![]() ![]() Luckily, you’re not locked into a single tree, so dipping into the others isn’t that bad. Of course, some of the abilities are super useful no matter which way your priests go, and the same can be said for some of the augmentics. Said five tracks allow you to specialize your priests, like making them either melee or ranged combat focused, giving them powerful repair or support abilities – or even buffing your regular troops. No way to quarantine your emotional cores in the game, tho. And that capacity is increased by leveling up – paying blackstone shards to unlock either an ability or augmentic in one of five tracks. Instead, your priests have limited capacity for augmentations (strangely enough, this includes your hand-held power-axes). Once a weapon is unlocked, you can give it to every priest under you command – there’s no stringent loot management. The Techpriests you control are fairly fresh and you’ll be kitting them out as you go. Faustinus isn’t going in himself – but he knows a few guys more expendable than he is. However, you will still have guns and gear to outfit your crew with. There’s cleansing and purging, though! Adeptus Mechanicus and Their Many Guns Praise the Omnissiah, there’s no crafting nor research in this game. Anything you can find in the field is extra. However, your course will also be guided by the rewards – in weapons, gear and upgrades that are outlined in the mission description. That why you’ll also be advancing their agendas depending on which mission you take. Both the other Magos and accompanying Skitarii have different opinions on how to proceed. ![]() The missions themselves are given by Faustinus’ associates. If you are not finished with Silva Tenebris by the time you reach 100%, well… Just know that it’s hard to finish a mission with less than 3% in your pocket. That’s why you’ll want to be fast both in the overall mission map (where you move between nodes) and in the tactical maps (where you kill the alien). Each of your missions advance the awakening a few percent at a time. You have a limited amount of time before the tomb awakens. One of the more unique aspects of the game lies in the campaign mechanic. The technobabble is quite literal Let the Sleeping Rhoombas Lie Faustinus now has limited time before the surface is swarming with the soulless robots – and his companions are offering multiple (and not always compatible) solutions to the problem. Meanwhile, Silva Tenebris turned out to be an awakening Necron tomb world. Unfortunately, Warp transit was less that gentle and the ship arrived in a sorry state. This led Magos Faustinus to mount an expedition to find out what happened. He died, but not before sending out calls to his Mechanicus fellows. We start with Magos Rhesak, who lead an expedition to the Imperial colony of Silva Tenebris. However, facing off against a single enemy race – Necrons, of all things – seemed to be boring. Sure, having a game where you control the Techpriests of Mars is cool. When Warhammer 40,000: Mechanicus was first announced, I had zero faith in it. ![]()
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