DARK MECHANICUM

Corrupted and heretical, the Dark Mechanicum twists the sacred dogma of Mars into vile mockeries, forging war engines powered by daemon-essence and enslaved machine-spirits. Their ranks overflow with corrupted automata, heretek priests, and techno-daemons, each spreading the creed of the Void Dragon’s betrayal and their own dark ascension.

Army Rule: Daemonic Corruption

"Praise the Omnimalevolent One. The Machine is the Flesh. The Flesh is the Lie."

At the start of each battle round, choose one of the following Daemoncode Protocols. Until the end of the battle round, all units with the Daemoncode Protocols ability gain the selected effects.

πŸ”₯Protocol of Possession

The spirits rage with hunger. Each kill draws more of the daemon into the machine.

⚑Protocol of Overload

Logic fails. Fire consumes. The machine screams, and in its scream is truth.

πŸ’€Protocol of Degradation

Even in decay, the scrap-minds calculate. Rust is a prayer.

☣️Detachment: Blight-Code Cascade

Detachment Rule: At the start of the first battle round, and again during each of your Command phases, you may trigger a Blight Cascade.

πŸ”₯Battle Round 1 - System Strike

  • At the start of the first battle round, roll one D6 for each of the enemy unit wholly within their deployment zone. On a 4+, that unit's renaged weapon lose one Weapon ability of your choice (excluding [MELTA], [TORRENT], or [BLAST]) until the end of the battle round. If it has none, subract 1 from the Hit rolls instead.

⚑Battle Round 2-5 - Warp-Code Bleed

  • Ranged Weapons gain [IGNORES COVER] and [ASSAULT].
  • If this unit is below Half Strength, re-roll all Hit rolls when shooting.

πŸ”§Enhancements

Warp-Viral Matrix (25 pts): DARK MECHANICUM model only. Once per turn, when an enemy unit fails a Battle-shock test within 12", one friendly unit gains [LETHAL HITS] or [SUSTAINED HITS] unitl end of phase.
Daemoncoil Shroud (20 pts): DARK MECHANICUM model only. The bearer and its unit have the Stealth ability. While Battle-shocked, they also have the 5+ invulnerable save.
Blight-Scrip Heresy (20 pts): DARK MECHANICUM model only. Melee weapons equipped by models in the bearer's unit gain [ANTI-INFANTRY 3+].
Cogitator Ruin Protocol (15 pts): DARK MECHANICUM model only. Each time this model makes a ranged attack that targets a unit within range of an objective marker, re-roll the Hit roll.

βš”οΈStratagems

Corrupted Motive Force (1CP)

Dark Mechanicum - Battle Tactic

  • When: Your Movement phase
  • Target: One INFANTRY or AUTOMATA unit that has not been selected to move.
  • Effect: That unit adds 6" to its move characterisitc this phase. If it Advances, do not roll; treat it as a 6.
Daemon-Reactive Armor (2CP)

Dark Mechanicum - Battle Tactic

  • When: Opponent's Shooting phase, just after an enemy unit selects targets.
  • Target: one VEHICLE OR AUTOMATA unit targeted by that enemy unit.
  • Effect: Until end of phase, that unit has a 4+ invulnerable save. On a 4+, reflect 1 moral wound each time a save is failed (max 3).
Data-Leper Host (1CP)

Dark Mechanicum - Strategic Ploy

  • When: Your Command phase
  • Target: One TECH-PRIEST model and one objective marker within 18".
  • Effect: Toll a D6 for each enemy unit within range of that marker. on a 3+, that unit must take a Battle-shock test and subract 1 from their Hit rolls until your next Command phase.
Warp-Spliced Directive (1CP)

Dark Mechanicum - Strategic Ploy

  • When: Your Shooting phase.
  • Target: one DARK MECHANICUM unit that hasn't shot yet.
  • Effect: Until end of phase, that unit re-rolls Wound rolls of 1. if the target is Battle-shocked, re-roll all wound rolls instead.
Scarp-Code Pulse (1CP)

Dark Mechanicum - Wargear Stratagem

  • When: Any phase.
  • Target: Enemy CHARACTER or VEHICLE that activates an ability or uses a stratagem.
  • Effect: On a 4+, that ability is negated for the rest of the phase. VEHICLE units also take 1 mortal wound.
Fleshcurse Howl (2CP)

Dark Mechanicum - Battle Tactic

  • When: Fight phase, just after an enemy unit declares targets.
  • Target: One friendly INFANTRY unit.
  • Effect: Until end of phase, subtract 1 from WOund rolls made against this unit. If it's Battle-shocked, subtract 2 instead.

πŸ’€Detachment: Null-Signal Veil

Detachment Rule: All DARK MECHANICUM INFANTRY and DARK MECHANICUM MOUNTED units gain the Stealth ability.

πŸ”§Enhancements

Daemonmask of Silence (20 pts): DARK MECHANICUM model only. The only bearer and any unit it leads cannot be targeted by Fire Overwatch, and enemy units must subtract 1 from Hit rolls when targeting them within 12".
Cryptoviral Directive (25 pts): DARK MECHANICUM MARSHAL model only. once per battle, at the start of the enemy Command phase, you may select an enemy CHARACTER unit. Until the end of the turn, that unit cannot use Aura abilities and must take a Battle-shock test.
Warp-Dampened Motion Engine (15 pts): DARK MECHANICUM model only. The bearer's unit cannot be targeted by ranged attacks if it is more than 18" away and not visible to the attacking unit.
Cloaked in the Fracture (20 pts): DARK MECHANICUM model only. Once per battle, after deployment but before the first begins, select up to two DARK MECHANICUM INFANTRY units. Redeploy those units. They may be placed into Strategic Reserves even if that would exceed the normal limit.

βš”οΈStratagems

Code-Spore Surge (1CP)

Shroud-Coven - Strategic Ploy Stratagem

  • When: Your Opponent's Shooting phase, after an enemy unit selects a target.
  • Target: One ,DARK MECHANICUM INFANTRY unit from your army that was selected as the target.
  • Effect: Until the end of the phase, that unit cannot be re-rolled against (no re-rolls to Hit or Wound).
Infiltrate the Hollow Feed (1CP)

Shroud-Coven - Strategic Ploy Stratagem

  • When: Your Movement phase.
  • Target: One DARK MECHANICUM INFANTRY or MOUNTED unit not within Engagement Range.
  • Effect: That unit may make a Normal move of up to 6". If it does, it cannot declare a charge this turn.
Null Vortex Synchrony (2CP)

Shroud-Coven - Battle Tactic Stratagem

  • When: Start of your Shooting or Fight phase.
  • Target: Two DARK MECHANICUM INFANTRY units within 6" of eachother.
  • Effect: Until the end of the phase, enemy units targeted by both units subtract 1 from their Toughness and cannot benefit from Cover.
Emergent Prediction Kill-Routine (1CP)

Shroud-Coven - Strategic Ploy Stratagem

  • When: End of your opponent's Fight phase.
  • Target: One DARK MECHANICUM INFANTRY unit within 6" of the battlefield edge.
  • Effect: That unit may immediatly enter Strategic Reserves (must be outside Engagement Range of all enemy units).
Shadow-Echo Convergence (1CP)

Shroud-Coven - Battle Tactic Stratagem

  • When: Your Shooting phase.
  • Target: One DARK MECHANICUM INFANTRY or SICARIAN unit.
  • Effect: If the target of that unit's attacks is not within 6" of any other enemy uit, add 1 to Hit and Wound rolls.
Datahaze Outbreak (1CP)

Shroud-Coven - Strategic Ploy Stratagem

  • When: Your opponent's Shooting phase.
  • Target: One DARK MECHANICUM INFANTRY unit.
  • Effect: That unit cannot be targeted by ranged attacks unless the attacker is within 12".

βš™οΈDetachment: Heretical Choir

Detachment Rule: At the start of the first battle round, select one of the following Canticles of Blasphemous Code to be active for the HERETIC CULT units from your army until the end of the battle.

πŸ”₯Chant of Ruinous Calibration

  • Each time a HERETIC CULT model makes a ranged attack that targets a unit withing half range, that attack scores a Critical Hit on a 5+.

⚑Litany of Malevolent Protocols

  • Each time a HERETIC CULT unit makes a melee attack, if that unit made a Charge move this turn, improve the Strength and Armor Penetration of the melee weapons equipped by models in that unit by 1.

πŸ”§Enhancements

Daemon-Linged Cortex (15 pts): TECH-PRIEST model only. At the start of your Command phase, select a HERETIC CULT unit within 6". Until the start of your next Command Phase, that unit is considered to be under both selected Canticles.
Blasphemous Mask-Array (10 pts): TECH-PRIEST model only. Attacks targeting the bearer's unit suffer a -1 penalty to Hit rolls if the attacking unit is more than 12" away.
Warp-Galvanic Conduit (25 pts): TECH-PRIEST model only. Once per game, at the start of any phase, the bearer and their unit gain +1 to wound rolls for the phase.
Excruciator Hymnals (20 pts): TECH-PRIEST model only. The bearer's unit gains the Fight First ability and counds as having charged for the purposes fo abilities this turn.

βš”οΈStratagems

Overload Covenant (1CP)

Heretical Choir - Battle Tactic Stratagem

  • When: Fight phase, when a HERETIC CULT unit.
  • Effect: Until end of phase, melee weapons in that uit gain the [SUSTAINED HITS 1] ability.
Glitching Liturgy (1CP)

Heretical Choir - Strategic Ploy Stratagem

  • When: Start of your opponent;s Movement phase.
  • Target: One enemy unit whithin 12" of a HERETIC CULT unit.
  • Effect: That enemy unit must take a Battle-shock test. If failed, subrtract 1 from its OC until the end of your opponent's turn.
Codex-Corruption Burst (1CP)

Heretical Choir - Strategic PLoy Stratagem

  • When: Opponent's Shooting phase, after they have selected targets.
  • Target: One HERETIC CULT unit that was targeted.
  • Effect: Until end of phase, attacks made against that unit cannot benefit from re-rolls.
Invocation of the Cog-Daemon (1CP)

Heretical Choir - Battle Tactic Stratagem

  • When: Any phase.
  • Target: Whenever a HERETIC CULT is allocated a mortal wound.
  • Effect: Until the end of the phase, models in that unit have a 5+ Feel No Pain against mortal wounds.
Thought-Bombard Recursion (1CP)

Heretical Choir - Strategic Ploy Stratagem

  • When: Your Command phase.
  • Target: One enemy unit withing 18" of a HERETIC CULT unit.
  • Effect: That enemy suffers D3 mortal wounds and must subtract 1 from battle-shock tests until your next Command phase.
Phantasmal Circutry (1CP)

Heretical Choir - Strategic Ploy Stratagem

  • When: End of your opponent's Fight phase.
  • Target: One HERETIC CULT INFANTRY or MOUNTED unit.
  • Effect: Remove that unit fromt eh battlefield. At the end of your next Movement phase, it re-enters via Strategic Reserves.