Editing
Warhammer 40,000/9th 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!
===Holy Orders=== So remember how the Space Marines had their Masters of the Chapter turned into something you paid for with power levels and points? Yeah, those Holy Order traits from Engine War are like that too now. You can now induct any nameless {{W40Kkeyword|Tech-Priest}} into a holy order, which also helps things. Each order comes with one direct perk and a second, progressive perk. The progressive perk has one initial part that's active at the start of the game, but during the command phase, you can opt to activate the advanced part of the ability on the next command phase if you perform an action to change it. *This means that for an entire turn your model won't be able to move or shoot in any way, and has all auras turned off. 'Pick a unit' abilities such as Awaken the Machine, Machine Focus, and Master of the Machine ''can'' be used before performing the action, however, so if you are planning on using an advanced order trait, it's probably worth putting on an Enginseer or Technoarcheologist. <tabs> <tab name="Genetor (25pts)"> *'''Adaptive Mastery:''' Once per game when the genetor's on the field and you trigger a Battle Tactic Stratagem, you can opt to get a discount of 1 CP. *'''Learnings of the Genetor:''' **'''Initial - Biochemical Aggression:''' During the command phase, you can pick one {{W40Kkeyword|<FORGE WORLD> Core}} or {{W40Kkeyword|Kataphron Servitors}} unit within 6". That unit will auto-wound on a nat 6 to hit in melee. Particularly handy if you pick up a more melee-focused dogma. **'''Advanced - Hypercybernetic Physiology:''' During the command phase, you can pick one {{W40Kkeyword|<FORGE WORLD> Servitors}} (Kataphron or generic, we don't care which) unit within 6". Until the next command phase, this unit gets a 6+++ FNP. A bit of a shame you lose out on melee capacity, but if you don't already have a tanky servitor via a dogma, this can plug up that hole. </tab> <tab name="Logos (40pts)"> *'''Scriptural Prognosis:''' Once per game when the logos is on the field and you trigger a Strategic Ploy Stratagem, you can opt to get a discount of 1 CP. *'''Analyses of the Logos:''' **'''Initial - Predicted Barrage:''' During the command phase, you can pick one {{W40Kkeyword|<FORGE WORLD> Core}} unit within 6". This unit will ignore the AP of any AP-1 or AP-2 weapons, which can be absolutely disgusting because of how much this invalidates. **'''Advanced - Flaws of the Foe:''' During the command phase, you can pick one {{W40Kkeyword|<FORGE WORLD> Core}} or {{W40Kkeyword|Kataphron Servitors}} unit within 6". Until the start of the next command phase, this unit can ignore all cover whenever it attacks. This is quite potent because of how versatile this can prove to be. </tab> <tab name="Magos (30pts)"> *'''Aggressive Subroutines:''' Once per game when the magos is on the field and you trigger an Epic Deed Stratagem, you can opt to get a discount of 1 CP. *'''Divinations of the Magos:''' **'''Initial - Predatory Programming:''' During the command phase, you can pick one {{W40Kkeyword|<FORGE WORLD> Core}} unit within 6". This unit adds +2 to their advance rolls until the next command phase, which can prove especially handy for Metalica. **'''Advanced - Overloaded Safeguards:''' During the command phase, you can pick one {{W40Kkeyword|<FORGE WORLD> Core}} unit within 6". Until the next command phase, any nat 6 to hit with a ranged attack deals another hit, which can make gunlines devastating, since this works like +1 to hit, only it stacks with being BS2+ or having full re-rolls the way you want. The only downsides are that it doesn't work on a weapon that auto-hits and the additional hits won't proc abilities, so e.g. it has reduced benefit on radium carbines, since on a 6 to hit you'll get 1 auto-wound and 1 hit that needs to roll to wound. Often the best of the Advanced progressive abilities, because it doesn't require a potentially slow tech-priest to keep up with a potentially fast unit and the benefits are reliably under your control in terms of guaranteeing their relevance to the battle. A Dominus applying this to a BS3+ unit with the Protector Imperative up gets you a BS2+ unit that re-rolls 1s and hits twice on 6s to hit, which is 7/6 expected hits per shot taken - ''incredibly'' good on transuranic arquebi, for example. </tab> <tab name="Artisan (35pts)"> *'''Archaeotech Modifications:''' Once per game when the artisan's on the field and you trigger a Wargear Stratagem, you can opt to get a discount of 1 CP. *'''Fabrications of the Artisan:''' **'''Initial - Enhanced Biomechanical Interface:''' During the movement phase, you can pick one {{W40Kkeyword|<FORGE WORLD> Core}} or {{W40Kkeyword|Kataphron Servitors}} unit within 6". Until the next movement phase, this unit can charge and shoot after falling back, though it suffers a penalty of -1 to ranged hit rolls if it Falls Back. **'''Advanced - Exquisite Calibration:''' During the command phase, you can pick one {{W40Kkeyword|<FORGE WORLD> Core}} unit within 6". Until the next command phase, this unit adds +1 to the strength of all ranged attacks made by that unit. Galvanic rifles now wounding MEQ on 3s and T5 on 4s is amazing. ***The only real S points that are usually worthwhile are S3->S4->S5 and S7->S8->S9; S5->S6 and S6->S7 are useful against relatively fewer targets. The most benefit you can get from this is doubling your effectiveness if you go from wounding on 1s to 2s, and the least is going from 4s to 5s; in addition, this has reduced benefit on anything that auto-wounds (like Arc or Radium weapons) or otherwise has abilities that trigger on natural 6s to wound (since any roll that only wounds thanks to this buff necessarily won't trigger the ability). ****That means the really useful targets for this are few and far between, and if you use it, you'll have to accept ''some'' form of reduced utility. For example, slapping this on transuranic arquebi boosts them from S7 to S8 (excellent against T4 and T8, both of which are common), but not only doesn't improve them against T3 or T6, your ability to deal out mortal wounds doesn't improve. </tab> </tabs>
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