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The Adeptus Mechanicus is an ancient and powerful institution that traces its roots to the very founding of the Imperium. Acquisitive and ambitious, the Tech-Priests of Mars are obsessed with the idea that knowledge is power – though whether they put that knowledge to good use is another matter.

This section contains all of the datasheets that you will need in order to fight battles with your Adeptus Mechanicus miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several units, and are described on these pages and referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Imperium 2Index81.3April 2018
  Adeptus MechanicusCodex81.2June 2018
  Chapter Approved 2017 EditionExpansion81.1April 2018
  Forge World: Secutarii HoplitesDataslate8June 2018
  Forge World: Secutarii PeltastsDataslate8June 2018
  Forge World: Termite Assault DrillDataslate8June 2018
  Chapter Approved 2018 EditionExpansion81.0December 2018

FAQ

Codex: Adeptus Mechanicus

 Q: Do I need to spend reinforcement points to return units when using the Fresh Converts Stratagem?
 A
No.
 Q: If you have a Detachment which receives the Mars forge world dogma, and another Detachment which receives a different forge world dogma, what happens when rolling for Canticles of the Omnissiah? With Mars’ dogma you roll two dice when determining Canticles and units with that dogma benefit from both results, but what happens for the other Detachment?
 A
In such cases you would roll dice separately for the Canticles, rather than rolling for both together. The first Canticle rolled for would apply to all of your units with the Canticles of the Omnissiah ability, while the second would apply only to those units in Mars Detachments.
 Q: When is the Litany of the Electromancer Canticle resolved?
 A
Immediately – i.e. at the start of the battle round when the Canticle is chosen/rolled for.
 Q: Does a weapon that ignores cover ignore the benefit bestowed by the Shroudpsalm Canticle?
 A
Yes.
 Q: Can the Refusal to Yield dogma be used to prevent a unit from being slain due to a 1 being rolled to hit when it uses its plasma weapon?
 A
Yes.
 Q: How do the Chorister Technis Warlord Trait and Glory to the Omnissiah dogma interact – when do I re-roll the first dice?
 A
Roll the first dice, then (if you wish) re-roll it. Then roll the second dice.
 Q: How do the Gloria Mechanicus Stratagem and Glory to the Omnissiah dogma interact – which Canticle can you change with this Stratagem?
 A
Choose one Canticle to change.
 Q: When using the Binharic Override Stratagem, when do the new Battle Protocols you choose come into effect?
 A
Immediately.
 Q: When using the Cognis Overwatch Stratagem, do I apply any relevant modifiers to the firing model’s Ballistic Skill?
 A
Yes, as long as the weapon is a cognis weapon. Note that modifiers to hit rolls do not apply.
 Q: When using the Monitor Malevolus Warlord Trait, can you re-roll a dice that determines how many mortal wounds are inflicted on an enemy unit (i.e. is this classed as a damage roll?)
 A
No, such a roll is not classed as a damage roll.
 Q: Does the Static Psalm-code Warlord Trait affect the range of the Master of Machines ability?
 A
No.

Keywords

Throughout this section you will come across keywords that are within angular brackets, specifically <FORGE WORLD> or <HOUSEHOLD>.These are shorthand for keywords of your own choosing, as described below.

<FORGE WORLD>

Most of the forces of the Adeptus Mechanicus belong to a forge world. Some datasheets specify what forge world the unit is drawn from (e.g. Belisarius Cawl has the MARS keyword, so is from the forge world of Mars). If an ADEPTUS MECHANICUS datasheet does not specify which forge world it is from, it will have the <FORGE WORLD> keyword. When you include such a unit in your army, you must nominate which forge world that unit is from. There are many different forge worlds to choose from; you can use any of the forge worlds described in our books, or make up your own forge world if you prefer. You then simply replace the <FORGE WORLD> keyword in every instance on that unit’s datasheet with the name of your chosen forge world.

For example, if you were to include a Tech-Priest Dominus in your army, and you decided they were from Lucius, then their <FORGE WORLD> keyword is changed to LUCIUS, and their Lord of the Machine Cult’ ability would say ‘You can re-roll hit rolls of 1 in the Shooting phase for friendly LUCIUS units within 6".’

<HOUSEHOLD>

With the exception of Freeblades, all Imperial Knights belong to a household – a noble house which owes its allegiance to the Adeptus Mechanicus.

Imperial Knights datasheets have the <HOUSEHOLD> keyword. When you include such a unit in your army, you must nominate which household that unit is from. You then simply replace the <HOUSEHOLD> keyword in every instance on that unit’s datasheet with the name of your chosen household. You can use any of the households that you have read about, or make up your own.

For example, if you were to include a Knight Errant your army, and you decided it was from House Raven, its <HOUSEHOLD> Faction keyword is changed to HOUSE RAVEN.

You can instead nominate any Imperial Knight to be a Freeblade. If you do so, replace the <HOUSEHOLD> keyword in every instance on that unit’s datasheet with the FREEBLADE keyword.

Abilities

The following ability is common to several ADEPTUS MECHANICUS units:

Canticles of the Omnissiah

The disciples of the Omnissiah incant complex war-blessings, as much optimisation subroutines as they are expressions of faith in the Machine God.

All units with this ability gain a bonus during the battle depending on the Canticle of the Omnissiah currently being canted.

At the start of each battle round, pick which Canticle of the Omnissiah from the table below is in effect for the duration of the battle round. The same Canticle may not be picked twice during the same battle.

Alternatively, you can randomly determine which Canticle of the Omnissiah is in effect by rolling a D6 and consulting the table below. Note that if you randomly determine a Canticle, it takes effect even if the same Canticle has been in effect earlier in the battle.

If you have a Battle-forged army, units only receive the bonus if every model in their Detachment has this ability.

D6Canticle
1Incantation of the Iron Soul: Raising their voices in binharic praise, the Disciples of the Machine God bolster their spirits with the surety of iron.
You can re-roll failed Morale tests for affected units. 
2Litany of the Electromancer: Summoning the spark of the Machine God’s divinity that burns within them, the Omnissiah’s faithful manifest blazing auras of energy that lay low the unbeliever.
Roll a D6 for each enemy unit that is within 1" of any affected units; on a roll of 6, the unit being rolled for suffers D3 mortal wounds
3Chant of the Remorseless Fist: In spitting out a staccato chant to the Motive Force, the faithful warriors of the Cult Mechanicus are filled with merciless surety as well as intent.
You can re-roll any hit rolls of 1 for affected units in the Fight phase
4Shroudpsalm: Robot, servitor and priest shift their binharic emissions into visible spectra, the static pouring from their vox-grilles manifesting as an electromagnetic storm that hides them from the foe.
Affected units gain the bonus to their armour saving throws as if they were in cover. Units already in cover are unaffected. 
5Invocation of Machine Might: The Tech-Priests lead their flock in a hexadecimic prayer that sends miraculous strength surging through tendons, wires and pistons.
Affected units have +1 Strength. 
6Benediction of the Omnissiah: Those blessed enough to comprehend this blaring vox-prayer find their targeting reticules guided by the Omnissiah’s own vigilance.
You can re-roll failed hit rolls of 1 for affected units in the Shooting phase

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include ADEPTUS MECHANICUS Detachments – that is, any Detachment which includes only ADEPTUS MECHANICUS units.


Soldiers of the Machine God

The warriors, cybernetic wonders, priests and arcane engines of the Adeptus Mechanicus have sworn allegiance to the Machine God. Each is utterly dedicated to enacting the will of the Omnissiah at any cost.

If your army is Battle-forged, all Troops units in ADEPTUS MECHANICUS Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Forge World Dogma

There are many forge worlds spread across the galaxy. It is not surprising that over the long millennia a great number of them have diverged, each developing their own unique character, battle tactics, specialisations and technologies. Such knowledge is powerful, and each forge world guards it jealously, keeping their secrets even from each other.

If your army is Battle-forged, units with the appropriate keyword will receive the corresponding forge world dogma, detailed below, so long as every other unit in their Detachment is from the same forge world. If you have chosen a forge world that does not feature on this list, you can choose the dogma that best suits the fighting style and battlefield strategies of the warriors that hail from it.

Forge World Dogma


Agripinaa: Staunch Defenders

Battle-hardened by constant clashes with the horrors that issue out of the Eye of Terror, those from Forge World Agripinaa have learned the lessons of defensive warfare well.

When firing Overwatch, units with this dogma hit on a roll on 5+, instead of only 6, irrespective of modifiers.

Graia: Refusal to Yield

Steely minded tenacity and the refusal to retreat are more than just character traits of those who serve Graia. Indeed, such qualities are hardwired into all who bear the forge world’s symbol.

Roll a D6 each time a model with this dogma is slain or flees – on a 6 that model refuses to yield; either that model is not slain (and has 1 wound remaining), or that model does not flee. However, <FORGE WORLD> units with this dogma cannot Fall Back unless there is a friendly <FORGE WORLD> CHARACTER on the battlefield.

Lucius: The Solar Blessing

Lucius is renowned for its craftsmanship and its unique solar-blessed ores. Those clad in such raiment consider themselves armoured in their faith of the Omnissiah.

When making saving throws, units with this dogma treat enemy attacks with an Armour Penetration characteristic of -1 as having an Armour Penetration of 0 instead.

Mars: Glory to the Omnissiah

In all the Cult Mechanicus, there are no forge worlds more holy or more blessed than Mars. The favour of the Machine God can be seen in the powerful optimisation granted by every static-ridden psalm incanted by his most faithful followers.

Each time you randomly determine which Canticle of the Omnissiah is being canted, roll two dice instead of one. All units with this dogma receive the benefit of both results, instead of just the result of the first dice (if a duplicate is rolled, no additional Canticle is canted this turn).

Metalica: Relentless March

Those of Forge World Metalica seek nothing less than to completely obliterate their foes and to re-order the galaxy according to their own dictates. They will let nothing sway their appointed task.

If a unit with this dogma Advances, it can ignore the penalty for firing Assault weapons and treats all Rapid Fire weapons it is armed with as Assault weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an Assault 1 weapon).

Ryza: Red in Cog and Claw

Tech-Priests of Ryza point to aggressive combat doctrines and zealous training protocols to explain the exceptional hand-to-hand prowess of their troops. Sceptics, however, counter that such designs do not explain why Ryza troops seem to revel in close-quarters violence.

You can re-roll wound rolls of 1 in the Fight phase for units with this dogma.

Stygies VIII: Shroud Protocols

When the armies of Stygies VIII march to war, they do so beneath stealth screen projectors and target-befouling apparatus. That the Tech-Priests of this forge world deny owning such technology only reinforces their untrustworthy reputation.

Your opponent must subtract 1 from their hit rolls when shooting at units with this dogma if they are more than 12" away.

Stratagems

If your army is Battle-forged and includes any ADEPTUS MECHANICUS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the Adeptus Mechanicus on the battlefield.

2CP

GLORIA MECHANICUS

Adeptus Mechanicus Stratagem

Use this Stratagem at any time to immediately change which Canticle of the Omnissiah is being canted. You can either choose a Canticle you have not already chosen this battle, or randomly select one in the usual way.

2CP

DIVINE CHORUS

Adeptus Mechanicus Stratagem

Use this Stratagem once per battle, before determining which Canticle of the Omnissiah will be in effect. Choose a Canticle of the Omnissiah that has already been chosen earlier in the battle to take effect again.

3CP

ZEALOUS CONGREGATION

Adeptus Mechanicus Stratagem

Use this Stratagem at the end of the Fight phase. Select an ELECTRO-PRIEST unit from your army – that unit can immediately fight for a second time.

2CP

ELIMINATION VOLLEY

Adeptus Mechanicus Stratagem

Use this Stratagem in your Shooting phase if a <FORGE WORLD> Kataphron Destroyer unit from your army is within 6" of a <FORGE WORLD> Kastelan Robot unit from your army. You can add 1 to the hit rolls for both units this phase.

1CP

BINHARIC OVERRIDE

Adeptus Mechanicus Stratagem

Use this Stratagem at the end of any phase to change the Battle Protocols of one of your units of Kastelan Robots. That unit’s Battle Protocols cannot then be changed again, for any reason, for the remainder of the battle.

1CP/ 3CP

ARCHEOTECH SPECIALISTS

Adeptus Mechanicus Stratagem

Use this Stratagem before the battle. Your army can have one extra relic from the Arcana Mechanicum for 1 CP, or two extra relics for 3 CPs. All of the relics that you include must be different and be given to different ADEPTUS MECHANICUS CHARACTERS. You can only use this Stratagem once.

1CP

SCRYERSKULL

Adeptus Mechanicus Stratagem

Use this Stratagem at any time to do one of the following: reveal D3 hidden set-up markers (if your opponent is using Concealed Deployment); identify a Mysterious Objective anywhere on the battlefield; or, in your Shooting phase, shoot with an ADEPTUS MECHANICUS unit from your army without the penalties to your hit rolls from the Dawn Raid, Low Visibility or Cover of Darkness rules.

1CP

DATASPIKE

Adeptus Mechanicus Stratagem

Use this Stratagem immediately after fighting with an ADEPTUS MECHANICUS CHARACTER. Resolve one additional attack against an enemy VEHICLE within 1" of the character. If the attack hits, the enemy vehicle suffers D3 mortal wounds.

1CP

COGNIS OVERWATCH

Adeptus Mechanicus Stratagem

Use this Stratagem before an ADEPTUS MECHANICUS unit from your army fires Overwatch. Cognis weapons are fired using the firing model’s Ballistic Skill when resolving these attacks. For the purposes of this Stratagem, a cognis weapon is any weapon profile whose name includes the word ‘cognis’ (e.g. cognis heavy stubber, twin cognis lascannon).

1CP

PROTECTOR DOCTRINA IMPERATIVE

Adeptus Mechanicus Stratagem

Use this Stratagem before a SKITARII unit from your army attacks in the Shooting phase. Add 1 to hit rolls you make for the unit this phase. If the unit has an enhanced data-tether or a broad spectrum data-tether, you can add 2 to the hit rolls instead.

1CP

CONQUEROR DOCTRINA IMPERATIVE

Adeptus Mechanicus Stratagem

Use this Stratagem before a SKITARII unit from your army fights. Add 1 to hit rolls you make for the unit this phase. If the unit has an enhanced data-tether or a broad spectrum data-tether, you can add 2 to the hit rolls instead.

1CP

BENEVOLENCE OF THE OMNISSIAH

Adeptus Mechanicus Stratagem

Use this Stratagem when an ADEPTUS MECHANICUS VEHICLE or QUESTOR MECHANICUS model from your army suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model for the rest of the phase: on a 5+, that mortal wound is ignored.

1CP

TECH-ADEPT

Adeptus Mechanicus Stratagem

Use this Stratagem after an ADEPTUS MECHANICUS CHARACTER from your army has used an ability to repair a friendly model (e.g. Master of Machines). The character can immediately attempt to use that ability again, and can even use it to repair the same model.

1CP

MACHINE SPIRIT RESURGENT

Adeptus Mechanicus Stratagem

Use this Stratagem at the start of any turn. Pick an ADEPTUS MECHANICUS VEHICLE or QUESTOR MECHANICUS unit from your army. Until the end of this turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.

1CP

RAGE OF THE MACHINES

Adeptus Mechanicus Stratagem

Use this Stratagem before an ADEPTUS MECHANICUS VEHICLE from your army attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore all penalties for moving and firing a Heavy weapon, for Advancing and firing an Assault weapon, and for Advancing and firing a cognis weapon. For the purposes of this Stratagem, a cognis weapon is any weapon profile whose name includes the word ‘cognis’ (e.g. twin cognis autocannon, twin cognis lascannon).

1CP

DUNESTRIDERS

Adeptus Mechanicus Stratagem

Use this Stratagem when an Ironstrider Ballistarii or Sydonian Dragoons unit from your army Advances. Roll two dice instead of one and add the results together when determining how much further that unit can move.

2CP

ACQUISITION AT ANY COST

Adeptus Mechanicus Stratagem

Use this Stratagem at the end of any of your turns. Select an ADEPTUS MECHANICUS INFANTRY unit from your army that is within 3" of an objective marker. Until the start of your next turn you can add 1 to all saving throws made for that unit and increase the Attacks characteristic of all models in that unit by 1.

2CP

INFOSLAVE SKULL

Adeptus Mechanicus Stratagem

Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your ADEPTUS MECHANICUS INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.

1CP

MACHINE SPIRIT’S REVENGE

Adeptus Mechanicus Stratagem

Use this Stratagem when one of your ADEPTUS MECHANICUS VEHICLES is destroyed; do not roll a dice – that vehicle automatically explodes.

1-3CP

FRESH CONVERTS

Agripinaa Stratagem

Use this Stratagem at the end of your Movement phase. Pick one of your units of AGRIPINAA Servitors, AGRIPINAA Kataphron Destroyers or AGRIPINAA Kataphron Breachers as follows: If you spend 1 CP you can choose a unit with a Power Rating of 5 or less, if you spend 2 CPs you can choose a unit with a Power Rating of 10 or less, and if you spend 3 CPs you can choose a unit with a Power Rating of 20 or less. You cannot pick a unit with a Power Rating of more than 20. Remove your chosen unit from the battlefield. You can then set it up again as you would a unit arriving as reinforcements; set up the unit in your deployment zone, within 6" of the edge of the battlefield and more than 9" from any enemy models, at its full starting strength.

1CP

LEGIO TELEPORTARIUM

Lucius Stratagem

Use this Stratagem during deployment. You can set up a LUCIUS unit from your army in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this unit can teleport into battle – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

1CP

CLANDESTINE INFILTRATION

Stygies VIII Stratagem

Use this Stratagem during deployment. You can set up a STYGIES VIII unit from your army in ambush instead of placing it on the battlefield. At the beginning of the first battle round but before the first turn begins, the unit is revealed – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

1CP

PLASMA SPECIALISTS

Ryza Stratagem

Use this Stratagem before a RYZA unit from your army attacks in the Shooting phase. Add 1 to the wound rolls made for all of that unit’s plasma weapons and increase the damage inflicted by any plasma weapon by 1. For the purposes of this Stratagem, a plasma weapon is any weapon profile whose name includes the word ‘plasma’ (e.g. plasma cannon, plasma caliver, plasma culverin).

1CP

STEEL MIND, IRON LOGIC

Graia Stratagem

Use this Stratagem when an enemy PSYKER manifests a psychic power within 24" of one or more of your GRAIA INFANTRY units. Roll a D6; on a 4+, that psychic power is resisted and its effects are negated.

2CP

WRATH OF MARS

Mars Stratagem

Use this Stratagem before a MARS unit from your army attacks in the Shooting phase. Each time you make a wound roll of 6+ for that unit, the target suffers a mortal wound in addition to any other damage.

1CP

DEAFENING ASSAULT

Metalica Stratagem

Use this Stratagem at the start of any Morale phase. Pick one of your METALICA units; all enemy units within 6" of that unit must subtract 1 from their Leadership characteristic until the end of the phase.

1CP

KNIGHT OF THE COG

Adeptus Mechanicus Stratagem

Use this Stratagem at the start of any battle round, before determining which Canticle of the Omnissiah will be in effect. Select a QUESTOR MECHANICUS unit from your army that is within 12" of a friendly ADEPTUS MECHANICUS CHARACTER. That unit gains the Canticles of the Omnissiah ability until the start of the next battle round.

1CP/3CP

ROTATE ION SHIELDS

Questor Mechanicus Stratagem

Use this Stratagem when an enemy unit targets an IMPERIAL KNIGHTS VEHICLE unit from your army that has an invulnerable save (this Stratagem costs 3 CPs if the targeted unit is a DOMINUS CLASS unit, otherwise it costs 1 CP). Until the end of the phase, the vehicle unit’s invulnerable save is improved by 1 (to a maximum of 3+).


Warlord Traits

The Tech-Adepts of the Adeptus Mechanicus, though often perceived as cold and inhumanly detached, are nonetheless capable leaders. They are able to calculate complex tactical algorithms to overcome battlefield challenges in a matter of nanoseconds, allowing them to claim their objective in the most efficient manner possible.

If an ADEPTUS MECHANICUS CHARACTER is your Warlord, they can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your general’s battlefield imperatives.

D6WARLORD TRAIT
1

MONITOR MALEVOLUS

Knowledge is power, and it behoves the wise adept to have an endless array of sensors trained on the enemy.

Once per battle, you can re-roll a single hit roll, wound roll or damage roll made for your Warlord. In addition, if your army is Battle-forged and your Warlord is on the battlefield, roll a D6 each time you or your opponent use a Stratagem; on a 6, you gain a Command Point.

2

MAGOS BIOLOGIS

To study a beast is to know a beast – and also to know how to kill it. Know Thine Foe…

You can re-roll failed wound rolls when attacking enemy INFANTRY, BEAST or MONSTER units with your Warlord.

3

MECHADOMINATOR

The most able of Tech-Priests can cause enemy machine spirits to quail through sheer force of willpower.

Your opponent must subtract 1 from hit rolls they make for any of their VEHICLES that target your Warlord.

4

NECROMECHANIC

The blessed healing of machinery is the sign of a true shepherd of the Omnissiah’s flock.

Each time your Warlord uses an ability to repair a friendly model, that model regains 1 additional wound.

5

CHORISTER TECHNIS

Through cogitator assistance and auspexial training, it is possible to gain critical thinking that is akin to prescience.

Whilst your Warlord is on the battlefield, you can re-roll the dice whenever you randomly select which Canticle of the Omnissiah is being canted. If your Warlord has the Glory to the Omnissiah dogma, you can only re-roll the first dice, not both.

6

PRIME HERMETICON

Let none doubt the cold and logistical hatred of the Machine God and its power to invigorate the faithful.

Friendly <FORGE WORLD> INFANTRY units within 6" of your Warlord can re-roll failed hit rolls in the Fight phase.


Forge World Warlord Traits

If you wish, you can pick a Forge World Warlord Trait from the list below instead of from the Adeptus Mechanicus Warlord Traits, but only if your Warlord is from that forge world. If Belisarius Cawl is your Warlord, he always has the Static Psalm-code trait.

FORGE WORLDTRAIT
MarsStatic Psalm-code: Using ancient hymn-code cant, the Warlord broadcasts with increased power. Blessed is he that walks with the Omnissiah.
Add 3" to the range of any aura abilities on your Warlord’s datasheet (such as Lord of the Machine Cult). 
GraiaEmotionless Clarity: With a mind blissfully unsullied by the passions common to flesh, the Warlord can take perfect aim even under the most intense pressures.
Models in friendly GRAIA units within 6" of your Warlord can shoot with Assault and Rapid Fire weapons even if there are enemy units within 1" of their own unit, but only if they target the closest enemy unit. In such circumstances, the model can shoot even if other friendly units are within 1" of the same enemy unit. 
MetalicaOrdered Efficiency: For this Warlord, it is not enough to do a task, for it must be done with machine-like precision and perfection of purpose.
If a friendly METALICA unit is within 6" of your Warlord when it Falls Back, it can still shoot during its turn but you must subtract 1 from that unit’s hit rolls in that Shooting phase
LuciusSuperior Bionics: Human flesh is an anachronism, a sad legacy of a civilisation whose time has come and gone. Perfection is in crafting.
Add 1 to invulnerable saving throws made for your Warlord. 
AgripinaaReinforced Exoskeleton: Seeking a sham immortality, the Tech-Priest has installed layers of nigh-impenetrable fleximetal in his armour plates.
All damage suffered by your Warlord is reduced by 1 (to a minimum of 1). 
Stygies VIIIXenarite Studies: One who has studied the alien for many lifespans knows best how to kill it.
Add 1 to any wound rolls made for your Warlord against units that do not have the CHAOS, IMPERIUM or UNALIGNED Faction keywords. 
RyzaFirst-hand Field Testing: True innovation is rare amongst Tech-Priests, but that is not so on Ryza.
When setting up your Warlord, choose one of their weapons (this cannot be an Arcana Mechanicum); increase the Strength and Damage characteristics of that weapon by 1. 


Tactical Objectives

D66Result
11Will of the Omnissiah 
12The Machine Eternal 
13A Victory for Logic 
14Rumours of Revelation 
15Destroy and Acquire 
16A Quest for Knowledge 

The goals of the Adeptus Mechanicus are steeped in secrecy and a technological mysticism that is all but unfathomable to the Imperium’s other institutions, as are many of the battlefield tactics they employ to achieve them.

If your army is led by an ADEPTUS MECHANICUS Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when an Adeptus Mechanicus player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Adeptus Mechanicus Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.

11
WILL OF THE OMNISSIAH
Adeptus Mechanicus

Channel the divine might of the Omnissiah, let the energising power of the Machine God surround you – the jubilation of his flock shall be the bane of his foe.

Score 1 victory point if you randomly determined which Canticle of the Omnissiah was being canted this turn.

12
THE MACHINE ETERNAL
Adeptus Mechanicus

Tend to the sacred machines of the Omnissiah, soothe their wounded spirits and restore their scarred bodies to their former glory, so that they might hound the foe forever.

Score 1 victory point if a VEHICLE from your army that has suffered wounds during the course of the battle regains all its lost wounds during your turn.

13
A VICTORY FOR LOGIC
Adeptus Mechanicus

Those who put their faith in the unnatural power of the warp must be made to bow to the steel certainty of logic. Prove the superiority of the machine over the eldritch.

Score 1 victory point if, during this turn, an enemy PSYKER was destroyed, or an enemy PSYKER failed a Psychic test, or if an enemy psychic power was denied or was otherwise negated, such as through use of the Steel Mind, Iron Logic Stratagem.

14
RUMOURS OF REVELATION
Adeptus Mechanicus

Reports imply that an invaluable piece of technology has been located in the area – perhaps even one of the sacred STCs. Authenticate its significance and report back to your masters. An overseer will provide the most trustworthy evaluation.

When this Tactical Objective is generated, roll a D6. Score 1 victory point if you control the corresponding objective marker. Score D3 victory points instead if your Warlord controls it.

15
DESTROY AND ACQUIRE
Adeptus Mechanicus

Lay low the unhallowed machines of the foe, but leave as much of them intact as possible – there is much to be learned from the wreckage.

Score 1 victory point if at least one enemy VEHICLE was destroyed but did not explode, crash and burn, etc. during this turn.

16
A QUEST FOR KNOWLEDGE
Adeptus Mechanicus

Drive the blasphemers from sites of learning and enlightenment so that lost archeotech and forgotten data can be recovered.

Score D3 victory points if you control an objective marker that was controlled by your opponent at the start of the turn. If you control 3 or more objective markers that were controlled by your opponent at the start of the turn, score D3+3 victory points instead.


Arcana Mechanicum

Relics of the Machine God are items of incredible rarity, be they masterwork weapons forged by Tech-Adepts of unrivalled skill, or ancient artefacts from the Dark Age of Technology. When not being carried to war by the zealous Tech-Adepts of the Cult Mechanicus, these hallowed artefacts are secured within the impregnable reliquary-vaults of their native forge world.

If your army is led by an ADEPTUS MECHANICUS Warlord, then before the battle you may give one of the following Arcana Mechanicum to an ADEPTUS MECHANICUS CHARACTER. Named characters such as Belisarius Cawl already have one or more artefacts and cannot be given any of the following relics.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Arcana Mechanicum your characters have on your army roster.

ANZION’S PSEUDOGENETOR

Appearing as a nest of mechadendrites, this unsettling device can be set to dissect a nearby alien organism with startling speed and efficiency even in the midst of battle. Blood flies, paralytic elixirs are administered, skin is peeled from muscle and muscle parted from endoskeleton. The wearer watches with scientific interest as his device swiftly concludes its autopsy, filing away observations upon the biomechanics of the foe until the specimen collapses in a mess of laser-sliced viscera and drilled bone.

Each time the bearer fights, they can make D6 additional attacks using the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Anzion’s Pseudogenetor
Melee
Melee
4
-1
1
Abilities: You can re-roll failed wound rolls for this weapon when attacking INFANTRY units.

AUTOCADUCEUS OF ARKHAN LAND

This rod’s runic tip can impart blessed energy to anything metallic that the wielder strikes with sufficient vigour. Those cyborgs and engines so struck will stitch themselves back together as if repaired by the hands of the Technoarcheologist himself.

At the start of each of your turns, the bearer of this relic heals 1 wound. In addition, when the bearer uses an ability to repair a friendly ADEPTUS MECHANICUS model (such as Master of Machines), you may re-roll the dice to determine how many wounds are regained.

PATER COG-TOOTH

Legends told in binharic code claim that his axe is the first of its kind. Built upon Mars, the Pater Cog-Tooth is a venerable weapon that seems to glow with an aura of power, although perhaps that is simply rad-emanations dating from the Great Cataclysm of Mars.

Model with an Omnissian axe only. Pater Cog-tooth replaces the bearer’s Omnissian axe and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Pater Cog-tooth
Melee
Melee
+2
-2
3

PHOSPHOENIX

The blasphemous Tech-Priest Veriliad essentially destroyed the Adeptus Mechanicus’ ability to make phosphex weaponry. Having seen the horror of the living, blue-white flame, Veriliad destroyed the lone STC for the substance’s creation. Efforts to recreate it have been unsuccessful ever since. Decried as Heretic Technis by the rest of his order, Veriliad was tied to a stake and shot with the pistol known as Phosphoenix, the finest such weapon ever produced. Perhaps fittingly, he was burnt alive by the very flame he had tried to extinguish.

Model with a phosphor serpenta only. Phosphoenix replaces the model’s phosphor serpenta and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Phosphoenix
18"
Assault 3
5
-3
1
Abilities: Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.

RAIMENT OF THE TECHNOMARTYR

This baroque suit of armour contains dozens of eager, life-sustaining machine spirits that buzz within its fibre bundles like stinging insects. The Tech-Priests consider the resultant discomfort of little import, for at a simple conjuration, these spirits swarm out to inhabit the weapons of those nearby. Guns that have been graced by one of these excitable animas can pour volleys of fire into the enemy even when their wielders falter.

Roll a dice each time the bearer of the Raiment of the Technomartyr loses a wound. On a 6 that model does not lose a wound. In addition, Each time a friendly <FORGE WORLD> model within 6" of the bearer fires Overwatch and you roll a 6 to hit, you can make one bonus attack for the same weapon against the charging unit (these attacks cannot generate further attacks).

THE ADAMANTINE ARM

Bionic arms are standard issue enhancements on every forge world, but it was a Tech-Priest of Metalica that saw room for improvement. Powered by batteries of micro servo-engines, the entire arm has been sheathed in nigh impenetrable adamantine, making an appendage that is mightier and harder hitting than any yet invented. Long live efficiency!

METALICA model only. This weapon has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
The Adamantine Arm
Melee
Melee
x3
-3
3
Abilities: This weapon can only be used to make one attack each time this model fights.

THE CEREBRAL TECHNO-MITRE

Perhaps the most famous of all cogitator engines is the Cerebral Techno-Mitre, a secondary brain that uses synaptic links to directly assist the bearer’s own mental capacities. Even amidst the maelstrom of battle, the device runs complex algorithms to suggest the best course of action.

GRAIA Tech-Priest Dominus only. If your army is Battle-forged and includes the bearer of the Cerebral Techno-Mitre, you start the battle with 1 additional Command Point.

THE EYE OF XI-LEXUM

Xi-Lexum was a legend of Agripinaa, and none could match the acquisitional triumphs of his macroclades. Even after his death, Xi-Lexum serves his forge world still. A servo-skull has been made from the cranium of the fallen Tech-Priest, who was slain in battle by an agent of the Dark Mechanicum. Even in death, Xi-Lexum’s withering gaze can reveal the weaknesses of every foe, and is especially effective in its judgements of those twisted by Chaos.

AGRIPINAA model only. At the start of each of your Shooting phases, pick one enemy VEHICLE unit within 18" of the bearer. You can re-roll wound rolls of 1 for friendly AGRIPINAA units that target the unit you picked for the rest of the phase. If the unit you picked is a CHAOS VEHICLE, you can instead re-roll failed wound rolls for friendly AGRIPINAA units that target the unit.

THE OMNISCIENT MASK

Legend has it that the wearer of the Omniscient Mask can read the souls of men, each rendered as legible as the binharic calligraphy of the Illuminatoria. An object of great veneration amongst the Skitarii, those under its gaze fight all the harder, fearing they will be found wanting in the eyes of the Omnissiah’s chosen.

You can re-roll failed hit rolls in the Fight phase for friendly SKITARII units that are within 6" of the bearer of the Omniscient Mask.

THE OMNISSIAH’S HAND

The device known as the Omnissiah’s Hand is a gauntlet lined with a concealed array of digital lasers, believed to be of Jokaero origin. Such items might be techno-heresy to other forge worlds, but many a Tech-Adept of Stygies VIII has become obsessed in their quest to replicate its technology. Thus far their best efforts have been to no avail.

STYGIES VIII model only. Roll a dice at the end of each Fight phase for each enemy unit that is within 1" of the bearer of the Omnissiah’s Hand; on a 4+ that unit suffers a mortal wound.

THE RED AXE

The appropriately named Red Axe is a colossal cog-bladed axe edged in priceless starmetal that emits a crimson glow. The supply of this unique ore is so limited that only one such weapon has ever been created. It is claimed that few foes can withstand a blow from the Red Axe, a fabled treasure from the war vaults of Mars.

MARS model with an Omnissian axe only. The Red Axe replaces the bearer’s Omnissian axe and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
The Red Axe
Melee
Melee
+1
-5
2

THE SKULL OF ELDER NIKOLA

This yellowed, multi-lacquered servo-skull is perhaps the most ancient of its kind. It has been ghostdated to the early days of Mankind, when primitive Terrans had barely evolved the ability to conjure light. Should the correct praise-psalm be sung to it, the halo of electrical power that surrounds its bony circumference will explode outwards in a ring of crackling force, scrambling the unnatural workings of enemy war engines.

Once per game, in your Shooting phase, the bearer can unleash the power bound within the Skull of Elder Nikola. Should the bearer do so, roll a dice for each enemy VEHICLE unit within 2D6" of them; on a roll of 2+, that unit suffers a mortal wound.

THE SOLAR FLARE

The Solar Flare is a unique Lucius invention that combines that forge world’s knowledge of solar fusion and teleportation. It is a personal teleportation device that, when triggered, causes the bearer to burst from the warp in a flash of blinding white light. The highly coveted item has never been successfully replicated.

LUCIUS model only. Once per game, at the end of any of your Movement phases, the bearer of the Solar Flare can teleport instead of moving normally. When they do so, remove them from the battlefield and then replace them anywhere that is within 30" of their starting position and more than 9" from any enemy models.

UNCREATOR GAUNTLET

The Uncreator Gauntlet was originally devised to reverse-engineer lost technologies. When laid upon a machine, xenotech fields are released that cause the construct’s chronology to be wound back. If the timing is accurate to the picosecond, the temporal anomaly can rejuvenate the machine to the prime of its operative lifespan – or go on to reduce it to a neatly arrayed pile of component parts, each ready for the Tech-Priest’s inspection.

Model with a power fist only. The Uncreator Gauntlet replaces the model’s power fist and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Uncreator Gauntlet
Melee
Melee
x2
-3
D3
Abilities: When attacking with this weapon, you must subtract 1 from the hit roll. Each time you successfully wound an enemy VEHICLE with this weapon, the target suffers 1 mortal wound in addition to any other damage.

WEAPON XCIX

Ryza is the rare forge world that believes in innovation, and their top Tech-Priests all have their own experimental weapons under development. Such devices often never reach the battlefield, but the up-volted volkite blaster known only as Weapon XCIX has proved its incredible prowess in battle on numerous occasions.

RYZA model with volkite blaster only. Weapon XCIX replaces the model’s volkite blaster and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Weapon XCIX
24"
Heavy 3
7
-1
2
Abilities: Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Special Weapons). When this is the case, the unit may take any item from the appropriate list below.

SPECIAL WEAPONS

 • Arc rifle

 • Plasma caliver

 • Transuranic arquebus

PISTOL WEAPONS

 • Arc pistol

 • Phosphor blast pistol

 • Radium pistol

MELEE WEAPONS

 • Arc maul

 • Power sword

 • Taser goad

CARAPACE WEAPONS

 • Twin Icarus autocannon

 • Stormspear rocket pod

 • Ironstorm missile pod


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Arc lance (shooting)
12"
Assault 1
6
-1
1
When attacking a VEHICLE, this weapon has a Damage characteristic of D3.
3
Arc pistol
12"
Pistol 1
6
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
4
Arc rifle
24"
Rapid Fire 1
6
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
75
Avenger gatling cannon
36"
Heavy 12
6
-2
2
-
7
Cognis flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target. In addition, when firing Overwatch with this weapon, roll two dice when determining how many attacks it makes and discard the lowest result.
2
Cognis heavy stubber
36"
Heavy 3
4
0
1
You may fire this weapon even if the firing model Advanced but you must subtract 2 from any hit rolls if you do so.
0
Electrostatic gauntlets (shooting)
12"
Assault 3
5
0
1
Each hit roll of 6+ with this weapon causes 3 hits rather than 1.
30
Eradication beamer
36"
Heavy D6
8
-2
D3
When attacking units within 12", change this weapon’s Type to Heavy D3, but resolve the shots with an AP of -4 and a Damage of D6.
10
Eradication ray
24"
Heavy D3
6
-2
1
Attacks from this weapon that target enemies at 8" or less are resolved with an AP of -4 and a Damage of D3.
2
Flechette blaster
12"
Pistol 5
3
0
1
-
0
Galvanic caster
When attacking with this weapon, choose one of the profiles below.
 - Flechette burster
24"
Rapid Fire 2
3
0
1
-
 - Ignis blaze
18"
Assault D3
3
0
1
This weapon can target units that are not visible to the firer.
 - Kinetic hammershot
30"
Heavy 1
4
-2
1
-
0
Galvanic rifle
30"
Rapid Fire 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -1.
10
Gamma pistol
12"
Pistol 1
6
-3
2
You can re-roll failed wound rolls for this weapon when attacking a VEHICLE.
6
Heavy arc rifle
36"
Heavy 2
6
-2
D3
When attacking a VEHICLE, this weapon has a Damage of D6.
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
30
Heavy grav-cannon
30"
Heavy 5
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
15
Heavy phosphor blaster
36"
Heavy 3
6
-2
1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
40
Icarus array
When attacking with this weapon, you can fire all three of the profiles below.
 - Daedalus missile launcher
48"
Heavy 1
7
-3
D6
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls against all other targets.
 - Gatling rocket launcher
48"
Heavy 5
6
-2
1
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls against all other targets.
 - Twin Icarus autocannon
48"
Heavy 4
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls against all other targets.
15
Incendine combustor
12"
Heavy D6
5
-1
1
This weapon automatically hits its target.
16
Ironstorm missile pod
72"
Heavy D6
5
-1
2
This weapon can target units that are not visible to the bearer.
0
Laspistol
12"
Pistol 1
3
0
1
-
2
Macrostubber
12"
Pistol 5
4
0
1
-
0
Melta cutter
12"
Assault D3
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
14
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
22
Multi-melta
24"
Heavy 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
45
Neutron laser
48"
Heavy D3
10
-4
D6
Treat damage rolls of 1 or 2 made by this weapon as 3 instead.
3
Phosphor blast pistol
12"
Pistol 1
5
-1
1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
6
Phosphor blaster
24"
Rapid Fire 1
5
-1
1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
4
Phosphor serpenta
18"
Assault 1
5
-1
1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
11
Plasma caliver
When attacking with this weapon, choose one of the profiles below.
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
18"
Assault 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
16
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
27
Plasma culverin
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D6
7
-3
1
-
 - Supercharge
36"
Heavy D6
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
0
Radium carbine
18"
Assault 3
3
0
1
Each time you make a wound roll of 6+ for this weapon, that hit inflicts 2 damage instead of 1.
4
Radium jezzail
30"
Heavy 2
5
0
1
This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you make a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
0
Radium pistol
12"
Pistol 1
3
0
1
Each time you make a wound roll of 6+ for this weapon, that hit inflicts 2 damage instead of 1.
100
Rapid-fire battle cannon
72"
Heavy 2D6
8
-2
D3
-
Solar atomiser
12"
Assault D3
10
-4
D3
If the target is within half range of this weapon, it has a Damage of D6.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
45
Stormspear rocket pod
48"
Heavy 3
8
-2
D6
-
2
Stubcarbine
18"
Pistol 3
4
0
1
-
76
Thermal cannon
36"
Heavy D6
9
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
20
Torsion cannon
24"
Heavy 1
8
-4
D6
-
15
Transuranic arquebus
60"
Heavy 1
7
-2
D3
This weapon cannot be fired if the firing model moved during the Movement phase. This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you make a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
20
Twin cognis autocannon
48"
Heavy 4
7
-1
2
You may fire this weapon even if the firing model Advanced but you must subtract 2 from any hit rolls if you do so.
40
Twin cognis lascannon
48"
Heavy 2
9
-3
D6
You may fire this weapon even if the firing model Advanced but you must subtract 2 from any hit rolls if you do so.
30
Twin heavy phosphor blaster
36"
Heavy 6
6
-2
1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
20
Twin Icarus autocannon
48"
Heavy 4
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
8
Twin volkite charger
15"
Heavy 4
5
0
2
-
8
Volkite blaster
24"
Heavy 3
6
0
1
Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Arc claw
Melee
Melee
+1
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
0
Arc lance (melee)
Melee
Melee
+3
-1
1
When attacking a VEHICLE, this weapon has a Damage characteristic of D3.
5
Arc maul
Melee
Melee
+2
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
Arc scourge
Melee
Melee
x2
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
3
Chordclaw
Melee
Melee
User
0
D3
A chordclaw can only be used to make one attack each time this model fights. Each time you make a wound roll of 6+ with this weapon, the target suffers D3 mortal wounds instead of the normal damage.
0
Electroleech stave
Melee
Melee
+2
-2
D3
Each time you make a wound roll of 6+ with this weapon, the target suffers D3 mortal wounds instead of the normal damage.
0
Electrostatic gauntlets (melee)
Melee
Melee
5
0
1
Each hit roll of 6+ with this weapon causes 3 hits rather than 1.
5
Hydraulic claw
Melee
Melee
x2
-1
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
25
Kastelan fists
Melee
Melee
+4
-3
3
-
Mechadendrite hive
Melee
Melee
User
0
1
Each time Belisarius Cawl fights, he can make 2D6 additional attacks with this weapon.
0
Omnissian axe
Melee
Melee
+1
-2
2
-
9
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power sword
Melee
Melee
User
-3
1
-
30
Reaper chainsword
Melee
Melee
+6
-3
6
-
0
Servo-arm
Melee
Melee
x2
-2
3
Each servo-arm can only be used to make one attack each time this model fights. When a model attacks with this weapon, you must subtract 1 from the hit roll.
4
Taser goad
Melee
Melee
+2
0
1
Each hit roll of 6+ with this weapon causes 3 hits rather than 1.
9
Taser lance
Melee
Melee
+3
-1
2
Each hit roll of 6+ with this weapon causes 3 hits rather than 1.
0
Termite drill
Melee
Melee
x2
-4
3
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers a mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
35
Thunderstrike gauntlet
Melee
Melee
x2
-4
6
When attacking with this weapon, you must subtract 1 from the hit roll. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
0
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
4
Transonic blades
Melee
Melee
+1
0
1
Each time you make a wound roll of 6+ with this weapon, the target suffers a mortal wound instead of the normal damage.
2
Transonic razor
Melee
Melee
User
0
1
Each time you make a wound roll of 6+ with this weapon, the target suffers a mortal wound instead of the normal damage.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Broad Spectrum Data-tether
<FORGE WORLD> units within 3" of any friendly models equipped with a broad spectrum data-tether at the start of the Morale phase add 1 to their Leadership for the duration of the phase.
5
Enhanced Data-tether
You can re-roll failed Morale tests for a unit that includes a model with an enhanced data-tether.
0
Mag-inverter Shield
Models with a mag-inverter shield have a 4+ invulnerable save against attacks made with melee weapons. In addition, each time you make an unmodified saving throw of 6 for a model with a mag-inverter shield against an attack made with a melee weapon, the attacking unit suffers 1 mortal wound after it has made all of its attacks.
7
Omnispex
Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by a unit that includes a model with an omnispex.
0
Smoke Launchers
Once per game, a model equipped with smoke launchers can use them instead of shooting any weapons in the Shooting phase; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Canticles of the Omnissiah

The disciples of the Omnissiah incant complex war-blessings, as much optimisation subroutines as they are expressions of faith in the Machine God.

All units with this ability gain a bonus during the battle depending on the Canticle of the Omnissiah currently being canted.

At the start of each battle round, pick which Canticle of the Omnissiah from the table below is in effect for the duration of the battle round. The same Canticle may not be picked twice during the same battle.

Alternatively, you can randomly determine which Canticle of the Omnissiah is in effect by rolling a D6 and consulting the table below. Note that if you randomly determine a Canticle, it takes effect even if the same Canticle has been in effect earlier in the battle.

If you have a Battle-forged army, units only receive the bonus if every model in their Detachment has this ability.

D6Canticle
1Incantation of the Iron Soul: Raising their voices in binharic praise, the Disciples of the Machine God bolster their spirits with the surety of iron.
You can re-roll failed Morale tests for affected units. 
2Litany of the Electromancer: Summoning the spark of the Machine God’s divinity that burns within them, the Omnissiah’s faithful manifest blazing auras of energy that lay low the unbeliever.
Roll a D6 for each enemy unit that is within 1" of any affected units; on a roll of 6, the unit being rolled for suffers D3 mortal wounds
3Chant of the Remorseless Fist: In spitting out a staccato chant to the Motive Force, the faithful warriors of the Cult Mechanicus are filled with merciless surety as well as intent.
You can re-roll any hit rolls of 1 for affected units in the Fight phase
4Shroudpsalm: Robot, servitor and priest shift their binharic emissions into visible spectra, the static pouring from their vox-grilles manifesting as an electromagnetic storm that hides them from the foe.
Affected units gain the bonus to their armour saving throws as if they were in cover. Units already in cover are unaffected. 
5Invocation of Machine Might: The Tech-Priests lead their flock in a hexadecimic prayer that sends miraculous strength surging through tendons, wires and pistons.
Affected units have +1 Strength. 
6Benediction of the Omnissiah: Those blessed enough to comprehend this blaring vox-prayer find their targeting reticules guided by the Omnissiah’s own vigilance.
You can re-roll failed hit rolls of 1 for affected units in the Shooting phase
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.

The <FORGE WORLD> and CHARACTER keywords are used in following Adeptus Mechanicus datasheets:

HQ
Elites
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.

The ELECTRO-PRIESTS keyword is used in following Adeptus Mechanicus datasheets:

Elites

The ADEPTUS MECHANICUS and CHARACTER keywords are used in following Adeptus Mechanicus datasheets:

HQ
Elites

The SKITARII keyword is used in following Adeptus Mechanicus datasheets:

Fast Attack
Heavy Support
Elites
Troops

The ADEPTUS MECHANICUS and VEHICLE keywords are used in following Adeptus Mechanicus datasheets:

Fast Attack
Heavy Support
Dedicated Transport

The QUESTOR MECHANICUS keyword is used in following Adeptus Mechanicus datasheets:

Lords of War
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.

The GRAIA and INFANTRY keywords are used in following Adeptus Mechanicus datasheets:

Elites
Troops
HQ

The profiles using IMPERIAL KNIGHTS and VEHICLE keywords can be found in following Factions:

Imperium: Adeptus Mechanicus, Imperial Knights.

The IMPERIAL KNIGHTS and VEHICLE keywords are used in following datasheets:

The DOMINUS CLASS keyword is used in following Imperial Knights datasheets:

Lords of War
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

The GRAIA, TECH-PRIEST and DOMINUS keywords are used in following Adeptus Mechanicus datasheets:

HQ
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
© Vyacheslav Maltsev 2013-2018