Adeptus Mechanicus – Onager Dunecrawler
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6

Onager Dunecrawler

NoNAME  M WS BS S T W! A Ld Sv
115
Onager Dunecrawler
1
115
Onager Dunecrawler
8" 5+ 3+ 6 7 6-11 3 8 3+
6" 5+ 4+ 6 7 3-5 D3 8 3+
4" 5+ 5+ 6 7 1-2 1 8 3+
An Onager Dunecrawler is equipped with: eradication beamer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Cognis heavy stubber
+5
Cognis heavy stubber
36"
Assault 4
4
0
1
-
Daedalus missile launcher
Daedalus missile launcher
48"
Heavy 1
7
-3
D6
Each time an attack is made with this weapon profile against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon profile against an AIRCRAFT unit, add 1 to that attack’s hit roll.
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
Gatling rocket launcher
Gatling rocket launcher
48"
Heavy 5
6
-2
1
Each time an attack is made with this weapon profile against an AIRCRAFT unit, add 1 to that attack's hit roll.
Each time an attack is made with this weapon profile against an AIRCRAFT unit, add 1 to that attack's hit roll.
Neutron laser
Neutron laser
48"
Heavy D3
12
-4
D3+3
Blast
Blast
Twin Icarus autocannon
Twin Icarus autocannon
48"
Heavy 4
7
-1
2
Each time an attack is made with this weapon profile against an AIRCRAFT unit, add 1 to that attack's hit roll.
Each time an attack is made with this weapon profile against an AIRCRAFT unit, add 1 to that attack's hit roll.
Twin Onager heavy phosphor blaster
Twin Onager heavy phosphor blaster
36"
Heavy 8
6
-2
2
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.
OTHER WARGEAR
ABILITIES 
Smoke launchers
The bearer gains the SMOKESCREEN keyword.
Smoke launchers
The bearer gains the SMOKESCREEN keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s eradication beamer can be replaced with one of the following: 1 daedalus missile launcher, 1 gatling rocket launcher and 1 twin icarus autocannon; 1 neutron laser and 1 cognis heavy stubber; 1 twin Onager heavy phosphor blaster.
 • This model can be equipped with 1 additional cognis heavy stubber.
 • This model can be equipped with one of the following: broad spectrum data-tether; smoke launchers.
ABILITIES
ABILITIES
Doctrina Imperatives
Emanatus Force Field: This model has a 5+ invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Broad Spectrum Data-tether: In your Command phase, select one friendly <FORGE WORLD> SKITARII CORE unit within 6" of this unit. Until the start of your next Command phase, add 1 to the Leadership characteristic of models in that unit and that unit gains the DATA-TETHER keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, SKITARII, <FORGE WORLD>
KEYWORDS: VEHICLE, ONAGER DUNECRAWLER

Datasheet-related Stratagems

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.
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.
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.
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.
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.

This datasheet has Heavy Support Battlefield Role. Full list of Adeptus Mechanicus units sharing same Battlefield Role follows:

Cognis heavy stubber used in following datasheets:

Dedicated Transport
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.
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.
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.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
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.
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.
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.
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+.
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 SMOKESCREEN keyword is used in following Adeptus Mechanicus datasheets:

Heavy Support

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

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.

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.
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.
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.

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

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

Heavy Support
© Vyacheslav Maltsev 2013-2021