Warhammer 40,000: Mechanicus - Heretek (DLC)
Turn-based tactics in the grimdark with a tech-priest twist. Mechanicus: Heretek adds treachery, new enemies, and harder decisions to an already crunchy base game.
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About Warhammer 40,000: Mechanicus - Heretek (DLC)
Warhammer 40,000: Mechanicus is a turn-based tactical game where you command the Adeptus Mechanicus, the Imperium's machine-worshipping techno-clergy, on a Necron tomb world. The Heretek DLC layers a sabotage narrative on top of that foundation: a corrupted Magos is selling secrets to the enemy, and rooting out the traitor bleeds into your mission planning in ways that matter mechanically, not just cinematically. If you bounced off other 40K games because they felt like licenses stapled onto generic systems, Mechanicus earns a closer look. The Cog-Mechanicus resource economy, the Knowledge Point accumulation, the way you balance Blackstone expenditure against unit upgrades - these are systems that reward spreadsheet thinking without demanding it. Heretek specifically tightens the screws on the mid-to-late campaign loop, which is exactly where the base game needed reinforcement. New enemy variants show up with behaviours that punish autopilot play. If you were steamrolling Necron Warriors by turn three in the base campaign, some of these encounters will force a genuine rebuild of your standard approach. The DLC also adds new Canticles and augmentation options, which for a build-order brain means new routing questions on every mission: do you invest early Blackstone into the new augment tree or shore up your existing Skitarii core? That tension is where Mechanicus does its best work, and Heretek feeds it well. For newcomers, a word of orientation: the base game is required, and you should play several base-game missions before the DLC content surfaces. The tutorial is competent but thin on why certain decisions compound over time. The real learning happens around mission five or six when your Knowledge Point choices from earlier either pay off or leave your squad under-equipped. Treat the first run as a learning campaign. The game is short enough by grand-strategy standards - twenty to thirty hours for a thorough playthrough - that a second run with sharper build intent is genuinely appealing rather than punishing. The weaknesses are real. The AI, while not embarrassing, is readable once you understand Necron action patterns. Veterans of the genre will optimise the threat out of most standard encounters within a few hours. Heretek injects novelty through new unit types rather than smarter underlying logic, which is a workable solution but not a permanent one. The mod ecosystem exists but is modest compared to deeper PC strategy titles - do not buy this expecting a Paradox-scale community toolbox. What you get instead is a focused, well-directed experience with a strong aesthetic and enough mechanical texture to justify multiple runs. With Mechanicus II announced, the timing to play this entry is actually good. The DLC represents the most complete version of the original vision, and understanding the Knowledge Point and Blackstone systems here will contextualise whatever the sequel iterates on. At its current runtime and scope, Heretek is the right place to finish the first game rather than stop at the base content. Diego, Scout Team
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Game Info
- Developer
- Bulwark Studios
- Publisher
- Kasedo Games
- Release Date
- Nov 15, 2018