Adeptus Mechanicus
35 datasheets · 6 detachments · 2 army rules
Army Rules
Doctrina Imperatives
At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. PROTECTOR IMPERATIVE ■ Ranged weapons equipped by models in this unit have the [HEAVY] ability. ■ Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. ■ Each time a melee attack targets this unit, if this unit has the Battleline keyword and/or it is within 6" of one or more friendly Adeptus Mechanicus Battleline units, subtract 1 from the Hit roll. CONQUEROR IMPERATIVE ■ Ranged weapons equipped by models in this unit have the [ASSAULT] ability. ■ Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. ■ Each time a model in this unit makes an attack, if this unit has the Battleline keyword and/or it is within 6" of one or more friendly Adeptus Mechanicus Battleline units, improve the Armour Penetration characteristic of that attack by 1.
Assigned Agents
If your army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. Incursion: 1 RETINUE, 1 CHARACTER, 1 REQUISITIONED Strike Force: 2 RETINUE, 2 CHARACTER, 1 REQUISITIONED Onslaught: 3 RETINUE, 3 CHARACTER, 2 REQUISITIONED Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round.
Detachments
Rad-zone Corps
Rad-bombardment
BOMBARDMENT At the start of the first battle round, for each enemy unit within your opponent’s deployment zone, your opponent must decide whether that unit will take cover or stand firm. You then roll one D6 for each of those enemy units and apply the relevant result below: ■ Unit Standing Firm: On a 3+, that unit suffers D3 mortal wounds. ■ Unit Taking Cover: Until the end of the battle round, that unit is Battle-shocked and, on a 5+, that unit suffers D3 mortal wounds. - FALLOUT At the start of your Command phase during the second, third, fourth and fifth battle rounds, roll one D6 for each enemy unit within your opponent’s deployment zone. On a 3+, that unit suffers 1 mortal wound and must take a Battle-shock test.
Enhancements
Skitarii Hunter Cohort
Skitarii Hunter Cohort
SKITARII INFANTRY, SKITARII MOUNTED and IRONSTRIDER BALLISTARII units from your army have the Stealth ability, and each time a ranged attack targets a Sicarian unit from your army, unless the attacking model is within 12", the target has the Benefit of Cover against that attack.
Enhancements
Explorator Maniple
Acquisition at any cost
At the start of your Command phase, select one objective marker. Until the start of your next Command phase, that objective marker is your Acquisition objective marker. Each time an ADEPTUS MECHANICUS model from your army makes an attack, if that model’s unit is within range of your Acquisition objective marker, or if the target of that attack is within range of your Acquisition objective marker, re-roll a Wound roll of 1.
Enhancements
Data-psalm Conclave
Benediction of the Omnissiah
At the start of the first battle round, select one of the following Benedictions of the Omnissiah to be active for **^^Cult Mechanicus^^** units from your army until the end of the battle: Panegyric Procession: Each time a **^^Cult Mechanicus^^** model from your army makes a ranged attack that targets a unit within half range, improve the Armour Penetration characteristic of that attack by 1. Citation in Savagery: Each time a **^^Cult Mechanicus^^** unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Strength and Attacks characteristics of melee weapons equipped by models in that unit.
Enhancements
Cohort Cybernetica
Cyber Psalm-Programming
Add 2" to the Move characteristic of models in Legio Cybernetica units from your army. In addition, unless that unit is Battle‑shocked, add 1 to the Objective Control characteristic of models in that unit.
Enhancements
Haloscreed Battleclade
Noospheric Transference
In your Command phase, select one or more ADEPTUS MECHANICUS units from your army (including units that are embarked within TRANSPORTS). The maximum number of units you can select depends on the battle size, as follows: INCURSION: 1 UNIT STRIKE FORCE: 2 UNITS ONSLAUGHT: 3 UNITS Until the start of your next Command phase, those units gain the HALO OVERRIDE keyword. Then, select one of the Override abilities below. Until the start of your next Command phase, units from your army with the HALO OVERRIDE keyword have the selected Override ability: Electromotive Energisation Add 2" to the Move characteristic of models in this unit. Microactuator Bracing Add 1 to the Toughness characteristic of models in this unit. Predation Protocols This unit is eligible to declare a charge in a turn in which it Advanced. Muted Servomotors Models in this unit have the Stealth ability.
Enhancements