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==Wargear== ===Melee Weapons=== <tabs> <tab name = "Arc"> *'''Arc weapons:''' Haywire is back! All codex Arc weapons (sorry hoplites) wound {{W40Kkeyword|VEHICLE}}s on a natural 4+ and gain +1D; Arc Lances are the major exception. **'''Arc Claw:''' Default Breacher weapon, at A+1 S+1 AP-3 D1, D2 vs {{W40Kkeyword|VEHICLE}}s. **'''Arc Lance: ''' S+3 AP-1 D1, D1d3 vs {{W40Kkeyword|VEHICLE}}s. 10 Hoplites with re-rolls can reliably destroy a DEQ in a single round of combat. ***''Do not'' auto-wound {{W40Kkeyword|VEHICLE}}s on 4+, unlike all other Arc weapons. **'''Arc Maul:''' An up-volted power maul S+3 AP-2 D1, D2 vs {{W40Kkeyword|VEHICLE}}s. **'''Arc Scourge:''' Cawl's signature melee weapon, Sx2(10) AP-2 D1, and auto-wounds {{W40Kkeyword|VEHICLE}}s on unmodified 2+ to wound, not 4+. **'''Servo-arc claw:''' Found only on the technoarchaeologist, this is an upgraded servo-arm: still only 1 attack per Fight, but S+3 AP-2 D3, D4 vs {{W40Kkeyword|VEHICLE}}s. </tab> <tab name = "Omnissian"> *'''Omnissian Weapons:''' These are just master-crafted Power Weapons, or if you prefer, flat D2 Force Weapons. **'''Omnissian Axe:''' S+2 AP-2 D2 for Domini and Enginseers. **'''Omnissian Staff:''' S+3 AP-1 D2. Exclusive to the Manipulus. </tab> <tab name = "Servo"> *'''Servo Weapons:''' Can only make 1 attack each time the bearer fights. **'''Servo-arm:''' Sx2 AP-2 D3 for Enginseers and basic Servitors. **'''Servo-arc claw:''' Found only on the technoarchaeologist, this is an upgraded servo-arm: still only 1 attack per Fight, but S+3 AP-2 D3, D4 vs {{W40Kkeyword|VEHICLE}}s. </tab> <tab name = "Taser"> *'''Taser weapons:''' +2 hits on a natural 6 to hit, but for 1CP you can make it trigger on 5 or 6 via Chain-taser Protocols. **'''Taser goad:''' S+2 AP-1 D1, available to Skitarii Alphas, mandatory on Pteraxii Alphas, and an option for entire squads of Infiltrators. Mostly a status symbol on the former, but a potent anti-horde weapon on the later. ***'''Electrostatic gauntlets:''' S+2 AP-1 D1 as well, but ''not'' actually taser weapons, so Chain-Taser Protocols won't work on them. **'''Taser lance:''' The Dragoon's big poking stick with S+3 AP-2 D2. </tab> <tab name = "Transonic"> *'''Transonic weapons:''' Unmodified wound rolls of 6 deal +1 mortal wound. **'''Transonic Blades:''' S+1 AP-3 D1. High AP lets them absolutely [[rape|rape anything without an invulnerable save]], while the strength gives them the advantage against MEQ-toughness and below. Combine with the Ryza wound boost to really paint the table red. **'''Transonic Razor:''' SU AP-2 D1. Mediocre next to the Blades now that they're a free upgrade, with worse AP and strength. **'''Chordclaw:''' This is a Space Marine chainsword: A+1 SU AP-1 D1, unfortunately trash compared to transonic blades. Keep it on the Princeps alone since he can take it along with his blades. </tab> <tab name = "Other"> *'''Cavalry Sabre:''' Found on Serberys Raiders. S+1 AP-1 D1 weapons, mostly a decorative weapon since Raiders are not really a melee unit and only get 2 attacks with it. *'''Clawed Limbs:''' Found on the Raiders and Sulphurhounds, A+2 S+1 AP0 D1, akin to chainswords. Can help clear chaff if you charge after your dogs' primary volley, but don't count on them to do heavy work. *'''Control Stave''': A power maul by another name and hence an Arc Maul but worse, S+3 AP-1 D1. Exclusive to the Skitarii Marshal. *'''Electroleech Stave:''' S5 AP-2 D2, 6s to wound inflict 2MW instead, way more consistent with the new codex. *'''Hydraulic Claw:''' Breacher power fist, Sx2 AP-2 D3 with no penalty to hit. <s> Unfortunately there is no way to boost their damage, as breachers lack {{W40Kkeyword|CORE}}. </s> Guess what fuckers. Dominus-Breacher melee punch is ''in''. *'''Kastelan Fists:''' Better than power fists, hitting at S10 AP-3 with flat 3 Damage, all without any penalty to hit, gains +1 attack per fist with the new codex. *'''Power Sword:''' Available to Infiltrators and Skitarii Alphas. As with any power sword, designed as an anti-marine weapon and shines against heavy infantry in the hands of Infiltrators. More of a fashion statement on Alphas, though. </tab> </tabs> ===Ranged Weapons=== <tabs> <tab name = "Arc"> *'''[[Arc_Weaponry|Arc weapons]]:''' Haywire is back! All codex Arc weapons (sorry hoplites) wound {{W40Kkeyword|VEHICLE}}s on a natural 4+ and gain +1D on average; Arc Lances are the major exception. **'''Arc Lance: ''' S6 AP-1 D1, D1d3 vs {{W40Kkeyword|VEHICLE}}s. **'''Arc Pistol:''' Available to Skitarii Alphas, 12" Pistol 1 S6 AP-2 D1, D2 vs {{W40Kkeyword|VEHICLE}}s. **'''Arc Rifle:''' 30" Rapid Fire 1 S6 AP-2 D1d3, D3 vs {{W40Kkeyword|VEHICLE}}s. **'''Heavy Arc Rifle:''' 36" Heavy 2 S6 AP-2 D2, D3 vs {{W40Kkeyword|VEHICLE}}s Breacher signature gun. Not that much of a step up from its smaller cousin. S6 AP-2 D2/3 can still be used to bully marines and vehicels. However Kataphrons now lack any way to improve their damage output. </tab> <tab name = "Cognis"> *'''Cognis Weapons:''' Assault weapons that distinguish themselves from standard equivalent armaments by being easy to fire on the move and having increased shots. **'''Cognis Flamer:''' 1d6+2 because cognis makes this more reliable than your run of the mill flamer. It lost its superiour overwatch from 8th but like all new flamers, gained a 12" range up from 8". **'''Cognis [[heavy stubber|Heavy Stubber]]:''' The old reliable .50 Browning in space. Available to the Skorpius variants and the Onager as a supplementary weapon for self defense, or to pick off infantry while its main gun is busy elsewhere. Essentially superior to the trash stubbers they manufacture for the Adeptus Militarum by being assault instead of heavy and firing 4 shots instead of 3. **'''Twin Cognis Autocannon:''' It's two autocannons, stuck together. However, because it's cognis it fires 6 shots instead of 4 and is assault. The martians really do keep all of the best hardware for themselves. **'''Twin Cognis [[heavy stubber|Heavy Stubber]]:''' The Skorpius Dunerider has one of these. **'''Twin Cognis Lascannon:''' Again, two lascannons but stuck together. It bucks the cognis trend by not having more shots than your standard lascannon but it ''is'' assault; instead of more shots it hits harder, at d3+3 damage, making them much more reliable when it comes to wrecking heavies. </tab> <tab name = "Eradication"> *'''Eradication weapons:''' Reverse Conversion weaponry (or Mechanicum Melta), hitting harder the closer they are. Useful against a variety of targets; positioning is paramount. ** '''Eradication Beamer:''' While Neutron lasers are considered the default and anti-tank option for your Onagers, this can be seen as the cheaper all-rounder one. Heavy D6 Str8 AP-3 D2, it's primarily weighted against multi-wound infantry from 13"-36" and still capable of doing light anti-tank duty. At 18" and closer it can switch to a AP-4 D3 profile. ** '''Eradication Pistol:''' Daedalosus carries a hand-held version! ** '''Eradication Ray:''' The more expensive option on the Dominus. Generally better damage output than the Volkite against marines or light vehicles, but unreliable in the number of shots. </tab> <tab name = "Flechette"> *'''Flechette weapons:''' Essentially 5-shot lasguns. While the weapon profile is unimpressive on its own, the sheer volume of shots shreds light infantry. Even so 50 shots does average 1.85 wounds on terminator, so pick weak units as target. The high number of shots makes them a ideal for certain stratagems like Wrath of Mars (50 shots does average 5-6 mortal wounds). **'''Flechette Blaster:''' Pistol 5 version that Infiltrators and Pteraxii alphas get. **'''Flechette Carbine:''' Main armament of the Skystalkers, with 18" Assault 5. </tab> <tab name = "Galvanic"> *'''Galvanic weapons:''' Described as hand-carried rail guns in the fluff, but rather poorly reflected in the crunch as S4 AP-1 D1 weapons. **'''Galvanic Carbine:''' An Assault 2 18" version of the Galvanic Rifle totted by Serberys Raiders. The gun itself is forgettable, but the rule on the model that allows it to target characters and inflict Mortal Wounds on 6s is what makes it an actual menace. **'''Galvanic Rifle:''' The basic Heavy 2 30" gun of your Rangers. Pretty good gun for such a cheap light infantry unit, with its impressive range it'll likely contribute something even while your skittles are camping backfield objectives. Can be combined with the '''Galvanic Volley Fire''' stratagem to make it rapid fire 2 when someone tries to get the jump on your backfield rangers. </tab> <tab name = "Phosphor"> *'''[[Phosphor_Weaponry|Phosphor weapons]]:''' Guns that deny their victims dense cover and feature S5 AP-1 across the board, with some exceptions. **'''Heavy Phosphor Blaster:''' Has now been split into 3 different weapons. Normal HPB remains the same at 36" Heavy 3 S6 AP-2 D1. This is the shoulder mounted weapon for Kastelans. ***'''Kastelan Phosphor Blaster:''' Can now be taken as a single to rock a fist and a gun on a single bot; is nearly the same as the shoulder gun but with worse range and AP: 24" S6 AP-1 D2. **'''Phosphor Blast Pistol:''' Now gains D3 shots to fit its name, but has Blast, making it useless in melee where a pistol is supposed to shine. **'''Phosphor Blast Carbine:''' One in three Sulphurhounds gets to replace one of the pistols with a 24" Assault 2d3 Blast gun. Pretty great on its own, but costs as much as its wielder in points, so you might want to stick to pistols. **'''Phosphor Blaster:''' 24" Rapid Fire 1", a pocket Heavy Bolter sidearm on your Kataphron Destroyers. **'''Phosphor Pistol:''' Your Sulphurhound cowboys are toting two of these each. They come at S4 though. **'''Phosphor Serpenta:''' Another sidearm for your Dragoons and Domini. It's 18" Assault 1, so you won't be firing it in melee unless you're a Dragoon. **'''Phosphor Torch:''' 12" S4 phosphor flamers of your Sterylizors. Can be fired straight out of deep-strike. ***'''Twin Heavy Phosphor Blaster:''' Better version of the Kastelan gun mounted on the Onager: 36" Heavy 8 S6 AP-2 D2. Finally a different choice for the Onager. </tab> <tab name = "Plasma"> *'''[[Plasma|Plasma weapons]]:''' High-risk high-reward weapons with high baseline AP that let you choose between two profiles: a standard one to kill single-wound models, and a Supercharged profile that bumps to S8 and D2, making it the go-to marine killer; on the flip side, unmodified rolls of 1 now either kill or Mortally Wound the wielder. **'''Plasma Caliver:''' An Assault 2 version on your Skitarii. The only version available on an expendable model, so supercharge it to your heart's content. Its range was increased to 30" in the switch over to 9th, and the increased range is highly appreciated. **'''Plasma Cannon:''' It's on servitors. **'''Plasma Culverin:''' Being 36" Heavy 1d6 it has a bit less power than two plasma cannons while only costing a few points more than one of them (but still more expensive than the identical IG Executioner Plasma Cannon). Exclusive to the Kataphron Destroyer which takes 1 MW instead of being destroyed when overcharging plasma. Nice. </tab> <tab name = "Radium"> *'''[[Radium_Weaponry|Radium weapons]]:''' Cancer guns that automatically wound non-vehicles on an unmodified hit roll of 6. Keep in mind the stratagem ''Enriched Rounds'' that boosts this to auto wounds on a hit roll of 4+. **'''Radium Carbine:''' The primary gun on Vanguards. With 18" Assault 3, they can footslog quite far and still hit on 4+. Can be boosted by a Manipulus for +6" range and AP-1. **'''Radium Jezzail:''' A sniper rifle (ignores Look Out, Sir) variant available to the Dragoons. Still unfortunately useless at Heavy 2 S5 AP-2 D1. **'''Radium Pistol:''' A single-shot pistol replacement for the Carbine that you can take on your Alphas. You shouldn't. **'''Radium Serpenta:''' The Marshal's piece, made Assault 1 instead of a pistol with the same 18" range. </tab> <tab name = "Transonic"> *'''Transonic weapons:''' Unmodified wound rolls of 6 deal +1 mortal wound. **'''Transonic Cannon:''' 12" Assault 1d6 S4 AP-1 D2, automatically hits sonic flamer on the Manipulus. Unlike the rail, this can actually make a noticeable impact if anything happens to be in its range, particularly any 2-wound MEQs. </tab> <tab name = "Volkite"> *'''[[Volkite_Weaponry|Volkite weapons]]:''' Martian death rays from the Horus Heresy that do mortal wounds on natural wound rolls of 6. **'''Twin Terrax Volkite Charger:''' An anti-infatry upgrade for the Terrax-pattern Termite Assault Drill, and, thanks to the 2020 update, unmodified wounds of 6 do an MW in addition to normal damage. **'''Volkite Blaster:''' The default 24" Heavy 3 gun on your Dominus. As with all Volkite weapons in the game, lack of AP means you'll mostly be fishing for Mortal Wounds with it. Notable for being the only Volkite gun in M42 until Cawl started making new ones for [[Primaris_Lieutenant|Primaris Lieutenants]]. </tab> <tab name = "Other"> *'''Gamma Pistol:''' Nasty little pistol packing S6 AP-3 and flat D3, sadly no longer rerolling failed wounds against vehicles. Datasmith exclusive. *'''Heavy Grav-Cannon:''' A 30" Heavy 5 weapon on your Kataphrons designed to bust heavy infantry, with AP-3 and D1d3 against anything with power armour saves or better. Generally the more reliable option for this role due to fixed number of shots, now that "safe" plasma is a thing of the past. *'''Incendine Combustor:''' A Heavy Flamer with AP-2. Best paired with fists on your punchbots as conqueror doctrine does not stop you from shooting. *'''[[Stubber#Macrostubber|Macrostubber]]:''' A 5-shot bolt pistol on the Dominus. Pretty neat how we get five bolt pistols on our HQs for free, if you compare to the average SM Captain who'd only get one at best. *'''Magnarail Lance:''' A fancy sidearm carried by the Tech-Priest Manipulus. Now comes with 36" range but the lonely single shot severely limits its usefulness, but it's likely to shear off a model from a passing Intercessor squad due to high AP and now fixed D3. *'''Neutron Laser:''' The lascannon that steals other lascannon's girls. Better in both looks and stats, 48" Heavy D3 S12 AP-4 Dd3+3, this beast can literally punch a hole the size of a Carnifex in a Carnifex. It costs 15pts now, being only weapon that costs points on Onager. It comes with an Cognis Heavy Stubber so very good deal. *'''[[Stubber#Stubcarbine|Stubcarbine]]:''' 3-shot 18" bolt pistol sidearms that Infiltrators get to go with their power swords. Nothing to write home about, but does let them drop a non-negligible amount of dakka on things, so it's nice to have. *'''Sulfur Breath:''' The thing that gives Sulphurhounds their name, 12" Pistol 1d6 S4 AP-2 D1, automatically hits. *'''Torsion Cannon:''' 48" with 1d3+3 damage, it's basically a kataphron-mounted lascannon. S8 and AP-4 packs a punch, but 1 shot at BS4+ is still pretty iffy. *'''[[Transuranic_Arquebus|Transuranic Arquebus]]:''' The rifle that's so awesome, it earned its own page. Expensive, but probably the best sniper in the game, contending with [[Eliminator|bolt sniper rifles]]. Has enough range to reach anything on the board end-to-end, while its S7 AP-2 D1d3 profile means that it doesn't rely on just the Mortal Wounds to kill things and can actually ''snipe tanks''. Recently buffed to be merely heavy 1, but also nerfed to only include a max of 2 in a twenty-model squad. *'''Mechanicus Pistol:''' Your enginseers have decided they're too good for a dinky Laspistol, and upgraded to this creatively named sidearm. Still nothing you ever want to be in range to use, but 2 shots with S4 AP-2 means enginseers no longer get laughed at by Skitarii alphas. </tab> </tabs> ===Special Issue Wargear=== *'''Enhanced Data-Tether:''' Portable wifi hotspot for a squad of skitarii. These units add +1 to their Leadership score and gain the {{W40kKeyword|Data-Tether}} keyword. This particularly allows them to benefit from marshal WTs and stratagems without needing to be nearby - Especially useful for your shooty boys. *'''Broad-Spectrum Data Tether:''' Crawler-mounted cell-tower equivalent that gives a nearby friendly more bars of reception and the {{W40kKeyword|Data-Tether}} keyword. One friendly {{W40kKeyword|<Forge World> Skitarii Core}} unit within 6" of the BSDT's user adds 1 to their Leadership and gains the {{W40kKeyword|Data-Tether}} keyword. Available to Onagers, Ballistarii. and Dragoons, allowing broader coverage for marshal WTs and stratagems. *'''Command Uplink:''' Same as the BSDT, but exclusive to the Archaeopters, only 3" of range, and an aura applying to all units within range, not just one. *'''Omnispex:''' Enemy units do not benefit from light cover when targeted by a unit with an omnispex. 5 points, and with split fire on everything suddenly your Skitarii's special weapons just got a lot scarier. Solid contender against the EDT, especially in a unit with arquebi or calivers. Not as useful anymore since it can't proc better hitting with the strategem, but useful on sniping rangers to negate characters trying to boost their saves hiding in [[Metal Boxes|cover, teh kowardz, TEH FEWLZ]]. ===Relics=== <tabs> <tab name="Weapons"> *'''Anzion's Pseudogenetor:''' It's a tangle of mecha-tentacles that can vivisect enemies in battle. That's justification enough to use it. It gives a model using it 3d3 S+2 AP-1 melee attacks ''in addition to'' the model's normal melee profile (so it can use this weapon or its base melee, plus 3d3 attacks from this thing). Particularly great since it's a supplemental weapon, not a replacement. *'''Pater Cog-Tooth:''' Replaces an Omnissian Axe (making this Dominus or Enginseer only), increasing its strength and damage by 1: S+3 AP-2 D3. **S6->S7 is a nearly universally useless step, making this weapon ''awful''; even on a Dominus, who would like this weapon more than an Enginseer would, Anzion's Pseudogenetor is better. Never take this. *'''Phosphoenix:''' Replaces a Phosphor Serpenta (making this Dominus only), increasing its AP and rate of fire. 18" Assault 3 S5 AP-3 D2, and friendly {{W40Kkeyword|<FORGE WORLD> CORE}} units within 6" of the ''shooter'' can ignore Dense Cover when shooting a unit hit by the gun during the same phase. *'''Purgation's Purity:''' Replaces a Radium Serpenta (making this Marshal only) with one that can automatically wound on a 4+ to hit (regardless of target keywords) and a radically up-gunned profile with better range, rate of fire, ap, and damage: 24" Assault 3 S4 AP-2 D2. *'''Sonic Reaper:''' Replaces a Transonic Cannon (making this Manipulus only). Upgrades the S and AP by 1 each, to S5 AP-2, but radically changes the mortal wound output: instead of a nat 6 dealing 1 mortal wound in addition to normal damage, a nat 5-6 deals 2 mortal wounds ''instead of'' normal damage (meaning a 5 auto-wounds and both a 5 and a 6 functionally ignore all saves, but maximum damage dealt goes ''down'', making this weapon ''worse'' against some thankfully rare targets, like Astropaths and Razorwing Flocks). *'''Uncreator Gauntlet:''' Replaces a Power Fist (making this Datasmith only), granting it +1WS, +1A, and an automatic mortal wound inflicted every time the wielder hits a {{W40Kkeyword|vehicle}}. </tab> <tab name="Non-Weapons"> Artifacts you can equip to a {{W40kKeyword|Skitarii}} sergeant with the Artefactotum stratagem are marked appropriately. *'''Cage of Varadimas<sup>Artefactotum</sup>:''' Any time the bearer hits a '''non'''-{{W40Kkeyword|vehicle}} unit in melee, the enemy suffers a -1 penalty to hit until the end of the phase. Best used to lock up a key opponent at all costs. *'''Exemplar's Eternity:''' Skitarii Marshal only. Replaces the Servo-Skull Uplink ability with an aura that lets a {{W40kKeyword|<Forge World> Skitarii Core}} unit within 6" of the marshal re-roll 1s to hit and wound, not just to wound. Pretty much an auto-take. *'''Omniscient Mask<sup>Artefactotum</sup>:''' Any friendly {{W40kKeyword|<Forge World> Skitarii Core}} units within 6" of the bearer deal an additional hit on a nat 6 to hit in melee. Since this is better the more attacks the buffed units are making, if you have a way to deliver them, this is best on a Ruststalker Princeps and second best on a Sulphurhound Alpha, since those units have the most numerous attacks available and you're likely to deliver 3 units at once if you deliver them at all. **Amounts to +1 WS, except that it stacks with WS2+ (bringing expected hits to 1 per attack) and works with re-roll abilities at full capacity instead of having diminishing returns. *'''Raiment of the Technomartyr:''' Yet another old item with a new set of rules. In addition to granting the bearer a 5+++, you can nominate a {{W40kKeyword|<Forge World> Core}} unit within 6" of the bearer each command phase to shoot without any modifiers to BS or hit rolls. A great deal more useful now since it can be used on things aside from overwatch. *'''Skull of Elder Nikola<sup>Artefactotum</sup>:''' [[Tesla|Nikola Tesla's]] [[Awesome|skull that is used to obliterate enemies with bolts of lightning]]. At the start of the shooting phase, you can pull out the skull and roll a die for each enemy {{W40kKeyword|vehicle}} ''unit'' within 12". On a roll of 2 or 3, the unit suffers a mortal wound, on a 4-5, the unit takes d3 mortal wounds, and on a 6 it suffers 3 mortal wounds (net average per unit: 1.5). A good bit better now as a non-weapon that can be fired alongside your other weapons. A great option for a serberys or pteraxii alpha as they have the movement to get in and around a lot of vehicles. *'''Temporcopia<sup>Artefactotum</sup>:''' During the fight phase, you can force one enemy unit within 3" of the bearer to fight last. Why yes, this is quite the thing to throw. Stick it on a sicarian princeps and watch your opponent cry. **Since you'll usually fight before anything you charge anyway, this is best used on a unit that's been charged. </tab> </tabs>
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