Adeptus Mechanicus 9th Edition

Codex Adeptus Mechanicus 9th edition was released on 05-29-21

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020Imperial Armour Compendium 2020Munitorum Field Manual 2021 MK1Chapter Approved 2021Codex 2021
Skitarii RangersTroops9---8-
Skitarii VanguardTroops9---8-
Kataphron DestroyersTroops20--4340-
Kataphron BreachersTroops25--35--
Tech-priest EnginseerHQ35---55-
Tech-priest ManipulusHQ70-----
Tech-priest DominusHQ75-----
Belisarius CawlHQ200---180-
Onager DunecrawlerHeavy Support115-----
Skorpius DisintegratorHeavy Support115--150145-
Archaeopter StratoraptorFlyer70--150160-
Archaeopter TransvectorFlyer100--120110-
Archaeopter FusilaveFlyer110--130130-
Sicarian RustalkersElites14---17-
Sicarian InfiltratorsElites15--2017-
Serberys RaidersFast Attack16-----
Pteraxii SkystalkersFast Attack17-----
Pteraxii SterylizorsFast Attack19-----
Serberys SulphurhoundsFast Attack20-----
Ironstrider BalistariiFast Attack35--65--
Sydonian DragoonsFast Attack60---55-
Secutarii HoplitesElites-10----
Secutarii PeltastsElites-9----
ServitorsElites7--3028-
Corpuscarii Electro-priestsElites14---15-
Fulgurite Electro-priestsElites17---15-
Cybernetica DatasmithElites25--4540-
Kastellan RobotsHeavy Support80--110100-
Terrax-pattern Termite Assault DrillDedicated Transport-130180---
Skorpius DuneriderDedicated Transport80--10095-
Skitarii MarshalHQ-----45
GenetorsUpgrades-----25
LogiUpgrades-----35
MagiUpgrades-----30
ArtisansUpgrades-----25
NameBattlefield RoleChapter Approved 2020Forgeworld 2020Imperial Armour Compendium 2020Munitorum Field Manual 2021 MK1Chapter Approved 2021Codex 2021

 

Adeptus Mechanicus Special Rules

An ADEPTUS MECHANICUS Detachment is one that only includes models with the ADEPTUS MECHANICUS Keyword, excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keywords). ADEPTUS MECHANICUS Detachments gain the Forge World Dogmas and Knights of the Cog ability. ADEPTUS MECHANICUS units in ADEPTUS MECHANICUS Detachments gain the Order Convictions ability. Troops units in ADEPTUS MECHANICUS Detachments gain the Objective Secured ability.

ABILITIES 

Knights of the Cog: For each Detachment in your army with this ability, you can select one QUESTOR MECHANICUS Super-heavy Auxiliary Detachment in your army. Models in that Detachment gain the Knights of the Cog Keyword.

Forge World Dogmas: All ADEPTUS MECHANICUSunits other than SERVITORS units with this ability, and all models in them gain a dogma so long as every unit in their Detachment is from the same Forge World. The dogma gained depends upon which Forge World they are from. If the Forge World does not have an associated dogma, you must instead create a new dogma for them Distant Worlds Forge World Dogmas.

Doctrina Imperatives: If every unit from your army has the ADEPTUS MECHANICUS keyword, this unit’s characteristics are modified depending on which Doctrina Imperative is active in your army. Each Doctrina Imperative has two effects, an Optimisation and Deprecation effect. When a Doctrina Imperative is active both of these effects apply to this unit. At the start of the battle round, if their is a DOCTRINA ASSEMBLER model from your army on the battlefield, you can select one Doctrina Imperative that has not yet been active from your army. If you do so, until the end of the battle round, that Doctrina Imperative is active for your army.

  • Protector Imperative: Improve the BS of models in this unit by 1 & Reduce the WS of models in this unit by 1
  • Conqueror Imperative: Improve the WS of models in this unit by 1 & Reduce the BS of models in this unit by 1
  • Bulkwark Imperative: Improve the Save of models in this unit by 1 (models in this unit cannot have a Save better than 2+) & Reduce the move of models in this unit by 3″
  • Aggressor Imperative: Improve the move of models in this unit by 3″ & Reduce the Save of models in this unit by 1

Canticles of the Omnissiah: If every unit from your army has the ADEPTUS MECHANICUS keyword, this unit gains a bonus depending on which Canticle of the Omnissiah is active for your army. At the start of the battle round, you can select one Canticle that has not yet been active for your army. If you do so, until the end of the battle round, that Canticle is active for your army.

  • Shroudpslam: While this Canticle is active, this unit counts as receiving the benefits of Light Cover.
  • Chant of the Remorseless Fist: While this Canticle is active, each time a model in this unit makes a melee attach, add 1 to the Strength of that attack.
  • Incantation of the Iron Soul: While this Canticle is active: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers. Each time a model in this unit would lose a wound as result of a mortal wound, roll one D6: on a 5+, that wound is not lost. If this unit has the Refusal to Yield dogma, that would is not lost on a 4+ instead.
  • Benediction of the Omnissiah: While this Canticle is active, each time this unit is selected to shoot, when resolving its attacks you can: Re-roll one hit roll, Re-roll one Wound roll, Re-roll one damage roll.
  • Invocation of Machine Vengeance: While this Canticle is active, each time an Advance roll or a charge roll is made for this unit, roll additional D6 and discard the lowest. 
  • Litany of the Electromancer: While this Canticle is active, each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.
Forge World Dogmas

If your army is Battle-forged, units with the appropriate keyword will receive the corresponding forge world dogma, so long as every other unit in their ADEPTUS MECHANICUS Detachments is from the same forge world. Such a Detachment is referred to as a Forge World Detachment.

Mars Masters of the Forge: SKITARII units with this dogma gain the Canticles of the Omnissiah ability. Each time a unit with this dogma is selected to shoot or fight you can re-roll one hit when resolving that unit’s attacks.

Lucius Solar Blessings: Each time an attack with a Damage characteristic of 1 is allocated to a model with this dogma, add 1 to the armour saving thrown against that attack. Add 3″ to the Range characteristic of ranged weapons that models with this dogma are equipped with.

Agripinaa Staunch Defenders: Each time a model with this dogma makes a ranged attack that targets a unit within half range, the AP of that attack is improved by 1. Each time an enemy unit declares a charge against a unit with this dogma, if this unit is not within Engagement Range of any enemy units, it can Hold Steady or Set to Defend.

Graia Refusal to Yield: Each time a Combat Attrition test is taken for a unit with this dogma, it is automatically passed. Each time a model with this dogma would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Stygies VIII: Each time a ranged attack targets a Vehicle unit excluding units with the Core keyword with this dogma, if the attack is more than 18″ away, then the target is treated as having the benefits of Dense Cover against that attack. Each time a ranged attack targets a unit excluding Vehicle units without Core keyword with this dogma, if that attack is more than 12″ away, then the target is treated as having the benefits of Dense Cover against that attack. Each time a unit with this dogma declares a charge, none of the targets of that charge cna Hold Steady or Set to Defend. 

Ryza Red in Cog and Claw: Each time a model with this dogma makes a melee attack, if it made a charge move, was charged or performed a Heroic Intervention this turn add 1 to that attack’s wound roll. Add 1 to charge rolls made for units with this dogma.

Metalica Relentless March: Models with this dogma do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced. Models with this dogma do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn their unit has moved. While an enemy unit is within Engagement Range of a unit from your army with this dogma, that enenmy unit is treated as being at below Half-strength. 

Distant Worlds Dogmas

You can create your own Dogma. You do this by first selecting one Primary dogma, and then selecting one of the Primary’s associated Secondary dogmas. These two rules make up your Forge World’s Distant Worlds dogma.

Rad-Saturated Forge World

Primary Radiant Disciples: Each time a Ranged Attack targets a CORE unit with this dogma, if the attacker is more than 12″ away, subtract 1 from the Strength of that attack.

Secondary Luminary Suffusion: An Aura while an enemy unit excluding VEHCILE units is within 3″ of this unit, subtract 1 from the Strength and Toughness of models in that enemy unit.

Secondary Scarifying Weaponry: Add 1 to the Strength and improve the AP by 1 of radium weapons models with this dogma are equipped with. 

Secondary Machine God’s Chosen: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

Expansionist Forge World

Primary Accelerated Actuators: Each time a unit with this dogma fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved the AP of melee weapons models in that unit are equipped with is improved by 1.

Secondary Forward Operations: At the start of the first battle round, each SKITARII CORE model in your army with this dogma can make a Normal Move of up to 3″. This is in addition to any other abilities they may have allowed them to make a Normal Move. They cannot end this move within 9″ of any enemy models.

Secondary Acquisitive Reach: Add 6″ to the Range of rifle and carbine weapons that models with this dogma are equipped with.

Secondary Rugged Explorators: Models in this unit do not suffer penalty to hit rolls incurred for firing Heavy Weapons in the same turn that their unit has moved. VEHICLE models in this unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.

Data-Hoard Forge World

Primary Magnabonded Alloys: Each time a VEHICLE model with this dogma would lose a wound, roll one D6: on a 6, that wound is not lost.

Secondary Omnitrac Impellors: Add 2″ to the Move of KATAPHRON SERVITORS and ONAGER DUNECRAWLER models with this dogma.

Secondary Servo-Focused Auguries: Each time a model with this dogma makes a ranged attack with a cognis weapon that targets a unit within half range, you can re-roll the hit roll.

Secondary Autosavant Spirits: At the start of your Command phase, each VEHICLE model in your army with this dogma regains 1 lost wound. Models with this dogma whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are. 

Reignited Forge World

Purgation Protocols: Each time a CORE model with this dogma makes a ranged attack, on an unmodified wound roll of 6, the AP of that attack is improved by 1.

Secondary Data-Bleed Generators: Each time an enemy model makes a melee attack against a unit with this dogma, if that enemy model made a charge move, was charged or performed a Heroic Intervention this turn, subtract 1 from that attack’s hit roll.

Secondary Purified Datasphere: Add 3″ to the range of aura abilities excluding the Rad-saturations ability of units with this dogma to a maximum of 9″

Secondary Engineered Nanophages: Each time a melee attack is made by a model with this dogma is allocated to a model with a Save of 3+ or better, the AP of that attack is improved by 1.

Holy Orders

If your army is Battle-forged and includes any ADEPTUS MECHANICUS Detachments, then when you are mustering your army, you can upgrade any ADEPTUS MECHANICUS TECH-PRIEST units in your army into a Holy Order. When you induct a TECH-PRIEST into a Holy Order it gains two additional abilities based on which Order it is inducted into, one of which is a progressive ability. 

Progressive Abilities: Each of these abilities is made up of two separate parts – an Initial part and an Advance part. At the start of of the battle, only the Initial part is active for that model. In order for the Advanced part to become active for that model, they must perform the following action.

  • Activate Advanced Protocols: At the start of your Command phase, this model can start to perform this action. The action is completed at the start of your next Command phase. When it is completed, the Initial part of this model’s progressive ability stops being active, and its Advanced part becomes active instead.

Genetors

Adaptive Mastery: Once per battle, if this model is on the battlefield when you use an Adeptus Mechanicus Battle tactic Stratagem, reduce the CP cost of that Stratagem by 1 CP. Not that the CP is only reduced by 1 CP for that use of the Stratagem, any future usages of it costs the normal amount of CPs.

Initial Part: In your Command phase, if this part is active for this model, select one friendly <FORGE WORLD> CORE or <FORGE WORLD> KATAPHRON SERVITORS unit within 6″ of this model. Until the start of your next Command phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.

Advanced Part: In your Command phase, if this part is active for this model, select one friendly <FORGE WORLD> CORE or <FORGE WORLD> KATAPHRON SERVITORS unit within 6″ of this model. Until the start of your next Command phase, each time a model in this unit would lose a wound, roll one D6: on a 6, that wound is not lost.

Logi

Scriptural Prognosis: Once per battle, if this model is on the battlefield when you use an Adeptus Mechanicus Strategic Ploy Stratagem, reduce the CP cost of that Stratagem by 1 CP. Not that the CP is only reduced by 1 CP for that use of the Stratagem, any future usages of it costs the normal amount of CPs.

Initial Part: In your Command phase, if this part is active for this model, select one friendly <FORGE WORLD> CORE unit within 6″ of this model. Until the start of your next Command phase, each time a model in that unit makes an attack with an AP of -1 or -2 is allocated to a model in that unit, that attack has an AP of 0 Instead

Advanced Part: In your Command phase, if this part is active for this model, select one friendly <FORGE WORLD> CORE or <FORGE WORLD> KATAPHRON SERVITORS unit within 6″ of this model. Until the start of your next Command phase, each time a model in this unit makes a ranged attack, the target does not receive the benefits of cover against that attack.

Magi

Aggressive Subroutines: Once per battle, if this model is on the battlefield when you use an Adeptus Mechanicus Epic Deed Stratagem, reduce the CP cost of that Stratagem by 1 CP. Not that the CP is only reduced by 1 CP for that use of the Stratagem, any future usages of it costs the normal amount of CPs.

Initial Part: In your Command phase, if this part is active for this model, select one friendly <FORGE WORLD> CORE unit within 6″ of this model. Until the start of your next Command phase, add 2 to Advance rolls made for this unit.

Advanced Part: In your Command phase, if this part is active for this model, select one friendly <FORGE WORLD> CORE unit within 6″ of this model. Until the start of your next Command phase, each time a model in this unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.

Artisans

Aggressive Subroutines: Once per battle, if this model is on the battlefield when you use an Adeptus Mechanicus Wargear Stratagem, reduce the CP cost of that Stratagem by 1 CP. Not that the CP is only reduced by 1 CP for that use of the Stratagem, any future usages of it costs the normal amount of CPs.

Initial Part: In your Movement phase, if this part is active for this model, select one friendly <FORGE WORLD> CORE or <FORGE WORLD> KATAPHRON SERVITORS unit within 6″ of this model. Until the start of your next Movement phase, that unit is eligible to charge and shoot in a turn in which it Fell Back, but if it does so, each time a model in that unit makes a ranged attack subtract 1 from that attack’s hit roll.

Advanced Part: In your Command phase, if this part is active for this model, select one friendly <FORGE WORLD> CORE unit within 6″ of this model. Until the start of your next Command phase, each time a model in this unit makes a ranged attack, add 1 to the Strength of that attack.

Secondary Objectives

Secondary Objectives

If every model in your army has the Adeptus Mechanicus keyword, and your Warlord has the Adeptus Mechanicus keyword you can select secondary objectives or select one of them to be from the Adeptus Mechanicus secondary objectives. Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives. 

Purge the Enemy

Secondary Objective – Accretion of Knowledge:
Score 3 VPs at the end of the battle for each destroyed enemy model that meets one or more of the following criteria: 

  • The model has a Warlord Trait.
  • The model has a Relic.
  • The model has the VEHICLE keyword and Wounds of 14 or more.

No Mercy, No Respite

Secondary Objective – Eradication of Flesh
Score 3 VPs at the end of the battle round if there is at least one ADEPTUS MECHANICUS VEHICLE unit from your army on the battlefield, ant if ADEPTUS MECHANICUS units from your army destroyed more enemy INFANTRY units this battle round that enemy units destroyed friendly VEHICLE units. 

Battlefield Supremacy

Secondary Objective – Uncharged Sequencing:
Before deployment, assign one objective marker to each battle round and note this down on your army roster. An objective marker cannot be assigned to more than one battle round. Score 3 VPs at the end of the battle round if you control the objective marker assigned to that battle round.

Secondary Objective – Hidden Archeovault:
Before deployment, your opponent selects one objective marker on the battlefield (excluding objective markers in their own deployment zone). 

  • Score 2 VPs at the end of the battle round if you control that objective marker
  • Score 5 VPs at the end of the battle if you control that objective marker.

Adeptus Mechanicus Stratagems

As of 07-07-2021 Adeptus Mechanicus Stratagems groups are…

  • Core Stratagems
  • Adeptus Mechanicus Stratagems
  • Forge World Stratagems

(See tabs for details)  

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

If your army includes any ADEPTUS MECHANICUS Detachments excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments, you have access to these Stratagems, and can spend CPs to use them.

Zealous Congregation: 2 CP

Use this in the Fight phase, when an ELECTRO-PRIEST unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, an unmodified hit roll of 6 automatically wounds the target. 

Dunestriders: 1 CP

Use this in your Movement phase, when an IRONSTRIDER ENGINE or SERBERYS unit from your army is selected to Advance. Until the end of this turn. Each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6″  to the Move characteristic of models in that unit. The Type characteristic of Heavy weapons models in that unit are equipped with is changed to Assault. Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced. 

Assassin Constructs: 1 CP

Use this in the Fight phase, when a SICARIAN unit from your army is selected to fight. If that unit made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the attacks of models in that unit.

Electromancer’s Wrath: 1 CP

Use this in the Fight phase, when a SICARIAN unit from your army is selected to fight. If that unit made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks of

Electromancer’s Wrath: 1 CP

Use this in your Shooting phase. Select one enemy unit excluding VEHICLE units within 12″ of an ELECTRO-PRIEST unit from your army. Roll one D6, subtracting 1 if the unit being rolled for has the CHARACTER keyword: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, it suffers 2D3 mortal wounds.

Machine Superiority: 1 CP

Use this in the Fight phase, when a SKITARII unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength of models in that unit. 

Elimination Volley: 1 CP

Use this in your Shooting phase, when a KATAPHRON SERVITORS until from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack that targets a unit within half range, an unmodified hit roll of 6 automatically wounds the target.

Dataspike: 1 CP

Use this in the FIght phase, when an ADEPTUS MECHANICUS TECH-PRIEST model in your army is selected to fight. Select one enemy VEHICLE unit within Engagement Range of that model. Roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. 

Benevolence of the Omnissiah: 1 CP

Use this in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

Tech-Adept: 1 CP

Use this at the start of your Command phase or at the start of your Movement phase. Select one ADEPTUS MECHANICUS TECH-PRIEST model in your army. If it is your Command phase, that model can use its Machine Focus or Awaken the Machine ability one additional time that phase. If it is your Movement phase, that model can use its Master of Machines ability one additional time that phase.

Machine Spirit Resurgent: 1 CP

Use this in your Command phase. Select one ADEPTUS MECHANICUS VEHICLE model in your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristic on its profile to use.

Data-Blessed Autosermon: 2 CP

Use this in your Command phase. Select one ADEPTUS MECHANCIUS unit from your army within 6″ of a friendly TECH-PRIEST model and select one Canticle that has not yet been active for your army. Until the start of your next Command phase, that unit counts that Canticle as being active for your army in addition to the currently active one. 

Archeotech Specialists: 1 CP

Use this before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS MECHANICUS keyword. Select one ADEPTUS MECHANICUS CHARACTER model in your army and give them one Relic. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force you can use this twice, or an Onslaught battle three times. 

Mechanicus Locum: 1 CP

Use this before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS MECHANICUS keyword. Select one ADEPTUS MECHANICUS CHARACTER model in your army and determine one Warlord Trait for that model; that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force you can use this twice, or an Onslaught battle three times. 

Host of the Intermediary: 1 CP

Use this before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS MECHANICUS keyword. Select one SKITARII model in your army that has the word Alpha or Princepts in their profile and determine one SKITARII Warlord Trait for that model; that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique, and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force you can use this twice, or an Onslaught battle three times. 

Artefactotum: 1 CP

Use this before the battle, when you are mustering your army. elect one SKITARII model in your army that has the word Alpha or Princepts in their profile and give them one of the following Arcana Mechanicum: The Cage of Varadimas; Temporcopia; the Ominiscient Mask; The Skull of Eldar Nikola.  Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force you can use this twice, or an Onslaught battle three times. 

Binharic Override: 1 CP

Use this at the start of any phase. Select one KASTELAN ROBOT unit from your army and one of the available protocols found on its datasheet. That protocol replaces the one that is currently active for that unit. Until the end of the game, that unit’s active protocol cannot be changed. You can only use this Stratagem once. 

Acquisition at any Cost: 1 CP

Use this at the start of the Morale phase. Select one objective marker on the battlefield. Until the end of the phase each time an ADEPTUS MECHANICUS unit from your army takes a Morale test, if that unit is with in 6″ of that objective marker, it is automatically passed. 

Machine Spirit’s Revenge: 1 CP

Use this in any phase, when an ADEPTUS MECHANICUS VEHICLE model in your army is destroyed. Do not roll to see if that model explodes: it does so automatically.

Circuitous Assassins: 1 CP

Use this at the end of your Movement phase. Select one SICARIAN unit from your army that is wholly within 9″ of any battlefield edge. Remove that unit from the battlefield, you can set that unit back up on the battlefield anywhere that is wholly within 9″ of any battlefield edge and more than 9″ away from any enemy models. If the battle ends and that unit is not on the battlefield it is destroyed.

Deeply Sunk Talons: 1 CP

Use this in your opponent’s Movement phase, when an enemy unit excluding VEHICLE units is selected to Fall Back. If that enemy unit is within Engagement Range of any PTERAXII STERYLIZOR units from your army, roll one D6 on a 2+, until the end of the phase, that unit enemy unit cannot Fall Back.

Tactica Obliqua: 2 CP

Use this in your opponent’s Charge phase, when a SEBERYS RAIDERS unit from your army is selected as a target of a charge. If that unit is not within Engagement Range of any enemy units, it can make a Normal Move. Until the end of the phase, that unit cannot fire Overwatch or Set to Defend. Your opponent can then select new targets for that charge.

Crushing Weight: 1 CP

Use this in your Charge phase, when an IRONSTRIDER ENGINE or KASTELAN ROBOTS unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that IRONSTRIDER ENGINE or KASTELAN ROBOTS unit and roll one D6 for each model int hat IRONSTRIDER ENGINE or KASTELAN ROBORTS unit that is within Engagement Range of that enemy unit: for each 2+, that enemy unit suffers 1 mortal wound.

Electro-Shocked: 1 CP

Use this at the start of the Fight phase. Select one enemy unit excluding Vehicle or Monster units within Engagement Range of a CULT MECHANICUS CORE or CULT MECHANICUS CHARACTER unit from your army. Until the end of the phase, that enemy unit is not eligible to fight until after all the eligible units from your army have done so. 

Booster Thrust: 1 CP

Use this at the end of your turn. Select one PTERAXII unit from your army. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up on the battlefield anywhere that is more than 9″ away from any enemy models. If that battle ends and that unit is not on the battlefield, it is destroyed. 

Seismic Bomb: 1 CP

Use this in your Movement phase, when an ARCHAEOPTER FUSILAVE model finishes a move, Select one enemy unit that model moved over this phase excluding Titanic or Fly units. Until the start of your next Movement phase, that enemy unit is shaken. While a unit is shaken: Halve the Move characteristic of models in that unit. Halve Advance rolls and charge rolls made for that unit.

Chain-Taser Protocols: 1 CP

Use this in your Fight phase, when an ADEPTUS MECHANICUS unit from your army is selected to Fight. Until the end of the phase, each time a model in that unit makes an attack with a taser weapon, an unmodified hit roll of 5 scores 2 additional hits. 

Infoslave Skull: 2 CP

Use this at the end of the Reinforcements step of your opponents’ Movement phase. Select on ADEPTUS MECHANICUS CORE unit from your army that is not within Engagement Rage of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12″ of their unit when doing so.

Electro-Filament Countermeasures: 2 CP

Use this at the end of your Movement phase. Select one ARCHAEOPTER model in your army that is equipped with a command uplink and one enemy unit within 6″ of that mode. Until the start of your next Movement phase, that enemy unit is not affected by the aura abilities of other enemy units.

Arc Grenades: 1 CP

Use this in your Shooting phase, when a ADEPTUS MECHANICUS ARC GRENADES unit from your army is selected to shoot. Select one enemy VEHICLE unit within 6″ of that unit. Roll one D6: on a 2-5, that VEHCILE unit suffers D3 mortal wounds; on a 6, that VEHCILE unit suffers 2D3 mortal wounds. 

Incense Exhausts: 1 CP

Use this in your opponent’s Shooting phase, when an ADEPTUS MECHANICUS SMOKESCREEN unit form your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.

Enriched Rounds: 1 CP

Use this in your Shooting phase, when an ADEPTUS MECHANICUS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a radium weapon against an enemy unit excluding VEHICLE units, an unmodified hit roll of 4+ automatically wounds the target. 

Galvanic Volley Fire: 2 CP

Use this in your Shooting phase, when a SKITARII RANGERS unit from your army is selected to shoot. Until the end of the phase, galvanic rifles models in that unit are equipped with have a Type characteristic of Rapid Fire 2.

Galvanic Volley Fire: 1/2 CP

Use this in any phase, when an enemy VEHICLE model loses one or more wounds as a result of an attack made with an arc weapon by an ADEPTUS MECHANICUS model in your army. If that enemy VEHICLE model’s characteristics can change as it suffers damage, roll one D6: on a 2+, until the start of your next Command phase, that enemy VEHICLE is considered to have half the number of wounds remaining for the purposes of determingin what those characteristics are. If that enemy model has the TITANIC keyword, this Stratagem costs 2 CP; otherwise it costs 1 CP.

Each Forge World has an associated Forge World Stratagem. If your army includes a Forge World Detachment, then you will gain access to the relevant Forge Wor;d Stratagem.

Mars: Wrath of Mars: 1/2 CP

Use this in your Shooting phase, when a MARS unit is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any moral normal damage to a maximum of 6 mortal wounds. If that unit has a Power Rating of 11 or more this Stratagem costs 2 CP; otherwise it costs 1 CP

Lucius: Legio Teleportarium: 1 CP

Use this before the battle, during the Declare Reserves and Transports step. Select one LUCIUS unit excluding VEHCILE units from your army. You can set that unit in the Reinforcements step of one of your Movement phases, you can set up that unit anywhere on the battlefield that is more than 9″ away from any enemy models. You can only use this Stratagem once, unless you are playing a Strike Force you can use this twice, or an Onslaught battle three times.

Agripinaa: Indentured Machines: 1 CP

Use this before the battle. Select one AGRIPINAA KATAPHRON SERVITORS unit in your army. Add 1 to the Toughness of models in that unit. You can only use this Stratagem once, unless you are playing a Strike Force you can use this twice, or an Onslaught battle three times.

Graia: Steel Mind, Iron Logic: 1 CP

Use this in your opponent’s Psychic phase, when an enemy PSYKER attempts to manifest a psychic power within 18″ of any GRAIA units from your army. Roll one D6: on a 4+, that psychic power is denied. 

Stygies VIII: Clandestine Infiltration: 1 CP

Use this during deployment. Select one STYGIES VIII CORE INFANTRY unit from your army. When you can set up that unit, it can be set up anywhere on the battlefield that is more than 9″ away from the enemy deployment zone of any enemy models.

Ryza: Plasma Specialists: 1 CP

Use this in your Shooting phase, when a RYZA unit is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a plasma weapon, add 1 to the Damage of that attack.

Metalica: Deafening Assault: 1 CP

Use this in your Shooting phase, when a METALICA unit from your army is selected to shoot. Select one enemy unit excluding VEHICLE units within 12″ of that unit. Until the start of your next turn: Halve the Move of models in that enemy unit. That enemy unit cannot fire Overwatch or Set to Defend. 

Adeptus Mechanicus Unique Items

As of 07-07-2021 Adeptus Mechanicus Unique Item groups are…

  • Adeptus Mechanicus Relics
  • Arcana Mechanicum

(See tabs for details)

If you army is led by an ADEPTUS MECHANICUS WARLORD, you can when mustering your army, give one of the following Arcana Mechanicum to an ADEPTUS MECHANICUS CHARACTER model in your army. Named Characters cannot be given any of the following Relics.

Pater Cog-Tooth

Models with an Omnissian axe only. Pater Cog replaces bearer’s weapon and has the following profile: Melee, S +3, AP -2, D3.

Anzion’s Pseuddgenetor

Each time the bearer fights, they make attacks with the following profile: Melee, S+2, AP1, D1. Each time the bearer fights, they can make 3D3 additional attacks with this weapon

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. Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack made with this weapon hits a VEHICLE unit, that attack inflicts 1 mortal wound in addition to any 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 D2. Each time an attack is made with this weapon, the target does not receive the benefits of Dense Cover against that attack. Each time an attack is made with this weapon against an enemy unit, if a hit is scored, until the end of the phase, that enemy unit is exposed and the bearer gains the Target Exposure (Aura) ability: While a friendly <FORGE WORLD> CORE unit is within 6″ of this model, each time a model in that unit makes a ranged attack against an exposed unit, the target does not receive the benefits of Dense Cover against that attack.

The Skull of Elder Nikola

At the start of your Shooting phase, roll one D6 for each enemy VEHICLE unit within 12″ of the bearer; on a 2-3, that unit suffers 1 mortal wound; on a 4-5 that unit suffers D3 mortal wounds; on a 6 that unit suffers 3 mortal wounds.

The Omniscient Mask (Aura)

While a friendly <FORGE WORLD> SKITARII CORE unit is within 6″ of this model, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 scores an additional hit.

Raiment of the Technomartyr

Each time the bearer would lose a wound, roll one D6; on a 5+, that wound is not lost. In your Command phase, select one friendly <FORGE WORLD> CORE unit within 3″ of this model. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, you can ignore any or all hit roll and Ballistic skill modifiers.

The Purgation’s Purity

Model with a radium serpenta only. The Purgation’s Purity replaces bearer’s weapon and has the following profile: Range 24″ Type Assault 3, S 4, AP -2 D2. Each time an attack is made with this weapon, an unmodified hit roll of 4+ automatically wounds the target.

Exemplar’s Eternity (Aura)

SKITARII MARSHAL model only: The bearer’s Servo-Skull Uplin ability is replaced with the following ability: While a friendly <FORGE WORLD> SKITARII CORE unit is within 6″ of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1 and a re-roll a wound roll of 1. The bearer’s Servo-Skull Uplink ability is replaced.

Sonic Reaper

Model with a transonic cannon only. This relic replaces bearer’s transonic cannon and has the following profile: Range 12″ Assault D6, S5, AP -2 D2. Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with the weapon, an unmodified wound roll of 5-6 inflicts 2 mortal wounds on the target and the attack sequence ends.

Temporcopia

At the start of the Fight phase, you can select one enemy unit within 3″ of the bearer. That unit is not eligible to fight in this phase until after all eligible units from your army have done so.

The Cage of Varadimas

Each time the bearer hits an enemy unit (excluding VEHICLE units) with a melee attack, until the end of the phase, that unit is electro-shocked. Each time a model in that electro-shocked unit makes an attack, subtract 1 from that attack’s hit roll

If you army is led by an ADEPTUS MECHANICUS WARLORD, you can when mustering your army, give one of the following Arcana Mechanicum to an ADEPTUS MECHANICUS CHARACTER model in your army. Named Characters cannot be given any of the following Relics. When a model in your arm is given an Arcana Mechanicum replace all instances of the <FORGE WORLD> keyword on that Relic’s rules with the name of the Forge World that your model is drawn from.

Mars: The Red Axe

Models with an Omnissian axe only. Pater Cog replaces bearer’s weapon and has the following profile: Melee, S +2, AP -5, D2. Each time the bearer fights, it makes 3 additional attacks with this weapon.

Lucius: The Solar Flare

Once per battle, in your Movement phase, the bearer can use this Relic. If it does so, the bearer’s unit and up to one friendly LUCIUS CORE unit within 3″ of the bearer can be removed from the battlefield and set back up anywhere on the battlefield that is more than 9″ away from any enemy models. If two units are set back up on the battlefield using this Relic, both units must be placed within 6″ of each other.

Agripinaa: The Eye of Xi-Lexum (Aura)

While a friendly AGRIPINAA CORE or AGRIPINAA KATAPHRON SERVITORS unit is within 6″ of this model, each time a model in that unit makes an attack that targets the selected VEHICLE unit, you can re-roll the wound roll.

Graia: The Cerebral Techno-Mitre

Add 3″ to the range of the bearer’s aura abilities (to a maximum of 9″). Each time the bearer uses an ability in your Command phase that specifies a range, you can add 3″ to the range of that ability (to a maximum of 9″).

Stygies VIII: The Omnissiah’s Hand

Once per battle, at the end of the Fight phase, you can use this Relic. If you do so, roll one D6 for each enemy unit within 12″ of the bearer: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds.

Ryza: Weapon XCIX

Ryza model equipped with a volkite blaster only. This Relic replaces a volkite blaster and has the following profile: 24″ Heavy 3, S7, AP -2, D2. Each time the bearer fights, it makes 3 additional attacks with this weapon. Each time an attack is made with this weapon, on an unmodified wound roll of 6 the target suffers 2 mortal wounds in addition to any normal damage. 

Metalica: The Adamantine Arm

Metalica model only. The bearer is equipped with this Relic in addition to their other weapons. It has the following profile: Melee, Sx3, AP -3, D4. Each time the bearer fights, no more than one attack can be made with this weapon. Each time an attack is made with this weapon, add 1 to that attack’s hit roll.

Adeptus Mechanicus Warlord Traits

 

As of 07-07-2021 Adeptus Mechanicus Warlord Traits are…

  • Tech-Priest Warlord Traits
  • Skitarii Warlord Traits
  • Forge World Warlord Traits

(See tabs for details)

If an ADEPTUS MECHANICUS TECH-PRIEST model is your WARLOD, you can use the Tech-Priest Warlord Traits to determine what Warlord Trait they have. If an ADEPTUS MECHANICUS SKITARII CHARACTER model is your Warlord, you can instead use the Skitarii Warlord Traits to determine what Warlord Trait they have. 

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 an ADEPTUS MECHANICUS TECH-PRIEST model is your WARLOD, you can use the Tech-Priest Warlord Traits to determine what Warlord Trait they have. If an ADEPTUS MECHANICUS SKITARII CHARACTER model is your Warlord, you can instead use the Skitarii Warlord Traits to determine what Warlord Trait they have. 

Multitasking Cortex

In your Command phase, select one friendly <FORGE WORLD> SKITARII CORE unit within 9″ of this WARLORD, or select one friendly <FORGE WORLD> CORE DATA TETHER unit on the battlefield. Until the start of your next Command phase, if that unit is performing an action it can make ranged attacks without that action failing

Battle-Sphere Uplink

In your Command phase, select one friendly <FORGE WORLD> SKITARII CORE unit within 9″ of this WARLORD, or select one friendly <FORGE WORLD> CORE DATA TETHER unit on the battlefield. Until the start of your next Command phase, models in that unit do not suffer the penalty to hit rolls incurred for firing: Heavy weapons in the same turn that their unit has moved. Assault weapons in the same turn that their unit has advanced.

Programmed Retreat

In your Command phase, select one friendly <FORGE WORLD> SKITARII CORE unit within 9″ of this WARLORD, or select one friendly <FORGE WORLD> CORE DATA TETHER unit on the battlefield. Until the start of your next Command phase, that unit is eligible to shoot in a turn in which it Fell Back.

Archived Engagements

In your Command phase, select one friendly <FORGE WORLD> SKITARII CORE unit within 9″ of this WARLORD, or select one friendly <FORGE WORLD> CORE DATA TETHER unit on the battlefield. Until the start of your next Command phase, if that unit is within Engagement range of any enemy units at the start of the Fight phase, it can fight first that phase.

Firepoint Telemetry Cache

In your Command phase, select one friendly <FORGE WORLD> SKITARII CORE unit within 9″ of this WARLORD, or select one friendly <FORGE WORLD> CORE DATA TETHER unit on the battlefield. Until the start of your next Command phase, each time a ranged attack is allocated to a model in that unit. If it is treated as receiving the benefits of Light Cover against that attack. If that model is entirely on or within terrain feature and has the INFANTRY keyword, add an additional 1 to any armour saving throws made against that attack.

Eyes of the Omnissiah

In your Command phase, select one friendly <FORGE WORLD> SKITARII CORE unit within 9″ of this WARLORD, or select one friendly <FORGE WORLD> CORE DATA TETHER unit on the battlefield. Until the start of your next Command phase, you can re-roll Advance rolls and charge rolls made for this unit.

Each Forge World has an associated Forge World Warlord Trait. In an ADEPTUS MECHANICUS <FORGE WORLD> TECH-PRIEST CHARACTER model gains a Warlord Trait.

Mars: Panegyric Procession

In your Command phase, you can select on friendly MARS CULT MECHANICUS CORE unit within 6″ of this WARLORD. If you do so, then select on Canticle – this can be one that has already been active for your army. Until the start of your next Command phase, both this WARLORD and that unit benefit from that selected Canticle instead of the one that is active for your army.

Graia: Mantra of Discipline

In your opponent’s Charge phase, at the start of the Heroic Intervention step, select on friendly GRAIA CORE unit within 9″ of this WARLORD. Until the end of the phase: If not that unit is within 6″ horizontally and 5″ vertically of any enemy unit, it is eligible to perform Heroic Interventions as if it were a CHARACTER unit. Each time a model in that unit makes a Heroic Intervention move, it can move up to 6″.

Metalica: Tribute of Emphatic Veneration

At the end of your Movement phase, select one enemy unit within 12″ of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll

Lucius: Luminescent Blessings

In your Command phase, select one LUCIUS CORE unit within 9″ of this WARLORD. Until the start of your next Command phase, each time an attack is made against that unit, an unmodified wound roll of 1–3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.

Agripinaa: Verse of Vengeance

In your Command phase, select one friendly AGRIPINAA CORE UNIT within 6″ of this WARLORD. Each time a model in that unit is destroyed by an attack made by an enemy model, roll one D6; on a 4+, do not remove that destroyed model from play – it can, after the attacking model’S unit has finished its attacks, either shoot with one of its ranged weapons as if it were the Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase. After resolving these attacks, the destroyed model is then removed.

Stygies VIII: Veiled Hunter

At the start of the first battle round, you can select up to two friendly STYGIES VIII units wholly within your deployment zone. Remove those units from the battlefield, then set them up anywhere on the battlefield that is wholly within yur deployment zone. If the mission uses the Strategic Reserves rule, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off, the winner chooses who redeploys their units first.

Ryza: Citation in Savagery

At the start of your Fight phase, select one friendly RYZA CORE unit within 6″ of this WARLORD. Until the start of the next Fight phase, each time a model in that unit makes a melee attack, the Armour Penetration characteristic of that attack is improved by 1

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