Forces of the Omnissiah – Secutarii Peltast Phalanx
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TROOPS

If the Secutarii Hoplite phalanxes are the anvil on which the lesser enemies of the Titan Legions who would try to swarm the god-engines are broken, their Peltast brethren are a hammer that strikes those who would try to lurk in the shadows or utilise speed to effect ambush. Using powerful and adaptable weapons unseen elsewhere in the arsenals of the Imperium, their principal tactics centre around concentrated firepower which they use to saturate target areas to neutralise any threat that may be concealed in cover, and to root out enemies too small or too dispersed for the war machines of the Titan Legions to easily match.

They are also employed to reach, encircle and defend their master’s fallen god-engines and rescue their valuable crew; tasks in which they consider the coin of their lives well spent in achieving. Such are the Secutarii Peltasts’ expertise in commando operations, defence in extremis and battlefield reclamation that their services are also called on by the magi of the Taghmata, via ties of fealty and patronage to their governing Titan Legion.

  • Secutarii Peltast Phalanx 120 pts
M WS BS S T W I A Ld Sv Base
Secutarii Peltast (base: 25mm)
Secutarii Peltast 7 3 4 3 3 1 3 1 7 4+ 25mm
Peltast Alpha (base: 25mm)
Peltast Alpha 7 3 4 3 3 2 3 2 8 4+ 25mm
Unit Composition
  • 9 Secutarii Peltasts
  • 1 Peltast Alpha
Wargear
  • Galvanic caster with flechette and ignis ammunition
  • Corpus Skitarii
  • Kyropatris field generator
Unit Type
Special Rules
  • Blind Barrage
  • Feel No Pain (6+)
Dedicated Transport
Options
  • The Secutarii Peltast Phalanx may include:
  • - Up to 10 additional Secutarii Peltasts
    +10 points per model
  • The entire squad may be upgraded to additionally have:
  • - Hammershot ammunition for their galvanic casters
    +5 points per model
(If this option is taken, all galvanic casters in the unit must be so upgraded).
  • Any model in the squad may exchange their galvanic caster for a:
  • - Radium carbine
    Free
  • - Arc rifle
    +10 points each
  • The Peltast Alpha may take one of the following additional weapons options:
  • - Radium pistol
    +5 points
  • - Volkite serpenta
    +5 points
  • - Arc pistol
    +10 points
  • The Peltast Alpha may exchange their galvanic caster for an:
  • - Arc maul
    Free
  • - Power weapon
    Free
  • The Peltast Alpha may be equipped with any of the following:
  • - Augury scanner
    +5 points
  • - Rad grenades
    +10 points
  • - Refractor field
    +10 points
Melee Type
Weapons with the Melee type can only be used in close combat.
Breaching (X)

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.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Shred

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.

Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
Rending (X)

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.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Specialist Weapon

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.
Sunder

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.
Two-handed

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.
Unwieldy

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.
Deflagrate

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).
Tempest

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.
Destructor

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.
Instant Death

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.
Armourbane (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 instances of the Armourbane special rule may include a qualifier after the rule in brackets, for example Armourbane (Melta) or Armourbane (Melee). These variant rules are described below:

Armourbane (Melta): A model or weapon with this Armourbane special rule only gains the benefits of the Armourbane special rule when at half range or less. If the attack is more than half its Maximum Range away, it gains no benefit from the Armourbane special rule. If a weapon with this version of Armourbane also has the Blast special rule, measure the distance to the centre of the Blast marker after it has scattered. If this is half the weapon’s range or less, then all Hits are counted as having the Armourbane special rule, otherwise the Hits are resolved as if they did not have the Armourbane special rule.

Armourbane (Melee): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when attacking in close combat.

Armourbane (Ranged): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when making Shooting Attacks.
Reach (X)

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.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
Power Weapons

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)

Although technically operated on the same principle, the following weapons are far rarer and more difficult to master than the more common power weapons. They count as ‘Power’ weapons, but may not be selected by a model eligible to claim a generic power weapon.

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)

*When a model is equipped with two lightning claws, that model gains +2 Attacks instead of the usual +1 Attack for using an additional weapon in combat.
Pistol Weapons

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.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
Volkite serpenta

Range
Str
AP
Volkite serpenta
10"
5
5
Pistol 2, Deflagrate

Cyber-familiar

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.
Refractor Fields & Mechanicum Protectiva

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.

Invulnerable Saves granted by a refractor field or Mechanicum Protectiva do not stack with other Invulnerable Saves, but can benefit from rules (like cyber-familiar) that specifically increase existing Saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
Gets Hot

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

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.

RangeSAPType
Plasma blaster18"74Assault 2, Rending (4+), Gets Hot
Blind

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.
Augury Scanner

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:
  • Enemy models cannot be deployed using the Infiltrate special rule within 18" of a model with an augury scanner.
  • A unit that includes at least one model with an augury scanner ignores the 24" limit to line of sight when making Shooting Attacks while the Night Fighting rules are in effect.
  • When any enemy unit is deployed to the battlefield from Reserves, a unit that includes at least one model with an augury scanner may make the Interceptor Advanced Reaction without expending a point of the Reactive player’s Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reactions limit in a given Phase.
Rad Grenades

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.

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Disruption (X)

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.
Arc maul

Range
Str
AP
Arc maul
-
+2
5
Melee, Disruption (5+)

Brutal (X)

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.
Radium pistol

Range
Str
AP
Radium pistol
12"
3
-
Pistol 1, Brutal (2)

Kyropatris Field Generator

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).
Feel No Pain (X)

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).

Feel No Pain rolls may not be taken against unsaved Wounds that have the Instant Death special rule.

Roll a D6 each time an unsaved Wound is suffered. On a result that is equal to or greater than the value in brackets, the unsaved Wound is discounted – treat it as having been saved. On any other result the Wound is taken as normal.

For example, a unit with the special rule Feel No Pain (5+) would need to score a 5 or 6 in order to discount a Wound inflicted upon it.

This is a Damage Mitigation roll – any model may make only a single Damage Mitigation roll of any type for any given Wound.
Arc pistol

Range
Str
AP
Arc pistol
12"
6
5
Pistol, Disruption (6+)

This datasheet has Troops Battlefield Role. Full list of Forces of the Omnissiah units sharing same Battlefield Role follows:

Ignores Cover

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.
Rapid Fire Weapons

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.

If a unit attacking with Rapid Fire weapons is found to be partially within half range of the target, the firing models within half range make two attacks, while those further away make one attack.

Models that attack with Rapid Fire weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

RangeSAPType
Bolter24"45Rapid Fire
The Corpus Skitarii

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.
Molecular Dissonance

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.

Galvanic caster

Range
Str
AP
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
Blind Barrage

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.

Radium carbine

Range
Str
AP
Radium carbine
18"
3
5
Assault 3, Brutal (2)

Arc rifle

Range
Str
AP
Arc rifle
30"
6
5
Rapid Fire, Disruption (6+)
© Vyacheslav Maltsev 2013-2024