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==Stratagems== ===Universal=== *'''Gloria Mechanicus (2 CP):''' Use at any time. You can immediately change the Canticle being canted to another (either by picking or rolling). You can't pick one you used before (unless you stack it with the stratagem below), but you ''can'' benefit from the Mars Dogma.At any time also means during opponent turn...say he just mass charged your forces and you want to turn on Litany of Electromancer.. *'''Divine Chorus (2 CP):''' Use once per battle, when you you would determine a Canticle; lets you choose the Canticle, even if it's already been used this game. *'''Zealous Congregation (3 CP):''' At the end of the Fight Phase, select an {{W40kKeyword|Electro-Priest}} unit from your army. They can fight a second time this turn. ''Great way to make sure your Fulgurites get that 3++ for the game.'' *'''Elimination Volley (2 CP):''' Use in the Shooting Phase; if a Kataphron Destroyer unit and a Kastelan Robot unit with the same {{W40kKeyword|FORGE WORLD}} keyword are within 6" of each other, they both add 1 to hit that phase. ''<u>Makes supercharged Plasma Culverins safe</u>''. *'''Binharic Overide (1 CP):''' Use at the end of any phase to change the Kastelan battle protocols on one of your units. However, they are stuck in the new mode for the rest of the game. Obviously, this also means you can't use this on a given Kastelan unit twice in a single game. ''If your Fist Kastellans have already reached melee but their Datasmith was killed before changing to Conqueror Protocols, this will let them avenge him''. *'''Archaeotech Specialist (1-3 CP):''' This is the stratagem that lets you take extra relics. *'''Scryerskull (1 CP):''' Identify d3 hidden set-up markers / Identify a mysterious objective / One of your AM units shoots without the penalties from Dawn Raid (appearing in 3 Narrative Play missions), Low Visibility (used in Battlezone: Night Fight) or Cover of Darkness (used in Maelstrom of War: Cloak and Shadows) **Unfortunately, these rules are specifically named, so any new rule in the future with the same or similar effect (reduced accuracy at range and/or due to low-light conditions) will ''not'' be covered by this stratagem. *'''Dataspike (1 CP):''' Use after fighting with a {{W40kKeyword|character}}. Resolve one additional attack against an enemy {{W40kKeyword|vehicle}} within 1". If you hit, the {{W40kKeyword|vehicle}} takes 1d3 mortal wounds. ** Your Dominus or Datasmith can injure a Dreadnought equivalent(DEQ) but not really finish one since they can't withstand the punch back. Belisarius can use this and his arq scourge to take out a DEQ, but overall merely fluffy. *'''Cognis Overwatch (1 CP):''' A unit can overwatch with Cognis weapons at full Ballistic Skill. Onagers no longer come in units, but Ballistarii still do, and 4-8-12 autocannon / 2-4-6 lascannon shots at BS3+ are no less scary than the Neutron Dunestrider's six heavy stubber shots. *'''Protector Doctrina Imperative (1 CP):''' Use before a {{W40kKeyword|SKITARII}} unit attacks in the Shooting Phase. That unit gets a +1 to hit for all rolls in that phase, which is boosted to a +2 if it has either a broad-spectrum data tether or an enhanced data tether. ''Makes Ballistarii hit at full BS even when advancing, Icarus arrays hit ground units on a 2+, Transuranic Arquebi on a 2+, Vanguard with EDT hit on 2+ even when advancing and <u>makes their supercharged Plasma Calivers safe</u>''. *'''Conqueror Doctrina Imperative (1 CP):''' Use before a {{W40kKeyword|SKITARII}} unit attacks in the Fight Phase. That unit gets a +1 to hit for all rolls in that phase, which is boosted to a +2 if it has either a broad-spectrum data tether or an enhanced data tether. Save this one for your Dragoons and your Infiltrators. Their taser weapons will thank you. *'''Benevolence of the Omnissiah (1 CP):''' Use when an Adeptus Mechanicus {{W40kKeyword|VEHICLE}} or {{W40kKeyword|KNIGHT}} suffers a mortal wound. The model ignores each mortal wound (and ONLY mortal wounds) on a 5+ for the rest of the phase. **Note that the knight codex has a stratagem with the exact same effect. Because these two stratagems have different names, you can use both of them within the same phase, allowing you to protect two knights instead of one if you have them in your army. It makes the synergy between the mechanicum and knights even creamier. *'''Tech-adept (1 CP):''' You can use this stratagem to allow a character to make two repair rolls a turn, even on the friendly model. ''Can save severely wounded Vehicles if you've got a tooled-up repair HQ (4 wounds a turn on a Knight / 8 on a Dunestrider), or get a pair of Kastellans back into shape''. **The exact wording of the stratagem says "The character can immediately attempt to use that ability again, and can even use it to repair the same model", so you can double heal the same model by RAW. *'''Machine Spirit Resurgent (1 CP):''' Use at the start of your turn. A {{W40kKeyword|vehicle}} can use the top row on its damage chart until the end of the turn. **Onagers and Knights are the only thing in codex with damage charts. Useful on the Knight since it will get shot at before your infantry even get close to the enemy, but you have enough tech-priests to keep Onagerson the top-chart. *'''Rage of the Machines (1 CP):''' Use during shooting. '''One''' {{W40kKeyword|vehicle}} model, regardless of models in unit (clarified in the April 2019 FAQ), can ignore the penalty for moving and shooting a Heavy weapon, and advancing and shooting an assault or cognis weapon. ''Not suffering penalties on their Heavy Cognis weapons, this allows Ballistarii to advance and hit on a 3+ instead of move normally and hit on a 4+''. *'''Dunestriders (1 CP):''' Pick a unit of Ironstriders or Dragoons. Roll two dice and add the result together when determining how far they can advance. *''' Acquisition at Any Cost (2 CP):''' Use at the end of any of your turns. Select an {{W40kKeyword|infantry}} unit from your army within 3" of an objective marker. Until the start of your next turn, you can add 1 to all saving throws made for that unit and increase the attacks characteristics of all models by 1. **If stacked correctly with other buffs, you can make your units INCREDIBLY hard to kill. For example, using it on a squad of Vanguard in cover (or Shroudpsalm) gives your tin-men a 2+/5++ save, turning them into mini-terminators. Or use it on Kastellans / Kataphron Breachers, just to be nasty. ** Even better, that 10 man squad of Fulgurite Electropriests that just charged, and killed, that enemy unit that was sitting on an objective could gain a 2++/5+++ and 3 attacks apiece, as this stratagem does not specify armour saves... ** Alternatively if you use this on a squad of Secutarii Hoplites they will have 3 attacks each (4 for the Alpha) and have a 3++ in melee and a 3+/4++ vs shooting. Unless you are going up against Khorne Berzerkers they are gonna be stikcing around (even if they are charged by Berzerkers they'll kill 5 of them with reflect mortal wounds) *'''Infoslave Skull (2 CP):''' Use after an enemy unit arrives on the battlefield as reinforcements within 12" of one of your {{W40kKeyword|infantry}} units. You can immediately shoot at the enemy as if it were the shooting phase, but you must subtract 1 from all the resulting hit rolls. ''Coteaz called, he wants his shtick back''. *'''Machine Spirit's Revenge (1 CP):''' Select a {{W40kKeyword|Adeptus-Mechanicus}} {{W40kKeyword|vehicle}} that's lost its last wound; it explodes with no need to roll for it. Apparently, the Mechanicus has no problem stealing a page from the Death Guard playbook as well. ''A farewell "Fuck you" from your fallen Dragoon''. ESPECIALLY useful with the termite drills. You're charging those things into combat after deepstriking anyways, either to soak overwatch for its assaulty passengers, or to punk an enemy vehicle or monster. In most cases if you aren't playing with your head up your ass the drill should bite the dust with enemies near it. When it does HAHA BOOM BUTTERCUP. Unfortunately, due to being only for {{W40kKeyword|Adeptus-Mechanicus}} vehicles it means you cannot charge the Dominus-class Knight into melee and make it explode in the middle of the enemy's army. Fortunately, you have a Drill ===Psychic Awakening: Engine War=== *'''Olfactorum Aggressor Imperative (1 CP):''' Use in your movement phase. Select one {{W40kKeyword|Serberys Sulphurehounds}} unit from your army. until the end of the phase, they can auto-advance 6" without rolling and can shoot as if they did not move. *'''Steelrain Fusilade(1 CP):''' Use in your shooting phase when a unit of {{W40kKeyword|Pteraxii Skystalkers}} are chosen to shoot with. Select one enemy unit that is not {{W40kKeyword|Titanic}}. If you hit the target (not wound, Hit), they become suppressed until the start of your next turn. Suppressed units subtract 1 from their ranged hit rolls. **Hilariously, this stratagem applies not only to infantry, but also tanks and monsters. Imagine a single shot from a strength 3 gun suppressing a Leman Russ tank crew. Furthermore, you only need to score one hit. the rest of the unit can be shooting at something else. *'''Deeply Sunk Talons (1 CP):''' Use this stratagem in your opponent's movement phase when an enemy Infantry unit within 1" of any {{W40kKeyword|Pteraxii Sterylizors}} unit from your army is chosen to fall back. Roll one D6; on a 2+, that enemy unit cannot fall back this turn. *'''Raptorial Strafing Fire (1 CP):''' Select one {{W40kKeyword|Archaeopter Stratoraptor}} model from your army. It gains +1 to its hit rolls when shooting at units that cannot fly. *'''Tactic Obliqua (2 CP):''' Use when a {{W40kKeyword|Serberys Raiders}} unit becomes the target of a charge for the first time this turn. Instead of firing Overwatch, that unit can move or Fall Back as if it were your Movement phase. It cannot advance, but it can move in ''any'' direction. *'''Seismic Bomb (1 CP):''' Use in your movement phase after moving one {{W40kKeyword|Archaeopter Fusilave}} model from your army (aka the bomber variation). Select one enemy unit your bomber moved over that phase. The enemy is shaken in their next movement phase. halve its move characteristic and the result of any advance or charge rolls made for it. Shaken does not affect {{W40kKeyword|Fly}} or {{W40kKeyword|Titanic}} units. *'''Evacuation Sequence (0 CP):''' A free stratagem for when your Dunerider is destroyed. Embarked units do not need to roll if their ride gets shot out from beneath them. They always disembark safely. *'''Electrostatic Overcharge (1 CP):''' Use when a unit of {{W40kKeyword|Corpuscarii Electro-Priests}} is chosen to shoot. Their Electrostatic gauntlets improve their AP from 0 to -2 *'''Pattern Iteration Identified (1 CP):''' Use when an {{W40kKeyword|Ironstrider Ballistarii}} unit from your army is chosen to shoot with. Until the end of the phase, they add 1 to the wound roll. does not work on {{W40kKeyword|TITANIC}} units. *'''Circuitous Assassins (1 CP):''' Use at the start of the Movement phase. Select one {{W40kKeyword|Sicarian Rustalkers}} unit that is wholly within 9" of any battlefield edge. Remove that unit from the battlefield. at the end of that movement phase, you can set up that unit anywhere on the battlefield that is more than 9" from any enemy units and wholly within 9" of any battlefield edge. Damn those ninja-bots are fast. *'''Perpetual Incense (1 CP):''' Use at the start of the fight phase. One {{W40kKeyword|Sydonian Dragoons}} unit from your army becomes harder to hit in melee. Enemies subtract 1 from their hit rolls when targeting them. *'''Mechanicus Locum (1 CP):''' Use before the battle to give one {{W40kKeyword|Adeptus-Mechanicus}} {{W40kKeyword|character}} a Warlord Trait. Does not currently have a use limit (everyone gets a warlord trait), but no duplicates. *'''Electro-Filament Countermeasurers (1 CP):''' Use at the end of your Movement Phase. Select one {{W40kKeyword|Archaeopter}} unit from your army (can be any of the three variations) that is equipped with a command uplink. Until the start of your next turn, enemy models aura abilities have no effect whilst within 6" of that unit. RAW this affects the auras of enemy models in the area around the aircraft, not preventing enemy models issuing auras. Therefore a model inside the aura projects its aura outside even though it itself won't benefit, while a model outside the aura range has the portion inside disabled. Specific issues that confuse people: *Bodyguard rules (either the bodyguard or the unit being guarded not both are required as the aura specifies both to function), *Vehicle explosions (vehicle explodes but does not effect the area within 6" of the aircraft and protecting the aircraft itself) *Thunderfire cannons - Cannon only - Crewed artillery doesn't affect the cannon so its not removed but it can't fire. **Gunner only - cannon is removed as crewed artillery can't detect the gunner. **Both- cannon is not removed but can't fire *Psychic powers are not auras and can be manifested - but may create auras eg. Null zone which would be disabled. *NB: Lots of players misread this as removing the auras of models or don't understand what an aura is, so expect rules disputes. #Check the TO can read in advance ===Questor Mechanicus-specific=== *'''Knight of the Cog (1 CP):''' Use at the start of any battle round before determining which Canticle of the Omnissiah will be in effect. Select a Questor Mechanicus unit from your army that is within 12" of a friendly {{W40kKeyword|ADEPTUS MECHANICUS CHARACTER}}. That unit gains the Canticles of the Omnissiah special rule until the end of the next turn. **One good use of Knight of the Cog is to allow your Knight Castellan to reroll with its Plasma Eradicator(?) to mitigate those mortal wounds. Not as good as giving it a 2+ save in the open but something you may use. **Clarified as per April 2019 FAQ to allow the target unit to gain the benefit of the canticle even if no other unit in that units detachment has the Canticles of The Omnissiah rule. *'''Rotate Ion Shields (1 CP/3CP):''' Use when an enemy targets your Knight - +1 to any invulnerable saves for the rest of the phase (costs 3CP if you use it on a '''Dominus''' class knight so make sure it's going to take some hits if you use it there), to a maximum of 4++ with the Spring 2019 FAQ. Indirectly allows you to play more aggressively with your Knight.
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