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===Forge World Dogmas=== The main thing that gives the Adeptus Mechanicus their character and radically alters their playstyles is what Forge world they hail from. Everyone has their own favorite group and way of playstyle, so choose a Forge World and try to find what synergizes best with their traits, relics and stratagems. ====Custom Dogmas==== Unlike every other army with custom faction traits, these dogmas aren't all pick-and-mix. The amount of customization, while present, isn't really as diverse, forcing you to pick the main trait and one of several different secondary traits. '''Rad-Saturated Forge World''' <br>Balances long range and close combat. Can be unfocused, but also balanced and useful in plenty of situations. *''Primary - Radiant Soldiers:'' All ranged attacks from beyond 12" that hit your {{W40kKeyword|Infantry}} units take -1 to strength, akin to the Heresy-era Iron Hands. Great usefulness, since ranged infantry-based armies are very common for AdMech. Helpful not only for your Skitarii tinmen; Heavy Bolters wounding Kataphrons on a 5+ ought to be frustrating for the enemy. **''Secondary - Luminary Suffusion:'' Supercharges Rad-Saturation to inflict -1S on top of the usual -1T, making Skitarii Vanguard & Sulphurhounds very useful debuff frontliners. A very complete dogma: their infantry is hard to kill at range, and debilitates the enemy once they finally reach them. Also increases the range of the Rad-Saturation aura from 1" to 3" and extends its effects to enemy Vehicles. **''Secondary - Scarifying Weaponry:'' Your Radium weapons all get an AP of -1, making them considerably better to deal with infantry. Useful only to Vanguard-heavy lists, since it affects only their gun and that Dragoon's rad sniper rifle that nobody uses. **''Secondary - Omnissiah's Shield:'' Melee weaponry that hit your {{W40kKeyword|Infantry}} units now reduce their AP by 1. Different from Lucius', but you do have the other half of your dogma. **''Secondary - Machine God's Chosen:'' When rolling for morale, your units halve the number of casualties taken. Morale protection comparable to Graia's. '''Expansionist Forge World''' <br>Focused on Skitarii mobile infantry. *''Primary - Accelerated Actuators:'' Any units that charge, get charged, or perform Heroic Intervention improve the AP of their melee weapons by 1. Great for your melee units, which you do have lots of. **''Secondary - Forward Operations:'' Your Rangers can move up to 6" before the first turn, giving you some early scouting ability. **''Secondary - Acquisitive Reach:'' All rapid-fire weapons add 6" to their range. Rangers gain awesome range, and Kataphron Destroyers' phosphor blaster sidearm will operate at a similar range to their main gun. **''Secondary - Rugged Explorators:'' All assault weapons can be fired without penalty after advancing, which is a great boost for a more mobile gunline. That's basically Metallica's dogma, plus a melee trait. **''Secondary - Dominus Command Net:'' The Broad-Spectrum Data Tether now adds +1 to the Ld of all models within 9". Makes morale slightly easier to move with. '''Data-Hoard Forge World''' <br>Where the other forge worlds focus on Skitarii, Data-Hoarders enhance your long-neglected vehicles and even Kataphrons. *''Primary - Magnabonded Alloys:'' Your vehicles now all have a 6+ FNP just like your man-chines. Absolutely welcome. **''Secondary - Omnitrac Impellors:'' Kataphrons and Onagers add +1 to their movement. Those units don't really need to move a lot, but sometimes they need to get a firing arc or escape, and they can't. This makes it easier. Kataphron Breachers become deceptively fast. **''Secondary - Servo-Focused Auguries:'' Cognis weapons fired at half range get to re-roll to hit, and with 36"-48" range that'll be noticed. Good utility for Duneriders, Archaeopters and especially Ballistarii, which operate far away from the Magos' rerolls. **''Secondary - Autosavant Spirits:'' Blessed Autosimulacra! Your vehicles regain a wound at the start of your turn! For free! Granted, most of your vehicles are fire magnets to begin with, but this does give you survivability. **''Secondary - Trans-Node Power Cores:'' If you're hell-bent on relying on the Arc weapons, this can give you bit of a boost by adding a bonus hit when you roll a 5 or 6 to hit with them. That IS +66% hits for Kataphron breachers, though.
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