Jump to content

=][= Codex: Adeptus Mechanicus =][=


Brother Lorien

Recommended Posts

Well fellow Magos, tech priests and servitors,

 

my experience with playing A.M. is that you have to have a good explanation ready for your opponent , to explain what each unit is, so there isn't any confusion on the table to.

 

Now we also know that there is a good AM codex written by Tim which we can use, but this also uses rules and such which are homemade, unuseable in tournaments.

 

That is why we are going to create a codex of our own which will be based on an excisting codex.

 

Now what we need is a few things:

 

-a codex page, and let me explain this:

When you look at a codex or the rule book you'll notice the cool looking edges and printing the pages have.

What we need is one of our own as a base.

 

-Front page art like any codex has

 

-In-codex Art to place on pages to liven it up, maybe some sort of blue-print type pictures and such of units and equipment

 

-Short stories (1 page)

Link to comment
Share on other sites

The first thing we do, Brother Pariah, is to get ourself a codex to base this on, after that we may have another poll on what sort of army (background)- Explorators, Skitarii, Knight World, Forgeworld Defense- we will be using.

 

Remember this though: All A.M. armies are skitarii armies, be it an explorator warband, a knightworld force or a forgeworld defense.

Skitarii is just a name to sum up all the different units in an A.M. force.

 

We might not even do the type of army thing, but just A.M. in general as you can, from for example the IG list, create all the different types of A.M. sort forces there are.

 

We will not be making an army list by the way, but a codex on which you can base your army list on.

 

CJ

Link to comment
Share on other sites

Remember this though: All A.M. armies are skitarii armies, be it an explorator warband, a knightworld force or a forgeworld defense.

Skitarii is just a name to sum up all the different units in an A.M. force.

 

That doesn't sound right. The skitarii are the soldiers native to the Forge World that fight in support of a Titan Legion. Explorators warbands might bring some skitarii along. Knight World natives are not skitarii; they are Knights and Men at Arms. Skitarii would, indeed, be used for Forge World defense, though.

 

We might not even do the type of army thing, but just A.M. in general as you can, from for example the IG list, create all the different types of A.M. sort forces there are.

 

We will not be making an army list by the way, but a codex on which you can base your army list on.

 

CJ

 

Well, I think that we should allow both Daemonhunter and Witch Hunter allies, then, for maximum flexibility in assigning "counts as" units (I assume that's what you're talking about.

Link to comment
Share on other sites

To quote REFUSE , who had to look it up:

 

The Adeptus Mechanicus calls the Tech Guard the Regiments of Skitarii. The term Skitarii refers to the regiments as a whole, but the individual types of troops that make up a regiment have their own ancient and distinctive names which refer to their battlefield role and their position within the Cult Mechanicus. The Hypaspists form the standard infantry squads and are armed with lasguns or hell guns. Heavy weapons specialists have the title Sagitarii, while tank crews are called Cataphractarii. Finally there are the Ballisterarii who often field large, experimental weapons, designed to smash or cut through heavy armor or enemy strongholds.

 

The Hypaspists are ordinary humans, and not Adepts of the Cult Mechanicus. The Sagitarii must be initiates of the Cult in order to get the cyber-implants necessary to control their weapons properly. The Cataphractarii are respected not only for their battle skill, but the close cyber-link relationship with the machines in which they fight and can never leave.

 

Then there are the Praetorns, biologically and mechanically enhanced warriors....Unlike the Adeptus Astartes Space Marines who are genetically altered from an Early age, the Preatorns are fully frown humans who act as walking test beds for the rediscovered technologies of the Imperium. They are fearsome, if erratic, fighters whose complete devotion to the Machine God makes them zealous combatants. They are the terror troops of the Skitarii, enforcing the will of the Adeptus Mechanicus wherever they are deployed.

 

But we'll see what will be decided by the poll iether one of the codexes will work, we'll just have to see which one it will become.

 

CJ

Link to comment
Share on other sites

  • 1 month later...

Out of curiosity, wouldn't writing and printing up a codex based on existing codicies violate copyright law? I mean, if it were entirely our creation that'd be one thing, but if we're just copy-pasting in rules for existing units... that seems over the line to me. I could be wrong of course, but I would feel better if someone could offer a good reason why this is legal.

 

I think the best fit would be to pick some doctrines for our IG and then allow both Witch Hunters ans Daemon Hunters allies. It's a totally legal list (I'm building myself just such a force, so I checked), and it allows a lot of flexibility.

 

If we have to pick just one Ordos, I'd vote for Witch Hunters. Their Elites options just seem to be made for use as AM units!

 

For our IG Doctrines, I recommend the following set:

 

-Techpriest Enginseers

-Ogryns

-Grenadiers

-Cyber-Enhancement

-Carapace Armour

 

Honestly, the Grenadiers could potentially be switched out for something else if we decide we really want some other doctrine. The other four I think are pretty necessary.

Link to comment
Share on other sites

We could still use units from other Codicum. Just the entry would be like:

 

Techpriest Enginseer

As per Codex: Imperial Guard

 

Or the codex could just be a list of renames and justifications behind the renames.

Link to comment
Share on other sites

  • 3 weeks later...
  • 1 month later...

Actually, I believe that, according to the codex Grenadiers allows you to take Storm Troopers as a Troops choice, while taking Storm Troopers as an allowed unit allows you to take them as Elites (Taking both will allow you to take up to 6 Storm Trooper Squads - 3 in Troops and 3 in Elites). I might be entirely wrong, but this is how I interpreted the codex.

I believe adding some Ordos is a good idea, however I can't say which would be better.

Link to comment
Share on other sites

  • 1 month later...
Actually, I believe that, according to the codex Grenadiers allows you to take Storm Troopers as a Troops choice, while taking Storm Troopers as an allowed unit allows you to take them as Elites (Taking both will allow you to take up to 6 Storm Trooper Squads - 3 in Troops and 3 in Elites). I might be entirely wrong, but this is how I interpreted the codex.

I believe adding some Ordos is a good idea, however I can't say which would be better.

 

This is true, and I believed it was cleared up in the IG FAQ. Grenadiers represent specially-trained regular soldiers; Stormtroopers are a separate type of elite trooper. You don't need to pick the Stormtroopers doctrine in order to use Grenadiers, but as was said, if you pick both, you can potentially field 6 Stormtrooper squads.

However, if Carapace Armour is chosen, *every* squad must have it (since it's an equipment doctrine), and coupled with the Sharpshooters doctrine will pretty much turn *every* Infantry Platoon into a whole platoon of Stormtroopers.

I would use:

Carapace Armour

Cyber-Enhancement

Sharpshooters

Enginseers

Mechanized

Link to comment
Share on other sites

I would use:

Carapace Armour

Cyber-Enhancement

Sharpshooters

Enginseers

Mechanized

 

That's a right fluffy set of doctrines there, mate. You won't win many games with it, but you'll lose with style! :rolleyes:

Link to comment
Share on other sites

and the tech guard should get 0-4 grenade launchers per squad since they have heavy use of them, and bionics. the mechanicus elite should bet 2+/5+ with bionics with hevy bolter power weapon standard, with 0-2 upgrades of aussalt cannon, twin las cannon, and plasma cannon. that seems fitting considering the way they are described in books.
Link to comment
Share on other sites

and the tech guard should get 0-4 grenade launchers per squad since they have heavy use of them, and bionics. the mechanicus elite should bet 2+/5+ with bionics with hevy bolter power weapon standard, with 0-2 upgrades of aussalt cannon, twin las cannon, and plasma cannon. that seems fitting considering the way they are described in books.

I don't think we're actually going to be adding new rules like this. I think the intention was to find the fluffiest existing codex rules to use for a counts-as Ad Mech army. Using these IG doctrines, you can reresent most Ad Mech units pretty well. You can always ally-in Daemon Hunters to get those termies you want.

Link to comment
Share on other sites

Thats correct Aidoneus!

 

I'm still in the procces of collecting, adding, processing and discussing the things i find.

 

I'm sorry that there hasn't been an update for a while , as i'm also working on my UKGD entries, cover art for a codex (and i'm not that super at drawing) and a lot of other stuff, including a girl friend and finding a house.

 

I'll update this thread as soon as i can though

 

CJ

Link to comment
Share on other sites

  • 1 month later...
I was just looking over your doctrines and noticed that you don't have any of the specialty WD doctrines such as slave levvy. Making your basic gaurdsmen have slow and purposeful and feel no pain makes them perfect servitors in my opinion, so I'd suggest you throw that one into the list.
Link to comment
Share on other sites

  • 3 months later...
I would use:

Carapace Armour

Cyber-Enhancement

Sharpshooters

Enginseers

Mechanized

 

Another vote for the above. Personally, I'd swap Sharpshooters for Iron Discipline; but the other 4 I'd say are key.

 

I'm really torn on how represent Electropriests in a AdMech army; any thoughts? Death Cult Assassins? Arco-flagallants (would have to add Priests to your Doctorines)?

 

- McNs

Link to comment
Share on other sites

I would use:

Carapace Armour

Cyber-Enhancement

Sharpshooters

Enginseers

Mechanized

 

Another vote for the above. Personally, I'd swap Sharpshooters for Iron Discipline; but the other 4 I'd say are key.

 

I'm really torn on how represent Electropriests in a AdMech army; any thoughts? Death Cult Assassins? Arco-flagallants (would have to add Priests to your Doctorines)?

 

- McNs

 

Either of those would work. I'd also consider Sisters Repentia, as they have a high strength weapon.

Link to comment
Share on other sites

I was just looking over your doctrines and noticed that you don't have any of the specialty WD doctrines such as slave levvy. Making your basic gaurdsmen have slow and purposeful and feel no pain makes them perfect servitors in my opinion, so I'd suggest you throw that one into the list.

 

Yeah, I agree with this; Hortwerth's and the Hoff's (both of whom have amazing Ad mech armies) use the slave levies doctrines, I feel it gives the guardsmen just that needed difference to make their list that much different.

 

I was thinking that it might be a good idea to do two lists for this case (?) since the WD lists aren't always accepted to my knowledge, so I think the set of doctrines that's been going around is really good and maybe we should come up with one with slave levies in mind.

 

Also, would it be a good idea for everyone to come up with units they think belong in an Ad mech army and then figure out how to count them?

Just my 2'cents

Link to comment
Share on other sites

Yeah, I agree with this; Hortwerth's and the Hoff's (both of whom have amazing Ad mech armies) use the slave levies doctrines, I feel it gives the guardsmen just that needed difference to make their list that much different.

 

I was thinking that it might be a good idea to do two lists for this case (?) since the WD lists aren't always accepted to my knowledge, so I think the set of doctrines that's been going around is really good and maybe we should come up with one with slave levies in mind.

 

Also, would it be a good idea for everyone to come up with units they think belong in an Ad mech army and then figure out how to count them?

Just my 2'cents

 

I actually don't have the White Dwarf with the Slave Levvies doctorine in it, is it just S&P and FNP? Do you have to buy it for all your Guardsmen?

 

I agree that multiple doctorine systems would be a good idea. The trouble with using blanket doctorines is that usually, you have to buy the doctorine for all your basic guardsmen. Its very hard to do Skitarii as guard with carapice armour and then FNP/S&P Servitors; nevermind throughing in Praetorians into the mix.

 

Some ideas of what I'd like to see:

 

Magos (some sort of HQ unit)

Retinue (either like an Inquistor or a command squad)

 

Praetorians (Ogryn-esque)

Engineers (Enginseers)

Electropriests (Sister Repentia... modified to strike at Initiative but no 2D6 on armour pen?)

 

Skitarii (guard with Carapace and/or Cybernetics)

Servitors (S&P/FNP?)

Machine Cultists (Conscripts?)

 

Sentinels

Hellhounds/Salamanders

 

Sagatarii (heavy weapons)

Basilisk

Leman Russ (Plasma/Lascannon varieties)

Laser Destroyers

 

I know the current Codex (per the resources page) has robot maniples in it; I'm just not sure the fluff backs up the use of robots by the Ad Mech in field operations.

 

Thematically, I'd argue that a Ad Mech list should be heavy on the HQ's kit, heavy in laser/plasma technology, and generally contain a lot of "big guns".

 

- McNs

Link to comment
Share on other sites

I know the current Codex (per the resources page) has robot maniples in it; I'm just not sure the fluff backs up the use of robots by the Ad Mech in field operations.

 

The Fluff certainly back it up. It's just Old Fluff.

Link to comment
Share on other sites

I actually don't have the White Dwarf with the Slave Levvies doctorine in it, is it just S&P and FNP? Do you have to buy it for all your Guardsmen?

 

Yeah, it's those two, and I'm not sure if I can say the points cost? or is that violating policy...

 

So when is this project going to get going as a document or whatever the intended goal is? There seems to be a consensus for IG doctrines and DH/WH allies, so is it going to be written up? (not to sound rude, it's more of a curiousity on the position of the project)

Link to comment
Share on other sites

  • 3 weeks later...

I would use Guard with the doctines:

 

Grenediers

Cyper Enhance

Carapace (though I doubt since i would use storm troopers)

Tech Priests (of course, whoever doesn't isn't a true believer)

Heavy Weapon Platoons

 

Then I would couple this with witch hunter allies

Inqusitor= Tech Magos with retinue

Arco-Flagallents= Oh come on, you know (combat sevitors)

Sisters of Battle= Praetorns, they are fanatical.

Link to comment
Share on other sites

  • 2 weeks later...

I've been looking around on the net and found that a wickipedia article has some bionics for that can be made into wargear and can be very easy to model with the green stuff i:e mechadendrites: robotic tentacles that can be used for multiple purposes like increased speed, power weapon, or faster repairs

 

for the army list I would go with the deamonhunters codex and revise characters in there

inquisitors = Archmagis

grey knights = Iron hands

 

With the normal skatarii I would suggest storm troopers because they have an actual point cost and would be very easy to modify their specs with a custom armoury of high-tech gadgets and bionics

 

I'm making a list of what bionics would be used for combat and leadership for consideration with effects.

Link to comment
Share on other sites

Heres my army list that's very bland no points no stats

 

Based off of the Daemon Hunters Codex

 

HQ

• Archmagos Veneratus

• Iron father

 

Elites

• Archmagos

• Iron Hand Terminators

• Electro-Priests

• Tech-Priest Engineseers

 

Troops

• Iron Hands tactical squad

• Skatarii

• Servitor Squad

 

Transports

• Chimera

• Rhino

• Land Raider

 

Fast Attack

• Sentinel squad

• Iron Hands Assault squad

• Hellhound

 

Heavy Support

• Iron Hands Devastator squad

• Orbital strike

• Leman Russ / Demolisher

• Land Raiders

 

The deamonhunters codex uses stormtroopers for troops and can be turned into skatarii with some simple paint

 

Heres my bionics list from that article I was talking about I put character because in place for tech priest

 

Bionics: Limbs and organs, which may replace the originals because of an accident or simply because of improved operation or special needs the character may have in his work.

• The character gets a 6+ invulnerable save to mimic a round hitting a bionic part does not save from a weapon with double the characters strength

 

Bionic eyes: allows a character to see beyond the normal spectrum of human vision or boost light input to allow night vision and similar functions, zoom in/magnify an image and so on.

• Allows the character to play as if it’s daylight in a night game

 

Mechadendrites: mechanical tentacles that attach to spine, limbs or similar locations to afford the character greater mobility, lifting and manipulation capabilities, easy interface with much other machinery and, in many cases, a handy weapon in a fight. Larger mechadendrites can often extrude a monomolecular blade or simply be used as a blunt instrument or to throw projectiles.

• Open for discussion

 

Autosanguination: a process by which all blood is removed and replaced with a more efficient substitute, allowing easier healing of wounds.

• Adds +1 wound to characters stats

 

Electoos: metal circuits embedded in the skin of electro-priests to allow them to channel electricity. These can be used in combat, or to revive a recalcitrant machine spirit. Those who specialize in the use of these and become essentially a human electric generator are known as electro-priests or Luminen.

• Acts as lightning claws in close combat

 

Electro-grafts: which are similar to electoos in that they are electric circuits embedded in the skin, but are distinct in their purpose. Electro-grafts serve to interface the character with machinery, particularly sources of data. Given the right data-sources, a character with electro-grafts can acquire many skills and much specialist knowledge instantly. One example of these is pilots from the planet Glavia who have Electro-grafts in the skin of their hands to enable them to interface with their ships with much greater efficiency.

• Up for discussion

 

Rite of Pure Thought: an operation that replaces the brain's creative, emotional right half with a cogitator (computer). This frees the techpriest of any remaining emotion, turning him into a work-obsessed sociopath. However, this procedure is considered somewhat extreme even among the usually non-squeamish Magis.

• Makes the character fearless

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.