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Warhammer 40,000/9th Edition Tactics/Adeptus Mechanicus
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===Mechanicus Defense Cohort=== This army is quite the wall of steel and lasers. Without the Skitarii to provide the quick-firing weapons, you're going to be blasting things with prejudice. Your units will be tougher to shift. <div class="mw-collapsible-content"> *'''Restrictions:''' Your army has to be from the same {{W40kKeyword|<Forge World>}} and cannot take any {{W40kKeyword|Skitarii}}. **Bear in mind this cuts off access to all three of your transports. *'''Benefits:''' **All units gain the {{W40kKeyword|Mechanicus Defence Cohort}} keyword, enabling the Warlord Trait to work. **'''Extremis Sentinel Protocols:''' All of your kataphrons, servitors, and kastelans gain the {{W40kKeyword|Extremis Sentinels}} keyword; they also lose access to forge world dogmas. ***Any model with this keyword reduces any damage taken by 1 (to a minimum of 1) whenever they're wholly within the DZ or wholly within range of an objective. Yeah, you'll need it because kataphrons are your only troops. ***Whenever any units with this keyword get charged, you can choose to either hold steady (allowing overwatch shots to hit on a 5+, but doesn't by itself let you overwatch) or set to defend (blocks overwatch, but they get a +1 to hit until the end of their next fight phase). That's half of the Agripinaa dogma (the half you don't get is -1AP at half range with guns). *'''Warlord Trait - ''Cacophonous Leadership'':''' While a friendly {{W40kKeyword|Mechanicus Defense Cohort}} unit is within 6" of the warlord, that unit has the Objective Secured ability. {{W40kKeyword|EXTREMIS SENTINEL}} models in such units count as one additional model when determining control of an objective marker. **Kataphrons gain the ''least'' from this. *'''Relic - Forgefire:''' Replaces a volkite blaster, making it only usable on the Dominus. It upgrades to 36" and AP-2, but ''nerfs'' to only deal 1 mortal wound on a nat 6 to wound, instead of the 2 a standard blaster does, so you don't want this at all. Give the same Dominus the Phosphoenix if you want a gun relic. *'''Stratagems:''' **'''Citation of Ruin (2/3 CP, Battle Tactic):''' Select one {{W40kKeyword|Extremis Sentinels}} unit during the shooting phase. This unit gains Big Guns Never Tire (shooting all guns while engaged, not just pistols) and ignores the -1 penalty for doing so with Heavy weapons. Costs 2 CP unless the unit had 4+ models, where the cost goes to 3 CP. ***Not ''useless'' on Kastelans, but clearly intended for Kataphrons. **'''Pre-Calibrated Purge Solution (1 CP, Battle Tactic):''' Select one {{W40kKeyword|Extremis Sentinels}} unit wholly within your DZ during the shooting phase. Any time you shoot an enemy unit wholly within their DZ, the unit adds +1 to hit. ***Tricky, because your units that can be targeted with this always rock at least one weapon with range 24" or less. You probably won't get much use out of this. **'''Bolster Defenses (2 CP, 1 Use Only, Strategic Ploy):''' Select one Area Terrain or Obstacle terrain feature in your DZ before the game begins. This terrain feature now counts as light cover or doubles the benefits of light cover if it already did. ***Next-level worthless, because you have no Skitarii to take cover in the bolstered defenses, and your electro-priests have no interest in light cover. You can use this to keep some standard servitors safe, but that's about it. **'''Rad-Bombardment (3 CP, Strategic Ploy):''' If your warlord is on the field, you can order one orbital rad-strike per game. At the start of the Command phase, you can pick one point. At the start of your ''subsequent'' Command phase, roll a d6 for every unit within 6", subtracting 1 for any {{W40kKeyword|Character}}s. On a 4+ the unit takes d3 MWs; on a 6 they also suffer -1 to their Toughness for the rest of the turn. ***Pretty bad, but you can potentially use it to frighten the enemy off an objective. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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