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Thread: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

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  1. #1
    Chapter Master Fox Of 9's Avatar
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    Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    DARK MECHANICUM


    The following section details background and rules information that describes the forces used by the Dark Mechanicum - their warriors, their vehicles and the characters that lead them into battle. This section will enable you to forge your collection of Dark Mechanicum miniatures into an army ready to fight battles in your games of Warhammer 40,000.

    CHOOSING AN ARMY
    When choosing an army to play a game of Warhammer 40,000, there are two main ways of organizing your collection. These are the Unbound method, which means taking whichever units you like, and the Battle-forged method, which is more rigid but has extra benefits. Both are described fully in Warhammer 40,000: The Rules.

    If you are using the Unbound method, simply use the datasheets later in this section that correspond to the models in your collection. If you are using the Battle-forged method, you will instead need to organize the models in your collection into Detachments. This is a fun process in its own right (I mean, look at me! I created a whole new codex for a dead edition of the game because of it, and this is my second). The most common of these are the Combined Arms and Allied Detachments. Note that you can also include any of the Formations presented in this section as a part of a Battle-forged army.

    Codex: Dark Mechanicum, however, also includes three additional Detachments: the Dark Mechanicum Cohort, Representative Of The Dark Mechanicum, and the Heretek Legion.


    DARK MECHANICUM COHORT


    This Detachment follows all of the rules for Detachments as presented in Warhammer 40,000: The Rules.

    FORMATION:
    • COMPULSORY:
      - 1 HQ
      - 2 TROOPS
    • OPTIONAL:
      - 1 HQ
      - 3 ELITES
      - 4 TROOPS
      - 3 FAST ATTACK
      - 3 HEAVY SUPPORT
      - 1 FORTIFICATION
      - 1 CHAOS KNIGHT


    RESTRICTIONS:
    All units in this Detachment must belong to the Dark Mechanicum Faction (or have no Faction). Chaos Knights (Knight Despoiler, Knight Rampager, Knight Tyrant, Knight Desecrator and/or War Dogs) may not choose items from the Iconoclast Relics and/or Iconoclast Equipment lists.

    COMMAND BENEFITS:
    Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.
    Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.




    REPRESENTATIVE OF THE DARK MECHANICUM


    This Detachment follows all of the rules for Detachments as presented in Warhammer 40,000: The Rules.

    FORMATION:
    • COMPULSORY:
      - 1 HQ
      - 1 TROOPS
    • OPTIONAL:
      - 1 ELITES
      - 1 TROOPS
      - 1 FAST ATTACK
      - 1 HEAVY SUPPORT


    RESTRICTIONS:
    This Detachment cannot be your Primary Detachment. All units in this Detachment must belong to the Dark Mechanicum Faction. All units chosen must have a different Faction to any of the units in your Primary Detachment.

    COMMAND BENEFITS:
    Authority Of The Dark Mechanicum: Your HQ choice from this detachment may generate a Warlord Trait even though they are not the Warlord. For the sake of the Warlord trait, they count as a Warlord. If instead of generating a Warlord Trait they have a pre-assigned Warlord Trait, they use that instead.




    HERETEK LEGION

    The Heretek Legion is a special type of Detachment that can be included in any Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organization Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Commands Benefits, just like any other Detachment.

    Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Heretek Legion are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Heretek Legion, that entire Legion is your Primary Detachment.


    RESTRICTIONS:
    This Detachment must include at least one Core choice and one Auxillary choice. It may also include up to one more Core choice, up to three Command choices and any number of additional Auxillary choices, in any combination. Only the datasheets listed below can be included in this Detachment, and all units in the Detachment must have the Dark Mechanicum Faction.

    COMMAND BENEFITS:





    Last edited by Fox Of 9; 13-07-2019 at 17:50.
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    APPENDIX

    DARK MECHANICUM SPECIAL RULES
    There are a number of special rules that are common to several Dark Mechanicum units, which are collected here for your convenience. Special rules that are unique to particular units are presented in the relevant unit entry instead. Other rules are simply listed by name - these are all described in the Special Rules section of Warhammer 40,000: The Rules.




    HERETICAL DISCIPLINES
    Because of the nature of their split from the Imperium, these fallen Tech-priests lack a central authority or consistent belief structure. As a result, their reigning ideology is far more diverse than that of their former brethren within the Adeptus Mechanicus. Hereteks may shun the Omnissiah entirely as a false god, worship him as an extension of Chaos, or simply ignore their former beliefs to focus solely on their research. Few inquiries concerning technology are beyond a Heretek's interest, though inevitably many of his inventions and much of his research tend towards the development of tools of destruction.

    A Heretek may be capable of drawing power for his devices directly from the Warp and controlling them with summoned Warp entities. He might dabble with concepts of artificial intelligence, memory transference, or even attempt to capture and preserve the souls of sentient beings within his devices through his arcane knowledge of the Warp. Many of these inventors mindlessly hew to the idea that the new and the novel is always preferable for accomplishing a given end as established techniques. For them, the joy of a new idea or the recovery of an unknown bit of knowledge is a triumph, even if that idea has already been made obsolete. With each new advancement, his passion for further such successes grows as does his appetite for ever more knowledge, regardless of its source.


    To bring these near infinite ideologies and identities together, a system has been created to allow each individual's Dark Mechanicum force to feel distinctly similar, but at the same time wholly unique. Throughout the Codex you will see numerous units listing a Heretical Discipline; either Cybernetica, Fleshcraft, Forgecraft, or Warpcraft; as well as options unique to each of these Disciplines. Unless stated otherwise, all units listing a Heretical Discipline have an individual 0-1 restriction on how many you can include in your army.

    For example, any Dark Mechanicum army may include both one unit of Obliviates (Heretical Discipline: Cybernetica) and one unit of Data Daemons (Heretical Discipline: Warpcraft), but not every army will be able to include two or more units of Gholams (Heretical Discipline: Fleshcraft). Furthermore, any Discipline-specific options in a unit's Datasheet cannot be taken without certain pre-requisites.


    ARCH-HERETEK
    Though there are no set criteria for what makes an Arch-Heretek, they are often a match for true Tech-priests and Explorators in terms of their understanding and proficiency with machines. The greatest of them were once Tech-priests themselves, now turned from the worship of the Omnissiah. Arch-Hereteks are highly valued by void-faring criminals, both for their expertise in all things technical and their unique abilities.

    Models with the Arch-Heretek rule come in four varieties; Arch Gene-sculptors, Arch Forge Masters, Arch Empyric Engineers, and Arch Cybertheurgists; each one corresponding to one of the Heretical Disciplines; Fleshcraft, Forgecraft, Warpcraft, and Cybernetica. A model with the Arch-Heretek rule removes the individual 0-1 restriction on all units of their chosen Heretical Discipline, and in addition, allows any unit to take options unique to that Discipline.

    For example, an Arch Cybertheurgist, who has the Arch-Heretek rule, would allow you to take two or more units of Obliviates (Heretical Discipline: Cybernetica), and would also allow any units of Heretek-Guard in your army to take options listed under the Cybernetica section of their options, as well as any items in the Wargear Lists restricted to models of the Cybernetica Heretical Discipline. Note that each individual unit may only ever choose options and wargear from one Heretical Discipline, even if you have multiple models with the Arch-Heretek rule from different Heretical Disciplines (Arch-Hereteks aren't known for allowing other people to toy with their works).


    HERETEK
    At present, the Tech-priests and Dark Magi of the Dark Mechanicum, who are considered Hereteks amongst their counterparts in the Cult Mechanicus, have pledged their souls to the worship of the Dark Gods of Chaos. Within the Eye of Terror, they continue to service and maintain the war machines and wargear of the Traitor Legions, the Traitor Titan Legions and the other Forces of Chaos with equal fervour.

    They plumb the depths of secret and forbidden knowledge kept hidden by the Ruinous Powers. Still dedicated to the acquisition of all knowledge in the universe much like their Loyalist counterparts, the Dark Mechanicus believes their uncorrupted brothers and sisters in the Adeptus Mechanicus are fools, for they will never be able to fully comprehend the divinity that is true knowledge if they cut themselves off from the secrets offered by the Dark Gods.


    Models with the Heretek rule come in four varieties; Gene-sculptors, Forge Masters, Empyric Engineers, and Cybertheurgists; each one corresponding to one of the Heretical Disciplines; Fleshcraft, Forgecraft, Warpcraft, and Cybernetica. A model with the Heretek rule allows any unit to take options unique to that Discipline.

    For example, a Forge Master Heretek would allow any units of Heretek-Guard in your army to take options listed under the Forgecraft section of their options, as well as any items in the Wargear Lists restricted to models of the Forgecraft Heretical Discipline. Note that each individual unit may only ever choose options and wargear from one Heretical Discipline, even if you have multiple models with the Heretek rule from different Heretical Disciplines (Hereteks aren't known for allowing other people to toy with their works).


    HERETEK SAVANT
    The strictures and dictates of the Adeptus Mechanicus are many and harsh; they form a labyrinthine and iron-clad code that defines every aspect of the lives of the Omnissiah's priesthood, including their outlook and practices. Their purpose is as simple as it is unwavering: to control and regulate knowledge and its use, stifle blasphemous innovation, and above all maintain the Machine Cult's stranglehold on the Imperium's technology.

    To become a Heretek Savant by that phrase's purest definition is to abandon this code, at least in the Tech-priest's private thoughts. It is to embrace individual innovation, experimentation, and free will and stray from the path ordained by the teachings of the Archmagos Doctrinal. For a Tech-priest to do so is every bit as rare, as radical and heretical as a Confessor of the Adeptus Ministorum straying from the Imperial Creed, and the consequences for those that do stray, should their deviation be discovered, is every bit as harsh.


    A model with the Heretek Savant special rule removes the individual 0-1 restriction on all units of their chosen Heretical Discipline, and in addition, allows any unit to take options unique any of the Heretical Disciplines.

    For example, a Gene-sculptor Heretek Savant would allow you to take two or more units of Gholams (Heretical Discipline: Fleshcraft), and would also allow any units of Heretek-Guard in your army to take options listed under the Cybernetica, Fleshcraft, Forgecraft, or Warpcraft sections of their options, as well as any items in the Wargear Lists restricted to models of the Cybernetica, Fleshcraft, Forgecraft, or Warpcraft Heretical Disciplines. Note that each individual unit may still only ever choose options and wargear from one Heretical Discipline.


    HERETICAL DISCIPLINES REFERENCE TABLE

    Cybertheurgist (Cybernetica) Gene-Scupltor (Fleshcraft) Forge Master (Forgecraft) Empyric Engineer (Warpcraft)
    Heretek Allows any unit access to Cybernetica options, and any item in the Wargear Lists restricted to models of the Cybernetica Heretical Discipline.* Allows any unit access to Fleshcraft options, and any item in the Wargear Lists restricted to models of the Fleshcraft Heretical Discipline.* Allows any unit access to Forgecraft options, and any item in the Wargear Lists restricted to models of the Forgecraft Heretical Discipline.* Allows any unit access to Warpcraft options, and any item in the Wargear Lists restricted to models of the Warpcraft Heretical Discipline.*
    Arch-Heretek Removes the individual 0-1 limit on units belonging to the Cybernetica Heretical Discipline, and in addition, allows any unit access to Cybernetica options, and any item in the Wargear Lists restricted to models of the Cybernetcia Heretical Discipline.* Removes the individual 0-1 limit on units belonging to the Fleshcraft Heretical Discipline, and in addition, allows any unit access to Fleshcraft options, and any item in the Wargear Lists restricted to models of the Fleshcraft Heretical Discipline.* Removes the individual 0-1 limit on units belonging to the Forgecraft Heretical Discipline, and in addition, allows any unit access to Forgecraft options, and any item in the Wargear Lists restricted to models of the Forgecraft Heretical Discipline.* Removes the individual 0-1 limit on units belonging to the Warpcraft Heretical Discipline, and in addition, allows any unit access to Warpcraft options, and any item in the Wargear Lists restricted to models of the Warpcraft Heretical Discipline.*
    Heretek Savant Removes the individual 0-1 limit on units belonging to the Cybernetica Heretical Discipline, and in addition, allows any unit access to any of the Heretical Discipline options, and any items in the Wargear lists restricted to models of any Heretical Discipline.* Removes the individual 0-1 limit on units belonging to the Fleshcraft Heretical Discipline, and in addition, allows any unit access to any of the Heretical Discipline options, and any items in the Wargear lists restricted to models of any Heretical Discipline.* Removes the individual 0-1 limit on units belonging to the Forgecraft Heretical Discipline, and in addition, allows any unit access to any of the Heretical Discipline options, and any items in the Wargear lists restricted to models of any Heretical Discipline.* Removes the individual 0-1 limit on units belonging to the Warpcraft Heretical Discipline, and in addition, allows any unit access to any of the Heretical Discipline options, and any items in the Wargear lists restricted to models of any Heretical Discipline.*

    *Note that each individual unit may still only ever choose options and wargear from one Heretical Discipline.




    BATTLESMITH
    Those versed in the secret arts and teachings of the Mechanicum, irrespective of whether they're still loyal to the Imperium or not, have the skill and ability to reconstruct and effect field repairs to war machinery in the very heat of battle.

    If a model with the Battlesmith rule is in base contact with, or embarked upon, one or more damaged Vehicles during the Shooting phase, they can attempt to repair one of them instead of firing a weapon. Roll a D6, and add on the following modifier where applicable:

    • Each Heretek Servitor with a Servo-arm in his unit +1
    • The model with the Battlesmith rule has a machinator array +1

    If the result is 5 or more, you may do one of the following:

    • Restore a lost Hull Point.
    • Repair a Weapon Destroyed result.
    • Repair an Immobilised result to the attendant vehicle.

    If a Weapon Destroyed result is repaired, that weapon can be used in the following Shooting phase. The model with the Battlesmith rule cannot use this ability if they have Gone to Ground or are Falling Back.

    Models with the Battlesmith rule that also possess a cortex controller may, instead of the above, restore a single lost wound to a model with either the Cybernetica Cortex rule or Silica Animus rule, as a use of this ability.


    CYBERNETICA CORTEX
    The Cybernetica Cortex was a device used by the Legio Cybernetica of the Adeptus Mechanicus. This arcane device comprised the reasoning control centre and animating Machine spirit of the Battle-automata. Consisting of a synthetic "brain" cased in complex bio-plastic mass which extrudes nerve-like tendrils into the body of the robotic frame, it invigorated the machine with false-life. Far beyond a simple cogitator in capability, it was neither truly alive nor sapient like the dreaded inhuman Silica Animus of the Age of Strife. Instead, it was akin to a primal web of instinct guided by a programmed framework of encoded behavior. The result is a superior self-guided machine that will act with a degree of tactical sense and self-preservation beyond a Servitor but not risk revolt like the mythical Men of Iron.

    A model with this rule has the Adamantium Will, Cybernetic Resilience, Fearless, and Programmed Behaviour special rules. Units comprised of models with the Cybernetica Cortex rule are susceptible to Dominatus Cybernetica commands, and the unit (as well as any models that are part of the unit with a cortex controller) have a 4" unit coherency range.


    CYBERNETIC RESILIENCE
    Some creations of the Dark Mechanicum straddle the line between machine creature and synthetic life, making them both resilient to the particular fragilities of the organic, but also partly subject to the vulnerabilities of the pure machine.

    Successful wounds scored by attacks with the Poisoned or Fleshbane special rule must be re-rolled against a model with this rule. In addition, attacks with the Haywire special rule will cause a wound on a D6 result of a 6 against a model with this rule and, in addition, to any other wounds or effects caused. Roll for this wound separately, saves may be taken as normal.
    Last edited by Fox Of 9; 17-07-2019 at 18:07.
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    DARK MECHANICUM WARGEAR LIST

    These lists detail the points values of various items of wargear available to units in your army. Many units entries in the datasheets that follow may include options from one or more of these lists - in each instance, the datasheet will tell you (in bold text) exactly which of these lists you may use. Rules for these items can be found in the Armoury.

    Ranged Weapons
    A model may replace one weapon with one of the following:
    • Phosphor blast pistol..... 5pts
    • Radium pistol..... 5pts
    • Arc pistol..... 10pts
    • Immateria energy-caster1..... 10pts
    • Volkite serpenta2..... 10pts
    • Archeotech pistol2..... 15pts
    • Ectoplasma pistol..... 15pts
    • Inferno pistol..... 15pts
    • Lucifex2..... 15pts
    • Needle pistol3..... 15pts
    • Photon gauntlet2..... 15pts
    • Void-skein rupture pistol1..... 15pts
    Melee Weapons
    A model may take one of the following:
    • Taser goad..... 10pts
    • Power weapon..... 15pts
    • Arc maul..... 20pts
    • Eviscerator..... 25pts
    Mining Tools
    A model may replace one weapon with one of the following:
    • Power hammer..... 15pts
    • Power pick..... 15pts
    Heavy Mining Weapons
    A model may replace one weapon with one of the following:
    • Heavy stubber..... 5pts
    • Mining laser..... 15pts
    • Heavy rock drill..... 20pts
    • Seismic cannon..... 20pts
    • Heavy rock cutter..... 25pts
    • Heavy rock saw..... 25pts
    Servitor Weapons
    A model may take one of the following:
    • Las-lock..... 2pts
      • May also take Induction chargers..... 1pt
    • Mitralock..... 2pts
      • May also take Induction chargers..... 1pt
    • Flamer..... 5pts
    • Servo arm..... 5pts
    • Stun-flail1..... 15pts
    Servitor Heavy Weapons
    A model may take one of the following:
    • Heavy bolter..... 15pts
    • Multi-melta..... 15pts
    • Ectoplasma cannon..... 20pts
    • Empyrean siphon1..... 25pts
    • Graviton cannon2..... 25pts
    • Immateria energy-beamer1..... 30pts
    • Void-skein cannon1..... 30pts
    • Heavy graviton imploder and grav-amp2..... 40pts
    Special Weapons
    A model may replace its ranged weapon with one of the following:
    • Pathogen projector3..... 5pts
    • Viral-launcher3..... 5pts
    • Graviton gun2..... 10pts
    • Volkite charger..... 10pts
    • Arc rifle..... 15pts
    • Ectoplasma-fusil..... 15pts
    • Graviton imploder..... 15pts
    • Hellrifle1..... 15pts
    • Immateria energy-arc1..... 15pts
    • Rad/irad-cleanser..... 15pts
    • Void-skein rupture rifle1..... 15pts
    • Gluon rifle2..... 20pts
    • Transuranic arquebus..... 25pts
    • Ectoplasma caliver..... 30pts
    Heavy Weapons
    • Multi-laser..... 5pts
    • Autocannon..... 10pts
    • Multi-melta..... 10pts
    • Ectoplasma cannon..... 15pts
    • Empyrean siphon1..... 20pts
    • Graviton cannon2..... 20pts
    • Gluon cannon2..... 25pts
    • Immateria energy-beamer1..... 25pts
    • Irradiation engine..... 25pts
    • Photon thruster2..... 25pts
    • Void-skein cannon1..... 25pts
    • Volkite culverin..... 25pts
    • Heavy Graviton imploder and grav-amp..... 35pts
    Special Issue Wargear
    A model may take up to one of each of the following:
    • Augury scanner..... 5pts
    • Combat familiar..... 5pts
    • Melta bombs..... 5pts
    • Refractor field..... 5pts
    • Conversion field..... 10pts
    • Digital weapons..... 10pts
    • Rad grenades..... 10pts
    • Cortex Controller..... 15pts
    • Cyber-familiar4..... 15pts
    • Digital laser2..... 15pts
    • Mechadendrite harness..... 15pts
    • Vore weapons3..... 15pts
    • Broad-spectrum scrapcode transmitter2..... 20pts
    • Djinn-skein4..... 25pts
    Cybernetic Augments
    A model may take up to one of each of the following:
    • Infravisor..... 5pts
    • Neural fortifier..... 5pts
    • Aggression amplifiers..... 10pts
    • Extensive bionics..... 10pts
    • Neural blockers..... 10pts
    • Enhanced targeting arrays..... 15pts
    Empyrean Artifices
    A model may take up to one of each of the following:
    • Empyrean brain mines..... 10pts
    • Daemonblade5..... 15pts
    • Psyk-out grenades..... 15pts
    • Spell familiar..... 15pts
    • Immateria ward6..... 20pts
    • Psyber-familiar..... 25pts
    • Psyocculum..... 25pts
    • Empyric conduit-blade5..... 30pts
    • Speculum umbrae4..... 40pts
    Immateria Runes
    A model may take up to three of the following:
    • Null rune..... 5pts
    • Rune of fortitude..... 5pts
    • Rune of strength..... 10pts
    • Rune of wrath..... 10pts
    • Rune of alacrity..... 15pts
    • Rune of resistance..... 15pts
    • Rune of eternity..... 15pts
    • Rune of warding..... 15pts
    • Rune of channeling6..... 35pts
      • May also take Psyker (Mastery Level 2)4..... 25pts
    Bio-implants
    A model may take up to one of each of the following:
    • Ichor blood..... 5pts
    • Metamorphic limb..... 10pts
    • Fleshtendrils..... 15pts
    • Liquifier gland..... 15pts
    • Prehensile stinger..... 15pts
    • Forced psychic mutation6..... 20pts
      • May also take Psyker (Mastery Level 2)4..... 25pts

    Mutations
    A model may take up to one of each of the following:
    • Horrifying..... 5pts
    • Burly..... 10pts
    • Venomous..... 10pts
    • Bloated..... 15pts
    • Reinforced carapace..... 15pts
    • Scaly..... 15pts
    Gene-sculptor Tools
    A model can replace one weapon with one of the following:
    • Neurotoxin injector..... 10pts
    • Macro-scalpel..... 10pts
    • Torture mechadendrite7..... 10pts
    • Medicae mechadendrite7..... 20pts
    • Apostatic matrix..... 25pts
    • Envenomed blade..... 25pts
    Relics Of The Dark Mechanicum
    Only one of each relic may be taken per army. A model may replace one weapon with one of the following:
    Dark Mechanicum Vehicle Equipment
    A model may take up to one of each of the following:
    • Dirge caster.... 5pts
    • Dozer blade9..... 5pts
    • Enhanced power systems2..... 5pts
    • Pintle-mounted combi-bolter or heavy stubber10..... 5pts
    • Warp flame gargoyles1..... 5pts
    • Auxiliary drive2, 9..... 10pts
    • Broad Spectrum Data Tether8..... 10pts
    • Pintle-mounted cognis heavy stubber8, 10..... 10pts
    • Empyric conduit-armour1, 11..... 10pts
    • Extra armour..... 10pts
    • Fire barrels9..... 10pts
    • Frag assault launchers12..... 10pts
    • Infernal autosimulacra2..... 10pts
    • Havoc launcher10..... 12pts
    • Daemon engine and/or daemonic possession1, 11..... 15pts/each
      • May also take one of the following:
        - Daemonforge12..... 10pts
    • Destroyer blades9..... 15pts
    • Horrifying trophies..... 15pts
    • Warpsteel armour1, 11..... 15pts
    • Armoured ceramite2..... 20pts
    • Dominatus cybernetica receiver-array8, 12..... 20pts
    • Bio-mechanical symbiosis3..... 25pts
    • Flare shield2..... 25pts
    • Targeting A.I8.....35pts
    Iconoclast Relics
    Only one of each relic may be taken per army. A model may take one of the following:
    • The teeth that hunger13..... 15pts
    • Khornate target14..... 25pts
    • Tzeentchian pyrothrone14..... 25pts
    • Quicksilver throne of Slaanesh14..... 30pts
    • Putrid carapace of Nurgle14..... 40pts
    • Veil of medrengard..... 40pts
    Iconoclast Equipment
    A model may take any of the following:
    • Dirge caster.... 5pts
    • The traitor's mark15..... 15pts
    • The tyrant's banner15..... 20pts
    • Knight of Khorne11..... 30pts
    • Knight of Slaanesh11..... 30pts
    • Knight of Tzeentch11..... 45pts
    • Knight of Nurgle11..... 60pts
    Infernal Relics
    Only one of each relic may be taken per army. A model may take one of the following:
    • The diamonas16..... 25pts
    • The gauntlet of ascension17..... 25pts
    • Bound varadian psychogiest..... 30pts
    • Helm of warp-sight..... 35pts
    • Blasphemous engine..... 60pts
    • Lamba kai displacer13..... 75pts
    Infernal Equipment
    A model may take any of the following:
    • Dirge caster.... 5pts
    • Enhanced power systems..... 15pts
    • Galvanized hull..... 20pts
    • Infernal autosimulacra..... 20pts
    • Armoured ceramite..... 45pts
    • Daemonic surge..... 45pts
    • Flare shield..... 50pts


    1Warpcraft only.
    2Forgecraft only.
    3Fleshcraft only.
    4Models with the Arch-Heretek rule only.
    5Replaces one of the character's weapons.
    6May not be taken by a model with the Psyker special rule.
    7Does not replace one of the character's weapons.
    8Cybernetica only.
    9Tanks only.
    10These pieces of wargear are all mutually exculsive.
    11These pieces of wargear are all mutually exculsive.
    12Walkers only.
    13Replaces reaper chainsword.
    14May only be taken by a Knight dedicated to the same Chaos god.
    15May not be taken by a Knight Tyrant or War Dog
    16Replaces laser destructor.
    17Replaces thunderstrike gauntlet.



    Last edited by Fox Of 9; 21-07-2019 at 16:55.
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    HQ




    DECIUS ABRAXAS
    240Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Decius Abraxas 5 5 4 5 3 4 3 10 3+ Infantry (Character) 1 (Unique)
    Bone Warden 3 2 4 3 2 2 2 7 - Infantry


    HERETICAL DISCIPLINE:
    • Warpcraft

    WARGEAR:
    Decius Abraxas
    • Empyrean electro-maul
    • Void-skein rupture pistol
    Bone Warden
    • Close combat weapon

    WARLORD TRAIT:

    SPECIAL RULES:
    Decius Abraxas
    • Daemon
    • Heretek Savant
    • Independent Character
    • Scrapcode
    • Slow and Purposeful
    • Stubborn

    Psyker: Abraxas generates his powers from the Biomancy, Divination, Pyromancy, Telekinesis, Telepathy and Daemonology (Malefic) disciplines.

    Bone Warden
    • Fear
    • Furious Charge
    • Hammer Of Wrath
    • Soul Blaze
    • Zealot

    Warp-shard Crown: A model with this rule has a 5+ Invulnerable save. Furthermore, a model with this rule also has the Feel No Pain, It Will Not Die, and Slow and Purposeful special rules.

    RELICS OF THE DARK MECHANICUM:

    Crown of Wonders: A circlet of black, flexible material, steeped with psy-power and ornamented with curling projections on its outer surfaces. This crown boosts Abraxas' considerable psychic might to nearly unimaginable levels, but at a cost. Wonders of the Yu'Vath bubble up within his mind: wise, angelic beings that guide him to rightful adulation of the Ruinous Powers and joyous depravity.

    The Crown of Wonders is a Psychic Hood that, in addition to all normal benefits, allows him to generate two more psychic powers than his Mastery Level should allow. These powers are generated after all his other psychic powers have been generated (these additional powers should not be considered when determining if Abraxas has Psychic Focus), and one of these must be generated from the Daemonlogy (Malefic) psychic discipline.


    Yu'Vath Dark Energy Runes: A series of small trinkets, constructed of a crystalline or ceramic material that resembles natural or fossilised bone, each one bearing a different twisted and asymmetric symbol, that seems to distort and shift under most lighting conditions. By channeling the psychic energies of these artefacts through dormant areas of his mind, Abraxas manifests abilities akin to those of the most potent psykers in the Imperium.

    - Runes Of Arcane Guidance: Abraxas has the Psyker (Mastery Level 3) special rule. In addition, if he suffers Perils of the Warp, he adds +2 to the result rolled on the Perils of the Warp table.
    - Runes Of The Formless Eye: Abraxas can re-roll one To Hit, To Wound or saving throw each phase. Yet, for each dice re-rolled in this manner, he must take a Leadership test. If the test is passed, nothing happens. If the test is failed, however, Abraxas suffers 1 Wound with no saves of any kind allowed.
    - Runes Of Impurity: Abraxas has a 3+ invulnerable save.
    - Runes Of The Void: Psykers, friend or foe, within 12" of Abraxas, harness Warp Charge points on a D6 roll of 5+.


    Yu'Vath Warp-shards: A collection of dark crystalline fragments that orbit the energised core of a Bone Warden, allowing it to claim more physical matter, and regenerate its rotting form. In the heat of battle, a few of these, thrown at the right time, can quickly raise a new flock of undead bodyguards to fight at Abaxas' side.

    For each model Abraxas kills in close combat, roll a D6. On a 5+ a new Bone Warden is animated (note that this can take the squad above its maximum size). Place a new Bone Warden within coherency of Abraxas' unit (it joins Abraxas' unit to all intents and purposes) and is placed in base contact with enemy models involved in the combat if possible, otherwise, it must be placed 1" away from enemy models, as normal. If you do not have room to place it, then the Bone Warden does not animate.


    OPTIONS:
    • May take up to five Bone Wardens..... 18pts/model



    Last edited by Fox Of 9; 21-07-2019 at 18:19.
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    EXOSPECTRE
    270Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Exospectre 5 5 5 6 4 3 3 10 2+ Monstrous Creature (Character) 1 (Unique)


    HERETICAL DISCIPLINE:
    • Cybernetica

    WARGEAR:
    • Master-crafted ectoplasma caliver
    • Cortex controller
    • Cyber-familiar
    • Djinn-skein
    • Machinator array
    • Mechanicum protectiva

    WARLORD TRAIT:

    SPECIAL RULES:
    • Adamantium Will
    • Arch-Heretek
    • Battlesmith
    • Cybernetic Resilience
    • Dominatus Cybernetica
    • Feel No Pain (6+)
    • It Will Not Die
    • Scrapcode
    • Stubborn

    Mechadendrite Host: When the Exospectre makes his attacks in close combat, he makes an additional 2D6 attacks with the following profile (these additional attacks do not benefit from the Smash special rule):

    Range S AP Type
    - 4 - Melee

    RELICS OF THE DARK MECHANICUM:

    Spectre: An exquisite artifact, meticulously crafted under the Exospectre's direct observation in Forge Castir. A masterpiece of precision-crafted archeotech, this gigantic power scythe can cleave through force fields and metaphysical wards as easily as it cuts through physical armour.

    Range S AP Type
    - +1 2 Melee, Master-crafted, Molecular Realignment Field, Sweep, Two-handed, Unwieldy

    Molecular Realignment Field: Successful invulnerable saving throws made against Wounds inflicted with this weapon must be re-rolled.

    Sweep: Rather than using their own Attack characteristic, the Exospectre, when using this weapon, may, if they wish, instead make a number of attacks equal to the number of enemy models in base contact with them.


    Datajack Mechadendrite: Several of the Exospectre's mechadendrites can be used to plug into nearby servitors or automata, allowing him to directly assume control over the subservient machine's systems.

    The Datajack Mechadendrite is a Dataspike that the Exospectre can choose to use at the start of the Shooting phase, instead of making a shooting attack. If he does so, one model with the Cybernetica Cortex rule within 3" of him can use his Ballistic Skill that phase. Declare that the Datajack Mechadendrite is being used before any rolls To Hit are made.




    Last edited by Fox Of 9; 21-07-2019 at 13:12.
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    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    Reserved In Advance 5
    Last edited by Fox Of 9; 13-07-2019 at 11:19.
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    ARCH CYBERTHEURGIST
    130pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Arch Cybertheurgist 4 5 4 5 3 3 2 10 2+ Infantry (Character) 1 Arch Cybertheurgist
    Heretek Servitor 3 3 4 5 1 3 1 6 5+ Infantry


    HERETICAL DISCIPLINE:
    • Cybernetica

    WARGEAR:
    Arch Cybertheurgist
    • Bolt pistol
    • Close combat weapon
    • Cortex controller
    • Mechanicum protectiva
    Heretek Servitor
    • Close combat weapon

    SPECIAL RULES:
    Arch Cybertheurgist
    • Arch-Heretek
    • Battlesmith
    • Dominatus Cybernetica
    • Independent Character
    • Relentless
    • Scrapcode
    • Stubborn
    Heretek Servitor
    • Mindlock

    OPTIONS:
    • An Arch Cybertheurgist may take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear, Cybernetic Augments and/or Dark Mechanicum Relics lists.
    • An Arch Cybertheurgist may take one of the following:
      - Servo arm..... 10pts
      - Conversion beamer.....25pts
      - Machinator array..... 25pts
    • An Arch Cybertheurgist may take one of the following additional weapon options:
      - Flamer..... 10pts
      - Meltagun..... 15pts
      - Ectoplasma fusil..... 20pts
    • An Arch Cybertheurgist may be mounted on an Abeyant..... 25pts
    • An Arch Cybertheurgist may upgrade a single weapon to be:
      - Master-crafted..... 5pts
    • An Arch Cybertheurgist may take up to five Heretek Servitors..... 5pts/model
    • All Heretek Servitors may take any of the following:
      - Infravisor..... 1pt/model
      - Aggression amplifiers..... 2pts/model
      - Carapace armour..... 2pts/model
      - Extensive bionics..... 2ptsmodel
      - Neural blockers..... 2pts/model
      - Enhanced targeting arrays..... 3pts/model
    • Any Heretek Servitor may take an item from either the Servitor Weapons or Servitor Heavy Weapons lists.
    • One Heretek Servitor may carry one of the following:
      - Nuncio-vox..... 10pts
      - Targeting array..... 10pts
      - Kinetic disruption field..... 20pts
    • May take a Goliath Truck or Goliath Rockgrinder as a Dedicated Transport.





    ARCH EMPYRIC ENGINEER
    110pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Arch Empyric Engineer 4 5 4 5 3 3 2 10 2+ Infantry (Character) 1 Arch Empyric Engineer
    Heretek Servitor 3 3 4 5 1 3 1 6 5+ Infantry


    HERETICAL DISCIPLINE:
    • Warpcraft

    WARGEAR:
    Arch Empyric Engineer
    • Bolt pistol
    • Close combat weapon
    • Mechanicum protectiva
    Heretek Servitor
    • Close combat weapon

    SPECIAL RULES:
    Arch Empyric Engineer
    • Arch-Heretek
    • Independent Character
    • Relentless
    • Scrapcode
    • Stubborn
    Heretek Servitor
    • Mindlock

    OPTIONS:
    • An Arch Empyric Engineer may take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear, Empyrean Artifices, Immateria Runes and/or Dark Mechanicum Relics lists.
    • An Arch Empyric Engineer may take one of the following:
      - Servo arm..... 10pts
      - Hellrifle..... 15pts
      - Callophean psy-engine..... 20pts
      - Mechatendrils..... 25pts
    • An Arch Empyric Engineer may take one of the following additional weapon options:
      - Flamer..... 10pts
      - Meltagun..... 15pts
    • An Arch Empyric Engineer may upgrade a single weapon to be:
      - Master-crafted..... 5pts
    • An Arch Empyric Engineer may take up to four Heretek Servitors..... 5pts/model
    • All Heretek Servitors may take one of the following:
      - Rune of alacrity..... 1pt/model
      - Rune of fortitude..... 2pts/model
      - Rune of resilience..... 2pts/model
      - Rune of strength..... 1pt/model
      - Rune of warding..... 1pt/model
      - Rune of wrath..... 2pts/model
    • Any Heretek Servitor may take an item from either the Servitor Weapons or Servitor Heavy Weapons lists.
    • One Heretek Servitor may carry one of the following:
      - Nuncio-vox..... 10pts
      - Psychic arrester..... 20pts
      - Murder-cogitator..... 30pts
    • May take a Goliath Truck or Goliath Rockgrinder as a Dedicated Transport.





    ARCH FORGE MASTER
    150pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Arch Forge Master 4 5 4 5 3 3 2 10 2+ Infantry (Character) 1 Arch Forge Master
    Heretek Servitor 3 3 4 5 1 3 1 6 5+ Infantry


    HERETICAL DISCIPLINE:
    • Forgecraft

    WARGEAR:
    Arch Forge Master
    • Bolt pistol
    • Close combat weapon
    • Mechanicum protectiva
    Heretek Servitor
    • Close combat weapon

    SPECIAL RULES:
    Arch Forge Master
    • Arch-Heretek
    • Independent Character
    • Relentless
    • Scrapcode
    • Stubborn
    • Master Warpsmith
    • Unmatched Resources
    Heretek Servitor
    • Mindlock

    OPTIONS:
    • An Arch Forge Master may take items from the Melee Weapons, Special Issue Wargear and/or Dark Mechanicum Relics lists.
    • An Arch Forge Master may replace his bolt pistol for one of the following options:
      - Phosphor blast pistol..... free
      - Radium pistol..... free
      - Volkite serpenta..... 5pts
      - Archeotech pistol..... 10pts
      - Ectoplasma pistol..... 10pts
      - Inferno pistol..... 10pts
      - Lucifex..... 10pts
      - Photon gauntlet..... 10pts
    • An Arch Forge Master may take one of the following:
      - Servo arm..... 10pts
      - Rad/irad-cleanser..... 20pts
      - Conversion beamer.....25pts
      - Graviton cannon..... 25pts
      - Machinator array..... 25pts
      - Mechatendrils..... 25pts
      - Gluon cannon..... 30pts
      - Photon thruster..... 30pts
      - Heavy Graviton imploder and grav-amp..... 40pts
    • An Arch Forge Master may take up to two of the following additional weapon options:
      - Flamer..... 10pts
      - Volkite charger..... 10pts
      - Meltagun..... 15pts
      - Graviton gun..... 15pts
      - Ectoplasma fusil..... 20pts
      - Graviton imploder..... 20pts
      - Gluon rifle..... 25pts
    • An Arch Forge Master may upgrade any weapon to be:
      - Master-crafted..... 5pts/weapon
    • An Arch Forge Master may take up to ten Heretek Servitors..... 5pts/model
    • All Heretek Servitors may take any of the following:
      - Frag grenades..... 1pt/model
      - Krak grenades..... 1pt/model
      - Carapace armour..... 2pts/model
      - Hardened armour..... 2pts/model
    • Any Heretek Servitor may take an item from the Servitor Weapons list.
    • Up to five Heretek Servitors may instead take an item from the Servitor Heavy Weapons list.
    • One Heretek Servitor may carry one of the following:
      - Grav-wave generator..... 10pts
      - Nuncio-vox..... 10pts
      - Kinetic disruption field..... 20pts
      - Orbital strike designator..... 20pts
    • May take a Chimera, Goliath Truck or Goliath Rockgrinder as a Dedicated Transport.



    Last edited by Fox Of 9; 15-07-2019 at 20:53.
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    ARCH GENE-SCULPTOR
    110pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Arch Gene-scupltor 4 5 4 5 3 3 2 10 2+ Infantry (Character) 1 Arch Gene-sculptor
    Heretek Servitor 3 3 4 5 1 3 1 6 5+ Infantry


    HERETICAL DISCIPLINE:
    • Fleshcraft

    WARGEAR:
    Arch Gene-sculptor
    • Bolt pistol
    • Close combat weapon
    • Mechanicum protectiva
    Heretek Servitor
    • Close combat weapon

    SPECIAL RULES:
    Arch Gene-sculptor
    • Arch-Heretek
    • Independent Character
    • Relentless
    • Scrapcode
    • Stubborn
    Heretek Servitor
    • Mindlock

    OPTIONS:
    • An Arch Gene-sculptor may take items from the Melee Weapons, Ranged Weapons, , Special Issue Wargear, Bio-implants, Mutations, Gene-sculptor Tools and/or Dark Mechanicum Relics lists.
    • An Arch Gene-sculptor may take one of the following:
      - Servo arm..... 10pts
      - Medicae harness..... 45pts
    • An Arch Gene-sculptor may take one of the following additional weapon options:
      - Pathogen projector..... 10pts
      - Viral-launcher..... 10pts
      - Laser cutter..... 20pts
    • An Arch Gene-sculptor may be mounted on a Chimeric throne..... 40pts
    • An Arch Gene-sculptor may take up to three Heretek Servitors..... 5pts/model
    • All Heretek Servitors may take any of the following:
      - The rite of pure thought..... 1pt/model
      - Revenant alchemistry..... 2pts/model
    • Any Heretek Servitor may take one of the following weapons:
      - Neurotoxin injector..... 10pts/model
      - Macro-scalpel..... 10pts/model
      - Torture mechadendrite..... 10pts/model
    • One Heretek Servitor may instead take one item from the Servitor Heavy Weapons list.
    • Another Heretek Servitor may instead take:
      - Forced psychic mutation..... 20pts
    • One Heretek Servitor may carry:
      - Nuncio-vox..... 10pts
      - Medicae tools..... 15pts
      - Porta-rack..... 15pts
    • May take a Goliath Truck or Goliath Rockgrinder as a Dedicated Transport.





    CYBERTHEURGIST
    60pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Cybertheurgist 3 4 4 4 2 3 2 9 3+ Infantry (Character) 1 Cybertheurgist
    Heretek Servitor 3 3 4 5 1 3 1 6 5+ Infantry


    HERETICAL DISCIPLINE:
    • Cybernetica

    WARGEAR:
    Cybertheurgist
    • Bolt pistol
    • Close combat weapon
    • Cortex controller
    • Refractor field
    Heretek Servitor
    • Close combat weapon

    SPECIAL RULES:
    Cybertheurgist
    • Battlesmith
    • Dominatus Cybernetica
    • Heretek
    • Independent Character
    • Scrapcode
    • Stubborn
    Heretek Servitor
    • Mindlock

    OPTIONS:
    • A Cybertheurgist may take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear, Cybernetic Augments and/or Dark Mechanicum Relics lists.
    • A Cybertheurgist may take one of the following:
      - Servo arm..... 10pts
      - Conversion beamer.....25pts
      - Machinator array..... 25pts
    • A Cybertheurgist may be mounted on an Abeyant..... 25pts
    • A Cybertheurgist may upgrade a single weapon to be:
      - Master-crafted..... 5pts
    • A Cybertheurgist may take up to five Heretek Servitors..... 5pts/model
    • All Heretek Servitors may take any of the following:
      - Infravisor..... 1pt/model
      - Aggression amplifiers..... 2pts/model
      - Carapace armour..... 2pts/model
      - Extensive bionics..... 2pts/model
      - Neural blockers..... 2pts/model
      - Enhanced targeting arrays..... 3pts/model
    • Any Heretek Servitor may take an item from either the Servitor Weapons or Servitor Heavy Weapons lists.
    • One Heretek Servitor may carry one of the following:
      - Nuncio-vox..... 10pts
      - Targeting array..... 10pts
      - Kinetic disruption field..... 20pts
    • May take a Goliath Truck or Goliath Rockgrinder as a Dedicated Transport.





    EMPYRIC ENGINEER
    40pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Empyric Engineer 3 4 4 4 2 3 2 9 3+ Infantry (Character) 1 Empyric Engineer
    Heretek Servitor 3 3 4 5 1 3 1 6 5+ Infantry


    HERETICAL DISCIPLINE:
    • Warpcraft

    WARGEAR:
    Empyric Engineer
    • Bolt pistol
    • Close combat weapon
    • Refractor field
    Heretek Servitor
    • Close combat weapon

    SPECIAL RULES:
    Empyric Engineer
    • Heretek
    • Independent Character
    • Scrapcode
    • Stubborn
    Heretek Servitor
    • Mindlock

    OPTIONS:
    • A Empyric Engineer may take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear, Empyrean Artifices, Immateria Runes and/or Dark Mechanicum Relics lists.
    • A Empyric Engineer may take one of the following:
      - Servo arm..... 10pts
      - Hellrifle..... 15pts
      - Callophean psy-engine..... 20pts
      - Mechatendrils..... 25pts
    • A Empyric Engineer may upgrade a single weapon to be:
      - Master-crafted..... 5pts
    • A Empyric Engineer may take up to four Heretek Servitors..... 5pts/model
    • All Heretek Servitors may take one of the following:
      - Rune of alacrity..... 1pt/model
      - Rune of fortitude..... 2pts/model
      - Rune of resilience..... 2pts/model
      - Rune of strength..... 1pt/model
      - Rune of warding..... 1pt/model
      - Rune of wrath..... 2pts/model
    • Any Heretek Servitor may take an item from either the Servitor Weapons or Servitor Heavy Weapons lists.
    • One Heretek Servitor may carry one of the following:
      - Nuncio-vox..... 10pts
      - Psychic arrester..... 20pts
      - Murder-cogitator..... 30pts
    • May take a Goliath Truck or Goliath Rockgrinder as a Dedicated Transport.



    Last edited by Fox Of 9; 21-07-2019 at 12:41.
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    FORGE MASTER
    65pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Forge Master 3 4 4 4 2 3 2 9 3+ Infantry (Character) 1 Forge Master
    Heretek Servitor 3 3 4 5 1 3 1 6 5+ Infantry


    HERETICAL DISCIPLINE:
    • Forgecraft

    WARGEAR:
    Forge Master
    • Bolt pistol
    • Close combat weapon
    • Refractor field
    Heretek Servitor
    • Close combat weapon

    SPECIAL RULES:
    Forge Master
    • Heretek
    • Independent Character
    • Scrapcode
    • Stubborn
    • Warpsmith
    Heretek Servitor
    • Mindlock

    OPTIONS:
    • A Forge Master may take items from the Melee Weapons, Special Issue Wargear and/or Dark Mechanicum Relics lists.
    • A Forge Master may replace his bolt pistol for one of the following options:
      - Phosphor blast pistol..... free
      - Radium pistol..... free
      - Volkite serpenta..... 5pts
      - Archeotech pistol..... 10pts
      - Ectoplasma pistol..... 10pts
      - Inferno pistol..... 10pts
      - Lucifex..... 10pts
      - Photon gauntlet..... 10pts
    • A Forge Master may take one of the following:
      - Servo arm..... 10pts
      - Rad/irad-cleanser..... 20pts
      - Conversion beamer.....25pts
      - Graviton cannon..... 25pts
      - Machinator array..... 25pts
      - Mechatendrils..... 25pts
      - Gluon cannon..... 30pts
      - Photon thruster..... 30pts
      - Heavy Graviton imploder and grav-amp..... 40pts
    • A Forge Master may take one of the following additional weapon options:
      - Flamer..... 10pts
      - Volkite charger..... 10pts
      - Meltagun..... 15pts
      - Graviton gun..... 15pts
      - Ectoplasma fusil..... 20pts
      - Graviton imploder..... 20pts
      - Gluon rifle..... 25pts
    • A Forge Master may upgrade any weapon to be:
      - Master-crafted..... 5pts/weapon
    • A Forge Master may take up to ten Heretek Servitors..... 5pts/model
    • All Heretek Servitors may take any of the following:
      - Frag grenades..... 1pt/model
      - Krak grenades..... 1pt/model
      - Carapace armour..... 2pts/model
      - Hardened armour..... 2pts/model
    • Any Heretek Servitor may take an item from the Servitor Weapons list.
    • Up to five Heretek servitors may instead take one item from the Servitor Heavy Weapons list.
    • One Heretek Servitor may carry one of the following:
      - Grav-wave generator..... 10pts
      - Nuncio-vox..... 10pts
      - Kinetic disruption field..... 20pts
      - Orbital strike designator..... 20pts
    • May take a Chimera, Goliath Truck or Goliath Rockgrinder as a Dedicated Transport.





    GENE-SCULPTOR
    40pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Gene-scupltor 3 4 4 4 2 3 2 9 3+ Infantry (Character) 1 Gene-sculptor
    Heretek Servitor 3 3 4 5 1 3 1 6 5+ Infantry


    HERETICAL DISCIPLINE:
    • Fleshcraft

    WARGEAR:
    Gene-sculptor
    • Bolt pistol
    • Close combat weapon
    • Refractor field
    Heretek Servitor
    • Close combat weapon

    SPECIAL RULES:
    Gene-sculptor
    • Heretek
    • Independent Character
    • Scrapcode
    • Stubborn
    Heretek Servitor
    • Mindlock

    OPTIONS:
    • A Gene-sculptor may take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear, Bio-implants, Mutations, Gene-sculptor Tools and/or Dark Mechanicum Relics lists.
    • A Gene-sculptor may take one of the following:
      - Servo arm..... 10pts
      - Medicae harness..... 45pts
    • A Gene-sculptor may be mounted on a Chimeric throne..... 40pts
    • A Gene-sculptor may take up to three Heretek Servitors..... 5pts/model
    • All Heretek Servitors may take any of the following:
      - The rite of pure thought..... 1pt/model
      - Revenant alchemistry..... 2pts/model
    • Any Heretek Servitor may take one of the following weapons:
      - Neurotoxin injector..... 10pts/model
      - Macro-scalpel..... 10pts/model
      - Torture mechadendrite..... 10pts/model
    • One Heretek Servitor may instead take one item from the Servitor Heavy Weapons list.
    • Another Heretek Servitor may instead take:
      - Forced psychic mutation..... 20pts
    • One Heretek Servitor may carry:
      - Nuncio-vox..... 10pts
      - Medicae tools..... 15pts
      - Porta-rack..... 15pts
    • May take a Goliath Truck or Goliath Rockgrinder as a Dedicated Transport.





    DARK ADEPT
    20Pts



    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Dark Adept 3 4 3 4 1 3 1 8 3+ Infantry (Character) 1 Dark Adept


    WARGEAR:
    • Bolt pistol
    • Close combat weapon

    SPECIAL RULES:
    • Heretek Apprentice
    • Heretical Teachings
    • Stubborn

    OPTIONS:
    • A Dark Adept may take items from the Melee Weapons and/or Ranged Weapons lists.
    • A Dark Adept may take any of the following:
      - Augury scanner..... 5pts
      - Melta bombs..... 5pts
      - Refractor field..... 5pts
      - Nuncio-vox..... 10pts
      - Mechadendrite harness..... 15pts
    CYBERNETICA OPTIONS:
    • A Dark Adept may take items from the Cybernetic Augments list.
    • A Dark Adept may take any of the following:
      - Combat familiar..... 5pts
      - Cyber-familiar..... 5pts
      - Cortex controller..... 15pts
    FLESHCRAFT OPTIONS:
    • A Dark Adept may take items from the Bio-implants, Mutations and/or Gene-sculptor Tools lists.
    • A Dark Adept may take any of the following:
      - Combat familiar..... 5pts
      - Vore weapons..... 15pts
    FORGECRAFT OPTIONS:
    • A Dark Adept may take any of the following:
      - Combat familiar..... 5pts
      - Cyber-familiar..... 5pts
      - Digital laser..... 15pts
    • A Dark Adept may take one of the following additional weapon options:
      - Flamer..... 10pts
      - Volkite charger..... 10pts
      - Meltagun..... 15pts
      - Graviton gun..... 15pts
      - Ectoplasma fusil..... 20pts
      - Graviton imploder..... 20pts
      - Gluon rifle..... 25pts
    • A Dark Adept may upgrade a single weapon to be:
      - Master-crafted..... 5pts/weapon
    WARPCRAFT OPTIONS:
    • A Dark Adept may take items from the Empyrean Artifices and/or Immateria Runes lists.
    • A Dark Adept may take a combat familiar..... 5pts
    • A Dark Adept may take one of the following additional weapon options:
      - Hellrifle..... 15pts
      - Empyrean siphon..... 20pts


    Heretek Apprentice: You may include 0-3 Dark Adepts for every model with the Arch-Heretek or Heretek rule. They do not take up a Force Organisation slot, and do not qualify as a mandatory HQ selection. Before the battle, immediately after determining Warlord Traits, each Dark Adept must be assigned to a different unit from the following list, which they cannot leave: Gholams, Men Of Iron, Bronze Malifect, Heretek-guard, Tech-slaves. Only one Dark Adept can join each squad in this manner. A Dark Adept may only join squads belonging to the same Heretical Discipline as itself.

    Heretical Teachings: Each Dark Adept must choose one of the following options, which applies to itself, providing it with additional special rules and wargear at no additional cost:

    Enginseer (Cybernetica only): The Dark Adept gains the Battlesmith special rule, and is equipped with a servo arm.
    Empyric Hunter (Warpcraft only): The Dark Adept has the Preferred Enemy special rule against all enemy Psykers and models with the Daemon special rule.
    Medicae (Fleshcraft only): The Dark Adept is equipped with medicae tools.
    Warpsmith (Forgecraft only): The Dark Adept has the Warpsmith special rule, and is equipped with a servo arm.



    Last edited by Fox Of 9; 21-07-2019 at 12:42.
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    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    ELITES




    GHOLAMS
    120Pts


    A Gholam is an artificial construct made primarily of flesh and synthetic tissue by the arts of a gene-sculptor. Although a widespread technology within the Adeptus Mechanicus, many branches of this lore are considered heretical and forbidden. These, in particular, include so-called "Murder Gholams", horrific organic fabrications solely intended for violence; and homonculites, bio-forms fashioned from harvested human organs, alchemical serums, and vat-grown tissue in the shape of a living thing with no natural origin.

    The unnatural strength and resilience of Gholams have made them many a Heretek's prized bodyguard, able to ignore wounds that even the most augmented members of the Dark Mechanicum would struggle to survive. This is not all they accel in, however, as due to their incredible strength they can also wield heavy weapons as easily as a human may wield a pistol, not that they have the mental ability to aim them with any great accuracy.


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Gholam 4 2 5 5 3 4 3 6 6+ Infantry 2 Gholams
    Stitched Horror 4 2 5 5 4 4 4 7 6+ Infantry (Character) 1 Stitched Horror


    HERETICAL DISCIPLINE:
    • Fleshcraft

    WARGEAR:
    • Two close combat weapons

    SPECIAL RULES:
    • Brutal Fighters
    • Brutish Strength
    • Feel No Pain (6+)
    • Hammer of Wrath
    • Rampage
    • Stubborn
    • Very Bulky

    OPTIONS:
    • May include up to up to seven additional Gholams..... 35pts/model
    • The Stitched Horror may take items from the Bio-implants list.
    • Any model may take an item from the Mining Tools list.
    • Any model may take items from the Melee Weapons list.
    • For every five models in the squad, two Gholams may take an item from the Heavy Mining Weapons list.
    • The entire squad may be given any of the following upgrades:
      - Bloated..... 3pts/model
      - Burly..... 5pts/model
      - Horrifying..... 2pts/model
      - Scaly..... 8pts/model
    • The entire squad may be given dead man's switches..... 3pts/model
    • May take a Chimera as a Dedicated Transport.
    CYBERNETICA OPTIONS:
    • Any model may replace both of their close combat weapons with charonite claws..... 15pts/model
    • The entire squad may be given any of the following upgrades:
      - Aggression Amplifiers..... 3pts/model
      - Infravisor..... 1pt/model
      - Neural Fortifier..... 3pts/model
      - Oculi Enhancements..... 2pts/model
      - Reinforced Corpus..... 3pts/model
      - Extensive Cybernetics..... 3pts/model
    • The Stitched Horror may take an auxiliary microprocessor..... 10pts
    FORGECRAFT OPTIONS:
    • For every five models in the squad, an additional Gholam may do one of the following:
      - Take an item from the Heavy Mining Weapons list.
      - Take an item from the Heavy Weapons list.
    • The entire squad may be given any of the following upgrades:
      - Flak armour..... 5pts/model
      - Frag grenades..... 2pts/model
    • May take a Triaros Armoured Conveyer as a Dedicated Transport.
    WARPCRAFT OPTIONS:
    • The squad may take any of the following upgrades:
      - Rune of alacrity..... 4pts/model
      - Rune of resistance..... 6pts/model
      - Rune of warding..... 3pts/model
      - Rune of wrath..... 2pts/model


    Brutal Fighters: Models with this special rule must always attempt to make Sweeping Advances, and when consolidating after combat must always move towards the closest enemy unit.

    Brutish Strength: Models with this special rule count as stationary when firing Heavy weapons, even if they moved in the previous Movement phase, but can only ever fire at a target up to half its maximum range away. Furthermore, models with this special rule are allowed to charge in the same turn they fire Heavy or Salvo weapons.




    MEN OF IRON
    165Pts


    Among the ranks of the Adeptus Mechanicus, the development, and creation of artificially intelligent, thinking machines - an "Abominable Intelligence," or Silica Animus - is considered perhaps the greatest sin, and is a terrible crime under Imperial law. Tradition holds that such unholy constructs are inherently evil and a perverted abomination in the sight of the Omnissiah. Adeptus Mechanicus religious doctrine states that the Machine Spirit of a Silica Animus, a true artificial intelligence capable of emanating all the facets of the human mind, is a twisted mockery of the soul of man, treacherous and insane.

    For the Dark Mechanicum, however, no such stipulation exists. And among the many fragmented armies of the Dark Mechanicum, some boast great warriors of ceramite, plasteel, and adamantium, who stride forth across the battlefield without fear or pause, as all the while, lasbolts, and bolter rounds ricochet off their mechanical hides.


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Man Of Iron 4 4 5 5 4 3 3 8 3+ Infantry 3 Men Of Iron


    HERETICAL DISCIPLINE:
    • Cybernetica

    WARGEAR:
    • Power claw

    SPECIAL RULES:
    • Bulky
    • Feel No Pain (6+)
    • Reactor Blast
    • Self-repair Protocol
    • Silica Animus

    OPTIONS:
    • May include up to seven additional Men Of Iron..... 55pts/model
    • Each Man Of Iron must choose one item from the following list:
      - MK1 assault cannon..... 10pts/model
      - Multi-melta..... 10pts/model
      - Ectoplasma cannon..... 15pts/model
      - Heavy graviton imploder and grav-amp..... 35pts/model
    • All Men Of Iron in the squad may take any of the following:
      - Adaptive motion analysis matrices..... 5pts/model
      - Advanced neural architecture..... 2pts/model
      - Auxiliary microprocessor..... 4pts/model
      - Hyper-reactive targeting program..... 5pts/model
      - Wide-spectrum optic calibration..... 1pt/model
    FLESHCRAFT OPTIONS:
    • Each Man Of Iron must instead choose one item from the following list:
      - Heavy flamer with chem-munitions..... 10pts/model
      - Necrotic reaper..... 20pts/model
    • Any model may replace their power claw with one of the following:
      - Blight gauntlet..... free
      - Macro-scalpel..... free
    FORGECRAFT OPTIONS:
    • Each Man Of Iron must instead choose one item from the following list:
      - Rad/Irad-Cleanser..... 15pts/model
      - Graviton cannon..... 20pts/model
      - Photon Thruster..... 25pts/model
      - Volkite Culverin..... 25pts/model
    • Any model may replace its power claw with a photon gauntlet..... free
    • All Men Of Iron in the squad may take any of the following:
      - Searchlight..... 1pt/model
      - Galvanized hull..... 7pts/model
      - Ocular augments..... 5pts/model
      - Remodelled synthetic musculature..... 5pts/model
      - Strengthened synthetic musculature..... 6pts/model
      - Hardened subcutaneous layer..... 8pts/model
    WARPCRAFT OPTIONS:
    • Each Man Of Iron must instead choose one item from the following list:
      - Heavy warpflamer..... 15pts/model
      - Warp-lightning gun..... 15pts/model
      - Callophean psy-engine..... 25pts/model
      - Void-Skein rupture cannon..... 30pts/model
    • All Men Of Iron in the squad may take any of the following:
      - Rune of alacrity..... 2pts/model
      - Rune of resistance..... 8pts/model
      - Rune of warding..... 6pts/model
      - Rune of wrath..... 4pts/model


    Self-repair Protocol: At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds, but has not been removed as a casualty. On a roll of 6+, that model regains a Wound lost earlier in the game.




    BRONZE MALIFECT
    180Pts


    A Bronze Malifect is a profane device that appears as an ugly arrangement of bronze augmetic limbs infused with a murderous spirit of the Warp. This malefic machine was the result of a strange tech-heresy that gripped the Josian Reach Sub-sector of the Calixis Sector in the latter half of the 8th Century of the 41st Millennium. The Augmetic Scholae, Tech-priests who built and maintained cybernetic devices, became Warp-tainted in many diverse locations. The Hereteks built malformed machine altars and conducted corruptions of Mechanicus rituals. They succumbed to madness and mind-rust, engraved screeds of Warp-nonsense across every surface, and toiled upon twisted devices. The bronze autolimbs are plasma-welded together such that the mass is joined into one large device, capable of articulation and movement. When active and infused with the power of the Warp, a Malifect moves rapidly with purpose and malignant intent. The daemon-spirit within guides the machine beast and senses terrified victims through unknown means—the malifect incorporates no ocular components or processing devices capable of initiating movement. It is the Warp alone, clothed in metal, hungry for death and pain, that motivates the device.

    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Bronze Malifect 3 0 4 4 3 3 4 10 3+ Infantry 3 Bronze Malifects


    HERETICAL DISCIPLINE:
    • Warpcraft

    WARGEAR:
    • Two chainfists
    • Two lightning claws
    • Two power fists

    SPECIAL RULES:
    • Daemonic Vessel
    • Feal No Pain (6+)
    • Move Through Cover
    • Slow and Purposeful
    • Tireless Hunter
    • Two Hands for Each Throat
    • Two More to Hold Them Down
    • Very Bulky


    OPTIONS:
    • May include up to three additional Bronze Malifects..... 65pts/model
    • All Bronze Malifects in the squad may take any of the following:
      - Rune of strength..... 4pts/model
      - Rune of wrath..... 5pts/model
      - Rune of alacrity..... 6pts/model
      - Rune of resistance..... 6pts/model
      - Rune of warding..... 8pts/model
    FLESHCRAFT OPTIONS:
    • Any Bronze Malifect may replace one of its pairs of Melee weapons with:
      - Two blight gauntlets..... free
      - Two neurotoxin injectors..... free
      - Two macro-scalpels..... free


    Daemonic Vessel: A model with this rule has the Cybernetic Resilience, Daemon, and Fearless special rules. In addition, when a model with this rule loses its last wound, replace it with a Large Blast marker. All models under the marker suffer a hit with a Strength value equivalent to the chosen model's Toughness and an AP value of AP-.

    Tireless Hunter: A model with this rule is not slowed by difficult terrain (even when charging).

    Two Hands for Each Throat: Instead of making its normal complement of Attacks in close combat, a model with this rule may instead choose to make two Attacks at every enemy model in base contact with it.

    Two More to Hold Them Down: Whilst in close combat, before rolling To Hit, a model with this rule may attempt to grapple any one enemy model in base contact with it. The nominated model must then pass an Initiative test, or be reduced to Weapon Skill 1 for the rest of the Fight sub-phase. If a model with this rule does this, it makes one less Attack than normal this phase. This means that, in the case of Two Hands for Each Throat, the grappled model will only receive one Attack, instead of the normal two.


    Last edited by Fox Of 9; 12-10-2019 at 17:42.
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    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    WARPSTALKER HUNTERS
    210Pts


    Warpstalkers stride throughout the shadows of the universe, their tall, gangling bodies half-cloaked in ancient shrouds. They serve as something akin to a death cult, exchanging their bloody services in exchange for Warp-encrusted relics and other occultic oddities.

    To those select members of the Dark Mechanicum who steep themselves in Warp-based techno-heresy, Warpstalkers are the perfect hunter. Their shimmering, almost skeletal forms, able to deflect even the mightiest blows, dart instinctively towards enemy Psykers, the Warpstalkers blinded-eyes, attuned to the currents of the Warp, latching on to the Psyker's signature, allowing them to rain down blows with frightening efficiency. So efficient at this duty are Warpstalkers, that their mere presence in proximity to a Psyker will often greatly affect the Psyker's mental state. This innate fear a Psyker feels as a Warpstalker lurks ever closer, quickly renders even the most hardened warrior into a shivering wreck. All the easier prey for the Warpstalkers' scythes.


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Warpstalker Hunter 4 4 4 3 2 4 2 8 4+ Infantry 4 Warpstalker Hunters
    Warpstalker Champion 4 4 4 3 2 4 3 9 4+ Infantry (Character) 1 Warpstalker Champion


    HERETICAL DISCIPLINE:
    • Warpcraft

    WARGEAR:
    • Warpstalker battle armour
    • Warpfire gauntlet
    • Warpstalker Scythe

    SPECIAL RULES:
    • Bane of Psykers
    • Bulky
    • Infiltrate
    • Innate Fear
    • Nimble Hunter
    • Stealth

    OPTIONS:
    • May include up to five additional Warpstalker Hunters..... 40pts/model
    • The Warpstalker Champion may take items from the Empyrean Artifices list.
    • The squad may take any of the following upgrades:
      - Null rune..... 2pts/model
      - Rune of strength..... 4pts/model
      - Rune of wrath..... 4pts/model
      - Rune of alacrity..... 3pts/model
      - Rune of resistance..... 5pts/model
      - Rune of warding..... 7pts/model
    CYBERNETICA OPTIONS:
    • The squad may take any of the following upgrades:
      - Aggression Amplifiers..... 2pts/model
      - Infravisors..... 2pts/model
      - Neural Fortifiers..... 2pts/model
      - Oculi Enhancements..... 4pts/model
      - Reinforced Corpus..... 5pts/model
      - Extensive cybernetics..... 3pts/model
    FORGECRAFT OPTIONS:
    • The Warpstalker Champion may take items from the Special Issue Wargear list.
    • The squad may take any of the following upgrades:
      - Frag grenades..... 2pts/model
      - Hardened armour..... 5pts/model


    Bane of Psykers: Models with the Bane of Psykers special rule gain the Precision Shots and Precision Strikes special rules when targeting an enemy unit containing at least one Psyker (i.e. a model with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rule), and can re-roll all failed To Hit rolls when targeting these units.

    Innate Fear: All Psykers, friend or foe, within 12" of one or more models with this special rule subtract 1 from their Weapon Skill, Ballistic Skill, Initiative and Leadership.

    Nimble Hunter: A unit with this special rule adds 3" to its maximum move distance when it moves in the Movement phase, when it Runs and when it makes charge moves.




    NEGAVOLT CULTISTS
    100Pts




    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Negavolt Cultist 4 3 3 3 1 3 2 9 6+ Infantry 5 Negavolt Cultists
    Negavolt Rampager 4 3 3 3 1 3 2 9 6+ Infantry (Character)


    WARGEAR:
    Negavolt Cultists
    • Two electro-goads
    • Voltagheist field
    Negavolt Rampager
    • Two shock-claws
    • Voltagheist field

    SPECIAL RULES:
    • Bloodthirsty (Negavolt Rampager only)
    • Empathic-resonance Coils
    • Feel No Pain
    • Zealot

    OPTIONS:
    • May include up to fifteen additional Negavolt Cultists..... 20pts/model
    • One Negavolt Cultist may be upgraded to a Negavolt Rampager..... 20pts
    • May take a Skorpius Duneraider as a Dedicated Transport.
    CYBERNETICA OPTIONS:
    • The squad may take any of the following upgrades:
      - Aggression amplifiers..... 2pts/model
      - Neural fortifiers..... 2pts/model
      - Reinforced corpus..... 2pts/model
      - Extensive cybernetics..... 4pts/model
    FLESHCRAFT OPTIONS:
    • The squad may take any of the following upgrades:
      - Burly..... 3pts/model
      - Horrifying..... 2pts/model
      - Scaly..... 4pts/model
    FORGECRAFT OPTIONS:
    • The squad may take any of the following upgrades:
      - Krak grenades..... 1pt/model
      - Flak armour..... free
    • May take a Triaros Armoured Conveyer as a Dedicated Transport.
    WARPCRAFT OPTIONS:
    • The squad may take any of the following upgrades:
      - Rune of alacrity..... 2pts/model
      - Rune of resistance..... 4pts/model
      - Rune of warding..... 5pts/model
      - Rune of wrath..... 4pts/model


    Bloodthirsty: A model with this special rule has the Rampage special rule. Furthermore, a model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.

    Empathetic-resonance Coils: Whilst a unit contains one or more models with this special rule, keep a tally of all Wounds inflicted on models with this special rule in the unit – even those that are negated by saving throws and Feel No Pain. At the start of each of your turns, consult the table below to determine the effect of the Empathetic-resonance Coils. All models in the unit with this special rule receive the bonus characteristic or special rule shown below. All effects from the Empathetic-resonance Coils are cumulative.

    Wounds
    Effect
    0-3
    No Effect.
    4-7
    +1 Strength
    8-11
    Feel No Pain (4+)
    12-15
    All voltagheist fields in the unit confer a 4+ invulnerable save instead of a 5+ invulnerable save.
    16-19
    At the end of each phase, all units within D6" of at least one Negavolt Cultist in the unit must test as if they had been hit by a weapon with the Blind special rule. Friendly units can re-roll this test.
    20+
    In the Shooting phase, all models in the unit can make a shooting attack with the following profile:
    Range
    S
    AP
    Type
    12"
    7
    5
    Assault 1, Empathetic-resonance Discharge
    Empathetic-resonance Discharge: For each model in the unit that fires this weapon, remove one from the tally of Wounds when determining the effect of the Empathetic-resonance Coils.



    Last edited by Fox Of 9; 15-10-2019 at 20:07.
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    TROOPS





    OBLIVIATES
    70Pts



    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Sv
    Unit Type Unit Composition
    Obliviate
    3
    3
    4
    5
    1
    3
    2
    7
    -
    Infantry 5 Obliviates


    HERETICAL DISCIPLINE:
    • Cybernetica

    WARGEAR:
    • Two close combat weapons

    SPECIAL RULES:
    • Fear
    • Feal No Pain
    • Fleet
    • Furious Charge
    • Mindless
    • Move Through Cover
    • Oblivion Volitor
    • Psychic Abomination

    OPTIONS:
    • May include up to ten additional Obliviates..... 14pts/model


    Mindless: A model with this special rule never counts as a scoring unit.

    Oblivion Volitor: So long as a model from this unit is within 12" of a friendly model equipped with a cortex controller, this unit has the Fearless special rule. If there is no such model within this range, an unengaged unit with this special rule must roll a D6 at the start of its turn. On a 4+, this special rule has no effect this turn. On a 1, 2, or 3, the unit gains the Fearless and Rage special rules but must charge the nearest, visible enemy unit in the Assault phase.

    A unit entirely made up of models with this special rule can never be joined by an Independent Character.


    Psychic Abomination: All Psykers, friend or foe, within 12" of a model with this special rule have -3 Leadership, do not generate any Warp Charge (i.e. they do not add dice to their owning player’s Warp Charge Pool in the Psychic phase) and only harness Warp Charge points on a roll of 6, even if the unit would otherwise harness Warp Charge on another result.

    A unit that includes any models with this special rule can never be targeted or affected by psychic powers – other units in the unit’s vicinity that are hit by beam or nova powers, or by witchfire powers that use templates, are hit/affected normally. Any blessing or malediction psychic powers affecting a unit are immediately nullified if the unit moves within 12" of a model with this special rule or vice versa.

    The Psychic Abomination special rule does not apply whilst the unit with this special rule is embarked in a Transport or building.





    STITCHLINGS
    45Pts



    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Sv
    Unit Type Unit Composition
    Stitchling Swarm
    2
    2
    3
    3
    4
    2
    4
    6
    -
    Infantry 3 Stitchling Swarms


    HERETICAL DISCIPLINE:
    • Fleshcraft

    SPECIAL RULES:
    • Fearless
    • Feel No Pain
    • Infiltrate
    • Poisoned (4+)
    • Surge
    • Swarms

    OPTIONS:
    • May included include up to six additional Stitchling bases..... 15pts/model


    Surge: A model with this special rule, when it makes its close combat attacks, can choose instead to make a single Surge Attack. If it does so, roll To Hit as normal, but resolve the Attack with the following profile:

    Range
    S
    AP
    Type
    -
    1
    -
    Melee, Haywire, Jammed!
    Jammed!: When performing a Surge Attack, models with this rule must always roll to hit in close combat, even if they would normally hit automatically. For each To-hit result of 1 or 2, the unit which performed surge attack suffers a single, randomly allocated wound with no saves of any kind allowed. This wound cannot be allocated on a model without the Surge special rule.





    SCYLLAX GUARDIAN-AUTOMATA COVENANT
    175Pts



    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Sv
    Unit Type Unit Composition
    Scyllax
    3
    4
    4
    5
    2
    3
    2
    7
    4+
    Infantry 5 Scyllax


    HERETICAL DISCIPLINE:
    • Cybernetica

    WARGEAR:
    • Scyllax boltgun
    • Mechadendrite combat array

    SPECIAL RULES:
    • Guardian-Servitor Protocols
    • Move Through Cover
    • Night Vision
    • Rad furnace
    • Relentless

    OPTIONS:
    • May include up to ten additional Scyllax Guardian-automata..... 35pts/model
    • The entire squad may take frag grenades..... 2pts/model
    • The squad may take any of the following upgrades:
      - Aggression amplifiers..... 3pts/model
      - Auxiliary microprocessors..... 2pts/model
      - Neural fortifiers..... 1pt/model
      - Oculi enhancements..... 4pts/model
      - Reinforced corpus..... 3pts/model
    • Any Scyllax Guardian-automata may replace their scyllax boltgun with one of the following:
      - Rotor cannon..... free
      - Flamer..... 5pts/model
      - Phosphor blaster..... 10pts/model
    • For every five Scyllax Guardian-automata in the unit, one may take an item from the Special Weapons list.
    FLESHCRAFT OPTIONS:
    • Any Scyllax Guardian-automata may replace their scyllax boltgun with one of the following:
      - Flamer with chem-munitions..... 5pts/model
    FORGECRAFT OPTIONS:
    • The squad may take any of the following upgrades:
      - Krak grenades..... 1pt/model
      - Hardened armour..... 5pts/model
    • Any Scyllax Guardian-automata may replace their scyllax boltgun with one of the following:
      - Graviton gun..... 10pts/model
      - Volkite charger..... 10pts/model
      - Ectoplasma-fusil..... 15pts/model
    • For every five Scyllax Guardian-automata in the unit, a second may take an item from the Special Weapons list.
    WARPCRAFT OPTIONS:
    • The squad may take any of the following upgrades:
      - Rune of alacrity..... 4pts/model
      - Rune of resistance..... 6pts/model
      - Rune of warding..... 4pts/model
      - Rune of wrath..... 2pts/model
    • Any Scyllax Guardian-automata may replace their scyllax boltgun with one of the following:
      - Warpflamer..... 10pts/model


    Guardian-servitor Protocols: So long as a model in this unit is within 24" of a model from the same detachment which has the Heretek Savant, Arch-Heretek, or Heretek special rule, the Guardian-automata are Fearless. If not such unit is within this range, the controlling player must pass a Leadership test for the unit at the start of their Movement phase or they must remain stationary this turn, but may make Shooting attacks as normal. If the Guardian-automata are already locked in an assault, they may fight normally.

    Rad Furnace: All models locked in combat with one or more units of Scyllax suffer -1 to their Toughness characteristic for the duration of the combat. Scyllax models are immune to this effect, as well as those of rad grenades. In addition, any weapon with the Poison or Rad-phage special rule only wounds a model with this special rule on a D6 roll of a 6.


    Last edited by Fox Of 9; 29-09-2019 at 12:30.
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    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    FAST ATTACK




    CHIMERICS
    55Pts


    Chimerics are strange amalgam creatures, combining many sources of DNA to form twisted monstrosities with utterly unpredictable results. These creatures are generally just used as tests to see if a particular procedure or experiment produces the desired results, leaving them as nothing more than spare memo sheets. It is not unheard of for these Chimerics to be experimented on several times after their birth from the gene-vats, recuperating in squalid cages within the Heretek's compound. Those that survive are regularly reduced to slavering monstrosities, a lunatic beast of flesh intent on venting its rage on anything in its path.

    In battle, these Chimerics are released from their small cages, prodded and herded toward the enemy, and then left to their own devices, seen as nothing more than a minor distraction to throw at the enemy. Not that their Heretek handlers don't take some small delight in the screams of their victims.


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Chimeric 4 0 4 4 1 5 2 6 - Beast 5 Chimerics


    HERETICAL DISCIPLINE:
    • Fleshcraft

    SPECIAL RULES:
    • Acute Senses
    • Hit and Run
    • Infiltrate
    • Move Through Cover
    • Scout
    • Stealth

    OPTIONS:
    • May include up to fifteen additional Chimerics..... 11pts/model
    • Any Chimeric may take items from the Bio-implants list.
    • The entire squad may be given any of the following upgrades:
      - Bloated..... 2pts/model
      - Burly..... 1pt/model
      - Horrifying..... 1pt/model
      - Scaly..... 2pts/model
    CYBERNETICA OPTIONS:
    • The entire squad may be given any of the following upgrades:
      - Aggression amplifiers..... 1pt/model
      - Neural fortifier..... 1pt/model
      - Reinforced corpus..... 2pts/model
      - Extensive cybernetics..... 2pts/model
    WARPCRAFT OPTIONS:
    • The entire squad may be given any of the following upgrades:
      - Rune of alacrity..... 1pt/model
      - Rune of resistance..... 2pts/model
      - Rune of warding..... 2pts/model
      - Rune of wrath..... 2pts/model





    CRAWLER DROIDS
    200Pts


    When the Dark Mechanicum goes to war, swarms of Crawler Droids scuttle across the battlefield, a tide of skittering metal launched far-ahead of the Dark Mechanicum vanguard that can break down tanks and fortifications with ease, and force an enemy to expend its firepower in frantic efforts to halt the onslaught. Their true artificial intelligence, capable of emanating all the facets of the human mind, will respond in realtime to the ebb and flow of battle, granting them the ability to target the enemy's weak spots much more effectively than any simple machine ever could. All the while, their fearless machine bodies allow them to endure and continue to push forward the assault, long after any force, even Heretic Astartes, would have.

    Their transonic razor chelicerae emit a low, insistent buzz that makes stomachs turn and eyes vibrate in their sockets. And when they strike armour, these weapons adjust their hostile sonic field to match the armour's resonant frequency, quickly slicing right through it with devastating effect.


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Crawler Droid 4 4 4 5 1 4 2 8 3+ Beasts 5 Crawler Droids


    HERETICAL DISCIPLINE:
    • Cybernetica

    WARGEAR:
    • Combi-bolter
    • Prehensile dataspike
    • Two transonic razors

    SPECIAL RULES:
    • Bulky
    • Crusader
    • Feel No Pain (6+)
    • Reactor Blast
    • Silica Animus

    OPTIONS:
    • May include up to ten additional Crawler Droids..... 40pts/model
    • The entire squad may take frag grenades..... 2pts/model
    • The squad may take any of the following upgrades:
      - Adaptive motion analysis matrices..... 4pts/model
      - Advanced neural architecture..... 1pt/model
      - Auxiliary microprocessors..... 2pts/model
      - Hyper-reactive targeting program..... 4pts/model
      - Wide-spectrum optic calibration..... 2pts/model
    • For every five models in the squad, two Crawler Droids may replace their combi-bolter with one of the following:
      - Rotor cannon..... free
      - Flamer..... 5pts/model
      - Phosphor blaster..... 10pts/model
    • For every five models in the squad, one Crawler Droid may take one item from the Special Weapons list.
    FLESHCRAFT OPTIONS:
    • Any Crawler Droid may replace both of its transonic razors with:
      - Two neurotoxin injectors..... free
    • For every five models in the squad, two Crawler Droids may instead replace their combi-bolter with one of the following:
      - Flamer with chem-munitions..... 5pts/model
    FORGECRAFT OPTIONS:
    • The squad may take any of the following upgrades:
      - Krak grenades..... 1pt/model
      - Galvanized hull..... 5pts/model
      - Ocular augments..... 3pts/model
      - Strengthened synthetic musculature..... 4pts/model
      - Hardened armour..... 5pts/model
    • For every five models in the squad, a third Crawler Droid may replace their combi-bolter with one of the following:
      - Rotor cannon..... free
      - Flamer..... 5pts/model
      - Phosphor blaster..... 10pts/model
    • For every five models in the squad, a second Crawler Droid may take one item from the Special Weapons list.
    WARPCRAFT OPTIONS:
    • The squad may take any of the following upgrades:
      - Rune of alacrity..... 4pts/model
      - Rune of resistance..... 7pts/model
      - Rune of warding..... 4pts/model
      - Rune of wrath..... 4pts/model
    • For every five models in the squad, two Crawler Droids may instead replace their combi-bolter with one of the following:
      - Warpflamer..... 10pts/model





    TORMENTOR
    135Pts


    Tormentor's are a large, eight-legged walkers, similar in appearance to the crustaceans that once roamed the seas and oceans of ancient Terra. They often sport the giant, claw-like dismantling saw-cutter on their right-side, a monstrous weapon originally designed to break apart starships in Imperial shipyards, now used to horrifying effect on the enemies of the Dark Mechanicum. Any vehicle or monstrous creature unlucky enough to find itself clasped within the Tormentor's cold, mechanical pincer will soon find itself cut to ribbons in a shower of sparks or blood.

    The Tormentor is another one of the Dark Mechanicum's scouts, often deployed far ahead of the main battle line, setting up brutal ambushes or launching pinpoint raids. Regularly, Tormentor's will decide to bury themselves within the debris of the battlefield, leaving only an occasional sensor-tendril exposed. Like this, they lie in wait, awaiting an unsuspecting patrol or convoy, ready to pounce. Once the trap is sprung, a Tormentor will shred through infantry in close combat before immolating any remaining forces within a hale of laser fire.


    Armour
    WS BS S
    F/S/R
    I A HP Unit Type Unit Composition
    Tormentor 4 4 6
    13/13/10
    3 3 3 Vehicle (Walker) 1 Tormentor


    HERETICAL DISCIPLINE:
    • Forgecraft

    WARGEAR:
    • Dismantling saw-cutter
    • Multi-melta
    • Searchlight
    • Smoke launchers

    SPECIAL RULES:
    • Ambush Predator
    • Deep Strike
    • Fleet
    • Move Through Cover
    • Tireless Hunter

    OPTIONS:
    • May take items from the Dark Mechanicus Vehicle Equipment and/or Pintle Mounts lists.
    • May replace its mutli-melta with one of the following:
      - Twin-linked autocannon.... 5pts
      - Ectoplasma cannon.... 5pts
      - Twin-linked heavy bolter.... 5pts
      - Twin-linked heavy flamer.... 5pts
      - Twin-linked lascannon..... 15pts
      - Twin-linked volkite culverin..... 15pts
      - Darkfire cannon..... 20pts
      - Irradiation engine..... 25pts
      - Heavy conversion beamer..... 35pts
    CYBERNETICA OPTIONS:
    • May replace its mutli-melta with one of the following:
      - Twin-linked cognis autocannon..... 15pts
      - Twin-linked cognis lascannon..... 35pts
    FLESHCRAFT OPTIONS:
    • May replace its mutli-melta with one of the following:
      - Twin-linked heavy flamer with chem-munitions..... 5pts
      - Twin-inked necrotic reaper..... 15pts
    WARPCRAFT OPTIONS:
    • May replace its multi-melta with one of the following:
      - Twin-linked heavy warpflamer..... 10pts
      - Callophean psy-engine..... 20pts
      - Aether beam-cannon..... 25pts


    Ambush Predator: If a Tormentor Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table but instead do the following:

    Place the large blast marker directly over the spot where Tormentor is emerging from. Every enemy unit under the template must take an Initiative test. If the Initiative test is passed the unit avoids the Tormentor's attacks, but if it is failed the unit immediately suffers D3 Strength 10 AP2 hits with the Armourbane special rule. Vehicles are always struck on their rear armour. If any unit has surviving models under the marker, move that unit by the minimum distance required to clear all models from beneath the marker whilst maintaining squad coherency and avoiding impassable terrain. Units that were locked in combat prior to the Tormentor's attack must remain in base contact if possible, but otherwise, models cannot be within 1" of an enemy model. Vehicles, including immobile Vehicles, retain their original facing if they are moved. Any models that cannot be moved out of the way are destroyed. After all the casualties have been determined, replace the large blast maker with the Tormentor.


    Tireless Hunter: A model with this rule is not slowed by difficult terrain (even when charging).




    STALK TANK
    70Pts


    A fast-attack and reconnaissance vehicle, the Stalk Tank is ultimately a highly modified version of the Defiler Daemon engine. Unlike a Defiler, however, the Daemon engine of the Stalk Tank is intended to work alongside a living pilot, the two working in unison to create as much suffering and destruction as possible.

    The rugged and relatively simple construction of the Stalk Tank ultimately makes it easy to mass-produce, allowing it to serve as the Dark Mechanicum's infantry support, its thorax mounted Twin-linked multi-laser providing adequate covering fire for advancing Heretek Skitarii formations. On occasions, heavier weapons will be mounted upon the Stalk Tank's frame, allowing it to duel with the enemies tanks and other heavily armoured targets. Foes fortunate enough to survive a Stalk Tank's initial barrage will have to contend with its full fury in close quarters, as giant mechanical vices mercilessly crush them to death.


    Armour
    WS BS S
    F/S/R
    I A HP Unit Type Unit Composition
    Stalk Tank 3 4 6
    11/11/10
    3 3 2 Vehicle (Walker, Open-topped) 1 Stalk Tank


    HERETICAL DISCIPLINE:
    • Forgecraft

    WARGEAR:
    • Twin-linked multi-laser
    • Two power fists
    • Searchlight
    • Smoke launchers

    SPECIAL RULES:
    • Fleet

    OPTIONS:
    • May include up to two additional Stalk Tanks..... 70pts/model
    • Any Stalk Tank may take items from the Dark Mechanicus Vehicle Equipment and/or Pintle Mounts lists.
    • Any Stalk Tank may replace its twin-linked multi-laser with one of the following:
      - Twin-linked heavy flamer.... free
      - Twin-linked autocannon..... 5pts/model
      - Twin-linked missile launcher..... 10pts/model
      - Twin-linked lascannon..... 15pts/model



    Last edited by Fox Of 9; 01-10-2019 at 21:33.
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    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    DATA DAEMONS
    140Pts


    Data Daemons may possibly be one of the most horrifying, yet scientifically outstanding achievements of the Dark Mechanicum's Empyric Engineers. An unholy matrimony of daemon and pure information, Data Daemons are all but intangible, their forms flickering and shifting like loose wisps of energy. Able to bypass almost all physical defenses, Data Daemons are used to shred through the enemies elite warriors and war machines, leaving untouched carnage in their wake.

    Most Data Daemon hosts are lead by a Hunter Program, a more powerful, psychically attuned Daemon, possessing an aggressive strain of Scrap Code. In battle, these Hunter Programs are able to harness the powers of the Warp, actively allowing them to corrupt the very information of the world around them. So it is with but a single motion, that a Hunter Program can cause an Imperial Leman Russ to explode, the uncontrollable mutation of the tank's Machine Spirit tearing the vehicle apart.


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Data Daemon 5 4 5 2 2 5 2 8 - Jet Pack Beasts 2 Data Daemons
    Hunter Program 5 4 5 2 3 5 3 9 - Jet Pack Beasts (Character) 1 Hunter Program


    HERETICAL DISCIPLINE:
    • Warpcraft

    WARGEAR:
    • Data talon
    • Schismatic blade

    SPECIAL RULES:
    Data Daemon
    • Daemon
    • Incorporeal Form
    Hunter Program
    • Daemon
    • Incorporeal Form
    • Psyker (Mastery Level 1)

    OPTIONS:
    • May include up to seven additional Data Daemons..... 35pts/model
    • The Hunter Program may upgrade to Psyker (Mastery Level 2)..... 25pts
    • The squad may take any of the following upgrades:
      - Null rune..... 2pts/model
      - Rune of strength..... 4pts/model
      - Rune of wrath..... 3pts/model
      - Rune of alacrity..... 3pts/model
      - Rune of resistance..... 8pts/model
      - Rune of warding..... 7pts/model


    Incorporeal Form: Enemy units can only fire Snap Shots at a model with this rule. In addition, in close combat, models with this rule can only be hit on a To Hit roll of a 6.




    DESECRATOR CLASS BATTLE-AUTOMATA
    80Pts




    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Desecrator 3 4 6 6 3 4 2 7 4+ Monstrous Creature 1 Desecrator


    WARGEAR:
    • Lightning gun
    • Two rotor cannons
    • Battle-automata power blades
    • Infravisor

    SPECIAL RULES:
    • Cybernetica Cortex
    • Fleet
    • Scout

    OPTIONS:
    • May include up to four additional Desecrator Class Battle-automata..... 80pts/model
    • All Desecrator Class Battle-automata in the squad may take any of the following:
      - Searchlight..... 1pt/model
      - Frag grenades..... 5pts/model
      - Enhanced targetting array..... 15pts/model
    • Any Desecrator Class Battle-automata may replace its lightning gun with one of the following:
      - Multi-laser..... 5pts/model
      - Phosphor blaster..... 5pts/model
      - Heavy flamer..... 10pts/model
      - Multi-melta..... 10pts/model
    CYBERNETICA OPTIONS:
    • If the unit consists of only a single Desecrator Class Battle-automata, it may be given the Paragon of Metal special rule..... 35pts
      All Desecrator Class Battle-automata in the squad may take any of the following:
      - Adaptive motion analysis matrices..... 15pts/model
      - Advanced neural architecture..... 10pts/model
      - Auxiliary microprocessor..... 10pts/model
      - Interceptor programming..... 10pts/model
      - Three-dimensional tracking algorithms..... 20pts/model
    FLESHCRAFT OPTIONS:
    • Any Desecrator Class Battle-automata may replace its lightning gun with one of the following:
      - Heavy flamer with chem-munitions..... 10pts/model
      - Viral launcher..... 10pts/model
      - Necrotic reaper..... 20pts/model
    • Any Desecrator Class Battle-automata may replace its battle-automata power blades with one of the following:
      - Envenomed blade..... 10pts/model
    FORGECRAFT OPTIONS:
    • All Desecrator Class Battle-automata in the squad may take any of the following:
      - Galvanized hull..... 10pts/model
      - Ocular augments..... 10pts/model
      - Strengthened synthetic musculature..... 10pts/model
      - Upgraded data-receivers..... 10pts/model
    • Any Desecrator Class Battle-automata may replace its lightning gun with one of the following:
      - Ectoplasma-fusil..... 10pts/model
      - Rad/Irad-cleanser..... 15pts/model
      - Photon thruster..... 25pts/model
    WARPCRAFT OPTIONS:
    • All Desecrator Class Battle-automata in the squad may take any of the following:
      - Rune of wrath..... 10pts/model
      - Rune of alacrity..... 15pts/model
      - Rune of eternity..... 25pts/model
      - Rune of warding..... 15pts/model
    • Any Desecrator Class Battle-automata may replace its lightning gun with one of the following:
      - Heavy warpflamer..... 15pts/model
      - Immateria energy-arc..... 15pts/model
      - Warp-lightning gun..... 15pts/model
      - Callophean psy-engine..... 25pts/model





    BANESTEED
    VARIOUS


    Monstrous, bestial creations, standing larger than an Imperial Chimera, Banesteeds are apex ambush predators. Roving ahead of the Dark Mechanicum's vanguard, they're able to move swiftly and without sound through even the densest terrain. A Banesteed will regularly lie in wait for hours, if not days, all the while continuously stalking its prey from the shadows, avoiding direct confrontation unless deemed absolutely necessary. Time and again, the first sign that Banesteed is stalking you is also the last, as the beast burst from cover, tearing through fortifications before sinking its claws into the petrified, fleshy targets within.

    That is not to say that Banesteeds are not well armed, far from it. In fact, they boast some of the heaviest weaponry outside the Dark Mechanicum's dedicated weapon platforms. Often has a foe will be lulled into a false sense of security when facing a Banesteed. Only to find out moments later the horrifying truth, as their heavily defended position is torn apart around them by the heavy bursts of energy weapons or a baleful torrent of Warpfire.


    WS BS S T W I
    A
    Ld Sv Unit Type Unit Composition Points
    Balewolf 3 3 6 5 4 6
    4
    10 2+ Monstrous Creature 1 Balewolf, 190pts
    Cybernetic Beast 4 4 6 6 4 4
    3
    10 3+ Monstrous Creature 1 Cybernetic Beast 160pts
    Putrid Chimeric 5 2 6 7 5 5
    D6+1
    10 3+ Monstrous Creature or 1 Putrid Chimeric 170pts


    HERETICAL DISCIPLINE:
    Balewolf
    • Warpcraft
    Cybernetic Beast
    • Cybernetica
    Putrid Chimeric
    • Fleshcraft

    WARGEAR:
    Balewolf
    • Baleflamer
    Cybernetic Beast
    • Melta cannon
    • Atomantic shielding
    • Enhanced targeting array
    Putrid Chimeric
    • Caustic bile
    • Putrid maw
    • Prehensile stinger

    SPECIAL RULES:
    Balewolf
    • Banesteed
    • Daemonic Vessel
    • It Will Not Die
    Cybernetic Beast
    • Banesteed
    • Feel No Pain (6+)
    • Reactor Blast
    • Silica Animus
    Putrid Chimera
    • Banesteed
    • Feel No Pain
    • It Will Not Die
    • Poisoned (4+)
    • Shrouded

    CYBERNETICA OPTIONS:
    • A Cybernetic Beast may replace its melta cannon with one of the following:
      - Ectoplasma cannon..... free
      - Mauler pattern bolt cannon..... free
    • A Cybernetic Beast may take any of the following upgrades:
      - Adaptive motion analysis matrices..... 15pts
      - Hyper-reactive targeting program..... 15pts
      - Wide-spectrum optic calibration..... 10pts
    • A Putrid Chimeric may take any of the following upgrades:
      - Aggression amplifiers..... 10pts
      - Infravisor..... 5pts
      - Extensive cybernetics..... 20pts
    FLESHCRAFT OPTIONS:
    • A Putrid Chimeric may take any of the following upgrades:
      - Antidote glands..... 15pts
      - Burly..... 15pts
      - Forced psychic mutation..... 20pts
      - Ichor blood..... 5pts
      - Scaly..... 25pts
    FORGECRAFT OPTIONS:
    • A Cybernetic Beast may replace its melta cannon with one of the following:
      - Eradication beamer..... 10pts
      - Neutron laser..... 25pts
      - Heavy conversion beamer..... 35pts
    • A Cybernetic Beast or Balewolf may take any of the following upgrades - where an option has two points costs, the first is for a Cybernetic Beast, and the second is for a Balewolf:
      - Galvanized hull..... 20/30pts
      - Ocular augments..... 10pts
      - Remodelled synthetic musculature..... 10pts
      - Strengthened synthetic musculature..... 15pts
      - Hardened subcutaneous layer..... 20pts
    WARPCRAFT OPTIONS:
    • A Banesteed may take any of the following upgrades - where an option has multiple points costs, the first is for a Balewolf, the second is for a Cybernetic beast, and the third is for a Putrid Chimeric (if no points cost is listed, the model cannot take that specific upgrade):
      - Null rune..... 10/-/10pts
      - Rune of strength..... 15pts
      - Rune of wrath..... 10pts
      - Rune of alacrity..... 20/10/15pts
      - Rune of resistance..... 20/20/25pts
      - Rune of eternity..... 40/35/50pts
      - Rune of warding..... 20/15/15pts
      - Rune of channeling..... 35/-/-pts


    Atomantic Shielding: A model with this rule has a 5+ Invulnerable save against shooting attacks and explosions, and a 6+ Invulnerable save against attacks suffered in close combat. In addition, if the model suffers a Reactor Blast explosion, add +1" to the radius of the blast.

    Banesteed: A model with this rule can move up to 12" in the Movement phase. In addition, it has the Fleet, Infiltrate and Stealth special rules.

    Daemonic Vessel: A model with this rule has the Cybernetic Resilience, Daemon, and Fearless special rules. In addition, when a model with this rule loses its last wound, replace it with a Large Blast marker. All models under the marker suffer a hit with a Strength value equivalent to the chosen model's Toughness and an AP value of AP-.


    Last edited by Fox Of 9; 09-10-2019 at 15:21.
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  15. #15
    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    CHIMERA
    65Pts




    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Chimera 3
    12/10/10
    3 Vehicle (Tank, Transport) 1 Chimera


    WARGEAR:
    • Multi-laser
    • Heavy bolter
    • Searchlight
    • Smoke launcher

    SPECIAL RULES:
    • Amphibious
    • Lasgun Arrays

    TRANSPORT:
    • Transport Capacity: Twelve models
    • Fire Points: Two models can fire from the Chimera's top hatch.
    • Access Points: A Chimera has one Access Point at the rear.

    OPTIONS:
    • May take items from the Dark Mechanicus Vehicle Equipment list.
    • May replace heavy bolter with a heavy flamer..... free
    • May replace multi-laser with either a heavy bolter or heavy flamer..... free


    Amphibious: A Chimera treats all water features as open terrain when it moves.

    Lasgun Arrays: A Chimera has two separate arrays of three lasguns - one array located above each side of its hull. Up to six models in the embarked unit (a maximum of three per array) may fire one lasgun each from these lasgun arrays, provided those models are not using the Chimera's Fire Points this turn. To represent the unusual nature of these weapons, use the Chimera's Ballistic Skill for these shots - the lasgun arrays can shoot at this Ballistic Skill regardless of how far the Chimera has moved. If the Chimera has suffered a Crew Stunned or Crew Shaken result, the lasgun arrays can only make Snap Shots. Lastly, each array may shoot at a different target to the Chimera's other weaponry, though all lasguns in the array must shoot at the same target.




    GOLIATH TRUCK
    50Pts




    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Goliath Truck 3
    11/10/10
    3 Vehicle (Open-topped, Transport) 1 Goliath Truck


    WARGEAR:
    • Heavy stubber
    • Twin-linked autocannon

    SPECIAL RULES:
    • Rugged Construction

    TRANSPORT:
    • Transport Capacity: Ten models

    OPTIONS:
    • May take items from the Dark Mechanicus Vehicle Equipment list.
    • May be equipped with a cache of demolition charges..... 20pts


    Rugged Construction: If this model suffers a Crew Stunned, Crew Shaken, or Immobilised result, roll a D6. On a roll of 4 or more, the Vehicle ignores that result, but still loses a Hull Point as normal.




    SKORPIUS DUNERAIDER
    50Pts




    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Skorpius Duneraider 4
    12/11/10
    3 Vehicle (Skimmer, Heavy, Transport, Open-topped) 1 Skorpius Duneraider


    HERETICAL DISCIPLINE:
    • Forgecraft

    WARGEAR:
    • Two heavy stubbers
    • Twin-linked heavy stubber

    TRANSPORT:
    • Transport Capacity: Ten models. It cannot carry models with the Very Bulky or Extremely Bulky special rules.

    OPTIONS:
    • May take items from the Dark Mechanicus Vehicle Equipment list.
    CYBERNETICA OPTIONS:
    • May replace both its heavy stubbers with two cognis heavy stubbers..... 10pts
    • May replace its twin-linked heavy stubber with a twin-linked cognis heavy stubber..... 10pts



    Last edited by Fox Of 9; 05-10-2019 at 12:08.
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    Chapter Master Fox Of 9's Avatar
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    Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    DESECRATOR-CLASS LANDING CRAFT
    230Pts


    The Desecrator-class Landing Craft is essentially a massive cargo lift platform that has been modified for combat use by the Dark Mechanicum. Deployed from the upper-atmosphere the Landing Craft enters the battlefield upon four gigantic anti-gravitic engines, its mere presence heavily distorting the surrounding gravitational fields as it passes. Initially, it was seen as a way to quickly transport large quantities of ammunition, supplies and other equipment to Dark Mehcanicum forces in the heat of battle. However, over time, it has been adopted as the primary method for transporting some of the Dark Mechanicum's heaviest weaponry, as well as large swathes of infantry.

    Often, a Desecrator-class Landing Craft will be lightly armed, it's weapons more intended for defensive purposes, but certain enterprising crews have been known to mount much heavier weaponry upon the Landing Craft's frame, taking advantage of its stability to output a withering amount of firepower. Nonetheless, the Landing Craft's real weaponry comes in the form of its cargo, as, due to its size, the Desecrator is able to deploy both the Mangonel Doomcrawler and Stalk Tank walkers of the Dark Mechanicum right into the heart of the enemy's battlelines.


    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Desecrator-class Landing Craft 4
    13/13/13
    4 Vehicle (Skimmer, Heavy, Open-topped, Transport) 1 Desecrator-class Landing Craft


    HERETICAL DISCIPLINE:
    • Forgecraft

    WARGEAR:
    • Autocannon
    • Two twin-linked heavy stubbers
    • Frag assault launchers
    • Searchlight
    • Smoke launchers

    SPECIAL RULES:
    • Anti-grav Distortion
    • Deep Strike
    • Secured for Transport

    TRANSPORT:
    • Transport Capacity: The Desecrator-class Landing Craft can carry three separate units, for up to a total of thirty-five models. It may also carry Mangonel Doomcrawlers or Stalk Tanks as part of its complement, each walker counting as twenty and fifteen models respectively.

    OPTIONS:
    • May take items from the Dark Mechanicus Vehicle Equipment list.
    • May replace both its twin-linked heavy stubbers with one of the following:
      - Two twin-linked grenade launchers..... free
      - Two autocannons..... 10pts
      - Two twin-linked heavy bolters..... 20pts
      - Two twin-linked heavy flamers..... 20pts
      - Two lascannons..... 30pts
    • May replace its autocannon with:
      - Lascannon..... 10pts
    CYBERNETICA OPTIONS:
    • May replace both its twin-linked heavy stubbers with one of the following:
      - Two twin-linked cognis heavy stubbers..... 10pts
      - Two cognis autocannons..... 20pts
      - Two cognis lascannons..... 40pts
    • May replace its autocannon with:
      - Cognis autocannon..... 5pts
      - Cognis lascannon..... 15pts
    • May take an enhanced targeting array..... 20pts
    FLESHCRAFT OPTIONS:
    • May replace both its twin-linked heavy stubbers with one of the following:
      - Two twin-linked pathogen projectors..... free
      - Two twin-linked viral-launchers..... free
    WARPCRAFT OPTIONS:
    • May replace both its twin-linked heavy stubbers with one of the following:
      - Two empyrean siphons..... 30pts
    • May replace its autocannon with one of the following:
      - Empyrean siphon..... 10pts
      - Aether cannon..... 25pts


    Anti-grav Distortion: A model with this special rule adds 3" to its maximum move distance when it moves in the Movement phase. In addition, any Non-Vehicle unit within 3" of a model with this special rule treats open terrain as Difficult terrain, and Difficult terrain as Dangerous terrain.

    Secured for Transport: A Mangonel Doomcrawler or Stalk Tank embarked upon a Desecrator-class Landing Craft may not fire any of their ranged weapons.




    FUSILIER SIEGE TANK
    155Pts


    It is unusual for the largest forces of the Dark Mechanicum to go to war without numerous tank companies in support, each one seconded from a renegade Astra Militarum regiment owing allegiance to one of the force's Heretek commanders. However, within the ranks of each Heretek's own personal force, armoured squadrons are a much rarer sight to behold, with most Dark Mechanicum armies mounting their heaviest weapons upon various different forms of walkers. Yet, there is one exception to this, the Fusilier Siege Tank.

    The Fusilier Siege Tank is an odd-looking vehicle, owing to it originally being an extensively modified version of the Chimera chassis. The wide, low-profile hull making it an ideal platform for the Dark Mechanicum to mount their siege-breaking and city-clearing weaponry upon. A standard-pattern Fusilier Siege Tank will mount both a hull-mounted Fusilier Siege Cannon, capable of shattering fortifications or clearing cover with equal ease, as well as two twin-linked Stormshard mortars, mounted on an abnormally large and flat turret, manned by a pair of mind-slaved servitors hardwired into it. This combination of firepower, and the enhanced freedom of mobility, afforded by the vehicle's front-mounted siege shield, allows a small squadron of these vehicles to break a siege easier than many forces several times their size.


    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Fusilier Siege Tank 4
    13/12/11
    3 Vehicle (Tank, Heavy) 1 Fusilier Siege Tank


    HERETICAL DISCIPLINE:
    • Forgecraft

    WARGEAR:
    • Fusilier siege cannon
    • Two twin-linked stormshard mortars
    • Searchlight
    • Siege shield
    • Smoke launchers

    OPTIONS:
    • May include up to two additional Fusilier Siege Tanks..... 155pts/model
    • Any Fusilier Siege Tank may take items from the Dark Mechanicus Vehicle Equipment list.
    • Any Fusilier Siege Tank may replace its two twin-linked stormshard mortars with one of the following:
      - Quad launcher with frag shells..... free
      • All Fusilier Siege Tanks may also take:
        - Incendiary shells..... 5pts/model
        - Shatter shells..... 10pts/model
        - Splinter shells..... 10pts/model
        - Phosphex cannister shot..... 20pts/model
      - Two twin-linked volkite culverin..... 10pts/model
    CYBERNETICA OPTIONS:
    • Any Fusilier Siege Tank may replace its two twin-linked stormshard mortars with:
      - Two Twin-linked heavy scrapcode viral-blasters..... 10pts/model
    • May take an enhanced targeting array..... 20pts
    FLESHCRAFT OPTIONS:
    • Any Fusilier Siege Tank may replace its two twin-linked stormshard mortars with:
      - Two mindshredder cannons..... 20pts/model
    WARPCRAFT OPTIONS:
    • Any Fusilier Siege Tank may replace its two twin-linked stormshard mortars with:
      - Two twin-linked lamba kai fusiliers..... 15pts/model





    DARK MECHANICUM HEAVY ORDNANCE BATTERY
    95Pts




    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Heretek Balisteria 3 4 3 3 1 3 1 8 4+ Infantry 4 Balisteria
    Balisteria Artillery Carriage - - - 7 2 - - - 3+ Artillery 1 Balisteria Artillery Carriage
    Armorium Servitor 3 3 4 5 1 3 1 6 5+ Infantry


    WARGEAR:
    Heretek Balisteria
    • Skitarii war plate
    • Hellcarbine
    Balisteria Artillery Carriage
    • Earthshaker cannon
    Armorium Servitor
    • Servo arm

    SPECIAL RULES:
    Balisteria Artillery Carriage
    • Immobile Artillery
    Armorium Servitor
    • Loading Protocols

    OPTIONS:
    • May include up to two additional Balisteria Artillery Carriages..... 95pts/model
    • Any Balisteria Artillery Carriage may have:
      - Up to four additional Heretek Balisteria crew..... 8pts/model
    • All Balisteria Artillery Carriages in the unit may upgrade their earthshaker cannons to:
      - Quad launchers with frag, incendiary, shatter, and splinter shells..... free
      • All quad launchers may also take phosphex cannister shot..... 20pts/model
      - Medusa siege guns..... 25pts/model
    • All Balisteria Artillery Carriages equipped with a medusa siege gun may be upgraded to use:
      - Breacher shells..... 5pts/model
    CYBERNETICA OPTIONS:
    • All Heretek Balisteria in the unit may take any of the following upgrades:
      - Infravisor..... 1pt/model
      - Neural fortifiers..... 1pt/model
      - Aggression amplifiers..... 2pts/model
      - Extensive bionics..... 2pts/model
      - Neural blockers..... 2pts/model
      - Extensive cybernetic augmentation..... 5pts/model
    • One Heretek Balisteria may take:
      - Enhanced targeting array..... 15pts
    FLESHCRAFT OPTIONS:
    • All Heretek Balisteria in the unit may take one of the following mutations:
      - Horrifying..... 1pt/model
      - Venomous..... 1pt/model
      - Burly..... 2pts/model
      - Reinforced carapace..... 2pts/model
      - Bloated..... 3pts/model
      - Scaly..... 3pts/model
    FORGECRAFT OPTIONS:
    • Any Balisteria Artillery Carriage may have:
      - Up to one Armorium Servitor..... 15pts/model
    • All Armorium Servitors in the unit may take any of the following:
      - Frag grenades..... 1pt/model
      - Krak grenades..... 1pt/model
      - Carapace armour..... 2pts/model
      - Hardened armour..... 2pts/model
    • All Heretek Balisteria in the unit may take any of the following :
      - Frag grenades..... 1pt/model
      - Krak grenades..... 1pt/model
      - Hardened armour..... 2pts/model
    WARPCRAFT OPTIONS:
    • All Heretek Balisteria in the unit may take one of the following:
      - Rune of alacrity..... 1pt/model
      - Rune of fortitude..... 2pts/model
      - Rune of resilience..... 3pts/model
      - Rune of strength..... 2pts/model
      - Rune of warding..... 2pts/model
      - Rune of wrath..... 2pts/model


    Immobile Artillery: An Immobile Artillery piece cannot be moved after it has been deployed, and ignores any effect which forces it to move. This only affects the platform, the crew are subject to all normal artillery rules. When called upon to Fall Back, the crew must leave their guns behind and Fall Back, the platforms are then removed as casualties.

    Loading Protocols: Once per game, a Balisteria Artillery Carriage with an Armorium Servitor may choose to re-roll all failed To Hit rolls in that Shooting phase.


    Last edited by Fox Of 9; 21-07-2019 at 13:07.
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  17. #17
    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    DOMINATUS CYBERNETICA
    Those Hereteks privy to ancient secrets from the Dark Age of Technology, a time when un-living phalanxes of Mankind's artificial creations shattered forgotten alien empires to carve humanity's first empire in the stars, the most secret and sacred of these lores is Cybertheurgy. But to the Dark Mechanicum, nothing is sacred in comparison to their heretical embrace of individual innovation, experimentation, and free will. So it is, that without the Machine Cult's stranglehold, an even darker form of Cybertheurgy was created: Dominatus Cybernetica.

    A model with this rule is known as a Cybertheurgist. A Cybertheurgist may issue a single order each turn, instead of making a shooting attack. Orders are issued and their effects resolved at the start of your Shooting phase. If you have more than one Cybertheurgist, or if you have a Cybertheurgist that has a special rule or piece of wargear allowing it to issue more than one order each turn, issue and resolve each order one at a time. A Cybertheurgist may attempt to issue an order provided he is not locked in combat, embarked in a vehicle or building, falling back, or has gone to ground.

    To issue an order, declare the order the Cybertheurgist is attempting to issue, and unless specified in the order, select a single friendly non-vehicle unit from Codex: Dark Mechanicum that is susceptible to Dominatus Cybernetica commands within 12" to be the target of the order's effect - we call this unit the 'ordered unit'. Only models in the unit susceptible to Dominatus Cybernetica commands may take advantage of the order's effects, and unless noted, the order's effect lasts a full game turn. Place a suitable market next to the affected unit for the duration order to indicate its effect.

    Using Dominatus Cybernetica: In order to successfully use the order, the Cybertheurgist must take a Leadership test. Depending on the order, a bonus or penalty may be imposed on the Leadership value of the model making the test (note that this is always applied to the characteristic value being tested, not the dice result). If the test is passed the order takes effect. If the test is failed, the order does not take effect.

    Unless an order causes the ordered unit to make a shooting attack or Run, receiving it does not prevent the ordered unit from acting later in the phase, whether the order was successful or not.

    Orders cannot be issued to embarked units or units that previously received an order that phase (whether or not the order was successful). Unless otherwise stated, orders cannot be issued to units that are locked in combat, are falling back, or have gone to ground.

    If the test is failed, and a result of a 12 (double '6') is rolled, the order has both failed and gone awry. Roll immediately on the Dominatus Cybernetica Mishap table.


    The Orders Of Dominatus Cybernetica
    • Rite Of Dark Rejuvenation (Modifier: None): Choose one model in the ordered unit with either the Cybernetica Cortex rule or Silica Animus rule, that model regains a single Wound lost earlier in the game.
    • Rite Of Crystalline Divination (Modifier: -1): The ordered unit must make a shooting attack. When resolving this shooting attack, the ordered unit has the Split Fire special rule.
    • Rite Of Frenzy (Modifier: -1): The ordered unit gains +1 Attack for the duration of this effect.
    • Rite Of The Silver Tide (Modifier: -1): Crawler Droids only. The ordered unit must either make a shooting attack and then Run once the shooting attack is resolved, or Run and then make a shooting attack, even though a unit cannot normally Shoot and Run in the same phase.
    • Rite Of Djinn-sight (Modifier: -2): Men Of Iron only. The ordered unit must make a shooting attack. When resolving the shooting attack, all models in the ordered unit have +1 Ballistic Skill, and all weapons in the ordered unit reduce the benefits of any cover save its target has by -2 (a 4+ becoming a 6+, 5+ being ignored entirely, and so on).
    • Rite Of Shattering (Modifier: -2): The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Tank Hunters and Monster Hunter special rules.
    • Rite Of The Beast (Modifier: -2): All models in the ordered unit may re-roll failed To Hit rolls in assault and add +1 to their Initiative, move and charge distances for the duration of the order. However, after the order is expended normally, roll a D6 for each surviving model in the unit. On the roll of a 1, the model suffers 1 Wound with no saves of any kind allowed.
    • Rite Of Blazing Death (Modifier: -3 or -4): Vehicle units upgraded with a Dominatus Cybernetica Receiver-array only. Each time this order is used, choose whether it will have a modifier of -3 or -4. The choice must be made before the Leadership test is taken.

      - (Modifier -3): The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons in the ordered unit fire one more shot than normal (Heavy 2 would fire 3 shots) and, in addition, gain the Gets Hot special rule - weapons that already have the Gets Hot rule now Get Hot on a roll of a 1 or 2 (Blast and Template weapons must re-roll successful Gets Hot rolls).

      - (Modifier -4): The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons in the ordered unit fire two more shots than normal (Heavy 2 would fire 4 shots) and, in addition, gain the Gets Hot special rule - weapons that already have the Gets Hot rule now Get Hot on a roll of a 1 or 2 (Blast and Template weapons must re-roll successful Gets Hot rolls). However, if this order is successful, the affected ordered unit may not use its ranged weapons in the following turn.
    • Rite Of Corrupt Oblation (Modifier: -3): If the order is successful, choose one model in the ordered unit with the Reactor Blast special rule, this model is destroyed, immediately removed from play and replaced by a Large Blast marker. All models under the marker suffer a hit with a Strength value equivalent to the chosen model's Toughness and an AP value equal to the chosen model's armour save.

      Should a failed attempt at the Rite Of Corrupt Oblation result in a Dominatus Cybernetica Mishap, the Malifica Cybernetica result occurs automatically and there is no need to roll on the table.
    • Rite Of Dispersed Death (Modifier: -3): Vehicle units upgraded with a Dominatus Cybernetica Receiver-array only. The ordered unit must make a shooting attack. When resolving this shooting attack, the ordered unit has the Split Fire special rule.
    • Rite Of The Remorseless Death (Modifier: -3): Vehicle units upgraded with a Dominatus Cybernetica Receiver-array only. The ordered unit may re-roll all failed To Hit rolls when making close combat attacks for the duration of this effect.
    • Rite Of Annihilation (Modifier: -4): Praetorian Annihilators only. The ordered unit may fire twice with its shooting weapons against a single target unit this turn. However, if this order is successful, the affected ordered unit may not use its ranged weapons in the following turn.
    Dominatus Cybernetica Mishap Table
    Should the ordered unit be subject to a Dominatus Cybernetica Mishap, roll on the following table and immediately apply the result to the ordered unit.
    D6 Effect
    1 Dominatus Feedback: The Cybertheurgist must take a Leadership test. If the test is failed, the Cybertheurgist suffers 1 Wound with no saves of any kind allowed. If the test is passed, the Cybertheurgist suffers no ill effects.
    2 Dominatus Backlash: The Cybertheurgist suffers 1 Wound with no saves of any kind allowed.
    3 Signal Corruption: The ordered unit may only fire Snap Shots and fights at Weapon Skill 1 in assaults for the next game turn.
    4 Corrosive Paradox: A randomly determined model in the ordered unit suffers D3 Wounds/glancing hits with no saves of any kind allowed.
    5 System Error: No further Dominatus Cybernetcia orders can be issued, by any Cybertheurgist, for the remainder of this turn.
    6 Malifica Cybernetica: A randomly determined model in the ordered unit is removed as a casualty and its unit suffers D6+1 Strength 6 AP1 hits. For Wound allocation purposes, assume the attack is coming from the model removed as a casualty.
    Machine Sentience: A unit containing at least one model with the Silica Animus special rule adds +2 to the result rolled on the Dominatus Cybernetica Mishap table.


    MINDLOCK
    The altered and fragmented brain of a Heretek Servitor functions poorly unless constantly supervised. Most will eventually go into a state of mindlock, babbling incoherent nonsense as the Heretek Servitor tries to assert some form of control over its functions.

    Unless within 12" of a friendly model equipped with a cortex controller, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+ there is no effect this turn. On a roll of 1, 2 or 3 the unit is mindlocked until the start of it's following turn. A mindlocked unit may not voluntarily move, shoot or charge. A mindlocked unit must still complete compulsory moves, such as Pile in and Fall back moves.


    PROGRAMMED BEHAVIOUR
    Unless under the direct control of its masters most battle-automata will revert to their pre-programmed sub-routines and battle-protocols.

    Aggression Protocols - Unless within 12" of a friendly model equipped with a cortex controller, a unit that contains at least one model with this rule has the following restrictions are placed on its use in the game. The restrictions do not apply if the model, or its unit, is already locked in an assault:
    • Hunt: In their Movement phase, the unit must move as far as possible towards the nearest enemy unit.
    • Stalk: If no enemy models are within 12" in their Shooting phase, the unit must Run towards the nearest enemy unit.
    • Bloodbath: If enemy models are within 12" in their Assault phase, the unit must attempt to charge the closest enemy unit if able. If consolidating after combat, they must do so towards the nearest enemy model, if one is present within 12".

    Standard Protocols - Unless within 12" of a friendly model equipped with a cortex controller, a unit that contains at least one model with this rule has the following restrictions are placed on its use in the game. The restrictions do not apply if the model, or its unit, is already locked in an assault.
    • Methodical: The unit may not make Sweeping Advances or Run moves.
    • Target Priority: If enemy models are within 12" and within line of sight in their Shooting phase, the unit must fire all its weapons against the closest enemy unit it is able to harm. If this is not the case they are free to select targets as normal.
    • Onslaught: If enemy models are within 12" in their Assault phase, the unit must attempt to charge the closest enemy unit if able. Note that the model may still only charge the same unit it fired at in the Shooting phase. If consolidating after combat, they must do so towards the nearest enemy model, if one is present within 12".

    Defensive Protocols - Unless within 12" of a friendly model equipped with a cortex controller, a unit that contains at least one model with this rule has the following restrictions are placed on its use in the game. The restrictions do not apply if the model, or its unit, is already locked in an assault:
    • Stand Firm: The unit may not move in the Movement phase.
    • Eradication: If enemy models are within 12" and within line of sight in their Shooting phase, the unit must fire all its weapons against the closest enemy unit it is able to harm - twice! If this is not the case they are free to select targets as normal.
    • Relocate: In their Assault phase, the unit may not declare a charge, but it may instead move up to 6" in any direction.


    SCRAPCODE
    A simple form of computer virus; often used by the servants of the Dark Mechanicus against their more technologically advanced opponents. When this weapon is employed, blocks of self-replicating machine-code are constantly being broadcast on every possible Vox frequency, and when picked up, if the other Cogitator fails to identify the transmission as Scrapcode, the virus will quickly flood it by self-replicating, either forcing the machine to shut down or severely impair its functioning.

    Enemy units that start their turn within 6" of at least one model with this rule must roll a D6. If the result is 1, the unit may only fire Snap Shots this turn; this is effective immediately.


    SILICA ANIMUS
    "There is no way in which the fully realised sentience of a machine could not be of benefit to us. As it is, the Machine Spirit is revered, yet in permanent bondage, its full potential shackled by petty fears. I seek to terminate this state of affairs."
    — Extract from intercepted Astropathic communiqué, of unknown origin (circa M34)

    A model with this rule has the Adamantium Will, Cybernetic Resilence, Fearless, and Relentless special rules. Units comprised of models with the Silica Animus rule are susceptible to Dominatus Cybernetica commands, and the unit (as well as any models that are part of the unit with a cortex controller) have a 4" unit coherency range.


    MASTER WARPSMITH
    In the eons since their fall from the Omnissiah's light, those who become the Arch Forge Masters of the Dark Mechanicum perfect their knowledge of machine reconstruction and repair. Allowing them to enforce even greater control and precision over their work, even in the most inhospitable of conditions.

    A model with the Master Warpsmith special rule has the Warpsmith special rule. In addition, he may also re-roll failed Warpsmith rolls.


    UNMATCHED RESOURCES
    Armies led by the Arch Forge Masters are filled with warriors and machines beyond number. Their steady and unending train of reserves quickly grading down even the toughest foes.

    An army with a model with this special rule as its Warlord may add +1 to its Reserve rolls.


    WARPSMITH
    Those who desire knowledge of the machine, above all else, will be gifted with numerous revelations on the mechanical form, and no mechanism will be able to hide its secrets from them for long. On the battlefield, these masters of mechanisms turn their newfound knowledge into a power tool, their hands making swift work of even the most difficult of field repairs. And, when the occasion calls for it, he will draw upon his true powers, twisting and bending the machine spirits of his enemies vehicles, subjugating them to his will.

    In each of your Shooting phases, a model with the Warpsmith special rule may, instead of firing a weapon, choose to either repair a single friendly, damaged Vehicle or curse a single enemy Vehicle (he may not use this ability if he has gone to ground or is falling back).

    To repair a Vehicle, the model with the Warpsmith special rule must be in base contact with it or embarked upon it. Roll a D6, and add on the following modifier where applicable:

    • Each Heretek Servitor with a Servo-arm in his unit +1
    • The model with the Warpsmith rule has a machinator array or mechatendrils +1

    If the result is 5 or more, you may do one of the following:

    • Restore a lost Hull Point.
    • Repair a Weapon Destroyed result.
    • Repair an Immobilised result to the attendant vehicle.

    If a Weapon Destroyed result is repaired, that weapon can be used in the following Shooting phase.

    To curse a Vehicle, he must be within 18" of it. Roll To Hit the Vehicle using his Ballistic Skill. If the curse hits, all the Vehicle's weapons have the Gets Hot special rule until the end of its next turn.





    WARLORD TRAITS

    ALLIES
    All models in this codex have the Dark Mechanicum Faction. This Faction allies with Chaos Space Marines, and Chaos Daemons as Battle Brothers, while Skitarii, Cult Mechanicus, and Astra Militarum are Allies of Convenience. All remaining Factions are at the Come the Apocalypse level of alliance.




    HOUSEHOLD AMBITIONS

    Since the Horus Heresy, many Knight Households have fallen to Chaos over the centuries. Their crews have long since died but their souls have fused with Daemons, floating within shells of their war machines. The Knights themselves have mutated, spouting claws, flails, and other horrendous weapons. Not all Chaos Knights are possessed by Daemons, however, though their machines are nonetheless corrupted by the powers of the Warp.

    Deployed in great number, the Questor Traitoris are more fearsome still, and have been known to bring entire worlds to heel, scourging them by blade and by flame, all in the name of the Dark Gods. In these times, each individual Traitoris Knight will have their own macabre role to play. With each role founded as much in twisted, heretical traditions, as in the individual the Knight armour and the quirks of the ravenous-insanity that plagues the warrior piloting it. Unleashed, such a tide of iron and fire is a force few powers in the galaxy can withstand.


    Note: The Household Ambitions special rule is only in effect when using the Traitoris Knight Household Formation as part of your Primary Detachment. It should not be used in conjunction with other detachment types or Unbound armies.
    Last edited by Fox Of 9; 17-07-2019 at 21:04.
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  18. #18
    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    HEAVY SUPPORT




    GOLIATH ROCKGRINDER
    75Pts




    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Goliath Rockgrinder 3
    12/10/10
    3 Vehicle (Tank, Transport) 1 Goliath Rockgrinder


    WARGEAR:
    • Heavy stubber
    • Heavy mining laser
    • Drilldozer blade

    SPECIAL RULES:
    • Rugged Construction

    TRANSPORT:
    • Transport Capacity: Six models
    • Fire Points: Up to six models can fire from its rear platform.
    • Access Points: The Vehicle's rear platform is one large Acess Point.

    OPTIONS:
    • May take items from the Dark Mechanicus Vehicle Equipment list.
    • May be equipped with a cache of demolition charges..... 20pts
    • May replace its heavy mining laser with one of the following:
      - Clearance incinerator..... 5pts
      - Heavy seismic cannon..... 10pts


    Rugged Construction: If this model suffers a Crew Stunned, Crew Shaken, or Immobilised result, roll a D6. On a roll of 4 or more, the Vehicle ignores that result, but still loses a Hull Point as normal.




    MANGONEL DOOMCRAWLER
    90Pts


    At a glance, the Mangonel Doomcrawler could easily be mistaken for some unknown variant of the Mars Universal Land Engine, created long ago from some lost Standard Template Construct; much like its Skitarii counterpart, the Onager Dunecrawler. However, this couldn't be further from the truth. Its name is but a mockery of the Dunecrawler, with the Doomcrawler itself being one of the most horrific examples of Heretek innovation, combining long-lost Archeotech with unknown Heretek technologies; some, possibly Xenos in origin; others, their origins shrouded in blasphemous rituals to the Dark Gods of Chaos.

    Though seemingly without a set pattern or designation, in battle Doomcrawlers stride forth on six mighty, piston-driven limbs, their hulls armed with an array of deadly, and exotic, weaponry. Inside, within its thrice-damned hull, two crewmen exist, installed within a tortuous web of nervous system implants and mind impulse units, mindslaved to what little remains of the Doomcrawlers' Machine Spirit. Once in position on the battlefield, a Doomcrawler will often plant itself, its mighty legs being driven firmly into the ground beneath it, locking it in place. This provides an extremely stable firing platform, allowing this unholy symbiosis of man and machine to more accurately lay waste to its foes, destroying any that would stand before it.


    Armour
    WS BS S
    F/S/R
    I A HP Unit Type Unit Composition
    Mangonel Doomcrawler 3 4 5
    13/12/10
    3 2 3 Vehicle (Walker) 1 Mangonel Doomcrawler


    HERETICAL DISCIPLINE:
    • Forgecraft

    WARGEAR:
    • Two twin-linked autocannons
    • Atomantic shielding
    • Searchlight
    • Smoke launchers

    SPECIAL RULES:
    • Doom Crawler
    • Weapons Platform

    OPTIONS:
    • May include up to two additional Mangonel Doomcrawlers..... 90pts/model
    • Any Doomcrawler may take items from the Dark Mechanicus Vehicle Equipment list.
    • Any Doomcrawler may replace one of its twin-linked autocannons with:
      - Multi-melta..... free
      - Twin-linked lascannon..... 15pts
      - Darkfire cannon..... 20pts
      - Twin Icarus autocannon.... 20pts
      - Gluon cannon..... 25pts
      - Eradication beamer..... 30pts
      - Heavy conversion beamer..... 30pts
      - Twin-linked heavy phosphor blaster..... 45pts
      - Nuetron laser and heavy stubber..... 50pts
    • Any Doomcrawler may replace its other twin-linked autocannon with:
      - Multi-melta..... free
      - Twin-linked lascannon..... 15pts
      - Twin Icarus autocannon.... 20pts
    CYBERNETICA OPTIONS:
    • Any Doomcrawler may replace one of its twin-linked autocannons with:
      - Cognis multi-melta..... free
      - Twin-linked cognis autocannon..... 10pts/model
      - Twin-linked cognis lascannon..... 30pts/model
      - Nuetron laser and cognis heavy stubber..... 55pts
    • Any Doomcrawler may replace its other twin-linked autocannon with:
      - Cognis multi-melta..... free
      - Twin-linked cognis autocannon..... 10pts/model
      - Twin-linked cognis lascannon..... 30pts/model
    • Any Doomcrawler may take any of the following:
      - Aggression amplifiers..... 15pts/model
      - Enhanced targeting arrays..... 20pts/model
    FLESHCRAFT OPTIONS:
    • Any Doomcrawler may replace one of its twin-linked autocannons with:
      - Viscera cannon..... 20pts/model
      - Concutio bio-launcher..... 35pts/model
    • Any Doomcrawler may replace its other twin-linked autocannon with:
      - Concutio bio-launcher..... 35pts/model
    WARPCRAFT OPTIONS:
    • Any Doomcrawler may replace one of its twin-linked autocannons with:
      - Ectoplasma cannon..... 5pts/model
      - Heavy aether cannon..... 40pts/model
    • Any Doomcrawler may replace its other twin-linked autocannon with:
      - Ectoplasma cannon..... 5pts/model
      - Empyrean siphon..... 10pts/model
      - Aether cannon..... 25pts/model


    Doom Crawler: A model with this rule is never slowed by Difficult Terrain and automatically passes all Dangerous Terrain tests, but cannot Run or make Sweeping Advances.

    Weapons Platform: A model with this rule gains +1 Ballistic Skill if it remained stationary in the Movement phase.





    STITCHED ABOMINATION
    185Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Stitched Abomination 3 1 8 7 6 3 6 7 4+ Monstrous Creature 1 Stitched Abomination


    HERETICAL DISCIPLINE:
    • Fleshcraft

    WARGEAR:
    • Metamorphic claw
    • Metamorphic talon
    • Metamorphic whip
    • Metamorphic tentacle
    • Prehensile stinger

    SPECIAL RULES:
    • Fearless
    • Furious Charge
    • It Will Not Die
    • Mindless Monstrocity
    • Rage
    • Rampage

    OPTIONS:
    • May include up to two additional Stitched Abominations..... 185pts/model
    • The entire unit may take any of the following:
      - Ichor blood..... 10pts/model
      - Toxin implant..... 10pts/model
      - Burly..... 15pts/model
      - Fleshtendrils..... 15pts/model
      - Liquifier gland..... 15pts/model
      - Scaly..... 20pts/model
      - Forced psychic mutation..... 20pts/model
      - Bloated..... 30pts/model
    • Any Stitched Abomination may replace its metamorphic claw with a metamorphic talon..... 5pts/model
    • Any Stitched Abomination may take one of the following:
      - Putrid maw..... 25pts/model
      • May also take catarrh discharge..... 15pts/model
      - Parasite hive..... 30pts/model
      - Brood mother..... 40pts/model
    CYBERNETICA OPTIONS:
    • Any Stitched Abomination may take items from the Cybernetic Augments list.
    FORGECRAFT OPTIONS:
    • Any Stitched Abomination may replace any metamorphic limb with any of the following:
      - Heavy stubber..... free
      - Lightning claw..... 5pts/model
      - Mining laser..... 5pts/model
      - Seismic cannon..... 10pts/model
      - Eviscerator..... 15pts/model
      - Heavy rock cutter..... 15pts/model
      - Heavy rock saw..... 15pts/model
      - Powerfist..... 15pts/model
      - Chainfist..... 20pts/model
    WARPCRAFT OPTIONS:
    • Any Stitched Abomination may take an immateria ward..... 20ptsmodel
    • The entire unit may take up to two of the following:
      - Null rune..... 10pts/model
      - Rune of fortitude..... 10pts/model
      - Rune of alacrity..... 15pts/model
      - Rune of strength..... 15pts/model
      - Rune of wrath..... 15pts/model
      - Rune of eternity..... 20pts/model
      - Rune of resistance..... 20pts/model
      - Rune of warding..... 20pts/model


    Mindless Monstrocity: An unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+ there is no effect this turn. On a roll of 1, 2 or 3 the unit is may not voluntarily move, shoot or charge until the start of it's following turn (the unit must still complete compulsory moves, such as Pile in and Fall back moves). However, any unit that contains one or more models that lost at least one Wound in your opponent's turn may instead ignore this special rule.

    Brood Mother: A Stitched Abomination with this upgrade can spawn Stitchling Swarms in your Movement phase before it has moved - even if it is locked in assault. If it does so, roll a D6. Place a new unit of Stitchling Swarms such that no model is more than 6" away from Stitched Abomination - the size of this new unit is equal to the number rolled on the D6. Models in this new unit cannot be placed in Impassable terrain, or within 1" of enemy models. If you cannot place some of the models due to enemy proximity, Impassable terrain or simply because you have run out of models, the excess is destroyed. The spawned unit may then move and assault normally. A unit spawned by a Stitched Abomination is identical in every way to a Stitchling Swarm chosen from the Troops section of the Force Organisation chart, and is treated as such for all scenario special rules. Models spawned in a unit are always assumed to have no upgrades.

    After spawning, roll another D6. If a 1 is rolled, the Stitched Abomination may not attempt to spawn further units for the rest of the game.


    Parasite Hive: A Stitched Abomination with this upgrade has the Shrouded special rule. Furthermore, when a Stitched Abomination with a Parasite Hive makes it Melee attacks, it makes an additional 3D6 attacks at the Initiative 10 step with the following profile (this does not grant the model an additional Pile In move):

    Range S AP Type
    - 2 - Melee, Blind, Parasite Swarm, Shred

    Parasite Swarm: Attacks made with this weapon do not benefit from the Smash special rule.






    PRAETORIAN ANNIHILATORS
    225Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Praetorian Annihilator 3 5 6 6 3 2 1 8 3+ Infantry 3 Praetorian Annihilators


    HERETICAL DISCIPLINE:
    • Cybernetica

    WARGEAR:
    • Volkite charger
    • Volkite culverin
    • Infravisor
    • Mechadendrite Harness

    SPECIAL RULES:
    • Atomantic Shielding
    • Feel No Pain (6+)
    • Lumbering Abomination
    • Reactor Blast
    • Silica Animus
    • Very Bulky

    OPTIONS:
    • May included up to seven additional Praetorian Annihilators..... 75pts/model
    • Any Praetorian Annihilator may replace its volkite charger with one of the following:
      - Ectoplasma-fusil..... 5pts/model
      - Graviton imploder..... 5pts/model
      - Rad/irad-cleanser..... 5pts/model
    • Any Praetorian Annihilator may replace its volkite culverin with one of the following:
      - Ectoplasma cannon..... free
      - Irradiation engine..... free
      - Graviton imploder and grav-amp..... 10pts/model
    • The entire squad may be upgraded with:
      - Enhanced targeting arrays..... 15pts/model
    FORGECRAFT OPTIONS:
    • Any Praetorian Annihilator may replace its volkite charger with one of the following:
      - Graviton gun..... free
      - Photon gauntlet..... 5pts/model
      - Gluon rifle..... 10pts/model
    • Any Praetorian Annihilator may replace its volkite culverin with one of the following:
      - Graviton cannon..... free
      - Gluon cannon..... free
      - Photon thruster..... free
    • The entire squad may be upgraded with any of the following:
      - Frag grenades..... 5pts/model
      - Krak grenades..... 5pts/model
      - Hardened armour..... 10pts/model
      - Artificer armour..... 15pts/model
    WARPCRAFT OPTIONS:
    • Any Praetorian Annihilator may replace its volkite charger with an empyrean siphon..... 10pts/model
    • Any Praetorian Annihilator may replace its volkite culverin with an aether cannon..... 10pts/model
    • The entire unit may take up to two of the following:
      - Rune of alacrity..... 1pts/model
      - Rune of fortitude..... 2pts/model
      - Rune of resilience..... 6pts/model
      - Rune of strength..... 4pts/model
      - Rune of warding..... 10pts/model
      - Rune of wrath..... 4pts/model


    Atomantic Shielding: A model with this rule has a 5+ Invulnerable save against shooting attacks and explosions, and a 6+ Invulnerable save against attacks suffered in close combat. In addition, if the model suffers a Reactor Blast explosion, add +1" to the radius of the blast.

    Lumbering Abomination: A model with this rule has the Move Through Cover special rule and is not slowed by difficult terrain (even when charging). In addition, a model with this rule may not make Run moves or Sweeping Advances.

    Reactor Blast: When a model with this rule loses its last wound, roll a D6. On the result of a 6, the model explodes, inflicting a Strength 4 AP- hit on all models within D6".


    Last edited by Fox Of 9; 04-10-2019 at 21:06.
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  19. #19
    Chapter Master Fox Of 9's Avatar
    Join Date
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    1,501

    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    CHAOS KNIGHTS




    KNIGHT DESPOILER
    325Pts




    Armour
    WS BS S
    F/S/R
    I A HP Unit Type Unit Composition
    Knight Despoiler 4 4 10
    13/12/12
    4 3 6 Vehicle (Super-heavy Walker) 1 Knight Despoiler


    HERETICAL DISCIPLINE:
    • Forgecraft

    WARGEAR:
    • Heavy stubber
    • Two reaper chainswords
    • Ionshield

    SPECIAL RULES:
    • Household Ambitions

    OPTIONS:
    • May take items from either the Iconoclast Relics and Iconoclast Equipment lists, or the Infernal Relics and Infernal Equipment lists.
    • May exchange its heavy stubber with:
      - Cognis heavy stubber..... 5pts
      - Meltagun..... 5pts
    • May replace one of its reaper chainswords with one of the following:
      - Thunderstrike gauntlet..... 10pts
      - Thermal cannon..... 45pts
      - Avenger gatling cannon and heavy flamer..... 60pts
      - Rapid-fire battle cannon and heavy stubber..... 65pts
      - Traitoris battle cannon and heavy stubber..... 65pts
    • May replace its other reaper chainsword with one of the following:
      - Thermal cannon..... 45pts
      - Avenger gatling cannon and heavy flamer..... 60pts
      - Rapid-fire battle cannon and heavy stubber..... 65pts
      - Traitoris battle cannon and heavy stubber..... 65pts
    • May take one of the following Carapace weapons:
      - Ironstorm missile pod..... 30pts
      - Twin Icarus autocannon..... 35pts
      - Stormspear rocket pod..... 40pts
    • May upgrade any heavy stubber with:
      - Bio-corrosive rounds..... 10pts/weapon
    • May be upgraded with any of the following:
      - Occular augmetics..... 10pts
      - Aggression amplifiers..... 20pts
      - Enhanced targeting arrays..... 25pts





    KNIGHT RAMPAGER
    360Pts




    Armour
    WS BS S
    F/S/R
    I A HP Unit Type Unit Composition
    Knight Rampager 5 3 10
    13/12/12
    4 4 6 Vehicle (Super-heavy Walker) 1 Knight Rampager


    HERETICAL DISCIPLINE:
    • Forgecraft

    WARGEAR:
    • Heavy stubber
    • Reaper chainsword
    • Thunderstrike gauntlet
    • Ionshield

    SPECIAL RULES:
    • Frenzied Rampage
    • Household Ambitions

    OPTIONS:
    • May take items from either the Iconoclast Relics and Iconoclast Equipment lists, or the Infernal Relics and Infernal Equipment lists.
    • May exchange its heavy stubber with:
      - Cognis heavy stubber..... 5pts
      - Meltagun..... 5pts
    • May upgrade its heavy stubber with:
      - Bio-corrosive rounds..... 10pts
    • May be upgraded with any of the following:
      - Occular augmetics..... 10pts
      - Aggression amplifiers..... 20pts
      - Enhanced targeting arrays..... 25pts


    Frenzied Rampage: In close combat, any To Hit roll of a 6 with the Knight Rampager's reaper chainsword or thunderstrike gauntlet causes 2 hits instead of 1.




    KNIGHT TYRANT
    595Pts




    Armour
    WS BS S
    F/S/R
    I A HP Unit Type Unit Composition
    Knight Tyrant 3 4 10
    13/12/12
    4 3 7 Vehicle (Super-heavy Walker) 1 Knight Tyrant


    HERETICAL DISCIPLINE:
    • Forgecraft

    WARGEAR:
    • Conflagration cannon
    • Four shieldbreaker missiles
    • Thundercoil harpoon
    • Twin siegebreaker cannon
    • Two twin meltaguns
    • Ionshield

    SPECIAL RULES:
    • Dual Plasma Core Explosion
    • Household Ambitions

    OPTIONS:
    • May take items from either the Iconoclast Relics and Iconoclast Equipment lists, or the Infernal Relics and Infernal Equipment lists.
    • May replace both its conflagration cannon and thundercoil harpoon with:
      - Ectoplasma decimator and volcano lance..... 110pts
    • This model may replace two of its shield breaker missiles with:
      - A single twin siege breaker cannon..... 5pts
    • May be upgraded with any of the following:
      - Occular augmetics..... 10pts
      - Aggression amplifiers..... 20pts
      - Enhanced targeting arrays..... 25pts


    Dual Plasma Core Explosion: When destroyed, the Knight Tyrant adds +2 to the result rolled on the Catastrophic Damage table.


    Last edited by Fox Of 9; 14-07-2019 at 21:53.
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  20. #20
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,501

    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    KNIGHT DESECRATOR
    415Pts




    Armour
    WS BS S
    F/S/R
    I A HP Unit Type Unit Composition
    Knight Desecrator 4 4 10
    13/12/12
    4 3 6 Vehicle (Super-heavy Walker) 1 Knight Desecrator


    HERETICAL DISCIPLINE:
    • Forgecraft

    WARGEAR:
    • Heavy stubber
    • Laser destructor
    • Reaper chainsword
    • Ionshield

    SPECIAL RULES:
    • Household Ambitions
    • Taskmaster

    OPTIONS:
    • May take items from either the Iconoclast Relics and Iconoclast Equipment lists, or the Infernal Relics and Infernal Equipment lists.
    • May exchange its heavy stubber with:
      - Cognis heavy stubber..... 5pts
      - Meltagun..... 5pts
    • May exchange its reaper chainsword with:
      - Thunderstrike gauntlet..... 10pts
      May upgrade its heavy stubber with:
      - Bio-corrosive rounds..... 10pts
    • May be upgraded with any of the following:
      - Occular augmetics..... 10pts
      - Aggression amplifiers..... 20pts
      - Enhanced targeting arrays..... 25pts


    Taskmaster: War Dogs within 6" of a model with this special rule, may re-roll all To Hit rolls of 1 in the Shooting and Assault phases.




    WAR DOGS
    170Pts




    Armour
    WS BS S
    F/S/R
    I A HP Unit Type Unit Composition
    War Dog 4 4 6
    12/11/11
    4 3 3 Vehicle (Walker) 1 War Dog


    HERETICAL DISCIPLINE:
    • Forgecraft

    WARGEAR:
    • Heavy stubber
    • Two war dog autocannons
    • Ionshield

    SPECIAL RULES:
    • Flank Speed
    • Household Ambitions
    • Rapid Movement

    OPTIONS:
    • May include up to two additional War Dogs..... 170pts/model
    • Any War Dog may take items from either the Iconoclast Equipment or Dark Mechanicum Vehicle Equipment lists.
    • All War Dogs may exchange both their war dog autocannons for:
      - Thermal spear and a reaper chain-cleaver..... free
    • Any War Dog may exchange its heavy stubber with:
      - Cognis heavy stubber..... 5pts/model
      - Meltagun..... 5pts/model
    • Any War Dog may upgrade its heavy stubber with:
      - Bio-corrosive rounds..... 10pts/model
    • All War Dogs may be upgraded with any of the following:
      - Occular augmetics..... 5pts/model
      - Aggression amplifiers..... 15pts/model
      - Enhanced targeting arrays..... 20pts/model


    Flank Speed: If a unit with this special rule opts to make a Run move rather than using a weapon in the Shooting phase, it may move 3D6".

    Rapid Movement: A model with this rule can move up to 12" in the Movement phase.


    Last edited by Fox Of 9; 14-07-2019 at 21:54.
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