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 harm’s 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 model’s 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 model’s 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 user’s 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 pack’s 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 it’s 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 model’s 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-Priest’s Power Axe counts as a Power Weapon. It can be used single-handed, hitting with the user’s strength as normal, or can be swung in a mighty double-handed strike. The latter adds +2 to the user’s 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 hasn’t 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 vehicle’s 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 vehicle’s 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


Back to Codex: Adeptus Mechanicus

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