Servitor Battleclade

Model NameMTSvWLdOC
Servitor Underseer
32mm
6"44+ 6++27+1
Combat Servitors and Gun Servitors
25mm
6"44+ 6++18+1
Keywords:
Adeptus Mechanicus, Tech-Priest, Infantry, Imperium, Cult Mechanicus, Servitor Battleclade
Ranged WeaponsRangeABSSAPD
Heavy arc rifle
anti-vehicle 4+, rapid fire 1
30"148-23
Heavy bolter
heavy, sustained hits 1
36"345-12
Incendine igniter
ignores cover, torrent
12"D6N/A301
Mechanicus pistol
devastating wounds, pistol
12"146-11
Meltagun
melta 2
12"149-4D6
Phosphor blaster
ignores cover, rapid fire 1
24"14401
Melee WeaponsRangeABSSAPD
Dataspikes
Melee44401
Servo-claw
Melee24401

Abilities

Network Override:While this unit contains one or more Tech-Priest models, this unit is:
  • Eligible to perform an Action in a turn in which it Advanced.
  • Eligible to shoot in a turn in which it started an Action.

Wargear Options

1 Combat Servitor model can have its 1 phosphor blaster replaced with 1 meltagun.
Up to 3 Combat Servitor models can each have their 1 phosphor blaster replaced with 1 incendine igniter.

Wargear Abilities

Unit Composition

1 Servitor Underseer
2 Gun Servitors
6 Combat Servitors
The Servitor Underseer is equipped with: Mechanicus pistol; dataspikes.

1 Gun Servitor is equipped with: heavy arc rifle; servo-claw.

1 Gun Servitor is equipped with: heavy bolter; servo-claw.

Every Combat Servitor is equipped with: phosphor blaster; servo-claw.

Costs

9 models - 60pts

Leader

Stratagems

NameDescription
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP LUMINESCENT BLESSING
Detachment: Data-Psalm Conclave
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One CULT MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, CULT MECHANICUS models in your unit have a 4+ invulnerable save.
1CP VERSE OF VENGEANCE
Detachment: Data-Psalm Conclave
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One CULT MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a CULT MECHANICUS model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
1CP CHANT OF THE REMORSELESS FIST
Detachment: Data-Psalm Conclave
WHEN: Fight phase.

TARGET: One CULT MECHANICUS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a CULT MECHANICUS model in your unit makes a melee attack, add 1 to the Wound roll.
1CP INCANTATION OF THE IRON SOUL
Detachment: Data-Psalm Conclave
WHEN: Any phase, just after you allocate a mortal wound to a CULT MECHANICUS model from your army.

TARGET: That CULT MECHANICUS model’s unit.

EFFECT: Until the end of the phase, CULT MECHANICUS models in your unit have the Feel No Pain 4+ ability against mortal wounds.
1CP LITANY OF THE ELECTROMANCER
Detachment: Data-Psalm Conclave
WHEN: Your Shooting phase.

TARGET: One CULT MECHANICUS unit from your army.

EFFECT: Roll one D6 for each enemy unit within 6" of one or more CULT MECHANICUS models in your unit, adding 1 to the result if that model is an ELECTRO-PRIEST. On a 5+, that enemy unit suffers D3 mortal wounds.
1CP TRIBUTE OF EMPHATIC VENERATION
Detachment: Data-Psalm Conclave
WHEN: Start of your Movement phase.

TARGET: One CULT MECHANICUS unit from your army and one enemy unit within 18" of it.

EFFECT: That enemy unit must take a Battle-shock test. If that test is failed, until the start of your next Command phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.
1CP INCENSE EXHAUSTS
Detachment: Explorator Maniple
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS INFANTRY unit
from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ADEPTUS MECHANICUS SMOKE unit within 6" of it.

EFFECT: Until the end of the phase, both of those units have the Stealth ability and the Benefit of Cover.
1CP PRIORITY RECLAMATION
Detachment: Explorator Maniple
WHEN: Fight phase, just before an ADEPTUS MECHANICUS unit from your army Consolidates.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within range of your Acquisition objective marker.

RESTRICTIONS: You cannot target a unit with this Stratagem if it is within 3" of one or more enemy units.
1CP REACTIVE SAFEGUARD
Detachment: Explorator Maniple
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One ADEPTUS MECHANICUS INFANTRY
unit from your army within range of your Acquisition objective marker that was selected as a target of that charge, and one friendly ADEPTUS MECHANICUS TRANSPORT.

EFFECT: Your unit can embark within that TRANSPORT.

RESTRICTIONS: Every model in your unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit.
1CP INFOSLAVE SKULL
Detachment: Explorator Maniple
WHEN: Your Command phase.

TARGET: One TECH-PRIEST model from your army and one objective marker within 24" of that model (excluding your Acquisition objective marker].

EFFECT: Until the start of your next Command phase, that objective marker is also considered to be one of your Acquisition objective markers for all rules purposes.
1CP CACHED ACQUISITION
Detachment: Explorator Maniple
WHEN: Any phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
1CP TARGETING OVERRIDE
Detachment: Haloscreed Battle Clade
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1CP NEURAL OVERLOAD
Detachment: Haloscreed Battle Clade
WHEN: Your Movement phase.

TARGET: One ADEPTUS MECHANICUS unit from your army.

EFFECT: If your unit is a HALO OVERRIDE unit, it suffers D3 mortal wounds. Select one Override ability. Until the start of your next Command phase, that ability is active for your unit.

Designer’s Note: This means that if the targeted unit already has the HALO OVERRIDE keyword, it can be affected by multiple Override abilities at the same time, but suffers mortal wounds to do so. Alternatively, if your unit does not have the HALO OVERRIDE keyword, it instead has the chosen Override ability until the start of your next Command phase, but does not benefit from any other Override abilities that are active.
1CP GUIDED RETREAT
Detachment: Haloscreed Battle Clade
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army makes a Fall Back move.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
1CP ANALYTICAL DIVINATION
Detachment: Haloscreed Battle Clade
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Adeptus Mechanicus Infantry unit (excluding Kataphron units) from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to D6", or up to 6" instead if it is a HALO OVERRIDE unit.
1CP ERADICATION PROTOCOLS
Detachment: Haloscreed Battle Clade
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
2CP BALEFUL HALO
Detachment: Rad-Zone Corps
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS unit from your army (excluding Vehicle units) that was selected as the target of one or more of that enemy unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the turn, each time an attack is made that targets your unit, subtract 1 from the Wound roll.
1CP EXTINCTION ORDER
Detachment: Rad-Zone Corps
WHEN: Your Command phase.

TARGET: One Tech-Priest model from your army and one objective marker within 24" of that model.

EFFECT: Roll one D6 for each enemy unit within range of that objective marker. On a 4+, that unit suffers 1 mortal wound and it must take a Battle-shock test.
1CP LETHAL DOSAGE
Detachment: Rad-Zone Corps
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
1CP PRE-CALIBRATED PURGE SOLUTION
Detachment: Rad-Zone Corps
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the phase, each time a model in one of those units makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, you can re-roll the Hit roll.