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 |
1 model | 150 |
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 |
1 model | 35 |
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 |
1 model | 35 |
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 |
1 model | 50 |
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 |
1 model | 70 |
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 |
1 model | 55 |
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 |
1 model | 60 |
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 |
1 model | 45 |
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 |
1 model | 40 |
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 |
10 models | 85 |
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 |
10 models | 95 |
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 |
1 model | 85 |
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 |
1 model | 200 |
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 |
1 model | 160 |
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 |
1 model | 185 |
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 |
1 model | 150 |
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 |
5 models | 65 |
10 models | 130 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Electroleech stave [devastating wounds] | |||||||
Electroleech stave [devastating wounds] | Melee | 2 | 3+ | 6 | -1 | 2 |
5 models | 70 |
10 models | 140 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Twin cognis autocannon [sustained hits 1] | |||||||
Twin cognis autocannon [sustained hits 1] | 48" | 4 | 4+ | 9 | -1 | 3 | |
Twin cognis lascannon [sustained hits 1] | |||||||
Twin cognis lascannon [sustained hits 1] | 48" | 2 | 4+ | 12 | -3 | D6+1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Ironstrider feet | |||||||
Ironstrider feet | Melee | 3 | 4+ | 5 | 0 | 1 |
1 model | 75 |
2 models | 150 |
3 models | 225 |
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 |
2 models | 190 |
4 models | 380 |
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 |
3 models | 160 |
6 models | 320 |
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 |
3 models | 105 |
6 models | 210 |
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" | 2 | 4+ | 10 | -2 | D6+1 | |
Eradication beamer – dissipated [blast, sustained hits d3] | |||||||
Eradication beamer – dissipated [blast, sustained hits d3] | 36" | 2D3 | 4+ | 9 | -2 | 2 | |
Eradication beamer – focused [blast, sustained hits d3] | |||||||
Eradication beamer – focused [blast, sustained hits d3] | 18" | 2D3 | 4+ | 9 | -3 | 3 | |
Neutron laser [heavy] | |||||||
Neutron laser [heavy] | 48" | 3 | 4+ | 16 | -4 | D6+2 | |
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" | 12 | 4+ | 6 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Dunecrawler legs | |||||||
Dunecrawler legs | Melee | 3 | 4+ | 6 | 0 | 1 |
1 model | 155 |
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 |
5 models | 70 |
10 models | 140 |
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 |
5 models | 80 |
10 models | 160 |
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 |
3 models | 60 |
6 models | 120 |
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 |
3 models | 55 |
6 models | 110 |
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 | 3 | 4+ | 4 | -2 | 1 | |
Taser goad [sustained hits 2] | |||||||
Taser goad [sustained hits 2] | Melee | 3 | 4+ | 6 | 0 | 1 |
5 models | 70 |
10 models | 140 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Transonic blades [devastating wounds, precision] | |||||||
Transonic blades [devastating wounds, precision] | Melee | 5 | 4+ | 5 | -1 | 1 | |
Transonic blades and chordclaw [anti-infantry 3+, devastating wounds, precision] | |||||||
Transonic blades and chordclaw [anti-infantry 3+, devastating wounds, precision] | Melee | 5 | 4+ | 5 | -2 | 1 | |
Transonic razor and chordclaw [anti-infantry 3+, precision] | |||||||
Transonic razor and chordclaw [anti-infantry 3+, precision] | Melee | 4 | 4+ | 5 | -2 | 1 |
5 models | 75 |
10 models | 150 |
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+1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 4+ | 6 | 0 | 1 |
1 model | 175 |
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 |
1 model | 55 |
2 models | 100 |
3 models | 150 |
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 |
1 model | 70 |
2 models | 140 |
3 models | 210 |
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 |
4 models | 50 |
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 |
5 models | 65 |
10 models | 130 |
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 |
5 models | 50 |
10 models | 100 |
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.The BATTLELINE keyword is used in the following Adeptus Mechanicus datasheets:
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.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
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Conqueror Imperative
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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.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".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.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).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’.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.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 one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.The CHARACTER keyword is used in the following Adeptus Mechanicus datasheets:
The EPIC HERO keyword is used in the following Adeptus Mechanicus datasheets:
The IMPERIUM keyword is used in the following Adeptus Mechanicus datasheets:
The TECH-PRIEST keyword is used in the following Adeptus Mechanicus datasheets:
The CULT MECHANICUS keyword is used in the following Adeptus Mechanicus datasheets:
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Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.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.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.Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.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.The ELECTRO-PRIESTS keyword is used in the following Adeptus Mechanicus datasheets:
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.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.The SKITARII keyword is used in the following Adeptus Mechanicus datasheets:
The VEHICLE keyword is used in the following Adeptus Mechanicus datasheets:
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.
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: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.Chanting avidly in blaring binharic, the servants of the Omnissiah surge into battle as though possessed by wrathful datagheists.
Add 1 to Advance rolls, Charge rolls and Battle-shock tests taken for TECH-PRIEST and ELECTRO-PRIESTS units from your army.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.The INFANTRY keyword is used in the following Adeptus Mechanicus datasheets:
The LEGIO CYBERNETICA keyword is used in the following Adeptus Mechanicus datasheets:
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.Conqueror Imperative
Protector Imperative
The SMOKE keyword is used in the following Adeptus Mechanicus datasheets:
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.The TRANSPORT keyword is used in the following Adeptus Mechanicus datasheets:
Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.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 ruleThis 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.
[ANTI-INFANTRY 2+] and [ANTI-MONSTER 4+] abilities.
model only. Ranged weapons equipped by the bearer have theThis 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.
Stealth ability.
model only. While the bearer is leading a unit, models in that unit have theSome 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’.This perfectionist zealot directs their minions in the rapid and single-minded termination of all enemies of the Omnissiah.
[SUSTAINED HITS 1] ability.
model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have theBy 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.
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.
model only. From the secondThe TECH-PRIEST keyword is used in the following Adeptus Mechanicus datasheets:
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.
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.
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.
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.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.
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.
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.
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.
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.
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").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.
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.
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.
The SKITARII keyword is used in the following Adeptus Mechanicus datasheets:
The KATAPHRON keyword is used in the following Adeptus Mechanicus datasheets:
The SKITARII and INFANTRY keywords are used in the following Adeptus Mechanicus datasheets:
The SICARIAN keyword is used in the following Adeptus Mechanicus datasheets:
The SKITARII and MOUNTED keywords are used in the following Adeptus Mechanicus datasheets:
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.In extremis, Tech-Magi will commit the lesser sin of goading lower-order machine spirits to devastating madness in order to protect greater prizes.
Each time an unit from your army is selected to shoot, it can use this ability. If it does, until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in that unit by 1 and those weapons have the [HAzARDOUS] ability.Triangulating via their fellow squads and any compliant shipboard augurs, the Skitarii hone their targeting data and overlap fields of fire.
At the start of the battle round, select either melee attacks or ranged attacks. Until the end of the battle round, each time a SKITARII model from your army makes an attack of the selected type, re-roll a Hit roll of l.In silent supplication, a concentrated burst of noospheric negation manifests as a heavy band of shadow. Under this shroud, this commanders warriors obfuscate the foe’s sensors and confuse their strategy.
SKITARII MARSHAL model only. After both players have deployed their armies, you can select up to three SKITARII INFANTRY units from your army and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.
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 form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".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.
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.
No physical barrier can deny the omniscient datasight of the Omnissiah and its blessed servants.
Once per battle, in your Shooting phase, when the bearer is selected to shoot, it can use this Enhancement. If it does, until the end of the phase, it can ignore Walls and closed Hatchways for the purposes of determining visibility, and the Range characteristic of ranged weapons it is equipped with is changed to 6".
The Tech-Priest noospherically harmonises with the machine spirit of a nearby hatchway and seeks to render it stubbornly uncompliant to the foe.
Once per battle round, when an enemy unit attempts to operate a Hatchway, if that Hatchway is within 9" of and visible to the bearer, it can use this Enhancement. If it does, it can attempt to prevent that unit from operating that Hatchway as if the bearer was within 1" of that Hatchway.
Senior Skitarii officers can be augmented with cybernetic override emitters that release protocol blurts to force compliance from their footsoldiers.
Once per battle, at the start of any phase, if the bearer is on the battlefield, you can select one friendly SKITARII unit that is Battle-shocked. That unit is no longer Battle-shocked.
Skitarii Marshals of shipboard clades often share partial data-symbiosis with the master cogitators of the ship they serve on. This allows them to defend their vessel with nigh-instinctive strategic insight.
Once per battle round, when you target the bearer with a Stratagem, that use of that Stratagem costs 1 less CP than normal.
The SYDONIAN keyword is used in the following Adeptus Mechanicus datasheets:
The PTERAXII keyword is used in the following Adeptus Mechanicus datasheets:
With acts of electroflagellation, the faithful seek the aid of the vessels systems.
At the end of the Move Units step of your Movement phase, the bearer can attempt to operate a Hatchway that is visible to and within 9" of it, instead of one within 1". When doing so, if your opponent attempts to prevent it, add the bearers Toughness characteristic to your result of the roll-off, instead of that of a friendly model within 1" of that Hatchway.
Voices cyber-modulated to hideously unsettling pitches, the faithful of the Omnissiah weaponise their hymnals.
In the Battle-shock step of your opponents Command phase, if an enemy unit that is below its Starting Strength is within 3" of the bearer, that unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase.
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 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’.The BATTLELINE keyword is used in the following Adeptus Mechanicus datasheets:
Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.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 VEHICLE 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:
The SMOKE keyword is used in the following Adeptus Mechanicus datasheets:
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.The AIRCRAFT keyword is used in the following Adeptus Mechanicus datasheets:
The FLY keyword is used in the following Adeptus Mechanicus datasheets:
The ELECTRO-PRIESTS keyword is used in the following Adeptus Mechanicus datasheets:
The WALKER 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:
The MOUNTED keyword is used in the following Adeptus Mechanicus datasheets:
The SICARIAN keyword is used in the following Adeptus Mechanicus datasheets:
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.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.