Codex
MERCATOR SYNDICTUS 1
MERCATOR SYNDICTUS ARMY LIST This section contains all of the Data Sheets that will need in order to fig ht battles with your Mercator Syndictus miniatures. E ach datasheet includes the characteristics profiles of the unit it describes, as well as any Wargear and abilities it may have. Some rules are common to several Mercator Syndictus units these are described below and reference on the datasheets.
The following is an ability that is common to several Mercator Syndictus units.
Squats either belong to a specific loyalist Stronghold or have fallen to the dark powers of chaos or worst. For simplicity, all factions of squats will be refer to Strongholds.
Brothers in Arms The unit increases its Leadership by +1 for every allied infantry or biker unit with the keyword within 6" of them, to a maximum of +2
Some datasheets specify what Stronghold the unit is drawn from (e.g. The Rider is from Stronghold Fefnir keyword, so is from Stronghold Fefnir.).If a Mercator Syndictus datasheet does not specify which Stronghold it is drawn from, it will have the keyword. When you include such a unit in your army, you must nominate which Stronghold that unit is from. You then simply replace the keyword in every instance on that unit’s datasheet with the name of your chosen Stronghold.
Mercator Syndictus Wargear list Heavy Weapons
For example, if you were to include a High King in your army, and you decided he was from Stronghold Thor, his Faction keyword is changed to Stronghold Thor and his Voice of the High King ability would then read:” Once per battle, during any morale phase, all friendly Stronghold Thor units within 6” of the High King do not take any morale tests.
Auto Cannon...20pts Lascannon…25pts Neo-plasma Cannon…19pts Heavy Flamer…17pts Heavy Bolter…10pts
Special Weapons
Melee Weapons
Note that two Strongholds have some additional restrictions that apply to them. These Strongholds ar e Followers of Malice and Genestealer Cultists. No unit with the Imperium keyword can be from either of these two Strongholds. In addition, any unit with Orphan Legion Stronghold can be taken by any other Imperium stronghold in the same detachment.
Chain-Hand axe…0pts axe…0pts Power Axe... 5pts Power Maul…5pts Maul…5pts
Ranged Weapons
While many of the Mercator Syndictus are fully dedicated to the shepherd and the ancestor, others through the most extreme of circumstances end up worshipping much more horrifying gods. Some datasheets specific the Alignment for a unit (e.g. The Master Engineer has the Imperium keyword). Those that do not specify the alignment a unit has, will have the keyword. When you include such a unit in your army, you must nominate which Alignment that unit has. You then simply replace the keyword i n every instance on that unit’s data sheet with one of the following: Imperium, Chaos, or Tyranids.
2
Neo-Plasma Pistol …5pts Neo-Plasma Carbine…7pts Carbine…7pts 0pts Bolt Pistol… Pistol…0pts Bolt Carbine …0pts Carbine…3pts Master-Crafted Bolt Carbine…3pts
Neo-Plasma Carbine…7pts Neo-Plasma Rifle…9pts Electroblast er…5pts
Ancestral Discipline D3 Before the battle, generate the psychic powers for Psykers that can use powers from the Ancestral discipline using the table below. You can either roll a D3 to generate their powers randomly (re-roll any duplicate results), o r you can select the psychic powers you wish the psyker to have.
1
2
3
3
PSYCHIC POWER Foresight Foresight has has a warp charge value of 7. If manifested choose a friendly Mercator Syndictus unit within 24” of the psyker. Until the start of your next Psychic Phase, you can reroll either all failed hits, all failed wounds, or all failed save rolls once for that unit. Spirit Ward Spirit Ward has has a warp charge value of 7. If Manifested choose a friendly Mercator Syndictus unit within 12” of the psyker. Until the start of your next Psychic Phase, that unit gains a 6+ invulnerable save. If the unit already has an invulnerable save, it increases by +1 to a maximum of 4+. Grand March Grand March has a warp charge value of 8. If Manifested choose a friendly Mercator Syndictus unit within 12” of the psyker. That unit does not remove any casualties suffered until the end of your fight phase. This lasts until your next Psychic Phase.
Unit Datasheet Key A-
Hearthguard Breacher Kindred
Power: 17
C- NAME
B- Point Cost: 210
M
WS
BS
S
T
W
A
LD
Sv
Hearthguard
5”
3+
3+
3
4
2
2
7
2+
Hearthguard Champion
5”
3+
3+
3
4
2
3
8
2+
D- This unit contains 1 Hearthguard Champion and 4 Hearthguards. It can i nclude up to 5 additional Hearthguards. (Power Rating +17)/(42 points per model )
The Hearthguard Champion is armed with a Thunder Hammer and Wrist mounted Autocannon Each Hearthguard is armed with a Thunder Hammer and Wrist mounted Autocannon
E- Weapon
F-
Range
Type
S
AP
D
Abilities Abiliti es
Thunder Hammer
Melee
Melee
x2
-3
3
Wrist mounted Autocannon WARGEAR OPTIONS
12”
Heavy 1
7
-1
2
When attacking with this weapon, you must subtract 1 from the hit roll -
For every 5 models, one Hearthguard may swap their Wrist mounted Auto cannon from an option from the Mercator Syndictus Heavy Weapons list. Brothers in Arms (pg.2)
G- ABILITIES
Exo-Armour: This model has a 5+ invulnerable save. Teleport Strike: During deployment, you can set up t his model in a teleportarium chamber instead of placing it
on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set it up anywhere on the battlefield that is more than 9” away from any enemy models. , Mercator Syndictus,
H- Faction Keywords
Infantry , Hearthguard, Hearthguard Breacher Kindred
Keywords
A: Power A: Power rating and Battlefield Role. -H
-Elite
- Tr Troo
-Fast Attack
-Flyer
E: Weapon profile. Shows range, type, Strength of the weapon, it’s AP, the damage it inflicts and any abilities attached to that wea on.
-Heavy Support
- Lord of War
F: Any wargear options the unit may purchase with point cost.
-Dedicated Transport
B: Point cost (includes units initial wargear)
G: The unit’s abilities. Will state if only in effect if an upgrade is purchased.
C: Unit Characteristic D: What each model is equipped with in the unit and the price to add more models. First is power rating, then is the point cost (includes units initial wargear)
H: Keywords. Some abilities are attached to these specific keywords.
4
Exalted King
Power: 13
Point Cost: 245
NAME
M
WS
BS
S
T
W
A
LD
Sv
Exalted King
5”
2+
2+
3
4
7
6
10
2+
Exalted King is a single model armed with hellbreaker, a titan shield, and a wrist mounted autocannon. Only on e of this model may be included in your army.
Weapon
Range
Type
S
AP
D
Abilities
Hellbreaker
Melee
Melee
x2
-3
D3
Wrist mounted autocannon
12”
Heavy 1
7
-1
2
On wound rolls of 6, this weapon inflicts D3 additional wounds. -
ABILITIES
Brothers in Arms (Pg.2) Titanshield: Models equipped with a titan shield, during the shooting phase, give any friendly Mercator Syndictus units within 3” of them the ability to ignore damage from unsaved wounds on a 5+ after saves have been rolled. Chosen of the Ancestors: This model has a 4+
invulnerable save. In addition, all damage suffered by the Exalted King is halved (rounding up).
Teleport Strike: During deployment, you can
set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set it up anywhere on the battlefield that is more than 9” away from any enemy models.
Warlord of the Syndictus: The Exalted King
Survivor of Thor: The Exalted King rerolls all
may be taken by any Imperium Stronghold. In addition, friendly Mercator Syndictus units within 12” of the Exalted King gain a +1 bonus to their Leadership characteristic.
failed hit and wound rolls against Tyranid and Ork units.
Faction Keywords
Imperium, Mercator Syndictus, Stronghold Yggdrasil
Keywords
Character, Infantry, Exalted King
5
The Master Engineer
Power: 7
Point Cost: 65
NAME
M
WS
BS
S
T
W
A
LD
Sv
Master Engineer
5”
3+
2+
3
4
4
2
8
4+
Master Engineer is a single model armed with Ole’ Gilda, a chain hand axe, f rag rag grenades, and krak grenades. Only one of this model may be included in your army.
Weapon
Range
Type
S
AP
D
Abilities
Ole’ Gilda
24”
Heavy 2
6
-3
D3
Hand chain axe
Melee
Melee
+1
-1
1
Frag grenade
6”
Grenade D6
3
0
1
If the Targets within half range, add 1 to this weapon’s Strength. A model armed with a chain hand axe may make one additional attack with them in the fight phase. -
Krak grenade
6”
Grenade 1
6
-1
D3
-
ABILITIES
Brothers in Arms (Pg.2) This is my BOOM STICK!: The Master Engineer treats Ole’ Gilda as a Pistol weapon as well as a Heavy weapon. The Master of Engineering: At the beginning of the players turn, the player may choose one of the following benefits to affect any friendly Engineers Guild units within 6” of The Master Engineer. Increase range of Assault weapons by 6” Vehicles recover D3+1 wounds Increase Strength of Heavy weapons by +1(Including his own)
Faction Keywords
Imperium, Mercator Syndictus, Engineers Guild
Keywords
Character, Infantry, The Master Engineer
6
The Mad King of Hel
Power: 9
Point Cost: 125
NAME
M
WS
BS
S
T
W
A
LD
Sv
Mad King of Hel
6”
2+
3+
3
4
5
1d6+1*
8
3+
The Mad King of Hel is a single m odel armed with a Dismembered Bone Mace. Only one of this model may be i ncluded in your army.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Dismembered Bone Mace
Melee
Melee
+3
-1
D3
-
ABILITIES
Touch of Madness: This model must roll a d6+1 to determine the amount of attacks it has for each turn it’s in close combat adding any bonus attacks from any source. We are the Hive: Before deployment, the owning player may give D3 friendly Mercator Syndictus Genestealer
Cultist units from the same detachment t his rule. All models from those units which are removed as casualties in the fight phase immediately inf lict D3 S3 AP0 Damage 1 hit, for each mo del lost, on the enemy unit that inflicted the wound as a host of Rippers and other tiny tyranid organism’s bursts out of the corpse.
Faction Keywords
Graft of the Great Devourer: After saves are rolled, any unsaved wound can be ignored on a 4+. The Mad King of Hel can manifest one psychic power in each friendly psychic phase and attempt to deny two psychic powers in each enemy Psychic phase. He knows the Smite psychic power. Tyranids, Mercator Syndictus, Genestealer Cultists
Keywords
Character, Infantry, Psyker, The Mad King of Hel
PSYKER
7
The Rider
Power: 8
Point Cost: 110
NAME
M
WS
BS
S
T
W
A
LD
Sv
The Rider
12”
2+
3+
3
4
5
3
8
4+
The Rider is a single model armed with a thunder hammer, neo-plasma pistol, frag grenades and krak grenades. His Hornet is equipped with twin bolt carbines. Only one of this model may be included in your army.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Thunder hammer
Melee
Melee
x2
-3
3
Neo-Plasma pistol
12”
Pistol 1
6
-3
1
When attacking with this weapon, you must subtract 1 from the hit roll -
Twin bolt carbines
18”
Assault 4
4
0
1
-
Frag grenade
6”
Grenade D6
3
0
1
-
Krak grenade
6”
Grenade 1
6
-1
D3
-
ABILITIES
Brothers in Arms (Pg.2) Hope Rides Alone - During deployment, you can set up The rider around the flanks instead of placing him on the
Faction Keywords
battlefield. At the end of any of your Movement phases the Rider can join the batt le – set it up so that The rider is within 7” of a battlefield edge of your choice and more than 9” from an enemy model. On the turn The Rider arrives from reserves and successfully charges a unit, double his attacks until the end of your fight phase. Turbo-Boost: When this model Advances, add 6” to its Move characteristic f or that Movement phase instead of rolling a dice. Speedline-“ There’s mah nam in yer gob an' mah doost in yer lungs.” Whenever Whenever this model Advances, all enemy units within 3 inches of this models b eginning position and ending position suff er a -1 penalty to their BS until your following turn as a cloud of dust clouds their vision. Imperium, Mercator Syndictus, Stronghold Sleipnir
Keywords
Character, Biker , The Rider
8
High King
Power: 10
Point Cost: 105
In Exo-Armour NAME
M
WS
BS
S
T
W
A
LD
Sv
High King
5”
2+
2+
3
4
5
3
9
2+
A High King is a single model arm ed with a Wrist mounted auto cannon, thunder hammer, frag grenades, krak grenades and equipped with a titan shield.
Weapon
Range
Type
S
AP
D
Abilities
Thunder hammer
Melee
Melee
x2
-3
3
Wrist mounted auto cannon Frag grenade
12”
Heavy 1
7
-1
2
When attacking with this weapon, you must subtract 1 from the hit roll -
6”
Grenade D6
3
0
1
-
Krak grenade
6”
Grenade 1
6
-1
D3
-
ABILITIES
Brothers in Arms (pg.2) Voice of the High King: Once per battle, during any morale phase, all friendly units within 6” of
the High King do not take any morale tests. Exo-Armour: This model has a 5+ invulnerable save. Titanshield: Models equipped with a titan shield, during the shooting phase, give any friendly Mercator Syndictus units within 3” of them the ability to ignore damage from unsaved wounds on a 5+ after saves have
been rolled. Teleport Strike: During deployment, you can set up t his model in a teleportarium chamber instead of placing it
Faction Keywords
on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set it up anywhere on the battlefield that is more than 9” away from any enemy models. Imperium, Mercator Syndictus,
Keywords
Character, Infantry , Hearthguard, High King
9
Living Ancestor
Power: 7
Point Cost: 80
NAME
M
WS
BS
S
T
W
A
LD
Sv
Living Ancestor
5”
3+
3+
3
4
3
2
9
4+
A Living Ancestor is a single model armed with a bolt pistol, force staff or force axe, frag grenades and krak grenades.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Force stave
Melee
Melee
+2
-1
D3
-
Force axe
Melee
Melee
+1
-2
D3
-
Bolt pistol
12”
Pistol 1
4
0
1
-
Frag grenade
6”
Grenade D6
3
0
1
-
Krak grenade
6”
Grenade 1
6
-1
D3
-
ABILITIES
Brothers in Arms (pg.2) Ancestral Wrath: The Living Ancestor may increase the result of their Deny the witch roll by +1,for +1,for each
friendly Mercator Syndictus unit within 6” of the Living Ancestor, to a maximum of +2. Protection of the Ancestors: This model has a 6+ invulnerable save.
Faction Keywords
This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. He knows the Smite Psychic power and two psychic powers from the Ancestral discipline (pg.2) Imperium, Mercator Syndictus,
Keywords
Character, Infantry , Psyker, Living Ancestor
Psyker
10
Living Ancestor
Power: 9 NAME
M
WS
In Exo-Armour BS S T
Living Ancestor
5”
3+
3+
3
Point Cost: 95 W
A
LD
Sv
4
2
9
2+
4
A Living Ancestor is a single model armed with a master-crafted bolt carbine, force staff or force axe, frag grenades and krak grenades.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Force stave
Melee
Melee
+2
-1
D3
-
Force axe
Melee
Melee
+1
-2
D3
-
Master-Crafted bolt carbine Frag grenade
24”
Assault 2
4
-1
2
-
6”
Grenade D6
3
0
1
-
Krak grenade
6”
Grenade 1
6
-1
D3
-
ABILITIES
Brothers in Arms (pg.2) Ancestral Wrath: This unit may increase the result of their Deny the witch roll by +1, for each friendly Mercator Syndictus unit within 6” of the Living Ancestor, to a maximum of +2. Exo-Armour: This model has a 5+ invulnerable save. Teleport Strike: During deployment, you can set up t his model in a teleportarium chamber instead of placing it
on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set it up anywhere on the battlefield that is more than 9” away from any enemy models.
Faction Keywords
This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. He knows the Smite Psychic power and two psychic powers from the Ancestral discipline (pg.2) Imperium, Mercator Syndictus,
Keywords
Character, Infantry , Hearthguard, Psyker, Living Ancestor
Psyker
11
Militia Commander
Power: 5
Point Cost: 50
NAME
M
WS
BS
S
T
W
A
LD
Sv
Militia Commander
5”
3+
3+
3
4
3
2
8
4+
A Militia Commander is a single model armed with a bolt pistol, c hain hand axe, frag grenades and krak grenades.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Chain hand axe
Melee
Melee
+1
-1
1
Bolt carbine
24”
Assault 2
4
0
1
A model armed with a chain hand axe may make one additional attack with them in the fight phase. -
Frag grenade
6”
Grenade D6
3
0
1
-
Krak grenade
6”
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
list.
ABILITIES
The model may replace its chain hand axe with an item from the Mercator Syndictus Melee Weapons The model may replace its bolt pistol with an item from the Mercator Syndictus Ranged Weapons list.
Brothers in Arms (pg.2) Command Squad: Before deployment, pick a single Mercator Syndictus Infantry unit. As long the militia commander is within 3” of that unit, that unit uses his leadership f or morale tests and receive a +1 bonus to hit
rolls. This ability cannot be used on Hearthguard, Warp Wardens, or Valkyrie Oathsworn.
Faction Keywords
, Mercator Syndictus,
Keywords
Character, Infantry , Militia Commander
12
Engineer Guild Master
Power: 6
Point Cost: 60
NAME
M
WS
BS
S
T
W
A
LD
Sv
Engineer Guild Master
5”
4+
3+
3
4
2
1
8
4+
An Engineer Guild Master is a single mo del armed with a mercator syndictus las gun, chain hand axe, frag grenades and krak gr enades.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Chain hand axe
Melee
Melee
+1
-1
1
Mercator syndictus lasgun Frag grenade
24”
Heavy 2
3
-1
1
A model armed with a chain hand axe may make one additional attack with them in the fight phase. -
6”
Grenade D6
3
0
1
-
Krak grenade
6”
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS ABILITIES
The model may take Cybernetic Augments (Power Rating +1) for 15 pts
Brothers in Arms (pg.2) Cybernetic Augment: A model with this upgrade increases their save to 3+ and has +1 Wound, Attack, and Toughness. Engineering Genius: Any friendly Mercator Syndictus vehicle within 3” of an Engineer Guild Master recovers D3 wounds at the beginning of your Movement phase.
Faction Keywords
, Mercator Syndictus,
Keywords
Character, Infantry , Engineer Guild Master
13
Engineer Guild Master
Power: 8 NAME
M
WS
BS
Engineer Guild Master
12”
4+
3+
On Hornet S T
3
5
Point Cost: 75
W
A
LD
Sv
2
1
8
4+
An Engineer Guild Master on Hornet is a single model armed with a bolt pistol, chain hand axe, frag grenades and krak gr enades. The Hornet is equipped with twin bolt carbine.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Twin bolt carbine
18”
Assault 4
4
0
1
-
Chain hand axe
Melee
Melee
+1
-1
1
Bolt pistol
12”
Pistol 1
4
0
1
A model armed with a chain hand axe may make one additional attack with them in the fight phase. -
Frag grenade
6”
Grenade D6
3
0
1
-
Krak grenade
6”
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS ABILITIES
The model may take Cybernetic Augments (Power Rating +1) for 15 pts
Brothers in Arms (pg.2) Cybernetic Augment: A model with this upgrade increases their save to 3+ and has +1 Wound, Attack, and
Toughness. Engineering Genius: Any friendly Mercator Syndictus vehicle within 3” of an Engineer Guild Master recovers D3 wounds at the beginning of your Movement phase. Turbo-Boost: When this model Advances, add 6” to its Move characteristic for that Movement phase nstead i stead of n rolling a dice.
Faction Keywords
, Mercator Syndictus,
Keywords
Biker , Character, Engineer Guild Master
14
Hearthguard Kindred
Power: 12
Point Cost: 110
NAME
M
WS
BS
S
T
W
A
LD
Sv
Hearthguard
5”
3+
3+
3
4
2
2
7
2+
Hearthguard Champion
5”
3+
3+
3
4
2
3
8
2+
This unit contains 1 Hearthguard Champion and 4 Hearthguards. It can i nclude up to 5 additional Hearthguards. (Power Rating +11)/(22 points per model )
The Hearthguard Champion is armed with a master-crafted bolt c arbine and thunder hammer Each Hearthguard is armed with a master-crafted bolt carbine and power maul or power axe
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Master-Crafted bolt carbine Thunder hammer
18”
Assault 2
4
-1
2
-
Melee
Melee
x2
-3
3
Power maul
Melee
Melee
+2
-1
1
When attacking with this weapon, you must subtract 1 from the hit roll -
Power axe
Melee
Melee
+1
-2
1
-
WARGEAR OPTIONS ABILITIES
Up to 5 models including the Hearthguard Champion may replace their master-crafted bolt c arbine with options from the Mercator Syndictus Special Weapons list.
Brothers in Arms (pg.2) Exo-Armour: This model has a 5+ invulnerable save. Teleport Strike: During deployment, you can set up t his model in a teleportarium chamber instead of placing it
on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set it up anywhere on the battlefield that is more than 9” away from any enemy models.
Faction Keywords
, Mercator Syndictus,
Keywords
Character, Infantry , Hearthguard, Hearthguard Kindred
15
Hearthguard Guardian Kindred
Power: 10
Point Cost: 95
NAME
M
WS
BS
S
T
W
A
LD
Sv
Hearthguard
5”
3+
3+
3
4
2
2
7
2+
Hearthguard Champion
5”
3+
3+
3
4
2
3
8
2+
This unit contains 1 Hearthguard Champion and 4 Hearthguards. It can include up to 5 additional Hearthguards. (Power Rating +9)/(19 points per model )
The Hearthguard Champion is armed with a thunder hammer and titan shield Each Hearthguard is armed with a power maul or power axe and titan shield
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Thunder hammer
Melee
Melee
x2
-3
3
Power maul
Melee
Melee
+2
-1
1
When attacking with this weapon, you must subtract 1 from the hit roll -
Power axe
Melee
Melee
+1
-2
1
-
ABILITIES
Brothers in Arms (pg.2) Exo-Armour: This model has a 5+ invulnerable save. Teleport Strike: During deployment, you can set up t his model in a teleportarium chamber instead of placing it
on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set it up anywhere on the battlefield that is more than 9” away from any enemy models. Titanshield: Models equipped with a titan shield, during the shooting phase, give any friendly Mercator Syndictus units within 3” of them the ability to ignore damage from unsaved wounds on a 5+ after saves have
Faction Keywords
been rolled. Imperium, Mercator Syndictus,
Keywords
Infantry , Hearthguard, Hearthguard Guardian Kindred
16
Hearthguard Breacher Kindred
Power: 17
Point Cost: 210
NAME
M
WS
BS
S
T
W
A
LD
Sv
Hearthguard
5”
3+
3+
3
4
2
2
7
2+
Hearthguard Champion
5”
3+
3+
3
4
2
3
8
2+
This unit contains 1 Hearthguard Champion and 4 Hearthguards. It can include up to 5 additional Hearthguards. (Power Rating +17)/(42 points per model )
The Hearthguard Champion is armed with a thunder hammer and Wrist mounted autocannon Each Hearthguard is armed with a thunder hammer and Wrist mounted autocannon
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Thunder hammer
Melee
Melee
x2
-3
3
Wrist mounted autocannon WARGEAR OPTIONS
12”
Heavy 1
7
-1
2
When attacking with this weapon, you must subtract 1 from the hit roll -
ABILITIES
For every 5 models, one Hearthguard may swap their Wrist mounted Auto cannon from an option from the Mercator Syndictus Heavy Weapons list. Brothers in Arms (pg.2)
Exo-Armour: This model has a 5+ invulnerable save. Teleport Strike: During deployment, you can set up t his model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set it up anywhere on the battlefield that is more than 9” away from any enemy models.
Faction Keywords
, Mercator Syndictus,
Keywords
Infantry , Hearthguard, Hearthguard Breacher Kindred
17
Combat Engineer Squad
Power: 6
Point Cost: 50
NAME
M
WS
BS
S
T
W
A
LD
Sv
Engineer Initiate
5”
4+
3+
3
4
1
1
6
4+
Engineer Elder
5”
4+
3+
3
4
1
2
7
4+
Power Rating +5)/(10 This unit contains 1 Engineer Elder and 4 Engineer Initiates. It can include up to 5 additional Engineer Initiates. (Power points per model )
The Engineer Elder is armed with a chain hand-axe and mercator syndictus lasgun. Each Engineer Initiate is armed with a Mercator Syndictus Lasgun.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Chain hand axe
Melee
Melee
+1
-1
1
Mercator syndictus lasgun
24”
Heavy 2
3
-1
1
A model armed with a chain hand axe may make one additional attack with them in the fight phase. -
ABILITIES
Brothers in Arms (pg.2) Fortification Experts : During deployment, for each Combat Engineer Squad the player owns pick one piece of terrain that’s in the player’s deployment zone or within 12” of the edge of it. All Friendly units
when inside that terrain receive a +2 bonus to saves against shooting attacks i nstead of +1 and receive a +1 bonus to their save in the fight phase on the turn an enemy unit charges them. them.
Faction Keywords
, Mercator Syndictus,
Keywords
Infantry , Engineer, Combat Engineer Squad
18
Demolition Engineer Squad
Power:4
Point Cost: 65
NAME
M
WS
BS
S
T
W
A
LD
Sv
Engineer Initiate
5”
4+
3+
3
4
1
1
6
4+
Engineer Elder
5”
4+
3+
3
4
1
2
7
4+
Power Rating +8)/(12 This unit contains 1 Engineer Elder and 4 Engineer Initiates. It can include up to 5 additional Engineer Initiates. (Power points per model )
The Engineer Elder is armed with a Chain Hand-Axe, Mercator Syndictus Lasgun, Frag Grenades, and a Melta Bomb. Each Engineer Initiate is armed with a Mercator Syndictus Lasgun, Frag Grenades, and Krak Grenades.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Chain Hand Axe
Melee
Melee
+1
-1
1
Mercator Syndictus Lasgun Electroblaster
24”
Heavy 2
3
-1
1
A model armed with a chain hand axe may make one additional attack with them in the fight phase. -
48”
Heavy 1
3
-4
D6
Frag Grenades
6”
Grenade D6
3
0
1
On hit rolls of 6+ with this weapon, you immediately hit another enemy unit within 6” of the original target. If no such target exists, then t his ability has no effect. -
Krak Grenades
6”
Grenade 1
6
-1
D3
-
Melta Bomb
4”
Grenade 1
8
-4
D6
WARGEAR OPTIONS
For every 5 models, one Engineer Initiate may replace their Mercator Syndictus Lasgun with an Electroblaster for 5pts each Brothers in Arms (pg.2) EMP Charge: If a model in this unit equipped with an electroblaster rolls a 6+ for to wound against an enemy Vehicle in the shooting phase, that Vehicle immediately takes 1d3 mortal wounds. Demolition Experts: A Demolition Engineer Squad may throw a grenade at an enemy Vehicles or Monsters within 1” of its own unit. In addition, during the Fight phase one model in the unit may treat any Grenade type weapon as a melee weapon making one attack using the weapons profile against enemy Vehicles or Monsters.
ABILITIES
Faction Keywords
, Mercator Syndictus,
Keywords
Infantry , Engineer, Demolition Engineer Squad
19
Warp Wardens
Power: 4
Point Cost: 65
NAME
M
WS
BS
S
T
W
A
LD
Sv
Warp Warden
5”
2+
2+
3
4
3
3
9
2+
This unit contains 1 Warp Warden It can include up to 2 additional Warp Wardens. (Power Rating +16)/(65 points per model ) Each Warp Warden is armed with a power maul or power axe, twin bolt carbine, frag grenades, and krak grenades.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Power axe
Melee
Melee
+1
-2
1
-
Power maul
Melee
Melee
+2
-1
1
-
Twin bolt carbine
24”
Assault 4
4
0
1
-
Frag grenade
6”
Grenade D6
3
0
1
-
Krak grenade
6”
Grenade 1
6
-1
D3
-
Thunder hammer
Melee
Grenade 1
x2
-3
3
Assault cannon
24”
Heavy 6
6
-1
1
When attacking with this weapon, you must subtract 1 from the hit roll. -
Heavy flamer
8”
Heavy D6
5
-1
1
This weapon automatically hits its target
Melta gun
24”
Heavy 1
8
-4
D6
Neo-Plasma carbine
18”
Assault 2
6
-3
1
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. -
WARGEAR OPTIONS
Each model may replace their twin bolt carbine for -An assault cannon for 18pts -An heavy flamer for 14pts -An melta gun for 14pts -Or a neo-plasma carbine for 4pts Each model may replace their power maul or power axe for a thunder hammer for 15pts Bane of the Deep: Warp wardens re-roll wound rolls of 1 against Orks, Tyranids, Chaos, and Necrons
ABILITIES
Teleport Strike: During deployment, you can set up t his model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set it up anywhere on the battlefield that is more than 9” away from any enemy models. Warp Warden Armour: All models in this unit have a 5+ invulnerable save.
Faction Keywords
Imperium, Mercator Syndictus,
Keywords
Infantry , Hearthguard, Warp Warden
20
The Huntress
Power: 9
Point Cost: 85
NAME
M
WS
BS
S
T
W
A
LD
Sv
The Huntress
5”
3+
2+
3
4
3
1
9
4+
The Huntress is a single model armed with Augmented Neo-Plasma Rifle, and a chain hand axe. Only one of this model may be included in your army.
Weapon
Range
Type
S
AP
D
Chain hand axe
Melee
Melee
+1
-1
1
Augmented neo-plasma rifle
ABILITIES
Abilities Abiliti es
A model armed with a chain hand axe may make one additional attack with them in the fight phase 36” Heavy 1 6 -3 D6 A model firing this weapon can target an enemy Character even if they are not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage. Aw heel nae heem again!: If any enemy detachment has Old One Eye, then The Huntress can only shoot and charge Old One eye until the mo del is slain. The Most Dangerous Game: Any Character or Monster that The Huntress attacks in your shooting phase does
Faction Keywords
not gain any bonuses to its saving throws for being in cover. Imperium, Mercator Syndictus, Orphan Legion
Keywords
Infantry , Character, The Huntress
Militia Squad
Power: 4
Point Cost: 70
NAME
M
WS
BS
S
T
W
A
LD
Sv
Militia
5”
4+
4+
3
4
1
1
6
4+
Militia Elder
5”
4+
4+
3
4
1
2
7
4+
This unit contains 1 Militia Elder and 9 Militia. Each Model is armed with a mercator syndictus lasgun and chain hand axe
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Chain hand axe
Melee
Melee
+1
-1
1
Mercator syndictus lasgun
24”
Heavy 2
3
-1
1
A model armed with a chain hand axe may make one additional attack with them in the fight phase -
For every five models in the unit one model may replace their mercator syndictus lasgun with options
WARGEAR OPTIONS ABILITIES
Brothers in Arms (pg.2)
Faction Keywords
, Mercator Syndictus,
Keywords
Infantry , Militia, Militia Squad
from the Mercator Syndictus Special Weapons list.
21
Warrior Kindred
Power: 5
Point Cost: 70
NAME
M
WS
BS
S
T
W
A
LD
Sv
Warrior
5”
4+
4+
3
4
1
1
6
4+
Warrior Elder
5”
4+
4+
3
4
1
2
7
4+
This unit contains 1 Warrior Elder and 9 Warriors. Each model is armed with two bolt pistols.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Bolt pistol
12”
Pistol 1
4
0
1
-
WARGEAR OPTIONS ABILITIES
Two models in the unit one model may take options from the Mercator Syndictus Melee Weapons list.
Brothers in Arms (pg.2) Spiritual Connection: Any Friendly Living Ancestor within 12” of this unit may measure from this units Warrior Elder when determining valid targets for
Faction Keywords
their psychic powers. Imperium, Mercator Syndictus,
Keywords
Infantry , Warrior, Warrior Kindred
Merchant Guard Squad
Power: 5
Point Cost: 40
NAME
M
WS
BS
S
T
W
A
LD
Sv
Merchant Guard
5”
4+
4+
3
4
1
1
6
4+
Merchant Sgt.
5”
4+
4+
3
4
1
2
7
4+
Power Rating +7)/(8 points This unit contains 1 Merchant Sgt. and 4 Merchant guards. It can include up to 5 additional Merchant guards. (Power per model ) Each model is armed with a bolt carbine, bolt pistol, and a chain hand axe
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Chain hand axe
Melee
Melee
+1
-1
1
-
Bolt carbine
18”
Assault 2
4
0
1
-
Bolt pistol
12”
Pistol 1
4
0
1
-
WARGEAR OPTIONS
For every five models in the unit one model may replace their Bolt Carbine with options from the Mercator Syndictus Heavy Weapons list.
Merchant Sgt. may replace their bolt carbine wit h options from the Mercator Syndictus Ranged Weapons list
Merchant Sgt. may replace their chain hand axe with options from the Mercator Syndictus Melee Weapons list
ABILITIES
Brothers in Arms (pg.2) Suppressing Fire: During your Shooting Phase, this
Combat Squad: Before any models are deployed at the
Faction Keywords
start of the game, a Merchant Guard Squad containing 10 unit may choose to reduce their Ballistic skill to 6+ models may be split into two units, each containing 5 and reduce their weapon strength by 1. If they do so,models. any enemy unit they successfully wound can only shoot and charge this unit. , Mercator Syndictus,
Keywords
Infantry , Merchant Guard Squad
22
The Gunslinger
Power: 5
Point Cost: 70
NAME
M
WS
BS
S
T
W
A
LD
Sv
The Gunslinger
5”
3+
3+
3
4
3
3
8
4+
The Gunslinger is a single model armed with The Faithful, a chain hand axe, frag gr enades, and krak grenades. Only one of this mod el may be included in your army.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
The Faithful
12”
Pistol 2
4
-1
2
-
Chain hand axe
Melee
Melee
+1
-1
1
Frag grenade
6”
Grenade D6
3
0
1
A model armed with a chain hand axe may make one additional attack with them in the fight phase -
Krak grenade
6”
Grenade 1
6
-1
D3
-
ABILITIES
Brothers in Arms (pg.2) Spirit Kindred: During the morale phase, pick one of
the following: A single friendly Orphan Legion Infantry unit within 3” of the the Gunslinger does not take any morale tests or any friendly Mercator Syndictus Infantry unit within 3” of the gunslinger rolls two dice for a morale test and take the lowest result.
Faction Keywords
The Gunslinger can manifest one psychic power in each friendly psychic phase and attempt to deny two psychic powers in each enemy psychic phase. He knows the Smite psychic power and one psychic power from the Ancestral discipline. Imperium, Mercator Syndictus, Orphan Legion
Keywords
Infantry , Character, The Gunslinger
PSYKER
23
Grub
Power: 5 NAME
M
WS
BS
S
T
Warrior
*
6+
*
6
7
W
12
Point Cost: 85 DAMAGE A
LD
Sv
*
7
3+
Some of this model’s characteristics characteristics change as it suffers Damage, as shown below.
REMAINING W
7-12+ 4-6 1-3
A Grub is a single model equipped with a heavy bolter, two bolter arrays, and o ne option from the Mercator Syndictus Heavy Weapons list.
Weapon
Range Ra nge
Type
S
AP
D
Abilities Abiliti es
Heavy bolter
36”
Heavy 3
5
-1
1
-
Bolter array
18”
Assault 6
4
0
1
Multi-melta
24”
WARGEAR OPTIONS ABILITIES
M
BS
A
12” 8” 5”
4+ 5+ 6+
3 D3 1
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it. Heavy 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. The Grub may replace its heavy bolter for a Multi-melta…12pts
Explodes: If this model is reduced t o 0 wounds, roll a D6 before removing it from the battlefield and before a ny embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use it’s smoke
launchers; until your next Shooting phase your opponent must s ubtract 1 from all hit rolls for ranged weapons that targ et this vehicle
TRANSPORT
Faction Keywords Keywords
This model can transport 12 Mercator Syndictus Infantry models. Each Hearthguard or Jump Pack model takes the space of two other models. , Mercator Syndictus, Vehicle , Transport, Grub
Termite
Power: 5
W
Point Cost: 125 DAMAGE
NAME
M
WS
BS
S
T
A
LD
Sv
Warrior
*
5+
*
8
7
12
*
7
3+
Abilities Abiliti es
Some of this model’s characteristics characteristics change as it suffers Damage, as shown below.
REMAINING W
M
BS
A
7-12+ 4-6 1-3
9” 7” 6”
4+ 5+ 6+
D6 D3 1
A Termite is a single model equipped with a melta cutter.
Weapon
Range Ra nge
Type
S
AP
D
Melta Cutter
12”
Heavy 1
8
-4
D6
ABILITIES
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Explodes: If this model is reduced t o 0 wounds, roll a D6 before removing it from the battlefield and before a ny embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds. Melta Cutters: All melee attacks with this model has a n AP value of -4 and does D6 damage. Subterranean Assault: During deployment, you can set up this model, along with any units embarked within it,
underground instead of placing it on the battl efield. At the end of your Movement phases the unit can come up from underground and destroy anything in its path as it surfaces – set it up anywhere on t he battlefield. If on an enemy u nit, that unit immediately takes 1d6 mortal wounds and moves 6” away from where the Termite was placed.
TRANSPORT
Faction Keywords Keywords
This model can transport 10 Mercator Syndictus Infantry models. Each Hearthguard or Jump Pack model takes the space of two other models. , Mercator Syndictus, Vehicle , Transport, Termite
24
Hornet Bike Squad
Power: 4
Point Cost: 39
NAME
M
WS
BS
S
T
W
A
LD
Sv
Hornet Rider
12”
4+
4+
3
5
2
1
6
4+
Hornet Sgt.
12”
4+
4+
3
5
2
2
7
4+
This unit contains 1 Hornet Sgt. and 2 Hornet Riders. It can include up to 4 additional Hornet Riders. (Power Rating +5)/(13 points per model)
The Hornet Sgt. is armed with a chain hand axe and bolt pistol. Each Hornet Rider is armed with a bolt pistol.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Chain hand axe
Melee
Melee
+1
-1
1
Bolt pistol
24”
Heavy 2
3
-1
1
A model armed with a chain hand axe may make one additional attack with them in the fight phase. -
Twin bolt carbine
18”
Assault 4
4
0
1
-
Assault cannon
24”
Heavy 6
6
-1
1
Meltagun
12”
Assault 1
8
-4
D6
WARGEAR OPTIONS
ABILITIES
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result
Up to 3 models in the unit may replace their twin bolt carbine for an -assault cannon…19pts meltagun…15pts -meltagun…15pts
Brothers in Arms (pg.2) Turbo-Boost: When this model Advances, add 6” to its Move characteristic for that Movement phase instead of rolling a dice.
Faction Keywords
, Mercator Syndictus,
Keywords
Biker , Hornet Bike Squad
25
Valkyrie Oathsworn
Power: 8
Point Cost: 180
NAME
M
WS
BS
S
T
W
A
LD
Sv
Valkyrie Oathsworn
8”
3+
3+
3
4
2
2
6
3+
Valkyrie Champion
8”
3+
3+
3
4
2
3
7
3+
Power Rating This unit contains 1 Valkyrie Champion and 4 Valkyri e Oathsworn. It can include up to 5 ad ditional Valkyrie Oathsworn. (Power +7)/(36 points per model )
The Valkyrie Champion is armed with an oathblade and bolt pistol. Each Valkyrie Oathsworn is armed with an oathblade.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Oathblade
Melee
Melee
User
0
1
This weapon always wounds on 2+ .
Bolt pistol
12”
Pistol 1
4
0
1
-
ABILITIES
Brothers in Arms (pg.2) Spiritual Connection: Any Friendly Living Ancestor within 12” of this unit may measure from this units
Valkyrie Champion when determining valid targets for their psychic powers.
Faction Keywords
Imperium, Mercator Syndictus,
Keywords
Infantry, Jump Pack, Fly, Valkyrie Oathsworn
26
Meteoric Descent: During deployment, you can set up this
unit in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this unit can use a meteoric descent – set it up anywhere on the battlefield that is more than 9” away from any enemy models.
Wasp
Power: 5
Point Cost: 75
NAME
M
WS
BS
S
T
W
A
LD
Sv
Wasp
15”
6+
4+
5
5
6
1
7
3+
This unit contains 1 Wasp It can include 1 additional Wasp (Power Rating +5) or 2 additional Wasps (Power Rating +10) (75 points per model) Each model is equipped with an assault cannon and two heavy bolters.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Assault cannon
24”
Heavy 6
6
-1
1
-
Heavy bolter
36”
Heavy 3
5
-1
1
-
Twin lascannon
48”
Heavy 2
9
-3
D6
-
Warp core missile
36”
Heavy D6
10
-4
D6
Each Warp Core missile can only be fired once per battle.
WARGEAR OPTIONS ABILITIES
Each Wasp may take up to 2 warp core mi ssile…8pts each
ascannon…15pt s Each Wasp may replace the assault cannon with twin lascannon…15pt
Vehicle Squadron: The first time this unit is set up, all models in this unit must be pl aced within 6” of
each other. From that point onwards, each operates independently and is treated as a separate unit for all purposes Airborne: This model cannot charge, can only be
charged by units that can Fly, and can only attack or be attacked in the Fight phase by units that can Fly. Crash and Burn: If this model is reduced to 0 wounds,
roll a D6 before removing the mo del from the battlefield; on a 6 it crashes and explodes, and each fers D3 mortal wounds. unit within 6” suf fers
Faction Keywords
Imperium, Mercator Syndictus,
Keywords
Vehicle, Fly, Wasp
27
Hard to Hit: Your opponent must subtract 1 from hit
rolls for attacks that target this model in the Shooting phase. Hover Jet: Before this model moves in your Movement
phase, you can declare it will hover. It loses the Airborne and Hard to Hit abilities until t he beginning of your next Movement phase.
Thunderer Kindred
Power: 5
Point Cost: 75
NAME
M
WS
BS
S
T
W
A
LD
Sv
Thunderer
5”
4+
4+
3
4
1
1
6
4+
Thunderer Champion
5”
4+
4+
3
4
1
2
7
4+
This unit contains 1 Thunderer Champion and 4 Thunderers, each model is equipped with an option from the Mercator Syndictus Heavy Weapons list, bolt pistol, frag grenades and krak grenades.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Bolt pistol
12”
Pistol 1
4
0
1
-
Frag grenade
6”
Grenade D6
3
0
1
-
Krak grenade
6”
Grenade 1
6
-1
D3
-
ABILITIES
Brothers in Arms (pg.2) The Sound of Retribution: In your Shooting phase, each time you r oll a wound roll of 6+ for a model in this unit,
it inflicts a mortal wound in addit ion to its normal damage. This ability does not apply to any model in this unit that is shooting with a pistol or grenade weapon.
Faction Keywords
, Mercator Syndictus,
Keywords
Infantry , Thunderer, Thunderer Kindred
28
Black Widow Trike Squad
Power: 5
Point Cost: 55
NAME
M
WS
BS
S
T
W
A
LD
Sv
Black Widow Team
10”
4+
4+
3
5
3
2
7
3+
This unit contains 1 Black Widow Team. It can included 1 additional Black Widow Team (Power Rating +4) or 2 additional Black Widow Teams (Power Rating +8) (55 points per model). Each model is equipped with twin heavy bolters and a electroblaster, and is cr ewed by two squats armed with bolt pistols.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Twin heavy bolter
36”
Heavy 6
5
-1
1
-
Multi-melta
24”
Heavy 1
8
-4
D6
Electroblaster
48”
Heavy 1
3
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. On hit rolls of 6+ with this weapon, you immediately hit another enemy unit within 6” of the original target. If no such target exists, then t his ability has no effect.
Lascannon
48”
Heavy 1
9
-3
D6
-
Neo-plasma cannon
48”
Heavy D6
6
-3
1
-
Bolt pistol
12”
Pistol 1
4
0
1
-
WARGEAR OPTIONS
meltas…40pts Any model may replace its twin heavy bolter for two Multi-meltas…40pts
Any model may replace its electroblaster for a -Lascannon…20pts Lascannon…20pts cannon…14pts -Neo-plasma cannon…14pts
ABILITIES
Brothers in Arms (pg.2) Turbo-Boost: When this model Advances, add 6” to its Move characteristic for that Movement phase instead of rolling a dice. Gunner and Driver: This unit counts each wound taken as casualties when rolling for morale tests.
Faction Keywords
, Mercator Syndictus,
Keywords
Biker , Black Widow Squad
29
Scorpion Artillery Support Battery
Power: 5
Point Cost: 55
NAME
M
WS
BS
S
T
W
A
LD
Sv
Scorpion Artillery Gun
5”
4+
4+
3
6
4
2
7
3+
This unit contains 1 Scorpion Artillery gun and 2 crew, one manning the weapon and one standing alongside. It can include up to 2 additional Scorpion Artillery Guns and their crews (Power rating +5 per Scorpion Artillery Gun)(55pts per model). Each Scorpion Weapon is equipped with an eclipse flare launcher. In addition, o ne of its crew can attack with a bolt carbine.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Eclipse flare launcher
60”
Heavy D6
4
0
1
Stormbreaker cannon
60”
Heavy 4
8
-4
D6
Thudd gun
60”
Heavy 2D6
6
-4
D6
Mole mortar
60”
Heavy D6
5
-1
1
Dust storm cannon
60”
Heavy D6
4
0
1
Bolt carbine
18”
Assault 2
4
0
1
Enemy units hit by this weapon suffer a -1 penalty to all to hit rolls until the end of their following turn. This weapon hits on 2+ against models with the Flyer keyword. Roll four dice for number of attacks for this weapon, discarding the two lowest Any enemy units hit by this weapon reduce their Movement characteristic by 2 until the end of their following turn. Each wound roll of 6+ is treated as a mortal wound and the enemy unit suffers a -1 toughness penalty until the end of the turn. This abi lity has no effect against units with the vehicle Keyword. -
WARGEAR OPTIONS
Each Scorpion Artillery Gun may replace its eclipse flare launcher for a -Stormbreaker cannon…25pts 75pts(Power rating +4 per model) -Thudd gun…75pts(Power
-Mole mortar…15pts mortar…15pts -Duststorm cannon...10pts
ABILITIES
Artillery Support: A Scorpion Artillery Support
Merchant Guard Crew: Each Scorpion Artillery
Battery must be deployed as a single group with each Scorpion Artillery Gun within 3” of at least one other Scorpion Artillery Gun from their unit, and with each crew within 1” of their Scorpion Artillery Gun. From that point on each Scorpion Artillery Gun acts as a single unit.
gun and its crew are treated as a single model for all rules purposes. The crew must remain within 1” of their Scorpion Artillery Gun and cannot be targeted or attacked separately. The range and its crew are measured from the Scorpion Artillery Gun, not the crew.
Faction Keywords
, Mercator Syndictus,
Keywords
Vehicle, Artillery, Scorpion Artillery Support Battery
30
Land Raider
Power: 21 NAME
M
WS
BS
S
T
Land Raider
*
6+
*
8
8
W
16
Point Cost: 356
A
LD
Sv
*
9
2+
A Land Raider is a single model equipped with a twin heavy bolter and two twin lascannons .
DAMAGE Some of this model’s characteristics characteristics change as it suffers Damage, as shown below.
REMAINING W
9-16+ 5-8 1-4
M
BS
A
10” 5” 3”
3+ 4+ 5+
6 D6 1
Weapon
Range Ra nge
Type
S
AP
D
Abilities Abiliti es
Twin heavy bolter Heavy flamer
36”
Heavy 6
5
-1
1
-
8”
Assault D6
5
-1
1
This weapon automatically hits
Twin lascannon Multi-melta
48”
Heavy 2
9
-3
D6
-
24”
Heavy 1
8
-4
D6
48”
Heavy D6
6
-3
1
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. -
36”
Heavy 1d6
10
-4
D6
Each warp core missile can only be fired once per battle.
Neo-plasma cannon Warp core missile
WARGEAR OPTIONS
ABILITIES
This model may take a Multi-melta…15pts
This model may take a warp core missile…10pts missile…10pts
This model may take a Neo-Plasma Cannon…20pts Cannon…20pts
This model may replace its twin heavy bolter for 2 Heavy Flamers… free
Explodes: If this model is reduced t o 0 wounds, roll a D6 before removing it from the battlefield and before a ny embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds. wounds. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use it’s smoke
launchers; until your next Shooting phase your opponent must s ubtract 1 from all hit rolls for ranged weapons that target this vehicle Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy Weapons. Finely-crafted Machinery: At the beginning of your turn, while this model is at eight wounds or less, roll a D6. On a 3 or
less nothing happens, on a 4 or higher this mo del counts as its number of wounds being 9+ for the purpose of Movement, Ballistic skill, and number of Attacks for the remainder of your turn.
TRANSPORT
Faction Keywords Keywords
This model can transport 10 Mercator Syndictus Infantry models. Each Hearthguard or Jump Pack model takes the space of two other models. , Mercator Syndictus, Vehicle , Transport, Land Raider
31
Beetle
Power: 13 NAME
M
WS
BS
S
T
Beetle
*
6+
*
7
8
W
14
Point Cost: 160
DAMAGE
A
LD
Sv
Some of this model’s characteristics characteristics change as it suffers Damage, as shown below.
*
7
3+
This unit contains 1 Beetle. It is equipped with a battle cannon.
REMAINING W
8-14+ 4-7 1-3
M
BS
A
10” 7” 4”
4+ 5+ 6+
3 D3 1
Weapon
Range
Type
S
AP
D
Abilities
Battle cannon
36”
Heavy D6
8
-2
D3
-
Guild melta cannon
36”
Heavy 3
8
-3
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Distortion cannon Electromagnetic cannon
24”
Heavy D3
10
-4
D6
-
72”
Heavy D3
6
-4
D3
Heavy neoplasma cannon
48”
Heavy D6
7
-3
D6
On hit rolls of 6+ with this weapon, you immediately hit another enemy unit within 6” of the original target. If no such target exists, then this ability has no effect. -
WARGEAR OPTIONS
This model may take two of the same options from the Mercator Syndictus Heavy Weapons list
This model may take another option from the Mercator Syndictus Heavy Weapons list
This model may replace its Battle Cannon for a -Guild melta cannon…25pts -Distortion cannon…28pts
-Electromagnetic cannon…10pts -Heavy neo-plasma cannon…13pts
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use it’s
smoke launchers; until your next Shooting phase your op ponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle Grinding Advance: This model does not suffer the penalty to turret weapon hit rolls for shooting a Heavy weapon on a
turn in which it has moved. The follo wing weapons are turret weapons: battle cannon, guild melta cannon, heavy neo plasma cannon, distortion cannon, electromagnetic cannon, and Vulcan mega bolter.
Faction Keywords Keywords
, Mercator Syndictus, Vehicle , Beetle
32
Hyperion Guardian
Power: 28 NAME
M
WS
BS
S
T
W
Point Cost: 445 DAMAGE Some of this model’s characteristics characteristics change as it suffers Damage, as shown below.
A
LD
Hyperion * * * 8 8 26 9 9 Guardian A Guardian is a single model equipped with twin heavy bolter, a drill hammer, and a vulcan me ga bolter
Sv
3+
REMAINING W
14-26+ 7-13 1-6
M
WS
BS
12” 6” 3”
3+ 4+ 5+
3+ 4+ 5+
Weapon
Range Ra nge
Type
S
AP
D
Abilities Abiliti es
Drill Hammer
Melee
Melee
+2
-4
D6
Vulcan mega bolter Twin heavy bolters Neo-plasma cannon Autocannon
60”
Heavy 20
6
-2
2
When rolling for damage with this weapon, roll a dice and discard the lowest result. -
36”
Heavy 6
5
-1
1
-
48”
Heavy D6
6
-3
1
-
48”
Heavy 2
7
-1
2
-
WARGEAR OPTIONS
Power rating +3 ) Shepherd…50pts ( Power This model may replace its Vulcan mega bolter for a Shield of the Shepherd…50pts
This model may replace its twin heavy bolter for -2 Neo-Plasma Cannons…30pts -2 Autocannons…20pts Autocannons…20pts
ABILITIES
bolter…250pts ( Power Power rating +13 ) This model may replace its Drill hammer for a vulcan mega bolter…250pts
Explodes: If this model is reduced t o 0 wounds, roll a D6 before removing it from the battlefield and before a ny embarked models disembark. On a 6 it explodes, and each unit wit hin 2D6” suffers D6 mortal wounds. Shield of the Shepherd: Any friendly Mercator Syndictus unit within 6” of a model with this equipped adds +2 to their
saving throws to a maximum of 2+. The Hyperion Guardian itself increases it’s armor save to 2+ and gains a 5+ invulnerable save. Runic Protection: Any enemy psyker attempting to manifest a psychic power within 12” of this model adds +2 to the warp
charge of any psychic power they try to manifest. Super Heavy Walker: This model can Fall Back in the Movement phase and still shoot and/or charge in the same turn. When this model Falls Back, it can move over enemy Infantry models, though it must end its move more than 1” from any
enemy units. In addition this model can move and f ire Heavy weapons without suffering the penalty to its hit rolls. Finally, this model only gains a bonus to its save for being in cover if at least half of the model is obscured from the firer.
Faction Keywords Keywords
Imperium Mercator Syndictus, Vehicle , Titanic, Hyperion Guardian
33
Goliath Mega Cannon Artillery
Power: 15 NAME
M
WS
BS
S
T
W
A
Point Cost: 300 LD
Sv
Goliath 0 4+ 3+ 3 8 25 5 9 2+ Artillery This unit contains 1 Goliath Artillery and 20 crew, five are manning the weapon, and the rest are standing alongside. The weapon is equipped with a Mega Cannon, its crew is equipped with mercator syndictus lasguns.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Mega Cannon
Unlimited
10
-4
D6
Mercator Syndictus lasgun
24”
Heavy 2D6 Heavy 2
3
-1
1
Any enemy unit hit by this weapon reduces its leadership by 1 until the beginning of your next Movement phase -
ABILITIES
Combat Engineer Crew: The Goliath Artillery and
Slow to Fire: At the beginning of your shooting
its crew are treated as a single model for all rules purposes. The crew must remain within 1” of their Scorpion Artillery Gun and cannot be targeted or attacked separately. The range and its crew are measured from the Goliath Artillery, not the crew.
phase roll a D6. On a 5+ the weapon is armed and ready and can shoot this turn. On a 4 or less it can’t fire this turn, but on the turn follo wing it can shoot.
Immobile: The Goliath Artillery cannot move for
any reason. No Kill Like Overkill: Before shooting with the
Goliath Artillery, roll a d3, that is the number of times it may shoot in the Shooting phase.
Faction Keywords Keywords
Imperium Mercator Syndictus, Vehicle , Artillery,Titanic, Hyperion Guardian
34
FOLLOWERS OF MALICE Before the battle, generate the psychic powers for Psykers that can use powers from the malefic discipline using the table below. You can either roll a D3 to generate their powers randomly (re-roll any duplicate results), o r you can select the psychic powers you wish the psyker to have.
Sanctic Discipline D3
1
2
3
PSYCHIC POWER Purge Soul Purge Soul has a warp charge value of 5. If manifested, pick a visible enemy unit within 12” of the psyker. Both controlling players roll a dice and add their respective unit’s highest Leadership value. If the target’s total is equal to or greater than the psyker’s total, nothing happens. If the psyker’s total is greater than the target’s total, the target unit suffers a number of mortal wounds equal to the difference. Gate of Infinity Gate of Infinity has a warp charge value of 6. IF manifested, pick a friendly Follower of Malice unit within 12” of the psyker. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9” from any enemy models. Hammerhand Hammerhand has has a warp charge value of 6. If manifested, pick a friendly Follower of Malice unit within 12” of the psyker. Add 1 to any wound rolls you make for that unit’s Melee weapons until the start of your next Psychic phase.
35
Void Blessed
Power: 10
Point Cost: 115
NAME
M
WS
BS
S
T
W
A
LD
Sv
Void Blessed
5”
2+
2+
4
4
4
3
9
2+
A Void Blessed is a single model armed with a master-crafted bolt carbine, force axe, frag grenades and krak grenades.
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Force axe
Melee
Melee
+1
-2
D3
-
Master-Crafted bolt carbine Frag grenade
24”
Assault 2
4
-1
2
-
6”
Grenade D6
3
0
1
-
Krak grenade
6”
Grenade 1
6
-1
D3
-
ABILITIES
Mark of Malice: This model rerolls results of 1 for all hit and wound rolls. Exo-Armour: This model has a 5+ invulnerable save. Teleport Strike: During deployment, you can set up t his model in a teleportarium chamber instead of placing it
on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set it up anywhere on the battlefield that is more than 9” away from any enemy models. Lord of Anarchy: You can re-roll hit rolls of 1 made for friendly units within 6” of this model
Faction Keywords
This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. He knows the Smite Psychic power and two psychic powers from the Sanctic discipline (pg.32) Chaos, Mercator Syndictus,
Keywords
Character, Infantry , Hearthguard, Psyker, Void Blessed
Psyker
36
Nemesis Kindred
Power: 12
Point Cost: 110
NAME
M
WS
BS
S
T
W
A
LD
Sv
Nemesis Guard
5”
3+
3+
3
4
2
2
7
2+
Nemesis Champion
5”
3+
3+
3
4
2
3
8
2+
Power Rating +11)/(22 This unit contains 1 Nemesis Champion and 4 Nemesis Guards. It c an include up to 5 additional Nemesis Guards. (Power points per model )
The Nemesis Guard Champion is armed with a master-craft ed bolt carbine and thunder hammer Each Hearthguard is armed with a master-crafted bolt carbine and power maul or power axe
Weapon
Range
Type
S
AP
D
Abilities Abiliti es
Master-Crafted bolt carbine Thunder hammer
18”
Assault 2
4
-1
2
-
Melee
Melee
x2
-3
3
Power maul
Melee
Melee
+2
-1
1
When attacking with this weapon, you must subtract 1 from the hit roll -
Power axe
Melee
Melee
+1
-2
1
-
WARGEAR OPTIONS ABILITIES
Up to 5 models including the Nemesis Champion may replace their master-crafted bolt carbine with options from the Mercator Syndictus Special Weapons list.
Mark of Malice: This model rerolls results of 1 for all hit and wound rolls. Exo-Armour: This model has a 5+ invulnerable save. Teleport Strike: During deployment, you can set up this model in a teleportarium chamber instead of placing it
on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set it up anywhere on the battlefield that is more than 9” away from any enemy models. Silent Adversary: Enemy units within 6” of this unit subtract 1 from their Leadership characteristic.
Faction Keywords
Chaos, Mercator Syndictus,
Keywords
Character, Infantry , Hearthguard, Nemesis Kindred
37
MERCATOR SYNDICTUS RANGE WEAPONS Range Type ASSAULT CANNON Heavy 6 24” AUGMENTED NEO-PLASMA Heavy 1 36” WEAPON
S 6 6
AP -1 -3
D 1 D6
RIFLE
AUTOCANNON
48” 72” 18”
Heavy 2 Heavy D6 Assault 6
7 8 4
-1 -2 0
2 D3 1
DUSTSTORM LAUNCHER
18” 12” 24” 60”
Assault 2 Pistol 1 Heavy D3 Heavy D6
4 4 10 4
0 0 -4 0
1 1 D6 1
ECLIPSE FLARE LAUNCHER
60”
Heavy D6
4
0
1
BATTLE CANNON BOLTER ARRAY
BOLT CARBINE BOLT PISTOL DISTORTION CANNON
Abilities A model firing this weapon can target Character even if they are not the closest enemy unit. If y ou roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage. This weapon can only be fired if a unit is embarked upon the vehicle equipped with it. Each wound roll of 6 is treated as a mortal wound and the enemy unit suffers a -1 toughness penalty until the end of the turn. This effect is cumulative. This ability has no effect against units with the vehicle Keyword. Enemy units hit by this weapon suffer a -1 penalty to all to hit rolls until the end of their following turn. On hit rolls of 6+ with this weapon, you immediately hit another enemy unit within 6” of the original target. If no such target exists, then this ability has no effect. On hit rolls of 6+ with this weapon, you immediately hit another enemy unit within 6” of the original target. If no such target exists, then this ability has no effect.
ELECTROBLASTER
48”
Heavy 1
3
-4
D6
ELECTROMAGNETIC CANNON
72”
Heavy 1
9
-4
D6
FLAMER
8” 6” 36”
Assault D6 Grenade D6 Heavy 3
4 3 8
0 0 -3
1 1 D6
8” 36” 48”
Assault D6 Heavy 3 Heavy D6
5 5 7
-1 -1 -3
1 1 D6
This weapon automatically hits. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. This weapon automatically hits. -
6” 48” 24”
Grenade 1 Heavy 1 Assault 2
6 9 4
-1 -3 -1
D3 D6 2
-
FRAG GRENADE GUILD MELTA CANNON
HEAVY FLAMER HEAVY BOLTER HEAVY NEO-PLASMA CANNON KRAK GRENADE LASCANNON MASTER-CRAFTED BOLT CARBINE
38
MERCATOR SYNDICTUS WARGEAR MERCATOR SYNDICTUS RANGED WEAPONS WEAPON Range
MEGA CANNON
Unlimited
Type Heavy 2D6
S 10
AP -4
D D6
MERCATOR SYNDICTUS LASGUN MELTABOMB
24”
Heavy 2
3
-1
1
MELTA CUTTER
4” 12”
Grenade 1 Heavy 1
8 8
-4 -4
D6 D6
MELTAGUN
12”
Assault 1
8
-4
D6
MISSILE LAUNCHER
MOLE MORTAR
When attacking with this weapon choose one of Heavy D6 4 48” Heavy 1 8 48” Heavy D6 5 60”
MULTI-MELTA
24”
Heavy 1
8
-4
D6
NEO-PLASMA CANNON
NEO-PLASMA RIFLE
48” 18” 12” 36”
Heavy D6 Assault 2 Pistol 1 Heavy 1
6 6 6 6
-3 -3 -3 -3
1 1 1 1
OLE’ GILDA
24”
Heavy 2
6
-3
D3
If the Targets within half range, add 1 to this weapon’s Strength.
STORMBREAKER CANNON
60”
Heavy 4
6
-2
2
This weapon hits on 2+ against models with the Flyer keyword.
THE FAITHFUL
12” 60”
Pistol 2 Heavy 2d6
4 6
-1 -2
1
24” 36” 48” 60” 36”
Assault 4 Heavy 6 Heavy 2 Heavy 20 Heavy 1d6
4 5 9 6 10
0 -1 -3 -2 -4
1 1 D6 2 D6
12”
Heavy 1
7
-1
2
Roll four dice for number of attacks for this weapon, discarding the two lowest Each Warp Core missile can only be fired once per battle. -
-FRAG -KRAK
NEO-PLASMA CARBINE NEO-PLASMA PISTOL
THUDD GUN
TWIN BOLT CARBINE TWIN HEAVY BOLTER TWIN LASCANNON VULCAN MEGA-BOLTER WARP CORE MISSILE WRIST MOUNTED AUTOCANNON
39
the profiles below. 0 1 -2 D6 -1 1
Abilities Any enemy unit hit by this weapon reduces its leadership by 1 until the beginning of your movement phase. -
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Any enemy units hit by this weapon reduce their Movement characteristic by 2 until the end of their following turn.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. A model firing this weapon can target an enemy Character even if they are not the closest enemy unit. IF you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
MELEE WEAPONS WEAPON
Range Melee Melee Melee
Type Melee Melee Melee
S +1 +3 +2
AP -1 -1 -4
D 1 D3 2
Melee Melee Melee
Melee Melee Melee
+1 +2 x2
-2 -1 -3
D3 D3 D3
MASTER-CRAFTED CHAIN HAND AXE THUNDER HAMMER
Melee
Melee
+1
-2
2
Melee
Melee
x2
-3
3
OATH BLADE
Melee
Melee
User
0
1
POWER AXE
Melee Melee
Melee Melee
+1 +2
-2 -1
1 1
CHAIN HAND AXE DISMEMBERED BONE MACE DRILL HAMMER
FORCE AXE FORCE STAFF HELLBREAKER
POWER MAUL
40
Abilities When rolling for damage with this weapon, roll a dice and discard the lowest result. On wound rolls of 6, this weapon inflicts D3 additional wounds. -
When attacking with this weapon, you must subtract 1 from the hit roll This weapon always wounds on 2+ -