<p class="ShowFluff legend">Tech-Priests often monitor their forces remotely, but those who lead bat
Enhancements (4)
35 pts Cognitive Reinforcement
From afar, the guiding hand of the Omnissian priesthood allows this warrior to process streams of se
ADEPTUS MECHANICUS model only (excluding Cybernetica Datasmith models). The Conqueror Imperative and Protector Imperative are both active for the bearer’s unit.
15 pts Inloaded Lethality
The ancient noospheric receptors implanted into this field commander enable them to receive constant
Tech-Priest Dominus or Tech-Priest Manipulus model only. Add 3 to the Attacks characteristic of the bearer’s melee weapons and add 1 to the Damage characteristic of the bearer’s melee weapons.
10 pts Sanctified Ordnance
The ammunition borne to battle by this disciple of the Machine God and those at their command has be
ADEPTUS MECHANICUS model only. Add 6" to the range characteristic of ranged weapons equipped by models in the bearer’s unit and, each time a Hazardous test is taken for that unit, you can re-roll the result.
15 pts Transoracular Dyad Wafers
Inloaded with advanced combat protocols, tactical hymnals and holy autoscripture, these doctrina waf
Cybernetica Datasmith model only. When the bearer is attached to a Kastelan Robots unit, until the end of the battle, models in that unit gain the HALO OVERRIDE keyword. That unit cannot be selected when selecting units as part of the Noospheric Transference Detachment rule.
Stratagems (6)
1 CP
AGGRESSIVE IMPULSE
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Skorpius Dunerider model from your army that has not been selected to move this phase.
EFFECT: Until the end of the turn, each time an ADEPTUS MECHANICUS unit disembarks from that model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
1 CP
ANALYTICAL DIVINATION
Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One Adeptus Mechanicus Infantry unit (excluding Kataphron units) from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Normal move of up to D6", or up to 6" instead if it is a HALO OVERRIDE unit.
1 CP
ERADICATION PROTOCOLS
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
1 CP
GUIDED RETREAT
Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army makes a Fall Back move.
TARGET: That ADEPTUS MECHANICUS unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
1 CP
NEURAL OVERLOAD
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One ADEPTUS MECHANICUS unit from your army.
EFFECT: If your unit is a HALO OVERRIDE unit, it suffers D3 mortal wounds. Select one Override ability. Until the start of your next Command phase, that ability is active for your unit.
Designer’s Note: This means that if the targeted unit already has the HALO OVERRIDE keyword, it can be affected by multiple Override abilities at the same time, but suffers mortal wounds to do so. Alternatively, if your unit does not have the HALO OVERRIDE keyword, it instead has the chosen Override ability until the start of your next Command phase, but does not benefit from any other Override abilities that are active.
1 CP
TARGETING OVERRIDE
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.