Adeptus Mechanicus
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Welcome to the rules section of Codex: Adeptus Mechanicus. Whether forging your own tales of glory and infamy with narrative play or pitting yourself against your opponents in nail-biting matched play contests, the following pages present all the rules you will need to bring your Adeptus Mechanicus collection to life on the tabletop.

These include Detachment rules that Adeptus Mechanicus armies can use, along with the Adeptus Mechanicus army rule - Doctrina Imperatives - which is common to many of your units. This section also includes datasheets for Adeptus Mechanicus units; you can find out more about how to use datasheets in Core Rules.


Books

BookKindEditionVersionLast update
  Adeptus Mechanicus
  Adeptus MechanicusCodex101.1October 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.13October 2024
  Legends Field Manual
  Legends Field ManualExpansion101.9October 2024
  Boarding Actions
  Boarding ActionsExpansion101.0October 2024
  Legends: Adeptus Mechanicus
  Legends: Adeptus MechanicusDatasheet10September 2024
  Horus Heresy Legends: Adeptus Mechanicum
  Horus Heresy Legends: Adeptus MechanicumDatasheet10September 2024
  Balance Dataslate
  Balance DataslateRulebook10June 2024September 2024

FAQ

Codex: Adeptus Mechanicus

Q:If I target a unit with the Auto-divinatory Targeting Stratagem while the Protector Imperative is active for my army, in what order are the Ballistic Skill modifiers applied?
A:
The Ballistic Skill characteristic of ranged weapons equipped by models in that unit is first changed to 3+ by the Stratagem, then improved by 1 by the Protector Imperative, for a final result of 2+ (assuming no other modifiers apply).

Introduction

On the following pages you will find several ADEPTUS MECHANICUS Detachments you can select from to use in games of Warhammer 40,000, as described in the Core Rules (see the Select Detachment Rules step) If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by your chosen faction - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

Doctrina Imperatives

An Adeptus Mechanicus army marching to war is a sight both terrifying and glorious, each holy warrior a disturbing fusion of Human and machine. While the ruling Tech-Priests and their fanatical followers raise modified voices in praise of the Machine God, their Skitarii soldiery and Servitor creations are controlled by doctrina imperatives loaded by their masters to augment and adapt the warriors’ abilities.

At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.

Protector Imperative

  • Ranged weapons equipped by models in this unit have the [HEAVY] ability.
  • Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
  • Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll.

Conqueror Imperative

  • Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
  • Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
  • Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1.

Rad-Zone Corps

Detachment Rule

Rad-bombardment

Whether as a result of natural phenomena, apocalyptic internecine strife or calamitous accidents, many forge worlds are heavily irradiated. When holy wars of requisition are unleashed, the Tech-Priests think nothing of turning this invisible curse upon their foes, bombarding the battlefield with deadly radiation prior to an assault.

BATTLE ROUND
1
BOMBARDMENT
At the start of the first battle round, for each enemy unit within your opponents deployment zone, your opponent must decide whether that unit will take cover or stand firm. You then roll one D6 for each of those enemy units and apply the relevant result below:
  • Unit Standing Firm: On a 3+, that unit suffers D3 mortal wounds.
  • Unit Taking Cover: Until the end of the battle round, that unit is Battle-shocked and, on a 5+, that unit suffers D3 mortal wounds.

BATTLE ROUND
2
      ONWARDS
FALLOUT
At the start of your Command phase during the second, third, fourth and fifth battle rounds, roll one D6 for each enemy unit within your opponent’s deployment zone. On a 3+, that unit suffers 1 mortal wound and must take a Battle-shock test.

Enhancements

  • Radial Suffusion 25 pts

By transmitting their precision battlefield observations, this servant of the Omnissiah ensures the saturation of the enemy position is a creeping curse, spreading a hazardous suffusion towards those foes seeking to outrun the vengeance of the Machine God.

ADEPTUS MECHANICUS model only. From the second battle round onwards, when resolving the Fallout effect of the Rad-bombardment Detachment rule, if the bearer is on the battlefield, roll one D6 for each enemy unit within 6" of your opponent’s deployment zone, in addition to those that are within your opponent’s deployment zone.

  • Malphonic Susurrus 20 pts

This master of splintered choruses leads their followers in a projection of clashing frequencies. Scanners and sensoriums trained in their direction are befouled by the disruptive input.

ADEPTUS MECHANICUS model only. While the bearer is leading a unit, models in that unit have the Stealth ability.

  • Peerless Eradicator 20 pts

This perfectionist zealot directs their minions in the rapid and single-minded termination of all enemies of the Omnissiah.

ADEPTUS MECHANICUS model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.

  • Autoclavic Denunciation 15 pts

This devotee harbours a fanatical hatred of the biological. They have learned the secret weaknesses inherent in all flesh and do not hesitate to exploit them.

ADEPTUS MECHANICUS model only. Ranged weapons equipped by the bearer have the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 4+] abilities.


Stratagems

BALEFUL HALO
2CP
Rad-Zone Corps – Battle Tactic Stratagem
By briefly unshielding the most corrosive or irradiated components of their being, the warriors of a Rad-Zone Corps can exhale on isotopic fog, sapping the strength of those not inured to its effects.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS unit from your army (excluding VEHICLE units) that was selected as the target of one or more of that enemy unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the turn, each time an attack is made that targets your unit, subtract 1 from the Wound roll.
EXTINCTION ORDER
1CP
Rad-Zone Corps – Strategic Ploy Stratagem
As Tech-Priests order the purge of an area of the battlefield, rad-bombardments are redoubled in the hopes of turning it into a wasteland.
WHEN: Your Command phase.

TARGET: One TECH-PRIEST model from your army and one objective marker within 24" of that model.

EFFECT: Roll one D6 for each enemy unit within range of that objective marker. On a 4+, that unit suffers 1 mortal wound and it must take a Battle-shock test.
AGGRESSOR IMPERATIVE
1CP
Rad-Zone Corps – Battle Tactic Stratagem
The Skitarii feel the press of an invisible hand upon their minds as the Machine God drives them forward. Servos are pushed to their structural limits as fibre bundles fill with the boundless energy of the Motive Force and propel the faithful on an unstoppable crusade.
WHEN: Your Movement phase.

TARGET: One SKITARII unit from your army that has not been selected to move this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the phase, each time one of those units Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
PRE-CALIBRATED PURGE SOLUTION
1CP
Rad-Zone Corps – Battle Tactic Stratagem
Employing targeting data collated by a swarm of servo-skulls released over the enemy's battle lines, the Machine God’s faithful purge the foe stumbling amidst rad-scourged positions.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the phase, each time a model in one of those units makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, you can re-roll the Hit roll.
LETHAL DOSAGE
1CP
Rad-Zone Corps – Wargear Stratagem
Tri-fold sanctified power cells, fuel canisters and solid slugs have spent a decade in the most irradiated forge temple to certify their lethality.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
BULWARK IMPERATIVE
2CP
Rad-Zone Corps – Battle Tactic Stratagem
With a pulse of force-loaded wisdom, microactuators lock into bracing positions, reserve power cells are brought online and the Omnissiah's holy crusaders are bestowed with a sensation of sacred invulnerability.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SKITARII unit from your army that was selected as the target of one or more of the attacking unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the phase, models in those units from your army have a 4+ invulnerable save.

Skitarii Hunter Cohort

Detachment Rule

Stealth Optimisation

Hunter Cohorts combine a mastery of stealth warfare and cogitational analysis with stealth screen projectors and target-fouling apparatuses. They are elusive foes to face, and especially sinister to those they have designated as prey.

SKITARII INFANTRY, SKITARII MOUNTED and IRONSTRIDER BALLISTARII units from your army have the Stealth ability, and each time a ranged attack targets a SICARIAN unit from your army, unless the attacking model is within 12", the target has the Benefit of Cover against that attack.

Enhancements

  • Cantic Thrallnet 25 pts

Proclaimed to be a direct data-link to the will of the Omnissiah himself, this neuro-entanglement matrix allows for hyper-optimised combat cogitation.

SKITARII MARSHAL model only. At the start of the battle round, you can select one friendly SKITARII unit within 12" of the bearer. Until the start of the next battle round, the Protector Imperative and the Conqueror Imperative are both active for that unit.

  • Clandestine Infiltrator 20 pts

Under cover of auspex scramblers, this holy soldier leads their fellows in a stealthy advance.

SKITARII model only. The bearer, and models in any unit they are leading, have the Infiltrators and Scouts 6" abilities.

  • Veiled Hunter 10 pts

In silent supplication, a concentrated burst of noospheric negation manifests as a heavy band of shadow. Under this shroud, this commanders warriors obfuscate the foe’s sensors and confuse their strategy.

SKITARII MARSHAL model only. After both players have deployed their armies, you can select up to three SKITARII INFANTRY units from your army and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.

  • Battle-sphere Uplink 30 pts

Tapping into infostacks of data emanating from across the wider battle-sphere, this experienced Skitarius synchronises with the flow of wisdom, drawing upon data that enables near-prophetic reactions.

SKITARII model only. In your Shooting phase, after the bearer’s unit has shot, if it is not within Engagement Range of one or more enemy units, that unit can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge.


Stratagems

BIONIC ENDURANCE
1CP
Skitarii Hunter Cohort – Strategic Ploy Stratagem
Between their multi-layered bionics and their fanatical faith in the indomitability of these machine-blessings, the most augmented of Skitarii are nigh-impossible to lay low.
WHEN: Your opponent’s Shooting phase orthe Fight phase, just after an enemy unit has selected its targets.

TARGET: One SICARIAN, PTERAXII or SYDONIAN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
BINHARIC OFFENCE
2CP
Skitarii Hunter Cohort – Strategic Ploy Stratagem
Employing directed binharic entanglement to coordinate their motions, paired squads of Skitarii attack with eerie and lethal synchronicity.
WHEN: The start of your Shooting phase or the start of the Fight phase.

TARGET: Two SKITARII units from your army that have not been selected to shoot or fight this phase, and one enemy unit.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in both of your units by 1.

RESTRICTIONS: Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target].
EXPEDITED PURGE PROTOCOL
1CP
Skitarii Hunter Cohort – Strategic Ploy Stratagem
Binharic imperatives flash through neural architecture, driving augmetic muscle-bundles and auto-actuators into overdrive to propel the Skitarii more swiftly into the fray.
WHEN: Your Charge phase.

TARGET: One SKITARII unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
ISOLATE AND DESTROY
1CP
Skitarii Hunter Cohort – Strategic Ploy Stratagem
The swiftest hunters seek to engage foes with the equations of war in their favour, isolating their quarry and dispatching it with ruthless efficiency.
WHEN: Your Shooting phase.

TARGET: One SICARIAN, PTERAXII, SYDONIAN,
IRONSTRIDER BALLISTARII or SKITARII MOUNTED unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if there are no other enemy units within 6" of the unit targeted by that attack, add 1 to the Wound roll.
SHROUD PROTOCOLS
1CP
Skitarii Hunter Cohort – Strategic Ploy Stratagem
When Skitarii Hunter Cohorts march to war, they do so beneath a shrouding squall of cyber-static and filament-heavy banks of sacred incense.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SKITARII INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
PROGRAMMED WITHDRAWAL
1CP
Skitarii Hunter Cohort – Strategic Ploy Stratagem
Taking direct control of their cybernetic soldiers’ manoeuvres, the cohort’s commander sees their withdrawal carried out with such precision that they can be pressed back into service from the most efficacious of attack vectors.
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two SICARIAN units from your army, or one SKITARII INFANTRY or SKITARII MOUNTED unit from your army.

EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.

RESTRICTIONS: Each unit targeted with this Stratagem must be more than 3" away from all enemy units.

Data-Psalm Conclave

Detachment Rule

Benedictions Of The Omnissiah

The Tech-Priests of the Omnissiah lead their disciples in a cortege of war. The buzz of static psalms chanted in synchronicity unites all in the stately eradication of the heretic and blasphemer.

At the start of the first battle round, select one of the following Benedictions of the Omnissiah to be active for CULT MECHANICUS units from your army until the end of the battle:

Panegyric Procession
Each time a CULT MECHANICUS model from your army makes a ranged attack that targets a unit within half range, improve the Armour Penetration characteristic of that attack by 1.

Citation in Savagery
Each time a CULT MECHANICUS unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Strength and Attacks characteristics of melee weapons equipped by models in that unit.

Enhancements

  • Mechanicus Locum 10 pts

Amongst every congregation of Tech-Priests are masters of arcane knowledge - inspirational leaders of the cybernetic and the mechanical.

TECH-PRIEST model only. The bearer has a Leadership characteristic of 6+ and, once per battle, at the start of any phase, you can select one friendly CULT MECHANICUS unit that is Battle-shocked and within 12" of the bearer. That unit is no longer Battle-shocked.

  • Mantle of the Gnosticarch 15 pts

The toughened weave of this hooded robe includes hypo-ceramic threads, thermoplastics and terranic polymers that create a holy shroud capable of resisting the infernos of plasma reactors.

TECH-PRIEST model only. Each time an attack is allocated to the bearer, change the Damage characteristic of that attack to 1.

  • Data-blessed Autosermon 20 pts

Struck with an infoload of revelation, truly blessed Tech-Priests will override the sacred canticles to deliver the Machine God’s adaptive wisdom.

TECH-PRIEST model only. Once per battle, at the start of your Command phase, you can select the Benediction of the Omnissiah you did not select at the start of the first battle round. Until the start of your next Command phase, that Benediction of the Omnissiah is active for the bearer’s unit in addition to the one that is currently active for your army.

  • Temporcopia 25 pts

The Temporcopia is a relic from the Dark Age of Technology that releases a swarm of nano-engineered machines. These invisible devices seek out nearby prey, briefly draining electro-chemical potential before their power expires. Enemy warriors slow and stumble, at the mercy of the Tech-Priest’s bodyguard.

TECH-PRIEST model only. The bearer’s unit has the Fights First ability.


Stratagems

INCANTATION OF THE IRON SOUL
1CP
Data-Psalm Conclave – Battle Tactic Stratagem
Raising their voices in binharic praise, the Machine God's disciples bolster their spirits - as well as those that inhabit their augmentations - with iron surety.
WHEN: Any phase, just after you allocate a mortal wound to a CULT MECHANICUS model from your army.

TARGET: That CULT MECHANICUS model’s unit.

EFFECT: Until the end of the phase, CULT MECHANICUS models in your unit have the Feel No Pain 4+ ability against mortal wounds.
CHANT OF THE REMORSELESS FIST
1CP
Data-Psalm Conclave – Battle Tactic Stratagem
In spitting out a staccato chant to the Motive Force, the faithful warriors of the Cult Mechanicus are filled with merciless surety as well as intent.
WHEN: Fight phase.

TARGET: One CULT MECHANICUS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a CULT MECHANICUS model in your unit makes a melee attack, add 1 to the Wound roll.
VERSE OF VENGEANCE
1CP
Data-Psalm Conclave – Strategic Ploy Stratagem
Rousing code in binharic duometer incites fury for the lost fragments of technological lore. In the grip of vengeance, the devoted extend their remaining functions for one last act of retribution.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One CULT MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a CULT MECHANICUS model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
TRIBUTE OF EMPHATIC VENERATION
1CP
Data-Psalm Conclave – Strategic Ploy Stratagem
A cacophonous chorale pours from the emitters and augmented throats of the Cult Mechanicus’ faithful, venerating the Omnissiah in deafening and disconcerting frequencies of praise.
WHEN: Start of your Movement phase.

TARGET: One CULT MECHANICUS unit from your army and one enemy unit within 18" of it.

EFFECT: That enemy unit must take a Battle-shock test. If that test is failed, until the start of your next Command phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.
LITANY OF THE ELECTROMANCER
1CP
Data-Psalm Conclave – Strategic Ploy Stratagem
Summoning the spark of the Machine God's divinity that burns within them, the Omnissiah’s faithful manifest blazing auras of energy that lay low the unbeliever.
WHEN: Your Shooting phase.

TARGET: One CULT MECHANICUS unit from your army.

EFFECT: Roll one D6 for each enemy unit within 6" of one or more CULT MECHANICUS models in your unit, adding 1 to the result if that model is an ELECTRO-PRIEST. On a 5+, that enemy unit suffers D3 mortal wounds.
LUMINESCENT BLESSING
1CP
Data-Psalm Conclave – Battle Tactic Stratagem
As the cohorts of the Omnissiah recite their dazzling consecration, energy is redirected to infuse masterwork bionics and even the lambent glow of protective fields ignites in a halo of divine defence.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One CULT MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, CULT MECHANICUS models in your unit have a 4+ invulnerable save.

Explorator Maniple

Detachment Rule

Acquisition At Any Cost

In their eternal quest for the acquisition of knowledge and technology, Tech-Priests require superhuman efforts from the troops under their command.

At the start of your Command phase, select one objective marker. Until the start of your next Command phase, that objective marker is your Acquisition objective marker. Each time an ADEPTUS MECHANICUS model from your army makes an attack, if that model’s unit is within range of your Acquisition objective marker, or if the target of that attack is within range of your Acquisition objective marker, re-roll a Wound roll of 1.

Enhancements

  • Magos 15 pts

Magi are masters of fiercely guarded knowledge, pursuing esoteric agendas at all costs. No risk is too great and no gambit too unwise in their ceaseless and predatory acquisition of ancient lore.

TECH-PRIEST model only. At the end of your Command phase, if the bearer is within range of your Acquisition objective marker, roll one D6: on a 4+, you gain 1CP.

  • Genetor 25 pts

Cyborg interfaces, genetic manipulation and alchemical behavioural modification are all avenues of interest to Genetors, and their enhanced creations are formidable in protecting their master’s divine work.

TECH-PRIEST model only. While the bearer is leading a unit that is within range of your Acquisition objective marker, models in that unit have a 4+ invulnerable save.

  • Logis 20 pts

Data-vores and biocogitators, logi amass huge stores of information. They analyse data from thousands of sources, rationalising every weak point the foe has. It is a fool indeed that stands before a logi and their prize.

TECH-PRIEST model only. While the bearer is leading a unit, each time a model in that unit makes an attack that targets a unit within range of your Acquisition objective marker, add 1 to the Hit roll.

  • Artisan 15 pts

Artisans create wondrous artefacts of war. They install circuits of such beauty, and capacitor-nodes of such fine calibration, that their machine spirits respond with divine gratitude.

TECH-PRIEST model only. While the bearer is leading a unit that is within range of your Acquisition objective marker, once per phase, you can change the result of one Hit roll, one Wound roll or one saving throw made for that unit to an unmodified 6.


Stratagems

CACHED ACQUISITION
1CP
Explorator Maniple – Epic Deed Stratagem
Death is irrelevant compared to the hallowed duty of securing the Omnissiah's knowledge for future retrieval.
WHEN: Any phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
PRIORITY RECLAMATION
1CP
Explorator Maniple – Battle Tactic Stratagem
Retrieval of the most sacred and ancient fragments of technology is embedded in loops of alpha-logic.
WHEN: Fight phase, just before an ADEPTUS MECHANICUS unit from your army Consolidates.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within range of your Acquisition objective marker.

RESTRICTIONS: You cannot target a unit with this Stratagem if it is within 3" of one or more enemy units.
INFOSLAVE SKULL
1CP
Explorator Maniple – Wargear Stratagem
Mono-task infoslave skulls range ahead to assess potential sites that must be investigated.
WHEN: Your Command phase.

TARGET: One TECH-PRIEST model from your army and one objective marker within 24" of that model (excluding your Acquisition objective marker].

EFFECT: Until the start of your next Command phase, that objective marker is also considered to be one of your Acquisition objective markers for all rules purposes.
AUTO-ORACULAR RETRIEVAL
2CP
Explorator Maniple – Battle Tactic Stratagem
With a surge of targeting data from the war engine as its hatches slam open, the warriors inside pour out with weapons already trained unerringly on the foe.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that disembarked from a TRANSPORT this turn.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Acquisition objective marker, add 1 to the Wound roll.
INCENSE EXHAUSTS
1CP
Explorator Maniple – Wargear Stratagem
The machine spirits of sanctified war engines can be entreated to release clouds of incense laced with radioactive particles, veiling the faithful from the foe.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS INFANTRY unit
from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ADEPTUS MECHANICUS SMOKE unit within 6" of it.

EFFECT: Until the end of the phase, both of those units have the Stealth ability and the Benefit of Cover.
REACTIVE SAFEGUARD
1CP
Explorator Maniple – Strategic Ploy Stratagem
Holy data must be hoarded at all costs, and thickly armoured war engines offer swift and secure vaults.
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One ADEPTUS MECHANICUS INFANTRY
unit from your army within range of your Acquisition objective marker that was selected as a target of that charge, and one friendly ADEPTUS MECHANICUS TRANSPORT.

EFFECT: Your unit can embark within that TRANSPORT.

RESTRICTIONS: Every model in your unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit.

Cohort Cybernetica

Detachment Rule

Cyber-Psalm Programming

In advance of a Cohort Cyberneticas battles, the Legios most talented Datasmiths will feed dogmatic auto-scripture into the programming cores of their robotic charges, as well as oracular schematics and tactical hymnals that delineate the strategy to come. So blessed, the Cohorts robots add their own grinding chants of static to a systematic chorus of praise in the Omnissiah’s name.

LEGIO CYBERNETICA units from your army gain the Doctrina Imperatives army rule

Enhancements

  • Necromechanic 25 pts

The blessed healing of machinery is the sign of a true shepherd of the Omnissiah’s flock.

TECH-PRIEST model only. Once per battle round, when a saving throw made for a friendly LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE model within 12" of the bearer is failed, the bearer can use this Enhancement. If they do, change the Damage characteristic of that attack to 0.

  • Lord of Machines 20 pts

An intense burst of viral static can overload those machine spirits yoked to the service of the enemy.

TECH-PRIEST model only. Once per turn, at the start of your opponent’s Shooting phase, select one enemy VEHICLE unit within 12" of and visible to the bearer. That unit must take a Leadership test: if that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase.

  • Emotionless Clarity 15 pts

With a mind unsullied by the passions common to the flesh, a Tech-Priest can entreat the machine spirit of a dying war engine to enact one final triumph.

TECH-PRIEST model only. Once per turn, when a friendly LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE model with the Deadly Demise ability that is within 12" of the bearer is destroyed, the bearer can use this Enhancement. If it does, do not roll to determine whether any mortal wounds are inflicted as a result of that model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted.

  • Arch-negator 10 pts

Feeding magneto-voltaic arcs and deadly frequencies into their weapons, the Tech-Priest is death incarnate to blasphemies against the Machine God.

TECH-PRIEST model only. Ranged weapons equipped by the bearer have the [ANTI-VEHICLE 4+] ability.


Stratagems

MOTIVE IMPERATIVE
1CP
Cohort Cybernetica – Battle Tactic Stratagem
Intensifying the locomotive protocols of a war engine - while not dishonouring its machine spirit - is a millennia-proven method to hasten the foe’s demise.
WHEN: Your Command phase.

TARGET: One ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, add 3" to the Move characteristic of models in your unit and add 1 to Advance and Charge rolls made for it.
AUTO-DIVINATORY TARGETING
1CP
Cohort Cybernetica – Battle Tactic Stratagem
Encoded with the schemata of the enemy's fortified battle lines and auto-codified vectors of attack, the Cohort's war engines are perfectly aligned to deliver the Machine God's wrath.
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker.

EFFECT: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
MACHINE SPIRIT RESURGENT
1CP
Cohort Cybernetica – Epic Deed Stratagem
To invigorate the failing machine spirit of a damaged vehicle is a sacred task, greatly aided by certain data-hymns transmitted in the correct sequence.
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength.

EFFECT: Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well.
MACHINE SUPERIORITY
1CP
Cohort Cybernetica – Epic Deed Stratagem
Let the unenlightened be cast down! Let all feel the fire of the Motive Force, and may the sacred engines crunch over their weak bones without impediment!
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
TRANSCENDENT COGITATION
1CP
Cohort Cybernetica – Strategic Ploy Stratagem
Enhanced static chants can briefly raise a war engine's machine spirits to exultant heights of cogitation and multi-tactical capacity.
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit.
BENEVOLENCE OF THE OMNISSIAH
1CP
Cohort Cybernetica – Battle Tactic Stratagem
A protective blessing chanted in pentakairic Novabyte moves machine spirits to defy the most esoteric of assaults.
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to ADEPTUS MECHANICUS units. You can find out more about Crusade armies in the main Crusade rules.

This section contains the following additional rules:

THE SEARCH FOR ARCHEOTECH
Your ADEPTUS MECHANICUS Crusade force will be seeking out rare pieces of archeotech for your TECH-PRIESTS to use in battle, as well as Power Sources to give them life. Additionally, they can take on the task, if you choose, of hunting legendary Archeotech Treasures.

AGENDAS
ADEPTUS MECHANICUS units can attempt to achieve unique Agendas in addition to those found in other publications. These represent the faction’s goals and their particular methods of waging war.

REQUISITIONS
ADEPTUS MECHANICUS armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, ADEPTUS MECHANICUS units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, ADEPTUS MECHANICUS CHARACTER models can claim one of the Adeptus Mechanicus Crusade Relics.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once you have achieved one, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

The Search For Archeotech

If your Crusade force includes any ADEPTUS MECHANICUS units, it can embark upon the search for rare technological fragments, then assemble these into artefacts of formidable power.

Each battle offers the Adeptus Mechanicus a chance to track down elusive archeotech - either from their enemies, or from the battlefield itself. These rare technological fragments can be used to craft powerful new upgrades for units from your army.

Archeotech Parts

Each time you win a battle, roll one D6: on a 5+, your Crusade force acquires one Archeotech Part. You can either choose for that part to be a Power Source or determine its type by rolling one D6 and consulting the table below.

Power Source

Archeotech Treasures require Power Sources to drive them. A Power Source can be combined with any of the other Archeotech Parts to create a final, complete item.

Archeotech Part
D6

WEAPON PART
Some of the deadliest and most arcane weapons used during the Dark Age of Technology have survived, their capabilities undimmed.

FORCE FIELD PART
Emitting pulses of energy that repel or feed off the enemy’s attacks, these exotic technologies are unlike anything the Tech-Priests can replicate.

TECHNO-ARCANA PART
These bizarre relics, once empowered, interact with the Machine God’s faithful in unusual ways, their spirits responding to certain, holy cant.

The exact nature of the part you have discovered is determined when you assemble it into an Archeotech Treasure. Record each type of Archeotech Part you acquire on your Order of Battle.

Assembling Archeotech Treasures

Once you have acquired an Archeotech Part and a Power Source, you can assemble them into an Archeotech Treasure using the Assemble Archeotech Requisition. To do so, you will need one Power Source and one of the following:
1 Weapon Part
1 Force Field Part
1 Techno-arcana Part
First choose the type of part you wish to use, then roll one D6 and consult the relevant table on the following pages to determine the nature of the weapon or ability that Archeotech Treasure will confer on its bearer. If you are unhappy with the result, you can use one additional Power Source to re-roll that D6 a single time.

Each time you assemble an Archeotech Treasure, remove the parts you used to assemble it from your Order of Battle, then select one TECH-PRIEST unit (excluding EPIC HEROES) from your Crusade force. That unit adds that Archeotech Treasure to its collection, and its Crusade points are increased by 1; make a note of this on its Crusade card.

When mustering your Crusade army, each TECH-PRIEST unit (excluding EPIC HEROES) from your Crusade army can be equipped with up to one of each of the following Archeotech Treasures from its collection:
  • 1 archeotech weapon
  • 1 archeotech force field
  • 1 archeotech techno-arcana

Archeotech Weapon


The bearer is equipped with one of the following ranged weapons. Archeotech weapons cannot be upgraded by Weapon Enhancements.

Weapon
D6

ELECTRO-FIRE IMPLANTS
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Electro-Fire Implants [ASSAULT, ANTI-INFANTRY 4+, TORRENT]
Electro-Fire Implants [ASSAULT, ANTI-INFANTRY 4+, TORRENT]
12"
D6+3
3+
4
0
1
NEURAL JAMMER
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Neural Jammer [DEVASTATING WOUNDS, PISTOL, PRECISION]
Neural Jammer [DEVASTATING WOUNDS, PISTOL, PRECISION]
18"
4
3+
4
-2
1
NANOSHARD PROJECTOR
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Nanoshard Projector [LETHAL HITS, PISTOL]
Nanoshard Projector [LETHAL HITS, PISTOL]
12"
3
3+
5
-1
2
ARC ANNULUS
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arc Annulus [ANTI-VEHICLE 3+, PISTOL]
Arc Annulus [ANTI-VEHICLE 3+, PISTOL]
12"
2
3+
7
-1
2
ELECTRO-FUSED VAMBRACES
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Electro-Fused Vambraces [PISTOL, SUSTAINED HITS 2]
Electro-Fused Vambraces [PISTOL, SUSTAINED HITS 2]
12"
6
3+
3
-1
1
DIGITAL CANNON
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Digital Cannon
Digital Cannon
24"
2
3+
6
-1
3

Force Field



The bearer has one of the following abilities.

Force Field
D6

VOID SHELL
Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save.

ARC IMPLANTS
Once per battle, in your opponent’s Charge phase, just after this model’s unit has been selected as a target of an enemy unit’s charge, this model can use this ability. If it does, until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.

TIME SINK
At the start of the Fight phase, select one enemy unit within Engagement Range of this model and roll one D6: on a 4+, until the end of the turn, reduce the Weapon Skill characteristic of melee weapons equipped by that enemy unit by 1.

CONVERSION ERADICATOR
Improve the Strength and Armour Penetration characteristics of ranged weapons equipped by this model by 1.

INVERSE POWER FEEDS
Melee weapons equipped by this model have the [DEVASTATING WOUNDS] ability.

TECHNODERMIS
Improve the Save and Wounds characteristics of this model by 1.


Archeotech Techno-Arcana


The bearer has one of the following abilities.

Archeotech Techno-Arcana
D6

HAGIOSCOPE
At the start of the battle, select one enemy unit. Each time an ADEPTUS MECHANICUS unit from your Crusade army makes a ranged attack that targets that enemy unit, you can ignore any or all modifiers to the Hit roll, the Wound roll and the Ballistic Skill characteristic of that attack.

EXO-GAUNTLET
At the start of the battle, select one enemy unit. Each time an ADEPTUS MECHANICUS unit from your Crusade army makes a melee attack that targets that enemy unit, re-roll a Hit roll of 1.

FERROSANCTIC ORRERY
At the start of the battle, select up to two ADEPTUS MECHANICUS units from your Crusade army, then select one objective marker that is not in your deployment zone. While a unit you selected for this ability is within range of that objective marker, improve the Leadership and Objective Control characteristics of models in that unit by 1.

OBSCUROPTIKON
At the start of the battle, select up to two ADEPTUS MECHANICUS INFANTRY units from your Crusade army. Each time an enemy unit makes a ranged attack that targets one of those units, until the end of the phase, models in the targeted unit have a 5+ invulnerable save against ranged attacks.

TRI-DIMENSIONAL COVENANT
At the start of the battle, select up to two ADEPTUS MECHANICUS INFANTRY units from your Crusade army. Until the end of the battle, add 1 to Advance and Charge rolls made for those units.

HYPERCIRCUIT
At the start of the battle, select up to two ADEPTUS MECHANICUS units [excluding VEHICLES) from your Crusade army. Once per battle per selected unit, you can target that unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.


Legendary Archeotech

In addition to the Archeotech Treasures your TECH-PRIESTS can be equipped with, your Crusade force can also seek out pieces of Legendary Archeotech - unique artefacts that can turn the tide in particularly critical battles.

To claim a piece of Legendary Archeotech, you must first collect Location Data over the course of several battles, then use that data to scan the battlefield for Legendary Archeotech. If such a prize is located, you can attempt to claim it using the Claim Legendary Archeotech Agenda. You can Collect Location Data (see below) or Scan for Legendary Archeotech (see below); you cannot do both in a single battle.

COLLECT LOCATION DATA
Before a battle, just before you select Agendas, you can choose to search for Legendary Archeotech. If you do, at the end of the battle, instead of acquiring any Archeotech Parts, your Crusade force collects 1 piece of Location Data. Record your Location Data total on your Order of Battle.

SCAN FOR LEGENDARY ARCHEOTECH
Before a battle, just before you select Agendas, you can attempt to scan the battlefield for Legendary Archeotech using the Location Data you have collected. To do so, roll one D6 and add the result to your Location Data total. On a 10+, the scan succeeds - you have discovered a piece of Legendary Archeotech on the battlefield and can attempt to claim it.
Otherwise, the scan fails and you lose 1 piece of Location Data.

If the scan succeeds, you can select the Claim Legendary Archeotech Agenda (see below).

CLAIM LEGENDARY ARCHEOTECH

Legends of technological artefacts have been passed from one forge world to another. These devices must be found; sacrifices to acquire such knowledge are a small price to pay.

At the start of the battle, your opponent must place one Legendary Archeotech marker in their deployment zone, more than 3” away from all battlefield edges and more than 6" away from all objective markers. Players can control this marker as if it were an objective marker, but it does not count as an objective marker for any other rules purposes.

If you complete this Agenda, you can immediately add one piece of Legendary Archeotech to your Crusade force using the Legendary Archeotech table (see opposite), re-rolling any results that duplicate a piece your Crusade force already has. Whether you complete this Agenda or not, reduce your Location Data total by 10, to a minimum of 0.

At the end of the battle, if an ADEPTUS MECHANICUS CHARACTER unit from your Crusade army controls this marker, you have claimed the Legendary Archeotech and this Agenda is completed. If a CHARACTER unit from your opponent’s army controls it at the end of the battle, that CHARACTER unit gains 3XP.

Legendary Archeotech
D6

THE DOOM OF THORANTUS

This device is an incorporeal vortex of encoded data that has haunted many repositories. The swirl of ancient logic is said to be a manifestation of the Machine God's spite, for myths portray its attendant machine spirits as viciously cursing the rival spirits of enemy engines.

Once per battle, at the end of your Movement phase, select one enemy VEHICLE unit within 18" of and visible to the bearer. Until the start of your next Movement phase, subtract 2 from the Attacks characteristic of ranged weapons equipped by models in that unit, and each time that unit ends a Normal, Advance, Fall Back or Charge move, it suffers D6 mortal wounds.

SYNTAXIK CHARGER

According to the ravings of Magos Revka this terrifying weapon from the Dark Age of Technology unleashes nothing less than an echo of the Machine God’s own voice in an utterance not meant for the ears of mortals.

The bearer gains the following weapon for the battle:

One Shot: The bearer can only shoot with this weapon once per battle.
Sonic Devastation: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks made with this weapon. Until the start of your next turn, worsen the Weapon Skill characteristic of melee weapons equipped by models in that unit by 1.
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Syntaxik Charger [ANTI-INFANTRY 2+, DEVASTATING WOUNDS, ONE SHOT, SONIC DEVASTATION]
Syntaxik Charger [ANTI-INFANTRY 2+, DEVASTATING WOUNDS, ONE SHOT, SONIC DEVASTATION]
24"
8
3+
3
0
1
AUGUR OF THE FIRST RECLAMATION

Little is known of this masterpiece of divinatory metrology, depicted carried by hieromartyrs of dozens of forge worlds throughout the millennia. This holy scanner is believed to be able to resonate when the bearer's most desired acquisition is nearby.

Add 2 to the bearer’s Objective Control characteristic, and at the end of your Command phase, if the bearer is within range of an objective marker that is not in your deployment zone, you gain 1CP. in addition, at the end of the battle, if the bearer was in your Crusade army and you won that battle, roll one D6: on a 4+, your Crusade force acquires one Archeotech Part.


USING LEGENDARY ARCHEOTECH
If your Crusade force has claimed one or more pieces of Legendary Archeotech, you can choose to bring one of them into battle to help achieve your goals. To do so, before the battle, during the Purchase Requisitions step, you can purchase the Auto-Sermon of Deployment Requisition.

Agendas

If your Crusade army includes any ADEPTUS MECHANICUS units, you can select Agendas from those presented here.

COLD LOGIC

Efficiency and the rigid application of cause and effect are valued highly by the Tech-Priests - few other metrics of success are relevant.

Each time a SKITARII unit from your Crusade army destroys an enemy unit with a ranged attack, that SKITARII unit gains 1XP (to a maximum of 3XP per unit per battle) if either of the following applies:
  • The Protector Imperative is active for your army and that SKITARII unit is wholly within your deployment zone.
  • The Conqueror Imperative is active for your army and that enemy unit was wholly within your opponents deployment zone.
TECH SCAVENGERS

The greater the enemy’s mechanical giants, the greater their misuse of the Omnissiah’s gifts. The monstrosity must be purged in order to discover its secrets. Where there was once purity, the spark of life can yet be returned. Where there was only corruption, no part can be allowed to survive.

At the start of the battle, after both players have finished deploying, select the VEHICLE unit with the highest points value in your opponent’s army (if two or more units are tied, select one). If an ADEPTUS MECHANICUS unit from your Crusade army destroys that enemy unit, it gains 3XP.

When that enemy unit is destroyed, place a marker on the battlefield as close as possible to where it was destroyed. At the end of the battle, if an ADEPTUS MECHANICUS unit from your Crusade army is within 3" of that marker, your Crusade force acquires one Archeotech Part.
OMNISSIAH’S WILL

The Omnissiah is all-seeing and all-knowing. Even in this forsaken place, those who vow to slay the unbelievers to the sonorous static-psalms demanded by doctrine may be granted divine inspiration.

Once per battle, at the start of your Command phase, you can choose to bring glory to the Omnissiah. If you do, until the start of your next turn, each time a CULT MECHANICUS unit from your Crusade army destroys an enemy unit, that unit gains 1XP and each TECH-PRIEST unit from your Crusade army that is on the battlefield gains 1XP.
BREAK THE SEALS

Rumour and binharic whispers have led to this place, with the promise of an unplundered archeocrypt or the buried remnants of an ancient war. For those with the fortitude to break the seals on such an ancient repository, the rewards could be great indeed.

At the start of the battle, select one objective marker in your opponent’s deployment zone. At the start of your Shooting phase, you can select one ADEPTUS MECHANICUS CHARACTER unit from your Crusade army that is controlling that objective marker and is eligible to shoot. That unit is tasked with breaking the seals and, until the end of the turn, it is not eligible to shoot or declare a charge.

At the end of the turn, if that unit is within range of that objective marker, roll one D6: on a 3+, that unit gains 1XP; on a 6, your Crusade force gains 1 Archeotech Part as well.

Requisitions

If your Crusade army includes any ADEPTUS MECHANICUS units, you can spend Requisition points (RP) on any of the following Requisitions.

CONSECRATED REMODULATION1RP

After isolated periods of prayer to the Machine God, some Tech-Priests have declared themselves struck by new knowledge, reverently dismantling and then recombining ancient technology into new forms.

Purchase this Requisition at any time, if your Crusade force has two or more Archeotech Treasures. You can select two Archeotech Treasures and remove them from your Crusade force, then select a type of Archeotech Treasure and roll to assemble that Archeotech Treasure immediately, as described in the Assembling Archeotech Treasures section (pg 105).
ASSEMBLE ARCHEOTECH1RP

The process of mechanical creation is a holy act undertaken with choirs of droning servitors, scores of chanting priests, sacred oils poured from bronze ewers, candles made from the bilge grime of revered ships and finally the Canticle of Humble Obeisance broadcast in Novabyte before a cell of the Motive Force is presented. Such, at least, is the process in one forge temple among thousands.

Purchase this Requisition at any time, if your Crusade force has at least one Power Source and at least one other type of Archeotech Part. You can use one Power Source and one other type of Archeotech Part your Crusade force has to assemble an Archeotech Treasure, as described in the Assembling Archeotech Treasures section
AUTO-SERMON OF DEPLOYMENT2RP

Tech-Priests are loath to risk the most precious and storied artefacts of Humanity's past in the fires of war without intensive and ostentatious rituals of preservation. The benediction of the Omnissiah is invoked in incense-fogged rites that ring to choruses of binharic praise, as his guardianship is sought.

Purchase this Requisition before a battle. Select one TECH-PRIEST model (excluding EPIC HEROES) from your Crusade army, then select one piece of Legendary Archeotech your Crusade force. Until the end of the battle, that TECH-PRIEST model is equipped with that piece of Legendary Archeotech. You cannot select the same piece of Legendary Archeotech two battles in a row.
BATTLEWARE REPROGRAMMING3RP

Tech-Priests have no hesitation in ruthlessly altering the neural cogitation of their cybernetic soldiers and thrall constructs to better serve their whims. The most aggressive disciples will alter their own synapses to suit the needs of the Omnissiah or their own ambitions.

Purchase this Requisition at any time. Select one INFANTRY unit from your Crusade force that has one or more Battle Honours. Remove those Battle Honours and select new ones as if that unit had just gained them based on its current rank.

Battle Traits

When an ADEPTUS MECHANICUS unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

TECH-PRIEST Units
D6

MACHINE SAVANT

This lord of mechanisms is able to heal catastrophic damage done to servile war engines, even to entreat fading machine spirits back from the brink of extinction.

At the end of the battle, if this unit was part of your Crusade army and was not destroyed during the battle, you can ignore one failed Out of Action test taken for an ADEPTUS MECHANICUS VEHICLE unit from your Crusade army - that test is treated as having been passed.
VOLTAGHEIST SHOCK

By hypercharging the very air around threatening foes, the Tech-Priest can scorch flesh and fry nerve ganglia.

Once per battle round, in your opponent’s Charge phase, just after an enemy unit selects this unit as the target of a charge, roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds and must take a Battle shock test.
HOLY ACQUISITOR

The most talented Tech-Priests have honed their acquisitive skills through extreme self-augmentation.

At the end of a battle you won, if this unit was in your Crusade army, roll one D6: on a 6, your Crusade force gains 1 Archeotech Part.
CONTROL CORTEX

This Tech-Priest maintains a sub-cranial node via which they suppress self-determinative instincts in their servants.

While this model is leading a unit, you can re-roll Battle-shock tests taken for that unit.
HEXAMATHIC CHORALE

With a mechanical voice raised in exaltation, this zealot rouses loyal machine spirits to unleash a multi-spectral fanfare o f sensor-clouding static.

Once per battle round, one ADEPTUS MECHANICUS SMOKE unit from your army that is within 12" of this unit can be targeted with the Smokescreen Stratagem for 0CP, even if a different unit from your Crusade army has already been targeted with that Stratagem this phase.
TELEPORTATION NODE

With an empyrically shielded device, this Tech-Priest can whisk their servants away in a teleportation flare.

At the end of your Movement phase, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. If you do, until the end of your next turn, this unit has the Deep Strike ability.

SKITARII CHARACTER Units
D6

INTEGRATED REFRACTION EMITTERS

Cyborgised soldiery that repeatedly prove their great worth to their masters may be gifted with an embedded suite of refractor field nodes to prolong their service.

This model has a 4+ invulnerable save.
BATTLEFIELD PROCESSING CORTEX

The most experienced Skitarii Marshals can perform incredible feats of tactical and strategic excellence, a trait reinforced by their masters with further augmetics.

Each time you target this model’s unit with a Stratagem, roll one D6, adding 1 to the result if that unit is equipped with an enhanced data-tether: on a 5+, you gain 1CP.
SECUTOR-CLASS BLADE IMPLANTS

Implanted with a variety of hidden combat augmetics and force-loaded with the skills to employ them, this Skitarius righteously executes the Omnissiah's foes.

Once per battle round, when an enemy unit ends a Charge move within Engagement Range of this unit, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.

INFANTRY and MOUNTED Units
D6

Excluding CHARACTER units
ENHANCED BIONICS

These Skitarii are veteran soldiers of the Machine God, and granted a number of enhanced augmentations.

This unit has a 4+ invulnerable save. If this unit is a BATTLELINE or KATAPHRON unit, it has a 5+ invulnerable save instead.
KILLCODE GEAR SWITCHES

With a single broadcast signal, the masters of these Skitarii activate reinforced servos, additional fibre bundles and flood their altered brains with stimulants.

Add 1 to the Strength characteristic of melee weapons equipped by models in this unit.
FERVENT LOCOMOTION

With turbopiston enhancement and a zealous devotion to the Machine God, these warriors tirelessly close the distance to their masters' priority acquisitions.

Add 1 to the Movement characteristic of models in this unit and add 1 to Advance rolls made for it.

VEHICLE Units
D6

SANCTIFIED ENGINE

Reverently cleansed before every activation by a cabal of Enginseers dedicated solely to its well-being, this machine's engine thrums with sacred efficiency.

Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
HARDENED MACHINE SPIRIT

The machine spirits of this war engine's many systems are hailed as a focused cohort in their own right.

You can ignore any or all modifiers to this unit’s characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
BLESSED SPIRIT

The indomitable animus at the heart of this vehicle is praised for its refusal to yield.

This unit has the Feel No Pain 6+ ability.

Crusade Relics

When an ADEPTUS MECHANICUS CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.

Artificer Relics

MULTIPLEXED NEURAL INDUCER

Plugged into the devotee’s brain matter, additional cogitation engines allow for a measure of mental control over nearby servants.

Once per battle round, while the bearer is leading a unit, you can target that unit with the Fire Overwatch Stratagem for 0CP and can do so even if you have already targeted a different unit with that Stratagem this phase.
KARDIOCORE GALVANUS

Embedded in the zealot’s chest cavity, this fist-sized galvanic cell pulses with rhythmic power, radiating its pounding vitality.

While the bearer is leading a unit, add 1 to Advance and Charge rolls made for that unit.

Antiquity Relics

EXEMPLAR’S ETERNITY

Among the verbose tracts on martial dogma penned by the Secutors of Mars, the name Trantium-01 is appended in micro-scriptum to treatise after treatise. Before expiration, the venerable Marshal was hailed by Mars as a Skitarius Exemplar and - in death - was refashioned into a servo-skull; a singular honour for the usually disposable Skitarii.

SKITARII model only. At the start of the battle, select one enemy unit. Each time a model in the bearer’s unit makes an attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

Legendary Relics

AUTOCADUCEUS OF ARKHAN LAND

This rod’s runic tip can impart blessed energy to anything metallic that the wielder strikes. Cyborgs and engines so struck will stitch themselves back together, as if repaired by the Technoarcheologist.

Once per battle, when a different friendly ADEPTUS MECHANICUS model within 6" of the bearer is destroyed, you can roll one D6 at the end of the phase instead of triggering any rules that are triggered when a model is destroyed (e.g. Deadly Demise). On a 3+, set that model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with up to 6 wounds remaining (this cannot allow a model to return with more wounds than its Wounds characteristic).

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Archeotech Questors

Your devoted maniples of augmented soldiery and sacred war machines have proven worthy crusaders in the Quest for Knowledge. With each victory in the name of the Machine God, stratum of time and mystery have been peeled back, laid bare beneath the glare of the Omnissiah's gaze. Your force's ruling Tech-Priests have unearthed incredible artefacts from Humanity1 past, ensuring they take their rightful place in their possession. But with every discovery are tantalising clues to greater prizes. Knowledge knows no limits.



Archeotech Disciples

In your holy quest, you have expanded the influence of your forge world in an exponential cascade of fervour. You have wrested lost technologies from selfish armies of heretics, sundered enemy bastions occupying sites of ancient lore and purged xenos forces from glittering seams of resources destined to fuel your crusade. Every achievement won through cold logic and fanatical faith, and every treasured mechanism salvaged from the dead hands of ignorant foes, exposes new veins of opportunity to exploit.



Archeotech Masters

The weak flesh of the enemy greases the cogs of war that grind inexorably onwards. Your cohorts and macroclades of cyborg warriors, augmented assassins and hulking war engines are an industrial war machine, capable of pulverising all opposition at your binharic directive. You are a savant of the Machine God’s mysteries, a vessel for the Omnissiah’s benevolence and a living lightning rod of the Motive Force’s animus!


Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Electromartyrs

When precious technoreliquaries must be protected or rare archeotech seized in shipboard battles, Tech-Priests quickly cast aside whatever restraint they may have had. Lesser underlings are expended without a care and perilous technologies unleashed in the quest for higher knowledge.

Mustering a Boarding Patrol

You can include up to one of the following units:
You can include up to one of the following unit:
You can include up to three of each of the following units:
You can include up to one of each of the following units:

Rules Adaptations


Army Rule

Close-quarters Doctrinas

These specialised datapsalmic subroutines draw upon combat data harvested from countless battles amidst the close confines of voidships and bunker complexes.

Units from your army with the Doctrina Imperatives ability replace that ability with this one.

At the start of the battle round, select one of the following weapon abilities: [ASSAULT]; [IGNORES COVER]; [PISTOL]. Until the end of the battle round, ranged weapons equipped by models from your army with this ability have that weapon ability.

Detachment Rule

Overload Machine Spirits

In extremis, Tech-Magi will commit the lesser sin of goading lower-order machine spirits to devastating madness in order to protect greater prizes.

Each time an ADEPTUS MECHANICUS unit from your army is selected to shoot, it can use this ability. If it does, until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in that unit by 1 and those weapons have the [HAzARDOUS] ability.

Enhancements

Remote Lockdown

The Tech-Priest noospherically harmonises with the machine spirit of a nearby hatchway and seeks to render it stubbornly uncompliant to the foe.

Once per battle round, when an enemy unit attempts to operate a Hatchway, if that Hatchway is within 9" of and visible to the bearer, it can use this Enhancement. If it does, it can attempt to prevent that unit from operating that Hatchway as if the bearer was within 1" of that Hatchway.

Multi-dimensional Auspex

No physical barrier can deny the omniscient datasight of the Omnissiah and its blessed servants.

Once per battle, in your Shooting phase, when the bearer is selected to shoot, it can use this Enhancement. If it does, until the end of the phase, it can ignore Walls and closed Hatchways for the purposes of determining visibility, and the Range characteristic of ranged weapons it is equipped with is changed to 6".

Stratagems

AUTO-VENGEANCE
1CP
Electromartyrs – Strategic Ploy Stratagem
Inbuilt subroutines fire synapses and muscular fibre bundles, allowing dying warriors to strike out and take their killers with them.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 3+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
BALLISTIC SYNCHRONY
1CP
Electromartyrs – Battle Tactic Stratagem
Unified datachoristry sees the servants of the Omnissiah meld their firepower to perfection.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
OMNI-TARGETERS
1CP
Electromartyrs – Battle Tactic Stratagem
Predictive gunnery subroutines take over, allowing greater reactions and accuracy at close range than any flesh-and-blood soldier could manage.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability. If one or more of those weapons already have this ability, then until the end of the phase, each time an attack is made with such a weapon that targets a unit within 6", add 1 to the Hit roll.
SAVIOUR SYSTEMS
1CP
Electromartyrs – Battle Tactic Stratagem
Many warriors of the Adeptus Mechanicus have defensive measures suited to close-quarters battle built into their flesh-and-metal frames.
WHEN: Your opponent’s Shooting phase.

TARGET: One ADEPTUS MECHANICUS unit from your army (excluding KATAPHRON units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.

Response Clade

Just as white blood cells will defend a Human body, so the clades of Skitarii embedded on Adeptus Mechanicus vessels respond with systematic aggression to enemy intrusions. Once their own ship is secure, they are capable of counterboarding operations to destroy the threat at its source.

Mustering a Boarding Patrol

You can include up lo two of the following unit:
You can include up to three of each of the following units:
You can include up to one of each of the following units:

Rules Adaptations


Army Rule

Close-quarters Doctrinas

These specialised datapsalmic subroutines draw upon combat data harvested from countless battles amidst the close confines of voidships and bunker complexes.

Units from your army with the Doctrina Imperatives ability replace that ability with this one.

At the start of the battle round, select one of the following weapon abilities: [ASSAULT]; [IGNORES COVER]; [PISTOL]. Until the end of the battle round, ranged weapons equipped by models from your army with this ability have that weapon ability.

Detachment Rule

Procedural Elimination

Triangulating via their fellow squads and any compliant shipboard augurs, the Skitarii hone their targeting data and overlap fields of fire.

At the start of the battle round, select either melee attacks or ranged attacks. Until the end of the battle round, each time a SKITARII model from your army makes an attack of the selected type, re-roll a Hit roll of l.

Enhancements

Admonissor Shunt

Senior Skitarii officers can be augmented with cybernetic override emitters that release protocol blurts to force compliance from their footsoldiers.

Once per battle, at the start of any phase, if the bearer is on the battlefield, you can select one friendly SKITARII unit that is Battle-shocked. That unit is no longer Battle-shocked.

Optimised Cogitators

Skitarii Marshals of shipboard clades often share partial data-symbiosis with the master cogitators of the ship they serve on. This allows them to defend their vessel with nigh-instinctive strategic insight.

Once per battle round, when you target the bearer with a Stratagem, that use of that Stratagem costs 1 less CP than normal.

Stratagems

RESPONSIVE SHIELDING
1CP
Response Clade – Wargear Stratagem
Key shipboard power nodes detect the proximity of Skitarii defenders and activate temporary energy shields to protect them.
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One SKITARII unit from your army that is within range of an objective marker and was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
ACCESS OVERRIDES
1CP
Response Clade – Strategic Ploy Stratagem
The machine spirits of the vessel’s hatchways open willingly to permit these defenders to pass.
WHEN: Your Movement phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units.

EFFECT: Select one closed Hatchway within 1" of your unit. Your unit can attempt to operate that Hatchway.

RESTRICTIONS: Until the end of the turn, your unit cannot attempt to operate a Hatchway again.
PRECOGNITATED FIREFIELDS
1CP
Response Clade – Battle Tactic Stratagem
The Skitarii have datamapped every distance, angle and optimised fire field of their ship in advance, and can access this targeting intelligence at will.
WHEN: Your Shooting phase.

TARGET: One SKITARII unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If your unit has the BATTLELINE keyword, those weapons have the [SUSTAINED HITS 2] ability instead.
INTEGRATIVE WITHDRAWAL
1CP
Response Clade – Strategic Ploy Stratagem
Employing their servo-symbiotic link to the machine spirits of their vessel, the Skitarii perform a fighting retreat aided by the systems of the ship itself.
WHEN: Your Shooting phase.

TARGET: One SKITARII unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back. In addition, after your unit has shot this phase, if it is within 1" of an open Hatchway and is not within Engagement Range of one or more enemy units, you can close that Hatchway.

Machine Cult

The voidships of the Adeptus Mechanicus are as much spacegoing temples to the Omnissiah as they are floating forges or esoteric warships. The teeming tech-clergy aboard such ships form zealous armies in their own right, responding with fanatical aggression to any foe.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to one of each of the following units:

Rules Adaptations

  • ELECTRO-PRIESTS units can perform the Secure Site Tactical Manoeuvre as if they had the BATTLELINE keyword.
  • The TECH-PRIEST DOMINUS model loses the Dataspike ability.

Army Rule

Close-quarters Doctrinas

These specialised datapsalmic subroutines draw upon combat data harvested from countless battles amidst the close confines of voidships and bunker complexes.

Units from your army with the Doctrina Imperatives ability replace that ability with this one.

At the start of the battle round, select one of the following weapon abilities: [ASSAULT]; [IGNORES COVER]; [PISTOL]. Until the end of the battle round, ranged weapons equipped by models from your army with this ability have that weapon ability.

Detachment Rule

Canticles of the Omnissiah

Chanting avidly in blaring binharic, the servants of the Omnissiah surge into battle as though possessed by wrathful datagheists.

Add 1 to Advance rolls, Charge rolls and Battle-shock tests taken for TECH-PRIEST and ELECTRO-PRIESTS units from your army.

Enhancements

Beseech the Machine Spirits

With acts of electroflagellation, the faithful seek the aid of the vessels systems.

At the end of the Move Units step of your Movement phase, the bearer can attempt to operate a Hatchway that is visible to and within 9" of it, instead of one within 1". When doing so, if your opponent attempts to prevent it, add the bearers Toughness characteristic to your result of the roll-off, instead of that of a friendly model within 1" of that Hatchway.

Harmonic Discordator

Voices cyber-modulated to hideously unsettling pitches, the faithful of the Omnissiah weaponise their hymnals.

In the Battle-shock step of your opponents Command phase, if an enemy unit that is below its Starting Strength is within 3" of the bearer, that unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase.

Stratagems

ELECTROGHEIST VISITATIONS
1CP
Machine Cult – Wargear Stratagem
The faithful summon leaping electrogheists whose arcing energies interfere with enemy targeting and swat hostile projectiles from the air.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ELECTRO-PRIESTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is within 6” of your unit, subtract 1 from the Hit roll.
OMNISSIAH’S GUIDANCE
1CP
Machine Cult – Battle Tactic Stratagem
By surrendering all control to the Omnissiah, the faithful are able to target their foes with near-omniscient accuracy.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, models in your unit can ignore other models in their unit for the purposes of determining visibility.
POWER OF THE MOTIVE FORCE
1CP
Machine Cult – Strategic Ploy Stratagem
Seized by overwhelming holy energies, these auto-fanatics hurl themselves into the fight with tendon-straining, inhuman haste.
WHEN: Your Charge phase.

TARGET: One ELECTRO-PRIESTS unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
TETHER-TENDRILS
1CP
Machine Cult – Strategic Ploy Stratagem
Weaponised mechadendrites burst from the rapturous faithful, ensnaring and electrocuting foes seeking to flee.
WHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.

TARGET: One TECH-PRIEST or ELECTRO-PRIESTS unit from your army that is within Engagement Range of that enemy unit.

EFFECT: Until the end of the phase, when that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.

The LEGIO CYBERNETICA keyword is used in the following Adeptus Mechanicus datasheets:

Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
AUTO-DIVINATORY TARGETING
1CP
Cohort Cybernetica – Battle Tactic Stratagem
Encoded with the schemata of the enemy's fortified battle lines and auto-codified vectors of attack, the Cohort's war engines are perfectly aligned to deliver the Machine God's wrath.
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or VEHICLE unit from your army, and one objective marker.

EFFECT: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
Heavy

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.

The BATTLELINE keyword is used in the following Adeptus Mechanicus datasheets:

Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.

Protector Imperative

  • Ranged weapons equipped by models in this unit have the [HEAVY] ability.
  • Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
  • Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly BATTLELINE units, subtract 1 from the Hit roll.

Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while %000015069performing actions%.
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
Rad-bombardment
Rad-Zone Corps Detachment

Whether as a result of natural phenomena, apocalyptic internecine strife or calamitous accidents, many forge worlds are heavily irradiated. When holy wars of requisition are unleashed, the Tech-Priests think nothing of turning this invisible curse upon their foes, bombarding the battlefield with deadly radiation prior to an assault.

BATTLE ROUND
1
BOMBARDMENT
At the start of the first battle round, for each enemy unit within your opponents deployment zone, your opponent must decide whether that unit will take cover or stand firm. You then roll one D6 for each of those enemy units and apply the relevant result below:
  • Unit Standing Firm: On a 3+, that unit suffers D3 mortal wounds.
  • Unit Taking Cover: Until the end of the battle round, that unit is Battle-shocked and, on a 5+, that unit suffers D3 mortal wounds.

BATTLE ROUND
2
      ONWARDS
FALLOUT
At the start of your Command phase during the second, third, fourth and fifth battle rounds, roll one D6 for each enemy unit within your opponent’s deployment zone. On a 3+, that unit suffers 1 mortal wound and must take a Battle-shock test.
STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
Anti

Certain weapons are the bane of a particular foe.

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.

The TECH-PRIEST keyword is used in the following Adeptus Mechanicus datasheets:

Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Invulnerable Saves

Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.

The SKITARII and MOUNTED keywords are used in the following Adeptus Mechanicus datasheets:

The SICARIAN keyword is used in the following Adeptus Mechanicus datasheets:

Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.

Conqueror Imperative

  • Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
  • Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
  • Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1.

INFILTRATORS

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

The PTERAXII keyword is used in the following Adeptus Mechanicus datasheets:

The SYDONIAN keyword is used in the following Adeptus Mechanicus datasheets:

Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.

The TECH-PRIEST keyword is used in the following Adeptus Mechanicus datasheets:

FIGHTS FIRST

Some warriors attack with blinding speed, landing their blows before their foes can react.

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.

The ELECTRO-PRIESTS keyword is used in the following Adeptus Mechanicus datasheets:

Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.

The TRANSPORT keyword is used in the following Adeptus Mechanicus datasheets:

Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that can embark within them.

Units can start the battle embarked within a TRANSPORT model instead of being set up separately – declare which units are embarked within a TRANSPORT model before you set it up.

FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.
Doctrina Imperatives

An Adeptus Mechanicus army marching to war is a sight both terrifying and glorious, each holy warrior a disturbing fusion of Human and machine. While the ruling Tech-Priests and their fanatical followers raise modified voices in praise of the Machine God, their Skitarii soldiery and Servitor creations are controlled by doctrina imperatives loaded by their masters to augment and adapt the warriors’ abilities.

At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.

Protector Imperative

  • Ranged weapons equipped by models in this unit have the [HEAVY] ability.
  • Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
  • Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly BATTLELINE units, subtract 1 from the Hit roll.

Conqueror Imperative

  • Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
  • Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
  • Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1.

Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.

The EPIC HERO keyword is used in the following Adeptus Mechanicus datasheets:

Before selecting targets for this weapon, select one of its profiles to make attacks with.
Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.
Pistol

Pistols can be wielded even at point-blank range.

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).
Precision

Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
Charge Bonus

Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.

Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.
HEROIC INTERVENTION
1CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
AUTO-SERMON OF DEPLOYMENT2RP

Tech-Priests are loath to risk the most precious and storied artefacts of Humanity's past in the fires of war without intensive and ostentatious rituals of preservation. The benediction of the Omnissiah is invoked in incense-fogged rites that ring to choruses of binharic praise, as his guardianship is sought.

Purchase this Requisition before a battle. Select one TECH-PRIEST model (excluding EPIC HEROES) from your Crusade army, then select one piece of Legendary Archeotech your Crusade force. Until the end of the battle, that TECH-PRIEST model is equipped with that piece of Legendary Archeotech. You cannot select the same piece of Legendary Archeotech two battles in a row.
Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

SMOKESCREEN
1CP
Core – Wargear Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.

The SKITARII and CHARACTER keywords are used in the following Adeptus Mechanicus datasheets:

The MOUNTED keyword is used in the following Adeptus Mechanicus datasheets:

The KATAPHRON keyword is used in the following Adeptus Mechanicus datasheets:

Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, roll off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

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1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2024