Warhammer 40,000/Tactics/Mechanicum (30k): Difference between revisions

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===HQ===
===HQ===
*'''Magos Reductor Caleb Decima:''' A tough motherfucker (T5) that also comes with a rule called Curse of the Omnissiah which ''will'' one-shot anything less than a Titan.  That said -  he doesn't have relentless and the Mechanicum don't have access to a transport with fire points. his Curse of the Omnissiah attack is HEAVY 2d6 with 'gets hot' - you either waste it on something poxy like a chimera at great risk to yourself or Caleb dies while waiting around for a worthy target for it - and he might burn himself trying to use it - try doing the dice rolls for 'curse of the omnissiah' when Caleb has moved (snap shots) - it becomes a liability.
*'''Magos Reductor Caleb Decima:''' A tough motherfucker (T5)[no he isn't - that T5 includes the +1 from the macchinator array] that also comes with a rule called Curse of the Omnissiah which ''will'' one-shot anything less than a Titan.  That said -  he doesn't have relentless and the Mechanicum don't have access to a transport with fire points. his Curse of the Omnissiah attack is HEAVY 2d6 with 'gets hot' - you either waste it on something poxy like a chimera at great risk to yourself or Caleb dies while waiting around for a worthy target for it - and he might burn himself trying to use it - try doing the dice rolls for 'curse of the omnissiah' when Caleb has moved (snap shots) - it becomes a liability.


use book three and give him an abeyant (+1 wound, re-roll failed Armour saves against blast and template weapons, -1 to charges run moves and sweeping advances, move through cover, IWND, very bulky) if you really insist on using him.
use book three and give him an abeyant (+1 wound, re-roll failed Armour saves against blast and template weapons, -1 to charges run moves and sweeping advances, move through cover, IWND, very bulky) if you really insist on using him.

Revision as of 19:20, 3 February 2015


Ave Omnisssiah!

Why Play The Mechanicum?

You've seen the models, right? For the first time since Rogue Trader, the followers of the Machine God can finally take to the field en masse! You can embody the grimdark universe of Warhammer 40,000 (30,000?) with your exotic Martian death-rays, terrifying Battle Automata and horrific Cybernetic monstrosities.

Also? Robots.

The Mechanicum is a curious force as it consists of several lists (currently two) representing different Ordos, and one for Taghmata (The vanilla). Each list is fairly small, with limited unit choices, but a large amount of flexibility within many of these units. Each new Horus Heresy source book from Forge World would seem to be adding new units or lists to create an ever-expanding range to choose from. Be warned; This is a slippery slope that may result in the loss of financial security, family & friends and house & home...

Also, BIG Robots!

Unusually for Forge World, the Mechanicum is one of the cheapest armies to get in to. It's possible to start an army with a single Magos, and a pair of Castellax or small Thallax Cohorts.(Adesecularis if you really want to break the mould!)The army lists, whilst capable of standing alone, are intended to be used as allies for the Legion army list. As a starting point for a new army, this is ideal, as you need even less to get have something you can field. The Mechanicum units provide you with some unique possibilities for conversions, too. Take a cursory glance around coolminiornot or a painting forum and you'll find some damn fine examples. Of course, if this is not your thing, Forge World's own models are more than capable of satisfying any model fanatic.

It should be noted, that there are three separate Mechanicum lists:

  • Ordo Reductor: The Ordo Reductor is in Book 1: Betrayal, and it's fairly small. In fact, there isn't even a standard HQ unit; you have to take a special character to field it as a legal army on the battlefield! (the magos dominus from book two is actually available to the ordo reductor and quite attractive with T5 base) However, it gets tanks (glorious tanks!), which the other list doesn't. Indeed, one of the biggest draws of this list is the ability to make a custom Land Raider; you pay for a basic Land Raider chassis, and then choose any of the dozens of options to kit it out. If you want heavy, armoured firepower, you'll probably like this list more. However, it's heavily reliant on "stand-ins" from the Legiones Astartes list, including Legion Techmarines and Legion Artillery, as there were very few Mechanicum models released when the book came out.
  • Legio Cybernetica: The Legio Cybernetica feels more like a "full" list, including an actual non-unique HQ unit. Most importantly, you get ROBOTS! You also get Thallaxi (ported from the Ordo Reductor list) and the Myrmidons, which are basically Tech-Priests that have upgraded themselves with heavy weaponry. However, this comes at a cost. Aside from the single aircraft choice, there are no vehicles, not even Dedicated Transports. It's found in Book 2: Massacre.
    • This list may seem to pale somewhat compared to Taghamata, however any Automata units are shared (Vorax & Thanatar namely) and may count towards your minimum units.
  • Taghmata: These are the ad-hoc armies put together by forgeworlds. This is meant to be the Vanilla.

Gameplay wise, you are universally hard as nails. There are only 3 models with 1 wound, 1 of which has a 3+ save, another T5, another dirt cheap and full of upgrades, all of which can benefit immensely from FNP. However with a handful of exceptions your models are somewhat pricey, a number are a fucking steal for how effective they are but never the less when all you can do is choose between a variety of pretty expensive choices (with one, very notable exception), which you will almost certainly dump more points on top. Tough as you are, this is primarily a crutch for the fast the majority of your army is short range, though you hardly lack in long range if you wanna dollop in some points here and there.

Armoury of the Omnissiah

Being a heresy era list, we get some funky wargear that's not found in later eras/outside of the hallowed halls of the machine god. Augments may also be a thing.

Relics of the Dark Age of Technology

So, new book gave us couple of new toys!

  • Cortica Primus Nice piece of equipment! Counts as Cortex Controller which gives you ability to cast those awesome Cybertheurgy spells on ENTIRE unit of Battle-automata, but if you roll Mishap, its result is modified by +1 for every model in a unit. But anyway, treat it just like overpriced Cortex Controller, because Relics can only be taken by Independent Characters, and I don't remember Magos Dominus being Indep, or Magos Prime having Cybertheurgy special rule. Really, FW? (Emailed FW about this a little while ago, they said they were going to give the Dominus access to this item, and Independent Character in a future update. Ave Omnissah.)
  • Contagium Mechanica Scary sentient computer virus came to destroy enemies of Omnissiah! Well, at least their vehicles. It is a 12" Assault 1, Haywire weapon. If vehicle survives this DEVASTATING hit, then it starts to spread the virus itself. In each of your subsequent Shooting phases, each vehicle within 12" of the survivor (and the survivor itself) takes a hit from the weapon. Every vehicle that survives then become infected, and everything goes round 'n round until there are no more tanks to destroy... Awesome.

Ranged Weapons

  • 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). Strangely, they have 15" range increments, so culverin is 45", but the charger only 15", and only have AP5.
  • Conversion Beam Weapons Could be seen as inverse Melta; Longer range, Greater damage. The only two difference between the heavy and regular version is the former has a large blast radius but requires the unit to remain stationary in order to fire.
  • Graviton Weapons These possess no strength, but possess 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 unit strength they take a wound - a result of 6 always causes a wound. Annoyingly this makes it large ineffective against infantry blobs (seriously guardsmen have a 1 in 2 chance to survive this arcane weapon). However it also creates difficult and dangerous terrain in its blast radius, so it can at least severely impede their movement... because soemhow they got better in the 10,000 years since the heresy?
    • Graviton Imploders-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), 18" range; So now you can have it both ways. It has problems when faced with large blobs with poor/no armour.
  • (I)Rad Weapons What you get if you rip out a cathode ray tube from an old television and soup them up. They have fleshbane because you kill your foes with Space-Cancer. The larger one gets torrent and AP3.
  • Photon Weapons Funky particle ray guns that have gets hot, ap2, blind, and LANCE. Comes in a gauntlet (range 12", S5, assault 2), a gun (range 48", S6, heavy 2) and a cannon (range 60", S7, heavy 2).

The following are some specific weapons that pop up a lot.

  • Rotor Cannon Basically a salvo lasgun.
  • Las-Lock The Minie-Ball muzzle-loaded Rifle to the Lasguns AK47. Shorter range, 18", Fewer shots at Assault 1, but packs a nasty S4 AP6 punch. Of course, as of current, AP6 is completely useless in 30K, its S4 however is not. Tahagmata 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. Strangely, induction chargers can't be taken with them, so this 8" weapon IS a suicide button.; the entry for Induction Chargers explicitly states: "Las-locks and Mitralocks fitted with induction chargers are Assault 2 weapons"; Mitralocks are a -type- of Las-lock but they're not the weapon -named- Las-lock. It has the exact same statline as a Las-Lock but has the addition of Shred.
  • Plasma Fusil Strength 6 salvo plasma. Doesn't get hot. Since most of our dudes get relentless, the salvo isn't really a concern. AP3 Salvo3 makes these terrifyingly efficient marine wood-chippers.
  • Maxim Bolter Short range bolter that gets an extra shot.

Cybertheurgy

Like psychic powers. For machines. WHERE IS YOUR CHAOS GOD NOW?!*

In order to successfully use a power, the cybertheurgist must take a leadership test. Depending on the strength and difficulty of the power, a bonus or penalty may be imposed on the leadership value of the model making the test (note that this is applied always to the characteristic value being tested, not the dice result) If the test is passed, the power takes effect. If the test is failed , the power does not take effect. If the test is failed and a result of a 12 (double 6) is rolled, the power has both failed and gone awry. Roll immediately on the cybertheurgy mishap table.

  • Cybertheurgy mishap table
    • 1-3 Signal Corruption: The target battle automata may only fire snap shots and fights with ws 1 in assaults for the next game turn
    • 4-5 Corrosive Paradox: The target battle automata suffers a wound with no armour or cover saves possible
    • 6 Malifica: The machine spirit rebels and gains self awareness! The battle automata is now destroyed for the purposes of VP's and is no longer part of the controlling players force , if part of a unit , it is separated and placed out of coherency with the unit. The battle automata is still used in the previously controlling players turn , will from now on move towards and shoot at the closest unit each turn and then assault that same unit if able, both sides may now target the battle automata if they desire.
  • The Powers of Cybertheurgy
    • Rite of Celerity, Ld Modifier +1: Target battle-automata gets +2 Initiative for the duration of the effect.
    • Rite of Eternity, Ld Modifier 0: Target battle-automata gets It Will Not Die for the duration of the effect.
    • Rite of Fury, Ld Modifier -1: Target battle-automata gets +D3 attacks for the duration of the effect.
    • Rite of Destruction, Ld Modifier -2: Target battle-automata may fire its weapons twice against the same target in its shooting phase. Cannot use ranged weapons in the next shooting phase.
    • Rite of Dread Castigation, Ld Modifier -2: May ONLY target ENEMY battle-automata. Both sides roll a D6 and add Leadership (Cybertheurgist for the attacker, battle-automata for the defender). Battle-automata suffers a wound with no armor or cover save allowed for each point that the attacker's total exceeds that of the defender.
      • What happens if your roll a mishap ?
    • Rite of Immolation, Ld Modifier -3: Target battle-automata self-destructs. Replace model with Large Blast marker. S = Battle-automata's Toughness, AP = Battle-automata's armour save. If a mishap happens while trying to use Rite of Immolation, don't roll on the mishap table, instead the Malifica effect is automatically applied.

Special Stuff

  • Abeyant A special ride for your bosses, this grants 1 Wound, Move Through Cover, Hardened Armor, Very Bulky, and IWND. Keep in mind that they are rather pricy.
  • Battlesmith If a Battlesmith is in base contact with, or embarked upon, one or more damaged vehicles during the Shooting phase, they can attempt to repair on of them instead of firing a weapon. Roll a D6. If the result is 5 or more, you may do one of the following: 1) Restore a lost Hull Point 2) Repair a Weapon Destroyed result 3) Repair an Immobilized result to the attendant vehicle. If a Weapon Destroyed result is repaired, that weapon can be fired in the following Shooting phase.
  • Cyber Occularis Like servo skulls, but they're actually models and can move. If you've got one in 3 inches of your dudes, they all get Interceptor. If it's within 12" of enemies, they take a -1 to their cover save. They're taken as equipment by Magi.
  • Cortex Controller Any unit with a model within 12" of a guy with Cortex Controller no longer suffer/benefit from Programmed Behavior. This is phase based, so things like running, consolidating, etc., can take them out of range during a turn.
    • If the guy has a cortex controller and the battlesmith rule, they can repair wounds on Battle Automata with the same repair roll. Hand out these to your magi and auxilia and watch your castellax never fucking die.
  • Servo-Arm - Models with the Battlesmith special rule may add +1 to their Repair roll result. May also make one additional Str 8 AP 2 Unwieldy attack in melee.
  • Machinator array - Models with the Battlesmith special rule may add +2 to their Repair roll result. Adds +1 to wielder's Toughness, +2 additional Str +1 AP 2 Shred Unwieldy Armourbane attacks and provides Night Vision special rule. Also comes with flamer and inferno pistol (You can shoot with both of them, or one of them and one of your other weapons)
  • Programmed Behavior: Unless within 12" of a friendly model with a Cortex Controller, the following restrictions are placed on the units used in the game, these restrictions do not apply if the Battle Automata is already locked in combat:
    • Methodical: May not make Sweeping Advances or Run.
    • Target Priority: If an enemy model is within 12" and line of sight during the shooting phase, the Battle Automata must fire all its weapons against the closest enemy unit it is able to harm. If there is no enemy model within 12", they are free to select targets as usual.
    • Onslaught: If an enemy model is within 12" during their assault phase, the Battle Automata must attempt to charge the closest enemy unit. Note that the Battle Automata may still only charge the same unit it fired at in the Shooting Phase. If consolidating after combat, they must do so towards the nearest enemy model if there is one within 12".
    • Fire Protocols: A unit with this rule may fire up to three of its weapons at the same target. Fuck yes. Unfortunately, this rule doesn't have much benefit with the current loadouts. At close ranges you can fire an extra bolter, or both flamers on top of your primary, but that's about it.
      • This benefits the Vorax more; firing 8 S3 shots backed up by S7 rending/shred can be quite effective - though you took em for their Fleet and Scout rule.

Taghmata Unit Analysis

Saying this is "Vanilla" AdMech wouldn't be doing the Taghmata justice. It has everything the first two books have and more, by a lot. Perhaps someday Legio Cybernetica will get all the Automata goodies here and the Ordo Reductor might get some more stuff, but as of right now there is no reason not to use Taghmata. Unless you really want an Archmagos Dominus(as you can take a regular Dominus already) and Castellax as your only troops.

Warlord Traits

  1. Master of Mechanism - Select one MC unit OR vehicle squadron with at least one AV12 or more side in the same detachment. This unit/squadron gets It Will Not Die.
  2. Perfected Targeting - In the Shooting phase, select a Heavy weapon within 6" of the Warlord. The weapon counts as twin-linked for the turn. This can be done every turn.
  3. Predictive Augury - The Warlord and the unit he is joined to hit on 5 and 6 for Overwatch.
  4. The Death of Flesh - All units in the detachment have Preferred Enemy (Infantry - All Types) while within 3" of an objective.
  5. Dread Rites - The Warlord and the unit he is joined cause Fear and are immune to it. They also receive the Adamantium Will special rule.
  6. Battlefield Analysis - After deployment but before the game begins, can select a piece of terrain in the opponent's deployment zone and reduce its cover save by -1.

HQ

  • Magos Prime: Kind of like a Praetor. Must be upgraded with an Arcana. Independent Character! REJOICE! The warlord can get a Djinn Skein (for a hefty 2 and a half melta guns) which lets them do all kinds of delightful datamancy--things don't scatter when coming in within 6", +1BS within 6" to one unit, etc. In all cases Abeyant and cyber familiar are a must for most builds for the sheer resilience; they also don't have any conflict with other potential options. Machinator Array further increase toughness, and some additional attacks at I1. Unless you have some specific plans, this is the go-to.
      • The Archmagos prime is a huge step up, allowing you the use of an Archimandrite and the Djinn-Skein. As well as a stat-boost it grants you relentless. You may only have one Archmagos Prime in an army - no allying yourself for additional an additional one! However this doesn't include taking an Archmagos Dominus/Reductor within an allied detachment.
    • Archimandrite: Gives all your vehicles IWND and gets +1 to reserves. Oddly, because of these two rules, Fleet-Support wings become way more interesting, and he compliments well with a Land Raider mounting a Exploratar Augury web.
    • Malagra: Chases down hereteks, so gets +1WS and Attack, as well as Preferred Enemy (characters) and Monster Hunter. This arcana should be there to help you beat characters and monstrous creatures; with the right equipment, it will. Most combat characters are likely to hit faster than you, but the properly equipped Magos prime should be able to take the damage. A Machinator-array is a good choice but things could be considered. This dude should not leave home without the 'combat augment array' from book 4, a cyber-familiar and a pair of paragon blades (one master crafted); the relic ALLOWS YOU TO COUNT ANY DICE ROLL AS A 6 once per game, announced at the start of your player turn. you have to take a toughness test at the end of your turn for each wound the model has, but you get re-rolls from the cyber-fam. no saving throws at all and no FNP either. take an abeyant for peace of mind. getting close to 270pts though...
    • Myrmidax: Makes you a Myrmidon. The most important part of this unit is the fact it has relentess; making man of the heavier weapons useable on this; namely the Conversion beamer, Graiton imploder and Photon Thruster. The Alternative method of getting relentless on this unit is the Jet-pack, which would completely cancel out those options (leaving only the Graviton gun and Phased-plasma-fusil to utilise said rule). However the previously mentioned heavier weapons also block out the useage of the Machinator array; leaving him substantially more vulnerable. This guy and the Malagra are the ones with the most diverse set of equipment choices, due to having rules encouraging the use of things that aren't the Machinator Array. Fusilade is also fucking rad allowing you to shoot more. Oh and Hatred; leave melee to the Malagra and troops though.
    • Ordinator: Gives you a bombardment attack , Tank Hunter and Wrecker. Bombardment is an Ordnance D3, 5", Pinning, S8 AP3; this is once per game so use it carefully. It could come as kind of lack-luster due to that D3 and scatter and its not Barrage so it needs LoS to the target. However its one of few Large-blast options available to you, the others being the Thanatar and Minotaur; the former is a Castellax^3 and the latter a fucking a super-Leman Russ SPG, both doing this job so much better and can make use of the Djeinn Skein Rule. Tank Hunter isn't too hot considering you have lots of stuff that is good against vehicles anyway, Wrecker is interesting but limited, allowing rerolls of Armour Penetration against immobile structures and adds +1 to the results table; these rules benefit all of its attack so bombardment also benefits from this. Potentially, could be cool, but you're probably better off taking a Thanator or an allied choice if you're looking for some hot heavy Ordnance. A poor choice of Archmagos, a strong consider for regular.
    • Lachrimallus: Forces you to take a unit of thralls. However, Thrall units come back from the dead on a 5+ and into reserves. Don't forget the 5+ feel no pain too; given a machinator array, abeyant and cyber familiar you end up with a t6 character with 4 wounds who has it will not die who has a 3++ save and feel no pain. This guy won't go down quickly, if you're taking an Archimandrites or sizeable numbers of well equipped Thralls, take this guy. The Former allowing you to bring those Thralls back on quicker, and the latter meaning they return into reserve for free, potentially maximising cost effectiveness. Also notice unlike the Archimandrite, this guy does not have to be the warlord to use his bonus.
    • Macrotek: Reroll battlesmiths for your dude and Auxilia are troops. Also an extra fortification. A combination I have found to work pretty well is giving a Macrotek a cortex controller and machinator array and sticking him in a unit of Castellax. Makes the Castellax a fairly durable unit as he can repair one on a 3+. See page 234 of Extermination: Deal with THAT.
    • These assholes are ridiculously durable, if properly built, can tie/beat Smashfucker(link?)(Link or it didn't happen). http://boards.4chan.org/tg/thread/36435186/horus-heresy-conquest#p36450691
  • Magos Dominus: Just like before, you need these assholes to keep your robots under control (unless you take Auxilia). NOT ICs and does not have the Archmagos upgrade available; as a result they are more dangerous to use than the LC-Archmagos; it may be better to have an engineseer or give the Prime a cortex controller if you're looking for direct robot control. Just to reclarify; Cortex control isn't necessary to keep Battle-Automata fighting, its just needed for them to do it precisely; the robots won't rip out their servos like Nids rip out each others vestigial stomachs.
  • Magos Caleb Decima:The man you know and love. Nope Dont know that guy.
  • Archmagos Inar Satarael: Monstrous creature sized Magos with a shield that can reflect shots back at the shooter and teleports home on a 3+ if he would otherwise die. Comes with a cortex controller and is an Archimadrite. If you're taking a lot of robots and who isn't, he's probably worth your time. But he's expensive, a bit too expensive.
  • Archmagos Draykavac: The first of the Dark Mechanicum. A scary bastard with a Paragon Blade, graviton gun, Djinn-Skein, and a Machinator array, gives all friendly Walkers, SH walkers and MCs +1 on their charges and sweeps, and a WT that gives all units within 3" of an objective Preferred Enemy (Infantry). He's rather tough and has some nice tools, but his weirdest tool is his Liquefractor: a special weapon he can use in place of his normal combat attacks. The enemy must take 2d6 - 6 hits at AP2. If he's against vehicles, then they take (Armor Value)/2 - 2d6 hits. This weapon might be really scary, but doing so requires you leaving the protection of your tools, which might be helped by getting an Abeyant. Otherwise, use him like a basic Magos Prime.

Elites

  • Techpriest Auxillia: Must choose an Arcana. They can also take Triaros as a dedicated transport.
    • Enginseer gives them battlesmith and Servo Arms, their servitors get the support rule.
    • Lacyraemarta: FNP 5+ and +1 to Adsecularis FNP within 6". So they're thrallmasters. Sexy.
      • I've seen some people online arguing that it's +1 to the Adsecularis FnP PER TECHPRIEST. While I'm not entirely convinced of this interpretation, the thought of Tech-Thralls with 2+ FnP is both hilarious and terrifying. Expect your opponent to fire one volley at the Adsecularis before refocusing on the techpriests like they were Bloodthristers.
    • Reductor: Servo arms (Note, they don't loose Battlesmith), everyone gets Tank Hunters and Wrecker! They can also trade in their servo arms for Conversion Beamers or Gravitorn Imploders for +25
    • Additionally this unit comes with Servo-automata, whom are particularly tough and won't be found wanting in other areas given the right equipment. You may take up to 8 of these with a single unit. Normally they are only equipped with Close-combat weapons, but you will most likely give then a Las-lock as its only 1 point a piece.
      • Alternatively they may act as something of a Guardsmen Heavy/special weapons squad. Flamers and Maxim bolters for close range. Heavy Bolters and Rotor cannons for long range blob squashing. Multi-meltas for tank busting anything that looks it will munch up your Automata or Adsecularis.
      • If you feel uncomfortable with their mediocre BS, try and have a Cyber-occularis near them to improve it.
  • Myrmidon Secutors- As before but can take a Triaros, which can give them a substantial edge over the Destructors they used to some what pale too, now that they can actually be put into their effective range.
    • The primary problem with Secutors is the very short range - your longest and most expensive option is the Phased-plasma fusil, which is effectively identical (minus pinning) to the Mauler Boltcannon, which if you have a squad of Secutors, is already atop the Triaros, is your go-to for Castellax and more reasonably priced (excluding Ablatives) on the Thallax Cohort, who don't need a transport to get them into battle. If you want lots of AP3, take lots of Castellax - you'll get much more out of it.
    • Another weapon that should be dropped faster than a bad Harem Anime starring a bland MC is the Maxim bolter. It has the same cost as a Volkite Charger, with a point less strength, 3 fewer inches it makes for a bad weapon choice as much as it would a pornstar. Sure it fires 3 shots rather than 2 but that lower strength means you'll do worse against most targets.
    • Graviton Guns are vital - haywire is lovely and spewing around diff/dangerous terrain can actually help protect you from assault; Secutors are hardly bad in melee but its something of a waste. Give it a thought, it can be extremely useful coupled with more harmful weapons.
    • Irrad cleansers would be a strong option; Fleshbane and Rad-phage template is good, but the Myrmidons bring mutha-fuckin' Irrad engines to the table, which are much better than any number of cleansers.
      • Overall, you'll probably find yourself taking Volkite-Chargers for some good dice-spamming potential, with a strong likely hood of wounding, backed up by at least one Graviton Gun to help slow down the enemy at such short ranges, alongside lovely glancing hits. It's really the worst unit in the codex, Tech priests have utility at least. Everything they do is better done by another unit, Destructors in particular who also have Preferred enemy everything to boot.
      • The only thing up for debate is anti-tank, with Graviton guns they can glance most vehicles to death. If you wanted to score a likely a kill on almost any vehicle its 210 points for 6 Graviton guns and the Secutors (345 for the inevitable transport). They will not be found doing anything else but ripping apart vehicles hilariously fast. Thallax Cohorts with Multi-melta can be used to boot up the field and rear-armour vehicles, or claim objectives etc. Castellax with Multi-meltas can be pushed into melee, and likely take flamer(s) for Anti-infantry. Tech-priests auxilia can bring 8 Multi-meltas for 205 points, with tank hunter. Secutors do have a much lower chance of missing through the virtue of BS5 and blast weaponry though.

Troops

  • Mechanicum Thallax Cohort: Shock Troops initially gifted by Ordo Reductor, but became much more widespread among out-lying Forgeworlds as they were comparatively easier to amass compared to Battle-Automata. These Cyborgs can take quite beating, but do not put them in front of High-strength weapons (particularly amassed autocannon and heavy bolter) as that already flakey 4+ will crumble quickly, even with 3 wounds! They come standard with the Lightning gun, and it seems to be inspired by the similar weapon in the Matrix; S7, shred and rending ensure you can just about hurt anything quite readily; you'll pen Land Raiders with any luck (Rending), however much like the Matrix version it has short range of 18" and at Heavy 1 you aren't taking down Automata quickly without backup. However you aren't stuck with this weapon, there are alternatives for every 3 models - be wary, each one is 40 points! Oh and they're jet-pack infantry; have fun. Oh and Djinn-sight prevents units from being infiltrated within 24" of a Thallax model (so you could really abuse some cohesion if you wished.). But most importantly is there ability to reduce cover saves by 2! this ignores un-augmented jink rolls altogether! This combined with their access to pretty high strength weaponry means they can take on horrors such as Nob bikers at range! Go to ground in open terrain is ignored completely as that provides a 6+ save.
    • Multi-lasers are the cheapest option at 5 pts and let you fling a good amount of Dakka down the field.
    • But then you meet the Phased-Plasma fusil - 10 pts gets you Salvo2/3 S6 AP3 24" Marine wood-chipper. Its very cost effective and potent against almost every target available, and you already have Lightning cannons for heavier things.
    • Irrad cleansers; if you're getting a semi for Fleshbane and rad-phage, take a unit of Destructors with Irrad Engines and slap them in a Triaros.
    • Multi-meltas: If you can't figure out how to use a Jet-pack unit with melta weaponry you really should have stayed in school.
    • Photon-Thrusters are expensive (25pts) gets hot weapons, but they provide 48" S6 AP2 blind at Heavy 2. Exploit the range of this weapon as much as possible and you'll go far. It allows the Thallax squad to be relevant at most ranges; something most of this army has a problem with if you haven't noticed.
    • Heavy Chainblades can taken on every model for 5pts, making these fuckers S7 AP5 in melee. At I2 WS3 these are hardly transformed into melee units but going from wounding marines on a 3+ to a 2+ makes quite the difference, still, far better ways of spending 15 to 45pts exist. If you want to melee, Ursarax Cohorts do the job of melee-Thallax so much better and in much more radical way.
    • Melta-bombs come in cheap, but are purchased at 5pts per model, and unfortunately the wording is "the entire squad", which heavily implies every unit must have melta-bombs.
      • A number of Augments are available; Icarian grants you skyfire if you remained stationary; the Lightning gun will oft not be contributing to this due its short range, Tarantulas and aircraft perform much better Anti-air. Destructor gives Tank Hunters, nuff said. Empyrite modifies the deepstrike to be a teleport device; allowing it to be used in scenarios where deep strike might not normally be allowed, it also grants void hardened, possibly the most conditional spending of 25pts in all of Warhammer.

DO NOT LET THEM GET HIT BY S10 WEAPONRY - neutralize any vindicators before they deny your armour save and FNP roll with a large blast of 'instant death'. No matter your army list, these will be useful as they are very mobile, tough and hard-hitting. Points costs are a bit stiff but if you're looking for cheap you have...

  • Adsecularis Covenant--Thralls, From suck to stellar. No vehicle, but they can now go up to 20 Thralls, which is a no-brainer. They can choose between Laslocks, Mitralocks and Heavy chainblades, you generally want the Laslocks. They now have a variety of upgrades that effect the entire squad, and are more cost effective at maximum size!
    • Rite of Pure thought grants them fearless, but removes Overwatch and sweeping advance. Few things discourage taking Fearless, especially with a tarpit like this, if you're taking Thralls, give them this.
    • Induction chargers make both Mitra-locks and Las-locks assault 2. Generally this is more compensation for BS2 than it is for getting extra hits, however plop in a Cyber-occularis and have fun.
    • Carapace armour, as it says on the tin. Great if you intend to shove them in the face of enemy line infantry but Heavy bolters will rip them apart.
    • Revenant Alchemistry, SPOOKY, upgrades your FNP to 5+ and grants hatred, slow&purposeful is almost a joke draw back. Prop up Tech-priests behind them and you're gonna have 4+ FNP. Autocannons will mitigate this, but even 30k can only back so many autocannons!
    • Heavy Chainblades, although called Heavy Chainswords in the core rulebook. In essence, it's a two-handed melee weapon that gives +2S and AP5. Your Adsecularis start at S4, so that means S6, which means that they will severely hurt anything that doesn't decimate them before they get to strike.
      • Surprisingly durable tarpits packing a mean punch if properly equipped(RoPT+Carapace+RA+Heavy Chainblades). You'll have to convert/kitbash your own, and while they have the same WS and I as Tau Firewarriors(a meager 2), Hate(everything) and hitting at S6 means that no one wants to see them swing at their models. Should be quite efficient against big blobs of Ork Boyz, hitting them at 4+ rerolling, wounding on 2+ and AP5 while taking advantage of their 4+ save and Feel no Pain which statistically speaking is as good as 3+ against anything which doesn't cause them Instant Death or ignores their armor. As an anecdote, I once knocked 4 wounds off a Bloodthirster with a unit of 20, and would have finished it if it hadn't been for a unit of deepstriking Bloodletters saving their bosses bacon.
  • Castellax Class Battle-automata--Now they can no longer be compulsory troops choices. Tragic. But they are still scoring. And don't forget they are some of the best monstrous creature hunter units in the whole game! So almost an auto include! See the other entry on Castellax if you aren't sure how to equip your murderous do-it-all deathstars.

Dedicated Transport

  • Triaros Armoured Conveyer-- Dune Train Not quite a CRASSUS, but close. 14/12/12, 4HP The thing comes standard with a flare shield for all that -1 goodness. It also gets a shock ram giving you AV15 on your front when ramming and does haywire damage. the shock ram also inflicts d6 S6 AP5 hits on any unit it tank shocks in addition to resolving the tank shock and the shock ram doesn't count as a weapon so can never be removed by weapon destroyed results on the damage chart. Carries 20 and re-rolls failed dangerous terrain tests. Give it lesser IWND for 5 points. 135. Awesome. Great for getting things close. The Spice must flow.
    • Volkite Sentinels are a subtle, but potent feature. Essentially they are two Volkite chargers than may target independently of the Triaros itself (and presumably the other Volkite weapon); these can be used to take out "Chaff" units (exceptionally important if you're using this in 40k).
    • You'll generally give this unit the noble task of transporting the Omnissiah's servants. Myrmidons of both kinds are the most obvious use, it's effectively mandatory for Secutors as they all possess short range weapons, and with the most expensive weapon option for Secutors being the one with AP3 you will greatly appreciate the Twin-linked Mauler Boltcannon. Destructors too can benefit from this, the Graviton Imploder and Irrad Engine to be specific. Another possible useage is Tech-priests. Not to bad as almost any configuration of the Tech-priest is cheaper than Myrmidons; 8 Flamer servitors could be considered a very light version of the Irrad-Engine. The description indicates that it is fair game to use the FNP buff while inside the vehicle; take a minimum sized Tech-priest squad, 15 Thralls, load em up and maybe have some fun...? Its a stretch that one.

Fast Attack

  • Ursarax Cohort--These fuckers are Thallax with twin lightning claws and they have Ironman chest lasers. If they use them in CC, they are str6 ap2 instant death, but you only get the one attack that turn. can also swap twin lightning claws for powerfists.
  • Vorax Class Battle-Automata--Quicker and lighter (4+ armour and 3W, but I4 and lacking an invulnerable save) than the Castellax, they get fleet and scout. They also come standard with a pair of rotor cannons, a lightning gun, and powerblades. (Can swap the lightning for an irrad cleanser) Outflank these assholes and let their automatic programming take care of the rest. Unfortunately, 4+ armor, 3 wounds at t6 and no invuln makes them far too susceptible to krak grenades to be viable. With programmed behavior meaning they have to charge, keep these sick-looking mantis bots in single units of 1, to use as a distraction unit.
    • One thing to consider with them, now that they have models, is that they simply look great with their mantis-like predatory theme. Their smaller size and velociraptor-like silouette make exploiting cover far easier too. And they are far cheaper(cash-wise) than the Castellax, which is nice.
  • Planes
  • Tarantulas

Heavy Support

  • Thanatar Class Siege-Automata--240 a pop, but they're t8,s8 2+. They get Hellex Plasma Mortars, which are ordnance barrage str 8 ap2 plasma blasts which force rerolls on cover saves. Go look up a picture and see how sexy they are. If you want a moronic looking list, take them in a full-size unit of five. If you are a normal person, take the option below.
    • Want to see your enemies cry ? Take one Thanatar and give him Paragon of Metal. He'll never freaking die. BS5 and -1 to enemy cover from Advanced Targeting will fit well too.
  • Krios Battle Tank Squadron--Farmer Joe's angry Tractor. These sex bots are 13/12/10 3HP with a flare shield. Aww crispy biscuts yeeeaaah!! They're fast and can be taken in squadrons of 3. Start off at 125, and can take a Pulsar Fusil for 25 extra points. (So turn your s7 ap3 large blast marine eating lightning gun into a a9 ap2 ordinance 4 tank killer. Can be taken in mixed.) They also have Autosimulacra and access to Anbaric claws and Volkite sentinels. If you felt the need to rush your tanks in and make them more deadly. With Mauler Bolt Cannons, Irradiation engines, the 3-shot battlecannon on the paladin, and more anti-MEQ, I would almost always go Venerator.
  • Mechanicum Land Raider--Same Build Your Own Landraider as before. FAQ for Betrayal mentions that the Special Rules box out for Blessed Autosimulacra is unfortunately missing from the page in error.
    • Add the following: Blessed Autosimulacra: If the vehicle has suffered Hull Point damage, at the end of the owning player’s turn roll a D6. On a result of a 6, one lost Hull Point is restored.
  • Myrmidon Destructors--Can now take a Photon Thruster. They also can take a Triaros for delivering RAD-PHAGE. Note that their grav gun has been replaced by a Graviton Imploder.
    • Under almost all circumstances, you will give a squad of these at least one of either a Volkite Culverin or a Irrad-Engine. The reason for this is that both are great anti-blob weapons that the other options available this unit struggle with. The Irrad is generally the better of option for squads you intend to fire at long range as it is very effective without additional points being spent on extra ones. Whereas the Volkite gets better in a more exponential manner; remember these are BS5 with preferred enemy, thus close to 100% of shots will land, and with S6 and PE expect lots of scored wounds, combine this deflagerate and anything that is 5+ is toasted; 3 Destructor's with this weapon are quite capable of up to 24 wounds against units like Orks, this and the fact it has 45" range means you will have quite a few turns of potential squad wiping fire power.

(Similar but different take-The Volkite firing kills 7.45 orks/guardsmen each turn, but only 1.67 MEQ. On the other hand, the Irradiation engine is capable of making ANYTHING without a 2+ disappear in a violent burst of space-cancer. Seeing as you would be taking a single one of the gun, don't take a solo volkite. I always take an Irrad-engine on my Myrdimon lord, regardless of the rest of the unit's wargear options. It's less likely to fire, but if it shoots a single MEQ squad, it made its points back 2 times. 3 conversion beamers and 1 Irrad on the lord is a nasty unit. it shoots stuff across the field, and if bikes/drop pods get close to you, they go away in a single shot. a 5 man squad with 4 volkites and a lord with Irrad also works well for those pesky MEQ/4+ save units that your volkites can't utterly butcher)

      • Though Irrad-Cleansers do not make use of the amazing BS of the Destructor, they can really abuse the preferred enemy of the Destructor.
      • An important question to ask, especially within a Taghmata list is "why isn't an Enginseer squad doing this?" - hence you will often not have a Conversion beamer Destructor squad unless you're absolutely terrified of scatter and want to reroll to wound.
      • Heavily consider putting your Magos in with this squad; it will grant Preferred Enemy.

Lords of War

  • Imperial Knights
    • Knight Errant--Identical to GW rules, minus the ability to mount additional Heavy Stubbers
    • Knight Paladin--See above
    • Knight Lancer--3d6 run, I4 (5 on the charge) D strength lance. 18" H6 S7 ap2 Concussive. Shield is like an ion shield but can't cover your ass and works in CC. 400 points.
    • Knight Castigator--3d6 run, Ion Shield, a twin-linked Castigator Bolt Cannon (36" S7 AP3 Heavy 7), and a nifty Knight-sized power sword (S10 AP2 Sunder, Deflagarate) that is capable of a special move at Initiative 2 that strikes all models in base contact. The ultimate Knight for tarpit removal.
    • Knight Magaera
    • Knight Acheron
  • Minotaur Artillery Tank

Ordo Reductor Unit Analysis

HQ

  • Magos Reductor Caleb Decima: A tough motherfucker (T5)[no he isn't - that T5 includes the +1 from the macchinator array] that also comes with a rule called Curse of the Omnissiah which will one-shot anything less than a Titan. That said - he doesn't have relentless and the Mechanicum don't have access to a transport with fire points. his Curse of the Omnissiah attack is HEAVY 2d6 with 'gets hot' - you either waste it on something poxy like a chimera at great risk to yourself or Caleb dies while waiting around for a worthy target for it - and he might burn himself trying to use it - try doing the dice rolls for 'curse of the omnissiah' when Caleb has moved (snap shots) - it becomes a liability.

use book three and give him an abeyant (+1 wound, re-roll failed Armour saves against blast and template weapons, -1 to charges run moves and sweeping advances, move through cover, IWND, very bulky) if you really insist on using him.

He doesn't do close combat very well due to WS 3 and hitting last with unwieldy power axe and 2 attacks base (machinator array adds 2 more with unwieldy, shred and armourbane), and he doesn't even have a proper gun (unless you really like his MC bolt pistol, flamer or plasma cutter) his Armour is 3+ and even with a cyber-familiar bumping his invun by 1, its still a 4++. he is best left in a vehicle, recovering lost hull points and giving his master of destruction (tank hunter and wrecker) special rule to one of its weapons, but for 175 points base going up to 215 with abeyant and cyber familiar? 100% waste.

the only reason you would take him is if you're playing Ordo Reductor in an Isstvan 3 campaign as your only choice, or if you've read the appropriate black library book and fell in love with his super-heavy commandeering antics. in both instances you'll be really disappointed by how little you get for the points cost and how his rules don't match his fluff. (why cant he commandeer enemy vehicles? why cant' his servitors take servo-arms and help his battlesmith rolls? why is his retinue a unit of servitors, not a 'bodyguard of Thallax'?) The main issue here is that these rules are woefully out of date compared to the Cybernetica and Taghamata lists, and thus lack all the fabulous goodies the rank and file Magos get.

  • Ordo Reductor Magos Dominus: 65 points base with laspistol, cortex controller, power weapon, refractor field, and has the stubborn, tank hunter, wrecker and battlesmith rules. he has WS3 BS4 S4 T4 W2 A3 I2 Ld9 Sv3 but can be upgraded to an Archmagos for 35pts giving him WS4 BS5 S4 T5 W3 A3 I2 Ld10 Sv3 and most importantly, relentless. Take this, a mechanicum protectiva and cyber familiar for a 3++ and re-rolls on characteristic tests for 25pts. also take a machinator array for 25pts to make him T6 and thus immune to instant death inducing S10 wounds. taking the machinator array means you're kinda stuck for a weapons choice as you cant have a conversion beamer, so a master crafted photon thruster at 35pts is the best choice. Add an abeyant for 25pts. Also, you can pop him with a group of thallax with photon thrusters or phased plasma fusil and his tank hunters rule carries over to them, allowing you to pay the 25pts for the icarian augment giving you a tough, tank hunting, skyfiring group of thallax!

iI is unclear if the archmagos can make use of their skyfire rule in return though - maybe you have been lucky enough to have gotten the warlord trait 'perfected targeting' for your Ordo Reductor Archmagos? with book 4 this guy can take a relic for maximum rage - computer virus to screw over a mechanized eldar attack? maybe a portable void sheild? or a nanyte blaster if youre facing solar auxilia.

Troops

  • Mechanicum Thallax Cohort: Shock Troops sometimes gifted by the Ordo Reductor to the Legio Cybernetica, Thallax are Ogryn sized Jet Troops. You can only have a special weapon for every 3 thallax, so keep the units in multiples of 3. Their standard lightning gun (18" S7 AP5, heavy 1, shred, rending) is best used at short range against light vehicles, so a good option is a simple multi-melta and destructor augments. The photon thruster is really the best weapon option - sadly you have to take 2 expensive ablative thallax for each one. Overall pretty damn good but start to cost a lot of points quickly. This isn't a fantastic way of picking up a tonne of high strength weaponry; Legion heavy support is far cheaper, and carries more vanilla weaponry for this purpose. However Legion Heavy support doesn't have Relentless and meltabombs.
    • Phased-Plasma Fusils are an interesting weapon choice, though listed as Salvo 2/3 it needs to be remembered that Thallax possess relentless, thus turning this into a Assault 3, 24" S6 AP3, which is amazing against marines. Of course you may be wondering if this subverts the point of using the Thallax cohort as tank hunters and you would be right it does. However if you're running an all Ordo-Reductor these weapons are extremely potent as they provide a cheap way of taking out chunks of marines without taking out chunks of your self.
    • Irrad-cleansers are also a very interesting weapon; 2+ Fleshbane (not poison!) template pretty much guarantees a large portion of the target will get wounded, at AP5 however it could vary widely as to how effective it is afterwards; Ork, Nids, IG and even Nurgle demons blobs; not a problem. Khorne Berserkers and Space Wolves; better use that 2D6. Tau with their 4+? You're S/T5, A2 striking at the same initiative, you can charge them and crush them like the blue berries they are.
    • Photon-Thrusters are expensive (25pts), but they provide 48" S6 AP2 blind at Heavy 2 (as well as Lance but at S6 who cares). Now; what jumps around the field like a pony, has T6, a 2+ save, and a low initiative? Riptides! Of course, in 30K, the race of Tau wasn't even known and you shouldn't be planning around fighting 40k armies. In 30k its a brutal solution to chipping Terminator blobs and forcing the squishier of the Primarchs to take lots of invulnerable saves (Lorgar, Fulgrim and Konrad Curze are all examples). In this regard it could be considered a "safe solution" (it is gets hot)to taking on the above threats and anything short of those. Of course at 25 pts cheaper solutions are present; if you have a big enough pair of balls using a mob of 9 Thallax cohorts at 18" and throwing yourself to lady luck for your jetpack roll could work very well.
    • Multi-lasers are also an option, unless you really want to throw some really cheap S6 hits at 36" (5pts) don't bother... it is really cheap though.
    • The other augments are also neat, though if you're taking this as an allied choice they are really diminished.
      • Icarian: Would be good if all your weapons weren't in the category of being short ranged or too low in strength to reliably at least glance AV12 (Most fliers tend to be around 10-12). It also requires the unit be stationary that entire turn; which is the problem with all the short ranged weapons or under powered to be reliable. This is where you would want the multi-laser to come into play (heavy 3, S6) but you can only take it once for every 3 models.
        • This DOES NOT cause the unit to become a heavy support choice rather than troops; this is the Ordo Reductor, remember!?.
      • Ferrox: Rage is nice adding 2 attacks on the charge, so is rending. In a legion list you already have quite a lot of pretty good melee units, many with power weapons and a pretty good strength value. This particular anon is still wondering if its worth also taking heavy chain blades with this upgrade; it would allow you to instant death a huge blob of T3 units and give you the opportunity to score quite a a lot wounds on units with T5-6, which previously would of been difficult... but you already have rending so this upgrade could be somewhat irrelevant in that respect, as a roll of 6 with S5 is as a effect as a S7 now that you have rending.
        • This DOES NOT make the unit become a fast-attack choice rather than troops; this is the Ordo Reductor, remember!?.
      • Destructor: Gives the unit the 'tank hunter' special rule.
      • Empyrite: Grants the unit the 'deep strike' special rule regardless of mission, which is an interesting option for zone mortalis games; however, as the Ordo Reductor you dont get 'void hardened' with this rule unless you have a rather sporting opponent.
    • It's somewhat shocking too see that Djinn-sight has been overlooked completely. Djinn-sight prevents units from being infiltrated within 24" of a Thallax model (so you could really abuse some cohesion if you wished.). But most importantly is there ability to reduce cover saves by 2! This combined with their access to pretty high strength weaponry means they can take on horrors such as Nob bikers at range! Go to ground in open terrain is ignored completely as that provides a 6+ save.
    • Given the damage output of these units when upgraded and there ability to be 'deep strike'd, in addition to be a troops choice that can deep strike, it is probably best to go with the maximum squad size when possible as after the turn they arrive, they will be shot at (The Castellax tend to be to tough and the Thralls too insignificant). Remember deep-striking stops you only from charging; you can still move 2d6 elsewhere; use this to get the fuck away from the enemy or to the next target.

(hint-get them away from any vindicators or s10 weapons;they deny their armour as well as their FNP)

Dedicated Transports

  • Mechanicum Land Raider: "Build Your Land Raider" construction kit. As dedicated transport. Starting from 195 points you can make any and all type of pre- and post-heresy LR's, except Terminus Ultra, Ares, or Achilles, and even some homebrew beast that does not exist on any sacred blueprints (disregard the fact, that this is techno-heresy) - like mixing melta-immunity with heavy flamers all around to burn shit and doesn't afraid of anything (cause railguns won't be invented for a few millennia) Also flare shields. Because you can.
    • Interestingly one of the best options might be too just give it a hull mounted Lascannon. This creates a 205pts anti-tank vehicle that is incredibly tough. doesn't take up a force organisation slot because its Caleb Decima's dedicated transport and he is your only HQ model with that option.
    • Gravitron cannons are also an option for an anti-armour Land Raider, as they possess haywire. Also semi-useful against Tau Firewarror lines (as the gravitron cannon is AP4.)
    • Twin-linked multi-meltas are probably a non-option in that they possess short range and are relatively cheap (albiet without Twin-linkage) on Thallax Cohorts.
    • Dual Flamestorm cannons with Aromatic Ceramite is a fantastic option for pushing shit out of cover, especially with its AP3 (so its a godsend in 30K).
    • The Explorator Augary Web is an option limited to this vehicle and the Proteus. Its incredibly interesting for its ability to either to reduce enemy reserve rolls by one (invariably screwing with anyone who uses aircraft in abundance, so Necrons in particular) or let you re-roll your own reserves (failed or successful!). Only one Augary web per side may be active at any one time, and with this upgrade costing 50pts you will almost certainly only have one of these. It reduces capacity to 8 models which will somewhat hamper the scout rule it gained from this. Overall its a very useful option that should be strongly considered.

Lords of War

  • Imperial Avenger Strike Fighter
  • Warhound Scout Titan: Do you remember this is 30K, where Imperium tech was not a tale of slow degradation? Well, pre-heresy Warhound comes with one extra void shield and night vision for the same price as post-heresy one. Even though 6-th edition nerfed D-strength a lot (no more +1 on damage chart), pair of DB TLD's is still a go-to load-out, but due to all-marine environment choosing megabolter or inferno cannon actually start to make some sense, especially with huge blobs of said marines.
  • Reaver Battle Titan: Bigger, tougher, meaner and slower titan. As with Warhound, destroyer blast spam is still preferable weapon loadout, but nothing wrong with choosing gatling blaster or melta cannon. Vortex missile for carapace weapon is an interesting choice, capable of one-shoting any other lord of war with removing D3 SP from super-heavies or just instakilling any other model (yes, even primarch) with no saves of any kind allowed, but it is one use only, so use it wisely.

Legio Cybernetica Unit Analysis

Legio Cybernetica Warlord Traits

The Legio Cybernetica have their own unique Warlord table.

  • 1 - Master of Mechanism - Select one MC unit OR vehicle squadron with at least one AV12 or more side in the same detachment. This unit/squadron gets It Will Not Die.
  • 2 - Perfected Targeting - In the Shooting phase, select a Heavy weapon within 6" of the Warlord. The weapon counts as twin-linked for the turn. This can be done every turn.
  • 3 - Predictive Augury - The Warlord and the unit he is joined to hit on 5 and 6 for Overwatch.
  • 4 - The Death of Flesh - All units in the detachment have Preferred Enemy (Infantry - All Types) while within 3" of an objective.
  • 5 - Dread Rites - The Warlord and the unit he is joined cause Fear and are immune to it. They also receive the Adamantium Will special rule.
  • 6 - Battlefield Analysis - After deployment but before the game begins, can select a piece of terrain in the opponent's deployment zone and reduce its cover save by -1.

HQ

  • Magos Dominus" What the average neckbeard has become by the 30th millennium. Comes with a cortex controller, laspistol and power weapon base; they're essential if you want to be actually able to control your robots. Can be upgraded to an Archmagos for a better statline and Relentless (probably a good idea, since several of the cooler weapons they can take are heavy or salvo). As well as pistol weapons to replace the laspistol, you can take things like Irrad-Cleansers, Conversion Beamers and Photon Thrusters on top of it (letting you keep the extra attack it grants). Non-weapon upgrades that may come in useful include the Abeyant for an extra wound, It Will Not Die, Move Through Cover and Hardened Armour; the Machinator Array, an old-style Servo-Harness that grants two extra Power Axe (rather than Power Fist) attacks and has an Inferno Pistol rather than a plasma pistol; the Mechanicum Protectiva, which as well as being a shout-out to the old Iron Hands Iron Father grants a 4++ save, which can be improved to a 3++ with the Cyber-Familiar (which also lets you re-roll one characteristic test per player turn). They can get expensive quickly, even though a baseline Magos is only 65 points, but you can quickly make them into rock-hard beatsticks that will wreck face in both shooting and close combat. Can use Cybertheurgy powers (Ld 9, 10 for the Archmagos Dominus).
    • They can also be used as a Magos Reductor, for taking with the Ordo Reductor list (as a HQ in place of Decima), who loses the Cybertheurgy powers, but gains a variety of other rules including rad grenades.

Elites

  • Enginseer Auxillia" 1 Enginseer + 4 Servo-automata for 65 points. Behaves similarly to the IG Enginseer, except you can add 1 extra Enginseer and give the Servo-automata (5 pts each) servo-harnesses (+5 pts each) to improve the repair roll of the unit. Can be used as source of Grav guns but without relentless they will suffer. Its best usage is almost certainly as a source of Nuncio-vox for your Thallax and Thanatar. Though they Cortex controllers at +15pts, it is probably better just getting a 2nd Magos and upgrading it to be tougher (and in the process, far deadlier) if your going to get that many Castellax units.
  • Mymirdon Secutors: Sturdy SOBs. T5 W2 3+/5++, 120 points for 2 Secutors + 1 Lord without the weapons. Can add 7 Secutors (+35 pts each) and must equip two weapons on each (ranges from +10 pts to +20 each, doubles don't twin-link). Can fire the two weapons in a single phase at the same target, Relentless but cannot run or make a sweeping advance. Annoyingly not that great an option as they cost so many damn points: At cheapest a squad will cost 180 which will give them either a combination of 2 Maxim bolters, 2 Volkite chargers or 50/50. You may notice both are assault weapons and the squad as standard comes with a Power axe, so one could potentially use them as a sort of heavy assault trooper; a job that is immensely better performed by the Castellax automata. At an average cost of 75 per model for 2X Phased-plasma fusils you can get an extremely unpleasant marine killer! Unfortunately this is its only especially useful set-up. The only reason this anon has immediately said "there isn't much these guys do that the Thallax do better" is because the Thallax can only take a special weapon as one in every 3... but with all the goodies the Thallax get this isn't that bum a deal, that and they get the Irrad cleanser and PPF at half price.

Troops

  • Tech-Thrall Adsecularis: The cheapest unit available in 30k, heck even in 40k its only outdone by Ork grots by a decimal point! (35pts for 10!) However in many ways it shows. The unit has a measly T3, BS2, WS3, LD7 with a 5+ save. However it also has FNP, S4 and Las-locks; 18" S4 AP6 Assault 1. These would be an excellent horde unit but their squad is fixed to 10. They may exchange their Las-locks for shotguns (free) or Heavy chain blades (20pts for the whole squad). They can also take frag grenades (5pts) and "Rites of Pure thought" - this grants them fearless, but removes overwatch and sweeping advance.
    • This unit is excellent for camping an objective near your deployment zone or an aegis defense line (or similar thing.) due to its extremely low points cost. Don't expect them to hold that point very well if they are attacked; they're only slightly less vulnerable to bolter fire than guardsmen (FNP). Firing back will actually be similarly effective due to BS2 as the 5+ has moved from the "wounding" phase and to the "to hit" phase and vice-versa.].
    • Giving them Heavy Chainblades is a reasonable choice in someways. In melee against LSM these units will most likely be hitting for 4+, and then wounding on a 2+ for a pretty low points cost. Additionally granting them fearless would be a great choice if the Thralls could be taken in squads of 20, but they cannot, thus these units are very poor for tarpitting via numbers.
    • However there low cost combined with their high-damage potential makes them very useful as a sort of "chaff"; have them accompany important units like Castellax or Myrmidons (not Thallax; they move to quickly) and throw them at incoming squads; the Thralls are very likely to hurt them if they enter combat, but they will not stay for long.
    • Remember the upgrade for Heavy chainblades replaces the Las-lock. The above "tactic" can be done with Las-locks as they're an assault weapon.
    • These units -do not- count towards your compulsory choices. So you cannot use these to have more points for elites, but the Mechanicum troops being so great this probably wasn't being considered. However they will take up the other 4, so use them carefully.
      • Now would be a good time to point out, upgrading Thallax with augments causes them to either become fast-attack or heavy support. Thus freeing slots for these loonies but denying them the ability to take objectives.
    • In an army like the Legio-Cybernetica this is a very needed role as your other choices are very expensive; much to expensive to be holding objectives in your deployment zone or manning Aegis lines.
    • Against guardsmen, they may actually lose!
      • Lasguns have longer range, by a whole 6".
      • Lasguns have rapidfire, and can be assisted with rankfiring.
      • Guardsmen have better WS and BS (gee that's not something you hear often.)
      • Access to special weapons.
      • Can be taken in vastly higher numbers due to platoons.
      • Can be taken with better armour saves and shit-tonnes of special weapons due to Veterans.
      • However the higher strength value and FNP of the Thrall could see them come out on top; possibly even instant-deathing characters. Of course this depends on them reaching past the imperial guard gunlines... which is highly unlikely.
  • In summary, the purpose of this unit could be considered to either be sitting on their ass doing nothing but skyfiring aircraft or holding objectives in your territory. Or being used as limited-cannon fodder; you will likely have at least 2 of these, but never more than 3!
  • If you want pure numbers of bodies take IG allies; Imperial Army will most likely also fulfill this role just as well.
  • Legio Cybernetica Castellax Class Battle-Automata: Monstrous Creature with WS3, BS4, S6, T7, W4, I3, A2, Ld7, 3+/5++ against shooting/6++ CC. Each of these monsters costs 85 and a squad can include up to 5 of them. Due to Cybernetic Resilience, successful Poisoned and Fleshbane wounds must be re-rolled but Haywire attacks deals a wound on a 6 (but can take saves as normal against Haywire wounds). They also get Rage, amongst their many extra rules. In addition to their built in bolters, they come standard with bolt cannons -- 3 shots of S6 Ap3 pinning hatred. Standard attacks melee attacks possess concussive due to shock-chargers.
    • They may also take dual powerblades. At first AP2 rending in melee seems fantastic, but then you remember that this is a monstrous creature; thus it already has AP2 by default via smash. And with S6 its quite likely to be wounding most targets reliably anyway. The main point of this upgrade (which would explain why its relatively cheap) is to give a potential extra D3 of damage to an enemy. But then once again you remember this is a monstrous creature which on the charge will be likely to through out 2 STR smash-attacks with rerolls... in 5 Automata squads. They do grant an additional +1 attack to your unit; 5 attacks on the charge! Hurrah! This is because these are -two- melee weapons, where as shock-chargers are technically a single weapon.(Not anymore, Forgeworld recently clarified on their Facebook page that there's no additional attack because Castellax are supposed to be armed with two shock chargers already. small clarification buff for the naked automata)(... aaaand since there's no more Forgeworld Facebook we need clarification of this rule, otherwise rules lawyering means they count as a single weapon). It's an upgrade to be considered, but probably should only be taken if you have spare points left over for some reason.
    • Multi-meltas are another AT option replacing the Mauler bolt-gun for no points cost. You're probably better off shoving this onto the Thallax cohorts who are way more likely to be looking at the victims backside... that and these are monstrous creatures so "smash".
    • Darkfire cannon is a strong choice, with its S7, AP2, heavy 2 and 60" range. It also forces units to take blind tests which could really tip the balance of power when it comes to assault them (remember; monstrous creature, you have relentless). Ignore the lance factor as you're still glancing on 5's.
    • Siege wreckers essentially allow your unit to make 4 S10 attacks against enemies instead of 2. However they will omit themselves from the reroll of armour pen. Think carefully before taking this as it is an expensive +20 pts. It also removes a single bolter, if you care.
    • Enhanced targeting arrays increase this units BS5 and reduces enemy cover saves by 1. The Castellax maniple does have some very strong shooting options but the main point of it is to assault enemy units in melee. Its not a bad option but as this is a 15pts per unit upgrade, it's not the optimal choice.
    • Infra-vision grants these units night-fighting, but also makes them far more vulnerable to blind (they take the test at I1). Its a cheap upgrade (5pts each) but a risky one depending on who you're fighting.
    • Another thing. Take the frag grenades. Now its an MC with assault grenades.
    • Paragon of Metal - Oh boy. This allows a single Automata to be no longer subject to programmed behaviour and gain "It will not die" and rampage, this absolutely incredible and can turn the machine into a one-unit wrecking machine. Giving this unit Siegewrecker and Darkfire cannon. Siege wrecker ensure you will get the most out of your bravado of charging this into melee, the Darkfire cannon allows for good long range shoot, and can be used to blind enemies you charge. This is probably better on a Thanatar, but it's far from bad.
      • The problem with this means is that Cyberthautergy becomes incredibly risky, though more potent; any failure results in Malifica.
      • About the one man wrecking machine; it is literally a one man wrecking machine as it can no longer be fielded in squads; beware of overwatch from large units, especially those with S7+ weapon; assaulting lucky squads of Plasma veterans with Autocannons could prove fatal.
    • Note that unlike Taghmata equivalents these have 4" coherency.
  • Mechanicum Thallax Cohort: Shock Troops sometimes gifted by the Ordo Reductor to the Legio Cybernetica, Thallax are Ogryn sized Jet Troops. You can only have a special weapon for every 3 thallax, so keep the units in multiples of 3. Their standard lightning gun (18" S7 AP5, heavy 1, shred, rending) is best used at short range against light vehicles, so a good option is a simple multi-melta and destructor augments. The photon thruster is really the best weapon option - sadly you have to take 2 expensive ablative Thallax for each one. Overall pretty damn good but start to cost a lot of points quickly. This isn't a fantastic way of picking up a tonne of high strength weaponry; Legion heavy support is far cheaper, and carries more vanilla weaponry for this purpose. However Legion Heavy support doesn't have Relentless and meltabombs.
    • Phased-Plasma Fusils are an interesting weapon choice, though listed as Salvo 2/3 it needs to be remembered that Thallax possess relentless, thus turning this into a Assault 3, 24" S6 AP3, which is amazing against marines. Of course you may be wondering if this subverts the point of using the Thallax cohort as tank hunters and you would be right it does. However if you're running an all Ordo-Reductor these weapons are extremely potent as they provide a cheap way of taking out chunks of marines without taking out chunks of your self. This weapons usage is a bit a diminished considering the Mauler bolt cannon mounted on the the Castellax, however this a far more mobile package.
    • Irrad-cleansers are also a very interesting weapon; 2+ Fleshbane (not poison!) template pretty much guarantees a large portion of the target will get wounded, at AP5 however it could vary widely as to how effective it is afterwards; Ork, Nids, IG and even Nurgle demons blobs; not a problem. Khorne Berserkers and Space Wolves; better use that 2D6. Tau with their 4+? You're S/T5, A2 striking at the same initiative, you can charge them and crush them like the blue berries they are.
    • Photon-Thrusters are expensive (25pts), but they provide 48" S6 AP2 blind at Heavy 2 (as well as Lance but at S6 who cares). Now; what jumps around the field like a pony, has T6, a 2+ save, and a low initiative? Riptides! Of course, in 30K, the race of Tau wasn't even known and you shouldn't be planning around fighting 40k armies. In 30k its a brutal solution to chipping Terminator blobs and forcing the squishier of the Primarchs to take lots of invulnerable saves (Lorgar, Fulgrim and Conrad Curze are all examples). In this regard it could be considered a "safe solution" (it is gets hot)to taking on the above threats and anything short of those. Of course at 25 pts cheaper solutions are present; if you have a big enough pair of balls using a mob of 9 Thallax cohorts at 18" and throwing yourself to lady luck for your jetpack roll could work very well.
    • Multi-lasers are also an option, unless you really want to throw some really cheap S6 hits at 36" (5pts) don't bother... it is really cheap though.
    • The other augments are also neat, though if you're taking this as an allied choice they are really diminished.
      • Icarian: Would be good if all your weapons weren't in the category of being short ranged or too low in strength to reliably at least glance AV12 (Most fliers tend to be around 10-12). It also requires the unit be stationary that entire turn; which is the problem with all the short ranged weapons or under powered to be reliable. This is where you would want the multi-laser to come into play (heavy 3, S6) but you can only take it once for every 3 models.
        • This causes the unit to become a heavy support choice rather than troops.
      • Ferrox: Rage is nice adding 2 attacks on the charge, so is rending. In a legion list you already have quite a lot of pretty good melee units, many with power weapons and a pretty good strength value. This particular anon is still wondering if its worth also taking heavy chain blades with this upgrade; it would allow you to instant death a huge blob of T3 units and give you the opportunity to score quite a a lot wounds on units with T5-6, which previously would of been difficult... but you already have rending so this upgrade could be somewhat irrelevant in that respect, as a roll of 6 with S5 is as a effect as a S7 now that you have rending.
        • This makes the unit become a fast-attack choice rather than troops.
    • It's somewhat shocking too see that Djinn-sight has been overlooked completely. Djinn-sight prevents units from being infiltrated within 24" of a Thallax model (so you could really abuse some cohesion if you wished.). But most importantly is there ability to reduce cover saves by 2! This combined with their access to pretty high strength weaponry means they can take on horrors such as Nob bikers at range! Go to ground in open terrain is ignored completely as that provides a 6+ save.

Fast Attack

  • Crusade Fleet Support Wing: Coming soon.

Heavy Support

  • Myrmidon Destructors - Similar to Myrmidon Secutors, but have Preferred Enemy (Everything!) and can only pick 1 weapon: Volkite Culverin, Photon Thruster Cannon, Irradiation Engine, Conversion Beamer. Also their models are freaking awesome. Be sure to read that carefully. They are BS5 with preferred enemy: everything and that's better then twin linked. Give them all volkites, and watch Orks and guard cry all day long (also the cheapest option!)

Allies

Battle Brothers

  • Sons of Horus Troop Reavers make excellent scoring units (you took Malgohurst, right?). Just keep them backed up with Castellax and Thallax.
  • Iron Hands They don't really offer us much we don't already have. They do, however, soak up bullets very well, so consider them for forward objective capture.
  • Salamanders Resolutely meh for us. Iron Hands and Iron Warriors capture better.
  • Iron Warriors Tough fuckers who don't mind getting shot. Consider a few drop-pod fulls for capturing forward objectives. Or use them as heavy support whilst using thallax and castellax for clearing up dug enemies. Altogether the best legion alongside mechanicum
  • Raven Guard With their ability to infiltrate infantry, they can sneak a vox anywhere on the field to guide in deep striking thallax/usurax. Consider if that's your play style, otherwise they don't bring us much we don't already have.
  • Knights What's better than two knights palling it it up with your dudes? MORE KNIGHTS! Think this one through though, since we can already take them as lords of war.

Fellow Warriors

  • Alpha Legion 20 strong Tac Squads that infiltrate on point? Yes please! This said, unless you're looking to take some armor as well, Raven Guard does it better, since they can call in deep strikers. Really it all comes down to how badly you want to field that Sicaran/have a Dreadnought Talon broing it up with your Castellax.
  • Emperors Children
  • Night Lords
  • Death Guard
  • World Eaters
  • Word Bearers
  • Generic/Other
  • Custodes
  • Sisters
  • Imperial Army May act as objective-bench warmers; possibly bring ordnance onto the field?
    • Though with the increased squad size of Tech-thralls, this may not be such an issue now.
      • Solar Auxilia If you're taking these, you'll probably drop Tech-Thralls immiedatly; 100pts (Lasrifle section) for 20 man squad, Heavy2 36", overwatching on BS2, likely to get WS4 and 4+ save is pretty good in anyone's books. Though it has LD8/7, being able to always regroup is pleasant. Alternatively Veletaris offers you some pretty nice potent short range fire power, but any variation of Mechanicum is hardly lacking in that. What you want from an allied choice is most likely cheaper barrage/template options than the Thanatar. The Rapier battery can see this pretty well, with the Quad mortar option filling this best: 60pts for small template spamming with pinning, uniquely possessing a shorter ranged direct fire option which rerolls armour penetration. This takes an elite slot, but you would not be missing anything else in this, probably. The Artillery battery, though durable, is pricey compared to Vanilla guardsmen options (presuming Imperial-Army vanilla will use Chimera based Artillery).
      • Alternatively you may consider the Malcador. Yes a Superheavy as a heavy support option, and a fast super-heavy at that! It costs 5 points less than the Thanatar, you get 13/13/12 HP6 and 3 autocannons (Multi-laster and Hv.Flamer is free) alongside a Leman-Russ cannon, so you could leave it at that. If you feel like dropping 30 points you could get a Demolisher cannon and a Battlecannon firing at the same time (though, you would have to convert either Lascannons to a battlecannon or a hull gun to a demolisher if you're not performing a complete scratch build). If you wanted to fork out 10 more points you could the drop the fast property and ram your self up to front 14, you could then ram Flare shield and Armoured Ceramite, totaling up to 320 pts for vehicle that will take ALOT of shit forward facing and at 6 Hull points you'll be taking that for a while.
  • Knights

Tactical Discussion

Between the current 3 Mechanicus list, the main question is why you would pick on over the others. This mostly applies to Taghmata and Legio-Cybernetica.

  • Taghmata advantages lie within the immense power and variety that can be possessed by a Magos Prime, Transports are available (Dedicated for Destructors, Secutors, Enginseer Auxilia and Thallax), in the form of the Triaros, though the Land Raider is an option, Tech-priests (for free) take an Arcana which immediately makes them far more cost effective than those found within the Legio-Cybernetica and Solar Auxilia (though they have more weapon options), Ursarax and finally immensely more potent Tech-thralls. Legio-Cybernetica possess Archmagos which allow for more reliable Cybertheurgy and making it hardier, Castellax can be used to fulfill minimum troop requirements, all Automata may use 4" Coherency (Ferrox Thallax pale in comparison to Ursarax for melee).
  • Though the Cybernetica advantages are few, they are weighty; Magos are Characters, thus making them T6 is incredibly important, to make them immune to S10 instant death, or even Krak/Plasma/Lascannon-sniping if you don't upgrade them at all! Though Cybertheurgy isn't necessary, you may find that Celerity (ideal when VS Paragon blade wielding characters and other Automata)) is very useful and Rite of Immolation on Castellax is hilariously effective against marine blobs. 4" Coherency is quite nice too as you will almost certainly attract the ire of Artillery.
    • However you a number of distinct disadvantages; objective camping either requires you have a Cortex-Controlled unit nearby Automata, you use very expensive Thallax for the job (which will either do the job brilliantly or poorly, depending on equipment), 10-man Tech thralls are more akin to objective baby-sitting than camping, and at 18" not lending much to the fight (but at 35 points you'll be more concerned it consumed a troop slot). The Mechanicus are substantially more diverse in this respect as Tech-thralls after a bit of point-dumping are very potent campers and tarpits and if you have a Makrotec Enginseer Auxilia are a worthy consideration with the correct equipment.
  • The advantage of being able to take Transports is difficult to overstate; dumping a unit of Secutors, Desctructors or assault orientated Tech-priests can yield results, and can actually be used as a "Peekaboo" for Thallax, if you roll at least 5-7 on thrust during assault phase (this is in order to move to rear of the vehicles - this is the best thing to do as the front armour of the vehicle is effectively AV15/16 with Flare shield. The Magos prime and Enginseer can be reviewed under their entry.

As Allies: Real talk. Legion troops cost a lot. Tactical Squad? 10 bolter marines for 150 points. Buy them a rhino or max them with an apothecary? 200-350 for 1 troop choice with only bolters. When you start looking at non-compulsory options like terminators or tactical support squads they break the bank even worse.

Enter Mechanicum (from book 2). The best way of getting cheap fearless troops into a legion army:

  • 1: Cheap scoring units –The cheapest ally option. A naked Magos Dominus and two units of fearless Tech-Thralls runs around 165 points. That’s two fearless objective campers and a guy who can repair tanks. Now with Taghmata, even cheaper and more blobby!
  • 2: Troop Deathstar –A Magos Dominus, some upgrades, and two scoring Castellax runs around 275 points. That’s ten majority toughness 7 wounds. If you take lance weapons, you have up to 6 48-60” S7, AP2, heavy 2 lance shots (which you can fire TWICE if you don’t roll like a 13 year old with a superiority complex on xbox live). Make them melee oriented and you have an all-around MC hunter or tarpit unit. Or just march it alongside your tactical blob- blow up tanks with your lances and then fury of the legion the assholes inside. If it’s still alive, charge in your MCs.
  • 3: Skimmer + Objective Hunter – Thallax Cohorts are fast and their best feature is reducing cover saves by 2 points. 200 gets you a cohort and a Magos Dominus kitted into a support role. Use the Thallax to uproot objective campers in cover or hunt all those pesky jetbikes, skimmers, and light vehicles. Jink saves against the 2 S7 AP5 and 3 S6 AP3 shots? Bitch please.


Here's something to try: Make a Myrmidon Destructor squadron, four-strong. Pack two with Conversion Beamers and two with Irradiation Engines. Have them joined by the ArchMagos, pray you get the "Free Twin-Linked for a unit within 6"" trait, park in a tower and snipe to your Geary's(ref?) content. Everything comes at you gets cancer, everything that stays away gets Beamed. Be sure to reinforce with Castellax to toss head first at the enemy lines to give them something to keep shooting at.

As for Mechanicum allies; Ally LC with Taghmata, or vice versa. This is primarily to get the Archmagos for the Castellaxs and the Magos-Prime for the Thralls and the IC.