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==={{W40kKeyword|[[Metalica]]}}=== [[File:Metalica_Skitarii_Icon.png|100px|left]] In the grim darkness of the far future, the relentless noise of machinery deafens the weak. In fluff, Metalica is as close to machines as possible, and that's just how they like it. Their world is scorched clean of life and covered in metal, and the sounds of their industry are deafening. In the crunch, they are relentless and efficient, not letting something like close combat or assaulting get in the way of them shooting. They are all about movement, whether it's assaulting with rapid fire weapons to get just into range, or using their warlord trait to ensure that your key units aren't tarpitted, you can and will show them the ordered might of the Omnissiah! The Book of Rust hasn't tampered with this role, but it has given Metalica a few more tricks so they can be a bit more customized.<br> <tabs> <tab name = "Forge World Dogma"> *'''Relentless March:''' Units with this dogma do not suffer penalties to hit with Assault weapons after advancing and do not suffer penalties to hit with Heavy weapons after moving. In addition, enemy units engaged with a unit with this dogma are always counted as being below half-strength. **This is so scattered in terms of what it does that it's challenging to find situations where it can really outperform other worlds - if you advance into position, shoot, and get charged, Agripinaa is better, and if you walk into position, shoot with your Rangers, and then charge for some reason, Ryza is better, for ensuring the charge succeeds and making sure the fight goes as well as possible. </tab> <tab name = "Warlord Traits"> *'''Ashrunner:''' Your warlord gains +3" movement and +1 S and A. Truth be told, your HQs really shouldn't be that close to fight, though the extra speed might be more palatable. *'''Master Annihilator:''' During the Command phase, pick one {{W40kKeyword|Metalica}} unit within 6" of the warlord. This unit adds +1S and +6" to the range of any radium weapons they own that aren't relics. The vanguard will absolutely enjoy this, as they're now even further away from those meddlesome bolters alongside being able to ding a marine even if they don't trigger poisoning. **+1S is underwhelming on a normal weapon, let alone radium weapons, but this ''stacks'' with a Manipulus, for +12" range, +1S, and AP-1. 30" with 3 shots at S4 AP-1 is a Galvanic Rifle with the buffing strat up before you consider your auto-wounding ability, so this warlord trait sidelines Rangers. *'''Radioactive Emanation:''' Your warlord has a 6" aura of -1T which doesn't stack with any other -1T rules and applies to all non-{{W40Kkeyword|Metalica}} units, even allies, so never put a Warlord with this near an allied Knight. *'''Tribute of Emphatic Veneration<sup>{{W40Kkeyword|tech-priest}}</sup>:''' Pick an enemy unit within 12" of your warlord at the end of your movement phase. This unit suffers -1 to hit. Pretty basic way to nerf the enemy, and easier to use than the stratagem. </tab> <tab name = Stratagems> *'''Blaring Glory (1 CP, Strategic Ploy):''' Select an enemy unit within 6" of a {{W40kKeyword|METALICA}} unit during either the fight or shooting phase. This unit cannot re-roll anything, which can be absolutely EVIL. *'''Deafening Assault (1 CP, Wargear):''' Use during the shooting phase. When one of your {{W40kKeyword|METALICA}} units shoots, the enemy unit they target (Provided that it's not a vehicle) halves its movement and can't overwatch or set to defend. **Now the ideal way to set up your melee units so they can make a guilt-free charge. *'''Extinction Order (1 CP, Epic Deed):''' Select a single area terrain feature your warlord sees during the shooting phase. Until the end of the phase, any {{W40kKeyword|METALICA}} units that sit within 6" of the warlord gain +1 to wound when shooting an enemy unit that's hiding within the designated terrain feature. *'''Knight of the Iron Cog (1CP, Requisition):''' One {{W40kKeyword|House Raven}} unit gains the Canticles ability, despite lacking the {{W40kKeyword|Adeptus Mechanicus}} keyword. No limit on being spammed, despite being Requisition and used before battle, as all Requisition strats are. On paper this is great, in practice: Imperial Knights can just attach a freeblade to a Mechanicus force without messing up your Canticles and Doctrina without needing a extra CP point for each knight. If you plan to bring more then 1 knight the CP cost of a knight lance can quickly skyrocket, espically with needing to use this keyword on each and every unit. and for each knight you have less points to spend on stuff that benefits from having active canticles or doctrina. On paper good, in practice, bit of a balancing act. *'''March to War (1 CP, Battle Tactic)''': One {{W40kKeyword|METALICA}} unit advances 6" instead of needing to roll for it. *'''Omnissiah's Exaltation (1 CP, Strategic Ploy):''' When an enemy unit takes a morale check within 6" of a {{W40kKeyword|METALICA}} unit, they suffer a -1 to that roll. *'''Order in Anarchy (1 CP, Battle Tactic):''' Nominate one {{W40kKeyword|METALICA}} unit during the Command phase. Whenever this unit fights an enemy within 12", they add +1 to hit. *'''Purity of the Machine (1/2 CP, Battle Tactic):''' When a {{W40kKeyword|METALICA}} unit shoots or fights, they can ignore any modifiers to hit or wound rolls, making this a very versatile perk to ride on. Costs 1 CP for {{W40kKeyword|infantry}} and 2 CP for {{W40kKeyword|vehicle}}s. *'''Rad-Oversaturation (2 CP, Battle Tactic):''' At the start of any phase, you can boost the range of one Skitarii Vanguard unit's cancer aura to 6", making them more able to blast out any pests before they make a charge. </tab> <tab name = Relics> *'''Adamantine Arm:''' Essentially a stronger Servo-Arm with Sx3 (12) AP-3 D4 and +1 to hit, but note that the bearer gets it in addition to their other wargear - this isn't a replacement. It's still just one hit, but on the bright side, it's a slightly more reliable hit that'll hit as hard as a Dreadnought. **Almost always worse than Anzion's Pseudogenetor. *'''Bionics of Veneration'''- 4++ and 3" aura that inflicts -1 to hit on enemies. *'''Delta Pistol:''' Replaces a Gamma pistol, meaning Datasmith only, gaining more Range, S, AP, and D, on top of re-rolling to wound against {{W40kKeyword|Vehicle}}s: 18" Pistol 1 S10 AP-4 D4, re-rolls wounds against {{W40kKeyword|Vehicle}}s. ''Radically'' better than the Adamantine Arm if you have a model who can carry it. *'''Metalican Lung:''' 3" aura that lets allies re-roll to wound enemies inside this aura. **If you can manage to get within range without being engaged, this is primarily excellent on guns that want 6s to wound (Volkite on your Dominus and Drill, your Manipulus' Transonic Cannon, all of your Transuranic Arquebi, Serberys Raider guns). It's also great on ''melee'' that wants 6 to wound, which is your Fulgurites and your Ruststalkers. ***For all of these units, you want to re-roll successful wounds that aren't 6 if the 6 would be ''more than'' double the baseline output, which is a decision dependent on the target's save and potentially FNP rules. Fulgurite Staves almost never benefit, but Galvanic Carbines almost always do, with everything else in between. *'''Omni-Sterilizer:''' Replaces an eradication ray, meaning Dominus only. Does away with having two profiles, giving you one that's 1 AP and D better than the near profile anyway: 24" Assault 1d3 S6 AP-4 D3, Blast. **''Still'' worse than the Volkite Blaster against some targets, like Knights, even before the 5 point cost of the gun you need to buy in order to qualify for this relic. Worse than Ryza's Dominus gun-relic, Weapon XCIX, against almost everything in the game, before you even consider that Ryza's costs fewer points; hence, like Ryza, you never want this, since Volkite + Phosphoenix is just better. </tab> <tab name = Tactics> '''Metalica's White Tide:''' Corpuscarii Electro-Priests, Infiltrators and Sydonian Dragoons at the front, followed by Skitarii Vanguard. Corpuscarii make solid frontline soldiers for Metalica, seeing as '''Relentless March''' allows you to move them down the field quickly while maintaining their 3+ S5 Assault 3 '''''TASER''''' shooting efficiency. 5++/5+FNP and 6-9 hits per 5 models for Overwatch makes these guys relatively beefy and pretty intimidating for their point cost. Run your Tech-Priest Dominus behind them and take the '''Prime Hermeticon''' warlord trait. Now they're hitting on 3+ and rerolling 1s for shooting, as well as rerolling ''all failed hits'' in the Fight phase. The sheer number of S5 hits generated by these guys overtime will grind your enemy's forces into dust. Your Dragoons boost the leadership of all your guys by 1, and their Taser Lance is a freakin' S8 AP1 D2 deathstick. Infiltrators generate a ridiculous amount of hits with the Taser Goad when the '''Conqueror Doctrina Imperative''' stratagem is in effect, and their '''Neurostatic Aura''', when combined with the '''Deafening Assault''' stratagem, will cause your enemy's units to melt before their eyes. Keep some squads of Vanguard armed with Plasma Calivers close by to take down anything too tanky, and watch as your army ''literally'' washes your opponent off the board. Did I forget to mention Taser? Because '''''FUCKING TASER. BY THE MACHINE GOD, FUCKING TASER IS HERE.''''' *As an alternative solution, you can also give your Dominus the '''Ordered Effeciancy''' warlord trait, which allows your dudes to fallback and shoot. Your priests will lose some of their punch, but they'll make it up in Overwatch by forcing your opponent to charge them again. And again. And again. '''Metalica's Skirmishing Skitarii:''' Metalica's Forge World trait makes Rangers a little more capable. It turns their guns from Rapid Fire 1 to Assault 1 if they advance, meaning you can play your Rangers more aggressively. With their 30" range you can dash up the board and start making very early shots on your opponent. Keep in mind this rule only takes effect if you advance, meaning that you can advance one turn and get shots in as an Assault weapon, then a later turn if you want to let the opponent get in half range you still get the Rapid Fire Benefit. This is good if you're up against a close-ranged enemy because you can be in a position to shoot them, but they can't shoot you. Combine with Protector Doctrina Imperative strategem and a Data Tether to hit more shots and to turn those 4's into 6's, giving you more AP -1 hits. Arc Rifles are Rapid Fire as well so consider running a squad with them to be your vehicle hunters. Overall a good tactic at lower point games but starts to lose its strength around 1000 points. Probably not worth trying at 1500 and above. *Considering that Rangers and Vanguard are 9ppm, and 5pt EDTs are now a thing, you can actually field a surprisingly large number of these guys, and expect them to last for a while. Leave room for some Dragoons to boost leadership, some arc rifles for vehicles and some plasma calivers for TEQ, and you can end up with a pretty effective pseudo-space marine horde list. </tab> </tabs>
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