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==Warlord Traits== Note on what named characters can take. #'''Cawl''' - Static Psalm-Code only. #'''Daedalosus''' - Codex Warlord traits only no dogma specific traits. #'''Larsen Van der Grauss''' (If taken in an Elucidian Starstriders detatchment) Codex warlord traits or Static Psalm-code. Holy order warlord traits explicitly cannot be given to named characters but the extra warlord trait strategem can target named characters. ===Codex Warlord Traits=== #'''Monitor Malevolus:''' Once per battle, you can re-roll a single hit roll, wound roll, or damage roll made for your warlord. In addition, if your army is battle-forged, roll a d6 each time ''you or your opponent'' uses a stratagem. On a 6, you gain a command point, though it's been capped at a single CP regained per battle round. #*The free reroll is still worth a CP on its own, though. #'''Magos Biologis:''' You can re-roll failed wound rolls when attacking enemy {{W40kKeyword|infantry}}, {{W40kKeyword|beast}}, or {{W40kKeyword|monster}} units with your warlord. #*''Good for a Dominus with relics that meets the enemy instead of being support. For dedicated melee, the Prime Hermeticon might serve you better''. #'''Mechadominator:''' Your opponent must subtract 1 from hit rolls they make for any of their vehicles that target your warlord. #*''A) You have Onagers with Neutron Lasers, why are enemy vehicles still alive? B) Vehicles aren't Snipers (besides Knight Castellans with Oathbreaker Guidance System), nor should your Magos be duking it out against a Dreadnought''. #'''Necromechanic:''' Each time your warlord uses an ability to repair a friendly model, that model regains 1 additional wound. ''<u>Doubles your Knight-repair rate</u>, which normally heal only 1 wound instead of the usual D3. #*Can be combined with the 'Autocaduceus of Arkhan Land' relic if you cannot afford to lose that Onager.'' #'''Chorister Technis:''' Whilst on the battlefield, you can re-roll one die whenever you randomly select which canticle you use. Notably, if the warlord is from Mars, he can only re-roll the ''first'' result. And if he isn't, the FAQ states he's only rolling a single dice anyway, the Martian double-dogma being rolled for separately from non-Martian detachments. #*Giving Cawl an assistant with this ''does'' still help him; you'll go from 3/4 Shroudpsalm odds to 7/8, for example. #'''Prime Hermeticon:''' Infantry units within 6" can re-roll failed hit rolls in the fight phase. #*''This is the only way you can get anything useful out of Breachers in close combat. If you're using only Skitarii for melee, the Omniscient Mask could help you better''. ===Holy Order Warlord Traits=== The following four warlord trait options were added in Psychic Awakening: Engine War, and they are pretty much flat upgrades to anything found in the codex. Each trait offers one of three auras that are selected at the beginning of your turn, and can be swapped out as the situation demands. Two things to take note, however: If you end up going second, you will have no bonus active; and many of the auras affect models, not units - position your units responsibly. #'''Learnings of the Genetor:''' #*''Hyper Cybernetic Physiology:'' {{W40kKeyword|FORGE WORLD}} Kataphrons and servitor models within 6" of the warlord have a 5+ feel no pain save. #*''Biochemical Aggression:'' When a {{W40kKeyword|FORGE WORLD}} model which unit is within 6" of the warlord makes an attack with a melee weapon, an unmodified wound roll of 6 improves the AP of the weapon by 2 (0 becomes -2, -2 becomes -4). #*''Excoriate Fear Response:'' {{W40kKeyword|FORGE WORLD}} units within 6" auto-pass morale. #'''Analyses of the Logos:''' #*''Predicted movements:'' {{W40kKeyword|FORGE WORLD}} {{W40kKeyword|Infantry}} units within 6" of the Warlord can overwatch on a 5 or 6 #*''Empyric Prognosis:'' Roll one D6 when a friendly {{W40kKeyword|FORGE WORLD}} model would lose a wound as a result of a mortal wound in the psychic phase whilst its unit is within 6' of the warlord; on a 4+ that wound is not lost. #*''Flaws of the Foe:'' {{W40kKeyword|FORGE WORLD}} models within 6" gain a bonus to the AP of their ranged weapons. On an unmodified hit roll of 6, improve the AP of the attack by 1. #'''Divinations of the Magos:''' #*''Overloaded Safeguards:'' Ranged weapons fired by {{W40kKeyword|FORGE WORLD}} Models within 6" of the warlord will score an additional hit on an unmodified roll of 6. #*''Aggressive Subroutines:'' {{W40kKeyword|FORGE WORLD}} units within 6" may re-roll charges. #*''Predatory Programming:'' {{W40kKeyword|FORGE WORLD}} Units within 6" may roll one additional D6 and discard one of the dice when making an Advance roll. #'''Fabrications of the Artisan:''' #*''Exquisite Calibrations:'' {{W40kKeyword|FORGE WORLD}} models within 6" gain a bonus to the AP of their ranged weapons. If the target is within half range, improve the AP of the attack by 1. #*''Master of the Motive Force:'' Arc weapons on friendly {{W40kKeyword|FORGE WORLD}} models within 6" of the warlord gain a bonus against Vehicles. On an unmodified wound roll of 6, they deal 1 mortal wound in addition to any other damage. #*''Enhanced Engine Interfaces:'' {{W40kKeyword|FORGE WORLD}} {{W40kKeyword|Vehicle}} models within 6" of the Warlord can shoot in a turn they fell back.
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