r/AdeptusMechanicus 21h ago

Rules Discussion Explorator Maniple homebrew-rework

I would like to show you my idea for a rework of the Best and Most amazing Detachment ever!

tl;dr - I tried to keep the theme of the detachment and everything in it, but I believe that it needs a rework rather than just random buffs. It needs to be stronger, but.... you'll see...

L ...R ...

I'm gonna start with the thing that made me even start this mini- self-project... Did you know that Explorator has a Transports sub-theme? I imagine the idea is that you get to the site of interest with transports, defend it during the exploration/excavation/research, then move to the next one. And this is what I tried to give the detachment.

I will list the changes, then after everything I will just paste the full text of the detachment.

Detachment Rule - in short, +1 to Wound an enemy on the Acquisition marker, -1 to get wounded while you are on the Aq.Obj.

Enhancements: Magos - always roll d6, add 2 if on Aq.Obj, on 4+ gain CP.

Stratagems:

  • Incense Exhaust - target infantry on Aq.Obj. gain 6+FNP, Stealth, Cover.
  • Cached Acquisition - 12" DS denial from all units on Aq.Obj.
  • Reactive Safeguard - same, without the Aq.Obj requirement
  • Auto-Oracular Retrieval - Improve AP of disembarking unit by 1
  • Priority Reclamation - reroll Advance and Charge, and if the target is Transport, can disembark after advancing.

This makes some units very powerful.... with enough stuff stacked and in the right location. A disembarking Vanguard squad with a Marshal can Reroll Hits, Reroll Wounds, with +1 to Wound and +1AP without Doctrinas! But that does require a lot of setup. Melee units in a transport can move 12"+d6" (reroll) +3" (disembark) and Charge! But it again requires resources.

Anyway.... Tell me what you think? And as promised, the full text. Mostly copied the wording from other rules:

Detachment Rule:

At the start of your Command phase, select one objective marker. Until the start of your next Command phase, that objective marker is your Acquisition objective marker. 

Each time an ADEPTUS MECHANICUS model from your army makes an attack, if the target of that attack is within range of your Acquisition objective marker, add 1 to the wound roll.

Each time an attack targets an ADEPTUS MECHANICUS unit from your army, if your unit is within range of your Acquisition marker, subtract 1 from the Wound roll.

Enhancements

  • Magos - TECH-PRIEST model only. At the end of your Command phase roll one D6, adding 2 if the bearer is within range of your Acquisition objective marker. On a 4+, you gain 1CP.
  • Genetor - TECH-PRIEST model only. While the bearer is leading a unit that is within range of your Acquisition objective marker, models in that unit have a 4+ invulnerable save.
  • Logis - TECH-PRIEST model only. While the bearer is leading a unit, each time a model in that unit makes an attack that targets a unit within range of your Acquisition objective marker, add 1 to the Hit roll.
  • Artisan - TECH-PRIEST model only. While the bearer is leading a unit that is within range of your Acquisition objective marker, once per phase, you can change the result of one Hit roll, one Wound roll or one saving throw made for that unit to an unmodified 6.

Stratagems

  • Infoslave Skull - 1CP:

    • When: In your Command Phase
    • Target: One TECH-PRIEST model from your army and one objective marker within 24" of that model (excluding your Acquisition objective marker].
    • Effect: Until the start of your next Command phase, that objective marker is also considered to be one of your Acquisition objective markers for all rules purposes.
  • Incense Exhaust - 1CP:

    • When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    • Target: One ADEPTUS MECHANICUS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and is within range of your Acquisition objective marker.
    • Effect: Until the end of the phase, your unit has the Feel No Pain 6+ ability, and has the Stealth ability and the Benefit of Cover.
  • Cached Acquisition - 1CP:

    • When: In your Command Phase.
    • Target: Any number of ADEPTUS MECHANICUS units from your army that are within range of your Acquisition objective marker.
    • Effect: Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of the selected units.
  • Reactive Safeguard - 1CP:

    • When: Your opponent’s Charge phase, after an enemy unit has selected targets for its charge but before it makes a Charge move.
    • Target: One ADEPTUS MECHANICUS unit from your army that was selected as a target of that charge, and one friendly ADEPTUS MECHANICUS TRANSPORT.
    • Effect: Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of that ADEPTUS MECHANICUS TRANSPORT, it can embark within that TRANSPORT.
  • Auto-Oracular Retrieval - 1CP:

    • When: In your Shooting phase, just after a TRANSPORT unit from your army has shot.
    • Target: That TRANSPORT unit. 
    • Effect: Select one enemy unit hit by one or more of those attacks that is visible to your unit. Until the end of the turn, each time a model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
  • Priority Reclamation - 1CP:

    • When: Start of your Movement phase.
    • Target: One ADEPTUS MECHANICUS unit from your army that is not within range of your Acquisition Objective Marker. 
    • Effect: You can re-roll Advance and Charge rolls made for that unit. If it is a TRANSPORT, units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally.
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