TEXT: Codex: Adeptus Mechanicus 
  The Cult of the Machine God 
   
   
  Introduction 
   
  This army list represents an Adeptus Mechanicus Questing or Exploratory army, not a full-blown army 
  such as would be fielded along the lines of their Epic 40K list.   As such, it is a much lighter force than 
  the full might of the Adeptus Mechanicus would normally use in combat, but is more suited to the 
  Exploratory nature of the force.   Here the Tech-Priests are in search of lost relics from the Dark Age 
  of Technology, such as Standard Template Construct (STC) systems.  In these missions they often 
  encounter hostile forces (usually determined not to give up such items!), and thus they are 
  accompanied by their own combat forces.  They sometimes also accompany other forces of the 
  Imperium when it suits their own inscrutable purposes.  The Cult Mechanicus guards its secrets 
  carefully, and none but the dreaded Inquisition dare question them. 
   
  How to use this list: 
  1) 
  One selection from the list can be chosen as an Elite selection for any Imperial Guard or Space 
  Marine army. If a single selection is made, a Tech-Priest Engineer must accompany the selected unit if 
  not already part of the unit.  The unit plus this Tech-Priest will count as a single Elite selection for the 
  army, much in the same manner as the regular Heroes of the Imperium. 
   
  2) 
  You may select a special Adeptus Mechanicus force (1HQ + 1 Troops + 1 Heavy Support as a 
  minimum) as a Detachment to either a Space Marine or Imperial Guard Army.  Note the Mechanicus 
  Detachment will always be allowed at least one Heavy Support selection, no matter the mission type.  
   
  3) 
  You can also field a pure Cult Mechanicus army, as per this army list. 
   
  Note that an Adeptus Ministorum army cannot use any Adeptus Mechanicus forces, or a Mechanicus 
  force take any Ministorum selections!  Needless to say, they don’t get along at all.  There may possibly 
  be some Infighting special rules if you try to have them both as Detachments or selections in the same 
  overall army.   
   
  In works:  Special Mission (Tech Quest or something along those lines – get the tech relics away from 
  the heathen/aliens) and a Special Character or two of course.  Plus of course fleshing out what you 
  see here fully. 
   
  
  Adeptus Mechanicus Forces 
  Profile 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Ld 
  Sv 
  Tech-Priest Magos 
  4 
  4 
  4 
  4 
  2 
  4 
  2 
  9 
  3+ 
  Tech-Priest Questor 
  3 
  3 
  3 
  4 
  1 
  4 
  1 
  8 
  3+ 
  Tech-Priest Engineer 
  4 
  4 
  3 
  4 
  2 
  4 
  1 
  8 
  3+ 
  Servitor Bodyguard 
  3 
  4 
  3 
  4 
  1 
  3 
  1 
  10 
  5+ 
  Electro Priest 
  3 
  2 
  3(6) 
  3 
  1 
  4 
  2 
  9 
  Invuln. 5+ 
  Tech-Guard 
  3 
  3 
  3 
  3 
  1 
  3 
  1 
  7 
  4+ 
  Tech-Guard Centurion 
  3 
  3 
  3 
  3 
  1 
  3 
  2 
  8 
  4+ 
  Machine Cultist 
  2 
  3 
  3 
  3 
  1 
  3 
  1 
  7 
  5+ 
  Machine Cult Preacher  
  3 
  3 
  3 
  4 
  1 
  3 
  1 
  8 
  5+ 
  Tech-Adept Overseer  
  3 
  3 
  3 
  4 
  1 
  3 
  1 
  8 
  3+ 
  Servitor 
  2 
  4 
  3 
  4 
  1 
  2 
  1 
  10 
  5+ 
  Robot 
  4 
  4 
  5 
  6 
  2 
  2 
  1 
  10 
  2+ 
   
   
  Weapons Summary  
  Weapon 
  Range 
  Str 
  AP 
  Type 
  Autocannon 
  48” 
  7 
  4 
  Heavy 2 
  Autogun 
  24” 
  3 
  - 
  Rapid Fire 
  Autopistol 
  12” 
  3 
  - 
  Pistol 
  Bolt Pistol 
  12” 
  4 
  5 
  Pistol 
  Boltgun 
  24” 
  4 
  5 
  Rapid Fire 
  Cult Mechanicus Power Axe 
  - 
  - 
  - 
  Close Combat, Power Weapon ** 
  Flamer 
  Template 
  4 
  5 
  Assault 1 
  Graviton Gun 
  24” 
  - 
  - 
  Heavy 1** 
  Grenade Launcher (Frag) 
  24” 
  3 
  6 
  Assault 1 Blast * 
  Grenade Launcher (Krak) 
  24” 
  6 
  4 
  Assault 1 * 
  Hand Flamer 
  Template 
  3 
  6 
  Pistol** 
  Heavy Bolter 
  36” 
  5 
  4 
  Heavy 3 
  Heavy Flamer 
  Template 
  5 
  4 
  Assault 1 
  Lascannon  
  48” 
  9 
  2 
  Heavy 1 
  Lasgun 
  24” 
  3 
  - 
  Rapid Fire 
  Laspistol 
  12” 
  3 
  - 
  Pistol 
  Meltagun 
  12” 
  8 
  1 
  Assault 1* 
  Missile Launcher (Frag) 
  48” 
  4 
  6 
  Heavy 1 Blast * 
  Missile Launcher (Krak) 
  48” 
  8 
  3 
  Heavy 1 * 
  Multi-Melta 
  24” 
  8 
  1 
  Heavy 1* 
  Needler 
  18” 
  X 
  6 
  Assault 1* 
  Plasma Cannon 
  36” 
  7 
  2 
  Heavy 1 Blast * 
  Plasma Gun 
  24” 
  7 
  2 
  Rapid Fire * 
  Plasma Pistol 
  12” 
  7 
  2 
  Pistol * 
  Storm Bolter 
  24” 
  4 
  5 
  Assault 2 
  Staff of Wisdom 
  - 
  - 
  - 
  Close Combat, Power Fist ** 
  Typhoon Missile 
  48” 
  5 
  5 
  Heavy 1 Blast 
  Webber 
  12” 
  - 
  - 
  Assault 1** 
   
  * = see main rules for additional details 
  ** = see Wargear entries for special rules 
   
   
  Support Weapons Summary 
  Support Weapon 
  Range 
  Str 
  AP 
  Type 
  Tarantula (w/Linked Lascannon) 
  48” 
  9 
  2 
  Heavy 1 & Linked, or Assault 1 
  Rapier 
  36” 
  9 
  1 
  Assault 1 (if 6” or less movement) 
  Mole Mortar (Ground Burst/Air Burst) 
  G12-48” 
  4/3 
  5 
  Heavy 1, Blast/Ordnance 
  Thudd Gun 
  G12-48” 
  6 
  5 
  Heavy (2+D3) Blast 
  Conversion Beamer 
  24” 
  Special 
  Auto 
  Heavy 1 
  
  Armoury 
   
  A character may carry up to two weapons, but only one of these may be a Two-Handed Weapon.  Note that some Tech Relics count as 
  Weapons for this purpose!  Within these limits, a character may add to or replace any weapons he already has with weapons from the 
  Armory.   In addition, each character may select up to a total of 50 points of combined Wargear and Tech Relics, except for Tech-Priest 
  Lords or Engineers who may take up to 100 points.   You may not take duplicate items for the same model or vehicle, and all Wargear 
  and Weapons should be represented on the model.  Models in Terminator Armor can only use Wargear and Weapons marked with a “*”.  
  All Wargear and Weapons must be represented on the model. 
   
  Single Handed Weapons 
  Bolt Pistol  
   
   
  2 pts 
  Chainfist (Terminators only) 
   
  30 pts * 
  Close Combat Weapon  
   
  1 pt 
  Cult Mechanicus Power Axe  
  22 pts * 
  Hand Flamer 
   
   
  7 pts 
  Hellpistol  
   
   
  1 pt 
  Plasma Pistol 
   
   
  15 pts 
  Power Fist 
   
   
  25 pts * 
   
  Power Weapon 
   
   
  15 pts * 
  Storm Shield
  1 
   
   
  10 pts * 
  Thunder Hammer 
   
   
  30 pts * 
   
   
  Two-Handed Weapons 
  Boltgun 
   
   
   
  3 pts 
  Combi-Weapon 
   
       Bolter-Flamer 
   
   
  12 pts * 
   
   
       Bolter-Grenade Launcher  
  12 pts * 
       Bolter-Plasma Gun 
   
  17 pts * 
       Bolter-Meltagun  
   
  17 pts * 
  Hellgun 
   
   
   
  2 pts 
  Lasgun 
   
   
   
  1 pt 
  Storm Bolter 
   
   
  10 pts * 
   
   
  Note: All Weapons taken from the Adeptus Mechanicus Weapons List are assumed to have been carefully constructed and expertly 
  maintained by the finest Artisans of the Imperium.  As such, all benefit from the Master Crafted Weapons rules automatically. 
   
   
  1 – May be taken by models in Terminator Armor.  Although a Storm Shield is not a Weapon as such, it counts as a single-handed weapon because nothing 
  else can be used by the arm carrying the Shield 
   
  Wargear 
  Artificer Armor (Independent Characters only) 
  20 pts  
  Auspex 
   
   
   
   
  5 pts * 
   
  Bionics 
   
   
   
   
  5 pts * 
  Carapace Armor 
   
   
   
  7 pts 
  Combat Bionics 
   
   
   
  10 pts * 
  Frag Grenades 
   
   
   
  2 pts  
  Iron Halo (one per army) 
  3 
   
   
  25 pts * 
  Jump Pack (Independent Characters only) 
  20 pts  
  Krak Grenades 
   
   
   
  3 pts 
  Melta Bombs 
   
   
   
  7 pts 
  Purity Seal 
   
   
   
  5 pts * 
  Refractor Field 
  3 
   
   
   
  18 pts 
  Servo-Arm (Tech-Priest Engineers only)  
  30 pts *  
  Signum (Tech-Priest Engineers only) 
   
  15 pts * 
  Targeter  
   
   
   
  7 pts * 
   
  Terminator Armor (does not include weapons,  
  Independent Characters only)  
  25 pts 
   
   
   
   
   
  Tech Relics  
  Acolyte (Magos only) 
   
   
  25 pts * 
   
  Combi-Weapon Bolter-Needler 
  2 
   
  25 pts 
  Conversion Field 
  3 
   
   
   
  30 pts 
  Displacer Field 
  3 
   
   
   
  35 pts 
  Graviton Gun 
  2 
   
  30 pts * 
  Runes of the Machine God 
  4 
   
  +20% 
  Needler 
  2  
   
   
   
  30 pts * 
  Power Field 
  3 
   
   
   
  50 pts 
  Refractory Armor Coating 
   
   
  20 pts 
  Staff of Wisdom (Magos only)  
   
  35 pts * 
  Stasis Grenade 
   
  (one use only) 
  15 pts 
  Warp Jump Pack 
   
  (one use only) 
  25 pts 
  Webber 
  2  
   
   
   
  20 pts* 
   
   
  Vehicle Upgrades: 
  Ablative Armor 
   
   
  15 pts 
  Armored Crew Compartment  
  20 pts 
  Boosters  
   
   
  25 pts 
  Electro Hull 
   
   
  20 pts 
  Extra Armor 
   
   
  5 pts 
  Heavy Weapon Mounting 
  15 pts + cost of weapon: Lascannon (+17 pts), Autocannon (+12 pts), Multi-Melta (+27 pts), 
  Missile Launcher (+12 pts),  Plasma Cannon (+22 pts), Heavy Bolter (+10 pts), Typhoon Missile 
  Rack (+ 20 pts) 
  Holy Icon  
   
   
  15 pts 
  Hover Lifters 
   
   
  30 pts 
  Hunter-Killer Missile  
   
  20 pts 
  Runes of the Machine God 
  4  
  +20% 
  Pintle Mounted Storm Bolter  
  15 pts 
  Rough Terrain Modifications  
  5 pts 
   
  Searchlight 
   
   
  1 pt 
  Smoke Launchers  
   
  3 pts 
   
  2 – May be taken by models in Terminator Armor.  Although classed as Tech Relics, these items count as two-handed weapons for purposes of normal 
  Weapons selections.  As Tech Relics, they cannot be Master Crafted. 
  3 – Multiple fields disrupt each other, thus a model may carry only one Field device in the game. 
  4 – Runes of the Machine God cost an additional 20% of the cost for the character or vehicle after all other upgrades/wargear are bought. 
  
  Special Rules 
   
  Adeptus Mechanicus Master Crafted Weapons 
  A master crafted weapon follows the normal rules, except that you may re-roll one failed 'to hit' roll per turn 
  for an attack made by the master crafted weapon. Master crafted weapons are taken as an 'upgrade' for a 
  weapon already being carried by a model and should be represented by a suitably ornate weapon on the 
  model itself.  Weapons taken from the Adeptus Mechanicus Armory Weapons list are assumed to have been 
  carefully constructed and expertly maintained by the finest artisans in the Imperium.  As such, all benefit from 
  the Master Crafted Weapons rules automatically.  Note that any weapons chosen from the Tech Relics 
  section cannot gain this ability – even the bravest Tech-Priest would not dare tamper with these ancient and 
  inscrutable devices! 
   
  Tech Quest 
  The Cult Mechanicus is in a never-ending search for lost technology from the Dark Age of Mankind, but also 
  is always on the lookout for new or alien weapons and vehicles to study.  The Tech-Priests will have 
  instructed all members of the battle force to be ready to act if they encounter any of the suspected items, and 
  to quickly alert them for their inspection and retrieval. 
   
  Before the game starts, randomly pick one unit from the enemy forces (this can be a regular troop unit, or a 
  vehicle squadron, or a even a single character model).  Then randomly pick out one vehicle, heavy weapon, 
  or character from that unit.  This will be the target of the Tech-Quest.  If the model is killed for any reason 
  leave it on the board rather than removing it as normal.  If the Tech Quest target was a vehicle, leave it on 
  the table if it is destroyed.  If any Tech-Priest can get to it before the end of the game, their side will gain and 
  additional D6x10 extra Victory Points in scenarios that use victory points to determine the winner.  If the 
  Quest target runs off the board, the Tech-Priests side automatically get the points.  Otherwise the other side 
  gets the extra victory points. 
   
  Heavy Weapon Teams:  See Codex: Imperial Guard for details on two-man heavy weapon team rules.   
   
   
   
  Appendix Items  -  New Weapons, Wargear, Tech Relics, and Vehicle Upgrades 
   
  Tech Relics: 
  These represent items carefully created and preserved from the vaults of the Forgeworld of Mars itself, and 
  are sometimes issued to the Tech-Priests on their hazardous Exploratory missions.   Tech Relics might be a 
  very rare or singular device, or even an ancient item from the Dark Age of Technology whose origins are lost 
  in history.   
   
  Important Note: Tech Relics cannot be Master Crafted, as even the Adeptus Mechanicus itself cannot 
  sometimes fathom the inner workings of these arcane devices!   Also due to their rarity, only one of each 
  Tech Relic can ever be in an Adeptus Mechanicus force. 
   
  Acolyte: Tech-Priest Lords are often accompanied by special Servitor Acolytes, small stunted creatures 
  designed to record everything that happens during their Quests.  Their presence also helps ensure the unit 
  acts in a manner which brings honor to the Red Planet as well!  In game play, the Acolyte model is always 
  placed within 1 inch of the Magus (if not actually on his base) and does not count as a model for transport 
  purposes.  It can never be harmed or attacked in any way during the game, does not block Line of Sight or 
  movement, and is only removed if the Magus is killed.  While present, it allows the Tech-Priest unit to re-roll 
  any failed Morale or Pinning Tests.   It also allows the unit to attempt to Regroup even if there are enemy 
  with 6” or the unit strength is below 50% of their starting number, as long as the unit is still in coherent. 
  Tech-Priest Magos only 
   
  Conversion Field - The Conversion Field contains a device that converts harmful kinetic or electromagnetic 
  energy into a blinding flash of light, giving the wearer a 4+ Invulnerable same that may be taken instead of its 
  normal armor save.   All other models in base contact (friend and foe!) with the wearer must make their 
  
  regular saving throw (armor, invulnerable, cover, etc) or have their Weapon Skill reduced by ½ for the rest of 
  the turn.  Note that models may only select one Field from the Wargear list. 
   
  Displacer Field - The Displacer Field contains a device that detects possible injury to the wearer, and 
  activates a miniature warp-jump engine to move the wearer out of harm’s way.  This device gives a 3+ 
  Invulnerable save that may be used instead of taking a normal armor save.  Take these saves as normal, but 
  at the end of the Shooting or Assault Phase (assuming the model is still alive!), roll the Scatter die and move 
  the model in that direction D6 inches (use the small arrow if a “Hit” is rolled).  If the scatter movement would 
  move the model off the table edge, or into a scenery section like a rock, roll again.  If this moves the model 
  into base contact with any enemy models, place it 1” away from them. Note that models may only select one 
  Field from the Wargear list. 
   
  Graviton Gun – This arcane rifle fires a stream of graviton particles, which disrupt the gravimetric field around 
  the target.  Infantry, cavalry, bikes,  and vehicles (except Skimmers) hit once by a Gravitron Gun move as if 
  always in Difficult Terrain (even if it can ignore Difficult Terrain).  Non-vehicle models already in Difficult 
  Terrain when effected now can only roll 1D6 for movement.  When hit twice or more, the model cannot move 
  that turn and counts as Immobilized; it will still count as having moved though for weapon fire rules though.  
  These effects last the rest of the game.  Normal vehicles hit more than once suffer no additional penalty.  
  Skimmers hit by a Graviton gun take an automatic Glancing Blow hit (roll a D3 for the result on the table 
  though) as the graviton particles disrupt their anti-grav drives, but have no other lasting effects.   
   
  Range 
  Str 
  AP 
  Type 
  24” 
  - 
  - 
  Heavy 1 
   
  Runes of the Machine God – Before leaving on the Quest, powerful tech-runes are inscribed on the armor 
  and special chants are made in the name of the Machine God, designed to protect the wearer from harm.  
  The wearer may re-roll one failed armor saving throw per turn, except those inflicted from Instant Death level 
  attacks.  If no armor saving throw is allowed for whatever reason, or some other saving throw type is used 
  (cover or Invulnerable, for example), no re-roll is allowed.   The cost for this wargear item is not fixed – it will 
  be an additional +20% (rounding up) added to the final cost for the character, after all other wargear, 
  weapons, and other items are purchased for that character.  Thus for a character who came to 120 points, 
  the Runes would cost an extra +24 points.  This item cannot be combined with Artificer or Terminator Armors 
  though, as those special suits are too rare to risk damage from rune inscription, or Refractory Armor 
  Coatings. 
   
  Needler – Also known as a Needle Gun, it has the same effects as a Sniper Rifle but is shorter range and not 
  as accurate.  It still wounds automatically on a 4+, but the bearer must roll to hit as normal.  Units hit must 
  still test for pinning as per the normal Sniper Rifle rules.  Needlers can also be used as part of a Combi 
  Weapon Bolter-Needler, using the normal rules for Combi-Weapons. 
   
  Range 
  Str 
  AP 
  Type 
  18” 
  X 
  6 
  Assault 1 
   
  Power Field -  A Power Field generates a powerful energy bubble around the user, giving the wearer a 2+ 
  Invulnerable same that may be taken instead of its normal armor save.  This save can only be used against 
  ranged attacks – in an Assault, the enemy is inside the area of the energy bubble and the field can offer no 
  help.  The device is bulky as well, and the wearer will suffer –1 Initiative. Note that models may only select 
  one Field from the Wargear list. 
   
  
  Refractory Armor Coating –  Special oils blessed by the Magos Alchemys are applied to the model’s armor, 
  imbuing it with a protective coating.  A model with a Refractory Armor Coating has the same saving throw as 
  normal, but in order for a weapon to negate the model’s save it must have an AP value that is better than the 
  saving throw, not just equal to it. As Tech-Priests normally wear Power Armor with an armor save of 3+, this 
  means that only weapons with an AP of 2 or better will negate their saving throw if they have upgraded with 
  Power Armor with a Refractory Armor Coating , while weapons with an AP value of 3 or better can be saved 
  against as normal.  Note this cannot be taken in conjunction with Terminator or Artificer Armor. 
   
  Staff of Wisdom:  Only the most senior Tech-Priests are gifted with one of these very powerful and rare tech-
  relics.  Glowing with tech-runes, the Staff contains nano-sized warp portals which can be opened on impact.  
  The impacts on the portals create intense localized warp disruptions, causing micro-explosions which 
  devastate the struck enemy.  In game play, the Staff strikes in the same manner as a Power Fist, but strikes 
  at the user’s normal initiative rather than always striking last.   
  Tech-Priest Magos only 
   
  Stasis Grenade (one use only)  – This grenade type is used by a model right after it has Fallen Back from 
  loosing an Assault.  It emits a shower of graviton particles on detonation, slowing down the enemy reaction.  
  All enemy units involved in the Assault may only Consolidate, and cannot not Pursue. 
   
  Warp Jump Pack (One use only) – This device allows the wearer to move up to 24” in the Movement Phase, 
  ignoring all terrain.  Determine to where the model wishes to teleport, then roll the scatter die and 2D6.  If a 
  Hit is rolled, the model is bang on target, but otherwise will land 2D6” away in the direction of the Arrow.  If a 
  double 1 is rolled, the Warp Jump has failed, and the model is lost in the Warp and counts as being killed for 
  the purposes of Victory Points.  If a double 6 is rolled, or the scatter takes the model off the edge of the table, 
  the device has suffered a glitch and does not work, but the wearer suffers no other harm.  It cannot move 
  that turn, but does count as having moved for weapons fire purposes due to the time spent attempting the 
  jump.  Assuming the model is not lost in the Warp, after the effects of the Warp Jump are worked out the 
  model may shoot in the Shooting Phase but may not Assault.  After one use though the pack’s energy supply 
  is exhausted and cannot be used again. 
   
  Webber – Web Guns (also commonly known as Webbers) fire a compressed mass of thin plaswire at the 
  target, which explodes  into a large web on contact.  An enemy model hit by a Webber must roll under their 
  Strength (a 6 always fails) or be entangled by the webbing.  If they roll equal to or above, they are 
  unaffected, but if they fail place the model on it’s side.  While webbed, the model cannot move, and cannot 
  fight back in an Assault.  It may test at the start of each of its turns to free itself; if it succeeds then it may 
  move & fight as normal.  Multiple hits from a webber have no cumulative effect, and models still webbed at 
  the end of the game do not count towards enemy casualties for Victory Points as they are still very much 
  alive (just not kicking). 
   
  Range 
  Str 
  AP 
  Type 
  12” 
  - 
  - 
  Assault 1 
   
   
   
  
  New Weapons and Wargear: 
  Combat Bionics: Many members of the Cult Mechanicus augment themselves with special bio-mechanical 
  implants, designed to improve their effectiveness in serving the Machine God.  While they may take many 
  forms, the overall effect in combat is to increase the model’s strength by +1 and add an additional +1 Attack. 
   
  Cult Mechanicus Power Axe:  These special devices are the signature weapon of the Tech-Priest, and while 
  they are usually not the most exceptional of warriors each Priest becomes totally attuned to his own Axe over 
  many years of training.  In combat a Tech-Priest’s Power Axe counts as a Power Weapon.  It can be used 
  single-handed, hitting with the user’s strength as normal, or can be swung in a mighty double-handed strike.  
  The latter adds +2 to the user’s strength, but hits at -1 Initiative due to the slower swing of the blade.  The 
  user also cannot gain any benefits from any other close combat weapons when used in this manner. 
   
  Hand Flamer: This is a smaller, more compact version of the regular flamer seen widely in Imperial forces.  It 
  can be used to fire a template area effect shot, with the profile below, but can also be used in close combat 
  like a regular pistol. 
   
  Range 
  Str 
  AP 
  Type 
  Template 
  3 
  6 
  Pistol 
   
  Hover Disk – Hover disks are small devices, barely large enough for one rider to stand on, but mounted with 
  a powerful and compact anti-grav propulsion system.  They allow the rider to move just like he was mounted 
  on a jetbike but without any mounted weapons or increase in Toughness. 
   
  Imperial Jetbike – These operate just like a regular jetbike (see page 94 of the Warhammer 40,000 
  Rulebook), and are mounted with a Storm Bolter (regular, not Master Crafted).  The rider gains +1 
  Toughness but none of the special benefits that Eldar or Dark Eldar jetbikes gain; the Imperium hasn’t 
  mastered anti-grav technology to their degree (yet!).   
   
   
  Regular Wargear  
  See Codex: Space Marines for special rules for the following items: 
  Artificer Armor, Auspex, Bionics, Combi-Weapon, Iron Halo, Jump Pack, Purity Seals, Servo Arm, Signum 
  <here though it works for whatever squad the bearer leads>, Space Marine Bike, Storm Shield, Terminator 
  Armor, Thunder Hammer 
   
  See Codex: Imperial Guard for special rules for the following items 
  Carapace Armor, Refractor Field, Targeter, Hellpistol, Hellgun 
   
   
  Adeptus Mechanicus Vehicle Upgrades 
  Ablative Armor: The vehicle has been fitted with special armorplas plating, designed to react with hull 
  impacts from enemy fire.   The first Penetrating hit (either via ranged fire or in an assault) may be ignored, as 
  the plating absorbs the impact.  After this first hit is absorbed the ablative armor is destroyed and has no 
  further effect.  Note that Glancing hits are not effected and are resolved as normal. 
   
  Boosters: The vehicle’s engine is modified with superchargers and additional power units, making it much 
  more powerful than normal.  The vehicle now counts as Fast. 
   
  Electro Hull:  The vehicle has been wired with powerful electrical cabling on its exterior, delivering a powerful 
  shock to any enemy models attempting to attack it.  At the beginning of each Assault Phase after all models 
  have moved, any models in base contact with the vehicle must make an Armor or Invulnerable Save or they 
  are hurled 2” directly away from the hull.   They can still make their single supporting attack as per the 
  normal rules, but  if none of the models remain in contact the unit cannot Assault the vehicle at all. 
   
  Heavy Weapon Mounting: The Adeptus Mechanicus know each and every secret of the hidden construction 
  possibilities for Imperial vehicles (or so they think, and so far no one has been able to contradict them on it).  
  
  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.  The normal 
  Rhino Storm Bolter is replaced with the new Heavy Weapon, and the firing controls are wired into the 
  Servitor crewman.   This upgrade does not prevent a Pintle Mounted Storm Bolter to be added as well if 
  desired. 
   
  Holy Icon: The vehicle mounts a suitably large and impressive symbol of the Machine God. 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.  
   
  Hover Lifts: Extensive retrofitting is done on some smaller vehicles to remove their normal tracked drive 
  system and mount anti-grav plates and thrusters.  The vehicle now counts as a Skimmer.  This upgrade 
  cannot be combined with a Heavy Weapons Mounting or Boosters though, due to the extra weight and 
  power needed for those modifications.  
   
  Runes of the Machine God – Before leaving on the Quest, powerful tech-runes are inscribed on the vehicle’s 
  armor and special chants are made in the name of the Machine God, designed to protect it from harm.  The 
  vehicle may re-roll any results on the Glancing Hits table (but not Penetrating Hits).  If no roll on the table is 
  required for the effect or some other result system is used, no re-roll is allowed.   The cost for this vehicle 
  upgrade is not fixed – it will be an additional +20% (rounding up) added to the final cost for the vehicle, after 
  all other upgrades, weapons, and other items are purchased for that vehicle.  Thus for a vehicle which came 
  to 275 points, the Runes would cost an extra +55 points.  
   
   
  Regular Vehicle Uprades 
  See Codex: Imperial Guard and the Warhammer 40,000 Rulebook for special rules for the following vehicle 
  upgrades 
  Armored Crew Compartment, Extra Armour, Hunter-Killer Missile, Pintle-Mounted Storm Bolter, Rough 
  Terrain Modifications, Searchlight, Smoke Launchers 
   
   
  Support Weapons  
  Support Weapons are rare devices of awesome power, many dating back to the time of the Heresy or 
  before.  Each usually requires specialized equipment and repair, and are a rare sight outside of Adeptus 
  Mechanicus forces though sometimes seen detached to other Imperial armies.   Rarer still they wind up in 
  the hands of heretic cults bent on revolution or destruction.  Even though difficult to ready and maintain, they 
  are superb in combat and relatively easy to use. 
   
  Special Rules: 
  Movement and Crew 
  Support Weapons crew must stay within 2” of their weapon at all times. 
  Support Weapons cannot be transported. 
  Crew from one Support Weapon can be used to re-crew other Support Weapons as needed.   Once the 
  operator moves to within 2” of the weapon he becomes its operator, but cannot be used to fire it in that turn. 
  All Support Weapons in a battery must remain within 4” of each other. 
   
  Firing a Support Weapon 
  Only one operator is needed for normal operation; the second operator is free to fire any weapons of his 
  own. 
  Both the weapon and at least one Operator must have Line of Sight for non-Guess weapons. 
  Multiple Support Weapons in a Battery will not fire together to create Salvos.  Instead, make all range 
  Guesses first as normal, then 
   work out their firing effects one weapon at a time. 
   
  
  Shooting at a Support Weapon Battery 
  When fired upon, randomize hits in a battery (1-4 = hit on operators, 5-6 = hit on the support weapon).  The 
  owning player may choose 
  which support weapon or crew are hit in the battery.  Resolve hits against the operators as normal.  A 
  Support Weapon has an Armor value of 10, and if it takes any penetrating or glancing hits it is destroyed and 
  removed from play.   
   
  Assaulting a Support Weapon Battery 
  Enemy units may Assault a support weapons battery in the same manner as assaulting any other unit.  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. 
  
  HQ: 
   
  (0-1) Tech-Priest Lord 
   
  Masters of Technology, the Tech-Priests rule over their home planet of Mars and countless other Forge 
  Worlds throughout the Imperium.  Each was once fully human, but as he has risen in rank in the Cult 
  Mechanicus more and more mechanical augmentations are added to improve the fragile flesh.   While they 
  rarely leave their Fortresses, each is expected to lead at least one pilgrimage in search of lost relics such as 
  the Standard Template Construct (STC) systems from the Dark Age of Technology upon reaching the 
  degree of Tech-Priest.   Some even make these questing expeditions their life work.   Those on their first 
  holy search are given the honorary title Questor, while a Tech-Priest Magos or Master represents one of the 
  highest positions of achievement in the Cult.   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, they roam the galaxy in their holy mission. 
   
  Profile 
  Points/Model 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Ld 
  Sv 
  Tech-Priest Magos 
  40 
  4 
  4 
  4 
  4 
  2 
  4 
  2 
  9 
  3+ 
  Tech-Priest Questor  
  30 
  3 
  3 
  3 
  4 
  1 
  4 
  1 
  8 
  3+ 
   
  Independent Character:  Unless accompanied by a Servitor Bodyguard, a Tech-Priest Lord is an 
  Independent Character and follows all normal rules for Independent Characters from the Warhammer 40,00 
  Rulebook. 
   
  Weapons: Tech-Priest Lords wear Power Armor (3+ Save) and are armed with a Master Crafted Bolt Pistol. 
   
  Options:  Tech-Priest Lords may choose from the Armory as normal.   As long as they are not leading a 
  Servitor Bodyguard, they may also ride an Imperial Jetbike (+45 pts), or a Hover Disk (+30 pts). 
   
  Servitor Bodyguard:   A Tech-Priest Lord may be accompanied by a Servitor Bodyguard, see the entry 
  below for details.  Note that the Tech-Priest Lord and Bodyguard count as a single HQ choice. 
   
   
  Tech-Priest Engineer 
   
  Tech-Priest Engineers are specially trained to spend their lives in the field, aiding other Imperial forces in 
  combat as well as leading Adeptus Mechanicus forces of their own.  They are often found leading small units 
  in Imperial Guard armies, or training Techmarines of the Adeptus Astartes.  Unlike other Tech-Priests, they 
  do not concentrate on a single disciple but are instead near-masters of nearly all Imperial technology.  Their 
  presence on the battlefield is often invaluable in maintaining fighting efficiency.  It is often even said that a 
  weapon repaired by an Engineer is superior to one brand new!   
   
  Profile 
  Points/Model 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Ld 
  Sv 
  Tech-Priest Engineer 
  40 
  4 
  4 
  3 
  4 
  2 
  4 
  1 
  8 
  3+ 
   
  Independent Character: Unless accompanied by a Servitor Bodyguard, Tech-Priest Engineers are 
  Independent Characters and follow all normal rules for Independent Characters from the Warhammer 40,00 
  Rulebook. 
   
  Weapons: Tech-Priest Engineers wear Power Armor (3+ Save) and are armed with a Master Crafted Bolt 
  Pistol.  
   
  Options:  Tech-Priest Engineers may choose from the Armory as normal.  
   
  Servitor Bodyguard:   A Tech-Priest Engineer may be accompanied by a Servitor Bodyguard, see the entry 
  below for details.  Note that a Tech-Priest Engineer and Bodyguard count as a single HQ choice. 
   
   
   
  
  Special Rules:   
  Weapon Repair:  Tech-Priest Engineers are highly trained in battlefield repair, and their mech-empathy gives 
  them a chance to bring even the most badly damaged system back to life.  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.  On a roll of a 6, the weapon is repaired and can fire as normal in the following turns.  
  Any Tech-Priest Engineer attempting a weapon repair may not move that turn, even if the attempt is 
  unsuccessful, but may shoot and Assault as usual.   
   
  Servitor Bodyguard 
   
  Tech-Priests have a hard time trusting people, preferring to place their trust in the Machine God and his 
  minions (namely machines).  Servitors are thus the perfect bodyguard for them, as their mindless devotion 
  will ensure the best protection when in the field.  Special units of these drones are fitted with the finest bio-
  mech upgrades and combat programming, and serve no other purpose but to preserve the life of their 
  master.   
   
  Profile 
  Points/Model 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Ld 
  Sv 
  Servitor Bodyguard 
  10 
  3 
  4 
  3 
  4 
  1 
  3 
  1 
  10 
  5+ 
   
  Squad: The Bodyguard unit consists of 5-10 Servitors. 
   
  Weapons:  None. Servitors have a 5+ armor save due to their mechanized body parts. 
   
  Options: Any bio-mech upgrade listed below can be taken, but no single upgrade can be taken more than 
  once per Servitor and all upgrades must be modeled. 
   
  Close Combat Bionics - Any number of Servitors may be fitted with special mechanical crushing claw arms 
  or other Assault bionics for +3 points per model.  These add +1 Attack and +1 Strength to the model in an 
  Assault. 
   
  Ranged Weapon Bionics – Any number of Servitors can be fitted with a single bionically attached lasgun or 
  autogun at +3 points per model, or a boltgun at +5 points per model.   
   
  Improved Armor– The entire unit may be fitted with extra bio-plas and armor coating, improving their armor 
  save to 4+, at +3 points per model. 
   
   
  Special Rules:  All normal Servitor rules below apply to Servitor Bodyguard members, with the following 
  exceptions: 
   
  Servitor Bodyguards are programmed to defend their masters at all costs.  When the unit is struck with 
  ranged weapons, allocate hits as normal but the Tech-Priest player is allowed to allocate two hits per 
  Servitor before having to allocate any on the Tech-Priests. 
   
  Servitor Bodyguard can never be used to man or recrew a Support Weapon. 
   
  The unit must make all Morale & other tests using the Tech-Priest’s Leadership, and can Fall Back as 
  normal.  Their purpose is to protect him, so they never leave him.  If the unit is Pinned, the Servitors cannot 
  move but can still shoot.   
   
  If their leader is killed or leaves the unit, no other character can take control of the unit.  The Bodyguard will 
  go on Emergency Orders for the rest of the game.   
   
   
   
   
  
  Transport 
   
  The unit (Tech-Priest Lord or Engineer and Bodyguard) may be transported in an Adeptus Mechanicus 
  Rhino. This will not count as a further HQ or other selection.   
   
  Profile 
  Points 
  Front 
  Side 
  Rear 
  BS 
  Adeptus Mechanicus Rhino 
  +50 
  11 
  11 
  10 
  4 
   
  Type: Tank 
  Crew: Servitor 
  Weapons:  Storm Bolter 
  Transport:  The Rhino can transport up to 11 models (Tech-Priest Lord or Engineer plus Bodyguard). 
  Options: Adeptus Mechanicus Rhinos can take any of the vehicle upgrades from the Armory list. 
   
  Elites: 
   
  Electro Priests 
   
  The smell of ozone and the bright flashes of blue-white herald the arrival of the Electro-Priests into battle.  
  Electrically charged fanatics, they are the warrior elite of the Cult Mechanicus.  Each is covered with an 
  elaborate network of circuitry and power-runes embedded into their skin, and in combat they light up the 
  battlefield with arcs of lightning dancing from their bodies.  These special Electoos give them superhuman 
  strength, and even allow them to fire short ranged electrical bolts at nearby enemy.  Only the most zealous 
  and fanatical of Tech-Adepts are chosen for the subdermal implants, as their new electrical powers are a 
  constant drain on their own mental energies.  Even so many fall to the ground in the midst of combat, their 
  minds taxed beyond even their endurance by the intense strain. 
   
  Profile 
  Points/Model 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Ld 
  Sv 
  Electro Priest 
  25 
  3 
  2 
  3(6) 
  3 
  1 
  4 
  2 
  9 
  5+ Invul 
   
  Unit:  An Electro Priest unit consists of 5-10 Electro Priests 
   
  Weapons:  Electoo-augmented bare fists (built into their Strength and Assault values) and lightning bolts. 
   
  Special Rules:  
  Electoos:  Electoos give the Electro Priests double Strength and make their attacks count as Power 
  Weapons.  If a model is only making a single attack due to being within 2” of the enemy but not in contact 
  though, the attack will be a S3 and has no Power Weapon effect. Electoos also give 5+ Invulnerable Save 
  (from the cracking electricity surrounding their bodies), and offer a short range attack as well.  Electro Priests 
  can fire bolts of lightning as a Shooting Attack (Range 12”, Assault 1, S3, AP-).  These will always target the 
  nearest enemy unit in Line of Sight though, in any direction!   
   
  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.  Electro Priests can never be 
  carried in any type of transport vehicle. 
   
  Fanatical Attack:  Electro Priests will always attempt to move towards the nearest enemy in Line of Sight, 
  and Assault the nearest enemy unit.  If the Electro Priest unit fails a Morale Check in an Assault, the unit will 
  not Fall Back.  Instead, remove an additional D3 Electro-Priests as exhaustion forces them to collapse 
  (exactly in the same manner as removing as casualties in an Assault as normal).  Treat the combat as if it 
  was a Drawn Combat in all other respects. 
   
  Techmarine Apprentice 
   
  The Adeptus Mechanicus is responsible for the final training of the Adeptus Astartes Techmarines, those 
  Space Marines who have shown special aptitude in utilizing and maintaining their various weapons systems.  
  At any given time the Tech-Priests are imparting some of their experience to hundreds of aspiring 
  
  Techmarines, but never are all secrets revealed of course!  Often Techmarines accompany the Tech-Priests 
  into the field, both as a learning exercise and also to aid in Tech Quests as experienced warriors.  All are 
  bound by powerful hypnoaths never to reveal anything that might be found on these expeditions though, 
  much to the frustration of their chapter leaders. 
   
  Profile 
  Points/Model 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Ld 
  Sv 
  Techmarine 
  30 
  4 
  4 
  4 
  4 
  1 
  4 
  1 
  8 
  3+ 
   
  Independent Character: You may include a Techmarine as a single Elites choice. Techmarines operate 
  independently and so follow the rules for independent characters given on p74 of the Warhammer 40,000 
  rulebook.  Note that for the purposes of mission objectives Techmarines cannot capture table quarters, hold 
  objectives or count as surviving troops in a Meat Grinder battle. 
   
  Weapons: Techmarines wear Power Armor (3+ Save) and are armed with a Bolt Pistol.   
   
  Options:  Techmarines may choose weapons and wargear from the Codex: Space Marines Armory listing, 
  as per the restrictions in that list (see Codex: Space Marines for details), with the following exceptions: 
  A Techmarine may ride a Space Marine Bike for +35. 
  He may not take Terminator Honors. 
   
  Robot Cohort 
   
  The living embodiments of the Machine God, whose Spirit animates these ancient constructs of arcane metal 
  and circuitry. They stalk the battlefield, implacable and deadly in their advance. Each Robot has a primitive 
  artificial brain of bio-plasm, specially maintained for centuries by the finest Genetors of the Legio 
  Cybernetica.   The art of growing new Robot cortex units is an almost lost one dating back prior to the 
  Emperor’s First Crusade, and thus each Robot is a near priceless tech-relic in it’s own right.  The risk of loss 
  is outweighed though by their superior firepower and combat effectiveness.  All members of the Cult 
  Mechanicus venerate these loyal and powerful devices, and they are a source of inspiration to the faithful in 
  battle. 
   
  Profile 
  Points/Model 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Ld 
  Sv 
  Robot 
  65 
  4 
  4 
  5 
  6 
  2 
  2 
  1 
  10 
  2+ 
  Tech-Adept Overseer 
  15 
  3 
  3 
  3 
  4 
  1 
  3 
  1 
  8 
  3+ 
   
  Squad: A Robot Cohort consists of 3-5 Robots, under the command of a Tech-Adept Overseer.  
   
  Weapons: Robots are armed with a Close Combat Weapon Arm (which functions as a Dreadnought Close 
  Combat Weapon) and a Ranged Weapon Arm at the following points cost: Lascannon (+20 pts), Autocannon 
  (+15 pts), Meltagun (+8 pts), Missile Launcher (+15 pts),  Plasma gun (+8 pts), Heavy Bolter (+10 pts), Storm 
  Bolter (+5 pts), Flamer (+6 pts), Multi-Laser (+10 pts). 
   
  Options:   
  Robots may replace their Close Combat Weapon Arm with a Storm Bolter arm for +10 pts.   Alternatively, 
  they may replace their Ranged Weapon Arm with an additional Dreadnought Close Combat Weapon for +5 
  pts (and thus gain an additional Attack).   
   
  Robots may take an additional weapon (normally shoulder or back mounted) at the following points cost: 
  Lascannon (+25 pts), Autocannon (+20 pts), Multi-Melta (+35 pts), Heavy Bolter (+15 pts), Plasma Cannon 
  (+30 pts), Multi-Laser (+15 pts).   This additional weapon cannot however duplicate a weapon already taken 
  by that Robot. 
   
  Special Rules: 
  Mindless and Implacable: Robots will always pass all Morale Tests, and never Fall Back (even if forced to do 
  so automatically) or suffer Pinning.  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, never Fall 
  
  Back or suffer Pinning.   If required to take any Leadership-based tests, the unit may always use the Robot 
  Leadership value of 10. 
   
  Big and Slow Moving:  Robots move as if they were always in Difficult Terrain (roll 2 dice, pick highest as the 
  movement distance) but never suffer any other movement penalties.  Robots cannot be transported either 
  due to their large size. 
   
  Integrated Weapons Design: Robots may Move and Fire a single weapon or stay stationary and fire two 
  weapons, even when using Heavy Weapons.  Rapid Fire weapons fire as if stationary, even if the Robot 
  moved that turn (like a bike).   
   
  Bio-mechanical: 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.  They can never be Pinned by them 
  though.   
   
  Leader: The cohort must be lead by a single Tech-Adept Overseer at the points cost indicated. The Tech-
  Adept Overseer wears Power Armor, is armed with a Master Crafted Bolt Pistol, and may choose from the 
  Armory as normal except for Tech-Relics or other items as noted. 
   
  Tech-Adept Overseer Guidance – A Robot Cohort must be lead by Tech-Adept Overseer.  If at any time he 
  is killed, or is more than 2” away from the Cohort, the Cohort will go on Emergency Orders: Move towards 
  the nearest enemy unit, shoot at nearest enemy unit if possible, Assault the nearest enemy unit if possible, 
  only Consolidate in an Assault.  If their leader is killed and any Tech-Priest Engineers are in play, any Tech-
  Priest Engineer can take control of the unit if he moves within 2” of it. No other Tech-Priest characters have 
  the necessary equipment to control a Robot Cohort. 
   
  Troops 
   
  Tech-Guard 
    
  Drawn from the Forge World planets assigned to accompany the Tech-Priests on their missions, the Tech-
  Guard form the backbone of the Adeptus Mechanicus Ordo Militant.  While not as deadly in combat as the 
  mindless Servitors or fanatical Electro-Priests, they are totally loyal to the Cult of the Machine, well-trained 
  and well-equipped, and flexible in combat.  When not in combat, they often serve as assistant archeologists 
  and skilled labor for their Tech-Priest masters in their search for lost technology. 
   
  Profile 
  Points/Model 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Ld 
  Sv 
  Tech-Guard 
  9 
  3 
  3 
  3 
  3 
  1 
  3 
  1 
  7 
  4+ 
  Tech-Guard Centurion 
  +12 
  3 
  3 
  3 
  3 
  1 
  3 
  2 
  8 
  4+ 
   
  Squad: The unit consists of one Sergeant and between 4 - 19 Tech-Guard.  
   
  Weapons: Tech-Guard units are armed with either a Shotgun, Lasgun, or Autogun, and wear Carapace 
  Armor (4+ Save).  Any member can exchange these for a close combat weapon and either a laspistol or 
  autopistol for +1 point, or upgrade to a Hellgun for +2 pts or a Bolter for +3 points. 
  The Sergeant can exchange his pistol for a Hellpistol for +1 pt or a Bolt Pistol for +2 pts. 
   
  Options: One model in the unit may have one of the following: Flamer (+3 pts), Meltagun (+8 pts), Plasma 
  Gun (+8 pts), Grenade Launcher (Krak/Frag, +8 pts). 
   
  Two members can form a Heavy Weapons team, together armed with one of the following heavy weapons:  
  Lascannon (+17 pts), Autocannon (+12 pts), Missile Launcher  (+12 pts), Heavy Bolter (+12 pts), Multi-Melta 
  (+27 pts), Plasma Cannon (+22 pts), Multi-Laser (+10 pts).  See Codex: Imperial Guard for details on two-
  man heavy weapon team rules. 
   
  
  The entire unit may be armed with any of the following: Frag Grenades (+1 point per model), Krak Grenades 
  (+2 points per model). 
   
  Character: The Sergeant may be upgraded to a Tech-Guard Centurion for +12 points.  He is armed with a 
  Master Crafted Laspistol, and may choose additional equipment from the Armory except for Tech-Relics or 
  other items as noted.  As he is part of the higher ranks of the Cult Mechanicus, any weapons he chooses 
  from the Weapons list of the Armory will be Master Crafted. 
   
  Transport: The unit may be transported in an Adeptus Mechanicus Chimera if it numbers 10 models or less. 
  This will not count as a further selection for the army.  Note that if the unit size is larger than 10, it may not 
  take this option. 
   
  Profile 
  Points 
  Front 
  Side 
  Rear 
  BS 
  Adeptus 
  Mechanicus 
  Chimera 
  +80 
  12 
  10 
  10 
  4 
  Type: Tank 
  Crew: Servitors 
  Weapons: The Chimera may be armed with one of the following turret-mounted weapons: Multi-Laser (+10 
  pts), Heavy Flamer (+10 pts), Heavy Bolter (+10 pts), Autocannon (+10 pts), Assault Cannon (+12 pts).  In 
  addition it may have a hull-mounted Heavy Bolter or Heavy Flamer for +5 pts, or a Lascannon for +20 pts, 
  Plasma Cannon for +27 pts, or Multi-Melta for +30 pts. 
  Transport: Up to 10 models from a single unit, plus up to 2 characters attached to the unit. 
  Options: Adeptus Mechanicus Chimeras may take any of the vehicle upgrades from the Armory list except 
  Heavy Weapons Mounting or Hover Lifts. 
   
  Servitors 
   
  Resistance to the Will of the Machine God is Futile.  This is the lesson shown to all who would defy the 
  Adeptus Mechanicus by these, their mindless drones.  Servitors are organic machines, cyborg hulks of flesh 
  and metal.  Many are grown in artificial bio-vats and mated to special mechanical augmentations, but some 
  are once-human beings convicted of horrible heresies or other crimes. Now mind-wiped and programmed 
  only to serve, they demonstrate the folly of challenging the Imperial might and the Masters of the Red Planet.   
   
  Servitors are used for an endless number of tasks throughout the Imperium, and form the bulk of the 
  populations on Forge Worlds.      Once programmed for a task they perform it endlessly without complaint, 
  no matter the hazard or tediousness involved.  Their mechanical adaptations allow them to function in hostile 
  environments, and to operate specialized machinery.   In combat they serve as everything from driving 
  transports to manning dangerous support weapons, to forming small individual fighting units.  While not very 
  effective in combat, their mechanized targeting systems make them excellent shots and their implacable 
  advance even when sustaining heavy casualties is unnerving to most enemy. 
   
  Profile 
  Points/Model 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Ld 
  Sv 
  Servitor 
  10 
  2 
  4 
  3 
  4 
  1 
  2 
  1 
  10 
  5+ 
  Tech-Adept Overseer 
  15 
  3 
  3 
  3 
  4 
  1 
  3 
  1 
  8 
  3+ 
   
  Squad: The unit consists of 5-15 Servitors, and must be lead by an Tech-Adept Overseer.   
   
  Weapons:  None 
   
  Options:   (Note you may take both for a model if desired, but they must both be modeled!) 
  Close Combat Bionics - Any number of Servitors may be fitted with special mechanical crushing claw arms 
  or other Assault bionics for +5 points per model.  These add +1 Attack and +1 Strength to the model in an 
  Assault. 
   
  Ranged Weapon Bionics – Any number of Servitors can be fitted with a single bionically attached lasgun or 
  autogun at +5 points per model. 
   
  
  Special Rules: 
  Half Machine: Servitors have a 5+ armor save due to their mechanized body parts. 
   
  Mindless and Implacable: Servitors will always pass all Morale Tests, and never Fall Back (even if forced to 
  do so automatically) or suffer Pinning.  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, never 
  Fall Back or suffer Pinning.   If required to take any Leadership-based tests, the unit may always use the 
  Servitor Leadership value of 10.   
   
  Slow to react: Servitor units can only Consolidate after an Assault; they are too slow in reacting to Advance 
  (much like Terminators). 
   
  Re-Crewing Support Weapons – If a unit of Servitors moves within 2” of an un-crewed Support Weapon 
  (alone or in a Battery), they may re-crew it.  The unit can do nothing else in that turn. In the next turn one or 
  two Servitors stay behind to re-crew each vacant weapon, and the Support Weapon may then be operated 
  as normal.  If the unit only has one Servitor left plus an Overseer, the Overseer will stay with the Support 
  Weapon as well but cannot operate it. 
   
  Leader: The unit must be lead by a single Tech-Adept Overseer at the points cost indicated. The Tech-Adept 
  Overseer wears Power Armor, is armed with a Master Crafted Bolt Pistol, and may choose from the Armory 
  as normal except for Tech-Relics or other items as noted.   
   
  Tech-Adept Overseer Guidance – A Servitor unit must be lead by a Tech-Adept Overseer.  If at any time he 
  is killed, or is more than 2” away from the unit, the Servitors will go on Emergency Orders: Move towards the 
  nearest enemy unit, shoot at nearest enemy unit if possible, and Assault the nearest enemy unit if possible.  
  If their leader is killed and any Tech-Priest Engineers are in play, any Tech-Priest Engineer can take control 
  of the unit if he moves within 2” of it.  No other Tech-Priest characters have the necessary equipment to 
  control a Servitor unit. 
   
   
  (0-1) Machine Cultists 
   
  Recruited from local populace for the most part, these common folk have been swayed by the local Adeptus 
  Mechanicus Preachers into aiding the Tech-Priests on their quest.  Others are recruited from Forge World 
  planets to join these holy expeditions.  Many may go on to join the ranks of the Tech-Guard, or perhaps even 
  become members of the higher rankings of the Cult Mechanicus.  But all start as members of Machine Cults, 
  ready to prove their faith in the divine intellect of the Emperor. 
   
  Profile 
  Points/Model 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Ld 
  Sv 
  Machine Cultist 
  5 
  2 
  3 
  3 
  3 
  1 
  3 
  1 
  6 
  5+ 
  Machine Cult Preacher  
  +10 
  3 
  3 
  3 
  4 
  1 
  3 
  1 
  7 
  5+ 
   
  Squad: The unit consists of 10-50 models. 
   
  Weapons: Machine Cultist units are armed with Lasguns or Autoguns, and wear Flak Armor.  Any member 
  can exchange these for a close combat weapon and either a laspistol or autopistol for +1 point. 
   
  Options:  One member of the unit may be armed with one of the following: Flamer (+4 pts), Meltagun (+8 
  pts), Plasma Gun (+8 pts), Grenade Launcher (Krak/Frag, +10 pts), Bolter (+3 pts). 
   
  One member of the unit may be armed with one of the following: Heavy Stubber (+10 pts), Lascannon (+25 
  pts), Autocannon (+20 pts), Missile Launcher (+20 pts), Heavy Bolter (+15 pts) 
   
  Character: One model may be upgraded to a Machine Cult Preacher for +10 points.  He is armed with a 
  Master Crafted Laspistol, and may choose additional equipment from the Armory except for Tech-Relics or 
  other items as noted.  As he is part of the higher ranks of the Cult Mechanicus, any new weapons he 
  chooses from the Weapons list of the Armory will be Master Crafted.    
  
  Fast Attack 
   
  Tech-Guard Sentinel Squadron 
   
  Cult Mechanicus forces often bring several squadrons of these common Imperial walkers, as they are useful 
  for advance scouting of the area.  Sentinel pilots are trained in long range reconnaissance and are usually 
  sent out far in advance of the main force.   Each carries a potent ranged weapon, and many are fitted with 
  special excavation claws to aid in recovering buried or heavy machinery (which double as effective close 
  combat weapons too!). 
   
   
  Armor 
   
  Profile 
  Points 
  WS 
  BS 
  S 
  Front 
  Side 
  Rear 
  I 
  A 
  Sentinel 
  35 
  3 
  3 
  5 
  10 
  10 
  10 
  3 
  1 
   
  Squadron: 1-3 per Squadron 
  Type: Open-topped, Walker 
  Crew: One Tech-Guard Pilot 
   
  Weapon: Each Sentinel must be armed with one of the following forward-firing weapons: Multi-laser (+10 
  pts), Heavy Flamer (+5 pts), Heavy Bolter (+10 pts), Autocannon (+12 pts), Assault Cannon (+12 pts).  
  Additionally, one Sentinel per squadron may be fitted with a Typhoon Missile Rack for +20 pts.   
   
  Claw Arm Often Tech-Guard Sentinels are fitted with a large mechanical claw, used for digging and lifting 
  out precious tech relics the Priests discover on Questing expeditions.  These claws are also useful in 
  combat, as many Sentinel pilots have found in the midst of a desperate combat!   Any Sentinel may be fitted 
  with such a claw for + 7 points, giving it +1S and +1 Attack. 
   
  Options: Sentinels can only take the following upgrades: Armored Crew Compartment, Extra Armor, 
  Searchlight, Smoke Launchers, Hunter-Killer Missile, Rough Terrain Modifications. 
    
   
  Special Rules – Scouts: Tech-Guard Sentinels are often sent out into the forefront of the expedition, 
  scouting out the advance terrain and picking out good deployment and excavation sites.  As such, they may 
  use the special Sentinel Scouting rules from Codex: Imperial Guard. 
   
  Tech-Guard Land Speeder Squadron 
   
  There are few of these vehicles in the Imperium, and apart from the Adeptus Astartes only the Cult 
  Mechanicus fields these flying weapon platforms in great numbers.  Land Speeders require almost daily 
  maintenance to ensure proper operation of their anti-grav drive plates and compact turbo-fan engines, and 
  the Tech-Priests are reluctant to share their operating knowledge with anyone.  Only to their comrade 
  Techmarines, with whom they feel kinship from the years of apprentice work these Space Marines perform, 
  will they impart such carefully guarded secrets.  This is only a tiny fraction of the ancient lore kept 
  sequestered in the Red Planet however, as the most valued of arcane mysteries must never be allowed to 
  fall into outside hands. 
   
  Profile 
  Points 
  Front Armor 
  Side Armor 
  Rear Armor 
  BS 
  Land Speeder 
  40 
  10 
  10 
  10 
  3 
   
  Squadron: 1-3 per Squadron 
  Type: Fast, Skimmer, Open-Topped 
  Crew: Two Tech-Guard (Pilot & Gunner) 
   
  Weapon: Heavy Bolter 
   
  
  Options:  The Heavy Bolter can be upgraded to a Multi-Melta for +15 points.   Additionally, you may also 
  mount one of the following:  Heavy Flamer (+20 pts), Assault Cannon (+25 pts), Plasma Cannon (+30 pts), 
  Multi-laser (+12 pts), Typhoon Missile Rack (+25 pts) 
   
  Tech-Guard Land Speeders cannot take any vehicle upgrades except an Armored Crew Compartment. 
   
  Heavy Support 
   
  Land Raider 
   
  Land Raiders serve two major functions in Questing Expeditions.  Firstly they act as mobile command center 
  for the force, giving a very visible sign of the Imperial presence as well as acting as symbols for spreading 
  the word of the Machine God to the local populace.  Their other more obvious role is as powerful firebases 
  and transports in case of conflict, where they excel like few other Imperial vehicles. 
   
  Profile 
  Points 
  Front 
  Side 
  Rear 
  BS 
  Land Raider 
  210 
  14 
  14 
  14 
  4 
   
  Type: Tank 
  Crew: Servitors 
  Weapons:  Hull-mounted forward firing Twin-linked Heavy Bolters.  Two sponsons each with twin-linked 
  Lascannons may be added for +40 points.  A Typhoon Missile Rack may be added for +20 points.   
  Transport: Up to 10 models from a single unit, plus up to 2 characters attached to the unit. 
  Options: Adeptus Mechanicus Land Raiders may take any of the vehicle upgrades from the Armory list 
  except Heavy Weapons Mounting, Boosters,  or Hover Lifts. 
   
   
  Support Weapons 
   
  Choosing Support Weapons:  Support Weapons are formed into Batteries of 1-3 Support Weapons.  The 
  Support Weapons in each Battery do not have to be the same weapon; you are free to mix weapons in the 
  Battery as desired.  Each Battery counts as a single Heavy Support selection, and the points value per 
  Support Weapon includes the cost for the crew of two Servitor operators. 
   
  Servitors & Support Weapons: 
  Servitors manning a support weapon will never Assault, and if they win an Assault they can never Pursue or 
  Consolidate – they are programmed to stay with their Weapon & will never move away from it, even in a 
  Drawn combat.  As noted above, Servitors will never Fall Back (even if forced to do so automatically) and 
  can never be Pinned.  If any Tech-Priests or Tech Adepts are leading the Battery, they draw strength from 
  their implacable followers and also will also never Fall Back or suffer Pinning. 
   
  Leader: A Battery may be lead by a single Tech-Adept Overseer at the points cost indicated. The Tech-
  Adept Overseer wears Power Armor, is armed with a Master Crafted Bolt Pistol, and may choose from the 
  Armory as normal except for Tech-Relics or other items as noted.   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. 
   
  Profile 
  Points/Model 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Ld 
  Sv 
  Servitor 
  - 
  2 
  4 
  3 
  4 
  1 
  2 
  1 
  - 
  5+ 
  Tech-Adept Overseer 
  15 
  3 
  3 
  3 
  4 
  1 
  3 
  1 
  8 
  3+ 
   
  Tarantula Weapon Platform 
   
  Cost: 25 points each + weapons cost 
  Mounted on small anti-grav or hover skirts, Tarantulas are a widely used Adeptus Mechanicus weapon 
  platform.  Almost any Imperial weapon can be easily mounted to the chassis, and with the aid of built-in 
  weapon-linking mechanisms they are very accurate.   
  Crew: 2 Servitors 
  
  Weapons: You must equip each Tarantula with one of the following Linked weapon mounts: 
  Lascannon at +25 pts, Heavy Bolter at +15 pts, Autocannon at +20 points, Missile Launcher with Frag & Krak 
  Missiles at +20 pts, Multi-Melta at +30 pts, Plasma Cannon at +27 pts (note overheating plasma cannons will 
  have no effect). 
   
  Weapon 
  Range 
  Str 
  AP 
  Type 
  Tarantula (w/Linked Lascannon) 
  48” 
  9 
  2 
  Heavy 1 & Linked, or Assault 1 
   
  Special Rules:   
  A Tarantula is self-propelled; it can make a 6” movement in Movement Phase just like regular infantry and 
  still fire as though it was stationary.  If a Tarantula moves, it looses its Linked ability though (and thus cannot 
  re-roll misses).  Only if it stays stationary can it re-roll misses. 
   
   
  Rapier Laser Destroyer 
   
  Cost: 50 points each 
  Rapier is the common name for a variety of small tracked engines mounting multiple lasers designed to all 
  focus together as a single strike.  Known primarily as a tank-killer, the high power beam also have give it a 
  reputation for making sure that any enemy hit stays very, very dead! 
  Crew: 2 Servitors 
  Weapons: Multiple Rapier Lasers in “Destroyer” Configuration 
   
   
  Weapon 
  Range 
  Str 
  AP 
  Type 
  Rapier lasers 
  36” 
  9 
  1 
  Assault 1 
   
  Special Rules: 
  Rapiers are self-propelled; moving like a vehicle through difficult terrain – if immobilized though then cannot 
  move for rest of the game (though it can turn in place).  Rapiers can Move 6” or less in Movement Phase & 
  still fire as normal, but a Rapier moving over 6”  (up to a 12” maximum movement) cannot fire.  When it 
  moves over 6 inches, the crew move with the Rapier – they hitch a lift on it as it moves, then get off within 2” 
  of the model.  Rapiers have superior targeting mechanisms, allowing you to re-roll the Armor Penetration roll 
  or roll to wound if you wish.  You must accept result of second roll though, even if it is worse. 
   
   
  Mole Mortar 
   
   
  Cost: 50 points each 
   
  Mole Mortars are odd devices much like regular Imperial Mortars, but they fire their shells under the ground 
  rather than through the air.  While often inaccurate, they can often catch the enemy unprepared, and the 
  resulting underground explosion literally knocks them off their feet! 
  Crew: 2 Servitors 
  Weapons: Tunnel Torpedoes 
   
  Weapon 
  Range 
  Str 
  AP 
  Type 
  Tunnel Torpedo (Ground Burst/Air Burst) 
  G12-48” 
  4/3 
  5 
  Heavy 1 Blast/Ordnance 
   
  Special Rules:  
  Mole Mortars must remain stationary to fire, though it can be fired in any direction desired.  The crew can 
  pick it up and move it 6” in movement phase, but cannot move it in the Assault phase. 
  Firing Procedures: 
  Mole Mortars operate much like a regular Barrage weapon, but have a minimum distance of 12” for the 
  Guess range.   
  Once the distance is measured, roll the Scatter die and 2 D6 at the Guessed location.  If at least one 
  Operator has Line of Sight to the target spot then the shot will still scatter as per rules below, but only ½ of 
  the distance rolled rounding up. 
   
  Subterranean explosion  If a Hit, place Blast Template at that location & work out explosion as below.  If an 
  arrow, move the template the distance of the higher of the two dice rolls (Mole Mortars are not very 
  accurate!).  The Torpedo then explodes just below the surface, creating a crater the size of the Blast 
  
  template which remains in play for the rest of the game.  These craters act as Difficult Terrain and offer a 5+ 
  Cover Save to any models in or behind them, but do not block Line of Sight.  All models covered or touching 
  the template take a Strength 4 hit at AP5.  Any unit that suffers casualties in this manner is Pinned 
  automatically, unless they are immune from Pinning. 
   
  Airburst!  If Doubles are rolled, the torpedo has emerged into the air and exploded, spraying shrapnel all 
  around!  Scatter the template as per the roll, but use Ordnance template to represent the huge airburst.  Any 
  models covered or touching the template take Strength 3 hit at AP5.  No crater is created for an Airburst.  
  Units suffering casualties in this manner take Pinning checks as per normal Barrage Pinning rules (note it is 
  not Ordnance Pinning, even though that template is used for the area of coverage). 
   
  Thudd Gun 
   
   
  Cost: 60 points each 
   
  Thudd Guns resemble Rapiers in many respects, but instead of  tank-killing lasers Thudd Guns are armed 
  with multiple short-barreled cannons designed to lay down a salvo of explosive anti-personnel shells. 
  Crew: 2 Servitors 
  Weapons: Mark III “Punisher” class Quad-launcher 
   
   
   
   
  Weapon 
  Range 
  Str 
  AP 
  Type 
  Quad-launcher 
  G12-48” 
  6 
  5 
  Heavy (2+D3) Blast 
   
  Special Rules:  
  While self-propelled, Thudd Guns must remain stationary to fire.  It can move up to 6” in Movement Phase (in 
  the same manner as regular infantry) if desired though. 
  Thudd Guns operate much like a regular Barrage weapon, but have a minimum distance of 12” for the Guess 
  range. If at least one Operator has Line of Sight to the target spot then the shot will still scatter as per rules 
  below, but only ½ of the distance rolled. 
   
  Firing Procedures:  
  Thudd Guns Fire a Salvo of 2+D3 Barrage shots, but each will scatter from the previous template, rather 
  than all scattering from the first shot.  Place the first marker as normal, and generate second marker 
  placement as per normal Salvo rules on page 58 of the Warhammer 40K Rulebook.  Then scatter the third 
  template from the location of the second, and so on.  This may result in some models being covered by 
  multiple templates; in this case they only are effected by a single hit. 
   
  Conversion Beamer 
   
   
  Cost: 75 points 
   
  One of the most closely guarded treasures of the Adeptus Mechanicus is the Conversion Beamer.   Even the 
  wisest Magi can barely comprehend how they are created or their operating principles, and the secrets of 
  repairing and servicing them are passed down as the holiest of tech rituals.  Conversion Beamers project 
  streams of unfathomable energies, which on impact cause solid matter to break down in a vast chain 
  reaction leading to explosion.  The more dense the matter the greater the explosive force, thus making 
  Conversion Beamers deadly to heavily armored targets while lighter targets are relatively unaffected.  It 
  requires time to focus the beams though, so fast moving targets can easily elude it. 
  Battery: Conversion Beamers are notoriously difficult to operate, and prone to possible implosion.  Thus 
  each is always fielded separately, to reduce the chance of one failure destroying more of these rare 
  weapons.  You may not include more than one Conversion Beamer in a single battery. 
  Type: Support Weapon 
  Crew: 2 Servitors 
  Weapons:  Inverse-tachyon phase modulated polarized anti-neutrino beam projector mounted on self-
  propelled weapon platform 
   
  Weapon 
  Range 
  Str 
  AP 
  Type 
  Conversion Beamer 
  24” 
  Special 
  Auto 
  Heavy 1 
   
   
   
  
  Special Rules:  
  While self-propelled, Conversion Beamers must remain stationary to fire.  It can move up to 6” in Movement 
  Phase (in the same manner as regular infantry) if desired though. 
   
  Firing Procedures: 
  Shooting at non-vehicle models:  
   
  To-hit roll = Armor Save of target (Terminators would be hit on 2+, for example) – if no Armor value 
  then target cannot be hit! 
  Strength value = Toughness value of target (so Beamer wounds on 4+ normally) 
  No Armor Save allowed (Cover and Invulnerable saves allowed as normal though) 
  Shooting at vehicles or fortifications/bunkers:  
   
  To-hit roll depends on vehicle type (use lowest value when multiple types for a vehicle):  
  Tank, Fortifications: 
   
  3+ 
  Walkers: 
   
   
  4+ 
  Fast, Skimmer, Open topped: 
  5+ 
   
   
  (For example, Falcon would be hit on 3+ (Tank, Fast, Skimmer), Sentinel on a 4+ (Open 
  Topped, Walker) 
   
  Armor Penetration: Roll D6, adjusting +1 if target location Armor Value is 13 or more, -1 if it is 10 or 
  less 
   
   
   
  0-1  
  No effect 
   
   
   
  2-4  
  Glancing Hit 
  5-6 
  Penetrating Hit 
  7 
  Penetrating Hit on Ordnance Hit chart 
   
   
   
   
   
   
   
   
   
   
   
  What else will be coming? 
  Introduction 
  Special Mission 
  Special Character or two 
  Figures Conversion article 
   
  Thanks for getting all the way to the end.  Please email back with comments, ideas, and battle reports!  I can’t promise I’ll use them all, 
  but I can promise I’ll read & respond to each email.  Thanks again, and Semper Mechanicus! 
   
   
  Rough conversion ideas 
  Tech-Priests – Necromunda Spyres, Techmarines, Confessors, Missionaries, & Preachers, WFB Wizards, robed marine models 
  Tech Guard – Cadians, Storm Troopers 
  Machine Cultists – Van Saar gangers from Necromunda. 
  Robots – old Robots, Dreadnoughts, Killa Kans, old Epic Knights & Titans  
  Electro Priests – Confessors, Missionaries, & Preachers, WFB Wizards, almost any regular human models 
   
  Important Note:  The colors of the Adeptus Mechanicus are Crimson and Grey.  First person tell me why (and there are two reasons, not 
  just one) wins mention in the final version! 
   
  Cool bits with the AM symbol or great for converting AM models: 
  Epic Knight Baron Banner Pole 76024/4 
  Epic Knight Banner Pole 76016/2 
  Warlord Titan Banner Pole 00490/12 
  Epic 40K Titan body armor plate 030700111 
  Necromunda Pit Slave mechanical bits  
  Necromunda Wyrd Telekinetic & Telepath models  
   
   
  
SOURCE: textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/1) Codex & Index/2) Codexes/40K 8e - Codex - Adeptus Mechanicus.pdf