Adeptus Mechanicus – Cybernetica Datasmith
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Cybernetica Datasmith
(⌀32mm)
M
6"
T
4
SV
2+
W
3
LD
7+
OC
1
INSV
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Mechanicus pistol devastating wounds pistol
Mechanicus pistol devastating wounds pistol
12"
1
3+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Power fist
Power fist
Melee
2
3+
8
-2
2
ABILITIES
CORE: Support
FACTION: Doctrina Imperatives
Battle Protocols: At the start of the battle, if this model is leading a KASTELAN ROBOTS unit, that unit enters Aegis Protocols (see below). In your Command phase, if this model is leading a KASTELAN ROBOTS unit, you can select one protocol from those listed below for that unit to enter. Once a unit enters a protocol, it remains in that protocol until it enters a different one.
  • Protector Protocol: Add 2 to the Attacks characteristic of ranged weapons equipped by KASTELAN ROBOT models in that unit.
  • Conqueror Protocol: Add 2 to the Attacks characteristic of melee weapons equipped by KASTELAN ROBOT models in that unit.
  • Aegis Protocol: Add 1 to the Toughness characteristic of KASTELAN ROBOT models in that unit.
Data-severed: If there are no KASTELAN ROBOT models in this unit:
  • This unit loses VEHICLE.
  • This unit has INFANTRY.
UNIT COMPOSITION
  • 1 Cybernetica Datasmith
This model is equipped with: Mechanicus pistol; power fist.
YOUR UNIT COSTS
1 model
25
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY; CHARACTER; IMPERIUM; LEGIO CYBERNETICA; TECH-PRIEST; CYBERNETICA DATASMITH
FACTION KEYWORDS:
ADEPTUS MECHANICUS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
DEFECT SCRUTINY
1CP
Cohort Acquisitus Stratagem
AUTO-DIVINATORY TARGETING
1CP
Cohort Cybernetica – Battle Tactic
BENEVOLENCE OF THE OMNISSIAH
1CP
Cohort Cybernetica – Battle Tactic
MACHINE SPIRIT RESURGENT
1CP
Cohort Cybernetica – Epic Deed
MACHINE SUPERIORITY
1CP
Cohort Cybernetica – Epic Deed
TRANSCENDENT COGITATION
1CP
Cohort Cybernetica – Strategic Ploy
UNRELENTING AGGRESSION
1CP
Eradication Cohort – Strategic Ploy
SERVO‑DRIVEN CHARGE
1CP
Eradication Cohort – Wargear
CACHED ACQUISITION
1CP
Explorator Maniple – Epic Deed
INFOSLAVE SKULL
1CP
Explorator Maniple – Wargear
INCENSE EXHAUSTS
1CP
Explorator Maniple – Wargear
REACTIVE SAFEGUARD
1CP
Explorator Maniple – Strategic Ploy
PRIORITY RECLAMATION
1CP
Explorator Maniple – Battle Tactic
GUIDED RETREAT
1CP
Haloscreed Battle Clade – Strategic Ploy
NEURAL OVERLOAD
1CP
Haloscreed Battle Clade – Strategic Ploy
ANALYTICAL DIVINATION
1CP
Haloscreed Battle Clade – Strategic Ploy
ERADICATION PROTOCOLS
1CP
Haloscreed Battle Clade – Battle Tactic
TARGETING OVERRIDE
1CP
Haloscreed Battle Clade – Battle Tactic
OVERLOADED SAFEGUARDS
1CP
Lords of the Forge Stratagem
SCRIPTURAL PROGNOSIS
1CP
Lords of the Forge Stratagem
HOLY AVARICE
1CP
Lords of the Forge Stratagem
EXTINCTION ORDER
1CP
Rad-Zone Corps – Strategic Ploy
LETHAL DOSAGE
1CP
Rad-Zone Corps – Wargear
PRE-CALIBRATED PURGE SOLUTION
1CP
Rad-Zone Corps – Battle Tactic
BALEFUL HALO
2CP
Rad-Zone Corps – Battle Tactic
DETACHMENT ABILITY
Rad-bombardment
Noospheric Transference
Acquisition At Any Cost
Cyber-Psalm Programming
Canticles of the Omnissiah
War-Form Mantles
ENHANCEMENTS
Autoclavic Denunciation
15
Malphonic Susurrus
20
Peerless Eradicator
20
Radial Suffusion
25
Sanctified Ordnance
10
Transoracular Dyad Wafers
15
Mantle of the Gnosticarch
10
Data-blessed Autosermon
15
Temporcopia
20
Mechanicus Locum
5
Artisan
10
Magos
10
Logis
15
Genetor
20
Emotionless Clarity
10
Lord of Machines
15
Necromechanic
20
Arch-negator
5
Martial Signatum Amplificator
15
Belicosa-Class Capacitor Vanes
25
Vingh’s Wafers of Dynamism
25
TL-4Ø9
30
Electromiasmic Brazier
10
Voltagheist Reliquary
15

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

Dedicated Transports

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

The TRANSPORT 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.

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.

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 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.
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.
01.02.04 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.
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.
13.06.01 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.
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.
[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.
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.

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COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
RAPID INGRESS15.07
1CP
Core Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
LEADER24.22 / SUPPORT24.23

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

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

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

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

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

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

EFFECT: Your unit fights next.
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].
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
EXTINCTION ORDER
1CP
Rad-Zone Corps – Strategic Ploy Stratagem
As Tech-Priests order the purge of an area of the battlefield, rad-bombardments are redoubled in the hopes of turning it into a wasteland.
WHEN: Your Command phase.

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

EFFECT: Roll one D6 for each enemy unit within range of that objective marker. On a 4+, that unit suffers 1 mortal wound and it must take a Battle-shock test.
LETHAL 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.
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.
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.
Acquisition At Any Cost
Explorator Maniple Detachment

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

At the start of your Command phase, select one objective marker. Until the start of your next Command phase, that objective marker is your Acquisition objective marker. Each time an 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.
Canticles of the Omnissiah
Machine Cult Detachment

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.
War-Form Mantles
Lords of the Forge Detachment

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:
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.
  • Autoclavic Denunciation
    15 pts
Rad-Zone Corps Detachment

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

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

  • Malphonic Susurrus
    20 pts
Rad-Zone Corps Detachment

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

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

  • Peerless Eradicator
    20 pts
Rad-Zone Corps Detachment

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

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.

  • Radial Suffusion
    25 pts
Rad-Zone Corps Detachment

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

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.

  • Sanctified Ordnance
    10 pts
Haloscreed Battle Clade Detachment

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.

  • Mantle of the Gnosticarch
    10 pts
Data-Psalm Conclave Detachment

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

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

  • Data-blessed Autosermon
    15 pts
Data-Psalm Conclave Detachment

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

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

  • Temporcopia
    20 pts
Data-Psalm Conclave Detachment

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

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

  • Mechanicus Locum
    5 pts
Data-Psalm Conclave Detachment

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

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

  • Artisan
    10 pts
Explorator Maniple Detachment

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

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

  • Magos
    10 pts
Explorator Maniple Detachment

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

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

  • Logis
    15 pts
Explorator Maniple Detachment

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

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

  • Genetor
    20 pts
Explorator Maniple Detachment

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

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

  • Emotionless Clarity
    10 pts
Cohort Cybernetica Detachment

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

TECH-PRIEST model only. Once per turn, when a friendly LEGIO CYBERNETICA or 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.

  • Lord of Machines
    15 pts
Cohort Cybernetica Detachment

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

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

  • Necromechanic
    20 pts
Cohort Cybernetica Detachment

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

TECH-PRIEST model only. Once per battle round, when a saving throw made for a friendly LEGIO CYBERNETICA or 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.

  • Arch-negator
    5 pts
Cohort Cybernetica Detachment

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

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

  • Martial Signatum Amplificator
    15 pts
Eradication Cohort Detachment

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
Eradication Cohort Detachment

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.

  • TL-4Ø9
    30 pts
Lords of the Forge Detachment

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

  • Electromiasmic Brazier
    10 pts
Luminen Auto-choir Detachment

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.

  • Voltagheist Reliquary
    15 pts
Luminen Auto-choir Detachment

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

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.
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.
SUPPORT24.23

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
Cyber-Psalm Programming
Cohort Cybernetica Detachment

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

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.
  • Transoracular Dyad Wafers
    15 pts
Haloscreed Battle Clade Detachment

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.

  • Vingh’s Wafers of Dynamism
    25 pts
Lords of the Forge Detachment

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.

© Vyacheslav Maltsev 2013-2026