Overview
This page is all about other units and extensions to the core Adeptus Titanicus game. Currently there are two parts to this;
Points Balancing the Imperator
Eldar in Adeptus Titanicus
Points Balancing the Imperator
The Imperator has been in the lore since before the first model release for Epic and has remained largely static – it’s had a ruleset for Warhammer Apocalypse / 40K, with the last incarnation being a kind of hybrid between the Imperator and the Warmonger, but not really catering for either. With the introduction of the Warmaster into Adeptus Titanicus, we’ve already got precedence for the same type of semi-mobile gun platform as the Imperator, as well as most of the Weapon types (albeit some on a smaller scale) existing in game. Princeps Goddenzilla built out his rule-set from that and I scenario tested and modelled out to establish a points benchmark, and then play-tested with multiple other Titans to get a better feel for ‘fit’ in game.

The only suggestions that I had to the proposed rule-set, were;
Always allow the Imperator to Split Fire – any chance of failing to be able to do so has too much impact upon the unit due to the sheer amount of overkill that its weapons have against most targets.
Validating that the Volcano Cannon was intended to be the Reaver Titan variant, rather than the Warlord one (like the Quake Cannon).
Modifying Critical Damage effects from 1,2/3,4 -> 1/2,3,4 to mirror the Warmaster
From scenario testing and modelling, I found that;
Imperator < 3x Warlord [BVC+MQC+AMLs / DakkaLord / BVC+SPA+LBs] (1535pts)
Imperator > Warlord [BVC+MQC+AMLs] + Reaver[VC+LB+AML] + 2x Warhounds [2xPB ea] (1290pts)
Imperator > Warlord [VC+QC+AMLs] + 2xReaver[VC+LB+AML] + Warhound [2xPB] (1360pts)
Imperator ~= Warlord [BVC+MQC+AMLs] + Warby[MQC+VC+LB] + 2x Warhounds [2xPB ea] (1375pts) Imperator < 2x Warlord [VC+QC+AMLs] + 2x Warhounds [2xPB ea] (1480pts)
including 365 points of base weapons;
Starshatter 100, Hellstorm 80, Paired AMLs 40*, Paired TLDs 60*, VC 25#, QC 20#, VMB Arrays 40*
*these are based on Iconclast points rather than Warhound/Reaver/Warlord ones, noting that the Reaver Volcano Cannon and the Warlord Mori Quake were used.
Erring on the side of caution, I opted for 1055 base +365 weapons for 1420 points all up, where 1390-1420 felt about right.
First use at Titan Walk UK 2022 brought two further suggestions;
Reduce Servitor clades by 1 from 8 to 7
Reduce the dice of the Hellstorm Gatling Blaster from 8 to 6 in-line with (but still 2 points stronger than) other Blaster weapons.
You can see a lot more about the amazing creation that is Ira Metallum on Princeps Goddenzilla’s Blog.
I’ve currently got two versions of the Imperator rules for AT – one based upon @Goddenzilla’s 28mm Ira Metallum, and one for @Zarmsglorg’s 8mm Flammae Immortalis
Eldar in Adeptus Titanicus
There are rules for Eldar Titans in various flavours of Epic and Warhammer 40K. Key to the design of the rule-set, was that they should _feel_ Aeldari: Fast, technically superior (but risk-adverse), and fragile. The latest ruleset for Warhammer 40K changed the weapon profile of the Eldar Missile Launchers significantly, and didn’t really fit the AT model, so these were ‘hybridised’ to better fit a role vs Titans and Knights.
Initial Testing using ported rule equivalence from Epic found the Eldar Phantom with Melee weapons to be far too quick and despite the maneuverability of the Revenant being more akin to an Imperial Knight, we found that these needed to be made less-so, to avoid a ‘game’ of “see if you can stop getting shot in the back”.
The key features of the rule design were;
Eldar Titans are made of Wraithbone, this can be re-grown (repaired) in game.
Eldar Titans are faster and more maneuverable than equivalent classes of Imperial Titan.
Wraithbone is stronger than the equivalent class of Imperial Titan’s armour, but also more brittle (doesn’t like getting hit).
Eldar Titans don’t have a Plasma Reactor, but instead are able to direct their Titan’s power as required to meet current demands without a need to ‘push’ it.
Eldar Holofields are dependent upon the speed that the unit moves, offering a fixed saving throw, but with fails hitting armour.
Blast weapons some-what negate, but are still affected by Holofields
Eldar weapons, especially laser weapons are the pinnacle of technology, generally hitting harder without a need to risk ‘over-charging’ them.
This leads to more expensive chassis and weapon options;

As with the Imperator, the Eldar Titans and Wraithknights were Scenario tested, modelled and play-tested for balance. At the Titan Walk UK 2022, with people not being ready for them, they seemed a little over-powered. The power-level was reduced and points increased. The rules were then re-used as presented again at Beachead ’23, which lead to updates to address issues with;
Quake interaction with Holofields (effectively taking Phantoms out of the game).
Repairing Structure being too easy
Revenants still being too fast when using their Jump Jets
Resilience of both Titans being too high
Points being too low
Following further tweaks and testing of an updated rule-set at the Northern Sector Titan Walk in March ’23, a few more modifications were made to further slow the titans, reduce damage output, and re-balance points.

This unfortunately, led to them being far too weak, (with Revenants being able to be one shotted by a lucky Volcano hit, or too easily sniped for targeted shots from low strength weapons) and following London GT ’23, an extra damage pip was added back, but on the other end (the +3) of the damage track, and the ability to allocate power to holofield projectors, to counter the large amount of blast being directed at them. These were then re-tested at the TOC UK Walk ’23, and really _felt_ about right. The main issue was a mis-calculation of the D-Bombard, which has had a points reduction and 5″ Blast added on, and the S9 re-added to the Phantom Pulsar. We’ve also added a point of armour to the heads of both Titans and undertaken a slight re-work of the Wraithknight Shields. At Beachhead ’24 with new 135 degree arcs (to still allow Eldar to ‘snipe’ while passing Imperial titans, but not with both arm weapons), we found that the Phantom with Glaives was too susceptible to Quake, effectively being taken out of the game, simply by being a melee threat that could be slowed too easily (since it doesn’t have void shields and is often hit straight away), and the Revenants still lacked punch when getting close enough. To counter this, we’ve added an exception to reduce the impact of Quake, and to allow the Eldar titans to actually deliver a bit of punch, have added powered modes to most weapons (and an un-powered mode to the D-Cannon). At the same time I’ve added an alternative mode to the Revenant Sonic Lance to assist with dealing with Knights, which with only three units types and limited weapon options, they’ve struggled with. Following further field testing at the third Northern Walk in 2025, that saw 4 Phantoms and 7 Revenants take on a wall of Warlords (together with and against a few other engines) , this led to a really good feel to the playability and balance of the rules, with one final tweak in time for Beachhead ’26 being the removal of a Revenant’s ability to gain a 2+ holfield save (it led to too much bad feel from Imperial players). We’ve effectively capped holofields at 3+, but allowed the Revenant to gain a 3+ versus blast weapons. I’m expecting that this will be pretty much the final version for the engines.
The only thing really remaining is to allow the Eldar an ability to compete against full rules Imperial players using Princeps and Legio Traits, upgrades and Stratagems. For the core Stratagems and Upgrades, I’ve found that the ones available to both Loyalists and Traitors, but removing those that are irrelevant to an Eldar player (or would not affect the Eldar player, when the original affected both), leads to a similar sized choice, so will use these for now. Thanks to James C., we’ve had some excellent input to Craftworld traits, so will look to get these added, along with a few Craftworld specific Upgrades / Stratagems for flavour.
Eldar Titan Abilities and Traits
In order to balance Eldar Titans against Imperial engines (especially when using full rules), the following additional abilities and upgrades may be used.
Grace over Destruction
Eldar Titans are lither than their Imperial counterparts, as such, they are better able to maintain poise when moving over Quaked ground, though are also more susceptible to damage, should they be struck by the residual seismic shockwaves. An Eldar Titan with Power directed to Speed, may move at its Default speed, instead of half boosted speed, however, if it does so, after completing the move, roll a D6, and on a roll of 1, apply Critical Damage to the Legs.
Titan Upgrades
Eldar may make use of equivalent wargear for the same effects, replacing ‘Traitor’ / ‘Loyalist’, with ‘Eldar’ for the following upgrades;
Ranging Auspexes, Hardened Casing, Oath Banner, Aquilla Benedictus, Null Emitter, Unholy Benedictions, Marks of Conquest
Stratagems
Eldar players may make use of the following Stratagems , replacing ‘Traitor’ / ‘Loyalist’, with ‘Eldar’;
Ranged Support Stratagems: Artillery Bombardment, Orbital Lance Strike, Blind Barrage,
Tricks and Tactics Stratagems: Outflank, Sabotage, Thermal Mines, Voidbreaker Field, Dawn Attack, Vox Blackout, Auspex Bafflers, Ablative Armour, Secutarii Battalion, Wages of Betrayal, Endurance of Terra, Great Crusade Titans, The Long Retreat, Strafing Run, Scatterable Mines, Static Rain, Eathshaker Mines, Quake Shells, Haywire Barrage, Dusk Attack, False Intel, Tactical Assessment, Last Ditch Effort, Warmaster’s Portion, Bloodthirst
Warp Trickery Stratagems: Localised Warp Storm, Warp Displacement, Wails of the Damned, Profane Blessing, Unhallowed Ground,
Desperate Measures Stratagems: Iron Resolve, Only Forwards, Even in Death,Sacrificial Lock-on,
Tactical Support Stratagems: Concealment Barrage, MIU Link, Veteran Princeps, Shock Mines, Tracer Cloud,
Experimental Warfare Stratagems: Redundant Systems, Overide Signal
Here’s the fifteenth revision of the ruleset;
