TROOPS Not all of the most potent creations of the Mechanicum are hulking war machines and towering battle-automata. Some, such as the Scyllax guardian-automata, demonstrate formidable power in a more compact frame scarcely larger than an armoured man. These sophisticated machinecreatures are neither a true battle-automata, lacking a cybernetica-cortex, nor are they a true servitor class as their organic component is almost negligible, reduced to the ossuary skulls and human neural tissue harvested from sources best left unknown. Their armoured carapaces house powerful electro-thermic reactors and banks of lucid cogitator-stacks that process a storm of battlefield analysis engrams and protective tech-incantations, a system so potent some claim it borders on the blasphemy of the silica animus. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Scyllax (base: 32mm) | |||||||||||
Scyllax | 6 | 3 | 4 | 4 | 5 | 2 | 3 | 3 | 6 | 4+ | 32mm |
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.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).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 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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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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Relentless warriors are strong of arm – nothing can slow their implacable advance.
Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.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.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).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+.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.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 datasheet has Troops Battlefield Role. Full list of Forces of the Omnissiah units sharing same Battlefield Role follows:
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.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.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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Some warriors can see almost as clearly in the darkness as they can in daylight.
A unit that contains at least one model with this special rule ignores the effects of Night Fighting and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.Though numerous, some formations are intended for specialised tasks on the battlefield and are rarely used for the more routine roles of military life.
A unit with this special rule may not be chosen as a compulsory choice for the army as part of the Force Organisation chart.