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Favored warbeasts of the skorne, the versatile titans can be conditioned and equipped for a variety of battlefield roles. The titan gladiator is armed with massive spiked war gauntlets and uses its weapons and its armored body to pulverize enemy troops and warbeasts. The titan cannoneer is a mobile siege engine, blasting apart enemy formations with its gargantuan siege cannon. Finally, the titan sentry is a living wall, immovable and nearly impervious to enemy attacks behind its heavy shield and thick armor.
Basic Info
| Titan Gladiator |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Large |
| SPD |
4 |
| STR |
12 |
| MAT |
6 |
| RAT |
N/A |
| M.A. |
N/A |
| DEF |
10 |
| ARM |
19 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
4 |
| THRS |
9 |
| HP |
30 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
U |
| UNIT SIZE |
N/A |
| COST |
13 |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here for a newbie-friendly recap, or click here for the full rules.
Abilities
- Bullheaded - When this model frenzies, if it would charge a model, it targets that model with a slam power attack instead. If it cannot, it frenzies normally.
- Follow Up - When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model, up to the distance the slammed model was moved.
- Grand Slam - This model can make slam power attacks without spending focus or being forced. Models slammed by this model are moved an additional 2".
Weapons
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| Tusks
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RNG
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POW
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P+S
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1
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3
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15
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- Hard Head - This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
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| War Gauntlet (x2)
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RNG
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POW
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P+S
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1
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4
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16
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Animus
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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| Rush
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2
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6
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-
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-
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Turn
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No
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| Target friendly Faction warbeast gains +2" movement when advancing as part of its Normal Movement and gains Pathfinder. Rush lasts for one turn.
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Theme Forces
Recent Changes
2021.10 Mega Update
Thoughts on the Titan Gladiator
The Titan Gladiator in a nutshell
The Titan Gladiator is an excellent value beatstick, able to pound enemy heavies - and able to support allied heavies with an excellent animus. It does what it does, does it well, and with relatively few frills - other than an excellent slam. It might not be an Angelius or Warpwolf Stalker - but it's significantly cheaper than the latter.
Combos & Synergies
- Paingiver Beast Handlers are part of the strength of Skorne warbeasts, the heavies especially.
- Any heavy warbeast. Rush is a great animus.
- Bronzeback Titan - helps with managing the fury of the Titan Gladiator.
- Zaadesh1 or Makeda0. Rush can be cast on any friendly beast, which means these two models taken can provide two instances of Rush on your main battlegroup per turn, without stressing your main casters fury economy.
- Xekaar lives and breaths the battlegroup alpha hunter and rush + free charges makes it hit hard and fast
Drawbacks & Downsides
- Low Def making it less resilient than that elephantine hide would indicate
- Slow without its animus, and an underwhelming 10” threat with.
- In Disciples of Agony it looks as if the Gladiator's role as animus-caddy for a while was replaced by The Terrorizer as it's a much cheaper (and squishier) model; as of October 2021 the now cheaper Gladiator is taking most of its old role back from the Terrorizer now it's no longer a requisition option.
Tricks & Tips
- Always be on the lookout for a good Grand Slam.
- Two handed throw anything you can't kill
- Rush + Grand Slam + Follow Up can carry him really far across the table. Be careful you don't accidentally go outside your warlock's control range.
Other
Trivia
- This model is in the Mk3 battlebox.
- Released way back in Primal Mk1 (2006)
- Comes in a plastic kit with the Sentry & Cannoneer
Other Skorne models
Rules Clarifications
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Rules Clarification : Hard Head (Edit)
- You can add the POW even if the weapon system is crippled.
- Hard Head doesn't get applied to collateral damage, because that is a separate type of roll. Refer page 45 of the mini rulebook.
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Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- Throw ( Edit )
- See also the Throw article for a recap of the core Throw rules.
- If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
- Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
- Throw - Power Attack
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
- Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification: : Warbeast (Edit) (Click Expand to read)
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See also the Warbeast page for a recap of the core warbeast rules.
- Forcing
- If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)
- Animi
- A single Animus can be on several models at the same time. (Infernal Ruling)
- Unlike in Mk2, in Mk3 if a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
- An animi cast by a warlock is an animi and a spell. (Infernal Ruling)
- Transferring Damage
- If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
- Frenzy (Edit)
- You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
- You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
- A warbeast may not make an Assault shot as part of a Frenzy activation.
- If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
- If a frenzying warbeast can't reach its charge target (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
- If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)
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Rules Clarification : Bullheaded (Edit)
- With a normal frenzy, you have to charge until you get in B2B or get blocked. However with a "frenzy slam" you can stop at 0.5" away as per the Power Attack Slam rules. (Infernal Ruling)
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Rules Clarification : Follow Up (Edit)
- If the target is killed by the slam damage, Follow Up cannot trigger because there is no model left on the table for you to move towards. (Infernal Ruling)
- If you slam your target through smaller-based models, then you can only advance as far as those models - you can't walk through them.
- You can use Follow Up on any kind of slam, not just on a Power Attack Slam.
- You can use Follow Up on a slam caused by a ranged weapon. (Infernal Ruling)
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Rules Clarification: : Slam (Edit) (Click Expand to read)
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- General
- If you slam someone via a Power Attack the distance they move depends on relative base sizes.
- If you slam someone via a weapon or spell, the distance they move will be as per that weapon's/spell's rules text. Sometimes it doesn't depend on base size.
- Obstacles stop slams, but they don't stop throws.
- Obstructions stop both.
- If three models are B2B and in a triangle formation, and you slam one toward the other two, it will contact both those two models simultaneously. (Infernal Ruling)
- You can add model special rules (such as Gang) to the damage roll.
- Power Attack Slam
- You don't add any special rules on your model, unless it specifically refers to Power Attack Slam (such as Hard Head)
- You can use an "any time" ability after resolving the slam movement but before the slam attack roll. (Infernal Ruling)
- The range of a Power Attack Slam is irrespective of your weapon range:
- A Power Attack Slam made by a colossal or gargantuan has a 2˝ melee range.
- A Power Attack Slam made by any other model has a 0.5˝ melee range.
- You can boost the damage roll.
- Weapon Slam (ie Smite)
- You use the weapon's full P+S, not the attacker's base STR.
- You can add weapon special rules (such as Weapon Master) to the damage roll.
- You can boost the damage roll (and if you charged, it is auto-boosted).
- Dual Attack & Slam/Trample ( Edit )
- Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
- Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
- Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
- (Infernal Ruling)
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
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Rules Clarification : Grand Slam - None yet. (Edit)