This combined arms combat maniple was first assembled by Enginseer Verask to provide him with protection and martial might during the fighting around the turbine-city of Shadravorsk. Even as the Enginseer sought to repair exchanger shrines damaged by the Ork invaders and recover precious archeotech dropped by slain tech-magi, so his cyborg warriors exterminated one greenskin attack wave after another with their devastating firepower.
Book | Kind | Edition | Version | Last update |
Maniple Verask-Alpha | ||||
Maniple Verask-Alpha | Index | 10 | June 2023 |
An Adeptus Mechanicus army marching to war is a sight both terrifying and glorious, each holy warrior a disturbing fusion of Human and machine. The ruling Tech-Priests and their fanatical followers raise modified voices in praise of the Machine God, controlling their cyborg soldiery and mechanical creations through doctrina imperatives encoded 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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An ancient and valuable augmetic wired deep into the meat of this warrior’s cerebellum, this device maintains a constant data-choral uplink with servitor satellites in orbit. Their binharic augury lights up the bearer’s optic feeds with advanced targeting cogitations.
Each time the bearer’s unit is selected to shoot, you can re-roll one Hit roll and you can re-roll one Wound roll when resolving those attacks.When compelled to do so by predetermined strategic parameters, the bearer of this item reverently snaps its plastek housing and inserts the data wafer within into their augmetic receptor. At once, they are filled by a divine surge of motive force, their mental cogitators whirring with data-overcharge that flows out into the minds of their fellow faithful. Inspired by their moment of data-revelation, the Omnissiah’s faithful gun down their victims with inhuman accuracy and efficiency.
Once per battle, when the bearer’s unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in the bearer’s unit have the [PRECISION] ability.Rumours of hidden archeotech have led the servants of the Machine God to this place. With unbelievers swarming the area, the precious technologies must be swiftly located, reverently extracted, and borne away to safety.
From the second battle round onwards, at the end of your Command phase, roll one D6, adding 1 to the result for each objective marker you control: on a 7+, a piece of valuable archeotech is found and you score 4VP.The sanctity of the Omnissiah’s blessed war machines – and the lives of those high priests who shepherd them into battle – must be preserved. If this be at the cost of countless lesser servants of the Omnissiah, then it is the privilege of those cyborg drudges to give their lives for so righteous a cause.
At the end of the battle: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 |
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 | |
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 |
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 |
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 | |
Icarus array [anti-fly 4+, twin-linked] | |||||||
Icarus array [anti-fly 4+, twin-linked] | 48" | 6 | 4+ | 8 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Dunecrawler legs | |||||||
Dunecrawler legs | Melee | 3 | 4+ | 6 | 0 | 1 |
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.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.
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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.The SKITARII keyword is used in the following Maniple Verask-Alpha 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.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".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.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 ADEPTUS MECHANICUS keyword is used in the following Maniple Verask-Alpha datasheets:
The INFANTRY keyword is used in the following Maniple Verask-Alpha datasheets:
The IMPERIUM keyword is used in the following Maniple Verask-Alpha datasheets:
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.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.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.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.An Adeptus Mechanicus army marching to war is a sight both terrifying and glorious, each holy warrior a disturbing fusion of Human and machine. The ruling Tech-Priests and their fanatical followers raise modified voices in praise of the Machine God, controlling their cyborg soldiery and mechanical creations through doctrina imperatives encoded 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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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.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 SKITARII keyword is used in the following Maniple Verask-Alpha 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.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.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.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").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’.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.