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9E Admech Crusade Rules

This document provides Crusade rules for playing Adeptus Mechanicus armies in Warhammer 40,000, including unique agendas, battle traits, crusade relics, weapon enhancements, and archeotech treasures. It details how Admech units can gain experience through crusade battles to improve their skills and acquire powerful wargear upgrades bespoke to the mechanicum forces.

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Lleman
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0% found this document useful (0 votes)
425 views24 pages

9E Admech Crusade Rules

This document provides Crusade rules for playing Adeptus Mechanicus armies in Warhammer 40,000, including unique agendas, battle traits, crusade relics, weapon enhancements, and archeotech treasures. It details how Admech units can gain experience through crusade battles to improve their skills and acquire powerful wargear upgrades bespoke to the mechanicum forces.

Uploaded by

Lleman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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9E Admech Crusade Rules

CRUSADE RULES
In this section you'll find additional rules for playing Crusade battles with Adeptus Mechanicus,
such as
Agendas, Battle Traits, and Crusade Relics that are bespoke to ADEPTUS MECHANICUS
Units. You can find out
more about Crusade armies in the Warhammer 40,000 Core Book.

Pg. 72

---------------------------------------------------------------------------------------------------------

AGENDAS
Adeptus Mechanicus Units attempt to achienve unique agendas in
crusade battles, which can be found on the page opposite. These
Agendas represent the unique goals of Adeptus Mechanicus
armies and their particular methods of waging war. You can find
out more about Agendas in the Crusade mission packs, such as
that presented in the Warhammer 40,000 Core Book.

REQUISITIONS
Adeptus Mechanicus armies have access to a number of
additional Requisitions, suited to the individual character of
their cyborg legions.

BATTLE TRAITS
ADEPTUS MECHANICUS units can be given one of the Battle Traits
presented on page 75 as they gain experience and are promoted
in your Crusade force. These help to reflect the unique upgrades
and Battle Honours that ADEPTUS MECHANICUS units can gain.

CRUSADE RELICS
In addition to the Crusade Relics presented in the Warhammer
40,000 Core Book, Adeptus Mechanicus characters can claim
one of the Crusade Relics described on page 76. These Relics are
unique to the Adeptus Mechanicus, and grant the bearer power
and prestige.

WEAPON ENHANCEMENTS
ADEPTUS MECHANICUS units can be equipped with one of the
Weapon Enhancements presented on page 27 as they are
upgraded in your Crusade force. These help to represent
the deady power of Adeptus Mechanicus weaponry on
the battlefield.

ARCHEOTECH TREASURES
The Tech-Priests of the Adeputs Mechanicus are ever searching
for obscure and precious pieces of technology from which they
can fashion weapons of sheer destruction and objects of pure
power. Pages 78-81 provide the means for your Crusade Force
to build up a mighty vault of such deadly weaponry.

SHOWCASE CRUSADE ARMY


On Pages 82-83, you will find Joel Martin's superb Adeptus
Mechanicus Crusade army, with a description of the force and
its upgrades, and details of its explains on the battlefield.

AGENDAS
If your Crusade army includes any ADEPTUS MECHANICUS units, you can select one Agenda
from the Adeptus
Mechanicus Agendas listed below. This is a new category of Agendas and follows all the normal
rules the Agendas
(for example, when you select Agendas, you cannot choose more than one from each category)

TECH SCAVENGERS
Adeptus Mechanicus Agenda

the greater the enemy's mechanical giants, the greater


rgeir misuses of the Omnissiah's gifts. The monstrosity
must be purged in order to discover its secrets. Where
there was one purity, the spark of life can yet be returned.
Where there was only corruption, no part can be allowed
in survive.

If you selected this Agenda, then after both sides have


finished deploying, select one enemy VEHICLE unit with
the highest Power Rating in your opponent's army. If that
unit is destroyed by an ADEPTUS MECHANICUS unit from
your army:
*That ADEPTUS MECHANICUS Unit gains 3
experience points.
*Place a marker on the battlefield where that unit was
destroyed. ADEPTUS MECHANICUS INFANTRY or ADEPTUS
MECHANICUS MONSTER units from your amry can attempt the following actions:

Tech Scavenger (Action): At the end of your Movement


phase, one ADEPTUS MECHANICUS INFANTRY or ADEPTUS
MECHANICUS MONSTER unit from your army that is within 3"
of that marker can start to perform this action. This action
is completed at the start of your next Command Phase.
When this action is completed, remove that marker from
the battlefield and aqquire on archeotech part (pg. 78).

BREAK THE SEALS


Adeptus Mechanicus Agenda

Rumour and binharic whispers have led to this place, with


the prmise of an unplundered archeocrypt or the buried
remnants of an ancient war. For those with the fortitude to
break the seals on such an ancient respository, the rewards
could be great indeed.

If you selected this Agenda, then after both sides have


finished deploying, randomly select one objective marker
on the battlefield (excluding objective markers in your
deplyoment zone). ADEPTUS MECHANICUS CHARACTER units
from your amry can attempt the following action:

Search the Vault (Action): At the end of your


Movement phase, one ADEPTUS MECHANICUS CHARACTER
unit from your army that is within 3" of the objective
marker can start to perfrom this action. This action is
completed at the end of the turn. When this action is
completed, that unit gains 1 experience point and you
roll one D6. On a 5+, you aqquire one archeotech weapon
part (pg. 80). That unit gains 1 additional experience
point, and units from your army can no longer perform
this action.

OMNISSIAH'S WILL
Adeptus Mechanicus Agenda

The Omnissiah is all-seeing and all-knowing. Even in this


forsaken place, those who vow to slay the unbelievers to
the immortal static psalms demanded by doctrine may be
granted devine inspiration.

If you selected this Agenda, then after both sides have


finished deploying. Select one Canticle of the Omnissiah
(pg. 85). If while that Canticle is active in your army,
three or more enemy units are destroyed by CULT
MECHANICUS untis from your army:
*Each TECH-PRIEST unit from your amry on the
battlefield gains 1 experience point.
*Each CULT-MECHANICUS unit from your army that
destroyed any enemy units wile that Canticle was
active for your army gains 1 experience point.

COLD LOGIC
Adeptus Mechanicus Agenda

Efficiency and the rigid application of cause and effect are


valued highly by the Tech-Priests - few other metrics of
success are relevant.

Keep a Domination tally for each SKITARII unit from


your army.

* Each time an enemy unit is destroyed by a ranged


attack made by a SKITARII model in yout army, if the
Protector Imperative is active for your army, add 1
to the Domination tally of that models unit.
*Each time an enemy unit is destroyed by a melee
attack made by a SKITARII model in your army, if the
Conqueror Imperative is active for your army, add 1 to
the Domination tally of that model's unit.
* At the end of your opponents turn, if the Aggressor
Imperative is active for your army, add 1 to the
Domination tally of each SKITARII unit from your army
that is within the opponent's deployment zone.
* At the end of your opponents turn, if the Bulwark
Imperative is active for your army, add 1 to the
Domination tally of each SKITARII unit from your army
that is controlling an objective marker.

At the end of the battle. the three units from your


army with the highest Domination tally each gain 1
experience point.
Pg. 74

----------------------------------------------------------------------------------------------------------------------------

REQUISITIONS
If your Crusade force includes any ADEPTUS MECHANICUS units, you can spend Requisition
points (RPs) on any of the following
Requisition in addition to those presented in the Warhammer 40,000 Core Book.

ASSEMBLE ARCHEOTECH 1RP


The process of mechanical creation is a holy act undertaken with
choirs of droning servitors, choirs of chanting priests, sacred oils
poured from bronze ewers, candles made from the bilige grime
of revered ships and finally the Canticle of Humble Obediance
broadcast in Novabyte before a cell of the Motive Force is presented.
Such at least, is the process in one forge temple among thousands.

Purchase this Requisiton at any time. If your Crusade force


has at least one archeotech power source and one other type of
archeotech. Select one power source and one other part type
that you have acquired and assemble them into a new piece of
archeotech, as described on pg 78-81.

Update your Order of Battle accordingly.

BODY DONOR 1RP


Influential Tech-Priests maintain subsidiary bionic bodies, onto
which they transplant the remaining meat of themselves should
they suffer severe damage.

Purchase this Requisition at any time when a TECH-PRIEST model


from your Crusade Force gains a rank. Remove that model from
your Order of Battle and replace it with another TECH-PRIEST
model from the same Forge World (excluding named characters).
You cannot purchase this requisition if doing so would cause
your total Power Level to exceed your Crusade force's Supplu
Limit. The newly added TECH-PRIEST model starts with the same
number of experience points as the one it replaced, has the same
Battle Honours, the same pieces of archeotech and is inducted
into the same Holy Order, but has no Battle Scars.
UNORTHODOX ACQUISITION 3RP/5RP
There are many evenues of procurement for a wilful Tech-Priest.

Purchase this Requisition at any time. Select one type of


archeotech and then either select one of that type's parts or roll
one D6 to randomly determine one of that type's parts. You
acquire that archeotech part and update your Order of Battle
accordingly. If you rolled to determine the archeotech part, this
Requisition costs 3RP; otherwise, it costs 5RP.

HOLY ORDERS 1RP


For those with the influence, induction into a Holy Order can
bring patronage and power.

Purchase the Requisition when you add a TECH-PRIEST unit to


your Order of Battle (excluding named characters.) or when
a TECH-PRIEST model in your Crusade force gains a rank. That
model is inducted into one of the Holy Orders (pg. 64-55).
Increase its Power Rating accordingly and make a note on its
Crusade Card. A model can never be inducted into more than
one Holy Order. You cannot purchase this Requisition if doing
so would cause your total Power Level to exceed your Crusade
force's Supply Limit.

CONSECRATED UPGRADE 1RP/2RP


Many Tech-Priests will apply their specialist skills the right price

Purchase this Requisition when a SKITARII unit (excluding


VEHICLE units) from your army that does not contain any
models with Weapon Enhancements gains one of the Weapon
Enhancements found on page 77.

*If that unit ha a Power Rating of 9 or less, you can remove


one archeotech power source and one other archeotech part
from your Order of Battle to give every model in that unit
that Weapon Enhancement. That unit's Crusade points are
increased by 3 and this Requisiton costs 1RP.
*If that unit has a power rating of 10 or more, you can remove
two archeotech sources and two other archeotech parts
from your Order of battle to give every model in that unit
that Weapon Enhancement. That unit's Crusade points are
increased by 5 and this Requisition costs 2RP.

After purchasing this requisition, models iin that unit can no


longer be given any further Weapon Enhancements.

Pg. 74

------------------------------------------------------------------------------------------------------------------------

BATTLE TRAITS
When a ADEPTUS MECHANICUS unit gains a Battle Trait, you can use one of the tables below
instead of one of the tables
in the Warhammer 40,000 Core Book to determine what Battle trait the unit has gained. To do
so, roll one D6 and
consult the appropiate table to randomly determine what Battle Trait that unit gains, or choose a
Battle Trait that tells
the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot
have the same Battle Trait
more than once.) As with any Battle Hounour, make a note on the unit's Crusade card when it
gains a Battle Trait and
increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

TECH-PRIEST UNITS
D6 TRAIT
1 Machine Servant: If this model is part of your Crusade army,
and it was not destroyed during the battle, then at the end of
the battle you can ignore one failed Out of Action test taken for
a <FORGE WORLD> VEHICLE unit - that test is treated as having
been passed instead.

2. Voltagheist Shock: At the end of the Fight phase, select one


enemy unit within Engagement Range of this model and roll
one D6 on a 2-5, that unit suffers 1 mortal wound, on a 5, that
unit suffers D3 mortal wounds.

3. Repair Protocols: Each time this model would lose a wound,


roll one D6. On a 5+ that wound is not lost.

4. Control Cortex: You can determine one Skitarii Warlord Trait


[pg. 67] for this model. This model is only regarded as your
WARLORD for the purposes of that Warlord Trait, unless it is also
selected as your WARLORD. Each Warlord Trait in your army must
be unique (if randomly generated, re-roll duplicate results), and
this model cannot have more than one Warlord Trait.

5. System-Slave Trephination: In your Command Phase, select one


enemy VEHICLE model within 9" of thi model. Then roll one D6,
adding 2 if this model's leadership characteristic is higher than
that enemy models. On a 4+, select one weapon that enemy
model is equipped with. Until the start of your next Command
phase each time that model makes an attack with that weapon,
subtract 1 from that attacks hit roll

6. Teleportation Node: Once per battle, at the start of your


Movement phase, you can remove this model from the
battlefield and then, in the Reforcements step of your next
Movement phase, you can set it back up on the battlefield,
anywhere wholly within your own deployment zone and more
than 9" from any enemy models. If the battle ends and the
model is not on the battlefield, it is destroyed.

Skitarii Marshal Units


D6 TRAIT
1-2 Integrated Refraction Emitters: This model has a 4+
invulnerable save.

3-4 Battlefield Processing Cortex: In your Command phase,


select one friendly <FORGE WORLD> SKITARII CORE unit within
9" of this model, or select one friendly <FORGE WORLD> CORE
DATA-TETHER unit on the battlefield. Until the start of your
next Command phase, that unit is eligible to perform Heroic
Interventions as if it were a CHARACTER

5-6 SECUTOR CLASS BLADE IMPLANTS: When this model finishes


a charge move, select one enemy unti within Engagement
Range of it and roll one D6. On a 3-5, that unit suffers 1 mortal
wound, on a 6, that unit suffers D3 mortal wounds.

CORE AND KATAPHRON SERVITOR UNITS


D6 TRAIT
1-2 Enhance Bionics: improve this unit's invulnerable save by 1.
(This ability cannot make this unit's invulnerable save better
than 4+)
3-4 Killcode Gear Switches: Add 1 to the Strength characteristic of
models in this unit.

5-6 Blessed Bodies: Each time an attack is made against this unit,
an unmodified wound roll of 1-2 always fails, irrespective of
any abilities that the weapon or the attacker may have.

VEHICLE UNITS
D6 TRAIT
1-2 Sanctified Engine: Each time this unit Advances, do not make
an Advance roll. Instead, until the end of the phase, add 6" to
the Move characteristic of models in this unit.

3-4 Hardened Machine Spirits: Out of Action tests taken for this
unit are automatically passed.

5-6 Blessed Spirit: Each time a model in this unit would lose a
wound, roll one D6. On a 6, that wound is not lost.

Pg. 75

----------------------------------------------------------------------------------------------------

CRUSADE RELICS
When an ADEPTUS MECHANICUS CHARACTER model gains a
Crusade Relic, you can instead select one of the Relics listed
below. All the usual rules for selecting Crusade Relics, as
described in the Warhammer 40,00 Core Book apply.

ARTIFICER RELICS
An ADEPTUS MECHANICUS CHARACTER model can be given one
of the following Artificer Relics instead of one of the ones
presented in the Warhammer 40,000 Core Book.

Multiplexed Neural Inducer


Plugged into the devotee's brain matter, additional cogniation
engines allow for a measure of mental control over nearby servants.

The bearer gains the following ability:


Multiplessed Neural Inducer (Aura): While a friendly <FORGE
WORLD> CORE unit is within 6" of this model, that unit is eligible
to perform a Heroic Intervention as if it were CHARACTER

Kardiocore Galvanus
Embedded in the zealot's chest cavity, this fist sized galvanic cell
pulses with rythmythic powers radiating its pounding vitality.

the bearer gains the following ability:

Kardiocore Galvanus (Aura): While a friendly <FORGE WORLD>


SKITARII CORE unit is within 6" of this model, add 1 to Advance
and charge rolls made for that unit.

ANTIQUITY RELICS
An ADEPTUS MECHANICUS CHARACTER model of Heroic rank or
higher can be given the following Antiquity Relic instead of one
of the ones presented in the Warhammer 40,000 Core Book.
Add 1 to a unit's total Crusade points for each Antiquity Relic it
has - this is in addition to the +1 from gaining a Battle Honour,
for a total of 2.

Transinduction Body
Surreptitious theories surround this chunk of archeotech. When
bolted into one's bionic body, the bearer can will their forces to
descerperate, allowing them to walk through solid rock.

*Each time the bearer makes a Nomral Move, Advances, Falls


Back or makes a charge movie, until that move is finished, it
can move horizontally through models and terrain features (it
cannot finish a move on top of another model, or its base).
*The Bearer is eligible to shoot and charge in a turn in which
it Fell Back.
*The bearer can declare a charge in a turn in which
it advanced.

LEGENDARY RELICS
An ADEPTUS MECHANICUS CHARACTER model of Legendary rank
can be given the following Legendary Relic instead of one
of the ones presented in the Warhammer 40,000 Core Book.
In addition, in order to give a model a Legendary Relic, you
must also pay 1 Requisition point (if you do not have enough
Requisition points, you cannot give that model a Legendary
Relic). Add an additional 2 to a unit's Crusade points for
each Legendary Relic it has - this is in addition to the +1 from
gaining a Battle Honour, for a total of +3.

Autocaduceus of Arkhan Land


This rod's runic tip can impart blessed energy to anything metallic
thatthe wielder strikes. Cyborgs and engines so struck will stitch
themselves back together, as if repaired by the Technoarcheologist.

Once per battle, when another friendly <FORGE WORLD> model


within 6" of the bearer is destroyed, you can choose to roll one
D6 at the end of the phase instead of using any tules that are
triggered when the model is destroyed (e.g. Explodes). If you do
so, then on a 3+, set that model back up on the battlefield as
close as possible to where they were destroyed, and not within
Engagement Range of any enemy models, with 6 wounds
remaining (this cannot allow a model to have more wounds
remaining than its WOunds characteristic).

pg. 76

-------------------------------------------------------------------------------------------------------------------------------
---

WEAPON ENHANCEMENTS
When an ADEPTUS MECHANICUS unit gains a Weapon Enhancement, you can, if the weapon
selected is one of the weapon types listed
on page 112, use the associated table below or opposite, instead of one of the tables in the
Warhammer 40,000 Core Book. Once
you have selected the weapon, roll one D6 and consult the appropiate table to randomly
determine what Weapon Enhancement
is gained, or choose one that tells the best narrative for your unit. If the weapon you have
selected is equipped on an INFANTRY
or CAVALRY mode, you can instead roll two D6 (re-rolling duplicate results) or choose two. All
the normal rules for Weapon
Enhancements still apply. As with any Battle Honour, make a note on the unit's Crusade card
when it gains a Weapon Enhancement
and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core
Book.

ARC WEAPONS
D6 TRAIT
1-3 Resonant Frequency: Each time an attack is made with this
weapon against a VEHICLE unit, an unmodified roll of 3+
successfully wounds the target.

4-6 Shocking Overload: After the bearer unit has shot, select one
enemy VEHICLE model that lost one or more wounds as a result of
an attack made by a model in the bearer's unit with this Weapon
Enhancement. Until the start of your next Command phase, that
unit is shocked. While a unit is shocked, it cannot Fall Back.

RADIUM WEAPONS
D6 TRAIT
1-3 Thorium Rounds: In your shooting phase, when the bearer's
unit is selected to shoot, unless the Stratagem has already
been used this phase, you can use the Enriched Rounds
Stratagem for 0CP. If you do so, only models with this Weapon
Enhancement benefit from that Stratagem.

4-6 Rad-Sickness: After the bearer's unit has shot, select one
enemy unit that had one or more models destroyed as a result
of an attack made by a model in the bearer's unit with this
Weapon Enhacement. Until the start of your next Command
phase, that unit is rad-sick. While a unit is rad-sick, subtract 1
from the Strength and Toughness characteristics of model int
that unit. That unit is not affected by the Rad-Saturation and
Extreme Rad-Saturation abilities.

COGNIS WEAPONS
D6 TRAIT
1-3 Hunter Machine Spirit: Each time an attack is made with this
weapon, you can re-roll the wound roll.

4-6 Vindictive Machine Spirit: Each time an attack is made


with this weapon that targets a unit within 12", add 1 to the
Strength characteristic of tha attack and improve the Armour
Penetration characteristic by 1.

PLASMA WEAPONS
D6 TRAIT
1-2 Vent Shielding: Each time an unmodified hit roll of 1 is made
with this weapon, the bearer does not suffer any mortal
wounds and is not destroyed.

4-6 Fully Charged: Each time an attack made with this weapon
targets a unit within 12", if the bearer Remained Stationary
during the previous Movement phase, it makes 1 additional
attack with this weapon.

PHOSPHOR WEAPONS
D6 TRAIT
1-3 Icandescent Tracer Fire: Each time an attack is made with
this weapon that targets a unit within half range, you can
re-roll the hit roll.

4-6 Luminagen: After the bearer's unit has shot, select one enemy
unit that had two or models destroyed as a result of an
attack made by a model in the bearer's unit with this weapon
attachment. Until the start of your next Command Phase,
that unit is on fire. While a unit is on fire, each time it makes
a Normal Move, Advances, or Falls Back, roll one D6 for each
model in that unit. For each roll of 1, tha tunit suffers 1 mortal
wound (to a maximum of 6 mortal wounds.)

RIFLE WEAPONS
D6 TRAIT
1-3 Phase Helix Rifling: Add 3" to the Range characteristic of this
weapon. Each itme an attack is made with this weapon, if the
bearer Remained Stationary during its previous Movement
phase, you can ignore any or all hit roll modifiers.

4-6 Detenation Rounds: After the bearer's unit has shot, select
one enemy unit that had one or more more models destroyed as a
result of an attack made by a model in the bearer's unit with
this weapon attachment. Roll 2D6. If the result is equal to or
less than that enemy unit's leadership characteristic, until
the end of the turn, do not roll again for that enemy unit for this
ability. If the result is higher than that enemy unit's Leadership
characteristic, until the start of your next Command phase, that
enemy unit is suppressed. While a unit is supressed, each
time a model in that unit makes a ranged attack, that attacks
hit roll and wound roll cannot be re-rolled.

CARBINE WEAPONS
D6 TRAIT
1-3 Rapid Tracking Optics: Each time an attack is made with this
weapon, the bearer does not suffer the penatlty incurred to hit
rolls for firing Assault weapons in the same turn that their unit
has advanced.

4-6 Folding Stock: The bearer can be selected to shoot with if its
unit is within Engagement Range of any enemy units and can
make attacks with this weapon when doing so. If it does so,
each time an attack is made with this weapon, subtract 1 from
that attack's hit roll.

Pg. 77

------------------------------------------------------------------------------------------

ARCHEOTECH TREASURES

If your Crusade Army includes any


ADEPTUS MECHANICUS units, you can
collect parts of obscure archeotech
and combine them together to create
unique items of incredible power.
You can gain archeotech parts by choosing and completing
the relevant Agendas (pg.73) in your battles, or by using
the Unorthodox Acquisition Requisition (pg. 74). Keep an
additional note of any archeotech parts your army has collected
(the Crusade Goals, Notes and Additional Information box on
your Order of Battle is ideal for this).

Archeotech Parts
When your army requires an archeotech part, roll one D6 and
consult the table below to which type of part was found,
then roll one D6 and consult the relevant table on the following
pages to determine which instance of that part was found.

D6 ARCHEOTECH PART TYPE


1-3 Power Source: Archeotech Treasures
require power sources to drive them. A
power source can be combined with any of
the other archeotech parts to create a final,
complete item.
4 Weapon Part: Some of the deadliest and
most arcane weapons used during the Dark
Age of Technology have survived, their
capabilities undimmed.

5 Force Field Part: Emitting pulses of energy


that repel or feed off the enemy's attacks,
these exotic technologies are unlike
anything the Tech-Priests can replicate.

6 Techno-arcana Part: These bizzare relics,


once empowered, interact with the Machine
God's faithful in unusual ways, their spirits
responding to certain, holy cant.

Assembling Archeotech Treasures


When you have collected enough archeotech parts, you can
assemble them into a powerful item using the Assemble
Archeotech Requisition (pg. 74). In order to assemble an item
you need one power source and of the following:

*One weapon part.


*One force field part.
*One techno-arcana part.

When assembling an archeotech weapon, that weapon's


name is the combination of the power source's name and the
weapon part's name. The weapon's profile is a combination of
that weapon part's profile and the weapon ability granted by
that power source. Archeotech weapon s cannot be upgraded
by Weapon Enhancements (see the Warhammer 40,000
Core Book).

Example: Joe assembles an archeotech weapon using the acidic


conductor power source and electro-fused vambraces weapon
parts. He creates the following weapon:

WEAPON RANGE TYPE S AP D


Acidic conductor
electro-fused
vambraces 10" Assault 8 3 -1 1

Abilities: The bearer can only shoot with this weapon once per battle.
Each time an attack is made with this weapon, an unmodified wound
roll of 6 inflicts D3 mortal wounds on the target in addition to any
normal damage.

When assembling an archeotech force field, the force field's


name is the combination of the power source's name and the
force field part's name. The bearer gains an ability based on the
combination of that force field part's ability and the force field
ability granted by that power source.

Example: Joe assembles an archeotech force field using the acidic


conductor power source and technodermis force field part. He
creates the following force field:

Acidic conductor technodermis: Add 1 to the Toughness


charactreristic of the bearer. The bearer gains the following ability:
Acid-hardened Flesh(Aura): While a friendly <FORGE WORLD>
CORE unit is within 6" of this model, each time a melee attack with
an Armour Penetration characteristic of -1 is allocated to a model
in that unit, that attack has an Armour Penetration characteristic
of 0 instead.

When assembling an archeotech techno-acrana, that techno-


arcana's name is the combinatation of the power source's name
and the techno-arcana part's aname. The bearer gains an ability
based on the combination of that techno-arcana part's ability
and the techno-arcana effect granted by that power source.

Example: Joe assembles an archeotech techno-arcana using the


induction node power source and obscuroptikon techno-arcana
part. He creates the following techno-arcana:

Obscruroptikon induction node: When the Shroudspalm Canticle


(pg. 85) becomes active for your army, you can choose to use this
techno-arcana. If you do so, until the end of the battle round, this
piece of techno-arcana is active and, until the end of the battle
no other piece of techno-arcana from your army can be used. The
bearer gains the following ability: Electrified Actuators (Aura):
While a friendly <FORGE WORLD> CULT MECHANICUS unit is within
6" of this model, if this techno-arcana is active, each time that unit
Advances, do not make an Advance roll. Instead, until the end
of the phase, add D3+3 to the Move characterisitc of models in
that unit.

When a piece of archeotech is assembled, remove the parts that


were used to assemble it from your Order of Battle and select
one ADEPTUS MECHANICUS TECH-PRIEST unit from your Crusade
Force. That unit adds that piece of archeotech to their personal
archeotech collection and its Crusade points are increased by 1,
make a note on that unit's Crusade Card.

When you are mustering your army, each ADEPTUS MECHANICUS


TECH-PRIEST unit from your army can be equipped with:

*1 archeotech force field from their collection.


*1 archeotech weapon from their collection.
*1 archeotech techno-arcana from their collection.

Pg. 78

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POWER SOURCES

1. RESTRAINED VORTEX
Vortex technology uses immense energies
to punch a hole through the skin of reality.

WEAPON ABILITY:
After the bearer has shot with this weapon,
select one enemy unit that was hit by an
attack made with this weapon. Roll one D6
for each other unit within 3" of the target,
subtracting 1 if that unit has the CHARACTER
keyword. On a 3-5, that unit suffers 1 mortal
wound. On a 6, that unit suffers D3 mortal
wounds.

FORCE FIELD ABILITY:


The bearer gains the folllowing ability: Vortex
Field (Aura): While a friendly <FORGE WORLD>
CORE unit is within 6" of this model, each
time an enemy unit declares a charge against
that unit, if that friendly unit is not within
Engangement Range of any enemy units, it can
Hold Steady or Set to Defend.

TECHNO-ARCANA EFFECT:
The bearer gains the folowing ability:
Repellent Energies (Aura): While a friendly
<FORGE WORLD> CULT MECHANICUS unit is
within 6" of this model, if this techno-arcana
is active, each time an enemy unit makes a
melee attack against that unit, that attack's
hit roll cannot be re-rolled and that attack's
wound roll cannot be re-rolled.

2. SPATIAL ALTERNATOR
Based upon grav-field manipulation,
this technology condenses or disperses
molecular alignment.

WEAPON ABILITY:
Each time a model in an enemy unit (excluding
VEHICLE units) loses one or more wounds as
a result of an attack made with this weapon,
roll one D6. On a 4+, until the start of your next
Command phase, that unit is condensed. While
a unit is condensed, it loses the Objective
Secured ability (this ability is described in the
Warhammer 40,00 Core Book).

FORCE FIELD ABILITY:


Add 1 to the bearer's Wounds characteristic.

TECHNO-ARCANA EFFECT:
The bearer gains the following ability: Spatial
Adjustment (Aura). While a friendly <FORGE
WORLD> CULT MECHANICUS unit is within 6"
of this model, if this techno-arcana is active,
each time a ranged attack with an Armour
Penetration characteristic of -1 is allocated to
a model in that unit while it is receiving
the benefits of Light cover from a terrain
feature, that attack has an Armour Penetration
characteristic of 0 instead.

3. TELEPORTATION MATRIX
This device enables energy and matter
to translocate instantaneously

WEAPON ABILITY:
Once per battle, after the bearer has shot
with this weapon, if it successfully hit an
enemy unit when making any of those
attacks, it can engage the teleportation
grapple. If it does so, remove the bearer from
the battlefield, then set the bearer back up
on the battlefield anywhere that is within
Engagement Range of that enemy unit, and
not within Engagement Range of any other
enemy units. The bearer counts as having
made a charge move this turn.

FORGE FIELD ABILITY:


The bearer is eligible to perfrom a Heroic
Intervention if its within 6" horizontally and
5" vertically of any enemy unit. Each time the
bearer makes a Heroic intervention move, it
can move up to 6" instead of 3". All other rules
for Heroic interventions still apply.

TECHNO-ARCANA EFFECT:
The bearer gains the following ability:
Agressive Translocation (Aura): While a
friendly <FORGE WORLD> CULT MECHANICUS
unit is within 6" of this model, if this techno-
arcana is active, you can re-roll charge rolls
made for that unit.

4. ACIDIC CONDUCTOR
Through arcane dutillation this technology
can eat through metal, dissipate thick smog
and even cause genetic scarification.
WEAPON ABILITY:
Each time an attack is made with this weapon,
an unmodified wound roll of 6 inflicts D3
mortal wounds on the target in addition to any
normal damage.

FORCE FIELD ABILITY:


The bearer gains the following ability: Acid-
hardened Flesh (Aura): While a friendly
<FORGE WORLD> CORE unit is within 6" of
this model, each time a melee attack with
an Armour Penetration characteristic of -1 is
allocated to a model in that unit, that attack
has an Armour Penetration characteristic of
0 instead.

TECHNO-ARCANA EFFECT:
The bearer gains the following ability: Haze-
devouring Condensate (Aura): Whole a firendly
<FORGE WORLD> CULT MECHANICUS unit is
within 6" of this model, if this techno-arcana
is active, add 3" to the Range characteristic
of ranged weapons models in that unit are
equipped with.

5. ENDOTHERMIC REACTOR
This crystal lattice produces freezing
temperatures, its power bleeding the energy
and momentum from those it touches.

WEAPON ABILITY:
Each time an attack is made with this weapon,
if the attack successfully hits the target,
roll one D6, subtracting 1 if the target has
the VEHICLE keyword on a 3+. Until the start
of your next Command phase, the target is
frozen. While a unit is froen, halve the Move
characteristic of model in that unit.

FORCE FIELD ABILITY:


Each time the bearer is declared a target of
a charge, subtract 2 from that charge roll.

TECHNO-ARCANA EFFECT:
The bearer gains the following ability:
Dispersed Cryo-sweep (Aura): While a
friendly <FORGE WORLD> CULT MECHANICUS
unit is within 6" of this model, at the start of
the Fight phase, if this techno-acrcana is active
and that unit is within Engagement Range of
any enemy units, it can fight first that phase.

6. INDUCTION NODE
The electrical purity of the Motive Force
fries delicate systems and invigorates
the blessed augmentations of the
Cult's faithful.

WEAPON ABILITY:
Each time a model in an enemy VEHICLE unit
loses one or more wounds as a result of an
attack made with this weapon, roll one D6,
on a 3+, randomly determine one ranged
weapon that model is equipped with. Until the
start of your next Command phase, each time
that model shoots, it makes 1 less attack
with that weapon.

FORCE FIELD ABILITY:


The bearer gains the following ability: over-
amped Systems(Aura): While a firendly
<FORGE WORLD> CORE unit is within 6" of this
model, each time that unit shoots or fights,
when resolving its attacks you can re-roll one
hit roll or one wound-roll.

TECHNO-ARCANA EFFECT:
The bearer gains the following ability:
Electrified Actuators (Aura): While a friendly
<FORGE WORLD> CULT MECHANICUS unit is
within 6" of this model, if this techno-arcana
is active, each time that unit Advances, do
not make an Advance roll. Instead, until the
end of the phase, add D3+3" to the Move
characteristic of models in that unit.

Pg. 79

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WEAPON PARTS

1. ELECTRO-FIRE IMPLANTS
This weapon has the following profile:

WEAPON RANGE TYPE S AP D


Electro-fire implants 12" Assault D3+3 5 -1 2

Abilities: The bearer can only shoot with this weapon once per
battle. Each time an attack is made with this weapon, that attack
automatically hits the target.

2. NEURAL JAMMER
This weapon has the following profile:

WEAPON RANGE TYPE S AP D


Nerual jammer 18" Pistol 4 4 -2 1

Abilities: The bearer can only shoot with this weapon once per battle.
Each time you select a target for this weapon, you can ingnore the
Look Out, Sir rule. Each time an attack is made with this weapon, an
unmodified wound roll of 6 inflicts 1 mortal wound on the target in
addition to any normal damage.

3. NANOSHARD PROJECTOR
This weapon has the following profile:

WEAPON RANGE TYPE S AP D


Nanoshard projector 12" Pistol 3 5 -2 2

Abilities: The bearer can only shoot with this weapon oncer per battle.
Each time an attack is made with this weapon, an unmodified hit roll
of 6 scores 1 additional hit.

FORCE FIELD PARTS

1. VOID SHELL
Each thime the bearer would lose a wound, roll one D6, on a 6 that wound
is not lost.

2. ARC IMPLANTS
At the start of the fight phase, select one enemy unit within
Engagement Range of the bearer and roll one D6, on a 2-5, that enemy
unit suffers 1 mortal wound, on a 6, it suffers D3 mortal wounds.

3. TIME SINK
At the start of the Fight phase, select one enemy model within
Engagement Range of the bearer. Roll one D6 and add the bearer's
leadership characteristic to the result. Your opponent rolls one D6 and
adds that enemy model's Leadership characteristic to their result, f
your total is greater than your opponents, until the end of the phase,
that enemy model's unit is not eligible to fight until after all eligible units
from your army have done so.

4. CONVERSION ERADICATOR
When the bearer is desroyed, roll one D6, on a 2-5 the nearest enemy
unit within 6" suffers D3 mortal wounds, on a 6, the nearest enemy unit
within 6" suffers 2D3 mortal wounds.

5. INVERSE POWER FEEDS


Each time the bearer makes a malee attack, an unmodified wound
roll of 6 inflicts 1 mortal wound on the target in addition to any normal
damage.

6. TECHNODERMIS
Add 1 to the toughness characteristic of the bearer.

Pg. 80

---------------------------------------------------------------------------

TECHNO ARCANA PARTS


1. OBSCUROPTIKON
When the Shorudspalm Canticle (pg. 85) becomes active for your army,
you can choose to use this techno-arcana. If you do so, until the end
of the battle round, this piece of techno-arcana is active and, until the
end of the battle, no other piece of techno-arcana from your army
can be used.

2. EXO-GAUNTLET
When the Chant of the Remorseless Fist Canticle (pg. 85) becomes
active for your army, you can choose to use this techno-arcana, if you
do so, until the end of the battle round, this piece of techno-arcana is
active amd, until the end of the battle, no other piece of techno-arcana
from your army can be used.

3. FERROSANCTIC ORRERY
When the Incantation of the Iron Soul Canticle (pg. 85) becomes active
for your army, you can choose to use this techno-arcana. If you do so,
until the end of the battle round, this piece of techno-arcana is active
and, until the end of the battlle, no other piece of techno-arcana
from your army can be used.

4. HAGIOSCOPE
When the Benediction of the Omnissiah Canticle (pg. 85) becomes
active for your army, you can choose to use this techno-arcana, if you
do so, until the end of the battle round, this piece of techno-arcana is
active amd, until the end of the battle, no other piece of techno-arcana
from your army can be used.

5. TRI-DIMENSIONAL COVENANT
When the Invocation of Machine Vengeance Canticle (pg. 85) becomes
active for your army, you can choose to use this techno-arcana, if you
do so, until the end of the battle round, this piece of techno-arcana is
active amd, until the end of the battle, no other piece of techno-arcana
from your army can be used.

6. HYPERCIRCUIT
When the Litany of the Electromancer Canticle (pg. 85) becomes active
for your army, you can choose to use this techno-acrana. If you do so,
until the end of the battle round, this piece of techno-arcana is active
and, until the end of the battle, no other piece of techno-arcana from
your army can be used.

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