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==Special Rules== ===Armoury of the Omnissiah=== Being a heresy era list, we get some funky wargear that's not found in later eras/outside of the hallowed halls of the machine god. Augments may also be a thing. ====Ranged Weapons==== *'''Archaeotech Pistol:''' Ancient, S6 AP3 Master-crafted pistol. Runs on the pricey side, but good for mincing Power Armored troops. *'''Conversion Beam Weapons:''' Could be seen as inverse Melta, inflicting greater damage at longer ranges. The only two difference between the heavy and regular version is the former has the '''Firing Calibration''' rule, which means the unit has to remain stationary in order to fire, even if it is Relentless or a Vehicle. How often are you going to get to fire it at 42" range on a standard 48"x72" table? On a corner it has [[FATAL|60% of the table in a S10 AP2 Large Blast killzone]] (not accounting for Line of sight). Get to both corners and then, yeah, pretty much [[Just_as_planned|you can always fire some S10 on the enemy's deployment zone]]. *'''Graviton Weapons:''' Not to be confused with [[Grav-Weaponry|Grav-weapons]]; their wounding mechanism has nothing to do with the enemy's armour save. These Heavy weapons (not Salvo) possess no Strength, but have both Concussion and Haywire effects. They also have a curious way of causing wounds by forcing the enemy to roll D6; if the result is above their Strength they take a wound - a result of 6 always causes a wound. [[Fail|So they are effectively Strength 3]], wounding GEQs on 4+, and MEQs on 5+, making it largely ineffective against infantry blobs. Its redeeming trait is that it also creates Difficult and Dangerous terrain in its blast radius, so it can at least severely impede their movement. *'''Graviton Imploders:''' The 40k grav-guns you're used to. Trouble with Terminators? Belial-led Deathwing got you down? Accept no substitute! These are Salvo 2/4 AP2 grav guns, so the roll to wound mirrors the armor save of the target, with 18" range. So now you can have it both ways. It has problems when faced with large blobs with poor/no armour, but those things are generally easily killed by everything else, so it balances out. *'''Las-Lock:''' The Minie-Ball muzzle-loaded Rifle to the Lasguns AK47. Shorter 18" range and fewer shots at Assault 1, but packs a nasty S4 AP6 punch. Of course, as of current, AP6 is completely useless, but S4 however is not. Taghmata Tech-thralls may take Induction Chargers, giving them an additional shot, which could really give the edge against likely smaller units of Marines or Imperial Army infantry. *'''Mitra-Lock:''' The Scattergun of the Las Family. It's an [[Derp|8" range]] Las-lock, but it gains Shred. **'''Induction chargers:''' An optional attachment to ''both'' Las-locks AND Mitra-locks (HH3, p. 221) it upgrades them to Assault 2. *'''Maxim Bolter:''' Assault bolters with 50% more shots but 50% less range. Too bad it's Assault instead of a Pistol, so it doesn't give you +1 attack or the ability to fire it Gunslinger style, while still having a measly 12" range. *'''Mauler Bolt cannon:''' Spiced-up Heavy bolter, with S6 AP3 Pinning, but keeping the short-ranged trend at only 24". *'''Photon Weapons''' Funky disco-light ray guns that have Gets Hot!, AP2, and Blind. Comes in these sizes: **'''Photon Gauntlet''': 12" S5 Assault 2. **'''Photon Thruster''': 48" S6 Heavy 2, Lance. **'''Photon Cannon''': 60" S7 Heavy 2, Lance. *'''Plasma Fusil:''' S6 AP3 Salvo 2/3 plasma that doesn't get hot. Since most of our dudes get Relentless, Salvo isn't really a concern. They are terrifyingly efficient marine wood-chippers. *'''(I)Rad Weapons''' Operating somewhat similar to the space marine's atomic munitions, these are what you get if you rip out a cathode ray tube from an old television and soup them up. They shoot [[Awesome|''Fleshbane templates'']], and even if the enemy survives he'll die later of space-cancer, represented in crunch by '''Rad-phage''', which means unsaved wounds leave the model with a Toughness and Strength penalty [[FATAL|''for the rest of the battle'']]. They come in Lucifex (pistol), Cleanser (assault) and Engine (Heavy) sizes, and the largest one gets [[Rape|Torrent and AP3]]. *'''Rotor Cannon:''' Basically a Salvo Lasgun. Most of the things that can take it are Relentless, so it's a nice way to add volume of fire, but more importantly, at 30" range. They're still S3, so don't make any illusions. *'''Volkite Weapons''' Ancient ray guns that date back to the Age of Strife, they were in the process of being replaced by the bolter as the preferred weapon of the Space Marines due to difficulties in production and maintenance. Volkite weapons have the 'Deflagrate' special rule, which means each unsaved wound caused inflicts another automatic hit! They come in five flavours, Serpenta (pistol), Charger (Assault 2), Caliver (Heavy 2), Culverin (Heavy 4) and the monster Carronade (S8 with Haywire and a beam effect that lets it hit everything in a straight line in front of it). They have 15" range increments, so the Culverin is 45", but the Charger only 15", and most only have AP5. ====Melee weapons==== *'''Corposant Stave:''' A stun baton cranked up to 11. Str +1 AP4 Concussive and Two-handed weapon, that uses Haywire instead when hitting vehicles. *'''Paragon Blade:''' +1S AP2 Specialist melee weapon ''without'' Unwieldy that inflicts Instant Death on a wound roll of 6. Archmagos Prime exclusive, but unless he is a Malagra, he has better things to do rather than being stuck in melee. And even there, being only I3 he's better off with a chainfist. ====Equipment & Special Rules==== *'''Abeyant:''' A special ride for your Magos, this grants 1 Wound, Move Through Cover, Very Bulky, IWND and Hardened Armor (re-rolls failed armour saves from template or blast weapons, but reduces charge, sweep advance and run moves by -1" and counts as Void Hardened in ZM). You'll always want them, but keep in mind that they are rather pricey. *'''Augury Scanner:''' No unit can infiltrate within 18" of the unit. In addition, grants Interceptor to the unit's Rapid fire & Heavy weapons but only against enemies ''within 18" of an Augury scanner''. That last part is incredibly important, turning this from an auto-include item to highly-situational, namely, to keep someone from infiltrating with a melta near your tanks' rear AV. But don't expect much against Terminators. *'''Battlesmith:''' If a Battlesmith is in base contact with, or embarked upon, one or more damaged vehicles during the Shooting phase, they can attempt to repair on of them instead of firing a weapon. On a D6 roll of 5+ you may do one of the following: 1) Restore a lost Hull Point 2) Repair a Weapon Destroyed result 3) Repair an Immobilized result to the attendant vehicle. If a Weapon Destroyed result is repaired, that weapon can be fired in the following Shooting phase. *'''Cyber Occularis:''' Like servo skulls, but they're actually models now. They're Jetpack infantry, bought as equipment by Magi and must deploy with him, but afterwards they can wander off on their own. They don't take up any transport space, but can only ride vehicles when accompanying their Magos. All models of the same detachment within 3" of them gain Interceptor, and enemies within 12" get their cover saves reduced by 1. Nice combo with Thallax. Unfortunately, they can't join units, but they have a 3+ save and Stealth, so bubble wrap them inside other units. Hilariously, having BS3 and a TL Laspistol they're better at shooting than guardsmen. *'''Djinn-skein:''' Comboes quite nice with cyber-occularis. You can designate one unit within 6" of your Magos or any of his cyber-occularis to gain +1 BS, including your own Magos, and Barrage weapons can draw line of sight from them. It also prevents the scattering of units that arrive within 6" of your Magos. *'''Cortex Controller:''' Any unit with a model within 12" of a guy with Cortex Controller no longer suffer/benefit from Programmed Behavior. This is phase based, so things like running, consolidating, etc., can take them out of range during a turn. **If the guy has a cortex controller and the Battlesmith rule, they can repair wounds on Battle Automata with the same repair roll. Hand out these to your Magi and Techpriests and watch your Castellax never fucking die. *'''Cyber familiar:''' +1 to your invuln save, up to 3++, and lets you reroll failed tests other than Ld and Dangerous terrain. *'''Infravisor:''' Gain Night Vision, but Blind tests are taken at I1. Not that you have such high I to begin with. *'''Mechanicum Protectiva:''' Iron Halo for Magos. *'''Nuncio Vox:''' ''Older pattern of the current Locator Beacon''. Radio backpack that prevents the scatter of models that Deep strike 6" near the vox user AND allows Barrage weapons to use the carrying model's line of sight (range is still measured from the firing model). *'''Servo-Arm:''' Models with the Battlesmith special rule may add +1 to their Repair roll result. May also make one additional Str 8 AP 2 Unwieldy attack in melee. *'''Machinator Array:''' Models with the Battlesmith special rule may add +2 to their Repair roll result. Adds +1 to wielder's Toughness and provides Night Vision. Also comes with flamer and inferno pistol, which you can shoot both in the same shooting phase, or one of them and one of your other ranged weapons. May also make two additional Str +1 AP2 Shred Unwieldy Armourbane attacks in melee. *'''Lorica Thallax:''' Thallax armor, grants them a 4+ save and FnP(6), but prevent them from Sweep Advancing. *'''Lumbering Advance:''' Models with this rule cant Run or make Sweep Advances. ====Vehicle and Battle Automata Equipment & Rules==== *'''Anbaric Claw:''' Electroshock ram that can be used once per player turn. S5 AP4 Rending at I10, but it hits ''all'' units near 1" of the hull (except for transported units). It also hits Ramming/ed vehicles. *'''Atomantic Shielding:''' The same as Legion Contemptors, 5++ save against shooting and explosions, 6++ against melee. If the battle automata explodes, add D6" to the radius. *'''Battle Automata Power Blades:''' AP2 Rending weapons. Being MCs, Battle Automata melee attacks are already AP2, so the main use for them is the extra attack (because they are counted as a weapon) and, with some luck, some armor penetration due to Smash getting worse in 7th Ed. *'''Blessed Autosimulacra:''' Weaker version of IWND for vehicles, regaining a HP on a 6. *'''Cybernetica Cortex:''' The Battle automata's synthetic brain, which takes them from mere battle [[servitor]]s to [http://en.wikipedia.org/wiki/Terminator_(character_concept)| T-100] stats. Since "Battle Automata" doesn't exist as a rule, this is what usually identifies them as such. It grants them '''Fearless''', '''Adamantium Will''', '''Cybernetic Resilience''' and '''Programmed Behaviour'''. **'''Programmed Behavior:''' Unless within 12" of a friendly model with a Cortex Controller or already locked in combat, the following restrictions are placed on the units: ***'''Methodical:''' May not make Sweeping Advances or Run. ***'''Fire Protocols:''' The battle automata may fire up to three of its weapons at the same target. ''A straight upgrade, since you weren't running anyway, and an incentive to move your Magos out of range on purpose. It's not a game changer, though: At close range you get to fire an extra bolter, or both flamers on top of your primary, but that's about it. Voraxes benefit more; firing 8 S3 shots backed up by S7 Rending/Shred is a noticeable upgrade to their dakka, and gives them an easier time making units flee in the upcoming assault phase''. ***'''Target Priority:''' If an enemy model is within 12" and in line of sight during the shooting phase, the Battle Automata must fire all its weapons against the closest enemy unit it is able to harm. If there is no enemy model within 12", they are free to select targets as usual. ***'''Onslaught:''' If an enemy model is within 12" during their assault phase, the Battle Automata must attempt to charge the closest enemy unit. Note that the Battle Automata may still only charge the same unit it fired at in the Shooting Phase. If consolidating after combat, they must do so towards the nearest enemy model if there is one within 12". ''The most noticeable "disadvantage" of unaccompanied automata, if enemies with Meltabombs or tarpits get within 12" range, that's it, you're facing them in CC instead of doing something more useful''. **'''Cybernetic Resilience:''' Succesful wounds scored by Poisoned weapons must be rerolled, but Haywire wounds them on a separate D6 roll of a 6, all kind of saves allowed. They also reroll Fleshbane wounds, but don't expect much from that. *'''Enhanced Targeting Array:''' +1 BS, and reduces enemy cover save by 1. *'''Flare Shield:''' Front facing force field that reduces the strength of incoming frontal shots by -1. Template/Blast weapons get a -2S reduction instead, but melee/Destroyer hits are unaffected. *'''Paragon of Metal:''' If a cortex makes BA like T-100, this makes them like Skynet herself. Paragons of Metal aren't subject to Programmed Behavior and gain IWND and Rampage, but never count as Scoring and if Cybertheurgy fails on them they go full rampant, becoming Malifica instead of rolling on the mishap table. *'''Reactor Blast:''' When killed, Battle Automata Explode! on a D6 roll of 6. *'''Siege Wrecker:''' Specialist Castellax CCW. S10 AP2 with Concussive and Wrecker, which enables it to re-roll building penetration and adds +1 to the Building Damage chart. *'''Shock chargers:''' Adds 'Concussive' to all melee attacks, including Smash and Hammer of Wrath hits. ====Relics of the Dark Age of Technology==== So, new book gave us couple of new toys! *'''Cortica Primus''' Nice piece of equipment! Counts as Cortex Controller which gives you ability to cast those awesome Cybertheurgy spells on ENTIRE unit of Battle-automata, but if you roll Mishap, its result is modified by +1 for every additional model in a unit (so a unit of 3 would have a +2 modifier). But anyway, treat it just like overpriced Cortex Controller, because Relics can only be taken by Independent Characters, and I don't remember Magos Dominus being Indep, or Magos Prime having Cybertheurgy special rule. Really, FW? (Emailed FW about this a little while ago, they said they were going to give the Dominus access to this item, and Independent Character in a future update. Ave Omnissah.) *'''Contagium Mechanica''' Scary sentient computer virus came to destroy enemies of Omnissiah! Well, at least their vehicles. It is a 12" Assault 1, Haywire weapon. If vehicle survives this DEVASTATING hit, then it starts to spread the virus itself. In each of your subsequent Shooting phases, each vehicle within 12" of the survivor (and the survivor itself) takes a hit from the weapon. Every vehicle that survives then become infected, and everything goes round 'n round until there are no more tanks to destroy... Awesome. ===Warlord Traits=== All generic Mechanicum Warlords from all three lists have the option of getting a Warlord trait from one of the charts in the main rulebook, or rolling on their own unique chart: #'''Master of Mechanism:''' Select one MC unit OR vehicle squadron with at least one AV12 or more side in the same detachment. This unit/squadron gets It Will Not Die. ''Generally the best one. It gives the best part of Paragon of Metal to a whole unit''. #'''Perfected Targeting:''' In the Shooting phase, select a Heavy weapon within 6" of the Warlord. The weapon counts as Twin-linked for the turn. ''This can be done every turn. Generally agreeable as any Mechanicum army will have many heavy weapons. More useful for Dominus than for Prime's though''. #'''Predictive Augury:''' The Warlord and the unit he is joined to hit on 5 and 6 for Overwatch. ''In some setups, this is incredible (Magos Prime), in others, useless (Magos Dominus)''. #'''The Death of Flesh:''' All units in the detachment have Preferred Enemy (Infantry - All Types) while within 3" of an objective. ''Combined with Hatred on Tech-thralls and you have some pretty nice melee blobs''. #'''Dread Rites:''' The Warlord and the unit he is joined cause Fear and are immune to it. They also receive the Adamantium Will special rule. ''Quite powerful for a Malagra melee Archmagos''. #'''Battlefield Analysis:''' After deployment but before the game begins, can select a piece of terrain in the opponent's deployment zone and reduce its cover save by -1. ''Can stack to ludicrous levels with the myriad of other cover-reducing options your army has''. ===Cybertheurgy=== [[Omnissiah|Psychic powers for machines]]. WHERE IS YOUR WHEEL OF CHEESE NOW?!* In order to successfully use a power, the cybertheurgist must take a Leadership test. Depending on the strength and difficulty of the power, a bonus or penalty may be imposed on the Leadership value of the model making the test (note that this is applied always to the characteristic value being tested, not the dice result [''does it affect Stubborn models?'']) If the test is passed, the power takes effect. If the test is failed , the power does not take effect. If the test is failed because a double 6 was rolled, the power has both failed and gone awry. Roll immediately on the cybertheurgy mishap table. *'''Cybertheurgy mishap table''' **'''1-3 Signal Corruption:''' The target battle automata may only fire snap shots and fights with WS 1 in assaults for the next game turn. **'''4-5 Corrosive Paradox:''' The target battle automata suffers a wound with no armour or cover saves possible. **'''6 Malifica:''' The machine spirit rebels and gains self awareness! The battle automata is now destroyed for the purposes of VP's and is no longer part of the controlling players force. If part of a unit, it is separated and placed out of coherency with the unit. The battle automata is still used in the previously controlling players turn, will from now on move towards and shoot at the closest unit each turn and then assault that same unit if able. Both sides may now target the battle automata if they desire. *'''The Powers of Cybertheurgy''' **'''Rite of Celerity, Ld Modifier 0:''' Target battle-automata gets +2 Initiative for the duration of the effect. ***Very situational, Castellax and Thanatars don't need it (as it's very hard to wound them in combat except for Primarchs who will still hit first), but Vorax will be at I6, hitting before commanders (except Emperor's Children commanders) and will not be hitting simultaneously as Marines. **'''Rite of Eternity, Ld Modifier 0:''' Target battle-automata regains 1 wound. ***This isn't that handy, Battlesmith is probably just as likely to go off, but if you really need to heal that Castellax, or don't have a reason to use any other Rite, then there's no reason you cannot use this Rite and Battlesmith (since they aren't mutually exclusive). **'''Rite of Fury, Ld Modifier -1:''' Target battle-automata gets +2 attacks for the duration of the effect. ***For context, A unit of a Castellax on the charge will mathematically produce 7 S6 (or 1 S6 and 6 S10) AP 2 attacks (1 HoW, 2 normal attacks, 2 charging+rage, 2 from Fury), which in anybodies book is incredible. **'''Rite of Destruction, Ld Modifier -1:''' Target battle-automata may fire its weapons twice against the same target in its shooting phase, but cannot use ranged weapons in the next shooting phase. ***Useful at long ranges, like firing 4 Darkfire shots or letting loose 16 rotor gun shots at 30" with Voraxes, not to mention planting [[Rape|two Hellex Large Blasts]]. It can be useful at close ranges too by double firing Mauler cannons or flamers, but if you're planning on charging Fury might be better. ****Rules lawyers may be able to overwatch/intercept as they explicitly say it can't fire ''in the shooting phase'', not "not shoot at all". **'''Rite of Dread Castigation, Ld Modifier -2:''' May ONLY target ENEMY battle-automata. Both sides roll a D6 and add Leadership (Cybertheurgist for the attacker, battle-automata for the defender). Battle-automata suffers a wound with no armour or cover save allowed for each point that the attacker's total exceeds that of the defender. ***Pretty useful as Magos (and especially Archmagos) have much higher Leadership than Battle-automata, making wounds that ignore Battle Automata's usual advantage: their high Toughness. It can help kill Paragons of Metal or Thanatars very quickly. It's worth noting that a mishap can be fairly risky for your Magos, applying a 'Corrosive Paradox' result onto the caster and dealing no damage to the target whatsoever. Use with caution. **'''Rite of Immolation, Ld Modifier -3:''' Target battle-automata self-destructs. Replace the model with a Large Blast marker. S = Battle-automata's Toughness, AP = Battle-automata's armour save. If a mishap happens while trying to use Rite of Immolation, don't roll on the mishap table, instead the Malifica effect is automatically applied. ***While this one can be hard to pull off, it's amazing when it does. Use on Thanatars who somehow got stuck into combat (as they're usually going to be stuck there for the entire game) for a blast capable of ID'ing marines at AP2, or Castellax for a S7 AP3 blast that'll wipe out the unit they're up against (well worth it for 85 points, especially if you're up against a 250+ pts assault squad).
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