Deep in the tech libraries of Mars lie records and blueprints of long forgotten technology. Buried by the vast, unforgiving burocracy of the Imperium, this great knowledge could bring undreamnt of advances to humanity. But for every piece of valuable research and development, there are a thousand useless and impractical works too, works of madmen and idiots. Imperial records make no distinction between these works, some are older than the Emperor himself, but most are forgotten, left to gather dust as millennia drift by.
However, some of this incalulably priceless work has been salvaged by some brave, persistant and most of all patient Tech Priests and Magi. Some of these rediscoveries have led to terrifyingly powerful weapons being induced in experimental form in Imperial Forces; the following list details these weapons. What they do, how they do it, and their profile are all contained within. Beware. These weapons are prone to malfunction and when they do, the results are often worse than the actual damage caused by normal firing.
These weapons are only available to armies that can take Imperial Agents as allies. Only one Experimental Weapon Squad can be chosen per 1000 points. An Experimental Weapon Carrier Team consists of 5 Battle Engineers, and a support platform for the actual weapon. Certain weapons, for example the Cerberus Cannon, are is carried as a heavy weapon in one chosen squad. The profiles for an engineer guardsmen and a Experimental Weapon Platform (EWP) are below.
Adeptus Mechanicus Battle Engineers are Imperial Guardsmen that have been recruited by the Adeptus Mechanicus to serve a handlers of their experimental weapons (The Adeptus wouldn't even think of assigning tech priests to these weapons). They are trained in use of their particular experimental weapon, and if they survive the battle, they must write lengthy combat reports on the weapon. Needless to say, this position is not highly sought after.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Battle Engineer | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons and Armour: Adeptus Mechanicus Battle Engineers wear flak armour (6+ save, 5+ against blast markers). They are armed with Laspistols and Frag grenades.
Special Rules: Engineer Guardsmen may never be led by a character of a non-Adeptus Mechanicus background. In essence, they may only be joined by Tech Priests and Techmarines (or Iron Priests). All Engineers must stay within 4" of an EWP, and for the EWP to work on must be within 2".
Experimental Weapon platformsExperimental Weapon Platforms (EWPs) are large tripods with a power supply, readouts, and an armoured shell. The weapons is placed into the armoured shell. The armoured shell has saved many an Engineers neck by diverting the blast to the front of the weapons. However, they are still fragile and fall easily to enemy fire. They move under their own power, thanks to small all-terrain tracks on the underside of each leg.
Special Rules: An EWP has one Adeptus Mechanicus Experimental weapons mounted on it. The cost of an Experimental Weapon includes the cost the the Engineer crew and the EWP. Also, for an EWP to function it must have at least one Engineer within 2". The EWP counts as a vehicle with an armour value of 10 from all sides. If a shot penetrates this value, roll below to see what happens.
D6 roll | Result |
1-2 | The EWPs structure is damaged. From now on, the weapon mounted on it may only be fired if you roll a 4+ each turn, and the EWP looses its ability to move. |
3-4 | The EWP takes a major hit, knocking out all the systems on it. The weapon mounted may not be fired for the remainder of the game. |
5-6 | The weapon mounted is hit, and goes off in a catastrophic explosion. All models within 2" take a Str 6 hit, -3 save mod. |
An EWP has an armour value of 10.
An EWP may move at a rate of 4" per turn. If it moves, it may not fire the mounted weapon.
Cerberus automated sentry Cannon
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