Character: Tia Cromwell

Tia Cromwell

Age 110 years

Position: Chief Sage of the "Spirit Slaughter" Intelligence Control Legion, Technical Magi, Biological Magi

Affiliation: Human Empire Mechanicus Cult Drau Casting World

Factions: Scientology

In all aspects, Tia is a standard mechanical priest, with a rational and calm personality and even a little cold, but he has some strong curiosity in his heart, and at the same time has a strong desire for war

AppearanceTia has a Lookless plugin left over from the Dark Ages, which makes her similar in appearance to a normal human. Pen ~ fun ~ Pavilion www.biquge.info (if you don't look at the huge strategist clothes behind her) is a tall figure and a beautiful face Oriental woman image. (and heroic)

Attitude towards the Federation: As a Scientology, Tia longs for scientific freedom in the Federation. Not hostile, but if there is an order from above, then Tia will fight to the death with the Federation. Tia would not consider joining the Federation, let alone surrender if defeated. Of course, when facing a common ground enemy, Tia will support without contact. Privately, however, Ritia was willing to meet with the people of the Federation.

At the age of 11, Tia entered the school founded by the Mechanic Cult through connections, and graduated with honors ten years later and officially became a member of the Mechanic Cult. For the next fifty years, Tia continued to learn a variety of theories that were different from those of other mechanical priests, mainly with her mentor. Her mentor told Tia about the meaning of science at the end of her life and hoped that she would be able to pass it on. As a result, Tia joined one of the most heretical factions of the Cult of the Mechanicus, the Scientists. Because of Tia's mechanical and military attainments, she was transferred to the Legion of Intelligent Control as a sage. The next few decades were spent almost exclusively on the battlefield. During a recent military operation against the Demon Forge of the Black Mechanics, the flagship of the support fleet supporting the "Soul Slaughter" was secretly attacked and sunk by the Iron Warrior fleet, and the former chief sage and most of the sage were killed and the command network was cut off. The "Spirit Slaughter" group of dragons that have been deployed on the ground is leaderless. Nearly surrounded and annihilated, Tia used herself as a network node to re-establish the command network with the other surviving sages. Under Tia's leadership, "Spirit Slaughter" turned defeat into victory.

With these exploits, Tia was promoted to the position of Chief Grand Sage of the "Spirit Slaughter". Because he was so young, there were still doubts within the Foundry World about promoting Tia to the rank of Chief Sage. Tia also needs a couple of big wins to cement her position.

HQ: Tija Cromwell, Chief Grand Sage of "Soul Slaughter".

WS5BS5S4T6W4I4A3LD10SV2+

Unit Edit: 1 Chief Great SageUnit Type: Jumping Infantry (Character)

War Equipment: Amulet of the Mechana

Divination scanner

Servo attendant

Hot melt bombs

Night vision goggles

Radiation grenades

Processing controllers

Four Mechanical Observers [Cyber-occularis]

Photon Fist (Master)

Perfect Blade [Exclusive to the Chief Sage]

Strategist's Clothes

Jetpack

Photon propulsion cannon

Radiant furnaces

Throne

Armor-piercing and fragmentation grenades

Special Rules: Independent CharactersStubborn Battlefield Blacksmith High-Tech Mysteries CommandsPrecision ShootingDjinn ClusterRuthlessPreferred Enemy (Character)Behemoth Killer Night BattleCrossing TerrainOversized VoidResolute ArmorImmortal Self-Made Character

Crusher: Characters gain the Preferred Enemy (Character) and Behemoth Killer special rules, +1 for both WS and A.

MachinatorArray

Equip this item with +1T on models and gain night combat rules. It features both a flamethrower and a Hellfire pistol, and there is the option to shoot both weapons at the same time during the firing phase, or to shoot the firing weapon carried by one of them and the other model.

Equip this item and have a War Blacksmith rule model repair result of +2

Models equipped with this item give 2 additional attacks in melee. and use the following data:

Strategist's Cloak Range - S+1AP2 Melee, Bulky, Shredded, Armored Killer

MechanicumProtectiva

A model equipped with the Mechanical Amulet has a 4+ Protection.

Servo Attendant (Cyber-familiar)

A servo minion adds 1 special protection to its master (up to a maximum of 3+ special protection), or 6+ special protection if its master does not have a special protection. In addition, the servo attendant allows the owner to reroll the failed attribute test in addition to the leadership test and the hazardous terrain test.

The servo follower can be modeled directly with its owner, or it can have its own separate chassis and maintain continuity with its owner, but it will not be considered a model in the sense of the game, nor will it have its own attributes, will not attack, will not take up transportation space, etc., if it interferes with the fight in the game, remove the servo follower.

Cyber-occularis

・The Mechanical Observer is treated as a separate unit on the table (except in the following cases), and has its own independent stats and equipment, but is never a point or interference unit, cannot be added or joined by other models, and does not obstruct the view.

・When deployed, the Robot Observer must be within 6 inches of the owner who is considered part of the equipment (or sit in the same transport vehicle)

・Mechanical observers can be ridden with their owner in one transport vehicle, but not in the other. They are not considered a separate unit for this purpose.

Mechanical Observer WS2BS3S2T3W1I4A1LD9SV3+

Unit Establishment: 1 Mechanical ObserverUnit Type: Jet Infantry

Special Rules: Covert Dreadnought Relay Early Warning Scanner (Auger-Sweep) War Equipment: Twin Laser Pistol

Early Warning Relay: A mechanical observer can obtain interception rules for all friendly models within 3 inches of the same detachment.

Early Warning Scanner: Units in the same detachment as the Mechanical Observer fire enemy units within 12 inches of the Mechanical Observer minus 1 minus 1 for target cover protection.

Djinn-skein [Master Only]

If the Chief Archsage with the Djinn Cluster is present and no longer in melee combat, the Djinn Ray can have the following effect: at the beginning of the firing phase, it can indicate that the Commander or any Mechanical Observer who is considered part of his equipment is a separate unit (including themselves) from the Main Detachment within 6 inches, giving the targeted person +1bs. Units within the 6 inches of the main commander are not offset by deep strikes in the main army. The warp weapons of the same detachment can be drawn from him or from a mechanical observer who is considered part of his weapon. Note that fire-breathing, range-shooting, and other weapons are still crossed from the point of fire.

Night vision goggles (Infravisor)

Models equipped with this object gain the Night Fight rule, though units with one or more models equipped with this object count as I1 when tested blindly.

Auguryscanner

Models equipped with Divination Scanners cannot be deployed within 18" of the "Infiltration" special rule. Enemy models, when entering with a deep strike and landing within that range, can be attacked by units carrying the Divination Scanner during the firing phase using rapid-fire weapons and heavy weapons (if they have them), as if they had interception rules.

Abeyant

A model riding on a throne gains an additional 1 damage W, and has the Terrain Crossing Armor, Oversized Body, Void Fortitude Armor [HardenedArmour, see Rules for the Death Zone quest type], and the Undead special rules.

Photon Fist Range 12S5AP2 Assault 2, blinding, overheating

Photon propelling cannon firing range 48S6AP2 heavy 2, light spear, blinding, overheating

ParagonBlade

Perfect Blade Range - S+1AP2 Melee, Critical Strike, Special Weapon Critical Strike (MurderousStrike) Attacks with this rule count as "instant death" if they hit 6 while throwing damage dice. Any protection dice for this "instantaneous" damage must be placed separately from the protection from other damage caused by the weapon.

Radiant Grenade: Neither offensive nor defensive grenade, but can be used to get the enemy unit T-1 in hand-to-hand combat. This affects the judgment of death.

RadFurnace

All and one or more units with this equipment are locked into melee models in melee T-1. The Kraken itself is immune to this effect and a similar effect to radiant grenades. Any weapon with a special rule for Quenching or Radiating Bacteriophages can only deal damage when it is out of 6.

Battlesmith: If a Battlesmith makes chassis contact with one or more vehicles or is being transported during the firing phase, they can attempt to repair it once in place of a firing weapon. Throw a D6 and if the result is 5 or higher, you will be able to do one of the following: • Recover a little HP • Repair a broken weapon? Demobilizes the vehicle from its immovable state, and if the vehicle's weapon is repaired, it can be used in the next phase of the fire. Battlefield Blacksmiths cannot use this ability when they are suppressed or retreating.

Models with the War Blacksmith rule and a CortexController can heal the BattleAutomata in the same way.

CortexController

As long as the processing controller exists within 12 inches of a unit that has programmatic rules of behavior, these units can ignore these rules. As with other normal units.