Phantom Titan

Model NameMTSvWLdOC
Phantom Titan
Use model
14"142+ 4++556+20
Keywords:
Asuryani, , Aeldari, Towering, Phantom Titan, Wraith Construct, Walker, Titanic, Monster
Ranged WeaponsRangeABSSAPD
D-bombard
blast, devastating wounds
72"D6320-42D6
Phantom pulsar
120"8318-46
Phantom starcannon
36"438-32
Pulse laser
48"339-2D6
Voidstorm missile launcher
48"2D638-32
Melee WeaponsRangeABSSAPD
Phantom feet
Melee4312-24
Wraith glaive – strike
Melee6318-412
Wraith glaive – sweep
Melee1238-34

Abilities

Titanic Advance:Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding Titanic models) and terrain features that are 4" or less in height as if they were not there.
Towering Wraith Construct:Each time you target this model with a Stratagem, you must spend three times that Stratagem’s stated CP cost to do so.
Flawless Poise:This model is eligible to shoot and declare a charge in a turn in which it Fell Back.

Wargear Options

This model’s D-bombard can be replaced with one of the following:
  • 2 Phantom starcannons and 1 wraith glaive
  • 1 Phantom starcannon, 1 pulse laser and 1 wraith glaive
  • 2 pulse lasers and 1 wraith glaive
  • 1 Phantom pulsar
This model’s Phantom pulsar can be replaced with one of the following:
  • 1 D-bombard
  • 2 Phantom starcannons and 1 wraith glaive
  • 1 Phantom starcannon, 1 pulse laser and 1 wraith glaive
  • 2 pulse lasers and 1 wraith glaive
This model’s Phantom starcannon can be replaced with 1 pulse laser.

Wargear Abilities

Unit Composition

1 Phantom Titan
This model is equipped with: D-bombard; Phantom pulsar; Phantom starcannon; voidstorm missile launcher; Phantom feet.

Costs

1 model - 2100pts

Leader

Led By

Stratagems

NameDescription
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP SEER’S EYE
Detachment: Spirit Conclave
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Aeldari Psyker model from your army and one friendly Wraith Construct unit within 12" of it that has not been selected to shoot or fight this phase.

EFFECT: Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack.
1CP BLITZING FIREPOWER
Detachment: Warhost
WHEN: Your Shooting phase.

TARGET: One Asuryani unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.
1CP FEIGNED RETREAT
Detachment: Warhost
WHEN: Your Movement phase, just after an Asuryani unit from your army Falls Back.

TARGET: That ASURYANI unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.