Machine Cult Quickplay Armies

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Machine Cult
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight
Species: Human/Cyborg
Version: v2.50

Below you will find quickplay armies for the Machine Cult from the Grimdark Future universe.

Note: as v2.50 is in constant development the following might not be accurate.

Combat Patrol Adeptus Mechanicus (1000pts)

This is a v2.50 list you can build using one Combat Patrol: Adeptus Mechanicus box from Games Workshop, or any other models of your choice.

Your hero is likely best placed with your G-Rifle-equipped Cult Rangers; they can stay safely out of shooting distance of enemies, and the Machine Cult spell list allows your hero to support them very well, by either replenishing fallen models, or granting AP(+1) for their shooting. Long range combined with potential AP(2) allows very safe deployment and quick dispatching of Def3+ and 4+ units. They could just as well be placed with your Breacher Cyborgs, granting the same buffs to increase their anti-tank capabilities versus particularly tanky lists such as Custodians or a vehicle-heavy Human Defense Force list.

++ Combat Patrol: Adeptus Mechanicus - Machine Cult [1000pts] ++
Cult Leader [1] | Qua 4+ Def 4+ | 70pts

R-Carbine (18", A1, Radiation)

Axe-Halberd (A2, AP(4))

Hero, Psychic(1), Strider, Tough(3)

Cult Rangers [5] | Qua 4+ Def 4+ | 150pts

1x Uranium Rifle (30”, A1, AP(1), Radiation, Sniper)

4x G-Rifles (30", A1, AP(1))

5x CCW (A1)

Strider

Cult Rangers [5] | Qua 4+ Def 4+ | 115pts

4x R-Carbines (18", A1, Radiation)

1x Plasma Carbine (18”, A2, AP(4))

5x CCW (A1)

Strider

Breacher Cyborgs [3] | Qua 4+ Def 3+ | 195pts

3x Contortion Cannons (24", A3, AP(3), Deadly(3))

3x Cyborg Claws (A3)

Slow, Tough(3)

Crawler Tank [1] | Qua 3+ Def 2+ | 470pts

1x Eraser Beam (36", A2, Blast(3), AP(1))

1x Twin P-Machinegun (30", A6, Phosphor)

Anti-Charge System, Fast, Impact(6), Strider, Tough(12)

Special Rules

Anti-Charge System - Enemy units charging this model must take a dangerous terrain test rolling twice the amount of dice.

Phosphor - This weapon ignores cover.

Radiation - Enemies that roll to block hits from this weapon take one additional wound for each unmodified result of 1 that they roll.

Machine Cult Psychic Spells

Lock-On (4+): Target 2 friendly units within 6” get AP(+1) next time they shoot.

Solar Beam (4+): Target enemy model within 12” takes 1 hit with AP(4).

Steel Body (5+): Target 2 friendly units within 12” get +1 to defense next time they take hits.

Shrapnel (5+): Target 2 enemy units within 6” take 4 hits with AP(1) each.

Corroded Metal (6+): Target 2 enemy units within 12” get -2 to hit next time they shoot.

Machine Terror (6+): Target 2 enemy units within 6” take 8 hits each.

See Also

Machine Cult
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies
Grimdark Future quickplay armies
Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds
Elven Jesters - Eternal Dynasty - Havoc Brothers - High Elf Fleets - Human Defense Force
Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans
Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Titan Lords - Wormhole Daemons