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===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>
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