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====Ranged Weapons==== *'''Archaeotech Pistol:''' Ancient, S6 AP3 Master-crafted pistol. Runs on the pricey side, but good for mincing Power Armored troops. *'''Conversion Beam Weapons:''' Could be seen as inverse Melta, inflicting greater damage at longer ranges. The only two difference between the heavy and regular version is the former has the '''Firing Calibration''' rule, which means the unit has to remain stationary in order to fire, even if it is Relentless or a Vehicle. How often are you going to get to fire it at 42" range on a standard 48"x72" table? On a corner it has [[FATAL|60% of the table in a S10 AP2 Large Blast killzone]] (not accounting for Line of sight). Get to both corners and then, yeah, pretty much [[Just_as_planned|you can always fire some S10 on the enemy's deployment zone]]. *'''Graviton Weapons:''' Not to be confused with [[Grav-Weaponry|Grav-weapons]]; their wounding mechanism has nothing to do with the enemy's armour save. These Heavy weapons (not Salvo) possess no Strength, but have both Concussion and Haywire effects. They also have a curious way of causing wounds by forcing the enemy to roll D6; if the result is above their Strength they take a wound - a result of 6 always causes a wound. [[Fail|So they are effectively Strength 3]], wounding GEQs on 4+, and MEQs on 5+, making it largely ineffective against infantry blobs. Its redeeming trait is that it also creates Difficult and Dangerous terrain in its blast radius, so it can at least severely impede their movement. *'''Graviton Imploders:''' The 40k grav-guns you're used to. Trouble with Terminators? Belial-led Deathwing got you down? Accept no substitute! These are Salvo 2/4 AP2 grav guns, so the roll to wound mirrors the armor save of the target, with 18" range. So now you can have it both ways. It has problems when faced with large blobs with poor/no armour, but those things are generally easily killed by everything else, so it balances out. *'''Las-Lock:''' The Minie-Ball muzzle-loaded Rifle to the Lasguns AK47. Shorter 18" range and fewer shots at Assault 1, but packs a nasty S4 AP6 punch. Of course, as of current, AP6 is completely useless, but S4 however is not. Taghmata Tech-thralls may take Induction Chargers, giving them an additional shot, which could really give the edge against likely smaller units of Marines or Imperial Army infantry. *'''Mitra-Lock:''' The Scattergun of the Las Family. It's an [[Derp|8" range]] Las-lock, but it gains Shred. **'''Induction chargers:''' An optional attachment to ''both'' Las-locks AND Mitra-locks (HH3, p. 221) it upgrades them to Assault 2. *'''Maxim Bolter:''' Assault bolters with 50% more shots but 50% less range. Too bad it's Assault instead of a Pistol, so it doesn't give you +1 attack or the ability to fire it Gunslinger style, while still having a measly 12" range. *'''Mauler Bolt cannon:''' Spiced-up Heavy bolter, with S6 AP3 Pinning, but keeping the short-ranged trend at only 24". *'''Photon Weapons''' Funky disco-light ray guns that have Gets Hot!, AP2, and Blind. Comes in these sizes: **'''Photon Gauntlet''': 12" S5 Assault 2. **'''Photon Thruster''': 48" S6 Heavy 2, Lance. **'''Photon Cannon''': 60" S7 Heavy 2, Lance. *'''Plasma Fusil:''' S6 AP3 Salvo 2/3 plasma that doesn't get hot. Since most of our dudes get Relentless, Salvo isn't really a concern. They are terrifyingly efficient marine wood-chippers. *'''(I)Rad Weapons''' Operating somewhat similar to the space marine's atomic munitions, these are what you get if you rip out a cathode ray tube from an old television and soup them up. They shoot [[Awesome|''Fleshbane templates'']], and even if the enemy survives he'll die later of space-cancer, represented in crunch by '''Rad-phage''', which means unsaved wounds leave the model with a Toughness and Strength penalty [[FATAL|''for the rest of the battle'']]. They come in Lucifex (pistol), Cleanser (assault) and Engine (Heavy) sizes, and the largest one gets [[Rape|Torrent and AP3]]. *'''Rotor Cannon:''' Basically a Salvo Lasgun. Most of the things that can take it are Relentless, so it's a nice way to add volume of fire, but more importantly, at 30" range. They're still S3, so don't make any illusions. *'''Volkite Weapons''' Ancient ray guns that date back to the Age of Strife, they were in the process of being replaced by the bolter as the preferred weapon of the Space Marines due to difficulties in production and maintenance. Volkite weapons have the 'Deflagrate' special rule, which means each unsaved wound caused inflicts another automatic hit! They come in five flavours, Serpenta (pistol), Charger (Assault 2), Caliver (Heavy 2), Culverin (Heavy 4) and the monster Carronade (S8 with Haywire and a beam effect that lets it hit everything in a straight line in front of it). They have 15" range increments, so the Culverin is 45", but the Charger only 15", and most only have AP5.
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