Tech-priest Manipulus

Model NameMTSvWLdOC
Tech-priest Manipulus
50mm
6"42+ 5++47+1
Keywords:
Imperial Knights, Adeptus Mechanicus, Imperium, Infantry, Character, Cult Mechanicus, Tech-Priest, Manipulus
Ranged WeaponsRangeABSSAPD
Transonic cannon
devastating wounds, torrent
12"D6N/A402
Magnarail lance
heavy
36"137-23
Melee WeaponsRangeABSSAPD
Omnissian staff
Melee436-12

Abilities

Galvanic Field:While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Defend the Divine Work:Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model’s unit have a 4+ invulnerable save.

Wargear Options

This model’s magnarail lance can be replaced with 1 transonic cannon.

Wargear Abilities

Unit Composition

1 Tech-Priest Manipulus
This model is equipped with: magnarail lance; Omnissian staff.

Costs

1 model - 60pts

Led By

Stratagems

NameDescription
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 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.
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 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 EPIC CHALLENGE
Detachment: Core
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
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 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 OMNISSIAH’S GRACE
Detachment: Questor Forgepact
WHEN: Any phase, just after a mortal wound is allocated to an Imperial Knights or Adeptus Mechanicus unit from your army.

TARGET: That IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
1CP AGGRESSION BEGETS AGGRESSION
Detachment: Questor Forgepact
WHEN: Your Shooting phase.

TARGET: One Imperial Knights unit from your army or one Imperial Knights Character unit from your army and one friendly Adeptus Mechanicus unit that is within 6" of that unit.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your units have the [ASSAULT] ability.