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!
===HQ=== *'''[[Tech Priest Dominus]]:''' Your <s>bog</s> ''cog''-standard non-Cawl HQ for those times you want to play as those other forgeworlds, no longer an "HQ tax" due to Enginseer changes. Akin to a <u>Captain</u> (''aura of reroll 1s to hit''), <u>Techmarine</u> (''repairs D3 wounds from any {{W40Kkeyword|AdMech}} model other than himself, or 1 for {{W40Kkeyword|Knight}}s'') and a bit of <u>Apothecary</u> (''his repair isn't restricted to vehicles, plus heals self for D3W each turn'') all rolled into one. And at T4 5W 2+/5++ this very tanky support character will require serious firepower to remove. Just watch out for enemy witches. His main concern is to boost and heal your firebase, whatever it might be (Vanguard, Onagers, Kastellan, etc.), but 24" guns allow him to be good at midrange since he doesn't give up shooting (BS2+ rerolling 1s) for repairs. A flexible loadout, it'll be defined by what you want him to do: **'''Shooty''': Pick the Volkite blaster and the '''Phosphoenix''' relic for good and reliable volume of fire, its range fitting nicely alongside Vanguard. If the Dominus is instead boosting your longer ranged units, the '''Raiment of the Technomartyr''' will provide them better overwatch to delay melee a bit more, as well as a measure of protection against snipers trying to shut down those rerolls. **'''Choppy:''' Go with the Macrostubber and the Eradication Ray, and give him '''Anzion's Pseudogenetor''' for an additional D6 S4 AP-1 hits on top of your 3 Omnissian Axe attacks and Pistol 5 Macrostubber attacks, the later which happen at BS2+ rerolling 1s. While '''Magos Biologis''' warlords do more damage, remember ''you're not alone in CC and half your army choices have melee rules''; supporting your infantry with '''Prime Hermeticon''' can give good results. **'''Repairman''': Give him the '''Necromechanic''' WT so that he restores an additional wound every time he repairs something (doubling {{W40Kkeyword|Knight}} repair rate), and with '''Autocaduceus of Arkhan Land''' relic you'll be healing {{W40Kkeyword|Mechanicum}} units very reliably. Fun to combine with the '''Tech-adept''' Stratagem to repair the same vehicle twice, repairing <u>up to 8 wounds per turn</u> that way, bringing an Onager back to full stats or keeping multiple Kastellans from dying. *'''Tech Priest [[Enginseer]]:''' The Enginseer is now <u>the cheapest HQ available</u> for the army, making him a perfect cost-saving option to an army trying to make a battalion. With T4 W4 3+/6++ he's basically a squishier Techmarine, and has lackluster combat ability but that's ok because his main role is being a cheap repairman and HQ. **'''Repairman:''' Can't repair Kataphrons and Sicarians like Domini can, but unlike them he can repair D3 from allied IG tanks (allies!). Very cheap, especially for a job that consists of "just stand near the thing". Though more cost-effective than non-Necromechanic Domini for repairing Knights, maybe it's a bit risky for them to be the warlord. That said, they can be the "warlord" while the Dominus is a formation's "Field Commander" wink wink. **'''Relic Caddy''': They aren't champions like SM Captains are, but since most of their job is to stand around being available, they could just as well be useful by carrying army-boosting relics AFTER you gave the Dominus/Manipulus theirs. **'''Buying advice:''' Enginseers are a must-have if you want to spam regiments and farm CPs. And they are pretty damn good at that, at only 30pts per model for a small, tough character that can heal vehicles. The only problem is that they cost $30 a pop, unless you go for the $11.50 metal ones from the webstore. An alternate solution to that starts with looking closely at the chaos cultists in the "dark vengeance" kit. The robed ones look remarkably like Enginseers, right? Hell, one has an axe that looks remarkably like a cog. You can buy them for 20 bucks on eBay and kitbash them with the ton of bits leftover by your Skitarii squads, techpriest Dominii and Onagers. A little work and you have your all the Enginseers you need for less than the cost of one. Another option would be the Forge World titan tech priest! A lot cheaper than the Enginseer, and Forge World quality too! *'''Tech-Priest Manipulus''': A new HQ unit being released under the kill team brand. Described as being in between an enginseer and a Dominus in terms of power, the Manipulus carries meh to OK weapons with limited range and an ability of gimmick utility: **At the beginning of the movement phase he can boost warriors' movement or weapons' range stats. +1" to movement isn't a lot, mostly covering positioning mistakes. +1" to charge, however, can be useful: get him in place with a Skorpius transport or Solar Flare or whatever, then infiltrate Infiltrators (lmao) or teleport Cybenetica Cohort formation Kastellans near his coordinates and use '''Power Surge''' for +4" total to charge range, aka success on a 5+ on 2d6. On the less gimmicky side, +6" to long weapon and +3" to short range weapons can allow nasty stuff like 11" cognis flamer overwatch and enable 42" range Protector Kastellan to reach pretty much anything they can see. **'''Choppy:''' With Omnissiah Staff (S+2 AP-1 D2) and Mechadentrites (S[U] AP0 +1d6 A) on top of his base WS3+ 3A, this dude isn't biting his nails in CC like the Enginseer does. If you want him on melee on purpose, get him his Transonic AP-1 ''D2'' <s>cannon</s> flamer AND a relic. Perhaps Anzion's Pseudogenetor so he has 3+2d6 attacks, perhaps the Omniscient mask if you're using him with Skitarii Vanguard and Infiltrators. Maybe make him a Prime Hermeticon Warlord if you're using him with Electro-priests instead. **'''Shooty:''' His charges are the shooty ones, his Magnarail Lance's 18" only grows up to 21" with his bonus. But Heavy 1 S7 AP-3 D1d3 grows to full 3 Dmg when stationary, which is the prerequisite for his Boost Weapons. **'''Frontline Mobility:''' He is pretty good at accompanying one of your assault squads in a Scorpius Dunerider, be it Sicarians Ruststalkers or Fulgurite Electropriests. His aura will give assault squads needed +1 to movement and +1 to charge, which often results in making the charge. Sicarians will for example move wooping 12 on the turn they desiembark. He is fast himself, with Transonic Cannon he can always advance and move 8-13 inches a turn and help assault squads by cleaning screens. One of the better candidates for Omnissian Mask or Prime Hermeticon Warlord Trait. Sydonian Dragoons fighting around him will also benefit from mask and repairs. *'''Daedalosus:''' A hero and technoarchaeologist from the Blackstone Fortress game, this new, named character is a surprisingly useful addition to the Hq roster. Like the Secutarii, he doesn't have a forge world but doesn't cost you your dogmas if you include him. Unfortunately, since he lacks both a {{W40Kkeyword|FORGE WORLD}} and the {{W40Kkeyword|SECUTARII}} Keywords, he can't take a transport, restricting him to babysit gunlines. His weaponry is unique for an Hq but nothing special; he carries a (Servo-) Arc Claw and the pistol version of the Eradication Beamer. Instead, his real benefit comes from his special rules. Once per battle, he can use his Archeotech relic to deal 1d3 mortal wounds to an enemy within 3" or heal 1d3 wounds to an Ad Mech model (not just {{W40Kkeyword|VEHICLES}}!) with 3", no rolling needed. Nice for when you absolutely need to push a Onager up a Damage Chart level or pick off a {{W40Kkeyword|CHARACTER}} that's getting too close. The real reason you take him, however, is for his Omniscanner. At the beginning of the shooting phase, Daedalosus can pick a visible enemy within 24" and all Ad Mech units within 6" of him add 1 to shooting rolls that target that unit. Now THAT is a markerlight. Great against flyers, and for safe overcharging plasma, all without the need to spend CP each round, and affecting multiple units (but only one target). Eat your heart out xeno scum. This WILL affect electro-priests exploding on 5s and 6s when shooting. **Always include this guy to your lists if you can get the model/a proxy. He'll dramatically increase the effectiveness of literally anything in your with the bonus to hit. This helps countering -1 to hit buffs such as flyerspam, Tau markerlights, plaguebearers, and psychic powers. Not to mention safe, cost-effective plasma and making lascannons not miss that knight barreling towards your gunline. Did we mention he's 50 points?!
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