Warhammer 40,000: Mechanicus

Warhammer 40,000: Mechanicus

295 ratings
Comprehensive Discipline Gear Guide [EN]
By XenoSimilus
This guide is aimed at showing you all of the details for the 6 Adeptus Mechanicus disciplines, complete with a visual guide on how the outfits look, the statistics of the outfits, the overall stats of the sets, and an example gear combination.
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Introduction

This guide will be frequently updated throughout the life of the game, to keep all information up to date.

This guide is aimed at showing you all of the details for the 6 Adeptus Mechanicus disciplines, complete with a visual guide on how the outfits look, the statistics of the outfits, the overall stats of the sets, and an example gear combination.

It is worth noting that the best gear for your potential Priest build may have to be purchased across multiple Disciplines. Each piece of gear costs a whole level up to purchase in the discipline tree and you need the previous trait in the discipline tree to be able to purchase the armour, which can get quite costly across multiple trees. If you constantly kill all the enemies in each level and collect all the blackstone through terminals, you should easily be able to afford whatever you want before the end of the game.

Each level-up, a Priest gains one Augment capacity, which can be spent towards equipping a piece of armour, equipment, or weaponry. All armor costs one augment slot, equipment can range from 1-3 augment slots, weaponry can range from 1-3 augment slots. When taking armour, it is worth considering if the discipline tree you are taking the armor from has any valuable abilities you could work towards unlocking. Luckily, if you only need 1 piece of equipment from a specific discipline tree, it only costs 2 level-ups and all level 1 abilities are very useful.

Important to know
  • If you lose a Tech-Priest in battle, they will come back the next mission.
    (You will be fined 10 Blackstone for every HP the Priest had).
  • You gain one augment capacity per level up. (Used to equip gear, augments, weapons).
  • You only gain one ability or one piece of gear per level up.
    (Must purchase previous ability to unlock ability to purchase a piece of gear).
  • You cannot currently reset how you have spent your level-ups.
  • Level-ups get increasingly expensive in Blackstone cost.
  • ONCE YOU REACH LEVEL 25, YOU HAVE GAINED THE MAXIMUM AMOUNT OF SPENDABLE AUGMENTATION CAPACITY.
    (Equipping the highest cost items, you can only spend up to 25 augment capacity).
Explorator


Role: Melee Fighter

Explorators takes on the quest for knowledge more than any other discipline. They reach far into the depths of unknown space searching for archeotech, new species and even new worlds.

Total HP: +7 (17)
Total Energy Armour: 0
Total Physical Armour: +2
Total Movement Bonus: +3
Total Physical Damage: +1
Total Energy Damage: 0
Total Crit Bonus: 0%
Total Dodge Bonus: 0%



Head
+2 Max HP
+1 Physical Armour


Torso
+3 Max HP
+1 Physical Armour


Arms
+1 Physical Damage



Legs
+2 Max HP
+3 Movement
Secutor


Role: Commander

Secutors are masters of man and machine. They wield the often rare trait of charisma, with their inspiting leadership they are able to multiply the efficency of Skitatii tenfold.

Total HP: +11 (21)
Total Energy Armour: +1
Total Physical Armour: 0
Total Movement Bonus: +1
Total Physical Damage: 0
Total Energy Damage: 0
Total Crit Bonus: +20%
Total Dodge Bonus: 0%



Head
+2 Max HP
+1 Energy Armour


Torso
+4 Max HP



Arms
+2 HP
+20% Crit Chance


Legs
+3 Max HP
+1 Movement
Tech-Auxilium


Role: Squad Buffer

An often overlooked discipline, the Tech-Auxilium takes on tasks that other Tech-Priests avoid. They are the oil within an engine, they keep the great mechanicus cog running as smoothly as they can.

Total HP: +7 (17)
Total Energy Armour: +2
Total Physical Armour: +1
Total Movement Bonus: +2
Total Physical Damage: 0
Total Energy Damage: 0
Total Crit Bonus: +20%
Total Dodge Bonus: 0%



Head
+2 Energy Armour



Torso
+4 Max HP
+1 Physical Armour


Arms
+1 HP
+20% Crit Chance


Legs
+2 Max HP
+2 Movement
Lexmechanic


Role: Cognition Collector

Rigorous cataloguers, Lexmechanics compile, analyse and run data entry tasks. They are capable of finding valuable data among indecipherable texts, maps, or other obscure forms such as enemy weakness' during battle.

Total HP: +8 (18)
Total Energy Armour: +1
Total Physical Armour: +1
Total Movement Bonus: +2
Total Physical Damage: 0
Total Energy Damage: 0
Total Crit Bonus: 0%
Total Dodge Bonus: +20%



Head
+1 Physical Armour
+1 Energy Armour


Torso
+4 Max HP



Arms
+2 HP
+20% Dodge Chance


Legs
+2 Max HP
+2 Movement
Enginseer


Role: Healer

Unlike other Priests, Enginseers are found to serve on almost every Imperial planet in the galaxy, seeing to the well being and maintenance of all things mechanical.

Total HP: +7 (17)
Total Energy Armour: +2
Total Physical Armour: +1
Total Movement Bonus: +3
Total Physical Damage: 0
Total Energy Damage: +1
Total Crit Bonus: 0%
Total Dodge Bonus: 0%



Head
+1 Physical Armour



Torso
+3 Max HP
+1 Energy Armour


Arms
+2 HP



Legs
+2 Max HP
+1 Energy Armour
Dominus


Role: Ranged Damage

A Dominus is heavily trained in the art of war, using their skills to monitor and calculate highly complex battle maneuvers in the blink of an eye.

Total HP: +8 (18)
Total Energy Armour: +2
Total Physical Armour: 0
Total Movement Bonus: +3
Total Physical Damage: 0
Total Energy Damage: +1
Total Crit Bonus: 0%
Total Dodge Bonus: 0%



Head
+2 Max HP
+1 Energy Armour


Torso
+3 Max HP
+1 Energy Armour


Arms
+1 Energy Damage



Legs
+3 Max HP
+3 Movement
Example Build
Here I will show an example of combining gear from each discipline to create a specialized Adeptus Mechanicus Priest.

Here is Magos Manarius, an Adeptus Mechanicus Priest serving on Silva Tenebris.


Tech-Auxilium Head
+2 Energy Armour



Dominus Torso
+3 Max HP
+1 Energy Armour


Dominus Arms
+1 Energy Damage



Enginseer Legs
+2 Max HP
+1 Energy Armour


Magos Manarius is level 9, the minimum level to aquire these 4 pieces of gear from the discipline trees. Magos Manarius is specialised to protect against energy damage, taking energy armour over other stats, and to deal additional energy damage. If 4 or less than 4 energy damage is directed as Magos Manarius, it is fully mitigated by the gear. There are downsides to this gear choice, as Magos Manarius is slower than fellow Adeptus Mechanicus Priests, and has less health.
11 Comments
Hazmat616 6 Sep, 2024 @ 1:45am 
Dominus legs are the best.
Cinnamon Roll 2 Jan, 2024 @ 12:40pm 
The enginseer set does not have any movement bonuses!
Tek 9 Oct, 2023 @ 1:24pm 
nice profile pipeworker
Mi-Go Rancher 10 Dec, 2022 @ 9:04am 
Great guide, helped immensely.
Arcane 3 Jan, 2021 @ 3:57pm 
Best Class Equipment Builds (Energy/Physical/Mixed Armor and Health):

Optimal Energy Armor Build: Tech-Auxilium Head, Enginseer/Dominus Torso, Dominus Arms, Enginseer Legs.

Optimal Physical Armor Build: Explorator/Xenarite* Head, Tech-Auxilium Torso, Lexmechanic** Arms, N/A Legs.

Optimal Mixed Armor Build: Lexmechanic/Tech-Auxilium Head, Tech-Auxilium Torso, Lexmechanic Arms**, Enginseer Legs.

Optimal Health Build (Heretek Included): Explorator, Secutor, Dominus, Xenarite* Head, Xenarite* Torso, Xenarite* Arms, Dominus Legs.

Optimal Health Build (Heretek not included): Explorator, Secutor, Dominus Head, Tech-Auxilium Torso, Lexmechanic** Arms, Dominus Legs.

*heretek DLC required
**chosen because of dodge capability
Kasa 25 Jul, 2019 @ 6:57pm 
Xenarite

Head: 2 Health, 1 Physical Armour
Torso: 5 Health
Arms: 3 Health
Legs: 20% Crit Chance, 2 Movement
mass 29 Dec, 2018 @ 12:39pm 
I did a quick spreadsheet of the item stats using your data: https://docs.google.com/spreadsheets/d/1UNx2Mpj_pnBo1ZQ_sREI4MrUkuvPtTiZYC7q1p1yRvs/

This overview highlights some itemisation problems. A game is supposed to give you meaningful choices. Choosing between 2hp or 3hp isn't a meaningful choice since you always chose 3hp.

The main issue is that there are 10 items out of 24 that you should NEVER pick no matter what.

Then more items get eliminated because they don't fit the spec you play. You end up with very few meaningful choices in how to gear your Tech Priest.
Sirveri 25 Dec, 2018 @ 11:57pm 
I love the LexMechanic gloves. 20% dodge is really great. Especially if it stacks.
XenoSimilus  [author] 18 Dec, 2018 @ 9:46am 
@Daedalus Cain, Thanks for pointing that out, fixed. That's what I get for editing the guide at 6am!
Daedalus Cain 18 Dec, 2018 @ 7:39am 
"If you lose a Tech-Priest in battle, they will come back the next mission.
(You will be fined 180 Blackstone)."

You're actually charged 10 Blackstone per HP that priest has. So it can be 180 if that TechPriest has 18 HP maximum, but will vary for other gear combinations.