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7/23/2025, 7:52:21 PM
>>96157092
Got my liber questoris book
Stomps are a funny reaction now, if a non vehicle ends within 8" of a knight, it can walk up and dump a S AP3 D2 small blast that auto hits partials
Knights can also just walk over units without causing a death or glory, they're untarpittable.
Mechanicum knights are great, atrapos and siege claws have some of the highest S hits in the game (Atrapos can very possibly one shot another knight)
Titans are even harder to kill, but the big weapons can only fire snap shots at non super heavies/objectives (warlord arm weapons, etc)
Titans start at BS3 but you can pay +X points to give them BS4 and +Y points to give them BS5
Infantry can try to clamor up titans and make issues for them, but they always take damage in return. This does no hull points to a titan, but can inflict until-next-turn debuffs. If a titan is already "unsteady", an infantry unit can actually kill a titan by inflicting "unsteady" again, but it's not easy. Heavy units are worse at it, anti-grav units and light units are better at it.
A cool check makes the AP2 hits from attacking a titan like this into AP4, but if you fail it be prepared to lose most of your squad.
Titans also can end their movement on top of non-vehicle models and if they do, they inflict huge damage automatically. Titans also force panic checks if they pass over ANY unit, friendly or enemy.
Titan melee weapons are actually just short ranged shooting weapons, and can only hit other super heavies/knights. Titans automatically inflict a bunch of AP2 hits in combat, in addition to their guns which can volley fire at full BS.
Titans repair a lot, and void shields are very strong.
Overall, they actually do seem somewhat balanced in the specific Titan intended missions. They aren't AMAZING at wiping the field of small units because their strongest weapons can only shoot super heavies or macro objectives.
In return, titans are extremely difficult to kill for anything less than another titan.
Got my liber questoris book
Stomps are a funny reaction now, if a non vehicle ends within 8" of a knight, it can walk up and dump a S AP3 D2 small blast that auto hits partials
Knights can also just walk over units without causing a death or glory, they're untarpittable.
Mechanicum knights are great, atrapos and siege claws have some of the highest S hits in the game (Atrapos can very possibly one shot another knight)
Titans are even harder to kill, but the big weapons can only fire snap shots at non super heavies/objectives (warlord arm weapons, etc)
Titans start at BS3 but you can pay +X points to give them BS4 and +Y points to give them BS5
Infantry can try to clamor up titans and make issues for them, but they always take damage in return. This does no hull points to a titan, but can inflict until-next-turn debuffs. If a titan is already "unsteady", an infantry unit can actually kill a titan by inflicting "unsteady" again, but it's not easy. Heavy units are worse at it, anti-grav units and light units are better at it.
A cool check makes the AP2 hits from attacking a titan like this into AP4, but if you fail it be prepared to lose most of your squad.
Titans also can end their movement on top of non-vehicle models and if they do, they inflict huge damage automatically. Titans also force panic checks if they pass over ANY unit, friendly or enemy.
Titan melee weapons are actually just short ranged shooting weapons, and can only hit other super heavies/knights. Titans automatically inflict a bunch of AP2 hits in combat, in addition to their guns which can volley fire at full BS.
Titans repair a lot, and void shields are very strong.
Overall, they actually do seem somewhat balanced in the specific Titan intended missions. They aren't AMAZING at wiping the field of small units because their strongest weapons can only shoot super heavies or macro objectives.
In return, titans are extremely difficult to kill for anything less than another titan.
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