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==Special Rules== *'''Forge World Dogmas:''' An AdMech {{W40Kkeyword|<Forge World>}} detachment gets this on everything except {{W40Kkeyword|Servitors}}. *'''Objective Secured:''' AdMech detachment Troops all get this. *'''Knight of the Cog:''' Each AdMech detachment can add a {{W40Kkeyword|Questor Mechanicum}} Superheavy Auxiliary detachment to grant the {{W40Kkeyword|Knight of the Cog}} keyword. Mostly just allows them to benefit from Mechanicus stratagems and not screw with any battle-forged benefits. ===Canticles of the Omnissiah=== At the start of each battle round, you can activate one of the Canticles of the Omnissiah. Each Canticle can only be used once per game. They affect every unit that has the ability, which is listed on specific datasheets, but in actual practice every {{W40kKeyword|Cult Mechanicus}} unit has the ability and no {{W40kKeyword|Skitarii}} unit does (and no unit has both keywords). Your army must be 100% Mechanicus (omitting any {{W40kKeyword|Unaligned, Agent of the Imperium}}, or {{W40kKeyword|Knight of the Cog}} units) to make use of these. So, if you want to "soup", you lose out on these. What is really good about Canticles now is that you are choosing them at the "start of each battle round", not on your turn. That means you can declare Shroudpsalm on turn 1 even if your opponent is going first. * '''Benediction of the Omnissiah:''' One of the best ones, even if it is a bit redundant. It allows you to re-roll one hit, wound, and damage roll each time the unit shoots. **As usual for rules like this, significantly better on smaller units and significantly worse on larger units. * '''Chant of the Remorseless Fist:''' Add +1 to Strength when attacking in the fight phase, replacing Invocation of Machine Might. * '''Incantation of the Iron Soul:''' Lets you ignore all penalties to combat attrition checks and mortal wounds on 5+++ (4+++ in Graia's case). * '''Invocation of Machine Vengeance:''' Roll an additional unkept d6 any time a unit advances or charges. * '''Litany of the Electromancer:''' Absolutely changed to be more defensive. Any melee attacks against a unit suffer a -1 penalty to hit. * '''Shroudpsalm:''' Grants army-wide light cover, one of the best canticles. Depending on how much terrain is on the board, it might be best saved for turn 2, when the range closes and lines of sight become easier. ===Doctrina Imperatives=== Returning from 7E, your Skitarii got their boosts back...in a way. Instead of being essentially one of two different boosts with iterative tiers, you've got something more varied. As long as any {{W40kKeyword|Doctrina Assembler}} unit (Read: HQ and Datasmith) is on the field, they can swap it out at the beginning of the round and they last until the end of the round like canticles. Also like canticles, you can't use one more than once per game, but also like canticles, they're optional - you can choose not to take ''any'' imperative for a round if you like. *'''Aggressor Imperative:''' The unit adds +3" to their movement, but their armor saves degrade by -1. Great for closing the gap, but consider swapping out for another one as soon as possible. *'''Bulwark Imperative:''' The unit's armor saves are improved by +1 to a max of a 2+ save, but the unit suffers -3" movement. *'''Conqueror Imperative:''' The unit's WS improves by +1 but their BS is worsened by -1. More for your serberys and sicarians than the rest. *'''Protector Imperative:''' The unit's BS improves by +1 but their WS is worsened by -1. For your rangers and vanguard, this isn't really a concern, so feel free. ===Holy Orders=== So remember how the Space Marines had their Masters of the Chapter turned into something you paid for with power levels and points? Yeah, those Holy Order traits from Engine War are like that too now. You can now induct any nameless {{W40Kkeyword|Tech-Priest}} into a holy order, which also helps things. Each order comes with one direct perk and a second, progressive perk. The progressive perk has one initial part that's active at the start of the game, but during the command phase, you can opt to activate the advanced part of the ability on the next command phase if you perform an action to change it. *This means that for an entire turn your model won't be able to move or shoot in any way, and has all auras turned off. 'Pick a unit' abilities such as Awaken the Machine, Machine Focus, and Master of the Machine ''can'' be used before performing the action, however, so if you are planning on using an advanced order trait, it's probably worth putting on an Enginseer or Technoarcheologist. <tabs> <tab name="Genetor (25pts)"> *'''Adaptive Mastery:''' Once per game when the genetor's on the field and you trigger a Battle Tactic Stratagem, you can opt to get a discount of 1 CP. *'''Learnings of the Genetor:''' **'''Initial - Biochemical Aggression:''' During the command phase, you can pick one {{W40Kkeyword|<FORGE WORLD> Core}} or {{W40Kkeyword|Kataphron Servitors}} unit within 6". That unit will auto-wound on a nat 6 to hit in melee. Particularly handy if you pick up a more melee-focused dogma. **'''Advanced - Hypercybernetic Physiology:''' During the command phase, you can pick one {{W40Kkeyword|<FORGE WORLD> Servitors}} (Kataphron or generic, we don't care which) unit within 6". Until the next command phase, this unit gets a 6+++ FNP. A bit of a shame you lose out on melee capacity, but if you don't already have a tanky servitor via a dogma, this can plug up that hole. </tab> <tab name="Logos (40pts)"> *'''Scriptural Prognosis:''' Once per game when the logos is on the field and you trigger a Strategic Ploy Stratagem, you can opt to get a discount of 1 CP. *'''Analyses of the Logos:''' **'''Initial - Predicted Barrage:''' During the command phase, you can pick one {{W40Kkeyword|<FORGE WORLD> Core}} unit within 6". This unit will ignore the AP of any AP-1 or AP-2 weapons, which can be absolutely disgusting because of how much this invalidates. **'''Advanced - Flaws of the Foe:''' During the command phase, you can pick one {{W40Kkeyword|<FORGE WORLD> Core}} or {{W40Kkeyword|Kataphron Servitors}} unit within 6". Until the start of the next command phase, this unit can ignore all cover whenever it attacks. This is quite potent because of how versatile this can prove to be. </tab> <tab name="Magos (30pts)"> *'''Aggressive Subroutines:''' Once per game when the magos is on the field and you trigger an Epic Deed Stratagem, you can opt to get a discount of 1 CP. *'''Divinations of the Magos:''' **'''Initial - Predatory Programming:''' During the command phase, you can pick one {{W40Kkeyword|<FORGE WORLD> Core}} unit within 6". This unit adds +2 to their advance rolls until the next command phase, which can prove especially handy for Metalica. **'''Advanced - Overloaded Safeguards:''' During the command phase, you can pick one {{W40Kkeyword|<FORGE WORLD> Core}} unit within 6". Until the next command phase, any nat 6 to hit with a ranged attack deals another hit, which can make gunlines devastating, since this works like +1 to hit, only it stacks with being BS2+ or having full re-rolls the way you want. The only downsides are that it doesn't work on a weapon that auto-hits and the additional hits won't proc abilities, so e.g. it has reduced benefit on radium carbines, since on a 6 to hit you'll get 1 auto-wound and 1 hit that needs to roll to wound. Often the best of the Advanced progressive abilities, because it doesn't require a potentially slow tech-priest to keep up with a potentially fast unit and the benefits are reliably under your control in terms of guaranteeing their relevance to the battle. A Dominus applying this to a BS3+ unit with the Protector Imperative up gets you a BS2+ unit that re-rolls 1s and hits twice on 6s to hit, which is 7/6 expected hits per shot taken - ''incredibly'' good on transuranic arquebi, for example. </tab> <tab name="Artisan (35pts)"> *'''Archaeotech Modifications:''' Once per game when the artisan's on the field and you trigger a Wargear Stratagem, you can opt to get a discount of 1 CP. *'''Fabrications of the Artisan:''' **'''Initial - Enhanced Biomechanical Interface:''' During the movement phase, you can pick one {{W40Kkeyword|<FORGE WORLD> Core}} or {{W40Kkeyword|Kataphron Servitors}} unit within 6". Until the next movement phase, this unit can charge and shoot after falling back, though it suffers a penalty of -1 to ranged hit rolls if it Falls Back. **'''Advanced - Exquisite Calibration:''' During the command phase, you can pick one {{W40Kkeyword|<FORGE WORLD> Core}} unit within 6". Until the next command phase, this unit adds +1 to the strength of all ranged attacks made by that unit. Galvanic rifles now wounding MEQ on 3s and T5 on 4s is amazing. ***The only real S points that are usually worthwhile are S3->S4->S5 and S7->S8->S9; S5->S6 and S6->S7 are useful against relatively fewer targets. The most benefit you can get from this is doubling your effectiveness if you go from wounding on 1s to 2s, and the least is going from 4s to 5s; in addition, this has reduced benefit on anything that auto-wounds (like Arc or Radium weapons) or otherwise has abilities that trigger on natural 6s to wound (since any roll that only wounds thanks to this buff necessarily won't trigger the ability). ****That means the really useful targets for this are few and far between, and if you use it, you'll have to accept ''some'' form of reduced utility. For example, slapping this on transuranic arquebi boosts them from S7 to S8 (excellent against T4 and T8, both of which are common), but not only doesn't improve them against T3 or T6, your ability to deal out mortal wounds doesn't improve. </tab> </tabs>
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