HQ The abeyant is a heavily armoured repulsorthrone, the preferred conveyance of many high ranked dominus of the Mechanicum. Taking the form of a stylised pulpit or scarab-like framework, the principal advantage of these armoured platforms is that their mag-suspensor fields allow the most war-torn battlefield to be traversed with ease, and their enhanced life-support chassis greatly improves their user’s survivability. In such a manner the magos dominus joins the battle at the head of their cohorts, closely observing the fluid arithmetic of war and affects the battle’s course in the most direct manner by employing some of the most deadly weapons to be found in the arsenals of the Mechanicum. The mere sight of a magos dominus astride an abeyant directing phalanxes of Cybernetica automata is enough to break entire formations of lesser troops, and even the mighty warriors of the Legiones Astartes take pause when faced with such opposition. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Magos Dominus on Abeyant (base: 60mm) | |||||||||||
Magos Dominus on Abeyant | 6 | 3 | 4 | 4 | 5 | 4 | 3 | 2 | 9 | 3+ | 60mm |
Cybertheurgist AdeptThe Magos Dominus may select one of the following Cybertheurgic Arcana, gaining all Rites and weapons that are part of that Arcana:
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This datasheet has HQ Battlefield Role. Full list of Forces of the Omnissiah units sharing same Battlefield Role follows:
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 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.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.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.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.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.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.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).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.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.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.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.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) |
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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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.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.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.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: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.
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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.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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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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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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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.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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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.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: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.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.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.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 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.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).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 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.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.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.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).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.