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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 Sentry |
| 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 / 21 (★) |
| 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 |
15 |
| N/A |
| N/A |
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| (★) 21 when including the shield bonus. |
| 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
- Brace For Impact - This model is not moved when slammed.
- Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary. The Shield Guard special rule can only trigger once per attack roll.
- Steady - This model cannot become knocked down.
Weapons
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| Shield
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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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2
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14
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| Halberd
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RNG
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POW
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P+S
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2
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4
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16
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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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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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| Ornery
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1
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SELF
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-
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-
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(★)
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No
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The spellcaster gains Retaliatory Strike. Ornery lasts for one round but expires after the spellcaster makes a Retaliatory Strike attack.
- Retaliatory Strike - If a model with Retaliatory Strike is hit by a melee attack made by an enemy model during your opponent's turn, after that attack is resolved the model with Retaliatory Strike can immediately make one basic melee attack against that model. The model with Retaliatory Strike can make only one Retaliatory Strike per turn.
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Theme Forces
Recent Changes
No changes since 2021.10
Thoughts on the Titan Sentry
Titan Sentry in a nutshell
The Titan Sentry is relatively cheap and with its shield, extremely durable. It both survives bullets and keeps bullets off the rest of your army and is very difficult to remove as it can't be knocked down and doesn't move when you try to slam it.
With reach it threats further than a standard Titan but like all of them it really needs Rush to help it be the one giving a charge not taking one.
Combos & Synergies
- Paingiver Beast Handlers - fury management and to make it an effective melee warbeast when it needs to engage by buffing its strength.
- evry thing that increase it's already great durability :
- Agonizer - As ever the Agonizer makes bricks shine.
- Basilisk Krea - further protection against guns.
- Death Archon - Stack with agonizer for truly obnoxious armor
- Orin Midwinter - your opponent solution will very often involve spell debuff.
- Bronzeback Titan - help fury efficiency, and you often want to have several high resistance model to overload your opponent armor breaking
- Zaadesh2 - Defensive Strike and Retaliatory Strike in play at the same time with counter charge means that you have a lot of potential for out of activation attacks.
Drawbacks & Downsides
- Its offence isn't that great for its cost (of course with three initial attacks it isn't bad) and it has lots of in faction competition
- It's two points more than the gladiator, who has as good an offensive output and a great animus
- for 1 point less the Aradus Soldier is more resistant against guns, can’t be pushed or moved and has a much better offensive output.
- for 1 point more Tiberion does everything it can do and hits a whole lot harder
- for 1 point more you can take 2 Cyclops Brutes and shield guard twice as much while only losing on attack strength
- standard Titan issues, slow, low defence
Tricks & Tips
- Between Steady and not being slammed, it's excellent for blocking LoS
Other
Trivia
- Released in Primal Mk2 (2010)
- Comes in a multi-part plastic kit with the Cannoneer & Gladiator
Other Skorne models
Rules Clarifications
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Rules Clarification : Shield and/or Buckler (Edit)
- The only time you lose the Shield bonus is when the weapon is crippled, or if the attack originates in your back arc. (Infernal Ruling)
- In other words, you still get the Shield bonus while knocked down or stationary.
- You don't get the Shield bonus vs stuff originating in your back arc. This includes stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)
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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: : 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 : Shield Guard and/or Shadow Guardian (Edit)
- You can't use this ability vs spells.
- You shift all effects onto the new model, including stuff that triggers on "when this attack hits".
- When you use this ability vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
- This ability doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
- On the other hand, it will work vs Gunfighter attacks.
- Shield Guard only
- Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
- The Shield Guard does not necessarily need to be in the attacker's LOS or range.
- The Shield Guarder is always hit even if they have an ability that makes them automatically get missed, such as Stealth. (Automatically missing is determined earlier in the timing sequence than the Shield Guard moving the hit.) (Infernal Ruling)
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Rules Clarification : Steady (Edit)
- If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
- Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
- A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
- Steady models who make a tough check during an advance can continue advancing. (Locked Thread)
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Rules Clarification : Ornery (Edit)
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Rules Clarification : Retaliatory Strike (Edit)
- "Basic melee attack" also includes Mount Attacks. Refer to the definition of 'Basic Attack' in the rulebook.
- You can't make Retaliatory Strikes vs free strikes, because the free striker is defined to be in your back arc (regardless of the actual model's facings) and thus you don't have LOS to it. (Infernal Ruling)
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