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

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


Books

BookKindEditionVersionLast update
  Adeptus Mechanicus
  Adeptus MechanicusFaction Pack111.1July 2026
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion111.1

FAQ

Faction Pack: Adeptus Mechanicus

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

Keywords

ADEPTUS MECHANICUS (38);
AIRCRAFT (2);
BATTLELINE (2);
CHARACTER (10);
CULT MECHANICUS (12);
DEDICATED TRANSPORT (2);
DOMINUS (1);
ELECTRO-PRIESTS (2);
EPIC HERO (3);
FLY (5);
FRAME (3);
GRENADES (1);
HASTARII (2);
IMPERIUM (38);
INFANTRY (23);
JUMP PACK (2);
KATAPHRON (2);
LEGIO CYBERNETICA (2);
MANIPULUS (1);
MARSHAL (1);
MOBILE (2);
MONSTER (2);
MOUNTED (2);
PTERAXII (2);
RANGERS (1);
SICARIAN (2);
SKITARII (23);
SMOKE (6);
SYDONIAN (3);
TECH-PRIEST (8);
TRANSPORT (3);
VANGUARD (1);
VEHICLE (11);
WALKER (5)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Introduction

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

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

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

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

Army Rules

Doctrina Imperatives

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

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

Protector Imperative

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

Conqueror Imperative

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

Rad-Zone Corps2DP

Detachment Rule

Rad-bombardment

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

BATTLE ROUND
1
BOMBARDMENT
At the start of the first battle round, for each enemy unit within your opponent’s 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: That unit is battle-shocked. On a 5+, that unit suffers D3 mortal wounds

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

Enhancements

  • Radial Suffusion 25 pts

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

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

  • Malphonic Susurrus 20 pts

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

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

  • Peerless Eradicator 20 pts

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

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

  • Autoclavic Denunciation 15 pts

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

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


Stratagems

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

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

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

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

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

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

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

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

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

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

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

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

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

Skitarii Hunter Cohort2DP

Detachment Rule

Stealth Optimisation

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

Friendly SKITARII INFANTRY, SKITARII MOUNTED and IRONSTRIDER BALLISTARII units have Stealth.

Enhancements

  • Cantic Thrallnet 25 pts

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

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

  • Clandestine Infiltrator 15 pts

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

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

  • Veiled Hunter 10 pts

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

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

  • Battle-sphere Uplink 25 pts

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

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


Stratagems

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

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

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

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

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

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

TARGET: One SKITARII unit from your army.

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

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

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

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

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

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

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

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

Data-Psalm Conclave2DP

Detachment Rule

Benedictions Of The Omnissiah

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

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

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

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

Enhancements

  • Mechanicus Locum 5 pts

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

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

  • Mantle of the Gnosticarch 10 pts

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

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

  • Data-blessed Autosermon 15 pts

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

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

  • Temporcopia 20 pts

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

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


Stratagems

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

TARGET: That CULT MECHANICUS model’s unit.

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

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

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

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

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

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

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

TARGET: One CULT MECHANICUS unit from your army.

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

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

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

Explorator Maniple2DP

Detachment Rule

Acquisition At Any Cost

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

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

Enhancements

  • Magos 10 pts

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

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

  • Genetor 20 pts

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

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

  • Logis 15 pts

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

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

  • Artisan 10 pts

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

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


Stratagems

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

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

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

TARGET: That ADEPTUS MECHANICUS unit.

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

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

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

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

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

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

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

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

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

EFFECT: Your unit can embark within that TRANSPORT.

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

Cohort Cybernetica2DP

Detachment Rule

Cyber-Psalm Programming

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

Add 2" to the Move characteristic of models in LEGIO CYBERNETICA units from your army. In addition, unless that unit is Battle-shocked, add 1 to the Objective Control characteristic of models in that unit.

Enhancements

  • Necromechanic 20 pts

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

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

  • Lord of Machines 15 pts

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

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

  • Emotionless Clarity 10 pts

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

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

  • Arch-negator 5 pts

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

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


Stratagems

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

TARGET: One ADEPTUS MECHANICUS VEHICLE unit from your army.

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

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

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

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

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

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

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

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

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

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

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

Eradication Cohort3DP

Detachment Rule

Murderous Imperative

The Skitarii fighting in a focused clade all but vibrate with the inloaded need to kill. This manifests not as wild rage, however, but rather as a coldly efficient drive to acquire the next target, bring it down with pinpoint fire or neatly placed thrusts, then find a new victim and repeat in an infinite loop.

Each time a model in a SKITARII unit from your army makes an attack:
  • If the Protector Imperative is active for that unit, re-roll a Hit roll of 1.
  • If the Conqueror Imperative is active for that unit, re-roll a Wound roll of 1.

Enhancements

  • Omnicogitator 25 pts

This unique tactical-cogitation augmetic provides its bearer with a wealth of situation-appropriate responses in even the most intense battle.

SKITARII MARSHAL model only. The Conqueror Imperative and Protector Imperative are both active for the bearer’s unit.

  • Martial Signatum Amplificator 15 pts

This strange device taps into the data-tethers that carry Skitarii command imperatives and disseminates them to other, less soldierly servants of the Omnissiah.

TECH-PRIEST model only. Models in the bearer’s unit have the SKITARII keyword.

  • Belicosa-Class Capacitor Vanes 25 pts

These slender conductor vanes channel esoteric energies into nearby weapon systems, rendering their machine spirits rapacious and bellicose.

ADEPTUS MECHANICUS model only. Add 6" to the Range characteristic of ranged weapons equipped by models in the bearer’s unit, and add 1 to the Strength characteristic of those weapons.

  • Omnissiah’s Fury 10 pts

A Skitarii Marshal implanted with this thoracic augmetic feels the Machine God’s molten fury flowing through their veins and out into the weapons they wield in battle.

SKITARII MARSHAL model only. Add 2 to the Attacks characteristic of melee weapons equipped by the bearer, and improve the Armour Penetration and Damage characteristics of those weapons by 1.


Stratagems

SERVO‑DRIVEN CHARGE
1CP
Eradication Cohort – Wargear Stratagem
Sending reckless surges of motive force through their units, these warriors charge headlong into combat with punishing impact.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability.
UNRELENTING AGGRESSION
1CP
Eradication Cohort – Strategic Ploy Stratagem
Even when retreating temporarily in the face of staunch resistance, the warriors of the Omnissiah keep up their storm of fire and violent blows.
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit has the SKITARII keyword, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead.
UNSHACKLED WRATH
1CP
Eradication Cohort – Wargear Stratagem
With Binharic prayers of disengagement, these warriors release the saviour protocols of their weapon spirits to release the guns’ full wrath.
WHEN: Your Shooting phase.

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

EFFECT: Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. You can instead select the [SUSTAINED HITS 1], [LETHAL HITS] and [HAZARDOUS] abilities to apply to those weapons until the end of the phase.
THREAT‑COGITATION TARGETERS
1CP
Eradication Cohort – Wargear Stratagem
Supplementary analytic cogitation routines identify targets of primary importance and assist in their rapid elimination.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, each time a ranged attack made by a model in your unit is allocated to a MONSTER or VEHICLE model, you can re-roll the Damage roll.
PRECISION ONSLAUGHT
1CP
Eradication Cohort – Battle Tactic Stratagem
Leading the charge like a keen bayonet locked to a rifle’s barrel, maniples of Sicarians scythe into the enemy amidst a welter of blood and severed limbs
WHEN: Your Charge phase, just after a SICARIAN unit from your army declares a charge.

TARGET: That SICARIAN unit.

EFFECT: Until the end of the phase, when your unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound.
ANALYTIC REPRISALS
1CP
Eradication Cohort – Strategic Ploy Stratagem
Rapid threat analysis triggers the Skitarii to return fire against foes deemed immediate threats, surprising the enemy and thinning their lines
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One SKITARII INFANTRY unit from your army that lost one or more models as a result of the attacking unit’s attacks.

EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

Haloscreed Battle Clade3DP

Tech-Priests often monitor their forces remotely, but those who lead battle clades take this intervention to an extreme, exerting even finer control over their thralls. Projecting fragments of their consciousness through the noospheric battle-sphere, they override the autonomy of their soldiery and inload tactical information, target coordinates and vector directives into cybernetic minds. Such assistance is gratefully received by the Machine God’s faithful, who feel blessed by the rush of divine wisdom and implanted knowledge.

Detachment Rule

Noospheric Transference

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

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

INCURSION:1 UNIT
STRIKE FORCE2 UNITS
ONSLAUGHT3 UNITS

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

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

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

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

Muted Servomotors
Models in this unit have the Stealth ability.

Enhancements

  • Transoracular Dyad Wafers 15 pts

Inloaded with advanced combat protocols, tactical hymnals and holy autoscripture, these doctrina wafers grant greater autonomy and destructive might to the constructs of the Legio Cybernetica.

CYBERNETICA DATASMITH model only. When the bearer is attached to a KASTELAN ROBOTS unit, until the end of the battle, models in that unit gain the HALO OVERRIDE keyword. That unit cannot be selected when selecting units as part of the Noospheric Transference Detachment rule.

  • Cognitive Reinforcement 30 pts

From afar, the guiding hand of the Omnissian priesthood allows this warrior to process streams of sensory input and encoded imperatives simultaneously.

ADEPTUS MECHANICUS model only (excluding CYBERNETICA DATASMITH models). The Conqueror Imperative and Protector Imperative are both active for the bearer’s unit.

  • Sanctified Ordnance 10 pts

The ammunition borne to battle by this disciple of the Machine God and those at their command has been subjected to ritual anointings and autosermonic blessings, lending it far greater stability.

ADEPTUS MECHANICUS model only. Add 6" to the range characteristic of ranged weapons equipped by models in the bearer’s unit and, each time a Hazardous test is taken for that unit, you can re-roll the result.

  • Inloaded Lethality 15 pts

The ancient noospheric receptors implanted into this field commander enable them to receive constant streams of binharic kill code and static prayer chants, lending them greater strength and martial prowess.

TECH-PRIEST DOMINUS or TECH-PRIEST MANIPULUS model only. Add 3 to the Attacks characteristic of the bearer’s melee weapons and add 1 to the Damage characteristic of the bearer’s melee weapons.


Stratagems

ERADICATION PROTOCOLS
1CP
Haloscreed Battle Clade – Battle Tactic Stratagem
Fresh imperatives flow down from on high. The orders are simple: eliminate the foe.
WHEN: Your Shooting phase or the Fight phase.

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

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

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
NEURAL OVERLOAD
1CP
Haloscreed Battle Clade – Strategic Ploy Stratagem
By projecting their consciousness into the minds of tech thralls, a Tech-Priest may significantly enhance their warriors’ lethality. However, doing so risks overloading their combat units’ more limited neural networks. Such hazards are seen as an opportunity to give one’s life in the name of the Omnissiah.
WHEN: Your Movement phase.

TARGET: One ADEPTUS MECHANICUS unit from your army.

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

Designer’s Note: This means that if the targeted unit already has the HALO OVERRIDE keyword, it can be affected by multiple Override abilities at the same time, but suffers mortal wounds to do so. Alternatively, if your unit does not have the HALO OVERRIDE keyword, it instead has the chosen Override ability until the start of your next Command phase, but does not benefit from any other Override abilities that are active.
AGGRESSIVE IMPULSE
1CP
Haloscreed Battle Clade – Strategic Ploy Stratagem
Urgent imperatives flood into the crew thralls of Skitarius transport units, urging them to deploy their cargo of cybernetic soldiers into the heart of the fight.
WHEN: Your Movement phase.

TARGET: One SKORPIUS DUNERIDER model from your army that has not been selected to move this phase.

EFFECT: Until the end of the turn, each time an ADEPTUS MECHANICUS unit disembarks from that model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
GUIDED RETREAT
1CP
Haloscreed Battle Clade – Strategic Ploy Stratagem
From their distant strategium pulpit, the Tech-Priest commander’s guiding hand descends, seizing control of allied minds, steering their troops carefully away from harm whilst maintaining a hail of killing fire.
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army makes a Fall Back move.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
ANALYTICAL DIVINATION
1CP
Haloscreed Battle Clade – Strategic Ploy Stratagem
Tech-Priest commanders process an overwhelming influx of data screeds, analysing this information to read the flow of battle and coordinate the movements of their thralls.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One ADEPTUS MECHANICUS INFANTRY unit (excluding KATAPHRON units) from your army that is within 8" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to D6", or up to 6" instead if it is a HALO OVERRIDE unit.

Cohort Acquisitus1DP

ADAPTED SKITARII HUNTERS IDENTIFY AND ELIMINATE TARGETS IN THE QUEST FOR KNOWLEDGE

Detachment Rules

Noospheric Recon

Force-loaded with enhanced divinatory augurs, far-ranging Skitarii are the unblinking eyes of their masters and cast their sensors in overlapping noospheric nets to root out the enemies of the Machine God.

Enhanced Augurs: In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is analysed:
  • While a unit is analysed, that unit has +3" detection range.

Enhancements

  • Explorator Dispensation 20 pts

Mantled in a susurrus of shrouding code and implanted sensor baffles, this commander has been granted a holy commission to extend their forge world’s influence at the forefront of the Quest for Knowledge.

SKITARII MARSHAL model only. This unit has Infiltrators

  • Stealth-Screened CybercanidsUPGRADE 15 pts

These veteran raiders have been bestowed with rarefied cybernetic mounts that incorporate stealth‑screen projectors, silenced servos, and photo‑adaptive hides, rendering them all but invisible until they near their prey

SERBERYS RAIDERS unit only. This unit has Lone Operative 15".


Stratagems

DEFECT SCRUTINY
1CP
Cohort Acquisitus Stratagem
By focusing implanted augurs with split‑second analysis, the foe’s flaws can be exposed and broadcast in a clarion call to the rest of the Omnissiah’s faithful.
WHEN: Your Shooting phase, when a friendly ADEPTUS MECHANICUS unit is selected to shoot.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Select one visible enemy unit within 12" of a friendly RECON AUGURY unit. Your unit’s ranged attacks that target that enemy unit have [IGNORES COVER].
REPOLARISED AUGURS
1CP
Cohort Acquisitus Stratagem
With a recalibration of divinatory implants, their information absorption can be redirected as a scrambled emission which the enemy’s senses cannot easily penetrate.
WHEN: Start of your opponent’s Movement phase.

TARGET: One friendly unengaged RECON AUGURY unit.

EFFECT: Your unit has -3" detection range until the end of the turn.
CLANDESTINE REPOSITION
1CP
Cohort Acquisitus Stratagem
Under the cover of a multi‑spectral burst of binharic feedback, vectors of redeployment can be opened up that are unanticipated and unseen by the enemy.
WHEN: End of your opponent’s Fight phase.

TARGET: One friendly unengaged INFILTRATORS/PTERAXII unit.

EFFECT: Place your unit in strategic reserves.

Lords of the Forge1DP

SENIOR CYBER-CLERGY AND TECHNOHIERARCHS MARSHAL THE MACHINE GOD’S DEVOUT

Detachment Rules

War-Form Mantles

When battle looms, many Tech-Priests don their war forms, replacing more delicate mechanical appendages with steel-shod bionics that incorporate auto-repair subroutines. Some also outfit themselves with narrow-band screed casters. These project streams of incomprehensible code that overwhelm the cogitator cores of enemy vehicles and baffle augury.

Friendly TECH-PRIEST models have:
  • 4+ InSv.
  • Feel No Pain 5+.
Friendly TECH-PRIEST models have the following ability:

Baffling Data Screed: In your Shooting phase, when this unit is selected to shoot, if this unit is not battle-shocked, you can use this ability. If you do, roll one D6:
  • On a 2+, select one enemy VEHICLE unit within 12" of this unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll. A unit cannot be selected for this ability more than once per turn.
  • Or: On 2+, those ranged attacks do not prevent this unit from being hidden.

Enhancements

  • Vingh’s Wafers of Dynamism 25 pts

The inimitable holy programming within these doctrina wafers elicits a bullish agility in a Datasmith’s cybernetic wards. So commanded, such robots have scaled rusting piles of shifting scree, bulldozed their way through heretek defences and smashed breaches in space hulk passages.

CYBERNETICA DATASMITH model only. At the start of the first battle round, if this unit is an attached unit, this unit has <KY>MOBILE</KY> until the end of the battle.

  • TL-4Ø9 30 pts

This modest-seeming casket is named for the almost indecipherable sigils on its ancient casing. The prevailing theocratic dogma is that this artefact is a weapon, for when its iris shutter is opened, a nightblack beam of incredible power is released.

TECH-PRIEST model only. This model has the following weapon:
RANGED WEAPONS
RANGE
A
BS
S
AP
D
TL-4Ø9 DEVASTATING WOUNDS HAZARDOUS
TL-4Ø9 DEVASTATING WOUNDS HAZARDOUS
24"
3
2+
11
-2
D3+2

Stratagems

SCRIPTURAL PROGNOSIS
1CP
Lords of the Forge Stratagem
Analysing data from thousands of sources at once, a disciple of the Omnissiah is able to rationalise the enemy’s capabilities and dispense protocols of endurance to their servants.
WHEN: In your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly TECH-PRIEST unit that is within range of an objective.

TARGET: That TECH-PRIEST unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
OVERLOADED SAFEGUARDS
1CP
Lords of the Forge Stratagem
With a cascade of holy screed, implanted aggression protocols and biochemical triggers can be activated by a Tech-Priest to transmute a seeming rout into a predatory counterstrike.
WHEN: Your Movement phase, when a friendly TECH-PRIEST unit is selected to make a fall-back move.

TARGET: That TECH-PRIEST unit.

EFFECT: That move does not prevent your unit from being eligible to shoot/declare a charge.
HOLY AVARICE
1CP
Lords of the Forge Stratagem
When a miracle of technology is identified, a Tech-Priest will go to bloody lengths to retrieve it, simultaneously directing the acquisition of their prize and the dismantling of anyone who threatens it.
WHEN: Your Shooting phase, when a friendly TECH-PRIEST unit starts an action.

TARGET: That TECH-PRIEST unit.

EFFECT: That action does not prevent your unit from being eligible to shoot.
UNIQUE: DATA-PSALM

Luminen Auto-choir1DP

ELECTRO-PRIESTS HARNESS THE MOTIVE FORCE WITH ECSTATIC EMPOWERING CHANTS

Detachment Rules

Cyber-Static Canticles

With voices or binharic emissions raised in holy verse, the disciples of the Motive Force roar their worship. Thunderheads of potentiality roil above them, and rival sects vie to prove the supremacy of their visionary dogma with coruscating intensity

  • Friendly CORPUSCARII units’ ranged attacks have [LETHAL HITS].
  • When a friendly FULGURITE unit has fought, that unit heals D3 wounds.

This detachment has the DATA-PSALM tag and cannot be taken with another DATA-PSALM detachment.

Enhancements

  • Voltagheist Reliquary 15 pts

The wild voltagheists said to inhabit this holy casket are more aggressive and intrusive than those that guard the Electro-Priests, and surge in interfering pulses that scramble the foe’s sensors.

TECH-PRIEST model only. Enemy units cannot target this unit with snap shooting attacks

  • Electromiasmic Brazier 10 pts

This ornate brazier emits incense-laced particulate chaff that swirls in glittering veils. The silvered mist is alive with sacred energies that foul attempts to pinpoint the Omnissiah’s faithful.

TECH-PRIEST model only. This unit has Stealth.


Stratagems

ECHOES OF THE CONDUIT WARS
1CP
Luminen Auto-choir Stratagem
Punishing transgressors has a long and ritualised tradition amongst the unforgiving Electro-Priests, and they will eagerly prove their faith in coruscating violence.
WHEN: Your Shooting phase or the Fight phase, when a friendly ELECTRO-PRIESTS unit is selected to attack.

TARGET: That ELECTRO-PRIESTS unit.

EFFECT: Your unit’s attacks that target a unit within range of an objective can:
  • Re-roll hit rolls of 1.
  • Re-roll wound rolls of 1.
CHANT OF ELECTROTRACTION
1CP
Luminen Auto-choir Stratagem
With every Binharic chant in praise of the Divine Current, Electro-Priests feel the surge of sacred power. The pulsing nimbus demands a holy circuit which can only be closed by making destructive contact with the foe.
WHEN: Your Movement phase, when a friendly ELECTRO-PRIESTS BATTLECLADE unit is selected to make an advance move.

TARGET: That ELECTRO-PRIESTS unit.

EFFECT: That move does not prevent your unit from being eligible to declare a charge.
MOMENTUM FEEDBACK
1CP
Luminen Auto-choir Stratagem
Harnessing the force of the blasphemous enemy’s attacks into energy to fuel a holy retaliatory surge is an act of righteous transmutation.
WHEN: Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged ELECTRO-PRIESTS unit has shot.

TARGET: That ELECTRO-PRIESTS unit.

EFFECT: Your unit can make a surge move of up to D6".

Crusade Rules

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

This section contains the following additional rules:

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

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

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

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

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

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

The Search For Archeotech

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

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

Archeotech Parts

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

Power Source

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

Archeotech Part
D6
WEAPON PART
Some of the deadliest and most arcane weapons used during the Dark Age of Technology have survived, their capabilities undimmed.

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

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

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

Assembling Archeotech Treasures

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

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

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

Archeotech Weapon


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

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

Force Field



The bearer has one of the following abilities.

Force Field
D6
VOID SHELL
Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save.

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

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

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

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

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


Archeotech Techno-Arcana


The bearer has one of the following abilities.

Archeotech Techno-Arcana
D6
HAGIOSCOPE
At the start of the battle, select one enemy unit. Each time an ADEPTUS MECHANICUS unit from your Crusade army makes a ranged attack that targets that enemy unit, you can ignore any or all modifiers to the Hit roll, the Wound roll and the Ballistic Skill characteristic of that attack.

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

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

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

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

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


Legendary Archeotech

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

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

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

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

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

CLAIM LEGENDARY ARCHEOTECH

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

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

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

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

Legendary Archeotech
D6
THE DOOM OF THORANTUS

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

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

SYNTAXIK CHARGER

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

The bearer gains the following weapon for the battle:

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

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

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


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

Agendas

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

COLD LOGIC

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

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

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

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

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

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

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

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

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

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

Requisitions

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

CONSECRATED REMODULATION1RP

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

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

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

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

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

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

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

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

Battle Traits

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

TECH-PRIEST Units
D6
MACHINE SAVANT

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

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

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

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

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

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

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

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

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

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

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

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

SKITARII CHARACTER Units
D6
INTEGRATED REFRACTION EMITTERS

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

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

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

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

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

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

INFANTRY and MOUNTED Units
D6
Excluding CHARACTER units
ENHANCED BIONICS

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

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

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

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

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

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

Vehicle Units
D6
SANCTIFIED ENGINE

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

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

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

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

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

This unit has the Feel No Pain 6+ ability.

Crusade Relics

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

Artificer Relics

MULTIPLEXED NEURAL INDUCER

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

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

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

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

Antiquity Relics

EXEMPLAR’S ETERNITY

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

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

Legendary Relics

AUTOCADUCEUS OF ARKHAN LAND

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

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

Crusade Badges

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

Archeotech Questors

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



Archeotech Disciples

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



Archeotech Masters

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


Boarding Actions

Introduction

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

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

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

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

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

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

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

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

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

Electromartyrs

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

Mustering a Boarding Patrol

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

Rules Adaptations


Army Rule

Close-quarters Doctrinas

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

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

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

Detachment Rule

Overload Machine Spirits

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

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

Enhancements

Remote Lockdown

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

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

Multi-dimensional Auspex

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

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

Stratagems

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

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

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

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

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

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

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

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

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

Response Clade

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

Mustering a Boarding Patrol

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

Rules Adaptations


Army Rule

Close-quarters Doctrinas

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

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

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

Detachment Rule

Procedural Elimination

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

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

Enhancements

Admonissor Shunt

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

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

Optimised Cogitators

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

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

Stratagems

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

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

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

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

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

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

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

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

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

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

Machine Cult

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

Mustering a Boarding Patrol

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

Rules Adaptations

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

Army Rule

Close-quarters Doctrinas

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

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

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

Detachment Rule

Canticles of the Omnissiah

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

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

Enhancements

Beseech the Machine Spirits

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

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

Harmonic Discordator

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

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

Stratagems

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

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

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

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

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

TARGET: One ELECTRO-PRIESTS unit from your army.

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

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

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

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

Infantry Character

The ADEPTUS MECHANICUS and VEHICLE keywords are used in the following Adeptus Mechanicus datasheets:

13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
[IGNORES COVER]24.18

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

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
AUTO-DIVINATORY TARGETING
1CP
Cohort Cybernetica – Battle Tactic Stratagem
Encoded with the schemata of the enemy's fortified battle lines and auto-codified vectors of attack, the Cohort's war engines are perfectly aligned to deliver the Machine God's wrath.
WHEN: Your Command phase.

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

EFFECT: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
[LETHAL HITS]24.23

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

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
[HEAVY]24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

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

Protector Imperative

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

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

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

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

Infantry Epic Hero

The CULT MECHANICUS keyword is used in the following Adeptus Mechanicus datasheets:

Infantry Epic Hero

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

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

Infantry Character

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

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

Infantry Epic Hero

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

17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

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

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

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

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

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

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

Infantry Character

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

Infantry Character

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

Infantry Character

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

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

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

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

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

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

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

Dedicated Transports

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

Infantry Character

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

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

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

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

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

ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01
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 opponent’s 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: That unit is battle-shocked. 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.
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
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
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

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

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

Conqueror Imperative

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

INFILTRATORS24.20

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, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
SCOUTS24.31

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

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (see below).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.

The DATA-PSALM tag is used in the following Adeptus Mechanicus detachments:

The datasheets using TECH-PRIEST keyword can be found in the following Factions:

Imperium: Adeptus Mechanicus, Imperial Knights.

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

FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
01.02.02 Persisting Rules Effects
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
18.03 Disembarking
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see below).

If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see below) with each unit embarked within it.

SEE ALSO
  • Persisting Rules Effects 01.02.02
  • Hazard Rolls 06.03


DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
01.02.04 Not On The Battlefield
A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
18.02 Embarking
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
  • Each model in that unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
  • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

SEE ALSO
  • Not on the Battlefield 01.02.04
18.01 Transport Capacity
TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that are eligible to embark within them. More than one unit can be embarked within the same TRANSPORT model at the same time, provided it has sufficient transport capacity.

Before the battle, in the Declare Battle Formations step, your units can start embarked within any friendly TRANSPORT model that has sufficient transport capacity remaining for the whole unit.

A friendly unit must be embarked within each friendly DEDICATED TRANSPORT model. At the end of this step, each friendly DEDICATED TRANSPORT model without an embarked unit is destroyed, but they do not trigger rules that are triggered when a model is destroyed.
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
DEADLY DEMISE24.08

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

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; 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: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).

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

Infantry Epic Hero
[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

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

Dedicated Transports
Noospheric Transference
Haloscreed Battle Clade Detachment

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

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

INCURSION:1 UNIT
STRIKE FORCE2 UNITS
ONSLAUGHT3 UNITS

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

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

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

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

Muted Servomotors
Models in this unit have the Stealth ability.
The RECON AUGURY keyword is used in the following Adeptus Mechanicus datasheets:

06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

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

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".
LONE OPERATIVE24.24

Assassins and other covert agents are difficult to pinpoint in the storm of battle.

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
13.06.01 Solid Terrain and Movement
If a terrain feature has the Solid rule (13.11), as dense terrain features do, a model cannot end a move such that any part of it is through any enclosed part of that terrain feature that is 3" or less from ground level – not even through small openings such as doors and windows. This ensures that protruding elements of models cannot be used to circumvent the visibility restrictions of the Solid rule.
13.06 Terrain and Movement
Models can move through different categories of terrain feature as follows:
  • Exposed/Light: All models can move horizontally and vertically through exposed and light terrain features.
  • Dense:
    • INFANTRY/BEASTS/SWARM/MOBILE models can move horizontally through dense terrain features.
    • INFANTRY/BEASTS/SWARM models can move vertically through dense terrain features.
    • Other models can move horizontally through dense terrain features provided that all sections of that terrain feature that the moving model’s base would move through are 2" or less in height. Otherwise, the moving model must move vertically to ascend or descend such sections. They cannot move through ceilings and floors while doing so, and they cannot end that move on any surface of that terrain feature that is not on ground level (see below).

SEE ALSO
  • Solid Terrain and Movement 13.06.01
Before selecting targets for this weapon, select one of its profiles to make attacks with.
02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding CHARACTER models), with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
04.01.05 Selected to Attack
Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.
04.03.04 Shot
When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.

When all of a model’s ranged weapons have shot, that model has shot.

When all models in a unit that are making ranged attacks have resolved all of those attacks, that unit has shot.

If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
Surge Move
SURGE MOVE21.02
SET-UP DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
  • The rule allowing this move type has been triggered.
  • Your unit is not battle-shocked.
  • Your unit is unengaged.
  • Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
  • Each model must end its move engaged with the surge target if possible.
  • Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
AFTER MOVING:
  • Your unit cannot be engaged with one or more enemy units that were not the surge target.
  • Your unit cannot move again this phase.
[TORRENT]24.37

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

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[PISTOL]24.27

Pistols can be wielded even at point-blank range.

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].

Designer’s Note: [PISTOL] is a pre-existing ability that will be superseded by [CLOSE-QUARTERS] as this edition of Warhammer 40,000 progresses. Both are functionally the same, but the latter is a more suitable term for weapons that function in this way.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
AUTO-SERMON OF DEPLOYMENT2RP

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

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

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

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

SMOKESCREEN15.10
1CP
Core Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Start of your opponent’s Shooting phase.

TARGET: One friendly SMOKE unit.

EFFECT: Until the end of the phase, each time an attack targets either your SMOKE unit, or a unit that is not fully visible to the attacking model because of one or more models in your SMOKE unit, the target has the benefit of cover against that attack (13.08).
DEEP STRIKE

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

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

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

FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
Doctrina Imperatives

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

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

Protector Imperative

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

Conqueror Imperative

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

01.05.05 Roll Off
Some rules instruct players to roll off.
  • To do so, both players roll one D6, and whoever rolls highest wins the roll-off.
  • If there is a tie for the highest roll, roll off again.

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