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Age of Darkness-Warhammer 30k/2.0 Tactics/Mechanicum Tactics
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===Melee Weapons=== *'''Arc Weapons:''' **'''Arc Lance:''' A spear that doubles as both a ranged and melee weapons. Its shooting attack has been described above, while in melee it's S+1 AP5 with ''Disruption (5+)''. Either profile can make an arc lance potentially terrifying for Vehicles to encounter. **'''Corposant Stave:''' A ''Two-handed'' S+1 AP4 weapon with ''Haywire'', making it more effective against Vehicles and Automata than Infantry. **'''Arc Maul:''' The meaner melee weapon in the Secutarii armory and the default option for the Axiarch, this is S+2 AP5 with ''Disruption (5+)''. **'''Arc Scourge:''' An S+2 AP3 melee weapon with ''Rampage (D3)'' and ''Disruption (5+)'', making it more capable of hitting crowds as hard as it does Automata. *'''Chain Weapons:''' Got a decent improvement from last edition, now even the humble chainsword gets ''Shred'', improving their effectiveness considerably. **'''Chainsword''' The ever-humble CCW now has ''Shred'' to help get through armour saves. **'''Chainfist:''' Absolutely devastating at Sx2 AP2 with ''Armourbane (Melee)'', but ''Unwieldy'' means that this will only swing at Initiative step 1. **'''Chain Bayonet:''' Basically a weaker version of the Astartes heavy chainsword, it's a ''Two-handed'' S+1 AP- chain weapon with ''Shred''. **'''Reaper Chainfist:''' A S10 AP2 ''Armourbane (Melee)'' chainfist exclusively for the Knight Acheron, tailor-made for cutting up Vehicles. *'''Cutting tools of the Mechanicum:''' **'''Las-Impulsor:''' It's pretty strong, being S10 AP1 with ''Armourbane (Melee)'' and ''Instant Death'', but ''Unwieldy'' and ''Cumbersome'' '''severely''' hinder its usefulness. **'''Atrapos Phasecutter:''' It has the exact same profile as the las-impulsor, just without ''Unwieldy''... yay? *'''Graviton Weapons:''' Both melee graviton weapons happen to have shooting profiles too, but both uses come with ''Concussive''; the melee profiles have a better ''Concussive (2)''. **'''Graviton Hammer:''' Your choice of either an AP6 template with ''Concussive (1)'', ''Graviton Pulse'', ''Grav Wave'' and ''Haywire'', or an S10 AP2 hammer with ''Concussive (2)'' and ''Armourbane (Melee)''. **'''Graviton Ram:''' It's either an AP4 template with ''Concussive (1)'', ''Graviton Pulse'', ''Grav Wave'' and ''Haywire'' or an S10 AP1 fist with ''Concussive (2)'' and ''Armourbane (Melee)''. *'''Paragon Blade:''' An S+1 AP2 ''Specialist Weapon'' '''without''' ''Unwieldy'' that inflicts ''Instant'' Death on a To Wound roll of 6, thanks to ''Murderous Strike (6+)''. *'''Power Blade Array:''' The mantis blades of the Vorax and Arlatax, it's an S-User AP4 melee weapon but ''Breaching (5+)'' lets it potentially carve through higher saves. *'''Power Weapons:''' A step up from the basic chain weapons, but you'll often see these on characters without better tools. **'''Power Sword:''' S-User AP3 with ''Rending (6+)''. Not very powerful, but it can cut through most armor while maybe having a chance to even get past Termie plate. **'''Power Axe:''' S+1 AP2 with ''Unwieldy''. Slow, but just as dangerous as ever. **'''Power Maul:''' S+2 AP3, this is the strongest of your power weapons with the only limit being anything with a 2+ save. **'''Power Lance:''' S+1 AP3 with ''Reach (1)''. A decent tool for Challenges, but a well-kitted melee character will want something stronger. *'''Servo Weapons:''' The ever-traditional servo-arms and the like for the Mechanicum. **'''Servo-Arm:''' Gives an additional attack equivalent to a power fist (S8 AP2 with ''Unwieldy''). **'''Machinator Array:''' While weaker against Infantry at S+1 AP2 with ''Unwieldy'', it's giving you two additional attacks with ''Shred'' and ''Armourbane (Melee)''. It also comes stacked with a flamer and meltagun as well as adding +2 to any ''Battlesmith (X)'' rolls you make, meaning that this is very important to anyone seeking to cheese it out for all it's worth because... well, depending on your High Techno-Arcana, you'll have a lot of uses. **'''Prehensile Dataspike:''' Expect to see plenty of this in a Malagra army. While weaker with S5 AP4, it can beat most things to the punch with ''Reach (2)'' and can deal damage with ''Breaching (4+)'' and ''Murderous Strike (6+)''. ***Do note that, according to the 2022/09/21 FAQ, you can make all your attacks with any Servo-arm or machinator array a model is equipped with; it's safe to assume it also applies to dataspikes, but discuss it with your opponent before the game starts. Since servo weapons are technically CCWs, you can claim an extra Attack if you are wielding multiple melee weapons and RAW you're still getting the extra attacks for each servo weapon. This makes some Mechanicum characters deceptively dangerous in melee, as your 2 base Attacks may in fact turn into 4 or 5 servo-punches. *'''Shock Chargers:''' The weapons of your Automata, S-User AP3 is no-frills and capable of taking down Marines pretty easily. *'''Siege Destroyers:''' **'''Siege Wrecker:''' Can only be taken by Castellax, replacing one of its shock chargers with an S10 AP2 ''Specialist Weapon'' (meaning the Castellax loses the extra Attack from having 2 CCWs) with ''Sunder'', ''Brutal (2)'', and ''Wrecker'', the latter letting Penetrating Hits caused by the siege wrecker add +1 to the result of any rolls on the Vehicle or Building Damage charts. **'''Siege Claw:''' The default melee weapon of the Knight Moirax, Knight Magaera, and Knight Styrix, an Sx2 AP2 CCW with the same rules as the siege wrecker minus ''Specialist Weapon''.
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