Adeptus Mechanicus – Skorpius Disintegrator
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8

Skorpius Disintegrator

NoNAME  M WS BS S T W! A Ld Sv
150
Skorpius Disintegrator
1
150
Skorpius Disintegrator
12" 6+ 3+ 6 7 7-12 3 8 3+
9" 6+ 4+ 6 7 4-6 D3 8 3+
6" 6+ 5+ 6 7 1-3 1 8 3+
A Skorpius Disintegrator is a single model equipped with: 3 cognis heavy stubbers; disruptor missile launcher; ferrumite cannon. It has a broad spectrum data-tether.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Belleros energy cannon
Belleros energy cannon
36"
Heavy 3D3
6
-1
2
Blast. This weapon can target units that are not visible to bearer.
Blast. This weapon can target units that are not visible to bearer.
Cognis heavy stubber
Cognis heavy stubber
36"
Heavy 3
4
0
1
You can choose this weapon to shoot with even if the bearer Advanced. When resolving an attack made with this weapon, if the bearer Advanced, subtract 2 from the hit roll.
You can choose this weapon to shoot with even if the bearer Advanced. When resolving an attack made with this weapon, if the bearer Advanced, subtract 2 from the hit roll.
Disruptor missile launcher
Disruptor missile launcher
36"
Heavy D6
7
-2
D3
Blast
Blast
+5
Ferrumite cannon
+5
Ferrumite cannon
48"
Heavy 3
8
-3
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 belleros energy cannon instead of 1 ferrumite cannon.
ABILITIES
ABILITIES
Canticles of the Omnissiah
Broad Spectrum Data-tether: At the start of the Morale phase, until the end of the phase, add 1 to the Leadership characteristic of <FORGE WORLD> models from your army if their unit is within 3" of any friendly models with a broad spectrum data-tether.
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.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, SKITARII, <FORGE WORLD>
KEYWORDS: VEHICLE, SKORPIUS DISINTEGRATOR

Datasheet-related Stratagems

1CP

STEREOSCOPIC TRIANGULATION

Adeptus Mechanicus Stratagem

Meshing the Disintegrator’s threat augurs, servo-scryers and spectranima onto a single target spells its doom.

Use this Stratagem in your Shooting phase when a SKORPIUS DISINTEGRATOR model from your army is chosen to shoot with. Until the end of the phase, if that model shoots all of the weapons it is equipped with at the same target, then, when resolving an attack made by that model, add 1 to the hit roll and the target does not receive the benefit of cover.
1CP

COGNIS OVERWATCH

Adeptus Mechanicus Stratagem

When a mind-link connects the powerful machine spirit of a cognis weapon with its bearer, it can create a holy synergy that briefly spikes performance in man and machine.

Use this Stratagem before an ADEPTUS MECHANICUS unit from your army fires Overwatch. Cognis weapons are fired using the firing model’s Ballistic Skill when resolving these attacks. For the purposes of this Stratagem, a cognis weapon is any weapon profile whose name includes the word ‘cognis’ (e.g. cognis heavy stubber, twin cognis lascannon).
1CP

PROTECTOR DOCTRINA IMPERATIVE

Adeptus Mechanicus Stratagem

The Protector Doctrina Imperative increases the accuracy of Skitarii warriors.

Use this Stratagem before a SKITARII unit from your army attacks in the Shooting phase. Add 1 to hit rolls you make for the unit this phase. If the unit has an enhanced data-tether or a broad spectrum data-tether, you can add 2 to the hit rolls instead.
1CP

CONQUEROR DOCTRINA IMPERATIVE

Adeptus Mechanicus Stratagem

When a Tech-Priest inloads Conqueror Imperatives, they can boost the martial subroutines of any targeted Skitarii minions. Such energy bursts are short-lived but powerful.

Use this Stratagem before a SKITARII unit from your army fights. Add 1 to hit rolls you make for the unit this phase. If the unit has an enhanced data-tether or a broad spectrum data-tether, you can add 2 to the hit rolls instead.
1CP

BENEVOLENCE OF THE OMNISSIAH

Adeptus Mechanicus Stratagem

This blessing is a protective incantation that inspires the machine spirit of sacred war engines to defy the enemy’s attacks.

Use this Stratagem when an ADEPTUS MECHANICUS VEHICLE or QUESTOR MECHANICUS model from your army suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model for the rest of the phase: on a 5+, that mortal wound is ignored.
1CP

MACHINE SPIRIT RESURGENT

Adeptus Mechanicus Stratagem

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

Use this Stratagem at the start of any turn. Pick an ADEPTUS MECHANICUS VEHICLE or QUESTOR MECHANICUS unit from your army. Until the end of this turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.
1CP

RAGE OF THE MACHINES

Adeptus Mechanicus Stratagem

The correct battle hymn broadcast at the perfect frequency can boost the ire of any machine spirit.

Use this Stratagem before an ADEPTUS MECHANICUS VEHICLE from your army attacks in the Shooting phase. Until the end of the phase, that VEHICLE can ignore all penalties for Advancing and firing an Assault weapon and for Advancing and firing a cognis weapon. For the purposes of this Stratagem, a cognis weapon is any weapon profile whose name includes the word ‘cognis’ (e.g. twin cognis autocannon, twin cognis lascannon).
1CP

MACHINE SPIRIT’S REVENGE

Adeptus Mechanicus 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 when one of your ADEPTUS MECHANICUS VEHICLES is destroyed; do not roll a dice – that vehicle automatically explodes.

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

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.

Cognis heavy stubber used in following datasheets:

Dedicated Transport
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.
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.
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.
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.
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.
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.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Canticles of the Omnissiah

The disciples of the Omnissiah incant complex war-blessings, as much optimisation subroutines as they are expressions of faith in the Machine God.

All units with this ability gain a bonus during the battle depending on the Canticle of the Omnissiah currently being canted.

At the start of each battle round, pick which Canticle of the Omnissiah from the table below is in effect for the duration of the battle round. The same Canticle may not be picked twice during the same battle.

Alternatively, you can randomly determine which Canticle of the Omnissiah is in effect by rolling a D6 and consulting the table below. Note that if you randomly determine a Canticle, it takes effect even if the same Canticle has been in effect earlier in the battle.

If you have a Battle-forged army, units only receive the bonus if every model in their Detachment has this ability.
D6CANTICLE
1

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.

You can re-roll failed Morale tests for affected units.

2

Litany of the Electromancer

Summoning the spark of the Machine God’s divinity that burns within them, the Omnissiah’s faithful manifest blazing auras of energy that lay low the unbeliever.

Roll a D6 for each enemy unit that is within 1" of any affected units; on a roll of 6, the unit being rolled for suffers D3 mortal wounds.

3

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.

You can re-roll any hit rolls of 1 for affected units in the Fight phase.

4

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.

Affected units gain the bonus to their armour saving throws as if they were in cover. Units already in cover are unaffected.

5

Invocation of Machine Might

The Tech-Priests lead their flock in a hexadecimic prayer that sends miraculous strength surging through tendons, wires and pistons.

Affected units have +1 Strength.

6

Benediction of the Omnissiah

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

You can re-roll failed hit rolls of 1 for affected units in the Shooting phase.

The SKORPIUS DISINTEGRATOR keyword is used in following Adeptus Mechanicus datasheets:

Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
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.

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

The QUESTOR MECHANICUS keyword is used in following Adeptus Mechanicus datasheets:

© Vyacheslav Maltsev 2013-2021