Open navigation menu
Close suggestions
Search
Search
en
Change Language
Upload
Sign in
Sign in
Download free for days
0 ratings
0% found this document useful (0 votes)
56 views
Titan Datafaxes and Special Rules
Uploaded by
halldormagnusson
Copyright
© © All Rights Reserved
Available Formats
Download as PDF or read online on Scribd
Download now
Download
Save Titan Datafaxes and Special Rules For Later
Download
Save
Save Titan Datafaxes and Special Rules For Later
0%
0% found this document useful, undefined
0%
, undefined
Embed
Share
Print
Report
0 ratings
0% found this document useful (0 votes)
56 views
Titan Datafaxes and Special Rules
Uploaded by
halldormagnusson
Copyright
© © All Rights Reserved
Available Formats
Download as PDF or read online on Scribd
Download now
Download
Save Titan Datafaxes and Special Rules For Later
Carousel Previous
Carousel Next
Save
Save Titan Datafaxes and Special Rules For Later
0%
0% found this document useful, undefined
0%
, undefined
Embed
Share
Print
Report
Download now
Download
You are on page 1
/ 8
Search
Fullscreen
TITAN DATAFAXES AND RULES ‘Tim DuPertuls and Lots OF Playtesters: Along ast the datafans and rls forthe Wathound, Reaver, Revenant and Phantom Tans ate finished (tll have a ways to go nthe Gargant however) s0 get those models painted and out on the bee! [ADDING TITANS TO YOUR ARIES Titans are purchased as alles out of the suppor section ofan ray ist up toa maxims 025% of your army. Titans are not realy appropriate fr 1500 pnt games after all Asa second ‘option determine before the game the maximum numberof points ae availble for Titan purchases for each side “Titan purchases ze be considered as coming from a specials: tomo the suppor section ofthe army ist and both players ‘should have the same amount of points avaliable fo Titan pur- ‘Chases. Imperial Tian are considered as coming fom the Impe- Fal Guard amy lists are allies na Space Marine army. Since “Titans are optional vehicles in the 40K system al players ned to now well before armies ane selected that points willbe avaale for purchasing Tans vicTORY POINTS ‘The Dark Millio Victory Points Table Vehicles is simply ex tend instead fending a 00 points to get VP for Titans. Titan Cost. —_ Damaged Destroyed or Disabled 401-500 3 victory points 3 victory points 501-800 3 victory points. victory points 601-700 44 Victory points. 4 victory points 701-800 ‘Victory points. 5 victory points 801-900 S victory points. 5 victory points 901-1000 _S vctory points 6 victory points 1001-1100 Gvieloy points 6 vietory pints ‘WAN MOVEMENT “Tans may move upto the movement tat onthe atten. Titans donot run at double rate and do net charge at double ate However, Titans only need to declare a change nore 0 engage another Tan, not stomp other things a they move Se stomp rules elo). Taans must move ina straight ine in the dietion thi gs are facing. I they need to change direction during thee movernent, och frm of upto 45 depoes costs 3 oftheir movement Tis Sill counts as movement for sped mies, Very ale Titans "uch asthe Wathound and Revenant get ne additonal fee 45 ‘degre tum athe tart and atthe end oftheir moves as described fon the datataxes Low hills and broken or dial ground have no effet on Titan's move Tans can step over objects sal as thei ees bunt alle, Woods ave very difcalt ground. Buildings and ‘march are impassable. Tans may make stomp attacks on bullings one #4" section ta ime in an attempt wo hae a passage to wal through. (we stomp rules below) ‘TITAN DEPLOYMENT “Tans deploy Beorallthe raps, starting it all Tans ‘belonging tothe force wit he lowest Strategy Rating. Eldar Titans ae considered tobe moving 21” at the tar of he game TITAN SHOOTING AT OTHER TARGETS. “Tuans follow the normal targeting les for shooting a vehicles sn intnty but each main weapon is considered a separate uni Ingame terms ths means that fone of the Tan weapos lestoysa squad or vic, the next weapon to shoot may’ choose nother ane. Titans may always shoot at any Titan not ast the ‘oss n preference to vehicles rian Special Firing Rules: ecnus oftheir immense power supplies and superior amu tin, ll Titan weapons ignore range based penetation mir. Allan weapons sing normal sustained fre dice rules ol he ‘sustained fe die fst determine how many shots have ben fired, Then ol oh for each shot Secondary tages for sus tained ire Titan weapons can be upto 6” aay fom the nti target Titans are no esulpped wih argeters. We found that in thee eaively high BS skill argeters made itso Titans arly missed their targets and would prety much Blow every- ‘hing of the boar, ‘TAN FIRE ARCS ie acs are messed rom the pivot point (weapon piv pin of the weapon LOS from Ttan weapons als figured fom the iv point ofthe weapon as this is where the ageing devies Sire mounted. Ranges o and from Tan are measured from the feo ofthe Titan nt the psf the (12+) guns (Note These ite details are nee to prevent serous ar and range abuses because the Ttans are lage) Unies it states otherwise on the datafax weapons able Titans ‘weapons havea minimum weapons range of 6 Carapae Wing, ‘mounted weapons always have a minima range of 1 Any targets atranges closer than Use may not be targeted by the Tian’ weapons “hans with voting waists may make one wast pvt of up 1090" at the end ofthe movement phase (and ONLY atthe END of the ‘movement phase) before fing, All weapons fe except for ‘weapons witha 34” frearemast ire within the nal body re fats Ttanemaynot move les the boli within the rant 90 ‘gree aco the gs IMPERIAL VOID SHIELOS Void shields are use to protect Imperial Titan rom damage. Hits will damage the vid she first and only whem all void shes are down can the Titan take any damage sel. Void shields are ‘wounded automatically By any hit however they havea I+ nor saveon 206 aginst any damage soa weapon must have at least a2 save modifier to fore» save rl the void shield sakes its sve, the atack s deleted with no harm othe Titan If the void shield fais its save it goes down but the damage fom the attack s absorbed and wont harm te Titan sel (or any other voi shields hat are till up) Wan imperial Titan bas one or more void shill up then he shies wll provide save from psjchic powers ued against the Tan on aro of 4 ona DS. all ofthe sheds are down, then it receives no save and the power affects the Titan like a vehicle [Note that he Titan only ges one attempt to save agaist a psychic poveer no mater how many shields ae working, Also, note that {his save wil affect ‘een psychic powers as well. imquisiton BDowned vod shies can be repaired ithe Titan has Tech Pres "Engineer on bord. Each Tesh Priest may attempt to repair one void shield per turn. Rolla Dat the en of the each of your tums foreach repair attempt ona rol of 5o the Tech rest ‘manages repair the vid shield and it comes backup ELDAR HOLOFIELDS. dar Tans are ited with holofields that provide an unmodified ‘save against shooting attacks bse on the speed of the Tits in the previous tum, Eldar Titans are always considered tobe ‘moting 21" atthe tro the game, Tian Movement Holoteld Save 20° 3 10 “ te 5 o 6 ‘Wan Eldar Tian has a fancioning holed then t will provide save from psychic powers use agains the Titan on lof 4+ fn a Df the Eldar Titan's oli is ot functioning or destroyed, then it eceives no save. Also note that this sv wll eet Tend’ psychic powers aswel, POWER FIELDS: Power Feds work the same way'as void shies, but go down, peemuanertly when the save fale, ‘SHOOTING ATTITANS Attacking model an always choos o shoo at ANY Titan in reference to other targets, even ifthe Titan eno the closet targe ‘Weapons hit as normal with the following special to bit modifiers “A Large target 432 Very large target (Great Gargant only) =X Movement modifiers as appropriate High Low Blast Markers 2 forsmalle) blast markers are not age enough to inch both thelody an the legs of large Titans. To tthe legs of an imperial ‘or Fidar Titan of Reaver Phantom ize ot ager with a2” (or smaller blast marker, you must drety target the legs and have ‘no chance of hing anyother parts ofthe Titan, With regards blast marker weapons in gene, assume thal the height o the template sequal to ts adi (blasts with templates go up {othe heght os} Falling Titans 1a Tan falls because of lg damage rust general destruction, roll a seater diet see which way i falls Anything under the falling Tan mas make stomp stack save be hitb the Rar al of he Titan. Lose comeaT {A Tan mast declare charge (ving up ts shooting phase) to g> Intoclose combat with other Tans. Tans do not have to declare ‘charge to make stomp attack on infantry and/oe vehicles (se ‘Stomp rues below). ATitan fightin close combat jst ike any model. Imperial Titans ‘se the Princps WS, Tand A stats in close combat. da Tae ‘use the spint stone’ WS, Land A stats in close combat In ado there are modirs othe WS, Land Asai the Tan Statline hat modify a Ttan’sghtng abilities. Example: A Phantom uses the spr stone WS of and then ad the +3. ‘Phantom Titan modifier for total WS 08 ‘Use the Titans Ram Value when infting damage on opposing ‘models that areit in close combat uns using dose combat ‘weapons i which case all atacks use he weapons vies All Ins aused by nn-‘Titan enemy models in dose combat ae infted onthe Tan's legs Non-Ttan opponents may not se the ‘multiple attacker bons, and may not pay Hans can ony be pinned by Tans ofa sila o lager size Each lose combat weapon the Titan caries adds +1 tits Atack acteristics in addition to any othe ues hat apply tthe ‘weapon ‘Stomp Attacks vs Charges and Rams ‘ian at are charged or ammed by an enemy mode! ar allow- cto makea fre stomp atack against eh enemy mode that attempts to charge or ram the Titan. Workout the stomp atack as roemal bat do ot deduct anything from the Tans next move the charging or ramming model sable to avoid or otherwise survive the stomp, may complete ts move and attack the Tan inhand to hand combat ram it Because Tans ae so masive, rams will ony ae! the Tans logs thee isn chance o damage ‘other Titan it oestions, ‘STOMP ATTACKS ‘ATitan may make stomp attacks (ne o many 2s longs it has ‘movement remaining) during is movement withot caring 8 ‘charge Each stomp atack ots the Tan of is movement and attacks with the Ram Vale ofthe Titan Note that Tian never damaged when tmakes a stomp atack. Infantry /Vehiles Asthe Tian moves over unitor vehi stmay attempt to tp lomit Those attacks sea bast marker to determine which gets are Scout clas Titans (Warhound, Revenant) we a 15 inch bast marker whe the Reaver and Phantom se "blast mathe Since these attacks ae slow and ponderous, each individual model or vehicle attacked may try tomove out ofthe way by rolling DS The number below dates the ral necessary 10 ape a stomp attack 3+ Non-Terminator Infantry escapes. ‘4+ Light vehicies (bugoles bikes, specders), ‘Terminators, Ork Moga-Armor, Ear Wratthguars, ana Dreasnoughts escape. 5+ Armored Vehicles excape 6+ Heavy Vehicles escape. (vehicles with fast speed iss than or equal to 16"), ithe escapes sucesfl simply move the model tof the Tan'spath Voices aremoved forward only, ot sideways or ‘ackoards Stomp atacks against vehicles ar resolved aginst the top rae) armor vals ‘Stomp Attacks vs Bulcings “Titans may make stomp’ attacks against buildings Each stomp attack wll ely affect one "by 4” section fa Building, and 2 ‘Successful penetration wil ause a al on He Building Damage foc Table witha +3 maxi to ther. IMPERIAL TITAN CREW Imperial Tans are operated by large crews who work together to ‘egp their machine moving ad fighting The mos Vital cew. member ofthese huge wa engine i aways the commander (alle Priceps). He wl be aided by Tech Peet Engineers who ‘maintain and epairthe machine, and Servitor Moder that fe the Tans weapons‘Weapons are fied using the BS ofthe Titan's Servitor Modera “The Modest ae bat int the weapon they fi, so maynot be replaced if sain. An Imperl Penceps may direct the feof the “an against single target Any shots on that target reeves 1 tohit moder ‘Use the Princeps WS, and Ain ose combat Ife slain the position canbe taken over by Tech-Priest Engineer using the ‘rma rules, bt not by a Madera as they are permanently ‘Connected to their weapons, Until the Princes’ pesition i taken ‘ver the Titan may not move fightin hand to hand combat or shoot (they are iti hand to hand combet automaticaly), ELOARTITAN CREW Xda Tans ae operated by a crew consisting of an Ear Gide and Eldar Gunners who work together with the spit stone to ‘ep ther machine moving and fighting. The spit stone WS, BS, Tan A stats are wed by Elda Titans unless the spr stone is ‘damaged Eldar Guides donot have the Imperial Princeps’ ability tort fire (lhe sprit stone's BS i igh enough already. PsycHOLoGY Like vehicle crews, Tan crews are immune to Psychology and never have to take beak tests while in the Titan. Al Tans cause tera See the tor ules fr charging or being charged by a ‘err eausing beastie PSYCHIC DEFENSE aychic powers affect Tans asf thay were vehicles, with the ‘exception that functioning void shiels/powerfieldsoloilds ive the Ttana 4 sve against psychic attacks. VEHICLE AND STRATEGY CAROS “Titans do not use cds vehicle cards! Noe ofthe Suategy Cards can have any effet on Titans and none ofthe cad can be used on Titan NON-TECHPRIEST REPAIRS “Techmarines and Mekboye wandering about the batt are not capable of repairing Tans, so do not use the special repair rules on ans. ‘SPECIAL RULES FOR ODDBALL WEAPONS fa weapom isnot ised er, then se the normal rls forthe ‘weapon when used again! Tans GGraviton Gun: Graviton guns are not powerful enough to penatzat void shields or powerfeds, therefore shiekled Titans be ot affected. Unshilded Titans taking hits ae automatically penetatod, but the +1 damage moaifer isnot used. Haywire Grenade: Haywire grenades wont effect shielded Titan, bathers afets them normally. ‘Stasis Grenade: Titans are not effected by the cuter slowing down aren around the edge ofthe template, instead tet the ‘main template a slowing them down rather than imprisoning them, Rad Grenade: All Titans are shielded agaist ration, so crews areimmune othe elect of Rad grenades ‘Squig Catapalts: Buzzer Squigs stay fay clos othe ground ‘where thee normal fod is 0 they never get high enough 0 fot Tan crews DDemolisher Cannon: The +2 damage modifier doesnot apply to Tans artshaker Cannon: acthshaker Cannon shots afet Titans 2s normal exept thatthe special D3 damage able efec only applies gains unshielded Titans Hoofield saves provent ais, so ‘ces save wil prevent the special DS damage table eect 5 wel ‘Pulsa Rokkit Rolla DE: 15 = no eet Damage Table son the Tans Le, ‘Shielabreaker Ammo: Does not work against any Titan shields or fields ‘Vortex Vortex detonatorsare ite as standard tall Tans. The ‘vortex detonator projet aed ove large area which can detect the tiny warp drives within vortex grenades and causes them to ‘fone prematurely Hf any model within 1 ofthe Titan temps fo use a vortex grenade the grenade wll be detected by the vortex detonator and the grenade wll automatically explode inthe model's had. Place the blast marker over the model asifit had i tel with thevortex grenade. Ifa vortex grenade is thrown from outside the aes coved by the vortex detonator and tenter the area covered by the vortex detonator, the grenade ‘xpos atthe outer limit of held. Place the last marker with Itscener atthe outer mit ofthe fel Generally the Titan's wortex detonator wll protet the Titan fom ‘vortex grenade damage. Vortex grenades andthe Vortex pychic power have a ellect on shields (void shields oe powers) JFtans. Hoofields provides save against Vortox bast markers ‘fa wortes template from a previously thrown gerade the vortex psychic power or a suicide vortex bomber hits an unshielded “ianaret it ike a vehicle it the it willbe inthe leg ation ‘nel sine the empat wil never completly cover the tage, he leg will ony be affected ona roll of a4 ona DS. Ifthe eg is it, the vortex penetrates automatly Rall for damage onthe leg ‘damage table and ad +1 to the dice rl fr fect to represent the ‘massive amount of damage iid ‘Vibro Cannon: The vitro cannon works through voi shies and poverfelds 0 no save isallowed. Titan holofields do provide a ive agains vibro cannon hits Distortion Cannon Titans with arctioning void shields or ‘povverfelds automatically avoid destruction thanks to their "Shields, The warp hoe slightly displaced by the presence of ‘active shields and so the Titan is never sucked ino the warp, but is scared Dein aandom direction Use the normal vehicle <{canaoneules on unshielded Titans. Wiathcannon: The wraithcannon are not powerful enough to penetrate void sheds o powers therefore shielded Titans Srenot affected. Unshilded Titans aking its ae automatically ‘enetated. Tan holo do provide save against, ‘Neltheannon hits. “Takta Cannon: Titans are affected inthe same way as buildings (hts one random location, penetration equals artillery die +308) Hits will hit shields shielded Titans. Sasha Gun: No affect on Titans‘Shock Attack Gun: Shock Atack guns work through sisi 59 fields offer no protection From them, Tita lis do providea save against shock attack gun his (roll nce foreach Shatin base). Since Titans are so mach ager than noel DK vehicles, ‘Snotings wil have les fet on then Roll (once for etch Soting base) for any ht loeation touched bythe teat on the damage char bow Less 14 Nocti. 5) Thelegisjammed with squirming Stings, reducing move- ment by hal {6 Theleg mechanism seas up with squished Stings, Jmmeblzing the Titan forthe est ofthe game WEAPON 13 Noel 4° The weapon filed with renaied Sotings andi destroyed ona Dé ral ofS Others the Tan fn afc 5 Spotings are stuted into the ammo feed or power supply of the weapon. Everytime the weapon ies olla Ds, Ona Dé rollof 3 theweapon explodes afer the hot, endering twee for theres ofthe game, {6 Theweapon is completely jammed eth Stings rendering st uses forthe et ofthe game oor 12 Note. 3 Rampoging Srotings tack one random crew. The ce Imember hl on Dra 4 Thesml of bring Sots indicts bad cota short The Tan may not move or for one um. 5 Rampaging stings ackal of the cow Each ew sremberis kil ona De ol of 6 Sroting damage the cas Te Tan ay not move or feu the conus are mpi. chp Eda Cid or Moss must ol 3 toveplrin scm ally pase) Wings (EIdaronty) 13 Noel. 465 The Soolings cause ntermitent shorts in the loi generator system Each incoming sh wilgnore the olf stveona4+ roll ona DS for the est ofthe game {6 Holofild generators destoyed HEAD 14 Noetet 5 Rampaging Sots case the Tas conto ogo crazy making the Tan fica wo cote. The Titan may only ‘move shoot each weapon right in HTH comb f you first rilla4+-ona Di. Rol separately fr each con or weapon. 6 Rampaging Snotings cause the Titans contol ogo eazy ‘making the Titan dificult contra. The Titan may only ‘move, shoot each weapon, o fightin HTH combat i you fst rolla5+ona Ds. Roll separately foreach action or weapon PSYCHIC POWERS vs TITANS ‘The following powers canbe used agaist Titans or hee crews. Generally, use them as you would against vehicle, ausuing thatthe Tita’ els shields donot save agin! the power Librarian: Smite Adept: Carmine Assassin (Titan cow rol three Ds and choose thelowest), Machine Curse (Only one Titan weapon may bea fected. Titans re not afc by the non-overt pr of he et) Inquisition: Holocaust, Vortox sce Vortex Grenade above) Elda: Executioner, Mind War, Guide (Casting cost 3 Force ‘ards fr Tan weapons) (ck Death Wave, Brain Burst, Power Vomit, Da Krunch Squat Domination, “Tyranid: None Slaanesh: None “Teeench: Balt of Change, Fire Storm urgle:None ‘SPECIAL RULES FOR TITAN WEAPONS “Tubo Laser Destutor: Ignore the frst di, but secon ja result ams the weapon, Volcan Mega Bolter, Laser Blaster, Gatling Blaster Ignore lam ice Inferno Cannon: Refer othe Inferno canon speci ues inthe Tmperil Guar Codex. The damage rules athe sume except that the Titan mounted Inferno cannons fies two 3 blast markers each tum instead of using the heavy flamer template “Titan Multiple Rocket Launcher: Refer to the Whitsnd Mult launcher rules in the Angels of Death r Ukraine Codexes, ‘The rales are the same, except thatthe Titan Multiple Rocket ‘Launcher uses sustained fede to determine how many Blast ‘markers areplced and the weapon uses arial Hit Misfire reals ‘Tofie the Ttan multiple rocket launches: Place bas marker, oto hit as normal an place bast marker in final locaton Rell ane sustained ire die to detertne how many bast markers are placed origin bast marker only or: Rolla seater defor each ofthe atonal bast markers {and plac them touching theft bast marker in the decions Indicted by the sete ice Jam: Rel the ist jam resulta secon jam esl jams the ‘wespon Plasma Blasigu: Only ne plasma weapon may be mounted ona Titan Toft the plasma blastgun Place bast mare, all it as normal and pce last marker in its inal eatin. Kel one sustained rede o determine how many blast markers are place "original Mast marker only 20¢ Rolla sate die foreach ofthe aditonal bls markers and plac them touching the fist bast marker nthe ection Indiate by the sate dice Jam: Rel the fist jam rest bata econ fm sl jas the weapon Earthshaker Cannon: Use the same rules as he earthshaker cannon mounted on tho Basse (imperial Guard Codes) except that the weapon 2 move an fre weapon when moved ona Tan ‘Volcano Cannon: The volano cannon is high power lser weapon with massive penetration nd enough power ko case Secondary blastn radius around the tain age point. ‘Whatever is under the ole inthe bast marker sit sing the ‘Primary Eft stats. Anything under the rst ofthe bast markers It using the Secondary Eft stats. Reaver Powerit Ad +2 tthe Damge char rl Reaver Chanfist Add +340 the Damge hat ral Phantom Powerit: Add +3 tothe Onmge chart al.Copyright ©1997 INQUISITOR magazine. Permission granted to photocopy for pers IMPERIAL REAVER TITAN 16 +2 - +2 = Type: Walker WS, BS, I, A, and Ld are based on the characteris- tics of the crew as modified by the factors shown ‘Save Mod: CREW: 1 Princeps, 3 Servitor Moderati gunners and a Techpriest Engineer WEAPONS: Three Titan weapons must be purchased from the list below. The two lower weapons have a 90’ field of fire tothe front. The top weapon has a 360’ field of fire, VOID SHIELDS: The Reaver is fitted with four void shields that provide a save similar to Terminator armor except that the save isa 1+ on 2D6, One downed void shield may be repaired by the Tech Priest in the player's rally phase (on a D6 roll of 4+ PSYCHOLOGY: The Reaver causes Terror as described in the Psychology section of the rulebook. WEAPON DATA Cy Sd Weapon Se Sun Saeed Turbo Laser Dest. 6-20 20-60 4 Vulcan Mega Bolter 6-20 20-40 3 206+8 Sp,Sust4D 100 Plasma Blastgun 620 20-72 D6+D12+10 Sp, 2" Blast 120 InfernoCannon 0-410 10-48 4 20646 Sp,3" Blast Titan M.R. Launcher 6-20 20-72 D6+D4+5 Sp, 3" Blast Laser Blaster 620 2060 D6+D8+8 Sp, Sust. 3D Gatling Blaster 620 20-72 D6+D104+8 Sp, Sust. 2D Laser Bumer 06 612 HTH Melta Cannon 6-20 20:36 3" Blast E’shaker Cannon 6-20 20-150 3D6+8 2sh.2" Blast Volcano Cannon Primary Effect 620 20.96 Secondary Effect 6-20 20-96 2 Reaver Power Fist Reaver Chain Fist HTH POINTS Pero 475 plus weapons Datatax produced by INQUISITOR magazine SS 30619 Sp,Sust.2D 135 D6+D10+15 Sp 20616 Sp,3" Blast 9 206 6 3D6+D20:9 HTH, Sp 10_2D10_62D10+D6+D20 +10 HTH, MCR? JAMAGE TAE If the Reaver has any void shields up, shots will it the void shields and there is no need to roll for Hit Location. If both void shields are down, roll on the Hit Location table to see where the shot strikes. Hit Locations and Armor Values Laks Side Leg 23 Leg 22 Leg 22 Head 25 Body 22 Body 20 Body 23 Body 22 Body 20 Weapon* 21 Weapon* 21 Weapon* 20 *Randomise between the weapon closest to attacker and the carapace weapon. Leg Damage Table ‘The thick armour plates on the Reaver's leg hold, but the force of the blow slows it down. The Reaver may not move in its next turn. ‘The Reaver is knocked sprawling. It staggers D6" in a random direction, colliding with anything moved into, 3-4 The leg is seriously damaged. The Reaver may now only limp D6" per turn. 5-6 The leg is blown off and the Reaver crashes to the ground, It may not move or attack for the rest of the game and is effectively destroyed. De Weapon Damage Table 1-2 The weapon is jammed or partially damaged and can only be fired if you first roll a +4 on a D6. 3-5 The weapon is torn from the Reaver's body and is destroyed. 6 The weapon explodes! The explosion flashes back to the Reaver’s body, bypassing all armor, and causing a secondary explosion, Roll on the Body Damage Table to find the effect of this explosion Body Damage Table The Tech-Priest Engineer is slain, He may no longer be used to repair damaged void shields, halt reactor meltdowns or replace the Princeps. ‘The Moderati controlling left hand weapon is slain. The weapon may no longer be fired. ‘The Moderati controlling right hand weapon is slain. The weapon may no longer be fired. ‘The reactor is hit but the Tech-Priest Engineer manages to shut it down before it explodes (if he is dead, count this result as a roll of 6 instead). The Tech-Priest Engineer can attempt to to repair the reactor in the player's Rally phase. On a roll of 4-6 he succeeds and the reactor comes back on line. If he fails the reactor is shut down for the rest of the battle and the Reaver counts as being disabled for victory point purposes. While the reactor is down, the Reaver may not move or attack and counts being an ordinary vehicle if attacked by enemy troops in hand to hand combat (ie. they hit automatically). The Reaver's plasma reactor explodes! The Reaver is destroyed creating a cloud of boi 3196" in diameter which hits any models in the cloud with the effect of a heavy plasma gun fi maximal. The plasma cloud will remain in play, with the same effect as the plasma cloud created by a plasma grenade (though it will have a much larger blast marker!).. Head Damage Table ‘The Princeps suffers a wound. If he has already suffered a wound he is slain as described below. ‘The Reaver's control systems are damaged making it difficult to control. The Reaver may only move or attack if you first roll a 4+ on a D6, Roll immediately before moving, shooting or fight- ing in HTH, Note that it is possible to end up moving and not being able to shoot or fight in HTH. The Princeps is slain. The Reaver may not move or attack until his position is taken over by the Tech-Priest Engineer, and counts as being an ordinary vehicle if attacked by enemy troops in hand to hand combat (ie. they hit automatically). ‘The Reaver’s ammunition explodes. The Reaver is destroyed and any models within 3” suffer D6 Strength 10 hits with a -3 saving throw modifier. In addition, the Reaver’ s reactor explodes as described for a roll of 6 on the Body Damage Table above. Note that this means that models close {o the Titan will be hit twice when it goes up; by the exploding ammo and by the exploding reactor!2a ‘Type: Walker Warhound Titans are very agile, so may change their facing by up to 45° at the start and at the end of their movement for free. WS, BS, I, A, and Ld are based on the characteristics of the crew as modified by the factors shown above. Sa Princeps 45 5 4 4 2 TechPrest4 4 4 33 1 Modeati 43 94 3°41 RAM VALUE Strength: 8 Damage: D12 Save Mod: -5 CREW: 1 Princeps, 2 Servitor Moderati gunners and a Techpriest Engi- neer WEAPONS: VOID SHIELDS: ‘Two Titan weapons must be purchased The Warhound is fitted with two void from the list below. Warhound weapons _ shields that provide a save similar to have a 90" field of fire to the front. Terminator armor except that the save is a 1+ on 2D6, One downed void shield may PSYCHOLOGY: be repaired by the Tech Priest in the The Warhound causes Terror as de- player's rally phase on a D6 roll of 4+. scribed in the Psychology section of the rulebook. WEAPON DATA Pcl) Cd Neca Sr cn ee ac Es TurboLaserDest. 620 2060 - - 9 206 6 30619 Sp,Sust2D 135 Vulcan MegaBolter 6-20 2040 - - 8 D6 3 2D6+8 = Sp,Sust.4D 100 PlasmaBlastgun 620 2072 - - 10 DI2 D6+D12+10 Sp,2" Blast 120 Inferno Cannon 040 1018 6 06 2D6+6 = Sp,3" Blast 80 Titan M.R. Launcher 6-20 20-72 5 D4 D6+D4+5 Sp,3" Blast 80 POINTS COST: 300 plus weapons Datafax produced by INQUISITOR magazine. Copyright ©1997 INQUISITOR magazine. Permission granted to photocopy for personal use only. If the Warhound has any void shields up, shots will hit the void shields and there is no need to roll for Hit Location. If both void shields are down, roll on the Hit Location table to see where the shot strikes. Pie ea et arcu cts ace Rear Leg 22 «Leg 22 Head 25 22 Body 20 Body 22 22 Body 20 Weapon" 20 19 Weapon* 19 “Hits weapon closest to attacker Leg Damage Table The thick armour plates on the Warhound’s leg hold, but the force of the blow slows it down, The Warhound may not move in its next turn 2 The Warhound is knocked sprawling, It staggers D6" in a random direction, colliding with anything, moved into, 3-4 The leg is seriously damaged. The Warhound may now only limp D6" per turn. 5-6 The leg is blown off and the Warhound crashes to the ground. It may not move or attack for the rest of the game and is effectively destroyed, Weapon Damage Table ‘The weapon is jammed or partially damaged and can only be fired if you first roll a +4 on a D6. ‘The weapon is tom from the Warhound’s body and is destroyed. The weapon explodes! The explosion flashes back to the Warhound's body, bypassing all armor, and causing a secondary explosion, Rell on the Body Damage Table to find the effect of this explosion Body Damage Table The Tech-Priest Engineer is slain. He may no longer be used to repair damaged void shields, halt reactor meltdowns or replace the Princeps. ‘The Moderati controlling left hand weapon is slain. The Weapon may no longer be fired. The Moderati controlling right hand weapon is slain. The weapon may no longer be fi ‘The reactor is hit but the Tech-Priest Engineer manages to shut it down before it explodes (if he is dead, count this result as a roll of 6 instead), The Tech-Priest Engineer can attempt to to repair the reactor in the player's Rally phase. On a roll of 4+ on a D6 he succeeds and the reactor comes back on line. If he fails the reactor is shut down for the rest of the battle and the Warhound counts as being disabled for victory point purposes. While the reactor is down, the Warhound may not move or attack and counts as being an ordinary vehicle if attacked by enemy troops in hand to hand combat (ie. they hit automatically). ‘The Warhound’s plasma reactor explodes! The Warhound is destroyed creating a cloud of boiling plasma 3D6" in diameter which hits any models in the cloud with the effect of a heavy plasma gun fired on maximal, The plasma cloud will remain in play, with the same effect as the plasma cloud created by a plasma grenade (though it will have a much larger blast marker!). Head Damage Table ‘The Princeps suffers a wound. If he has already suffered a wound he is slain as described below ‘The Warhound’s control systems are damaged making it difficult to control. The Warhound may ‘only move or attack if you first roll a 4+ on a D6. Roll immediately before moving, shooting or fight- ing in HTH. Note that itis possible to end up moving and not being able to shoot or fight in HTH. ‘The Princeps is slain. The Warhound may not move or attack until his position is taken over by the Tech-Priest Engineer, and counts as being an ordinary vehicle if attacked by enemy troops in hand to hand combat (i.e, they hit automatically). ‘The Warhound’s ammunition explodes. The Warhound is destroyed and any models within 3" suffer D6 Strength 10 hits with a -3 saving throw modifier. In addition, the Warhound’s reactor explodes as described for a roll of 6 on the Body Damage Table above. Note that this means that models close to the Titan will be hit twice when it goes up: by the exploding ammo and by the exploding reactor!A) 21 +3 Type: Walker Phantom Titans are very agile, so may change their facing by up to 45° at the start and at the end of their movement for free. WS, BS, 1, A, and Ld are based on the characteristics of the crew as modified by the factors shown above. LA = SpirtStone- 6 6 = = EldarGuideS 4 4 3 3 EldarGunr5 4 4 3 3.1 6 ‘The spirit stone's characteristics should be used for all operations (apart from movment) as long as itis still functioning. 7 D 1 Ay s 1 1 10 9 9 RAM VALUE Strengt! 10 Damag 20 SaveMod: -6 Crew: ccs neue 7 Soir oioney Eider Ouide The Phantom is fitted with a holofield that provides ee . an unmodified save against shooting attacks based on the speed of the Titan in the previous turn WEAPONS: ‘Two Titan weapons and two secondary wing weapons must be purchased from the list below. lll weapons have a 90° field of fire to the front. Secondary weapons may be either be lascannon, or missile launcher loaded with Frag and Krak ammo. WEAPON DATA Cn ay Ree Long Sh Long St. Dam, Mod. Per ai Pulsar 620 20-96 10 206 6 3D6+10 D6 shots 200 Heat Lance G12 12-24 10 3012 6 3D12+D6+10 Heat Lance 612 24-48 9 2012 6 2012+D6+9 Heat Lance 612 48-72 8 2010 6 2D10+D6+8 Lascannon 6-20 20-60 9 206 6 3069 Missile Launcher Frag 620 20-72 1 41 D642" Blast Marker Krak 620 20-72 DIO 6 D10+D6+8 - Phantom Power Fist HTH 3D6 6 4D6+D20+10 POINTS COST: 550 plus weapons Dee Lt. mie ee PSYCHOLOGY: The Phantom causes Terror as described in the Psychology section of the rulebook. YNTOM DAMA Hit Locations and Armor Values Sica 23 Leg 22 25 Wings 22 22 Body 22 2 Weapon* 21 “Hits weapon closest to attacker Leg Damage Table ‘The Phantom is knocked sprawling. It staggers D6" in a random direction, colliding with anything ‘moved into, ‘The thick armor plates on the Phantom's leg hold, but the force of the blow slows it down. The Revenant may not move in its next turn. ‘The leg is seriously damaged. The Phantom may now only limp D6" per tun. The leg is blown off and the Phantom crashes to the ground. It may not move or attack for the rest of, the game and is effectively destroyed. Weapon Damage Table ‘The weapon is jammed or partially damaged and can only be fired if you first roll a +4 on a D6. ‘The weapon is torn from the Phantom's boxly and is destroyed. ‘The weapon explodes! The explosion flashes back to the Phantom's body, bypassing all armor and causing a secondary explosion. Roll on the Body Damage Table to find the effect of this explosion Body Damage Table ‘The masive hit causes the Phantom to stagger D10" in a random direction, colliding with anything moved into, ‘The Gunner controlling the right hand weapon is killed. The weapon may no longer be fired. ‘The Gunner controlling the left hand weapon is killed. The weapon may no longer be fired. ‘The crystalline engine is hit but the Guide manages to shut it down before it implodes (if the Guide is dead, count this result as a roll of 6 instead). The Guide can attempt to repair the engine in the player's Rally phase. On a roll of 4-6 the Guide succeeds and the engine comes back on line. If the Guide fails, the engine is shut down for the rest of the battle and the Phantom counts as being disabled for victory point purposes. While the engine is down, the Phantom may not move or attack and counts as being an ordinary vehicle if attacked by enemy troops in HTH combat (ie. they hit automatically). ‘The Phantom's crystalline engine imploces! The Phantom is destroyed and the warp core breach creates a temporary warp vortex 2D6" in diameter. Any models completely covered by the blast are destroyed. Models partially covered are destroyed on a D6 roll of 4+. Head Damage Table ‘The Phantom’s spirit stone shorts out, making the Phantom difficult to control. The Phantom may only move or attack you first roll a 4+ on a Dé for each action you intend to make (move, shoot each ‘weapon or fight in HTH combat.). Roll immediately before moving or attacking. Note that itis possible to end up moving and not being able to shoot or attack. ‘The Guide is killed, so no crystalline engine repairs may be attempted and the wing weapons may not be fired The spirit stone is destroyed. Feedback will kill each erew member on a D6 roll of 4+. Use the stats of the Guide/Gunners instead of the spirit stone for the rest of the game, The Spirit Stone is destroyed and the feedback causes the Phantoms crystalline engine to implode as described for a roll of 6 on the Body Damage Table above, Wing Damage Table ‘The right hand wing weapon is destroyed and may no longer be fired. ‘The left hand wing weapon is destroyed and may no longer be fired. ‘The holofield generator is damaged and is only functional if you roll a 4+ on a D6 at the beginning of cach turn. ‘The holofield generator is destroyed, no more holofield saves can be attempted.ELDAR REVENANT TITAN Aa = s U 16410 +20=—-~—O B42 HT ‘Type: Walker Revenant Titans are very agile, so may change their facing by up to 45° at the start and at the end of their movement for free. WS, BS, I, A, and Ld are based on the characteristics of the crew as modified by the factors shown above. ES: x D 10 9 9 SpiritStone- 6 6 6 EldarGuideS 4 4 3 3 1 6 EldarGunr5 4 4 3 3 1 6 The spirit stone's characteristics should be used for all operations (apart from movment) as long as itis still functioning, nN 3 1 1 RAM VALUE HOLOFIELD: The Revenant is fitted with a holofield that provides an unmodified save against shooting attacks, based on the speed of the Titan in the previous tum Move Save 20"+ 3+ 10" 4+ 1" 5+ o" 6 Spirit Stone, 1 Eldar Guide, 2 Eldar Gunners WEAPONS: Two pulse lasers with a 90° field of fire to the front. The Revenant Titan is also armed with a scatter laser mounted in the head with a 90" field of fire to the front and two missile launchers loaded with Frag and Krak ammo with 90" fields yuM@p JETS: ollie lo thetfronks The Revenant is equipped with jump jets. The Revenant may make one jump up to 10" long in addition to its normal move, any time during its move. The jump may be up to 10 inches high. There is no movement penalty for jumps, simply measure the movement along the ground as you would for moving a Land Speeder or jet bike. PSYCHOLOGY: The Revenant causes Terror as described in the Psychology section of the rulebook. WEAPON DATA Prem ear ee Ee ee sae cs Crd Pulse Laser 620 2060 - - 9 206 6 3069 — D4shots Missile Launcher Frag 620 20:72 - 4 1 + 64 2" Blast Marker Krak 620 20:72 - 8 DIO 6 10/68 : : 6 1 4+ Des POINTS COST: 750 Points PCa aL Lt Tuts UISITOR maaazine. Permission granted to photocop Hit Locations and Armor Values Giceud Side Leg 22 Leg 22 Head 25 Wing/Jets 21 Body 22 Body 20 Weapon* 20 Weapon* 20 *Hits weapon closest to attacker Leg Damage Table ‘The Revenant is knocked sprawling. It staggers D6” in a random direction, colliding with anything moved into, ‘The thick armor plates on the Revenant's leg hold, but the force of the blow slows it down, The Revenant may not move in its next turn The leg is seriously damaged. The Revenant may now only limp D6" per turn. Using the jump jets will automatically force a roll on the Leg Damage Table upon tanding from the jump. The leg is blown off and the Revenant crashes to the ground, It may not move or attack for the rest of the game and is effectively destroyed. Weapon Damage Table The weapon is jammed or partially damaged and can only be fired if you first roll a 44 on a D6. ‘The weapon is torn from the Revenant’s boxy and is destroyed. ‘The weapon explodes! The explosion flashes back to the Revenant’s body, bypassing all armor and causing a secondary explosion, Roll on the Body Damage Table to find the effect of this explosion. Body Damage Table ‘The masive hit causes the Revenant to stagger D10" in a random direction, colliding with anything woved into. The Gunner controlling the right hand weapon is killed, The weapon may no longer be fired. junner controlling the left hand weapon is killed, The weapon may no longer be fired. ‘The crystalline engine is hit but the Guide manages to shut it down before it implodes (if the Guide is dead, count this result as a roll of 6 instead). The Guide can attempt to repair the engine in the player's Rally phase. On a roll of 4-6 the Guide succeeds and the engine comes back on line. If the Guide fails, the engine is shut down for the rest of the battle and the Revenant counts as being disabled for victory point purposes. While the engine is down, the Revenant may not move or attack and counts as being an ordinary vehicle if attacked by enemy troops in HTH combat (i.e, they hit automatically). ‘The Revenant’ crystalline engine implodes! The Revenant is destroyed and the warp core breach porary warp vortex 2D6" in diameter. Any models completely covered by the blast are destroyed. Models partially covered are destroyed on a D6 roll of 4+. Head Damage Table The Revenant’s spirit stone shorts out, making the Revenant difficult to control. The Revenant may only move or attack you first roll a 4+ on a D6 for each action you intend 10 make (move, shoot each weapon or fight in HTH combat). Roll immediately before moving or attacking. Note that itis possible to end up moving and not being able to shoot or attack The Guide is killed, so no crystalline engine repairs may be attempted and the wing weapons may not be fired. The spirit stone is destroyed. Feedback will kill each erew member on a D6 roll of 4+. Use the stats of the Guide/Gunners instead of the spirit stone for the rest of the ga The Spirit Stone is destroyed and the feedback causes the Revenant’s crystalline engine to implode as described for «roll of 6 on the Body Damage Table above Wing/Jet Damage Table ‘The jump jets are damaged and can only be used if you first roll a 4+ on a D6, The jump jets are destroyed and may not be used. The holofield generator is destroyed, no more holofield saves attempted.
You might also like
WH40K Reference VehicleDatafax Tyranid 2ed
PDF
No ratings yet
WH40K Reference VehicleDatafax Tyranid 2ed
8 pages
Titan Datafax and More
PDF
No ratings yet
Titan Datafax and More
21 pages
Imperial Guard FAQ
PDF
No ratings yet
Imperial Guard FAQ
3 pages
Codex: Necrons Faq V4.0.1: Using This Update
PDF
No ratings yet
Codex: Necrons Faq V4.0.1: Using This Update
2 pages
Grot Mega Tank Datasheet
PDF
No ratings yet
Grot Mega Tank Datasheet
2 pages
Epic Imperial Guard Storm Blades
PDF
No ratings yet
Epic Imperial Guard Storm Blades
2 pages
Apoc Datasheet FW Titan Legions Web
PDF
100% (1)
Apoc Datasheet FW Titan Legions Web
8 pages
40k RT Vehicle Manual PDF Free
PDF
No ratings yet
40k RT Vehicle Manual PDF Free
50 pages
Data Sheet Eldar Phantom Titan
PDF
No ratings yet
Data Sheet Eldar Phantom Titan
1 page
Genestealer Brood
PDF
No ratings yet
Genestealer Brood
2 pages
Wargear Booklet
PDF
100% (1)
Wargear Booklet
56 pages
Tyranids With Errata
PDF
No ratings yet
Tyranids With Errata
25 pages
Netea Tournament Pack 2023 01 03 PDF
PDF
100% (1)
Netea Tournament Pack 2023 01 03 PDF
240 pages
Imperial Armour Index Forces of The Adeptus Astartes
PDF
No ratings yet
Imperial Armour Index Forces of The Adeptus Astartes
3 pages
Eratta IG
PDF
No ratings yet
Eratta IG
3 pages
Warhammer 40,000 Codex:: Errata Amendments
PDF
No ratings yet
Warhammer 40,000 Codex:: Errata Amendments
5 pages
Necromunda Beta Confrontation Rulebook
PDF
No ratings yet
Necromunda Beta Confrontation Rulebook
82 pages
M1240051a Codex Cacciatori Di Demoni
PDF
No ratings yet
M1240051a Codex Cacciatori Di Demoni
25 pages
Space Marines Datacards
PDF
No ratings yet
Space Marines Datacards
11 pages
Adepta Sororitas: Warhammer 40,000 Codex
PDF
No ratings yet
Adepta Sororitas: Warhammer 40,000 Codex
1 page
40K 8th Ed Update Rulebook Ver 1.1
PDF
No ratings yet
40K 8th Ed Update Rulebook Ver 1.1
5 pages
Sanctus Reach UK Manual Ebook
PDF
No ratings yet
Sanctus Reach UK Manual Ebook
56 pages
40K 8th Ed Update Imperial Armour Index Xenos Ver 1.0
PDF
No ratings yet
40K 8th Ed Update Imperial Armour Index Xenos Ver 1.0
3 pages
Zone Mortal Is
PDF
No ratings yet
Zone Mortal Is
11 pages
Fall of Arminius Rulespack.v1.0
PDF
No ratings yet
Fall of Arminius Rulespack.v1.0
13 pages
Blood Angels PDF
PDF
100% (1)
Blood Angels PDF
5 pages
Wargear
PDF
No ratings yet
Wargear
69 pages
M1490296a FAQ Planetstrike Oct2009
PDF
No ratings yet
M1490296a FAQ Planetstrike Oct2009
1 page
Mechanicum Knight Moirax
PDF
No ratings yet
Mechanicum Knight Moirax
8 pages
Get Warhammer 40 000 Codex Chaos Daemons 8th Edition Games Workshop Ltd free all chapters
PDF
100% (1)
Get Warhammer 40 000 Codex Chaos Daemons 8th Edition Games Workshop Ltd free all chapters
36 pages
Orks Chapter Approved
PDF
No ratings yet
Orks Chapter Approved
9 pages
Imperial Armour Update 2006
PDF
No ratings yet
Imperial Armour Update 2006
44 pages
M2710124a Daemons of Chaos v1.5
PDF
100% (1)
M2710124a Daemons of Chaos v1.5
2 pages
30k Reference Sheets
PDF
No ratings yet
30k Reference Sheets
8 pages
Codex List
PDF
No ratings yet
Codex List
3 pages
Eye of Terror
PDF
No ratings yet
Eye of Terror
27 pages
Warhammer 40k Space Marines Beginner's Guide
PDF
No ratings yet
Warhammer 40k Space Marines Beginner's Guide
6 pages
M220226a Red Ones Go Fasta
PDF
No ratings yet
M220226a Red Ones Go Fasta
6 pages
m1810080 Orks FAQ 2007 5th Edition
PDF
No ratings yet
m1810080 Orks FAQ 2007 5th Edition
3 pages
Man o War Warhammer Sea of Blood
PDF
100% (1)
Man o War Warhammer Sea of Blood
64 pages
Chaos Space Marines - Slaanesh Subjugator
PDF
100% (1)
Chaos Space Marines - Slaanesh Subjugator
0 pages
Abstract Principles 40k
PDF
100% (1)
Abstract Principles 40k
27 pages
O Scavvies PDF
PDF
No ratings yet
O Scavvies PDF
6 pages
Legions Imperialis Rulebook V1.0: Warhammer: The Horus Heresy
PDF
No ratings yet
Legions Imperialis Rulebook V1.0: Warhammer: The Horus Heresy
1 page
Space Marine
PDF
50% (2)
Space Marine
64 pages
40k Rules Deathwatch en PDF
PDF
50% (2)
40k Rules Deathwatch en PDF
16 pages
30k9e Titans v1.03
PDF
100% (2)
30k9e Titans v1.03
13 pages
lords_of_battle_WD224
PDF
No ratings yet
lords_of_battle_WD224
4 pages
Warhammer 40k - Codex - Adeptus Titanicus
PDF
No ratings yet
Warhammer 40k - Codex - Adeptus Titanicus
17 pages
GF - Titan Lords 3.4.1
PDF
No ratings yet
GF - Titan Lords 3.4.1
4 pages
Necron Titan
PDF
No ratings yet
Necron Titan
3 pages
Codex AT
PDF
100% (1)
Codex AT
10 pages
Titan and Knight Card With Backs (And Orks) v3.5
PDF
No ratings yet
Titan and Knight Card With Backs (And Orks) v3.5
44 pages
Imperial Armour Apocalypse Second Edition
PDF
50% (2)
Imperial Armour Apocalypse Second Edition
128 pages
Warhammer 40k Epic
PDF
100% (3)
Warhammer 40k Epic
22 pages
GF - Titan Lords v2.4
PDF
No ratings yet
GF - Titan Lords v2.4
2 pages
Epic Eldar Revenant Titan
PDF
No ratings yet
Epic Eldar Revenant Titan
6 pages
GF - Titan Lords 3.1.0
PDF
No ratings yet
GF - Titan Lords 3.1.0
4 pages
01imperator Titan Data Sheet01, 2.15123
PDF
No ratings yet
01imperator Titan Data Sheet01, 2.15123
6 pages
Mournival Events Titanicus Army List v3.6
PDF
No ratings yet
Mournival Events Titanicus Army List v3.6
3 pages
Post 22 45405 Chroma - TitanLegionArmyListv1.1
PDF
No ratings yet
Post 22 45405 Chroma - TitanLegionArmyListv1.1
6 pages
Water Dice Tower (8051515)
PDF
100% (1)
Water Dice Tower (8051515)
8 pages
OP7 - Rescue The Children
PDF
No ratings yet
OP7 - Rescue The Children
1 page
Quick Ref V4 - Plain
PDF
No ratings yet
Quick Ref V4 - Plain
2 pages
Epicast Termite
PDF
No ratings yet
Epicast Termite
1 page
Warhammer Fantasy Battle 5th Edition
PDF
No ratings yet
Warhammer Fantasy Battle 5th Edition
1 page
Gorkamorka Watchtower
PDF
No ratings yet
Gorkamorka Watchtower
6 pages
Codex Army Lists
PDF
100% (1)
Codex Army Lists
24 pages
Vehicle System Update Inquisitor 13
PDF
No ratings yet
Vehicle System Update Inquisitor 13
16 pages
Space Marine Chapter Masters & Combat Squads
PDF
No ratings yet
Space Marine Chapter Masters & Combat Squads
3 pages
Mission Cards Citadel Journal
PDF
100% (2)
Mission Cards Citadel Journal
3 pages
Doom of The Eldar Rules (Condensed)
PDF
No ratings yet
Doom of The Eldar Rules (Condensed)
2 pages
Necromunda Sourcebook
PDF
100% (3)
Necromunda Sourcebook
88 pages
Pirates Comprehensive Tournament Rules
PDF
No ratings yet
Pirates Comprehensive Tournament Rules
9 pages
Mission Cards
PDF
100% (1)
Mission Cards
12 pages
Five Parsecs From Terra
PDF
100% (2)
Five Parsecs From Terra
68 pages
Working With Bone, Antler and Horn - David Constantine 1.4
PDF
100% (2)
Working With Bone, Antler and Horn - David Constantine 1.4
82 pages