The Adeptus Mechanicus is an ancient and powerful institution that traces its roots to the very founding of the Imperium. Acquisitive and ambitious, the Tech-Priests of Mars are obsessed with the idea that knowledge is power – though whether they put that knowledge to good use is another matter.

This section contains all of the datasheets that you will need in order to fight battles with your Adeptus Mechanicus miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several units, and are described on these pages and referenced on the datasheets.


Books

BookKindEditionVersionLast update
  Adeptus Mechanicus
  Adeptus MechanicusCodex9May 2021
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.1June 2021
  Warzone Charadon: Act I – Book of Rust
  Warzone Charadon: Act I – Book of RustExpansion9March 2021
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.2January 2021
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020
  Warhammer Quest: Blackstone Fortress – Escalation
  Warhammer Quest: Blackstone Fortress – EscalationBoxset8August 2019

FAQ

Expansion: Imperium Nihilus: Vigilus Defiant

 Q: When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
A:
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
 Q: If a Tech-Priest Dominus takes the Doctrina Foreas Servo-Skull, what D6 roll is required to change the battle protocols of Kastelan Robots?
A:
2+.

Keywords

The <FORGE WORLD> Keyword

Many datasheets in this section have the <FORGE WORLDS> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

Adeptus Mechanicus units are drawn from a Forge World. When you include such a unit in your army, you must nominate which Forge World it is from and then replace the <FORGE WORLD> keyword in every instance on its datasheet with the name of your chosen Forge World. This could be one of the Forge Worlds detailed in a Warhammer 40,000 publication, or one of your own design.

Example: If you include a Tech-Priest Dominus in your army, and you decide he is from the Ryza Forge World, his <FORGE WORLD> keyword becomes RYZA and his LORD OF THE MACHINE CULT ability reads, ‘While a friendly RYZA CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’

If your army is Battle-forged, you cannot include units from two different Forge Worlds in the same Detachment.

The <TITAN LEGIONS> Keyword

The SECUTARII datasheets have the <TITAN LEGIONS> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance below.

All SECUTARII units belong to a Titan Legion. When you include such a unit in your army, you must nominate which Titan Legion it is from and then replace the <TITAN LEGIONS> keyword in every instance on its datasheet with the name of your chosen Titan Legion. This could be one of the Titan Legions detailed in a Warhammer 40,000 publication, or one of your own design.

If your army is Battle-forged, you cannot include units from two different Titan Legions in the same Detachment.


Weapon Definitions

Some rules refer to ‘arc weapons’ or ‘radium weapons’ and so on. The definitions of these weapons for the purposes of such rules can be found below:

Arc Weapons

An arc weapon is any weapon whose profile includes the word ‘arc’ (arc claw, arc rifle, etc.), and any Relic that replaces such a weapon.

Carbine Weapons

A carbine weapon is any ranged weapon whose profile includes the word ‘carbine’ (radium carbine, stubcarbine, etc.), and any Relic that replaces such a weapon.

Cognis Weapons

A cognis weapon is any ranged weapon whose profile includes the word ‘cognis’ (cognis flamer, cognis heavy stubber, etc.), and any Relic that replaces such a weapon.

Galvanic Weapons

A galvanic weapon is any ranged weapon whose profile includes the word ‘galvanic’ (galvanic carbine, galvanic rifle, etc.), and any Relic that replaces such a weapon.

Phosphor Weapons

A phosphor weapon is any ranged weapon whose profile includes the word ‘phosphor’ (phosphor blaster, phosphor serpenta, etc.), and any Relic that replaces such a weapon.

Plasma Weapons

A plasma weapon is any ranged weapon whose profile includes the word ‘plasma’ (plasma caliver, plasma cannon, etc.), and any Relic that replaces such a weapon.

Radium Weapons

A radium weapon is any ranged weapon whose profile includes the word ‘radium’ (radium carbine, radium pistol, etc.), and any Relic that replaces such a weapon.

Rifle Weapons

A rifle weapon is any ranged weapon whose profile includes the word ‘rifle’ (arc rifle, galvanic rifle, etc.), and any Relic that replaces such a weapon.

Taser Weapons

A taser weapon is any melee weapon whose profile includes the word ‘taser’ (taser goad, taser lance, etc.), and any Relic that replaces such a weapon.


Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These abilities are described below.

Doctrina Imperatives

If every unit from your army has the ADEPTUS MECHANICUS keyword (excluding AGENT OF THE IMPERIUM, UNALIGNED and KNIGHT OF THE COG units), this units characteristics are modified depending on which Doctrina Imperative is active for your army. Each Doctrina Imperative has two effects, an Optimisation effect that improves one of this unit’s characteristics, and a Deprecation effect that reduces one of this unit’s characteristics. When a Doctrina Imperative is active, both of these effects will apply to this unit.

At the start of the battle round, if there is a DOCTRINA ASSEMBLER model from your army on the battlefield, you can select one Doctrina Imperative that has not yet been active for your army. If you do so, until the end of the battle round, that Doctrina Imperative is active for your army.

PROTECTOR IMPERATIVE

The Protector imperative is codified to yield the maximum spectra of hard data. Extra power is fed into narrow-band optics and rangefinders connected directly to the Skitarii’s priority programming as the holy warriors’ guns become an extension of themselves.

OPTIMISATION
Improve the Ballistic Skill characteristic of models in this unit by 1.

DEPRECATION
Reduce the Weapon Skill characteristic of models in this unit by 1.

CONQUEROR IMPERATIVE

When the enemy close in, the Tech-Priests controlling each maniple inload Conqueror imperatives that boost the martial subroutines of their Skitarii minions and galvanise them into physical action at the expense of their more elaborate targeting programmes.

OPTIMISATION
Improve the Weapon Skill characteristic of models in this unit by 1.

DEPRECATION
Reduce the Ballistic Skill characteristic of models in this unit by 1.

BULWARK IMPERATIVE

The warrior wisdom of ancient and experienced Reductors is force-loaded into the Skitarii’s minds. Each thrilling pulse of data locks microactuators into bracing positions, brings reserve power cells online and bestows a sensation of sacred invulnerability upon the Tech-Priests’ soldiers.

OPTIMISATION
Improve the Save characteristic of models in this unit by 1 (models in this unit cannot have a Save characteristic better than 2+).

DEPRECATION
Reduce the Move characteristic of models in this unit by 3".

AGGRESSOR IMPERATIVE

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.

OPTIMISATION
Improve the Move characteristic of models in this unit by 3".

DEPRECATION
Reduce the Save characteristic of models in this unit by 1.


Canticles of the Omnissiah

If every unit from your army has the ADEPTUS MECHANICUS keyword (excluding AGENT OF THE IMPERIUM, UNALIGNED and KNIGHT OF THE COG units), this unit gains a bonus depending on which Canticle of the Omnissiah is active for your army.

At the start of the battle round, you can select one Canticle that has not yet been active for your army. If you do so, until the end of the battle round, that Canticle is active for your army.

SHROUDPSALM

Robot, servitor and priest shift their binharic emissions into visible spectra, the static pouring from their vox-grilles manifesting as an electromagnetic storm that hides them from the foe.

While this Canticle is active, this unit counts as receiving the benefits of Light Cover.

CHANT OF THE REMORSELESS FIST

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.

While this Canticle is active, each time a model in this unit make a melee attack, add 1 to the Strength characteristic of that attack.

INCANTATION OF THE IRON SOUL

Raising their voices in binharic praise, the Disciples of the Machine God bolster their spirits with the surety of iron.

While this Canticle is active:

  • Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost. If this unit has the Refusal to Yield dogma, that wound is not lost on a 4+ instead.

BENEDICTION OF THE OMNISSIAH

Those blessed enough to comprehend this blaring vox-prayer find their targeting reticules guided by the Omnissiah’s own vigilance.

While this Canticle is active, each time this unit is selected to shoot, when resolving its attacks you can:

  • Re-roll one hit roll.
  • Re-roll one wound roll.
  • Re-roll one damage roll.

INVOCATION OF MACHINE VENGEANCE

The Tech-Priests lead adherents of the Machine Cult in a binharic prayer of hatred against the unenlightened. A manifestation of power surges through tendons, wires and pistons as the righteous eagerly close on the blasphemers.

While this Canticle is active, each time an Advance roll or a charge roll is made for this unit, roll one additional D6 and discard the lowest result.

LITANY OF THE ELECTROMANCER

Summoning the spark of the Machine God’s divinity that burns within them, the Omnissiah’s faithful manifest auras of energy that disrupt the unbeliever’s neuro-cortices and cause the foe to spasm.

While this Canticle is active, each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.


Detachment Rules

An ADEPTUS MECHANICUS Detachment is one that only includes models with the ADEPTUS MECHANICUS keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keyword).

Forge World Dogmas

Each Forge World has its own combat philosophy suited to the skills of its warriors.

All ADEPTUS MECHANICUS units (other than SERVITORS units) with this ability, and all the models in them, gain a dogma so long as every unit in their Detachment is from the same Forge World. The dogma gained depends upon which Forge World they are from.

Example: A Graia unit with the Forge World Dogmas ability gains the Refusal to Yield dogma.

If your Forge World does not have an associated dogma, you must instead create a new dogma for them, as described in the Distant Forge Worlds section. This allows you to customise the rules for your Forge World to best represent their fighting style.

In either case, write down all of your Detachments’ dogmas on your army roster.

Knight of the Cog

For each Detachment in your army with this ability, you can select one QUESTOR MECHANICUS Super-heavy Auxiliary Detachment in your army. Models in that Detachment gain the KNIGHT OF THE COG keyword.


Specialist Detachments

Cybernetica Cohort

The Legio Cybernetica is one of the oldest institutions in the Adeptus Mechanicus, and it has endured for a reason. Each Kastelan Robot is a mighty idol of war – when gathered in maniples and brought to full lethality by the correct doctrina wafers, they can be unstoppable.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

CYBERNETICA COHORT

Specialist Detachment Stratagem

Marching into battle with inhuman synchronisation come the maniples of the Legio Cybernetica, ready to wage war in their pursuit of arcane knowledge.

Use this Stratagem when choosing your army. Pick an ADEPTUS MECHANICUS Detachment from your army to be a Cybernetica Cohort Specialist Detachment. TECH-PRIESTS DOMINUS, ENGINSEERS, CYBERNETICA DATASMITHS and KASTELAN ROBOTS in that Detachment gain the CYBERNETICA COHORT keyword.

WARLORD TRAIT
If a CYBERNETICA COHORT CHARACTER is your WARLORD, you can give them the following Warlord Trait.

ADEPT OF THE LEGIO CYBERNETICA

A veteran of battle and trusted overseer of many of the Legio Cybernetica’s most treasured relic robots, this warlord is especially skilled at repairing the battle damage sustained by his charges.

Once per battle, when your Warlord uses their Master of Machines ability to repair a friendly unit of CYBERNETICA COHORT KASTELAN ROBOTS, that unit regains D6 lost wounds instead of D3.

ARCANA MECHANICUM
If your army includes any Cybernetica Cohort Specialist Detachments, you can give the following relic to a CYBERNETICA COHORT CHARACTER from your army:

DOCTRINA FOREAS SERVO-SKULL

Fitted with archeotech grav-boosters, this servo-skull has been adapted to quickly dispense sanctified doctrina wafers to Kastelan Robots. This allows Datasmiths or other adepts of the Legio Cybernetica to extend their control over a wider net of robots and command greater numbers in battle.

Friendly units of CYBERNETICA COHORT KASTELAN ROBOTS can attempt to change their battle protocols at the start of each of your Movement phases if they are within 9" of the bearer.

STRATAGEMS
If your army includes any Cybernetica Cohort Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

POWER SURGE

Adeptus Mechanicus Stratagem

The datasmith delivers a burst of energy to the Kastelan Robots allowing them to cross the battlefield at an accelerated pace.

Use this Stratagem at the start of your Charge phase. Pick a unit of CYBERNETICA COHORT KASTELAN ROBOTS from your army within 3" of a friendly CYBERNETICA COHORT CYBERNETICA DATASMITH . Add 3 to charge rolls made for that unit of Kastelan Robots until the end of that phase.
1CP

STRAFING FIRE RUN

Adeptus Mechanicus Stratagem

Modifying the doctrina wafers of these Kastelan Robots grants them greater manoeuvrability and firepower – a devastating combination.

Use this Stratagem at the start of your Movement phase. Pick a unit of CYBERNETICA COHORT KASTELAN ROBOTS from your army that has the Aegis Protocol in effect. Until the end of that turn, treat Heavy weapons that unit is armed with as Assault weapons for all rules purposes.

Servitor Maniple

A Servitor Maniple will trundle and crunch its way to war, driven by its Tech-Priest’s inhuman obsession with knowledge claimed at any cost. These mindless cyborgs fight in uncanny unison, their humanity secondary to the destructive power of the weapons sutured to their limbs.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

SERVITOR MANIPLE

Specialist Detachment Stratagem

Like a coming storm, the rhythmic whir of Kataphron tracked motive units and the ponderous crump of marching battle servitors signal the coming of a Servitor Maniple, a legion of lobotomised slaves serving only the will of the Omnissiah.

Use this Stratagem when choosing your army. Pick an ADEPTUS MECHANICUS Detachment from your army to be a Servitor Maniple Specialist Detachment. TECH-PRIESTS DOMINUS, ENGINSEERS, KATAPHRON BREACHERS, KATAPHRON DESTROYERS and SERVITORS in that Detachment gain the SERVITOR MANIPLE keyword.

WARLORD TRAIT
If a SERVITOR MANIPLE CHARACTER is your WARLORD, you can give them the following Warlord Trait.

MASTER OF BIOSPLICING

This Tech-Priest has no qualms about sacrificing one specimen to preserve another.

At the end of your Movement phase, you can pick a unit of SERVITORS from your army within 6" of your Warlord and a unit of KATAPHRON BREACHERS or KATAPHRON DESTROYERS from your army within 6" of your Warlord. 1 model from that unit of SERVITORS is immediately slain. A model in that unit of KATAPHRON BREACHERS or KATAPHRON DESTROYERS then regains D3 lost wounds, or, if there are no wounded models in the unit and any models in the unit have been slain, you can return one slain model to the unit with 1 wound remaining (this model is set up in unit coherency and cannot be set up within 1" of any enemy models – if it is not possible to place this model, it is not returned to the unit).

ARCANA MECHANICUM
If your army includes any Servitor Maniple Specialist Detachments, you can give the following relic to a SERVITOR MANIPLE CHARACTER in your army:

THE GENECOG CORPUS

This axe samples genetic data as it hacks into its foe, growing deadlier with each swing.

Model with omnissian axe only. The Genecog Corpus replaces the bearer’s omnissian axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Genecog Corpus
The Genecog Corpus
Melee
Melee
+1
-2
2
Abilities: If the wound roll for an attack made by this weapon is an unmodified 6, the target model suffers D3 mortal wounds instead of any normal damage.

STRATAGEMS
If your army includes any Servitor Maniple Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

ENHANCED BIONICS

Adeptus Mechanicus Stratagem

These Kataphron servitors have had their bionics reinforced and augmented to offer greater protection in battle.

Use this Stratagem before the battle begins. Pick a unit of SERVITOR MANIPLE KATAPHRON BREACHERS or SERVITOR MANIPLE KATAPHRON DESTROYERS from your army. That unit has a 5+ invulnerable save for the duration of this battle.
1CP

NOOSPHERIC MINDLOCK

Adeptus Mechanicus Stratagem

The Tech-Priests that lead Servitor Maniples have advanced targeting systems hardwired into each of their Kataphron servitors that allow updated protocols to override defaults in the heat of battle..

Use this Stratagem at the start of your Shooting phase. Pick a unit of SERVITOR MANIPLE KATAPHRON BREACHERS or SERVITOR MANIPLE KATAPHRON DESTROYERS within 6" of a friendly SERVITOR MANIPLE TECH-PRIEST DOMINUS. Add 1 to hit rolls for attacks made by that unit until the end of the phase.


Forge Worlds

If your army is Battle-forged, <FORGE WORLD> units in ADEPTUS MECHANICUS Detachments gain access to the following Forge World rules, provided every model in that Detachment that is drawn from a Forge World is from the same Forge World. Such a Detachment is referred to as a Forge World Detachment.

WARLORD TRAITS
Each Forge World has an associated Forge World Warlord Trait. If an ADEPTUS MECHANICUS <FORGE WORLD> TECH-PRIEST CHARACTER model gains a Warlord Trait, they can have the relevant Forge World Warlord Trait instead of Adeptus Mechanicus Warlord Traits.

STRATAGEMS
Each Forge World has an associated Forge World Stratagem. If your army includes a Forge World Detachment (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then you will gain access to the relevant Forge World Stratagem.

ARCANA MECHANICUM
Each Forge World has an associated Forge World Arcana Mechanicum. If your army is led by an ADEPTUS MECHANICUS <FORGE WORLD> WARLORD, you can give the relevant Forge World Arcana Mechanicum to an ADEPTUS MECHANICUS <FORGE WORLD> CHARACTER model in your army instead of giving them an Arcana Mechanicum Relic. Named characters (such as Belisarius Cawl) cannot be given an Arcana Mechanicum Relic.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Arcana Mechanicum Relics your models have on your army roster.

Example: A Battle-forged army includes an ADEPTUS MECHANICUS Detachment in which every unit has the MARS keyword. A CHARACTER model in that Detachment that is given a Warlord Trait can instead be given the Panegyric Procession Warlord Trait. You also have access to the Wrath of Mars Stratagem and can spend CPs to use it, and if the army’s WARLORD is selected from this Detachment, then a MARS CHARACTER model in your army that could be given an Arcana Mechanicum Relic can instead be given The Red Axe.

Mars

The Tech-Priests of Mars rigidly believe in their blessed superiority in the eyes of the Machine God, and in the holy perfection of their armies.

DOGMA: MASTERS OF THE FORGE

The favour of the Machine God can be seen in the powerful optimisation granted by every static-ridden psalm incanted by his most faithful followers. This is manifest also in Mars’ ultimate mastery of manufacture and the excellence of its craftsmanship.

  • SKITARII units with this dogma gain the Canticles of the Omnissiah ability.
  • Each time a unit with this dogma is selected to shoot or fight, you can re-roll one hit roll when resolving that unit’s attacks.

WARLORD TRAIT: PANEGYRIC PROCESSION

The Tech-Priests of the Red Planet lead their disciples in a synchronous cortege of war.

In your Command phase, you can select one friendly MARS CULT MECHANICUS CORE unit within 6" of this WARLORD. If you do so, then select one Canticle - this can be one that has already been active for your army. Until the start of your next Command phase, both this WARLORD and that unit benefit from the selected Canticle instead of the one that is active for your army.

ARCANA MECHANICUM: THE RED AXE

A colossal, cog-bladed axe edged in priceless starmetal and emitting a crimson glow, the appropriately named Red Axe is a fabled treasure from the war vaults of Mars. The supply of this unique ore is so limited that only one such weapon has ever been created, and it is claimed that few foes can withstand its blow.

MARS model equipped with an Omnissian axe only. This Relic replaces an Omnissian axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Red Axe
The Red Axe
Melee
Melee
+2
-5
2
Abilities: Each time the bearer fights, it makes 3 additional attacks with this weapon.

WRATH OF MARS1CP/2CP
Mars – Battle Tactic Stratagem

None can smite the blasphemer like those from Mars, for theirs is the most righteous of zeal. All praise the glory of the Machine God!

Use this Stratagem in your Shooting phase, when a MARS unit is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (to a maximum of 6 mortal wounds).

If that unit has a Power Rating of 11 or more, this Stratagem costs 2CP; otherwise, it costs 1CP.

Lucius

Lucius employs many materials and technologies virtually unknown on other forge worlds, an advantage it jealously guards. The Hollow Forge craves ever more resources and it unleashes armies of acquisition in a never-ending stream.

DOGMA: SOLAR BLESSING

Lucius is renowned for its craftsmanship and unique solar-blessed ores, often marked by the ritual scorching of its titanic forges.

  • Each time an attack with a Damage characteristic of 1 is allocated to a model with this dogma, add 1 to any armour saving throw made against that attack.
  • Add 3" to the Range characteristic of ranged weapons that models with this dogma are equipped with.

WARLORD TRAIT: LUMINESCENT BLESSING

As the priestly rulers of Lucius recite their dazzling consecration, energy is redirected to infuse their masterwork alloys creating a halo of divine defence.

In your Command phase, select one LUCIUS CORE unit within 9" of this WARLORD. Until the start of your next Command phase, each time an attack is made against that unit, an unmodified wound roll of 1 -3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.

ARCANA MECHANICUM: THE SOLAR FLARE

The Solar Flare is a unique Lucius invention - a personal teleportation device that causes the bearer to burst from the warp in a flash of blinding white light.

LUCIUS model only. Once per battle, in your Movement phase, the bearer can use this Relic. If it does so, the bearer’s unit and up to one friendly LUCIUS CORE unit within 3" of the bearer can be removed from the battlefield and set back up anywhere on the battlefield that is more than 9" away from any enemy models. If two units are set back up on the battlefield using this Relic, both units must be placed wholly within 6" of each other.

LEGIO TELEPORTARIUM1CP
Lucius – Wargear Stratagem

The Tech-Priests of Lucius apply the same technologies they use to shift Titans through the warp to master battlefield teleportation.

Use this Stratagem before the battle, during the Declare Reserves and Transports step (if you are playing a mission without this step, use this Stratagem during deployment instead). Select one LUCIUS unit (excluding VEHICLE units) from your army. You can set up that unit in a teleportarium instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).

Agripinaa

Embroiled in constant war near the Eye of Terror, Agripinaa’s armies stand as immovable bastions of the Omnissiah’s will.

DOGMA: STAUNCH DEFENDERS

With imperatives refined over countless horrific close assaults, those of Agripinaa retain a cast-iron composure in the face of advancing foes.

  • Each time a model with this dogma makes a ranged attack that targets a unit within half range, the Armour Penetration characteristic of that attack is improved by 1.
  • Each time an enemy unit declares a charge against a unit with this dogma, if this unit is not within Engagement Range of any enemy units, it can Hold Steady or Set to Defend.

WARLORD TRAIT: VERSE OF VENGEANCE

Rousing code in binharic duometer incites fury for the lost worlds around Agripinaa, the devoted extending their functions for one last act of retribution.

In your Command phase, select one friendly AGRIPINAA CORE unit within 6" of this WARLORD. Each time a model in that unit is destroyed by an attack made by an enemy model, roll one D6: on a 4+, do not remove the destroyed model from play - it can, after the attacking model’s unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase. After resolving these attacks, the destroyed model is then removed.

ARCANA MECHANICUM: THE EYE OF XI-LEXUM

Xi-Lexum was a legend of Agripinaa. A servo-skull has been made from the cranium of the fallen Tech-Priest, so that even in death his withering gaze can reveal the weaknesses of every foe.

AGRIPINAA model only. At the start of your Shooting phase, select one enemy VEHICLE unit within 18" of the bearer. Until the end of the phase, the bearer gains the following ability:

The Eye of Xi-Lexum (Aura): While a friendly AGRIPINAA CORE or AGRIPINAA KATAPHRON SERVITORS unit is within 6" of this model, each time a model in that unit makes an attack that targets the selected VEHICLE unit, you can re-roll the wound roll.’

INDENTURED MACHINES1CP
Agripinaa – Requisition Stratagem

With influxes of fresh converts, Agripinaa can select specimens capable of bonding to more powerful servitor enhancements.

Use this Stratagem before the battle. Select one AGRIPINAA KATAPHRON SERVITORS unit from your army. Add 1 to the Toughness characteristic of models in that unit. A unit can only be selected for this Stratagem once. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).

Graia

The coldly logical forces of Grata pursue their goals no matter the cost. They believe victory to be an irrefutable certainty, subject to the ineffable wisdom of the Machine God, whose technological miracles are the only unexplainable phenomena they accept.

DOGMA: REFUSAL TO YIELD

The cortexes of those who serve Graia are so hardwired to pure logic that the most esoteric attacks break down before a wall of sheer rationality.

  • Each time a Combat Attrition test is taken for a unit with this dogma, it is automatically passed.
  • Each time a model with this dogma would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

WARLORD TRAIT: MANTRA OF DISCIPLINE

Dogmatic imperatives rigidly enforce the duty of all who bear Graia’s holy icon, the Tech-Priests’ directives obeyed automatically and instantaneously.

In your opponent’s Charge phase, at the start of the Heroic Interventions step, select one friendly GRAIA CORE unit within 9" of this WARLORD. Until the end of the phase:
  • If that unit is within 6" horizontally and 5" vertically of any enemy unit, it is eligible to perform Heroic Interventions as if it were a CHARACTER unit.
  • Each time a model in that unit makes a Heroic Intervention move, it can move up to 6".

ARCANA MECHANICUM: THE CEREBRAL TECHNO-MITRE

Perhaps the most famous of all cogitator engines is the Cerebral Techno-Mitre, a secondary brain that uses synaptic links to directly assist the bearer’s own mental capacities. Even amidst the maelstrom of battle, the device runs complex algorithms to suggest the best course of action.

GRAIA TECH-PRIEST model only. Add 3" to the range of the bearer’s aura abilities (to a maximum of 9"). Each time the bearer uses an ability in your Command phase that specifies a range, you can add 3" to the range of that ability (to a maximum of 9").

STEEL MIND, IRON LOGIC1CP
Graia – Wargear Stratagem

Even the vile energy surges of the warp will be quieted by the faith and undeniable logic that emanates from the pure devotees of Graia.

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER attempts to manifest a psychic power within 18" of any GRAIA units from your army. Roll one D6: on a 4+, that psychic power is denied.

Stygies VIII

The Tech-Priests of Stygies VIII are trusted by few other forge worlds, their deeds and motivations occluded from their peers. Their wary caution shields their works from their enemies and allies alike.

DOGMA:SHROUD PROTOCOLS

When the armies of Stygies VIII march to war, they do so beneath stealth-screen projectors and target-befouling apparatuses.

  • Each time a ranged attack targets a VEHICLE unit (excluding units with the CORE keyword) with this dogma, if the attacker is more than 18" away, then the target is treated as having the benefits of Dense Cover against that attack.
  • Each time a ranged attack targets a unit (excluding VEHICLE units without the CORE keyword) with this dogma, if the attacker is more than 12" away, then the target is treated as having the benefits of Dense Cover against that attack.
  • Each time a unit with this dogma declares a charge, none of the targets of that charge can Hold Steady or Set to Defend.

WARLORD TRAIT: VEILED HUNTER

In silent supplication, a concentrated burst of noospheric negation manifests as a heavy band of shadow, directing the warriors of Stygies to obfuscate the foe’s sensors and confuse their strategy.

At the start of the first battle round, you can select up to two friendly STYGIES VIII units wholly within your deployment zone. Remove those units from the battlefield, then set them up anywhere on the battlefield that is wholly within your deployment zone. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.

ARCANA MECHANICUM: THE OMNISSIAH’S HAND

The Omnissiah’s Hand is a gauntlet lined with a concealed array of digital lasers, believed to be of jokaero origin. Many a Tech-Adept of Stygies VIII has tried to replicate its technology, thus far to no avail.

STYGIES VIII model only. Once per battle, at the end of the Fight phase, you can use this Relic. If you do so, roll one D6 for each enemy unit within 12" of the bearer: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds.

CLANDESTINE INFILTRATION1CP
Stygies VIII – Wargear Stratagem

Under cover of stealth screens and auspex scramblers, the warriors of Stygies VIII confound their foes.

Use this Stratagem during deployment. Select one STYGIES VIII CORE INFANTRY unit from your army. When you set up that unit, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.

Ryza

Ryza is famous for its mastery of advanced technologies lost to some other forge worlds. Beset on all sides, its Tech-Priests do not hesitate to unleash every arcane device and esoteric relic upon their enemies, and relish witnessing the holy effects up close.

DOGMA: RED IN COG AND CLAW

Ryza’s masters point to aggressive combat doctrines and zealous training protocols to explain the exceptional martial prowess of their troops, their apparent eagerness to shed blood merely a by product of holy fervour.

  • Each time a model with this dogma makes a melee attack, if it made a charge move, was charged, or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
  • Add 1 to charge rolls made for units with this dogma.

WARLORD TRAIT: CITATION IN SAVAGERY

With binharic exultations, the Tech-Priest accompanies the rending blows of Ryza’s troops in a cybernetic chorus that venerates the Machine God and infuses the warriors with zealous savagery.

At the start of the Fight phase, select one friendly RYZA CORE unit within 6" of this WARLORD. Until the start of the next Fight phase, each time a model in that unit makes a melee attack, the Armour Penetration characteristic of that attack is improved by 1.

ARCANA MECHANICUM: WEAPON XCIX

Ryza is the rare forge world that believes in innovation, and their top Tech-Priests all have their own experimental weapons under development. Such devices often never reach the battlefield, but the up-volted volkite blaster known only as Weapon XCIX has proved its incredible prowess in battle on numerous occasions.

RYZA model equipped with a volkite blaster only. This Relic replaces a volkite blaster and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Weapon XCIX
Weapon XCIX
24"
Heavy 3
7
-2
2
Abilities: Each time an attack is made with this weapon, on an unmodified wound roll of 6, that attack inflicts 2 mortal wounds in addition to any normal damage.

PLASMA SPECIALISTS2CP
Ryza – Battle Tactic Stratagem

That which hates most breeds the most incandescent of blasts - or so say the Tech-Priests of Ryza, who have long nurtured the secret skill of coaxing extra firepower from plasma weapons.

Use this Stratagem in your Shooting phase, when a RYZA unit is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a plasma weapon, add 1 to the Damage characteristic of that attack.

Metalica

The zealots of Metalica purge unholy sites and cleanse the disorderly from the Machine Gods realm with excoriating fervour.

DOGMA: RELENTLESS MARCH

Those of Metalica relentlessly obliterate their foes to a deafening clamour redolent of the forge world’s endless industry.

  • Models with this dogma do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.
  • Models with this dogma do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
  • While an enemy unit is within Engagement Range of a unit from your army with this dogma, that enemy unit is treated as being at below Half-strength.

WARLORD TRAIT: TRIBUTE OF EMPHATIC VENERATION

A cacophonous chorale emanates from Metalica’s most faithful, venerating the Omnissiah with disconcerting frequencies.

At the end of your Movement phase, select one enemy unit within 12" of this Warlord. Until the start of your next Command phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.

ARCANA MECHANICUM: THE ADAMANTINE ARM

Powered by batteries of micro servo-engines, this entire arm has been sheathed in nigh on impenetrable adamantine, making an appendage that is mightier than any other yet invented.

METALICA model only. The bearer is equipped with this Relic in addition to their other weapons. It has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Adamantine Arm
The Adamantine Arm
Melee
Melee
x3
-3
4
Abilities: Each time the bearer fights, no more than one attack can be made with this weapon. Each time an attack is made with this weapon, add 1 to that attack’s hit roll.

DEAFENING ASSAULT1CP
Metalica – Wargear Stratagem

The auditory assault of the weaponry of Metalica is so intimidating that it causes entire armies to quail, before fleeing the oncoming Adeptus Mechanicus ranks.

Use this Stratagem in your Shooting phase, when a METALICA unit from your army is selected to shoot. Select one enemy unit (excluding VEHICLE units) within 12" of that unit. Until the start of your next turn:
  • Halve the Move characteristic of models in that enemy unit.
  • That enemy unit cannot fire Overwatch or Set to Defend.


Distant Forge Worlds

If your chosen Forge World does not have an associated dogma on pages above, you must instead create their dogma. You do this by first selecting one Primary dogma from those below, and then selecting one of that Primary’s associated Secondary dogmas. These two rules make up your Forge World’s dogma.

Rad-saturated Forge World

Whether as a result of natural phenomena, ancient internecine wars fought with apocalyptic weapons or calamitous accidents caused by lost knowledge, this forge world is heavily irradiated. When holy wars of requisition are unleashed, this planet’s Tech-Priests and cybernetic maniples carry the curse of invisible excoriation with them.

PRIMARY
RADIANT DISCIPLES
Each time a ranged attack targets a CORE unit with this dogma, if the attacker is more than 12" away, subtract 1 from the Strength characteristic of that attack.

SECONDARY
LUMINARY SUFFUSION
Replace the Rad-saturation ability of models with this dogma with the following ability:

Extreme Rad-saturation (Aura): While an enemy unit (excluding VEHICLE units) is within 3" of this unit, subtract 1 from the Strength and Toughness characteristics of models in that enemy unit.’

SECONDARY
SCARIFYING WEAPONRY
Add 1 to the Strength characteristic and improve the Armour Penetration characteristic by 1 of radium weapons models with this dogma are equipped with.

SECONDARY
MACHINE GOD’S CHOSEN
Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

Expansionist Forge World

The Tech-Priests of this forge world are not content to labour in isolation. They are fiercely aggressive, funding large numbers of Explorator fleets in their quest to uncover the hidden truths left by the Machine God. Always on the move, their armies are swift and manoeuvrable.

PRIMARY
ACCELERATED ACTUATORS
Each time a unit with this dogma fights, if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, the Armour Penetration characteristic of melee weapons models in that unit are equipped with is improved by 1.

SECONDARY
FORWARD OPERATIONS
At the start of the first battle round, each SKITARII CORE model in your army with this dogma can make a Normal Move of up to 3". This is in addition to any other abilities they may have that allow them to make a Normal Move. They cannot end this move within 9" of any enemy models.

SECONDARY
ACQUISITIVE REACH
Add 6" to the Range characteristic of rifle and carbine weapons that models with this dogma are equipped with.

SECONDARY
RUGGED EXPLORATORS
  • Models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
  • VEHICLE models in this unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.

Data-hoard Forge World

This forge world hoarded arcane knowledge until it attained mastery in hundreds of areas of technological esoterica. Through caches of STC fragments, subversive theft from other forge worlds or even treating with xenos, this forge world’s masters jealously clutch insights into ore refining, duralloy formulae, crystal-flex optics, exotic energies and the mysteries of the mechanical, or so some claim.

PRIMARY
MAGNABONDED ALLOYS
Each time a VEHICLE model with this dogma would lose a wound, roll one D6: on a 6, that wound is not lost.

SECONDARY
OMNITRAC IMPELLORS
Add 2" to the Move characteristic of KATAPHRON SERVITORS and ONAGER DUNECRAWLER models with this dogma.

SECONDARY
AUTOSAVANT SPIRITS
  • At the start of your Command phase, each VEHICLE model in your army with this dogma regains 1 lost wound.
  • Models with this dogma whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.

SECONDARY
SERVO-FOCUSED AUGURIES
Each time a model with this dogma makes a ranged attack with a cognis weapon that targets a unit within half range, you can re-roll the hit roll.

Reignited Forge World

However this forge world originally fell, its forges are no longer cold. The crimes of millennia past or the corrupting touch of xenos or Chaos has been deleted in a purgation regimen centuries in the process. Having delved into the quantum layers of the forge worlds datasphere, those granted the honour of reconsecrating its temples have rooted out scrapcode daemons, electrogheists, alien nanophages and mutant data-echoes. The priesthood are adept at purging such threats and have been known to employ sterilised specimens on the attack, bleeding machines and weapons of the Motive Force and becalming rampant machine spirits.

PRIMARY
PURGATION PROTOCOLS
Each time a CORE model with this dogma makes a ranged attack, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack is improved by 1.

SECONDARY
DATA-BLEED GENERATORS
Each time an enemy model makes a melee attack against a unit with this dogma, if that enemy model made a charge move, was charged or performed a Heroic Intervention this turn, subtract 1 from that attacks hit roll.

SECONDARY
PURIFIED DATASPHERE
Add 3" to the range of the aura abilities (excluding the Rad-saturation ability) of units with this dogma (to a maximum of 9”).

SECONDARY
ENGINEERED NANOPHAGES
Each time a melee attack made by a model with this dogma is allocated to a model with a Save characteristic of 3+ or better, the Armour Penetration characteristic of that attack is improved by 1.

Slaved Systems Forge World

This forge world is closely aligned with one of the ancient forge worlds, ascribing to its particular interpretation of technological dogma.

PRIMARY
PARENT PROTOCOLS
Select one of the following Forge Worlds and use the dogma of that Forge World:

Agripinaa; Graia; Lucius; Mars; Metalica; Ryza; Stygies VIII. This Primary dogma does not have any associated Secondary dogmas.

If a CHARACTER model with this dogma gains a Warlord Trait, they can have the Forge World Warlord Trait associated with the Forge World that you selected, instead of an Adeptus Mechanicus Warlord Trait. If it does so, replace all instances of the Forge World keyword on that Warlord Trait (e.g. LUCIUS), if any, with the name of the Forge World that the CHARACTER is from.

Unless the only units with this dogma are part of an Auxiliary Support, Super-heavy Auxiliary and/or Fortification Network Detachment, you will gain access to the Forge World Stratagem associated with the Forge World that you selected. When using such a Stratagem, replace all instances of the Forge World keyword on that Stratagem (e.g. LUCIUS) with the Forge World that the units with this dogma are from.


Stratagems by Phase

Before battle

ARCHEOTECH SPECIALISTS (Adeptus Mechanicus – Requisition)

ARTEFACTOTUM (Adeptus Mechanicus – Requisition)

HOST OF THE INTERMEDIARY (Adeptus Mechanicus – Requisition)

MECHANICUS LOCUM (Adeptus Mechanicus – Requisition)

ENHANCED BIONICS

INDENTURED MACHINES (Agripinaa – Requisition)

LEGIO TELEPORTARIUM (Lucius – Wargear)

BOLSTER DEFENCES (Mechanicus Defence Cohort – Strategic Ploy)

KNIGHT OF THE IRON COG (Metalica – Requisition)

CYBERNETICA COHORT (Specialist Detachment)

SERVITOR MANIPLE (Specialist Detachment)

During deployment

CLANDESTINE INFILTRATION (Stygies VIII – Wargear)

Battle Round

Command phase

DATA-BLESSED AUTOSERMON (Adeptus Mechanicus – Epic Deed)

MACHINE SPIRIT RESURGENT (Adeptus Mechanicus – Epic Deed)

TECH-ADEPT (Adeptus Mechanicus – Epic Deed)

ORDER IN ANARCHY (Metalica – Battle Tactic)

RAD-BOMBARDMENT (Mechanicus Defence Cohort – Strategic Ploy)

Movement phase

BINHARIC OVERRIDE (Adeptus Mechanicus – Strategic Ploy)

STRAFING FIRE RUN

DUNESTRIDERS (Adeptus Mechanicus – Battle Tactic)

SEISMIC BOMB (Adeptus Mechanicus – Wargear)

TECH-ADEPT (Adeptus Mechanicus – Epic Deed)

BENEVOLENCE OF THE OMNISSIAH (Adeptus Mechanicus – Epic Deed)

OVERLOADED SYSTEMS (Adeptus Mechanicus – Wargear)

CIRCUITOUS ASSASSINS (Adeptus Mechanicus – Strategic Ploy)

ELECTRO-FILAMENT COUNTERMEASURES (Adeptus Mechanicus – Wargear)

RAD-OVERSATURATION (Metalica – Battle Tactic)

MARCH TO WAR (Metalica – Battle Tactic)

Enemy Movement phase

BINHARIC OVERRIDE (Adeptus Mechanicus – Strategic Ploy)

DEEPLY SUNK TALONS (Adeptus Mechanicus – Strategic Ploy)

BENEVOLENCE OF THE OMNISSIAH (Adeptus Mechanicus – Epic Deed)

OVERLOADED SYSTEMS (Adeptus Mechanicus – Wargear)

INFOSLAVE SKULL (Adeptus Mechanicus – Wargear)

RAD-OVERSATURATION (Metalica – Battle Tactic)

Psychic phase

BINHARIC OVERRIDE (Adeptus Mechanicus – Strategic Ploy)

BENEVOLENCE OF THE OMNISSIAH (Adeptus Mechanicus – Epic Deed)

OVERLOADED SYSTEMS (Adeptus Mechanicus – Wargear)

RAD-OVERSATURATION (Metalica – Battle Tactic)

Enemy Psychic phase

BINHARIC OVERRIDE (Adeptus Mechanicus – Strategic Ploy)

BENEVOLENCE OF THE OMNISSIAH (Adeptus Mechanicus – Epic Deed)

OVERLOADED SYSTEMS (Adeptus Mechanicus – Wargear)

RAD-OVERSATURATION (Metalica – Battle Tactic)

STEEL MIND, IRON LOGIC (Graia – Wargear)

Shooting phase

BINHARIC OVERRIDE (Adeptus Mechanicus – Strategic Ploy)

NOOSPHERIC MINDLOCK

ARC GRENADES (Adeptus Mechanicus – Wargear)

ELECTROMANCER’S WRATH (Adeptus Mechanicus – Battle Tactic)

ELIMINATION VOLLEY (Adeptus Mechanicus – Battle Tactic)

ENRICHED ROUNDS (Adeptus Mechanicus – Wargear)

GALVANIC VOLLEY FIRE (Adeptus Mechanicus – Wargear)

BENEVOLENCE OF THE OMNISSIAH (Adeptus Mechanicus – Epic Deed)

OVERLOADED SYSTEMS (Adeptus Mechanicus – Wargear)

RAD-OVERSATURATION (Metalica – Battle Tactic)

DEAFENING ASSAULT (Metalica – Wargear)

PLASMA SPECIALISTS (Ryza – Battle Tactic)

WRATH OF MARS (Mars – Battle Tactic)

CITATION OF RUIN (Mechanicus Defence Cohort – Battle Tactic)

EXTINCTION ORDER (Metalica – Epic Deed)

PRE-CALIBRATED PURGE SOLUTION (Mechanicus Defence Cohort – Battle Tactic)

PURITY OF THE MACHINE (Metalica – Battle Tactic)

Enemy Shooting phase

BINHARIC OVERRIDE (Adeptus Mechanicus – Strategic Ploy)

INCENSE EXHAUSTS (Adeptus Mechanicus – Wargear)

BENEVOLENCE OF THE OMNISSIAH (Adeptus Mechanicus – Epic Deed)

OVERLOADED SYSTEMS (Adeptus Mechanicus – Wargear)

RAD-OVERSATURATION (Metalica – Battle Tactic)

Charge phase

BINHARIC OVERRIDE (Adeptus Mechanicus – Strategic Ploy)

POWER SURGE

BENEVOLENCE OF THE OMNISSIAH (Adeptus Mechanicus – Epic Deed)

CRUSHING WEIGHT (Adeptus Mechanicus – Strategic Ploy)

OVERLOADED SYSTEMS (Adeptus Mechanicus – Wargear)

RAD-OVERSATURATION (Metalica – Battle Tactic)

Enemy Charge phase

BINHARIC OVERRIDE (Adeptus Mechanicus – Strategic Ploy)

TACTICA OBLIQUA (Adeptus Mechanicus – Strategic Ploy)

BENEVOLENCE OF THE OMNISSIAH (Adeptus Mechanicus – Epic Deed)

OVERLOADED SYSTEMS (Adeptus Mechanicus – Wargear)

RAD-OVERSATURATION (Metalica – Battle Tactic)

Fight phase

BINHARIC OVERRIDE (Adeptus Mechanicus – Strategic Ploy)

ELECTRO-SHOCKED (Adeptus Mechanicus – Strategic Ploy)

ASSASSIN CONSTRUCTS (Adeptus Mechanicus – Battle Tactic)

CHAIN-TASER PROTOCOLS (Adeptus Mechanicus – Wargear)

DATASPIKE (Adeptus Mechanicus – Epic Deed)

MACHINE SUPERIORITY (Adeptus Mechanicus – Battle Tactic)

ZEALOUS CONGREGATION (Adeptus Mechanicus – Battle Tactic)

BENEVOLENCE OF THE OMNISSIAH (Adeptus Mechanicus – Epic Deed)

OVERLOADED SYSTEMS (Adeptus Mechanicus – Wargear)

RAD-OVERSATURATION (Metalica – Battle Tactic)

BLARING GLORY (Metalica – Strategic Ploy)

Enemy Fight phase

BINHARIC OVERRIDE (Adeptus Mechanicus – Strategic Ploy)

ASSASSIN CONSTRUCTS (Adeptus Mechanicus – Battle Tactic)

CHAIN-TASER PROTOCOLS (Adeptus Mechanicus – Wargear)

DATASPIKE (Adeptus Mechanicus – Epic Deed)

MACHINE SUPERIORITY (Adeptus Mechanicus – Battle Tactic)

ZEALOUS CONGREGATION (Adeptus Mechanicus – Battle Tactic)

BENEVOLENCE OF THE OMNISSIAH (Adeptus Mechanicus – Epic Deed)

OVERLOADED SYSTEMS (Adeptus Mechanicus – Wargear)

RAD-OVERSATURATION (Metalica – Battle Tactic)

BLARING GLORY (Metalica – Strategic Ploy)

Morale phase

ACQUISITION AT ANY COST (Adeptus Mechanicus – Strategic Ploy)

BINHARIC OVERRIDE (Adeptus Mechanicus – Strategic Ploy)

BENEVOLENCE OF THE OMNISSIAH (Adeptus Mechanicus – Epic Deed)

OVERLOADED SYSTEMS (Adeptus Mechanicus – Wargear)

RAD-OVERSATURATION (Metalica – Battle Tactic)

OMNISSIAH'S EXALTATION (Metalica – Strategic Ploy)

Enemy Morale phase

BINHARIC OVERRIDE (Adeptus Mechanicus – Strategic Ploy)

BENEVOLENCE OF THE OMNISSIAH (Adeptus Mechanicus – Epic Deed)

OVERLOADED SYSTEMS (Adeptus Mechanicus – Wargear)

RAD-OVERSATURATION (Metalica – Battle Tactic)

Taking casualties

MACHINE SPIRIT’S REVENGE (Adeptus Mechanicus – Strategic Ploy)

End of your turn

BOOSTER THRUST (Adeptus Mechanicus – Strategic Ploy)


Stratagems

If your army includes any ADEPTUS MECHANICUS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

ZEALOUS CONGREGATION2CP
Adeptus Mechanicus – Battle Tactic Stratagem

The channelling of inspiring verses of zealotry allows Electro-Priests to release the pent-up energy within them.

Use this Stratagem in the Fight phase, when an ELECTRO-PRIESTS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, an unmodified hit roll of 6 automatically wounds the target.
DUNESTRIDERS1CP
Adeptus Mechanicus – Battle Tactic Stratagem

Overloading the movement protocols of a machine is a time honoured method of increasing any mechanised advance.

Use this Stratagem in your Movement phase, when an IRONSTRIDER ENGINE or SERBERYS unit from your army is selected to Advance. Until the end of the turn:
  • Each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
  • The Type characteristic of Heavy weapons models in that unit are equipped with is changed to Assault.
  • Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.
ASSASSIN CONSTRUCTS1CP
Adeptus Mechanicus – Battle Tactic Stratagem

Sicarians of the kill clades are forged into perfect killing machines.

Use this Stratagem in the Fight phase, when a SICARIAN unit from your army is selected to fight. If that unit made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in that unit.
ELECTROMANCER’S WRATH1CP
Adeptus Mechanicus – Battle Tactic Stratagem

By chanting fiery psalms in praise of the Motive Force, Electro-Priests inflame the potential of their charged fields.

Use this Stratagem in your Shooting phase. Select one enemy unit (excluding VEHICLE units) within 12" of an ELECTRO-PRIESTS unit from your army. Roll one D6, subtracting 1 if the unit being rolled for has the CHARACTER keyword: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, it suffers 2D3 mortal wounds.
MACHINE SUPERIORITY1CP
Adeptus Mechanicus – Battle Tactic Stratagem

Skitarii call upon reserves of divine strength with chants of war.

Use this Stratagem in the Fight phase, when a SKITARII unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of models in that unit.
ELIMINATION VOLLEY1CP
Adeptus Mechanicus – Battle Tactic Stratagem

It is possible to overcharge the augur spirits of battle servitors, homing their detection nodes in on vulnerable systems.

Use this Stratagem in your Shooting phase, when a KATAPHRON SERVITORS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack that targets a unit within half range, an unmodified hit roll of 6 automatically wounds the target.
DATASPIKE1CP
Adeptus Mechanicus – Epic Deed Stratagem

An intense micro-burst can overload any nearby machine spirit.

Use this Stratagem in the Fight phase, when an ADEPTUS MECHANICUS TECH-PRIEST model in your army is selected to fight. Select one enemy VEHICLE unit within Engagement Range of that model. Roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
BENEVOLENCE OF THE OMNISSIAH1CP
Adeptus Mechanicus – Epic Deed Stratagem

This protective blessing moves machine spirits to defy enemy attack.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
TECH-ADEPT1CP
Adeptus Mechanicus – Epic Deed Stratagem

Repairing war engines damaged in the crusade is a holy task.

Use this Stratagem at the start of your Command phase or at the start of your Movement phase. Select one ADEPTUS MECHANICUS TECH-PRIEST model in your army.
  • If it is your Command phase, that model can use its Machine Focus or Awaken the Machine ability one additional time that phase.
  • If it is your Movement phase, that model can use its Master of Machines ability one additional time that phase.
MACHINE SPIRIT RESURGENT1CP
Adeptus Mechanicus – Epic Deed Stratagem

To invigorate the failing machine spirit of a damaged vehicle is a sacred task, greatly aided by certain broadcast datahymns played in the correct sequence.

Use this Stratagem in your Command phase. Select one ADEPTUS MECHANICUS VEHICLE model in your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
DATA-BLESSED AUTOSERMON2CP
Adeptus Mechanicus – Epic Deed Stratagem

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

Use this Stratagem in your Command phase. Select one ADEPTUS MECHANICUS unit from your army within 6" of a friendly TECH-PRIEST model and select one Canticle that has not yet been active for your army. Until the start of your next Command phase, that unit counts that Canticle as being active for your army in addition to the currently active one.
ARCHEOTECH SPECIALISTS1CP
Adeptus Mechanicus – Requisition Stratagem

Within the techno-vaults there lie many mechanised wonders that can be requisitioned during times of war.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS MECHANICUS keyword. Select one ADEPTUS MECHANICUS CHARACTER model in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
MECHANICUS LOCUM1CP
Adeptus Mechanicus – Requisition Stratagem

Every congregation of Tech-Priests comprises masters of arcane knowledge - zealous leaders of man and machine.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS MECHANICUS keyword. Select one ADEPTUS MECHANICUS CHARACTER model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
HOST OF THE INTERMEDIARY1CP
Adeptus Mechanicus – Requisition Stratagem

Some exceptional Skitarii are deemed worthy enough to be grafted with a portion of a Tech-Priest’s persona patterning. Serving as a partial host to one so blessed by the Omnissiah, the Skitarius is seen as semi-angelic by their peers.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS MECHANICUS keyword. Select one SKITARII model in your army that has the word ‘Alpha’ or ‘Princeps’ in their profile and determine one Skitarii Warlord Trait for that model; that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
ARTEFACTOTUM1CP
Adeptus Mechanicus – Requisition Stratagem

Skitarii are mere tools to the Tech-Priests, but some have been said to be machine-touched, their untutored instincts somehow in tune with the holiest of machine spirits. Believed to be an unknowing conduit of the Machine God, they may be granted the honour of bearing a piece of techno-arcana in the hope that the Omnissiah’s power flows through them to empower it.

Use this Stratagem before the battle, when you are mustering your army. Select one SKITARII model in your army that has the word ‘Alpha’ or ‘Princeps’ in their profile and give them one of the following Arcana Mechanicum (this must be a Relic they could have): The Cage of Varadimas; Temporcopia; The Omniscient Mask; The Skull of Elder Nikola.

Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
BINHARIC OVERRIDE1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Enhanced static chants can override previous commands, allowing for rapid recalibrations, but burn out doctrina wafers.

Use this Stratagem at the start of any phase. Select one KASTELAN ROBOT unit from your army and one of the available protocols found on its datasheet. That protocol replaces the one that is currently active for that unit. Until the end of the game, that unit’s active protocol cannot be changed. You can only use this Stratagem once.
ACQUISITION AT ANY COST1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

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

Use this Stratagem at the start of the Morale phase. Select one objective marker on the battlefield. Until the end of the phase, each time an ADEPTUS MECHANICUS unit from your army takes a Morale test, if that unit is within 6" of that objective marker, it is automatically passed.
MACHINE SPIRIT’S REVENGE1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

With the right blessings, a war engine that is no longer able to serve the Machine God can enact one final triumph.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army is destroyed. Do not roll to see if that model explodes: it does so automatically.
CIRCUITOUS ASSASSINS1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Ruststalker hunting imperatives see them swiftly and silently encircle the foe, the hum of their blades stilled.

Use this Stratagem at the end of your Movement phase. Select one SICARIAN unit from your army that is wholly within 9" of any battlefield edge. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up on the battlefield anywhere that is wholly within 9" of any battlefield edge and more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.
DEEPLY SUNK TALONS1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

For those caught upon the talons of hunters whose reasoning has been pared back to finely tuned instincts, escape is unlikely.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit (excluding VEHICLE units) is selected to Fall Back. If that enemy unit is within Engagement Range of any PTERAXII STERYLIZOR units from your army, roll one D6: on a 2+, until the end of the phase, that enemy unit cannot Fall Back.
TACTICA OBLIQUA2CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Cogitating several steps ahead, the Serberys Raiders obey a sudden protocol change, pulling out and leaving a rash enemy exposed.

Use this Stratagem in your opponent’s Charge phase, when a SERBERYS RAIDERS unit from your army is selected as a target of a charge. If that unit is not within Engagement Range of any enemy units, it can make a Normal Move. Until the end of the phase, that unit cannot fire Overwatch or Set to Defend. Your opponent can then select new targets for that charge.
CRUSHING WEIGHT1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Daubed in holy oils and wreathed in pungent incense, the piston-driven walking engines of a forge world sends ton of sacred iron into the enemy at full tilt.

Use this Stratagem in your Charge phase, when an IRONSTRIDER ENGINE or KASTELAN ROBOTS unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that IRONSTRIDER ENGINE or KASTELAN ROBOTS unit and roll one D6 for each model in that IRONSTRIDER ENGINE or KASTELAN ROBOTS unit that is within Engagement Range of that enemy unit: for each 2+, that enemy unit suffers 1 mortal wound.
ELECTRO-SHOCKED1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

The truly devout can send a sudden charge of the Motive Force pulsing through their numerous augmentations, stunning nearby foes.

Use this Stratagem at the start of the Fight phase. Select one enemy unit (excluding VEHICLE or MONSTER units) within Engagement Range of a CULT MECHANICUS CORE or CULT MECHANICUS CHARACTER unit from your army. Until the end of the phase, that enemy unit is not eligible to fight until after all eligible units from your army have done so.
BOOSTER THRUST1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

There are none that can hide from the omniscient predation of the Machine God’s devout, who soar skywards before arcing back at hunting speed.

Use this Stratagem at the end of your turn. Select one PTERAXII unit from your army. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up on the battlefield anywhere that is more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.
SEISMIC BOMB1CP
Adeptus Mechanicus – Wargear Stratagem

Blasted into the strata by powerful rockets, seismic bombs erupt in savage vibrations that throw warriors from their feet and disrupt drive units.

Use this Stratagem in your Movement phase, when an ARCHAEOPTER FUSILAVE model finishes a move. Select one enemy unit that model moved over this phase (excluding TITANIC units or units that can FLY). Until the start of your next Movement phase, that enemy unit is shaken. While a unit is shaken:
  • Halve the Move characteristic of models in that unit.
  • Halve Advance rolls and charge rolls made for that unit.
CHAIN-TASER PROTOCOLS1CP
Adeptus Mechanicus – Wargear Stratagem

Accompanied by cracks of displaced air and the tang of burnt ozone, taser weapons unleash multiple forks of burning energy with every strike.

Use this Stratagem in the Fight phase, when an ADEPTUS MECHANICUS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack with a taser weapon, an unmodified hit roll of 5 scores 2 additional hits.
INFOSLAVE SKULL2CP
Adeptus Mechanicus – Wargear Stratagem

Mono-task infoslave skulls make ideal lookouts to watch against the sudden deployment of enemy troops.

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one ADEPTUS MECHANICUS CORE unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so.
ELECTRO-FILAMENT COUNTERMEASURES2CP
Adeptus Mechanicus – Wargear Stratagem

A glittering cloud of nanofibres descends, its distorting and fracturing effect shutting down enemy comms.

Use this Stratagem at the end of your Movement phase. Select one ARCHAEOPTER model in your army that is equipped with a command uplink and one enemy unit within 6" of that model. Until the start of your next Movement phase, that enemy unit is not affected by the aura abilities of other enemy units.
ARC GRENADES1CP
Adeptus Mechanicus – Wargear Stratagem

These grenades explode with crackling power and a savage pulse of radiation that incinerates even shielded mechanical systems.

Use this Stratagem in your Shooting phase, when an ADEPTUS MECHANICUS ARC GRENADES unit from your army is selected to shoot. Select one enemy VEHICLE unit within 6" of that unit. Roll one D6: on a 2-5, that VEHICLE unit suffers D3 mortal wounds; on a 6, that VEHICLE unit suffers 2D3 mortal wounds.
INCENSE EXHAUSTS1CP
Adeptus Mechanicus – Wargear Stratagem

The sacred war engines of the Adeptus Mechanicus release clouds of cloying incense laced with radioactive particulate, obscuring them from enemy sensors.

Use this Stratagem in your opponent’s Shooting phase, when an ADEPTUS MECHANICUS SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
ENRICHED ROUNDS1CP
Adeptus Mechanicus – Wargear Stratagem

Sanctified with the Tri-fold Litany, each of these slugs has spent a decade in the oldest and most irradiated forge temple to certify their lethality.

Use this Stratagem in your Shooting phase, when an ADEPTUS MECHANICUS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a radium weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 4+ automatically wounds the target.
GALVANIC VOLLEY FIRE2CP
Adeptus Mechanicus – Wargear Stratagem

Experienced Rangers enter a trance-like state, their bionic augmentations working in a synchronous blur to load, fire and reload in a cycle of well-oiled automation.

Use this Stratagem in your Shooting phase, when a SKITARII RANGERS unit from your army is selected to shoot. Until the end of the phase, galvanic rifles models in that unit are equipped with have a Type characteristic of Rapid Fire 2.
OVERLOADED SYSTEMS1CP/2CP
Adeptus Mechanicus – Wargear Stratagem

Once a breach is made, the questing tendrils of the Motive Force jump from subsystem to subsystem, temporarily overloading the animus of aberrant machines.

Use this Stratagem in any phase, when an enemy VEHICLE model loses one or more wounds as a result of an attack made with an arc weapon by an ADEPTUS MECHANICUS model in your army. If that enemy VEHICLE model’s characteristics can change as it suffers damage, roll one D6: on a 2+, until the start of your next Command phase, that enemy VEHICLE is considered to have half the number of wounds remaining for the purposes of determining what those characteristics are. If that enemy model has the TITANIC keyword, this Stratagem costs 2CP; otherwise it costs 1CP.

Holy Orders

If your army is Battle-forged and includes any ADEPTUS MECHANICUS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can induct any of the ADEPTUS MECHANICUS TECH-PRIEST units from your army into a Holy Order.

When you induct a TECH-PRIEST unit, its Power Rating is increased, as shown in the table below If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster when you induct a unit into a Holy Order.

HOLY ORDERPOINTSPOWER LEVEL
Genetors+25+1
Logi+35+2
Magi+30+2
Artisans+25+1

When you induct a unit into a Holy Order it gains two additional abilities, based on which Order it is inducted into, one of which is a progressive ability (see below).

A Crusade force cannot start with any TECH-PRIEST units inducted into Holy Orders - to include one in a Crusade force, you must use the Holy Orders Requisition.

You cannot induct named characters into Holy Orders using these rules. An army (and a Crusade force) cannot contain more than one TECH-PRIEST unit that has been inducted into each Holy Order.

PROGRESSIVE ABILITIES
Each of these abilities is made up of two separate parts - an Initial part and an Advanced part. At the start of the battle, only the Initial part is active for that model. In order for the Advanced part to become active for that model, they can perform the following action:

Activate Advanced Protocols (Action): At the start of your Command phase, this model can start to perform this action. The action is completed at the start of your next Command phase. When it is completed, the Initial part of this model’s progressive ability stops being active, and its Advanced part becomes active instead.’

Genetors

Genetors probe the mysteries of the biological. Molecular striation, cyborg interfaces, genetic manipulation and alchemical behavioural modification are all avenues of interest to those determined to master the boundaries of the flesh.

When inducted into this Holy Order, the TECH-PRIEST model gains the following abilities:

ABILITY: ADAPTIVE MASTERY
Adaptive Mastery: Once per battle, if this model is on the battlefield when you use an Adeptus Mechanicus Battle Tactic Stratagem, reduce the CP cost of that Stratagem by 1CP. Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.

PROGRESSIVE ABILITY: LEARNINGS OF THE GENETOR
INITIAL PART
Biochemical Aggression: In your Command phase, if this part is active for this model, select one friendly <FORGE WORLD> CORE or <FORGE WORLD> KATAPHRON SERVITORS unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.

ADVANCED PART
Hypercybernetic Physiology: In your Command phase, if this part is active for this model, select one friendly <FORGE WORLD> KATAPHRON SERVITORS or <FORGE WORLD> SERVITORS unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.

Logi

Datawares and biocogitators, logi amass huge stores of information. They analyse data from thousands of sources at once until they can rationalise every move the enemy makes.

When inducted into this Holy Order, the TECH-PRIEST model gains the following abilities:

ABILITY: SCRIPTURAL PROGNOSIS
Scriptural Prognosis: Once per battle, if this model is on the battlefield when you use an Adeptus Mechanicus Strategic Ploy Stratagem, reduce the CP cost of that Stratagem by 1CP. Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.

PROGRESSIVE ABILITY: ANALYSES OF THE LOGOS
INITIAL PART
Predicted Barrage: In your Command phase, if this part is active for this model, select one friendly <FORGE WORLD> CORE unit within 6" of this model. Until the start of your next Command phase, each time an attack with an Armour Penetration characteristic of -1 or -2 is allocated to a model in that unit, that attack has an Armour Penetration characteristic of 0 instead.

ADVANCED PART
Flaws of the Foe: In your Command phase, if this part is active for this model, select one friendly <FORGE WORLD> CORE or <FORGE WORLD> KATAPHRON SERVITORS unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, the target does not receive the benefits of cover against that attack.

Magi

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

When inducted into this Holy Order, the TECH-PRIEST model gains the following abilities:

ABILITY: AGGRESSIVE SUBROUTINES
Aggressive Subroutines: Once per battle, if this model is on the battlefield when you use an Adeptus Mechanicus Epic Deed Stratagem, reduce the CP cost of that Stratagem by 1CP. Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.

PROGRESSIVE ABILITY: DIVINATIONS OF THE MAGOS
INITIAL PART
Predatory Programming: In your Command phase, if this part is active for this model, select one friendly <FORGE WORLD> CORE unit within 6" of this model. Until the start of your next Command phase, add 2 to Advance rolls made for that unit.

ADVANCED PART
Overloaded Safeguards: In your Command phase, if this part is active for this model, select one friendly <FORGE WORLD> CORE unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.

Artisans

Artisans of the Adeptus Mechanicus 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.

When inducted into this Holy Order, the TECH-PRIEST model gains the following abilities:

ABILITY: ARCHEOTECH MODIFICATIONS
Archeotech Modifications: Once per battle, if this model is on the battlefield when you use an Adeptus Mechanicus Wargear Stratagem, reduce the CP cost of that Stratagem by 1CP. Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.

PROGRESSIVE ABILITY: FABRICATIONS OF THE ARTISAN
INITIAL PART
Enhanced Biomechanical Interface: At the end of your Movement phase, if this part is active for this model, select one friendly <FORGE WORLD> CORE or <FORGE WORLD> KATAPHRON SERVITORS unit within 6" of this model. Until the start of your next Movement phase, that unit is eligible to charge and shoot in a turn in which it Fell Back, but if it does so, each time a model in that unit makes a ranged attack, subtract 1 from that attack’s hit roll.

ADVANCED PART
Exquisite Calibration: In your Command phase, if this part is active for this model, select one friendly <FORGE WORLD> CORE unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack.


Warlord Traits

If an Adeptus Mechanicus Tech-Priest model is your Warlord, you can use the Tech-Priest Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If an Adeptus Mechanicus Skitarii Character model is your Warlord, you can instead use the Skitarii Warlord Traits table opposite to determine what Warlord Trait they have in the same manner.

When you have determined a Warlord Trait for an Adeptus Mechanicus Character model, replace all instances of the keyword in their Warlord Trait (if any) with the name of the Forge World that your model is from.

Tech-priest Warlord Traits

D6WARLORD TRAIT
1

EMOTIONLESS CLARITY

With a mind blissfully unsullied by the passions common to the flesh, the warlord imparts the detached logic of his priorities unto his minions. They will know the perfection of serving without the pressures of survival.

In your Command phase, select one friendly <FORGE WORLD> CULT MECHANICUS CORE unit within 6" of this WARLORD. Until the start of your next Command phase, that unit is eligible to charge in a turn in which it Fell Back.

2

MASTERWORK BIONICS

Human flesh is an anachronism, a sad legacy of a civilisation whose time has come and gone. Perfection is in crafting.

  • This WARLORD has a 4+ invulnerable save.
  • Each time an attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

3

FIRST-HAND FIELD TESTING

True innovation is rare among the forge worlds, and orthodox construct testing may take centuries of study. Once the stage of field testing is reached, however, only the truly blessed of the Machine Cult are fit to bear such works of divine creation.

When you select this Warlord Trait, select one weapon this WARLORD is equipped with (excluding Relics). Add 1 to the Strength and Damage characteristics of that weapon.

4

NECROMECHANIC

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

Each time this WARLORD uses its Master of the Machines ability, the model being repaired regains up to 3 lost wounds instead of D3.

5

CARTOGRAMMATIST

From atmospheric strata to the planet’s core, the Tech-Priest has inloaded every feature of this world in advance. With such knowledge, the warlord can dispatch their servants to sites of techno-religious interest with uncanny accuracy.

When you select this Warlord Trait, select one friendly <FORGE WORLD> CULT MECHANICUS CORE unit from your army. That unit gains the following ability:

Orbital Teleportarium: During deployment, you can set up this unit in orbit instead of setting it up on the battlefield. If you do so, then 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" away from any enemy models.’

6

SUPERVISORY RADIANCE

This warlord’s devout minions all feel the Tech-Priest’s watchful presence as a divine radiance. Under such holy scrutiny, warriors are imbued with the precision and strength of the Machine God’s chosen.

At the start of the Fight phase, select one friendly <FORGE WORLD> CULT MECHANICUS CORE unit within 9" of this WARLORD. Until the start of the next Fight phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll.


Skitarii Warlord Traits

D6WARLORD TRAIT
1

MULTITASKING CORTEX

The warlord’s cogitative capacity is several orders of magnitude greater than a common Skitarius. Sharing a fraction of this processing power, the cogni-savant enables those under their command to focus upon several tasks at once.

In your Command phase, select one friendly <FORGE WORLD> SKITARII CORE unit within 9" of this WARLORD, or select one friendly <FORGE WORLD> CORE DATA-TETHER unit on the battlefield. Until the start of your next Command phase, if that unit is performing an action, it can make ranged attacks without that action failing.

2

BATTLE-SPHERE UPLINK

Tapping into infostacks of data emanating from across the wider battle-sphere, the warlord synchronises the warriors under their command with the flows of wisdom, feeding them targeting data at a rate that borders on prophetic.

In your Command phase, select one friendly <FORGE WORLD> SKITARII CORE unit within 9" of this WARLORD, or select one friendly <FORGE WORLD> CORE DATA-TETHER unit on the battlefield. Until the start of your next Command phase, models in that unit do not suffer the penalty to hit rolls incurred for firing:

  • Heavy weapons in the same turn that their unit has moved.
  • Assault weapons in the same turn that their unit has Advanced.

3

PROGRAMMED RETREAT

Taking direct control of their cohorts’ manoeuvres, the warlord sees their soldiers’ withdrawal carried out with such precision that they can be immediately pressed back into efficacious service.

In your Command phase, select one friendly <FORGE WORLD> SKITARII CORE unit within 9" of this WARLORD, or select one friendly <FORGE WORLD> CORE DATA-TETHER unit on the battlefield. Until the start of your next Command phase, that unit is eligible to shoot in a turn in which it Fell Back.

4

ARCHIVED ENGAGEMENTS

Drawing upon the minutiae of servo-recorded conflicts, the warlord feeds adjusted protocols into the data-nets of their warriors, granting them a hyper-predictive combat awareness.

In your Command phase, select one friendly <FORGE WORLD> SKITARII CORE unit within 9" of this WARLORD, or select one friendly <FORGE WORLD> CORE DATA-TETHER unit on the battlefield. Until the start of your next Command phase, if that unit is within Engagement Range of any enemy units at the start of the Fight phase, it can fight first that phase.

5

FIREPOINT TELEMETRY CACHE

Optimal firepoints have been surveyed and stored by the warlord in encoded crypto-caches. When the cache seals are broken the warlord directs his charges in the golden ratios of obscuration.

In your Command phase, select one friendly <FORGE WORLD> SKITARII CORE unit within 9" of this WARLORD, or select one friendly <FORGE WORLD> CORE DATA-TETHER unit on the battlefield. Until the start of your next Command phase, each time a ranged attack is allocated to a model in that unit:

  • It is treated as receiving the benefits of Light Cover against that attack.
  • If that model is entirely on or within a terrain feature and has the INFANTRY keyword, add an additional 1 to any armour saving throw made against that attack.

6

EYES OF THE OMNISSIAH

The warlord accumulates datapoints from servoskulls in order to catalogue enemy movements, allowing their Skitarii to ambush enemies.

In your Command phase, select one friendly <FORGE WORLD> SKITARII CORE unit within 9" of this WARLORD, or select one friendly <FORGE WORLD> CORE DATA-TETHER unit on the battlefield. Until the start of your next Command phase, you can re-roll Advance rolls and charge rolls made for that unit.


Chapter Approved Rules

If every model in your army (excluding AGENT OF THE IMPERIUM and UNALIGNED units) has the ADEPTUS MECHANICUS keyword, and your WARLORD has the ADEPTUS MECHANICUS keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the Adeptus Mechanicus secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).

Purge the Enemy

ACCRETION OF KNOWLEDGE
End Game Objective

In the holy Quest for Knowledge that underpins the Adeptus Mechanicus obsessive tendencies, the more powerful or esoteric the source of information the better. Ancient artefacts and destructive engines are zealously sought, and the enemy’s greatest champions often hold secrets they would selfishly keep to themselves. It is time they learned that nothing is beyond the reach of the Machine Cult.

Score 3 victory points at the end of the battle for each destroyed enemy model that meets one or more of the following criteria:
  • The model has a Warlord Trait.
  • The model has a Relic.
  • The model has the VEHICLE keyword and a Wounds characteristic of 14 or more.

No Mercy, No Respite

ERADICATION OF FLESH
Progressive Objective

A glorious utopia is within your grasp - the Time of the Machine is at hand! Cast down the worthless heretics who have strayed from the Omnissiah’s enlightenment. Let all feel the excoriating fire of the Motive Force, and may the sacred engines of destruction crunch over their weak bones without impediment.

Score 3 victory points at the end of the battle round if there is at least one ADEPTUS MECHANICUS VEHICLE unit from your army on the battlefield, and if ADEPTUS MECHANICUS units from your army destroyed more enemy INFANTRY units this battle round than enemy units destroyed friendly VEHICLE units.

Battlefield Supremacy

UNCHARTED SEQUENCING
Progressive Objective

This techno-religious site is criss-crossed with interconnected nodes of power, an ancient mechanism of undreamt potential waits to stir at your activation. Yet there is some arcane sequence to discover. The sacred formula is a test, surely laid down by the Machine God, and only those with the cogitative capacity and unremitting faith to succeed will be granted their deity’s munificent blessings.

Before deployment, assign one objective marker to each battle round and note this down on your army roster. An objective marker cannot be assigned to more than one battle round. Score 3 victory points at the end of the battle round if you control the objective marker assigned to that battle round.
HIDDEN ARCHEOVAULT
Progressive Objective

Divinatory auguries have revealed the location of a vast store of technological arcana in this area, perhaps even containing a fully functioning STC database. It must be seized before the enemy has the chance to acquire or destroy it. The hidden archeovault must be held against all opposition, while reverent data-probes gradually extract fragments about its true nature.

Before deployment, your opponent selects one objective marker on the battlefield (excluding objective markers in their own deployment zone).
  • Score 2 victory points at the end of the battle round if you control that objective marker.
  • Score 5 victory points at the end of the battle if you control that objective marker.


Crusade Rules

In this section you'll find additional rules for playing Crusade battles with Adeptus Mechanicus, such as Agendas, Battle Traits and Crusade Relics that are bespoke to ADEPTUS MECHANICUS units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Agendas

If your Crusade army includes any ADEPTUS MECHANICUS units, you can select one Agenda from the Adeptus Mechanicus Agendas, listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

TECH SCAVENGERS
Adeptus Mechanicus Agenda

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.

If you selected this Agenda, then after both sides have finished deploying, select one enemy VEHICLE unit with the highest Power Rating in your opponent’s army. If that unit is destroyed by an ADEPTUS MECHANICUS unit from your army:
  • That ADEPTUS MECHANICUS unit gains 3 experience points.
  • Place a marker on the battlefield where that unit was destroyed. ADEPTUS MECHANICUS INFANTRY or ADEPTUS MECHANICUS MONSTER units from your army can attempt the following action:
Tech Scavenge (Action): At the end of your Movement phase, one ADEPTUS MECHANICUS INFANTRY or ADEPTUS MECHANICUS MONSTER unit from your army that is within 3" of that marker can start to perform this action. This action is completed at the start of your next Command phase. When this action is completed, remove that marker from the battlefield and acquire one archeotech part.’
BREAK THE SEALS
Adeptus Mechanicus Agenda

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.

If you selected this Agenda, then after both sides have finished deploying, randomly select one objective marker on the battlefield (excluding objective markers in your deployment zone). ADEPTUS MECHANICUS CHARACTER units from your army can attempt the following action:

Search the Vault (Action): At the end of your Movement phase, one ADEPTUS MECHANICUS CHARACTER unit from your army that is within 3" of that objective marker can start to perform this action. This action is completed at the end of the turn. When this action is completed, that unit gains 1 experience point and you roll one D6: on a 5+, you acquire one archeotech weapon part. That unit gains 1 additional experience point, and units from your army can no longer perform this action.’
OMNISSIAH’S WILL
Adeptus Mechanicus Agenda

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.

If you selected this Agenda, then after both sides have finished deploying, select one Canticle of the Omnissiah. If, while that Canticle is active for your army, three of more enemy units are destroyed by CULT MECHANICUS units from your army:
  • Each TECH-PRIEST unit from your army on the battlefield gains 1 experience point.
  • Each CULT MECHANICUS unit from your army that destroyed any enemy units while that Canticle was active for your army gains 1 experience point.
COLD LOGIC
Adeptus Mechanicus Agenda

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

Keep a Domination tally for each SKITARII unit from your army.
  • Each time an enemy unit is destroyed by a ranged attack made by a SKITARII model in your army, if the Protector Imperative is active for your army, add 1 to the Domination tally of that model’s unit.
  • Each time an enemy unit is destroyed by a melee attack made by a SKITARII model in your army, if the Conqueror Imperative is active for your army, add 1 to the Domination tally of that model’s unit.
  • At the end of your opponent’s turn, if the Aggressor Imperative is active for your army, add 1 to the Domination tally of each SKITARII unit from your army that is within the opponent’s deployment zone.
  • At the end of your opponent’s turn, if the Bulwark Imperative is active for your army, add 1 to the Domination tally of each SKITARII unit from your army that is controlling an objective marker.
At the end of the battle, the three units from your army with the highest Domination tally each gain 1 experience point.

Requisitions

If your Crusade force includes any ADEPTUS MECHANICUS units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

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 archeotech power source and one other type of archeotech. Select one power source and one other part type that you have acquired and assemble them into a new piece of archeotech, as described in the Archeotech Treasures section.

Update your Order of Battle accordingly.
BODY DONOR1RP

Influential Tech-Priests maintain subsidiary bionic bodies, onto which they transplant the remaining meat of themselves should they suffer severe damage.

Purchase this Requisition at any time when a TECH-PRIEST model from your Crusade Force gains a rank. Remove that model from your Order of Battle and replace it with another TECH-PRIEST model from the same Forge World (excluding named characters). You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit. The newly added TECH-PRIEST model starts with the same number of experience points as the one it replaced, has the same Battle Honours, the same pieces of archeotech and is inducted into the same Holy Order, but has no Battle Scars.
UNORTHODOX ACQUISITION3RP/5RP

There are many avenues of procurement for a wilful Tech-Priest.

Purchase this Requisition at any time. Select one type of archeotech and then either select one of that type’s parts or roll one D6 to randomly determine one of that type’s parts: you acquire that archeotech part and update your Order of Battle accordingly. If you rolled to determine the archeotech part, this Requisition costs 3RP; otherwise, it costs 5RP.
HOLY ORDERS1RP

For those with the influence, induction into a Holy Order can bring patronage and power.

Purchase this Requisition when you add a TECH-PRIEST unit to your Order of Battle (excluding named characters), or when a TECH-PRIEST model in your Crusade force gains a rank. That model is inducted into one of the Holy Orders; increase its Power Rating accordingly and make a note on its Crusade card. A model can never be inducted into more than one Holy Order. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
CONSECRATED UPGRADE1RP/2RP

Many Tech-Priests will apply their specialist skills the right price.

Purchase this Requisition when a SKITARII unit (excluding VEHICLE units) from your army that does not contain any models with Weapon Enhancements gains one of the Adeptus Mechanicus Weapon Enhancements.
  • If that unit has a Power Rating of 9 or less, you can remove one archeotech power source and one other archeotech part from your Order of Battle to give every model in that unit that Weapon Enhancement. That units Crusade points are increased by 3 and this Requisition costs 1RP.
  • If that unit has a power rating of 10 or more, you can remove two archeotech power sources and two other archeotech parts from your Order of Battle to give every model in that unit that Weapon Enhancement. That units Crusade points are increased by 5 and this Requisition costs 2RP.
After purchasing this Requisition, models in that unit can no longer be given any further Weapon Enhancements.

Battle Traits

When an ADEPTUS MECHANICUS unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table to randomly determine what Battle Trait the unit gains, or choose a Battle Trait that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

TECH-PRIEST UNITS
D6TRAIT
1Machine Savant: If this model is part of your Crusade army, and if it was not destroyed during the battle, then at the end of the battle you can ignore one failed Out of Action test taken for a <FORGE WORLD> VEHICLE unit-that test is treated as having been passed instead.
2Voltagheist Shock: At the end of the Fight phase, select one enemy unit within Engagement Range of this model and roll one D6: on a 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds.
3Repair Protocols: Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost.
4Control Cortex: You can determine one Skitarii Warlord Trait for this model. This model is only regarded as your WARLORD for the purposes of that Warlord Trait, unless it is also selected as your WARLORD. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and this model cannot have more than one Warlord Trait.
5System-Slave Trephination: In your Command phase, select one enemy VEHICLE model within 9" of this model. Then, roll one D6, adding 2 if this model’s Leadership characteristic is higher than that enemy model’s: on a 4+, select one weapon that enemy model is equipped with. Until the start of your next Command phase, each time that model makes an attack with that weapon, subtract 1 from that attack’s hit roll.
6Teleportation Node: Once per battle, at the start of your Movement phase, you can remove this model from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set it back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" from any enemy models. If the battle ends and this model is not on the battlefield, it is destroyed.
SKITARII MARSHAL UNITS
D6TRAIT
1-2Integrated Refraction Emitters: This model has a 4+ invulnerable save.
3-4Battlefield Processing Cortex: In your Command phase, select one friendly <FORGE WORLD> SKITARII CORE unit within 9" of this model, or select one friendly <FORGE WORLD> CORE DATA-TETHER unit on the battlefield. Until the start of your next Command phase, that unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
5-6Secutor Class Blade Implants: When this model finishes a charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 3-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds.
CORE AND KATAPHRON SERVITORS UNITS
D6TRAIT
1-2Enhance Bionics: Improve this unit’s invulnerable save by 1 (this ability cannot make this unit’s invulnerable save better than 4+).
3-4Killcode Gear Switches: Add 1 to the Strength characteristic of models in this unit.
5-6Blessed Bodies: Each time an attack is made against this unit, an unmodified wound roll of 1-2 always fails, irrespective of any abilities that the weapon or the attacker may have.
VEHICLE UNITS
D6TRAIT
1-2Sanctified Engine: 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.
3-4Hardened Machine Spirit: Out of Action tests taken for this unit are automatically passed.
5-6Blessed Spirit: Each time a model in this unit would lose a wound, roll one D6: on a 6, that wound is not lost.

Crusade Relics

When an ADEPTUS MECHANICUS CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Artificer Relics

An ADEPTUS MECHANICUS CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Multiplexed Neural Inducer

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

The bearer gains the following ability:

Multiplexed Neural Inducer (Aura): While a friendly <FORGE WORLD> CORE unit is within 6" of this model, that unit it is eligible to perform a Heroic Intervention as if it were a CHARACTER.'

Kardiocore Galvanus

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

The bearer gains the following ability:

Kardiocore Galvanus (Aura): While a friendly <FORGE WORLD> SKITARII CORE unit is within 6" of this model, add 1 to Advance and charge rolls made for that unit.’


Antiquity Relics

An ADEPTUS MECHANICUS CHARACTER model of Heroic rank or higher can be given the following Antiquity Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Transinduction Body

Surreptitious theories surround this chunk of archeotech. When bolted into one’s bionic body, the bearer can will their form to discorporate, allowing them to walk through solid rock.

  • Each time the bearer makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, it can move horizontally through models and terrain features (it cannot finish a move on top of another model, or its base).
  • The bearer is eligible to shoot and charge in a turn in which it Fell Back.
  • The bearer can declare a charge in a turn in which it Advanced.


Legendary Relics

An ADEPTUS MECHANICUS CHARACTER model of Legendary rank can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

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 another friendly <FORGE WORLD> model within 6" of the bearer is destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when a model is destroyed (e.g. Explodes). If you do so, then on a 3+, set that model back up on the battlefield as close as possible to where they were destroyed, and not within Engagement Range of any enemy models, with 6 wounds remaining (this cannot allow a model to have more wounds remaining than its Wounds characteristic).


Weapon Enhancements

When an ADEPTUS MECHANICUS unit gains a Weapon Enhancement, you can, if the weapon selected is one of the weapon types listed in Weapon Definitions section, use the associated table below, instead of one of the tables in the Warhammer 40,000 Core Book. Once you have selected the weapon, roll one D6 and consult the appropriate table to randomly determine what Weapon Enhancement is gained, or choose the one that tells the best narrative for your unit. If the weapon you have selected is equipped on an INFANTRY or CAVALRY model, you can instead roll two D6 (re-rolling duplicate results) or choose two. All the normal rules for Weapon Enhancements still apply. As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Weapon Enhancement and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

Arc Weapons
D6TRAIT
1-3Resonant Frequency: Each time an attack is made with this weapon against a VEHICLE unit, an unmodified wound roll of 3+ successfully wounds the target.
4-6Shocking Overload: After the bearer’s unit has shot, select one enemy VEHICLE model that lost one or more wounds as a result of an attack made by a model in the bearer’s unit with this Weapon Enhancement. Until the start of your next Command phase, that unit is shocked. While a unit is shocked, it cannot Fall Back.
Radium Weapons
D6TRAIT
1-3Thorium Rounds: In your Shooting phase, when the bearer’s unit is selected to shoot, unless the Stratagem has already been used this phase, you can use the Enriched Rounds Stratagem for 0CP. If you do so, only models with this Weapon Enhancement benefit from that Stratagem.
4-6Rad-sickness: After the bearer’s unit has shot, select one enemy unit that had one or more models destroyed as a result of an attack made by a model in the bearer’s unit with this Weapon Enhancement. Until the start of your next Command phase, that unit is rad-sick. While a unit is rad-sick, subtract 1 from the Strength and Toughness characteristics of models in that unit. That unit is not affected by the Rad-saturation and Extreme Rad-saturation abilities.
Cognis Weapons
D6TRAIT
1-3Hunter Machine Spirit: Each time an attack is made with this weapon, you can re-roll the wound roll.
4-6Vindictive Machine Spirit: Each time an attack is made with this weapon that targets a unit within 12", add 1 to the Strength characteristic of that attack and improve its Armour Penetration characteristic by 1.
Plasma Weapons
D6TRAIT
1-3Vent Shielding: Each time an unmodified hit roll of 1 is made with this weapon, the bearer does not suffer any mortal wounds and is not destroyed.
4-6Fully Charged: Each time an attack made with this weapon targets a unit within 12", if the bearer Remained Stationary during its previous Movement phase, it makes 1 additional attack with this weapon.
Phosphor Weapons
D6TRAIT
1-3Incandescent Tracer Fire: Each time an attack is made with this weapon that targets a unit within half range, you can re-roll the hit roll.
4-6Luminagen: After the bearer’s unit has shot, select one enemy unit that had one or more models destroyed as a result of an attack made by a model in the bearer’s unit with this weapon attachment. Until the start of your next Command phase, that unit is on fire. While a unit is on fire, each time it makes a Normal Move, Advances or Falls Back, roll one D6 for each model in that unit: for each roll of 1, that unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Rifle Weapons
D6TRAIT
1-3Phase Helix Rifling: Add 3" to the Range characteristic of this weapon. Each time an attack is made with this weapon, if the bearer Remained Stationary during its previous Movement phase, you can ignore any or all hit roll modifiers.
4-6Detonation Rounds: After the bearer’s unit has shot, select one enemy unit that had one or more models destroyed as a result of an attack made by a model in the bearer’s unit with this weapon attachment. Roll 2D6: if the result is equal to or less than that enemy unit’s Leadership characteristic, until the end of the turn, do not roll again for that enemy unit for this ability; if the result is higher than that enemy unit’s Leadership characteristic, until the start of your next Command phase, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes a ranged attack, that attack’s hit roll and wound roll cannot be re-rolled.
Carbine Weapons
D6TRAIT
1-3Rapid Tracking Optics: Each time an attack is made with this weapon, the bearer does not suffer the penalty incurred to hit rolls for firing Assault weapons in the same turn that their unit has Advanced.
4-6Folding Stock: The bearer can be selected to shoot with if its unit is within Engagement Range of any enemy units and can make attacks with this weapon when doing so. If it does so, each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Archeotech Treasures

If your Crusade Army includes any ADEPTUS MECHANICUS units, you can collect parts of obscure archeotech and combine them together to create unique items of incredible power. You can gain archeotech parts by choosing and completing the relevant Agendas in your battles, or by using the Unorthodox Acquisition Requisition. Keep an additional note of any archeotech parts your army has collected (the Crusade Goals, Notes and Additional Information box on your Order of Battle is ideal for this).

Archeotech Parts
When your army acquires an archeotech part, roll one D6 and consult the table below to see which type of part was found, then roll one D6 and consult the relevant table below to determine which instance of that part was found.

D6ARCHEOTECH PART TYPE
1-3
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.
4
Weapon Part: Some of the deadliest and most arcane weapons used during the Dark Age of Technology have survived, their capabilities undimmed.
5
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.
6
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.

Assembling Archeotech Treasures
When you have collected enough archeotech parts, you can assemble them into a powerful item using the Assemble Archeotech Requisition. In order to assemble an item you need one power source and one of the following:
  • One weapon part.
  • One force field part.
  • One techno-arcana part.
When assembling an archeotech weapon, that weapon’s name is the combination of the power source’s name and the weapon part’s name. The weapon’s profile is a combination of that weapon part’s profile and the weapon ability granted by that power source. Archeotech weapons cannot be upgraded by Weapon Enhancements (see the Warhammer 40,000 Core Book).

Example: Joe assembles an archeotech weapon using the acidic conductor power source and electro-fused vambraces weapon part. He creates the following weapon:

WEAPON
RANGE
TYPE
S
AP
D
Acidic conductor electro-fused vambraces
Acidic conductor electro-fused vambraces
18"
Assault 8
3
-1
1
Abilities: The bearer can only shoot with this weapon once per battle. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any normal damage.

When assembling an archeotech force field, that force field’s name is the combination of the power source’s name and the force field part’s name. The bearer gains an ability based on the combination of that force field part’s ability and the force field ability granted by that power source.

Example: Joe assembles an archeotech force field using the acidic conductor power source and technodermis force field part. He creates the following force field:

Acidic conductor technodermis: Add 1 to the Toughness characteristic of the bearer. The bearer gains the following ability: ‘Acid-hardened Flesh (Aura): While a friendly <FORGE WORLD> CORE unit is within 6" of this model, each time a melee attack with an Armour Penetration characteristic of -1 is allocated to a model in that unit, that attack has an Armour Penetration characteristic of 0 instead.’


When assembling an archeotech techno-arcana, that technoarcana’s name is the combination of the power source’s name and the techno-arcana part’s name. The bearer gains an ability based on the combination of that techno-arcana part’s ability and the techno-arcana effect granted by that power source.

Example: Joe assembles an archeotech techno-arcana using the induction node power source and obscuroptikon techno-arcana part. He creates the following techno-arcana:

Obscuroptikon induction node: When the Shroudpsalm Canticle becomes active for your army, you can choose to use this techno-arcana. If you do so, until the end of the battle round, this piece of techno-arcana is active and, until the end of the battle, no other piece of techno-arcana from your army can be used. The bearer gains the following ability: ‘Electrified Actuators (Aura): While a friendly <FORGE WORLD> CULT MECHANICUS unit is within 6" of this model, if this techno-arcana is active, each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add D3+3" to the Move characteristic of models in that unit.’


When a piece of archeotech is assembled, remove the parts that were used to assemble it from your Order of Battle and select one ADEPTUS MECHANICUS TECH-PRIEST unit from your Crusade Force. That unit adds that piece of archeotech to their personal archeotech collection and its Crusade points are increased by 1, make a note on that unit’s Crusade Card.

When you are mustering your army, each ADEPTUS MECHANICUS TECH-PRIEST unit from your army can be equipped with:
  • 1 archeotech force field from their collection.
  • 1 archeotech weapon from their collection.
  • 1 archeotech techno-arcana from their collection.

POWER SOURCES

1. RESTRAINED VORTEX

Vortex technology uses immense energies to punch a hole through the skein of reality.


WEAPON ABILITY:
After the bearer has shot with this weapon, select one enemy unit that was hit by an attack made with this weapon. Roll one D6 for each other unit within 3" of the target, subtracting 1 if that unit has the CHARACTER keyword: on a 3-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds.

FORCE FIELD ABILITY:
The bearer gains the following ability: ‘Vortex Field (Aura): While a friendly <FORGE WORLD> CORE unit is within 6" of this model, each time an enemy unit declares a charge against that unit, if that friendly unit is not within Engagement Range of any enemy units, it can Hold Steady or Set to Defend.’

TECHNO-ARCANA EFFECT:
The bearer gains the following ability: ‘Repellent Energies (Aura): While a friendly <FORGE WORLD> CULT MECHANICUS unit is within 6"of this model, if this techno-arcana is active, each time an enemy unit makes a melee attack against that unit, that attack’s hit roll cannot be re-rolled and that attack’s wound roll cannot be re-rolled.’

2. SPATIAL ALTERNATOR

Based upon grav-field manipulation, this technology condenses or disperses molecular alignment.


WEAPON ABILITY:
Each time a model in an enemy unit (excluding VEHICLE units) loses one or more wounds as a result of an attack made with this weapon, roll one D6: on a 4+, until the start of your next Command phase, that unit is condensed. While a unit is condensed, it loses the Objective Secured ability.

FORCE FIELD ABILITY:
Add 1 to the bearer’s Wounds characteristic.

TECHNO-ARCANA EFFECT:
The bearer gains the following ability: ‘Spatial Adjustment (Aura): While a friendly <FORGE WORLD> CULT MECHANICUS unit is within 6" of this model, if this techno-arcana is active, each time a ranged attack with an Armour Penetration characteristic of -1 is allocated to a model in that unit while it is receiving the benefits of Light cover from a terrain feature, that attack has an Armour Penetration characteristic of 0 instead.’

3. TELEPORTATION MATRIX

This device enables energy and matter to translocate instantaneously.


WEAPON ABILITY:
Once per battle, after the bearer has shot with this weapon, if it successfully hit an enemy unit when making any of those attacks, it can engage the teleportation grapple. If it does so, remove the bearer from the battlefield, then set the bearer back up on the battlefield anywhere that is within Engagement Range of that enemy unit, and not within Engagement Range of any other enemy units. The bearer counts as having made a charge move this turn.

FORCE FIELD ABILITY:
The bearer is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit. Each time the bearer makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.

TECHNO-ARCANA EFFECT:
The bearer gains the following ability: ‘Aggressive Translocation (Aura): While a friendly <FORGE WORLD> CULT MECHANICUS unit is within 6" of this model, if this techno-arcana is active, you can re-roll charge rolls made for that unit.’

4. ACIDIC CONDUCTOR

Through arcane distillation this technology can eat through metal, dissipate thick smog and even cause genetic scarification.


WEAPON ABILITY:
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any normal damage.

FORCE FIELD ABILITY:
The bearer gains the following ability: ‘Acid-hardened Flesh (Aura): While a friendly <FORGE WORLD> CORE unit is within 6" of this model, each time a melee attack with an Armour Penetration characteristic of -1 is allocated to a model in that unit, that attack has an Armour Penetration characteristic of 0 instead.’

TECHNO-ARCANA EFFECT:
The bearer gains the following ability: ‘Hazedevouring Condensate (Aura): While a friendly <FORGE WORLD> CULT MECHANICUS unit is within 6" of this model, if this techno-arcana is active, add 3" to the Range characteristic of ranged weapons models in that unit are equipped with.’

5. ENDOTHERMIC REACTOR

This crystal lattice produces freezing temperatures, its power bleeding the energy and momentum from those it touches.


WEAPON ABILITY:
Each time an attack is made with this weapon, if the attack successfully hits the target, roll one D6, subtracting 1 if the target has the VEHICLE keyword: on a 3+, until the start of your next Command phase, the target is frozen. While a unit is frozen, halve the Move characteristic of models in that unit.

FORCE FIELD ABILITY:
Each time the bearer is declared as a target of a charge, subtract 2 from that charge roll.

TECHNO-ARCANA EFFECT:
The bearer gains the following ability: ‘Dispersed Cryo-sweep (Aura): While a friendly <FORGE WORLD> CULT MECHANICUS unit is within 6" of this model, at the start of the Fight phase, if this techno-arcana is active and that unit is within Engagement Range of any enemy units, it can fight first that phase.’

6. INDUCTION NODE

The electrical purity of the Motive Force fries delicate systems and invigorates the blessed augmentations of the Cults faithful.


WEAPON ABILITY:
Each time a model in an enemy VEHICLE unit loses one or more wounds as a result of an attack made with this weapon, roll one D6: on a 3+, randomly determine one ranged weapon that model is equipped with. Until the start of your next Command phase, each time that model shoots, it makes 1 less attack with that weapon.

FORCE FIELD ABILITY:
The bearer gains the following ability: ‘Overamped Systems (Aura): While a friendly <FORGE WORLD> CORE unit is within 6" of this model, each time that unit shoots or fights, when resolving its attacks you can re-roll one hit roll or one wound roll.’

TECHNO-ARCANA EFFECT:
The bearer gains the following ability: ‘Electrified Actuators (Aura): While a friendly <FORGE WORLD> CULT MECHANICUS unit is within 6" of this model, if this techno-arcana is active, each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add D3+3" to the Move characteristic of models in that unit.’

WEAPON PARTS

1. ELECTRO-FIRE IMPLANTS
This weapon has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Electro-fire Implants
Electro-fire Implants
12"
Assault D3+3
5
-1
2
Abilities: The bearer can only shoot with this weapon once per battle. Each time an attack is made with this weapon, that attack automatically hits the target.

2. NEURAL JAMMER
This weapon has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Neural jammer
Neural jammer
18"
Pistol 4
4
-2
1
Abilities: The bearer can only shoot with this weapon once per battle. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

3. NANOSHARD PROJECTOR
This weapon has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Nanoshard projector
Nanoshard projector
12"
Pistol 3
5
-2
2
Abilities: The bearer can only shoot with this weapon once per battle. Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.

4.ARC ANNULUS
This weapon has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Arc annulus
Arc annulus
18"
Pistol 2
7
-2
2
Abilities: The bearer can only shoot with this weapon once per battle. Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 3 and an unmodified wound roll of 4+ successfully wounds the target.

5. ELECTRO-FUSED VAMBRACES
This weapon has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Electro-fused vambraces
Electro-fused vambraces
18"
Assault 8
3
-1
1
Abilities: The bearer can only shoot with this weapon once per battle.

6. DIGITAL CANNON
This weapon has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Digital cannon
Digital cannon
24"
Assault 2
6
-1
3
Abilities: The bearer can only shoot with this weapon once per battle.

FORCE FIELD PARTS

1. VOID SHELL
Each time the bearer would lose a wound, roll one D6:on a 6, that wound is not lost.

2. ARC IMPLANTS
At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, it suffers D3 mortal wounds.

3. TIME SINK
At the start of the Fight phase, select one enemy model within Engagement Range of the bearer. Roll one D6 and add the bearer’s Leadership characteristic to the result. Your opponent rolls one D6 and adds that enemy model’s Leadership characteristic to their result. If your total is greater than your opponent’s, until the end of the phase, that enemy model’s unit is not eligible to fight until after all eligible units from your army have done so.

4. CONVERSION ERADICATOR
When the bearer is destroyed, roll one D6: on a 2-5, the nearest enemy unit within 6" suffers D3 mortal wounds; on a 6, the nearest enemy unit within 6" suffers 2D3 mortal wounds.

5. INVERSE POWER FEEDS
Each time the bearer makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

6. TECHNODERMIS
Add 1 to the Toughness characteristic of the bearer.


Army of Renown: Mechanicus Defence Cohort

Possessed by the unrelenting spirit of the Omnissiah in his most obdurate aspect, the zealous warriors of the defence cohort will fight to the last rather than give ground.

It is a holy tenet of Metalican doctrine, and that of many similar forge worlds, that each of its macroclades should be thought of as an exceptionally complex machine. Within this greater engine of war, each cohort is to be viewed as a functional component intended for a specific purpose. The defence cohorts deployed during the Metalican wars were perfect examples of this principle at work.

Comprising forces already prized for their tenacity and zealotry more than their tactical and strategic flexibility, the defence cohorts were intended to act as a solid bulwark against which enemy forces would be dashed. Fanatical courage kept these cohorts anchored to solid defensive positions even when faced with overwhelming odds. Indeed, more than one such cohort was wiped out to the last priest and servitor during the attacks against the Metalican Gates, yet in each case the butcher's bill paid by the foe was heinous enough to satisfy the forge world's dispassionate calculus of war.

In extremis, these redoubtable formations could be enhanced through the use of Extremis Sentinel Protocols that transformed their soldiery into nearmindless automata whose only thought was indomitable defence. Their masters could also call upon saturation bombardment and horrific rad-cleansing should their positions risk being overrun. To the masters of the Metalican military, the absolute annihilation of all life upon a battlefield was eminently preferable to permitting the foe a victory.

A Mechanicus Defence Cohort is an Army of Renown.

RESTRICTIONS
  • All units in your army must be ADEPTUS MECHANICUS and be drawn from the same <FORGE WORLD>.
  • Your army cannot include SKITARII units.

BENEFITS
  • All units in your army gain the MECHANICUS DEFENCE COHORT keyword.
  • You have access to the Mechanicus Defence Cohort Warlord Trait, Relic and Stratagems.
  • KATAPHRON BREACHERS, KATAPHRON DESTROYERS, SERVITORS and KASTELAN ROBOTS units in your army gain the Extremis Sentinel Protocols ability described below.

Extremis Sentinel Protocols

In dire circumstances, the cybernetic and robotic minds of a forge worlds defenders can be overwritten with a belligerent code that will drastically increase the subjects protective engrams and willingness to defend the Omnissiahs domain. Such an action borders on the heretical, as the new code banishes all vestiges of the original machine spirit residing within; but when faced with a deadly assault, there are few actions the Adeptus Mechanicus will not consider.

  • This unit never gains a forge world dogma, but its inclusion in a Detachment does not prevent other units in that Detachment (excluding other units with this ability) from gaining a dogma.
  • This unit gains the EXTREMIS SENTINEL keyword.
  • Each time a ranged attack is allocated to a model in this unit, if this unit is either wholly within its controller's deployment zone, or if every model in this unit is within range of an objective marker, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
  • Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend.
  • If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in this unit score hits on unmodified rolls of 5+, instead of 6+.
  • If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in this unit makes a melee attack, add 1 to that attack's hit roll.

Warlord Trait

If a MECHANICUS DEFENCE COHORT CHARACTER model is your WARLORD, it can have the Warlord Trait below instead of one from another source.

CACOPHONOUS LEADERSHIP (AURA)

This Warlord leads their subjects in a raucous vox-prayer that venerates the Omnissiah as they repel their foes. Those that hear such ministrations refuse to yield the Omnissiah’s blessed domain to the enemy.

While a friendly MECHANICUS DEFENCE COHORT unit is within 6" of this WARLORD, that unit has the Objective Secured ability. EXTREMIS SENTINEL models in such units count as one additional model when determining control of an objective marker.

Relic

If your army is led by a MECHANICUS DEFENCE COHORT WARLORD, you can, when mustering your army, give the following Arcana Mechanicum to a MECHANICUS DEFENCE COHORT CHARACTER model from your army, instead of one from another source. Named characters and VEHICLE models cannot be given the following Relic. Note that this Arcana Mechanicum replaces one of the model's existing items of wargear. You must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Arcana Mechanicum your models have on your army roster.

FORGEFIRE

This master-work weapon is rumoured to have been defending the Omnissiah's realms since the siege of Mars in aeons past.

Model equipped with a volkite blaster only. This Relic replaces a volkite blaster and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Forgefire
Forgefire
36"
Heavy 3
6
-2
2
Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

Stratagems

If your army is a Mechanicus Defence Cohort, you have access to these Stratagems, and can spend CPs to use them.

CITATION OF RUIN2CP/3CP
Mechanicus Defence Cohort – Battle Tactic Stratagem

Even when defences are breached and the front lines are overrun, a defence cohort can still unleash ruination.

Use this Stratagem in your Shooting phase, when an EXTREMIS SENTINEL unit from your army is selected to shoot. Until the end of the phase, models in that unit have the Big Guns Never Tire rule in the same manner as if they were VEHICLE models. In addition, they do not suffer the -1 penalty to their hit rolls incurred when making attacks with heavy weapons against units they are in Engagement Range with, as described in the Big Guns Never Tire rule. If that unit has 4 or more models, this Stratagem costs 3CP; otherwise, it costs 2CP.
PRE-CALIBRATED PURGE SOLUTION1CP
Mechanicus Defence Cohort – Battle Tactic Stratagem

A swarm of servo-skulls has collated data on the enemy's deployment zone so that our cohort warriors can better engage them from our own fortified battle lines.

Use this Stratagem in your Shooting phase when an EXTREMIS SENTINEL unit from your army that is wholly within your deployment zone is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack against an enemy unit that is wholly within the enemy deployment zone, add 1 to that attack's hit roll.
BOLSTER DEFENCES2CP
Mechanicus Defence Cohort – Strategic Ploy Stratagem

There is nothing that cannot be improved by the blessed ministrations of the Omnissiah's faithful.

Use this Stratagem before the battle, after determining deployment zones. Select one Area Terrain or Obstacles feature within your deployment zone. That terrain feature gains the Light Cover terrain trait. If it already had the Light Cover terrain trait, add 2 to the saving throw instead of 1 (invulnerable saving throws are still not affected). You can only use this stratagem once.
RAD-BOMBARDMENT3CP
Mechanicus Defence Cohort – Strategic Ploy Stratagem

It is better to sterilise the battlefield than let it fall to the enemy.

Use this Stratagem in your Command phase, if a MECHANICUS DEFENCE COHORT WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, subtracting 1 if the unit being rolled for is a CHARACTER. On a 4-5, that unit suffers D3 mortal wounds, and on a 6+ that unit suffers D3 mortal wounds and until the end of the turn, subtract 1 from the Toughness characteristic of each model in that unit (this is not cumulative with any other rule that reduces the Toughness characteristic of an enemy model). The marker is then removed. You can only use this Stratagem once.


Codex Supplement: Metalica

Below you will find Warlord Traits, Relics and Stratagems for Adeptus Mechanicus units that are drawn from the forge world of Metalica.
Codex: Adeptus Mechanicus describes how most of the Adeptus Mechanicus units belong to a forge world, and how you can use the <FORGE WORLD> keyword to specify where such a unit is drawn from. The rules in the following section are for units that are drawn from the forge world of METALICA.

Some rules in this section refer to a METALICA Detachment. This is one that only includes units with the METALICA keyword (excluding units with the AGENT OF THE IMPERIUM and UNALIGNED keywords).

Warlord Traits

If a METALICA CHARACTER model gains a Warlord Trait, you can use the Metalica Warlord Traits table below to determine what Warlord Trait they have instead of one from another source. You can either roll one D3 to randomly generate one, or you can select one.

D3WARLORD TRAIT
1

MASTER ANNIHILATOR

This Warlord is a peerless annihilator, commanding ruthless technology to eliminate all life before them.

In your Command phase, select one friendly METALICA unit that is within 6" of this WARLORD. Until the start of your next Command phase, add 6" to the Range characteristic and 1 to the Strength characteristic of all radium weapons models in that unit are equipped with. For the purposes of this rule, a Radium weapon is any weapon whose profile includes the word ‘Radium’ (radium pistol, radium carbine etc.) and any relic that replaces such a weapon. This is not cumulative with any other rule that increases a weapon's range.

2

ASHRUNNER

This Warlord earned their reputation on ash wastes of Armageddon. The mark of that war zone is apparent in the extensive modifications that make them suitable for such environments.

Add 3" to the Move characteristic and 1 to the Strength and Attacks characteristics of this WARLORD.

3

RADIOACTIVE EMANATION (AURA)

This Warlord is wreathed in a dense, radioactive fog that saps the stamina of those who are not inured to its ionising embrace.

While a unit is within 6" of this WARLORD, unless it is a METALICA unit, subtract 1 from its Toughness characteristic. This is not cumulative with any other rule that reduces the Toughness characteristic of an enemy model (e.g. the Rad-saturation ability or the Rad-Bombardment Stratagem).


Relics

If your army is led by a METALICA WARLORD, you can, when mustering your army, give one of the following Arcana Mechanicum Relics to a METALICA CHARACTER model from your army. Named characters cannot be given any of the following Relics.

Note that some Relics replace one of the model's existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Arcana Mechanicum Relics your models have on your army roster.

OMNI-STERILISER

This weapon exemplifies Metalica’s disdain for organic life. All flesh, blood and bone caught in its searing beams are reduced to inert atoms in an instant.

Model equipped with an eradication ray only. This Relic replaces an eradication ray and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Omni-steriliser
Omni-steriliser
24"
Assault D3
6
-4
3
Abilities: Blast


BIONICS OF VENERATION

These exquisite bionics emit a blaring auditory screech in praise of the Omnissiah, and in denouncement of those who seek to damage his faithful servant.

  • The bearer has a 4+ invulnerable save.
  • The bearer has the following ability: ‘Bionics of Veneration (Aura): While an enemy unit is within 3" of the bearer, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.’

DELTA PISTOL

This pistol houses a rare piece of archeotech recovered by Technoarcheologists from Metalica during the Dhask World cleansing. When its machine spirit is suitably angered, it generates ultra rare and deadly delta rays that destroy anything born of metal and circuitry.

Model equipped with a gamma pistol only. This Relic replaces a gamma pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Delta Pistol
Delta Pistol
18"
Pistol 1
10
-4
4
Abilities: Each time an attack is made with this weapon against a VEHICLE unit, you can re-roll the wound roll.


METALICAN LUNG

The warrior is saturated with radiation, every exhalation they make adding to the isotopic fog. They walk a procession across the battlefield, their passing marking the flora and fauna for extermination so that sterile perfection can take its place.

The bearer has the following ability: ‘Metalican Lung (Aura): While an enemy unit is within 3" of the bearer, each time an attack made by a model in a friendly METALICA unit targets that enemy unit, you can re-roll the wound roll.’

Stratagems

If your army includes any METALICA Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

RAD-OVERSATURATION2CP
Metalica – Battle Tactic Stratagem

Metalicans are particularly associated with radium technology, having cleansed their forge world ofall natural biological life. The haze of radiation hangs around their rad-troopers in a deadly fog.

Use this Stratagem at the start of any phase. Select one METALICA SKITARII VANGUARD unit in your army. Until the end of the phase, increase the range of that unit's Rad-saturation ability to 6".
MARCH TO WAR1CP
Metalica – Battle Tactic Stratagem

When war calls, the soldiery of Metalica answer, marching in relentless lockstep to meet the foe and lay them to waste.

Use this Stratagem in your Movement phase, when a METALICA unit from your army Advances. Do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of that unit.
PURITY OF THE MACHINE1CP/2CP
Metalica – Battle Tactic Stratagem

The sterile perfection of Metalica sees them processing the battlefield with the dispassionate will of pure machines, lacking mercy, remorse or respite.

Use this Stratagem in your Shooting phase, when a METALICA unit from your army is selected to shoot, or in the Fight phase, when a METALICA unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, you can ignore any or all modifiers to the hit roll and wound roll. If that unit is a VEHICLE, this Stratagem costs 2CP; otherwise, it costs 1 CP.
ORDER IN ANARCHY1CP
Metalica – Battle Tactic Stratagem

With relentless fervour, the armies of Metalica strive to bring their own strict brand of order to the anarchy growing across the galaxy,

Use this Stratagem in your Command phase. Select one METALICA unit from your army. Until the end of the turn, each time an attack made by a model in that unit targets an enemy unit within 12", you can add 1 to the hit roll.
EXTINCTION ORDER3CP
Metalica – Epic Deed Stratagem

The Warlord orders the complete purge of an area of the battlefield, the first step in turning the area into a wasteland. All caught within it suffer the wrath of the Omnissiah.

Use this Stratagem in your Shooting phase. Select one Area Terrain feature visible to your METALICA WARLORD. Until the end of the phase, each time an attack made by a model in a friendly METALICA unit that is within 6" of your METALICA WARLORD targets an enemy unit wholly within that area terrain feature, add 1 to that attack's wound roll.
KNIGHT OF THE IRON COG1CP
Metalica – Requisition Stratagem

The legions of Metalica have a long-standing alliance with the Knights of House Raven, and the two have fought beside each other on countless occasions.

Use this Stratagem before the battle, when you are mustering your army. Select one HOUSE RAVEN unit from your army. That unit gains the Canticles of the Omnissiah ability and is considered to have the ADEPTUS MECHANICUS keyword for the purposes of this ability (the inclusion of this unit in your army does not prevent ADEPTUS MECHANICUS units in your army from using any rules that require every model in your army to have the ADEPTUS MECHANICUS keyword).
OMNISSIAH'S EXALTATION1CP
Metalica – Strategic Ploy Stratagem

The deafening noises that Metalican weapons make as they unleash their fury can plunge the enemy into panic and disarray.

Use this Stratagem in the Morale phase, when an enemy unit that is within 6" of a METALICA unit from your army is selected to take a Morale test. Until the end of the phase, subtract 1 from combat attrition tests taken for that enemy unit.
BLARING GLORY1CP
Metalica – Strategic Ploy Stratagem

The cacophonous auditory output of Metalica's chosen soldiery can be a weapon into itself, stunning the enemy as eardrums burst and aural sensors overload, leaving them disoriented and unable to regain focus.

Use this Stratagem in the Fight phase or in your opponent’s Shooting phase. Select one enemy unit that is within 6" of a METALICA unit from your army. Until the end of the phase, your opponent cannot re-roll any dice rolls made for attacks made by models in that enemy unit.


Arcana Mechanicum

If your army is led by an ADEPTUS MECHANICUS WARLORD, you can, when mustering your army, give one of the following Arcana Mechanicum to an ADEPTUS MECHANICUS CHARACTER model in your army. Named characters cannot be given any of the following Relics.

When a model in your army is given an Arcana Mechanicum, replace all instances of the <FORGE WORLD> keyword on that Relics rules (if any) with the name of the Forge World that your model is drawn from.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Arcana Mechanicum your models have on your army roster.

ANZION’S PSEUDOGENETOR

Appearing as a nest of mechadendrites, this device can be set to dissect a nearby alien organism with startling speed. Blood sprays, paralytic elixirs are administered, skin is peeled from muscle and muscle parted from endoskeleton. The wearer watches as his device files away observations upon the biomechanics of the foe, until the specimen collapses in a mess of viscera and bone.

The bearer is equipped with this Relic in addition to their other weapons. It has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Anzion’s Pseudogenetor
Anzion’s Pseudogenetor
Melee
Melee
+2
-1
1
Abilities: Each time the bearer fights, it makes 3D3 additional attacks with this weapon.

EXEMPLAR’S ETERNITY

Among the verbose tracts on martial dogma penned by the Secutors of Mars, the name Trantium-01 is appended in microscriptum 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 MARSHAL model only. The bearers Servo-skull Uplink ability is replaced with the following ability:

Exemplar’s Eternity (Aura): While a friendly <FORGE WORLD> SKITARII CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1 and re-roll a wound roll of 1.’

PATER COG-TOOTH

Legends told in binharic code claim that this axe is the first of its kind. Built on Mars, the Pater Cog-Tooth is a venerable weapon that seems to glow with an aura of power, although perhaps that is simply rad-emanations dating from the Great Cataclysm of Mars.

Model equipped with an Omnissian axe only. This Relic replaces an Omnissian axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Pater Cog-tooth
Pater Cog-tooth
Melee
Melee
+3
-2
3

PHOSPHOENIX

Having seen the horror of the living, blue-white flame of phosphex weaponry, Tech-Priest Veriliad destroyed the lone STC for the substance’s creation. Efforts to recreate it have been unsuccessful ever since. Decried as Heretic Technis by the rest of his order, Veriliad was tied to a stake and shot with the pistol known as Phosphoenix, the finest phosphex weapon ever produced.

Model equipped with a phosphor serpenta only. This Relic replaces a phosphor serpenta and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Phosphoenix
Phosphoenix
18"
Assault 3
5
-3
2
Abilities: Each time an attack is made with this weapon, the target does not receive the benefits of Dense Cover against that attack. Each time an attack is made with this weapon against an enemy unit, if a hit is scored, until the end of the phase, that enemy unit is exposed and the bearer gains the following ability:

Target Exposure (Aura): While a friendly <FORGE WORLD> CORE unit is within 6" of this model, each time a model in that unit makes a ranged attack against an exposed unit, the target does not receive the benefits of Dense Cover against that attack.’

RAIMENT OF THE TECHNOMARTYR

This baroque suit of armour contains dozens of life-sustaining machine spirits that buzz within its fibre bundles like stinging insects. At a simple conjuration, these spirits swarm out to inhabit the weapons of those nearby. Guns that have been graced by one of these excitable animas can pour volleys of fire into the enemy, even when their wielders falter.

  • Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.
  • In your Command phase, select one friendly <FORGE WORLD> CORE unit within 3" of this model. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers.

SONIC REAPER

Multiple reflectors, each formed of unique materials and microscopically shaped to a unique template, line the frequency emitters of this relic transonic cannon. It is reputed to be the same instrument that Rem van Diserys wrote about before his disappearance. In the remnants of his journal - that continue to vibrate in quantum states to this day - he described the painful demise of the Scurata Metroplex and their inhuman xenos screams, as their constituent molecules were shaken apart.

Model equipped with a transonic cannon only. This Relic replaces a transonic cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Sonic Reaper
Sonic Reaper
12"
Assault D6
5
-2
2
Abilities: Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, an unmodified wound roll of 5-6 inflicts 2 mortal wounds on the target and the attack sequence ends.

TEMPORCOPIA

It is thought - by Mars at least - that no forge world retains the knowledge of nano-engineering, despite its horror being so prevalent during the Age of Technology. The Temporcopia is a relic from that dark time, yet its constituent, microscopic machines replicate to a given sacred number and no more. Released from their magnetic casket, the invisible devices seek out nearby prey, sinking between molecular bonds and draining electro-chemical potential for a moment before they expire.

At the start of the Fight phase, you can select one enemy unit within 3" of the bearer. That unit is not eligible to fight this phase until after all eligible units from your army have done so.

THE CAGE OF VARADIMAS

The Cage of Varadimas is a single, continuous electro-circuit of ancient and exquisite design. Its implantation is excruciating until one has tamed its coruscating power. The crippling charge it emits can throw an Ork back several feet, causing nerves and muscles to twitch uncontrollably, and leaving the enemy easy prey for Tech-Priests who indulge in battlefield vivisection. All it takes is a touch and the potent change passes from one target to another.

Each time the bearer hits an enemy unit (excluding VEHICLE units) with a melee attack, until the end of the phase, that unit is electro-shocked. Each time a model in an electro-shocked unit makes an attack, subtract 1 from that attack’s hit roll.

THE OMNISCIENT MASK

Legend has it that the wearer of the Omniscient Mask can read the souls of men. An object of great veneration amongst the Skitarii, those under its gaze fight all the harder.

The bearer gains the following ability:

The Omniscient Mask (Aura): While a friendly <FORGE WORLD> SKITARII CORE unit is within 6" of this model, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.’

THE PURGATION’S PURITY

This serpenta’s bullets contain cores of quasi-stabilised polonium. Even grazing hits have been known to overwhelm the post-human physiology of Traitor Astartes, their flesh sloughing away in black chunks in a localised rad-storm.

Model equipped with a radium serpenta only. This Relic replaces a radium serpenta and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Purgation’s Purity
Purgation’s Purity
24"
Assault 3
4
-2
2
Abilities: Each time an attack is made with this weapon, an unmodified hit roll of 4+ automatically wounds the target.

THE SKULL OF ELDER NIKOLA

This yellowed, multi-lacquered servo-skull is perhaps the most ancient of its kind. It has been ghostdated to the early days of Mankind. Should the correct praise-psalm be sung to it, the halo of electrical power that surrounds the skull’s bony circumference will explode outwards in a ring of crackling force, scrambling the unnatural workings of enemy war engines.

At the start of your Shooting phase, roll one D6 for each enemy VEHICLE unit within 12" of the bearer: on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers 3 mortal wounds.

THE UNCREATOR GAUNTLET

The Uncreator Gauntlet was originally devised to reverse-engineer lost technologies. When laid upon a machine, xenotech fields are released that cause the construct’s chronology to be wound back. If the timing is accurate to the picosecond, the temporal anomaly can rejuvenate the machine to the prime of its operative lifespan - or go on to reduce it to a neatly arrayed pile of component parts, each ready for the Tech-Priest’s inspection.

Model equipped with a power fist only. This Relic replaces a power fist and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Uncreator Gauntlet
The Uncreator Gauntlet
Melee
Melee
x2
-3
3
Abilities: Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack made with this weapon hits a VEHICLE unit, that attack inflicts 1 mortal wound in addition to any normal damage.


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Arc lance (shooting)
Arc lance (shooting)
12"
Assault 1
6
-1
1
Each time an attack made with this weapon targets a VEHICLE unit, that attack has a Damage characteristic of D3.
Each time an attack made with this weapon targets a VEHICLE unit, that attack has a Damage characteristic of D3.
+0..5
Arc pistol
+0..5
Arc pistol
12"
Pistol 1
5
-2
1
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 2 and an unmodified wound roll of 4+ successfully wounds the target.
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 2 and an unmodified wound roll of 4+ successfully wounds the target.
+5
Arc rifle
+5
Arc rifle
30"
Rapid Fire 1
6
-2
D3
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 3 and an unmodified wound roll of 4+ successfully wounds the target.
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 3 and an unmodified wound roll of 4+ successfully wounds the target.
Archeo-revolver
Archeo-revolver
12"
Pistol 1
5
-2
2
-
Belleros energy cannon
Belleros energy cannon
36"
Heavy 3D3
5
-1
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
+2
Cognis flamer
+2
Cognis flamer
12"
Assault D6+2
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+0..5
Cognis heavy stubber
+0..5
Cognis heavy stubber
36"
Assault 4
4
0
1
-
Disruptor missile launcher
Disruptor missile launcher
36"
Heavy D6
7
-2
D3
Blast
Blast
Electrostatic gauntlets (shooting)
Electrostatic gauntlets (shooting)
12"
Assault 3
5
-1
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Eradication beamer
Before selecting targets, select one of the profiles below to make attacks with.
Eradication beamer
Before selecting targets, select one of the profiles below to make attacks with.
 - Focused
 - Focused
18"
Heavy D6
8
-4
3
Blast
Blast
 - Dissipated
 - Dissipated
36"
Heavy D6
8
-3
2
Blast
Blast
Eradication pistol
Eradication pistol
12"
Pistol D3
6
-1
1
If the target is within 6" of the bearer, this weapon has a Type of Pistol 1, an AP of -3 and a Damage of D3.
If the target is within 6" of the bearer, this weapon has a Type of Pistol 1, an AP of -3 and a Damage of D3.
Eradication pistol
Before selecting targets, select one of the profiles below to make attacks with.
Eradication pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Focused
 - Focused
6"
Pistol D3
6
-3
2
Blast
Blast
 - Dissipated
 - Dissipated
12"
Pistol D3
6
-2
1
Blast
Blast
+5
Eradication ray
Before selecting targets, select one of the profiles below to make attacks with.
+5
Eradication ray
Before selecting targets, select one of the profiles below to make attacks with.
 - Focused
 - Focused
12"
Heavy D3
6
-3
2
Blast
Blast
 - Dissipated
 - Dissipated
24"
Heavy D3
6
-2
1
Blast
Blast
+5
Ferrumite cannon
+5
Ferrumite cannon
48"
Heavy 3
8
-3
3
-
Flechette blaster
Flechette blaster
12"
Pistol 5
3
0
1
-
Flechette carbine
Flechette carbine
18"
Assault 5
3
0
1
-
Galvanic carbine
Galvanic carbine
18"
Assault 2
4
-1
1
-
Galvanic caster
Before selecting targets, select one of the profiles below to make attacks with.
Galvanic caster
Before selecting targets, select one of the profiles below to make attacks with.
 - Flechette
 - Flechette
18"
Assault 3
4
0
1
-
 - Hammershot
 - Hammershot
24"
Heavy 1
5
-2
1
-
Galvanic rifle
Galvanic rifle
30"
Heavy 2
4
-1
1
-
Gamma pistol
Gamma pistol
12"
Pistol 1
6
-3
3
-
Grav-gun
Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
Heavy arc rifle
Heavy arc rifle
36"
Heavy 2
6
-2
2
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 3 and an unmodified wound roll of 4+ successfully wounds the target.
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 3 and an unmodified wound roll of 4+ successfully wounds the target.
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
Heavy grav-cannon
Heavy grav-cannon
30"
Heavy 5
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Heavy phosphor blaster
Heavy phosphor blaster
36"
Heavy 3
6
-2
1
Each time an attack is made with this weapon, the target does not receive the benefits of Dense Cover against that attack.
Each time an attack is made with this weapon, the target does not receive the benefits of Dense Cover against that attack.
+5
Incendine combustor
+5
Incendine combustor
12"
Heavy D6
5
-2
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Macrostubber
Macrostubber
12"
Pistol 5
4
0
1
-
Magnarail lance
Magnarail lance
36"
Heavy 1
7
-3
3
-
Multi-melta
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Neutron laser
+10
Neutron laser
48"
Heavy D3
12
-4
D3+3
Blast
Blast
+15
Phosphor blast carbine
+15
Phosphor blast carbine
18"
Assault 2D3
5
-1
1
Blast. Each time an attack is made with this weapon, the target does not receive the benefits of Dense Cover against that attack.
Blast. Each time an attack is made with this weapon, the target does not receive the benefits of Dense Cover against that attack.
+0..5
Phosphor blast pistol
+0..5
Phosphor blast pistol
12"
Pistol D3
5
-1
1
Blast. Each time an attack is made with this weapon, the target does not receive the benefits of Dense Cover against that attack.
Blast. Each time an attack is made with this weapon, the target does not receive the benefits of Dense Cover against that attack.
Phosphor blaster
Phosphor blaster
24"
Rapid Fire 1
5
-1
1
Each time an attack is made with this weapon, the target does not receive the benefits of Dense Cover against that attack.
Each time an attack is made with this weapon, the target does not receive the benefits of Dense Cover against that attack.
Phosphor pistol
Phosphor pistol
12"
Pistol 1
4
-1
1
Each time an attack is made with this weapon, the target does not receive the benefits of Dense Cover against that attack.
Each time an attack is made with this weapon, the target does not receive the benefits of Dense Cover against that attack.
+2
Phosphor serpenta
+2
Phosphor serpenta
18"
Assault 1
5
-1
1
Each time an attack is made with this weapon, the target does not receive the benefits of Dense Cover against that attack.
Each time an attack is made with this weapon, the target does not receive the benefits of Dense Cover against that attack.
Phosphor torch
Phosphor torch
12"
Assault D6
4
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Plasma caliver
Before selecting targets, select one of the profiles below to make attacks with.
+10
Plasma caliver
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
30"
Assault 2
7
-3
1
-
 - Supercharge
 - Supercharge
30"
Assault 2
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Radium carbine
Radium carbine
18"
Assault 3
3
0
1
Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target.
Radium jezzail
Radium jezzail
30"
Heavy 2
5
-2
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target.
Radium pistol
Radium pistol
12"
Pistol 1
3
0
1
Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target.
Solar atomiser
Solar atomiser
12"
Assault D3
10
-4
3
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D3+3.
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D3+3.
Stubcarbine
Stubcarbine
18"
Pistol 3
4
0
1
-
Sulphur breath
Sulphur breath
12"
Pistol D6
4
-2
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Terrax heavy flamer
Terrax heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Terrax melta cutter
Terrax melta cutter
12"
Heavy 5
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Terrax storm bolter
Terrax storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Torsion cannon
+5
Torsion cannon
48"
Heavy 1
8
-4
D3+3
-
Transonic cannon
Transonic cannon
12"
Assault D6
4
-1
2
Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
+10
Transuranic arquebus
+10
Transuranic arquebus
60"
Heavy 1
7
-2
D3
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Twin cognis autocannon
Twin cognis autocannon
48"
Heavy 6
7
-1
2
-
Twin cognis heavy stubber
Twin cognis heavy stubber
36"
Assault 8
4
0
1
-
+0..10
Twin cognis lascannon
+0..10
Twin cognis lascannon
48"
Assault 2
9
-3
D3+3
-
+5
Twin Terrax volkite charger
+5
Twin Terrax volkite charger
20"
Heavy 4
5
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Volkite blaster
Volkite blaster
24"
Heavy 3
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addition to any normal damage.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Arc claw
Arc claw
Melee
Melee
+1
-3
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 2 and an unmodified wound roll of 4+ successfully wounds the target.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 2 and an unmodified wound roll of 4+ successfully wounds the target.
Arc lance (melee)
Arc lance (melee)
Melee
Melee
+3
-1
1
Each time an attack made with this weapon targets a VEHICLE unit, that attack has a Damage characteristic of D3.
Each time an attack made with this weapon targets a VEHICLE unit, that attack has a Damage characteristic of D3.
+0..5
Arc maul
+0..5
Arc maul
Melee
Melee
+3
-2
1
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 2 and an unmodified wound roll of 4+ successfully wounds the target.
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 2 and an unmodified wound roll of 4+ successfully wounds the target.
Arc scourge
Arc scourge
Melee
Melee
x2
-2
1
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 2 and an unmodified wound roll of 2+ successfully wounds the target.
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 2 and an unmodified wound roll of 2+ successfully wounds the target.
Cavalry sabre
Cavalry sabre
Melee
Melee
+1
-1
1
-
Chordclaw
Chordclaw
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Clawed limbs
Clawed limbs
Melee
Melee
+1
0
1
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Electroleech stave
Electroleech stave
Melee
Melee
+2
-2
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target and the attack sequence ends.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target and the attack sequence ends.
Electrostatic gauntlets (melee)
Electrostatic gauntlets (melee)
Melee
Melee
+2
-1
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Hydraulic claw (X-101)
Hydraulic claw (X-101)
Melee
Melee
x2
-1
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
Hydraulic claw
Hydraulic claw
Melee
Melee
x2
-2
3
-
Mechadendrite hive
Mechadendrite hive
Melee
Melee
User
0
1
Each time the bearer fights, it makes 2D6 additional attacks with this weapon.
Each time the bearer fights, it makes 2D6 additional attacks with this weapon.
Omnissian axe
Omnissian axe
Melee
Melee
+2
-2
2
-
Omnissian staff
Omnissian staff
Melee
Melee
+3
-1
2
-
Power fist
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
+0..5
Power sword
+0..5
Power sword
Melee
Melee
+1
-3
1
-
Pteraxii talons
Pteraxii talons
Melee
Melee
User
-1
1
-
Servo-arc claw
Servo-arc claw
Melee
Melee
+1
-1
1
When attacking a VEHICLE, this weapon has a Damage characteristic of D3.
When attacking a VEHICLE, this weapon has a Damage characteristic of D3.
Servo-arc claw
Servo-arc claw
Melee
Melee
+3
-2
3
Each time the bearer fights, no more than one attack can be made with each servo-arc claw. Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 4 and an unmodified wound roll of 4+ successfully wounds the target.
Each time the bearer fights, no more than one attack can be made with each servo-arc claw. Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 4 and an unmodified wound roll of 4+ successfully wounds the target.
Servo-arm
Servo-arm
Melee
Melee
x2
-2
3
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Each time the bearer fights, no more than one attack can be made with each servo-arm.
+0..5
Taser goad
+0..5
Taser goad
Melee
Melee
+2
-1
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
+10
Taser lance
+10
Taser lance
Melee
Melee
+3
-2
2
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Termite drill
Termite drill
Melee
Melee
x2
-4
D3+3
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+6.
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+6.
Transonic blades
Transonic blades
Melee
Melee
+1
-3
1
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Transonic razor
Transonic razor
Melee
Melee
User
-2
1
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

Other Wargear

OTHER WARGEAR
ABILITIES 
+20
Chaff launcher
The bearer gains the SMOKESCREEN keyword. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
+20
Chaff launcher
The bearer gains the SMOKESCREEN keyword. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Command uplink
The bearer gains the DATA-TETHER keyword and the following ability: ‘Command Uplink (Aura): While a friendly <FORGE WORLD> SKITARII CORE unit is within 3" of this model, add 1 to the Leadership characteristic of models in that unit and that unit gains the DATA-TETHER keyword.’
Command uplink
The bearer gains the DATA-TETHER keyword and the following ability: ‘Command Uplink (Aura): While a friendly <FORGE WORLD> SKITARII CORE unit is within 3" of this model, add 1 to the Leadership characteristic of models in that unit and that unit gains the DATA-TETHER keyword.’
+5
Enhanced data-tether
While the bearer is on the battlefield:
  • The bearer’s unit gains the DATA-TETHER keyword.
  • Add 1 to the Leadership characteristic of models in the bearer’s unit.
+5
Enhanced data-tether
While the bearer is on the battlefield:
  • The bearer’s unit gains the DATA-TETHER keyword.
  • Add 1 to the Leadership characteristic of models in the bearer’s unit.
Mag-inverter shield
This model has a 4+ invulnerable save against melee attacks. Each time you make an unmodified invulnerable saving throw of 6 against a melee attack for the bearer, the attacking model’s unit suffers 1 mortal wound after the unit has finished making all of its attacks.
Mag-inverter shield
This model has a 4+ invulnerable save against melee attacks. Each time you make an unmodified invulnerable saving throw of 6 against a melee attack for the bearer, the attacking model’s unit suffers 1 mortal wound after the unit has finished making all of its attacks.
+5
Omnispex
Each time a model in the bearer’s unit makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
+5
Omnispex
Each time a model in the bearer’s unit makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
Smoke launchers
The bearer gains the SMOKESCREEN keyword.
Smoke launchers
The bearer gains the SMOKESCREEN keyword.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The SECUTARII keyword is used in following Adeptus Mechanicus datasheets:

The DOCTRINA ASSEMBLER keyword is used in following Adeptus Mechanicus datasheets:

Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

The SERVITORS keyword is used in following Adeptus Mechanicus datasheets:

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support

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

The CYBERNETICA DATASMITH keyword is used in following Adeptus Mechanicus datasheets:

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support

The CYBERNETICA DATASMITH keyword is used in following Adeptus Mechanicus datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

The SERVITORS keyword is used in following Adeptus Mechanicus datasheets:

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

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

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.

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

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

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

The SERVITORS keyword is used in following Adeptus Mechanicus datasheets:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

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

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

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

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

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

The ADEPTUS MECHANICUS, <FORGE WORLD>, TECH-PRIEST and CHARACTER keywords are used in following Adeptus Mechanicus datasheets:

Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Canticles of the Omnissiah
If every unit from your army has the ADEPTUS MECHANICUS keyword (excluding AGENT OF THE IMPERIUM, UNALIGNED and KNIGHT OF THE COG units), this unit gains a bonus depending on which Canticle of the Omnissiah is active for your army.

At the start of the battle round, you can select one Canticle that has not yet been active for your army. If you do so, until the end of the battle round, that Canticle is active for your army.

SHROUDPSALM

Robot, servitor and priest shift their binharic emissions into visible spectra, the static pouring from their vox-grilles manifesting as an electromagnetic storm that hides them from the foe.

While this Canticle is active, this unit counts as receiving the benefits of Light Cover.

CHANT OF THE REMORSELESS FIST

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.

While this Canticle is active, each time a model in this unit make a melee attack, add 1 to the Strength characteristic of that attack.

INCANTATION OF THE IRON SOUL

Raising their voices in binharic praise, the Disciples of the Machine God bolster their spirits with the surety of iron.

While this Canticle is active:

  • Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost. If this unit has the Refusal to Yield dogma, that wound is not lost on a 4+ instead.

BENEDICTION OF THE OMNISSIAH

Those blessed enough to comprehend this blaring vox-prayer find their targeting reticules guided by the Omnissiah’s own vigilance.

While this Canticle is active, each time this unit is selected to shoot, when resolving its attacks you can:

  • Re-roll one hit roll.
  • Re-roll one wound roll.
  • Re-roll one damage roll.

INVOCATION OF MACHINE VENGEANCE

The Tech-Priests lead adherents of the Machine Cult in a binharic prayer of hatred against the unenlightened. A manifestation of power surges through tendons, wires and pistons as the righteous eagerly close on the blasphemers.

While this Canticle is active, each time an Advance roll or a charge roll is made for this unit, roll one additional D6 and discard the lowest result.

LITANY OF THE ELECTROMANCER

Summoning the spark of the Machine God’s divinity that burns within them, the Omnissiah’s faithful manifest auras of energy that disrupt the unbeliever’s neuro-cortices and cause the foe to spasm.

While this Canticle is active, each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.

The MARS, CULT MECHANICUS and CORE keywords are used in following Adeptus Mechanicus datasheets:

Heavy Support
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range}.
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.

The AGRIPINAA and KATAPHRON SERVITORS keywords are used in following Adeptus Mechanicus datasheets:

Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

The GRAIA and TECH-PRIEST keywords are used in following Adeptus Mechanicus datasheets:

Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

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

The ONAGER DUNECRAWLER keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
ARCHEOTECH SPECIALISTS1CP
Adeptus Mechanicus – Requisition Stratagem

Within the techno-vaults there lie many mechanised wonders that can be requisitioned during times of war.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS MECHANICUS keyword. Select one ADEPTUS MECHANICUS CHARACTER model in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
ARTEFACTOTUM1CP
Adeptus Mechanicus – Requisition Stratagem

Skitarii are mere tools to the Tech-Priests, but some have been said to be machine-touched, their untutored instincts somehow in tune with the holiest of machine spirits. Believed to be an unknowing conduit of the Machine God, they may be granted the honour of bearing a piece of techno-arcana in the hope that the Omnissiah’s power flows through them to empower it.

Use this Stratagem before the battle, when you are mustering your army. Select one SKITARII model in your army that has the word ‘Alpha’ or ‘Princeps’ in their profile and give them one of the following Arcana Mechanicum (this must be a Relic they could have): The Cage of Varadimas; Temporcopia; The Omniscient Mask; The Skull of Elder Nikola.

Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
HOST OF THE INTERMEDIARY1CP
Adeptus Mechanicus – Requisition Stratagem

Some exceptional Skitarii are deemed worthy enough to be grafted with a portion of a Tech-Priest’s persona patterning. Serving as a partial host to one so blessed by the Omnissiah, the Skitarius is seen as semi-angelic by their peers.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS MECHANICUS keyword. Select one SKITARII model in your army that has the word ‘Alpha’ or ‘Princeps’ in their profile and determine one Skitarii Warlord Trait for that model; that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
MECHANICUS LOCUM1CP
Adeptus Mechanicus – Requisition Stratagem

Every congregation of Tech-Priests comprises masters of arcane knowledge - zealous leaders of man and machine.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS MECHANICUS keyword. Select one ADEPTUS MECHANICUS CHARACTER model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).

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

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

1CP

ENHANCED BIONICS

Adeptus Mechanicus Stratagem

These Kataphron servitors have had their bionics reinforced and augmented to offer greater protection in battle.

Use this Stratagem before the battle begins. Pick a unit of SERVITOR MANIPLE KATAPHRON BREACHERS or SERVITOR MANIPLE KATAPHRON DESTROYERS from your army. That unit has a 5+ invulnerable save for the duration of this battle.

The AGRIPINAA and KATAPHRON SERVITORS keywords are used in following Adeptus Mechanicus datasheets:

INDENTURED MACHINES1CP
Agripinaa – Requisition Stratagem

With influxes of fresh converts, Agripinaa can select specimens capable of bonding to more powerful servitor enhancements.

Use this Stratagem before the battle. Select one AGRIPINAA KATAPHRON SERVITORS unit from your army. Add 1 to the Toughness characteristic of models in that unit. A unit can only be selected for this Stratagem once. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
LEGIO TELEPORTARIUM1CP
Lucius – Wargear Stratagem

The Tech-Priests of Lucius apply the same technologies they use to shift Titans through the warp to master battlefield teleportation.

Use this Stratagem before the battle, during the Declare Reserves and Transports step (if you are playing a mission without this step, use this Stratagem during deployment instead). Select one LUCIUS unit (excluding VEHICLE units) from your army. You can set up that unit in a teleportarium instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
BOLSTER DEFENCES2CP
Mechanicus Defence Cohort – Strategic Ploy Stratagem

There is nothing that cannot be improved by the blessed ministrations of the Omnissiah's faithful.

Use this Stratagem before the battle, after determining deployment zones. Select one Area Terrain or Obstacles feature within your deployment zone. That terrain feature gains the Light Cover terrain trait. If it already had the Light Cover terrain trait, add 2 to the saving throw instead of 1 (invulnerable saving throws are still not affected). You can only use this stratagem once.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Canticles of the Omnissiah
If every unit from your army has the ADEPTUS MECHANICUS keyword (excluding AGENT OF THE IMPERIUM, UNALIGNED and KNIGHT OF THE COG units), this unit gains a bonus depending on which Canticle of the Omnissiah is active for your army.

At the start of the battle round, you can select one Canticle that has not yet been active for your army. If you do so, until the end of the battle round, that Canticle is active for your army.

SHROUDPSALM

Robot, servitor and priest shift their binharic emissions into visible spectra, the static pouring from their vox-grilles manifesting as an electromagnetic storm that hides them from the foe.

While this Canticle is active, this unit counts as receiving the benefits of Light Cover.

CHANT OF THE REMORSELESS FIST

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.

While this Canticle is active, each time a model in this unit make a melee attack, add 1 to the Strength characteristic of that attack.

INCANTATION OF THE IRON SOUL

Raising their voices in binharic praise, the Disciples of the Machine God bolster their spirits with the surety of iron.

While this Canticle is active:

  • Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost. If this unit has the Refusal to Yield dogma, that wound is not lost on a 4+ instead.

BENEDICTION OF THE OMNISSIAH

Those blessed enough to comprehend this blaring vox-prayer find their targeting reticules guided by the Omnissiah’s own vigilance.

While this Canticle is active, each time this unit is selected to shoot, when resolving its attacks you can:

  • Re-roll one hit roll.
  • Re-roll one wound roll.
  • Re-roll one damage roll.

INVOCATION OF MACHINE VENGEANCE

The Tech-Priests lead adherents of the Machine Cult in a binharic prayer of hatred against the unenlightened. A manifestation of power surges through tendons, wires and pistons as the righteous eagerly close on the blasphemers.

While this Canticle is active, each time an Advance roll or a charge roll is made for this unit, roll one additional D6 and discard the lowest result.

LITANY OF THE ELECTROMANCER

Summoning the spark of the Machine God’s divinity that burns within them, the Omnissiah’s faithful manifest auras of energy that disrupt the unbeliever’s neuro-cortices and cause the foe to spasm.

While this Canticle is active, each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.

KNIGHT OF THE IRON COG1CP
Metalica – Requisition Stratagem

The legions of Metalica have a long-standing alliance with the Knights of House Raven, and the two have fought beside each other on countless occasions.

Use this Stratagem before the battle, when you are mustering your army. Select one HOUSE RAVEN unit from your army. That unit gains the Canticles of the Omnissiah ability and is considered to have the ADEPTUS MECHANICUS keyword for the purposes of this ability (the inclusion of this unit in your army does not prevent ADEPTUS MECHANICUS units in your army from using any rules that require every model in your army to have the ADEPTUS MECHANICUS keyword).

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

The CYBERNETICA DATASMITH keyword is used in following Adeptus Mechanicus datasheets:

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
1CP

CYBERNETICA COHORT

Specialist Detachment Stratagem

Marching into battle with inhuman synchronisation come the maniples of the Legio Cybernetica, ready to wage war in their pursuit of arcane knowledge.

Use this Stratagem when choosing your army. Pick an ADEPTUS MECHANICUS Detachment from your army to be a Cybernetica Cohort Specialist Detachment. TECH-PRIESTS DOMINUS, ENGINSEERS, CYBERNETICA DATASMITHS and KASTELAN ROBOTS in that Detachment gain the CYBERNETICA COHORT keyword.

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

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

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

The SERVITORS keyword is used in following Adeptus Mechanicus datasheets:

1CP

SERVITOR MANIPLE

Specialist Detachment Stratagem

Like a coming storm, the rhythmic whir of Kataphron tracked motive units and the ponderous crump of marching battle servitors signal the coming of a Servitor Maniple, a legion of lobotomised slaves serving only the will of the Omnissiah.

Use this Stratagem when choosing your army. Pick an ADEPTUS MECHANICUS Detachment from your army to be a Servitor Maniple Specialist Detachment. TECH-PRIESTS DOMINUS, ENGINSEERS, KATAPHRON BREACHERS, KATAPHRON DESTROYERS and SERVITORS in that Detachment gain the SERVITOR MANIPLE keyword.
CLANDESTINE INFILTRATION1CP
Stygies VIII – Wargear Stratagem

Under cover of stealth screens and auspex scramblers, the warriors of Stygies VIII confound their foes.

Use this Stratagem during deployment. Select one STYGIES VIII CORE INFANTRY unit from your army. When you set up that unit, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Canticles of the Omnissiah
If every unit from your army has the ADEPTUS MECHANICUS keyword (excluding AGENT OF THE IMPERIUM, UNALIGNED and KNIGHT OF THE COG units), this unit gains a bonus depending on which Canticle of the Omnissiah is active for your army.

At the start of the battle round, you can select one Canticle that has not yet been active for your army. If you do so, until the end of the battle round, that Canticle is active for your army.

SHROUDPSALM

Robot, servitor and priest shift their binharic emissions into visible spectra, the static pouring from their vox-grilles manifesting as an electromagnetic storm that hides them from the foe.

While this Canticle is active, this unit counts as receiving the benefits of Light Cover.

CHANT OF THE REMORSELESS FIST

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.

While this Canticle is active, each time a model in this unit make a melee attack, add 1 to the Strength characteristic of that attack.

INCANTATION OF THE IRON SOUL

Raising their voices in binharic praise, the Disciples of the Machine God bolster their spirits with the surety of iron.

While this Canticle is active:

  • Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost. If this unit has the Refusal to Yield dogma, that wound is not lost on a 4+ instead.

BENEDICTION OF THE OMNISSIAH

Those blessed enough to comprehend this blaring vox-prayer find their targeting reticules guided by the Omnissiah’s own vigilance.

While this Canticle is active, each time this unit is selected to shoot, when resolving its attacks you can:

  • Re-roll one hit roll.
  • Re-roll one wound roll.
  • Re-roll one damage roll.

INVOCATION OF MACHINE VENGEANCE

The Tech-Priests lead adherents of the Machine Cult in a binharic prayer of hatred against the unenlightened. A manifestation of power surges through tendons, wires and pistons as the righteous eagerly close on the blasphemers.

While this Canticle is active, each time an Advance roll or a charge roll is made for this unit, roll one additional D6 and discard the lowest result.

LITANY OF THE ELECTROMANCER

Summoning the spark of the Machine God’s divinity that burns within them, the Omnissiah’s faithful manifest auras of energy that disrupt the unbeliever’s neuro-cortices and cause the foe to spasm.

While this Canticle is active, each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.

DATA-BLESSED AUTOSERMON2CP
Adeptus Mechanicus – Epic Deed Stratagem

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

Use this Stratagem in your Command phase. Select one ADEPTUS MECHANICUS unit from your army within 6" of a friendly TECH-PRIEST model and select one Canticle that has not yet been active for your army. Until the start of your next Command phase, that unit counts that Canticle as being active for your army in addition to the currently active one.

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

MACHINE SPIRIT RESURGENT1CP
Adeptus Mechanicus – Epic Deed Stratagem

To invigorate the failing machine spirit of a damaged vehicle is a sacred task, greatly aided by certain broadcast datahymns played in the correct sequence.

Use this Stratagem in your Command phase. Select one ADEPTUS MECHANICUS VEHICLE model in your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.

The ADEPTUS MECHANICUS and TECH-PRIEST keywords are used in following Adeptus Mechanicus datasheets:

TECH-ADEPT1CP
Adeptus Mechanicus – Epic Deed Stratagem

Repairing war engines damaged in the crusade is a holy task.

Use this Stratagem at the start of your Command phase or at the start of your Movement phase. Select one ADEPTUS MECHANICUS TECH-PRIEST model in your army.
  • If it is your Command phase, that model can use its Machine Focus or Awaken the Machine ability one additional time that phase.
  • If it is your Movement phase, that model can use its Master of Machines ability one additional time that phase.
ORDER IN ANARCHY1CP
Metalica – Battle Tactic Stratagem

With relentless fervour, the armies of Metalica strive to bring their own strict brand of order to the anarchy growing across the galaxy,

Use this Stratagem in your Command phase. Select one METALICA unit from your army. Until the end of the turn, each time an attack made by a model in that unit targets an enemy unit within 12", you can add 1 to the hit roll.
RAD-BOMBARDMENT3CP
Mechanicus Defence Cohort – Strategic Ploy Stratagem

It is better to sterilise the battlefield than let it fall to the enemy.

Use this Stratagem in your Command phase, if a MECHANICUS DEFENCE COHORT WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, subtracting 1 if the unit being rolled for is a CHARACTER. On a 4-5, that unit suffers D3 mortal wounds, and on a 6+ that unit suffers D3 mortal wounds and until the end of the turn, subtract 1 from the Toughness characteristic of each model in that unit (this is not cumulative with any other rule that reduces the Toughness characteristic of an enemy model). The marker is then removed. You can only use this Stratagem once.

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
BINHARIC OVERRIDE1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Enhanced static chants can override previous commands, allowing for rapid recalibrations, but burn out doctrina wafers.

Use this Stratagem at the start of any phase. Select one KASTELAN ROBOT unit from your army and one of the available protocols found on its datasheet. That protocol replaces the one that is currently active for that unit. Until the end of the game, that unit’s active protocol cannot be changed. You can only use this Stratagem once.

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
1CP

STRAFING FIRE RUN

Adeptus Mechanicus Stratagem

Modifying the doctrina wafers of these Kastelan Robots grants them greater manoeuvrability and firepower – a devastating combination.

Use this Stratagem at the start of your Movement phase. Pick a unit of CYBERNETICA COHORT KASTELAN ROBOTS from your army that has the Aegis Protocol in effect. Until the end of that turn, treat Heavy weapons that unit is armed with as Assault weapons for all rules purposes.

The IRONSTRIDER ENGINE keyword is used in following Adeptus Mechanicus datasheets:

The SERBERYS keyword is used in following Adeptus Mechanicus datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
DUNESTRIDERS1CP
Adeptus Mechanicus – Battle Tactic Stratagem

Overloading the movement protocols of a machine is a time honoured method of increasing any mechanised advance.

Use this Stratagem in your Movement phase, when an IRONSTRIDER ENGINE or SERBERYS unit from your army is selected to Advance. Until the end of the turn:
  • Each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
  • The Type characteristic of Heavy weapons models in that unit are equipped with is changed to Assault.
  • Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.

The ARCHAEOPTER FUSILAVE keyword is used in following Adeptus Mechanicus datasheets:

Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
SEISMIC BOMB1CP
Adeptus Mechanicus – Wargear Stratagem

Blasted into the strata by powerful rockets, seismic bombs erupt in savage vibrations that throw warriors from their feet and disrupt drive units.

Use this Stratagem in your Movement phase, when an ARCHAEOPTER FUSILAVE model finishes a move. Select one enemy unit that model moved over this phase (excluding TITANIC units or units that can FLY). Until the start of your next Movement phase, that enemy unit is shaken. While a unit is shaken:
  • Halve the Move characteristic of models in that unit.
  • Halve Advance rolls and charge rolls made for that unit.
BENEVOLENCE OF THE OMNISSIAH1CP
Adeptus Mechanicus – Epic Deed Stratagem

This protective blessing moves machine spirits to defy enemy attack.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
OVERLOADED SYSTEMS1CP/2CP
Adeptus Mechanicus – Wargear Stratagem

Once a breach is made, the questing tendrils of the Motive Force jump from subsystem to subsystem, temporarily overloading the animus of aberrant machines.

Use this Stratagem in any phase, when an enemy VEHICLE model loses one or more wounds as a result of an attack made with an arc weapon by an ADEPTUS MECHANICUS model in your army. If that enemy VEHICLE model’s characteristics can change as it suffers damage, roll one D6: on a 2+, until the start of your next Command phase, that enemy VEHICLE is considered to have half the number of wounds remaining for the purposes of determining what those characteristics are. If that enemy model has the TITANIC keyword, this Stratagem costs 2CP; otherwise it costs 1CP.

The SICARIAN keyword is used in following Adeptus Mechanicus datasheets:

CIRCUITOUS ASSASSINS1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Ruststalker hunting imperatives see them swiftly and silently encircle the foe, the hum of their blades stilled.

Use this Stratagem at the end of your Movement phase. Select one SICARIAN unit from your army that is wholly within 9" of any battlefield edge. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up on the battlefield anywhere that is wholly within 9" of any battlefield edge and more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.

The ARCHAEOPTER ENGINE keyword is used in following Adeptus Mechanicus datasheets:

Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
ELECTRO-FILAMENT COUNTERMEASURES2CP
Adeptus Mechanicus – Wargear Stratagem

A glittering cloud of nanofibres descends, its distorting and fracturing effect shutting down enemy comms.

Use this Stratagem at the end of your Movement phase. Select one ARCHAEOPTER model in your army that is equipped with a command uplink and one enemy unit within 6" of that model. Until the start of your next Movement phase, that enemy unit is not affected by the aura abilities of other enemy units.

The METALICA and SKITARII VANGUARD keywords are used in following Adeptus Mechanicus datasheets:

RAD-OVERSATURATION2CP
Metalica – Battle Tactic Stratagem

Metalicans are particularly associated with radium technology, having cleansed their forge world ofall natural biological life. The haze of radiation hangs around their rad-troopers in a deadly fog.

Use this Stratagem at the start of any phase. Select one METALICA SKITARII VANGUARD unit in your army. Until the end of the phase, increase the range of that unit's Rad-saturation ability to 6".
MARCH TO WAR1CP
Metalica – Battle Tactic Stratagem

When war calls, the soldiery of Metalica answer, marching in relentless lockstep to meet the foe and lay them to waste.

Use this Stratagem in your Movement phase, when a METALICA unit from your army Advances. Do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of that unit.

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
BINHARIC OVERRIDE1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Enhanced static chants can override previous commands, allowing for rapid recalibrations, but burn out doctrina wafers.

Use this Stratagem at the start of any phase. Select one KASTELAN ROBOT unit from your army and one of the available protocols found on its datasheet. That protocol replaces the one that is currently active for that unit. Until the end of the game, that unit’s active protocol cannot be changed. You can only use this Stratagem once.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

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

DEEPLY SUNK TALONS1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

For those caught upon the talons of hunters whose reasoning has been pared back to finely tuned instincts, escape is unlikely.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit (excluding VEHICLE units) is selected to Fall Back. If that enemy unit is within Engagement Range of any PTERAXII STERYLIZOR units from your army, roll one D6: on a 2+, until the end of the phase, that enemy unit cannot Fall Back.
BENEVOLENCE OF THE OMNISSIAH1CP
Adeptus Mechanicus – Epic Deed Stratagem

This protective blessing moves machine spirits to defy enemy attack.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
INFOSLAVE SKULL2CP
Adeptus Mechanicus – Wargear Stratagem

Mono-task infoslave skulls make ideal lookouts to watch against the sudden deployment of enemy troops.

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one ADEPTUS MECHANICUS CORE unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so.

The METALICA and SKITARII VANGUARD keywords are used in following Adeptus Mechanicus datasheets:

RAD-OVERSATURATION2CP
Metalica – Battle Tactic Stratagem

Metalicans are particularly associated with radium technology, having cleansed their forge world ofall natural biological life. The haze of radiation hangs around their rad-troopers in a deadly fog.

Use this Stratagem at the start of any phase. Select one METALICA SKITARII VANGUARD unit in your army. Until the end of the phase, increase the range of that unit's Rad-saturation ability to 6".

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
BINHARIC OVERRIDE1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Enhanced static chants can override previous commands, allowing for rapid recalibrations, but burn out doctrina wafers.

Use this Stratagem at the start of any phase. Select one KASTELAN ROBOT unit from your army and one of the available protocols found on its datasheet. That protocol replaces the one that is currently active for that unit. Until the end of the game, that unit’s active protocol cannot be changed. You can only use this Stratagem once.
BENEVOLENCE OF THE OMNISSIAH1CP
Adeptus Mechanicus – Epic Deed Stratagem

This protective blessing moves machine spirits to defy enemy attack.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

The METALICA and SKITARII VANGUARD keywords are used in following Adeptus Mechanicus datasheets:

RAD-OVERSATURATION2CP
Metalica – Battle Tactic Stratagem

Metalicans are particularly associated with radium technology, having cleansed their forge world ofall natural biological life. The haze of radiation hangs around their rad-troopers in a deadly fog.

Use this Stratagem at the start of any phase. Select one METALICA SKITARII VANGUARD unit in your army. Until the end of the phase, increase the range of that unit's Rad-saturation ability to 6".

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
BINHARIC OVERRIDE1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Enhanced static chants can override previous commands, allowing for rapid recalibrations, but burn out doctrina wafers.

Use this Stratagem at the start of any phase. Select one KASTELAN ROBOT unit from your army and one of the available protocols found on its datasheet. That protocol replaces the one that is currently active for that unit. Until the end of the game, that unit’s active protocol cannot be changed. You can only use this Stratagem once.
BENEVOLENCE OF THE OMNISSIAH1CP
Adeptus Mechanicus – Epic Deed Stratagem

This protective blessing moves machine spirits to defy enemy attack.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

The METALICA and SKITARII VANGUARD keywords are used in following Adeptus Mechanicus datasheets:

RAD-OVERSATURATION2CP
Metalica – Battle Tactic Stratagem

Metalicans are particularly associated with radium technology, having cleansed their forge world ofall natural biological life. The haze of radiation hangs around their rad-troopers in a deadly fog.

Use this Stratagem at the start of any phase. Select one METALICA SKITARII VANGUARD unit in your army. Until the end of the phase, increase the range of that unit's Rad-saturation ability to 6".
STEEL MIND, IRON LOGIC1CP
Graia – Wargear Stratagem

Even the vile energy surges of the warp will be quieted by the faith and undeniable logic that emanates from the pure devotees of Graia.

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER attempts to manifest a psychic power within 18" of any GRAIA units from your army. Roll one D6: on a 4+, that psychic power is denied.

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
BINHARIC OVERRIDE1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Enhanced static chants can override previous commands, allowing for rapid recalibrations, but burn out doctrina wafers.

Use this Stratagem at the start of any phase. Select one KASTELAN ROBOT unit from your army and one of the available protocols found on its datasheet. That protocol replaces the one that is currently active for that unit. Until the end of the game, that unit’s active protocol cannot be changed. You can only use this Stratagem once.

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

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

1CP

NOOSPHERIC MINDLOCK

Adeptus Mechanicus Stratagem

The Tech-Priests that lead Servitor Maniples have advanced targeting systems hardwired into each of their Kataphron servitors that allow updated protocols to override defaults in the heat of battle..

Use this Stratagem at the start of your Shooting phase. Pick a unit of SERVITOR MANIPLE KATAPHRON BREACHERS or SERVITOR MANIPLE KATAPHRON DESTROYERS within 6" of a friendly SERVITOR MANIPLE TECH-PRIEST DOMINUS. Add 1 to hit rolls for attacks made by that unit until the end of the phase.

The ADEPTUS MECHANICUS and ARC GRENADES keywords are used in following Adeptus Mechanicus datasheets:

ARC GRENADES1CP
Adeptus Mechanicus – Wargear Stratagem

These grenades explode with crackling power and a savage pulse of radiation that incinerates even shielded mechanical systems.

Use this Stratagem in your Shooting phase, when an ADEPTUS MECHANICUS ARC GRENADES unit from your army is selected to shoot. Select one enemy VEHICLE unit within 6" of that unit. Roll one D6: on a 2-5, that VEHICLE unit suffers D3 mortal wounds; on a 6, that VEHICLE unit suffers 2D3 mortal wounds.

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

ELECTROMANCER’S WRATH1CP
Adeptus Mechanicus – Battle Tactic Stratagem

By chanting fiery psalms in praise of the Motive Force, Electro-Priests inflame the potential of their charged fields.

Use this Stratagem in your Shooting phase. Select one enemy unit (excluding VEHICLE units) within 12" of an ELECTRO-PRIESTS unit from your army. Roll one D6, subtracting 1 if the unit being rolled for has the CHARACTER keyword: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, it suffers 2D3 mortal wounds.

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

ELIMINATION VOLLEY1CP
Adeptus Mechanicus – Battle Tactic Stratagem

It is possible to overcharge the augur spirits of battle servitors, homing their detection nodes in on vulnerable systems.

Use this Stratagem in your Shooting phase, when a KATAPHRON SERVITORS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack that targets a unit within half range, an unmodified hit roll of 6 automatically wounds the target.
ENRICHED ROUNDS1CP
Adeptus Mechanicus – Wargear Stratagem

Sanctified with the Tri-fold Litany, each of these slugs has spent a decade in the oldest and most irradiated forge temple to certify their lethality.

Use this Stratagem in your Shooting phase, when an ADEPTUS MECHANICUS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a radium weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 4+ automatically wounds the target.

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

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GALVANIC VOLLEY FIRE2CP
Adeptus Mechanicus – Wargear Stratagem

Experienced Rangers enter a trance-like state, their bionic augmentations working in a synchronous blur to load, fire and reload in a cycle of well-oiled automation.

Use this Stratagem in your Shooting phase, when a SKITARII RANGERS unit from your army is selected to shoot. Until the end of the phase, galvanic rifles models in that unit are equipped with have a Type characteristic of Rapid Fire 2.
BENEVOLENCE OF THE OMNISSIAH1CP
Adeptus Mechanicus – Epic Deed Stratagem

This protective blessing moves machine spirits to defy enemy attack.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

The METALICA and SKITARII VANGUARD keywords are used in following Adeptus Mechanicus datasheets:

RAD-OVERSATURATION2CP
Metalica – Battle Tactic Stratagem

Metalicans are particularly associated with radium technology, having cleansed their forge world ofall natural biological life. The haze of radiation hangs around their rad-troopers in a deadly fog.

Use this Stratagem at the start of any phase. Select one METALICA SKITARII VANGUARD unit in your army. Until the end of the phase, increase the range of that unit's Rad-saturation ability to 6".
DEAFENING ASSAULT1CP
Metalica – Wargear Stratagem

The auditory assault of the weaponry of Metalica is so intimidating that it causes entire armies to quail, before fleeing the oncoming Adeptus Mechanicus ranks.

Use this Stratagem in your Shooting phase, when a METALICA unit from your army is selected to shoot. Select one enemy unit (excluding VEHICLE units) within 12" of that unit. Until the start of your next turn:
  • Halve the Move characteristic of models in that enemy unit.
  • That enemy unit cannot fire Overwatch or Set to Defend.
PLASMA SPECIALISTS2CP
Ryza – Battle Tactic Stratagem

That which hates most breeds the most incandescent of blasts - or so say the Tech-Priests of Ryza, who have long nurtured the secret skill of coaxing extra firepower from plasma weapons.

Use this Stratagem in your Shooting phase, when a RYZA unit is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a plasma weapon, add 1 to the Damage characteristic of that attack.
WRATH OF MARS1CP/2CP
Mars – Battle Tactic Stratagem

None can smite the blasphemer like those from Mars, for theirs is the most righteous of zeal. All praise the glory of the Machine God!

Use this Stratagem in your Shooting phase, when a MARS unit is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (to a maximum of 6 mortal wounds).

If that unit has a Power Rating of 11 or more, this Stratagem costs 2CP; otherwise, it costs 1CP.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
CITATION OF RUIN2CP/3CP
Mechanicus Defence Cohort – Battle Tactic Stratagem

Even when defences are breached and the front lines are overrun, a defence cohort can still unleash ruination.

Use this Stratagem in your Shooting phase, when an EXTREMIS SENTINEL unit from your army is selected to shoot. Until the end of the phase, models in that unit have the Big Guns Never Tire rule in the same manner as if they were VEHICLE models. In addition, they do not suffer the -1 penalty to their hit rolls incurred when making attacks with heavy weapons against units they are in Engagement Range with, as described in the Big Guns Never Tire rule. If that unit has 4 or more models, this Stratagem costs 3CP; otherwise, it costs 2CP.
EXTINCTION ORDER3CP
Metalica – Epic Deed Stratagem

The Warlord orders the complete purge of an area of the battlefield, the first step in turning the area into a wasteland. All caught within it suffer the wrath of the Omnissiah.

Use this Stratagem in your Shooting phase. Select one Area Terrain feature visible to your METALICA WARLORD. Until the end of the phase, each time an attack made by a model in a friendly METALICA unit that is within 6" of your METALICA WARLORD targets an enemy unit wholly within that area terrain feature, add 1 to that attack's wound roll.
PRE-CALIBRATED PURGE SOLUTION1CP
Mechanicus Defence Cohort – Battle Tactic Stratagem

A swarm of servo-skulls has collated data on the enemy's deployment zone so that our cohort warriors can better engage them from our own fortified battle lines.

Use this Stratagem in your Shooting phase when an EXTREMIS SENTINEL unit from your army that is wholly within your deployment zone is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack against an enemy unit that is wholly within the enemy deployment zone, add 1 to that attack's hit roll.
PURITY OF THE MACHINE1CP/2CP
Metalica – Battle Tactic Stratagem

The sterile perfection of Metalica sees them processing the battlefield with the dispassionate will of pure machines, lacking mercy, remorse or respite.

Use this Stratagem in your Shooting phase, when a METALICA unit from your army is selected to shoot, or in the Fight phase, when a METALICA unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, you can ignore any or all modifiers to the hit roll and wound roll. If that unit is a VEHICLE, this Stratagem costs 2CP; otherwise, it costs 1 CP.

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
BINHARIC OVERRIDE1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Enhanced static chants can override previous commands, allowing for rapid recalibrations, but burn out doctrina wafers.

Use this Stratagem at the start of any phase. Select one KASTELAN ROBOT unit from your army and one of the available protocols found on its datasheet. That protocol replaces the one that is currently active for that unit. Until the end of the game, that unit’s active protocol cannot be changed. You can only use this Stratagem once.

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

Heavy Support
INCENSE EXHAUSTS1CP
Adeptus Mechanicus – Wargear Stratagem

The sacred war engines of the Adeptus Mechanicus release clouds of cloying incense laced with radioactive particulate, obscuring them from enemy sensors.

Use this Stratagem in your opponent’s Shooting phase, when an ADEPTUS MECHANICUS SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
BENEVOLENCE OF THE OMNISSIAH1CP
Adeptus Mechanicus – Epic Deed Stratagem

This protective blessing moves machine spirits to defy enemy attack.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

The METALICA and SKITARII VANGUARD keywords are used in following Adeptus Mechanicus datasheets:

RAD-OVERSATURATION2CP
Metalica – Battle Tactic Stratagem

Metalicans are particularly associated with radium technology, having cleansed their forge world ofall natural biological life. The haze of radiation hangs around their rad-troopers in a deadly fog.

Use this Stratagem at the start of any phase. Select one METALICA SKITARII VANGUARD unit in your army. Until the end of the phase, increase the range of that unit's Rad-saturation ability to 6".

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
BINHARIC OVERRIDE1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Enhanced static chants can override previous commands, allowing for rapid recalibrations, but burn out doctrina wafers.

Use this Stratagem at the start of any phase. Select one KASTELAN ROBOT unit from your army and one of the available protocols found on its datasheet. That protocol replaces the one that is currently active for that unit. Until the end of the game, that unit’s active protocol cannot be changed. You can only use this Stratagem once.

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support

The CYBERNETICA DATASMITH keyword is used in following Adeptus Mechanicus datasheets:

1CP

POWER SURGE

Adeptus Mechanicus Stratagem

The datasmith delivers a burst of energy to the Kastelan Robots allowing them to cross the battlefield at an accelerated pace.

Use this Stratagem at the start of your Charge phase. Pick a unit of CYBERNETICA COHORT KASTELAN ROBOTS from your army within 3" of a friendly CYBERNETICA COHORT CYBERNETICA DATASMITH . Add 3 to charge rolls made for that unit of Kastelan Robots until the end of that phase.
BENEVOLENCE OF THE OMNISSIAH1CP
Adeptus Mechanicus – Epic Deed Stratagem

This protective blessing moves machine spirits to defy enemy attack.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

The IRONSTRIDER ENGINE keyword is used in following Adeptus Mechanicus datasheets:

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
CRUSHING WEIGHT1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Daubed in holy oils and wreathed in pungent incense, the piston-driven walking engines of a forge world sends ton of sacred iron into the enemy at full tilt.

Use this Stratagem in your Charge phase, when an IRONSTRIDER ENGINE or KASTELAN ROBOTS unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that IRONSTRIDER ENGINE or KASTELAN ROBOTS unit and roll one D6 for each model in that IRONSTRIDER ENGINE or KASTELAN ROBOTS unit that is within Engagement Range of that enemy unit: for each 2+, that enemy unit suffers 1 mortal wound.

The METALICA and SKITARII VANGUARD keywords are used in following Adeptus Mechanicus datasheets:

RAD-OVERSATURATION2CP
Metalica – Battle Tactic Stratagem

Metalicans are particularly associated with radium technology, having cleansed their forge world ofall natural biological life. The haze of radiation hangs around their rad-troopers in a deadly fog.

Use this Stratagem at the start of any phase. Select one METALICA SKITARII VANGUARD unit in your army. Until the end of the phase, increase the range of that unit's Rad-saturation ability to 6".

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
BINHARIC OVERRIDE1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Enhanced static chants can override previous commands, allowing for rapid recalibrations, but burn out doctrina wafers.

Use this Stratagem at the start of any phase. Select one KASTELAN ROBOT unit from your army and one of the available protocols found on its datasheet. That protocol replaces the one that is currently active for that unit. Until the end of the game, that unit’s active protocol cannot be changed. You can only use this Stratagem once.

The SERBERYS RAIDERS keyword is used in following Adeptus Mechanicus datasheets:

Fast Attack
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
TACTICA OBLIQUA2CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Cogitating several steps ahead, the Serberys Raiders obey a sudden protocol change, pulling out and leaving a rash enemy exposed.

Use this Stratagem in your opponent’s Charge phase, when a SERBERYS RAIDERS unit from your army is selected as a target of a charge. If that unit is not within Engagement Range of any enemy units, it can make a Normal Move. Until the end of the phase, that unit cannot fire Overwatch or Set to Defend. Your opponent can then select new targets for that charge.
BENEVOLENCE OF THE OMNISSIAH1CP
Adeptus Mechanicus – Epic Deed Stratagem

This protective blessing moves machine spirits to defy enemy attack.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

The METALICA and SKITARII VANGUARD keywords are used in following Adeptus Mechanicus datasheets:

RAD-OVERSATURATION2CP
Metalica – Battle Tactic Stratagem

Metalicans are particularly associated with radium technology, having cleansed their forge world ofall natural biological life. The haze of radiation hangs around their rad-troopers in a deadly fog.

Use this Stratagem at the start of any phase. Select one METALICA SKITARII VANGUARD unit in your army. Until the end of the phase, increase the range of that unit's Rad-saturation ability to 6".

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
BINHARIC OVERRIDE1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Enhanced static chants can override previous commands, allowing for rapid recalibrations, but burn out doctrina wafers.

Use this Stratagem at the start of any phase. Select one KASTELAN ROBOT unit from your army and one of the available protocols found on its datasheet. That protocol replaces the one that is currently active for that unit. Until the end of the game, that unit’s active protocol cannot be changed. You can only use this Stratagem once.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The CULT MECHANICUS and CORE keywords are used in following Adeptus Mechanicus datasheets:

Heavy Support

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

ELECTRO-SHOCKED1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

The truly devout can send a sudden charge of the Motive Force pulsing through their numerous augmentations, stunning nearby foes.

Use this Stratagem at the start of the Fight phase. Select one enemy unit (excluding VEHICLE or MONSTER units) within Engagement Range of a CULT MECHANICUS CORE or CULT MECHANICUS CHARACTER unit from your army. Until the end of the phase, that enemy unit is not eligible to fight until after all eligible units from your army have done so.

The SICARIAN keyword is used in following Adeptus Mechanicus datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
ASSASSIN CONSTRUCTS1CP
Adeptus Mechanicus – Battle Tactic Stratagem

Sicarians of the kill clades are forged into perfect killing machines.

Use this Stratagem in the Fight phase, when a SICARIAN unit from your army is selected to fight. If that unit made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in that unit.
CHAIN-TASER PROTOCOLS1CP
Adeptus Mechanicus – Wargear Stratagem

Accompanied by cracks of displaced air and the tang of burnt ozone, taser weapons unleash multiple forks of burning energy with every strike.

Use this Stratagem in the Fight phase, when an ADEPTUS MECHANICUS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack with a taser weapon, an unmodified hit roll of 5 scores 2 additional hits.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
DATASPIKE1CP
Adeptus Mechanicus – Epic Deed Stratagem

An intense micro-burst can overload any nearby machine spirit.

Use this Stratagem in the Fight phase, when an ADEPTUS MECHANICUS TECH-PRIEST model in your army is selected to fight. Select one enemy VEHICLE unit within Engagement Range of that model. Roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
MACHINE SUPERIORITY1CP
Adeptus Mechanicus – Battle Tactic Stratagem

Skitarii call upon reserves of divine strength with chants of war.

Use this Stratagem in the Fight phase, when a SKITARII unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of models in that unit.

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

ZEALOUS CONGREGATION2CP
Adeptus Mechanicus – Battle Tactic Stratagem

The channelling of inspiring verses of zealotry allows Electro-Priests to release the pent-up energy within them.

Use this Stratagem in the Fight phase, when an ELECTRO-PRIESTS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, an unmodified hit roll of 6 automatically wounds the target.
BENEVOLENCE OF THE OMNISSIAH1CP
Adeptus Mechanicus – Epic Deed Stratagem

This protective blessing moves machine spirits to defy enemy attack.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

The METALICA and SKITARII VANGUARD keywords are used in following Adeptus Mechanicus datasheets:

RAD-OVERSATURATION2CP
Metalica – Battle Tactic Stratagem

Metalicans are particularly associated with radium technology, having cleansed their forge world ofall natural biological life. The haze of radiation hangs around their rad-troopers in a deadly fog.

Use this Stratagem at the start of any phase. Select one METALICA SKITARII VANGUARD unit in your army. Until the end of the phase, increase the range of that unit's Rad-saturation ability to 6".
BLARING GLORY1CP
Metalica – Strategic Ploy Stratagem

The cacophonous auditory output of Metalica's chosen soldiery can be a weapon into itself, stunning the enemy as eardrums burst and aural sensors overload, leaving them disoriented and unable to regain focus.

Use this Stratagem in the Fight phase or in your opponent’s Shooting phase. Select one enemy unit that is within 6" of a METALICA unit from your army. Until the end of the phase, your opponent cannot re-roll any dice rolls made for attacks made by models in that enemy unit.

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
BINHARIC OVERRIDE1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Enhanced static chants can override previous commands, allowing for rapid recalibrations, but burn out doctrina wafers.

Use this Stratagem at the start of any phase. Select one KASTELAN ROBOT unit from your army and one of the available protocols found on its datasheet. That protocol replaces the one that is currently active for that unit. Until the end of the game, that unit’s active protocol cannot be changed. You can only use this Stratagem once.

The SICARIAN keyword is used in following Adeptus Mechanicus datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
ASSASSIN CONSTRUCTS1CP
Adeptus Mechanicus – Battle Tactic Stratagem

Sicarians of the kill clades are forged into perfect killing machines.

Use this Stratagem in the Fight phase, when a SICARIAN unit from your army is selected to fight. If that unit made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in that unit.
CHAIN-TASER PROTOCOLS1CP
Adeptus Mechanicus – Wargear Stratagem

Accompanied by cracks of displaced air and the tang of burnt ozone, taser weapons unleash multiple forks of burning energy with every strike.

Use this Stratagem in the Fight phase, when an ADEPTUS MECHANICUS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack with a taser weapon, an unmodified hit roll of 5 scores 2 additional hits.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
DATASPIKE1CP
Adeptus Mechanicus – Epic Deed Stratagem

An intense micro-burst can overload any nearby machine spirit.

Use this Stratagem in the Fight phase, when an ADEPTUS MECHANICUS TECH-PRIEST model in your army is selected to fight. Select one enemy VEHICLE unit within Engagement Range of that model. Roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
MACHINE SUPERIORITY1CP
Adeptus Mechanicus – Battle Tactic Stratagem

Skitarii call upon reserves of divine strength with chants of war.

Use this Stratagem in the Fight phase, when a SKITARII unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of models in that unit.

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

ZEALOUS CONGREGATION2CP
Adeptus Mechanicus – Battle Tactic Stratagem

The channelling of inspiring verses of zealotry allows Electro-Priests to release the pent-up energy within them.

Use this Stratagem in the Fight phase, when an ELECTRO-PRIESTS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, an unmodified hit roll of 6 automatically wounds the target.
BENEVOLENCE OF THE OMNISSIAH1CP
Adeptus Mechanicus – Epic Deed Stratagem

This protective blessing moves machine spirits to defy enemy attack.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

The METALICA and SKITARII VANGUARD keywords are used in following Adeptus Mechanicus datasheets:

RAD-OVERSATURATION2CP
Metalica – Battle Tactic Stratagem

Metalicans are particularly associated with radium technology, having cleansed their forge world ofall natural biological life. The haze of radiation hangs around their rad-troopers in a deadly fog.

Use this Stratagem at the start of any phase. Select one METALICA SKITARII VANGUARD unit in your army. Until the end of the phase, increase the range of that unit's Rad-saturation ability to 6".
BLARING GLORY1CP
Metalica – Strategic Ploy Stratagem

The cacophonous auditory output of Metalica's chosen soldiery can be a weapon into itself, stunning the enemy as eardrums burst and aural sensors overload, leaving them disoriented and unable to regain focus.

Use this Stratagem in the Fight phase or in your opponent’s Shooting phase. Select one enemy unit that is within 6" of a METALICA unit from your army. Until the end of the phase, your opponent cannot re-roll any dice rolls made for attacks made by models in that enemy unit.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
ACQUISITION AT ANY COST1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

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

Use this Stratagem at the start of the Morale phase. Select one objective marker on the battlefield. Until the end of the phase, each time an ADEPTUS MECHANICUS unit from your army takes a Morale test, if that unit is within 6" of that objective marker, it is automatically passed.

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
BINHARIC OVERRIDE1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Enhanced static chants can override previous commands, allowing for rapid recalibrations, but burn out doctrina wafers.

Use this Stratagem at the start of any phase. Select one KASTELAN ROBOT unit from your army and one of the available protocols found on its datasheet. That protocol replaces the one that is currently active for that unit. Until the end of the game, that unit’s active protocol cannot be changed. You can only use this Stratagem once.
BENEVOLENCE OF THE OMNISSIAH1CP
Adeptus Mechanicus – Epic Deed Stratagem

This protective blessing moves machine spirits to defy enemy attack.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

The METALICA and SKITARII VANGUARD keywords are used in following Adeptus Mechanicus datasheets:

RAD-OVERSATURATION2CP
Metalica – Battle Tactic Stratagem

Metalicans are particularly associated with radium technology, having cleansed their forge world ofall natural biological life. The haze of radiation hangs around their rad-troopers in a deadly fog.

Use this Stratagem at the start of any phase. Select one METALICA SKITARII VANGUARD unit in your army. Until the end of the phase, increase the range of that unit's Rad-saturation ability to 6".
OMNISSIAH'S EXALTATION1CP
Metalica – Strategic Ploy Stratagem

The deafening noises that Metalican weapons make as they unleash their fury can plunge the enemy into panic and disarray.

Use this Stratagem in the Morale phase, when an enemy unit that is within 6" of a METALICA unit from your army is selected to take a Morale test. Until the end of the phase, subtract 1 from combat attrition tests taken for that enemy unit.

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
BINHARIC OVERRIDE1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

Enhanced static chants can override previous commands, allowing for rapid recalibrations, but burn out doctrina wafers.

Use this Stratagem at the start of any phase. Select one KASTELAN ROBOT unit from your army and one of the available protocols found on its datasheet. That protocol replaces the one that is currently active for that unit. Until the end of the game, that unit’s active protocol cannot be changed. You can only use this Stratagem once.
BENEVOLENCE OF THE OMNISSIAH1CP
Adeptus Mechanicus – Epic Deed Stratagem

This protective blessing moves machine spirits to defy enemy attack.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

The METALICA and SKITARII VANGUARD keywords are used in following Adeptus Mechanicus datasheets:

RAD-OVERSATURATION2CP
Metalica – Battle Tactic Stratagem

Metalicans are particularly associated with radium technology, having cleansed their forge world ofall natural biological life. The haze of radiation hangs around their rad-troopers in a deadly fog.

Use this Stratagem at the start of any phase. Select one METALICA SKITARII VANGUARD unit in your army. Until the end of the phase, increase the range of that unit's Rad-saturation ability to 6".
MACHINE SPIRIT’S REVENGE1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

With the right blessings, a war engine that is no longer able to serve the Machine God can enact one final triumph.

Use this Stratagem in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army is destroyed. Do not roll to see if that model explodes: it does so automatically.

The PTERAXII keyword is used in following Adeptus Mechanicus datasheets:

BOOSTER THRUST1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

There are none that can hide from the omniscient predation of the Machine God’s devout, who soar skywards before arcing back at hunting speed.

Use this Stratagem at the end of your turn. Select one PTERAXII unit from your army. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up on the battlefield anywhere that is more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.

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

The IRONSTRIDER ENGINE keyword is used in following Adeptus Mechanicus datasheets:

The SERBERYS keyword is used in following Adeptus Mechanicus datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

The SICARIAN keyword is used in following Adeptus Mechanicus datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

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

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

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Canticles of the Omnissiah
If every unit from your army has the ADEPTUS MECHANICUS keyword (excluding AGENT OF THE IMPERIUM, UNALIGNED and KNIGHT OF THE COG units), this unit gains a bonus depending on which Canticle of the Omnissiah is active for your army.

At the start of the battle round, you can select one Canticle that has not yet been active for your army. If you do so, until the end of the battle round, that Canticle is active for your army.

SHROUDPSALM

Robot, servitor and priest shift their binharic emissions into visible spectra, the static pouring from their vox-grilles manifesting as an electromagnetic storm that hides them from the foe.

While this Canticle is active, this unit counts as receiving the benefits of Light Cover.

CHANT OF THE REMORSELESS FIST

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.

While this Canticle is active, each time a model in this unit make a melee attack, add 1 to the Strength characteristic of that attack.

INCANTATION OF THE IRON SOUL

Raising their voices in binharic praise, the Disciples of the Machine God bolster their spirits with the surety of iron.

While this Canticle is active:

  • Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost. If this unit has the Refusal to Yield dogma, that wound is not lost on a 4+ instead.

BENEDICTION OF THE OMNISSIAH

Those blessed enough to comprehend this blaring vox-prayer find their targeting reticules guided by the Omnissiah’s own vigilance.

While this Canticle is active, each time this unit is selected to shoot, when resolving its attacks you can:

  • Re-roll one hit roll.
  • Re-roll one wound roll.
  • Re-roll one damage roll.

INVOCATION OF MACHINE VENGEANCE

The Tech-Priests lead adherents of the Machine Cult in a binharic prayer of hatred against the unenlightened. A manifestation of power surges through tendons, wires and pistons as the righteous eagerly close on the blasphemers.

While this Canticle is active, each time an Advance roll or a charge roll is made for this unit, roll one additional D6 and discard the lowest result.

LITANY OF THE ELECTROMANCER

Summoning the spark of the Machine God’s divinity that burns within them, the Omnissiah’s faithful manifest auras of energy that disrupt the unbeliever’s neuro-cortices and cause the foe to spasm.

While this Canticle is active, each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support

The SICARIAN keyword is used in following Adeptus Mechanicus datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

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

The SERBERYS RAIDERS keyword is used in following Adeptus Mechanicus datasheets:

Fast Attack
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

The IRONSTRIDER ENGINE keyword is used in following Adeptus Mechanicus datasheets:

The KASTELAN ROBOTS keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The PTERAXII keyword is used in following Adeptus Mechanicus datasheets:

The ARCHAEOPTER FUSILAVE keyword is used in following Adeptus Mechanicus datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The ARCHAEOPTER ENGINE keyword is used in following Adeptus Mechanicus datasheets:

Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).

The ADEPTUS MECHANICUS and ARC GRENADES keywords are used in following Adeptus Mechanicus datasheets:

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

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
HOLY ORDERS1RP

For those with the influence, induction into a Holy Order can bring patronage and power.

Purchase this Requisition when you add a TECH-PRIEST unit to your Order of Battle (excluding named characters), or when a TECH-PRIEST model in your Crusade force gains a rank. That model is inducted into one of the Holy Orders; increase its Power Rating accordingly and make a note on its Crusade card. A model can never be inducted into more than one Holy Order. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).

The <FORGE WORLD> and CORE keywords are used in following Adeptus Mechanicus datasheets: