HEAVY SUPPORT

 

LAND RAIDER

Profile

Points

Front

Side

Rear

BS

Land Raider

210

14

14

14

4


Land Raiders serve two major functions in Questing Expeditions. Firstly they act as mobile command center for the force, giving a very visible sign of the Imperial presence as well as acting as symbols for spreading the word of the Machine God to the local populace. Their other more obvious role is as powerful firebases and transports in case of conflict, where they excel like few other Imperial vehicles.
-
Type: Tank Crew: Servitors

Weapons: Hull-mounted forward firing Twin-linked Heavy Bolters. Two sponsons each with twin-linked Lascannons may be added for +40 points. A Typhoon Missile Rack may be added for +20 points.

Transport: Up to 10 models from a single unit, plus up to 2 characters attached to the unit.

Options: Adeptus Mechanicus Land Raiders may take any of the vehicle upgrades from the Armory list except Heavy Weapons Mounting, Boosters, or Hover Lifts.

 

 

SUPPORT WEAPONS

Profile

Points/Model

WS

BS

S

T

W

I

A

Ld

Sv

Servitor

-

2

4

3

4

1

2

1

-

5+

Tech-Adept Overseer

15

3

3

3

4

1

3

1

8

3+

Choosing Support Weapons: Support Weapons are formed into Batteries of 1-3 Support Weapons. The Support Weapons in each Battery do not have to be the same weapon; you are free to mix weapons in the Battery as desired. Each Battery counts as a single Heavy Support selection, and the points value per Support Weapon includes the cost for the crew of two Servitor operators.

Servitors & Support Weapons:

Servitors manning a support weapon will never Assault, and if they win an Assault they can never Pursue or Consolidate – they are programmed to stay with their Weapon & will never move away from it, even in a Drawn combat. As noted above, Servitors will never Fall Back (even if forced to do so automatically) and can never be Pinned. If any Tech-Priests or Tech Adepts are leading the Battery, they draw strength from their implacable followers and also will also never Fall Back or suffer Pinning.

Leader: A Battery may be lead by a single Tech-Adept Overseer at the points cost indicated. The Tech-Adept Overseer wears Power Armor, is armed with a Master Crafted Bolt Pistol, and may choose from the Armory as normal except for Tech-Relics or other items as noted. Note that the battery does not require an Overseer though – Servitors assigned to Support Weapons have such a narrow range of required instructions that they can function without constant control.

 

Tarantula Weapon Platform Cost: 25 points each + weapons cost

Weapon

Range

Str

AP

Type

Tarantula (w/Linked Lascannon)

48"

9

2

Heavy 1 & Linked, or Assault 1

Mounted on small anti-grav or hover skirts, Tarantulas are a widely used Adeptus Mechanicus weapon platform. Almost any Imperial weapon can be easily mounted to the chassis, and with the aid of built-in weapon-linking mechanisms they are very accurate.

Crew: 2 Servitors

Weapons: You must equip each Tarantula with one of the following Linked weapon mounts:

Lascannon at +25 pts, Heavy Bolter at +15 pts, Autocannon at +20 points, Missile Launcher with Frag & Krak Missiles at +20 pts, Multi-Melta at +30 pts, Plasma Cannon at +27 pts (note overheating plasma cannons will have no effect).

SPECIAL RULES:

A Tarantula is self-propelled; it can make a 6" movement in Movement Phase just like regular infantry and still fire as though it was stationary. If a Tarantula moves, it looses its Linked ability though (and thus cannot re-roll misses). Only if it stays stationary can it re-roll misses.

 

Rapier Laser Destroyer Cost: 50 points each

Weapon

Range

Str

AP

Type

Rapier lasers

36"

9

1

Assault 1

Rapier is the common name for a variety of small tracked engines mounting multiple lasers designed to all focus together as a single strike. Known primarily as a tank-killer, the high power beam also have give it a reputation for making sure that any enemy hit stays very, very dead!

Crew: 2 Servitors

Weapons: Multiple Rapier Lasers in "Destroyer" Configuration

SPECIAL RULES:

Rapiers are self-propelled; moving like a vehicle through difficult terrain – if immobilized though then cannot move for rest of the game (though it can turn in place). Rapiers can Move 6" or less in Movement Phase & still fire as normal, but a Rapier moving over 6" (up to a 12" maximum movement) cannot fire. When it moves over 6 inches, the crew move with the Rapier – they hitch a lift on it as it moves, then get off within 2" of the model. Rapiers have superior targeting mechanisms, allowing you to re-roll the Armor Penetration roll or roll to wound if you wish. You must accept result of second roll though, even if it is worse.

 

Mole Mortar Cost: 50 points each

Weapon

Range

Str

AP

Type

Tunnel Torpedo (Ground Burst/Air Burst)

G12-48"

4/3

5

Heavy 1 Blast/Ordnance

Mole Mortars are odd devices much like regular Imperial Mortars, but they fire their shells under the ground rather than through the air. While often inaccurate, they can often catch the enemy unprepared, and the resulting underground explosion literally knocks them off their feet!

Crew: 2 Servitors

Weapons: Tunnel Torpedoes

SPECIAL RULES:

Mole Mortars must remain stationary to fire, though it can be fired in any direction desired. The crew can pick it up and move it 6" in movement phase, but cannot move it in the Assault phase.

Firing Procedures:

Mole Mortars operate much like a regular Barrage weapon, but have a minimum distance of 12" for the Guess range.

Once the distance is measured, roll the Scatter die and 2 D6 at the Guessed location. If at least one Operator has Line of Sight to the target spot then the shot will still scatter as per rules below, but only ½ of the distance rolled rounding up.

Subterranean explosion If a Hit, place Blast Template at that location & work out explosion as below. If an arrow, move the template the distance of the higher of the two dice rolls (Mole Mortars are not very accurate!). The Torpedo then explodes just below the surface, creating a crater the size of the Blast template which remains in play for the rest of the game. These craters act as Difficult Terrain and offer a 5+ Cover Save to any models in or behind them, but do not block Line of Sight. All models covered or touching the template take a Strength 4 hit at AP5. Any unit that suffers casualties in this manner is Pinned automatically, unless they are immune from Pinning.

Airburst! If Doubles are rolled, the torpedo has emerged into the air and exploded, spraying shrapnel all around! Scatter the template as per the roll, but use Ordnance template to represent the huge airburst. Any models covered or touching the template take Strength 3 hit at AP5. No crater is created for an Airburst. Units suffering casualties in this manner take Pinning checks as per normal Barrage Pinning rules (note it is not Ordnance Pinning, even though that template is used for the area of coverage).

 

Thudd Gun Cost: 60 points each

Weapon

Range

Str

AP

Type

Quad-launcher

G12-48"

6

5

Heavy (2+D3) Blast

Thudd Guns resemble Rapiers in many respects, but instead of tank-killing lasers Thudd Guns are armed with multiple short-barreled cannons designed to lay down a salvo of explosive anti-personnel shells.

Crew: 2 Servitors

Weapons: Mark III "Punisher" class Quad-launcher

SPECIAL RULES:

While self-propelled, Thudd Guns must remain stationary to fire. It can move up to 6" in Movement Phase (in the same manner as regular infantry) if desired though.

Thudd Guns operate much like a regular Barrage weapon, but have a minimum distance of 12" for the Guess range. If at least one Operator has Line of Sight to the target spot then the shot will still scatter as per rules below, but only ½ of the distance rolled.

Firing Procedures:

Thudd Guns Fire a Salvo of 2+D3 Barrage shots, but each will scatter from the previous template, rather than all scattering from the first shot. Place the first marker as normal, and generate second marker placement as per normal Salvo rules on page 58 of the Warhammer 40K Rulebook. Then scatter the third template from the location of the second, and so on. This may result in some models being covered by multiple templates; in this case they only are effected by a single hit.

 

Conversion Beamer Cost: 75 points

Weapon

Range

Str

AP

Type

Conversion Beamer

24"

Special

Auto

Heavy 1

One of the most closely guarded treasures of the Adeptus Mechanicus is the Conversion Beamer. Even the wisest Magi can barely comprehend how they are created or their operating principles, and the secrets of repairing and servicing them are passed down as the holiest of tech rituals. Conversion Beamers project streams of unfathomable energies, which on impact cause solid matter to break down in a vast chain reaction leading to explosion. The more dense the matter the greater the explosive force, thus making Conversion Beamers deadly to heavily armored targets while lighter targets are relatively unaffected. It requires time to focus the beams though, so fast moving targets can easily elude it.

Battery: Conversion Beamers are notoriously difficult to operate, and prone to possible implosion. Thus each is always fielded separately, to reduce the chance of one failure destroying more of these rare weapons. You may not include more than one Conversion Beamer in a single battery.

Type: Support Weapon

Crew: 2 Servitors

Weapons: Inverse-tachyon phase modulated polarized anti-neutrino beam projector mounted on self-propelled weapon platform

SPECIAL RULES:

While self-propelled, Conversion Beamers must remain stationary to fire. It can move up to 6" in Movement Phase (in the same manner as regular infantry) if desired though.

Firing Procedures:

Shooting at non-vehicle models:

  • To-hit roll = Armor Save of target (Terminators would be hit on 2+, for example) – if no Armor value then target cannot be hit!
  • Strength value = Toughness value of target (so Beamer wounds on 4+ normally)
  • No Armor Save allowed (Cover and Invulnerable saves allowed as normal though)

Shooting at vehicles or fortifications/bunkers:

To-hit roll depends on vehicle type (use lowest value when multiple types for a vehicle):

  • Tank, Fortifications: 3+
  • Walkers: 4+
  • Fast, Skimmer, Open topped: 5+

(For example, Falcon would be hit on 3+ (Tank, Fast, Skimmer), Sentinel on a 4+ (Open Topped, Walker)

  • Armor Penetration: Roll D6, adjusting +1 if target location Armor Value is 13 or more, -1 if it is 10 or less

0-1 No effect
2-4 Glancing Hit
5-6 Penetrating Hit
7 Penetrating Hit on Ordnance Hit chart


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