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Thread: Codex: Dark Mechanicum (7th Edition)

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  1. #31
    Chapter Master Fox Of 9's Avatar
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    Hell-Forge Lord Dark Tech Artefacts

    HELL-FORGE LORD DARK TECH ARTEFACTS

    The artefacts of the Hell-Forge Lords encompass both wondrous relics of technological marvel and devices of wicked and heretical innovative genius.

    LESSER ARTEFACTS
    D6
    ARTEFACT
    1
    Concealed Weapon: During the Fight sub-phase, at the start of the Initiative 10 step, roll a D6 for each model equipped with a Concealed Weapon. On a result of 4+, an enemy unit that engaged with the model (attacking player's choice) suffers a single Wound (saving throws can be taken as normal). Gargantuan Creatures suffer a Wound on a result of a 6+ instead of 4+. If a character equipped with a Concealed Weapon is fighting in a challenge, the Wound must be allocated to his opponent.
    2
    Ulimeathi Plasma Syphon: Models firing plasma weapons (as defined in the Warhammer 40,000 rulebook) while within 12" of a model with an Ulumeathi Plasma Syphon will count as Ballistic Skill 1.
    3
    Photonic Repulsion Field: At the start of the Fight sub-phase, at the Initiative 10 step, the Photonic Repulsion Field inflicts D6 Strength 4 AP- hits on each enemy unit that completed a charge against the bearer, or his unit, this turn.
    4
    Scythian Venom Talon: A Scythian Venom Talon is a weapon with the following profile:
    Range S AP Type
    - User - Melee, Poisoned (2+)
    D6
    ARTEFACT
    5
    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.
    6
    Phosphex Bomb: A Phosphex Bomb is a weapon with the following profile:
    Range S AP Type
    6" 5 2 Assault 1, Blast, Crawling Fire, Lingering Death, Poisoned (3+), One Use Only
    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!
    GREATER ARTEFACTS
    D6
    ARTEFACT
    1
    Yu'vath Void-skein Rupture Pistol: A Yu'vath Void-skein Rupture Pistol is a weapon with the following profile:
    Range S AP Type
    18" X 2 Pistol, Gets Hot, Reality Rift, Sniper
    Reality Rift: When rolling To Wound for a weapon that has this special rule, a roll To Wound of 6 causes a Wound with the Instant Death special rule. When making an Armour Penetration roll for a weapon that has this special rule, a roll of 6 causes a penetrating hit, regardless of the vehicle's Armour Value.
    2
    Fra'al Ether Caster: A Fra'al Ether Caster is a weapon with the following profile:
    Range S AP Type
    12" 5 5 Pistol, Ether, Ether Field
    Ether When firing a weapon with this special rule, a To Wound roll of 6 wounds automatically, regardless of the target’s Toughness. Against vehicles and buildings, an Armour Penetration roll of a 6 that does not cause a penetrating hit automatically causes a glancing hit.

    Ether Field: Successful invulnerable saving throws made against Wounds inflicted by this weapon must be re-rolled. Furthermore, should a model suffer one or more unsaved Wounds from a weapon with this special rule in a phase, they may not make any invulnerable saving throws against Wounds inflicted upon them for the remainder of that phase.
    D6
    ARTEFACT
    3
    Disintegration Pistol: A Disintergration Pistol is a weapon with the following profile:
    Range S AP Type
    9" 5 2 Pistol, Gets Hot, Instant Death
    4
    Mecronid Armour: Mecronid Armour confers a 2+ Armour Save and the It Will Not Die special rule. At the end of a phase in which the bearer suffers one or more unsaved Wounds, the bearer must pass a Leadership test or suffer a single additional Wound with no saves of any kind allowed.
    5
    Nightmare Field: All friendly Dark Mechanicum units within 12” of the bearer at the start of the Fight sub-phase have the Fear special rule for the duration of the phase. In addition, enemy units taking a Fear test against an affected unit must do so on 3D6 instead of 2D6.
    6
    Fra'al Glass Knife: A Fra'al Glass Knife is a weapon with the following profile:
    Range S AP Type
    - User 3 Melee, Concussive, Poisoned (4+)
    EXALTED ARTEFACTS
    D6
    ARTEFACT
    D6
    ARTEFACT
    1
    Slaugth Necrotic Sceptre: A Slaugth Necrotic Sceptre is a weapon with the following profile:
    Range S AP Type
    6" 6 2 Assault D3, Disintegrate
    - +2 2 Melee, Concussive, Disintegrate, Unwieldy
    Disintegrate: When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Toughness test for each Wound or be removed from play.
    4
    Slaugth Necrotic Lance: A Slaugth Necrotic Lance is a weapon with the following profile:
    Range S AP Type
    6" 8 2 Assault 1, Disintegrate, Lance
    - +1 2 Melee, Disintegrate, Lance, Two-handed
    Disintegrate: When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Toughness test for each Wound or be removed from play.
    2
    Mechadendrite Hive: When a model equipped with a Mechadendrite Hive makes Melee attacks, it makes an additional 2D6 attacks with its mechadendrites, and a single attack with its dataspike, all at the Initiative 10 step. These attacks do not grant the model an additional Pile In move.
    Range S AP Type
    Mechadendrites - 4 - Melee
    Dataspike - User 3 Melee, Haywire
    5
    Contagium Mechanica: The Contagium Mechanica is directed at a vehicle using the profile below. If the damage results in the vehicle losing a Hull Point but not being destroyed, it is infected – mark it with a coin or counter as a reminder. So long as the vehicle is still in play in the bearer's next Shooting phase, every vehicle (friend or foe) within 12" of the original target sustains a single hit with the Haywire special rule. The process is continued in each of the bearer's Shooting phases, with every vehicle that loses a Hull Point in this manner, but which is not destroyed, infecting the next, until no more vehicles are eligible to be infected.
    Range S AP Type
    12" - - Assault 1, Haywire
    3
    Kinetic Displacement Field: A Kinetic Displacement Field operates against shooting attacks that target the bearer or the unit they are with. It 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 at Strength D.
    6
    Warp Shunt Field: The Warp Shunt Field provides the bearer with a 3+ invulnerable save against shooting attacks only. In addition, for every 6 rolled when saving against an enemy attack that draws a direct line of sight between shooter and target, the enemy unit that fired the shot takes D6 Strength 5 AP- hits.

    Last edited by Fox Of 9; 23-09-2021 at 21:50.

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