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ARCHETYPE: INFILTRATION/SEEK AND DESTROY

KNIGHTS OF TITAN KILL TEAM


Below you will find a list of the operatives that make up a KNIGHTS OF TITAN kill team, including, where relevant, any wargear
those operatives must be equipped with.

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.

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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.

BEGINNING AND THE END RELENTLESS ADVANCE


Knights Of Titan – Faction Tac Op 1 Knights Of Titan – Faction Tac Op 3
Reveal this Tac Op at the end of the first Turning Point. Reveal this Tac Op in the Target Reveal step of any Turning
Point.
• If control more objectives than your opponent at the end
of the first Turning Point, you score 1 VP. • At the end of any Turning Point, if the total APL of friendly
• If control more objectives than your opponent at the end operatives within your opponent’s territory is more than 6,
of the battle, you score 1 VP. you score 1 VP.
• If you achieve the first condition at the end of any
WE ARE THE HAMMER subsequent Turning Points, you score 1 VP.
Knights Of Titan – Faction Tac Op 2
Reveal this Tac Op at the end of any Turning Point. KNIGHTS OF TITAN
• If three or more enemy operatives were incapacitated on Lorem ipsum dolor sit amet, consectetur
the Turning Point this Tac Op was revealed, you score 1 adipiscing elit, sed do eiusmod tempor
VP. incididunt ut labore et dolore magna aliqua. Sit
• If five or more enemy operatives were incapacitated on amet venenatis urna cursus. Morbi tristique
the Turning Point this Tac Op was revealed, you score 1
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VP.
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varius quam quisque id diam.

KNIGHTS OF TITAN
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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.

TIDES OF THE WARP


Every X of (higher faction name) is xxx. This paragraph gives the lore basis for the sub-faction sub-faction
rules.
During the Strategy Phase of the first Turning Point, when it is first your turn to use a Strategic Ploy or pass, you must
select a Tide of the Warp to be active for your kill team instead. That Tide of the Warp is active until the end of the battle
or until you change it to a different Tide of the Warp, whichever comes first.

Tide of Shadows Tide of Escalation


Each time an enemy operative makes a shooting
Each time a friendly KNIGHTS OF TITAN operative
attack, friendly KNIGHTS OF TITAN operatives more
performs the Manifest Psychic Power action, enemy
than ⬟ from that enemy operative are considered to
operatives Visible and within ○ of that operative
have a Conceal order, regardless of any other rules
receive 1 mortal wound. Repeat this for any friendly
(e.g. Vantage Point) unless that KNIGHTS OF TITAN
KNIGHTS OF TITAN operative benefitting from the
has made a Shoot or Overwatch action this Turning
action through the Brotherhood of Psykers ability.
Point.
Tide of Convergence
Tide of Celerity Each time a friendly KNIGHTS OF TITAN operative
Once during each friendly KNIGHTS OF TITAN
makes a shooting attack, if the target of that shooting
operative’s activation, they may perform a free Normal
attack is within ⬟ of any friendly KNIGHTS OF TITAN
Move or Charge action.
operative, the ranged weapon chosen for that shooting
attack gains the Lethal 5+ special rule.
Tide of Banishment
The Psy-charged Weapons Tactical Ploy may be used
twice in each Turning Point, each on a different
KNIGHTS OF TITAN operative. Additionally, the first
time it is used in each Turning Point it costs 0CP.

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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.

AND THEY SHALL KNOW NO FEAR 1 CP PRECOGNITION 1 CP


Until the end of the Turning Point, friendly KNIGHTS OF Use this Tactical Ploy when an enemy operative is chosen to
TITAN operatives can ignore any and all modifiers to their be activated. Choose a ready KNIGHTS OF TITAN
APL characteristic and they are not injured. operative. That operative can perform a free Manifest
Psychic Power action. That operative cannot perform the
HUMANITY’S SHIELD 1 CP Manifest Psychic Power action again this turning point

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.

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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.

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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

Storm bolter 4 2+ 3/4 Relentless -


Nemesis force sword 5 2+ 4/6 Balanced, Lethal 5+ -
Nemesis falchions 5 2+ 4/5 Lethal 5+ Counter*

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.

KNIGHTS OF TITAN , IMPERIUM, SANTIC ASTARTES, PSYKER, LEADER, JUSTICAR

KNIGHT OF THE FLAME


Flavor text
3 3 1

3 3+ 12

Incinerator 6 2+ 3/3 Balanced, Rng ⬟, Torrent ○ -


Nemesis falchion 5 3+ 4/5 Balanced, Lethal 5+ -

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
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ABOLISHER
Flavor text
3 3 1

3 3+ 11

Storm bolter 4 3+ 3/4 Relentless -


Nemesis daemon hammer 5 4+ 5/7 Lethal 5+ -

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.

KNIGHTS OF TITAN , IMPERIUM, SANTIC ASTARTES, PSYKER, ABOLISHER

PROTECTOR
Flavor text
3 3 1

3 3+ 11

Storm bolter 4 3+ 3/4 Relentless -


Nemesis force halberd 5 3+ 4/6 Lethal 5+ -

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 , IMPERIUM, SANTIC ASTARTES, PSYKER, PROTECTOR

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PSY-GUNNER
Flavor text
3 3 1

3 3+ 11

Psycannon 5 3+ 4/6 AP2, Heavy -


Psilencer 6 3+ 3/4 Torrent ▲ -
Fists 4 3+ 3/4 - -

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 , IMPERIUM, SANTIC ASTARTES, PSYKER, PSY-GUNNER

PURGATOR
Flavor text
3 3 1

3 3+ 11

Incinerator 6 2+ 3/3 Rng ⬟, Torrent ○ -


Fists 4 3+ 3/4 - -

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 , IMPERIUM, SANTIC ASTARTES, PSYKER, PURGATOR

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VANGUARD
Flavor text
4 3 1

3 3+ 11

Storm bolter 4 3+ 3/4 Relentless -


Nemesis power sword 5 3+ 4/6 Balanced, Lethal 5+ -

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.

KNIGHTS OF TITAN , IMPERIUM, SANTIC ASTARTES, PSYKER, FLY, VANGUARD

WARDEN
Flavor text
3 3 1

3 3+ 11

Storm bolter 4 3+ 3/4 Relentless -


Nemesis warding stave 5 3+ 4/5 Lethal 5+ Stun

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 , IMPERIUM, SANTIC ASTARTES, PSYKER, PROTECTOR

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WARRIOR
Flavor text
3 3 1

3 3+ 11

Storm bolter 4 3+ 3/4 Relentless -


Nemesis power sword 5 3+ 4/6 Balanced, Lethal 5+ -
Nemesis falchions 5 3+ 4/5 Lethal 5+ Counter*

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 , IMPERIUM, SANTIC ASTARTES, PSYKER, WARRIOR

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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.

BLESSING OF BROTHERHOOD [2EP] BLESSING OF STABILITY [2EP]


The operative gains the following ability for the battle: The operative gains the following ability for the battle:
Blessing of Brotherhood: Each time this operative Blessing of Stability: This operative may ignore any and all
performs the Manifest Psychic Power action, select two modifiers to its characteristics except for its Save
friendly KNIGHTS OF TITAN operatives within ⬟ instead characteristic.
of one to benefit from its Brotherhood of Psykers ability. NEMESIS FALCHION [2EP]
BLESSING OF MIGHT [2EP] This operative is equipped with the following melee weapon
for the battle.
Operative equipped with a Nemesis weapon only. The
operative gains the following ability for the battle: Name A BS D
Blessing of Might: This operative’s Nemesis weapon gains Nemesis falchion 5 3+ 4/5
the Reap 2 critical hit rule.
Special Rules
Balanced, Lethal 5+
BLESSING OF POWER [2EP]
The operative gains the following ability for the battle: PSYK-OUT GRENADE [2EP]
Blessing of Power: When the operative uses the Manifest This operative is equipped with the following ranged weapon
Psychic Power action, it may select the following psychic for the battle.
power instead of one of those listed in page 5:
Name A BS D
SMITE Psyk-out Grenade 4 3+ 2/3
Until the end of the Turning Point, this operative Special Rules
gains the following ranged weapon and may Blast ○, Lethal 5+, Limited, Indirect
perform a free Shoot action with it during its
activation: !
Name A BS D Stun
Smite 4 3+ 2/2
TRUESILVER ARMOR* [3EP]
Special Rules
The operative gains the following ability for the battle:
Rng ⬟, Lethal 5+
Truesilver Armor: Improve this operative’s Save
characteristic by 1.
!
MW2
WEAPON OF LEGEND* [2EP]
BLESSING OF SPEED [2EP] Operative equipped with a Nemesis weapon only. The
operative gains the following ability for the battle:
The operative gains the following ability for the battle:
Weapon of Legend: Increase this operative’s Nemesis
Blessing of Speed: Add ▲ to this operative’s Movement weapon’s critical hit damage by 1.
characteristic.
PERSONAL TELEPORTER [3EP]
The operative gains the following ability for the battle:
Personal Teleporter: During deployment, you may set up
this operative anywhere in the killzone that is wholly within ⬟
of your drop zone and more than ⬟ from enemy operatives.
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