Adeptus Mechanicus Great Crusade Rule set - PDF Archive
Adeptus Mechanicus Great Crusade Rule set - PDF Archive
Adeptus Mechanicus Great Crusade Rule set - PDF Archive
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Electro Priests 120 points<br />
WS BS S T W I A LD SV<br />
3 2 3 3 1 4 2 9 -<br />
Unit Composition: 6 Electro Priests<br />
Unit Type: Infantry<br />
Wargear: Electrically augmented bare fists and static discharges.<br />
Options: May include up to 6 more Electro Priests for +20 points each.<br />
Special <strong>Rule</strong>s<br />
Electoos: These allow the Electro Priests’ Close Combat attacks to ignore Armor Saves. Electoos give a<br />
5+ Invulnerable Save (from the cracking electricity surrounding their bodies).<br />
Static Shock: In the first round of any combat the barely contained electrical buildup erupts from the<br />
Priests, arcing across their bodies and striking those around them. All enemy models in base contact are<br />
hit at Initiative 10 with a single S3 attack on a roll of 4+; Armor saves can be taken as normal. These<br />
attacks are worked out in the normal sequence for the combat, and remove models as you would other<br />
close combat casualties. Note that an Electro Priest who starts the combat in base contact will get its<br />
full number of attacks even if the model it is in contact with is removed by these attacks. After the first<br />
round is over the excess electrical discharge is grounded somewhat and has no effect until a new<br />
combat is started later in the game.<br />
Secutor 110 points<br />
WS BS S T W I A LD SV<br />
4 4 3 4 2 4 2 9 2+<br />
Unit Composition: 1 Secutor<br />
Unit Type: Infantry<br />
Wargear: Artificer armor, Bolt Pistol, <strong>Mechanicus</strong> Power Axe, Servo Arm, Krak and Frag Grenades,<br />
Melta bombs, Signum<br />
Options: may choose from the Armory as normal. They may take a Hover Disk for +20 points, a bike<br />
for +25 points, or a jetbike for +30 points.<br />
Special <strong>Rule</strong>s<br />
Relentless, Tank Hunters, Fearless<br />
Smite the Machine: After any hits are scored on a vehicle, the vehicle automatically suffers a glancing<br />
hit in addition to any other damage.<br />
Secutor: May not join or be joined by ANY units<br />
Righteous Furry: Any unit within 12” of a Secutor may re-roll to hit with their ranged weapons and in<br />
close combat.<br />
Myrmidon Assault Engine 155 points each<br />
Front Side Rear WS BS S I A<br />
13 12 10 3 4 10 3 3<br />
Unit Composition: 1 Myrmidon<br />
Unit Type: walker<br />
Wargear: 2 dreadnought close combat weapons, twin linked autocannon, Searchlight, smoke launchers<br />
Options: a myrmidon assault engine may replace one close combat weapon but loses the fleet special<br />
rule for a conversion beamer )range up to 18“ strength 6 AP - heavy 1, blast; range 18“ to 42“ strength<br />
8 AP 4 Heavy 1, blast; range 42“ to 72“ strength 10 AP 1 heavy 1, blast), Gravity cannon (range 12“<br />
strength 6 AP 4 heavy 1, template, pinning all units suffer dangerous terrain for 2 turns), or a<br />
shockwave cannon (draw a line up to 18“ away from the cannon any model that is in the direct line of<br />
sight is wounded based on their armor save. Vehicles that moved in their movement phase are hit on a