Forces of the Taghmata – Datasheets
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High Command


Archmagos
UNIT COMPOSITION: 1 ARCHMAGOS
120 PointsPts

Archmagos are the lords of the Mechanician, each a master of one of the technological disciplines enshrined in the lore of the Mechanician. An Archmagos is served by a coterie of lesser Magos, with the number of their disciples an indicator of their power and prestige within the Mechanicum. When the army of a Forge World, the Taghmata, rallies for war, each Archmagos commands one of the Taghma that makes up that force. An Archmagos’ Taghma is composed of the various warriors mustered by their subordinate magos and reflects the unique teachings and focus of that Archmagos’ research.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Archmagos (⌀40mm) 9 10 9 10
Archmagos (⌀40mm) 6 5 6 6 6 6 4 4 9 10 9 10 2+ 4+
WARGEAR
  • Frag grenades
TRAITS
  • [Allegiance]
  • [Mechanicum]
  • Cybertheurgist
SPECIAL RULES
  • Feel No Pain (5+)
  • Comptroller (2)
  • Battlesmith (4)
  • Master of Machines
  • Firing Protocols (2)
TYPE
  • Infantry (Command)
OPTIONS
  • This Model may have any number of items from the Mechanicum Wargear list and any items from the Mechanicum Magos Wargear list selected for it.
  • This Model may have any number of items from the Cybertheurgic Rites list selected for it.
  • This Model may have one item from the Mechanicum Magos Weapons list selected for it.
  • This Model may have one item from the Mechanicum Melee Weapons list selected for it.
  • This Model may have one item from the Mechanicum Pistols list selected for it.
  • This Model may have one item from the Mechanicum Ranged Weapons list selected for it.
  • If no item from the Mechanicum Ranged Weapons list is selected for this Model, then one of the following options may be selected for it:
  • Conversion beamer
    +30 Points
  • Phased plasma-fusil
    +15 Points
  • Irad-cleanser
    +20 Points


Archmagos on Abeyant
UNIT COMPOSITION: 1 ARCHMAGOS ON ABEYANT
150 PointsPts

Some Archmagos took to the battlefield on hovering tech-thrones known as abeyants. Each such device was a unique expression of its master’s skills, crafted by their own hand as a symbol of their skill and invested with all the power of their arts. For all their superficial differences, all fulfilled a similar role - serving as ponderous command platforms. They granted their passenger a wider view of the battlefi eld, greater protection from enemy fire and more sophisticated vox and augurs to control their servants, and were favoured by archmagos who preferred to avoid the press of the melee.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Archmagos on Abeyant (⌀60mm) 10 10 9 10
Archmagos on Abeyant (⌀60mm) 6 5 6 6 7 6 3 4 10 10 9 10 2+ 4+
WARGEAR
  • Frag grenades
TRAITS
  • [Allegiance]
  • [Mechanicum]
  • Cybertheurgist
SPECIAL RULES
  • Feel No Pain (5+)
  • Implacable Advance
  • Explodes (6+)
  • Bulky (7)
  • Comptroller (2)
  • Battlesmith (4)
  • Master of Machines
  • Firing Protocols (2)
  • Command Throne
TYPE
  • Infantry (Command, Antigrav, Heavy)
OPTIONS
  • This Model may have any number of items from the Mechanicum Wargear list and any items from the Mechanicum Magos Wargear list selected for it.
  • This Model may have any number of items from the Cybertheurgic Rites list selected for it.
  • This Model may have one item from the Mechanicum Magos Weapons list selected for it.
  • This Model may have one item from the Mechanicum Melee Weapons list selected for it.
  • This Model may have one item from the Mechanicum Pistols list selected for it.
  • This Model may have one item from the Mechanicum Ranged Weapons list selected for it.
  • If no item from the Mechanicum Ranged Weapons list is selected for this Model, then one of the following options may be selected for it:
  • Conversion beamer
    +30 Points
  • Phased plasma-fusil
    +15 Points
  • Irad-cleanser
    +20 Points

Command


Arcuitor Magisterium
UNIT COMPOSITION: 1 ARCUITOR
115 PointsPts

Unlike the more commonplace adepts of the Mechanicum, many of those magi dedicated to the Malagra train not only in artifice and research, but also in the visceral arts of combat. Tasked with hunting down and eliminating tech-heretics of all kinds, the Arcuitor Magisterium are deadly close quarters combatants and more than capable of holding their own against any foe. Given their specific skills these adepts rarely serve as the commanders of armies, but rather as advisors - tasked with making sure that those they serve remain true to the teachings of the Mechanicum.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Arcuitor (⌀32mm) 9 9 8 9
Arcuitor (⌀32mm) 6 6 5 5 5 4 4 5 9 9 8 9 2+ 5+
WARGEAR
  • Frag grenades
TRAITS
  • [Allegiance]
  • Malagra
  • Cybertheurgist
SPECIAL RULES
  • Feel No Pain (5+)
  • Battlesmith (2)
  • Master of Machines
  • Infiltrate (9)
  • Firing Protocols (2)
  • Arcana Benefice: Even the Deathless May Know Fear
TYPE
  • Infantry (Command)
OPTIONS
  • This Model may have any number of items from the Mechanicum Wargear list and any items from the Mechanicum Magos Wargear list selected for it.
  • This Model may have any number of items from the Cybertheurgic Rites list selected for it.
  • This Model may have one item from the Mechanicum Melee Weapons list or the Mechanicum Magos Weapons list selected for it.
  • This Model may have one item from the Mechanicum Pistols list or the Mechanicum Magos Weapons list selected for it.
  • This Model may have one item from the Mechanicum Ranged Weapons list selected for it.


Magos
UNIT COMPOSITION: 1 MAGOS
100 PointsPts

The magos of the Mechanicum arc the masters of individual forges, seekers after knowledge and master craftsmen. Each serves an Archmagos, their guide and political patron in the ways of the Mechanicum, learning from them both skills of artifice and of war. Study and improvement of their skills and even their own body, are the focus of a magos, each aspiring to one day become an Archmagos in their own right. When summoned to war by their Archmagos, a magos brings their personal guard and retinue to the battle, a force that is a reflection of their own specialisation within the Mechanicum.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Magos (⌀40mm) 8 9 8 9
Magos (⌀40mm) 6 4 5 5 5 4 3 3 8 9 8 9 2+ 5+
WARGEAR
  • Frag grenades
TRAITS
  • [Allegiance]
  • [Mechanicum]
  • Cybertheurgist
SPECIAL RULES
  • Feel No Pain (5+)
  • Comptroller (2)
  • Battlesmith (3)
  • Master of Machines
  • Officer of the Line (2)
  • Firing Protocols (2)
TYPE
  • Infantry (Command)
OPTIONS
  • This Model may have any number of items from the Mechanicum Wargear list and any items from the Mechanicum Magos Wargear list selected for it.
  • This Mode! may have any number of items from the Cybertheurgic Rites list selected for it.
  • This Model may have one item from the Mechanicum Melee Weapons list selected for it.
  • This Model may have one item from the Mechanicum Pistols list selected for it.
  • This Model may have one item from the Mechanicum Ranged Weapons list selected for it.
  • If no item from the Mechanicum Ranged Weapons list is selected for this Model, then one of the following options may be selected for it:
  • Conversion beamer
    +30 Points
  • Phased plasma-fusil
    +15 Points
  • Irad-cleanser
    +20 Points


Magos on Abeyant
UNIT COMPOSITION: 1 MAGOS ON ABEYANT
130 PointsPts

The most ambitious Magos create abeyants, seeking both to emulate and impress their mentors and gain an advantage on the battlefield. Lesser than those created by their masters, each such device was still a potent artefact of the Mechanicum’s lore and artifice, as well as an expression of the unique skills of the magos that forged it. In battle they served as ponderous command platforms that allowed a magos to support the strategy dictated by their master and to command the warriors that made up their own retinue.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Magos on Abeyant (⌀60mm) 9 9 8 9
Magos on Abeyant (⌀60mm) 6 4 5 5 6 4 2 3 9 9 8 9 2+ 5+
WARGEAR
  • Frag grenades
TRAITS
  • [Allegiance]
  • [Mechanicum]
  • Cybertheurgist
SPECIAL RULES
  • Feel No Pain (5+)
  • Comptroller (2)
  • Battlesmith (3)
  • Explodes (6+)
  • Bulky (7)
  • Implacable Advance
  • Master of Machines
  • Officer of the Line (2)
  • Firing Protocols (2)
  • Command Throne
TYPE
  • Infantry (Command, Antigrav, Heavy)
OPTIONS
  • This Model may have any number of items from the Mechanicum Wargear list and any items from the Mechanicum Magos Wargear list selected for it.
  • This Model may have any number of items from the Cybertheurgic Rites list selected for it.
  • This Model may have one item from the Mechanicum Melee Weapons list selected for it.
  • This Model may have one item from the Mechanicum Pistols list selected for it.
  • This Model may have one item from the Mechanicum Ranged Weapons list selected for it.
  • If no item from the Mechanicum Ranged Weapons list is selected for this Model, then one of the following options may be selected for it:
  • Conversion beamer
    +30 Points
  • Phased plasma-fusil
    +15 Points
  • Irad-cleanser
    +20 Points

Retinue


Echidnax Servo Maniple
UNIT COMPOSITION: 4 ECHIDNAX
40 PointsPts
• May include up to 8 additional Echidnax at +10 Points per Model.

The Echidnax are the most complex of the various technical drones employed by the agents of the Mechanicum. They are tough and capable of aiding their master in a number of tasks, and even provide a measure of security with basic combat engrams. They are also relatively cheap to manufacture and are found in large numbers in most forge-fanes, however this comes with a reduced cognitive function in their cortex. The Echidnax require constant supervision or they return to standby mode, and as such are almost always found as the entourage of a Magos or tech-priest bound to some duty in service of the Forge World.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Echidnax (⌀25mm) 7 12 4 4
Echidnax (⌀25mm) 6 3 3 5 5 2 3 2 7 12 4 4 3+ 5+
WARGEAR
  • Servo-harness
TRAITS
  • [Allegiance]
  • [Mechanicum]
SPECIAL RULES
  • Compact
  • Limited Autonomy
  • Repair Automata
TYPE
  • Automata
OPTIONS
  • Any Model in this Unit may have one bolter selected for it for +2 Points per Model.


Scyllax Guardian Maniple
UNIT COMPOSITION: 4 SCYLLAX
100 PointsPts
• May include up to 12 additional Scyllax at +25 Points per Model.

Scyllax are an advanced form of automata, their cogitator engines and power sources beyond the craft of any but the most experienced adepts of the Cult Mechanicus. They serve as close combat horrors and guardians of the most prominent leaders of the Mechanicum, as well as ostentatious symbols of their master’s power and influence. In battle their whipping mechadendrites are sheathed in a fearsome power field that can shatter armour and melt flesh, allowing them to cleave any attackers asunder long before they can assault their charges.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Scyllax (⌀32mm) 8 12 4 4
Scyllax (⌀32mm) 6 5 5 5 5 2 3 3 8 12 4 4 3+ 6+
WARGEAR
  • Scyllax combat array
  • Rad furnace
TRAITS
  • [Allegiance]
  • [Mechanicum]
SPECIAL RULES
  • Impact (A)
  • Explodes (6+)
  • Compact
  • Phased Refractor Shields
TYPE
  • Automata
OPTIONS
  • Any Model in this Unit may have one bolter selected for it for +2 Points per Model.

Elites


Arlatax Battle Maniple
UNIT COMPOSITION: 1 ARLATAX
120 PointsPts
• May include up to 3 additional Arlatax at +120 Points per Model.

A variant of the ancient and versatile Conqueror automata STC, the Arlatax’s development, which was the work of the magoswrights 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.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Arlatax (⌀50mm) 8 12 4 4
Arlatax (⌀50mm) 10 4 4 7 7 4 3 3 8 12 4 4 2+ 5+
WARGEAR
  • Plasma cannon
  • Pair of power blades
  • Paired light autocannon
TRAITS
  • [Allegiance]
  • Cybernetica
SPECIAL RULES
  • Bulky (6)
  • Deep Strike
  • Explodes (6+)
  • Implacable Advance
  • Impact (A)
  • Vanguard (2)
  • Firing Protocols (2)
  • Firestorm
TYPE
  • Automata (Antigrav)
OPTIONS
  • Any Model in the Unit may have its pair of power blades and paired light autocannon both exchanged for:
  • One pair of arc scourges
    Free
WARGEAR

Plasma cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma cannon
Plasma cannon
- Sustained fire
- Sustained fire
36
1
6
4
1
Heavy (RS), Blast (3"), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
36
1
6
4
1
Heavy (RS), Blast (3"), Breaching (5+), Overload (2)
Plasma

Paired light autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Paired light autocannon
Paired light autocannon
36
4
6
4
1
Breaching (6+)
Auto

Pair of arc scourges

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Pair of arc scourges
Pair of arc scourges
-
+1
+2
3
2
Shock (Suppressed)
Arc


Domitar Battle Maniple
UNIT COMPOSITION: 1 DOMITAR
100 PointsPts
• May include up to 3 additional Domitar at +100 Points per Model.

The Domitar battle-automata represent the pinnacle of the Cybernetica’s art. Fast, strong, heavily armed and more cunning than lesser automata, these fearsome war machines form the elite of the automata host and are more than a match for any force that can be set against them. Capable of attacking and defeating almost any foe, from massed infantry to armoured vehicles, the Domitar’s only weakness is the complex nature of its creation. Each such iron colossus can only be created by the most talented magi, and is the result of long months of labour with the finest materials available.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Domitar (⌀60mm) 8 12 4 4
Domitar (⌀60mm) 7 4 4 7 7 4 3 3 8 12 4 4 2+ 5+
WARGEAR
  • Cyclone missile launcher
  • Graviton hammers
  • Domitar fists
TRAITS
  • [Allegiance]
  • Cybernetica
SPECIAL RULES
  • Bulky (4)
  • Implacable Advance
  • Explodes (6+)
  • Impact (A)
  • Vanguard (2)
  • Fast (2)
  • Firing Protocols (2)
  • Firestorm
TYPE
  • Automata


Myrmidon Destructor Host
UNIT COMPOSITION: 1 DESTRUCTOR LORD, 2 DESTRUCTORS
150 PointsPts
• May include up to 7 additional Destructors at +45 Points per Model.

Much like their Secutor brethren, the Myrmidon Destructors view combat as a method by which they might divine the will of the Omnissiah. However, they do so through the thunder of heavy guns, the blast of plasma and searing pulse of rad-flame. For these towering ancients, each salvo is a prayer and each battle won a humble offering to the Omnissiah. Such is the power of their onslaught that the Magos Militant of a Forge World will go to great lengths to seek out and recruit such warriors when conflict looms and the horns of war sound.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Destructor Lord (⌀40mm) 9 9 8 8
Destructor Lord (⌀40mm) 6 5 5 5 5 4 2 3 9 9 8 8 3+ 5+
Destructor (⌀40mm) 9 9 8 8
Destructor (⌀40mm) 6 4 4 5 5 4 2 2 9 9 8 8 3+ 5+
WARGEAR
  • Shock chargers
  • Volkite culverin
  • Frag grenades
TRAITS
  • [Allegiance]
  • Myrmidax
SPECIAL RULES
  • Bulky (3)
  • Vanguard (3)
  • Battle Meditation (Destructor Lord only)
TYPE
  • Destructor Lord: Infantry (Champion, Heavy)
  • Destructor: Infantry (Heavy)
OPTIONS
  • Any Model in this Unit may have its volkite culverin exchanged for one of the following options:
  • Irradiation engine
    +15 Points per Model
  • Darkfire cannon
    +20 Points per Model
  • Conversion beamer
    +15 Points per Model


Myrmidon Secutor Host
UNIT COMPOSITION: 1 SECUTOR LORD, 2 SECUTORS
150 PointsPts
• May include up to 7 additional Secutors at +45 Points per Model.

The hulking adepts of the Myrmidax, known as Myrmidons, have rebuilt their bodies as living weapons. Tall, fearsomely strong and fitted with a variety of esoteric weapons, a Myrmidon is the equal of any other warrior - even the Emperor’s Space Marines. The Secutors are a sub-cult of the Myrmidax order devoted to the pursuit of close order combat, plying their own formidable strength against that of the foe in an effort to distil wisdom from conflict. The Secutors see combat as a meditation and battle as a worshipful paean in honour of the Omnissiah, from which they will gain enlightenment.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Secutor Lord (⌀50mm) 9 9 8 8
Secutor Lord (⌀50mm) 6 5 5 5 5 4 2 3 9 9 8 8 3+ 5+
Secutor (⌀50mm) 9 9 8 8
Secutor (⌀50mm) 6 4 4 5 5 4 2 2 9 9 8 8 3+ 5+
WARGEAR
  • Power axe
  • Twin maxima bolters
  • Frag grenades
TRAITS
  • [Allegiance]
  • Myrmidax
SPECIAL RULES
  • Bulky (3)
  • Implacable Advance
  • Vanguard (3)
  • Battle Meditation (Secutor Lord only)
TYPE
  • Secutor Lord: Infantry (Champion, Heavy)
  • Secutor: Infantry (Heavy)
OPTIONS
  • Any Model in this Unit may have its twin maxima bolters exchanged for one of the following options:
  • Twin phased plasma-fusils
    +20 Points per Model
  • Twin graviton guns
    +20 Points per Model

Heavy Assault


Castellax Destructor Maniple
UNIT COMPOSITION: 2 CASTELLAX
100 PointsPts
• May include up to 4 additional Castellax at +50 Points per Model.

In battle, the adepts of the Cybernetica have long separated their Castellax automata into the massed hammerblow of battle maniples and the precise strike of Destructor maniples. Castellax outfitted to the Destructor pattern wield a variety of heavy weapons intended to eliminate enemy armour or to annihilate heavy infantry. They serve to exterminate the toughest enemy threats once they have been isolated and identified by the attack of the more expendable battle maniples that proceed them. For the weapons borne by these automata are too rare and valuable to risk on the front lines.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Castellax (⌀60mm) 7 12 4 4
Castellax (⌀60mm) 6 3 3 6 6 4 3 2 7 12 4 4 3+ 6+
WARGEAR
  • Two bolters
  • Mauler bolt cannon
  • Shock chargers
TRAITS
  • [Allegiance]
  • Cybernetica
SPECIAL RULES
  • Bulky (4)
  • Implacable Advance
  • Explodes (6+)
  • Firing Protocols (3)
  • Armour-breaker (4+)
  • Phased Refractor Shields
TYPE
  • Automata
OPTIONS
  • Any Model in this Unit may have its shock chargers exchanged for one pair of power blades for +10 Points per Model.
  • Any Model in this Unit may have one or both of its bolters each exchanged for one flamer for +5 Points per Weapon.
  • Any Model in this Unit may have its Mauler bolt cannon exchanged for one of the following:
  • Darkfire cannon
    +15 Points per Model
  • Multi-melta
    +10 Points per Model


Ursarax Cohort
UNIT COMPOSITION: 6 URSARAX
150 PointsPts
• May include up to 3 additional Ursarax at +25 Points per Model.

The Ursarax are the root of the long running feud between the Reductor cult and the adepts of the Lacrymaerta, for they stem from the same technology that created the Thallax. Cybernetic entities that combine both machine and organic components, the Ursarax do not attempt to control the terrible pain that torments them, but instead are forced to embrace it by their cruel masters. Equipped to rip, tear and smash the foe at close range, Ursarax are unleashed rather than deployed, racing across the battlefield in a frenzy to assault the foe.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Ursarax (⌀40mm) 7 12 4 4
Ursarax (⌀40mm) 10 4 4 4 5 2 3 2 7 12 4 4 3+ 6+
Ursarax Alpha (⌀40mm) 8 12 6 4
Ursarax Alpha (⌀40mm) 10 4 4 4 5 2 3 2 8 12 6 4 3+ 6+
WARGEAR
  • Pair of Ursarax claws
  • Volkite incinerator
  • Frag grenades
TRAITS
  • [Allegiance]
  • Lacrymaerta
SPECIAL RULES
  • Bulky (3)
  • Vanguard (3)
  • Deep Strike
TYPE
  • Ursarax: Infantry (Antigrav)
  • Ursarax Alpha: Infantry (Sergeant, Antigrav)
OPTIONS
  • Any Model in this Unit may have its pair of Ursarax claws exchanged for one pair of Ursarax fists for Free.
  • One Model per Unit may be upgraded to an Ursarax Alpha for +10 Points.

Troops


Tech-priest
UNIT COMPOSITION: 1 TECH-PRIEST
30 PointsPts

The most numerous of all the adepts of the Cult Mechanicus, the humble Tech-priest has been inducted into the base mysteries of their arcana and serves as craftsman, labourer and officer in the name of the magos they serve. In the forge they organise the lesser thralls and maintain the great machines forged by their masters, while on the battlefield they shepherd the automata and other war engines that make up the bulk of the Taghmata. The most senior Tech-priests may even have learned the basics of cybertheurgy, allowing them to further bolster the cold machines that make up the front lines of the Mechanicum’s armies.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Tech-priest (⌀32mm) 8 8 8 8
Tech-priest (⌀32mm) 6 4 4 5 5 2 3 2 8 8 8 8 3+ 6+
WARGEAR
  • Frag grenades
TRAITS
  • [Allegiance]
  • [Mechanicum]
  • Cybertheurgist
SPECIAL RULES
  • Feel No Pain (6+)
  • Comptroller (1)
  • Battlesmith (2)
  • Master of Machines
  • Firing Protocols (2)
TYPE
  • Infantry (Sergeant, Specialist)
OPTIONS
  • This Model may have any number of items from the Mechanicum Wargear list selected for it.
  • This Model may have one item from the Cybertheurgic Rites list selected for it.
  • This Model may have one item from the Mechanicum Melee Weapons list selected for it.
  • This Model may have one item from the Mechanicum Pistols list selected for it.
  • This Model may have one item from the Mechanicum Ranged Weapons list selected for it.

Support


Castellax Battle Maniple
UNIT COMPOSITION: 2 CASTELLAX
100 PointsPts
• May include up to 8 additional Castellax at +50 Points per Model.

The robust castellax is the most widely used combat automata in the ranks of the Cybernetica. Its combination of powerful short range weaponry’ and toughened armour has been proven on thousands of battlefields and against uncounted foes, and few magi would dare to impugn such a venerable design. On the battlefield these hulking automata serve as the iron frontline of any Taghmata, advancing en-masse to break enemy lines like a hammer, or standing in serried ranks as an unyielding defence against any attack.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Castellax (⌀60mm) 7 12 4 4
Castellax (⌀60mm) 6 3 3 6 6 4 3 2 7 12 4 4 3+ 6+
WARGEAR
  • Two bolters
  • Mauler bolt cannon
  • Shock chargers
TRAITS
  • [Allegiance]
  • Cybernetica
SPECIAL RULES
  • Bulky (4)
  • Implacable Advance
  • Explodes (6+)
  • Firing Protocols (3)
  • Firestorm
  • Phased Refractor Shields
TYPE
  • Automata
OPTIONS
  • Any Model in this Unit may have its shock chargers exchanged for one pair of power blades for +10 Points per Model.
  • Any Model in this Unit may have one or both of its bolters each exchanged for one flamer for +5 Points per Weapon.


Tech-thrall Covenant
UNIT COMPOSITION: 10 TECH-THRALL
100 PointsPts
• May include up to 30 additional Tech-thralls at +10 Points per Model.

The vast throngs of human serfs that dwell on Forge Worlds serve two simple purposes: labourers for the unending cycle of production that rules such worlds, and as stock for conversion to thralls and servitors. In times of both war and increased production the adepts of the Lacrymaerta, which manages the human throngs of each forge, cull the worker herd and take thousands to their grim hutcher-halls. There they are rendered into augmented thralls, servitors outfitted for increased speed and strength, but at the cost of a limited span of useful operation.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Tech-thrall (⌀25mm) 4 12 4 4
Tech-thrall (⌀25mm) 5 2 2 3 5 1 2 1 4 12 4 4 6+ -
WARGEAR
  • Las-lock
TRAITS
  • [Allegiance]
  • Lacrymaerta
SPECIAL RULES
  • Expendable (2)
  • Rite of Pure Thought
  • Feel No Pain (6+)
TYPE
  • Infantry


Tech-thrall Defence Covenant
UNIT COMPOSITION: 10 TECH-THRALLS
100 PointsPts
• May include up to 30 additional Tech-thralls at +10 Points per Model.

Tech-thrall covenants intended for purely defensive operations, or for deployment in the confines of Zone Mortalis engagements are sometimes issued mitra-locks instead of las-locks. These weapons emit a volatile spread of energy bolts that, while individually less powerful, cover a much wider area and prove formidable weapons for defending a fixed position or slowing the advance of a superior foe through dense terrain. However, as these weapons leave Tech-thrall units vulnerable to being outranged and picked apart before they can engage, they are rarely issued en masse.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Tech-thrall (⌀?) 4 12 4 4
Tech-thrall (⌀?) 5 2 2 3 5 1 2 1 4 12 4 4 6+ -
WARGEAR
  • Mitra-lock
TRAITS
  • [Allegiance]
  • Lacrymaerta
SPECIAL RULES
  • Expendable (2)
  • Rite of Pure Thought
  • Feel No Pain (6+)
  • Tech-thralls
TYPE
  • Infantry
WARGEAR

Mitra-lock

Mitra-locks share an origin with the more common las-locks grafted to Tech-thralls. While the las-lock projects a single bolt, the mitra-lock instead fires a fragmented blast of energy, ideal for fighting in close confines or ‘Zones Mortalis’.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Mitra-lock
Mitra-lock
10
2
4
-
1
Stun (0)
Assault, Las

SPECIAL RULES

Tech-thralls

While equipped with alternative weaponry, the thralls that make up the Defence Covenants share the same simple servitor bodies as those from more standard formations.

A Unit that contains Models with this Special Rule is considered to be a Tech-thrall Covenant Unit for the purposes of the Arcana Benefice: An Endless Servitude.


Thallax Cohort
UNIT COMPOSITION: 6 THALLAX
120 PointsPts
• May include up to 3 additional Thallax at +20 Points per Model.

These complex cyborgs serve the adepts of the Reductor as shock troops and enforcers. Created in a process that is a long-held secret of the Reductor Cult, a living human nervous system is spliced into a hardened exoskeleton to create a warrior that is not only fast and deadly, but also armoured beyond the capabilities of any mortal recruit. With a compact jet pack fused into their armour and armed with a variety of esoteric weapons, the Thallax provide much needed mobile firepower to any Taghmata. Their only deficiency is that the process of their creation leaves the intelligence that guides them tormented by unending pain.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Thallax (⌀40mm) 7 12 4 4
Thallax (⌀40mm) 10 4 4 4 5 2 3 2 7 12 4 4 3+ 6+
Thallax Praetorian (⌀40mm) 8 12 5 5
Thallax Praetorian (⌀40mm) 10 4 4 4 5 2 3 2 8 12 5 5 3+ 6+
WARGEAR
  • Lightning gun
  • Frag grenades
TRAITS
  • [Allegiance]
  • Reductor
SPECIAL RULES
  • Bulky (3)
  • Aegis of Pain
  • Deep Strike
TYPE
  • Thallax: Infantry (Antigrav)
  • Thallax Praetorian: Infantry (Sergeant, Antigrav)
OPTIONS
  • Any Model in this Unit may have its lightning gun exchanged for one of the following:
  • Photon thruster
    +15 Points per Model
  • Multi-melta
    +15 Points per Model
  • Phased plasma fusil
    +10 Points per Model
  • Any Model in this Unit with a lightning gun may be given one chain bayonet for +2 Points per Model.
  • All Models in this Unit may be given melta bombs for +5 Points per Model.
  • One Thallax in this Unit may be upgraded to a Thallax Praetorian for +10 Points.

War Engine


Armiger Moirax
UNIT COMPOSITION: 1 ARMIGER MOIRAX
165 PointsPts

The Knight Moirax was a variant of the Armiger chassis which saw little use before the darkest hours of the Horus Heresy, most often employed by Mechanicum armies with access to indentured Knight Households. 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 expendable by the Magos that commanded the Taghma of the Mechanicum, and rarely returned to their Households regardless of the success of a campaign.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Armiger Moirax (⌀100mm) 12 10 5 5
Armiger Moirax (⌀100mm) 8 4 4 7 7 7 3 3 12 10 5 5 3+ 5+
WARGEAR
  • Rad furnace
TRAITS
  • [Allegiance]
  • [Mechanicum]
SPECIAL RULES
  • Bulky (8)
  • Explodes (5+)
  • Implacable Advance
  • Move Through Cover
TYPE
  • Walker
OPTIONS
This Model must have one of the following options selected for it:
  • Two options from the following list:
  • Gyges siege claw and one irad-cleanser
    Free
  • Volkite veuglaire
    Free
  • Lightning lock
    +5 Points each
  • Graviton pulsar
    +15 Points each
  • Moirax conversion beamer
    +20 Points each
  • Paired Gyges siege claws and two irad-cleansers for +10 Points.


Thanatar Siege Maniple
UNIT COMPOSITION: 1 THANATAR
225 PointsPts

These towering war engines are dedicated to a single purpose - the destruction of the enemy at long range. Armed with potent weaponry and almost impregnable armour, they stand as the fulcrum of any Cybernetica host and the banner of the Taghma as it advances. Simple by the standards of other automata, their cortex knows nothing of subtlety or restraint and once unleashed will simply advance and attack without stopping until destroyed or called off. Fortunately, their armour and weapons are potent enough that few can stand against them in open battle.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Thanatar (⌀120 x 92mm) 7 12 4 4
Thanatar (⌀120 x 92mm) 6 3 4 8 8 10 3 3 7 12 4 4 2+ 5+
WARGEAR
  • Shock chargers
  • Twin mauler bolt cannon
TRAITS
  • [Allegiance]
  • Cybernetica
SPECIAL RULES
  • Bulky (9)
  • Implacable Advance
  • Explodes (6+)
  • Support Unit (1)
  • Firing Protocols (2)
  • Firestorm
TYPE
  • Automata (Heavy)
OPTIONS
  • This Model must have one of the following two options selected for it:
  • Cavas Configuration: Plasma mortar
    Free
  • Calix Configuration: Sollex heavy-las and Graviton ram
    +20 Points

Transport


Mechanicum Termite
UNIT COMPOSITION: 1 MECHANICUM TERMITE
80 PointsPts

The Mechanicum makes use of the Termite for subterranean assaults, as well as for specialised mining operations. Due to the extreme hazard of such operations, forcing a beachhead within enemy fortifications, the most common practice is to fill Termite transports with tech-thralls and allow them to rampage and distract the enemy while other Mechanicum units advance and breach walls or gates by more common means.

Armour Transport Capacity
M BS Front Side Rear HP
Mechanicum Termite (⌀Use model)
Mechanicum Termite (⌀Use model) 6 4 12 12 10 5 12
WARGEAR
  • Two Pintle Mounted combi-bolters
  • Centreline Mounted melta cutters
TRAITS
  • [Allegiance]
  • [Mechanicum]
SPECIAL RULES
  • Light Transport
  • Deep Strike
TYPE
OPTIONS
  • Both of this Model’s combi-bolters may be exchanged for one of the following options:
  • Two Pintle Mounted twin volkite chargers
    +10 Points
  • Two Pintle Mounted heavy flamers
    +5 Points
ACCESS POINTS
  • This Model has Access Points on both Side Facings.

Heavy Transport


Mechanicum Macrocarid Explorator
UNIT COMPOSITION: 1 MACROCARID EXPLORATOR
200 PointsPts

The Macrocarid are a broad classification of heavily armoured and fully environmentally sealed vehicles used as both frontline combat, mobile command and exploration vehicles by magi of the Macrotek order of the Mechanicum. No two Macrocarid are the same, each having been extensively customised and upgraded by its creator, and serving as an expression of that magi’s skills and rank within the order. However, each is a formidable engine of war and easily the match for the Land Raiders of the Legiones Astartes.

Armour Transport Capacity
M BS Front Side Rear HP
Macrocarid Explorator (⌀?)
Macrocarid Explorator (⌀?) 10 4 14 14 14 9 12
WARGEAR
  • Turret Mounted mauler bolt cannon
  • Flare shield
TRAITS
  • [Allegiance]
  • Macrotek
SPECIAL RULES
  • Auto-repair (3+)
  • Move Through Cover
  • Anbaric Claw
TYPE
OPTIONS
  • This Model may have one of the following selected for it:
  • Two Hull (Front) Mounted twin irad-cleansers
    +20 Points
  • Two Hull (Front) Mounted lascannon
    +35 Points
  • This Model may have its Turret Mounted mauler bolt cannon exchanged for one Turret Mounted graviton imploder for +35 Points.
  • This Model may have one of each of the following selected for it:
  • Hull (Front) Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points
WARGEAR

Macrocarid Weapons

Macrocarid Explorators bear a number of weapons, deadly to enemy infantry and vehicles alike.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin irad-cleansers
Twin irad-cleansers
Template
1
2
5
2
Template, Phage (T), Poisoned (2+), Panic (1)
Rad
Graviton imploder
Graviton imploder
18
1
9
2
3
Shock (Pinned), Pinning (3)
Graviton
Lascannon
Lascannon
48
1
9
2
1
Heavy (D), Armourbane
Las

SPECIAL RULES

Anbaric Claw

This defensive system is considered archaic and temperamental by most Tech-Priests, but remains in use for older vehicles – like the Macrocarid. It uses a battery of electro-chem capacitors to generate a massive shock pulse of electromagnetic force through the vehicle’s hull.

A Vehicle with this Special Rule inflicts more Damage when it moves through enemy Units.

When a Model with this Special Rule and the Vehicle Type moves through an enemy Unit, the number of Hits inflicted is increased from D6 to D3+3. These Hits have the Stun (1) Special Rule. Furthermore, if the Reactive Player declares a Death or Glory Reaction with a Vehicle with this Special Rule as the target, then the Vehicle with this Special Rule gains a 6+ Invulnerable Save against all Hits inflicted as part of the Death or Glory Reaction.


Triaros Armoured Conveyor
UNIT COMPOSITION: 1 TRIAROS
200 PointsPts

The Triaros is a heavy transport found on almost every Forge World in the Imperium. Its combination of heavy armour, potent weapons and a built-in flare shield have been proven on a thousand worlds during the Great Crusade, marking it the equal of those transports used by the other armies of the Imperium. Within a Taghmata it primarily serves as the personal transport of more martially inclined Magos and covenants of the Myrmidax Cult. Forge Worlds whose production runs produce an excess of such vehicles have even been known to use the Triaros to ferry hordes of tech-thralls to battle, but such inefficiency is rare.

Armour Transport Capacity
M BS Front Side Rear HP
Triaros (⌀170 x 109mm)
Triaros (⌀170 x 109mm) 10 4 14 12 12 7 22
WARGEAR
  • Two Centreline Mounted volkite calivers
  • Pintle Mounted twin mauler bolt cannon
  • Flare shield
  • Searchlights
TRAITS
  • [Allegiance]
  • [Mechanicum]
SPECIAL RULES
  • Auto-repair (4+)
  • Shock Ram
TYPE
OPTIONS
  • This Model may have up to two Hull (Front) Mounted hunter-killer missiles selected for it for +5 Points per Weapon.
ACCESS POINTS
  • This Model has one Access Point on each Side Facing.

Recon


Mechanicum Tarantula Battery
UNIT COMPOSITION: 2 MECHANICUM TARANTULA SENTRY GUNS
45 PointsPts

The Mechanicum makes use of the humble Tarantula sentry gun for the most menial of tasks, for its limited cogitator unit is seen as the least expression of the Machine God’s greatness, only one step above base servitor units. This simplistic automated unit is not considered worthy of inclusion in the provenance of the Cybernetica alone, and as such is used by all the tech-arcana where its tireless vigilance can allow other troops to be put to better use on the front lines of a conflict.

Armour Transport Capacity
M BS Front Side Rear HP
Mechanicum Sentry Gun (⌀Use model)
Mechanicum Sentry Gun (⌀Use model) - 4 10 10 10 2 -
WARGEAR
  • Turret Mounted twin heavy bolter
TRAITS
  • [Allegiance]
  • [Mechanicum]
SPECIAL RULES
  • Expendable (3)
  • Infiltrate (9)
  • Automated Fire Protocols
  • Independent Sentries
TYPE
OPTIONS
  • Any Model in this Unit may have its Turret Mounted twin heavy bolter exchanged for one of the following:
  • Turret Mounted twin lascannon
    +20 Points per Model
  • Turret Mounted twin volkite culverin
    +15 Points per Model
  • Turret Mounted sentry melta array
    +25 Points per Model
  • Turret Mounted Hyperios missile launcher
    +15 Points per Model
  • Two Turret Mounted Orias frag missiles
    +15 Points per Model
SPECIAL RULES

Automated Fire Protocols

Tarantula sentry guns provide area denial fire, engaging enemies who move within their sensor range with their potent heavy weaponry.

A Model with this Special Rule may not make Shooting Attacks except as part of a Reaction.

A Model with this Special Rule may not be selected to make a Shooting Attack during the Controlling Player’s Shooting Phase and may only make the Overwatch Reaction and the Intercept and Automated Fire Advanced Reactions. When making a Shooting Attack as part of any of these Advanced Reactions, a Model with this Special Rule may attack with any weapons it has, not just Defensive Weapons.

Automated Fire Advanced Reaction
Trigger: The Reactive Player may declare the Automated Fire Advanced Reaction in Step 2 of the Move Sub-Phase process if an enemy Unit ends a move within 48" of a Unit under the Reactive Player’s Control that only includes Models with the Automated Fire Protocols Special Rule.

Cost: The Automated Fire Advanced Reaction has no cost.

Target: The Target Unit is always the Unit whose Move triggered the Reaction. The Reactive Player must select one Unit under their control that only includes Models with the Automated Fire Protocols Special Rule that is within 48" of the Target Unit. That Unit is the Reacting Unit.

Process
  1. Once the Automated Fire Advanced Reaction has been declared, the Reactive Player makes a Shooting Attack with the Reacting Unit. This Shooting Attack must target the Target Unit of this Advanced Reaction.
  2. Once the Shooting Attack made as part of this Reaction has been completely resolved, including removing any Casualties, the Active Player must then completely resolve any remaining elements of the Target Unit’s movement.

Independent Sentries

Tarantula sentries are deployed in key locations on the battlefield, calculated to cover crucial choke-points and provide optimal overlapping firepower with other units.

Tarantulas are deployed and operate individually.

Although included in an army as a Unit that includes multiple Models, each Model with this Special Rule is considered to be a separate Unit for all other purposes, including Deployment and the scoring of Victory Points.


Vorax Attack Maniple
UNIT COMPOSITION: 2 VORAX
90 PointsPts
• May include up to 6 additional Vorax at +45 Points per Model.

Fast and deadly, the Vorax automata ranges ahead of the main Cybernetica host, seeking out and destroying enemy skirmishers and targets of opportunity. Its cybernetica cortex is known for the cruel streak buried in its sub-routines, and in battle it makes a gruesome mess of those foes it can catch. Its weapons lack the ability to deal with heavy armour, but are perfectly suited to rend and tear infantry and even lightly armoured vehicles. While they lack the brutal firepower of larger automata, the Vorax are amongst the most feared of their kind, with few infantry’forces willing to hold in the face of a massed charge of such monsters.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Vorax (⌀60mm) 8 12 4 4
Vorax (⌀60mm) 10 3 3 5 5 4 4 4 8 12 4 4 3+ 6+
WARGEAR
  • Pair of power blades
  • Twin rotor cannon
  • Lightning gun
TRAITS
  • [Allegiance]
  • Cybernetica
SPECIAL RULES
  • Bulky (3)
  • Implacable Advance
  • Fast (2)
  • Impact (A)
  • Explodes (6+)
  • Firing Protocols (2)
  • Firestorm
  • Phased Refractor Shields
TYPE
  • Automata
OPTIONS
  • One in every two Models in this Unit may have its lightning gun exchanged for one irad-cleanser for +20 Points per Model.

Fast Attack


Vultarax Stratos Squadron
UNIT COMPOSITION: 1 VULTARAX
100 PointsPts

Vultarax automata make use of a more complex cortex unit that allows them to control the various gravitic impellers and jets that hold them aloft, and grant them more affinity for independent action. On the battlef eld these large airborne units rove ahead of the main force, charting the enemy’s positions and attacking vulnerable outposts or isolated units. Armed with phosphex warheads and a potent arc blaster, the Vultarax is more than capable of devastating enemy positions and is fast enough to escape most units that could threaten it in open combat.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Vultarax (⌀60mm) 7 12 4 4
Vultarax (⌀60mm) 12 3 3 5 6 6 4 3 7 12 4 4 3+ 5+
WARGEAR
  • Arc blaster
  • Vultarax missile launcher
  • Dendrite talons
TRAITS
  • [Allegiance]
  • Cybernetica
SPECIAL RULES
  • Bulky (6)
  • Implacable Advance
  • Explodes (6+)
  • Firing Protocols (2)
  • Firestorm
TYPE
  • Automata (Antigrav)

Armour


Karacnos Assault Tank
UNIT COMPOSITION: 1 KARACNOS
235 PointsPts

Among the frontline combat vehicles employed by the Mechanicum, only the largest super-heavy tanks can claim to match the sheer destructive power of the Karacnos. Protected by both heavy frontal armour and layers of defensive energy shields, the Karacnos is designed to assault and smash the enemy’s lines. Yet, its long range mortars also allow it to rain phosphex down upon the foe while maniples of automata advance before it. This flexibility and brutal firepower make the Karacnos a mainstay of Taghmata heavy armour units, and a threat to the foe at any range.

Armour Transport Capacity
M BS Front Side Rear HP
Karacnos (⌀Use model)
Karacnos (⌀Use model) 10 4 14 12 12 7 -
WARGEAR
  • Hull (Front) Mounted Karacnos mortar battery
  • Two Sponson Mounted lightning locks
  • Flare shield
  • Searchlights
TRAITS
  • [Allegiance]
  • Macrotek
SPECIAL RULES
  • Auto-repair (4+)
  • Shock Ram
  • Explodes (6+)
TYPE
OPTIONS
  • This Model may have up to two Hull (Front) Mounted hunter-killer missiles selected for it for +5 Points per Weapon.


Krios Battle Tank
UNIT COMPOSITION: 1 KRIOS
135 PointsPts

The compact Krios tank is a marvel of technology, protected by layers of energy fields rather than simple bulk armour and powered by a fusion power plant capable of accelerating it to speeds few other tanks can match. In battle it serves as a rapid response and flanking unit, capable of out-pacing most other armour and outgunning lesser units. Its systems are too complex for simple servitors or a cybernetica cortex to properly control, and so a Tech adept is integrated to the chassis to pilot the vehicle in combat.

Armour Transport Capacity
M BS Front Side Rear HP
Krios (⌀Use model)
Krios (⌀Use model) 14 4 13 12 10 5 -
WARGEAR
  • Centreline Mounted lightning cannon
TRAITS
  • [Allegiance]
  • Macrotek
SPECIAL RULES
  • Auto-repair (4+)
TYPE
OPTIONS
  • This Model may have up to two Hull (Front) Mounted hunter-killer missiles selected for it for +5 Points per Weapon.
  • This Model may have two Sponson Mounted volkite calivers selected for it for +15 Points.
  • This Model may have its Centreline Mounted lightning cannon exchanged for one Centreline Mounted irradiation blaster for Free.


Krios Venator
UNIT COMPOSITION: 1 KRIOS VENATOR
160 PointsPts

The Krios Venator trades the lightning cannon of the more common Krios for a pulsar-fusil, a dedicated anti-armour weapon of devastating power. Combining speed and firepower, the Krios Venator is capable of intercepting and destroying enemy heavy armour before it can reach the frontlines, or of reaching key positions early in an engagement to lay a trap for targets of opportunity. The rare and temperamental pulsar-fusil is a weapon more than capable of tearing other armoured vehicles apart in a storm of energy blasts, and can even prove a threat to the largest of enemies.

Armour Transport Capacity
M BS Front Side Rear HP
Krios Venator (⌀Use model)
Krios Venator (⌀Use model) 14 4 13 12 10 5 -
WARGEAR
  • Centreline Mounted pulsar-fusil
TRAITS
  • [Allegiance]
  • Macrotek
SPECIAL RULES
  • Auto-repair (4+)
TYPE
OPTIONS
  • This Model may have up to two Hull (Front) Mounted hunter-killer missiles selected for it for +5 Points per Weapon.
  • This Model may have two Sponson Mounted volkite calivers selected for it for +15 Points.
Alternative models by Artel W:

Leadership (LD) – The Leadership Characteristic is primarily used to resolve Checks to determine when a Unit will stand its ground or flee. For more details see the Combat Resolution Rules. When a Model’s Leadership Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Leadership of 0 but uses a Model with a higher value to make a Panic or Leadership Check suffers no penalties.
Cool (CL) – The Cool Characteristic is primarily used to resist Statuses. For more details see the Rules for Tactical Statuses. When a Model’s Cool reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Cool of 0 but uses a Model with a higher value to make a Cool Check suffers no penalties.
Willpower (WP) – The Willpower Characteristic is primarily used for Checks made for Psychic Attacks or Powers. For more details see the Rules for Psychic Powers. When a Model’s Willpower Characteristic reaches 0, any Check it is used to determine the Target Number for, automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Willpower of 0 but uses a Model with a higher value to make a Willpower Check suffers no penalties.
Intelligence (IN) – The Intelligence Characteristic is primarily used for Checks to activate certain Wargear items and Rules. When a Model’s Intelligence Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with an Intelligence of 0 but uses a Model with a higher value to make an Intelligence Check suffers no penalties.
Movement (M) – The Movement Characteristic is primarily used to determine how far a Model can move during the Movement Phase, with higher values denoting an ability to move further (see Moving Units). If a Model’s Movement Characteristic is reduced to 0, then the Controlling Player may not move, Rush or otherwise change the Model’s position on the Battlefield regardless of any other Rules that may affect it until its Movement is changed to a value greater than 0.
Weapon Skill (WS) – The Weapon Skill Characteristic is primarily used to determine a Model’s ability to attack during a Combat in the Assault Phase, with a higher value making it both easier for the Model to make attacks and more difficult for opponents to do so (see Melee Hit Tests). If a Model’s Weapon Skill is reduced to 0 then that Model cannot make attacks in a Combat (if the Hit Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Enemy Models whose attacks target a Model with Weapon Skill 0, or a Unit whose majority Weapon Skill is 0, treat the Target Model as though it had a Weapon Skill of T to determine the Target Number for any Hit Tests required.
Ballistic Skill (BS) – The Ballistic Skill Characteristic is primarily used to determine a Model’s ability to make attacks during a Shooting Attack, with a higher value making it easier to succeed at attacks (see Ranged Hit Tests). If a Model’s Ballistic Skill is reduced to 0 then that Model cannot make Shooting Attacks, even if no Hit Test is required or it would have otherwise automatically succeeded due to the use of a Special Rule.
Strength (S) – The Strength Characteristic is primarily used to determine the effectiveness of Wound Tests inflicted by Melee Weapons, with a higher value making it easier to inflict wounds. If a Model’s Strength Characteristic is reduced to 0 then any Wound Tests made that would use that Characteristic or for any Melee Weapon automatically fails and no Dice are rolled for it (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Toughness (T) – The Toughness Characteristic is primarily used as part of Wound Tests, with a higher value making it harder for attacks to inflict wounds on a Target Unit or Model. If a Model is reduced to 0 Toughness then all Wound Tests made targeting it are automatically successful and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to have been automatically activated as part of the Test).
Wounds (W) – The Wounds Characteristic is primarily used to determine a Model’s capacity for receiving Damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Wounds Characteristic is reduced to 0 that Model is Removed as a Casualty, see the Rules for Casualties here.
Initiative (I) – The Initiative Characteristic is primarily used to determine the order in which Models make attacks during Combat, with Models with a higher Initiative Value making attacks before those with lower values. For more details, see the Set-up Move Distance for the Assault Phase. When a Model’s Initiative Characteristic is reduced to 0, then that Model will generally be forced to attack after other Models, but suffers no other penalty.
Attacks (A) – The Attacks Characteristic is primarily used to determine the number of attacks a Model may make in a Combat, with the value of the Characteristic indicating the number of attacks that can be made (see Melee Hit Tests). When a Model’s Attacks Characteristic is reduced to 0 then that Model may not make any attacks as part of a Combat.
Armour Save (SAV) – An Armour Save is used to attempt to negate wounds suffered by a Model. When a Model’s Armour Save is at its minimum value of ‘-’, that Model may not make Armour Tests.
Invulnerable Save (INV) – An Invulnerable Save is used to negate wounds that would normally ignore or bypass an Armour Save. When a Model’s Invulnerable Save is at its minimum value of ‘-’, that Model may not make Invulnerable Tests.
Range (R) – This Characteristic determines the maximum distance, in inches ("), at which attacks may be made with a Weapon. A Weapon with Range 0 or ‘-’ may not make attacks as part of a Shooting Attack.
Firepower (FP) – This Characteristic is used to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with a Firepower Characteristic of 0 may not be used to make attacks of any kind.
Ranged Strength (RS) – This Characteristic is used only during Wound Tests or Armour Penetration Tests for attacks made using ranged Weapons. If a Weapon has a Strength Characteristic of ‘0’ or then any Wound Tests made for it automatically fail and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of the interactions between Models and Units (such as moving, Shooting and making Assaults). All of the material in the Principles of Combat, Rules of Battle and Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules modify how a Rule works, but do not present new basic game instructions, and in this book are mostly found in the Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for Allegiance and Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the Loyalist or Traitor Trait, and most Models will gain one or more Traits based on the Army List from which they were selected.

For example, a Legionary selected from the Imperial Fists Faction and selected as part of a Loyalist Army would have the Loyalist and Imperial Fists Traits. On their own these Traits have no effect on the Model’s Characteristics, Points cost or other features, but Rules that target Imperial Fists or Loyalist Models will apply their effects to the Model.

In addition to Models, Weapons can also have Traits. These are usually different to those possessed by Models, but are used for the same purposes. Weapons will commonly have Traits that define the type of Weapon it is or a specific type of usage. For example, a bolt pistol has the following Traits: Assault, Bolt. These identify which ‘family’ of Weapons it belongs to for any Rules that might only affect ‘Bolt’ Weapons and notes that it can be used for attacks where only ‘Assault’ Weapons may be used.

While they appear similar to Characteristics, it is important to note that Traits never have a ‘value’ attached to them. Furthermore, Traits cannot be modified in any way by another Special Rule or effect during a Battle, unless a Rule specifically states it affects a Trait.
Shooting Attacks
A Shooting Attack is the process by which a Unit makes a coordinated series of attacks targeting an enemy Unit.

In order to make a Shooting Attack for a Unit that has been selected during the Attack Sub-Phase, as part of a Reaction or for any other Rule or Sub-Phase that requires a Shooting Attack to be made, the following procedure must be followed:
  1. Select Target Unit.
  2. Check Target.
  3. Declare Weapons.
  4. Set Fire Groups.
  5. Select Fire Group To Resolve.
  6. Make Hit Tests.
  7. Make Wound Tests.
  8. Select Target Model.
  9. Make Saving Throws & Damage Mitigation Tests.
  10. Select Next Fire Group.
  11. Remove Casualties.
As part of the Rules for conducting a Shooting Attack, the term ‘Attacking Unit’ will be used to refer to the Unit whose Models will be making attacks as part of that Shooting Attack, while the term ‘Attacking Player’ will be used to identify the Player that controls the Attacking Unit. The term ‘Target Unit’ will be used to refer to the Unit that is selected as the Target Unit for the Shooting Attack.
Blast (X)

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.

When making attacks with a Weapon that has the Blast (X) Special Rule, before any Hit Tests are made, a Blast Marker must first be placed to determine how many Hits may be inflicted by the attack. The Player making the attack must place the Blast Marker indicated in brackets as part of the Special Rule so that the hole in the middle is entirely over the Base of any one Model in the Target Unit. Once the Blast Marker has been placed, the Player making the attack must make a Hit Test for the attack, and each Model from the Target Unit that is fully or partially under the Blast Marker will suffer 1 Hit if the Hit Test is successful.

Hits on Other Units
If any Models from Units other than the Target Unit are fully or partially covered by the Blast Marker, then a new Fire Group must be created for those Hits and set to one side. Continue resolving the Shooting Attack on the original Target Unit, and once that Shooting Attack has been completely resolved begin a new Shooting Attack to resolve those additional Fire Groups generated for Units other than the original Target Unit.

If the Hit Test is unsuccessful then no Hits are inflicted and the Player making the attack must make a Scatter Roll for the Blast Marker. Once a Scatter Roll has been made for the Blast Marker and it has been moved, one Hit is inflicted on a Unit for each Model from that Unit that is wholly or partially covered by the Blast Marker.

Hits can be scored on both friendly and enemy Units by attacks using the Blast (X) Special Rule. Hits inflicted by Weapons with the Blast (X) Special Rule are allocated in the same manner as other Hits, regardless of which actual Models were under the Blast Marker and the Blast Marker may not be used to inflict Hits on specific Models.

If a Fire Group includes multiple attacks made with the Blast (X) Special Rule, do not place multiple Blast Markers. A single Blast Marker is placed using the Rules detailed above, and a Hit Test is made for each attack in that Fire Group. For each successful Hit Test, one Hit is inflicted for each Model from the target Unit that is fully or partially under the Blast Marker. If any Hit Tests are unsuccessful then, after any Hits made by successful Hit Tests are counted, a single Scatter Roll is made for the Blast Marker, regardless of the total number of unsuccessful Hit Tests. For each Hit Test that was unsuccessful, one Hit is inflicted on a Unit for each Model from that Unit that is wholly or partially covered by the Blast Marker after the Scatter Roll has been resolved.
Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

Frag grenades can be used to make attacks during the Volley Step.

When making Volley Attacks during Step 4 of the Charge Procedure with a Unit that includes at least one Model with frag grenades, the Controlling Player may choose to make a single attack with a frag grenade instead of making a normal Shooting Attack using the following profile:

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Frag Grenades
Frag Grenades
6
1
3
6
1
Blast (3")
Assault

The Cybertheurgist Trait is used in the following Forces of the Taghmata datasheets:

High Command
Command
• Magos
Troops
Infantry

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.
Command

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:
Combat Initiative Score – A Model’s Combat Initiative score is the combined value of that Model’s current Initiative Characteristic and the Initiative Modifier Characteristic of the Weapon used to make attacks for that Model. It determines in which Initiative Step attacks may be made for that Model.
Initiative Step – A Combat Round is made up of Initiative Steps, each of which has a value assigned to it to show the order in which they are resolved. In each Initiative Step, Models whose Combat Initiative score is equal to the value of the Initiative Step may make attacks. Initiative Steps are always resolved in descending order, from highest to lowest. As such, Initiative Step 10 is resolved before Initiative Step 9. Models removed from Combat before the Initiative Step in which they can attack lose the opportunity to make attacks.
Feel No Pain (X)

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.

A Model with the Feel No Pain (X) Special Rule gains a Feel No Pain Damage Mitigation Test that may be used in Step 9 of the Shooting Attack process or Step 8 of the Initiative Step of the Fight Sub-Phase process to discard wounds allocated to the Model. A Damage Mitigation Test may be made after and in addition to a Saving Throw. The Target Number for a Feel No Pain Damage Mitigation Test is the value of X attached to the specific variant of the Special Rule.
Comptroller (X)

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 number of Victory Points scored when a Unit that includes a Model with this Special Rule controls an Objective is increased by the value of X attached to this variant of the Special Rule. This Special Rule has no effect and no bonus Victory Points are scored if any of the following are true:
  • The Unit controlling the Objective includes any Models with a different Faction to that of the Model with this Special Rule.
  • The majority of Models in the Unit controlling the Objective have the Command, Specialist or Champion Sub-Types.
If Models with multiple variants of this Special Rule are part of the same Unit, then the values of X do not stack and only the highest value is used.
Battlesmith (X)

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.

In the Controlling Player’s Movement Phase as the Active Player, when a Model with the Battlesmith (X) Special Rule has been selected, but either before or after it has been moved, the Controlling Player of that Model may activate this Special Rule. Once activated, the Controlling Player of the Model with the Battlesmith (X) Special Rule, hereafter referred to as the ‘Acting Model’, must select one friendly Model within 6" of the Acting Model. The Model selected must have the Vehicle, Automata or Walker Type and is hereafter referred to as the ‘Target Model’. Once a Target Model has been selected, the Player controlling the Acting Model must make an Intelligence Check for the Acting Model.

If the Check, is failed there is no further effect, but if the Check is passed then the Player controlling the Acting Model may select one of the following options:
  • Repair – The Target Model gains a number of Wounds or Hull Points equal to the value of X in the Battlesmith (X) Special Rule variant possessed by the Acting Model. This cannot increase the Target Model’s Wounds or Hull Points above its Base Value.
  • Restore – A number of Statuses equal to the value of X in the Battlesmith (X) Special Rule variant possessed by the Acting Model may be removed from the Target Model.
Activating the Battlesmith (X) Special Rule does not limit the Acting Model or the Target Model when moving or attacking in the same Turn.
Master of Machines

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.

A Model with this Special Rule may join a Friendly Unit that includes Models with the Automata Type.
Firing Protocols (X)

By skill, technological aid or sheer brute strength, this warrior is capable of making use of more than one weapon when engaging the foe at range. Though far from efficient, such an assault is capable of overwhelming the foe with sheer firepower.

A Model with the Firing Protocols (X) Special Rule may attack with more than one ranged Weapon.

A Model with the Firing Protocols (X) Special Rule that makes attacks as part of a Shooting Attack, may make attacks with a number of Weapons equal to the value of X attached to the specific variant of the Firing Protocols (X) Special Rule. The Model must have more than one Ranged Weapon to make use of this Special Rule and may not use the same Weapon more than once in the same Shooting Attack.
Cortex Controller

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.

A Unit that includes any Models with the Automata Type can ignore the restriction on making Reactions imposed by the Automata Type while it includes one or more Models with a cortex controller.
Augury Scanner

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.

When a Shooting Attack made by a Unit that includes any Models with an augury scanner inflicts any Hits (excluding Hits from attacks made as Snap Shots), Shrouded Damage Mitigation Rolls cannot be made against those Hits.
Cognis-signum

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.

Instead of making a Shooting Attack with a Model with a cognis-signum, the Controlling Player may instead make an Intelligence Check. If the Check is passed, the Controlling Player may select a single enemy Unit within Line of Sight of the Model with a cognis-signum. The next time the selected enemy Unit is targeted by a Shooting Attack that includes any Weapons with the Barrage (X) Special Rule during the current Shooting Phase, the Controlling Player may make Hit Tests for the attacks that have the Barrage (X) Special Rule as normal, ignoring the limitations of the Barrage (X) Special Rule if the Unit making the Shooting Attack is without Line of Sight to the Target Unit. If the Check is not passed, the cognis-signum has no effect this turn.
Cyber-familiar

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.

The Controlling Player of a Model with a cyber-familiar can modify the results of Intelligence Checks made for that Model by -2.
Servo-arm

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.

Each time the Controlling Player of a Model with a servo-arm selects the Repair option when activating the Battlesmith (X) Special Rule for that Model, increase the number of Hull Points or Wounds gained by the Target Model by +1.
Initiative Modifier (IM) – This Characteristic is applied as a modifier to a Model’s Initiative Characteristic to determine that Model’s Combat Initiative. A Weapon with an Initiative Modifier of 0 forces the Model attacking with it to set their Combat Initiative to a value of 0. Furthermore, a Weapon with an Initiative Modifier of ‘1’ imposes no modifier to the Initiative Characteristic of a Model.
Attacks Modifier (AM) – This Characteristic is applied as a modifier to a Model’s Attacks Characteristic to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with an Attacks Modifier Characteristic of 0 may not be used to make attacks during the Fight Sub-Phase. Furthermore, a Weapon with an Attacks Modifier of ‘A’ imposes no modifier to the Attacks Characteristic of a Model.
Strength Modifier (SM) – This Characteristic is applied as a modifier to a Model’s Strength Characteristic to determine the Strength used to make Wound Tests in Combat. A Weapon with a Strength Modifier Characteristic of 0 automatically fails any Wound Tests during the Fight Sub-Phase and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Furthermore, a Weapon with a Strength Modifier of ‘S’ imposes no modifier to the Strength Characteristic of a Model.
Penetrating Hits – For each Penetrating Hit result, the target Unit suffers 1 Penetrating Hit. If available, any Saving Throws or Damage Mitigation Rolls may be made to discard the Penetrating Hit in the appropriate Step of the attack process (see the Rules for Shooting Attacks or Melee Attacks). If not discarded due to a Saving Throw or Damage Mitigation Roll the Model will lose a number of Hull Points equal to the Damage Characteristic of the Penetrating Hit, which is decided by the Characteristics of the Weapon used to inflict the Penetrating Hit in the same manner as wounds.
Glancing Hits – A Glancing Hit inflicts no Damage, however for each Glancing Hit, the attacking Player must roll once on the Vehicle Damage Table in Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process (Players may find it useful to place a marker to remind them of this).
Armourbane

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.

When making Armour Penetration Tests for an attack with this Special Rule, a result that is equal to, or greater than, the target Armour Value inflicts a Penetrating Hit. A Weapon with this Special Rule can never inflict a Glancing Hit, and any Rule that would force them to do so instead inflicts a Penetrating Hit.
Fall Back – All Models in the Unit gain the Routed Status if they did not already have it. Units with the Routed Status must then make an immediate Fall Back Move.
LOCKED IN COMBAT – If the Assault Sequence ends and at least one Target Unit has neither been forced to Fall Back or been entirely Removed as Casualties, then the Units involved remain in place with at least one Model from each Unit in Base-to-Base Contact with an enemy Model. These Units are ‘Locked in Combat’ and may not be selected or moved in the Movement Phase or selected to make Shooting Attacks in the Shooting Phase. They may be selected during the Fight and Challenge Sub-Phases of the Assault Phase by the Active Player, but may not make a Charge or otherwise be selected in the Charge Sub-Phase.
Detonation

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.

A Weapon or attack with this Special Rule may only be selected during Step 2 of any Combat in the Fight Sub-Phase if the Unit making attacks is only Locked in Combat with enemy Units composed of Models with the Vehicle Type and Models with a Movement Characteristic of ‘0’ or ‘-’. If a Unit is Locked in Combat with any enemy Units that include any Models that do not have the Vehicle Type or a Movement Characteristic of ‘0’ or ‘-’ then no Model may use a Weapon or other attack that has this Special Rule.

A Weapon or other attack with this Special Rule may also be used to make attacks targeting a Model with the Building Type or a Terrain Piece that has a Toughness or Armour Characteristic.

Melta bombs

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Melta bombs
Melta bombs
-3
1
9
2
4
Armourbane, Detonation
-
Poisoned (X)

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.

When making Wound Tests for Hits that have the Poisoned (X) Special Rule, if the result of any Dice rolled is equal to or greater than the value of X attached to the specific variant of this Special Rule then a wound is caused automatically, regardless of the Toughness Characteristic used to determine the Target Number. A Hit that has this Special Rule may still inflict a wound by passing a Wound Test as normal, instead of using this Special Rule, but never inflicts more than 1 wound if it would both pass the Wound Test and trigger the Poisoned (X) Special Rule. Wounds caused using the Poison (X) Special Rule retain the AP and Damage of the Weapon and Saving Throws and Damage Mitigation Tests may be made to discard them as normal. The Poisoned (X) Special Rule has no effect on Models that have the Vehicle Type, and limited effect on Models with the Automata or Walker Types.
Phage (X)

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.

If an attack made for a Weapon or Model with this Special Rule inflicts one or more Unsaved Wounds on a Target Unit, then once the Shooting Attack or Initiative Step in which the Unsaved Wound was inflicted has been completely resolved, all remaining Models in the Unit that was the target of the attack must reduce the Characteristic that is the value of X for that variant of the Phage (X) Special Rule by 1 for the remainder of the Battle. Models in a Unit may have any number of different Characteristics reduced by 1 by the Phage (X) Special Rule, but no individual Characteristic may be reduced by more than 1 by the Phage (X) Special Rule no matter how many Unsaved Wounds with any variant of that Special Rule are allocated to Models in that Unit.

Rad grenades

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
Nuncio-vox

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.

If a Unit includes one or more Models with a nuncio-vox, and there are one or more friendly Models on the Battlefield with the Command Sub-Type, then the Controlling Player may activate the nuncio-vox during the Start Phase of their Player Turn as the Active Player. When activated, the Controlling Player may make a Check to remove a single Tactical Status from all Models in the Unit that includes the nuncio-vox. This Check is made using the Characteristics of any one friendly Model on the Battlefield, chosen by the Controlling Player (using Cool, unless attempting to remove Routed, in which case Leadership is used). A nuncio-vox may only be activated once per Turn, and each friendly Model on the Battlefield with the Command Sub-Type may only be used once per Start Phase as part of this Rule.
Mechanicum Wargear
  • - Cortex controller
    +10 points
  • - Augury scanner
    +10 points
  • - Cognis-signum
    +15 points
  • - Cyber-familiar
    +20 points
  • - Servo-arm
    +15 points
  • - Melta bombs
    +10 points
  • - Rad grenades
    +20 points
  • - Nuncio-vox
    +10 points
COMBAT – A Combat is a reference to two or more Units conducting an ongoing struggle, where at least one Model from each Unit is in Base-to-Base Contact. Outside of the Assault Phase, a Combat is considered one entity and no other Unit may move through it or end a move within 1" of any Model in the Combat. No Unit in a Combat may be the target of any Shooting Attack.

The Cybernetica Trait is used in the following Forces of the Taghmata datasheets:

Rad Furnace

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.

Any Model, friendly or enemy, that is part of a Combat that includes one or more Models with a rad furnace must reduce its Toughness Characteristic by 1 while a part of that Combat in the Fight Sub-Phase. This reduction is not cumulative with the effects of the Phage (X) Special Rule. Models with a rad furnace, the Automata Type or the Cybernetica Trait are unaffected and do not reduce their Toughness Characteristic. Additionally, a Unit that is composed of a majority of Models with rad furnaces does not reduce any Characteristics due to the effects of the Phage (X) Special Rule.
Machinator Array

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.

Each time the Controlling Player of a Model with a machinator array chooses to make use of the Battlesmith (X) Special Rule for that Model, it may be used twice - with each usage of the Special Rule targeting the same or different target Units as chosen by the Controlling Player and may apply different effects (all targets chosen must be valid targets). If a player chooses to apply the effects of a Machinator Array and makes two Battlesmith actions, then neither of those actions may be modified by the effects of a servo-arm and use only the full base value of the Model’s Battlesmith (X) Special Rule to determine their effect.
Mechanicum Magos Wargear
  • - Rad furnace
    +20 points
  • - Machinator array
    +20 points
Cybertheurgic Rite: Overcharged Reactors

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.

Difficulty:2Range:12"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a friendly Unit that is not Locked in Combat and includes only Models with the Automata, Walker or Vehicle Types or the Cybertheurgist Trait. This Cybertheurgic Rite may not target a Unit that includes any Models with the Super-heavy or Knight Sub-Types.

Effect: When Invoked, this Cybertheurgic Rite grants all Models in the Target Unit one of the following Cybertheurgic Statuses, chosen by the Controlling Player (all Models must be granted the same Status): Quicken, Fortify or Guide.

Duration: The Cybertheurgic Status granted by this Cybertheurgic Rite is automatically removed in the Controlling Player’s next Start Phase and after the Cybertheurgic Status is removed the Target Unit suffers Cybertheurgic Feedback.
Cybertheurgic Rite: Cogitator Purge

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.

Difficulty:3Range:12"

Restrictions: The Target Unit for this Cybertheurgic Rite must be an enemy Unit that is not Locked in Combat and includes only Models with the Automata, Walker or Vehicle Types or the Cybertheurgist Trait.

Effect: When this Cybertheurgic Rite is Invoked, all Models in the Target Unit immediately lose all Cybertheurgic Statuses they have. If any Cybertheurgic Statuses are removed due to the use of this Cybertheurgic Rite, then the Target Unit suffers Cybertheurgic Feedback and if more than one Cybertheurgic Status is removed then the number of wounds inflicted on the Unit by Cybertheurgic Feedback is increased to 2 Wounds for each Model in that Unit.

Duration: This Cybertheurgic Rite is resolved immediately.
Cybertheurgic Rite: Chastise the Machine Spirit

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.

Difficulty:4Range:18"

Restrictions: The Target Unit for this Cybertheurgic Rite must be an enemy Unit that is not Locked in Combat. This Cybertheurgic Rite may not target a Unit that includes any Models with the Paragon Type or Super-heavy Sub-Type.

Effect: When this Cybertheurgic Rite is Invoked, all Models in the Target Unit gain one of the following Tactical Statuses: Stunned or Suppressed (All Models in the Unit must gain the same Tactical Status, chosen by the Player that Invoked this Cybertheurgic Rite). If this Cybertheurgic Rite is unsuccessfully Invoked then the Unit that includes the Focus suffers Cybertheurgic Feedback.

Duration: This Cybertheurgic Rite is resolved immediately.
Cybertheurgic Rite: Programming Interrupt

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.

Difficulty:4Range:18"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a friendly Unit that is not Locked in Combat and includes only Models with the Automata or Vehicle Types or the Cybertheurgist Trait. This Cybertheurgic Rite may not target a Unit that includes any Models with the Super-heavy or Knight Sub-Types.

Effect: When Invoked, this Cybertheurgic Rite grants all Models in the Target Unit one of the following Cybertheurgic Statuses, chosen by the Controlling Player (all Models must be granted the same Status): Quicken, Fortify or Guide. If the Target Unit makes a Reaction in the Controlling Player’s next Turn as the Reactive Player following a successful Invocation of this Cybertheurgic Rite it does not cost a point of that Player’s Reaction Allotment, but instead the Cybertheurgic Status granted by this Cybertheurgic Rite is removed.

Duration: If the Cybertheurgic Status granted by this Cybertheurgic Rite is not removed in order to make a Reaction, then it is automatically removed in the Controlling Player’s next Start Phase. Immediately after the Cybertheurgic Status granted by this Cybertheurgic Rite is removed the Target Unit suffers Cybertheurgic Feedback.

The Lacrymaerta Trait is used in the following Forces of the Taghmata datasheets:

Cybertheurgic Rite: Flesh-knit Protocols

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.

Difficulty:2Range:12"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a Friendly Unit that is not Locked in Combat and includes only Models with the Lacrymaerta Trait.

Effect: When Invoked, this Cybertheurgic Rite grants all Models in the Target Unit one of the following Cybertheurgic Statuses, chosen by the Controlling Player (all Models must be granted the same Status): Quicken or Fortify.

Duration: The Cybertheurgic Status granted by this Cybertheurgic Rite is automatically removed in the Controlling Player’s next Start Phase and after the Cybertheurgic Status is removed the Target Unit suffers Cybertheurgic Feedback.
Cybertheurgic Rite: Omega Protocols

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.

Difficulty:4Range:12"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a friendly Unit that includes only Models with the Lacrymaerta Trait, is affected by at least one Cybertheurgic Status and that is Locked in Combat with one or more enemy Units.

Effect: When this Cybertheurgic Rite is Invoked, all Models in the Target Unit immediately lose all Cybertheurgic Statuses they have. If any Cybertheurgic Statuses are removed then the Target Unit suffers Cybertheurgic Feedback - if any Models in the Target Unit are Removed as Casualties then all other Units in the same Combat (friendly and enemy) suffer two Hits at Strength 6, with an AP of 5 and a Damage of 1 for each Model Removed as a Casualty in the Target Unit. Models Removed as Casualties due to this Rite are not counted for the purpose of Combat Resolution.

Duration: This Cybertheurgic Rite is resolved immediately.

The Reductor Trait is used in the following Forces of the Taghmata datasheets:

High Command
Command
• Magos
Troops
Support
War Engine
Transport
Heavy Transport
Cybertheurgic Rite: Deactivate Limiters

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.

Difficulty:3Range:24"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a friendly Unit that is not Locked in Combat and includes only Models with the Reductor Trait.

Effect: When this Cybertheurgic Rite Invoked it grants all Models in the Target Unit one of the following Cybertheurgic Statuses, chosen by the Controlling Player (all Models must be granted the same Status): Quicken, Fortify or Guide.

Duration: The Cybertheurgic Status granted by this Cybertheurgic Rite is automatically removed in the Controlling Player’s next Start Phase and after the Cybertheurgic Status is removed the Target Unit suffers Cybertheurgic Feedback.
Cybertheurgic Rite: Unseal the Portal

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.

Difficulty:3Range:6"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a Building, Fortification or a Unit that is not Locked in Combat and is composed of a single Model with the Vehicle Type.

Effect: When Invoked, all Models Embarked on the Target Unit must immediately make an Emergency Disembarkation and the Target Unit suffers Cybertheurgic Feedback.

Duration: This Cybertheurgic Rite is resolved immediately.

The Myrmidax Trait is used in the following Forces of the Taghmata datasheets:

Cybertheurgic Rite: Fury of Ages

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.

Difficulty:2Range:6"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a Friendly Unit that includes only Models with the Myrmidax Trait. This Cybertheurgic Rite may target Units that are Locked in Combat.

Effect: When this Cybertheurgic Rite is Invoked, it grants all Models in the Target Unit one of the following Cybertheurgic Statuses, chosen by the Controlling Player (all Models must be granted the same Status): Fortify or Guide.

Duration: The Cybertheurgic Status granted by this Cybertheurgic Rite is automatically removed in the Controlling Player’s next Start Phase and after the Cybertheurgic Status is removed the Target Unit suffers Cybertheurgic Feedback.
Cybertheurgic Rites
The following Cybertheurgic Rites may be selected for any Model with the Cybertheurgist Trait:
  • Overcharged Reactors
    +5 Points
  • Cogitator Purge
    +10 Points
  • Chastise the Machine Spirit
    +25 Points

The following Cybertheurgic Rite may only be selected for an Archmagos or Archmagos on Abeyant:
  • Programming Interrupt
    +20 Points

The following Cybertheurgic Rites may only be selected for a Model with both the Cybertheurgist and Lacrymacrta Traits:
  • Flesh-knit Protocols
    +5 Points
  • Omega Protocols
    +15 Points

The following Cybertheurgic Rites may only be selected for a Model with both the Cybertheurgist and Reductor Traits:
  • Deactivate Limiters
    +5 Points
  • Unseal the Portal
    +20 Points

The following Cybertheurgic Rite may only be selected for a Model with both the Cybertheurgist and Myrmidax Traits:
  • Fury of Ages
    +5 Points
Critical Hit (X)

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.

When any Hit Test is made for an attack with the Critical Hit (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Critical Hit (X) Special Rule, then if a Hit is inflicted by that Hit Test, that Hit becomes a ‘Critical Hit’.

A Critical Hit automatically inflicts a wound without any Dice being rolled, counting as the roll of a ‘6’ for any variable Special Rules that might be triggered by a Wound Test, and increases the Damage Characteristic of the Hit by +1.
Paragon blade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paragon blade
Paragon blade
I
A
+1
2
1
Critical Hit (6+)
-

Shock (X)

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.

When making a Hit Test for a Weapon with this Special Rule against a Target Unit that includes any Models with the Vehicle Type or Walker Type, the result of the Hit Test before any modifiers are applied must be checked. If any Hit Test for a Weapon with the Shock (X) Special Rule results in a ‘5’ or ‘6’ before any modifiers are applied, then all Models with the Vehicle Type or Walker Type in the Target Unit gain a Status at the end of Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process. The Status gained is indicated by the value of X attached to that variant of the Shock (X) Special Rule. If the Model already has the stated Status or the attack would apply the Status multiple times there is no additional effect and this Special Rule never causes a Model to lose Wounds or Hull Points. Hits inflicted by a Weapon with this Special Rule must still have Wound Tests or Armour Penetration Tests made for them, and are not discarded if they trigger this Special Rule.

Corposant stave

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)
-
Pistol

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.

During Step 3 of any Shooting Attack, a Player may choose to have a Model under their control make attacks with two Weapons rather than one if both Weapons have the Pistol Special Rule.
Breaching (X)

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.

When any Wound Test is made for an attack with the Breaching (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Breaching (X) Special Rule, then if a wound is inflicted by that Wound Test, that wound becomes a ‘Breaching Wound’.

A Breaching Wound is always treated as having an AP Characteristic of 2 regardless of the Characteristics of the Weapon used to make the attack.

Archaeotech pistol

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
Overload (X)

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.

When the Controlling Player declares that attacks will be made for a Model using a Weapon or profile that has the Overload (X) Special Rule, any Hit Tests made for those attacks that result in a number that is equal to or less than the value of X attached to the variant of the Overload Special Rule that the Weapon had, before any modifiers are applied to the roll, are Misfires.

For Weapons that do not make Hit Tests, such as Weapons with the Template Special Rule, instead roll a number of dice equal to the Firepower Characteristic of the Weapon used to make the attack after the attack has been declared and the number of Models hit is determined. Each Dice that results in a number equal to or less than the value of X attached to the variant of the Overload Special Rule that the Weapon had creates a Misfire. This does not affect the number of Hits on the Target Unit created by this attack.

For each Misfire, the Unit for which the Hit Tests were made suffer a Hit - these Hits must form a new Fire Group or Strike Group, referred to as the ‘Misfire Group’.

Once the current Shooting Attack and any Reactions triggered by it have been fully resolved, the Misfire Group must be resolved. A Misfire Group is resolved in the same way as any other Fire Group or Strike Group, using the Profile of the Weapon used for the Fire Group or Strike Group it was created from. Wounds, Glancing Hits or Penetrating Hits from this Misfire Group are allocated by the Controlling Player, and must be allocated to a Model that made attacks as part of the Fire Group or Strike Group that generated the Misfire Group. If a Hit from a Misfire Group is generated by an attack made by a Model with the Vehicle Type, then it is resolved against the lowest Armour Value from all of the Model’s facings.

Hits, wounds or Casualties inflicted upon a Unit as a result of this Special Rule do not cause Leadership or Cool Checks, and Hits inflicted as part of a Misfire Group do not trigger any Special Rules that take effect as a result of a certain value on a Hit Test.

Disintegrator pistol

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
Mechanicum Magos Weapons
  • - Paragon blade
    +15 points
  • - Corposant stave
    +10 points
  • - Archaeotech pistol
    +15 points
  • - Disintegrator pistol
    +15 points
ENGAGED
A Model is Engaged if either:
  • That Model is in Base Contact with an enemy Model in the same Combat.
  • That Model is no more than 2" from another Model in the same Unit which is in Base Contact with an enemy Model.
Precision (X)

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.

When any Hit Test is made for an attack with the Precision (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Precision (X) Special Rule, then if a Hit is inflicted by that roll, that Hit becomes a ‘Precision Hit’.

These Precision Hits must form a separate Fire Group or Strike Group. Wound Tests are made as normal for Precision Hits and cause Precision wounds. In Step 8 of the Shooting Attack process or Step 7 of the Initiative Step sequence, when selecting a Target Model for a Fire Group or Strike Group that is made up of Precision wounds, the Target Model is not selected using the normal Rules. Instead the attacking Player chooses which Model in the Target Unit will be the Target Model, and may select any Model that is a part of that Unit.

Note that Models Engaged in a Challenge cannot use this Special Rule to allocate Hits to any Model other than the enemy Model that is Engaged in the same Challenge and that any attacks which are made as Snap Shots, or for Weapons or attacks that have either the Blast (X), Barrage (X), Template or Reaping Blow (X) Special Rules, may never trigger the Precision (X) Special Rule no matter what the result of the Hit Test is.
Shred (X)

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.

When any Wound Test is made for an attack with the Shred (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Shred (X) Special Rule, then if a wound is inflicted by that Wound Test, the Damage Characteristic of that wound is increased by 1. Note that the Shred (X) Special Rule may only be triggered by a Wound Test and has no effect when making an Armour Penetration Test.
Armour-breaker (X)

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.

When any Armour Penetration Test is made for an attack or Model with the Armour-breaker (X) Special Rule, and it results in a Penetrating Hit - roll a Dice. If the result of that Dice roll is equal to or greater than the value of X attached to this variant of the Armour-breaker (X) Special Rule, then the Damage Characteristic of that Penetrating Hit is increased by 1. Note that the Armour-breaker (X) Special Rule may only be triggered by an Armour Penetration Test and has no effect when making a Wound Test.
Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, 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:
  • Power sword
  • Power axe
  • Power maul
  • Power lance
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

Thunder hammer

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power

Power fist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power fist
Power fist
-3
A
+4
2
2
-
Power

Chainfist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainfist
Chainfist
-3
-1
+6
2
2
Armourbane, Shred (6+)
Chain

Chainsword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainsword
Chainsword
I
A
S
5
1
Shred (6+)
Chain

Chainaxe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainaxe
Chainaxe
-1
A
+1
5
1
Shred (6+)
Chain

Heavy chainsword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Heavy chainsword
Heavy chainsword
-1
A
+2
4
1
Shred (6+)
Chain

Heavy chainaxe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Heavy chainaxe
Heavy chainaxe
-2
A
+3
4
1
Shred (6+)
Chain
Mechanicum Melee Weapons
  • - Power weapon
    +10 points
  • - Thunder hammer
    +15 points
  • - Power fist
    +15 points
  • - Chainfist
    +10 points
  • - Chainsword
    Free
  • - Chainaxe
    Free
  • - Heavy chainsword
    +5 points
  • - Heavy chainaxe
    +5 points

Bolt pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolt pistol
Bolt pistol
12
1
4
5
1
Pistol
Assault, Bolt
Deflagrate (X)

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.

At the end of Step 9 of the Shooting Attack process for any Fire Group or Strike Group that includes Weapons with the Deflagrate (X) Special Rule, create a new Fire Group or Strike Group that must then be selected in Step 10 and resolved. This new Fire Group or Strike Group includes a number of Hits equal to the number of Unsaved Wounds caused by the Fire Group or Strike Group that triggered its creation. These Hits all have a Strength equal to the value of X attached to the variant of the Deflagrate (X) Special Rule possessed by Weapons in the preceding Fire Group or Strike Group, an AP of a Damage of 1 and no Special Rules.

Volkite serpenta

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

Plasma pistol

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
Mechanicum Pistols
  • - Bolt pistol
    Free
  • - Volkite serpenta
    +5 points
  • - Plasma pistol
    +10 points

Volkite charger

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

Maxima bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Maxima bolter
Maxima bolter
18
3
4
5
1
-
Assault, Bolt
Melta (X)

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.

If at least one Model in a Unit with the Vehicle Type that is targeted by a Shooting Attack made by a Model using a Weapon with this Special Rule is within a range equal to or less than the value specified by X, that attack has the Armourbane Special Rule and the Damage of Penetrating Hits caused by that attack is doubled.

Meltagun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Meltagun
Meltagun
12
1
8
2
3
Melta (6)
Melta
Pinning (X)

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.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Pinned Status, if the Check is passed then there is no further effect. The value of X attached to this Special Rule is applied as a negative modifier to the Cool Characteristic of Models in the Target Unit when making Checks caused by an attack with this Special Rule, if the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.

Graviton gun

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

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.

When making attacks for a Weapon or other effect that has the Template Special Rule, or otherwise uses a Template, no Hit Tests are made for the attack. Instead, when directed to make Hit Tests for such an attack, a single Template is placed to determine how many Hits are generated. A Template must be placed so that its narrow end is touching the Base of the Model, the edge of a Model’s Hull (if it has the Vehicle Type) or other point being used to make the attack, and so that no part of the Template covers or touches a friendly Model’s Base, Hull or otherwise would inflict Hits on a friendly Model. Within these restrictions, the Player making the attack may place the Template in an orientation of their choosing as long as at least one Model from the original Target Unit remains under the Template. If the Template cannot be placed under these restrictions, such as if it cannot be placed without covering or touching friendly Models, then no attack may be made.

Once the Template has been placed, a number of Hits using the profile of the Weapon or effect are inflicted on the Target Unit equal to the number of Models touched or covered by the Template. If the Weapon or attack has a Firepower Characteristic greater than 1 then only a single Template is placed, but the number of Hits inflicted per Model touched or covered by the Template is equal to the Firepower Characteristic of the attack or Weapon. If more than one enemy Unit has Models that are touched or covered by the Template in its final position, then Hits are inflicted on all such Units as noted above, Hits on Units other than the original target form a new Fire Group that must be placed to one side and used to resolve a separate Shooting Attack on the additional Target Unit once all attacks and Fire Groups from the original Shooting Attack have been fully resolved. When resolving Armour Penetration Tests for Hits inflicted by a Weapon with this Special Rule, the position of the Model that was used to make the attack is used to determine which Armour Facing is used.

Note that the Rules require a Template to be placed in Base Contact with the Model being used to make the attack, but this Model is not counted as having been Hit by the attack and does not stop the attack from being made. However, this only applies to the individual Model being used to make the attack, not to other Models in the same Unit.

Weapons with this Special Rule will have their Range Characteristic as Template’. This does not count as a value of ‘0’ or ‘-’. If a Rule requires a number for the Range Characteristic then all Weapons and attacks with this Special Rule are considered to have a Range Characteristic of ‘8’.

OTHER TEMPLATES
In some rare cases a Weapon may use a different Template than the standard Flame Template, in these cases the Template Rule may be expressed with a bracketed section stating which Template must be used when attacking with that Weapon. Otherwise, the Rules for its use are unchanged from those noted under the Template Special Rule, with the exception of the Range Characteristic it is considered to have.

An example of this is the use of the Hellstorm Template for certain very large Weapons. In this case the Rule would be expressed as ‘Template (Hellstorm)’ and the attack would be resolved using the Template Special Rule, but placing the larger Hellstorm Template. Weapons with the Template (Hellstorm) Special Rule are considered to have a Range Characteristic of ‘16’ when a Rule requires such weapons to have a numbered Range Characteristic.
Panic (X)

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.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, that Target Unit must make a Leadership Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Routed Status, if the Check is passed then there is no further effect. The value of X attached to this Special Rule is applied as a negative modifier to the Leadership Characteristic of Models in the Target Unit when making Checks caused by an attack with this Special Rule. If the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.

Flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Flamer
Flamer
Template
1
4
5
1
Template, Panic (1)
Flame
Mechanicum Ranged Weapons
  • - Volkite charger
    +5 points
  • - Maxima bolter
    +5 points
  • - Meltagun
    +15 points
  • - Graviton gun
    +10 points
  • - Flamer
    +5 points
Heavy (X)

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.

When making a Shooting Attack with a Weapon that has the Heavy (X) Special Rule, a modifier of +1 is added to a Characteristic if the Model with that Weapon is part of a Unit that remained Stationary in the Controlling Player’s previous Movement Phase. If the Characteristic listed is AP, then instead it improves the AP by one Step (see the Rules for modifying Saves and AP). The value of X in the specific variant of the Heavy (X) Special Rule determines which Characteristic gains the +1 modifier.
Conversion beamer

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

Phased plasma-fusil

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Phased plasma-fusil
Phased plasma-fusil
24
3
5
3
1
Breaching (5+)
Plasma

Irad-cleanser

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
Alternative models by Artel W:

Antigrav

Whether equipped with antigrav repulsors or empowered by some esoteric, psychic art, this unit is able to skim above the ground. While incapable of true flight, this does allow it to avoid any of the hampering effects of the prevailing terrain, gliding over obstacles that would ensnare or entangle more conventional troops.

The following Rules apply to all Models with the Antigrav Sub-Type:
  • A Unit that includes only Models with the Antigrav Sub-Type may ignore the effects of any and all Terrain it passes over during movement, including passing over Impassable Terrain without penalty or restriction. However, such Units may not begin or end their movement in Impassable Terrain, and if beginning or ending their movement in Dangerous Terrain must take Dangerous Terrain Tests as normal.
  • A Unit that includes only Models with the Antigrav Sub-Type may ignore both friendly and enemy Models and Units when moving. However, when moving over a friendly Unit all Models with the Antigrav Sub-Type must end their move at least 1" away from all Models that are not part of the same Unit, or if moving over an enemy Unit, must end their move at least 1" away from any enemy Model.
Heavy

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:
  • A Unit that includes only Models with the Heavy Sub-Type gains a bonus of +1 to its Cool Characteristic for Checks to avoid gaining Tactical Statuses.
  • A Unit that includes any Models with the Heavy Sub-Type may not Rush.
  • A Unit that includes any Models with the Heavy Sub-Type only uses its Movement Characteristic to determine how far it moves as part of a Set-up Move, not Movement and Initiative totalled.
Implacable Advance

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.

The Controlling Player of a Model with this Special Rule treats all Ranged Weapons such a Model has that do not have any variant of the Heavy (X) Special Rule or Ordnance (X) Special Rule as having the Assault Trait.
Explodes (X)

Volatile fuel, overpowered reactors or dangerous munitions can cause some war engines to explode when destroyed. Such explosions can prove devastating to friend and foe alike.

A Model with this Special Rule can explode and cause Hits to nearby Models and Units.

Before a Model with the Explodes (X) Special Rule is Removed as a Casualty, the Controlling Player must roll a Dice. If the result of that roll equals or exceeds the value of X attached to this variant of the Explodes (X) Special Rule, the Model explodes. Every Unit with one or more Models within 6" of an exploding Model suffers a number of Hits equal to the Base Wounds Characteristic or Base Hull Points Characteristic of the exploding Model. Each such Hit has a Strength of 8, an AP of ‘-’ and a Damage of 1. Once all Hits caused by this Special Rule have been resolved, the Model with the Explodes (X) Special Rule is Removed as a Casualty as normal.
Transport Capacity – This Characteristic is only used to determine how many Models may Embark upon a Model (see the Transport Rules). Most Models with the Vehicle Type will have a Transport Capacity of 0/-, which simply means that no Models may Embark upon that Model.
Bulky (X)

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.

A Model with the Bulky (X) Special Rule does not use up 1 Point of Transport Capacity when it Embarks on a Model with the Transport Sub-Type. Instead it uses up a number of points of Transport Capacity equal to the value of X attached to the variant of the Bulky (X) possessed by that Model.
Command Throne

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.

If a Reaction is declared for a Unit that includes a majority of Models with any variant of the Mechanicum Trait, then the Controlling Player of the Reacting Unit may choose to make an Intelligence Check for any one Friendly Model with this Special Rule that is on the Battlefield - referred to here as the ‘Commanding Model’. The following modifiers are applied to the Commanding Model’s Intelligence Check:
  • If the Reacting Unit is not in Line of Sight of the Commanding Model, modify the result of the Check by +4.
  • If all Models in the Reacting Unit are more than 12" from the Commanding Model modify the result of the Check by +2.
  • If the Reacting Unit includes a nuncio-vox or command vox relay then modify the result of the Check by -1.

If the Check is Successful then the Reaction declared has its cost reduced by 1 (to a minimum of 0). If the Check is failed then the Unit that includes the Commanding Model suffers Cybertheurgic Feedback.

Once a Reaction has had its cost reduced due to the effects of this Special Rule no further rolls may be made by any Models with this Special Rule to reduce the cost of any further Reactions made in the same Player Turn.

Conversion beamer

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

The Malagra Trait is used in the following Forces of the Taghmata datasheets:

CHARGE – A ‘Charge’ is a special type of multi-stage move made during the Assault Sequence. Unlike a normal move, Models moved as part of any Step of a Charge may end the move in Base Contact with an enemy Model.
Infiltrate (X)

Some warriors are skilled at infiltrating enemy lines. When battle commences the foe will find such warriors almost upon them, ready to fight even before the first shot is fired.

Models with the Infiltrate (X) Special Rule can deploy outside of their Deployment Zone.

At the start of a Mission, when deploying Units, the Controlling Player of a Unit that is composed entirely of Models with the Infiltrate (X) Special Rule may choose to deploy that Unit outside of that Player’s Deployment Zone. That Unit may be deployed anywhere that is either in the Controlling Player’s Deployment Zone or outside of the Opposing Player’s Deployment Zone and is at least a number of inches equal to the highest value of X attached to any variant of the Infiltrate (X) Special Rule in that Unit away from any enemy Model.

Units deployed using the Infiltrate (X) Special Rule are deployed at the same time as other Units under a Player’s control, unless the specific Rules of a given Mission state otherwise. The Infiltrate (X) Special Rule only has an effect when deploying Units before the start of the First Turn of a Battle, and Units deploying onto the Battlefield after the First Turn has begun gain no benefit from this Special Rule. A Unit that is deployed outside of the Controlling Player’s Deployment Zone by means of this Special Rule may not have a Charge declared for it in the First Battle Turn.
Even the Deathless May Know Fear
All Models in a Unit that includes any Models with any version of the [Mechanicum] Trait modify their Weapon Skill and Ballistic Skill Characteristics by -1 while at least one Model from that Unit is within 12" of one or more enemy Models with this Arcana Benefice. This Arcana Benefice has no effect on Units which only include Models with the Malagra Trait.
COMMAND – The line officers of an Army.
Officer of the Line (X)

Some officers are not renowned for their skills in combat or for the great glories they have won, but rather for their steadfast leadership and skill in logistics. Often unassuming and under-appreciated, it is these warriors that hold the armies of the Imperium together and only the most foolish general will overlook them in favour of more vainglorious officers.

Models with this Special Rule allow more Auxiliary Detachments to be included in an Army.

If a Model with this Special Rule is selected to fill a Command Slot in any Detachment in the Crusade Force Organisation Chart, then the Controlling Player may select a number of Auxiliary Detachments equal to the value of X in the specific variant of this Special Rule instead of just one.

Servo-harness

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Servo-harness
Servo-harness
I
A
+3
4
2
Breaching (6+)
-
Automata

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:
  • Models with the Automata Type cannot gain any Tactical Statuses and are considered to automatically pass any Check made to avoid gaining a Tactical Status. However, if a Unit that contains any Models with the Automata Type also includes any Models that do not have the Automata Type, that Check must be made using the Characteristics of one of the Models that does not have the Automata Type and is not automatically passed.
  • When targeting a Unit that includes any Models with the Automata Type, the effects of the Poisoned (X) Special Rule only trigger on a Wound Test with a result of a ‘6’ before modifiers are applied, regardless of the value of X for that variant of the Special Rule.
  • A Unit that includes one or more Models with the Automata Type may not make Reactions.
Compact

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.

A Model with this Special Rule may Embark and Disembark from a Model with the Transport Sub-Type as though it had the Infantry Type. This does not replace its existing Type or grant it any other benefits of the Infantry Type, nor allow it to interact with other Rules or Special Rules that target or affect the Infantry Type.
Limited Autonomy

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.

A Unit that includes any Models with this Special Rule that does not also include a Model with the Command Sub-Type or Sergeant Sub-Type, may not move in the Movement Phase, make Shooting Attacks in the Shooting Phase or Charge in the Assault Phase - but fights as normal if charged or part of an ongoing Combat.
Repair Automata

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.

A Unit that includes one or more Models with this Special Rule may be used to activate the Battlesmith (X) Special Rule as if it was a single Model with that Special Rule. When activating the Battlesmith (X) Special Rule for a Unit that includes one or more Models with the Repair Automata Special Rule, select one Model in the Unit with the Repair Automata Special Rule to be the Acting Model and determine the value of X for this use of the Battlesmith (X) Special Rule based on the number of Models in the Unit with the Repair Automata Special Rule using the table below:

NUMBER OF MODELSVALUE OF X
1-41
5-82
9-123

Bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolter
Bolter
24
2
4
5
1
-
Bolt

Scyllax combat array

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Scyllax combat array
Scyllax combat array
I
A
S
3
1
Breaching (5+)
Power
Impact (X)

Some warriors are trained or equipped to make the most of the force of a charge. When they slam into enemy ranks, it is with the force of a thunderbolt.

On a successful Charge, a Model with the Impact (X) Special Rule temporarily increases a Characteristic by 1.

If a Unit that includes any Models with the Impact (X) Special Rule or any Models that have any Weapons with the Impact (X) Special Rule, and that Unit makes a successful Charge, then this Special Rule is triggered. Once triggered, until the end of that Assault Phase, when making Melee Attacks for Models in that Unit, each Model or Weapon that is selected for one of those Models, that has a variant of this Special Rule gains a modifier of +1 to any Characteristics that is the value of X.
Phased Refractor Shields

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.

When the Controlling Player of a Model with this Special Rule chooses to make an Invulnerable Save for that Model against a wound generated by a Shooting Attack, that Invulnerable Save is improved by one step. For example, a Model with a 6+ Invulnerable Save Characteristic and this Special Rule that makes an Invulnerable saving throw against a wound inflicted by a Shooting Attack would have its Invulnerable Save Characteristic improved to a 5+ for that roll.

Plasma cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma cannon
Plasma cannon
- Sustained fire
- Sustained fire
36
1
6
4
1
Heavy (RS), Blast (3"), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
36
1
6
4
1
Heavy (RS), Blast (3"), Breaching (5+), Overload (2)
Plasma

Pair of power blades

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Pair of power blades
Pair of power blades
I
A
S
3
1
Breaching (5+), Shred (5+)
Power

Paired light autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Paired light autocannon
Paired light autocannon
36
4
6
4
1
Breaching (6+)
Auto

The Cybernetica Trait is used in the following Forces of the Taghmata datasheets:

Deep Strike

Deep strike deployments are usually conducted en-masse and at a distance from the enemy, lest the attacking force be destroyed in detail as it lands.

The Deep Strike Special Rule allows a Unit to enter play anywhere on the Battlefield.

A Unit that includes only Models with the Deep Strike Special Rule that enters play from Reserves may make a Deep Strike instead of deploying as described in the Reserves Rules. No more than one Unit may attempt a Deep Strike in a given Player Turn. The Unit attempting a Deep Strike may have another Unit without the Deep Strike Special Rule Embarked upon it if the Deep Striking Unit includes Models with the Transport Sub-Type (note that some Missions may allow more Units to attempt a Deep Strike in the same Player Turn. This will be specifically noted in the Mission Special Rules section of that Mission). Note that in Missions where the Reserves Mission Special Rule is not in use, the Deep Strike Special Rule has no effect. Furthermore, Units may not make use of the Deep Strike Special Rule during the first Battle Turn, even if they enter play from Reserves.

To perform a Deep Strike, the Active Player must declare an Eligible Unit that has entered play from Reserves in the Reserves Sub-Phase as the Deep Striking Unit. The Active Player must then select one Model from that Unit and place it anywhere on the Battlefield. This Model must be placed at least 1" away from any enemy Model, Battlefield Edge or piece of Impassable Terrain. Once this first Model has been placed, the remaining Models in the Unit must be placed within Unit Coherency with at least one other Model in the same Unit and within 6" of the first Model placed. No Models may be placed within 1" of an enemy Model, any Battlefield Edge or a piece of Impassable Terrain. Any Models that cannot be placed using these Rules must be Removed as a Casualty immediately. This deployment must take place during the Reserves Sub-Phase, and a Unit that deploys as a Deep Strike may not move in the Move Sub-Phase of the same Player Turn or have a Charge declared for it in the Charge Sub-Phase of the same Player Turn, but may make Shooting Attacks as normal. A Unit that is Embarked on a Model that is deployed as part of a Deep Strike may Disembark during the Move Sub-Phase of the same Player Turn, but may not make any move other than the move made to Disembark and may not have a Charge declared for it in the Charge Sub-Phase of the same Player Turn.

Enemy Units may declare Intercept Reactions against a Unit deployed as part of a Deep Strike, but not Reposition Reactions.
Vanguard (X)

Warriors trained to break the foe’s lines are often at the forefront of their host, but are ill-suited to holding ground in the face of an enemy counter-attack.

A Unit that includes Models with this Special Rule scores fewer Victory Points for controlling Objectives, but can score Victory Points for destroying enemy Units that hold Objectives.

A Unit that includes a majority of Models with the Vanguard (X) Special Rule may only ever score 1 Victory Point for Controlling an Objective, regardless of that Objective’s value. However, the Player that controls a Unit that includes a majority of Models with the Vanguard (X) Special Rule gains Victory Points equal to the value of X in the Vanguard (X) Special Rule, in addition to any Victory Points scored for controlling an Objective, whenever either of the following two statuses are fulfilled:
  • If an attack made for a Unit that includes a majority of Models with the Vanguard (X) Special Rule causes the last Model in an enemy Unit that is Controlling or Contesting an Objective to be Removed as a Casualty.
  • If a Unit that includes a majority of Models with the Vanguard (X) Special Rule has at least one attack made for it in a Combat that results in one or more enemy Units that had at least one Model within 3" of an Objective at the start of that Assault Phase either Falling Back from Combat or being Massacred.

Note that the Vanguard (X) Special Rule may only be used to score Victory Points once per Objective per Player Turn - no matter how many enemy Units were Controlling or Locked in Combat near that Objective.
Firestorm

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.

When a Model with this Special Rule makes Volley Attacks, it is not required to fire Snap Shots. In addition, after making Volley Attacks in Step 4 of the Charge Procedure, a Unit containing any Models with this Special Rule is not required to make a Charge Roll in Step 5. If the Controlling Player chooses not to make a Charge Roll in Step 5 of the Charge Procedure then the Charge Procedure ends immediately.

Pair of arc scourges

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Pair of arc scourges
Pair of arc scourges
-
+1
+2
3
2
Shock (Suppressed)
Arc
Skyfire

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.

A Hit Test made for a Weapon with the Skyfire Special Rule ignores any rule that would require attacks made targeting an enemy Unit that contains any Models with the Flyer Sub-Type to be made as Snap Shots. Instead such an attack makes a normal Hit Test using the Ballistic Skill of the attacking Model - this includes attacks made as part of any Reaction. A Unit that includes any Models with any Tactical Status may not benefit from the effects of this Special Rule.

Cyclone missile launcher

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

Graviton hammers

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton hammers
Graviton hammers
12
4
6
4
2
Breaching (5+), Shock (Pinned), Pinning (0)
Graviton

Domitar fists

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Domitar fists
Domitar fists
-1
A
+1
3
2
Breaching (5+), Armourbane
Power
Fast (X)

Fleet of foot, genetically enhanced or technologically boosted, some warriors are simply faster than their peers. Such warriors can swiftly reach the most advantageous positions on the battlefield and carry the fight to the foe before they can react.

A Unit that only includes Models with the Fast (X) Special Rule gains a bonus to Rush and Charge Moves.

When the Player controlling a Unit that is composed entirely of Models with the Fast (X) Special Rule elects to have that Unit Rush, add the value of X attached to the specific variant of Fast (X) to the distance the Unit can move. Likewise, when a Unit composed entirely of Models with the Fast (X) Special Rule is required to make a Charge Move, add the value of X attached to the specific variant of the Fast (X) Special Rule as a positive modifier to the Charge Roll. In any situation where a Unit includes Models with two or more variants of the Fast (X) Special Rule, the lowest possible modifier is used.

Shock chargers

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Shock chargers
Shock chargers
-1
A
+2
4
2
-
-

Volkite culverin

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite culverin
Volkite culverin
45
3
6
5
1
Heavy (FP), Deflagrate (6)
Volkite

The Myrmidax Trait is used in the following Forces of the Taghmata datasheets:

Champion

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:
  • A Model with the Champion Sub-Type may Issue and Accept Challenges.
Battle Meditation

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.

A Model with this Special Rule gains the Feel No Pain (6+) Special Rule when engaged in a Challenge. If the enemy Model in the same Challenge has a Weapon Skill Characteristic equal to or greater than that of the Model with this Special Rule then the Model with this Special Rule instead gains the Feel No Pain (5+) Special Rule. If the Model with this Special Rule already has a variant of the Feel No Pain (X) Special Rule then this Special Rule has no effect and does not stack with or improve the existing variant of the Feel No Pain (X) Special Rule.

Irradiation engine

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Irradiation engine
Irradiation engine
Template
1
4
5
1
Template, Heavy (AP), Phage (T), Poisoned (2+), Panic (1)
Rad
Suppressive (X)

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.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more Hits on a Target Unit, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed all Models in the Unit gain the Suppressed Status, and if the Check is passed then there is no further effect. The value of X attached to this Rule is applied as a negative modifier to the Cool Characteristic of Models in the Target Unit when making Checks caused by an Attack with this Special Rule, if the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.

Darkfire cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Darkfire cannon
Darkfire cannon
36
2
8
2
1
Heavy (D), Suppressive (2)
Las

Power axe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power axe
Power axe
-1
A
+1
3
1
Breaching (5+)
Power

Twin maxima bolters

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin maxima bolters
Twin maxima bolters
18
5
4
5
1
Shred (6+)
Assault, Bolt

Twin phased plasma-fusils

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin phased plasma-fusils
Twin phased plasma-fusils
24
4
5
3
1
Breaching (4+)
Plasma

Twin graviton guns

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin graviton guns
Twin graviton guns
18
1
6
4
1
Blast (5"), Breaching (6+), Shock (Pinned), Pinning (1)
Graviton

Mauler bolt cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Mauler bolt cannon
Mauler bolt cannon
24
4
6
4
1
Pinning (0), Shred (5+)
Bolt

Multi-melta

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Multi-melta
Multi-melta
24
1
8
2
3
Heavy (RS), Melta (8)
Melta

Pair of Ursarax claws

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Pair of Ursarax claws
Pair of Ursarax claws
I
+3
S
3
1
Breaching (6+)
Power

Volkite incinerator

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite incinerator
Volkite incinerator
10
2
5
6
1
Deflagrate (5)
Assault, Volkite

The Lacrymaerta Trait is used in the following Forces of the Taghmata datasheets:

Sergeant

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:
  • The Controlling Player of a Unit that includes one or more Models with the Sergeant Sub-Type may use the Characteristics of one of those Models to resolve any Characteristic Check made for that Unit.

Pair of Ursarax fists

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Pair of Ursarax fists
Pair of Ursarax fists
-2
A
+2
2
2
-
Power
Specialist

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:

Las-lock

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Las-lock
Las-lock
18
1
4
6
1
-
Las
First Strike (X): If a Player causes one or more enemy Units to have all of their remaining Models Removed as Casualties (Units that Fall Back off the Battlefield count for this purpose) in their first Player Turn as the Active Player, then that Player scores Victory Points. The number of Victory Points scored is equal to the value of X attached to this Secondary Objective.
HIGH COMMAND – The highest ranked officers of an Army.
Slay the Warlord (X): If an enemy High Command Choice is Removed as a Casualty for any reason before the end of the Battle, the Opposing Player scores Victory Points. The number of Victory Points scored is equal to the value of X attached to this Secondary Objective (this may only be scored once per Battle, regardless of the number of qualifying Units Removed as Casualties).
Expendable (X)

Whether forsaken as oathbreakers or simply deemed beneath their superiors’ notice, there are some warriors for whom death offers neither glory nor honour.

A Player scores less Victory Points when they destroy a Unit that includes only Models with this Special Rule.

The number of Victory Points scored by the opponent when a Unit that includes only Models with this Special Rule is entirely Removed as Casualties, for example, as part of the Vanguard (X) Special Rule, First Strike (X) or Slay the Warlord (X) Mission Special Rules, is reduced by the value of X, to a minimum of 1. If a Unit includes Models with different variants of this Special Rule, then the lowest value of X that was present on any Model in the Unit at the start of the Player Turn in which the last Model in the Unit is Removed as a Casualty is used to determine the effect of this Special Rule on that Unit.

Note that, if, at the start of any Player Turn a Unit includes any Models that do not have this Special Rule, then this Special Rule has no effect on that Unit for the duration of that Player Turn regardless of how many other Models in the Unit may have any variant of this Special Rule.
Hold – All Models in a Unit that Holds must make an immediate Pile-in Move and if any of its Models are in Base Contact with an enemy Model, the Unit remains Locked in Combat.
Consolidate – All Models in the Unit may move a number of inches equal to their Initiative Characteristic in any direction, but must end this move in Unit Coherency and at least 2" from any enemy Model. The distance moved as part of the Consolidate option cannot be modified by Terrain - but Dangerous Terrain Tests are made as normal.
Rite of Pure Thought

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.

A Model with this Special Rule may never make Reactions of any kind, make Volley Attacks or select any options other than Hold, Fall Back or Consolidate in the Resolution Sub-Phase. A Unit composed of a majority of Models with this Special Rule does not take Leadership Checks due to Models lost to a Shooting Attack, but does still make Checks due to the Panic (X) Special Rule. Furthermore, when Locked in Combat, no Combat Resolution Points are scored by any Player when a Model with this Special Rule is Removed as a Casualty.
Stun (X)

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.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more Hits on a Target Unit, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Stunned Status and if the Check is passed then there is no further effect. The value of X attached to this Rule is applied as a negative modifier to the Cool Characteristic of Models in the Target Unit when making Checks caused by an Attack with this Special Rule, if the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.

Mitra-lock

Mitra-locks share an origin with the more common las-locks grafted to Tech-thralls. While the las-lock projects a single bolt, the mitra-lock instead fires a fragmented blast of energy, ideal for fighting in close confines or ‘Zones Mortalis’.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Mitra-lock
Mitra-lock
10
2
4
-
1
Stun (0)
Assault, Las
An Endless Servitude
A Model with this Arcana Benefice and the Battlesmith (X) Special Rule may use the Battlesmith (X) Special Rule to restore lost Wounds to Models with the Infantry, Walker or Automata Types, as well as to restore lost Hull Points to those with the Vehicle Type.

In addition, a Model with this Arcana Benefice and the Battlesmith (X) Special Rule gains the following option when using the Battlesmith (X) Special Rule:

Reassemble - If this option is selected, then no Target Model is chosen. Instead, the Acting Model must be part of a Tech-thrall Covenant Unit to use this option, that Unit is referred to here as the Target Unit, and this option’s effects apply only to the Target Unit. A number of Tech-thrall Models equal to the value of X in the Battlesmith (X) Special Rule variant possessed by the Acting Model may be added to the Target Unit. These Models must be placed in Base Contact with the Acting Model, but thereafter are moved as part of the Unit. This option may increase the number of Models in a Techthrall Covenant Unit above its starting number and above the normal maximum size for a Tech-thrall Covenant Unit. This option may only be used once per Turn on any given Unit.
Tech-thralls

While equipped with alternative weaponry, the thralls that make up the Defence Covenants share the same simple servitor bodies as those from more standard formations.

A Unit that contains Models with this Special Rule is considered to be a Tech-thrall Covenant Unit for the purposes of the Arcana Benefice: An Endless Servitude.

Lightning gun

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

The Reductor Trait is used in the following Forces of the Taghmata datasheets:

High Command
Command
• Magos
Troops
Support
War Engine
Transport
Heavy Transport
Aegis of Pain

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.

All Models in a Unit composed entirely of Models with this Special Rule and the Reductor Trait gain the Fear (1) Special Rule while any Models in that Unit also have one or more Cybertheurgic Statuses. If a Unit that includes any Models with this Special Rule already has any variant of the Fear (X) Special Rule, then this Special Rule has no effect and does not stack with or otherwise improve any existing variant of the Fear (X) Special Rule that any Model in the Unit has.
Photon thruster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Photon thruster
Photon thruster
24
2
8
2
1
Armourbane, Suppressive (1), Armour-breaker (5+)
Las

Chain bayonet

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chain bayonet
Chain bayonet
I
A
S
5
1
Shred (6+)
Bayonet, Chain
Walker

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:
  • When targeting a Unit that includes any Models with the Walker Type, the effects of the Poisoned (X) Special Rule only trigger on a Wound Test with a result of a ‘6’ before modifiers are applied, regardless of the value of X for that variant of the Special Rule.
  • A Model with the Walker Type may attack with all Weapons they have in each Shooting Attack they make, including as part of a Reaction. Note that this does not allow Weapons that do not have the Assault Trait to be used to attack as part of a Volley Attack.
  • In Step 1 of the Resolution Sub-Phase, when deciding how many Models a Player controls in a Combat, a Model with the Walker Type counts as a number of Models equal to that Model’s Base Wounds Value.
Move Through Cover

Pathfinders and scouts are vital parts of any army, able to lead troops through even the worst terrain at speed. Cunning generals will seek to use such troops to outflank and outmanoeuvre the foe.

The Move Through Cover Special Rule allows the penalties of terrain to be ignored.

A Unit that includes at least one Model with the Move Through Cover Special Rule ignores the effects of Difficult Terrain and Dangerous Terrain. If called upon to take a Dangerous Terrain Test then such a Unit is assumed to automatically pass without any Dice being rolled.

Gyges siege claw

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Gyges siege claw
Gyges siege claw
I
A
+5
3
3
Armour-breaker (5+), Breaching (5+)
Power

Volkite veuglaire

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite veuglaire
Volkite veuglaire
30
5
7
5
1
Heavy (FP), Deflagrate (7)
Volkite

Lightning lock

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lightning lock
Lightning lock
36
1
7
3
2
Blast (3"), Shred (5+), Breaching (5+), Suppressive (0)
Arc

Graviton pulsar

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton pulsar
Graviton pulsar
24
2
6
3
1
Heavy (D), Blast (3"), Breaching (6+), Shock (Pinned), Pinning (2)
Graviton

Moirax conversion beamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
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

Paired Gyges siege claws

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paired Gyges siege claws
Paired Gyges siege claws
I
A
+6
3
4
Armour-breaker (5+), Breaching (5+)
Power

Twin mauler bolt cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin mauler bolt cannon
Twin mauler bolt cannon
24
6
6
4
1
Pinning (2), Shred (4+)
Bolt
Support Unit (X)

Following behind frontline forces and providing fire support to overcome especially dug-in foes, some units are not equipped for holding positions or seizing ground, and instead focus their attention on aiding their allies.

A Unit that contains Models with this Special Rule scores fewer Victory Points for Controlling Objective Markers.

A Unit that includes any Models with the Support Unit (X) Special Rule may only ever score a maximum number of Victory Points equal to the value of X for Controlling an Objective, regardless of the Value of that Objective, or any other Special Rules Models in that Unit might have (such as the Line (X) Special Rule).
Ordnance (X)

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.

When making a Shooting Attack with a Weapon that has the Ordnance (X) Special Rule, a modifier of x2 is applied to a Characteristic if the Model with that Weapon is part of a Unit that remained stationary in the Controlling Player’s previous Movement Phase (if that Characteristic is AP, then the AP is instead changed to AP 2). The value of X in the specific variant of the Ordnance (X) Special Rule determines which Characteristic gains the x2 modifier.
Barrage (X)

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.

If a Unit for which a Shooting Attack is made includes any Models with one or more Weapons with this Special Rule, then in Step 2 of the Shooting Attack process they may ignore the restriction on requiring Line of Sight to a Target Unit. If a Player uses this Special Rule to declare a Shooting Attack on a Unit that the attacking Unit cannot draw a Line of Sight to, then in Step 3 of the Shooting Attack process that Player may only declare attacks with Weapons that have this Special Rule.

If a Weapon with this Special Rule and the Blast (X) Special Rule is used to attack a Unit without Line of Sight to that Unit, then no Hit Test is made and an Indirect Scatter Roll must be made for the Blast Marker placed as part of the attack. If such a Weapon makes more than a single attack then a separate Indirect Scatter Roll is made for each attack. When making an Indirect Scatter Roll for such an attack, the number of Dice rolled alongside the Scatter Dice is determined by the value of X for the Weapon with the Barrage (X) Special Rule, the value of these Dice is then totalled to find the distance the attack Scatters.

Plasma mortar

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma mortar
Plasma mortar
36
1
8
4
2
Ordnance (R), Breaching (5+), Blast (5"), Barrage (2)
Plasma

Sollex heavy-las

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Sollex heavy-las
Sollex heavy-las
48
2
10
2
2
Ordnance (D), Shock (Suppressed), Armourbane
Las

Graviton ram

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
Armour (Front, Side, Rear) – This Characteristic will often be presented with various separate Sub-Characteristics, one for each of the Model’s Facings (see the Vehicles and Damage). Each of these Sub-Characteristics is used to determine the effect of a Model’s armour and how hard it is to defeat. When any Armour Sub-Characteristic reaches 0, then any Hit on that facing will result in an automatic Penetrating Hit without any Dice being rolled (if the Hit could have triggered a variable Special Rule, then that Rule is considered to automatically activate as part of the Hit).
Hull Points (HP) – The Hull Points Characteristic is primarily used to determine a Model with the Vehicle Type’s capacity for receiving damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Hull Points Characteristic is reduced to 0 that Model is removed from play as a Casualty, see the Rules for Destroyed Vehicles here.
Defensive Weapons – All Weapons on a Model with the Vehicle Type that have a Strength Characteristic of 6 or less are Defensive Weapons. Other Weapons may also be specifically designated as Defensive Weapons on their profile. When a Player chooses to have a Model with the Vehicle Type attack multiple different Units in the same Shooting Phase, Defensive Weapons do not have to make their attacks as Snap Shots.
Pintle Mounted – Pintle Mounted Weapons may attack targets in any Firing Arc without restriction, and are always counted as Defensive Weapons and as having the Assault Trait regardless of the Weapon’s Characteristics.

Combi-bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Combi-bolter
Combi-bolter
24
4
4
5
1
-
Bolt
Centreline Mounted – Centreline Mounted Weapons may only attack targets in the Centreline Firing Arc.

Melta cutters

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Melta cutters
Melta cutters
6
1
8
2
3
Heavy (RS), Blast (3"), Melta (3)
Melta
Transport

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:
  • All Models with the Transport Sub-Type have a Transport Capacity Characteristic, which determines the maximum number of Models that can Embark upon it - one Model per point of Transport Capacity, unless another Rule states otherwise.
  • Only Models with the Infantry or Paragon Type may Embark or Disembark upon a Model with the Transport Sub-Type.
  • A Unit may only Embark on a Model with the Transport Sub-Type if all Models in the Embarking Unit have the same Faction as the Model with the Transport Sub-Type.
  • A Model with the Transport Sub-Type may only have a single Unit Embarked upon it at any one time (Models with the Specialist Sub-Type, Command Sub-Type or Paragon Type that have joined a Unit are considered part of that Unit and may Embark alongside it).
  • A Unit may not be partially Embarked on a Model with the Transport Sub-Type - either all Models or no Models in a Unit may be Embarked on a given Model.
  • If a Model with the Transport Sub-Type has a Unit Embarked upon it, the Embarked Unit is not considered part of the same Unit. The two remain separate Units for all purposes.
Light Transport

Some transports are made to carry a lighter cargo, and the bulkiest of troops cannot make use of them in combat.

Models with this Special Rule cannot carry Models with the Bulky (X) Special Rule.

Models that have any variant of the Bulky (X) Special Rule may not Embark on a Model that has this Special Rule.
Access Points
Each Model with the Transport Sub-Type will have a number of Access Points defined in its entry. These are the doors, ramps and hatches that passengers use to get in and out of the Vehicle. All Access Points are defined as being within a specific Facing, corresponding to one of the four Armour Facings that most Models with the Vehicle Type have - for example, a Rhino has one Rear Access Point, and Access Points on both Side Facings. An Access Point must be physically represented on the noted Armour Facing, and when Models are Embarking or Disembarking using that Access Point they count all points on that Armour Facing as an Access Point. Where a Model has two Side Access Points, this indicates one Access Point on each Side Facing. If a Model has an Access Point on only one Side Facing, then this will be noted as Side (Left) Access Point or Side (Right) Access Point to indicate which Facing the Access Point is present on.

Models that do not have the Vehicle Type but that do have the Transport Sub-Type and a Base, count the entirety of the edge of their Base as an Access Point, regardless of the facing of any Access Points they have. Likewise, Models with the Flyer Sub-Type that are mounted on Flying Bases also count the entirety of the edge of their Base as an Access Point.

If any Models in the Embarking Unit are more than 2" from a Facing on the Transport Model that has an Access Point, then no Models can Embark and the Unit remains in play. If all Models in the Embarking Unit are within 2" of a Facing on the Model with the Transport Sub-Type that has an Access Point, then all Models in the Unit are removed from the Battlefield. Players may find it useful to mark or otherwise note which Unit has Embarked on which Model with the Transport Sub-Type and this information should be declared to all Players.

The entire process of Embarkation is resolved during the activation of the Embarking Unit during the Move SubPhase, and as such does not interfere with the activation and movement of the Model the Unit Embarks on. A Model may have Units Embark on it after it has been activated and moved, and also may be activated (if it has not already been activated) and then moved during the Move Sub-Phase after another Unit has Embarked on it.

Twin volkite charger

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin volkite charger
Twin volkite charger
15
3
5
5
1
Deflagrate (5)
Volkite

Heavy flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy flamer
Heavy flamer
Template
1
5
4
1
Template, Panic (1)
Flame
Turret Mounted – Turret Mounted Weapons may attack targets in any Hull arc (Front, Left, Right or Rear) without restriction.
Flare Shield

Another of the Mechanicum’s specialised systems that only their high adepts truly understand, a flare shield is a directional electromagnetic flux field generator, rumoured by some to be a product of Dark Age technology from a source best left forgotten.

Attacks which hit a Model with a flare shield gain no benefit from the Armourbane Special Rule.

When Making Armour Penetration Tests against a Model with a flare shield, no Weapon may make use of the Armourbane Special Rule.

The Macrotek Trait is used in the following Forces of the Taghmata datasheets:

Auto-repair (X)

Some vehicles are either fitted with sophisticated auto-repair systems, or are simple enough in construction that their crew can effect repairs in the field. Such vehicles are able to shrug off minor damage that would otherwise reduce the fighting ability of their war machine.

A Model with this Special Rule has a bonus to Repair Tests to remove Statuses.

If the Active Player makes a Repair Test in the Statuses Sub-Phase of the End Phase for a Model with the Vehicle Type with this Special Rule, they ignore the usual Target Number of 6. Instead, the value of X attached to the variant of this Special Rule is used as the Target Number for that Repair Test. For example, a Model with the Auto-repair (4+) Special Rule would pass any Repair Tests made for it on the result of a 4 or higher.
Anbaric Claw

This defensive system is considered archaic and temperamental by most Tech-Priests, but remains in use for older vehicles – like the Macrocarid. It uses a battery of electro-chem capacitors to generate a massive shock pulse of electromagnetic force through the vehicle’s hull.

A Vehicle with this Special Rule inflicts more Damage when it moves through enemy Units.

When a Model with this Special Rule and the Vehicle Type moves through an enemy Unit, the number of Hits inflicted is increased from D6 to D3+3. These Hits have the Stun (1) Special Rule. Furthermore, if the Reactive Player declares a Death or Glory Reaction with a Vehicle with this Special Rule as the target, then the Vehicle with this Special Rule gains a 6+ Invulnerable Save against all Hits inflicted as part of the Death or Glory Reaction.
Hull (Arc) Mounted – Hull (Arc) Mounted Weapons will always specify a single Firing Arc and may only attack targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some Units may specify Side as an arc - this means both Left and Right arcs.

For example, a Land Raider Carrier has a Hull (Front) Mounted twin heavy bolter - this Weapon may only attack targets in the Front Firing Arc.

Twin irad-cleansers

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin irad-cleansers
Twin irad-cleansers
Template
1
2
5
2
Template, Phage (T), Poisoned (2+), Panic (1)
Rad

Lascannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lascannon
Lascannon
48
1
9
2
1
Heavy (D), Armourbane
Las
Graviton imploder

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton imploder
Graviton imploder
18
1
9
2
3
Shock (Pinned), Pinning (3)
Graviton

Limited (X)

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.

A Weapon with the Limited (X) Special Rule may only be used to make attacks as part of a Shooting Attack or Combat a number of times equal to the value of X attached to the specific variant of the Special Rule. Each time it is used to make attacks, the Firepower Characteristic or Attacks Modifier Characteristic of the Weapon is not modified by this Special Rule, only the number of times it may be selected in a given Battle.

Hunter-killer missile

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hunter-killer missile
Hunter-killer missile
48
1
9
3
3
Armourbane, Limited (1)
Missile
Searchlights

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.

The target number of any Shrouded Damage Mitigation Tests is increased by +1 (to a maximum of 6+) when making Tests as a consequence of wounds, Penetrating Hits or Glancing Hits inflicted by Shooting Attacks made by a Model that has searchlights that has Line of Sight to the Target Unit. Additionally a Model with searchlights may not make Shrouded Damage Mitigation Tests to negate wounds, Penetrating Hits or Glancing Hits.
Player
A Player is the actual person moving Models and making rolls, the Player of the game. Battles will include more than one Player, and the Rules will often refer to the Active Player (the Player currently taking their Player Turn) and the Reactive Player (the Player not currently taking their Player Turn, and thus only allowed to interact with the game through Reactions) in order to differentiate between them. Sometimes the Rules will also refer to the Controlling Player, that is the Player that Controls the Unit, Model or other game element the Rule is referring to.
Death or Glory
This Advanced Reaction allows a Unit that a Vehicle has moved through to attack the Vehicle.

Trigger: The Reactive Player may declare a Death or Glory Reaction whenever the Active Player moves through an enemy Unit with a Model that has the Vehicle Type.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Death or Glory Reaction - this cost paid as soon as the declaration is made.

Target: For a Death or Glory Reaction, the Target Model is always the enemy Model with the Vehicle Type that triggered this Reaction. The Unit that was being moved through by the Target Unit is considered the Reacting Unit.

Process
  • Once declared, the Target Model must temporarily halt its move in Base Contact with one or more Models from the Reacting Unit.
  • The Reactive Player must nominate any one Model in the Reacting Unit, referred to hereafter as the Attacking Model. The Attacking Model does not have to be in Base Contact with the Target Model. The Attacking Model may not have the Vehicle Type.
  • The Attacking Model may attack with either a Melee or Ranged Weapon, making a number of attacks equal to the Firepower of the selected Ranged Weapon or the Attacks Characteristic of the Attacking Model, modified by the selected Melee Weapon’s Attacks Modifier Characteristic. Whatever form the attack takes, all attacks automatically hit and any Armour Penetration Tests are resolved against the Target Model’s Front Armour.
  • If the attack causes the Target Model to be Removed as a Casualty or inflicts the Pinned Status, then the Attacking Model remains in play - otherwise it is immediately Removed as a Casualty with no Saving Throws or Damage Mitigation Tests of any kind allowed. If the Target Model is Removed as a Casualty then no Hits are inflicted due to it moving through an enemy Unit. If it remains in play then such Hits are inflicted as normal.
Invulnerable Tests
Invulnerable Saves are listed as a Characteristic on each Model’s Profile, and can also be applied by Special Rules or Wargear.

If a Model cannot have an Armour Test or Cover Test made for it, or the Controlling Player chooses not to make an Armour Test or a Cover Test, but has access to an Invulnerable Save then that Saving Throw may be made instead of an Armour Test or a Cover Test. An Invulnerable Test is resolved in exactly the same manner as an Armour Test. Note that Invulnerable Tests are not affected by the AP value of a wound, however a Model may not have a Invulnerable Test made for it if:
  • A Special Rule or other effect attached to the wound specifies that it ignores Invulnerable Tests or that no Invulnerable Test may be made.
  • An Invulnerable Test may be taken to discard a Penetrating Hit if one is available to the Model.

No more than one Saving Throw of any kind may be made for a given wound or Penetrating Hit. If more than one type of Saving Throw is available then the Controlling Player must select one Saving Throw to make, and may not make any other Saving Throws for that wound or Penetrating Hit - if multiple wounds of the same value or Penetrating Hits are to be resolved then the same type of Saving Throw does not have to be used to resolve them, but this may prove easier and quicker in practice.

Volkite caliver

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite caliver
Volkite caliver
30
2
6
5
1
Deflagrate (6)
Volkite

Shock ram

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Shock ram
Shock ram
-
10
4
Melee, Concussive (3), Ram (D6)
-

Twin heavy bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin heavy bolter
Twin heavy bolter
36
6
5
4
1
-
Bolt
Automated Fire Protocols

Tarantula sentry guns provide area denial fire, engaging enemies who move within their sensor range with their potent heavy weaponry.

A Model with this Special Rule may not make Shooting Attacks except as part of a Reaction.

A Model with this Special Rule may not be selected to make a Shooting Attack during the Controlling Player’s Shooting Phase and may only make the Overwatch Reaction and the Intercept and Automated Fire Advanced Reactions. When making a Shooting Attack as part of any of these Advanced Reactions, a Model with this Special Rule may attack with any weapons it has, not just Defensive Weapons.

Automated Fire Advanced Reaction
Trigger: The Reactive Player may declare the Automated Fire Advanced Reaction in Step 2 of the Move Sub-Phase process if an enemy Unit ends a move within 48" of a Unit under the Reactive Player’s Control that only includes Models with the Automated Fire Protocols Special Rule.

Cost: The Automated Fire Advanced Reaction has no cost.

Target: The Target Unit is always the Unit whose Move triggered the Reaction. The Reactive Player must select one Unit under their control that only includes Models with the Automated Fire Protocols Special Rule that is within 48" of the Target Unit. That Unit is the Reacting Unit.

Process
  1. Once the Automated Fire Advanced Reaction has been declared, the Reactive Player makes a Shooting Attack with the Reacting Unit. This Shooting Attack must target the Target Unit of this Advanced Reaction.
  2. Once the Shooting Attack made as part of this Reaction has been completely resolved, including removing any Casualties, the Active Player must then completely resolve any remaining elements of the Target Unit’s movement.
Independent Sentries

Tarantula sentries are deployed in key locations on the battlefield, calculated to cover crucial choke-points and provide optimal overlapping firepower with other units.

Tarantulas are deployed and operate individually.

Although included in an army as a Unit that includes multiple Models, each Model with this Special Rule is considered to be a separate Unit for all other purposes, including Deployment and the scoring of Victory Points.

Twin lascannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin lascannon
Twin lascannon
48
2
9
2
1
Heavy (D), Armourbane
Las

Twin volkite culverin

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin volkite culverin
Twin volkite culverin
45
6
6
5
1
Heavy (FP), Deflagrate (6)
Volkite

Sentry melta array

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Sentry melta array
Sentry melta array
18
2
8
2
2
Heavy (RS), Melta (8)
Melta
Rapid Tracking

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.

Each time a Model makes a Shooting Attack as part of the Intercept Advanced Reaction, its Controlling Player can select a Weapon with this Special Rule for that Shooting Attack, even if it is not a Defensive Weapon.

Hyperios missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hyperios missile launcher
Hyperios missile launcher
48
3
7
3
2
Skyfire, Rapid Tracking
Missile

Orias frag missile

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Orias frag missile
Orias frag missile
48
1
6
5
1
Barrage (3), Blast (5"), Limited (1)
Missile
Assault Phase: Overwatch
This Reaction allows the Reactive Player to make more powerful Volley Attacks.

Trigger: The Reactive Player may declare an Overwatch Reaction during Step 4 of the Charge process of any Charge declared by the Active Player.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare an Overwatch Reaction - this cost paid as soon as the declaration is made.

Target: For an Overwatch Reaction, the Target Unit is always the Unit whose Charge triggered the Reaction. The Reacting Unit is always the Unit that was declared as the target of the Charge that triggered this Reaction.

Process
  1. Once an Overwatch Reaction has been declared, and once the Active Player has resolved any Volley Attacks they choose to make, the Reactive Player may choose to have the Reacting Unit make a Shooting Attack instead of a Volley Attack.
  2. This Shooting Attack must target the Target Unit and is made at full Ballistic Skill, not as Snap Shots, and may be made using any Ranged Weapon. No Cover Tests or Shrouded Damage Mitigation Tests may be taken against wounds inflicted as part of an Overwatch Reaction.
  3. Once the Shooting Attack made as part of this Reaction has been fully resolved, the Players must move to Step 5 of the Charge Process as normal. However, if, once this Shooting Attack has been fully resolved, all Models in the Target Unit or Reacting Unit have been Removed as Casualties then the Charge process is ended immediately and the Active Player may select another Unit to resolve a Charge for.
Intercept
This Advanced Reaction allows a Unit to attack Units moving into play from Reserves.

Trigger: The Reactive Player may declare an Intercept Reaction whenever the Active Player brings a Unit into play from Reserves or Aerial Reserves. The declaration is made as soon as the last Model from the Unit is placed on the Battlefield and has made any moves it is permitted to make when it enters play.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare an Intercept Reaction - this cost paid as soon as the declaration is made.

Target: The Unit entering play from Reserves or Aerial Reserves is always the Target Unit of this Reaction. After declaring this Reaction, the Reactive Player must select one Unit under their control, this Unit must be able to draw a Line of Sight to at least one Model in the Target Unit. The selected Unit is the Reacting Unit.

Process
Once an Intercept Reaction has been declared, the Reactive Player may make a Shooting Attack for the Reacting Unit, targeting only the Target Unit. All attacks made as part of this Shooting Attack must be made as Snap Shots and Models with the Vehicle Type may only attack with Defensive Weapons.
Advanced Reactions
Advanced Reactions are more complex ploys and tactical tricks that can be made by commanders in the heat of Battle. They may only be used by the Reactive Player and require the expenditure of Reaction Points in order to be used, following the general Rules presented for Core Reactions. Unlike Core Reactions, which represent the most common types of Reaction and will see use in most Battles, Advanced Reactions represent rarer situations and depending on the Armies in use may not see use in some Battles.

This rulebook presents a number of Advanced Reactions that may be made by a Player of any Faction or Allegiance. Future publications may present additional Advanced Reactions that may only be used by Players of a specific Faction or Allegiance, or that cover more niche situations.

The following Advanced Reactions are presented in this section:

Twin rotor cannon

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

Arc blaster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Arc blaster
Arc blaster
24
6
6
5
1
Suppressive (1), Shock (Suppressed)
Arc

Vultarax missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
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

Dendrite talons

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Dendrite talons
Dendrite talons
I
A
S
4
2
Breaching (6+)
-

Karacnos mortar battery

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Karacnos mortar battery
Karacnos mortar battery
60
1
6
4
1
Blast (5"), Barrage (2), Poisoned (2+), Phage (T), Pinning (3)
Rad
Sponson Mounted – Sponson Mounted Weapons are usually in pairs, one on each side of a Vehicle (the Model’s profile will note if this is not the case) and may attack targets in the appropriate Sponson Firing Arc (either left or right). Sponson Mounted Weapons are always counted as Defensive Weapons regardless of the Weapon’s Characteristics.

Lightning cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lightning cannon
Lightning cannon
36
1
7
3
2
Blast (5"), Shred (5+), Breaching (5+), Suppressive (1)
Arc
Rapid

Whether by means of a superior engine, enhanced fuel mix or other arcane technology, some vehicles are able to apply bursts of speed far in excess of other engines of war.

The following Rules apply to all Models with the Rapid Sub-Type:
  • A Model with this Sub-Type may Rush - however the additional distance moved when Rushing is not determined by an Initiative Characteristic, but is always an additional 6".
  • When Rushing, a Model with this Sub-Type may make Shooting Attacks, but all Shooting Attacks are made as Snap Shots. A Model with this Sub-Type may not make multiple Shooting Attacks in the same Turn as one where it Rushes.
  • A Model with both this Sub-Type and the Transport Sub-Type, that the Controlling Player chooses to have Rush in a Turn, may not Disembark any Models in the same Turn (unless required to make an Emergency Disembarkation by another Rule or Special Rule).

Irradiation blaster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Irradiation blaster
Irradiation blaster
16
1
2
4
2
Blast (5"), Ordnance (D), Phage (T), Shock (Stunned), Poisoned (2+), Panic (2)
Rad

Pulsar-fusil

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Pulsar-fusil
Pulsar-fusil
36
2
9
2
3
Ordnance (FP), Suppressive (2)
Las

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