ADEPTUS
MECHANICUS WARGEAR
Tech Relics:
These represent items carefully created and
preserved from the vaults of the Forgeworld of Mars itself, and are sometimes issued to
the Tech-Priests on their hazardous Exploratory missions. Tech Relics might be a very rare
or singular device, or even an ancient item from the Dark Age of Technology whose origins
are lost in history.
Important Note: Tech Relics cannot
be Master Crafted, as even the Adeptus Mechanicus itself cannot sometimes fathom the inner
workings of these arcane devices! Also due to their rarity, only one of each Tech Relic
can ever be in an Adeptus Mechanicus force.
Acolyte: Tech-Priest Lords are often
accompanied by special Servitor Acolytes, small stunted creatures designed to record
everything that happens during their Quests. Their presence also helps ensure the unit
acts in a manner which brings honor to the Red Planet as well! In game play, the Acolyte
model is always placed within 1 inch of the Magus (if not actually on his base) and does
not count as a model for transport purposes. It can never be harmed or attacked in any way
during the game, does not block Line of Sight or movement, and is only removed if the
Magus is killed. While present, it allows the Tech-Priest unit to re-roll any failed
Morale or Pinning Tests. It also allows the unit to attempt to Regroup even if there are
enemy with 6" or the unit strength is below 50% of their starting number, as long as
the unit is still in coherent.
Tech-Priest Magos only
Conversion Field - The Conversion
Field contains a device that converts harmful kinetic or electromagnetic energy into a
blinding flash of light, giving the wearer a 4+ Invulnerable same that may be taken instead
of its normal armor save. All other models in base contact (friend and foe!) with the
wearer must make their regular saving throw (armor, invulnerable, cover, etc) or have
their Weapon Skill reduced by ½ for the rest of the turn. Note that models may only
select one Field from the Wargear list.
Displacer Field - The Displacer
Field contains a device that detects possible injury to the wearer, and activates a
miniature warp-jump engine to move the wearer out of harms way. This device gives a
3+ Invulnerable save that may be used instead of taking a normal armor save. Take
these saves as normal, but at the end of the Shooting or Assault Phase (assuming the model
is still alive!), roll the Scatter die and move the model in that direction D6 inches (use
the small arrow if a "Hit" is rolled). If the scatter movement would move the
model off the table edge, or into a scenery section like a rock, roll again. If this moves
the model into base contact with any enemy models, place it 1" away from them. Note
that models may only select one Field from the Wargear list.
Graviton Gun This arcane
rifle fires a stream of graviton particles, which disrupt the gravimetric field around the
target. Infantry, cavalry, bikes, and vehicles (except Skimmers) hit once by a Gravitron
Gun move as if always in Difficult Terrain (even if it can ignore Difficult Terrain).
Non-vehicle models already in Difficult Terrain when effected now can only roll 1D6 for
movement. When hit twice or more, the model cannot move that turn and counts as
Immobilized; it will still count as having moved though for weapon fire rules though.
These effects last the rest of the game. Normal vehicles hit more than once suffer no
additional penalty. Skimmers hit by a Graviton gun take an automatic Glancing Blow hit
(roll a D3 for the result on the table though) as the graviton particles disrupt their
anti-grav drives, but have no other lasting effects.
Range |
Str |
AP |
Type |
24" |
- |
- |
Heavy
1 |
Runes of the Machine God
Before leaving on the Quest, powerful tech-runes are inscribed on the armor and
special chants are made in the name of the Machine God, designed to protect the wearer
from harm. The wearer may re-roll one failed armor saving throw per turn, except those
inflicted from Instant Death level attacks. If no armor saving throw is allowed for
whatever reason, or some other saving throw type is used (cover or Invulnerable, for
example), no re-roll is allowed. The cost for this wargear item is not fixed it
will be an additional +20% (rounding up) added to the final cost for the character, after
all other wargear, weapons, and other items are purchased for that character. Thus for a
character who came to 120 points, the Runes would cost an extra +24 points. This item
cannot be combined with Artificer or Terminator Armors though, as those
special suits are too rare to risk damage from rune inscription, or Refractory Armor
Coatings.
Needler Also known as a
Needle Gun, it has the same effects as a Sniper Rifle but is shorter range and not as
accurate. It still wounds automatically on a 4+, but the bearer must roll to hit as
normal. Units hit must still test for pinning as per the normal Sniper Rifle rules.
Needlers can also be used as part of a Combi Weapon Bolter-Needler, using the normal rules
for Combi-Weapons.
Range |
Str |
AP |
Type |
18" |
X |
6 |
Assault
1 |
Power Field - A Power
Field generates a powerful energy bubble around the user, giving the wearer a 2+
Invulnerable same that may be taken instead of its normal armor save. This save can only
be used against ranged attacks in an Assault, the enemy is inside the area of the
energy bubble and the field can offer no help. The device is bulky as well, and the wearer
will suffer 1 Initiative. Note that models may only select one Field from the
Wargear list.
Refractory Armor Coating Special
oils blessed by the Magos Alchemys are applied to the models armor, imbuing it with
a protective coating. A model with a Refractory Armor Coating has the same saving throw as
normal, but in order for a weapon to negate the models save it must have an AP value
that is better than the saving throw, not just equal to it. As Tech-Priests normally wear
Power Armor with an armor save of 3+, this means that only weapons with an AP of 2 or
better will negate their saving throw if they have upgraded with Power Armor with a
Refractory Armor Coating , while weapons with an AP value of 3 or better can be saved
against as normal. Note this cannot be taken in conjunction with Terminator or
Artificer Armor.
Staff of Wisdom: Only the most
senior Tech-Priests are gifted with one of these very powerful and rare tech-relics.
Glowing with tech-runes, the Staff contains nano-sized warp portals which can be opened on
impact. The impacts on the portals create intense localized warp disruptions, causing
micro-explosions which devastate the struck enemy. In game play, the Staff strikes in the
same manner as a Power Fist, but strikes at the users normal initiative rather than
always striking last.
Tech-Priest Magos only
Stasis Grenade (one use only)
This grenade type is used by a model right after it has Fallen Back from loosing an
Assault. It emits a shower of graviton particles on detonation, slowing down the enemy
reaction. All enemy units involved in the Assault may only Consolidate, and cannot not
Pursue.
Warp Jump Pack (One use only)
This device allows the wearer to move up to 24" in the Movement Phase,
ignoring all terrain. Determine to where the model wishes to teleport, then roll the
scatter die and 2D6. If a Hit is rolled, the model is bang on target, but otherwise will
land 2D6" away in the direction of the Arrow. If a double 1 is rolled, the Warp Jump
has failed, and the model is lost in the Warp and counts as being killed for the purposes
of Victory Points. If a double 6 is rolled, or the scatter takes the model off the edge of
the table, the device has suffered a glitch and does not work, but the wearer suffers no
other harm. It cannot move that turn, but does count as having moved for weapons fire
purposes due to the time spent attempting the jump. Assuming the model is not lost in the
Warp, after the effects of the Warp Jump are worked out the model may shoot in the
Shooting Phase but may not Assault. After one use though the packs energy supply is
exhausted and cannot be used again.
Webber Web Guns (also
commonly known as Webbers) fire a compressed mass of thin plaswire at the target, which
explodes into a large web on contact. An enemy model hit by a Webber must roll under their
Strength (a 6 always fails) or be entangled by the webbing. If they roll equal to or
above, they are unaffected, but if they fail place the model on its side. While
webbed, the model cannot move, and cannot fight back in an Assault. It may test at the
start of each of its turns to free itself; if it succeeds then it may move & fight as
normal. Multiple hits from a webber have no cumulative effect, and models still webbed at
the end of the game do not count towards enemy casualties for Victory Points as they are
still very much alive (just not kicking).
Range |
Str |
AP |
Type |
12" |
- |
- |
Assault
1 |
New Weapons and Wargear:
Combat Bionics: Many members of the
Cult Mechanicus augment themselves with special bio-mechanical implants, designed to
improve their effectiveness in serving the Machine God. While they may take many forms,
the overall effect in combat is to increase the models strength by +1 and add an
additional +1 Attack.
Cult Mechanicus Power Axe: These
special devices are the signature weapon of the Tech-Priest, and while they are usually
not the most exceptional of warriors each Priest becomes totally attuned to his own Axe
over many years of training. In combat a Tech-Priests Power Axe counts as a Power
Weapon. It can be used single-handed, hitting with the users strength as normal, or
can be swung in a mighty double-handed strike. The latter adds +2 to the users
strength, but hits at -1 Initiative due to the slower swing of the blade. The user also
cannot gain any benefits from any other close combat weapons when used in this manner.
Hand Flamer: This is a smaller, more
compact version of the regular flamer seen widely in Imperial forces. It can be used to
fire a template area effect shot, with the profile below, but can also be used in close
combat like a regular pistol.
Range |
Str |
AP |
Type |
Template |
3 |
6 |
Pistol |
Hover Disk
Hover disks are small devices, barely large enough for one rider to stand on, but mounted
with a powerful and compact anti-grav propulsion system. They allow the rider to move just
like he was mounted on a jetbike but without any mounted weapons or increase in Toughness.
Imperial Jetbike These
operate just like a regular jetbike (see page 94 of the Warhammer 40,000 Rulebook), and
are mounted with a Storm Bolter (regular, not Master Crafted). The rider gains +1
Toughness but none of the special benefits that Eldar or Dark Eldar jetbikes gain; the
Imperium hasnt mastered anti-grav technology to their degree (yet!).
Regular Wargear
See Codex: Space Marines for special rules
for the following items:
Artificer Armor, Auspex, Bionics,
Combi-Weapon, Iron Halo, Jump Pack, Purity Seals, Servo Arm, Signum <here though it
works for whatever squad the bearer leads>, Space Marine Bike, Storm Shield,
Terminator Armor, Thunder Hammer
See Codex: Imperial Guard for special rules
for the following items
Carapace Armor, Refractor Field,
Targeter, Hellpistol, Hellgun
Adeptus Mechanicus Vehicle Upgrades
Ablative Armor: The vehicle has been
fitted with special armorplas plating, designed to react with hull impacts from enemy
fire. The first Penetrating hit (either via ranged fire or in an assault) may be ignored,
as the plating absorbs the impact. After this first hit is absorbed the ablative armor is
destroyed and has no further effect. Note that Glancing hits are not effected and are
resolved as normal.
Boosters: The vehicles engine
is modified with superchargers and additional power units, making it much more powerful
than normal. The vehicle now counts as Fast.
Electro Hull: The vehicle has been
wired with powerful electrical cabling on its exterior, delivering a powerful shock to any
enemy models attempting to attack it. At the beginning of each Assault Phase after all
models have moved, any models in base contact with the vehicle must make an Armor or
Invulnerable Save or they are hurled 2" directly away from the hull. They can still
make their single supporting attack as per the normal rules, but if none of the models
remain in contact the unit cannot Assault the vehicle at all.
Heavy Weapon Mounting: The Adeptus
Mechanicus know each and every secret of the hidden construction possibilities for
Imperial vehicles (or so they think, and so far no one has been able to contradict them on
it). It is common for Tech-Priests in the field on Quests to customize their transport
vehicle (the ubiquitous Rhino) to carry a heavy weapon for extra firepower without
sacrificing its transport capability. The normal Rhino Storm Bolter is replaced with the
new Heavy Weapon, and the firing controls are wired into the Servitor crewman. This
upgrade does not prevent a Pintle Mounted Storm Bolter to be added as well if desired.
Holy Icon: The vehicle mounts a
suitably large and impressive symbol of the Machine God. Any Adeptus Mechanicus unit
within 6" of the vehicle may roll three D6 for all Leadership tests and use the
lowest two rolls as their score.
Hover Lifts: Extensive retrofitting
is done on some smaller vehicles to remove their normal tracked drive system and mount
anti-grav plates and thrusters. The vehicle now counts as a Skimmer. This upgrade
cannot be combined with a Heavy Weapons Mounting or Boosters though, due to
the extra weight and power needed for those modifications.
Runes of the Machine God Before
leaving on the Quest, powerful tech-runes are inscribed on the vehicles armor and
special chants are made in the name of the Machine God, designed to protect it from harm.
The vehicle may re-roll any results on the Glancing Hits table (but not Penetrating Hits).
If no roll on the table is required for the effect or some other result system is used, no
re-roll is allowed. The cost for this vehicle upgrade is not fixed it will be an
additional +20% (rounding up) added to the final cost for the vehicle, after all other
upgrades, weapons, and other items are purchased for that vehicle. Thus for a vehicle
which came to 275 points, the Runes would cost an extra +55 points.
Regular Vehicle Uprades
See Codex: Imperial Guard and the Warhammer
40,000 Rulebook for special rules for the following vehicle upgrades
Armored Crew Compartment, Extra Armour,
Hunter-Killer Missile, Pintle-Mounted Storm Bolter, Rough Terrain Modifications,
Searchlight, Smoke Launchers
Support Weapons
Support Weapons are rare devices of
awesome power, many dating back to the time of the Heresy or before. Each usually requires
specialized equipment and repair, and are a rare sight outside of Adeptus Mechanicus
forces though sometimes seen detached to other Imperial armies. Rarer still they wind up
in the hands of heretic cults bent on revolution or destruction. Even though difficult to
ready and maintain, they are superb in combat and relatively easy to use.
Special Rules:
Movement and Crew
-Support Weapons crew must stay within
2" of their weapon at all times.
-Support Weapons cannot be transported.
-Crew from one Support Weapon can be used to re-crew other Support Weapons as needed. Once
the operator moves to within 2" of the weapon he becomes its operator, but cannot be
used to fire it in that turn.
-All Support Weapons in a battery must remain within 4" of each other.
Firing a Support Weapon
-Only one operator is needed for normal
operation; the second operator is free to fire any weapons of his own.
-Both the weapon and at least one Operator must have Line of Sight for non-Guess weapons.
-Multiple Support Weapons in a Battery will not fire together to create Salvos. Instead,
make all range Guesses first as normal, then work out their firing effects one weapon at a
time.
Shooting at a Support Weapon
Battery
-When fired upon, randomize hits in a
battery (1-4 = hit on operators, 5-6 = hit on the support weapon). The owning player may
choose which support weapon or crew are hit in the battery. Resolve hits against the
operators as normal. A Support Weapon has an Armor value of 10, and if it takes any
penetrating or glancing hits it is destroyed and removed from play.
Assaulting a Support Weapon
Battery
-Enemy units may Assault a support weapons
battery in the same manner as assaulting any other unit. Any enemy models in contact with
a support weapon can attack it exactly as if it was a vehicle with the same armor value
and hit resolution as for shooting above.
-Support Weapons cannot be fired while any members of their battery are engaged in an
assault.
Support Weapons Support Weapons are rare devices of awesome power,
many dating back to the time of the Heresy or before. Each usually requires specialized
equipment and repair, and are a rare sight outside of Adeptus Mechanicus forces though
sometimes seen detached to other Imperial armies. Rarer still they wind up in the hands of
heretic cults bent on revolution or destruction. Even though difficult to ready and
maintain, they are superb in combat and relatively easy to use.
Special Rules:
Movement and Crew
Support Weapons have a crew (usually of two
Operators) who must stay within 2" of their weapon at all times.
Support Weapons cannot be transported.
Crew from one Support Weapon can be used to re-crew other Support Weapons as
needed. Once the operator moves to within 2" of the weapon he becomes its operator,
but cannot be used to fire it in that turn.
All Support Weapons in a battery must remain within 4" of each other.
Firing a Support Weapon
Only one operator is needed for normal
operation; the second operator is free to fire any weapons of his own.
Both the weapon and at least one Operator must have Line of Sight for non-Guess
weapons.
Multiple Support Weapons in a Battery will not fire together to create Salvos.
Instead, make all range Guesses first as normal, then work out their firing effects one
weapon at a time.
Shooting at a Support Weapon Battery
When fired upon, randomize hits in a battery
(1-4 = hit on operators, 5-6 = hit on the support weapon). The owning player may choose
which support weapon or crew are hit in the battery. Resolve hits against the operators as
normal. A Support Weapon has an Armor value of 10, and if it takes any penetrating or
glancing hits it is destroyed and removed from play.
Assaulting a Support Weapon Battery
Enemy units may Assault a support weapons
battery in the same manner as assaulting any other unit. Any enemy models in contact with
a support weapon can attack it exactly as if it was a vehicle with the same armor value
and hit resolution as for shooting above.
Support Weapons cannot be fired while any members of their battery are engaged in
an assault. |
Adeptus Mechanicus Vehicle Upgrades Ablative Armor: The vehicle has been fitted
with special armorplas plating, designed to react with hull impacts from enemy fire. The
first Penetrating hit (either via ranged fire or in an assault) may be ignored, as the
plating absorbs the impact. After this first hit is absorbed the ablative armor is
destroyed and has no further effect. Note that Glancing hits are not effected and are
resolved as normal.
Electro Hull: The vehicle has been
wired with powerful electrical cabling on its exterior, delivering a powerful shock to any
enemy models attempting to attack it. At the beginning of each Assault Phase after all
models have moved, any models in base contact with the vehicle must make an Armor or
Invulnerable Save or they are hurled 2" directly away from the hull. They can still
make their single attack as per the normal rules, but if none of the models remain in
contact the unit cannot Assault the vehicle at all.
Heavy Weapon Mounting: The Adeptus
Mechanicus know each and every secret of the hidden construction possibilities for
Imperial vehicles (or so they think, and so far no one has been able to contradict them on
it). It is common for Tech-Priests in the field on Quests to customize their transport
vehicle (the ubiquitous Rhino) to carry a heavy weapon for extra firepower without
sacrificing its transport capability. The normal Rhino Storm Bolter is replaced with the
new Heavy Weapon, and the firing controls are wired into the Servitor crewman. This
upgrade does not prevent a Pintle Mounted Storm Bolter to be added as well if desired.
Holy Icon: The vehicle mounts a
suitably large and impressive symbol of the Machine God. Any Adeptus Mechanicus unit
within 6" of the vehicle may roll three D6 for all Leadership tests and use the
lowest two rolls as their score.
Regular Vehicle Uprades
See Codex: Imperial Guard and the Warhammer
40,000 Rulebook for special rules for the following vehicle upgrades
Armored Crew Compartment, Extra Armour,
Hunter-Killer Missile, Pintle-Mounted Storm Bolter, Rough Terrain Modifications,
Searchlight, Smoke Launchers |
|