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Greetings all!

 

So recently I've been playing 40k online with a friend a lot lately, and it gave me a hankering for a good custom army, specifically Dark Mechanicum. What started out as just an idea of a simple handful of units from the Adeptus Mechanicus and Chaos Space Marine lists quickly grew in ambition and scope until it turned into a full 120 page homemade codex, borrowing and/or modifying some units, but also creating a bunch of fresh ones.

 

I'd love to share with the community here, both because I'm pretty pleased with the result, and also to get feedback and maybe help refine it further. Especially with regards to tabletop, I'm more into the lore and models than the gaming, so I'm sure there are aspects of the actual rules or points values that need a lot of work. That said, please keep in mind this is intended as a fun little project rather than an attempt to make a watertight set of perfectly balanced rules.

 

Oh and this is all based in 8th edition, as I haven't been following the 9th details so much yet.

 

Anywho, I'll start posting here, and naturally I'll be removing anything taken from GW's published materials.

 

Opening up with general army rules:

 

HERALDS OF THE TRUE MECHANICUM

<HELLFORGE>

Most of the forces of the Dark Mechanicum belong to a Hellforge, or other similar force. Some datasheets specify what Hellforge a unit is drawn from. If a DARK MECHANICUM datasheet does not specify which Hellforge it is from, it will have the <HELLFORGE> keyword. When you include such a unit in your army, you must nominate which Hellforge that unit is from. There are many different Hellforges to choose from; you can use any of the Hellforges described in Games Workshop's books, or make up your own Hellforge if you prefer. You then simply replace the <HELLFORGE> keyword in every instance on that unit's datasheet with the name of your chosen Hellforge.

 

<QUESTOR TRAITORIS> & Dreadblades

[sEE RULES IN CODEX: CHAOS KNIGHTS]

 

ABILITIES

The following abilities are common to several Dark Mechanicum units:

 

Supplications of the Octed:

The followers of the Dark Mechanicum have long since abandoned the beliefs and dogma of the Imperial Mechanicum, and in their place taken up worship of the Ruinous Pantheon. In battle their fervent prayers and benedictions are often answered with direct and devastating effect.

 

All units with this ability gain a bonus during battle depending on the Supplication currently in use.

 

At the start of each battle round, pick one Supplication from the below list to be in effect for the duration of that battle round. The same Supplication may not be picked twice during the same battle.

 

Alternatively, you can randomly determine which Supplication is in effect by rolling a D6 and consulting the list. Note that if you randomly determine a Supplication, it takes effect even if the same Supplication has been in effect earlier in the battle.

 

If you have a Battle-forged army, units only receive the bonus if every model in their Detachment has this ability.

 

D6

1 - Litany of Blood

Hellish beasts of brass and iron snort and snarl, furnaces burn the weak into billowing clouds of ash, and boiling blood is used to oil the gears. Such is the prayer to the Blood God.

All affected units gain +1 Attack in the Fight phase

2 - Invocation of Rust

The adepts steel themselves with the knowledge that all will rust and shatter with time, and welcome the entropic touch of Grandfather Nurgle.

All affected units reduce damage by 1 (to a minimum of 1)

3 - Communion of Innovation

The Architect of Fate is beseeched to guide his followers' weapons to points of weakness, and to infuse their bolts with the power of sorcery.

All affected units increase the AP of all weapons by 1

4 - Incantation of Excess

All feel the gaze of the Dark Prince upon them, driving them to push themselves and their engines harder in the hopes of retaining the ecstasy of his attentions for just one more moment.

All affected units may add +1 to Advance and Charge rolls

5 - Scrapcode Benediction

The unholy prayers of the Scrapcode are recited and broadcast, foiling the weaponry and targeting systems of the unenlightened.

All affected units gain a -1 to hit buff vs. enemy shooting

6 - Machine-Prayer to the Omnissiah Undivided

Just as other heretics may revere the united pantheon of Chaos Undivided, so do the Dark Magi worship it as the embodiment of the Omnissiah, whose gifts will empower the faithful.

All affected units regenerate D3 wounds

 

Death to the False Mechanicum:

The Magi of the Dark Mechanicum believe themselves to be the true followers of the Omnissiah, unrestrained by the petty concerns and limitations of the Adeptus Mechanicus. There is none they despise more than the servants of the False Mechanicum.

 

Each time you roll a 6+ for a model with this ability in the Fight phase, it can, if it was targeting an ADEPTUS MECHANICUS unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

 

Infernal Regeneration:

The Daemon Engine creations of the Dark Mechanicum are built as much from daemonic aether-flesh as they are from metal. Empowered by warp energies, these monstrous machines will repair themselves before their foes' eyes, plates of metal knitting together and lost weapons or limbs reforming and growing back in mere moments.

 

At the start of your turn, this model regains 1 lost wound.

 

Daemonic:

The denizens of the warp do not have a true physical form; they are beings of energy, given fell shape and terrible purpose. Such a creature defies the natural laws of the universe and many of the most powerful weapons are all but useless against them.

 

This unit/model has a 5+ invulnerable save.

 

Marks of Chaos

Many Dark Mechanicum units dedicate themselves to a single Chaos God, whilst others worship the entire pantheon in all its dark glory, often in the form of the Omnissiah Undivided. The Chaos God a unit is dedicated to is denoted by the Mark of Chaos that it bears.

 

Some datasheets specify the Mark of Chaos for a unit. If a Dark Mechanicum datasheet does not specify which Mark of Chaos a unit has, it will have the <MARK OF CHAOS> keyword. When you include such a unit in your army, you must nominate which (if any) Mark of Chaos that unit has. You then simply replace the <MARK OF CHAOS> keyword in every instance on that unit's datasheet with one of the following: KHORNE, TZEENTCH, NURGLE or SLAANESH. Note that PSYKERS cannot have the KHORNE keyword.

 

You do not have to choose a Mark of Chaos for a unit if you do not want to; if you do not, it is assumed that the unit has not dedicated itself to a specific Dark God.

 

Vehicle Equipment:

  • Bound Daemon Spirit - Any model with this upgrade does not suffer any penalty for moving and firing Heavy weapons.
     
  • Smoke Launchers - [as per Codex: Adeptus Mechanicus].
     
  • Broad Spectrum Data-tether - [as per Codex: Adeptus Mechanicus] but applying to <HELLFORGE> units.
     
  • Hellish Defence - At the end of the Fight phase, roll a D6 for every enemy INFANTRY model within 1" of this model. On a 6+, that models takes 1 mortal wound.
     
  • Helram - If a vehicle with a helram charges, add 1 to hit rolls made for it until the end of the ensuing Fight phase.
     
  • Bellow of the Battle Lord - Vehicles with the Mark of Khorne only. On the turn that a vehicle with this upgrade charges, enemy units within 1" of it suffer a -1 penalty to their Leadership.
     
  • Cloud of Flies - Vehicles with the Mark of Nurgle only. Any ranged attacks targeting a vehicle with a Cloud of Flies suffers a -1 to hit penalty.
     
  • Time Sphere - Vehicles with the Mark of Tzeentch only. Once per battle, at the end of one of your Movement phases, a vehicle with this upgrade that is within 1" of an enemy unit may be removed from the battlefield and placed anywhere within 12" of its previous location, provided it ends more than 1" from any enemy models.
     
  • Lashing Tongue - Vehicles with the Mark of Slaanesh only. A vehicle with this upgrade gains the following weapon in addition to any others it possesses:
    • Lashing Tongue - R: Melee | T: Melee | S: User | AP: 0 | D: 1 | When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.

 

WARPFORGED HORDES

 

Visionaries Without Limit

The Heretek Priests and their infernal creations push forward with the certainty that they carry the flag of the True Mechanicum, their advances on the battlefield mirroring the progress they push forward for all of humanity.

 

If your army is Battle-forged, all Troops units in DARK MECHANICUM Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

 

Hellforge Traits

There are Hellforges and Heretek factions scattered throughout the galaxy, some within the madness of warpstorms, others hidden within the Imperium itself. Heretek Priests are free from the constraints of Adeptus Mechanicus dogma, and it is no surprise that each Hellforge follows its own path and behaves differently upon the battlefield.

 

If your army is Battle-forged, units with the appropriate keyword will receive the corresponding Hellforge trait, detailed below, so long as every other unit in their Detachment is from the same Hellforge. If you have chosen a Hellforge that does not feature on this list, you can choose the trait that best suits the fighting style and battlefield strategies of the warriors that hail from it.

 

XANA II: MASTERS OF DAEMONCRAFT

The Dark Magi of Xana II are legendary masters of their craft, experts in both the construction and perfect usage of warp-powered weaponry.

All units with this trait gain +1 to hit in the shooting phase.

 

SARUM: SURGE INTO CARNAGE

The dread lords of Sarum have calculated that their biggest hindrance to slaughter in Khorne's name is getting their forces into melee, and so they devote a significant portion of their time and energy to overcoming this with new bionics and technologies.

All units with this trait add +1 to all advance rolls and +2 to all charge rolls.

 

POLIX: WARP-SATURATION

Those of Polix are so immersed in their never-ending studies of warp energies that they end up saturated with it, giving it off like a deadly radiation.

Reduce the Toughness characteristic of enemy units (other than VEHICLES) by 1 whilst they are within 1" of any unit with this trait (this is not cumulative).

 

TEMPORIA: STEADY SUPERIORITY

The forces of Temporia are so sure of themselves and their inherent superiority, they calmly wait as lesser beings hurl themselves in close, only unleashing their devastating firepower at the perfectly calculated moment.

When firing Overwatch, units with this trait hit on a roll of 5+, instead of only 6+, irrespective of modifiers.

 

THE LOGICIANS: DELETION SQUADS

While many Hellforges make ample use of disposable chaff soldiers, the Logicians believe that the use of small, highly-trained squads of elites is much more efficient.

Any Troops unit at minimum size can re-roll hit rolls of 1 in both the Shooting phase and the Fight phase.

Edited by Tymell
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Arkos the Bloodsmith {9 POWER}

The barren world of Sarum has long been associated with the World Eaters Legion, and like them, at the time of the Heresy it fell to the lure of Chaos, and especially the call of the Blood God, Khorne. Now, it is said that there are few Hereteks so accomplished in their craft of forging Daemon Engines, and certainly none more devoted to Khorne, as Arkos the Bloodsmith.

 

The plates of armour he forges can turn aside the sword blows and bolts of the Imperium as if they were nothing but mere insect stings, and his weapons can cleave and break the servants of the False Emperor with ease. His own two hands have offered so many skulls to the Lord of Battle, with countless more coming from the weapons and machines of warfare he crafts. Arkos also bears surprisingly few augmetics for a Heretek of his standing, preferring instead to focus his efforts on the more tangible labours of his forge.

 

But where the Bloodsmith truly stands out is in how he binds the daemons to his engines, for he does not simply haul them out of the warp and put them to work. Instead, in keeping with the inherent martial principles of his lord, Arkos calls on the strongest of daemonic soldiers so that he may face them in combat. Constrained within a warding circle, they are not bargained with, prodded with questions or begged for aid, but challenged to prove their worth in single combat. When they are broken and defeated, on the verge of slipping back into the warp, only then does he perform the rituals of binding. Arkos shackles these neverborn into chains of their own impotent rage and shame, and uses them as fuel for his machines. Over the centuries, Arkos has summoned all manner of daemonkind for his unique binding rituals, many of lord Khorne, but some from the realms of other powers when the engine calls for it. He has defeated each and every one.

 

In battle he wields the Forgehammer of Fury, his chosen weapon both on the battlefield and in the ritual combats of his bindings. Not only is he masterfully skilled with it after so many years of use, but the daemonic inhabitant of every Daemon Engine has felt its brutal touch, and so are spurred on to greater feats by its baneful presence.

 

Arkos the Bloodsmith - M:6" | WS:2+ | BS:2+ | S:5 | T:5 | W:5 | A:6 | LD:9 | SV:2+

 

Arkos the Bloodsmith is a single model armed with the Forgehammer of Fury and 2 volkite chargers. Only one of this model may be included in your army.

  • Forgehammer of Fury - R:Melee | T:Melee | S:x2 | AP:-3 | D: 3 | Every time the wielder rolls a 6+ to hit with this weapon, it generates an additional attack. These cannot generate further additional attacks.
  • Volkite charger - R:18" | T:Assault 2 | 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.

ABILITIES:

  • Supplications of the Octed
  • Death to the False Mechanicum
  • Infernal Regeneration
  • 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.
  • Lord of the Dark Mechanicum: You can re-roll hit rolls of 1 in the Fight phase for friendly <HELLFORGE> units within 6".
  • Broadcast of Rage: Friendly <HELLFORGE> units within 3" of Arkos the Bloodsmith may fight twice in the Fight phase.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, SARUM, KHORNE

KEYWORDS:                       CHARACTER, INFANTRY, HERETEK PRIEST, ARKOS THE BLOODSMITH

 

 

The Entomancer Devran Saar {9 POWER}

The creature now referred to as the Entomancer was once a respected and knowledgeable Magos Biologis of the Adeptus Mechanicus called Devran Saar. Part of an Explorator fleet, he was tasked with cataloguing and classifying new species of flora and fauna during the Angevin Crusade. His obsessive nature allowed him to excel at this task, until the fleet stumbled into the fury of a violent Warpstorm, ripping vessels apart and forcing Saar's ship to limp back into realspace and eventually stranding the Magos on the planet Pyurultide.

 

Trapped on an alien world, cut off from the Imperium and surrounded by disease-ridden cultists and warriors, it is here that Saar would encounter the Living Sea, a vast tsunami of billions upon billions of insects. The very sight of it would snap Saar's already damaged mind, pushing him over the edge into madness and leaving him with the obsessive need to catalogue every species within this insectoid tide. Now the Entomancer resembles a monstrous insect himself as much as he does a human. His implants have distorted into prehensile sensory organs, twitching mandibles, multifaceted lenses and grotesque wings. His movements, once deliberate and focused, have become the nervous, blinking tics of a hunting insect, and his hunger for more data has led him into pacts with dozens of daemons and warlords, allowing him to unnaturally prolong his life and seek out fresh specimens for horrific experimentation.

 

Devran Saar - M:6" | WS:3+ | BS:2+ | S:4 | T:5 | W:6 | A:4 | LD:9 | SV:2+

 

The Entomancer Devran Saar is a single model armed with the a ray of decomposition, 1 plasma pistol and 1 venomous heretek axe. Only one of this model may be included in your army.

  • Ray of decomposition - R:24" | T:Heavy D3 | S:6 | AP:-2 | D: 1 | Every successful wound caused by this weapon will also inflict 1 additional mortal wound. In addition, attacks from this weapon that target enemies at 8" or less are resolved with an AP of -4 and a Damage of D3.
  • Plasma pistol - [sEE CODEX: CHAOS SPACE MARINES]
  • Venomous heretek axe - R:Melee | T:Melee | S:+1 | AP:-2 | D: 2 | This weapon may re-roll wound rolls of 1.

ABILITIES:

  • Supplications of the Octed
  • Death to the False Mechanicum
  • Infernal Regeneration
  • Disgustingly Resilient: Each time this model loses a wound, roll a dice; on a 5+, the model does not lost that wound.
  • Master of the Machine Hive: Once in your shooting phase, you may pick one enemy VEHICLE within 18". On a 2+ that VEHICLE cannot fire during its next turn.
  • Lord of the Dark Mechanicum: You can re-roll hit rolls of 1 in the Fight phase for friendly <HELLFORGE> units within 6".

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, PYURULTIDE, NURGLE

KEYWORDS:                       CHARACTER, INFANTRY, HERETEK PRIEST, THE ENTOMANCER DEVRAN SAAR

 

 

The Infinite Host {8 POWER}

The original name of the Dark Magos known as The Infinite Host has long since been lost to time and the ravages of war. What is known is that they were obsessed with the notion of total bio-transference; of using science to transfer an individual's consciousness from one vessel to another. Of course, while many in the Adeptus Mechanicus practice enhancing or replacing parts of the body with superior machinery, to totally divorce the soul from the flesh is considered tech-heresy. It quickly became clear that not only did the Mechanicus condemn this avenue of research, but they also lacked the resources to realise it anyway. As such, it was a logical step for this Magos to leave behind the small minds of their peers, and dive head-first into the limitless possibilities of the Dark Mechanicum.

 

With restrictions removed and the raw power of the Warp available, they soon saw their dream become reality. Their original body and identity was shed like a chrysalis, and they became The Infinite Host. The Host could, with a mere thought, shift into any number of available bodies, and could even warp and alter their flesh into whatever form they thought most suitable.

 

However, nothing involving the Dark Gods comes without a price. Though it seemed at first that the Host had overcome death itself, the truth soon became apparent. Whatever body the Host settled in, whether it be one of flesh, metal or a mixture, it began to wither away far more rapidly than it should, and the data quickly showed that this process was accelerating. Every time the Host transferred into a new body, it would be less time before they needed to do so again, and again, and again. The Host may have cheated conventional death, but now they have something new to a fear: what will happen when they no longer have any time left to transfer, and the Ruinous Powers claim their price in full.

 

The Infinite Host - M:6" | WS:3+ | BS:2+ | S:4 | T:4 | W:4 | A:3 | LD:9 | SV:2+

The Infinite Host is a single model armed with mindwipe blades and a phosphor serpenta. Only one of this model may be included in your army.

  • Mindwipe blades - R:Melee | T:Melee | S:User | AP:0 | D: 1 | Any unit that suffers an unsaved wound from this weapon is at -2 to hit for shooting and melee for one full battle round.
  • Phosphor serpenta - [sEE CODEX: ADEPTUS MECHANICUS]

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.
  • Lord of the Dark Mechanicum: You can re-roll hit rolls of 1 in the Fight phase for friendly <HELLFORGE> units within 6".
  • Elusive Transference: If this model loses its last wound, roll a D6. On a 1, The Infinite Host is removed as normal. On a 2+, you may choose any other friendly model on the battlefield and replace it with The Infinite Host, restored to full wounds. This new model may not move or shoot until the start of your next turn. If The Infinite Host again loses its last wound, the roll to respawn becomes 3+, then 4+, etc. If it happens a sixth time, then the model is simply removed as normal.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <MARK OF CHAOS>

KEYWORDS:                       CHARACTER, VEHICLE, HERETEK PRIEST, THE INFINITE HOST

 

 

Arch-Heretek {7 POWER}

The Arch-Hereteks of the Dark Mechanicum are truly terrifying beings, insane, cold-blooded masterminds whose natural and machine-enhanced talents are elevated even further by the dark powers of the immaterium.

 

Some are as old as the Imperium itself, surviving to this day from the age of the Great Crusade itself through the use of proscribed life-extension techniques or simply thanks to the inconsistency of time itself within the realms of the warp. Their memory circuits hold more knowledge than most mortals could ever imagine. Others are more recent converts to their heretical ways, turned from the Adeptus Mechanicus by promises of prohibited knowledge and limitless potential.

 

Unlike their Imperial counterparts, the insane brilliance of these tech-lords is entirely unrestricted by laws, doctrines or ethics. Study and emulation of xenos technology, human genetic manipulation, nightmarishly dangerous weapon development, application of daemonic energies and entities, all avenues are open to the Arch-Hereteks. For some, this constraint-free existence and the irrational nature of many of the forces they wield can quickly lead to madness, but rarely is this a deterrence. To a one, the Arch-Hereteks have long since abandoned whatever remained of their humanity: they are cold and calculating, their genius-level intellects operating on a whole other level to most of their species. Their fall to Chaos has removed all trace of compunction or morality: no design is beyond their ingenuity, and no callous act is beneath them in the pursuit of their goals.

 

The Arch-Hereteks are the masters of the Hellforges, twisted parodies of Imperial Forge-Worlds that writhe and convulse with dark industry. In battle they direct the forces of their Hellforge like master regicide players, yet only the foolish would assume they are vulnerabilities to be exploited, for they are supremely dangerous even in their own right. Their own bodies have often been re-shaped and enhanced with all manner of deadly defences: additional limbs, fleshy tendrils, hidden micro-weaponry, defensive fields, even the alteration of their base form into something more akin to a serpent, insect or creature of flight. Nothing is beyond the minds of the Arch-Hereteks, and none are safe from their quest for power, knowledge and resources.

 

Arch-Heretek - M:6" | WS:3+ | BS:2+ | S:4 | T:4 | W:5 | A:3 | LD:9 | SV:2+

 

An Arch-Heretek is a single model armed with a heretek axe, a volkite charger and a macrostubber.

  • Heretek axe - R:Melee | T:Melee | S:+1 | AP:-2 | D: 2 | ---
  • Volkite charger - R:18" | T:Assault 2 | 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.
  • Macrostubber - [sEE CODEX: ADEPTUS MECHANICUS]
  • Eradication ray - [sEE CODEX: ADEPTUS MECHANICUS]
  • Phosphor serpenta - [sEE CODEX: ADEPTUS MECHANICUS]
  • Power fist - [sEE CODEX: ADEPTUS MECHANICUS]

WARGEAR OPTIONS:

  • This model may replace its volkite charger with an eradication ray.
  • This model may replace its macrostubber with a phosphor serpenta.
  • This model may replace its heretek axe with a power fist.

ABILITIES:

  • Supplications of the Octed
  • Death to the False Mechanicum
  • Infernal Regeneration
  • 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.
  • Lord of the Dark Mechanicum: You can re-roll hit rolls of 1 in the Fight phase for friendly <HELLFORGE> units within 6".

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       CHARACTER, INFANTRY, HERETEK PRIEST, ARCH-HERETEK

 

 

Dark Magos {3 POWER}

The Dark Magi are both the unholy priesthood and the twisted engineers of the Dark Mechanicum, the eight-toothed cogs that keep the infernal machine churning and lubricated with the blood of sacrifice.

 

Much like their Imperial counterparts, in the arts of the machine they are masters unparalleled. Under their precisely measured touch works of both awe-inspiring majesty and terrifying destructive potential come to life, the malfunctioning dead can be restored, intricate symphonies of code erupt into being to enact their will. Anything their twisted imaginations can conjure up can be made real.

 

These expansive talents are only pushed to new heights, and depths, by the avenues unlocked within the Dark Mechanicum. Now the forces and energies of the warp can be utilised with the same ease and fascination as the gravitic or electro-magnetic forces of realspace. Daemons can just as easily take the place of the revered machine spirits within their mechanical creations, and all the realms of exploration which were once forbidden, or even unknown entirely, to them are now open and ripe for precious learning. To the Dark Magi it is an easy decision to make, for only small-minded fools would turn aside from such possibilities. And if their researches should require sacrifice or other rituals that some might deem unseemly, well, such are always the challenges that must be overcome in the name of progress.

 

The Dark Magi can be found amongst many different heretical forces. Many accompany the forces of the Heretic Astartes, as they have done since the times of the Great Crusade, their skills needed to keep their ships and weaponry functioning at acceptable levels. Others may work alongside secretive cults on Imperial worlds, insidiously working like a piece of malicious code to undermine the followers of the Emperor from within. But many will only feel truly in place amongst the battle forces of the Hellforges, surrounded by their profane creations and equally pious devotees of the true way.

 

Dark Magos - M:6" | WS:4+ | BS:4+ | S:4 | T:4 | W:4 | A:2 | LD:8 | SV:3+

 

A Dark Magos 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 | ---
  • Laspistol - [sEE CODEX: ADEPTUS MECHANICUS]
  • Servo-arm - [sEE CODEX: ADEPTUS MECHANICUS]

ABILITIES:

  • Supplications of the Octed
  • Death to the False Mechanicum
  • Bionics: This model has a 6+ 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.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       CHARACTER, INFANTRY, HERETEK PRIEST, DARK MAGOS

 

 

Lord Discordant on Helstalker

[sEE CODEX: CHAOS SPACE MARINES]

 

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>, HERETIC ASTARTES

KEYWORDS:                       CHARACTER, VEHICLE, DAEMON, DAEMON ENGINE, WARPSMITH, HELSTALKER, LORD DISCORDANT

Edited by Tymell
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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
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A fun, fluffy list!

 

Thank you for taking the time to write this Codex.

 

-I especially like the Murder Gholams. That would be an enjoyable unit to paint up and use.

-The Tech Assassin's failsafe detonator seems a bit too powerful. But I could be wrong.

 

 

I look forward to seeing more!

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Troops

Fell Skitarii {4 POWER}

Just as so many of the Mechanicum once turned upon the Imperium, and as some continue to do to this day, so too are many cohorts of loyal Skitarii pulled along with them into the darkness. The Skitarii are the soldier enforcers of the Mechanicum's will, and have been so for millennia. Whether vat-grown clones or mind-wiped captives, each and every Skitarii is unwaveringly loyal, and ready to lay down their lives without hesitation in defence of their Forge and its master.

 

It comes as no surprise then, that when a Magos turns Heretek, he brings with him a legion of footsoldiers. Now termed by the Imperium "Fell Skitarii", they remain every bit as devoted and effective, able and willing to fill a range of battlefield roles. Some are assigned to protect the long range vehicles from enemy looking to close in for assault, bringing down any who approach with their deadly radium weaponry. Others might look to hold vital objectives while the bestial daemon engines press on with the simple work of slaughter they are made for. In the aftermath, Skitarii units may be sent out to finish off or retrieve survivors for later experimentation.

 

Whatever the mission assigned to them, the Fell Skitarii will unwaveringly carry it out with skills both embedded and mastered through many years of combat, and will lay down their lives without question for the glory of their Hellforge and the dark gods.

 

Fell Skitarii - M:6" | WS:4+ | BS:3+ | S:4 | T:3 | W:1 | A:1 | LD:6 | SV:4+
Fell Skitarii Alpha - 
 - M:6" | WS:4+ | BS:3+ | S:4 | T:3 | W:1 | A:2 | LD:7 | SV:4+
 

This unit contains 1 Fell Skitarii Alpha and 4 Fell Skitarii. It can include up to 5 additional Fell Skitarii (Power Rating +3). Each model is armed with a radium carbine.

  • Radium carbine - [sEE CODEX: ADEPTUS MECHANICUS]
  • Warpbolt gun - R: 24" | T: Rapid Fire 1 | S: 5 | AP: -2 | D: 1 | When attacking a VEHICLE, this weapon has a Damage of D3.
  • Transuranic arquebus - [sEE CODEX: ADEPTUS MECHANICUS]
  • Plasma gun - [sEE CODEX: CHAOS SPACE MARINES]
  • Phosphor blast pistol - [sEE CODEX: ADEPTUS MECHANICUS]
  • Radium pistol - [sEE CODEX: ADEPTUS MECHANICUS]
  • Power sword - [sEE CODEX: ADEPTUS MECHANICUS]
  • Electro-goad - [sEE BLACKSTONE FORTRESS (NEGAVOLT CULTISTS)]

WARGEAR OPTIONS:

  • Up to 2 (3 if the unit numbers 10) Skitarii may replace their radium carbines with a warpbolt gun, a transuranic arquebus or a plasma gun.
  • One Skitarii may have an enhanced data-tether or an omnispex.
  • The Alpha may take a power sword or an electro-goad and may replace their radium carbine with a radium pistol or phosphor blast pistol.

ABILITIES:

  • Supplications of the Octed
  • Death to the False Mechanicum
  • Bionics: All models in this unit have a 6+ invulnerable save.
  • Omnispex: Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by a unit that includes a model with an omnispex.
  • Enhanced Data-tether: You can re-roll failed Morale tests for a unit that includes a model with an enhanced data-tether.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       INFANTRY, FELL SKITARII

 

 

Negavolt Cultists

[sEE BLACKSTONE FORTRESS*]

*minus "Servants of the Abyss" rule, but with "Supplications of the Octed" and "Death to the False Mechanicum"

 

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       INFANTRY, NEGAVOLT CULTISTS

 

 

Thallax Harvesters {7 POWER}

Though they may appear entirely mechanical constructs, the cyborg soldiers of the Thallax house a core of flesh and blood, even if it is stripped down to the bare essentials. Deep within their metal skin and piston-driven limbs sits a human brain, nervous system and vital organs, with every "superfluous" element stripped away in favour of pure machinery. The process itself is one of such trauma and torture that their capacity for pain is one of the first things removed, along with psychological dampening to ease the transition. This also serves to make them all the more suited to their role as savage shock troops.

 

Though the Thallax do retain independence of thought and personality through their transition, their existence is nevertheless one of singularly violent purpose, and this is especially true for those that serve the lords of the Dark Mechanicum. For them, the effects of the warp and the heresy of their masters only drives them deeper into a monstrous nature. Not just assault troops, the Thallax Harvesters are tasked now with seeking out and acquiring anything the Dark Magi deem useful, be it machinery, fresh organs, blood, skulls, anything. Now as they surge forward on their in-built jet packs the Thallax may feel the stirring of deeply buried personality once again, but it is inevitably one of cruelty and malice, a wicked sense of delight in the suffering they cause to those still of the flesh.

 

Thallax Harvester - M:10" | WS:3+ | BS:3+ | S:5 | T:5 | W:2 | A:2 | LD:8 | SV:4+
 

This unit contains 5 Thallax Harvesters. It can include up to 5 additional Thallax Harvesters (Power Rating +7) or up to 10 additional Thallax Harvesters (Power Rating +14). Each model is armed with xerxes chainblades.

  • Xerxes chainblade - R: Melee | T: Melee | S: User | AP: -2 | D: 1 | Against VEHICLES this weapon increases its Damage to 2

ABILITIES:

  • Supplications of the Octed
  • Lorica Thallax: When a model in this unit loses a wound, roll a D6; on a 5+ that wound is not lost.
  • Lightning Field: When this unit completes a charge move, choose one of the target units you charged and roll a D6 for each model in the charging unit. Each roll of 6 inflicts 1 mortal wound on the unit you chose.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       JUMP PACK, FLY, INFANTRY, THALLAX HARVESTERS

 

 

Castellax-Achea Liberators {10 POWER}

The Castellax-Achea variant of battle-automata was originally an exclusive model to the Thousand Sons Legion during the later years of the Great Crusade. Ever-confident in their abilities to improve upon existing designs, they crafted automata supplemented with their vaunted psychic gifts, the control matrix made utilising psychically resonant crystal. This allowed the Thousand Sons not only to be better augment and control these Castellax in battle, but also to be less reliant upon the Mechanicum (who disapproved strongly of this and other such tech-heretical "improvements").

 

Following the plunge into the bloody wars of the Horus Heresy, the New Mechanicum was far less rigid in its application of new techniques and ideas, and this only blossomed further among those Magi who discovered the expansive blessings of Tzeentch. The psychic gifts he brought meshed perfectly with the developments applied to these battle-automata, and the worlds of the Eye of Terror often provided a ready bounty of the psychically resonant materials needed for their construction.

 

Before long, these particular design of automata had become one of the most commonly utilised among the armies of the Dark Mechanicum. Powered by Tzeentch's gifts, their frames gilded and ornate with changes gifted by the warp itself as often as by the explicit design of their makers, they stride into battle with similarly updated weaponry. From their bolt cannons now come sorcerously charged inferno bolts to blast apart the soul as easily as the body, and many sport warpflamers spewing flames of every hue and colour imaginable, warping and mutating those they touch. The Castellax-Achea are Liberators now, freeing their targets from the shackles of this limited reality, and showing them the endless potential of lord Tzeentch.

 

Castellax-Achea Liberator - M:8" | WS:4+ | BS:3+ | S:6 | T:6 | W:4 | A:2 | LD:9 | SV:3+
 

This unit contains 2 Castellax-Achea Liberators. It can include up to 3 additional Castellax-Achea Liberators (Power Rating +5 per model). Each model is armed with an inferno bolt cannon, 2 inferno boltguns and power claws.

  • Power claws - R: Melee | T: Melee | S: +2 | AP: -3 | D: D3 | ---
  • Inferno bolt cannon - R: 24" | T: Heavy 3 | S: 6 | AP: -2 | D: 1 | ---
  • Inferno boltgun - [sEE CODEX: CHAOS SPACE MARINES]
  • Warpflamer - [sEE CODEX: CHAOS SPACE MARINES]

WARGEAR OPTIONS:

  • Any model may replace their inferno bolt cannon with a warpflamer.

ABILITIES:

  • Supplications of the Octed
  • Refractor Field: All models in this unit have a 5+ invulnerable save.
  • 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 3" suffers D3 mortal wounds.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, TZEENTCH

KEYWORDS:                       INFANTRY, CASTELLAX-ACHEA LIBERATORS

 

 

Mechslaves {3 POWER}

For the loyal adepts of the Imperial Mechanicus, to be captured by their dark counterparts is truly a fate worse than death. The Dark Magi are always utterly cold and methodical when it comes to their prisoners (though this is truthfully not so far removed from the Adeptus Mechanicus, though they would be loathe to admit such a similarity). Vivisections are performed and organs harvested from still-living subjects. Blood, tissue, bones, anything the Dark Magi require is taken with no more concern than one taking apart a faulty tool. The limits of human endurance, physical and mental, and the effects of toxins or the warp, are pushed, captives are thrown into pits to test the capabilities of the Heretek's latest cyborg creations, new experiments with teleportation or daemonic summonings are conducted without a flicker of emotion, simply a passive recording of their findings.

 

This is all done to standard prisoners of the Dark Mechanicum, but for the Adeptus Mechanicus is reserved a special kind of spite and hatred. There is little that delights a Heretek more than to take that which they once foolishly were and twist it out of all recognition, to enact their own self-hatred on this symbol of their past. Many tech-adepts will simply be torn apart over time or in horrendous experiments. But some, perhaps the less fortunate ones, will be broken down in other ways. The unending barrage of torment and horror will eventually cause even the most rational and logical of minds to snap under the strain. Those who were once methodical and precise will become base and feral, desperate for any kind of release, or simply to let loose the pain on whatever is around them.

 

The more restrained of these mind-broken victims can be made use of in the laboratories and workshops of the Dark Mechanicum, but others can be put to work on the battlefield. These mechslaves are herded together and let loose like packs of wild beasts, howling binaric madness, drooling fluid from their ruined bionics, the tattered remnants of their cog-trimmed robes fluttering around them. Their still-functioning mechandrites lash and whip at anything they can get close to, tearing and pulling apart while they gibber at the horrors they have witnessed. The dark masters smile or emit bursts of positive outcome feedback at the sight, for even the most mechanical of Heretek will feel something upon seeing the servants of the Mechanicus pulled down by those they once held in such high esteem.

 

Mechslave - M:6" | WS:4+ | BS:- | S:3 | T:3 | W:1 | A:1 | LD:8 | SV:6+
 

This unit contains 10 Mechslaves. It can include up to 10 additional Mechslaves (Power Rating +3). Each model is armed with mechatendrils.

  • Mechatendrils - [sEE CODEX: CHAOS SPACE MARINES]

ABILITIES:

  • Supplications of the Octed
  • Suicidal Assault: When a model in this unit loses a wound, roll a D6; on a 5+ that wound is not lost.

FACTION KEYWORDS:     CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                     INFANTRY, MECHSLAVES

Edited by Tymell
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Fast Attack

Servitor-Spawn {2 POWER}

Shambling, misshapen monstrosities, Servitor-Spawn are the repugnant melding of braindead Mechanicum servitors with the unchecked mutation of Chaos Spawn.

 

Typically, a Chaos Spawn is one of the ends of the path Chaos worshippers walk, one shoved aside as an impossibility when the promise of immortal daemonhood seems so ripe for the taking. All too often, it is how formerly promising champions of Chaos end up, as mutation after mutation is heaped upon them far faster than their bodies can cope with. But for the Servitor-Spawn, it is very much a deliberate change inflicted by their masters.

 

Rather than aspiring champions, Servitors are mindless test subjects, a readily-available resource with which the Dark Magi can directly observe the effects of the Chaos on the physical form. Their forms will be stretched, twisted and malformed into a new, bizarre mish-mash of muscles, claws and fleshy tendrils. Eyes, mouths and other features will sprout where they have no business being, parts of the body will swell and grow while others wither away or meld together like running wax. Soon all that will remain to indicate that this poor wretch was once a servitor will be whatever bionics haven't been shattered or consumed by the growing body.

 

Some such servitors are modified specifically to be used in battle. With their dark mastery of channelling daemonic energies, the Heretek Priests can deliberately infuse every part of the body with the power of the warp save for the control modules mounted on and in the head. Even so, the insane degradation that takes place elsewhere will often produce creatures far more animated than the original servitor was. But nevertheless, control can be retained, at least long enough to direct the Servitor-Spawn into place and send this avalanche of deformed grotesquery hurtling into the enemy. Rarely will these things survive the battle, but there are always more servitors, and the warp never tires...

 

Servitor-Spawn - M:7" | WS:5+ | BS:- | S:5 | T:5 | W:4 | A:D6 | LD:9 | SV:4+

 

This unit contains 1 Servitor-Spawn. It can include up to 4 additional Servitor-Spawn (Power Rating +2 per model). Each model is armed with hideous tech-mutations.

  • Hideous tech-mutations - R: Melee | T: Melee | S: User | AP: -3 | D: 2 | ---

ABILITIES:

  • Supplications of the Octed
  • Fearsome: Enemy units within 1" of any Servitor-Spawn must subtract 1 from their Leadership.
  • Mutated Beyond Reason: When a unit of Servitor-Spawn makes its close combat attacks, roll a D3 and consult the table below:
    • 1 - Razor Claws: The hideous mutations of all Servitor-Spawn in the unit have an AP of -4 until the end of the Fight phase.
    • 2 - Grasping Pseudopods: Each Servitor-Spawn in the unit adds 2 to its Attacks characteristics until the end of the Fight phase.
    • 3 - Toxic Haemorrhage: You can re-roll failed wound rolls for this unit until the end of the Fight phase.
  • Mindlock: Servitor-Spawn improve their Weapon Skill to 4+ whilst they are within 6" of any friendly HERETEK PRIESTS.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       BEAST, SERVITOR-SPAWN

 

 

Venomcrawler

[sEE CODEX: CHAOS SPACE MARINES*]

*with "Supplications of the Octed"

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       VEHICLE, DAEMON, DAEMON ENGINE, VENOMCRAWLER

 

 

Ursarax Excruciators {8 POWER}

In their original form the Ursarax were aggressive, melee-focused variants of the Thallax cyborgs, living existences driven by a constant flux of agony and release. Like all such creations of the Mechanicum, they were the bare but essential scraps of a mortal body, cut and extracted from their previous fleshy domains, and now housed within bodies of cold, strong metal. Despite how little remained of their humanity, there was enough still for them to feel pain, and this was used to help push them into becoming such monstrously efficient killing machines. There was no precise surgical deadening of their remaining nerve endings, no care taken to ensure their new life would be free from pain. Pain was instead their default state, a life of constant torturous agony. The only path out, the only relief, however temporary, came in the fulfilment of their orders, which would result in a flood of blessed anaesthesia.

 

For the Ursarax, existence was nothing but a cycle of suffering and blissful escape, and as parts of the Mechanicum fell to the touch of Chaos, such extremes of pain and relief could not help but draw the attention of the Dark Prince of Excess, Slaanesh. Over time, these depths of sensation intensified: the pain became worse, while so too did the relief of success. The longer they were inactive, the more agonising the pain was, and the more horrific the carnage was when in battle, the greater the surge of rapture they felt in response.

 

Vox-grilles and other bizarre forms of vocaliser grew like tumours on their bodies, allowing them to give voice to the delights and the suffering they felt. The mark of Slaanesh carved itself into their now-feeling metal skin, while the plain gunmetal flowed with all imaginable colours, shimmering like prometheum fuel on water, and their claws lengthened and sharpened. Now when the Ursarax Excruciators charge into battle they do so with wild whoops and screams. Their volkite incinerators erupt in colourful streams of thermal energy, their claws slice at limbs and heads, and their bodies explode with deafening noise at the promise of release.They pay little heed to the instructions of the Dark Magi, for they are no longer their masters and the arbitrators of their pleasure. Now only Slaanesh can grant them what they need.

 

Usurax Excruciator - M:10" | WS:3+ | BS:3+ | S:5 | T:5 | W:2 | A:2 | LD:9 | SV:4+

 

This unit contains 4 Ursarax Excruciators. It can include up to 4 additional Ursarax Excruciators (Power Rating +8) or up to 8 additional Ursurax Excruciators (Power Rating +16). Each model is armed with a pair of lightning claws and a volkite incinerator.

  • Pair of lightning claws - [sEE CODEX: CHAOS SPACE MARINES]
  • Volkite incinerator - R: 9" | T: Assault 2 | 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.

ABILITIES:

  • Supplications of the Octed
  • Lorica Thallax: When a model in this unit loses a wound, roll a D6; on a 5+ that wound is not lost.
  • Sensory Overlord Aura: Whenever a model in this unit takes a wound, for the rest of that battle round your opponent must subtract 1 from all hit rolls that target this unit.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, SLAANESH

KEYWORDS:                       JUMP PACK, FLY, INFANTRY, URSURAX EXCRUCIATORS

 

 

Warpflame Sulphurhounds {3 POWER}

The Serberys cavalry of the Adeptus Mechanicus is an elite corp of Skitarii, gifted with mechanical steeds to ride and tasked on the battlefield with rapidly flanking the enemy before aggressively charged headlong into them to shatter the wings or vulnerable rear lines. The Dark Mechanicum utilise their own variant on these masterful riders.

 

Under the influence of Chaos, the mounts of these Skitarii have shifted fundamentally. Their mechanical bodies are infused with daemonic essence, flesh growing alongside sharpened, spiked metal. Their eyes glow now with baleful, menacing intelligence, their limbs have become even more deadly, and while they still spew out gouts of fire, now it is mutating warpflame billowing out from open, toothy jaws. Mechanical steeds have become fire-breathing monsters of myth, while their riders bear all the iconography and malice of any servant of Chaos. Not all of the riders have escaped the warp's touch either, some now unable to leave their gyro-saddles as their legs have merged with them, permanently binding them together like hideous cybernetic centaurs.

 

Warpflame Sulphurhound - M:12" | WS:4+ | BS:3+ | S:4 | T:3 | W:3 | A:1 | LD:6 | SV:4+

Sulphurhound Alpha - M:12" | WS:4+ | BS:3+ | S:4 | T:3 | W:3 | A:2 | LD:7 | SV:4+
 

This unit contains 1 Sulphurhound Alpha and 2 Warpflame Sulphurhounds. It can include up to 3 additional Warpflame Sulphurhounds (Power Rating +3) or up to 6 additional Warpflame Sulphurhounds (Power Rating +6). The Sulphurhound Alpha is armed with a phosphor blast pistol, warpflame breath, clawed limbs and a power maul. The Warpflame Sulphurhounds are each armed with 2 phosphor pistols, warpflame breath and clawed limbs.

  • Phorphor blast carbine - [sEE PSYCHIC AWAKENING: ENGINE WAR]
  • Phosphor blast pistol - [sEE PSYCHIC AWAKENING: ENGINE WAR]
  • Phosphor pistol - [sEE PSYCHIC AWAKENING: ENGINE WAR]
  • Warpflame breath - R: 8" | T: Pistol D6 | S: 4 | AP: -1 | D: 1 | This weapon automatically hits its target. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
  • Clawed limbs - [sEE PSYCHIC AWAKENING: ENGINE WAR]
  • Power maul - [sEE PSYCHIC AWAKENING: ENGINE WAR]

WARGEAR OPTIONS:

  • For every 3 models in the unit, one Sulphurhound may replace his phosphor pistol with a phosphor blast carbine

ABILITIES:

  • Supplications of the Octed
  • Death to the False Mechanicum
  • Daemonic
  • Pistoleers: You can choose to fire Pistol weapons models in this unit are equipped with, even if this unit Advanced this turn.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       CAVALRY, WARPFLAME SULPHURHOUNDS, DAEMON

 

 

Foetid Bloat-drone

[sEE CODEX: DEATH GUARD*]

*with "Supplications of the Octed"

 

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, NURGLE

KEYWORDS:                       VEHICLE, DAEMON, DAEMON ENGINE, FLY, FOETID BLOAT-DRONE

 

 

Vorax Warp-Automata {7 POWER}

The Vorax automata have always been particularly sinister, vicious examples of their kind. Based on ancient designs from the Dark Age of Technology, they were employed by the lords of the Mechanicum as hunter-killer units, sent out to hunt down unwanted elements on the surface of Mars or even cull the human population when it was deemed necessary. Even in those days there was something deeply disconcerting and ominous about them, an inherently predatory drive in their machine spirits, an urge to hunt and kill so ingrained that many had to be encoded with failsafes to restrict their carnage only to what was permitted. Time and exposure to the warp has done nothing to temper this aggression.

 

While many daemonic entities are tiny splinters of one of the Chaos gods, there are other inhabitants of the warp, feral predators that swim like sharks through the sea of souls. The base intelligence of these beings is drawn instinctively to the death-hungry spirits of the Vorax, like seeking like, two voracious hunters merging together into one. While the Vorax sat bound and seemingly lifeless in the holds of their Dark Mechanicum masters, the unseen warp-predators would come and plant themselves within these metal shells, lurking and waiting like a carnivore inside its new den. Sooner or later the Dark Magi would activate them again, and then the feeding could begin. Whether this would result in the death of assigned targets or simply the butchering of those thralls sent to activate the mech-beast would likely depend on the skill of the Magi in charge of the process, but it mattered nothing to the ravenous mind of the Vorax warp-automata.

 

Should they be successfully goaded into a battle, they will wreak havoc upon the enemy. Their rotor cannons spew out hails of bullets like long-ranged stingers, while their warpbolt guns are used to paralyse prey, and under the influence of the warp their blades will contort into the shape of talons or rows of fangs. Psykers are particularly succulent to the new inhabitants of these metallic bodies, their souls shining bright in their warp-sight and drawing them to such beings like blood in the water.

 

Vorax Warp-Automata - M:10" | WS:3+ | BS:3+ | S:7 | T:7 | W:8 | A:4 | LD:7 | SV:4+

 

A Vorax Warp-Automata is a single model armed with 2 rotor cannons, a warpbolt gun and automata power blades.

  • Rotor cannon - R: 30" | T: Assault 4 | S: 4 | AP: 0 | D: 1 | ---
  • Warpbolt gun - R: 24" | T: Rapid Fire 1 | S: 5 | AP: -2 | D: 1 | When attacking a VEHICLE, this weapon has a Damage of D3.
  • Automata power blades - R: Melee | T: Melee | S: User | AP: -1 | D: D3 | Every time the wielder rolls a 6+ to wound with this weapon, the attack is resolved at AP -4.

ABILITIES:

  • Supplications of the Octed
  • 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.
  • Warp-sight: This unit may re-roll hit rolls of 1 in the Shooting phase.
  • Swift Hunter: This model may re-roll charge rolls.
  • Warp Predator: If, at the start of your Movement phase, there is an enemy PSYKER within 12" of this model, it must attempt to charge that model/unit this turn. If ever this model has multiple possible targets in the Fight phase, it must target an enemy PSYKER where possible. In the Fight phase, this model may re-roll all failed wound rolls against enemy Psykers.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       VEHICLE, VORAX WARP-AUTOMATA, DAEMON

 

 

Hell-Knight {9 POWER}

A bizarre yet deadly sight upon the field of battle, the Hell-Knight is one of a number of Slaaneshi walker Daemon Engines. Originally Knights seduced by Slaanesh's allure, the pilots have long since perished or been absorbed into the systems of the Knight itself, their spirits remaining within these warped shells, helping to fuel and guide them.

 

The armoured shells have also undergone changes, corrupted and twisted to better fit their new purpose. The legs have grown long and lithe, lending the Hell-Knight a surprising degree of grace despite its sometimes ungainly appearance. The humanoid form of the upper half is gone completely, the torso, arms and head replaced with a single weapon: the deadly thermal cannon.

 

With the grace of a prima ballerina, the Hell-Knight strides into place, easily passing over barricades, trenches or across natural terrain. Like the daemonic Steeds of Slaanesh ridden by Daemonettes, it flows smoothly forward, ready to strike, its cannon taking the place of the lashing tongue. Once in position it will brace itself and let loose with its lethal weapon, bringing down battle tanks and other walkers with ease. Despite its slender appearance, a Hell-Knight is no easy prey, for not only can it dodge and weave in ways to rival Eldar titans, but it is protected by a daemonic ward, a glamour of Slaanesh to turn aside firepower until it is ready to unleash its own.

 

Hell-Knight - M:* | WS:5+ | BS:* | S:7 | T:6 | W:14 | A:* | LD:8 | SV:4+

Damage table:

8-14+ - M:12" | BS:3+ | A:3

4-7 - M:9" | BS:4+ | A:D3

1-3 - M:6" | BS:5+ | A:1

 

A Hell-Knight is a single model armed with 1 thermal cannon and titanic feet.

  • Thermal cannon - [sEE CODEX: CHAOS KNIGHTS]
  • Titanic feet - [sEE CODEX: CHAOS KNIGHTS]

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>, SLAANESH

KEYWORDS:                       VEHICLE, DAEMON, DAEMON ENGINE, HELL-KNIGHT

Edited by Tymell
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Heavy Support

Forgefiend

[sEE CODEX: CHAOS SPACE MARINES*]

*with "Supplications of the Octed"

 

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       VEHICLE, DAEMON, DAEMON ENGINE, FORGEFIEND

 

 

Maulerfiend

[sEE CODEX: CHAOS SPACE MARINES*]

*with "Supplications of the Octed"

 

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       VEHICLE, DAEMON, DAEMON ENGINE, MAULERFIEND

 

 

Defiler

[sEE CODEX: CHAOS SPACE MARINES*]

*with "Supplications of the Octed"

 

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       VEHICLE, DAEMON, DAEMON ENGINE, DEFILER

 

 

Soul Grinder

[sEE CODEX: CHAOS DAEMONS*]

*with "Supplications of the Octed"

 

FACTION KEYWORDS:       CHAOS, DAEMON, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       VEHICLE, SOUL GRINDER

 

 

Life-Reaper {7 POWER}

The forces of the Dark Mechanicum are perhaps best characterised by their lack of limitation or restraint. Nothing is truly forbidden to them, and in many avenues they will take their work to natural, and often calamitous ends. The dreaded Life-Reaper is a perfect example of this process.

 

Outwardly it is one of the more conventional battle tanks of the Dark Mechanicum, for it is not a daemonically possessed beast in metal plates or a construct only made possible by the madness of the warp. It grinds its way forward on tracks much like many other vehicles, a single heavy cannon barrel protruding from the front. But those who are familiar with it know just how abominable that weapon, the rad-scythe, is when set loose.

 

It pushes the rad-tech of the Mechanicum to levels of carnage, with the chassis acting as mere housing and protection for the workings of the weapon. When fired, it releases an intense beam of pure radioactive death that can mow down whole squads of infantry in a single blast wave. The entire targeted area is saturated, and in seconds the screams of the victims will turn to stomach-churning gurgles. When the bright light of the shot finally fades enough for those at a safe distance to look, they will see nothing left of their comrades besides steaming puddles of primordial sludge.

 

Those who operate these machines will inevitably succumb rapidly to the effects of so much radiation exposure, but this does not concern them. For them it is a blessing, a sign of the dark powers' favour for their devastating work. By the time their bodies truly deteriorate into unrecognisable blobs of flesh, their minds are too far gone to be of us, and they can simply be disposed of and replaced.

 

Life-Reaper - M:* | WS:6+ | BS:* | S:6 | T:7 | W:11 | A:* | LD:8 | SV:3+

Damage table:

6-11+ - M:10" | BS:3+ | A:3

3-5 - M:5" | BS:4+ | A: D3

1-2 - M:3" | BS:5+ | A:1

 

A Life-Reaper is a single model armed with a rad-scythe.

  • Rad-scythe - R: 24" | T: Heavy 3D6 | S: 4 | AP: -2 | D: 1 | ---
  • Reaper autocannon - [sEE CODEX: CHAOS SPACE MARINES]

WARGEAR OPTIONS:

  • This model may take a reaper autocannon.
  • This model may take Vehicle Equipment

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.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       VEHICLE, LIFE-REAPER

 

 

Thanatar Siege-Automata {7 POWER}

Many of the constructs of the old Mechanicum have been mutated or mutilated by their time exposed to the influence of the warp. Some are unrecognisable now, and many are still in use in their new, deadly forms. However, the Thanatar Siege-automata stand as one of the few still so much as it was before the great Heresy, and this is due in large part to the stewardship of the Iron Warriors legion, who value the behemoth's practical use in battle far above notions of devotion to the Ruinous Powers.

 

The Thanatar is a heavy Siege-automata, originally designed as a mobile artillery platform rather than a general battle unit. It is armed with a Hellex pattern plasma mortar, a terrifying weapon able to launch dense spheres of burning plasma on arcing trajectories over defensive barriers and into the heart of enemy fortifications, incinerating anything in their blast radius with a liquid tide of sun-hot fire.

 

The Thanatar's frame, built to accommodate the huge weapon and the power systems and fuel reserves required to supply it, is considerably larger than even the hulking Castellax. Its frame is also heavily reinforced, both to withstand the stresses of firing its principal weapon and protect it from incoming attacks. This factor, alongside the use of an atomatic shielding array, make Thanatars notoriously durable. Such is their resilience that Thanatars are beyond the ability of most small arms, no matter how advanced, to harm.

 

Thanks to the steady maintenance of the IVth Legion, even in the chaotic years since the Siege of Terra, the Thanatars still in use largely match with their original design and purpose, mostly free of corrupting influence. During campaigns likely to require such powerful siege weapons, a Heretek may petition a warband of Iron Warriors known to possess one or more Thanatars, and the old pacts between this Legion and the Mechanicum are upheld more often than not, for the sons of Perturabo will take their share of the spoils from the rubble the Thanatars leave behind.

 

Thanatar Siege-Automata - M:8" | WS:4+ | BS:3+ | S:7 | T:7 | W:8 | A:4 | LD:8 | SV:2+

 

A Thanatar Siege-Automata is a single model armed with a plasma mortar and a twin heavy bolter.

  • Plasma mortar - R: 48" | T: Heavy 1 | S: 8 | AP: -3 | D: 2 | Units attacked by this weapon do not gain any bonus to their saving throws for being in cover; this weapon may fire at targets not visible to the wielder
  • Twin heavy bolter - [sEE CODEX: CHAOS SPACE MARINES]

ABILITIES:

  • Supplications of the Octed
  • Refractor Field: This model has a 5+ invulnerable save.
  • 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.
  • Braced Shot: This unit may fire twice if it did not move during that turn.
  • 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.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       VEHICLE, THANATAR SIEGE-AUTOMATA

 

 

Warpforge Hive {9 POWER}

The Dark Magi greatly value battlefield observations, for to see their works directly in action, with real variables feeding into their equations, is a tremendous boon. This continuance of their work extends too to the creation of fresh troops, for even in the fires of battle the toil of industry never stops. This is embodied in the Warpforge Hive.

 

The Hives are half battle tank, half living, mobile factory. In keeping with their insectoid name, they scuttle forward on numerous jointed limbs, like a great mechanical insect queen continuously disgorging fresh young. In a process akin to automation of the process of ritual channelling, they will feed on the death and destruction going on around them, for it is all done in the name of the ruinous powers. The lifeforce energy is harvested and funnelled through the warp into waiting servitor bodies, pumped into them like combat drugs into a gladiator berserker, until the servitor's body erupts into wild mutations. Only then can it be released from the hive, set loose to kill and destroy all around it.

 

Warpforge Hive - M:* | WS:6+ | BS:* | S:6 | T:7 | W:12 | A:* | LD:8 | SV:3+

Damage table:

7-12+ - M:10" | BS:3+ | A:3

4-6 - M:7" | BS:4+ | A: D3

1-3 - M:4" | BS:5+ | A:1

 

A Warpforge Hive is a single model armed with 2 heavy stubbers and 2 phosphor blasters.

  • Heavy stubber - [sEE CODEX: ADEPTUS MECHANICUS]
  • Phosphor blaster - [sEE CODEX: ADEPTUS MECHANICUS]

WARGEAR OPTIONS:

  • This model may take Vehicle Equipment

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.
  • Soul Processor: Every time an enemy model is slain within 12" of a Warpforge Hive, take a soul token for that vehicle (if a model is slain within range of more than one Warpforge Hive, only one token is generated, and may be given to any Warpforge Hive of your choice within range). At the end of your Movement phase, a Warpforge Hive can spawn Servitor-Spawn. If it does so, add a new unit of Servitor-Spawn, with 1 Spawn for every 2 tokens, to your army and set it up on the battlefield so that it is wholly within 6" of the Warpforge Hive and more than 1" from the enemy. If you cannot place some of the models the excess is discarded. Note that any unspent tokens can be saved for future turns.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       VEHICLE, WARPFORGE HIVE

 

 

 

Blood Slaughterers {5 POWER}

[sEE IMPERIAL ARMOUR VOLUME 13: WAR MACHINES OF THE LOST AND THE DAMNED FOR DESCRIPTION]

 

Blood Slaughterer - M:10" | WS:3+ | BS:4+ | S:6 | T:6 | W:6 | A:3 | LD:8 | SV:3+

 

This unit contains 1 Blood Slaughterer. It can include up to 2 additional Blood Slaughterers (Power Rating +5 per model). Each model is armed with 2 slaughter blades.

  • Slaughter blade - R: Melee | T: Melee | S: +2 | AP: -3 | D: 3 | A model equipped with two slaughter blades may make 1 additional attack with the weapon each time it fights.
  • Impaler harpoon - R: 12" | T: Assault 1 | S: 8 | AP: -3 | D: 3 | If the bearer charges a VEHICLE or MONSTER unit it has previously successfully hit with this weapon in the Shooting phase of the same turn, add +2 to the charge roll.

WARGEAR OPTIONS:

  • This model may replace 1 slaughter blade with an impaler harpoon

ABILITIES:

  • Supplications of the Octed
  • Daemonic
  • Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
  • Rage of Khorne: Each model in this unit gains +1 Attack if it charged this turn.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, KHORNE

KEYWORDS:                       VEHICLE, DAEMON, DAEMON ENGINE, BLOOD SLAUGHTERER

 

 

Mirrorfiend {7 POWER}

[sEE BLACK CRUSADE: TOME OF FATE FOR DESCRIPTION]

 

Mirrorfiend - M:* | WS:* | BS:4+ | S:6 | T:6 | W:12 | A:* | LD:8 | SV:3+

Damage table:

7-12+ - M:12" | WS:4+ | A:4

4-6 - M:9" | WS:5+ | A:3

1-3 - M:6" | WS:6+ | A:2

 

A Mirrorfiend is a single model armed with daemon pincers.

  • Daemon pincers - R: Melee | T: Melee | S: x2 | AP: -2 | D: 2 | ---

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.
  • Psyker: This model may attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the Dark Hereticus discipline.
  • Mirror of Souls: During the Fight phase, any enemy models within 1" of the Mirrorfiend must take a Leadership test. If they fail, they cannot fight in that phase.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, TZEENTCH

KEYWORDS:                       VEHICLE, DAEMON, DAEMON ENGINE, FLY, PSYKER, MIRRORFIEND

 

 

Cauldron of Blood {7 POWER}

Equal parts altar and war machine, the Cauldron of Blood is a rolling testament to Khorne's hunger for death.

 

Mounted atop the tracks is an enormous, bubbling cauldron, skulls lining the rim and grinning morbidly from the sides, and inside this vessel are gallons upon gallons of hot, boiling blood. It is said that every drop split in Khorne's name is an offering, and into this cauldron the lord of battle pours a tiny part of the many oceans of vitae given over to him. Lifesblood bears the very essence of its former owner, and the cauldron can be heard wailing and screaming as it stirs and churns. The daemons bound within the engine cry in frustration at being so close yet unable to taste the contents for themselves.

 

The sounds, sights and coppery smell of the Cauldron already act as a catalyst for the fury of those around it, but has its own direct way of slaying more in Khorne's name. From the front of the Cauldron juts a barrel, and when this fell machine closes in with the enemy, it makes its dreadful purpose known. The vehicle rumble, the blood inside bubbles faster and some have even said that the skulls carved into it gibber and laugh at the coming carnage. Then the gun on the front erupts with a volcanic stream of scalding, searing red liquid. The flesh of the unfortunate targets blisters and sloughs off, the air filled with foul smelling steam and screams of agony coming from faces now little more than bare skulls. Armour is little defence against this weapon, as those within are simply cooked alive like meat inside a pot.

 

Those that remain are cut down by the helram mounted to the front, or else ground to powder beneath its treads, as the Cauldron pushes ever onward, freshly filled with the sanguine fluid of these latest victims.

 

Cauldron of Blood - M:* | WS:* | BS:* | S:7 | T:7 | W:11 | A:3 | LD:8 | SV:3+

Damage table:

6-11+ - M:12" | WS:3+ | BS:3+

3-5 - M:6" | WS:4+ | BS:4+

1-2 - M:3" | WS:5+ | BS:5+

 

A Cauldron of Blood is a single model armed with a blood cannon.

  • Blood Cannon - R: 16" | T: Heavy 10 | S: 6 | AP: -1 | D: 1 | This weapon automatically hits its target.

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.
  • Aura of Burning Blood: Friendly <HELLFORGE> units within 6" of this model may add 2 to their charge rolls.
  • Helram: If this vehicle charges, add 1 to hit rolls made for it until the end of the ensuing Fight phase.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, KHORNE

KEYWORDS:                       VEHICLE, DAEMON, DAEMON ENGINE, CAULDRON OF BLOOD

Edited by Tymell
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Flyers

Heldrake

[sEE CODEX: CHAOS SPACE MARINES*]

*with "Supplications of the Octed"

 

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       VEHICLE, DAEMON, DAEMON ENGINE, FLY, HELDRAKE

 

 

 

Transports

Triaros Warp-Conveyor {5 POWER}

One of the most common transport vehicles of the Mechanicum in the days of the Great Crusade and the Horus Heresy, the Triaros has, like many relic devices still maintained by the Dark Mechanicum, undergone change in the intervening millennia.

 

Outwardly, aside from the heretical markings, macabre trophy racks and changes in weaponry, the Triaros appears little changed. It remains a tracked vehicle, outwardly lacking in thick armour plating but protected as much by interlocking energy fields as by solid metal. Its galvanic traction drive still allows it to roll forwards across all but the most difficult of terrain, getting exactly where it needs to be to deliver its deadly cargo.

 

Internally, however, the Triaros has undergone a radical shift. Instead of a vacuum-sealed storage bay filled with resolute Mechanicum soldiers, now there sits an active warp gate, surface roiling with immaterial energy, dark whispers of the damned echoing out from it. Once the vehicle is in position, the hold opens and the portal ripples as the designated units step out in perfect time. Such is the Dark Mechanicum's mastery of warp technology, it is now considered a more efficient use of a transport vehicle to simply have it act as a mobile gateway than a moving container, as this allows their troops to be teleported in from any location, keeping their actually ground presence to a minimum until necessary. It has meant the sacrifice of the Triaros' shock ram, as the reactor once used to power it now feed into the warp gate directly, but the Dark Mechanicum has no shortage of Daemon Engines ready to take up the role of direct shock assault.

 

Triaros Warp-Conveyor - M:* | WS:6+ | BS:* | S:6 | T:7 | W:10 | A:* | LD:8 | SV:3+

Damage table:

6-10+ - M:12" | BS:3+ | A:3

3-5 - M:8" | BS:4+ | A: D3

1-2 - M:4" | BS:5+ | A:1

 

A Triaros Warp-Conveyor is a single model armed with twin volkite chargers.

  • Twin volkite chargers - 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.

WARGEAR OPTIONS:

  • This model may take Vehicle Equipment

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.
  • Warp Shielding: This model has a 5+ invulnerable save.
  • Warp-transit: When you set up this model, at the same time you can also set up any number of friendly <HELLFORGE> INFANTRY units on their Hellforge rather than setting them up on the battlefield. Before this model moves in your Movement phase, a single friendly <HELLFORGE> unit from the Hellforge can be transported onto the battlefield by the Warp-Conveyor. Set up the unit so that it is wholly within 3" of this model and more than 1" from any enemy models; the unit that has just been set up counts as having disembarked from a transport for all rules purposes. If all <HELLFORGE> Warp-Conveyor units from your army are destroyed, any friendly <HELLFORGE> units on the Hellforge are considered to be slain.
  • Galvanic Traction Drive: This model may re-roll any terrain tests.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       VEHICLE, TRIAROS WARP-CONVEYOR

Edited by Tymell
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Lords of War

Chaos Knight Despoiler

[sEE CODEX: CHAOS KNIGHTS]

 

FACTION KEYWORDS:       CHAOS, CHAOS KNIGHTS, <QUESTOR TRAITORIS>

KEYWORDS:                       TITANIC, VEHICLE, KNIGHT DESPOILER

 

 

Chaos Knight Tyrant

[sEE CODEX: CHAOS KNIGHTS]

 

FACTION KEYWORDS:       CHAOS, CHAOS KNIGHTS, <QUESTOR TRAITORIS>

KEYWORDS:                       TITANIC, VEHICLE, KNIGHT TYRANT

 

 

Chaos Knight Desecrator

[sEE CODEX: CHAOS KNIGHTS]

 

FACTION KEYWORDS:       CHAOS, CHAOS KNIGHTS, <QUESTOR TRAITORIS>

KEYWORDS:                       TITANIC, VEHICLE, KNIGHT DESECRATOR, ABHORRENT CLASS

 

 

Chaos Knight Rampager

[sEE CODEX: CHAOS KNIGHTS]

 

FACTION KEYWORDS:       CHAOS, CHAOS KNIGHTS, <QUESTOR TRAITORIS>

KEYWORDS:                       TITANIC, VEHICLE, KNIGHT DESPOILER, ABHORRENT CLASS

 

 

Ordinatus Daemonicus {24 POWER}

The war engines of the Centurio Ordinatus were some of the mightiest weapons possessed by the Mechanicum in the days before the Heresy, rivalling even the god-engines of the Titan legions in their sheer destructive potential. These weapon systems were the Omnissiah's wrath made manifest, capable of levelling buildings or even small armies with their raw power. They were as rare as they were dangerous, for few Forge Worlds had the resources or authority to produce such devices, and few conflicts required the devastation they brought.

 

Over time, Ordinatus weapons have become a rarer sight still among Imperial armies, as many were lost, destroyed or irreparably damaged during the Heresy or in the years since. Many were also claimed by the Dark Mechanicum, and like all of their weapons and forces, have undergone modification during their time exposed to influence of the warp.

 

Already weapons of staggering power, they have been pushed further still by the madness of the Heretek Priests. Once in position on the battlefield, the Ordinatus Daemonicus will tap directly into the energies of the warp itself. The ground will rumble and the air itself will shudder as reality is gouged open within the machine's engine, all signs of the target's impending doom. Once ready, these deadly energies will be released as a dark light beam of madness, penetrating anything in their path to open a gaping hole in realspace right on top of, or within, their target. In some regards it functions much like the Eldar D-cannon weaponry, but in a far less restrained fashion, for the Dark Magi have no concern for the damage they might leave behind, or for what monstrous things may come through the rips they tear open. Such things will only add to the destructive power they wield, and that is all the operatives of the Ordinatus Daemonicus care about.

 

While not a true Daemon Engine, the Ordinatus is still touched by the mutating energies it is constantly exposed to, and any who assault the engine thinking they have gotten the better of it will quickly learn their error. Bolts of aetheric energy will burst forth and tentacles of slick flesh will sprout from the Ordinatus engine to lash wildly at any who approach with ill intent; the monstrous weapon is far from defenceless at close quarters, and will defend itself like a crazed beast is threatened.

 

Ordinatus Daemonicus - M:* | WS:5+ | BS:* | S:8 | T:8 | W:20 | A:* | LD:8 | SV:3+

Damage table:

11-20+ - M:8" | BS:3+ | A:3

4-10 - M:6" | BS:4+ | A:2

1-3 - M:4" | BS:5+ | A:1

 

An Ordinatus Daemonicus is a single model armed with a warp-siphon cannon, 3 volkite culverins and a soul-lash.

  • Warp-siphon cannon - R: 120" | T: Heavy 2D6 | S: 18 | AP: -5 | D: D6 | ---
  • Volkite culverin - R: 48" | T: Heavy 2 | S: 6 | AP: -1 | D: 2 | Each time you make a wound roll of 6+ for this weapon, the target suffers an additional mortal wound.
  • Soul-lash - R: Melee | T: ;Melee | S: 4 | AP: 0 | D: 1 | A model equipped with this weapon may make 1 attack for every enemy model in melee with it.

ABILITIES:

  • Supplications of the Octed
  • Warp Shielding: This model has a 5+ invulnerable save.
  • Reactor Meltdown: When this model is destroyed, roll 2D6 before removing it from play. If only one result is a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds. If both results are a 6 it explodes, and each unit within 3D6" suffers D6 mortal wounds.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, <MARK OF CHAOS>

KEYWORDS:                       VEHICLE, TITANIC, ORDINATUS DAEMONICUS

 

 

Great Brass Scorpion {26 POWER}

[sEE IMPERIAL ARMOUR VOLUME 13: WAR MACHINES OF THE LOST AND THE DAMNED FOR DESCRIPTION]

 

Great Brass Scorpion - M:* | WS:3+ | BS:3+ | S:* | T:8 | W:24 | A:* | LD:8 | SV:3+

Damage table:

13-24+ - M:10" | S:10 | A:6

6-12 - M:7" | S:8 | A:5

1-5 - M:4" | S:6 | A:4

 

A Great Brass Scorpion is a single model armed with a scorpion cannon, a soulshatter bombard, 2 hellmaw blasters and hellcrusher claws.

  • Scorpion cannon - R: 36" | T: Heavy 10 | S: 6 | AP: -2 | D: 2 | ---
  • Hellmaw blaster - R: 8" | T: Pistol D6 | S: User | AP: -2 | D: 1 | This weapon automatically hits its target.
  • Soulshatter bombard - R: 24" | T: Heavy D6 | S: 12 | AP: -3 | D: D6 | Against VEHICLE, BUILDING or MONSTER units, this weapon's attacks are Damage 2D6.
  • Hellcrusher claws - R: Melee | T: Melee | S: +4 | AP: -4 | D: 6 | ---

ABILITIES:

 

  • Supplications of the Octed
  • Infernal Regeneration
  • Daemonic
  • Runes of the Blood God: This model may attempt to deny one psychic power in the enemy Psychic phase, if it is within 24" of the enemy model manifesting the power. If the power is resisted successfully, the psyker manifesting it suffers Perils of the Warp.
  • Doomsday Explosion: When this model is destroyed, roll 2D6 before removing it from play. If only one result is a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds. If both results are a 6 it explodes, and each unit within 3D6" suffers D6 mortal wounds.
  • Titanic Daemon Engine: A Great Brass Scorpion can shoot if there are enemy models within 1" of it, as long as all of the enemy models have the INFANTRY keyword. In this case it can shoot the enemy unit that is within 1" of it, or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, a Great Brass Scorpion can move and fire Heavy weapons without suffering any penalty to its hit rolls. Finally, a Great Brass Scorpion only gains a bonus to its save in cover if at least half of the model is obscured from the firer.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, KHORNE

KEYWORDS:                       TITANIC, VEHICLE, DAEMON, DAEMON ENGINE, GREAT BRASS SCORPION

 

 

Lord of Skulls

[sEE CODEX: CHAOS SPACE MARINES*]

*with "Supplications of the Octed"

 

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, KHORNE

KEYWORDS:                       TITANIC, VEHICLE, DAEMON, DAEMON ENGINE, LORD OF SKULLS

 

 

Tower of Skulls {30 POWER}

Hammered out of arcane brass and iron at the foot of the Blood God's throne and infused with the essence of countless damned souls, each Tower of Skulls is the equivalent of a small and terrible army in its own right. A dark, soaring tower sits atop the chassis of a huge tank, the tracks so studded with the skulls of those it has crushed that they appear to be made of bone. More of these grisly icons of Khorne's dominance make up a significant portion of the great tower itself, each one the skull of a foe the Blood God himself deemed worthy of his attention, however momentary. The array of gargoyle-mouthed, flame-belching guns that cover this infernal creation is more than enough to match the mightiest battle tanks of the Astra Militarum.

 

There are 64 Towers of Skulls, each one named for an aspect of Khorne's beloved bloodletting. Legend tells that they roam the great arid wastes before the Blood God's citadel, unleashing their bellowing cannons to reap enemy and ally alike in Khorne's unholy name.

 

It takes slaughter on a truly cataclysmic scale to draw a Tower of Skulls forth into the mortal world. To Khorne's worshippers, a Tower of Skulls' arrival is tangible proof of the Blood God's favour. To everyone else, it is a sign that an already terrible battle is about to descend into carnage on an unimaginable scale. Only by felling the Tower can the foe hope to claim victory, yet this is no simple task. Each soul claimed by the Tower of Skulls infuses it with unholy power, allowing it to reknit even the most catastrophic damage.

 

Tower of Skulls - M:* | WS:5+ | BS:* | S:9 | T:8 | W:28 | A:* | LD:8 | SV:3+

Damage table:

15-28+ - M:10" | BS:3+ | A:10

7-14 - M:7" | BS:4+ | A:7

1-6 - M:4" | BS:5+ | A:4

 

A Tower of Skulls is a single model armed with a balemaw cannon, 2 skullreaper cannons, 2 doomfire cannons, 2 twin skullshredder cannons and adamantium tracks.

  • Balemaw cannon - R: 60" | T: Heavy D3 | S: 9 | AP: -3 | D: D6 | ---
  • Doomfire cannon - R: 24" | T: Heavy D6 | S: 4 | AP: -1 | D: 1 | ---
  • Skullreaper cannon - R: 36" | T: Heavy 6 | S: 6 | AP: -2 | D: 1 | ---
  • Twin skullshredder cannons - R: 24" | T: Heavy 4 | S: 4 | AP: -1 | D: 1 | ---
  • Adamantium tracks - [sEE CODEX: IMPERIAL GUARD]

ABILITIES:

 

 

  • Supplications of the Octed
  • Infernal Regeneration
  • Daemonic
  • Runes of the Blood God: This model may attempt to deny one psychic power in the enemy Psychic phase, if it is within 24" of the enemy model manifesting the power. If the power is resisted successfully, the psyker manifesting it suffers Perils of the Warp.
  • Doomsday Explosion: When this model is destroyed, roll 2D6 before removing it from play. If only one result is a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds. If both results are a 6 it explodes, and each unit within 3D6" suffers D6 mortal wounds.
  • Steel Behemoth: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. It can, except when firing Overwatch, also fire its weapons if enemy units are within 1" of it (but only its twin skullshredder cannons can target units that are within 1" of it - its other guns must target other units). In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the point of view of the model firing.

FACTION KEYWORDS:       CHAOS, DARK MECHANICUM, <HELLFORGE>, KHORNE

KEYWORDS:                       TITANIC, VEHICLE, DAEMON, DAEMON ENGINE, TOWER OF SKULLS

Edited by Tymell
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STRATAGEMS:

 

SILICA ANIMUS ACTIVATION (3CP)

True AI is strictly forbidden by the Adeptus Mechanicus. The Dark Mechanicum activate it freely to allow their creations faster reflexes.

Use this stratagem during either your Movement phase, Shooting phase or Fight phase. Pick one DARK MECHANICUM unit. This unit may immediately move, shoot or fight a second time (within the appropriate phase. It may not move in the Fight phase, for example).

 

ATOMIC STRIKE (3CP)

Just one of many weapons of tech-heresy the Dark Mechanicum has no compunctions about deploying, atomic weapons are devastating.

Use this stratagem during your Shooting phase. Choose one enemy unit of any type other than CHARACTER. This unit immediately takes 3D6 mortal wounds.

 

GRAVITIC DESTABILISATION (2CP)

With the power of the Immaterium, the Dark Magi can cause even a world's gravity to fluctuate to their whims.

Use this stratagem during the enemy Movement phase. Choose one enemy unit; for this turn, it may not advance, and its charge rolls must be halved.

 

TORMENTED MACHINE-SPIRIT (1CP)

Many Hereteks capture and experiment on or simply torture machine spirits. In battle these can be set loose upon the enemy, lashing out in their agonised madness.

Use this stratagem during your Shooting phase. Pick one visible enemy VEHICLE within 24" of any DARK MECHANICUM unit. This vehicle immediately takes D3 mortal wounds.

 

IMMATERIAL CONVEYANCE (1CP)

Through their studies of the warp, some Dark Magi have mastered the arts of precise teleportation through the Immaterium.

Use this stratagem during deployment. You can set up a DARK MECHANICUM unit from your army in a Hellforge teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this unit can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models.

 

FORBIDDEN VAULTS (1CP / 3CP)

On this occasion, the Dark Magi have deemed additional forbidden archaeotech will be needed to secure victory.

Use this stratagem before the battle. Your army can have one extra relic from the Forbidden Archaeotech for 1 CP, of two extra relics for 3 CPs. All of the relics that you include must be different and be given to different DARK MECHANICUM CHARACTERS. You can only use this Stratagem once.

 

INFERNUM MECHANICUM (2CP)

The Ruinous Powers are fickle, and the Dark Magi know that their attentions can change rapidly.

Use this stratagem at any time to immediately change which Supplication of the Octed is being used. You can either choose a Supplication you have not already chosen this battle, or randomly select one in the usual way.

 

HERETICAL CHORUS (2CP)

With the correct devotions and offerings, a Chaos God's attention can be held for a little longer.

Use this stratagem once per battle, before determining which Supplication of the Octed will be in effect. Choose a Supplication that has already been chosen earlier in the battle to take effect again.

 

CHAOS BOON (1CP)

Even the Dark Magi are not immune to the temptations of the blessings of Chaos and the chance of immortality.

Use this stratagem at the end of a Fight phase in which one of your DARK MECHANICUM CHARACTERS slays an enemy CHARACTER, VEHICLE or MONSTER. Roll 2D6 and consult below:

2D6 - Boon

2 - Spawndom: Your character is slain. However, before removing the model as a casualty, you can add a Servitor-Spawn to your army. If you do, set up the Servitor-Spawn within 6" of the character and more than 1" from any enemy models before removing the character as a casualty.

3 - Arcane Occulum: Add 6" to the Range of all the character's ranged weapons.

4 - Temporal Distortion: Add 3" to the character's Move characteristic.

5 - Strength of the Berserker: Add 1 to the character's Strength characteristic.

6 - Warp Frenzy: Add 1 to the character's Attacks characteristic.

7 - The Eye Opens: Choose a boon of your choice (you cannot choose Spawndom or Daemonhood).

8 - Blademaster: Subtract 1 from hit rolls that target the character in the Fight phase.

9 - Cosmic Fate: Add 1 to all saving throws made for the character.

10 - Crystalline Body: Add 1 to the character's Toughness characteristic.

11 - Fragment of Immortality: Add 1 to the character's Wounds characteristic.

12 - Daemonhood: Your character is slain. However, before removing the model as a casualty, you can add a Daemon Prince to your army, as detailed in Codex: Chaos Daemons. If you do, set up the Daemon Prince within 6" of your character before removing the character as a casualty.

 

Boons last for the rest of the battle. The same boon cannot be receivd by a model more than once - if this happens, choose a result the model has not yet received (excluding Spawndom and Daemonhood). Chaos Spawn or Daemon Princes created by a boon must have the same Mark of Chaos as the model had (if any), and they do not cost any reinforcement points in a matched play game.

 

WITHERING ANNOINTMENT (2CP)

The blessings of Nurgle spread to the foes, making their armour rust and crumble away.

Use this stratagem during your Shooting phase or Fight phase. Pick one enemy unit. Reduce that unit's armour save by 1 for the duration of this phase.

 

WARPFLAME GARGOYLES (1CP)

The power of Tzeentch causes grotesque gargoyles to sprout upon a vehicle and burn its attackers with gouts of multi-coloured warpflame.

Use this stratagem during a Fight phase. Pick on DARK MECHANICUM TZEENTCH VEHICLE. Any enemy unit within 1" must take D6 hits at Strength 4, -2 AP and 1 Damage.

 

EXPLOSION OF GORE (1CP)

A daemon being freed from its mechanical prison can be a violent, bloody thing indeed.

Use this stratagem when one of your DARK MECHANICUM VEHICLES is destroyed; do not roll a dice - that vehicle automatically explodes.

 

BINARIC SIGNAL BOOST (1CP)

The cants and benedictions of the Hereteks are boosted to carry their binaric words to believers and non-believers alike.

Use this stratagem at any time. Pick on DARK MECHANICUM CHARACTER. For one turn, this character's aura effects are increased in range by 3".

 

PROTECTION OF THE BLOOD GOD (1CP)

Khorne despises the petty tricks of sorcerers and witches, and the Dark Mechanicum can all upon his blessings to shield them from such power.

Use this stratagem when an enemy PSYKER manifests a psychic power within 24" of one or more of your units. Roll a D6; on a 4+, that psychic power is resisted and its effects are negated.

 

DAEMONFORGE (1CP)

The Daemon Engines of the Dark Mechanicum are driven by a fathomless hatred born of the warp.

Use this stratagem in your Shooting or Fight phase when a DARK MECHANICUM DAEMON ENGINE is chosen to attack. You can re-roll all failed hit and wound rolls for that model until the end of the phase.

 

FURY OF KHORNE - SARUM STRATAGEM (3CP)

The bloodlust of Khorne's followers is never sated, and is only heightened by the arterial sprays of their enemies.

Use this stratagem during the Fight phase. Pick one DARK MECHANICUM KHORNE unit. This unit may fight a second time.

 

FOCUSED DEVASTATION - TEMPORIA STRATAGEM (2CP)

The warp-boosted optics of Temporia can instantly pick out those destined to thwart their plans and guide multiple units to focus their firepower on them to avert this course of fate.

Use this stratagem after a TEMPORIA unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other TEMPORIA units from your army that target the same enemy unit this phase.

 

A CHANGE OF PLANS - LOGICIANS STRATAGEM (2CP)

The ways of the Logicians are subtle, infiltrating positions of power and using them to manipulate events on the battlefield from afar.

Use this stratagem whenever your opponent brings in reserves after the battle has started. Roll a D6 for the unit that just arrived. On a 4+, you may reposition it, in keeping with any rules about this deployment.

 

UNLEASH HELL - XANA II STRATAGEM (2CP)

When the order is given from the Hellforge masters of Xana II, their engines can unleash death and destruction like no other.

Use this stratagem during your Shooting phase. Pick one DARK MECHANICUM VEHICLE unit. Any of this unit's guns that roll for how much Damage their hits inflict will instead automatically get the maximum Damage for this phase (so D6 Damage will become 6 Damage, etc).

 

DARK FORESIGHT - POLIX STRATAGEM (1CP)

The impossible calculations of Polix can factor in visions and predictions of warp-oracles, leaving their leaders able to counter their opponent's every trick.

Use this stratagem when your opponent uses a stratagem of their own. In addition to the normal CP cost, they must lose an extra D3 CP

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WARLORD TRAITS:

 

If a DARK MECHANICUM CHARACTER is your Warlord, they can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your general's battlefield imperatives.

 

D6 - Result

1 - TECHNO-RAPTOR: Whether through daemonic gifts or anti-grav technologies, the Warlord has the power of flight.

The Warlord gains the FLY keyword.

2 - NOOSPHERIC BROADCAST: Tapping into the noosphere, the Warlord is able to broadcast his will to even more of his warriors.

All aura effects of the Warlord are increased in range by 3".

3 - BLADED MECHANDRITES: The Warlord's bionics are focused on pushing his melee prowess to new heights.

The Warlord gains +1 Attack and +1 Strength.

4 - RUINOUS PROPHET: A true devotee of the Chaos pantheon as the Omnissiah, the Warlord can commune with the Dark Gods like few others.

The Warlord may re-roll for Supplications of the Octed.

5 - MAGOS DIVINATUS: The Warlord is devoted to the study of the future and the many paths of fate through the warp.

Once per game, you may re-roll a single dice roll. Additionally, every time you spend a command point on a stratagem, roll a D6. On a 6+ that command point is not lost.

6 - COMPOUND SENSORS: The Warlord's optics are made up of a suite of different sensors, allowing him to perceive the world with reliable clarity.

The Warlord is immune to all penalties to hit rolls.

 

Hellforge Warlord Traits

If you wish, you can pick a Hellforge Warlord Trait from the list below instead of from the Dark Mechanicum Warlord Traits, but only if your Warlord is from that Hellforge.

 

Xana II - MASTER OF DAEMONS: There are none who better understand Daemon Engines and how to use them than the lords of Xana II.

XANA II Daemon Engines within 6" of the Warlord count as having double their Wounds for the purposes of damage tables.

Sarum - SKULLS FOR THE SKULL THRONE: The warlords of Sarum are every bit as gifted slaying on the battlefield as they are toiling in their forges.

The Warlord may re-roll failed wound rolls in the Fight phase.

Polix - MIND-LINK: The great factory-forges of Polix chew through workers almost as fast as they produce arms and ammunition. The forge masters are no strangers to forcibly controlling their slaves.

All POLIX units within 12" of the Warlord may use his Leadership for Morale tests.

Temporia - DIABOLIC DOMINATION: The Dark Magi of Temporia have long studied daemons and how to exploit them, including overcoming their unnatural defences.

The Warlord's attacks ignores invulnerable saves.

Logicians - VORE-WEAPON: These small but lethal biological constructs are deployed by Logician agents to injure or cripple enemy leaders before they even set foot on the battlefield.

Choose one enemy CHARACTER after deployment but before the battle begins. This character suffers D3 mortal wounds.

 

Named Characters and Warlord Traits

If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below.

Arkos the Bloodsmith - [sarum]

The Entomancer Devran Saar - [1]

The Infinite Host - [4]

 

 

 

PSYCHIC POWERS:

SEE CODEX: CHAOS SPACE MARINES - DARK HERETICUS DISCIPLINE

 

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FORBIDDEN ARCHAEOTECH

 

If your army is led by a DARK MECHANICUM Walord, then before the battle you may give one of the following items to a DARK MECHANICUM CHARACTER. Named characters already have their own artefacts and cannot be given any of the following relics.

 

Note that some weapons replace one of the character's existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Forbidden Archaeotech your characters have on your army roster.

 

RAD-PULSE SHIELD

Like other deflection shields, the Rad-pulse Shield not only protects the wearer, but can fling energy back at the aggressor. In this case, it bathes the attacker in a powerful burst of radiation, often leading to an especially agonising demise.

The bearer gains a 5+ invulnerable save. Each time you roll a 6+ for this save, the enemy unit that made the attack suffers a mortal wound.

 

THE INFERIS DRIVE

Recovered long ago from an ancient wreckage known only as "E.H." in the Proxima Centurai System, this is believed to be one of humanity's earliest warp drives. With surprisingly little modification it was made functional on a small-scale, capable of transporting small groups of infantry short distances. However, it bears a flaw that makes it more suitable to use on foes than friends: it torments those it transports with horrific glimpses at the true nature of the warp, often leaving them deranged and psychotic.

This may be used once per battle during the Shooting phase instead of firing any other weapons. Choose one visible enemy INFANTRY unit within 12" of the bearer. That unit can immediately be moved anywhere else on the battlefield that is more than 9" inches away from your units. Also, roll a D6 for every model in that unit. On a 6+, that model suffers a mortal wound.

 

CALLOPHEAN PSY-ENGINE

Brutal Hereteks seeking to remove the fallible human element from their psykers will cut away all other parts of a psyker's body, leaving only the brain, the part they consider valuable. Now horrifically kept alive within the weapon-housing, the living brains are goaded by neuro-implants to blast foes with the power of the warp.

A Callophean Psy-Engine replaces one of a Heretek Priest's ranged weapons. It has the following profile:

  • Callophean Psy-Engine - R: 12" | T: Assault 3 | S: 7 | AP: -3 | D: 1 | If fired at a unit with the PSYKER keyword, this weapon's Damage increases to D3.

 

APOSTASIC MATRIX

Each of these metal staves blisters with cogitation nodules, electro-sensors and mottled field projection devices. As if in mockery of its origins, devotional prayers inscribed in orthodox machine can spiral about its length. A victim so much as grazed by this weapon is scarred by its power. The apostasic matrix reaches into the very mechanisms of the soul, pouring toxins and pain upon the roots of faith, and burning away memories of worship with agonizing darts of electro-essence. The immediate anguish is terrible, but the true horror is that the matrix causes the victim's flower of faith in their god or gods to wither and die thereafter.

An Apostasic Matrix replaces a Heretek Priest's melee weapon. It has the following profile:

  • Apostatic Matrix - R: Melee | T: Melee | S: * | AP: * | D: * | For every hit this weapon inflicts, the target must take a Leadership test. For each test failed, the target suffers a mortal wound.

 

THE DATASLATE OF THE DEAD

This bizarre thing was found at an isolated and seemingly abandoned outpost among the woodlands of a long-forgotten world. The surface of the slate outside of its screen carries the texture of human skin, and is warped into facial expressions of agony. Reading the forbidden text from the dataslate will unleash dangerous spirits from the immaterium, said by some to be the souls of the damned, which will possess the fallen and reanimate them to attack their former comrades, cackling wildly all the while.

This may be used once per game. During one of your movement phases, choose one enemy unit within 24" of the bearer. For the remainder of your turn, every time that unit loses a model roll a D6. On a 4+, the unit takes another mortal wound. If this kills another model, you may continue to roll again until a roll of less than 4 is made.

 

HELCASTER

Originally developed by the Heretek commune of the Yahara Lindenites, based on the Night Lords' tactic of broadcasting shrieks of terror and agonised pain to sow fear through their enemies, the Helcaster applies this principle with a device that makes use of many daemons' ability to see deep into the heart of their victims, plucking out their deepest fears and regrets. All within range will hear something different: the mocking scorn of a respected figure, the pain of a loved one, the judgement of some past mistake...

All enemy units within 12" of the Helcaster suffer -1 to their Leadership characteristic.

 

DAEMON-DJINN

Similar to Old Earth myths, there are daemons that will grant wishes to those that free them from their prisons. Although these often lead to a darker price in time...

This may be used once per battle at any time during your turn. It allows the wielder to automatically pass a single charge roll, morale test, psychic test, to hit roll, to wound roll or saving throw.

 

ICON OF THE EIGHT-TOOTHED COG

The Eight-Toothed Cog is a Dark Mechanicum version of the eight-pointed star, the symbol of Chaos. This icon held aloft can trigger responses, both genuine and pre-programmed, in the forces of the Hereteks.

All DARK MECHANICUM units within 8" of the Icon of the Eight-Toothed Cog will always fight first in the Fight phase even if they didn't charge. If the enemy has units that have charged, or have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

 

AETHERIC SPOTLIGHT

This strange device casts out a beam of light, but not into realspace. Instead it casts light through the Immaterium, highlighting a target like a lure within the warp. It can make any being shine bright within the aether like the most powerful of psykers, but without any of the protections that psykers must be taught, and warp-predators are drawn to them like carnivorous fish sensing blood in the water.

This weapon may be fired at any visible enemy unit within 24" during the Shooting phase instead of firing any other weapons, following the normal rules for shooting. The target unit immediately takes D6 mortal wounds. Psyker units will take 2D6 mortal wounds.

 

EXCESSIVE MECHATENDRILS

Blessed by Slaanesh, this Heretek's mechandrites have taken on a wealth of different fleshy forms. Tentacles, insectoid antennae, enormously long tongues, stalks topped with eyes, proboscises, tails tipped with stingers, all manner of things now sprout from the Heretek's back and shoulders, granting him so many new ways to experience the world, and bring unholy extremes of pain and pleasure to others.

SLAANESH model only. Excessive Mechatendrils are an additional melee weapon. They have the following profile:

  • Excessive Mechatendrils - R: Melee | T: Melee | S: User | AP: 0 | D: 1 | Each time the user fights, they make 5 additional attacks with this weapon.

 

PROFANE BOLT CANNON

Daemons range in power from the mighty Greater Daemons that lead the infernal hordes down to tiny sprites and wicked spirits. With their talent for daemonic binding, the Magi of Xana II can bind even these minor beings. A Profane Bolt Cannon is loaded with ammunition with feral, vicious minor daemons imprisoned within every round. When the round detonates, not only does it cause the usual damage of bolt weaponry, but the daemon is released too, able to take out its spite and hate for a few moments it exists before returning to the warp.

XANA II model only. A Profane Bolt Cannon replaces one of a Heretek Priest's ranged weapons. It has the following profile:

  • Profane Bolt Cannon - R: 18" | T: Assault 4 | S: 5 | AP: -1 | D: 2 | ---

 

FORGEWHIP

It is a long-held belief of numerous blood-cults that Khorne himself created the original Forgewhip from the essence of a Flesh Hound he wished to punish for failing to catch its quarry. All those that have witnessed the power of a Forgewhip can attest to the inner fury of the weapon, and the way it seems to seek out targets of its own. The weapon takes the form of a long whip with many tendrils, each of which appears to be made out of fire and glows with a white-hot inner heat. The fiery cords twist and writhe, crackling with energy and burning the very air around them.

SARUM model only. A Forgewhip replaces a Heretek Priest's melee weapon. It has the following profile:

  • Forgewhip - R: Melee | T: Melee | S: +1 | AP: -2 | D: D3 | Attacks with this weapon gain a +1 to hit bonus.

 

THE MACHINA PSYKANA

While most tech-adepts shun the psychic in favour of the material and spiritual worlds of the Omnissiah, the obsessive studies of Polix have led some to compile their more esoteric warp knowledge into tomes.

POLIX model only. The bearer gains the PSYKER keyword, and can choose one power from the Dark Hereticus disicipline. They may attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase.

 

CASTIRIAN SOUL CAGE

The adepts of Temporia maintain a certain distance from the daemonic powers they call upon, knowing that such beings cannot be trusted, even if they do have their uses. As such, while they make good use of daemons, these Dark Magi are also unparalleled experts in subduing and containing them. The Castirian Soul Cage is used to trap and hold daemonic entities before they are bound to their new metal prison.

TEMPORIA model only. This may be used during any Fight phase if the bearer is within 1" of a DAEMON CHARACTER. Roll 3D3. If the roll is greater than the Power rating of the character, they are immediately slain.

 

DAEMONIC LOGIC-ENGINE

Binding a daemonic entity into a logic engine can yield remarkable but dangerous results. With insight into the Immaterium, where the rules of space and time do not apply, it can perform calculations and predict future events like no regular engine could. But care must be taken, for the malevolent beings powering it may not have the user's best interests at heart...

LOGICIANS model only. This may be used after deployment but before the battle begins. One DARK MECHANICUM unit may be redeployed as per its usual deployment rules. This can include placing it in reserve to be brought on later.

 

 

And that's all folks! I'm leaving out points values, at least for now, as there are a lot I'd have to hide anyway, and the rest I'm still very much figuring out. Hope it makes for some fun reading, and feedback/corrections welcome!

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