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, 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+.

Battle Titan Formations
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
Scout Titan Formations
(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
Titan Upgrades
Battle Titan Weapons
(Mount each weapon mount in the formation with one of the following upgrades.)
Upgrade Cost
Apocalypse Missile Launcher +25 points each
Carapace Landing Pad Free
Close Combat Weapon Free
Corvus Assault Pod Free
Gatling Blaster +25 points each
Inferno Gun Free
Laser Blaster +50 points each
Laser Burner Free
Melta Cannon +50 points each
Plasma Cannon +25 points each
Plasma Destructor
Note: Carapace weapon mounts only.
+75 points each
Quake Cannon +75 points each
Support Missile
Note: Carapace weapon mounts only.
+75 points each
Volcano Cannon +50 points each
Scout Titan Weapons
(Mount each weapon mount in the formation with one of the following upgrades.)
Upgrade Cost
Inferno Gun Free
Plasma Blastgun Free
Turbo-Laser Destructor +25 points each
Vulcan Mega-Bolter Free
Scout and Battle Titan Upgrades
(Add any of the following upgrades to a unit up to once per formation.)
Upgrade Cost
Carapace Multilasers +50 points
0–1 Legate per army +50 points
Sacred Icon +50 points
Veteran Princeps +25 points
Support Formations
(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

Apocalypse Missile Launcher CH n/a n/a n/a n/a
Apocalypse Missile Launcher 60cm
3BP
  • D
Carapace Landing Pad CH n/a n/a n/a n/a
-

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.

Carapace Multilasers CH n/a n/a n/a n/a
2× Multilaser 30cm
AP5+/AT6+/AA5+
Close Combat Weapon CH n/a n/a n/a n/a
Close Combat Weapon (bc)
Assault Weapons
  • EA(+3)
  • TK(D3)
Corvus Assault Pod CH n/a n/a n/a n/a
-
  • Transport

May transport ten infantry units without Jump Packs or Mounted.

Gatling Blaster CH n/a n/a n/a n/a
Gatling Blaster (Mars Pattern) 60cm
6× AP4+/AT4+
Inferno Gun CH n/a n/a n/a n/a
Inferno Gun 30cm
3BP
  • IC
Laser Blaster CH n/a n/a n/a n/a
Laser Blaster 60cm
6× AP5+/AT3+
Laser Burner CH n/a n/a n/a n/a
Laser Burner (15cm)
Small Arms
  • EA(+2)
or (bc)
Assault Weapons
  • EA(+4)
Legate CH n/a n/a n/a n/a
-
  • Supreme Commander
Melta Cannon CH n/a n/a n/a n/a
Melta Cannon 30cm
MW2+
  • TK(D3)
and (15cm)
Small Arms
  • EA(+1)
  • TK(D6)
Plasma Blastgun CH n/a n/a n/a n/a
Plasma Blastgun 45cm
2× MW2+
  • Slw
Plasma Cannon CH n/a n/a n/a n/a
Plasma Cannon 60cm
3× MW2+
  • Slw
Plasma Destructor CH n/a n/a n/a n/a
Plasma Destructor 75cm
5× MW2+
  • Slw
Quake Cannon CH n/a n/a n/a n/a
Quake Cannon 90cm
3BP
  • MW
Sacred Icon CH n/a n/a n/a n/a
-
  • Inspiring
Support Missile CH n/a n/a n/a n/a
0–1× Barrage Missile Unlimited
10BP
  • D
  • Ind
  • SS
0–1× Deathstrike Missile Unlimited
MW2+
  • Ind
  • SS
  • TK(D6)
0–1× Vortex Missile Unlimited
3BP
  • IC
  • Ind
  • SS
  • TK
0–1× Warp Missile Unlimited
MW2+
  • 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.

Turbo-Laser Destructor CH n/a n/a n/a n/a
Turbo-Laser Destructor 60cm
4× AP5+/AT3+
Veteran Princeps CH n/a n/a n/a n/a
-
  • Commander
  • Leader
Volcano Cannon CH n/a n/a n/a n/a
Volcano Cannon 90cm
MW2+
  • TK(D3)
Vulcan Mega-Bolter CH n/a n/a n/a n/a
Vulcan Mega-Bolter 45cm
4× AP3+/AT5+
Hypaspist INF 15cm 5+ 5+ 5+
Heavy Bolter 30cm
AP5+
Secutor INF 15cm 4+ 3+ 3+
2× Multi-melta 15cm
MW5+
and (15cm)
Small Arms
  • MW
Augmentations (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Commander
  • Leader
  • Reinforced Armour
Crusader Robot LV 25cm 6+ 4+ 6+
Heavy Bolter 30cm
AP5+
Multi-melta 15cm
MW5+
and (15cm)
Small Arms
  • MW
Power Fist (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Automaton
  • Scout
  • Walker
Forge Knight AV 20cm 4+ 4+ 5+
Arc Lance 30cm
AT4+
Manipulators (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Infiltrator
  • Invulnerable Save
  • Reinforced Armour
  • Walker
Imperator Class Titan WE 15cm 4+ 4+ 3+
Plasma Annihilator 90cm
4× MW2+
  • FwA
  • Slw
  • TK(D3)
Hellstorm Cannon 60cm
10BP
  • FwA
Defense Laser 90cm
MW2+/AA4+
  • TK(D3)
Quake Cannon 90cm
3BP
  • MW
4× Battle Cannon 75cm
AP4+/AT4+
Tertitary Arms (15cm)
Small Arms
  • 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.

Reaver Class Titan WE 20cm 4+ 3+ 3+
Carapace Weapon Mount -
  • FxF
  • WM
2× Arm Weapon Mount -
  • 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.

Warhound Class Titan WE 30cm 5+ 4+ 4+
2× Arm Weapon Mount -
  • 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+.

Warlord Class Titan WE 15cm 4+ 2+ 3+
2× Carapace Weapon Mount -
  • FxF
  • WM
2× Arm Weapon Mount -
  • 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.

Warmonger Class Titan WE 15cm 4+ 4+ 5+
Vengeance Cannon 90cm
2× MW2+
  • FwA
  • TK(D3)
0–8× Barrage Missile Unlimited
10BP
  • D
  • Ind
  • SS
0–8× Deathstrike Missile Unlimited
MW2+
  • Ind
  • SS
  • TK(D6)
0–8× Vortex Missile Unlimited
3BP
  • IC
  • Ind
  • SS
  • TK
0–8× Warp Missile Unlimited
MW2+
  • Ind
  • SS
  • TK(D3)
4× Twin Hydra Autocannon 45cm
AP4+/AT5+/AA5+
Head Gun 45cm
AP4+/AT4+
  • FxF
Tertitary Arms (15cm)
Small Arms
  • 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.

Lysander Fighter AC Fighter 6+ n/a n/a
Storm Bolters 15cm
AP4+/AA5+
  • FxF
Heavy Bolter 30cm
AP5+/AA6+
  • FxF
Ark Mechanicus Battleship SC n/a n/a n/a n/a
0–1× Orbital Bombardment n/a
5BP
  • MW
0–1× Pin-Point Attacks n/a
2× MW2+
  • 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).

Imperial Navy Forces

Marauder Bomber AC Bomber 4+ n/a n/a
Twin Lascannon 45cm
AT4+/AA4+
  • FxF
Bomb Racks 15cm
3BP
  • FxF
2× Twin Heavy Bolter 15cm
AA5+
Thunderbolt Fighter AC Fighter-Bomber 6+ n/a n/a
Multilaser 30cm
AP5+/AT6+/AA5+
  • FxF
Underwing Rockets 30cm
AT4+
  • FxF
Storm Bolters 15cm
AP4+/AA5+
  • FxF
Emperor Class Battleship SC n/a n/a n/a n/a
Orbital Bombardment n/a
8BP
  • MW
  • Slow and Steady
Lunar Class Cruiser SC n/a n/a n/a n/a
Orbital Bombardment n/a
3BP
  • MW
Pin-Point Attack n/a
MW2+
  • TK(D3)