The Adeptus Mechanicus are back with a brand new Codex – all hail the glory of the Omnissiah!
The followers of the Machine-God are back and they are bringing a ton of new tricks to the table. Get ready to ride the lightning with the Adeptus Mechanicus:
Let’s talk quick fact first:
Now, if you were hoping for new models (like maybe a transport or flyer) well, bad news…no “new” models. There is a new Tech-Priest Engineseer in the book however. He’s a new cheaper HQ option which brings the grand total up to 3 HQ options. However, the Ad Mech did get a ton of great new rules. We’ll be talking about all those this week – we’re even going to take them out for a spin on our Twitch Channel with battles planned all week.
7 Ways To Play
One of the big things this book does bring are 7 Forge World with their own traits. Each Forge World really will play differently from the others. We have to give GW props on that! Now, much like the different Marine Chapters, the Ad Mech are also starting to feel like they are more than just bland cogs – each Forge World has a different personality and theme. That’s further explained in the all the lore (which this book does a great job with btw).
These themes are further explored in the Forge World unique traits and stratagems. If you build a force that is representative of those Forge World armies, you will have some advantages and unique combos only you’ll be able to pull off effectively.
All Three “Factions” United
The different books and factions (Ad Mech, Skitarii, Knights) are all represented and collected in this book. The Knights are members of the Questor Mechanicus and we counted 5 different Knight variants you’ll be able to use along side the Kataphron robots and the Skitarii Rangers – not that you couldn’t before you just needed 3 books…Now you don’t!
Options. Lots of Options.
We’ll be exploring this in more detail later this week, but with 28 stratagems, the Ad Mech army will have lots of things to spend those Command Points on. And (spoiler) they may just have some ways to get those Command Points back.
Their other unique army ability Canticles of the Omnissiah is also back. It’s the same chart of 6 abilities, but they have lots of cool ways to manipulate the chart with either modifiers to the random roll, the ability to spend CP to use the same ability twice, or other tricks to get what they need. We’ve been going back-and-forth on the Canticles chart because it’s basically their versions of Psychic Powers. At the same time, a few of the Canticles feel very situational… so it’s a good thing they can modify that roll!
While we are a little bummed the Adeptus Mechanicus didn’t get any new rules, the army has some solid rules, lots of new toy (aka Stratagems and Relics), and some really interesting ways to change it up. They can be pretty deadly in the shooting phase and pretty scary in close combat. We know there are some creative generals out there that will be taking this army to the top! We’re excited to see what the community does with this one when it hits shelves next weekend.
The Adeptus Mechanicus are the keepers and manufacturers of technology for the Imperium of Mankind. It is a role they guard jealously, using their own standing armies, engines of war and god-machines. It is within their power to unleash the most arcane weaponry in the Imperium, and they do so without mercy. Grim processions of soldiers stride in perfect unison, each one a disturbing fusion of man and machine. Behind them stomp soulless automata, and towering over them are enormous walkers. An Adeptus Mechanicus army marching to war is a sight both terrifying and glorious.
The fires of the Forge World burn for the engines of WAR!
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