9E Admech Crusade Rules
9E Admech Crusade Rules
CRUSADE RULES
In this section you'll find additional rules for playing Crusade battles with Adeptus Mechanicus,
such as
Agendas, Battle Traits, and Crusade Relics that are bespoke to ADEPTUS MECHANICUS
Units. You can find out
more about Crusade armies in the Warhammer 40,000 Core Book.
Pg. 72
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AGENDAS
Adeptus Mechanicus Units attempt to achienve unique agendas in
crusade battles, which can be found on the page opposite. These
Agendas represent the unique goals of Adeptus Mechanicus
armies and their particular methods of waging war. You can find
out more about Agendas in the Crusade mission packs, such as
that presented in the Warhammer 40,000 Core Book.
REQUISITIONS
Adeptus Mechanicus armies have access to a number of
additional Requisitions, suited to the individual character of
their cyborg legions.
BATTLE TRAITS
ADEPTUS MECHANICUS units can be given one of the Battle Traits
presented on page 75 as they gain experience and are promoted
in your Crusade force. These help to reflect the unique upgrades
and Battle Honours that ADEPTUS MECHANICUS units can gain.
CRUSADE RELICS
In addition to the Crusade Relics presented in the Warhammer
40,000 Core Book, Adeptus Mechanicus characters can claim
one of the Crusade Relics described on page 76. These Relics are
unique to the Adeptus Mechanicus, and grant the bearer power
and prestige.
WEAPON ENHANCEMENTS
ADEPTUS MECHANICUS units can be equipped with one of the
Weapon Enhancements presented on page 27 as they are
upgraded in your Crusade force. These help to represent
the deady power of Adeptus Mechanicus weaponry on
the battlefield.
ARCHEOTECH TREASURES
The Tech-Priests of the Adeputs Mechanicus are ever searching
for obscure and precious pieces of technology from which they
can fashion weapons of sheer destruction and objects of pure
power. Pages 78-81 provide the means for your Crusade Force
to build up a mighty vault of such deadly weaponry.
AGENDAS
If your Crusade army includes any ADEPTUS MECHANICUS units, you can select one Agenda
from the Adeptus
Mechanicus Agendas listed below. This is a new category of Agendas and follows all the normal
rules the Agendas
(for example, when you select Agendas, you cannot choose more than one from each category)
TECH SCAVENGERS
Adeptus Mechanicus Agenda
OMNISSIAH'S WILL
Adeptus Mechanicus Agenda
COLD LOGIC
Adeptus Mechanicus Agenda
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REQUISITIONS
If your Crusade force includes any ADEPTUS MECHANICUS units, you can spend Requisition
points (RPs) on any of the following
Requisition in addition to those presented in the Warhammer 40,000 Core Book.
Pg. 74
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BATTLE TRAITS
When a ADEPTUS MECHANICUS unit gains a Battle Trait, you can use one of the tables below
instead of one of the tables
in the Warhammer 40,000 Core Book to determine what Battle trait the unit has gained. To do
so, roll one D6 and
consult the appropiate table to randomly determine what Battle Trait that unit gains, or choose a
Battle Trait that tells
the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot
have the same Battle Trait
more than once.) As with any Battle Hounour, make a note on the unit's Crusade card when it
gains a Battle Trait and
increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.
TECH-PRIEST UNITS
D6 TRAIT
1 Machine Servant: If this model is part of your Crusade army,
and it was not destroyed during the battle, then at the end of
the battle you can ignore one failed Out of Action test taken for
a <FORGE WORLD> VEHICLE unit - that test is treated as having
been passed instead.
5-6 Blessed Bodies: Each time an attack is made against this unit,
an unmodified wound roll of 1-2 always fails, irrespective of
any abilities that the weapon or the attacker may have.
VEHICLE UNITS
D6 TRAIT
1-2 Sanctified Engine: Each time this unit Advances, do not make
an Advance roll. Instead, until the end of the phase, add 6" to
the Move characteristic of models in this unit.
3-4 Hardened Machine Spirits: Out of Action tests taken for this
unit are automatically passed.
5-6 Blessed Spirit: Each time a model in this unit would lose a
wound, roll one D6. On a 6, that wound is not lost.
Pg. 75
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CRUSADE RELICS
When an ADEPTUS MECHANICUS CHARACTER model gains a
Crusade Relic, you can instead select one of the Relics listed
below. All the usual rules for selecting Crusade Relics, as
described in the Warhammer 40,00 Core Book apply.
ARTIFICER RELICS
An ADEPTUS MECHANICUS CHARACTER model can be given one
of the following Artificer Relics instead of one of the ones
presented in the Warhammer 40,000 Core Book.
Kardiocore Galvanus
Embedded in the zealot's chest cavity, this fist sized galvanic cell
pulses with rythmythic powers radiating its pounding vitality.
ANTIQUITY RELICS
An ADEPTUS MECHANICUS CHARACTER model of Heroic rank or
higher can be given the following Antiquity Relic instead of one
of the ones presented in the Warhammer 40,000 Core Book.
Add 1 to a unit's total Crusade points for each Antiquity Relic it
has - this is in addition to the +1 from gaining a Battle Honour,
for a total of 2.
Transinduction Body
Surreptitious theories surround this chunk of archeotech. When
bolted into one's bionic body, the bearer can will their forces to
descerperate, allowing them to walk through solid rock.
LEGENDARY RELICS
An ADEPTUS MECHANICUS CHARACTER model of Legendary rank
can be given the following Legendary Relic instead of one
of the ones presented in the Warhammer 40,000 Core Book.
In addition, in order to give a model a Legendary Relic, you
must also pay 1 Requisition point (if you do not have enough
Requisition points, you cannot give that model a Legendary
Relic). Add an additional 2 to a unit's Crusade points for
each Legendary Relic it has - this is in addition to the +1 from
gaining a Battle Honour, for a total of +3.
pg. 76
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WEAPON ENHANCEMENTS
When an ADEPTUS MECHANICUS unit gains a Weapon Enhancement, you can, if the weapon
selected is one of the weapon types listed
on page 112, use the associated table below or opposite, instead of one of the tables in the
Warhammer 40,000 Core Book. Once
you have selected the weapon, roll one D6 and consult the appropiate table to randomly
determine what Weapon Enhancement
is gained, or choose one that tells the best narrative for your unit. If the weapon you have
selected is equipped on an INFANTRY
or CAVALRY mode, you can instead roll two D6 (re-rolling duplicate results) or choose two. All
the normal rules for Weapon
Enhancements still apply. As with any Battle Honour, make a note on the unit's Crusade card
when it gains a Weapon Enhancement
and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core
Book.
ARC WEAPONS
D6 TRAIT
1-3 Resonant Frequency: Each time an attack is made with this
weapon against a VEHICLE unit, an unmodified roll of 3+
successfully wounds the target.
4-6 Shocking Overload: After the bearer unit has shot, select one
enemy VEHICLE model that lost one or more wounds as a result of
an attack made by a model in the bearer's unit with this Weapon
Enhancement. Until the start of your next Command phase, that
unit is shocked. While a unit is shocked, it cannot Fall Back.
RADIUM WEAPONS
D6 TRAIT
1-3 Thorium Rounds: In your shooting phase, when the bearer's
unit is selected to shoot, unless the Stratagem has already
been used this phase, you can use the Enriched Rounds
Stratagem for 0CP. If you do so, only models with this Weapon
Enhancement benefit from that Stratagem.
4-6 Rad-Sickness: After the bearer's unit has shot, select one
enemy unit that had one or more models destroyed as a result
of an attack made by a model in the bearer's unit with this
Weapon Enhacement. Until the start of your next Command
phase, that unit is rad-sick. While a unit is rad-sick, subtract 1
from the Strength and Toughness characteristics of model int
that unit. That unit is not affected by the Rad-Saturation and
Extreme Rad-Saturation abilities.
COGNIS WEAPONS
D6 TRAIT
1-3 Hunter Machine Spirit: Each time an attack is made with this
weapon, you can re-roll the wound roll.
PLASMA WEAPONS
D6 TRAIT
1-2 Vent Shielding: Each time an unmodified hit roll of 1 is made
with this weapon, the bearer does not suffer any mortal
wounds and is not destroyed.
4-6 Fully Charged: Each time an attack made with this weapon
targets a unit within 12", if the bearer Remained Stationary
during the previous Movement phase, it makes 1 additional
attack with this weapon.
PHOSPHOR WEAPONS
D6 TRAIT
1-3 Icandescent Tracer Fire: Each time an attack is made with
this weapon that targets a unit within half range, you can
re-roll the hit roll.
4-6 Luminagen: After the bearer's unit has shot, select one enemy
unit that had two or models destroyed as a result of an
attack made by a model in the bearer's unit with this weapon
attachment. Until the start of your next Command Phase,
that unit is on fire. While a unit is on fire, each time it makes
a Normal Move, Advances, or Falls Back, roll one D6 for each
model in that unit. For each roll of 1, tha tunit suffers 1 mortal
wound (to a maximum of 6 mortal wounds.)
RIFLE WEAPONS
D6 TRAIT
1-3 Phase Helix Rifling: Add 3" to the Range characteristic of this
weapon. Each itme an attack is made with this weapon, if the
bearer Remained Stationary during its previous Movement
phase, you can ignore any or all hit roll modifiers.
4-6 Detenation Rounds: After the bearer's unit has shot, select
one enemy unit that had one or more more models destroyed as a
result of an attack made by a model in the bearer's unit with
this weapon attachment. Roll 2D6. If the result is equal to or
less than that enemy unit's leadership characteristic, until
the end of the turn, do not roll again for that enemy unit for this
ability. If the result is higher than that enemy unit's Leadership
characteristic, until the start of your next Command phase, that
enemy unit is suppressed. While a unit is supressed, each
time a model in that unit makes a ranged attack, that attacks
hit roll and wound roll cannot be re-rolled.
CARBINE WEAPONS
D6 TRAIT
1-3 Rapid Tracking Optics: Each time an attack is made with this
weapon, the bearer does not suffer the penatlty incurred to hit
rolls for firing Assault weapons in the same turn that their unit
has advanced.
4-6 Folding Stock: The bearer can be selected to shoot with if its
unit is within Engagement Range of any enemy units and can
make attacks with this weapon when doing so. If it does so,
each time an attack is made with this weapon, subtract 1 from
that attack's hit roll.
Pg. 77
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ARCHEOTECH TREASURES
Archeotech Parts
When your army requires an archeotech part, roll one D6 and
consult the table below to which type of part was found,
then roll one D6 and consult the relevant table on the following
pages to determine which instance of that part was found.
Abilities: The bearer can only shoot with this weapon once per battle.
Each time an attack is made with this weapon, an unmodified wound
roll of 6 inflicts D3 mortal wounds on the target in addition to any
normal damage.
Pg. 78
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POWER SOURCES
1. RESTRAINED VORTEX
Vortex technology uses immense energies
to punch a hole through the skin of reality.
WEAPON ABILITY:
After the bearer has shot with this weapon,
select one enemy unit that was hit by an
attack made with this weapon. Roll one D6
for each other unit within 3" of the target,
subtracting 1 if that unit has the CHARACTER
keyword. On a 3-5, that unit suffers 1 mortal
wound. On a 6, that unit suffers D3 mortal
wounds.
TECHNO-ARCANA EFFECT:
The bearer gains the folowing ability:
Repellent Energies (Aura): While a friendly
<FORGE WORLD> CULT MECHANICUS unit is
within 6" of this model, if this techno-arcana
is active, each time an enemy unit makes a
melee attack against that unit, that attack's
hit roll cannot be re-rolled and that attack's
wound roll cannot be re-rolled.
2. SPATIAL ALTERNATOR
Based upon grav-field manipulation,
this technology condenses or disperses
molecular alignment.
WEAPON ABILITY:
Each time a model in an enemy unit (excluding
VEHICLE units) loses one or more wounds as
a result of an attack made with this weapon,
roll one D6. On a 4+, until the start of your next
Command phase, that unit is condensed. While
a unit is condensed, it loses the Objective
Secured ability (this ability is described in the
Warhammer 40,00 Core Book).
TECHNO-ARCANA EFFECT:
The bearer gains the following ability: Spatial
Adjustment (Aura). While a friendly <FORGE
WORLD> CULT MECHANICUS unit is within 6"
of this model, if this techno-arcana is active,
each time a ranged attack with an Armour
Penetration characteristic of -1 is allocated to
a model in that unit while it is receiving
the benefits of Light cover from a terrain
feature, that attack has an Armour Penetration
characteristic of 0 instead.
3. TELEPORTATION MATRIX
This device enables energy and matter
to translocate instantaneously
WEAPON ABILITY:
Once per battle, after the bearer has shot
with this weapon, if it successfully hit an
enemy unit when making any of those
attacks, it can engage the teleportation
grapple. If it does so, remove the bearer from
the battlefield, then set the bearer back up
on the battlefield anywhere that is within
Engagement Range of that enemy unit, and
not within Engagement Range of any other
enemy units. The bearer counts as having
made a charge move this turn.
TECHNO-ARCANA EFFECT:
The bearer gains the following ability:
Agressive Translocation (Aura): While a
friendly <FORGE WORLD> CULT MECHANICUS
unit is within 6" of this model, if this techno-
arcana is active, you can re-roll charge rolls
made for that unit.
4. ACIDIC CONDUCTOR
Through arcane dutillation this technology
can eat through metal, dissipate thick smog
and even cause genetic scarification.
WEAPON ABILITY:
Each time an attack is made with this weapon,
an unmodified wound roll of 6 inflicts D3
mortal wounds on the target in addition to any
normal damage.
TECHNO-ARCANA EFFECT:
The bearer gains the following ability: Haze-
devouring Condensate (Aura): Whole a firendly
<FORGE WORLD> CULT MECHANICUS unit is
within 6" of this model, if this techno-arcana
is active, add 3" to the Range characteristic
of ranged weapons models in that unit are
equipped with.
5. ENDOTHERMIC REACTOR
This crystal lattice produces freezing
temperatures, its power bleeding the energy
and momentum from those it touches.
WEAPON ABILITY:
Each time an attack is made with this weapon,
if the attack successfully hits the target,
roll one D6, subtracting 1 if the target has
the VEHICLE keyword on a 3+. Until the start
of your next Command phase, the target is
frozen. While a unit is froen, halve the Move
characteristic of model in that unit.
TECHNO-ARCANA EFFECT:
The bearer gains the following ability:
Dispersed Cryo-sweep (Aura): While a
friendly <FORGE WORLD> CULT MECHANICUS
unit is within 6" of this model, at the start of
the Fight phase, if this techno-acrcana is active
and that unit is within Engagement Range of
any enemy units, it can fight first that phase.
6. INDUCTION NODE
The electrical purity of the Motive Force
fries delicate systems and invigorates
the blessed augmentations of the
Cult's faithful.
WEAPON ABILITY:
Each time a model in an enemy VEHICLE unit
loses one or more wounds as a result of an
attack made with this weapon, roll one D6,
on a 3+, randomly determine one ranged
weapon that model is equipped with. Until the
start of your next Command phase, each time
that model shoots, it makes 1 less attack
with that weapon.
TECHNO-ARCANA EFFECT:
The bearer gains the following ability:
Electrified Actuators (Aura): While a friendly
<FORGE WORLD> CULT MECHANICUS unit is
within 6" of this model, if this techno-arcana
is active, each time that unit Advances, do
not make an Advance roll. Instead, until the
end of the phase, add D3+3" to the Move
characteristic of models in that unit.
Pg. 79
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WEAPON PARTS
1. ELECTRO-FIRE IMPLANTS
This weapon has the following profile:
Abilities: The bearer can only shoot with this weapon once per
battle. Each time an attack is made with this weapon, that attack
automatically hits the target.
2. NEURAL JAMMER
This weapon has the following profile:
Abilities: The bearer can only shoot with this weapon once per battle.
Each time you select a target for this weapon, you can ingnore the
Look Out, Sir rule. Each time an attack is made with this weapon, an
unmodified wound roll of 6 inflicts 1 mortal wound on the target in
addition to any normal damage.
3. NANOSHARD PROJECTOR
This weapon has the following profile:
Abilities: The bearer can only shoot with this weapon oncer per battle.
Each time an attack is made with this weapon, an unmodified hit roll
of 6 scores 1 additional hit.
1. VOID SHELL
Each thime the bearer would lose a wound, roll one D6, on a 6 that wound
is not lost.
2. ARC IMPLANTS
At the start of the fight phase, select one enemy unit within
Engagement Range of the bearer and roll one D6, on a 2-5, that enemy
unit suffers 1 mortal wound, on a 6, it suffers D3 mortal wounds.
3. TIME SINK
At the start of the Fight phase, select one enemy model within
Engagement Range of the bearer. Roll one D6 and add the bearer's
leadership characteristic to the result. Your opponent rolls one D6 and
adds that enemy model's Leadership characteristic to their result, f
your total is greater than your opponents, until the end of the phase,
that enemy model's unit is not eligible to fight until after all eligible units
from your army have done so.
4. CONVERSION ERADICATOR
When the bearer is desroyed, roll one D6, on a 2-5 the nearest enemy
unit within 6" suffers D3 mortal wounds, on a 6, the nearest enemy unit
within 6" suffers 2D3 mortal wounds.
6. TECHNODERMIS
Add 1 to the toughness characteristic of the bearer.
Pg. 80
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2. EXO-GAUNTLET
When the Chant of the Remorseless Fist Canticle (pg. 85) becomes
active for your army, you can choose to use this techno-arcana, if you
do so, until the end of the battle round, this piece of techno-arcana is
active amd, until the end of the battle, no other piece of techno-arcana
from your army can be used.
3. FERROSANCTIC ORRERY
When the Incantation of the Iron Soul Canticle (pg. 85) becomes active
for your army, you can choose to use this techno-arcana. If you do so,
until the end of the battle round, this piece of techno-arcana is active
and, until the end of the battlle, no other piece of techno-arcana
from your army can be used.
4. HAGIOSCOPE
When the Benediction of the Omnissiah Canticle (pg. 85) becomes
active for your army, you can choose to use this techno-arcana, if you
do so, until the end of the battle round, this piece of techno-arcana is
active amd, until the end of the battle, no other piece of techno-arcana
from your army can be used.
5. TRI-DIMENSIONAL COVENANT
When the Invocation of Machine Vengeance Canticle (pg. 85) becomes
active for your army, you can choose to use this techno-arcana, if you
do so, until the end of the battle round, this piece of techno-arcana is
active amd, until the end of the battle, no other piece of techno-arcana
from your army can be used.
6. HYPERCIRCUIT
When the Litany of the Electromancer Canticle (pg. 85) becomes active
for your army, you can choose to use this techno-acrana. If you do so,
until the end of the battle round, this piece of techno-arcana is active
and, until the end of the battle, no other piece of techno-arcana from
your army can be used.