

RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Mechanicus pistol devastating wounds pistol | |||||||
| Mechanicus pistol devastating wounds pistol | 12" | 1 | 4+ | 6 | -1 | 1 | |
| Arc rifle anti-vehicle 4+ devastating wounds rapid fire 1 | |||||||
| Arc rifle anti-vehicle 4+ devastating wounds rapid fire 1 | 30" | 1 | 4+ | 8 | -1 | D3 | |
| Galvanic rifle | |||||||
| Galvanic rifle | 30" | 2 | 4+ | 4 | 0 | 1 | |
| Plasma caliver – standard | |||||||
| Plasma caliver – standard | 30" | 2 | 4+ | 7 | -2 | 1 | |
| Plasma caliver – supercharge hazardous | |||||||
| Plasma caliver – supercharge hazardous | 30" | 2 | 4+ | 8 | -3 | 2 | |
| Transuranic arquebus heavy precision | |||||||
| Transuranic arquebus heavy precision | 36" | 1 | 4+ | 7 | -2 | D3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Alpha combat weapon | |||||||
| Alpha combat weapon | Melee | 2 | 4+ | 5 | -1 | 1 | |
| Close combat weapon | |||||||
| Close combat weapon | Melee | 1 | 4+ | 3 | 0 | 1 | |
| YOUR UNIT COSTS | |
| 10 models | 85 |


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.
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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:The BATTLELINE keyword is used in the following Adeptus Mechanicus datasheets:
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).An Adeptus Mechanicus army marching to war is a sight both terrifying and glorious, each holy warrior a disturbing fusion of Human and machine. While the ruling Tech-Priests and their fanatical followers raise modified voices in praise of the Machine God, their Skitarii soldiery and Servitor creations are controlled by doctrina imperatives loaded by their masters to augment and adapt the warriors’ abilities.
At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative
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Conqueror Imperative
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The ADEPTUS MECHANICUS keyword is used in the following Imperial Knights datasheets:
The BATTLELINE keyword is used in the following Imperial Knights datasheets:
The IMPERIAL KNIGHTS keyword is used in the following Imperial Knights datasheets:
The IMPERIUM keyword is used in the following Imperial Knights datasheets:
The INFANTRY keyword is used in the following Imperial Knights datasheets:
The SKITARII keyword is used in the following Imperial Knights datasheets:
The TECH-PRIEST keyword is used in the following Imperial Knights datasheets:
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.
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The IMPERIAL KNIGHTS and TITANIC keywords are used in the following Imperial Knights datasheets:




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).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).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.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.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.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).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.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 Nobles of Questor Mechanicus houses commonly fight alongside the armies of forge worlds. They are bound together by their shared devotion to the Machine Cult.
Friendly IMPERIAL KNIGHTS models have the following ability: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).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].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: