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CodexFactionsAdeptus MechanicusTerrax-Pattern Termite [Legends]

Terrax-Pattern Termite [Legends]

M8"
T10
SV3+
W14
LD6+
OC2

Composition & Wargear

Terrax-Pattern Termite [Legends]
Choose one Wargear Termite drill (max 1) / Termite melta cutter (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Terrax melta cutter 12"54+ 9-4D6
Combi bolter 24"24+ 401
Heavy flamer 12"D6N/A 5-11
Twin volkite charger 18"24+ 502
Digital Cannon 24"23+ 6-13
Electro-fire Implants 12"D6+33+ 401
Neural Jammer 18"43+ 4-21
Nanoshard Projector 12"33+ 5-12
Arc Annulus 12"23+ 7-12
Electro-fused Vambraces 12"63+ 3-11
Syntaxik ChargerSonic Devastation 24"83+ 301

Melee Weapons

WeaponRangeAWSSAPD
Termite drill Melee64+ 14-2D3+3

Abilities

Damaged: 1-5 wounds remaining Datasheet

While this mdel has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Termite Assault Datasheet

This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models.

Deadly Demise Datasheet

D3

Deep Strike Core

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.

Doctrina Imperatives Core

At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.

PROTECTOR IMPERATIVE ■ Ranged weapons equipped by models in this unit have the [HEAVY] ability. ■ Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. ■ Each time a melee attack targets this unit, if this unit has the Battleline keyword and/or it is within 6" of one or more friendly Adeptus Mechanicus Battleline units, subtract 1 from the Hit roll.

CONQUEROR IMPERATIVE ■ Ranged weapons equipped by models in this unit have the [ASSAULT] ability. ■ Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. ■ Each time a model in this unit makes an attack, if this unit has the Battleline keyword and/or it is within 6" of one or more friendly Adeptus Mechanicus Battleline units, improve the Armour Penetration characteristic of that attack by 1.

Anti Core

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.

Melta Core

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.  Example:* A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2**.

Rapid Fire Core

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.  Example:* If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice* for that weapon (for a total of two for that weapon).

Ignores Cover Core

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

Torrent Core

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

Devastating Wounds Core

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.  Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.  Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.

Twin-linked Core

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.