COM|POST: Warhammer 40K: Mechanicus

Recently I played the game Warhammer 40K: Mechanicus, and I really enjoyed it. It’s a turn-based strategy game in the Warhammer 40K universe. The player customizes and commands a squad of Adeptus Mechanicus Tech Priests (heavily modified cyborgs who worship technology) and assorted others to stop a Necron (undead alien techno-zombies) world from awakening from dormancy. It really hits that technomancy vibe for me.

I started playing while they had a free weekend, and decided it was good enough to actually spend money on.

The player chooses a squad of Tech Priests and an assortment of their servants (kinda like hirelings in other games), and sends them on missions. The hirelings you customize entirely by choosing which ones to use. The tech priests you customize by changing out their upgrade trees and choosing which augments (technological upgrades, usually in the form of extra mechanical limbs or attachments) you give them. I chose to specialize each tech priest as I unlocked them, making each one better at a single area of capability rather than making them interchangeable jacks of all trades. One guy’s job was to be super fast and generate as much of the game’s combat resource, Cognition Points, in order to feed the abilities of the other tech priests that required them. Another guy was designed to be a tanky front-liner with an axe. Yet another was specialized as a long range character dealing as much damage as possible.

It was rather addicting, but at least it was satisfying. Plenty of lore dumps, turn-based squad combat, extremely customizable units, and a very thematically appropriate soundtrack. If I ever get into the tabletop game and play as Adeptus Mechanicus, I think I’ll want to play the soundtrack in the background!

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