Bin grad im UK Forum darüber gestolpert, da war wohl jemandem SEHR fad
aber ich muss zugeben auch sehr kreativ, aber ob das zu warhammer passen tät.... ich denke nicht...
After seeing the effort that went into fishermen/Aquarians I?m inspired to create a unique idea for an army. Anyway, I attempted to make an army that only consisted of large targets (similar to how ogre kingdoms is an army of ogre sized models) and this is what I came up with:
Warhammer Armies: The Titans
Fluff: The Titans are an ancient race that predate the elves themselves. They were the first beings created and are sometimes thought to be immortal. The titans make their homes at the tops of mountains and are rumoured to even have kingdoms at the tops of clouds. During times of war they decent to the earth and quickly put a stop to the spread of the followers of chaos. Some titans fight on foot, with giant spears to fend off the enemy. Others throw massive bolts on the enemy, cutting through even the most organized ranks. And some ride massive creatures, using their momentum to destroy the enemy on the charge. The titans are the defenders of the heavenly realms and all that is good? blah, blah, etc. ? insert more fluff hear ? (as you can tell I?m not that good with fluff).
Anyway, here is the army idea.
Special Rules:
Titans and Large Targets: All Titans are Large Targets. As a result titans never benefit from the ?1 to hit for skirmishing or being a lone character and always have a 90 degree LOS unless they have the skirmishing special ability. In addition, when determining the randomization of hits against mounted titans the monstrous mount is hit on a 1-3 instead of a 1-4 and the titan is hit on a 4+.
Titans and Terror: All Titans cause Terror and an army of Titans are unusually terrifying. As a result the rule where after a unit passes a terror test, no other terror tests need to be taken does not apply for the opponent. Instead, the opponent?s units must take multiple terror tests in a match even if they pass a terror test. However, each enemy unit only needs to take one terror test once each turn.
Titans and Army Composition: Armies of Titans have an unusually small number of models compared to other armies. As a result the minimum number of core units is one less than that of other armies and the maximum number of special units is one less than that of other armies. In games of 1000 points or less titans are limited to 2 character slots instead of 3. In addition, characters that take up lord slots take up two character slots instead of one. Gold Dragons take up a rare slot.
Titans and Leadership: Titan?s rarely break or panic and follow their general?s orders in battle. In addition, titans have an ability to follow orders that is unparalleled to other armies. To represent this, titans can pass leadership tests on 11?s and 12?s provided that their leadership is high enough.
Titans and Magic: Titan magic users are the oldest and wisest of the titans. With their wide experience in magic they rarely make mistakes. To represent this titans are immune to the effects of miscasts. In addition, titans may choose any of the 8 basic lores of magic.
Titans and Killing Blow: Titans, even though they are large are not completely immune to the effects of killing blow. If a titan model is wounded with killing blow the titan may not use their armour saves and if the killing blow passes ward saves the titan model looses 2 wounds. Gold Dragons and Griffons are immune to the effects of killing blow.
Titans and Frenzy: Some titans such as Banished Titans become unusually frenzied in battle. As a result, frenzied titans have +2 attacks instead of +1.
Titans and Ranks: Titans take up more space than models from other races. As a result, titans only need 2 models in each rank to gain a rank bonus. In addition, each additional rank grants +2 combat resolution instead of +1 combat resolution to a maximum of +4 combat resolution. Titans never benefit from the snaking formation.
Titanic Bolt Thrower: The main shooting weapon of the titans is the Titanic Bolt Thrower. The Titanic Bolt Thrower counts as a bolt thrower with a 48 inch range and a strength of 5. All shots from the Titanic Bolt thrower count as magical attacks. Note that the Titanic Bolt Thrower is a weapon and not a warmachine. Therefore, the unit can stand and shoot, move and shoot (but with the ?1 to hit penalty) and march (but cannot shoot while marching).
Titans and two hand weapons: Titans have an unusually high number of attacks. When Titans use additional hand weapons each model gains +2 attacks instead of +1 attack.
Titanic Spear: The main weapon of the Titanic Guard is the Titanic Spear. When used on a mounted model the spear grants the bearer +1 strength on the charge as normal. When on foot the spear allows the second rank to attack but with 2 attacks instead of one. All Attacks from the titanic spear count as magical attacks.
Titans and the enchanted shield: Titans are a magical race and the more powerful titans forge enchantments on their shields. Titanic Lords and Banished Titans use this very commonly. As a result, an army of titans may have multiple enchanted shields. However only one may belong to a titanic noble and that enchanted shield takes up magic point allowance.
Lords:
Titanic Lord: 300 points
M6 WS7 BS7 S6 T6 I10 A8 W8 Ld11
Titanic Lords are the mightiest and most powerful of all titans. Their power to both lead and fight surpasses that of any other titan and most leaders or other armies.
Weapons and Armour: Hand Weapon.
Options:
May ride a Gold Dragon for 320 points. Gold Dragons take up a rare slot.
May ride a Griffin for 200 points.
May wear Heavy armour for 15 points.
May wield a Lance for 15 points.
May wield a Great Weapon for 15 points.
May wield an Additional Hand Weapon for 15 points.
May wield an Enchanted Shield for 10 points.
May wield a Titanic Spear for 10 points.
May wield a Titanic Bolt Thrower for 50 points.
May become a member of the Titanic Guard kindred for 30 points.
May become a member of the Warrior kindred for 60 points.
May become a member of the Scouting kindred for 60 points.
May become a member of the Banished kindred for 150 points.
May have up to 100 points of magic items from the common or titanic magic items lists.
Special Rules: Large Target, Terror. A Titanic Lord takes up 2 character slots.
Titanic Archmage: 350 points
M6 WS6 BS6 S5 T5 I6 A4 W6 Ld10
Titanic Archmages are the oldest and wisest of the titans. Their magical ability is legendary and Titanic Archmages also make good leaders and good fighters.
Weapons and Armour: Hand Weapon.
Options:
May wield a Titanic Bolt Thrower for 50 points.
May ride a Griffon for 200 points.
May have up to 100 points of magic items from the common or titanic magic items lists.
Special Rules: Large Target, Terror, Counts as a L2 mage. A Titanic Archmage may choose any of the 8 basic lores. A Titanic Archmage takes up 2 character slots.
Heroes:
Titanic Noble: 200 points
M6 WS6 BS6 S6 T6 I8 A6 W6 Ld10
Titanic Nobles are some of the youngest of titans. However, their youth allows them to be good leaders and good fighters for the army.
Weapons and Armour: Hand Weapon.
Options:
May ride a Griffin for 200 points.
May wear Heavy armour for 10 points.
May wield a Lance for 10 points.
May wield a Great Weapon for 10 points.
May wield an Additional Hand Weapon for 10 points.
May wield a Shield for 5 points.
May wield a Titanic Spear for 5 points.
May wield a Titanic Bolt Thrower for 50 points.
May be the battle standard bearer for 25 points. The battle standard bearer may be of any kindred. The battle standard bearer cannot have a shield, a titanic spear, a lance, additional hand weapons, a great weapon or a titanic bolt thrower.
May become a member of the Titanic Guard kindred for 20 points.
May become a member of the Warrior kindred for 40 points.
May become a member of the Scouting kindred for 40 points.
May become a member of the Banished kindred for 100 points.
May have up to 50 points of magic items from the common or titanic magic items lists.
Special Rules: Large Target, Terror.
Titanic Mage: 200 points
M6 WS5 BS5 S5 T5 I5 A4 W4 Ld9
Titanic Mages are the apprentices of the much older and much more powerful Archmages. Titanic mages use their magical abilities to support the army with spells while preventing the enemy spells.
Weapons and Armour: Hand Weapon.
Options:
May wield a Titanic Bolt Thrower for 50 points.
May have up to 50 points of magic items from the common or titanic magic items lists.
Special Rules: Large Target, Terror, Counts as a L2 mage. A Titanic Mage may choose any of the 8 basic lores.
Mounts:
Gold Dragon: 320 points
M6 WS6 BS6 S6 T6 I3 A5 W6 Ld8
Few Titans are allowed to ride a mighty gold dragon. Only the most deserving of Titanic Lords are able to ride such a creature. Gold dragons are the most powerful mounts that the titans use.
Weapons and Armour: Claws and Scaly Skin (3+ armour save).
Special Rules: Large Target, Terror, Fly, Strength 5 Breath Attack.
Griffin: 200 points
M6 WS5 BS5 S5 T5 I5 A4 W4 Ld7
Griffins are the most common mounts for the titans. They are plentiful enough in number to be used by the titans yet big enough to bear such creatures on their backs.
Weapons and Armour: Claws.
Special Rules: Large Target, Terror, Fly.
Core:
Titanic Guard: 100 points per model.
M6 WS5 BS5 S5 T5 I5 A4 W4 Ld9
The Titanic Guard are the most stubborn of defenders of the mountain kingdoms of the titans. They are sometimes seen to rank up and fend off enemies in a large number of spear attacks before running down the remaining creatures.
Unit Size: 2+
Weapons and Armour: Hand Weapon.
Options:
May have Heavy Armour for 10 points per model.
May have Shields for 5 points per model.
May have Titanic Spears for 5 points per model.
May have a Standard for 20 points.
May have a Champion for 20 points.
May have a Musician for 10 points.
May have a Magical Standard up to 50 points.
Special Rules: Large Target, Terror, Bodyguard ? the Titanic Guard are stubborn as long as they contain a Titanic Noble or Titanic Lord in the unit.
Titanic Archers: 150 points per model.
M6 WS5 BS5 S5 T5 I5 A4 W4 Ld9
Titanic Archers are the most common ranged unit of the titans. Each Titanic Archer wields a mighty Titanic Bolt Thrower and uses it to cut through the ranks of the enemy before they come too close.
Unit Size: 2+
Weapons and Armour: Hand Weapon, Titanic Bolt Thrower.
Options:
May have a Standard for 20 points.
May have a Champion for 10 points.
May have a Musician for 10 points.
Special Rules: Large Target, Terror.
Special:
Titanic Warriors: 150 points per model.
M7 WS6 BS6 S5 T5 I6 A4 W4 Ld10
Titanic Warriors are the most elite combat unit of the titans. They will continue to fight no matter how bad the odds are stacked against them.
Unit Size: 2+
Weapons and Armour: Hand Weapon.
Options:
May have Heavy Armour for 10 points per model.
May have Shields for 5 points per model.
May have Great Weapons for 10 points per model.
May have Additional Hand Weapons for 10 points per model.
May have a Champion for 20 points.
May have a Musician for 10 points.
Special Rules: Large Target, Terror, Unbreakable, Skirmishers. May only be joined by a skirmishing character.
Titanic Scouts: 200 points per model.
M7 WS6 BS6 S5 T5 I6 A4 W4 Ld10
Even though they are big, a unit of 2 or 3 Titanic Scouts are still able to sneak up on the enemy before unleashing bolts from their massive Titanic Bolt Throwers.
Unit Size: 2+
Weapons and Armour: Hand Weapon and Titanic Bolt Thrower.
Options:
May have Heavy Armour for 10 points per model.
May have Shields for 5 points per model.
May have Great Weapons for 10 points per model.
May have Additional Hand Weapons for 10 points per model.
May have a Champion for 10 points.
May have a Musician for 10 points.
Special Rules: Large Target, Terror, Skirmishers, Scouting. May only be joined by a skirmishing character.
Rare:
Griffin Riders: 325 points per model.
Rider: M6 WS5 BS5 S5 T5 I5 A4 W4 Ld9
Griffin: M6 WS5 BS5 S5 T5 I5 A4 W4 Ld7
Some titans are able to ride the massive creatures known as the griffins. Griffin Riders are the cavalry of the titans. A unit of 2 or 3 griffon riders can devastate and sometimes wipe out entire units on the charge. Sometimes characters on gold dragons or griffins are seen among their ranks.
Unit Size: 1+
Weapons and Armour: Hand Weapon, Lance, Shield and Heavy Armour.
Options:
May have a Standard for 20 points.
May have a Champion for 20 points.
May have a Musician for 10 points.
May have a Magical Standard up to 50 points.
Special Rules: Large Target, Terror. May only be joined by mounted characters.
Banished Titan: 325 points
M7 WS6 BS6 S6 T6 I8 A6 W6 Ld10
Some of the most powerful of titans learn the dark arts and go insane with their power. These titans are banished from the mountain kingdoms and are sent away because of their dangerous power. However, sometimes a few of their kin will aid other titans in battle.
Unit Size: 1+
Weapons and Armour: Hand Weapon, Heavy Armour, Enchanted Shield.
Options:
May swap Enchanted Shields for Great Weapons.
May swap Enchanted Shields for Additional Hand Weapons.
Special Rules: Large Target, Terror, Unbreakable, Relentless, Frenzy, Regeneration. May only be joined by characters of the banished kindred.
Titanic Magic Items:
Magical Weapons:
Thor?s Hammer: 100 points
Few but the mightiest of Titanic Lords can wield this weapon. It was said to have been made by Thor himself and is filled with power.
Requires 2 hands to use. Auto hit, auto wound with no armour saves allowed. Cannot be used by a magic user.
Bolt Thrower of the Gods: 100 points
This Bolt Thrower is the most powerful of the titans and was said to have been forged with the most powerful magics of the archmages.
Counts as a Titanic Bolt Thrower with a 60 inch range, a strength of 10 and D6 wounds.
Sword of Power: 40 points
This sword gifts the bearer with unusual strength, to bring a swift end to the enemy.
Grants the bearer +2 strength.
Magical Armour:
Armour of Light: 50 points
The armour of light can sometimes bring the bearer back from the dead and reverse the effects of damage on the bearer.
Counts as heavy armour and gives the bearer regeneration.
Helm of Lightning: 30 points
The Helm of Lightning shocks all nearby enemies while the bearer finishes them off.
6+ armour save. At the beginning of each combat phase every enemy model in btb contact takes a S6 hit.

After seeing the effort that went into fishermen/Aquarians I?m inspired to create a unique idea for an army. Anyway, I attempted to make an army that only consisted of large targets (similar to how ogre kingdoms is an army of ogre sized models) and this is what I came up with:
Warhammer Armies: The Titans
Fluff: The Titans are an ancient race that predate the elves themselves. They were the first beings created and are sometimes thought to be immortal. The titans make their homes at the tops of mountains and are rumoured to even have kingdoms at the tops of clouds. During times of war they decent to the earth and quickly put a stop to the spread of the followers of chaos. Some titans fight on foot, with giant spears to fend off the enemy. Others throw massive bolts on the enemy, cutting through even the most organized ranks. And some ride massive creatures, using their momentum to destroy the enemy on the charge. The titans are the defenders of the heavenly realms and all that is good? blah, blah, etc. ? insert more fluff hear ? (as you can tell I?m not that good with fluff).
Anyway, here is the army idea.
Special Rules:
Titans and Large Targets: All Titans are Large Targets. As a result titans never benefit from the ?1 to hit for skirmishing or being a lone character and always have a 90 degree LOS unless they have the skirmishing special ability. In addition, when determining the randomization of hits against mounted titans the monstrous mount is hit on a 1-3 instead of a 1-4 and the titan is hit on a 4+.
Titans and Terror: All Titans cause Terror and an army of Titans are unusually terrifying. As a result the rule where after a unit passes a terror test, no other terror tests need to be taken does not apply for the opponent. Instead, the opponent?s units must take multiple terror tests in a match even if they pass a terror test. However, each enemy unit only needs to take one terror test once each turn.
Titans and Army Composition: Armies of Titans have an unusually small number of models compared to other armies. As a result the minimum number of core units is one less than that of other armies and the maximum number of special units is one less than that of other armies. In games of 1000 points or less titans are limited to 2 character slots instead of 3. In addition, characters that take up lord slots take up two character slots instead of one. Gold Dragons take up a rare slot.
Titans and Leadership: Titan?s rarely break or panic and follow their general?s orders in battle. In addition, titans have an ability to follow orders that is unparalleled to other armies. To represent this, titans can pass leadership tests on 11?s and 12?s provided that their leadership is high enough.
Titans and Magic: Titan magic users are the oldest and wisest of the titans. With their wide experience in magic they rarely make mistakes. To represent this titans are immune to the effects of miscasts. In addition, titans may choose any of the 8 basic lores of magic.
Titans and Killing Blow: Titans, even though they are large are not completely immune to the effects of killing blow. If a titan model is wounded with killing blow the titan may not use their armour saves and if the killing blow passes ward saves the titan model looses 2 wounds. Gold Dragons and Griffons are immune to the effects of killing blow.
Titans and Frenzy: Some titans such as Banished Titans become unusually frenzied in battle. As a result, frenzied titans have +2 attacks instead of +1.
Titans and Ranks: Titans take up more space than models from other races. As a result, titans only need 2 models in each rank to gain a rank bonus. In addition, each additional rank grants +2 combat resolution instead of +1 combat resolution to a maximum of +4 combat resolution. Titans never benefit from the snaking formation.
Titanic Bolt Thrower: The main shooting weapon of the titans is the Titanic Bolt Thrower. The Titanic Bolt Thrower counts as a bolt thrower with a 48 inch range and a strength of 5. All shots from the Titanic Bolt thrower count as magical attacks. Note that the Titanic Bolt Thrower is a weapon and not a warmachine. Therefore, the unit can stand and shoot, move and shoot (but with the ?1 to hit penalty) and march (but cannot shoot while marching).
Titans and two hand weapons: Titans have an unusually high number of attacks. When Titans use additional hand weapons each model gains +2 attacks instead of +1 attack.
Titanic Spear: The main weapon of the Titanic Guard is the Titanic Spear. When used on a mounted model the spear grants the bearer +1 strength on the charge as normal. When on foot the spear allows the second rank to attack but with 2 attacks instead of one. All Attacks from the titanic spear count as magical attacks.
Titans and the enchanted shield: Titans are a magical race and the more powerful titans forge enchantments on their shields. Titanic Lords and Banished Titans use this very commonly. As a result, an army of titans may have multiple enchanted shields. However only one may belong to a titanic noble and that enchanted shield takes up magic point allowance.
Lords:
Titanic Lord: 300 points
M6 WS7 BS7 S6 T6 I10 A8 W8 Ld11
Titanic Lords are the mightiest and most powerful of all titans. Their power to both lead and fight surpasses that of any other titan and most leaders or other armies.
Weapons and Armour: Hand Weapon.
Options:
May ride a Gold Dragon for 320 points. Gold Dragons take up a rare slot.
May ride a Griffin for 200 points.
May wear Heavy armour for 15 points.
May wield a Lance for 15 points.
May wield a Great Weapon for 15 points.
May wield an Additional Hand Weapon for 15 points.
May wield an Enchanted Shield for 10 points.
May wield a Titanic Spear for 10 points.
May wield a Titanic Bolt Thrower for 50 points.
May become a member of the Titanic Guard kindred for 30 points.
May become a member of the Warrior kindred for 60 points.
May become a member of the Scouting kindred for 60 points.
May become a member of the Banished kindred for 150 points.
May have up to 100 points of magic items from the common or titanic magic items lists.
Special Rules: Large Target, Terror. A Titanic Lord takes up 2 character slots.
Titanic Archmage: 350 points
M6 WS6 BS6 S5 T5 I6 A4 W6 Ld10
Titanic Archmages are the oldest and wisest of the titans. Their magical ability is legendary and Titanic Archmages also make good leaders and good fighters.
Weapons and Armour: Hand Weapon.
Options:
May wield a Titanic Bolt Thrower for 50 points.
May ride a Griffon for 200 points.
May have up to 100 points of magic items from the common or titanic magic items lists.
Special Rules: Large Target, Terror, Counts as a L2 mage. A Titanic Archmage may choose any of the 8 basic lores. A Titanic Archmage takes up 2 character slots.
Heroes:
Titanic Noble: 200 points
M6 WS6 BS6 S6 T6 I8 A6 W6 Ld10
Titanic Nobles are some of the youngest of titans. However, their youth allows them to be good leaders and good fighters for the army.
Weapons and Armour: Hand Weapon.
Options:
May ride a Griffin for 200 points.
May wear Heavy armour for 10 points.
May wield a Lance for 10 points.
May wield a Great Weapon for 10 points.
May wield an Additional Hand Weapon for 10 points.
May wield a Shield for 5 points.
May wield a Titanic Spear for 5 points.
May wield a Titanic Bolt Thrower for 50 points.
May be the battle standard bearer for 25 points. The battle standard bearer may be of any kindred. The battle standard bearer cannot have a shield, a titanic spear, a lance, additional hand weapons, a great weapon or a titanic bolt thrower.
May become a member of the Titanic Guard kindred for 20 points.
May become a member of the Warrior kindred for 40 points.
May become a member of the Scouting kindred for 40 points.
May become a member of the Banished kindred for 100 points.
May have up to 50 points of magic items from the common or titanic magic items lists.
Special Rules: Large Target, Terror.
Titanic Mage: 200 points
M6 WS5 BS5 S5 T5 I5 A4 W4 Ld9
Titanic Mages are the apprentices of the much older and much more powerful Archmages. Titanic mages use their magical abilities to support the army with spells while preventing the enemy spells.
Weapons and Armour: Hand Weapon.
Options:
May wield a Titanic Bolt Thrower for 50 points.
May have up to 50 points of magic items from the common or titanic magic items lists.
Special Rules: Large Target, Terror, Counts as a L2 mage. A Titanic Mage may choose any of the 8 basic lores.
Mounts:
Gold Dragon: 320 points
M6 WS6 BS6 S6 T6 I3 A5 W6 Ld8
Few Titans are allowed to ride a mighty gold dragon. Only the most deserving of Titanic Lords are able to ride such a creature. Gold dragons are the most powerful mounts that the titans use.
Weapons and Armour: Claws and Scaly Skin (3+ armour save).
Special Rules: Large Target, Terror, Fly, Strength 5 Breath Attack.
Griffin: 200 points
M6 WS5 BS5 S5 T5 I5 A4 W4 Ld7
Griffins are the most common mounts for the titans. They are plentiful enough in number to be used by the titans yet big enough to bear such creatures on their backs.
Weapons and Armour: Claws.
Special Rules: Large Target, Terror, Fly.
Core:
Titanic Guard: 100 points per model.
M6 WS5 BS5 S5 T5 I5 A4 W4 Ld9
The Titanic Guard are the most stubborn of defenders of the mountain kingdoms of the titans. They are sometimes seen to rank up and fend off enemies in a large number of spear attacks before running down the remaining creatures.
Unit Size: 2+
Weapons and Armour: Hand Weapon.
Options:
May have Heavy Armour for 10 points per model.
May have Shields for 5 points per model.
May have Titanic Spears for 5 points per model.
May have a Standard for 20 points.
May have a Champion for 20 points.
May have a Musician for 10 points.
May have a Magical Standard up to 50 points.
Special Rules: Large Target, Terror, Bodyguard ? the Titanic Guard are stubborn as long as they contain a Titanic Noble or Titanic Lord in the unit.
Titanic Archers: 150 points per model.
M6 WS5 BS5 S5 T5 I5 A4 W4 Ld9
Titanic Archers are the most common ranged unit of the titans. Each Titanic Archer wields a mighty Titanic Bolt Thrower and uses it to cut through the ranks of the enemy before they come too close.
Unit Size: 2+
Weapons and Armour: Hand Weapon, Titanic Bolt Thrower.
Options:
May have a Standard for 20 points.
May have a Champion for 10 points.
May have a Musician for 10 points.
Special Rules: Large Target, Terror.
Special:
Titanic Warriors: 150 points per model.
M7 WS6 BS6 S5 T5 I6 A4 W4 Ld10
Titanic Warriors are the most elite combat unit of the titans. They will continue to fight no matter how bad the odds are stacked against them.
Unit Size: 2+
Weapons and Armour: Hand Weapon.
Options:
May have Heavy Armour for 10 points per model.
May have Shields for 5 points per model.
May have Great Weapons for 10 points per model.
May have Additional Hand Weapons for 10 points per model.
May have a Champion for 20 points.
May have a Musician for 10 points.
Special Rules: Large Target, Terror, Unbreakable, Skirmishers. May only be joined by a skirmishing character.
Titanic Scouts: 200 points per model.
M7 WS6 BS6 S5 T5 I6 A4 W4 Ld10
Even though they are big, a unit of 2 or 3 Titanic Scouts are still able to sneak up on the enemy before unleashing bolts from their massive Titanic Bolt Throwers.
Unit Size: 2+
Weapons and Armour: Hand Weapon and Titanic Bolt Thrower.
Options:
May have Heavy Armour for 10 points per model.
May have Shields for 5 points per model.
May have Great Weapons for 10 points per model.
May have Additional Hand Weapons for 10 points per model.
May have a Champion for 10 points.
May have a Musician for 10 points.
Special Rules: Large Target, Terror, Skirmishers, Scouting. May only be joined by a skirmishing character.
Rare:
Griffin Riders: 325 points per model.
Rider: M6 WS5 BS5 S5 T5 I5 A4 W4 Ld9
Griffin: M6 WS5 BS5 S5 T5 I5 A4 W4 Ld7
Some titans are able to ride the massive creatures known as the griffins. Griffin Riders are the cavalry of the titans. A unit of 2 or 3 griffon riders can devastate and sometimes wipe out entire units on the charge. Sometimes characters on gold dragons or griffins are seen among their ranks.
Unit Size: 1+
Weapons and Armour: Hand Weapon, Lance, Shield and Heavy Armour.
Options:
May have a Standard for 20 points.
May have a Champion for 20 points.
May have a Musician for 10 points.
May have a Magical Standard up to 50 points.
Special Rules: Large Target, Terror. May only be joined by mounted characters.
Banished Titan: 325 points
M7 WS6 BS6 S6 T6 I8 A6 W6 Ld10
Some of the most powerful of titans learn the dark arts and go insane with their power. These titans are banished from the mountain kingdoms and are sent away because of their dangerous power. However, sometimes a few of their kin will aid other titans in battle.
Unit Size: 1+
Weapons and Armour: Hand Weapon, Heavy Armour, Enchanted Shield.
Options:
May swap Enchanted Shields for Great Weapons.
May swap Enchanted Shields for Additional Hand Weapons.
Special Rules: Large Target, Terror, Unbreakable, Relentless, Frenzy, Regeneration. May only be joined by characters of the banished kindred.
Titanic Magic Items:
Magical Weapons:
Thor?s Hammer: 100 points
Few but the mightiest of Titanic Lords can wield this weapon. It was said to have been made by Thor himself and is filled with power.
Requires 2 hands to use. Auto hit, auto wound with no armour saves allowed. Cannot be used by a magic user.
Bolt Thrower of the Gods: 100 points
This Bolt Thrower is the most powerful of the titans and was said to have been forged with the most powerful magics of the archmages.
Counts as a Titanic Bolt Thrower with a 60 inch range, a strength of 10 and D6 wounds.
Sword of Power: 40 points
This sword gifts the bearer with unusual strength, to bring a swift end to the enemy.
Grants the bearer +2 strength.
Magical Armour:
Armour of Light: 50 points
The armour of light can sometimes bring the bearer back from the dead and reverse the effects of damage on the bearer.
Counts as heavy armour and gives the bearer regeneration.
Helm of Lightning: 30 points
The Helm of Lightning shocks all nearby enemies while the bearer finishes them off.
6+ armour save. At the beginning of each combat phase every enemy model in btb contact takes a S6 hit.
Exitus Acta Probat - Der Zweck heiligt die Mittel
--Unbemalte Armeen haben keine Seele--
ARIADNA, zum Gewinnen geboren.
--Unbemalte Armeen haben keine Seele--
ARIADNA, zum Gewinnen geboren.