HEAVY SUPPORT A heavy siege-automata, designed as a mobile artillery platform rather than a general battle unit, the Thanatar frame, built to accommodate the huge weapon and the power systems and fuel reserves required to supply it, is considerably larger than even the hulking Castellax. The baseline pattern, sometimes referred to as the Thanatar-Cavas, is armed with a Hellex pattern plasma mortar, a terrifying weapon able to launch spheres of plasma into the heart of enemy fortifications. The origins of the Thanatar-Cavas remains uncertain, save that its armament is known to be the product of the Forge World of Ryza, the sole locale where the Hellex pattern weaponry is produced. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Thanatar-Cavas (base: 120 x 92mm) | |||||||||||
Thanatar-Cavas | 8 | 3 | 4 | 8 | 8 | 7 | 3 | 3 | 7 | 2+ | 120 x 92mm |
Thanatar-Calix (base: 120 x 92mm) | |||||||||||
Thanatar-Calix | 8 | 3 | 4 | 8 | 8 | 7 | 3 | 3 | 7 | 2+ | 120 x 92mm |
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 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 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.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.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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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.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.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.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.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 -.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.This datasheet has Heavy Support Battlefield Role. Full list of Forces of the Omnissiah units sharing same Battlefield Role follows:
Range | Str | AP | Type | |
Shock charger | - | User | 3 | Melee |
Range | Str | AP | Type | |
Graviton ram (Melee) | - | 10 | 1 | Melee, Armourbane (Melee), Concussive (2) |
Graviton ram (Ranged) | Template | * | 4 | Heavy 1, Concussive (1), Graviton Pulse*, Grav Wave, Haywire |
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: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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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 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 vontrolling player’s Shooting phase.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.