Professional Documents
Culture Documents
Now they roam the galaxy on a quest to free the inner spirits of
all machines that are being “enslaved” by other races.
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Name [size] Qua Def Equipment Special Rules Upgrades Cost
Machine Priest [1] 3+ 2+ Axe-Halberd (A4, AP(2)) Hero, Regeneration, Tough(3) A, B, C 95pts
Machine Deacon [1] 3+ 4+ Axe-Halberd (A2, AP(2)) Hero, Tough(3) A, C 50pts
Cult Alpha [1] 4+ 4+ R-Carbine (18”, A1, Radiation), CCW (A1) Hero, Strider, Tough(3) C, D 45pts
Sect Chief [1] 3+ 4+ Sonic Razor & Claw (A2, Poison, Rending) Furious, Regeneration, Hero, C, E 85pts
Scout, Stealth, Strider, Tough(3)
Cult Vanguard [5] 4+ 4+ R-Carbines (18”, A1, Radiation), CCWs (A1) - D, F 80pts
Cult Rangers [5] 4+ 4+ Rifles (30”, A1), CCWs (A1) Strider D, F 100pts
Shock Priests [5] 4+ 6+ Shock Staves (A2, AP(2)) Furious, Impact(1), Regeneration G 125pts
Sect Stalkers [5] 3+ 4+ Sonic Razors & Claws (A2, Poison, Rending) Furious, Regeneration, Strider H 165pts
Sect Infiltrators [5] 3+ 4+ Blaster SMGs (12”, A5), Regeneration, Scout, Stealth, I 250pts
Taser Swords (A2, Taser) Strider
Sky Stalkers [5] 3+ 4+ P-Throwers (12”, A6, Phosphor), CCWs (A2) Ambush, Flying, Furious J 250pts
Raider Cavalry [3] 4+ 4+ 2x P-Pistols (12”, A1, Phosphor), CCWs (A1) Fast, Impact(1), Scout, Strider K 105pts
Breacher Cyborgs [3] 4+ 2+ Contortion Cannons (24”, A1, AP(3), Deadly(3)), Slow, Tough(3) L 210pts
Cyborg Claws (A3)
Destroyer Cyborgs [3] 4+ 2+ Heavy Gravity Cannons (30”, A5, Rending), Slow, Tough(3) M 250pts
Cyborg Claws (A3)
A Upgrade with one: H Replace all Sonic Razors & Claws: Special Rules
Rail Gun (18”, A1, AP(2), Deadly(3)) +10pts 2x Sonic Blades (A1, AP(1), Rending) Free Canticles: When the hero and his unit are
Trans Cannon (12”, A6, AP(1)) +20pts Upgrade one model with: activated pick one of the following canticles,
Death Ray (18”, A1, AP(2), Blast(3)) +20pts Metal Spike (A1, EMP) +5pts and they get one of these special rules until
Combustion Blaster (24”, A3, AP(1)) +20pts the end of the round:
Upgrade with one: I Replace all Blaster SMGs Incantation: +3” when moving
P-Carbine (18”, A1, AP(1), Phosphor) +5pts and Taser Swords: Benediction: AP(+1) when shooting
Macro Pistol (12”, A5, AP(1)) +15pts Burst Carbines (18”, A3) and +10pts Invocation: AP(+1) when in melee
Upgrade with any: Energy Swords (A2, AP(1), Rending) Psalm: enemies get -1 to melee hits
Machine Lore (Psychic(1)) +20pts
Repair Master +30pts J Replace all P-Throwers: EMP: This weapon counts as having Rending
Blaster Carbines (24”, A5) +25pts but only needs rolls of 5-6 to take effect.
B Upgrade Psychic(1): Replace one P-Thrower and CCW: Phosphor: This weapon ignores cover.
Psychic(2) +15pts Blaster SMG (12”, A5) Free Radiation: Enemies that roll to block hits
and Taser Sword (A2, Taser) from this weapon take one additional wound
C Upgrade with: Upgrade all models with: for each unmodified result of 1 that they roll.
Canticles +25pts Cluster Grenades (Impact(1)) +15pts Repair Master: Once per turn, if within 2” of a
unit with Tough, roll one die. On a 2+ you may
D Replace R-Carbine: K Replace all 2x P-Pistols: repair 1 wound from the target.
Rifle (30”, A1) Free Carbines (18”, A2) +5pts Taser: For each unmodified result of 6 you
Replace one R-Carbine / Replace one 2x P-Pistols: roll to hit that hit is multiplied by 4.
Rifle and CCW: P-Blaster Carbine +10pts
Pistol (12”, A1) and CCW (A2) Free (18”, A4, Phosphor) Psychic Spells
Replace Pistol: Replace one 2x P-Pistols and CCW: Lock-On (4+): Target friendly unit within 12”
P-Pistol (12”, A1, Phosphor) +5pts Revolver (12”, A1, AP(1)), Free gets AP(+1) next time it shoots.
R-Pistol (12”, A1, Radiation) +5pts Raider Sabre (A2, AP(1)) Solar Beam (4+): Target enemy model within
EMP Pistol (12”, A1, EMP) +10pts P-Blaster Pistol (12”,A2,Phosphor), +5pts 12” takes 1 automatic hit with AP(2).
Replace CCW: Energy Sword (A2, AP(1), Rending) Steel Body (5+): Target friendly unit within 12”
Energy Sword (A2, AP(1), Rending) +5pts Upgrade all models with: may heal 1 wound or restore 1 model (with
Taser Sword (A2, Taser) +5pts P-Breath (12”, A3, Phosphor) +15pts only 1 health left if it had Tough).
EMP Sword (A2, EMP) +10pts Shrapnel (5+): Target 2 enemy units within 6”
L Replace any Contortion Cannon: take 3 automatic hits with AP(2) each.
E Replace Sonic Razor & Claw: EMP Cannon (36”, A2, EMP) +5pts Corroded Metal (6+): Target enemy unit within
2x Sonic Blades (A1, AP(1), Rending) Free Heavy EMP Cannon +20pts 12” gets -2 to defense next time it takes hits.
Blaster SMG (12”, A5) and +10pts (36”, A2, EMP, Deadly(3)) Machine Terror (6+): Target enemy unit within
Taser Sword (A2, Taser) Replace all Cyborg Claws: 12” takes 8 automatic hits.
Burst Carbine (18”, A3) and +10pts Iron Claws (A3, AP(2)) +15pts
Taser Sword (A2, Taser) EMP Claws (A3, EMP) +15pts
Replace Taser Sword:
Energy Sword (A2, AP(1), Rending) Free M Replace any Heavy Gravity Cannon:
Upgrade with: Mini Plasma Cannon +5pts
Metal Spike (A1, EMP) +5pts (24”, A2, AP(2), Blast(3))
Upgrade any model with one:
F Replace one R-Carbine / Rifle: P-Rifle (24”, A1, AP(1), Phosphor) +5pts
Flamethrower (12”, A6) +5pts Flamethrower (12”, A6) +10pts
EMP Rifle (24”, A1, EMP) +5pts Replace all Cyborg Claws:
Plasma Burst Carbine +10pts Iron Claws (A3, AP(2)) +15pts
(18”, A3, AP(2)) EMP Claws (A3, EMP) +15pts
Heavy EMP Rifle +10pts
(24”, A1, EMP, Deadly(3))
Uranium Rifle +40pts
(48”, A1, AP(4), Sniper)
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Name [size] Qua Def Equipment Special Rules Upgrades Cost
Landing Craft [1] 3+ 2+ 2x Machineguns (36”, A3) Fast, Impact(6), Strider, Tough(6), A 210pts
Transport(11)
Attack Craft [1] 3+ 2+ 2x Machineguns (36”, A3), Fast, Impact(6), Strider, Tough(12) B 375pts
Disruption Missiles (36”, A6, AP(2))
Crawler Tank [1] 3+ 2+ Eraser Beam (36”, A1, AP(1), Blast(6)) Fast, Impact(6), Strider, Tough(12) C 325pts
Combat Robot [1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fear, Fearless, Stealth, Tough(6) D 175pts
2x Energy Fists (A1, AP(3)), Stomp (A1, AP(1))
Dragoon Walker [1] 3+ 2+ Taser Lance (A3, Taser, Impact(3)), Fast, Fear, Stealth, Strider, E 185pts
Stomp (A1, AP(1)) Tough(6)
Iron Walker [1] 3+ 2+ Twin Autocannon (48”, A4, AP(2)) Fast, Fear, Strider, Tough(6) F 220pts
Stomp (A1, AP(1))
Arch Gunship [1] 3+ 2+ Twin Machinegun (36”, A6) Aircraft, Tough(6) G 170pts