Technoarcheologist
Adeptus Mechanicus
Keywords: Infantry • Cult Mechanicus • Imperium • Tech-Priest • Technoarcheologist • Character
Unit Profiles
| Model | M | T | Sv | W | Ld | OC | Invuln |
|---|---|---|---|---|---|---|---|
| Technoarcheologist | 6" | 4 | 3+ | 3 | 7+ | 1 | 5+ |
Melee Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Servo-arc claw | Anti-vehicle 4+Devastating Wounds | Melee | 3 | 4+ | — | 8 | -2 | 2 |
Ranged Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Mechanicus pistol | Devastating WoundsPistol | 12" | 1 | — | 3+ | 6 | -1 | 1 |
Unit Composition
■ 1 Technoarcheologist
This model is equipped with: Mechanicus pistol; servo-arc claw.
Unit Abilities
View Army Rule
At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.
PROTECTOR IMPERATIVE
■ Ranged weapons equipped by models in this unit have the [HEAVY] ability.
■ Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
■ Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll.
CONQUEROR IMPERATIVE
■ Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
■ Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
■ Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1.
While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.
Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of this model.
Core Abilities
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.
*Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*
Stratagems by Detachment
Cohort Cybernetica
Motive Imperative
When: Your Command phase.
Target: One ADEPTUS MECHANICUS VEHICLE unit from your army.
Effect: Until the start of your next Command phase, add 3" to the Move characteristic of models in your unit and add 1 to Advance and Charge rolls made for it.
Auto-divinatory Targeting
When: Your Command phase.
Target: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker.
Effect: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
Machine Spirit Resurgent
When: Your Command phase.
Target: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength.
Effect: Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well.
Machine Superiority
When: Your Command phase.
Target: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.
Effect: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
Transcendent Cogitation
When: Your Command phase.
Target: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.
Effect: Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit.
Benevolence of the Omnissiah
When: Your Command phase.
Target: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.
Effect: Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds.
Data-psalm Conclave
Incantation of the Iron Soul
When: Any phase, just after you allocate a mortal wound to a CULT MECHANICUS model from your army.
Target: That CULT MECHANICUS model’s unit.
Effect: Until the end of the phase, CULT MECHANICUS models in your unit have the Feel No Pain 4+ ability against mortal wounds.
Chant of the Remorseless Fist
When: Fight phase.
Target: One CULT MECHANICUS unit from your army that has not been selected to fight this phase.
Effect: Until the end of the phase, each time a CULT MECHANICUS model in your unit makes a melee attack, add 1 to the Wound roll.
Verse of Vengeance
When: Fight phase, just after an enemy unit has selected its targets.
Target: One CULT MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, each time a CULT MECHANICUS model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
Tribute of Emphatic Veneration
When: Start of your Movement phase.
Target: One CULT MECHANICUS unit from your army and one enemy unit within 18" of it.
Effect: That enemy unit must take a Battle-shock test. If that test is failed, until the start of your next Command phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.
Litany of the Electromancer
When: Your Shooting phase.
Target: One CULT MECHANICUS unit from your army.
Effect: Roll one D6 for each enemy unit within 6" of one or more Cult Mechanicus models in your unit, adding 1 to the result if that model is an ELECTRO-PRIEST. On a 5+, that enemy unit suffers D3 mortal wounds.
Luminescent Blessing
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One CULT MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, CULT MECHANICUS models in your unit have a 4+ invulnerable save.
Explorator Maniple
Cached Acquisition
When: Any phase.
Target: One ADEPTUS MECHANICUS unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed.
Effect: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
Priority Reclamation
When: Fight phase, just before an ADEPTUS MECHANICUS unit from your army Consolidates.
Target: That ADEPTUS MECHANICUS unit.
Effect: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within range of your Acquisition objective marker.
Restrictions: You cannot target a unit with this Stratagem if it is within 3" of one or more enemy units.
Infoslave Skull
When: Your Command phase.
Target: One TECH-PRIEST model from your army and one objective marker within 24" of that model (excluding your Acquisition objective marker).
Effect: Until the start of your next Command phase, that objective marker is also considered to be one of your Acquisition objective markers for all rules purposes.
Auto-oracular Retrieval
When: Your Shooting phase.
Target: One ADEPTUS MECHANICUS unit from your army that disembarked from a TRANSPORT this turn.
Effect: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Acquisition objective marker, add 1 to the Wound roll.
Incense Exhausts
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One ADEPTUS MECHANICUS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ADEPTUS MECHANICUS SMOKE unit within 6" of it.
Effect: Until the end of the phase, both of those units have the Stealth ability and the Benefit of Cover.
Reactive Safeguard
When: Your opponent’s Charge phase, just after an enemy unit has declared a charge.
Target: One ADEPTUS MECHANICUS INFANTRY unit from your army within range of your Acquisition objective marker that was selected as a target of that charge, and one friendly ADEPTUS MECHANICUS TRANSPORT.
Effect: Your unit can embark within that TRANSPORT.
Restrictions: Every model in your unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit.
Haloscreed Battle Clade
Eradication Protocols
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.
Targeting Override
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.
Neural Overload
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.*
Guided Retreat
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.
Analytical Divination
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.
Rad-Zone Corps
Baleful Halo
When: Fight phase, just after an enemy unit has selected its targets.
Target: One ADEPTUS MECHANICUS unit from your army (excluding VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.
Effect: Until the end of the phase, each time an attack targets one of those units from your army, subtract 1 from the Wound roll.
Extinction Order
When: Your Command phase.
Target: One TECH-PRIEST model from your army and one objective marker within 24" of that model.
Effect: Roll one D6 for each enemy unit within range of that objective marker. On a 4+, that unit suffers 1 mortal wound and must take a Battle-shock test.
Pre-calibrated Purge Solution
When: Your Shooting phase.
Target: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.
Effect: Until the end of the phase, each time a model in one of those units makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, you can re-roll the Hit roll.
Lethal Dosage
When: Your Shooting phase.
Target: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase.
Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
Skitarii Hunter Cohort
Shroud Protocols
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One SKITARII INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Programmed Withdrawal
When: End of your opponent’s Fight phase.
Target: Up to two SICARIAN units from your army, or one SKITARII INFANTRY or SKITARII MOUNTED unit from your army.
Effect: Remove those units from the battlefield and place them into Strategic Reserves.
Restrictions: Each unit targeted with this Stratagem must be more than 3" away from all enemy units.