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!
===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.
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