Tech Priest Explorator Unit |
Introduction This list represents one of the countless units of the Explorator fleets dispatched throughout the galaxy by the Lords of Mars, the Adeptus Mechanicus. Tech-Priests are in constant search for lost relics from the Dark Age of Technology, such as Standard Template Construct (STC) systems. In these missions they often encounter hostile forces (usually determined not to give up such items!), and thus they are usually accompanied by their own combat forces. They sometimes also accompany other forces of the Imperium when it suits their own inscrutable purposes. This list represents one such small detachment accompanying an Imperial force. How to use this list: One Explorator unit can be chosen as an Elite selection for any Imperial Guard or Space Marine army, much in the same manner as the regular Heroes of the Imperium from the Warhammer 40,000 Rulebook. Note that an Adeptus Ministorum army cannot use any Adeptus Mechanicus forces! Needless to say, they dont get along at all
Adeptus Mechanicus Forces
Special Rules Adeptus Mechanicus Master Crafted Weapons A master crafted weapon follows the normal rules, except that you may re-roll one failed 'to hit' roll per turn for an attack made by the master crafted weapon. Master crafted weapons are taken as an 'upgrade' for a weapon already being carried by a model and should be represented by a suitably ornate weapon on the model itself. Weapons taken from the Adeptus Mechanicus Armory Weapons list are assumed to have been carefully constructed and expertly maintained by the finest artisans in the Imperium. As such, any and all weapons chosen by the Explorator unit may be given the Master-Crafted Weapon upgrade. Tech Quest The Cult Mechanicus is in a never-ending search for lost technology from the Dark Age of Mankind, but also is always on the lookout for new or alien weapons and vehicles to study. Any Explorator units will always keep a constant vigil for such items, even in the midst of combat. Usually they have been assigned to Imperial fighting formations due to intelligence augury indications of such items appearing in conjunction with specific Imperial units, or of enemy who have information about desired relics. The Tech-Priests will have instructed all members of the battle force to be ready to act if they encounter any of the suspected items, and to quickly alert the Explorator unit for inspection and retrieval. Before the game starts, randomly pick one unit from the enemy forces (this can be a regular troop unit, or a vehicle squadron, or a even a single character model). Then randomly pick out one vehicle, heavy weapon, or character from that unit. This will be the target of the Tech-Quest. If the model is killed for any reason leave it on the board rather than removing it as normal. If the Tech Quest target was a vehicle, leave it on the table if it is destroyed. If any Tech-Priest can get to it before the end of the game, their side will gain and additional D6x10 extra Victory Points in scenarios that use victory points to determine the winner. If the Quest target runs off the board, the Tech-Priests side automatically get the points. Otherwise the other side gets the extra victory points.
Armory Tech-Priests may take weapons and wargear from the Codex: Space Marines Armory list, with the exceptions and additions noted below: Tech-Priests may not take any items noted as Independent Characters only. They may take any items noted as Techmarine only though. Tech-Priests may take the following new items.
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.
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. 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. 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.
Tech-Priest Explorator Unit Tech-Priests Masters of Technology, the Tech-Priests rule over their home planet of Mars and countless other Forge Worlds throughout the Imperium. Each was once fully human, but as he has risen in rank in the Cult Mechanicus more and more mechanical augmentations are added to improve the fragile flesh. While they rarely leave their Fortresses, each is expected to lead at least one pilgrimage in search of lost relics such as the Standard Template Construct (STC) systems from the Dark Age of Technology upon reaching the degree of Tech-Priest. Some even make these questing expeditions their life work. Those on their first holy search are given the honorary title Questor, while a Tech-Priest Magos or Master represents one of the highest positions of achievement in the Cult. Any Tech-Priest no matter the rank though is totally committed to recovering the priceless knowledge and technology lost many millennia ago. Outfitted with rare tech-relics and aided by a small Cult Mechanicus contingent, they roam the galaxy in their holy mission.
Unit: The unit consists of 2-7 Tech-Priests. It may also contain a Servitor Bodyguard (see below). Weapons: Tech-Priests wear Power Armor (3+ Save) and are armed with a Master Crafted Bolt Pistol. Options: One Tech-Priest may be upgraded to a Tech-Priest Magos for +20 points, one to a Tech-Priest Engineer for +15 points, and one to a Tech-Priest Artisan for +15 points. All Tech-Priests may choose from the Armory as described above. Servitor Bodyguard: A Tech-Priest unit may be accompanied by a Servitor Bodyguard, see the entry below for details. Note that the Tech-Priest unit and Bodyguard still count as a single Elites choice.
Servitor Bodyguard 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. Tech-Priests have a hard time trusting mere humans, preferring to place their trust in the Machine God and his minions (namely machines). Servitors are thus the perfect bodyguard for them, as their mindless devotion will ensure the best protection when in the field. Special units of these drones are fitted with the finest bio-mech upgrades and combat programming, and serve no other purpose but to preserve the life of their master.
Squad: The Bodyguard unit consists of 5-10 Servitors. Weapons: None. Servitors have a 5+ armor save due to their mechanized body parts. Options: Any bio-mech upgrade listed below can be taken, but no single upgrade can be taken more than once per Servitor and all upgrades must be modeled. Close Combat Bionics - Any number of Servitors may be fitted with special mechanical crushing claw arms or other Assault bionics for +3 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 +3 points per model, or a boltgun at +5 points per model. Improved Armor The entire unit may be fitted with extra bio-plas and armor coating thus improving their armor save to 4+, at +3 points per model.
Transport The entire unit may be transported in an Adeptus Mechanicus Rhino or Land Raider if it numbers 12 models or less. This will not count as a further HQ or Heavy Support selection. Note that models in Terminator armor will count as two models for purposes of unit transport size.
Weapons: Storm Bolter Transport: The Rhino can transport up to 12 models from a single unit. Options: Adeptus Mechanicus Rhinos can take any of the vehicle upgrades from the Space Marine Vehicles upgrade list. See Codex: Space Marines for details and points cost.
Weapons: Hull-mounted forward firing Twin-linked Heavy Bolters and two sponsons each with twin-linked Lascannons. Transport: The Land Raider can transport up to 12 models from a single unit. Options: Adeptus Mechanicus Land Raiders can take any of the vehicle upgrades from the Space Marine Vehicles upgrade list. See Codex: Space Marines for details and points cost. |