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Kelly Gragg - Conquer - Imperial Knights - 1750 (Warhammer 40,000 9th Edition) [90 PL, 6CP, 1,750pts]

  • Super-Heavy Detachment 0CP (Imperium - Imperial Knights) [63 PL, 12CP, 1,250pts]

    Rules: Knight Lance

    • Configuration [12CP]
      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Household Choice

        Selections: House <Custom>, Household Tradition: Glorified History, Household Tradition: Stormstriders, Household Traditions (Engine War), Questor Mechanicus

        Categories: Configuration

        Allegiance Oath: Sacristan Pledge, Household Tradition: Glorified History, Stormstriders


        Allegiance OathDescriptionRef
        Sacristan PledgeAt the start of your turn, a model with this Questor Allegiance Oath regains 1 lost wound.Psychic Awakening VII: Engine War
        Household TraditionDescriptionRef
        Glorified HistoryWhen a model with this tradition fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll made for that model.Psychic Awakening VII: Engine War
        StormstridersAdd 1" to the Move characteristic of a model with this tradition and always use the top row of its damage table when determining its Move characteristic, regardless of how many wounds it has left.Psychic Awakening VII: Engine War
    • Lord of War [63 PL, 1,250pts]
      • Armiger Helverins [9 PL, 175pts]

        Categories: Lord of War

        • Armiger Helverin [9 PL, 175pts]

          Selections: 2x Armiger Autocannon, Heavy Stubber [5pts]

          Categories: Faction: Imperium, Faction: <Household>, Faction: <Questor Allegiance>, Armiger Class, Vehicle, Armiger Helverin, Faction: Imperial Knights

          Abilities: Ion Shield, Vehicle Squadron, Explosion: Explodes (Armiger), Unit: Armiger Helverin, Weapon:Armiger Autocannon, Heavy stubber, Wound Track (Knights): Armiger Helverin 1, Armiger Helverin 2, Armiger Helverin 3

          • Freeblade

            Selections: Freeblade Questor Mechanicus

            Rules: Freeblades

            Allegiance Oath: Sacristan Pledge


        AbilitiesDescriptionRef
        Ion ShieldThis model has a 5+ invulnerable save against attacks made with ranged weapons.Codex: Imperial Knights
        Vehicle SquadronWhen this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.Codex: Imperial Knights
        Allegiance OathDescriptionRef
        Sacristan PledgeAt the start of your turn, a model with this Questor Allegiance Oath regains 1 lost wound.Psychic Awakening VII: Engine War
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (Armiger)6+6"D3Codex: Imperial Knights
        UnitMWSBSSTWALdSaveRef
        Armiger Helverin***6712483+Codex: Imperial Knights
        WeaponRangeTypeSAPDAbilitiesRef
        Armiger Autocannon60"Heavy 2D37-13-Codex: Imperial Knights
        Heavy stubber36"Heavy 3401-
        Wound Track (Knights)Remaining WMWSBSRef
        Armiger Helverin 17-12+14"3+3+Codex: Imperial Knights
        Armiger Helverin 24-610"4+4+Codex: Imperial Knights
        Armiger Helverin 31-37"5+5+Codex: Imperial Knights
      • Armiger Helverins [9 PL, 175pts]

        Categories: Lord of War

        • Armiger Helverin [9 PL, 175pts]

          Selections: 2x Armiger Autocannon, Heavy Stubber [5pts]

          Categories: Faction: Imperium, Faction: <Household>, Faction: <Questor Allegiance>, Armiger Class, Vehicle, Armiger Helverin, Faction: Imperial Knights

          Abilities: Ion Shield, Vehicle Squadron, Explosion: Explodes (Armiger), Unit: Armiger Helverin, Weapon:Armiger Autocannon, Heavy stubber, Wound Track (Knights): Armiger Helverin 1, Armiger Helverin 2, Armiger Helverin 3


        AbilitiesDescriptionRef
        Ion ShieldThis model has a 5+ invulnerable save against attacks made with ranged weapons.Codex: Imperial Knights
        Vehicle SquadronWhen this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.Codex: Imperial Knights
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (Armiger)6+6"D3Codex: Imperial Knights
        UnitMWSBSSTWALdSaveRef
        Armiger Helverin***6712483+Codex: Imperial Knights
        WeaponRangeTypeSAPDAbilitiesRef
        Armiger Autocannon60"Heavy 2D37-13-Codex: Imperial Knights
        Heavy stubber36"Heavy 3401-
        Wound Track (Knights)Remaining WMWSBSRef
        Armiger Helverin 17-12+14"3+3+Codex: Imperial Knights
        Armiger Helverin 24-610"4+4+Codex: Imperial Knights
        Armiger Helverin 31-37"5+5+Codex: Imperial Knights
      • Armiger Warglaives [8 PL, 160pts]

        Categories: Lord of War

        • Armiger Warglaive [8 PL, 160pts]

          Selections: Meltagun [10pts], Reaper Chain-Cleaver, Thermal Spear

          Categories: Faction: Imperium, Faction: <Household>, Faction: <Questor Allegiance>, Armiger Class, Armiger Warglaive, Vehicle, Faction: Imperial Knights

          Abilities: Ion Shield, Vehicle Squadron, Explosion: Explodes (Armiger), Unit: Armiger Warglaive, Weapon: Meltagun, Reaper Chain-Cleaver (Strike), Reaper Chain-Cleaver (Sweep), Thermal Spear, Wound Track (Knights): Armiger Warglaive 1, Armiger Warglaive 2, Armiger Warglaive 3


        AbilitiesDescriptionRef
        Ion ShieldThis model has a 5+ invulnerable save against attacks made with ranged weapons.Codex: Imperial Knights
        Vehicle SquadronWhen this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.Codex: Imperial Knights
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (Armiger)6+6"D3Codex: Imperial Knights
        UnitMWSBSSTWALdSaveRef
        Armiger Warglaive***6712483+Codex: Imperial Knights
        WeaponRangeTypeSAPDAbilitiesRef
        Meltagun12"Assault 18-4D6Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
        Reaper Chain-Cleaver (Strike)MeleeMeleex2-33-Codex: Imperial Knights
        Reaper Chain-Cleaver (Sweep)MeleeMeleeUser-21Make 2 hit rolls for each attack made with this weapon, instead of 1.Codex: Imperial Knights
        Thermal Spear30"Assault D38-4D6If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Blast.Codex: Imperial Knights
        Wound Track (Knights)Remaining WMWSBSRef
        Armiger Warglaive 17-12+14"3+3+Codex: Imperial Knights
        Armiger Warglaive 24-610"4+4+Codex: Imperial Knights
        Armiger Warglaive 31-37"5+5+Codex: Imperial Knights
      • Armiger Warglaives [8 PL, 160pts]

        Categories: Lord of War

        • Armiger Warglaive [8 PL, 160pts]

          Selections: Meltagun [10pts], Reaper Chain-Cleaver, Thermal Spear

          Categories: Faction: Imperium, Faction: <Household>, Faction: <Questor Allegiance>, Armiger Class, Armiger Warglaive, Vehicle, Faction: Imperial Knights

          Abilities: Ion Shield, Vehicle Squadron, Explosion: Explodes (Armiger), Unit: Armiger Warglaive, Weapon: Meltagun, Reaper Chain-Cleaver (Strike), Reaper Chain-Cleaver (Sweep), Thermal Spear, Wound Track (Knights): Armiger Warglaive 1, Armiger Warglaive 2, Armiger Warglaive 3


        AbilitiesDescriptionRef
        Ion ShieldThis model has a 5+ invulnerable save against attacks made with ranged weapons.Codex: Imperial Knights
        Vehicle SquadronWhen this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.Codex: Imperial Knights
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (Armiger)6+6"D3Codex: Imperial Knights
        UnitMWSBSSTWALdSaveRef
        Armiger Warglaive***6712483+Codex: Imperial Knights
        WeaponRangeTypeSAPDAbilitiesRef
        Meltagun12"Assault 18-4D6Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
        Reaper Chain-Cleaver (Strike)MeleeMeleex2-33-Codex: Imperial Knights
        Reaper Chain-Cleaver (Sweep)MeleeMeleeUser-21Make 2 hit rolls for each attack made with this weapon, instead of 1.Codex: Imperial Knights
        Thermal Spear30"Assault D38-4D6If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Blast.Codex: Imperial Knights
        Wound Track (Knights)Remaining WMWSBSRef
        Armiger Warglaive 17-12+14"3+3+Codex: Imperial Knights
        Armiger Warglaive 24-610"4+4+Codex: Imperial Knights
        Armiger Warglaive 31-37"5+5+Codex: Imperial Knights
      • Cerastus Knight-Atrapos [29 PL, 580pts]

        Selections: Atrapos Lascutter, Character (Knight Lance), Graviton Singularity Cannon, Heirloom: Armour of the Sainted Ion, Titanic Feet, Warlord, Warlord Trait (Mechanicus): Paragon of the Omnissiah

        Categories: Faction: Imperium, Faction: <Household>, Vehicle, Knight-Atrapos, Lord of War, Titanic, Faction: <Questor Allegiance>, Cerastus Class, Faction: Imperial Knights, Character, Warlord, Titanic Warlord

        Abilities: Armour of the Sainted Ion, Ionic Flare Shield, Macro-Extinction Protocols, Super-Heavy Walker, Explosion: Explodes, Unit: Cerastus Knight-Atrapos, Warlord Trait: Paragon of the Omnissiah, Weapon:Atrapos Lascutter (melee), Atrapos Lascutter (shooting), Graviton Singularity Cannon (Contained), Graviton Singularity Cannon (Singularity), Titanic Feet, Wound Track (Knights): Cerastus Knight-Atrapos 1, Cerastus Knight-Atrapos 2, Cerastus Knight-Atrapos 3


        AbilitiesDescriptionRef
        Armour of the Sainted IonThe wearer's Knight has a Save characteristic of 2+Codex: Imperial Knights
        Ionic Flare ShieldThis model has a 5+ invulnerable save.Imperial Knights FW Army List
        Macro-Extinction ProtocolsWhen resolving an attack made by this model against a Titanic unit, add 1 to the hit roll.Imperial Knights FW Army List
        Super-Heavy WalkerThis model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding MONSTER and VEHICLE models) as if they were not there, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them.Codex: Imperial Knights
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes6+2D6"D6Codex: Imperial Knights
        UnitMWSBSSTWALdSaveRef
        Cerastus Knight-Atrapos***8827493+Imperial Knights FW Army List
        Warlord TraitDescriptionRef
        Paragon of the OmnissiahAdd 2 to this Warlord's Wounds characteristic.Psychic Awakening VII: Engine War
        WeaponRangeTypeSAPDAbilitiesRef
        Atrapos Lascutter (melee)MeleeMelee+6-46When resolving an attack made with this weapon against a VEHICLE unit or MONSTER unit, you can re-roll the wound roll.Imperial Knights FW Army List
        Atrapos Lascutter (shooting)9"Heavy 112-46When resolving an attack made with this weapon against a VEHICLE unit or MONSTER unit, you can re-roll the wound roll.Imperial Knights FW Army List
        Graviton Singularity Cannon (Contained)36"Heavy 48-33-Imperial Knights FW Army List
        Graviton Singularity Cannon (Singularity)36"Heavy D6+414-43When you select this profile to shoot with roll one D6; on a 1-3, the bearer suffers D3 mortal wounds.Imperial Knights FW Army List
        Titanic FeetMeleeMeleeUser-2D3Make 3 hit rolls for each attack made with this weapon, instead of 1.Imperial Knights FW Army List
        Wound Track (Knights)Remaining WMWSBSRef
        Cerastus Knight-Atrapos 115-27+14"3+3+Imperial Knights FW Army List
        Cerastus Knight-Atrapos 27-1410"4+4+Imperial Knights FW Army List
        Cerastus Knight-Atrapos 31-67"5+5+Imperial Knights FW Army List
  • Patrol Detachment -2CP (Imperium - Adeptus Mechanicus) [27 PL, -6CP, 500pts]

    Rules: Canticle of the Omnissiah - Graia: Mantra of Discipline, Soldiers of the Machine God

    • Configuration [-2CP]
      • Detachment CP [-2CP]

        Categories: Configuration

      • Forge World Choice

        Categories: Configuration

        • Forge World: Graia

          Selections: Dogma: Refusal to Yield

          Forge World Dogma: Refusal to Yield


        Forge World DogmaDescriptionRef
        Refusal to YieldRoll a D6 each time a model with this dogma is slain or flees – on a 6 that model refuses to yield; either that model is not slain (and has 1 wound remaining), or that model does not flee. However, <FORGE WORLD> units with this dogma cannot Fall Back unless there is a friendly <FORGE WORLD> CHARACTER on the battlefield.Codex: Adeptus Mechanicus
    • Stratagems [-1CP]
      • Archeotech Specialist [-1CP]

        Selections: Archeotech Specialist: 1 Extra Relic [-1CP]

        Categories: Stratagems

    • No Force Org Slot [5 PL, -1CP, 85pts]
      • Lord Inquisitor Kyria Draxus [5 PL, -1CP, 85pts]

        Selections: 4) Mental Interrogation, Dirgesinger, Power fist, Smite, Stratagem: Inquisitorial Mandate [-1CP]

        Categories: Faction: Imperium, Faction: Inquisition, Faction: Ordo Xenos, Character, Infantry, Psyker, Inquisitor, Agent of the Imperium, Kyria Draxus, No Force Org Slot

        Abilities: Authority of the Inquisition, Paralysis Grenades, Quarry, Radical, Refractor Field, Shang, Stratagem: Inquisitorial Mandate, Unquestionable Wisdom, Psychic Power: Mental Interrogation, Smite, Psyker: Lord Inquisitor Kyria Draxus, Unit: Lord Inquisitor Kyria Draxus, Weapon: Dirgesinger, Power fist


        AbilitiesDescriptionRef
        Authority of the InquisitionINFANTRY units with this ability can embark onto any IMPERIUM TRANSPORT model, even though the transport in question might normally only permit models with other Faction keywords to do so. All other restrictions apply normally, and INQUISITOR TERMINATOR models can only embark upon TRANSPORTS that specifically allow TERMINATOR models to do so.

        If your army is battle-forged, the following rules apply:

        No more than one INQUISITOR unit can be included in any INQUISITION detachment (that is, a detachment that only includes INQUISITION units).

        If your army does not include any INQUISITION detachments, one INQUISITOR unit can be included in any other detachment without taking up a slot so long as every unit in your army (with the exception of those that are UNALIGNED) has the IMPERIUM keyword (and does not have the FALLEN keyword). That INQUISITOR unit does not prevent other units in your army benefiting from Detachment abilities (e.g. Chapter Tactics), and does not prevent abilities that require every model in your army to have that ability (e.g Combat Doctrines, Canticles of the Omnissiah). In a matched play game, that INQUISITOR unit is ignored for the purposes of the Battle Brothers rule (although all units in your army must still have the IMPERIUM faction keyword).
        Paralysis GrenadesAt the start of the Fight phase, if this model made a charge move this turn, you can select one enemy unit that is within 1" of this model. Until the end of that phase, the enemy unit cannot be selected to fight until all other eligible units have done so. If that unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it did not have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.
        QuarryWhen resolving an attack made by a model in this unit against a unit that is not CHAOS, IMPERIUM, or UNALIGNED, you can re-roll the hit roll and you can re-roll the wound roll.
        RadicalOnce per battle round, you can re-roll one hit roll, wound roll, damage roll, saving throw, Psychic test or Deny the Witch test made for this Warlord.
        Refractor FieldThis model has a 5+ invulnerable save.
        ShangWhen this model manifests the Smite psychic power, you can select one enemy unit within 18" and visible to this model to be affected, instead of the closest enemy unit.
        Stratagem: Inquisitorial MandateUse this stratagem before the battle, Select one INQUISITOR model from your army that is not your Warlord and determine one Warlord Trait for it. It is regarded as your Warlord for the purposes of that Warlord Trait. If the model is not a named character or VEHICLE, you can then give one Relic of the Inquisition to that model. All of the Relics your army includes must be different and given to different models. You can only use this stratagem once per battle.
        Unquestionable WisdomAll Friendly IMPERIUM units within 6" of an Inquisitor can use the Inquisitor's Leadership characteristic instead of their own.
        Psychic PowerWarp ChargeRangeDetailsRef
        Mental Interrogation612"If manifested, select one enemy CHARACTER model within 12” of and visible to this psyker. Until the start of your next Psychic phase, when resolving an attack made by that model, subtract 1 from the hit roll. If your army is Battleforged roll 3D6; if the result is equal to or greater than that model’s Leadership characteristic, you gain 1 Command Point.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOtherRef
        Lord Inquisitor Kyria Draxus11Smite and 1 power from the Telethesia Discipline
        UnitMWSBSSTWALdSaveRef
        Lord Inquisitor Kyria Draxus6"2+3+335493+
        WeaponRangeTypeSAPDAbilitiesRef
        Dirgesinger18"Assault 2402When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -3 for that attack.
        Power fistMeleeMeleex2-32Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
    • HQ [9 PL, -2CP, 157pts]
      • Tech-Priest Dominus [5 PL, -1CP, 87pts]

        Selections: Eradication Ray [10pts], Mechanicus Locum [-1CP], Omnissian Axe, Phosphor Serpenta [2pts], Relic: Phosphoenix, Warlord Trait (Codex 4): Necromechanic

        Categories: Character, Infantry, Tech-Priest, Dominus, Faction: Cult Mechanicus, Faction: Adeptus Mechanicus, Faction: <Forge World>, Faction: Imperium, HQ

        Rules: Canticles of the Omnissiah

        Abilities: Lord of the Machine Cult, Master of Machines (Dominus), Masterwork Bionics, Mechanicus Locum, Refractor Field, Unit: Tech-Priest Dominus, Warlord Trait: Necromechanic, Weapon: Eradication Ray, Omnissian Axe, Phosphoenix, Phosphor Serpenta


        AbilitiesDescriptionRef
        Lord of the Machine CultYou can re-roll hit rolls of 1 in the Shooting phase for friendly <FORGE WORLD> units within 6"Codex: Adeptus Mechanicus
        Master of Machines (Dominus)At the end of your Movement phase this model can repair a single friendly <FORGE WORLD> or QUESTOR MECHANICUS model within 3" (but not itself). If the model being repaired is a <FORGE WORLD> model, it regains D3 lost wounds; if it is a QUESTOR MECHANNICUS model, it regains 1 lost wound. A model may not be the target of the Master of Machines ability more than once per turn.Codex: Adeptus Mechanicus
        Masterwork BionicsAt the beginning of each of your turns, this model regains D3 lost wounds.Codex: Adeptus Mechanicus
        Mechanicus LocumUse this Stratagem before the battle, after nominating your Warlord. Select one <FORGE WORLD> CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).
        Refractor FieldThis Model/Unit has a 5+ invulnerable save.Codex: Adeptus Mechanicus
        UnitMWSBSSTWALdSaveRef
        Tech-Priest Dominus6"3+2+445382+Codex: Adeptus Mechanicus
        Warlord TraitDescriptionRef
        NecromechanicEach time your Warlord uses an ability to repair a model, that model regains 1 additional wound.Codex: Adeptus Mechanicus
        WeaponRangeTypeSAPDAbilitiesRef
        Eradication Ray24"Heavy D36-21Blast, Attacks from this weapon that target enemies at 8" or less are resolved with an AP of -4 and a Damage of D3.Codex: Adeptus Mechanicus
        Omnissian AxeMeleeMelee+1-22-Codex: Adeptus Mechanicus
        Phosphoenix18"Assault 35-31Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. This weapon replaces the bearer's Phosphor Serpenta.Codex: Adeptus Mechanicus
        Phosphor Serpenta18"Assault 15-11Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.Codex: Adeptus Mechanicus
      • Tech-Priest Manipulus [4 PL, -1CP, 70pts]

        Selections: Mechadendrites, Mechanicus Locum [-1CP], Omnissian Staff, Transonic cannon, Warlord Trait (Graia): Emotionless Clarity

        Categories: Character, Faction: <Forge World>, Faction: Adeptus Mechanicus, Faction: Cult Mechanicus, HQ, Infantry, Tech-Priest, Manipulus, Faction: Imperium

        Rules: Canticles of the Omnissiah

        Abilities: Blessed Bionics, Galvanic Field, Galvanic Field - Bolster Warriors, Galvanic Field - Bolster Weapons, Master of Machines (Manipulus), Mechanicus Locum, Unit: Tech-Priest Manipulus, Warlord Trait:Emotionless Clarity, Weapon: Mechadendrites, Omnissian Staff, Transonic cannon


        AbilitiesDescriptionRef
        Blessed BionicsThis model has an 5+ invulnerable save. In addition, at the beginning of your turn, this model regains D3 lost wounds.
        Galvanic FieldAt the start of your Movement phase, select one of the abilities below. This model gains that ability until the start of your next Movement phase.
        Galvanic Field - Bolster WarriorsAdd 1" to the Move characteristic of <FORGEWORLD> units whilst they are within 6"of any friendly models with this ability. Add 1 to Advance rolls and charge rolls made for <FORGE WORLD> units whilst they are within 6" of any friendly models with this ability. 
        Galvanic Field - Bolster WeaponsThis model cannot move for any reason. Add 6" to the maximum Range characteristic of ranged weapons with an unmodified Range characteristic of 24" or more that are equipped by models in <FORGEWORLD> units whilst they are within 6" of any friendly models with this ability. Add 2" to the maximum Range characteristic of all other ranged weapons models in <FORGEWORLD> units are equipped with whilst they are within 6" of any friendly models with this ability.
        Master of Machines (Manipulus)At the end of your Movement phase this model can repair a single friendly <FORGE WORLD> or QUESTOR MECHANICUS model within 3" (but not itself). If the model being repaired is a <FORGE WORLD> model, it regains D3 lost wounds; if it is a QUESTOR MECHANNICUS model, it regains 1 lost wound. A model may not be the target of the Master of Machines ability more than once per turn.Codex: Adeptus Mechanicus
        Mechanicus LocumUse this Stratagem before the battle, after nominating your Warlord. Select one <FORGE WORLD> CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).
        UnitMWSBSSTWALdSaveRef
        Tech-Priest Manipulus6"3+3+444382+
        Warlord TraitDescriptionRef
        Emotionless ClarityModels in friendly GRAIA units within 6" of your Warlord can shoot with Assault and Rapid Fire weapons even if there are enemy units within 1" of their own unit, but only if they target the closest enemy unit. In such circumstances, the model can shoot even if other friendly units are within 1" of the same unit.Codex: Adeptus Mechanicus
        WeaponRangeTypeSAPDAbilitiesRef
        MechadendritesMeleeMeleeUser 01Each time the bearer fights, it can make D6 additional attacks with this weapon.
        Omnissian StaffMeleeMelee+2-12-
        Transonic cannon8"Assault D64-12This weapon automatically hits its target.
    • Troops [10 PL, 158pts]
      • Skitarii Vanguards [5 PL, 86pts]

        Selections: Omnispex [5pts]

        Categories: Troops, Faction: <Forge World>, Faction: Skitarii, Faction: Adeptus Mechanicus, Infantry, Skitarii Vanguard, Faction: Imperium

        Rules: Canticles of the Omnissiah

        Abilities: Bionics, Omnispex, Rad-saturation

        • 8x Skitarii Vanguard [72pts]

          Selections: 8x Radium Carbine

          Unit: Skitarii Vanguard, Weapon: Radium Carbine

        • Vanguard Alpha [9pts]

          Selections: Radium Carbine

          Unit: Vanguard Alpha, Weapon: Radium Carbine


        AbilitiesDescriptionRef
        BionicsAll models in this unit have a 6+ invulnerable save.Codex: Adeptus Mechanicus
        OmnispexEnemy units do not receive the benefit to their saving throws for being in cover against attacks made by a unit that includes a model with an omnispex.Codex: Adeptus Mechanicus
        Rad-saturationSubtract 1 from the Toughness characteristic of enemy units without the VEHICLE keyword whilst they are within 1" of any units from your army with this ability.
        UnitMWSBSSTWALdSaveRef
        Skitarii Vanguard6"4+3+331164+Codex: Adeptus Mechanicus
        Vanguard Alpha6"4+3+331274+Codex: Adeptus Mechanicus
        WeaponRangeTypeSAPDAbilitiesRef
        Radium Carbine18"Assault 3301Each time you make a wound roll of 6+ for this weapon, that hit inflicts 2 damage instead of 1.Codex: Adeptus Mechanicus
      • Skitarii Vanguards [5 PL, 72pts]

        Categories: Troops, Faction: <Forge World>, Faction: Skitarii, Faction: Adeptus Mechanicus, Infantry, Skitarii Vanguard, Faction: Imperium

        Rules: Canticles of the Omnissiah

        Abilities: Bionics, Rad-saturation

        • 7x Skitarii Vanguard [63pts]

          Selections: 7x Radium Carbine

          Unit: Skitarii Vanguard, Weapon: Radium Carbine

        • Vanguard Alpha [9pts]

          Selections: Radium Carbine

          Unit: Vanguard Alpha, Weapon: Radium Carbine


        AbilitiesDescriptionRef
        BionicsAll models in this unit have a 6+ invulnerable save.Codex: Adeptus Mechanicus
        Rad-saturationSubtract 1 from the Toughness characteristic of enemy units without the VEHICLE keyword whilst they are within 1" of any units from your army with this ability.
        UnitMWSBSSTWALdSaveRef
        Skitarii Vanguard6"4+3+331164+Codex: Adeptus Mechanicus
        Vanguard Alpha6"4+3+331274+Codex: Adeptus Mechanicus
        WeaponRangeTypeSAPDAbilitiesRef
        Radium Carbine18"Assault 3301Each time you make a wound roll of 6+ for this weapon, that hit inflicts 2 damage instead of 1.Codex: Adeptus Mechanicus
    • Elites [3 PL, 100pts]
      • Sicarian Infiltrators [3 PL, 100pts]

        Categories: Sicarian Infiltrators, Infantry, Faction: <Forge World>, Faction: Adeptus Mechanicus, Faction: Skitarii, Faction: Imperium, Elites

        Rules: Canticles of the Omnissiah

        Abilities: Bionics, Infiltrators, Neurostatic Aura

        • Infiltrator Princeps (Stub/Sword) [20pts]

          Selections: Power Sword [5pts], Stubcarbine

          Unit: Infiltrator Princeps, Weapon: Power sword, Stubcarbine

        • 4x Sicarian Infiltrator (Stub/Sword) [80pts]

          Selections: 4x Power Sword [20pts], 4x Stubcarbine

          Unit: Sicarian Infiltrator, Weapon: Power sword, Stubcarbine


        AbilitiesDescriptionRef
        BionicsAll models in this unit have a 6+ invulnerable save.Codex: Adeptus Mechanicus
        InfiltratorsDuring deployment, you can set this unit up in concealment instead of placing it on the battlefield. At the end of any of your movement phases, this unit can reveal its location - set it up anywhere on the battlefield that is more than 9" from any enemy model.Codex: Adeptus Mechanicus
        Neurostatic AuraEnemy units within 3" of any Sicarian Infiltrators must subtract 1 from their leadership.Codex: Adeptus Mechanicus
        UnitMWSBSSTWALdSaveRef
        Infiltrator Princeps8"3+3+432374+Codex: Adeptus Mechanicus
        Sicarian Infiltrator8"3+3+432264+Codex: Adeptus Mechanicus
        WeaponRangeTypeSAPDAbilitiesRef
        Power swordMeleeMelee+1-31-
        Stubcarbine18"Pistol 3401-Codex: Adeptus Mechanicus
Force Rules

Canticle of the Omnissiah - Graia: Mantra of Discipline: When resolving an Overwatch attack made by a model in an affected unit, a hit roll of 5 or 6 scores a hit. ()

Knight Lance: If your army is Battle-forged, select one model in each IMPERIAL KNIGHTS Super-heavy Detachment in your army. Each model you selected gains the CHARACTER keyword. If your WARLORD has the IMPERIAL KNIGHTS keyword, IMPERIAL KNIGHTS Super-heavy Detachments in your army gain the following Command Benefits: ‘Select one of the following: +3 Command Points if your WARLORD is part of this Detachment; +6 Command Points if your WARLORD is part of this Detachment and has the TITANIC keyword. (Codex: Imperial Knights)

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

Selection Rules

Canticles of the Omnissiah: All units with this ability gain a bonus during the battle depending on the Canticle of the Omnissiah currently being canted.

Before the battle, if your Warlord is an ADEPTUS MECHANICUS CHARACTER and their <FORGE WORLD> is either RYZA, MARS, LUCIUS, METALICA, GRAIA, AGRIPINAA or STYGIES, you can select one of the Canticles of the Omnissiah to be replaced by that <FORGE WORLD>'s Canticle. When a Forge World canticle from the list below is chanted, it only affects units from the appropriate <FORGE WORLD>. For example, your army includes a Warlord model from the RYZA FORGE, you can replace one Canticle from the Canticles of the Omnissiah with the Citation in Savagery Canticle. When this Canticle is chanted, it only affects RYZA units from your army.

At the start of each battle round, pick which Canticle of the Omnissiah from the table below is in effect for the duration of the battle round. The same Canticle may not be picked twice during the same battle.

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

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

1. Incantation of the Iron Soul:
You can re-roll failed Morale tests for affected units.

2. Litany of the Electromancer:
Roll a D6 for each enemy unit that is within 1" of any affected units; on a roll of 6, the unit being rolled for suffers D3 mortal wounds.

3. Chant of the Remorseless Fist:
You can re-roll any failed hit rolls of 1 for affected units in the Fight phase.

4. Shroudpsalm:
Affected units gain the bonus to their armour saving throws as if they were in cover. Units already in cover are unaffected.

5. Invocation of Machine Might:
Affected units have +1 Strength.

6. Benediction of the Omnissiah:
You can re-roll failed hit rolls of 1 for affected units in the shooting phase. (Codex: Adeptus Mechanicus)

Freeblades: The inclusion of a FREEBLADE unit in an IMPERIAL KNIGHTS Detachment does not prevent other units in that Detachment from gaining a Household Tradition. However, FREEBLADE units can never themselves benefit from a Household Tradition. (Codex: Imperial Knights)


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