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Weapons and Rules of the Kataphron Battle Servitors


There has been a lot of talk today about the new Kataphron Destroyers/ Breachers, and the massive amount of firepower these guys have. Heavy Grav Cannons, Plasma Culverins on a troop choice with a Toughness of 5 with 2 wounds looks like a strong unit.


The guys at Gametrust just sent us in a set of translations from German to English. So thank you!!

here is a link to the previous sets today about the Kataphron Destroyers if you are just catching up now.
http://natfka.blogspot.com/2015/05/lots-of-leaked-images-kataphron.html
http://natfka.blogspot.com/2015/05/translations-kataphron-battle-servitors.html

via the guys at Gametrust
thank you for linking to us, many use our pictures but don’t even give us some credits.
For this, only you will get the english translation of the new troops rules for Cult Mechanicus

Cognis-Flamer
if this weapon is used as defensive Fire (it can be used for defensive Fire) it will automatic do 3 Wounds instant of W3

Torisionskannone
if the Torsion Weapons make a wound, you have to roll a d3 dice for the wound, on non vehicle models it makes d3 wounds and on Vehicles it make d3 hull damage

Hydraulic Claw - Iron hold
double you strange to max of 10 with punch of 2 
You hit with your normal initiative of 3

Heavy Combatservitor rule
you can fire up twice a weapon even if you move
But you can’t run

You can take up to 9 models, so you will have a troop of max 12 models


via Cedric Dupont in the Comment Section
Translation of the Equipment's french rules : 
Kataphron Assault Armor : save 3+
Kataphron Half-Armor : Save 4+
Arc Claw : Melee, S+1, AP5, Haywire
Hydraulic Claw : Melee, S+2, Unwielddy, At the end of the assault phase, you can do an additional attack with Strenght X2 (max S10)
Cognis Flamer : template S4 AP5 Assault, when used at overwatch, 3 hits instead of 1D3
Heavy Arc Rifle : 36" S6 AP5 heavy 2 Haywire
Heavy Grav Cannon : 30", F*, AP2, Salvo 4/6 Concussive Grav
Phosphor Blaster : 24", S5, AP4, Rapid Fire, Luminagen : a unit wich take a damage or lost a wound by these munitions, take a -1 cover save penalty till the end of the phase. When a unit charge this target, they can reroll their Charge roll
Plasma Culverin : 24", S7, AP2, Heavy 2, Blast, Gets hot. 

Torsion Cannon : 24", S8, AP1," heavy 1, 1 Penetrating hit = 1D3 HP lost. 1 wound = 1D3 wound lost. (After Succesfull wound/hit and save failed) 

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77 Comments

  1. thats fire two weapons before anyone gets excited :-)

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  2. Translation of the Equipment's french rules :

    Kataphron Assault Armor : save 3+
    Kataphron Half-Armor : Save 4+
    Arc Claw : Melee, S+1, AP5, Haywire
    Hydraulic Claw : Melee, S+2, Unwielddy, At the end of the assault phase, you can do an additional attack with Strenght X2 (max S10)
    Cognis Flamer : template S4 AP5 Assault, when used at overwatch, 3 hits instead of 1D3
    Heavy Arc Rifle : 36" S6 AP5 heavy 2 Haywire
    Heavy Grav Cannon : 30", F*, AP2, Salvo 4/6 Concussive Grav
    Phosphor Blaster : 24", S5, AP4, Rapid Fire, Luminagen : a unit wich take a damage or lost a wound by these munitions, take a -1 cover save penalty till the end of the phase. When a unit charge this target, they can reroll their Charge roll
    Plasma Culverin : 24", S7, AP2, Heavy 2, Blast, Gets hot.
    Torsion Cannon : 24", S8, AP1," heavy 1, 1 Penetrating hit = 1D3 HP lost. 1 wound = 1D3 wound lost. (After Succesfull wound/hit and save failed)

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  3. Replies
    1. At least they're pricy and not particularly fast, not incredibly sturdy either. The right kind of firepower will punch a hole in them neatly.

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    2. Also, just noticed that both these guys and the robots only have BS3, not 4 like we're used to seeing on the more elite armies. That effectively reduces their expected hits by 25% if you were counting them as BS4 before. So 18 grav shots for them (standard unit size) is like 14~ grav shots for Space Marines. So they do about as much as a command squad with 4 grav guns for a similar cost, are a bit more sturdy (6 total wounds vs 5), have better range but dramatically less mobility and (imo) less melee potential.

      Sounds pretty balanced against each other.

      The scary thing is that you can put a lot more of these guys onto the table (best in separate units I think), if you're willing to fork over points in heaps.

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    3. I suppose durability is something the Kastelans have over the Kataphrons. It might be best to take both and let the Kastelans try to absorb (or reflect!) as much enemy firepower as possible.

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    4. Fair points - but these are a troops selection!

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    5. Oh wait, the grav-gun guys have the 4+ not the 3+ armour, so I guess they're less sturdy than the bike squad, I got that wrong in my last comment.

      Still, seems fair for their cost.

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    6. Unahim: If you take them in a formation with the robots they get +1BS and something else that I can't remember at the moment.

      Its not a high cost of entry either.

      Basically these guys make Scatterbike shooting look like a peashooter.

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    7. They're pretty balanced, I agree. For an infantry unit they're actually pretty durable; the T5 & 2W helps vs most AP4 weapons and the trade in firepower for defence with the Breachers is very useful...

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    8. The other rule on the formation is ignores cover in addition to +1bs iirc, so yeah, there is some deadly firepower there.

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    9. The weapons are good, but the models not so much.
      The shooty ones have a 4+ Save, 2W at T5.
      The combat ones have a crappy attack and a 3+ save but don't get the best guns.

      They are also all WS3 and BS3
      50 pts each for a 4+ save could get painful very quickly.

      I think these guys are basically glass cannons. The plasma and heavy grav cannons will put out a lot of hurt, but they aren't as durable as most other units. it's only 6 wounds per unit.

      Personally I like the balance. I think the Kastelans are much harder to kill but also cost heaps more points.

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    10. They're not actually that glassy: 20 bolter shots does 2.2 wounds, 6 autocannon shots 3.3 and that's the same for any weapon of S7 AP4 and more powerful until S10 doubles them out. It's very unlikely that you'll lose the whole lot to shooting in one go; even 24 scatterlaser shots do 5.3 wounds. The Breachers are even better as their Sv3+ changes the above to 1.5, 2.0 & 3.6 wounds respectively. Sure they'll suffer if they spearhead an attack but that's the role of Elites, not Troops. These are the ranged fire support from the back/mid (Destroyers) and close support from behind the front line for the Breachers...

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    11. Yes, the Breachers are on counter-assault duty, which is a bit counter intuitive given their name implies an aggressive siege role.

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    12. When i looked at the images (unzoomed) it look like BS5 instead of BS3

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    13. I guess what makes them glass cannon for me is the low number of wounds. Yes they can take a bit of punishment, but you lose 50pts and a lot of fire power every 2 wounds lost.

      Maybe glass cannon was a bit extreme, but they aren't super tough.

      I still think they are good but generally for a S4 weapon with no AP.... T4 3+ is exactly the same as T5 4+. Except that you are more likely to get a 3+ save than a 4+ save. Most weapons that ignore 3+ armor don't care about your toughness. Same goes for 4+ but there's more weapons that do it, and they start at S5 (heavy bolter).

      Against things like heavy bolters, assault cannons and autocannons marines are about twice as tough.

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    14. And the problem is, if you lose half a squad of marines or skitarii, they are still perfectly usable. They might still have all their heavy and special weapons, they can still cap objectives etc.
      If you lose 5 wounds from this unit, it's pretty much gone.
      You're talking 25pts per wound here, where most other infantry is looking at 10-14pts per wound.

      That being said, we dont know what the special Canticles of the Omissaiah rules do.. maybe they get FNP or something

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    15. 50 points you say. Well let's return to that Bike command example. For the marines you average 8 Grav hits with a 30" threat range for 210 points. Yes the command is tougher and better in CC (but still doesn't want to be in CC). These guys are 150 points (60 less, or 28.5% less) for 9 Grav hits with a 36" threat range. This means fill out your troops for 900 points and net yourself 108 Grav shots. Before we even consider the formation that makes them Bs4 and ignores cover. That 4 Wraithknight army is suddenly cowering in the corner begging for mercy...

      Long story short these are a bit good.

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    16. Oh, these are definitely good. The people trying to justify their weakness are the equivalent of Eldar players who try to justify that their bikes or WKs aren't that great...

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    17. Why don't you just remove yourself from the premises, GreySeer? People having a friendly discussion about pros and cons really don't need your knee jerk "If you don't agree with me you have ulterior motives or a mental malfunction." rhetoric around. Post argumentation to stave your opinions with, sure, but your blanket unsupported statement is clearly intended only to cause trouble.

      People like you are literally toxic. You poison the well of friendly discussion with your asinine remarks and less-than-stellar attitude.

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    18. It's not about weakness or strength, it's about specific tactics and counter-tactics. If you play paper to their scissors, of course they're going to seem 'strong.'

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    19. Unahim, are you a Craftworlds player? lol

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  4. I don't see much use for Kastelan Robots with Heavy Phosphor Blasters when Kataphrons are around. At this point if I get Kastelans at all, they will have power fists. I'll be leaving the heavy firepower to the Destroyers. They just do it so much better!

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    Replies
    1. For that matter, why take Vanguard or Rangers with Arc Rifles when Destroyers can take the heavier, longer ranged version of the weapon? The same goes for the Plasma Caliver to an extent (although, the three shots are nice even if the range isn't as good as the Culverin). I'm seriously rethinking my Skitarii list now. So many options!

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    2. The rules OMG!
      Kastelans are MC so they can shoot 2 weapons even if they move and they can run and can charge after shooting with heavy weapons too... in addiction the Kastelans are MC so they do HoW attacks on the charge!
      And their stats are superior with better protection...
      So they bth have a role on the battlefield...
      however i think that the AdMech lists until now lacks totally of transports and tanks (they have just two shooting walkers but they are not so strong) so they are an incomplete army made by two codices... Cool bu too costy cause they will need to borrow some transports from an allied Imperium codex (and by now the only ones that are 7th edition compliant are SW, BA and GK)...

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    3. It's about the same points for the same amount of arc shots, I guess, but the vanguard do get 7 guys with radium guns on top of those shots, the Destroyers only get the 6 arc shots and then melee (but why go close enough to melee when your range is so great?) . The Skitarii have a total of 10 wounds against the 6 of the Destroyers, but Destroyers are obviously sturdier with toughness and such. However, keep in mind that with the vanguards you can suffer 7 wounds and still theoretically have all 6 of your arc shots, so while the math is in favour of the Destroyers on that, the table will not always be. If you ever get shot by some S10 weaponry (we all know you will) your Destroyers are going to be easier to wipe away than the Skitarii, too.

      Then add to that that the Destroyers are BS3 while Vanguards are 4 and can boost their BS very high when desired. With even just the +1 you're looking at hitting 5 out of 6 compared to the Destroyers 3 out of 6. Also, you could bring an Arc Pistol on Vanguards for yet another extra arc shot. Any vehicle Vanguards shoot is probably dead, even with jink. Destroyers? Often won't be the case.

      Are 7 extra anti-infantry weapons and MUCH higher chance to hit worth the range difference and the (usually) less sturdiness? Sure, I'd say Vanguards are just as good in many lists. As soon as you add ally shenanigans for drop pods or other transports the weaknesses of Vanguards become less pronounced, too.

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    4. Another thing too though, we aren't sure how much longer the allied transport loophole will last. The next iteration of the 40k rules could easily put an end to that, leaving the A:.M:. to march and roll without any help.

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    5. GW is really forcing some tough decisions here. I love Doctrina Imperatives, yet I also like the Kataphrons. I'll have to proxy some Cult units before I decide what to purchase.

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    6. I've only ever seen that transport rule change be well received, and with GW making all transports Fast Attack in every codex they pass it seems they're expanding that option with each one they rework, not diminishing it. I'm not sure why you call it a "loophole" when it's just a rule.

      Unless there's some strong indication that it's about to change there's probably no merit to discussing from such a PoV. After all, we don't know how much longer the assault grenade loophole will let you charge through cover either, or how much longer relentless will let you move and shoot heavy weapons, and so on. No discussion is possible once we argue that rules "might" change. ;)

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    7. @Starchild
      The robots have a few good uses... firstly, they are HEAPS harder to kill. More wounds, great toughness, better save, invul save with reflecting chance.
      Secondly with the special orders, they can put out 9 shots each (3 twin linked) and S6 AP3. They are basically designed to kill MEQ. They also have a longer range than all of these karaphron weapons, which helps when you are shooting twice and not moving.

      Also don't forget the rumored +1BS and ignore cover formation. I think that was 2 units of Kataphron and 1 unit of Robots.

      Basically they provide the durability that the Kataphron don't have.

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    8. Aye. I'll definitely be picking up both. GW got me on this one.

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    9. admech's shaping up to be an intreasting army it looks like. you'll be able to have lots of bodies but also some incrediably strong hitting forces too

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    10. I'd say, an average number of bodies, about like Eldar. Skitarii look like they should be as numerous as Imperial Guardsmen, but in making an army list the points add up quickly. I call it the Doctrina tax.

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  5. Well looking forward to these: look awesome and impressive rules...

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  6. Don't forget that the additional rules in the skittari formation (the basic one) can really help your mobility. Plus the skittari force does not have objective secured, so their walkers (which are quite fast) can just be your objective takers. I think you will see all these guys in the same codex later this year (with transports) so don't worry to much.

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    Replies
    1. I highly doubt that. We won't see a combined Adeptus Mechanicus codex for at least a year or two.

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    2. Based on the Knight codex only taking a year to update, next summer may well be it but unlikely before then. Unless they do a militarum tempestus and these dexes stay valid alongside.

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    3. Perhaps there will be a FW book later in the year with one giant combined list for all Adeptus Mechanicus models (including FW previously-30k stuff) - it won't be a GW codex, that's not how things are done now. You're more likely to get them split up further into even smaller sub-factions, each with their own books...

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    4. FW will probably launch an imperial armour book with 40k rules for all of their exclusive horus heresy robots. That you can then ally with cult mechanicus and skitarii. Also solves the issue of no transport with the armoured conveyor becomes available as a fast attack choice.

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    5. The days of factions having a single Codex seem to be over. Just look at Eldar, and their new "Craftworlds" designator. I'd expect to see this continue for other factions as well. It'll be most interesting to see how they handle Space Marines. Will there be a vanilla Space Marine codex, or are we more likely to see Codex Adeptus Astartes: Something.

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    6. Erm, the name on the Eldar codex means nothing, inside it still specifies that it is its own faction. They're just making clear that yes, they're all technically Eldar, as the old name was confusing (are Harlequins not Eldar?).

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    7. It's possible that GW may even add more Adeptus Mechanicus codexes, in addition to Skitarii and Cult Mechanicus. The Myrmidons are the prime candidate for the next one.

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    8. Myrmidons already have FW models and rules

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  7. Torsion is just like the Eldar D-weapons.

    Spaming begins...autowin incomeing

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    Replies
    1. i actually think that torsion is the weakest out of those weapons really. only one shot weapon on a BS3 model... And it is also if you can glance stuff, which for a S8 weapon can be hard at times (AV13-14)... So the primary use for these is to kill monstrous creatures, but skitarii with plasma calivers and the grav weapons from other kataphrons are doing it much better and have a wider variety of targets...

      2 plasma blasts, 6 grav shots or two haywire shots sound much better to me.

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    2. Too, the torsion cannon has a suprisingly short range of 24". It's effectiveness depends in part on what is popular in your local area. If Nid Zilla dominates your local tables then these could be worth it.

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    3. maybe, but grav would do the job at better range with more reliability. These seem to me like the fluff weapons more

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  8. Skrimish screen of Skitarii lumining up enemies before the followong destroyers grav them to death.... with crab walkers providing Anti air / neutron blasters and a fat unit of those ugly robbie the robots as counter assault... chicken walkers outflank to contest with a unit of those infiltrators... not too bad an army. Would look good too on the table.

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    Replies
    1. Phosphor weapons are next to impossible to work when you want them to, especially on the targets most vulnerable to the graviton cannons, but I agree with your other musings.

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    2. While phosphor wont do much to 2+ saves take the formation give you kastellans double phosphor blasters and you should have no trouble against anything with a 3+ save

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    3. I really want Phosphor to work as an assault assister, but so far it's done very little :/

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    4. Aye. I was planning to give all my Dragoons a Phosphor Serpenta, but after a think on this I will not be doing that. It's just too much of a gamble and the points are better spent on other weapons. The Kastelan's heavy phosphor blasters are good mostly because they are the Mechanicus equivalent of the Eldar Starcannon. The Luminagen rule is just a nice bonus in this case.

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  9. Oh and a Warlord Titan. Just because.

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  10. "Hydraulic Claw - Iron hold
    double you strange to max of 10 with punch of 2
    You hit with your normal initiative of 3"
    Will doubling your strange make you weird or just odd

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    Replies
    1. Hydraulic Claw is Unwielddy, so you can't attack at I3. You do it at I1.
      And it's only 1 additional attack with StrenghtX2 after normal attack with S+2.

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    2. In other words, it's just like a servo arm attack from a Tech Priest or Techmarine.

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  11. This comment has been removed by the author.

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  12. I think the one huge thing everyone is missing... skitarri and cult mechanicus ARE FROM THE SAME CODEX... Codex Adeptus Mechanicus:....... so no reason you can't take whatever you want from either army. Just because they don't have a combined set of data sheets doesn't make it any less valid that they are both subsections of a "parent" codex and obviously designed to work together. An adeptus mech standard CAD by RAW can take a dominusHQ and skitarri troops and be a legal battle forged army...

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    Replies
    1. Ahh no for the exact same reason you cant take a farseer hq with harlequin troops as a CAD they may both be codex eldar but they arnt the same army

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    2. Yeh I'm with Plaguefather on this one. They are most definitely different armies with different codex. Just because they have partially the same title don't make them the same. If there was a precedent I'd agree with you Nightfury, but there isn't.

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    3. That's an interesting point. I don't see anything requiring a CAD, for example, to use one physical book. In fact supplements have you use multiple books for one CAD. The only real requirement is the same faction. Which in this case is "Codex Adeptus Mechanicus".

      This could very well be the new way of army building. I think it's worth an email to check.

      Also we can't let a lack of precedent define us, there has to be a first time for everything. There was no precedent for supplements when the first ones came out, nor for the new "Decurion" building until it came out.

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    4. So I just looked in the Harly and Skitarii dex; They have their own unique subfaction of Harly and Skitarii respectively. Thus Skitarii do not have the "Adeptus Mechanicus" faction and and can't combine outside of "Faction: Skitarii" as far as I can tell. Intentionally or otherwise.

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    5. To be fair to Nightfury he doesn't know many rules. He thinks you roll to hit with Psychic Shriek...

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    6. ^ this. he's not a rules boy. i doubt he plays more than demo/intro games....

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    7. ...otherwise being involved here for the time he has would mean he's not a player but more a collector or doesn't game often... ;)

      between you and everyone else though, that sounds oddly like a GW staffer.

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  13. new HH book five: Tempest announcement trailer:
    http://www.bolterandchainsword.com/topic/307541-horus-heresy-book-5-tempest-announcement-trailer/#entry4040534

    greetings,
    Atia

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  14. Warlord: https://docs.google.com/file/d/0B_wi8sWtwrdZZHZ1dUg4SW05bFk/edit?usp=docslist_api

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  15. I don't know if anybody mentioned it before but... Adeptus Astartes Command Tanks pic has leaked

    http://2.bp.blogspot.com/-YiSlcvsXr2I/VVM54Vbh9PI/AAAAAAABeJI/KNpFZB4Q8uA/s1600/Warhammer-World-Tank-1024x576.jpg

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    Replies
    1. Ahhh, it's already shown on Blogs exchange if anyone didn't notice :)

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    2. Stan lee's Land raider has arrived!!!

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    3. Looks like a hesvy grav cannon on that LR and a twin linked plasma gun on the rhino

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  16. They should just keep the German names for all language versions of the book. They sound cooler.

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    Replies
    1. Agreed! I like Illum Zar more than Fire Prism, for example.

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