Codex - Adeptus Mechanicus: /tg/'s 8th Edition

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With no future sign, that forgeword will release adaptions for Horus Heresy Mechanicus units for 8 ed. we should take upon ourselves to adapt it for now.


Authors note: Not sure what more to add, input in the Discussion section is extremely welcomed.


Army Rules[edit]

Universal[edit]

  • Ancient Battle Protocol: x
If this unit isn't within 6" of a <Forge World> Cybernetica Datasmith apply the following effects:
-During the shooting phase, subtract 1 from this unit's hit rolls unless the target is the closest unit.
-This unit can't make a Consolidation move.
  • Bionics: The servants of the Machine God have become one with machines, brutal blows to their vital organs can prove ineffective as the part can simply be replaced.
This unit has a 6+ Invulnerable save.
  • Canticles of the Omnissiah: The disciples of the Omnissiah incant complex war-blessings, as much optimization 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.
-1: Incantation of the Iron Soul: Raising their voices in binary 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 binary 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 hexadecimal 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.
  • Forge Worlds' Canticles of the Omnissiah:
Before the battle, if your Warlord is an Adeptus Mechanicus Character and their <Forge World> is one of those listed below, you can select one of the Canticles in the Canticles of the Omnissiah table to be replaced by that <Forge World>’s Canticle below:
Agripinaa - Verse of Vengeance: Rousing code in binary duometer incites fury for the lost worlds around Agripinaa. In the grip of vengeance, the devoted extend their remaining functions for one last act of retribution.
When an Infantry or Cavalry model in an affected unit is destroyed, roll one D6 before removing that model from play. On a 5+, that model can 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.
Graia - Mantra of Discipline: Doctrinal imperatives reinforce the steel-minded tenacity of Graia’s warriors as their enemies near, turning charging foes into naught but data to be processed and deleted.
When resolving an Overwatch attack made by a model in an affected unit, a hit roll of 5 or 6 scores a hit.
Lucius - Luminescent Blessing: As the cohorts of Lucius recite their dazzling consecration, energy is redirected to infuse their masterwork alloys and even the lambent glow of protective fields ignites in a halo of divine defence.
Improve the invulnerable save of models in affected units by 1 (to a maximum of 4+).
Mars - Panegyric Procession: The Tech-Priests of the Red Planet lead their disciples in a cortege of war. The buzz of static psalms chanted in synchronicity unites all in the stately eradication of the heretic and blasphemer.
Models in affected units do not suffer the penalty for moving and firing Heavy weapons. Increase the Strength characteristic of Heavy weapons models in the affected unit are equipped with by 1.
Metallica - Tribute of Emphatic Veneration: A cacophonous chorale pouring from the vox-grilles and emitters of Metalica’s faithful venerates the Omnissiah with such deafening praise as to perturb their enemies.
When resolving an attack against an affected unit by an enemy model within 9", subtract 1 from the hit roll.
Ryza - Citation in Savagery: Binharic exultations accompany the rending blows of Ryza’s troops, a cybernetic chorus that venerates the Machine God and infuses them with zealous savagery.
The Armour Penetration characteristic of melee weapons models in the affected unit are equipped with is improved by 1 (e.g. AP 0 becomes AP -1).
Stygies - Plea of the Veiled Hunter: In silent supplication to the Machine God, a concentrated burst of noospheric negation manifests as a heavy band of shadow, allowing the warriors of Stygies to disengage seamlessly from their foe and instantly strike back.
Affected units can shoot in a turn in which they Fell Back, but if a unit does so, when resolving an attack made with a ranged weapon by a model in that unit that turn, subtract 1 from the hit roll.

Detachment Rules[edit]

  • Forgeworld Dogma: There are many forge worlds spread across the galaxy. It is not surprising that over the long millennia a great number of them have diverged, each developing their own unique character, battle tactics, specializations, and technologies. Such knowledge is powerful, and each forge world guards it jealously, keeping their secrets even from each other.
If your army is Battle-forged, units with the appropriate keyword will receive the corresponding forge world dogma, detailed below, so long as every other unit in their Detachment is from the same forge world. If you have chosen a forge world that does not feature on this list, you can choose the dogma that best suits the fighting style and battlefield strategies of the warriors that hail from it.
  • Soldiers of the Machine God: The warriors, cybernetic wonders, priests and arcane engines of the Adeptus Mechanicus have sworn allegiance to the Machine God. Each is utterly dedicated to enacting the will of the Omnissiah at any cost.
If your army is Battle-forged, all Troops units in ADEPTUS MECHANICUS Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Forge Worlds Dogmas[edit]

  • Agripinaa - Staunch Defenders: Battle-hardened by constant clashes with the horrors that issue out of the Eye of Terror, those from Forge World Agripinaa have learned the lessons of defensive warfare well.
When firing Overwatch, units with this dogma hit on a roll on 5+, instead of only 6, irrespective of modifiers.
  • Graia - Refusal to Yield: Steely minded tenacity and the refusal to retreat are more than just character traits of those who serve Graia. Indeed, such qualities are hardwired into all who bear the forge world’s symbol.
Roll a D6 each time a model with this dogma is slain or flees – on a 6 that model refuses to yield; either that model is not slain (and has 1 wound remaining), or that model does not flee. However, <Forge World> units with this dogma cannot Fall Back unless there is a friendly <Forge World> Character on the battlefield.
  • Lucius - The Solar Blessing: Lucius is renowned for its craftsmanship and its unique solar-blessed ores. Those clad in such raiment consider themselves armoured in their faith of the Omnissiah.
When making saving throws, units with this dogma treat enemy attacks with an Armour Penetration characteristic of -1 as having an Armour Penetration of 0 instead.
  • Mars - Glory to the Omnissiah: In all the Cult Mechanicus, there are no forge worlds more holy or more blessed than Mars. The favour of the Machine God can be seen in the powerful optimization granted by every static-ridden psalm incanted by his most faithful followers.
Each time you randomly determine which Canticle of the Omnissiah is being canted, roll two dice instead of one. All units with this dogma receive the benefit of both results, instead of just the result of the first dice (if a duplicate is rolled, no additional Canticle is canted this turn).
  • Metalica - Relentless March: Those of Forge World Metalica seek nothing less than to completely obliterate their foes and to re-order the galaxy according to their own dictates. They will let nothing sway their appointed task.
If a unit with this dogma Advances, it can ignore the penalty for firing Assault weapons and treats all Rapid Fire weapons it is armed with as Assault weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an Assault 1 weapon).
  • Ryza - Red in Cog and Claw: Tech-Priests of Ryza point to aggressive combat doctrines and zealous training protocols to explain the exceptional hand-to-hand prowess of their troops. Sceptics, however, counter that such designs do not explain why Ryza troops seem to revel in close-quarters violence.
You can re-roll wound rolls of 1 in the Fight phase for units with this dogma.
  • Stygies VIII - Shroud Protocols: When the armies of Stygies VIII march to war, they do so beneath stealth screen projectors and target-befouling apparatus. That the Tech-Priests of this forge world deny owning such technology only reinforces their untrustworthy reputation.
Your opponent must subtract 1 from their hit rolls when shooting at units with this dogma if they are more than 12" away.

Custom Forge Worlds Dogmas[edit]

If your chosen forge world does not have an associated Dogma in Codex: Adeptus Mechanicus: /tg/'s 8th Edition, you can create its Dogma by selecting one primary ability below, followed by one of its associated secondary abilities:

  • Data-hoard Forge World: This forge world, whether it brazenly flaunts its superiority or hides it through fear of attack or censure, has hoarded its arcane knowledge until it has 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 all the mysteries of the mechanical, or so some claim.
Primary: Magnabonded Alloys: When a Vehicle model with this dogma would lose a wound, roll one D6; on a 6 that wound is not lost.
Secondary: Autosavant Spirits: At the start of your turn, if a Vehicle model with this dogma has lost any wounds, it can regain up to 1 lost wound.
Secondary: Omnitrac Impellors: Add 1" to the Move characteristic of KATAPHRON BREACHERS, KATAPHRON Destroyers and Onager Dunecrawler models with this dogma.
Secondary: Servo-focused Auguries: When resolving an attack made with a Cognis ranged weapon by a model with this dogma against a unit that is within half range, you can re-roll the hit roll.
Secondary: Trans-node Power Cores: When resolving an attack made with an Arc weapon by a model with this dogma, an unmodified hit roll of 5 or 6 scores 1 additional hit.
  • 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 maneuverable.
Primary: Accelerated Actuators: At the end of the Charge phase, if a unit with this dogma made a charge move, was charged or performed a Heroic Intervention, improve the Armour Penetration characteristic of melee weapons models in that unit are equipped with by 1 until the end of the turn (e.g. AP 0 becomes AP -1).
Secondary: Acquisitive Reach: Add 6" to the Range characteristic of Rapid Fire weapons models with this dogma are equipped with.
Secondary: Dominus Command Net: Replace the Broad Spectrum Data-tether ability of models with this dogma with the following ability: ‘Broad Spectrum Data-tether: Add 1 to the Leadership characteristic of friendly <Forge World> models whilst their unit is within 9" of any models that have a broad spectrum data-tether.’
Secondary: Forward Operations: At the start of the first battle round, before the first turn begins, Skitarii Rangers units with this dogma can move up to 6". This unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
Secondary: Rugged Explorators: Models with this dogma do not suffer the penalty for Advancing and firing Assault weapons.
  • 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: When resolving an attack made with a ranged weapon against an Infantry unit with this dogma that is not within 12", subtract 1 from the Strength characteristic of that weapon for that attack.
Secondary: Luminary Suffusion: Replace the Rad-saturation ability of models with this dogma with the following ability: ‘Rad-saturation: Subtract 1 from the Strength and Toughness characteristics of an enemy model whilst its unit is within 3" of any models from your army with this ability.’
Secondary: Machine God’s Chosen: When a Morale test is taken for a unit with this dogma, halve the number of models that flee (rounding up).
Secondary: Omnissiah’s Shield: When resolving an attack made with a melee weapon against an Infantry unit with this dogma, reduce the Armour Penetration characteristic of that weapon by 1 for that attack, to a minimum of 0 (e.g. AP -1 becomes AP 0).
Secondary: Scarifying Weaponry: Radium weapons models with this dogma are equipped with have an Armour Penetration characteristic of -1.

Stratagems[edit]

Universal[edit]

  • Gloria Mechanicus (2 CP): The wise learn to adapt, and as quickly as a cogitator engine can reprogram, a Tech-Priest can adjust the binharic cants to improve battlefield performance.
Use this Stratagem at any time to immediately change which Canticle of the Omnissiah is being chanted. You can either choose a Canticle you have not already chosen this battle, or randomly select one in the usual way.

Forge World Specific[edit]

  • Agripinaa - Fresh Converts (1/3 CP): All forge worlds make use of battle servitors, but none are so quick in manufacturing them as the Tech-Priests of Agripinaa.
Use this Stratagem at the end of your Movement phase. Pick one of your units of Agripinaa Servitors, Agripinaa Kataphron Destroyers or Agripinaa Kataphron Breachers as follows: If you spend 1 CP you can choose a unit with a Power Rating of 5 or less, if you spend 2 CPs you can choose a unit with a Power Rating of 10 or less, and if you spend 3 CPs you can choose a unit with a Power Rating of 20 or less. You cannot pick a unit with a Power Rating of more than 20. Remove your chosen unit from the battlefield. You can then set it up again as you would a unit arriving as reinforcements; set up the unit in your deployment zone, within 6" of the edge of the battlefield and more than 9" from any enemy models, at its full starting strength.
  • Graia - Steel Mind, Iron Logic (1 CP): 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 when an enemy Psyker manifests a psychic power within 24" of one or more of your Graia Infantry units. Roll a D6; on a 4+, that psychic power is resisted and its effects are negated.
  • Lucius - Legio Teleportarium (1 CP): Scaling down the same technologies that allow them to shift Titans through the warp, the Tech-Priests of Lucius are mastering the art of battlefield teleportation.
Use this Stratagem during deployment. You can set up a Lucius unit from your army in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases, this unit can teleport into battle – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
  • Mars - Wrath of Mars (2 CP): None can smite the blasphemer as can those from Mars, for theirs is the most righteous of zeal. All praise the glory of the Machine God!
Use this Stratagem before a Mars unit from your army attacks in the Shooting phase. Each time you make a wound roll of 6+ for that unit, the target suffers a mortal wound in addition to any other damage.
  • Metalica - Deafening Assault (1 CP): The enhanced blare of the weaponry of Metalica is so intimidating that it causes entire armies to quail before the auditory assault, fleeing before the oncoming Adeptus Mechanicus ranks before even striking a blow.
Use this Stratagem at the start of any Morale phase. Pick one of your Metalica units; all enemy units within 6" of that unit must subtract 1 from their Leadership characteristic until the end of the phase.
  • Ryza - Plasma Specialists (1 CP): 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 before a Ryza unit from your army attacks in the Shooting phase. Add 1 to the wound rolls made for all of that unit’s plasma weapons and increase the damage inflicted by any plasma weapon by 1. For the purposes of this Stratagem, a plasma weapon is any weapon profile whose name includes the word ‘plasma’ (e.g. plasma cannon, plasma caliver, plasma culverin).
  • Stygies VII - Clandestine Infiltration (1 CP): Under cover of stealth screens and auspex scramblers, the warriors of Stygies VIII confound their foes.
Use this Stratagem when you set up a Stygies VII unit from your army during deployment. At the start of the first battle round but before the first turn begins, you can move that unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. Each unit can only be selected for this Stratagem once per battle.

Warlord Traits[edit]

Universal[edit]

  • 1: Monitorum Malevolus: Knowledge is power, and it behoves the wise adept to have an endless array of sensors trained on the enemy.
Once per battle, you can re-roll a single hit roll, wound roll or damage roll made for your Warlord. In addition, if your army is Battle-forged and your Warlord is on the battlefield, roll a D6 each time you or your opponent use a Stratagem; on a 6, you gain a Command Point.
  • 2: Magos Biologis: To study a beast is to know a beast – and also to know how to kill it. Know Thine Foe…
You can re-roll failed wound rolls when attacking enemy Infantry, Beast, Cavalry or Monster units with your Warlord.
  • 3: Mechadominator: The ablest of Tech-Priests can cause enemy machine spirits to quail through sheer force of willpower.
Your opponent must subtract 1 from hit rolls they make for any of their Vehicles that target your Warlord.
  • 4: Necromechanic: The blessed healing of machinery is the sign of a true shepherd of the Omnissiah’s flock.
Each time your Warlord uses an ability to repair a friendly model, that model regains 1 additional wound.
  • 5: Chorister Technis: Through cogitator assistance and auspexial training, it is possible to gain critical thinking that is akin to prescience.
Whilst your Warlord is on the battlefield, you can re-roll the dice whenever you randomly select which Canticle of the Omnissiah is being canted. If your Warlord has the Glory to the Omnissiah dogma, you can only re-roll the first dice, not both.
  • 6: Prime Hermeticon: Let none doubt the cold and logistical hatred of the Machine God and its power to invigorate the faithful.
Friendly <Forge World> Infantry units within 6" of your Warlord can re-roll failed hit rolls in the Fight phase.

Holy Order[edit]

  • Analyses of the Logos: Data-vores and biocogitators, logi amass huge stores of information, analysing data from thousands of sources at once until they can rationalise every move the enemy make, their levels of prediction bordering on prophetic.
At the start of your turn, you can select one of the aura abilities below. Until the start of your next turn, this Warlord is treated as having that aura ability on their datasheet.
-Empyric Prognosis: Roll one D6 when a friendly <Forge World> model would lose a wound as a result of a mortal wound in the Psychic phase whilst its unit is within 6" of this Warlord; on a 4+ that wound is not lost.
-Flaws of the Foe: When resolving an attack made with a ranged weapon by a friendly <Forge World> model within 6" of this Warlord, on an unmodified hit roll of 6 the Armour Penetration characteristic of that weapon is improved by 1 for that attack (e.g. AP 0 becomes AP -1).
-Predicted Movements: When resolving an Overwatch attack made by a model in a friendly <Forge World> Infantry unit within 6" of this Warlord, a hit roll of 5 or 6 scores a hit.
  • Divinations of the Magos: 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.
At the start of your turn, you can select one of the aura abilities below. Until the start of your next turn, this Warlord is treated as having that aura ability on their datasheet.
-Aggressive Subroutines: You can re-roll charge rolls made for friendly <Forge World> units whilst they are within 6" of this Warlord.
-Overloaded Safeguards: When resolving an attack made with a ranged weapon by a friendly <Forge World> model within 6" of this Warlord, an unmodified hit roll of 6 scores 1 additional hit.
-Predatory Programming: When a friendly <Forge World> unit within 6" of this Warlord Advances, roll one additional D6 and discard one of the dice when making the Advance roll.
  • Fabrications of the Artisan: Artisans of the Adeptus Mechanicus create wondrous artifacts of war, installing circuits of such beauty or capacitor-nodes of such fine calibration that their machine spirits respond with divine gratitude.
At the start of your turn, you can select one of the aura abilities below. Until the start of your next turn, this Warlord is treated as having that aura ability on their datasheet.
-Enhanced Engine Interfaces: Friendly Vehicles models within 6" of this Warlord can shoot in a turn in which they Fell Back.
-Exquisite Calibrations: When resolving an attack made with a ranged weapon by a friendly <Forge World> model within 6" of this Warlord against a unit that is within half range, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).
-Mastery of the Motive Force: When resolving an attack made with an arc weapon by a friendly <Forge World> model within 6" of this Warlord against a Vehicle unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
  • Learning of the Genetor: Genetors probe the mysteries of the biological. Molecular striation, cyborg interfaces, genetic manipulation, and alchemical behavioral modification are all avenues of interest to those determined to master the boundaries of the flesh.
At the start of your turn, you can select one of the aura abilities below. Until the start of your next turn, this Warlord is treated as having that aura ability on their datasheet.
-Biochemical Aggression: When resolving an attack made with a melee weapon by a friendly <Forge World> model whilst its unit is within 6" of this Warlord, on an unmodified wound roll of 6 improve the Armour Penetration characteristic of that weapon by 2 for that attack (e.g. AP 0 becomes AP -2).
-Excoriated Fear-Responses: When a Morale test is taken for a friendly <Forge World> unit within 6" of this Warlord, do not roll the dice; it is automatically passed.
-Hyper-cybernetic Physiology: Roll one D6 each time a friendly <Forge World> Kataphron Breacher, Kataphron Destroyer or Servitor model would lose a wound whilst within 6" of this Warlord; on a 5+, that wound is not lost.

Forge World Specific[edit]

  • Agripinaa - Reinforced Exoskeleton: Seeking a sham immortality, the Tech-Priest has installed layers of nigh-impenetrable fleximetal in his armour plates.
All damage suffered by your Warlord is reduced by 1 (to a minimum of 1).
  • Graia - Emotionless Clarity: With a mind blissfully unsullied by the passions common to flesh, the Warlord can take perfect aim even under the most intense pressures.
Models in friendly Graia units within 6" of your Warlord can shoot with Assault and Rapid Fire weapons even if there are enemy units within 1" of their own unit, but only if they target the closest enemy unit. In such circumstances, the model can shoot even if other friendly units are within 1" of the same enemy unit.
  • Lucius - Superior Bionics: Human flesh is an anachronism, a sad legacy of a civilisation whose time has come and gone. Perfection is in crafting.
Add 1 to invulnerable saving throws made for your Warlord.
  • Mars - Static Psalm-code: Using ancient hymn-code cant, the Warlord broadcasts with increased power. Blessed is he that walks with the Omnissiah.
Add 3" to the range of any aura abilities on your Warlord’s datasheet.
  • Metalica - Ordered Efficiency: For this Warlord, it is not enough to do a task, for it must be done with machine-like precision and perfection of purpose.
If a friendly Metalica unit is within 6" of your Warlord when it Falls Back, it can still shoot during its turn but you must subtract 1 from that unit’s hit rolls in that Shooting phase.
  • Ryza - First-hand Field Testing: True innovation is rare amongst Tech-Priests, but that is not so on Ryza.
When setting up your Warlord, choose one of their weapons (this cannot be an Arcana Mechanicum); increase the Strength and Damage characteristics of that weapon by 1.
  • Stygies VIII - Xenarite Studies: One who has studied the alien for many lifespans knows best how to kill it.
Add 1 to any wound rolls made for your Warlord against units that do not have the Chaos, Imperium or Unaligned Faction keywords.

Specialist Detachments[edit]

Cybernetica Cohort (1 CP)[edit]

All TECH-PRIESTS DOMINUS, ENGINSEERS, CYBERNETICA DATASMITHS and KASTELAN ROBOTS in this Specialist Detachment gain the Cybernetica Cohort keyword.

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.

Stratagems:

  • Power Surge (1 CP): 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 DATASMITHS. Add 3 to charge rolls made for that unit of Kastelan Robots until the end of that phase.
  • Strafing Fire Run (1 CP): Modifying the doctrina wafers of these Kastelan Robots grants them greater maneuverability 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.

Relic:

  • 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 start of each of your Movement phases if they are within 9" of the bearer.

Servitor Maniple (1 CP)[edit]

All TECH-PRIESTS DOMINUS, ENGINSEERS, KATAPHRON BREACHERS, KATAPHRON DESTROYERS and SERVITORS in this Specialist Detachment gain the Servitor Maniple keyword.

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).

Stratagems:

  • Enhanced Bionics (1 CP): 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 KATAPHRON DESTROYERS from your army. That unit has a 5+ invulnerable save for the duration of this battle.
  • Noospheric Mindlock (1 CP): 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 KATAPHRON DESTROYERS within 6" of a friendly Servitor Maniple TECH-PRIESTS DOMINUS. Add 1 to hit rolls for attacks made by that unit until the end of the phase.

Relic:

  • The Genocog 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.
Weapon Range Type S AP D Abilities
The Genocog Corpus Melee Melee +1 -2 2 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.

Specialist Formations[edit]

Wargear[edit]

Melee Weapons[edit]

  • Claw Weapons:
Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 You can re-roll failed wound rolls for this weapon. If a model is armed with two Lightning Claws, each time it fights it can make 1 additional attack with them.
Moirax Siege Claw Melee Melee x2 -3 D6 When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a Vehicle, Building or Titanic unit, add 2 to the Damage characteristic for that attack.
  • Graviton Weapons:
Weapon Range Type S AP D Abilities
Graviton Hammer Melee Melee +3 -3 3 -
Graviton Ram Melee Melee +3 -3 3 -
  • Heavy Chainblade:
Weapon Range Type S AP D Abilities
Heavy Chainblade Melee melee +1 -2 1 -
  • Power Weapons:
Weapon Range Type S AP D Abilities
Power Axe Melee Melee +1 -1 1 -
Power Blades Melee melee User -2 2 Each time it fights it can make 1 additional attack with them.
Power Fist Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll.
  • Servo Arm:
Weapon Range Type S AP D Abilities
Servo-arm Melee Melee x2 -2 3 Each Servo-arm can only be used to make one attack each time this model fights. When a model attacks with this weapon, you must subtract 1 from the hit roll.
  • Shock Ram:
Weapon Range Type S AP D Abilities
Shock Ram Melee Melee User -2 1 Against INFANTRY units make three hit rolls for each attack rather than one if this model has successfully completed a charge this turn.
  • Siege Wrecker:
Weapon Range Type S AP D Abilities
Siege Wrecker Melee Melee +3 -2 2 -

Ranged Weapons[edit]

  • Anbaric Claw:
Weapon Range Type S AP D Abilities
Anbaric Claw 3" Assault D6 5 -4 1 This Weapon can fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
  • Assault Cannon:
Weapon Range Type S AP D Abilities
Assault Cannon 24" Heavy 6 6 -1 1 -
  • Autopistol:
Weapon Range Type S AP D Abilities
Autopistol 12" Pistol 1 3 0 1 -
  • Bolt Weapons:
Weapon Range Type S AP D Abilities
Maxima Bolter 12" Assault 3 4 0 1 -
Scyllax Bolter 30" Rapid Fire 1 4 0 1 -
Mauler Bolt Cannon 24" Heavy 3 6 -2 1 -
Twin Mauler Bolt Cannon 24" Heavy 6 6 -2 1 -
Castigator Bolt Cannon 36" Heavy 16 6 -2 2 -
  • Combi Weapons:
Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 This weapon automatically hits its target.
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun) 24" Rapid Fire 1 7 -3 1 This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon's shots have been fired.
  • Conversion Beam:
Weapon Range Type S AP D Abilities
Conversion Beam (Short Range) 0-21" Heavy D3 6 0 1 -
Conversion Beam (Long Range) 22-42" Heavy D3 8 -1 2 -
  • Demolisher Cannon:
Weapon Range Type S AP D Abilities
Demolisher Cannon 24" Heavy D3 10 -3 D6 When attacking units with 5 or more models, change this weapon's Type to Heavy D6.
  • Flamer Weapons:
Weapon Range Type S AP D Abilities
Flamer 8" Assault D6 4 0 1 This weapon automatically hits its target.
Heavy Flamer 8" Heavy D6 5 -1 1 This weapon automatically hits its target.
  • Grav Weapons:
Weapon Range Type S AP D Abilities
Grav-gun 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.
Graviton Ram 12" Heavy D6 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 3.
Graviton Blaster 18" Assault 2 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.
Graviton Crusher 18" Heavy D3 * -3 2 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 3.
Graviton Hammer 18" Heavy D3 * -3 2 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 3.
Graviton Imploder 18" Heavy 3 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 3.
  • Granade Weapons:
Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 -
Krak Grenade 12" Grenade 1 6 -1 D3 -
  • Lightning Weapons:
Weapon Range Type S AP D Abilities
Lightning Gun 18" Heavy 1 7 -2 1 An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target.
Lightning Lock 36" Heavy 6 6 -2 1 An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target.
Lightning Cannon 48" Heavy 6 7 -2 3 An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target.
  • Lock Weapons:
Weapon Range Type S AP D Abilities
Mitralock 8" Assault D3 4 -1 1 -
Las-lock 18" Assault 1 4 -1 1 -
  • Melta Weapons:
Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Meltagun 12" Assault 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Multi-melta 24" Heavy 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Thermal Cannon 36" Heavy D6 9 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
  • Missile Weapons:
Weapon Range Type S AP D Abilities
Missile Launcher (Frag Missile) 48" Heavy D6 4 0 1 -
Missile Launcher (Krak Missile) 48" Heavy 1 8 -2 D6 -
Domitar Missile Launcher (Ignis-Frag Missile) 48" Heavy D6 4 0 1 Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Domitar Missile Launcher (Krak Missile) 48" Heavy 1 8 -2 D6 -
  • Multi-laser:
Weapon Range Type S AP D Abilities
Multi-Laser 36" Heavy 3 6 0 1 -
  • Photon Thruster Weapons:
Weapon Range Type S AP D Abilities
Photon Thruster 48" Heavy 2 6 -3 D3 -
Darkfire Cannon 60" Heavy 2 7 -3 D3+1 On any hit rolls of 1 when firing, the bearer suffers a mortal wound after all of the weapon's shots have been fired.
  • Plasma Weapons:
Weapon Range Type S AP D Abilities
Plasma Gun 24" Rapid Fire 1 7 -3 1 This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon's shots have been fired.
Plasma Blastgun 18" Assault 2 7 -3 1 This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon's shots have been fired.
Phased Plasma-Fusil 24" Rapid Fire 2 6 -2 2 -
Twin Phased Plasma-Fusil 24" Rapid Fire 4 6 -2 2 -
Heavy Plasma Cannon 36" Heavy D3 7 -3 1 This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon's shots have been fired.
Plasma Decimator 48" Heavy 2D6 7 -3 1 This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon's shots have been fired.
Hellix Plasma Mortar 48" Heavy D6 8 -3 D3 This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
  • Pulsar-fusil:
Weapon Range Type S AP D Abilities
Pulsar-fusil 36" Heavy 4 9 -3 D3 This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
  • Rad Weapons:
Weapon Range Type S AP D Abilities
Rad-cleanser/Irad-cleanser 9" Assault D6 2 0 3 This weapon automatically hits its target. Attacks made with this weapon wound on a 2+ unless the target is a Vehicle or Titanic unit.
Twin Rad-cleanser 9" Assault 2D6 2 0 3 This weapon automatically hits its target. Attacks made with this weapon wound on a 2+ unless the target is a Vehicle or Titanic unit.
Irradiation Engine 9" Heavy D6 4 0 3 This weapon automatically hits its target. Attacks made with this weapon wound on a 2+ unless the target is a Vehicle or Titanic unit.
Karacnos Mortar Battery 32" Heavy 3D3 5 0 1 This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. Attacks made with this weapon wound on a 2+ unless the target is a Vehicle or Titanic unit.
  • Rotor Cannon:
Weapon Range Type S AP D Abilities
Rotor Cannon 24" Heavy 4 4 -1 2 -
  • Servo-rig:
Weapon Range Type S AP D Abilities
Servo-rig 3" Pistol 2 8 -2 1 -
  • Volkite Weapons:
Weapon Range Type S AP D Abilities
Volkite Incinerator (Blast) 3" Pistols 1 6 0 2 This weapon automatically hits its target. Attacks made with this weapon wound on a 2+ unless the target is a Vehicle or Titanic unit.
Volkite Incinerator (Beam) 10" Assault 2 5 0 2 -
Volkite Charger 15" Heavy 2 5 0 2 -
Volkite Culverin 45" Heavy 4 6 0 1 Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.
Volkite Veuglaire 36" Heavy 5 6 -1 2 Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.
Volkite Chieorovile 45" Heavy 5 8 -3 D6 Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.

Arcana Mechanicum[edit]

Other Wargear[edit]

  • 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.
  • Chaff Launcher: When resolving an attack made with a ranged weapon against a model with a Chaff Launcher, reduce the Damage characteristic of that weapon by 1, to a minimum of 1, for that attack.
  • Command Uplink: If this model has a Command Uplink, friendly <Forge World> units can use this model’s Leadership instead of their own whilst they are within 6" of this model.
  • Enhanced Data-tether: If a model in this unit has an Enhanced Data-tether, you can re-roll Morale tests taken for this unit.
  • Mag-inverter Shield: Models with a mag-inverter shield have a 4+ invulnerable save against attacks made with melee weapons. In addition, each time you make an unmodified saving throw of 6 for a model with a Mag-inverter Shield against an attack made with a melee weapon, the attacking unit suffers 1 mortal wound after it has made all of its attacks.
  • Omnispex: Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by a unit that includes a model with an Omnispex.

Adeptus Mechanicus Wargear List[edit]

Carapace Weapons[edit]

-Ironstorm missile pod - 16 pts.
-Stormspear rocket pod - 45 pts.
-Twin Icarus autocannon - 20 pts.

Melee Weapons[edit]

-Arc Maul - 5 pts.
-Power Sword - 4 pts.
-Taser Goad - 4 pts.

Pistol Weapons[edit]

-Arc Pistol - 1 pts.
-Phosphor Blast Pistol - 1 pts.
-Radium Pistol - free

Special Weapons[edit]

-Arc Rifle - 2 pts.
-Plasma Caliver - 11 pts.
-Transuranic arquebus - 12 pts.

Other Wargear[edit]

-Broad Spectrum Data-tether - free
-Chaff Launcher - 20 pts.
-Command Uplink - free
-Enhanced Data-tether - 5 pts.
-Mag-inverter Shield - 5 pts.
-Omnispex - 7 pts.
-Smoke Launchers - free

Units[edit]

HQ[edit]

Troops[edit]

Tech-Thrall Covenant[edit]

This unit contains 10 Tech-Thralls (Power Rating 4). It can include up to 5 more Tech-Thralls (Power Rating +4), or up to 10 more Tech-Thralls (Power Rating +8).

Name M WS BS S T W A Ld Sv
Tech-Thrall 6" 5+ 5+ 3 3 1 1 6 5+

Wargear:

  • Las-lock - Free

Special Rules:

  • Bionics
  • Canticles of the Omnissiah
  • Lower then Servitors: this unit does not gain the benefits of Canticles of the Omnissiah or Forgewold dogma

Options:

  • Any model may replace its Las-lock with one of the followings:
-Heavy Chainblade - 1 pts.
-Mitralocks - Free

Keywords:

  • Faction:Imperium, Adeptus Mechanicus, <Forgewold>,
  • Troops, Infantry, Tech-Thrall Covenant

Transports[edit]

Triaros Armoured Conveyer[edit]

This unit contains one Triaros Armoured Conveyer (Power Rating -).

Name M WS BS S T W A Ld Sv
Triaros Armoured Conveyer *" 6+ * 6 8 10 * 8 3+
REMAINING WOUNDS M BS A
6-10+ 12" 4+ 3
3-5+ 8" 5+ D3
1-2 4" 6+ 1

Wargear:

  • Twin Mauler bolt cannon - 48 pts
  • Shock ram - free
  • Dozer Blade - 1 pts
  • 2 Volkite Chargers - 3 pts

Special Rules:

  • Bionics
  • Smoke launchers
  • Dozer Blade: Adds one to melee hit rolls when charging.
  • Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.

Transport: Can transport 20 <forgeworld> Infantry

Options:

  • may up to two Hunter-Killer Missiles - 6 pts

Keywords:

  • Faction:Imperium, Adeptus Macanicus, <forgeworld>
  • Transport, Vehicle,

Macrocarid Explorator[edit]

This unit contains one Triaros Armoured Conveyer (Power Rating -).

Name M WS BS S T W A Ld Sv
Triaros Armoured Conveyer *" 6+ * 6 7 10 * 8 3+
REMAINING WOUNDS M BS A
6-10+ 12" 4+ 3
3-5+ 8" 5+ D3
1-2 4" 6+ 1

Wargear:

  • Mauler bolt cannon - 22 pts
  • Shock ram - free
  • Servo Rig - free

Special Rules:

  • Bionics
  • Smoke launchers
  • Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
  • Dozer Blade: Adds one to melee hit rolls when charging.
  • Augury Scanner
  • Power of the Machine Spirit: if equipped with a Machine Spirit; do not suffer Heavy weapons penalty for moving and shooting.

Transport: Can transport 10 <forgeworld>

Options:

  • may replace the Mauler bolt cannon with one of the following:
-Conversion Beamer - 20 pts
-Graviton Imploder - 45 pts
-Lascannon - 25 pts
-Machine Spirit - 10 pts
-Multi-melta - 22 pts
-Twin Phased Plasma-Fusil - 27 pts
-Twin Rad-cleanser - 22pts
-Volkite Cuverin - 20 pts
  • may take 2 of the following:
-Irradiation Engine - 20 pts
-Twin Lascannons - 40 pts
-Twin Mauler bolt cannon - 48 pts
  • may up to two Hunter-Killer Missiles - 6 pts
  • may take a Dozer Blade - 1 pts
  • may take an Anbaric Claw - 3pts

Keywords:

  • Faction: Imperium, Adeptus Macanicus, <forgeworld>
  • Transport, Vehicle,

Elites[edit]

Servo-Automata[edit]

This unit contains 4 Servo-automata (Power Rating -).

Name M WS BS S T W A Ld Sv
Servo-automata 6" 5+ 5+ 4 5 1 1 6 5+

Wargear:

  • Servo-Arm - free

Special Rules:

  • Bionics
  • Mindlock: Servo-automata improve both their Weapon Skill and Ballistic Skill to 3+, and their Leadership to 9. whilst they are within 6" of a friendly tech-priest
  • Protection protocol: when a tech-priest within 3" of a unit with this rule loses a wound, roll a d6, on a 3+, that wound is not lost and then that unit takes one MW.

Options:

  • may swap Servo-Arm for one of the following:
-Las-Lock - free
-Flamer - 6 pts
-Heavy bolter - 10 pts
-Multi-melta - 22 pts

Keywords:

  • Faction: Imperium, Adeptus Macanicus,
  • Elites, Infantry, Servitors, Servo-automata

Scyllax Guardian-Automata Covenant[edit]

This unit contains 4 Scyllax Guardian-Automata (Power Rating -). It can include up to 4 more Tech-Thralls (Power Rating +-), or up to 8 more Tech-Thralls (Power Rating +-), or up to 16 more Tech-Thralls (Power Rating +-).

Name M WS BS S T W A Ld Sv
Scyllax Guardian-Automata 6" 5+ 5+ 4 5 1 3 6 5+

Wargear:

  • Servo-Arm - free
  • Scyllax Bolter - free

Special Rules:

  • Bionics
  • Mindlock: Scyllax Guardian-Automata improve both their Weapon Skill and Ballistic Skill to 4+, and their Leadership to 9. whilst they are within 6" of a friendly tech-priest
  • Rad Furnace: Reduce the Toughness of enemy units (other than vehicles) by 1 whilst they are within 1" of any Scyllax Guardian-Automata (this don't stack with Rad Saturation)

Options:

  • any model may replace their Scyllax Bolter one of the following:
-Flamer - 6 pts
-Rotor Cannon - 15 pts
-Volkite Charger - 3 pts
  • one in four models may replace their Scyllax Bolter one of the following:
-Grav-Gun - 10 pts
-Meltagun -
-Plasma gun -
-Rad-cleanser - 13pts

Keywords:

  • Faction: Imperium, Adeptus Macanicus,
  • Elites, Infantry, Fly, Scyllax Guardian-Automata Covenant

Myrmidon Secutors[edit]

This unit contains 1 Myrmidon Lord or 2 Myrmidon Secutors (Power Rating -). It can include up to 3 more Myrmidon Secutors (Power Rating +-), or up to 6 more Myrmidon Secutors (Power Rating +-).

Name M WS BS S T W A Ld Sv
Myrmidon Lord 5" 3+ 3+ 4 4 2 3 10 3+
Myrmidon Secutors 5" 3+ 3+ 4 4 2 2 9 3+

Wargear:

  • Power Axe - 5 pts
  • krak & frag Grenade

Special Rules:

  • Bionics
  • Refactor Field: 5++ Invulnerable save.
  • Canticles of the Omnissiah
  • Lumbering Destoyers: ignore hit penalties for moving and shooting heavy weapons. Takes up 2 slots in transports. Can only Advance D3".

Options:

  • Each model must be equipped with 2 of any combination from the following:
-Grav-Gun - 10 pts
-Irad-Cleanser - 13pts
-Maxima Bolter - 4 pts
-Phased Plasma-fusil - 15 pts
-Volkite Charger - 3 pts

Keywords:

  • Faction: Imperium, Adeptus Macanicus, Myrmidon, <Forgewold>,
  • Elites, Infantry, Myrmidon Secutors

Domitar Battle-automata[edit]

This unit contains 1 Domitar (Power Rating -).

Name M WS BS S T W A Ld Sv
Domitar 8" 4+ 4+ 7 7 4 3 7 3+

Wargear:

  • Graviton Hammer - free
  • Domitar Missile Luncher - free

Special Rules:

  • Bionics
  • Canticles of the Omnissiah
  • Ancient Battle Protocol
  • Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.

Keywords:

  • Faction: Imperium, Adeptus Macanicus, <Forgewold>, Battle-Automata
  • Elite, vehicle, Domitar Battle-automata

Castellax Battle-Automata[edit]

This unit contains 1 Castellax (Power Rating -).

Name M WS BS S T W A Ld Sv
Castellax 8" 4+ 4+ 6 7 4 2 7 3+

Wargear:

  • Mauler Bolt Cannon - 22 pts
  • Shock Chargers - free
  • 2 Bolter - free

Special Rules:

  • Bionics
  • Canticles of the Omnissiah
  • Ancient Battle Protocol:
  • Shock Chargers: After a model with a Shock Chargers finishes it charges move; roll a d6, on a 2+ inflict D3 mortal wounds.
  • Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.

Opionts:

  • may any model may exchange their Mauler Bolt Cannon for one of the following:
-Darkfire Cannon - 30 pts
-Multi-melta - 22 pts
  • may any model may exchange their Shock Chargers for a Power Blades - 8 pts
  • may any model may exchange their Shock Chargers and 1 Bolter for one Siege Wrecker.
  • may replace one or both Bolters with Flamers - 6 pts

Keywords:

  • Faction:Imperium, Adeptus Macanicus, <Forgewold>, Battle-Automata
  • Elites, Vehicle, Castellax Battle-automata

Fast Attack[edit]

Thallax Cohort[edit]

This unit contains 3 Thallax (Power Rating -). It can include up to 6 more Thallax (Power Rating +-), or up to 9 more Thallax (Power Rating +-).

Name M WS BS S T W A Ld Sv
Thallax 12" 4+ 3+ 4 5 2 3 8 4+

Wargear:

-Lightning Gun - 2 pts

Special Rules:

  • Bionics
  • Canticles of the Omnissiah
  • Lorica Thallax: FNP 6+ and counts as 2 models for transports.
  • Djinn-sight: ignore cover Saves during the shooting phase.

Opionts:

  • may any model may exchange their Lightning Gun the following
-Heavy Chainblade - 2 pts
  • one in three models may exchange their Lightning Gun for one of the following:
- Irad-cleanser - 13 pts
-Multi-laser - 10 pts
-Multi-melta - 22 pts
-Phased Plasma-Fusil - 15 pts
-Photon Thruster - 18 pts
  • the entire unit may be equipped with the following:
-Melta bombs - 5 pts

Keywords:

  • Faction:Imperium, Adeptus Macanicus, <Forgewold>,
  • Fast Attack, Infantry, Fly, Thallax Cohort

Ursarax Cohort[edit]

This unit contains 3 Ursarax (Power Rating -). It can include up to 6 more Ursarax (Power Rating +-), or up to 9 more Ursarax (Power Rating +-).

Name M WS BS S T W A Ld Sv
Ursarax 12" 4+ 3+ 4 4 2 3 8 4+

Wargear:

  • Pair Lighting Claws - 10 pts
  • Volkite Incinerator - 12 pts

Special Rules:

  • Bionics
  • Canticles of the Omnissiah
  • Lorica Thallax: FNP 6+ and counts as 2 models for transports.

Opionts:

  • The entire unit may exchange their Lightning Claws the following
-Powerfist - 9 pts

Keywords:

  • Faction:Imperium, Adeptus Macanicus, <Forgewold>,
  • Fast Attack, Infantry, Fly, Ursarax Cohort

Vorax Battle-Automata[edit]

This unit contains 1 Vorax (Power Rating -). It can include up to 1 more Thallax (Power Rating +-), or up to 2 more Thallax (Power Rating +-).

Name M WS BS S T W A Ld Sv
Vorax 8" 4+ 4+ 4 4 3 2 8 4+

Wargear:

  • Lightning Gun - 2 pts
  • 2 Rotor Cannon - 15 pts
  • Power Blades - 8 pts
  • Omnispex - 7 pts

Special Rules:

  • Bionics
  • Canticles of the Omnissiah
  • Omnispex
  • Ancient Battle Protocol
  • Hunting Machines: Before the first battle round, this unit may move 9". it can't end this move within 9" of the enemy's deployment zone or units. if multiple units have the same ability, take turns resolving them.

Opionts:

  • may any model may exchange their Lightning Gun the following:
-Irad-cleanser - 13pts

Keywords:

  • Faction: Imperium, Adeptus Macanicus, <Forgewold>, Battle-Automata
  • Fast Attack, Beasts, Vorax Battle-Automata

Vultarax Stratos-Automata[edit]

This unit contains 1 Vorax (Power Rating -). It can include up to 1 more Thallax (Power Rating +-), or up to 2 more Thallax (Power Rating +-).

Name M WS BS S T W A Ld Sv
Vultarax Stratos-Automata 12" 4+ 4+ 4 6 4 3 8 3+

Wargear:

  • 2 Setheno Pattern Havoc Launcher
  • Vultarax arc Blaster

Special Rules:

  • Bionics
  • Canticles of the Omnissiah
  • Ancient Battle Protocol

Keywords:

  • Faction: Imperium, Adeptus Macanicus, <Forgewold>
  • Fast Attack, Vehicle, Fly, Vultarax Stratos-Automata

Heavy Support[edit]

Myrmidon Destructors[edit]

This unit contains 1 Myrmidon Lord and 2 Myrmidon Destructors (Power Rating -). It can include up to 3 more Myrmidon Destructors (Power Rating +-), or up to 6 more Myrmidon Destructors (Power Rating +-).

Name M WS BS S T W A Ld Sv
Myrmidon Lord 5" 3+ 2+ 4 4 2 3 10 3+
Myrmidon Destructors 5" 3+ 2+ 4 4 2 2 9 3+

Wargear:

  • Power Fist - 9 pts
  • Frag and Krak Grenades

Special Rules:

  • Bionics
  • Refactor Field: 5++ Invulnerable save.
  • Canticles of the Omnissiah
  • Lumbering Destoyers: ignore hit penalties for moving and shooting heavy weapons. Takes up 2 slots in transports. Can only Advance D3".

Options:

  • Each model must be equipped with one of Following:
-Conversion Beamer - 20 pts
-Graviton Imploder - 45 pts
-Irradiation Engines - 20 pts
-Photon Thruster - 18 pts
-Volkite Culverin - 25 pts

Keywords:

  • Faction: Imperium, Adeptus Macanicus, Myrmidon <Forgewold>,
  • Heavy Support, Infantry, Myrmidon Destructors

Thanatar Siege-Automata[edit]

This unit contains 1 Castellax (Power Rating -).

Name M WS BS S T W A Ld Sv
Thanatar Siege-Automata 8" 4+ 4+ 8 8 4 2 8 2+

Wargear:

  • Twin Mauler Bolt Cannon - 48 pts
  • Hellex Plasm Mortar - free

Special Rules:

  • Bionics
  • Canticles of the Omnissiah
  • Ancient Battle Protocol
  • Atomantic Shielding: 5++ Invulnerable save
  • Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.

Keywords:

  • Faction: Imperium, Adeptus Macanicus, <Forgewold>, Battle-Automata,
  • Elites, Vehicle, Thanatar Siege-Automata

Thanatar-Calix Siege-Automata[edit]

This unit contains 1 Castellax (Power Rating -).

Name M WS BS S T W A Ld Sv
Thanatar Siege-Automata 8" 4+ 4+ 8 8 4 2 8 2+

Wargear:

  • Graviton Ram - free
  • Twin Mauler Bolt Cannon - 48 pts
  • Sollex Pattern Heavy Lascanon - free

Special Rules:

  • Bionics
  • Canticles of the Omnissiah
  • Ancient Battle Protocol
  • Atomantic Shielding: 5++ Invulnerable save
  • Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.

Keywords:

  • Faction: Imperium, Adeptus Macanicus, <Forgewold>, Battle-Automata, Thanatar
  • Elites, Vehicle, Thanatar-Calix Siege-Automata

Thanatar-Cynis Siege-Automata[edit]

This unit contains 1 Castellax (Power Rating -).

Name M WS BS S T W A Ld Sv
Thanatar Siege-Automata 8" 4+ 4+ 8 8 4 2 8 2+

Wargear:

  • Cynis Pattern Plasma Injector - free
  • Twin Mauler Bolt Cannon - 48 pts

Special Rules:

  • Bionics
  • Canticles of the Omnissiah
  • Ancient Battle Protocol
  • Atomantic Shielding: 5++ Invulnerable save
  • Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.

Keywords:

  • Faction: Imperium, Adeptus Macanicus, <Forgewold>, Battle-Automata, Thanatar
  • Elites, Vehicle, Thanatar-Calix Siege-Automata

Krios Battle Tank[edit]

This unit contains one Krios Assault Tank (Power Rating -).

Name M WS BS S T W A Ld Sv
Krios Battle Tank *" 6+ * 6 7 10 * 8 3+
REMAINING WOUNDS M BS A
6-10+ 12" 4+ 3
3-5+ 8" 5+ D3
1-2 4" 6+ 1

Wargear:

  • 1 Lightning Cannon - 50 pts

Special Rules:

  • Bionics
  • Blessed Autosimulacra: At the start of your turn roll a D6, this model 6 heals one lost wound.
  • Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.

Options:

  • may replace the Lightning Cannon with a pulsar-fusil - 62 pts
  • may take a Hunter-Killer Missiles - 6 pts
  • may take up to 2 Volkite Chargers - 3 pts
  • may take Anbaric Claw - 3 pts

Keywords:

  • Faction: Imperium, Adeptus Macanicus, <forgeworld>
  • Heavy Support, Vehicle,Krios Battle Tank

Karacnos Assault Tank[edit]

This unit contains one Krios Assault Tank (Power Rating -).

Name M WS BS S T W A Ld Sv
Krios Battle Tank *" 6+ * 6 7 12 * 8 3+
REMAINING WOUNDS M BS A
6-12+ 12" 4+ 3
3-5+ 8" 5+ D3
1-2 4" 6+ 1

Wargear:

  • 1 Karacnos Mortar Battery - free
  • Shock Ram - Free
  • 2 Lightning Blaster - free

Special Rules:

  • Bionics
  • Blessed Autosimulacra: At the start of your turn roll a D6, this model 6 heals one lost wound.
  • Dozer Blade: Adds one to melee hit rolls when charging.
  • Smoke Launchers
  • Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.

Options:

  • may take up to 2 Hunter-Killer Missiles - 6 pts
  • may take a Dozer Blade - 1 pts.

Keywords:

  • Faction: Imperium, Adeptus Macanicus, <forgeworld>
  • Heavy Support, Vehicle,Karacnos Assault Tank

Lords of war[edit]

Mechanicum Ordinatus Aktaeus

Ordinatus Minoris Macro Engine