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Adeptus MechanicusArchaeopter Fusilave

Archaeopter Fusilave

Archaeopter Fusilave * 5+ * 6 7 10 * 9 3+
An Archaeopter Fusilave is a single model equipped with: 4 cognis heavy stubbers. It has a command uplink.
Some of this model’s characteristics change as it suffers damage, as shown below:
Cognis heavy stubber
Heavy 3
You can choose this weapon to shoot with even if the bearer Advanced. When resolving an attack made with this weapon, if the bearer Advanced, subtract 2 from the hit roll.
 • This model can have a chaff launcher instead of a command uplink.
Canticles of the Omnissiah

Bomb Rack: At the end of your Movement phase, this model can drop heavy bombs on one enemy unit it moved over in that phase. To a maximum of ten D6, roll three D6 for each VEHICLE and MONSTER model in that unit and one D6 for each other model in that unit. For each roll of 4+ that unit suffers 1 mortal wound.

Command Uplink:
If this model has a command uplink, friendly <FORGE WORLD> units can use this model’s Leadership instead of their own whilst they are within 6" of this model.

Chaff Launcher:
When resolving an attack made with a ranged weapon against a model with a chaff launcher, reduce the Damage characteristic of that weapon by 1, to a minimum of 1, for that attack.

Manoeuvrable Craft: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It can pivot up to 90° one more time, at any point, during this move. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Airborne: You cannot charge with this unit, and this unit can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this unit if it is within 1" of any enemy units that can FLY, and this unit can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this unit if they can FLY.

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Manoeuvrable Craft abilities until the beginning of your next Movement phase.

This datasheet has Flyers Battlefield Role. Full list of Adeptus Mechanicus units sharing same Battlefield Role follows:

Does not include wargear

Cognis heavy stubber used in following datasheets:

Dedicated Transport
Heavy Support
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.
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.

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.
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.
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.
Saving Throw
The player commanding the target unit then makes a saving throw by rolling a dice and modifying the roll by the Armour Penetration characteristic of the weapon that caused the damage. For example, if the weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save characteristic of the model the wound was allocated to, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. 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.

Incantation 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.


Litany 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.


Chant 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.



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.


Invocation 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.


Benediction 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.

The VEHICLE keyword is used in following Adeptus Mechanicus datasheets:

The AIRCRAFT keyword is used in following Adeptus Mechanicus datasheets:


The FLY keyword is used in following Adeptus Mechanicus datasheets:

Fast Attack

The ARCHAEOPTER keyword is used in following Adeptus Mechanicus datasheets:

© Vyacheslav Maltsev 2013-2020