Adeptus Mechanicus 9th Edition Codex Leak Compilation
Time for another leak and rumor compilation, this time we have Warhammer 40k Adeptus Mechanicus 9th edition codex / supplement, rumors, leaks, previews. As with the other compilations the A running compilation of rumors, leaks, sneak peaks for Adeptus Mechanicus 9th edition codex / supplement. With new rules, point adjustments, stratagems and units. Compilation will feature both Games Workshop community info and any Internet leaks and rumors as they come!
Check back everyday as new leaks and rumors for Warhammer 40k Adeptus Mechanicus 9th edition codex will be added, without notification.
Pre-orders: May 22nd 2021 Release Date: May 29th 2021
- Adeptus Mechanicus 9th edition Codex: $40
- Dice: $35
- Cards: $25
- Combat Patrol: $140
- Skitarii Marshal: $35
Datasheets & Weapons:
- Enginseer: In your Command phase, this model can awaken a friendly FORGE WORLD vehicle model (excluding Robots) within 3 “of it. Until the start of your next Command phase, whenever that model performs a attack, add 1 to the hit roll for that attack. Each Model can only be awakened once per turn.
- Skitarii Marshal: Re-roll 1s to wound aura. Pick one unit to ignore negative Doctrina Imperatives effects.
- Manipulus: Increase range of friendly unit weapons by 6″ within 9″ aura and increase AP by 1.
- Dominus: Re-roll 1s to hit aura
- Cawl: Supreme Commandeer, Monster, Mars only, Chapter Master ability give full rerolls to one Core Mars unit. Re-roll 1s aura. Can give him and another core mars unit a 2nd canticle.
- Arc Rifle: Heave 2 S6 -2 AP 2 Damage, on 4+ to wound 3 Damage to Vehicles
- Core Units: CORE units: Skitarii Vanguard and Rangers, both serberys, both pteraxii, electropriests, dragoons and ballistari.
Forge World Dogmas (Chapter Tactic):
3 VP at the end of the match for every character with relic or wlt killed and for every vehicle with 14+W destroyed
before the match, you assign numbers 1-2-3-4-5 to objectives on the board. You get 3 VP if you control them during the same round Number
3 VP per turn if you destroy 1 vehicle and you kill more enemy infantry units than vehicle units destroyed to you by your enemy.
Before deployment, your enemy choose an objective outside his deployment zone. 2 VP if you control It at the end of a Battle round and 5VP of you control It at the end of the match
Army Wide Rules:
As long as this canticle is active, this unit receives the bonuses of light cover
Units receives +1s in melee
every time there’s a combat attrition test unit ignores all modifiers, 5+ to ignore mortals
reroll 1 hit wound dmg
one additional dice during advances, discard lowest
every time a unit with this canticle is the receiver of a melee attack, -1 to hit them
Zealous Congregation – 2cp, Battle tactic Stratagem:
Use this Stratagem in the Fight phase, when an Electro-Priests 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 – 1cp, Battle Tactics Stratagem:
Use this Stratagem in your Movement phase, when an Ironstrider Engine or Serberys unit from your army is selected to Advance. Until the end of the 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 – 1cp, Battle Tactic Stratagem:
Use this stratagem 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 characteristic of models in that unit.
Electromancer’s wrath – 1cp, Battle Tactics Stratagem:
Use this Stratagem in your Shooting phase. Select one enemy unit (excluding Vehicle unit) within 12” on an Electro-Priests unit from your army. Roll on 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 – 1cp, Battle Tactics Stratagem:
Use this stratagem in the fight phase, when a Skittari unit from you army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of models in that unit.
Elimination Volley – 1cp, Battle Tactics Stratagem:
Use this Stratagem in your Shooting phase, when a Kataphron Servitors unit 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, Epic Deed Stratagem:
Use this Stratagem 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, Epic Deed Stratagem:
Use this Stratagem 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 4+, that wound is not lost.
Tech-Adept – 1 cp, Epic Deed Stratagem:
Use this Stratagem 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 Focuse 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 – 1cp, Epic Deed Stratagem:
Use this Stratagem 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 purpose of determining what characteristics on its profile to use.
Data-Blessed Autpsermon – 2cp, Epic Deed Stratagem:
Use this Stratagem in your Command phase. Select on Adeptus Mechanicus unit from your army within 6” of a friendly Tech-Priest model and select one Canticle (pg 85) 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 – 1cp, Requisition Stratagem:
Use this Stratagem 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 (this must be a Relic they can have) Each Relic in your amy 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 battle (in which case you can use this Stratagem twice) or an Onslaught battle (in which case you can use this Stratagem three times.)
Mechanicus Locum – 1cp, Requisition Stratagem:
Use this Stratagem before the battle, when you are mustering your army, if you Warlord has the Adeptus Mechanicus Character model in your army and determine one Warlod Trait for that model (this must be a Warlord Trait they can have), that model is only regarded as your Warlord for the purpose of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), 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 battle (in which case you can use this Stratagem twice) or an Onslaught battle (in which case you can use this Stratagem three times.)
Host of the Intermediary – 1cp, Requisition Stratagem:
Use this Stratagem 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 ‘Princeps’ 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, (if randomly generated, re-roll duplicate results), and you cannot usethis Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which you can use this stratagem three times.)
Artefactotum – 1cp, Requisition Stratagem:
Use this Stratagem before the battle, when you are mustering your army. Select one Skitarii model in your army that has the word ‘Alpha’ or ‘Princeps’ in their profile and give them one of the following Arcana Mechanicum (This must be a relic they could have.) The Cage of Varadimas, Temporcopia, The Omniscient Mask, The Skull of Elder 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 battle (in which case, you can use this Stratagem twice) or an Onslaught battle (In which case, you can use this Stratagem three times.)
Binharic Override – 1cp, Strategic Play Stratagem:
Use this Stratagem 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 the 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 – 1cp, Strategic Play Stratagem:
Use this Stratagem at the start of the Moral phase. Select on 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 within 6” of that objective marker, it is automatically passed.
Machine Spirit’s Revenge – 1cp, Strategic Play Stratagem:
Use this Stratagem in any phase, when an Adeptus Mechanicus Vehicle model in your amry is destroyed. Do not roll to see if that model explodes, it does so automatically.
Circuitos Assassins – 1cp, Strategic Play Stratagem:
Use this Stratagem at the end of your Movement phase. Select on Sicarian unit from you army that is wholly within 9” of any battlefield edge. Remove that unit from the battlefield in the Renforcement step of your next Movement phase, you can set that unit back upon 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 – 1cp, Strategic Play Stratagem:
Use this Stratagem in your opponent’s Movement phase, when an enemy unit (excluding Vehicle units) us elected to Fall Back. If that enemy unit is within Engagement Range of any Pteraxii Sterilzers units from your army roll one D6 on a 2+ until the end of the phase that enemy unit cannot Fall Back.
Tactica Obliquea – 2cp, Strategic Play Stratagem:
Use this stratagem in your opponents Charge phase when a Serberys 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 – 1cp, Strategic Play Stratagem:
Use this Stratagems in your Charge phase, when an Ironstrider Engine or Kastelan Robots unit from your amry 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 in that Ironstrider Engine or Kastelan Robots unit that is within Engagement Range of that enemy unit for each 2+, that enemy unit suffers 1 mortal wound.
Electro-Shocked – 1cp, Strategic Play Stratagem:
Use this Stratagem 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 eligible units from your army have done so.
Booster Thrust – 1cp, Strategic Play Stratagem:
Use this Stratagem at the end of your turn. Select on 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 the battle ends and that unit is not on the battlefield, it is destroyed.
Seismic Bomb – 1cp, Wargear Stratagem:
Use this Stratagem in your Movement phase, when an Archaeopter Fusilave model finishes a move. Select one enemy unit that model moved over this phase (excluding Titanic units or units that can Fly) 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 the advance rolls and charge rolls made for that unit.
Chain-Taser Protocols – 1cp, Wargear Stratagem:
Use this Stratagem in the Fight phase, when an Adeptus Mechanicus unit from your army is selected to fight. Until the end of that phase, each time a model in that unit makes an attack with a taser weapon (pg 112), an unmodified hit roll of 5 scores 2 additional hits.
Infoslave Skull – 2cp, Wargear Stratagem:
Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one Adeptus Mechanicus Core unit from your army that is not within Engagement Range 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 – 2cp, Wargear Stratagem:
Use this Stratagem 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 model. Until the start of your next Movement phase that enemy unit is not affected by the aura abilities of other enemy units.
Arc Grenades – 1cp, Wargear Stratagem:
Use this Stratagem in your Shooting phase, when an 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 Vehicle unit suffers D3 mortal wounds on a 6, that Vehicle unit suffers 2D3 mortal wounds.
Incense Exhausts – 1cp, Wargear Stratagem:
Use this Stratagem in your opponent’s Shooting phase, when an Adeptus Mechanicus Smokescreen unit from 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 – 1cp, Wargear Stratagem:
Use this Stratagem 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 (pg. 112) against an enemy unit (excluding Vehicle units) an unmodified hit roll of 4+ automatically wounds the target.
Galvanic Volley Fire – 2cp, Wargear Stratagem:
Use this Stratagem 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.
Overloaded systems – 1cp/2cp, Wargear Stratagems:
Use this Statagem in any phase, when an enemy Vehicle model loses one or more wounds as a result of an attack made with an arc weapon (pg 112) by an Adeptus Mechanicus model in you 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 determining what those characteristics are. If that enemy model has the Titanic keyword, this Stratagem costs 2CP, otherwise it costs 1 Cp
Manipulus didnt change
Vanguard and ranger -1
Breacher didnt change
Sterylizors didn’t change
Skystalker didn’t change
Ballistarii didn’t change
Raiders didn’t change
Sulphourhounds didn’t change
Onager didn’t change
Fusilave didn’t change
Instruction Rules / Images
Warhammer Community Sneak Peeks
By paying a nominal cost in points or Power Level, your Tech-Priest models can hail from one of four Holy Orders. Far from just being a flavourful footnote,* each Order provides two specialised skills to further customise the leaders of your army.
The first skill allows you to lower the Command points cost of a critical Stratagem when you need it most, with each Holy Order dedicated to their own code of war. The Magi, for instance, are a dab hand at accomplishing Epic Deeds.
The second skill, however, is something rather different. Called progressive abilities, these rules come in two parts – an Initial part that’s in play from the beginning of the battle, and an Advanced part that you can choose to activate by having your Tech-Priest take the Activate Advanced Protocols action.
Activating the Advanced part can drastically change the bonuses granted to your nearby units, giving your force the ability to switch tactics on the fly and keep your opponent guessing. If the Initial part is really floating your boat, however, you can always keep it active for the entire game.
A Magi Tech-Priest is the perfect companion to a unit of Skitarii Rangers or Vanguard hot-footing it up the field, adding an extra spring** in their step before boosting their firepower.
You can find out what each of these Orders does when the full codex arrives on Saturday, but in the meantime here’s another example to whet your appetite.
We don’t know about you, but we’re already cooking up some new strategies to make use of the Holy Order abilities. Get ready to pre-order Codex: Adeptus Mechanicus and a whole host of other goodies this Saturday.
With an updated codex up for pre-order this Saturday, each day this week we turn our ocular arrays to the mighty (strange) Adeptus Mechanicus. We’ve already talked about choosing the right forge world and reminded you of the units that have been added to the codex – so let’s exload the latest data about the Canticles of the Omnissiah and Doctrina Imperatives.
At their core, the Adeptus Mechanicus are religious warriors. Their zealotry may appear a bit different from the fanatical bellowing of the Imperial Creed we’re used to, but nowhere is it more evident than in the chanting of binharic canticles.
The Canticles of the Omnissiah might not sound like music to flesh-ears, but the warriors of the machine god love ‘em, and they belt them out in the midst of battle to fan the flames of their fervour. These chants grant special boons to any units that include the Canticles of the Omnissiah ability, like Servitors and Tech-Priests.
You’ll have to wait just a little longer to see them all, but we’ve chosen a few of our favourites to get your gears turning. Take a look at this incredibly versatile little ditty.
Choose the Benediction of the Omnissiah in the late game to ensure those make-or-break rounds of shooting go off without a hitch.
Is the enemy bearing down on you? Is it time to punch some faces? This thrash-metal jam will get the troops pumped up.
And if the gang is headed somewhere in a hurry, pop this jaunty road-trip tune on the playlist.
The dulcet tones of the Canticles just don’t cut it for the Skitarii, however, so a judicious Tech-Priest or Skitarii Marshal has to take a firmer hand. That’s where the Doctrina Imperatives come in. Think of these override subroutines like orders handed down to the troops, except they can’t even think about saying no.
Each Doctrina offers a situational bonus, but good things rarely come for free – for example, defensive protocols reduce mobility. This give and take is represented in your games by one of four Imperatives, chosen at the beginning of the battle round. They affect units with the Doctrina Imperatives ability, which includes Skitarii units like Rangers, Ruststalkers, Sydonian Dragoons, and the like.
If your gunline is facing down the implacable march of gauss-spewing Necron Warriors, you might choose the Bulwark Imperative to keep your Vanguard alive and shooting.
If they’re trying to keep a horde of Tyranid Hormagaunts away, however, you might be better off cutting them down with the Protector Imperative.
The beauty of both the Doctrina Imperatives and Canticles of the Omnissiah affecting different units is that you can tailor your strengths and weaknesses to adapt to the changing conditions of battle. Let your Kataphron Destroyers and Kastelan Robots sit back and unload firepower, while the Skitarii troops charge in under the cover of the big guns. How wonderfully efficient is that?
The Adeptus Mechanicus codex is up for pre-order this coming Saturday, but we couldn’t wait to tell you about some of the updated rules for the major forge worlds. If you’re thinking about starting up an Adeptus Mechanicus army, consider this article a primer to help you see which forge world is right for you. If none of them quite fit the bill, you can always use the new book to create your own – more on that later.
Every forge world has its own dogma to represent the overall demeanour, a unique Stratagem, a Warlord Trait, and access to special Relics, called Arcana Mechanicum. Let’s break down a few of the differences that make the forge worlds distinct from each other.
As the founding forge world and the religious centre of the Adeptus Mechanicus, the armies of Mars believe themselves to be the best of the best. These forces are always trying to prove their supremacy in battle – driven by rigorous training and ready access to the copious resources of the Red Planet.
Filled with righteous fury, Mars’ Tech-Priest masters push their troops to strike down foes with extreme prejudice.
As befitting such an ancient and hallowed place, the arsenal of Mars is overflowing with potent wargear and priceless Relics, for which the means of production has long since been lost.
Summary: The archetypal model that others aspire to. Good at absolutely everything.
Forge World Lucius employs many materials and technologies that are virtually unknown elsewhere, secrets that it jealously guards. Its weapons and wargear perform statistically better than most, a trait for which it’s justifiably proud.
Having long since replaced every scrap of their hollow planet with technology, this forge world is wholly dependent on a constant stream of resources from outside their own system. This makes Lucius one of the most… acquisitive forge worlds of all.
The process of teleportation is usually fraught with peril, as barely understood technologies are prone to failure. Not so for the armies of Lucius, who have a unique mastery over it. They’ve even created hyper-localised teleportation devices, which their units use with casual abandon.
Summary: A tough gunline army that can shrug off foes, and they can teleport, too.
Under constant threat for centuries, due to their proximity to the Eye of Terror, the armies of Agripinaa are famed for their grim resolve in the face of all enemies.
The appalling casualties incurred from constantly fending off the forces of Chaos creates a ceaseless churn of new recruits, and this has led them to develop battle-ready combat servitors further than others.
Endless war has created no shortage of legendary martyrs, and the dour Agripinaa Tech-Priests often find ways to extend their duty beyond death.
Summary: Aggressive and hard-hitting. Good at taking on heavily armoured foes.
Adherents to the cold logic of the machine, no cost is too high to achieve the goals the Graia priesthood sets for them. They will stand their ground to the last because they know no other way.
Their sheer inhumanity also grants them a modicum of protection against the forces of the warp – a good thing, as the Adeptus Mechanicus doesn’t regularly employ psykers of their own.
Nothing is forbidden in the pursuit of efficiency, and no bodily modification too grotesque. Though the means may be unsavoury, nobody can doubt their effectiveness in the heat of battle.
Summary: Very difficult to shift off objectives or out of cover. Can resist psychic powers.
Secretive to a standard that’s off-putting even to other devotees of the Machine Cult, the Tech-Priests of Stygies VIII keep their deeds and motivations close to their metallic chests. They also make use of mysterious (some may say forbidden) technologies to mask their movements and scramble enemy scanners and sensors.
The dark colour of their uniforms, combined with a variety of esoteric machines, allows the armies of the Stygies VIII to employ sneaky tactics most other forge worlds find distasteful.
Concealed weaponry is yet another branch of technology eschewed by other forge worlds yet embraced by Stygies VIII. Even the canniest enemy can be taken off guard by the use of such rare and destructive devices.
Summary: They’re the sneaky ones. Great against armies that would rather sit back and shoot at you.
Ryza is a bit… different. While nearly all other forge worlds adhere to the near-sacred red, white, and black colours of Mars, Ryza shows up in bright orange. They also relish close-quarters combat more than others.
Ryza specialises in the power of plasma weaponry, as much for the intensity of their violence as the wonder of the machines. Adding extra damage on such strong weapons can turn the tide of battle if applied judiciously.
Do not mistake their aggressive tactics for hesitancy to unleash firepower at range. Their willingness to experiment off and on the battlefield has led to the creation of some exceptionally destructive guns, though they might not be able to replicate them.
Summary: The stabbiest of the cyborgs, Ryza like close-range plasma blasts and getting their hands dirty.
This is another forge world with unusual livery, going heavy on the white. Ever advancing in a deafening march that calls to mind the heavy machinery of their home, the armies of Metalica stop for nothing.
Using sound and fury as a weapon unto itself, the shock and awe of their assault can break the will of the foe even as their guns spit hot death.
This incredible bionic arm makes flesh look extra weak. Its raw power can crush an enemy into little more than a gory pulp.
Summary: Metalica grinds across the battlefield in a relentless wave. They can also deny the enemy overwatch, so they’re great against shooty armies.
While the primary forge worlds offer some fun and thematic options to choose from, you might have an idea for something that’s better suited to your army’s concept, preferred fighting style, or a common opponent.
Or perhaps you simply want to use an unusual colour scheme or give your army a special name. Good thing there are all sorts of forge worlds strewn across the Imperium. The Distant Worlds rules allow you to create your own.
You start by choosing from one of four Primary dogmas, each with three Secondary dogmas to refine them further. For example, you might decide to start with a Data-Hoard Forge World that safeguards arcane knowledge and exotic technology. That makes their highly advanced vehicles a bit tougher.
From there, you may decide to further strengthen your vehicles with self-repairing devices and indomitable machine spirits.
There are loads of options in the Adeptus Mechanicus codex, so you’re sure to find something that suits you. While you’re waiting for the book to go up for pre-order this weekend, grab a Start Collecting! Adeptus Mechanicus box to get the ball rolling
Codex: Adeptus Mechanicus
Whether you wish to learn all about the Adeptus Mechanicus or seek to field them in battle, Codex: Adeptus Mechanicus is the source code you’re looking for. Luckily for you, it’s presented in a language you can understand rather than the binharic cant of its original form. Available as a 120-page hardback or thrice-blessed collector’s edition, the codex includes all the lore, bestiaries, new and improved rules (more on this in the coming days), and datasheets for the Adeptus Mechanicus, as well as a stunning miniatures showcase and more besides.
Datacards: Adeptus Mechanicus
To help you make the most of your shiny new codex, you’ll want to grab a set of datacards too. This 57-card set includes easy-reference datacards for all of the Stratagems, Doctrina Imperatives, and Canticles of the Omnissiah available to the Adeptus Mechanicus and their mightiest forge worlds. These datacards make keeping track of your assets on the battlefield an absolute breeze (even Mars has wind, after all – those red dunes didn’t form all by themselves).
Adeptus Mechanicus Dice Set
The first undeniable truth that the Tech-Priests learn upon their indoctrination into the Cult Mechanicus is that to channel the favour of the Omnissiah, one must bear the seal of the Cog Mechanicum. If you, too, seek to appease the Machine God in this manner, make sure you pick up this set of 20 dice, each of which bears the Cog Mechanicum in place of a 6 (which also serves as proof that they don’t just display 0s and 1s).
Combat Patrol: Adeptus Mechanicus
The Adeptus Mechanicus are about to become the latest faction to welcome a bespoke Combat Patrol set to their range. This box comprises a hand-picked selection of Adeptus Mechanicus units designed to provide you with an easy way to start playing Warhammer 40,000 with your faction of choice.
It features a Tech-Priest Enginseer, an Onager Dunecrawler, three Kataphron Destroyers (or Breachers), and a squad of 10 Skitarii Rangers (or Vanguard) – making a 20 Power Level force all for less than buying the units individually. This Combat Patrol set is a no-brainer if you’re looking to start an army to serve the Omnissiah, but it also makes for a great addition to an existing collection.*
Whether you’re after an alternative leader to a Tech-Priest or another support option for your Adeptus Mechanicus phalanx, a Skitarii Marshal is exactly what you’re looking for. Among the most senior Skitarii, Marshals have been chosen for their skill and expertise, and they make an excellent addition to your collection both on and off the battlefield.
Warhammer 40,000: Mechanicus
While we’re on the topic of Mars’ foremost agents, we’ve got some exciting news about Warhammer 40,000: Mechanicus. While this immersive deep-dive into the way of the Cult Mechanicus may have been out on a number of platforms for a while, the game’s creators, Bulwark Studios, have been hard at work bringing it to Google Tablets and Apple iPads too. Well, the wait is now over, so grab your dataslate of choice, head over to the relevant app store, and download it today.
The galvanic rifles and carbines carried by Skitarii may look like antique flintlock weapons from eras past, but this design choice masks some serious tech, which utilises electricity to burn targets alive from the inside out. At least they’ll die knowing they were killed by beautifully made guns.
With newly improved Armour Penetration on their profiles, they’re now even more of a blast to use and make Skitarii Rangers and Serberys Raiders absolutely electrifying.
Arc weapons fire coruscating, well, arcs of electricity across the battlefield, frying opponents alive and messing with the systems of vehicles as holy energy courses through them. Just think loud zaps and the smell of burnt metal (and flesh and hair… eww).
Your upgraded arc weapons are now more reliable against enemy vehicles. They increase their damage and always wound on a 4+ if they’re targeting anything from battle tanks to ork buggies. The arc rifle has also received a Range boost, and both it and the pistol have higher AP than previously – perfect for zapping whatever gets in your way.
The melee versions of arc weapons also get the new benefits against vehicles, giving your Kataphron Breachers a punch that will be sure to charge up your force. These aren’t the only close combat weapons to get a boost either. Transonic blades and transonic razors now scythe through armour with wild abandon, having gone to AP -3 for blades and AP -2 for razors. Your Sicarian Ruststalkers are now a major threat to even the most well-protected foes, not to mention that they’re now every bit as awesome in-game as the models are to look at.
Cognis weapons are outwardly similar to those used by other Imperial forces, but through secret rites and prayer, their machine spirits have been permanently awakened with a thirst for war.
The new codex represents this by making cognis weapons improvements that suit their eager machine spirits. Flamers? More shots, plus the same range increase as other flamers. Autocannons? More shots. Heavy stubbers? You guessed it – more shots. After all, when in doubt, just fire more shots.
Twin cognis lascannons don’t fire more shots – two is quite enough for heavy laser weapons that can blast a tank apart, really. Instead, they’re now Assault weapons rather than Heavy, making them easier to fire on the move, and their damage has gone from D6 to D3+3, meaning they can more reliably bore through those enemy vehicles, doing at least 4 damage per wound. Pew pew!
The torsion cannon that Kataphron Breachers can carry in place of their heavy arc rifles has had a similar upgrade, now doing D3+3 damage – and its range has doubled to a mighty 48”. We don’t know what the Tech-priests did to make this happen, but it’s going to lead to loads more enemies of the Imperium being twisted in half, so we reckon the Omnissiah will be cool with it.
The other Kataphron unit, Destroyers, have also received a handy upgrade – the ability to supercharge their plasma culverins without the risk of instantly blowing themselves up. Now those pesky 1s will only cause a mortal wound, making supercharging less an act of martyrdom and more a valid lifestyle choice.
While it’s not uncommon for Tech-Priests to be as skilled at commanding their cohorts as they are tinkering with technology, an extra pair of hands can never hurt on a chaotic battlefield. For once, they’ve decided to give those hands their own body, rather than just welding them to their own spine.
Specialised in directing their troops from the front line and leaving the important plans up to their masters, the Skitarii Marshal makes an excellent lieutenant for the Machine God’s armies and will ensure their Rangers make the most of every shot.
They haven’t just been building a new commander, either. The entire range has been given the once-over by its Tech-Priest masters, and soon you can find the fruits of their labour in the freshly updated Codex: Adeptus Mechanicus.
As befits the Omnissiah’s servants, the Adeptus Mechanicus roster has been tweaked and added to several times since its first arrival, and now you can find every unit in one convenient place, from the venerable Skitarii Rangers to the ingenious Archaeopter Stratoraptor. With a host of improvements to their weaponry and rules, there’s never been a better time to exchange weak flesh for holy machine
Games Workshop Stock Market and Investment news for May 2021
New codex Compendium for 9th edition with updated information for Dark Angels and Drukhari included the new codexes, supplements, and FAQs
Games Workshop Stock Market and Investment news for April 2021