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== Techpriest Classes == There are 6 main specializations (7 With Heretek installed) that you can choose your Techpriests to go down. They each provide different buffs to your Cogboys, as well as different body augments that alter their statistics. Each also reduce either the cooldown or CP cost of an item that works well with their class. They are: *'''Explorator:''' ''Explorators take on the Quest for Knowledge more than any other discipline. They reach far into the depths of unknown space searching for lost archeotech, new species, and even new worlds.''<br> **These are the melee-oriented Tech-Priests in your cohort. Their upgrades are revealing enemy stats in melee range; avoidance of all opportunity attacks; +3 move, +2 DMG to Machine Spirit attacks; -CP cost on Power Field Generators; and Traveller, where they get +1 DMG, +3 move, +1 of each armor, and +15% Crit Chance as long as you don't have a ranged weapon. Their body augments give +2 HP and 1 physical armor on the head, +3 HP and 1 physical armor on the chest, +2 HP and +3 Movement on the legs, and +1 physical damage for the arms. Explorators are useful combatants, for sure, but they aren't always useful enough in a given situation. Dipping into other support classes can make the Explorator a force to be reckoned with. *'''Secutor:''' ''Secutors are masters of man and machine. They wield the often rare trait of charisma, with their inspiring leadership they are able to multiply the efficiency of Skitarii tenfold.''<br> **These are the troop support role, but they're also not bad in a fight. Their upgrades buff troops: giving their Servo-Skull a way to buff friendly troops, having troops fire on one target in a hail of Flame/Rads/Weird Warp Energy/Oil, giving troops either defensive or offensive buffs, a reduced cooldown on cognitive canisters, and finally the ability to drop on troop ANYWHERE ON THE MAP for one CP. Their augments provide modest buffs to all areas: the head gives +1 to each armor, the chest adds +4 HP, the legs add +3 HP and +1 move, and the arms add +20% Crit Chance. Secutors mainly are taken in teams with CP-intensive troops like Kastellans or Kataprons, but they are also very effective at buffing the rank-and-file. Secutor generally dips into other disciplines, as not every combat contingency is covered there. Dipping into Secutor is fairly uncommon as the best rewards are farther down the upgrade chart. *'''Tech-Auxilum:''' ''An often overlooked discipline, the Tech-Auxilium takes on tasks that other Tech-Priests avoid. They are the oil within an engine, they keep the great Mechanicus cog running as smoothly as they can.''<br> **Random Buffs galore. Considered to be a fairly must-take dip as their first upgrade reduces a weapons CP cost by 2 for one turn, but otherwise run-of-the-mill. The upgrades reduce weapon CP cost as already mentioned, let their Servo-Skull give a Tech-Priest +1 Physical armor, add the same thing as the Secutor's 3rd upgrade but for you Upper-Class Priests, reduces Refractor Field cooldown and increases field strength, and a 2 CP cast a canticle for free (and yes, you can then use it later n the mission, or use it again if it's already been used). Their augments are also run of the mill, with the head providing +2 energy armor, +4 HP and +1 Physical armor on the chest, +2 HP and +2 move on the legs, and the arms adding +1 HP and +20% Crit Chance. While a fairly common dip for the first upgrade, a full Tech-Auxilum is not always the best idea; its job on the cohort can become uncertain while not being able to effectively support other team members, though abusing Overzealous and Blessing of The Omnissiah can lead to some hilarious dakka the more of them there are on your team, and their +2 dmg prayer canticle *stacks*. A full squad of 6 properly kitted full tree Tech-Auxilum can wipe out a map in a single turn with nary a scratch due to double pumping shields. *'''Lexmechanic''' ''Rigorous cataloguers, Lexmechanics compile, analyse, and run data entry tasks. They are capable of finding valuable data among indecipherable texts, maps, or other obscure forms such as enemy weakness in battle.''<br> **This is your CP farm. Plain and simple. This guy spits out CP like you would not believe. A common dip for both the first and second upgrades, you almost certainly want an early game Lexmechanic. The upgrades they receive make them generate a CP when you have none on their turn, allow their Servo-Skull to collect every CP from a cogitator, give you a CP upon killing a target, reduce the cooldown on scanners, and their final upgrade makes them generate a CP when hit, and also gives them a cooldown 5 ability to COMPLETELY FILL YOUR CP GAUGE. Augments are slightly more focused on staying agile, but still meh. The head gives +1 to each armor, the chest gives +4 HP, you get +2HP and +2 move off the legs, and the arms give you +2 HP and +20% dodge chance. A very good specialist, and they will take you through the endgame with their CP farm. *'''[[Enginseer]]:''' ''Unlike other Priests, Enginseers are found to serve on almost every Imperial planet in the galaxy, seeing to the wellbeing and maintenance of all things mechanical.''<br> **These are basically your Cleric. They heal, they debuff, you know the schtick. The upgrades give them the ability to cleanse targets of things like burn and acid, have them restore 1 HP at the end of their turn, allow them to heal 3 from anywhere, give Curatio Claws -1 Cooldown and +2 base healing, and benediction, where for 1 CP, you can either restore all troop health, or all Tech-Priest health. Their augments are focused on HP and armor, the head gives +1 Physical armor, the chest gives +3 HP and +1 Energy armor, the legs give +2HP and +1 Energy armor, and the arms give +2 HP. *'''Dominus:''' ''A Dominus is heavily trained in the art of war, using their skills to monitor and calculate highly complex battle maneuvers in the blink of an eye.''<br> **This is your ranged beatstick. They will kick those Necrons metal asses in (and then probably grab the shattered ass and bring it back onboard) Their upgrades give little team support, but makes them damage powerhouses. They get +4 range to ranged weapons, can have their Servo-Skull deal damage as well as scanning, get +2 damage on machine spirit attacks, -1CP on Energia Enhancers, and finally, Rites of Range, where they get +1 DMG flat, +1 to each armor type, ANOTHER +4 range, and +15% Crit Chance. However, you can't have a melee weapon equipped, or you lose the benefit. (Infester or Xenarite Mechadendrites don't count). Their augments basically make them immune to energy AoE, and they give +2HP and +1 Energy armor for the head, +3HP and +1 Energy armor for the chest, +3HP and +3 move for the legs, and the arms give +1 Energy damage. *'''Xenarite:''' ''The secretive Xenarites seek to understand, [[Heresy|and even use]], dangerous alien technology. Theirs is the discipline that can reap the greatest rewards, and the foulest corruption.''<br> **This is the tree you get if you have Heretek installed, and focuses on adding Crit Chance and damage as your health gets lower. Decent damage dealer, and is a really good dip for the first upgrade. The upgrades heal the Tech-Priest for 1 at the beginning of their turn, adds +1 DMG to all attacks, but you lose 1 HP after each attack, you gain +5% Crit Chance per missing HP, a cooldown 3 heal of 3 to themselves for 1 CP, and a once-per-battle resurrection to 10HP. The augments focus on adding HP for aforrmentioned Crit Chance boost. The head give +2 HP and +1 Physical armor, the chest gives +5 HP, the legs give +2 HP and +20% Crit Chance, and the arms give +3 HP.
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