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===The Orders of High Techno-Arcana=== Your specialised faction rules, which give you additional bonuses and buffs to units. Similar to the <s>old</s> ''Provenance of War'' rule that Imperial Militias <s>used to</s> get, these may be only taken if your army includes an Archmagos Prime (with or without Abeyant), who may choose one High Techno-Arcana option for free. If your army includes more than one Archmagos Prime (again, either with or without Abeyant), then each must take a different option, which allows for some degree of overlap within the Detachment. <tabs> <tab name="Archimandrite"> Your dedicated supports, these guys work on making sure everything stays working at peak performance, if not better. While this doesn't outright improve anything, your Tech-Priests won't complain about having new ways to support your tides of steel and your Archmagos Prime will now become an even stronger Cybertheurgist. *'''Bonds of Vassalage:''' The Archmagos Prime with this rule must be the Warlord. As a benefit, you can include a Mechanicum Allied Detachment, though any Archmagos Prime in the Allied Detachment cannot take this High Techno-arcana. *'''Magister Theurgica:''' The Archmagos Prime with this rule can select an additional Cybertheurgic Arcana available to it. *'''Master Technomancer:''' Units with ''Battlesmith (X)'' gain two extra options when they repair things. One lets the unit use the Battlesmith's BS for shooting and the other gives Vehicles the ''Power of the Machine Spirit'' rule. </tab> <tab name="Cybernetica"> Take this for when you want to focus on robots and turn them into ''Line'' units, better shooters, and joinable units of bodyguards. Generally means that you have less concern about what other unit types are doing. *'''Cohorts Cybernetica:''' Your Castellax Battle-automata Maniples all become ''Line'' units and can therefore claim objectives. *'''Networked Sensorium Protocols:''' If models with the Automata unit type are within 12" of two or more models with cortex controllers, when those Automata make a shooting attack they may reduce any Cover Save the target has by -2. *'''Preservation Protocols:''' The Archmagos Prime with this rule gains the ''Patris Cybernetica'' rule and so may join units of Automata. In addition, when joined to a unit of Automata, all wounds that are inflicted upon them must first be allocated to the Automata models, even those with the ''Precision Shots (X)'' or ''Sniper'' rules. </tab> <tab name="Lacyraemarta"> The spooky zombie-makers. Their bots might not see any improvements, but their Adsecularis and Myrmidons will now become tougher to remove with a toughness that almost seems to reflect the purity of steel. *'''Incorruptible Flesh:''' The Archmagos Prime with this rule and any infantry units they join can only be affected by ''Rending (X)'', ''Poisoned (X)'' or ''Fleshbane'' weapons on a natural 6 To Wound, making them hardier than anyone would expect. *'''Opus Viscera:''' Units with the ''Battlesmith (X)'' rule can now repair infantry. A successful roll lets them either restore a lost wound (though resurrecting a model is impossible) or immediately move a distance equal to twice the unit's Initiative. *'''The Sanguine Hook:''' The Archmagos Prime with this rule gains the Ephemera Lacyraemarta Cybertheurgic Arcana but cannot select any others. </tab> <tab name="Macrotek"> The guys who build buildings, fortresses and other fortifications in giant forges. Their rules focus on buffing terrain and fortifications. *'''High Enginseer:''' Tech-Priest Auxilia units may be taken as Troops choices but they must take the ''Enginseer'' Techno-arcana if they are to be taken as Troops. *'''Moderati Munitoria:''' During the battle's set-up but before objectives have been placed, you may move up to 3 pieces of terrain up to 6" as long as they are 2" away from another piece of terrain. *'''Rector Aedificii:''' Models with the ''Battlesmith (X)'' rule may also repair buildings and they can choose to apply a special rule to models they have repaired; that means when they are targeted by an attack that inflicts either ''Exoshock (X)'', ''Breaching (X)'' or ''Rending (X)'' (so choose one, not all three) they are only effected by the rule on a D6 roll of 6. </tab> <tab name="Malagra"> The closest you can get to tech-assassins. Everyone now has access to the dataspikes and a bit of extra mobility. The biggest winners of this are the Arcuitors, as you can take multiple of them to hunt down specific nuisances. *'''Ictus Insidiae:''' Characters in this Detachment can upgrade their machinator arrays and servo-arms with in-built prehensile dataspikes for 10 points. *'''Interfector Auxilia:''' Any Tech-Priest Auxilia units may take the unique ''Interfector'' Techno-arcana. This gives Tech-Priests and Magos Auxilia in the unit ''Scout'' and free prehensile dataspikes. *'''Sacred Mission:''' One Arcuitor Magisterium can be taken as a non-compulsory HQ choice, losing ''Hunter Killer'' but gaining ''Scout'' and ''Court of Executioners''. This precludes you from taking another as an Elites choice as normal; the HQ Arcuitor Magisterium ''still'' counts as 0-1. **'''Court of Executioners:''' The Arcuitor Magisterium taken as an HQ choice gains the ability to become a squad of up to three (each extra Arcuitor Magisterium costing 110 points), whose models are deployed together but are then split up after the game starts. *'''Scindex-malagrus:''' The Archmagos Prime with this rule improves their WS to 5 and Attacks to 3. In addition, they gain the ''Preferred Enemy (Characters)'', ''Precision Strikes (5+)'' and ''Monster Hunter'' rules, making them specially tooled to murder things. </tab> <tab name="Myrmidax"> All-out war is the name of the game here. You take this if you're planning on taking tons of Myrmidons with all the guns you need for mass destruction. *'''Avatar of Destruction:''' A single Thanatar Siege-Automata Maniple composed of just one Thanatar-Calix can be taken as a non-Compulsory HQ choice. While it cannot take ''Paragon of Metal'', any Myrmidon Secutor/Destructor Hosts within 6" of it gain the ''Line'' sub-type and add +1 to the wounds score for combat resolution rolls. *'''The Myrmidon Host:''' Myrmidon Secutor Hosts and Myrmidon Destructor Hosts may now be taken as Troops choices and Elites choices, respectively. **Sadly, only the two Myrmidon Secutor Hosts taken as Compulsory Troops are deemed ''Line'' units, so the rest of the slots will either need to crowd around Daddy Thanatar or be used for other units. *'''Vessel of Destruction:''' The Archmagos Prime with this rule now has 5 Wounds and gains the ''Hatred (Everything)'' and ''Bulky (3)'' rules. </tab> <tab name="Reductor"> Where the Macrotek builds, the Reductor destroys. Your Tech-Priests now have options to weaken Vehicles and you have the means to demolish the buildings your enemies cower behind. *'''Demolisher:''' Units with the ''Battlesmith (X)'' rule sacrifice their repairing options, instead only getting offensive options for their rule. Now they can deal 1 HP of damage to a Vehicle or Building, deal an automatic unsaveable wound on a Dreadnought or Automata (which they can use even in combat, though it's not worth it for a Dread), destroy one weapon on a Vehicle without dealing a wound, or immobilize the Vehicle without dealing a wound. Incredibly risky since now you're without any options for repairing your tanks and bots. *'''Harbinger of Devastation:''' Before the objectives are set, pick three pieces of terrain, Buildings or Fortifications. Any Cover Saves they might have offered are now destroyed and now count as Difficult and Dangerous terrain. Any chosen Buildings or Fortifications now add +1 to the Building Damage rolls. This is the way to go when you plan on screwing over any defensive armies to force them to fight on your terms. *'''Secrets of Annihilation:''' The Archmagos Prime with this rule gains the Artificia Reductor Cybertheurgic Arcana but cannot select any others. </tab> </tabs>
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