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    Adeptus Mechanicus Codex Pdf

    Documents Similar To Adeptus Mechanicus - Skitarii- trekouthemsogold.tk Codex Cult Mechanicus. Uploaded by. kekoch. No Quarter Uploaded by. Andrew Provencher. Nom original: trekouthemsogold.tk Titre: Codex - Cult Mechanicus Auteur: Games Workshop Ltd. Ce document au format. 1. EPIC UK PRESENTS. CODEX: ADEPTUS. MECHANICUS. SKITARII. An unofficial codex for use with Games Workshop's. Epic Armageddon rule set. Version.

    A typical Battle Congregation consists of servitors, priests and robots from a forge world, united in their desire to see the enemies of the Machine God destroyed. The forces available to a Tech-Priest Dominus are a reflection of his status in the labyrinthine hierarchy of the Cult Mechanicus. The example below is just one of a thousand iterations. So vaunted is Mars that across the stars a hundred worlds have been terraformed and settled in exactly the same manner. Such planets are not pleasing to the eye, for the Adeptus Mechanicus has always prized efficiency and function over ephemeral concepts such as aesthetics or morality. Like all cast in its image, its surface is covered with massive forge complexes, sprawling refineries, towering monuments to the glory of the machine and weapons shops that scrape the skies. The Disciples of the Machine God and their allies are the only inhabitants of the Red Planet, for they will not tolerate any other organisation settling there for long. Aside from the legendary wars of the Horus Heresy, where the touch of Chaos permeated a full half of the Titan Legions and swept through the orders of the Tech-Priests, there have been no recorded conflicts on Mars that were not due to schisms and civil wars in their own ranks. The massive orbital constructions that turn above the Martian equator are known collectively as the Ring of Iron. The gun-studded moon of Phobos is incorporated into the corona of surveying stations, defence networks, space fortresses and mining systems that constantly orbit the Red Planet. Every day, craft from all over the Imperium visit the Ring to trade with or learn from the Cult Mechanicus, each soon lost in the largest man-made structure in the galaxy. Their genius was displayed anew when the planet was invaded by a splinter fleet of Hive Fleet Leviathan. By tracking the motions of their servant clades and controlling their activities via electromagnetic data-tethers, they waged their war without risking direct harm. Such is the wonder of the Cant Mechanicus that their battle plans were enacted to the letter.

    Litany of the Electromancer: It will help you hand out Mortal Wounds, but all things considered, this is one of the least useful Canticles. You get a 1 in 6 chance for each unit that's in melee with you to suffer 1d3 mortal wounds. Most useful against tough to budge MSU units such as Marine Combat Squads and IG Infantry Squads if you can engage enough units because lots of units to hit and units that are expensive per wound like deathcult, aspect warriors, terminators, and lychguard because every wound hurts.

    Extra effective if it's both, namely characters and elite min squads. The effect is resolved as soon as its chosen and does not apply again during the rest of the round. Its wording may suggest it apply as soon as a unit enters the 1" range during the round, but being w40k a FIFO First In First Out and 'read as it is' game, the rule has to be applied as it's written, without supposing its behavior. Chant of the Remorseless Fist: Re-roll 1s in the fight phase.

    Games Workshop. Codex: Codex Adeptus Mechanicus

    It's decent, and the only buff to WS that AdMech can get. Use it the turn when your Electro-Priests, Sicarians, and Dragoons make it into combat.

    It is especially beneficial to the latter two due to their taser weapons. Combine with the Conqueror Doctrina Imperative to more than double damage output on a large alpha strike unit.

    Rangers go from wounding Guardsmen Shroudpsalm: Army-wide cover, one of the best canticles. Pick it at the start of Battle Round 1, and then try to roll for it every phase afterwards with Cawl's ability. The 'Prepared Positions' 2CP stratagem also gives you army-wide cover at the "start of the battle round before the first turn" if you go second W40k April update p.

    So, kind of at the same time than Shroudpsalm, meaning you could use it to save CP. After two turns of army-wide cover, your army's bound to be all in actual cover at their destination points. Or in contact with the enemy, where you'll go Machine Might on them.

    The best thing is that you can save it for when your taser bois make contact with the enemy. Benediction of the Omnissiah: One of the best ones, even if it is a bit reduntant. It allows you to re-roll 1s in the shooting phase. While Domini already give this to you and Cawl even better , it still helps your far away units, like Ballistarii, deepstrikers or people in the new transports, so it is useful.

    Kataphrons are so big that they may not fit all units under the Dominus' aura alongside Kastelans and Dunestriders, so there's that too. Warlord Traits[ edit ] Monitor Malevolus: Once per battle, you can re-roll a single hit roll, wound roll, or damage roll made for your warlord.

    In addition, if your army is battle-forged, roll a d6 each time you or your opponent uses a stratagem. On a 6, you gain a command point, though it's been capped at a single CP regained per battle round. The free reroll is still worth a CP on its own, though. Magos Biologis: You can re-roll failed wound rolls when attacking enemy infantry, beast, or monster units with your warlord.

    Adeptus Mechanicus - Skitarii- 7ª.pdf

    Good for a Dominus with relics that meets the enemy instead of being support. For dedicated melee, the Primer Hermeticon might serve you better. Mechadominator: Your opponent must subtract 1 from hit rolls they make for any of their vehicles that target your warlord. A You have Onagers with Neutron Lasers, why are enemy vehicles still alive? B Vehicles aren't Snipers, nor should your Magos be duking it out against a Dreadnought.

    Necromechanic: Each time your warlord uses an ability to repair a friendly model, that model regains 1 additional wound. Doubles your Knight-repair rate, which normally heal only 1 wound instead of the usual D3. Can be combined with the 'Autocaduceus of Arkhan Land' relic if you cannot afford to lose that Onager.

    Chorister Technis: Whilst on the battlefield, you can re-roll one die whenever you randomly select which canticle you use. Notably, if the warlord is from Mars, he can only re-roll the first result. And if he isn't, the FAQ states he's only rolling a single dice anyway, the Martian double-dogma being rolled for separately from non-Martian detachments.

    Prime Hermeticon: Infantry units within 6" can re-roll failed hit rolls in the fight phase. This is the only way you can get anything useful out of Breachers in close combat.

    If you're using only Skitarii for melee, the Omniscient Mask could help you better. Also known as "a free VP". Score a VP if you control the objective corresponding to the number you roll, which is improved to d3 VP if your Warlord is controlling it. You can change the Canticle to another either by picking or rolling. You can't pick one you used before unless you stack it with the stratagem below , but you can benefit from the Mars Dogma.

    Divine Chorus 2 CP : Use once per battle, at any time you would determine a Canticle; lets you choose the Canticle, even if it's already been used this game. They can fight a second time this turn. Makes supercharged Plasma Culverins safe. Binharic Overide 1 CP : Use at the end of any phase to change the Kastelan battle protocols on one of your units. However, they are stuck in the new mode for the rest of the game. Obviously, this also means you can't use this on a given Kastelan unit twice in a single game.

    If your Fist Kastellans have already reached melee but their Datasmith was killed before changing to Conqueror Protocols, this will let them avenge him. Archaeotech Specialist CP : This is the stratagem that lets you take extra relics. Dataspike 1 CP : Use after fighting with a character. Resolve one additional attack against an enemy vehicle within 1".

    If you hit, the vehicle takes 1d3 mortal wounds. Your Dominus or Datasmith can injure a Dreadnought equivalent DEQ but not really finish one since they can't withstand the punch back. Belisarius can use this and his arq scourge to take out a DEQ, but overall merely fluffy.

    Save this one for your Dragoons and your Infiltrators. Their taser weapons will thank you. Tech-adept 1 CP : You can use this stratagem to allow a character to make two repair rolls a turn, even on the friendly model. The exact wording of the stratagem says "The character can immediately attempt to use that ability again, and can even use it to repair the same model", so you can double heal the same model by RAW.

    A vehicle can use the top row on its damage chart until the end of the turn. Onagers and Knights are the only thing in codex with damage charts. Useful on the Knight since it will get shot at before your infantry even get close to the enemy, but you have enough tech-priests to keep Onagerson the top-chart. Rage of the Machines 1 CP : Use during shooting.

    One vehicle model, regardless of models in unit clarified in the April FAQ , can ignore the penalty for moving and shooting a Heavy weapon, and advancing and shooting an assault or cognis weapon. Roll two dice and add the result together when determining how far they can advance. Select an infantry unit from your army within 3" of an objective marker. Until the start of your next turn, you can add 1 to all saving throws made for that unit and increase the attacks characteristics of all models by 1.

    Unless you are going up against Khorne Berzerkers they are gonna be stikcing around even if they are charged by Berzerkers they'll kill 5 of them with reflect mortal wounds Infoslave Skull 2 CP : Use after an enemy unit arrives on the battlefield as reinforcements within 12" of one of your infantry units. You can immediately shoot at the enemy as if it were the shooting phase, but you must subtract 1 from all the resulting hit rolls.

    Coteaz called, he wants his shtick back. Machine Spirit's Revenge 1 CP : Select a vehicle that's lost its last wound; it explodes with no need to roll for it. Apparently, the Mechanicus has no problem stealing a page from the Death Guard playbook as well. A farewell "Fuck you" from your fallen Dragoon. You're charging those things into combat after deepstriking anyways, either to soak overwatch for its assaulty passengers, or to punk an enemy vehicle or monster.

    In most cases if you aren't playing with your head up your ass the drill should bite the dust with enemies near it. Questor Mechanicus-specific[ edit ] Knight of the Cog 1 CP : Use at the start of any battle round before determining which Canticle of the Omnissiah will be in effect. That unit gains the Canticles of the Omnissiah special rule until the end of the next turn.

    Clarified as per April FAQ to allow the target unit to gain the benefit of the canticle even if no other unit in that units detachment has the Canticles of The Omnissiah rule. Indirectly allows you to play more aggressively with your Knight. Melee Weapons[ edit ] Arc weapons: Haywire as we knew it is dead. Instead it became 1d3 damage against vehicles Thus, think of them as regular weapons with a bit of extra chip damage against vehicles from time to time.

    A decent melee weapon for its price with nice Strength and AP. Now you only need to get those Fulgurites into melee. Hydraulic Claw: Essentially a power fist with less armour penetration. The weapon isn't bad, what is bad is the Breacher it is mounted on: what it gains in chance to wound it loses in chance to hit, and its meagre AP doesn't let it capitalise on the D3 damage which is the actual strength of power fists, not their strength.

    Barely better than the Arc Claw. Exclusive to the Manipulus. Power sword: Available to Infiltrators and Skitarii Alphas.

    Its better AP means it's of more use than an arc maul for an Alpha against marines and cheaper too Servo-arm: It's one power fist attack including -1 to hit with 1 worse AP but flat D3.

    For Enginseers and Servitors; so they're not going to be in melee on purpose, but at the very least it's free now. Electrostatic gauntlets: Not a taser weapon per se, but behaves exactly the same. Only Ryza rerolls wounds. Transonic Razor: The regular flavor. Fishes for mortal wounds and nothing more. Wounds marines easier, and can be combined with Machine Might to ravage guardsmen, but remember mortal wounds don't care about the target's toughness.

    Ranged Weapons[ edit ] Arc weapons : Gone are the days of reliably wrecking Land Raiders from across the table. However, Arc weapons can reliably attack infantry and are actually quite cheap for their stats. S6 AP-1 won't cut it against vehicles, so their 1d3 damage against them should be seen as a novelty extra chip damage instead of a dedicated anti-tank rule.

    That's something Bolt Rifles do, and with Bolt Discipline they actually do it better. If you rely on chip damage, then it's not anti-tank. All in all a darn good pistol.

    Shares a 3 point cost with the Phosphor Blast pistol.

    Heavy Arc Rifle: 36" Heavy 2 Breacher signature gun. Behaving like an anti-infantry autocannon, its better AP-2 and base D1d3 make it able to deal with heavier, multiwound infantry like Primaris and even Crisis suits.

    Actually useful against light vehicles like Land Speeders and Sentinels, tearing out huge D1d6 chunks out of them. And now it costs only 6pts. Cognis heavy stubber : The old reliable. Available to the Onager as a supplementary weapon for self defense, or to pick off infantry while its main gun is busy elsewhere.

    Essentially a regular heavy stubber since Onagers only advance D3", but now it's a mere 2pts so it's almost an auto-include: it will more than make its points back whenever it kills a single model. Twin cognis autocannon: 20 points for 4 autocannon shots, which is cheaper than what other armies get except Guard while still allowing Ballistarii to sprint at full speed when needed.

    And cognis overwatch from a full unit of three is no joke. We've got two flavours, neither of which are the regular or Heavy flamer. Cognis Flamer: Picks the better of two d6 when rolling for attacks on overwatch. Considering it's actually better on overwatch than when shooting normally, and the Destroyer's primary weapon has much longer range, its main job is to be a deterrent.

    A damn good one. Works well on punchy Kastelans. Eradication weaponry: Reverse Conversion weaponry or Mechanicum Melta , hitting harder the closer they are. Useful against a variety of targets, positioning is paramount. Eradication beamer: Heavy D6 Str8 AP-2 D1d3 allows it to comfortably tackle Primaris, Crisis suits and even terminators from 13"", whilst still doing good antitank. This is its main range. At 12" and closer it gains AP-4 and D1d6, but halves its shots to D3.

    While respectable against vehicles, you don't want your Onager that close to the enemy, and the Neutron Laser is better antitank. Still, it's a cheap, cost effective and versatile weapon. So better make it your charge. Galvanic Rifle: The Galvanic Rifle got shafted.

    It's like Necrons and Primaris Marines stole all our Galvanic Rifles and left us with second-hand crap.

    Gamma Pistol: What Arc weapons wish they were. S6 AP-3 flat D2, rerolling failed wounds against vehicles. Datasmith exlusive. It's the most potent Troop weapon, only surpassed by supercharged plasma. Macrostubber: Essentially 5 shot bolt pistol.

    Good for the melee Dominus, since pistols can't be used with other weapons but can still shoot in combat. Better than a Volkite against hordes of light infantry.

    Icarus Array: Oh, boy. This is gold now. Especially since half its shots are 2D or better, so it hurts even heavy infantry. Research stations, pioneer ships and outposts settled far from the forge worlds are all likely to be manned by Explorators. Depending on who you ask, they are intrepid and resourceful adventurers that delve in the unexplored reaches of the galaxy, or else madmen intent on dabbling with that which is best left alone.

    Though such Tech-Priests have found many of the greatest prizes in the Quest for Knowledge, countless Explorators have met with grisly deaths upon the hostile frontiers of the Imperium. In the halls of the forge worlds it is even whispered that, on several occasions, their ill-conceived prying has unleashed cataclysmic horrors on Mankind. Such is their curiosity, they wage war against the alien races of the galaxy not to conquer, but to study.

    Their dangerous yearning for the war-tech of other races is often overlooked, for Stygies VIII provides a great deal of vital war materiel for the surrounding systems, and in these tempestuous times the Imperium cannot afford to lose it — even the High Lords of Terra have deemed its continued existence vital.

    Within its yawning reliquary-halls, battles between Deathwatch Kill Teams and radical Tech-Priests are still a disturbingly frequent occurrence. There are those amongst the Stygian priesthood who have taken their obsession with xenos war-tech to another level entirely, breaching the ancient webway portals of nearby Vulcanis III and taking entire war processions into the labyrinth dimension of the Eldar.

    They seek nothing less than to find the Black Library, plunder its boundless riches of knowledge and return triumphant to Stygies VIII — even if they have to cut their way through Eldar Harlequins, Chaos Space Marines and worse to achieve their goal.

    Clad in a body of gold, and wreathed in the firmament of the storm, the Lord of All Machines will stand in the midst of his people, and shall reign over all the dominion of Man. So great shall be the glory of his presence, that the sun shall hide his face in shame.

    However, since the Cult Mechanicus breached the strange portal atop Mount Laochan — and in doing so triggered a devastating invasion from migrating Donorian Fiends — the forge world has been subject to emergency relocation.

    It now resides in a geometrically perfect network of space stations that crests the planet like a glittering diadem. Though the Cult Mechanicus does not make it widely known, the Graian Crown is capable of independent flight. The last time Graia attempted this, it was assaulted by an invasion fleet of Necron aircraft that soared up from the Laochan Gate and teleported unliving warriors directly onto the surface of the Graian Crown.

    Only by sending massed Cohorts Cybernetica on magnetically-controlled space walks did the Graian Tech-Priests hold back the foe long enough to effect warp translation. Too obsessed with what can be created, they do not stop to consider whether it should be created in the first place.

    Warhammer 40,/Tactics/Adeptus Mechanicus(8E) - 1d4chan

    Grax descended, those days are long past. The greenskins made planetfall upon Ryza in the hundreds of billions. That number soars and dives with every hour, defying even the ability of the Magi Logis to quantify it.

    The Imperium has met the greenskin assault with over twenty Astra Militarum regiments fighting alongside Skitarii macroclades, Legio Cybernetica war cohorts, even Titan Legions, yet the Orks attack afresh with every new dawn. The TechPriests of Ryza have turned to more inventive measures: virus bombs rain down across the Obduras continent, laying low lesser greenskins by the million as hermetically sealed Kastelan Robot Maniples thump phosphor rounds into those Orks tough enough to survive.

    Above the polar metropolises, Ork fighter craft are harried by Onagers modified to crawl up the sheer hive walls. Salvation teams reclaim fallen god-machines, piecing them back together with ritual and supplicant incense even as Ork mekaniaks resurrect their Gargants with little more than welding torches and foul language.

    Upon Ryza it is not attrition that will carry the day, but invention — a quality the Adeptus Mechanicus considers all but heretical. Dominus Lycathrensis Bute pulled his cowl forward as the sky burned bright with the fires of engine war.

    In the strobing shadows of the basilica, a killclade of Sicarian Ruststalkers were slashing their way through a throng of orkoid warriors, but the mob of crude Ork dreadnoughts stamping across the plaza were as yet unengaged. Bute gave a binharic blurt of irritation as he turned to the Kataphron Destroyers at his back. He would very much like to conclude his duress experiments on orkoid flesh this day, but it seemed the Machine God had other work in mind.

    To his exasperation, the Kataphrons behind him still had yet to engage. The sole exceptions are the legions of the Cult Mechanicus that purposefully keep the planet bare so their work can continue in blessed sterility.

    By their toil does the forge world thrive, imposing order and logic upon the worlds nearby.

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    In M39 the Elucidan Schism saw hard-line Fulgurites shoot down a Corpuscarii congregation on a pilgrimage to Mars, claiming their wasteful ways would destroy the balance of the priesthood upon the Red Planet.

    The resultant civil war raged for several hundred years, and the planet has been a lodestone for militant Electro-Priests ever since. Swooping through the skies towards his maniple was a winged brute of a monster soaked in blood.

    Distracted, the Datasmith was nearly decapitated by a metres-long blade of slick black steel. Luckily he had recently set his Kastelans to Conqueror protocols, and the daemonic wielder was stamped into the dirt by a looming automaton.

    Aim for the eyes. Calculus Logi labour night and day to catalogue its history, though they disclose it not.