Editing
Warhammer 40,000/Tactics/Mechanicum (30k)
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Ordo Reductor Unit Analysis== The Ordo Reductor's initial list, main troop choice and dedicated transport was in HH1: Betrayal and is a campaign allied detachment list when playing an Isstvan 3 re-enactment. At first there was only a unique HQ unit but The Magos Dominus from book two is now available to the Ordo Reductor (and in that army is called a Magos Reductor) and is quite attractive with T5 base. We now have two troops choices (Thallax and Scyllax) but the Thallax are the ones which can take a Mechanicum LR as a DT. We also got some Thanatar heavy support choices (Thanatar-calix and Thanatar-cynis) and a new Domitar-class automata as an elites choice with book 5. One of the biggest draws of this list is the ability to field custom Land Raiders as Dedicated Transports as well as ferrox-enabled thallax. If you're aiming for a mobile, mechanized army with lots of tough high Strength shooting you'll probably like this list, but if you're looking for a general list then you might be better of with the Taghmata as they have the Mechanicum LR (though not as a DT) ''as well as the krios, krios venator and the triaros''. Calleb Decima's 'Castellan Reductor' unit selection is longer than the regular Ordo Reductor and shifts the imperial avenger strike fighter into the fast attack slot, but it's heavily reliant on "stand-ins" from the Legiones Astartes list. Lets hope we see an assortment of "Ordinatus" variants for the Ordo Reductor in the future.. ===HQ=== *'''Magos Reductor Caleb Decima:''' ''Probably the most [[Fluff|misrepresented]] character in all of 30k''. His ability to [[Awesome|command enemy tanks]]? [[Rage|Gone]]. His Thallax bodyguard? Replaced by an optional (and hideously expensive) [[Derp|Servitor retinue]]...which don't even help his Battlesmith rolls! But at least he gets a retinue, unlike other Magi. Even his crunch is poorly written. He has Archmagos stats, with one less WS/BS but one more S/I. Having high Initiative and Strength for a Magos, but [[Fail|only WS3]] though thanks to his MC ''Unwieldy'' Poweraxe (which makes him S6), MC Bolt Pistol (for two re-rolls and an extra attack) and his two extra Machinator attacks he's still pretty decent in melee, though with his longest re-usable ranged weapon being a MC Boltpistol he's certainly not a shooty character. So, is he worth it? '''''YES'''''. Because of his special rules, Caleb is an awesome, if somewhat expensive ''support'' HQ, specially when taken as an allied one as the book intends to. Not that he isn't good in a primary detachment either. Unfortunately, unless used as support he's a little awkward to use, being too fragile to go solo and his retinue not having enough dakka. He can add some firepower/melee to a squad, but Thallax lose their mobility advantage when having him ([[Fail|just in case you wanted to be true to the fluff for some silly reason]]). Therefore, the easiest way to use him is having him tend to your siege engines with his Battlesmith and Master of Destruction. With the addition of Tempest he can now be in a unit of Scyllax, which works out much better since, even though his toughness drops by one, all five of his attacks ID MEQ's since the Marines he'll be up against are T3! His special rules are: **'''Master of Destruction:''' Gives all of his attacks the ''Sunder, Tank Hunters and Wrecker'' Special Rules, but most importantly, he can grant these rules to a nearby Heavy/Ordnance weapon if he doesn't shoot (which he usually wont unless he's near an enemy tank), including his customized Land Raider DT. The best part? It's an inherent rule instead of a Warlord Trait, so you can benefit your Legion stuff when taken as an ally ([[Anal_circumference|MoD Vindicator Destroyer!]]) or combine it with Mechanicum WTs, not to mention helping your Titans. **'''Curse of the Omnissiah:''' Makes him a death sentence to anything less than a Titan (provided you get a good roll), being able to unleash 2D6 Haywire shots, which means he can [[Awesome|scream a Spartan to death]] on a single turn. This counts as firing a weapon. Unfortunately, it's very difficult to use, being Heavy One Use and having only 18" range. And being ''only'' T5 with a 3+/5++ save and no access to transports with fire points or Relentless (like the Magos Reductor) means Caleb will face danger to use it ''and after'' using it, [[Derp|because it Gets Hot]]. Feel free to move when targeting a flyer, though. If you want to use it you'll probably need staying power, so take a Cyber familiar for a 4++ invuln and an Abeyant for IWND & Hardened Armor. **'''Castellan Reductor (Campaign only):''' It gives you much needed flexibility, allowing you to add the next entries to your army: ***'''Elites:''' Techmarine Covenant with 'Stubborn' instead of 'Legiones Astartes'. They are meant to [[count as]] Myrmidons...which have been released now, so [[Rules_lawyer|probably]] ''you can field Myrmidons in a Reductor army''. ***'''Fast Attack:''' Avenger Strike Fighter, instead of a Lord of War like normal Reductor lists. ***'''Heavy Support:''' Legion Artillery Tank squadron. ''Now you'll be able to get them without needing Astartes allies''. *'''Magos Reductor:''' ''Because Caleb can't be everywhere at once''. HH2 gave us a less supportive version of the Legio Cybernetica's Magos Dominus, swapping their [[Omnissiah|machine psychic]] powers for Tank Hunters + Wrecker (which he can't confer to anyone [[Derp|or use effectively]]), fitting our siege theme, while getting access to stuff they don't get (''at last!'') like Rad grenades and up to three Phosphex bombs and Breaching charges. Like all Mechanicum characters, he has a ton of options and can fill a number of roles. Just remember, even if he starts cheaper than Caleb, the costs WILL add up quickly, and he'll need to make back all those points somehow, needing to fulfill multiple roles that are usually mutually exclusive, but you aren't Thagmata, so you must get by using what you get. **'''Support (i.e. Naked)''': Because not everyone can be a Chapter Master and Ordo Reductor [[Derp|lacks Techpriests]]. The cheapest build, focusing instead in bringing more siege engines and herding your Thanatars around, which are too valuable to have them melee at stuff. Don't even think about getting him guns - his shooting phase will be spent repairing shit, and if he isn't, you're [[DISTRACTION_CARNIFEX|not trying hard enough]]. Too frail? Give him an Aurugy scanner to deny infiltration and stick him in a Thallax bodyguard instead of an Abeyant, maybe give him a Machinator for good measure (+1T, +1 Battlesmith). This means not only he gets some dudes to take hits for him, but you can also bring ''yet another'' Land Raider DT, kited with Lascannons so it can function as another siege engine. ''A LR on the front, two Thanatar at each side, Thallax at the back and the Magos in the middle. [[Get_shit_done|That's your Ordo Reductor list right there]]''. And if you have models in Reserve, you can give the LR an Explorator Web. Doesn't look that cheap, but take into account that you were already going to bring LRs and Thanatars, so ~95 pts total. **'''Melee:''' Fortunately, you can make your Magos a 4W T6 3+/3++ monster. Model-wise, this is the most expensive loadout, but it's a good way of using the Reductor's exclusive Rad grenades, Phosphex and Breacher charges (10 pts a piece, ouch). Make him an Archmagos with the obligatory Machinator array so you don't have to worry about the breacher charge either scattering or insta-killing you. ''Only 125 pts so far, suck on that Caleb!'' Add invuln for that AP3 weaponry. Maybe also an Abeyant for +1 Wound and sweet IWND. And don't forget the Rad grenades. No guns here, the Machinator's meltagun and flamer are more than enough. However, you can fire the meltagun and another weapon, so throw a Phosphex bomb. Or a Rad-cleanser. And a Breacher charge to treat challengers with non-Unwieldy S8 AP2. Look again, your model now costs ''~205 pts'', not to mention he still needs a retinue, which cost as much as Terminators (but Ferrox Thallax hit hard and Scyllax are customizable and outright scary). ''Srsly, why are you meleeing in a siege list?'' **'''Ranged:''' A normal Reductor with a Photon Thruster/Conversion beamer and Augury Scanner is an interesting tactic and definitely one to consider for your Thanatar-Calix shepherd. It's cheap, makes you durable, and can help bring much needed high Strength/low AP firepower to the field, protect your side from deepstrikers and heal your Thanatar when it needs it, without being unreasonably expensive. You could put this guy in a unit of scyllax when rounding up your Thanatar because he will make them fearless and then their bolters can then fire at deepstrikers as well as the Magos's heavy weapon. ''Just ~100 pts there.'' ===Elites=== *'''Domitar Class Battle-Automata Maniple''': Finally, an actual Elites choice! It's essentially a melee automata geared to taking down Monstrous Creatures (aka other Automata), it can also handle vehicles and buildings in equal measure thanks to four attacks at S10 and its WS4 make it so it'll hit all other automata on 3's (even with HoW it's great since get D3 S7 hammer of wrath hits per model (roll once and multiply by number of models)). Shooting wise it's pretty shitty for how much it costs, armed with only a missile launcher with Krak and Ignis missiles (the latter S5, 3" blast ignores cover... but AP6) and can purchase flak missiles which might be the only ones you use since your Air Defense is a little weak. Thankfully it shines even when getting charged thanks to the Graviton Hammers forcing opponents to make disordered charges, and with Crusader you'll be dictating when your charges happen quite often. Interestingly '''Frag-nades''' are purchased at 5 pts per model (essentially mandatory for them), but keep them away from tarpitts (Paragon of metal doesn't help out too much here, and getting hacked apart by a large mob of S6 fearless goons whose entire squad costs probably less than half your model is embarrassing). Don't go thinking that it can take on every monster unit either. Charge a few Castellax with Darkfire Cannons (or even go solo near their Bolt-Cannons) and you'll find that's a 175+ point investment down the drain. **Normally the price would turn the other groups off from using these as they are extremely expensive, even for very impressive abilities, but since these are the Reductor's only dedicated Close Combat Monster you'll want to use them against the enemies most valuable assets: Tanks, Dreadnoughts, smaller terminator units and HQ. These are the ideal candidate for Paragon of metal as squads would likely perform well, but are too expensive, and as such they function very well on their own. ===Troops=== *'''[[Thallax|Mechanicum Thallax Cohort]]:''' Shock Troops cyborgs invented by the Ordo Reductor and sometimes gifted to other organizations in return for aid and fealty. Thallax are Jet pack Ogryn equivalents, being pretty hardy with T5 and 3 wounds. Their special rule '''Djinn-sight''' impedes infiltration within 24" of them and [[Iron_Warriors|reduces enemy cover]] by 2. Their Lightning guns are somewhat short ranged (18"), but being Jet pack units they move like normal infantry and get a 2d6" jump in the assault phase, so consider Deep-Striking them. Their superb mobility and S7 Rending guns means they are effective against vehicles (even AV14 with some luck), but they don't pump out enough dakka to be much of a threat to infantry. Even though they're WS3, being S5|T5 FnP(6) means they're not too shabby in combat either. Overall pretty damn good but start to cost a lot of points quickly and while they have access to great weapon options, this isn't a fantastic way of picking up a tonne of high strength weaponry. Being Reductor however you don't have a lot of choices, [[Rage|so go figure]]. Furthermore, Thallax can be upgraded with one augmentation. Being their inventor, Reductor Thallaxii have access to all four of them and remain Troops no matter what they choose, but again, keep an eye on their point cost. **For killing armored targets, buy them '''Destructor''' (''Tank Hunters'') to make sure you get that Rending roll, and ''maybe'' a '''Multi-melta''' too. <s>''But Armoured Ceram-''</s> In ~1500 pts games it's not that easy to Melta-proof all your vehicles, and Fortifications can't get that (and are affected by Melta [p.110 7th E.]). Furthermore it's longer ranged than Lightning guns so you can keep them in the back, and AP1 helps against infantry too. Alternatively, avoid multi-meltas and put those points into Melta bombs instead, which does ignore Armoured Ceramite and ultimately cost the same. Being owned by Dreadnought who takes your Thallax out with one strike of Dreadnought CW before they can use MB sucks, though. **If you want to deal with flyers, '''Icarian''' is you only way to get ''Skyfire'' weapons. Set them up in a fortification (Skyfire emplaced weapons) and/or buy them Multi-lasers/Photon thrusters, their Djinn-sight screwing up those Jink saves. Otherwise they wont make good use of this rule because of their short ranged Lightning guns, Icarian needing them to stay still taking away their mobility advantage. **''Against Marines take'' '''Phased-plasma fusils''', terribly efficient marine-wood chippers that effectively become Assault 3 in the hands of your Relentless minions. And being Djinn-sighted, cover won't save them. ''To kill Terminators'', however, '''Photon thrusters''' are your only option. It's the most expensive option, but 2 S6 Blind shots will make a difference, and even MCs (and Primarchs!) might feel more than a sting, all that from 48" away. They're also Lance, but at S6 no one cares, stick to your default guns for tank killing. ''For dealing with light infantry (T3) blobs'', '''Multi-lasers''' are a very cheap way of adding much needed firepower, S6 denying their FnP on top of having long range. '''Irrad-cleansers''' are very useful too, their Fleshbane templates felling scores of poorly armoured enemies, even making tough units take a ton of saves. **'''Ferrox''' is an interesting upgrade, not only granting ''Rage'', but also making your melee attacks ''Rending''. Pretty mediocre given Thallax, while strong, are not as numerous as you'd like them to be. Synergizing extremely well with Ferrox are '''Heavy Chainblades'''. Their effect is only felt against T3 denying FnP or if they are poorly armoured (S5 already wounding on a 2+), but combined with Ferrox's Rending they improve your chances against 3+ saves and can even kill MCs and AV14! (9 guys shooting and charging averaging [[Spartan_Assault_Tank|5 lost HP]], 3 of them Penetrating). Now there's your melee AND anti-armor option combined. But avoid tarpits because to make their points back these guys need to be always charging, and they can't Sweep Advance. **'''Empyrite''' is only useful in Zones Mortalis and those environments where aerial deployment is forbidden. That's right, for 25pts all you get is a different way of deep striking. *'''Scyllax Guardian-Automata Covenant:''' Holy shit [[Awesome|a second Troops choice]]! Just when you thought Forge World forgot about the Ordo Reductor after two and a half fucking years... They did and just gave a blanket statement that these can be taken by everyone, but it's the thought that counts. They are a balanced melee-ish squad, having 2 attacks base that generate an extra attack on a To wound roll of 6. In addition, they can exchange all their attacks (even the extra one for charging) for a Dismemberment attack: [[Rape|+3S AP2]] Unwieldy. They also get some decent firepower in the form of Kraken bolters as standard, one of the longest ranged infantry weapons in the whole Mechanicum, AP4 to boot. Nice. WS3 coupled with Relentless, Move through Cover, Night Vision and the usual Mechanicum stats (T5|2W|I3|4+ save) and the possibility to have up to 16 models means the unit is more than just a tarpit unit. [[Rage|Too bad they cost as much as Terminators]]. Also, like the Servitors they are, they become Fearless when they're within 24" of a Magos...but have to test on their Ld7 to move when away from them, so keep Magi nearby [[Tyranid|to herd them around]]. ''Then why take them?'' Because they come equipped with a '''Rad Furnace''', which means anyone in base contact with them suffers -1T, while they themselves are immune to it, as well immune to Rad grenades (''so they're different/[[Anal Circumference|THEIR EFFECTS CAN STACK]]'') and Poison & Rad-phage [[Mortarion|only affects them on a 6+]]. ''What does this mean for your Reductor army?'' That you should either stick a Rad grenade, Abeyant-equipped Archmagos with them since they will be able to Instant Death MEQ's with their regular attacks and attack the nearest foe with your Relentless, Move through Cover unit that [[meme|doesn't afraid of anything]] (Fearless). Alternatively put Calleb in one since at S6 he won't even need the Rad Grenades to ID MEQ's (''at last, a good unit for him to hang with!'') Terminators on sight? Pfft, Rad Furnace + Dismemberment will finish them off, even if they have [[Grey_Knights|2 Wounds]]. Just remember your Magos isn't immune to Rad, so keep away from Precision strikes and Challenges and buy a Machinator Array. Like all Mechanicum units, they have numerous weapon options, but keep your eyes on the points price. **If Assault is your ideal strategy, then load up on '''Flamers''' (available to all) and '''Rad-cleansers''' (available to only one in four, sadly). Template weapons can help whittle down a lot of blobs real fast (having that much Wall of Death doesn't hurt if you get counter-charged either). **If you opt for ranged combat, you'll want the '''Rotor Cannons'''. Sure they're weaker in strength than the '''Volkite Chargers''' but they put out more shots the Volkites and your regular Bolters do, Relentless meaning you get to fire 4 shots at full 30" range. And they're the cheapest option! Even if you're up against 4+ saves, the heightened volume of fire means you'll inflict more wounds than Kraken Bolters. **As for the other "1-in-X can equip Y" items, they're pretty self explanatory. '''Graviton guns''' help with slowing infantry and dealing with vehicles that got too close, '''Plasma guns''' help with taking out 2+ saves from range (handy if a player puts their Artificer Armour Sergeant in front), and '''Melta guns''' are good for leaving at home because your opponent bought Armoured Ceramite and you have better things to deal with vehicles and 2+ saves. ===Dedicated Transports=== *'''Mechanicum [[Land Raider]]:''' The "Build Your Land Raider" construction kitβ’. Starting at 195 points you pay for a basic Land Raider chassis, which being Mechanicum comes stock with Blessed Autosimulacra, Anbaric Claw and placeholder weapons (2 Lascannons and a Heavy Bolter, none of them twin linked). Then you can choose any of the dozens of options to kit it out. You can make any and all type of pre- and post-heresy LR's, except Terminus Ultra, Ares or Achilles, and even some homebrew patterns that [[Heresy|don't exist on any sacred blueprints]] (you filthy Heretek). Yes, even [[Awesome|Crusader and Redeemers]]. Sadly, your own troops, being Jet Pack units don't really need transports, and become capped to only 5 models (thus only 1 special weapon), and your allies can't use them. Adding insult to injury, you can't bring standalone Land Raiders like freaking Thagmata can, but ''only take them as DTs''. Better make up for the lost firepower by fielding the very best Land Raiders, like no others ever were. **You seriously have a broad range of options, though being limited in capacity you'll gravitate to make your Land Raider as tough as possible - 5 thallax can't really use assault launchers (not even Ferrox), and the Explorator Augury Web takes away yet another precious transport slot. Instead, take Armoured Ceramite and Flare shield base, and maybe Extra armour if you feel like it: A neat tactic with the Land Raider is to use it as a mobile wall for Thallax, pop out, shoot, then use your assault move to dash behind it again and grab popcorn as you watch your enemy try to deal with what effectively is AV15/AV16. As for your weapons, you'll need to decide what kind of enemies you want to target and how specialized or tactical you want your Land Raider to be (e.g. Multi-melta + Flamestorm able to tackle both Fortifications and their Marine garrisons). You can't take pintle weapons, that's heresy too. ***Against ''light infantry blobs'' you can not only upgrade your Heavy bolter to twin-linked, but instead buy a Volkite Culverin (Heavy 4|S6|''Deflagrate''). Too bad it's not twin-linked. Phased plasma fusils and Graviton cannons, being TL+AP3/AP4+Dangerous-terrain they will also deliver. As for sponsons, you can mount [[Land_Raider#Crusader_Pattern|Quad-Heavy Bolters]] or [[Land_Raider#Redeemer_Pattern|Flamestorm cannons]] ''absolutely free'', the former being a little better for being twin-linked, having more range and being able to fire them even at Cruising speed - 12 TL shots having to hit something. This means you'll either park it and shoot or dash it forward and burn stuff, Armored Ceramite making it fear nothing. ***Against heavy infantry, namely ''Marines'', the best weapons are the TL Phased plasma fusil and Flamestorm cannon, all those being AP3 and wounding on 2+. Vs ''Terminators'', grab the Plasma cannons and don't move any faster than Combat speed. None of your hull weapons shoots enough AP2 to be a menace, so aim at something else. ***Against ''armored targets'' your hull weapon will be either the tried-and-true Lascannon (long range S9), versatile Graviton cannon (Haywire + Dangerous terrain) or fort-killer Multi-melta (forts can't get Armoured Ceramite). As for sponsons, it's either TL Lascannons or TL Multi-meltas, both hideously expensive at 40 pts. That's too much for upgrading to TL, and Multi-meltas are much cheaper on Thallax, so you might as well just keep your normal Lascannons and have a very tough tank killer. **Caleb can bring one as a DT, so make it resilient AND tactical. This is the one where you'll be installing that Exploratory Augury Web, rerolling your reserves or screwing the enemy's, while also gaining Scout. And if you roll Master of Mechanisms, that's [[Troll|3 separate chances of regaining an HP]]. Not to mention he can grant Master of Destruction to any of its weapons. So you can Scout 12", Cruise Speed another 12" and fire a Tank Hunter|Sunder|Wrecker Multimelta. This doesn't mean you should ride all the way into the enemy deployment zone in turn one (which you totally can), but that you can probably fire a [[Just_as_planned|Multimelta at half range on something of value]], maybe a fort, while being able to tank the fire [[DISTRACTION_CARNIFEX|you're going to recieve]]. ===Heavy Support=== *Thanatar **'''Thanatar-Calix''': For the same points as a Wraithknight you can have a base-spec one of these as a heavy support choice. Can only be taken singly and has the traditional twin-linked Mauler pattern Bolt Cannon as well as a Sollex pattern lascannon and a Graviton Ram which fires a flamer template. Feels a bit lost during a game - you throw it forward to put all its weapons to use and you feel like you're squandering the range on the lascannon. There is a risk of getting tarpitted too so he needs someone with a cortex controller nearby or paragon of metal to keep him away from them - his main trick is his close combat attacks against fortifications which turn from S 10 to S D. but how many times are you going to be against a primus redoubt? **'''Thanatar-Cynis''': The result of a spat between Ryza and an upstart forgeworld who come up with a new pattern to try to rival Ryza - puts down four S8 AP2 small blasts up to 18" away with the 'plasma wave' rule but also the gets hot rule. Also has a derp-tastic ''single'' mauler pattern bolt cannon. could be a viable 'distraction carnifex' for mechanicum forces and is arguably powerful against 2+ save infantry and light vehicles alike. Re-rolls on successful cover saves makes this a prime candidate for clearing MEQ, TEQ and bikes from objectives. ===Lords of War=== *[[Imperial Knight]]s **'''Knight Acheron''': Excellent at wrecking armour (something the current list somewhat lacks) and its flame cannon (Hellstorm|S7|AP3) makes it a pretty decent Marine killer. You do have to close in and assault the enemy to deal with the armour effectively, but its run distance combined with the fact that the current Reductor functions more like an Assault army does not make that a problem. **'''Questoris Knight Styrix''': The long-ranged Marine remover, it's not such a great idea to take this over the Acheron if you want to assault the enemy (though it doesn't do that role badly) but it only becomes really awesome in a gunline. Any Marine squad it hits it'll wreck thanks to Deflagrate and AP3 and it also packs a grav gun for slowing the enemy down when they close in. The Siege claw is not too bad of a choice either, specially if you're planning on assaulting buildings, and the added Rad Cleanser is nice to have, but it's unlikely to be really useful unless against Orks or Tyranids. *'''[[Avenger Strike Fighter|Imperial Avenger Strike Fighter]]''': <s>''What do you mean this is a LoW?! The other Mechanicus get them as Fast Attack and we get nothing?!''</s> Though not a bad model, the Strike Fighter makes for a really shitty Lord of War (it is also the cheapest LoW at 150 pts) but can shift to being a fast attack choice when Calleb Decima is used as your warlord. At 2 Hull Points you not only want but NEED Chaff Launchers if you want to make full use of it. Hellstrike Missiles are possibly the only choice it'll get its full use out of before it gets shot down, with bombs coming a close second. As for the other options, Missile Launchers will help thin out the Marines alongside the Avenger Bolt Cannon and can make decent tank hunters if you take Battle Servitor Control. Autocannons with Battle Sevitor Control can also work well if you're hunting rhino's and other light-mid vehicles, same with the Multi-Lasers (which are better at light vehicle hunting), though whichever option you pick don't expect this to survive long. *'''[[Warhound Scout Titan]]:''' Do you remember this is 30K, where Imperium tech was not a tale of slow degradation? Well, the pre-heresy Warhound comes with one extra Void shield and night vision for the same price as post-heresy one. Even though 6-th edition nerfed D-strength a lot (no more +1 on damage chart), a pair of Double Barreled Turbo Laser Destructors is still the go-to loadout, but due to 30k's all-marine environment, choosing the Megabolter or Inferno cannon actually makes some sense, especially with huge blobs of said marines. *'''[[Reaver Battle Titan]]:''' It's the Warhounds bigger, tougher, meaner and slower brother. Destroyer blast spam is still the preferable weapon loadout (especially with the points level you'll be likely using this guy at), but in 30K there's nothing wrong with choosing Gatling blaster (because fuck Marines) or a Melta cannon. Curiously it can take a Vortex support missile for a carapace weapon, you lose a lot of your average firepower, so compensate by getting something with more blasts instead of going all Strength, but the missile is capable of one-shoting any other lord of war (besides another Reaver) by removing D3 SP from super-heavies or just instakilling any other model (yes, even Primarchs) with no saves of any kind allowed. It's One use only, so use it wisely. *'''[[Warlord Battle Titan]]:''' Probably the biggest model FW will ever make, the Warlord is a walking engine of destruction.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information