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===Cohorts=== Like any Techpriest, you have the option to bring with you various meatheads of varying price (paid in blackstone) to support your Techpriests in battle. Although not as versatile or as powerful as your Priests they have specialized roles that can fill gaps in your squad very effectively. *'''[[Servitor]]:''' Your initial troops. Cheap and expendable with no armor, five hit points, and a weak melee attack. They cost zero Blackstone, use only one CP to summon and also give CP if they get damaged. Useful as a meat shield the Servitor's only purpose is to tie up other units and die in battle. They are only capable of fighting Scarabs one on one but can swarm lone Necron warriors and do a lot of damage surprisingly quickly. Their first upgrade gives them a short-ranged taunt that also gives them some armour, while the second gives them a bit more health. Both increase their damage by a point, so they can end up remarkably useful even at the end of the game. *'''Skitarii Vanguard:''' A mid to late game ranged unit that has a ranged attack that does decent physical damage. Although they originally used Arc Rifles an update changed the name to Radium Rifles. Pretty good, considering that they can be leveled up to have two physical damage attacks every three turns. Their second upgrade gives them 2 points more damage. Unlike the Ranger, they do not reveal enemy stats after firing. *'''Skitarii Vanguard Alpha:''' Despite the name, Vanguard Alphas are just Melee based infantry. Unfortunately the focus on Melee often results in them having to get in close and nasty which, considering they are up against Necrons, is a really bad idea. They use Lightning Mauls which do energy damage and can arc between targets making them powerful against horde enemies like Flayed Ones or Scarabs, but they lack the punch to deal with nastier Necrons. Once upgraded, they can immobilise targets, but that still isn't enough to make them really useful. *'''Skitarii Ranger:''' An early to mid game unit, these bad boys are your early standard infantry. They have a half decent energy attack (despite using Galvanic Rifles) but reveal enemy stats when they shoot them, and can be leveled up to have an ability that disables an enemy attack for its next turn making them extremely useful support even in late game missions. Just keep in mind that they are fairly fragile with only 9 HP and weak energy shielding. Their second upgrade makes them always crit, making them a reliable source of armour-piercing damage. *'''Skitarii Ranger Alpha:''' The less sucky version of the Skitarii Vanguard Alpha. Ranger Alphas cause physical damage and are potent crowd control with an AOE attack that does decent damage. Unfortunately again they are rather fragile for dedicated melee units and will die very quickly if sent into the front lines. Once they get leveled up though, they are able to fight in melee far more effectively. *'''Kataphron Battle Servitor:''' Kinda meh. While they do great area of affect damage, they generally suck bringing down anything better than a flayed one. Combine this with their lack of range that can even damage you if you are not careful, and are too big to fit in some places, along with huge size and deployment cost. They are useful in the Tomb Of Ubjao but that's about it. *'''Kastelan Robot:''' The big boys! What their flamethrower doesn't kill, their punch will. They can be quite expensive to call upon unless you go for secutor build to drop them (for free) on an unsuspecting necron. They got good defence and can be used as cover (it's not optimal in most case, but still good to know). Overall a great late game troop, but at the stage of the game that you will use them, your techpriests should already be strong enough that they feel kinda overkill. Their upgrades give them a charge that immobilises targets, and a second flamethrower that hits everything in a circle around them. Gloriously excessive, just make sure that you don't set your precious cogboys on fire. *'''Sicarian Ruststalker:''' A somewhat slow and squishy melee unit that has two main uses inside of combat: its attack pierces all armor, making it potent at dealing with tough units like lychguards that relying on shielding rather than raw hp. The second is that it gains critical hit chance for every attack, (and after upgrades gains 1 damage as well) meaning that the ruststalker can technically scale forever, sometimes doing 20-30 damage with a 60% crit chance in practice. This causes the ruststalker's opportunity attacks to be remarkably deadly, and it can shred though light enemy units for easy buffs. Ruststalkers benefit from the servo-skull buffing their movement since they struggle to close in on ranged combatants before being shot down, so the speed boost helps them close the distance. *'''Sicarian Infiltrators''': A really odd unit. They start untargetable until they make an attack, and with upgrades can return to cloaked every three turns. An excellent ability for getting your high-damage melee units in stabbing range... except that the infiltrator is only armed with a piddly little physical-damage gun. That 2-health scarab swarm will never know what hit it!
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