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==Warlord Traits== <tabs> <tab name="Tech-Priest Traits"> Tech-Priest models only (Datasmith, Dominus, Manipulus, Technoarchaeologist, and Enginseer). Bear in mind the ''only'' {{W40Kkeyword|<FORGE WORLD> Cult Mechanicus Core}} units that exist are both kinds of electro-priests and, ''while near a Datasmith'', Kastelans. #'''Emotionless Clarity:''' During the command phase, you can select a {{W40Kkeyword|<FORGE WORLD> Cult Mechanicus Core}} unit within 6" of the warlord. This unit can charge after falling back. #'''Masterwork Bionics:''' Hooo boy, this is tanky. The warlord gains a 4++ Invuln and reduces all damage taken by 1 to a minimum of 1. If you really want your dominus to last, this is the one. #'''First-Hand Field Testing:''' Pick a single non-relic weapon the warlord wields. This weapon adds +1 to its Strength and Damage characteristics. #'''Necromechanic:''' Each time your warlord uses Master of Machines to repair a friendly model, that model regains 3 wounds rather than the default d3. #*Can be combined with the 'Autocaduceus of Arkhan Land' relic if you cannot afford to lose that Onager.'' #'''Cartogrammatist:''' One {{W40Kkeyword|<FORGE WORLD> Cult Mechanicus Core}} unit can be set into reserves to then deep strike later. Double-dip that Lucius trick, but ''only'' on Electro-Priests (Kastelans have no way to be {{W40Kkeyword|Core}} before they hit the table, which is when you have to pick the unit to deep strike). #'''Supervisory Radiance:''' During the fight phase, pick one {{W40Kkeyword|<FORGE WORLD> Cult Mechanicus Core}} unit within 9" of the warlord. This unit can re-roll to hit for this phase, which can be handy for your electro-priests. #*If you combine this with the '''Zealous Congregation''' stratagem on Corpuscarii, against a target you need a 5+ or 6+ to wound (usually T6+, but T7+ with Remorseless Fist up) you're better off re-rolling even successful hits, to fish for 6s to hit, which will get you 1 auto-wound and 2 more hits that need to roll, getting you a higher average than if you only re-roll failures. </tab> <tab name="Skitarii Traits"> Skitarii Marshal only, so far. These are all based around buffing your {{W40Kkeyword|<FORGE WORLD> Skitarii Core}} units during the command phase, and last until the next command phase. Do note that these only affect a single unit of skittles within 9" of the Marshal, or one unit of skittles with the {{W40Kkeyword|Data-Tether}} keyword anywhere on the field. #'''Multitasking Cortex:''' The selected unit can perform an action and shoot at the same time. Useful for battles with objectives, as you need to balance firepower with VP scoring; wasted for standard "Kill each other until there's one army standing" games. #'''Battle-Sphere Uplink:''' The first half of Metalica's dogma, applied to one unit; advancing and firing assault weapons or moving and firing heavy weapons carries no BS penalty. Useless on Metalica, useful on other forge worlds - good synergy with a Rad-Saturated FW, due to the massive vanguard assault 3 spam. #'''Programmed Retreat:''' Lets one unit shoot after Falling Back. Useful for pulling back your frontline infantry if they overextended and got charged. Particularly good if you like deploying your fast attackers mid-field, since they're vulnerable to charges from the enemy deployment zone. #'''Archived Engagements:''' Allows the selected unit to attack first in the Fight phase. Take this for Sicarian-heavy lists due to their high number of attacks and potential for Mortal Wound fishing. Also useful for mounting a defence by your gunline infantry against a charge by hostile units; at the very least, the skittles being attacked might manage to scratch the charging enemy's paint before going down. #'''Firepoint Telemetry Cache:''' Selected unit gets Light Cover (+1 to saves against ranged attacks) until the next command phase. If they're entirely on or within a piece of terrain and are {{W40Kkeyword|Infantry}}, they get an extra +1 to their saves against ranged attacks '''as well as the Light Cover bonus'''. #* Recommended for a Marshal that's supervising large bricks of Vanguard, since this can make your frontline firepower pretty goddamn tanky; RAW, you can give your front-line troops a 2+ basic save against ranged attacks with clever positioning or the right Doctrina Imperative, letting your tinmen gain a MEQ save at T3. #'''Eyes of the Omnissiah:''' Selected unit can re-roll advance and charge rolls. Another good one for melee-heavy lists; use it to get your Sicarians into a closer position for their all-important charge, then rush the bastards and hope for the best. </tab> <tab name="Forge World Specific"> These are the warlord traits available to you if you play one of the codex forge worlds. *{{W40kKeyword|AGRIPINAA}}, '''Verse of Vengeance:''' *{{W40kKeyword|GRAIA}}, '''Mantra of Discipline:''' *{{W40kKeyword|LUCIUS}}, '''Luminescent Blessing:''' {{W40kKeyword|CORE}} units within 9" can ignore unmodified wound rolls of 1-3 until the next command phase. *{{W40kKeyword|MARS}}, '''Panegyric Procession:''' Warlord and a unit within 6" of it can choose a canticle to affect them, instead of the one affecting your army. Very situational due to its reliance on your WL's placement, but it can allow you to swap out a relatively useless canticle for a better one. *{{W40kKeyword|METALICA}} **'''Ashrunner:''' From ''Warzone Charadon: Book of Rust''. Warlord gains +3M, +1S, and +1A. **'''Master Annihilator:''' From ''Warzone Charadon: Book of Rust''. Pick one friendly {{W40kKeyword|METALICA}} unit within 6" in your Command Phase. Radium weapons in that unit gain +6" range and +1S. Good for Vanguard-heavy lists when combined with a Manipulus' boost to AP and range, otherwise pretty meh due to the paucity of radium weapons beyond our infantry. **'''Radioactive Emanation (Aura):''' From ''Warzone Charadon: Book of Rust''. Non-{{W40kKeyword|METALICA}} units within 6" suffer -1T that is non-cumulative with other rules that reduce T. Pretty shitty next to the other WL traits; it all but requires your warlord to be in melee to get any use out of it (with the appropriate pitfalls), and it doesn't even stack with your tinmen's aura. **'''Tribute of Emphatic Veneration:''' *{{W40kKeyword|RYZA}}, '''Citation in Savagery:''' At the start of the Fight phase, select one friendly {{W40kKeyword|RYZA CORE}} unit within 6" of your warlord. Until the start of the next Fight phase, each time a model in that unit makes a melee attack, their attack's AP is boosted by 1. ** While the -1 AP is good if you're melee souping in Vanguard, remember that your melee-focused troops (Sicarians, Fulgurites) already have a good deal of AP and that you'll run into an invincible save before long. It's certainly not ''terrible'', but there are better traits for melee lists out there. *{{W40kKeyword|STYGIES VIII}}, '''Veiled Hunter:''' Select two units in your DZ at the start of the battle, then put them somewhere else in your deployment zone. Alternatively, put them into Reserves without having to pay CP. ** The first is pretty shitty unless you roll first and absolutely need to counter a part of your opponent's deployment, but the second lets you spring some nasty surprises on your enemies (particularly considering that the rule doesn't prohibit [[Creed|dropping two units of three Balistarii each 9" from the flanks of your enemy's advancing tanks/transports]]). </tab> </tabs>
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