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Warhammer 40,000: Kill Team (HoR)/Tactics/Adeptus Mechanicus(8E)
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==Armoury== *'''Mindscrambler Grenade''': Sicarians only. On any hits, the enemy must take a -1 penalty to their hit rolls for the turns. Incredibly useful, especially since they aren't explicitly called as grenades and lack a statline. *'''Synapse Mind''': A single-use charge deterrent that takes -2" from one charge against the bearer. *'''Incense Generatorium''': Your guy is now a little harder to hit from beyond 12", a typical favorite. *'''Heavy Armature Legs/Tracks''': Your tonk-priest now never suffers penalties for firing heavy weapons on the move and can't be forcibly moved. *'''Master-Crafted Weapon''': One weapon on the model now has its AP bumped by 1. This is plenty nifty, but combi-weapons need to bu this twice for both ends. *'''Lex Hailer''': Your auras are now all boosted by 3". You'll totally enjoy having the free space. *'''Refractor Field''': If you spent all your dendrites or picked a dogma that doesn't already boost this save, you can take this instead for a small price. *'''Sacred Unguents''': Once per round, your model can re-roll one hit, wound, or leadership roll. *'''Emergency Power Feed''': In the event that you really need to kill someone, you can blow this and fire one weapon twice once per game. Preferably, this is on a gun with plenty of shots so as to mitigate the risk of this being a wash as well. *'''Power Core Detonator''': SELF-DESTRUCT BUTTON. If this model dies, there's a chance others will bite a mortal wound as well. *'''Master-Crafted Armour''': Leaders only. You get +1 for their saves. *'''Psalm-Tone''': You can regain the use of one Canticle. It also has the ability to fiddle with the roll of the Canticles, but that relies on the "Omnissiah Knows Best" philosophy. *'''Autosanguine''': The old standby of any FFG techie, this gives your model a chance to regain a wound on a 5+. *'''Stasis Field''': You can trigger a 2++ save on the bearer, but that takes them out of commission for the turn. If you have a Reductor that's already in the right place and has the aura in place, then this can make them unstoppable. ===Ranged Weapons=== *'''Luminagen Marker''': For whatever reason, HoR decided that the Phosphor Blaster was too good and made a copy with the strength nerfed down to an unusable 2 to use for the Skitarii. Now they're exclusively used as a spotting tool *'''Plasma Pistol''': Now available instead of a normal pistol choice. You know why you want it, you know how it can potentially kill you. ===Mechadendrites=== Your techpriests can pick a rather vast inventory of adders-on to their loadout, and some of them add some critical changes to how they can work. However, you can only buy one of each dendrite for a model unless stated otherwise. *'''Ballistic Mechadendrite''': Techpriest only. This gives you a bonus pistol or Magos weapon (Gives you bolters, combi-weapons, phosphor serpenta, or marcostubber) that you can shoot at -1 BS. You can buy a second and double the dakka. *'''Combat Mechaendrite''': You gain two extra CCW attacks, though you can slap on a free melee weapon from either the basic list or the Magos list if they're a techpriest (You can pick from either the other power weapons or the eviscerator) if you want not-shit melee. *'''Grappling Mechadendrite''': Climbing is now something your guy can do at all times, which is very handy. You also add +1 to shove tests. *'''Reclamation Mechadendrite''': If this model kills a multi-wound model in combat, you get a chance to regen a previously lost wound (How does this work on Tyranids or Daemons? Beats us). The combat dendrite is going to be a neigh-necessary partner if you're not a combat procurator. *'''Exploration Mechadendrite''': Your model now has super-ObSec that can never be contested while they're within 4" of an objective. They can also re-roll a random objective marker. *'''Aegis Mechadendrite''': Your model now has a 4++ invuln, but it dies the moment you roll a 1 on this save. *'''Medicae Mechadendrite''': You now have a narthecium with a range of 3". With the lack of multi-wound bots, you'll absolutely want this on hand. *'''Optical Mechadendrite''': Expensive, but it's got unique uses. It let you fire from a point 1" away, letting you essentially bend the trajectory of one gun. You also get to re-roll one BS roll, but at a -2 penalty. *'''Scorpius Mechadendrite''': A ballistic dendrite that can fire once while falling back, making this handy if you take it. It is, however, expensive.
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