ADEPTUS MECHANICUS V8.0 a 1 ADEPTUS MECHANICUS DUAL CODEX LIST This Team List uses the special rules and wargear found in both Codex: Skitarii and Codex: Cult Mechanicus. It also gives access to the Obscuration Discipline, with the following powers. This is one of those things that is weirdly specific for a small effect. If you focus on objectives and are miserly with your roster though, marines can be a very competitive force. This has weird timing problems because it comes into play the next charge phase, but it’s not terrible. Wargaming web-store with low prices, speedy delivery and excellent customer service. These guys provide long-range fire support to your kill team, whether toting … No margin for error. Also, you can re-roll the dice to determine whether your team is broken in the Morale phase. Vanguard Sergeants are mostly interesting because they can access Relic Blades, which are pound for pound one of the best melee weapons in the game. Competitive play doesn’t reward killing that heavily, but it’s still the most generically powerful Chapter Tactic. In general the two best options are cheap strategists or psykers if you want to win, but if you’re having fun the Rambo options can be fun and are still viable. Terminators are really cool. Remember what I said about Executioner Rounds for Eliminators? B+, Re-roll charges. Its called Zealous Disciples and the overwatch one is called Auto-tracking software. Instead, we’re looking at things like Scouts (10 points per model), Veterans (13 points base with some cheaper upgrades), and Intercessors (15 points for two wounds, which is nice against Psyker teams). COST: 197. T4/3+ is pretty tough against a lot of armies and if they bring something dangerous you have Death Denied to protect your important models. You can pass off a failed saving throw onto a friendly model within 6″, and it takes mortal wounds equal to the damage of the attack. C, Space Marine Kill Team Agravain Painted by Tyler “Coda” Moore. No strength in numbers. It’s not actively bad but it doesn’t do a lot for most teams. If you wanted you could theme your army with Rogue Trader era models, or raid the Horus Heresy line for interesting models. I wrote a few words about this earlier in the year. I built this list with the Kill Team builder on the warhammer community site, but somehow I had no option to input wargear like the omnispex (I think that's how it's called). Adeptus mechanicus can bring up to 6 assault 2 plasma and this can prove to be quite deadly in kill team due to the following. From there you’ll want to go to ebay and grab some bits like lightning claws, power fists, grav cannons, flamers and chainswords, but you can usually buy those for a couple of bucks each from a bitz focused seller (just make sure to bundle things to save on shipping). Secondly, you want weapons that can make an impact. The Sergeant works best as a combat character since he can fill two slots and still take his special issue bolter. 6 wounds at 3+/4++ is pretty tough, and the WS 2 BS 2 profile with 5 attacks base looks like it should be scary. They can also take Terminator armor for a 2+ save and an invulnerable save, as well as the ability to teleport and a better selection of melee and ranged weapons. They have the standard selection that all commanders get, but they also have access to three unique powers. Remember that if the enemy is shooting you with multi-damage weapons these .aren’t any tougher than vets. Intercessors are the cheapest and have the most options. Ultramarines Primaris Lieutenant. If you’re not 100% prioritizing victory (and you shouldn’t in friendly games) a lot of the cooler options are good and fun. Adeptus Mechanicus. You need a plan that involves taking the enemy head on, which includes being able to get far enough down the board in a turn or two to do something. If you didn’t move, you can re-roll 1’s to hit in the shooting phase. There’s also an option for Phobos Armor. Some aspects of Warhammer 40,000 Mechanicus can be a little slow, but it is ultimately a very rewarding strategy RPG. Due to changes in the cost of Plasma for Elites, he’s two points less than a comparable company vet with a plasma gun which is enough of a discount to make him worthwhile. They’ve been showing up as models for 30 years, they’ve had good video games, dozens of books and they’re even sneaking into fantasy as Sigmarines. You get terminators with powerful guns, Vanguard Veterans with Thunder Hammers, Jump Packs and Storm Shields, Vets with Plasma or Lascannons and all kinds of really neat stuff. That makes terminators a lot worse since they’re stuck waddling around, and Reivers are also a bit worse. C, Give an Intercessor with a Stalker Bolt Rifle +1 to hit and wound rolls for a phase. “A five man squad of Death Watch, a Lictor combat specialist –none of this will enjoy 12 overcharges plasma shots rerolling ones to hit, Ipromse” – Beeranid40k. Incursors pay an extra point for a bolter that’s better at killing stuff in cover and they have a slightly improved melee attack. D. These tactics were all released in Fangs of Ulfrich. Themed to match the Adeptus Mechanicus, these dice are red with gold markings. There’s no reason not to use this since at worst it’s neutral, but if you’re using this things are going poorly. The best builds revolve around cheaper weapon options or dual pistols. Rerolling 1s for two whole rounds, and super charging every shot, hitting on 5+ overwatch, +1 to hit rolls and 2 damage on 1+ damage rolls is … Dual pistol builds are good because you can shoot both pistols, the pistols tend to be reasonably priced (two plasma pistols are less than a plasma gun, grav pistols are a point each, hand flamers are free) and the model is still competent in melee with two attacks and pistol shots if they stay in melee. The gun itself is everything you want in kill team. This is arguably the best Chapter Tactic. Damage 2 Bolt Weapons and damage 1 power swords just don’t make this into a particularly scary commander. Reivers get to deep strike, have extra movement options that they can pay for and can take a combat knife for an extra melee attack. I will cover all of the important units in turn. I just added that to the text here. Some of the best Heavy Support choices in the game, Yup, … You can only use this once a game. 2 COMMAND POINTS. These vary in power from “not adding much” (Raven Guard) to “extremely good” (White Scars). Adeptus mechanicus can bring up to 6 assault 2 plasma and this can prove to be quite deadly in kill… Continue Reading → Posted in: Adeptus Mechanicus Filed under: ad mech , adeptus mechanicus , benediction of the omnissiah , caliver , canticle , gunner , onmispex , overwatch , plasma , ranger , shroudpsalm , Skitarii , … A single shot can spell the difference between life and death, and a single decision can decide whether a battle ends in glorious victory or dismal defeat: this is Warhammer 40,000: Kill Team. Marines have enough access to good melee that this tactic can completely change the tide of a battle, and it happens after most enemies would be able to fight back so you don’t have to choose between it and Death Denied. That will give you a fairly competitive team if you use paint schemes to model the Tac Marines as Veterans, and you can branch out into whatever direction you want a box at a time. Simply put, the Adeptus Mechanicus is a quasi-religious organization that worships the Omnissiah. This set contains 6 6-sided dice and 2 10-sided dice – the former used during games of Kill Team, the latter used to roll on certain tables when assembling your squad ready for combat. This might still see some use but you’re more likely to see other tactics used now. The second half makes melee models that don’t one shot enemies more viable, and Kill Team is largely a game of movement so anything that speeds you up is great. C, In the Fight phase, a model explodes 6’s to hit into additional attacks. If you really want to play with some cool models or you think you’ve found a matchup where the elite nature of Terminators gives you an advantage, there’s a couple of things to keep in mind. AdMech are the defenders of knowledge and technology. With a Move characteristic of 8″, each is a swift hunter, able to outmanoeuvre and close on their prey with ease. Executioner Rounds (AP-2, D3 damage, deals a mortal wound on a wound of 6) represent a serious threat if there’s comms or auspex support since you’ll generally be hitting on 2’s, wounding on 3’s and punching through armor 2/3 of the time or better, and D3 damage creates very dangerous injury rolls. They can swap out the Special Issue Bolter for a combi-weapon, which includes storm bolters. The Lord of the Rings Strategy Battle Game; Warhammer 40K; Warhammer 40K Kill Team; Warhammer White Dwarf; Warhammer Underworlds; Warlord Games. Because you like Cyborgs, technosorcery, and some of the scariest guns in the Imperium.Alternatively, because you want to play a bunch of greedy hoarders that make the Blood Ravens seem positively philanthropic in comparison.. Pros . C, Choose a Reiver that took a model out of action this turn. Suppressors lack the camo cloak so they’re a little easier to kill at range, but they have 12″ movement with fly to make it easier for them to get into cover or get a better angle and they’re much harder to tie up in melee. Dual Lightning Claws are another good option since you go up to 3 attacks with a high quality weapon that threatens models with higher toughness or power armor. This is a lot better in Deathwatch where it’s 1 CP, but Adeptus Astartes have easy access to Auspex and Comms, so you can easily boost this to hitting on a 2+. This is just OK, and with the Chaos rider you’ll rarely get to use it. This can more or less be 6 rerolls a turn if you play it well, which is quite good. Note that when the team list below refers to the Special Issue Wargear list, it is from their respective codex. At S5 AP-1 D2 the Crozius Arcanum hits reasonably hard and will reliably take enemies out of action, and four attacks without any specialism lets it fight a mob. Free shipping. B, At the beginning of the shooting phase, and Infiltrator or Suppressor Sergeant can throw a smoke grenade that obscures all friendly models within 3″. This is a very serious buff, significantly better than any of the specializations. Since Plasma caliver is Assault 2, you can advance and shoot on the same turn, but with a -1 penalty. Now that that’s out of the way, let’s dive into the Veterans data sheet. Wounds everything on a 3+, cuts through quite a bit of armor without overspending, and 2 damage means that you’ve got a 55% chance of a successful injury roll vs an enemy in cover and 75% without the cover. They also have two extra pistols, the inferno pistol (basically a meltagun, and expensive) and the flame pistol. Make Offer - Theta-7 Aquisitus Kill Team Rules Pack NIS Mechanicus Warhammer 40K. Intercessors are pretty good, any of the others can be good if you understand why you’re taking them. but this does a good job of demonstrating the lightweight options marines have. There are a few things that change in arena. For 1 CP a Captain can give a 6″ aura that lets friendly models reroll 1’s to hit. We’ve put it off for long enough with our discussions of Eldar and Chaos Space Marines and Custodes and Imperial Guard. Usually there will be 1-2 secondaries that reward killing, but a lot of them give control to your opponent. The Auxiliary Grenade launcher is solid, the Auspex is great on a Comms Intercessor and Sergeants with Power Fists are absolute beasts. If you want to kill them you need to be able to reliably get in multiple injury rolls to get around Death Denied. He’s not exactly efficient but you can take options like Storm Shields, Relic Blades, Power Fists and Combi-Weapons that can give him durability, killing power or the ability to reach out and touch weaker enemies. There’s also a sniper rifle/camo cloak option but you end up paying extra for something that doesn’t really make the model more effective. A+, This was updated to be 3 CP, which changes the math. Credit: Jonathan Reynolds. Games Workshop Warhammer 40k Adeptus Mechanicus Skitarii NoS Ships Free. Many tournaments will allow these but many won’t. Teams like Adeptus Mechanicus or Astra Militarum can fight them head on with powerful weapons, while hordes like Tyranids can just throw more bodies at the objectives and hope they get their points before the marines can. Warhammer 40,000: Mechanicus puts players in the boots of the Adeptus Mechanicus faction as they try to eradicate the constantly regenerating, Terminator-esque Necrons. This is usually worse than the Blood Angels version but it’s nice with power fists or wounded models. Add 1 to nerve tests for enemy models within 6″. They teleport, they can take a bunch of cool weapons and they’re pretty tough. As a conclusion, 12 overcharged plasma shot the first round is enough to seriously damage or scare any elite team. The morale bonus is very situational, but can come in handy in a pinch. Incursors, Intercessors, Infiltrators and Reivers. It was recently buffed from strength 4 to strength 5 which is enough to make it generally effective. Note that these don’t cover the specialist marine factions, the Grey Knights and Deathwatch — those are entirely separate factions (We’ve covered Deatwatch already here). The cool models we wanted to play with clock in at 30+ points, which is really hard to fit into our budget. Here’s a list that Michael T. Holy took to second place at the Socal Open. Use the stratagem tactic for letting you hit overwatch on 5+. KILL TEAM ELITES: AM BULLGRYN and OGRYN →, TAU Kill Team wins Bad Moon,Largest UK Tournament. This includes Tactics printed in the base rule book or Elites. My Adeptus Mechanicus plasma kill team list looks like this: BeepBoopPlasma – 100points Vanguard Alpha (L) Taser Goad & Phosphor Blast Pistol 11pts(or you could go with a rifle or carbine and therefore get more shooting), 3x Vanguard Gunner (S) Plasma Caliver 13pts 3x Ranger Gunner Plasma Caliver 13pts Ranger (C) with omnispex 10pts. If you’re like me, the first thing you did when Elites came out was look at all of the cool options you have. The first gives a re-roll aura that lets all friendly models within 6″ re-roll all failed hits in the fight phase. incredibly official Goonhammer store on RebBubble. The listing includes 10 models on sprue, please note that one of the bits has broken off of the sprue (see images) but is included in this lot. Note a detachment must be 100% Adeptus Mechanicus to make use of these. Regular price $80.75 14 in stock - + Add to Cart. It’s like a candy store, but candy makes you fat and worthless. The most reliable secondaries will be things that are based on movement since those rules work very consistently. When they die you can recycle the parts: Adeptus Mechanicus in Kill Team. Most missions are built around the Ultima template from Arena, but with different boards and deployments. This is my AM KT, it's not the most competitive but it's a good all round team and has won most of its games ++ Kill Team List (Adeptus Mechanicus) [99pts] ++ + Configuration + List Configuration: Matched Play: Kill Team + Leader + Skitarii Vanguard Alpha [11pts]: Arc Pistol, Leader, Taser goad + Specialists + B, Lets a readied model ignore penalties to hit. That model can’t make a shooting attack this turn. Modifiers to hit are everywhere in Kill Team – this Tactic allows you to reliably hit foes hiding at long range or ducking behind cover. I’m not going to break every data sheet out into its own section here. This gives a Camo Cloak, which is a significant durability upgrade if you stay at range, and the Concealed Positions ability. Dark Angels are also a non-codex chapter, which means that they get extra units. If you have the extra CP this can be nice, but it’s a lot more reliable to use Death Denied to keep your models alive. Chaplains have two special tactics. For 1 CP you can reroll wounds of 1 for friendly models within 6″ of this model. A, Take a Heavy Bolter and it can only shoot once, but if it hits then you do D3 mortal wounds. While Skirmish Wargames are not new for 40k, this version of Kill Team appears to be more than just a one shot release. Beyond the Gates of Antares; Black Powder; ... Adeptus Mechanicus. Veil of Time: WC 5 – Until your next psychic phase, a friendly model within 18″ can re-roll charge and advance rolls and always fights in the Hammer of Wrath phase even if they did not charge. Kill Team boards are small and if you’re at long range the generous cover rules probably already have you hidden. Hallucination: WC 7 – Subtract 1 from Leadership and Hit Rolls for an enemy model within 12″. Between this, the relatively high leadership and the low model count of marine teams morale isn’t usually a problem for Marines. It’s still a very powerful ability that other factions don’t get but you’re using it at most twice a battle. One use per canticle, or roll a D6 to get a random one (and possibly re-use one). This would be good if Stalker Bolt Rifles were good, but they aren’t. In today’s article I’ll talk about using building, playing, and going up against Space Marines competitively in Kill Team. So you could pick Shroudpsalm (-1 to be hit when obscured) or Beneditcion of the omnissiah (rerolling 1 to hit in shooting phase) Canticle the first round and rush for the objectives. All of models available to Space Marine Kill Teams have the following generic rules: Space Marines ignore hit penalties from the first flesh wound. Fourth, you want the extra movement to play around doors. Your email address will not be published. If there were better ranged Phobos models this would be more impressive, but it’s probably best on an Eliminator. Specialising in Warhammer Fantasy and Warhammer 40k. Putting allies in another detachment is fine, though. After you’ve had a few drinks and the headache has gone away, it’s pretty simple. B, Give a model that charged an additional attack this phase. Required fields are marked *. I wouldn’t call them the best Kill Team, but they have a lot of good options and Kill Team is balanced enough that I believe in their ability to win tournaments. Space Wolves can also take a broader range of options and can make some interesting builds. Ever wondered why all the plasma caliver bits are out of stock, this is the reason for that. The Scout Sergeant option is very common as a competitive choice. It’s a 125 point list so not everything translates 100 point competitive but it’s a good starting point. $37.99. Most of the time this is pretty useless. If you’re playing with 4-5 objectives then you’ll probably want at least 7-8 models. I’ll preface this section by saying that Commanders are usually not played competitively. First, Terminator Armor is tough, but it’s not that tough. A, Add 1 to injury rolls if the opponent is benefitting from cover. Their Psychic Hood gives them +1 to deny enemy Psychic powers, and they can cast two powers and deny 1 each turn. Each turn you are rewarded for holding more objectives than your opponent, and you’re also given a set of 6 secondaries and asked to choose 3. You still can’t dump your guys into situations where you’ll take 2-3 flesh wounds in a turn, but this lets you be a bit more aggressive with your important models while still guaranteeing value out of the. There are quite a few data sheets that should be separate and some that only have minor differences. Eliminator Sergeants are a reasonable choice for your leader since they’re tough for the points and they can actually get some work done from the back line. The first (and second, third, and probably fourth) time you read it it’s just an unholy mess of gibberish. B, If you charged or were charged, you ad +1 to hit rolls in melee. Snake Eyes – Vanguard Sgt w/ Relic Blade and Storm Shield – Veteran – 22, Roadblock – Veteran Sgt w/ Storm Bolter, Storm Shield, Chainsword – 21, Grand Slam – Sternguard Gunner w/ Grav Cannon and Grav Amp – Demolitions – 19, Duke – Intercessor Sgt w/ Power Sword, Bolt Rifle – 18, Stalker – Reiver Sgt w/ Carbine and Knife – Combat – 17, Flash – Tac Sgt w/ Combi-Plasma – Sniper – 17, Snake Eyes – Vanguard Sgt w Relic Blade, Bolt Pistol – Veteran – 17, Breaker – Intercessor w/ Bolt Rifle and Auspex – Comms – 16, Wild Bill – Sternguard Sgt w/ Special Issue Boltgun, Lightning Claw, Chainsword – 16, Barbeque – Company Vet w/ Flamer, Chainsword – 16, Blowtorch – Company Vet w/ Flamer, Chainsword – 16, Bazooka – Intercessor w Bolt Rifle – Combat – 15, Spirit – Vanguard Vet w/ Grav Pistol and Lightning Claw – combat – 15, Tripwire – Company Vet w/ Grav Gun and Chainsword – 15, Gung-Ho – Company Vet w/ Storm Bolter and Chainsword – 15, Rock n’ Roll – Scout Gunner w/ Heavy Bolter – Demolitions – 14, Flint – Scout Sgt w/ Boltgun – Leader – 11, Dusty – Scout w/ Combat Knife and Bolt Pistol – 10, Footloose – Scout w/ Combat Knife and Bolt Pistol – 10. Two chainswords gives you 4 attacks at 13 points and makes for a good front-liner against armies without a good armor save. http://killteamcentral.com/category/adeptus-mechanicus/, https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Kill_Team(8E)_Imperium#AdMech_Ranged_Weapons. The Veteran stratagem lets you open a door at the beginning of the game and extra scout bodies can help you hold or contest doors. This section is a little difficult because Space Marines have a very long history as models. They can be ranged or melee, they can take high or low quality weapons, etc. The Terminator upgrade gives a 2+ save, gives the Chaplain a better set of ranged weapon options and most importantly gives access to the Teleport Strike tactic, but it does sacrifice a melee attack. Otherwise join us next again next week, when our guide to Kill Team specialisms returns. If you’re going to be the horde you need to make sure that you have fast enough models to contest objectives early and ways to get around morale since marines will likely kill a lot of your models. The Phobos upgrade doesn’t do much to help, you get a slightly better gun but lose the power sword, and you can a few extra rules like Concealed Positions and Omni-Scrambler. If a model in your team would be taken out of action, it instead takes a flesh wound. - 4 Adeptus Mechanicus Commander Tactics cards, including 2 Tactics exclusive to this set - A sheet of tokens for use in games of Kill Team – this includes 1 Move/Charge token, 1 Fall Back/Advance token, 1 Ready/Shoot token, 6 Tactic/psychic power tokens, 3 wound tokens, and 3 objective tokens. All models are White Scars. This is one of the better stratagems if you have additional CP, but I’d keep at least 2 CP up for Death Denied unless you’re in the fight phase against Tau or Guard. Librarians are the Psyker Commanders for Marines. Without Death Denied it isn’t something you can rely on, but with it you play aggressively with your offensive threats and still have them be threatening. Raven Guard Primaris Eliminators. B+. Blood Angels Tartaros Terminators. Copyright © 2020 KILL TEAM CENTRAL — Primer WordPress theme by. Killing helps you since it prevents the enemy from holding your territory, but the rewards are usually minor. … Credit: Dan Boyd. The heavy weapon options are both viable. The nice thing is that these still have an identity. A Bolter and two chainswords gives you five attacks at 15 points while keeping the improved ranged weapon, and more expensive melee options like power fists can be worth it. The Core Set is the perfect entry into Kill Team … Shrouding: WC 6 – A friendly Phobos model cannot be targeted unless it’s the closest target. If you see them in Kill Team they’re probably murdering Xenos so they can autopsy them, delving into Necron ruins … White Panthers Tactical Marines Robert “TheChirurgeon” Jones. These are the budget options, and the most competitive if taken as strategists. The 4++ from the Rosarius keeps the Chaplain safe from power powerful weapons, and the Absolver Bolt Pistol is a competent ranged weapon. If you expect to do your killing at range this is the best Chapter Tactic. Adeptus mechanicus can bring up to 6 assault 2 plasma and this can prove to be quite deadly in kill team due to the following. They are responsible for providing the technical and scientific experts of the Imperium and fielding armies of massive Titans, Battle-Automata, powerful Ordinatii and elite Skitarii forces and combat Servitors. All of the larger tournaments like Nova, Adepticon, LVO and Socal Open have been run with missions that reward you for mobility and the ability to hold ground. First, all of the long ranged options get a little worse. At 100 point he’d want another scout or a 13 point vet, but he can still fit in 7-8 models. With the old weapon stats still in play the Bolt Rifle is the best choice but that may change. Take an intercessor, give him a sniper rifle, camo cloak and three more points out of your budget and you’ve got an Eliminator. Free shipping. adeptus mechanicus tech-priest dominus. Mind Raid: WC 6 – Deal 1 Mortal Wound to a visible enemy within 18″. Kill Team Adeptus Mechanicus Dice Product Description This set contains 6 6-sided dice and 2 10-sided dice – the former used during games of Kill Team, the latter used to roll on certain tables when assembling your squad ready for combat. Unfortunately, that isn’t quite what you usually need in more competitive games. Second, Arena emphasizes physically blocking corridors. There are a number of Rogue Traders or Inquisitors that can also be taken as Marine Commanders. It’s not terrible but you’ll never remember that you have the ability when you need it. The extra ability that prevents enemies within 2″ of a wounded enemy from shooting that turn can also give a huge advantage against a shooting faction. The Kill Team Core Set is now out of print and has been replaced by the Space Marines vs Tau Starter Set (see below), but copies can still be found in local game shops. This is really, really powerful and it’s a really, really, really good argument for holding CP the entire turn. The majority of the kill team itself comprises a powerful mix of Sicarian cyber-assassins – more specifically, three Infiltrators and two Ruststalkers. This will absolutely crush some armies like Harliequins or Deathwatch that are relying on Storm Shields, but it will do absolutely nothing most of the time. Why Play Adeptus Mechanicus . Third, there’s no deep strike. Eisenhorn is interesting if you’re up against Xenos, but the others are more of a “for fun” option.