As you may or may not be aware, I’m a big fan of the Adeptus Mechanicus. I usually like playing as the remnants of humanity in my science-fiction games, but the Space Marines are more dull than Roboute Guilliman’s secret diary and the Astra Militarum feel like they’re made for gamers who would rather be playing an historical wargame.
In the case ofWarhammer 40K, that leaves just theAdeptus Mechanicus. They’re the masters of technology in the 41st millennium, resurrecting archaic blueprints and investigating xenos tech in order to push humanity’s crusade through the stars ever further. They consistently walk the tightrope between loyalty and heresy, and the grey area they reside in is incredibly interesting to explore both as a fan and a hobbyist.

Inspired by glasslike Dark Mechanicus in the Soul Eaters trilogy and the messed-up creations in Graham McNeill’s Forges of Mars trilogy, I endeavoured to createmy own force of Grey Mechanicusthat remains one of my favourite projects I’ve ever completed.
It’s for this reason that I was overjoyed to see throngs of Tech-Priests scuttling around the dankest corners of Titus’ Battle Barge inWarhammer 40K: Space Marine 2. Whether they were repairing Dreadnoughts or testing on Carnifexes, they were always up to something cool and mysterious, and I often paid more attention to them than to the Ultramarines the story follows more closely.

Minor spoilers for Warhammer 40K: Space Marine 2 from here on out.
However, the Mechanicus quickly took on a larger role in the game’s narrative. While Titus only shoots, punches, and decapitates Tyranids and Thousand Sons over the course of the campaign, his actions are often forced by the Mechanicus.
A Magos holds a weapon that could turn the tides of the war, so you must secure it. Another Magos is required to operate it, so you must locate and extract him. The ethics and uses of the weapon are myriad and complex and I can’t go further without spoiling major plot points, but the Mechanicus are at the centre of Space Marine 2, and it would be poorer without them.
The Ultramarines are the obvious choice for protagonists for a Warhammer 40K game. They’re the poster boys of the poster boys, the most plain and boring Space Marines for new players to easily understand and use on the tabletop. Lieutenant Titus of the video games follows the same design philosophy: he has no personality, no traits other than loyalty to his chapter. He’s the John Cena of the far future; a being designed to be inoffensive in every conceivable way, a pleasantly marketable blank slate that players can manipulate however they wish.
Whether you give your blank slate a Boltgun or a Thunder Hammer (go for the Thunder Hammer, always the Thunder Hammer), the bland Ultramarine is the perfect protagonist for an action-packed hack and slash. However, his hustle, loyalty, and respect need to be counteracted by the surrounding characters. This is where the Mechanicus step out from the shadows.
The Mechanicus are a law unto themselves, as they often have authority over even the most senior Space Marines. They can claim heretical archeotech in the name of the Omnissiah and requisition units to fulfil their aims while remaining shrouded in mystery. It makes sense that this starts to annoy Titus, as he’s given the runaround while regularly risking his life for the enigmatic Enginseers. This friction within the ‘good guys’ of the story gives the narrative its bite, and takes Space Marine 2’s story from utterly meaningless to vaguely intriguing.
This isn’t a game you play for its story.
Maybe it’s my predisposition for the Mechanicus’ perplexing proclivities, but this schism between our protagonists is vital to keep Space Marine 2 interesting. If it was just Ultramarines being Ultramarines, representing perfected humanity to a fault, it would be incredibly boring. Sorry, not sorry fans of the 13th Legion, but it’s true. The glimpses of darkness and seeds of corruption that are inevitable when the Mechanicus are involved give the Warhammer 40K universe that little grimdark edge – if the explosions of chitin and viscera weren’t grisly enough for you, this will seal the deal.
The Adeptus Mechanicus are the most interesting faction in the Warhammer 40K universe, for the Imperium at least. Space Marine 2 pushing their enigmatic role to the forefront of its story is a sensible choice and keeps the Ultramarine blues at bay. All that’s left to do is add Techmarine DLC. Thanks in advance.