Download as pdf or txt
Download as pdf or txt
You are on page 1of 35

The High Altar of Technology

A Homebrew Wrath and Glory Supplement for the Adeptus Mechanicus


As a fan of the Mechanicum, both in lore and on the tabletop, it was a shame
to me that very little information was given out at Wrath and Glory’s
release, a concern many I am sure share. While I’m sure that the rules we
want will be given out eventually, I am personally unwilling to wait that
long, and so…

The Adeptus Mechanicus

Of the many worlds in the Imperium of Man, few are as integral to the
continued operation of its everyday life as the Forge World. Library,
Factory, and Laboratory in one, these planet-sized production facilities
guard closely the few scraps of Dark Age technology that still exist.
Importantly, while all under the auspices of the Adeptus Mechanicus, there
are few instances of different forge worlds sharing their technology with
each other. A newly discovered STC will generally be kept for the purposes of
the forge world that discovered it, and any modifications to existing
technology (within the oversight of the Fabricator General) will not
generally be shared.

As such, a plasma gun on one forge world may be slightly different than one
produced on another, and so on. Lasguns are the most common offender, as they
are exceedingly simple to craft, with the exception of the power pack that
provides the energy to the weapon. Thousands, if not more variants of the
lasgun exist, adding barrels, lengthening focusing chambers, adding extra
features, and the like.

It would be wrong to say that the Adeptus Mechanicus refuses to innovate; it


is more accurate to say that there is generally nothing gained by doing so
with the almost reality-defying technology of the Dark Age, and much to lose
if the experiment goes awry. If an overcharged lasgun can explode with the
force to destroy a dreadnought (Gaunt’s Ghosts) then “modifying” the
containment field of a plasma gun could be several times worse. Simply put,
modifying the barrel length of a lasgun will not generally be tech-heresy.
Modifying the power pack would be.

In sum, play an Admech character how you want, there’s a lore justification
for everything. Hopefully, these rules help you out.
Forge Worlds

With the many different Forge Famed for its unique alloy, Luciun,
Worlds in the Imperium comes as the priests and warriors of the
many different combat styles and Hollow Forge incorporate the metal
doctrines. Each world has its own into their robes and armor, adding
biases and beliefs, as well as a layer of protection beyond mere
unique combat modifications. A plasteel. Lucius is additionally
character with the <FORGE WORLD> home to the Legio Astorum, a Titan
keyword may choose a world from the Legion that can teleport directly
list below, replacing <FORGE WORLD> into battle.
with the chosen keyword and gaining
the special abilities listed. The Solar Blessing

MARS Luciun’s protective qualities are


highly prized, with good reason. A
The warriors of the Red Planet are character from Luciun may treat any
uniquely blessed and faithful, hits from enemy weapons as having 1
hailing from the holiest world in less AP (min AP 0) so long as the
the Imperium, apart from Terra base AP does not meet or exceed the
itself. Their knowledge of the AV of their current armor.
Machine Spirit is second to none.
Echoes of Inculcata
Glory to the Omnissiah
While still members of the Adeptus
Mars’ warriors are uniquely skilled Mechanicus, the many achievements
in the ability to repair machines of Lucius’ tech-priests often leads
well, and without error. Characters to a sense of pride that borders on
from MARS may add +Rank to the hubris. When dealing with ADEPTUS
number of wounds healed when MECHANICUS characters of other
repairing machines and vehicles. forge worlds, they suffer a -1DN
penalty to all social tests (not
Anger not the Machine Spirit counting Intimidate).
Improper use of technology is STYGIES VIII
abhorred by the Priesthood of Mars,
and to forget the proper use of Saved from Chaos invasion by an
ritual is tantamount to heresy. If Eldar attack, the world of Stygies
a complication is rolled on a Tech VIII has an obsession with xenotech
skill test, the GM gains 1 Ruin. that, according to many within the
Ordo Xenos, crosses the line into
LUCIUS heresy.
Shroud Protocols that will. GRAIA characters may
reroll any failed dice on resolve
Stygies warriors are stealth tests.
experts, and often employ strange
jamming devices, whose existence Victory Prognostications
they deny. A STYGIES VIII character
receives +1 to defense against The simulations run by Graian
shooting attacks that are not soldiers often leads them to
within close range. Additionally, believe that they mathematically
they receive +1d to any Stealth cannot lose any given battle, and
tests. therefore they will often hold the
line beyond the point of reason. A
The Xenarite Schism character from GRAIA must pass a DN
3 Conviction test to fall back,
Though a cogitator virus retreat, or otherwise back down
automatically eliminates any from an opponent. If they do choose
mention of Stygies’ history with to retreat, the GM gains 1 Ruin.
Xenotech, many within the
Inquisition still heavily distrust METALICA
the forge world. Additionally, few
xenos races appreciate their Made almost entirely of metal, the
technology being harvested and forge world of Metalica is barren
studied. All STYGIES VIII of all natural life, but instead is
characters suffer a -2d penalty to composed entirely of many thousands
social tests apart from intimidate of manufactorums. War machines are
when dealing with Xenos or the Ordo produced en masse on a continual
Xenos. basis, and the crescendo of noise
is as a hymn to the Omnissiah.
GRAIA
Relentless Advance
A highly mechanized world, with a
large array of space stations that Those denizens of Metalica who make
ring the planet, containing a large it to the front lines fight in a
portion of the forges the world manner almost as mechanical as
uses. They have a long history of their world. METALICA characters
fighting, having been invaded by may run and fire Assault weapons
Orks and Tyranids in the past, and with no penalty to hit, and may
ultimately living to tell of it. treat any Rapid-Fire weapon as an
Assault weapon on turns in which
Refusal to Yield they ran.

Hardwired into every soldier under Blaring Crescendo


its banner is Graia’s indomitable
will and resolve, and holding the Many of the pieces of equipment
line is the ultimate expression of Metalica produces are purposely
designed to be especially loud, RYZA
announcing the presence of the
user. Tests made to detect a Producer of some of the Imperium’s
METALICA character by hearing gain most advanced weapons, Ryza has no
a +2d bonus. qualms about turning the brutality
of its forges on any and all that
AGRIPINAA would seek to attack them, most
commonly Orks. Their plasma weapons
Long on the edge of the Eye of are widely famed for their quality.
Terror, Cadia’s destruction has
caused the world to become Red in Cog and Claw
inundated with attacks from Chaotic
forces. Ultimately, Agripinaa has Ryza’s warriors desire nothing more
chosen to undergo wars of than to rip asunder any and all who
attrition, converting refugees en would stand in their way, using any
masse into servitors in order to weapon available to do so. A RYZA
exterminate the invaders. Due to character adds +1d to any melee
this, the world has a hatred of attacks they make, and may reroll a
Chaos that few other planets can single failed ED per melee attack.
match.
Experimental Weaponry
Staunch Defenders
Ryza is famous for fielding weapons
The combat stratagem of Agripinaa that are not entirely tested to
has become that of trenches and their fullest, and for tinkering
sieges, ultimately hoping to more than some tech-priests would
outlast the enemy. An AGRIPINAA consider wise. If a RYZA character
character may add +1d to any ranged rolls a complication on a weapon
attack while in cover, and gains an with the ADEPTUS MECHANICUS
additional +1d if the target has keyword, roll another d6. On a roll
the CHAOS keyword. of 1, the weapon malfunctions badly
enough that it must be repaired
The Baleful Eye (Tech test with the difficulty
being the Value of the weapon,
The destruction of Chaos has become taking at least 1 hour) before it
Agripinaa’s sole interest since the can be used again. On a roll of 6,
destruction of Cadia, and the however, it becomes overcharged.
corrupting nature of Chaos is of Ignore the original complication,
special concern. If an AGRIPINAA and the attack is considered a
character fails a Corruption test, critical hit (if it would have
the GM gains 1 Ruin. hit), but it similarly breaks after
resolving the attack and must be
repaired using the same rules.
Traditions of the Mechanicum

Talent Cost Prerequisites Effect

Luminen Barrier 20 Luminen Capacitor Gain the ability to project


cybernetic, Adeptus bio-electricity as a force field.
Mechanicus

Luminen Shock 20 Luminen Capacitor Gain the ability to fire


cybernetic, Adeptus bio-electricity at will.
Mechanicus

Prosanguine 25 Cardioproxy May regenerate wounds using artificial


cybernetic, Tech 4+ blood and improves rate of natural
healing.

Weapon-Tech 30 Tech 4+; Adeptus May increase the damage and AP of a


Mechanicus single advanced weapon for one turn.

Luminen Barrier Cost: 20; Prerequisites: Luminen


Capacitor cybernetic, Adeptus
Cost: 20; Prerequisites: Luminen Mechanicus
Capacitor cybernetic, Adeptus
Mechanicus Gaining a portion of the power of
the fabled Electro-Priests, the
The character has installed special character gains the ability to
devices into his armor or flesh attack with his own bio-electricity
that project a field of crackling through electoos in his hands. The
electricity, causing attacks to be character gains access to the
deflected. The user gains the following weapons, which may be
ability to project a force field fired so long as at least one of
(AV *4, Force Shield) that draws his hands is empty. Each use of
from the user’s internal capacitor. either weapon is considered a use
Each time the character is hit, he of the Luminen Capacitor. Another
may choose to activate the Barrier. use may be used in place of a
If he does, he is considered to Reload for the purposes of firing
have used his Luminen Capacitor the ranged mode.
once.
Luminen Blast (ranged): 10+2ED; AP
Luminen Shock 0; Range 12m; Salvo 2; Agonizing
Luminen Shock (melee): 5+2ED; AP 0; Weapon-Tech
Agonizing
Cost: 30; Prerequisites: Tech 4+,
Prosanguine Adeptus Mechanicus

Cost: 25; Prerequisites: The character offers up a prayer to


Cardioproxy cybernetic, Tech 4+ the Omnissiah to bless his weapon,
and gains the power to unlock the
Taking the augmentation of their full potential of the holy relic he
circulatory system to a new level, wields. Once per combat, a
the character’s blood is replaced character with this talent may add
with fluid containing microscopic their Intellect to the ED, and half
machines that repair damage far their Intellect to the AP of a
more quickly than natural healing weapon they are wielding until the
would normally allow. The character end of the round. This weapon must
always heals as though he were have the Plasma, Melta, Power Field
lightly wounded. By spending ten or Adeptus Mechanicus keyword, and
minutes meditating, then succeeding may not be a Xenos weapon.
a DN 3 Tech test, the character
heals d3 wounds. If a complication
is rolled on this test, however,
the use of the talent is lost for
one week.

Armory of the Adeptus Mechanicus

Many of the following traits are the vehicle that it is mounted


common to multiple weapons, and are upon. If not fired by a crew member
so placed here for convenience. See of the vehicle, this weapon fires
page 274 of the core rules for any automatically at the closest
traits mentioned in the tables available enemy every turn using an
below that are not in this list. effective total BS of 6, halving
Certain weapons featured in the any penalties to BS. If not
core rules are featured here to properly mounted on a vehicle, it
complete the list of each type of cannot be fired.
weapon.
Eradication
Cognis
Eradication weapons are destruction
A Cognis weapon may fire without a incarnate, scorching enemies at
human operator, being controlled longer ranges and simply erasing
entirely by the machine spirit of them from existence closer up. A
weapon with this trait increases with the Blaze trait suffer a -2d
its AP to -4 and gains +2 ED while penalty.
within a third of its normal range,
but cannot Salvo while firing at Taser
targets within this range.
Weapons with this trait can send
Gamma arcs of energy from their original
target, quickly destroying massed
Gamma weapons fire blasts of infantry formations. When you shift
ionizing radiation, leaving organic one or more Exalted Icons when
targets as blackened scorch marks attacking with this weapon, select
and cutting a swath through harder up to two additional targets within
targets. When attacking a vehicle, 4 meters of the original target. If
fortification, or building, these your final attack result, after
weapons may reroll any failed ED. shifts, exceeds the defense of
those targets, they also take
Grav damage. If the attack was a
critical hit, only the main target
Grav weapons create a massive
suffers the effects of the critical
gravitational disturbance at the
hit.
weapon’s target, turning the
enemy’s heavy wargear against them Rending
as they buckle under their own
increased weight. A weapon with Attacks with this weapon tear
this trait gains ED equal to the through armor like paper or bypass
target’s AV minus 3 (min. 0). When it entirely. When determining
targeting vehicles, treat their damage with this weapon, if you
resilience as their AV for the rolled any sixes for the weapon’s
purposes of determining damage with ED, resolve the damage as if the
this weapon. target’s AV was zero.

Phosphor Volkite

A censured weapon only used by A terrifying remnant of the Great


elements within the Mechanicum, Crusade, these guns scorch their
Phosphor (called Phosphex during targets with blasts of energy,
the Great Crusade) burns in nearly melting armor and frying flesh.
any condition and is not When this weapon rolls ED, each
extinguished by water. Attacks with result of 6 deals a mortal wound to
this weapon ignore any bonuses the the target of the attack, in
target receives for being in cover, addition to any normal damage.
and agility tests to put out the
flames caused by a Phosphor weapon
RANGED WEAPONS

Name Damage AP Range Salvo Traits Value Keywords

Arc Weapons

Arc Pistol 14+1ED -1 24m 1 Arc (2), 5 Rare Arc, Adeptus


Pistol Mechanicus

Arc Rifle 14+1ED -1 48m 2 Arc (2), Rapid 6 Rare Arc, Adeptus
Fire (1) Mechanicus

Heavy Arc Rifle* 14+2ED -2 72m 2 Arc (4), Heavy 7 Very Arc, Adeptus
(6) Rare Mechanicus

Flame and Phosphor Weapons

Cognis Flamer* 10+1ED 0 16m 1 Assault, Blast 5 Rare Fire,


(Medium), Adeptus
Blaze, Cognis, Mechanicus
Spread

Incendine Combustor* 12+2ED -1 24m 2 Heavy (6), 5 Very Fire,


Blast (Large), Rare Adeptus
Blaze, Spread Mechanicus

Phosphor Blast Pistol 12+1ED -1 24m 1 Blaze, Pistol, 5 Very Fire,


Phosphor Rare Adeptus
Mechanicus

Phosphor Blaster 12+2ED -1 48m 1 Blaze, Rapid 6 Very Fire,


Fire (1), Rare Adeptus
Phosphor Mechanicus

Phosphor Serpenta 12+2ED -1 36m 1 Blaze, 6 Very Fire,


Assault, Rare Adeptus
Phosphor Mechanicus

Heavy Phosphor Blaster* 14+2ED -2 72m 3 Blaze, Heavy 8 Very Fire,


(6), Phosphor Rare Adeptus
Mechanicus
Twin Heavy Phosphor 14+2ED -2 72m 6 Blaze, Heavy 8 Very Fire,
Blaster* (8), Phosphor Rare Adeptus
Mechanicus

Solid Projectile Weapons

Galvanic Rifle 10+1ED 0 120m 2 Rapid Fire 5 Rare Projectile,


(1), Adeptus
Penetrating Mechanicus
(1)

Cognis Heavy Stubber* 10+2ED 0 72m 3 Heavy (4), 5 Rare Projectile,


Cognis Adeptus
Mechanicus

Flechette Blaster 7+1ED 0 24m 5 Pistol 5 Very Projectile,


Rare Adeptus
Mechanicus

Macrostubber 10+2ED 0 24m 5 Pistol 7 Very Projectile,


Rare Adeptus
Mechanicus

Stubcarbine 10+1ED 0 24m 3 Pistol 5 Very Projectile,


Rare Adeptus
Mechanicus

Transuranic Arquebus^ 16+1ED -2 120m 0 Heavy (3), 6 Very Projectile,


Special, Rare Adeptus
Sniper (3) Mechanicus

Icarus Array Per individual profiles Heavy (8) 10 Very Projectile,


Rare Adeptus
Mechanicus

-Daedalus Missile 15+3ED -3 96m 0 This weapon may fire all three of the
Launcher listed modes when firing the weapon,
resolving to-hit and damage rolls
-Gatling Rocket 14+1ED -2 96m 5 separately for each weapon but not
Launcher receiving penalties for firing multiple
weapons. All three modes must be fired
at the same target unless used as a
-Twin Icarus Autocannon 16+2ED -1 96m 6 multi-attack. When firing the Icarus
Array, all attacks gain +2d to hit if
the target is an aircraft, a skimmer or
can fly. All attacks suffer a -2d
penalty instead if the target does not
fall into those categories. When firing
a salvo, you must spend a reload for
each mode fired as a salvo, but you may
choose which modes you do fire as a
salvo.

Rad Weapons

Radium Pistol 7+1ED 0 24m 1 Pistol, Rad 6 Rare Projectile,


(2) Rad, Adeptus
Mechanicus

Radium Carbine 7+1ED 0 36m 3 Assault, Rad 6 Very Projectile,


(2) Rare Rad, Adeptus
Mechanicus

Radium Jezzail 12+1ED 0 60m 2 Heavy (3), Rad 7 Very Projectile,


(2), Sniper Rare Rad, Adeptus
(2) Mechanicus

Gamma Pistol 14+2ED -3 24m 1 Pistol, Gamma 7 Very Rad, Adeptus


Rare Mechanicus

Eradication Weapons

Eradication Beamer* 16+2ED -2 72m 3 Heavy (8), 8 Very Eradication,


Eradication Rare Adeptus
Mechanicus

Eradication Ray 14+1ED -2 48m 2 Heavy (4), 7 Very Eradication,


Eradication Rare Adeptus
Mechanicus

Grav Weapons

Grav Pistol 12+1ED -3 24m 1 Pistol, Grav 6 Very Grav,


Rare Adeptus
Astartes,
Adeptus
Mechanicus

Grav Gun 12+1ED -3 36m 2 Rapid Fire 6 Very Grav,


(1), Grav Rare Adeptus
Astartes,
Adeptus
Mechanicus
Heavy Grav Cannon* 12+2ED -3 60m 5 Heavy (6), 7 Very Grav,
Grav Rare Adeptus
Mechanicus

Torsion Cannon* 16+3ED -4 48m 1 Heavy (6), 9 Very Grav,


Grav Rare Adeptus
Mechanicus

Plasma Weapons

Plasma Caliver 15+1ED -3 36m 2 Assault, 6 Very Plasma,


Supercharge Rare Adeptus
Mechanicus

Plasma Culverin* 15+3ED -3 72m 3 Heavy (6), 8 Very Plasma,


Supercharge Rare Adeptus
Mechanicus

Las Weapons

Neutron Laser* 20+3ED -4 96m 3 Heavy (8), 10 Very Las, Adeptus


Brutal Rare Mechanicus

Volkite Weapons

Volkite Serpenta 14+1ED 0 24m 1 Pistol, 12 Volkite,


Volkite Unique Adeptus
Astartes,
Adeptus
Mechanicus

Volkite Charger 14+2ED 0 36m 2 Rapid Fire 12 Volkite,


(2), Volkite Unique Adeptus
Astartes,
Adeptus
Mechanicus

Volkite Caliver 14+2ED 0 48m 3 Heavy (4), 12 Volkite,


Volkite Unique Adeptus
Astartes,
Adeptus
Mechanicus

Volkite Blaster 14+2ED 0 48m 3 Heavy (4), 12 Volkite,


Volkite Unique Adeptus
Mechanicus
* These weapons are almost exclusively found on vehicles and are not normally available as
personal weapons.
^ This weapon may not be fired unless it is braced. All arquebuses come with a monopod, which
allows them to be braced anywhere with solid ground.

MELEE WEAPONS

Name Damage AP Range Salvo Traits Value Keywords

Electric Weapons

Arc Claw* 6+1ED -1 Arc (2) 6 Rare Arc, Adeptus


Mechanicus

Arc Maul 5+2ED -1 Arc (2), 5 Rare Arc, Adeptus


Brutal Mechanicus

Electroleech Stave 6+2ED -2 2m Rending 6 Very Electric,


Rare Adeptus
Mechanicus,
Two-Handed

Electrostatic Gauntlets 12+2ED 0 48m 3 Assault, Taser 6 Very Electric,


(shooting) Rare Adeptus
Mechanicus,
Two-Handed

Electrostatic Gauntlets 12+2ED 0 Taser -- Electric,


(melee)^ Adeptus
Mechanicus,
Two-Handed

Taser Goad 5+2ED 0 Taser, Parry 5 Rare Electric,


Adeptus
Mechanicus

Taser Lance* 7+2ED -1 Taser 7 Rare Electric,


Adeptus
Mechanicus

Transonic Weapons

Transonic Blade 5+2ED 0 Rending, Parry 6 Very Transonic,


Rare Adeptus
Mechanicus

Transonic Razor 5+1ED 0 Rending 5 Very Transonic,


Rare Adeptus
Mechanicus

Chordclaw 5+3ED 0 Rending 7 Very Transonic,


Rare Adeptus
Mechanicus

Vehicle Weapons

Kastelan Fist* 10+2ED -3 Brutal 8 Very Power Field,


Rare Adeptus
Mechanicus

Hydraulic Claw* 7+2ED -1 Brutal, 7 Rare Adeptus


Unwieldy (2) Mechanicus

* These weapons are almost exclusively found on vehicles and are not normally available as
personal weapons.
^ Do not add the user’s strength to damage with this weapon, even in melee.

WARGEAR

Name Value Keywords

Data-Tether 4 Uncommon Adeptus Mechanicus

Enhanced Data Tether 5 Rare Adeptus Mechanicus

Broad Spectrum Data Tether 6 Rare Adeptus Mechanicus

Omnispex 5 Very Rare Adeptus Mechanicus

Data Tether monitor others in the fight. A


A small device usually mounted on character with the ADEPTUS
the armor, this beacon allows MECHANICUS keyword equipped with a
skitarii and tech-priests to Data-Tether automatically know the
connect to the noosphere, a network wounds, location, and status of any
of data that gives tactical ally within visual range that is
information and allows the user to also connected to the Noosphere by
a data-tether, and may communicate beacon broadcasts a noospheric
with said individuals nonverbally. connection to all nearby allies.
The connection can be broken by All friendly characters with the
electrical interference or large ADEPTUS MECHANICUS keyword within
amounts of shielding. 6m of a vehicle equipped with a
Broad Spectrum Data Tether are
Enhanced Data Tether considered to be equipped with an
A modified version of the Data Enhanced Data-Tether. While the
Tether, the Enhanced Data Tether is connection between characters near
a compact, personal device that the data tether itself is strong
allows an individual to connect enough not to be interrupted
with the Noosphere. A character easily, the connection to data
with an Enhanced Data Tether is tethers further away can be broken
treated as also being equipped with by electrical interference or large
a Data-Tether, but they may form a amounts of shielding.
Noospheric connection with any
other character on the same planet Omnispex
or in orbit, so long as they are An array of complicated scanners
also equipped with an Enhanced or and targeters, the Omnispex is a
Broad Spectrum Data Tether, or are modification of the Auspex designed
connected to a character that is. explicitly for war. A character
While the connection between equipped with an Omnispex is
characters near the data tether considered to be equipped with an
itself is strong enough not to be Auspex, and when making a ranged
interrupted easily, the connection attack may make a Tech test with a
to other data tethers can be broken DN equal to the target’s Defense as
by electrical interference or large a free action in order to ignore
amounts of shielding. any bonuses granted to the target
by cover.
Broad Spectrum Data Tether
Mounted on certain vehicles, this

CYBERNETICS

Name Value Keywords

Cybernetics

Baleful Eye 6 Unique Adeptus Mechanicus

Dataspike 6 Very Rare Adeptus Mechanicus


Internal Reservoir 5 Rare Adeptus Mechanicus

Locator Matrix 6 Rare Adeptus Mechanicus

Luminen Capacitor 6 Very Rare Adeptus Mechanicus

Mechadendrites 5 Very Rare Adeptus Mechanicus

Medical Tines 4 Rare Adeptus Mechanicus

Memorance Implant 5 Rare Imperium, Adeptus Mechanicus

Scribe Tines 4 Rare Imperium, Adeptus Mechanicus

Servo Harness 12 Very Adeptus Astartes, Adeptus


Rare Mechanicus

Vocal Implant 4 Uncommon Imperium, Adeptus Mechanicus

Volitor Implant 4 Rare Imperium, Adeptus Mechanicus

Baleful Eye Dataspike


A deadly and surreptitious weapon, This piece of equipment is usually
the Baleful Eye replaces an mounted on a tail-like
existing eye, allowing the user to mechadendrite, and is favoured by
fire a powerful laser from it. A many agents of the Adeptus
Baleful Eye functions as a normal Mechanicus as it can stab into the
cybernetic eye with no special cortex of enemy machines and steal
functions, but also contains a their secrets within a couple of
laser weapon that the user is heartbeats. A character with a
always considered to be equipped Dataspike is always considered to
with (7+1ED; AP -2; Range 12m; be equipped with a weapon with the
Salvo 1; Pistol). While the eye following profile (2+1ED; AP 0). If
draws from the user’s a vehicle or machine is struck by
bio-electricity and therefore never the Dataspike, regardless of
runs out of ammunition, rolling a whether any damage is actually
complication results in the eye dealt, the user may attempt to
losing sight (and the ability to either download all data available
fire) for d6 rounds. to the target or to scramble the
target’s circuits. This is an
opposed Tech test, with the DN still have access to maps and other
being determined by the complexity planetary data in order to benefit
of the device being attacked, on from this information, however;
average DN 3. If the attempt is knowing one is at a specific
successful, the user gains access location on a planetary surface has
to all information held within the little meaning without knowing
target, or instead they may cause what is over the next rise, or what
the target vehicle/machine to is the direction needed to reach
suffer a random critical effect. If a given destination.
damage is dealt with a Dataspike to
an organic target, the weapon can Luminen Capacitor
instead be used to disrupt the This implanted energy source
target’s nerves. Make a Tech test charges internal capacitors,
opposed by the target’s toughness; allowing the character to recharge
success causes the target to suffer devices or even unleash powerful
d3 shock and a -2 to Intellect for energy blasts. With a successful
the remainder of the combat. This Toughness test, the character
effect does not stack with multiple recharges or powers machinery. This
attacks. requires one minute of mental focus
and meditation. The difficulty of
Internal Reservoir the Toughness test varies depending
This implant acts as a powerful on the nature of the powered
battery, storing energy for various system.
implants and (especially) for
functions that require energy to be ● DN 1: Simple power cell,
expended in rapid or violent glow-globe
fashions. When it is fully charged, ● DN 2: Lasgun charge pack,
the character no longer loses shock dataslate
from using Luminen Capacitors, but ● DN 3: Shuttle launch systems,
the reservoir only functions for servo-skull
two “free” uses before it is ● DN 4: Lascannon charge pack,
drained. The battery fully servitor
recharges after one day of resting. ● DN 5: Cogitator core, xenos
technology
Locator Matrix
Micro-cogitators implanted at the The device can also be used
base of the skull allow the user offensively, but requires talents
to be aware of the direction of the to use properly as described in the
planetary poles, the character’s Talents section of this supplement.
present location to within a few Only a character with the Adeptus
metres, relative velocity, Mechanicus keyword can use Luminen
altitude, time of day, and other Capacitors properly. Luminen
valuable information. The user must Capacitors can be used safely up to
1/2 Toughness times per day. Each
use beyond this causes the user to nobles who like to see the secrets
take 1 shock. of their rivals overlaid upon their
view of the negotiating table. The
Mechadendrites bearer of a Memorance Implant may
Rules for Mechadendrites can be record and playback anything he
found on page 315 of the Core sees, and gains a +1d bonus to
Rulebook. Scholar tests.
Bladed Mechadendrite: This prehensile
Scribe Tines
weapon lashes around its user like a
protective tail, blocking melee strikes and The hand and lower forearm are
retaliating in kind. The character is replaced with specialised and
considered to always be equipped with a sensitive tools ideal for
weapon with the following profile (3+2ED; manipulating parchment,
AP -1, Parry, Penetrating (1)).
autoscribing, dataslate tuning, and
Medical Tines other efforts to record and
Sharp blades that can extend or preserve information. While
retract from the recipient’s hand, somewhat disquieting in appearance,
these long, thin cutting tools are they are viewed with favour by
designed to assist in surgery, but hive-world scholars and
can be used as a makeshift weapon lexmechanics. This implant grants a
or for less savory purposes. A +1d bonus to copy, forge, or alter
character with Blade Tines gains documents, and halves the time it
+1d to Medicae tests that involve takes to complete such tests.
first aid or surgery, and is
considered to be equipped with a Servo Harness
Knife (2+1ED, AP 0) at all times. Normally reserved for the
They also gain +1d to tests that highest-ranking Techmarines in a
involve threatening or performing Space Marine chapter, the Servo
“interrogations”. Harness is an all-in-one item that
replaces the Techmarine’s servo-arm
Memorance Implant and their backpack, meaning they
This implant is a neurally-linked cannot wear a jump pack while using
datavault and pict-capture array, a servo-harness. The Servo Harness
often incorporating augmetic is comprised of two Servo-Arms, a
replacement of one or both eyes Plasma Cutter ((15+1ED; AP -3;
that records information on people Range 24m; Salvo 1; Assault,
or scenes viewed. It can then later Supercharge) and a Fyceline Torch
replay that information, or overlay (10+1ED; AP 0; Range 16m; Salvo 1;
the present view with additional Assault, Blast [Medium], Blaze,
data on people and objects viewed. Spread). The wearer of a
It is a tool of chroniclers, Servo-Harness gains +3d to all Tech
loremancers, and masters of tests and may halve the time needed
ceremonies, as well as factors or
to perform repairs, stacking with Volitor Implant
any other abilities. The subject has cranial surgery to
implant neural receptors and
Vocal Implant artificial nerve routing, and can
This implant is usually found with be compelled not to reveal a
those who use their voice to certain item of information, remain
project commands or proclamations, within a set area, or perform a
such as Ecclesiarchy Preachers or specific task. If the subject
Adeptus Arbites Crowd Dispersal attempts—or is forced—to counter
Officers. This implant works to this compulsion, his brain shuts
amplify the vocal cords to an down into unconsciousness or even
inhuman range in order to shout death for some severe volitor
commands over the noise of a raging patterns.
battle, and grants a +1d bonus to
Intimidate tests based on verbal
intimidation.

War Machines of the Mechanicum

The true power of the Mechanicum is long range fire support in mind, laying
found only in the vehicles they waste to vehicles and infantry alike.

field. From the Ironstrider Crew: 1 Pilot (Use Monotask Servitor


Balustarii to the Onager profile with Pilot as its chosen skill), 1
Dunecrawler, the Adeptus Mechanicus Rider (Defaults to Skitarii Ranger profile)
brings the full wrath of the
Cruising Speed 20m; Defence 4; Wounds 10;
Omnissiah to bear with every weapon Resilience 15; Open Top, Walker
they field. Those who see the red
plating and gleaming weapons of an Weapons: Choose one:

Adeptus Mechanicus battle maniple ● Twin Cognis Autocannon (16+2ED;


know well the folly of challenging AP-1; Range 96m; Salvo 6; Heavy (8))
the Machine God. ● Twin Cognis Lascannon (18+3ED; AP
-3; Range 150m; Salvo 2; Heavy (8),
Ironstrider Ballistarii Steadfast)

The Ironstrider Engine is a miracle of the An Ironstrider Ballistarii is also equipped


Mechanicum’s engineering; a near-perfect with a Broad Spectrum Data Tether.
perpetual motion engine that recharges the
machine as it walks. Designed to never Perpetual Motion: The Ironstrider engine
cease walking, lest the machine spirit run the Ballistarii is built upon cannot fully
out of the Motive Force and go to sleep come to a stop without the systems shutting
forever, the Ironstriders are armed with down. An Ironstrider Ballistarii must move
at least half its cruising speed each turn down. When not ridden, the Dragoon will
or shut down. When not ridden, the walk in a circle by default.
Ballistarii will walk in a circle by
default. Cavalry Strider: The momentum of the
Dragoon’s movement allows the rider to
Value: 11 (Very Rare) attack from its back with enhanced power.
While attacking with a melee weapon, double
Keywords: Imperium, Adeptus Mechanicus, the rider’s strength for the purposes of
<FORGE WORLD> dealing damage.

Sydonian Dragoon Incense Cloud: A Sydonian Dragoon emits a


thick cloud of fog that obscures it from
Designed as the vanguard of a Skitarii
view. All ranged attacks at a Sydonian
Legion, the Sydonian Dragoon is based on
Dragoon suffer a -1d penalty.
the Ironstrider frame, with some
modifications, mainly the absence of the Value: 11 (Very Rare)
heavy weapons mounted on the Ballistarii.
Instead, the rider is free to carry Keywords: Imperium, Adeptus Mechanicus,
whatever weapons are needed, usually a <FORGE WORLD>
Radium Jezzail or a Phosphor Serpenta and a
Taser Lance. Onager Dunecrawler

Crew: 1 Pilot (Use Monotask Servitor Designed to march relentlessly over the
profile with Pilot as its chosen skill), 1 sands of the Red Planet, the Dunecrawler is
Rider (Defaults to Skitarii Vanguard designed as a heavy weapons support
profile) platform, keeping even the most powerful
weapons stable while continuing its
Cruising Speed 20m; Defence 4; Wounds 10; advance. Often deployed in groups, each
Onager’s Emanatus Force Field is reinforced
Resilience 15;, Open Top, Walker
by the others, granting protection against
Weapons: None, though the rider usually most small arms fire and some larger
wields one of the following weapon caliber attacks.
packages:
While the vehicle technically has a pilot,
● Taser Lance (13+2ED; AP-1; Taser) a Skitarii Vanguard, he is permanently
Phosphor Serpenta (12+2ED; AP-1; wired into an electro-aminotic tank, slowly
Range 36m; Salvo 1; Blaze, Assault, being used up as a living battery. When a
Phosphor) pilot dies, a new one is simply placed into
● Radium Jezzail (12+1ED; AP 0; Range the tank, renewing the walker’s lease on
60m, Salvo 2; Heavy (3), Rad (2), life.
Sniper (2))
Crew: 1 Pilot (Use Skitarii Vanguard
A Sydonian Dragoon is also equipped with a profile), 1 Gunner (Defaults to Skitarii
Broad Spectrum Data Tether. Ranger profile)

Perpetual Motion: The Ironstrider engine Cruising Speed 16m; Defence 3; Wounds 17;
the Dragoon is built upon cannot fully come Resilience 15; Sealed, Walker
to a stop without the systems shutting
Weapons: Cognis Heavy Stubber (10+2ED; AP
down. A Sydonian Dragoon must move at least
0; Range 72m; Salvo 3; Heavy (4), Cognis)
half its cruising speed each turn or shut
One of the following:
● Eradication Beamer profile below to represent both the
● Neutron Laser and Cognis Heavy Kastelan itself and its “pilot”.
Stubber
● Twin Heavy Phosphor Blaster Threat Classification: Adversary to Tier
● Icarus Array 1-3, Elite to Tier 4-5

An Onager Dunecrawler is also equipped with Strength 8 Intellect 2


a Broad Spectrum Data Tether.
Agility 4 Willpower --
Emanatus Force Field: Each Dunecrawler
emits a field that blocks large portions of Toughness -- Fellowship --
incoming fire. The vehicle has a force
Initiative 4 Defense 4
shield with AV *5, and the pilot may
attempt to soak mortal wounds. If there is Speed 8 Wounds 10
a friendly <FORGE WORLD> Onager Dunecrawler
within 12m of this unit, unmodified dice Shock -- Soak 8
results of 1 may be rerolled when soaking
wounds. Resolve -- Conviction --

Value: 18 (Very Rare) Passive Awareness 3

Skills Ballistic Skill 6, Weapon


Keywords: Imperium, Adeptus Mechanicus,
Skill 6, Default 5
<FORGE WORLD>
Size Large
Kastelan Robot
Keywords Robot, Imperium, Adeptus
An echoing remnant of the once-great Legio Mechanicus, <FORGE WORLD>
Cybernetica, the Kastelan is a true robot,
capable of making combat decisions without
Resilience 17; Walker
the input of a human operator. Edging
dangerously close to the Silica Animus the Weapons: A Kastelan Robot is generally
Mechanicum fears, every Kastelan Robot is found in one of two configurations:
programmed with special data-chips,
sanctified and warded against what the ● Kastelan Fists (18+2ED; AP-3;
Adeptus Mechanicus fears above all else: Brutal)
another uprising of Artificial Incendine Combustor (12+2ED; AP-1;
Intelligence. To help prevent this, Range 16m; Salvo 2; Blast (Large),
Kastelan robots are usually fielded Blaze, Heavy (6), Spread)
alongside Cybernetica Datasmiths, ● 3x Heavy Phosphor Blaster (14+2ED;
tech-priests who dedicate themselves to AP-2; 72m; Salvo 3; Blaze, Heavy
monitoring and feeding combat data to these (6), Phosphor). All three Phosphor
walking automatons. Blasters may be fired individually
each turn.
While the Kastelan Robot is technically
classed as a vehicle and is treated as such Repulsor Grid: A Kastelan Robot has a Force
for most purposes, it operates on its own Shield with AV *5. When attempting to soak
will without human intelligence, and wounds, if two or more 6s are rolled on the
therefore much in common with a normal soak roll, the enemy that made the attack
enemy as well. For all purposes that suffers a mortal wound.
involve the vehicle’s pilot, consider the
Battle Protocols: Kastelan Robots can have
one of three battle protocols active at a
time. A Kastelan Robot begins combat with Battle-Automata: A Robot is not alive, and
Aegis Protocol active and cannot change to therefore ignores any effects that would
another except by the actions of a affect the mind or physiology, such as
Cybernetica Datasmith. poisons, radiation, disease, or
mind-affecting psychic powers. A Robot does
● Aegis Protocol: The Kastelan robot not have a toughness, willpower,
adds 2 to its resilience and fellowship, resolve or conviction score and
increases the AV of its Repulsor is considered to automatically pass those
Grid force shield to 7. tests if it is required to make them,
● Conqueror Protocol: The Kastelan except where the GM determines otherwise.
cannot fire any ranged weapons it
has equipped, but may ignore up to Value: 14 (Unique)
2DN penalty for making a melee
Multi-Attack. Keywords: Battle-Automata, Imperium,
● Protector Protocol: The Kastelan Adeptus Mechanicus, <FORGE WORLD>
cannot use any melee weapons it has
equipped and cannot move, but
doubles the Salvo rating for all its
ranged weapons.

Forging Your Own Wargear

Every tech-priest is an artisan, The first thing to consider is


capable of assembling from basic which skill to use. Survival is
components even the most impressive most commonly used when crafting
wargear. With STC data in hand, any primitive objects, or makeshift
servant of the Omnissiah can structures. A bone knife would
produce any piece of technology require survival to construct, as
known to man, with the only would a cabin in the woods. Medicae
constraints being time, tools, and can be used to produce chemicals
materials. and other medical supplies, such as
medical kits and drugs. Tech is the
Crafting is a time-consuming most common, being required to
endeavour. While a forge can produce nearly any item more
produce weapons and armor by the complicated than a kitchen knife.
millions per day, an individual Practically all weapons, armor, and
tech-priest may take weeks or equipment requires Tech to produce.
months to complete a single weapon.
However, with a little persistence, Second, you must determine if you
and a lot of hard work, you too can know how to produce an item. STCs
be producing your own wargear on are often difficult to come by, and
the side. are highly treasured, each one
representing a possible advancement
for humanity’s technological
knowledge. Therefore, when crafting meaning the total acquisition test
using Tech, you must have the has a DN of 4.
appropriate STC in hand. Adeptus
Mechanicus characters are Once the components are in hand,
considered to start with the STCs the construction may begin.
for most items with a rarity of Crafting an item is a Tech skill
uncommon or more available that test with a DN equal to the item’s
have the IMPERIUM or ADEPTUS Value; in the example from before,
MECHANICUS keywords, in addition to a Plasma Pistol, it would be DN 6.
items that may be considered the
specialty of their forge world. A
character with Tech trained up to
Scale/Complexity Interval
level 2 or higher may make a
Scholar test, with the difficulty
Machining a bayonet lug, 1 Hour
being the rarity of the item, to assembling a lasgun from
determine if they can know the STC parts
for the item. If the test is
failed, they do not know and must Building a power sword, 8 Hours
seek out the STC before they can crafting a power armor
helmet
produce the item.

There are two more factors to Crafting a full suit of 1 Day


power armor, assembling
consider when producing an object. an attack bike
First, the item’s Value; second,
its Rarity. Rarity does not just
Building a Chimera from 1 Week
mean the weapon is hard to find, scratch, assembling a
but also that its components are force weapon
valuable and often not commonly
found. Finding the proper Fabricating a Land 1 Month
components may be hard, if not Raider, repairing a
totaled macrocannon
impossible on many primitive
worlds. It is ultimately up to the
GM whether or not parts can be
acquired. The speed of completion is based on
the scale and complexity of the
Acquiring components is done in the undertaking. The number of tests
same way as acquiring anything required to craft the item is also
else; simply treat the components equal to the item’s Value. Once you
as an item with rarity equal to the have determined the time required,
desired object’s rarity and a value you may begin crafting. Remember
of 1. For example, parts for a that the times given are for
plasma pistol would be Rare (+3DN), uninterrupted crafting. While the
crafter may spend time eating,
drinking, and sleeping, said degradation, the raw materials are
crafter cannot go on adventures and lost and must be reacquired should
expect to make serious progress on you wish to try again.
his work. While it is possible to
work in smaller divisions of an Crafting may be attempted as a
interval; for instance, working two Combined Action, which is necessary
4 hours shifts instead of 8 for especially large and/or
straight hours, the interval is complicated objects, such as heavy
only considered complete when the vehicles or intricate weapons.
crafter has devoted, in total, the
full amount of time needed,
discounting the time of any
distractions.

At the end of each interval of


time, the crafter must make the
appropriate skill test (Tech for
most items). If the DN is met, the
interval is productive, and
considered complete. If the test is
passed with any extra Exalted
Icons, 2 icons may be shifted to
reduce the intervals remaining by
1. The rest should be placed in the
glory pool. If there are more
intervals left, repeat this
process. If there are no intervals
left, then the item is complete.

If you wish to craft an item with a


built-in modification, you may do
so. Simply treat it as crafting two
separate items, with the
modification crafted second. Once
both are completed, the item with
the modification is completed.

If an item is left unfinished for


more than your rank in Intervals,
it may begin to degrade. Roll a d6
at the end of the interval. On a 1
or 2, you lose a single interval’s
worth of progress. If you have no
more progress remaining due to
Paths to Worship

TECHMARINE Skill (3), Tech (3), Pilot (2)

As with any Imperial organization,


the warriors of the Adeptus Benefits
Astartes require maintenance on
their vehicles and wargear. While Keywords: Imperium, Adeptus
generally this can be accomplished Astartes, Adeptus Mechanicus,
by tech-priests living within the <Chapter>
chapter’s Fortress-Monastery, there Influence Bonus: +2
are those Astartes that choose to Master of the Forge: A Techmarine
serve the chapter by taking up the gains +Rank to all Scholar, Pilot
mantle of the Techmarine. Warriors and Tech tests involving vehicles,
and scholars in one, they study for weapons, armor, and wargear with
years with the tech-priests of Mars the ADEPTUS ASTARTES keyword.
(or with whatever forge world is Wargear: Aquila power armour, bolt
most convenient for the chapter), pistol or boltgun, Omnissian Axe, 3
learning the mysteries of the frag and krak grenades, augmetic
Machine. Upon the end of their Servo Arm, choice of one bionic
training, they become a bridge reconstruction.
between the Chapter and the
servants of the Omnissiah, part of
both worlds at once. Often seen Ascension Package
repairing vehicles in the heat of
battle, piloting predators and land Chosen by the Omnissiah
raiders or performing maintenance
on the chapter’s relics and Not all those who join the ranks of
wargear, every Astartes owes at the Mechanicum do so from a young
least a portion of his success to age. Sometimes, an individual has
the Techmarines. already obtained fame and glory, as
well as a special touch with
Build Point Cost: 70 machines. Such individuals may be
determined to be of use to the
Prerequisites
Adeptus Mechanicus in their current
form, with the added advantages the
Tier: 3
True Flesh brings. Alternatively, a
Species: Adeptus Astartes
heavily damaged warrior may choose
Attribute: Strength 4, Agility 4,
to undergo augmentation to survive
Toughness 4, Intellect 4
otherwise life-threatening
Skill: Ballistic Skill (3), Weapon
injuries. Either way, they are
brought into the fold of the
Machine God, granted new
perspectives, and trained to follow
the Omnissiah’s will.

Build Point Cost: (New Tier x 10)

Prerequisites

Minimum Campaign Tier: 3+

Attribute: Intellect 3

Skill: Tech (2)

Benefits

Keywords: Adeptus Mechanicus, if


they wish to abandon any other
ability-granting variable keywords,
they make take the <FORGE WORLD>
keyword for the world where they
are ascended.

Influence Bonus: +1 per Tier


ascended

Story Element: The Character may


replace any damaged parts of their
body with bionic reconstructions,
or may take a single bionic
reconstruction.

Wargear: Select either two items of


Rare Wargear or one item of Very
Rare Wargear with a value equal or
lesser than 3 + the new Tier. This
wargear must have the Adeptus
Mechanicus keyword. This may
include cybernetics.
Legions of the Omnissiah

Servitors Resolve 1 Conviction 2

A gruesome necessity that the Passive Awareness 3

Imperium of Man would crumble Resilience 6 (Augmetic Implants 1)


without, a Servitor is a human;
Skills Default 4
sometimes vat grown, sometimes
condemned to a fate worse than Size Average
death. Either way, their memories
Keywords Imperial, Adeptus
are (usually) wiped, their bodies Mechanicus, Servitor
augmented with the tools needed to Attacks: A monotask servitor is not
perform their new tasks, and their programmed for combat, and generally cannot
wills overridden by machine code. attack. Use the Combat Servitor profile
Barely alive, the humble servitor (Core Rulebook) for a servitor that is
fulfills many roles, from simply built for warfare.

operating doors and equipment to Monotask: Choose a single non-combat/social


fighting on the front lines. skill. The servitor is considered to have a
total value of 5 in that skill.
Monotask Servitor
Incantation of the Iron Soul: Servitors are
As the name would imply, a Monotask unaffected by powers and abilities that
servitor is designed to perform a single affect the mind.
task, often a simple one, for the rest of
its existence. Often found simply built Wargear: A servitor is often equipped with
into the device whose functions they a single tool appropriate to its task, such
govern, they are the most numerous of all as a combi-tool for a repair servitor or a
servitors. While a full range of stats are diagnostor for a medical servitor. This
given for mobile monotask servitors, a tool is integrated into the servitor’s body
servitor that is built into a structure or and neither needs power nor can be removed
the like will not usually be able to use without killing the servitor.
one or more of its characteristics.
Kataphron Battle Servitor
Threat Classification: Troops at all tiers
When simply attaching a heavy weapon to a
basic servitor isn’t enough, the Adeptus
Strength 4 Intellect 1
Mechanicus brings out the Kataphrons. So
Agility 2 Willpower 1 heavily augmented that one can wonder if
the servitor is anything more than the CPU
Toughness 3 Fellowship 1 for a fully formed battle engine, the
Kataphrons are traditionally broken down
Initiative 3 Defense 3
into two types: the longer ranged
Speed 5 Wounds 3 Destroyers and the Breachers, designed to
destroy vehicles and fortifications.
Shock 2 Soak 4
Threat Classification: Adversary for Tiers 16m; Salvo 1; Assault,
1-2, Elites for tiers 3+ Blast(Medium), Blaze, Cognis, Spread

Special Abilities
Strength 7 Intellect 1
Heavy Tracks: A Kataphron Battle Servitor’s
Agility 2 Willpower 1
immense weight and wide frame causes its
Toughness 7 Fellowship 1 movement to be slow but relentless. A
Kataphron cannot move more than its base
Initiative 3 Defense 4 movement in a turn, but is always
considered to be braced, and ignores any
Speed 6 Wounds 8
penalties to movement from rough terrain.
Shock 2 Soak 6
Incantation of the Iron Soul: Servitors are
Resolve 1 Conviction 2 unaffected by powers and abilities that
affect the mind. They never need to make
Passive Awareness 3 Conviction tests to continue fighting.

Resilience 12 (Battle Plate 5)

Skills Ballistic Skill 6, Weapon Skitarii


Skill 6, Default 5

Size Average
The tech-guard of the Omnissiah
fight are divided into multiple
Keywords Imperial, Adeptus specialities, representing
Mechanicus, Servitor
different types of battlefield
Attacks: A Kataphron Battle Servitor can be
roles.
loaded out in either Breacher or Destroyer
configuration, which allows different Skitarii Vanguard
weapons to be equipped. Choose one of the
four profiles below. Entering battle with the deadly Rad
weapons, the Vanguard of the Skitarii bring
Breacher death with their mere presence. Their
rad-soaked armor and bodies ravage the
● Hydraulic Claw: 14+2ED; AP-1;
bodies of organics who get too close,
Brutal, Unwieldy (2)
including the Vanguard themselves. This
Torsion Cannon: 16+3ED; AP-4; Range
price, however, is gladly paid to bring
48m; Salvo 1; Heavy (6), Grav
death to the Machine God’s enemies.
● Arc Claw: 13+1ED; AP-1; Arc (2)
Heavy Arc Rifle: 14+2ED; AP-2; Range Threat Classification: Elites for Tier 1,
72m; Salvo 2; Arc (4), Heavy (6) Troops for Tier 2+
Destroyer
Strength 3 Intellect 3
● Plasma Culverin: 15+3ED; AP-3; Range
72m; Salvo 3; Heavy (6), Supercharge Agility 4 Willpower 3
Phosphor Blaster: 12+2ED; AP-1;
Toughness 4 Fellowship 3
Range 48m; Salvo 1; Blaze, Rapid
Fire (1), Phosphor Initiative 3 Defense 3
● Heavy Grav-Cannon: 12+2ED; AP-3;
60m; Salvo 5; Heavy (6), Grav Speed 6 Wounds 4
Cognis Flamer: 10+1ED; AP 0; Range
to ground with their tireless cybernetic
Shock 4 Soak 4
legs and galvanic rifles. Those pursued by
Resolve 4 Conviction 4 these cold-hearted warriors find shaking
them an ultimately fruitless effort, as is
Passive Awareness 3 bargaining or pleading for mercy.

Resilience 9 (Auto-Cuirass 3) Threat Classification: Elites for Tier 1,


Troops for Tier 2+
Skills Ballistic Skill 7, Weapon
Skill 6, Default 5, Tech
6 Strength 3 Intellect 3

Size Average Agility 4 Willpower 3

Keywords Human, Imperial, Adeptus Toughness 4 Fellowship 3


Mechanicus, <FORGE WORLD>
Attacks Initiative 3 Defense 3

Speed 6 Wounds 4
Radium Carbine: Damage 7+1ED; AP 0; Range
36m; Salvo 3; Assault, Rad (2) Shock 4 Soak 4

Special Abilities Resolve 4 Conviction 4

Heavily Augmented: A Skitarius’ body is Passive Awareness 3


designed to withstand the rigours of war.
Skitarii do not bleed and they gain +3d to Resilience 9 (Auto-Cuirass 3)
toughness rolls made to resist radiation,
Skills Ballistic Skill 7, Weapon
corrosion, and environmental energy
Skill 6, Default 5, Tech
hazards. 6

Rad-Saturation: The continual leaking of Size Average


radiation from the Vanguard’s weapons and
armor is a silent killer, inflicting Keywords Human, Imperial, Adeptus
invisible damage to those it engages in Mechanicus, <FORGE WORLD>
close range. When a character without this Attacks
ability first comes within 2 meters of a
Vanguard in combat, they must make a DN 3 Galvanic Rifle: Damage 10+1ED; AP 0; Range
Toughness test. Those wearing 120m; Salvo 2; Rapid Fire (1), Penetrating
environmentally sealed armor gain a +1/2d (1)
per AV bonus to the Toughness test. If
Special Abilities
failed, the affected character suffers a -1
to toughness (reducing resilience as well) Heavily Augmented: A Skitarius’ body is
as long as he remains within 2 meters. Only designed to withstand the rigours of war.
make one test per combat; if the test is Skitarii do not bleed and they gain +3d to
passed or failed, it is passed or failed toughness rolls made to resist radiation,
for the rest of the combat, for all corrosion, and environmental energy
Skitarii Vanguards present in the combat. hazards.

Relentless Trackers: Those finding


themselves hunted down by a Skitarii Ranger
Skitarii Ranger
will find evading their pursuers harder
Stealthy and relentless, the Skitarii than suspected, due to the advanced sensors
Rangers are expert trackers, running prey equipped on their armor and their
specialized training. If a Ranger is using with augmented speed until they can isolate
Survival or Stealth to track or hide from a the frequency required to all but ignore
target, they gain +1d to said tests. the target’s armor.

Threat Classification: Adversary for tiers


Skitarii Alphas and Special Weapons 1-2, Elites for Tier 3-4, Troops for Tier 5

Those who have gained the Crux Mechanicus


Strength 4 Intellect 4
and replaced more than 50% of their body
with cybernetic reconstructions are often Agility 5 Willpower 4
awarded the title of Alpha. If the combat
includes 5 or more Skitarii, it is Toughness 4 Fellowship 4
appropriate to replace one with an Alpha.
Initiative 4 Defense 4
All Skitarii Alphas gain a +1 to fellowship
Speed 8 Wounds 7
and increase the AV of their Auto-Cuirass
to 4, bringing total resilience to 10. They Shock 4 Soak 4
also gain an Enhanced Data Tether or an
Omnispex. Resolve 5 Conviction 5

A Skitarii Alpha may replace their weapon Passive Awareness 4


with one melee weapon and one pistol from
Resilience 10 (Augmetic Plating 4)
the following:
Skills Weapon Skill 8, Default 7
Radium Pistol: Damage 7+1ED; AP 0; Range
24m; Salvo 1; Pistol, Rad (2) Size Average
Arc Pistol: Damage 14+1ED; AP-1; Range 24m;
Salvo 1; Pistol, Arc (2) Keywords Human, Imperial, Adeptus
Phosphor Blast Pistol: Damage 12+1ED; AP-1; Mechanicus, <FORGE WORLD>
Range 24m; Salvo 1; Blaze, Pistol, Phosphor Attacks

Arc Maul: Damage 9+2ED; AP-1; Arc (2), Each Sicaran Ruststalker will either have
Brutal two Transonic Blades or a Transonic Razor
Power Sword: Damage 8+1ED; AP-3; Parry and a Chordclaw:
Taser Goad: Damage 8+2ED; AP 0; Taser,
Parry ● 2x Transonic Blade: Damage 9+2ED; AP
0; Rending, Parry
In mobs of 5 or more, up to two ● Transonic Razor: Damage 9+1ED; AP 0;
Rangers/Vanguard may replace their regular Rending
weapon with one of the following: Arc Chordclaw: Damage 9+3ED; AP 0;
Rifle, Plasma Caliver, Transuranic Rending
Arquebus. For each 5 additional Skitarii in
the mob, you may replace another standard Special Abilities
weapon with one of these special weapons.
Heavily Augmented: A Skitarius’ body is
designed to withstand the rigours of war.
Sicaran Ruststalker Skitarii do not bleed and they gain +3d to
toughness rolls made to resist radiation,
Brutally effective killing machines, in the corrosion, and environmental energy
most literal sense, the Sicaran hazards.
Ruststalkers wield terrifying Transonic
weapons, bounding across the battlefield
Sicaran Infiltrator corrosion, and environmental energy
hazards.
Rebuilt from the ground up for stealth and
sowing chaos amongst the enemy ranks, each Neurostatic Aura: In effect a jamming
Infiltrator wields device for the brain, Neurostatic confuses
and disrupts the workings of those nearby.
Threat Classification: Adversary for tiers Those within 6m of any Sicaran Infiltrators
1-2, Elites for Tier 3-4, Troops for Tier 5 take a -1d penalty to any tests based on
Willpower, including Conviction and
Strength 4 Intellect 4 Resolve.

Agility 5 Willpower 4
Sicaran Princeps
Toughness 4 Fellowship 4
A Princeps functions much in the way of an
Initiative 4 Defense 4
Alpha or Sergeant, directing the activities
Speed 8 Wounds 7 of a squad of Ruststalkers and
infiltrators. If there are at least 5
Shock 4 Soak 4 Sicarans involved in the combat, you may
want to replace one with a Princeps.
Resolve 5 Conviction 5
All Sicaran Princeps gain a +1 to
Passive Awareness 4 fellowship and increase the AV of their
Resilience 10 (Augmetic Plating 4) Augmetic Plating by 1, to a total
resilience of 11.
Skills Weapon Skill 8, Default
7, Stealth 8 A Sicaran Ruststalker Princeps has two
Transonic Blades and may additionally take
Size Average either a Chorclaw or a Transonic Razor.

Keywords Human, Imperial, Adeptus A Sicaran Infiltrator Princeps may choose


Mechanicus, <FORGE WORLD>
between the two standard loadouts for
Attacks Infiltrators.

Each Sicaran Infiltrator will either have a


Stubcarbine and a Power Sword or a Tech-Priests
Flechette Blaster and a Taser Goad:

Stubcarbine: Damage 10+1ED; AP 0; Range Believing themselves the only ones


24m; Salvo 3; Pistol worthy to hold dominion over
Power Sword: Damage 9+1ED; AP-3; Parry technology, the Tech-Priests of the
Flechette Blaster: Damage 7+1ED; AP 0;
Adeptus Mechanicus are engineer and
Range 24m; Salvo 5; Pistol missionary in one, soothing machine
Taser Goad: Damage 9+2ED; AP 0; Taser, spirits and bringing the
Parry enlightenment of the Omnissiah with
a religious zeal.
Special Abilities

Heavily Augmented: A Skitarius’ body is Tech-Priest Enginseer


designed to withstand the rigours of war.
Usually attached to regiments of Imperial
Skitarii do not bleed and they gain +3d to
Guard troops, these low-ranking priests
toughness rolls made to resist radiation,
spend their time performing maintenance on
and repairing the wargear and vehicles of They add +1d on Tech tests made to fix or
the Astra Militarum. This profile may also repair a damaged machine.
be used to represent a “basic” tech-priest,
one with no particular specialization. Cybernetica Datasmith

Threat Classification: Adversary for Tier A member of the once-legendary Legio


1, Elite for Tier 2-3, Troop for Tier 4-5 Cybernetica, the Datasmiths are mainly
tasked with overseeing the operations of
Battle-Automata, normally Kastelan Robots.
Strength 4 Intellect 5
Threat Classification: Adversary for Tier
Agility 4 Willpower 4
1-3, Elite for Tier 4+
Toughness 4 Fellowship 4
Strength 5 Intellect 6
Initiative 4 Defense 3
Agility 5 Willpower 5
Speed 6 Wounds 7
Toughness 5 Fellowship 4
Shock 4 Soak 4
Initiative 5 Defense 4
Resolve 4 Conviction 4
Speed 6 Wounds 10
Passive Awareness 4
Shock 4 Soak 5
Resilience 8 (Light Power Armor 4)
Resolve 5 Conviction 5
Skills Weapon Skill 8, Ballistic
Skill 8, Tech 8, Default Passive Awareness 5
7
Resilience 11 (Power Armor 5)
Size Average
Skills Weapon Skill 9, Ballistic
Keywords Human, Imperial, Adeptus Skill 9, Tech 9, Default
Mechanicus, <FORGE 8
WORLD>, Astra Militarum
(if attached to a Size Average
regiment)
Attacks Keywords Human, Imperial, Adeptus
Mechanicus, <FORGE WORLD>
Omnissian Axe: 9+2ED; AP-2; Range 2m (M) Attacks

Servo-Arm: 10+2ED; AP -3; Range 1m (M); Power Fist: 12 +2ED; AP-3; Brutal, Unwieldy
Unwieldy (2) (2)

Laspistol: 7+1ED; AP 0; Range 24m; Pistol, Gamma Pistol: 14+2ED; AP-3; 24m; Salvo 1;
Steadfast Pistol, Gamma

Wargear: 3 vials Sacred Machine Oil, Wargear: Refractor Field (AV *3, Force
Auspex, Combi-tool Shield)

Special Abilities Special Abilities

Rite of Repair: Tech-Priests automatically Datasmith: As a free action, at the


reduce the time by half for any Tech test. beginning of his turn, a Cybernetica
Datasmith may make a DN 2 Tech test. If
successful, he may change the battle
protocols of any Kastelan Robots within Electrostatic Gauntlets (shooting): 12+2ED;
12m. He may individually select which AP 0; Range 48m; Salvo 3; Assault, Taser
protocol each robot changes to.
Electrostatic Gauntlets (melee): 12+2ED; AP
Automata Mechanic: Cybernetica Datasmiths 0; Taser
automatically reduce the time by half for
any Tech test. They add +1d on Tech tests Special Abilities
made to fix or repair a damaged machine and
Voltagheist Field: Shrouded in electricity,
+3d on Tech tests made to repair a damaged
Electro-Priests throw themselves into
Battle-Automata.
battle, bringing their shared arcs of
Corpuscarii Electro-Priest electricity with them. All Electro-Priests
are considered to have a Force Shield with
Worshippers of the Motive Force, the divine AV *3. When making a Charge, roll a d6. On
spark that gives all life motion, the a roll of 6, the target of the charge
Electro-Priests are electricity incarnate. suffers a Mortal Wound.
Tattooed with subdermal electoo implants,
their bodies release blasts of sparks and Fanatical Devotion: The intense faith of
energy. Believing that their duty is to the Electro-Priests allows them to fight on
spread the Motive Force throughout the in the face of fatal injuries. An
Galaxy, the Corpuscarii blast their foes Electro-Priest may soak wounds without
with massive amounts of electricity. having to spend Ruin.

Threat Classification: Elite for Tier 1, Fulgurite Electro-Priest


Troop for Tier 2+
Knowing in their hearts that the Motive
Force is a finite resource, the Fulgurite
Strength 3 Intellect 4 faction of Electro-Priests seeks to hoard
as much as they can, draining the
Agility 3 Willpower 3
bio-electricity from their enemies and
Toughness 3 Fellowship 4 sucking vehicles dry in their quest to
preserve the energies of creation for even
Initiative 3 Defense 2 a second more.

Speed 6 Wounds 5 Threat Classification: Elite for Tier 1,


Troop for Tier 2+
Shock 4 Soak 3

Resolve 4 Conviction 4 Strength 4 Intellect 4

Passive Awareness 4 Agility 3 Willpower 3

Resilience 4 Toughness 3 Fellowship 3

Skills Weapon Skill 6, Ballistic Initiative 3 Defense 2


Skill 7, Tech 6, Default
5 Speed 6 Wounds 5

Size Average Shock 4 Soak 3

Keywords Human, Imperial, Adeptus Resolve 4 Conviction 4


Mechanicus, <FORGE WORLD>
Attacks Passive Awareness 4
Resilience 4 Strength 7 Intellect 9

Skills Weapon Skill 7, Ballistic Agility 6 Willpower 7


Skill 6, Tech 6, Default
5 Toughness 7 Fellowship 7

Size Average Initiative 7 Defense 6

Keywords Human, Imperial, Adeptus Speed 6 Wounds 7


Mechanicus, <FORGE WORLD>
Attacks Shock 7 Soak 7

Resolve 8 Conviction 8
Electroleech Stave: 9+2ED; AP-2; Range 2m
(M); Rending Passive Awareness 6

Special Abilities Resilience 15 (Masterwork Bionics 7)

Voltagheist Field: Shrouded in electricity, Skills Weapon Skill 13,


Electro-Priests throw themselves into Ballistic Skill 14, Tech
battle, bringing their shared arcs of 14, Default 12
electricity with them. All Electro-Priests
Size Average
are considered to have a Force Shield with
AV *3. When making a Charge, roll a d6. On Keywords Human, Imperial, Adeptus
a roll of 6, the target of the charge Mechanicus, <FORGE WORLD>
suffers a Mortal Wound. Attacks
Siphoned Vigor: A Fulgurite Electro-Priest Omnissian Axe: 12+2ED; AP-2; Range 2m (M)
that reduces an enemy to zero wounds with
its Electroleech Stave increases the AV of A Tech-priest Dominus may take one of these
its Voltagheist Field to *4 for the weapon packages:
remainder of the combat.
● Eradication Ray: 14+1ED; AP-2; Range
Fanatical Devotion: The intense faith of 48m; Salvo 2; Heavy (4), Eradication
the Electro-Priests allows them to fight on Macrostubber: 10+2ED; AP 0; Range
in the face of fatal injuries. An 24m; Salvo 5; Pistol
Electro-Priest may soak wounds without ● Volkite Blaster: 14+2ED; AP 0; Range
having to spend Ruin. 48m; Salvo 3; Heavy (4), Volkite
Phosphor Serpenta: 12+2ED; AP-1;
Tech-Priest Dominus Range 36m; Salvo 1; Blaze, Assault,
Phosphor
Placed in charge of a battle force of the
machine god’s Warriors, this cunning Magos Wargear: 3 vials Sacred Machine Oil,
is a tactician and fighter with few equals, Auspex, Combi-tool, Refractor Field (AV *3,
capable of monitoring the entirety of a Force Shield)
battlefield using his noospheric link and
issuing directives to all the forces under Special Abilities
his command.
Master of Machines: A Tech-Priest Dominus
Threat Classification: Adversary for Tier automatically reduces the time by half for
1-4, Elite for Tier 5 any Tech test. They add +4d on Tech tests
made to fix or repair a damaged machine.
Masterwork Bionics: At the beginning of
each of the Dominus’ turns, its advanced
auto-repair systems restore d3 lost wounds.

Lord of the Machine Cult: The Dominus is


considered to have an Enhanced Data Tether.
All friendly <FORGE WORLD> units that have
a Noospheric connection with the Dominus
may reroll any 1s on a single attack test
each turn.

You might also like