Book | Kind | Edition | Version | Last update |
Liber Mechanicum | ||||
Liber Mechanicum | Rulebook | 2 | 1.1 | December 2023 |
Q: | Does a model that has used either the Battlesmith (X) special rule count as having made a shooting attack for purposes of gaining an additional Reaction from The Logic of Victory Warlord Trait? |
A: | No |
Q: | Can a model equipped with a machinator array or servo arm choose to resolve all of its attacks using that melee weapon profile? |
A: | Yes. |
Q: | Can a unit with the Paragon Unit Sub-type make Reactions? |
A: | No. |
‘Core’ and ‘Expanded’ Army List Profiles All Army List Profiles for the Warhammer: The Horus Heresy – Age of Darkness range are divided into two categories: Core units and Expanded units. All of the units in this book are ‘Core’ units. These represent the mainstay of the Legiones Astartes and are supported by a wide range of miniatures. Expanded units will have rules for their use provided in supplementary PDF downloads available from the Games Workshop website, White Dwarf magazine or other places. Both types of unit may be freely used in any Horus Heresy battle, and this category does not affect their availability as part of an army or Detachment or the rules for their use during a battle. As new units and models are released, their Army List Profiles will clearly state if those units are Core or Expanded units, and future publications may shift the category of a given unit, with any such changes clearly noted in the unit’s Army List Profile. | ||
ALLEGIANCE AND THE MECHANICUM This volume presents the more orthodox forces of the Mechanicum that comprised the Taghmata of numerous Forge Worlds across the galaxy; this orthodoxy has little to no bearing on whether they sided with those loyal to the Emperor or the Warmaster in the wider conflict of the Horus Heresy. Orthodox Forge Worlds found political advantage among the ranks of both the Loyalist and Traitor Legions, each depending on their own galactic position and their individual circumstances. As such, players should feel free to use this volume to create armies from Forge Worlds that chose to follow either the Loyalist or Traitor Allegiance. The only exception to this rule is a unit that has a special rule or other note that forces it to use one or other particular Allegiance. Such units will have this exception prominently noted in their Army List Profile. | ||
Lords of War and Primarchs in the Age of DarknessThe dominating presence of Lords of War and Primarch units can unbalance even the largest games, and so additional restrictions are applied to these Unit Types in order to ensure the most enjoyable game experience for all players. Lords of War and Primarch choices may only be included in an army whose total points value is at least 2,000 points, as long as the Force Organisation chart in use has the appropriate slots. In addition, the combined points value of all Lords of War and Primarch choices present in an army may not exceed 25% of the army’s total points cost, unless specified otherwise by the mission or Force Organisation chart being used. This means that the maximum combined points value for any Lords of War and Primarch choices included in the more common army sizes in the Horus Heresy – Age of Darkness is as follows:
CRUSADE FORCE ORGANISATION CHART Primary Detachment (Required)
Allied Detachment (Optional) Lords of War Detachment (Optional)
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Age of Darkness Levels of AllianceTo represent the long history of grudges, sworn compacts and battle-tested oaths that exist between the various Factions of the early Imperium, the Age of Darkness Allies chart is used. When an army features two or more Factions amongst its Detachments then the controlling player should check the chart to establish the level of alliance that exists between them, and how that will affect the various units of those Factions in play. Each of the various levels of alliance is described here, as well as the rules associated with them. Some entries may refer to ‘allied’ units, in these cases all units not part of the same Faction as the Primary Detachment are considered ‘allied’ units.Sworn Brothers The closest of allies who have fought beside each other many times. The two forces are considered ‘friendly units’ in all regards. This means, for example, that Sworn Brothers may be joined by allied Independent Characters, are treated as friendly units for the targeting of special abilities, Warlord Traits and so on. Note: Not even Sworn Brothers can embark in allied Transport Vehicles, and rules that affect a particular force owing to its Legiones Astartes special rule do not carry over to Sworn Brother allied units. Fellow Warriors The two forces are willing to fight together for common cause against their foes. Units in your army treat other units at the Fellow Warriors level of Alliance as not being part of the army with the exception that they may not be deliberately targeted, attacked, targeted with special abilities, etc, (note that Blasts and the like may still scatter over allied forces and adversely affect them). Fellow Warriors cannot benefit from the effects of allied Warlord Traits or be joined by allied Independent Characters, and are not counted as friendly units for the purposes of special abilities. In essence, the two forces fight alongside each other without any additional positive or negative effect. Distrusted Allies The two forces can make common cause against an enemy, but never fully trust each other due to a long-standing feud or inherent antipathy. Models in the allied detachment are treated exactly like Fellow Warriors except that units in this allied detachment are never counted as Scoring units and may not hold Objectives. By the Emperor’s (or the Warmaster’s) Command The two forces will only ever fight beside each other in the direst of circumstances or by the direct command of their overlord, be they the Emperor or the Warmaster. The two forces are dealt with as Distrusted Allies but, in addition, whenever a unit is within 6" of a unit that is part of a Faction that falls under this level of alliance then both units reduce their Leadership by -1 until they are no longer within 6" of any unit from that Faction that is part of the same army. Agents of the Emperor (or Warmaster) Some units are described as Agents of the Emperor (notably the Talons of the Emperor – the Legio Custodes and the Silent Sisterhood), or Agents of the Warmaster. These are always treated as Sworn Brothers to either all Loyalist or all Traitor forces respectively. | ||
Bloody-handed Some warlords are only satisfied by the clash of blades and the screams of the enemy as they fall before them. For such warriors, strategy is but a means to an end, a tool by which they can bring their forces into the brutal crucible of the melee as soon as possible. There, in the heart of the battlefield, they seek victory at any cost. Any combat with at least one friendly model within 12" of this Warlord, or a combat which includes this Warlord, gains a bonus of +1 to the number of Wounds caused for the purposes of combat resolution. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty. |
Stoic Defender This warlord is a rock, the hard place against which their foes are dashed and broken. When the enemy surges forth, they do not foolishly go to meet them, but dig in so that the foe may exhaust themselves against the defences prepared for them. When this Warlord or any friendly unit joined by a Warlord with this Trait makes a Shooting attack, the target unit must make a Pinning test if it suffers any unsaved Wounds. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Shooting phase as long as the Warlord has not been removed as a casualty. |
Ever-vigilant Always ready to take advantage of the foe’s weakness, this warlord is a master of predicting and exploiting the flow of battle. Where the foe advances, this warlord falls back to better ground, where the foe retreats, this warlord advances, for victory is fickle and only falls into the grasp of those prepared for any eventuality. When this Warlord, and any unit it has joined, Runs during the Movement phase, it adds the value of the Warlord’s Initiative Characteristic, increased by 1, to the distance moved, rather than the lowest Initiative Characteristic in the unit. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Movement phase as long as the Warlord has not been removed as a casualty. |
ARMY LIST PROFILES AND MINIATURES The Army List Profiles presented in this book relate to miniatures available in the Citadel and Forge World ranges, and in most cases it is clear which sets relate to which Profile. Many Profiles, however, have a range of upgrade options that may not be represented in a particular set of miniatures, but are available as upgrade sets – for example, a Knight Moirax with a graviton pulsar is made by upgrading the Mechanicum Knight Moirax with Volkite Veuglaire and Gyges Siege Claw with the Mechanicum Knight Moirax Graviton Pulsar. In other cases, models have available to them weapons and options that are found in other sets – the weapons and wargear of the Mechanicum are extremely varied and esoteric in design, and the Mechanicum and Adeptus Mechanicus ranges benefit from being extremely customisable as a result. Players will often find they have plenty of spare weapons or wargear that they can use on other models. | ||
A Soul of Cold Iron Many of the most powerful magi among the ranks of the Mechanicum have left behind almost all of the weak flesh that once bound them to humanity. These creatures are no longer truly human, and the concerns of lesser creatures are meaningless to them. On the battlefield, they feel not terror, nor sadness, nor even the joy of victory, and advance even in the face of horrors that would send lesser warriors fleeing. A Warlord with this Trait and any friendly unit with at least one model within 6" that is Pinned may still move and declare Charges, but is limited to only firing Snap Shots until it is no longer Pinned. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Movement phase as long as the Warlord has not been removed as a casualty. |
The Logic of Victory Among the warriors of the Mechanicum it is not valour that sustains the attack, nor hatred that fuels their defence – but the cold imperative of logic. They fight only when the calculations of the magi predict victory for the attack or when there is no other option but mutual annihilation. The finest logis-tacticians seek not to influence the flow of battle with simple force of arms, but by manipulating the ever changing equations of victory. If, at no point during this Warlord’s controlling player’s turn as the Active player, a Warlord with this Trait has neither made a Shooting Attack or been locked in combat then they gain an additional Reaction in each Phase of the following turn as the Reactive player. In addition, a Warlord with this Trait and any unit it has joined gains +1 WS and +1 BS when making attacks as part of any Reaction and +3 Initiative or +3 Movement when making a move as part of any Reaction. |
The Science of Slaughter Combat is not an art to those of the Mechanicum that dedicate themselves to its perfection, but a brutally callous science – for everything has its weakness, all things can be broken and dismembered if one knows when and where to apply force. Those who study the Mechanicum’s methods of combat are terrifying threshing machines of destruction, untiring and utterly implacable. Once they have engaged a target, it is only a matter of time until they detect and exploit its vulnerabilities. On the second turn of each combat a Warlord with this Trait is engaged in, and each turn it is locked in the same combat after that, it gains a bonus of +1 to its WS and +1 Strength (to a maximum of 10). Once a given combat has ended and the Warlord is no longer locked in combat, the Warlord’s WS and Strength Characteristics are reset to the original values. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty. |
Mechanicum Advanced ReactionThis Advanced Reaction is available only to units as part of a Mechanicum Detachment. Unlike Core Reactions, it is activated in unique and specific circumstances, as noted in its description, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description.Scornful Fire – This Advanced Reaction may be made once per battle during the Shooting phase when any enemy unit declares a Shooting Attack targeting a unit that includes a model with the Independent Character special rule under the Reactive player’s control which is part of the Mechanicum Detachment. The Reacting unit, and any friendly Mechanicum units eligible to make a Reaction within 12", may make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. Any unit that makes a Shooting Attack as part of this Reaction counts as having made a Reaction in this Phase. A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapons or special rules that otherwise ignore line of sight, and Vehicles may only fire Defensive Weapons. Template weapons may only be used as part of a Scornful Fire Reaction if the target unit is within 8" and must use the Wall of Death rule instead of firing normally. | ||
This section presents the Divisio Tactica, alternative deployments of troops aligned with the Mechanicum faction. Each Divisio Tactica presents a new Force Organisation chart and may also include new units or other effects and restrictions representing one of the more exotic formations fielded as part of the Mechanicum’s vast legions.
Titan Maniple Detachment (Optional)
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Those Knight Households that maintained some measure of autonomy, whether through strength of arms or steadfast loyalty, could retain the right to sanction independent military operations or to join the ranks of the Ordo Questoris—the Household forces independently seconded into the service of the Expeditionary fleets and the Great Crusade armies. Such Houses were driven to seek glory among the far-flung stars of the galaxy far from the Taghmata of their patron Forge World, or even engaged in their own conquests; as loyal to the ideals of Unity and the Emperor as ever they were to their Mechanicum patrons. The riches and reputation brought from such independent martial endeavours served, in some cases, to aid them in gaining greater autonomy from their Mechanicum patrons, which is why many archmagi were loathe to grant such rights as part of the Sidon Protocols.
QUESTORIS HOUSEHOLD FORCE ORGANISATION CHART Household Detachment (Primary or Optional)
Allied Detachment (Optional)
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The martial traditions and aristocratic rule of the Knight Households demanded a rigid hierarchy and at the apex of this order was the seneschal. For a Knight to have attained a rank heavy with such symbolic authority and might, they must have proven themselves both in combat and tactical command, besides the more insidious battlefield of dynastic struggle. The role of seneschal involved both practical generalship and an understanding of the myriad strengths and natures of the Imperium’s vast forces, as well as the countless dangers of the cold stars and the foes that awaited there. Only a single unit in a Questoris Household Detachment may be upgraded to have the Seneschal rank, and an Acastus Knight Porphyrion or Acastus Knight Asterius may not be given this upgrade. |
An Arbalester excelled at dealing death and destruction at a distance, utilising their Knight’s firepower to its fullest and most devastating effect. While some of their more impetuous or glory-hungry brethren scorned their tactics as unworthy, these skilled gunners took on a vital role in the Household’s battle line, identifying and destroying enemy heavy weapons emplacements to screen their comrades’ advance and help shield their fellows from aerial attack. A model with this upgrade increases its Ballistic Skill Characteristic by +1 and gains the Character Unit Sub-type and Arbalester special rule. |
The Knight Households were not simply a military force but a hereditary bloodline of war, a bloodline whose sons and daughters were tempered in the fires of battle from a young age. Such an apprenticeship was a dangerous one, but vital to the maintenance of a Household’s strength across the generations. Only the most desperate of battles would force a Household to endanger all of its aspirants at once however, and so, competition was fierce among the fighting-age youth seeking to join their kin on the field of battle. A model with this upgrade must reduce its Weapon Skill and Ballistic Skill Characteristics by -1 and its Movement Characteristics by -2. |
Though on many Knight Worlds affairs of honour were settled through highly ritualised duels, when pressed, massed battle was inevitable. In such warfare the Aucteller was oathsworn to strike down the foe’s greatest warriors at the cost of their own life. During the Great Crusade such tactics were suppressed, but as the wars of the Horus Heresy unfolded, the need for such sacrifices was born again. A model with this upgrade increases its Weapon Skill Characteristic by +1 and gains the Character Unit Sub-type and the Aucteller special rule. |
The title ‘Dolorous’ was bestowed upon the most famed beast slayers among the Knights of the Household. It also implied one to whom life beyond the confines of their Knight Armour was a pale and hollow thing. Such Knights often sought deployment in the forefront of battle and would charge into every fray. Those who survived learned to temper their fury but not the restless desire for continuous battle, and many would go on to become Freeblades. A model with this upgrade increases its Weapon Skill Characteristic by +1, and gains the Character Unit Subtype and the Dolorous special rule. |
An epithet applied to a Household Knight who had shown a particular aptitude for siege warfare, an ‘Implacable’ was an invaluable warrior in the maelstrom of cityscape warfare. In such situations a Knight, despite its power, could become swarmed by enemy infantry. Not so the Implacable, whose caution on the battlefield seemed not to diminish their fervour for crushing infantry like vermin. A model with this upgrade increases its Hull Points by +1, gains the Character Unit Sub-type and the Implacable special rule. |
Sometimes a scion would display a particular facility for technology and serve time observing and learning from their Household’s sacristans. These scions were able to impart not only the lore of arms to the Household’s aspirants, but also to teach a deeper understanding of the Knight Armour and the division of machine and man, earning themselves the honoured title of preceptor within the Household. The preceptor’s lore could also be put to use on the battlefield, allowing them to use advanced augury and auspex equipment which served the role of tactical coordination and communications for their Household in battle. A model with this upgrade increases its Ballistic Skill Characteristic by +1 and gains the Character Unit Sub-type and Preceptor special rule. |
The Uhlan tradition was one followed by the most hotblooded and impetuous Knights. In war, they sought to destroy their foes in a fury of close-range fire and swift assault. Caution was anathema to them and valour was found only in the close press of battle. The scions Uhlan were used by the wiser Household commanders as advance scouts and reavers, either to form the front skirmish line of the Household in the open field or as flanking forces to encircle a foe and run down an enemy once it had broken. A model with this upgrade increases its Movement Characteristic by +4 and gains the Character Unit Subtype and the Scout and Outflank special rules. This upgrade may not be given to an Acastus Knight Asterius or an Acastus Knight Porphyrion. |
KNIGHTS AND THE CHARACTER UNIT SUB-TYPE Unless otherwise specified, a model with the Knight Unit Sub-type and the Character Unit Sub-type may not issue or accept Challenges – except when the enemy unit includes at least one model with the Knight, Titan or Monstrous Unit Sub-type or the Primarch Unit Type, and in those circumstances the Challenge must be accepted by a model with the Knight, Titan or Monstrous Unit Sub-type or the Primarch Unit Type. While Engaged in a Challenge, a model with the Knight and Character Unit Sub-types may not leave combat or the Challenge and may not make any Stomp attacks. | ||
This Army List includes a number of new Unit Types and Unit Sub-types to represent the vast panoply of the Mechanicum at the height of their ambition. These Unit Types and Unit Sub-types are presented here for easy reference and operate under the rules established for Unit Types and Unit Sub-types in the Horus Heresy: Age of Darkness rulebook:
Like the Dreadnoughts of the Legiones Astartes these war machines are huge behemoths of steel and ceramite, all but invulnerable to lesser weapons. However, unlike the war machines of the Space Marines these indomitable engines of war are piloted by the aspirants of the Knight Households and lack the decades of experience and mental discipline of the Dreadnought’s occupant. Thankfully, the sheer firepower most Armiger type war engines can deliver more than makes up for their shortcomings.
As with other Unit Types, the Armiger Type includes a number of Unit Sub-types which may be referenced in other Age of Darkness books. The following rules apply to all Armiger models and any Armiger Unit Sub-types:Powerful hulking war machines equipped with the finest weapons and bulky armour, these units are given the sole purpose of bringing ruin upon a foe.
The following rules apply to all models with the Cybernetica Unit Sub-type:Such units are programmed for little by way of independent initiative, but only to protect their master at the expense of their own existence.
The following rules apply to all models with the Guardian Unit Sub-type:The finest warriors, be they honed flesh and blood or masterwork automaton, are capable of feats of arms and endurance unthinkable to standard humans.
The following rules apply to all models with the Paragon Unit Sub-type:Among the warriors of the Horus Heresy are many singular heroes, those whose names are known throughout the galaxy. Likewise, there are those individual war machines whose legacy of destruction has spread their names across uncounted battlefields. Such heroes, prototypes and icons are rare and though their power can tip any battle in their favour, they can only be in one place at a time.
The following rules apply to all models with the Unique Unit Sub-type:Intended to scout enemy positions and screen the advance of heavier units. Skirmishers rely on speed and use of cover to survive rather than heavy armour, rarely faring well when pitted in open battle against true shock infantry.
The following rules apply to all models with the Skirmish Sub-type:On the battlefields of the Horus Heresy, the Mechanicum is feared not only for the power of the war engines it produces, but also for the terrifying control they wield over all forms of technology, a control so absolute that to some it seems as strange and potent as the warp-magic of the psyker. By means of the arts known as Cybertheurgy, the magi of the Mechanicum can unleash terrible data-djinn to corrupt systems, overload power cells and even turn the enemy’s own weapons against them.
In games of Horus Heresy: Age of Darkness, certain models may make use of Cybertheurgy to attack the enemy and confound their plans. Cybertheurgic Attacks will use the existing rules for attacking the enemy, being resolved as either Shooting or Melee Attacks, and occur during the Shooting and Assault phases as do other attacks. Cybertheurgic Rites, any effect of Cybertheurgy that is not represented as a weapon and resolved as an attack, are also resolved during one of the existing Phases, but often have their own unique rules, each of which is explained as part of that power.
In all cases, to use a Cybertheurgic Attack, weapon or Rite, a model must possess the Cybertheurgist Unit Sub-type.
Animatus Integro (Cybertheurgic Rite) Manipulating the machine spirit of any complex machine, the cybertheurgist is capable of remote activation of repair sub-routines and of repurposing auxiliary systems to perform repairs other lesser artificers might have deemed impossible. Such is the formidable skill of these machine-wrights that such ministrations are carried out from afar, without laying hand nor tool upon the shattered hull of the stricken machine. Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may apply the effects of any version of the Battlesmith (X) special rule they have to a single model with the Vehicle, Dreadnought or Automata Unit Type that is within 12" of the Cybertheurgist. The effect is rolled for as normally required by the Battlesmith (X) special rule, but does not require the Cybertheurgist to be in base contact or Embarked upon the model. If successful, the controlling player may choose to make a Cybertheurgy check for the Cybertheurgist model, if successful then the effect of the Battlesmith (X) special rule is applied twice without further rolls (i.e., an additional Wound is restored, or an additional Weapon Destroyed result removed from the target, etc.). If the Cybertheurgy check is failed then the Cybertheurgist suffers Cybertheurgic Feedback. |
Animatus Excindor (Cybertheurgic Weapon) Just as Cybermancy can over-charge a machine’s systems to power its re-invigoration, so can it overload those systems and crush the heart of even the most powerful war machines. Cybertheurgic Focus: Before making any To Hit rolls with this weapon, the Cybertheurgist must make a Cybertheurgy check. If the Check is passed then the Cybertheurgist may attack as normal using the profile shown for this weapon. If the Check is failed then the Cybertheurgist suffers Cybertheurgic Feedback, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
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Cybernetica Exortus (Cybertheurgic Rite) The master magi of the Cybernetica cohorts are well versed in the intricacies of their steel charges; they know the incantations to coax the greatest potential from them. In battle it is by their efforts that the unfeeling legions of the Mechanicum can overcome the fickle and unpredictable armies of flesh and blood soldiers. Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may select a single friendly unit with a model within 12" which contains at least one model with the Automata Unit Type and apply one of the following effects to all models with the Automata Unit Type in the unit:
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Mordeo Cogita (Cybertheurgic Weapon) Many have thought the automata of the Mechanicum among the toughest warriors to tread the battlefields of the Age of Darkness, but by means of coded incantations the adepts of the Arcana Cybernetica can purge the engrams of these metal beasts, bringing them to a sudden stop with but a thought. Cybertheurgic Focus: Before making any To Hit rolls with this weapon, the Cybertheurgist must make a Cybertheurgy check. If the Check is passed then the Cybertheurgist may attack as normal using the profile shown for this weapon. If the Check is failed then the Cybertheurgist suffers Cybertheurgic Feedback, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
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Ephemera Perfidiae (Cybertheurgic Rite) The sheer ubiquity of the Machine Cult’s works in every fighting force on both sides of the civil war give the more insidious tech-magi an incredible amount of power over their enemies. With little more than a thought and a muttered binaric chant, a canny technomancer can alter their opponent’s target priority and friendly fire protocols, deceiving them into bearing down on their allies. Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may select a single enemy unit with a model within 12" that is entirely composed of models with the Vehicle or Automata Unit Type. The Cybertheurgist’s controlling player may immediately make a Shooting Attack as if they controlled the chosen unit – this Shooting Attack may target any unit that is considered an enemy unit by the Cybertheurgist’s controlling player and is made as Snap Shots. The Cybertheurgist may choose to make a Cybertheurgy check before making this Shooting Attack, if successful the Shooting Attack is made using the Cybertheurgist’s BS and is not made as Snap Shots. If the Check is failed then the Cybertheurgist suffers Cybertheurgic Feedback and no Shooting Attack is made. An enemy unit used to make a Shooting Attack with this Rite may attack normally in its controlling player’s turn and gains the Hatred (Cybertheurgists) special rule for the rest of the battle. |
Ephemera Exocluo (Cybertheurgic Weapon) There are few warriors on the battlefields of the Age of Darkness that do not rely on some form of technological aid to function, from targeting scanners to vox communicators. A magos skilled in the ephemera exocluo can disrupt, destroy and subvert these devices and leave their users helpless. Cybertheurgic Focus: Before making any To Hit rolls with this weapon, the Cybertheurgist must make a Cybertheurgy check. If the Check is passed then the Cybertheurgist may attack as normal using the profile shown for this weapon. If the Check is failed then the Cybertheurgist suffers Cybertheurgic Feedback, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
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Ephemera Instigare (Cybertheurgic Rite) Flesh bound to the will of iron is the trade of the Lacyraemarta, thralls for the armies and forges of the Mechanicum. In battle they use their cybertheurgic talents to goad their minions into battle regardless of the danger or the brutal injuries they suffer in the process. Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may select a single friendly unit within 12" that is entirely composed of models with the Infantry Unit Type and is of the Mechanicum Faction. The chosen unit may immediately move a number of inches up to twice its unmodified Initiative Characteristic directly towards the nearest enemy unit. If the chosen unit has mixed Initiative Characteristics, use the highest unmodified Characteristic. The Cybertheurgist’s controlling player may choose to make a Cybertheurgy check for the Cybertheurgist. If the Check is successful, then the chosen unit gains the Hammer of Wrath (1) and Furious Charge (1) special rules until the end of the subsequent Assault phase. If the Check is failed, the chosen unit and the Cybertheurgist suffer Cybertheurgic Feedback. |
Ephemera Excrusis (Cybertheurgic Weapon) The adepts of the Lacyraemarta are experts on the application and manipulation of pain to motivate and damage flesh. In combat they often employ short range bursts of exotic radiation and energy discharges to weaken and disrupt the enemy. Cybertheurgic Focus: Before making any To Hit rolls with this weapon, the Cybertheurgist must make a Cybertheurgy check. If the Check is passed then the Cybertheurgist may attack as normal using the profile shown for this weapon. If the Check is failed then the Cybertheurgist suffers Cybertheurgic Feedback, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
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Porta Fractis (Cybertheurgic Rite) There is no gate or portal that can be held against the magi of the Ordo Reductor. No bar nor lock will halt their passage and no enemy will find refuge from their onslaught. The data-djinn and subtle knowledge at their disposal will turn any key and expel any that cower in the false security of fortifications. Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may select a single Building, Fortification or enemy unit with the Transport Unit Sub-type that has an enemy unit Embarked within and is within 12" of the Cybertheurgist and must then make a Cybertheurgy check. If the Check is successful then the enemy unit Embarked on the chosen target must immediately make an emergency Disembarkation and once Disembarked must make a Pinning test. If the Cybertheurgy check is failed then the Cybertheurgist suffers Cybertheurgic Feedback. |
Manos Ruinus (Cybertheurgic Weapon) A mere gesture from the adepts of the Ordo Reductor sunders armour and reduces fortifications to ruin, they know exactly where to strike any defence to shatter it utterly. Cybertheurgic Focus: Before making any To Hit rolls with this weapon, the Cybertheurgist must make a Cybertheurgy check. If the Check is passed then the Cybertheurgist may attack as normal using the profile shown for this weapon. If the Check is failed then the Cybertheurgist suffers Cybertheurgic Feedback, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
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The Taghmata Omnissiah’s intricate web of feudal obligation was further complicated by the secretive and specialised nature of the Mechanicum’s cultish mysteries. Each archmagos possessed not only immense political power, but also jealously guarded techno-arcane secrets. As a result, when called into service by their trans-Martian overlord, each archmagos could bring to bear a force as unique in their style of warmaking as the archmagos themselves.
All Archmagos Primes and Archmagos Primes on Abeyant have The Orders of High Techno-arcana special rule – this requires them to select a single High Techno-arcana upgrade during army selection. However, no Archmagos Prime or Archmagos Prime on Abeyant may take more than one such upgrade, and some upgrades may not be available to all types of Archmagos Prime. If certain upgrades are available to only certain Archmagos Primes, it will be noted in their description along with any other benefits or restrictions. Note that no High Order of Techno-arcana may be chosen more than once in a single army, regardless of the number of Detachments.
Each High Techno-arcana upgrade grants the model a number of additional special rules or items of additional Wargear. They may also modify the model’s Unit Type, Unit Sub-type or Characteristics. In all cases, the High Techno-arcana type’s description will indicate all changes, benefits and restrictions.
In addition, the rules for each individual High Techno-arcana will present a number of effects which will grant a Detachment that contains a model with that High Techno-arcana new options or special rules. Unless otherwise stated as part of the High Techno-arcana’s rules, all effects must be applied to models and units that are selected as part of the Detachment that contains a model with that High Techno-arcana. In addition, unlike Warlord Traits, effects granted to units within a Detachment by the High Techno-arcana persist, should the model that possesses the Orders of High Techno-arcana rule be removed from play.
At the pinnacle of each Forge World’s intricate web of power and fealty sits the archimandrite class; they who have risen above all to supreme power. In their hands are entrusted the secrets of the lost Dark Age of Technology, its treasures and its secret sins. At their will does the vast power of a Forge World march to war; whether it be under the banner of the Emperor or the Warmaster, they are rulers in their own right.
Most often found leading the Cohorts Cybernetica, these magi are masters at manipulating the automata found throughout the armies of the Mechanicum.
Masters of the thralls and servitors that work the forges and march to war in the name of the Mechanicum, the Lacyraemarta can marshal vast hosts to the battlefield at need and have few qualms at expending the lives of their servitors to grasp victory.
Often the most numerous of the classes of magos who govern the Forge Worlds, the macrotek are venerated fane and forge masters, the tech-wrights of the great macro-furnaces that power the endless cycle of production, and at whose ministrations the vast engines of industry and war thunder.
The sinister Malagra are the magos-warlords of the Prefecture Magisterium, charged with enforcing the doctrine of the Omnissiah and the execution of the heretek and the transgressor.
The Myrmidax are the lords of the Myrmidon sub-cult, savants of firepower and master weaponsmiths. Few magi are more feared by their own kind, or as lethal.
Though often considered a minor and esoteric order, the magi of the Ordo Reductor are a fearsome force on the battlefield, where their skill in the employment of heavy artillery has turned the tide of many a battle.
This Army List includes a number of new special rules to represent the vast panoply of the Mechanicum at the height of their mysterious power and arcane might. These special rules are presented here for easy reference and operate under the rules established for special rules in the Horus Heresy: Age of Darkness rulebook.
The god-engines of the Legio Titanicus are studded with intricate systems of automated defensive weaponry.
A model with the Knight or Titan Unit Sub-types that has weapons with this special rule may make the Overwatch Reaction when it is triggered by models that do not have the Knight, Titan, Super-heavy, or Lumbering Unit Subtypes, or that have fewer than 8 Wounds. When making Shooting Attacks as part of the Overwatch Reaction, the Reacting model may only make Shooting Attacks with weapons with this special rule.The Scout Knights of the Taghmata and Questoris Households often roamed the battlefield independently as the vanguard of their orders. While each war machine strode the battlefield distant from their companions, they shared fierce bonds of fealty and brotherhood.
When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves) all models in the unit must be placed within unit coherency, but afterwards operate independently and are not treated as a single unit.As well as the axiarch’s own wealth of strategic experience, the datacores which have been surgically implanted in replacement for parts of their cerebellum contain dedicated stores of tactical doctrines and historical information on the myriad foes their Titan Legion has faced in the past. Such programs can be accessed and stratagems enacted based upon them before battle by being uploaded directly to the forebrains of the Secutarii under their command.
At the start of the battle, once both armies have set up all their models, including any units with the Infiltrator special rule, a player that controls any models with this special rule may select one of the effects listed below as part of this special rule. All units with the Kyropatris field generator item of Wargear in the Detachment that includes the model with this special rule gain the chosen effect for the duration of the battle. Note that only a single bonus may be given to the units, regardless of how many models with this special rule are present in the Detachment. If an army includes multiple Detachments that include any models with this special rule, the controlling player must select an effect for each such Detachment and may select the same or different effects for each Detachment:In addition to their standard panoply of shells and munitions, Secutarii Peltasts carry a limited supply of blind canister shot. These explode into dense storms of thick particulate multispectrum electromagnetic radiation that occlude both sight and augury scans. These storms of flickering fog can confuse the most able targeting system and utterly blind the enemy to their intended target.
So long as a unit with this special rule contains at least five models with galvanic casters, once per battle during the controlling player’s Shooting phase, the unit may make a Blind Barrage instead of making a Shooting Attack. Select a friendly unit with a model within 18" and within line of sight of the unit making the Blind Barrage. That friendly unit gains the Shrouded (4+) special rule until the beginning of the controlling player’s next player turn. Models with the Vehicle Unit Type, the Knight Unit Sub-type, the Titan Unit Sub-type, or the Monstrous Unit Sub-type may not be the target of a Blind Barrage.Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.
When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.
When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.The lost technologies that drive the Knight Atrapos rely on esoteric energies barriered behind overlapping containment fields that can cause hideous damage to anything nearby when breached.
When destroyed, a model with this special rule resolves Catastrophic Damage at AP 1.The chassis and weaponry of the massive Acastus class Knights are powered by volatile engines.
When destroyed, a model with this special rule resolves Catastrophic Damage at AP 2.Cybertheurgists use all manner of feral code-constructs and sophisticated lex-simulacra collectively known as data-djinn to corrupt and sabotage the machine spirits of enemy constructs.
When allocated to a model that does not have the Automata, Vehicle or Dreadnought Unit Types or is not a Building or Fortification, any Hits from a weapon with this special rule automatically fail to Wound without any dice being rolled and regardless of the weapon’s Strength or the target’s Toughness.The massive gauntlet-claws wielded by certain Knights of the Mechanicum and Questoris Houses tear through the chassis plating of even the most heavily armoured Titan with ease. Woe betide any mere mortal that is caught in their indomitable grip.
Any model which suffers an unsaved Wound or Hull Point loss from a weapon with this special rule instead suffers D6 unsaved Wounds or Hull Points of damage. In addition, if the target of this attack is a model with the Knight, Titan, Super-heavy Vehicle, or Building or Fortification Unit Type, or the Monstrous Unit Sub-type, increase the number of Wounds suffered or Hull Points lost to 2D6.A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.
A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.The coruscating bolts of lightning hurled from arc weapons overload and burn out the circuitry and neuro-matrices of simple and complex machines alike.
To Hit rolls of the value X indicated made by a weapon with this rule cause an automatic Glancing Hit against models with the Vehicle Unit Type instead of rolling for Armour Penetration, and an automatic Wound against models with the Dreadnought or Automata Unit Types, instead of rolling To Wound.The sinister blank-faced helms of the Thallaxii conceal an array of inhuman sensory apparatus through which they experience the battlefield as a raging storm of electromagnetic turmoil, blood-heat and seismic percussion. However, for the organic brain to handle this hurricane of data, it must be surgically mutilated, removing the mere human senses such as sight and hearing.
When making Shooting Attacks, djinn-sight reduces the benefits of any Cover Save the target unit has by -2 (a 4+ becoming a 6+, a 5+ being ignored entirely, and so on). Additionally, Infiltrators may not be set up within 24" of units with this special rule, regardless of line of sight.The archmagi of the Mechanicum jealously guarded their rights of rulership over their feudal subjects. While alliances and cooperation in service to a common overlord were frequent occurrences, no archmagos would tolerate sharing power with their peers.
A single Detachment may not include both an Archmagos Prime and an Archmagos Prime on Abeyant.Designers Note: For the purposes of the Feudal Hierarchy special rule:
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The Cerastus Knight armour is renowned for its agility and speed, capable of pushing beyond the limitations of its heavier and more cumbersome brethren.
A model with this special rule may increase its Movement Distance by 4" in any Movement phase, but if it does so it may not make any Shooting Attacks in the subsequent Shooting phase. Note this model may still Charge in the Assault phase. In addition, when declaring a Charge after making a Shooting Attack, a model with this special rule may Charge a unit that it did not target in that turn’s Shooting phase, provided that the target of the Charge meets all other criteria of a valid Charge target.The lumbering tread drives of the Mechanicum’s heavier tanks and carriers are motivated by arcane electro-chem engines designed to overcome even the most treacherous battlefield environments.
A model with this special rule must re-roll failed Dangerous Terrain tests.The devotees of the Omnissiah view the colossal war engines of the Legio Titanicus as avatars of their machine god. In the shadow of their towering might, the warriors and mystics of the Mechanicum fight with absolute confidence in their deity. Indeed, these blessed constructs remain inviolate to energies that would scour the machine-minds of lesser automata.
A model with this special rule ignores all Psychic Powers and Cybertheurgic Rites and Attacks made by Psychic and Cybertheurgic Weapons. In addition, a model with this special rule ignores the effects of the Haywire and Disruption (X) special rules. In all cases, weapons which benefit from these special rules must attempt to damage a model with this special rule normally using the attack’s Strength value. In addition, all friendly Mechanicum units with at least one model within 24" of a model with this special rule gain the Fearless special rule.Through means lost to all but the deepest mysteries of the Mechanicum, some more potent graviton weapons are capable of emitting a reactive field of gravitational inversion, throwing nearby enemy formations into disarray.
Any successful Charge that targets a unit containing a model with a weapon with this special rule is always counted as a Disordered Charge.Some graviton weapons can bend the most terrible power in the galaxy to its breaking point, collapsing gravity in upon itself and creating super-dense singularities that consume light, matter, and time itself.
Before firing a weapon with this special rule, roll a D6. On a 1, the firing unit suffers a single Wound against which no Saves or Damage Mitigation rolls may be made. A model with the Vehicle Unit Type instead suffers 1 Hull Point against which no Saves or Damage Mitigation rolls may be made. On a 2-5, the weapon fires normally. On a result of a 6, the attack is carried out with the Vortex special rule.The Mechanicum Knight Moirax is deployed primarily to be kept at the heel of valuable automata and constructs as their guardian, running ahead to identify and neutralise threats. Its programmed behaviours restrict it from straying too far from its ward, remaining within range to respond to aggressors.
A unit that includes one or more models with this special rule may make use of the Greuso Protocol Advanced Reaction.Advanced Reaction: Greuso ProtocolAdvanced Reactions are available to specific players as noted in their description. Unlike Core Reactions, they are activated in unique and specific circumstances, as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description.Greuso Protocol – This Advanced Reaction may be made whenever an enemy unit declares a Charge targeting a friendly unit with the Automata Unit Type or Knight Unit Sub-type which is within 12" of another friendly unit that includes at least one model with the Greuso Protocol special rule and is not itself locked in combat. The unit with the Greuso Protocol special rule may make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. A unit that makes a Shooting Attack as part of a Greuso Protocol Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapons or special rules that otherwise ignore line of sight, and Vehicles may only fire Defensive Weapons. Template weapons used as part of a Greuso Protocol Reaction use the Wall of Death rule instead of firing normally. The unit targeted by the Greuso Protocol Reaction may not take Cover Saves against Wounds inflicted as part of that Reaction. | ||
Among the arcane weapons of the Taghmata, some utilise such volatile ammunition that they can prove as dangerous to their wielder as the enemy.
If a model with this special rule suffers an Explodes result on the Vehicle Damage table as a result of a Melee or Shooting Attack, the Explodes result causes nearby units to suffer a Str 8, AP 4 Hit for each model within D6+6" instead of the usual damage and area of effect.The physical construction of this engine of war is all but impenetrable to conventional weapons.
A model with this special rule has an Invulnerable Save of 6+ against Shooting Attacks.Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.
A model with this special rule may only be included in an army that has the Loyalist Allegiance.The Knight Atrapos is possessed with a predatory machine spirit that drives it to single-mindedly stalk and eradicate the largest and most dangerous prey on the battlefield.
When making Shooting Attacks against targets with the Super-heavy Vehicle, Knight or Titan Unit Types or the Monstrous Sub-type, a model with this special rule counts all of its ranged weapons as twin-linked.Some ammunition is saturated with volatile charged particles that disrupt its target on a molecular level.
Any To Hit roll of a 6 made by a weapon with this special rule Wounds automatically. This special rule has no effect on models with the Primarch or Vehicle Unit Types.Some of the largest transport vehicles are specially designed to carry both infantry and machines of war into battle, allowing for versatile battle groups to be deployed to the battlefield at once. These rare engines of war are often restricted to the most elite elements of an army, and used to tackle the most perilous of missions.
A model with this special rule may carry models with jet packs and jump packs, as well as models of the Dreadnought, Cavalry and Automata Unit Types. Each Dreadnought model uses 10 points of Transport Capacity, while each Automata and Cavalry model uses up a number of Transport Capacity points equal to twice its starting Wounds Characteristic.While each battle-automata of the Legio Cybernetica is in itself a creation of a near lost age of human power; a miracle of technological artifice and the product of arcane secrets without number, there remains among them war machines whose powers and capabilities are far beyond their peers. Whether somehow blessed by the Omnissiah, the product of a single magos’ unmatched genius or the darker influence of the forbidden, a Paragon of Metal is a near-unstoppable engine of war, albeit one perhaps not to be trusted, even by its master.
Only one model in an army may be upgraded to have the Paragon of Metal special rule. Models upgraded with the Paragon of Metal special rule must have the Automata (Cybernetica) Unit Type before the upgrade is applied. This rule confers the Paragon Sub-type, which replaces the Cybernetica Unit Sub-type, and confers the It Will Not Die (4+), Precision Strikes (4+), Precision Shots (4+) and Rampage (2) special rules. A model upgraded with the Paragon of Metal special rule also increases both their starting Wounds Characteristic and their Weapon Skill Characteristic by +1.Many of the most senior magi among the Mechanicum are capable of interpreting the binaric chatter of base automata, commanding them as lesser mortals command their warriors of flesh and blood with a simple word or gesture. Such magi are often found in the company of these iron killers, directing their programmed imperatives and sheltering behind their armoured bulk.
An Independent Character with this special rule may join a unit composed of models with the Automata Unit Type or Monstrous Unit Sub-type. However they cannot join a unit which contains models of any other Unit Type if the model with this rule also has the Automata or Dreadnought Unit Type, or the Monstrous Unit Sub-type.This short range weapon requires a sizable charge of energy and is easily dodged if the target has not been restrained prior to the attack.
A weapon with this special rule may only target models with the Infantry Unit Type, and a model attacking with a weapon with this special rule makes only a single attack (regardless of any other factors).The pride of some warriors is so great that they refuse to be carted around the battlefield within the confines of a transport vehicle. Preferring instead to be visible to their subjects and their enemies alike.
A model with this special rule may not embark upon any model with the Transport Unit Sub-type, regardless of its Unit Type or any special rules the model with the Transport Sub-type may have.Reinforced to withstand massive impacts from its forward facing, some vehicles are built to hammer into enemies using their sheer build and motive power.
When a model with a weapon with this special rule performs a Ram Attack, it inflicts a number of additional hits equal to the value of X. These additional hits are resolved using the profile of the weapon with this special rule.Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.
A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.This weapon requires dangerous amounts of energy to fire at full power. Doing so puts the vehicle at risk of pushing its reactor past the breaking point.
A weapon with this special rule may double the number of shots it makes, but if it does so the firing model suffers D3 Wounds or Hull Points of damage with no Saves or Damage Mitigation rolls of any kind allowed.The colossal engines of the Ordo Reductor and the Titan Legions are driven by devastatingly powerful thermonuclear reactors. Should these engines be breached, the resulting explosion is apocalyptic for any caught in its blast.
When a model with this special rule is destroyed, the damage caused by its Catastrophic Damage is altered depending on the value of (X) in the version of this special rule as follows:The construction of this god-like engine of war is rivalled only by the resilience of void ships themselves.
A model with this special rule has an Invulnerable Save of 5+ against Shooting Attacks.These warriors have undergone massive cranial surgery to destroy the emotional and instinctual response centres of the brain.
A unit with this special rule may not make any Reactions or Sweeping Advance moves.This weapon causes massive tremors to rip through the earth beneath the feet of its targets, driving those who survive to their knees and slowing the enemy’s advance.
Units which suffer one or more Wounds or Hull Points lost from an attack from a weapon with this special rule halve their Movement Characteristic and may not Run or make Reactions until the end of the attacker’s next Shooting phase.The varying waveform of destructive sound energy produced by this weapon is able to shatter the most resilient materials. The annihilating wave-pulse traverses the battlefield, wreaking havoc in its path, the particular effect of its design meaning that the larger the target struck, the more damaging the wave’s impact.
When making a Shooting Attack with this weapon, place the Large Blast (5") marker so that its edge touches the Front hull of the firing model. Instead of scattering this Blast marker, move the template in a direct line away from the firing model, travelling in any direction within the weapon’s 45° forward firing arc until its maximum range is reached or the template leaves the battlefield. All models the template passes over suffer a single automatic Hit. Flyers are also Hit if the template passes over their base. Should a model with the Knight, Titan, Super-heavy Vehicle, Building or Fortification Unit Type be Hit by this attack, increase the Strength of the attack to 10.The enhanced behavioural programming of some cybernetica constructs allow them to ignore the more predatory aspects of their machine spirits to better focus their efforts on tasks for which they are better suited.
A model with this special rule and the Cybernetica Unit Sub-type may ignore the Programmed Behaviour provision described as part of that Sub-type during the Charge sub-phase.Subterranean AssaultA subterranean assault is a full scale attack conducted by units that have approached the target site by means of subsurface transport, emerging from below into the teeth of the enemy force, shattering its formation and sowing chaos amongst its ranks. Such attacks are most often initiated in order to counter enemy macro-fortifications or to navigate otherwise impassable terrain, but some commanders favour them for the sheer surprise they engender. Before the start of the first turn, when placing units into Reserve, a player must assign all units with the Subterranean Assault special rule and any Infantry units Embarked upon them to perform a Subterranean Assault. All models in a unit assigned to a Subterranean Assault must have the Subterranean Assault special rule, or be Embarked on a model with the Transport Sub-type that has the Subterranean Assault special rule itself.When rolling for Reserves, roll a single dice for all of the units assigned to the Subterranean Assault rather than rolling separately for each unit. If the roll is successful then all of the Subterranean Assault units must enter play in that turn and follow this procedure: Performing a Subterranean Assault Once a Reserves roll for the units assigned to the Subterranean Assault has succeeded and the units are to be brought into play, the controlling player selects a single unit to deploy first. That player must place a single model with the Subterranean Assault special rule that is either a Dedicated Transport or a unit of its own (this model may have a unit Embarked within) anywhere on the battlefield that is at least 1" from any enemy model, battlefield edge or piece of Impassable Terrain and then scatter that model. If the model’s final position is within 1" of an enemy model, any battlefield edge or a piece of Impassable Terrain, the controlling player’s opponent may move that model to any position within 18" that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. If there is no suitable position within 18" then the model may be repositioned anywhere on the battlefield that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. Once this first unit has been deployed, roll a dice. On the roll of a ‘1’ the Subterranean Assault is Disordered, and the opposing player may deploy each remaining unit in the Subterranean Assault anywhere within 12" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a ‘2’ or higher, the controlling player deploys each other unit anywhere within 12" of the first, though no model may be within 1" of an enemy model or within Impassable Terrain. Any models Embarked on a model with the Transport Sub-type must remain Embarked and may not Disembark as part of a Subterranean Assault (but may Disembark normally during the following Movement phase). Once all units are deployed, any enemy units with one or more models within 6" of any unit deployed as part of the Subterranean Assault suffer D6+3 Str 6, AP 4 Hits (Wounds caused by these Hits do not cause Morale checks or Pinning tests). Once all Hits are resolved, any enemy units that are neither Pinned or Falling Back and are within line of sight may choose to make the Interceptor Reaction targeting any one of the units deployed as part of the Subterranean Assault. Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of a Subterranean Assault. Once all units from the Subterranean Assault have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of a Subterranean Assault may Move, Run or Shoot as normal. However, only units deployed aboard a model with the Transport Sub-type with the Assault Vehicle special rule may declare and resolve a Charge and Assault as normal. Other units deployed as part of a Subterranean Assault may not declare or resolve a Charge on the same turn as they are deployed. | ||
The elegant Tempest warblade of the Knight Castigator uses relic technology from a bygone age to infuse its strikes with searing energy, leaving glowing trails of embers and ash behind its sweeping arcs.
Instead of making a Melee Attack, a model with a weapon with this special rule may make a special attack at Initiative step 2. This automatically inflicts a single Hit against each model (friendly or enemy) in contact with the attacking model’s base, using the profile of the weapon with this special rule.Burrowing up from the depths, the Ordinatus Aktaeus shatters the surrounding landscape, devastating all in its vicinity.
Instead of using the normal rules for Subterranean Assault, when a model with this special rule enters play via Subterranean Assault, place an Apocalyptic Blast marker (10") anywhere on the battlefield that is at least 1" from any enemy model, battlefield edge or piece of Impassable Terrain and then scatter that marker.These cybernetica monstrosities are possessed of such will that they can only be formed into loose squadrons for a short time before succumbing to their independent nature.
When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves) all models in the unit must be placed within unit coherency, but afterwards operate independently and are not treated as a single unit.Among the god-engines of the Titan Legions, some are of such colossal size, incalculable power and superior design that they are all but impossible to harm from ground level. Their vital systems are elevated far above the heads and hulls of those upon the battlefield below it, atop legs that are plated with metres-thick armour to prevent it from being assaulted by infantry or laid low by explosive charges.
No melee attack made by models with the Knight Unit Sub-type or the Super-heavy Unit Sub-type may successfully hit a model with this special rule on better than a 5+. No melee attack made by models with the Automata, Cavalry, Dreadnoughts, and Infantry Unit Types may successfully hit a model with this special rule on better than a 6+.In the name of the Warmaster Horus, a vast host took up arms against those they had once called brothers – some driven by a lust for power and others by a misguided desire for justice. Regardless of the cause they held dear, there could be no turning back for these warriors, only victory or damnation.
A model with this special rule may only be included in an army that has the Traitor Allegiance.Some vehicles are equipped with almost impenetrable shields of energy, relics from ancient times known as void shields.
A model with this special rule has a number of void shields, as listed on its profile. Shooting Attacks which Hit a model with this special rule instead target this model’s void shields while at least one remains active. Void shields have an Armour Value of 12. A successful Glancing Hit, Penetrating Hit or any successful Hit from a Destroyer weapon which targets a void shield causes it to collapse, reducing the number ‘X’ by -1. When the number of void shields is reduced to 0, this special rule has no further effect and subsequent Shooting Attacks target the model instead. Void shields have no effect on close combat attacks, and may not be affected by close combat attacks.Whether tearing a hole in the veil between realspace and the Warp or collapsing gravity into a superdense singularity, this weapon creates a lasting calamity which threatens the very stability of reality around it.
Once an attack with this special rule has been fully resolved, any Blast markers placed as part of that attack are not removed from play and instead are left in place for the remainder of the battle. Such a Blast marker is then referred to as the Vortex marker. The area under a Vortex marker is treated as Area Terrain for the remainder of the battle, and applies the following effects to all models that enter its boundaries:Shorting out the vox comms of enemy targets, this weapon isolates its victims from their allies and the direction of their commanders.
Any models with the Infantry or Cavalry Unit Types in a unit that suffers one or more Hits from a weapon with this special rule must reduce their Leadership by -2 until the start of their controlling player’s next turn. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Vox Silence special rule at a time. Nor is it cumulative with other special rules that negatively modify Leadership. Always use the highest single modifier among those applicable. In addition, units affected by this special rule do not gain the benefits of nuncio vox, command vox or other similar Wargear items until the start of their controlling player’s next turn. Units that include one or more models with the Stubborn special rule ignore this effect.Some attacks cause severe damage to their targets, frying circuitry and ravaging infrastructure as they strike. Few engines of war or armoured bastions can survive the onslaught of such attacks.
Penetrating Hits caused by attacks made with weapons or models with this special rule add +1 to the result of any rolls on the Vehicle or Building Damage tables.The Mechanicum makes use of a number of weapons and items of Wargear that were unique to the configurations of the Taghmata. This section presents the rules for these weapons and artefacts of the Horus Heresy.
Weapon Strengths Above 10On certain extremely powerful weapons, the Strength value of the weapon can be higher than 10. These weapons roll for armour penetration against models with the Vehicle Unit Type and Buildings as normal – adding their full Strength value to the roll of a D6. When rolling to Wound a model with a Toughness value, the weapon is treated as though it had a Strength value of 10 on the To Wound table. However, when determining if such a weapon inflicts Instant Death use its full Strength value. | ||
Despite the renaissance of human power in the galaxy that the Great Crusade has created, there remains much of Mankind’s ancient might and arts that are lost to myth and legend, save for a few relics that have survived the stifling darkness of Old Night. One of the more common types of these relics found are sidearms of surpassing firepower and elegance. Be they bespoke slug throwers utilising micro-atomic munitions or searing kill-rays that draw power from a planet’s ambient magnetosphere, such priceless artefacts of war find their way into the hands of the magi of the Mechanicum.
The archaeotech pistol, like several classes of weaponry available to the magi of the Mechanicum, is intended to represent a wide variety of weapons and to give players a profile that can be used for converted or unusual handguns whose power exceeds that of more common weaponry.Range | Str | AP | Type | |
Archaeotech pistol | 12" | 6 | 4 | Pistol 1, Rending (3+), Master-crafted |
These weapons are powered by potent capacitors of ancient design, the schema for which are thought to reside on Mars alone, though uncorroborated reports suggest that the Forge World of Mezoa lays claim to such as well. When these energy repositories are discharged, they produce an ear-drum splitting crack of sound and a bolt of pure, blue-white lightning which can overload both a mechanical data-core and a biological cortex with equal ease. Akin to these weapons, the arc lance is a powerful spear which can project bolts of coruscating energies over a short range, its power supply augmented by the inversion generators mounted in the mag-inverter shield it is usually paired with.
Lightning guns are aptly-named weapons, taking the form of baroquely designed carbines connected to reactor cores of various sizes. They fire ionising las-beams, down which a powerful phased discharge of electromagnetic force is unleashed. These weapons are equally effective at slaughtering the living and overloading machine targets.
Range | Str | AP | Type | |
Arc pistol | 12" | 6 | 5 | Pistol, Disruption (6+) |
Arc rifle | 30" | 6 | 5 | Rapid Fire, Disruption (6+) |
Arc blaster | 24" | 6 | 5 | Heavy 4, Shred, Disruption (4+) |
Arc lance (Ranged) | 12" | 6 | 5 | Assault 1, Disruption (6+) |
Lightning gun | ||||
- (Arc) | 18" | 4 | - | Heavy 3, Shred |
- (Strike) | 18" | 7 | 5 | Heavy 1, Rending (4+), Shred |
Lightning lock | 36" | 7 | 3 | Heavy 1, Blast (3"), Rending (4+), Shred, Exoshock (4+) |
Lightning cannon | 36" | 7 | 3 | Heavy 1, Large Blast (5"), Rending (4+), Shred, Exoshock (4+) |
Often operating on the same principles as bolt or auto weaponry, these weapons are considered of a separate kind simply due to the excessive calibre and often prodigious size of the weapons themselves – used as they were to lay bare the fortresses of those that stood against the Emperor. Intended to engage targets at extreme ranges and to subdue enemies whose armour or innate toughness made them proof against lesser weapons, these cannons rely on either huge explosive payloads or advanced armourpiercing technologies to achieve a destructive capacity that few other weapons can match.
Range | Str | AP | Type | |
Rapid-fire battle cannon | 48" | 8 | 4 | Ordnance 2, Large Blast (5") |
Mori quake cannon | 24"-360" | 10/8/6 | 3 | Destroyer 1, Apocalyptic Mega-blast, Barrage, Seismic Shock, Concussive (1) |
Nemesis quake cannon | 24"-480" | 10/8/6 | 3 | Destroyer 1, Apocalyptic Mega-blast, Barrage, Seismic Shock, Concussive (1) |
An ancient form of firearm that propels a solid slug by means of chemical explosion, both ancient ‘bullets’ of lead or other base metals and more modern armour-piercing sabot rounds. Among the warriors of the Mechanicum there are few examples of the older autoguns that once formed the main armament of the Emperor’s armies, but a number of larger autocannon remain in use due to the reliability of such simple tools of war. Such weapons are most often used in an anti-armour capacity, delivering volleys of large armour piercing shells to defeat that which is proof against the mass reactive fire of the more advanced bolter weaponry. This category of weapons also plays host to more advanced weapons, such as the first generations of assault cannon and magnetic charge accelerator cannon.
All weapons listed here are counted as ‘Auto’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Heavy stubber | 36" | 4 | 6 | Heavy 3 |
Rotor cannon | 30" | 3 | - | Assault 4, Pinning, Shell Shock (1) |
Light autocannon | 36" | 6 | 4 | Assault 2 |
Autocannon | 48" | 7 | 4 | Heavy 2, Rending (6+) |
Icarus autocannon | 48" | 7 | 4 | Heavy 2, Rending (6+), Skyfire |
Defensor autocannon battery | 72" | 7 | 4 | Heavy 4, Rending (6+), Twin-linked, Sunder, Skyfire |
Phaeton autocannon | ||||
- AP rounds | 64" | 7 | 3 | Heavy 2, Sunder, Rending (6+) |
- Ignis rounds | 64" | 7 | 3 | Heavy 2, Ignores Cover, Rending (6+) |
Avenger gatling cannon | 36" | 6 | 4 | Heavy 12, Rending (6+) |
Gatling blaster | 60" | 8 | 3 | Destroyer 2, Apocalyptic Blast (10"), Pinning, Shell Shock (1) |
Macro-gatling blaster | 72" | 10 | 3 | Destroyer 3, Massive Blast (7"), Pinning, Shell Shock (1) |
A branch of weaponry now commonplace among the ranks of the Mechanicum, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a self-propelled mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the warriors of the Imperium find themselves matched.
All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Bolt pistol | 12" | 4 | 5 | Pistol 1 |
Bolter | 24" | 4 | 5 | Rapid Fire |
Heavy bolter | 36" | 5 | 4 | Heavy 4 |
Maxima bolter | 12" | 4 | 5 | Assault 3 |
Kraken bolter | 30" | 4 | 4 | Rapid Fire |
Mauler bolt cannon | 24" | 6 | 4 | Heavy 4, Pinning |
Defensor bolt cannon | 24" | 6 | 4 | Heavy 6, Ardex-defensor |
Castigator bolt cannon | 36" | 6 | 4 | Heavy 18, Pinning, Shell Shock (1), Twin-linked |
Vulcan mega-bolter | 60" | 6 | 3 | Heavy 15, Pinning, Shell Shock (1) |
These esoteric energy weapons fire a beam that induces a subatomic implosion in their target, with the beam itself gathering power over distance up to a terminal point of beam instability. Conversion beamers are both difficult to construct and highly complex to use, needing skilled calibration to operate as well as dedicated reactor core systems to power. As a result, they are primarily used for siege warfare or starship breaching assaults by specialised operators such as Techmarines and Mechanicum Destructors. More rarely, larger conversion beamer weapons are mounted on a vehicle chassis with advanced control mechanisms and an abundance of reactor power.
All weapons listed here are counted as ‘Conversion Beam’ weapons for those rules that affect such weapons. An attack made with a conversion beamer has a number of different profiles, the use of which depends upon how far the chosen target is from the attacking model up to the weapon’s maximum range. When attacking with one of these weapons measure the distance to the target, place the weapon’s Blast template and scatter as normal for a blast weapon. Once the final location of the template has been determined, measure to the centre of the Blast marker and consult the weapon’s chart to determine the effect.Range | Str | AP | Type | |
Conversion beamer | ||||
Up to 18" | 6 | - | Heavy 1, Blast (3"), Blind | |
More than 18"-42" | 8 | 4 | Heavy 1, Blast (3"), Blind | |
More than 42"-72" | 10 | 1 | Heavy 1, Blast (3"), Blind | |
Conversion beam cannon | ||||
Up to 18" | 7 | - | Heavy 1, Blast (3"), Blind | |
More than 18"-42" | 9 | 4 | Heavy 1, Blast (3"), Blind | |
More than 42"-72" | 12 | 1 | Heavy 1, Blast (3"), Blind | |
Heavy conversion beam cannon | ||||
Up to 18" | 7 | - | Heavy 1, Large Blast (5"), Blind | |
More than 18"-42" | 9 | 4 | Heavy 1, Large Blast (5"), Blind | |
More than 42"-72" | 12 | 1 | Heavy 1, Large Blast (5"), Blind |
These are powerful industrial tools that make use of a phase field to assist short, continuous releases of high energy packets. More portable and easily manipulated than common lascutters, phase cutting tools are preferred in industrial processes to cut the composite ceramite and rolled plasteel sheets in which constructs are commonly clad. They are sometimes used by branches of the Imperial Army in siege warfare, though to the magi of the Mechanicum they are little more than readily available tools able to be easily mounted to experimental automata, and can be quickly refitted with alterations to their priming and phase field mechanisms to serve the needs of a given task-servitor.
Range | Str | AP | Type | |
Las-impulsor (Ranged) | 12" | 10 | 2 | Heavy 2, Sunder, Instant Death |
Atrapos phasecutter (Ranged) | 12" | 10 | 2 | Ordnance 1 |
Among the most ancient of weapons employed within the ranks of the Mechanicum, flame has always been potent against creatures that lurk in darkness. Many Forge Worlds considered the cleansing power of flame a key part of their arsenal, and indeed the ability of these weapons to rout the enemy from fortified positions has proven pivotal in any number of battles.
All weapons listed here are counted as ‘Flame’ or ‘Flamer’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Flamer | Template | 4 | 5 | Assault 1 |
Heavy flamer | Template | 5 | 4 | Assault 1 |
Acheron flamestorm cannon | Hellstorm | 7 | 4 | Ordnance 1, Shred |
Inferno gun | Hellstorm | 7 | 3 | Destroyer 1, Torrent (24") |
Electro-galvanic weaponry uses a combination of magnetic and galvanic forces to project solid shot or explosive ballistics at low velocities but with the precision accuracy of a marksman. More advanced forms of such weapons, such as the galvanic caster, are laser-guided, multi-functional launchers akin in some ways to advanced combination weapons. These weapons are able to fire rapid bursts of razor-edged metallic flechettes, or with their secondary discharger attack concealed targets with their retinaburning ignis charges.
Range | Str | AP | Type | |
Galvanic caster | ||||
- Flechette | 24" | 3 | 6 | Rapid Fire, Shred |
- Ignis | 18" | 2 | 5 | Assault 2, Blind, Ignores Cover |
- Hammershot | 30" | 4 | 3 | Assault 1, Molecular Dissonance |
Little understood even by the Tech-Priests of Mars, the term ‘graviton gun’ refers to a group of gravity projector devices whose sophistication is such that the few that now remain are relics of a lost age. Such weapons prove extremely useful when fighting on a starship or in a null gravity environment. The power of the graviton gun’s highest settings is sufficient to rupture organs and crack bones even inside armour, but its primary use is to impede the enemy and damage machinery without the risk of secondary explosions.
All weapons listed here are counted as ‘Graviton’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Graviton gun | 18" | * | 4 | Heavy 1, Blast (3"), Concussive (1), Graviton Pulse*, Haywire |
Graviton imploder | 18" | * | 3 | Heavy 2, Graviton Pulse*, Concussive (1), Haywire |
Graviton pulsar | 24" | * | 4 | Heavy 2, Blast (3"), Concussive (1), Graviton Pulse*, Haywire |
Graviton hammer (Ranged) | Template | * | 6 | Heavy 1, Concussive (1), Graviton Pulse*, Grav Wave, Haywire |
Graviton ram (Ranged) | Template | * | 4 | Heavy 1, Concussive (1), Graviton Pulse*, Grav Wave, Haywire |
Singularity cannon | 36" | 8 | 2 | Heavy 1, Large Blast (5"), Haywire, Concussive (1), Graviton Singularity |
In the Imperium the term las is applied to a wide variety of weapons, from crude particle weapons like the ubiquitous laspistol, to more complex and deadly weapons like the neutron laser beam cannon. The defining features that link these disparate weapons are their nature as energy weapons, rather than projectile weapons, and their reliance on rechargeable power packs or portable generators instead of conventional magazines. This ability to draw and project vast quantities of power has made such weapons ideal anti-tank armament among the ranks of the Mechanicum.
Photon and pulsar weapons are deadly but unstable, and their secrets are jealously guarded by the adepts who hold them, leading some to believe the technology is xenos in origin or else originates in forbidden caches of the Dark Age of Technology. When fired, photonic weapons unleash howling, needle-thin beams of utter blackness able to pierce the densest matter, or else explode in scintillating pulses of blinding light, slicing armoured men and machinery apart like razors, leaving waves of darkness burned upon an observer’s retina in their wake. The exotic power sources of these unearthly weapons are extremely unstable, and catastrophic failure can lead to its firer being consumed by raging flames until only dust remains. While they have intransigent and unpredictable machine spirits, once primed for war the efficacy of such weapons against heavy infantry, in particular power armour, was noted by several Primarchs with concern in the last years before the outbreak of the Horus Heresy.
Range | Str | AP | Type | |
Laspistol | 12" | 3 | - | Pistol 1 |
Las-lock | 18" | 4 | 6 | Assault 2 |
Multi-laser | 36" | 6 | 6 | Heavy 3 |
Photon gauntlet | 12" | 5 | 2 | Assault 2, Blind, Gets Hot |
Photon thruster | 24" | 6 | 2 | Assault 2, Blind, Lance, Gets Hot |
Darkfire cannon | 36" | 7 | 2 | Heavy 2, Blind, Lance, Gets Hot |
Lascannon | 48" | 9 | 2 | Heavy 1, Sunder |
Defensor lascannon | 48" | 9 | 2 | Heavy 1, Ardex-defensor, Sunder, Twin-linked |
Pulsar-fusil | 36" | 9 | 2 | Ordnance 4, Pinning |
Magna lascannon | 72" | 10 | 2 | Ordnance 2, Large Blast (5") |
Sollex heavy-las | 48" | 10 | 2 | Heavy 3, Armourbane (Ranged), Shock Pulse |
Turbo laser destructor | 96" | 12 | 2 | Destroyer 1, Large Blast (5"), Ignores Cover |
Laser blaster | 96" | 10 | 2 | Destroyer 1, Large Blast (5") |
Volcano cannon | 120" | 14 | 1 | Destroyer 1, Large Blast (5"), Ignores Cover |
Belicosa volcano cannon | 120" | 14 | 1 | Destroyer 1, Apocalyptic Blast (10"), Sunder |
Nemesis volcano cannon | 36"-180" | 14 | 1 | Destroyer 1, Apocalyptic Blast (10"), Sunder |
Capable of focusing microwave beams to such a fierce heat that even the sturdiest of armour runs like water, melta weapons are among the most fearsome anti-tank weapons available to the warriors of the Emperor. The origins of this technology are unknown, for it was in common use among the armies of Terra, Mars and Jupiter long before the Emperor unified Sol.
All weapons listed here are counted as ‘Melta’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Meltagun | 12" | 8 | 1 | Assault 1, Armourbane (Melta) |
Multi-melta | 24" | 8 | 1 | Heavy 1, Armourbane (Melta), Twin-linked |
Thermal lance | 36" | 8 | 2 | Heavy 2, Armourbane (Melta), Twin-linked |
Thermal cannon | 36" | 8 | 1 | Heavy 1, Large Blast (5"), Armourbane (Melta) |
Melta cannon | 60" | 10 | 1 | Heavy 1, Massive Blast (7"), Armourbane (Melta) |
From advanced guided missiles to crude explosive rockets, the Mechanicum makes use of a variety of rocket propelled munitions. Most common is the humble missile launcher, a portable weapon used to supplement the firepower of the Taghmata’s cohorts, but a number of vehicle mounted launchers serve as both artillery and anti-aircraft weapons. Though such weapons are crude by comparison to many of the wonders of the magi of Mars, they still serve as vital tools for the prosecution of the Great Crusade.
All weapons listed here are counted as ‘Missile’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Missile launcher | ||||
- Frag | 48" | 4 | 6 | Heavy 1, Blast (3"), Pinning |
- Krak | 48" | 8 | 3 | Heavy 1 |
- Flak | 48" | 7 | 3 | Heavy 1, Skyfire |
- Ignis | 48" | 5 | 6 | Heavy 1, Blast (3"), Ignores Cover |
Havoc launcher | 48" | 5 | 5 | Heavy 1, Blast (3"), Twin-linked |
Hunter-killer missile | 48" | 8 | 3 | Heavy 1, One Shot |
Whirlwind launcher | ||||
- Hyperios warhead | 48" | 8 | 3 | Heavy 4, Skyfire, Twin-linked |
Ironstorm missile pod | 48" | 5 | 4 | Ordnance 1, Large Blast (5") |
Stormspear rocket pod | 48" | 8 | 3 | Heavy 3 |
Karacnos mortar battery | 60" | 6 | 4 | Heavy 1, Massive Blast (7"), Barrage, Fleshbane, Rad-phage, Ignores Cover, Pinning, Shell Shock (3), Crawling Fire |
Apocalypse missile launcher | 24"-360" | 7 | 3 | Destroyer 2, Apocalyptic Barrage |
Terrebrax rocket battery | 48" | 7 | 5 | Heavy 12 |
Unleashing projectiles of super-heated plasma capable of melting armour and flesh with equal ease, plasma weapons are understood only by the secretive Tech-Priests of Mars. Kept contained by temperamental magnetically sealed flasks, the plasma that feeds these weapons is as dangerous to the wielder as to the foe and deadly leaks or even explosions are far from unknown. Yet, such is the destructive power of these weapons that even the risk of such detonations does not outweigh their value.
All weapons listed here are counted as ‘Plasma’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Plasma pistol | 12" | 7 | 4 | Pistol 1, Breaching (4+), Gets Hot |
Plasma gun | 24" | 7 | 4 | Rapid Fire, Breaching (4+), Gets Hot |
Plasma cannon | 36" | 7 | 4 | Heavy 1, Blast (3"), Breaching (4+), Gets Hot |
Phased plasma-fusil | 24" | 6 | 3 | Heavy 3, Breaching (4+), Gets Hot |
Plasma mortar | 36" | 8 | 4 | Ordnance 1, Large Blast (5"), Breaching (4+), Ignores Cover, Reactor Overload |
Plasma blastgun | 72" | 9 | 3 | Ordnance 1, Massive Blast (7"), Breaching (4+), Reactor Overload |
Sunfury plasma annihilator | 72" | 9 | 2 | Destroyer 2, Apocalyptic Barrage, Ignores Cover, Reactor Overload |
‘Irad’ or ‘rad’ projectors are potent anti-personnel weapons and relics of the Dark Age of Technology used exclusively by the militant forces of the Mechanicum. They commonly comprise a bulky generator unit terminating in a dish-like projector that unleashes a powerful blast of deadly cross-spectrum radiation. Victims caught in the blast of such a weapon suffer an appalling death as they are boiled alive from within – their tissues blasted apart on a cellular level. Thick barriers of solid matter between the beam and the target provide some protection from this effect, though victims who survive the initial blast will often die later of extreme radioactive contamination. The ammunition of radium weapons leeches devastating levels of radiation into the target, causing catastrophic cellular damage to living tissue and ensuring that even minor injuries can prove fatal.
All weapons listed here are counted as ‘Rad’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Lucifex | 8" | 2 | 5 | Pistol 1, Fleshbane, Rad-phage |
Irad-cleanser | Template | 2 | 5 | Assault 1, Fleshbane, Rad-phage |
Irradiation engine | Template | 4 | 3 | Heavy 1, Fleshbane, Rad-phage, Torrent (12") |
Radium pistol | 12" | 3 | - | Pistol 1, Brutal (2) |
Radium carbine | 18" | 3 | 5 | Assault 3, Brutal (2) |
‘Volkite’ was an arcane Martian term for a variety of powerful ray weapons whose origins date back to the Age of Strife. Possessed of considerable killing power surpassing most armaments of their size, volkites were difficult to manufacture, even for the most able of the Mechanicum’s forges, and the demands of the Great Crusade swiftly overwhelmed supply of them. A commonplace technology among the armouries of the Mechanicum, these weapons were found in wide use among the Taghmata of Mars as a standard infantry weapon, having not suffered from the fall from favour that saw them removed from the arsenals of other Imperial forces.
All weapons listed here are counted as ‘Volkite’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Volkite serpenta | 10" | 5 | 5 | Pistol 2, Deflagrate |
Volkite charger | 15" | 5 | 5 | Assault 2, Deflagrate |
Volkite caliver | 30" | 6 | 5 | Heavy 3, Deflagrate |
Volkite culverin | 45" | 6 | 5 | Heavy 5, Deflagrate |
Volkite incinerator (Ranged) | 10" | 5 | 5 | Assault 2, Deflagrate |
Volkite veuglaire | 30" | 6 | 4 | Heavy 5, Deflagrate |
Volkite chieorovile | 45" | 8 | 4 | Heavy 5, Deflagrate |
Range | Str | AP | Type | |
Sonic destructor | 72" | 6 | 2 | Destroyer 1, Large Blast (5"), Sonic Wave, Pinning, Armourbane (Ranged), Murderous Strike (5+), Ignores Cover |
Shock lance (Ranged) | 18" | 7 | 3 | Heavy 6, Concussive (2) |
These weapons are powered by potent capacitors of ancient design, the schema for which are thought to reside on Mars alone, though uncorroborated reports suggest that the Forge World of Mezoa lays claim to such as well. When these energy repositories are discharged, they produce an ear-drum splitting crack of sound and a bolt of pure, blue-white lightning which can overload both a mechanical data-core and a biological cortex with equal ease. Akin to these weapons, the corposant stave is an intricate staff of office which channels powerful currents of electromagnetic energy through its copper-studded crest.
All weapons listed here are counted as ‘Arc’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Arc lance (Melee) | - | +1 | 5 | Melee, Disruption (5+) |
Corposant stave | - | +1 | 4 | Melee, Two-handed, Haywire |
Arc maul | - | +2 | 5 | Melee, Disruption (5+) |
Arc scourge | - | +2 | 3 | Melee, Rampage (D3), Disruption (5+) |
Range | Str | AP | Type | |
Basic close combat weapon | - | User | - | Melee |
These savage weapons have their origins within the blood-red depths of the Terran wars of Unity. They feature heavy grips and a series of razor-edged blades mounted along the edge of the weapon and set into cacophonous motion by the powerful motors at its heart. Able to shred flesh and armour with equal ease in the hands of a skilled wielder (and all but unusable otherwise), there were those, even before the Heresy, who wondered at the development of such a weapon, seemingly designed as much for the displays of fountaining gore it created as its effectiveness in battle.
All weapons listed here are counted as ‘Chain’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Chainsword | - | User | - | Melee, Shred |
Chainfist | - | x2 | 2 | Melee, Armourbane (Melee), Unwieldy |
Chain bayonet | - | +1 | - | Melee, Two-handed, Shred |
Scyllax combat array | ||||
- Standard | - | User | 5 | Melee, Shred |
- Dismember | - | +3 | 2 | Melee, Cumbersome, Unwieldy |
Reaper chainblade | - | 9 | 2 | Melee, Shred |
Reaper chainsword | - | 10 | 2 | Melee, Shred |
Reaper chainfist | - | 10 | 2 | Melee, Armourbane (Melee) |
These are powerful industrial tools that make use of a phase field to assist short, continuous releases of high energy packets. More portable and easily manipulated than common lascutters, phase cutting tools are preferred in industrial processes to cut the composite ceramite and rolled plasteel sheets in which constructs are commonly clad. They are sometimes used by branches of the Imperial Army in siege warfare, though to the magi of the Mechanicum they are little more than readily available tools able to be easily mounted to experimental automata, and can be quickly refitted with alterations to their priming and phase field mechanisms to serve the needs of a given task-servitor.
Range | Str | AP | Type | |
Las-impulsor (Melee) | - | 10 | 1 | Melee, Unwieldy, Cumbersome, Armourbane (Melee), Instant Death |
Atrapos phasecutter (Melee) | - | 10 | 1 | Melee, Cumbersome, Armourbane, Instant Death |
Little understood even by the Tech-Priests of Mars, the term ‘graviton weapon’ refers to a group of gravity projector devices whose sophistication is such that the few that now remain are relics of a lost age. Such weapons prove extremely useful when fighting on a starship or in a null gravity environment. The power of the graviton gun’s highest settings is sufficient to rupture organs and crack bones even inside armour, but its primary use is to impede the enemy and damage machinery without the risks of secondary explosions.
All weapons listed here are counted as ‘Graviton’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Graviton hammer (Melee) | - | 10 | 2 | Melee, Armourbane (Melee), Concussive (2) |
Graviton ram (Melee) | - | 10 | 1 | Melee, Armourbane (Melee), Concussive (2) |
Weapons forged of consummate artistry or irreplaceable relics of the ancient might of the Dark Age of Technology, Paragon blades are few in number and may take many forms. The most common Paragon blades are two-handed power weapons of extraordinary balance and durability. Even more rarely, unique chain weapons wrought from the teeth of terrifying xenos-beasts and night-black sickle swords found on remote death worlds on the edges of the Halo Stars have been known to hold similar phenomenal killing power. Regardless of their form, Paragon blades are valued beyond price by the Imperium’s warriors.
All weapons listed here are counted as ‘Graviton’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Paragon blade | - | +1 | 2 | Melee, Murderous Strike (6+), Specialist Weapon |
These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors.
All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a Power weapon may take any of the weapons included in this entry.Range | Str | AP | Type | |
Power sword | - | User | 3 | Melee, Rending (6+) |
Power axe | - | +1 | 2 | Melee, Unwieldy |
Power maul | - | +2 | 3 | Melee |
Power lance | - | +1 | 3 | Melee, Reach (1) |
Range | Str | AP | Type | |
Power blade array | - | User | 4 | Melee, Breaching (5+) |
Lightning claw* | - | User | 3 | Melee, Shred, Rending (6+), Specialist Weapon |
Myrmidon axe | - | +2 | 2 | Melee, Sunder, Two-handed, Unwieldy |
Power fist | - | x2 | 2 | Melee, Unwieldy, Specialist Weapon |
Thunderstrike gauntlet | - | 12 | 2 | Melee, Sunder |
Tempest warblade | - | 10 | 2 | Melee, Deflagrate, Tempest |
Titan power fist | - | 14 | 1 | Melee, Sunder, Destructor |
Arioch power claw | - | 15 | 1 | Melee, Shred, Destructor, Instant Death, Armourbane (Melee) |
Complex arrays of industrial claws and manipulators, as well as more exotic and disturbing tools, these weapons are often spliced or directly connected to the wielder and double as mechanical aids. These tools supplement a warrior’s already potent ability in combat.
A model equipped with a servo-arm or prehensile dataspike may make an additional single attack per turn as well as any they would normally be eligible to make, while a model equipped with a machinator array makes two additional attacks per turn. These attacks are made using the weapon profiles shown below.Range | Str | AP | Type | |
Machinator array | - | +1 | 2 | Melee, Unwieldy, Shred, Armourbane (Melee) |
Prehensile dataspike | - | 5 | 4 | Melee, Breaching (4+), Murderous Strike (6+), Reach (2) |
Servo-arm | - | 8 | 2 | Melee, Unwieldy |
Used to augment the combat power of a Legio Cybernetica Battle-automata or Questoris Knight, these weapons amplify the force of a weapon’s blows with a powerful magneto-hydraulic action that releases electrostatic discharges which detonate like thunderclaps when striking their target. Advanced variants of such weapons are even able to project short ranged blasts of electromagnetic plasma.
Range | Str | AP | Type | |
Shock charger | - | User | 3 | Melee |
Shock lance (Melee) | - | 10 | 2 | Melee, Reach (1), Exoshock (5+) |
Shock ram | - | 10 | 4 | Melee, Concussive (3), Ram (D6) |
This is a general term given to a specialised form of massive close combat weapon intended for Questoris Knights and Mechanicum Battle-automata. Wreckers are designed to enable these heavy assault units to smash through fortifications and easily crush armoured barricades and defences in siege warfare. The most common form of this weapon is a hydraulic ram or massive disruption-field augmented hammer, although specialised forms of heavy claw or drill systems are also used.
Range | Str | AP | Type | |
Siege wrecker | - | 10 | 2 | Melee, Brutal (2), Sunder, Wrecker, Specialist Weapon |
Siege claw | - | x2 | 2 | Melee, Brutal (2), Sunder, Wrecker |
The Mechanicum also employs a number of other weapons that do not fall into any easy category. These are listed here.
Range | Str | AP | Type | |
Melta bomb | - | 8 | 1 | Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death |
Volkite incinerator (Melee) | - | 6 | 2 | Melee, Instant Death, Prisoned |
The Ordinatus Aktaeus is effectively a siege platform which carries a seismic excavator macro-drill. The workings of such a device are complex beyond the ken of even most tech-adepts of the Mechanicum. As such, deploying the seismic excavator is a lengthy process which will only be undertaken in the heat of battle and rarest of circumstances.
The Aktaeus class seismic excavator macro-drill grants the Ordinatus Aktaeus the Ordinatus Transport Bay special rule.While energy shields and more esoteric devices are common among the savants and soldiers of the Taghmata Omnissiah, most also rely on more mundane means of protection. Ranging from simple ballistic plating to intricate mechanical systems that augment or replace the wearer’s biological form, to the uninitiated, the armour of the Mechanicum can appear as unique and varied as those who wear it.
The Corpus Skitarii, or armoured body of the Skitarii and Secutarii warriors, embodies the virtue of the Mechanicum in all of its glory. Each Skitarius warrior voluntarily undergoes extensive physical modification as a veneration of the ideals of the Machine Cult, cutting away their flesh and bone to replace it with advanced bionic prostheses. It is both the privilege and responsibility of their Order to replace even brain matter and neural connections that they might align all of their internal anbaric architecture in dedication to the holy duties of servitude and submission to the Omnissiah. Very little in the way of true organic matter often remains within the Skitarii of this Order, with their skin, organs and other tissues voluntarily replaced with metals, bioplastics and other augmetics to better serve their martial function as militant fanatics of the Machine God. The extent of the bionics, cybernetics and augmetics integral to their machined and ritually maintained forms grants the Skitarii resistance to many battlefield dangers.
The Corpus Skitarii confers a 4+ Armour Save. In addition, a model with Corpus Skitarii may re-roll Feel No Pain Damage Mitigation rolls which are the result of attacks made by weapons with the Poisoned (X) or Rad-phage special rules.A divergent form of power armour technology developed by the Ordo Reductor of the Mechanicum. Permanently surgically bonded to the body of the wearer, it uses linked mechanical armatures to replace the primary limbs and a compact reactor core to generate power for the Thallax’s weaponry. The armour is fused directly to the spinal column and nervous system of the Thallax and marks them both as warriors of the Mechanicum and serves as a symbol of their servitude.
The Lorica Thallax confers a 4+ Armour Save. In addition, a unit that includes any models with Lorica Thallax may not make Sweeping Advances.Each and every Secutarii axiarch is sheathed in Titanshard armour, Secutarii warplate reforged with fragments of one of the Legio’s Titans fallen in glorious battle, and whose revered remains were successfully preserved for the Legio by the blood and faith of the Secutarii who now bears the armour. As a masterwork of the Titan Tech-Priests’ art, it offers a defence equal to the power armour of the Legiones Astartes and, furthermore, something of the god-engine’s near-indestructibility and bellicose machine spirit still haunts the armour, making the axiarch truly inhuman.
Titanshard Armour confers a 3+ Armour Save and a 5+ Invulnerable Save. In addition, a model with Titanshard Armour may re-roll Feel No Pain Damage Mitigation rolls which are the result of attacks made by weapons with the Poisoned (X) or Rad-phage special rules.This energy scanning device has the effect of alerting the user to the concealed presence or imminent arrival of enemy troops in the vicinity.
A unit that includes at least one model with an augury scanner gains all of the following benefits:This control and signalling device uses data-djinn to command Battle-automata fitted with Cybernetica cortex systems, allowing the wielder to witness the battlefield through the automata’s own senses as well as monitor their status and exact precise control over their actions. Only the most highly experienced and specifically augmented adepts of the Mechanicum and the Forge Lords of the Legiones Astartes can hope to fathom the use of these fractious devices and successfully interpret the storm of data streaming from their un-living minions.
Any unit that includes one or more models with the Cybernetica Unit Sub-type may ignore the Programmed Behaviour provision described as part of that Sub-type while within 12" of a friendly model with a cortex controller.Utilised by Techmarines and the Adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semiautonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These miniondrones are an extension of their master’s will and provide them with a host of additional senses and capabilities.
A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.Ranging from simple slabs of steel crudely attached to a vehicle’s hull, to the artfully fitted and specially-designed blades borne by the Legiones Astartes, dozer blades for the clearance of mines and other obstacles are a common feature of many armoured vehicles.
A model with a dozer blade may re-roll all failed Dangerous Terrain tests made for it.The forces of the Taghmata, Questoris Houses and Titan Legions make use of a wide array of energy shields.
Powered by the vast glut of energy from its atomantic heart, the more advanced Mechanicum war engines were veiled in a protective shroud of energy that could deflect or disperse las bolts and kinetic munitions. Yet, such was the power channelled through this little-understood device that in death the war machines erupted in fiery ruin, a danger to both friend and foe.
A model with an atomantic deflector gains a 5+ Invulnerable Save and any model with an atomantic deflector and a Wounds Characteristic that suffers an unsaved Wound with the Instant Death special rule is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. In addition, when a model with an atomantic deflector loses its last Wound or Hull Point, but before it is removed as a casualty or replaced with a Wreck, all models both friendly and enemy within D6" suffer an automatic Hit at Str 8, AP -.Another of the Mechanicum’s specialised systems that only their high adepts truly understand, a flare shield is a directional electromagnetic flux field generator rumoured by some to be a product of Dark Age technology from a source best left forgotten.
A model with a flare shield reduces the strength of Shooting Attacks made against its Front Armour by -1, or -2 if that Shooting Attack has the Blast special rule or uses a template to determine its Range. A flare shield has no effect on Shooting Attacks inflicted with weapons of the Destroyer type.The shield generator mounted in the Lancer’s gauntlet assembly is more concentrated than the ion shield mounted on other Questoris Knights, but lacks its tactical flexibility.
A model with an ion gauntlet shield gains a 5+ Invulnerable Save against Shooting Attacks which target its Front or Side Armour Values, and a 5+ Invulnerable Save against all Melee Attacks.These sophisticated energy screens rely on ion fields to deflect the path of solid projectiles. The main limitation of these devices is their immense energy requirement, sustainable by only the largest war engines.
A model with an ion shield gains a 4+ Invulnerable Save against Shooting Attacks which target its Front Armour Value, and a 5+ Invulnerable Save against Shooting Attacks which target its Side Armour Value.A lesser example of ion shield technology, tied to a smaller directional generator that can protect only a narrow arc of the war engine upon which it is mounted. Fortunately, the Knights that most often mount such devices are more capable of positioning the device to best protect themselves, and using the lower energy drain of the deflector to better power their devastating arsenals of weapons.
A model with an ionic deflector gains a 5+ Invulnerable Save, and any model with an ionic deflector and a Wounds Characteristic gains the Eternal Warrior special rule. In addition, when a model with an ionic deflector loses its last Wound or Hull Point, but before it is removed as a casualty or replaced with a Wreck, all models both friendly and enemy within D6+3" suffer an automatic Hit at Str 8, AP -.The Kyropatris generator projects a weak deflector screen capable of lessening the impact of kinetic strikes and directed energy beams. It is engineered so that multiple field generators can overlap, creating a more powerful defensive effect.
So long as a unit contains at least five models with a Kyropatris field generator, all models in the unit may re-roll failed Armour Saves of 1. In addition, if the unit contains at least 10 models with Kyropatris field generators then all Shooting Attacks made against the unit suffer a modifier of -1 to the Strength of the attack (to a minimum of Strength 1).An arcane and obscure hybrid of both void shield and flare shield technologies, the powerful dispersion shields mounted on Ordinatus class vehicles are designed to make them all but impervious to counter-battery fire. However, such is the strain the field creates on its generators that its protection degrades over time as its elements begin to burn out.
For the duration of the first Game Turn, all Shooting Attacks made against a model with an Ordinatus dispersion shield that target the model’s Front or Side Armour values, or any indirect Shooting Attacks (such as those with the Barrage special rule) are reduced by -2 Strength, and any Explodes results on the Vehicle Damage table are ignored.This term covers a variety of energy field and defensive shield projectors devised by Mechanicum magi to protect themselves both on the battlefield and from assassination by their rivals. They encompass the wearer in an energy field or force barrier which serves to refract or deflect impacts and energy discharges, although the need for the wearer to move and fight, as well as their power consumption prevents them from being anywhere near inviolable to attack. Devices of this nature are relatively rare and are the province of senior figures, where they are often incorporated into armour or amulets and gifted as a mark of favour and rank.
A model with a refractor field gains a 5+ Invulnerable Save, and a model with a Mechanicum Protectiva gains a 4+ Invulnerable Save.Small hand-held explosives have been a feature of warfare for millennia, with a near-infinite variety in use by both human and xenos armies. Even within the Imperium there are innumerable patterns and designs, all intended to perform similar tasks. The Divisio Militaris orders such devices into broad categories to ease the burden of supply and distribution.
Representing a huge variety of handheld explosive devices used for an equally vast number of battlefield roles, grenades are represented in battle as Wargear items with a specific effect rather than as weapons. Using grenades does not count as a Shooting Attack and their effects are entirely covered by the rules presented here. Note that grenade launchers do not use these rules and are Shooting Weapons governed by the standard Shooting rules.This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.
A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.
The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).These weapons are relics of the darkest years of Old Terra’s isolation, designed to poison both the enemy and the land upon which they were detonated. The Emperor himself forbade the use of such weapons, save by the elite of his own legions.
During a turn in which a unit with at least one model with rad grenades successfully Charges, or is themselves successfully Charged, all models in the enemy unit(s) suffer a -1 penalty to their Toughness Characteristic, to a minimum of Toughness 1, until the end of the Fight sub-phase that follows the successful Charge. Note: This does affect Instant Death thresholds.The mag-inverter shield carried by the Secutarii is a highly sophisticated relic technology incorporating a powerful inversion generatoria at its core. This generator is sufficient both to enhance the resilience of the shield far beyond the limits of its material strength, so it may resist blows which would otherwise slay its bearer instantly, and further provide the copious power needed by the arc lance carried by the Hoplite as their principal weapon.
Mag-inverter shields confer a 5+ Invulnerable Save. A model with a mag-inverter shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.The Mechanicum uses a wide variety of propulsion systems to traverse the battlefield, from anti-grav repulsors to combustionfuel rocket thrusters.
Capable of granting the hulking thallax a manoeuvrability that belies their bulk, these jet pack systems have gone through hundreds of years of refinement at the hands of generations of magi and been tested in hundreds upon hundreds of engagements. They have proven both a reliable and deadly addition to the armouries of the Mechanicum, superior to the simple jump packs in use by other Imperial armies.
A unit composed entirely of models with Incunabulan jet packs may choose to increase its Move Characteristic by +6" and ignore terrain while Moving during the Movement phase. A unit that ends or begins its movement in Dangerous Terrain will still need to take Dangerous Terrain tests as normal, even when employing Incunabulan jet packs and treats Difficult Terrain as Dangerous Terrain. In addition to the bonus to Move during the Movement phase, a unit composed entirely of models with Incunabulan jet packs may make an additional Move of 6" during the Shooting phase. This Move must be taken after the unit has completed any Shooting Attacks, is not limited by the weapons fired by that unit during the Shooting phase and ignores terrain in the same manner as moves made using a Incunabulan jet pack in the Movement phase.Larger and more powerful than other iterations of the humble jump pack, the Stratos thruster system is capable of more sustained flight, allowing those units equipped with it to cover large distances swiftly and unhindered by adverse terrain.
A unit composed entirely of models with Stratos thrusters may set its Move Characteristic to a value of 16" for the duration of the controlling player’s turn. This allows the unit to move up to 16", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 16" (including the bonus to Charge distance). In addition, Stratos thrusters allow units to hover above the battlefield and thus ignore the effects of Difficult Terrain and Dangerous Terrain at all times.Though of similar purpose to the more common jump packs in use by various branches of the Imperial military, the Utan jump booster makes use of toxic propellant to provide a boost to its lift capabilities. Such fuel would normally be deadly to any user, but the Utan is designed to be used in conjunction with automata like the Arlatax, which suffer not at all from the foul clouds that are emitted from the unit.
A unit composed entirely of models with Utan jump boosters may set its Move Characteristic to a value of 12 for the duration of the controlling player’s turn. This allows the unit to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance). In addition, the unit ignores terrain while Moving and Charging. A unit that ends or begins its movement or a Charge in Dangerous Terrain will still need to take Dangerous Terrain tests as normal, even when employing Utan jump boosters, and treats all Difficult Terrain as Dangerous Terrain.A nuncio-vox is a beacon and communications array that allows constant co-ordination with other elements of an army – be they in a neighbouring region or in orbit high overhead. This allows precision reinforcements to be deployed nearby and strikes to be targeted with deadly accuracy.
While at least one model with a nuncio-vox is present on the battlefield and not Embarked in a Vehicle or Building, the controlling player may re-roll any Scatter rolls made (whether as part of a weapon attack or the deployment of a model or unit), as long as the model with the nuncio-vox has line of sight to the unit targeted by the attack or the point chosen as the target of the deployment. In addition, a unit that includes at least one model with a nuncio-vox ignores the -1 penalty to Leadership imposed by the Night Fighting rules.These horrific devices were originally an offshoot of early research into atomantic generators, but have since been turned to vile weapons of war. They serve to generate and emit a constant deluge of exotic radiation, an insidious onslaught that bypasses armour and other defences to cripple the foe. Only those magi with properly shielded organics or full automata can bear such devices for any length of time without collapsing from the corrupting touch of the radiation they emit.
Any melee Hits allocated to models locked in combat with one or more units that include a model with a rad furnace require one lower result To Wound than they would normally, to a minimum of 2+. This effect is not cumulative with itself if more than one model in a combat has a rad furnace. Models with rad furnaces are immune to the effects of rad grenades, the Rad-phage special rule and the rad furnaces of models they are locked in combat with. In addition, Hits from weapons with the Rad-phage special rule that are allocated to a model with a rad furnace only successfully wound on a To Wound roll of a 6+.Mounted illum-beacons or simple electric torches, many vehicles mount some kind of portable light to aid in target identification and destruction in darkness and poor weather.
A model with searchlights ignores the 24" limit to line of sight imposed by the Night Fighting rules when making Shooting Attacks, however enemy units also ignore that same restriction when making Shooting Attacks that target a model with searchlights.Many armoured fighting vehicles bear simple grenade systems rigged to distribute smoke upon being triggered, granting the vehicle a brief and passing cover that can prove crucial in the worst of situations. Such devices are of most use in slow moving campaigns, as a vehicle at maximum speed will quickly disperse or outrun its own shield.
The controlling player may choose to trigger smoke launchers once a model with them has completed its movement in the Movement phase, and may only choose to trigger them if the model has moved no faster than Combat Speed that turn. Once triggered, the model with smoke launchers counts as being more than 25% obscured, regardless of terrain, until the start of the controlling player’s next turn and gains a 6+ Cover Save. A model whose smoke launchers have been triggered may not make any Shooting Attacks, except as part of a Reaction, in the same turn. Smoke launchers may only be used once per battle, and once triggered may not be further used – in addition, they do not count as a weapon and may not be targeted by Weapon Destroyed results on the Vehicle Damage table.Those versed in the secret arts and teachings of the Mechanicum, whether Techmarine, Forge Lord or Magos, have the skill and ability to reconstruct and effect field repairs to war machinery in the very heat of battle.
If a model with the Battlesmith (X) special rule is in base contact with, or Embarked upon, one or more damaged Vehicles, Dreadnoughts or Automata during the Shooting phase, they can attempt to repair one of them. If they do so, the model that attempted the repair cannot shoot any weapons or use any other abilities that would be used instead of making a Shooting Attack. Roll a D6. If the result is equal to or more than the value listed in brackets as part of this rule then one of the following options may be applied to any one Vehicle, Dreadnought or Automata the model is in base contact with or Embarked upon:This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve.
A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type.Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.
If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.This weapon has been crafted with one aim in mind – to pierce the hides of armoured vehicles.
If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks.Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.
A model with this special rule may only be included in an army that has the Loyalist Allegiance.In the name of the Warmaster Horus, a vast host took up arms against those they had once called brothers – some driven by a lust for power and others by a misguided desire for justice. Regardless of the cause they held dear, there could be no turning back for these warriors, only victory or damnation.
A model with this special rule may only be included in an army that has the Traitor Allegiance.Blast weapons fire shells, missiles or packets of energy that explode on impact.
When firing a Blast weapon, models do not roll To Hit. Instead, pick one enemy model visible to the firer and place the Blast (3") marker with its hole entirely over the base of the target model, or its hull if the target is a Vehicle. The hole at the centre of the marker must be within the weapon’s Maximum Range. You cannot place the Blast marker so that the base or hull of any friendly model is even partially under it.Some units make use of their inherent speed, stealth or other capabilities to launch a surprise assault on the foe from an unexpected direction.
A unit made up entirely of models with this special rule may perform a Flanking Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Outflank special rule.Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.
If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.Some weapons can inflict critical strikes against which no armour can protect.
If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.These weapons are grafted to the same targeting system for greater accuracy.
When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.
When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.
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Some weapons are designed to leave any foe that manages to survive their strike disoriented and easy to slay.
A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part of a Shooting Attack), or the current combat (if the attacks were inflicted as part of a Melee attack). If the test is failed then that unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no value is listed then reduce the target unit’s WS by -1).Some weapons crush their targets, cracking bones and rupturing organs.
Instead of rolling To Wound normally with this weapon, any model without the Vehicle, Dreadnought or Automata Unit Type that suffers a Hit from a weapon with this special rule must instead roll under their Strength on a D6 or suffer a Wound (a roll of a ‘6’ always counts as a failure). If a Graviton Pulse weapon also has the Blast type, then leave the Blast marker in place after resolving all Wounds, or otherwise mark the area. This area now counts as both Difficult Terrain and Dangerous Terrain until the start of the next turn of the player that made the attack.Haywire weapons send out powerful electromagnetic pulses.
For each Hit inflicted on a unit that contains at least one model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll:
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The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.
After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).Any player, unless a special rule or other effect specifies otherwise, may make one Reaction in each Phase of their opponent’s turn. | ||
Mighty heroes go where they are needed, being at the forefront of the most vital charges and leading their troops to victory.
Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multi-character unit.Barrage weapons lob shells high into the air, landing them in the midst of the foe.
All Barrage weapons use Blast markers and consequently use the rules for Blast weapons, as indicated by their profile, with the following exceptions:Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets. They are excellent for killing enemy troops in cover, as the payload simply flows over intervening obstacles to assail the foe behind.
Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit, simply place the template so that its narrow end is touching the base of the firing model, or the end of the firing weapon’s barrel for Vehicle models without bases, and the rest of the template covers as many models in the target unit as possible, without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially under the template are hit. Against Vehicles, the template must be placed to cover as much of the Vehicle as possible without touching a friendly model. The position of the firer is used to determine which armour Facing is hit. A Template weapon never hits the model firing it.Each blast from this weapon that pierces its target’s armour sets off a chain reaction of secondary explosions.
If this weapon successfully scores a Penetrating Hit on a target, roll a D6. If the result of that roll is equal to or higher than the value in brackets after the rule, a second automatic Penetrating Hit is inflicted on the same target against which Cover Saves may not be taken. For example, a weapon with the Exoshock (4+) special rule would inflict a second Penetrating Hit on the score of a 4+. This second Penetrating Hit does not gain the effects of any other special rules, and cannot trigger additional Hits.Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force.
After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.There are many virulent and lethal poisons in the Age of Darkness. It is simplicity itself to adapt such toxins for battlefield use. It does not matter whether they coat blades or bullets, or are secreted by alien monstrosities – all are lethal.
If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat.Many are the weapons and creatures whose merest caress is fatal.
If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger.
When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.Ordnance weapons are cannon so vast, they are typically mounted on tanks and artillery.
When making Shooting Attacks, a model equipped with an Ordnance weapon fires the number of times indicated in its profile after its Type. A non-Vehicle model carrying an Ordnance weapon cannot attack with it in the Shooting phase if they moved in the preceding Movement phase. Ordnance weapons cannot make Snap Shots. Furthermore, if a non-Vehicle model attacks with an Ordnance weapon, that model may not make any further Shooting Attacks with any other weapon in the Phase nor will it be able to Charge in the ensuing Assault phase. Vehicle models that fire Ordnance weapons may also suffer some restrictions based upon the distance they have moved that turn.
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A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.
A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.The galaxy is replete with swordsmen and blade-masters who can pick out an enemy from a crowd and land a blow on them, even amidst the swirling chaos of hand-to-hand combat.
If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a melee attack, that hit is a ‘Precision Strike’. For example, if a model with the Precision Strikes (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Strike.Sniper weapons are precision instruments, used to pick out a target’s weak points.
If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, all Wounds inflicted by its attacks are ‘Precision Shots’. Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. Note that Snap Shots can never be Precision Shots and attacks with the Blast or Template rules may never benefit from the effects of the Sniper special rule.
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Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.
When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.
A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.
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Cybertheurgists use all manner of feral code-constructs and sophisticated lex-simulacra collectively known as data-djinn to corrupt and sabotage the machine spirits of enemy constructs.
When allocated to a model that does not have the Automata, Vehicle or Dreadnought Unit Types or is not a Building or Fortification, any Hits from a weapon with this special rule automatically fail to Wound without any dice being rolled and regardless of the weapon’s Strength or the target’s Toughness.Animatus Integro (Cybertheurgic Rite) Manipulating the machine spirit of any complex machine, the cybertheurgist is capable of remote activation of repair sub-routines and of repurposing auxiliary systems to perform repairs other lesser artificers might have deemed impossible. Such is the formidable skill of these machine-wrights that such ministrations are carried out from afar, without laying hand nor tool upon the shattered hull of the stricken machine. Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may apply the effects of any version of the Battlesmith (X) special rule they have to a single model with the Vehicle, Dreadnought or Automata Unit Type that is within 12" of the Cybertheurgist. The effect is rolled for as normally required by the Battlesmith (X) special rule, but does not require the Cybertheurgist to be in base contact or Embarked upon the model. If successful, the controlling player may choose to make a Cybertheurgy check for the Cybertheurgist model, if successful then the effect of the Battlesmith (X) special rule is applied twice without further rolls (i.e., an additional Wound is restored, or an additional Weapon Destroyed result removed from the target, etc.). If the Cybertheurgy check is failed then the Cybertheurgist suffers Cybertheurgic Feedback. |
Animatus Excindor (Cybertheurgic Weapon) Just as Cybermancy can over-charge a machine’s systems to power its re-invigoration, so can it overload those systems and crush the heart of even the most powerful war machines. Cybertheurgic Focus: Before making any To Hit rolls with this weapon, the Cybertheurgist must make a Cybertheurgy check. If the Check is passed then the Cybertheurgist may attack as normal using the profile shown for this weapon. If the Check is failed then the Cybertheurgist suffers Cybertheurgic Feedback, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
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Some blows can slay an enemy outright, no matter how hardy they may be.
If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.In the far future, hatred is a powerful ally.
This rule is presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then the unit has Hatred against everyone. This can refer to a Faction or a specific unit.This attack looses a brilliant flare of light, searing the sight of the victim and forcing them to fight blind for a few moments.
Any unit hit by one or more models or weapons with this special rule must take an Initiative test at the end of the current Phase. If the Test is passed, there is no further effect. If the Initiative test is failed, all models in the unit are reduced to Weapon Skill 1 and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, they automatically pass the Test. Any model that does not have an Initiative Characteristic (for example, Vehicles, Buildings, etc) is unaffected by this special rule.Shorting out the vox comms of enemy targets, this weapon isolates its victims from their allies and the direction of their commanders.
Any models with the Infantry or Cavalry Unit Types in a unit that suffers one or more Hits from a weapon with this special rule must reduce their Leadership by -2 until the start of their controlling player’s next turn. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Vox Silence special rule at a time. Nor is it cumulative with other special rules that negatively modify Leadership. Always use the highest single modifier among those applicable. In addition, units affected by this special rule do not gain the benefits of nuncio vox, command vox or other similar Wargear items until the start of their controlling player’s next turn. Units that include one or more models with the Stubborn special rule ignore this effect.Many warriors hurl themselves headlong into combat, seeking to crush or trample the foe.
If a model with this special rule ends its Charge Move in base contact with an enemy model, it makes a number of additional attacks equal to the value in brackets listed as part of this special rule. These attacks hit automatically and are resolved at the model’s unmodified Strength with AP-. These attacks do not benefit from any of the model’s special rules (such as Furious Charge, Rending, etc.). These attacks are resolved during the Fight sub-phase at Initiative step 10, but do not grant the model an additional Pile-in Move.Some warriors use the impetus of the charge to fuel their own fury.
In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Strength Characteristic until the end of the Assault phase. The bonus added to the model’s Strength is equal to the value in brackets after the special rule, for example a model with Furious Charge (2) adds a bonus of +2 to its Strength.One of the terrors of Old Night, rad-phage weaponry was created to corrupt and poison, to reduce a powerful foe to an impotent and pitiable wreck.
A model which loses one or more Wounds to an attack with this special rule and survives has its Toughness value reduced by -1 for the rest of the battle. This effect is not cumulative with other attacks using the Rad-phage special rule, but can be stacked with other special rules that also reduce the Toughness Characteristic of the target. Note that this special rule can never reduce a model to a Toughness value of less than 1.Whether due to its inherent weight, shape or because it was never meant for use in combat, this weapon proves difficult to wield even for the most accomplished of warriors.
A model using a close combat weapon with this special rule can only ever make a single attack at WS 1 in an Assault phase, regardless of their profile or any bonus or other special rule.Some attacks cause severe damage to their targets, frying circuitry and ravaging infrastructure as they strike. Few engines of war or armoured bastions can survive the onslaught of such attacks.
Penetrating Hits caused by attacks made with weapons or models with this special rule add +1 to the result of any rolls on the Vehicle or Building Damage tables.The interface between this vehicle’s advanced machine spirit and its fire control mechanisms allows the crew to target foes with incredible accuracy.
A Vehicle with this special rule may attack different targets with each Ranged weapon it is permitted to fire during any Shooting Attack.This control and signalling device uses data-djinn to command Battle-automata fitted with Cybernetica cortex systems, allowing the wielder to witness the battlefield through the automata’s own senses as well as monitor their status and exact precise control over their actions. Only the most highly experienced and specifically augmented adepts of the Mechanicum and the Forge Lords of the Legiones Astartes can hope to fathom the use of these fractious devices and successfully interpret the storm of data streaming from their un-living minions.
Any unit that includes one or more models with the Cybernetica Unit Sub-type may ignore the Programmed Behaviour provision described as part of that Sub-type while within 12" of a friendly model with a cortex controller.Many of the most senior magi among the Mechanicum are capable of interpreting the binaric chatter of base automata, commanding them as lesser mortals command their warriors of flesh and blood with a simple word or gesture. Such magi are often found in the company of these iron killers, directing their programmed imperatives and sheltering behind their armoured bulk.
An Independent Character with this special rule may join a unit composed of models with the Automata Unit Type or Monstrous Unit Sub-type. However they cannot join a unit which contains models of any other Unit Type if the model with this rule also has the Automata or Dreadnought Unit Type, or the Monstrous Unit Sub-type.Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.
When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.Some weapons are so cruel of form or powerful in aspect that a well-placed strike can slay even the toughest opponent.
Attacks with this special rule cause Instant Death on a To Wound roll equal to or greater than the number listed in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts.Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.
A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.While each battle-automata of the Legio Cybernetica is in itself a creation of a near lost age of human power; a miracle of technological artifice and the product of arcane secrets without number, there remains among them war machines whose powers and capabilities are far beyond their peers. Whether somehow blessed by the Omnissiah, the product of a single magos’ unmatched genius or the darker influence of the forbidden, a Paragon of Metal is a near-unstoppable engine of war, albeit one perhaps not to be trusted, even by its master.
Only one model in an army may be upgraded to have the Paragon of Metal special rule. Models upgraded with the Paragon of Metal special rule must have the Automata (Cybernetica) Unit Type before the upgrade is applied. This rule confers the Paragon Sub-type, which replaces the Cybernetica Unit Sub-type, and confers the It Will Not Die (4+), Precision Strikes (4+), Precision Shots (4+) and Rampage (2) special rules. A model upgraded with the Paragon of Metal special rule also increases both their starting Wounds Characteristic and their Weapon Skill Characteristic by +1.Many of the galaxy’s warriors train hard to overcome a particular foe, allowing them to predict the enemy’s battle-stances and thus land a blow or shot with greater ease.
This rule is presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to Shooting Attacks and close combat attacks.The Great Crusade allowed many of the Emperor’s warriors to hone the skills needed to topple mighty monsters and towering automatons.
A unit that contains at least one model with this special rule re-rolls all failed To Wound rolls against Dreadnoughts, Automata and Primarch models as well as any unit with the Monstrous sub-type.This creature is so massive, it takes up an inordinate amount of space in any vehicle or building it enters.
Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat.Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike.
You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first,then alternate deploying these units.The Kyropatris generator projects a weak deflector screen capable of lessening the impact of kinetic strikes and directed energy beams. It is engineered so that multiple field generators can overlap, creating a more powerful defensive effect.
So long as a unit contains at least five models with a Kyropatris field generator, all models in the unit may re-roll failed Armour Saves of 1. In addition, if the unit contains at least 10 models with Kyropatris field generators then all Shooting Attacks made against the unit suffer a modifier of -1 to the Strength of the attack (to a minimum of Strength 1).Whether through force of will, bionic augmentation or foul sorcery, this warrior can still fight despite fearsome wounds.
When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being Wounded (this is a special Saving Throw which is made after unsaved Wounds are suffered).Some warriors are skilled at moving over broken and tangled terrain.
A unit that contains only models with this special rule suffers no penalty for moving or charging through Difficult Terrain.Rapid Fire weapons are very common and usually come in the form of semi-automatic rifles. Their versatility means they can be fired as effectively when a squad is advancing as when taking single, long-ranged shots.
A model armed with a Rapid Fire weapon can make two attacks at a target up to half the weapon’s Maximum Range away. Alternatively, it can instead make one attack at a target over half the weapon’s range away, up to the weapon’s Maximum Range.
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This weapon fires ammunition that cheats an enemy of their shelter.
Cover Saves and Damage Mitigation rolls granted by the Shrouded special rule cannot be taken against Wounds or Hull Point damage caused by weapons with the Ignores Cover special rule. This includes Cover Saves granted by Reactions and other special rules as well as Cover Saves conferred by terrain.Some ammunition is saturated with volatile charged particles that disrupt its target on a molecular level.
Any To Hit roll of a 6 made by a weapon with this special rule Wounds automatically. This special rule has no effect on models with the Primarch or Vehicle Unit Types.The source of the darkness around these warriors matters not – only a lucky shot has any chance of piercing the shroud that hides them from view.
When a model with this special rule suffers an unsaved Wound, Glancing Hit or Penetrating Hit, it can make a special Shrouded roll to ignore it (this is not a Saving Throw and so can be used against attacks that state that ‘no Saves of any kind are allowed’). Shrouded rolls may not be taken against Melee Attacks, against attacks with the Ignores Cover special rule or for models (excluding models with the Primarch Unit Type) with the Fearless special rule.
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The coruscating bolts of lightning hurled from arc weapons overload and burn out the circuitry and neuro-matrices of simple and complex machines alike.
To Hit rolls of the value X indicated made by a weapon with this rule cause an automatic Glancing Hit against models with the Vehicle Unit Type instead of rolling for Armour Penetration, and an automatic Wound against models with the Dreadnought or Automata Unit Types, instead of rolling To Wound.Fearless troops never give up and seldom make full use of cover – even if it would be wiser to do so.
Units with one or more models with the Fearless special rule automatically pass Pinning tests, Regroup tests and Morale checks. In addition, models with the Fearless special rule ignore the effects of the Fear special rule.Whether tearing a hole in the veil between realspace and the Warp or collapsing gravity into a superdense singularity, this weapon creates a lasting calamity which threatens the very stability of reality around it.
Once an attack with this special rule has been fully resolved, any Blast markers placed as part of that attack are not removed from play and instead are left in place for the remainder of the battle. Such a Blast marker is then referred to as the Vortex marker. The area under a Vortex marker is treated as Area Terrain for the remainder of the battle, and applies the following effects to all models that enter its boundaries:In the dark corners of the galaxy, there are creatures that heal at a terrifying speed.
At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but that has not been removed as a casualty or destroyed. On a roll equal to or greater than the number in brackets associated with the special rule, that model regains a Wound, or Hull Point, lost earlier in the game. For example, a model with It Will Not Die (5+) would regain a lost Wound on the roll of a 5 or more.Many of the galaxy’s marksmen are able to single out enemy leaders or soldiers with particularly powerful weapons and snipe them with unerring accuracy.
If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a Shooting Attack, that shot is a ‘Precision Shot’. For example, if a model with the Precision Shots (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Shot.For some warriors, being outnumbered is not a cause for despair, but a call to set about their foes with a berserk counter-attack.
At the start of any Fight sub-phase, models with the Rampage special rule gain a number of Attacks equal to the value listed in brackets if outnumbered by enemy models (including the effects of the Bulky special rule) – count all models locked in the combat, not just those models that are engaged. If the value in brackets is randomly determined by rolling dice, then roll once for each such variant of the Rampage special rule present in the unit to determine the number of Attacks that may be made, applying the result to all models with that variant for the current phase. For example, a model with the Rampage (D3) special rule that is outnumbered by the enemy in close combat receives D3 additional Attacks in that Fight sub-phase.Mounted only on the largest and most fearsome of war machines, Destroyer class weapons are capable of annihilating smaller targets and tearing through even the thickest armour with ease.
A model making a Shooting Attack with a Destroyer weapon attacks the number of times indicated on the weapon’s profile whether or not the bearer has moved. A model carrying a Destroyer weapon can attack with it in the Shooting phase and still Charge in the Assault phase. In addition, when you roll for armour penetration with Hits caused by a Destroyer weapon, roll three dice instead of one and discard the single lowest dice rolled, or any one of the lowest dice in the case of tied results. Use the total of the remaining dice to determine the result.
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This vehicle is specifically designed to disgorge troops into the thick of the action.
Passengers Disembarking from Access Points on a Vehicle with this special rule can Charge on the turn they do so (including when forced to make an Emergency Disembarkation) unless the Vehicle arrived from Reserves that turn.Subterranean AssaultA subterranean assault is a full scale attack conducted by units that have approached the target site by means of subsurface transport, emerging from below into the teeth of the enemy force, shattering its formation and sowing chaos amongst its ranks. Such attacks are most often initiated in order to counter enemy macro-fortifications or to navigate otherwise impassable terrain, but some commanders favour them for the sheer surprise they engender. Before the start of the first turn, when placing units into Reserve, a player must assign all units with the Subterranean Assault special rule and any Infantry units Embarked upon them to perform a Subterranean Assault. All models in a unit assigned to a Subterranean Assault must have the Subterranean Assault special rule, or be Embarked on a model with the Transport Sub-type that has the Subterranean Assault special rule itself.When rolling for Reserves, roll a single dice for all of the units assigned to the Subterranean Assault rather than rolling separately for each unit. If the roll is successful then all of the Subterranean Assault units must enter play in that turn and follow this procedure: Performing a Subterranean Assault Once a Reserves roll for the units assigned to the Subterranean Assault has succeeded and the units are to be brought into play, the controlling player selects a single unit to deploy first. That player must place a single model with the Subterranean Assault special rule that is either a Dedicated Transport or a unit of its own (this model may have a unit Embarked within) anywhere on the battlefield that is at least 1" from any enemy model, battlefield edge or piece of Impassable Terrain and then scatter that model. If the model’s final position is within 1" of an enemy model, any battlefield edge or a piece of Impassable Terrain, the controlling player’s opponent may move that model to any position within 18" that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. If there is no suitable position within 18" then the model may be repositioned anywhere on the battlefield that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. Once this first unit has been deployed, roll a dice. On the roll of a ‘1’ the Subterranean Assault is Disordered, and the opposing player may deploy each remaining unit in the Subterranean Assault anywhere within 12" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a ‘2’ or higher, the controlling player deploys each other unit anywhere within 12" of the first, though no model may be within 1" of an enemy model or within Impassable Terrain. Any models Embarked on a model with the Transport Sub-type must remain Embarked and may not Disembark as part of a Subterranean Assault (but may Disembark normally during the following Movement phase). Once all units are deployed, any enemy units with one or more models within 6" of any unit deployed as part of the Subterranean Assault suffer D6+3 Str 6, AP 4 Hits (Wounds caused by these Hits do not cause Morale checks or Pinning tests). Once all Hits are resolved, any enemy units that are neither Pinned or Falling Back and are within line of sight may choose to make the Interceptor Reaction targeting any one of the units deployed as part of the Subterranean Assault. Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of a Subterranean Assault. Once all units from the Subterranean Assault have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of a Subterranean Assault may Move, Run or Shoot as normal. However, only units deployed aboard a model with the Transport Sub-type with the Assault Vehicle special rule may declare and resolve a Charge and Assault as normal. Other units deployed as part of a Subterranean Assault may not declare or resolve a Charge on the same turn as they are deployed. | ||
Pistols are light enough to be carried and fired one-handed.
A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.
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Some weapons are lovingly maintained artefacts, crafted with skills now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art.
Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.This weapon causes massive tremors to rip through the earth beneath the feet of its targets, driving those who survive to their knees and slowing the enemy’s advance.
Units which suffer one or more Wounds or Hull Points lost from an attack from a weapon with this special rule halve their Movement Characteristic and may not Run or make Reactions until the end of the attacker’s next Shooting phase.Some weapons produce such a weight of fire that any target pummelled by their attack is left dazed and stunned.
Pinning tests taken due to an attack or weapon with this special rule are made with a penalty to Leadership Characteristic equal to the value listed as part of the special rule.Skyfire weapons excel at shooting down enemy aircraft.
A model which has this special rule, or that is firing a weapon with this special rule, fires using its normal Ballistic Skill when shooting at Flyers and Skimmers, but it can only fire Snap Shots against other targets.Some weapons strike with enough force to make a mockery of anything except the most reinforced of armoured shells.
Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result must be kept.The god-engines of the Legio Titanicus are studded with intricate systems of automated defensive weaponry.
A model with the Knight or Titan Unit Sub-types that has weapons with this special rule may make the Overwatch Reaction when it is triggered by models that do not have the Knight, Titan, Super-heavy, or Lumbering Unit Subtypes, or that have fewer than 8 Wounds. When making Shooting Attacks as part of the Overwatch Reaction, the Reacting model may only make Shooting Attacks with weapons with this special rule.This weapon fires massive gouts of flame, gas or lethal fluids across the battlefield.
A weapon with this special rule is treated like any other Template weapon, but when firing it in the Shooting phase, place the template so that the narrow end is placed within a number of inches equal to the value in brackets listed as part of this special rule. The wide end must then be aligned so that it is no closer to the firing model than the narrow end.Through means lost to all but the deepest mysteries of the Mechanicum, some more potent graviton weapons are capable of emitting a reactive field of gravitational inversion, throwing nearby enemy formations into disarray.
Any successful Charge that targets a unit containing a model with a weapon with this special rule is always counted as a Disordered Charge.Some graviton weapons can bend the most terrible power in the galaxy to its breaking point, collapsing gravity in upon itself and creating super-dense singularities that consume light, matter, and time itself.
Before firing a weapon with this special rule, roll a D6. On a 1, the firing unit suffers a single Wound against which no Saves or Damage Mitigation rolls may be made. A model with the Vehicle Unit Type instead suffers 1 Hull Point against which no Saves or Damage Mitigation rolls may be made. On a 2-5, the weapon fires normally. On a result of a 6, the attack is carried out with the Vortex special rule.The terror of tank commanders, a lance weapon fires a concentrated beam of energy that can bore through any armour, regardless of thickness.
Weapons with the Lance special rule count Vehicle Armour Values that are higher than 12 as 12.Some weapons emit such a storm of radiation and electrical impulses that they can temporarily incapacitate even the most well-armoured fighting vehicles.
Any model with the Vehicle, Dreadnought or Automata Unit Type that suffers a Penetrating Hit or unsaved Wound from an attack with this special rule may only make Snap Shots when it next makes a Shooting Attack either as part of a Reaction or during its сontrolling player’s Shooting phase.Certain items can only be used once, so a general must choose wisely when to do so.
A weapon or ability with this special rule can only be used once during the course of a battle. Once a weapon with the One Use or One Shot special rule has been used to attack, it is no longer counted as a weapon and may not be destroyed (for example, by rolls on the Vehicle Damage table) or repaired by any other rule or effect.Phosphex, sometimes known as the ‘crawling fire’, seeks out and extinguishes life with a terrifying hunger.
After the Blast marker for a weapon with this special rule is placed, the attacking unit’s controlling player may move the marker up to 2" in any direction so long as this would cover more models than it previously would have.This weapon requires dangerous amounts of energy to fire at full power. Doing so puts the vehicle at risk of pushing its reactor past the breaking point.
A weapon with this special rule may double the number of shots it makes, but if it does so the firing model suffers D3 Wounds or Hull Points of damage with no Saves or Damage Mitigation rolls of any kind allowed.Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.
When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.The varying waveform of destructive sound energy produced by this weapon is able to shatter the most resilient materials. The annihilating wave-pulse traverses the battlefield, wreaking havoc in its path, the particular effect of its design meaning that the larger the target struck, the more damaging the wave’s impact.
When making a Shooting Attack with this weapon, place the Large Blast (5") marker so that its edge touches the Front hull of the firing model. Instead of scattering this Blast marker, move the template in a direct line away from the firing model, travelling in any direction within the weapon’s 45° forward firing arc until its maximum range is reached or the template leaves the battlefield. All models the template passes over suffer a single automatic Hit. Flyers are also Hit if the template passes over their base. Should a model with the Knight, Titan, Super-heavy Vehicle, Building or Fortification Unit Type be Hit by this attack, increase the Strength of the attack to 10.This weapon is particularly heavy and requires both hands to wield.
A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons.The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.
A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.The elegant Tempest warblade of the Knight Castigator uses relic technology from a bygone age to infuse its strikes with searing energy, leaving glowing trails of embers and ash behind its sweeping arcs.
Instead of making a Melee Attack, a model with a weapon with this special rule may make a special attack at Initiative step 2. This automatically inflicts a single Hit against each model (friendly or enemy) in contact with the attacking model’s base, using the profile of the weapon with this special rule.The massive gauntlet-claws wielded by certain Knights of the Mechanicum and Questoris Houses tear through the chassis plating of even the most heavily armoured Titan with ease. Woe betide any mere mortal that is caught in their indomitable grip.
Any model which suffers an unsaved Wound or Hull Point loss from a weapon with this special rule instead suffers D6 unsaved Wounds or Hull Points of damage. In addition, if the target of this attack is a model with the Knight, Titan, Super-heavy Vehicle, or Building or Fortification Unit Type, or the Monstrous Unit Sub-type, increase the number of Wounds suffered or Hull Points lost to 2D6.Reinforced to withstand massive impacts from its forward facing, some vehicles are built to hammer into enemies using their sheer build and motive power.
When a model with a weapon with this special rule performs a Ram Attack, it inflicts a number of additional hits equal to the value of X. These additional hits are resolved using the profile of the weapon with this special rule.This short range weapon requires a sizable charge of energy and is easily dodged if the target has not been restrained prior to the attack.
A weapon with this special rule may only target models with the Infantry Unit Type, and a model attacking with a weapon with this special rule makes only a single attack (regardless of any other factors).Some of the largest transport vehicles are specially designed to carry both infantry and machines of war into battle, allowing for versatile battle groups to be deployed to the battlefield at once. These rare engines of war are often restricted to the most elite elements of an army, and used to tackle the most perilous of missions.
A model with this special rule may carry models with jet packs and jump packs, as well as models of the Dreadnought, Cavalry and Automata Unit Types. Each Dreadnought model uses 10 points of Transport Capacity, while each Automata and Cavalry model uses up a number of Transport Capacity points equal to twice its starting Wounds Characteristic.Some heroes refuse to be laid low, even by what would be mortal wounds to lesser warriors.
If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.Utilised by Techmarines and the Adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semiautonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These miniondrones are an extension of their master’s will and provide them with a host of additional senses and capabilities.
A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.Some units make their way to battle via tunnelling, teleportation, flying, or some other extraordinary means which allows them to appear in the thick of the fighting.
A unit made up entirely of models with this special rule may perform a Deep Strike Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Deep Strike special rule.These weapons are relics of the darkest years of Old Terra’s isolation, designed to poison both the enemy and the land upon which they were detonated. The Emperor himself forbade the use of such weapons, save by the elite of his own legions.
During a turn in which a unit with at least one model with rad grenades successfully Charges, or is themselves successfully Charged, all models in the enemy unit(s) suffer a -1 penalty to their Toughness Characteristic, to a minimum of Toughness 1, until the end of the Fight sub-phase that follows the successful Charge. Note: This does affect Instant Death thresholds.