6
2+
2+
5
6
8
4
9
2+
Whilst Belisarius Cawl is on the battlefield, you can add or subtract 1 when rolling on the Canticles of the Omnissiah table.
At the beginning of each of your turns, Belisarius Cawl regains D3 lost wounds.
You can re-roll any hit rolls in the Shooting phase for friendly MARS units within 6"
At the end of your Movement phase Belisarius Cawl can repair a single friendly IMPERIUM model within 3" (but not himself). The model being repaired regains 1 lost wound, unless it is an ADEPTUS MECHANICUS model, in which case it regains D3 lost wounds. A model may not be the target of the Master of Machines ability more than once per turn.
6"
3+
2+
4
4
5
3
8
2+
You can re-roll hit rolls of 1 in the Shooting phase for friendly <FORGE WORLD> units within 6"
At the beginning of each of your turns, this model regains D3 lost wounds.
At the end of your Movement phase this model can repair a single friendly <FORGE WORLD> or QUESTOR MECHANICUS model within 3" (but not itself). If the model being repaired is a <FORGE WORLD> model, it regains D3 lost wounds; if it is a QUESTOR MECHANNICUS model, it regains 1 lost wound. A model may not be the target of the Master of Machines ability more than once per turn.
6"
4+
4+
4
4
4
2
8
3+
At the end of your Movement phase this model can repair a single friendly <FORGE WORLD> VEHICLE, ASTRA MILITARUM VEHICLE or QUESTOR MECHANICUS model within 3". If the model being repaired is a <FORGE WORLD> or ASTRA MILITARUM model, it regains D3 lost wounds; if it is a QUESTOR MECHANICUS model, it regains 1 lost wound. A model may not be the target of the Master of Machines ability more than once per turn.
12"
Pistol 5
4
0
1
-
If this unit wipes out an enemy unit in the Fight phase, their invulnerable save is increased to 3+ for the rest of the battle.
36"
Heavy 3
6
-2
1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
When this unit is set up, the Aegis Protocol (see below) is in effect. You can attempt to change the unit’s battle protocol at the start of each of your Movement phases if there is a friendly <FORGEWORLD> Cybernetica Datasmith within 6". To do so, roll a D6; on a 2+ the attempt is successful and you can select any one of the three battle protocols to take effect from the start of the next battle round. Otherwise, the attempt fails and the unit’s current protocol remains in effect.
All models in this unit have a 5+ invulnerable save against shooting attacks. In addition, each time you roll a 6 (after re-rolls, but before modifiers) for a repulsor grid’s invulnerable saving throw, the unit that made that attack suffers a mortal wound.
Whilst this battle protocol is in effect, this unit cannot move or charge, but you can double the number of shots it makes with each of its ranged weapons – i.e., the heavy phosphor blaster’s Type becomes Heavy 6 and the incendine combustor’s Type becomes Heavy 2D6.
Whilst this battle protocol is in effect, this unit cannot shoot, but it can fight twice in each Fight phase instead of only once.
Whilst this battle protocol is in effect, you can add 1 to any armour and invulnerable saving throws you make for models in the unit.
6"
3+
3+
4
4
4
2
8
2+
At the end of your Movement phase this model can repair a single friendly Kastelan Robot within 3". That model regains D3 lost wounds. A model may not be the target of the Master of Machines ability more than once per turn.
During deployment, you can set this unit up in concealment instead of pacing it on the battlefield. At the end of any of your movement phases, this unit can reveal its location - set it up anywhere on the battlefield that is more than 9" from any enemy model.
Enemy units within 3" of any Sicarian Infiltrators must subtract 1 from their leadership.
Your opponent must subtract 1 from all hit rolls for ranged weapons that target this unit.
<FORGE WORLD> units within 3" of any friendly models equipped with a broad spectrum data-tether at the start of the Morale phase add 1 to their leadership for the duration of the phase.
6-11+
8"
3+
3
1-2
4"
5+
1
3-5
6"
4+
D3
This model can only Advance D3", but ignores the -1 penalty to its hit rolls for moving and firing a Heavy weapon.
This model has a 5+ invulnerable save. You can re-roll invulnerable saving throws of 1 for any Onager Dunecrawler if it is within 6" of at least one other <FORGE WORLD> Onager Dunecrawler.
*
5+
*
6
7
11
*
8
3+
24"
Rapid Fire 1
6
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
18"
Assault 2
7
-3
1
-
18"
Assault 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
60"
Heavy 1
7
-2
D3
This weapon cannot be fired if the firing model moved during the Movement phase. This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you make a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
Melee
Melee
x3
-3
3
This weapon can only be used to make one attack each time the model fights.
Melee
Melee
+2
-2
3
This weapon replaces the bearer's Omnissian Axe.
Melee
Melee
x2
-3
D3
When attacking with this weapon you must subtract 1 from the hit roll. Each time you successfully wound an enemy VEHICLE with this weapon, the target suffers 1 mortal wound in addition to any other damage. This weapon replaces the model's power fist.
18"
Assault 3
5
-3
1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. This weapon replaces the bearer's Phosphor Serpenta.
At the start of each of your turns, the bearer of this relic heals 1 wound. In addition, when the bearer uses an ability to repair a friendly ADEPTUS MECHANICUS model (such as Master of the Machines), you may re-roll the dice to determine how many wounds are regained.
Melee
Melee
4
-1
1
Each time the bearer fights, they can make D6 additional attacks using this weapons' profile. You can re-roll failed wound rolls for this weapon when attacking INFANTRY models.
Roll a dice each time the bearer of the Raiment of the Technomartyr loses a wound. On a 6 that model does not lose a wound. In addition, each time a friendly <FORGE WORLD> model within 6" of the bearer fires Overwatch and you roll a 6 to hit, you can make one bonus attack for the same weapon against the charging units (these attacks cannot generate further attacks).
Once per game, in your Shooting phase, the bearer can unleash the power bound within the Skull of Elder Nikola. Should the bearer do so, roll a dice for each enemy VEHICLE unit within 2D6" of them; on a roll of 2+, that unit suffers a mortal wound.
If your army is Battle-forged and includes the bearer of the Cerebral Techno-Mitre, you start the battle with 1 additional Command Point.
You can re-roll failed hit rolls in the Fight phase for friendly SKITARII units that are within 6" of the bearer of the Omniscient Mask.
Melee
Melee
+1
-5
2
This weapon replaces the bearer's Omnissian Axe.
Once per game, at the end of any of your Movement phases, the bearer of the Solar Flare can teleport instead of moving normally. When they do so, remove them from the battlefield and then replace them anywhere that is within 30" of their starting position and more than 9" from any enemy models.
Roll a dice at the end of each Fight phase for each enemy unit that is within 1" of the bearer of the Omnissiah's Hand; on a 4+ that unit suffers a mortal wound.
24"
Heavy 3
7
-1
1
Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. This weapon replaces the bearer's Volkite Blaster.
24"
Heavy 3
6
0
1
Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
At the start of each of your Shooting phases, pick one enemy VEHICLE unit within 18" of the bearer. You can re-roll wound rolls of 1 for friendly AGRIPINAA units that target the unit you picked for the rest of the phase. If the unit you picked is a CHAOS VEHICLE, you can instead re-roll failed wound rolls for friendly AGRIPINAA units that target the unit.
Melee
Melee
+1
-2
2
-
Once per battle, instead of shooting in the Shooting phase, this unit can fire a blind barrage; until the start of your next Shooting phase, your opponent must subtract 1 from hit rolls for attacks made with ranged weapons that target this unit.
Each time you randomly determine which Canticle of the Omnissiah iis 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).
You can re-roll wound rolls of 1 in the Fight phase for units with this dogma.
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).
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.
Your opponent must subtract 1 from their hit rolls when shooting at units with this dogma if they are more than 12" away.
When firing Overwatch, units with this dogma hit on a roll on 5+, instead of only 6, irrespective of modifiers.
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.
18"
Assault 1
5
-1
1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
36"
Heavy 3
4
0
1
You may fire this weapon even if the firing model Advanced but you must subtract 2 from any hit rolls if you do so.
Melee
Melee
x2
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
Melee
Melee
User
0
1
Each time Belisarius Cawl fights, he can make 2D6 additional attacks with this weapon.
12"
Assault D3
10
-4
D3
If the target is within half range of this weapon, it has a Damage of D6.
6"
4+
3+
3
3
1
2
8
6+
12"
Assault 3
5
0
1
Each hit roll of 6+ with this weapon causes 3 hits rather than 1.
Melee
Melee
5
0
1
Each hit roll of 6+ with this weapon causes 3 hits rather than 1.
12"
Pistol 1
6
-3
2
You can re-roll failed wound rolls for this weapon if attacking a VEHICLE
10"
3+
3+
5
6
6
2
8
4+
48"
Heavy 4
7
-1
2
You may fire this weapon even if the firing model Advanced but you must subtract 2 from any hit rolls if you do so.
48"
Heavy 2
9
-3
D6
You may fire this weapon even if the firing model Advanced but you must subtract 2 from any hit rolls if you do so.
8"
4+
4+
6
7
6
3
10
3+
Melee
Melee
+4
-3
3
-
12"
Heavy D6
5
-1
1
This weapon automatically hits its target.
6"
4+
4+
5
5
3
3
7
3+
Melee
Melee
+1
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
Melee
Melee
x2
-1
D3
When attacking with this weapon, you must subtract -1 from the hit roll.
36"
Heavy 2
6
-2
D3
When attacking a VEHICLE, this weapon has a Damage of D6
24"
Heavy 1
8
-4
D6
-
6"
4+
4+
5
5
3
2
7
4+
8"
Assault D6
4
0
1
This weapon automatically hits its target. In addition, when firing Overwatch with this weapon, roll two dice when determining how many attacks it makes and discard the lowest result.
24"
Rapid Fire 1
5
-1
1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
30"
Heavy 5
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
36"
Heavy D6
7
-3
1
-
36"
Heavy D6
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
6"
3+
3+
3
3
1
2
6
4+
6"
3+
3+
3
3
1
3
7
4+
12"
Pistol 1
6
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
12"
Pistol 1
3
0
1
Each time you make a wound roll of 6+ for this weapon, that hit inflicts 2 damage instead of 1.
12"
Pistol 1
5
-1
1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Melee
Melee
+2
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
You can re-roll failed Morale tests for a unit that includes a model with an enhanced data-tether.
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.
6"
4+
3+
3
3
1
1
6
4+
6"
4+
3+
3
3
1
2
7
4+
6"
4+
3+
3
3
1
2
7
4+
6"
4+
3+
3
3
1
2
7
4+
10"
3+
3+
5
6
6
3
8
4+
30"
Heavy 2
5
0
1
This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you make a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
Melee
Melee
+3
-1
2
Each hit roll of 6+ with this weapon causes 3 hits rather than 1.
12"
Pistol 1
3
0
1
-
24"
Heavy D3
6
-2
1
Attacks from this weapon that target enemies at 8" or less are resolved with an AP of -4 and a Damage of D3.
6"
3+
4+
3
3
1
2
8
6+
Melee
Melee
+2
-2
D3
Each time you make a wound roll of 6+ with this weapon, the target suffers D3 mortal wounds instead of the normal damage.
Once per game, a model equipped with smoke launchers can use them instead of shooting any weapons in the Shooting phase; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
36"
Heavy D6
8
-2
D3
When attacking units within 12", change this weapon's type to Heavy D3, but resolve the shots with an AP of -4 and a Damage of D6.
48"
Heavy 1
7
-3
D6
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls against other targets.
48"
Heavy 5
6
-2
1
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls against other targets.
48"
Heavy 4
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls against other targets.
48"
Heavy D3
10
-4
D6
Treat damage rolls of 1 or 2 made by this weapon as 3 instead.
36"
Heavy 6
6
-2
1
Enemy units do not receive the benefit to their saving throws for being in cover against attacks made with this weapon.
Use this stratagem when choosing your army. Pick an ADEPTUS MECHANICUS detachment from your army to be a Servitor Maniple Specialist detachment. TECH-PRIEST DOMINUS, ENGINSEERS, KATAPHRON BREACHERS, KATAPHRON DESTROYERS and SERVITORS in that detachment gain the SERVITOR MANIPLE keyword.
Use this stratagem when choosing your army. Pick an ADEPTUS MECHANICUS detachment from your army to be a Cybernetica Cohort Specialist detachment. TECH-PRIEST DOMINUS, ENGINSEERS, CYBERNETICA DATASMITH and KASTELAN ROBOT in that detachment gain the CYBERNETICA COHORT keyword.
At the end of your movement phase, you can pick a unit of SERVITORS within 6" of yourWarlord and a unit of KATAPHRON BREACHERS or KATAPHRON DESTROYERS within 6" of your Warlord.1 model from that unit of SERVITORS iis immediately slain. 1 model in that unit of KATAPHRON BREACHERS or KATAPHRON DESTROYERS then regains D3 lost wound, or, if there are no wounded models and any models in that unit have been slain, you can return 1 slain model in that unit with 1 wound remaining (this model is set up in coherency and and cannot be setup within 1" of enemy models - if it is not possible to place this model, it is not returned to the unit).
Once per battle, when your warlord uses their Master of Machines ability to repair a friendly unit of CYBERNETICA COHORT KASTELAN ROBOTS, that unit gains D6 lost wounds instead of D3
Friendly units of CYBERNETICA COHORT KASTELAN ROBOTS can attempt to change their battle procotols at the start of each of your movement phases if they are within 9" of the bearer.
Melee
Melee
+1
-2
2
If the wound roll made with this weapon is an unmodified 6, the target suffers D3 mortal wounds instead of the normal damage.
6"
3+
3+
4
4
4
3
8
2+
At the end of your Movement phase this model can repair a single friendly <FORGE WORLD> or QUESTOR MECHANICUS model within 3" (but not itself). If the model being repaired is a <FORGE WORLD> model, it regains D3 lost wounds; if it is a QUESTOR MECHANNICUS model, it regains 1 lost wound. A model may not be the target of the Master of Machines ability more than once per turn.
This model cannot move for any reason. Add 6" to the maximum Range characteristi c of ranged weapons with an unmodified Range characteristic of 24" or more that are equipped by models in <FORGEWORLD> units whilst they are within 6" of any friendly models with this ability. Add 2" to the maximum Range characteristic of all other ranged weapons models in <FORGEWORLD> units are equipped with whilst they are within 6" of any friendly models with this ability.
This model has an 5+ invulnerable save. In addition, at the beginning of your turn, this model regains D3 lost wounds.
Add 1" to the Move characteristic of <FORGEWORLD> units whilst they are within 6"of any friendly models with this ability. Add 1 to Advance rolls and charge rolls made for <FORGE WORLD> units whilst they are within 6" of any friendly models with this ability.
Melee
Melee
User
0
1
Each time the bearer fights, it can make D6 additional attacks with this weapon.
Melee
Melee
+2
-1
2
-
18"
Heavy 1
7
-3
D3
If the bearer remained stationary during its movement phase, this weapon has a Damage characteristic of 3 until your next Movement phase.
8"
Assault D6
4
-1
2
This weapon automatically hits its target.
*
6+
*
6
6
12
*
8
3+
1-3
6"
5+
1
4-6
9"
4+
D3
7-12+
12"
3+
3
This model can transport 10 Secutarii Infantry or <Forge World> Infantry models. It cannot transport Belisarius Cawl, Kataphron Breacher or Kataphron Destroyer models.
*
6+
*
6
7
12
+
8
3+
1-3
6"
5+
1
4-6
9"
4+
1
7-12+
12"
3+
3
36"
Heavy 6
4
0
1
You may fire this weapon even if the firing model Advanced but you must subtract 2 from any hit rolls if you do
48"
Heavy 3
8
-3
3
-
36"
Heavy 3D3
6
-1
2
This weapon can target units that are not visible to the bearer
36"
Heavy D6
7
-2
D3
-
6"
4+
3+
3
4
5
2
8
4+
Daedalosus has a 5+ invulerable save.
Daedalosus can be included in an ADEPTUS MECHANICUS Detachement without preventing other units in that Detachment from gaining a Forge World Dogma.Note, however, that Daedalosus can never benefit from a Forge World Dogma.
Once per battle, at the start of your Shooting phase, Daedalosus can activeate an ancient archeotech device. If he does so, select one of the following effects.
- Select one friendly ADEPTUS MECHANICUS unit within 3" of Daedalosus. One model in that unit regains D3 lost wounds.
- Select one enemy unit within 3" of Daedalosus. That enemy unit suffers D3 mortal wounds.
At the start of your Shooting phase, you can select one enemy unit that is within 24" of and visible to Daedalosus. Until the end of the phase, add 1 to hit rolls for attacks made by friendly ADEPTUS MECHANICUS units that target the selected unit whilst they are within 6" of Daedalosus.
12"
Pistol D3
6
-1
1
If target is within 6" of the bearer, this weapon has a Type of Pistol 1, an AP-3 and a Damage of D3.
Melee
Melee
S + 1
-1
1
When attacking a vehicle, this weapon has a Damage characteristic of D3.
5"
5+
5+
4
4
2
2
6
4+
Add 1 to hit rolls for attacks made by X-101 that target a VEHICLE.
X-101 can be included in an ADEPTUS MECHANICUS Detachement without preventing other units in that Detachment from gaining a Forge World Dogma.Note, however, that X-101 can never benefit from a Forge World Dogma.
18"
Rapid Fire 1
5
-3
1
If the target has a save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
This model can transport 6 SECUTARII, <FORGE WORLD>ELECTRO-PRIESTS, <FORGE WORLD> TECH-PRIEST or <FORGE WORLD> SKITARII INFANTRY models. It cannot transport BELISARIUS CAWL.
At the end of your movement phase, this model can drop heavy bombs on one unit it moved over in that phase. To a maximum of ten D6, roll three D6 for each VEHICLE and MONSTER model in that unit and one D6 for every other model in that unit. For each roll of 4+, that unit suffers one mortal wound.
12"
4+
3+
3
3
3
1
6
4+
12"
4+
3+
3
3
3
2
7
4+
12"
Pistol 1
5
-2
2
-
18"
Assault 2
4
0
1
When resolving an attack made with this weapon, on an unmodified wound roll of 6 this weapon has an Armour Penetration characteristic of -1 for that attack.
Melee
Melee
+1
-1
1
-
Melee
Melee
+1
0
1
When the bearer fights, it makes 2 additional attacks with this weapon.
When resolving an attack made with a ranged weapon against an INFANTRY unit with this dogma that is not within12", subtract 1 from the Strength characteristic of that weapon for that attack.
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. ’
Radium weapons models with this dogma are equipped with have an ArmourPenetration characteristic of -1.
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 -1becomes AP 0).
When a Morale test is taken for a unit with this dogma, halve the number of models that flee (rounding up).
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 tha tunit are equipped with by 1until the end of the turn (e.g.AP 0 becomes AP -1).
At the start of the first battle round, before the first turn begins, SKITARII RANGERS units with this dogma can mov eup 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.
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 off riendly <FORGEWORLD> models whilst their unit is within 9" of any models that have a broad spectrum data-tether.'
Models with this dogma do not suffer the penalty for Advancing and firing Assault weapons.
Add 6" to the Range characteristic of Rapid Fire weapons models with this dogma are equipped with.
When a VEHICLE model with this dogma would lose a wound, roll one D6; on a 6 that wound is not lost.
When resolving an attack made with an arc weapon by a model with this dogma, an unmodified hit roll of 5 or 6 scores1additional hit.
When resolving an attack made with a cognis ranged weapon by a model with this dogma against a unit that iswithin half range, you can re-roll the hit troll.
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.
Add 1" to the Move characteristic of KATAPHRON BREACHERS, KATAPHRON DESTROYERS and ONAGER DUNECRAWLER models with this dogma.
Use this Stratagem before the battle, after nominating your Warlord. Select one <FORGE WORLD> CHARACTR model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).
12"
3+
3+
4
3
2
3
6
4+
12"
3+
3+
4
3
2
2
6
4+
12"
3+
3+
4
3
2
3
7
4+
24"
Assault 5
3
0
1
-
If this unit makes a charge move, add 1 to the Attacks characteristic of models in this unit until the end of turn.
12"
3+
3+
4
3
2
2
6+
4+
12"
3+
3+
4
3
2
3
7
4+
12"
Assault D6
4
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. In addition, the target does not receive the benefit of cover.
Melee
Melee
User
-1
1
This weapon has a Strength characteristic of +1 if the bearer made a charge move or performed a Heroic Intervention this turn.
You can choose to fire Pistol weapons models in this unit are equipped with, even if this unit Advanced this turn.
12"
4+
3+
3
3
3
2
7
4+
8"
Pistol D6
4
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. In addition, the target does not receive the benefit of cover.
12"
Pistol 1
4
-1
1
When resolving an attack made with this weapon, the target does not receive the benefit of cover.
24"
Assault 4
5
-1
1
When resolving an attack made with this weapon, the target does not receive the benefit of cover.
You can re-roll any single dice.
This Stratagem is used right after an enemy unit that charged has fought. Select one o your own eligible units to fight with it next.
You can automatically pass a single Morale test (this Stratagem must be used before taking the test).
Use this Stratagem at the start of the first battle round, before the first turn begins. Until the end of the first turn, all units from your army that are wholly within your Deployment Zone, other than TITANIC units, receive the benefit of cover, eben while they are not entirely on or in a terrain feature. A unit that is already receiving the benefit of cover gainst no additional benefit from this Stratagem.
Use this Stratagem before the battle begins. Pick a unit of SERVITOR MANIPLE KATAPHRON BREACHERS or SERVITOR MANIPLE KATAPHRON DESTROYERS from your army. That unit has a 5+ invulnerable save for the duration of this battle.
Use this Stratagem at the start of your Shooting phase. Pick a unit of SERVITOR MANIPLE KATAPHRON BREACHERS or SERVITOR MANIPLE KATAPHRON DESTROYERS within 6" of a friendly Servitor MANIPLE TECH-PRIEST DOMINUS. Add 1 to hit rolls for attacks made by that unit until the end of the phase.
Use this Stratagem in your Movement phase after moving an ARCHAEOPTER FUSILAVE unit from your army. Select one enemy unit that ARCHAEOPTER FUSILAVE unit moved over that phase. That enemy unit is shaken in your opponent's next Movement phase. If a unit that cannot FLY and is not TITANIC is shaken, halve its Move characteristic and the result if any Advance and charge rolls made for it.
Stratagem:
Use this Stratagem at the end of your Movement phase. Select one ARCHAEOPTER unit equipped with a command uplink from your army. Until the start of your next turn, enemey models aura abilities have no effect whilst within 6" of that unit.
Use this Stratagem at the start of your Charge phase. Pick a unit of CYBERNETICA COHORT KASTELAN ROBOTS from your army within 3" of a friendly CYBERNETICA COHORT CYBERNETICA DATASMITH. Add 3 to charge rolls made for that unit of KASTELAN ROBOTS until the end of that phase.
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.
Use this Stratagem in any phase when a SKORPIUS DUNERIDER model from your army is destroyed, before any embarked units disembark. Until the end of the phase, when a model disembarks from that SKORPIUS DUNERIDER model, do not roll to see if it is slain.
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.
Use this Stratagem in your opponent's Charge phase when a SERBERYS RAIDERS unit from your army is chosen as the target of a charge for the first time that turn. Instead of firing Overwatch, that unit can move or Fall Back as if it were your Movement phase (it cannot Advance as part of this move).
Use this Stratagen in your Movement phase. Select one SERBERYS SULPHURHOUNDS unit from your army. Until the end of thephase, when that unit Advances, add 6" to its Move characteristic instead of making an Advance roll. In addition, until the end of the turn, models in that unit shoot as if they did not move that turn.
Use this Stratagem in your opponent's Movement phase, when an enemy INFANTRY unit is within 1" of any PTERAXII STERYLIZORS units from your army is chosen to Fall Back. Roll one D6; on a 2+, that enemy unit cannot Fall Back this turn.
Use this Stratagem in your Shooting phase when a PTERAXII SKYSTALKERS unit from your army is chosen to shoot with. Select one enemy unit that is not TITANIC. Until the end of the phase, when resolving an attack made by a model in that PTERAXII SKYSTALKERS unit against the selected unit, if a hit is scored the target is suppressed until the start of your next turn. When resolving an attack made with a ranged weapon by a model in a suppressed unit, substract 1 from the hit roll.
Use this Stratagem in your Shooting phase when an ARCHAEOPTER STRATORAPTOR model from your army is chosen to shoot with. Until the end of the phase, when resolving an attack made by that model against a unit that cannot FLY, add 1 to the hit roll.
Use this Stratagem at the end of your Movement phase. Select one ARCHAEOPTER unit equipped with a command uplink from your army. Until the start of your next turn, enemey models aura abilities have no effet whilst within 6" of that unit.
Use this Stratagem at the start of the Fight phase. Select one SYDONIAN DRAGOONS unit from your army. Until the end of the phase, when resolving an attack made against that unit, substract 1 from the hit roll.
Use this Stratagem in your Shooting phase when a CORPUSCARII ELECTRO-PRIESTS unit from your army is chosen to shoot with. Until the end of the phase, electrostatic gauntlets models in that unit are equipped with have an Armour Penetration characteristic of -2.
Use this Stratagem in your Shooting phase when an IRONSTRIDER BALLISTARII unit from your army is chosen to shoot with. Until the end of the phase, when resolving an attack made by a model in that unit against a unit without the TITANIC keyword, add 1 to the wound roll.
Use this Stratagem at the end of your Movement phase. Select one ARCHAEOPTER unit equipped with a command uplink from your army. Until the start of your next turn, enemey models aura abilities have no effect whilst within 6" of that unit.
Use this Stratagem at the start of your Movement phase. Select one unit of SICARIAN RUSTSTALKERS that is wholly within 9" of any battlefield edge. Remove that unit from the battlefield. At the end of the Movement phase, you can set up that unit anywhere on the battlefield that is more than 9" from any enemy units and wholly within 9" of any battlefield edge.
All units with this ability gain a bonus during the battle depending on the Canticle of the Omnissiah currently being canted.
Before the battle, if your Warlord is an ADEPTUS MECHANICUS CHARACTER and their <FORGE WORLD> is either RYZA, MARS, LUCIUS, METALICA, GRAIA, AGRIPINAA or STYGIES, you can select one of the Canticles of the Omnissiah to be replaced by that <FORGE WORLD>'s Canticle.
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:
You can re-roll failed Morale tests for affected units.
2. Litany of the Electromancer:
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:
You can re-roll any failed hit rolls of 1 for affected units in the Fight phase.
4. Shroudpsalm:
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:
Affected units have +1 Strength.
6. Benediction of the Omnissiah:
You can re-roll failed hit rolls of 1 for affected units in the shooting phase.
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.
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 quipped with by 1.
Whe resolving an attack against an affected unit by an enemy model within 9", substract 1 from the hit roll.
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, substract 1 from the hit roll.
Improve the invulnerable save of models in affected units by 1 (to a maximum of 4+).
When resolving an Overwatch attack made by a model in an affected unit, a hit roll of 5 or 6 scores a hit.
When an INFANTRY or CAVALRY model in an affected unit is destroyed, roll one D6 before removing that model from play. OPn 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.
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).
Each time a model in this unit loses a wound, roll a D6; on a roll of 5 or 6, the model does not lose that wound.
All models in this unit have a 5+ invulnerable save. When this unit completes a charge move, pick one of the target units you charged and roll a D6 for each model in the charging unit. Any rolls of 6 inflict a mortal wound on the unit you picked.
All models in this unit have a 6+ invulnerable save.
6
3"
D3
6
6"
D3
Models in this unit do not suffer the penalty for firing a Heavy weapon after moving, but can only Advance D3".
6
3"
1
6"
4+
3+
3
3
1
1
6
4+
6"
4+
3+
3
3
1
1
6
4+
8"
3+
3+
4
3
2
2
6
4+
8"
3+
3+
4
3
2
3
6
4+
6"
3+
3+
3
3
1
3
7
4+
This Model/Unit has a 5+ invulnerable save.
Add 3" to the range of any aura abilities on your Warlord's datasheet (such as Lord of the Machine Cult).
18"
Assault 3
3
0
1
Each time you make a wound roll of 6+ for this weapon, that hit inflicts 2 damage instead of 1.
Melee
Melee
User
0
D3
A chordclaw can only be used to make one attack each time this model fights. Each time you make a wound roll of 6+ with this weapon, the target suffers D3 mortal wounds instead of the normal damage.
Melee
Melee
+1
0
1
Each time you make a wound roll of 6+ with this weapon, the target suffers a mortal wound instead of the normal damage.
Melee
Melee
User
0
1
Each time you make a wound roll of 6+ with this weapon, the target suffers a mortal wound instead of the normal damage.
12"
Pistol 5
3
0
1
-
Melee
Melee
+2
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
18"
Pistol 3
4
0
1
-
5"
5+
5+
3
3
1
1
6
4+
24"
Rapid Fire 2
3
0
1
-
18"
Assault D3
3
0
1
This weapon can target units that are not visible to the firer.
30"
Heavy 1
4
-2
1
-
Melee
Melee
+3
-1
1
When attacking a Vehicle, this weapon has a Damage characteristic of D3.
12"
Assault 1
6
-1
1
When attacking a Vehicle, this weapon has a Damage characteristic of D3.
Models in this unit have a 5+ invulnerable save.
If your army is Battle-forged, this unit can be included in an Adeptus Mechanicus Detachment without preventing other units in that Detachment from gaining a forge world dogma. Note, however, that this unit can never itself benefit from a forge world dogma.
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.
30"
Rapid Fire 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -1.
All damage suffered by your Warlord is reduced by 1 (to a minimum of 1).
Add 1 to any wound rolls made for your Warlord against units that do not have the CHAOS, IMPERIUM or UNALIGNED Faction keywords.
When setting up your Warlord, choose on of their weapons (this cannot be an Arcana Mechanicum); increase Strength and Damage characteristics of that weapon by 1.
If a friendly METALICA model is within 6" of the warlord when it Falls Back, it can still shoot in its turn, but must subtract 1 from that unit's hit rolls in the shooting phase.
Add 1 to invulnerable saving throws made for your Warlord.
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 unit.
Friendly <FORGE WORLD> INFANTRY units within 6" of your Warlord can re-roll failed to hit rolls in the Fight phase.
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 of the Omnissiah Dogma, you can re-roll only the first dice, not both.
Each time your Warlord uses an ability to repair a model, that model regains 1 additional wound.
Your opponent must subtract 1 from hit rolls for any of their VEHICLES that target your Warlord
You can re-roll failed wound rolls when attacking enemy INFANTRY, BEAST or MONSTER units with your Warlord.
If this Warlord charges in the Charge phase, add 1 to their Attacks characteristic until the end of the ensuing Fight phase.
Roll a dice each time this Warlord loses a wound. On a 6, the Warlord shrugs off the damage and does not lose the wound.
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.
Friendly units within 6" of this Warlord can add 1 to their Leadership characteristic.
D6
6"
D3
This model does not suffer penalty for moving and firing Heavy weapons, unless it Advanced in the same turn.
Servitors 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.
8"
3+
3+
4
3
2
3
7
4+
8"
3+
3+
4
3
2
4
7
4+
*
5+
*
6
7
10
*
9
3+
6-10
20"-50"
3+
3
3-5
20"-35"
4+
D3
1-2
20"-25"
5+
1
Friendly <FORGE WORLD> models can use this unit's leadership instead of their own whilst they are within 6" of this model.
When resolving an attack made with a ranged weapon equipped with a Chaff Launcher, reduce the Damage characteristic by 1, to a minimum of 1, for that attack.
When this model moves in your movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves) then move the model straight forwards. It can pivot up to 90°, at any time, during this move. When this model advances, add 20" to it's Move characteristic until the end of the Movement phase instead of making an Advance roll.
Berfore this model moves in your movement phase, you can declare this model will hover. It's Movement characteristic becomes 20" until the end of the phase and it looses the Airborne, Hard to hit and Maneuverable Craft abilities until the beginning of your next movement phase.
D6
6"
D3
At the start of the first battle round, before the first turn begins, this unit can move as if it were your Movement phase. This unit must end that move more than 9" away from any enemy models. If both players have units that can do his, the player who is taking the first turn moves their units first.
Ranged weapons models in this unit are equipped with can target a CHARACTER unit even if it is not the closet enemy unit. In addition, when resolving an attack made with a ranged weapon by a model in this unit, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
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.
- 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.
- Aggressive Subroutines: You can re-roll charge rolls made for friendly <FORGE WORLD> units whilst they are within 6" of this Warlord.
- 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.
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.
- 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.
- Enhanced Engine Interfaces: Friendly VEHICLE models within 6" of this Warlord can shoot in a turn in which they Fell Back.
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.
- Hyper-cybernetic Physiology: Roll one D6 each time a friendly <FORGE WORLD> KATAPHRON BREACHER, <FORGE WORLD> KATAPHRON DESTROYER or <FORGE WORLD > SERVITOR model would lose a wound whilst within 6" of this Warlord; on a 5+, that wound is not lost.
- 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 improves the Armour Penetration characteristic of that weapon by 2 for that attack (e.g. AP0 becomes AP -2).
- Excorciated Fear-Responses: When a Morale test is taken for friendly <FORGE WORLD> unit within 6" of this Warlord, do not roll the dice; it is automatically passed.
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.
- 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.
- 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. Ap0 becomes AP -1).
At the beginning of your Movement phase, this unit can boost into the skies. Remove this unit from the battleflield. It can return to the battlefield as described in the Thermal Riders ability. This unit cannot both soar away and descend in the same turn. If the battle ends while this unit is in the skies, this unit is considered to be destroyed.
During deployment, you can set up this unit in the skies instead of setting it up on the battlefield. If you do, or the unit has boosted into the skies using the Soar Away ability, at the end of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
At the start of the Shooting phase you can select one enemy unit that this unit moved across this turn and roll one D6 for each model in this unit, adding 2 to each result if that unit is a VEHICLE. For each 5+, that enemy unit suffers 1 mortal wound.
Substract 1 from the Toughness characteristic of enemy units wuthout the VEHICLE keyword whilst they are within 1" of any units from your army with this ability.
You can choose to fire Pistol weapons models in this unit are equipped with, even if this unit advanced this turn.
12"
4+
3+
3
3
3
1
6
4+