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.
Contents

Books

BookKindEditionVersionLast update
  Imperium 2
  Imperium 2Index81.3April 2018
  Adeptus Mechanicus
  Adeptus MechanicusCodex8Indomitus 1.0July 2020
  Forge World: Secutarii Hoplites
  Forge World: Secutarii HoplitesDataslate8June 2018
  Forge World: Secutarii Peltasts
  Forge World: Secutarii PeltastsDataslate8June 2018
  Forge World: Termite Assault Drill
  Forge World: Termite Assault DrillDataslate8June 2018
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020
  Games Workshop: Tech-Priest Manipulus
  Games Workshop: Tech-Priest ManipulusDataslate8January 2019
  Warhammer Quest: Blackstone Fortress
  Warhammer Quest: Blackstone FortressBoxset8November 2018
  Games Workshop: Battle Tanks and Troop Transports Rules Preview
  Games Workshop: Battle Tanks and Troop Transports Rules PreviewDataslate8June 2019
  Warhammer Quest: Blackstone Fortress – Escalation
  Warhammer Quest: Blackstone Fortress – EscalationBoxset8August 2019
  Psychic Awakening: Engine War
  Psychic Awakening: Engine WarExpansion8Indomitus 1.0July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

FAQ

Codex: Adeptus Mechanicus

 Q: A number of weapons (e.g. twin cognis autocannon) and other rules (e.g. Protector Doctrina Imperative Stratagem) modify hit rolls by more than -1 or +1. Given that hit rolls cannot be modified by more than this, what effect do these rules have?
A:
While hit rolls and wounds rolls cannot be modified by more than -1 or +1, this limit takes effect after all applicable modifiers have been applied, some of which may cancel each other out. For example, in the Movement phase an Ironstrider Ballistarius model Advances and then in the following Shooting phase makes an attack with its twin cognis autocannon. The weapon applies a -2 modifier to that attack’s hit roll, and so the model’s controlling player uses the Protector Doctrina Imperative Stratagem to also give a +2 modifier to the roll. Applying both of these modifiers to the hit roll causes them to cancel each other out, and no modifier is applied to the roll.
 Q: Can the Clandestine Infiltration Stratagem be used when you set up a STYGIES VIII TRANSPORT that has any embarked units?
A:
Yes.
 Q: If a 6 is rolled for the invulnerable save granted by a Kastelan Robot’s Repulsor Grid ability for an attack made by a unit embarked upon a Transport with an ability such as Open-topped or Extended Firing Deck, which unit is the mortal wound allocated to, the embarked unit or the Transport?
A:
The embarked unit that is making the attack suffers the mortal wound.
 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.
 Q: How does the Rage of the Machines Stratagem work with a VEHICLE unit that consists of more than one model?
A:
One VEHICLE model from that unit would gain the benefit of that Stratagem.
 Q: If a QUESTOR MECHANICUS unit from your army is selected as the target of the Knight of the Cog Stratagem, must every unit in that QUESTOR MECHANICUS unit’s Detachment also have the Canticles of the Omnissiah ability in order for that QUESTOR MECHANICUS unit to benefit from it?
A:
No.
 Q: At what point does the invulnerable save of FULGURITE ELECTRO-PRIESTS get increased as a result of the Siphoned Vigour ability?
A:
When the last model of the enemy unit is slain and removed from the battlefield.
 Q: Can a GRAIA model that has the Refusal to Yield ability also make use of rules that allow them to ignore lost wounds, such as Fanatical Devotion?
A:
No.

Expansion: Imperium Nihilus: Vigilus Defiant

 Q: When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
A:
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
 Q: Is the Master of Biosplicing Warlord Trait from the Servitor Maniple Specialist Detachment treated as an ability that repairs a friendly ADEPTUS MECHANICUS model for the purposes of the Autocaduceus of Arkhan Land Relic?
A:
Yes.
 Q: If a Tech-Priest Dominus takes the Doctrina Foreas Servo-Skull, what D6 roll is required to change the battle protocols of Kastelan Robots?
A:
2+.

Expansion: Psychic Awakening: Engine War

 Q: Can the Mechanicus Locum Stratagem be used to give characters other than your warlord one of the Holy Order Warlord Traits?
A:
No. The Character is only considered your Warlord for the purposes of the Warlord Trait itself, not for what Warlord Traits it has access to.
 Q: Does the Panegyric Procession Canticle allow a transuranic arquebus to be fired after moving?
A:
No.
 Q: Is the Thunderfire Cannon’s Operated Artillery ability considered an aura ability for the purposes of the Electro-filament Countermeasures Stratagem?
A:
No.
 Q: Can the Tactica Obliqua Stratagem be used if the unit in question could not fire overwatch due to an ability, psychic power, etc?
A:
Yes.
 Q: Can Pteraxii Skystalker and Pteraxii Sterylizor models embark upon a Skorpius Dunerider?
A:
Yes.
 Q: When using the Arc Grenade Cluster ability for a unit of Pteraxii Skystalkers, is the number of D6 rolled equal to the number of models in that Pteraxii Skystalkers unit?
A:
Yes.
 Q: If the Luminescent Blessing Canticle of the Omnissiah is in effect, are affected models with an invulnerable save that is better than 4+ (such as Fulgurite Electro-Priests under the effect of their Siphoned Vigour ability) affected, effectively reducing their invulnerable save to 4+?
A:
No.
 Q: Does the Endless Torment Dread Household Bond allow you to re-roll a single dice for each weapon that makes a random number of attacks a model is equipped with?
A:
Yes.

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.

Arc, Cognis and Radium and Weapons

Arc Weapons: An arc weapon is any weapon whose profile includes the word ‘arc’ (arc rifle, heavy arc rifle, arc maul, etc.), and any Relic that replaces such a weapon.

Cognis Weapons: A cognis weapon is any weapon whose profile includes the word ‘cognis’ (cognis flamer, twin cognis lascannon, etc.), and any Relic that replaces such a weapon.

Radium Weapons: A radium weapon is any weapon whose profile includes the word ‘radium’ (radium carbine, radium pistol, etc.), and any Relic that replaces such a weapon.

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
1

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.

2

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.

3

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.

4

Shroudpsalm

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.

5

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.

6

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.


Forge World Canticles of the Omnissiah

All forge worlds zealously praise the Machine God and the others of the holy trinity: the Omnissiah and the Motive Force. Yet differing interpretations and violent schisms stain the history of the Adeptus Mechanicus like rust, resulting in no few wars. Today, many forge worlds retain religious idiosyncrasies.


Before the battle, if your Warlord is an ADEPTUS MECHANICUS CHARACTER and their <FORGE WORLD> is one of those listed below, you can select one of the Canticles in the Canticles of the Omnissiah table (see Codex: Adeptus Mechanicus) to be replaced by that <FORGE WORLD>’s Canticle below. When a Forge World canticle from the list below is chanted, it only affects units from the appropriate <FORGE WORLD>. For example, your army includes a Warlord model from the Ryza Forge World. You can replace one Canticle from the Canticles of the Omnissiah with the Citation in Savagery Canticle. When this Canticle is chanted, it only affects Ryza units from your army.

Agripinaa: Verse of Vengeance

Rousing code in binharic duometer incites fury for the lost worlds around Agripinaa. In the grip of vengeance, the devoted extend their remaining functions for one last act of retribution.

When an INFANTRY or CAVALRY model in an affected unit is destroyed, roll one D6 before removing that model from play. On a 5+, that model can either shoot with one of its ranged weapons as if it were your Shooting phase or make one attack with one of its melee weapons as if it were the Fight phase.

Graia: Mantra of Discipline

Doctrinal imperatives reinforce the steel-minded tenacity of Graia’s warriors as their enemies near, turning charging foes into naught but data to be processed and deleted.

When resolving an Overwatch attack made by a model in an affected unit, a hit roll of 5 or 6 scores a hit.

Lucius: Luminescent Blessing

As the cohorts of Lucius recite their dazzling consecration, energy is redirected to infuse their masterwork alloys and even the lambent glow of protective fields ignites in a halo of divine defence.

Improve the invulnerable save of models in affected units by 1 (to a maximum of 4+).

Mars: Panegyric Procession

The Tech-Priests of the Red Planet lead their disciples in a cortege of war. The buzz of static psalms chanted in synchronicity unites all in the stately eradication of the heretic and blasphemer.

Models in affected units do not suffer the penalty for moving and firing Heavy weapons. Increase the Strength characteristic of Heavy weapons models in the affected unit are equipped with by 1.

Metalica: Tribute of Emphatic Veneration

A cacophonous chorale pouring from the vox-grilles and emitters of Metalica’s faithful venerates the Omnissiah with such deafening praise as to perturb their enemies.

When resolving an attack against an affected unit by an enemy model within 9", subtract 1 from the hit roll.

Ryza: Citation in Savagery

Binharic exultations accompany the rending blows of Ryza’s troops, a cybernetic chorus that venerates the Machine God and infuses them with zealous savagery.

The Armour Penetration characteristic of melee weapons models in the affected unit are equipped with is improved by 1 (e.g. AP 0 becomes AP -1).

Stygies: Plea of the Veiled Hunter

In silent supplication to the Machine God, a concentrated burst of noospheric negation manifests as a heavy band of shadow, allowing the warriors of Stygies to disengage seamlessly from their foe and instantly strike back.

Affected units can shoot in a turn in which they Fell Back, but if a unit does so, when resolving an attack made with a ranged weapon by a model in that unit that turn, subtract 1 from the hit roll.

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.

Specialist Detachments


Cybernetica Cohort

The Legio Cybernetica is one of the oldest institutions in the Adeptus Mechanicus, and it has endured for a reason. Each Kastelan Robot is a mighty idol of war – when gathered in maniples and brought to full lethality by the correct doctrina wafers, they can be unstoppable.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

CYBERNETICA COHORT

Specialist Detachment Stratagem

Marching into battle with inhuman synchronisation come the maniples of the Legio Cybernetica, ready to wage war in their pursuit of arcane knowledge.

Use this Stratagem when choosing your army. Pick an ADEPTUS MECHANICUS Detachment from your army to be a Cybernetica Cohort Specialist Detachment. TECH-PRIESTS DOMINUS, ENGINSEERS, CYBERNETICA DATASMITHS and KASTELAN ROBOTS in that Detachment gain the CYBERNETICA COHORT keyword.

WARLORD TRAIT
If a CYBERNETICA COHORT CHARACTER is your Warlord, you can give them the following Warlord Trait.

ADEPT OF THE LEGIO CYBERNETICA

A veteran of battle and trusted overseer of many of the Legio Cybernetica’s most treasured relic robots, this warlord is especially skilled at repairing the battle damage sustained by his charges.

Once per battle, when your Warlord uses their Master of Machines ability to repair a friendly unit of CYBERNETICA COHORT KASTELAN ROBOTS, that unit regains D6 lost wounds instead of D3.

ARCANA MECHANICUM
If your army includes any Cybernetica Cohort Specialist Detachments, you can give the following relic to a CYBERNETICA COHORT CHARACTER from your army:

DOCTRINA FOREAS SERVO-SKULL

Fitted with archeotech grav-boosters, this servo-skull has been adapted to quickly dispense sanctified doctrina wafers to Kastelan Robots. This allows Datasmiths or other adepts of the Legio Cybernetica to extend their control over a wider net of robots and command greater numbers in battle.

Friendly units of CYBERNETICA COHORT KASTELAN ROBOTS can attempt to change their battle protocols at start of each of your Movement phases if they are within 9" of the bearer.

STRATAGEMS
If your army includes any Cybernetica Cohort Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

POWER SURGE

Adeptus Mechanicus Stratagem

The datasmith delivers a burst of energy to the Kastelan Robots allowing them to cross the battlefield at an accelerated pace.

Use this Stratagem at the start of your Charge phase. Pick a unit of CYBERNETICA COHORT KASTELAN ROBOTS from your army within 3" of a friendly CYBERNETICA COHORT CYBERNETICA DATASMITH . Add 3 to charge rolls made for that unit of Kastelan Robots until the end of that phase.
1CP

STRAFING FIRE RUN

Adeptus Mechanicus Stratagem

Modifying the doctrina wafers of these Kastelan Robots grants them greater manoeuvrability and firepower – a devastating combination.

Use this Stratagem at the start of your Movement phase. Pick a unit of CYBERNETICA COHORT KASTELAN ROBOTS from your army that has the Aegis Protocol in effect. Until the end of that turn, treat Heavy weapons that unit is armed with as Assault weapons for all rules purposes.

Servitor Maniple

A Servitor Maniple will trundle and crunch its way to war, driven by its Tech-Priest’s inhuman obsession with knowledge claimed at any cost. These mindless cyborgs fight in uncanny unison, their humanity secondary to the destructive power of the weapons sutured to their limbs.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

SERVITOR MANIPLE

Specialist Detachment Stratagem

Like a coming storm, the rhythmic whir of Kataphron tracked motive units and the ponderous crump of marching battle servitors signal the coming of a Servitor Maniple, a legion of lobotomised slaves serving only the will of the Omnissiah.

Use this Stratagem when choosing your army. Pick an ADEPTUS MECHANICUS Detachment from your army to be a Servitor Maniple Specialist Detachment. TECH-PRIESTS DOMINUS, ENGINSEERS, KATAPHRON BREACHERS, KATAPHRON DESTROYERS and SERVITORS in that Detachment gain the SERVITOR MANIPLE keyword.

WARLORD TRAIT
If a SERVITOR MANIPLE CHARACTER is your Warlord, you can give them the following Warlord Trait.

MASTER OF BIOSPLICING

This Tech-Priest has no qualms about sacrificing one specimen to preserve another.

At the end of your Movement phase, you can pick a unit of SERVITORS from your army within 6" of your Warlord and a unit of KATAPHRON BREACHERS or KATAPHRON DESTROYERS from your army within 6" of your Warlord. 1 model from that unit of SERVITORS is immediately slain. A model in that unit of KATAPHRON BREACHERS or KATAPHRON DESTROYERS then regains D3 lost wounds, or, if there are no wounded models in the unit and any models in the unit have been slain, you can return one slain model to the unit with 1 wound remaining (this model is set up in unit coherency and cannot be set up within 1" of any enemy models – if it is not possible to place this model, it is not returned to the unit).

ARCANA MECHANICUM
If your army includes any Servitor Maniple Specialist Detachments, you can give the following relic to a SERVITOR MANIPLE CHARACTER in your army:

THE GENECOG CORPUS

This axe samples genetic data as it hacks into its foe, growing deadlier with each swing.

Model with omnissian axe only. The Genecog Corpus replaces the bearer’s omnissian axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Genecog Corpus
The Genecog Corpus
Melee
Melee
+1
-2
2
Abilities: If the wound roll for an attack made by this weapon is an unmodified 6, the target model suffers D3 mortal wounds instead of any normal damage.

STRATAGEMS
If your army includes any Servitor Maniple Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

ENHANCED BIONICS

Adeptus Mechanicus Stratagem

These Kataphron servitors have had their bionics reinforced and augmented to offer greater protection in battle.

Use this Stratagem before the battle begins. Pick a unit of SERVITOR MANIPLE KATAPHRON BREACHERS or SERVITOR MANIPLE KATAPHRON DESTROYERS from your army. That unit has a 5+ invulnerable save for the duration of this battle.
1CP

NOOSPHERIC MINDLOCK

Adeptus Mechanicus Stratagem

The Tech-Priests that lead Servitor Maniples have advanced targeting systems hardwired into each of their Kataphron servitors that allow updated protocols to override defaults in the heat of battle..

Use this Stratagem at the start of your Shooting phase. Pick a unit of SERVITOR MANIPLE KATAPHRON BREACHERS or SERVITOR MANIPLE KATAPHRON DESTROYERS within 6" of a friendly SERVITOR MANIPLE TECH-PRIEST DOMINUS. Add 1 to hit rolls for attacks made by that unit until the end of the phase.

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.

Custom Forge World Dogmas

The forge worlds of the Adeptus Mechanicus are parochial, occasionally isolationist and highly competitive. Layers of religious fealty and contracts of technological trade bind them together, yet many forge worlds have existed for tens of millennia, in that time diverging and developing far from the others.


Most forces of the Adeptus Mechanicus belong to a forge world. This is represented by the <FORGE WORLD> keyword, as described in Codex: Adeptus Mechanicus. If you have chosen a forge world that does not have a forge world dogma, or you have created your own forge world, the rules presented over the following pages allow you to create your own dogma for your forge world.

If your army is Battle-forged, all units with the <FORGE WORLD> keyword will receive a Forge World Dogma, so long as every other unit in their Detachment is from the same forge world. If your chosen forge world does not have an associated Dogma in Codex: Adeptus Mechanicus, you can create one by selecting one primary ability below, followed by one of its associated secondary abilities.

Data-hoard Forge World

This forge world, whether it brazenly flaunts its superiority or hides it through fear of attack or censure, has hoarded its arcane knowledge until it has attained mastery in hundreds of areas of technological esoterica. Through caches of STC fragments, subversive theft from other forge worlds or even treating with xenos, this forge world’s masters jealously clutch insights into ore refining, duralloy formulae, crystal-flex optics, exotic energies and all the mysteries of the mechanical, or so some claim.


Primary: Magnabonded Alloys

When a VEHICLE model with this dogma would lose a wound, roll one D6; on a 6 that wound is not lost.

Secondary: Autosavant Spirits

At the start of your turn, if a VEHICLE model with this dogma has lost any wounds, it can regain up to 1 lost wound.

Secondary: Omnitrac Impellors

Add 1" to the Move characteristic of KATAPHRON BREACHERS, KATAPHRON DESTROYERS and ONAGER DUNECRAWLER models with this dogma.

Secondary: Servo-focused Auguries

When resolving an attack made with a cognis ranged weapon by a model with this dogma against a unit that is within half range, you can re-roll the hit roll.

Secondary: Trans-node Power Cores

When resolving an attack made with an arc weapon by a model with this dogma, an unmodified hit roll of 5 or 6 scores 1 additional hit.

Expansionist Forge World

The Tech-Priests of this forge world are not content to labour in isolation. They are fiercely aggressive, funding large numbers of Explorator Fleets in their quest to uncover the hidden truths left by the Machine God. Always on the move, their armies are swift and manoeuvrable.


Primary: Accelerated Actuators

At the end of the Charge phase, if a unit with this dogma made a charge move, was charged or performed a Heroic Intervention, improve the Armour Penetration characteristic of melee weapons models in that unit are equipped with by 1 until the end of the turn (e.g. AP 0 becomes AP -1).

Secondary: Acquisitive Reach

Add 6" to the Range characteristic of Rapid Fire weapons models with this dogma are equipped with.

Secondary: Dominus Command Net

Replace the Broad Spectrum Data-tether ability of models with this dogma with the following ability:

Broad Spectrum Data-tether: Add 1 to the Leadership characteristic of friendly <FORGE WORLD> models whilst their unit is within 9" of any models that have a broad spectrum data-tether.’

Secondary: Forward Operations

At the start of the first battle round, before the first turn begins, SKITARII RANGERS units with this dogma can move up to 6". This unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Secondary: Rugged Explorators

Models with this dogma do not suffer the penalty for Advancing and firing Assault weapons.

Rad-saturated Forge World

Whether as a result of natural phenomena, ancient internecine wars fought with apocalyptic weapons or calamitous accidents caused by lost knowledge, this forge world is heavily irradiated. When holy wars of requisition are unleashed, this planet’s Tech-Priests and cybernetic maniples carry the curse of invisible excoriation with them.


Primary: Radiant Disciples

When resolving an attack made with a ranged weapon against an INFANTRY unit with this dogma that is not within 12", subtract 1 from the Strength characteristic of that weapon for that attack.

Secondary: Luminary Suffusion

Replace the Rad-saturation ability of models with this dogma with the following ability:

Rad-saturation: Subtract 1 from the Strength and Toughness characteristics of an enemy model whilst its unit is within 3" of any models from your army with this ability.’

Secondary: Machine God’s Chosen

Each time a Morale test is failed for a unit with this dogma, until the end of the phase, halve the number of models that flee that unit due to failed Combat Attrition tests (rounding fractions down).

Secondary: Omnissiah’s Shield

When resolving an attack made with a melee weapon against an INFANTRY unit with this dogma, reduce the Armour Penetration characteristic of that weapon by 1 for that attack, to a minimum of 0 (e.g. AP -1 becomes AP 0).

Secondary: Scarifying Weaponry

Radium weapons models with this dogma are equipped with have an Armour Penetration characteristic of -1.

Stratagems by Phase

Any time

GLORIA MECHANICUS

SCRYERSKULL

Before battle

ARCHEOTECH SPECIALISTS

MECHANICUS LOCUM

ENHANCED BIONICS

CYBERNETICA COHORT (Specialist Detachment)

SERVITOR MANIPLE (Specialist Detachment)

During deployment

CLANDESTINE INFILTRATION (Stygies VIII)

LEGIO TELEPORTARIUM (Lucius)

Battle Round

At the start of battle round

DIVINE CHORUS

KNIGHT OF THE COG

At the start of your turn

MACHINE SPIRIT RESURGENT

Movement phase

DUNESTRIDERS

CIRCUITOUS ASSASSINS

STRAFING FIRE RUN

OLFACTORUM AGGRESSOR IMPERATIVE

SEISMIC BOMB

EVACUATION SEQUENCE

BINHARIC OVERRIDE

TECH-ADEPT

ELECTRO-FILAMENT COUNTERMEASURES

FRESH CONVERTS (Agripinaa)

Enemy Movement phase

DEEPLY SUNK TALONS

INFOSLAVE SKULL

EVACUATION SEQUENCE

BINHARIC OVERRIDE

Psychic phase

EVACUATION SEQUENCE

BINHARIC OVERRIDE

Enemy Psychic phase

EVACUATION SEQUENCE

BINHARIC OVERRIDE

STEEL MIND, IRON LOGIC (Graia)

Shooting phase

NOOSPHERIC MINDLOCK

ELIMINATION VOLLEY

ELECTROSTATIC OVERCHARGE

PATTERN ITERATION IDENTIFIED

RAPTORIAL STRAFING FIRE

STEELRAIN FUSILLADE

STEREOSCOPIC TRIANGULATION

PROTECTOR DOCTRINA IMPERATIVE

RAGE OF THE MACHINES

EVACUATION SEQUENCE

BINHARIC OVERRIDE

PLASMA SPECIALISTS (Ryza)

WRATH OF MARS (Mars)

Enemy Shooting phase

EVACUATION SEQUENCE

BINHARIC OVERRIDE

Being targeted

ROTATE ION SHIELDS (Questor Mechanicus)

Charge phase

POWER SURGE

EVACUATION SEQUENCE

BINHARIC OVERRIDE

Enemy Charge phase

TACTICA OBLIQUA

COGNIS OVERWATCH

EVACUATION SEQUENCE

BINHARIC OVERRIDE

Fight phase

PERPETUAL INCENSE

CONQUEROR DOCTRINA IMPERATIVE

EVACUATION SEQUENCE

BINHARIC OVERRIDE

DATASPIKE

ZEALOUS CONGREGATION

Enemy Fight phase

EVACUATION SEQUENCE

BINHARIC OVERRIDE

Morale phase

EVACUATION SEQUENCE

BINHARIC OVERRIDE

DEAFENING ASSAULT (Metalica)

Enemy Morale phase

EVACUATION SEQUENCE

BINHARIC OVERRIDE

Taking casualties

BENEVOLENCE OF THE OMNISSIAH

MACHINE SPIRIT’S REVENGE

End of your turn

ACQUISITION AT ANY COST


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

The wise learn to adapt, and as quickly as a cogitator engine can reprogram, a Tech-Priest can adjust the binharic cants to improve battlefield performance.

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

With machine-like precision, recent triumphs can be repeated as easily as rebooting a doctrine that has proven especially effective.

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

The channelling of inspiring verses of zealotry allows Electro-Priests to release the pent-up energy within them.

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

It is possible to overcharge the protocols of battle robots, creating a feedback loop of rapid-fire commands.

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

Enhanced static chants can override previous commands, allowing for rapid recalibrations, but burn out doctrina wafers.

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

Within the techno-vaults there lie many mechanised wonders that can be requisitioned during times of war.

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

The deployment of a scryerskull grants a temporary enhancement of optics, targeting reticles, short-ranged scanners and auspex triangulation.

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

An intense micro-burst of highly concentrated doctrinal sacrament can overload any nearby machine spirit with explosive results.

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

When a mind-link connects the powerful machine spirit of a cognis weapon with its bearer, it can create a holy synergy that briefly spikes performance in man and machine.

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

The Protector Doctrina Imperative increases the accuracy of Skitarii warriors.

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

When a Tech-Priest inloads Conqueror Imperatives, they can boost the martial subroutines of any targeted Skitarii minions. Such energy bursts are short-lived but powerful.

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

This blessing is a protective incantation that inspires the machine spirit of sacred war engines to defy the enemy’s attacks.

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

There is no task more holy than repairing war engines damaged in the crusade to fulfil the Machine God’s will.

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

To invigorate the failing machine spirit of a damaged vehicle is a sacred task that can be greatly aided by certain broadcast datahymns played in the correct sequence.

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

The correct battle hymn broadcast at the perfect frequency can boost the ire of any machine spirit.

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 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

Overloading the movement protocols of a machine is a timehonoured method of increasing any mechanised advance.

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

In the eternal quest for knowledge and the acquisition of technology, Tech-Priests require super-human efforts from the troops under their command.

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. This Stratagem can only be used once per turn.
2CP

INFOSLAVE SKULL

Adeptus Mechanicus Stratagem

Mono-task infoslave skulls make ideal lookouts to watch against the sudden deployment of enemy troops.

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

With the right blessings, a war engine that is no longer able to serve the Machine God can enact one final triumph.

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

All forge worlds make use of battle servitors, but none are so quick in manufacturing them as the Tech-Priests of Agripinaa.

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

Scaling down the same technologies that allow them to shift Titans through the warp, the Tech-Priests of Lucius are mastering the art of battlefield teleportation.

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

Under cover of stealth screens and auspex scramblers, the warriors of Stygies VIII confound their foes.

Use this Stratagem when you set up a STYGIES VIII unit from your army during deployment. At the start of the first battle round but before the first turn begins, you can move that unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. Each unit can only be selected for this Stratagem once per battle.
1CP

PLASMA SPECIALISTS

Ryza Stratagem

That which hates most breeds the most incandescent of blasts – or so say the Tech-Priests of Ryza, who have long nurtured the secret skill of coaxing extra firepower from plasma weapons.

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

Even the vile energy surges of the warp will be quieted by the faith and undeniable logic that emanates from the pure devotees of Graia.

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

None can smite the blasphemer as can those from Mars, for theirs is the most righteous of zeal. All praise the glory of the Machine God!

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

The enhanced blare of the weaponry of Metalica is so intimidating that it causes entire armies to quail before the auditory assault, fleeing before the oncoming Adeptus Mechanicus ranks before even striking a blow.

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

Those Knights that are favoured by the Cog-Blessing of the Omnissiah revel in the divine energies of the Machine God.

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

The directional power of an ion shield can be rotated, the better to deflect incoming shots.

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 4+).

Stratagems (Engine War)

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


1CP

OLFACTORUM AGGRESSOR IMPERATIVE

Adeptus Mechanicus Stratagem

Once inloaded, the imperative hypersensitises detection capacity, linking it directly with any aggression protocols.

Use this Stratagem in your Movement phase. Select one SERBERYS SULPHURHOUNDS unit from your army. Until the end of the phase, when that unit Advances, add 6" to its Move characteristic instead of making an Advance roll. In addition, until the end of the turn, models in that unit shoot as if they did not move that turn.
1CP

STEELRAIN FUSILLADE

Adeptus Mechanicus Stratagem

Unleashing a storm of needle-like projectiles, Skystalkers keep their enemy suppressed with unceasing hails of fire.

Use this Stratagem in your Shooting phase when a PTERAXII SKYSTALKERS unit from your army is chosen to shoot with. Select one enemy unit that is not TITANIC. Until the end of the phase, when resolving an attack made by a model in that Pteraxii Skystalkers unit against the selected unit, if a hit is scored the target is suppressed until the start of your next turn. When resolving an attack made with a ranged weapon by a model in a suppressed unit, subtract 1 from the hit roll.
1CP

DEEPLY SUNK TALONS

Adeptus Mechanicus Stratagem

Caught upon the talons of hunters whose reasoning has been pared back to finely tuned instincts, escape for those they catch is unlikely.

Use this Stratagem in your opponent’s Movement phase, when an enemy INFANTRY unit within 1" of any PTERAXII STERYLIZORS units from your army is chosen to Fall Back. Roll one D6; on a 2+, that enemy unit cannot Fall Back this turn.
1CP

RAPTORIAL STRAFING FIRE

Adeptus Mechanicus Stratagem

Roused to ire, the Stratoraptor’s machine spirit punishes the crawling enemy beneath it.

Use this Stratagem in your Shooting phase when an ARCHAEOPTER STRATORAPTOR model from your army is chosen to shoot with. Until the end of the phase, when resolving an attack made by that model against a unit that cannot FLY, add 1 to the hit roll.
2CP

TACTICA OBLIQUA

Adeptus Mechanicus Stratagem

Cogitating several steps ahead, the Serberys Raiders obey a sudden protocol change, pulling them out of reach and leaving a rash enemy exposed.

Use this Stratagem in your opponent’s Charge phase when a SERBERYS RAIDERS unit from your army is chosen as the target of a charge for the first time that turn. Instead of firing Overwatch, that unit can move or Fall Back as if it were your Movement phase (it cannot Advance as part of this move).
1CP

SEISMIC BOMB

Adeptus Mechanicus Stratagem

Driven into the strata by powerful rockets, seismic bombs erupt in savage vibrations that throw warriors from their feet and disrupt drive units.

Use this Stratagem in your Movement phase after moving an ARCHAEOPTER FUSILAVE unit from your army. Select one enemy unit that ARCHAEOPTER FUSILAVE unit moved over that phase. That enemy unit is shaken in your opponent’s next Movement phase. If a unit that cannot FLY and is not TITANIC is shaken, halve its Move characteristic and the result of any Advance and charge rolls made for it.
1CP

STEREOSCOPIC TRIANGULATION

Adeptus Mechanicus Stratagem

Meshing the Disintegrator’s threat augurs, servo-scryers and spectranima onto a single target spells its doom.

Use this Stratagem in your Shooting phase when a SKORPIUS DISINTEGRATOR model from your army is chosen to shoot with. Until the end of the phase, if that model shoots all of the weapons it is equipped with at the same target, then, when resolving an attack made by that model, add 1 to the hit roll and the target does not receive the benefit of cover.
0CP

EVACUATION SEQUENCE

Adeptus Mechanicus Stratagem

Sufficiently sanctified, a Dunerider’s machine spirit will do everything in its power to save its cargo.

Use this Stratagem in any phase when a SKORPIUS DUNERIDER model from your army is destroyed, before any embarked units disembark. Until the end of the phase, when a model disembarks from that SKORPIUS DUNERIDER model, do not roll to see if it is slain.
1CP

ELECTROSTATIC OVERCHARGE

Adeptus Mechanicus Stratagem

By chanting fiery psalms in praise of the Motive Force, Corpuscarii inflame the potential of their generous gift.

Use this Stratagem in your Shooting phase when a CORPUSCARII ELECTRO-PRIESTS unit from your army is chosen to shoot with. Until the end of the phase, electrostatic gauntlets models in that unit are equipped with have an Armour Penetration characteristic of -2.
1CP

PATTERN ITERATION IDENTIFIED

Adeptus Mechanicus Stratagem

Once targets are identified by pattern iteration recognition, weak spots are quickly established.

Use this Stratagem in your Shooting phase when an IRONSTRIDER BALLISTARII unit from your army is chosen to shoot with. Until the end of the phase, when resolving an attack made by a model in that unit against a unit without the TITANIC keyword, add 1 to the wound roll.
1CP

CIRCUITOUS ASSASSINS

Adeptus Mechanicus Stratagem

Ruststalker hunting imperatives see them swiftly and silently encircle the foe, the hum of their blades stilled.

Use this Stratagem at the start of your Movement phase. Select one SICARIAN RUSTSTALKERS unit from your army that is wholly within 9" of any battlefield edge. Remove that unit from the battlefield. At the end of that Movement phase, you can set up that unit anywhere on the battlefield that is more than 9" from any enemy units and wholly within 9" of any battlefield edge.
1CP

PERPETUAL INCENSE

Adeptus Mechanicus Stratagem

In the press of combat, incense exhausts pump out a constant blinding fog, masking the Dragoons’ forms.

Use this Stratagem at the start of the Fight phase. Select one SYDONIAN DRAGOONS unit from your army. Until the end of the phase, when resolving an attack made against that unit, subtract 1 from the hit roll.
1CP

MECHANICUS LOCUM

Adeptus Mechanicus Stratagem

Every congregation of Tech-Priests comprises masters of arcane knowledge, zealous leaders of man and machine.

Use this Stratagem before the battle, after nominating your Warlord. Select one <FORGE WORLD> CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).
1CP

ELECTRO-FILAMENT COUNTERMEASURES

Adeptus Mechanicus Stratagem

A glittering cloud of nanofibres descends, its distorting and fracturing effect shutting down enemy comms.

Use this Stratagem at the end of your Movement phase. Select one ARCHAEOPTER unit equipped with a command uplink from your army. Until the start of your next turn, enemy models aura abilities have no effect whilst within 6" of that unit.

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. 


Holy Order Warlord Traits

The intricate web of shifting religious, political, technological and philosophical leanings within the Adeptus Mechanicus is bewildering to those outside the priesthood. Yet even as sub-cults, movements and schisms are in constant flux, four Holy Orders are commonly recognised on the majority of forge worlds.

If an ADEPTUS MECHANICUS CHARACTER model (excluding named characters) is your Warlord, you can select a Warlord Trait from below for them instead of using the Warlord Traits table from Codex: Adeptus Mechanicus.

LEARNINGS OF THE GENETOR

Genetors probe the mysteries of the biological. Molecular striation, cyborg interfaces, genetic manipulation and alchemical behavioural modification are all avenues of interest to those determined to master the boundaries of the flesh.

At the start of your turn, you can select one of the aura abilities below. Until the start of your next turn, this Warlord is treated as having that aura ability on their datasheet.

  • Hyper-cybernetic Physiology: Roll one D6 each time a friendly <FORGE WORLD> KATAPHRON BREACHER, <FORGE WORLD> KATAPHRON DESTROYER or <FORGE WORLD> SERVITOR model would lose a wound whilst within 6" of this Warlord; on a 5+, that wound is not lost.
  • Biochemical Aggression: When resolving an attack made with a melee weapon by a friendly <FORGE WORLD> model whilst its unit is within 6" of this Warlord, on an unmodified wound roll of 6 improve the Armour Penetration characteristic of that weapon by 2 for that attack (e.g. AP 0 becomes AP -2).
  • Excoriated Fear-Responses: When a Morale test is taken for a friendly <FORGE WORLD> unit within 6" of this Warlord, do not roll the dice; it is automatically passed.

ANALYSES OF THE LOGOS

Data-vores and biocogitators, logi amass huge stores of information, analysing data from thousands of sources at once until they can rationalise every move the enemy make, their levels of prediction bordering on prophetic.

At the start of your turn, you can select one of the aura abilities below. Until the start of your next turn, this Warlord is treated as having that aura ability on their datasheet.

  • Predicted Movements: When resolving an Overwatch attack made by a model in a friendly <FORGE WORLD> INFANTRY unit within 6" of this Warlord, a hit roll of 5 or 6 scores a hit.
  • Empyric Prognosis: Roll one D6 when a friendly <FORGE WORLD> model would lose a wound as a result of a mortal wound in the Psychic phase whilst its unit is within 6" of this Warlord; on a 4+ that wound is not lost.
  • Flaws of the Foe: When resolving an attack made with a ranged weapon by a friendly <FORGE WORLD> model within 6" of this Warlord, on an unmodified hit roll of 6 the Armour Penetration characteristic of that weapon is improved by 1 for that attack (e.g. AP 0 becomes AP -1).

DIVINATIONS OF THE MAGOS

Magi are masters of fiercely guarded knowledge, pursuing esoteric agendas to enhance their specialisms at all costs. No risk is too great and no gambit too unwise in their ceaseless and predatory acquisition of ancient lore.

At the start of your turn, you can select one of the aura abilities below. Until the start of your next turn, this Warlord is treated as having that aura ability on their datasheet.

  • Overloaded Safeguards: When resolving an attack made with a ranged weapon by a friendly <FORGE WORLD> model within 6" of this Warlord, an unmodified hit roll of 6 scores 1 additional hit.
  • Aggressive Subroutines: You can re-roll charge rolls made for friendly <FORGE WORLD> units whilst they are within 6" of this Warlord.
  • Predatory Programming: When a friendly <FORGE WORLD> unit within 6" of this Warlord Advances, roll one additional D6 and discard one of the dice when making the Advance roll.

FABRICATIONS OF THE ARTISAN

Artisans of the Adeptus Mechanicus create wondrous artefacts of war, installing circuits of such beauty or capacitor-nodes of such fine calibration that their machine spirits respond with divine gratitude.

At the start of your turn, you can select one of the aura abilities below. Until the start of your next turn, this Warlord is treated as having that aura ability on their datasheet.

  • Exquisite Calibrations: When resolving an attack made with a ranged weapon by a friendly <FORGE WORLD> model within 6" of this Warlord against a unit that is within half range, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).
  • Mastery of the Motive Force: When resolving an attack made with an arc weapon by a friendly <FORGE WORLD> model within 6" of this Warlord against a VEHICLE unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
  • Enhanced Engine Interfaces: Friendly <FORGE WORLD> VEHICLE models within 6" of this Warlord can shoot in a turn in which they Fell Back.


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
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
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
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
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
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
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
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)
0
Arc lance (shooting)
12"
Assault 1
6
-1
1
When attacking a VEHICLE, this weapon has a Damage characteristic of D3.
When attacking a VEHICLE, this weapon has a Damage characteristic of D3.
5
Arc pistol
5
Arc pistol
12"
Pistol 1
6
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
When attacking a VEHICLE, this weapon has a Damage of D3.
5
Arc rifle
5
Arc rifle
24"
Rapid Fire 1
6
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
When attacking a VEHICLE, this weapon has a Damage of D3.
0
Archeo-revolver
0
Archeo-revolver
12"
Pistol 1
5
-2
2
-
0
Avenger gatling cannon
0
Avenger gatling cannon
36"
Heavy 12
6
-2
2
-
20
Belleros energy cannon
20
Belleros energy cannon
36"
Heavy 3D3
6
-1
2
Blast. This weapon can target units that are not visible to bearer.
Blast. This weapon can target units that are not visible to bearer.
5
Cognis flamer
5
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.
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.
5
Cognis heavy stubber
5
Cognis heavy stubber
36"
Heavy 3
4
0
1
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.
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.
0
Disruptor missile launcher
0
Disruptor missile launcher
36"
Heavy D6
7
-2
D3
Blast
Blast
0
Electrostatic gauntlets (shooting)
0
Electrostatic gauntlets (shooting)
12"
Assault 3
5
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
0
Eradication beamer
0
Eradication beamer
36"
Heavy D6
8
-2
D3
Blast. 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.
Blast. 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.
Eradication pistol
Eradication pistol
12"
Pistol D3
6
-1
1
If the target is within 6" of the bearer, this weapon has a Type of Pistol 1, an AP of -3 and a Damage of D3.
If the target is within 6" of the bearer, this weapon has a Type of Pistol 1, an AP of -3 and a Damage of D3.
10
Eradication ray
10
Eradication ray
24"
Heavy D3
6
-2
1
Blast. Attacks from this weapon that target enemies at 8" or less are resolved with an AP of -4 and a Damage of D3.
Blast. Attacks from this weapon that target enemies at 8" or less are resolved with an AP of -4 and a Damage of D3.
25
Ferrumite cannon
25
Ferrumite cannon
48"
Heavy 3
8
-3
3
-
0
Flechette blaster
0
Flechette blaster
12"
Pistol 5
3
0
1
-
0
Flechette carbine
0
Flechette carbine
24"
Assault 5
3
0
1
-
0
Galvanic carbine
0
Galvanic carbine
18"
Assault 2
4
0
1
When resolving an attack made with this weapon, on an unmodified wound roll of 6 this weapon has an Armour Penetration characteristic of -1 for that attack.
When resolving an attack made with this weapon, on an unmodified wound roll of 6 this weapon has an Armour Penetration characteristic of -1 for that attack.
0
Galvanic caster
When attacking with this weapon, choose one of the profiles below.
0
Galvanic caster
When attacking with this weapon, choose one of the profiles below.
 - Flechette burster
 - Flechette burster
24"
Rapid Fire 2
3
0
1
-
 - Ignis blaze
 - Ignis blaze
18"
Assault D3
3
0
1
This weapon can target units that are not visible to the firer.
This weapon can target units that are not visible to the firer.
 - Kinetic hammershot
 - Kinetic hammershot
30"
Heavy 1
4
-2
1
-
0
Galvanic rifle
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.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -1.
10
Gamma pistol
10
Gamma pistol
12"
Pistol 1
6
-3
2
You can re-roll failed wound rolls for this weapon when attacking a VEHICLE.
You can re-roll failed wound rolls for this weapon when attacking a VEHICLE.
Grav-gun
Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
5
Heavy arc rifle
5
Heavy arc rifle
36"
Heavy 2
6
-2
D3
When attacking a VEHICLE, this weapon has a Damage of D6.
When attacking a VEHICLE, this weapon has a Damage of D6.
10
Heavy bolter
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
Heavy flamer
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
20
Heavy grav-cannon
20
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.
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
15
Heavy phosphor blaster
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.
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
15
Heavy phosphor blaster (Archaeopter Stratoraptor)
15
Heavy phosphor blaster (Archaeopter Stratoraptor)
36"
Heavy 3
6
-2
1
When resolving an attack made with this weapon, the target does not receive the benefit of cover.
When resolving an attack made with this weapon, the target does not receive the benefit of cover.
5
Heavy stubber
5
Heavy stubber
36"
Heavy 3
4
0
1
-
0
Icarus array
When attacking with this weapon, you can fire all three of the profiles below.
0
Icarus array
When attacking with this weapon, you can fire all three of the profiles below.
 - Daedalus missile launcher
 - 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.
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
 - 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.
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
 - 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.
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
15
Incendine combustor
12"
Heavy D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
15
Ironstorm missile pod
15
Ironstorm missile pod
72"
Heavy D6
5
-1
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
0
Laspistol
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Macrostubber
0
Macrostubber
12"
Pistol 5
4
0
1
-
0
Magnarail lance
0
Magnarail lance
18"
Heavy 1
7
-3
D3
When resolving an attack made with this weapon, if the bearer remained stationary in its previous Movement phase, this weapon has a Damage characteristic of 3 for that attack.
When resolving an attack made with this weapon, if the bearer remained stationary in its previous Movement phase, this weapon has a Damage characteristic of 3 for that attack.
0
Melta cutter
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
10
Meltagun
10
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
20
Multi-melta
20
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
10
Neutron laser
10
Neutron laser
48"
Heavy D3
10
-4
D6
Blast. Treat damage rolls of 1 or 2 made by this weapon as 3 instead.
Blast. Treat damage rolls of 1 or 2 made by this weapon as 3 instead.
15
Phosphor blast carbine
15
Phosphor blast carbine
24"
Assault 4
5
-1
1
When resolving an attack made with this weapon, the target does not receive the benefit of cover.
When resolving an attack made with this weapon, the target does not receive the benefit of cover.
3
Phosphor blast pistol (Serberys Sulphurhounds)
3
Phosphor blast pistol (Serberys Sulphurhounds)
12"
Pistol 1
5
-1
1
When resolving an attack made with this weapon, the target does not receive the benefit of cover.
When resolving an attack made with this weapon, the target does not receive the benefit of cover.
3
Phosphor blaster
3
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.
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
0
Phosphor pistol
0
Phosphor pistol
12"
Pistol 1
4
-1
1
When resolving an attack made with this weapon, the target does not receive the benefit of cover.
When resolving an attack made with this weapon, the target does not receive the benefit of cover.
2
Phosphor serpenta
2
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.
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
0
Phosphor torch
0
Phosphor torch
12"
Assault D6
4
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. In addition, the target does not receive the benefit of cover.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. In addition, the target does not receive the benefit of cover.
10
Plasma caliver
When attacking with this weapon, choose one of the profiles below.
10
Plasma caliver
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
 - 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.
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
15
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
15
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
Blast. On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
30
Plasma culverin
When attacking with this weapon, choose one of the profiles below.
30
Plasma culverin
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
36"
Heavy D6
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D6
8
-3
2
Blast. On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
Blast. On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
0
Radium carbine
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.
Each time you make a wound roll of 6+ for this weapon, that hit inflicts 2 damage instead of 1.
0
Radium jezzail
0
Radium jezzail
30"
Heavy 2
5
0
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time you make a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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
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.
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
100
Rapid-fire battle cannon
72"
Heavy 2D6
8
-2
D3
Blast
Blast
Solar atomiser
Solar atomiser
12"
Assault D3
10
-4
D3
Blast. If the target is within half range of this weapon, it has a Damage of D6.
Blast. If the target is within half range of this weapon, it has a Damage of D6.
3
Storm bolter
3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
45
Stormspear rocket pod
45
Stormspear rocket pod
48"
Heavy 3
8
-2
D6
-
0
Stubcarbine
0
Stubcarbine
18"
Pistol 3
4
0
1
-
0
Sulphur breath
0
Sulphur breath
8"
Pistol D6
4
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. In addition, the target does not receive the benefit of cover.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. In addition, the target does not receive the benefit of cover.
75
Thermal cannon
75
Thermal cannon
36"
Heavy D6
9
-4
D6
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
10
Torsion cannon
10
Torsion cannon
24"
Heavy 1
8
-4
D6
-
0
Transonic cannon
0
Transonic cannon
8"
Assault D6
4
-1
2
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
10
Transuranic arquebus
10
Transuranic arquebus
60"
Heavy 1
7
-2
D3
This weapon cannot be fired if the firing model moved during the Movement phase. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time you make a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
This weapon cannot be fired if the firing model moved during the Movement phase. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time you make a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
30
Twin cognis autocannon
30
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.
You may fire this weapon even if the firing model Advanced but you must subtract 2 from any hit rolls if you do so.
10
Twin cognis heavy stubber
10
Twin cognis heavy stubber
36"
Heavy 6
4
0
1
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.
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.
40
Twin cognis lascannon
40
Twin cognis lascannon
48"
Heavy 2
9
-3
D6
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.
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.
0
Twin heavy phosphor blaster
0
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.
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
30
Twin Icarus autocannon
30
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.
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.
10
Twin volkite charger
10
Twin volkite charger
15"
Heavy 4
5
0
2
-
5
Volkite blaster
5
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.
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 
5
Arc claw
5
Arc claw
Melee
Melee
+1
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
When attacking a VEHICLE, this weapon has a Damage of D3.
0
Arc lance (melee)
0
Arc lance (melee)
Melee
Melee
+3
-1
1
When attacking a VEHICLE, this weapon has a Damage characteristic of D3.
When attacking a VEHICLE, this weapon has a Damage characteristic of D3.
5
Arc maul
5
Arc maul
Melee
Melee
+2
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
When attacking a VEHICLE, this weapon has a Damage of D3.
Arc scourge
Arc scourge
Melee
Melee
x2
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
When attacking a VEHICLE, this weapon has a Damage of D3.
0
Cavalry sabre
0
Cavalry sabre
Melee
Melee
+1
-1
1
-
0
Chordclaw
0
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.
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
Clawed limbs
0
Clawed limbs
Melee
Melee
+1
0
1
When the bearer fights, it makes 2 additional attacks with this weapon.
When the bearer fights, it makes 2 additional attacks with this weapon.
0
Electroleech stave
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.
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)
0
Electrostatic gauntlets (melee)
Melee
Melee
5
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Hydraulic claw (X-101)
Hydraulic claw (X-101)
Melee
Melee
x2
-1
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
5
Hydraulic claw
5
Hydraulic claw
Melee
Melee
x2
-1
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
20
Kastelan fists
20
Kastelan fists
Melee
Melee
+4
-3
3
-
Mechadendrite hive
Mechadendrite hive
Melee
Melee
User
0
1
Each time Belisarius Cawl fights, he can make 2D6 additional attacks with this weapon.
Each time Belisarius Cawl fights, he can make 2D6 additional attacks with this weapon.
0
Mechadendrites
0
Mechadendrites
Melee
Melee
User
0
1
When the bearer fights, it makes D6 additional attacks with this weapon.
When the bearer fights, it makes D6 additional attacks with this weapon.
0
Omnissian axe
0
Omnissian axe
Melee
Melee
+1
-2
2
-
0
Omnissian staff
0
Omnissian staff
Melee
Melee
+2
-1
2
-
10
Power fist
10
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
5
Power maul
5
Power maul
Melee
Melee
+2
-1
1
-
5
Power sword
5
Power sword
Melee
Melee
User
-3
1
-
0
Pteraxii talons
0
Pteraxii talons
Melee
Melee
User
-1
1
This weapon has a Strength characteristic of +1 if the bearer made a charge move or performed a Heroic Intervention this turn.
This weapon has a Strength characteristic of +1 if the bearer made a charge move or performed a Heroic Intervention this turn.
30
Reaper chainsword
30
Reaper chainsword
Melee
Melee
+6
-3
6
-
Servo-arc claw
Servo-arc claw
Melee
Melee
+1
-1
1
When attacking a VEHICLE, this weapon has a Damage characteristic of D3.
When attacking a VEHICLE, this weapon has a Damage characteristic of D3.
0
Servo-arm
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.
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.
5
Taser goad
5
Taser goad
Melee
Melee
+2
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
10
Taser lance
10
Taser lance
Melee
Melee
+3
-1
2
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
0
Termite drill
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.
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
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.
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
0
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
2
Transonic blades
2
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.
Each time you make a wound roll of 6+ with this weapon, the target suffers a mortal wound instead of the normal damage.
0
Transonic razor
0
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.
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

OTHER WARGEAR
ABILITIES 
0
Broad Spectrum Data-tether
At the start of the Morale phase, until the end of the phase, add 1 to the Leadership characteristic of <FORGE WORLD> models from your army if their unit is within 3" of any friendly models with a broad spectrum data-tether.
0
Broad Spectrum Data-tether
At the start of the Morale phase, until the end of the phase, add 1 to the Leadership characteristic of <FORGE WORLD> models from your army if their unit is within 3" of any friendly models with a broad spectrum data-tether.
20
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.
20
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.
0
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.
0
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.
5
Enhanced Data-tether
If a model in this unit has an enhanced data-tether, you can re-roll Morale tests taken for this unit.
5
Enhanced Data-tether
If a model in this unit has an enhanced data-tether, you can re-roll Morale tests taken for this unit.
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.
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.
5
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.
5
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.
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.
1CP

PROTECTOR DOCTRINA IMPERATIVE

Adeptus Mechanicus Stratagem

The Protector Doctrina Imperative increases the accuracy of Skitarii warriors.

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.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
1CP

CLANDESTINE INFILTRATION

Stygies VIII Stratagem

Under cover of stealth screens and auspex scramblers, the warriors of Stygies VIII confound their foes.

Use this Stratagem when you set up a STYGIES VIII unit from your army during deployment. At the start of the first battle round but before the first turn begins, you can move that unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. Each unit can only be selected for this Stratagem once per battle.

The Stygies VIII and Transport keywords are used in following Adeptus Mechanicus datasheets:

Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly Transport model they can embark within it. A unit cannot embark within a Transport model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a Transport model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a Transport model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly Transport if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a Transport that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a Transport.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful 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. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
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
1

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.

2

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.

3

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.

4

Shroudpsalm

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.

5

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.

6

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.

2CP

GLORIA MECHANICUS

Adeptus Mechanicus Stratagem

The wise learn to adapt, and as quickly as a cogitator engine can reprogram, a Tech-Priest can adjust the binharic cants to improve battlefield performance.

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.
1CP

BINHARIC OVERRIDE

Adeptus Mechanicus Stratagem

Enhanced static chants can override previous commands, allowing for rapid recalibrations, but burn out doctrina wafers.

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

COGNIS OVERWATCH

Adeptus Mechanicus Stratagem

When a mind-link connects the powerful machine spirit of a cognis weapon with its bearer, it can create a holy synergy that briefly spikes performance in man and machine.

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).

The Adeptus Mechanicus and Vehicle keywords are used in following Adeptus Mechanicus datasheets:

1CP

RAGE OF THE MACHINES

Adeptus Mechanicus Stratagem

The correct battle hymn broadcast at the perfect frequency can boost the ire of any machine spirit.

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 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).

The Questor Mechanicus keyword is used in following Adeptus Mechanicus datasheets:

The Adeptus Mechanicus and Character keywords are used in following Adeptus Mechanicus datasheets:

1CP

KNIGHT OF THE COG

Adeptus Mechanicus Stratagem

Those Knights that are favoured by the Cog-Blessing of the Omnissiah revel in the divine energies of the Machine God.

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.

The Fulgurite and Electro-Priests keywords are used in following Adeptus Mechanicus datasheets:

Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
1CP

MECHANICUS LOCUM

Adeptus Mechanicus Stratagem

Every congregation of Tech-Priests comprises masters of arcane knowledge, zealous leaders of man and machine.

Use this Stratagem before the battle, after nominating your Warlord. Select one <FORGE WORLD> CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).

The Thunderfire Cannon keyword is used in following Space Marines datasheets:

Heavy Support
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).

The Archaeopter keyword is used in following Adeptus Mechanicus datasheets:

1CP

ELECTRO-FILAMENT COUNTERMEASURES

Adeptus Mechanicus Stratagem

A glittering cloud of nanofibres descends, its distorting and fracturing effect shutting down enemy comms.

Use this Stratagem at the end of your Movement phase. Select one ARCHAEOPTER unit equipped with a command uplink from your army. Until the start of your next turn, enemy models aura abilities have no effect whilst within 6" of that unit.

The Serberys Raiders keyword is used in following Adeptus Mechanicus datasheets:

Fast Attack
2CP

TACTICA OBLIQUA

Adeptus Mechanicus Stratagem

Cogitating several steps ahead, the Serberys Raiders obey a sudden protocol change, pulling them out of reach and leaving a rash enemy exposed.

Use this Stratagem in your opponent’s Charge phase when a SERBERYS RAIDERS unit from your army is chosen as the target of a charge for the first time that turn. Instead of firing Overwatch, that unit can move or Fall Back as if it were your Movement phase (it cannot Advance as part of this move).
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.

The Cavalry keyword is used in following Adeptus Mechanicus datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

The Kastelan Robots keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support

The Tech-Priest and Dominus keywords are used in following Adeptus Mechanicus datasheets:

The Enginseer keyword is used in following Adeptus Mechanicus datasheets:

The Cybernetica Datasmith keyword is used in following Adeptus Mechanicus datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

The Servitors keyword is used in following Adeptus Mechanicus datasheets:

The Kataphron Breachers keyword is used in following Adeptus Mechanicus datasheets:

The Kataphron Destroyers keyword is used in following Adeptus Mechanicus datasheets:

Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

The Onager Dunecrawler keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

The Skitarii Rangers keyword is used in following Adeptus Mechanicus datasheets:

Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
1CP

SCRYERSKULL

Adeptus Mechanicus Stratagem

The deployment of a scryerskull grants a temporary enhancement of optics, targeting reticles, short-ranged scanners and auspex triangulation.

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/3CP

ARCHEOTECH SPECIALISTS

Adeptus Mechanicus Stratagem

Within the techno-vaults there lie many mechanised wonders that can be requisitioned during times of war.

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

ENHANCED BIONICS

Adeptus Mechanicus Stratagem

These Kataphron servitors have had their bionics reinforced and augmented to offer greater protection in battle.

Use this Stratagem before the battle begins. Pick a unit of SERVITOR MANIPLE KATAPHRON BREACHERS or SERVITOR MANIPLE KATAPHRON DESTROYERS from your army. That unit has a 5+ invulnerable save for the duration of this battle.
1CP

CYBERNETICA COHORT

Specialist Detachment Stratagem

Marching into battle with inhuman synchronisation come the maniples of the Legio Cybernetica, ready to wage war in their pursuit of arcane knowledge.

Use this Stratagem when choosing your army. Pick an ADEPTUS MECHANICUS Detachment from your army to be a Cybernetica Cohort Specialist Detachment. TECH-PRIESTS DOMINUS, ENGINSEERS, CYBERNETICA DATASMITHS and KASTELAN ROBOTS in that Detachment gain the CYBERNETICA COHORT keyword.
1CP

SERVITOR MANIPLE

Specialist Detachment Stratagem

Like a coming storm, the rhythmic whir of Kataphron tracked motive units and the ponderous crump of marching battle servitors signal the coming of a Servitor Maniple, a legion of lobotomised slaves serving only the will of the Omnissiah.

Use this Stratagem when choosing your army. Pick an ADEPTUS MECHANICUS Detachment from your army to be a Servitor Maniple Specialist Detachment. TECH-PRIESTS DOMINUS, ENGINSEERS, KATAPHRON BREACHERS, KATAPHRON DESTROYERS and SERVITORS in that Detachment gain the SERVITOR MANIPLE keyword.
1CP

LEGIO TELEPORTARIUM

Lucius Stratagem

Scaling down the same technologies that allow them to shift Titans through the warp, the Tech-Priests of Lucius are mastering the art of battlefield teleportation.

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.
2CP

DIVINE CHORUS

Adeptus Mechanicus Stratagem

With machine-like precision, recent triumphs can be repeated as easily as rebooting a doctrine that has proven especially effective.

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.
1CP

MACHINE SPIRIT RESURGENT

Adeptus Mechanicus Stratagem

To invigorate the failing machine spirit of a damaged vehicle is a sacred task that can be greatly aided by certain broadcast datahymns played in the correct sequence.

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

DUNESTRIDERS

Adeptus Mechanicus Stratagem

Overloading the movement protocols of a machine is a timehonoured method of increasing any mechanised advance.

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.

The Sicarian Ruststalkers keyword is used in following Adeptus Mechanicus datasheets:

1CP

CIRCUITOUS ASSASSINS

Adeptus Mechanicus Stratagem

Ruststalker hunting imperatives see them swiftly and silently encircle the foe, the hum of their blades stilled.

Use this Stratagem at the start of your Movement phase. Select one SICARIAN RUSTSTALKERS unit from your army that is wholly within 9" of any battlefield edge. Remove that unit from the battlefield. At the end of that Movement phase, you can set up that unit anywhere on the battlefield that is more than 9" from any enemy units and wholly within 9" of any battlefield edge.
1CP

STRAFING FIRE RUN

Adeptus Mechanicus Stratagem

Modifying the doctrina wafers of these Kastelan Robots grants them greater manoeuvrability and firepower – a devastating combination.

Use this Stratagem at the start of your Movement phase. Pick a unit of CYBERNETICA COHORT KASTELAN ROBOTS from your army that has the Aegis Protocol in effect. Until the end of that turn, treat Heavy weapons that unit is armed with as Assault weapons for all rules purposes.

The Serberys Sulphurhounds keyword is used in following Adeptus Mechanicus datasheets:

1CP

OLFACTORUM AGGRESSOR IMPERATIVE

Adeptus Mechanicus Stratagem

Once inloaded, the imperative hypersensitises detection capacity, linking it directly with any aggression protocols.

Use this Stratagem in your Movement phase. Select one SERBERYS SULPHURHOUNDS unit from your army. Until the end of the phase, when that unit Advances, add 6" to its Move characteristic instead of making an Advance roll. In addition, until the end of the turn, models in that unit shoot as if they did not move that turn.

The Archaeopter Fusilave keyword is used in following Adeptus Mechanicus datasheets:

1CP

SEISMIC BOMB

Adeptus Mechanicus Stratagem

Driven into the strata by powerful rockets, seismic bombs erupt in savage vibrations that throw warriors from their feet and disrupt drive units.

Use this Stratagem in your Movement phase after moving an ARCHAEOPTER FUSILAVE unit from your army. Select one enemy unit that ARCHAEOPTER FUSILAVE unit moved over that phase. That enemy unit is shaken in your opponent’s next Movement phase. If a unit that cannot FLY and is not TITANIC is shaken, halve its Move characteristic and the result of any Advance and charge rolls made for it.

The Skorpius Dunerider keyword is used in following Adeptus Mechanicus datasheets:

Dedicated Transport
0CP

EVACUATION SEQUENCE

Adeptus Mechanicus Stratagem

Sufficiently sanctified, a Dunerider’s machine spirit will do everything in its power to save its cargo.

Use this Stratagem in any phase when a SKORPIUS DUNERIDER model from your army is destroyed, before any embarked units disembark. Until the end of the phase, when a model disembarks from that SKORPIUS DUNERIDER model, do not roll to see if it is slain.
1CP

TECH-ADEPT

Adeptus Mechanicus Stratagem

There is no task more holy than repairing war engines damaged in the crusade to fulfil the Machine God’s will.

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.
1-3CP

FRESH CONVERTS

Agripinaa Stratagem

All forge worlds make use of battle servitors, but none are so quick in manufacturing them as the Tech-Priests of Agripinaa.

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.

The Pteraxii Sterylizors keyword is used in following Adeptus Mechanicus datasheets:

1CP

DEEPLY SUNK TALONS

Adeptus Mechanicus Stratagem

Caught upon the talons of hunters whose reasoning has been pared back to finely tuned instincts, escape for those they catch is unlikely.

Use this Stratagem in your opponent’s Movement phase, when an enemy INFANTRY unit within 1" of any PTERAXII STERYLIZORS units from your army is chosen to Fall Back. Roll one D6; on a 2+, that enemy unit cannot Fall Back this turn.
2CP

INFOSLAVE SKULL

Adeptus Mechanicus Stratagem

Mono-task infoslave skulls make ideal lookouts to watch against the sudden deployment of enemy troops.

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

STEEL MIND, IRON LOGIC

Graia Stratagem

Even the vile energy surges of the warp will be quieted by the faith and undeniable logic that emanates from the pure devotees of Graia.

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.
1CP

NOOSPHERIC MINDLOCK

Adeptus Mechanicus Stratagem

The Tech-Priests that lead Servitor Maniples have advanced targeting systems hardwired into each of their Kataphron servitors that allow updated protocols to override defaults in the heat of battle..

Use this Stratagem at the start of your Shooting phase. Pick a unit of SERVITOR MANIPLE KATAPHRON BREACHERS or SERVITOR MANIPLE KATAPHRON DESTROYERS within 6" of a friendly SERVITOR MANIPLE TECH-PRIEST DOMINUS. Add 1 to hit rolls for attacks made by that unit until the end of the phase.
2CP

ELIMINATION VOLLEY

Adeptus Mechanicus Stratagem

It is possible to overcharge the protocols of battle robots, creating a feedback loop of rapid-fire commands.

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.

The Corpuscarii and Electro-Priests keywords are used in following Adeptus Mechanicus datasheets:

1CP

ELECTROSTATIC OVERCHARGE

Adeptus Mechanicus Stratagem

By chanting fiery psalms in praise of the Motive Force, Corpuscarii inflame the potential of their generous gift.

Use this Stratagem in your Shooting phase when a CORPUSCARII ELECTRO-PRIESTS unit from your army is chosen to shoot with. Until the end of the phase, electrostatic gauntlets models in that unit are equipped with have an Armour Penetration characteristic of -2.

The Ironstrider Ballistarii keyword is used in following Adeptus Mechanicus datasheets:

1CP

PATTERN ITERATION IDENTIFIED

Adeptus Mechanicus Stratagem

Once targets are identified by pattern iteration recognition, weak spots are quickly established.

Use this Stratagem in your Shooting phase when an IRONSTRIDER BALLISTARII unit from your army is chosen to shoot with. Until the end of the phase, when resolving an attack made by a model in that unit against a unit without the TITANIC keyword, add 1 to the wound roll.

The Archaeopter Stratoraptor keyword is used in following Adeptus Mechanicus datasheets:

1CP

RAPTORIAL STRAFING FIRE

Adeptus Mechanicus Stratagem

Roused to ire, the Stratoraptor’s machine spirit punishes the crawling enemy beneath it.

Use this Stratagem in your Shooting phase when an ARCHAEOPTER STRATORAPTOR model from your army is chosen to shoot with. Until the end of the phase, when resolving an attack made by that model against a unit that cannot FLY, add 1 to the hit roll.

The Pteraxii Skystalkers keyword is used in following Adeptus Mechanicus datasheets:

1CP

STEELRAIN FUSILLADE

Adeptus Mechanicus Stratagem

Unleashing a storm of needle-like projectiles, Skystalkers keep their enemy suppressed with unceasing hails of fire.

Use this Stratagem in your Shooting phase when a PTERAXII SKYSTALKERS unit from your army is chosen to shoot with. Select one enemy unit that is not TITANIC. Until the end of the phase, when resolving an attack made by a model in that Pteraxii Skystalkers unit against the selected unit, if a hit is scored the target is suppressed until the start of your next turn. When resolving an attack made with a ranged weapon by a model in a suppressed unit, subtract 1 from the hit roll.

The Skorpius Disintegrator keyword is used in following Adeptus Mechanicus datasheets:

1CP

STEREOSCOPIC TRIANGULATION

Adeptus Mechanicus Stratagem

Meshing the Disintegrator’s threat augurs, servo-scryers and spectranima onto a single target spells its doom.

Use this Stratagem in your Shooting phase when a SKORPIUS DISINTEGRATOR model from your army is chosen to shoot with. Until the end of the phase, if that model shoots all of the weapons it is equipped with at the same target, then, when resolving an attack made by that model, add 1 to the hit roll and the target does not receive the benefit of cover.
1CP

PLASMA SPECIALISTS

Ryza Stratagem

That which hates most breeds the most incandescent of blasts – or so say the Tech-Priests of Ryza, who have long nurtured the secret skill of coaxing extra firepower from plasma weapons.

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).
2CP

WRATH OF MARS

Mars Stratagem

None can smite the blasphemer as can those from Mars, for theirs is the most righteous of zeal. All praise the glory of the Machine God!

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.

The Imperial Knights and Vehicle keywords are used in following Adeptus Mechanicus datasheets:

1CP/3CP

ROTATE ION SHIELDS

Questor Mechanicus Stratagem

The directional power of an ion shield can be rotated, the better to deflect incoming shots.

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 4+).
1CP

POWER SURGE

Adeptus Mechanicus Stratagem

The datasmith delivers a burst of energy to the Kastelan Robots allowing them to cross the battlefield at an accelerated pace.

Use this Stratagem at the start of your Charge phase. Pick a unit of CYBERNETICA COHORT KASTELAN ROBOTS from your army within 3" of a friendly CYBERNETICA COHORT CYBERNETICA DATASMITH . Add 3 to charge rolls made for that unit of Kastelan Robots until the end of that phase.

The Sydonian Dragoons keyword is used in following Adeptus Mechanicus datasheets:

1CP

PERPETUAL INCENSE

Adeptus Mechanicus Stratagem

In the press of combat, incense exhausts pump out a constant blinding fog, masking the Dragoons’ forms.

Use this Stratagem at the start of the Fight phase. Select one SYDONIAN DRAGOONS unit from your army. Until the end of the phase, when resolving an attack made against that unit, subtract 1 from the hit roll.
1CP

CONQUEROR DOCTRINA IMPERATIVE

Adeptus Mechanicus Stratagem

When a Tech-Priest inloads Conqueror Imperatives, they can boost the martial subroutines of any targeted Skitarii minions. Such energy bursts are short-lived but powerful.

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

DATASPIKE

Adeptus Mechanicus Stratagem

An intense micro-burst of highly concentrated doctrinal sacrament can overload any nearby machine spirit with explosive results.

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.

The Electro-Priests keyword is used in following Adeptus Mechanicus datasheets:

3CP

ZEALOUS CONGREGATION

Adeptus Mechanicus Stratagem

The channelling of inspiring verses of zealotry allows Electro-Priests to release the pent-up energy within them.

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.
1CP

DEAFENING ASSAULT

Metalica Stratagem

The enhanced blare of the weaponry of Metalica is so intimidating that it causes entire armies to quail before the auditory assault, fleeing before the oncoming Adeptus Mechanicus ranks before even striking a blow.

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

BENEVOLENCE OF THE OMNISSIAH

Adeptus Mechanicus Stratagem

This blessing is a protective incantation that inspires the machine spirit of sacred war engines to defy the enemy’s attacks.

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

MACHINE SPIRIT’S REVENGE

Adeptus Mechanicus Stratagem

With the right blessings, a war engine that is no longer able to serve the Machine God can enact one final triumph.

Use this Stratagem when one of your ADEPTUS MECHANICUS VEHICLES is destroyed; do not roll a dice – that vehicle automatically explodes.
2CP

ACQUISITION AT ANY COST

Adeptus Mechanicus Stratagem

In the eternal quest for knowledge and the acquisition of technology, Tech-Priests require super-human efforts from the troops under their command.

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. This Stratagem can only be used once per turn.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Disembark
If a unit starts its Movement phase embarked within a Transport model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the Transport model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a Transport can disembark this phase.
  • A unit must disembark before their Transport moves.
  • Disembarking units must be set up wholly within 3" of their Transport and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.

The <Forge World> and Kataphron Breachers keywords are used in following Adeptus Mechanicus datasheets:

The <Forge World> and Kataphron Destroyers keywords are used in following Adeptus Mechanicus datasheets:

The <Forge World> and Servitor keywords are used in following Adeptus Mechanicus datasheets:

Elites

The Graia, Tech-Priest and Dominus keywords are used in following Adeptus Mechanicus datasheets:

Arc lance (shooting) used in following datasheets:

Arc pistol used in following datasheets:

PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Arc rifle used in following datasheets:

Archeo-revolver used in following datasheets:

Fast Attack

Avenger gatling cannon used in following datasheets:

Belleros energy cannon used in following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

Cognis flamer used in following datasheets:

Cognis heavy stubber used in following datasheets:

Dedicated Transport

Disruptor missile launcher used in following datasheets:

Electrostatic gauntlets (shooting) used in following datasheets:

Eradication beamer used in following datasheets:

Heavy Support

Eradication pistol used in following datasheets:

Eradication ray used in following datasheets:

Ferrumite cannon used in following datasheets:

Flechette blaster used in following datasheets:

Flechette carbine used in following datasheets:

Galvanic carbine used in following datasheets:

Fast Attack

Galvanic caster used in following datasheets:

Galvanic rifle used in following datasheets:

Gamma pistol used in following datasheets:

Grav-gun used in following datasheets:

Elites

Heavy arc rifle used in following datasheets:

Heavy bolter used in following datasheets:

Elites
INFANTRY/other model

Heavy flamer used in following datasheets:

Heavy grav-cannon used in following datasheets:

Heavy phosphor blaster used in following datasheets:

Heavy Support

Heavy phosphor blaster (Archaeopter Stratoraptor) used in following datasheets:

Heavy stubber used in following datasheets:

Icarus array used in following datasheets:

Heavy Support

Incendine combustor used in following datasheets:

Heavy Support

Ironstorm missile pod used in following datasheets:

Laspistol used in following datasheets:

Macrostubber used in following datasheets:

Magnarail lance used in following datasheets:

Melta cutter used in following datasheets:

Meltagun used in following datasheets:

Multi-melta used in following datasheets:

Elites

Neutron laser used in following datasheets:

Heavy Support

Phosphor blast carbine used in following datasheets:

Phosphor blast pistol (Serberys Sulphurhounds) used in following datasheets:

Phosphor blaster used in following datasheets:

Phosphor pistol used in following datasheets:

Phosphor serpenta used in following datasheets:

Phosphor torch used in following datasheets:

Plasma caliver used in following datasheets:

Plasma cannon used in following datasheets:

Elites

Plasma culverin used in following datasheets:

Radium carbine used in following datasheets:

Radium jezzail used in following datasheets:

Look out, Sir
Models cannot target a unit that contains any Character models with a Wounds characteristic of 9 or less with a ranged weapon while that Character unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more Vehicle or Monster models with a wounds characteristic of 10 or more.
  • A friendly non-Character unit that contains 1 or more Vehicle or Monster models.
  • A friendly non-Character unit that contains 3 or more models.
In all cases, if that Character unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that Character unit is the closest enemy unit to the firing model, ignore other enemy units that contain any Character models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy Character with 9 or less wounds while it is within 3" of a friendly unit that contains 1 Monster, 1 Vehicle or 3+ other models (excluding Character models with 9 or less wounds) unless it is the closest target.

Radium pistol used in following datasheets:

Rapid-fire battle cannon used in following datasheets:

Solar atomiser used in following datasheets:

Storm bolter used in following datasheets:

Stormspear rocket pod used in following datasheets:

Stubcarbine used in following datasheets:

Sulphur breath used in following datasheets:

Thermal cannon used in following datasheets:

Torsion cannon used in following datasheets:

Transonic cannon used in following datasheets:

Transuranic arquebus used in following datasheets:

Twin cognis autocannon used in following datasheets:

Twin cognis heavy stubber used in following datasheets:

Dedicated Transport

Twin cognis lascannon used in following datasheets:

Twin heavy phosphor blaster used in following datasheets:

Heavy Support

Twin Icarus autocannon used in following datasheets:

Twin volkite charger used in following datasheets:

Volkite blaster used in following datasheets:

Arc claw used in following datasheets:

Arc lance (melee) used in following datasheets:

Arc maul used in following datasheets:

Arc scourge used in following datasheets:

Cavalry sabre used in following datasheets:

Fast Attack

Chordclaw used in following datasheets:

Clawed limbs used in following datasheets:

Electroleech stave used in following datasheets:

Electrostatic gauntlets (melee) used in following datasheets:

Hydraulic claw (X-101) used in following datasheets:

Elites

Hydraulic claw used in following datasheets:

Kastelan fists used in following datasheets:

Heavy Support

Mechadendrite hive used in following datasheets:

Mechadendrites used in following datasheets:

Omnissian axe used in following datasheets:

Omnissian staff used in following datasheets:

Power fist used in following datasheets:

Power maul used in following datasheets:

Pteraxii talons used in following datasheets:

Reaper chainsword used in following datasheets:

Servo-arc claw used in following datasheets:

Servo-arm used in following datasheets:

Elites

Taser lance used in following datasheets:

Termite drill used in following datasheets:

Thunderstrike gauntlet used in following datasheets:

Titanic feet used in following datasheets:

Transonic blades used in following datasheets:

Transonic razor used in following datasheets:

Broad Spectrum Data-tether used in following datasheets:

Dedicated Transport

Chaff Launcher used in following datasheets:

Command Uplink used in following datasheets:

Enhanced Data-tether used in following datasheets:

Elites