Editing
Warhammer 40,000/8th Edition Tactics/Adeptus Mechanicus
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Wargear== ===Melee Weapons=== *'''Arc weapons:''' Haywire as we knew it is dead. Instead it became 1d3 damage against vehicles...''but it has to actually wound them first'', not to mention vehicles became more resilient themselves with the adition of an armour save. Thus, think of them as regular weapons with a bit of extra chip damage against vehicles from time to time. **'''Arc Claw:''' At S+1 with AP-1 it'll have the strength to wound infantry and light vehicles the Breacher ''manages'' to catch, and the AP to be a bother. **''' Arc Lance: ''' with S+3 (S6) ap -1 D 1 it'll do well Vs most medium melee infantry but where it really shines is wrecking vehicles where it does D3 damage. 10 Hoplites with re rolls can reliably destroy a DEQ in a single round of combat. **'''Arc Maul:''' A Power Maul with a nifty rule you'll never use (but priced as such), iconic to Skitarii Alphas. A decent melee weapon for its price with nice Strength and AP. *'''Electroleech Stave:''' S5 AP-2 makes it behave like a SM power axe with extra damage and chance for mortal wounds. Now you only need to get those Fulgurites into melee. *'''Cavalry Sabre:''' Found on the Serberys Raiders. S+1, AP-1, D1 weapons. The weapon itself is fine, though the targets that the Raiders want to use it against are few. *'''Clawed Limbs:''' Found on the Raiders and Sulphorhounds. S+1 with +2 attacks. Can help clear chaff but don't count on it to do heavy work. ** This is for both the Clawed Limbs and Cavalry Sabre, but remember to look at them as a paired choice. One attack with the Saber (two with the Sgt) and two with the Limbs needing 4+ to hit won't beat the world, while S4 is good but not intense and only attack having AP means you're not going to mow things down. But the Raider is a Skitarii. You can bump to hit well, and there are methods of improving AP or number of attacks. Even buffed it won't be a powerhouse, but you can do far more than the base stats would lead you to believe. *'''Hydraulic Claw:''' Essentially a power fist with less armour penetration. The weapon isn't bad, what is bad is the Breacher it is mounted on: what it gains in chance to wound it loses in chance to hit, and its meagre AP doesn't let it capitalise on the D3 damage (''which is the actual strength of power fists, not their strength''). Barely better than the Arc Claw. *'''Kastelan Fists:''' Better than power fists, hitting at S10 AP-3 with flat 3 Damage, all without any penalty to hit. *'''Omnissian Axe:''' Like a Force Axe but with a flat D2 instead of D1d3, for Domini and Enginseers. *'''Omnissian Staff:''' +2 strength, -1 AP and Damage 2. Exclusive to the Manipulus. *'''Power sword:''' Available to Infiltrators and Skitarii Alphas. Its better AP means it's of more use than an arc maul for an Alpha against marines and cheaper too...but at only 1 per squad it's more of a fashion statement than a weapon. *'''Servo-arm:''' It's one power fist attack (including -1 to hit) with 1 worse AP but flat D3. For Enginseers and Servitors; so they're not going to be in melee on purpose, but at the very least it's free now. *'''Taser weapons:''' Lousy AP but good strength, relies on each hit roll of 6'''+''' causing 3 hits instead of one, meaning they can benefit from Conqueror doctrina to explode on 4+. Rerolls to hit (Remorseless Fist Canticle, Prime Hermeticon WT, Omniscient Mask relic) are common enough. **'''Taser goad:''' S+2, available to Infiltrators and Skitarii Alphas. In Engine war the taser goad has been reworded to natural 6's sad times. **'''Taser lance:''' S+3 AP-1 D2, now hitting at Str8 whether you charged or not. **'''Electrostatic gauntlets:''' Not a taser weapon per se, but behaves exactly the same. Being S5 instead of S(User+2) and wielded by Corpuscarii only makes this weapons unable to be boosted by either Conqueror or Machine Might...but they can also be used as 12" Assault 3 taser guns. *'''Transonic weapons:''' No longer getting better on subsequent combat rounds, these Ruststalker weapons are now CCWs that cause Mortal Wounds on a wounding roll of 6+. ''Only Ryza rerolls wounds''. **'''Chordclaw:''' Can only be used for one attack each fight (and no longer fleshbane), but does 1d3 damage that becomes 1d3 mortal wounds on a 6+. **'''Transonic Razor:''' The regular flavor. Fishes for mortal wounds and nothing more. **'''Transonic Blades:''' Razors with +1Str. Wounds marines easier, and can be combined with Machine Might to ravage guardsmen, but remember mortal wounds don't care about the target's toughness. ===Ranged Weapons=== *'''[[Arc_Weaponry|Arc weapons]]:''' Gone are the days of reliably wrecking Land Raiders from across the table. However, Arc weapons can reliably attack infantry and are actually ''<u>quite cheap for their stats</u>''. S6 AP-1 won't cut it against vehicles, so their 1d3 damage against them should be seen as a novelty extra ''chip'' damage instead of a dedicated anti-tank rule. While they wound vehicles on 5+ and lowering their saves to 4+, actual Anti-tank wounds vehicles on 3+ and makes them save on 6+. <s>That's something Bolt Rifles do, and with Bolt Discipline they actually do it better.</s> If you rely on chip damage, then it's not anti-tank. **'''Arc Pistol:''' Available to Skitarii Alphas, S6 AP-1. All in all a darn good pistol. Shares a 3 point cost with the Phosphor Blast pistol. **'''Arc Rifle:''' It's no plasma caliver, but it still packs a punch and at only 2pts now it's practically a steal, being able to wound GEQ on 2+ and even chip their tanks. **'''Heavy Arc Rifle:''' 36" Heavy 2 Breacher signature gun. Behaving like an anti-infantry autocannon, its better AP-2 and ''base D1d3'' make it able to deal with heavier, multiwound infantry like Primaris and even Crisis suits. ''Actually useful against light vehicles'' like Land Speeders and Sentinels, tearing out huge D1d6 chunks out of them. And now it costs only 6pts. *'''Cognis Weapons:''' Heavy weapons that can still be fired after advancing (at a -2 penalty), though only Ballistarii can make something out of an advance. **'''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 a regular heavy stubber on the Onagers since they only advance D3", so you're better off doing a normal move. A dirt-cheap auto-include at mere 2pts β it will make double its points back whenever it kills just a single Guardsman/Cultist. **'''Twin Cognis [[heavy stubber|heavy stubber]]:''' The Skorpius Dunerider has one of these. **'''Twin cognis autocannon:''' 20 points for 4 autocannon shots, which is cheaper than what other armies get (except Guard) while still allowing Ballistarii to sprint at full speed when needed. And cognis overwatch from a full unit of three is no joke. Nice. **'''Twin cognis lascannon:''' Again, cheaper than what other armies get, plus cognis shenanigans. *'''Flamer weapons:''' S4 AP0, 1d6 autohits no matter how many enemies they fight. We've got two flavours, neither of which are the regular or Heavy flamer. **'''Cognis Flamer:''' Picks the better of two d6 when rolling for attacks on overwatch. Considering it's actually better on overwatch than when shooting normally, and the Destroyer's primary weapon has much longer range, ''its main job is to be a deterrent''. A damn good one. Benefits MASSIVELY from the Techpriest Manipulus boosts, {{W40kKeyword|Metalica}}'s and {{W40kKeyword|Graia}}'s Warlord traits. **'''Incendine Combustor:''' A Heavy Flamer with a longer 12" range (''so it can be used right out of infiltration/deepstrike''), this thing is great for clearing out hordes. Works well on punchy Kastelans. *'''Eradication weaponry:''' Reverse Conversion weaponry (or Mechanicum Melta), hitting harder the closer they are. Useful against a variety of targets, positioning is paramount. **'''Eradication beamer:''' Heavy D6 Str8 AP-2 D1d3 allows it to comfortably tackle Primaris, Crisis suits and even terminators from 13"-36", whilst still doing good antitank. <u>This is its main range</u>. At 12" and closer it gains AP-4 and D1d6, but halves its shots to D3. While respectable against vehicles, you don't want your Onager that close to the enemy, and the Neutron Laser is better antitank. Still, it's a cheap, cost effective and versatile weapon. **'''Eradication Ray:''' A good weapon for your Dominus to close in, this 24" Heavy D3 S6 AP-2 weapon gains AP-4 and D1d3 at a range of 8", just before the charge. So better make it ''your'' charge. *'''Flechette Blaster:''' No more S2 and shred, it's essentially a ''5 shot Laspistol'' now. Have fun wounding Death Guard on 5+. *'''Galvanic Rifle:''' The Galvanic Rifle got shafted. While it remains a 30" S4 Rapid Fire gun, Precision shots aren't a thing anymore and it's AP0 unless you roll a 6+ to wound, upgrading then to AP-1. It's like Necrons and Primaris Marines stole all our Galvanic Rifles and left us with second-hand crap. And yet, with Chapter Approved's discount to Rangers it is one of the best Imperial SI guns in the game. *'''Galvanic Carbine:''' An Assault 2, 18" version of the Galvanic Rifle. The gun itself is relatively forgettable- the special rule on the model that allows it to target characters and do mortal wounds on 6s to wound is what makes it work so well. *'''Gamma Pistol:''' What Arc weapons wish they were. S6 AP-3 flat D2, rerolling failed wounds against vehicles. Datasmith exclusive. *'''Heavy Grav-Cannon:''' A very expensive 30" Heavy 5 Str5 AP-3 weapon that causes D1d3 to enemies wearing power armour or better. Won't wound termies on a 2+ like it used to, but now it can take down hordes in addition to the heavy infantry it's originally intended for. It's the most potent Troop weapon, only surpassed by supercharged plasma. *'''Macrostubber:''' Essentially 5 shot bolt pistol. Good for the melee Dominus, since pistols can't be used with other weapons but can still shoot in combat. Better than a Volkite against hordes of light infantry. *'''Icarus Array:''' Oh, boy. This is gold now. Despite being an anti-air array (-1 to hit vs non-flyers), 10 reasonably powerful shots on a BS3+/4+ Onager mean it will deal some heavy damage on a lot of things. Especially since half its shots are 2D or better, so it hurts even heavy infantry. And if you look up how many things have the Fly keyword you can't help but rejoice. *'''Magnarail Lance:''' A new weapon carried by the Tech-Priest Manipulus. 18" Heavy 1 S7 AP-3 weapon that deals d3 damage or a flat 3 damage if the bearer did not move. Can go up to 21" range if you use the Manipulus' bolster weapon rule. *'''Neutron laser:''' The lascannon that steals other lascannon's girls. Better in both looks and stats, 48" Heavy D3 S10 AP-4 D1d6 (treating 1 & 2 as a 3), this beast can literally punch a hole the size of a Carnifex on a Carnifex. Sure it costs 50pts, aka half the actual Onager's cost, ''but it's cheaper than two lascannons while way better than them'', and it allows an extra Cognis Heavy Stubber to be mounted on the crab tank. *'''[[Phosphor_Weaponry|Phosphor weapons]]:''' The old Luminagen rule no longer helps the rest of your army, but its fire now outright Ignores Cover instead of merely reducing it. Usually S5 AP-1, they remain good anti-infantry weapons on their own right, even more so when dealing with infantry that depends on cover, like Scouts. **'''Phosphor Blast Pistol:''' The iconic Skitarius Alpha's pistol. While the Arc pistol is better, it's only one pistol; you can afford to look cool. **'''Phosphor Blaster:''' 24" Rapid Fire 1", making it a pocket Heavy Bolter. Cheaper than a Cognis flamer, a good sidearm for your Destroyers when you have them well protected. **'''Phosphor Serpenta:''' The carbine of the phosphor line at 18" Assault 1. Luminagen no longer helps with the charge, so it's merely an extra shot for Dragoons, if you can afford it. Not being a pistol, Domini can shoot it alongside their main weapon, unlike the Macrostubber. **'''Heavy phosphor blaster:''' 36" Heavy 3 S6 AP-2 allows ranged Kastellans to ravage GEQ and MEQ alike, even if they keep to cover. And then it can mount three of them and shoot them twice. **'''Twin heavy phosphor blaster:''' Two heavy phosphor blasters, it just can't split its fire. It's a fairly good anti-infantry loadout for your Onager, though it's the budget option to shooty Kastelans. *'''[[Plasma|Plasma weaponry]]:''' These high-risk high-reward weapons now let you choose between two modes both with good AP-3: a Safe mode "good enough" to kill single-wound marines (Str7 only wounds them on 3+ now), and a Supercharge mode that has S8 and D2, making it excellent against terminators, other multiwound infantry and even vehicles. The risk: gets hot now kills you, no matter the wounds and saves the wielder had. Fortunately for you, AdMech has ''many'' ways of making supercharges a safe and efficient option. In fact, just Ctrl+F "safe". **'''Plasma Caliver:''' Now only Assault 2, but waaay cheaper at 11 points, making your Skitarii a cheap and ''most efficient source of plasma''. **'''Plasma Cannon:''' As meh as the servitor they're available to. If you're looking for cheap plasma, Skitarii wield it better. **'''Plasma Culverin:''' The old Culverin recieved a massive boost to range at a light expense to its rate of fire. 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). Kataphron Destroyers are expensive (though they are 20 points cheaper after Chapter Approved 2018 and can now revive with Servitor Maniple), so overcharge responsibly, AKA, when they reroll 1s. *'''[[Radium Weaponry]]:''' The cancer guns still do 2D on a 6+ to wound. Still good, just not as unique since in 8E wounds don't carry over and anything is wounded on a 6+. **'''Radium Pistol:''' You're giving the Alpha's main gun for a single shot pistol. Their base weapon does in a turn what this pistol does in two or three. If you choose to drop your main gun for a pistol, there are better alternatives...although this one is free. **'''Radium Carbine:''' 18" Assault 3, allowing Vanguard to cover lots of ground and still hit on 4+. Their high rate of fire is enough to proc double wounding so often that this is statistically the best vehicle killing Standard weapon inside of 18". Their special rule helps them with the big stuff; they will be more difficult to wound, but will be dealt 2D when they. And they have a good rate of fire against the small stuff. **'''Radium Jezzail:''' More power than other armies' sniper rifles, at S5 Heavy 2. A bit less range at 30" but it can be mounted on a Dragoon for just 4 points, becoming a fast, resilient and annoying sniper. *'''[[Stubber#Stubcarbine|Stubcarbine]]:''' S4 pistol 3, with good 18" range for a pistol, it's mostly a sidearm to the Infiltrator's powersword, which is cheaper than alternative Flechette/Taser goad loadout. *'''Torsion Cannon:''' Basically a slightly cheaper Multi-melta that lacks the melta rule, single shot on a BS4+ Breacher. Unreliable vs vehicles, overcosted vs infantry, the Heavy Arc Rifle will serve you better. *'''Transonic Cannon:''' AP-1 2D sonic flamer. Only available on the Manipulus. *'''Transuranic Arquebus:''' <u>The best sniper in the game</u>, albeit with a decent 15pts cost. Str7 AP-2 ''D1d3'', with the usual +1MW on a wound roll of 6. Hitting characters ''up to 60" away'' means it can drop that pesky Ancient/Librarian/Commissar with a single shot from the other side of the table, especially when under a boost to hit. Its range and strength allows it to tear chunks out of tanks and ''hunt other snipers'' at a safe distance. The catch: you can't shoot and move at all, a complete 180Β° from 7E. Excellent for Rangers. *'''[[Volkite_Weaponry|Volkite Weaponry]]:''' Martian death rays from Horus Heresy that do mortal wounds on to-wound rolls of 6+. **'''Twin Volkite Charger:''' A cheap 8pt upgrade for the Terrax-pattern Termite Assault Drill, 15" Heavy 4 S5 0ap D2 weapon makes it a useful weapon against infantry and lightly armored multi wound characters, unlike other Volkite weapons this one lacks the mortal wounds on to-wound rolls of 6+. Although this may simply have been an oversight on ForgeWorlds part. **'''Volkite Blaster:''' Cheap, 24" Heavy 3 makes it reliable for the Dominus who keeps to his machines away from the enemy, unlike the more expensive Eradication Ray with random shots. S6 and mortal wounds on to-wound rolls of 6+ makes it a good weapon for its cost. ===Special Issue Wargear=== *'''Enhanced Data-Tether:''' Portable wifi hotspot for a squad of skitarii. Re-roll failed Morale tests for units that have an EDT. Units with an EDT (Rangers, Vanguard, and Serberys) increase the bonus from the ''DOCTRINA IMPERATIVE'' Stratagems from +1 to +2 to hit, allowing your Vanguard to do stuff like advance and still hit with supercharged plasma calivers on a 2+ with no risk of overheat. At 5pts its dirt-cheap and should be considered even for base-size squad since the Doctrine Strategem is gravy. **[This Item had its points changed in Chapter Approved 2018] *'''Broad-Spectrum Data Tether:''' Crawler-mounted cell-tower equivalent that gives nearby friendlies more bars of reception. Friendly units within 3" of the BSDT's user add 1 to their Leadership during the morale phase. It also gives the same boosts as the EDT to the ''DOCTRINA IMPERATIVE'' Stratagems. Available to Onagers, Ballistarii and Dragoons, keep near their large bases to get the Ld bonus, which can be combined with the EDT. *'''Omnispex:''' Enemy units gain no cover bonus from attacks made by a unit with an omnispex. 7 points, and with split fire on everything suddenly your Skitarii's special weapons just got a lot scarier. Solid contender against the EDT, especially in a unit with Arquebii or Calivers. Not as useful anymore since it can't proc better hitting with the strategem. But useful on sniping Rangers to negate characters trying to boost their saves hiding in [[Metal Boxes|cover, teh kowardz, TEH FEWLZ]] ===Relics=== *Weapons **'''Anzion's Pseudogenetor:''' [https://www.youtube.com/watch?v=ie-oJ_GjtiI It's a tangle of mecha-tentacles that can vivisect enemies in battle]. That's justification enough to use it. It gives a model using it D6 S4 AP-1 melee attacks that re-roll to wound against infantry ''in addition to'' the model's normal melee profile. Particularly great since it's a supplemental weapon, not a replacement. **'''Pater Cog-Tooth:''' Replaces an Omnissian Axe, increasing its strength and damage: S+2, AP-2, D3. **'''Phosphoenix:''' Replaces a Phosphor serpenta with true phosphex, increasing its AP and rate of fire. 18" Assault 3 Str5 AP-3, ignoring cover like regular phosphor does. **'''Uncreator Gauntlet:''' Replaces a power fist, so can only be taken on a Datasmith. Same stat line as a power fist, but also causes 1 mortal wound whenever you successfully wound a vehicle. *Non-Weapons **'''Autocaduceus of Arkhan Land:''' A returning favorite from the Cult Mechanicus codex, it's Arkhan Land's personal pimp cane. At the start of your turn the bearer heals 1 wound, and can reroll the repair roll if he targets an {{W40kKeyword|Adeptus Mechanicus}} unit. Combine with the Necromechanic Warlord Trait if you want a dedicated repairman that just will not die. **'''Raiment of the Technomartyrs:''' Yet another old item with a new set of rules. In addition to granting the bearer a 6+ FNP save, if a {{W40kKeyword|Forge World}} <u>model</u> ''(not unit)'' within 6" of the bearer (obviously including itself, as always) fires Overwatch and rolls a 6+ to hit, you can make one bonus attack with the same weapon against the charging unit (bonus attacks can't trigger this rule again). Useful for any firebase to hold their ground. **'''Omniscient Mask:''' Re-roll ''failed'' to-hit rolls in the fight phase for friendly {{W40kKeyword|Skitarii}} units within 6" of the character. If only we had a Skitarii Alpha Primus to put this on... **'''The Skull of Elder Nikola:''' [[Tesla|Nikola Tesla's]] [[Awesome|skull that is used to obliterate enemies with bolts of lightning]]. Once per game during the shooting phase, you can pull out the skull and roll a die for each enemy {{W40kKeyword|vehicle}} ''unit'' within 2d6". On a roll of 2+, the unit suffers a mortal wound. Probably the worst relic in the codex, but it's listed as a non-weapon because it isn't one; the models taking wounds don't count as having been shot and the Skull wielder doesn't count as having shot after using this, and it can be used at any time during the phase, so you can Skull and then shoot or shoot and then Skull, as you like, in or out of melee.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information