavy Tank

Speed: Normal

Structure Points: 3

Void Shields: 2

Crew: 4, Adeptus Titanicus

Weapons: A Warhound must take two weapons from the following list for the points cost given: Plasma blastgun +180 pts; double-barrelled turbo-laser +210 pts; inferno gun +180 pts; Vulcan mega-bolter +180 pts.

Options: None

Special Rules

Minimum Range: A Warhound may not target units within 12".

Agile Vehicle: The Warhound is fast and manoeuvrable (for a Titan!), but its long strides do not have the straight line speed of faster vehicles. It can move up to 6" and fire all weapons, or up to 12" and fire one weapon. It may not move more than 12". It must move in a straight line, but can pivot up to 90° at the end of its move.

Targeting: As a super-heavy vehicle the Warhound can target different units with its weapons.

Void Shields: Each void shield counts as having an Armour Value of 14. If the Titan has any void shields operating then roll to penetrate the void shield rather than the vehicle. If a hit scores a glancing or penetrating hit then the void shield is overloaded and taken down – no additional damage is caused. Only when a Titan has no void shields left do you roll against its Armour Value and then roll for damage for glancing or penetrating hits as normal for a Super-heavy vehicle. Void shields have no effect in close combat.

At the start of its turn a Warhound can attempt to regenerate downed void shields. Roll a D6 for each downed void shield, it is regenerated on a roll of 6.

Titan Tank Shock: Enemy infantry must test at -1 to their Leadership if they are Tank Shocked by a Warhound. The enemy unit may still use the Death or Glory special rule.

Leg Armour: A Warhound has its thickest armour protecting its vulnerable legs. Troops on the ground which assault a Warhound usually only attack its legs or feet, and therefore all close combat attacks against a Warhound are resolved against Armour Value 14, regardless of which direction the attacks come from. Troops which have jump packs or that can fly ignore this rule and use the Armour Value of whichever facing they are attacking.

Titan Stomp!: Unlike other vehicles attacked in close combat, a Titan can fight back, using its weight and size to kick and stomp enemies. It will make 1 attack against any model in base contact with it in the Assault phase. The Titan has a Weapon Skill of 1, an Initiative of 1, and a Strength of 6. Due to the Titan's massive size there is no Armour Save allowed against these attacks (except for Invulnerable Saves) and against vehicles roll 2D6+6 for armour penetration adding both dice together.

Opponents that fight a round of close combat against the Warhound and fail to destroy it (quite a likely occurrence!) automatically fall back unless they are a vehicle or another war machine. Titans never pursue or consolidate – they remain stationary.

Enginseer Repairs: Every Titan has a Techpriest as part of its crew, aided by servitors and servo-skulls to keep the Titan running smoothly. At the start of his turn the Enginseer may attempt to repair damage to the Warhound. If the Warhound has its engines damaged, weapon destroyed or field destroyed, one of these defects (chosen by the Techpriest) is fixed on a roll of 5+. Note, the Techpriest is always aided by a servitor dedicated to the task, so gains a +1 to the roll (on his own he would require a 6 to fix the damage).

Titan Weapons

Turbo-laser

Range Str AP Type
12-72" 9 2 Heavy 1, Blast

Notes: The stat line is for a single-barrelled turbo-laser. A double-barrelled turbo-laser would be Heavy 2, with the extra blast templates treated as a Barrage.

Plasma Blastgun

Range Str AP Type
12-54" 8 2 Ordnance 1, Blast, Titan-killer

Note: If a target is under the centre hole of the ordnance template, roll 2D6 for armour penetration and add the results together rather than choosing the highest.

Inferno Gun

Range Str AP Type
12-36" 6 4 Heavy 1, Massive Blast

Note: When firing the inferno gun, designate a target unit and place the massive blast template so that it is at least partially over as many unit members as possible. The whole template must be in range and line of sight. Roll to hit once, using the Titan's BS. If you hit, then all models partially or wholly under the template are hit. If you miss, they are each hit on a roll of 4+. There are no Cover Saves against inferno gun hits.

Vulcan Mega-bolter

Range Str AP Type
12-36" 6 4 Heavy 10, Rending

Note: Any rolls of 6 to hit cause an automatic wound with no Armour Save (except Invulnerable Saves and Cover Saves). Against vehicles, any Penetration roll of a 6 adds a further D6 to the result.