Knights of Titan

Homebrew by Orekii

"We are the warriors of the Grey Knights, armoured in faith, shielded by devotion and armed with purity of purpose. But greater even than these, we carry the light of the divine Emperor of Mankind into the dark places to purge the Daemonic wherever it may be found."

— Brother-Captain Arvann Stern

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Composition

A KNIGHTS OF TITAN KillTeam is composed of:

  • 1 KNIGHTS OF TITAN JUSTICAR operative selected from the following list:

    • TERMINATOR* JUSTICAR with one of the following options:

      • Storm Bolter; Nemesis Force Weapon

      • Storm Bolter; Nemesis Warding Stave

      • Storm Bolter; Nemesis Falchions

    • STRIKE JUSTICAR with one of the following options:

      • Storm Bolter; Nemesis Force Weapon

      • Storm Bolter; Nemesis Warding Stave

      • Storm Bolter; Nemesis Falchions

  • 4 KNIGHTS OF TITAN operatives selected from the following list:

    • TERMINATOR* ERADICATOR

    • TERMINATOR* HEAVY with one of the following options:

      • Psycannon; Gun Butt

      • Psilencer; Gun Butt

      • Incinerator; Gun Butt

    • TERMINATOR* WARRIOR with one of the following options:

      • Storm Bolter; Nemesis Force Weapon

      • Storm Bolter; Nemesis Falchions

    • STRIKE PURIFIER

    • STRIKE INTERCEPTOR

    • STRIKE PURGATOR with one of the following options:

      • Psycannon; Gun Butt

      • Psilencer; Gun Butt

      • Incinerator; Gun Butt

    • STRIKE WARRIOR with one of the following options:

      • Storm Bolter; Nemesis Force Weapon

      • Storm Bolter; Nemesis Falchions

Other than TERMINATOR BROTHER and STRIKE BROTHER operatives, your KillTeam can only include each operative above once

*You cannot select more than two of TERMINATOR operatives combined.

Common Abilities and Options

Astartes:
During each friendly KNIGHTS OF TITAN operative's activation, it can perform either two Shoot actions or two Fight actions. If it's a weapon other than Storm Bolter is selected for the Shoot action, 1 additional AP must be spent for the second Shoot action if both actions are using that weapon.

Each friendly KNIGHTS OF TITAN operative can counteract regardless of its order.

Brotherhood of Psykers:
Each time this operative performs the Manifest Psychic Power action, it can choose a friendly KNIGHTS OF TITAN operative within 3” of it. If it does, the effect of that psychic power is applied to that friendly operative instead. (excluding Vortex of Doom and Argent Wrath)

Manifest Psychic Power (1AP):
PSYCHIC Each option can only resolve once per Turning Point and effects last until end of Turning Point.

After the first time this ability resolves, for each other time this ability resolves roll a D6. On a result of 3+, this ability resolves. Else inflict damage on this operative equal to the result.

  • Mist of Deimos: Whenever a friendly KNIGHTS OF TITAN operative is within 3" of this operative being shot at, treat it as Obscured.
  • Vortex of Doom: Select one enemy operative that is a valid target to this operative, Inflict D3 damage on it and every other operative within 2" of it.
  • Argent Wrath: Select one enemy operative visible to this operative. Until the end of that operative's next activation, subtract 1 from its APL stat.
  • Hammerhand: Add 1 to critical damage stat to its melee weapons
  • Warding Chant: This operative gain the following rule: Whenever an attack dice inflicts damage of 3 or more on this operative roll one D6: on a 5+, subtract 1 from that inflicted damage.

This operative cannot perform this action while within control range of an enemy operative.

Warded:
When this operative has "Nemesis Warding Stave" as a profile: Whenever an enemy operative is shooting a operative within 4" of this operative, or this operative is fighting or retaliating, your opponent cannot retain attack dice results of less than 6 as critical successes (e.g. as a result of the Lethal, Rending or Severe weapon rules).

Humanity's Shield:
Whenever this operative shooting, fighting or retaliating against an operative that the PSYKER or CHAOS keyword, Add 1 to critical damage stat to its weapons. This is not cumulative with Hammerhand.

TERMINATOR JUSTICAR
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter (Balanced)
4
2+
3/4
Nemesis Force Weapon (Lethal 5+, Brutal)
4
2+
4/5
Nemesis Warding Stave (Stun, *Warded)
5
3+
3/4
Nemesis Falchions (Lethal 5+, Ceaseless)
5
2+
3/4
Abilities
AstartesBrotherhood of Psykers1AP: Manifest Psychic PowerWarded
KNIGHTS OF TITAN, IMPERIUM, ADEPTUS ASTARTES, PSYKER, LEADER, TERMINATOR
STRIKE JUSTICAR
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Storm Bolter (Balanced)
4
2+
3/4
Nemesis Force Weapon (Lethal 5+, Brutal)
4
2+
4/5
Nemesis Warding Stave (Stun, *Warded)
5
3+
3/4
Nemesis Falchions (Lethal 5+, Ceaseless)
5
2+
3/4
Abilities
AstartesBrotherhood of Psykers1AP: Manifest Psychic PowerWarded
KNIGHTS OF TITAN, IMPERIUM, ADEPTUS ASTARTES, PSYKER, LEADER, STRIKE
TERMINATOR ERADICATOR
A 3
M 6"
S 3+
W 17
Weapons
ATK
HIT
DMG
Storm Bolter (Balanced)
4
3+
3/4
Nemesis Daemon Hammer (Shock, Brutal)
5
4+
5/7
Abilities
AstartesInescapable Judgement1AP: Manifest Psychic Power

Inescapable Judgement: Whenever that enemy operative is retaliating against this operative, if your opponent discards any attack dice as a fail, inflict 1 damage on that enemy operative.

Whenever an enemy operative would perform the Fall Back action while within control range of this operative, if no other enemy operatives are within that friendly operative's control range, you can use this rule. If you do, roll 2D6, or 1D6 if that enemy operative has a higher Wounds stat than this operative. If any result is a 4+, that enemy operative cannot perform that action during that activation or counteraction (No AP are spent on it), and you cannot use this rule again during this turning point.

KNIGHTS OF TITAN, IMPERIUM, ADEPTUS ASTARTES, PSYKER, TERMINATOR
TERMINATOR HEAVY
A 3
M 6"
S 3+
W 17
Weapons
ATK
HIT
DMG
Psycannon (Hvy(Repos), Blast 1")
4
3+
4/5
Psilencer
Focused (Hvy(Repos), PrcCrit1)
5
3+
4/5
Sweeping (Hvy(Repos), Tor1")
4
3+
4/5
Incinerator
Standard (Rng 8", Hvy(Repos), Sat, Tor2")
5
2+
3/3
Deluge (Rng 4", Hvy(Repos), Sat, Seek Light, *Tor 0")
5
2+
3/3
Nemesis Force Weapon (Lethal 5+)
4
3+
4/5
Abilities
Astartes1AP: Manifest Psychic Power
KNIGHTS OF TITAN, IMPERIUM, ADEPTUS ASTARTES, PSYKER, TERMINATOR
TERMINATOR BROTHER
A 3
M 6"
S 3+
W 17
Weapons
ATK
HIT
DMG
Storm Bolter (Balanced)
4
3+
3/4
Nemesis Force Weapon (Lethal 5+)
4
3+
4/5
Nemesis Falchions (Lethal 5+, Ceaseless)
5
3+
3/4
Abilities
AstartesHumanity's Shield1AP: Manifest Psychic Power
KNIGHTS OF TITAN, IMPERIUM, ADEPTUS ASTARTES, PSYKER, TERMINATOR
STRIKE PURIFIER
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Storm Bolter (Balanced)
4
3+
3/4
Purifying Flame (Psychic, Sat, Severe, Tor 1", *Cleansing Flame)
6
3+
2/3
Nemesis Force Weapon (Lethal 5+)
4
3+
4/5
Abilities
AstartesCleansing Flame1AP: Manifest Psychic PowerMindfireParagon of Sanctity

Cleansing Flame: If the target is not incapacitated but you resolve any Attack Dice, the target gains one of your Mindfire tokens.

Mindfire: At the end of each Turning Point for each operative with one or more Mindfire tokens, inflict D3 damage on it for each token it has (roll separately for each).

Before the Strategy phase, its controlling player can remove one token per Turning Point by doing one of the following:

  • Subtract 1 from that operative’s APL stat until the end of that activation to remove one Mindfire token.
  • Roll a D6, substract 2 to the result if the operative has the Psyker or Chaos keyword. On a result of 4+, remove one Mindfire token from that operative.

Paragon of Sanctity: Whenever this operative is within your opponent’s territory, the Hallowed Ground strategy ploy costs you 0CP.

KNIGHTS OF TITAN, IMPERIUM, ADEPTUS ASTARTES, PSYKER, STRIKE
STRIKE INTERCEPTOR
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Storm Bolter (Balanced)
4
3+
3/4
Nemesis Force Weapon (Lethal 5+)
4
3+
4/5
Abilities
AstartesInterceptor Pack1AP: Manifest Psychic Power1AP: Warp Quake

Interceptor Pack: Whenever this operative performs the Charge, Fall Back or Reposition action, it can Warp Jump. If it does, do not move it, instead remove it from the Killzone and set it back up wholly within 7" of its original location, measuring the Horizontal distance only (in Killzone Gallowdark, this distance can be measured through walls).

It must be set up in a location it can be placed, and unless it is the Charge action, it cannot be set up within control range of an enemy operative.

Warp Quake (1AP): PSYCHIC Until the start of this operative's next activation, until it is incapacitated, or until it performs this action again (Whichever comes first). Whenever an enemy operative performs an action in which it moves (excluding Dash), if it would move visible to and within 4" of this operative, treat the distance as an additional 2".

In the case where the intented location cannot be reach when effect by this ability, that enemy cannot perform that action (No AP are spent on it).

KNIGHTS OF TITAN, IMPERIUM, ADEPTUS ASTARTES, PSYKER, STRIKE
STRIKE PURGATOR
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Psycannon (Blast 1")
4
3+
4/5
Psilencer
Focused (PrcCrit1)
5
3+
4/5
Sweeping (Tor1")
4
3+
4/5
Incinerator
Standard (Rng 8", Sat, Tor2")
5
2+
3/3
Deluge (Rng 4", Sat, Seek Light, *Tor 0")
5
2+
3/3
Gun Butt
4
3+
3/4
Abilities
Astartes1AP: Manifest Psychic Power1AP: Purgation Pattern

Purgation Pattern (1AP): PSYCHIC Until the start of this operative's next activation, until it is incapacitated, or until it performs this action again (Whichever comes first). This operative's ranged weapons gain Accurate 1 weapon rule the and enemy operatives cannot be obscured.

KNIGHTS OF TITAN, IMPERIUM, ADEPTUS ASTARTES, PSYKER, STRIKE
STRIKE BROTHER
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Storm Bolter (Balanced)
4
3+
3/4
Nemesis Force Weapon (Lethal 5+)
4
3+
4/5
Nemesis Falchions (Lethal 5+, Ceaseless)
5
3+
3/4
Abilities
AstartesHumanity's Shield1AP: Manifest Psychic Power
KNIGHTS OF TITAN, IMPERIUM, ADEPTUS ASTARTES, PSYKER, STRIKE
Equipment

Psyk-Out Grenades:
This equipment allows you to select two utility grenades from the utility grenades equipment (see universal equipment) and they must all be stun grenades. If you also select that equipment as normal, you cannot select any stun grenades (i.e. to give you more than two).

Whenever an operative takes a stun test as a result of a friendly KNIGHTS OF TITAN operative performing the Stun Grenade action, if the result is a 3+, also inflict damage on that first operative equal to the dice result halved (rounding up). If that first operative has the PSYKER and/or CHAOS keyword, inflict damage on it equal to the dice result instead.


Psybolt Ammunition:
Once per turning point, when a friendly KNIGHTS OF TITAN operative is performing the Shoot action and you select a Storm Bolter, you can use this rule.

If you do, until the end of the turning point, that weapon has the Piercing 1 weapon rule.

If the operative has the PSYKER and/or CHAOS keyword, it also has the Devastating 2 weapon rule too.


Liber Daemonica:
Once per turning point, a friendly KNIGHTS OF TITAN operative can resolve the Manifest Psychic Power action without rolling a D6, ignoring the rule for resolving each other time after the first.


Sixty-sixth Seals:
Twice per turning point, when a friendly KNIGHTS OF TITAN operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Ploys

Firefight - Rapid Ingress:
Use this firefight ploy at the end of the firefight phase, select a friendly KNIGHTS OF TITAN operative outside of 6" of any enemy operative. Selected operative can perform a free Dash action, but must end that move closer to the closest enemy operative.

You cannot use this ploy during the first turning point.


Firefight - Radiant Strike:
Use this firefight ploy after rolling your attack dice for a friendly KNIGHTS OF TITAN operative, if it’s shooting against, fighting against or retaliating against an enemy operative that doesn’t have the IMPERIUM keyword. That friendly operative’s weapons have the Ceaseless weapon rule until the end of that sequence; if that enemy operative also has the CHAOS and/or PSYKER keyword, that friendly operative’s weapons have the Relentless weapon rule until the end of that sequence instead.


Firefight - Truesilver Armour:
Use this firefight ploy when an enemy operative is shooting a friendly KNIGHTS OF TITAN operative, worsen the x of the Piercing weapon rule by 1 (if any).

Note that Piercing 1 would therefore be ignored.


Firefight - The Shrouding:
Use this firefight ploy when an operative is shooting a friendly KNIGHTS OF TITAN operative, you can retain one of your defence dice as a normal success without rolling it (In addition to a cover save, if any).

Use this firefight ploy during a friendly KNIGHTS OF TITANS operative's activation. Until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g, Seek, Vantage Point) except being within 2".


Strategic - Untainted and Unbowed:
Whenever a friendly KNIGHTS OF TITAN operative is fighting, its melee weapons have the Balanced weapon rule. If that friendly operative is doing so during an activation in which it performed the Charge action, its melee weapons also have the Rending weapon rule.


Strategic - Precognitive Strikes:
Select one enemy operative and one KNIGHTS OF TITAN operative, both gains your Precognitive token. The next time your opponent would activate an enemy operative that has your Precognitive token, you can activate the KNIGHTS OF TITAN operative that has your Precognitive token first.

If you do, during that activation, this operative must fight against or shoot against that enemy operative, and cannot do so against any other enemy operatives until it does (if this is not possible, the activation is cancelled). After completing this operative's activation, your opponent activates that enemy operative (if possible), or activates a different enemy operative if they can't.


Strategic - Hallowed Ground:
Place your Hallowed Ground marker in the killzone.

Whenever a friendly KNIGHTS OF TITAN operative within 3" of that marker is shooting, fighting or retaliating, its weapons have the Punishing weapon rule.

In the Ready step of the next Strategy phase, remove that marker.


Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly KNIGHTS OF TITAN operatives from being injured (including their weapons’ stats).


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.