Contents Elites Dedicated Transports Fast Attack Heavy Support Lords of War | ||
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. | ||
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 |
Rites of the BeastAnacharis 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 ProtocolsIf 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 SceptreA 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.
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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. | ||
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 |
Master CybertheurgistThe 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):
The Orders of High Techno-arcanaAn 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. | ||
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 |
Master CybertheurgistThe 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):
The Orders of High Techno-arcanaAn 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. | ||
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 |
Master Cybertheurgist: Artificia ReductorCalleb Decima Invictus has all the Rites and weapons that are part of the Artificia Reductor arcana.Walker in RuinCalleb 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. | ||
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 |
Cybertheurgist AdeptThe Magos Dominus may select one of the following Cybertheurgic Arcana, gaining all Rites and weapons that are part of that Arcana:
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HQ The abeyant is a heavily armoured repulsorthrone, the preferred conveyance of many high ranked dominus of the Mechanicum. Taking the form of a stylised pulpit or scarab-like framework, the principal advantage of these armoured platforms is that their mag-suspensor fields allow the most war-torn battlefield to be traversed with ease, and their enhanced life-support chassis greatly improves their user’s survivability. In such a manner the magos dominus joins the battle at the head of their cohorts, closely observing the fluid arithmetic of war and affects the battle’s course in the most direct manner by employing some of the most deadly weapons to be found in the arsenals of the Mechanicum. The mere sight of a magos dominus astride an abeyant directing phalanxes of Cybernetica automata is enough to break entire formations of lesser troops, and even the mighty warriors of the Legiones Astartes take pause when faced with such opposition. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Magos Dominus on Abeyant (base: 60mm) | |||||||||||
Magos Dominus on Abeyant | 6 | 3 | 4 | 4 | 5 | 4 | 3 | 2 | 9 | 3+ | 60mm |
Cybertheurgist AdeptThe Magos Dominus may select one of the following Cybertheurgic Arcana, gaining all Rites and weapons that are part of that Arcana:
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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. | ||
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 |
High Techno-arcana: StataragaArchmagos 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 CybertheurgistArchmagos Draykavac has the Artificia Machina and Ephemera Incursus Cybertheurgic Arcana, and has all Rites and weapons that are part of those Arcana.LiquifractorThe 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 TaskmasterIf 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-skeinDraykavac 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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
Cybertheurgist AuxiliaThe Magos Auxilia may select one of the following Cybertheurgic Arcana, gaining all Rites and weapons that are part of that Arcana:
Techno-arcanaEach 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 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. | ||
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 |
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. | ||
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 |
TROOPS Not all of the most potent creations of the Mechanicum are hulking war machines and towering battle-automata. Some, such as the Scyllax guardian-automata, demonstrate formidable power in a more compact frame scarcely larger than an armoured man. These sophisticated machinecreatures are neither a true battle-automata, lacking a cybernetica-cortex, nor are they a true servitor class as their organic component is almost negligible, reduced to the ossuary skulls and human neural tissue harvested from sources best left unknown. Their armoured carapaces house powerful electro-thermic reactors and banks of lucid cogitator-stacks that process a storm of battlefield analysis engrams and protective tech-incantations, a system so potent some claim it borders on the blasphemy of the silica animus. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Scyllax (base: 32mm) | |||||||||||
Scyllax | 6 | 3 | 4 | 4 | 5 | 2 | 3 | 3 | 6 | 4+ | 32mm |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Triaros (base: Use model) | ||||||||
Triaros | 12 | 4 | 14 | 12 | 12 | 5 | 22 | Use model |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Karacnos (base: Use model) | ||||||||
Karacnos | 12 | 4 | 14 | 12 | 12 | 5 | - | Use model |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
HEAVY SUPPORT A heavy siege-automata, designed as a mobile artillery platform rather than a general battle unit, the Thanatar frame, built to accommodate the huge weapon and the power systems and fuel reserves required to supply it, is considerably larger than even the hulking Castellax. The baseline pattern, sometimes referred to as the Thanatar-Cavas, is armed with a Hellex pattern plasma mortar, a terrifying weapon able to launch spheres of plasma into the heart of enemy fortifications. The origins of the Thanatar-Cavas remains uncertain, save that its armament is known to be the product of the Forge World of Ryza, the sole locale where the Hellex pattern weaponry is produced. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Thanatar-Cavas (base: 120 x 92mm) | |||||||||||
Thanatar-Cavas | 8 | 3 | 4 | 8 | 8 | 7 | 3 | 3 | 7 | 2+ | 120 x 92mm |
Thanatar-Calix (base: 120 x 92mm) | |||||||||||
Thanatar-Calix | 8 | 3 | 4 | 8 | 8 | 7 | 3 | 3 | 7 | 2+ | 120 x 92mm |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
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. | ||
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 |
This weapon is particularly heavy and requires both hands to wield.
A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons.This weapon 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.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.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.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+) |
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).Pistols are light enough to be carried and fired one-handed.
A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.
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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.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.Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.
When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.
A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.
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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.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.Utilised by Techmarines and the Adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semiautonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These miniondrones are an extension of their master’s will and provide them with a host of additional senses and capabilities.
A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.This term covers a variety of energy field and defensive shield projectors devised by Mechanicum magi to protect themselves both on the battlefield and from assassination by their rivals. They encompass the wearer in an energy field or force barrier which serves to refract or deflect impacts and energy discharges, although the need for the wearer to move and fight, as well as their power consumption prevents them from being anywhere near inviolable to attack. Devices of this nature are relatively rare and are the province of senior figures, where they are often incorporated into armour or amulets and gifted as a mark of favour and rank.
A model with a refractor field gains a 5+ Invulnerable Save, and a model with a Mechanicum Protectiva gains a 4+ Invulnerable Save.This control and signalling device uses data-djinn to command Battle-automata fitted with Cybernetica cortex systems, allowing the wielder to witness the battlefield through the automata’s own senses as well as monitor their status and exact precise control over their actions. Only the most highly experienced and specifically augmented adepts of the Mechanicum and the Forge Lords of the Legiones Astartes can hope to fathom the use of these fractious devices and successfully interpret the storm of data streaming from their un-living minions.
Any unit that includes one or more models with the Cybernetica Unit Sub-type may ignore the Programmed Behaviour provision described as part of that Sub-type while within 12" of a friendly model with a cortex controller.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.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.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: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.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.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:
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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.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.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.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.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.
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Haywire weapons send out powerful electromagnetic pulses.
For each Hit inflicted on a unit that contains at least one model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll:
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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.Animatus Integro (Cybertheurgic Rite) Manipulating the machine spirit of any complex machine, the cybertheurgist is capable of remote activation of repair sub-routines and of repurposing auxiliary systems to perform repairs other lesser artificers might have deemed impossible. Such is the formidable skill of these machine-wrights that such ministrations are carried out from afar, without laying hand nor tool upon the shattered hull of the stricken machine. Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may apply the effects of any version of the Battlesmith (X) special rule they have to a single model with the Vehicle, Dreadnought or Automata Unit Type that is within 12" of the Cybertheurgist. The effect is rolled for as normally required by the Battlesmith (X) special rule, but does not require the Cybertheurgist to be in base contact or Embarked upon the model. If successful, the controlling player may choose to make a Cybertheurgy check for the Cybertheurgist model, if successful then the effect of the Battlesmith (X) special rule is applied twice without further rolls (i.e., an additional Wound is restored, or an additional Weapon Destroyed result removed from the target, etc.). If the Cybertheurgy check is failed then the Cybertheurgist suffers Cybertheurgic Feedback. |
Animatus Excindor (Cybertheurgic Weapon) Just as Cybermancy can over-charge a machine’s systems to power its re-invigoration, so can it overload those systems and crush the heart of even the most powerful war machines. Cybertheurgic Focus: Before making any To Hit rolls with this weapon, the Cybertheurgist must make a Cybertheurgy check. If the Check is passed then the Cybertheurgist may attack as normal using the profile shown for this weapon. If the Check is failed then the Cybertheurgist suffers Cybertheurgic Feedback, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
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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.Cybernetica Exortus (Cybertheurgic Rite) The master magi of the Cybernetica cohorts are well versed in the intricacies of their steel charges; they know the incantations to coax the greatest potential from them. In battle it is by their efforts that the unfeeling legions of the Mechanicum can overcome the fickle and unpredictable armies of flesh and blood soldiers. Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may select a single friendly unit with a model within 12" which contains at least one model with the Automata Unit Type and apply one of the following effects to all models with the Automata Unit Type in the unit:
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Mordeo Cogita (Cybertheurgic Weapon) Many have thought the automata of the Mechanicum among the toughest warriors to tread the battlefields of the Age of Darkness, but by means of coded incantations the adepts of the Arcana Cybernetica can purge the engrams of these metal beasts, bringing them to a sudden stop with but a thought. Cybertheurgic Focus: Before making any To Hit rolls with this weapon, the Cybertheurgist must make a Cybertheurgy check. If the Check is passed then the Cybertheurgist may attack as normal using the profile shown for this weapon. If the Check is failed then the Cybertheurgist suffers Cybertheurgic Feedback, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
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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.Shorting out the vox comms of enemy targets, this weapon isolates its victims from their allies and the direction of their commanders.
Any models with the Infantry or Cavalry Unit Types in a unit that suffers one or more Hits from a weapon with this special rule must reduce their Leadership by -2 until the start of their controlling player’s next turn. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Vox Silence special rule at a time. Nor is it cumulative with other special rules that negatively modify Leadership. Always use the highest single modifier among those applicable. In addition, units affected by this special rule do not gain the benefits of nuncio vox, command vox or other similar Wargear items until the start of their controlling player’s next turn. Units that include one or more models with the Stubborn special rule ignore this effect.Ephemera Perfidiae (Cybertheurgic Rite) The sheer ubiquity of the Machine Cult’s works in every fighting force on both sides of the civil war give the more insidious tech-magi an incredible amount of power over their enemies. With little more than a thought and a muttered binaric chant, a canny technomancer can alter their opponent’s target priority and friendly fire protocols, deceiving them into bearing down on their allies. Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may select a single enemy unit with a model within 12" that is entirely composed of models with the Vehicle or Automata Unit Type. The Cybertheurgist’s controlling player may immediately make a Shooting Attack as if they controlled the chosen unit – this Shooting Attack may target any unit that is considered an enemy unit by the Cybertheurgist’s controlling player and is made as Snap Shots. The Cybertheurgist may choose to make a Cybertheurgy check before making this Shooting Attack, if successful the Shooting Attack is made using the Cybertheurgist’s BS and is not made as Snap Shots. If the Check is failed then the Cybertheurgist suffers Cybertheurgic Feedback and no Shooting Attack is made. An enemy unit used to make a Shooting Attack with this Rite may attack normally in its controlling player’s turn and gains the Hatred (Cybertheurgists) special rule for the rest of the battle. |
Ephemera Exocluo (Cybertheurgic Weapon) There are few warriors on the battlefields of the Age of Darkness that do not rely on some form of technological aid to function, from targeting scanners to vox communicators. A magos skilled in the ephemera exocluo can disrupt, destroy and subvert these devices and leave their users helpless. Cybertheurgic Focus: Before making any To Hit rolls with this weapon, the Cybertheurgist must make a Cybertheurgy check. If the Check is passed then the Cybertheurgist may attack as normal using the profile shown for this weapon. If the Check is failed then the Cybertheurgist suffers Cybertheurgic Feedback, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
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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.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.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.The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.
A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.Some weapons strike with enough force to make a mockery of anything except the most reinforced of armoured shells.
Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result must be kept.The elegant Tempest warblade of the Knight Castigator uses relic technology from a bygone age to infuse its strikes with searing energy, leaving glowing trails of embers and ash behind its sweeping arcs.
Instead of making a Melee Attack, a model with a weapon with this special rule may make a special attack at Initiative step 2. This automatically inflicts a single Hit against each model (friendly or enemy) in contact with the attacking model’s base, using the profile of the weapon with this special rule.The massive gauntlet-claws wielded by certain Knights of the Mechanicum and Questoris Houses tear through the chassis plating of even the most heavily armoured Titan with ease. Woe betide any mere mortal that is caught in their indomitable grip.
Any model which suffers an unsaved Wound or Hull Point loss from a weapon with this special rule instead suffers D6 unsaved Wounds or Hull Points of damage. In addition, if the target of this attack is a model with the Knight, Titan, Super-heavy Vehicle, or Building or Fortification Unit Type, or the Monstrous Unit Sub-type, increase the number of Wounds suffered or Hull Points lost to 2D6.Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.
A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors.
All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a Power weapon may take any of the weapons included in this entry.Range | Str | AP | Type | |
Power sword | - | User | 3 | Melee, Rending (6+) |
Power axe | - | +1 | 2 | Melee, Unwieldy |
Power maul | - | +2 | 3 | Melee |
Power lance | - | +1 | 3 | Melee, Reach (1) |
Range | Str | AP | Type | |
Power blade array | - | User | 4 | Melee, Breaching (5+) |
Lightning claw* | - | User | 3 | Melee, Shred, Rending (6+), Specialist Weapon |
Myrmidon axe | - | +2 | 2 | Melee, Sunder, Two-handed, Unwieldy |
Power fist | - | x2 | 2 | Melee, Unwieldy, Specialist Weapon |
Thunderstrike gauntlet | - | 12 | 2 | Melee, Sunder |
Tempest warblade | - | 10 | 2 | Melee, Deflagrate, Tempest |
Titan power fist | - | 14 | 1 | Melee, Sunder, Destructor |
Arioch power claw | - | 15 | 1 | Melee, Shred, Destructor, Instant Death, Armourbane (Melee) |
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.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.Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger.
When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.This energy scanning device has the effect of alerting the user to the concealed presence or imminent arrival of enemy troops in the vicinity.
A unit that includes at least one model with an augury scanner gains all of the following benefits: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.These weapons are relics of the darkest years of Old Terra’s isolation, designed to poison both the enemy and the land upon which they were detonated. The Emperor himself forbade the use of such weapons, save by the elite of his own legions.
During a turn in which a unit with at least one model with rad grenades successfully Charges, or is themselves successfully Charged, all models in the enemy unit(s) suffer a -1 penalty to their Toughness Characteristic, to a minimum of Toughness 1, until the end of the Fight sub-phase that follows the successful Charge. Note: This does affect Instant Death thresholds.Many are the weapons and creatures whose merest caress is fatal.
If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.One of the terrors of Old Night, rad-phage weaponry was created to corrupt and poison, to reduce a powerful foe to an impotent and pitiable wreck.
A model which loses one or more Wounds to an attack with this special rule and survives has its Toughness value reduced by -1 for the rest of the battle. This effect is not cumulative with other attacks using the Rad-phage special rule, but can be stacked with other special rules that also reduce the Toughness Characteristic of the target. Note that this special rule can never reduce a model to a Toughness value of less than 1.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.These weapons are grafted to the same targeting system for greater accuracy.
When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.
When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.
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Some weapons crush their targets, cracking bones and rupturing organs.
Instead of rolling To Wound normally with this weapon, any model without the Vehicle, Dreadnought or Automata Unit Type that suffers a Hit from a weapon with this special rule must instead roll under their Strength on a D6 or suffer a Wound (a roll of a ‘6’ always counts as a failure). If a Graviton Pulse weapon also has the Blast type, then leave the Blast marker in place after resolving all Wounds, or otherwise mark the area. This area now counts as both Difficult Terrain and Dangerous Terrain until the start of the next turn of the player that made the attack.Some weapons are designed to leave any foe that manages to survive their strike disoriented and easy to slay.
A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part of a Shooting Attack), or the current combat (if the attacks were inflicted as part of a Melee attack). If the test is failed then that unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no value is listed then reduce the target unit’s WS by -1).These horrific devices were originally an offshoot of early research into atomantic generators, but have since been turned to vile weapons of war. They serve to generate and emit a constant deluge of exotic radiation, an insidious onslaught that bypasses armour and other defences to cripple the foe. Only those magi with properly shielded organics or full automata can bear such devices for any length of time without collapsing from the corrupting touch of the radiation they emit.
Any melee Hits allocated to models locked in combat with one or more units that include a model with a rad furnace require one lower result To Wound than they would normally, to a minimum of 2+. This effect is not cumulative with itself if more than one model in a combat has a rad furnace. Models with rad furnaces are immune to the effects of rad grenades, the Rad-phage special rule and the rad furnaces of models they are locked in combat with. In addition, Hits from weapons with the Rad-phage special rule that are allocated to a model with a rad furnace only successfully wound on a To Wound roll of a 6+.Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.
If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.Some weapons produce such a weight of fire that any target pummelled by their attack is left dazed and stunned.
Pinning tests taken due to an attack or weapon with this special rule are made with a penalty to Leadership Characteristic equal to the value listed as part of the special rule.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 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.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.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.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.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.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).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.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)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.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.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.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.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).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.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: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.Range | Str | AP | Type | |
Arc lance (Ranged) | 12" | 6 | 5 | Assault 1, Disruption (6+) |
Arc lance (Melee) | - | +1 | 5 | Melee, Disruption (5+) |
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.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).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.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.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.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.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 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.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 -.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.Many warriors hurl themselves headlong into combat, seeking to crush or trample the foe.
If a model with this special rule ends its Charge Move in base contact with an enemy model, it makes a number of additional attacks equal to the value in brackets listed as part of this special rule. These attacks hit automatically and are resolved at the model’s unmodified Strength with AP-. These attacks do not benefit from any of the model’s special rules (such as Furious Charge, Rending, etc.). These attacks are resolved during the Fight sub-phase at Initiative step 10, but do not grant the model an additional Pile-in Move.This 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.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.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 are very common and usually come in the form of semi-automatic rifles. Their versatility means they can be fired as effectively when a squad is advancing as when taking single, long-ranged shots.
A model armed with a Rapid Fire weapon can make two attacks at a target up to half the weapon’s Maximum Range away. Alternatively, it can instead make one attack at a target over half the weapon’s range away, up to the weapon’s Maximum Range.
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Range | Str | AP | Type | |
Shock charger | - | User | 3 | Melee |
Bolter | 24" | 4 | 5 | Rapid Fire |
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.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) |
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.Some warriors can see almost as clearly in the darkness as they can in daylight.
A unit that contains at least one model with this special rule ignores the effects of Night Fighting and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.Though numerous, some formations are intended for specialised tasks on the battlefield and are rarely used for the more routine roles of military life.
A unit with this special rule may not be chosen as a compulsory choice for the army as part of the Force Organisation chart.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.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.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 -.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.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.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, 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.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.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.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.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.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.Range | Str | AP | Type | |
Power blade array | - | User | 4 | Melee, Breaching (5+) |
Light autocannon | 36" | 6 | 4 | Assault 2 |
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.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.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).Range | Str | AP | Type | |
Volkite incinerator (Ranged) | 10" | 5 | 5 | Assault 2, Deflagrate |
Volkite incinerator (Melee) | - | 6 | 2 | Melee, Instant Death, Prisoned |
Range | Str | AP | Type | |
Power blade array | - | User | 4 | Melee, Breaching (5+) |
Rotor cannon | 30" | 3 | - | Assault 4, Pinning, Shell Shock (1) |
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.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.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.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: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.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.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.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.Ordnance weapons are cannon so vast, they are typically mounted on tanks and artillery.
When making Shooting Attacks, a model equipped with an Ordnance weapon fires the number of times indicated in its profile after its Type. A non-Vehicle model carrying an Ordnance weapon cannot attack with it in the Shooting phase if they moved in the preceding Movement phase. Ordnance weapons cannot make Snap Shots. Furthermore, if a non-Vehicle model attacks with an Ordnance weapon, that model may not make any further Shooting Attacks with any other weapon in the Phase nor will it be able to Charge in the ensuing Assault phase. Vehicle models that fire Ordnance weapons may also suffer some restrictions based upon the distance they have moved that turn.
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This weapon 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.Range | Str | AP | Type | |
Shock charger | - | User | 3 | Melee |
Range | Str | AP | Type | |
Graviton ram (Melee) | - | 10 | 1 | Melee, Armourbane (Melee), Concussive (2) |
Graviton ram (Ranged) | Template | * | 4 | Heavy 1, Concussive (1), Graviton Pulse*, Grav Wave, Haywire |
This weapon requires dangerous amounts of energy to fire at full power. Doing so puts the vehicle at risk of pushing its reactor past the breaking point.
A weapon with this special rule may double the number of shots it makes, but if it does so the firing model suffers D3 Wounds or Hull Points of damage with no Saves or Damage Mitigation rolls of any kind allowed.Some weapons emit such a storm of radiation and electrical impulses that they can temporarily incapacitate even the most well-armoured fighting vehicles.
Any model with the Vehicle, Dreadnought or Automata Unit Type that suffers a Penetrating Hit or unsaved Wound from an attack with this special rule may only make Snap Shots when it next makes a Shooting Attack either as part of a Reaction or during its vontrolling player’s Shooting phase.These cybernetica monstrosities are possessed of such will that they can only be formed into loose squadrons for a short time before succumbing to their independent nature.
When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves) all models in the unit must be placed within unit coherency, but afterwards operate independently and are not treated as a single unit.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.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.Range | Str | AP | Type | |
Atrapos phasecutter (Ranged) | 12" | 10 | 2 | Ordnance 1 |
Atrapos phasecutter (Melee) | - | 10 | 1 | Melee, Cumbersome, Armourbane, Instant Death |
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: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.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.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.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.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.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.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.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.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: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.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 AssaultA 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. | ||
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.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.
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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.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.Range | Str | AP | ||
Heavy Bolter | 36" | 5 | 4 | Heavy 4 |
Range | Str | AP | Type | |
Shock lance (Melee) | - | 10 | 2 | Melee, Reach (1), Exoshock (5+) |
Shock lance (Ranged) | 18" | 7 | 3 | Heavy 6, Concussive (2) |
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.