Codex Titanicus (1994) + Titan Legions (1994) Chaos Lore

TITAN LEGIONS
THE PSYCHIC
In the psychic phase models with psychic powers can use them to try and influence the battle. The nature of each race’s psychic powers varies tremendously: Ork Weirdboyz blast their opponents with ravening bolts of energy, Chaos daemons unleash ancient and proscribed magics, Space Marine Librarians assail other psykers with mental duels while the esoteric Eldar manipulate the strands of fate with their dreaded Warlock Titans. Though psychic energy and its uses are well understood by many in the 41st millennium there are few practitioners of sufficient strength to influence entire battles. It is quite likely that you will have few or even no psykers in your force, Details of individual psychic abilities are described in the rules for specific models. During the psychic phases both sides alternate utilising their models’ psychic powers. The side that has won the initiative goes first. The player chooses one of his psychic models, and unleashes its psychic powers. Nearly all psychic powers have a range and require a line of sight to work just like shooting attacks — see the combat phase for more details.
 
CHAOS TITAN WEAPONS

BLOODLETTER BATTLEHEAD
The Bloodletter battlehead is a hellish variant of the standard weapon head which has been horribly mutated so that it resembles the features of the daemonic servant of Khorne known as a Bloodletter. Jutting from the mouth of this horrific visage is a large assault cannon capable of spewing high explosive rounds at an enormous rate of fire. The Banelord Titan is invariably fitted with a Bloodletter battlehead.

CHAOS ENERGY WHIP
This is a close combat weapon used by Chaos Titans. The triple whip lashes against the target causing light damage to Titans and scything through opposing infantry and vehicles. The whip also acts as a conductor for a massive electrical jolt intended to overload void shields and burn out circuitry in the opposing Titan. The whip is used at the very start of the close combat segment, before any close combat is resolved. Roll a D6 for each enemy model in combat and on the score of a 4, 5 or 6 the model is hit by the whip — saving throws are at -1 where taken, An enemy Titan automatically loses 1D6 void shields if hit. If the Titan has fewer shields than the number indicated any excess is added to the close assault factor of the Titan using the whip.

CHAOS TITAN TAILS
Chaos Titans have mutated into a hellish mixture of flesh and metal. Some of these monstrous creations carry weapons mounted on long, sinuous tails, and use them to crush and gouge their enemies. A Titan fitted with a tail may add +2 to its close assault factor. The Khornate Banelord Titan has a tail armed with a large battlecannon on the end. In battle the tail can either be used to strike its enemies, or to fire at opponents that are too far away to be attacked in close combat. In the combat phase the tail may be used either in close combat or as a ranged weapon. It may not be used as both in the same turn. If used in close combat the tail adds +2 to the Banelord’s close assault factor.

DOOMFIST
The Doomfist is a deadly hand-to-hand combat weapon which combines the close combat abilities of a chainfist and a power fist. In addition, it is armed with a pair of melta cannon which provide a powerful ranged attack. In the combat phase the Doomfist may be used either in close combat or as a ranged weapon. It may not be used as both in the same turn. If the Doomfist is used in close combat then the Chaos Titan rolls an extra D6 to resolve the combat. If the Chaos Titan wins a combat against another Titan, then the Chaos player may choose to make a special grab attack with the Doomfist instead of rolling for damage as normal.

To represent the grab attack the attacker nominates the location on the victim he is going to grab and both sides roll a D6. The Chaos Titan adds +1 to its score, and if its score is highest it has ripped the nominated location apart. The enemy Titan takes maximum damage (highest result on the table). If the defender’s score is highest he manages to slip out of his attacker's grasp and no damage is caused. If the scores are equal, the defender has slipped away but sustains normal damage to the nominated location. If the Chaos Titan hits a building with the Doomfist the building is destroyed unless it can make its saving throw with a -4 modifier.

DOOMBURNER
The doomburner fires a bolt of super-heated molten metal which bores through its target in a searing flash of flames. Doomburners are especially good for destroying heavily armoured Titans and vehicles, though their devastating punch makes a mockery of cover so infantry can’t hide either. Ignore to hit modifiers from cover when rolling to hit with a doomburner. Because of the secondary damage from searing liquid metal any damage rolls against Titans are resolved with a +l modifier. Buildings can be attacked with the doomburner, and a successful hit means the building must make its saving throw with a -3 modifier or be destroyed.

DEATH STORM
The Death storm fires salvos of heavy rocket-powered shells from its multiple barrels. It is extremely effective at cutting a swathe through troops or lightly armoured vehicles, laying down a curtain of explosions and flying shrapnel in seconds.

HELLSTRIKE CANNON
The Hellstrike cannon fires a huge shell that is loaded with a highly corrosive and inflammable mixture appropriately known as hellfire. The shells are set to explode in mid-air just above the target, so that they splatter as wide an area as possible with the deadly hellfire mixture. As the hellfire saturates the area it ignores cover, making it particularly potent against infantry in woods or buildings.

HAVOC MISSILE RACK
The Havoc missile rack is loaded with six deadly Havoc missiles. One or more missiles can be fired in a deadly salvo that roars towards the target at ground level to avoid enemy fire, exploding to cover a wide area in death and destruction. The Havoc missile is unusual because it occupies both carapace mounts on a Warlord Battle Titan. Havoc missiles are commonly fitted to the dreaded Banelord Battle Titan. The missiles are fired individually so it’s up to the Chaos player to decide whether he wants to fire some, all or none of his missiles during a turn. Whenever a missile is fired, record the fact with a counter or a D6 placed close to the Titan. Once all six missiles have been fired the racks are empty, and no more missile attacks can be made.

Each missile creates a barrage with 8 barrage points and a -1 saving throw modifier. If the Chaos player wants to fire more than one missile on the same turn, then all of the missile barrage templates have to be placed so that each one is touching at least one other missile barrage template.

HELLBLADE
The hellblade is a white-hot, powered cleaver capable of carving through armour like a hot knife through butter! A Chaos Titan armed with a hellblade adds +3 to its close assault factor and if it wins a close combat against another Titan it can make a special slash attack. Select the location of the hit on the Titan and roll for damage as usual, then roll the pair of aiming dice. If the roll indicates a hit on a different square of the Titan template roll damage against that location as well. A building struck with a hellblade must make a saving throw with a -2 modifier or be destroyed.

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Imperial Titan Upgrades

Psychic Defences: The Titan has been extensively blessed and purified by the Adeptus Astra Telepathica to protect it against hostile psykers and daemons. The Titan has a saving throw of 3 or more on 1D6 against any psychic attack.


Eldar Titan Upgrades

Psychic Assault: The Titan is so charged with psychic energy that unprotected minds exposed to it quail and falter. Any troop stand or vehicle which moves up to attack the Titan in close combat must first pass a morale test. If the test is failed the model will not move into contact and fight but suffers no other detrimental effects. Titans and super heavy vehicles are unaffected. Daemons in close combat with the Titan cannot be saved by Chaos cards if they lose.


ELDAR TITAN WEAPONS

PSYCHIC LANCE
Eldar Titans may be armed with the psychic lance, a weapon which ‘fires’ a burst of psychic energy directed through a long crystalline rod. The resonances set up in the crystal create a beam of directed psychic energy that will brainwipe anything in the area of effect. The psychic lance is much feared by the Eldar’s enemies, as it passes straight through the heaviest armour and shields and leaves its victims drooling idiots.

When using the psychic lance take a barrage template and place it anywhere within the line of sight and range of the firing Titan. Anything completely under the template will be hit on a D6 roll of 5 or 6. The effects of a hit from a psychic lance vary greatly depending on the victim. It will automatically wipe the brains of any infantry stand or vehicle regardless of their armour saving throw, as the lance beam passes straight through physical armour. Robots and robotically controlled equipment (such as Tarantulas) are immune to the effects of the lance.

Units that have a ‘psychic saving throw’, such as an Imperator Titan, receive their psychic save against the lance’s effects as normal. Daemons which are hit are instantly cast back into the warp without any saving throw as the brain of their host body is destroyed. A Titan hit by the psychic lance rolls for damage once on the Head Damage Table.

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