Guide for Warhammer 40,000: Mechanicus (2024)

Enemies

Your foes have a series of different units to throw out at you, each with their own stats and behaviours which can be overcome quite easily once you learn how. Remember, you don't have to kill every enemy in every mission but doing so will reward you with more Blackstone so weigh up how much you need that next upgrade for your Tech-Priests.

Going forwards I will give ranges of health and attack. This is because there is a lot of RNG in gameplay. Low health 3-5, medium health 5-7, high health 7+. Low attack 1-3, medium attack 3-6, high attack 6+.

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Necron Warrior - Found immediately. 1-5 at a time. Medium energy ranged attack. Low physical melee attack. Low health. No or 1 low armour. Warriors prioritise ranged attacks on the nearest target and melee attack if cornered. They appear in great numbers early on in the game but later get swapped out with Immortals. Early in the game they pose a small threat at range so either close the distance quick or hide behind cover. 12 Blackstone for destroying.

Necron Immortal - Found early game. 1-5 at a time. Medium energy ranged attack, sometimes AoE and slows when hit. Medium health. 1 medium armour or 2 low armours. Immortals prioritise the weakest unit within range and only melee as opportunity attacks. Their increased health and armour makes them a bigger threat than warriors so again, avoid being in range. Immortals have a rare trait that means they appear at different strengths throughout the game. In some missions they will still appear as normal but they will be stronger and as a result offer more Blackstone. 15-32 Blackstone for destroying.

Necron Destroyer - Found early game. 1 at a time. Medium energy ranged attack. Medium physical melee attack. High health. 1 medium armour or 2 low armours. Unit takes up 2x2 space and takes 2 turns per round. Destroyers prioritise ranged attacks on the nearest target and melee attack if within range at the start of their turn. They can cause trouble, especially as they take 2 turns each round, so prioritise as soon as you are within range. 25 Blackstone for destroying.

Necron Heavy Destroyer - Found mid game. 1 at a time. Heavy energy ranged attack, needs charging between uses. Medium physical melee attack. High health. 2 medium armours. Unit takes up 2x2 space and takes 2 turns per round. Behaves identical to the previous destroyer but will choose between charging its weapon or melee attacks, never both. Their ranged attack seems scary but having to recharge gives you plenty of time to rush in and destroy it. 45 Blackstone for destroying.

Necron Vargard - Found mid game. 1-5 at a time. Heavy physical melee attack. High health. 1 medium armour or 2 low armour. Teleport-switch with Necron units under attack to absorb their damage. Vargards will move towards and melee the nearest unit to them. Their teleport-switch ability makes them annoying bullet sponges so just assume whenever they are present, you'll be fighting them first even if they're at the back of the map. 40 Blackstone for destroying.

Canoptek Scarabs - Found immediately. 1-5 at a time. Low physical melee attack, causes acid damage. 1-4 health. No armour. Ability to heal and reduce resurrection time. Ability to repair self at spawn points. Unable to be resurrected. Scarabs prioritise combat if within range of an enemy, then healing Necrons if within range of a damaged unit, then healing themselves if damaged. They spawn and repair themselves at small circles on the map floor so be wary whenever you see them on a map. They are weak enough that they shouldn't bother you. Don't waste Servo Skulls scanning them as you can see their health based on the number of scarabs alive in a pile e.g. 1 scarab has 1 health, 4 scarabs have 4 health. 5 Blackstone for destroying.

Canoptek Acanthrite - Found early game. 1-2 at a time. Low energy ranged attack. Low physical melee attack, causes acid damage. Medium health. 1 low armour or 2 low armours. Ability to take CP from CP stations. Acanthrites prioritise ranged combat with the nearest unit or melee attacks if within range. If no target is within range, they will move towards the nearest CP station and drain it. They are quite weak so can be left until the end of a mission unless you find it stealing all your CP, in which case take it out first. 9 Blackstone for destroying.

Canoptek Wraith - Found late game. 1 at a time. Medium physical melee attack, causes acid damage. Unknown health. Unknown armour. Ability to keep stats concealed despite attempts to scan. Unit takes 2x2 space and takes 2 turns per round. Wraiths move towards the nearest unit to melee attack. Their unknown stats make them frustrating to deal with but I find they normally go down in 3-5 hits, varying physical and energy just in case. 50 Blackstone for destroying.

Canoptek Spyder - Found late game. 1 at a time. Medium energy ranged attack, causes acid damage. Medium physical melee attack. High health. 2 low armours. Ability to heal scarabs. Ability to spawn Scarab units. Unit takes 2x2 space and takes 2 turns per round. Spyders will prioritise spawning new Scarabs and healing units until an enemy comes into range where it will then engage in ranged and melee combat. They seem more formidable than they actually are. Just make sure to take them down before they spawn too many scarabs. 35 Blackstone for destroying.

Cryptek - Found early game. 1-2 at a time. Low physical melee attack, causes acid damage. Medium health. 1 low armour or 2 low armours. Ability to heal and completely resurrect downed units. Cryptek prioritises healing and resurrecting until enemies come into range where it will then engage in melee combat. Ideally take down first if surrounded by other Necrons as it will just undo your hard work each turn. 40 Blackstone for destroying.

Flayed One - Found immediately. 1-5 on most missions; there are some missions on Ubjao where they will spawn endlessly until the objective is completed. Low physical melee attack. Low health. No armour. High movement. Flayed ones prioritise running towards the last attacking target to melee attack them. They are basically cannon fodder and their biggest problem is slowing down your Tech-Priests on their missions and blocking narrow paths. Take down with AoE weapons if possible or leave until the end so long as they're not getting in the way. 7 Blackstone for destroying.

Deathmark - Found early game. 1-2 at a time. Medium long ranged energy attack. Low health. No or 1 low armour. Ability to teleport anywhere on the map instead of standard movement. Ability to enter overwatch once per turn which acts as a ranged opportunity attack. Unable to perform melee opportunity attacks. Deathmarks will teleport once per round, either on their turn or after being attacked by your units. The location they teleport to appears to be random. Their overwatch ability makes them a pain so consider sending a Skitarii in front of it to absorb the shot then immediately rush them with a unit that can kill the Deathmark in 1 hit. 18 Blackstone for destroying.

Lychguard - Found mid game. 1-5 at a time. high physical melee attack. High health. 1 high and 1 low armour. Ability to make retaliations when attacked, moving towards the attacker and taking a free melee attack if within range. The Lychguard will target the closest unit and will only change target if retaliating. Their high armour and retaliation attacks means you have to scan them and find their weakness immediately. Once you know it, hit them from far away to prevent them retaliating. 28 Blackstone for destroying.

Triarch Praetorian - Found mid game. 1-5 at a time. Medium energy ranged attack. Medium physical melee attack. Medium health. 1 medium armour and 1 low armour. Ability to jet pack anywhere on the map instead of standard movement. Praetorian start every turn by using their jet pack to travel to another spot on the map before attacking so it's impossible for them to set off opportunity attacks. This location appears random but it appears as though they tend to target your units that are the most secluded so keep your units close together when these are present. They should be prioritised ahead of all other enemies as they can easily cut off your units and hit you no matter where you hide. Like Immortals, Praetorians also have varied stats which offer more Blackstone. 22-48 Blackstone when destroyed.

Necron Lord - Found late game, 1 at a time. Medium energy ranged attack. Medium physical melee attack. High health. 1 medium armour and 1 low armour. Necron Lord's are mini bosses found in only a few levels. In each instance they appear at the end of the map. They each have different abilities which appear randomly assigned but ones seen so far include: summon more units, teleport anywhere on the map, create obstacles on the floor, revive downed Necrons. Teleportation, summoning and reviving are mild inconveniences but creating obstacles can make a mission unwinnable as they last the entire mission and may make the objective unreachable. I advice that as soon as you see one of these, create a backup save and try to take it down as soon as possible. 75 Blackstone when destroyed.

Necron Turret (small) - found early game, multiple at a time. Low energy ranged attack. Low health. These small turrets appear as small barrel sticking out from square features in the floor and walls which do not move. They only ever fire if your units are standing within their range, which is a straight line, at the end of a round. Luckily the game will warn you that you're in range with a small yellow exclamation mark so just put them a square or 2 further away. These are easily avoidable and offer no reward for destroying so just ignore them.

Necron Turret (large) - found late game, multiple at a time. Medium energy ranged attack. Medium health. These larger turrets appear as large rotating balls with barrels sticking out and tend to be on the floor of the map. Like the smaller turrets, they only fire if your units are within range but these will fire within a much larger range and will rotate to hit different angles. They can be more troublesome so, even though they still offer no reward, it's sometimes best to destroy them.

Shield generator - Found early game, 1 at a time. High health. 1 or 2 Low armour. The generator looks like a terminal at first but it will provide all Necron units within its range a shield boost at the end of every round. They usually aren't placed in tactical locations so can easily be dealt with by luring the Necrons away and destroying them. Because its high health and armour, it can be a drain to destroy and will offer no reward.

Shield - Found early game, multiple at a time. Shields are non destructible constructs that appear in certain maps to limit movement. Most will flicker on and off between rounds making you slow down or change direction, but others will remain on or off until an objective is completed or a terminal is destroyed. There are times in your melee only playthrough where it will appear as though you cannot progress any further due to a shield but there is always a way to deactivate them. Always carry someone with attack Servo Skulls as a workaround. There are 2 types of shield: solid green shields cannot be passed through but barred green shields can be shot through.

Xenarite Tech-Priest (melee) - Found in Xerxetes missions, multiple at a time. Medium energy ranged attack. Medium physical melee attack. High health. 1 medium and 1 low armour. Start each mission untargetable. Carries Omnispex to make the next attack on them miss. Enemy Tech-Priests are overpowered but, lucky for us, stupid. Despite carrying ranged gear and being untargetable, they rush in close to your team before attacking, preferring ranged attacks. One-on-one, they are formidable so lure them into a cluster of your Tech-Priests where you can gang together and take them out. 32 Blackstone when destroyed.

Xenarite Tech-Priest (ranged) - Found in the Xerxetes missions, multiple at a time. High energy ranged attack. Medium physical ranged AoE attack. High health. 1 medium and 1 low armour. Carries Omnispex making the next attack miss. This variant of Tech-Priests can cause a lot of damage from far away if you let them. Hit them fast and get close for opportunity attacks if need be. 32 Blackstone when destroyed.

Xenarite Servitor - Found in Xerxetes missions, multiple at a time. Low physical melee attack. Medium health. Ability to move double distance. Enemy Sevitors act as you would use them, as bullet sponges to keep their foe occupied until the Tech-Priests arrive. Do not prioritise them unless they are blocking pathways. 12 Blackstone when destroyed.

Bosses

Ekropis - This boss will almost definitely be your first unlocked and they are built like a Necron Vargard with high health, armour and a strong melee attack. Unlike the Necron Vargard, Ekropis has a long movement distance so shoot him from afar. His map features a series of tombs dotted around the outside which he will open every round to flood the map with Necron Warriors, Immortals and Vargards. He starts with 4 Vargards already awakened which will teleport-swap with him during your first few attacks so prepare for your first few attacks to be duds. Take Ekropis out quickly to avoid being overrun with the new units he will summon.

Agrolekh - You first encounter Agrolekh in the tutorial but you are not meant to defeat him until his mission later. Agrolekh is built like a Necron Destroyer so takes up 2x2 spaces, takes 2 turns each round and deals considerable melee and ranged damage. He also has this frustrating ability where he has very high physical or energy armour and on his turn, he will swap it meaning you can only hit him with 1 weakness at a time. He starts with 2 weak units at the far end of a large map but if left alive long enough, will spawn more powerful ones in different parts of the map. My favourite tactic is to wait for Agrolekh to enter the centre of the walkways and surround him on all 4 sides to prevent him fleeing and hit him with every weapon you have at once. Just be careful because the walkways between platforms don't offer any cover and he has a long range so can pick you off.

Ubjao - This twisted boss is the leader of the Flayed Ones and as such uses only a melee attack. Ubjao also has high health and will spawn waves of Flayed Ones each round who, when defeated, heal Ubjao. Their map is a tower which your units have to walk around in a circle to reach the top where Ubjao is waiting and will not attack until you get to the top. Rush your team to the top as the longer you stay close to the bottom, the more Flayed Ones will spawn and heal Ubjao.

Mhelob - The most annoying boss by far, Mhelob appears like one of the unnamed Necron Lords with similar stats. What sets Mhelob apart is that he is protected by a series of shields which alternate their opening times meaning you have to get stuck behind each one before reaching Mhelob. As if that wasn't tedious enough, Mhelob has an ability that he will use on every turn where he completely drains your CP gauge. And to top it all off, he will spawn powerful enemies between the shields every turn, often Triarch Praetorians who will jetpack between the shields. There are a series of CP generators between the earlier shields so I suggest leaving a pair of Tech-Priests there, one to collect CP and the other to help fend off Praetorians, whilst the rest of your team pushes through to reach Mhelob. This battle will last several turns and there is nothing you can do to avoid it.

Neftusk - A kind of pointless boss which you can take on at any time really. Neftusk will spawn in the centre of the room with very high armour and will be surrounded by 3 pylons in the other sides of the map to where you spawn. If you destroy these 3 generators, they deal damage to Neftusk, ignoring his armour, and do enough to kill him. There are no other enemies, however once you destroy a pylon, 2 large Necron turrets will spawn and they can do considerable damage to your units as they return to the centre of the map. Alternatively, you can attack Neftusk with attacks which wipe away armour, ignore armour or provide acid or burning damage. And what does Neftusk do this whole time? Nothing. Neftusk will sit in the centre of the map doing no damage to you the whole time just waiting for you to kill him.

Szaregon - The big boss at the end of the game. He takes up a 2x2 space and will go twice a turn, using his jetpack to launch himself at the busiest cluster of your units and doing an AoE heavy melee attack. He has around 70 health but no armour so, providing you have the CP, you can actually kill him in one round if you have your whole team using their ranged, melee and item attacks on him. He's actually a big push over and his map is filled with multiple CP generators. The only thing to watch out for here is that if you haven't defeated the other bosses above, they will all spawn in this map. No other Necron units spawn, just the bosses one at a time until they're all dead then Szaregon comes out.

The Sufferer C'Tan Shard - This side-boss is separate from the other bosses and is also a bit of a pushover. He sits at the back of a small square room and will occasionally use an AoE ranged attack which shoots out in a cross pattern, or will use a melee attack if cornered. He will also spawn glowing orbs or energy which you can destroy, with no consequence or if they are hit by the Sufferer, they will explode causing AoE damage. However the boss doesn't target these so it will only ever happen by accident. There are no other enemies in this fight so swarm him and put him out of his misery.

Objectives

Each objective room within the tomb will pose an objective inside. Sometimes completing this objective will complete the room and either complete the mission or put you back in the tomb. Most of the time, completing the first objective will then create another objective to complete in that same room. Rooms never have more than 2 objectives and more often than not, one of those objectives is to eliminate all threats.

Eliminate all threats - You have to kill every enemy on the screen and any more than may spawn as the game goes on. Necron units do not have to be completely destroyed, they can just be downed. If this is the first objective, usually there will be no further objectives. In these instances, scan then destroy as many terminals as you can before defeating the enemy.

Scan or destroy - You have to find all the terminals in the map and scan or destroy them. If you scan them, you get a reward of Blackstone but if you destroy them, you reduce the mission awakening meter by 2 points. You can scan, then destroy them but you cannot scan them once they are destroyed. If this is your first objective, it is most likely going to turn into an escape or eliminate objective so you can take your time mopping up enemies and doing whatever you want with the terminals. If it is your second objective, whatever you do to the last terminal will be the last thing you do in the game so decide whether to scan or destroy it before committing.

All Tech-Priests must escape - You will have an area highlighted at the end of the map where all Tech-Priests must be inside. Skitarii units do not count. If this is the first objective, it will always turn into an elimination objective so consider taking all enemies out first. If it is the second objective then once all your units are in the area the room is finished so deal with anything outstanding before moving your last unit in.

Survive x turns - You will be surrounded by enemies on all sides and simply have to survive. This is usually your first objective and will usually turn into eliminate all threats so just kill all enemies regardless.

Defeat named boss - This is only the objective on Caprix's boss missions. There will be no other objectives here and once the boss is defeated the mission will immediately end. Weigh up whether it's better to farm the bosses large troop of Necron reinforcements or just kill them and leave as it's often better to get in and out of these missions as quickly as possible.

Combat hints

The key to combat is plan out every move and every action well in advance. At the top of the screen is the order of turns for this round. Hold down Guide for Warhammer 40,000: Mechanicus (1) to scroll through the different units and judge where they all are. If there's an enemy about to take their turn and they're nearby, take them out first. If they're out of range then instead spend your turn getting close to terminals, gaining CP and taking out other enemy targets that are a higher priority. Watch your unit placement. You don't want to be moving your units into opportunity attacks, within range of turrets or in the middle of a narrow corridor blocking it off from everyone else. You can move them one block at a time if you really feel the need to.
Don't waste your heavy attacks and CP on weak or unscanned enemies. Feel them out with scanning attacks and Noise Reducers, then go in guns blazing once you know which ones to use. Don't send units in alone. If somebody gets trapped by a surprise spawning Necron or a jetpacking Praetorian, they will need fire support and they will need healing. Ideally send everyone in pairs or trios. But don't keep people bunched too tightly together as they might be hit by enemy AoE attacks or make it more difficult for you to fire your own weapons.
Try to scan and then destroy every terminal that you find to increase your Blackstone and reduce your Awakening meter. If you're getting close to the end of the mission and have an abundance of CP, rush your team towards the objective as you can't carry the CP with you. If you're getting close to the end of the mission and have a wounded Tech-Priest, make sure you heal them before finishing as wounds will cost you Blackstone. Don't forget to use your Canticles in your first 2 playthroughs to speed things up. Don't forget to use your skills and items, even the ones that only do the smallest amount of damage.
Don't get co*cky. Towards the end of the game, your Tech-Priests will be so overpowered that it'll feel like you're controlling gods but that doesn't mean they're indestructible. The game regularly throws curve balls mid-mission such as changing the objective or spawning new units. In your first and second playthrough, try to keep a minimum of 2 save files at all times: 1 before starting the current mission and 1 mid-mission so you can avoid stepping into traps or making a grave miscalculation.

5. Mission walkthrough3. Friendly units and team building

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Guide for Warhammer 40,000: Mechanicus (2024)

FAQs

How to be good at Mechanicus? ›

The following is a set of general gameplay tips to do well in Warhammer 40000: Mechanicus. Always be aware of the Awakening meter, both in a mission and the planetary level. If it gets to 100% before you've defeated the final area, you lose, so reducing its growth is a crucial aspect of the campaign.

What is the weakness of the Mechanicus? ›

Vulnerability to hacking and cyber-attacks: As a faction that relies heavily on technology, the Adeptus Mechanicus is vulnerable to hacking and cyber-attacks. This can be particularly dangerous if their technology is turned against them.

How long to beat Warhammer 40k Mechanicus? ›

Will you be blessed by the Omnissiah? How long is Warhammer 40,000: Mechanicus? When focusing on the main objectives, Warhammer 40,000: Mechanicus is about 19 Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 48 Hours to obtain 100% completion.

How many endings are there in Mechanicus? ›

There are at least 4 known endings to the game: Failure, Early Victory, Scaevola's Ending and Videx's Ending.

Can you play as Necrons in Mechanicus? ›

You'll be able to select whether you'd like to play as the Adeptus Mechanicus or the Necrons when you begin Warhammer 40,000: Mechanicus II. Both campaigns will tell the same story—but from a different point of view.

What happens when you reach 100% awakening in Mechanicus? ›

Awakening. Throughout the game you will see an Awakening meter in the top left corner of the screen. This indicates how close the Necron army is to coming to full strength. It's indicated that if you reach 100% then it's game over, but in actual fact you can get to 100% and then be forced into the final mission.

Why do the Adeptus Mechanicus hate Necrons? ›

Mechanicus arent a big fan of flesh and Necrons themselves used to be organic lifeforms who completely detached themselves from sentience and uploaded their conscience to these metal beasts.

Is it dark mechanicum or mechanicus? ›

The Dark Mechanicum, also sometimes referred to incorrectly as the Dark Mechanicus, and who refer to themselves as the "New Mechanicum," is a sect of traitorous Tech-priests, members of the Collegia Titanica and Chaos Knights of the ancient Mechanicum who have become Hereteks in service to Chaos.

How do you side with Videx in Mechanicus? ›

To side with Videx you need to complete all 11 of his missions before the final mission that ends the game. His final mission is called Prelude to Annihilation. After the final boss you'll get a different ending than usual and the achievement will pop.

How many missions are there in Warhammer 40K Mechanicus? ›

You should be able to do most of them, though - you'll get around 30 missions per campaign (more if you're quick and quiet) and the first two missions chains you get are 12 missions each; it is probably better to not try finish both of those in one run.

What is the longest war in Warhammer? ›

The Long War has raged for over ten thousand standard years. The bitterness and spite of the Chaos Space Marines has spread throughout the galaxy, spilling from the Warp and bleeding back again for time immemorial.

How many bosses are there in the mechanicus? ›

Ultimately it means that fighting all 5 of the main bosses before the final mission is a challenge run to complete that specific goal.

Is ahead an obelisk mechanicus? ›

Ahead is an obelisk-like object covered in what can only be described as hieroglyphic symbols. It almost reaches the ceiling of this tall chamber.

What is the blasphemy of the Mechanicus? ›

The Blasphemy of the Mechanicus is a Plasma Gun that misfired, resulting in the destruction of a Land Raider entrusted to the Salamanders Chapter.

Are Adeptus Mechanicus any good? ›

The Adeptus Mechanicus have never been a great army. They've certainly been good, and the ability to add in Imperial Knights helps them out a bunch, but they've never hit the big time. That said, before 10th edition, they've never been terrible either.

How powerful is an ark mechanicus? ›

An Ark Mechanicus underway near Nemesis Tessera. Though these rare, nigh-mythical ships are seldom brought to battle, when they do enter combat they can bring to bear nearly impenetrable defences and weaponry whose range and firepower puts even that of Imperial battleships to shame.

What is Mechanicus holy number? ›

On his arrival at many of the worlds, the Cult Mechanicus recognised the Emperor as the long awaited Omnissiah. The sacred number of Adeptus Mechanicus - is a 12. So each macroclade of this organization is composed of four cohorts, each consisting of three maniples (12 maniples in total).

How do mechanicus view necrons? ›

Mechanicus arent a big fan of flesh and Necrons themselves used to be organic lifeforms who completely detached themselves from sentience and uploaded their conscience to these metal beasts. It seems like something the Mechanicus would find based.

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