Adeptus Mechanicus 9th Edition

Codex Adeptus Mechanicus 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020
Disruptor missile launcherRanged0
Eradication beamerRanged0
Flechette blasterRanged0
Galvanic rifleRanged0
Icarrus arrayRanged0
LaspistolRanged0
MacrostubberRanged0
Magnarail lanceRanged0
radium carbineRanged0
radium jezzailRanged0
radium pistolRanged0
stubcarbineRanged0
transonic cannonRanged0
transuranic arquebusRanged10
twin heavy phosphor blasterRanged0
Archaeo-revolverRanged0
Flechette carbineRanged0
Galvanic carbineRanged0
Phosphor blast carbineRanged15
Phosphor torchRanged0
Sulphur breathRanged0
ChordclawMelee0
Electroleech staveMelee0
Electrostatic gauntletsMelee0
MechadendritesMelee0
Omnissian axeMelee0
Omnissian staffMelee0
Servo-armMelee0
Transonic bladesMelee0
Transonic razorMelee0
Cavalry sabreMelee0
Clawed limbsMelee0
Pteraxii talonsMelee0
Broad-spectrum data-tetherWargear0
Smoke launchersWargear0
Command uplinkWargear0
Secutarii HoplitesElites10
Secutarii PeltastsElites9
Terrax-pattern Termite Assault DrillDedicated Transport130
Arc lanceRanged0
Galvanic casterRanged0
Melta cutterRanged0
Twin volkite chargerRanged10
Storm BolterRanged3
Mag-inverter shieldRanged0
phosphor serpentaRanged2
Phosphor blast pistolRanged3
phosphor blasterRanged3
Arc pistolRanged5
Arc rifleRanged5
Cognis flamerRanged5
Cognis heavy stubberRanged5
Heavy arc rifleRanged5
Heavy stubberRanged5
volkite blasterRanged5
Arc clawMelee5
Arc maulMelee5
Hydraulic clawMelee5
Power swordMelee5
Taser goadMelee5
Enhanced data-tetherWargear5
OmnispexWargear5
ServitorsElites7
Skitarii RangersTroops9
Skitarii VanguardTroops9
Eradication rayRanged10
Gamma pistolRanged10
Heavy bolterRanged10
MeltagunRanged10
Neutron laserRanged10
plasma caliverRanged10
torsion cannonRanged10
twin cognis heavy stubberRanged10
Power fistMelee10
Taser lanceMelee10
Corpuscarii Electro-priestsElites14
Sicarian RustalkersFast Attack14
Sicarian InfiltratorsFast Attack15
Heavy flamerRanged15
Heavy phosphor blasterRanged15
Incendine cumbustorRanged15
plasma cannonRanged15
Serberys RaidersFast Attack16
Fulgurite Electro-priestsElites17
Pteraxii SkystalkersFast Attack17
Pteraxii SterylizorsFast Attack19
Kataphron DestroyersTroops20
Serberys SulphurhoundsFast Attack20
Belleros Energy CannonRanged20
Heavy grav-cannonRanged20
multi-meltaRanged20
Kastelan fistsMelee20
Chaff launcherWargear20
Cybernetica DatasmithElites25
Kataphron BreachersTroops25
Ferrumite CannonRanged25
plasma culverinRanged30
twin cognis autocannonRanged30
twin icarus autocannonRanged30
Ironstrider BalistariiFast Attack35
Tech-priest EnginseerHQ35
twin cognis lascannonRanged40
Sydonian DragoonsFast Attack60
Tech-priest ManipulusHQ70
Archaeopter StratoraptorFlyer70
Tech-priest DominusHQ75
Kastellan RobotsElites80
Skorpius DuneriderDedicated Transport80
Archaeopter TransvectorFlyer100
Archaeopter FusilaveFlyer110
Onager DunecrawlerHeavy Support115
Skorpius DisintegratorHeavy Support115
Belisarius CawlHQ200
NameBattlefield RoleChapter Approved 2020Forgeworld 2020

 

Adeptus Mechanicus Special Rules

Soldiers of the Machine God: If your army is Battle-forged, all Troops units in ADEPTUS MECHANICUS Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Canticles of the Omnissiah: All units with this ability gain a bonus during the battle depending on the Canticle of the Omnissiah currently being canted. At the start of each battle round, pick which Canticle of the Omnissiah from the table below is in effect for the duration of the battle round. The same Canticle may not be picked twice during the same battle. Alternatively, you can randomly determine which Canticle of the Omnissiah is in effect by rolling a D6 and consulting the table below. Note that if you randomly determine a Canticle, it takes effect even if the same Canticle has been in effect earlier in the battle. If you have Battle-forged army, units only receive the bonus if every model in their Detachment has this ability.

  1. Incantation of the Iron Soul: You can re-roll failed Morale tests for affected units.
  2. Litany of the Electromancer: Roll a D6 for each enemy unit that is within 1″ of any affected units; on a roll of 6, the unit being rolled for suffers D3 mortal wounds.
  3. Chant of the Remorseless Fist: You can re-roll any hit rolls of 1 for affected units in the Fight phase.
  4. Shroudpsalm: Affected units gain the bonus to their armour saving throws as if they were in cover. Units already in cover are unaffected.
  5. Invocation of Machine Might: Affected units have +1 Strength.
  6. Benediction of the Omnissiah: You can re-roll failed hit rolls of 1 for affected units in the Shooting phase.

Before the battle, if your Warlord is an ADEPTUS MECHANICUS CHARACTER and their <FORGE WORLD> is one of those listed below, you can select one of the Canticles in the Canticles of the Omnissiah table (see Codex: Adeptus Mechanicus) to be replaced by that <FORGE WORLD>’s Canticle below.

Ryza Citation in Savagery: The Armour Penetration characteristic of melee weapons models in the affected unit are equipped with is improved by 1 (e.g. AP 0 becomes AP -1).

Mars Panegyric Procession: Models in affected units do not suffer the penalty for moving and firing Heavy weapons. Increase the Strength characteristic of Heavy weapons models in the affected unit are equipped with by 1.

Lucius Luminescent Blessing: Improve the invulnerable save of models in affected units by 1 (to a maximum of 4+).

Metalica Tribute of Emphatic Veneration: When resolving an attack against an affected unit by an enemy model within 9″, subtract 1 from the hit roll.

Graia Mantra of Discipline: When resolving an Overwatch attack made by a model in an affected unit, a hit roll of 5 or 6 scores a hit.

Agripinaa Verse of Vengeance: When an INFANTRY or CAVALRY model in an affected unit is destroyed, roll one D6 before removing that model from play. On a 5+, that model can either shoot with one of its ranged weapons as if it were your Shooting phase or make one attack with one of its melee weapons as if it were the Fight phase.

Stygies Plea of the Veiled Hunter: Affected units can shoot in a turn in which they Fell Back, but if a unit does so, when resolving an attack made with a ranged weapon by a model in that unit that turn, subtract 1 from the hit roll.

Forge World Dogmas

If your army is Battle-forged, units with the appropriate keyword will receive the corresponding forge world dogma, detailed opposite, so long as every other unit in their Detachment is from the same forge world. If you have chosen a forge world that does not feature on this list, you can choose the dogma that best suits the fighting style and battlefield strategies of the warriors that hail from it.

Mars Glory of the Omnissiah: Each time you randomly determine which Canticle of the Omnissiah (pg 73) is being canted, roll two dice instead of one. All units with this dogma receive the benefit of both results, instead of just the result of the first dice (if a duplicate is rolled, no additional Canticle is canted this turn).

Graia Refusal to Yield: Roll a D6 each time a model with this dogma is slain or flees – on a 6 that model refuses to yield; either the wound that slew it is ignored or the model does not flee. However, <FORGE WORLD> units with this dogma cannot Fall Back unless there is a friendly <FORGE WORLD> CHARACTER on the battlefield.

Metalica Relentless March: If a unit with this dogma Advances, it can ignore the penalty for firing Assault weapons and treats all Rapid Fire weapons it is armed with as Assault weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an Assault 1 weapon).

Lucius The Solar Blessing: When making saving throws, units with this dogma treat enemy attacks with an Armour Penetration characteristic of -1 as having an Armour Penetration of 0 instead.

Agripinaa Staunch Defenders: When firing Overwatch, units with this dogma hit on a roll on 5+, instead of only 6, irrespective of modifiers.

Stygis VIII Shroud Protocols: Your opponent must subtract 1 from their hit rolls when shooting at units with this dogma if they are more than 12″ away.

Ryza Red in Cog and Claw: You can re-roll wound rolls of 1 in the Fight phase for units with this dogma.

Engine War Dogmas

Most forces of the Adeptus Mechanicus belong to a forge world. This is represented by the <FORGE WORLD> keyword, as described in Codex: Adeptus Mechanicus. If you have chosen a forge world that does not have a forge world dogma, or you have created your own forge world, with the rules presented below. If your army is Battle-forged, all units with the <FORGE WORLD> keyword will receive a Forge World Dogma, so long as every other unit in their Detachment is from the same forge world. If your chosen forge world does not have an associated Dogma in Codex: Adeptus Mechanicus, you can create one by selecting one primary ability below, followed by one of its associated secondary abilities.

Rad-Saturated Forge World

Primary Radiant Disciples: When resolving an attack made with a ranged weapon against an INFANTRY unit with this dogma that is not within 12″, subtract 1 from the Strength characteristic of that weapon for that attack.

Secondary Luminary Suffusion: Subtract 1 from the Strength and Toughness characteristics of an enemy model whilst its unit is within 3″ of any models from your army with this ability.’

Secondary Scarifying Weaponry: Radium weapons models with this dogma are equipped with have an Armour Penetration characteristic of -1.

Secondary Omnissiah’s Shield: When resolving an attack made with a melee weapon against an INFANTRY unit with this dogma, reduce the Armour Penetration characteristic of that weapon by 1 for that attack, to a minimum of 0 (e.g. AP -1 becomes AP 0).

Secondary Machine God’s Chosen: When a Morale test is taken for a unit with this dogma, halve the number of models that flee (rounding up).

Expansionist Forge World

Primary Accelerated Actuators: At the end of the Charge phase, if a unit with this dogma made a charge move, was charged or performed a Heroic Intervention, improve the Armour Penetration characteristic of melee weapons models in that unit are equipped with by 1 until the end of the turn (e.g. AP 0 becomes AP -1).

Secondary Forward Operations: At the start of the first battle round, before the first turn begins, SKITARII RANGERS units with this dogma can move up to 6″. This unit must end that move more than 9″ away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Secondary Acquisitive Reach: Add 6″ to the Range characteristic of Rapid Fire weapons models with this dogma are equipped with.

Secondary Rugged Explorators: Models with this dogma do not suffer the penalty for Advancing and firing Assault weapons.

Secondary Dominus Command Net: Broad Spectrum Data-tether: Add 1 to the Leadership characteristic of friendly <FORGE WORLD> models whilst their unit is within 9″ of any models that have a broad spectrum data-tether.’

Data-Hoard Forge World

Primary Magnabonded Alloys: When 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 1″ to the Move characteristic of KATAPHRON BREACHERS, KATAPHRON DESTROYERS and ONAGER DUNECRAWLER models with this dogma.

Secondary Servo-Focused Auguries: When resolving an attack made with a cognis ranged weapon by a model with this dogma against a unit that is within half range, you can re-roll the hit roll.

Secondary Autosavant Spirits: At the start of your turn, if a VEHICLE model with this dogma has lost any wounds, it can regain up to 1 lost wound.

Secondary Trans-Node Power Cores: When resolving an attack made with an arc weapon by a model with this dogma, an unmodified hit roll of 5 or 6 scores 1 additional hit.

Adeptus Mechanicus Stratagems

As of 07-25-2020 Adeptus Mechanicus Stratagems groups are…

  • Core Stratagems
  • Adeptus Mechanicus Stratagems
  • Forge World Stratagems
  • Engine War 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.

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.

 

If your army is Battle-forged and includes any ADEPTUS MECHANICUS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Adeptus Mechanicus on the battlefield.

Olfactorum Aggressor Imperative: 1 CP 

Use this Stratagem in your Movement phase. Select one SERBERYS SULPHURHOUNDS unit from your army. Until the end of the phase, when that unit Advances, add 6″ to its Move characteristic instead of making an Advance roll. In addition, until the end of the turn, models in that unit shoot as if they did not move that turn.

Steelrain Fusillade: 1 CP

Use this Stratagem in your Shooting phase when a PTERAXII SKYSTALKERS unit from your army is chosen to shoot with. Select one enemy unit that is not TITANIC. Until the end of the phase, when resolving an attack made by a model in that Pteraxii Skystalkers unit against the selected unit, if a hit is scored the target is suppressed until the start of your next turn. When resolving an attack made with a ranged weapon by a model in a suppressed unit, subtract 1 from the hit roll.

Deeply Sunk Talons: 1 CP

Use this Stratagem in your opponent’s Movement phase, when an enemy INFANTRY unit within 1″ of any PTERAXII STERYLIZORS units from your army is chosen to Fall Back. Roll one D6; on a 2+, that enemy unit cannot Fall Back this turn.

Raptorial Strafing Fire: 1 CP

Use this Stratagem in your Shooting phase when an ARCHAEOPTER STRATORAPTOR model from your army is chosen to shoot with. Until the end of the phase, when resolving an attack made by that model against a unit that cannot FLY, add 1 to the hit roll.

Tactica Obliqua: 2 CP

Use this Stratagem in your opponent’s Charge phase when a SERBERYS RAIDERS unit from your army is chosen as the target of a charge for the first time that turn. Instead of firing Overwatch, that unit can move or Fall Back as if it were your Movement phase (it cannot Advance as part of this move).

Sesimic Bomb: 1 CP

Use this Stratagem in your Movement phase after moving an ARCHAEOPTER FUSILAVE unit from your army. Select one enemy unit that ARCHAEOPTER FUSILAVE unit moved over that phase. That enemy unit is shaken in your opponent’s next Movement phase. If a unit that cannot FLY and is not TITANIC is shaken, halve its Move characteristic and the result of any Advance and charge rolls made for it.

Stereoscopic Triangulation: 1 CP

Use this Stratagem in your Shooting phase when a SKORPIUS DISINTEGRATOR model from your army is chosen to shoot with. Until the end of the phase, if that model shoots all of the weapons it is equipped with at the same target, then, when resolving an attack made by that model, add 1 to the hit roll and the target does not receive the benefit of cover.

Evacuation Sequence: 1 CP

Use this Stratagem in any phase when a SKORPIUS DUNERIDER model from your army is destroyed, before any embarked units disembark. Until the end of the phase, when a model disembarks from that SKORPIUS DUNERIDER model, do not roll to see if it is slain.

Electrostatic Overcharge: 1 CP

Use this Stratagem in your Shooting phase when a CORPUSCARII ELECTRO-PRIESTS unit from your army is chosen to shoot with. Until the end of the phase, electrostatic gauntlets models in that unit are equipped with have an Armour Penetration characteristic of -2.

Pattern Iteration Identified: 1 CP

Use this Stratagem in your Shooting phase when an IRONSTRIDER BALLISTARII unit from your army is chosen to shoot with. Until the end of the phase, when resolving an attack made by a model in that unit against a unit without the TITANIC keyword, add 1 to the wound roll.

Circutious Assassins: 1 CP

Use this Stratagem at the start of your Movement phase. Select one SICARIAN RUSTSTALKERS unit from your army that is wholly within 9″ of any battlefield edge. Remove that unit from the battlefield. At the end of that Movement phase, you can set up that unit anywhere on the battlefield that is more than 9″ from any enemy units and wholly within 9″ of any battlefield edge.

Perpetual Incense: 1 CP

Use this Stratagem at the start of the Fight phase. Select one SYDONIAN DRAGOONS unit from your army. Until the end of the phase, when resolving an attack made against that unit, subtract 1 from the hit roll.

Mechanicus Locum: 1 CP

Use this Stratagem before the battle, after nominating your Warlord. Select one <FORGE WORLD> CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).

Electro-Filament Countermeasures: 1 CP

Use this Stratagem at the end of your Movement phase. Select one ARCHAEOPTER unit equipped with a command uplink from your army. Until the start of your next turn, enemy models aura abilities have no effect whilst within 6″ of that unit.

Adeptus Mechanicus Unique Items

As of 07-25-2020 Adeptus Mechanicus Unique Item groups are…

  • Arcana Mechanicum of the Machine God
  • Arcana Mechanicum 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.

Adeptus Mechanicus Warlord Traits

 

As of 07-25-2020 Adeptus Mechanicus Warlord Traits are…

  • Adeptus Mechanicus Warlord Traits
  • Forge World Warlord Traits
  • Specialist Detachment Warlord Traits
  • Holy Order Warlord Traits

(See tabs for details)

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.

If an ADEPTUS MECHANICUS CHARACTER model (excluding named characters) is your Warlord, you can select a Warlord Trait from below for them instead of using the Warlord Traits table from Codex: Adeptus Mechanicus.

Learnings of the Genetor

At the start of your turn, you can select one of the aura abilities below. Until the start of your next turn, this Warlord is treated as having that aura ability on their datasheet.

Hyper-cybernetic Physiology: Roll one D6 each time a friendly <FORGE WORLD> KATAPHRON BREACHER, <FORGE WORLD> KATAPHRON DESTROYER or <FORGE WORLD> SERVITOR model would lose a wound whilst within 6″ of this Warlord; on a 5+, that wound is not lost.

Biochemical Aggression: When resolving an attack made with a melee weapon by a friendly <FORGE WORLD> model whilst its unit is within 6″ of this Warlord, on an unmodified wound roll of 6 improve the Armour Penetration characteristic of that weapon by 2 for that attack (e.g. AP 0 becomes AP -2).

Excoriated Fear-Responses: When a Morale test is taken for a friendly <FORGE WORLD> unit within 6″ of this Warlord, do not roll the dice; it is automatically passed.

Analyses of the Logos

At the start of your turn, you can select one of the aura abilities below. Until the start of your next turn, this Warlord is treated as having that aura ability on their datasheet.

Predicted Movements: When resolving an Overwatch attack made by a model in a friendly <FORGE WORLD> INFANTRY unit within 6″ of this Warlord, a hit roll of 5 or 6 scores a hit.

Empyric Prognosis: Roll one D6 when a friendly <FORGE WORLD> model would lose a wound as a result of a mortal wound in the Psychic phase whilst its unit is within 6″ of this Warlord; on a 4+ that wound is not lost.

Flaws of the Foe: When resolving an attack made with a ranged weapon by a friendly <FORGE WORLD> model within 6″ of this Warlord, on an unmodified hit roll of 6 the Armour Penetration characteristic of that weapon is improved by 1 for that attack (e.g. AP 0 becomes AP -1).

Divinations of the Magos

At the start of your turn, you can select one of the aura abilities below. Until the start of your next turn, this Warlord is treated as having that aura ability on their datasheet.

Overloaded Safeguards: When resolving an attack made with a ranged weapon by a friendly <FORGE WORLD> model within 6″ of this Warlord, an unmodified hit roll of 6 scores 1 additional hit.

Aggressive Subroutines: You can re-roll charge rolls made for friendly <FORGE WORLD> units whilst they are within 6″ of this Warlord.

Predatory Programming: When a friendly <FORGE WORLD> unit within 6″ of this Warlord Advances, roll one additional D6 and discard one of the dice when making the Advance roll.

Fabrications of the Artisan

At the start of your turn, you can select one of the aura abilities below. Until the start of your next turn, this Warlord is treated as having that aura ability on their datasheet.

Exquisite Calibrations: When resolving an attack made with a ranged weapon by a friendly <FORGE WORLD> model within 6″ of this Warlord against a unit that is within half range, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).

Mastery of the Motive Force: When resolving an attack made with an arc weapon by a friendly <FORGE WORLD> model within 6″ of this Warlord against a VEHICLE unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

Enhanced Engine Interfaces: Friendly VEHICLE models within 6″ of this Warlord can shoot in a turn in which they Fell Back.