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Adeptus Mechanicus: Serberys Raiders

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Tech-Priest Manipulus [6 PL, 110pts]: Logi, Mechanicus Locum, Relic (Lucius): The Solar Flare, Transonic cannon, Warlord Trait (Lucius): Luminescent Blessings All Skitarii in your army gain the optimisation but also suffer from the deprecation. If you are clever, you can use a Skitarii Marshall to cancel out the deprecation effect on a single unit in a key turn, taking your opponent off guard. Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons: The Skitarii generally have more advanced weaponry and equipment than their Imperial Guard equivalents, due to the technological expertise of their Techpriest masters. Bionics are quite common and devices such as weapon links and sensory feeds are also common amongst them.

Bikes, vehicles and heavy units appeared to take an increase, as did more popular infantry units. Other units which are not so popular got reductions. The only real exceptions are Tactical Marines and Reivers, which are neither popular and got a PL increase. To me, it looks like they gave vehicles an across-the-board power level increase, and raised the PL of the Repulsor Executioner enough to make it prohibitively expensive to bring in smaller games. The Adeptus Mechanicus are the guardians and smiths of the vital technology within the Imperium. Helping to make and maintain the war machines and arcane weapons that are part of every aspect of Mankind. The Skitarii are the holy warriors of the Adeptus Mechanicus, blessed soldiers that are very loyal to the priesthood of Mars and fight to the last man to protect and help reclaim the lost technologies this secretive faction desire and provide the Imperium of Man to help bring victory on the battlefields throughout the Universe. Providing some of the very best and deadliest weapons the Mechanicus has to choose from, the Skitarii wield the devastating power of Mars in the name of the Ominissah. Serberys Raiders did not change. Still 2PL for 3 models. I’m still including it as a bullet even though it didn’t change because 2PL for 3 of these is a ridiculous steal. I was hoping to use them as character snipers or kill securers to clean up what's left of light infantries, but I am doubting my initial thought now.With members of the Adeptus Mechanicus being scholars as much as they are engineers of the Imperium of Mankind, they have Technoarcheologists to look for ancient Archeotech that may prove useful to the Machine Cult’s goals in serving the Omnissiah. Being a Tech-Priest in training, Technoarcheologists are capable of supporting other machines in battle, with their kit allowing them to protect integral objectives.

The following information is not to be regarded as officially sanctioned and/ or is not written from an in-universe point of view. A detailed explanation of the term "Trivia" as used in the Lexicanum can be found here. Poxwalkers and Cultists stayed the same but Plague Marines went down by 1 for the base unit – making it easier to put them in Strategic Reserves – but a squad of 10 will still cost you 10 PL, forcing you to spend 2 CP to put them in reserves. There’s some leeway here for squads of 6-7 however, potentially making that the correct number to take.Bullgryns came down in PL a little, to 5 for the minimum size squad, though going up to 6 will cost you 10 PL and still mean 2 CP for reserves. A max size squad is now 15 PL. Ogryns also came down, but now 4-6 of those will only be 8 CP, leaving you room to outflank them for only 1 CP. edition is on the way, and with it a whole raft of changes to the factions of Warhammer 40,000. With the Munitorum Field Manual out in the wild and the Faction FAQs released, now’s a good time to start taking a look at what’s changed for all of our favourite armies. Today, Cyle “Naramyth” Thompson is looking at the Adeptus Mechanicus.

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