TROOPS |
Drawn from the Forge World planets assigned to accompany the Tech-Priests on their missions, the Tech-Guard form the backbone of the Adeptus Mechanicus Ordo Militant. While not as deadly in combat as the mindless Servitors or fanatical Electro-Priests, they are totally loyal to the Cult of the Machine, well-trained and well-equipped, and flexible in combat. When not in combat, they often serve as assistant archeologists and skilled labor for their Tech-Priest masters in their search for lost technology. Squad: The unit consists of one Sergeant and between 4 - 19 Tech-Guard. Weapons: Tech-Guard units are armed with either a Shotgun, Lasgun, or Autogun, and wear Carapace Armor (4+ Save). Any member can exchange these for a close combat weapon and either a laspistol or autopistol for +1 point, or upgrade to a Hellgun for +2 pts or a Bolter for +3 points. The Sergeant can exchange his pistol for a Hellpistol for +1 pt or a Bolt Pistol for +2 pts. Options: One model in the unit may have one of the following: Flamer (+3 pts), Meltagun (+8 pts), Plasma Gun (+8 pts), Grenade Launcher (Krak/Frag, +8 pts). Two members can form a Heavy Weapons team, together armed with one of the following heavy weapons: Lascannon (+17 pts), Autocannon (+12 pts), Missile Launcher (+12 pts), Heavy Bolter (+12 pts), Multi-Melta (+27 pts), Plasma Cannon (+22 pts), Multi-Laser (+10 pts). See Codex: Imperial Guard for details on two-man heavy weapon team rules. The entire unit may be armed with any of the following: Frag Grenades (+1 point per model), Krak Grenades (+2 points per model). Character: The Sergeant may be upgraded to a Tech-Guard Centurion for +12 points. He is armed with a Master Crafted Laspistol, and may choose additional equipment from the Armory except for Tech-Relics or other items as noted. As he is part of the higher ranks of the Cult Mechanicus, any weapons he chooses from the Weapons list of the Armory will be Master Crafted. Transport: The unit may be transported in an Adeptus Mechanicus Chimera if it numbers 10 models or less. This will not count as a further selection for the army. Note that if the unit size is larger than 10, it may not take this option.
Weapons: The Chimera may be armed with one of the following turret-mounted weapons: Multi-Laser (+10 pts), Heavy Flamer (+10 pts), Heavy Bolter (+10 pts), Autocannon (+10 pts), Assault Cannon (+12 pts). In addition it may have a hull-mounted Heavy Bolter or Heavy Flamer for +5 pts, or a Lascannon for +20 pts, Plasma Cannon for +27 pts, or Multi-Melta for +30 pts. Transport: Up to 10 models from a single unit, plus up to 2 characters attached to the unit. Options: Adeptus Mechanicus Chimeras may take any of the vehicle upgrades from the Armory list except Heavy Weapons Mounting or Hover Lifts.
Recruited from local populace for the most part, these common folk have been swayed by the local Adeptus Mechanicus Preachers into aiding the Tech-Priests on their quest. Others are recruited from Forge World planets to join these holy expeditions. Many may go on to join the ranks of the Tech-Guard, or perhaps even become members of the higher rankings of the Cult Mechanicus. But all start as members of Machine Cults, ready to prove their faith in the divine intellect of the Emperor. Squad: The unit consists of 10-50 models. Weapons: Machine Cultist units are armed with Lasguns or Autoguns, and wear Flak Armor. Any member can exchange these for a close combat weapon and either a laspistol or autopistol for +1 point. Options: One member of the unit may be armed with one of the following: Flamer (+4 pts), Meltagun (+8 pts), Plasma Gun (+8 pts), Grenade Launcher (Krak/Frag, +10 pts), Bolter (+3 pts). One member of the unit may be armed with one of the following: Heavy Stubber (+10 pts), Lascannon (+25 pts), Autocannon (+20 pts), Missile Launcher (+20 pts), Heavy Bolter (+15 pts) Character: One model may be upgraded to a Machine Cult Preacher for +10 points. He is armed with a Master Crafted Laspistol, and may choose additional equipment from the Armory except for Tech-Relics or other items as noted. As he is part of the higher ranks of the Cult Mechanicus, any new weapons he chooses from the Weapons list of the Armory will be Master Crafted.
Resistance to the Will of the Machine God is Futile. This is the lesson shown to all who would defy the Adeptus Mechanicus by these, their mindless drones. Servitors are organic machines, cyborg hulks of flesh and metal. Many are grown in artificial bio-vats and mated to special mechanical augmentations, but some are once-human beings convicted of horrible heresies or other crimes. Now mind-wiped and programmed only to serve, they demonstrate the folly of challenging the Imperial might and the Masters of the Red Planet. Servitors are used for an endless number of tasks throughout the Imperium, and form the bulk of the populations on Forge Worlds. Once programmed for a task they perform it endlessly without complaint, no matter the hazard or tediousness involved. Their mechanical adaptations allow them to function in hostile environments, and to operate specialized machinery. In combat they serve as everything from driving transports to manning dangerous support weapons, to forming small individual fighting units. While not very effective in combat, their mechanized targeting systems make them excellent shots and their implacable advance even when sustaining heavy casualties is unnerving to most enemy. Squad: The unit consists of 5-15 Servitors, and must be lead by an Tech-Adept Overseer. Weapons: None Options: (Note you may take both for a model if desired, but they must both be modeled!) Close Combat Bionics - Any number of Servitors may be fitted with special mechanical crushing claw arms or other Assault bionics for +5 points per model. These add +1 Attack and +1 Strength to the model in an Assault. Ranged Weapon Bionics Any number of Servitors can be fitted with a single bionically attached lasgun or autogun at +5 points per model.
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