Switch Theme:

Tech-heretics  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Storm Trooper with Maglight



Ottawa

The tech-priests of the Adeptus Mechanicus jealously guard their knowledge of machine maintenance and repair. Nevertheless, by necessity or accident, many citizens of the Imperium figure out blasphemous ways to keep their technology running outside the purview of the Omnissiah. Such tech-heresy is mercilessly cracked down upon, its practitioners lobotomized and turned into mindless servitors so that they may expiate their sins against the machine spirits. Those who escape the long arm of the law often organize into small cults or terrorist cells. Filled with a new purpose, they set out to expose the "narrow-minded superstitions" of the Adeptus Mechanicus by spreading their corrupted knowledge, developing new and dangerous technologies, and sabotaging the sacred engines of the Omnissiah.

M: 6''
T: 3
Sv: 5+
W: 1
Ld: 7+
OC: 1

Ranged weapons

  • Experimental flamer - [Hazardous, Ignores Cover, Torrent] - Range:12'' A:D3+3 BS:N/A S:5 AP:0 D:1
  • Experimental meltagun - [Hazardous, Melta 2] - Range:12'' A:2 BS:4+ S:9 AP:-4 D:D6
  • Experimental pistol - [Hazardous] - Range:12'' A:1 BS:4+ S:4 AP:-1 D:1
  • Experimental rifle - [Hazardous] - Range:18'' A:2 BS:4+ S:4 AP:-1 D:1


  • Melee weapons

  • Close combat weapon - Range:Melee A:1 BS:4+ S:3 AP:0 D:1
  • Wrecking tools - [Anti-Vehicle 4+] - Range:Melee A:2 BS:4+ S:4 AP:-1 D:D3


  • Abilities

  • Scouts 6''
  • Saboteurs: In your Command phase, select one enemy [Vehicle] within 3" of and visible to this unit. Until the start of your next Command phase, if the selected [Vehicle] is destroyed, its Deadly Demise ability inflicts mortal wounds on a D6 roll of 4+ instead of on a 6.


  • Unit Composition

  • 5 Tech-heretics
  • or
  • 10 Tech-heretics

  • Every model is equipped with: experimental rifle; close combat weapon.

    Wargear Options

    For every 5 models in this unit, 1 Tech-heretic's experimental rifle can be replaced with one of the following:
  • Experimental flamer
  • Experimental meltagun

  • Any number of Tech-heretics can each have their experimental rifle and close combat weapon replaced with an experimental pistol and wrecking tools.


    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +


    Notes and alternative ideas:

  • Not sure what faction they would belong to, as they're criminals under Imperial law but not Chaos-aligned (they don't use daemon engines like the Dark Mechanicum do). If there were a faction for human renegades, pirates, criminals, etc., they'd fit right in. Perhaps they could be adapted to a smaller-scale game like Kill Team or Necromunda.
  • I'm also not sure how many points they should be, but I think the 10-man squad should be at a slight discount, since the Saboteurs datasheet ability is the same regardless of squad size.
  • Unfortunately, the Saboteurs ability would be useless against armies without vehicles like tyranids, but I think it makes sense that Tech-heretics would be somewhat out of their element against such opponents. If you have a better idea for a tech-related ability with a broader use, suggest away. I could imagine them having an improvised explosive device (IED) that can inflict mortal wounds once per game but isn't very reliable (e.g. chance of not going off or hurting its own squad). Or an ability to increase the power of their ranged weapons at the cost of suffering a Hazardous result on a 1-2 instead of a 1.
  • As an alternative to 4+ Deadly Demise, the Saboteurs ability could make the ranged weapons of enemy vehicles Hazardous.
  • Should I bump the Strength of the experimental pistol and rifle to 5? I'm thinking S4, AP -1 is a bit weak for Hazardous weapons.
  • The experimental meltagun is essentially a Hazardous meltagun with 2 attacks, but I could instead give it Strength 12 and D6+2 damage (it would lose Melta 2), representing how they've tweaked the gun to exceed the capacity of its heat sinks.
  • This is intentionally a "suicide squad", as you can see from all their Hazardous ranged weapons and the short range of their weapons and abilities. Therefore I welcome any suggestions along these lines.


  • .

    This message was edited 5 times. Last update was at 2025/07/24 16:34:06


    Cadians, Sisters of Battle, Drukhari

    Read my Drukhari short stories: Chronicles of Commorragh 
       
    Made in us
    Servoarm Flailing Magos






    On the Surface of the Sun aka Florida in the Summer.

    Maybe Chaos Knights as a special detachment?

     BorderCountess wrote:
    Just because you're doing something right doesn't necessarily mean you know what you're doing...
    CLICK HERE --> Mechanicus Knight House: Mine!
     Ahtman wrote:
    Lathe Biosas is Dakka's Armond White.
     
       
    Made in us
    Fixture of Dakka





    Should I bump the Strength of the experimental pistol and rifle to 5? I'm thinking S4, AP -1 is a bit weak for Hazardous weapons.

    The problem there is that even at S5, these guys don't seem well-equipped to shoot most units to death. That's essentially a tau pulse carbine at that point, except it kills the wielder.

    The special rule on these guys means they obviously want to get very close to enemy vehicles when they die. None of their guns are *especially* scary into infantry, etc., so it really seems like these guys want to specialize into vehicles. So with that in mind, if I were running this unit as-is, I'd be going for wrecking tools and melta guns and nothing else because those are the only weapons that really threaten the vehicles they want to kill.

    Unfortunately, I feel like all the other profiles are kind of never-takes because they're only really good at killing light infantry, and this unit is going to be at a disadvantage in that firefight every time because they're constantly killing themselves with hazardous.

    On that note, I'm not sure sticking Hazardous on every single gun is necessarily the fluffiest or most interesting way to go. Like, I get that experimental tech is wonky and maybe a bit dangerous, but I wouldn't expect every single back alley heretech gun to explode like a plasma gun. They wouldn't survive long enough and in sufficient numbers to form 10-man squads like this one if they were blowing off their own limbs every time they practiced their craft. So narratively, it seems a little too lolrandom skaven/ork tech. And mechanically, it kind of cancels out the benefits of having better guns when you're putting craters in your own squad every time they shoot. But you said you want these to be a suicide squad, so I won't harp on that point.

    To help make the rifles/pistols relevant, perhaps consider giving them Lethal Hits instead of better strength or AP? That would still represent a vague mix of weapon upgrades that help against all targets as these guys tinker with their gear, but it would also make them a smidge more effective into their preferred target of vehicles.

    For faction, I feel like these guys would be at-home in a GSC army. GSC is 90% the local population of your average imperial world mind-controlled or genetically influenced to serve the cult. They're big on sabotage and have little reason to avoid a bit of "creative machine maintenance" as the day of ascension draws near.

    For points cost, maybe try them out at about 50ish for 5 and 85 for 10? A ten-man squad technically has almost as many shots as a fire dragon squad, but at worse BS, with worse special rules, worse armor, etc. These guys will die to a stiff breeze and are really just praying they roll hot on their melta shots or that they somehow manage to catch a vehicle in melee with their wrecking tools. Without 10 bodies, they lack the damage output to be reliably dangerous (still useful as a cheap scout unit), but with 10 bodies they become harder to hide and more vulnerable to Blast weapons.

    Looking at it again, you might consider revising their saboteur rule. Specifically the timing. Being within 3" of the enemy in *your* command phase means that either the enemy opted to get up close to your anti-vehicle unit, or else you moved super close to the enemy vehicle on your turn (probably charged it), and then the enemy opted to stand right next to you all turn instead of moving a couple of inches away. Maybe let the ability trigger once per battle round at the end of any phase? Or just turn it into a passive aura, possibly with a larger area of effect?


    ATTENTION
    . Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
     
       
     
    Forum Index » 40K Proposed Rules
    Go to: