| Book | Kind | Edition | Version | Last update |
Liber Mechanicum | ||||
Liber Mechanicum | Rulebook | 3 | 1.1 | October 2025 |
Legacies of the Age of Darkness | ||||
Legacies of the Age of Darkness | Expansion | 3 | 1.1 | October 2025 |
These Wargear lists are used with many of the Units in this Army List. Where a Wargear Option on a Unit references a Wargear list from those below, one of the options from that list can be selected for that Model and the Points cost listed added to the cost of that Unit.
Every Model in a Mechanicum Taghmata Army is part of one or more High Tech Arcana. Each High Tech Arcana offers a number of new options and Rules for use with Models that have the Trait for that High Tech Arcana. Each High Tech Arcana will list how, when and at what cost these options can be used or selected.
The Archimandrite order are masters of the strict hierarchical politics of the Mechanicum, deft overseers and harsh project- masters. Their craft is not in the simple hammering of iron, or the twisting of flesh, but in the manipulation of ideas and the control of other magi. Where magi of other orders are often isolated and focussed solely on their works, the Archimandrites perceive the vast web of interlinked tech-priests and uncounted thralls that forms the body of the Mechanicum. As such, most Forge Worlds are governed by the initiates of this tech arcana, who jealously guard their power and influence.
An Archmagos, Archmagos on Abeyant, Magos, Magos on Abeyant or Tech-priest with the Archimandrite Trait gains the Arcana Benefice: The Engram of Authority, and any Model with the Archimandrite Trait may make use of the other Arcana options.The lords of the Archimandrite use their influence to surround themselves with the most dangerous bodyguards and the most talented assistants. They understand that in the concentration of power is the purest expression of the Machine-cult’s influence and the superiority of their own doctrine.
If an Army includes a Model with the High Command Battlefield Role and the Archimandrite Trait, then the following Apex Detachment may be selected:Masters of the arcane science of the cybernetica cortex and architects of the deathless automata armies that protect the fanes of the Mechanicum. These coldly calculating magi are amongst those most commonly seen among the hosts of the Horus Heresy, for the hosts of automata they command are ever in demand on the frontlines of battle. More than any other creed of Mars they hold the flesh to be weak, and ever seek to attain the purity of a purely mechanical existence, with the eldest of their brethren little more than a last few organs supported by armoured cybernetic shells.
An Archmagos, Archmagos on Abeyant, Magos, Magos on Abeyant or Tech-priest with the Cybernetica Trait gains the Arcana Benefice: The Deus Machina, and any Model with the Cybernetica Trait may make use of the other Arcana Options.The masters of the Cybernetica go to war surrounded not by a guard of flesh and blood warriors, but flanked by the greatest of their automata creations. These deathless warriors serve both as both as stalwart protectors and as evidence of the superlative craft of their creator.
If an Army includes a Model with the High Command Battlefield Role and the Cybernetica Trait, then the following Apex Detachment may be selected:The flesh-smiths and slave masters of the Mechanicum, these magi drive the lay-population of the forge world both to labour and to war. While often looked down upon by more mechanically oriented arcana, these magi are essential to the operation of any Forge World and wield significant power, for without bodies to work the machines all industry grinds to a halt. Most Lacrymaerta magi keep close to their seats of power, the vast under-halls of the forge, but some few seek positions among the fleets of Imperial armies. These acquisitive magi seek to strip the dead in the wake of battle for husks to repurpose, and to claim a toll of the losing side as thralls for their forge.
An Archmagos, Archmagos on Abeyant, Magos, Magos on Abeyant or Tech-priest with the Lacrymaerta Trait gains the Arcana Benefice: An Endless Servitude, and any Model with the Lacrymaerta Trait may make use of the other Arcana Options.The lords of the Lacrymaerta do not dote on creations of cold metal, but on those that fuse the perfection of steel with flesh. These gory magi place high value on the most powerful bloodlines used to breed their war beasts and form their retinues of the most fearsome of such creatures.
If an army includes a Model with the High Command Battlefield Role and the Lacrymaerta Trait, then the following Apex Detachment may be selected:The builders of cities and keepers of titans. These magi care only for the grandest visions of the Omnissiah’s craft and in times of war they bring mighty war engines and armoured vehicles to the field, disdaining mere infantry and lesser automata as beneath them. They are often absent from the politics of the Forge World, giving little thought to the schemes and petty greed of lesser Tech-arcana as they contemplate the shaping of worlds and the tramp of gargantuan feet. Some few among their number are more active in the affairs of the Mechanicum, shepherding armoured squadrons across the battlefields of distant worlds and communing through the rumble of hundreds of armoured treads and the thunder of massed cannon.
An Archmagos, Archmagos on Abeyant, Magos, Magos on Abeyant or Tech-priest with the Macrotek Trait gains the Arcana Benefice: Protector of Iron, and any Model with the Macrotek Trait may make use of the other Arcana Options.The lords of the Macrotek order take pride in the engines kept in their stables, each a masterwork of its kind. These ornate vehicles are both the symbol of that magos’pride and the proof of their skill.
If an Army includes a Model with the High Command Battlefield Role and the Macrotek Trait, then the following Apex Detachment may be selected:The secretive enforcers of orthodoxy and lore within the Mechanician. Few in number, but mighty in influence, the Malagra controlled the Magisterium, the body that decided and enforced doctrine and the use and distribution of STC designs. Few among their number controlled vast domains or commanded hordes of minions, but each was skilled in both in artifice and the distribution of sudden and fatal judgement. Singularly among the many warrior orders of the Mechanicum, the Malagra emphasised the techniques of swordsmanship and stealth, and many of their ilk went out of their way to make their outward form inspire fear.
An Archmagos, Archmagos on Abeyant, Magos, Magos on Abeyant or Tech-priest with the Malagra Trait gains the Arcana Benefice: Even the Deathless May Know Fear, and any Model with the Malagra Trait may make use of the other Arcana Options.When the Executors of the Malagra order pronounce judgement on a tech-heretic they will dispatch a triumvirate of the Arcuitor Magisterium to see the sentence enacted. During the dark years of the Horus Heresy many such death writs were issued.
If an army includes a Model with the High Command Battlefield Role and the Malagra Trait, then the following Apex Detachment may be selected:The lords of war, not for the sake of simple conquest or material gain, but as a spiritual duty whereby their spirits and skills are refined and they might commune with the Omnissiah. Most of the initiates of the Myrmidax are nomadic by nature, travelling in small conclaves from forge to forge, following on the heels of war and catastrophe. They are both a sign of impending disaster and welcome relief to those that can command their loyalty, and in the dark years of the Horus Heresy would come to wield much influence. No simple brutes, the magi of the Myrmidax are ancient indeed, among the oldest of the priests of Mars. Over the long centuries of war, such ancients have accumulated much wisdom and so many enhancements that they now tower over lesser mortals.
An Archmagos, Archmagos on Abeyant, Magos, Magos on Abeyant or Tech-priest with the Myrmidax Trait gains the Arcana Benefice: The Strength of Ages, and any Model with the Myrmidax Trait may make use of the other Arcana Options.The warriors of the Myrmidax were never numerous and few armies can claim to field many, but when the ancient lords of this sub-cult take to the field it is at the heart of a host of their brethren.
If an army includes a Model with the High Command Battlefield Role and the Myrmidax Trait, then the following Apex Detachment may be selected:The Reductor order is something of a pariah among the ranks of its kin, for its goal is not in creation - but in destruction. The magi of the Reductor order are experts at the removal of fortifications by the most expedient means possible, usually employing heavy explosives or specialised cutting tools. Few magi of this order are sworn permanently to a single Forge World and often travel from warzone to warzone, seeking to hone their craft and uncover the secrets of the Omnissiah by disassembling his works. Many would find roles among the Expeditionary fleets of the Great Crusade, and later the fleets that took war to the worlds of the Imperium during the Florus Heresy.
An Archmagos, Archmagos on Abeyant, Magos, Magos on Abeyant or Tech-priest with the Reductor Trait gains the Arcana Benefice: Wall Breaker. Any Model with the Reductor Trait may make use of the other Arcana Options.The magi of the Reductor are pragmatic warriors, and eschew gaudy and ostentatious retinues. Instead, when they take to the field they are accompanied by the most battle-hardened of the Thallax cohorts under their command.
If an army includes a Model with the High Command Battlefield Role and the Reductor Trait, then the following Apex Detachment may be selected:The magi and tech-priest of the Mechanician understand the subtle workings of electrical impulse, magnetic field and cogitator flux to a degree unmatched by any other force in the Imperium. They can accomplish feats by data-link and noospheric connection that appear to others to be akin to sorcery. This discipline of tech magic is known within the Cult Mechanicus as Cybertheurgy. Unlike the sudden and shocking power of warp-magic, Cybertheurgy is slow and subtle, hard to learn even the most basic of its secrets but limitless in its application. On the field of battle a Cybcrtheurgist cannot conjure sheets of green fire or twist and ruin the bodies of the foe, but their skills are no less destructive to an enemy advance.
The most basic teachings of the Omnissiah are widely known through out the ranks of the Mechanicum, made use of by adepts of all of the varying tech arcana. While often considered simple, they can still dramatically change the situation on the battlefield when applied wisely.
These Cybertheurgic Rites are available to any Model with both the Cybertheurgist and Mechanicum Traits.The most powerful cybertheurgists were capable not only of boosting the prowess of their charges, but also of implanting temporary programming shunts. These were intended to allow even simple automata to react with more haste to the changing nature of the battlefield, though at the risk of damage to their internal systems.
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In the terrible darkness of the Horus Heresy many among the ranks of the Mechancum swiftly found ways to use their arcane knowledge to undo the works of those of their kin they now called enemy. The subtle data-djinn used to empower a machine could also be turned against it, forcing servos past their tolerance, burning out circuitry and overcharging weapons systems.
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The most basic of the Cybertheurgist’s arts allowed them to boost the output of the reactors that powered the various machines in their charge. While such manipulation ran the risk of burning out actuators, voiding cortex chips or crippling electrical relays, it also proved a significant boost to combat prowess.
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The adepts of the Lacrymaerta have developed the arts of Cybertheurgy to affect not only the mechanical, but also the flesh. While they can exert only limited control over the crude machinery of the body, it is still enough to enhance their gruesome creations in battle.
These Cybertheurgic Rites are available to Cybertheurgists of the Lacrymaerta Sub-faction.With calculated disregard for terror and pain inflicted on their own charges, the priests of the Lacrymaerta have been known to intentionally push their servants past tolerance when battle threatens to overwhelm them. The explosive demise of units whose end was inevitable may yet take some few of the enemy with them - a worthy trade in the eyes of the flesh-smiths of the Lacrymaerta.
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While the vast majority of the servants of the Lacrymaerta are flesh rather than steel, the complex web of implants and augmetics that enslaves them allows their masters to employ Cybertheurgy on them. Though it is more difficult to coax the same performance from sinew and bone, the effect in battle can be worth the difficulty. Sadly, the flesh of servitors and thralls rarely survives the ministrations of their masters, fortunately it is considered easily replaceable.
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The secretive adepts of the Ordo Reductor have developed their own rites and doctrines, which they jealously guard, even from their fellow adepts. These rites are designed to operate with the half machine, halfflesh warriors of the Thallax.
These Cybertheurgic Rites are available to Cybertheurgists of the Reductor Sub-faction.The priests of the Ordo Reductor know well the arts of lock and bolt, there are few doors or portals whose mechanisms they cannot subvert. If they can force a passage to any fortress’ gate then they have no need of cannon or drill to pierce its protections, and those that cower inside must face their wrath without the protection of the tall walls or tank’s gullet.
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The cybernetic creations of the Ordo Reductor had always been more complex engines than simple automata, blending the nervous system of a living being with a cold skeleton of metal. When the priests of the Ordo Reductor let slip the limiters of the Thallax’s reactors it boosted the output of their metal frames, but tormented the living nerves with searing pain, often seeing them loose terrible screams as they were driven into a frenzy.
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In addition to the more well known Cybertheurgic rites are those known only to the more reclusive factions or those sects that skirt with tech-heresy.
The Fury of Ages Cybertheurgic Rite is available to Cybertheurgists of the Myrmidax Sub-faction, while the Chastise the Machine Spirit Cybertheurgic Rite is available to Cybertheurgists of any Mechanicum Sub-faction.The adepts of the Myrmidax have always been some of the most ancient of the creeds of Mars, and within the data-engrams of their remote storage was kept the centuries of accumulated wisdom, the bitterness of defeat and the glory of victory. The tech-priests of that order could loose that ancient data to boost the prowess of their warriors and suffuse their augmetics with the fury of warriors long dead.
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Some tech-priests focussed their skills not on the manipulation of technology on a grand scale, but on the subtle control of hand cogitator and optic relay. In war, such adepts could confound the enemy by debilitating key wargear mid-battle, leaving the foe shorn of the technology they relied on.
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For most followers of the Mechanician, the doctrine of the Omnissiah was absolute and unquestionable. It placed strict restrictions on the extent of technological innovation and the realms of science into which its adherents could delve. The Emperor himself had strung these chains about the heart of the Mechanicum, proclaiming it for their own protection, that the curse of Old Night remain sealed away and forgotten. However, for some these chains were not immovable barriers to be respected from afar, but rather cautious warnings to be explored and negotiated.
Some tested the boundaries of orthodoxy with the best of intentions, seeking new technologies to better Mankind, but many did so purely to further their vainglorious desires. With Mars and the adepts of the vigilant Malagra hard pressed to monitor all the far-flung domains of the Mechanicum, there were many opportunities for the weak-willed to stray. Few would label themselves ‘dark’ and none intended the overthrow of that order which they served, but all would be changed by the secrets they dared to lay bare.
Infused with the energies of the Warp and unbound by the normal laws of reality, these creatures ignore mortal concerns. While the ӕther is the source of their strength, when it wanes, such warriors find their forms weakening or even dissolving entirely.
The following Rules apply to all Models with the Malefic Sub-Type:Not truly in defiance of the laws of the Omnissiah, those practices considered heterodox tested the limits of what the Mechanicum was willing to countenance. However, many among the Malagra considered these practices a stepping stone to true heresy and spared no effort in tracking and prosecuting their practitioners.
The following Cybertheurgic Rites may only be selected for a Model with theThese Cybertheurgic Statuses are the twisted counterparts of Orthodox Cybertheurgy - an art that the Dark Mechanicum would turn into a horrific weapon. For those that simply dabbled in the forbidden it was a tool to confuse and confound, only a distant echo of the terror it would become.
The following Cybertheurgic Status is a Heterodox Cybertheurgic Status. Heterodox Cybertheurgic Statuses follow all of the same Rules as Orthodox Cybertheurgic Statuses.Some war machines and warriors are utterly indifferent to the lesser fighters that swarm about them, whether due to great stature or force of will. These engines of destruction go where they will on the battlefield, unhindered by the efforts of the foe to hold them back.
The following Rules apply to all Models with the Unstoppable Sub-Type:Many renegade magi sought to infuse technology with the power of the Warp - to harness the ætheric plane for the betterment of Mankind. Many would achieve short-lived success, managing to tap and manipulate the energies of Warp space, but always such experiments ended in disaster.
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Unleashed with abandon in the opening moments of the Martian Civil War, scrap-code is one byproduct of unsanctioned research. A scourging data djinn capable of aggressively blanking cogitator units and even disorienting biological entities, it swiftly became a commonplace hindrance on the battlefields of the Horus Heresy.
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The Thallax of the Ordo Reductor are not automata, but rather living organisms reduced to little more than a nervous system and bound to an iron body. The cruel procedure that creates them grants them new power on the battlefield, but also leaves them tormented eternally by pain, with only the cybertheurgic limiters placed on their cortex preserving the last fragments of their sanity. When these limiters are deactivated, the Thallax can unleash their full power, but at the cost of a torment so terrible that their screams resound across the battlefield.
A Unit made up of Models with the Reductor Trait gain bonuses when they have Cybertheurgic Statuses.Some weapons are designed to crack armour and deal massive damage to internal components of armoured fighting vehicles. Few tanks can withstand the firepower of such weapons for long.
Attacks made with the Armour-breaker (X) Special Rule can sometimes inflict an extra point of Damage.To the devotees of the Myrmidax Cult a duel between champions is the apex of wisdom, pitting one combatants’ knowledge of battle against another. Such contests are the ultimate form of meditation to such warriors, to be sought after and relished. When engaged in such a duel a Myrmidon will put forth their utmost effort, ignoring even the worst of injuries in order to claim victory and the wisdom it will bring.
A Model with this Special Rule gains bonuses when engaged in a Challenge.By dint of advanced communication gear, cybertheurgic skill or simply a loud and commanding voice, some leaders are able to keep better control over the warriors under their command.
A Model with this Special Rule can reduce the costs of Reactions declared by the Controlling Player.Some automata are designed to facilitate transport on the various armoured conveyors available to the armies of the Imperium. Some are flexible enough to fit through apertures intended for smaller beings, some are created so they can be folded into a compact travel mode and others are simply small.
A Model with this Special Rule may Embark or Disembark from a Transport, even if its Type would normally stop it from doing so.The armies of the Mechanicum are made of a host of terrors, from hulking automata to gruesome fusions of man and machine. Yet, while these war engines are capable of immense destruction, it is the tech-priests and magi of the Taghmata that direct them, and without these frail human components the Taghmata has little strategic unity or focus.
If a Model with this Special Rule is part of a Unit then it can score more Victory Points for holding an Objective.Many units within the Legion conduct warfare at pointblank distances, blasting their foes with a deluge of short ranged firepower.
A Model with this Special Rule does not have to make Volley Attacks as Snap Shots.The wargear of many Legiones Astartes warriors and war machines incorporates a variety of targeting and stabilisation systems, enabling larger weaponry to be brought to bear even at close ranges.
Models with this Special Rule can make Volley Attacks with other Weapons.Some automata include only a very limited cybernetica cortex, capable of processing only a limited set of instructions without outside input. Such automata are generally assigned as assistant units to magi or tech-priests or restricted to ver)’ specific duties. Despite these limitations, the specialised abilities of such units often make them indispensable on the battlefield.
Models with this Special Rule need a commander to move or attack.The Magi of the Mechanicum are well versed in the vagaries of automata, and in many cases can operate alongside them more easily than they can more conventional units.
A Model with this Special Rule can join Units of Automata.The beams of energy generated by melta weaponry dissipate over long ranges. When used at close quarters, however, their effect on armoured vehicles is devastating.
This Special Rule increases the amount of Damage against Vehicles when Shooting Attacks are made within a specific range.Some weapons are almost as dangerous to the wielder as to the foe. Supercharged powerpacks can explode in combat or volatile munitions can jam or even detonate, all of which can prove deadly to those charged with deploying such weapons.
Weapons with this Special Rule may inflict Hits on the Models making Shooting Attacks with them.Leveraging the powerful atomantic reactors of their combat automata, the Tech-priests of the Mechanicum calibrate the refractor fields protecting them to repulse enemy fire with greater efficiency. This has little effect on close range attacks, the frenzied strikes of melee, but allows bolt and blast to be repelled more effectively.
A Model with this Special Rule improves their Invulnerable Save against Shooting Attacks.Some weapons feature augmented motility and enhanced targeting systems, able to track and lock onto fast moving targets with ease.
Weapons with this Special Rule are better able to utilise it for intercepting new arrivals on the Battlefield.Created for the singular purpose of repairing and rebuilding other devices and engines of war, these automata can accomplish feats similar to those of their masters. When deployed en masse they are more than capable of performing routine maintenance and even complex repairs in the field.
A Unit that includes Models with this Special Rule may attempt to repair certain Models as if it was a single Model with the Battlesmith (X) Special Rule.
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Tech thralls are granted a number of technological enhancements to boost their strength and toughness, but also have several of their higher functions burnt out and neutered. This serves to dull their reactions to pain, fear and discomfort and render them dependent on the direction of their callous masters. While this does make them more durable on the field of battle, it also makes them slow to react to the changing face of battle.
A Model with this Special Rule may not make Reactions or Volley Attacks and suffers other limitations.The shock ram focusses a field of arc energy into the frontal plating of an armoured vehicle, making it more deadly when ploughing through the ranks of the enemy. Such devices are power hungry in the extreme, and while effective are considered a dead end technology by most magi.
A Vehicle with this Special Rule inflicts more damage when it moves through enemy Units.This energy scanning device pierces weather, camouflage and obscuring smoke, alerting the user and their squadmates to the concealed presence of enemy troops in the vicinity, allowing attacks to be directed more effectively.
Augury scanners allow attacks to ignore Shrouded Damage Mitigation Tests.The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified suit of armour, these enable the wearer to coordinate battlefield data with blinding speed.
A cognis-signum allows more accurate attacks to be made with Barrage Weapons.This device allows the wielder to witness the battlefield through the senses of the battle-automata under their command, and direct them accordingly.
Cortex controllers allow Automata to make Reactions.Utilised by Techmarines and the adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semi-autonomous devices such as servo-skulls and other smaller drone units tied into the direct neural control of their operator. These are an extension of their master’s will and provide them with a host of additional senses and capabilities.
Cyber-familiars grant a bonus to Intelligence Checks.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.
Attacks which hit a Model with a flare shield gain no benefit from the Armourbane Special Rule.This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.
Frag grenades can be used to make attacks during the Volley Step.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Frag Grenades | |||||||
| Frag Grenades | 6 | 1 | 3 | 6 | 1 | Blast (3") | Assault |
A more complex system akin to the common servo-arm, the machinator array is a semi-autonomous repair system. Unlike the servo-arm this system is not directly controlled by the wielder and instead works to a fixed set of orders, making it less useful as a weapon of war, but vastly more potent as a device for repair and maintenance under fire.
A Model with a machinator array can use the Battlesmith (X) Special Rule twice in the same Turn.A nuncio-vox is a beacon and communications array that allows constant coordination with other elements of an army, allowing a commander a measure of control and the ability to direct their forces, even during the most chaotic battles.
Nuncio-vox allow Units to remove Statuses in the Start Phase.Most of the creations of the Mechanicum draw their power from atomantic or fusion reactors, but some few rely instead on so-called rad furnaces. These devices are based on ancient technology that burns far stronger than modem reactors, but floods the area with deadly radiation, rendering them useless for most applications. However, in battle the deleterious effect on radiation on the enemy becomes a benefit rather than a drawback - though it means that only the most extensively augmented magi can accompany such units into battle.
A Model with a rad furnace reduces the enemy’s Toughness while Locked in Combat.Mounted ilium-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.
Searchlights allow attacks to ignore Shrouded Damage Mitigation Rolls.Many mechanically-minded combatants take to the battlefield bearing additional mechanical arms mounted upon their armour, or even upon their body itself to aid repairs to armoured vehicles.
A Model with a servo-arm repairs additional Wounds or Hull Points when using the Battlesmith (X) Special Rule.The Mechanicum Taghmata made use of a number of Weapons and items of Wargear that were unique to those legendary formations. This section presents the Rules for these Weapons and artefacts of the Horus Heresy.
These weapons are powered by potent capacitors of ancient design, the schema for which are thought to reside on Mars alone, though uncorroborated reports suggest that the Forge World of Mezoa lays claim to such as well. When these energy repositories are discharged, they produce an ear-drum splitting crack of sound and a bolt of pure, blue-white lightning which can overload both a mechanical data-core and a biological cortex with equal ease.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Lightning gun | |||||||
| Lightning gun | 18 | 3 | 5 | 5 | 1 | Shred (6+), Suppressive (0) | Assault, Arc |
| Arc blaster | |||||||
| Arc blaster | 24 | 6 | 6 | 5 | 1 | Suppressive (1), Shock (Suppressed) | Arc |
| Lightning lock | |||||||
| Lightning lock | 36 | 1 | 7 | 3 | 2 | Blast (3"), Shred (5+), Breaching (5+), Suppressive (0) | Arc |
| Lightning cannon | |||||||
| Lightning cannon | 36 | 1 | 7 | 3 | 2 | Blast (5"), Shred (5+), Breaching (5+), Suppressive (1) | Arc |
Despite the renaissance of human power in the galaxy that the Great Crusade has created, there remains much of Mankind’s ancient might and arts that are lost to myth and legend, save for a few relics that have survived the stifling darkness of Old Night. One of the more common types of these relics found are sidearms of surpassing fi repower and elegance. Be they bespoke slug throwers utilising micro-atomic munitions or searing kill-rays that draw power from a planet’s ambient magnetosphere, such priceless artefacts of war find their way into the hands of the Emperor’s chosen agents and the magi of the Mechanicum.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Archaeotech pistol | |||||||
| Archaeotech pistol | 12 | 1 | 6 | 4 | 2 | Pistol, Breaching (3+) | Assault |
| Twin archaeotech pistols | |||||||
| Twin archaeotech pistols | 12 | 2 | 6 | 4 | 2 | Pistol, Breaching (3+) | Assault |
An auto weapon is an ancient form of firearm that propels a solid slug by means of a chemical explosion, both ancient ‘bullets’ of lead or other base metals and more advanced armour-piercing sabot rounds. Even among the ranks of the Mechanicum there are few examples of these primitive devices in active use, but often refined to a degree unmatched by other armies of the Imperium.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Twin rotor cannon | |||||||
| Twin rotor cannon | 24 | 5 | 4 | - | 1 | Heavy (FP), Suppressive (2) | Auto |
| Kytan gatling cannon | |||||||
| Twin archaeotech pistols | 36 | 12 | 6 | 4 | 1 | Pinning (1), Shred (6+) | Auto |
| Scorpion cannon | |||||||
| Scorpion cannon | 30 | 15 | 5 | 4 | 1 | Shred (6+), Pinning (0) | Auto |
| Butcher cannon | |||||||
| Butcher cannon | 36 | 4 | 8 | 4 | 2 | Breaching (6+) | Assault, Auto |
A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would even become common among the ranks of the Mechanicum’s own Taghmata.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolt pistol | |||||||
| Bolt pistol | 12 | 1 | 4 | 5 | 1 | Pistol | Assault, Bolt |
| Maxima bolter | |||||||
| Maxima bolter | 18 | 3 | 4 | 5 | 1 | - | Assault, Bolt |
| Twin maxima bolters | |||||||
| Twin maxima bolters | 18 | 5 | 4 | 5 | 1 | Shred (6+) | Assault, Bolt |
| Bolter | |||||||
| Bolter | 24 | 2 | 4 | 5 | 1 | - | Bolt |
| Combi-bolter | |||||||
| Combi-bolter | 24 | 4 | 4 | 5 | 1 | - | Bolt |
| Mauler bolt cannon | |||||||
| Mauler bolt cannon | 24 | 4 | 6 | 4 | 1 | Pinning (0), Shred (5+) | Bolt |
| Twin mauler bolt cannon | |||||||
| Twin mauler bolt cannon | 24 | 6 | 6 | 4 | 1 | Pinning (2), Shred (4+) | Bolt |
| Twin heavy bolter | |||||||
| Twin heavy bolter | 36 | 6 | 5 | 4 | 1 | - | Bolt |
These esoteric energy weapons fire a beam that induces a subatomic implosion in their target, with the beam itself gathering power over distance up to a terminal point of beam instability. Conversion beam weapons are both difficult to construct and highly complex to use, needing skilled calibration to operate as well as dedicated reactor core systems to power. As a result, they are primarily used for dedicated siege warfare and only by the most learned of tech-magi.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Conversion beamer | |||||||
| Conversion beamer | |||||||
<15 | 1 | 5 | 4 | 1 | Heavy (RS), Blast (3") | Conversion | |
15-30 | 1 | 6 | 3 | 2 | Heavy (RS), Blast (3") | Conversion | |
| Moirax conversion beamer | |||||||
| Moirax conversion beamer | |||||||
<15 | 1 | 6 | 4 | 1 | Heavy (RS), Blast (3"), Suppressive (1) | Conversion | |
15-30 | 1 | 7 | 3 | 2 | Heavy (RS), Blast (3"), Suppressive (1) | Conversion | |
>30-45 | 1 | 8 | 2 | 3 | Heavy (RS), Blast (3"), Suppressive (1) | Conversion | |
These brutal Terran weapons disrupt the molecular bonding of the target, literally tearing it apart whether it be flesh or ceramite. Common during the dark years of Old Night, these weapons were valued as much for the psychological impact of their use as for the efficacy of their actinic bolts.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Disintegrator pistol | |||||||
| Disintegrator pistol | 12 | 1 | 4 | 3 | 2 | Pistol, Overload (1) | Assault, Disintegrator |
Little understood even by the most learned Magi, the term ‘graviton gun’ 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.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Graviton gun | |||||||
| Graviton gun | 18 | 1 | 6 | 4 | 1 | Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1) | Graviton |
| Twin graviton guns | |||||||
| Twin graviton guns | 18 | 1 | 6 | 4 | 1 | Blast (5"), Breaching (6+), Shock (Pinned), Pinning (1) | Graviton |
| Graviton hammers | |||||||
| Graviton hammers | 12 | 4 | 6 | 4 | 2 | Breaching (5+), Shock (Pinned), Pinning (0) | Graviton |
| Graviton pulsar | |||||||
| Graviton pulsar | 24 | 2 | 6 | 3 | 1 | Heavy (D), Blast (3"), Breaching (6+), Shock (Pinned), Pinning (2) | Graviton |
Among the most ancient of weapons employed within the ranks of the Taghmata, flame has always been a potent weapon against creatures that lurk in darkness. Many magi consider the cleansing power offlame a key part of their creations, and indeed the ability of these weapons to rout the enemy from fortified positions has proven pivotal in any number of battles.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Flamer | |||||||
| Flamer | Template | 1 | 4 | 5 | 1 | Template, Panic (1) | Flame |
| Heavy flamer | |||||||
| Heavy flamer | Template | 1 | 5 | 4 | 1 | Template, Panic (1) | Flame |
In the Imperium, the term ‘las’ is applied to a wide variety of weapons, from crude particle weapons such as the ubiquitous lascannon, to more complex and deadly weapons such as the neutron laser beam cannon. The defining features that link these disparate weapons are their nature as energy weapons, rather than projectile weapons, and their reliance on rechargeable power packs or portable generators instead of conventional magazines. This ability to draw and project vast quantities of power has often made such weapons ideal anti-tank weapons among the ranks of the Taghmata.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Las-lock | |||||||
| Las-lock | 18 | 1 | 4 | 6 | 1 | - | Las |
| Photon thruster | |||||||
| Photon thruster | 24 | 2 | 8 | 2 | 1 | Armourbane, Suppressive (1), Armour-breaker (5+) | Las |
| Pulsar-fusil | |||||||
| Pulsar-fusil | 36 | 2 | 9 | 2 | 3 | Ordnance (FP), Suppressive (2) | Las |
| Darkfire cannon | |||||||
| Darkfire cannon | 36 | 2 | 8 | 2 | 1 | Heavy (D), Suppressive (2) | Las |
| Sollex heavy-las | |||||||
| Sollex heavy-las | 48 | 2 | 10 | 2 | 2 | Ordnance (D), Shock (Suppressed), Armourbane | Las |
| Lascannon | |||||||
| Lascannon | 48 | 1 | 9 | 2 | 1 | Heavy (D), Armourbane | Las |
| Twin lascannon | |||||||
| Twin lascannon | 48 | 2 | 9 | 2 | 1 | Heavy (D), Armourbane | Las |
Capable of focusing microwave beams to such a fierce heat that even the sturdiest of armour runs like water, melta weapons are among the most fearsome anti-tank weapons available to the warriors of the Emperor. The origins of this technology are unknown, for it was in use among the armies of Old Earth, Mars and Jupiter long before the Emperor unifed Sol. However, the adepts of the Mechanicum are one of the few groups to have mastered and improved upon this technology.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Meltagun | |||||||
| Meltagun | 12 | 1 | 8 | 2 | 3 | Melta (6) | Melta |
| Multi-melta | |||||||
| Multi-melta | 24 | 1 | 8 | 2 | 3 | Heavy (RS), Melta (8) | Melta |
| Sentry melta array | |||||||
| Sentry melta array | 18 | 2 | 8 | 2 | 2 | Heavy (RS), Melta (8) | Melta |
Erom guided missiles to explosive rockets, even the technologically sophisticated Taghmata of the Mechanicum make use of a variety of rocket-propelled munitions. Though crude by comparison to many of the wonders created by the magi of Mars, they still serve as vital tools for the prosecution of the Great Crusade.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Cyclone missile launcher | |||||||
| Cyclone missile launcher | |||||||
| - Frag | |||||||
| - Frag | 48 | 1 | 4 | 6 | 1 | Heavy (RS), Blast (5") | Missile |
| - Krak | |||||||
| - Krak | 48 | 2 | 8 | 3 | 1 | Heavy (D) | Missile |
| - Flak | |||||||
| - Flak | 48 | 2 | 8 | 4 | 1 | Heavy (D), Skyfire | Missile |
| Hunter-killer missile | |||||||
| Hunter-killer missile | 48 | 1 | 9 | 3 | 3 | Armourbane, Limited (1) | Missile |
| Hyperios missile launcher | |||||||
| Hyperios missile launcher | 48 | 3 | 7 | 3 | 2 | Skyfire, Rapid Tracking | Missile |
| Orias frag missile | |||||||
| Orias frag missile | 48 | 1 | 6 | 5 | 1 | Barrage (3), Blast (5"), Limited (1) | Missile |
Understood only by the secretive Tech-priests of Mars, these weapons unleash projectiles of super-heated plasma capable of melting both armour and flesh with equal ease. Kept contained by temperamental magnetically sealed flasks, the plasma that feeds these weapons is as dangerous to the wielder as to the foe and deadly leaks or even explosions are far from unknown. Yet, such is the destructive power of these weapons that even the risk of such detonations does not outweigh their value.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Plasma pistol | |||||||
| Plasma pistol | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 12 | 1 | 6 | 4 | 1 | Pistol, Breaching (6+) | Assault, Plasma |
| - Maximal fire | |||||||
| - Maximal fire | 12 | 1 | 7 | 4 | 1 | Pistol, Breaching (5+), Overload (1) | Assault, Plasma |
| Phased plasma-fusil | |||||||
| Phased plasma-fusil | 24 | 3 | 5 | 3 | 1 | Breaching (5+) | Plasma |
| Twin phased plasma-fusils | |||||||
| Twin phased plasma-fusils | 24 | 4 | 5 | 3 | 1 | Breaching (4+) | Plasma |
| Plasma mortar | |||||||
| Plasma mortar | 36 | 1 | 8 | 4 | 2 | Ordnance (R), Breaching (5+), Blast (5"), Barrage (2) | Plasma |
Special-issue weapons commonly only employed against the most dangerous ofxenoforms, rad grenades and warheads detonate with a short, intense burst of radiation and shower the immediate area with highly contaminated fall-out. As well as direct damage, these can be used to bombard an area, and have the effect of debilitating rather than slaying outright, rendering a target vulnerable to further injury.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Irad-cleanser | |||||||
| Irad-cleanser | Template | 1 | 2 | 5 | 1 | Template, Phage (T), Poisoned (2+), Panic (1) | Rad |
| Irradiation engine | |||||||
| Irradiation engine | Template | 1 | 4 | 5 | 1 | Template, Heavy (AP), Phage (T), Poisoned (2+), Panic (1) | Rad |
| Vultarax missile launcher | |||||||
| Vultarax missile launcher | |||||||
| - Airburst | |||||||
| - Airburst | 36 | 1 | 6 | 4 | 1 | Blast (5"), Phage (T), Panic (0) | Rad |
| - Shaped charge | |||||||
| - Shaped charge | 36 | 2 | 10 | 2 | 2 | Phage (T), Panic (0), Shock (Stunned) | Rad |
| Karacnos mortar battery | |||||||
| Karacnos mortar battery | 60 | 1 | 6 | 4 | 1 | Blast (5"), Barrage (2), Poisoned (2+), Phage (T), Pinning (3) | Rad |
| Irradiation blaster | |||||||
| Irradiation blaster | 16 | 1 | 2 | 4 | 2 | Blast (5"), Ordnance (D), Phage (T), Shock (Stunned), Poisoned (2+), Panic (2) | Rad |
| Rad grenades | |||||||
| Rad grenades | 8 | 1 | 4 | 3 | 1 | Poisoned (2+), Phage (T) | Rad |
‘Volkite’ is an arcane Martian term for a variety of powerful ray weapons whose origins date back to the Age of Strife. Possessed of considerable killing power surpassing most armaments of their size, volkites were difficult to manufacture, even for the most able of the Mechanicum’s forges, and the demands of the Great Crusade swiftly overwhelmed supply of them. Once relatively common within the fledgling Legions, it is only among the ranks of the Mechanicum’s Taghmata that these weapons remain in widespread and common use.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Volkite serpenta | |||||||
| Volkite serpenta | 10 | 2 | 5 | 5 | 1 | Pistol, Deflagrate (5) | Assault, Volkite |
| Volkite charger | |||||||
| Volkite charger | 15 | 2 | 5 | 5 | 1 | Deflagrate (5) | Assault, Volkite |
| Volkite incinerator | |||||||
| Volkite incinerator | 10 | 2 | 5 | 6 | 1 | Deflagrate (5) | Assault, Volkite |
| Volkite culverin | |||||||
| Volkite culverin | 45 | 3 | 6 | 5 | 1 | Heavy (FP), Deflagrate (6) | Volkite |
| Volkite caliver | |||||||
| Volkite caliver | 30 | 2 | 6 | 5 | 1 | Deflagrate (6) | Volkite |
| Volkite veuglaire | |||||||
| Volkite veuglaire | 30 | 5 | 7 | 5 | 1 | Heavy (FP), Deflagrate (7) | Volkite |
| Twin volkite charger | |||||||
| Twin volkite charger | 15 | 3 | 5 | 5 | 1 | Deflagrate (5) | Volkite |
| Twin volkite culverin | |||||||
| Twin volkite culverin | 45 | 6 | 6 | 5 | 1 | Heavy (FP), Deflagrate (6) | Volkite |
The Mechanicum also employs a number of other weapons that do not fall into any specific category.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Despoiler cannon | |||||||
| Despoiler cannon | 18 | 1 | 10 | 3 | 3 | Blast (5"), Breaching (5+), Armourbane | - |
| Twin hellmaw cannon | |||||||
| Twin hellmaw cannon | Template | 1 | 7 | 4 | 1 | Template, Panic (2), Shred (6+) | - |
| Soulburner petard | |||||||
| Soulburner petard | 24 | 1 | 7 | 4 | 1 | Blast (3"), Shred (5+), Poisoned (2+), Stun (0) | - |
| Impaler harpoon | |||||||
| Impaler harpoon | 12 | 1 | 6 | 3 | 2 | Phage (I) | Assault |
These savage weapons have their origins within the blood-red depths of the Terran wars of Unity. These weapons feature heavy’ grips and a series of razor-edged blades mounted along the edge of the weapon and set into cacophonous motion by the powerful motors at its heart. Able to shred flesh and armour with equal ease in the hands of a skilled wielder (and all but unusable otherwise), there were those, even before the Horus Heresy, who wondered at the development of such a weapon, seemingly designed as much for the displays offountaining gore it created as its effectiveness in battle.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Chainfist | |||||||
| Chainfist | -3 | -1 | +6 | 2 | 2 | Armourbane, Shred (6+) | Chain |
| Chainsword | |||||||
| Chainsword | I | A | S | 5 | 1 | Shred (6+) | Chain |
| Chainaxe | |||||||
| Chainaxe | -1 | A | +1 | 5 | 1 | Shred (6+) | Chain |
| Heavy chainaxe | |||||||
| Heavy chainaxe | -2 | A | +3 | 4 | 1 | Shred (6+) | Chain |
| Heavy chainsword | |||||||
| Heavy chainsword | -1 | A | +2 | 4 | 1 | Shred (6+) | Chain |
| Chain bayonet | |||||||
| Chain bayonet | I | A | S | 5 | 1 | Shred (6+) | Bayonet, Chain |
Little understood even by the Tech-priests of Mars, gravity projector devices are so sophisticated that the few that now remain are relics of a lost age. The Mechanicum holds the vast majority of such weapons, and the graviton ram is but one example of these powerful relic weapons. The power of the graviton ram’s highest settings is sufficient utterly pulverise organic matter, but its primary use is to shatter armour and ruin the delicate circuitry and electronics of heavy armour and other war machines.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Graviton ram | |||||||
| Graviton ram | I | A | +2 | 3 | 2 | Armourbane, Armour-breaker (4+) | Graviton |
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, but are commonplace amongst the metal war-engines of the Mechanicum.
If a Model has a power weapon as part of its Wargear, you can select one of the following for that Model to have:| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Power sword | |||||||
| Power sword | I | A | S | 3 | 1 | Breaching (6+) | Power |
| Power axe | |||||||
| Power axe | -1 | A | +1 | 3 | 1 | Breaching (5+) | Power |
| Power lance | |||||||
| Power lance | +1 | A | S | 3 | 1 | Precision (6+) | Power |
| Power maul | |||||||
| Power maul | -1 | A | +2 | 3 | 1 | Breaching (6+) | Power |
| Thunder hammer | |||||||
| Thunder hammer | -2 | A | +3 | 2 | 2 | - | Power |
| Power fist | |||||||
| Power fist | -3 | A | +4 | 2 | 2 | - | Power |
| Scyllax combat array | |||||||
| Scyllax combat array | I | A | S | 3 | 1 | Breaching (5+) | Power |
| Domitar fists | |||||||
| Domitar fists | -1 | A | +1 | 3 | 2 | Breaching (5+), Armourbane | Power |
| Pair of power blades | |||||||
| Pair of power blades | I | A | S | 3 | 1 | Breaching (5+), Shred (5+) | Power |
| Pair of Ursarax claws | |||||||
| Pair of Ursarax claws | I | +3 | S | 3 | 1 | Breaching (6+) | Power |
| Pair of Ursarax fists | |||||||
| Pair of Ursarax fists | -2 | A | +2 | 2 | 2 | - | Power |
| Gyges siege claw | |||||||
| Gyges siege claw | I | A | +5 | 3 | 3 | Armour-breaker (5+), Breaching (5+) | Power |
| Paired Gyges siege claws | |||||||
| Paired Gyges siege claws | I | A | +6 | 3 | 4 | Armour-breaker (5+), Breaching (5+) | Power |
Weapons forged of consummate artistry or irreplaceable relics of the ancient might of the Dark Age of Technology, Paragon blades are few in number and may take many forms. The most common Paragon blades are two-handed power weapons of extraordinary balance and durability, although even more rarely unique chain weapons wrought from the teeth of terrifying xenos-beasts and certain night-black sickle swords found on remote death worlds on the edges of the Halo Stars have been known to hold similar phenomenal killing power. Regardless of their form, Paragon blades are valued beyond price by the Imperium’s warriors.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Paragon blade | |||||||
| Paragon blade | I | A | +1 | 2 | 1 | Critical Hit (6+) | - |
The Mechanicum also employs a number of other weapons that do not fall into any specific category.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Corposant stave | |||||||
| Corposant stave | I | A | +1 | 3 | 1 | Shock (Pinning, Stunned, Suppressed) | - |
| Shock chargers | |||||||
| Shock chargers | -1 | A | +2 | 4 | 2 | - | - |
| Dendrite talons | |||||||
| Dendrite talons | I | A | S | 4 | 2 | Breaching (6+) | - |
| Decimator claw | |||||||
| Decimator claw | I | A | S | 3 | 2 | Breaching (5+), Armourbane | - |
| Hellcrusher claws | |||||||
| Hellcrusher claws | I | A | S | 2 | 3 | Critical Hit (5+), Armourbane, Armour-breaker (4+) | - |
| Slaughterer blades | |||||||
| Slaughterer blades | I | A | S | 3 | 1 | Shred (5+), Breaching (5+), Reaping Blow (1) | - |
| Cleaver of slaughter | |||||||
| Cleaver of slaughter | -2 | A | S | 2 | 2 | Shred (4+) | - |
| Scorian talons | |||||||
| Scorian talons | I | A | S | 2 | 2 | Critical Hit (6+) | - |
| The Vodian Sceptre | |||||||
| Vodian Sceptre | -1 | -2 | +3 | 2 | 2 | Shock (Pinning, Stunned, Suppressed) | - |
| Servo-harness | |||||||
| Servo-harness | I | A | +3 | 4 | 2 | Breaching (6+) | - |
| Melta bombs | |||||||
| Melta bombs | -3 | 1 | 9 | 2 | 4 | Armourbane, Detonation | - |
The [Mechanicum] Trait is used in the following Forces of the Taghmata datasheets:
| HIGH COMMAND – The highest ranked officers of an Army. |
| COMMAND – The line officers of an Army. |
| WARLORD – The eighteen Primarchs and a few other powerful warlords. No Army may spend more than 25% of its Points Limit on Units with either the Warlord or Lord of War Battlefield Role. |
| LORD OF WAR – The largest and most powerful Units available to any Army. No Army may spend more than 25% of its Points Limit on Units with either the Lord of War or Warlord Battlefield Role. |
The Cybernetica Trait is used in the following Forces of the Taghmata datasheets:
This device allows the wielder to witness the battlefield through the senses of the battle-automata under their command, and direct them accordingly.
Cortex controllers allow Automata to make Reactions.
| TROOPS – The line troops that hold ground and allow generals to claim victory. |
This energy scanning device pierces weather, camouflage and obscuring smoke, alerting the user and their squadmates to the concealed presence of enemy troops in the vicinity, allowing attacks to be directed more effectively.
Augury scanners allow attacks to ignore Shrouded Damage Mitigation Tests.The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified suit of armour, these enable the wearer to coordinate battlefield data with blinding speed.
A cognis-signum allows more accurate attacks to be made with Barrage Weapons.Utilised by Techmarines and the adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semi-autonomous devices such as servo-skulls and other smaller drone units tied into the direct neural control of their operator. These are an extension of their master’s will and provide them with a host of additional senses and capabilities.
Cyber-familiars grant a bonus to Intelligence Checks.Many mechanically-minded combatants take to the battlefield bearing additional mechanical arms mounted upon their armour, or even upon their body itself to aid repairs to armoured vehicles.
A Model with a servo-arm repairs additional Wounds or Hull Points when using the Battlesmith (X) Special Rule.Heavy beams and armour-piercing cannon rarely inflict superficial damage, but always blast and break the hull of their target. Such weapons are superior tank killers, their sheer power prized over lesser weapons when the objective is to apply maximum damage without concern for finesse.
A Weapon with the Armourbane Special Rule counts Glancing Hits as Penetrating Hits.Designed to be carefully attached to a target and blast precise holes in the thickest armour, these cumbersome devices are ill-suited to open war. However, when a vulnerable target can be isolated in battle, there are no better tools for piercing its protection.
Weapons with this Special Rule can only attack Vehicles and immobile Models.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Melta bombs | |||||||
| Melta bombs | -3 | 1 | 9 | 2 | 4 | Armourbane, Detonation | - |
Poison is a subtle weapon, relying not on brute strength to bring harm to the foe, hut on its own insidious bite. Though some consider it a dishonourable tool, there are many that are willing to make use of it in the name of victory.
A Weapon with the Poisoned (X) Special Rule has a chance to cause a wound regardless of the target’s Toughness.Vile toxins, exotic radiation and all-consuming chemical agents all sap the abilities of warriors in the field even as they kill them. Most terrible are the effects of phosphex, choking the life and strength from those it touches, or the fleshcorroding properties of the dreaded life-eater virus.
Unsaved Wounds with the Phage (X) Special Rule reduce a Characteristic by 1.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Rad grenades | |||||||
| Rad grenades | 8 | 1 | 4 | 3 | 1 | Poisoned (2+), Phage (T) | Rad |
A nuncio-vox is a beacon and communications array that allows constant coordination with other elements of an army, allowing a commander a measure of control and the ability to direct their forces, even during the most chaotic battles.
Nuncio-vox allow Units to remove Statuses in the Start Phase.Most of the creations of the Mechanicum draw their power from atomantic or fusion reactors, but some few rely instead on so-called rad furnaces. These devices are based on ancient technology that burns far stronger than modem reactors, but floods the area with deadly radiation, rendering them useless for most applications. However, in battle the deleterious effect on radiation on the enemy becomes a benefit rather than a drawback - though it means that only the most extensively augmented magi can accompany such units into battle.
A Model with a rad furnace reduces the enemy’s Toughness while Locked in Combat.A more complex system akin to the common servo-arm, the machinator array is a semi-autonomous repair system. Unlike the servo-arm this system is not directly controlled by the wielder and instead works to a fixed set of orders, making it less useful as a weapon of war, but vastly more potent as a device for repair and maintenance under fire.
A Model with a machinator array can use the Battlesmith (X) Special Rule twice in the same Turn.Whether by dint of superior skill or exemplary wargear, some warriors are better able to place strikes on enemy weak points. Such attacks can fell even the most powerful foes with a single well-placed shot.
Attacks made with the Critical Hit (X) Special Rule have a chance to automatically cause a wound and inflict 1 extra point of Damage.Blasts of exotic radiation, malignant scrap-code or other targeted attacks can render the systems of complex war engines vulnerable without penetrating their armour. While such weapons are less likely to leave their target as a broken ruin, the deleterious effects of their attacks can render even the most powerful war machines impotent.
Weapons with the Shock (X) Special Rule have a chance of inflicting Statuses on Vehicles even if it does not penetrate their armour.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Corposant stave | |||||||
| Corposant stave | I | A | +1 | 3 | 1 | Shock (Pinning, Stunned, Suppressed) | - |
Compact and deadly, pistols are ideal weapons in close quarters. They lack the sheer range of larger weapons, but can be brought to bear with impressive speed and are no less deadly than their larger counterparts.
A Model may attack with two Weapons that have the Pistol Special Rule.Designed to pierce the armour worn by heavy infantry, some weapons have gained a fearsome reputation on the battlefields of the Floras Heresy. While many such weapons are rare or temperamental in use, the sheer power of their attacks more than makes up for this.
With a Weapon that has the Breaching (X) Special Rule there is a chance that a Wound Test may result in the Wound ignoring Armour Saves.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Archaeotech pistol | |||||||
| Archaeotech pistol | 12 | 1 | 6 | 4 | 2 | Pistol, Breaching (3+) | Assault |
Some weapons are almost as dangerous to the wielder as to the foe. Supercharged powerpacks can explode in combat or volatile munitions can jam or even detonate, all of which can prove deadly to those charged with deploying such weapons.
Weapons with this Special Rule may inflict Hits on the Models making Shooting Attacks with them.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Disintegrator pistol | |||||||
| Disintegrator pistol | 12 | 1 | 4 | 3 | 2 | Pistol, Overload (1) | Assault, Disintegrator |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolt pistol | |||||||
| Bolt pistol | 12 | 1 | 4 | 5 | 1 | Pistol | Assault, Bolt |
Exotic beam weapons of arcing energy or sequential explosions triggered by the death of the first victim, some weapons cause not a single casualty, but a slew of them. Such weapons are wielded with grim efficiency against close packed formations of troops on the battlefields of the Horus Heresy. The most well-known examples are the volkite weapons of Mars, but many others are known.
Unsaved Wounds inflicted by attacks with the Deflagrate (X) Special Rule can cause additional Hits.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Volkite serpenta | |||||||
| Volkite serpenta | 10 | 2 | 5 | 5 | 1 | Pistol, Deflagrate (5) | Assault, Volkite |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Plasma pistol | |||||||
| Plasma pistol | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 12 | 1 | 6 | 4 | 1 | Pistol, Breaching (6+) | Assault, Plasma |
| - Maximal fire | |||||||
| - Maximal fire | 12 | 1 | 7 | 4 | 1 | Pistol, Breaching (5+), Overload (1) | Assault, Plasma |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Volkite charger | |||||||
| Volkite charger | 15 | 2 | 5 | 5 | 1 | Deflagrate (5) | Assault, Volkite |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Maxima bolter | |||||||
| Maxima bolter | 18 | 3 | 4 | 5 | 1 | - | Assault, Bolt |
The beams of energy generated by melta weaponry dissipate over long ranges. When used at close quarters, however, their effect on armoured vehicles is devastating.
This Special Rule increases the amount of Damage against Vehicles when Shooting Attacks are made within a specific range.Some weapons trade precision for indiscriminate destruction, high explosive impacts that can devastate a wide area. From artillery shells to high energy blasts, such weapons are popular tools of destruction on the battlefields of the Horus Heresy.
Attacks made with the Blast (X) Special Rule use a Blast Marker to determine how many Hits are caused.The crack of the sniper’s rifle or the burst of heavy artillery, both signal a sudden and indiscriminate death and send infantry scurrying for cover. Such weapons are meant as much to pin the foe in place as to kill them, breaking up advancing ranks of troops and shattering defensive formations.
Weapons and other attacks that have the Pinning (X) Special Rule have a chance of inflicting the Pinned Status on the Target Unit.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Graviton gun | |||||||
| Graviton gun | 18 | 1 | 6 | 4 | 1 | Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1) | Graviton |
Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets.
Weapons and attacks with the Template Special Rule use the Flame Template to determine how many Models they Hit.Some weapons are so terrifyingly potent that their use instils abject fear in even the most strong-willed warriors. In the face of such wanton power the target can only flee or prepare for death, for few would live to tell of the true horrors of the Age of Darkness once they were unleashed on the battlefield.
Weapons and other attacks that have the Panic (X) Special Rule have a chance of inflicting the Routed Status on the Target Unit.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Flamer | |||||||
| Flamer | Template | 1 | 4 | 5 | 1 | Template, Panic (1) | Flame |
On the battlefields of the Horus Heresy, precision proves far more valuable than wanton carnage, allowing attacks to be placed on the most valuable targets and not the chaff of the enemy army. Whether through well-honed skill or artfully crafted weapons, warriors capable of such feats are highly sought after in any host.
Attacks made with the Precision (X) Special Rule are allocated by the Attacking Player, not the Defender.Designed to rip and tear flesh, some weapons are fearsome and intimidating tools of warfare. Whether by the gnashing teeth of a chainblade or the jagged edges of flechette ammunition, these weapons scythe great holes in the lines of even the toughest of infantry and the largest of warriors.
Attacks made with the Shred (X) Special Rule can sometimes inflict an extra point of Damage.Some weapons are designed to crack armour and deal massive damage to internal components of armoured fighting vehicles. Few tanks can withstand the firepower of such weapons for long.
Attacks made with the Armour-breaker (X) Special Rule can sometimes inflict an extra point of Damage.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, but are commonplace amongst the metal war-engines of the Mechanicum.
If a Model has a power weapon as part of its Wargear, you can select one of the following for that Model to have:| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Power sword | |||||||
| Power sword | I | A | S | 3 | 1 | Breaching (6+) | Power |
| Power axe | |||||||
| Power axe | -1 | A | +1 | 3 | 1 | Breaching (5+) | Power |
| Power lance | |||||||
| Power lance | +1 | A | S | 3 | 1 | Precision (6+) | Power |
| Power maul | |||||||
| Power maul | -1 | A | +2 | 3 | 1 | Breaching (6+) | Power |
| Thunder hammer | |||||||
| Thunder hammer | -2 | A | +3 | 2 | 2 | - | Power |
| Power fist | |||||||
| Power fist | -3 | A | +4 | 2 | 2 | - | Power |
| Scyllax combat array | |||||||
| Scyllax combat array | I | A | S | 3 | 1 | Breaching (5+) | Power |
| Domitar fists | |||||||
| Domitar fists | -1 | A | +1 | 3 | 2 | Breaching (5+), Armourbane | Power |
| Pair of power blades | |||||||
| Pair of power blades | I | A | S | 3 | 1 | Breaching (5+), Shred (5+) | Power |
| Pair of Ursarax claws | |||||||
| Pair of Ursarax claws | I | +3 | S | 3 | 1 | Breaching (6+) | Power |
| Pair of Ursarax fists | |||||||
| Pair of Ursarax fists | -2 | A | +2 | 2 | 2 | - | Power |
| Gyges siege claw | |||||||
| Gyges siege claw | I | A | +5 | 3 | 3 | Armour-breaker (5+), Breaching (5+) | Power |
| Paired Gyges siege claws | |||||||
| Paired Gyges siege claws | I | A | +6 | 3 | 4 | Armour-breaker (5+), Breaching (5+) | Power |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Thunder hammer | |||||||
| Thunder hammer | -2 | A | +3 | 2 | 2 | - | Power |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Chainfist | |||||||
| Chainfist | -3 | -1 | +6 | 2 | 2 | Armourbane, Shred (6+) | Chain |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Chainsword | |||||||
| Chainsword | I | A | S | 5 | 1 | Shred (6+) | Chain |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Chainaxe | |||||||
| Chainaxe | -1 | A | +1 | 5 | 1 | Shred (6+) | Chain |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Heavy chainsword | |||||||
| Heavy chainsword | -1 | A | +2 | 4 | 1 | Shred (6+) | Chain |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Heavy chainaxe | |||||||
| Heavy chainaxe | -2 | A | +3 | 4 | 1 | Shred (6+) | Chain |
The Cybertheurgist Trait is used in the following Forces of the Taghmata datasheets:
The most basic of the Cybertheurgist’s arts allowed them to boost the output of the reactors that powered the various machines in their charge. While such manipulation ran the risk of burning out actuators, voiding cortex chips or crippling electrical relays, it also proved a significant boost to combat prowess.
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In the terrible darkness of the Horus Heresy many among the ranks of the Mechancum swiftly found ways to use their arcane knowledge to undo the works of those of their kin they now called enemy. The subtle data-djinn used to empower a machine could also be turned against it, forcing servos past their tolerance, burning out circuitry and overcharging weapons systems.
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Some tech-priests focussed their skills not on the manipulation of technology on a grand scale, but on the subtle control of hand cogitator and optic relay. In war, such adepts could confound the enemy by debilitating key wargear mid-battle, leaving the foe shorn of the technology they relied on.
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The most powerful cybertheurgists were capable not only of boosting the prowess of their charges, but also of implanting temporary programming shunts. These were intended to allow even simple automata to react with more haste to the changing nature of the battlefield, though at the risk of damage to their internal systems.
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The Lacrymaerta Trait is used in the following Forces of the Taghmata datasheets:
While the vast majority of the servants of the Lacrymaerta are flesh rather than steel, the complex web of implants and augmetics that enslaves them allows their masters to employ Cybertheurgy on them. Though it is more difficult to coax the same performance from sinew and bone, the effect in battle can be worth the difficulty. Sadly, the flesh of servitors and thralls rarely survives the ministrations of their masters, fortunately it is considered easily replaceable.
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With calculated disregard for terror and pain inflicted on their own charges, the priests of the Lacrymaerta have been known to intentionally push their servants past tolerance when battle threatens to overwhelm them. The explosive demise of units whose end was inevitable may yet take some few of the enemy with them - a worthy trade in the eyes of the flesh-smiths of the Lacrymaerta.
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The Reductor Trait is used in the following Forces of the Taghmata datasheets:
The cybernetic creations of the Ordo Reductor had always been more complex engines than simple automata, blending the nervous system of a living being with a cold skeleton of metal. When the priests of the Ordo Reductor let slip the limiters of the Thallax’s reactors it boosted the output of their metal frames, but tormented the living nerves with searing pain, often seeing them loose terrible screams as they were driven into a frenzy.
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The priests of the Ordo Reductor know well the arts of lock and bolt, there are few doors or portals whose mechanisms they cannot subvert. If they can force a passage to any fortress’ gate then they have no need of cannon or drill to pierce its protections, and those that cower inside must face their wrath without the protection of the tall walls or tank’s gullet.
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The Myrmidax Trait is used in the following Forces of the Taghmata datasheets:
The adepts of the Myrmidax have always been some of the most ancient of the creeds of Mars, and within the data-engrams of their remote storage was kept the centuries of accumulated wisdom, the bitterness of defeat and the glory of victory. The tech-priests of that order could loose that ancient data to boost the prowess of their warriors and suffuse their augmetics with the fury of warriors long dead.
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The Archimandrite Trait is used in the following Forces of the Taghmata datasheets:
The armies of the Mechanicum are made of a host of terrors, from hulking automata to gruesome fusions of man and machine. Yet, while these war engines are capable of immense destruction, it is the tech-priests and magi of the Taghmata that direct them, and without these frail human components the Taghmata has little strategic unity or focus.
If a Model with this Special Rule is part of a Unit then it can score more Victory Points for holding an Objective.The steel warriors of the Mechanicum are unlike any other force in the galaxy, unflinching automatons of logic engrams and gears. Though far more rugged than even the Emperor’s Legiones Astartes, they are bound to the unchanging dictates of their programming and lack the tactical flexibility of flesh and blood warriors.
The following Rules apply to all Models with the Automata Type:The humble sergeant stands as one of the greatest weapons in the arsenals of any army. Skilled in war and in leadership, each sergeant is the beating heart of their unit and the cornerstone upon which victory is built.
The following Rules apply to all Models with the Sergeant Sub-Type:An army without war engines is easy prey for the foe, and without specially trained warriors to repair those machines they will soon fail in the face of the Horus Heresy’s fury. Battlesmiths are charged with seeing to the care of the metal behemoths that lead every assault, keeping them operational and ensuring their guns never fall silent.
A Model with the Battlesmith (X) Special Rule can repair Vehicles, Automata and other mechanical Units.Infantry units include all types of foot soldiers. Infantry are fairly slow moving, but can cross almost any terrain and make the best use of cover to avoid enemy fire.
Infantry is the most basic Type, and is applied to most Models in the game. A Model with the Infantry Type uses the Core Rules without modification, gaining neither benefit nor penalty. Models with the Infantry Type may Embark and Disembark upon Models with the Transport Sub-Type.These massive engines of war are unlike the soulless warriors of the Mechanicum, for at their heart rests a mortal warrior whose instincts and experience guides their steel body on the field of battle.
The following Rules apply to all Models with the Walker Type:| HEAVY ASSAULT – Heavy assault Units used to break the enemy lines. |
The Macrotek Trait is used in the following Forces of the Taghmata datasheets:
From the lumbering Baneblade tanks of the Imperial Army to the destructive power of the Legiones Astartes Falchion, all of the war machines that fall into this category are huge armour-clad constructions that each wield enough firepower to destroy an entire army.
From armoured transports, to fleet orbital shuttles and even more esoteric modes of travel, mounting infantry atop faster moving transports is an ancient tactic. The best transports offer a safe haven for fragile infantry as well as a means to traverse even the most difficult terrain at speed.
All Models with the Transport Sub-Type are bound by a set of Rules regarding how they operate:The Malagra Trait is used in the following Forces of the Taghmata datasheets:
To the devotees of the Myrmidax Cult a duel between champions is the apex of wisdom, pitting one combatants’ knowledge of battle against another. Such contests are the ultimate form of meditation to such warriors, to be sought after and relished. When engaged in such a duel a Myrmidon will put forth their utmost effort, ignoring even the worst of injuries in order to claim victory and the wisdom it will bring.
A Model with this Special Rule gains bonuses when engaged in a Challenge.The wargear of many Legiones Astartes warriors and war machines incorporates a variety of targeting and stabilisation systems, enabling larger weaponry to be brought to bear even at close ranges.
Models with this Special Rule can make Volley Attacks with other Weapons.Transport vehicles are designed to balance armour and capacity, attempting to mount the most protection without compromising how many warriors they can carry. Yet, some warriors are plated in such imposing armour or even spawned in such an aberrant nature that they occupy far more space than any regular fighter. Such warriors are mighty in both power and stature, but prove more difficult to ferry into battle.
Models with the Bulky (X) Special Rule take up more space on Transport Models.Intended to break the lines of the foe or to hold the most dangerous of positions, heavy troops trade speed and manoeuvrability for indomitable toughness and stubborn tenacity.
The following Rules apply to all Models with the Heavy Sub-Type:Representing the elite of any army, commanders oversee the disposition of their troops, set strategy for the coming battle and often stand at the forefront of the conflict. The actions of such heroes can change the tide of battle in an instant.
The following Rules apply to all Models with the Command Sub-Type:At the front of any charge and the heart of any defensive line are an army’s champions. These warriors stand ever ready to accept the challenge of their foes and inspire their allies.
The following Rules apply to all Models with the Champion Sub-Type:Long range artillery fire is the terror of any infantry advance, striking its targets no matter what cover they seek or where they attempt to take shelter.
A Weapon with this Special Rule may be used to attack Target Units out of Line of Sight.
| ELITES – The most deadly of warriors available to an Army. |
Many warriors go to battle carrying large protective shields, commonly issued when the fighting is expected to be conducted at close ranges, such as Zone Mortalis or breach storming engagements. With sufficient training, these warriors can form a moving bulwark, layering and overlapping such shields to provide protection against all but the most determined attacks.
This Reaction allows the Reactive Player to gain a bonus to the Toughness Characteristic of Models in a Unit targeted by a Shooting Attack or Volley Attack if the majority of those Models have the Shield Trait.Infused with the energies of the Warp and unbound by the normal laws of reality, these creatures ignore mortal concerns. While the ӕther is the source of their strength, when it wanes, such warriors find their forms weakening or even dissolving entirely.
The following Rules apply to all Models with the Malefic Sub-Type:
Mightiest of all the Emperor’s creations and the greatest warriors and generals of their age, the Primarchs of the Space Marine Legions epitomise the dark ages of the Horus Heresy. These colossi of war were powerful beyond the capabilities of any mortal warrior or steel-forged automata - for their only equal was another of their own kind.
The following Rules apply to all Models with the Paragon Type:

Many renegade magi sought to infuse technology with the power of the Warp - to harness the ætheric plane for the betterment of Mankind. Many would achieve short-lived success, managing to tap and manipulate the energies of Warp space, but always such experiments ended in disaster.
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Unleashed with abandon in the opening moments of the Martian Civil War, scrap-code is one byproduct of unsanctioned research. A scourging data djinn capable of aggressively blanking cogitator units and even disorienting biological entities, it swiftly became a commonplace hindrance on the battlefields of the Horus Heresy.
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Some warriors exude such a terrifying aura that even those hardened by war and death are apprehensive in their presence. Whether this is due to a reputation for cruelty or brutal slaughter or the result of some technological device or psychic glamour makes little difference in the effect it has on the battlefield. Wise commanders will seek to keep their distance and engage such fearsome enemies at range rather than risk their wrath.
Models near an enemy Model with the Fear (X) Special Rule must reduce their Advanced Characteristics.Some warriors are so inured to pain and suffering that nothing but the most grievous of hurts will slow their onslaught. The only way to stop such a berserk is to hit them again and again until at last they fall, the toll of their hurts far more than any mortal warrior should be capable of bearing.
Feel No Pain (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.Some warriors are renowned not purely for their skill at arms, but for the specific skills they bring to the aid of their fellows. Such warriors move among the ranks as they are needed, taking up position to use their abilities to the greatest advantage amid the shifting tide of battle.
The following Rules apply to all Models with the Specialist Sub-Type:Some weapons cleave flesh with ease, inflicting terrible wounds that no mortal toughness can resist. Though of less use against armour and steel, such munitions are capable of tearing bloody holes in the ranks of advancing infantry and stalling any attack in its tracks.
With a Weapon that has the Rending (X) Special Rule, there is a chance that a Hit Test may result in an automatic wound.
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Some weapons are so heavy that, while they can be fired on the move, are more powerful when properly braced and made ready before shooting. Warriors on the battlefield must use their judgement to decide when speed is required and when the full firepower of their arsenal must be unleashed.
Weapons with the Heavy (X) Special Rule gain +1 to a Characteristic when Stationary.Huge artillery cannon and vast laser weapons are commonly employed as the primary armament of the greatest war machines of the Imperium. These weapons are devastating when properly braced and prepared for firing - more than capable of destroying smaller war engines in a single blast.
Weapons with the Ordnance (X) Special Rule double the value of a Characteristic when Stationary.Billowing clouds of smoke or fields of electromagnetic interference can hide warriors from the foe’s sight. That which cannot be struck, cannot be harmed and needs not the protection of heavy and encumbering armour.
Shrouded (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.A hail of enemy gunfire serves to keep any warrior’s head down, and some weapons are designed specifically to suppress the foe. Only the most steadfast of troops will continue the advance when all they can hear is the whistle and crack of gunshots and the screams of the fallen.
Weapons and other attacks that have the Suppressive (X) Special Rule have a chance of inflicting the Suppressed Status on the Target Unit.Most combat aircraft fly at such speeds that regular weaponry is hard pressed to track or hit them. Only cannon and beams specifically designed to strike such swift targets have any hope of landing hits upon them by any means other than sheer luck.
Attacks made with the Skyfire Special Rule ignore penalties when attacking Flyers.Some weapons carry only a severely limited stock of munitions. Often intended as weapons of last resort, used at the correct point they can turn the tide of battle.
A Weapon with the Limited (X) Special Rule can only be used to attack a limited number of times per Battle.Some weapons feature augmented motility and enhanced targeting systems, able to track and lock onto fast moving targets with ease.
Weapons with this Special Rule are better able to utilise it for intercepting new arrivals on the Battlefield.Some weapons are designed not only to kill and main, but also to shock and disorient the foe. Such weapons may rely on blinding flares, bursts of enervating energy or even subtle poisons to slow and disable the enemy, but their effects are the same. Debilitated and vulnerable, warriors struck by such weapons become easy prey.
Weapons and other attacks that have the Stun (X) Special Rule have a chance of inflicting the Stunned Status on the Target Unit.Whether by skill or the merits of a weapon’s design, some warriors are capable of sweeping strikes that scythe through the ranks of the foe.
If a Model with this Special Rule is outnumbered, it gains extra attacks.