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==Stratagems== <tabs name="Stratagems by Type"> <tab name="Battle Tactic"> This category can be rendered cheaper by Genetors. *'''Assassin Constructs (1 CP):''' Select one {{W40kKeyword|Sicarian}} unit during the Fight Phase. This unit gains a bonus attack if they charge, get charged, or perform a heroic intervention. *'''Dunestriders (1 CP):''' Pick an {{W40kKeyword|Ironstrider Engine}} or {{W40kKeyword|Serberys}} unit during the Movement Phase. They always add 6" to their advance rolls instead of rolling, their Heavy weapons are turned into Assault (which is only useful on the useless Radium Jezzail), and they suffer no penalties for shooting after advancing. All of this makes for an incredible gift, as it allows your ballistarii to fire even as they change positions and lets the dogbois open fire as soon as they inhumanly can. *'''Electromancer's Wrath (1 CP):''' During the shooting phase, select a single '''non'''-{{W40kKeyword|vehicle}} enemy unit within 12" of a friendly {{W40kKeyword|Electro-Priest}} unit. Roll a d6 for this unit, subtracting 1 if they're a {{W40kKeyword|character}}. On a 2-5, this unit suffers d3 mortal wounds, doubling to 2d3 on a 6. Not too impressive, but it gives you some off-turn shooting. Helps us make up for a lack of smite for those juicy MWs. This is functionally the Dataspike strat but better, due to the enhanced range. *'''Elimination Volley (2 CP):''' Select a Kataphron Servitors unit during the Shooting Phase. Any time this unit fires at an enemy within half range and rolls a nat 6 to hit, the attack automatically wounds. Way different than before, but this makes sure that your attacks make their mark at all costs. *'''Machine Superiority (1 CP):''' Select one {{W40kKeyword|Skitarii}} unit during the fight phase. This unit adds +1 to their Strength characteristic for the rest of the phase. *'''Zealous Congregation (2 CP):''' During the Fight Phase, select an {{W40kKeyword|Electro-Priest}} unit from your army. Any nat 6s to hit this unit makes during this phase automatically wound. **Radically nerfed when trying to get your Fulgurites up to 4++, because an auto-wound from them can't be mortal. Has a more significant impact on Corpuscarii, who already want nat 6s to hit. </tab> <tab name="Epic Deed"> This category can be rendered cheaper by Magi. *'''Data-Blessed Autosermon (1 CP):''' During the command phase, select one {{W40kKeyword|Adeptus Mechanicus}} unit within 6" of a {{W40kKeyword|Tech-Priest}}. Both of these units can now use a single canticle that you hadn't already used, which works if you plan on shepherding a specific model onward. *'''Dataspike (1 CP):''' Select a {{W40kKeyword|Tech-Priest}} unit when they are about to fight. Select an enemy {{W40kKeyword|vehicle}} within engagement range and roll a d6; on a 2-5, the enemy suffers d3 mortal wounds, but on a 6 this turns to 3+d3 mortal wounds. A way easier way to crack tanks open. **That means the expected number of mortal wounds is 13/6, slightly more than 2. By contrast, the Skull of Elder Nikola artifact deals 1.5 (9/6) mortal wounds ''per target'' at 12", and the Arc Grenades stratagem deals 2 at 6". *'''Benevolence of the Omnissiah (1 CP):''' Use when an {{W40kKeyword|Adeptus Mechanicus VEHICLE}} is about to suffer a mortal wound. The model ignores each mortal wound on a 4++ for the rest of the phase. *'''Tech-Adept (1 CP):''' Select one {{W40kKeyword|Tech-Priest}} unit during either the Command Phase or the Movement Phase. When used in the Command Phase, this lets you trigger the Machine Focus or Awaken the Machine ability twice, which are on your enginseers and technoarchaeologists, respectively. When used during the Movement Phase, the techie can make two repair rolls a turn, but remember, you can't repair the same model more than once per turn. </tab> <tab name="Requisition"> All of the following have a hard cap on the number of times they can be used (1 for Combat Patrol, 2 for Strike Force, and 3 for Onslaught). *'''Archaeotech Specialists (1 CP):''' The stratagem for extra relics. *'''Artefactotum (1 CP):''' {{W40kKeyword|Skitarii}} sergeants can also grab extra relics from the following: Cage of Varadimas, Omniscient Mask, Skull of Elder Nikola, or Temporcopia. **Quick recap: the cage is the one that lets the wielder hit a non-vehicle in melee to give it -1 to hit rolls, the mask is a 6" bubble of nat 6s to hit hitting an additional time, the temporcopia inflicts Always Strikes Last on a unit within 3", and the skull deals 1.5 mortal wounds to each vehicle within 12" when the wielder shoots. *'''Mechanicus Locum (1 CP):''' The extra WTs stratagem. Especially useful if you have a Skitarii Marshal and a Tech-Priest, because the Marshal has access to better Warlord Traits in general but only a Tech-Priest can take your Forge World-specific WT. *'''Host of the Intermediary (1 CP):''' Also grants additional WTs, but only to the sergeants of a {{W40kKeyword|Skitarii}} unit. Again, this allows your force to manipulate things from the front (and without the baggage of an exposed hero) though this warlord may be much squishier, depending on how you build its unit. **Remember, Skitarii warlord traits don't require the warlord to be on the table, provided the target to be buffed has {{W40Kkeyword|data-tether}}. You can access any traits you buy this way while the warlord is embarked and/or waiting to deep strike, provided you brought data-tethers to the party. </tab> <tab name="Strategic Ploy"> This category can be rendered cheaper by Logi. *''' Acquisition at Any Cost (1 CP):''' Once per game only. Select an objective marker during the morale phase. Any {{W40kKeyword|Adeptus Mechanicus}} unit from your army completely within 6" auto-pass any morale checks. Handy, but much less so than the old version and wasted on Graia. *'''Binharic Overide (1 CP):''' Once per game at the start of any phase, you can change the Kastelan battle protocols on one of your units. However, they are stuck in the new mode for the rest of the game. ''If your Fist Kastellans have already reached melee but their Datasmith was killed before changing to Conqueror Protocols, this will let them avenge him''. *'''Booster Thrust (1 CP):''' At the end of the turn, you can throw one {{W40kKeyword|Pteraxii}} unit back into reserves as long as it was not set up this turn. Throw them back wherever on the next movement phase. With how flighty they are, you'll be throwing this around a bit if you want to keep them away from retribution. *'''Circuitous Assassins (1 CP):''' Use at the end of the Movement phase. Select one {{W40kKeyword|Sicarian}} unit that is wholly within 9" of any battlefield edge. Remove that unit from the battlefield. In the Reinforcements step of the next Movement phase, you can set up that unit anywhere on the battlefield that is more than 9" from any enemy units and wholly within 9" of any battlefield edge. Damn, those ninja-bots are ''fast''. ** Note that this lets you get Sicarians into ''any'' battlefield edge, including that of your enemy. If there's good terrain on the board, it's entirely possible for you to drop a 10-man unit of murderous ninja-bots into the opponent's DZ while keeping them in cover for a turn 2 charge, or just lock down an area of the board. This also makes Sicarians pretty good for actions that have to trigger at the end of the Movement phase - just drop them in a corner of the table then trigger the action. *'''Crushing Weight (1 CP):''' Select a unit of {{W40kKeyword|Ironstrider Engines}} or {{W40kKeyword|Kastelan Robots}} that just charged. Select an enemy unit within engagement range of this unit and roll a d6 for each of your models that is within engagement range, dealing a MW on a 2+. While hardly enough to wipe out an enemy unit, it can help push the edge a little bit, especially for fisting kastelans and sydonian dragoons. Dont be afraid to throw your balistarii into combat with this too to avoid being shot; there are a number of ways to let you fall back and shoot in the codex now, and this is an extra little bonus. *'''Deeply Sunk Talons (1 CP):''' Use this stratagem in your opponent's movement phase when a non-vehicle enemy unit within 1" of any {{W40kKeyword|Pteraxii Sterylizors}} unit from your army is chosen to fall back. Roll one D6; on a 2+, that enemy unit cannot fall back this turn. *'''Electro-Shocked (1 CP):''' Select one enemy unit engaged with a {{W40kKeyword|Cult Mechanicus Core}} or {{W40kKeyword|Cult Mechanicus Character}} unit to fight last. Expect to use this a lot to protect your electro-priests from some counter-attack or ensure that the Pseudogenetor can make a swing before your hero gets broken. **Keep this in mind for your forward-roaming tech priests supporting skitarii units, too. Heroically intervening a charge and letting your guys fight first can really help throw the balance of combat in your favour, especially when it's mostly considered an electro-priest strat. *'''Machine Spirit's Revenge (1 CP):''' Select a {{W40kKeyword|Adeptus Mechanicus}} {{W40kKeyword|vehicle}} that's lost its last wound; it explodes with no need to roll for it. Apparently, the Mechanicus has no problem stealing a page from the Death Guard playbook as well. ''A farewell "Fuck you" from your fallen Dragoon''. **''Especially'' useful with the termite drills. You're charging those things into combat after deep striking anyways, either to soak overwatch for its assaulty passengers, or to punk an enemy vehicle or monster. In most cases, if you aren't playing with your head up your ass, the drill should bite the dust with enemies near it. When it does, HAHA BOOM BUTTERCUP. Unfortunately, due to being only for AdMech vehicles it means you cannot charge the Dominus-class Knight into melee and make it explode in the middle of the enemy's army. Fortunately, you have a Drill... **Very nice with archeopters too, their giant base size means they have quite a big range of dishing out D3 MW, and they tend to die anyway. *'''Tactic Obliqua (2 CP):''' Use when a {{W40kKeyword|Serberys Raiders}} unit becomes the target of a charge. So long as this enemy unit isn't within engagement range, you can immediately Normal Move them in any direction, potentially forcing the enemy to pick a new enemy to charge. Your raiders won't be able to overwatch or set to defend for this turn, but that's fine. </tab> <tab name="Wargear"> This category can be rendered cheaper by Artisans. *'''Arc Grenades (1 CP):''' A previous unit rule that now costs CP to use but got a bit of a boost. Pick one {{W40kKeyword|Adeptus Mechanicus Arc Grenades}} unit (i.e. Skystalkers) within 6" of an enemy {{W40kKeyword|vehicle}} during the Shooting phase. Roll a d6 for this enemy vehicle; on a 2-5 this vehicle takes d3 MWs, 6 ups it to 2d3 MWs. Expect to use this plenty, as it's a very easy way to dent vehicles with troops. **The expected mortal wounds from this is 2. **Remember, this works even if the unit is down to only one model left, and it works even if the unit is engaged. However, when you deep strike, you'll be out of range during your shooting phase. *'''Chain-Taser Protocols (1 CP):''' Select one of your units during the Fight Phase. Any taser weapons they have now deal 2 extra hits on a nat 5+ to hit. This can help stack up the blows in your favour in a fight. Makes taser goad infiltrators and sydonian dragoons very dangerous in larger numbers. *'''Electro-Filament Countermeasures (1 CP):''' Use at the end of your Movement Phase. Select one {{W40kKeyword|Archaeopter}} unit from your army (can be any of the three variations) that is equipped with a command uplink. Until the start of your next turn, one enemy unit within 6" is now immune to auras of your enemies. **Remember, a model inside the aura projects its aura outside even though it itself won't benefit, while a model outside the aura range has the portion inside disabled. **Be aware that an ability is an aura if and only if it's labeled as such, so an ability that satisfies the game definition of aura but isn't labeled as such isn't nullified by this in any way. For example, the selected enemy unit isn't immune to a fellow enemy unit's Explode ability. *'''Enriched Rounds (1CP):''' When one unit from your army fires radium guns at a non-{{W40kKeyword|vehicle}} enemy unit, they will automatically wound on a nat 4+ to hit. ** For its cost, this Strat is great with a Vanguard-heavy list; assuming a 20-man unit of all-carbine VG shooting on their standard 3+ to hit, you're looking at a maximum (60 shots*1/3rd chance of 5+ hit roll) 20 auto wounds followed by any regular attacks. *'''Galvanic Volley Fire (2 CP):''' When a pack of Skitarii rangers fire, you can pull this to turn their galvanic rifles into Heavy 3 guns, giving them the chance to really blanket the enemy in firepower. 60 shots at full range can and will take down many things, making this great for your backliners to fuck up anything that's getting too close to your HS. *'''Incense Exhausts (1 CP):''' Pick one {{W40kKeyword|Adeptus Mechanicus Smokescreen}} unit during the enemy's Shooting Phase. All shots made against this unit take -1 to hit. *'''Infoslave Skull (2 CP):''' Use after an enemy unit arrives on the battlefield as reinforcements within 12" of one of your {{W40kKeyword|core}} units. You can immediately shoot at the enemy as if it were the shooting phase, now without penalty. ''Coteaz called, he wants his shtick back''. *'''Overloaded Systems (1 CP/2 CP):''' Use whenever an enemy {{W40kKeyword|Vehicle}} suffers a wound from an arc weapon (the increased cost happens if the target is {{W40kKeyword|Titanic}}). If this enemy has a wound track, roll a d6; on a 2+, this vehicle counts as having half as many wounds until your next Command Phase. This can be particularly terrifying if you try, say, immobilizing an enemy transport with arc rifles in the very beginning or bullying a redemptor with an arc maul. *'''Seismic Bomb (1 CP):''' Use in your movement phase after moving one Archaeopter Fusilave model from your army (aka the bomber variation). Select one enemy unit your bomber moved over that phase. The enemy is shaken in their next movement phase: halve its move characteristic and the result of any advance or charge rolls made for it. Shaken does not affect {{W40kKeyword|Fly}} or {{W40kKeyword|Titanic}} units. </tab> </tabs> ===Stratagems by Phase=== <tabs> <tab name="Before Battle"> *ARCHEOTECH SPECIALISTS (Requisition): If your Warlord is {{W40kKeyword|Adeptus Mechanicus}}, pick one {{W40kKeyword|Adeptus Mechanicus}} {{W40kKeyword|Character}} and give them any relic they can hold. This is how you make an Enginseer into a relic caddy for backseat supervision, or buff a Priest. *ARTEFACTOTUM (Requisition): 1CP cost, usable only once per battle (twice in Strikeforce, thrice in Onslaught). Lets you give one {{W40kKeyword|Skitarii}} Princeps a relic (The Cage of Varadimas, the Temporcopia, The Omniscient Mask, or The Skull of Elder Nikola), so long as they can wield it according to the relic's description. *HOST OF THE INTERMEDIARY (Requisition): One {{W40kKeyword|Skitarii}} Princeps gets a Skitarii Warlord Trait; as ever, the WLT can't be used by another model in your army. Very good for creating a front-line mini-Marshal, like giving Eyes of the Omnissiah to a Ruststalker Princeps. *MECHANICUS LOCUM (Requisition): Host of the Intermediary for Tech-Priests. Applies to one {{W40kKeyword|Adeptus Mechanicus}} {{W40kKeyword|Character}}, giving them a Tech-Priest WLT. *BOLSTER DEFENCES (Mechanicus Defence Cohort β Strategic Ploy) *CYBERNETICA COHORT (Specialist Detachment) *SERVITOR MANIPLE (Specialist Detachment) **ENHANCED BIONICS (Servitor Maniple) *INDENTURED MACHINES (Agripinaa β Requisition) *LEGIO TELEPORTARIUM (Lucius β Wargear) *KNIGHT OF THE IRON COG (Metalica β Requisition) </tab> <tab name="During Deployment"> *CLANDESTINE INFILTRATION (Stygies VIII β Wargear) </tab> <tab name="Any Phase"> *BENEVOLENCE OF THE OMNISSIAH (Epic Deed) *BINHARIC OVERRIDE (Strategic Ploy) *MACHINE SPIRITβS REVENGE (Strategic Ploy) *OVERLOADED SYSTEMS (Wargear) *BIONIC ENDURANCE (Skitarii Veteran Cohort β Strategic Ploy) *RAD-OVERSATURATION (Metalica β Battle Tactic) </tab> <tab name="Friendly Command Phase"> *DATA-BLESSED AUTOSERMON (Epic Deed) *MACHINE SPIRIT RESURGENT (Epic Deed) *TECH-ADEPT (Epic Deed) *RAD-BOMBARDMENT (Mechanicus Defence Cohort β Strategic Ploy) *ORDER IN ANARCHY (Metalica β Battle Tactic) </tab> <tab name="Friendly Movement Phase"> *CIRCUITOUS ASSASSINS (Strategic Ploy): For 1CP, a {{W40kKeyword|Sicarian}} unit gets removed from the board and can be set back up on the battlefield in the reinforcement phase of your next turn. Standard reinforcement rules apply: they have to be set up within 9" of any battlefield edge and more than 9" away from any enemy models. *DUNESTRIDERS (Battle Tactic): Ironstriders, Dragoons, and Serberys units get 6" movement when Advancing, any Heavy weapons become Assault, and they don't suffer the usual -1 to hit after advancing. Really goddamn useful for getting your laschickens into position or threatening a turn 1-2 charge with the Dragoons/Serberys skirmishers. *ELECTRO-FILAMENT COUNTERMEASURES (Wargear) *SEISMIC BOMB (Wargear): Used in the movement phase, once an Archeopter Fusilave finishes its move. One unit that isn't {{W40kKeyword|Titanic}} or {{W40kKeyword|Fly}}-ing has its move, advance, and charge roles halved until your next movement phase. This is really useful for tying up enemy powerhouses, like high-damage tanks or melee blenders. *TECH-ADEPT (Epic Deed) *EXPEDITED PURGE PROTOCOL (Skitarii Veteran Cohort β Strategic Ploy) *STRAFING FIRE RUN (Cybernetic Cohort) *MARCH TO WAR (Metalica β Battle Tactic) </tab> <tab name="Enemy Movement Phase"> *DEEPLY SUNK TALONS (Strategic Ploy): Lets your Pteraxii prevent an enemy unit from Falling Back on a 2+ roll. *INFOSLAVE SKULL (Wargear) </tab> <tab name="Enemy Psychic Phase"> *STEEL MIND, IRON LOGIC (Graia β Wargear) </tab> <tab name="Friendly Shooting Phase"> *ARC GRENADES (Wargear): Pteraxii Skystalkers only, targeting a vehicle in 6" of the unit. Gives you a 4/6 chance of D3 mortal wounds, 1/6 chance for 2D3 mortal wounds, and 1/6 chance of doing nothing. Usually not worth it due to simple unpredictability and the randomised mortal values. *ELECTROMANCERβS WRATH (Battle Tactic) *ELIMINATION VOLLEY (Battle Tactic) *ENRICHED ROUNDS (Wargear): [[Rape|For 1CP, your Vanguard's radium carbines auto-wound on unmodified 4+ hit rolls against non {{W40kKeyword|Vehicle}} units]] (note that re-rolled dice with no other modifiers are "unmodified"). Very effective and cheap on 20-man Vanguard units, and also a very good way of becoming [[That Guy]] if it's spammed all across the board. *GALVANIC VOLLEY FIRE (Wargear) *BINHARIC OFFENSE (Skitarii Veteran Cohort β Battle Tactic) *CITATION OF RUIN (Mechanicus Defence Cohort β Battle Tactic) *PRE-CALIBRATED PURGE SOLUTION (Mechanicus Defence Cohort β Battle Tactic) *NOOSPHERIC MINDLOCK (Servitor Maniple) *DEAFENING ASSAULT (Metalica β Wargear) *EXTINCTION ORDER (Metalica β Epic Deed) *PLASMA SPECIALISTS (Ryza β Battle Tactic) *PURITY OF THE MACHINE (Metalica β Battle Tactic) *WRATH OF MARS (Mars β Battle Tactic) </tab> <tab name="Enemy Shooting Phase"> *INCENSE EXHAUSTS (Wargear) </tab> <tab name="Friendly Charge Phase"> *CRUSHING WEIGHT (Strategic Ploy) *POWER SURGE (Cybernetica Cohort) </tab> <tab name="Enemy Charge Phase"> *TACTICA OBLIQUA (Strategic Ploy) </tab> <tab name="Any Fight Phase"> *ASSASSIN CONSTRUCTS (Battle Tactic): {{W40kKeyword|Sicarian}}s only, gives all models in the unit an extra attack if they were charged or charged someone. Combine this with Machine Superiority and the Temporcopeia/Cage of Varadimas on a Ruststalker unit to make your opponent cry. *CHAIN-TASER PROTOCOLS (Wargear) *DATASPIKE (Epic Deed) *ELECTRO-SHOCKED (Strategic Ploy) *MACHINE SUPERIORITY (Battle Tactic) *ZEALOUS CONGREGATION (Battle Tactic) *AGGRESSION OVERRIDE (Skitarii Veteran Cohort β Battle Tactic) *BLARING GLORY (Metalica β Strategic Ploy) </tab> <tab name="Any Morale Phase"> *ACQUISITION AT ANY COST (Strategic Ploy) *OMNISSIAH'S EXALTATION (Metalica β Strategic Ploy) </tab> <tab name="End of Friendly Turn"> *BOOSTER THRUST (Strategic Ploy): Lets your Pteraxii fuck off back into deepstrike at the end of your turn, but '''cannot''' be used if they've been set up on the field this turn. Nowhere near as useful as it used to be, but can get your glass cannons out of a pinch if absolutely necessary. </tab> </tabs>
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