We saw the mini revealed over the weekend, but now we have some new Warmaster Titan Rules to go along with it!
This new Titan makes the Warlord looks small, well, not small, but you know what we mean. The Command Terminal is twice the size of any other Titan’s and comes in at 850 points so you know this thing is big (along with the size of your game).
Let’s take a close look at all the rules revealed!
Warmaster Titan Rules Revealed for Adeptus Titanicus!
Here is the big boy in all its glory! If you want to see everything that was revealed over the weekend, check it out here. For now, though, let’s jump into the rules.
Command Terminal
You’ll notice that the Warmaster has expanded damage and critical tracks compared to its fellow god-machines. And you thought a Warlord was durable…
An extra point of both damage and critical damage on each system makes the Warmaster terrifyingly difficult to take down, especially in conjunction with its seven void shields. Six servitor clades also mean that repairing damage is easier for the Warmaster’s Princeps.
Having 4 points of critical damage instead of 3 is a pretty big deal just by itself, but then you take into account everything else and this looks like a real beast. It does come with quite the hefty price tag though, costing more than two of the Warlords. Also, they have a couple of restrictions on how many you can take.
Honestly, that makes sense. They are such giant and rare machines seeing more than one in a maniple just wouldn’t make sense. Gameplay or lore-wise. Looks like Titianicus has its first “centerpiece” model just like all the other games.
It has all the Guns!
Three dice at Strength 11 is brutal – and with the weapon traits allowing that to rise to Strength 13 and roll a D10 for damage at short range, little will stay standing after a volley from two of these.
These are the main weapons of the Titan and they really pair well with all of its other abilities. Since it also comes with so many servitors, you don’t have to worry as much about using both traits and pushing your reactors to the limit. Basically, these are just normal plasma guns on steroids, and there’s nothing wrong with that!
The Revelator Missile Launcher gives some serious long-range punch to the Titan. Basically, from turn one, the Titan’s power will be felt with a +1 to hit as well! But you can also customize the loadout with all kinds of weapons.
Warmaster Titan Rules: Optional Weapons
You can choose the loadout and have plenty of options to do so. When you’re taking a single mini this expensive, you should always have options! They are customizable enough to really tailor the Titan to each game and fill the role your army needs.
Reactor Systems
These are kind of like wargear in a sense. You can pick one or the other each game depending on what you think your army needs. If you want to move faster the Plasmatic Locomotors are the way to go! But just be wary of those minuses to hit modifiers. If you plan to be blasting away with your plasma at full power the whole game, the Infusive Supercoolant may be the better choice.
You all but guarantee you’ll vent everything for a single turn in the game (or roll a bunch of ones… but that’s not our fault). Just note though, it’s only a one time use, so use it wisely!
Do you like the rules for the new Titan? Are you going to be adding it to your forces?
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