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


Brother Lorien

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Hi, I'm new on these boards but saw this project and thought nice. :sweat:

 

I'm building a AdMech army from the stuff on tempus fugitives and the IG codex so I'm not too far behind you all here.

 

I've read through the thread and wondered if the project was still ongoing or had been wrapped up?

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  • 2 weeks 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.

 

Doing this is legal because this codex would not hamper GW's ability to make money, and we are not selling the codex. In fact, since they don't put out AM models, we need to convert them and that means more money in GW's pocket as we have to buy bits from all sorts of lines. As the playtesters and creators of the 'codex' we don't make a dime. As long as that is the case and we make sure to label the codex as 'All references to Warhammer 40,000, Space Marines, etc(exactly as it is in on the title page of every codex) are copyright Games Workshop, etc.' we should be covered.

 

Sorry for how late this post is, BTW, as I just began reading this thread. :D

 

-Yggrasil

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  • 4 weeks later...

I skiffed through a lot of this thread so forgive me if I missed something vital along the way but I just thought I should bring this up.

 

Is it best to use a codex from another imperial force or would using the ork codex be a bit better for the following reasons:

 

Their technology is very much wierd and experimental

 

Their vehicles look like theyve been stapled together

 

And most importantly, they dont look too cohesive and uniformed like a IG army

 

There are many more reasons, and some units might be horribly wrong for a AM force butyou've gotta admit it does loosen things up a bit and still makes them very military-like but less rigid.

 

Just a thought.

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  • 2 weeks later...

i was actually thinking last night of using C:SM

 

i would use

-Scouts = Skitarii

-Dev Squad = Heavy Pretorians

-Assault Marines = CC Servitors

-Assault Termis = Heavy CC Servitors (will be converted Ogres)

-Vet Marines = Tech Priests

-Chaplain = Techno-Magus

-Termis = Pratorians

 

what do ya'll think?

BLARGAG!!!

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Go for it, if you can justify it well enough with the background kudos to you. How about posting up some fluff for the units you've got in mind?

 

 

 

Well, with the ork codex you've got a big selection of vehicle options which you dont have with the IG. The IG do have various tanks, apcs and sentinels but thats kinda it... At least with the ork book you can use bikes, traks, open-topped trucks, dreadnoughts, killer kans, battlewagons, squiggoths and if you really miss the IG vehicles you could always use "looted" ones that the orks are famous for.

 

It just makes more sense for the AM to use more experimental and creative vehicles instead of (or alongside) regular tanks (which is more IG than AM anyday of the week). The ork wargear upgrades could add plenty of flavour too with upgrades like the cybork body and combi-weapons (again the IG list misses out here too).

 

Also I'm not sure but I think ork mobs can be bigger (20 models) than IG squads too, plus certain characters like commissars and psykers dont fit in with an army of the ommisar. But my favourite part which I'd love to introduce is a way to adapt the Shokk Attak Gun effect to a game by replacing snotling bases with bases crammed with tiny machines who can crawl all over the enemy and keep em busy till the bigger dudes get there.

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  • 2 months later...

For what it's worth I once made a skittari list when I had way too much time on my hands. It was loosely based on the guard codex with a few indiviualistic tweaks. One thing I did was make wargear items that worked like daemonic gifts from the old chaos codex. For example combat arms = d. mutation, grafted armor = d. resilience.etc. This seemed pretty balanced as the base was a guard commander not a chaos lord. Also I gave the charachters access to stuff you normally only see on special characters like yarrick's force field,special weapons like melta guns and, naturally, servo arms. Also, instead of heavy weapon teams in squads I had servitors for a more mobile feel to the army.

 

I realize that this is all new but maybe we could come up with a new dex like bannus did with iron hands. As long as we don't make money off it we can't get sued right?

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HQ:

tech marine(=1 wound for 15pts)

techpriest 0-5 (you know like priests for inquisition/I G)

Magos

all with servitor retinues

 

elites:

combat servitors unit (must take tech priest)

termanators

drednoughts

 

fast attack:

none (there slow robots)

 

troops:

storm troopers

(more ideas needed)

 

heavy support:

heavy weapo servitors +tech priest

titian :D

land rader

terminus patern land rader

(maybe some sort of artilery)

war gear:

servo arm 30pts

servo harness 45pts

bionics 5pts(it figures that they would be cheaper)

artificer armour 15pts

and all the usual dodah and scridelydee

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  • 3 weeks later...

After playing a few games with the AMCodex I have come up w the idea that we just steal an existing one: Necrons.

 

Think about it.

 

AM is pretty much Crons. Machine God? There is an existing thread about this so I wont bother =)

 

The units could all be changed up, the names changed, but the concept remains the same.

 

Lord = Magos

Elites = AM Protectors

Warriors = Warriors

Destroyers = Combat Servitor

Scarab = Servo Skull

Wraith = jetbike

Monolith = Magos Platform

Pylon = Warhound

Spider = Robot

 

We'll be back = Blessing of the Machine God

Phase Out = Prevent total losses

 

All of the wargear can easily be renamed into existing Magos/AM gear

 

Deep Strike = Teleport

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  • 2 weeks later...
  • 3 weeks 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.

only if you claim it to be your own material, or you are using it for commercial purposes with out paying the person who owns the copyright.
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I am no expert on the ADMech but the section of the IG codex that will be of the most use to you is Schaeffer's last chancers. The versitility regarding weapons and wargear in that section is unparalleled. Coupled with their deployment flexibility they could be of great relevance.
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  • 4 weeks later...
I think it's a shame that this thread kinda petered out. I'm a League player (yeah, yeah, Squats...) in Apocalypse, but after seeing Hortwerth's and The Hoff's Ad Mech armies, I'd help revive this in anyway that I could be helpful. My League of Strongholds codex is cobbled together from old 2nd ed stats, IG, SM and Imperial Armour stuff, and it works pretty smooth (working on getting it 'recognized' by the online community...). Sounds like something we're trying to do here. I say we keep going: any takers?
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  • 7 months later...

newbie here on the Admech area

after reading Mechanicum i am highly intrested in at least thinking about having a Admech army

 

so really want to have some rules to go with

i have lost my Imperial Guard codex so that really isn't a help

also with the new Guard codex less than 3 months away surley we should be looking away from the Guard codex for inspiration becuase it is al going to change

 

so yeh i'll help sought this out

but just a quicky the Knight class titan things are they still in use if so then we could use them

 

just a thought

 

Athiair :lol:

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  • 2 months later...
  • 5 months later...
  • 1 year later...
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

 

srry to revive an old post but i was thinking.... why not make a petition for gw to make a new codex? failing that i think your on the right track. i would actually collect a A.M. force.

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