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

  1. #21
    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    ARMOURY OF THE DARK MECHANICUM

    This section of Codex: Dark Mechanicum lists the weapons and equipment used by the Dark Mechanicum, along with the rules for using them in your games of Warhammer 40,000. Equipment that is carried by named characters is detailed in the appropriate entry in the datasheets, while equipment used by all other types of units are detailed here.

    RANGED WEAPONS

    Profiles for the following Ranged weapons are listed in the profiles section. Their full rules can be found in Warhammer 40,000: The Rules.

    Assault cannon Autocannon Bolt pistol Combi-weapon Flamer Heavy bolter Heavy flamer Heavy stubber
    Lascannon Lasgun Meltagun Multi-melta Multi-laser Missile launcher



    ARCHEOTECH PISTOL

    Range S AP Type
    12" 6 3 Pistol, Master-crafted





    ARC WEAPONS

    ARC PISTOL

    Range S AP Type
    12" 6 5 Pistol, Haywire


    ARC RIFLE

    Range S AP Type
    24" 6 5 Rapid Fire, Haywire





    BALEFLAMER

    Range S AP Type
    Template 6 3 Heavy 1, Soul Blaze, Torrent


    CALLOPHEAN PSY-ENGINE

    Range S AP Type
    Template 1 2 Assault 1, Psy-engine


    Psy-engine: When attacking with a weapon that has this special rule, any To Wound rolls of 4 or more wound automatically, regardless of Toughness. In addition, when a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Leadership test for each Wound suffered or be removed from play - Psykers must re-roll successful Leadership tests.

    CLEARANCE INCINERATOR

    Range S AP Type
    Template 5 4 Assault 1, Torrent





    COGNIS WEAPONS

    COGNIS AUTOCANNON

    Range S AP Type
    48" 7 2 Heavy 2, Cognis


    COGNIS HEAVY STUBBER

    Range S AP Type
    36" 4 6 Heavy 3, Cognis


    COGNIS LASCANNON

    Range S AP Type
    48" 9 2 Heavy 1, Cognis


    COGNIS MULTI-MELTA

    Range S AP Type
    24" 8 1 Heavy 1, Cognis, Melta


    Cognis: When a model makes Snap Shots (including Overwatch) with a weapon that has the Cognis special rule, its Ballistic Skill is counted as being 2 instead of 1.




    COMBI-BOLTER

    Range S AP Type
    24" 4 5 Rapid Fire, Twin-linked


    CONCUTIO BIO-LAUNCHER

    Range S AP Type
    48" 10 4 Heavy 3, Barrage, Blast





    CONVERSION BEAM WEAPONRY

    CONVERSION BEAMER

    Range S AP Type
    up to 18" 6 - Heavy 1, Blast
    18-42" 8 4 Heavy 1, Blast
    42-72" 10 1 Heavy 1, Blast


    HEAVY CONVERSION BEAMER

    Range S AP Type
    up to 18" 6 - Heavy 1, Large Blast, Firing Calibration
    18-42" 8 4 Heavy 1, Large Blast, Firing Calibration
    42-72" 10 1 Heavy 1, Large Blast, Firing Calibration


    Firing Calibration: This weapon may not be fired if the model carrying it has moved in the same turn, regardless of the Relentless special rule or if the carrying model is a Vehicle, etc.




    ECTOPLASMA WEAPONRY

    ECTOPLASMA CALIVER

    Range S AP Type
    12" 8 2 Assault 3, Gets Hot


    ECTOPLASMA CANNON

    Range S AP Type
    24" 8 2 Heavy 1, Blast, Gets Hot


    ECTOPLASMA-FUSIL

    Range S AP Type
    16" 7 3 Salvo 2/3,


    ECTOPLASMA GUN

    Range S AP Type
    16" 8 2 Rapid fire, Gets Hot


    ECTOPLASMA PISTOL

    Range S AP Type
    8" 8 2 Pistol, Gets Hot





    EMPYREAN SIPHON

    Range S AP Type
    24" 5 1 Heavy 3, Empyrean Siphon


    Empyrean Siphon: For every unit within 12" that contains at least one Psyker, or model with the Daemon special rule, add +1 to the number of shots the Empyrean Siphon fires.

    ERADICATION BEAMER

    Range S AP Type
    up to 9" 10 1 Heavy 1
    9-18" 8 3 Heavy 1, Blast
    18-36" 6 5 Heavy 1, Large Blast


    FUSILIER SIEGE CANNON

    Range S AP Type
    Airburst 24" 4 5 Heavy 1, Large Blast, Ignores Cover
    Surface Detonation 24" 6 3 Heavy 1, Blast, Strikedown



    GALVANIC RIFLE

    Range S AP Type
    30" 4 4 Rapid Fire, Precision Shots





    GLUON WEAPONRY

    GLUON CANNON

    Range S AP Type
    30" 1 1 Heavy 1, Large Blast, Decay Increase, Ignores Cover, Shred


    GLUON RIFLE

    Range S AP Type
    30" 1 1 Heavy 1, Blast, Decay Increase, Ignores Cover, Shred


    Decay Increase: When attacking with a weapon that has this special rule, a To Wound roll of 6 causes a Wound on the target unit, regardless of the target's Toughness. In addition, any unit that suffers one or more unsaved wounds from this weapon will suffer a -1 penalty to their Armour Save value until the end of the turn. For example, a Space Marine (Armour Save 3+) would have their Armour Save value altered to a 4+.




    GRAVITON IMPLODER WEAPONS

    GRAVITON IMPLODER

    Range S AP Type
    18" * 2 Salvo 2/4, Concussive, Graviton


    HEAVY GRAVITON IMPLODER

    Range S AP Type
    24" * 2 Salvo 3/5, Concussive, Graviton


    Graviton: The roll needed To Wound when firing this weapon is equal to the armour save of the target, to a minimum of 6+. When resolving a hit against a vehicle, roll a D6 for each hit rather than for armour penetration as normal. On each result of a 6, the target suffers an Immobilised result and loses a single Hull Point. This weapon has no effect on buildings.




    GRAVITON WEAPONS

    GRAVITON CANNON

    Range S AP Type
    36" * 4 Heavy 1, Blast, Concussive, Graviton Pulse, Haywire


    GRAVITON GUN

    Range S AP Type
    18" * 4 Heavy 1, Blast, Concussive, Graviton Pulse, Haywire


    Graviton Pulse: Instead of rolling To Wound normally with this weapon, any model caught in the blast must instead roll equal to or under their Strength on a D6 or suffer a wound (a roll of a '6' always counts as a failure). After the Graviton pulse weapon has been fired, leave the Blast maker in place. This area now counts as both difficult terrain and dangerous terrain for the next turn thanks to the gravity flux.




    HEAVY SCRAPCODE VIRAL-BLASTER

    Range S AP Type
    36" 4 4 Heavy 5, Haywire


    HELLCARBINE

    Range S AP Type
    Standard Salvo 12" 3 4 Assault 3
    Supercharged Salvo 18" 4 3 Assault 2, Gets Hot


    HELLRIFLE

    Range S AP Type
    36" 6 3 Heavy 1, Rending





    IMMATERIA ENERGY WEAPONS

    IMMATERIA ENERGY-ARC

    Range S AP Type
    24" 4 2 Salvo 2/3, Blind, Energy-Arc


    Energy-arc: When making a shooting attack with a weapon that has this special rule, a To Hit roll of a 6 causes 2 additional hits on the target.

    IMMATERIA ENERGY-BEAMER

    Range S AP Type
    up to 9" 5 1 Heavy 1, Blind
    9-18" 4 2 Heavy 1, Blast, Blind
    18-36" 3 3 Heavy 1, Blind, Large Blast


    IMMATERIA ENERGY-BLASTER

    Range S AP Type
    12" 4 2 Rapid Fire, Blind


    IMMATERIA ENERGY-CASTER

    Range S AP Type
    6" 4 2 Pistol, Blind





    INFERNO PISTOL

    Range S AP Type
    6" 8 1 Pistol, Melta



    Last edited by Fox Of 9; 19-07-2019 at 23:29.
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  2. #22
    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    IRRADIATION PROJECTORS

    IRRADIATION ENGINE

    Range S AP Type
    Template 4 3 Assault 1, Fleshbane, Rad-phage, Torrent


    LUCIFEX

    Range S AP Type
    6" 2 5 Pistol, Fleshbane, Rad-phage


    RAD/IRAD-CLEANSER

    Range S AP Type
    Template 2 5 Assault 1, Fleshbane, Rad-phage


    Rad-phage: A model that loses one or more wounds to an attack with this special rule and survives has its Toughness score reduced by -1 for the rest of the battle.




    LAS-LOCK WEAPONRY

    LAS-LOCK

    Range S AP Type
    18" 4 6 Assault 1


    MITRALOCK

    Range S AP Type
    8" 4 6 Assault 1, Shred


    Induction Chargers: Las-locks and Mitralocks fitted with induction chargers are Assault 2 weapons.




    LIQUIFIER GLAND

    Range S AP Type
    Template 3 * Assault 1, Liquifier


    Liqifier: Roll a D6 for this weapon's AP value each time it is fired, after the target has been chosen.

    MELTA CANNON

    Range S AP Type
    24" 8 1 Heavy 1, Blast, Melta


    MINDSHREDDER CANNON

    Range S AP Type
    24" 5 - Heavy 10, Mindshredder


    Mindshredder: At the end of the Shooting phase, a unit that has suffered one or more hits from a weapon with this special rule in that phase must take a Leadership test. The unit suffers a single additional Wound, with no armour saves or cover saves allowed, for each point this test is failed by.




    MINING LASERS

    HEAVY MINING LASER

    Range S AP Type
    36" 9 2 Heavy 1


    MINING LASER

    Range S AP Type
    24" 9 2 Heavy 1





    NEEDLE PISTOL

    Range S AP Type
    12" 2 5 Pistol, Poisoned, Rending


    NEUTRON LASER

    Range S AP Type
    48" 10 1 Heavy 1, Blast, Concussive


    ORBITAL STRIKE DESIGNATOR

    Range S AP Type
    Unlimted 8 3 Ordnance D3, Large Blast, Pinning, One Shot Only


    PATHOGEN PROJECTOR

    Range S AP Type
    Template 1 - Assault 1, Fleshbane





    PHOSPHOR WEAPONS

    PHOSPHOR BLAST PISTOL

    Range S AP Type
    12" 5 4 Pistol, Luminagen


    HEAVY PHOSPHOR BLASTER

    Range S AP Type
    36" 6 3 Heavy 3, Luminagen


    Luminagen: A unit that suffers one or more unsaved Wounds, glancing or penetrating hits caused by a weapon with this special rule counts its cover saves being 1 point worse than normal until the end of the phase. Furthermore, units can re-roll the dice to determine their charge range against the afflicted unit until the end of the turn.




    PHOTON WEAPONRY

    DARKFIRE CANNON

    Range S AP Type
    60" 7 2 Heavy 2, Lance, Blind, Gets Hot


    PHOTON GAUNTLET

    Range S AP Type
    12" 5 2 Assault 2, Blind, Gets Hot


    PHOTON THRUSTER

    Range S AP Type
    48" 6 2 Heavy 2, Lance, Blind, Gets Hot





    PUTRID MAW

    Range S AP Type
    Acidic Bile Template 1 3 Heavy 1, Poisoned (2+)
    Catarrh discharge 12" 6 4 Heavy 1, Large Blast
    Tongue 36" 8 2 Heavy 1
    36" 8 2 Heavy 1, Skyfire


    QUAD LAUNCHER

    Range S AP Type
    Frag Shell 12-60" 5 5 Heavy 4, Blast, Barrage, Shell Shock
    Shatter Shell 36" 8 4 Heavy 4, Sunder
    Incendiary Shell 12-60" 4 5 Heavy 4, Blast, Barrage, Ignores Cover
    Splinter Shell 12-36" 2 4 Heavy 4, Blast, Barrage, Rending
    Phosphex Cannister Shot 12-36" 4 3 Heavy 4, Blast, Barrage, Crawling Fire, Poisoned (3+), Lingering Death


    Shell Shock: Pinning tests taken because of a weapon with this special rule are made at a -1 Leadership penalty.

    Sunder: Attacks with this special rule may re-roll failed Armour Penetration rolls.

    Crawling Fire: After a Blast marker for a weapon with this rule is placed, the firer may move the marker up to 2" in any direction, so long as this would cover more models than previously.

    Lingering Death: When a Blast weapon with this rule is used, after the attack is resolved, leave the Blast marker in play for the rest of the game and mark it with a counter of some kind. This area is now treated as dangerous terrain for all models with a Toughness value and open-topped vehicles. Note: It is advisable to have multiple spare blast markers when using this rule!




    RADIUM WEAPONS

    RADIUM CARBINE

    Range S AP Type
    18" 3 5 Assault 3, Rad Poisoning


    RADIUM JEZZAIL

    Range S AP Type
    30" X 5 Heavy 2, Sniper, Rad Poisoning


    RADIUM PISTOL

    Range S AP Type
    12" 3 5 Pistol, Rad Poisoning


    Rad Poisoning: When attacking with a weapon that has this special rule, a To Wound roll of 6 causes 2 Wounds on the target unit, regardless of the target's Toughness. Each Wound is allocated and saved against separately.




    RAPTURE MISSILE LAUNCHER

    Range S AP Type
    48" 7 4 Heavy 3, Skyfire, Strikedown





    SEISMIC CANNON WEAPONS

    A shot from a seismic weapon has a different profile depending on how far the target os from the firer. Use the weapon's first profile if the closest model in the target unit is less than 12" away, and use the second if the target is more than 12" away. If it is not clear which profile to use, the controlling player chooses.

    HEAVY SEISMIC CANNON

    Range S AP Type
    0-12" 8 3 Heavy 3, Resonance
    12-24" 5 4 Heavy 6, Resonance


    SEISMIC CANNON

    Range S AP Type
    0-12" 8 3 Heavy 2, Resonance
    12-24" 5 4 Heavy 4, Resonance


    Resonance: To Wound rolls and Armour Penetrations rolls of a 6 made with a weapon with this special rule are always resolved at AP1.




    STORMSHARD MORTAR

    Range S AP Type
    48" 4 6 Heavy 2, Barrage, Blast, Ignores Cover, Shred


    TRANSURANIC ARQUEBUS

    Range S AP Type
    60" X 3 Heavy 1, Sniper, Armourbane


    TWIN ICARUS AUTOCANNON

    Range S AP Type
    48" 7 4 Heavy 2, Interceptor, Skyfire, Twin-linked


    VIRAL LAUNCHER

    Range S AP Type
    24" 1 - Assault 1, Blast, Fleshbane



    VISCERA CANNON

    Range S AP Type
    36" 4 4 Heavy 1, Large Blast, Ignores Cover, Poisoned (5+)





    VOID-SKEIN WEAPONRY

    VOID-SKEIN CANNON

    Range S AP Type
    30" 5 5 Heavy 2, Blast, Void-skein


    VOID-SKEIN RUPTURE CARBINE

    Range S AP Type
    24" 5 5 Assault 1, Void-skein


    VOID-SKEIN RUPTURE PISTOL

    Range S AP Type
    18" 5 5 Pistol, Void-skein


    VOID-SKEIN RUPTURE RIFLE

    Range S AP Type
    42" 5 5 Heavy 1, Void-skein


    Void-skein: A weapon with this rule has the Ignores Cover and Precision Shots special rules. In addition, any To Wound roll of a 6 is resolved at AP2.




    VOLKITE WEAPONRY

    VOLKITE SERPENTA

    Range S AP Type
    10" 5 5 Pistol, Deflagrate


    VOLKITE CHARGER

    Range S AP Type
    15" 5 5 Assault 2, Deflagrate


    VOLKITE CALIVER

    Range S AP Type
    30" 6 5 Heavy 2, Deflagrate


    VOLKITE CULVERIN

    Range S AP Type
    45" 6 5 Heavy 4, Deflagrate


    Deflagrate: After normal attacks with this weapon have been resolved, count the number of unsaved wounds on the target unit. Immediately resolve a number of additional automatic hits on the same unit, using the weapon's profile, equal to the number of unsaved wounds - these can then be saved normally. Models in the targeted unit must still be in range for these additional hits to take place. These additional hits do not themselves inflict more hits!


    Last edited by Fox Of 9; 19-07-2019 at 18:02.
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  3. #23
    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    MELEE WEAPONS

    Profiles for the following Melee weapons are listed in the profiles section. Their full rules can be found in Warhammer 40,000: The Rules.

    Chain fist Chainsword Close combat weapon Eviscerator Force weapon Lightning claw Power fist Power weapon


    ARC MAUL

    Range S AP Type
    - +2 4 Melee, Haywire, Concussive


    DAEMONBLADE

    Range S AP Type
    - User - Melee, Daemonic Powers, Two-handed


    Daemonic Powers: Before deployment, roll two 2D6 on the table below and mark the result on your army roster. The weapon has those results for the entire game.

    2D6
    Result
    2-3
    Warpflame: Attacks with the Daemonblade are made at +3 Strength.
    4
    Unholy Speed: A model equipped with this weapon has a +3 bonus to its Attack Characteristic.
    5
    Etherblade: Attacks made with the Daemonblade are resolved at AP2.
    6
    Vampyre: The model equipped with the Daemonblade recieves +1 Wound (to a maximum of 10 Wounds) for each unsaved Wound it inflicts with this weapon.
    7
    Daemonic Feud: Against models with the Daemon special rule, the Daemonblade gains the Fleshbane special rule. In addition, models with the Daemon special rule must re-roll successful Invulnerable saving throws made against Wounds inflicted by this weapon.
    8
    Deathlust: A model equipped with this weapon gains the Furious Charge and Rage special rules.
    9
    Dark Resurrection: A model equipped with this weapon gains the Feel No Pain and Eternal Warrior special rules.
    10
    Daemon Venom: Attacks with the Daemonblade have the Poisoned (2+) special rule.
    11-12
    Familiar: Attacks with the Daemonblade have the Force special rule. In addition, a model with this weapon generates one more Warp Charge per turn than they normally would do so.


    DATASPIKE

    Range S AP Type
    - User 5 Melee, Dataspike, Haywire


    Dataspike: When a model equipped with a weapon that has this special rule makes Melee attacks, it makes an additional attack with this weapon at the Initiative 10 step. This does not grant the model an additional Pile In move.

    DATA TALON

    Range S AP Type
    - User 5 Melee, Haywire, Specialist Weapon


    DISMANTLING SAW-CUTTER

    Range S AP Type
    - x2 2 Melee, Armourbane, Dismantle, Unwieldy


    Dismantle: When a model with a dismantling saw-cutter makes its close combat attacks, it can instead make a single dismantle attack. If it does so, roll To Hit as normal, but resolve the attack at Strength D AP2.




    EMPYREAN ELECTRO-WEAPONS

    EMPYREAN ELECTRO-MAUL

    Range S AP Type
    - +2 4 Melee, Concussive, Empyrean Electro-weapon, Force


    EMPYREAN ELECTRO-STAVE

    Range S AP Type
    - +2 4 Melee, Concussive, Empyrean Electro-weapon, Force, Two-handed


    Empyrean Electro-weapon: If the Force psychic power is successfully manifested and targets a unit with one or more weapons with this special rule then, in addition to the usual effects, when making an attack with a weapon that has this special rule, a To Hit roll of a 6 causes 2 additional hits on the target.




    EMPYRIC CONDUIT-BLADE

    Range S AP Type
    - User 2 Melee, Empyric Conduit, Fleshbane


    Empyric Conduit: Any Psykers, or models with the Daemon special rule, must re-roll successful invulnerable saving throws made against Wounds inflicted by this weapon.




    GENE-SCULPTOR TOOLS AND MUTATIONS

    APOSTATIC MATRIX

    Range S AP Type
    - +2 4 Melee, Concussive, Instant Death, Two-handed


    ENVENOMED BLADE

    Range S AP Type
    - User 3 Melee, Poisoned (4+)


    MACRO-SCALPELS

    Range S AP Type
    - User - Melee, Poisoned (4+), Rending


    METAMORPHIC CLAW

    Range S AP Type
    - User 5 Melee, Crush


    Crush: A model equipped with a weapon with this special rule has a +2 bonus to its Strength during the Fight sub-phase.

    METAMORPHIC TALON

    Range S AP Type
    - User 5 Melee, Scythe


    Scythe: A model equipped with a weapon with this special rule has a +1 bonus to its Weapon Skill during the Fight sub-phase. A model equipped with two weapons with this special rule has a +2 bonus to its Weapon Skill during the Fight sub-phase instead.

    METAMORPHIC WHIP

    Range S AP Type
    - User 5 Melee, Lash


    Lash: A model equipped with a weapon with this special rule has a +3 bonus to its Initiative during the Fight sub-phase.

    METAMORPHIC TENTACLE

    Range S AP Type
    - User 5 Melee, Constrict


    Constrict: A model equipped with a weapon with this special rule reduces the attacks of any enemy models in base contact with it by 1 (to a minimum of 1).

    NEUROTOXIN INJECTOR

    Range S AP Type
    - User - Melee, Lethal Dose, Poisoned (4+)


    PREHENSILE STINGER

    Range S AP Type
    - User - Melee, Fleshbane, Lethal Dose, Prehensile Weapon


    Prehensile Weapon: Any model that is equipped with a Prehensile Stinger, may, in addition to their normal close combat attacks, make a bonus attack with the above weapon profile at their Initiative step.

    TORTURE MECHADENDRITE

    Range S AP Type
    - User 3 Melee, Injection, Lethal Dose


    Injection: A model equipped with a Torture mechandrite can make one separate attack with the above profile, resolved at Initiative 1. Note that this does not grant the model an additional Pile In move. In addition, this attack is taken out of your normal pool of attacks, it does not grant you an additional attack.

    Lethal Dose: Any To Wound roll of a 6 inflicted by this weapon has the Instant Death special rule.




    LASER CUTTER

    Range S AP Type
    3" 9 2 Heavy 1
    - 9 2 Melee, Laser Cutter


    Laser Cutter: When a model equipped with a weapon that has this special rule makes Melee attacks, it makes an additional attack with this weapon at Weapon Skill 1.




    MINING WEAPONS

    HEAVY ROCK CUTTER

    Range S AP Type
    - +1 3 Melee, Snip, Two-handed, Unwieldy


    Snip: When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Toughness test for each Wound suffered or be removed from play.

    HEAVY ROCK DRILL

    Range S AP Type
    - +1 3 Melee, Two-handed, Unwieldy, Pulverise


    Pulverise: When a model with a Heavy rock drill makes its close combat attacks, it can instead make a single pulverise attack. If it does so, roll To Hit as normal, but resolve the attack at Strength 10 AP1.

    HEAVY ROCK SAW

    Range S AP Type
    - +1 3 Melee, Armourbane, Two-handed, Unwieldy





    POWER CLAW

    Range S AP Type
    - +2 3 Melee, Concussive


    POWER HAMMER

    Range S AP Type
    - +3 2 Melee, Concussive, Specialist Weapon, Two-handed, Unwieldy


    POWER PICK

    Range S AP Type
    - +2 3 Melee, Unwieldy


    POWER SCOURGE

    Range S AP Type
    - 8 2 Melee, Flail


    Flail: If one or more enemy models are in base contact with a model with a Flail weapon at the beginning of the Fight sub-phase, roll a D3 and subtract the result from the Weapon Skill of those models (to a minimum of 1) for the duration of that phase.

    SCHISMATIC BLADE

    Range S AP Type
    - User 5 Melee, Fleshbane, Rending


    SERVO ARM

    Range S AP Type
    - x2 1 Melee, Specalist Weapon, Unwieldy



    STUN-FLAIL

    Range S AP Type
    - User - Melee, Concussive, Constrict, Stun-flail


    Constrict: A model equipped with a weapon with this special rule reduces the attacks of any enemy models in base contact with it by 1 (to a minimum of 1).

    Stun-flail: A model attacking with a weapon with this special rule has a +2 bonus to both its Strength and Initiative characteristics during the first round of a Fight sub-phase.

    TASER GOAD

    Range S AP Type
    - +2 - Melee, Taser


    Taser: When making an attack with a weapon that has this special rule, a To Hit roll of a 6 causes 2 additional hits on the target.




    TRANSONIC WEAPONS

    CHORD CLAW

    Range S AP Type
    - User 5 Melee, Molecular Dissonance, Transonic


    Molecular Dissonance: A model fighting with a Chord claw makes one separate attack with the Fleshbane special rule. Note that this attack is taken out of your normal pool of attacks, it does not grant you an additional attack.

    TRANSONIC BLADE

    Range S AP Type
    - +1 5 Melee, Transonic


    TRANSONIC RAZOR

    Range S AP Type
    - User 5 Melee, Transonic


    Transonic: Any To Wound rolls of 6 inflicted by this weapon wound automatically, regardless of Toughness, and are resolved at AP2. In addition, in all subsequent rounds of combat after the first, all attacks become AP2, and any To Wound rolls of a 6 inflicted by this weapon still wound automatically, regardless of Toughness.




    WARPFIRE GAUNTLET

    Range S AP Type
    12" 3 6 Assault 2, Soul Blaze
    - User - Melee, Shred, Soul Blaze


    WARPSTALKER SCYTHE

    Range S AP Type
    - +1 2 Melee, Decapitation, Two-handed, Unwieldy


    Decapitation: When a model equipped with this weapon makes its close combat attacks, it can choose to instead make a single Decapitation attack. It if does, roll To Hit as normal but resolve the Attack at Strength x2 AP2.
    Last edited by Fox Of 9; 14-07-2019 at 22:37.
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  4. #24
    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    SPECIAL ISSUE WARGEAR

    Rules for the following items can be found in Warhammer 40,000: The Rules.

    *Frag grenades Haywire grenades Melta bombs
    *See assault grenades


    ABEYANT

    A model mounted on an abeyant gains +1 Wound, the Move Through Cover, Very Bulky, Hardened Armour, and It Will Not Die special rules.

    AUGURY SCANNER

    Models cannot be deployed Infiltrate special rule within 18" of a model equipped with an augury scanner. Enemy models deployed via Deep Strike within this range can also be attacked by a unit carrying an augury scanner as if they had the Interceptor special rule.

    BROAD-SPECTRUM SCRAPCODE TRANSMITTER

    Subtract 1 from the Weapons skill, Ballistic skill and Initiative characteristics of any enemy vehicles within 6" of a model that is equipped with a broad-spectrum scrapcode transmitter.

    CAMO GEAR

    A model with camo gear counts its cover save as being 1 point better than normal. Note that this means it always has a cover save of at least 6+, even in the open.

    CHIMERIC THRONE

    A model mounted on a chimeric throne gains +2 Wounds, +1 Attack, the Move Through Cover, Slow And Purposeful, and Extremely Bulky special rules.

    COMBAT FAMILIAR

    A model with a combat familiar makes two additional Strength 4 AP- attacks. The combat familiar is always assumed to be on the same base as its master. If you wish to represent it separately you can. However, the model itself plays no part in the game; if the model gets in the way, simply move it to one side.

    CONVERSION FIELD

    A conversion field confers a 4+ invulnerable save. At the end of a phase in which the bearer passes one or more invulnerable saves granted by the conversion field, all units within D6" of the bearer must test as if they had been hit by a weapon with the Blind special rule. Friendly units re-roll this test.

    CORTEX CONTROLLER

    The presence of a cortex controller within 12" of part of a unit of friendly models with the Programmed Behaviour special rule at the start of any phase means that special rule is negated for that phase and their controlling player is free to use them as any other unit.

    CURIE-PATTERN POWERPACK

    When a unit is locked in combat with one or more models equipped with a Curie-pattern powerpack all models in that unit subtract 1 from their Toughness (to a minimum of 1).

    CYBER-FAMILIAR

    Models with a cyber-familiar have +1 to their invulnerable save (to a maximum of 3+). In addition, they may also re-roll any characteristic test they are forced to make, except Leadership and Dangerous Terrain tests.

    DIGITAL LASER

    A model armed a digital laser has +1 Attack.

    DIGITAL WEAPONS

    A model armed with digital weapons can re-roll a single failed To Wound roll in each Assault phase.

    DJINN-SKEIN

    In order to use the abilities of the Djinn-skein, the model equipped with it must be present on the table and not currently taking part in an assault. The Djinn-skein provides the model equipped with it the following abilities:
    • At the beginning of their Shooting phase, the model equipped with a Djinn-skein may nominate a single unit which is a part of their Primary Detachment (including themselves) within 6" of them or any Heretek Servitors purchased as a part of their wargear to benefit from +1BS.
    • Deep Striking units which are part of their Primary Detachment choosing to arrive within 6" of the model equipped with a Djinn-skein do not scatter.
    • Barrage weapons in the same detachment may use the model equipped with a Djinn-skein and any Heretek Servitors purchased as part of their wargear to draw a line of sight from for their attacks. Note that direction of fire, range, etc, is still drawn from the firing weapon.


    ENHANCED DATA-TETHER

    Whever a unit with an enhanced data-tether is affected by a Dominatus Cybernetica command, all models in the unit add 1 to the Leadership characteristic on their profile until the start of your next turn. Note this is not cumulative with the effects of a broad spectrum data-tether.

    GRAV-WAVE GENERATOR

    Any model charging the bearer or the unit they are with suffers a penalty of D3" to their Charge rolls (note this is cumulative with any other modifiers) and cannot make Hammer of Wrath attacks this turn.

    HARDENED ARMOUR

    May re-roll failed armour saves from Template or Blast weapons. In addition, it also reduces Charge, Sweeping Advance, and Run moves by -1".

    KINETIC DISPLACEMENT FIELD

    A kinetic displacement field reduces the Strength of attacks by weapons with the Template or Blast type by -2, and other Shooting attacks' Strength by -1. A kinetic displacement field has no effect on close combat attacks or attacks inflicted with Strength D.

    LASHER TENDRILS

    Each set of lasher tendrils reduces the Attack characteristics of every model (friend or foe) in base contact with the bearer by 1 (to a minimum of 1) whilst they remain in base contact. The effects of multiple sets are cumulative.

    MACHINATOR ARRAY

    A machinator array gives +1 Toughness and provides the Night Vision special rule. A machinator array also includes a flamer and inferno pistol. In the Shooting phase, the wearer can fire either both machinator array weapons or one machinator array weapon and one other weapon. In addition, a model with a machinator array may make two additional attacks in melee with the following profile:

    Range S AP Type
    - +1 2 Melee, Armourbane, Shred, Unwieldy


    MAGMA CUTTERS

    If a model equipped with magma cutters hits with at least one Attack in the Fight sub-phase, it may make an additional Attack with one of its magma cutters against one of the models it hit. if it hit with all its Attacks, it instead makes two additional Attacks with its magma cutters against one of the models it hit. These Attacks hit automatically and are resolved at Initiative 1 with the following profile:

    Range S AP Type
    - 8 1 Armourbane


    MECHADENDRITE HARNESS

    A model with a mechadendrite harness can fire all of its ranged weapons in the Shooting phase. In addition, a model equipped with a mechadendrite harness is also equipped with a dataspike.

    MECHANICUM PROTECTIVA

    A mechanicum protectiva confers a 4+ invulnerable save.

    MECHATENDRILS

    Mechatendrils give the wearer +2 Attacks. Mechatendrils also include a meltagun and flamer. In the Shooting phase, the wearer can fire either both mechatendril weapons or one mechatendril weapon and one other weapon.

    MEDICAE HARNESS

    A medicae harness gives +1 Strength. A medicae harness also includes a medicae mechadendrite, torture mechandrite, and needle pistol. In the Shooting phase, the wearer can fire both the needle pistol and one other weapon.

    MEDICAE MECHADENDRITE

    The model, his unit, and all friendly units with both the Dark Mechanicum Faction and the Feel No Pain special rule within 6" of one or more models with a medicae mechandrite, receive a +1 bonus to their Feel No Pain rolls. This is cumulative with other modifiers to Feel No Pain, but cannot improve their Feel No Pain beyond 4+.

    MEDICAE TOOLS

    Once per phase, as long as the model carrying the medicae tools is alive, one model in his unit may re-roll one failed Feel No Pain roll.

    MURDER-COGITATOR

    Once per game, a model with a murder-cogitator can unleash the malignant machine spirits within, instead of making a shooting attack in the Shooting phase. If he does so, one unit within 6" of the bearer immediately suffers 2D6 Strenght 1 AP- hits, with the Haywire special rule.

    MUTILATOR TECHNO-VIRUS

    If a unit equipped with the Mutilator techno-virus is locked in combat at the start of a Fight sub-phase, they must choose one of the weapon options from the following list:
    • A pair of chainfists
    • A pair of lightning claws
    • A pair of power axes
    • A pair of power mauls
    • A pair of power swords
    Every model in the unit must choose the same weapons option. A unit with the Mutilator techno-virus cannot choose the same weapons option in two consecutive Fight sub-phases.


    NUNCIO-VOX

    If you attempt to bring a unit on from reserve using Deep Strike, and the location chosen for its deployment is within 6" of a model equipped with a nuncio-vox, that unit doesn't scatter. In addition, Barrage weapons in the same detachment may use a model equipped with a nuncio-vox to draw a line of sight for their attacks. Note that the direction of fire, range, etc, is still drawn from the firing weapon. The nuncio-vox must have been on the battlefield at the start of the turn in order for it to be used (and cannot be used from inside a vehicle).

    OBLITERATOR TECHNO-VIRUS

    If a unit is equipped with the Obliterator techno-virus, in each of your shooting phases, you must choose what weapon these models will fire from the following list:
    • Assault cannon
    • Heavy flamer
    • Lascannon
    • Multi-melta
    • Ectoplasma cannon
    • Twin-linked flamer
    • Twin-linked meltagun
    • Twin-linked ectoplasma gun
    Every model in the unit must fire the same weapon. A unit with the Obliterator techno-virus cannot choose to fire the same weapon in two of your consecutive Shooting phases.


    OMNISPEX

    Cover saves taken against attacks made by a unit that contains at least one model equipped with an omnispex are made with a -1 modifier.

    PORTA-RACK

    After deployment, but before Scout redeployments and Infiltrate deployments, a model carrying a porta-rack may roll a D6 and add 1 for each torture mechandendrite in his unit. If the result is 5 or more, the bearer and his unit gain the Preferred Enemy and Fear special rules, while also gaining access to all the opponent's teleport homers and locator beacons. On a 1, 2, 3 or 4 nothing happens. However, should a Character in the bearer's unit kill an enemy Character in a Challenge, the bearer, and his unit immediately gain the Preferred Enemy and Fear special rules.

    PSYCHIC ARRESTER

    Once per turn, a friendly unit targeted with a psychic power within 6" of a model equipped with a psychic arrester can, before attempting to Deny The Witch, choose to see if the psychic arrester can stop the power from activating. To do this, roll a D6. On the result of a 5+, the power is denied. On a 1, 2, 3 or 4, the power is not denied, and the unit can attempt to Deny The Witch as per normal.

    RAD GRENADES

    During a turn in which a unit equipped with rad grenades launches and assault, or is assaulted, the enemy unit(s) suffer a -1 penalty to Toughness until the end of the phase (this does affect the victims' Instant Death threshold).

    REFRACTOR FIELD

    A model with a refractor field has a 5+ invulnerable save.

    SNARE MINES

    Enemy units that charge a unit equipped with snare mines count as having made a disordered charge.

    TARGETING ARRAY

    At the start of the Shooting phase, a model with a targeting array can choose to use it instead of shooting. If he does so, one model in his unit has their Ballistic Skill increased by +1 for the remained of the Shooting phase. Declare that the targeting array is being used before any rolls To Hit are made.

    VORE-WEAPONS

    During an Assault phase in which a unit with one or more models equipped with Vore-weapons is charged, or completes a successful charge roll a D6 on the table below. The effect lasts for the rest of the turn.

    D6 Effect
    1 What Was That?: No effect.
    2 Psychotropic Parasite: The enemy unit is hit automatically this Assault phase. They can still fight back, but with a maximum of 1 Attack per model.
    3 Assassination Parasite: Every model in the enemy unit suffers a -1 penalty to Toughness until the end of the phase (this does affect the victims' Instant Death threshold).
    4 Venomous Parasite: Every model in the enemy unit suffers an additional Strength 1 AP- hit with the Poisoned (3+) special rule.
    5 Paralysis Parasite: The enemy unit is reduced to Intiative 1 for the remainder of the Assault phase.
    6 Slaver-parasite: Every model in the enemy unit must immediately take an Initiative test. Any models that fail must strike blows against their own unit during this Assault phase, rather than against their enemy, exactly as if they were on your side. Wounds inflicted must be allocated amongst the entire enemy unit, not just unaffected models. Unsaved Wounds caused by affected models count towards your close combat total. Units comprised of single models re-roll this result.





    CYBERNETIC AUGMENTS

    AGGRESSION AMPLIFIERS

    A model with this upgrade has the Rage and Counter-attack special rules.

    ENHANCED TARGETING ARRAY

    A model with this upgrade has its Ballistic Skill increased by +1 and the cover saves of enemy targets are reduced by -1.

    EXTENSIVE BIONICS

    A model with this upgrade has the Move Through Cover and Relentless special rules.

    EXTENSIVE CYBERNETIC AUGMENTATION

    A model with this upgrade counts as being equipped with both the Extensive Bionics and Neural Blockers Cybernetic Augments. In addition, a model with this upgrade is susceptible to Dominatus Cybernetica commands.

    INFRAVISOR

    A model equipped with an infravisor has the Nightvision special rule. However, a unit that contains one or more models with an infravisor counts as Initiative 1 when taking Blind tests.

    NEURAL BLOCKERS

    A model with this upgrade has the Feel No Pain (6+) special rule. If they have the Feel No Pain rule from another source, they instead add 1 to the result of any Feel No Pain rolls.

    NEURAL FORTIFIER

    A model with a neural fortifier has +1 Leadership.


    Last edited by Fox Of 9; 17-07-2019 at 17:47.
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  5. #25
    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    EMPYREAN ARTIFICIES

    EMPYREAN BRAIN MINES

    Empyrean brain mines are used in the assault phase, after assault moves are made but before any blows are struck. Nominate one model in base contact with the bearer. That model must take an Initiative test. If the test is passed the model avoids the brain mine, but if it is failed, the victim has been rendered momentarily catatonic, and cannot strike any blows in this Assault phase.

    IMMATERIA-WARD

    Any Psyker (friend or foe) within 12" of a model equipped with an immateria-ward must re-roll successful Psychic tests.

    PSYBER-FAMILIAR

    A model with a psyber-familiar has +1 Initiative. A Psyker equipped with a psyber-familiar knows one additional Psychic power.

    PSYK-OUT GRENADES

    SHOOTING
    Range S AP Type
    8" 2 - Assault 1, Blast, Psi-shock
    Psi-shock: If a unit containing at least one Psyker (i.e. a model with the Psyker,Brotherhood of Psykers/Sorcerers or Psychic Pilot special rule) is hit by a weapon with the Psi-shock special rule, one randomly determined Psyker model in that unit suffers Perils ofthe Warp in addition to any other damage.

    ASSAULT
    Models with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rules that are charging a unit equipped with psyk-out grenades do not gain bonus Attacks from charging. However, if the charged unit was already locked in combat from a previous turn, or has gone to ground, these grenades have no effect and the attackers gain bonus Attacks as normal.


    PSYOCCULUM

    The bearer of a psyocculum, and his unit, count as Ballistic Skill 10, if shooting at a Psyker, or a unit containing at least one Psyker.

    SPECULUM UMBRAE

    The bearer and his unit have the Preferred Enemy special rule. In addition, once per turn, the bearer may re-roll a single dice of their choosing.

    SPELL FAMILIAR

    A model with a spell familiar may re-roll failed Psychic tests. The spell familiar is always assumed to be on the same base as its master. If you wish to represent it separately you can. However, the model itself plays no part in the game; if the model gets in the way, simply move it to one side.




    IMMATERIA RUNES

    Empyrean Feedback: At the start of each of your turns, each friendly unit and/or character which has one or more immateria runes must take a Leadership test. Depending on the strength and power of the runes bound to them, a penalty may be imposed on the Leadership value of a unit and/or character making the test (this is always applied to the Leadership characteristic value, not the dice result). If the test is passed, nothing happens, if the test is failed, however, the unit and/or character takes D3 Strenght 5 AP- hits.

    NULL RUNE

    Models with the null rune have the Adamantium Will special rule. (Modifier: +1)

    RUNE OF FORTITUDE

    Models with the rune of fortitude have +1 Leadership. (Modifier: None)

    RUNE OF STRENGTH

    Models with the rune of strength have +1 Strength. (Modifier: -1)

    RUNE OF WRATH

    Models with the rune of wrath have +1 Attack. (Modifier: -1)

    RUNE OF ALACRITY

    Models with the rune of alacrity have +1 Initiative. (Modifier: -1)

    RUNE OF RESISTANCE

    Models with the rune of resistance have +1 Toughness. (Modifier: -1)

    RUNE OF WARDING

    Models with the rune of warding have +1 to their invulnerable save (to a maximum of 3+). If given to a model that does not already have an invulnerable save, this rune confers an invulnerable save of 6+. (Modifier: -1)

    RUNE OF ETERNITY

    Models with the rune of eternity have +1 Wound. (Modifier: -2)

    RUNE OF CHANNELING

    Models with the rune of channeling have the Psyker (Mastery Level 1) special rule. In addition, if a model with the rune of channeling suffers an unsaved Wound from Perils of the Warp, he can prevent it by immediately expending a Warp Charge point (if he has one). (Modifier: -3)




    BIO-IMPLANTS & MUTATIONS

    FLESHTENDRILS

    In close combat, a model with fleshtendrils makes two additional attacks, with the following profile:

    Range S AP Type
    - +1 4 Melee, Shred


    FORCED PSYCHIC MUTATION

    A model with a forced psychic mutation has the Psyker (Master Level 1) special rule. In addition, every time a model with this upgrade attempts to manifest a psychic power he will take a single S4 AP- hit for every successfully harnessed Warp Charge.

    ICHOR BLOOD

    Any unit that causes one or more unsaved Wounds on a model with ichor blood during the Fight sub-phase immediately takes a Strength 3 AP4 hit per wound caused.




    MUTATIONS

    BLOATED

    A model with this mutation has the Feel No Pain (5+) special rule.

    BURLY

    A model with this mutation has +1 Strength.

    HORRIFYING

    A model with this mutation has the Fear special rule.

    REINFORCED CARAPACE

    A model with this mutation improves their Armour Save by 1. In addition, it also reduces Charge, Sweeping Advance, and Run moves by -1".

    SCALY

    A model with this mutation has +1 Toughness

    VENOMOUS

    A model with this mutation has the Poisoned (4+) special rule on all their close combat attacks.




    DARK MECHANICUM VEHICLE EQUIPMENT

    Rules for the following items can be found in Warhammer 40,000: The Rules.

    Combi-weapons Dozer blade Extra armour Searchlight Smoke launchers


    ARMOURED CERAMITE

    A Vehicle with this upgrade is not subject to the additional D6 armour penetration caused by weapons with the Melta special rule.

    AUGUR ARRAY

    If you attempt to bring a unit on from reserve using Deep Strike, and the location chosen for its deployment is within 6" of a Vehicle equipped with an augur array, that unit doesn't scatter. The augur array must have been on the battlefield at the start of the turn in order for it to be used.

    AUXILIARY DRIVE

    A Vehicle with an auxiliary drive may ignore Immobilised results it suffers on a D6 result of 4+.

    BIO-MECHANICAL SYMBIOSIS

    The Vehicle ignores the effects of Crew Shaken and Crew Stunned results on a roll of a 2+. Embarked units are still affected by these results. In addition, the Vehicle gains the It Will Not Die special rule.

    BROAD SPECTRUM DATA-TETHER

    All models in the Dark Mechanicum Fraction that are within 6" of at least one model with a broad spectrum data-tether and are affected by a Dominatus Cybernetica command add 1 to the Leadership characteristic on their profile until the start of your next turn. Note this is not cumulative with the effects of an enhanced data-tether.

    CACHE OF DEMOLITION CHARGES

    In the Shooting phase, one model embarked upon a Vehicle equipped with demolitions charges can choose to throw one instead of firing its normal weapon, using the profile shown below:
    Range S AP Type
    6" 8 2 Assault 1, Large Blast

    However, each time a Vehicle equipped with demolition charges suffers a penetrating hit, roll a dice. On the roll of a 1, the Vehicle suffers a further Strength 8 AP2 hit after any initial damage has been resolved.


    COGNIS HEAVY STUBBER

    Range S AP Type
    36" 4 6 Heavy 3, Cognis


    Cognis: When a model makes Snap Shots (including Overwatch) with a weapon that has the Cognis special rule, its Ballistic Skill is counted as being 2 instead of 1.

    DAEMON ENGINE

    A model with this upgrade has the Daemon special rule.

    DAEMONFORGE

    Once per game, at the start of the Shooting phase or Assault phase, the daemonforge may be activated. For the rest of the phase, the model may re-roll all failed To Wound rolls and all failed armour penetration rolls. At the end of the phase in which the daemonforge is used, roll a D6. If the result is a 1, the model loses a Hull Point with no saves of any kind allowed.

    DAEMONIC POSSESSION

    The Vehicle's ballistic Skill is reduced to 3. It ignores the effects of Crew Shaken and Crew Stunned results on a roll of a 2+. Embarked units are still affected by these results.

    Roll a D6 each time a unit embarks on a Vehicle with the daemonic possession upgrade (including rolling at the start of your first turn if a unit begins the game embarked upon such a Vehicle). On the roll of a 1, the daemon devours a randomly chosen model in the unit - remove that model as a casualty with no saves of any kind allowed. The vehicle then recovers one Hull Point lost earlier in the battle.


    DESTROYER BLADES

    Any unit that is Tank Shocked by a Vehicle with destroyer blades takes D6 Strength 5 AP- hits. If the unit chose to make a Death or Glory attack, it instead takes 2D6 Strength 5 AP- hits.

    DIRGE CASTER

    Enemy units within 6" of one or more models with a dirge caster cannot fire Overwatch.

    DOMINATUS CYBERNETICA RECEIVER-ARRAY

    A Vehicle unit with this upgrade is susceptible to Dominatus Cybernetica commands. Note that a Vehicle unit only needs one model in the unit to have this upgrade to be susceptible to Dominatus Cybernetica commands (which Vehicle in the unit has the upgrade must be clearly noted. Use a token or counter if you feel you'll forget which model has the upgrade) but if the Vehicle with the upgrade is destroyed, or otherwise separated from the unit, the remaining models in the unit will no longer be susceptible to Dominatus Cybernetica commands.

    DRILLDOZER BLADE

    When a Vehicle with a drilldozer blade performs a Tank Shock, each enemy unit that the Vehicle reaches must take an Initiative test before making a Morale check. If the Initiative test is passed the unit avoids the whirring cutters, but if it is failed the unit immediately suffers D3 Strength 10 AP2 hits. If an enemy unit makes a Death or Glory attack on a Vehicle with a drilldozer blade and fails to stop the Vehicle, the unit suffers an additional D3 Strength 10 AP2 hits in addition to the damage they normally suffer for a failed attack. Hits from a drilldozer blade are Randomly Allocated.

    EMPYRIC-CONDUIT ARMOUR

    If a Psyker, or a model with the Daemon special rule hits a Vehicle with this upgrade in close combat, it suffers a single Strength 6 AP- hit for each hit, once damage has been resolved against the Vehicle.

    ENHANCED POWER SYSTEMS

    A Vehicle with this upgrade may re-roll the dice to see if it suffers a glancing hit due to a failed Gets Hot roll.

    HAVOC LAUNCHER

    Range S AP Type
    48" 5 5 Heavy 1, Blast, Twin-linked


    FIRE BARRELS

    The first time an enemy unit attempts to charge a Vehicle with fire barrels, that unit suffers D6 Strength 5 AP5 hits. These hits are Randomly Allocated.

    FLARE SHIELD

    A flare shield operates against shooting attacks that strike the Vehicle's front arc. It reduces the Strength of attacks by weapons with the Template or Blast type by -2, and other Shooting attacks' Strength by -1. A flare shield has no effect on close combat attacks or attacks inflicted with Strength D.

    FRAG ASSAULT LAUNCHER

    A transport Vehicle equipped with frag assault launchers grants the benefit of assault grenades to any troops carried within that assault out of it on the player turn they leave the Vehicle, while a Walker equipped with this wargear counts as being equipped with both assault and defensive grenades.

    HORRIFIYING TROPHIES

    Enemy models within 12" of a model equipped with horrifying trophies subtract 2 from their Leadership when taking Moral, Pinning and Fear tests.

    INFERNAL AUTOSIMULACRA

    If the Vehicle has suffered Hull Point Damage, at the end of the controlling player's turn roll a D6. On the result of a 6, one lost Hull Point is restored.

    TARGETING A.I

    A Vehicle equipped with a targeting A.I gains +1 Ballistic Skill and the Power of the Machine Spirit special rule.

    WARPFLAME GARGOYLES

    All weapons on a Vehicle with warpflame gargoyles have the Soul Blaze special rule.

    WARPSTEEL ARMOUR

    A Vehicle with warpsteel armour has the It Will Not Die special rule.
    Last edited by Fox Of 9; 21-07-2019 at 12:39.
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  6. #26
    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    CHAOS KNIGHT RANGED WEAPONS

    AVENGER GATLING CANNON

    Range S AP Type
    36" 6 3 Heavy 12, Rending


    CONFLAGRATION CANNON

    Range S AP Type
    Hellstorm 7 3 Heavy 1


    ECTOPLASMA DECIMATOR

    Range S AP Type
    36" 8 2 Heavy 8, Gets Hot


    IRONSTORM MISSILE POD

    Range S AP Type
    72" 5 4 Ordnance 1, Large Blast


    LASER DESTRUCTOR

    Range S AP Type
    60" 9 2 Ordnance 3, Shred, Twin-linked


    RAPID-FIRE BATTLE CANNON

    Range S AP Type
    72" 8 3 Ordnance 2, Large Blast


    SHIELDBREAKER MISSILE

    Range S AP Type
    48" 10 1 Heavy 1, One Shot Only, Shieldbreaker, Target Acquisition


    Shieldbreaker: Invulnerable saving throws may not be made against Wounds inflicted by this weapon.

    Target Acquisition: A model may only fire one Shieldbreaker Missile per Shooting phase.

    STORMSPEAR ROCKET POD

    Range S AP Type
    48" 8 3 Heavy 3


    THERMAL CANNON

    Range S AP Type
    36" 9 1 Heavy 1, Melta, Large Blast


    THERMAL SPEAR

    Range S AP Type
    30" 8 1 Heavy 2, Melta


    THUNDERCOIL HARPOON

    Range S AP Type
    12" D 1 Primary Weapon 1, Behemoth Sighted, Catastrophic Impact


    Behemoth Sighted: You may re-roll failed To Hit rolls with this weapon when shooting at Gargantuan Creatures, Super-heavy Vehicles or Buildings that have the Mighty Bulkward special rule.

    Catastrophic Impact: You may re-roll results of 1 with this weapon on the Destroyer Weapon Attack Table.

    TRAITORIS BATTLE CANNON

    Range S AP Type
    72" 6 3 Ordnance 3, Large Blast


    TWIN MELTAGUN

    Range S AP Type
    12" 8 1 Assault 2, Melta


    TWIN SIEGEBREAKER CANNON

    Range S AP Type
    48" 7 4 Heavy 2, Blast


    VOLCANO LANCE

    Range S AP Type
    80" D 2 Heavy 1, Large Blast


    WAR DOG AUTOCANNON

    Range S AP Type
    60" 7 4 Heavy 3





    CHAOS KNIGHT MELEE WEAPONS

    REAPER CHAIN-CLEAVER

    Range S AP Type
    Strike - x2 2 Melee
    Sweep - User 3 Melee, Chainsweep


    Chainsweep: 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.

    REAPER CHAINSWORD

    Range S AP Type
    - D 2 Melee


    THUNDERSTRIKE GAUNTLET

    Range S AP Type
    - D 2 Melee, Colossal, Hurl


    Colossal: A model fighting with this weapon Piles In and Fights at Initiative step 1.

    Hurl: If this model destroys an enemy Monstrous Creature or non-Super-heavy vehicle in the Fight sub-phase, the controlling player can choose to hurl the destroyed model after the attack which destroys the model has been resolved. To hurl an enemy model, immediately resolve a shooting attack against an eligible enemy unit within 12” with the following profile. After the attack is resolved, the hurled model is removed from play. Note that, no other kinds of models other than those listed may be hurled. Models which suffer an Explodes! result may not be hurled. Units onboard vehicles make an emergency disembarkation before the model is hurled

    Range S AP Type
    Hurled Model 12" * - Heavy 1, Large Blast


    *The Strength of the attack is equal to the Toughness value of the hurled creature or half the front armour value of the hurled vehicle, rounding up.




    CHAOS KNIGHT EQUIPMENT

    BIO-CORROSIVE ROUNDS

    Range S AP Type
    30" 2 6 Heavy 3, Poisoned (4+)


    DAEMONIC SURGE

    At the start of each of your Movement Phases, you may activate the Daemonic surge. To do so, roll a D6. On the result of a 1, the model loses a Hull Point. On a 2+ the Daemonic Surge activates, and you may then roll a D3 on the table below. The resulting effect is active until the beginning of your next turn. Alternatively, however, you may choose to instead automatically lose a Hull Point, with no saves of any kind allowed, allowing you to then select which effect you wish to activate, without the need to roll a D3.

    D3 Result
    1 Daemonic Hunger: The model adds 3" to its maximum move distance when it moves in the Movement phase, when it Runs and when it makes charge moves.
    2 Daemonic Fortitude: If the model suffers an Explodes! result on the Vehicle Damage table, you can make your opponent re-roll the result of how many Hull Points you lose. You must accept the second result, even if it is worse than the first.
    3 Daemonic Power: The model may re-roll all To Wound rolls of 1 in the Shooting and Assault phases.


    GALVANIZED HULL

    A model equipped with a Galvanized Hull reduces the AP of all shooting attacks directed at it by +1 (AP2 becoming AP3, AP6 becoming AP-, and so on).

    KNIGHT OF KHORNE

    Knights Of Khorne have the Daemon and Hatred (Knights Of Slaanesh) special rules. In addition, Knights Of Khorne may re-roll the die to determine how many Stomps they make, and they also gain +D3 Attacks on the charge instead of the usual 1.

    KNIGHT OF NURGLE

    Knights Of Nurgle have the Daemon, Hatred (Knights Of Tzeentch), and It Will Not Die special rules.

    KNIGHT OF SLAANESH

    Knights Of Slaanesh have the Daemon and Hatred (Knights Of Khorne) special rules. In addition, at the start of each Fight sub-phase, before any blows are struck, an enemy unit in base contact with one or more Knights Of Slaanesh must take a Leadership test at a -2 modifier. If the test is passed, there is no effect. If the test is failed, all models in the unit have their Initiative reduced to 1 for the remainder of that Fight sub-phase.

    KNIGHT OF TZEENTCH

    Knights Of Tzeentch have the Daemon and Hatred (Knights Of Nurgle) special rules, and all their Ranged Weapons gain the Soul Blaze special rule. In addition, Knights of Tzeentch may re-roll all To Hit rolls of 1 in the Shooting and Assault phases.

    OCCULAR AUGMETICS

    The Knight has the Night Vision special rule and may re-roll results of a 1 on the Vehicle Damage table and Destroyer Weapon Attack table which are inflicted by their shooting attacks at a range of 12" or less.

    THE TRAITOR'S MARK

    Enemy units subtract 1 from their Leadership value when within 12" of one or more models equipped with a Traitor's Mark, within 6" however, they instead subtract 2 from their Leadership value.

    TYRANT'S BANNER

    Friendly units with the Chaos Space Marine or Dark Mechanicum Faction within 12" of a model equipped with the Tyrant's Banner re-roll failed Moral checks, Pinning tests, and Fear tests.




    ICONOCAST RELICS

    KHORNATE TARGET

    Knight of Khorne only. One use only. At the start of a Fight sub-phase during which the bearer of Khornate Target is locked in combat, you may choose to sacrifice the bearer's Invulnerable save, and in exchange, Invulnerable saving throws may not be taken against Wounds inflicted by the bearer's Melee attacks. Both of these effects last until the end of that phase.

    PUTRID CARAPACE OF NURGLE

    Knights of Nurgle only. Any unit that causes one or more Glancing and/or Penetrating hits on a model with the Putrid Carapace of Nurgle during the Fight sub-phase immediately takes a Strength 6 AP3 hit per Glancing and/or Penetrating hit caused. Vehicles are always struck on their rear armour.

    QUICKSILVER THRONE OF SLAANESH

    Knights of Slaanesh only. The bearer of the Quicksilver Throne Of Slaanesh has +1 Initiative. Additionally, they have the Fleet special rule, and can Run an additional 3".

    THE TEETH THAT HUNGER

    Range S AP Type
    - D 2 Melee, Hunger


    Hunger: At the start of each Fight sub-phase during which the bearer of The Teeth That Hunger is locked in combat, roll a D3. The bearer gains that may additional attacks until the end of that phase. If the bearer has multiple Melee weapons, only roll a D3 if he chooses to attack with The Teeth That Hunger. However, at the end of any Fight sub-phase during which no enemies suffered one or more unsaved Wounds to The Teeth That Hunger, roll a D6. On a roll of a 1, the model immediately loses a Hull Point, with no saves of any kind allowed.

    TZEENTCHIAN PYROTHRONE

    Knights of Tzeentch only. The bearer of the Tzeentchian Pyrothrone has the Psychic Pilot (Mastery Level 1) special rule.

    VEIL OF MEDRENGARD

    The bearer of the Veil Of Medrengard has a 4+ Invulnerable save.




    INFERNAL RELICS

    BLASPHEMOUS ENGINE

    A model equipped a Blasphemous Engine has the It Will Not Die special rule. In addition, if a model with a Blasphemous Engine suffers an Explodes! result on the Vehicle
    Damage table, you can make your opponent re-roll the result of how many Hull Points you lose. You must accept the second result, even if it is worse than the first.


    BOUND VARADIAN PSYCHOGIEST

    A model equipped with a Bound Varadian Psychogiest improves the AP of all shooting attacks it makes by -1 (AP3 becoming AP2, AP- becoming AP6, and so on).

    HELM OF WARP-SIGHT

    A model equipped with the Helm Of Warp-sight reduces the benefits of any cover save its opponent has by -2 (a 4+ becoming a 6+, 5+ being ignored entirely, and so on).

    LAMBA KAI DISPLACER

    Range S AP Type
    60" 10 2 Heavy 4, Blast, Barrage, Event Horizon, Soul Blaze, Strikedown


    Event Horizon: When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Initiative test for each Wound suffered or be removed from play.

    THE DIAMONAS

    Range S AP Type
    60" 10 1 Ordnance 4, Shred, Twin-linked


    THE GAUNTLET OF ASCENSION

    Range S AP Type
    - D 2 Melee, Ascension, Hurl


    Ascension: Whenever model equipped with The Gauntlet Of Ascension kills a Character in close combat, increase its Attack characteristic by +1.


    Last edited by Fox Of 9; 13-07-2019 at 21:11.
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  7. #27
    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    Reserved In Advance - 10
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  8. #28
    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    Hello, and welcome to another one of my 7th Edition Codex projects.

    Firstly I'd like to apologise for the fourteen reserved posts, but looking at the notes I've already jotted down for this project and comparing them to Codex: Angels Of Vengeance I honestly think it's going to be a much bigger beast.

    Secondly, I'd like to also extend a load of thanks to the guys who originally worked on Project: Dark Mechanicus, as a lot of what I'm doing here, is only due to groundwork there, and ideas spawned from my time spent viewing and working in that thread (And by the end of this, I plan on having a credits list of sorts, dedicating any and all ideas to those who originally came up with them).

    As for why this is a 7th Edition Codex? I and the small group of people I play with don't really enjoy 8th Edition all that much. Don't get me wrong, I think it did a lot of things right. It just doesn't feel like Warhammer 40,000 to me. Which, honestly? Is fine with me. It's honestly gotten me back into Rule Development in a big way, which is one of my favourite parts of the hobby anyway.

    Anyway, with that said, I hope you'll enjoy this ride with me!



    INSIGHTS INTO MADNESS

    Not entirely sure what this segment of this project will become, I imagine it'll most likely just be random rambling about certain design choices and my thoughts of or on problems or hurdles I'm currently dealing with.

    To start off, I think I'm going to talk about the overall theme or role that I'm trying to stick to when dealing with each of the individual Dark Mechanicum Heretical Disciplines, and the difficulty I'm currently experiencing in trying to draw lines between them, while also making each one feel individually distinct.
    For instance, when it comes to Fleshcraft, I'm trying to make these guys, for the most part, feel like the go-to option for anti-infantry infantry and anti-infantry combat. Which is why most units are usually quite durable and boast a breadth of nasty poisonous tools for melee, with any anti-tank options they get either being quite expensive or not quite as effective as other disciplines. In this vein, most Fleshcraft options are tooled in a similar regard, with an emphasis boosting a unit's resilience, or improving their performance in melee.

    In comparison, I aim for Forgecraft units to trade off some of their resilience for greater firepower, and some of the Codex's best infantry based anti-tank weaponry. The obvious exceptions to this are the Silica Animus units, which are both excellently armoured and armed but are much more steeply priced, trading off the protection in numbers for much smaller, elite units. They still have some survivability options, but most upgrades are fashioned toward increasing their pure combat effectiveness.
    Lastly, there's Warpcraft, the one that I struggle most with when coming up with a defined idea of what it is. I know how it should be lore-wise, but struggle to then pull those threads of background into coherent and effective rules. With most ideas seeming to flat, or one-dimensional. This weekend I've tried to refocus, with some limited success, in trying to redefine them as the more Psychic element of the Codex. Being the one Discipline with access to Psykers and anti-Psyker equipment. And honestly, alongside aspects like Daemon Engines and Warp-spawned technology, this is probably how I'm going to try and refocus them. With new items and weapons like the Callophean psy-engine dealing with forcing Leadership tests after wounds and being more effective when used against models with the Psyker special rule. But still, suggestions are welcome, especially in this aspect.




    (5/06/2019)

    So, it's almost ten o'clock at night here, on the... the fifth of June... and I just wanted to talk about where I'm at with this process and how I trying to move forward with it. In all honesty, I've been very busy this week and have made nowhere near as much progress as I would have liked, and a lot of what I have done has been more of the miscellaneous side of things. But it's not without its boons. As I've started to slowly begin to clear up the idea of how the next few updates are going to look like. We're very much still in what I liked to call the 'fattening-up' stage, where loads of ideas, rules, weapons, and wargear are thrown at the metaphorical digital-wall of the codex. What will come next will be the definition stage, where excess and bloat is cut from the core of the codex, with most of these extra bits often then being forged into what will go on to be the codex's special characters. I hope to get the Tormentor and Doom Crawler most of the way to completion tomorrow, along with a rework of the Banesteed unit - making it hopefully something that still feels the same but is much, much, much less of a mess in terms of upgrades, and identity. And on Friday I hope to then start work on the Bronze Malifect and Stitched Abomination. After seeing how well that goes, I'll probably come back and see what I want to do/re-do next (Most likely it'll be the Helcrow and Warpstalkers, as neither of them feel anywhere near up to a standard I'd be happy with).




    (11/06/2019)

    The last couple of days, hell, this whole week have been very draining for me, leaving me with little energy to devote to this project. But it doesn't mean I haven't been doing a few bits here and there. I managed to mostly finish off the Dreadstalker before things got down to minimal levels of motivation, and since then I've been doing a few small fluff pieces around half a dozen of the units (Banesteeds, Tormentors, Stalk Tanks, Mangonel Doomcrawlers and Dreadstalkers). Then this evening a piece of inspiration struck me and I was able to write up the whole of the Stalk Tank entry and rules, as well as decide that the Banesteed should be moved to the Elites Battlefield Role (Fast Attack would have been too crowded otherwise, and I think it makes sense that these eminent heretical creations would fulfill more of an elite role. Limited in number). I've also started jotting down a whole host of notes for changes to the Warpstalkers and Helcrow. Motivation willing, I should hopefully get around to them tomorrow or Sunday.




    (17/06/2019)

    My girlfriend is ill, so I decided to work from home today - which has turned into the least productive day I've had all year. On the flip-side, it allowed me to think, think about this Codex in particular and the issues I'm having with it at the moment. Part of me very much feels like this thing will end up several times larger than a normal Codex due to all the disparate threads that I'm trying to tie together.

    This isn't a bad thing per se but I do need to have a defined edge for what units, equipment, and lore I'm willing to accept into it. As there are a few units and characters that have appeared outside of an actual Dark Mechanicum Codex but are without a doubt tied to the Dark Mechanicum - such as Anacharis Scoria. These units already exist and have rules and equipment available for use on the tabletop. They can be played with already, so is there a need for me to then add them to my codex, but shouldn't I also pool together all the aspects of the DarK Mechanicum into place? This is the dilemma that I often find myself struck by. And even then, if I solve the dilemma, what happens next?

    This dilemma then becomes whether I should then port them one for one over to here, or alter them and change their rules and equipment to better represent the passage of time and the different environments they now inhabit, and just how far and just what these changes should be? This second step is a less pressing one and can be dealt with relatively easily. The former, however, is slightly more complicated. As for units like the Ruststalkers or Ironstrider Ballistarii, what's the point of including them here when they can easily be included as an Allied unit?

    I've included a poll above, at the top of this thread to help me visualize how others perceive this issue and what they'd like to see included here. As for myself? I'd probably prefer to fold the 30K Legio Cybernetica into this codex more completely, maybe then splitting Forgecraft into two disciplines: one for the robots and AI constructs, and another for the War Machines and Daemon engines that the Dark Mechanicus produce. This in itself produces a whole load of work and special rules that I'll either have to include, re-write, or edit to make compatible with what little progress I've already made, but I feel it's also probably the best course of action that I can see available to me.




    (18/06/2019)

    So, after sleeping on it, and receiving a grand total of one vote on the poll, I think I've decided on how I'm going to reorganize this mess I've managed to create for myself. I will be removing a unit here and there, as well as adding several new ones based on stuff from Legio Cybernetica and Taghmata Omnissiah. This will add considerable bulk to the codex, but I think it's the only way to accurately represent all the different aspects that the Dark Mechanicum now embodies in the 41st millennium.

    Cybernetica-craft (Cybertheurgists) - Battle-Automata and Silica Animus units. Upgrades that fuse the organic with the synthetic (think along the lines of augments a servitor might have, but applied to 'standard' humans).
    Flesh-craft (Gene-sculptors) - Gholam and Chimeric units. Mutation upgrades.
    Forge-craft (Forge Masters) - Vehicles and Daemon Engine units. Exotic weapon upgrades.
    Warp-craft (Empyric Engineers) - Warp-tainted units. Psyker/Anti-psyker and Chaos-based upgrades.

    I'll also be reworking how the separate craft-upgrades work. So that craft-based units will be able to select options from the same craft without it then restricting them from taking option from another craft. For example, a Men Of Iron unit (Now a Cybernetica-craft unit) would have in its standard, non-craft options, options that would have previously been under Cybernetica-craft Options (Previously Forge-craft Options).

    In regards to army special rules, I will be editing the whole Heretical Disciplines, Arch-Heretek, and Heretek rules to include the new craft. I'll also be adding in a rule that will basically be the Cybertheurgy rule, but with additions to it, as well as modifiers on how it works with Silica Animus units and highly augmented Skitarii-like units. This will be replacing the Advanced Scrapcode Algorithms special rule. I'll also be tweaking the Silica Animus rule to bring it more in line with the effects that the Cybernetica Cortex rule has, with a few exceptions.




    (09/07/2019)

    For anyone who's been keeping an eye (or two) on this thread, they'll know of the dozen or so updates I've made in the last couple of weeks. To anyone who hasn't and is just checking in for the first time, I'd advise you to give the Codex a once over. None of it is really in a finished state, but a lot of essence of what each unit is is now coming together well. Not that there isn't a tonne I'm still not happy with. Or a near infinite amount of clearing up that needs to occur. Problems for a later date.

    To anyone wondering what the big update was today. There wasn't one. Just me reorganising the thread to ensure I had enough room for everything to be included by the time I'm all finished. I am, however, hoping to finish the first pass on the codex this weekend (bar Lords Of War, but that's a headache I haven't 100% settled on an answer with yet. Part of me is honestly considering including Chaos Knights in here. It would fit with the fluff and lore - not to mention a certain Dark Mechanicum special character - but it'll be a massive pain for me). Then, after that, the true hard work begins, as I'll have to start cleaning up everything, from rules and lore, to points, and options. All of it!




    (12/07/2019)

    I've had these past few days off on holiday lazing about, and have spent my free moments getting a load of work done here. I mean, we have a whole host of Lord Of War selections now, and they're all horrifying, just as anything Dark Mechanicum should be. I've also managed to get all the Armoury and Wargear lists done for them too. I will say, however, that all of what we have so far is still, for the most part, in the first conceptualisation pass, and a lot of rules, weapons, and items will be changed around. Especially the weapons and wargear I've had to reverse engineer from 8th Edition, as, due to their core rule-sets being so vastly different, an approximation of their rules in 7th is near impossible to get right first try.

    For the weekend (and week) ahead of me, I hope to get started on the last units of this first-pass: Special Characters. The real freaks and creeps of the Dark Mechanicus. So far, of the ones who I know have rules, and I have access to said rules are:

    - Anacharis Scoria (Cybernetica)
    - Inar Satarael (Fleshcraft?)
    - Yelav Draykavac (Forgecraft)

    Then there are a couple of other interesting characters I think I'd like to have within the Codex:

    - The Exospectre (Cybernetica?)
    - Vathek (Fleshcraft)
    - Decius Abraxas (Warpcraft)




    (13/07/2019) - Morning

    Managed to get the two easiest Detachments finished, and have started the barest of groundwork on the third one. I also rearranged the layout of the first page to allow me to place all the rules, detachments, and special characters in without too much hassle. I hope this evening to either do a little bit of tidying up on some datasheets, to start working out the Cybernetica Dominatus and Household Aspirations rules, or finish the Heretek Legion Detachment. Not sure which is more likely to happen. If any.

    (13/07/2019) - Evening

    Didn't get anywhere near as much done as I wanted to, and spent the majority of my time just neatening up entries here and there. Which is fine. I think I've also stumbled upon a couple of solutions to some issues I had with a few of the Codex's units. But honestly, from here onward the forging process for the codex really begins, as we hammer all of this bloated mess of ideas into something solid, coherent, and characterful.




    (16/07/2019)

    Wow! That was a lot of work, and that's not even all the army special rules finished.




    (26/07/2019)

    To be perfectly honest, these last few days have just been too hot to get any real work done on this. It doesn't help I'm also suffering from a little bit of a constructive block, and have been mulling about in here not doing anything all that productive. Apart from a small tweak here, and a small edit there, that is.

    I have, however, spent this evening beginning another little project over in the Stories and Art forum, nothing Dark Mechanicum related sadly. It's nothing special at the moment, but hopefully, it'll become something interesting very soon!


    Last edited by Fox Of 9; 26-07-2019 at 21:20.
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  9. #29
    Inquisitor Captain Brown's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    Well I voted - Dark Mechanicum units, altered Skitarii units and altered Cult Mechanicus units.

    Interesting to see how things turn out Fox Of 9.

    Good luck.

    Cheers,

    CB
    Please follow the rules and respect the opinions of others
    Interested in buying OOP metal Sisters of Battle with Standards and metal Eldar Dire Avenger Exarchs - Selling Metal Bretonnians, Painted Elysian and Tau Armies, plus loads of painted WFB Empire Units/Heroes and other bits for 40K and terrain
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  10. #30
    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    Temporary Post: Unit - Dark Mechanicum Militia

    DARK MECHANICUM MILITIA SQUAD
    20Pts



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    Unit Type Unit Composition
    Militia Auxiliary
    3
    3
    3
    3
    1
    3
    1
    6
    5+
    Infantry 5 Militia Auxiliaries
    Militia Leader
    3
    3
    3
    3
    1
    3
    2
    7
    5+
    Infantry (Character)


    WARGEAR:
    • Firearm (Militia Auxiliaries only)
    • Handgun
    • Close combat weapon (Militia Leader only)
    • Blasting charges

    OPTIONS:
    • May include up to fifteen additional Militia Auxiliaries..... 4pts/model
    • Any model may replace its firearm and/or handgun with one of the following:
      - Close combat weapon..... free
      - Handgun..... free
      - Autogun or Lasgun..... 1pt/model
      - Auto pistol or laspistol..... 1pt/model
      - Shotgun..... 1pt/model
    • For every five models in the squad, one Militia Auxiliary may do one of the following:
      - Take a demolition charge..... 20pts/model
      - Take one item from the Special Weapons list.
    • One model may be upgraded to a Militia Leader..... 10pts
    • A Militia Leader may take items from the Ranged Weapons and/or Melee Weapons lists.
    • May take a Goliath Truck or Chimera as a Dedicated Transport.
    CYBERNETICA OPTIONS:
    • The Militia Leader may take an auxiliary microprocessor..... 10pts
    • The entire squad may be given any of the following upgrades:
      - Aggression amplifiers..... 1pt/model
      - Infravisors..... 1pt/model
      - Neural fortifiers..... 1pt/model
      - Oculi enhancements..... 2pts/model
      - Reinforced corpus..... 2pts/model
    FLESHCRAFT OPTIONS:
    • The Militia Leader may take items from the Bio-implants list.
    • The entire squad may be given any of the following upgrades:
      - Bloated..... 1pt/model
      - Burly..... 1pt/model
      - Horrifying..... 1pt/model
      - Scaly..... 2pts/model
    FORGECRAFT OPTIONS:
    • Any model may replace its firearm and/or handgun with one of the following:
      - Las-lock..... 2pts/model
      • May also take Induction chargers..... 1pt/model
      - Mitralock..... 2pts/model
      • May also take Induction chargers..... 1pt/model
      - Boltgun or bolt pistol..... 3pts/model
    • For every five models in the squad, a second Militia Auxiliary may do one of the following:
      - Take a demolition charge..... 20pts/model
      - Take one item from the Special Weapons list.
    • The Militia Leader may take items from the Special Issue Wargear list.
    • The entire squad may take any of the following:
      - Carapace armour..... 1pt/model
      - Krak grenades..... 1pt/model
    • May take a Skorpius Duneraider as a Dedicated Transport.
    WARPCRAFT OPTIONS:
    • The Militia Leader may take items from the Empyrean Artifices list.
    • The entire squad may be given any of the following upgrades:
      - Rune of alacrity..... 1pt/model
      - Rune of resistance..... 2pts/model
      - Rune of warding..... 1pt/model
      - Rune of wrath..... 2pts/model





    This post will be deleted once I've fixed all the formatting issues in the codex.
    Last edited by Fox Of 9; 04-10-2019 at 21:30.
    "No redemption! Only vengeance!" Angels of Vengeance war hymns. Book IV, Chapter I, Verse IX, Line II.
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  11. #31
    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    Temporary post: Unit - Heretek Guard

    HERETEK-GUARD
    80Pts



    WS
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    Unit Type Unit Composition
    Dark Tribune
    3
    4
    3
    3
    2
    3
    2
    9
    4+
    Infantry (Character) 1 Dark Tribune
    Heretek Hypaspist
    3
    4
    3
    3
    1
    3
    1
    8
    4+
    Infantry 9 Heretek Hypaspists
    Heavy Weapons Team
    3
    4
    3
    3
    2
    3
    2
    8
    4+
    Infantry
    Heretek Servitor
    3
    3
    4
    5
    1
    3
    1
    6
    5+
    Infantry
    Malformed Herakli
    3
    3
    5
    5
    3
    2
    3
    4
    5+
    Infantry


    WARGEAR:
    Dark Tribune
    • Skitarii warplate
    • Hellcarbine
    Heretek Hypaspist
    • Skitarii warplate
    • Hellcarbine
    Heavy Weapons Team
    • Skitarii warplate
    • Hellcarbine
    Heretek Servitor
    • Close combat weapon
    Malformed Herakli
    • Close combat weapon

    SPECIAL RULES:
    Dark Tribune
    • Feel No Pain (6+)
    • Relentless
    • Scrapcode
    Heretek Hypaspist
    • Feel No Pain (6+)
    • Relentless
    Heavy Weapons Team
    • Feel No Pain (6+)
    • Relentless
    • Heavy Weapons Team
    Heretek Servitor
    • Mindlock
    Malformed Herakli
    • Brutish Strenght
    • Hammer Of Wrath
    • Verk Bulky

    OPTIONS:
    • Up to three Heretek Hypaspists may take one item from the Special Weapons list.
    • Two other Heretek Hypaspists may form a Heavy Weapons Team who must take one item from the Heavy Weapons list.
    • The Dark Tribune may take items from the Ranged Weapons, Melee Weapons and/or Special Issue Wargear lists.
    • May take a Skorpius Duneraider as a Dedicated Transport.
    CYBERNETICA OPTIONS:
    • The Dark Tribune may take an auxiliary microprocessor..... 10pts
    • The squad may take any of the following upgrades:
      - Aggression Amplifiers..... 10pts
      - Infravisors..... 10pts
      - Neural Fortifiers..... 10pts
      - Oculi Enhancements..... 20pts
      - Reinforced Corpus..... 20pts
    FLESHCRAFT OPTIONS:
    • May add up to two Malformed Herakli..... 35pts/model
    • The Malformed Herakli may take items from the Heavy Mining Weapons, Bio-implants and/or Mutations lists.
    • The Dark Tribune may take items from the Bio-implants list.
    • The squad (excluding any Malformed Herakli) may take any of the following upgrades:
      - Bloated..... 10pts
      - Burly..... 10pts
      - Horrifying..... 10pts
      - Scaly..... 20pts
    FORGECRAFT OPTIONS:
    • May add up to two Heretek Servitors..... 5pts/model
    • Any Heretek Servitor may take one item from either the Servitor Weapons or Servitor Heavy Weapons lists.
    • A fourth Heretek Hypaspist may take one item from the Special Weapons list.
    • The squad (excluding any Heretek Servitors) may take any of the following:
      - Frag grenades..... 10pts
      - Krak grenades..... 10pts
      - Rad grenades..... 20pts
      - Hardened armour..... 20pts
    • May take a Triaros Armoured Conveyer as a Dedicated Transport.
    WARPCRAFT OPTIONS:
    • The Dark Tribune may take items from the Empyrean Artifices list.
    • The squad may take any of the following upgrades:
      - Rune of alacrity..... 10pts
      - Rune of resistance..... 20pts
      - Rune of warding..... 20pts
      - Rune of wrath..... 20pts


    Heavy Weapons Team: For all purposes, each Heavy Weapons Team is a single model with the Bulky Special rule - for example, it may only fire one weapon in the Shooting phase, only gains one Additional Attack for charging, and only counts as one model for Morale checks.

    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.




    This post will be deleted once I've fixed all formatting issues in the codex.
    Last edited by Fox Of 9; 07-10-2019 at 12:52.
    "No redemption! Only vengeance!" Angels of Vengeance war hymns. Book IV, Chapter I, Verse IX, Line II.
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  12. #32
    Chapter Master Fox Of 9's Avatar
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    Temporary post: Unit - Dark Mechanicum Slaves

    DARK MECHANICUM SLAVES
    60Pts



    WS
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    Unit Type Unit Composition
    Slave
    2
    2
    3
    3
    1
    3
    1
    5
    6+
    Infantry 20 Slaves
    Slave Master
    4
    3
    3
    3
    2
    3
    2
    8
    5+
    Infantry (Character) 1 Slave Master
    Daemonhost
    3
    3
    4
    4
    1
    3
    1
    8
    -
    Infantry
    Tainted Experiment
    3
    0
    5
    5
    3
    2
    D6
    5
    -
    Infantry


    WARGEAR:
    Slave
    • Close combat weapon
    Slave Master
    • Taser goad
    • Auto pistol or laspistol
    • Frag grenades
    Daemonhost
    • Close combat weapon
    Tainted Experiment
    • Close combat weapon

    SPECIAL RULES:
    • Disposable
    Slave Master
    • Loyalty Through Fear
    Daemonhost
    • Daemonic Power
    • Warp Shield
    Tainted Experiment
    • Fear
    • Hammer Of Wrath
    • It Will Not Die
    • Mutated Beyond Reason
    • Rage
    • Random Attacks
    • Very Bulky

    OPTIONS:
    • May included up to thirty additional Slaves..... 2pts/model
    • The Slave Master may take an items from the Ranged Weapons list.
    • Any Slave may take one of the following:
      - Firearm..... 1pt/model
      - Handgun..... 1pt/model
    • All Slaves in the squad may be given discipline collars..... 1pt/model
    CYBERNETICA OPTIONS:
    • All Slaves in the squad may be given any of the following upgrades:
      - Aggression Amplifiers..... 1pt/model
      - Infravisor..... 1pt/model
      - Neural Fortifier..... 1pt/model
      - Oculi Enhancements..... 2pts/model
      - Reinforced Corpus..... 2pts/model
      - The Rite of Pure Thought..... 1pt/model
    FLESHCRAFT OPTIONS:
    • The Slave Master may take items from the Bio-implants and/or Mutations lists.
    • For every ten Slaves in the squad, one may be upgraded to a Tainted Experiment..... 30pts/model
    • All Slaves in the squad may be given any of the following upgrades:
      - Bloated..... 1pt/model
      - Burly..... 1pt/model
      - Horrifying..... 1pt/model
      - Scaly..... 2pts/model
      - Revenant Alchemistry..... 2pts/model
    FORGECRAFT OPTIONS:
    • The Slave Master may take items from the Special Issue Wargear list.
    • Any Slave may take one of the following:
      - Las-lock..... 1pt/model
      • May also take Induction chargers..... 1pt/model
      - Mitralock..... 1pt/model
      • May also take Induction chargers..... 1pt/model
    • For every ten Slaves in the squad, up to two may take an items from the Servitor Heavy Weapons list.
    • All Slaves in the squad may be given any of the following upgrades
      - Frag grenades..... 1pt/model
      - Krak grenades..... 1pt/model
      - Flak armour..... 2pts/model
    WARPCRAFT OPTIONS:
    • The Slave Master may take items from the Empyrean Artifices and/or Immateria Runes lists.
    • For every ten Slaves in the squad, up to three may be upgraded to Daemonhosts..... 10pts/model
    • Daemonhosts may take items from the Immateria Runes list.
    • All Slaves in the squad may take any of the following upgrades:
      - Rune of alacrity..... 1pt/model
      - Rune of resistance..... 2pt/model
      - Rune of warding..... 1pt/model
      - Rune of wrath..... 1pt/model


    Disposable: The opposing player never gains Victory points for specifically destroying this unit in missions where this is relevant. This includes for secondary objectives such as First Blood, but this does not affect Victory points based on the number of total units destroyed in a particular game (such as for Purge The Alien).

    Loyalty Through Fear: A unit with at least one model with this special rule counts the Leadership value of all the models within it as being increased by +1 (to a maximum of 9), but if it fails a Leadership test, a re-roll can be made – if this is done, the unit suffers D3 wounds at AP-. These wounds may not be inflicted on the Slave Master himself, or any Independent Characters who have joined the unit.

    Daemonic Power: Roll a D6 at the start of each friendly turn for each unit that contains one or more Daemonhosts to determine which ability all the Daemonhosts in that unit manifest this turn. Unless otherwise stated, each manifestation lasts until the start of your next turn.

    D6
    Result
    1
    Re-knit Host Form: The Daemonhosts have the Feel No Pain special rule.
    2
    Warp Grasp: In the Assault phase, each Daemonhost can attack using the following profile:
    Range
    S
    AP
    Type
    -
    User
    2
    Melee
    3
    Daemonic Speed: The Daemonhosts gain the Fleet special rule, and their Initiative increases to 10.
    4
    Warp Strength: The Daemonhosts’ Strength characteristic increases to 6
    5
    Energy Torrent: In the Shooting phase, each Daemonhost can make a shooting attack with the following profile:
    Range
    S
    AP
    Type
    24"
    4
    3
    Assault 1, Blast
    6
    Unholy Gaze: In the Shooting phase, each Daemonhost can make a shooting attack with the following profile:
    Range
    S
    AP
    Type
    24"
    8
    4
    Assault 1

    Warp Shield: A Daemonhost has a 5+ invulnerable save.

    Random Attacks: At the beginning of each Fight sub-phase, roll a D6 for each friendly unit that contains at least one Tainted Experiment. The result is the number of attacks (before modifiers) that all Tainted Experiments in that unit have this turn.

    Mutated beyond Reason: At the beginning of each Fight sub-phase, before rolling for their Random Attacks, roll a D3 on the table below for each friendly unit that is locked in combat, and contains at least one Tainted Experiment. The mutation affects every Tainted Experiment in the unit and lasts for the rest of the turn.

    D3
    Result
    1
    Subcutaneous Armour: The Tainted Experiments have an Armour save of 4+.
    2
    Grasping Claws and Flailing Pseudopods: The Tainted Experiments' unit rolls two D6 and picks the highest for their Random Attacks.
    3
    Toxic Haemorrage: The Tainted Experiments' attacks have the Poisoned (4+) special rule.





    This post will be deleted once I've fixed all formatting issues in the codex.
    Last edited by Fox Of 9; 12-10-2019 at 20:31.
    "No redemption! Only vengeance!" Angels of Vengeance war hymns. Book IV, Chapter I, Verse IX, Line II.
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  13. #33
    Chapter Master Fox Of 9's Avatar
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    Aug 2010
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    Temporary Post: Unit - Mortelax Class Battle-automata

    MORTELAX CLASS BATTLE-AUTOMATA
    125Pts



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


    WARGEAR:
    • Two boltguns
    • Mauler pattern bolt cannon
    • Shock chargers
    • Atomantic shielding

    SPECIAL RULES:
    • Cybernetica Cortex
    • Rage
    • Reactor Blast

    OPTIONS:
    • May include up to four additional Mortelax Class Battle-automata..... 125pts/model
    • All Mortelax Class Battle-automata in the squad may take any of the following:
      - Searchlight..... 1pt/model
      - Infravisor..... 5pts/model
      - Frag grenades..... 5pts/model
      - Enhanced targetting array..... 15pts/model
    • Any Mortelax Class Battle-automata may replace its mauler pattern bolt cannon with one of the following:
      - Heavy flamer..... free
      - Multi-melta..... free
      - Ectoplasma cannon..... free
      - Incendine combustor..... free
      - Heavy phosphor blaster..... 5pts/model
    • Any Mortelax Class Battle-automata may exchange one or both of its bolters with:
      - Flamers..... 5pts each
      - Melta guns..... 10pts each
    • Any Mortelax Class Battle-automata may replace its shock chargers with one of the following:
      - Two battle-automata power blades..... 10pts/model
      - Siege wrecker (a model equipped with a siege wrecker loses one of its boltguns)..... 20pts/model
      - Two battle-automata power claws..... 30pts/model
    CYBERNETICA OPTIONS:
    • If the unit consists of only a single Mortelax Class Battle-automata, it may be given the Paragon of Metal special rule..... 35pts
    • All Mortelax 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
    • Any Mortelax Class Battle-automata may replace its mauler pattern bolt cannon with one of the following:
      - Cognis heavy stubber..... free
      - Cognis flamer..... free
    FLESHCRAFT OPTIONS:
    • Any Mortelax Class Battle-automata may replace its mauler pattern bolt cannon with one of the following:
      - Heavy flamer with chem-munitions..... free
      - Necrotic reaper..... 5pts/model
    • Any Mortelax Class Battle-automata may exchange one or both of its bolters with:
      - Flamers with chem-munitions..... 5pts each
    FORGECRAFT OPTIONS:
    • All Mortelax Class Battle-automata in the squad may take any of the following:
      - Galvanized hull..... 20pts/model
      - Ocular augments..... 10pts/model
      - Remodelled synthetic musculature..... 15pts/model
      - Upgraded data-receivers..... 10pts/model
    • Any Mortelax Class Battle-automata may replace its mauler pattern bolt cannon with one of the following:
      - Graviton cannon..... 10pts/model
      - Irradiation engine..... 15pts/model
      - Darkfire cannon..... 20pts/model
    • Any Mortelax Class Battle-automata may replace its shock chargers with one of the following:
      - Two graviton hammers (a model equipped with graviton hammers loses both of its boltguns)..... 40pts/model
      - Two Arlatax-pattern power claws (a model equipped with Arlatax-pattern power claws loses both of its boltguns) ..... 50pts/model
    WARPCRAFT OPTIONS:
    • All Mortelax Class Battle-automata in the squad may take any of the following:
      - Rune of wrath..... 5pts/model
      - Rune of alacrity..... 15pts/model
      - Rune of eternity..... 30pts/model
      - Rune of warding..... 15pts/model
    • All Mortelax Class Battle-automata in the squad may take a psi-control matrix..... 15pts/model
    • Any Mortelax Class Battle-automata may replace its mauler pattern bolt cannon with one of the following:
      - Heavy warpflamer..... free
      - Callophean psy-engine..... 5pts/model
      - Aether-flame cannon..... 10pts/model
    • Any Mortelax Class Battle-automata may exchange one or both of its bolters with:
      - Warpflamers..... 10pts each





    This post will be deleted once I've fixed all formatting issues in the codex.
    Last edited by Fox Of 9; 06-10-2019 at 21:57.
    "No redemption! Only vengeance!" Angels of Vengeance war hymns. Book IV, Chapter I, Verse IX, Line II.
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  14. #34
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
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    Re: Warhammer 40,000: Dark Mechanicum Codex (7th Edition)

    Temporary Post: Unit - Heretek Retinue

    HERETEK RETINUE
    60Pts



    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Sv
    Unit Type Unit Composition
    Acolyte
    3
    3
    3
    3
    1
    3
    1
    8
    5+
    Infantry 4 Acolytes
    Dark Adept
    3
    4
    4
    4
    2
    3
    2
    9
    3+
    Infantry (Character) 1 Dark Adept
    Chimeric
    4
    0
    4
    3
    1
    5
    2
    6
    -
    Beast
    Genetic Masterwork
    4
    4
    5
    5
    4
    4
    4
    8
    6+
    Infantry (Character)
    Goleph
    5
    1
    4
    4
    1
    6
    2
    8
    4+
    Infantry
    Heretek Servitor
    3
    3
    4
    5
    1
    3
    1
    6
    5+
    Infantry
    Maletek Stalker
    4
    3
    4
    4
    2
    3
    3
    9
    4+
    Infantry (Character)
    Schismatical
    2
    2
    3
    3
    4
    2
    *
    6
    4+
    Beast
    Slinnar War Machine
    3
    3
    5
    4
    2
    2
    2
    8
    3+
    Infantry


    WARGEAR:
    Acolyte
    • Flak armour
    • Close combat weapon
    • Laspistol
    Dark Adept
    • Close combat weapon
    • Laspistol
    Genetic Masterwork
    • Two close combat weapons
    Goleph
    • Two power weapons
    Heretek Servitor
    • Close combat weapon
    Maletek Stalker
    • Combi-bolter
    • Power weapon
    • Maltek warp coil
    • Reinforced corpus
    Slinnar War Machine
    • Intergrated plasma cannon
    • Plasma scythe
    • Stellar core

    SPECIAL RULES:
    Dark Adept
    • Heretek-arcana
    Chimeric
    • Acute Senses
    • Hit and Run
    • Infiltrate
    • Move Through Cover
    • Scout
    • Stealth
    Genetic Masterwork
    • Feel No Pain (6+)
    • Hammer of Wrath
    • Rampage
    • Stubborn
    • Very Bulky
    Goleph
    • Feel No Pain (6+)
    • Uncanny Reflexes
    Heretek Servitor
    • Mindlock
    Maletek Stalker
    • Assassin
    • Fear
    • Monster Hunter
    • Preferred Enemy (Characters)
    Schismatical
    • Corrupting Touch
    • Feel No Pain (6+)
    • Self-replication
    • Shambling Tide
    • Swarms
    Slinnar War Machine
    • Psychic Blank

    OPTIONS:
    • May include up to two additional Dark Adepts..... 40pts/model
    • May include up to four additional Acolytes for each additional Dark Adept..... 5pts/model
    • May include up to five Heretek Servitors..... 5pts/model
    • Any Dark Adept may take items from the Melee Weapons, Ranged Weapons and/or Special Issue Wargear lists.
    • Any Acolyte may replace their laspistol and/or close combat weapon with one of the following:
      - Boltgun..... 1pt/model
      - Hellcarbine..... 5pts/model
      - Servo-arm..... 5pts/model
    • Any Acolyte may replace their flak armour with skitarii war plate..... 4pts/model
    • Any Heretek Servitor may take an item from the Servitor Weapons list.
    • Up to two Heretek Servitors may instead take an item from the Servitor Heavy Weapons list.
    • May take a Chimera, Goliath Truck or Skorpius Duneraider as a Dedicated Transport.
    CYBERNETICA OPTIONS:
    • May include up to two Goleph..... 25pts/model
    • May include up to four Schismaticals..... 20pts/model
    • Any Dark adept may take items from the Cybernetic Augments list.
    • All Golephs may be given any of the following upgrades:
      - Aggression Amplifiers..... 3pts/model
      - Neural Fortifier..... 2pts/model
      - Reinforced Corpus..... 3pts/model
      - Extensive Cybernetics..... 2pts/model
    FLESHCRAFT OPTIONS:
    • May include up to five Chimerics..... 10pts/model
    • May include up to one Genetic Masterwork..... 60pts
    • Any Dark Adept may take items from the Bio-implants and/or Mutations lists.
    • Any Chimeric may take items from the Bio-implants list.
    • All Chimerics may be given any of the following upgrades:
      - Bloated..... 2pts/model
      - Burly..... 1pt/model
      - Horrifying..... 1pt/model
      - Scaly..... 2pts/model
    • The Genetic Masterwork may take items from the Bio-implants, Melee Weapons and/or Ranged Weapons lists.
    • The Genetic Masterwork may be given any of the following upgrades:
      - Bloated..... 3pts/model
      - Burly..... 5pts/model
      - Horrifying..... 2pts/model
      - Scaly..... 8pts/model
    FORGECRAFT OPTIONS:
    • Any Dark Adept may take an item from Special Weapons list
    • Any Acolyte may instead replace their flak armor with power armour..... 10pts/model
    • An additional Heretek Servitor may instead take an item from the Servitor Heavy Weapons list.
    • May take a Triaros Armoured Conveyer as a Dedicated Transport.
    WARPCRAFT OPTIONS:
    • May include up to two Maletek Stalkers..... 50pts/model
    • May include up to three Slinnar War Machines..... 55pts/model
    • Any Dark Adept may take items from the Empyrean Artifices and/or Immateria Runes lists.
    • Any Maletek Stalker may be given any of the following upgrades:
      - Rune of alacrity..... 4pts/model
      - Rune of resistance..... 4pts/model
      - Rune of warding..... 8pts/model
      - Rune of wrath..... 4pts/model
    • All Slinnar War Machines may be given any of the following upgrades:
      - Rune of alacrity..... 2pts/model
      - Rune of resistance..... 6pts/model
      - Rune of warding..... 5pts/model
      - Rune of wrath..... 4pts/model


    Heretek-arcana: Each Heretek Retinue must choose one of the following Heretek-arcana, which applies to the unit, providing it with additional special rules and wargear at no additional cost unless noted:

    • Biologis (Fleshcraft only): Dark Adepts in the unit have the Feel No Pain (6+) special rule, which they confer to the Acolytes in the unit while they are alive. If they already have the Feel No Pain rule from another source, they instead add 1 to the result of any Feel No pain rolls. This is cumulative with any other modifiers to Feel No Pain, but cannot improve their Feel No Pain beyond 4+.
    • Dominus (Cybernetica only): Dark Adepts gain the Battlesmith and Dominatus Cybernetica special rules, and may each be equipped with a cortex controller for +10 points each.
    • Enginseer (Forgecraft only): Dark Adepts gain the Battlesmith special rule and are each equipped with a servo-arm. Heretek Servitors in the unit gain the Servo-automata Support special rule.
    • Aetheric (Warpcraft only): Dark Adepts in the unit may gain the Psyker (Mastery Level 1) special rule for +25 points each. All Acolytes in the unit may gain the Brotherhood of Psykers (Mastery Level 1) for +3 points per model.

    Uncanny Reflexes: A Goleph has a 5+ invulnerable save.

    Assassin: Any Maletek Stalker can, instead of being Deployed with the rest of its unit, be deployed separately, as its own one-man unit. Any Maletek Stalker deployed in this fashion gains the Infiltrate, Scout, and Stealth special rules.

    You must decide which Maletek Stalkers are splitting from their Heretek Retinues, immediately before determining your Warlord traits. Units split this way, therefore, are now separate units for all game purposes, including calculating the total number of units in the army and determining the number of units you can place in reserve. Then proceed to deploy as normal.


    Corrupting Touch: If a model has this special rule, or is attacking with a Melee weapon that has this special rule, a To Wound roll of a 6 Wounds automatically, regardless of the target’s Toughness. Against vehicles and buildings, an Armour Penetration roll of 6 that does not cause a penetrating hit automatically causes a glancing hit.

    Self-replication: When a model with this special rule slays an enemy in close combat, roll a D6. On the result of a 4+, the model immediately gains +1 Wound (to a maximum of 10).

    Shambling Tide: A Schismatical's Attack characteristic is equal to the model's remaining number of Wounds. It does still receive bonuses for charging, etc.

    Psychic Blank: 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.




    This post will be deleted once I've fixed all formatting issues in the codex.
    Last edited by Fox Of 9; 16-10-2019 at 22:52.
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