Cult Mechanicum from an abandoned space station Tignis Minoris.
The team consists of 10 Scutarii-Thrall operatives and one Secutarii-Thrall Alpha.
Secutarii-Thrall operatives can be armed with one of the following:
The team is set up on the battlefield, with either Conceal or Engage orders. If "enemy reinforcements" is rolled in the Event table, 3 operatives can restore D3 lost wounds each.
SECUTARII-THRALL | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
2 | 6" | 4+ | 7 |
NAME | ATK | HIT | DMG | WR | |
Blast pistol | 4 | 3+ | 3/4 | Range 8", Blast 1", Severe | |
Dual blast pistols | 4 | 3+ | 3/4 | Range 8", Blast 1", Ceaseless, Severe | |
Las-musket (charged) | 4 | 3+ | 2/3 | Ceaseless, Heavy, Piercing 1 | |
Las-musket (blast) | 4 | 3+ | 2/3 | Ceaseless | |
Galvanic sword | 4 | 4+ | 3/4 | Brutal, Rending, Stun | |
Gun butt | 4 | 4+ | 2/3 | - |
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SECUTARII-THRALL ALPHA | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
2 | 6" | 4+ | 8 |
NAME | ATK | HIT | DMG | WR | |
Archeotech rad-revolver | 4 | 3+ | 2/4 | Range 8", Rending, Severe | |
Shock sigil | 4 | 3+ | 3/2 | Devastating 1, Stun |
Cognis Crew: Place 2 cognitive servitor markers next to this operative within 3" of it. The Sword marker and the Shield marker. These markers move alongside the operative, staying within 3" of it. Acolyte operatives can make a shooting or melee attack on any of the markers. The markers have 4+ Save stat and 3 Wounds stat. The markers are not removed if the Alpha operative or themselves are incapacitated. After the Alpha operative is incapicitated, the markers do not give any additional rules and cannot be incapicitated. Rad-infection: When the Shield marker is incapacitated, reduce the Hit stat for all Thrall operatives by 1. In addition, when the Acolyte operative is within 2" of any SECUTARII operative, subtract 1 from its Hit stat. The curse of the Relic: When the Sword marker is incapacitated, reduce the Atk stat for all Thrall operatives by 1. In addition, add the Devastating 1 rule to all SECUTARII weapons (if the weapon already has Devastating rule, improve it by 1). |
The team consists of 10 Servothrall operatives. They are located in random numbers in random rooms and the team of players reaches them only when the door is opened. If "enemy reinforcements" is rolled in the Event table, add 1 Servothrall operative to the room already opened by the players.
A single mind: When a Servothrall operative is activated, all other Servothrall operatives are required to do the same action as the active operative. Such group activation occurs at the same time for all the Servothrall operatives in the killzone and is treated as an activation of an active operative only. The operative that is Expended can perform actions as a result of this rule.
If the performed action is Charge, all the Servothrall operatives should perform it if able. Otherwise, the operative must perform the Reposition action and finish their move as close as possible to the enemy operatives.
Controlled damage: Whenever the servothrall operative is incapicitated within 3" of an enemy operative, roll D6. On a roll of 4+, all operatives within the control range of it suffer D3 damage.
SERVOTHRALL | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
1 | 4" | 4+ | 10 |
NAME | ATK | HIT | DMG | WR | |||||
Stabber | 4 | 5+ | 2/3 | Ceaseless | |||||
Servo-arm | 4 | 4+ | 3/4 | Brutal |
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The team consists of 6 Thallax Bodyguard operatives and one Dominus Archmind
Thallax Bodyguard operatives are armed with fists and one of the following:
The entire team starts the fight on the table, with either Conceal or Engage order.
On a roll of "Enemy reinforcements" on event table, 3 operatives can recover 6W each. If there is not enough DOMINUS ARCHMIND RETINUE operatives with lost wounds, but some of operatives in this team are incapacitated, instead of each operative left to recover, draw reinforcements of 1 Thallax Bodyguard operative, to a maximum of 3 operatives recovered lost wounds and set up as reinforcements combined.
As long as Dominus Archmind is in the killzone and not incapacitated, Thallax operatives can act as usual. After the Dominus Archmind is incapacitated, whenever Thallax operatives perform second action in their activation, roll a D6. On a roll of 4+ the action is performed, otherwise activation ends.
THALLAX BODYGUARD | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
2 | 6" | 4+ | 12 |
NAME | ATK | HIT | DMG | WR | |
Phased plasma-fusil (mobile) | 4 | 4+ | 3/4 | Piercing Crits 1 | |
Phased plasma-fusil (charged) | 4 | 4+ | 3/5 | Piercing crits 1, Hot, Heavy (Dash only) | |
Photon thruster | 4 | 4+ | 4/5 | Piercing crits 1, Hot, Ceasless, Photon* | |
Fists | 4 | 4+ | 3/4 | - |
Photon: Whenever an attack dice inflicts damage on operative, worsen its Hit stat by 1, until the end of its next actiivation. Thallax operatives are unaffected by this rule.
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Lorica Thallax: Whenever an attack dice inflicts damage on a friendly Thallax operative, roll one D6: on a 6+, subtract 1 from that inflicted damage.
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DOMINUS ARCHMIND | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
3 | 6" | 4+ | 14 |
NAME | ATK | HIT | DMG | WR | |
Conversion beamer (long-range) | 3 | 4+ | 3/4 | Range 8", Blast 2" | |
Conversion beamer (short-range) | 4 | 3+ | 4/5 | Range 6", Blast 2", Ceaseless, Heavy (Dash only) | |
Power stave | 4 | 3+ | 3/4 | Stun, Lethal 5+ |
Bodyguard: Whenever damage is inflicted to this operative, if there is a Thallax operative within 2" of this operative, that damage could be inflicted to that Thallax operative instead.
BATTLESMITH | 1AP |
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Select a Thallax operative within 2" of this operative. That operative restores D3 lost wounds. Alternatively, after Thallax operative is selected, roll a D6. On a roll of 5+, that operative restores D6 lost wounds, otherwise inflict 1 damage on it. |
ATTACK IMPERATIVE | 1AP |
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Select a Thallax operative visible to this operative. Improve its Hit stat by 1 until the end of the turning point. |
DEFENSE IMPERATIVE | 1AP |
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Select a Thallax operative visible to this operative. Improve its Save stat by 1, but worsen its Move stat by 2", until the end of the turning point. |
The team consists of 1 Vorax Battle-Automata operative, armed with two power blade arrays with in-built rotor cannon and lightning gun. The operative is not set up in the killzone on the Set Up Operatives step. Instead, when it's enemy turn, if the Lights Out effect from event table is active, this operative can be set up anywhere more than 6" from ACOLYTE operatives.
If the Enemy Reinforcements event has effect, restore 2D6 lost wounds for each Vorax Battle-Automata operative.
VORAX BATTLE AUTOMATA | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
4 | 6" | 3+ | 20 |
NAME | ATK | HIT | DMG | WR | |
Power blade arrays | 5 | 3+ | 4/6 | Ceaseless, Lethal 5+ | |
Rotor cannon | 6 | 3+ | 3/5 | Punishing 1, Relentless, Saturate, Torrent 1" | |
Lightning gun (Arc) | 4 | 3+ | 3/5 | Ceasless, Stunning* | |
Lightning gun (Strike) | 3 | 3+ | 5/6 | Ceaseless, Rending, Stunning* |
It Will Not Die: Whenever this operative suffers damage, roll a D6. On a roll of 4+, subtract 1 from that damage.
Hammer of Wrath: Whenever this operatie finishes Charge action, inflict 2 damage to each operative within its control range.
Automatic deflector: When rolling Defense roll, this operative ignores Piercing weapon rule, but its Save stat is 5+ against weapons with Piercing weapon rule. In addition, when this operative is incapacitated, inflict 8 damage to each operative within its control range.
Within shadow of Forge | 1AP |
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This operative can be removed from the killzone and set up again after next 2 activations. This action cannot be taken if this operative is visible to enemy operatives (or visible and within 6" of them if the Lights Out event is active). |
Survival protocol | 1AP |
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Roll 2D3 and select the highest result. This operative regains the number of lost wounds equal to that result. This action cannot be taken if this operative has no lost wounds. |
Bulk Hunting: This operative can Operate Hatch while it performs the Charge action.
*Stunning: Apply Stun weapon rule to both normal and critical hits made by this weapon.
████████ ████████ ███████ | APL | MOVE | SAVE | WOUNDS | |||||
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3 | 7" | 4+ | 8 |
NAME | ATK | HIT | DMG | WR | |||||
████████ ██████ | 4 | 3+ | 3/4 | Range 8", Rending | |||||
██████████ | 4 | 3+ | 4/5 | Rending |
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████████ ████████ ██████ | APL | MOVE | SAVE | WOUNDS | |||||
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3 | 7" | 3+ | 9 |
NAME | ATK | HIT | DMG | WR | |
████████ ██████ | 4 | 3+ | 3/4 | Range 8", Rending | |
██████████ ████ █ ██████████ | 5 | 3+ | 4/6 | Brutal, Lethal 5+ |
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