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===Custom Forge Worlds=== Unlike every other army with custom faction traits, these dogmas aren't simply pick-and-mix. The amount of customization, while present, is limited to forcing you to pick one of four "primary" forge world traits, and then one of the three "secondary" traits within that primary forge world. <tabs> <tab name="Rad-Saturated Forge World"> Balances long range and close combat. Can be unfocused, but also balanced and useful in plenty of situations. *'''Radiant Soldiers:''' All ranged attacks from beyond 12" that hit your {{W40Kkeyword|Core}} units suffer -1S, akin to the Heresy-era Iron Hands. Great utility, since ranged infantry-based armies are very common for AdMech. Helpful not only for your Skitarii tinmen, this will also help protect your electro-priests. As a general rule, this is ''radically'' worse than the Stygies dogma. **Mostly what this does is protect your T3 skittles from S3 and S4 weaponry (S6 weapons are relatively uncommon and the protection afforded is minor, but that also happens), your T4 skittle cavalry from S3, S4, S5, and S8 weaponry, and if you keep your Kastelans near a Datasmith, your T7 Kastelans from S4 and S8 weaponry. **'''Luminary Suffusion:''' Supercharges Rad-Saturation to have 3" of range, theoretically letting it apply to your guns if you can get ''very'' close. Not very practical, considering your Vanguard are meant to be mid-range shooters rather than dedicated melee scrappers. **'''Machine God's Chosen:''' When rolling for combat attrition, you ignore all modifiers. Morale protection much worse than Graia's. If you field large units of 20 skittles, once you're down to 10 or fewer, this will cut your morale losses from 1 + 1/3 remaining to 1 + 1/6 remaining. **'''Scarifying Weaponry:''' Your Radium weapons all improve their S and AP by 1 (i.e. +1S -1AP), making them considerably better at dealing with enemy heavies (the +1S is nearly meaningless, but the -1AP is huge; watch out for things like Armour of Contempt, though). Useful only to Vanguard-heavy lists, since it affects only their guns, that Dragoon's rad sniper rifle that nobody uses, the radium pistols you shouldn't be fielding, and the Marshal's radium serpenta. ***In terms of the radium jezzail, going from S5 to S6 and AP-2 to AP-3 isn't very useful, so to illustrate, consider a model where both buffs help: shooting a warboss in mega armour (T6 W7 Sv2+/5++). Assuming BS3+, the base gun hits for 15/36 of a wound, and after both buffs, it hits for 24/36 - a 60% increase. That's the ''absolute maximum'' this buff can help - against any other target, the benefit is ''worse''. </tab> <tab name="Expansionist Forge World"> Focused on Skitarii mobile infantry. *'''Accelerated Actuators:''' Any units that charge, get charged, or perform Heroic Interventions improve the AP of their melee weapons by 1. Great for your melee units, which you do have lots of, but worse than the first half of Ryza's dogma, which is +1 to wound instead of -1 AP. **'''Acquisitive Reach:''' All rifle and carbine weapons add 6" to their range, primarily buffing Vanguard. **'''Forward Operations:''' Your {{W40Kkeyword|Skitarii Core}} units can move up to 3" before the first turn but can't end the move within 9" of an enemy, giving you some early scouting ability, and can easily give certain ones the edge they need to make a turn 1 charge. **'''Rugged Explorators:''' No penalty for moving and firing Heavy weapons, and {{W40Kkeyword|Vehicle}}s suffer no penalty for advancing and firing Assault weapons - this is the first bullet from Metalica's dogma, and then the second Metalica bullet but worse, since only Vehicles get it. </tab> <tab name="Data-Hoard Forge World"> Where the other forge worlds focus on Skitarii, Data-Hoarders enhance your long-neglected vehicles and even Kataphron - meaning they primarily focus on your Skitarii, since your only non-Skitarii Vehicles are Kastelans. In fact, a Data-Hoard Forge World is your best bet if you want to rely on transports. *'''Magnabonded Alloys:''' Your vehicles now all have a 6+++. Absolutely welcome. **'''Autosavant Spirits:''' Blessed Autosimulacra! Your vehicles regain a wound at the start of your command phase! For free! Even better is that these vehicles count as having double the wounds for the sake of determining degrading stats, making this absurdly good for a vehicle-heavy army. **'''Omnitrac Impellors:''' Kataphrons and Onagers add +2" to their movement. Those units don't really need to move a lot, but sometimes they need to get a firing arc or escape, and they can't. This makes it easier. Kataphron Breachers become deceptively fast. **'''Servo-Focused Auguries:''' Cognis weapons fired at half range get to re-roll to hit, and with 36"-48" range that'll be noticed. Good utility for Duneriders, Archaeopters, and especially Ballistarii, which operate far away from the Magos' re-rolls. Utterly useless on Kataphron Destroyer Cognis Flamers, of course. ***This is ''better'' than the Agripinaa dogma on Cognis weapons but ''worse'' than it on everything else. Excellent on Skorpius Duneriders and all three Archaeopters. ***This on Ballistarii is better than Mars, because you get re-rolls on all your hit rolls, not just one per unit, and Canticles frankly isn't as good an ability as permanent 6++. However, you lose out on Cawl, the Mars Warlord Trait (which only works on Kastelans anyway, in terms of Vehicles), the Mars relic (which is garbage anyway), and the Mars stratagem, which only has synergy with large units anyway. </tab> <tab name="Reignited Forge World"> A forge world whose focus is on all their troops, making sure that they can always have an edge. *'''Purgation Protocols:''' All {{W40Kkeyword|Core}} units improve the AP of a ranged weapon by 1 if they roll a nat 6 to wound. Basically the first half of Agripinaa only worse for most guns, and particularly bad on radium weapons, since auto-wounds can't roll to wound to try to improve their AP. **'''Data-Bleed Generators:''' Any time an enemy model makes a melee attack against you after charging, getting charged, or performing a heroic intervention, it suffers -1 to hit. **'''Engineered Nanophages:''' Melee attacks against an enemy model with an armor save of 3+ or better improve their AP by 1, making throwing anything at tanks or marines that much better. **'''Purified Datasphere:''' ''All'' auras (except Rad-Saturation) add +3" to their range. Mostly there to improve support and data-tethers, but it also helps the Sicarians with their electrostatic. </tab> <tab name="Slaved Systems Forge World"> Essentially lets you copy another forge world. They gain that forge world's dogma and WT and if they aren't some support detachment, they also get the forge world's stratagem as well. This doesn't sting as much as some other "custom factions that just ape off another, more popular faction", but it's still not very desirable. </tab> </tabs>
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