Codices for particular armies were introduced for the second edition of the game. The third edition rendered these obsolete, and a new series began, including introducing codices for battle zones and campaigns. Until superseded by newer versions, the 3rd edition and later codices remained valid for the newer editions of Warhammer 40,000. Games Workshop no longer produce campaign or battle zone codices, instead releasing 'expansions'. 'Codex' is now a term solely used for army books.
At the launch of 8th edition all previous codices were replaced with index books due to a major rules overhaul (as of November 2019 these indices are no longer produced). The indices were subsequently replaced by a new series of codices. As before, these codices remained valid until superseded by newer versions.
Codex supplements provide additional rules for sub-factions of a parent army. These might include special characters or units and other special rules that are only available to that particular sub-faction.
Rules for models produced by Forgeworld are available as part of the Imperial Armour series of books, also published by Forgeworld. Rules for models no longer supported by codices and supplements can be found in Warhammer Legends on the Warhammer Community website.
The range of codices is regularly updated with new editions of armies and occasionally new army codices. Codices designed for a prior edition of Warhammer 40,000 are still valid in the current edition, unless a later version has replaced it. Codex Supplements have their parent faction noted in brackets.
Battlezone codices were rules supplements that dealt with a specialised combat environment, instead of an army. There was only ever one produced. However, material in Codex: Catachans provides rules for jungle warfare. The concept of a battlezone codex was replaced by Games Workshop's Expansions.
The two event codices were released in association with the 2000 and 2003 Worldwide Campaigns. These codices provided background and special gaming rules for the event, along with four "supplemental army lists"; variant armies that required access to certain other codices for use.
Note: Similarly to Codex: Necrons, we are currently unaware of what the final points for the Adeptus Mechanicus will look like on release. With the volume of changes present in this codex to their datasheets, we fully expect that there will be an update to the points in the MFM and the Codex similar to the one released for Codex: Space Marines. For this review we are working off of the current Munitorum Field Manual, but similarly to the passing of the flesh into machine, points may change!
The Rad-Zone Corps retains a bit of an all-rounder feel from the Index, with maybe a bit more of a focus on taking a combined arms list. It heavily incentivizes you to try and keep the enemy back so they suffer gradual chip damage from the detachment ability, and rewards you for combining Battleline Skitarii with more specialized helpers.
The Rad-Zone Corps Stratagems see quite substantial re-works, which do a lot to change the overall playstyle of the detachment. Most notably, Vengeful Fallout is gone, but in its place there are some much more reasonably tuned offensive buffs, and less restrictions on when Stratagems can be activated. You can no longer win some games by default because the opponent flat cannot interact with you, but you can proactively do stuff to them now!
Do you remember Adeptus Mechanicus in 9th edition? Do you remember hordes of unkillable Skitarii? Those days are long-gone my friend, but the Skitarii Hunter Cohort is a flashback to those blessed and cursed days. Defensive abilities, unit redeployment, defensive abilities, movement tricks, and defensive abilities. Believe it or not, this detachment even has some defensive abilities!
Belisarius Cawl grants cover to all units that fit under an American large pizza, and an Onager Dunecrawler gives a 4++ invulnerable save to all Battleline that fit under a steering wheel. Those are important metrics to remember when driving your opponent crazy with the cheese of having Skitarii Vanguard with -1 to be hit, saving on 3+, and a 4++ invulnerable save.
The bulk of these Stratagems are melee buffs, with a couple of defensive buffs thrown in the mix to help your units fall into melee. All of these cost 1 CP. The only real dud among these is Incantation of the Iron Soul, which is a victim of the fall dataslate, which made its ability to grant a 4+ Feel No Pain against mortal wounds pretty weak.
The Explorator Maniple are less about Movement and more about objective control, with a number of tricks to make that happen and letting you do more with less. This is my objective. There are many like it, but this one is mine.
Four options here: Magos, Genetor, Logis, and Artisan. These all key off being within range of the Acquisition objective marker, or targeting enemy units within range of the Acquisition object, which means your Tech-Priests will need to get cozy.
Magos is the sole method Adeptus Mechanicus have of generating additional CP, outside of the Data-Tether CP refund. That alone alone makes it worth considering. Simply take this on a Tech-Priest, park them on a nearby Acquisition objective, and get an extra CP each turn on a 4+. Not shabby.
On the offensive side of things, Logis grants +1 to hit with ranged and melee attacks that target an enemy within range of an Acquisition target. You might once again reach to Kataphron Breachers with this, but another spicy option is Corpuscarii Electro-Priests who can wind up with ranged attacks hitting on 2+ with this enhancement.
Success in Explorator Maniple will hinge on your ability to plan ahead, pick the best objective marker(s) each round, and positioning your army to get the most Acquisition bang for your Acquisition buck.
Another unit that gets a lot of support in this book is the Skorpius Dunerider, and it gets a sidegrade-but-really-an-upgrade to go with that. These swap out the ability to disembark a unit after Advancing for Fire Support, which allows them to bequeath wound re-rolls on their passengers after they get out. This is great with Corpuscarii Electro-Priests, and definitely fine on units of Skitarii toting special weapons around, and should ensure this is a staple. It even gets Twin-Linked added on its guns, helping it chip away hordes a little more effectively, and the SMOKE keyword for extra defences. A bunch of other vehicles get SMOKE back too, which is a good tool to have up your sleeve.
Next, Corpuscari Electro-Priests change out their durability buff (-1 to wound while lead, which is now exclusive to Fulgurites) for a debuff to enemy movement when they shoot. The Codex heavily incentivises hurling these out of Duneriders, and throwing out some extra havoc when you do seems fine.
There are a lot of improvements in the Adeptus Mechanicus Codex, and a lot to like over the Index, but even with these changes it admittedly feels underpowered next to the other new books, especially with the current points values in the MFM. The faction is better off now, but how could they not be?
This website uses cookies so that we can provide you with the best user experience possible. Cookie information is stored in your browser and performs functions such as recognising you when you return to our website and helping our team to understand which sections of the website you find most interesting and useful.
Welcome to the latest in my series of articles looking at the evolution of different aspects of 40k. This time I will be looking at the evolution of the Orks from the 2nd edition codex to the current state of the army as 7th edition comes to an end. I am not planning to cover every aspect of the codex and army, but will look at general trends in how the greenskins have evolved over the course of the 6 editions to become what they are today (settle in, this is a long one!).
While researching this article, I came across another nice article on the development of the Orks from Rogue Trader to 3rd edition. This is well worth a read for anyone looking for information on the earlier years of the Orks.
A basic Ork boy cost around 12 points per model and his stat line was quite different to what it has now been for several editions. An Ork boy essentially had a human statline, but with toughness 4 and initiative 2. This meant that an Ork had comparable combat and shooting prowess to an imperial guardsman, but was a bit tougher and a little slower. As a result of this, Orks could put out a fair amount of firepower in the shooting phase, comparable to Imperial Guard infantry. The basic Ork boy was armed with a boltgun or a bolt pistol and axe.
As was mentioned above, due to all the different mobs and their unique looks in 2nd edition, it could be hard for an Ork army to have a cohesive look on the battlefield. There were still a few developments to come for the Orks before the 3rd edition of 40k was released.
I remember getting the game for my birthday one year and having an absolute blast with it for a long time. I recently dug out all my old rulebooks for it, as well as tracking down the card fort that came with the game to use in my 40k games. I will need to get a new campaign run with it at some point in the future.
The stat line of the Orks remained unchanged, but the changes to the look and ethos of the Orks and their armaments that began with GorkaMorka can still be seen in the current Ork range. For me, the change in the style of the Orks with GorkaMorka was a big influence on how the Orks were evolving as a race in the 40k universe, making it an important milestone for the race. Not only that, but it was a damn fine game to boot.
The third edition 40k rulebook featured army lists for all of the major races in the 40k universe and showed some big changes were afoot for the Orks. New special rules were introduced to give a new flavour to the army and the army list for the Orks saw big changes too.
7fc3f7cf58