



via a reader on Faeit 212
I don't know if this is any use but use it if it is. A few technical or made up words are difficult to translate but I've got almost all of it.
Weapons and items
Mechadendrite Harness
The metal cables and the armatures of this are used b Tech-Priests of the Cult Mechanicus to accomplish hundred of different tasks
The wearer can shoot with all shooting weapons in the Shooting Phase. In addition, the wearer is equipped with a data-pick
Data-pick (?data-thief is better)
Data picks allow agents of the Adeptus Mechanicus to invade the cortex of enemy machines and steal their secrets in moments
Range -, S user, AP-, Melee, Data-pick, Disruption
Data-pick: When a model equipped with a weapon with this special rule attacks in hand-to-hand, it gains an extra attack with this weapon at initiative step 10. This does not give an extra Pile In move.
Augurskull
The Adeptus Mechanicus does not take exploiting warzone resources lightly – to the degree that some members continue their work after death.
At the beginning of each of your turns, the bearer can identify 1 Mysterious Objective anywhere on the battlefield
Electroclastic Baton
The powerful capacitors built into an electroclast baton allow it to drawn off every last bit of electricity from its victim
Range -, S+2, AP4, Melee, two-handed, Shock, Electroclast
Electroclast: A roll of 6 to wound gives the Instant Death rule
Electrostatic gauntlets
These bracelets channel electrostatic charge from the rearmounted generator and release it in a cascade of deadly lightning
Range 12” S4 AR- Assault 2, twin-linked
Range -, S+1, AP-, Melee
Eradication Beamer
Whosoever is taken by the pale light of the eradication beamer finds death
Eradication shots have different profiles depending on the distance to the target. If the profile to use is not clear, the controlling player gets to choose
Range 0-12”, S8, AP1, Heavy 1
Range 12-24”, S6, AP3, heavy 1, Blast
Macropistol
This is an antique pistol capable of firing a cloud of solid projectiles
Range 12”, S4, AP6, Burst (?) pistol
Burst (?) Pistol: When shooting with a weapon with this rule, throw 5 dice, but it is treated as a pistol in all other respects
Phosphor Serpenta
Even if a victim turns out to be strong enough to survive, the light given off by these globes serves as a beacon to allies, guiding their attacks.
Range 18”, S5, AP4, Assault 1, Luminagen
Luminagen – same as in previous WD
Volkite Charger
Volkite weapons transfer so much thermal energy to the target that it combusts on the spot.
Range 24", S6, AP5, Heavy 3, Conflagration (best guess)
Conflagration: After normal attacks from this weapon are resolved, count the number of Wounds removed from the target unit; immediately resolve the same number of automatic hits at S6 AP5. The models of the target unit must still be within range for these additional attacks to happen. The wounds lost because of this special rule do not cause additional attacks.
Special Rules for the Formation
Brotherhood of the Martian Machine : All the units of this formation have the special rule Canticles of the Omnissia (see Codex: Cult Mechanicus), even if they are not all part of the Cult Mechanicus faction.
-Alpha-Dominus : If the Tech-Priest Dominus of this formation is your Warlord, you can reroll your dice roll on the Warlord Traits Table of Codex: Cult Mechanicus
Power of the Adeptus Mechanicus : All the options available to models of the Formation (including Relics of Mars and Arcana Mechanicum) are free. Furthermore, weapons of models in the formation lose the 'Gets Hot' rule if they have it.
Under restrictions in the Formation 'Aucune' means 'none'


Canticles:
They are declared at the beginning of the turn. 3 possible effects depending on the amount of units in your army. Cannot use the same one twice.
Units Effect
1-3 Stubborn
4-7 Stubborn + reroll Fear, Pinning and Moral
8+ Fearless
1-3 In CC, every enemy unit receives a S4 at I10 hit for every Cult model in this combat
4-7 Same as above, but 2 hits per Cult model
8+ Same as above but 3 hits
1-3 Reroll 1 to hit in CC
4-7 Reroll 1 and 2 to hit in CC
8+ Reroll to hit in CC
1-3 Stealth
4-7 Shrouded
8+ Both
1-3 +1S
4-7 +2S
8+ +3S
1-3 Reroll 1 to shot
4-7 Reroll 1 and 2 to shot
8+ Reroll to shot
Relics:
- 2+ Armour save to bearer + all weapons in the unit have the Cognis SR
- Bearer and unit gain "It will not die" SR
- Every turn may choose to identify a Mistery objective or observe an enemy vehicle. All rolls to penetrate againts an observed vehicle may be re-rolled, as well as glancing hits.
- One CC weapon that only Works againts vehicles. Make only one attack, if hit, roll in a table:
1: Controller of target vehicle may restore one hull point
2-3: Controller of weapon decides if vehicle loses one hull point or restores one.
4-5: Same as above but 1D3
6+: Same as above but 1D6
- Kastelan protocols have an inmediate effect. Previous protocol may not be chosen anymore.
- Model gains 1D6 CC attacks S4, AP5, Shred
There are 4 formations:
- Cohort Cybernetica
1x Dominus
2 Kastelan Robot Maniples
Kastelan protocols have an inmediate effect when chosen
For every Datasmith and Dominus one Robot may fire to a different target.
Dominus and the 2 maniples are a single unit. Dominus may not abandon the unit.
- Elimination Maniple
2-3 unitos of Kataphron Destroyers
1-3 Kastelan Robot Maniples
If one Robot inflincts one unsaved wound or a penetrating hit with a weapon with the Luminogen SR, the rest of the formation gains +1BS and ignore cover when firing to that unit.
- Numinous Maniple
2-3 units of Fulgurite Electro-Priests
2-3 units of Corpuscarii Electo-Priests
If a Corpuscarii unit is at 6" or less of 1 or more Fulgurite unit, they gain +1 shot when firing. If one unit suffers one or more unsaved wounds, it is considered "electrified" until the end of turn.
If a Fulgurite units attacks in CC to an "electrified" unit, they reroll to wound
- Holy Requisitioner
1 Dominus
2-3 Kataphron Breachers
Deep Strike
They have to stay in Reserve. When deployed, the Dom¡nus does not scatter if deployed at 6" or less of an objective marker. Breachers do not scatter as long as they arrive at 6" or less of the Dominus.
They have the Zealot and Counterattack SR when at 6" or less from a objective marker.





