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===Heavy Support=== *'''Thanatar Siege-Automata Maniple''': A walking tank of a robot with S8, T8, W7 and a 2+/5++ save with an atomantic deflector. Each Thanatar comes with a ''Twin-linked'' mauler bolt cannon for defending itself from crowds when it can't use its preferred weapons. While you can buy up to two additional Thanatar that you have to deploy alongside the first one, their ''Thanatar Maniple'' rule means they're ultimately on their own after the game starts. **'''Thanatar-Cavas''': The basic Thanatar, it comes with a pair of shock chargers for AP3 melee power, complemented by the Thanatar's stock ''Hammer of Wrath (1)'' rule. The plasma mortar provides it with plenty of bombardment, dealing S8 AP4 ''Large Blast (5")'' shots with ''Breaching (4+)'' and ''Ignores Cover''. ''Reactor Overload'' allows the mortar to shoot twice, but the Thanatar-Cavas must suffer D3 Wounds without saves to offset it. **'''Thanatar-Calix''': 20 points more expensive than the stock Thanatar-Cavas. The big draw is its Sollex heavy-las, a Heavy 3 lascannon with S10 AP2, ''Armourbane (Ranged)'' and ''Shock Pulse'' to flat-out demolish tanks. While it lacks the reliability of shock chargers, it comes with a graviton ram, which can either be used as an AP4 Template with ''Haywire'', ''Grav Wave'', ''Graviton Pulse'' and ''Concussive (1)'' or an S10 AP1 fist with ''Armourbane (Melee)'' and ''Concussive (2)'' for a more devastating stun. *'''Myrmidon Destructor Host''': The real Necron Destroyers of the Mechanicum and the heavy weapon variant of the Secutors, they lack the Myrmidon axe and are instead equipped with shock chargers which, combined with fact they lack ''Hatred (Everything)'', makes them less impressive in melee. However, you don't want these guys in melee since then you won't be able to use their heavy weapons; they all come with volkite culverins as their default equipment and they can be upgraded to take conversion beamers, graviton imploders, darkfire cannons or irradiation engines, so they can be kitted out for most shooting roles that you desire. Their 4 Wounds, Toughness 5 and refractor field mean they can be quite hard to shift by shooting attacks and, thanks to ''Relentless'', they can move around and shoot as much as they want. **Unlike Dreadnoughts and Automata, Myrmidon Destructor Hosts shouldn't mix and match their weapons. Treat them like Heavy Support Squads or 40K Devastator Squads, i.e., you should give them all the same weapons. As an added bonus, they can take a Triaros Armoured Conveyor, which is very good at dealing with MEQs and blobs on its own. *'''Karacnos Assault Tank''': The heavy battle tank of the Mechanicum with AV 14/12/12 and a flare shield to ensure that anti-tank weapons won't instantly spell its doom. While it has Sponson Mounted lightning locks to bombard whatever it comes across, the main star of this tank is the Karacnos mortar battery, a massive S6 AP4 chemical bomb launcher that's using the rare ''Massive Blast (7")'' pieplate with a whole slurry of rules: ''Fleshbane'', ''Rad-phage'', ''Ignores Cover'', ''Barrage'', ''Pinning'', ''Crawling Fire'' '''and''' ''Shell Shock (3)''. Simply put, you aim this at crowds of infantry and they will disintegrate. That said, like with all ordnance/artillery weapons, Space Marines will likely have a chance to walk away from the initial assault. That's where ''Crawling Fire'' comes in, allowing it to slide over to the unlucky foe (if they're trapped, and with that Pinning check, it's a good shot) and hit them again. **While all of its weapons are swingy pieplates, that doesn't mean that it doesn't have anything to protect itself up close. Unusually, it has a shock ram, letting it deal 1+D6 Ram Attacks at S10 AP4 with ''Concussive (3)''. While this by no means makes it capable of combat, it does mean that you're not hosed against any tank hunters. **Expect this to draw a LOT of fire and be ready for anything, as ''Hazardous Munitions'' means that any explosions it suffers will be catastrophic, dealing S8 AP4 hits to anyone within 6+D6". *'''Krios Squadron''': While not as armoured as the Karacnos at AV 13/12/10, this is the only tank you can take in squadrons, coming with ''It Will Not Die (6+)'' to give it some manner of regeneration. It's a zippy tank as well, as it has a very good move speed and the ''Fast'' sub-type to make it always go the distance. Aside from the basic armaments of each tank, you can also grab volkite calivers to add some guaranteed incineration on each tank. **'''Krios Battle Tank:''' Comes with a Hull (Front) Mounted lightning cannon for some crowd coverage that can potentially cause some extra damage to any Vehicles it hits as well. **'''Krios Venator Tank Destroyer:''' Costlier than the basic tank, but much more reliable at breaking tanks. Less prone to moving, as it exchanges the lightning cannon for a pulsar-fusil, an Ordnance 4 S9 AP2 weapon with ''Pinning''. Not only is it capable of totaling lesser tanks in one go, but it can also lock down anything less. *'''Knight Moirax Talon''': Why yes, the Mechanicum can throw in Armigers as Heavy Support choices. While largely similar to its Questoris kin, the Moirax comes with a rad furnace to spread cancer in melee. They have a pretty flexible loadout in contrast to the fixed loadouts of the Questoris Armigers, with the option to double up on its volkite veuglaires or siege claws with in-built irad-cleansers in any combination, depending on where you want it to stay. If you plan on taking other guns, you can buy lightning locks, conversion beam cannons, and graviton pulsars. **Their ''Greuso Protocol'' rule gives them a unique Reaction, triggered when an enemy charges a friendly Automata or Knight within 12". This allows the Moirax Talon to shoot at whoever is charging, allowing for Tau-tier supporting fire against any charges. *'''Mechanicum Land Raider Phobos<sup>Legacies</sup>:''' The ever-trustworthy build-a-Land Raider returns to its home in the Mechanicum. Sadly, as with the Termite and Macrocarid, it can't be used as a DT, and unlike the Legions you can't take squadrons of them, but your Land Raiders at least have a vast array of different guns you can slap onto it. On top of all the weapons that the marines get, you can also swap out the sponsons for any manner of guns if lascannons don't suit your needs and the hull gun can be replaced with a variety of exotic weapons like the graviton gun or the ''Twin-linked'' phased plasma-fusil. You can actually kit this LR out to fulfill a specific job while still transporting, which is something that the Legions can only do in a limited fashion while retaining the same capacity. *'''Macrocarid Explorator<sup>Legacies</sup>:''' Horrendously more expensive than the Triaros or even the Land Raider in the same Legacies doc, but this boy has AV 14 all around and can carry 26 troops, so there's a small space for Auxilia too. Though you lack any of the specialized gear (to be fair, so did the Marines, for the most part), you still retain a lot of insanely powerful guns to slap onto it, from the horde-eradicating irradiation engines and volkite culverins to the marine-cracking ''Twin-linked'' phased plasma-fusil and mauler bolt cannons. **If you are fielding this, it's because you want it as a heavy assault platform. On top of its heavy firepower, it's also considered an ''Assault Vehicle'', so you can have your packs of Automata and Adsecularis charge straight out of the Macrocarid while it fires away to absolutely demolish whatever it is you sent it towards. *'''Ordo Reductor Artillery Tank Battery<sup>Legacies</sup>:''' We had these? Well, apparently the Mechanicum had what amounted to Whirlwinds stashed away somewhere because they're in the document. Okay, the Whirlwind comparison does feel kind of lazy because these things can swap out their missile launchers for a rather impressive array of artillery and direct siege weapons, meaning you could also make it a Basilisk or Medusa if you saw fit or make it tote a (Gravis? Look, the bullets call it a Gravis array, the weapon's stat forgot that Gravis bit) melta cannon array if you just needed to hunt tanks. If you feel uncomfortable throwing what amounts to Rhinos so close, you can also buy multiple tanks, though they all need to take the same main cannon if you buy more. *'''Ordo Reductor Minotaur Battery<sup>Legacies</sup>:''' This is only really here if you wanted an Earthshaker but want it to actually survive a shot or two at AV 13/12/13 (though having an ''Open Crew Compartment'' means any melee strikes will always hit at AV12). While it has the ''Slow'' and ''Reinforced'' sub-types, you're not really going to need that movement much anyways because Earthshakers could cover most of an entire board anyways. The cannon having ''Shred'' and ''Pinning'' also make it a decent pick even if it got nerfed to AP4.
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