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Made in us
Cultist of Nurgle with Open Sores







Well, i have always wanted a admech or darkmech army, so i went ahead and chalked one up. It needs alot of playtesting to figure out which ones are too strong and which are too weak etc, etc. But also they both need transport vehicles, fast attack, and heavy options because i was just dredging up mud at the end. Without further ado, here it is (sorry, i geuss it doesnt show grids so i also attached it for easier reading.




HQ


Name Pts Ws Bs S T W I A LD Sv
Skitarii
Warlord 226 5 3 4 4 4 5 4 10 2+
Rules
Furious Charge
Feel no Pain
GEAR: Artificer Armor, Power Weapon and Storm Bolter.
Options
Skitarii Warlord May take an Honour guard of up to 5 models at 15pts each.





Name Pts Ws Bs S T W I A Ld Sv
Lord
Magos 100 2 4 3 3 2 5 1 10 3+
inv
Rules
Counter-Attack
Gear: Servo-Harness (meltagun), Axe of the Omnissiah, Personal void Shield
Options
Lord Magos may take an honour guard up to 5 models at 15pts each.
Lord Magos may take a Orbital Targeting Relay instead of a Servo Harness at +50pts
Lord Magos may take any wargear from the armory.
Special Rules::
Orbital Targeting Relay:: If the Lord Magos is equipped with the Orbital Targeting Relay (OTR) then all models with blast weapons may fire indirectly but take 3d6 scatter instead of 2d6.
Axe of the Omnissiah: The Axe of the Omnissiah is treated as a power weapon in close combat.


Elites


Name Pts Ws Bs S T W I A Ld Sv

Servitors - Warmachine Class
30pts/model
4 4 4 4 1 5 1 7 4+
Unit size: 5-10
Rules: Fearless, Slow but Steady
Gear: Boltguns
Options: Four units may take a Heavy Stubber or a Rocket Launcher at +10 points each.




Name Pts Ws Bs S T W I A Ld Sv

"troubleshooters" 200 3 6 3 5 2 4 1 7 4+
Unit Size: 5
rules:Infiltrate, Scout, Hit&Run
Gear: Ender Rifles, Tactical Stealth Armor
Options: Any unit can upgrade to a "rail rifle" at +5pts.
Special Rules:
Ender Rifles - Range (24) S(4) AP(4) Assault3
Rail-Rifles - Range (48) S(8) AP(2) Heavy1, Sniper, Gets HOT!




TROOPS



Name Pts Ws Bs S T W I A Ld Sv

Fire Support Squad 10p/m 2 3 3 3 1 2 1 7 5+
Unit Size: 10-20
Rules: Volley
Gear: Lasgun, Skitarii Carapace Armor
Sergeant: Grenade Launcher, Power-Weapon
Options: The Support troopers can upgrade their lasguns to hellguns at +5 points per model. One unit may be upgraded to a flamethrower at 10pts each, One unit may take a heavy stubber at +15 pts.
Special Rules: Volley: squad may take an extra shot but may not shoot next turn. (if squad fires single or rapid fire they can choose to "volley" and take another shot for each unit.)




Name Pts Ws Bs S T W I A Ld Sv

Skitarii Berserkers 12p/m 4 2 3 4 1 4 2 8 4+
Unit Size: 5 - 10
Rules: Stubborn
Gear: Warrior Battle Armor, CC weapons (2)
Options: You may upgrade up to 2 models to power weapons at +10pts per model.
Special Rules:none
Transport Pending


FAST ATTACK






HEAVY SUPPORT




 Filename Adeptus Mechanicus Skitarii mini-dex.rtf [Disk] Download
 Description Admech Darkmech list
 File size 33 Kbytes

This message was edited 5 times. Last update was at 2009/04/05 15:28:31


SM - 8060 pts
Chaos Deamons - 885 pts
Chaos Marines - 500pts 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Akron, Ohio

Well, first off, Initiative seems absurdly high on a lot of units. For example, your Skitaari General is going before the best of the Space Marines. For the Elites/Troops, are those unit sizes set in stone and the price listed is for the entire squad? I'm going to assume so for the rest of my critique.

Skitaari Warlord- This guy is far, far too cheap. With his statline, I'd be looking at maybe 225. I also think you flipped his WS and BS. Where are the Honor Guard, I don't see them anywhere.

Lord Magos- This guy is...akward. He has a crazy high BS with a Meltagun (is the Meltagun replacing the Plasma Pistol on the Servo-harness?). He has a weirdly high I for a shooty/support character. He has a funky, anti-vehicle power weapon. He has a pair of CC special abilities. I'd scrap all the melee stuff and make him into a dedicated support choice. I'd give him a variety of interesting weapons/wargear like your OTR and the Conversion Beamer. I'd have him keep his servo-harness and just have the wargear replace the Powerfist arms. That would limit him to two items.

Forge Master- Scrap this one and make the Binary thing a Magos wargear.

Servitor-Warmachines- These guys are severely undercosted. I'd bump the points up to around 30. I'd also drop the S and T to 3 and drop them to WS/BS 2. Then I'd add in a Magos Handler who would upgrade them to 3 BS/8 Ld. Drop the I to 2 or 3.

Troubleshooters- Way to over the top. Drop the BS down to 4. Drop them down to 1 wound. Give them +2 to any cover save they have (5+ in the open). Drop the WS and Init to 3. Drop A to 1, Ld to 9. Drop Hit and Run. Drop S and T to 3. Increase squad cost to 125.

Chaos Ascendants- Drop these for now. Maybe add them in when you have an Admech mini-dex and want to make a Dark one.

Fire Support Squad- Drop the sergeant, drop WS/BS to 2, drop Init, up S to 3, up I to 2, drop stealth, add Magos Handler. The Handler once again raises BS to 3 and Ld to 8. Basically, turn these into servitors with Lasguns.

Berserkers- Drop I to four, increase S to 4, increase Ld to 8. Cap at two Power Weapon. Increase cost to 120 for squad. Add some kind of transport option(little idea for Lord Magos gear- short range teleporter).

Forge Workers- I'd just drop them.

Cultist Bombers- See Chaos Ascendants.

Fast Attack Ideas- Land Speeder variants, Sentinel variants, maybe a form of flying Skitaarii.

Heavy Support Ideas- Servitors with big guns, Skitaarii with heavy armor, some form of heavy walker (like AV 13), some form of mobile repair center (gives servitor units within 3 inches FNP)


DR:90S+G++MB+I+Pw40k07++D++A++/eWD-R+++T(Ot)DM+
 
   
Made in us
Apprehensive Inquisitorial Apprentice




The Labyrinth

Comrade, it's late where I am, so I'm not going to give a full look over these right now, but I'll take a look tomorrow.

However, I first want to ask if you've looked around at some of the ideas for these armies you can find on the internet.

Personally, I myself was a few units into an admech army when I stumbled across the Tempus Fugitives' codex for them, and saw pretty much everything I had been thinking of doing already handled in a way that seemed even better thought out than I could hope.

I understand if you have and don't like any of them, I just wanted to make sure you'd looked around first.
   
Made in us
Cultist of Nurgle with Open Sores







I actually looked a little when i first made this and didn't find any, BUT when i whent to a couple other places to post it for testing and crit i realised there were actual armies out there.....

And Rustyknight, thank you. I needed some external not me insight into the army. Ill make the changes, just a couple things, If i bump up the point cost of them to 30p/model then wouldn't i keep high BS to balance out cost? I mean a marine is only 15. The Warlord is supposed to go first most of the time but i'm going to reduce it to 5, still higher than most but not always first, same as a Chapter master i believe. The 'Troubleshooters" (all anmes up for change btw, this just gave me a little chuckle.) aren't servitors but elite Skitarii sent into specialist missions. I'm going to up the points and drop wounds to 1 but i don't know, it seems the others would just make them into high cost servitors basically. But jsut about everything else you suggested seems to make sense to me, thank you. Also i'm going to start work on an armory for these guys.

This message was edited 1 time. Last update was at 2009/04/05 15:14:40


SM - 8060 pts
Chaos Deamons - 885 pts
Chaos Marines - 500pts 
   
Made in us
Cultist of Nurgle with Open Sores







Here are the Changes
Warlord: lowered initiative to 5. increased points.
Lord Magos: removed furious charge, removed extra penetration. Gave access to armory. (doesn't exist yet)
Forge Workers : CUT
Warmachine servitors: Lowered wounds to 1, raised to 30p/m
TRoubleshooters: raised pointcost. Lowered WS. Lowered attacks to 1. Lowered initiative.
Fire Support: Raised I to 2, Raised S to 3. Increased Points to 10p/m. Dropped stealth. Lowered to one flamer per squad, added one H. Stubber to squad as a choice. 10-20 models unit size.
Berserkers: LD increased to 8, I lowered to 4, Only 2 models may use PWs. 5-10 model unit size. 12p/m (point cost doubled) - Transport pending.

SM - 8060 pts
Chaos Deamons - 885 pts
Chaos Marines - 500pts 
   
Made in us
Apprehensive Inquisitorial Apprentice




The Labyrinth

Well, "tomorrow" has come, despite it being a non-standard definition of such.

The first thing I noticed while reading your list was the interesting/strange rules that aren't explained. Allow me to point them out.

"personal void shield"-I actually noticed what I think this does when reading the rtf, as I hadn't noticed the 3++ saving throw. (++ is the generally accepted shorthand for invulnerable)

Slow but Steady: I assume this to be a version of Slow and Purposeful, but does it do anything else? That's something to consider.

Tactical Stealth Armor- on your troubleshooters. With a name like that, I expect something out of the armor. Does it give the Stealth rule? does it employ night fighting? important things to consider.

Rail rifle. I like ths gun. But I have a question. S8 Sniper? I'm all for trying new things, but a sniper weapon that actually has a strength? (All snipers now have Str X, since they wound on a 4+ always, and have a strength of 3 for armor pen.) Is your plan that it wounds on a 4+, but penetrates with 8 str? Or does it use it's 8 str except against targets with...9+ toughness?
Or, what I consider most likely, did you use the sniper rule to escape writing out "Rending, Pinning" in the special? Because if it was the last, I think you need to take the extra effort. Because of how the rules of sniper are written, adding it to this gun actually weakened it.


Those rules aside, I wanted to ask a few more questions.
Firstly, what's your goal with this army? Meaning, what type of army are you trying to make? Armies in 40k tend toward niches. Orks are large hordes that assault, tau are weak but their guns are great, marines are good all around but don't fight another army with it's strong suit, etc. (NOTE: I understand with some builds and codices' power difference, these statements are not always accurate. They represent the goal as I see them.)
You need to figure out what niche you want this army to fill.

Secondly, have you studied the fluff regarding the Adeptus? I ask because, personally, I have never seen or heard of a Skitarii general/Warlord. The Skitarii are the low-end of the tech-guard forces, and the highest rank I've seen is Tribune, which I associate with maybe an Elites squad, or with the sergeants. HOWEVER, before you go thinking you have to delete that character, you are writing the codex. That does, by my standard, allow you a little lee-way with fluff. My personal, humble opinion, on the other hand, is to make them fit in the fluff. Consider for example a Secutor Magos. A secutor is a tech-priest who has deliberately turned himself into a machine of war. He seems perfect for that Axe of the Omnissiah, and to be seen at the head of an army of Skitarii, ready to crush the enemies of the machine god.

Checking sites like:
http://wh40k.lexicanum.com/wiki/Adeptus_Mechanicus
helped me when I was trying to make this army.

As a side note, here's the codex by the Tempus Fugitives that convinced me to stop. You might take some ideas from it.
http://www.tempusfugitives.co.uk/pdf/40k/Codex%20Cult%20Mechanicus.pdf

(I just noticed that this codex actually does have an HQ Skitarii. So, you know, take my previous remarks with a grain of salt.
   
Made in us
Cultist of Nurgle with Open Sores







I'm going to drop this, i'm just going to use the one on bolter&chainsword, i believe it is there anyway.

SM - 8060 pts
Chaos Deamons - 885 pts
Chaos Marines - 500pts 
   
 
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