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==Cult Mechanicus== [[File:IA AdMech.jpg|300px|right|thumb|]]Somewhat noteworthy here in that it gives new(ish) units to an existing faction. The new formation is probably the best way to field them still, but it makes for an interesting addition to a cult force. ===Special Rules=== *'''Canticles of the Omnissiah:''' At the start of every turn, before reserves mosey on in, count the number of units with the Canticles of the Omnissiah unit. If you have more units, the resulting buff gets even better. Also, when counting the number of units you discount any squads that are falling back, and the canticle remains at that power level even if units regroup or new ones arrive on the table and bring your total higher. You may enact one Canticle of the Omnissiah which lasts until your next turn. With some exceptions, generally you can only use each Canticle once per game. The Canticles are: **'''Incantation of the Iron Soul:''' Having 1-3 units gives them ''Stubborn'', 4-7 gives them ''Stubborn'' and the ability to re-roll failed morale, fear & pinning checks. Having 8+ units just goes stuff it and gives them all ''Fearless''. **'''Shroudpsalm:''' 1-3 = ''Stealth'', 4-7 = ''Shrouded'' while having 8+ gives both rules. :::This can combo beautifully with an allied force that you attached the Enginseer to. :*'''Chant of the Remorseless Fist:''' 1-3 units gives re-rolls of one to-hit in close combat, followed by re-rolls of one and two at 4-7, then simply getting to re-roll all fails to hit if you have 8+ units on the tabletop. :*'''Benediction of Omniscience:''' 1-3 units gives re-rolls of one to-hit while shooting, followed by re-rolls of one and two at 4-7, then simply getting to re-roll all fails to hit if you have 8+ units on the tabletop. :::This is great for gun servitors, for obvious reasons and with Imperial Agents you can have a lot of them. :*'''Invocation of Machine Might:''' 1-3 = plus one strength, increasing to plus two at 4-7, then plus three at 8+ units. :::This can make your basic servo-arm servitors surprisingly deadly in combat considering their cheap price tag, just having four units affected means they're all S8 AP1. :*'''Litany of the Electromancer:''' Your dudes generate electricity; in close combat, for every model you have with the Canticle the enemy takes a S4 AP- hit at Initiative 10 that phase. Increasing to two hits at 4-7 squads, and three hits at 8+. :*Also note that the buffs only apply to friendly models that have the Canticles of the Omnissiah special rule, as according to the rulebook, Canticle effects held by independent characters do not confer unto squads unless specifically noted, and vice versa, so you can't attach an Enginseer to a space marine squad and make them electrical or boost the accuracy of guardsmen. The only ones that apply to allies would be Shroudpsalm and The Incantation of the Iron Soul, which provide USRs that can confer to attached squads. *'''Awaken the Machine:''' The Enginseer can give a friendly vehicle Power of the Machine Spirit instead of shooting. Awesome, and a good reason to never have him fire a shot throughout the whole game. *'''Blessings of the Omnissiah:''' The ability to repair, it's what allows the Enginseer to restore a hull point, fix a Weapon Destroyed or Immobilised result. If he's not using Awaken the Machine then he should be using this ability. ===Armoury=== ====Ranged Weapons==== *'''Laspistol:''' Standard small flashlight. Will never be used since you should always be fixing things or using Awaken the Machine instead. *'''Frag Grenades:''' Useful for giving a squad that didn't have it the ability to run right through cover. Could also be thrown to decent effect, which is another reason you'll never use the Laspistol. ====Melee Weapons==== *'''Power Axe:''' You're stuck with it, so you might as well love it. There's worse weapons to be stuck with, and it means the Enginseer gets an okay amount of AP2 Attacks when combined with his Laspistol. *'''Servo-arm:''' A Power Fist. Offers one attack, and if you're confident it can make for a sweet surprise in melee. *'''Melta Bombs:''' Why not. The Enginseer only has one attack anyway, and if you're putting him with a squad to give them Frag Grenades, then you could do worse than this. For the most part, against vehicles and Monstrous Creatures it's a flat-out upgrade. ====Special Wargear==== *'''Digital Weapons:''' If you're confident about the Servo-arm, then feel free. They can help turn an unlucky roll into a certain Wound. *'''Refractor Field:''' No. The Enginseer, despite their power armour should not be taking hits, and if they did you already fucked up. ===Detachment=== '''Enginseer Congregation:''' *Requires: **1 HQ, which must be an Enginseer. **0-1 Elites, which must be Servitors. *'''Canticles of the Omnissiah:''' Units of this detachment gain Canticles of the Omnissiah. A simple detachment, but a handy one. Hurt severely by lack of a transport, it nonetheless makes for a handy escort to slogging tank forces. If you're using an IG Armoured Company or a slow-walking Household Detachment, having a few of these guys will really help you out. ===Unit Analysis=== ====HQ==== *;Techpriest Enginseer *:Exactly the same as the Imperial Guard Enginseer; however, you are giving away orders and intra-codex synergy for effectively no limit in how many you can take and Canticles of the Omnissiah. *::If you were going to take Enginseers, this probably the preferable manner because Canticles are flat out worth it, especially if you have a Cult Mechanicus force the Enginseers and their servitors can easily buff up how many "units" are affected by canticles, giving you a +2 bonus for 50 points! *::Since Enginseers are Independent Characters they can take more advantage of Canticles than before, even giving stealth/shrouded/both to squads that don't have Canticles one turn per game, as a quick example. =====Special Character===== *'''Belisarius Cawl (Imperial Triumvirate):''' The big bad Archmagos Dominus. Known better by his nickname, 'Fucking Bullshit!', Belisarius Cawl can be taken as an HQ in a Cult Mechanicus detachment, meaning that yes, he can be chosen by himself as a part of an Enginseer Congregation. He's definitely worth the 200 point price tag, being the best friend to tanks and tank lists, a nearly unkillable anvil, and somebody who carries around [[Awesome|their own personal armoury]] that your other characters can use. :Cawl has a Monstrous Creature statline, striking at S6 AP2 with four Attacks (3 base, +1 for two weapons), and his special rules are full of Mars-pattern hard cheddar. :For starters, like any Dominus, he has artificer armour, refractor field and Feel no Pain, the last of which is re-rollable if he is the Warlord, basically making him immune to small arms fire and able to easily tank plasma blasts. :Bear in mind that he does ''not'' have Eternal Warrior and his invulnerable save is only 5+. So a lucky Force hit is all that's needed to drop Cawl. :Also like any Dominus, he can regenerate lost wounds, but instead of using Master of Machines, which he does not have, he now just up and [[What|regenerates D3 wounds each turn]]. Out of his pool of five. This he needs, for his weapons are devastating and combined with his other abilities, he'll become a massive fire-magnet. :He has an Arc Scourge, an S+1 AP 4 Melee, Master-crafted, re-rollable Haywire stick tailor-made to wreck any vehicles he comes in contact with. A Master-crafted Power Axe comes in handy when he needs to kill 2+ armoured enemies and When he is overwhelmed, he can use his Mechadendrite Hive to do 2d6 S4 AP- attacks as well as a dataspike poke both at I10 in close combat, a bit like Anzion's Pseudogenetor, to clear out blobs. :His ranged weapon though, is the most powerful one. The Solar Atomiser, the Mechanicus' version of a meltagun, is an astonishing 12" S 10 AP 1 Assault D3, Master-crafted, Melta gun that is almost equivalent to a portable melta-vet squad. ::Do note that you can (and likely should) increase the range of the Solar Atomiser by allying in the Inquisition, and using Jokaero to boost the range on the gun [[cheese|from 12", to 24".]] Even if you don't get the result you wanted, the extra Jokaero were probably going to come in handy anyway. :His army-enhancing special rules are an icing on the cake. Scryerskull allows him to uncover a single Mysterious Objective in a turn, and while he lost Master of Machines, he still has Canticles of the Omnissiah, enhanced by the new Canticles of the Archmagos (unique to him). :*'''Canticles of the Archmagos:''' These work exactly like Canticles of the Omnissiah, scaling in power the more Canticles of the Omnissah units singing along. They can only be used if Belisarius Cawl is on the battlefield, and they also affect all Imperial vehicles within 12" of Cawl, even if those don't have Canticles of the Omnissiah! There are three of them: ::*'''Harmony of Metallurgy:''' If you have 1-3 CotO units are granted a single IWND roll, 4-7 are granted two rolls, and 8+ are granted three IWND rolls to recover their Wounds and Hull Points. This more than makes up for the fact that Cawl does not have Master of Machines. Affects himself, too, so he can potentially recover 4 wounds in a single turn. No info as of yet on whether this stacks with existing IWND. ::*'''Word of Neutralisation:''' If you have 1-3 CotO units increase their BS by 1, 4-7 increase their BS by 2, and 8+ increase their BS by 3. We herd you like Doctrinae Imperatives, so we gave you a Doctrine in your Canticle so you can wipe out enemies while you are charging them. Compensates nicely for the generally bad BS of Cult Mechanicus units, allowing you to land a devastating alpha strike, and can severely increase the amount of firepower that IG/AM tanks are pumping out. ::*'''Warhymn of Glory:''' If you have 1-3 CotO units now have a 6+ Invuln, which is increased to 5+ for 4 to 7 units and to 4+ to 8+ units. Pretty much the Blessing of Binharic Deliverance by another name, and is equally [[Awesome|awesome]]. (Give a Knight a 4++ on the turn he gets into combat, or give a Knight Warden/Crusader +3 BS for a turn to really kill those units...) :Do note that the Canticles of the Archmagos makes Cawl the best friend of every Imperial tank list in the game, and he can easily be cheesed with the Enginseer Congregation. Pay 40 points for an Enginseer? That's another +1 on the result of his abilities, allowing you to max out all of the results relatively quickly (especially with Servitors picking up the slack). Have Cawl buff and kill shit while your Enginseers fix all of the tanks around him. :*'''Arcana Mechanicum:''' On top of acting as a really nasty army buffer, Belisarius Cawl also gives the army that has him access to his own personal armoury. You can also gain access to it by taking a Conclave Acquisitorius formation or a Grand Convocation Detachment, but just taking Cawl is the best way to get access to it anyway. ::*'''Numinasta's Casket of Electromancy:''' A not-nova with dubious use. If you can drop a character with it into the enemy's lines, and if they're running a tank list then it could potentially be useful, but 30 points and only one hit per unit make this one very situational. ::*'''Quantum Annihilator:''' A different version of that disintegration gun the marines get for free, but this one's Assault D3, and its Strength is determined by 2D6, with 11's and 12's causing automatic Wounds/Pens with the Instant Death rule. Ironically [[heresy|one of the best weapons to use against Cawl]], maybe that's why he took it. It's twice as expensive as a plasma gun, and the average roll means that it'll strike as one most of the time, however Assault D3 is undeniably better, even if its range is limited to 18", and so long as it's on a model with good BS, it can easily make its points back. ::::Note that like Cawl's gun, this one can be buffed with a Jokaero from the Inquisition list, allowing you to increase the range to 30". If you're in need of lascannons, then it certainly wouldn't hurt to try, and the results can more than speak for themselves. ::*'''Sacrifactum Autorepulsor:''' Technology not used since 30k's Solar Auxilia list, the Autorepulsor subtracts 2 from enemy charges, to a minimum of 0. Considering its very low price for a relic, you'd do well to include this on anybody in a gunline list, or even a heavy weapons squad. ::::For bonus points, put it on a squad with flamers. That way if they charge they get WoD'd, you flame them again in your shooting phase, then in their phase, they charge again, get WoD'd again, and whoever survives all the flamings should have a very hard time winning in melee, even against a squad that wasn't meant for close combat. ::*'''Memento-mortispex:''' You get to put one of the following on a unit with this device: Cognis Weapons (BS2 Overwatch and template weapons automatically get 3 hits for Wall of Death), Monster Hunter, Skyfire, Tank Hunters. A must take for any shooting list (and arguably any shooting squad) as you're going to find one of the four useful throughout the game, and it's one of the cheapest ways for the Imperium to gain Skyfire. ::::Synergizes well with the Sacrifactum Autorepulsor, so long as you have two characters in a unit you can get both, and Cognis Weapons getting an extra chance to fire because the enemy got slowed down is both hilarious and useful. ::*'''Omnissiah's Grace:''' Fucking awesome, there is no reason to not take this. Gives a 6+ Invuln, or improves an existing one by +1 (to a max of 3+). Forget Storm Shields, your Iron Halos/Rosarius are now just as good and without any of the drawbacks. ::*'''Saint Curia's Autopurger:''' The new horde killer. First it stops enemy models from gaining bonus Attacks for charging (which could make it worth the price of entry on its own), and secondly all models in any units that are locked in combat with the bearer must pass a Toughness test at the Initiative 10 step. Anyone who fails suffers a Wound, though saves are taken as normal. This works great against armies with either low Toughness (like the new Horrors that Tzeentch armies have gotten) or against armies that have so many models/weak armour, that they're going to get Wounds anyway (Tyranids, Orks). ::::Arguably the best use of this device is to stick it on an Inquisitor with Rad Grenades, as now all enemies will be taking Toughness tests at -1 Toughness, which you can Increase to -2 if you managed to get a Primaris from the Telepathica who knows Enfeeble. In these cases the device can kill more enemies than the Inquisitor and their unit, practically guaranteeing you win the combat. :Lastly, a really cheesy tactic with Cawl is to ally in a Priest with Crusaders and make him join their unit. The Crusaders' 3++ more than makes up for Cawl's disappointing 5++, while the Priest not only ensures he won't go anywhere, but that he'll hit more often, and he'll also become more survivable too! ====Elites==== *'''Servitors:''' Same deal as the Enginseer. Arguably benefit from Canticles even more and if you want to take advantage of the higher Canticle bonuses, you want to get these guys. Normally milquetoast, the ability to get temporary re-rolls in shooting/melee as well as buffs makes servitors much more valuable. They're also borderline mandatory to come with servo-arms if you want your Enginseer to go around and actually fix things. If you use Litany of the Electromancer then they can also work shockingly well (badumtish) in melee combat, since they're cheap enough that you shouldn't worry too much about losing them if you want to have them counter-charge an approaching enemy.
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