Dawn of Warhammer 40,000: Firestorm Over Kaurava

The definitive Table Top conversion mod for Dawn of War.
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 Post subject: Adeptus Mechanicum?
PostPosted: Fri Jun 11, 2010 8:52 am 
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Joined: Fri Jun 11, 2010 5:58 am
Posts: 2
Hey, im kinda new here and ive had this idea for a mod for a loooonnngg time, and it was this, The Adeptus Mechanicum as a playable race, including titan, up to possibly the imperator class titans, and maybe include the Kabal Machine if you've read the Horus Heresy book. I found this online, and have expanded it to some degree.

Buildings:

Tech 1

Name: Demios Pattern Command Centre (DPCC)
Requires: none
Builds: Machine Cultists, Build Servitors
Researches: Increase unit/vehicle cap, cultist infiltrate, Phobos Pattern Command Centre.


Name: Bionic Implantation Centre (BIC)
Requires: DPCC
Builds: Skitarii, CC servitors
Researches: Frag Grenades


Name: Genetics Research Centre (GRC)
Requires: DPCC, BIC
Builds: None
Researches: Improved Bionics , Bionic eyes

Name: Demios Pattern Scriptorium (DPS)
Requires: captured post/relic, DPCC
Builds: Servo Skulls
Researches: none

Name: Power Generator
Requires: DPCC
Builds: none
Researches: none


Name: Mars Pattern Power Generator
Requires: DPCC
Builds: none
Researches: none



Tech 2 (extra stuff, I?m not rewriting all the units already done)



Name: Phobos Pattern Command Centre (PPCC)
Requires: DPCC, GRC, BIC
Builds: Chrono-Gladiator
Researches: Manual Self-destruct, Code Blue Base Defences, Mars Pattern Command Centre


Name: Bionic Implantation Centre (BIC)
Requires: DPCC
Builds: Gland Warriors
Researches: none



Name: Genetics Research Centre (GRC)
Requires: DPCC, BIC
Builds: None
Researches: Master Crafted Bionics, Bionic brains, ?Slaught Glands, Spurr Glands

Name: Adeptus Mechanicus Foundry (AMF)
Requires: PPCC
Builds: Chimeras, H-grade Combat Servitor Squads, and Support Weapons
Researches: Smoke Launchers

Name: Adeptus Mechanicus Archives (AMA)
Requires: PPCC, AMF
Builds: Tech Priest Magos/Fabricator General, 0-4 Techpriest Engiseers
Researches: Commander Bionics, Master Crafted Weaponry

Name: Demios Pattern Scriptorium (DPS)
Requires: captured post/relic, DPCC
Builds:
Researches: Phobos Pattern Scriptorium, Mars Pattern Scriptorium, Increased Requisition 1, Increased Requisition 2.

Name: Power Generator
Requires: DPCC
Builds: none
Researches: Increased Power Output 1, Increased Power Output 2


Name: Mars Pattern Power Generator
Requires: DPCC
Builds: none
Researches: Electoos



Tech 3



Name: Mars Pattern Command Centre (MPCC)
Requires: PPCC, GRC, BIC, AMA, AMF
Builds: Praetorian Squads, Electro Priests (optional)
Researches: Code Red Base Defences

Name: Bionic Implantation Centre (BIC)
Requires: DPCC
Builds: Ranged Combat Servitors, Xenos Mechanicus (highjackers)
Researches: Disrupt

Name: Genetics Research Centre (GRC)
Requires: DPCC, BIC
Builds: None
Researches: none

Name: Adeptus Mechanicus Foundry (AMF)
Requires: PPCC
Builds: Leman Russ, Leman Russ Vanquisher
Researches: Mars Pattern Hulls

Name: Adeptus Mechanicus Archives (AMA)
Requires: PPCC, AMF
Builds:
Researches: Commander Bionics 2, Dark Age Weaponry, ?Steel over Flesh!?


Name: Adeptus Titanicus Deployment Pad (ATMP)
Requires: AMA, AMF, MPCC,
Builds: 1 Mars Pattern Warhound Titan, 0-3 Mars Pattern Shadowsword
Researches: none

Units & Vehicles:


Name: Machine Cultists
Number: 4-9+1
Weapons: Laspistol, CCW
Hvy Weapons: 0-2 Grenade Launchers, Flamers
Requires: DPCC
Abilities: Infiltrate
Champion: Machine Preacher
Upgrades infiltrate
Description: Recruited from local populace for the most part, these common folk have been swayed by Cult Mechanicus Preachers into aiding the Tech-Priests on their quest. Others are recruited from Forge World planets to join these holy expeditions, moving from planet to planet to spread the Word of the Machine Spirit. Many may go on to join the ranks of the Skitarii, or perhaps even become members of the higher rankings of the Cult Mechanicus. But all start as members of Machine Cults, ready to prove their faith in the divine intellect of the Emperor.


Name: Skitarii a.k.a Tech Gaurd
Number: 4-9+1
Hvy Weapons: 0-3 Grenade Launchers, Flamers, Plasma Guns
Weapons: Lasguns
Requires: BIC
Abilities: Frag Grenades
Champion: Skitarii Seargant
Upgrades: Improved Bionics, Master Crafted Bionics, Bionic Eyes, Bionic Brains
Description: Drawn from the Forge World planets assigned to accompany the Tech-Priests on their missions, Skitarii (or Tech-Guard as many dismissively call them) form the backbone of the Adeptus Mechanicus Ordo Militant. While not as deadly in combat the elite Praetorians, for mere humans they are devoutly loyal to the Cult of the Machine, well-trained and well-equipped, and flexible in combat. When not fighting, they often serve as assistant archeologists and skilled labor for their Tech-Priest masters in their search for lost technology.


Name: Close Combat Servitors
Number: 3-9+1
Weapons: Power Weapons, CCW
Hvy Weapons: none
Requires: BIC, GRC
Abilities: Disrupt (paralyses vehicles and stops buildings from working for a short period of time), Repair,
Champion: Tech Priest Overseer
Upgrades: Improved Bionics, Master Crafted Bionics, Bionic Eyes, Bionic Brains, Disrupt
Description: To Resist the Will of the Machine God is Futile. This is the lesson shown to all who would defy the Adeptus Mechanicus by these, their mindless drones. Servitors are organic machines, cyborg hulks of flesh and metal. Many are grown in artificial bio-vats and mated to special mechanical augmentations, but some are once-human beings convicted of horrible heresies or other crimes. Now mind-wiped and programmed only to serve, they demonstrate the folly of challenging the Imperial might and the Masters of the Red Planet.

Servitors are used for an endless number of tasks throughout the Imperium, and form the bulk of the populations on many Forge Worlds. Once programmed for a task they perform it endlessly without complaint, no matter the hazard or tediousness involved. Their mechanical adaptations allow them to function in hostile environments, and to operate specialized machinery. In combat they serve as everything from driving transports to manning dangerous support weapons to forming small individual fighting units. Special mechanized targeting systems make them excellent shots and their implacable advance even when sustaining heavy casualties is unnerving to most enemy.


Name: Chrono-Gladiator
Number: 1
Weapons: 2 Power Claws
Hvy Weapons: none
Requires: PPCC
Abilities: Manual Self-destruct, Self-destruct
Champion: none
Upgrades: Manual Self-destruct
Description: Chrono-Gladiators are creations of the Adeptus Mechanicus, they have a set time limit to kill their target or they will selfdestruct themselves. One of the most famous Chrono-Gladiators is Krieger "Krash" Thrax the arch-enemy of the infamous Kal Jerico. Unlike most Chrono-Gladiators who would be de-activated for failure of their mission, Krash has instead has his self-destruct timer lengthened. Many Gladiators who undergo timer lengthening are done so because their abilities would prove useful in the battlefield and Chrono-Gladiators are an increasingly more common sight in the armies of Mars


Name: Gland Warriors
Number: 4-9+1
Weapons: Laspistol, CCW
Hvy Weapons: 0-9 Pwr Weapons
Requires: PPCC, BIC, GRC
Abilities: Spurr Gland
Champion: Sergeant
Upgrades: Spurr Glands, ?Slaught Glands, Improved Bionics, Master Crafted Bionics, Bionic Eyes, Bionic Brains,
Description: When the forge world of Dantis III was invaded by Tyranids, Imperial Guard regiments from the nearby world of Lostok were drafted in to combat the menace. The surface of Dantis III was heavily polluted and the infestation of deadly Tyranid organisms made fighting outside the factory-complexes almost impossible. A few companies of the Lostok 23rd were modified by the Techpriests to fight in this hellish warzone, incorporating many organs and drug-secreting glands that enabled them to survive unprotected, as well as boosting their combat abilities and aggressiveness. After seeing the success of the prototypes Gland Warriors quickly became a key unit in the forces of the Adeptus Mechanicus.


Name: Fabricator General
Number: 1
Weapons: Plasma Pistol, CCW
Requires: PPCC, AMA, BIC, GRC
Champion: None
Abilities: Repair, ?Steel over Flesh!?
Upgrades: ?Steel over Flesh!?, Commander Bionics 1, Commander Bionics 2, Master Crafted Weaponry, Dark Age Weaponry.
Description: Masters of Technology, the Tech-Priests rule over their home planet of Mars and countless other Forge Worlds throughout the Imperium. Each was once fully human, but as they rise in rank in the Cult Mechanicus more and more mechanical augmentations are added to improve the fragile flesh. While rarely leaving their Fortresses, upon reaching the degree of Tech-Priest each is expected to lead at least one pilgrimage in search of lost relics such as the Standard Template Construct (STC) systems from the Dark Age of Technology. Some even make these questing expeditions their life work. Those on their first holy search are given the honorary title Questor, while a Tech-Priest Magos or Master represents one of the highest positions of achievement in the Cult. Any Tech-Priest no matter the rank though is totally committed to recovering the priceless knowledge and technology lost many millennia ago. Outfitted with rare tech-relics and aided by a small Cult Mechanicus conti
ngent, they roam the galaxy in their holy crusade.


Name: Tech Priest Engiseers
Number: 1
Weapons: Laspistol, CCW
Requires: PPCC, AMA, BIC, GRC
Champion: None
Abilities: Repair,
Upgrades: Improved Bionics, Master Crafted Bionics, Bionic Eyes, Bionic Brains.
Description: Tech-Priest Engiseers are specially trained to spend their lives in the field, aiding other Imperial forces in combat as well as commanding detached Adeptus Mechanicus forces of their own. They are often found assisting Imperial Guard armies (where their legendary skills have earned them the title Enginseer), or training Techmarines of the Adeptus Astartes. Unlike other Tech-Priests, they do not concentrate on a single discipline but are instead near-masters of nearly all Imperial technology. Their lack of focus often keeps them from being held in higher regard from the higher officials of their orders, but their presence on the battlefield is often invaluable in maintaining fighting efficiency. It is often even said that a weapon repaired by an Engiseer is superior to one brand new!


Name: Praetorian Squads
Number: 3-5+1 (1)
Weapons: Pwr Fists (2), Heavy Bolters (2)
Hvy Weapons: 0-5 Heavy Flamers (2), 0-5 Multi Meltas (2)
Requires: MPCC
Champion: Tech Priest Overseer
Abilities: Repair, Inspiring Aura
Upgrades: Improved Bionics, Master Crafted Bionics, Bionic Eyes, Bionic Brains.
Description: Assigned to a Tech-Priest for his protection and to aid him on the Quest, Praetorians are specially augmented Servitors designed for only one task ? combat. They excel at this function, and are the warrior elite of the Adeptus Mechanicus when if goes to war for the glory of Mars and the Machine God. They are programmed to protect the Tech- Priest with their lives and with their superior armour and self-repair mechanisms it is unlikely a Tech-Priest will ever fall in battle if he has a these as his bodyguard.


Name: Ranged Combat Servitors
Number: 3-5+1
Weapons: Heavy Bolters, CCW
Hvy Weapons: 0-3 Plasma Cannons, 0-3 Multi-Meltas, 0-5 Lascannons, 0-5 Assault Cannons
Requires: MPCC, BIC
Champion: Tech Priest Overseer
Abilities: Repair,
Upgrades: Improved Bionics, Master Crafted Bionics, Bionic Eyes, Bionic Brains.
Description: To Resist the Will of the Machine God is Futile. This is the lesson shown to all who would defy the Adeptus Mechanicus by these, their mindless drones. Servitors are organic machines, cyborg hulks of flesh and metal. Many are grown in artificial bio-vats and mated to special mechanical augmentations, but some are once-human beings convicted of horrible heresies or other crimes. Now mind-wiped and programmed only to serve, they demonstrate the folly of challenging the Imperial might and the Masters of the Red Planet.

Servitors are used for an endless number of tasks throughout the Imperium, and form the bulk of the populations on many Forge Worlds. Once programmed for a task they perform it endlessly without complaint, no matter the hazard or tediousness involved. Their mechanical adaptations allow them to function in hostile environments, and to operate specialized machinery. In combat they serve as everything from driving transports to manning dangerous support weapons to forming small individual fighting units. Special mechanized targeting systems make them excellent shots and their implacable advance even when sustaining heavy casualties is unnerving to most enemy


Name: Xenos Mechanicus
Number: 5-10+1 (1)
Weapons: Laspistols, CCW
Hvy Weapons:
Requires: MPCC, BIC
Champion: Xenos Mechanicus Engiseer
Abilities: Disrupt, Steal Vehicle
Upgrades: Disrupt, Infiltrate
Description: Xenos Mechanicus are a recent addition to the forces of Mars. Whilst most consider them heretics, their superior knowledge of Xeno-tech makes them a valuable asset to any Tech-Priest.


Name: Electro Preists (optional)
Number: 5-10 (1)
Weapons: Electoos
Hvy Weapons: none
Requires: MPCC, BIC, Mars Pattern Pwr Generator, Increase Pwr Upgrade 2
Champion: none
Abilities: Disrupt
Upgrades: Disrupt
Description: The smell of ozone and the bright flashes of blue-white herald the arrival of the Electro-Priests or Luminen into battle. Electrically charged fanatics, they are the warrior elite of the Cult Mechanicus. Each is covered with an elaborate network of circuitry and power-runes embedded into their skin, and in combat they light up the battlefield as arcs of lightning leap out from their bodies. These special Electoos give them fanatical will as well as other special abilities, but at a price. Only the most zealous and fanatical of Tech-Adepts are chosen for the subdermal implants, as their new electrical powers are a constant drain on their own life energies. Even so, many fall to the ground in the midst of the fighting as their minds become taxed beyond even their endurance by the intense strain.


Vehicles



Name: Chimera
Number: 1
Weapons: Multi-Laser
Hvy Weapons: Hvy Bolter, Flamer
Requires: AMF
Abilities: Smoke Launchers
Upgrades: Smoke Launchers, Mars Pattern Hulls
Description: The ubiquitous transport vehicle of the Imperial Guard, Chimeras are extremely durable and practical vehicles, capable of mounting an array of infantry support weapons. Over the millennia, it has proved its reliability time and time again and remains a potent symbol of the Imperial Guard. Like all vehicles produced on Mars, Adeptus Mechanicus Chimeras are superior to the Imperial Guard ones in every way possible.


Name: H-grade Combat Servitors
Number: 1-3
Weapons: Power Fists/Dreadnought CCW
Hvy Weapons: none
Requires: AMF, PPCC
Abilities: Disrupt
Upgrades: Disrupt.
Description: Huge hulking monstrosities often made from criminal Ogryns or the remains of large Xenos. They are ridiculously strong and with the backing of the Adeptus Mechanicus they crush all before them.


Name: Support Weapon Squads (optional)
Number: 1-3
Weapons: Hvy Bolters(2)
Hvy Weapons: Lascannons (2), Thudd Guns, 0-1 Conversion Beamer
Requires: AMF,PPCC, Dark Age Weaponary
Abilities: none
Upgrades: Mars Pattern Hulls
Description: Support Weapons are rare devices of awesome power, many dating back to the time of the Heresy or even the Dark Age. Each usually requires specialized equipment and repair, and are a rare sight outside of Adeptus Mechanicus forces though sometimes seen detached to other Imperial armies. Even though difficult to ready and maintain, they are superb in combat when operated by specially programmed Servitor crews and are capable of causing un-told destruction.


Name: Leman Russ
Number: 1
Weapons: Battle Cannon, 3 Hvy Bolters
Hvy Weapons: None
Requires: PPCC, AMF
Abilities: None
Upgrades: Mars Pattern Hulls
Description: The Leman Russ battle tank is the most common tank in Imperial Guard regiments. It is a simple design and one that has stood the test of time better than most; its versatility and relative ease of construction make it the tank most often requested by Imperial officers to be attached to their infantry formations. Like the Chimera, the Adeptus Mechanicus version is superior, often using advanced tracking systems combined with the latest Anti-Personnel ammunition they are a force to be reckoned with.


Name: Leman Russ Vanquisher
Number: 1
Weapons: Vanquisher Battle Cannon, Lascannon, 2 Hvy Bolters
Hvy Weapons: None
Requires: AMF, MPCC
Abilities: none
Upgrades: Mars Pattern Hulls
Description: The Leman Russ Vanquisher is a more sophisticated version of the basic Leman Russ battle tank armed with the Vanquisher Battle Cannon. The special anti-tank ammunition used in this fearsome weapon is very useful against a foe with many armoured vehicles but of less use when facing a foe with smaller vehicles and hordes of infantry.

Name: Mars Pattern Shadowsword (im getting 1 for Crimbo biggrin.gif)
Number: 1 (3)
Weapons: Volcano Cannon, 2 TL Hvy Bolters
Hvy Weapons: none
Requires: ATDP,AMF,MPCC,Pwr Upgrade 1 Mars Pattern Hulls

Name: Mars Pattern Warhound Titan
Number: 1
Weapons: Plasma Blastgun, Vulcan Mega Bolter
Hvy Weapons: Turbo-laser, Inferno Cannon
Requires: Mars Pattern Hulls, AMF, MPCC, Pwr Upgrade 2, ATDP
Abilities: none
Upgrades: Mars Pattern Hulls
Description: Warhound Titans are the smallest and most common Titan currently in production. It is Most commonly used as a scout Titan, decimating enemy outposts before reinforcements arrive. Whilsts Warhounds can be devastating they are more of a deterrence than an actual weapon, the mere sight of a Warhound is often more than enough to cause the enemy to flee and entire battles have been won without the Warhound firing a single shot.


Name: Mars Pattern Reaver Titan
Number: 1
Weapons: Rocket Launchers on the Carapace mount, and Turbo-Laser Destructors on each arm.
Hvy Weapons: All slots filled with rocket launchers, a small version of a Hellstorm Cannon.
Requires:
Abilities: None
Upgrades: Experimental Design II
Description: The Reaver Titan is a medium-sized Titan and the smaller of the two Battle Titans. They are considerably more durable than Warhounds, and are able to take roughly twice the amount of damage of a Warhound (according to the game rules). This extra durability is probably due to the unusual placement of the plasma generator on the back of the main carapace, where in most Titans the generator is located in the core of the Titan, hence the term "energy core."

Upgrades and Weapons:

Tech 1

Name: Infiltrate
Researched at: DCPP
Requires: DCPP
What it does: Lets the unit infiltrate (turn invisible)
Who it affects: Machine Cultists, Xenos Mechanicus
Description: Cultists are often able to work their way towards the enemy by posing as civilians, whilst the Xenos Mechanicus have been trained in the art of infiltration, allowing them to work their way towards the enemy?s strongest vehicles and wreak havoc


Name: Frag Grenades
Researched at: BIC
Requires: BIC, GRC
What it does: Equips the squad with frag grenades
Who it affects: Skitarii, Cultists, Gland Warriors
Description: Frag Grenades are the basic anti-infantry grenades of the Imperium. Its design has not been changed for millennia and can be used in either a timed fuse or a contact form and even has a device to prevent ?friendly-fire? if it comes into contact with any allies.


Name: Improved Bionics
Researched at: GRC
Requires: GRC, BIC
What it does: Improves health of squad
Who it affects: Skitarii, All Servitors (including H-grade), Tech-Priest Engiseers
Description: Almost all life forms on Mars are equipped with bionics during times of war those used by Skitarii and Servitors will often be replaced with more durable, reliable versions.


Name: Bionic Eyes
Researched at: GRC
Requires: GRC, BIC
What it does: Increases shooting accuracy and damage
Who it affects: Skitarii, All Servitors (including H-grade), Tech-Priest Engiseers
Description: Troops are equipped with Bionic Eyes imcoperating Target Trackers. As well as improving troops accuracy bionic eyes can see in intense light or darkness and are resistant to all forms of blinding chemicals. However the Adeptus Mechanicus have not yet devised a way of making them resistant to EMP so Bionic Eyes are useless on ?Static Worlds?.


Name: Phobos Pattern Command Centre
Researched at: DPCC
Requires: DPCC, BIC, GRC
What it does: Upgrades ?Demios Pattern Command Centre? to ?Phobos Pattern Command Centre?
Who it affects: Demios Pattern Command Centre
Description: When a small task force comes under heavy attack they can request permission to advance to ?Stage: Phobos?. If permission is granted then their DPCC will be upgraded to a PPCC. The PPCC allows the attack force to use light vehicles and stronger infantry.


Tech 2


Name: Phobos Pattern Scriptorium
Researched at: DPS
Requires: DPS
What it does: Upgrades post with twin linked Heavy Bolters, increases health and requisition output.
Who it affects: DPS
Description: Listening Posts can?t be watched 24/7 so the Mechanicus came up with this. The DPS contains ?Nanites? small robots barely a molecule thick. When enough resources are diverted to these Nanites they can be programmed to expand the Scriptorium with weaponry. In a manner of minutes the Nanites can expand the Scriptorium with basic Weapons, an extra layer of armour and even repair it when it is under attack.


Name: Mars Pattern Scriptorum
Researched at: PPS
Requires: PPS
What it does: Upgrades post with an Assault cannon, increases health and requisition output
Who it affects: PPS
Description: If the PPS is not providing enough firepower to ward off attackers then the Nanites can be instructed to upgrade it to a Mars Pattern Scriptorium. The MPS is equipped with an Assault Cannon, one of the deadliest anti-infantry weapons available and adds yet another layer of armour to its already impressive bulk.


Name: Increased Power Output 1
Researched at: Pwr. Gen.
Requires: Power Generator
What it does: what it says on the tin
Who it affects: Power Generator, Mars Pattern Generator
Description: Advanced minig equipment increases amount of power? ah hell I?ll do the rest later!


Name: Increased Power Output 2
Researched at: Pwr. Gen.
Requires: Power Generator, Increased Power Output 1
What it does: what it says on the tin
Who it affects: Power Generator, Mars Pattern Generator
Description:


Name: Increased Requisition Output 1
Researched at: DPS or PPS or MPS
Requires: DPS or PPS or MPS
What it does: what it says on the tin
Who it affects: DPS, PPS, MPS
Description:


Name: Increased Requisition Output 2
Researched at: DPS or PPS or MPS
Requires: DPS or PPS or MPS and Increased Requisition Output 1
What it does: what it says on the tin
Who it affects: DPS, PPS, MPS
Description:


Name: Manual Self-destruct
Researched at: PPCC
Requires: PPCC, GRC
What it does: Allows you to manually self-destruct the Chrono Gladiator
Who it affects: Chrono-Gladiator
Description:


Name: Code Blue Base Defenses
Requires: PPCC
What it does: Equips the PPCC with 4 Twin Linked heavy bolters
Who it affects: PPCC
Description:

Name: Master-Crafted Bionics
Researched at: GRC
Requires: GRC, BIC Improved Bionics
What it does: Increases health even more
Who it affects: Skitarii, All Servitors, Tech-Priest Engiseer
Description: When normal bionics just aren?t enough Skitarii are equipped with Master-Crafted Bionic. Rather than being factory produced these bionics have been hand-crafted by Tech-Priests. This has been known to cause jealousy amongst the ranks of the Adeptus Astartes who do not see why the Imperial Guard should be better equipped than them. Unfortunately a several rouge chapters have found this out the hard way. Finding their power armour useless against the amazing marksmanship and their chainswords shattered whilst trying to hack apart even the lowliest servitor.

Name: Bionic Brains
Researched at: GRC
Requires: GRC, BIC, Bionic Eyes
What it does: Increases shooting accuracy and damage even more
Who it affects: Skitarii, All Servitors, Tech-Priest Engiseers
Description: A Bionic Brain is one of the most complicated medical procedures known to man. It is mostly used when failed Adeptus Astartes recruits, who have undergone Psycho-therapy and are resistant to Mind Wipes. Yet a combat Brain is the deadliest weapon in the universe making every soldier a walking database able to predict what the enemy will do next, able to react with such speed that it is even possible to dodge bullets at point-blank range and the most advanced targeting systems in the Adeptus Mechanicus, able to target enemies with accuracy normally only seen in the Adeptus Vindicare. It transforms a soldier into a one man army and if Combat Brains can ever be mass-produced. Mankind would surely conquer the Galaxy.


Name: Spurr Glands
Researched at: GRC
Requires: GRC
What it does: Allows Gland Warriors to use ?Demonic Strength?
Who it affects: Gland Warriors
Description:


Name: ?Slaught Glands
Researched at: GRC
Requires: GRC
What it does: Greatly Increases Gland Warrior Speed, Health, and Strength in CC
Who it affects: Gland Warriors
Description:


Name: Commander Bionics
Researched at: AMA
Requires: AMA, GRC
What it does: increases health of Forge Lord and Chrono-Gladiator
Who it affects: Forge Lord, Chrono-Gladiator
Description: Tech-Priests are outfitted with more advanced bionics than normal troopers, often incorporating self-repair mechanisms, drug dispensers and in-built weapons.


Name: Master Crafted Weaponry
Researched at: AMA
Requires: AMA, GRC
What it does: increases s damage done by Commanders
Who it affects: Forge Lord, Chrono-Gladiator
Description: Whilst all Priests are equipped with Master-Crafted weaponry. During war they will often adapt them to their own personal specifications.


Name: Dark Age Bionics
Researched at: AMA
Requires: AMA, GRC, Commander Bionics
What it does: Increases Commander health even more, Greatly increases CC pwr
Who it affects: Forge Lord, Chrono-Gladiator
Description: The most honourable ritual a Priest can undergo is the implantation of Dark Age Bionics. Constructed from solid Adamantium and often incorporating weaponry and force fields which to this day no Priest has figured out the inner workings. When a Priest is equipped with Dark Age Bionics, he is literally capable of ripping through bulkheads. Even the Astartes? Tactical Dreadnought Armour is no match for such unstoppable strength and unquestionable belief.


Name: Dark Age Weaponry
Researched at: AMA
Requires: AMA, GRC, master crafted weapons
What it does: Greatly Increases power of shooting weapons, allows the use of the following support weapons. Thudd Gun, Conversion Beamer, Rapier Laser Destroyer.
Who it affects: Forge Lord
Description: The most advance technology mankind ever created. Weapons created during the Dark Age are as powerful as they are unpredictable. What looks like no more than a mere sword, could potentially slice through the hull of a Land Raider like a hot knife through butter. One of the most common Dark Age weapons discovered is the Graviton Gun. A weapon that warps the gravitational field around the target either crushing them to death, or floating them into the atmosphere. However Dark Age Weaponry comes at a price. If the Priest loses or damages the weapon in any way, the Fabricator General will surely sentence him to death?or worse.


Name: ?Steel over Flesh!?
Researched at: AMA
Requires: AMA
What it does: All troops within radius are fearless for certain period of time.
Who it affects: Forge Lord
Description: he shouts out ?Steel over Flesh!?. The Tech-Priest issues a mighty battle cry often amplified by his personal Confessor or Sage. This inspires the men to fight harder, knowing that the Machine God himself is behind them.



Tech 3



Name: Electoos (optional)
Researched at: Mars Pattern Power Generator (that?s right, you need a slag deposit to get Electro-Priests)
Requires: Increased Pwr Output 2, Mars Pattern Generator
What it does: Allows Electro-Priests to be built at the PPCC
Who it affects: PPCC
Description:


Name: Mars Pattern Command Centre
Researched at: PPCC
Requires: PPCC, AMA, AMF, BIC, GRC
What it does: Upgrades PPCC to MPCC
Who it affects: PPCC
Description:


Name: Code Red Base Defenses
Researched at: MPCC
Requires: Code Blue Base Defenses
What it does: Upgrades 4 TL Hvy Bolters to 4 assault Cannons
Who it affects: MPCC
Description:


Name: Disrupt
Researched at: BIC
Requires: MPCC, BIC
What it does: Equips all servitors (even H-grade) & Xenos Mechanicus with the disrupt ability (stops buildings and vehicles from working for short period of time)
Who it affects: All Servitors, Xenos Mechanicus.
Description:


Name: Mars Pattern Hulls
Researched at: AMF
Requires: MPCC, AMA, AMF
What it does: Increases health of all vehicles, allows Warhound titan to be built.
Who it affects: All Vehicles
Description:



Name: Experimental Design
Researched at: AMF
Requires: Mars Pattern Hulls
What it does: Increases health of multiple vehicles, most noticeably the Warhound Titan, allows the Reaver Titan to be built.
Who it affects: All Vehicles
Description:



Name: Experimental Design II
Researched at: AMF
Requires: Experimental Design
What it does: Increases health of Reaver, increases rocket and other weapon damage, allows the construction of the Hellstorm Cannon add-on for the REaver titan.
Who it affects: Reaver Titan.
Description:


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 Post subject: Re: Adeptus Mechanicum?
PostPosted: Fri Jun 11, 2010 9:00 am 
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reaver titans wouldnt really fit the scale of most maps, and buildings are mostly a no go area at this stage due to the engine... are you sure this shouldn't be in Dow 1 mod instead?

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 Post subject: Re: Adeptus Mechanicum?
PostPosted: Fri Jun 11, 2010 3:25 pm 
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Tl;dr, Titans are OP and Apocalypse and it's not codex for obvious reasons.

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 Post subject: Re: Adeptus Mechanicum?
PostPosted: Sat Jun 12, 2010 2:31 am 
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Ah okay then . :) Thanks for the feedback. Maybe ill try somewhere else? I don't really have mod experience so.....


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 Post subject: Re: Adeptus Mechanicum?
PostPosted: Sun Jun 13, 2010 2:35 pm 
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Try to make own AdMech TT codex while looking up for other fan-made codices in the Internet ;)

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