Elites
Scrapcode Evangelus {3 POWER}
The dark power of Chaos can twist and infect all things, and machines are no exception. The Mechanicum learned this to their peril during the Schism of Mars early in the Horus Heresy. War broke out across all fronts: Titan Legions marched to war, Skitarii duelled throughout the forges, manufactorums and other key assets were subject to destructive acts of sabotage. Even within the digital realm of the machines themselves an assault was launched, with perhaps the purest form of Chaos unleashed during this early conflict: scrapcode.
A warp-born form of virus, ravenous and destructive in the extreme, it is agony for any poor machine-spirit infected with scrapecode, and too for the adepts forced to watch as their beloved machines are blighted by the malignant code. Some devices will simply explode or cease to function, crippled by the presence of the scrapcode, while others will turn in a more insidious way, corrupted to a new, dark purpose.
The Scrapcode Evangeli are Dark Magi devoted to the study and application of this daemonic form of virus. Like Heretic priests studying the dark tongue of the daemonic, these Hereteks will become fascinated with the scrapcode, obsessively seeking meaning within its madness, or simply revelling in the devastation it wreaks. They are dedicated followers of the machine cult, yet harbingers of one of the most destructive forces that can be utilised against those machines, and believe that the scrapcode is the machine language of the Gods, and only by embracing it can the Mechanicum be elevated to a new plane of enlightenment. Much like those who give themselves over to the horrors of daemonic possession, it may seem madness to outsiders, but to these zealots it is the true way.
Worship of Nurgle is particularly prevalent among the Evangeli: the scrapcode represents the inevitable death of machines, as well as their rebirth as something more ruinous. This inevitable, inescapable cycle is what draws many to the teachings of Nurgle, who so represents acceptance of despair and depression and the unchanging nature of entropy.
On the battlefield, a Scrapcode Evangelus will do all in its power to bring their unique blessings to the unenlightened. Their weapons can deliver direct doses of techno-virus into their targets, while their amplified vox-emitters will broadcast waves of daemonic infection to cripple enemy vehicles and weapons.
Scrapcode Evangelus - M:6" | WS:4+ | BS:4+ | S:4 | T:4 | W:4 | A:2 | LD:8 | SV:3+
A Scrapcode Evangelus is a single model armed with a heretek axe, a laspistol and a servo-arm.
- Heretek axe - R: Melee | T: Melee | S: +1 | AP: -2 | D: 2 | ---
- Warp-virus targeter - R: 12" | T: Pistol 1 | S: * | AP:- 4 | D: 3 | ---
- Laspistol - [SEE CODEX: ADEPTUS MECHANICUS]
- Servo-arm - [SEE CODEX: ADEPTUS MECHANICUS]
WARGEAR OPTIONS:
- This model may replace its laspistol with a warp-virus targeter.
ABILITIES:
- Supplications of the Octed
- Death to the False Mechanicum
- Refractor Field: This model has a 5+ invulnerable save.
- Daemonsmith: At the end of your Movement phase this model can repair a single friendly <HELLFORGE> VEHICLE, HERETIC ASTARTES VEHICLE or QUESTOR TRAITORIS model within 3". This model regains D3 lost wounds (unless it is QUESTOR TRAITORIS, in which case it regains 1 lost wound). A model may not be the target of the Daemonsmith ability more than once per turn.
- Scrapcode Herald: All enemy VEHICLES within 12" of this model count as being one stage lower on their damage chart.
FACTION KEYWORDS: CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>
KEYWORDS: CHARACTER, INFANTRY, HERETEK PRIEST, SCRAPECODE EVANGELUS
Enginseer Diabolicus {3 POWER}
All adepts of the Dark Mechanicum are experts in the use of the warp's infernal power and binding daemons to their creations. But the Enginseers Diabolicus are the true master artisans of the craft. They have dedicated their extended lives and considerable studies to this one avenue above all others, with many believing it to be the purest form of warpcraft.
To an experienced Diabolicus, no power or inhabitant of the immaterium save the gods themselves is beyond his touch. Feral predators and lesser daemons are brought forth for experimentation and study. Minor spirits can be bound to tools and other pieces of equipment for esoteric benefits often only truly understood by the Enginseer. Raw power is harnessed for fuel, or hammered into weapons and ammunition so that its deadly properties might be directly turned upon their enemies. Even the mighty Greater Daemons and Daemon Princes are not safe from the call of an Enginseer Diabolicus, for though the rituals to summon such beings are monumental and dangerous undertakings indeed, the rewards they yield are equally extensive. Only such potent daemonic beings can power the greatest of the Daemon Engines.
In battle the Enginseer Diabolici can always be found amid packs of their creations. Not only do they possess the skills and ritual knowledge to repair damage to the Daemon Engines, but they can channel the energies of the warp more directly, boosting the combat effectiveness of nearby Engines even further.
Enginseer Diabolicus - M:6" | WS:3+ | BS:3+ | S:4 | T:4 | W:4 | A:2 | LD:8 | SV:2+
An Enginseer Diabolicus is a single model armed with a heretek axe and a gamma pistol.
- Heretek axe - R: Melee | T: Melee | S: +1 | AP: -2 | D: 2 | ---
- Gamma pistol - [SEE CODEX: ADEPTUS MECHANICUS]
- Power fist - [SEE CODEX: ADEPTUS MECHANICUS]
WARGEAR OPTIONS:
- This model may replace its heretek axe with a power fist.
ABILITIES:
- Supplications of the Octed
- Death to the False Mechanicum
- Refractor Field: This model has a 5+ invulnerable save.
- Master Daemonsmith: At the end of your Movement phase this model can repair a single friendly <HELLFORGE> VEHICLE, HERETIC ASTARTES VEHICLE or QUESTOR TRAITORIS model within 6". This model regains D3 lost wounds (unless it is QUESTOR TRAITORIS, in which case it regains 1 lost wound). A model may not be the target of the Daemonsmith ability more than once per turn. In addition, friendly <HELLFORGE> DAEMON ENGINE units within 6" of this model gain +1 Attack in the Fight phase.
FACTION KEYWORDS: CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>
KEYWORDS: CHARACTER, INFANTRY, HERETEK PRIEST, ENGINSEER DIABOLICUS
Blasphemous Biologus {3 POWER}
A Magos specialising in the Biologus studies is a master of genetic manipulation, but like all disciplines of the Omnissiah, will be strictly limited by the Mechanicus' holy laws. Just as with technology, to modify the human form outside of the sanctioned fashions is grave heresy. Humanity's ultimate destiny is to rule, thus the human form is sacred, thus to tamper with it is blasphemy.
The Blasphemous Biologi of the Dark Mechanicum have no such compunctions. To them, the human form is a canvas, and with their arts they can craft masterpieces for the senses. Muscles and bones can be strengthened, limbs altered, mental capacities twisted, senses pushed to experience new worlds entirely. But just as easily can these arts be used for destructive purposes, a body made to riot against itself or broken down into a bubbling puddle of primordial sludge.
The mingling of human and xenos DNA is also a common practice of these Magi. Already the human form presents a wealth of possibilities for modification and experimentation; adding in alien genetic material can multiply this a thousand-fold. The genetic fluidity of the Tyranid species is of particular interest. So too are the prospects presented by the energies of Chaos itself, for these can so easily twist and reshape the physical form in ways considered impossible to the small minds of the Adeptus Mechanicus.
Through these skills the Blasphemous Biologi create gholams. These are lab-born abominations that can serve a variety of purposes, but one of the most common is the so-called "Murder Gholam", intended purely for destructive ends, most often upon the fields of battle. Here they are herded together and released upon the enemy, systems flooded with combat drugs to make them all the more effective killers. A Blasphemous Biologus may accompany these creations into battle to witness their effectiveness firsthand, as well as help in guiding them, monitoring the levels of their stimulants, and so on. Aside from the hulking gholams, many Biologi also craft smaller yet no-less-vicious monstrosities to accompany them, chimeric creatures that blend the best offensive and defensive measures of a whole range of different species from across entire sectors, and biologically programmed to defend their masters at all costs.
The Biologi themselves are also far from defenceless without their flesh-crafted guardians: they wield injector pistols, short-ranged but capable of delivering devastating chemical mixtures which can take effect within seconds and render their targets into mindless gibbering masses of flesh. Equally dangerous are the nano-virus bombs, specialised grenades loaded with microscopic nano-bots that will eagerly deconstruct any materials they come into contact with in their short lifespan. The Blasphemous Biologi may pride themselves on the wonders they can create, but in keeping with the Ruinous Powers they are now bound to, they are best known for the horrors they leave behind.
Blasphemous Biologus - M:5" | WS:3+ | BS:3+ | S:4 | T:5 | W:5 | A:2 | LD:8 | SV:3+
A Blasphemous Biologus is a single model armed with a heretek axe, an injector pistol and nano-virus bombs.
- Heretek axe - R: Melee | T: Melee | S: +1 | AP: -2 | D: 2 | ---
- Injector pistol - R: 3" | T: Pistol 1 | S: 4 | AP: -1 | D: D6 | This weapon's Damage changes to 1 when attacking VEHICLES.
- Nano-virus bombs - R: 6" | T: Grenade D6 | S: 5 | AP: 0 | D: 1 | For every successful wound inflicted on a unit by this weapon, roll a D6: on a 5+, any model in that unit suffers an additional mortal wound. These cannot cause additional mortal wounds.
- Chimeric attack beast - R: Melee | T: Melee | S: 4 | AP: -1 | D: 1 | Each time a model with a chimeric attack beast fights, it can make 2 additional attacks with this weapon.
WARGEAR OPTIONS:
- This model may take a chimeric attack beast.
ABILITIES:
- Supplications of the Octed
- Death to the False Mechanicum
- Transgenic Mastery: Murder Gholams within 6" of this model gain +1 Strength and +1 Attack.
FACTION KEYWORDS: CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>
KEYWORDS: CHARACTER, INFANTRY, HERETEK PRIEST, BLASPHEMOUS BIOLOGUS
Myrmidon Exalted {6 POWER}
The Myrmidon cult is a sub-sect of the Mechanicum, a cult devoted to the pure arts of destruction. Though all members of this group are ordained tech-priests in their own right, they rarely practice the more constructive or investigative ways of their brethren. Their focus is entirely on the raw cataclysmic power of weapons technology. Blades charged with deadly energy fields, guns harnessing and blasting bolts of power, bombs capable of rending holes in reality itself. These are the tools of their baptisms and anointments.
Naturally, when the Mechanicum was split in two, many of the Myrmidon cult followed Horus into treachery, his promises of freedom from the shackles of Imperial limitations and an opening of ancient weapon vaults far too tempting to ignore for many. It was an opportunity to push further still, perhaps even to recover lost arts of annihilation.
These Myrmidons, now calling themselves the Exalted through the gifts granted to them, continue in their work to this day. Their bodies are huge and lumbering, made bulky and strong with bionics and cybernetics, all the better to haul bigger and more dangerous weapons into battle. They wield hefty double-handed power axes while upon their shoulders are mounted ranged weaponry, most often volkite chargers, though as the Dark Mechanicum has delved deep into the study of Chaos, so too have many Myrmidons taken the opportunity to devote themselves and their arts to a particular power. Slaaneshi Myrmidons stride forward amid cacophonous eruptions from their sonic blasters, the raw sonic energy knocking aside anything in their path. Those rotten, rusted brutes dedicated to Nurgle spew concentrated filth from their heavy blight launchers to poison and eat away at all. Followers of Tzeentch make use of warpflamers, jets of daemonic fire burning and mutating their targets out of control in equal measure. Mymridons of the Blood God wield the unique decapitators, specialised launchers of deadly bolas of blades and chains. Twin axe-heads linked by a spiked chain are sent flying out, spinning at speed to gruesome effect as they hack apart any that stand against them. Most often these are targeted with lethal accuracy at the necks to sever fresh skulls for lord Khorne.
Mymridon Exalted - M:6" | WS:3+ | BS:2+ | S:4 | T:5 | W:3 | A:2 | LD:9 | SV:4+
Mymridon Lord - M:6" | WS:3+ | BS:2+ | S:4 | T:5 | W:3 | A:3 | LD:10 | SV:4+
This unit contains 1 Mymridon Lord and 2 Mymridon Exalted. It can include up to 6 additional Mymridon Exalted (Power Rating +2 per model). Each model is armed with a mymridon axe, twin volkite chargers, frag grenades and krak grenades.
- Mymridon axe - R: Melee | T: Melee | S: +1 | AP: -2 | D: 1 | ---
- Twin volkite charger - R: 18" | T: Assault 4 | S: 5 | AP: -1 | D: 1 | Each time you make a wound roll of 6+ for this weapon, the target suffers an additional mortal wound.
- Twin blight launcher - R: 24" | T: Assault 4 | S: 6 | AP: -2 | D: D3 | This weapon may re-roll wound rolls of 1.
- Twin decapitator - R: 12" | T: Assault 2 | S: 6 | AP: -2 | D: 2 | Any INFANTRY, BIKER, CAVALRY or CHARACTER model wounded by this weapon suffers an additional D3 mortal wounds.
- Twin warpflamer - R: 8" | T: Assault 2D6 | S: 4 | AP: -2 | D: 1 | This weapon automatically hits its target.
- Twin sonic blaster - R: 24" | T: Assault 6 | S: 4 | AP: 0 | D: 1 | Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
- Frag grenades - [SEE CODEX: CHAOS SPACE MARINES]
- Krak grenades - [SEE CODEX: CHAOS SPACE MARINES]
WARGEAR OPTIONS:
- Each model may replace their twin volkite chargers with twin decapitators, twin blight launchers, twin sonic blasters or twin warpflamers.
ABILITIES:
- Supplications of the Octed
- Death to the False Mechanicum
- Refractor Field: All models in this unit have a 5+ invulnerable save.
- Lumbering Advance: This unit may never make a sweeping advance, and must halve the result of the dice rolled when determining how far this unit Advances.
- Warp-sight: This unit may re-roll hit rolls of 1 in the Shooting phase.
FACTION KEYWORDS: CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>
KEYWORDS: INFANTRY, MYRMIDON EXALTED
Tech-Assassin {3 POWER}
[SEE BLACK CRUSADE CORE RULEBOOK FOR DESCRIPTION]
Tech-Assassin - M:8" | WS:3+ | BS:3+ | S:4 | T:4 | W:3 | A:3 | LD:9 | SV:4+
A Tech-Assassin is a single model armed with a hellgun, retractable power-blades and a tesseract bomb.
- Hellgun - R: 12" | T: Pistol 2 | S: 4 | AP: -1 | D: 1 | ---
- Retractable power blades - R: Melee | T: Melee | S: User | AP: -3 | D: 2 | Each wound roll of 6+ with this weapon inflicts an additional mortal wound.
- Tesseract bomb - R: 6" | T: Grenade D6 | S: * | AP: -3 | D: * | Every successful hit with this weapon causes an immediate mortal wound.
- Pack of velocireapers - R: Melee | T: Melee | S: 3 | AP: -1 | D: 2 | Each time a model with a pack of velocireapers fights, it can make 3 additional attacks with this weapon.
WARGEAR OPTIONS:
- This model may take a failsafe detonator.
- This model may take a pack of velocireapers.
ABILITIES:
- Supplications of the Octed
- Death to the False Mechanicum
- Failsafe Detonator: If this model is reduced to 0 wounds, roll a D6 for each enemy unit that is within 6" of this model before removing it from the battlefield. On a 4+ the enemy unit suffers D3 mortal wounds.
- Shadow Strike: During deployment, you can set this model up in reserve instead of placing it on the battlefield. At the end of any of your Movement phases, the Tech-Assassin can be set up anywhere on the battlefield that is more than 9" away from any enemy models.
- Assigned Target: Before the battle, choose one enemy CHARACTER. The Tech-Assassin may add 1 to all wound rolls against this CHARACTER.
- Grav-flux Harness: This model may cross terrain without penalty. In addition, it gains a 5+ invulnerable save.
FACTION KEYWORDS: CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>
KEYWORDS: CHARACTER, INFANTRY, TECH-ASSASSIN
Sicarian Soulstalkers {7 POWER}
The power of Chaos is unpredictable and prone to the unknowable whims of the gods. But there are trends and elements of consistency within, one such being the Gods' taste for symbolism, for translating mortal drives and feelings into neverborn reality. With sufficient exposure to the primal forces of the warp, dark desires and deeply buried fears will manifest themselves, and this fact is readily apparent among the Sicarian Soulstalkers.
These cursed beings were once Ruststalkers, a deadly breed of cybernetic assassins organised by the Mechanicum into kill teams. Their mastery of sonic technology granted them terrifying and lethally effective abilities: their transonic blades could, through precise control of molecular frequencies, simply pass through armour and other obstacles, their needle-fingered chordclaws granted them a touch that could turn a victim to a malformed mass of flesh, and they gave off a constant, disorienting hum. To the deep parts of the human psyche, this made them appear as spectres, vengeful, inescapable spirits.
This being precisely the kind of symbolic power the energies of the warp are so drawn to, it wasn't long before those Ruststalkers that followed the traitor Legions into damnation began to find that image becoming reality. Their incorporeal nature became harder and harder to control, their bodies gradually turning intangible. At the same time, the whispers of the warp and the daemonic grew louder, beckoning, promising, hungering. It was clear that as time passed by, the Ruststalkers were shifting into the warp itself, losing their presence on this plane.
In battle the solution, at least temporary, became clear. Contact with the living granted release and a sense of renewed strength, reaffirming their place in the world as their prey withered and died. Now this is the damned existence of the newly dubbed Soulstalkers: to hunt the souls of the living, draining their essence to sustain their own. Truly they have become the wraiths they once performed as, floating across the field of battle, maddening whispers filling the minds of those they target before they emerge from the walls like ghosts. Effort of will makes their blades and claws solid again at the moment of attack, ready to cripple their opponents like spiders injecting paralysing venom. Only when they are bleeding and helpless do the Soulstalkers lower down to feed properly, buying themselves that much more time safe from the warp-predators circling them in turn, ready and waiting.
Sicarian Soulstalker - M:8" | WS:3+ | BS:3+ | S:4 | T:3 | W:2 | A:3 | LD:6 | SV:4+
Sicarian Wraith - M:8" | WS:3+ | BS:3+ | S:4 | T:3 | W:2 | A:4 | LD:7 | SV:4+
This unit contains 1 Sicarian Wraith and 4 Sicarian Soulstalkers. It can include up to 5 additional Sicarian Soulstalkers (Power Rating +7). Each model is armed with a transonic razor and a phaseclaw.
Transonic razor - [SEE CODEX: ADEPTUS MECHANICUS]
Phaseclaw - [SEE CODEX: ADEPTUS MECHANICUS]
Transonic blades - [SEE CODEX: ADEPTUS MECHANICUS]
WARGEAR OPTIONS:
- Any model may replace their transonic razor & phaseclaw with transonic blades.
- The Wraith may replace its transonic razor with transonic blades.
ABILITIES:
- Supplications of the Octed
- Death to the False Mechanicum
- Warp-phase: Models in this unit may cross terrain without penalty, and may shoot and charge even if they fell back in the same turn. In addition, they gain a 5+ invulnerable save.
- Soul Drain: Any model in this unit may recover 1 lost wound when the unit kills an enemy model in melee.
FACTION KEYWORDS: CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>
KEYWORDS: INFANTRY, SICARIAN SOULSTALKERS
Silver Tower of Tzeentch {9 POWER}
The Silver Towers of Tzeentch are vast testaments to the Changer of Ways' utter disregard for the laws of physics. While their exact forms can vary wildly (as is so often the case with the forces of Tzeentch), they are all great towers, like those of ancient wizards of old, floating across the battlefield in mockery of gravity's paltry hold. Each and every one a marvel to behold: some are constructs of stone, some of metal, others of crystal or glass or some unidentifiable material, and many are accompanied by shoals of Screamers or other flying daemons. Huge towers jut upwards, some twisting and turning among one another like organic tentacles frozen in place, while others mimic the bastions of the mortal races.
While not built as Daemon Engines in the usual sense, they are engines of Tzeentch's power, charged with daemonic power, and highly sought after by the lords of the Dark Mechanicum for the psychic might they bring.
In battle the Towers drift smoothly through the air, and those who do not lose themselves to madness at the mere sight of such a thing are blasted apart by bolts of psychic energy. Through psychically resonant lenses, the great beam of power is cast, a fearsome bolt capable of tearing through tanks or fortifications, while smaller bolts of change strike out at any infantry foolish enough to draw near. Other forces within the Dark Mechanicum army will often advance under the shadow of this great floating fortress, for it also casts out a psychic shield, lasers and solid rounds simply vanishing or being sent off into the air by the field. At the very pinnacle of the Tower resides its master, an exalted sorcerer of Tzeentch who not only commands the engine but can manifest his own magicks to further sway the conflict in the favour of Chaos.
Silver Tower of Tzeentch - M:8" | WS:6+ | BS:3+ | S:7 | T:7 | W:12 | A:3 | LD:8 | SV:4+
A Silver Tower of Tzeentch is a single model armed with a beam of power and bolts of change.
- Beam of power - R: 60" | T: Heavy D6 | S: 10 | AP: -4 | D: D6 | ---
- Bolts of change - R: 18" | T: Assault 2D6 | S: 3 | AP: 0 | D: 1 | ---
ABILITIES:
- Supplications of the Octed
- Explodes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
- Ward of Tzeentch: Friendly CHAOS units improve their invulnerable save by 1 against ranged weapon attacks while they are wholly within 9" of the Silver Tower. If they have no invulnerable save, they gain a 6+ invulnerable save. Note that this effect is not cumulative with multiple Towers.
PSYKER:
This model may attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and two psychic powers from the Dark Hereticus discipline.
FACTION KEYWORDS: CHAOS, DARK MECHANICUM, <HELLFORGE>, TZEENTCH
KEYWORDS: VEHICLE, PSYKER, SILVER TOWER OF TZEENTCH
Murder Gholams {8 POWER}
A Gholam is an artificial construct made primarily of flesh and synthetic tissue by the arts of a gene-sculptor. Although a widespread technology within the Adeptus Mechanicus, many branches of this lore are considered heretical and forbidden. These, in particular, include so-called "Murder Gholams" - horrific organic fabrications solely intended for violence. Such fleshworks were forbidden by the word of the Emperor Himself during the days of the Great Crusade in response to the horrors that he and his superhuman warriors encountered in the wars to end of the Age of Strife. But the twisted fleshwrights of the Dark Mechanicum have no qualms about bringing back such nightmarish relics of mankind's past.
Some Magi make use of the Warp-malformed Servitor-Spawn, but the Blasphemous Biologi find these creatures inherently unpredictable. To them, a canvas of flesh, blood and bone has always provided the best basis with which to craft enforcers of the Machine God's will.
Most are crafted "fresh" from the ground up, cobbled together from pieces grown in vats of bubbling fluids, never knowing anything but their lives of servitude to their creators. Occasionally, if a Biologus is lucky enough to acquire a captive Space Marine, this will form the basis of his next Gholam, as few other than the Astartes have the necessary physical fortitude to survive the process, not to mention already bearing many transhuman gifts.
Whatever the starting point, Murder Gholams end up towering hulks of muscle and hardened bone. Many Gholams of differing kinds will be created, some to aid in physical labour, some to stand guard over vaults or prisoners, others to explore treacherous environments on their master's behalf. Murder Gholams are made for one purpose only: to kill. On the battlefield they will be pumped full of a cocktail of psycho-drugs and stimulants, then let loose upon the enemy like rapid beasts. Wracked in agony, they will lash out wildly to trample and smash anything in their path in the hopes of ending their pain, or at least passing some of it on to their victims. At times they may be accompanied by their master, for he knows how best to steer and goad them, and can observe the devastation up close so as to better refine it for the next occasion.
Murder Gholam - M:7" | WS:3+ | BS:- | S:5 | T:5 | W:3 | A:3 | LD:7 | SV:5+
This unit contains 3 Murder Gholams. It can include up to 3 additional Murder Gholams (Power Rating +8) or up to 6 additional Murder Gholams (Power Rating +8). Each model is armed with bio-organic weapon limbs.
- Bio-organic weapon limbs - R: Melee | T: Melee | S: +1 | AP: -2 | D: D3 | ---
ABILITIES:
- Supplications of the Octed
- Agonised Frenzy: Any hit rolls of 6+ in the Fight phase will generate an additional attack. Note that these attacks cannot generate further additional attacks.
FACTION KEYWORDS: CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>
KEYWORDS: INFANTRY, MURDER GHOLAMS
Decimator {8 POWER}
[SEE IMPERIAL ARMOUR VOLUME 13: WAR MACHINES OF THE LOST AND THE DAMNED FOR DESCRIPTION]
Decimator - M:10" | WS:3+ | BS:3+ | S:7 | T:7 | W:8 | A:5 | LD:8 | SV:3+
A Decimator is a single model armed with 2 decimator siege claws and 2 hellflamers.
- Decimator siege claw - R: Melee | T: Melee | S: +2 | AP: -3 | D: 3 | ---
- Hellflamer - R: 8" | T: Heavy D6 | S: 5 | AP: -1 | D: 2 | This weapon automatically hits its target.
- Butcher cannon - R: 36" | T: Heavy 4 | S: 8 | AP: -1 | D: 2 | If a unit has any models slain by a butcher cannon in the shooting phase, that unit suffers -2 to its LD for the rest of the turn. This modifier is not cumulative.
- C-beam cannon - R: 72" | T: Heavy 1 | S: 6 | AP: -3 | D: D3 | This weapon may not be fired if the model moved that turn. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0 and 1 Damage. These hits do not trigger further additional hits themselves.
- Decimator storm laser - R: 24" | T: Assault 5 | S: 6 | AP: -2 | D: 1 | ---
- Soulburner petard - R: 24" | T: Assault 2D3 | S: - | AP: 0 | D: 1 | Each successful hit roll made with this weapon inflicts a mortal wound instead of normal damage. If any hit roll made in a given phase results in a score of 1, then the firing unit suffers 1 mortal wound. This effect can only occur once per phase.
WARGEAR OPTIONS:
- This model may replace either or both decimator siege claws & hellflamers with a butcher cannon, a c-beam cannon, a decimator storm laser or a soulburner petard
ABILITIES:
- Supplications of the Octed
- Infernal Regeneration
- Daemonic
- Explodes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>
KEYWORDS: VEHICLE, DAEMON, DAEMON ENGINE, DECIMATOR
Edited by Tymell, 12 September 2020 - 01:39 AM.