Warhammer 40,000: Mechanicus was one of my more pleasant surprises this year. While held back by being a bit easy and buggy, it was still one of the most creative and charming 40k games released in ages, if not ever. Today’s ‘Tiresus patch’, out now and noted here, goes a long way to hammering out the kinks in Bulwark Studios’s game of tactical techno-monk versus alien terminator mummy combat. Bugs have been squished, and while still a bit easy (difficulty options are planned), steamrolling the Necron is harder now. Arguably more important, they’ve added another seven hidden missions and a new boss battle to the game.
A few years ago, Games Workshop loosened their grip on the Warhammer 40,000 setting, and the result has been a glut of small budget games set in the grim darkness of the far future. The quality has been mixed, but every so often a game like Mechanicus comes along that uses that glut to explore a previously neglected corner of the Warhammer universe, and makes it all worthwhile.
The Adeptus Mechanicus are, in many ways, the perfect encapsulation of what Warhammer 40,000 is about, a bizarre gothic fusion of technology and religion. They are the chief scientists of the Empire, but they treat science like a religious cult, venerating tradition and dogma over invention and curiosity. Mechanicus translates this unusual faction into a turn based tactics game, and does so wonderfully, oozing character from every pore.
Mechanicus is written by Ben Counter, who has over forty Black Library (Warhammer’s official book line) novels to his name. This experience shows, and not just because the game casually drops the word “noosphere” in the opening sentence.
The story is framed by a group of high-ranking tech priests who are constantly debating each mission. They’re all wonderfully quirky characters: Scaevola has removed so much of their humanity they new speak entirely in equations, and they’re excited to recover alien technology, while the devout Videx believes ignorance is strength and anything outside the Imperial dogma must be destroyed. Meanwhile their leader, Faustinius, has quarantined their emotions and only allows themselves to feel when appropriate. They’re Mechanicus’ great strength, and I came to truly treasure their bickering between missions.
The Adeptus Mechanicus are pitted again another of 40k’s weirder factions, the Necrons: slumbering Egyptian-themed terminators from the beginning of time who despise the living. The tech priest’s mission is to explore and investigate this tomb before the Necrons fully awaken, and a constant ticking clock reminds the player of this fact. The missions themselves consist of a series of raids into tombs. You explore these room by room, with little choose-your-own adventure vignettes popping up in each. This overmap stage is Mechanicus’ weakest aspect, the choices presented in these rooms are rarely interesting, and their outcomes seem largely arbitrary, and in the end they just become filler between each fight.
Things become much more interesting in battle. There’s no such thing as cover, which makes combat fast and lethal, initially for the tech priests and then later, after a few upgrades, for the Necrons. Combat revolves around a currency called cognition, which can be earned by scanning obelisks and corpses, as well as lots of other methods, and can be spent on things like extra movement or more powerful actions.
One of my tech priests was equipped with an axe and a bunch of melee boosting equipment. He mostly spent his cognition on extra movement, sometimes racing the length of the map in order to thwack a robot in the face. Another wielded powerful energy weapons, which required me to spend cognition to fire them at all, meaning he often stood next to an obelisk to perpetually replenish the group’s cognition supply.
Another thing cognition can be used for is to summon troops. Unlike tech priests these units can’t be levelled up and customised: they get dropped on the battlefield mid-combat, and can only perform simple actions like moving and attacking. At first the only troops available are weak servitors that exist mostly to take hits for the tech priests, but later on more powerful variants are unlocked, all the way up to the enormous Kastelan robots. You can invest as heavily or as lightly into troops as you like. Personally I found myself gravitating towards ranged units like the Skitarii, who combined neatly with a support tech priest I’d built with the ability to let them fire a second time on his turn.
As you may have garnered from this, the tech priests themselves are incredibly customisable. Each one can attach various strange gizmos, robotic arms, weapons and other gear, and has six skill trees to mix and match as they see fit. I went heavily into Explorator (melee), Dominus (ranged) and Enginseer (healing), but there were plenty of other options available.
If anything, this customisation can get to be a bit too much. By the time the Necron awakening timer had hit as little as 30%, my tech priests had levelled up so much they were demolishing Necrons in one hit. This isn’t a huge problem—I was still having fun while winning, I’d just substituted trying for victory with striving for efficiency, as any true tech priest would. That, plus a love of bickering cyborgs, is what keeps me coming back to Warhammer 40,000: Mechanicus, and what puts it above the many middling Games Workshop-based games we've seen in recent years.
Cyborg Popes vs. immortal pharaoh terminators, woop woop. As Games Workshop rent out their license to anyone who can spell ork correctly, their slightly fashy gothic future setting occasionally turns out a real treat of a match up. Bulwark Studios Mechanicus is one of the most polished and atmospheric titles to use the name in years, starting with a base coat borrowed from tactics genre titans before it, and gluing on an entire sprues worth of fresh ideas.
Unfortunately, the undead robot phalanxes that stalk its cavernous underground tombs put up so little fight that I rarely needed to dig below the surface, ultimately leaving its wealth of tactical options underutilised and gathering dust.
Warhammer 40,000: Mechanicus launched on Steam yesterday evening, and while a Warhammer game launching would normally be just another Thursday, Mechanicus is a bit of a novelty. Instead of being full of great big Space Marines and the things Space Marines fight, typically Orks and Chaos, it’s all about the much more enigmatic Adeptus Mechanicus and their complicated relationship with technology, both alien and ancient. And tactical battles. Lots of tactical battles.
I’ve taken it for a spin a few times now, and so far it’s proving to be one of the best tactical experiences I’ve had with a Warhammer game, at least beyond the table. And thank goodness it couldn’t be more different from the horribly slow (and sometimes plain terrible) Space Hulk adaptations.
The Tech-Priests of the Adeptus Mechanicus find themselves orbiting a forgotten colony on a distant world, underneath which there are rather awful things stirring: dead machines coming back to life. The Necron are waking up and it’s up to the tech-priests to stop or at least mitigate the impending disaster.
Each mission takes place in dungeons that are displayed as holograms inside the ship in orbit, with the more important Tech-Priests ordering everyone from the safety of their flying sanctuary. These dungeon delves are light RPG misadventures that turn the Tech-Priests into crusading archaeologists, dissecting weird technology while trying to purge the world of the xeno influence. There are traps, alerts, choice-based events and generally lots of things to do even before you start fighting.
The battles themselves, even when you’re just facing a few simple Necron warriors, are great. I’m still at the point where I’m encountering plenty of surprises, so I’ve been kept on my toes as scarabs suddenly skitter out of their nests and start healing their masters or when new Necrons suddenly appear out of their sarcophagi. Even at their most basic, the fights are elaborate tactical puzzles. You need to study your enemy, manage ‘cognition points’ so you can move further and use extra powerful attacks, deploy disposable troops and protect your indispensable tech-priests, all while making sure you don’t let the Necrons repair themselves.
Take a gander at Jody’s Mechanicus preview from June if you want to find out more, but first, a few things I really love.
You have to confirm your moves! The last Space Hulk game drove me mad because it almost begs you to misclick, and then gives you no way to undo or avoid the mistake. Usually it ends in death. In Mechanicus, you need to click again to confirm you want your troops to move to the square. It’s a small thing, but it’s saved my life at least once, so far.
There’s no cover system. Once upon a time, this would have been a criticism from me, but bloody hell am I tired of cover systems. I don’t have time to watch a bunch of people cautiously firing from behind walls or around corners—I’ve got xenos to kill. It’s not that there’s no cover whatsoever, and obviously hiding behind a huge wall that completely obscures you means you won’t be hit, but if you can be seen, you can be shot. It makes the fights faster and more fraught with danger. Instead of relying on walls, you need to rely on tankier tech-priests or cannon fodder to protect their ranged buddies.
Tech-Priests are big nerds, and it’s great. Every Space Marine is just a big doofus with an English accent, but the Tech-Priests are historians and engineers and archeologists. Sure, they’re still xenophobic zealots, but throughout their mission they’re studying the Necrons, adapting and arguing about what should be done with the tech they’re uncovering. Should it be destroyed to protect mankind? Used to make the Adeptus Mechanicus more powerful? There are plenty of time when you’re the one making those decisions.
I have about ten different games to play this weekend, but I’ll definitely be making more time for Mechanicus.
Warhammer 40,000: Mechanicus, Bulwark Studios’s tactical dungeon crawler based on the Games Workshop mega-universe is out now. It pits the Adeptus Mechanicus (an especially barmy bunch of cyborg engineer-cultists) up against the Necron; what you’d get if you put Warhammer Fantasy’s Egyptian undead and The Terminator in a blender. Systems-wise, it’s a blend of FTL’s choice-filled exploration and XCOM-like tactical combat, with your squad of mad monks facing down waves of robot mummies. Below, a launch trailer and a longer peek at its systems.