The Scutarii of the Adeptus Mechanicus comprise the troops raised from a Forge world, trained and equipped to fight alongside the mighty titan legions. Led by the Initiates of the Machine God, the red-robed Tech-priests of Mars, and oganized in similar fashion to the Imperial Guard, the Scutarii, or TechGuard to the uncouth, do not match the numbers of their cousins. However, what they lack in quantity, they make up for in dedication, wargear and zeal.
 
THE SCUTARII ARMY
 
This army list allows you to field an army of Scutarii. This list can be supplemented with Adeptus Titanicus army list or can be used separately when your opponent does not agree to allow titans and super-heavy vehicles.

HQ

Tech Adeptus
 Points WS BS S T W I A Ld Sv
Magos 60 5 5 4 4 3 4 3 10 3+
Praefect 40 4 4 4 4 2 4 2 9 3+

Options: The HQ Choice may be given any equipment allowed from the Mechanicus Armory.
 
SPECIAL RULES

Independent Character:
Unless accompanied by a command retinue, an Adeptus is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook.
 
Command Retinue: The Adeptus may be accompanied by a command retinue as per the Warhammer 40,000 rulebook.
 
Reflex of the Machine Devotion: Once per turn, either shooting or HtH (not both) a Magos may roll twice and choose the best result.
 
Command Retinue
 Points WS BS S T W I A Ld Sv
Hypaspist 7 3 3 3 3 3 1 3 8 5+
Decorian +10 3 3 3 3 1 3 2 9 5+
Tech-Priest 30 4 4 4 4 1 4 1 9 3+
Praetorian 18 4 4 4 4 1 4 2 9 3+

Squad: One Decorian and between 4 and 9 Hypaspists.

Weapons: Lasguns. The Decorian may exchange his lasgun for a Bolter for +2 points.

Options: One Hypaspist may be upgraded to Sagitarii and may select one weapon from the Sagitarii weapon list. The entire squad may be given Frag grenades for +1 point per model and Krak grenades for +2 points per model.

Up to four members of the squad may be upgraded to one of the following characters:

Ballisterii: One Hypaspist may be upgraded to a Ballisterii for +30 points.
Once per game, the Ballisterii may call down a devastating barrage of off-table ordnance. Place a chit anywhere within LOS from the model. On your next turn, roll a scatter die and 1d6. Place the Blast marker where the actual barrage hits. Then roll two scatter die and place the blast markers touching the first template to represent the salvo. These barrages are STR 8, AP 3 Ordnance 3/Blast.

Praetorian: One Hypaspist may be upgraded to a Praetorian for +12 points.
Praetorians are the terror-troops of the Adeptus Mechanicus. Unlike Space Marines who are genetically altered from a young age, Praetorians are the test beds of technology; rediscovered bio-implants from brain stem alterations and nuero-linked processors to alloy reinforced skeletons and imbedded weapon systems. They may choose up to 2 weapons from the Praetorian wargear list.

Standard Bearer: One Hypaspist may be given the Legio Standard for +10 points.
The Standard Bearer may trade in their lasgun for a bolter for +2 points. Any Scutarii within 12" of the Standard Bearer may re-roll a failed Morale Check.

Tech Priest: One Hypaspist may be upgraded to a Tech Priest for +19 points.
The Tech Priest may choose Artificer Armor for +20 points. He is armed with a boltgun or may exchange it for a bolt pistol and close combat weapon at no charge. The Tech Priest allows you to re-roll on missed to hit roll for shooting by the command squad each turn.



ELITES

Mechanicus Elites
  Points WS BS S T W I A Ld Sv
Electro-Priests 14 6 0 6 4 1 4 2 8 5+
Some of the Tech-priests of Mars, in their devotion to the Machine God, are allowed to become living instruments of his might. These initiates are covered in the ancient Electoos - sparking and thrumming with the power of Divine Glory. Often, these supercharge adepts are sent with their Astartes Mechanicus brethren to lead the questing forces on their search for the holy STCs, their techno-holy bodies providing both protection for the flesh as well as mighty weapons for the Machine God.

Squad: The squad consists of between 2-10 Electro-Priests.

Weapons: Electro-Priests are armed with ancient techno-relics and the power of the imbedded Electoos themselves. These combine to count as a power weapon.

SPECIAL RULES


Hyperdrive: Once per game, the Electro-Priests are abole to double their assault movement to 12" as they draw upon the fires of the Machine God raging through their bodies. However, roll an immediated D6 for each model. On a roll of 6, the Priest collapses as the furious energy is too much for him to bear. The model is removed as a casualty.

Wrath of the Machine God: The fierce crackling of divine force leaps from the very body of the priest - searing any opponent who stands against the Machine God's wrath. The electoos count as power weapons. Additionally, any models within 2" of the enemy count as being in base to base contact for HtH combat, even those who are not, as the electrical wrath will leap from the skin of the priest to smash his opponent.
NOTE: this can only be used if there are models in the unit in base to base contact.


Mechanicus Elites
  Points WS BS S T W I A Ld Sv
Praetorians 19 4 4 4 4 1 4 2 9 3+

+++ Praetorians are the terror-troops of the Adeptus Mechanicus. Unlike Space Marines who are genetically altered from a young age, Praetorians are the test-beds of new technologies; from brain-stem implants and neuro-linked processors to alloy reinforced skeletons and imbedded weapon systems. They are fearsome warriors and fanatical combatants. +++


Squad: The squad consists of between 5 and 10 Praetorians.

Weapons: Praetorians are armed with two pieces of experimental technology, which is selected from the Praetorian list.

SPECIAL RULES


Fearless: The Praetorians are no longer human by any standard, and are augmented to the point of being killing machines. As such, they pass any Leadership test and Morale checks that they need to take.

TROOPS

Mechanicus Troops
  Points WS BS S T W I A Ld Sv
Hypaspists 6 3 3 3 3 1 3 1 8 5+
Decorian +10 3 3 3 3 1 3 2 9 5+


+++ Hypaspists are the standard infantry of the Scutarii army, raised from the Forge world, they are sometimes augmented with bionics and are always fanatical in their zeal for the Machine God and the Legio, which they support. +++


Squad: One Hypaspist Decorian and between 4 and 9 Hypaspists.

Weapons: Lasguns. The Decorian may exchange his Lasgun for a Bolter for +2 points.

Options: The entire squad may be given Frag grenades for +1 point per model and Krak grenades for +2 points per model. Up to one Hypaspist may choose a weapon from the Sagistarii list.


Mechanicus Troops
  Points WS BS S T W I A Ld Sv
Servitors 5 3 3 3 3 1 3 1 7 5+


+++ Servitors make up the bulk of the inhabitants of a Forge world, relegated to the tasks of manual labor, for which they are physically and mentally augmented. When the Legio goes to war, ranks of Servitors, who are modified for combat, are gathered together to fight along-side the Hypaspists. +++


Squad: Squads consist of 3-10 Servitors.

Weapons: Servitors are armed with bionic close combat weapons.

Options: One Servitor may add an additional Servo-arm fitted with a combat shotgun for +1 points.


FAST ATTACK

Sentinel



Mechanicus Fast Attack
  Points WS BS S Front Armour Side Armour Rear Armour I Ld
Sentinels 45 3 3 5 10 10 10 3 8


+++ Sentinels are lightly armoured mechanized walkers crewed by a single Cataphract who is linked physically to the machine. The Sentinals of the Scutarii can be fitted with various weapon-mounts, unlike the Imperial Guard's Sentinels. +++


Type: Walker, Open-topped.

Squadron: The squadron consists of between 1 and 3 Sentinels.

Crew: One Cataphract.

Weapons: The Sentinel is armed with a multi-laser.

Options: The Sentinel may replace the multi-laser with a lascannon for +15 points, or an assault cannon for +10 points, or a multi-melta for +15 points or a plasma cannon for +10 points.


Hellhound



+++ as per Imperial Guard army list, Warhammer 40k page 243 +++


Venarii



Mechanicus Fast Attack
  Points WS BS S T W I A Ld Sv
Venarii 13 4/td> 4 3 3 1 3 2 8 4+


+++ Like the fearsome Praetorians, the Venarii are a special creation of the Adeptus Mechanicus. Test-beds themselves, the Venarii are augmented with vicious close combat weapons and short-ranged tanglers which discharge mono-filament webbing. Their primary role is to infiltrate close and assault the enemy with lightning strikes and sudden death. +++


Squad: The squad consists of 5 Venarii.

Weapons: Venarii are armed with two close combat weapons and short range webbers.

Special Rules:

Infiltrators: Venarii are able, under the right circumstances, to infiltrate close to the enemy. This is represented by the use of the Infiltration rules. If the battle does not allow infiltration, then Venarii must set up with the rest of the army.

MECHANICUS SUMMARY

WS BS S T W I A Ld Sv
Magos 5 5 4 4 3 5 3 10 3+
Praefect 4 4 4 4 2 4 2 9 3+
Decorian 3 3 3 3 1 3 2 9 5+
Tech Priest 4 4 4 4 1 4 1 9 3+
Praetorian 4 4 4 4 1 4 2 9 3+
Servitor 3 3 3 3 1 3 1 7 5+
Electro Priests 6 0 6 4 1 4 2 8 5+
Venarii 4 4 3 3 1 3 2 8 4+
Sagitarii 3 3 3 3 1 3 1 8 5+
Hypaspist 3 3 3 3 3 1 3 8 5+
Robot Cohort 5 5 6 10 1 3 1 10 AV 10

Armour: Front Side Rear BS
Chimera 12 10 10 3
Chimedon 13 11 10 3
Chimerax 12 10 10 3
Hellhound 12 10 10 3
Leman Russ 14 12 10 3
Leman Russ Hunter 14 12 10 3
Leman Russ Demolisher 14 13 11 3
Griffon 12 10 10 3
Basilisk 12 10 10 3

 


WS

BS

S
Armour:
Front Side Rear

I

A
Sentinel 3 3 5
10 10 10
3 1

 

WEAPONS SUMMARY

Ranged Weapons

Weapon Range Str. AP Type
Laspistol 12" 3 - Pistol
Lasgun 24" 3 - Rapid fire
Hotshot Laser Assault Carbine 12" 4 5 Assault 2
Bolt pistol 12" 4 5 Pistol
Bolter 24" 4 5 Rapid Fire
Multilaser 36" 6 6 Heavy 3
Lascannon 48" 9 2 Heavy 1
Shotgun 12" 3 - Assault 2
Autocannon 48" 7 4 Heavy 2
Flamer Template 4 5 Assault 1
Meltagun 12" 8 1 Assault 1*
Multi-melta 24" 8 1 Heavy 1*
Sniper rifle 36" X 6 Heavy 1*
Missile launcher (krak) 48" 8 3 Heavy 1*
Missile launcher (frag) 48" 4 6 Heavy 1 Blast*
Grenade launcher (krak) 24" 6 4 Assault 1*
Grenage launcher (frag) 24" 3 6 Assault 1 Blast*
Mortar G48" 4 6 Heavy 1 Blast
Plasma pistol 12" 7 2 Pistol*
Plasma gun 24" 7 2 Rapid fire*
Plasma cannon 36" 7 2 Heavy 1/Blast*

*These weapons have additional special rules, see the Weapons section of the Warhammer 40,000 (3rd Edition) rules for more details.

Range Strength AP Shots
Inferno cannon Template 6 4 Heavy 1

Any units that suffer casualties from a hit by an Inferno cannon must make an immediate fall-back move as if they had just failed a Morale test.

ORDNANCE

Range Strength AP Type
Battle cannon 72" 8 3 Ordnance 1/Blast
Demolisher 24" 10 2 Ordnance 1/Blast
Griffon Mortar
Guess
12-48"

6

4

Ordnance 1/Blast
Earthshaker 120" 9 3 Ordnance 1/Blast

HAND-TO-HAND WEAPONS

Close Combat Weapon: Roll to wound with user's Strength characteristic.  Opponent may take armour saves as normal.

Power Weapon: Roll to wound with user's Strength characteristic.  Any wounds inflicted by these weapons ignore the opponent's armour save.

Power Fist: The user may double his Strength up to a maximum of 10 when rolling to wound.  Any wounds inflicted by these weapons ignore the opponent's armour save.  Models armed with a power fist always strike last in close combat.