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===HQ=== *'''Techpriest Dominus:''' A sweet update of the old metal Imperial Guard model, strangely unlike the Skitarii codex fluff-wise it seems these Techpriests find it better to lead by example than saving their necks from commanding from a ship in orbit. You know he's the big cheese because he has both [[Pauldrons]] and a [[Hats|hat]]. Right off the bat he is a pretty impressive servant of the Machine God, possessing a 2+ Armour Save, a 5+ Invulnerable, 3 Wounds and Feel No Pain. As standard he comes with a Power Axe, the only Volkite weapon in 40k and a Macrostubber. That's a lot of Anti-Infantry shooting, right there. He can then replace the Volkite Blaster with an Eradication Ray, both of which he can fire on the move since he's Relentless. He can also replace the Macrostubber for a Phosphor Serpenta. And with the Mechadendrite Harness, he can shoot all of those in a single shooting phase. ** He slices! He dices! And he just won't fucking die! He has two decent guns, two decent close combat weapons, a special rule that helps the Mechanicus/allied vehicles and a piece of equipment that gives you a meta-advantage by revealing mysterious objectives. Except for Psykers (who are crapshoots as to their effectiveness), this guy may well be the best generic HQ in the entire goddamn Imperium. Take one now. I don't care if you play Space Marines. Take. One. (And with the dominus maniple you can take one, a squad of vanguard, and the godly firepower of a ONE, JUST ONE DUNECRAWLER.) ** The standard loadout is mainly anti-infantry shooting and also contains AP2 assault / Haywire assault to deal with troublesome foes. In other words, this build feels right at home with the new Electro Priests. ** The Dominus also comes with the Master of the Machines special rule which combos out with the Mechadendrite harness to swap out up to one of the model's shooting attacks to use an upgraded version of the usual tech priest ability to repair hull points or a Weapon Destroyed/Immobilized result suffered earlier in battle. Instead of being able to do it on a 5+ he may do it on a 2+ as well as restore wounds the same way as if they were hull points! It is definitely recommended to stick this guy in a squad of Kataphrons because they contain multi-wound models. In fact, you can use this ability to restore his own wounds as a super IWND! However, the Wound restoring function only works on Models from the Skitarii or Cult Mechanicus books - so no fixing up Chapter Master Smashfucker if he takes a hit. But imagine it on a Knight from...oh I dunno, the hella sweet Adeptus Mechanicus War Convocation formation (see below). *'''Belisarius Cawl (Fall of Cadia):''' The big bad Archmagos Dominus. Like Celestine and Greyfax, he can be taken as an HQ in any Combined Arms or Allied detachment for Armies of the Imperium, or replace a Dominus in any Cult Mechanicus formation. Costs 200 points and has a Monstrous Creature statline of S5 '''T6 W5''', with WS/BS 5, but only 3 Attacks at 3 Initiative while not being a Monstrous Creature. However, this matters little, as his equipment and special rules are full of Mars-pattern hard cheddar. For starters, like any Dominus, he has artificer armour, refractor field and Feel no Pain, the last of which is re-rollable if he is the Warlord, basically making him immune to small arms fire and able to easily tank plasma blasts. Bear in mind that he does ''not'' have Eternal Warrior and his invulnerable save is only 5+. So a lucky Force hit is all that's needed to drop Cawl. Also like any Dominus, he can regenerate lost wounds, but instead of using Master of Machines, which he does not have, he now just up and [[What|regenerates D3 wounds each turn]]. Out of his pool of five. [[Rage|And he can also be repaired by a Dominus in his unit.]] This he needs, for his weapons are devastating. First, an Arc Scourge, an S+1 AP 4 Melee, Master-crafted, re-rollable Haywire stick tailor-made to wreck any vehicles he comes in contact with. A Master-crafted Power Axe comes in handy when he needs to kill 2+ armoured enemies, and gives him +1 Attacks for two CCWs. When he is overwhelmed, though, he can use his Mechadendrite Hive to do 2d6 S4 AP- attacks as well as a dataspike poke both at I10 in close combat, a bit like Anzion's Pseudogenetor, to clear out blobs. His ranged weapon, though, is the most powerful one. Solar Atomiser, the Mechanicus' version of a meltagun, is an astonishing 12" S 10 AP 1 Assault D3, Master-crafted, Melta gun that is almost equivalent to a portable melta-vet squad. His army-enhancing special rules are an icing on the cake. He allows access to the new Arcana Mechanicum table for use by other potential relic-bearers. Scryerskull allows him to uncover a single Mysterious Objective in a turn. While he lost Master of Machines, he still has Canticles of the Omnissiah, enhanced by the new Canticles of the Archmagos. These work as usual, scaling in power with more Canticles of the Omnissah units singing along, but they also affect all Imperial vehicles within 12" of him. There are three of them: **'''Harmony of Metallurgy''': 1-3 CotO units are granted a single IWND roll, 4-7 are granted two rolls, and 8+ are granted three IWND rolls to recover their Wounds and Hull Points. This more than makes up for the fact that Cawl does not have Master of Machines. Affects himself, too, so he can potentially recover 4 wounds in a single turn. No info as of yet on whether this stacks with existing IWND. **'''Word of Neutralisation''': 1-3 CotO units increase their BS by 1, 4-7 increase their BS by 2, and 8+ increase their BS by 3. We herd you liek Doctrinae Imperatives, so we gave you a Doctrine in your Canticle so you can wipe out enemies while you are charging them. Compensates nicely for the generally bad BS of Cult Mechanicus units, allowing you to land a devastating alpha strike, and can severely increase the amount of firepower that IG/AM tanks are pumping out. **'''Warhymnal of Fortitude''': 1-3 CotO units now have a 6+ Invuln, which is increased to 5+ for 4 to 7 units and to 4+ to 8+ units. Pretty much the Blessing of Binharic Deliverance by another name, and is equally [[Awesome|awesome]]. (Give a Knight a 4++ on the turn he gets into combat, or give a Knight Warden/Crusader +3 BS for a turn to really kill those units...)
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