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Knights of Titan
Knights of Titan
Knights of Titan
OPERATIVES
1 KNIGHTS OF TITAN operative selected from the following list:
• JUSTICAR equipped with one of the following:
o Storm bolter and Nemesis force sword
o Storm bolter and Nemesis falchions
• KNIGHT OF THE FLAME
4 KNIGHTS OF TITAN operatives selected from the following list:
• ABOLISHER
• PROTECTOR
• PSY-GUNNER equipped fists and Psycannon
• PSY-GUNNER equipped fists and Psilencer
• PURGATOR
• VANGUARD
• WARDEN
• WARRIOR equipped with one of the following:
o Storm bolter and Nemesis force sword
o Storm bolter and Nemesis falchions
Other than WARRIOR operatives, your kill team can only include each operative above once.
KNIGHTS OF TITAN
1
TAC OPS
If your faction is KNIGHTS OF TITAN , you can use the Knights of Titan Tac Ops listed below, as specified in the
mission sequence.
KNIGHTS OF TITAN
2
ABILITIES
Below, you will find common abilities of the KNIGHTS OF TITAN kill team.
BROTHERHOOD OF PSYKERS
Each squad of the Knights of Titan independently practices its own psychic disciplines, the better to allow
mental and physical prowess to act in reinforced harmony with their battle-brothers.
Each time a friendly KNIGHTS OF TITAN operative uses the Manifest Psychic Power action, choose a friendly KNIGHTS
OF TITAN operative within ⬟ of them. That friendly operative also gains the benefits of the Manifest Psychic Power
action until the end of the Turning Point.
KNIGHTS OF TITAN
3
STRATEGIC PLOYS TACTICAL PLOYS
If your faction is KNIGHTS OF TITAN , you can use the If your faction is KNIGHTS OF TITAN , you can use the
following Strategic Ploys during a game. following Tactical Ploys during a game.
Until the end of the Turning Point, for the purposes of PSYBOLT AMMUNITION 1 CP
determining control of an objective or any Tac Ops
conditions, each friendly KNIGHTS OF TITAN operative is Use this Tactical Ploy when a friendly KNIGHTS OF TITAN
considered to have one additional APL. Note that this is not a is activated. Until the end of the Turning Point, that
modifier. operative’s Storm bolter, Psycannon or Psilencer damage
characteristics are both increased by 1.
MASTERS OF THE WARP 1 CP
PSY-CHARGED WEAPONS 1 CP
Change the current Tide of the Warp to a different one of
your choice. Use this Tactical Ploy when a friendly KNIGHTS OF TITAN
operative incapacitates an enemy operative in combat and
PURITY BEYOND DEATH 1 CP that friendly operative still had retained Success or Critical
Success dies left. Choose one of those dice and an enemy
You may only use this Strategic Ploy if a friendly KNIGHTS operative that is Visible and within ○ of that friendly
OF TITAN operative was incapacitated during the previous
KNIGHTS OF TITAN operative. That enemy operative
Turning Point. Until the end of the Turning Point, each time a
takes mortal wounds equal to the damage characteristic of
friendly KNIGHTS OF TITAN operative fights with a
that die.
Nemesis weapon, that weapon gains the Relentless special
rule (a Nemesis weapon is one that cointains the word
PSYCHIC WARDING 1 CP
Nemesis in its name, e.g. Nemesis force sword).
Use this Tactical Ploy when a friendly KNIGHTS OF TITAN
operative would take damage. Until the end of the current
activation, each time that operative would take damage,
reduce the damage taken by 1.
KNIGHTS OF TITAN
4
PSYCHIC POWERS
Each time a friendly KNIGHTS OF TITAN operative performs the Manifest Psychic Power action, select one psychic power from the list below to
be resolved.
ASTRAL AIM
Until the end of the Turning Point, this operative’s ranged
weapons gain the No Cover rule and, if the target is within
⬟, they also gain the Indirect rule as long as they don’t also
have the Torrent rule.
PSYCHIC RECOVERY
This operative regains 2D3 lost wounds.
ARMOURED RESILIENCE
Until the end of the Turning Point, this operative gains a 3+
Invulnerable Save.
HAMMERHAND
Until the end of the Turning point, the next time this operative
strikes during the Resolve Successful Hits step of combat,
inflict 1 additional damage on the target.
KNIGHTS OF TITAN
5
JUSTICAR
In addition to his bonds of leadership, it is the
Justicar's duty to hone and focus the psychic powers 3 3 1
of the battle-brothers he leads and to act as the
conduit for their sorceries.
3 3+ 12
Brotherhood of Psykers (pg 3), Tides of the Warp (pg 3) Knightly Communion (1 AP): Another friendly KNIGHTS OF
TITAN operative can immediately perform a free Shoot or Fight
*Counter: Each time this operative fights in combat using action. You may use this ability in place of an Overwatch action (it
its Nemesis falchions, in the Resolve Successful Hits step still counts as an Overwatch action).
of that combat, each time you parry with a critical hit, also
inflict damage equal to the weapon’s Critical Damage Manifest Psychic Power (1 AP): Psychic action. Resolve a
characteristic. KNIGHTS OF TITAN psychic power, as specified on page 5.
3 3+ 12
Brotherhood of Psykers (pg 3), Tides of the Warp (pg 3) Cleansing Flame (1 AP): Until the end of the Turning Point,
friendly KNIGHTS OF TITAN ranged weapons within ⬟ gain the
MW1 critical hit rule.
Manifest Psychic Power (1 AP): Psychic action. Resolve a
KNIGHTS OF TITAN psychic power, as specified on page 5.
KNIGHTS OF TITAN , IMPERIUM, SANTIC ASTARTES, PSYKER, LEADER, KNIGHT OF THE FLAME
KNIGHTS OF TITAN
6
ABOLISHER
Flavor text
3 3 1
3 3+ 11
Brotherhood of Psykers (pg 3), Tides of the Warp (pg 3) Manifest Psychic Power (1 AP): Psychic action. Resolve a
KNIGHTS OF TITAN psychic power, as specified on page 5.
Bring Justice: Each time this operative fights in combat during
its activation and its opponent is incapacitated in a single strike,
this operative may use the Fight action again this activation and
its next Fight action is free.
PROTECTOR
Flavor text
3 3 1
3 3+ 11
Brotherhood of Psykers (pg 3), Tides of the Warp (pg 3) Manifest Psychic Power (1 AP): Psychic action. Resolve a
KNIGHTS OF TITAN psychic power, as specified on page 5.
Hold at Bay: For the purposes of Dash, Fall Back and
Normal Move actions enemy operatives would perform, Safeguard (1 AP): Until the end of the Turning Point, each time an
treat the distance of this operative’s Engagement Range enemy operative finishes a Charge action within Engagement
as ○ (instead of ▲). Additionally, each time this operative Range of another friendly KNIGHTS OF TITAN operative within
6” of this operative, if this operative is not within Engagement
fights in combat, if you are the Defender, you start instead
Range of an enemy operative, this operative can perform a free
of the Attacker when resolving successful hits.
Charge action, but must finish that move within Engagement
Range of that enemy operative. It may then perform a free Fight
action, but must target that enemy operative.
KNIGHTS OF TITAN
7
PSY-GUNNER
Flavor text
3 3 1
3 3+ 11
Brotherhood of Psykers (pg 3), Tides of the Warp (pg 3) Manifest Psychic Power (1 AP): Psychic action. Resolve a
KNIGHTS OF TITAN psychic power, as specified on page 5.
PURGATOR
Flavor text
3 3 1
3 3+ 11
Brotherhood of Psykers (pg 3), Tides of the Warp (pg 3) Manifest Psychic Power (1 AP): Psychic action. Resolve a
KNIGHTS OF TITAN psychic power, as specified on page 5.
KNIGHTS OF TITAN
8
VANGUARD
Flavor text
4 3 1
3 3+ 11
Brotherhood of Psykers (pg 3), Tides of the Warp (pg 3) Manifest Psychic Power (1 AP): Psychic action. Resolve a
KNIGHTS OF TITAN psychic power, as specified on page 5.
Advanced Deployment: This operative is equipped with a
Personal Teleporter at no cost of equipment points. This
operative gains the FLY keyword.
WARDEN
Flavor text
3 3 1
3 3+ 11
Brotherhood of Psykers (pg 3), Tides of the Warp (pg 3) Manifest Psychic Power (1 AP): Psychic action. Resolve a
KNIGHTS OF TITAN psychic power, as specified on page 5.
Purifier: This operative may use the Manifest Psychic
Power action twice per activation. Change the Tides (1 AP): Immediately change the active Tide of
the Warp. You may only use this ability once per battle.
Warding: Each time a shooting attack is made against this
operative, in the Roll Defence Dice step of that shooting
attack, you can reroll one of your Defence dice.
KNIGHTS OF TITAN
9
WARRIOR
Flavor text
3 3 1
3 3+ 11
Brotherhood of Psykers (pg 3), Tides of the Warp (pg 3) Manifest Psychic Power (1 AP): Psychic action. Resolve a
KNIGHTS OF TITAN psychic power, as specified on page 5.
Each And Every One A Hero: In the Select a Kill Team step, if
you selected this operative for deployment, you gain 2 Equipment
points. They must be spent on this operative.
*Counter: Each time this operative fights in combat using its
Nemesis falchions, in the Resolve Successful Hits step of that
combat, each time you parry with a critical hit, also inflict damage
equal to the weapon’s Critical Damage characteristic.
KNIGHTS OF TITAN
10
EQUIPMENT
KNIGHTS OF TITAN operatives in your kill team can be equipped with equipment from this list, as specified in the mission
sequence (see the Kill Team Core Book). Each operative can be equipped with no more than one of each item and cannot be
equipped with more than one item marked with a *. Each operative can be equipped with no more than one Blessing.