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===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.
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