Adeptus Mechanicus – Serberys Raiders
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Serberys Raiders
(⌀60 x 35mm)
M
12"
T
4
Sv
4+
W
2
Ld
7+
OC
2
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Mechanicus pistol [devastating wounds, pistol]
Mechanicus pistol [devastating wounds, pistol]
12"
1
4+
6
-1
1
Galvanic carbine [devastating wounds]
Galvanic carbine [devastating wounds]
18"
3
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Cavalry sabre and clawed limbs
Cavalry sabre and clawed limbs
Melee
4
4+
4
-1
1
WARGEAR OPTIONS
  • 1 Serberys Raider can be equipped with 1 enhanced data-tether.

ABILITIES
CORE: Scouts 9"
FACTION: Doctrina Imperatives
Tactica Obliqua:
    Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can do one of the following:
    • Make a Normal move of up to D6".
    • Make a Normal move of up to 6", provided every model in this unit ends that move wholly within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units.
    WARGEAR ABILITIES
    Enhanced data-tether: Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP.
    UNIT COMPOSITION
    • 1 Serberys Raider Alpha
    • 2-5 Serberys Raiders
    The Serberys Raider Alpha model is equipped with: Mechanicus pistol; galvanic carbine; cavalry sabre and clawed limbs.

    Every Serberys Raider model is equipped with: galvanic carbine; cavalry sabre and clawed limbs.
    3 models
    60
    6 models
    120
    KEYWORDS: MOUNTED, IMPERIUM, SKITARII, SERBERYS RAIDERS
    FACTION KEYWORDS:
    ADEPTUS MECHANICUS
    STRATAGEMS
    COMMAND RE-ROLL
    1CP
    Boarding Actions – Epic Deed
    BA
    INSANE BRAVERY
    1CP
    Boarding Actions – Epic Deed
    BA
    EXPLOSIVE CLEARANCE
    1CP
    Boarding Actions – Battle Tactic
    BA
    COUNTER-OFFENSIVE
    2CP
    Boarding Actions – Strategic Ploy
    BA
    COMMAND RE-ROLL
    1CP
    Core – Battle Tactic
    C
    INSANE BRAVERY
    1CP
    Core – Epic Deed
    C
    FIRE OVERWATCH
    1CP
    Core – Strategic Ploy
    C
    RAPID INGRESS
    1CP
    Core – Strategic Ploy
    C
    HEROIC INTERVENTION
    1CP
    Core – Strategic Ploy
    C
    COUNTER-OFFENSIVE
    2CP
    Core – Strategic Ploy
    C
    CACHED ACQUISITION
    1CP
    Explorator Maniple – Epic Deed
    PRIORITY RECLAMATION
    1CP
    Explorator Maniple – Battle Tactic
    GUIDED RETREAT
    1CP
    Haloscreed Battle Clade – Strategic Ploy
    NEURAL OVERLOAD
    1CP
    Haloscreed Battle Clade – Strategic Ploy
    ERADICATION PROTOCOLS
    1CP
    Haloscreed Battle Clade – Battle Tactic
    TARGETING OVERRIDE
    1CP
    Haloscreed Battle Clade – Battle Tactic
    AGGRESSOR IMPERATIVE
    1CP
    Rad-Zone Corps – Battle Tactic
    LETHAL DOSAGE
    1CP
    Rad-Zone Corps – Wargear
    PRE-CALIBRATED PURGE SOLUTION
    1CP
    Rad-Zone Corps – Battle Tactic
    BULWARK IMPERATIVE
    2CP
    Rad-Zone Corps – Battle Tactic
    BALEFUL HALO
    2CP
    Rad-Zone Corps – Battle Tactic
    BINHARIC OFFENCE
    2CP
    Skitarii Hunter Cohort – Strategic Ploy
    ISOLATE AND DESTROY
    1CP
    Skitarii Hunter Cohort – Strategic Ploy
    EXPEDITED PURGE PROTOCOL
    1CP
    Skitarii Hunter Cohort – Strategic Ploy
    PROGRAMMED WITHDRAWAL
    1CP
    Skitarii Hunter Cohort – Strategic Ploy
    DETACHMENT ABILITY
    Rad-bombardment
    Noospheric Transference
    Stealth Optimisation
    Acquisition At Any Cost
    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.
    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.
    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.
    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.

    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.
    Before selecting targets for this weapon, select one of its profiles to make attacks with.
    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.
    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).
    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.
    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.
    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.
    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.
    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.
    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.
    COMMAND RE-ROLL
    1CP
    Boarding Actions – Epic Deed Stratagem
    A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
    WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw.
    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.
    INSANE BRAVERY
    1CP
    Boarding Actions – Epic Deed Stratagem
    Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
    WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

    TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

    EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
    Blast

    High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

    Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

    • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
    • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
    EXPLOSIVE CLEARANCE
    1CP
    Boarding Actions – Battle Tactic Stratagem
    A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
    WHEN: Your Shooting phase.

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

    EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
    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.
    COUNTER-OFFENSIVE
    2CP
    Boarding Actions – Strategic Ploy Stratagem
    In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
    WHEN: Fight phase, just after an enemy unit has fought.

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

    EFFECT: Your unit fights next.
    Re-rolls
    Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

    You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

    • Unmodified Dice: the result after re-rolls, but before any modifiers.
    • A dice can never be re-rolled more than once.
    • You must re-roll all dice if several need adding together (e.g. 2D6).
    • Re-rolls are applied before any modifiers.
    COMMAND RE-ROLL
    1CP
    Core – Battle Tactic Stratagem
    A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
    INSANE BRAVERY
    1CP
    Core – Epic Deed Stratagem
    Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

    TARGET: That unit from your army.

    EFFECT: Your unit automatically passes that Battle-shock test.

    RESTRICTIONS: You cannot use this Stratagem more than once per battle.
    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.
    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 or Fall Back move, or declares a charge.

    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.
    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.
    RAPID INGRESS
    1CP
    Core – Strategic Ploy Stratagem
    Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
    WHEN: End of your opponent’s Movement phase.

    TARGET: One unit from your army that is in Reserves.

    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
    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.
    COUNTER-OFFENSIVE
    2CP
    Core – Strategic Ploy Stratagem
    In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
    WHEN: Fight phase, just after an enemy unit has fought.

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

    EFFECT: Your unit fights next.
    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.
    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).
    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.
    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 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.

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

    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.
    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 unit from your army Consolidates.

    TARGET: That 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.
    GUIDED RETREAT
    1CP
    Haloscreed Battle Clade – Strategic Ploy Stratagem
    From their distant strategium pulpit, the Tech-Priest commander’s guiding hand descends, seizing control of allied minds, steering their troops carefully away from harm whilst maintaining a hail of killing fire.
    WHEN: Your Movement phase, just after an unit from your army makes a Fall Back move.

    TARGET: That unit.

    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back, and, if it is a Halo Override unit, you can re-roll Desperate Escape tests taken for it.
    Noospheric Transference
    Haloscreed Battle Clade Detachment

    Tech-Priests can override the will of their thralls and project martial data inloads into the minds of their warriors, blessing the soldiery with endless streams of precisely tailored binharic code.

    In your Command phase, select one or more units from your army (including units that are embarked within TRANSPORTS). The maximum number of units you can select depends on the battle size, as follows:

    INCURSION:1 UNIT
    STRIKE FORCE2 UNITS
    ONSLAUGHT3 UNITS

    Until the start of your next Command phase, those units gain the HALO OVERRIDE keyword. Then, select one of the Override abilities below. Until the start of your next Command phase, units from your army with the HALO OVERRIDE keyword have the selected Override ability:

    Electromotive Energisation
    Add 2" to the Move characteristic of models in this unit.

    Microactuator Bracing
    Add 1 to the Toughness characteristic of models in this unit.

    Predation Protocols
    This unit is eligible to declare a charge in a turn in which it Advanced.

    Muted Servomotors
    Models in this unit have the Stealth ability.
    NEURAL OVERLOAD
    1CP
    Haloscreed Battle Clade – Strategic Ploy Stratagem
    By projecting their consciousness into the minds of tech thralls, a Tech-Priest may significantly enhance their warriors’ lethality. However, doing so risks overloading their combat units’ more limited neural networks. Such hazards are seen as an opportunity to give one’s life in the name of the Omnissiah.
    WHEN: Your Movement phase.

    TARGET: One unit from your army.

    EFFECT: If your unit is a HALO OVERRIDE unit, it suffers D3 mortal wounds. Select one Override ability. Until the start of your next Command phase, that ability is active for your unit.

    Designer’s Note: This means that if the targeted unit already has the HALO OVERRIDE keyword, it can be affected by multiple Override abilities at the same time, but suffers mortal wounds to do so. Alternatively, if your unit does not have the HALO OVERRIDE keyword, it instead has the chosen Override ability until the start of your next Command phase, but does not benefit from any other Override abilities that are active.
    ERADICATION PROTOCOLS
    1CP
    Haloscreed Battle Clade – Battle Tactic Stratagem
    Fresh imperatives flow down from on high. The orders are simple: eliminate the foe.
    WHEN: Your Shooting phase or the Fight phase.

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

    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
    TARGETING OVERRIDE
    1CP
    Haloscreed Battle Clade – Battle Tactic Stratagem
    Experienced Tech-Priests rapidly analyse the foe’s weaknesses and feed the resultant data to their soldiers, who exploit these flaws to destroy their targets.
    WHEN: Your Shooting phase or the Fight phase.

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

    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
    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 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.
    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 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.
    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 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.
    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.
    Acquisition At Any Cost
    Explorator Maniple Detachment

    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 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.

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

    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.
    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.
    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].

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

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

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

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

    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.
    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.
    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.
    Stealth Optimisation
    Skitarii Hunter Cohort Detachment

    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.
    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.
    © Vyacheslav Maltsev 2013-2024