PHANTOM TITAN

 

 

 

 

 

Armor

 

 

 

Pts/model

WS

BS

S

Front

Side

Rear

I

A

Phantom Titan

1250

4

4

7/10

13

12

12

4

2

Type:  Titan Walker

 

Crew: Three Eldar Guardians

 

Structure Points: 8

 

Weapons:  The Eldar Phantom Titan is equipped with a Wing Missile Launcher, a Scatter Laser, and two Phantom Main Weapons.

 

Equipment:  The Eldar Phantom Titan is equipped with a Spirit Stone, a Bone Singer, and an Eldar Field generated on all four sides.

 

Options:  The Phantom Titan may be upgraded to a Warlock Titan for +1000 points.

 

SPECIAL RULES

Titan:  A Phantom Titan may move 18” in the Movement Phase and a 6” assault in the Assault Phase.  If it moves less than 12” in the Movement Phase it may shoot all of its weapons.  If it moves 12” or more in the Movement Phase, it may only shoot one weapon.  All weapons may be shot at different targets.  The Titan is a War Machine, as described in Chapter Approved 1 (2002): Vehicle Design Rules.

 

Phantom Main Weapons:  The titan is equipped with two Main Weapons.

Phantom Pulsar:  72"R, S9, AP1, Heavy 3D3 Blast Lance.  Each D3 is resolved with a separate to-hit roll and as a barrage.  Armor values are never higher than 12 (as Bright Lance). Counts as a Titan Close Combat Weapon.

Heat Lance:  90"R, S8, AP1, Blast, Lance; Rolls 2D6 vs. vehicle armour within 24” range.   Titan Killer; Causes D3 Structure points/wounds/Mass Points damage per hit (but only knocks down one shield).  Counts as a Titan Close Combat Weapon.

Distortion Cannon:  Guess 0-36"R, S10, AP1, Ordinance Blast;  Titan Killer; Causes D3 Structure points/wounds/Mass Points damage per hit.  Ignores Imperial Fields, Eldar Fields, and Ork Power Fields and, as such, does not knock down any shields.  Due to its delicate construction, the Distortion Cannon does not count as a Titan Close Combat weapon.

Psychic Lance:  60"R, S-, AP1, Large Blast, Sniper, Pinning; All Daemonic Models hit must make an Instability test (Daemon Princes roll 3D6 vs. their Leadership as Greater Daemons).  All models with Psychic (or Psychic-like) abilities must take a Psychic Test or suffer a Perils of the Warp attack.  If a vehicle is hit, roll a D6.  On a 1-2, the vehicle suffers a Glancing Hit, on a 3-4 it suffers a Penetrating Hit, and on a 5-6 it suffers an Ordinance Penetrating Hit.  Counts as a Titan Close Combat Weapon.  May only be taken by a Warlock Titan.  Psychic Weapon.

Phantom Power Fist:  +1 Attack per CCW, Confers S10.  Rolls 2D6+ Strength vs. vehicle armour.  Causes an extra D3 Structure points/wounds/Mass Points damage vs. vehicles if it causes a Glancing hit, Penetrating hit, or wound per Power Fist.  May be used against any target in close combat, following the normal rules for a Walker.  Ignores non-vehicle armor.

 

Wing Missile Launcher:  48"R. (S8, AP3, Heavy 5) OR (S4, AP4, Heavy 5 Blast).  Twin-linked.

 

Titan Close Combat Weapon:  +1 Attack per CCW. Confers S10. If the weapon is destroyed, the Titan loses one attack.  Only usable against Vehicles, Monstrous Creatures, War Machines, and Buildings.

 

Eldar Field:  The Titan receives a 4+ Invulnerable Save vs. all shooting attacks.  This is improved to a 3+ Invulnerable Save if the titan moves more than 6”.  One generator per facing.

 

Bone Singer:  At the beginning of the Shooting Phase, the Titan may attempt to repair one damaged weapon or to restore D3” of movement suffered through an Immobilized result.  On a D6 roll of 6, the repair is successful.  This counts as shooting a weapon, which will be the only weapon fired if the Titan moves over 12”.

 

Warlock Titan:  The primary spirit stones in the Phantom’s Wraithbone matrix are those of Eldar Warlocks and Farseers, turning the titan into the largest single psychic entity in the known universe.  Equipped with a distinctive head, a Warlock Titan has several special abilities.

            Witch Sight:  The power of the seers enables the titan to choose its actions wisely.  All shots from the Warlock Titan are at+1 to-hit.  All shots at the Warlock Titan are at –1 to-hit.  Counts as a Minor Psychic Power that is always on.

            Doom:  One enemy unit or model within 36” may be targeted.  If successfully hit and the psychic power not dispelled, all friendly models never need worse than a 3+ to hit the target for the remainder of the shooting phase.  Psychic Weapon.

            Mind Shout:  All enemy models within 24” must test to avoid being Pinned.  Psychic Weapon.

Psychic Weapon:  Some of the weapons and abilities of the Warlock Titan are powered by energy drawn from the Warp and are psychic powers of a sort.  As such, the titan itself is considered to be a psyker.  For purposes of comparison it has an effective Leadership statistic of 12, and is assumed to pass any Psychic Tests that it is required to make.  Any ability designated as a Psychic Weapon is activated in the shooting phase and counts as firing a weapon.  An enemy with such capabilities (Collar of Khorne, Grey Knight Aegis, etc.) can dispel them as with any other psychic ability.  The restriction to the number of Psychic abilities used in a turn is purely determined by the number of weapons capable to be fired.