Adeptus Mechanicus – Datasheets
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Characters


Belisarius Cawl
(⌀105 x 70mm)
M
6"
T
8
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Solar atomiser [blast, melta d3]
Solar atomiser [blast, melta d3]
18"
D3
2+
14
-4
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Arc scourge [anti-vehicle 4+, devastating wounds, extra attacks]
Arc scourge [anti-vehicle 4+, devastating wounds, extra attacks]
Melee
4
2+
5
-1
1
Cawl’s Omnissian axe
Cawl’s Omnissian axe
Melee
4
2+
8
-2
2
Mechadendrite hive [extra attacks]
Mechadendrite hive [extra attacks]
Melee
2D6
3+
4
0
1
CANTICLES OF THE OMNISSIAH
Invocation of Machine Vengeance (Aura): While a friendly unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Hit roll of 1.
Mantra of Discipline (Aura): While a friendly unit is within 6" of this model, each time you take a Battle-shock or Leadership test for that unit, add 1 to that test.
Shroudpsalm (Aura): While a friendly unit is within 6" of this model, each time a ranged attack targets that unit, that unit has the Benefit of Cover against that attack.
ABILITIES
Canticles of the Omnissiah: At the start of the battle round, select one of the abilities in the Canticles of the Omnissiah section (see left). Until the start of the next battle round, this model has that ability.
Mechanicus Bodyguard: While this model is within 3" of one or more other friendly units, this model has the Lone Operative ability.
Self-repair Mechanisms: At the start of your Command phase, this model regains up to D3 lost wounds.
UNIT COMPOSITION
  • 1 Belisarius Cawl – EPIC HERO
This model is equipped with: solar atomiser; arc scourge; Cawl’s Omnissian axe; mechadendrite hive.
1 model
150
SUPREME COMMANDER
If this model is in your army, it must be your Warlord.
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, IMPERIUM, TECH-PRIEST, CULT MECHANICUS, BELISARIUS CAWL
FACTION KEYWORDS:


Cybernetica Datasmith
(⌀32mm)
M
6"
T
4
Sv
2+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Mechanicus pistol [devastating wounds, pistol]
Mechanicus pistol [devastating wounds, pistol]
12"
1
3+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Power fist
Power fist
Melee
2
3+
8
-2
2
ABILITIES
CORE: Leader
Battle Protocols: At the start of the battle, if this model is leading a KASTELAN ROBOTS unit, that unit enters Aegis Protocols (see below). In your Command phase, if this model is leading a KASTELAN ROBOTS unit, you can select one protocol from those listed below for that unit to enter. Once a unit enters a protocol, it remains in that protocol until it enters a different one.
  • Protector Protocol: Add 2 to the Attacks characteristic of ranged weapons equipped by KASTELAN ROBOT models in that unit.
  • Conqueror Protocol: Add 2 to the Attacks characteristic of melee weapons equipped by KASTELAN ROBOT models in that unit.
  • Aegis Protocol: Add 1 to the Toughness characteristic of KASTELAN ROBOT models in that unit.
UNIT COMPOSITION
  • 1 Cybernetica Datasmith
This model is equipped with: Mechanicus pistol; power fist.
1 model
35
LEADER
This model can be attached to the following unit: You must attach this model to a KASTELAN ROBOTS unit, even if one or more other CYBERNETICA DATASMITH models have already been attached to it. In such cases, if that Bodyguard unit is destroyed, the Leader units attached to it become separate units with their original Starting Strengths. If you cannot attach this model to a KASTELAN ROBOTS unit, this model cannot be deployed and counts as having been destroyed during the first battle round. While attached to a KASTELAN ROBOTS unit, this model loses the INFANTRY keyword.
KEYWORDS: INFANTRY, CHARACTER, IMPERIUM, LEGIO CYBERNETICA, TECH-PRIEST, CYBERNETICA DATASMITH
FACTION KEYWORDS:


Skitarii Marshal
(⌀32mm)
M
6"
T
3
Sv
4+
W
3
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Mechanicus pistol [devastating wounds, pistol]
Mechanicus pistol [devastating wounds, pistol]
12"
1
3+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Control stave
Control stave
Melee
4
3+
6
-1
1
ABILITIES
CORE: Leader
FACTION: Doctrina Imperatives
Control Edict: While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.
Servo-skull Uplink: Once per turn, you can select this model’s unit for a Stratagem even if that Stratagem has already been used on another unit from your army this phase.
UNIT COMPOSITION
  • 1 Skitarii Marshal
This model is equipped with: Mechanicus pistol; control stave.
1 model
35
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, IMPERIUM, SKITARII, MARSHAL
FACTION KEYWORDS:


Sydonian Skatros
(⌀40mm)
M
8"
T
4
Sv
4+
W
4
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Mechanicus pistol [DEVASTATING WOUNDS, PISTOL]
Mechanicus pistol [DEVASTATING WOUNDS, PISTOL]
12"
1
3+
6
-1
1
Radium jezzail [ANTI-INFANTRY 3+, HEAVY, PRECISION]
Radium jezzail [ANTI-INFANTRY 3+, HEAVY, PRECISION]
36"
1
3+
5
-2
3
Skatros transuranic arquebus [ANTI-MONSTER 4+, ANTI-VEHICLE 4+, HEAVY, PRECISION]
Skatros transuranic arquebus [ANTI-MONSTER 4+, ANTI-VEHICLE 4+, HEAVY, PRECISION]
36"
1
3+
7
-2
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Sydonian feet
Sydonian feet
Melee
3
4+
3
0
1
WARGEAR OPTIONS
  • This model’s radium jezzail can be replaced with 1 Skatros transuranic arquebus.

ABILITIES
CORE: Lone Operative, Stealth
FACTION: Doctrina Imperatives
Dread Snipers: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test.
Achillan Eye: Each time this model makes an attack with a radium jezzail that targets an INFANTRY unit, you can re-roll the Wound roll. Each time this model makes an attack with a Skatros transuranic arquebus that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.
UNIT COMPOSITION
  • 1 Sydonian Skatros
This model is equipped with: Mechanicus pistol; radium jezzail; Sydonian feet.
1 model
60
SYDONIAN SENTINEL
This model cannot be your WARLORD
KEYWORDS: INFANTRY, CHARACTER, IMPERIUM, SKITARII, SYDONIAN, SKATROS
FACTION KEYWORDS:


Tech-priest Dominus
(⌀50mm)
M
6"
T
4
Sv
2+
W
4
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Eradication ray – dissipated
Eradication ray – dissipated
24"
D3
3+
6
-1
1
Eradication ray – focused
Eradication ray – focused
12"
D3
3+
6
-2
2
Macrostubber [pistol]
Macrostubber [pistol]
12"
5
3+
4
0
1
Phosphor serpenta [ignores cover, pistol]
Phosphor serpenta [ignores cover, pistol]
18"
1
3+
5
-1
2
Volkite blaster [devastating wounds]
Volkite blaster [devastating wounds]
24"
3
3+
5
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Omnissian axe
Omnissian axe
Melee
4
3+
6
-2
2
WARGEAR OPTIONS
  • This model’s macrostubber can be replaced with 1 phosphor serpenta.
  • This model’s volkite blaster can be replaced with 1 eradication ray.

ABILITIES
CORE: Leader
Lord of the Machine Cult: While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the ELECTRO-PRIESTS keyword, models in that unit have the Feel No Pain 4+ ability instead.
Data-spike: At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model’s unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1.
UNIT COMPOSITION
  • 1 Tech-Priest Dominus
This model is equipped with: macrostubber; volkite blaster; Omnissian axe.
1 model
75
LEADER
KEYWORDS: IMPERIUM, INFANTRY, CHARACTER, CULT MECHANICUS, TECH-PRIEST, DOMINUS
FACTION KEYWORDS:


Tech-priest Enginseer
(⌀32mm)
M
6"
T
4
Sv
3+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Mechanicus pistol [devastating wounds, pistol]
Mechanicus pistol [devastating wounds, pistol]
12"
1
3+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Omnissian axe
Omnissian axe
Melee
3
4+
6
-2
2
Servo-arm [extra attacks]
Servo-arm [extra attacks]
Melee
1
4+
6
-2
2
ABILITIES
CORE: Leader
Enginseer: While this model is within 3" of one or more friendly VEHICLE units, unless it is leading a unit, this model has the Lone Operative ability.
Omnissiah’s Blessing: In your Command phase, select one friendly model within 3" of this model. That model regains up to D3 lost wounds and, if it is a VEHICLE model, until the start of your next Command phase, that model has the Feel No Pain 5+ ability. Each model can only be selected for this ability once per Command phase.
Vengeance for the Omnissiah: If a friendly VEHICLE model is destroyed within 12" of this model, until the end of the battle, this model’s Omnissian axe has an Attacks characteristic of 6.
UNIT COMPOSITION
  • 1 Tech-Priest Enginseer
This model is equipped with: Mechanicus pistol; Omnissian axe; servo-arm.
1 model
45
LEADER
KEYWORDS: IMPERIUM, INFANTRY, CHARACTER, CULT MECHANICUS, TECH-PRIEST, ENGINSEER
FACTION KEYWORDS:


Tech-priest Manipulus
(⌀50mm)
M
6"
T
4
Sv
2+
W
4
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Magnarail lance [heavy]
Magnarail lance [heavy]
36"
1
3+
7
-2
3
Transonic cannon [devastating wounds, torrent]
Transonic cannon [devastating wounds, torrent]
12"
D6
N/A
4
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Omnissian staff
Omnissian staff
Melee
4
3+
6
-1
2
WARGEAR OPTIONS
  • This model’s magnarail lance can be replaced with 1 transonic cannon.

ABILITIES
CORE: Leader
Galvanic Field: While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Defend the Divine Work: Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model’s unit have a 4+ invulnerable save.
UNIT COMPOSITION
  • 1 Tech-Priest Manipulus
This model is equipped with: magnarail lance; Omnissian staff.
1 model
55
LEADER
KEYWORDS: IMPERIUM, INFANTRY, CHARACTER, CULT MECHANICUS, TECH-PRIEST, MANIPULUS
FACTION KEYWORDS:


Technoarcheologist
(⌀32mm)
M
6"
T
4
Sv
3+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Mechanicus pistol [devastating wounds, pistol]
Mechanicus pistol [devastating wounds, pistol]
12"
1
3+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Servo-arc claw [anti-vehicle 4+, devastating wounds]
Servo-arc claw [anti-vehicle 4+, devastating wounds]
Melee
3
4+
8
-2
2
ABILITIES
CORE: Leader
Seekers of Divine Arcana: While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.
Cogitative Instincts: Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of this model.
UNIT COMPOSITION
  • 1 Technoarcheologist
This model is equipped with: Mechanicus pistol; servo-arc claw.
1 model
45
LEADER
KEYWORDS: INFANTRY, CHARACTER, IMPERIUM, CULT MECHANICUS, TECH-PRIEST, TECHNOARCHEOLOGIST
FACTION KEYWORDS:


X-101
(⌀32mm)
M
6"
T
3
Sv
4+
W
3
Ld
8+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Grav-gun [anti-vehicle 4+]
Grav-gun [anti-vehicle 4+]
18"
2
3+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hydraulic claw
Hydraulic claw
Melee
2
4+
8
-2
3
WARGEAR OPTIONS
  • None

ABILITIES
FACTION: Doctrina Imperatives
Mindlock: While a TECH-PRIEST model is leading this model’s unit, improve the Ballistic Skill and Weapon Skill characteristics of this model’s weapons by 1.
Bound Creation: While a TECH-PRIEST model is leading this model’s unit, that TECH-PRIEST model has the Feel No Pain 5+ ability.
UNIT COMPOSITION
  • 1 X-101 – EPIC HERO
This model is equipped with: grav-gun; hydraulic claw.
1 model
40
SERVITOR BODYGUARD
At the start of the Declare Battle Formations step, this model can join one other unit from your army that is being led by a TECH-PRIEST INFANTRY model. If it does, until the end of the battle, this model counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly.
KEYWORDS: INFANTRY, IMPERIUM, CHARACTER, EPIC HERO, CULT MECHANICUS, X-101
FACTION KEYWORDS:

Battleline


Skitarii Rangers
(⌀25mm)
M
6"
T
3
Sv
4+
W
1
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
Arc rifle [anti-vehicle 4+, devastating wounds, rapid fire 1]
Arc rifle [anti-vehicle 4+, devastating wounds, rapid fire 1]
30"
1
4+
8
-1
D3
Galvanic rifle
Galvanic rifle
30"
2
4+
4
0
1
Plasma caliver – standard
Plasma caliver – standard
30"
2
4+
7
-2
1
Plasma caliver – supercharge [hazardous]
Plasma caliver – supercharge [hazardous]
30"
2
4+
8
-3
2
Transuranic arquebus [heavy, precision]
Transuranic arquebus [heavy, precision]
36"
1
4+
7
-2
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Alpha combat weapon
Alpha combat weapon
Melee
2
4+
5
-1
1
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
WARGEAR OPTIONS
  • The Skitarii Ranger Alpha can be equipped with 1 Alpha combat weapon.
  • The Skitarii Ranger Alpha’s galvanic rifle can be replaced with 1 Mechanicus pistol.
  • 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 arc rifle.
  • 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 plasma caliver.
  • 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 transuranic arquebus.
  • 1 Skitarii Ranger equipped with a galvanic rifle can be equipped with one of the following:
    • 1 enhanced data-tether*
    • 1 omnispex*

* That model’s galvanic rifle cannot be replaced.
ABILITIES
CORE: Scouts 6"
FACTION: Doctrina Imperatives
Objective Scouted: At the end of your Command phase, if this unit is within range of an objective marker you control, 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.
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.
Omnispex: Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
UNIT COMPOSITION
  • 1 Skitarii Ranger Alpha
  • 9 Skitarii Rangers
Every model is equipped with: galvanic rifle; close combat weapon.
10 models
80
KEYWORDS: INFANTRY, BATTLELINE, IMPERIUM, SKITARII, RANGERS
FACTION KEYWORDS:


Skitarii Vanguard
(⌀25mm)
M
6"
T
3
Sv
4+
W
1
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
Arc rifle [anti-vehicle 4+, devastating wounds, rapid fire 1]
Arc rifle [anti-vehicle 4+, devastating wounds, rapid fire 1]
30"
1
4+
8
-1
D3
Plasma caliver – standard
Plasma caliver – standard
30"
2
4+
7
-2
1
Plasma caliver – supercharge [hazardous]
Plasma caliver – supercharge [hazardous]
30"
2
4+
8
-3
2
Radium carbine [anti-infantry 4+]
Radium carbine [anti-infantry 4+]
18"
3
4+
3
0
1
Transuranic arquebus [heavy, precision]
Transuranic arquebus [heavy, precision]
36"
1
4+
7
-2
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Alpha combat weapon
Alpha combat weapon
Melee
2
4+
5
-1
1
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
WARGEAR OPTIONS
  • The Skitarii Vanguard Alpha can be equipped with 1 Alpha combat weapon.
  • The Skitarii Vanguard Alpha’s radium carbine can be replaced with 1 Mechanicus pistol.
  • 1 Skitarii Vanguard’s radium carbine can be replaced with 1 arc rifle.
  • 1 Skitarii Vanguard’s radium carbine can be replaced with 1 plasma caliver.
  • 1 Skitarii Vanguard’s radium carbine can be replaced with 1 transuranic arquebus.
  • 1 Skitarii Vanguard equipped with a radium carbine can be equipped with one of the following:
    • 1 enhanced data-tether*
    • 1 omnispex*

* That model’s radium carbine cannot be replaced.
ABILITIES
FACTION: Doctrina Imperatives
Rad-saturation (Aura): While an enemy unit (excluding VEHICLE units) is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that unit.
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.
Omnispex: Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
UNIT COMPOSITION
  • 1 Skitarii Vanguard Alpha
  • 9 Skitarii Vanguard
Every model is equipped with: radium carbine; close combat weapon.
10 models
80
KEYWORDS: INFANTRY, BATTLELINE, IMPERIUM, SKITARII, VANGUARD
FACTION KEYWORDS:

Dedicated Transports


Skorpius Dunerider
(⌀Use model)
M
12"
T
9
Sv
3+
W
11
Ld
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cognis heavy stubber array [rapid fire 9, sustained hits 1, twin-linked]
Cognis heavy stubber array [rapid fire 9, sustained hits 1, twin-linked]
36"
9
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
ABILITIES
CORE: Deadly Demise D3
FACTION: Doctrina Imperatives
Broad Spectrum Data-tether: Each time you target this unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
Fire Support: In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase. Until the end of the phase, each time a friendly model that disembarked from this Transport this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll.
UNIT COMPOSITION
  • 1 Skorpius Dunerider
This model is equipped with: cognis heavy stubber array; armoured hull.
1 model
80
TRANSPORT
This model has a transport capacity of 12 INFANTRY models. It cannot transport JUMP PACK, KATAPHRON or SYDONIAN SKATROS models.
KEYWORDS: VEHICLE, TRANSPORT, DEDICATED TRANSPORT, IMPERIUM, SKITARII, SMOKE, SKORPIUS DUNERIDER
FACTION KEYWORDS:


Terrax-pattern Termite
(⌀Use model)
M
8"
T
10
Sv
3+
W
14
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
4+
4
0
1
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Terrax melta cutter [melta 2]
Terrax melta cutter [melta 2]
12"
5
4+
9
-4
D6
Twin volkite charger [devastating wounds, twin-linked]
Twin volkite charger [devastating wounds, twin-linked]
18"
2
4+
5
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Termite drill [anti-vehicle 3+]
Termite drill [anti-vehicle 3+]
Melee
6
4+
14
-2
D3+3
WARGEAR OPTIONS
  • This model’s 2 combi-bolters can be replaced with one of the following
    • 2 heavy flamers
    • 2 twin volkite chargers

ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Doctrina Imperatives
Termite Assault: This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models.
UNIT COMPOSITION
  • 1 Terrax-pattern Termite
This model is equipped with: Terrax melta cutter; 2 combi-bolters; Termite drill.
1 model
200
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 INFANTRY models. It cannot transport JUMP PACK or KATAPHRON models.
KEYWORDS: VEHICLE, IMPERIUM, TRANSPORT, DEDICATED TRANSPORT, TERRAX-PATTERN TERMITE
FACTION KEYWORDS:

Other


Archaeopter Fusilave
(⌀170 x 109mm)
M
20+"
T
9
Sv
3+
W
10
Ld
7+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cognis heavy stubber array [rapid fire 9, sustained hits 1, twin-linked]
Cognis heavy stubber array [rapid fire 9, sustained hits 1, twin-linked]
36"
9
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s command uplink can be replaced with 1 chaff launcher.

ABILITIES
CORE: Deadly Demise D3, Hover
FACTION: Doctrina Imperatives
Bomb Rack: Each time this model ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 4+, that unit suffers 1 mortal wound.
WARGEAR ABILITIES
Chaff Launcher: The bearer has the Smoke keyword.
Command Uplink: 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 Archaeopter Fusilave
This model is equipped with: cognis heavy stubber array; armoured hull; command uplink.
1 model
150
KEYWORDS: VEHICLE, AIRCRAFT, FLY, IMPERIUM, SKITARII, ARCHAEOPTER FUSILAVE
FACTION KEYWORDS:


Archaeopter Stratoraptor
(⌀170 x 109mm)
M
20+"
T
9
Sv
3+
W
10
Ld
7+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cognis heavy stubber [rapid fire 3, sustained hits 1]
Cognis heavy stubber [rapid fire 3, sustained hits 1]
36"
3
4+
4
0
1
Heavy phosphor blaster [ignores cover]
Heavy phosphor blaster [ignores cover]
36"
3
4+
6
-1
2
Twin cognis lascannon [sustained hits 1, twin-linked]
Twin cognis lascannon [sustained hits 1, twin-linked]
48"
1
4+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s command uplink can be replaced with 1 chaff launcher.

ABILITIES
CORE: Deadly Demise D3, Hover
FACTION: Doctrina Imperatives
Strafing Run: Each time this model makes a ranged attack that targets an enemy unit (excluding units that can FLY), add 1 to the Hit roll.
WARGEAR ABILITIES
Chaff Launcher: The bearer has the Smoke keyword.
Command Uplink: 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 Archaeopter Stratoraptor
This model is equipped with: 2 cognis heavy stubbers; 2 heavy phosphor blasters; twin cognis lascannon; armoured hull; command uplink.
1 model
170
KEYWORDS: VEHICLE, AIRCRAFT, FLY, IMPERIUM, SKITARII, ARCHAEOPTER STRATORAPTOR
FACTION KEYWORDS:


Archaeopter Transvector
(⌀170 x 109mm)
M
20+"
T
9
Sv
3+
W
10
Ld
7+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cognis heavy stubber array [rapid fire 9, sustained hits 1, twin-linked]
Cognis heavy stubber array [rapid fire 9, sustained hits 1, twin-linked]
36"
9
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s command uplink can be replaced with 1 chaff launcher.

ABILITIES
CORE: Deadly Demise D3, Deep Strike, Hover
FACTION: Doctrina Imperatives
Aerial Deployment: If this model starts the game in Hover mode and in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.
WARGEAR ABILITIES
Chaff Launcher: The bearer has the Smoke keyword.
Command Uplink: 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 Archaeopter Transvector
This model is equipped with: cognis heavy stubber array; armoured hull; command uplink.
1 model
140
TRANSPORT
This model has a transport capacity of 11 SKITARII INFANTRY or TECH-PRIEST INFANTRY models. It cannot transport JUMP PACK or KATAPHRON models.
KEYWORDS: VEHICLE, AIRCRAFT, TRANSPORT, FLY, IMPERIUM, SKITARII, ARCHAEOPTER TRANSVECTOR
FACTION KEYWORDS:


Corpuscarii Electro-priests
(⌀32mm)
M
6"
T
3
Sv
7+
W
1
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Electrostatic gauntlets [pistol, sustained hits 2]
Electrostatic gauntlets [pistol, sustained hits 2]
12"
3
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Electrostatic gauntlets [sustained hits 2]
Electrostatic gauntlets [sustained hits 2]
Melee
3
4+
5
0
1
ABILITIES
CORE: Feel No Pain 5+
Electro-shock: In your Shooting phase, afterthis unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the end of your opponent’s next turn, that enemy unit is shocked. While a unit is shocked, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.
UNIT COMPOSITION
  • 5-10 Corpuscarii Electro-Priests
Every model is equipped with: electrostatic gauntlets.
5 models
60
10 models
120
KEYWORDS: INFANTRY, IMPERIUM, CULT MECHANICUS, CORPUSCARII, ELECTRO-PRIESTS
FACTION KEYWORDS:


Fulgurite Electro-priests
(⌀32mm)
M
6"
T
3
Sv
7+
W
1
Ld
7+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Electroleech stave [devastating wounds]
Electroleech stave [devastating wounds]
Melee
2
3+
6
-1
2
ABILITIES
CORE: Feel No Pain 5+
Electro-infusion: While a CHARACTER model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll.
UNIT COMPOSITION
  • 5-10 Fulgurite Electro-Priests
Every model is equipped with: electroleech stave.
5 models
60
10 models
120
KEYWORDS: INFANTRY, IMPERIUM, CULT MECHANICUS, ELECTRO-PRIESTS, FULGURITE
FACTION KEYWORDS:


Ironstrider Ballistarii
(⌀105 x 70mm)
M
10"
T
7
Sv
3+
W
7
Ld
7+
OC
2
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin cognis autocannon [sustained hits 1, twin-linked]
Twin cognis autocannon [sustained hits 1, twin-linked]
48"
2
4+
9
-1
3
Twin cognis lascannon [sustained hits 1, twin-linked]
Twin cognis lascannon [sustained hits 1, twin-linked]
48"
1
4+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ironstrider feet
Ironstrider feet
Melee
3
4+
5
0
1
WARGEAR OPTIONS
  • Any number of models can each have their twin cognis autocannon replaced with 1 twin cognis lascannon.

ABILITIES
CORE: Deadly Demise 1
FACTION: Doctrina Imperatives
Elevated Strider: This unit is eligible to shoot in a turn in which it Fell Back or Advanced, and you can re-roll Desperate Escape tests taken for models in this unit.
Broad Spectrum Data-tether: Each time you target this unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
UNIT COMPOSITION
  • 1-3 Ironstrider Ballistarii
Every model is equipped with: twin cognis autocannon; Ironstrider feet.
1 model
50
2 models
100
3 models
150
KEYWORDS: VEHICLE, WALKER, SMOKE, IMPERIUM, SKITARII, IRONSTRIDER BALLISTARII
FACTION KEYWORDS:


Kastelan Robots
(⌀60mm)
M
6"
T
9
Sv
2+
W
7
Ld
7+
OC
2
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy phosphor blaster [ignores cover]
Heavy phosphor blaster [ignores cover]
36"
3
4+
6
-1
2
Incendine combustor [ignores cover, torrent]
Incendine combustor [ignores cover, torrent]
12"
D6
N/A
6
-1
1
Kastelan phosphor blaster [ignores cover]
Kastelan phosphor blaster [ignores cover]
24"
3
4+
6
-1
1
Twin Kastelan phosphor blaster [ignores cover, twin-linked]
Twin Kastelan phosphor blaster [ignores cover, twin-linked]
24"
3
4+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
4+
6
0
1
Kastelan fist
Kastelan fist
Melee
4
4+
12
-2
3
Twin Kastelan fist [twin-linked]
Twin Kastelan fist [twin-linked]
Melee
4
4+
12
-2
3
WARGEAR OPTIONS
  • Any number of models can each have their twin Kastelan fist replaced with one of the following:
    • 1 Kastelan phosphor blaster and 1 Kastelan fist
    • 1 twin Kastelan phosphor blaster and 1 close combat weapon
  • Any number of models can each have their incendine combustor replaced with 1 heavy phosphor blaster.

ABILITIES
CORE: Deadly Demise 1
Robotic Bodyguard: While a CYBERNETICA DATASMITH model is leading this unit, that model has the Feel No Pain 4+ ability.
Repulsor Grid: Each time a ranged attack is allocated to a KASTELAN ROBOT model in this unit, on an unmodified saving throw of 6, the attacking unit suffers 1 mortal wound after it has finished making its attacks.
UNIT COMPOSITION
  • 2-4 Kastelan Robots
Every model is equipped with: incendine combustor; twin Kastelan fist.
2 models
180
4 models
360
KEYWORDS: VEHICLE, WALKER, IMPERIUM, LEGIO CYBERNETICA, KASTELAN ROBOTS
FACTION KEYWORDS:


Kataphron Breachers
(⌀60mm)
M
5"
T
7
Sv
3+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy arc rifle [anti-vehicle 4+, rapid fire 2]
Heavy arc rifle [anti-vehicle 4+, rapid fire 2]
30"
2
4+
8
-2
3
Torsion cannon [anti-infantry 2+, blast]
Torsion cannon [anti-infantry 2+, blast]
36"
D3
4+
6
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Arc claw [anti-vehicle 4+]
Arc claw [anti-vehicle 4+]
Melee
4
4+
5
-1
1
Hydraulic claw
Hydraulic claw
Melee
2
4+
8
-2
3
WARGEAR OPTIONS
  • Any number of models can each have their heavy arc rifle replaced with 1 torsion cannon.
  • Any number of models can each have their arc claw replaced with 1 hydraulic claw.

ABILITIES
FACTION: Doctrina Imperatives
Breaching Command: Each time a model in this unit makes an attack, re-roll a Hit roll of 1. While this unit is within 6" of one or more friendly BATTLELINE units, you can re-roll the Hit roll instead.
UNIT COMPOSITION
  • 3-6 Kataphron Breachers
Every model is equipped with: heavy arc rifle; arc claw.
3 models
145
6 models
290
KEYWORDS: INFANTRY, IMPERIUM, CULT MECHANICUS, KATAPHRON, BREACHERS
FACTION KEYWORDS:


Kataphron Destroyers
(⌀60mm)
M
5"
T
6
Sv
3+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cognis flamer [ignores cover, torrent]
Cognis flamer [ignores cover, torrent]
12"
D6
N/A
4
0
1
Heavy grav-cannon [anti-vehicle 2+]
Heavy grav-cannon [anti-vehicle 2+]
30"
4
4+
6
-1
2
Kataphron plasma culverin – standard
Kataphron plasma culverin – standard
36"
4
4+
7
-2
1
Kataphron plasma culverin – supercharge [hazardous]
Kataphron plasma culverin – supercharge [hazardous]
36"
4
4+
8
-3
2
Phosphor blaster [ignores cover, rapid fire 1]
Phosphor blaster [ignores cover, rapid fire 1]
24"
1
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
4+
5
0
1
WARGEAR OPTIONS
  • Any number of models can each have their heavy grav-cannon replaced with 1 Kataphron plasma culverin.
  • Any number of models can each have their phosphor blaster replaced with 1 cognis flamer.

ABILITIES
FACTION: Doctrina Imperatives
Sentinel Directives: Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ when resolving that Stratagem.
UNIT COMPOSITION
  • 3-6 Kataphron Destroyers
Every model is equipped with: heavy grav-cannon; phosphor blaster; close combat weapon.
3 models
105
6 models
210
KEYWORDS: INFANTRY, IMPERIUM, CULT MECHANICUS, KATAPHRON, DESTROYERS
FACTION KEYWORDS:


Onager Dunecrawler
(⌀130mm)
M
8"
T
10
Sv
2+
W
11
Ld
7+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cognis heavy stubber [rapid fire 3, sustained hits 1]
Cognis heavy stubber [rapid fire 3, sustained hits 1]
36"
3
4+
4
0
1
Daedalus missile launcher [anti-fly 2+]
Daedalus missile launcher [anti-fly 2+]
48"
1
4+
10
-2
D6+1
Eradication beamer – dissipated [blast, sustained hits d3]
Eradication beamer – dissipated [blast, sustained hits d3]
36"
D6
4+
9
-2
2
Eradication beamer – focused [blast, sustained hits d3]
Eradication beamer – focused [blast, sustained hits d3]
18"
D6
4+
9
-3
3
Neutron laser [blast, heavy]
Neutron laser [blast, heavy]
48"
2
4+
16
-4
D6+1
Icarus array [anti-fly 4+, twin-linked]
Icarus array [anti-fly 4+, twin-linked]
48"
6
4+
8
-1
2
Twin Onager heavy phosphor blaster [ignores cover, twin-linked]
Twin Onager heavy phosphor blaster [ignores cover, twin-linked]
36"
4
4+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Dunecrawler legs
Dunecrawler legs
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s eradication beamer can be replaced with one of the following:
    • 1 daedalus missile launcher and 1 Icarus array
    • 1 neutron laser and 1 cognis heavy stubber
    • 1 twin Onager heavy phosphor blaster
  • This model can be equipped with 1 additional cognis heavy stubber.
  • This model can be equipped with 1 broad spectrum data-tether.

ABILITIES
CORE: Deadly Demise D3
FACTION: Doctrina Imperatives
Emanatus Force Field (Aura): While a friendly BATTLELINE model is wholly within 6" of this model, that BATTLELINE model has a 4+ invulnerable save against ranged attacks.
WARGEAR ABILITIES
Broad spectrum data-tether: The bearer loses the SMOKE keyword, but each time you target the bearer with a Stratagem, roll one D6: on a 5+, you gain 1CP.
UNIT COMPOSITION
  • 1 Onager Dunecrawler
This model is equipped with: eradication beamer; Dunecrawler legs.
1 model
130
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, IMPERIUM, SKITARII, SMOKE, ONAGER DUNECRAWLER
FACTION KEYWORDS:


Pteraxii Skystalkers
(⌀40mm)
M
12"
T
4
Sv
4+
W
2
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Flechette blaster [pistol]
Flechette blaster [pistol]
12"
5
4+
3
0
1
Flechette carbine
Flechette carbine
18"
6
4+
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
4+
3
0
1
Taser goad [sustained hits 2]
Taser goad [sustained hits 2]
Melee
3
4+
6
0
1
ABILITIES
CORE: Deep Strike
FACTION: Doctrina Imperatives
Ride the Thermals: In your Shooting phase, after this unit has shot, if it 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 6".
  • Make a Normal move of up to 12", provided every model in this unit ends that move wholly within 6" of one or more friendly BATTLELINE units.
In either case, if it does, until the end of the turn, this unit is not eligible to declare a charge.
UNIT COMPOSITION
  • 1 Pteraxii Skystalker Alpha
  • 4-9 Pteraxii Skystalkers
The Pteraxii Skystalker Alpha model is equipped with: flechette blaster; taser goad.

Every Pteraxii Skystalker model is equipped with: flechette carbine; close combat weapon.
5 models
65
10 models
130
KEYWORDS: INFANTRY, FLY, JUMP PACK, GRENADES, IMPERIUM, SKITARII, PTERAXII, SKYSTALKERS
FACTION KEYWORDS:


Pteraxii Sterylizors
(⌀40mm)
M
12"
T
4
Sv
4+
W
2
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Flechette blaster [pistol]
Flechette blaster [pistol]
12"
5
4+
3
0
1
Phosphor torch [ignores cover, torrent]
Phosphor torch [ignores cover, torrent]
12"
D6
N/A
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Pteraxii talons
Pteraxii talons
Melee
2
4+
4
0
1
Taser goad [sustained hits 2]
Taser goad [sustained hits 2]
Melee
3
4+
6
0
1
ABILITIES
CORE: Deep Strike
FACTION: Doctrina Imperatives
Searing Conflagration: Each time a model in this unit makes an attack with a phosphor torch that targets an enemy unit within range of an objective marker, re-roll a Wound roll of 1. If this unit is also within 6" of one or more friendly BATTLELINE units, each time such an attack targets such a unit, you can re-roll the Wound roll instead.
UNIT COMPOSITION
  • 1 Pteraxii Sterylizor Alpha
  • 4-9 Pteraxii Sterylizors
The Pteraxii Sterylizor Alpha model is equipped with: flechette blaster; Pteraxii talons; taser goad.

Every Pteraxii Sterylizor model is equipped with: phosphor torch; Pteraxii talons.
5 models
65
10 models
130
KEYWORDS: INFANTRY, FLY, JUMP PACK, IMPERIUM, SKITARII, PTERAXII, STERYLIZORS
FACTION KEYWORDS:


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 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:


    Serberys Sulphurhounds
    (⌀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 [pistol, DEVASTATING WOUNDS]
    Mechanicus pistol [pistol, DEVASTATING WOUNDS]
    12"
    1
    4+
    6
    -1
    1
    Phosphor blast carbine [blast, ignores cover]
    Phosphor blast carbine [blast, ignores cover]
    18"
    D6
    4+
    6
    0
    1
    Phosphor pistol [ignores cover, pistol]
    Phosphor pistol [ignores cover, pistol]
    12"
    1
    4+
    4
    0
    1
    Sulphur breath [ignores cover, pistol, torrent]
    Sulphur breath [ignores cover, pistol, torrent]
    9"
    D6
    N/A
    3
    -1
    1
    MELEE WEAPONS
    RANGE
    A
    WS
    S
    AP
    D
    Cavalry arc maul [anti-vehicle 4+, devastating wounds, extra attacks]
    Cavalry arc maul [anti-vehicle 4+, devastating wounds, extra attacks]
    Melee
    1
    4+
    5
    -1
    1
    Clawed limbs
    Clawed limbs
    Melee
    4
    4+
    4
    0
    1
    WARGEAR OPTIONS
    • For every 3 models in this unit, 1 Serberys Sulphurhound’s 2 phosphor pistols can be replaced with 1 phosphor blast carbine and 1 phosphor pistol.

    ABILITIES
    FACTION: Doctrina Imperatives
    Line-breakers: Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit that is within Engagement Range of that enemy unit, adding 2 to the result if this unit started its Charge move within 6" of one or more friendly BATTLELINE units. For each 4+, that enemy unit suffers 1 mortal wound.
    UNIT COMPOSITION
    • 1 Serberys Sulphurhound Alpha
    • 2-5 Serberys Sulphurhounds
    The Serberys Sulphurhound Alpha model is equipped with: Mechanicus pistol; sulphur breath; cavalry arc maul; clawed limbs.

    Every Serberys Sulphurhound model is equipped with: 2 phosphor pistols; sulphur breath; clawed limbs.
    3 models
    55
    6 models
    110
    KEYWORDS: MOUNTED, IMPERIUM, SKITARII, SERBERYS SULPHURHOUNDS
    FACTION KEYWORDS:


    Sicarian Infiltrators
    (⌀40mm)
    M
    8"
    T
    4
    Sv
    4+
    W
    2
    Ld
    7+
    OC
    1
    INVULNERABLE SAVE
    5+
    RANGED WEAPONS
    RANGE
    A
    BS
    S
    AP
    D
    Flechette blaster [pistol]
    Flechette blaster [pistol]
    12"
    5
    4+
    3
    0
    1
    Stubcarbine [pistol]
    Stubcarbine [pistol]
    12"
    3
    4+
    4
    0
    1
    MELEE WEAPONS
    RANGE
    A
    WS
    S
    AP
    D
    Power weapon
    Power weapon
    Melee
    2
    4+
    4
    -2
    1
    Taser goad [sustained hits 2]
    Taser goad [sustained hits 2]
    Melee
    2
    4+
    6
    0
    1
    WARGEAR OPTIONS
    • Any number of models can each have their stubcarbine and power weapon replaced with 1 flechette blaster and 1 taser goad.

    ABILITIES
    CORE: Infiltrators, Stealth
    FACTION: Doctrina Imperatives
    Voices in the Code: At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.
    Neurostatic Interference (Aura): While an enemy unit is within 6" of this unit, each time a Battle-shock or Leadership test is taken for that unit, subtract 1 from that test. While this unit is within 6" of one or more friendly BATTLELINE units, subtract 2 from that test instead.
    UNIT COMPOSITION
    • 1 Sicarian Infiltrator Princeps
    • 4-9 Sicarian Infiltrators
    Every model is equipped with: stubcarbine; power weapon.
    5 models
    70
    10 models
    140
    KEYWORDS: INFANTRY, IMPERIUM, SKITARII, SICARIAN, INFILTRATORS
    FACTION KEYWORDS:


    Sicarian Ruststalkers
    (⌀40mm)
    M
    8"
    T
    4
    Sv
    4+
    W
    2
    Ld
    7+
    OC
    1
    INVULNERABLE SAVE
    5+
    MELEE WEAPONS
    RANGE
    A
    WS
    S
    AP
    D
    Transonic blades [devastating wounds, precision]
    Transonic blades [devastating wounds, precision]
    Melee
    4
    4+
    4
    -1
    1
    Transonic blades and chordclaw [anti-infantry 3+, devastating wounds, precision]
    Transonic blades and chordclaw [anti-infantry 3+, devastating wounds, precision]
    Melee
    4
    4+
    4
    -2
    1
    Transonic razor and chordclaw [anti-infantry 3+, precision]
    Transonic razor and chordclaw [anti-infantry 3+, precision]
    Melee
    3
    4+
    4
    -2
    1
    WARGEAR OPTIONS
    • Any number of Sicarian Ruststalkers can each have their transonic razor and chordclaw replaced with 1 transonic blades.
    • The Sicarian Ruststalker Princeps’ transonic razor and chordclaw can be replaced with 1 transonic blades and chordclaw.

    ABILITIES
    CORE: Stealth
    FACTION: Doctrina Imperatives
    Optimised Gait: Add 1 to Advance and Charge rolls made for this unit. While this unit is within 6" of one or more friendly BATTLELINE units, add 2 to Advance and Charge rolls made for this unit instead.
    UNIT COMPOSITION
    • 1 Sicarian Ruststalker Princeps
    • 4-9 Sicarian Ruststalkers
    Every model is equipped with: transonic razor and chordclaw.
    5 models
    60
    10 models
    120
    KEYWORDS: INFANTRY, IMPERIUM, SKITARII, SICARIAN, RUSTSTALKERS
    FACTION KEYWORDS:


    Skorpius Disintegrator
    (⌀Use model)
    M
    10"
    T
    10
    Sv
    2+
    W
    12
    Ld
    7+
    OC
    3
    RANGED WEAPONS
    RANGE
    A
    BS
    S
    AP
    D
    Belleros energy cannon [blast, indirect fire]
    Belleros energy cannon [blast, indirect fire]
    36"
    2D6
    4+
    7
    -2
    1
    Cognis heavy stubber [rapid fire 3, sustained hits 1]
    Cognis heavy stubber [rapid fire 3, sustained hits 1]
    36"
    3
    4+
    4
    0
    1
    Disruptor missile launcher [twin-linked]
    Disruptor missile launcher [twin-linked]
    36"
    3
    4+
    9
    -2
    D6
    Ferrumite cannon
    Ferrumite cannon
    48"
    3
    4+
    12
    -3
    D6
    MELEE WEAPONS
    RANGE
    A
    WS
    S
    AP
    D
    Armoured hull
    Armoured hull
    Melee
    3
    4+
    6
    0
    1
    WARGEAR OPTIONS
    • This model’s belleros energy cannon can be replaced with 1 ferrumite cannon.

    ABILITIES
    CORE: Deadly Demise D3
    FACTION: Doctrina Imperatives
    Broad Spectrum Data-tether: Each time you target this unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
    Blistering Salvoes: Each time this model makes an attack with a belleros energy cannon that targets an INFANTRY unit, add 1 to the Hit roll. Each time this model makes an attack with a ferrumite cannon that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll.
    UNIT COMPOSITION
    • 1 Skorpius Disintegrator
    This model is equipped with: belleros energy cannon; 3 cognis heavy stubbers; disruptor missile launcher; armoured hull.
    1 model
    170
    DAMAGED: 1-4 WOUNDS REMAINING
    While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
    KEYWORDS: VEHICLE, IMPERIUM, SKITARII, SMOKE, SKORPIUS DISINTEGRATOR
    FACTION KEYWORDS:


    Sydonian Dragoons With Radium Jezzails
    (⌀105 x 70mm)
    M
    10"
    T
    7
    Sv
    3+
    W
    7
    Ld
    7+
    OC
    2
    INVULNERABLE SAVE
    5+
    RANGED WEAPONS
    RANGE
    A
    BS
    S
    AP
    D
    Phosphor serpenta [ignores cover, PISTOL]
    Phosphor serpenta [ignores cover, PISTOL]
    18"
    1
    4+
    5
    -1
    2
    Radium jezzail [ANTI-INFANTRY 3+, HEAVY, PRECISION]
    Radium jezzail [ANTI-INFANTRY 3+, HEAVY, PRECISION]
    36"
    1
    4+
    5
    -2
    3
    MELEE WEAPONS
    RANGE
    A
    WS
    S
    AP
    D
    Ironstrider feet
    Ironstrider feet
    Melee
    3
    4+
    5
    0
    1
    ABILITIES
    CORE: Deadly Demise 1, Stealth
    FACTION: Doctrina Imperatives
    Focused Hunters: At the start of the battle, select one unit from your opponent’s army. Until the end of the battle, each time a model in this unit makes an attack that targets that unit, you can re-roll the Hit roll.
    Broad Spectrum Data-tether: Each time you target this unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
    UNIT COMPOSITION
    • 1-3 Sydonian Dragoons
    Every model is equipped with: phosphor serpenta; radium jezzail; Ironstrider feet.
    1 model
    45
    2 models
    90
    3 models
    135
    KEYWORDS: VEHICLE, WALKER, SMOKE, IMPERIUM, SKITARII, SYDONIAN, DRAGOONS WITH RADIUM JEZZAILS
    FACTION KEYWORDS:


    Sydonian Dragoons With Taser Lances
    (⌀105 x 70mm)
    M
    10"
    T
    7
    Sv
    3+
    W
    7
    Ld
    7+
    OC
    2
    INVULNERABLE SAVE
    5+
    RANGED WEAPONS
    RANGE
    A
    BS
    S
    AP
    D
    Phosphor serpenta [ignores cover, pistol]
    Phosphor serpenta [ignores cover, pistol]
    18"
    1
    4+
    5
    -1
    2
    MELEE WEAPONS
    RANGE
    A
    WS
    S
    AP
    D
    Taser lance [anti-walker 2+, lance, sustained hits 2]
    Taser lance [anti-walker 2+, lance, sustained hits 2]
    Melee
    4
    4+
    7
    -2
    2
    ABILITIES
    CORE: Deadly Demise 1, Stealth
    FACTION: Doctrina Imperatives
    Dynamic Efficiency: This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back, and you can re-roll Desperate Escape tests taken for models in this unit.
    Broad Spectrum Data-tether: Each time you target this unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
    UNIT COMPOSITION
    • 1-3 Sydonian Dragoons
    Every model is equipped with: phosphor serpenta; taser lance.
    1 model
    60
    2 models
    120
    3 models
    180
    KEYWORDS: VEHICLE, WALKER, SMOKE, IMPERIUM, SKITARII, SYDONIAN, DRAGOONS WITH TASER LANCES
    FACTION KEYWORDS:


    Servitors
    (⌀25mm)
    M
    6"
    T
    3
    Sv
    4+
    W
    1
    Ld
    8+
    OC
    0
    INVULNERABLE SAVE
    6+
    RANGED WEAPONS
    RANGE
    A
    BS
    S
    AP
    D
    Heavy bolter [heavy, sustained hits 1]
    Heavy bolter [heavy, sustained hits 1]
    36"
    3
    6+
    5
    -1
    2
    Multi-melta [heavy, melta 2]
    Multi-melta [heavy, melta 2]
    18"
    2
    6+
    9
    -4
    D6
    Plasma cannon – standard [heavy, blast]
    Plasma cannon – standard [heavy, blast]
    36"
    D3
    6+
    7
    -2
    1
    Plasma cannon – supercharge [heavy, blast, hazardous]
    Plasma cannon – supercharge [heavy, blast, hazardous]
    36"
    D3
    6+
    8
    -3
    2
    MELEE WEAPONS
    RANGE
    A
    WS
    S
    AP
    D
    Servitor’s servo-arm
    Servitor’s servo-arm
    Melee
    1
    5+
    8
    -2
    3
    Servitor’s tools
    Servitor’s tools
    Melee
    1
    5+
    3
    0
    1
    WARGEAR OPTIONS
    • Up to 2 models can each have their Servitor’s servo-arm replaced with one of the following:
      • 1 heavy bolter and 1 Servitor’s tools
      • 1 multi-melta and 1 Servitor’s tools
      • 1 plasma cannon and 1 Servitor’s tools

    ABILITIES
    FACTION: Doctrina Imperatives
    Mindlock: While a TECH-PRIEST model is leading this unit, improve the Ballistic Skill and Weapon Skill characteristics of ranged and melee weapons equipped by SERVITOR models in this unit by 1.
    UNIT COMPOSITION
    • 4 Servitors
    Every model is equipped with: Servitor’s servo-arm.
    4 models
    50
    SERVITOR RETINUE
    At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a TECH-PRIEST ENGINSEER model (a unit cannot have more than one SERVITORS unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly.
    KEYWORDS: INFANTRY, IMPERIUM, CULT MECHANICUS, SERVITORS
    FACTION KEYWORDS:


    Secutarii Hoplites
    (⌀25mm)
    M
    6"
    T
    3
    Sv
    5+
    W
    1
    Ld
    7+
    OC
    1
    INVULNERABLE SAVE
    4+
    RANGED WEAPONS
    RANGE
    A
    BS
    S
    AP
    D
    Arc lance [anti-vehicle 4+, devastating wounds]
    Arc lance [anti-vehicle 4+, devastating wounds]
    12"
    1
    4+
    5
    -1
    1
    Archeotech pistol [devastating wounds, pistol]
    Archeotech pistol [devastating wounds, pistol]
    12"
    1
    4+
    6
    -1
    1
    MELEE WEAPONS
    RANGE
    A
    WS
    S
    AP
    D
    Alpha close combat weapon
    Alpha close combat weapon
    Melee
    3
    4+
    5
    -1
    1
    Arc lance [anti-vehicle 4+, devastating wounds, lance]
    Arc lance [anti-vehicle 4+, devastating wounds, lance]
    Melee
    2
    4+
    5
    -1
    1
    WARGEAR OPTIONS
    • The Hoplite Alpha’s arc lance can be replaced with 1 Archeotech pistol.
    • The Hoplite Alpha can be equipped with 1 Alpha close combat weapon.
    • 1 Secutarii Hoplite can be equipped with one of the following:
      • 1 enhanced data-tether
      • 1 omnispex

    ABILITIES
    FACTION: Doctrina Imperatives
    Titan Guard: You can target this 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. When doing so, if there are one or more friendly ADEPTUS TITANICUS units on the battlefield, you can re-roll the subsequent charge roll.
    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
    Omnispex: Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
    UNIT COMPOSITION
    • 1 Hoplite Alpha
    • 4-9 Secutarii Hoplites
    Every model is equipped with: arc lance.
    5 models
    65
    10 models
    130
    SECUTARII
    If a model from your army with the Leader ability can be attached to a SKITARII VANGUARD unit, it can be attached to this unit instead.
    KEYWORDS: INFANTRY, IMPERIUM, SKITARII, SECUTARII HOPLITES
    FACTION KEYWORDS:


    Secutarii Peltasts
    (⌀25mm)
    M
    6"
    T
    3
    Sv
    5+
    W
    1
    Ld
    7+
    OC
    1
    INVULNERABLE SAVE
    6+
    RANGED WEAPONS
    RANGE
    A
    BS
    S
    AP
    D
    Archeotech pistol [devastating wounds, pistol]
    Archeotech pistol [devastating wounds, pistol]
    12"
    1
    4+
    6
    -1
    1
    Galvanic caster – flechette [assault]
    Galvanic caster – flechette [assault]
    18"
    5
    4+
    4
    0
    1
    Galvanic caster – hammershot [heavy]
    Galvanic caster – hammershot [heavy]
    24"
    2
    4+
    5
    -1
    1
    MELEE WEAPONS
    RANGE
    A
    WS
    S
    AP
    D
    Alpha close combat weapon
    Alpha close combat weapon
    Melee
    2
    4+
    5
    -1
    1
    Close combat weapon
    Close combat weapon
    Melee
    1
    4+
    3
    0
    1
    WARGEAR OPTIONS
    • The Peltast Alpha’s arc lance can be replaced with 1 Archeotech pistol.
    • The Peltast Alpha can be equipped with 1 Alpha close combat weapon.
    • 1 Secutarii Peltast can be equipped with one of the following:
      • 1 enhanced data-tether
      • 1 omnispex

    ABILITIES
    FACTION: Doctrina Imperatives
    Blind Barrage: In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the start of your next turn, while this unit is on the battlefield, that enemy unit is blinded. While a unit is blinded, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
    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
    Omnispex: Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
    UNIT COMPOSITION
    • 1 Peltast Alpha
    • 4-9 Secutarii Peltasts
    Every model is equipped with: galvanic caster; close combat weapon.
    5 models
    50
    10 models
    100
    SECUTARII
    If a model from your army with the Leader ability can be attached to a SKITARII VANGUARD unit, it can be attached to this unit instead.
    KEYWORDS: INFANTRY, IMPERIUM, SKITARII, SECUTARII PELTASTS
    FACTION KEYWORDS:
    LEADER

    Mighty heroes fight at the forefront of battle.

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

    During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

    While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
    • Attached units can only contain one Leader.
    • Attacks cannot be allocated to CHARACTER models in Attached units.
    LONE OPERATIVE

    Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.

    Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
    6. Select Warlord
    Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.
    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.
    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.

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

    Melta weapons are powerful heat rays whose fury is magnified at close range.

    Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

    Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

    • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.
    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.
    Devastating Wounds

    Some weapons can inflict strikes of such power that they make a mockery of armour

    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.

    • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).
    Extra Attacks

    Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules.

    • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.

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

    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.
    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, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.

    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 as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

    • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
    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.
    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.

    TARGET: That unit from your army.

    EFFECT: You re-roll that roll, test or saving throw.
    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: A unit from your army that must take a Battle-shock test.

    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, 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.
    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.

    • 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
    2CP
    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.
    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
    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.
    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).
    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.
    EPIC CHALLENGE
    1CP
    Core – Epic Deed Stratagem
    The legends of the 41st Millennium are replete with deadly duels between mighty champions.
    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

    TARGET: One CHARACTER model in your unit.

    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
    Mortal Wounds

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

    Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

    Unlike damage inflicted by normal attacks, 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, 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.
    • 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.
    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.
    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.
    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.

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

    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.
    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.
    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.
    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.
    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.
    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.
    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.
    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.
    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.
    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.
    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.
    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.

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

    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.
    Benedictions Of The Omnissiah
    Data-Psalm Conclave Detachment

    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.
    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.
    Starting Strength
    The number of models a unit contains when it is added to your army is known as its Starting Strength.
    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).

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

    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.
    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 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.
    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.
    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 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 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).
    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.

    Conqueror Imperative

    • Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
    • Each time a model in this unit makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, improve the Armour Penetration characteristic of that attack by 1.

    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.

    Protector Imperative

    • Ranged weapons equipped by models in this unit have the [HEAVY] ability.
    • Each time a ranged attack targets this unit, if this unit is within your deployment zone, worsen the Armour Penetration characteristic of that attack by 1.

    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 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.
    GO TO GROUND
    1CP
    Core – Battle Tactic Stratagem
    Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

    TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
    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.
    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 INFANTRY unit
    from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly 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.

    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. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. 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.

    • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon from up to ‘x’ models embarked within it; this TRANSPORT counts as being equipped with those weapons as well.
    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 INFANTRY
    unit from your army within range of your Acquisition objective marker that was selected as a target of that charge, and one friendly 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.
    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.
    • Each time a ranged attack targets this unit, if this unit is within your deployment zone, worsen the Armour Penetration characteristic of that attack by 1.

    Conqueror Imperative

    • Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
    • Each time a model in this unit makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, improve the Armour Penetration characteristic of that attack by 1.

    Cyber-Psalm Programming
    Cohort Cybernetica Detachment

    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
    • Autoclavic Denunciation
      15 pts
    Rad-Zone Corps Detachment

    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.

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

    • Malphonic Susurrus
      20 pts
    Rad-Zone Corps Detachment

    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.

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

    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.
    • Peerless Eradicator
      20 pts
    Rad-Zone Corps Detachment

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

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

    • Radial Suffusion
      25 pts
    Rad-Zone Corps Detachment

    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.

    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.

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

    • Mechanicus Locum
      10 pts
    Data-Psalm Conclave Detachment

    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
    Data-Psalm Conclave Detachment

    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
    Data-Psalm Conclave Detachment

    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.

    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.
    • Temporcopia
      25 pts
    Data-Psalm Conclave Detachment

    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.

    • Artisan
      15 pts
    Explorator Maniple Detachment

    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.

    • Magos
      15 pts
    Explorator Maniple Detachment

    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.

    • Logis
      20 pts
    Explorator Maniple Detachment

    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.

    • Genetor
      25 pts
    Explorator Maniple Detachment

    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.

    • Arch-negator
      10 pts
    Cohort Cybernetica Detachment

    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.

    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.
    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.
    • Emotionless Clarity
      15 pts
    Cohort Cybernetica Detachment

    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 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.

    • Lord of Machines
      20 pts
    Cohort Cybernetica Detachment

    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.

    • Necromechanic
      25 pts
    Cohort Cybernetica Detachment

    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 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.

    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].
    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 12".
    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.

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

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

    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.
    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.
    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" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). 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.
    • Clandestine Infiltrator
      20 pts
    Skitarii Hunter Cohort Detachment

    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
      20 pts
    Skitarii Hunter Cohort Detachment

    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 and determined who has the first turn, 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.

    • Cantic Thrallnet
      25 pts
    Skitarii Hunter Cohort Detachment

    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.

    • Battle-sphere Uplink
      30 pts
    Skitarii Hunter Cohort Detachment

    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.

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

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

    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.
    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.
    Alternative models by Artel W:

    Alternative models by Artel W:

    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.

    The TECH-PRIEST and INFANTRY keywords are used in the following Adeptus Mechanicus datasheets:

    Rapid Fire

    Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

    Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

    • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.

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

    Twin-linked

    Dual weapons are often grafted to the same targeting system for greater lethality.

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

    The JUMP PACK keyword is used in the following Adeptus Mechanicus datasheets:

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

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

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

    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 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.
    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.
    TANK SHOCK
    1CP
    Core – Strategic Ploy Stratagem
    Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
    WHEN: Your Charge phase.

    TARGET: One VEHICLE unit from your army.

    EFFECT: Until the end of the phase, after your unit ends a Charge move, select one enemy unit within Engagement Range of it, then select one melee weapon your unit is equipped with. Roll a number of D6 equal to that weapon’s Strength characteristic. If that Strength characteristic is greater than that enemy unit’s Toughness characteristic, roll two additional D6. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
    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 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.
    HOVER

    Some aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops.

    Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode.

    If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish.

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

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

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

    The JUMP PACK keyword is used in the following Adeptus Mechanicus datasheets:

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

    GRENADE
    1CP
    Core – Wargear Stratagem
    Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
    WHEN: Your Shooting phase.

    TARGET: One GRENADES unit from your army that is not within Engagement Range of any enemy units and has not been selected to shoot this phase.

    EFFECT: Select one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.

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

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

    Indirect Fire

    Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

    Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

    If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.

    Example: An enemy unit is targeted by an attacking model equipped with a weapon with the [INDIRECT FIRE] ability. No models in the target unit are visible to the attacking model, so when resolving the attacks made with that weapon, subtract 1 from that attack’s Hit roll and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.

    • Can target and make attacks against units that are not visible to the attacking unit.
    • If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.
    Lance

    Lance weapons are deadly on the charge.

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

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