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!
==Special Rules== ===Canticles of the Omnissiah=== Once per turn, you can activate one of the Canticles of the Omnissiah. One use per canticle, or roll a D6 to get a random one (and possibly re-use one). Note a detachment must be 100% Adeptus Mechanicus to make use of these. Putting allies in another detachment is fine, though. What is really good about Canticles now is that you are choosing them at the "start of each battle round", not on your turn. That means you can declare Shroudpsalm on turn 1 even if your opponent is going first. #'''Incantation of the Iron Soul''': Lets you re-roll failed Morale Tests. #*If you run big blobs of Vanguard, it's not the worst thing out there. #'''Litany of the Electromancer''': Also known as the Zap Rap. It will help you hand out Mortal Wounds, but all things considered, this is one of the least useful Canticles. You get a 1 in 6 chance for each unit that's in melee with you to suffer 1d3 mortal wounds. #*Most useful against tough to budge MSU units such as Marine Combat Squads and IG Infantry Squads if you can engage enough units (because lots of units to hit) and units that are expensive per wound like deathcult, aspect warriors, terminators, and lychguard (because every wound hurts). Extra effective if it's both, namely characters and elite min squads. #*The effect is resolved as soon as its chosen and does not apply again during the rest of the round. Its wording may suggest it apply as soon as a unit enters the 1" range during the round, but being w40k a FIFO (First In First Out) and 'read as it is' game, the rule has to be applied as it's written, without supposing its behavior. #'''Chant of the Remorseless Fist''': Re-roll 1s in the fight phase. #*It's decent. Use it the turn when your Electro-Priests, Sicarians, and Dragoons make it into combat. It is especially beneficial to the latter two due to their taser weapons. Combine with the Conqueror Doctrina Imperative to more than double damage output on a large alpha strike unit. Depending on your list prime hermeticon or omnissian mask may be more effective. #*Rangers go from wounding Guardsmen 16.67% of the time to 19.44%... but +1S increases this chance by 22.22%, so <u>it is generally better to pick Invocation of Machine Might if the unit gets benefits from a strength difference</u>. #'''Shroudpsalm''': Grants Army-wide cover, one of the best canticles. #*Pick it at the start of Battle Round 1, and then try to roll for it every phase afterward with Cawl's ability. This will allow your Infantry to pretend they are Space Marines and means your Kastelan Robots and Dunecrawlers are some of the very few vehicles in the game that can get a 2+ Save. #*The 'Prepared Positions' (2CP) stratagem also gives you army-wide cover at the "start of the battle round before the first turn" if you go second ([https://www.warhammer-community.com/wp-content/uploads/2019/04/warhammer_40000_update_April_2019_en.pdf W40k April 2019 update p.7]). So, kind of at the same time than Shroudpsalm, meaning you could use it to save CP. Or if you have the CP, you can use Prepared Positions ''and then'' Shroudpsalm. After two turns of army-wide cover, your army's bound to be all in actual cover at their destination points. Or in contact with the enemy, where you'll go Machine Might on them. #'''Invocation of Machine Might''': +1 Strength #*makes the difference between wounding a Marine on a 4 instead of a 5, or Guardsmen on a 3 instead of a 4. The best thing is that you can save it for when your taser bois make contact with the enemy. #'''Benediction of the Omnissiah''': One of the best ones, even if it is a bit redundant. It allows you to re-roll 1s in the shooting phase. #*While Domini already gives this to you (and Cawl even better), it still helps your far away units, like Ballistarii, deepstrikers or people in the new transports, so it is useful. Kataphrons are so big that they may not fit all units under the Dominus' aura alongside Kastelans and Dunestriders, so there's that too. #*One of the better options to use with the 'Knight of the Cog'(1CP) stratagem, as Knights generally lack the ability to reroll hits. ====Forgeworld Specific Canticles==== If your warlord is drawn from a codex forgeworld replace one of the weaker canticles with one based on that models forgeworld. (Since it's based off the warlord a Stgyies army could benefit from the Mars canticle by having a Martian warlord). (Warlords from custom forgeworlds are stuck with codex canticles) #'''Ryza''' - +1AP melee - a nice buff for a lot of our melee units. #'''Mars''' - Heavy weapons +1S and no penalty for moving and firing - cawl castles will be happy. One of the best buffs you can get considering you don't get to reroll to wound rolls. Even better for Knights, use the knight of the cog strat and prosper. #* +1S means RFBC gets S9 which actually turns it into a proper anti-vehicle gun. AGC especially endless fury can shred lighter vehicles with S7. #* Knight Valiant/castellan gets S8 Siege Beaker Cannons that are not trash tier against vehicles. Also, Traitors Pyre would be S8 with rerolls to wound which is awesome! #* Helverins get s8 autocannons and Moiraxes can threaten anything with S7 lightning locks and graviton pulsars. Graviton pulsars cna finally be effective against lighter vehicles. #'''Lucius''' - +1 inv capped at 4++ - pretty strong once you've used shroudpsalm. #'''Metalica''' -1 to enemy hit rolls (melee and ranged) if you are within 9" of the attacker. More useful against melee than shooting. Your opponent just needs to pull back so they at 10" away and your bonus goes away. (alternate take is that by the time they pull back to 10" they're going to have a hard time charging you.) #'''Graia''' - overwatch on 5's - does nothing on Agripinaa units but is pretty useful considering our volume of firepower (a nice trick is swap to this canticle in the charge phase). #'''Agripinaa''' - infantry and cavalry 5+ to shoot or fight once when they die. A free chapter banner but doesn't affect vehicles. Won't work well in every army, so you have to build around it. Also, can be a bit tricky to set up for, unless you know you are about to get your teeth kicked in by your opponent's beta strike. (alternate take Aggripinaa list's tend to be based around kataphron spam which have pretty decent firepower and range and are infantry so could be ok but doesn't play well with others.) #'''Stygies''' - shoot after falling back but -1 to hit - situational but great in the right circumstances. Not one you want to roll up, but a potential target for Gloria Mechanicus. ===Soldiers of the Machine God=== It's Objective Secured with a different name. ===Forge World Dogmas=== The main thing that gives the Adeptus Mechanicus their character and radically alters their playstyles is what Forge world they hail from. Everyone has their own favorite group and way of playstyle, so choose a Forge World and try to find what synergizes best with their traits, relics and stratagems. ====Custom Dogmas==== Unlike every other army with custom faction traits, these dogmas aren't all pick-and-mix. The amount of customization, while present, isn't really as diverse, forcing you to pick the main trait and one of several different secondary traits. '''Rad-Saturated Forge World''' <br>Balances long range and close combat. Can be unfocused, but also balanced and useful in plenty of situations. *''Primary - Radiant Soldiers:'' All ranged attacks from beyond 12" that hit your {{W40kKeyword|Infantry}} units take -1 to strength, akin to the Heresy-era Iron Hands. Great usefulness, since ranged infantry-based armies are very common for AdMech. Helpful not only for your Skitarii tinmen; Heavy Bolters wounding Kataphrons on a 5+ ought to be frustrating for the enemy. **''Secondary - Luminary Suffusion:'' Supercharges Rad-Saturation to inflict -1S on top of the usual -1T, making Skitarii Vanguard & Sulphurhounds very useful debuff frontliners. A very complete dogma: their infantry is hard to kill at range, and debilitates the enemy once they finally reach them. Also increases the range of the Rad-Saturation aura from 1" to 3" and extends its effects to enemy Vehicles. **''Secondary - Scarifying Weaponry:'' Your Radium weapons all get an AP of -1, making them considerably better to deal with infantry. Useful only to Vanguard-heavy lists, since it affects only their gun and that Dragoon's rad sniper rifle that nobody uses. **''Secondary - Omnissiah's Shield:'' Melee weaponry that hit your {{W40kKeyword|Infantry}} units now reduce their AP by 1. Different from Lucius', but you do have the other half of your dogma. **''Secondary - Machine God's Chosen:'' When rolling for morale, your units halve the number of casualties taken. Morale protection comparable to Graia's. '''Expansionist Forge World''' <br>Focused on Skitarii mobile infantry. *''Primary - Accelerated Actuators:'' Any units that charge, get charged, or perform Heroic Intervention improve the AP of their melee weapons by 1. Great for your melee units, which you do have lots of. **''Secondary - Forward Operations:'' Your Rangers can move up to 6" before the first turn, giving you some early scouting ability. **''Secondary - Acquisitive Reach:'' All rapid-fire weapons add 6" to their range. Rangers gain awesome range, and Kataphron Destroyers' phosphor blaster sidearm will operate at a similar range to their main gun. **''Secondary - Rugged Explorators:'' All assault weapons can be fired without penalty after advancing, which is a great boost for a more mobile gunline. That's basically Metallica's dogma, plus a melee trait. **''Secondary - Dominus Command Net:'' The Broad-Spectrum Data Tether now adds +1 to the Ld of all models within 9". Makes morale slightly easier to move with. '''Data-Hoard Forge World''' <br>Where the other forge worlds focus on Skitarii, Data-Hoarders enhance your long-neglected vehicles and even Kataphrons. *''Primary - Magnabonded Alloys:'' Your vehicles now all have a 6+ FNP just like your man-chines. Absolutely welcome. **''Secondary - Omnitrac Impellors:'' Kataphrons and Onagers add +1 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. **''Secondary - 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' rerolls. **''Secondary - Autosavant Spirits:'' Blessed Autosimulacra! Your vehicles regain a wound at the start of your turn! For free! Granted, most of your vehicles are fire magnets to begin with, but this does give you survivability. **''Secondary - Trans-Node Power Cores:'' If you're hell-bent on relying on the Arc weapons, this can give you bit of a boost by adding a bonus hit when you roll a 5 or 6 to hit with them. That IS +66% hits for Kataphron breachers, though.
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