Forces of the Omnissiah – Datasheets
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HQ


HQ

The history of Anacharis Scoria has been lost, but there exists fragmentary evidence that places him as a magos dominus in the service of Xana some thirty years before the outbreak of the Horus Heresy. It is believed he was gifted the rank of the Vodian Magister – the chief enforcer of cult doctrine on his secretive world, but some time after that he was cast down until the time of the Loyalist covert operation known as the Xana Incursion. In the aftermath of that disaster, Xana’s ruling Synod was destroyed in a bloody coup from which Scoria emerged far more powerful than before.

There is even tantalising evidence that Scoria had been kept captive in the depths of the prison-forge of Xana-Tisiphone, his dark genius put to use despite being caged by the very archmagos he once served. Furthermore, that his release was an unintended consequence of the Imperial raid and that it was he, unleashed from bondage, who took command and repelled the Loyalist invaders.

If this is true, it is a dark irony indeed as it would be under the mastery of Scoria that Xana would become the first of the so-called Hell Forges that would blight the centuries to come.

  • Archmagos Anacharis Scoria 365 pts
The Xanophane Tyrant, The Fallen Master, Lord of the Nine Cohorts, The Apostate Magister
M WS BS S T W I A Ld Sv Base
Anacharis Scoria (base: 80mm)
Anacharis Scoria 9 5 5 5 7 7 5 4 10 2+ 80mm
Unit Composition
  • 1 Anacharis Scoria
Wargear
  • The Vodian Sceptre
  • Two archaeotech pistols
  • Photon thruster
  • Mechanicum Protectiva
  • Cortex controller
  • Cyber-familiar
  • Machinator array
Unit Type
Special Rules
  • Battlesmith (3+)
  • Eternal Warrior
  • Fear (2)
  • Feudal Hierarchy
  • Independent Character
  • It Will Not Die (5+)
  • Move Through Cover
  • Patris Cybernetica
  • Pride of Place
  • Rites of the Beast
  • Traitor
  • Warlord: Forbidden Protocols

Rites of the Beast

Anacharis Scoria’s mastery of Cybertheurgy went well beyond what was permissible to the doctrine of the Martian Omnissian Cult, or indeed the pronouncements of the Imperium, and enabled him through unknown means to imbue a preternatural animalism into the Cybernetica under him in combat, driving them into a maddened frenzy like tortured beasts when he willed it so.

Anacharis Scoria has the Artificia Machina, Artificia Cybernetica, and Ephemera Incursus Cybertheurgic Arcana, and has all Rites and weapons that are part of those Arcana.

Warlord: Forbidden Protocols

If Anacharis Scoria is taken in an army, he must be the army’s Warlord. Scoria automatically has the Forbidden Protocols Warlord Trait and may not select any other Warlord Trait.

Forbidden Protocols – Any friendly units made up entirely of models with the Automata Unit Type that have at least one model within 6" of this Warlord may make Reactions, ignoring the usual restriction in the Automata Unit Type. In addition, an army whose Warlord has this Trait may make an additional Reaction in the Movement phase as long as Anacharis Scoria has not been removed as a casualty.

The Vodian Sceptre

A unique archaeotech weapon, this singular device also serves as the seal of office of the Magisterium of the Vodian Consistory, the chief enforcer of the ruling magos of the Forge World of Xana II. Made from materials found to be all but indestructible, the staff may be used to parry blows from the most powerful of weapons as well as strike with appallingly destructive power thanks to unknown technologies concealed within it which seemingly create entropic fields that cause matter to break apart in seconds as if tens of millennia had passed.

Range
Str
AP
The Vodian Sceptre
-
+2
2
Melee, Two-handed, Armourbane (Melee), Exoshock (4+), Murderous Strike (5+)


HQ

The archmagos prime is the commander of the Taghmata Omnissiah; a high adept of the Machine Cult armed and girded for war with the finest armaments and defences their arcane arts can provide. They are chosen from their peers to lead in battle. In most cases this will not merely mean the carrying of sophisticated weaponry but effectively a physical transformation, and they may elect to exchange or add to their augmetics with devices and exoskeletal armoured frames better suited to war than to artifice. In the most extreme cases, the magos will choose to have what remains of their organics re-housed in a purpose-built body more reminiscent in use and function to a Legiones Astartes Dreadnought than mere environmental and battlefield armour.

Each magos is a unique individual, possessed of their own mastery of the higher arts of the Machine Cult, and their own unique resources and secrets, meaning that no two magos prime are truly alike. Each is as formidable in their own way as the superhuman Legiones Astartes, and their inhuman intelligence and power spawned of arcane science is not to be underestimated.

  • 0-1 Archmagos Prime 155 pts
M WS BS S T W I A Ld Sv Base
Archmagos Prime (base: 40mm)
Archmagos Prime 6 4 5 5 5 3 4 2 10 2+ 40mm
Unit Composition
  • 1 Archmagos Prime
Wargear
  • Power weapon
  • Volkite serpenta
  • Mechanicum Protectiva
  • Cortex controller
Unit Type
Special Rules
  • Battlesmith (4+)
  • Feudal Hierarchy
  • Firing Protocols (3)
  • Independent Character
  • Master Cybertheurgist
  • The Orders of High Techno-arcana
  • Relentless
  • Stubborn
Options
  • The Archmagos Prime may take any of the following options:
  • - Augury scanner
    +5 points
  • - Melta bombs
    +5 points
  • - Rad grenades
    +10 points
  • - Cyber-familiar
    +15 points
  • The Archmagos Prime may exchange either their volkite serpenta and/or power weapon each for one of the following options:
  • - Archaeotech pistol
    +5 points
  • - Lucifex
    +5 points
  • - Maxima bolter
    +5 points
  • - Photon gauntlet
    +5 points
  • - Plasma pistol
    +5 points
  • - Power fist
    +5 points
  • - Corposant stave
    +5 points
  • - Chainfist
    +10 points
  • - Paragon blade
    +15 points
  • The Archmagos Prime may take one of the following options:
  • - Servo-arm
    +10 points
  • - Incunabulan jet pack
    +20 points
  • - Conversion beamer
    +25 points
  • - Graviton imploder
    +25 points
  • - Machinator array
    +25 points
  • The Archmagos Prime may take one of the following additional weapon options (an Archmagos Prime with the Myrmidax Order of High Techno-arcana may take up to two selections from the list instead, but may not select a rad furnace):
  • - Rotor cannon
    +10 points
  • - Graviton gun
    +15 points
  • - Meltagun
    +15 points
  • - Irad-cleanser
    +20 points
  • - Phased plasma-fusil
    +20 points
  • - Photon thruster
    +30 points
  • - Rad furnace
    +30 points
  • The Archmagos Prime may upgrade a single weapon to have the following special rule:
  • - Master-crafted
    +5 points

Master Cybertheurgist

The Archmagos Prime may select one of the following Cybertheurgic Arcana, gaining all Rites and weapons that are part of that Arcana (note that some Archmagi may gain additional options depending on the Orders of High Technoarcana special rule):
  • Artificia Cybernetica
  • Artificia Machina
  • Ephemera Incursus

The Orders of High Techno-arcana

An Archmagos Prime must take one of the following Orders of High Techno-arcana; no model may take more than one such upgrade. If your army contains more than one Archmagos Prime (with or without an Abeyant), then each must possess a different Order of High Techno-arcana from this list. The various High Techno-arcana are listed here, but full rules for them can be found in the Appendix: Orders of High Techno-arcana:


HQ

Towering above the hosts of their Forge World in battle, the archmagos prime ensconced upon an abeyant embodies the ultimate vision of the Omnissiah’s dominance and glory. As much mobile command platform and symbol of status as opulent transport, an abeyant is a name given to a general class of hovering conveyance into which the rider’s augmetics and life support systems are directly connected through mind impulse linkage, so that it becomes an extension of their own body. The abeyant’s powerful anti-grav engines allow the archmagos to navigate the blasted ruin of devastated battlefields with ease while its armoured shell greatly enhances the endurance of its rider. Many abeyants are ancient wonders of the Dark Age of Technology and only the mightiest archimandrites know the full extent of their capabilities. Their advanced systems are utilised by archmagi on both sides of the civil war to channel their will to all forces under their command and through the enactment of the most intricate equations of war, achieve the complete and utter annihilation of their enemies.

  • 0-1 Archmagos Prime on Abeyant 185 pts
M WS BS S T W I A Ld Sv Base
Archmagos Prime on Abeyant (base: 60mm)
Archmagos Prime on Abeyant 6 4 5 5 6 5 3 2 10 2+ 60mm
Unit Composition
  • 1 Archmagos Prime on Abeyant
Wargear
  • Power weapon
  • Volkite serpenta
  • Mechanicum Protectiva
  • Cortex controller
Unit Type
Special Rules
  • Battlesmith (4+)
  • Feudal Hierarchy
  • Independent Character
  • Master Cybertheurgist
  • Pride of Place
  • The Orders of High Techno-arcana
  • Stubborn
Options
  • The Archmagos Prime on Abeyant may take any of the following options:
  • - Augury scanner
    +5 points
  • - Rad grenades
    +10 points
  • - Cyber-familiar
    +15 points
  • The Archmagos Prime on Abeyant may exchange either their volkite serpenta and/ or power weapon each for one of the following options:
  • - Archaeotech pistol
    +5 points
  • - Corposant stave
    +5 points
  • - Lucifex
    +5 points
  • - Maxima bolter
    +5 points
  • - Photon gauntlet
    +5 points
  • - Plasma pistol
    +5 points
  • - Power fist
    +5 points
  • - Chainfist
    +10 points
  • - Paragon blade
    +15 points
  • The Archmagos Prime on Abeyant may take one of the following options:
  • - Servo-arm
    +10 points
  • - Conversion beamer
    +25 points
  • - Graviton imploder
    +25 points
  • - Machinator array
    +25 points
  • The Archmagos Prime on Abeyant may take one of the following additional weapon options:
  • - Rotor cannon
    +10 points
  • - Graviton gun
    +15 points
  • - Meltagun
    +15 points
  • - Irad-cleanser
    +20 points
  • - Phased plasma-fusil
    +20 points
  • - Photon thruster
    +30 points
  • - Rad furnace
    +30 points
  • The Archmagos Prime on Abeyant may upgrade a single weapon to have the following special rule:
  • - Master-crafted
    +5 points

Master Cybertheurgist

The Archmagos Prime may select one of the following Cybertheurgic Arcana, gaining all Rites and weapons that are part of that Arcana (note that some Archmagi may gain additional options depending on the Orders of High Technoarcana special rule):
  • Artificia Cybernetica
  • Artificia Machina
  • Ephemera Incursus

The Orders of High Techno-arcana

An Archmagos Prime must take one of the following Orders of High Techno-arcana; no model may take more than one such upgrade. If your army contains more than one Archmagos Prime (with or without an Abeyant), then each must possess a different Order of High Techno-arcana from this list. The various High Techno-arcana are listed here, but full rules for them can be found in the Appendix: Orders of High Techno-arcana:


HQ

The warlike and sinister Calleb Decima, emissary of the Ordo Reductor of the Mechanicum, was a late and unwelcome arrival to the 63rd Expeditionary Fleet as it marshalled its forces to attack Isstvan III. Outside the Traitors’ plans, he was distrusted and feared by those within the Mechanicum who would turn from the Emperor and so marked for death. His vessel shot down, he and a core of his Thallaxii bodyguard reached the ravaged surface of Isstvan III during its firestorm, and escaped into the blazing ruins of the Ariadne industrial zone to the south of the Choral City. From this lair of shattered steel and ash, he made the Traitors pay in blood for their underestimation of the Ordo Reductor.

A deadly thorn in the Traitors’ side, having rebuilt his body to account for the injuries Isstvan III had cost him, he turned to the acquisition of evergreater military forces under no authority but his own, his actions leading him to be denounced as a madman and a heretek even by many within the Machine Cult who remained loyal.

  • Calleb Decima Invictus 200 pts
Lord of Ruin, Vengeful Archmagos of the Ordo Reductor
M WS BS S T W I A Ld Sv Base
Calleb Decima Invictus (base: 25mm)
Calleb Decima Invictus 6 4 4 5 5 3 4 2 10 3+ 25mm
Unit Composition
  • 1 Calleb Decima Invictus
Wargear
  • Master-crafted power axe
  • Master-crafted bolt pistol
  • Mechanicum Protectiva
  • Machinator array
  • Melta bombs
Unit Type
Special Rules
  • Battle-hardened (1)
  • Battlesmith (4+)
  • Fearless
  • Feudal Hierarchy
  • Hatred (Traitors)
  • Ignores Cover
  • Independent Character
  • Loyalist
  • Master Cybertheurgist: Artificia Reductor
  • Precision Strikes (5+)
  • Relentless
  • Sunder
  • Walker in Ruin
  • Wrecker
  • Guardian Retinue

Master Cybertheurgist: Artificia Reductor

Calleb Decima Invictus has all the Rites and weapons that are part of the Artificia Reductor arcana.

Walker in Ruin

Calleb Decima Invictus and any friendly units that have at least one model within 6" of Caleb Decima Invictus have the Move Through Cover special rule.

Guardian Retinue

• Calleb Decima Invictus may be joined by one of the following for their normal points cost:
- A unit of Tech-Priest Auxilia
- A Scyllax Guardian-automata Maniple

This unit may be upgraded freely as described in their profile, including taking a Dedicated Transport option listed in the appropriate unit profile. If taken in this manner, the unit forms a single unit with Calleb Decima Invictus and he may not voluntarily leave this unit during the course of the battle. This bodyguard unit counts as being part of the same HQ choice as the owning unit and does not take up a separate Force Organisation slot. This unit gains the Ignores Cover, Sunder and Wrecker special rules.


HQ

The magos dominus is a master of the arts of the Legio Cybernetica, a sect of the priesthood of Mars granted the dread right to create and control the cortex-automata built for war and based upon the terrible secrets of the Dark Age of Technology. Such strange and threatening powers are not without price, and by doctrinal tradition such individuals forgo an easy route to power within the Mechanicum, so dangerous do their fellows consider the secrets they wield. Instead, magi dominus and their acolytes form but one of the many factions and sects within the Mechanicum, divided both by technological specialisation as well as rivalry and ancient feud. Less human than even their peers, and often skirting the edge of tech-heresy with the modifications they subject themselves to, they are renowned as much for their insane obsessions and eccentricities as for their skills in the arcana of the cybernetica.

The magi dominus found within the ranks of the Taghmata fulfil a vital but subordinate role beneath the archmagos prime. They serve the Taghmata either under terms of personal fealty or in fulfilment of binding pacts between their Legio Cybernetica cohort and the archimandrite who stands as the power behind the Taghmata.

  • Magos Dominus 75 pts
M WS BS S T W I A Ld Sv Base
Magos Dominus (base: 40mm)
Magos Dominus 6 3 4 4 4 2 3 2 9 3+ 40mm
Unit Composition
  • 1 Magos Dominus
Wargear
  • Power weapon
  • Laspistol
  • Mechanicum Protectiva
  • Cortex controller
Unit Type
Special Rules
  • Battlesmith (5+)
  • Cybertheurgist Adept
  • Feel No Pain (5+)
  • Firing Protocols (2)
  • Independent Character
  • Patris Cybernetica
  • Relentless
  • Stubborn
Options
  • The Magos Dominus may take any of the following options:
  • - Augury scanner
    +5 points
  • - Melta bombs
    +5 points
  • - Cyber-familiar
    +15 points
  • The Magos Dominus may exchange their laspistol for one of the following options:
  • - Bolt pistol
    +1 point
  • - Volkite serpenta
    +5 points
  • - Archaeotech pistol
    +10 points
  • - Photon gauntlet
    +10 points
  • - Plasma pistol
    +10 points
  • The Magos Dominus may take one of the following options:
  • - Servo-arm
    +10 points
  • - Conversion beamer
    +25 points
  • - Machinator array
    +25 points
  • The Magos Dominus may also take one of the following weapons:
  • - Rotor cannon
    +10 points
  • - Graviton gun
    +15 points
  • - Meltagun
    +15 points
  • - Irad-cleanser
    +20 points
  • - Phased plasma-fusil
    +20 points
  • - Photon thruster
    +30 points
  • The Magos Dominus may upgrade a single weapon to have the following special rule:
  • - Master-crafted
    +5 points

Cybertheurgist Adept

The Magos Dominus may select one of the following Cybertheurgic Arcana, gaining all Rites and weapons that are part of that Arcana:
  • Artificia Cybernetica
  • Artificia Machina
  • Ephemera Incursus


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.

  • Magos Dominus on Abeyant 105 pts
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
Unit Composition
  • 1 Magos Dominus on Abeyant
Wargear
  • Power weapon
  • Laspistol
  • Mechanicum Protectiva
  • Cortex controller
Unit Type
Special Rules
  • Battlesmith (5+)
  • Cybertheurgist Adept
  • Independent Character
  • Stubborn
  • Patris Cybernetica
  • Pride of Place
  • Feel No Pain (5+)
Options
  • The Magos Dominus on Abeyant may take any of the following options:
  • - Augury scanner
    +5 points
  • - Cyber-familiar
    +15 points
  • The Magos Dominus on Abeyant may exchange their laspistol for one of the following options:
  • - Bolt pistol
    +1 point
  • - Volkite serpenta
    +5 points
  • - Archaeotech pistol
    +10 points
  • - Photon gauntlet
    +10 points
  • - Plasma pistol
    +10 points
  • The Magos Dominus on Abeyant may take one of the following options:
  • - Servo-arm
    +10 points
  • - Conversion beamer
    +25 points
  • - Machinator array
    +25 points
  • The Magos Dominus on Abeyant may also take one of the following weapons:
  • - Rotor cannon
    +10 points
  • - Graviton gun
    +15 points
  • - Meltagun
    +15 points
  • - Irad-cleanser
    +20 points
  • - Phased plasma-fusil
    +20 points
  • - Photon thruster
    +30 points
  • The Magos Dominus on Abeyant may upgrade a single weapon to have the following special rule:
  • - Master-crafted
    +5 points

Cybertheurgist Adept

The Magos Dominus may select one of the following Cybertheurgic Arcana, gaining all Rites and weapons that are part of that Arcana:
  • Artificia Cybernetica
  • Artificia Machina
  • Ephemera Incursus


HQ

Though he would become one of the most reviled of the Dark Mechanicum, Draykavac was an all but unknown figure before the civil war of the Warmaster’s betrayal sundered the Imperium. This bestially masked and black-robed magos served as the chief military emissary of the Forge World of Cyclothrathe and the foremost field commander of its Taghmata, answerable only to the sinister and hidden tribunal which ruled his lightningwracked world. As part of Draykavac’s command, he also held the rank of sovereign-prelate of the Knight House of Atrax, which was fully oathbound to Cyclothrathe which, while nominally it still had its own seneschals and master, was in reality little more than a puppet House to the utterly callous and inhuman archmagos.

With the outbreak of war within the Coronid Deeps, Draykavac was at the forefront of the campaign of invasion and conquest Cyclothrathe carried out in the name of the Traitors, swiftly amassing a tally of atrocities and massacres to his name that set him apart as one of the most hated of his kind.

  • Archmagos Draykavac 240 pts
Warlord of Cyclothrathe, Sovereign-Prelate of House Atrax, Bringer of Perfection
M WS BS S T W I A Ld Sv Base
Draykavac (base: 40mm)
Draykavac 6 5 5 5 6 4 4 2 10 2+ 40mm
Draykavac on Abeyant (base: 60mm)
Draykavac on Abeyant 6 5 5 5 7 6 4 2 10 2+ 60mm
Unit Composition
  • 1 Draykavac
Wargear
  • Paragon blade
  • Graviton gun
  • Mechanicum Protectiva
  • Cortex controller
  • Djinn-skein
  • Machinator array
Unit Type
Special Rules (Draykavac)
  • Battlesmith (3+)
  • Feudal Hierarchy
  • Firing Protocols (2)
  • High Techno-arcana: Stataraga
  • Incursus Cybertheurgist
  • Independent Character
  • Liquifractor
  • Preferred Enemy (Infantry)
  • Traitor
  • Relentless
  • Stubborn
  • Warlord: Cruel Taskmaster
Special Rules (Draykavac on Abeyant)
  • Battlesmith (3+)
  • Feudal Hierarchy
  • High Techno-arcana: Stataraga
  • Incursus Cybertheurgist
  • Independent Character
  • Liquifractor
  • Preferred Enemy (Infantry)
  • Pride of Place
  • Stubborn
  • Traitor
  • Warlord: Cruel Taskmaster
Options
  • Archmagos Draykavac may be mounted on an Abeyant*
    +25 points
*If this option is chosen, use the ‘Draykavac on Abeyant’ profile.

High Techno-arcana: Stataraga

Archmagos Draykavac may be chosen as an HQ choice in a Traitor Allegiance Mechanicum Detachment, and may also be taken as a Troops choice in an army using the Divisio Tactica: Questoris Household. As part of a Questoris Knights Detachment, Archmagos Draykavac allows Castellax Battle-automata Maniples and Vorax Battle-automata Maniples to be chosen as non-Compulsory Troops choices for any Detachment in which he is included.

Incursus Cybertheurgist

Archmagos Draykavac has the Artificia Machina and Ephemera Incursus Cybertheurgic Arcana, and has all Rites and weapons that are part of those Arcana.

Liquifractor

The Archmagos of Cyclothrathe employed a weapon that could reduce nearly any target to a liquid slurry with a hideous mix of corrosive enzymes and radioactive waste materials.

Archmagos Draykavac may exchange all his attacks in an Assault phase for a single special Liquifractor attack. This attack Hits automatically and may be used against a single model in base contact with Draykavac at Initiative step 1. To resolve the attack, Draykavac’s player rolls 2D6. If the target has a Toughness Characteristic, they suffer a number of Wounds equal to Draykavac’s roll minus their Toughness Characteristic with an AP value of 2. If the target has an Armour Value, reduce the rolled value by half of the Armour Value struck; the result is the number of Penetrating Hits the Vehicle suffers. For example, if Archmagos Draykavac’s player rolls a result of 9 against a Karacnos Assault Tank with a Rear Armour Value of 12 (halved to 6), three Penetrating Hits are inflicted (9-6=3)

Warlord: Cruel Taskmaster

If chosen as the army’s Warlord, Archmagos Draykavac automatically has Cruel Taskmaster as his Warlord Trait and may not select any other.

Cruel Taskmaster – If any friendly unit with at least one model within 12" of a Warlord with this Trait fails a Morale check or Pinning test, the controlling player may choose to remove a single model from that unit as a casualty, without any Armour Saves or Damage Mitigation rolls being made, and instead have the unit automatically pass the Morale check or Pinning test without re-rolling any dice.

In addition, an army whose Warlord has this Trait may make an additional Reaction in the Shooting phase as long as the Warlord has not been removed as a casualty.

Djinn-skein

Draykavac was no mere tactician supplying his soldiers with orders, but the governing will of Taghmata Cyclothrathe. The automata and combat servitors at his command acted as his eyes on the battlefield, and so too did the machine spirits of his enemies. Through hordes of slaved data-djinn and malicious cogitation engrams, Draykavac possessed an awareness of the ebb and flow of any battlefield that bordered on the preternatural.

Archmagos Draykavac increases the Ballistic Skill of any unit he joins by +1. In addition, while Archmagos Draykavac is present on the battlefield and not Embarked in a Building or on a unit with the Transport Unit Sub-type and not locked in combat, 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 Archmagos Draykavac has line of sight to the unit targeted by the attack or the point chosen as the target of the deployment.


HQ

Tactical command of larger Secutarii forces is commonly delegated to a field officer known as an axiarch. They are selected by an arcane process that concerns considerably more than merely rewarding meritorious service as it might be in a more commonplace military formation.

As well as having displayed perfect dedication and application of the Secutarii’s arts of war, they must also have served in a battlefield operation where a fallen Titan has been successfully recovered or protected from the very teeth of the enemy; the most holy act a Secutarii can perform. Also, the potential candidate must be examined for both doctrinal purity in the Omnissiah’s faith and biological adaptability for additional augmentation by cybernetic means, and even then the Legio’s logiseers must establish if the auspices are favourable.

Only if all of these criteria are met are they remade to a Machine Cult-ordained pattern. Rebuilt so that very little of the living being remains, becoming an inhumanly stalwart, nigh indestructible soldier likened to the god-engines they are charged to protect, in both fabricated body and machine spirit-ridden psyche.

  • Secutarii Axiarch 60 pts
M WS BS S T W I A Ld Sv Base
Secutarii Axiarch (base: 32mm)
Secutarii Axiarch 7 4 5 4 4 3 4 3 9 3+ 32mm
Unit Composition
  • 1 Secutarii Axiarch
Wargear
  • Arc maul
  • Radium pistol
  • Titanshard armour
  • Kyropatris field generator
  • Frag grenades
Unit Type
Special Rules
  • Binaric Stratagems
  • Feel No Pain (6+)
  • Independent Character
  • Precision Shots (6+)
  • Stubborn
Options
  • The Secutarii Axiarch may exchange their radium pistol for one of the following weapons:
  • - Volkite serpenta
    Free
  • - Archaeotech pistol
    +5 points
  • - Arc pistol
    +5 points
  • - Photon gauntlet
    +15 points
  • The Secutarii Axiarch may exchange their arc maul for one of the following weapons:
  • - Corposant stave
    +5 points
  • - Power weapon
    +5 points
  • - Power fist
    +10 points
  • The Secutarii Axiarch may exchange both their radium pistol and arc maul for an:
  • - Arc lance and mag-inverter shield
    +15 points
  • The Secutarii Axiarch may be equipped with any of the following:
  • - Augury scanner
    +5 points
  • - Rad grenades
    +10 points
  • The Secutarii Axiarch may upgrade a single weapon to have the following special rule:
  • - Master-crafted
    +5 points

Elites


ELITES

The arcuitor magisterium are accusers and judges of tech-heresy, and the executioners of heretek magi. They are usually magi themselves, of high rank and noble standing, tempered by the wisdom of frequent conclave with the forge-fane and the will of the Omnissiah; their belief is utterly devout, reinforced and become rigid with zealotry. These venerable figures are known as the fathers of the Malagra, for they are often ancient beyond belief, and are heavily augmented in attaining closeness to their Machine God.

The arcuitors do not officially lead or guide the Prefecture Magisterium, but through their actions are the agendas of that pious organisation shaped, for a senior arcuitor can call upon great resources – enough to instigate independent crusades against those they deem worthy of deconstruction, most often of the Ossifram Majority and the Dark Mechanicum.

  • 0-1 Arcuitor Magisterium 85 pts
Assassin of the Prefecture Magisterium, Paternis Malagra
M WS BS S T W I A Ld Sv Base
Arcuitor (base: No official base size)
Arcuitor 7 5 5 5 5 2 4 2 10 3+ No official base size
Unit Composition
  • 1 Arcuitor
Wargear
  • Corposant stave
  • Archaeotech pistol
  • Mechanicum Protectiva
  • Cortex controller
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Battlesmith (5+)
  • Feel No Pain (5+)
  • Firing Protocols (2)
  • Hunter Killer
  • Independent Character
  • Loyalist
  • Monster Hunter
  • Precision Strikes (5+)
Options
  • The Arcuitor may take one of the following additional ranged weapons:
  • - Phased plasma-fusil
    +10 points
  • - Photon thruster
    +20 points
  • The Arcuitor may exchange their corposant stave for a:
  • - Paragon blade
    +15 points
  • The Arcuitor may take one of the following:
  • - Servo-arm
    +10 points
  • - Machinator array
    +25 points

Hunter Killer


This unit may be upgraded freely as described in their profile, though they may not take the Paragon of Metal upgrade. If taken in this manner, the unit forms a single unit with the Arcuitor Magisterium, and the Arcuitor Magisterium gains the Patris Cybernetica special rule. The Arcuitor Magisterium may not voluntarily leave this unit during the course of the battle. This unit counts as being part of the same Elites choice as the Arcuitor Magisterium and does not take up a separate Force Organisation slot.


ELITES

Accorded by most observers to be the last class of battle-automata to enter mass production before the outbreak of the civil war, the Domitar was a sophisticated variant of the ancient Conqueror pattern. Larger than the more common Castellax, it was also swifter, designed to cross the open battlefield at speed and built expressly to crash into the enemy with shattering force.

To this end, the Domitar’s armoured frame was itself a weapon, while its blows were amplified by the battle-automata’s inbuilt gravitational hammers, allowing it to pulverise battle tanks and, as it would later prove, even Legiones Astartes Dreadnoughts in combat. As a line-breaker, the Domitar was unparalleled in the Mechanicum’s arsenal, and its tactical flexibility was further augmented with a missile launcher armed with a variety of munitions.

The introduction of the Domitar was part of the Mechanicum’s growing power by the late 900s.M30 and the source of much disquiet in certain circles of the Imperium’s hierarchy, but like other weapons of its era, it would burn in the fires of heresy, the apotheosis of power it represented all but lost to history…

  • Domitar Battle-Automata Maniple 145 pts
M WS BS S T W I A Ld Sv Base
Domitar (base: 60mm)
Domitar 8 4 3 7 7 5 3 3 7 3+ 60mm
Unit Composition
  • 1 Domitar
Wargear
  • Two graviton hammers*
  • One missile launcher with frag, krak, flak and ignis missiles
  • Atomantic deflector
  • Searchlights
Unit Type
Special Rules
  • Hammer of Wrath (1)
  • Relentless
*A Domitar with two graviton hammers gains an additional Attack. This additional Attack is not included in the characteristics profile above.
Options
  • The Domitar Battle-automata Maniple may include:
  • - Up to 4 additional Domitar
    +130 points per model
  • A unit consisting of a single model may be upgraded to have the following special rule Note that only one model in any army may be upgraded in this manner:
  • - Paragon of Metal
    +35 points


ELITES

The hulking, heavily augmented Myrmidon Secutors are ordained priests of the Cult Mechanicus in their own right, but are a breed apart from their fellow Tech- Priests and magi. Their sole concentration is the art of destruction and the embodiment of that power within their own vastly augmented bodies, in which little organic remains. The Myrmidons form their own sub-sects within the Mechanicum, and to them war is a matter of cold logic and murderous equation.

Before the Horus Heresy, the Myrmidons kept no single master long, but instead were drawn to battle as a vulture was drawn to carrion, seeking fresh challenges to defeat and the revelations of the Omnissiah unveiled to them in the mysteries of shot and shell. As the war of the Horus Heresy set the galaxy to burn, the Myrmidon faction grew to both increased importance and increased numbers on both sides of the warring divide; their invaluable arts and expertise forming a cornerstone of many newly formed and expanded Taghmata, but to whom their loyalty truly lay, remained often in question.

  • Myrmidon Secutor Host 150 pts
M WS BS S T W I A Ld Sv Base
Myrmidon Secutor (base: 40mm)
Myrmidon Secutor 6 4 5 5 5 4 2 3 8 3+ 40mm
Secutor Lord (base: 40mm)
Secutor Lord 6 4 5 5 5 4 2 4 9 3+ 40mm
Unit Composition
  • 2 Myrmidon Secutors
  • 1 Secutor Lord
Wargear
  • Myrmidon axe
  • Two Maxima bolters
  • Refractor field
  • Frag grenades
Unit Type
Special Rules
  • Bulky (3)
  • Firing Protocols (2)
  • Hatred (Everything)
  • Relentless
  • Stubborn
Dedicated Transport
Options
  • The Myrmidon Secutor Host may include:
  • - Up to 7 additional Myrmidon Secutors
    +45 points per model
  • Any model in the unit may exchange either or both of their Maxima bolters for one of the following:
  • - Volkite charger
    Free
  • - Graviton gun
    +5 points each
  • - Irad-cleanser
    +10 points each
  • - Phased plasma-fusil
    +10 points each


ELITES

Operating in a support role, Covenants and Maniples of Tech-Priest adepts and lesser magi also form a key part of the Taghmata Omnissiah. Of those whose firepower and expertise is called to the Taghmata by feudal obligation, enginseers are perhaps the most common.

These often accompany their masters and the mighty war machines they administer onto the battlefield, enabling the Taghmata to make field repairs, assuage fevered machine spirits and perform the required microcalibrations to arms and systems to ensure the holy engines of battle perform to their optimal efficiency.

Less common are representatives of militant orders such as the reductor and lachrimallus. The former are siege warfare specialists whose arts are used to either lay low fortifications or defend them as they are called on by their masters. The latter, whose flesh-craft and alchemistry mercilessly drives on the half-living tech-thralls employed by the Taghmata, are masters of teeming hordes of resilient, if expendable, troops.

  • Tech-Priest Auxilia 65 pts
M WS BS S T W I A Ld Sv Base
Tech-Priest (base: 32mm)
Tech-Priest 6 3 3 3 3 1 3 1 7 4+ 32mm
Magos Auxilia (base: 32mm)
Magos Auxilia 6 3 4 3 4 2 3 2 8 3+ 32mm
Servo-automata (base: 25mm)
Servo-automata 6 3 3 4 5 1 1 1 6 5+ 25mm
Unit Composition
  • 1 Tech-Priest
  • 4 Servo-automata
Wargear
  • Laspistol (Magos Auxilia and Tech-Priest only)
  • Power axe (Magos Auxilia and Tech-Priest only)
  • Close combat weapon (Servo-automata only)
Unit Type
Special Rules
  • Battlesmith (5+) (Magos Auxilia only)
  • Battlesmith (6+) (Tech-Priest only)
  • Cybertheurgist Auxilia (Magos Auxilia only)
  • Stubborn (Magos Auxili and Tech-Priest only)
  • Techno-arcana (Magos Auxilia and Tech-Priest only)
Dedicated Transport
Options
  • The Tech-Priest Auxilia may include:
  • - Up to 2 additional Tech-Priests
    +20 points per model
  • - Up to 6 additional Servo-automata
    +5 points per model
  • A single Tech-Priest in the unit may be upgraded to a:
  • - Magos Auxilia
    +25 points
  • Any Tech-Priest or Magos Auxilia may take any of the following:
  • - Augury scanner
    +5 points
  • - Nuncio-vox
    +10 points
  • - Volkite charger
    +10 points
  • - Cortex controller
    +15 points
  • - Graviton gun
    +15 points
  • Any Tech-Priest or Magos Auxilia may take:
  • - Cyber-familiar
    +5 points each
  • - Melta bombs
    +5 points each
  • Any Servo-automata may take one of the following:
  • - Las-lock
    +2 points
  • - Flamer
    +5 points
  • - Maxima bolter
    +5 points
  • - Servo-arm
    +5 points
  • - Rotor cannon
    +10 points
  • - Heavy bolter
    +15 points
  • - Multi-melta
    +25 points

Cybertheurgist Auxilia

The Magos Auxilia may select one of the following Cybertheurgic Arcana, gaining all Rites and weapons that are part of that Arcana:
  • Artificia Cybernetica
  • Artificia Machina

Techno-arcana

Each Tech-Priest Auxilia unit must choose one of the following Techno-arcana. Only one selection may be made per Tech-Priest Auxilia unit. The Techno-arcana applies to the entire unit, providing it with additional special rules and wargear at no additional cost unless noted:

Enginseer: Tech-Priests and Magos Auxilia in the unit are each equipped with a servo-arm. While the unit contains any number of Servo-automata, Tech-Priests and Magos Auxilia in the unit improve their Battlesmith (X) special rule to Battlesmith (4+).

Lachrimallus: Tech-Priests, Magos Auxilia and Servo-automata in the unit have the Feel No Pain (5+) special rule. Friendly Adsecularis Tech-thrall units with at least one model within 6" of one or more Tech-Priest or Magos Auxilia with this special rule add +1 to their Feel No Pain Damage Mitigation rolls or gain the Feel No Pain (6+) special rule if they do not already possess the Feel No Pain (X) special rule

Reductor: Tech-Priests and Magos Auxilia in the unit are each equipped with a servo-arm, and all models in the unit gain the Sunder and Wrecker special rules. Magos Auxilia may exchange their servo-arm for either a conversion beamer or graviton imploder for +25 points each.

Troops


TROOPS

Tech-thralls are created by the Mechanicum through basic augmetics and cranial surgery as the need for them arises. They are not servitors, which often use formerly human biological matter as a component system, but rather can be considered cyborgs as consciousness is not extinguished before they are reprocessed into their new forms, merely mutilated and overridden. The conversion process commonly awaits the laity of a Forge World’s population should it commit some transgression against their masters, for few other punishments exist in the Omnissiah’s domains.

Tech-thralls serve many purposes, principally that of a flexible pool of expendable labour. In times of war, this same fate befalls many to create a quickly produced and ultimately expendable military resource known as the adsecularis. In these cases, the organic human bodies of the tech-thralls, already altered to lift heavy loads and function in hostile environments, are fitted with basic weapons systems and bodily protection. On the battlefield they serve as expendable troops, unskilled but relentless and indefatigable; an army of the alive-yet-dead, puppeted by the magi who command them.

  • Adsecularis Tech-Thralls Covenant 45 pts
M WS BS S T W I A Ld Sv Base
Tech-thrall (base: 25mm)
Tech-thrall 6 2 2 3 3 1 2 1 6 6+ 25mm
Unit Composition
  • 10 Tech-thralls
Wargear
  • Close combat weapon
  • Las-lock
Unit Type
Special Rules
  • The Rite of Pure Thought
  • Stubborn
  • Feel No Pain (5+)
  • Hatred (Everything)
Dedicated Transport
Options
  • The Adsecularis Tech-thralls Covenant may include:
  • - Up to an additional 20 Tech-thralls
    +3 points per model


TROOPS

The most common Castellan-type battleautomata in service, the Castellax is a general battle unit developed during the Great Crusade from its ancient forebear. Primarily intended for siege work and shock assaults, it is a terrifying, humanoid machine thrice the height of a man, with a notoriously aggressive and responsive machine spirit. Its armoured endoskeleton is proof against small arms fire and highly resistant to damage thanks to its durable design and the presence of the same atomantic shielding technology that features on the Legiones Astartes Contemptor class Dreadnought.

The Castellax class was a mainstay of both the Legio Cybernetica and the elite defensive formations of many Forge Worlds, who relied on its formidable power for their protection. Some in the Imperial hierarchy saw the steady increase in the number of these war machines as a sleeping threat should the Mechanicum ever default on its treaty with the Emperor. History was to take a different course, and thousands of these war engines would be broken on the wheel of war, and the Castellax was never to be seen again in such numbers.

  • Castellax Battle-Automata Maniple 95 pts
M WS BS S T W I A Ld Sv Base
Castellax (base: 60mm)
Castellax 7 3 4 7 6 4 3 2 7 3+ 60mm
Unit Composition
  • 1 Castellax
Wargear
  • Two shock chargers with in-built bolters*
  • Mauler bolt cannon
  • Atomantic deflector
Unit Type
Special Rules
  • Hammer of Wrath (1)
*A Castellax with two shock chargers gains an additional Attack. This additional Attack is not included in the characteristics profile above.
Options
  • The Castellax Battle-automata Maniple may include:
  • - Up to 4 additional Castellax
    +85 points per model
  • The entire unit may take:
  • - Searchlights
    +1 point per model
  • Any Castellax may exchange its mauler bolt cannon for one of the following:
  • - Multi-melta
    +20 points per model
  • - Darkfire cannon
    +20 points per model
  • Any Castellax may exchange one of its shock chargers with in-built bolter for a:
  • - Siege wrecker
    +15 points each
  • Any Castellax may exchange both of its shock chargers with in-built bolters for:
  • - Two power blade arrays with in-built bolters
    +5 points each*
*A Castellax with two power blade arrays gains an additional Attack.
  • Any Castellax may exchange either or both in-built bolters for one of the following:
  • - Maxima bolter
    Free
  • - Flamer
    +5 points each
  • A unit consisting of a single model may be upgraded to have the following special rule Note that only one model in any army may be upgraded in this manner:
  • - Paragon of Metal
    +35 points


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.

Scyllax are found in the retinues of only the highest ranking magi, where they serve as bodyguards and elite shock troops. There are some factions within the Mechanicum who will have no truck with the Scyllax though, claiming sinister provenance for its design, and that the automata gain a subtle and dangerous selfawareness over time.

  • Scyllax Guardian-Automata Maniple 120 pts
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
Unit Composition
  • 4 Scyllax
Wargear
  • Scyllax combat array
  • Kraken bolter
  • Rad furnace
  • Frag grenades
Unit Type
Special Rules
  • Move Through Cover
  • Night Vision
  • Relentless
  • Support Squad
Dedicated Transport
Options
  • The Scyllax Guardian-automata Maniple may include:
  • - Up to 12 additional Scyllax
    +25 points per model
  • Any Scyllax may exchange their Kraken bolter for one of the following:
  • - Maxima bolter
    Free
  • - Flamer
    +5 points each
  • - Rotor cannon
    +5 points each
  • - Volkite charger
    +5 points each
  • For every four models in the unit, one Scyllax may exchange their Kraken bolter for one of the following:
  • - Graviton gun
    +5 points
  • - Plasma gun
    +5 points
  • - Irad-cleanser
    +10 points
  • - Meltagun
    +10 points


TROOPS

The hulking, heavily augmented cyborg shocktroops originating within the Ordo Reductor faction of the Mechanicum, the Thallax differ from the Martian Skitarii regiments both in their purpose and the unique degree of their augmetics. The Lorica Thallax which encases their major organs, nervous system and cerebrum also replaces the skeleton and limbs entirely with armoured mechanical systems powered by an internal reactor core.

The agony of this process, along with the replacement of the usual human sensory apparatus, proves so traumatic as to require the surgical excision of the pain centres and emotions. The Thallax, however, retains a degree of independent human thought; this individuality and self-determination is greater by far than that enjoyed by tech-thralls, whose cranial-surgery implants are often crude at best, damaging as much as they control.

  • Thallax Cohort 125 pts
M WS BS S T W I A Ld Sv Base
Thallax (base: 40mm)
Thallax 7 3 4 4 5 3 2 2 7 4+ 40mm
Unit Composition
  • 3 Thallax
Wargear
  • Close combat weapon
  • Lightning gun
  • Lorica Thallax
  • Incunabulan jet pack
  • Frag grenades
Unit Type
Special Rules
  • Bulky (2)
  • Djinn-sight
  • Feel No Pain (6+)
  • Relentless
  • Stubborn
Dedicated Transport
Options
  • The Thallax Cohort may include:
  • - Up to an additional six Thallax
    +37 points per model
  • The entire unit may take:
  • - Melta bombs
    +5 points per model
  • Any model with a lightning gun may take:
  • - Chain bayonet
    +2 points each
  • For every three models in the unit, one Thallax may exchange their lightning gun for one of the following weapons:
  • - Multi-laser
    +5 points
  • - Irad-cleanser
    +10 points
  • - Phased plasma-fusil
    +10 points
  • - Multi-melta
    +25 points
  • - Photon thruster
    +25 points


TROOPS

The Armiger Helverin is a fast-moving weapons platform bearing a pair of Phaeton autocannon designed to lay down blistering hails of heavy fire while running rings around the enemy’s forces. The men and women tasked with such protective duties are not noble scions, but warriors from outside of the noble Houses, such as lesser retainers and peon warriors who have shown great valour in the service of a Questoris House and can hope to one day secure entry into the Household of a scion marshal, should they survive long enough.

  • Armiger Helverin Talon 200 pts
M WS BS S T W I A Ld Sv Base
Armiger Helverin (base: 100mm)
Armiger Helverin 8 4 4 7 7 6 4 3 7 3+ 100mm
Unit Composition
  • 1 Armiger Helverin
Wargear
  • Two Phaeton autocannon
  • Heavy stubber
  • Ionic deflector
Unit Type
Special Rules
  • Armiger Talon
  • Fleet (2)
  • Move Through Cover
Options
  • The Armiger Helverin Talon may include:
  • - Up to 3 additional Armiger Helverins
    +200 points each
  • Any Armiger Helverin in the unit may exchange its heavy stubber for:
  • - Meltagun
    +15 points per model


TROOPS

The Armiger Knight is a lighter, more agile cousin to the Questoris Knight that often fought alongside its larger confederates during the Great Crusade, picking off threats which came from enemies beneath the notice of the larger Knights, such as swarming throngs of infantrymen attempting to breach the protective barriers of their ion shields to clamp explosives directly upon their armoured frames. Armiger Warglaives are armed with menacing thermal lances and fearsome Reaper chainblades, well suited to the belligerent and aggressive nature of their pilots.

  • Armiger Warglaive Talon 200 pts
M WS BS S T W I A Ld Sv Base
Armiger Warglaive (base: 100mm)
Armiger Warglaive 8 4 4 7 7 6 4 3 7 3+ 100mm
Unit Composition
  • 1 Armiger Warglaive
Wargear
  • Reaper chainblade
  • Heavy stubber
  • Thermal lance
  • Ionic deflector
Unit Type
Special Rules
  • Armiger Talon
  • Fleet (2)
  • Move Through Cover
Options
  • The Armiger Warglaive Talon may include:
  • - Up to 3 additional Armiger Warglaives
    +200 points each
  • Any Armiger Warglaive in the unit may exchange its heavy stubber for:
  • - Meltagun
    +15 points per model


TROOPS

The principal battlefield formation of the Secutarii is the Hoplites phalanx, a defensive force which is augmented and equipped specifically to resist infantry assault and defy the odds on the most violent and hazardous of battlefields. Their strength comes from both their resolute discipline in battle and from the crackling energy barriers generated by their interlocking Kyropatris field generators. The power of these surgically implanted generators is channelled and amplified by their unique shields, which allow them to withstand phenomenal amounts of enemy firepower and endure.

In counter-assault, they are deadly, their arc lances used to bathe the battlefield before them in murderous torrents of artificial lightning or blast foes into burning ruin at close quarters, while their inhumanly clinical training and cogitator-assisted battlefield protocols allow them to operate both in dispersed skirmishing lines as escort for the god-engines or advance in densely packed ranks to obliterate resistance.

  • Secutarii Hoplite Phalanx 130 pts
M WS BS S T W I A Ld Sv Base
Secutarii Hoplite (base: 25mm)
Secutarii Hoplite 7 3 4 3 3 1 3 1 7 4+ 25mm
Hoplite Alpha (base: 25mm)
Hoplite Alpha 7 3 4 3 3 2 3 2 8 4+ 25mm
Unit Composition
  • 9 Secutarii Hoplites
  • 1 Hoplite Alpha
Wargear
  • Arc lance
  • Corpus Skitarii
  • Mag-inverter shield
  • Kyropatris field generator
Unit Type
Special Rules
  • Feel No Pain (6+)
Dedicated Transport
Options
  • The Secutarii Hoplite Phalanx may include:
  • - Up to 10 additional Secutarii Hoplites
    +12 points per model
  • The Hoplite Alpha may take one of the following additional weapons options:
  • - Radium pistol
    +5 points
  • - Volkite serpenta
    +5 points
  • - Arc pistol
    +10 points
  • The Hoplite Alpha may exchange their arc lance for an:
  • - Arc maul
    Free
  • - Power weapon
    Free
  • The Hoplite Alpha may be equipped with any of the following:
  • - Augury scanner
    +5 points
  • - Rad grenades
    +10 points


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

Dedicated Transports


DEDICATED TRANSPORTS

The Triaros is the primary armoured battlefield transport of the Mechanicum Taghmata during the era of the Great Crusade and the Horus Heresy. Eschewing the more commonplace STC designs, it relies on a number of unique technologies held as arcana by the magos autokrator and never divulged for wider Imperial use, even by the Legiones Astartes.

Designed for use in hostile environments, it incorporates multiple galvanic traction drives and its defences are comprised not merely of brute armour, but layered techno-cant wardings and interlocking energy shields, particularly around its seemingly exposed control dais, as well as independently animated weapons servitors.

Its capacious storage bay can be hermetically sealed if needed, allowing the Triaros to be used in hard vacuum and on the surfaces of lifeless worlds. Its internal bay is outfitted with numerous specialised couplings for the recharging, cold-sleep storage and the servicing of tech-thralls and light automata as needed. Its most remarkable feature, however, is a powerful reactor-fed shock ram mounted to its fore, which can be used to shatter and incinerate anything it contacts.

  • Triaros Armoured Conveyor 135 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Triaros (base: Use model)
Triaros 12 4 14 12 12 5 22 Use model
Unit Composition
  • 1 Triaros Armoured Conveyor
Wargear
  • Shock ram
  • Two Centreline Mounted volkite calivers
  • Pintle Mounted twin-linked mauler bolt cannon
  • Flare shield
  • Searchlights
Unit Type
Special Rules
  • Galvanic Traction Drive
Access Points
  • A Triaros Armoured Conveyor has one Access Point on each side of the hull.
Options
  • The vehicle may take any of the following options:
  • - Up to two Hull (Front) Mounted hunter-killer missiles
    +5 points each

Fast Attack


FAST ATTACK

A variant of the ancient and versatile Conqueror automata STC, the Arlatax’s development, which was the work of the magos-wrights of Xana, would do much to influence the later design of the Domitar. Beyond the Taghmata and skitarii forces of that Forge World the pattern never gained wide acceptance, despite its excellent performance as a rapid-moving shock assault unit. The idiosyncratic choice of certain components in the battle-automata’s designs were not approved by the remit of Mars, making refit and repair difficult for those without a direct line to Xana’s resources. Despite this, outlying Forge Worlds such as Atar-Median and Incaladion were known to have obtained full templates to produce their own independently. Darker suspicions blamed the lack of widespread use on their machine spirits, which were particularly prone to greater than tolerable incidences of Malifica. As the Horus Heresy ground on, however, it became clear that Xana had produced the Arlatax in unsuspected numbers, and in increasingly baroque and sinister sub-patterns. Meanwhile, Atar-Median maintained a smaller stream that saw more heavily-sanctified variants take their own place on the Loyalist battlelines.

  • Arlatax Battle-Automata Maniple 150 pts
M WS BS S T W I A Ld Sv Base
Arlatax (base: No official base size)
Arlatax 8 4 3 7 6 4 4 3 7 3+ No official base size
Unit Composition
  • 1 Arlatax
Wargear
  • Two power blade arrays with in-built light autocannon*
  • Plasma cannon
  • Atomantic deflector
  • Utan jump booster
Unit Type
Special Rules
  • Hammer of Wrath (1)
* An Arlatax with two power blade arrays gains an additional Attack. This additional Attack is not included in the characteristics profile above.
Options
  • The Arlatax Battle-automata Maniple may include:
  • - Up to 2 additional Arlatax
    +135 points per model
  • Any Arlatax in the unit may exchange one or both power blade arrays with in-built light autocannon for an:
  • - Arc scourge
    +20 points each*
* An Arlatax with two arc scourges gains an additional Attack.
  • A unit consisting of a single model may be upgraded to have the following special rule Note that only one model in any army may be upgraded in this manner:
  • - Paragon of Metal
    +35 points


FAST ATTACK

A development of the later Great Crusade, the Ursarax tech-thralls were first designed by Explorator Magos Enabrin Falkan as a heavy, rapid-moving close combat unit for use by the notoriously independent magos’ forces. Using a fusion of existing technologies sacred to the Mechanicum, materials and patterns taken from the Thallax of the Ordo Reductor (much to their displeasure) and the fruits of Falkan’s own discoveries, they are formidable, even monstrous, killing engines.

Like the Thallax, Ursarax are thralls rather than servitors. Selected from suitable human candidates for conversion, their living components retain a consciousness and dim recollection of their former humanity, providing them with superior tactical abilities and the instincts to kill. Neural anaesthesia is automatically administered for the successful fulfilment of their orders, providing them with relief, albeit temporarily, from their tortured existences. After Falkan’s mysterious disappearance his warring acolytes dispersed to many different masters, taking the secret of the Ursarax’s creation with them.

  • Ursarax Cohort 145 pts
M WS BS S T W I A Ld Sv Base
Ursarax (base: 40mm)
Ursarax 7 4 3 4 5 3 2 2 7 4+ 40mm
Unit Composition
  • 3 Ursarax
Wargear
  • Two lightning claws*
  • Volkite incinerator
  • Lorica Thallax
  • Utan jump booster
  • Frag grenades
Unit Type
Special Rules
  • Bulky (2)
  • Feel No Pain (6+)
  • Stubborn
* An Ursarax with two lightning claws gains two additional Attacks. These additional Attacks are not included in the characteristics profile above.
Options
  • The Ursarax Cohort may include:
  • - Up to 6 additional Ursarax
    +45 points per model
  • For every three models in the unit, one Ursarax may exchange their two lightning claws for:
  • - Two power fists
    +15 points per model*
*An Ursarax with two power fists gains an additional Attack.


FAST ATTACK

Vorax are hunter-killer units, battle-automata created from the ancient and revered Crusader template pattern said to date back to the Dark Age of Technology and which may be found on every major Forge World in the Imperium.

Created on pre-Imperial Mars to fulfil the role of search and destroy weapon against rogue machines and mutant vermin, their Cybernetica cortex engrams are known to be particularly predatory and vicious. Such are the bestial instincts that sleep within their blast-steel and ceramite bodies, that numerous cut-outs and override cantos are hardwired into their control programming to prevent these tireless hunting machines from devolving into the renegades they prey upon.

At times they are also dispatched by their masters to conduct a cull of surplus population during a time of famine or plague, their hunts only ending when some unknown tally of slaughter has been reached. It is little wonder then that the Vorax are held in superstitious dread by the indentured human labourers of the Mechanicum’s farflung domains and by the neophyte adepts of the Omnissiah’s priesthood alike.

  • Vorax Battle-Automata Maniple 65 pts
M WS BS S T W I A Ld Sv Base
Vorax (base: 60mm)
Vorax 8 4 4 6 5 3 4 3 7 3+ 60mm
Unit Composition
  • 1 Vorax
Wargear
  • Two power blade arrays with in-built rotor cannon*
  • Lightning gun
  • Atomantic deflector
Unit Type
Special Rules
  • Fleet (2)
  • Hammer of Wrath (1)
  • Scout
*A Vorax with two power blade arrays gains an additional Attack. This additional Attack is not included in the characteristics profile above.
Options
  • The Vorax Battle-automata Maniple may include:
  • - Up to 5 additional Vorax
    +65 points per model
  • For every three models in the unit, one Vorax may exchange its lightning gun for:
  • - Irad-cleanser
    +10 points each
  • A unit consisting of a single model may be upgraded to have the following special rule Note that only one model in any army may be upgraded in this manner:
  • - Paragon of Metal
    +35 points


FAST ATTACK

The Vultarax was the most common stratosautomata in widespread use by the Mechanicum Taghmata at the time of the Horus Heresy. A robust, multi-role war engine, heavily armed and fitted with sophisticated sensory gear and able to operate in diverse and hostile environments, it proved itself a keystone of both Mechanicum Explorator Expeditionary forces as an armed, high-mobility scout and as a hunter-killer and rapid response unit in open battle.

Unlike the more common automata of the Taghmata, which were designed along primarily humanoid or animal forms, its design owed little to nature. Instead, it was based on patterns for autonomous aerial machines found within ancient pre-Imperium STC templates, and constructed around a powerful variant of the cybernetica cortex. A creation of the Forge World of Anetarbraxus during the Age of Strife, it was later given up as tribute to Mars. From there it spread rapidly to other Forge Worlds in the decades after Anetarbraxus’ reunification and, by the Horus Heresy, it stood as a memorial of sorts to that Forge World, shattered as it was to molten fragments during the Great Mandragoran Incursion.

  • Vultarax Stratos-Automata Squadron 125 pts
M WS BS S T W I A Ld Sv Base
Vultarax (base: 100mm)
Vultarax 8 3 5 4 6 4 3 2 7 3+ 100mm
Unit Composition
  • 1 Vultarax
Wargear
  • Arc blaster
  • Two havoc launchers
  • Atomantic deflector
  • Stratos thrusters
Unit Type
Special Rules
  • Djinn-sight
  • It Will Not Die (5+)
  • Night Vision
  • Surveillance Protocols
Options
  • The Vultarax Stratos-automata Squadron may include:
  • - Up to 2 additional Vultarax
    +125 points per model
  • A unit consisting of a single model may be upgraded to have the following special rule Note that only one model in any army may be upgraded in this manner:
  • - Paragon of Metal
    +35 points

Heavy Support


HEAVY SUPPORT

A variant of the Triaros Armoured Conveyor common within the Mechanicum Taghmata, the Karacnos is a dedicated assault tank, its armoured chassis and copious transport compartment devoted to the mounting and munitions store of a single heavy weapon system—a mortar battery of ‘Karacnos’ radiological warheads, designed to sweep an area clear of organic life for later acquisition by the forces of the Machine God.

The warheads are themselves somewhat volatile and the launcher battery is protected by armoured shutters when not in firing mode. The vehicle itself is heavily protected by armour plate, radiological barriers and a thermogalvanic flare shield. An additional armament of entirely self-contained and selftargeting lightning-blaster weaponry, coupled with its considerable armour protection, and the infamous shock ram of its forebear, transform the Karacnos from a mobile artillery platform to a true assault tank, able to close with the enemy battle line and weather shock assault conditions to deliver its deadly cargo.

  • Karacnos Assault Tank 225 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Karacnos (base: Use model)
Karacnos 12 4 14 12 12 5 - Use model
Unit Composition
  • 1 Karacnos
Wargear
  • Shock ram
  • Hull (Front) Mounted Karacnos mortar battery
  • Two Sponson Mounted lightning locks
  • Flare shield
  • Searchlights
Unit Type
Special Rules
  • Galvanic Traction Drive
  • Hazardous Munitions
Options
  • The Karacnos may take any of the following options:
  • - Up to two Hull (Front) Mounted hunter-killer missiles
    +5 points each


HEAVY SUPPORT

The Knight Moirax was a variant of the Armiger chassis which saw little use before the darkest hours of the Horus Heresy as it was considered to be an unseemly tool with which to build a pristine Imperium. However, as a blunt and dirty weapon the Moirax was capable of mounting the most lethal weaponry available to its class of Scout Knights and was undeniably effective in wars which required the utter eradication of an enemy and the salting of the earth of their worlds. Talons of Knight Moirax are most frequently sent to battle among those Knight Households indentured to the Mechanicum, and those few Questor Masters who made use of them ensured that only their weakest noble lines and latter sons were expended in the radioactive prison of a Moirax cockpit. The rad furnace ticking at the heart of the machine and the resultant reactor leaks and critical anbaric malfunctions often led to the tainting of both a Moirax’s machine spirit and its pilot. Those unfortunate pilots ordered to mount such a frame were considered lesser and expendable by their lords, and though every other courtesy was extended to them, they would be excluded from both their place at Questor Court and their right to extend the reach of their bloodline.

  • Knight Moirax Talon 200 pts
M WS BS S T W I A Ld Sv Base
Knight Moirax (base: 100mm)
Knight Moirax 8 4 4 7 7 6 4 3 8 3+ 100mm
Unit Composition
  • 1 Knight Moirax
Wargear
  • Siege claw with in-built irad-cleanser
  • Volkite veuglaire
  • Ionic deflector
  • Rad furnace
Unit Type
Special Rules
  • Fleet (2)
  • Greuso Protocol
  • Moirax Talon
  • Move Through Cover
  • Night Vision
Options
  • The Knight Moirax Talon may include:
  • - Up to 3 additional Knight Moirax
    +200 points per model
  • Any Knight Moirax may exchange its volkite veuglaire and/or its siege claw with in-built irad-cleanser for any of the following weapons:
  • - Siege claw with in-built irad-cleanser
    Free
  • - Volkite veuglaire
    Free
  • - Lightning lock
    +5 points each
  • - Conversion beam cannon
    +10 points each
  • - Graviton pulsar
    +10 points each


HEAVY SUPPORT

A pattern originating on Mars whose genesis is lost to the earliest days of the Mechanicum, the Krios uses numerous arcane integrated systems well outside the purview of most STC construction facilities to build or maintain, so despite its age and proven record in the Mechanicum’s arsenals, it has never seen service outside the Taghmata and Skitarius. Comparable in many ways in function and tactical role to the Predator tank more widely used by Imperial forces, it lacks a flexible turret mount for its main armament, but makes up for this disadvantage with its greater speed and manoeuvrability.

In marked contrast to more conventional armoured vehicles, its durability is provided by interlocking defensive energy fields, (and in some cases potent flare shield generators) rather than physical armour, lending it a deceptively skeletal appearance. Unsurprisingly, given its long service history, many armament patterns and hull variants of the Krios exist but the most common mount a variety of heavy energy weapons unique to the Mechanicum, such as the lightning cannon and pulsar-fusil.

  • Krios Squadron 125 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Krios Battle Tank (base: Use model)
Krios Battle Tank 16 4 13 12 10 4 - Use model
Krios Venator (base: Use model)
Krios Venator 16 4 13 12 10 4 - Use model
Unit Composition
  • 1 Krios Battle Tank
Wargear
  • Hull (Front) Mounted lightning cannon
  • Searchlights
Unit Type
Special Rules
  • Galvanic Traction Drive
  • It Will Not Die (6+)
Options
  • A Krios Squadron may include:
  • - Up to 2 additional Krios Battle Tanks
    +125 points per model
  • Any Krios Battle Tank in the squadron may be upgraded to a:
  • - Krios Venator Tank Destroyer, exchanging its lightning cannon for a pulsar-fusil
    +25 points per model
  • Any Krios Battle Tank or Krios Venator Tank Destroyer in the squadron may take any of the following options:
  • - Up to two Hull (Front) Mounted hunter-killer missiles
    +5 points each
  • - Two Centreline Mounted volkite calivers
    +30 points per model


HEAVY SUPPORT

A sub-faction of the Myrmidon sect of the cult of the Machine God, the Destructors craft their augmetics to carry the heaviest of weapons, often only rendered portable owing to their reinforced endoskeletons and implanted power systems. These augmentations enable them to maintain a furious barrage on the battlefield and to do so with a precision and skill unequalled. They specialise particularly in the destruction of enemy armoured and fortified emplacements, and wield all manner of esoteric and arcane weapons, against which conventional defences offer little protection.

As with the rest of their Myrmidon brethren, the Destructors became an increasingly important faction on many Forge Worlds on both sides of the civil war, particularly for those Forge Worlds which became isolated and forced to rely on their own defences, and on those, such as the worlds of the Anvilus system, where war was all but constant throughout the Horus Heresy. Here the Ur-Nomus faction, which advocated the complete armed secession from either side in the war had the feared Myrmidon Destructor Lord Ymiros Cyrovile, as their leader.

  • Myrmidon Destructor Host 145 pts
M WS BS S T W I A Ld Sv Base
Myrmidon Destructor (base: 40mm)
Myrmidon Destructor 6 4 5 5 5 4 2 2 8 3+ 40mm
Destructor Lord (base: 40mm)
Destructor Lord 6 4 5 5 5 4 2 3 9 3+ 40mm
Unit Composition
  • 2 Myrmidon Destructors
  • 1 Destructor Lord
Wargear
  • Shock charger
  • Volkite culverin
  • Refractor field
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Bulky (3)
  • Relentless
  • Stubborn
Dedicated Transport
Options
  • The Myrmidon Destructor Host may include:
  • - Up to 7 additional Myrmidon Destructors
    +40 points per model
  • Any model in the unit may exchange their volkite culverin for one of the following:
  • - Conversion beamer
    +15 points each
  • - Graviton imploder
    +15 points each
  • - Darkfire cannon
    +20 points each
  • - Irradiation engine
    +20 points each


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.

A variant developed during the latter part of the Great Crusade, rumours persist that the Thanatar- Calix was the work of the combined efforts of the Sollex Myrmidon and Omega-Shevar Covenant of the Ordo Reductor, alongside unknown representatives of the Legio Cybernetica. The Thanatar-Calix combines the deadly tech-arcana of these secretive factions into a single devastating weapons platform, able to sunder the strongest fortifications with the lethal fire of its Sollex heavy lascannon.

  • Thanatar Siege-Automata Maniple 235 pts
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
Unit Composition
  • 1 Thanatar
Wargear
  • Two shock chargers (Thanatar-Cavas only)*
  • Graviton ram (Thanatar-Calix only)
  • Plasma mortar (Thanatar-Cavas only)
  • Sollex heavy-las (Thanatar-Calix only)
  • Twin-linked mauler bolt cannon
  • Atomantic deflector
Unit Type
Special Rules
  • Hammer of Wrath (1)
  • Thanatar Maniple
* A Thanatar-Cavas with two shock chargers gains an additional Attack. This additional Attack is not included in the characteristics profile above.
Options
  • A Thanatar Siege-automata Maniple may include:
  • - Up to 2 additional Thanatar-Cavas
    +235 points per model
  • A single Thanatar-Cavas in the Maniple may be replaced with a:
  • - Thanatar-Calix
    +20 points
  • A unit consisting of a single model may be upgraded to have the following special rule Note that only one model in any army may be upgraded in this manner:
  • - Paragon of Metal
    +35 points

Lords of War


LORDS OF WAR

Of the gigantic Acastus pattern Knights, some of the largest such war machines still in existence, the Asterius is among the most rare. Like its more common cousin, the Porphyrion, it boasts an armoured hide near impervious to weapons fire, striding across the battlefield like an angry giant beset by insects, and also wields a pair of twin ancient conversion beam cannons. These weapons are irreplaceable relics of a lost technology, each capable of sundering the walls of mighty fortresses and laying low powerful foes in a single blast.

  • Mechanicum Acastus Knight Asterius 625 pts
Armour
M WS BS S Front Side Rear I A HP Base
Knight Asterius (base: Use model)
Knight Asterius 12 4 4 10 14 13 12 3 3 9 Use model
Unit Composition
  • 1 Knight Asterius
Wargear
  • Two Arm Mounted twin-linked heavy conversion beam cannon
  • Hull (Front) Mounted Karacnos mortar battery
  • Two Hull (Front) Mounted volkite culverin
  • Ion shield
Unit Type
Special Rules
  • Catastrophic Explosion
  • It Will Not Die (6+)
  • Night Vision


LORDS OF WAR

One of the rarest and most potent Knights, created solely under the direct auspices of the lords magos of the Mechanicum, the Atrapos is a unique variant of the Cerastus. The Atrapos was created, it is said, during the early Great Crusade to carry particularly rare and powerful weaponry and with a single goal in mind – the destruction of heretek engines and xenos war machines whose very existence was considered a blasphemy to the Omnissiah.

Use of the Atropos was normally confined to the authority of the Synod of Magos of a given Forge World, a power unleashed both against the enemies of the Omnissiah and held as an ultimate sanction against any wayward magos or forge-fane that had committed heresy against the edicts of the Machine Cult. It is rare, but not unknown, for a Knight Atrapos to be gifted into the charge of a Knight House outside the direct influence of a Forge World, marking payment of some great service or blood-debt between the two.

In the legends of the Knight Houses, the machine spirits of the Knight Atrapos are said to possess an all-destroying hunger; for the scion who bonds with them, madness is said to be a constant risk.

  • Mechanicum Knight Atrapos 500 pts
Armour
M WS BS S Front Side Rear I A HP Base
Knight Atrapos (base: 170 x 109mm)
Knight Atrapos 14 4 4 9 13 12 12 4 4 8 170 x 109mm
Unit Composition
  • 1 Knight Atrapos
Wargear
  • Arm Mounted Atrapos phasecutter
  • Arm Mounted singularity cannon
  • Flare shield
  • Ion shield
Unit Type
Special Rules
  • Catastrophic Destruction
  • Flank Speed
  • It Will Not Die (6+)
  • Macro-extinction Targeting Protocols
  • Night Vision


LORDS OF WAR

Amongst the rarest examples of Knight Armour currently produced in any numbers by the forge-fanes of the Mechanicum, the Magaera is a marvel of lost technology. Within its armoured frame are housed relic devices understood by only the most learned tech-savants in the Mechanicum, from dedicated repair autosimulacra to the nighimpregnable ionic flare shield. However, the strain placed on the Armour’s atomantic reactors leads to dangerous levels of radiation seeping past the containment shields and in the event of heavy damage, potentially catastrophic internal explosions.

Magaera type Knights are most often used as shock assault units, breaching the most heavily defended enemy positions, while shrugging off heavy weapons fire and selfrepairing even devastating weapon strikes in a few minutes. To aid in this role, it is armed with a complex lightning cannon, using focussed electro-magnetic beams to vaporise infantry and blast apart armour.

  • Mechanicum Knight Magaera 400 pts
Armour
M WS BS S Front Side Rear I A HP Base
Knight Magaera (base: 170 x 109mm)
Knight Magaera 10 4 4 8 13 12 12 2 3 7 170 x 109mm
Unit Composition
  • 1 Knight Magaera
Wargear
  • Arm Mounted Reaper chainsword
  • Arm Mounted lightning cannon
  • Hull (Front) Mounted phased plasma-fusil
  • Flare shield
  • Ion shield
Unit Type
Special Rules
  • It Will Not Die (6+)
  • Night Vision
  • Overtaxed Reactor
Options
  • The Knight Magaera may exchange its Arm Mounted Reaper chainsword for an:
  • - Arm Mounted siege claw with in-built irad-cleanser
    +25 points


LORDS OF WAR

The Styrix mark Knight armour is the equal of the Magaera in technological sophistication, but has been meticulously designed to facilitate the efficient eradication of infantry formations and supporting vehicles. Blasts from the Styrix’s integral graviton gun pin hapless targets in place while scything volkite beams and flesh-boiling rad cleanser discharges reap a heavy toll of lives. The anima of these Armours, steeped in slaughter and death in its most visceral sense, often develop distinctly malevolent machine spirits, and have garnered something of a dark reputation in many of the more conservative Households, who view the wanton slaughter of impotent infantry as beneath a true Knight.

Among Mechanicumoathed Households, the Styrix is held in higher esteem, especially among those scions who have undergone extensive augmentation in honour of their enigmatic patrons and share their antipathy for the weakness of flesh. The pitiless thrall-Knights of House Col’Khak are renowned for fielding entire formations of these machines in support of Legio Atarus, sweeping clear enemy infantry from the Titans’ feet in furious blasts of energy beams and cleansing radiation.

  • Mechanicum Knight Styrix 410 pts
Armour
M WS BS S Front Side Rear I A HP Base
Knight Styrix (base: 170 x 109mm)
Knight Styrix 10 4 4 8 13 12 12 2 3 7 170 x 109mm
Unit Composition
  • 1 Knight Styrix
Wargear
  • Arm Mounted Reaper chainsword
  • Arm Mounted volkite chieorovile
  • Hull (Front) Mounted graviton gun
  • Flare shield
  • Ion shield
Unit Type
Special Rules
  • It Will Not Die (6+)
  • Night Vision
  • Overtaxed Reactor
Options
  • The Knight Styrix may exchange its Arm Mounted Reaper chainsword for an:
  • - Arm Mounted siege claw with in-built irad-cleanser
    +25 points


LORDS OF WAR

Though they were not entirely unique war machines like the Ordinatus Primaris, the Ordinatus Minoris macro engines were still rarer yet than even the Battle Titans of the Legio Titanicus, and only a handful of Forge Worlds had the resources, or indeed the doctrinal blessing and religious authority, to produce or maintain such embodiments of the Omnissiah’s divine wrath. Such was the sacredness of these machines above all others, that an entire subcult of the Mechanicum was devoted to their worship and propitiation, and even the savants whose lives were devoted to this task seldom fully understood them.

Amongst the Ordinatus Minoris, the Aktaeus is perhaps the most recognisable, a super-heavy transport designed to carve a path through the stony heart of a world to deliver its cargo of warriors to the centre of the battlefield. Known to the armies of the Emperor as the ‘Imperial Mole’, this vehicle is a siege engine adapted from the principles of terrascaping and earthscaping capable of rendering even the most formidable fortifications pointless by burrowing beneath them.

  • Ordinatus Aktaeus 800 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Ordinatus Aktaeus (base: Use model)
Ordinatus Aktaeus - 4 14 13 13 14 42 Use model
Unit Composition
  • 1 Ordinatus Aktaeus
Wargear
  • Centreline Mounted Terrebrax rocket battery
  • Aktaeus class seismic excavator macro-drill
Unit Type
Special Rules
  • It Will Not Die (6+)
  • Reactor Meltdown (Major)
  • Reinforced Structure
  • Subterranean Assault
  • Terrestrial Disregard
Access Points
  • The Ordinatus Aktaeus has two Access Points, one on either side of the hull (in any orientation).


LORDS OF WAR

The fabled macro engines of the Centurio Ordinatus are rare and truly arcane technological wonders of staggering power. An esoteric weapon system capable of immense destruction, the Mechanicum Ordinatus Ulator ranks among the smaller classes of Ordinatus, but nevertheless stands as a colossus of war and is one of the most potent war machines at the Imperium’s disposal. The Ordinatus Ulator’s primary weapon system is the Ulator class sonic destructor, a terrifying weapon whose origins lie in the shadows of the Age of Strife; these devices, though inferior copies of the unique armament of the great Primus Ordinatus Mars, still operate on an order of magnitude far beyond anything mounted even on the largest superheavy tank found in the Imperium’s common arsenal. Using a plasma reactor akin to those found on Battle Titans to power a directional sonic transduction generator of terrible power, it emits a varying waveform of destructive sound energy able to shatter the most resilient materials. The annihilating wave-pulse traverses the battlefield, wreaking havoc on all before it, the particular effect of its design meaning that the larger the target, the more damaging the wave’s impact.

  • Ordinatus Ulator 1075 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Ordinatus Ulator (base: Use model)
Ordinatus Ulator 10 4 14 13 13 14 - Use model
Unit Composition
  • 1 Ordinatus Ulator
Wargear
  • One Hull (Front) Mounted sonic destructor
  • One Hull (Rear) Mounted volkite culverin
  • Two Sponson Mounted volkite culverins
  • Ordinatus dispersion shield
Unit Type
Special Rules
  • It Will Not Die (6+)
  • Reactor Meltdown (Major)
  • Reinforced Structure


LORDS OF WAR

One of the most heavily armed and armoured of all Knight chassis in service, few Households were able to muster Acastus Armours, even at the height of the Great Crusade. They were therefore seen as symbols of favour by the lords of the Omnissiah’s cult and even the greatest Knight Households, such as Raven or Vymer, could not claim more than a handful.

To the Mechanicum, they serve as both battlefield supremacy weapon and icon of the Machine God’s divinity. Of the Acastus Armours, the Knight Porphyrion variant in particular serves often as the supreme enforcer of the rule and dominion of a Household over its scions, many carrying the heraldic symbol of the Shrouded Urn; a dread charge given only to a Knight who has destroyed one of its brothers in sanctioned trial by combat over some great issue of honour.

For some its bulk and the selection of a purely ranged armament — no matter its magnitude — is a drawback as it prevents it from indulging in the glories of close combat. Others stress that the size and power of the Porphyrion, which rivals that of a Scout class Titan, pushes the limits of what a single human mind can interface with.

  • 0-1 Acastus Knight Porphyrion 625 pts
Armour
M WS BS S Front Side Rear I A HP Base
Knight Porphyrion (base: Use model)
Knight Porphyrion 12 4 4 10 14 13 12 3 3 9 Use model
Unit Composition
  • 1 Knight Porphyrion
Wargear
  • Two Hull (Front) Mounted twin-linked magna lascannon
  • Two Hull (Front) Mounted autocannon
  • Hull (Front) Mounted Ironstorm missile pod
  • Ion shield
Unit Type
Special Rules
  • Catastrophic Explosion
  • It Will Not Die (6+)
Options
  • The Knight Porphyrion may exchange either or both of its Hull (Front) Mounted autocannon to one of the following:
  • - Hull (Front) Mounted irad-cleanser
    Free
  • - Hull (Front) Mounted lascannon
    +10 points each
  • The Knight Porphyrion may exchange its Hull (Front) Mounted Ironstorm missile pod for a:
  • - Hull (Front) Mounted Whirlwind launcher with Hyperios warheads only
    +10 points


LORDS OF WAR

The Cerastus Knight Acheron is a fearsome sight on the battlefield, a reaper of lives carefully designed not only to destroy, but also to inspire terror both in appearance and the manner in which it undertakes its grim task. The presence of an Acheron mark Armour in the battle lines of a Household warns the foe to expect no mercy, for such weapons are only deployed for missions of extermination, to topple the works of the enemy and scour clean his lands with flame.

Scions rarely choose to ride into battle in Acheron Armour voluntarily, accepting the task instead as an arduous duty to be undertaken for the good of the House, for the anima of these Armours are often awash in the inherited memories of massacres and slaughters uncounted. Those few scions who prefer such grim mounts are either warriors of iron will, capable of suppressing the sinister whispers of the Armour’s machine spirits, or tortured souls who relish the Armour’s malicious impulses and the carnage it wreaks on the field of battle.

  • Knight Acheron 415 pts
Armour
M WS BS S Front Side Rear I A HP Base
Knight Acheron (base: 170 x 109mm)
Knight Acheron 14 4 4 9 13 12 12 4 4 7 170 x 109mm
Unit Composition
  • 1 Knight Acheron
Wargear
  • Arm Mounted Reaper chainfist with in-built twin-linked heavy bolter
  • Arm Mounted Acheron flamestorm cannon
  • Ion shield
Unit Type
Special Rules
  • Flank Speed


LORDS OF WAR

Armed with the fearsome Castigator pattern bolt cannon, the Cerastus Knight of the same name is favoured by those Households faced with hordes of lesser foes that might otherwise overwhelm even a mighty Knight through their sheer numbers. Capable of obliterating infantry formations in a thunderous rain of mass reactive explosions and whirling power blades, or carving apart light vehicles with ease, the Castigator is a formidable combatant. Notably amongst their ilk, the Castigator are also renowned for the stoic nature of the machine spirits within, whose ardour is difficult to rouse, but almost impossible to ignore.

Castigator mark Armours are most often claimed by a Household’s more venerable scions, those warriors of proven mettle who can be relied on to hold the line, conserve their limited stock of ammunition and support their more vainglorious kin, often forming the core of any Household’s Arbalester order. Some younger scions are also drawn to the Castigator, glorying in the Armour’s deafening firepower and elegant warblade strikes, though such scions rarely deign to act as mere support units.

  • Knight Castigator 380 pts
Armour
M WS BS S Front Side Rear I A HP Base
Knight Castigator (base: 170 x 109mm)
Knight Castigator 14 4 4 9 13 12 12 4 4 7 170 x 109mm
Unit Composition
  • 1 Knight Castigator
Wargear
  • Arm Mounted Tempest warblade
  • Arm Mounted Castigator bolt cannon
  • Ion shield
Unit Type
Special Rules
  • Flank Speed


LORDS OF WAR

The Lancer is the most widely known variant of the Cerastus Knight Armour, a highly sophisticated chassis whose speed and agility far exceed the clumsier Errant and Paladin types. The Cerastus type Knights appear to have been designed solely for war, not as protectors but as bloody-handed conquerors and tools of destruction, a legacy of the violence that marked the beginning of the Age of Strife.

The Lancer is held in high esteem by the more impetuous of a House’s scions, its potent ion gauntlet and shock lance perfectly suited to battling the foe face to face, where only a perfectly timed thrust of the lance stands between a scion and death. In particular those scions who follow the Uhlan traditions favour the speed and ferocity of the Lancer, and when rival Knight Houses meet in combat, these warriors race ahead of the Household to clash in single combat with the enemy’s champions.

  • Knight Lancer 400 pts
Armour
M WS BS S Front Side Rear I A HP Base
Knight Lancer (base: 170 x 109mm)
Knight Lancer 14 4 4 9 13 12 12 4 4 7 170 x 109mm
Unit Composition
  • 1 Knight Lancer
Wargear
  • Arm Mounted shock lance
  • Ion gauntlet shield
Unit Type
Special Rules
  • Flank Speed


LORDS OF WAR

The Knight Questoris was the most common suit of Knight Armour extant in the Imperium at the outbreak of the Horus Heresy. Such was its popularity amongst the noble scions of the Questoris Households that it was reconfigured in a myriad ways with weapon options and hull augments, and given names such as Paladin, Errant, Warden, Gallant and Crusader in the fashion of their traditions, lineage and fighting styles.

  • Knight Questoris 380 pts
Armour
M WS BS S Front Side Rear I A HP Base
Knight Questoris (base: 170 x 109mm)
Knight Questoris 10 4 4 8 13 12 12 4 3 7 170 x 109mm
Unit Composition
  • 1 Knight Questoris
Wargear
  • Arm Mounted Reaper chainsword
  • Arm Mounted rapid-fire battle cannon with in-built heavy stubber
  • Hull (Front) Mounted heavy stubber
  • Ion shield
Unit Type
Options
  • Any Knight Questoris may exchange its Arm Mounted Reaper chainsword for one of the following Arm Mounted weapons:
  • - Thunderstrike gauntlet
    +5 points
  • - Avenger gatling cannon with in-built heavy flamer
    +15 points
  • Any Knight Questoris may exchange its Arm Mounted rapid-fire battle cannon with in-built heavy stubber for one of the following Arm Mounted weapons:
  • - Reaper chainsword
    Free
  • - Thermal cannon
    Free
  • - Avenger gatling cannon with in-built heavy flamer
    +5 points
  • - Las-impulsor
    +10 points
  • The Knight Questoris may exchange its Hull (Front) Mounted heavy stubber with:
  • - Hull (Front) Mounted multi-laser
    Free
  • - Hull (Front) Mounted meltagun
    +5 points
  • The Knight Questoris may take one of the following weapons:
  • - Carapace Mounted twin-linked Icarus autocannon
    +20 points
  • - Carapace Mounted Ironstorm missile pod
    +25 points
  • - Carapace Mounted Stormspear rocket pod
    +25 points


LORDS OF WAR

The Knight Asterius is amongst the most massive and formidable engines of destruction available to Knight Houses. A variant of the rare Acastus class, the Asterius is even more scarce than the Porphyrions of the same pattern and even the greatest Knight Households cannot claim ownership of more than a handful of Armours. These towering behemoths are armed with heavy conversion beam cannons able to reduce the mightiest edifices to ash and even threaten the colossal engines of the Titan Legions. The secondary weapon systems of the Knight Asterius are deadly in their own right, the massive carapace mounted Karacnos mortar battery capable of annihilating entire phalanxes of troop formations or saturating ramparts with high-impact explosives while the two torso mounted volkite culverins demolish targets of priority. The use of Asterius armour is frowned upon by the young and impetuous scions of the Households as it lacks the means to engage in the glory of personal combat, but the older Knight pilots take heed of its immense potency for annihilation. Only the strongest of mind amongst their ranks dare try to control the all-consuming fire raging within the Knight Asterius’ machine spirit and most are soon after consumed by it.

  • 0-1 Questoris Acastus Knight Asterius 625 pts
Armour
M WS BS S Front Side Rear I A HP Base
Knight Asterius (base: Use model)
Knight Asterius 12 4 4 10 14 13 12 3 3 9 Use model
Unit Composition
  • 1 Knight Asterius
Wargear
  • Two Arm Mounted twin-linked heavy conversion beam cannon
  • Hull (Front) Mounted Karacnos mortar battery
  • Two Hull (Front) Mounted volkite culverin
  • Ion shield
Unit Type
Special Rules
  • Catastrophic Explosion
  • It Will Not Die (6+)
  • Night Vision


LORDS OF WAR

A Cerastus pattern of ancient provenance and staggering potency, it is a rare honour for a Household to count a Knight Atrapos among its ranks. Be it a relic recovered from the vaults of a vanquished foe or a gift of exceptional favour by a Forge World whose masters owed a blood-debt, the Atrapos is treated with singular reverence by the scions of the Household and its power is only employed in the direst of circumstances. The knowledge of its inner workings remains beyond even the wisest Sacristans, and many functions, such as the self-repair protocols seen on Knights that belong to the Mechanicum, are absent from suits of Atrapos armour fielded by Questoris Households. The Knight Atrapos takes to the field upon the direct command of the Grand Master, where its array of exotic weapons bring fearsome ruin upon enemy war machines. During the cataclysmic wars of the Horus Heresy, it is not uncommon for Questoris Atrapos suits to be employed against enemy Knights or as executioners for wayward scions who have strayed from the allegiance of their House, the cold hunger for destruction within the machine spirit of the Knight Atrapos sated only with the ruination of such great adversaries.

  • 0-1 Questoris Knight Atrapos 500 pts
Armour
M WS BS S Front Side Rear I A HP Base
Knight Atrapos (base: 170 x 109mm)
Knight Atrapos 14 4 4 9 13 12 12 4 4 8 170 x 109mm
Unit Composition
  • 1 Knight Atrapos
Wargear
  • Arm Mounted Atrapos phasecutter
  • Arm Mounted singularity cannon
  • Ion shield
Unit Type
Special Rules
  • Catastrophic Destruction
  • Flank Speed
  • Macro-extinction Targeting Protocols
  • Night Vision


LORDS OF WAR

The Knight Magaera is a technological marvel rarely seen outside the vassal Houses of the Mechanicum who jealously guard the secrets of its creation from all outsiders. Some Questoris Households are known to be in possession of just a few of these precious suits of armour, earned through a great service rendered to a Forge World or acquired in days long lost to history. Armed with a lightning cannon that blasts apart heavy infantry and vehicles alike and a siege claw of terrifying power that can breach even the strongest enemy fortifications, the Knight Magaera is often placed at the forefront of Household assaults. Only the worthiest scions are granted the honour of piloting these precious relic suits of armour, their right earned in battle or honour duels. Such honour does not come without peril as the pilot of a Knight Magaera is ever in danger, even ensconced within its armoured shell. Excessive levels of radiation seeping from the Knight’s reactor core poison their bodies while the risk of catastrophic internal explosions in the event of heavy damage mean that the day a scion is selected to bond with a Knight Magaera is cause for equal celebration and lament.

  • Questoris Knight Magaera 385 pts
Armour
M WS BS S Front Side Rear I A HP Base
Knight Magaera (base: 170 x 109mm)
Knight Magaera 10 4 4 8 13 12 12 2 3 7 170 x 109mm
Unit Composition
  • 1 Knight Magaera
Wargear
  • Arm Mounted Reaper chainsword
  • Arm Mounted lightning cannon
  • Hull (Front) Mounted phased plasma-fusil
  • Ion shield
Unit Type
Special Rules
  • Night Vision
  • Overtaxed Reactor
Options
  • The Knight Magaera may exchange its Arm Mounted Reaper chainsword for an:
  • - Arm Mounted siege claw with in-built irad-cleanser
    +25 points


LORDS OF WAR

A Knight pattern of ill fame whose name is linked to the massacres of the Age of Strife and the Great Crusade that followed it, the Styrix stands as a stain of dishonour upon the reputation of any scion that bonds with it. Housing machine spirits which some say became too accustomed to slaughter and death, it is only a matter of time before the anima of the Styrix overcomes the will of even the noblest scion and reduces them to a state of belligerent madness.

Deadly beams from its volkite chieorovile reduce large numbers of infantry to ash while its graviton gun pins its victims in place for the rad cleanser to boil the flesh clean off their bones. In close combat, its immensely powerful hekaton siege claw smashes vehicles and enemy engines asunder. This grim efficiency in the wholesale extermination of ground troops is considered beneath the honour of a true Knight by some but many Questoris Households hold no such reservations. During the dark days of the Horus Heresy, Knight Households on both sides of the civil war loosed entire formations of Styrix pattern Knights upon their foes with no moral restraint, for the merciless annihilation of their enemy was all that mattered.

  • Questoris Knight Styrix 380 pts
Armour
M WS BS S Front Side Rear I A HP Base
Knight Styrix (base: 170 x 109mm)
Knight Styrix 10 4 4 8 13 12 12 2 3 7 170 x 109mm
Unit Composition
  • 1 Knight Styrix
Wargear
  • Arm Mounted Reaper chainsword
  • Arm Mounted volkite chieorovile
  • Hull (Front) Mounted graviton gun
  • Ion shield
Unit Type
Special Rules
  • Night Vision
  • Overtaxed Reactor
Options
  • The Knight Styrix may exchange its Arm Mounted Reaper chainsword for an:
  • - Arm Mounted siege claw with in-built irad-cleanser
    +25 points


LORDS OF WAR

The Reaver is a Battle Titan and a mainstay of the great Titan Legions. It is smaller and lighter than the massive Warlord class, but is still a vast machine, protected by thick adamantium armour plates and carrying devastating firepower.

A truly ancient design, each Titan Legion maintains an active number of Reavers of various patterns and, in particular, the Mars pattern Reaver is said to be the oldest of all Titans forged on the Red Planet, its origins long predating even the Great Crusade. Each god-engine is regarded as a holy-ofholies by the Mechanicum; a reflection of the divine Omnissiah’s wrath that has brought destruction to their enemies and shielded their brethren from harm for countless centuries back into the long night of the Age of Strife. Only another war machine of similar power or entire tank battalions working together have any hope of defeating a Reaver Battle Titan in the field, as against the Reaver’s void shields and devastating weaponry, conventional ground troops and defences stand little chance.

  • Reaver Battle Titan 1500 pts
Armour
M WS BS S Front Side Rear I A HP Base
Reaver Titan (base: Use model)
Reaver Titan 12 8 5 10 14 14 13 2 3 18 Use model
Unit Composition
  • 1 Reaver Titan
Wargear
  • Two Arm Mounted gatling blasters
  • Carapace Mounted Apocalypse missile launcher
Unit Type
Special Rules
  • God-engine
  • Night Vision
  • Reactor Meltdown (Major)
  • Void Shields (4)
Options
  • A Reaver Titan may exchange either of its Arm Mounted weapons for any of the following:
  • - Arm Mounted laser blaster
    Free
  • - Arm Mounted melta cannon
    Free
  • - Arm Mounted Titan power fist
    Free
  • - Arm Mounted volcano cannon
    Free


LORDS OF WAR

The Warbringer Nemesis Titan is designed to destroy enemy Titanclass targets at range, acting as a dedicated fire support platform in the maniples it is assigned to and, sitting in between the more common Reaver and Warlord classes, its mass and firepower often see it assigned to the front lines of the battlefield alongside the various classes of Battle Titan. A sub-variation of the Warbringer class of Titan, the Nemesis’ reinforced frontal plating allows it to weather most return fire with casual ease, and its defence batteries render it well-protected against aerial attacks, though its relatively light rear armour can leave it vulnerable to flanking attacks by ground armour.

The Nemesis has a reputation for restless machine spirits and for driving its princeps and moderati to near-paranoid heights of awareness. Ghost sensor artefacts and other aberrant phenomena are commonplace, but so too are the incidents where such Titans have locked targets long before their crews could react. The tech-adepts that serve these machines praise the intricate mysteries that brought them into creation and consider it a distinct honour to be assigned to such a wondrous example of the Omnissiah’s miracles.

  • Warbringer Nemesis Titan 2000 pts
Armour
M WS BS S Front Side Rear I A HP Base
Warbringer Nemesis Titan (base: Use model)
Warbringer Nemesis Titan 12 8 5 10 15 14 12 2 2 24 Use model
Unit Composition
  • 1 Warbringer Nemesis Titan
Wargear
  • Two Arm Mounted gatling blasters
  • Carapace Mounted Nemesis quake cannon
  • Two Carapace Mounted defensor autocannon batteries
  • Two Hull (Front) Mounted defensor bolt cannon
  • One Hull (Rear) Mounted defensor bolt cannon
Unit Type
Special Rules
  • God-engine
  • Heavy Structure
  • Night Vision
  • Reactor Meltdown (Major)
  • Void Shields (6)
Options
  • A Warbringer Nemesis Titan may exchange its Carapace Mounted Nemesis quake cannon for a:
  • - Nemesis volcano cannon
    Free
  • A Warbringer Nemesis Titan may exchange either of its Arm Mounted weapons for one of the following:
  • - Arm Mounted laser blaster
    Free
  • - Arm Mounted volcano cannon
    Free
  • - Arm Mounted melta cannon
    Free


LORDS OF WAR

Warhounds are the smallest class of ‘true’ Titan, although small in this case is purely in relation to its colossal brethren the Battle Titans. Classified as ‘Scouts’ in reference to their common operational roles within the Divisio Militaris of the Titan Legions, they are commonly used to range ahead of larger Titan battle groups or detached in support of lesser ground forces, where the sheer scale and power of their weapons is enough to turn the tide of most battles in their allies’ favour. If matched against their larger counterparts, however, they cannot hope to directly contest them in terms of durability or raw firepower, so instead Warhounds must rely on their speed and manoeuvrability to survive, and use pack tactics to bring down the Titans of a main battle line.

  • Warhound Scout Titan 750 pts
Armour
M WS BS S Front Side Rear I A HP Base
Warhound Titan (base: Use model)
Warhound Titan 15 5 5 10 14 13 12 4 3 12 Use model
Unit Composition
  • 1 Warhound Titan
Wargear
  • Two Arm Mounted Vulcan mega-bolters
Unit Type
Special Rules
  • God-engine
  • Night Vision
  • Reactor Meltdown (Magna)
  • Void Shields (2)
Options
  • A Warhound Scout Titan may exchange either of its Arm Mounted Vulcan megabolters for any of the following:
  • - Arm Mounted inferno gun
    Free
  • - Arm Mounted plasma blastgun
    Free
  • - Arm Mounted twin-linked turbo laser destructor
    Free


LORDS OF WAR

A true leviathan of the battlefield, the Warlord class Titan is the mainstay of the Collegia Titanica. There are a number of subpatterns of the Warlord, such as the Lucius and the Anvillus, but it is the Mars that is considered the most ancient and superior. This is not without reason, for each Mars Warlord is a gargantuan killing machine, proof against the petty assaults of small arms and all but impervious even to most forms of attack aircraft and heavy weapon, save the most technologically potent or massive.

Furthermore, the Warlord is a fully sealable and protected environment, as able to fight upon an airless moon as a verdant plain so long as the geology under its feet will sustain it. But it is the destructive power of the Warlord that is its avatar, for their firepower rivals smaller void warships in potency and a single Warlord is capable of levelling a city or laying waste to an entire army.

Such is their might that it is whispered by some that it is they, not the Legiones Astartes, that have truly won the Imperium’s domain in the fires of battle.

  • Warlord Battle Titan 3000 pts
Armour
M WS BS S Front Side Rear I A HP Base
Warlord Titan (base: Use model)
Warlord Titan 12 9 5 10 15 15 14 4 4 30 Use model
Wargear
  • Two Arm Mounted Mori quake cannon
  • Two Carapace Mounted Apocalypse missile launchers
  • Two Hull (Front) Mounted defensor bolt cannon
  • Two Hull (Rear) Mounted defensor lascannon
Unit Type
Special Rules
  • God-engine
  • Reactor Meltdown (Maxima)
  • Reinforced Structure
  • Towering Monstrosity
  • Void Shields (6)
  • Night Vision
Options
  • One or both of the Arm Mounted Mori quake cannon may be exchanged for one of the following:
  • - Arm Mounted Arioch power claw and Vulcan mega-bolter
    Free
  • - Arm Mounted Belicosa volcano cannon
    Free
  • - Arm Mounted macro-gatling blaster
    Free
  • - Arm Mounted Sunfury plasma annihilator
    Free
  • Both of the Carapace Mounted Apocalypse missile launchers may be exchanged for the following weapons:
  • - Two Carapace Mounted laser blasters
    Free
Melee Type
Weapons with the Melee type can only be used in close combat.
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.
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.
Exoshock (X)

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.

If, for any reason, a given instance of this rule does not have a value in brackets after the special rule, assume the value is 6+.
Murderous Strike (X)

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.

The Vodian Sceptre

A unique archaeotech weapon, this singular device also serves as the seal of office of the Magisterium of the Vodian Consistory, the chief enforcer of the ruling magos of the Forge World of Xana II. Made from materials found to be all but indestructible, the staff may be used to parry blows from the most powerful of weapons as well as strike with appallingly destructive power thanks to unknown technologies concealed within it which seemingly create entropic fields that cause matter to break apart in seconds as if tens of millennia had passed.

Range
Str
AP
The Vodian Sceptre
-
+2
2
Melee, Two-handed, Armourbane (Melee), Exoshock (4+), Murderous Strike (5+)
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).
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
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.
Master-crafted

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.
Archaeotech pistol

Range
Str
AP
Archaeotech pistol
12"
6
4
Pistol 1, Rending (3+), Master-crafted

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.
Lance

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.
Photon thruster

Range
Str
AP
Photon thruster
24"
6
2
Assault 2, Blind, Lance, Gets Hot

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.
Cortex Controller

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.
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.
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.
Machinator array

Range
Str
AP
Machinator array
-
+1
2
Melee, Unwieldy, Shred, Armourbane (Melee)

Battlesmith (X)

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:
If a Weapon Destroyed result is repaired, that weapon may not be used to attack in the same phase as it is repaired, but may be used to attack as normal in any phase after that. The Battlesmith cannot use this ability if they are Pinned or Falling Back.
Eternal Warrior

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.
Fear (X)

Some beings are so monstrous or alien that they can force their foes to recoil in horror.

All enemy models within 12" of a model with this special rule must reduce their Leadership by the value in brackets after the special rule when taking any Morale checks, Regroup or Pinning tests. For example, a unit with the special rule Fear (2) would reduce the Leadership of all enemy models within 12" by 2.

Enemy units that are locked in combat are only affected by this modifier if they are locked in combat with the unit that causes Fear. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Fear special rule at a time. This will always be the highest single modifier among those applicable.

A model that causes Fear is not itself immune to Fear, and will still suffer a penalty to its Leadership if within range of an enemy unit that has the Fear special rule.
Feudal Hierarchy

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:
Independent Character

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.
It Will Not Die (X)

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.
Move Through Cover

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.
Patris Cybernetica

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.
Pride of Place

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.
Embarking
A unit can Embark onto a Vehicle by moving each model to within 2" of its Access Points in the Movement phaseDangerous Terrain tests should be taken as normal. The whole unit must be able to Embark – if some models are out of range, the entire unit must stay outside. When the unit Embarks, remove it from the table and place it aside, making a note that the unit is being transported. If the players need to measure a range involving the Embarked unit (except for its shooting), this range is measured to or from the Vehicle’s hull.

If the Vehicle moved before its passengers got aboard, it cannot move further that turn (including pivoting on the spot). If the Vehicle did not move before its passengers got aboard, it can move as normal after they have Embarked. In either case, a Vehicle cannot Ram in a turn that a unit Embarks upon it.

Owning Player, Opposing Player and Controlling Player
Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game.
Roll To Hit (Shooting)
To determine if the attacking model has hit its target, roll a D6 for each attack that is in range. Most models only get to make one attack – however, some weapons are capable of firing more than once, as will be explained in more detail later. The dice roll needed To Hit will depend on the Ballistic Skill (or BS) of the attacking model. The chart below shows the minimum D6 roll needed to score a Hit.

Firer’s BS12345
Roll needed To Hit65+4+3+2+

To Hit rolls are easy to remember if you subtract the Ballistic Skill of the attacking model from 7. For example, a model with BS 2 needs to roll a 5 or more (7-2=5).

Note that the minimum roll needed To Hit is always at least 2. When rolling To Hit, there is no such thing as an automatic Hit and a roll of a 1 always misses.
Resolving Damage
A Hit on a Vehicle can have a variety of results. Its armour could be completely pierced, yet result only in shocking the crew, or it could detonate the ammunition cases or fuel tanks.

Glancing Hits – If a Glancing Hit was scored, the Vehicle loses 1 Hull Point.

Penetrating Hits – If a Penetrating Hit was scored, the Vehicle not only loses 1 Hull Point, but also suffers additional damage.

After deducting any Hull Points, roll a D6 for each Penetrating Hit and look up the result using the Vehicle Damage table, applying any appropriate modifiers. All modifiers on the Vehicle Damage table are cumulative. If you inflict a Penetrating Hit, you must roll on the Vehicle Damage table even if the Vehicle loses sufficient Hull Points to be Wrecked, as there is still a chance it might suffer an Explodes result on the Vehicle Damage table.
Invulnerable Saves
Some warriors are protected by more than physical armour. They may be shielded by force fields or have a constitution that can shrug off hits that would destroy a tank. Models with Wargear or abilities like these are allowed an Invulnerable Saving Throw.

Invulnerable Saves are different to Armour Saves in that they may always be taken whenever the model suffers a Wound, or, in the case of Vehicles, suffers a Penetrating Hit or Glancing Hit – the Armour Piercing value of attacking weapons has no effect on an Invulnerable Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, an Invulnerable Saving Throw can still be taken.
Damage Mitigation Rolls (Shooting)
Some models may also have a special rule that grants a Damage Mitigation roll, such as Feel No Pain or Shrouded. These rolls may be made even if a model has already failed a save of any kind, or was unable to make a save due to the AP value of an attack or the effect of another special rule. If a save is failed, a model with a Damage Mitigation roll may attempt to use that roll to negate an unsaved Wound. However, no model may attempt more than a single Damage Mitigation roll against any given unsaved Wound inflicted on it. In cases where a model has more than one Damage Mitigation roll available, the controlling player selects one to use whenever called upon to make a Damage Mitigation roll.
Haywire

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:

D6Result
1No Effect.
2-5A model with the Vehicle Unit Type that is part of the target unit suffers 1 Glancing Hit. Any other model suffers 1 Wound. Only Invulnerable Saves or Damage Mitigation rolls may be taken against Glancing Hits or Wounds inflicted by this result.
6A model with the Vehicle Unit Type that is part of the target unit suffers 1 Penetrating Hit. Any other model suffers 1 Wound. No Saves or Damage Mitigation rolls may be taken against Penetrating Hits or Wounds inflicted by this result.
Data-djinn

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.
Cybertheurgic Arcana: Artificia Machina
A Cybertheurgist with this Arcana gains all the listed Rites, Weapon and other special rules.

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.
Range
Str
AP
Animatus Excindor
12"
1
1
Assault D6, Haywire, Data-djinn, Cybertheurgic Focus
Active and Reactive player
Other rules, most notably those for the Reactions used by units in certain situations, will specify actions by the ‘Active’ or ‘Reactive’ player. The Active player is always the player whose turn is currently being played, while the Reactive player is always the player whose turn is not currently being played.
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.
Cybertheurgic Arcana: Artificia Cybernetica
A Cybertheurgist with this Arcana gains all the listed Rites, Weapon and other special rules.

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:

  • When making a Charge roll for the unit in the same turn as this Rite is used, roll an additional dice and discard the lowest rolled dice before determining the results of the Charge roll.
  • The unit (not each individual model) ignores the first Wound inflicted upon it in each Shooting Attack that targets it until the beginning of the controlling player’s next player turn. Simply discard that Wound without allocating it to a model.
  • The unit adds +1 to its BS for the remainder of the Shooting phase in which this power is used.
  • Until the start of the controlling player’s next turn as the Active player, the unit may ignore the restriction against making Reactions imposed by the Automata Unit Type.
The Cybertheurgist’s controlling player may choose to make a Cybertheurgy check before using this power, if the Check is successful then two different options may be applied to the target unit instead of one. If the Check is failed then no options may be chosen and the Cybertheurgist suffers Cybertheurgic Feedback.

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.
Range
Str
AP
Mordeo Cogita
12"
10
1
Assault 1, Data-djinn, Instant Death, Cybertheurgic Focus
Snap Shots
Under specific circumstances, models must fire Snap Shots. The most common occurrences of Snap Shots are when models with Heavy weapons move and make Shooting Attacks in the same turn. If a model is forced to make Snap Shots rather than attack normally, then its Ballistic Skill is counted as being 1 for the purpose of those attacks, unless it has a Ballistic Skill of 0, in which case it may not shoot.

The Ballistic Skill of a model making a Snap Shot can only be modified by special rules that specifically state that they affect Snap Shots, along with any other restrictions. If a special rule doesn’t specifically state that it affects Snap Shots, then the Snap Shot is resolved at Ballistic Skill 1.

Some weapon types, such as Ordnance, or those that have certain special rules, such as Blast, cannot be used to make Snap Shots. In addition, any Shooting Attack that does not use Ballistic Skill cannot be made as a Snap Shot. These exceptions aside, Snap Shots are treated in the same manner as any other Shooting Attack made with a Ballistic Skill of 1.
Hatred (X)

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.

For example, Hatred (Mechanicum) means any model of the Mechanicum Faction, whilst Hatred (Thallax) means only Thallax. A model striking a Hated foe in close combat re-rolls all failed To Hit rolls during the first round of each close combat.

The effects of this special rule only apply when a unit that has it begins an Assault phase not locked in combat and then either Charges or is Charged by an enemy unit. If an enemy unit Charges this unit when it is already locked in combat then that does count as a new ‘first’ turn of combat for the effects of Hatred.
Vox Silence

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.
Cybertheurgic Arcana: Ephemera Incursus
A Cybertheurgist with this Arcana gains all the listed Rites, Weapons and other special rules.

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.
Range
Str
AP
Ephemera Exocluo
24"
3
-
Assault 6, Data-djinn, Blind, Vox Silence, Cybertheurgic Focus
Rites of the Beast

Anacharis Scoria’s mastery of Cybertheurgy went well beyond what was permissible to the doctrine of the Martian Omnissian Cult, or indeed the pronouncements of the Imperium, and enabled him through unknown means to imbue a preternatural animalism into the Cybernetica under him in combat, driving them into a maddened frenzy like tortured beasts when he willed it so.

Anacharis Scoria has the Artificia Machina, Artificia Cybernetica, and Ephemera Incursus Cybertheurgic Arcana, and has all Rites and weapons that are part of those Arcana.
Traitor

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.
Warlord: Forbidden Protocols
If Anacharis Scoria is taken in an army, he must be the army’s Warlord. Scoria automatically has the Forbidden Protocols Warlord Trait and may not select any other Warlord Trait.

Forbidden Protocols – Any friendly units made up entirely of models with the Automata Unit Type that have at least one model within 6" of this Warlord may make Reactions, ignoring the usual restriction in the Automata Unit Type. In addition, an army whose Warlord has this Trait may make an additional Reaction in the Movement phase as long as Anacharis Scoria has not been removed as a casualty.
Warlord Traits
Your Warlord is a potent force upon the battlefield. Not only are they a mighty hero, with all the skills and renown you might expect from the leader of a great army, but over the course of a long career they will also have picked up specialised abilities, which we refer to as ‘Warlord Traits’. Each Warlord has one Warlord Trait, chosen during army selection, from the list of Core Warlord Traits (or another list of Traits made available as part of that model’s Allegiance or Faction) and noted on the player’s Army List or roster. Some special rules attached to certain Factions or models may allow a Warlord to select Warlord Traits other than those presented in the Core list – such rules will specifically note which other Traits may be selected.
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.
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.
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.
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.
Volkite serpenta

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

Firing Protocols (X)

Those warriors or war engines equipped with multiple weapons often incorporate sophisticated tracking systems, or have received advanced training to allow them to wield them all simultaneously on the battlefield.

When making a Shooting Attack, a model with this special rule may attack with a number of different weapons equal to the value of this special rule. This rule does not allow a single weapon to be attacked with more than once, and only applies if the model is equipped with more than one weapon. For example, as part of a single Shooting Attack, a model with the Firing Protocols (2) special rule may attack with up to two different weapons.
Master Cybertheurgist
The Archmagos Prime may select one of the following Cybertheurgic Arcana, gaining all Rites and weapons that are part of that Arcana (note that some Archmagi may gain additional options depending on the Orders of High Technoarcana special rule):
  • Artificia Cybernetica
  • Artificia Machina
  • Ephemera Incursus
The Orders of High Techno-arcana
An Archmagos Prime must take one of the following Orders of High Techno-arcana; no model may take more than one such upgrade. If your army contains more than one Archmagos Prime (with or without an Abeyant), then each must possess a different Order of High Techno-arcana from this list. The various High Techno-arcana are listed here, but full rules for them can be found in the Appendix: Orders of High Techno-arcana:
Relentless

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.
Stubborn

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.
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.
Detonation

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.
Melta bomb

Range
Str
AP
Melta bomb
-
8
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death

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.
Fleshbane

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.

Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.

In either case, this special rule has no effect against Vehicles or Buildings.
Rad-phage

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.
Lucifex

Range
Str
AP
Lucifex
8"
2
5
Pistol 1, Fleshbane, Rad-phage

Maxima bolter

Range
Str
AP
Maxima bolter
12"
4
5
Assault 3

Photon gauntlet

Range
Str
AP
Photon gauntlet
12"
5
2
Assault 2, Blind, Gets Hot

Plasma pistol

Range
Str
AP
Plasma pistol
12"
7
4
Pistol 1, Breaching (4+), Gets Hot

Power fist

Range
Str
AP
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon

Corposant stave

Range
Str
AP
Corposant stave
-
+1
4
Melee, Two-handed, Haywire

Chainfist

Range
Str
AP
Chainfist
-
x2
2
Melee, Armourbane (Melee), Unwieldy

Paragon blade

Range
Str
AP
Paragon blade
-
+1
2
Melee, Murderous Strike (6+), Specialist Weapon

Servo-arm

Range
Str
AP
Servo-arm
-
8
2
Melee, Unwieldy

Incunabulan Jet Pack

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.

Any model with an Incunabulan jet pack also gains the Bulky (2) and Deep Strike special rules, or if it already has the Bulky (2) special rule it gains the Bulky (3) special rule instead. Models with an Incunabulan jet pack may Embark on models with the Transport Unit Sub-type, contrary to the normal Transport rules, but still must take into account their size due to the Bulky (X) special rule.

During any Reaction that allows a unit to Move, a unit composed entirely of models with Incunabulan jet packs increases the distance of that Move by 6 and allows it to ignore terrain in the same manner as other Incunabulan jet pack moves.
Twin-linked

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.
Heavy Weapons

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.

RangeSAPType
Reaper autocannon36"74Heavy 2, Rending (6+), Twin-linked
Blast Markers and Templates
Some weapons are so powerful that they don’t just target a single model or unit, but have an ‘area effect’ which might encompass several different models or units. To better represent these circumstances, Horus Heresy – Age of Darkness games use a series of different Blast markers and templates:
  • A ‘Small’ Blast marker (3" in diameter).
  • A ‘Large’ Blast marker (5" in diameter).
  • A ‘Template’ (a teardrop-shaped template roughly 8" long).
A number of weapons are even more powerful, able to obliterate entire squads in a single shot. These apocalyptic weapons use even bigger markers and templates, which include:
  • A ‘Massive’ Blast marker (7" in diameter).
  • An ‘Apocalyptic’ Blast marker (10" in diameter).
  • An ‘Apocalyptic Barrage’ marker (a clover-shaped set of five overlapping markers, each 5" in diameter).
  • A ‘Hellstorm’ (a teardrop-shaped template roughly 16" long).
All of these templates and Blast markers can be purchased separately.

The templates and Blast markers are used as a way of determining how many models have been hit by an attack that has an area of effect or a blast radius. When an attack uses a template or Blast marker, it will explain how the template is positioned, including any kind of scatter that might occur (scatter is discussed further later in this section). To work out the number of Hits, you normally need to hold the template or Blast marker with its central hole over an enemy model or a particular point on the battlefield, and then look underneath (or through, if using a transparent template) to see how many models lie partially or completely underneath. Various special rules and weapon effects will provide additional details on the specific use of templates when making attacks with those special rules or weapons.

A unit takes a Hit for each model that is fully, or even partially, underneath the template or Blast marker. Remember that a model’s base is counted as being part of the model itself, so all a template or Blast marker has to do to cause a Hit is to cover any part of the target’s base.
Conversion beamer

Range
Str
AP
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

Graviton Pulse

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.
Concussive (X)

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).

No matter how many times a unit has taken saved or unsaved Wounds from an attack with the Concussive special rule, it may only be forced to take one Leadership test because of it. If a single unit has been the target of several Concussive attacks with different values and fails the Leadership test, then it suffers the effects of the highest single modifier among those attacks – the effects do not stack or otherwise become cumulative.
Graviton imploder

Range
Str
AP
Graviton imploder
18"
*
3
Heavy 2, Graviton Pulse*, Concussive (1), Haywire

Rad Furnace

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+.
Pinning

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.

A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered to automatically pass them:
  • The unit is locked in combat.
  • The unit is already Pinned (the unit remains Pinned, but takes no further Tests).
  • The unit is composed entirely of Vehicle models.
  • The unit is Embarked on a Transport Vehicle.
  • The target unit is affected by the Fearless special rule.
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain, even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
Shell Shock (X)

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.

For example, a unit that is forced to take a Pinning test by an attack made using a weapon with the Shell Shock (2) special rule, suffers a penalty of -2 to their Leadership Characteristic when resolving that Test.
Rotor cannon

Range
Str
AP
Rotor cannon
30"
3
-
Assault 4, Pinning, Shell Shock (1)

Graviton gun

Range
Str
AP
Graviton gun
18"
*
4
Heavy 1, Blast (3"), Concussive (1), Graviton Pulse*, Haywire

Meltagun

Range
Str
AP
Meltagun
12"
8
1
Assault 1, Armourbane (Melta)

Irad-cleanser

Range
Str
AP
Irad-cleanser
Template
2
5
Assault 1, Fleshbane, Rad-phage

Phased plasma-fusil

Range
Str
AP
Phased plasma-fusil
24"
6
3
Heavy 3, Breaching (4+), Gets Hot

Power axe

Range
Str
AP
Power axe
-
+1
2
Melee, Unwieldy

Bolt pistol

Range
Str
AP
Bolt pistol
12"
4
5
Pistol 1

Battle-hardened (X)

Some warriors, by dint of raw talent, genetic manipulation or long experience of the battlefield’s terrors, are hardened against the rigours of war. Such warriors prove much harder for the foe to bring low.

For the purposes of whether or not attacks of a Strength twice this model’s Toughness value inflict Instant Death, this model’s Toughness is increased by X, where X is the value in brackets after the name of this special rule. If, for any reason, this special rule does not provide a value, then consider the value of X to be 1. This special rule does not alter the scores needed by To Wound rolls or any other Test or Check.
Fearless

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.

However, units containing one or more models with the Fearless special rule cannot use any Reactions that grant a Cover Save, Armour Save or Invulnerable Save, and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule. If a unit has become Pinned and then gains the Fearless special rule, all the effects of being Pinned are immediately cancelled.
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.
Loyalist

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.
Master Cybertheurgist: Artificia Reductor
Calleb Decima Invictus has all the Rites and weapons that are part of the Artificia Reductor arcana.
Precision Strikes (X)

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.

Wounds from Precision Strikes are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as that model is engaged in combat with the attacking model’s unit, rather than following the normal rules for Wound allocation.
Walker in Ruin
Calleb Decima Invictus and any friendly units that have at least one model within 6" of Caleb Decima Invictus have the Move Through Cover special rule.
Wrecker

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.
Guardian Retinue
• Calleb Decima Invictus may be joined by one of the following for their normal points cost:
- A unit of Tech-Priest Auxilia
- A Scyllax Guardian-automata Maniple

This unit may be upgraded freely as described in their profile, including taking a Dedicated Transport option listed in the appropriate unit profile. If taken in this manner, the unit forms a single unit with Calleb Decima Invictus and he may not voluntarily leave this unit during the course of the battle. This bodyguard unit counts as being part of the same HQ choice as the owning unit and does not take up a separate Force Organisation slot. This unit gains the Ignores Cover, Sunder and Wrecker special rules.
HQ
HQ stands for Headquarters unit. A Headquarters unit might be a determined Solar Auxilia lord marshal thrust into the heart of the Horus Heresy or a mighty Space Marine praetor at the head of a Legion task force. These models are amongst the most powerful in the game and, as leaders, they have access to more special equipment than anyone else. They are not invincible, but can provide a powerful spearhead for an attacking army and a strong core for a defensive one.
Laspistol

Range
Str
AP
Laspistol
12"
3
-
Pistol 1

Cybertheurgist Adept
The Magos Dominus may select one of the following Cybertheurgic Arcana, gaining all Rites and weapons that are part of that Arcana:
  • Artificia Cybernetica
  • Artificia Machina
  • Ephemera Incursus
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.
Djinn-skein

Draykavac was no mere tactician supplying his soldiers with orders, but the governing will of Taghmata Cyclothrathe. The automata and combat servitors at his command acted as his eyes on the battlefield, and so too did the machine spirits of his enemies. Through hordes of slaved data-djinn and malicious cogitation engrams, Draykavac possessed an awareness of the ebb and flow of any battlefield that bordered on the preternatural.

Archmagos Draykavac increases the Ballistic Skill of any unit he joins by +1. In addition, while Archmagos Draykavac is present on the battlefield and not Embarked in a Building or on a unit with the Transport Unit Sub-type and not locked in combat, 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 Archmagos Draykavac has line of sight to the unit targeted by the attack or the point chosen as the target of the deployment.
High Techno-arcana: Stataraga
Archmagos Draykavac may be chosen as an HQ choice in a Traitor Allegiance Mechanicum Detachment, and may also be taken as a Troops choice in an army using the Divisio Tactica: Questoris Household. As part of a Questoris Knights Detachment, Archmagos Draykavac allows Castellax Battle-automata Maniples and Vorax Battle-automata Maniples to be chosen as non-Compulsory Troops choices for any Detachment in which he is included.
Incursus Cybertheurgist
Archmagos Draykavac has the Artificia Machina and Ephemera Incursus Cybertheurgic Arcana, and has all Rites and weapons that are part of those Arcana.
Liquifractor

The Archmagos of Cyclothrathe employed a weapon that could reduce nearly any target to a liquid slurry with a hideous mix of corrosive enzymes and radioactive waste materials.

Archmagos Draykavac may exchange all his attacks in an Assault phase for a single special Liquifractor attack. This attack Hits automatically and may be used against a single model in base contact with Draykavac at Initiative step 1. To resolve the attack, Draykavac’s player rolls 2D6. If the target has a Toughness Characteristic, they suffer a number of Wounds equal to Draykavac’s roll minus their Toughness Characteristic with an AP value of 2. If the target has an Armour Value, reduce the rolled value by half of the Armour Value struck; the result is the number of Penetrating Hits the Vehicle suffers. For example, if Archmagos Draykavac’s player rolls a result of 9 against a Karacnos Assault Tank with a Rear Armour Value of 12 (halved to 6), three Penetrating Hits are inflicted (9-6=3)
Preferred Enemy (X)

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.

If a model with this rule makes an attack against a mixed unit which has one or more models to which their Preferred Enemy rule pertains, but is not entirely composed of such models, it may still benefit from the effects of Preferred Enemy for all attacks made against that unit. For example, a model with Preferred Enemy (Independent Characters) may re-roll failed To Hit and To Wound rolls of 1 against all of the models in a unit which has been joined by an Independent Character.
Warlord: Cruel Taskmaster
If chosen as the army’s Warlord, Archmagos Draykavac automatically has Cruel Taskmaster as his Warlord Trait and may not select any other.

Cruel Taskmaster – If any friendly unit with at least one model within 12" of a Warlord with this Trait fails a Morale check or Pinning test, the controlling player may choose to remove a single model from that unit as a casualty, without any Armour Saves or Damage Mitigation rolls being made, and instead have the unit automatically pass the Morale check or Pinning test without re-rolling any dice.

In addition, an army whose Warlord has this Trait may make an additional Reaction in the Shooting phase as long as the Warlord has not been removed as a casualty.
Troops
These represent the most commonly available soldiers in an army. This does not necessarily mean that they are poor fighters – the category includes warriors ranging from the post-human warriors of the Space Marine Legions to the humble auxiliary levies of the Imperialis Militia. Typically, these are the warriors who make up the bulk of an army. Their main tactical role is that of consolidating the gains of the army and defending the objectives that have been taken by more specialised units.
Armour Value (AV)
The Armour Value, sometimes referred to simply as Armour, of a Vehicle represents how hard it is to damage. Vehicles have separate Armour Values to represent the protection on their Front (F), Sides (S) and Rear (R). Armour Values typically range from 10-14, depending on which Facing of the Vehicle is being attacked, with the lightest armour usually on the Rear.
Morale Checks
Morale represents the grit and determination of warriors on the battlefield. Morale checks are a specific kind of Leadership test.

Similar to other Leadership-based tests, Morale checks (also sometimes referred to as Morale tests) are taken by rolling 2D6 and comparing the total to the unit’s Leadership value.

If the total is equal to or less than the unit’s Leadership Characteristic, the test is passed and the unit does not suffer any ill effects.

If the total is higher than their Leadership Characteristic, the test is failed and the unit will immediately Fall Back.

Some units have special rules pertaining to Morale checks that are detailed in their Army List or Army List entry. For example, some units might always pass Morale checks, while others might always pass all Leadership tests. This difference is subtle, yet important. A unit that always passes Morale checks still has to test when hit by an attack with the Pinning special rule, while a unit that always passes all Leadership tests wouldn’t.
Armour Saves
If a model has an Armour Save Characteristic of 6+ or better on its profile, then a further dice roll may be made to see if the armour prevents the Wound. This is called an Armour Saving throw, or Armour Save.

To take an Armour Save, roll a D6 and compare the result to the Armour Save Characteristic of the model that has been allocated the Wound. If the dice result is equal to or higher than the model’s Armour Save Characteristic, the Wound is negated. If the result is lower than the Armour Save Characteristic, the model suffers a Wound. This means that, unlike most Characteristics, an Armour Save is better if it is a lower number.
Locked in Combat
If a unit has one or more models in base contact with an enemy model (for any reason), then it is locked in combat. The unit is considered to be locked in combat as soon as an enemy model is moved into base contact with any model in that unit and remains locked in combat until there are no enemy models remaining in base contact with any model that is part of that unit. Units that are locked in combat must attack and be attacked in the next Fight sub-phase, resolving the combat as per the standard rules. Units are no longer locked in combat if, at the end of any Phase, they no longer have any models in base contact with an enemy model.

Units that are locked in combat cannot move in any other Phase or make Shooting Attacks for any reason. Similarly, models cannot choose to target units locked in combat with Shooting Attacks for any reason. Blast markers and templates cannot be deliberately placed such that they cover any models locked in combat, but they may end up there after scattering and will then cause Hits on any units or models they contact as normal.

Units that are locked in combat do not take Morale checks or Pinning tests caused by Shooting Attacks, and cannot be Pinned.
Scatter
Sometimes a rule will call for an object (a template, counter, model or even a whole unit) to be placed on the battlefield and then scattered. When this occurs, follow this procedure:
  • Place the object on the battlefield as instructed by the rule.
  • Roll a Scatter dice and 2D6 to determine the direction and distance of scatter in inches.
  • If a Hit is rolled on the Scatter dice, the object does not move – leave it in place and resolve the remainder of the rule.
  • If an arrow is rolled, move the object the distance shown on the 2D6 in the direction of the arrow. Ignore intervening terrain, units, etc, unless the rule states otherwise.
  • Once the object has scattered to its final position, resolve its effects.
Some rules may specify a distance to be determined other than 2D6, in which case, just replace the 2D6 in this procedure with the method listed in the rule.

Scatter dice and other dice and accessories that you can use in your games of Horus Heresy – Age of Darkness can be purchased from the Games Workshop website.
Line of Sight
Line of sight determines what a model can ‘see’. Many situations call for you to determine whether or not a model has line of sight. A model normally needs line of sight whenever it wishes to attack an enemy, whether with a melee attack, or shooting attack. Line of sight literally represents your warriors’ view of the enemy – they must be able to see their foes through, under or over the battlefield terrain and other models (whether friendly or enemy).

For one model to have line of sight to another, you must be able to trace a straight, unblocked line from its body (the head, torso, arms or legs) to any part of the target’s body.

Sometimes, all that will be visible of a model is a weapon, banner, or other ornament they are carrying. In these cases, the model is not visible. Similarly, mechanical appendages such as cables, probes and ammo feeds are ignored, even though they may be part of a model’s body. These rules are intended to ensure that models don’t get penalised for having impressive banners, weaponry, and so on.

In many cases, what a model can ‘see’ will be obvious – if there’s a hill, building or mechanical construct in the way, the enemy might be blatantly out of sight. In other cases, two units will be clearly in view of each other as there is nothing at all in the way.

On those other occasions, where it’s not entirely obvious whether or not one unit can see another, the player will have to stoop over the battlefield and look from behind the model’s head for a ‘model’s eye view’. This means getting down to the level of your models and checking the battlefield from their perspective to ‘see what they can see’. You will find that you can spot lurking enemies through the windows of ruined buildings, catch a glimpse of a model’s legs under tree branches and see that high vantage points become very useful for the increased line of sight that they offer.
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)

Titanshard Armour

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.
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).
Frag Grenades

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.
Binaric Stratagems

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:
  • Pain Suppression Override: Affected models gain the Feel No Pain (5+) special rule.
  • Explorator Synaesthesis: Models in affected units gain the Move Through Cover special rule.
  • Deconstructive Confluence: Models in affected units gain the Wrecker special rule.
  • Extinction Interlock: Models in the affected units gain the Preferred Enemy (Infantry) special rule.
Precision Shots (X)

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.

Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as the target model is in range and line of sight of the attacking model, rather than following the normal rules for Wound allocation.

Note that Snap Shots and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots.
Arc pistol

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

Arc lance
Range
Str
AP
Type
Arc lance (Ranged)
12"
6
5
Assault 1, Disruption (6+)
Arc lance (Melee)
-
+1
5
Melee, Disruption (5+)
Mag-inverter Shield

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.

Invulnerable Saves granted by a mag-inverter shield do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing Saves. If a model has another Invulnerable Save then the controlling player must choose one to use.
Krak Grenades

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).
Paragon of Metal

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.

In addition, a model with the Paragon of Metal special rule may not be targeted or affected by any Cybertheurgic Power or any Weapon with the Data-djinn special rule, either friendly or enemy.
Hunter Killer

This unit may be upgraded freely as described in their profile, though they may not take the Paragon of Metal upgrade. If taken in this manner, the unit forms a single unit with the Arcuitor Magisterium, and the Arcuitor Magisterium gains the Patris Cybernetica special rule. The Arcuitor Magisterium may not voluntarily leave this unit during the course of the battle. This unit counts as being part of the same Elites choice as the Arcuitor Magisterium and does not take up a separate Force Organisation slot.
Monster Hunter

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.
Grav Wave

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.
Graviton Hammer

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.

*A Domitar with two graviton hammers gains an additional Attack. This additional Attack is not included in the characteristics profile above.
Range
Str
AP
Type
Graviton hammer (Melee)
-
10
2
Melee, Armourbane (Melee), Concussive (2)
Graviton hammer (Ranged)
Template
*
6
Heavy 1, Concussive (1), Graviton Pulse*, Grav Wave, Haywire
Skyfire

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.
Missile launcher

Range
Str
AP
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

Atomantic Deflector

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 -.
Searchlights

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.

In addition, any unit that has been the target of a Shooting Attack made by a unit with searchlights (regardless of whether any Hits were inflicted or not) may be freely targeted for Shooting Attacks by any other unit in the same Shooting phase, ignoring the 24" restriction to line of sight imposed by the Night Fighting rules.

Searchlights do not count as weapons and may not be targeted by the Weapon Destroyed result on the Vehicle Damage table.
Hammer of Wrath (X)

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.

If a model with this special rule Charges a Vehicle of any kind or a Building, the hits are resolved against the Armour Value of the Facing the charging model is touching. If the model is in contact with two or more Facings, the player controlling the target model chooses a Facing upon which the attacks are resolved. If a model with this special rule Charges a Building or Vehicle that is a Transport, the hits are resolved against the Building or Vehicle, not the unit Embarked within the Building or Vehicle.
Myrmidon axe

Range
Str
AP
Myrmidon axe
-
+2
2
Melee, Sunder, Two-handed, Unwieldy

Bulky (X)

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.

For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit (see, for example, Rampage (X)).
Volkite charger

Range
Str
AP
Volkite charger
15"
5
5
Assault 2, Deflagrate

Basic close combat weapon

Range
Str
AP
Basic close combat weapon
-
User
-
Melee

Cybertheurgist Auxilia
The Magos Auxilia may select one of the following Cybertheurgic Arcana, gaining all Rites and weapons that are part of that Arcana:
  • Artificia Cybernetica
  • Artificia Machina
Techno-arcana
Each Tech-Priest Auxilia unit must choose one of the following Techno-arcana. Only one selection may be made per Tech-Priest Auxilia unit. The Techno-arcana applies to the entire unit, providing it with additional special rules and wargear at no additional cost unless noted:

Enginseer: Tech-Priests and Magos Auxilia in the unit are each equipped with a servo-arm. While the unit contains any number of Servo-automata, Tech-Priests and Magos Auxilia in the unit improve their Battlesmith (X) special rule to Battlesmith (4+).

Lachrimallus: Tech-Priests, Magos Auxilia and Servo-automata in the unit have the Feel No Pain (5+) special rule. Friendly Adsecularis Tech-thrall units with at least one model within 6" of one or more Tech-Priest or Magos Auxilia with this special rule add +1 to their Feel No Pain Damage Mitigation rolls or gain the Feel No Pain (6+) special rule if they do not already possess the Feel No Pain (X) special rule

Reductor: Tech-Priests and Magos Auxilia in the unit are each equipped with a servo-arm, and all models in the unit gain the Sunder and Wrecker special rules. Magos Auxilia may exchange their servo-arm for either a conversion beamer or graviton imploder for +25 points each.
Nuncio-vox

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.
Las-lock

Range
Str
AP
Las-lock
18"
4
6
Assault 2

Flamer

Range
Str
AP
Flamer
Template
4
5
Assault 1

Heavy bolter

Range
Str
AP
Heavy bolter
36"
5
4
Heavy 4

Multi-melta

Range
Str
AP
Multi-melta
24"
8
1
Heavy 1, Armourbane (Melta), Twin-linked

The Rite of Pure Thought

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.
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
Two shock chargers with in-built bolters
*A Castellax with two shock chargers gains an additional Attack. This additional Attack is not included in the characteristics profile above.
Range
Str
AP
Type
Shock charger
-
User
3
Melee
Bolter
24"
4
5
Rapid Fire
Mauler bolt cannon

Range
Str
AP
Mauler bolt cannon
24"
6
4
Heavy 4, Pinning

Darkfire cannon

Range
Str
AP
Darkfire cannon
36"
7
2
Heavy 2, Blind, Lance, Gets Hot

Ram (X)

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.
Shock Chargers

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)
Bolter

Range
Str
AP
Bolter
24"
4
5
Rapid Fire

Siege wrecker

Range
Str
AP
Siege wrecker
-
10
2
Melee, Brutal (2), Sunder, Wrecker, Specialist Weapon

Power blade array

Range
Str
AP
Power blade array
-
User
4
Melee, Breaching (5+)

Cumbersome

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.
Scyllax combat array

Range
Str
AP
Scyllax combat array
 - Standard
-
User
5
Melee, Shred
 - Dismember
-
+3
2
Melee, Cumbersome, Unwieldy

Kraken bolter

Range
Str
AP
Kraken bolter
30"
4
4
Rapid Fire

Night Vision

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.
Support Squad

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.
Plasma gun

Range
Str
AP
Plasma gun
24"
7
4
Rapid Fire, Breaching (4+), Gets Hot

Lightning gun

Range
Str
AP
Lightning gun
 - (Arc)
18"
4
-
Heavy 3, Shred
 - (Strike)
18"
7
5
Heavy 1, Rending (4+), Shred

Lorica Thallax

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.
Djinn-sight

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.
Chain bayonet

Range
Str
AP
Chain bayonet
-
+1
-
Melee, Two-handed, Shred

Multi-laser

Range
Str
AP
Multi-laser
36"
6
6
Heavy 3

Phaeton autocannon

Range
Str
AP
Phaeton autocannon
 - AP rounds
64"
7
3
Heavy 2, Sunder, Rending (6+)
 - Ignis rounds
64"
7
3
Heavy 2, Ignores Cover, Rending (6+)

Heavy stubber

Range
Str
AP
Heavy stubber
36"
4
6
Heavy 3

Ionic Deflector

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 -.
Armiger and Moirax Talons

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.
Fleet (X)

Preternaturally agile, these warriors can cover ground more quickly than their plodding foes.

A unit composed entirely of models with this special rule gains a bonus to all Run moves, any distance moved as part of a Reaction and as a modifier to all rolls made to determine Charge Distances equal to the value in brackets listed after the special rule. For example, a unit composed entirely of models with the Fleet (2) special rule would add +2 to all Run moves it makes, +2 to all distances moved as part of a Reaction and add a +2 modifier to any Charge Moves made.

If a unit is composed entirely of models with this special rule, but the models have different versions of this special rule, then the unit must use the lowest Fleet value included in the unit (for example, a unit of ten models in which nine models have Fleet (2) and one model has Fleet (4) would use the Fleet (2) special rule).
Reaper chainblade

Range
Str
AP
Reaper chainblade
-
9
2
Melee, Shred

Thermal lance

Range
Str
AP
Thermal lance
36"
8
2
Heavy 2, Armourbane (Melta), Twin-linked

Arc lance

Range
Str
AP
Arc lance
 - Arc lance (Ranged)
12"
6
5
Assault 1, Disruption (6+)
 - Arc lance (Melee)
-
1
5
Melee, Disruption (5+)
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+)

Shock ram

Range
Str
AP
Shock ram
-
10
4
Melee, Concussive (3), Ram (D6)

Weapon Mounts
Hull (Arc) Mounted – Hull (Arc) Mounted weapons will always specify a single Firing Arc and may only fire at targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some units may specify Side as an arc – this means both Left and Right arcs.

For example, a Legion Land Raider Proteus has a Hull (Front) Mounted Heavy Bolter – this weapon may only fire at targets in the Front Firing Arc.

Turret Mounted – Turret Mounted weapons may fire at targets in any Hull arc (Front, Side or Rear) without restriction.

Centreline Mounted – Centreline Mounted weapons may only fire at targets in the Centreline Firing Arc.

Sponson Mounted – Sponson Mounted weapons are usually mounted in pairs, one on each side of a Vehicle (the Vehicle’s profile will note if this is not the case) and fire into the appropriate Sponson Firing Arc (either left or right). If the target of a Vehicle’s Shooting Attack is within the Firing Arc for only one of a pair of Sponson weapons, then the out of arc weapon may be fired at another enemy unit of the controlling player’s choice. This Secondary Target must be in the weapon’s line of sight and Firing Arc, but may be from a different unit than the original target.

Pintle Mounted – Pintle Mounted weapons may fire at targets in any Firing Arc without restriction, but are always counted as Defensive weapons regardless of the weapon type or its statistics.
Volkite caliver

Range
Str
AP
Volkite caliver
30"
6
5
Heavy 3, Deflagrate

Flare Shield

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.
Galvanic Traction Drive

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.
Access Points
Each Vehicle capable of carrying passengers will have a number of Access Points defined in its entry. These are the doors, ramps and hatches that passengers use to get in and out of the Vehicle. Transports on flying bases also count the base as an Access Point.
One Use/One Shot

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.
Hunter-killer missile

Range
Str
AP
Hunter-killer missile
48"
8
3
Heavy 1, One Shot

Two power blade arrays with in-built light autocannon
*An Arlatax with two power blade arrays gains an additional Attack. This additional Attack is not included in the characteristics profile above.
Range
Str
AP
Type
Power blade array
-
User
4
Melee, Breaching (5+)
Light autocannon
36"
6
4
Assault 2
Plasma cannon

Range
Str
AP
Plasma cannon
36"
7
4
Heavy 1, Blast (3"), Breaching (4+), Gets Hot

Utan Jump Booster

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 unit composed entirely of models with Utan jump boosters may not Run. During Reactions made in any Phase, a unit composed entirely of models with Utan jump boosters may not activate them to gain any bonus to their Movement Characteristic. Any model with an Utan jump booster also gains the Deep Strike special rule. Additionally, models with an Utan jump booster may Embark on models with the Transport Unit Sub-type, contrary to the normal Transport rules, but still must take into account their Unit Type and their size due to the Bulky (X) special rule.
Light autocannon

Range
Str
AP
Light autocannon
36"
6
4
Assault 2

Rampage (X)

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.

A model that has made a Disordered Charge that turn receives no benefit from Rampage.
Arc scourge

Range
Str
AP
Arc scourge
-
+2
3
Melee, Rampage (D3), Disruption (5+)

Two lightning claws

*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.

Range
Str
AP
Lightning claw*
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon

Instant Death
Even though some warriors have multiple Wounds, there are several kinds of weapons in the 31st Millennium that are powerful enough to kill them instantly. If the Strength Characteristic of an attack is at least double the Toughness Characteristic (after modifiers) of the target model, the attack gains the Instant Death special rule.

Instant Death: 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.
Prisoned

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).
Volkite incinerator
Range
Str
AP
Type
Volkite incinerator (Ranged)
10"
5
5
Assault 2, Deflagrate
Volkite incinerator (Melee)
-
6
2
Melee, Instant Death, Prisoned
Two power blade arrays with in-built rotor cannon
*A Vorax with two power blade arrays gains an additional Attack. This additional Attack is not included in the characteristics profile above.
Range
Str
AP
Type
Power blade array
-
User
4
Melee, Breaching (5+)
Rotor cannon
30"
3
-
Assault 4, Pinning, Shell Shock (1)
Scout

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.

If both sides have Scouts, roll off; the winner decides who redeploys first. Then alternate redeploying Scout units one at a time. If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a Disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is Embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.
Arc blaster

Range
Str
AP
Arc blaster
24"
6
5
Heavy 4, Shred, Disruption (4+)

Havoc launcher

Range
Str
AP
Havoc launcher
48"
5
5
Heavy 1, Blast (3"), Twin-linked

Stratos Thrusters

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.
Surveillance Protocols

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.
Massive Blast
Massive Blast weapons use the 7" Blast marker, but otherwise obey all the rules for Blast weapons.
Barrage

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:

Barrage weapons can fire indirectly. This means they can fire at a target that they do not have line of sight to, as long as the target is beyond their Minimum Range (if applicable). When firing indirectly, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit is rolled on the Scatter dice, the Blast marker always scatters a full 2D6". If a Barrage weapon has line of sight to its target it can fire directly, even if the target is within its Minimum Range.

Note that any Hits inflicted upon Vehicles by an Attack using the Barrage special rule are always resolved against the Vehicle’s Side Armour Value.
Crawling Fire

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.
Karacnos mortar battery

Range
Str
AP
Karacnos mortar battery
60"
6
4
Heavy 1, Massive Blast (7"), Barrage, Fleshbane, Rad-phage, Ignores Cover, Pinning, Shell Shock (3), Crawling Fire

Lightning lock

Range
Str
AP
Lightning lock
36"
7
3
Heavy 1, Blast (3"), Rending (4+), Shred, Exoshock (4+)

Hazardous Munitions

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.
Siege claw

Range
Str
AP
Siege claw
-
x2
2
Melee, Brutal (2), Sunder, Wrecker

Volkite veuglaire

Range
Str
AP
Volkite veuglaire
30"
6
4
Heavy 5, Deflagrate

Advanced Reaction: Greuso Protocol
Advanced 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.
Greuso Protocol

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.
Conversion beam cannon

Range
Str
AP
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

Graviton pulsar

Range
Str
AP
Graviton pulsar
24"
*
4
Heavy 2, Blast (3"), Concussive (1), Graviton Pulse*, Haywire

Large Blast
Large Blast weapons use the 5" Blast marker, but otherwise obey all the rules for Blast weapons.
Lightning cannon

Range
Str
AP
Lightning cannon
36"
7
3
Heavy 1, Large Blast (5"), Rending (4+), Shred, Exoshock (4+)

Searchlights

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.

In addition, any unit that has been the target of a Shooting Attack made by a unit with searchlights (regardless of whether any Hits were inflicted or not) may be freely targeted for Shooting Attacks by any other unit in the same Shooting phase, ignoring the 24" restriction to line of sight imposed by the Night Fighting rules.

Searchlights do not count as weapons and may not be targeted by the Weapon Destroyed result on the Vehicle Damage table.
Ordnance Weapons

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.

Ordnance weapons hit with such force that when you roll to penetrate a Vehicle’s armour with an Ordnance weapon, roll two dice instead of one and pick the highest result.

RangeSAPType
Earthshaker cannon36"-240"94Ordnance 1, Barrage, Large Blast (5"), Pinning
Pulsar-fusil

Range
Str
AP
Pulsar-fusil
36"
9
2
Ordnance 4, Pinning

Volkite caliver

Range
Str
AP
Volkite caliver
30"
6
5
Heavy 3, Deflagrate

Shock charger

Range
Str
AP
Shock charger
-
User
3
Melee

Volkite culverin

Range
Str
AP
Volkite culverin
45"
6
5
Heavy 5, Deflagrate

Torrent (X)

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.

For example, a weapon with the Torrent (18) special rule must place the narrow end of the template at a point within 18" and the wide end no closer to the firing model than the narrow end.
Irradiation engine

Range
Str
AP
Irradiation engine
Template
4
3
Heavy 1, Fleshbane, Rad-phage, Torrent (12")

Two shock chargers (Thanatar-Cavas only)
*A Thanatar-Cavas with two shock chargers gains an additional Attack. This additional Attack is not included in the characteristics profile above.
Range
Str
AP
Type
Shock charger
-
User
3
Melee
Graviton ram
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
Reactor Overload

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.
Plasma mortar

Range
Str
AP
Plasma mortar
36"
8
4
Ordnance 1, Large Blast (5"), Breaching (4+), Ignores Cover, Reactor Overload

Shock Pulse

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.
Sollex heavy-las

Range
Str
AP
Sollex heavy-las
48"
10
2
Heavy 3, Armourbane (Ranged), Shock Pulse

Thanatar Maniple

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.
Shooting with Knights and Titans
A Knight or Titan that moved can still fire all of its weapons in the subsequent Shooting phase, and always counts as having remained Stationary for the purposes of which weapons can fire, regardless of any distance actually moved. In addition, a Knight or Titan may fire each of its weapons at different targets if the controlling player chooses.

To reflect the unique capabilities of these towering machines, Knights and Titans use two additional types of weapon mount:

Arm Mounted – Arm Mounted weapons may fire at targets in any Firing Arc, except the Hull (Rear) arc. All Arm Mounted weapons count as Defensive weapons (but note the additional restrictions on Knight and Titan Reactions).

Carapace Mounted - Carapace Mounted weapons may fire at targets in any Firing Arc without restriction. However, they may not target any unit within 12" of the firing model.
Heavy conversion beam cannon

Range
Str
AP
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

Ion Shield

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.
Catastrophic Explosion

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.
Atrapos phasecutter
Range
Str
AP
Type
Atrapos phasecutter (Ranged)
12"
10
2
Ordnance 1
Atrapos phasecutter (Melee)
-
10
1
Melee, Cumbersome, Armourbane, Instant Death
Vortex

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:

No line of sight may be drawn through, into, or out of the area covered by the Vortex marker (as such, models within such an area of terrain cannot draw line of sight to any other model, nor can other models draw a line of sight to them).

Any models that enter the boundary of this area of terrain, or begin the Movement phase of the model’s Controlling player within its boundaries, immediately suffer one Str 10, AP 1 Hit and the Instant Death and Armourbane (Melee) special rules. If the model has the Vehicle Unit Type and suffers a Penetrating Hit due to this effect then it adds a modifier of +3 to that roll on the Vehicle Damage table instead of the +2 modifier it would normally add due to being AP1.

This area of terrain does not confer a Cover Save and no model within its boundary may use a Cover Save granted by any other rule or effect.
Graviton Singularity

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.
Singularity cannon

Range
Str
AP
Singularity cannon
36"
8
2
Heavy 1, Large Blast (5"), Haywire, Concussive (1), Graviton Singularity

Catastrophic Destruction

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.
Flank Speed

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.
Macro-extinction Targeting Protocols

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.
Reaper chainsword

Range
Str
AP
Reaper chainsword
-
10
2
Melee, Shred

Overtaxed Reactor

The ancient technologies at play within the carapace of this mechanical relic pushes its reactor far beyond what it can safely handle.

When destroyed, a model with this special rule resolves Catastrophic Damage at AP 3.
Volkite chieorovile

Range
Str
AP
Volkite chieorovile
45"
8
4
Heavy 5, Deflagrate

Terrebrax rocket battery

Range
Str
AP
Terrebrax rocket battery
48"
7
5
Heavy 12

Ordinatus Transport Bay

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.
Seismic Shock

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.
Aktaeus Class Seismic Excavator Macro-drill

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.

In addition, once per battle, at the end of the controlling player’s Movement phase, the Ordinatus Aktaeus may employ its seismic excavator macro-drill to cause a Seismic Shockwave. When this occurs, the Ordinatus Aktaeus cannot move for the rest of the battle and counts as a vehicle that has suffered an irreparable Immobilised result on the Vehicle Damage table (although no Hull Point loss is suffered). Units may not choose to Embark onto or Disembark from the Ordinatus Aktaeus in a turn in which the Seismic Shockwave ability is used, but may do so as normal in subsequent turns.

At the beginning of each of the controlling player’s Shooting phases for the rest of the battle after the Ordinatus Aktaeus has employed its seismic excavator macro-drill to cause a Seismic Shockwave, pick a point within 6" of the front of the hull of the Ordinatus Aktaeus (for the purposes of determining this point you should use the Front arc of the unit). All units, friendly or enemy (excluding the Ordinatus Aktaeus itself), within a number of inches equal to the current Game Turn number multiplied by 6 of this point suffer D6 Str 7, AP 4 Hits with the Pinning special rule. Models with the Vehicle Unit Type are hit on their weakest Armour Facing. Should a model with the Vehicle Unit Type suffer a Penetrating Hit from this attack, it immediately suffers from Crew Shaken in addition to any other effect.
Reactor Meltdown (X)

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:

Magna
When destroyed, a model with this special rule resolves Hits caused by Catastrophic Damage as Destroyer attacks.

Major
When destroyed, a model with this special rule resolves Hits caused by Catastrophic Damage as Destroyer attacks at AP2.

Maxima
When destroyed, a model with this special rule resolves Hits caused by Catastrophic Damage as Destroyer attacks at AP2, and doubles the range of the Catastrophic Damage effect.
Reinforced Structure

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.
Arriving from Reserve
At the start of the Active player’s second turn, roll a D6 for each unit in that player’s army that is being held in Reserve – these are known as ‘Reserve rolls’. If the roll is a 3 or more, that unit arrives this turn. If the roll is less than 3, it remains in Reserve and is rolled for again next turn.

If a successful Reserve roll is made for a unit, that unit must be moved onto the battlefield this turn. From the start of Game Turn 4 all Reserve rolls are considered to automatically succeed, unless another special rule states otherwise, and all of the Active player’s units that are in Reserve must be moved onto the battlefield or they are considered destroyed.

Some special rules can modify the roll required for a unit to arrive from Reserve. Regardless of the modifier(s), a natural roll of a 1 always means that the unit in question remains in Reserve, and a natural roll of a 6 always means that the unit in question arrives from Reserve.

Any unit for which a successful Reserve roll has been made must move onto the Battlefield at the start of the Controlling player’s Movement phase, before any other models are moved. Select one of the Active player’s arriving units and deploy it, moving it onto the table in the manner described as follows. Then pick another arriving unit and deploy it, and so on until all arriving units are on the table. The Active player can then proceed to move their other units as normal.
Impassable Terrain
Some terrain is simply so inhospitable, so dangerous that it cannot be traversed at all. Unless noted otherwise in their special rules, models cannot enter, cross, move into or move through Impassable Terrain – they must go around. The exceptions to this rule are typically units equipped with Jump Packs, or of the Skimmer or Flyer types which may move over, but not end their move, in Impassable Terrain.
Disembarking
A unit that begins its Movement phase Embarked upon a Vehicle can Disembark either before or after the Vehicle has moved (including pivoting on the spot) so long as the Vehicle has not moved more than half its Movement Characteristic.

If the Vehicle had not moved before the unit Disembarked, the Vehicle can then move normally. If the Vehicle had already moved before the unit Disembarked, the Vehicle cannot move further that turn (including pivoting on the spot). In addition, a Vehicle cannot Ram on a turn that a unit Disembarks from it.
Pinned
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and that unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example, if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but enemy units do not receive the Initiative penalty for having Charged a unit through Difficult Terrain, even if the Pinned unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails and the Pinned unit makes neither a Charge or Surge move. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
Fall Back
Units make a Fall Back Move immediately upon failing a Morale check – the only moves they can make in subsequent Phases are Fall Back Moves until they Regroup. In each subsequent Movement phase, they will make further Fall Back Moves instead of moving normally, until the unit Regroups, is destroyed or leaves the battlefield.

Fall Back Moves are 2D6", unless a rule specifies otherwise. Fall Back Moves are not slowed by Difficult Terrain, but incur Dangerous Terrain tests as normal. Units with models that Fall Back at different speeds always Fall Back at the speed of the slowest model in the unit.

Each model in the unit moves directly towards their own battlefield edge by the shortest possible route.

If playing a mission where there is no ‘own’ battlefield edge, models move towards the closest battlefield edge instead.

If any model from a unit that is Falling Back moves into contact with a battlefield edge, the entire unit is removed from the game as casualties as it scatters and flees the battle.
Advanced Reaction: Interceptor
Advanced 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.

Interceptor - This Advanced Reaction may be made whenever an enemy unit enters play from Reserve within line of sight of a friendly unit, and within the maximum range of at least one weapon in that unit. The Reacting unit may make a Shooting Attack, targeting a unit deployed onto the battlefield in this Phase and following all the usual rules for Shooting Attacks. Vehicles may only fire Defensive weapons, unless another rule specifically states otherwise. Shooting Attacks made as part of the Interceptor Reaction do not cause Morale checks, regardless of the number of casualties inflicted.

Unless otherwise specified by another rule, making this Reaction expends a point from the Reactive player’s Reaction Allotment for the Phase in which the Reaction is made.
Running
In order to maximise their potential movement, models can forego the chance to make a Shooting Attack in the turn’s Shooting phase in order to increase their maximum Movement distance. This can represent infantry sprinting ahead as well as combat bikes going at maximum speed or a Dreadnought breaking into a long-legged lope. Any unit may choose to Run during the Movement phase (except those units whose Type does not allow them to do so, such as Vehicles and Artillery – see Unit Types), but this must be declared before any models in the unit are moved. If the Active player chooses to Run with any of their units, that unit increases their movement by the value of the lowest Initiative Characteristic in the unit for the duration of the Movement phase.

However, a unit that Runs may not make Shooting Attacks of any kind during the following Shooting phase, or declare Charges during the Assault phase of the same player turn. If any models in a unit Run, then all models in that unit are counted as having Run, regardless of the distance moved by any individual model.

Units making a Reaction during their opponent’s turn may never choose to Run as part of that Reaction.
Assault Vehicle

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 Assault

Subterranean Assault

A 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.
Terrestrial Disregard

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.

If the marker’s final position is within 1" of an enemy model, any battlefield edge or a piece of Impassable Terrain, then 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 by the controlling player’s opponent anywhere on the battlefield that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain.

Once the final position of the marker has been determined, the controlling player may place the model with this special rule on the battlefield so long as the centre of the marker is underneath part of the model’s hull, and the model remains more than 1" away from any enemy model. After the model has been placed, each Fortification within 6" of it immediately suffers D6 Str 10, AP 2 Hits, and nearby units suffer one S10, AP 2 Hit for each model within 6" of the model. Any unit that suffers one or more Hits from this effect must take an immediate Pinning test.

The area under the Apocalyptic Blast marker (10") is treated as Difficult Terrain and Dangerous Terrain for the remainder of the battle.
Destroyer

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.

In addition, when a Destroyer weapon inflicts a Glancing Hit or a Penetrating Hit, it inflicts D3 Hull Points of Damage instead of a single Hull Point. When a Destroyer weapon inflicts a Wound on a non-Vehicle model, it inflicts D3 Wounds instead of a single Wound.

RangeSAPType
Volcano cannon120"101Destroyer 1, Large Blast (5")
Sonic Wave

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.
Sonic destructor

Range
Str
AP
Sonic destructor
72"
6
2
Destroyer 1, Large Blast (5"), Sonic Wave, Pinning, Armourbane (Ranged), Murderous Strike (5+), Ignores Cover

Ordinatus Dispersion Shield

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.
Magna lascannon

Range
Str
AP
Magna lascannon
72"
10
2
Ordnance 2, Large Blast (5")

Autocannon

Range
Str
AP
Autocannon
48"
7
4
Heavy 2, Rending (6+)

Ironstorm missile pod

Range
Str
AP
Ironstorm missile pod
48"
5
4
Ordnance 1, Large Blast (5")

Lascannon

Range
Str
AP
Lascannon
48"
9
2
Heavy 1, Sunder

Whirlwind launcher

Range
Str
AP
Whirlwind launcher
- Hyperios warhead
48"
8
3
Heavy 4, Skyfire, Twin-linked

Reaper chainfist

Range
Str
AP
Reaper chainfist
-
10
2
Melee, Armourbane (Melee)

Heavy Bolter

Range
Str
AP
Heavy Bolter
36"
5
4
Heavy 4

Acheron flamestorm cannon

Range
Str
AP
Acheron flamestorm cannon
Hellstorm
7
4
Ordnance 1, Shred

Tempest warblade

Range
Str
AP
Tempest warblade
-
10
2
Melee, Deflagrate, Tempest

Castigator bolt cannon

Range
Str
AP
Castigator bolt cannon
36"
6
4
Heavy 18, Pinning, Shell Shock (1), Twin-linked

Shock lance
Range
Str
AP
Type
Shock lance (Melee)
-
10
2
Melee, Reach (1), Exoshock (5+)
Shock lance (Ranged)
18"
7
3
Heavy 6, Concussive (2)
Ion Gauntlet Shield

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.
Rapid-fire battle cannon

Range
Str
AP
Rapid-fire battle cannon
48"
8
4
Ordnance 2, Large Blast (5")

Thunderstrike gauntlet

Range
Str
AP
Thunderstrike gauntlet
-
12
2
Melee, Sunder

Avenger gatling cannon

Range
Str
AP
Avenger gatling cannon
36"
6
4
Heavy 12, Rending (6+)

Heavy flamer

Range
Str
AP
Heavy flamer
Template
5
4
Assault 1

Thermal cannon

Range
Str
AP
Thermal cannon
36"
8
1
Heavy 1, Large Blast (5"), Armourbane (Melta)

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