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==Armoury of the Omnissiah== Being a heresy era list, we get some funky wargear that's not found in later eras/outside of the hallowed halls of the machine god. Augments may also be a thing. ===Ranged Weapons=== *'''Archaeotech Pistol:''' A rather good S6 AP4 ''Master-crafted'' pistol with ''Rending (3+)''. *'''Arc Weapons and Lightning Guns:''' Arc and lightning weapons have seen some small changes from their 1.0/7th edition incarnations, but they are still reliable and solid weapons. **'''Arc Pistol:''' An S6 AP5 pistol; it's lost ''Haywire'' from its 7th edition incarnation, but has gained ''Disruption (6+)'' to compensate. **'''Arc Rifle:''' The standard Arc weapon. With a 30" range, Rapid Fire S6 AP5, and ''Disruption (6+)'', it's superior to the bolter that Marines will be lugging around. **'''Arc Blaster:''' The heavy bolter equivalent, dropping down to a 24" range, in exchange for Heavy 4 shots, ''Shred'' and ''Disruption (4+)''. **'''Lightning Gun:''' These have gotten a pretty good buff for 2.0 as they now have two firing modes. The "Arc" profile has an 18" range, firing Heavy 3 S4 AP- shots with ''Shred'' for clearing hordes, and the "Strike" profile is an improved version of its 1.0 incarnation, with an 18" range, firing a Heavy 1 S7 AP5 shot with ''Rending (4+)'' and ''Shred'', which is capable of dealing with meatier targets. **'''Lightning Lock:''' Fires a Heavy 1 S7 AP3 ''Blast (3")'' at a 36" range, along with the ''Rending (4+)'', ''Shred'', and ''Exoshock (4+)'' rules on top of that. **'''Lightning Cannon:''' A super lightning lock with all the same stats and rules, but now firing an improved ''Large Blast (5")''. *'''Autoweapons:''' **'''Heavy Stubber:''' 36" Heavy 3 S4 AP6. Don't rely on it to achieve much but extra shots are always nice. **'''Rotor Cannon:''' It has lost Salvo and is now a 30" Assault 4 S3 AP- weapon. Not very strong, but it does have ''Pinning'' and ''Shell Shock (1)'', making them very good for locking down enemies for another unit to assault. **'''Light Autocannon:''' 36" Assault 2 S6 AP4 autocannons that are stuck to Arlatax power blade arrays. **'''Autocannon:''' 48" Heavy 2 S7 AP4 with ''Rending (6+)''. Can threaten light armour and infantry by default and with ''Rending (6+)'', there is always a chance of it piercing heavier armour. **'''Icarus Autocannon:''' One of the classic Imperial Knight carapace weapons, coming in at 48" Heavy 2 S7 AP4, with ''Rending (6+)'' and ''Skyfire''. The same as the regular autocannon but only good for shooting down flyers or skimmers. **'''Defensor Autocannon Battery:''' 72" Heavy 4 S7 AP4 with ''Rending (6+)'', ''Twin-linked'', ''Sunder'', and ''Skyfire''. The bigger ''Skyfire'' autocannon for when that Thunderhawk really needs to take a nose dive. **'''Phaeton Autocannon:''' An autocannon with two different ammo types, both having a 64" range and a Heavy 2 S7 AP3 profile with ''Rending (6+)'' in common: ***'''AP Rounds:''' These rounds have ''Sunder'' for cracking open enemy armour. ***'''Ignis Rounds:''' These rounds, on the other hand, have ''Ignores Cover'' for digging enemy models out of their hidey-holes. **'''Avenger Gatling Cannon''' A familiar gun-arm for the Knight Questoris, posessing a 36" Heavy 12 S6 AP4 profile with ''Rending (6+)''. **'''Gatling Blaster:''' 60" Destroyer 2 S8 AP3, ''Apocalyptic Blast (10")'', ''Pinning'', and ''Shell Shock (1)''. **'''Macro-Gatling Blaster:''' The bigger gatling blaster has a 72" Destroyer 3 S10 AP3 profile, with [[What|''Massive Blast (7")'']], ''Pinning'', and ''Shell Shock (1)''. *'''Bolt Weapons:''' Ever-present, ever reliable. **'''Maxima Bolter:''' The basic armament of the Castellax while also being free for Scyllax, it's a 12" bolter with Assault 3 instead of the basic Rapid Fire, meaning that they can always shoot at peak firepower. **'''Kraken Bolter:''' Coming stock on Scyllax, it's got a longer range of 30" with S4 AP4. Better suited for frontline firepower. **'''Mauler Bolt Cannon:''' As jacked up heavy bolters, they're 24" Heavy 4 S6 AP4 guns with ''Pinning''. A basic gun for the Castellax to work with, giving them plenty of bite. **'''Defensor Bolt Cannon:''' A mauler bolt cannon, but it's stuck on a Super-heavy. Though it can't pin, the ''Ardex-defensor'' rule lets Knights and Titans fire Overwatch with this gun. **'''Vulcan Mega-Bolter:''' Only seen on Titans and for good reason. A massive 60" Heavy 15 S6 AP3 bolt-spewer of death with ''Pinning'' and ''Shell Shock (1)''. *'''Conversion Beam Weapons:''' Could be seen as inverse Melta weapons, inflicting greater damage at longer ranges. Each conversion beam weapon has three profiles to work with, each working at a specific range set. **'''Conversion Beamer:''' The basic conversion beam weapon, usually found on your HQs and Myrmidon Destructors. All three range profiles for the beamer are Heavy 1 ''Blast (3")'' shots with ''Blind'', with only the S and AP of the shot changing as the range increases; that gives you S6 AP- anywhere up to 18", S8 AP4 from 18" to 42", and S10 AP1 from 42" to 72". **'''Conversion Beam Cannon:''' Only found on the Knight Moirax, this cannon operates on the same principle as above, shooting Heavy 1 shots with ''Blast (3")'' and ''Blind''. Naturally, it's better than the regular beamer, with higher damage increments to boot; S7 AP- at 18" and below, S9 AP4 between 18" and 42", and S12 AP1 from 42" to 72". **'''Heavy Conversion Beam Cannon:''' The biggest beamer you can get, which can only be used by the Acastus Knight Asterius. It shares its profiles with the conversion beam cannon while improving the regular cannon's ''Blast (3")'' to a ''Large Blast (5")''; once again, that gives you S7 AP- up to 18", S9 AP4 from 18" to 42", and S12 AP1 between 42" and 72". *'''Cutting Tools of the Mechanicum:''' **'''Las-Impulsor:''' Exclusive to the Knight Questoris, this bad boy fires 12" Heavy 2 shots at S10 AP2, rocking ''Sunder'' and ''Instant Death''. That 12" range is fucking pitiful, but you still can make it worth it; see [[Age of Darkness-Warhammer 30k/2.0 Tactics/Questoris Knights Tactics|here]] for more comments. **'''Atrapos Phasecutter:''' Same 12" range and S10 AP2 as the las-impulsor, but it's Ordnance 1 instead of Heavy 2. *'''Flame Weapons:''' These remain your reliable templates to cook through crowds of low-Toughness foes but will falter against most armour saves, especially against marines. **'''Acheron Flamestorm Cannon:''' The Knight Acheron's exclusive ranged weapon, it fires an Ordnance 1 S7 AP4 Hellstorm Template with ''Shred''. **'''Inferno Gun:''' Only found on Warhound Scout Titans, this goes a step further than the Acheron flamestorm cannon by firing a Destroyer 1 S7 AP3 Hellstorm Template that can extend thanks to ''Torrent (24")''. *'''Graviton Weapons:''' **'''Graviton Gun:''' The classic graviton weapon. Not useful for killing but good for slowing down units and chipping into dreads and vehicles. **'''Graviton Imploder:''' An 18" Heavy 2 graviton weapon at AP3 '''without''' ''Blast (3")''. Better than the base graviton gun in every way and can actually punch through marine armour. **'''Graviton Pulsar:''' A Heavy 2 graviton gun with a higher 24" range, regaining ''Blast (3")'' after the imploder dropped it. **'''Graviton Hammer:''' Graviton flamer, anyone? The main pulls here are ''Grav Wave'', meaning charges against the user are disordered, and the template to put a dent in dreads and other machines. Can be used as an S10 AP2 melee weapon with ''Concussive (2)'' and ''Armourbane (Melee)''. **'''Graviton Ram:''' Same as the hammer, but at AP4. Like the hammer, it can be used as a melee weapon with the same profile except at AP1. **'''Singularity Cannon:''' The other arm of the Knight Atrapos and, boy, does it rock. This thing has a 36" range, firing a Heavy 1 S8 AP2 ''Large Blast (5")'' along with the ''Haywire'' and ''Concussive (1)'' rules that are common to graviton weapons. Its unique special rule is ''Graviton Singularity'', which is like ''Gets Hot'', except it's rolled before the gun fires; it deducts a Hull Point on a roll of 1, does nothing on a 2-5, and gives the shot ''Vortex'' on a roll of 6. It has the potential to be a bit of a liability, but it can also make an area of terrain deal an S10 AP1 Hit with ''Armourbane (Melee)'' and ''Instant Death'' to all models that enter it, so it can be pretty awesome as well. *'''Las, Photon and Pulsar Weapon:''' **'''Las-Lock:''' The Minié ball muzzle-loaded musket to the lasgun's AK-47. It has a shorter 18" range, being Assault 2 while packing a nasty S4 AP6 punch. As of writing, AP6 is completely useless; S4, however, is not. **'''Multi-Laser:''' [[C.S. Goto|A certain black Irish leprechaun's]] most cherished las weapon. It has a 36" range, shooting the Heavy 3 S6 AP6 shots Guard players know and love. **'''Photon Gauntlet:''' The photon pistol. 12" range, shooting Assault 2 S5 AP2 shots with ''Blind'' and ''Gets Hot''. **'''Photon Thruster:''' The bigger photon weapon with a 24" range and Assault 2 S6 AP2, with ''Blind'', ''Lance'' and ''Gets Hot''. Its usefulness against TEQ this edition is severely hampered by the additional wound they received. **'''Darkfire Cannon:''' Found on Castellax and Myrmidon Destructors, it's 36" Heavy 2 S7 AP2 weapon with ''Blind'', ''Lance'' and ''Gets Hot''. **'''Defensor Lascannon:''' Exclusive to the Warlord Battle Titan, it a ''Twin-linked'' version of the normal lascannon with the additon of the ''Ardex-defensor'' rule, letting the Titan lay down some Overwatch lascannon shots. **'''Pulsar-Fusil:''' The primary weapon of the Krios Venator Tank Destroyer, it fires some real meaty Ordnance 4 S9 AP2 shots with ''Pinning'' at an effective range of 36". **'''Magna Lascannon:''' The main armament of the Acastus Knight Porphyrion, of which it carries two that are both ''Twin-linked''. Naturally, it has a much-improved lascannon profile, firing 72" Ordnance 2 S10 AP2 ''Large Blast (5")'' beams. **'''Sollex Heavy-Las:''' An amped-up Heavy 3 lascannon used by the Thanatar-Calix with S10 AP2, ''Armourbane (Ranged)'' and ''Shock Pulse''. **'''Turbo Laser Destructor:''' One of the biggest las weapons in your armoury; 96" range, shooting a hearty Destroyer 1 S12 AP2 ''Large Blast (5")'' that ''Ignores Cover''. Used to be hilariously underpowered before getting FAQ'd; does S10 AP3 without ''Ignores Cover'' sound good for a turbo laser destructor? **'''Laser Blaster:''' The other biggest las weapon in your armoury, which can be taken by Reaver Battle Titans, Warbringer Nemesis Titans, and Warlord Battle Titans (Carapace Mounted for the latter, Arm Mounted for the former two). It fires a respectable (compared to the post-FAQ turbo laser destructor) Destroyer 1 S10 AP2 ''Large Blast (5")'' from 96" away. **'''Volcano Cannon:''' The classic Titan killer, boasting a 120" range and firing a Destroyer 1 S14 AP1 ''Large Blast (5")'' that ''Ignores Cover''. Unfortunately, it doesn't have ''Sunder''. **'''Belicosa Volcano Cannon:''' A Warlord Battle Titan-exclusive arm cannon with a 120" range that fires a Destroyer 1 S14 AP1 ''Apocalyptic Blast (10")'' with ''Sunder'' but no ''Ignores Cover''. It used to fire the non-existent ''Apocalyptic Blast (9")'', which has since been FAQ'd. **'''Nemesis Volcano Cannon:''' The Warbringer Nemesis Titan's unique Carapace Mounted gun (that totally doesn't look like a cock on its back, you guys), firing a Destroyer 1 S14 AP1 ''Apocalyptic Blast (10")'' with ''Sunder'' anywhere from 36" to 180". Like the Belicosa volcano cannon, it used to fire the non-existent ''Apocalyptic Blast (9")'' before getting FAQ'd. *'''Melta Weapons:''' Short-ranged, but the ''Armourbane (Melta)'' rule means that they can roll a second die when rolling for Vehicle Penetration or to wound Automata or Dreads. **'''Thermal Cannon:''' One of the classic weapon options of the Knight Questoris, it fires a Heavy 1 S8 AP1 ''Large Blast (5")'' at a 36" range. **'''Melta Cannon:''' Exclusive to Reaver Battle Titans and Warbringer Nemesis Titans, the melta cannon has a 60" - effectively 30" if you want to proc ''Armourbane (Melta)'' - range for firing Heavy 1 S10 AP1 ''Massive Blast (7")'' shots. *'''Missile Weapons:''' **'''Missile Launcher:''' A true classic, the humble missile launcher is a Domitar-exclusive and has four rocket types to fire Heavy 1 shots at its 48" range; frag (S4 AP6 ''Blast (3")'' with ''Pinning''), krak (S8 AP3), flak (S7 AP3 with ''Skyfire''), and ignis (S5 AP6 ''Blast (3")'' that ''Ignores Cover''). **'''Havoc Launcher:''' Only found on Vultarax, a havoc launcher fires a 48" Heavy 1 S5 AP5 ''Twin-linked'' ''Blast (3")''. **'''Hunter-Killer Missile:''' "One shot, one kill" is the name of the game with hunter-killer missiles. These are standard ''One Shot'' krak missiles mounted on certain Vehicles and Automata. **'''Whirlwind Launcher:''' You can exchange the Acastus Knight Porphyrion's Ironstorm missile pod for this; it only has the Hyperios warheads, but Heavy 4 S8 AP3 ''Twin-linked'' ''Skyfire'' shots will be more than enough for the Porphyrion's anti-air needs. **'''Ironstorm Missile Pod:''' A horde-clearer for the Knight Questoris and Acastus Knight Porphyrion, the Ironstorm missile pod shoots an Ordnance 1 S5 AP4 ''Large Blast (5")''. **'''Stormspear Rocket Pod:''' Heavy 3 S8 AP3 rockets for Vehicle-slaying, exclusive to the Knight Questoris. **'''Karacnos Mortar Battery:''' Found on the Karacnos Assault Tank and Acastus Knight Asterius, it's one hell of a dirty bomb launcher; it has a 60" range and fires a Heavy 1 S6 AP4 ''Massive Blast (7")'' with ''Rad-phage'', ''Fleshbane'', ''Barrage'', ''Pinning'', ''Shell Shock (3)'', ''Crawling Fire'' '''and''' ''Ignores Cover''. **'''Apocalypse Missile Launcher:''' The Apocalypse missile launcher lives up to its name, firing a 24"-360" Destroyer 2 S7 AP3 ''Apocalyptic Barrage''. It's only found on Reaver Battle Titans and Warlord Battle Titans. **'''Terrebrax Rocket Battery:''' The Ordinatus Aktaeus' sole ranged weapon to complement its FUCKHUEG drill. With its 48" range, it can dispense Heavy 12 S7 AP5 rockets. *'''Plasma Weapons:''' Plasma has taken a nerf in AP but have gained ''Breaching (X)'' to make it count as AP2 against non-Vehicle units on a certain roll To Wound. Be warned that while your models can take a ''Gets Hot'' wound without dying, all other unsaved wounds received by the squad must first be allocated to a wounded model. **'''Plasma Cannon:''' Same old Plasma Cannon. 36" Heavy 1 S7 AP4 ''Blast (3")'' with ''Gets Hot'' now has ''Breaching (4+)''. It's good against everything but not great. They're not bad, but photon and melta weapons have usurped its role as the prime TEQ killers with less need for RNG, at least in the Mechanicum army list. That said, ''Blast (3")'' makes it excel against blob armies like Militias and Daemons... if there only there were some of ''those'' to fight against. **'''Phased Plasma-Fusil:''' 24" Heavy 3 S6 AP3 with ''Breaching (4+)'' and ''Gets Hot''. Still the same old marine killer, but Veterans - Terminators included - and their Legion-specific variants now have two wounds. Pick your targets wisely or your cyborgs and robots could be eating plasma themselves. **'''Plasma Mortar:''' The primary weapon of the Thanatar-Cavas, it has the same range as a plasma cannon as well as ''Breaching (4+)'', but fires an Ordnance 1 S8 AP4 ''Large Blast (5")'' that ''Ignores Cover'' which you can apply ''Reactor Overload'' to. **'''Plasma Blastgun:''' Only found on Warhound Scout Titans, it has a 72" range and fires an Ordnance 1 S9 AP3 ''Massive Blast (7")'', ''Breaching (4+)'' and ''Reactor Overload'' included. **'''Sunfury Plasma Annihilator:''' The biggest and baddest plasma weapon, exclusive to Warlord Battle Titans. It fires a 72" range Destroyer 2 S9 AP2 ''Apocalyptic Barrage'' that ''Ignores Cover'', for which you can activate ''Reactor Overload''. *'''Rad Weapons and Irradiation Projectors:''' Rad weapons contain the ''Rad-phage'' rule, which reduces the Toughness of a target unit for the turn. While it can't stack, it will expose the enemy to a more dangerous set of guns, especially if you have something that can deal ''Instant Death''. It also pairs well with melee builds, as the Mechanicum armoury is a bit lacking in Sx2 weapons. **'''Lucifex:''' A little rad pistol with 8" range and a single S2 AP5 shot. Luckily, it has ''Fleshbane'', so you'll actually have a good chance of wounding infantry and inflicting ''Rad-phage''. **'''Irad-Cleanser:''' A cancer flamer. Fires an S2 AP5 Template that has the ''Fleshbane'' and ''Rad-phage'' rules. **'''Irradiation Engine:''' The heavy cancer flamer. It's a bigger version of the irad-cleanser, as it fires an S4 AP3 Template that has ''Torrent (12")'' on top of ''Fleshbane'' and ''Rad-phage''. **'''Radium Pistol:''' Despite not having ''Rad-phage'' like other rad weapons, it has seen a buff from its 7th edition rules; even though it's lost ''Rad-phage'', it's gained ''Brutal (2)'', which does the same thing but on all successful wounds, not just wound rolls of 6+. Apart from that, it's still an S3 AP- single shot pistol. **'''Radium Carbine:''' Similar to its pistol counterpartm it lacks ''Rad-phage'' but has ''Brutal (2)'' to compensate. Apart from that, it's an 18" Assault 3 weapon with S3 AP5 shots. Due to the high number of shots it fires, a squad of these will burn through 5+ armour saves while ''Brutal (2)'' will cause problems for 4+ armour saves, since they'll have to make two saves with only a 25% chance they'll successfully make both of them. *'''Volkite Weapons:''' Certified Martian death lasers. Low AP but superior to bolters in almost every way. The main gimmick for volkite weapons is ''Deflagrate'', which inflicts an additional hit for every unsaved wound caused by a weapon with this rule. Note that these hits aren't affected by any other special rules of the model. **'''Volkite Serpenta:''' More or less direct energy machine pistols. Still S5 AP5 at 10", they are now Pistol 2. Serpentas may seem underwhelming at first, but their value comes from the fact that they can be dual wielded or paired with squads that have ''Firing Protocols (X)''. The new rules for Monstrous Creatures allows both types of Magos to fire all their weapons during the shooting phase regardless of other rules. A decent sidearm for those who can pair Serpentas with rad weapons. **'''Volkite Charger:''' The rifle of the family, though since it's smaller than a boltgun, it may as well be a carbine. Still the same old MEQ killer firing Assault 2 S5 AP5 shots at 15". **'''Volkite Caliver:''' The volkite LMG. It has twice the range of the charger with an additional point of Strength and an extra shot at Heavy 3. For the Mechanicum, calivers are only mounted on tanks with few or no upgrades allowed. **'''Volkite Culverin:''' The HMG variant. Firing 45" Heavy 5 S6 AP5 shots, it's the primary weapon of Myrmidon Destructors, but you'll mostly likely exchange them for less generalized weapons, as other slots can deal with blobs and MEQs instead. Culverins are uncommon secondary weapons for Super-heavies that can't be exchanged for something better. **'''Volkite Incinerator:''' Curiously usable in melee as an S6 AP2 weapon with ''Instant Death'' and ''Prisoned'', a drawback that only makes this usable as a single attack against Infantry. As an ranged weapon, it's got a short 10" range and fires Assault 2 S5 AP5 shots. **'''Volkite Veuglaire:''' Only seen on the Knight Moirax, this volkite weapon fires at a 30" range with Heavy 5 S6 AP4 shots. **'''Volkite Chieorovile:''' The unique armament of the Knight Styrix, it has a 45" range and fires Heavy 5 S8 AP4 shots. *'''Exotic and Miscellaneous Weapons:''' **'''Sonic Destructor:''' This is the Ordinatus Ulator's primary weapon, possessing a 72" range and firing a Destroyer 1 S6 AP2 ''Large Blast (5")'' with the ''Sonic Wave'', ''Pinning'', ''Armourbane (Ranged)'', ''Murderous Strike (5+)'', and ''Ignores Cover'' rules. ''Sonic Wave'', in particular, changes the way models are hit by the sonic destructor; you place the 5" Blast marker at the edge of the Front Hull of the Ulator and move the marker in a straight line away from the Ulator anywhere within its 45-degree firing arc until you reach max range or the marker slides off the table. Any model that was the pieplate passed over suffers one automatic Hit at S6; bigger units - Knights/Titans/Super-heavy Vehicles/Buildings/Fortifications - get hit at S10. **'''Shock Lance:''' The Knight Lancer's main weapon, primarily used as (what else?) a lance in melee, can shoot an 18" Heavy 6 S7 AP3 ''Concussive (2)'' shot. ===Melee Weapons=== *'''Arc Weapons:''' **'''Arc Lance:''' A spear that doubles as both a ranged and melee weapons. Its shooting attack has been described above, while in melee it's S+1 AP5 with ''Disruption (5+)''. Either profile can make an arc lance potentially terrifying for Vehicles to encounter. **'''Corposant Stave:''' A ''Two-handed'' S+1 AP4 weapon with ''Haywire'', making it more effective against Vehicles and Automata than Infantry. **'''Arc Maul:''' The meaner melee weapon in the Secutarii armory and the default option for the Axiarch, this is S+2 AP5 with ''Disruption (5+)''. **'''Arc Scourge:''' An S+2 AP3 melee weapon with ''Rampage (D3)'' and ''Disruption (5+)'', making it more capable of hitting crowds as hard as it does Automata. *'''Chain Weapons:''' Got a decent improvement from last edition, now even the humble chainsword gets ''Shred'', improving their effectiveness considerably. **'''Chainsword''' The ever-humble CCW now has ''Shred'' to help get through armour saves. **'''Chainfist:''' Absolutely devastating at Sx2 AP2 with ''Armourbane (Melee)'', but ''Unwieldy'' means that this will only swing at Initiative step 1. **'''Chain Bayonet:''' Basically a weaker version of the Astartes heavy chainsword, it's a ''Two-handed'' S+1 AP- chain weapon with ''Shred''. **'''Reaper Chainfist:''' A S10 AP2 ''Armourbane (Melee)'' chainfist exclusively for the Knight Acheron, tailor-made for cutting up Vehicles. *'''Cutting tools of the Mechanicum:''' **'''Las-Impulsor:''' It's pretty strong, being S10 AP1 with ''Armourbane (Melee)'' and ''Instant Death'', but ''Unwieldy'' and ''Cumbersome'' '''severely''' hinder its usefulness. **'''Atrapos Phasecutter:''' It has the exact same profile as the las-impulsor, just without ''Unwieldy''... yay? *'''Graviton Weapons:''' Both melee graviton weapons happen to have shooting profiles too, but both uses come with ''Concussive''; the melee profiles have a better ''Concussive (2)''. **'''Graviton Hammer:''' Your choice of either an AP6 template with ''Concussive (1)'', ''Graviton Pulse'', ''Grav Wave'' and ''Haywire'', or an S10 AP2 hammer with ''Concussive (2)'' and ''Armourbane (Melee)''. **'''Graviton Ram:''' It's either an AP4 template with ''Concussive (1)'', ''Graviton Pulse'', ''Grav Wave'' and ''Haywire'' or an S10 AP1 fist with ''Concussive (2)'' and ''Armourbane (Melee)''. *'''Paragon Blade:''' An S+1 AP2 ''Specialist Weapon'' '''without''' ''Unwieldy'' that inflicts ''Instant'' Death on a To Wound roll of 6, thanks to ''Murderous Strike (6+)''. *'''Power Blade Array:''' The mantis blades of the Vorax and Arlatax, it's an S-User AP4 melee weapon but ''Breaching (5+)'' lets it potentially carve through higher saves. *'''Power Weapons:''' A step up from the basic chain weapons, but you'll often see these on characters without better tools. **'''Power Sword:''' S-User AP3 with ''Rending (6+)''. Not very powerful, but it can cut through most armor while maybe having a chance to even get past Termie plate. **'''Power Axe:''' S+1 AP2 with ''Unwieldy''. Slow, but just as dangerous as ever. **'''Power Maul:''' S+2 AP3, this is the strongest of your power weapons with the only limit being anything with a 2+ save. **'''Power Lance:''' S+1 AP3 with ''Reach (1)''. A decent tool for Challenges, but a well-kitted melee character will want something stronger. *'''Servo Weapons:''' The ever-traditional servo-arms and the like for the Mechanicum. **'''Servo-Arm:''' Gives an additional attack equivalent to a power fist (S8 AP2 with ''Unwieldy''). **'''Machinator Array:''' While weaker against Infantry at S+1 AP2 with ''Unwieldy'', it's giving you two additional attacks with ''Shred'' and ''Armourbane (Melee)''. It also comes stacked with a flamer and meltagun as well as adding +2 to any ''Battlesmith (X)'' rolls you make, meaning that this is very important to anyone seeking to cheese it out for all it's worth because... well, depending on your High Techno-Arcana, you'll have a lot of uses. **'''Prehensile Dataspike:''' Expect to see plenty of this in a Malagra army. While weaker with S5 AP4, it can beat most things to the punch with ''Reach (2)'' and can deal damage with ''Breaching (4+)'' and ''Murderous Strike (6+)''. ***Do note that, according to the 2022/09/21 FAQ, you can make all your attacks with any Servo-arm or machinator array a model is equipped with; it's safe to assume it also applies to dataspikes, but discuss it with your opponent before the game starts. Since servo weapons are technically CCWs, you can claim an extra Attack if you are wielding multiple melee weapons and RAW you're still getting the extra attacks for each servo weapon. This makes some Mechanicum characters deceptively dangerous in melee, as your 2 base Attacks may in fact turn into 4 or 5 servo-punches. *'''Shock Chargers:''' The weapons of your Automata, S-User AP3 is no-frills and capable of taking down Marines pretty easily. *'''Siege Destroyers:''' **'''Siege Wrecker:''' Can only be taken by Castellax, replacing one of its shock chargers with an S10 AP2 ''Specialist Weapon'' (meaning the Castellax loses the extra Attack from having 2 CCWs) with ''Sunder'', ''Brutal (2)'', and ''Wrecker'', the latter letting Penetrating Hits caused by the siege wrecker add +1 to the result of any rolls on the Vehicle or Building Damage charts. **'''Siege Claw:''' The default melee weapon of the Knight Moirax, Knight Magaera, and Knight Styrix, an Sx2 AP2 CCW with the same rules as the siege wrecker minus ''Specialist Weapon''. ===Equipment & Special Rules=== *'''Armour of the Mechanicum:''' Unlike the basic power armour of the Legiones Astartes, the various armours of the Mechanicum are more varied than one would think. **'''Corpus Skitarii:''' The armour of the Skitarii and Secutarii. It grants a 4+ save and re-rolls for FNP rolls against ''Poisoned'' and ''Rad-phage'' attacks. **'''Lorica Thallax:''' The heavy frame of the Thallaxi provides a 4+ save as well, but also forbids them from making Sweeping Advances. **'''Titanshard Armour:''' The blessed armour of the Secutarii Axiarch, complete with a shard of an actual god-machine embedded in it. Provides a hefty 3+/5++ save and re-rolls for FNP rolls against ''Poisoned'' and ''Rad-phage'' attacks. *'''Augury Scanner:''' Prevents any units from Infiltrating within 18" of the bearer. On top of that, the unit not only gets to ignore Night Fighting, but also gets the ability to use the Interceptor Reaction without eating into the Reaction budget. *'''Cortex Controller:''' Seen on all your magi. Units with the Cybernetica sub-type ignore the ''Programmed Behaviour'' while they are within 12" of the model holding the controller. Critical for full control of your Automata, as ''Programmed Behaviour'' forces them to only shoot the closest unit or charge when they can. *'''Cyber-Familiar:''' Provides a 6++ Invuln and allows a unit to re-roll any failed Characteristics tests that aren't Leadership tests, Psychic checks or failed Dangerous Terrain tests each turn. More valuable in that it can boost an existing Invulnerable Save as well by +1, to a maximum of 3++. *'''Mechanicum Protectiva:''' A 4++ save seen on only the magi, equal to the iron halo of the Astartes. *'''Refractor Field:''' The ever-vital 5++ Invuln, coming stock on both types of Myrmidons and available to Secutarii Peltast Alphas. ===Vehicle and Battle-automata Equipment & Rules=== *'''Atomantic Deflector:''' The 5++ Invulnerable given to all Automata. This not only provides them protection, but any ''Instant Death'' hits only deal D3 wounds instead of all of them. The major downside is that dying makes it explode, dealing automatic S8 AP- Hits to anyone within D6". *'''Flare Shield:''' The protection for the Mechanicum's tanks, the flare shield offers no saves, but instead reduces the damage of any incoming attacks to the tank's Front Armour by -1, improving to -2 for any ''Blast'' or ''Template'' attacks. The only thing that gets past them are Destroyer weapons. *'''Galvanic Traction Drive:''' Given to all your Vehicles, this allows them to re-roll Dangerous Terrain tests. *'''Ion Shields:''' Instead of the redirecting shields of yore, the ion shields in HH 2.0 grant any Knights a 4++ save against any shooting attacks aimed at their Front Armour, and a 5++ when targeting a Knight's Side Armour. This does nothing for against any melee attacks. **'''Ion Gauntlet Shield:''' The Invuln is now set to a 5++ against shooting attacks that target the Front Armour or Side Armour, but it trades that off for a 5++ save when in melee. **'''Ionic Deflector:''' The protection for Armigers. This grants the unit a 5++ Invulnerable save against anything and any model with this and a Wounds characteristic gets ''Eternal Warrior''. However, these can explode just as hard as an atomantic deflector, dealing S8 AP- hits to any model within D6+3". *'''Rad Furnace:''' You've got robots that spread cancer by guns and by merely being in the same room as the enemy. Enemies attacked by a unit with a rad furnace are easier to wound, as the target To Wound requires one lower result than normal (to a minimum of 2+), but this can't stack with rad grenades or anything with ''Rad-phage''. You also get protection from ''Rad-phage'', as any weapons with ''Rad-phage'' can only trigger those effects on a To Wound roll of 6+. *'''Shock Ram:''' Instead of a normal ram, your big tanks get shock rams, resolving their Ram Attacks at S10 AP2 with ''Concussive (2)'' to scare off opportunistic tank hunters wielding meltas. It also has ''Ram (D6)'', meaning that each Ram Attack does 1+D6 hits to take out more than just that one guy with melta bombs and a power fist. *'''Void Shields (X):''' Gives X spare Wounds to the lucky Titan (read: all four Titans in the army list). Any shots targeting a model with void shields instead target the shields, resolving their hits against AV 12. If the hit manages to beat the AV, then it just breaks that void shield and reduces the number of available shields by 1 until there are no more void shields. Void shields have no effect and may not be affected by close combat attacks.
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