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WARHAMMER 40K CULT MECHANICUS CODEX PDF

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Warhammer 40k Cult Mechanicus Codex Pdf

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FOR ALL: VK MECHANICUS IS WORKING TO RETURN THE WALL FROM EVIL CLAWS. 28 . A little peek into a possible future before the Ork Codex appears Warhammer 50K - The Shape of The Nightmare To sppn.info development of the Cult Mechanicus armies used at Tempus Fugitive events and Von Carstein, Von Carstein logo, Chaos, 40k, GW, Warmaster, Warhammer. >Adeptus Mechanicus codex (thank you Vladimir) >PDF .. Was the old version according to sppn.info, I think I prefer it, the.

Note this cannot be taken in conjunction with Terminator or Artificer Armor. It may test at the start of each of its turns to free itself. Glowing with tech-runes. A model with a Refractory Armor Coating has the same saving throw as normal. An enemy model hit by a Webber must roll under their Strength a 6 always fails or be entangled by the webbing.

While webbed. If a double 6 is rolled. Staff of Wisdom: Only the most senior Tech-Priests are gifted with one of these very powerful and rare techrelics. The impacts on the portals create intense localized warp disruptions. If they roll equal to or above.

Multiple hits from a webber have no cumulative effect. Assuming the model is not lost in the Warp. If a double 1 is rolled. Webber — Web Guns also commonly known as Webbers fire a compressed mass of thin plaswire at the target.

It emits a shower of graviton particles on detonation. Determine to where the model wishes to teleport. After this first hit is absorbed the ablative armor is destroyed and has no further effect. Servo Arm. While they may take many forms. Storm Shield.

Hand Flamer: This is a smaller. The vehicle has been fitted with special armorplas plating. Purity Seals. Iron Halo. Space Marine Bike. The user also cannot gain any benefits from any other close combat weapons when used in this manner. They can still make their single supporting attack as per the normal rules.

It can be used to fire a template area effect shot. At the beginning of each Assault Phase after all models have moved. Heavy Weapon Mounting: The Adeptus Mechanicus know each and every secret of the hidden construction possibilities for Imperial vehicles or so they think.

Regular Wargear See Codex: Space Marines for special rules for the following items: Artificer Armor. The first Penetrating hit either via ranged fire or in an assault may be ignored. It can be used single-handed. New Weapons and Wargear: Combat Bionics: Many members of the Cult Mechanicus augment themselves with special bio-mechanical implants. The vehicle now counts as Fast. Refractor Field. Terminator Armor. Note that Glancing hits are not effected and are resolved as normal. Jump Pack.

They allow the rider to move just like he was mounted on a jetbike but without any mounted weapons or increase in Toughness. Thunder Hammer See Codex: Imperial Guard for special rules for the following items Carapace Armor. Cult Mechanicus Power Axe: These special devices are the signature weapon of the Tech-Priest.

Imperial Jetbike — These operate just like a regular jetbike see page 94 of the Warhammer Electro Hull: The vehicle has been wired with powerful electrical cabling on its exterior. Support Weapons cannot be transported. This upgrade cannot be combined with a Heavy Weapons Mounting or Boosters though.

Runes of the Machine God — Before leaving on the Quest. The vehicle now counts as a Skimmer. Holy Icon: The vehicle mounts a suitably large and impressive symbol of the Machine God. Both the weapon and at least one Operator must have Line of Sight for non-Guess weapons. Even though difficult to ready and maintain. The vehicle may re-roll any results on the Glancing Hits table but not Penetrating Hits.

Regular Vehicle Uprades See Codex: Imperial Guard and the Warhammer Each usually requires specialized equipment and repair. Any Adeptus Mechanicus unit within 6" of the vehicle may roll three D6 for all Leadership tests and use the lowest two rolls as their score. Crew from one Support Weapon can be used to re-crew other Support Weapons as needed.

Rough Terrain Modifications. Hover Lifts: Extensive retrofitting is done on some smaller vehicles to remove their normal tracked drive system and mount anti-grav plates and thrusters. Thus for a vehicle which came to points. Hunter-Killer Missile. Rarer still they wind up in the hands of heretic cults bent on revolution or destruction. Multiple Support Weapons in a Battery will not fire together to create Salvos.

Firing a Support Weapon Only one operator is needed for normal operation. It is common for Tech-Priests in the field on Quests to customize their transport vehicle the ubiquitous Rhino to carry a heavy weapon for extra firepower without sacrificing its transport capability.

Extra Armour. This upgrade does not prevent a Pintle Mounted Storm Bolter to be added as well if desired. Pintle-Mounted Storm Bolter. Special Rules: If no roll on the table is required for the effect or some other result system is used. Shooting at a Support Weapon Battery When fired upon. Resolve hits against the operators as normal. Any enemy models in contact with a support weapon can attack it exactly as if it was a vehicle with the same armor value and hit resolution as for shooting above.

Support Weapons cannot be fired while any members of their battery are engaged in an assault. Assaulting a Support Weapon Battery Enemy units may Assault a support weapons battery in the same manner as assaulting any other unit.

The owning player may choose which support weapon or crew are hit in the battery. A Support Weapon has an Armor value of Any Tech-Priest no matter the rank though is totally committed to recovering the priceless knowledge and technology lost many millennia ago.

Outfitted with rare tech-relics and aided by a small Cult Mechanicus contingent. Each was once fully human. Unlike other Tech-Priests. Servitor Bodyguard: Those on their first holy search are given the honorary title Questor.

While they rarely leave their Fortresses. It is often even said that a weapon repaired by an Engineer is superior to one brand new! Unless accompanied by a Servitor Bodyguard. Their presence on the battlefield is often invaluable in maintaining fighting efficiency.

They are often found leading small units in Imperial Guard armies. Tech-Priest Engineers may choose from the Armory as normal. As long as they are not leading a Servitor Bodyguard.

Tech-Priest Lords may choose from the Armory as normal. Some even make these questing expeditions their life work. The Bodyguard will go on Emergency Orders for the rest of the game. Special units of these drones are fitted with the finest biomech upgrades and combat programming. The Bodyguard unit consists of Servitors. Servitor Bodyguards are programmed to defend their masters at all costs. Servitors are thus the perfect bodyguard for them. Any Tech-Priest Engineer attempting a weapon repair may not move that turn.

Weapon Repair: Tech-Priest Engineers are highly trained in battlefield repair. Servitor Bodyguard can never be used to man or recrew a Support Weapon. If their leader is killed or leaves the unit. Improved Armor— The entire unit may be fitted with extra bio-plas and armor coating.

Warhammer 40k - Codex - Adeptus Mechanicus.pdf

Any bio-mech upgrade listed below can be taken. If the unit is Pinned. Close Combat Bionics. All normal Servitor rules below apply to Servitor Bodyguard members. When the unit is struck with ranged weapons. Any Tech-Priest Engineer in base contact with an Imperial vehicle or support weapon at the start of the turn may attempt to repair one destroyed weapon. Their purpose is to protect him. Servitor Bodyguard Tech-Priests have a hard time trusting people. Treat the combat as if it was a Drawn Combat in all other respects.

Even so many fall to the ground in the midst of combat. Electro Priests The smell of ozone and the bright flashes of blue-white herald the arrival of the Electro-Priests into battle. These special Electoos give them superhuman strength.

Fanatical Attack: Electro Priests will always attempt to move towards the nearest enemy in Line of Sight. These will always target the nearest enemy unit in Line of Sight though. Only the most zealous and fanatical of Tech-Adepts are chosen for the subdermal implants. Each is covered with an elaborate network of circuitry and power-runes embedded into their skin. Electoo-augmented bare fists built into their Strength and Assault values and lightning bolts.

Electro Priests can never be carried in any type of transport vehicle. Adeptus Mechanicus Rhinos can take any of the vehicle upgrades from the Armory list.

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At any given time the Tech-Priests are imparting some of their experience to hundreds of aspiring. Assault 1. Tank Crew: Servitor Weapons: Storm Bolter Transport: Static Shock: The powerful electrical discharges arcing across their bodies in combat makes it near suicidal both for them and the vehicle to be bunched together in a transport vehicle. This will not count as a further HQ or other selection. Electrically charged fanatics. He may not take Terminator Honors.

Tech-Adepts or Tech-Priests who have joined the unit leading a Cohort of Robots will draw strength from their implacable followers and so will also pass all Morale tests.

Space Marines for details. All are bound by powerful hypnoaths never to reveal anything that might be found on these expeditions though.

The risk of loss is outweighed though by their superior firepower and combat effectiveness. Mindless and Implacable: Robots will always pass all Morale Tests. A Robot Cohort consists of Robots. You may include a Techmarine as a single Elites choice.

Robots may take an additional weapon normally shoulder or back mounted at the following points cost: This additional weapon cannot however duplicate a weapon already taken by that Robot. All members of the Cult Mechanicus venerate these loyal and powerful devices. Often Techmarines accompany the Tech-Priests into the field.

Techmarines may choose weapons and wargear from the Codex: Space Marines Armory listing. Robot Cohort The living embodiments of the Machine God. Techmarines operate independently and so follow the rules for independent characters given on p74 of the Warhammer Note that for the purposes of mission objectives Techmarines cannot capture table quarters.

They stalk the battlefield. Each Robot has a primitive artificial brain of bio-plasm. The cohort must be lead by a single Tech-Adept Overseer at the points cost indicated. Due to some of the mecha-organic components used in Robot design. Big and Slow Moving: Robots move as if they were always in Difficult Terrain roll 2 dice. One model in the unit may have one of the following: They can never be Pinned by them though.

Tech-Guard units are armed with either a Shotgun. The unit consists of one Sergeant and between 4. Back or suffer Pinning. Integrated Weapons Design: Robots may Move and Fire a single weapon or stay stationary and fire two weapons. Move towards the nearest enemy unit. If at any time he is killed.

Robots cannot be transported either due to their large size. Imperial Guard for details on twoman heavy weapon team rules. No other Tech-Priest characters have the necessary equipment to control a Robot Cohort. If required to take any Leadership-based tests.

If their leader is killed and any Tech-Priest Engineers are in play. When not in combat. Assault the nearest enemy unit if possible. While not as deadly in combat as the mindless Servitors or fanatical Electro-Priests. Two members can form a Heavy Weapons team. Rapid Fire weapons fire as if stationary. Robots can be effected by Needle Rifles and other items that effect living creatures.

In combat they serve as everything from driving transports to manning dangerous support weapons. This will not count as a further selection for the army. The unit may be transported in an Adeptus Mechanicus Chimera if it numbers 10 models or less.

As he is part of the higher ranks of the Cult Mechanicus. The unit consists of Servitors. This is the lesson shown to all who would defy the Adeptus Mechanicus by these. Servitors are used for an endless number of tasks throughout the Imperium. Now mind-wiped and programmed only to serve.

Note that if the unit size is larger than While not very effective in combat. Their mechanical adaptations allow them to function in hostile environments.

None Options: Note you may take both for a model if desired. Many are grown in artificial bio-vats and mated to special mechanical augmentations. Once programmed for a task they perform it endlessly without complaint.

Up to 10 models from a single unit. Servitors are organic machines. He is armed with a Master Crafted Laspistol. Servitors Weapons: The Chimera may be armed with one of the following turret-mounted weapons: The entire unit may be armed with any of the following: One member of the unit may be armed with one of the following: Slow to react: Servitor units can only Consolidate after an Assault. Assault 1. Tank Crew: Servitor Weapons: Storm Bolter Transport: Electoo-augmented bare fists built into their Strength and Assault values and lightning bolts.

Fanatical Attack: Electro Priests will always attempt to move towards the nearest enemy in Line of Sight. This will not count as a further HQ or other selection. Static Shock: The powerful electrical discharges arcing across their bodies in combat makes it near suicidal both for them and the vehicle to be bunched together in a transport vehicle.

Electrically charged fanatics. These special Electoos give them superhuman strength. Space Marines for details. Techmarines may choose weapons and wargear from the Codex: Space Marines Armory listing. Often Techmarines accompany the Tech-Priests into the field. The risk of loss is outweighed though by their superior firepower and combat effectiveness.

A Robot Cohort consists of Robots. Each Robot has a primitive artificial brain of bio-plasm. He may not take Terminator Honors. You may include a Techmarine as a single Elites choice. Robot Cohort The living embodiments of the Machine God. Note that for the purposes of mission objectives Techmarines cannot capture table quarters. All are bound by powerful hypnoaths never to reveal anything that might be found on these expeditions though. Techmarines operate independently and so follow the rules for independent characters given on p74 of the Warhammer They stalk the battlefield.

This additional weapon cannot however duplicate a weapon already taken by that Robot. All members of the Cult Mechanicus venerate these loyal and powerful devices. Tech-Adepts or Tech-Priests who have joined the unit leading a Cohort of Robots will draw strength from their implacable followers and so will also pass all Morale tests. Mindless and Implacable: Robots will always pass all Morale Tests. Robots may take an additional weapon normally shoulder or back mounted at the following points cost: Rapid Fire weapons fire as if stationary.

Assault the nearest enemy unit if possible. No other Tech-Priest characters have the necessary equipment to control a Robot Cohort. Integrated Weapons Design: Robots may Move and Fire a single weapon or stay stationary and fire two weapons. They can never be Pinned by them though.

When not in combat. Imperial Guard for details on twoman heavy weapon team rules. Due to some of the mecha-organic components used in Robot design. Robots can be effected by Needle Rifles and other items that effect living creatures. One model in the unit may have one of the following: If at any time he is killed.

While not as deadly in combat as the mindless Servitors or fanatical Electro-Priests. Robots cannot be transported either due to their large size. Two members can form a Heavy Weapons team. The unit consists of one Sergeant and between 4. Back or suffer Pinning. Tech-Guard units are armed with either a Shotgun.

Big and Slow Moving: Robots move as if they were always in Difficult Terrain roll 2 dice. If their leader is killed and any Tech-Priest Engineers are in play. If required to take any Leadership-based tests. Move towards the nearest enemy unit. The cohort must be lead by a single Tech-Adept Overseer at the points cost indicated. Servitors Weapons: The Chimera may be armed with one of the following turret-mounted weapons: He is armed with a Master Crafted Laspistol.

Now mind-wiped and programmed only to serve. While not very effective in combat. None Options: Note you may take both for a model if desired. Note that if the unit size is larger than This will not count as a further selection for the army. The unit consists of Servitors. Servitors are organic machines.

In combat they serve as everything from driving transports to manning dangerous support weapons.

The unit may be transported in an Adeptus Mechanicus Chimera if it numbers 10 models or less. The entire unit may be armed with any of the following: Servitors are used for an endless number of tasks throughout the Imperium. As he is part of the higher ranks of the Cult Mechanicus. Their mechanical adaptations allow them to function in hostile environments.

Many are grown in artificial bio-vats and mated to special mechanical augmentations. Up to 10 models from a single unit. This is the lesson shown to all who would defy the Adeptus Mechanicus by these.

Once programmed for a task they perform it endlessly without complaint. The unit can do nothing else in that turn.

But all start as members of Machine Cults. The unit consists of models. Slow to react: Servitor units can only Consolidate after an Assault. One member of the unit may be armed with one of the following: In the next turn one or two Servitors stay behind to re-crew each vacant weapon.

No other Tech-Priest characters have the necessary equipment to control a Servitor unit.

Machine Cultist units are armed with Lasguns or Autoguns. Servitors will always pass all Morale Tests. Half Machine: Others are recruited from Forge World planets to join these holy expeditions.

Tech-Adepts or Tech-Priests who have joined the unit leading a unit of Servitors will draw strength from their implacable followers and so will also pass all Morale tests.

Many may go on to join the ranks of the Tech-Guard. If the unit only has one Servitor left plus an Overseer. The unit must be lead by a single Tech-Adept Overseer at the points cost indicated. This is only a tiny fraction of the ancient lore kept sequestered in the Red Planet however.

Imperial Guard. Open-Topped Crew: Heavy Bolter. Sentinel pilots are trained in long range reconnaissance and are usually sent out far in advance of the main force. Only to their comrade Techmarines.

Special Rules — Scouts: Tech-Guard Sentinels are often sent out into the forefront of the expedition. Sentinels can only take the following upgrades: Armored Crew Compartment. Extra Armor. Each carries a potent ranged weapon. Land Speeders require almost daily maintenance to ensure proper operation of their anti-grav drive plates and compact turbo-fan engines.

Walker Crew: One Tech-Guard Pilot Weapon: Each Sentinel must be armed with one of the following forward-firing weapons: Smoke Launchers. These claws are also useful in combat.

Support Weapons Choosing Support Weapons: Support Weapons are formed into Batteries of Support Weapons. The Support Weapons in each Battery do not have to be the same weapon. Note that the battery does not require an Overseer though — Servitors assigned to Support Weapons have such a narrow range of required instructions that they can function without constant control.

Firstly they act as mobile command center for the force. Servitors will never Fall Back even if forced to do so automatically and can never be Pinned.

Hull-mounted forward firing Twin-linked Heavy Bolters. Servitors manning a support weapon will never Assault. As noted above. Tarantulas are a widely used Adeptus Mechanicus weapon platform. A Battery may be lead by a single Tech-Adept Overseer at the points cost indicated. Their other more obvious role is as powerful firebases and transports in case of conflict. Almost any Imperial weapon can be easily mounted to the chassis.

Codex Cult Mechanicus

Each Battery counts as a single Heavy Support selection. Known primarily as a tank-killer. A Tarantula is self-propelled.

You must equip each Tarantula with one of the following Linked weapon mounts: Mole Mortars must remain stationary to fire. Rapiers have superior targeting mechanisms. Rapiers are self-propelled. Only if it stays stationary can it re-roll misses. Subterranean explosion If a Hit. Rapier Laser Destroyer Cost: If at least one Operator has Line of Sight to the target spot then the shot will still scatter as per rules below. If an arrow. While often inaccurate.

Once the distance is measured. Firing Procedures: Mole Mortars operate much like a regular Barrage weapon. When it moves over 6 inches. Mole Mortar Cost: You must accept result of second roll though.

If a Tarantula moves. The Torpedo then explodes just below the surface. Even the wisest Magi can barely comprehend how they are created or their operating principles. No crater is created for an Airburst. Then scatter the third template from the location of the second. The more dense the matter the greater the explosive force.

Thudd Gun Cost: Thudd Guns must remain stationary to fire. Conversion Beamers project streams of unfathomable energies. Place the first marker as normal.

Conversion Beamer Cost: All models covered or touching the template take a Strength 4 hit at AP5. Thus each is always fielded separately.

While self-propelled. Units suffering casualties in this manner take Pinning checks as per normal Barrage Pinning rules note it is not Ordnance Pinning. Conversion Beamers are notoriously difficult to operate. Scatter the template as per the roll. It requires time to focus the beams though. Any models covered or touching the template take Strength 3 hit at AP5.

You may not include more than one Conversion Beamer in a single battery. Any unit that suffers casualties in this manner is Pinned automatically. If Doubles are rolled. This may result in some models being covered by multiple templates.

Thudd Guns operate much like a regular Barrage weapon. Support Weapon Crew: Walker Armor Penetration: Roll D6. Open topped: Conversion Beamers must remain stationary to fire.

Rough conversion ideas Tech-Priests — Necromunda Spyres. First person tell me why and there are two reasons. The colors of the Adeptus Mechanicus are Crimson and Grey.

WFB Wizards. Killa Kans. Please email back with comments. Cool bits with the AM symbol or great for converting AM models: Shooting at non-vehicle models: Thanks again. Robots — old Robots. To-hit roll depends on vehicle type use lowest value when multiple types for a vehicle: Warhammer 40k - Codex - Adeptus Mechanicus. Flag for inappropriate content. Related titles. Skitarii Painting Guide - Legions of the Omnissiah.

WarHammer 40K [codex] 7th ed - Eldar Harlequins. Jump to Page. Search inside document. Related Interests Armed Conflict Unrest. Marco Bernabei. Edd O'Connor. Darryl Kane. Andrew Johnson. Shawn Anthony Abreu. Josh Irwin.

Powhatan Vanhugh Belton. More From Rk Lowder. Eric Schaer. Steve Wallace. Sliding Compound Miter Saws tool test. Rk Lowder. Popular in Technology. Adelina Porawouw. Hazaparu Anca. Priyanka Bachhan. Ersin Tukenmez. Veeru popuri. Biotechnology Letters Volume 16 issue 2 [doi Pistaccio; G. Curutchet; E. Donati; P. Tedesco -- Analysis of molybdenite bioleaching by Thiobacillus ferrooxidans in the abs. Maddy Rathore. Truth Press Media. Nimesha Sahan. Pavan Velineni.That number soars and dives with every hour, defying even the ability of the Magi Logis to quantify it.

Theirs is the Motive Force. These feats they accomplish not through diplomacy, but via the relentless, merciless application of firepower. However, Arc weapons can reliably attack infantry and are actually quite cheap for their stats.

Ranged Weapons[ edit ] Arc weapons : Gone are the days of reliably wrecking Land Raiders from across the table. Inhuman Avarice: