Welcome back to Goonhammer’s series for aspiring Titan Principes. We here at Goonhammer’s own Collegia Titanica know that Adeptus Titanicus can seem intimidating to players unfamiliar with its particular quirks, but this series aims to equip you with everything you’ll need to play out epic clashes on the battlefields of the far future with your very own Titan Battlegroup. In this series, we’ll be walking you through how to build your battlegroup and command it to glory, including everything from which Titans to include and how to equip them, through to how to command them on the field of battle to secure ultimate victory.
This week, we’re taking a look at the loyalist Titan Legions available to choose from in the various rules sources. These rules will form one half of the core identity of your battlegroup, giving you access to passive legion traits, additional stratagems and wargear you can purchase, and a set of Princeps traits to choose from in lieu of the ones on offer in the core rules. There’s an incredible amount of variety to choose from here, with plenty of room for you to take a particular legion and make it your own. Some of these are all-in on one particular aspect of the game, while others provide benefits that are more spread out.
After you choose your legion, you’ll need to choose a maniple as well. Some legions lend themselves to particular maniple traits or Titan selections, and you’ll want to do what you can to take advantage of those synergies. Make no mistake: planning to win a game of AT starts here, at the beginning of list construction. Start thinking of how you want to approach the game as you choose your Legion, and let that plan guide the decisions you make once you’ve declared your allegiance.
Legio Gryphonicus – “War Griffons” (Core Rules, p 89)
One of the two Titan Legions on offer in the Core Rules, the War Griffons bring an interesting kit that is ultimately a little hard to get consistent results out of due to the way it limits your ability to focus fire on a single target unless you’re willing to give up one of your legion traits. Aside from that, it allows you to take an additional Reaver in each maniple, and offers some interesting wargear to improve their capabilities.
Legio Gryphonicus has two traits: first, Mainstay of the Titan Legion allows them to swap out one Warlord or Warhound in each Legio Gryphonicus maniple for a Reaver. This may seem silly at first, but can let you get access to their legion-specific wargear in maniples that you otherwise couldn’t. For instance, you could run a Ferrox or an Axiom with two Reavers and a Warhound, or an Axiom with a Warlord and two Reavers. You could also build a Venator with two Reavers and up to three Warhounds, and if you do, you get to choose which Reaver fires each time your Warhound collapses an enemy Titan’s voids. This trait won’t always be amazing, but can help make some of the larger maniples less expensive, which might allow you to sneak in a second maniple (and the accompanying Personal Trait!) in lists where other legions couldn’t.
Their second trait, Lust for Glory, is a bit more interesting, as well as slightly more complicated. At the beginning of the match, each of your Titans can call dibs on an opposing Titan and will be able to re-roll hit rolls of 1 and add 1 to any armor rolls it inflicts on its target. However, if any other TItan attacks a “claimed” Titan, the rule stops working. This will limit your ability to focus targets, so think before you call your target. You’ll also want to get a feel for when to set this rule aside and just go in for the kill – as you deal damage to enemy Titans, sticking to this for too long will limit your ability to secure a kill, which could result in your opponent getting just enough of a reprieve to turn the tables. Don’t be afraid to let another Titan cut in to ensure you’re able to take down a wounded enemy.
This is the real meat of what the War Griffons have on offer – two unique upgrades for Reavers, and one for a Warhound.
For 10 points, you can equip a Warhound with Enhanced Auspex Relays, which lets you pre-measure the distance to any target within 12” of that Warhound before declaring a target. It may seem underwhelming, but this can be helpful – if you’re not sure if you have a shot, knowing before you shoot can stop you from wasting activations. It can also come into play when you’re not sure what range band something falls into. For instance, a Reaver’s Laser Blaster gets -1 to hit outside of 18”. Whether or not shooting at a particular target would be at a penalty can make the difference in what you choose to do, and at 10 points, you can afford multiples. If you’ve got Warhounds in your list, you should probably take this as a matter of course, especially if you’re bringing a lot of plasma blastguns, laser blasters, or other weapons that suffer from penalties to hit at long range.
Gravatus Plating costs 20 points, and increases your Reaver’s body and leg armor by 1 at the cost of 1” off both your normal and boosted movement value. If you’re fielding a “stand and shoot” Reaver, this is pretty good – it pushes your body armor high enough that you don’t have to worry about suffering armor damage from apocalypse missile launchers or vulcan megabolters until you’ve taken a few penalties, and it makes your leg armor impervious to gatling cannons. It won’t do much against weapons that are S8 or higher, but it does mean that your opponent will have to devote more resources than they might like to taking down a Reaver equipped with this.
Motive Subreactors is another Reaver upgrade, costing 25 points. This one lets you boost your Reaver without pushing its reactor. There’s a catch, though – if your Titan suffers a critical hit to its legs, it has a 50/50 shot of increasing its Reactor level. Luckily, Reaver legs are fairly well-armored, needing a roll of 15 or higher to take a critical hit. Increasing speed and maneuverability is great, and the downside is attenuated by decent leg armor and the fact that it can’t come into play at all while your voids are still up. This is great for getting melee weapons or a melta cannon in close with a minimum of risk.
Reckless Maverick lets you activate your Princeps twice during the Combat Phase once per game, but advances the Titan’s reactor three steps. This will give your combat phase some extra power right when you need it. It’s taxing on the reactor, but can be extremely powerful, especially on a Warlord that can deal with the heat. A
Master Duellist lets the Princeps re-roll failed hit rolls against targets within 8”. A powerful effect if you can close, but requires you to put your Princeps at risk. If you build for it and bring Motive Subreactors, you could get more use out of this than you might otherwise expect, and it will still come into play even if you lose your claim on your target. A-
Hunter Without Equal lets the Princeps re-roll all failed hits against its Lust for Glory target, not just 1s. If you’ve nominated a target for your Princeps that you’re confident it can take, this trait will help you destroy it while the rest of your maniple works on other targets. This is a good Warlord Trait for a Princeps focused on attacking from range, allowing them to claim a target and take it down as quickly as possible. A-
Gryphonicus winds up being sort of a mixed bag. It has some very useful wargear to slap on its Reavers and can shove extra Reavers into maniples to take advantage of them. However, the other legion trait is a mixed blessing – it gives you powerful bonuses against your targets, but limits your ability to focus fire. Claim targets with your Reavers and Warlords, then attack your claims while your Warhounds pound down shields. Then, finish off the target and move the Warhounds on to the next one – your Titan only loses its claim if another Titan attacks its claimed target, not if it attacks a Titan other than its claim. With clever play around these restrictions, you could bring glory to the War Griffons.
Legio Astorum – “Warp Runners” (Titandeath, p 19)
Legio Astorum gets off to a faster start than almost any other legion, takes control of the board, and fights like hell to keep it. Their traits let them set up a fantastically aggressive play for position in the early rounds, after which they can transition smoothly into holding what they’ve taken using their unique stratagems and ability to re-roll repair dice. Unfortunately, they get no unique wargear and their Princeps traits are somewhat uninspiring, but all in all they’re a perfectly reasonable choice.
The Warp Runners live up to their name, being able to boost an extra 2” in the first two turns of the game, but if they do they have to roll the reactor die twice and take the worse result. However, their other trait makes up for this – when they roll repair dice, they can re-roll one of them (or 2 on a Warlord), making it easier for them to manage the heat they’ll build up this way. The first two turns for an Astorum battlegroup are likely to be played aggressively as they move forward to take up positions that other legions may have difficulty contesting.
Once you get where you’re going, Legio Astorum has two useful stratagems that will help you keep your Titans fighting at peak efficiency as long as possible. This is a good thing – you’re likely to find yourself pushed further forward than other Legions would be after the first two turns, so having one or both of these to keep a key piece in the fight a little longer can be crucial.
Bounty of Mars costs 2 points and makes it easier to repair critical damage or disabled weapons during the Damage Control phase. It applies to all Astorum Titans, but you have to declare what sort of damage it applies to – head, body, leg, or weapons – if you pick “weapons,” it applies to all disabled weapons, not weapons of a particular type. This is a neat trick to have in your back pocket if you wind up with multiple Titans suffering from the same “set” of afflictions, and in the absolute worst case it’s a bonus to a single Titan you need to get repaired this turn. Not an auto-take, but not an indefensible choice either.
Machine Defiance also costs 2 points, and it lets you roll your repair dice when your voids collapse to try to bring them back up. A 5 or a 6 will increase the shield level by 1, but you can’t spend those dice on anything else. Because hits in Titanicus are handled as part of a single “Hit pool,” your voids won’t collapse until after the entire hit pool is discarded, meaning that if you can manage to roll even a single 5 or 6, your opponent will have to spend an entire extra weapon to get through your voids to the armor underneath. It also lets you effectively re-ignite your voids on a 5+ rather than a 6. This is a great stratagem, particularly on a Warlord or Reaver.
Hero of the Crusade lets Titans in your Princeps Seniores’s maniple add 1 to command checks so long as the Princeps is the closest Titan to the nearest enemy unit. If your Princeps’s Titan wants to get stuck in, this could be a way to increase the reliability of your Orders and may be worth considering, but overall you’re probably better served by one of the generic traits. B+
Reckless Hubris lets the Princeps ignore the negative effects of critical damage to a location or a disabled weapon once each round, but if you use this, the Titan takes a strength 12 hit to its body, ignoring voids. This trait will let you play a wounded Titan at higher efficiency for a turn, but strength 12 has a 50/50 shot of causing critical damage to a Warlord and is all but guaranteed to crit a Warhound. All in all, it’s not inspiring, but could be extremely useful in a desperate situation. B
Ancient MIU lets you issue a random order to the Princeps instead of taking a command check. This is a trap choice – the worst roll you’ll have to make for your Princeps is a 3+ if you put him in a Warhound, and the consequences of failing that roll, while they can be tough to deal with, aren’t as bad as having a 1-in-6 chance of issuing shutdown orders when you didn’t mean to, which could be game-ending. C-
The Warp Runners have a kit centered around pushing forward aggressively in the first two rounds, then holding on to what they’ve taken for dear life. Their Legion Traits pair together well – push your reactors and take the extra 2” to get set up before your opponent, then use the free re-rolls during the Damage Control phase to vent the heat you’ve generated. Their stratagems offer powerful defensive effects that let you reach a little further than you might otherwise. All in all, Legio Astorum brings a solid set of rules, combining early game aggression with just enough durability to back it up.
Legio Defensor – “Nova Guard” (Titandeath, p 24)
Sometimes, shooting first is not enough. Sometimes you need to shoot first, then shoot again, and then one more time just for good measure. If this sounds appealing, Legio Defensor just might be for you. On top of being able to put out the most powerful first turn alpha-strike of any legion, the first Nova Guard TItan that would be silenced each game can just refuse to go down, as long as you spent the CP. They’re somewhat front-loaded into their opening salvo, but that salvo can be a doozy.
Righteous Fire allows each Nova Guard Titan to fire one of its weapons twice in the first round of the game, but if they do, their reactor track advances twice. It’s risky, but could be utterly devastating with the right combination of weapons – a Warlord’s Apocalypse Missile Launchers firing twice stand a decent chance of collapsing the voids of any Titan your opponent wants to field from full, and firing one of your heavy hitters like the Mori Quake Cannon or even a Belicosa twice is almost certain to do some serious damage.
Indomitable Resolve gives you a +1 to Command checks if at least one unit in your battlegroup (not maniple) has been destroyed. This isn’t incredible, but it does mean that if you lose a Warhound or Knight Banner, you’ll be guaranteed to get something out of the bargain.
A Day of Retribution is a 2-point stratagem that lets you conduct a full round of shooting with one of your Titans against one of enemy Titan, and counts all your weapons’ range as double for those shots. However, you’ll then have to advance that Titan’s reactor track three times. This could be utterly devastating on the right Titan, which will almost certainly be a Warlord so it can absorb the reactor hit without immediately melting down. You probably want to be looking to higher shot-count weapons to try to strip voids as quickly as possible.
Blessings of the Emperor is expensive at 3 points, but lets you just flat-out ignore a hit that would cause you to roll on the Catastrophic Damage table. In other words, when one of your Titans dies, instead it just decides it would really rather not. In smaller games this is prohibitively expensive, but if you’ve got the points to spare I don’t think you need me to tell you how good this is.
Devotional War Sirens can be mounted on your Warlords for 20 points, and let you roll two dice and keep the highest whenever you make a command check for Legio Defensor Titans within 8”. An interesting choice, especially if you’re relying on First Fire or Split Fire orders to get the most out of your ranged firepower. If you’re going to take this, you probably don’t need more than one.
Enduring Hatred allows your Princeps to re-roll 1s to hit as long as it has suffered any Critical Damage, but forces it to spend repair dice to repair disable weapons before anything else. This could be an interesting choice to help keep a Warlord with a key weapon in the game as long as possible, but ultimately could end up being more trouble than it’s worth. B
Crusade Veteran lets you issue a second order to your Princeps once per game after successfully issuing and resolving an Emergency Repairs order. You still have to follow the rules restricting movement or firing from both orders, though. This can be a powerful effect if your Princeps’s Titan is key to your game plan – being able to either repair three times in a round or repair twice and benefit from another order can be extremely useful. A
Icon of the True gives +1 to command checks for Knight Banners and Titans from other legions. This is kind of a bust in most lists. C+
Legio Defensor is the opposite of Legio Astorum – they open with overwhelming firepower, then keep pounding until the enemy is ground into dust. You’ll want to be sure you have the weapons equipped to create a powerful “alpha strike” on turn one, and between A Day of Retribution and Righteous Fire, you can credibly threaten to take at least one Titan off the board in the first round. Consider building a Warlord with high shot-count weapons like the Sunfury Plasma Annihilator and the Macro-Gatling Cannon to take advantage of A Day of Retribution without having to worry about immediately red-lining. Normally, you wouldn’t be able to do much with them turn 1, but extending their range to 48” will give you a good chance of stripping voids on an enemy Titan before the first round even starts.
Unfortunately, they don’t have much going for them other than Blessings of the Emperor after the first round. It’s a great strat, don’t get me wrong, but if your opponent is able to weather the first Combat Phase, you could find yourself in trouble. All in all, this isn’t the strongest legion on offer, but if you want to open with an early engine kill, the Nova Guard might be able to help you make that happen.
Legio Atarus – “Firebrands” (Titandeath, p 29)
Legio Atarus combine a better-than-average chance to move first in the first battle round with some powerful tricks that let you keep your opponent guessing. Their Titans can be incredibly flexible in key moments, and their legion trait lets them take the initiative in the first turn and start off strong.
The Firebrands only get one Legion Trait – Seizing the Initiative, and it’s basically what it says on the tin – if you rolled lower than your opponent to determine first player in the first round, you can re-roll. If you do so and win, you must nominate yourself as first player. You’ll often want to go first in the first battle round, and this will help you make that happen.
Impetuous Machine Spirit costs 1 point and lets you automatically apply the “Impetuous” result rather than rolling on the Awakened Machine Spirit table, and adds 2 to the die result if you do. This won’t come into play often, but when it does, you could be thankful for it.
Maniple of One is an interesting one – choose a Titan, and swap its maniple trait out for any other maniple trait for this turn. It doesn’t count as being part of a maniple for that turn, and loses its original maniple trait. This opens up a few one-off tricks that could be very useful for you and incredibly frustrating for your opponent – shift your Reaver into Corsair to moonwalk out of that Warlord’s firing arc and return fire. Put a flanking Warhound into Ferrox to show them just how dangerous a plasma blastgun can be up close and personal. Or put a long-ranged Titan into Myrmidon to be extra sure you’re going to get that crucial First Fire order off. Unfortunately, most of the other maniples only work as interactions with other Titans in the maniple, but these three provide some pretty solid tricks that your opponent won’t be expecting.
Infernus Missiles are a 15 point upgrade to any Titan’s Apocalypse Missile Launchers that leaves a 5” template on the ground which causes strength 4 hits to anything touching it in the end phase. Any models take a hit that ignores void or ion shields (Titans take it to the legs), and terrain takes a hit and catches fire, causing it to suffer additional hits in each successive phase until it’s destroyed. As a bonus, any model standing in burning terrain also takes a hit until the terrain is destroyed. This isn’t amazing – strength 4 isn’t great, and won’t do much to Warhounds (or anything to Reavers or Warlords) until you’ve already racked up some damage. However, it could really ruin a Knight Banner’s day, and could help you clear inconvenient terrain out of the way. Overall, it won’t often be useful, but could come in handy if you expect to see a lot of Questoris or Cerastus running around.
Headstrong lets your Princeps keep the order it was issued from the previous turn without making a command check. If you can set up the board right, this can be very useful, letting you First Fire repeatedly without having to worry about it, or giving you a second risk-free Full Stride to close the gap. This is a that might be a fine choice almost anywhere else, but is unfortunately outclassed by the other two traits on offer here. B+
Unconventional Thinker lets your Titan move out of sequence as soon as an enemy Titan declares what it’s going to do. You can only do it once per game, and can use it in the Movement or Combat phase, and it lets you move d6” in any direction and make a 90-degree turn. This is an incredibly powerful effect that can let you block your opponent’s path, step out of their arc of fire at a critical moment, or rotate your facing so you’re no longer flanked and can return fire. A+
Shedim Drift Veteran lets you choose one of your Princeps’s weapons, then re-roll any armor rolls it generates that round. If you’re fighting Legio Mortis or Legio Fureans, you can do this with all of its weapons. Another great choice, but more straightforwardly useful than Unconventional Thinker. Also keep in mind that it lets you re-roll all armor rolls, not just failed ones – if you would get a devastating hit on a 3+ but rolled a 2, you can take the chance to try to pick up that extra point of damage. This can really add up over the course of the game, and will do especially well on “hybrid” weapons with moderate strength and reasonable shot counts like laser blasters or turbo laser destructors. A
The Firebrands may claim to be “impetuous,” but don’t be fooled – these guys have some seriously scary tricks up their sleeves. Between Maniple of One and the powerful Princeps traits on offer, your ability to squeeze additional utility out of your god-engines in key moments will keep your opponents guessing and let you turn the tables just when they least expect it. Atarus’s sole wargear choice may be a bit lackluster, but it definitely has its uses and you’re likely to have the points to spend on it anyway.
Legio Solaria – “Imperial Hunters” (Titandeath, p 35)
Like Warhounds? Not as much as these ladies. Legio Solaria can bring Warhounds instead of a mandatory Reaver in any maniple, and have plenty of tricks to get the most out of those agile Titans.
Wolf Packs lets you substitute a Warhound for a mandatory Reaver in your maniples, and also lets you build squadrons of up to four Warhounds. The squadron thing is a bit of a double-edged sword – while I recommend squadding up Warhounds to start, giving up three activations is very all-in and can be risky. It’ll make your Warhounds’ activation in the combat phase incredibly dangerous, at the cost of making them a lot easier to outmaneuver in the movement phase.
The other half of the trait is pretty good, though. Solaria’s unique stratagem and wargear are tailor-made to improve the combat performance of Warhounds, so being able to take more of them is always useful, and opens up a few weird tricks like fielding a four-Warhound Ferrox, or shoving one in a Corsair so it can move 8” a turn in any direction. Think outside the box on this one.
Fog of War costs 2 points and allows you to redeploy a Warhound for every Reaver or Warlord in your opponent’s battlegroup. You still have to obey the deployment rules you set up with, but having this available will let you take advantage of holes in your opponent’s deployment. As in any wargame, deployment is crucial, and being able to redeploy multiple Warhounds could give you an early edge and let you get the most advantage out of your Warhounds superior maneuverability. It’s expensive, but it’s worth it.
Fortis Motivators cost 20 points and let you discard any repair die in the Damage Control phase to repair one point of Critical Damage to that Titan’s legs. Warhounds live and die by their mobility but only have 2 repair dice. Being able to consistently repair critical damage that would otherwise slow them down and waste precious turns is a powerful effect, and this is a very cost-effective way to do that.
Cameleoline Shrouding costs 35 points and can be equipped on a Warhound to impose a -1 to hit it at long range. However, the first time it suffers any structural damage, it loses this effect. It’s a bit expensive, but as long as you can keep your voids up, it’ll still work. If you’ve played 40k any time in 8th edition, you know that penalties to hit are powerful effects, and that holds true here. Putting these on a pair of squadded Warhounds will make them more durable during the first round or two of the game, albeit at a combined cost of 70 points. One or two of these may be worth it, but more than that and you may be better off trying to free up space for another Titan or a Knight Banner. Think before you buy this.
Spear of Tigrus lets your Princeps take a Full Stride order without taking a command check. This will increase mobility and will help your Princeps keep up with the rest of your battlegroup if they’re mounted in a Reaver or Warlord. Useful to get a key Titan across the board as quickly as possible. B+
Agile Minded lets you interrupt an opponent’s activation in the Combat Phase once per game to hit back if it hits your Princeps. This is one of those traits that could be great in the right situation but might just as well wind up being kind of a dud. It could give your Princeps one more crucial round of shooting before it goes down, or you could call your shot on a weapon if the enemy Titan’s voids are down to try to stop it from shooting its next weapon at you. B
Swift Displacement lets you disengage from an enemy Titan that charges you, allowing you to move d6” after it moves but before it makes a Smash Attack. Note that this only applies to Smash Attacks and not to attacks made with Melee Weapons – you won’t be able to sidestep that chainfist so easily. This probably isn’t worth taking, but it could come in handy if a backline Warlord catches you out. C-
Solaria lets you take an extra Warhound and gives you some useful tricks to get the most use out of them. You won’t always use all of them, but having the options available makes your Warhounds that much more effective. Look for opportunities to replace a Reaver with a Warhound, but think carefully before you run four in a squad. Use your ability to re-deploy to set yourself up to flank your opponent and get as much use as you can out of your mobility, and make wise use of your unique wargear to keep your Warhounds up and running at full speed.
Legio Fortidus (Dauntless) – Doom of Molech pg 20
Legio Fortidus is just plain good off the back of its traits alone. Having lost most of their legion during the Horus Heresy, they’re forced to make do with whatever Titans they can scrape together to fill a maniple, but it turns out that this isn’t so bad when you get to bring them in combinations and with maniple traits they wouldn’t otherwise be able to access.
Due to their heavy losses through the Heresy, Dauntless Legios may substitute any titan for any other mandatory titan class in a maniple using their Lost Sons trait. Unlike other Legios with this ability, the titan counts as the one it replaced. This allows for some awesome shenanigans, for example:
- In a Venator light maniple, you can replace the Reaver with a Warlord, which gains the opportunistic fire when one of your warhounds strips shields.
- In a Lupercal light maniple, you can replace a Warhound with a Reaver. Which is then allowed to join the resulting Squadron.
We’ll be covering maniple selection in a later article, but needless to say going with Dauntless gives you some serious options with list building to suit your playstyle.
Their second trait, Children of Mars, ensures that Titans in the maniple never suffer penalties to their Command checks and can never be forced to reroll a successful command check. Knight banners also gain a free reroll to avoid being shaken while within LOS of a Dauntless titan, giving your knight squadrons some resiliency as they start drawing fire. This isn’t amazing on its own, but it’s a nice bonus to have.
Dauntless have access to two stratagems, which have some rather specific conditions on their use.
Red Skies costs 1 CP, and adds 5 to a Titan’s scale when it suffers a catastrophic meltdown or magazine detonation. This is ideal for Titans that are going to be up close and personal to your opponent, a good one to use on your warhounds in someone’s flank within void shield range, especially if your reactor is warm enough when you roll to blow up.
For 2 CP, For the Red Planet allows you to ignore critical damage to one non weapon location on one of your Titans for the round. This can be a game winner if you really need to make a shot and your legs are immobilised, but for 2CP seems a bit steep.
Broken by Treachery lets your Princeps reroll all of the hit dice for each weapon it fires during its first attack roll of the game. Note that this only applies to the first attack roll, so it’s only going to apply to a single weapon. Could be useful for guaranteeing that Belicosa lands directly on some pesky knights turn one, or saved for an alpha strike later in the game, but all in all probably isn’t worth it. B-
Immortal of Mars allows the Princeps counts the amount of critical damage to their Titans’ head as one lower than it is for purposes of determining what effects are in effect on it. Titans normally die due to hits on the body or legs. Given the heavy armour on the head location, this is of dubious utility. C
With Soldier of the Crusade, your Princeps grants an additional CP to purchase stratagems before battle. This is the auto-include. Unless if you’re playing your Princeps aggressively to capitalize on the first trait, you always want another CP to take make stratagems to surprise your opponent. We’ll be discussing stratagems in a later article, but some prime candidates for 1CP are things like Blind Barrage which can be used offensively or defensively or a bonus tertiary objective to pip victory from your opponent A
Dauntless are a great legion due to their ability to fundamentally break the rules of army construction. The ability to subsititute a titan in a maniple for any other and keep the benefits of the maniple yields so many possibilities – Soggy’s personal favourite being a Lupercal with a Warlord in it, as it is one of the strongest alpha strikes in the game. That’s not all you can do, though – subbing a Reaver into a Regia could make for a super tough to crack three-stack, for instance. Play around with different options to see what works for you.
This combined with the ability to also get more CP than most have access to without an underdog bid gives them access to different combinations of stratagems that your opponent is used to seeing, giving you loads of options to play the way you want. Dauntless may not get any special wargear, but that’s more than balanced out by their awesome Legio traits and other options.
Legio Crucius (Warmongers) – Doom of Molech pg 17
Hailing from the forgeworld of Ryza, the Warmongers are famed for their fearsome plasma weapons and reactors that fuel them. Accordingly, their rules let them build Titans that are just begging for you to mount the biggest, nastiest, most shield-draining weapons you’ve got, then push to move them around the battlefield aggressively.
Forgeborn lets you reroll any repair dice of a 1 during during emergency repairs or during the damage control phase. This seems rather weak compared to the Warp Runners’ version of this ability, Warp Runners, but will occasionally offer more re-rolls.
Pride of Ryza allows their Titans to use a repair dice result of a 6 to vent 2 heat instead of 1. While nice, you would normally use these results to bolster or reignite your void shields, but this could be useful as you jockey for position in the early game, or open up some breathing room to fire draining weapons without redlining as the game moves forward.
Crucius do get access to two different wargear options which tie into their fluff nicely.
Terminus Override Systems – For 30 points the first time a titan would require to roll on the reactor overload table, you may immediately perform shutdown orders instead. Given this can only be used the first time you roll on the reactor table, hopefully your shields are still on. You would have to be pushing your reactor very hard and be rolling poorly for this to be worth it.
Bi-folded Power Containment – For 30 points, when firing a weapon with the draining trait you roll a d6. On a 4+, you roll two reactor dice and choose the result you prefer, but on the result of a 1 you have to roll twice instead and keep the worse result. This upgrade along with your traits is begging you to fully abuse your reactor. Two options for doing so come to mind:
- Double Belicosa Warlord: This “classic” loadout is usually a trap but gets much better when it can fire its Belicosas with near impunity. Great against knights and shieldless titans, but it will need support when things get close and need finishing.
- Reaver with with laser blaster, carapace-mounted turbo laser destructor carapace and Melta/Volcano cannon: This loadout can be very punishing on the reactor between pushing to get into position and using the shieldbane trait. The upgrades and traits take some of the edge off, making this much more manageable and a great all-rounder – good at stripping shields, making holes in armour and finishing off weakened locations.
Collegia Lord – When your Princeps is issued an order, on a roll of a 9+ on the command check you may issue this to all other titans in the maniple without a command check. Slim chance of occuring and of limited use due to the usual trade off with issuing orders. Could lead to one hell of an alpha strike with first fire, provided your opponent doesn’t proceed to arc dodge you. Unfortunately, that’s not very likely. C+
Mechanicum Born – Your Princeps can reroll a repair dice, but must keep the second result. Combined with all the other traits and wargear, this will help keep the reactor under control on your Princeps. Handy, but not that exciting. B
Black Banner – Provided you don’t pick a tertiary objective, you gain a free tertiary objective worth 5VP if you can keep your Princeps’s Titan alive. Given that your Princeps can be a fire support Warlord parked on your back line and packing at least one Belicosa, this could be a reasonably-achievable 5VP, tipping the scale in your favour from the start. However, be careful – using this trait is begging your opponent to nominate your Princeps for their Tertiary, creating the potential for a massive swing. A-
Warmongers have some really flavourful rules which really resonate with their fluff, they really want to abuse their reactors and have to build their maniple around this. Their Princeps will likely be piloting a fire support warlord with the Black Banner on their back line, while other titans run ahead.
Warhounds, with their limited reactor, can make use of their traits to try and keep their reactors under control. Reavers with lasers and a meltas could make the most of Power Containment upgrades and hold the field. Legio Crucius definitely isn’t the best choice, but could be fun if you lean into their gimmick and ride your reactors straight into the danger zone.
Choosing your legion is a critical step in determining how you’re going to play Adeptus Titanicus – many of these choices will have huge effects on what maniple you want to organize your Titans into and which specific Titans and weapons you’ll want to bring along. If you’re not impressed with any of the choices on offer here, don’t worry – we’ll be back next week with a legion focus for the discerning traitor. In either case, think about the game plan you want to run with your chosen legion – do you prefer aggressive play, moving across the board as quickly as possible to close with the enemy and strike them down face to face? Or are you better suited to standing and shooting, unleashing hell from afar as your massive guns tear away armor to expose the god-engine’s vulnerable structure within? Whichever legion you choose, AT has plenty of options to help you put your plan into action and bring doom and destruction to your enemies.