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CODEX

MechMarines
By Sam Buman, AKA Primarch_of_Mechmarines

Art By:
Tri, Nickmund, J’santai Khan, Vladsimpaler

This codex is completely unofficial and in no way endorsed by Games Workshop Limited.
40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel De-
vice, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Ter-
ror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorka-
morka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies,
Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters
of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau
caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf,
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ages from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2007, variably registered
in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved
to their respective owners.
I wish to give special thanks to the people whom helped make this codex a reality.

To Rob Gerdich, for his extensive knowledge of the warhammer 40,00 universe which often surpasses my own. For
his countless words of encouragement,and for letting me loot his bitz on many occasions to help many models seen in
this book come into being.

To Chris Eimers, for letting me play with several of these models in our many Apocalypse games.

To Big Mike, for being just being awesome and helping me out with my bits and offering suggestions to me.

To Bob Pettis, for your countless words of encouragement, countless suggestions on models and rules, your many
warhammer gifts,` for selling me discounted armies, and for introducing me to the game of warhammer.

To John Parmarter, for letting me trade bits, without you much more money would have gone into the construction of
these models.

To Scott Hansen, for giving me a few models that were essential to this army.

To the Folks at Tempus fugitives and Bell of lost souls for releasing your min-dexes and rules for additional models.

To anyone else who released codexes with similar rules to those found here and models similar to those found here, it
almost certainly is no coincidence, you help me out too.
Daemon Prince
There are fewer Daemon princes serving under the banner of the Mechmarines as compared to the traitor
legions. Though this is to be expected as the Mechmarines only turned to chaos in the last 750 years. Daemon princes of
the mechmarines however are known for being extraordinarily resilient to all but the most powerful of weapons as the
mechmarines have developed ways to implant bionics into daemons. And have equipped their daemon princes with dark
weapons capable of rending reality itself. Any spine or horn on their body has also had power fields worked into them.

Special Rules:
• Invulnerable 4+ save
• Eternal Warrior WS BS S T W I A Ld Sv
• Fearless Daemon Prince 5 6 5 6 4 5 4 10 2+
• Daemonic Bionics:
such is the mechmarines skill that even daemon may be Unit type:
implanted with bionics making them Monstrous creature
exroadinarilly resilient. they have the following effects
in game the model gains the feel no pain USR and has
his base toughness increased by 1 (already included in
profile)
• Reinforced Daemon armour: grants the daemon Wargear
prince a 2+ armour save (included in profile) Powerd spikes: Gives the daemon prince the Rending USR.
Storm electron projectors are designed specifically for daemon princes who desire power full anti infantry weapon that
will not slow them down.
Range Strength AP Type
Storm Electron Projector 24” 6 3 Assault 3
Heavy combat lasguns are guns that are designed for Daemon Princes who need a heavy hitting weapon that will also
not keep them from moving across the battlefield quickly.
Range Strength AP Type
Heavy combat lasguns 24” 8 2 Assault 1

Mechmarine Captain
Mechmarine captains lead an entire company of mechmarines just as an Ultramarine captain does. However mechmarine
captains tend to be equipped in a similar manner to the company they lead. This means that a captain leading a support
company will be equipped with heavy weapons. While a captain that leads a scout company will forsake power armour for
the scout carapace armour.

WS BS S T W I A Ld Sv
Captain 6 5 4 4 3 5 3 10 3+

Tactical Captain

Terminator Captain
Highly Versatile:
Captains of the mechmarines are equipped differ- Support Captain
ently depending on what company they lead as
such their as such their will be five option lists, in Assualt Captain
the army list, one for each type of company in the
mechmarines. Scout Captain
Special Weapon
Mechmarines
Special Weapon Mechmarines are mechmarines whom have shown exceptional skill in the use of specialized weaponry.
They are the only squad allowed to carry Electron Bolt Projectors. Often Transported in the a designated Support Rhino.
Special weapon squads are a deadly foe and many a foolhardy commander has had precious vehicles or specialised shock
troops destroyed by these troops.

note they will cost 18 points

WS BS S T W I A Ld Sv
Special weapon Mechmarine 4 5 4 4 1 5 1 9 3+
Special weapon Sergeant 4 5 4 4 1 5 1 10 3+
Mechmarines Terminators
Many veteran Mechmarines enter battle wearing the rightly feared tactical dreadnought armour or as it is more commonly
known, Terminator armour. The armour is massively bulky and contains a full artificial skeleton of fibre bundles and
adamantium rods to support the heavy gauge plaststeel and ceramite plates that form the outer carapace. A terminator can
move and operate with remarkable freedom and agility considering the sheer mass of the actual armour, which provides
as much protection as an armoured tank.

Mechmarine Terminators tend to be armed with a mix of close combat weaponry. Mechmarines wielding Power fists,
power swords, lightning claws or thunder-hammers are often seen in the same squad. However the Mechmarines often
designate some squads to be Destroyer Terminators and are armed with two powerfists or two thunder-hammers

WS BS S T W I A Ld Sv
Terminator 4 4 4 4 1 4 2 10 2+
Terminator Champion 4 4 4 4 1 4 3 10 2+

Special Rules
5+ invulnerable save, Deepstrike
Mechmarines Combat Robot
Combat robots are fully functioning artificial intelligence units created by the Mechmarines. They fulfill the same role in
battle as Dreadnoughts do in Imperial Space Marine chapters. Mechmarine combat robots can be fitted with a wide array
of armaments and fight in groups of three, one of which is designed to lead the other two into battle and is fitted with ad-
ditional weapons and a larger casing.

WS BS S FRONT SIDE REAR I A


Combat Robot 4 4 6 12 12 10 4 2
Combat Robot Leader 5 5 6 12 12 11 4 3

SPECIAL RULES
move through cover
Techmarine
Techmarines are the backbone of the mechmarines, they supply bionics to those soldiers that have lost limbs in battle or
whose wounds are to grave for apothecaries to heal. They also maintain the chapters weapons and vehicles. Unlike the
imperiums techmarines whom are trained on mars where technology is not fully understood, the techmarines of the mech-
marines chapter are trained in on many different warpforges where technology is pushed to new limits.

Special rules: WS BS S T W I A Ld Sv
independent character Techmarine 4 4 4 4 1 4 1 8 2+

knowledge of technology:if a techmarine is in base contact with a damaged vehicle during the shooting phase it may at-
tempt to repair it instead of firing roll a D6 and add the following modifiers:
Each servitor with a servo-arm in the unit +1
The techmarine has a servo-harness +1
If the result is a five or more than either a weapon destroyed or immobilized result(owning players choice) if a weapon
destroyed result was repaired the vehicle may fire in the following shooting phase. The techmarine cannot repair if gone to
ground or falling back.

Bolster Defences: each techmarine can bolster a single ruin before the game begins. When you deploy, nominate one ruin
in your deployment area for your techmarine to bolster. The ruin's cover save is increased by one for the duration of the
game(a 4+ would be a 3+ ). A ruin can only be bolstered once.

Wargear
Servo-arm: techmarines and servitors are equipped with powerful servo-arms that can be used for battlefield repairs or
even put to use as a weapon. Each servo-arm grants the model a single extra close combat attack, made separately at
initiative 1 strength 8 ignoring armour saves.

Servo-harness: a servo harness gives the techmarine an extra servo-arm (giving him two servo arm attacks), plasma
cutter (fired in the shooting phase as a twin-linked plasma pistol but cannot be used in close combat), and a flamer. In the
shooting phase the techmarine can fire either both harness mounted weapons or one harness weapon and one other gun
Servitors
Servitors are slaves charged with menial tasks. Servitors are essential to both the imperium and the mechmarines. They
perform all the small repairs on weapons and vehicles, some are charged with sorting the vast compilation of technical
knowledge in the mechmarines libraries. Servitor not only service machines or sort through knowledge but sometimes are
put to use as disposable soldiers. Some are armed with nothing more than there servo arm, while others are armed with
heavy bolters or more powerful weapons such as multi-melta or a plasma cannon. Servitors start out as humans that have
either gone insane or have failed an important task and have been forced into a life as a servitor.

WS BS S T W I A Ld Sv
Servitor 3 3 3 3 1 3 1 8 4+

Special rules:
Mindlock:a unit of servitors must test for mindlock at the start of each
friendly turn. Roll a D6 for each unit of servitors if the result is a 4 5 or 6
the test is passed and the unit can function normally for the remainder of
the turn. If the result is a 1, 2 or a 3 the unit has succumbed to mindlock –
the unit (and any characters) may not move, shoot or assault that turn (if
the unit is in combat they will fight normally). If a techmarine or master
of the forge is part of the unit then the test is passed automatically.
Mechmarine
Master of the forge
Masters of the forge are Venerable Techmarines whom have are privy to the secrets of the mechanicus and the forbidden
knowledge of the dark mechanicus. they are able to understand and maintain the many exotic
weapons and vehicles of the Mechmarines. Many of which were reconstructed from rediscoverd STC fragments that the
Mechmarines have uncovered since their secession others were taken from the many Forge Worlds that the Mechmarines
have invaded

WS BS S T W I A Ld Sv
master of the forge 4 5 4 4 2 4 2 10 2+

Special Rules
Servo-arm, Servo-Harness, Knowledge of technology,
Bolster Defences
Tactical Mechmarines
Tactical Mechmarines form the majority of the Mechmarines fighting force. they are equipped to be able to fight both ma-
jor roles in a battle (Ranged and Close Combat). However they are most often used as an infantry support squad they can
lay a hail of fire from their bolters and are able to bring a single heavy weapon and a single special weapon. These squads
Usually carry a banner bearing the Symbol of The mechmarines which inspires positive moral amongst the marines.

WS BS S T W I A Ld Sv
Mechmarine 4 4 4 4 1 4 1 9 3+
Mechmarine Sergeant 4 4 4 4 1 4 1 10 3+
Mechmarine Scouts
Mechmarine scouts are the initiates of the Mechmarine Chapter. They Perform Reconnaissance missions and gather
valuable information intelligence on the enemies of the Mechmarines. They can also be tasked to assassinate enemy
leaders.

WS BS S T W I A Ld Sv
Scout Sergeant 4 4 4 4 1 4 2 9 4+
scout 3 3 3 3 1 4 1 8 4+
Special Rules
Scouts, Move Through cover, Infiltrate
Reinforced Assailer
Mechmarines
Mechmarines that have proven themselves exceptionally skilled at close combat fight are removed from their squad and
undergo dermal reinforcement surgery. Dermal reinforcement is a process that involves implanting high density biologi-
cally receptive plates between the dermis layer and epidermis layer of skin. these marines also undergo further muscle
enhancements to make them even stronger and even faster.

Unlike the berzerkers of the world eater legion, Reinforced Assailers are not mindless and are quite capable of reassessing
the battlefield and following complex orders.

note they will cost 28 points

WS BS S T W I A Ld Sv
Reinforced assailer 4 4 5 4(5) 1 5 2 9 3+
Reinforced assailer Sergeant 4 4 5 4(5) 1 5 3 10 3+

Special Rules
Feel No Pain
Fleet
Furious Charge
Mechmarine Attack speeders
Mechmarines use specially designed Attack Speeders engineered from Eldar Jet Bikes and Eldar Vypers in place of Land
Speeders. However even ones with such mighty intellect and skills as the Mechmarines are not able to divulge all the
secrets from the Eldar technology. As such Mechmarine Attack Speeders are a little larger than a land speeder to accom-
modate the miniaturized plasma reactors necessary to Fuel such powerful and engines and miniaturized Turbo Fan jets
(around the size of Space marine Helmet) used for maneuvering. The plasma reactors also power the Gyroscopic Electro-
magnetic Field Emitters The mechmarines use instead of the fragile Repulsion Plates of the imperium. However even with
such power Attack speeders are no match for Eldar Bikes but certainly a match for the Imperial Land Speeder. Because
the Gyroscopic Electromagnetic Field Emitters are much more powerful than Imperial Repulsion Plates Mechmarine At-
tack Speeders have, Attack speeders can have much denser armour plating.

Type BS FRONT SIDE REAR


Attack Speeder Fast, Skimmer 4 12 12 12
Support Terminators
Support Terminator squads are exclusive to the Mechmarine chapter. A Mechmarine who has proven to be exceptionally
skill with the use of heavy weaponry will often be moved into a support Terminator squad. Support Terminators are a dan-
gerous foe able to move across the battlefield even while destroying infantry and vehicles alike.

WS BS S T W I A Ld Sv
Support Terminator 4 4 4 4 1 4 2 9 2+/5+
Gunnery Sergeant 4 4 4 4 1 4 2 10 2+/5+
Executioner Predator
The Mechmarines hold a special place in their hearts for technology that the Mechanicus has difficulty
replicating. For since their secession the mechmarines have been gifted knowledge from human empires from the halo
stars whom have thriving societies with multiple STC fragments. Among other things, these fragments held information
on the production of Plasma reactors and weaponry, ranging in size from handheld to starship class. Using this informa-
tion the Mechmarines were able to create the Executioner Predator and the Land Raider Solar.

The Executioner predator is based off the venerable and durable Rhino chassis. In place of troop carrying
capacity of the rhino, the Executioner Predator holds plasma generators used to both power the engines of tank and to fuel
the weaponry, a single modified executioner plasma cannon and two plasma cannon sponsons.

Because the Plasma Generator produce such vast amounts of energy that even venting it through the weapons does not
release enough energy, the Mechmarines have installed Much more powerful engines that can propel the tank across the
battlefield. So fast do these engines propel that tank that it is highly possible for the drivers to keep up with the Attack
Speeders.

Type BS FRONT SIDE REAR

Executioner predator Fast, Tank 4 13 11 10


Dragonfire Predator
Along with the information regarding plasma from the Halo Stars STC was information regarding fuel injection for spon-
son mounted melta weapons. At last the Mechmarines were finally able to bring the design of an effect anti armour tank
to fruition. The Dragonfire predator was born! Requiring less maintenance than a Predator with lascannons and highly
reduced payload the Dragonfire was a success. With a turret mounted Melta cannon and two sponson mounted melta
cannons and capable of mounting a pintle mounted Multi-melta, the Dragons fire predator is truly a beast worthy such a
name.

Type BS FRONT SIDE REAR

Dragonfire predator Fast, Tank 4 13 11 10


Electron Ark Cannon
Electron Ark Cannons are extremely powerful Artillery pieces and are devastating to army with large amounts of infantry.
Capable of incapacitating even rampaging Carnifexs it is a truly powerful weapon. When turned upon large amounts of
densely packed infantry the Ark Cannon is able to jump from victim to victim sometimes even squad to squad. Destroying
whole platoons in minutes. However due to the vast amounts of energy being shot from the cannon it will inevitably will
need on field maintenance as such a techmarine is always standing by.

Unit Type: Artillery


Range Str AP Special
Electron Ark Cannon 72 7 3 Highly Conductive, Rending
Heavy 1*

Highly Conductive: after Declaring a target role hit the first victim using the techmarine’s ballistic skill.
if you successfully hit the target role 3d6 to determine the number of hits (using the Techmarines bal-
listic skill) roll to wound as normal. If you roll three 1’s the guns charge has run out and the techmarine
must change the pack, do not resolve any wounds, the gun may fire again next shooting phase. If the gun
has successfully wounded six or more models (before armour saves) the shot may ark to any enemy unit
within six inches of the first. (this can only happen once per shooting phase and does not ark off of the
subsequent units as it did from the first). The Guns profile is now: Str 5 AP 4. Roll another 3d6 again for
each unit hit to determine the number of hits roll to wound as normal. Only after this may your opponent
make a saving roll.
Land Raider
Land raiders are not rare in the mechmarines chapter in fact, because of the many captured forge worlds and the re-discov-
ered STC fragments, the Mechmarines are able to produce a constant supply of these tanks.

Type BS Front Side Rear


Land Raider Tank 4 14 14 14

Firing Points:
the land raider is the pinnacle of armoured technology and as such cannot afford to
have firing points, as they would prove to be a weakness

Access Points
the Land Raider has three access points, one on
the rear and one on each side.
Leman Russ Battle Tank
The leman russ is undeniably the most versatile tank in the imperium. The Mechmarines have noticed this and have
started producing hundreds of Leman Russ chassis to bring to bear their exotic weaponry upon their foes. the Leman Russ
is also a very reliable tank able to move even whilst firing large cannons, as they have many recoil suppressors and dis-
persers around the turret and even built onto the barrels of the guns themselves. The mechmarines use few of the weapons
found on imperial leman russ tanks but instead prefer to mount their own weapons onto the sturdy tank

Leman Russ Lighting


Mounting another form of the Mechmarines
Electron Weaponry, the Electron Gatling Can-
non. It is not as powerful as the Ark Cannon, but
is capable of a much faster rate of fire while still
packing a punch.

Leman Russ Lancer


Mounting another form of the Mechmarines
Electron Weaponry, the Electron Lance firing an
intensely focused beam of energy at a vehicle
boring right through any armour no matter the
thickness

Special Rules: Type BS Front Side Rear


Lumbering Behemoth: a leman russ that Leman Russ Beholder Tank 4 14 13 11
at combat speed or remained stationary can
fire its turret Weapon in addition to any other Leman Russ Hunter Tank 4 14 13 11
weapon it is usually allowed to fire (even if the
turret weapon is ordnance!). However, a Le- Leman Russ Lancer Tank 4 14 13 11
man Russ tracelling at cruising speed can only
move up to D6+6” - roll every time it moves at Leman Russ Lightning Tank 4 14 13 11
this speed
Leman Russ Pulsar Tank 4 14 13 11

Leman Russ Demolisher Tank 4 14 13 11


Leman Russ Pulsar
The leman russ Pulsar is equipped with an electron
pulse cannon, an extremely powerful weapon with
a high rate of fire. Capable of destroying Space
Marines in Terminator Armour it is truly a destruc-
tive weapon. The Pulsar also employs heavy elec-
tron beam projectors. Larger versions of the electron
beam projector they require a much greater amount
of power and therefore may on be employed on
vehicles.

Leman Russ Demolisher


The only imperial variant of the Leman Russ used
by the mechmarines. It has a turret mounted demol-
isher cannon and can carry a variety of other sponson
weapons.

Leman Russ Hunter


The Leman Russ Hunter takes the place of left
from the absence of the normal predator. In fact
it performs the role better than a predator would
have as it has room for more weapons.

Leman Russ Beholder


Carrying a turret mounted Whirlwind mis-
sile launcher and Sponson mounted Typhoon
missile launchers, the beholder is truly a siege
weapon. It no longer carries a hull mounted
weapon due to the targeting matrix that takes
up that space. It can also be seen carrying
a turret mounted thunderfire cannon again
forsaking the hull mount for loading space, but
allowing for a more accurate bombardment.
Cyberwing Gunship
A larger version of the Attack Speeder, The Cyber wing gunship employs heavier armour and additional weaponry. With
additional space for larger generators, the Cyberwing can employ devastating weapons. With Lightning, laser and plasma,
the Cyberwing gunship screeches across the battlefield delivering death as it flies.
Mechmarines Rhino
As with all Space Marines, the Mechmarines make extensive use of rhinos, however the mechmarines have found out
how to mount a single heavy weapon onto a rhino without compromising any transport capacity. This combined with their
development of stronger yet lighter allows of metals has made the Mechmarines Rhino a greater threat than those of any
other Space Marine fighting force.

Type BS Front Side Rear


Rhino Tank 4 12 12 11

Transport
the Rhino has a transport capacity of ten models. It cannot
Carry models in Terminator armour.

If an additional heavy weapon has not been mounted to the


Rhino, then two modes may fire from the top hatch.
Access Points
the Mechmarines rhino has three access points
one on the rear and one on each side.

Special Rules
Repair: If a rhino is immobilesed for any reason or suffers a
weapon destroyed result and the heavy weapon is destroyed.
Then on the subsequent turn role a role a d6 on a six the vehicle Note: a rhino may attempt to fix both problems in the
is no longer immobilised or the weapon is functioning again. same turn but if this is attempted role 2d6 and if both
are 6’s then both are repaired
Mechmarines Support Rhino
Due to the Mechmarines reliance on Specialised Weaponry, a new variant of the rhino has been developed specifically for
Squads containing more than two special or heavy weapons. It has multiple specially designed turrets. These turrets are
specially designed so that the passengers may place their weapons into them and fire using only the ammunition or power
packs they carry, effectively not taking up additional transport space.

Type BS Front Side Rear


Support Rhino Tank 4 12 12 11

Access Points Transport


the Mechmarines rhino has three access points the Rhino has a transport capacity of ten models. It cannot
one on the rear and one on each side. Carry models in Terminator armour.

Firing Points: Special Rules


The Support Rhino has 5 firing points in the form
of the five turrets found mounted above the trans- Repair: If a rhino is immobilesed for any reason. Then on the
port area. subsequent turn role a role a d6 on a six the vehicle is no longer
immobilised.
Drop Pod
Just as the majority of imperial space marines use drop pods to reach the battlefield swiftly so too do the Mechmarines.
Resembling a life pod in look and function but are guided by much more sophisticated systems. Drop pods are fitted with
a weapon to provide covering fire while the marines disembark from it.

Special Rules:

Drop Pod Assault: Drop Pods always enter


play using the deep strike rules from the mission

Transport: special rules in the Warhammer 40,000 rulebook.


At the beginning of our first turn, you may choose
half of your Drop Pods (rounding up) to make a
‘Drop Pod Assault’. Units making a Drop Pod as-
The Drop Pod has a Transport capacity of 12 mod- sault arrive on the players first turn. The arrival of
els. It can Transport a single Robot or Electron ark the remaining Drop Pods is rolled for as normal.
Cannon. A unit that Deeps Strikes via drop pod may not
assault in the turn it arrives.
Once the Drop Pod has landed its hatches are Inertial Guidance System: Should a Drop Pod
blown and all passengers must immediately dis- Scatter on top of impassible then reduce the scatter-
embark, as normal. Once Passengers have disem- distance by the minimum required in order to avoid
barked, no models can embark on the Drop Pod for the obstacle.
the remainder of the Game.
Immobile: A Drop Pod Cannot move once it has
Fire Points and Access Points: Once de- entered the battle, and counts in all respects as a
poloyed the Drop Pod is no longer a sealed envi- vehicle that has suffered an immobilised damage
ronment and is Therefore Open-Topped. result (which cannot be repaired in any way)
Insignus Ferrum
Supreme Forge Master

Insignus Ferrum is the most Venerable of all the Mechmarines. Approaching 900 Terran years he still fights with vigor.
Much of his remaining organic body is not his original but Produced In vats to replace what has been lost in countless bat-
tles. He has been responsible for the construction of many of the Mechmarines unique weapons of war. Before Insignus
takes Part in a battle he inspects the weapons of all who will partake in the battle, insuring their unique and specialized
weapons meet his standard. When a weapon does not meet his expectations he will disassemble the weapon on the spot,
cleaning, repairing and adjusting every part until the weapon functions better than it ever has. So long has he worked with
the weapons and equipment of the chapter that when he repairs a marines weapon it takes merely minutes.

Once Insignus has inspected all the weapons of the battleforce he takes control of his combat walker striding across the
battlefield dealing death and destraction both near and far.

WS BS S T W I A Ld Sv
Insignus Ferrum 5 5 6 6 6 5 6 10 2+/3+

Unit Type:
Monstrous Creature

Special Rules:
Knowledg of Technology,
Bolster Defences,Eternal Warrior,
Feel No Pain

Forge Master: Insignus will never let a battleforce he is


part of go to battle without inspecting and repairing their
unique and specialized weapons
as such all Plasma weapon, LasCannons (including ro-
tary), Electron Weapons and melta wepons, count as twin
linked. In addition all thunder hammers, power weapons,
and lightning claws count as master crafted.

Wargear:
Mechmarine bionics, Conversion Beamer,
Heavy Electron Bolt Projector, Servo Harness

Damage Reduction Field: so powerful is the force field


around Insignus that it has been known to stop Battle can-
non shells. It confers a 3+ invulnerable save
Sharoth Morrick
Mechmarines Master Tank Commander

Sharoth Morrick, a name synonymous with accuracy and precision, is by far the most talented tank commander ever to
serve the Mechmarines. Capable of targeting enemies with unrivaled precision and causing terrific damage. Before taking
command of a tank, Sharoth will examine it, noting any area which might present itself as a weak-point and personally
repair the armour of that location.

Special Rules:
Tank Commander: Sharoth is always bought as an upgrade
and starts the game as a commander of a Mechmarines tank.(See
Army list)

Sharoth’s tank ignores Crew Shaken and Crew Stunned results


and has a ballistic skill of 5. If Sharoth’s tank is destroyed then
Sharoth is slain.

Crack Shot: If sharoth’s tank remained stationary during the


movement phase (or only moved 6” if it is a fast tank) then all
shots benefit from the crack shot rule.

If using the Crack Shot rule when firing against another vehicle all
shots add +1 to any armour penetration roll.

If Using the Crack Shot rule when firing against a monstrous crea-
ture, any hits that fail to wound may be re-rolled.
Nero Bonuman
Chapter master of the Mechmarines
Nero Bonuman, a name cursed by all Techmarines of loyal Chapters and by many sects of the Adeptus Mechanicus. Once
a devout servant of the Emperor of mankind now a servant of the true Machine God.

While his chapter was still loyal to the Emperor, the Mechanicus called upon the aid of his chapter to retake a fallen forge
world. Upon invading the world it was plain that the boil of heresy on this planet had festered and burst, releasing its filth
for all to see. After killing thousands of heretical warriors Bonuman and his men were confronted by what appeared to be
Giant combat servitors. But as they began to fight this new foe it was plain to them that these were no servitors but sen-
tient beings, warriors of flesh and metal.

The largest of these warriors confronted Bonuman and requested a duel, with the winner in control of the losers fate.
Bonuman Seeing a chance to be remembered in the annals of his chapter’s history excepted this duel, but he did not
perceive the true skill of the warrior. The Duel lasted For hours until Bonuman realized his foe was merely toying with. In
one last attempt, he took his relic blade and slashed the warriors arm off. But the warrior merely looked at the stump and
laughed, a terrifying thunderous laugh that shook the ground. As Bonuman’s men watched they saw the Warriors arm was
being regrown and they despaired for Bonuman was wounded and would not be able to fight much longer. They watched
horrified as the the Giant warrior shot a beam from his hands and Bonuman fell and was taken away.

Bonuman had been captured and so too had more three quarters of the entire Mechmarines Chapter. the four remaining
company captains waited three Terran years but nothing was heard of either the heretics but the sensors of their ships
showed Bonuman and seventy percent of his warriors to be alive. In an act of desperation the took the remaining marines
and went to the planet hoping to find Bonuman.

Upon their arrival they found Bonuman and his men Resplendent in gold and silver Waiting to meat them. Bonuman Took
his Captains and told them of his captivity, how his captors had told him of the lies of the emperor and of the mechani-
cus how they could not hope to attain their former glory through the use of incomplete STCs, and that the true way was
through innovation. They Explained that avatar of the machine god visited their planet, telling them of his displeasure at
the Mechanicus. The Avatar proclaimed that they would be adepts of the true Machine God.

After hearing this and this and exploring the rest of the world marveling at the progression of the Adepts the Mechmarines
declared their secession. Painting their armour gold with silver trim to symbolize their rebirth.

Special Rules: Wargear:


Eternal Warrior, Independent Character, Relic Armour: Bonuman received this superb suit of
Furious Charge, Fleet artificer armour from the adepts of the True Machine
God. It contains a myriad of life support systems and
Skill At Arms: Bonuman can re-roll all failed attempts damage control mechanisms and can even reknit dam-
to hit with shooting and close combat attacks aged areas of itself. It bestows the Feel No Pain USR
on Bonuman
Supreme Authority: Bonuman can choose whether
to pass or fail any moral check he is called to make. Gauntlets of the Stars: These magnificent weapons
Whilst Bonuman is still on the table, all Mechmarine were hand crafted by Bonuman himself. They incor-
units can also choose whether to pass or fail any porate a pair of plasma guns mounted underneath
morale check they are called upon to take. the lightning claw talons. The Gauntlets of the Stars
Count as a Pair of master-crafted lightning claws that
WS BS S T W I A Ld Sv add +1 strength (already included in profile) and a
Nero Bonuman 6 5 4 4 4 5 4 10 2+ plasma blaster.
Orbital Bombardment: Bonuman can call upon his strike
cruiser to bombard the planet. This ability can be done once
per game in the shooting phase if Bonuman did not move in
the movement phase. calling down the bombardment coounts
as firing a ranged weapon with the following profile

Range Strength AP Type


unlimited 10 1 Ordnance 1 Barrage

The shot always scatters 2d6 and you may never subtract his
ballistic skill from the distance.

Assailer Guard
Nero Bonuman is always surrounded by a group of extremely experienced fighters pulled from the Reinforced assailer
marines who are given better weapons and better armour.
W
S BS S T W I A Ld Sv
Assailer guard 5 4 5 4(5) 1 5 2 10 2+
Assailer Guard Sgt. 5 4 5 4(5) 1 5 3 10 2+

Special Rules:
Furious Charge, Fleet, Feel No Pain
Wargear
Assault Cannon: the rapidly rotating barrels of Combi-weapon: Combi-weapons are bolters that
an assault cannon unleash a torrent of shells. Each have been specially modified by the Mechmarines
capable of shredding a man. most skilled artisans or by the mechmarine whom it
belongs to. Each has been expertly crafted to house an-
Range Str AP Type other weapon, either a melta gun, plasma gun, flamer,
24” 6 4 Heavy 4 Rending or an electron bolt projector. this weapon carries only
Auxiliary grenade launcher: the auxiliary enough ammunition for a single shot.
grenade launcher is a tubular device that fires pre-
primed and pre-loaded grenades. it is common fixed to A mechmarine armed with a combi-weapon can
another weapon, such as a bolter, combi-weapon and chooose to fire either the bolter or the secondary
even a power fist. weapon, the bolter may be fired every turn but the sec-
ondary weapon may only be fired once per game
Krak
Range Str AP Type Conversion Beamer: Conversion Beamers for
12” 6 4 assault 1 the imperium are incredibly rare. But for the mech-
Frag marines not so, once again due to the STC fragments
Range Str AP Type that the mechmarines rediscovered among the halo
12” 3 6 assault 1, blast star empires they are now being produced in limited
numbers. A conversion beamer induces a controlled
Icon of Achievement: This icon marks a squad sub atomic reaction in its target converting its mass to
has faced the worst the galaxy can throw at them and energy.
has survived. The longer the range the more time the beam has to
It can take the form of a single banner, a badge on build in power
every model, or the models in the squad having orange
trim, instead of silver trim. Range Str AP Type
up to 18” 6 - Heavy 1 Blast
The squad may re-roll any failed leadership tests. 18” - 42” 8 4 Heavy 1 Blast
42” - 72” 10 1 Heavy 1 Blast
Bolter: the bolter fires self propelled missiles that
explode upon penetrating its target. Digital Weapons: Digital weapons are concealed
lasers fitted into finger rings, bionic implants or the
Range Str AP Type knuckles of a glove. They lack the power to be used at
24” 4 5 Rapid Fire range but are useful in hand to hand combat

Bolt Pistol: Bolt pistols are just smaller version a model with digital weapons may re-roll a single
of the bolter. failed to wound in each assault phase.
Range Str AP Type
12” 4 5 Pistol Electron Bolt Projectors: Electron bolt
projectors are an anathema to the adepts of mars how
such a powerful weapon can be fired nearly indefinite-
Chainfist: Chainfists are essentially powerfists ly from a power armour reactor is a mystery to them.
with a short heavy duty chainsword. They were de-
signed for boarding actions, they have proved to be Range Str AP Type
just as effective against any other heavily armoured 24” 6 4 Assault 1, Pinning
targets
Flamer: Flamers spew a highly volatile cloud of
Chainswords & combat blades: liquid chemicals that ignite upon contact with oxygen.

both are close combat weapons as described in the As- Range Str AP Type
sault phase of the Warhammer 40,000 rulebook Template 4 5 Assault 1
Wargear Cont.
Force Weapon: See the Warhammer 40,000 Melta Gun: melta guns are lethal anti-armour
rulebook weapons, used by Space Marines when undertak-
ing assaults against heavily fortified defence lines
Frag Grenade: See the Warhammer 40,000 and bunkers. Though it has a short range in which
rulebook it is effective it makes up for it with its devastating
destructive power.
Heavy Bolter: an enormous version of the bolter,
the heavy bolter fires fist sized bolts at the target with Range Str AP Type
a staggering rate of fire. 12” 8 1 Assualt 1, melta

Range Str AP Type Missile Launcher: Missile launchers are a cheap


36” 5 4 Heavy 3 and effective weapon for use against both infantry and
armour alike.
Heavy Flamer: Heavy flamers work the same
way as a normal flamer does just with more vola-
Krak
tile chemicals
Range Str AP Type
48” 8 3 Heavy 1
Range Str AP Type
Template 5 4 Heavy 1
Frag
Hellfire Shell: a Hellfire shell is a modified Range Str AP Type
heavy bolter shell filled with virulent mutagenic 48” 4 6 Heavy 1
acid. Multi-Melta: A larger version of the Melta gun,
with longer range.
Range Str AP Type
36” X - Heavy 1, Blast, Range Str AP Type
Poisoned (2+) 24” 8 1 heavy 1, Melta

Lascannons: lascannons are powerful long Plasma Cannon: plasma cannons firea plasma
range laser weapons capable of burning through ‘bolt’ that explodes on impact, generating the heat of a
the hulls of even an enemy land raider. 10 foot sun. Plasma cannons are prone to overheating
and can sometimes kill the user.
Range Str AP Type
48” 9 2 Heavy 1 Range Str AP Type
Lightning Claws: see the Warhammer 36” 7 2 Heavy 1 Blast,
40,000 rulebook. Gets Hot!

Master Crafted Weapon: weapons that Plasma Gun: Plasm guns are smaller than plasma
are considered master crafted are the product of cannons and fire compact ‘pulses’ of plasma in rapid
years of labor and designed by veritable geniuses succession.

A master crafted weapon allows the bearer to Range Str AP Type


re-roll a single failed roll to hit when using that 24” 7 2 Rapid Fire
weapon. Gets Hot!
Plasma Pistol: Plasma pistols are the smallest
Melta bombs: See the Warhammer 40,000 variant of the plasma weapon family.
rulebook
Range Str AP Type
24” 7 2 Pistol, Gets Hot!
Wargear Cont.
Power Fist: See the warhammer 40,000 Rule-
book.

Power Weapon: See the warhammer 40,000


Rulebook.

Shotgun: Shotguns are sturdy and versatile


weapons often carried by space marine scouts

Range Str AP Type


12” 4 - Assault 2

Sniper Rifle: sniper rifles are the weapon of


choice for mechmarine scouts allowing them to
target the enemy with pinpoint accuracy

Range Str AP Type


36” X 6 Heavy 1,Sniper

Storm Bolter: The storm bolter resembles


two bolters attached side by side. Because of
additional recoil suppressors the storm bolter can
be fired without hindering manoeuvrability.

Range Str AP Type


24” 4 5 Assault 2

Thunder Hammer: See the warhammer


40,000 Rulebook
Other Equipment
Camo-cloak: Mechmarine scouts often Narthecium: As long as the Apothecary is
wear camo-cloaks: loose garments woven alive, all models in his squad have the feel no
with light absorbing material. pain USR.

A model wearing a camo cloak has the


stealth USR.. Signum: A model with a signum can use a
signum in lieu of making a shooting attack of
Commemorative Banner: Any his own. If he does one model in his squad is
mechmarine unit within 12” of the Banner ballistic skill 5 for the remainder of the shoot-
Bearer have +1 attack and +1 weapon skill ing phase (must be declared before any rolls to
and may reroll any leadership test, while the hit are made).
banner bearer is still alive. The honour guard
count as scoring one extra wound in close Storm Shield: A model armed with a
combat for the purpose of calculating the storm shield has a 3+ invulnerable save, but
assault result. can never claim an additional attack for being
armed with two close combat weapons
Company Standard: Any space ma-
rine within 12” of the company standard may Target Matrix: a highly advanced and
re-roll any leadership test while the standard much more powerful version of a signum. A
bearer is alive. the command squad count as model with a Target Matrix can use it in lieu of
scoring an extra wound for the purpose of making a shooting attack of his own. If he does
calculating the assault result. all models (not include himself) in his squad
are now ballistic skill 5 for the remainder of
Hellfire Rounds: Specially designed for the shooting phase (must be declared before
slaying Tyranids, a hellfire round replaces the any rolls to hit are made).
bolt’s standard explosive core with a chamber of Teleport Homer: Terminators choosing
bio acid. to deepstrike and choose to do so within 6” of
a model with a teleport homer dont scatter.
Range Str AP Type
24” X 5 Rapid Fire
Poisoned (2+)

Hellfire shells may only be used in a bolter or


combi bolter (not bolt pistols or storm bolters)

Iron Halo: The Iron Halo incorporates a pow-


erful energy field that can turn aside even the most
deadly attacks. It confers a 2+ invulnerable save.

Jump Packs: Models equipped with a jump


pack are jump infantry and may deepstrike.

Mechmarine Bionics: All Mechmarines


have bionic replacements, whether it be a limb
or an organ. These bionics are always much
more durable than their organic counterparts.

After all saves have been taken for a model


with bionics and their are still unsaved wounds,
roll a d6 For each wound. On a roll of a 5 the
wound is ignored
Armour
Artificer Armour: Artificer armour is con-
structed of superdense alloys and has many dam-
age control mechanisms worked into it. it offers
a degree of protection rivaling that of terminator
armour though is harder to construct and main-
tain, even for the Mechmarines.

Scout Armour: Scout armour is very simi-


lar to the carapace armour employed by the elite
of the imperial guard. Though it has many life
support systems and can also dispense suste-
nance pills when away from the dining halls of
the Mechmarines fleet.

Power Armour: power armour is the most


common type of armour in used by the Mech-
marines. It offers substantial protection and
extensive life support systems and even can
dispense sustenance pills when operating away
from the dining halls of the Mechmarines fleet.

Terminator Armour: In the Imperium


terminator armour is irreplaceable though with
the Mechmarines it is abundant It incorporates
many damage support systems and a power-
ful force field projector. Terminator armour has
been known to be able to withstand the force
of an nuclear explosion and can survive nearly
anything. It is also capable of dispensing suste-
nance pills when away from the dining halls of
the Mechmarines fleet.
Vehicle Weaponry
Battle Cannon: Battle cannons fire explo- Executioner Plasma Cannon: The Execution-
sive rounds that explode upon impact decimating er Plasma Cannon fires pulsed plasma bursts that can
anything around. incinerate even the most heavily armoured infantry

Range Str AP Type Rapid


72” 8 3 Ordnance 1, Range Str AP Type
Large Blast 36” 5 2 Heavy 3,
Blast
Full
Demolisher Cannon: Short ranged but ut- Range Str AP Type
terly lethal, no armour is proof against the might 36” 7 2 Heavy 1,
of a demolisher cannon. Large Blast

Range Str AP Type


24” 10 2 Ordnance 1,
Heavy Electron Bolt Projector: Heavy
electron bolt projectors have a higher rate of fire, longer
Large Blast
range and more powerful output than a standard elec-
tron bolt projector. Their one downside is they require
Electron Gatling Cannon: While not as much larger amounts of energy than a portable electron
powerful as a Rotary Auto cannon, it is just as bolt projector.
dangerous to the enemy because of its high rate of
fire. Range Str AP Type
36” 6 4 Heavy 3, Pinning
Range Str AP Type
36” 5 5 heavy 12, Pinning Hunter Rotary Auto Cannon: It consists of
three Auto Cannons with automatic ammunition feeds
attached to a powerfull motor, a Rotary auto cannon can
Electron Lance: The most powerful elec- destroy large amounts of infantry. Even the armour of a
tron weapon, it is capable of boring through any vehicle is not always proof against such a weapon.
armour no matter the thickness or density. This
is due to the intensely focussed beam of energy Range Str AP Type
guided by an electromagnetic wave projected from 48” 7 4 Heavy 6,
the barrel of the gun which alters the gravity field Twin Linked
where it travels.
Hunter Rotary Lascannon: It consists of three
Range Str AP Type Lascannons attached to a powerfull motor, a Rotary
48” 10 1 Ordnance 1, Lascannons can pump many shots into heavily ar-
Lance moured vehicles destroying them in seconds.
Range Str AP Type
48” 9 2 Heavy D3
Electron Pulse Cannon: The electron pulse
cannon is a terrifying weapon. It emits multiple spheres
of Elecrical energy along with a thunderous noise upon
making contact with the enemy. Very few foes can hope
to stand against such a devastating weapon.

Range Str AP Type


36” 8 3 Heavy 4
Blast, Pinning
Vehicle Weaponry
Thunderfire Cannon: thunder fire cannon are dev- Thunderfire missile launcher: Used exclu-
astating weapons used for different purposes. The first such sively by Leman Russ Beholders armed with a turret
purpose is merely to take out swaths of infantry, The sec- mounted thunderfire cannon they are essentially single
ond is to eliminate enemy units hiding away in cover. The barrel thunderfire cannons
third is to slow the movement of the enemy forces through
the use of underground blasts. Surface Detonation
Range Str AP Type
Surface Detonation 60” 6 5 Heavy 1, Blast
Range Str AP Type
60” 6 5 Heavy 1, Blast Airburst
Range Str AP Type
Airburst 60” 5 6 Heavy 1, Blast,
Range Str AP Type *Ignores Cover
60” 5 6 Heavy 1, Blast,
*Ignores Cover Subterranean Blast
Range Str AP Type
Subterranean Blast 60” 4 - Heavy 1, Blast,
Range Str AP Type **Tremor
60” 4 - Heavy 1, Blast,
**Tremor *Ignores Cover: Covers saves may not be taken against
wounds caused by an airburst salvo.

Typhoon Missile Launchers: typhoon missile **Tremor: Any unit hit by a subterranean blast will
launchers are usually found on land speeder typhoons, move as if in difficult terrain in its following Movement
but the mechmarines decided that they would be more Phase. Of the unit is actually in difficult terrain it rolls
effective when mounted on a tank with a whirlwind one less dice than normal to determine its maximum
missile launcher. That is why they can be found on Le- move. A vehicle hit by a Tremor shell must take a dan-
man Russ Beholders. gerous terrain test, this even applies to skimmers.

Frag
Whirlwind Missile Launcher: The Mech-
Range Str AP Type
marines were unsatisfied with the effectiveness of the
48” 4 6 Heavy 2, Blast
whirlwinds standard missiles, so they replaced them with
missiles that are far more effective while still fulfilling
Krak
the same roles.
Range Str AP Type
48” 8 3 Heavy 2
Super Krak Missiles:
Range Str AP Type
12-48” 8 3 Ordnance 1,
Barrage

Weak Plasma Burst Missiles:


Range Str AP Type
12-48 6 4 Ordnance 1,
Barrage,
*Ignores Cover
Vehicle Armoury
Carbon nonotube laced hull: Often
when constructing their vehicles the Mechma-
rines lace the outer plating with carbon-nanotubes
via electrolysis. A vehicle equipped with this
upgrade will increase its armour by 1 on all sides
to a maximum of 14

Dozer Blade: Dozer Blades are heavy


ploughs, blades, rams, or scoops, used to clear ob-
stacles from the vehicles path. Vehicles equipped
with dozer Blades can re-roll a failed difficult
terrain test.

Electrified Hull: Often mechmarine tanks


have etched circuitry on them which helps to
defend close combat attacks. Any model attempt-
ing to assault a vehicle with this upgrade, takes 1
strength 5 ap 5 hit (one per model).

Robot Crew: Some vehicles of the Mech-


marines have had their entire crew replaced with
an AI unit, equipped with damage assessment
protocols and advanced trajectory units, It can
make any enclosed vehicle more formidable. Any
Crew Stunned or Crew shaken results are ignored.
Furthermore if the vehicle is armed with weapons
whose shots scatter, Roll 3d6 and choose the two
lowest then subtract your ballistic skill.

Searchlight: Searchlights are often fitted To


Mechmarine pierce the smog choked air of their Forge
Worlds.

Searchlights are used when the night fight rule is in


effect. If a vehicle has a search light it must still use the
night fighting rules to pick a target but, having acquired
a target, it will illuminate it with the searchlight. For
the rest of the Shooting phase, any other unit that fires
at the illuminated unit does not use the night fighting
special rules. However, a vehicle that uses a search-
light, can be targeted using the following enemy turn,
as if the night fighting rules were not in effect, as the
enemy can see the Searchlight.

Smoke Launchers: Smoke launchers are


used to temporarily obscure the vehicle behind
concealing clouds of smoke. See the vehicles
section of the Warhammer 40,000 Rulebook for
details.

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