Warhammer 40,000: Kill Team (HoR)/Tactics/Adeptus Mechanicus(8E)

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The Adeptus Mechanicus are the kings of durable shooters. You have lots of saves on hand and your guns are second to none. However, your models are still mostly tin men, and your choices are fairly limited with some high prices. Some of your weapon choices are also drastically flipped around.

Your common keywords are Imperium, Adeptus Mechanicus, <Forge World>

General Rules[edit | edit source]

  • Forge World Dogma: Your Dogmas still work and your models all count as having it. However, you also possess a few unique ones...
    • Antax: Blessed are the Bullet Makers - Your models re-roll 1s to hit with shooting if they don't move. Gunlines away!
    • Belcane: Mastery of Fields - Your invulns are all boosted by +1. Huzzah, you now have 5++ all round.
    • Crucible Omega: Forbidden Knowledge - A heretek Forge World, you can grab a core model from the Daemons opus for each core model here. In addition, you have a chance to recover a TP whenever you spend them.
    • Fortis-Binary: Machine-Wraiths - Your models all ignore terrain and count as if they are in cover, a mega-dangerous combination. Your models can all grab chainswords for a point as well, if that matters to you.
    • Hexium Minora: Each Fights as Many - Your models can all shoot after falling back, but they take -1 to their BS rolls. This is definitely helpful for kiting.
    • Orestes: Legion of Spartans - You gain +d3 TP and you remove the hardcap on Secutarii.
    • Saehol: Aggression Genome - Your models can re-roll charges and your Sicarians can become core, which is useful for a melee-heavy force.
    • Zhao-Arkkad: The Decisive Path - Your models can all advance before the first turn. They can also claim objectives within 5", which is incredibly helpful if you need to hide and cap.
  • Omnispexes & Data Tethers: These remain as they do in the codex, but their benefit is shared to Skitarii/Secutarii within 6" of the bearer.
  • Titan Guard: Your Secutarii no longer benefit from <Forge World> Dogmas unless specifically noted.
  • Esoteric Arsenal: Somehow, your guns are all very valuable. So valuable that you can never carry more than two of a certain weapon, including dendrite weapons. How does this work for stock guns?

Armoury[edit | edit source]

  • Mindscrambler Grenade: Sicarians only. On any hits, the enemy must take a -1 penalty to their hit rolls for the turns. Incredibly useful, especially since they aren't explicitly called as grenades and lack a statline.
  • Synapse Mind: A single-use charge deterrent that takes -2" from one charge against the bearer.
  • Incense Generatorium: Your guy is now a little harder to hit from beyond 12", a typical favorite.
  • Heavy Armature Legs/Tracks: Your tonk-priest now never suffers penalties for firing heavy weapons on the move and can't be forcibly moved.
  • Master-Crafted Weapon: One weapon on the model now has its AP bumped by 1. This is plenty nifty, but combi-weapons need to bu this twice for both ends.
  • Lex Hailer: Your auras are now all boosted by 3". You'll totally enjoy having the free space.
  • Refractor Field: If you spent all your dendrites or picked a dogma that doesn't already boost this save, you can take this instead for a small price.
  • Sacred Unguents: Once per round, your model can re-roll one hit, wound, or leadership roll.
  • Emergency Power Feed: In the event that you really need to kill someone, you can blow this and fire one weapon twice once per game. Preferably, this is on a gun with plenty of shots so as to mitigate the risk of this being a wash as well.
  • Power Core Detonator: SELF-DESTRUCT BUTTON. If this model dies, there's a chance others will bite a mortal wound as well.
  • Master-Crafted Armour: Leaders only. You get +1 for their saves.
  • Psalm-Tone: You can regain the use of one Canticle. It also has the ability to fiddle with the roll of the Canticles, but that relies on the "Omnissiah Knows Best" philosophy.
  • Autosanguine: The old standby of any FFG techie, this gives your model a chance to regain a wound on a 5+.
  • Stasis Field: You can trigger a 2++ save on the bearer, but that takes them out of commission for the turn. If you have a Reductor that's already in the right place and has the aura in place, then this can make them unstoppable.

Ranged Weapons[edit | edit source]

  • Luminagen Marker: For whatever reason, HoR decided that the Phosphor Blaster was too good and made a copy with the strength nerfed down to an unusable 2 to use for the Skitarii. Now they're exclusively used as a spotting tool
  • Plasma Pistol: Now available instead of a normal pistol choice. You know why you want it, you know how it can potentially kill you.

Mechadendrites[edit | edit source]

Your techpriests can pick a rather vast inventory of adders-on to their loadout, and some of them add some critical changes to how they can work. However, you can only buy one of each dendrite for a model unless stated otherwise.

  • Ballistic Mechadendrite: Techpriest only. This gives you a bonus pistol or Magos weapon (Gives you bolters, combi-weapons, phosphor serpenta, or marcostubber) that you can shoot at -1 BS. You can buy a second and double the dakka.
  • Combat Mechaendrite: You gain two extra CCW attacks, though you can slap on a free melee weapon from either the basic list or the Magos list if they're a techpriest (You can pick from either the other power weapons or the eviscerator) if you want not-shit melee.
  • Grappling Mechadendrite: Climbing is now something your guy can do at all times, which is very handy. You also add +1 to shove tests.
  • Reclamation Mechadendrite: If this model kills a multi-wound model in combat, you get a chance to regen a previously lost wound (How does this work on Tyranids or Daemons? Beats us). The combat dendrite is going to be a neigh-necessary partner if you're not a combat procurator.
  • Exploration Mechadendrite: Your model now has super-ObSec that can never be contested while they're within 4" of an objective. They can also re-roll a random objective marker.
  • Aegis Mechadendrite: Your model now has a 4++ invuln, but it dies the moment you roll a 1 on this save.
  • Medicae Mechadendrite: You now have a narthecium with a range of 3". With the lack of multi-wound bots, you'll absolutely want this on hand.
  • Optical Mechadendrite: Expensive, but it's got unique uses. It let you fire from a point 1" away, letting you essentially bend the trajectory of one gun. You also get to re-roll one BS roll, but at a -2 penalty.
  • Scorpius Mechadendrite: A ballistic dendrite that can fire once while falling back, making this handy if you take it. It is, however, expensive.

Philosophies[edit | edit source]

  • Omnissiah Knows Best: +1 TP to be stuck on always rolling for Canticles.
  • Foot Soldiers of the Machine God: +1 TP for having a team that has no vehicles or Sicarian Infiltrators.
  • A More Subtle Touch: +2 TP for a team with no Skitarii. Clearly this is irony, since the only Core units you have left are the Secutarii (Hardcapped unless you use Orestes Dogma) or Servitors.
  • Blanche Mechanicum: +2 TP for a team where you have no datasheet used twice (Unless you pick Auctori of different colleges).
  • Skitarii Honours: +2 TP for a team entirely composed of Skitarii, though your leader can choose to not be Skitarii.
  • Cost-Effective Operation: +2 TP if your entire team's cost spends less than 20% (50 points in a 250pt team) on wargear or loadouts.
  • Noospheric Relay: +3 TP but it forces all your tactical actions to only affect those within 12" of your team leader.
  • Collegia Mechanicus: +3 TP for a team that's got more models with the Techpriest tag than those that lack it. In all honesty, this is going to be a tiny army anyways.

Tactical Actions[edit | edit source]

  • Tireless March (1 TP): One model adds +3" to their movement, which can be quite useful if you need to cap a point.
  • Noospheric Telemetry (1 TP): One model can ignore up to a -2 penalty to hit during the shooting or fight phase, allowing you to offset the penalty of the Overdrive or Ballistic dendrites.
  • Asymmetric Sensory Cross-Channeling (1 TP): One Servitor model can now use the BS of one friendly unit within 6", which can get you a 3+ to shooting if you grabbed a Techpriest with real guns.
  • Re-Route to Remain (1 TP): You grant a 5+ save against mortal wounds to a model for a turn. If you intend on actually killing with an overcharged plasma pistol or caliver, then you have this as a security policy.
  • Semi-Ballistic Drone Auguries (! TP): You can either ignore a wound caused by dangerous terrain or re-roll a mysterious building/objective.
  • Spirit Capacitors (1 TP): A Sicarian model can advance and charge this turn, just to bring the pain.
  • Osthimos Surge Protocol (1 TP): Whenever a Hoplite or Tyrtaeus wants to push or is pushed, this doubles the model's strength for the roll-off and shoves back the opponent d6" if you win.
  • Homeric Martyr Protocol (1 TP): Whenever a Peltast or Iphicrate dies, you can fire both profiles from the Galvanic Caster before removing the model.
  • Sacrostatic Offering (1 TP): One Corpuscarii or Impulsor that didn't move can grant a model within 3" double the firing rate and a +1 to AP if they fire an Arc weapon, meaning Skitarii want this. It even allows you to keep firing with your priest too.
  • Thermovoltaic Sacrifice (2 TP): One Fulgurite or Impetor that didn't move can teamkill one nearby model in order to boost their Invuln save. If you can afford to part with your servitors, then you might be forgiven for considering this.
  • Dataspike (2 TP): One Techpriest or Sicarian model can make an extra attack against a nearby vehicle, dealing d3 wounds if it hits without needing a roll to wound.
  • Doctrina Imperative (2 TP): Who remembers these throwbacks to 7E? This lets you grant one Skitarii model and anyone near them (Range undefined, but hopefully it'll be somewhere around 3") a boost to either WS or BS in exchange for a penalty to the other.
  • Ancillary Override (3 TP): You can get mission control to hijack one model. That model gains the Techpriest, Character keywords, gain a +2 boost to WS and BS and a Ld of 10. However, each turn afterward, you need to roll - a 6 keeps your hax bot, a 5 drops their keywords and Ld score while dumping their WS/BS to 6+, and a 4 and below kills the model.

Unit Analysis[edit | edit source]

Your FOC is as follows:

  • 1 Leader
  • 1-20 Core Models
  • 0-5 Special Models

Leaders[edit | edit source]

  • Tech-Priest Procurator - A mini-Dominus...or more like an Enginseer in Dominus clothing. While only given an axe stock, this belies the staggering depth of options available to him. He has dendrites, an aura of re-rolling 1s to hit, a 5++ save, and the choice of one out of three. colleges:
    • Magos Retiarius: BS is now 3+ and you get two free ballistic Dendrites that shoot at full BS. If you buy more dendrites, don't expect it to carry over.
    • Magos Secutor: WS is now 3+ and gain two free melee Dendrites. You can re-roll one die when charging, which is a bit nonsense when using Saehol.
    • Magos Auctorati: While lacking any stat boosts, you can now add or subtract one on a Canticles roll. They also get to grab two Dendrites with a total cost of 20 points that aren't melee, ballistic, or scorpius.
  • Techpriest Reductor: You get a mini-Manipulus with a 5++ save. With the lack of multiple leaders, you're not prone to redundancy by having a Dominus on field. However, this also means that you need to make sure that you stick to what you want this guy to do, whether it's boosting guns or making movements.
  • Skitarii Regulus: Your Vanguard leader. They maintain all the rules of a base ranger but also lets Skitarii and Sicarians re-roll 1s to hit while shooting. While limited to either the Radium or Arc for pistols, they can carry a Phosphor Blaster when normally that isn't their gig.
  • Skitarii Ankrator: The Ranger leader. They have the same stuff the Regulus gets, but instead of radiation, they can now share that AP boost as a 3" aura for fellow Skitarii to enjoy no matter what gun they use.
  • Electropriest Imupulsor: The Corpuscarii leader.
  • Electropriest Impetor: The Fulgurite leader.
  • Secutarii Iphicrate: The alpha Peltast. While they lack the one-turn cover, their guns are super nifty and they maintain the Regulus' re-roll aura.
  • 'Secutarii Tyrtaeus: The alpha Hoplite. They're probably the hardiest of your leaders thanks to their shields and with the proper setup they can even get to be killy thanks to their lances and an extra dendrite.
  • Sicarian Incursor: It's an expensive guy, but he's also the most choppy with his options between the weapons of both variants of Sicarian and an aura to re-roll 1s to hit for other Sicarians and Skitarii. Now, the option here is do you want some spare oomph in killing, or do you want the possibility of actually killing when you attack?
  • Cybernetica Cognitor: Your Datasmiths can now do more than just configure Kastelans since they no longer exist in HoR. If you grab any models with the Servitor keyword, you can now add protocols to all servitors within 6" (+1 to saves for -1" movement, double the attacks for no shooting, or no movement in exchange for double shooting) that pretty much fall in line with that Kastelans used to do. Everyone else is pretty much going to rely on how you kit out the rest of your forces and what you pick for your two dendrites.
  • Ironstrider Agrimensor: Cannot be selected alongside the Skitarii Ironstrider. This guy is purely support with absolutely no weapons unless you spring for a pistol or a cognis heavy stubber. However, they also let you mess around with Canticle rolls and have an aura that lets all your toys re-roll their shots. Taking this guy demands that you keep him on the move and away from any potential harm.

Core[edit | edit source]

  • Servitor: Your dirt-cheap bodies to dispose of or use like cut-rate Kastelans if you took a Cognitor. While limited to Servo-Arms normally, they do pack the option for some decent heavy guns for every three.
  • Skitarii Ranger: Your basic tools, you get one Special Weapon per 5 or the Omnispex/Data-Tether. What you'll notice is that the Phosphor blaster is somehow missing and instead replaced with the Luminagen Marker,
  • Skitarii Vanguard: Cheap goons with a fancy gun for each five models (Which gives you either Plasma, a super-rifle, or easy Haywire). Being the guys with Rad-saturation, you'll usually be best set by your basic guns, maybe the Plasma Carbine or Arc Rifle if you need something big taken down. That same model per 5 can give you another Data-Tether (If you're afraid of your leader biting it) or the Omnispex.
  • 0-2 Secutarii Peltast: Your elite shooting guys, their guns are nothing to laugh about. They even get to keep their turn of cover if you really need it.
  • 0-2 Secutarii Hoplites: Your big wall of bots.
  • Kataphron Battle Servitor: Your most expensive Core choice, but it carries your heaviest guns. They can pick and mix between the variants for a truly elite death engine. They are also servitors, so the Cognitus can order them to be even more shooty.

Special[edit | edit source]

  • Sicarian Ruststalker: Killy machines. Really, their options only bounce between Chordclaw/Transonic Razor and Transonic Blades. If you feel like it, you can grab up to two Mindscramblers for protection.
  • Sicarian Infiltrator: Slightly less choppy than the Ruststalkers, but these guys at least get guns, even if those guns are incapable of punching armor or making a big enough mark. Teaming up with Vanguard will result in shit dying fast. Grab Mindscramblers and they'll die with less hassle.
  • Corpuscarii Electro-Priest: Where the Fulgurites can get their 3++, Corpuscarii have their edge be in their extra firepower since they keep their not-Tesla rule for their giant shackles.
  • Fulgurite Electro-Priest: Remember that killing models only gives you that super-invul for a turn.
  • Techpriest Auctoris: Another enginseer, but this guy's purely support as opposed to the Procurator's utility. They can select from the following Campuses:
    • Magos Biologis: Aura makes allies re-roll 1s to wound.
    • Magos Linguistica: If your enemy springs for a Tactical Action, you can stand to possibly gain a TP so you can respond in kind.
    • Magos Metallrgica: Aura that bumps the AP of any guns by 2 if they score a 6 to hit, which might not stack with the Skitarii Ankrator's power.
    • Magos Aedificus: During movement, you can pick a ruin within 12" and either make it not count as cover or let your allies walk through it with no penalty.
  • 0-1 Skitarii Ironstrider: Cannot be selected alongside the Agrimensor. You can pick between what sort of chicken-walker you can pick up, with the added bonus of picking a cheaper non-twinned Cognis Autocannon or Lascannon.