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===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
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