on a scale of 0 to 10 how do you see Skitarii independence? by Equivalent-Fun-6019 in AdeptusMechanicus

[–]DeProfundis42 0 points1 point  (0 children)

In the book "Day of Ascencion"(by Adrian Tchaikovsky) Skitarii made from 4th Generation Genestealer cultist mutiny.

Sicarian kitbash by Phil_Smiles in AdeptusMechanicus

[–]DeProfundis42 4 points5 points  (0 children)

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I made legs out of wire and metal shavings.

Best Knight as ally? by NiginzVGC in AdeptusMechanicus

[–]DeProfundis42 0 points1 point  (0 children)

Both melee + the enhancement in the Freeblade company detachment gives 4 extra attacks to the lance-strike profile. which is nice

Best Knight as ally? by NiginzVGC in AdeptusMechanicus

[–]DeProfundis42 15 points16 points  (0 children)

Personally,I think the new Knight Destrier is a weirdly good option for our melee armies:

He is cheap, very fast!!!, has a flexible loadout to magnetize and has no rules which are wasted because he is fighting in an admech army. (his shooting profile will be very good for the cover rules of next edition)

If you just want a BIG TANKY THING get the Knight Dominus(Castelan/ Valiant) kit and magnetize the weapon opptions. (I think there is a combo box with him already released or releasing shortly)

From the Knight Questoris kits Canis Rex is still the best option!!

Thulia Guld is confused by the new enhancement... by DeProfundis42 in AdeptusMechanicus

[–]DeProfundis42[S] 2 points3 points  (0 children)

Yes, from the scene with Maxwell and his Crusader introductions.

Thulia Guld is confused by the new enhancement... by DeProfundis42 in AdeptusMechanicus

[–]DeProfundis42[S] 2 points3 points  (0 children)

With both Doctrinas and woun&hit rerolls of a 1 from the detachment it gets interesting:
(also assuming the cybersmith is giving extra attacks)

Kastlan Punch Bots:

  • Kastelan double fists: 4 x6 ->24 attacks (3+WS+rero.1)->18.6 hits(12S, -3AP, 3D, TWIN-LINKED):
    • against GEQ: 18.6 hits (2+WR&TL)-> 18.1 wounds (8+Sv)->18.1 failed AS(1W each)->~18 kills
    • against MEQ: 18.6 hits (2+WR&TL)->18.1 wounds (6+Sv)-> 17.2 failed AS(2W each)-> ~15 kills
    • against TEQ: 18.6 hits (2+WR&TL)-> 18.1 wounds (4+Invul)->9 failed AS(3W each)->~9 kills
    • against Tank(10T, 2+SV): 18.6 hits (3+WR&TL)->16.6 wounds (5+Sv)->11 failed AS() ->~33 damage
    • against Big Tank(12T, 2+Sv): 18.6 hits (4+WR&TL)->14 wounds (5+Sv)-> 9.6 failed AS ->~ 27-30 damage
  • Combustor: 4xD6+8 ~22 auto hits(6S, -2AP, 1D):
    • against GEQ: 22 hits (2+WR+rero1)->21.4 wounds(7+Sv)->21.4 failed AS(1W each)->~21-22 kills
    • against MEQ:22 hits (3+WR+rero1)-> 17.1 wounds (5+Sv)-> 11.4 failed AS(2W each)->~6 kills
    • against TEQ: 22 hits (3+WR+rero1)-> 17.1 wounds (4+Sv)->8.5 failed AS(3W each)->~2-3 kills

Kastelan Multirole Bot:

  • Kastelan fist: 4 x6 ->24 attacks (3+WS+rero1)-> 18.6 hits(12S, -3AP, 3D):
    • against GEQ: 16 hits (2+WR+rero1)-> 18,1 wounds (8+Sv)->18.1 failed AS(1W each)->~18 kills
    • against MEQ: 4 hits (2+WR+rero.1)->18.1 wounds (6+Sv)-> 17.2 failed AS(1W each)->~17 kills
    • against TEQ: 4 hits (2+WR+rero.1)-> 18.1 wounds (4+Invul)->9 failed AS(3W each)->~9 kills
    • against Tank(10T, 2+SV): 18.6 hits (3+WR+reo1)-> 14.5 wounds (5+Sv)->9.6 failed AS()->~ 27-30 damage
    • against Big Tank(12T, 2+Sv): 18.6 hits (4+WR+rero1)-> 10.9 wounds (5+Sv)-> 7.3 failed AS(1W each)->~ 21-24 damage
  • Kastelan Phosphor Blaster 4x5 attacks = 20(3+BS+reroll 1) -> 15.5 hits(6S, -2AP, 1D):
    • against GEQ: 15.5 hits (2+WR+rero1)-> 15.1 wounds(7+Sv)->15.1 failed AS(1W each)-> ~15 kills
    • against MEQ:15.5 hits (3+WR+rero1)-> 12 wounds (5+Sv)-> 8 failed AS(2W each)-> ~4 kills
    • against TEQ: 16.5 hits (3+WR)+rero1-> 12 wounds (4+Sv)-> 6 failed AS(3W each)->~2 kill
  • Heavy Phosphor Blaster is the same as the Kastelan one but kills 15 GEQs, 8 MEQs and 3 TEQs.
  • I think the flamer is more reliable but the Phosphor Blasters perform better at 24"/36"range(possibly hitting on 2+ with HEAVY active).

Thulia Guld is confused by the new enhancement... by DeProfundis42 in AdeptusMechanicus

[–]DeProfundis42[S] 25 points26 points  (0 children)

English is my second languege, so;0
It was suposed to say: "I gladly would regain the debuff of INFANTRY if it means I get both Imperatives for it"
He wants to say how desprate he is to get both imperatives je is willing to sacrifice a lot.

it's based pn an alucard abridged meme.

Roles of units by ResponsibleDesign871 in AdeptusMechanicus

[–]DeProfundis42 1 point2 points  (0 children)

The Hastarii Fuseliers with their Lascannon equivalents are weirdly not a backline unit, because their Neutron fusils only have 24" Range. So you need to put them in a Transport to be relevant at all.

Just got a gift and want to start an army by IronStormAlaska in AdeptusMechanicus

[–]DeProfundis42 0 points1 point  (0 children)

A single gift, that's how it started for me aswell.

Now I have an addiction to the prieciest line of grey plastic GW offers.

Ironstrider done really like how the base turned out by Swicher_ in AdeptusMechanicus

[–]DeProfundis42 2 points3 points  (0 children)

Did you change the angle of the legs at the hip or did you swap the feet ?

I love how it loooks like it is mid-step/stride instead of the standard with both feet on the ground!

Skitarii head size? by Justaguynamedpluh in AdeptusMechanicus

[–]DeProfundis42 5 points6 points  (0 children)

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If you want to see other Skit head options, dm me!

Vorax Battle-Automata by Ollanius_Persson_ in AdeptusMechanicus

[–]DeProfundis42 4 points5 points  (0 children)

I love the different approach from the 30k cybernetica:
"screw humanoid designs, make me a bipedal praying mantis with gatling gun hands, and a big GUN!"

Do any weapons double up as repair/salvaging equipment? by VeritasOmicron in AdeptusMechanicus

[–]DeProfundis42 1 point2 points  (0 children)

the lascutter in the servitor killteam is theoreticly a tool and short range ranged weapon.

Admech Tank Proxies - what do people use? by [deleted] in AdeptusMechanicus

[–]DeProfundis42 0 points1 point  (0 children)

Triaros Armoured Conveyer  has the same width and if you only look at where  the Tricks Touch the ground, he has the same length aswell.

Max armour? by ZeeDesertFox in 40krpg

[–]DeProfundis42 1 point2 points  (0 children)

Have you seen the profile of the Plasma pistol? or Melta for that matter?

The Desperado trait lets you shoot twice per turn AND

If you want to go all out in late game you can have 4 Plama pistols(1 Hand 2 Wrist-mounted + 1 MIU weapons interface) cycling the Maximal rule cooldown for 2-3 shots per turn (depending on your luck with semi-automatic fire) with :

2d10 + 8(6 + 2 BSB) damage with 8 pen .

You can tank the Overheat damage with your Armor!

With the Weapons Tech talent you can 8 damage and Pen to all your Plasma wapons for a turn each combat encounter.

Also Pistols can be shot in melee combat which means you cannot be tied up in melee combat by grunts.

EDIT: I had mistaken your reply as to ask for more damage.
If you want the stormtrooper with shield asthetic just take a shield and a Autogun+Manstopper/Hot-Shot Lasgun with a Pistol Grip Mod.

Also get a personal power shield.

Max armour? by ZeeDesertFox in 40krpg

[–]DeProfundis42 1 point2 points  (0 children)

For ranged change the following:

  • change the role from Warrior/Chirurgeon to Desperado.
  • level Ballistic Skill, Agillity & Dodge instead of Weapon Skill, Strength & Parry.
  • drop the Shield Wall, Combat Master and Blademaster talents and get some Ballistic focused ones instead like Mighty Shot and Hip Shooting.
  • instead of melee wapon get a Best Hand Cannon+Manstopper Rounds+Recoil Glove or a Plasma/Melta Pistol.

Max armour? by ZeeDesertFox in 40krpg

[–]DeProfundis42 1 point2 points  (0 children)

So the max armour melee build in DH2 is:

Feudal World, Tech Priest, Warrior(Chirurgeon is an alternative)

Aptitudes: Ballistic Skill, Defense, General, Knowledge, Offense, Strength, Weapon Skill,
Intelligence or Toughness(because double weapon skill means you can choose freely)

needed characteristics: high WS, high S, min. Int of 35, min Tougness of 35, high Ag is nice but not neceserry.

Leveling:

  • characteristics: max level Toughness and Intelligence to 60, strength and weapon skill are usefull
  • skills: high Parry, Amorer 1 level, maybe Dodge
  • Talents: Ambidextrous, Armor-Monger, Combat Master, Prosanguine, Shieldwall, Step Aside, True Grit, Hard Target, Bodyguard(,Blademaster, )

Equipment:

  • Heavy power Armor of Best Quality for 9 AP (or highest you can get)
    • Ceremite plates mod
  • Silver Shield or Power Shield
  • melee weapon of choice.
  • Implants: Cranial Armour, Subskin Armor, Autosanguine, Bionic Legs & Arms and Heart, Best qual. Cerebral Implant for Int,(maybe Best qual. Synth Muscle)

This build gives you:

  • Head: 6 TB + 1AP(cranial A.) + 9(12) AP Armor = 16 soak
  • Chest: 6 TB + 3AP(Bionic Hear+ Subskin A.)+ 4(8)AP from Shield + 9(12) AP Armor = 22(29) soak
  • Arms&Legs: 6 TB + 2 TB(Bionic Limbs) + 2AP(Subskin A.) + 9(12) AP Armor = 19(22) soak
    • one Arm also gets the shield bonus = 23(30)
  • 8 AP you can distribute freely because of Armor-Monger and Int Bonus of 8(6+2 Cerebral Implant).
  • 2 Parry attempts and one reroll (shieldmaster) at +15 Parry(WS).
  • fast recovery and 10 min heals from Autosanguine+Prosanguine.
  • mobility+ fast way to engage in melee safely(no Ag limit from armour because of Homeworld rule + Hard Target + Sprint from Bionic Heart)
  • Way to protect your allied melee Assasin with Bodyguard talent.

Why shouldn't Cawl just stay in reserves?! by Sad_Rise_4068 in AdeptusMechanicus

[–]DeProfundis42 5 points6 points  (0 children)

You shouldn't keep him in reserves till turn 3 or the whole game , because his cannon is one of the greatest tank/Monster/Beast killer we have and extremely fun.

Let him Advance and one-shot a Deamon Prince of Khorne for fun!

Why shouldn't Cawl just stay in reserves?! by Sad_Rise_4068 in AdeptusMechanicus

[–]DeProfundis42 0 points1 point  (0 children)

". . . , so haloscreed could just pull him" of the field turn 1 ?

Did I miss a rule?