“A Titan is nothing less than the Omnissiah given form.”
Warhound Titan Lupus Tempestus
|Type: Walker||Tactical Speed: 16m|
|Cruising Speed: 58kph||Manoeuvrability: +0|
|Structural Integrity: 90||Size: Massive|
|Armour: Front 50, Side 45, Rear 45|
|Carrying Capacity: None|
|Crew: Princeps, 2 Moderati, 1 Tech-priest, 6 monotask servitors|
The Lupus Tempestus is equipped with two arm-mounted weapons, a Plasma Blastgun and a Vulcan Mega-bolter. All of a Titan’s weapons may fire in a turn, as they are either being fired by the Moderati or the Princeps.
Plasma Blastgun: the plasma blastgun has two firing modes. It may only be fi red in one mode in any given turn:
- Regular: (Facing Front/Left/Right, Range 600m, Heavy, S/2/–, 2d10+20 E, Pen 8, Clip —, Reload —, Blast , Volatile)
- Maximal: (Facing Front/Left/Right, Range 800m, Heavy, S/–/–, 3d10+26 E, Pen 10, Clip —, Reload —, Blast  Volatile)
These are two additional weapons the Warhound is often equipped with:
Enhanced Auspex Arrays: Titans have powerful auspex arrays to aid in combat. The crew of this vehicle suffers no penalties for darkness, foul weather, or other effects that would normally obscure vision. In addition, they gain a +20 to all Awareness Tests, and may make Awareness Tests at ranges of up to 5 kilometres (at the GM’s discretion, the Auspex may function far further than that in certain circumstances, such as if the target is another Titan).
Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit chart generated by Righteous Fury.
Titanic Critical Hits: Titan and other extremely large vehicles use their own Critical Hit Chart.
Weapon Qualities: Titan-class weapons have certain unique characteristics based on their size:
Vulcan Mega-bolter—Area Saturation: The Vulcan Megabolter is extremely inaccurate, and a Titan’s crew often simply saturate an area with fi re to eliminate swaths of troops. When used in this manner, instead of fi ring normally designate a 20 metre by 20 metre area. The Titan then makes one Ballistic Skill Test against each target in the area—anything hit takes one hit from the Vulcan Mega-bolter, and can dodge as normal.
Inferno Gun—Titanic Flame Weapon: When firing the Inferno Gun the Titan may pick any point with the weapon’s range as the point of origin for the spray. The spray extends for 40 metres past that point, following normal Flame rules.
Void Shields: Titan generators can produce enough power to run massive void shields, protecting the vehicle in an invisible nimbus of energy. However, void shields can be overloaded by sustained fire. Void shields count as a barrier with 25 AP that surrounds a Titan in all directions at a 5 metre distance. To disable a void shield, attacks must deal 20 damage past the 25 AP. This damage is cumulative (to represent the void shield) slowly overloading, but a weapon’s Penetration has no effect on a void shield. Attacks from within the 5 metre projection distance ignore the void shields and directly affect the Titan.
|Titan Critical Hit Chart|
|1–3||Disrupting Blow: One of the Titan’s crew is momentarily stunned by the impact of a particularly jarring hit. That crewman (determined by the GM) must make a Routine (+10) Toughness Test or be stunned for 2 Rounds. If at least half the Titan’s Command Crew are stunned, 1 weapon may not fire. Shooting from the Titan takes a non-cumulative –10 penalty during the next round. If the Titan has a gunnery commander and a Princeps, the gunnery commander is always affected by the Critical Hit unless already suffering from the effects of a previous Critical Hit, in which case the Princeps suffers the effects.|
|4||Hammer Blow: The Titan’s pilot or steersman is momentarily shaken by a direct hit that barely fails to penetrate the armour. He must make a Routine (+10) Toughness Test or be stunned for 1d5 rounds. If the Titan has both a steersman and a Princeps, the steersman is always affected by the Critical Hit unless already suffering from the effects of a previous Critical Hit, in which case the Princeps suffers the effects.|
|5||Weapon Damaged: A randomly selected weapon on the Titan is hit by the full effects of the blast. However, Titan weapons are notoriously resilient. Roll 1d10, on a 7 or higher the weapon is damaged to the point where it may not fire until repaired (outside the course of the battle). On any other result, the weapon simply may not fire during the next Round.|
|6–7||Drive Damaged: The Titan’s motive engines are damaged, slowing it to a limping gait. Reduce the Titan’s Tactical speed by 1d10 (and cruising speed by one quarter the original speed). If this brings either speed to zero, the TItan is immobilised and cannot move until repaired (outside the course of the battle).|
|8–9||Penetrating Hit: A powerful shot burns through the Titan’s armour. Reduce the armour on the Titan’s facing that took the hit by one quarter the original value. In addition, roll a d100. On a result of 20 or less, 1d5 crewmembers are hit (a lucky strike to the command chamber or drive chamber). If hit, the crewmember takes 2d10 damage from flying shards of metal.|
|10||Fire!: A plasma conduit ruptures or fuel reserves ignite. The crew has 1d5 rounds before they begin Suffocating, and 1d5+5 rounds before the fi re reaches the command compartment, and they must make a Challenging (+0) Agility Test or catch on fi re each round. Using the machine’s integral fire-suppression equipment and shutting off damaged components requires the crew to not take any actions for one round while making a Difficult (–10) Tech-Use Test. This Test may be attempted multiple times.|
|11||Structural Loss: Devastating blows cause cascading destruction throughout the Titan as machinery tears itself apart under the strain. The Titan takes 2d10 additional Structural Integrity damage, which may well lead to…|
|12+||Destroyed: The Titan is destroyed by the force of the attack. Roll 1d10, with a result of 1–6 indicating Corpse of the God-Machine and 7–10 indicating an Apocalyptic Explosion!|
|Corpse of the God Machine: The Titan’s reactor flickers and dies, and the dead corpse either freezes in place or topples forward, potentially crushing those who attacked it. The Titan is effectively destroyed, and cannot be repaired save through centuries of work in a Forge world.|
|Apocalyptic Explosion!: The containment of the Titan’s plasma reactor breaches, resulting in a horrific explosion. Roll 2d10 and multiply the result by 10. This is the blast zone. Everything within the blast zone takes 5d10+10 E damage, with a Pen of 10 (roll once for everyone). Reduce the rolled damage result by 2 for every full 10 metres the target is from the exploding Titan. Where the Titan once stood are only a few charred pieces and a giant crater plated in molten glass.|