Adeptus Mechanicus 8th Edition

As of 09-29-2017 Adeptus Mechanicus Summery 

One of Games Workshop greatest releases ever gets the long awaited combined codex. Games Workshop in their infinite wisdom to make more money decided to split the Adeptus Mechanicus into two codexes, and at that moment countdown begin to bring them together. Finally we have the Adeptus Mechanicus codex with all the Skitarii and Cult Mechanicus goodness combined!

The new codex has removed all the clunky rule interactions and streamlined the entire range, now you can easily make a proper army with all the Forge Org slots filled. To make the Adeptus Mechanicus fresh though Games Workshop added the Dogmas which act like Chapter Tactics for the army. Games Workshop 8th edition codex template is pretty clear, so it is great to seemly monolithic army like the Adeptus Mechanicus get some variety. Just like the Chapter Tactics some Dogmas are more powerful than others, and one, Mars is made even more powerful because of access to a certain named character in the codex.

The Adeptus Mechanicus codex comes with almost 30 stratagems which is impressive and quite a few of them are not repeats from previous 8th edition codexes. This makes the Adeptus Mechanicus feel more unique, and it isn’t a coincidence a lot of poor selling units got a much needed boosts. The Adeptus Mechanicus does have a bit of a surprise, as the rules for Imperial Knights are included in the codex, we don’t know if this means Imperial Knights won’t get a codex, but it seems pretty clear they are a far ways off at the very least. The Adeptus Mechanicus still have some holes in the army design, like still having no transport vehicle being an obvious oversight.

The Adeptus Mechanicus units that got the biggest boosts, are clearly the ones no one took in the last edition. The biggest winner has been the Kastelan Robots putting out a ton of damage at range, along with a stratagem like Wrath of Mars makes them extremely deadly. Both Electro Priests units now have a place in the Adeptus Mechanicus, as long as they can get them across the board. Skitarii Rangers are useful with much needed Character sniping. Belisarius Cawl is almost a must take, which is also bad because it means only Mars Forge World armies dominate. Overall, it is too early to tell if we will just see  Adeptus Mechanicus armies will expand beyond the Belisarius Cawl crutch we currently see.

Below you find all the quick reference material you need to build a Adeptus Mechanicus army.

As of 09-29-2017 Adeptus Mechanicus Stratagems groups are…

  • Universal Stratagems
  • Adeptus Mechanicus Stratagems
  • Forge World Stratagems

(See tabs for details)

As of 08-18-2017 Universal Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

 

As of 09-29-2017 Adeptus Mechanicus Stratagems are…

Gloria Mechanicus: 2 CP

Use at any time to immediatley change which Canticle of the Omnissiah is being canted. You can either choose a Canticale you have not already chosen this battle, or randomly select one in the usual way.

Archeotech Specialists: 1/ 3 CP

Use before the battle. Your army can have one extra Arcana Mechanicum for 1 CP, or two extra Arcana Mechanicum for 3 CPs. All the Arcana Mechanicum that you include must be different and be given to different Adeptus Mechanicus Characters.

Divine Chorus: 2 CP

Use once per battle, before determining which Canticle of the Omnissiah will be in effect. Choose a Canticle of the Omnissiah that has already been chosen earlier in the battle to take effect again.

Zealous Congregation: 3 CP

Use at the end of the Fight phase. Select an Electro-Priest unit from your army that unit can immediatley fight for a second time.

Elimnation Volley: 2 CP

Use this in your Shooting phase if a Kataphron Destroyer unit rom your army is within 6″ of a Kastela Robot unit from your army. You can add 1 to the hit rolls for both units in this phase.

Biharic Override: 1 CP

Use at the end of any phase to change the Battle Protocols of one of your units of Kastelan Robots. That unit’s Battle Protocols cannot then be changed again for any reason, for the remainder of the battle.

Scryerskull: 1 CP

Use at any time to do one of the following: reaveal D3 hidden set-up markers; identify a Mysterious Objective anywhere on teh battlefieldl; or shoot with an Adeptus Mechanicus unit from your army without the penalties to your hit rolls from the Dawn Raid, Low Visibility, or Cover of Darkness rules.

Dataspike: 1 CP

Use immediately after fighting with an Adeptus Mechanicus Character. Resolve one additional attack against an enemy Vehicle within 1″ of the character. If the attacks hits, the enemy vehicle suffers D3 mortal wounds.

Cognis Overwatch: 1 CP

Use before an Odetpus Mechanicus unit from your army fires Overwatch. Cognis weapons are fired using the firing model’s Ballistic Skill when resolving these attacks.

Protector Doctrina Imperative: 1 CP

Use this before a Skitarii unit from your army attacks in the Shooting phase. Add 1 to hit rolls you make for the unit this phase. If the unit has an enhanced data-tether or a broad spectrum data-tether, you can add 2 to the hit rolls instead.

Congueror Doctrina Imperative: 1 CP

Use this before a Skitarii unit from your army fights. Add 1 to hit rolls you make for the unit this phase. If the unit has an enhanced data-tether or a broad spectrum data-tether, you can add 2 to the hit rolls instead.

Benevolence of the Omnissiah: 1 CP

Use when an Adeptus Mechanicus Vehicle or Questor Mechanicus model from your army suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound for the rest of the phase: on 5+ that mortal wound is ignored.

Tech-Adept: 1 CP

Use after an Adeptus Mechanicus Character from your army has used an ability to repair a friendly model. The character can immediately attempt to use that ability again, and can use it to repair the same model.

Machine Spirit Resurgent: 1 CP

Use this at the start of any turn. Pick an Adeptus Mechanicus vehicle or Questor Mechanicus unit from your army. Until the end of this turn, use the top row of the model’s damage table, regardless of how many wounds it has left.

Rage of the Machines: 1 CP

Use before an Adeptus Mechanicus Vehicle from your army attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore penalties for moving and firing a Heavy weapon, Advancing, and firing Assault weapons, and for Advancing and firing a Cognis weapon.

Dunestriders: 1 CP

Use this when an Ironstrider Ballistarii or Sydonian Dragoons unit from your army Advances. Roll two dice instead of one and add the results together when determining how much further that unit can move.

Acquisition at any Cost: 2 CP

Use this at the end of any of your turns. Select an Adeptus Mechanicus Infantry unit fro your army that is within 3″ of an objective marker. Until the start of your next turn you can add 1 to all saving throws made for that unit and increase the Attacks characteristic of all models in that unit by 1.

Infoslave Skull: 2 CP

Use this immediately after you opponent sets up a unit that is arriving on the battlefield as reinforcements within 12″ of one of your Adeptus Mechanicus Infantry units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.

Machine Spirit’s Revenge: 1 CP

Use this Stratagem when one of your Adeptus Mechanicus Vehicles is destroyed; do not roll a dice that vehicle automatically explodes.

Knight of the Cog: 1 CP

Use this at the start of any battle round, before determining which Canticle of the Omnissiah will be in effect. Select a Questor Mechanicus unit from your army that is within 12″ of a friendly Adeptus Mechanicus Character. That unit gains the Canticles of the Omnissiah ability until the start of the next battle round.

Rotate Ion Shields: 1 CP

Use when an enemy unit targets a Questor Mechanicus unit from your army that has an invulnerable save. You can add 1 to any invulnerable saving throws made for that unit until the end of the phase.

As of 09-29-2017 Forge World Stratagems are…

Fresh Converts: 1-3 CP

Use at the end of your Movement phase. Pick one of your Agripinaa Servitors, Kataphron Destroyers, or Kataphron Breachers as follows: If you spend 1 CP you can choose a unit with a PR of 5 or less, if you spend 2 CP a unit with PR 10 or less, and 3 CPs choose a unit 20 RP or less. You cannot pick a unit with more than 20 PR. Remove your chosen unit from the battlefield, You can then set it up again as your would a unit arriving as reinforcements; set up the unit in your deployment zone, within 6″ of the edge of the battlefield or more than 9″ from any enemy models, at its full starting strength.

Legio Teleportarium: 1 CP

Use this during deployment. You can set up a Lucius unit from your army in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your movement phases this unit can teleport into battle, set up anywhere on the battlefield that is more than 9″ away from any enemy models.

Clandestine Infiltration: 1 CP

Use during Deployment. You can set up a Stygies VIII unit from your army in ambush instead of placing it on the battlefield. At the beginning of the first battle round but before the first turn begins, the unit is revealed, set it up anywhere on the battlefield that is more than 9″ away from any enemy models.

Plasma Specialists: 1 CP

Use before a Ryza unit from your army attacks in the Shooting phase. Add 1 to the wound rolls made for all of that unit’s plasma weapons by 1.

Steel Mind, Iron Logic: 1 CP

Use when an enemy Psyker manifests a psychic power within 24″ of one of more of your Graia Infantry units. Roll a D6 on 4+ that psychic power is negated.

Wrath of Mars: 2 CP

Use before a Mars unit from your army attacks in the Shooting phase. each time you make a wound roll of 6+ for that unit, the target suffers a mortal wound in addition to any other damage.

Deafening Assault: 1 CP

Use at the start of any Moral phase. Pick one of your Metalica units; all enemy units within 6″ of that unit must subtract 1 from their Leadership until the end of the phase.

 

As of 09-29-2017 Adeptus Mechanicus Unique Item groups are…

  • Relics of the Machine God
  • Relics of the Forge Worlds

(See tabs for details)

If your army is led by a Adeptus Mechanicus Warlord, you may give one Relics of the Machine God to a Adeptus Mechanicus Character in your army. Named characters cannot be given relics. Some Relics of the Machine God replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Pater Cog-Tooth

Models with an Omnissian axe only. Pater Cog replaces bearer’s weapon and has the following profile: Melee, S +2, AP -2, D3.

Anzion’s Pseuddgenetor

Each time the bearer fights, they can make D6 additional attacks using the following profile: Melee, S4, AP1, D1. You can re-roll failed wound rolls for this weapon when attacking Infantry units.

The Uncreator Gauntlet

Model with a power fist only. The Uncreator Gauntlet replaces bearer’s weapon and has the following profile: Melee, S x2, AP -3, D3. When attaching with this weapon, you must subtract 1 from the hit roll. Each time you successfully wound an enemy Vehicle with this weapon, the target suffers 1 mortal wound in addition to any other damage.

Phosphoenix

Model with a phospher serpenta only. Phosphoenix replaces bearer’s weapon and has the following profile: Range 18″ Type Assault 3, S 5, AP -3 D1. Units attacked by this weapon do not gain any bonus to their savings throws for being in cover.

The Skull of Elder Nikola

Once per game, in your Shooting phase, the bearer can unleash the power bound within the Skull of Elder Nikola. Should the bearer do so, roll a dice for each enemy Vehicle unit within 2D6 of the; on a roll of 2+, that unit suffers a mortal wound.

The Omniscient Mask

You can re-roll failed hit rolls in the Fight phase for friendly Skitarii units that are within 6″ of the bearer of the The Omniscient Mask.

If your army is led by a Adeptus Mechanicus Warlord, you may give one Relics of the Forge World to a Adeptus Mechanicus Character in your army who is part of the same Forge World. Named characters cannot be given relics. Some Relics of the Forge World replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

The Cerebral Techno-Mitre

Graia Tech-Priest Dominus only. If your army is Battle-forged you start the battle with 1 additional Command point.

The Red Axe

Mars model with Omnissian axe only. The bearer replaces his weapon and has the following profile: Melee, S +1, AP -5 D2.

The Solar Flare

Lucius model only. Once per game, at the end of any of your Movement phases, the bearer of the Solar Flare can teleport instead of moving normally. When they do s, remove them from the battlefield and then replace them anywhere that is within 30″ of their starting position and more than 9″ from any enemy models.

The Adamantine Arm

Metalica model only. The weapon has the following profile: Melee, S x3, AP -3, D3. This weapon can only be used to make one attack each time this model fights.

The Omnissiah Hand

Stygies VIII model only. Roll a dice at the end of each Fight phase for each enemy unit that is within 1″ of the bearer of the Omnissiah’s Hand; on 4+ that unit suffers a mortal wound.

Weapon Xcix

Ryza model with volkite blaster only. Replace the weapon with the following profile: Range 24″ Type Heavy 3 S7, AP -1, D2. Each time you make a wound roll on 6+ for this weapon, the target suffers a mortal wound in additional to any other damage.

The Eye of Xi-Lexum

Agripinaa model only. At teh start of each of your Shooting phases, pick one enemy Vehicle unit within 18″ of the bearer. YOu can re-roll wound rolls of 1 for friendly Agripinaa units that target the unit you picked for the rest of the phase. If the unit you picked is a Chaos Vehicle, you can instead re-roll failed wound rolls for friendly Agripinaa units that target the unit.

As of 09-29-2017 Adeptus Mechanicus Warlord Traits are…

  • Universal Warlord Traits
  • Adeptus Mechanicus Warlord Traits
  • Forge World Warlord Traits

(See tabs for details)

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If the Warlord of your army is an Adeptus Mechanicus Character, you can pick the Warlord Trait from the Adeptus Mechanicus Traits Table.

Monitor Malevolus

Once per battle, you can re-roll a single hit, wound, or damage roll made for you Warlord. In addition, if your army is Battle-forged and you Warlord is on the battlefield, roll a D6 each time you or your opponent use a Stratagem; on a 6, you gain a Command Point.

Magos Biologis

You can re-roll failed wound rolls when attacking enemy Infantry, Beast, or Monster units with your Warlord.

Mechadominator

Your opponent must subtract 1 from hit rolls they make for any of their Vehicles that target your Warlord.

Necromechanic

Each time your Warlord uses an ability to repair a friendly model, that model regains 1 additional wound.

Chorister Technis

Whilst your Warlord is on the battlefield, you can re-roll the dice whenever you randomly select which Canticle of the Omnissiah is being canted. If your Warlord has the Glory of Omnissiah dogma, you can only re-roll the first dice, not both.

Prime Hermeticon

Friendly Forge World Infantry units within 6″ of your Warlord can re-roll failed hit rolls in the Fight phase.

If the Warlord of your army is an Adeptus Mechanicus Character, you can pick the Warlord Trait from the Forge World Traits Table as long your Warlord is from that Forge World.

Mars: Static Psalm-code

Add 3″ to the range of any aura abilities on your Warlord’s datasheet.

Graia: Emotionless Clarity

Models in friendly Graia units wihtin 6″ of your Warlord can shot with Assault and Rapid Fire weapons even if there are enemy units within 1″ of their own units, but only if they target the closest enemy units.

Metalica: Ordered Efficiency

If a friendly Metalica unit is within 6″ of your Warlord when it Falls Back, it can still shoot during its turn but you must subtract 1 from that unit’s hit rolls in that shooting phase.

Lucius: Masterwork Bionics

Add 1 to invulnerable saving throws made for your Warlord.

Agripinaa: Reinforced Exoskeleton

All damaged suffered by your Warlord is reduced by 1 to a minimum of 1.

Stygies VIII: Xenarite Stuides

Add 1 to any wound rolls made for your Warlord against units that do not have Chaos, Imperium, or Unaligned Faction keywords.

Ryza: First-hand Field Testing

When setting up your Warlord, choose one of their weapons increase the Strength and Damage characteristics of that weapon by 1.

Codex Adeptus Mechanicus 8th edition was released on 09-09-17

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