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Traitor Maniples of the Dark Mechanicum

Chaos Titan Legions

Let the Galaxy Burn Beneath Our Tread

Ten thousand years of unbroken heresy has twisted the surviving Titans of the traitor Legios into something less machine and more daemon, their reactors thrumming with Warp-tainted power and their hulls scarred with heretical iconography. Where an Imperial Titan is a cathedral, a Chaos Titan is a temple to ruin, its machine-spirit long since consumed or replaced by a bound daemon that revels in the slaughter its stride brings. The Traitor Legios march to the beat of the Long War, their Princeps twisted by centuries of possession into something barely recognisable as human, driving their god-engines through Imperial lines with an unholy joy for destruction.

Allied contingent · A Chaos Titan Legions force is an ally contingent: field it alongside a parent Chaos army rather than as a standalone low-points force.

Army Rule

Daemonic Machine-Spirit

Each CHAOS TITAN unit has a bound daemon that grants it the DAEMON keyword. At the start of the battle, roll one D6 for each Chaos Titan and consult the Warp Corruption table to determine a bonus ability for that unit for the duration of the battle.

1 available

Detachments & Enhancements

Dark Mechanicum Maniple

Corrupted Void Shields

Each CHAOS TITAN unit begins the battle with Void Shields as per its Titanic class; each time a Void Shield would be destroyed, roll one D6: on a 6, the Titan instead heals D3 wounds as the Warp feeds upon the attack.

Mark of the Blood God

cost per official app

Add 1 to the Attacks characteristic of the bearer's melee weapons.

Gift of Change

cost per official app

Once per battle round, you can re-roll one Hit roll, Wound roll or Damage roll for the bearer.

Aura of Nurgle's Rot

20 pts

Enemy units within Engagement Range of the bearer suffer 1 mortal wound at the end of the Fight phase.

Excess of the Dark Prince

cost per official app

The bearer's ranged weapons have the [SUSTAINED HITS 1] ability.

6 stratagems

Stratagems

Warp-Fuelled Rampage

1 CP

STRATEGIC PLOY · Charge phase

Use when a CHAOS TITAN unit from your army is selected to declare a charge. Add 3" to that charge roll.

Daemonic Possession

2 CP

STRATEGIC PLOY · Any phase

Use when a CHAOS TITAN unit from your army would be destroyed. Roll one D6: on a 5+ it is not destroyed and instead heals D6 wounds.

Baleful Fire

1 CP

BATTLE TACTIC · Shooting phase

Use when a CHAOS TITAN unit from your army is selected to shoot. Until the end of the phase, that unit's ranged weapons have the [DEVASTATING WOUNDS] ability.

Catastrophic Warp Surge

1 CP

BATTLE TACTIC · Any phase

Use when a CHAOS TITAN unit from your army is destroyed. All units within 3D6" suffer D6 mortal wounds as the Warp erupts.

Iron Within, Iron Without

1 CP

STRATEGIC PLOY · Any phase

Use in any phase. Select one friendly CHAOS TITAN unit; until the end of the turn, that unit has a 5+ invulnerable save (or improve an existing invulnerable save by 1).

The Long War

1 CP

BATTLE TACTIC · Fight phase

Use when a CHAOS TITAN unit from your army is selected to fight. Re-roll Wound rolls of 1 for that unit's attacks this phase.

4 units

Datasheets

M
12"
T
14
SV
2+
W
60
LD
6+
OC
20
M
12"
T
14
SV
2+
W
80
LD
6+
OC
20
M
14"
T
13
SV
2+
W
40
LD
6+
OC
16
M
10"
T
16
SV
2+
W
100
LD
6+
OC
30

Rules digest

How This Force Plays

Our own plain-speech digest of how this force's rules hang together — army rule, detachment choice, command-point economy and roster shape. Written by us, not reproduced from the pack; the official PDF is the only authority on exact wording.

Read the official pack PDF

How the army rule shapes play

Every list in this force answers to Daemonic Machine-Spirit, so plan your turns around it rather than treating it as a bonus. There is no secondary doctrine to pick, which keeps the force predictable to learn and unforgiving to misplay. Exact wording lives in the official pack PDF; the summary here is ours.

Choosing a detachment

You commit to one of 1 detachment (Dark Mechanicum Maniple), and that choice locks in both your detachment rule and the 4 enhancements available to your characters. Pick the detachment that matches the units you already own, then buy enhancements last.

Command points and stratagems

There are 6 stratagems on offer, costing between 1 and 2 CP. In a normal game you will bank enough for two or three interventions a turn at most, so decide before deployment which one or two plays you are saving command points for.

Building to a points limit

The roster runs to 4 datasheets. The cheapest entry comes in at 1100 points and the most expensive at 3500, so a single flagship choice can eat a fifth of a 2,000-point army. Use the list builder to keep the Rule of Three, character limits and your points ceiling honest as you add units.

0 / 2000 pts · 0 units

Army List Editor

4 available

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Total 0 / 2000 pts Full builder

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