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2021/03/09 04:34:28
Subject: Custom Mechanicus Units (Update Count: 4)
I've designed a series of basic troop models for an Adeptus Mechanicus Subfaction and would like an opinion on the possible point value it would have as well as other criticisms. I'm also open to ideas as other units in the subfaction. (This post will be updated with addition models when they're printed.)
Phosphor Blaster
Range....24"
Type.......Rapid Fire 1
S............5
AP..........-1
D............1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover
(2x) Galvanic Rifle
Range...30"
Type.......Rapid Fire 1
S............4
AP..........0
D............1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -1
Untitled Fast Attack Unit ???pts
M..........12"
WS.......4+
BS........4+
S...........4
T...........4
W..........3
A...........1
Ld.........7
Sv.........3+/6++
Arc Maul
Range...Melee
Type.......Melee
S............+2
AP..........-1
D............1
When attacking a VEHICLE model, this weapon has a Damage of D3. When the bearer fights, it may perform 1 additional attack with this weapon.
Clawed Limbs
Range...Melee
Type.......Melee
S............+1
AP..........0
D............1
When the bearer fights, it makes 2 additional attacks with this weapon.
(2x)Sulphur breath
Range...8"
Type.......Pistol D6 S............4
AP..........-1
D............1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. In addition, the target does not receive the benefit of cover
Stealth Spider
Infiltrators: During deployment, you can set this unit up in concealment instead of placing it on the battlefield. At the end of any of your movement phases, this unit can reveal its location - set it up anywhere on the battlefield that is more than 9" from any enemy model
Chordclaw
Range...Melee
Type.......Melee
S............User
AP..........0
D............D3
A chordclaw can only be used to make one attack each time this model fights. Each time you make a wound roll of 6+ with this weapon, the target suffers D3 mortal wounds instead of the normal damage
Infiltrators: During deployment, you can set this unit up in concealment instead of placing it on the battlefield. At the end of any of your movement phases, this unit can reveal its location - set it up anywhere on the battlefield that is more than 9" from any enemy model
(2x)Phosphor Blaster
Range....24"
Type.......Rapid Fire 1
S............5
AP..........-1
D............1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover
Autonomous Termite Drill (ATD)
Subterranean Assault: During deployment, you can set up this model, along with any units embarked within it, underground instead of placing it on the battlefield. At the end of any of your Movement phases, this model can perform a subterranean assault – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Termite Drill
Range...Melee
Type.......Melee
S............x2
AP..........-4
D............D3+3
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+6
Belleros Energy Cannon
Range...36"
Type.......Heavy 3D3
S............6
AP..........-1
D............2
Blast, this weapon can target units that are not visible to the bearer.
(2x) Cognis Heavy Stubber
Range...36"
Type.......Heavy 3
S............4
AP..........0
D............1
You may fire this weapon even if the firing model Advanced but you must subtract 2 from any hit rolls if you do so.
Spoiler:
If you've clicked the spoiler Icon, be aware this is heretical, but not chaos. Also I will be spoiling book related content from By Your Command by Gav Thrope
"By Your Command" by Gav Thrope is a book that explores the life and function of a Kastelan Robot and his datasmith. By the end of it, the Kastelan Robot, while not a full functioning AI, is something closer to that with the support of said datasmith's matrix living inside it at the same time. Now imagine that but somewhere else in the deep unknown of the 40k galaxy where a Kastelan Robot is abandoned on the battlefield. Instead of falling to pieces, it starts to repair and produce more machines in its own image. Through trial and error, it learns and expands with the intent to find and support his former human masters. As such, Thrall III is a limited machine and can currently only produce what it knows, where it came from.
As he if his abandonment wasn't enough. The enemy who occupies this planet still persists, a young splinter swarm of Tyrranids. It's a foothold, not strong enough to threaten humanity, but more than enough if left unnoticed. Thrall III and its basic machines have two options. Stay and break the wave, or run and warn its masters. Due to the last wound its masters left the hive, only the sturdiest of the young swarm persist on the planet. Tyrranid Warriors are the common troop now and their larger kin persist still near the center of their hive.
This message was edited 11 times. Last update was at 2021/03/21 02:37:13
2021/03/09 04:48:24
Subject: Custom Mechanicus Units (Update Count: 1)
Mechanicus Initiate wrote: Yeah, that was a typo and they're S4 is the original weapon isn't it? I'm trying to limit my options to existing mechanicus weapons.
S4 is what the Galvanics are normally, yes.
Clocks for the clockmaker! Cogs for the cog throne!
2021/03/09 05:37:39
Subject: Re:Custom Mechanicus Units (Update Count: 1)
I was thinking of adding a unit based ability to the Untitled to act similarly to cadre fireblades and pulse based weapons. If there are at least 10 models in this unit, this unit may fire an extra shot when shooting at a target within half of their weapon's range. Also thoughts on the point value?
2021/03/09 09:15:17
Subject: Custom Mechanicus Units (Update Count: 1)
They don't seem particularly OP but I don't really get what they're supposed to be or what their role is. If I had to add some AdMec units I'd create an artillery unit of some sorts, like a Rapier Carrier but a bit larger.
2021/03/09 12:24:28
Subject: Custom Mechanicus Units (Update Count: 1)
Valkyrie wrote: They don't seem particularly OP but I don't really get what they're supposed to be or what their role is. If I had to add some AdMec units I'd create an artillery unit of some sorts, like a Rapier Carrier but a bit larger.
So primarily because of the lore I built around it, these units won’t enter battle with preexisting Admech units like Skitarii, techpriests, and other human bound personal. They are machines designed to act independently in the field of battle. Essentially I’m constructing a whole new faction, but with the theme and weapons of the Admech. As to their roles, I’m kind of working on that as I go along. I’m still getting used to the 9th Ed rules, this is just a passion project.
I do like your proposal for the existing Admech personal, and I’ll put some thought into designing something to fit that.
2021/03/09 16:37:01
Subject: Custom Mechanicus Units (Update Count: 1)
Designing a new faction? Neat. But trust me-that takes a LOT of effort! Regardless, good luck!
And I notice the Galvanic Rifles are still S5-if you want to keep them at a higher strength, rename them. GW does not have any weapons that share a name but not stats. (They do have weapons that share stats, but not names-like Storm Bolters, Twin Bolters, and CombiBolters.)
Clocks for the clockmaker! Cogs for the cog throne!
2021/03/09 23:09:38
Subject: Custom Mechanicus Units (Update Count: 1)
JNAProductions wrote: Designing a new faction? Neat. But trust me-that takes a LOT of effort! Regardless, good luck!
And I notice the Galvanic Rifles are still S5-if you want to keep them at a higher strength, rename them. GW does not have any weapons that share a name but not stats. (They do have weapons that share stats, but not names-like Storm Bolters, Twin Bolters, and CombiBolters.)
Thanks for the luck. I'm kind of approaching it one unit at a time, designing their prints first.