Hammer of Math: Quick Hits on Paragon Warsuits and Dark Technomancers
Adepta Sororitas Sister Superior. Credit: Jack Hunter
Regarding Paragon Warsuit melee weapons, could you do a comparison between the options against different kinds of targets? I’m leaning toward a mostly sword build because the extra attack seems more useful than the higher strength with hit penalty, but would like math to help me decide. Thanks.The Paragon Warsuit hails from the 'armored baby carrier' school of the Adeptus Mechanicus, and in addition to an assortment of horde or tank killing ranged firepower they're also given the option of taking a Paragon war blade (4 attacks at WS 3+, S6, AP -3, D2) or Paragon war mace (3 attacks at WS 4+, S9, AP -2, D3). They have the option to use Exceptional Proficiency (1 CP) to add 1 to an attack role, so we can also look at that. Because the Strength values are so odd there's a lot of overlap over the typical forces; T4 and T5 have the same wound rolls, as does T7 and T8. From the chart below we see that the blade and mace have comparable outputs, but in the end it depends on the target. For a 2W model that needs a 3+ to wound the blade is superior, but if the target has 3 wounds or a higher toughness then the mace is a better choice even with the hit penalty. Personally I'm on Team Mace.
Drukhari Incubi. Credit: Corrode
Hi Kevin, while you have covered Drukhari and Raiders in particular repeatedly recently, as an aspiring Haemonculus who doesn't mind inflicting a bit of pain for some gain on my own forces, I was wondering if you could revisit and expand on some of the maths around Dark Technomancer ability to boost weapons? In particular the damage output of over charged Disintergrator cannons vs Dark Lance's on Raiders and the potential lunacy of over charging on platforms such as Venoms, Talos, Reapers, and Tantalus?Particularly masochistic Haemonculi have the choice of joining a Coven with the Dark Technomancers Obsession. When shooting with something other than a liquifier gun the player can choose to enhance the attack, gaining +1 to wound and +1 to Damage but at the expense of causing the unit to take 1 mortal wound for each unmodified hit roll result of 1 (and hit rolls can't be re-rolled). VEHICLE or MONSTER units get it even worse, with each 1 inflicting D3 mortal wounds. There are a lot of factors at play which will decide how effective each weapon is against various targets.
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