These represent items carefully created and preserved from the vaults of the Forgeworld of Mars itself, and are sometimes issued to the Tech-Priests on their hazardous Exploratory missions. Tech Relics might be a very rare or singular device, or even an ancient item from the Dark Age of Technology whose origins are lost in history.
Important Note: Tech Relics cannot be Master Crafted, as even the Adeptus Mechanicus itself cannot sometimes fathom the inner workings of these arcane devices! Also due to their rarity, only one of each Tech Relic can ever be in an Adeptus Mechanicus force.
Acolyte: 25 points Tech-Priest Lords are often accompanied by special Servitor Acolytes, small stunted creatures designed to record everything that happens during their Quests. Their presence also helps ensure the unit acts in a manner which brings honor to the Red Planet as well! In game play, the Acolyte model is always placed within 1 inch of the Magus (if not actually on his base) and does not count as a model for transport purposes. It can never be harmed or attacked in any way during the game, does not block Line of Sight or movement, and is only removed if the Magus is killed. While present, it allows the Tech-Priest unit to re-roll any failed Morale or Pinning Tests. It also allows the unit to attempt to Regroup even if there are enemy with 6" or the unit strength is below 50% of their starting number, as long as the unit is still in coherent.
Tech-Priest Magos only
Graviton Gun 30 points This arcane rifle fires a stream of graviton particles, which disrupt the gravimetric field around the target. Infantry, cavalry, bikes, and vehicles (except Skimmers) hit once by a Gravitron Gun move as if always in Difficult Terrain (even if it can ignore Difficult Terrain). Non-vehicle models already in Difficult Terrain when effected now can only roll 1D6 for movement. When hit twice or more, the model cannot move that turn and counts as Immobilized; it will still count as having moved though for weapon fire rules though. These effects last the rest of the game. Normal vehicles hit more than once suffer no additional penalty. Skimmers hit by a Graviton gun take an automatic Glancing Blow hit (roll a D3 for the result on the table though) as the graviton particles disrupt their anti-grav drives, but have no other lasting effects.
Range
| Str
| AP
| Type
|
24"
| -
| -
| Heavy 1
|
Runes of the Machine God +20% Before leaving on the Quest, powerful tech-runes are inscribed on the armor and special chants are made in the name of the Machine God, designed to protect the wearer from harm. The wearer may re-roll one failed armor saving throw per turn, except those inflicted from Instant Death level attacks. If no armor saving throw is allowed for whatever reason, or some other saving throw type is used (cover or Invulnerable, for example), no re-roll is allowed. The cost for this wargear item is not fixed ? it will be an additional +20% (rounding up) added to the final cost for the character, after all other wargear, weapons, and other items are purchased for that character. Thus for a character who came to 120 points, the Runes would cost an extra +24 points. This item cannot be combined with Artificer or Terminator Armors though, as those special suits are too rare to risk damage from rune inscription, or Refractory Armor Coatings.
Needler 30 points Also known as a Needle Gun, it has the same effects as a Sniper Rifle but is shorter range and not as accurate. It still wounds automatically on a 4+, but the bearer must roll to hit as normal. Units hit must still test for pinning as per the normal Sniper Rifle rules. Needlers can also be used as part of a Combi Weapon Bolter-Needler, using the normal rules for Combi-Weapons.
Range
| Str
| AP
| Type
|
18"
| X
| 6
| Assault 1
|
Power Field 50A Power Field generates a powerful energy bubble around the user, giving the wearer a 2+ Invulnerable same that may be taken instead of its normal armor save. This save can only be used against ranged attacks ? in an Assault, the enemy is inside the area of the energy bubble and the field can offer no help. The device is bulky as well, and the wearer will suffer ?1 Initiative. Note that models may only select one Field from the Wargear list.
Refractory Armour Coating 20 points Special oils blessed by the Magos Alchemys are applied to the model?s armor, imbuing it with a protective coating. A model with a Refractory Armour Coating has the same saving throw as normal, but in order for a weapon to negate the model?s save it must have an AP value that is better than the saving throw, not just equal to it. As Tech-Priests normally wear Power Armour with an armour save of 3+, this means that only weapons with an AP of 2 or better will negate their saving throw if they have upgraded with Power Armour with a Refractory Armour Coating , while weapons with an AP value of 3 or better can be saved against as normal. Note this cannot be taken in conjunction with Terminator or Artificer Armour.
Staff of Wisdom: 35 points Only the most senior Tech-Priests are gifted with one of these very powerful and rare tech-relics. Glowing with tech-runes, the Staff contains nano-sized warp portals which can be opened on impact. The impacts on the portals create intense localized warp disruptions, causing micro-explosions which devastate the struck enemy. In game play, the Staff strikes in the same manner as a Power Fist, but strikes at the user?s normal initiative rather than always striking last.
Tech-Priest Commander only
Stasis Grenade (one use only) 20 points This grenade type is used by a model right after it has Fallen Back from loosing an Assault. It emits a shower of graviton particles on detonation, slowing down the enemy reaction. All enemy units involved in the Assault may only Consolidate, and cannot not Pursue.
Warp Jump Pack (One use only) 25 points This device allows the wearer to move up to 24" in the Movement Phase, ignoring all terrain. Determine to where the model wishes to teleport, then roll the scatter die and 2D6. If a Hit is rolled, the model is bang on target, but otherwise will land 2D6" away in the direction of the Arrow. If a double 1 is rolled, the Warp Jump has failed, and the model is lost in the Warp and counts as being killed for the purposes of Victory Points. If a double 6 is rolled, or the scatter takes the model off the edge of the table, the device has suffered a glitch and does not work, but the wearer suffers no other harm. It cannot move that turn, but does count as having moved for weapons fire purposes due to the time spent attempting the jump. Assuming the model is not lost in the Warp, after the effects of the Warp Jump are worked out the model may shoot in the Shooting Phase but may not Assault. After one use though the pack?s energy supply is exhausted and cannot be used again.
New Weapons and Wargear:
Combat Bionics: Many members of the Cult Mechanicus augment themselves with special bio-mechanical implants, designed to improve their effectiveness in serving the Machine God. While they may take many forms, the overall effect in combat is to increase the model?s strength by +1 and add an additional +1 Attack.
Battle field repair Servitor 40 Points
Tech Priest Enginers only.
Battle field repair Servitor
|
Profile
| Points/Model
| WS
| BS
| S
| T
| W
| I
| A
| Ld
| Sv
|
Repair Servitor
| 40
| 5
| 0
| 4
| 3
| 1
| 4
| 2
| -
| 3+
|
Tech Priest Engineers often select a heavily armoured servitor to accompany them on to the battlefield to assist with repairs to vehicles, fortifcations and infrastructure. Such Servitors are usually industrial welding Servitors and as such are fairly indistructable.
Roll an D6 after checking to see if an immobilised vehicle can be repaired, on a roll of 6 the vehicle is repaired. This is in adition to the D6 roll for a servo arm
This Servitor must be kept within 4 inches of a Tech Priest Engineer at all times.
Cult Mechanicus Power Axe: 22 points These special devices are the signature weapon of the Tech-Priest, and while they are usually not the most exceptional of warriors each Priest becomes totally attuned to his own Axe over many years of training. In combat a Tech-Priest?s Power Axe counts as a Power Weapon. It can be used single-handed, hitting with the user?s strength as normal, or can be swung in a mighty double-handed strike. The latter adds +2 to the user?s strength, but hits at -1 Initiative due to the slower swing of the blade. The user also cannot gain any benefits from any other close combat weapons when used in this manner.
Hand Flamer: 7 points This is a smaller, more compact version of the regular flamer seen widely in Imperial forces. It can be used to fire a template area effect shot, with the profile below, but can also be used in close combat like a regular pistol.
Range
| Str
| AP
| Type
|
Template
| 3
| 6
| Pistol
|
Hover Disk ? Hover disks are small devices, barely large enough for one rider to stand on, but mounted with a powerful and compact anti-grav propulsion system. They allow the rider to move just like he was mounted on a jetbike but without any mounted weapons or increase in Toughness.
Regular Wargear
See Codex: Space Marines for special rules for the following items:
Artificer Armor, Auspex, Bionics, Combi-Weapon, Iron Halo, Jump Pack, Purity Seals, Servo Arm, Signum , Space Marine Bike, Storm Shield, Terminator Armor, Thunder Hammer
See Codex: Imperial Guard for special rules for the following items
Carapace Armor, Refractor Field, Targeter, Hellpistol, Hellgun