The full Adeptus Mechanicus Points and wargear rules are here have been spotted on the internet, check out what the codex holds!
Today we’ll go over what’s changing and what units came out on top as far as points go! On top of that, we’ll be checking out the wargear and relics, that way you can start deciding how you want to equip your minis! We found these on Imgur with all the pictures. If you want to see all the other rules for Adeptus Mechanicus, click any of the links below:
Codex Adeptus Mechanicus
The book is out now, so if you’ve been waiting to get these guys on the field, it’s finally time! While they are only getting one new mini with the release, it’s always fun to get a new book.
But enough about the codex, let’s check out the points.
Codex Adeptus Mechanicus New Points & Wargear Rules
The points for the HQs have some small changes, with both increases and some decreases. Notably, the Enginseer went up, but his rules definitely became a lot better, so probably a worthwhile change. Next, Cawl got a small decrease. Both Skitarii Troops received a tiny little drop, so nothing to complain about there. Maybe the most notable change, the Ruststalkers went up in points and the infiltrators went down in points by a decent amount.
The Ironstriders are keeping the same points while the Dragoons are going down by 5 points each, which shouldn’t be a huge change. The Kastelans are a big winner here with each model going down by 15 points, but other than that nothing too crazy. Now, let’s check out some of the new wargear!
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Ad Mech Wargear
There’s a lot of little changes, most of them for the better. A lot of the special rules have remained fairly similar as well, meaning the transition to the newest codex shouldn’t be too much of a stretch for players.
The Galvanic weapons were changed to be a little easier to use with the rules kind of just rolled into the gun. Also now the rifles are just heavy two, meaning you can pump out a ton of shots from the full 30″ range.
The staves really kept their mortal wound output, with every wound roll of a 6 doing 2 mortals on wound rolls. There is a lot more combat focus on the stratagems and special abilities, so maybe you can make your army more into a combat one than ever before.
New Relics
First, we’ll take a look at the specific Forge World relics, then hop into the generic ones.
This will basically do 4 damage to most things, but at only a single attack each turn, not sure how much use it will see.
We kind of wish they had given the melee one to them and this to a more shooty army. Still, doing to mortals on a roll of six isn’t too bad.
If you are in range of 3-4 units this can do some serious damage, but at only once per game, it probably won’t see much play, or necessarily be too useful.
Rerolling all the wound rolls is nothing to sneeze at. Just plop this mini next to your servitors and they immediately become much better.
This turns someone into a serious combat threat, with 3 additional attacks, damage 2, and -5 AP!
Generic Relics
The skull is a really cool relic, even if it’s not the most useful, but if you can get in range of two or three vehicles, you can dish out an insane amount of mortals. As usual, there are a few upgraded melee weapons and ranged weapons thrown in there. The Temporcopia is actually a pretty cool relic to have sitting around your Kastellan Robots because that means they get to dish out all of their big attacks before being struck back.
What is your favorite point change so far? What’s your favorite change overall?
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