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Adeptus Mechanicus

Lantz McDonald

Adeptus Mechanicus Lantz McDonald

CONTENTS

Introduction------------------------------------------------------------------5

Augmentaurium--------------------------------------------------------------6

Pivotal Moments

The Gate-------------------------------------------------------------------------------8 Recovery Mission On Illisi------------------------------------9 Green Machines---------------------------------------------------------10 Report: Forge World Caradhras XIII-----11 The Battle At Foress IV---------------------------------------12 Lost Transmission----------------------------------------------------13

Harvest------------------------------------------------------------------------------14

Excavation Site P01HH3J9-------------------------------15

The Adeptus Mechanicus

Special Rules----------------------------------------------------------------16 Tech-Priest Transmechanic-----------------------------18 Tech-Priest Artifex-------------------------------------------------19 Tech-Priest Magos----------------------------------------------------20

Disciples---------------------------------------------------------------------------21

Tech-Priest Enginseer------------------------------------------22 Rune Priest---------------------------------------------------------------------23 Iron Father--------------------------------------------------------------------25 Iron Hands----------------------------------------------------------------------26 Machine Cultists-------------------------------------------------------27

Praetorians-------------------------------------------------------------------28

Servitors--------------------------------------------------------------------------29

Skitarii--------------------------------------------------------------------------------30

Imperial Jetbike Squadron-------------------------------31 Solus Infiltrator------------------------------------------------------32

Electro-Priests----------------------------------------------------------33

Caminus-Priests----------------------------------------------------------34

Techmarines------------------------------------------------------------------35

Servo-Skull Swarm-------------------------------------------------36 Luceo Rollers-------------------------------------------------------------37

Forsaken--------------------------------------------------------------------------38

Robot Maniple--------------------------------------------------------------39 Cult Abomination------------------------------------------------------40

Textura------------------------------------------------------------------------------41

Knight Titan-------------------------------------------------------------------42

Gant--------------------------------------------------------------------------------------43

Cantharis------------------------------------------------------------------------44

Termite-------------------------------------------------------------------------------45

Divexo Beacon-------------------------------------------------------------46 Atlas ARV------------------------------------------------------------------------47 Leman Russ---------------------------------------------------------------------48

Phantous--------------------------------------------------------------------------50

Construct-----------------------------------------------------------------------51

Master Rune Priest Derogo----------------------------52 Commander Lau----------------------------------------------------------53 Mercenary ïAcular-------------------------------------------------54 Cult Pastor Moviss-------------------------------------------------55 Algaryn Fornum--------------------------------------------------------56 Circom Spectus-----------------------------------------------------------57 Zacharia A’ppareo---------------------------------------------------58 The Adamantium Giant------------------------------------------59 Obliterator Malchun--------------------------------------------60 Warhound Scout Titan-----------------------------------------61

Wargear

Weapons----------------------------------------------------------------------------63

Other Equipment--------------------------------------------------------67 Tech Relics---------------------------------------------------------------------69

Armour-------------------------------------------------------------------------------71

Vehicle Upgrades-----------------------------------------------------72 Army Showcase------------------------------------------------------74

Army List

The Armory---------------------------------------------------------------------77 FOC Intro-------------------------------------------------------------------------78

HQ-------------------------------------------------------------------------------------------80

Troops---------------------------------------------------------------------------------85

Dedicated Transports------------------------------------------86

Elites-----------------------------------------------------------------------------------87

Fast Attack--------------------------------------------------------------------89 Heavy Support-------------------------------------------------------------91 Other Units--------------------------------------------------------------------94

Summary----------------------------------------------------------------------------96

Credits-------------------------------------------------------------------------------99

Credits ----------------------------------------------------- --------------------------99

INTRODUCTION

Born from their mighty Forgeworlds, the Adeptus Mechanicus are a race of humans mechanically and genetically modified to forge, engineer and uncover lost technology for the Imperium.

The Warhammer 40,000 rulebook created by the brilliant minds at Games Workshop will assist you in fighting battles with your Adeptus Mechanicus miniatures in the war-torn universe of the 41 st Millennium. This fan-made codex (fandex) has been created to work with other official codices created by Games Workshop. This fandex and every official codex works with the Warhammer 40,000 rulebook, allowing you to turn your collection of miniatures into an organized force ready for your games of Warhammer 40,000. This fandex may or may not work fluidly with other fandex creations of the community. This fandex details everything you need to know about the Adeptus Mechanicus.

everything you need to know about the Adeptus Mechanicus. WHY COLLECT ADEPTUS MECHANICUS? The Adeptus Mechanicus

WHY COLLECT ADEPTUS MECHANICUS?

The Adeptus Mechanicus is the life of the Imperium in all respects. The Cult has been creating all manner of devices for the human race since before the Horus Heresy; from those that sustain life to those that will take life away from the Imperium’s enemies. Without the Mechanicus’ pivotal role in mankind’s strife for survival, the human race would have died out long ago.

The Mechanicus is not just a race of creative minds. The superior intellect of the Cult is used to further their goals, as the Imperium’s don’t always coincide. Creating bio-engineered monstrosities and massive war engines for daily labor as well as dangerous battles, the Cult Mechanicus tool their creations to handle all grunt-work for the superior minds to continue their work.

HOW THIS FAN-MADE CODEX WORKS

This fandex contains the following sections:

Augmentaurium & Pivotal Moments: The first section of this fandex introduces the Adeptus Mechanicus. Hierarchy within Forgeworlds including the Red Planet, the inner-workings of a Tech-Priest and important moments in the lives of numerous Cult members are covered in these sections.

The Adeptus Mechanicus: All characters, infantry and vehicles needed to field a Mechanicus force are included in this section. A description and picture are included with each entry as well as complete rules for the unit and information on any unique abilities or wargear.

Wargear: Rules for all combat-related tools your units may use are included in this section except for wargear unique to a specific unit; these rules will be on the unit’s page described above.

Adeptus Mechanicus Showcase: In this section you’ll find full color photographs of the miniatures created for the units in this fandex. All conversion work has been done by Lantz McDonald and all painting accomplished by Tad Lemon, Kourtney Hopkins and James Blevins. While the paint scheme used on these models are the typical colors used by the Adeptus Mechanicus, these colors are not set in stone (as well as the Dark Mechanicus do not follow this color scheme at all.)

WANT MORE?

While this fandex contains everything you will need to play a game of Warhammer 40,000 with your models, there is always more information on game and hobby aspects in the 40k community as well as Games Workshop at www.games-workshop.com. For more information on this specific fandex check out:

www.admechfandex.com

and

www.twin-linked-awesome.blogspot.com

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ADEPTUS MECHANICUS

The Cult Of The Machine

The Adeptus Mechanicus is as significant a factor in the sustained expansion and strength of the Imperium of Man as the Astartes, the Navis Nobilite or even the Emperor himself. Without the Cult of the Machine God, there would be no atmosphere generators to create new habitable worlds, no cogitators to administer to and archive the functions of everyday life, and no power armour or war machines for the Imperium to assert its considerable will. There is no part of life in the 41 st millennium that is not completely dependent upon the fruits of the Mechanicus. Consequently, the Tech Priests of Mars are both exalted and reviled by every tier of Imperial society.

The Mechanicus enjoys a level of autonomy unheard of otherwise due to an ancient pact between the Emperor and the Fabricator General of Mars. This pact is tenuous, however; despite the official recognition of the Emperor as the Omnissiah the living embodiment of the Machine God, there is a deep schism among the Cult Mechanicus dividing those who actually believe this and those who do not recognize the Emperor as such. In exchange for the aforementioned independence and the transfer of any discovered archaeotechnology, the Tech Priests of Mars and other far-flung Forge Worlds provide an endless supply of weapons and war engines to the Emperor’s vast armies and navies, along with everything that makes life tolerable in the 41 st Century.

This is not to say that the Adeptus Mechanicus is merely a support network and armorer; the military arm is a formidable fighting force in their own right, from the impossibly large Titan Legions to the gene-enhanced Skitarii. The Mechanicus has agendae of its own that may not necessarily complement those of the Imperium, and it is fully willing and prepared to defend itself and exert its will with vigor.

One

of

these

agendae

is

the

acquisition

of

Standard Template

Constructs. STCs are the patterns utilized to create all of the technological marvels that the Mechanicus provides. Most of the ability to innovate was lost long ago in the Age of Strife, so these STCs have risen in stature to embody the core motivation for the existence of the Mechanicus. The discovery of an STC on the battlefield will often sever cooperation between Imperial Forces and the Mechanicus as they divert all efforts to transporting the STC offworld as soon as possible. So valued are Standard Temple Constructs that failure to relinquish one to them is considered a hostile act. Even the mighty Blood Angels, arguably the most mechanized chapter of the Astartes short of the Iron Hands, have an extremely strained relationship with the Mechanicus due to their refusal to share the Baal STC, which overcharges Rhino- chassis power plants, making those vehicles agile and quick.

The future of the Mechanicus is uncertain, not in terms of its viability, but in its direction and focus. Although Tech- Priests like to imagine themselves as above petty organic human concerns, their vast social organization is rife with intrigue and political maneuvering. As they strip away more and more of their humanity and utilize augmetics to become more capable than naturally possible, the Tech Priests face the challenges of focus and integrity. External challenges also threaten to chip away at Mars as well; members of the Mechanicus that have succumbed to Chaos, known as the Dark Mechanicus, seek a disturbingly similar motivation: the acquisition of STCs. Darker still are the naggingly persistent rumors of something slumbering deep in Mars’ core…a C’Tan Void Dragon or something even more sinister.

Despite these challenges and the misgivings of the entire Imperium, the Cult Mechanicus remains a primary component of the universal expansion of mankind.

Written by Sam Rhee

0000101 (5)

AUGMENTAURIUM

Ever since the days of the Great Plagues, the Mechanicum has viewed the flesh as weak, the mind feeble and the spirit petty. Thus, in pursuit of their goals, they will often replace the flesh with relentless bionics, the mind with unclouded cogitators and the spirit with incorruptible logic. Many are known to the wider Imperium, but more are lost to all but the Mechanicum, and still more have been lost forever, their STC's and all record of their existence expunged from history.

These implants and augmentations are usually a direct indicator of rank and prestige. A recently approved Tech-Priest would have only one or two implants, if that, whereas an Arch-Magos with many years of service to the Omnissiah would be more machine than living organism. The following are just a few examples of what each servant of the Omnissiah is bestowed into their living body.

Ocular bionics

These often allow a Tech- priest to see beyond the normal spectrum of human vision or boost light input to allow night vision. In addition, similar functions include the ability to fluidly zoom in and out, magnify an image, activate infrared imaging and more. Very common throughout the Imperium and even available to wealthy civilians, these are usually among the first implants all Tech-Priests receive. Certain varieties of ocular bionics may also include a digital impulse laser incorporated into the bionics, making for an unexpected weapon.

into the bionics, making for an unexpected weapon. Auditory bionics This complex enhancement will allow a

Auditory bionics

This complex enhancement will allow a Tech-priest to hear beyond the typical human hearing range, and can amplify noise heard, making the user especially useful at reconnaissance of abandoned caverns and catacombs and hearing danger before it reaches the user.

Prosthetic bionics

Found on many servants of the Omnissiah, these can

Written by David Terragon

vary from a simple weapon on combat servitors, to magnificent tools of a thousand functions on the Arch-magos.

Mechadendrites

These mechanical tentacles attach to the spine, limbs or similar locations where they are useful for uplinking to the noosphere. These can also double as faster legs to move on, stronger arms to lift with, more delicate fingers to manipulate with and, in many cases, a vicious weapon to combat with. The larger Mechadendrites can often extrude a monomolecular blade in combat or simply be used as a blunt instrument or to throw projectiles.

Techmail Skin-Plating

The implants require a process where plates of compact techmail armour are embedded under artificially hardened skin which allows for a greater range of movement. The multiple layers of skin- plating provide even greater protection than techmail armour provides, in addition to always being fully protected. Some skin- plating can be created from the skin tissue of the Tech- Priest himself, essentially creating a new organ underneath the skin, with the added bonus of being able to regenerate without the need for bionic intervention. However, the operation to implement these implants is extremely invasive, and so, not all that undergo the surgery survive the days it requires.

Autosanguination

A process where any blood and bone marrow in a human body is completely removed and replaced with more efficient synthetic chemical

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substitutes, allowing for faster recovery from physical trauma, disease and poisons. A related process is to link the cardiovascular system with the hydraulic and fuel lines of certain variations of bionic limbs, bionic eyes etc., effectively eliminating any maintenance needs at the expense of near-permanent attachment.

Electoos

This major implant of microfilament metal circuits is embedded in the epidermic skin of Tech-priests, often at the palms or fingertips of the right hand, or more common both hands. These allow them to consciously channel the bio-electricity generated within the nervous system and to discharge the voltage when it reaches a power of their choice. These can be used in combat as a vicious and debilitating weapon, or to revive a dying comrade in a similar fashion to the ancient technology of defibrillators. Those who retain these implants throughout a majority of their bodies have perfected the combative use of these. These select few are known as Electro-priests.

Electro-grafts

Similar to electoos in that they are electric circuits embedded in the epidermic layer of the skin, but are distinct in their purpose. Electro-grafts serve as an interface for the Tech- priest with electronic machinery, particularly sources of digital data like cogitators. Given the right data-sources, a Tech-priest with electro-grafts can acquire many skills and much specialist knowledge instantly.

AUGMENTAURIUM

Vox-Casters/

Voice-Synthesizer

The more complex of these devices are often implanted among the higher ranks of the Mechanicum. Varying in quality from a disjointed voice similar to the ancient voice-synthesizers of the twenty-first millenium, to a near-perfect tone; all have the option of ‘squirting’ the Mechanicus’ most common language of binary. Similar, yet less complex implants are common among the Cult; all will require intricate surgery methods combined with ancient information gleaned from the revered constructs of the Cult.

Mind Impulse Unit (MIU)

This invasive implant Allows

a direct link between a

human brain and a larger piece of external machinery allowing control by thought alone, using the machinery as an extension of the user himself. The ports for such a device are most commonly found in massive technology such as Titans, Ordinatii and the spaceships. While these are exceedingly rare in a normal Tech-priest, few may take a MIU for numerous roles from controlling a servo-arm to piloting a war Titan. One of the newest advances in MIUs is the wireless MIU, to control a mechanical familiar or a servitor as an extension of himself without the inconvenience of a physical connection. Some pilots of the Mechanicum may use a MIU to link directly with the vehicle and aid its Machine Spirit as if he were himself part of the machine. Thus, a

Mind Impulse Unit is revered,

as allowing its users to be

one step closer to true understanding of machinery and of the Omnissiah.

Psi-boosters

Implants designed to increase the psychic ability of the recipient. Well known among the Rune Priests, these implants are also known to give greater control over psychic powers than those of natural ability. However, they also provide a perfect

Written by David Terragon

weak spot should the user

be possessed by Daemons or

a psychic power go amiss. As

a result, knowledge of

these devices is shrouded in

secrecy outside of the Mechanicum. The Inquisition has some knowledge on this device, but where the Tech- Priest sees a wondrous

implant, the Inquisition sees

a threat to humanity. As a

result, the Mechanicum hides them both for the Imperium’s well-being and their own.

Mentis Expulsors

The Mentis Expulsor is a somewhat extreme defense against psychic powers. Implanted at the same time

as a psi-booster as a matter

of protocol, the cogitators

located within the brain first locate any part of the brain that is being attacked by a mental force in order to cut off blood flow immediately to the affected area. With the area isolated, Nano-actuators embedded in the various locations then fire concentrated lasers and separate the affected tissues. Finally, a separate cogitator then assumes the relevant duties of the defunct matter, which is driven via tiny motors located by way of nano- bionics strewn throughout the cortex, to a small chute often located in the Tech- priests forehead where it is expelled.

located in the Tech- priests forehead where it is expelled. Binary Cortex This procedure combines two

Binary Cortex

This procedure combines two brains of the most senior Tech-Priests into a single body, usually a body

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selected from the Servitorial Compounds, where failed Space Marines and criminals await transformation into a servitor. The host’s brain is removed and examined for

alternative uses, while their

body is used to house the

cortexes of the Tech- Priests. Only the closest of friends among the high ranks of the Priesthood are placed in a binary cortex, although similar fields of knowledge are more usual as they develop the closer bonds, it has been known for

two Priests in differing

fields to request a binary cortex procedure. In such cases, the knowledge given by the resultant individual is more varied and much more valuable.

Remembrance

Cogitator

This operation is usually at the same time as an electro- graft, where a cogitator is placed in the part of the

brain which houses memory.

Not only does this allow

near-perfect memory for

many years, this allows the

Tech-Priest to 'upload' his memories to a cogitator display with the electro- graft, to allow others to

relive his own thoughts or

record them for posterity. It

can even be interfaced

directly to another Tech-

Priest via the electro- grafts.

Rite of Pure Thought

Considered extreme to even the most insensitive Tech- Priests, this operation replaces the entire right hemisphere of the mind that deals with personality, emotion, creativity and

other such trifling matters,

with a cogitator similar to

the sterile, logical left half of the brain. This

changes the Tech-Priest into

a cold, calculating,

unfeeling work-obsessed sociopath. While such changes are naturally beneficial to the Adeptus Mechanicus as a whole, the colleagues of the recipient will see little, if any of the previous person behind the uncaring and predictable monotony of work that is left.

THE GATE

Tech-priest Echolls could not understand why the Magos had assigned him to this project. This seemed like the kind of thing that the Magos would want to do himself, but instead he'd given the job to the lowest ranking member of the priest-hood he could find on this forsaken rock of a planet. Echolls should have been doing maintenance on the shuttles, not leading a group of war servitors on some expedition. Echolls wasn't even completely sure how to fire the laspistol he'd been given. Weapons weren't really his specialty. “Point and shoot,” he said, examining the gun. “It's simple. Do you think it's simple?” The gun servitor he'd questioned just just plodded along, unhearing. “You don't think anything,” Echolls said, slumping. “That's my job, isn't it?” He recognized the frustration brewing in him and knew that it was a weakness of the flesh, not worthy for an acolyte of The Omnissiah, but he'd had a hard day and he could be forgiven for a little petulance. Tech-priest Fields hadn't had to do this kind of thing, oh no. Fields was at that very moment appeasing the machine spirit of an intact Land Raider they'd unearthed from the old battleground. “We're here to recover pre- heresy Astartes technology, not poke around with xenotech, am I right?” Again, the servitor said nothing. “And why are we walking? There are plenty of vehicles around. This is insulting to my station.” Perhaps this was because of that incident with the Magos' favorite servo-skull. Well how was Echolls supposed to know the local fauna found anti-grav plates delicious? As he crested the nearest rocky, barren hill and shadowed his eyes from the bright, shifting lights in the North sky, Echolls saw the artifact down in the valley

below and his breath caught in his artificial lungs. It was a structure made of what appeared to be bone, a dozen meters high and shimmering with a kind of energy he'd never seen before. Maybe this trip wouldn't be so bad after all. He began plodding down the hill with his servitors when the field around the artifact shifted hues, from a pale blue to a bright white, and Echolls stopped. Was that supposed to be happening? He ducked behind the nearest servitor and watched as a dozen figures emerged from what he could now tell was some kind of portal. The figures looked human at first glance, but they moved with a kind of grace that was entirely disturbing. All of them wore beautifully crafted armor covered in gems and carried elegant weapons of a type even Echolls, with his limited knowledge, could tell were most definitely not of human origin. Their leader appeared to be female, and possessed a kind of unearthly beauty that made the tech-priest shudder involuntarily. She pointed a long, gleaming spear at the servitors, and there was a sudden flash of light. The mechanical implants in Echolls' body began to spark and twitch uncontrollably, and he backpedaled, slapping at fires that were breaking out across his robe. Suddenly there was lightning everywhere and the servitors began to spasm as static electricity coursed through their systems. Echolls raised his laspistol at the female. Point and shoot, it was easy, right?

He heard a whisper in the wind and then his

arm came off at the elbow. He screamed,

staring in horror that was entirely unfit for

a man of his station as the figures

approached, raised their weapons, and sent bladed death to take him away.

figures approached, raised their weapons, and sent bladed death to take him away. Written by Commissar

Written by Commissar Carrie

0001000 (8)

RECOVERY MISSION ON ILLISI

The landing craft bucked and dipped as it hit the outermost reaches of the planet’s atmosphere. This was the only part of these recovery efforts that Enginseer Zyra found uncomfortable. She was not so augmented that she did not feel it “beneath” her to have to endure reentry riding in the cargo bay with the salvage vehicles and bivouac pods. The tech adepts were somewhere much deeper in the massive converted freight loader, each one sequestered in small monastic quarters and silently communing with the Omnissaiah amidst the strong vapors of incense, ozone and fuel oil. She, however, was relegated to the bay, nursing and watching over the massive augers and monstrous shovels that would labor to recover both the artifacts and the enormous investment of this venture. Of course, there were other monsters on board. Zyra had seen Astartes before, but only from afar once, as a child, she attended a victory parade after the Blood Ravens had ousted the scouting leg of an Eldar raiding party on one of her homeworld’s hundreds of nameless moons. Not long after, she had entered the Mechanicum as a novitiate and learned about their genetic implants and unassailable character, but at the time, looking up at row after row of impossibly tall, scarlet armor, they were terrifying. They were no less impressive now. There were only six of them suiting up in their segregated quarters adjacent to the loading bay, but they seem to fill up every inch of the space, crowding out even sound and light. She was curious as to why each of the six had the same black and silver armor but each of their right shoulders bore a different insignia. She recognized the inverse Omega of the Ultramarines and the black on yellow hand of the Imperial Fists, but she had never seen or even heard of the icons on the other four. But she very clearly recognized the symbol on the other epaulet, and it brought a chill to her unaugmented spine. She knew the cold lines that made up the Inquisitorial signet, and it was significant enough to her to discourage further internal inquiry. Whatever the orders that these “Inquisition Marines” were following, Zyra knew that they involved no compassion or mercy. Within seconds of the bone-jarring landing, the massive loading doors opened with a hiss onto a dusty grey moonscape. The distant horizon was crowned by massive storm clouds and dozens of tornadoes. As the machines lumbered out of the lander, the Astartes pushed past Zyra and disappeared, running at a startling pace, into the dust. She climbed the ladder to the cockpit on top of the largest auger as it rumbled by. The automated discovery beacon that brought them here was close, but the slow pace of the machines would

find them at their destination in 4 hours. The vibrations from the engines quickly sent Zyra into a trance-like reverie. The proximity alarm brought her back to alertness as the auger ground to a halt. There was a large crater in their path that was not on their survey data. She was about to cross reference this anomaly and alert the tech adepts when she saw the glint of onyx peppering the uniform grey of the landscape. She grabbed an auspex and climbed down off of the vehicle. The dust in the air prevented the auspex from analyzing the deposits. She climbed down, with some effort, the side of the steep wall of the crater, noting the warmth of the surface. As she approached the first black shape, her breath caught as she realized what it was. Her auspex, immediately forgotten, began immediately reporting the composition of materials: plasteel, ceramite, metal, hydraulic fluid, and biological bone, muscle, skin, blood. She stared at the severed arm, still gripping a chainsword, and in her panic, she noted that the shoulder insignia, a yellow teardrop on a red field, was one she didn’t recognize. Her augmetic eye quickly assessed that all six marines were here, albeit in many pieces. She was standing, she realized, in a blast crater. What could have- The auger exploded in a shower of light and the reek of promethium, flaming debris raining down around Zyra. But she couldn’t flinch or turn to see the slagged auger; she had spotted the attacker. The unmistakable square nose of a warhound titan peered over the far edge of the crater, crouched like a feral beast. It’s plasma cannon was still glowing and the Vulcan megabolter’s chambers were skittishly spinning and clicking, its machine spirit itching to fight. But something was not right about this titan’s profile. The hard angles and straight lines of its profile were softened by some sort of biological attachments, and there were not indicators of Legio affiliation. The scrapcode that filled her head drove Zyra to her knees and illuminated her confusion. She realized why the forward expedition team stopped transmitting after activating the beacon. She understood why the tech adepts were so excited. They thought that there was an STC pattern within the ancient “wreckage”. The second burst of scrapcode knocked her prone, blood from her nose and ears staining the gray dust. As the silhouettes of two other defiled warhounds came into view, she could hear the whine of the plasma cannon, now pointed at her, initiating its warm up sequence. Zyra sent a noospheric communication back to the landing craft a millisecond before being obliterated in the terrible white light of plasma. <The Dark Mechanicus has risen…>

Written by Sam Rhee

0001001 (9)

GREEN MACHINES

Early in 947.M41, the Mechanicus became interested in the machines made by a certain tribe of Greenskins, and desired to capture them. a cruiser was dispatched under the command of the Tech-Priest Irexus, to find this particular Ork warband. Irexus, a Xenologician, was eager to study the weapons employed by the warband, for no two Ork weapons functioned the same, and by their very nature were haphazard and improvised. If the Mechanicus could learn the secrets of these weapons and their crude effectiveness, it could possibly lead to great advances of their own weapons. After frequent searching for the Mekband, the cruiser stumbled across an Imperial 'Dauntless' class light cruiser roaming a nearby solar system. It seemed to behave erratically, sitting in geostationary orbit on the exact opposite side of the Imperial Spaceport. The Transmechanics aboard Irexus's ship concluded that the few internal communications intercepted from the vessel were not broadcast from standard Imperial technology. The Logis predicted a very high chance that this was in fact the warband. Irexus gathered his militia, and prepared for boarding.

A Lexmechanic fed the co-

ordinates into the teleporter where the Logis predicted the weapons storage facility would be. Just as the beam strengthened, the Ork ship suddenly

powered up its engines and moved off shifting the co-ordinates. The party materialized with a bulkhead separating them from their goal. One unfortunate electro-priest had teleported directly into the wall and had been severed at the torso. Bio-electricity crackled and spat against the wall in protest and agony. Activating the vox caster at his ear, Irexus directed the servitors aboard the cruiser to scan their location and lead him to the weapons facility. Within seconds, he received the rapid squirts of binary that gave him the information he needed in a fraction of the time it would take to speak normally.

The alarm had been raised and the

party moved off towards their goal. The

Orks at first were few and far between, and were easily dispatched by the skitarii in the party. But slowly the Ork’s numbers started increasing.

At last, a score of Irexus's

company reached the weapons cache. Luckily the Orks had been too surprised to run first for the heavier weapons. The servo-skulls were released, each one had been programmed to seek out a

particular variety of Ork weaponry and immediately send out a powerful homing beacon to be transported along with its payload. Despite the seeming simplicity, the company had to protect the skulls for long enough to find their quarry. Knowing thus, Irexus directed defense of the front door as he hefted his axe and prepared for a siege. Within seconds of the first blows falling, it was clear they could not hold out long. Seemingly endless shots flew in to the hall, striking sparks off ship and bionics alike. For each Ork slain, a dozen more awaited. Irexus grew weary. Suddenly, rising up above the Orks around it, came the reasons why the Cult had chosen this petty warband as its target. A Big Mek, unmistakable by the flamboyant glyphs and symbols of status around him. Before he could take any suitable action amongst the tide of greenskins, Irexus and his squad were enveloped in a cloud of sickly purple light. Within milliseconds, gretchin materialised among them. Several skitarii and electro-priests got caught with a gretchin's foot or arm or head caught in their bodies and took a grievous injury. A praetorian servitor standing by Irexus coughed suddenly, and his chest exploded outwards, disgorging a warp- crazed gretchin, which quickly succumbed to Irexus's strike. The Orks were also severely hit in the blast and Irexus knew how the Orks would react to the Gretchin fired from the weapon rampaging within their ranks. drawing back into the comparative sanctuary of the weapons cache, they left a good amount of the Orks fighting amongst themselves at the gate. Irexus could see from their vantage further back that the Mek was reloading for a second strike. the combat servitors returned, reporting that the majority of skulls were successful. Taking the remaining servo-skulls, he interfaced with them, and quickly reprogrammed all of the servo-skulls for one last target, and flung them towards the Mek. Immediately, the grav- motors whirred and the skulls flew off, their Machine Spirits determined to retrieve this artifact. The Orks, not expecting this diversion, took their thoughts away from the Mechanicum, and as one ran after these floating heads. Seizing this moment, Irexus sent the order for an immediate blast-teleport. When next the Orks returned a few minutes later, there was only a scent of ozone, and utter carnage where once a Tech- Priest had stood.

Written by David Terragon

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REPORT:// FORGE WORLD CARADHRAS XIII

:// ARCHMAGOS VENGALIS

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:// 4589499.M41

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:// Destination: Mars

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101111011100100101001101101111011011000110000101110010 ://Received: Archmagos Rector, Sentaeus /

://Received: Archmagos Rector, Sentaeus /

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://Forwarded: Fabricator Locus /

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://Forwarded: Fabricator General /

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:>>

://Message reads - /

The Most High Priesthood, This transmission is being sent in the utmost urgency, as I am under threat not only from the Daemonic invasion (of which news was sent in a previous transmission,) but also the agents of the Imperium. The events of the last few days, though disturbing, have revealed a glorious artefact. I am sending the attached memory recoding and all available cogi calculations and parameters I could process from my remembrance cogitator before the Inquisition has it intercepted and deleted. I risk my life in this event, but the knowledge discovered is worth many lives such as mine.

:>>

://MemoryRecord/4579399.M41

01001101011001010110110101010010011001010110001100101111001101000 01101010011100100110011001101000011100100111

001010011010011010000110001

Upon the event of the daemonic invasion, I witnessed the Grey Knightsplanetfall, and battle with the daemons. Watching from our foremost research station, Base63, my optical bionics identified the Grey Knights force among the heretic Astartes who had summoned the surrounding Warpspawn. Among the dull steel figures was a machine, the likes of which can only be imagined. Upon magnification, my optical cogitators estimated the height to be about twenty-one standard feet. The machine appeared to be some form of exoskeleton, for a pilot clad in the Terminator armour of the Astartes was contained in a harness upon the machines chest. The machine appeared to take the form of a man, without the head, driven by pistons upon the shoulders and within the arms and legs. The pilot controlled this machine with the use of devices attached to his hands and feet. My estimate is some form of amplified gyroscopic actuators working in conjunction with cogitators more advanced than thought possible. The armament of the machine consisted of some form of rapid-fire psychic cannon, which appeared to fire the pilots mental power in the form of azure rings at a calculated rate of 8 per second, mounted on one wrist of the machine. This energy seemed to be of boltgun strength against the rebel Astartes armour, but was incredibly destructive against the denizens of the Warp. The opposite hand held a great blade, spanning a calculated twelve standard feet long and two standard feet across. The pilot seemed to be able to charge the sword with a powerful energy at will, allowing for strokes to cleave through even the hulls of the heretic Land Raiders. Sentaeus, you are more learned in the ways of the Grey Knights, and have oft trained their own Techmarines. If you cannot reveal or guess more of these magnificent creations, then I fear this is a secret the Ordo Malleus will not let slip willingly.

I sense some power attempting to cease this transmission! If the Inquisition has found my location, this may be the last message I send to you. You must find this machine! It could be the greatest discovery for centuries, if we could but unlock its secrets and -

:>>

://Message ends - /

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Written by David Terragon

0001011 (11)

THE BATTLE AT FORESS IV

“Sir, we have captured the xeno, as requested.” The battered Skitarii stood motionless before Magos Lorn as he reported in. Over two meters of cybernetically enhanced warrior sagged under his own weight. The Magos had seen this Skitarii return from missions before with his armor scratched and broken, but this was new. Great holes had been torn through it, as if the armor there had never existed before. Smooth cut lines marked the edges of his wounds. “Our losses were high. We return with but a fifth of our original forces.” “And the Titan?” the Magos asked. “Unfortunately lost, sir. The weapons of the enemy were quite potent.” “So I have heard. No matter. The field is working?” “It appears so, sir. We detected an attempted teleport upon capture, but to no result. The xeno is as secure as we can make him.”

“Excellent. Bring him in, then.” The Magos watched as the Skitarii turned to the shuttle and made a summoning motion with his hellgun. A moment later a group of servitors began dragging a heavy container supported by anti-grav lifts down the shuttle's ramp and into the hangar of the Mechanicus facility. The Magos stopped them short, his own optical scanners measuring the weight and density of the container and listing it out in tiny green numbers at the edge of his vision. “Open it.” The servitors did as they were ordered, moving with the lobotomized perfection of the Omnissiah. A panel in the container opened, and the xeno came into view. It was locked down in energy restraints that Magos Lorn had unearthed amid the ruins of a xenos craftworld in the Davoth sector. Surrounding it were field emitters that jammed warp travel that the Magos had reverse engineered from an STC Template discovered on Terra under the Himalayas. Magos Lorn had spent over a century preparing this trap, then decades more finding his prey. When reports from the PDF on this backwater planet had mentioned ghostlike metal men the Magos had traveled across half the galaxy to get here and commanded a force of thousands on this mission. He'd even deployed a Warhound class Titan, a regrettable, but acceptable loss for this prize. What hung before him in the container was a metal man almost as large as the Skitarii who had brought him in. It wore the tattered remnants of a cape around its skeletal form, and its expressionless face, marked out by eyes glowing green with an unknown energy, showed as little emotion as the Magos' own. It turned to stare at him, and somewhere in

parts of him that the Magos thought he had excised long ago for their organic weakness, he felt fear. The energy recorded by his implants was off the scale, so he shut them off with a simple thought and stared at the metal man. “This is a lord of the Necrontyr?” “Yes, sir,” the Skitarii said, coming to stand at the Magos' shoulder. “He disabled four Skitarii and seven Praetorians before he was subdued. His weaponry is under guard in a separate shuttle, as ordered.” The metal man tilted its head and twisted in its restraints. It was staring into the Magos' ocular implants as if it could see the man he'd been born as. The Magos did not like that. Before he could order the container closed again, a voice, deep and ancient, rattled through his head. “Magos Lorn. I know you. Hunter of my kind. Foolish. You know not what you seek to find. We are death. We are eternal. We will consume-The automated systems in the Magos' head switched on at the first detection of the psychic attack. They located the portion of the brain being targeted by the mental powers of the xeno and isolated them. A warning symbol superimposed itself over the Magos' vision, and he enacted emergency procedures. Tiny actuators in the cybernetic portions of his brain fired laser scalpels into what was left of the organic matter of his brain and amputated select bits, then began immediately replacing them with new hardware. Actuators moved the excised portions of his grey matter into a tiny chute located at his temple and poured out the sticky fleshy mess into his awaiting hand. The voice stopped, the fear left him and Magos Lorn looked at the small pile of useless organic matter in his hand. His occular implants identified it as his hippocampus.

hand. His occular implants identified it as his hippocampus. Next to him, the Skitarii, lacking the

Next to him, the Skitarii, lacking the blessings of the Omnissiah that the Magos had, screamed in shock and terror and collapsed, blood pouring from his eyes and ears. “Fascinating,” the Magos said, and dropped the bits of brain tissue from his hand. “Studying you will be quite worth all this effort.”

Written by Commissar Carrie

0001100 (12)

LOST TRANSMISSION

Sending User: Logis Hecutor Fith, Ultramar Receptive User: Magos Explorator Nephi Krull, Third Expeditionary Fleet Flagship Ex Parte Topic: Transmission from Exploratory Vessel Dubitante, Eastern Rim

Magos, received this transmission via astropath three days ago. It seems to have been an echo in the warp, not a direct transmission. As of now I am currently unsure of the age of the message, though if it is what I think it is, then it's got to be several hundred years old. The Dubitante has been thought lost for a long time. The Inquisition has been wanting to get their hands on it, but I've been holding them off. How should I proceed?

++[Transmission Begins]++

Image distorted. {Possible Jamming?} A woman in robes of the Mechanicus is staring intently at pict-source. [Subject identified as Genetor Cornelia Vega] While her occular implants seem in good condition, her right arm has been replaced with a servo arm. The replacement seems to have been rushed and of poor quality. She is in a dark room, figures holding Imperial weaponry move in the background.

Vega: To any Imperial vessels receiving this message, this is a priority one distress call. We are being overrun. Magos Diode is dead. We were-

Explosion shakes room, debris falls from ceiling. Figures behind Vega move more nervously. Vega's breathing becomes erratic.

Vega: We were investigating claims that a xeno race had developed an evolutionary trait that

allows them to [words unintelligible as another explosion distorts pict-signal] by consuming the

flesh of [static garbles sound for 5.632 seconds] biological material be integrated into their own DNA. Autopsies of their corpses were conclusive. This information could help us understand the processes of the Astartes and-

Another explosion distorts image. Screaming from figures off screen. Hellgun fire visible in background. Vega takes pict-source and transmission ceases for 586.947 seconds. Transmission resumes in darker room, Vega is bleeding from recent head wound.

Vega: Omnissiah protect us, they're cutting through us like a harvester through grain. I don't know how long we can hold. The Kroot were nothing. Primitives. But they had allies. I've never

I

don't know. It's plasma, but the cyclic rate is in the thousands of rounds per minute. And they can fly! How do they fly? Not jump packs, something else. Something more advanced. Some of them even have a cloaking field. They're invisible even to the motion sensors. That's what got

Nothing is

the Magos.

seen anything like it.

Plasma weaponry with perfect heat dissipation.

I don't know, melta guns?

The larger ones have

A team of them with

It was horrible it was

stopping them! Our armored vehicles were nothing. I'm a biologist! I can't be expected to-

Vega cuts off as sounds of fighting fill the audio. More hellgun fire along with unidentifiable energy blasts. {The plasma she was talking about?} In the background a skitarri is hit by multiple projectiles {I think they're missiles, dozens of them.} and flung across the room in pieces. Vega turns towards the source of the fire.

Vega: Omnissiah protect me. No. No please! I'm just a biologist. I ne-

Vega, consumed by fire, runs out of camera range, screaming. Screams continue for 26.432 seconds. New figure steps into frame. Distortion increases exponentially until entire image is static. [Upon enhancing the static a humanoid shape over three meters tall is revealed. The figure's head includes only a single eye, looking towards the transmitter. Then it raises a blunt ended arm towards the camera and there's a flash of light.]

++[Transmission ends.]++

Sending User: Magos Explorator Nephi Krull Receptive User: Logis Hecutor Fith Topic: RE: Transmission from Exploratory Vessel Dubitante, Eastern Rim

Destroy the video. Kill the astropath.

Written by Commissar Carrie

0001101 (13)

HARVEST

Adept Chronon knew that it was just a matter of time.

He could see the trail of blood and viscera that led away from the

gaping hole in his chest to what was left

of his organic heart, now lying in a black-

red puddle under his secondary cogitator in the corner of the lab. He realized that even before his augmetic respiration and circulation mechanisms failed, his mechadendrites and servo-arm would lose power and release the slathering, chomping creature that he held in a crushing grip. He had managed to close the blast door before the uncountable number of these swarming, relatively small xenos infiltrated his lab, but he still had to kill 6 of these relentless monsters one at a time, losing his organic arm, one foot, and the aforementioned heart in the process. Under normal circumstances, he would have dispatched them easily, but this was the fourth day since the equatorial photovoltaic collectors went offline, choked by falling spores; Chronon, and he presumed, the rest of the planet, was surviving on dangerously low power reserves. He was sprawled on the floor with the creature held above him like a horrible infant. He slowly lowered his head back onto the cold marble. He calculated the power savings of not taxing his neck and clavicle servos. With no other variables, resting his head would allow him to maintain his grip for

an additional 10 minutes.

Chronon knew it was just a matter

of time.

He closed his eyes and let part of himself drift into the Noosphere. He tried to make sense of all that had happened since the beginning of this invasion no, invasion was inaccurate; it was a harvest.

It had begun with orbit-bound astropaths

reporting a wall of nothing impeding

their communications. A few weeks later,

a raft of small meteors came hurling

from the shadow in the warp, followed by capital ship-sized abominations of tendrils and flesh. As the meteors impacted the surface of the planet, they vomited forth the stuff of madness. Some

teemed with leaping, man-sized creatures with scything claws dripping with toxins. Others released huge, lumbering hulks that launched two-part organic munitions. Yesterday, Chronon observed two of these living superheavy tanks take down a Warlord Titan. The firestorm caused by the sentient projectiles was caustic and incendiary enough to melt the titan up to the torso. Worst of all, though, were the psychic beings. Sickly, vestigial bodies hung like butchered meat from huge levitating crested heads, and the Skitarii that ventured too close to them instantly died, their brains boiled in their skulls. Chronon marveled at the sheer variety and adaptability of these invaders. He went deeper into the Noosphere, trying to cross-reference the terrible images in his mind with any mechanicum-indexed information. He found what he was looking for in the archives of the Magos Biologis of the Tyran System. These same creatures had completely scoured Tyran Primus of organic material, leaving a dead rock in its wake. His link was failing, but he managed to ingest all of the information from the Magos along with supplemental material from both the Adeptes Astartes and the Inquisition itself. The terms swept by in a wash of binary code Hive Fleet, Hive Tyrant, Venomthrope…the taxonomy that Terra and Mars had applied was strangely evocative of the nightmares of his barely remembered youth. These “Tyranids” had either spanned the Segmentum in an unbelievably short time, or the tendrils of their fleet were incomprehensibly vast. As his body began to shut down, the creature (“rippers”, they had been labeled) began to thrash more wildly, anticipating a feeding. Chronon would have liked to have studied this galaxy- spanning, all-consuming race. Had they left a swath of dead worlds for eons, or did they travel in a dormant state? He uploaded his memory stream blindly into the Noosphere as his power-arm began to whine. The Empire of Man would eventually meet the bulk of this unstoppable foe.

He knew it was just a matter of

time.

Written by Sam Rhee

0001110 (14)

EXCAVATION SITE P01HH3J9

The Tech Priest Artifex’s imager cycled through the accumulated Imperial data on the xeno skimmer that had begun to suddenly circle the Adeptus Mechanicus explorator camp, like a shark circling its prey. The skimmer’s pale riders hung from its rails hollering and jeering as each circle brought the skimmer closer to the encampment. The servitors working the site continued with their tasks, oblivious to the raider’s catcalls. They were trying to bait the camp’s defenders into facing them in the open, but the Artifex had calculated the results of a conventional assault on the skimmer the moment it appeared. The initial conclusion did not provide an acceptable measure of success. Another strategy was initiated.

++ Query: Kor’sarro Khan -Feint on the Steppes- ++

The Artifex’s Skitarii guard bolted out of the camp on their jet bikes, their cybernetically enhanced reflexes deftly firing the multiple jump jets providing the bikes thrust. Their attack vector was calculated to intercept the jagged prow of the skimmer on its next pass. As the black skimmer began its next pass short bursts of energy fire from the Skitarii bikers scorched its side and then they quickly veered away in a tight formation before the surprised raiders had a chance to return fire. Several of the skimmer’s crew leapt from the vessel, in midflight, as it altered course to pursue the jet bikes that were leading it away from the main camp.

The Artifex studied the black clad warriors who had disembarked and begun randomly firing into the camp’s servitor labor force. Hundreds of needle like projectiles ripped into the servitors, their skin rapidly blackened and swelled as they fell, succumbing to the needles lethal payload. The Artifex watched one of the warriors, possibly a commander, deploy a device behind the warriors that conjured a black sphere hued in green flame. The Artifex’s imager recognized it as the xeno’s warp portal. A common tactic employed by these raiders.

++ Query: Sebastian Yarrick, Commissar Ambush at Hades Hive- ++

The Artifex pressed one of the glowing runes on his wrist and the camp’s Burrower fired into the ground at his signal. A cloud of dust exploded from under the modified Leman Russ. Its ordinance plunged into the earth tunneling its course toward the disembarked warriors. An instant before the black portal flared the burrower’s ordnance exploded under it. The portal and its warrior guard were thrown up into the air and then plunged into the crater that had suddenly appeared under them. The jet bikes emerging from the portal slammed into the crater’s side creating a rapid chain of explosions as each bike impacted filling the pit and portal with a storm of fire and shrapnel. The raider’s gateway collapsed in the inferno and its warriors burned.

In the direction the Skitarii biker’s had led the skimmer the distinct hum of the explorator’s camp’s twin Divexo Beacons could be heard as the generators overloaded and discharged a focused energy pulse into the black skimmer. It transformed into another fireball incinerating the remainder of its crew. The Tech Priest Artifex walked toward the edge of the smoldering warrior’s crater his scanners searching out any remaining life. In the crater’s center lay the warrior who had deployed the portal. The Artifex’s scanner’s assessed his condition.

+ Armor: Negligible +

+ Weapons: Inactive +

+ Body: 90% of Tissue Lost 35% of Bones Fractured - Multiple Organ Failures +

+ Life: CRITICAL Immediate Medical Action Required +

++ Query: Horus Lupercal -ACCESS DENIED- ++

++ Query: Lugft Huron -ACCESS DENIED- ++

++ Query Logan Grimnar -No Mercy for the Weak- ++

Written by Tad Lemon

0001111 (15)

ADEPTUS MECHANICUS FAN-MADE CODEX

This Fan Codex represents an Adeptus Mechanicus questing or exploratory army. This force is suited to the more exploration and techno-archeological nature of the expedition. Here the Tech-Priests are often in search of lost relics from the Dark Age of Technology, such as Standard Template Construct (STC) artifacts. In these missions they often encounter hostile forces (usually determined not to give up such items whether they

understand the importance of the device or not), and thus their expedition forces must also be ready to fight.

The Mechanicus may also accompany other forces of the Imperium when it suits their own inscrutable purposes. However, the Cult Mechanicus is very guarded about their sequestered information, and few dare to question them.

ADEPTUS MECHANICUS SPECIAL RULES

A RACE APART

(CV Vehicle Rule)

The Adeptus Mechanicus are a private cult; keeping to their Forge Worlds to produce deadly pieces of art and war in the name of the Omnissiah, only leaving their planets on Tech Quests and orders of great importance to their cause. When preparing for a Tech Quest or battle, the Cult will only take the most powerful tools and members at their disposal to insure success and bring themselves the blessing of the Machine God.

All Cult Mechanicus vehicles have a Complexity Value or "CV". A Complexity Value represents the Mechanicus' genius within the gift of the machine; a work of technology that either contains several intensely tenacious Machine Spirits or is so complex with overlapping backup measures that it can take a monstrous amount of damage before actually failing to work correctly. When a successful Glancing or Penetrating hit is made against a Mechanicus vehicle with one or more CVs the Mechanicus player may choose to reduce the damage result by a number equal to or less than its current CV. When doing so, CVs are removed from the vehicle and may only be gained back via repair rolls from a Servo-Arm or Harness. As an example, a Mechanicus vehicle with a CV of 3 is hit with a penetration from a Missile Launcher and rolls a result of Explodes! The Mechanicus player may choose to spend 2 CVs reducing its current CVs to 1 in order to make the result an Immobilized instead. The Mechanicus may also choose to spend all 3 CVs to reduce the result to a Weapon Destroyed result. In addition, one CV may be spent to ignore a Difficult or Dangerous Terrain test. In addition, all Mechanicus vehicles have the Acute Senses Special Rule.

TECH-PRIEST

Some of the more prestige and knowledgeable members of the Cult act as leaders or directors of war to their lesser-minded, obedient or practiced members.

There are several units within this fandex that will act differently or have rules changed in their profile should they be within 12” of a model with the Tech-Priest Special Rule. See these individual units profiles for more information.

TECH QUEST

The Cult Mechanicus is on a never-ending search for lost technology from the Dark Age of Mankind, but is also always on the lookout for old or alien weapons and vehicles to study and dissect to bring the Cult more knowledge of other life forms and bring their advancements to a higher standard. The Tech-Priests will have instructed all members of the expeditionary force to be ready to act if they encounter any of the items of interest, and to quickly alert them for their inspection and/or retrieval. Above all else these Standard Template Constructs and foreign technology are the most important objective to the Forgeworlds. All members are ready (or programmed) to journey into harm’s way to retrieve them.

When fielding a pure Cult Mechanicus force, roll a D6 after both sides have deployed (including infiltrators,) but before the game starts. On a roll of a 4+ your force has been instructed by the High Lords of their Forgeworld to undergo a Tech Quest. Pick one model from the enemy forces, and write it down on a piece of paper, keeping this chosen model’s identity from your opponent. The Cult Mechanicus forces have information that this individual, walker or vehicle is using or possesses technology that the Lords of Mars want to inspect. That model will be the target of the Tech Quest, and all active members of the Mechanicus Cult will fight to their death to obtain intel on this item. If the target is removed from the table, killed or destroyed for any reason; replace the model with an iconic marker to represent the item of importance (If it is a vehicle that is wrecked, there is no need to replace the vehicle or walker with a marker, but your opponent should be informed that the model is the target of the Tech Quest.) If the target is a vehicle and it explodes, a crater will still be placed under the marker as normal. Additionally, if the Quest target were to fall back for any reason, place the marker where the model was before they made their fallback movement; they have accidently or purposely dropped the device in order to escape quickly.

If any model with the Tech-Priest Special Rule is within 2” of the marker or wrecked model at the end of the game their side will gain an additional Objective or Kill Point in scenarios that use Objectives or Kill Points to determine the winner.

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ADEPTUS MECHANICUS SPECIAL RULES

IN THE WRONG HANDS

Always fearful of their discoveries and the Machine Spirits within being taken by the enemy from wreckage on the battlefield, the Mechanicus have long implemented remote-detonation devices on their larger war machines so as to eliminate this chance.

During the Mechanicus player’s shooting phase the controlling player may elect any wrecked friendly vehicles with a CV in their profile, except the Warhound, to explode using the normal Explodes! rules for the Vehicle Damage Table found on Page 61 of the Warhammer 40,000 rulebook.

RELIGIOUS FACTIONS

There are numerous religious factions within the Adeptus Mechanicus. While each sect has its own specializations and areas of expertise or focus that other factions do not, all have their downfalls to achieve such specific knowledge and craftsmanship. While some of these factions have questionable intents, often heretical, all have their respective Forgeworlds and lineage to carry on their beliefs.

When creating an Adeptus Mechanicus force, you may select one of the following for your force’s religious following:

Organicists

This faction holds a higher regard to the human form than their typical Mechanicus brethren. This following of the Omnissiah believes that technology is gifted to the Cult in order to preserve and extend the capabilities of the flesh, rather than replacing it. To be an organist is to truly believe that flesh, while more frail and delicate to the forces of nature has regenerative capabilities and a life force that metal can only dream of possessing. Machines are created to cater to flesh and never the flesh catering to machines.

A force with the Organicist Religious Faction gives all models with the Tech-Priest Special Rule the Preferred Enemy Special Rule as well.

Omnissiads

The Omnissiads are one of the more heretical factions of the Adeptus Mechanicus, though just like their many counterparts are still tolerated by the Imperium and Council of the Red Planet alike. The Forgeworlds of the Omnissiads still function similarly to the countless other Forgeworlds for the Imperium, but their true purpose is to uncover lost secrets of the Omnissiah’s past and ways to bridge his essence into the physical realm, most likely as an avatar. Because of this, the Omnissiads focus more on the arcane studies of the Machine Spirits rather than the more logical implications of the machine.

The Omnissiad Religious Faction’s Rune Priest’s shooting powers are Twin-Linked. This includes Master Rune Priest Derogo.

Collegiate Titanica

While not a religious faction, the Collegiate Titanica are the most powerful faction the Adeptus Mechanicus has to offer when it comes to times of war. Entire Forgeworlds of this faction are completely dedicated to the construction of monstrous constructs, some of which can pierce a planet’s atmosphere with their height; Titans.

This faction has access to the Warhound Scout Titan.

Khamrians

While this faction’s intentions are for the good of man, they keep these goals in the dark so as to not be destroyed by the Imperium or even their fellow Adeptus Mechanicus counterparts. The Khamrians pursue the forbidden science of artificial, or “abominable” intelligence which has been forbidden since the catastrophe caused by the Iron Men who attacked humanity during the Dark Age of Technology.

Members of the Khamrian’s Cult Abomination and Robot Maniple units always act as if a model with the Tech-Priest Special Rule is within 12”.

Chaos

The portion of the Adeptus Mechanicus that split off to serve Chaos during the Horus Heresy is called the Dark Mechanicus. These Chaos-worshipping Magi seek to combine the power of the Warp with that of the Machine God in the name of the Ruinous Powers, who they view to be the true expression of the Machine God since they offer knowledge that the Emperor forbids. Their role for Chaos is quite similar to the Adeptus Mechanicus’ role for the Imperium, in that they are responsible for constructing the majority of the war-machines for the Chaos Space Marine legions.

The Chaos faction gains access to Obliterator Malchun and the Daemonic Possession vehicle upgrade.

Necrenius

This faction that exists on the fringes of Imperial and Council knowledge holds the most catalogued research on the race known as Necrons. It’s their solemn goal to capture and research artifacts related to the Necrons to better understand their Living Metal phenomenon. While the Necrenius have hardly made much progress, they have been able to develop technology that can mimic many characteristics of the Necron’s Living Metal and adapt it to their needs on and off of the battlefield.

All models with the Tech-Priest Special Rule gain a +1 bonus to their Cult Bionics rolls.

0010001 (17)

TECH-PRIEST TRANSMECHANIC

TECH-PRIEST TRANSMECHANIC Tech-Priests are possibly the most important cog in the forever-churning Adeptus Mechanicus.

Tech-Priests are possibly the most important cog in the forever-churning Adeptus Mechanicus. Filling the extreme roles in the Cult, Tech-Priests are by far some of the most knowledgeable beings of their respective Forgeworlds. The Tech-Priests with the vastest of knowledge known as Transmechanics are no exception.

Filling various roles within the Imperium as well as the Mechanicus, Tech-Priest Transmechanics are blessed by the Omnissiah through their work. While very similar to the Tech-Priest Enginseer, most Transmechanics knowledge is typically broader. An Enginseer’s knowledge is quite vast, but is typically tuned to a specific area of technical knowledge. Those that are quite capable on the battlefield or simply have a knack for the

inner workings of the machinery and Machine Spirits of the Imperial vehicles such as the Leman Russ or Chimera will aid the Imperial Guard or Imperial Navy in their repairs on a fulltime basis.

Tech-Priest Transmechanics will oft follow a similar path as Enginseers, but are typically less inclined to do so. Their knowledge of the Machine Spirit doesn’t typically rest within a single facet, their ability to learn the ins and outs of no less than tens of thousands of devices is what sets them apart from the Enginseers. This ability is a much needed asset when the Cult sets out on a Tech Quest. Something as simple as a repair to excavation equipment is a mere inconvenience to a true Tech-Priest Transmechanic and isn’t beyond the capabilities of an Enginseer. Where Transmechanics truly shine is in the heat of battle. Fleeting from war machine to war machine, the Transmechanic must use his vast knowledge of everything mechanical to keep the Cult’s goals from fading while staring deep into the enemy’s eye.

 

WS

BS

S

T

W

I

A

Ld

Sv

Transmechanic

3

3

3

4

3

3

2

10

4+

SPECIAL RULES Independent Character, Tech-Priest

Knowledgeable Disciples: The Transmechanic’s force is an impressive one, indeed. While their knowledge is plentiful within communications technology they are often more knowledgeable of repairs than even the Enginseers of their Forgeworld. Selected knowledge is typically given to the followers of the Transmechanic’s Tech Quests either through teaching or the more typical data upload. Any failed repair rolls from Servo-Arms and Servo-Harness’ in the Cult force can be rerolled. This is not cumulative with multiple Transmechanics.

Servitor Retinue: The Tech-Priest Transmechanic may be accompanied by a retinue of Cult Servitors.

WARGEAR Cult Bionics, Servo-Harness

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TECH-PRIEST ARTIFEX

TECH-PRIEST ARTIFEX The Tech-Priest Artifex is a living library of military campaigns, battles, and strategies. During

The Tech-Priest Artifex is a living library of military campaigns, battles, and strategies. During battle, the Artifex is wired to every front of the battle from orbital to subterranean. The Tech-Priest views the battle only as a virtual representation with up to three primary overlays and a handful of secondary overlays that monitor minor activities. The primary overlays represent a topographic view, data and communication view, and a local environment view which provides readouts on weapons, vehicles, and biology of opponents in the Artifex’s vicinity. Every enemy faced and slain is virtually displayed, each layer of its smoldering armor, broken bones, and ruptured organs overlayed with battle maneuvers and coded machine language.

The purpose of an Artifex in combat is to

limit the

loss of technology and

machinery. The Artifex will maneuver his forces so that they can be optimally used while minimizing the loss of technology. The Artifex will not think twice about sacrificing the lives of those around him if it meant the preservation of a single piece of equipment or machinery. The loss of life, to the Tech-Priest, is an afterthought at best.

An unusual function of the Artifex is that the Tech-Priest will often serve as a negotiator and diplomat during a Tech Quest when there are no suitable Imperial authorities in the area. The Artifex’s vast knowledge of strategy often proves just as effective during fierce negotiations or subtle diplomatic maneuvers.

 

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SPECIAL RULES Independent Character, Tech-Priest

Strategist: When including a Tech-Priest Artifex in your force, the controlling player is allowed one additional FOC slot (HQ, Troop, Elite, Fast or Heavy) than the game type being played would normally allow. This rule

is not cumulative with multiple Artifexes.

In addition, after both sides have deployed at the start of

a game, the Cult player may reposition D3 units in his or her army up to 6”. No unit may be moved outside of its deployment zone.

WARGEAR

Cult Bionics

Sensory Expergo: This piece of equipment is used in times of war for the Mechanicus. Certain sensors can be depreciated due to a foreign planet’s environment. The Sensory Expergo pulses a constant stream of chritio- electricity from a centralized location purifying low-light, phsyical, infrared, psyto and echo-locat vision for the members of the Mechanicus in a rather large radius. At the beginning of the game, roll a D6. The result is how many inches are added onto any Auspex in the force’s range for the duration of the game.

onto any Auspex in the force’s range for the duration of the game. Unit Description Written

Unit Description Written by Tad Lemon

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TECH-PRIEST MAGOS

TECH-PRIEST MAGOS Masters of Technology, the Tech-Priests are iconic members of their home planet of Mars

Masters of Technology, the Tech-Priests are iconic members of their home planet of Mars and countless other Forgeworlds throughout the Imperium. Each was once fully human, but as they rise in rank in the Cult Mechanicus more and more mechanical augmentations are added to improve their fragile flesh and organs.

While rarely leaving their fortresses of research, upon reaching the degree of Tech-Priest each is expected to lead at least one pilgrimage in search of lost relics such as the Standard Template Construct (STC) systems from the Dark Age of Technology. Some even make these questing expeditions their life’s work. Once a Tech-Priest has spent enough time in their individual role for the Cult they become a Tech-Priest Magos or Master. This represents one of the highest

positions of achievement in the Cult. Any Tech-Priest, no matter the rank, is completely committed to recovering the priceless knowledge and technology lost many millennia ago. Outfitted with rare tech-relics and aided by a Cult Mechanicus contingent, they roam the galaxy in their holy crusade.

A Tech-Priest is a master of technological discipline, having devoted many decades of service to the Omnissiah. Obsessed with the quest for knowledge a Tech- Priest Magos known as an Explorator will search high and low across the galaxy for lost Standard Template Construct databases and ancient scientific and technological knowledge lost during the Age of Strife. A breed apart from regular Tech-Priests, any Magos Explorator or member of his team will willingly walk into forgotten catacombs, even at risk of torturous death, for mere snippets of long- forgotten knowledge.

Another common Magos is a Magos Errant. Something of a jack of all trades, a Magos Errant studies several scientific and engineering disciplines. They are then attached to Rogue Trader fleets using their staggering knowledge to aid the Rogue Trader fleet in exchange for use of their resources during their quests for unfound technology.

 

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SPECIAL RULES Independent Character, Tech-Priest

WARGEAR

Cult Bionics

3 3 4 3 3 2 10 4+ SPECIAL RULES Independent Character, Tech-Priest WARGEAR Cult Bionics

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DISCIPLES

A Tech-Priest Magos may take up to 8 Disciples. You may take more than one of each type of Disciple if desired. If

accompanied by a retinue of Disciples a Tech-Priest cannot leave his unit or join another unit; however if all of the Disciples are removed from play he may join other units as normal. In game play, all Disciples and their leader form a unit with normal unit coherency. Rules and bonus’ provided by Disciples will only affect the Magos and Disciples in their unit. Unless it is stated otherwise in each description below, each Disciple has the Cult Bionics wargear, may be armed with either a Laspistol or Lasgun and use the following profile:

 

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8

5+

ACOLYTE

(5 Points)

Each Acolyte may purchase up to 25 points of combined equipment from the Armory except Tech-Relics.

ARTISAN

(30 Points)

Having an Artisan as a Disciple adds a +1 Strength to shooting weapons used by the unit they are in. This bonus remains intact even if the Artisian is removed from battle. This ability is not cumulative with multiple Artisans.

DEKAN TINKERER

(30 Points)

Having a Tinkerer as a Disciple adds 6” to the maximum range of shooting weapons in the unit. This bonus remains intact even if the Tinkerer is removed from battle. This ability is not cumulative with multiple Tinkerers.

GENETOR

(15 Points)

Taking a Genetor in the Magos’ retinue causes all attacks in close combat to count as poisoned and will wound on a 2+ regardless of the target’s toughness. This bonus remains intact even if the Genetor is removed from battle.

LEXMECHANIC

(25 Points)

A Tech-Priest accompanied by a Lexmechanic will gain

+1 to his unit’s Ballistic Skill, which remains in effect even if the Lexmechanic is killed. This ability is not

cumulative with multiple Lexmechanics.

LOGIS

(20 Points)

If a Logis is taken, each Disciple in their unit may

choose to upgrade their Laspistol to a MP Hellpistol or Hand Flamer for free. If two or more Logi are part of the unit, then each Disciple in their unit may instead replace their Laspistol with a MP Hellgun, Grenade Launcher or Flamer for free.

LOUCHEM

(10 Points)

A Tech-Priest accompanied by a Louchem will cause all

Laguns and Laspistols in his unit to count as poisoned

weapons and will wound on a 2+ regardless of the target’s toughness. This bonus remains intact even if the Louchem is removed from battle.

MEDI SERVO-SKULL

(5 Points)

Having a Medi Servo-Skull in a unit grants the entire unit the ability to move a single wound to a Servo-Skull (this

is done before any saving throws are taken and may be

applied once for each Servo-Skull in the unit) during wound allocation. Medical Servo-Skulls can move as

Jetbikes, have no wargear or melee attacks, but will use

all other stats as normal.

MENIAL INSTALLER

(30 Points)

A Magos accompanied by an Installer will bestow the

Combat Enhancements wargear on the entire unit. This bonus remains intact even if the Installer is removed from battle.

PRAETORIAN BODYGUARD

(20 Points)

See the Praetorian entry for its stat-line, Special Rules and Wargear. Instead of a Lasgun, each Praetorian Bodyguard is armed with a Power Weapon and Laspistol.

SCRIBE

(10 Points)

If a Scribe is included in the Magos’ retinue, all models

in the unit will gain a 5+ Invulnerable Save. This bonus

remains intact even if the Scribe is removed from battle.

TERETAI

(10 Points)

If a Teretai is taken in the unit, all failed Armour Saves by models within the Magos’ unit may be rerolled. This bonus remains intact even if the Teretai is removed from battle. This ability is not cumulative with multiple Teretai.

WEAPON-CYPHE

(25 Points)

A

unit that includes a Weapon-Cyphe gives all weapons

in

the unit a -1 bonus to their AP value. This bonus

remains intact even if the Weapon-Cyphe is removed from battle. This ability is not cumulative with multiple Weapon-Cyphes.

XENOLOGIS

(15 Points)

A Xenologis and his unit count as having the Preferred

Enemy rule against all enemies with the exception of

Necrons. This bonus remains intact even if the Xenologis is removed from battle.

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TECH-PRIEST ENGINSEER

TECH-PRIEST ENGINSEER Enginseers, while not the most respected of their Forgeworld’s ranks are an important stepping

Enginseers, while not the most respected of their Forgeworld’s ranks are an important stepping stone that all Tech- Priests must work through should they be forced to or choose to aspire further. Enginseers are the technicians of the Cult Mechanicus, specially trained in maintaining and repairing machines. They are often seconded to the Imperial Guard in order to maintain and repair the armoured vehicles used by the Guard's regiments. Although most Guardsmen revere their vehicles enough not to risk annoying an Enginseer through "tinkering", some unique vehicles have been created from spare parts in time of need -- much to the chagrin of the Enginseers present. While the Mechanicus is ever-evolving with its own tinkerings, an Enginseer’s place with the Imperial Guard is keeping the war machines running at full potential.

Among their fellow Tech-priests, Enginseers are afforded little respect, as their labours do not normally contribute to the Quest for Knowledge. An Enginseer’s life is to maintain existing machines instead of building or discovering new technologies. Rather, they are viewed as lowly but essential cogs in the great machine that is the Cult Mechanicus.

An Engineer’s place in a questing force is very similar to their role among the Imperial Guard regiments. They’re there to maintain and repair, first and foremost. While the similarities are plentiful, a Questing Enginseer must hold knowledge of repair and maintenance of giant war engines as well as the numerous constructed infantry the Adeptus Mechanicus utilizes including the Cult Abomination, Robots and Servitors.

An Enginseer’s appearance isn’t too far from their other Tech-Priest brethren. A typical Enginseer will utilize numerous Mechadendrites attached to their back in order to facilitate their repair work. These can be in-place of Servo-Arms and Servo- Harness’ alike. All Enginseers are equipped with a vox-caster and at least one bionic eye very early in life. These vox-caster helps an Enginseer communicate with their Servitors quickly and efficiently, while the bionic eye or eyes assist in repair of the smaller items that need maintaining such as circuitry or orgastrix repairs.

 

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SPECIAL RULES Independent Character, Tech-Priest

WARGEAR

Cult Bionics

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RUNE PRIEST

RUNE PRIEST Less barbaric than those of the Astartes ’ , the Mechanicus Rune Priest is

Less barbaric than those of the Astartes, the Mechanicus Rune Priest is the arcane control over the less logical and rule- based technologies of the Adeptus Mechanicus. While typically more knowledgeable of the inner workings of the Machine Spirit rather than the physical inner workings of the machine itself, the Rune Priest is still held in high esteem.

All Rune Priests will start as Tech Priests, often in lower ranks. Only when a Tech Priest begins to become extremely in-tune with the Machine Spirits does his or her calling as a Rune Priest become destiny. It is said that a Rune Priest has never chosen his or her path; it’s the Machine Spirits that gravitate toward the being and allow them the honor of brotherhood among the machines themselves.

Their role in Tech Quests is to reapply worn- and inscribe new runes for the Cult’s weapons, vehicles, ships, infantry bionics and anything else with a Machine Spirit before the Quest begins. In times of battle, Rune Priests can quickly squirt binary liturgies to release the power of the previously inscribed runes or to persuade enemy Machine Spirits against commands given by their inner workings. While quite potent, most liturgies will not last very long; in cases of enemy Machine Spirit persuasion, either the technology within the device itself will self-correct or the Machine Spirit will regain control.

Rune Priests are trained in the most arcane branches of scientific lore such as intuitive mechanics, speculation, and improvisation. Rune Priests are famous for their lateral thinking, which may be called upon when strict logic and standard procedures fail.

 

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SPECIAL RULES Independent Character, Tech-Priest

Psyker: Rune Priests are Psykers, as described in the Warhammer 40,000 rulebook.

WARGEAR Cult Bionics, Staff of Office, Combat Enhancements

Blessed Rune Armour: The Rune Armour a Rune Priest wears is a strange sight. Nearly every inch of the armour, from the plating to the equalization harness to the processing unit is covered in glowing runes. Those who have come into contact with said armour mutter rumors of the Machine Spirits within’ whispering quietly to them words of inspiration. The Armour Save for this armour counts as Invulnerable.

As the rune of Protection is inscribed upon you so may the litanies of protection ward your soul. -The Prima Incubatorta

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RUNE PRIEST POWERS

An Adeptus Mechanicus Rune Priest has all of the following powers at his disposal. Squirting binary rather than slower and soft spoken word allows a Rune Priest the use of two powers per game turn unless he has been upgraded with a BSE Implant which enhances the rate at which binary can be squirted by the Rune Priest’s audible enhancement gratarous. All Rune Priest powers are used following the rules given in the main Warhammer 40,000 rulebook for Psykers. When extending the range of a Rune Priest’s power by way of the Holy Icon vehicle upgrade, the Rune Priest may use line of site from himself or the last Holy Icon upgraded unit extending the power’s range. All Rune Priest powers have a range of 18” including those powers that affect friendly models.

BLESSING OF THE MACHINE

Pushing the machine past the point of logical physics, casting this blessing will allow any rune inscribed machine to brace itself for incoming damage. This type of self-awareness stretches beyond reasoning. As in some documented cases show that the metal plating on a vehicle will fluctuate slightly to make itself more dense for a split second during the impact of the enemy projectile.

One roll on the Vehicle Damage Table can be re-taken when a Cult Mechanicus vehicle suffers a penetrating or glancing result. The Cult player must accept the result of the second roll, even if it is worse. This power may be used at any time.

BLESSING OF THE MAN

The inner workings of a Cult member’s bionics are a marvelous thing, indeed. Every piston, pump, fabri- nerve, echo-fluid, plating and CPU working as one. The Machine Spirit within is a never tiring, always striving entity. Blessing such a complex system of spirit and technology can only yield the most mind-altering results.

One Mechanicus unit may reroll any failed Cult Bionics rolls until the start of the Cult’s next turn. This power may be used at any time. The Rune Priest may also use this ability on his own unit or himself.

BLESSING OF THE WEAPON

While the more unstable technologies are an untamed beast in the hands of a non-Cult member, a Rune Priest can unlock the secrets of such technology with a single binary squirt. Making the Plasma Cannon, for example, more stable than the Astartes Bolt Gun.

All weapons for a single friendly unit that have the Gets Hot! rule in their weapon profile has this rule removed until the start of the Cult’s next turn. This power must be used during the Cult player’s shooting phase. The Rune Priest may also use the ability on his own unit.

CHANT OF THE WEAPON

“That is not your ally, for he has turned his back on the Machine Spirits of this world. No, he is not your ally. He is the enemy and must be punished for his unkindness.”

This power is a psychic shooting attack that only affects vehicles. If the Machine Curse hits, the controlling Mechanicus player may fire a single weapon from the enemy vehicle at any target using the weapon’s profile. The weapon may be fired even if the vehicle has suffered a Crew Stunned or Shaken result and/or if the vehicle’s previous movement wouldn’t normally allow the weapon to be fired.

CHANT OF CONTROL

“All Machine Spirits; good or bad, orderly or chaotic, moral or mischievous, have similar qualities; specifically the ability to hear my command and obey it accordingly. While some are harder to persuade than others, communication to the machine is always open, is always unbiased, is always alive.”

This power is a psychic shooting attack that only affects vehicles. If the Chant of Control hits, the target enemy vehicle may be pivoted on the spot in any direction.

CHANT OF CRITICAL MALFUNCTION

The Rune Priest calls down a powerful curse upon the Machine Spirit of an enemy war engine.

This power is a psychic shooting attack that only affects vehicles. If the Machine Curse hits, the target vehicle’s Ballistic Skill and Weapon Skill (if present) is changed to 2 until the beginning of Mechanicus player’s next turn.

CHANT OF MALFUNCTION

While the chants of a Rune Priest have the ability to stabilize, they have the ability to produce the opposite effect as well. The Machine Spirit need only be convinced of how to function improperly to become unstable, a very simple process for the Rune Priest.

A single enemy unit’s shooting weapons have the Gets Hot! rule until the start of the Cult’s next turn. This power must be used at the beginning of the enemy player’s shooting phase before any shots have been fired.

THE BINARY SQUIRT OF DESTRUCTION

Feeling the overwhelming pain of the dying Machine Spirit, friend or foe, the Rune Priest immediately squirts out a howl of binary that allows the Machine Spirit to embrace its fate. Not holding back from the inevitable, the Machine Spirit releases itself into death, ignoring whatever mechanical safeguards it has in place.

This ability can only be used when a vehicle receives an Explosion result from the Vehicle Damage Table. When the vehicle’s controlling player rolls for the explosion’s distance they must roll 3D6 for the result.

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IRON FISTS IRON FATHER

IRON FISTS IRON FATHER Detachments of the Iron Hand’s Marines are always lead by an Iron

Detachments of the Iron Hand’s Marines are always lead by an Iron Father. The Iron Father serves the same roles as a Chaplain and Tech-Marine would to any other Chapter. It is the Iron Father’s earned right and written duty to seek out weakness and to either repair it, modify it to his liking or destroy it. Iron Fathers are known for their fiery rhetoric, intended to fuel the hatred and anger of the Iron Hands toward anything that he has deemed weak.

The Marines assigned to their Iron Father focus their anger, roused by the Iron Father’s will, against their enemies and carry the hatred onto the battlefield. The Iron Hand’s see their battles as crusades against the weak, for every weakness expunged is for the good of mankind. The rage of the Iron Hands is focused into

deadly, efficient eradication of their enemies by the Iron Father. His Marines will attack with perfect, machine-like, effectiveness until every last enemy and every last weakness lays dead or destroyed at his feet.

The Iron Father goes to battle equipped with a Servo-arm that can be used to repair or more commonly used to annihilate. Years of use has made the Iron Father as proficient with his Servo- arm as his own two hands. If an enemy evades his ranged fire or the sweep of his power sword it will be caught in the grips of his Servo-arm, which easily crushes armor and bone alike.

 

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SPECIAL RULES Independent Character, Stubborn

Past Trials of a Dying Chapter: The previous slaughter of the Iron Fists main forces has left the surviving members with fury in their hearts and a degree of defiance in battle seldom seen within other Chapters of the Astartes. On a player turn in which he assaults, an Iron Father and all Iron Fists in his squad can re-roll failed rolls to hit. This ability is not cumulative with multiple Iron Fathers.

WARGEAR

Servo-arm

Chapter Bionics: This confers the Feel No Pain Universal Special Rule.

Mechanicus Protectiva: This archaic device provides the Iron Father’s bionics with special blessings from the Omnissiah. A Mechanicus Protectiva confers a 4+ Invulnerable Save.

the Omnissiah. A Mechanicus Protectiva confers a 4+ Invulnerable Save. Unit Description Written by Tad Lemon

Unit Description Written by Tad Lemon

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IRON HANDS SQUAD

IRON HANDS SQUAD “Heed the Wisdom of the Ancients & Scions of Mars.” The Iron Hands

“Heed the Wisdom of the Ancients & Scions of Mars.”

The Iron Hands were nearly exterminated by the traitor Horus and his allies during the earliest days of the Horus Heresy and because of this a majority of the chapter is made up of the surviving Veterans. Their dwindling numbers consist of few Terminators and as little as nine Dreadnoughts within the entire chapter. This near complete loss left their ranks and stores of armament decimated. To survive, the Iron Hands have devoted their Chapter to the expunging of any weakness. Every piece of war gear is reverently cared for and optimized for combat durability. The armory is carefully inspected and maintained each day, for even the smallest structural weakness cannot be tolerated.

This devotion to mechanical perfection has made the Iron Hands disdainful of weakness, even the perceived weaknesses of their enhanced bodies. The Chapter constantly seeks to acquire implants and bionics to augment their physical bodies and this obsession has led to the development of a close relationship with the Adeptus Mechanicus. The Iron Hand’s quest for mechanical perfection found a kindred spirit in the Mechanicus. This close relationship has led many Space Marine Chapters to quietly whisper that the Iron Hand’s ties to Mars and the Omnissiah are stronger than their ties to Terra and The Emperor.

Small detachments of Iron Hand’s tactical marines have been known to serve as guardians for the Adeptus Mechanicus during a dangerous Tech Quest. The ties that bind the two together are enough to aid in the waging of war against one another’s enemies. What the Iron Hands or Mechanicus receive for this service is unknown, but a request from the Adeptus Mechanicus is rarely refused.

 

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SPECIAL RULES

Stubborn

Past Trials of a Dying Chapter: See the Iron Father entry on Page 25.

WARGEAR Chapter Bionics: See the Iron Father entry on Page 25.

25. WARGEAR Chapter Bionics: See the Iron Father entry on Page 25. Unit Description Written by

Unit Description Written by Tad Lemon

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MACHINE CULTISTS

MACHINE CULTISTS Typically recruited from local populace, these common folk have been swayed by Cult Mechanicus

Typically recruited from local populace, these common folk have been swayed by Cult Mechanicus Preachers into aiding the Tech-Priests on their quest. Most members of the Adeptus Mechanicus are first born with flesh, and the idea of recruiting followers who have no mechanical augmentations is not uncommon despite what those who are ill- informed may believe. The Cult is always on the lookout for future adepts, priests, followers and molders of metal. While those completely made of flesh are not as respected as those closer to the Machine God, they are not without their own value. The rank of Machine Cultist is seen as the first step of many in serving the Omnissiah.

While some are pulled from other planets, most are recruited from the Forgeworlds themselves to join the holy expeditions.

Those who have recently become part of the Machine Cult will take their first step preaching the word of their faith. This may entail city streets, laboring planets or even the deadliest of battlefields. The work of the Omnissiah is everywhere metal and technology exists.

Moving from planet to planet to spread the Word of the Machine Spirits is not the resting place of a typical Machine Cultist. Even the highest ranks in the Cult have often started out in the same place as the newest of adepts. The choices available to a new Cultist vary greatly, and will typically be pushed upon the member when they show clear signs of a specialization as the Omnissiah has chosen their destiny.

Those with the sharpest of minds may be introduced to the traveling life of an Enginseer, more than likely working toward the ranks of Tech-Priesthood, or perhaps even become members of the higher rankings of the Cult Mechanicus. Regardless of what the individual’s future holds, all Machine Cultists must make their first movements towards the Machine God; ready to prove their faith in the divine intellect of the Emperor. These years spent serving the Metal Lord are quite possibly the most important years of a Cult member’s life.

 

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Cult Preacher

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SPECIAL RULES The Word Of The Omnissiah: Any units within 12” of a Machine Cultist, Cult Preacher or Pastor Moviss model (and the models themselves) that take a Leadership- based Test of any kind will not take any negatives to their Leadership for any reason.

WARGEAR Cult Bionics, Cult Standard

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PRAETORIANS

PRAETORIANS Drawn from the Forgeworld planets, often assigned to accompany the Tech-Priests on their missions, Praetorians

Drawn from the Forgeworld planets, often assigned to accompany the Tech-Priests on their missions, Praetorians form the backbone of the Adeptus Mechanicus Ordo Militant. Not to be confused with the Praetorian Guard; the Mechanicus Praetorian forces are generally a class of augmented Servitor that are created by the Adeptus Mechanicus to guard the shrines and temples dedicated to the Machine God with direct attack. Much more cognitive, well armed and reactive than Servitors; Praetorians are mass protectors of the Cult.

Praetorians are typically outfitted in weaponry similar to the Stormtroopers of the Imperial Guard, and are sure to be responsible for giving the Mechanicus forces the name of “Tech-Guard” due to their appearance. While their fearsome presence alone is enough to generally

discourage

power and weaponry to back up their threatening appearance.

attack,

they

also

have

the

Their duties are not limited to just guarding temples, as they serve a myriad of different tasks on their Forgeworlds as well as Tech Quests. From manual labor to soldiers, from bodyguards to pilots of several Mechanicus constructs; the Praetorians can be found wherever the Mechanicus lies.

While not nearly as deadly in combat as the elite Skitarri, for mere humanoids they are devoutly loyal to protecting the members of the Cult. Well-trained, well- equipped, and surprisingly flexible in combat; the Praetorians are an unsettling site on the battlefield.

 

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Centurion

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WARGEAR Cult Bionics, Cybernetic Life-Support System

4 4 3 3 1 3 2 8 4+/6(i) WARGEAR Cult Bionics, Cybernetic Life-Support System 0011100
4 4 3 3 1 3 2 8 4+/6(i) WARGEAR Cult Bionics, Cybernetic Life-Support System 0011100

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CULT SERVITORS

CULT SERVITORS To Resist the Will of the Machine God is futile. This is the lesson

To Resist the Will of the Machine God is futile. This is the lesson shown to all who would defy the Adeptus Mechanicus by these, their mindless drones. Servitors are organic machines, cyborg monstrosities of flesh and metal. Many are grown in artificial bio-vats and mated to special mechanical augmentations, but some are once-human beings convicted of horrible heresies or other crimes. Now mind-wiped and programmed only to serve, they demonstrate the folly of challenging the Imperial might and the masters of the Red Planet.

Servitors are used for an endless number of tasks throughout the Imperium, and form the bulk of the populations on many Forge Worlds. Once programmed for a task they perform it endlessly without complaint, no matter the hazard or tediousness involved. Their mechanical

adaptations allow them to function in hostile environments, and to operate specialized machinery. In combat they serve as everything from driving transports to manning dangerous support weapons to forming small individual fighting units. Special mechanized targeting systems make them excellent shots and their implacable advance even when sustaining heavy casualties is unnerving to most enemies.

A servitor's biological portion is obtained either by growing genetically-engineered human bodies artificially in culture vats, or by using the lobotomized bodies of condemned criminals or failed prospective Space Marines. All are subsequently augmented with mechanical limbs, computer uplink jacks and whatever accessories deemed necessary to facilitate their ordained tasks. They cannot think for themselves, since their higher brain functions have all been disabled, they’re essentially partially-organic robots which use a human brain as their CPU. This by no means makes them incapable of filling their roles flawlessly, especially on the battlefield. Servitors are without fear, and therefor are not distracted by their own wellbeing. This makes them a perfect tool for warfare.

 

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SPECIAL RULES Fearless, Slow and Purposeful

WARGEAR

Cult Bionics

3 3 3 3 1 3 1 8 4+ SPECIAL RULES Fearless, Slow and Purposeful WARGEAR

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SKITARII

SKITARII Assigned to the Cult as the backbone for their offensive forces, Skitarii are designed for

Assigned to the Cult as the backbone for their offensive forces, Skitarii are designed for only two taskscausing fear and combat. They excel at both of these functions, and are the warrior elite of the Adeptus Mechanicus when it goes to war for the glory of Mars and the Machine God. Their horrifying characteristics and presence strike fear deep into the heart of the enemy--deeper than any blade or shell could penetrate. Though, Skitarii continue to test this theory. By the time an enemy has witnessed a Skitarii, it’s probably too late.

With massive overall size that would match that of a Space Marine, the Skitarii are the cybernetic fighting forces of the Adeptus Mechanicus and regiments will often go to war along with the Mechanicus' Titans. They are equipped with various esoteric weapons of war; part

man and part machine, most skitarii are cybernetically-linked to their personal weapon for exceptional performance. Skitarii are born into service (either natural-born humans who are cybernetically enhanced or in some cases clones or vat-born humans who are cybernetically enhanced from the moment of their accelerated "birth"), training with their weapon until they are of age to be sent to a warzone. To guarantee their undying loyalty to the Mechanicus they usually undergo various forms of psychosurgery to wipe their minds of both emotion other than rage and a lust for battle. These elements of their psyche are invaluable as their lightning-quick battle- hardened combat expertise can turn the tide of an entire war the Mechanicus may be drawn into.

Skitarii equipment varies based on which Forgeworld has raised and equipped them. There is little standardisation or central command of Skitarii across the Mechanicus, as each individual regiment is the personal army of a particular Forgeworld. For example, the Skitarii of the Titan Legion Invictus are gene-bulked humans with weaponised limbs and augmetic armour, whereas a different type of Skitarii investigating the dying world of Tatharis were seen to be wearing something similar in design to Astartes Power Armour.

 

WS

BS

S

T

W

I

A

Ld

Sv

Skitarii

4

4

4

4

1

5

2

9

3+

SPECIAL RULES Furious Charge, Stubborn

Tribal Fury: In the Assault Phase, a Skitarii unit and any Independent Character that has joined them can charge an extra D6” when assaulting an enemy, even when assaulting through Difficult Terrain.

WARGEAR

Cult Bionics

0011110 (30)

IMPERIAL JETBIKE SQUADRON

IMPERIAL JETBIKE SQUADRON True Imperial Jetbikes were in service during the Great Crusade and commonly used

True Imperial Jetbikes were in service during the Great Crusade and commonly used by the Space Marine Legions. The chaos that followed the Horus Heresy saw the complete loss of the capacity and expertise to produce new jetbikes and now only one Imperial jetbike, in service with the Dark Angels, is known to exist.

The Adeptus Mechanicus, however, employ an early precursor to the jetbike that makes use of technology similar to that used in Space Marine Jump Packs. The bike frame is fitted with jump pack turbines that constantly pulse a rapid controlled thrust, fired in an exacting sequence, to maintain a constant airborne state similar to hovering. Each turbine may only be fired in short micro thrusts or else the turbines will overheat. The sequence of thrusts must be calibrated in flight to allow the bike to maintain speed

and altitude while performing the high speed maneuvers associated with the jetbikes of other races. This makes the jetbike impossible to effectively pilot without reflex, logic, and computational enhancements. Only the enhancements of the Space Marines or Skitarii make them capable of piloting the bikes, but only the lighter frames and smaller profile of the Skitarri pilots allow them to maximize the jetbikes full potential.

 

WS

BS

S

T

W

I

A

Ld

Sv

Skitarii

4

4

4

5

1

5

2

9

3+

SPECIAL RULES Furious Charge, Stubborn

WARGEAR

Cult Bionics

Enhanced Boosters: The Imperial Jetbike Squadron’s controlling player may choose to either assault or move 6” during their Assault Phase.

Proximity Grenades: An Imperial Jetbike Squadron may use a Proximity Grenade attack during the Shooting Phase so long as they have come within 6” of the target enemy during the Mechanicus player’s turn. This attack is resolved as a shooting attack that may be fired in addition to any shooting or moving the squadron takes. The target of the Proximity Grenade attack does not have to be the same target the squadron is shooting at or assaulting. Proximity Grenades may only be used once per game turn and use the following profile:

Range

Str

AP

Type

X

6

-

Assault 3, Blast

EMPX Grenades: Instead of using Proximity Grenades, the unit may use EMPX Grenades in the same manner. EMPX Grenades follow all of the same rules and restrictions as Proximity Grenades, but instead of doing damage it will emit a large flash of electromagnetism, blinding nearby enemies and/or disabling the electronic components of their weaponry. If hit, the target model or unit’s Ballistic Skill and Weapon Skill is lowered to 2 until the start of the Mechanicus’ next turn. If the target has the Night Fighting/Acute Senses Special Rule, their BS and WS are lowered to 1 instead.

Heretical? I should think not. Alien technology and templates alike have given the Mechanicus life. ~Tech-Priest Serguous

Unit Description Written by Tad Lemon

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SOLUS INFILTRATOR

SOLUS INFILTRATOR The first step of the Solus Training is the learning of the semi-fabled Crest-033

The first step of the Solus Training is the learning of the semi-fabled Crest-033 weapon. This plasma-charged hand weapon is regarded as one of the most rare and powerful man-portable rifles in the galaxy. As it is, only a handful of Solus trainees progress through the weapon's wrath and learn the mastery of such a weapon.

Such few numbers as they are, and so rare and powerful their weapon; their survivability in battle is granted by the Hololanth suit. This treasured relic of the Dark Age of Technology is the envy of all even among the Fabricator-Generals of the Forge Worlds, as it contains technology all but impossible to recreate without the STC; which has been lost forever.

Unused, the Hololanth suit appears as Techmail Armour would, if slightly thicker and rougher. However, upon the command of the Solus, the recalibration cortexes located in every fibre of the suit realign themselves to bend light around the wearer, effectively removing his image from the world. Such a method will, of course, leave room for refraction to potentially give him away at close ranges; such a role one would strive to avoid. However, at a distance he is nigh invisible, and distance is where a Solus’ worth is.

Thus armed and armoured, a single Solus Infiltrator is then attached to the most perilous of Machine Quests, to call upon the suit clothing him, that he may advance to the enemies flanks and rear and to call upon the weapons bestowed unto him, that they may reap their havoc.

 

WS

BS

S

T

W

I

A

Ld

Sv

Infiltrator

3

7

3

3

1

3

1

9

-

SPECIAL RULES Fearless, Stealth, Infiltrate

Lone Wolf: Only one Solus Infiltrator may be taken per Adeptus Mechanicus force. However, during battle he may call in reinforcements to his position in times of need. During the Movement Phase one friendly model or unit may make an additional D6” movement directly toward the Solus Infiltrator.

WARGEAR Cult Bionics, Auspex

Hololanth Suit: The Solus Infiltrator’s Hololanth Suit’s technology uses recalibration cortexes in every fiber to bend light around it. The Solus Infiltrator gains a +1 bonus to Cover Saves in addition to the Stealth Special Rule.

Crest-033: Wounds from this weapon are always allocated by the controlling player and cause Instant Death. In addition, shots fired from this weapon have an Armour Penetration of 2D6. The Crest-033 uses the following profile:

Range

Str

AP

Type

48

5

3

Heavy 1

Unit Description Written by David Terragon

0100000 (32)

ELECTRO-PRIESTS

ELECTRO-PRIESTS The smell of ozone and the bright flashes of blue-white herald the arrival of the

The smell of ozone and the bright flashes of blue-white herald the arrival of the Electro-Priests into battle. Electrically charged fanatics, they are the light- pulsing warriors of the Cult Mechanicus. Each is covered with an elaborate network of circuitry and power-runes embedded into their skin, and in combat they light up the battlefield as arcs of lightning leap out from their bodies. These special Electoos give them fanatical will as well as other special abilities, but at a price. Only the most zealous and fanatical of Tech-Adepts are chosen for the subdermal implants, as their new electrical powers are a constant drain on their own life energies. Many fall to the ground in the midst of the fighting as their minds become taxed by the intense strain.

Techno-zealots devoted to the Cult Mechanicus, they move as a separate

entity from the rest of the soldiers in battle. Marching in, the Electro-Priest turns himself into a crackling fount of electrical energy, destroying everything he touches before collapsing from the strain. As Electro-priests enter battle they chant Cult litanies, building up their electric energy and driving themselves into a frenzy of destruction.

 

WS

BS

S

T

W

I

A

Ld

Sv

Electro-Priest

3

2

4

4

1

5

3

9

5(i)

SPECIAL RULES Fleet of Foot, Tech-Priest

Static Lash: Electro-Priests have no weaponry other than their modified bodies as any unprotected technology nearby is sure to short circuit once their body-Electoos are activated. However, this does not leave them without any ranged support. At any time an Electro-Priest can pulsate electricity from his metal form all around him in controlled lashing arcs. This will not harm an Electro-Priest, but can be deadly to those who are not outfitted for protection.

In the Shooting Phase if the Electro-Priest unit is not locked in combat, it may choose to use the ability Static Lash: Any unit is automatically hit by a S4 AP- Assault 1 shock for each Electro-Priest model they’re within 12” of. Other models surgically modified by Electoos cannot be harmed by this ability, but other friendly models can. The unit may not choose to run if it chooses to use Static Lash.

Strained Minds: Electrical activation of the Electoos strains the body for a split second, but is sometimes too much to handle. When Electro-Priests enter the battlefield or disembark from a vehicle (whichever comes first,) and in doing so activate their Electoos, the unit must use Static Lash in their next Shooting Phase.

Fanatical Attack: Units with the Fanatical Attack Special Rule cannot be pinned, and must always assault an enemy if within range and able. If the unit fails a Morale Check in close combat the unit will instead suffer an additional D6 wounds (normal saving throws allowed). Treat the combat as if it was a Drawn Combat in all other respects.

WARGEAR Cult Bionics, Electoos

allowed). Treat the combat as if it was a Drawn Combat in all other respects. WARGEAR

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CAMINUS-PRIESTS

CAMINUS-PRIESTS Deep inside the Forgeworlds of the galaxy lies millions, if not billions of Caminus laborers.

Deep inside the Forgeworlds of the galaxy lies millions, if not billions of Caminus laborers. These workers are the specially augmented beings that work tirelessly in the forges, creating the metal-work the Mechanicus needs to construct their buildings, weapons and everything in between. The modifications surgically applied to these humanoids prevent the constant and grueling heat of the forges from not only melting their skin and organs, but destroying their mechanized internal augmentations as well. The heat produced by the forges can sometimes reach the level of a large star, but with the technological modifications that fill the Caminus, they can sustain this heat for as close as a meter away.

The transition from a Caminus laborer to a Caminus-Priest is typically decided by the Tech-Priests themselves, taking those

who have not been lobotomized or have an affixation for battle. This transition is seen as a great honour, and the Caminus- Priests that are chosen by their Forgeworlds are often seen as heroes before even reaching the battlefield. In the heat of battle, the Caminus’ incredible toughness to bodily damage and daunting firepower is something the Cult will not hesitate to consider in times of war. Similar to the Electro-Priests, their high temperature modifications can strain the body. Though the degree of strain is nowhere near that of an Electro-Priest’s, it is still dauntingly present.

 

WS

BS

S

T

W

I

A

Ld

Sv

Caminus-Priest

3

3

4

5

1

3

1

9

4+

SPECIAL RULES Slow And Purposeful, Infiltrate, Tech-Priest

Pyromechanics: Caminus-Priest’s weaponry is an odd sight. Two elongated flamer weapon arms are fixated to either side of the Caminus-Priest’s body. Spending their lives engulfed in the forge flames of their Forgeworlds, the Caminus-Priests are immune to most any kind of flame or heat-based weaponry they come up against. The unit cannot be wounded by Melta and fire-based weapons.

Masochistic: The Caminus-Priests are capable of engulfing themselves in the searing flames their weapons provide, which creates a skewed view of themselves to their enemies. Caminus-Priests have a 5+ Cover Save at all times. In addition, whenever a Caminus-Priest model suffers an unsaved wound, all enemy models in base contact with the Caminus-Priest model will automatically take a Strength 4 hit (normal saves apply.)

WARGEAR

Cult Bionics

the Caminus-Priest model will automatically take a Strength 4 hit (normal saves apply.) WARGEAR Cult Bionics

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TECHMARINE SQUAD

TECHMARINE SQUAD The Adeptus Mechanicus is responsible for the training of the Adeptus Astartes Techmarines; those

The Adeptus Mechanicus is responsible for the training of the Adeptus Astartes Techmarines; those Space Marines who have shown special aptitude in utilizing and maintaining their various weapons systems. At any given time the Tech- Priest Enginseers are imparting some of their experience to hundreds of aspiring Techmarines, but never are all secrets revealed, of course. The relationship between the Imperium and the Red Planet has always been a complicated one, though there are special ties that bond the two together in a harmony. The training of Techamarines is one of those bonds.

Often Techmarines accompany the Tech- Priest Enginseers into the field, both as a learning exercise and also to aid in Tech Quests as experienced warriors. Veteran Techmarines will sometimes return to their instructors to assist in training new

Techmarines or when their combat expertise and leadership is required. As distrusting of others as the Adeptus Mechanicus is, Techmarines are held in a unique regard from all other outsiders for their understanding and comprehension of the many technologies the Mechanicus produces as well as their special bond with the Machine Spirits. Returning to assist the Cult in any fashion is not only respected, but holds them as honorary guardians of the Omnissiah’s spirit.

 

WS

BS

S

T

W

I

A

Ld

Sv

Techmarine

4

4

4

4

1

4

1

8

2+/5(i)

Enginseer

3

3

3

4

2

3

1

9

4+

WARGEAR Cult Bionics, Cult Mechanicus Power Axe, Servo- Harness, Refractor Field

Quad-Harness: This harness is similar to the Servo- Harness Techmarines typically wear in that it provides four appendages that the Techmarine can utilize freely. This is where the similarities end; while the Servo- Harness is meant for repair, the Quad-Harnesspurpose is destruction. Using the combined strength of a Space Marine and the harness itself, four twin-linked Bolters are controlled by the user. A Techmarine loses the ability to make major repairs, but is very destructive in combat. The Quad-Harness consists of 4 twin-linked Bolters, fired as a single weapon. In-hand weapons may not be fired if this weapon is fired. In addition, this wargear confers the Relentless Special Rule.

Angel Born-Harness: The Angel Born-Harness is another harness type developed by the Adeptus Mechanicus to be used by their Techmarines in times of war. By attaching the Imperial Chainsword to the appendages of this harness, the Techmarine becomes a whirlwind of attacks that overwhelms the enemy. The ability to wield this furious harness is a difficult one that only the Techmarines and their keen senses are capable of. This wargear adds an additional 4 attacks that always allow normal saves in close combat. Like the Quad-Harness, a model with this wargear may not attempt to repair vehicles.

saves in close combat. Like the Quad-Harness, a model with this wargear may not attempt to

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SERVO-SKULL SWARM

SERVO-SKULL SWARM Servo-skulls are drone-like robotic devices, specifically human skulls outfitted with electronic

Servo-skulls are drone-like robotic devices, specifically human skulls outfitted with electronic components suited to their mental strengths or as the Cult deems as needed. They utilize embedded anti- gravity field generators to allow them to hover and drift bodiless through the air. They are fashioned using robotic components from the skulls of loyal adepts of the Adeptus Terra and other pious Cult servants so that they may continue their work even after death.

Presumably to have one's skull chosen to serve as a Servo-skull is a great honour in the Mechanicus. They form an important niche in the Cult’s work, serving as everything from auto-scribes that copy down important conversations and confessions of prisoners, to simple moving torches, hovering about their charge with candles and lanterns.

Servo-skulls are used throughout all the different organizations of the Imperium of Man, and each is built to perform a certain task. Some are designed for military roles, and among these some are built with enhanced optical sensors to allow them to fulfill a role as a reconnaissance scout. Servo-skulls are often used by Inquisitors and Inquisitor Lords as Familiars. In this case they are mentally linked to the Inquisitor through psychic or cybernetic means, allowing him to control them and see and hear through their senses.

A Servo-Skull that is part of a swarm becomes so only in dire need on Tech Quests. A Tech Priest will tirelessly use Servo-Skulls individually during time of excavation and research. But when battle rises over the Cult forces, Servo-Skulls are put into action using their confusing movements and overwhelming numbers to overtake enemies.

 

WS

BS

S

T

W

I

A

Ld

Sv

S-S Swarm

2

3

3

3

3

2

2

8

5+

SPECIAL RULES Deep Strike, Fearless, Scout, Vulnerable to Blasts

Small Target: Being extremely hard to hit in cover, the swarm’s cover save is always at a +1 bonus.

Pests: At the end of any Assault Phase, any enemy locked in combat with this unit may take an Initiative Test against the swarm. If the test is passed, the unit may break 1” from the combat. If failed the unit is still locked in combat as normal.

Swarm: Servo-Skull Swarms move and fight in the same way as jetbikes, but don’t get the +1 Toughness bonus and may move through difficult terrain with no need to take a Difficult Terrain test.

WARGEAR Electro-Field: Similar to the Electro Hull of the Adeptuswar machines, the Electro-Field is a specially equipped add-on to the Servo-Skull causing all threats that come into contact with the Skull itself to receive a harsh electric shock. In the Assault Phase any successful wounds on the Servo-Skull Swarm deal a Strength 3 (that also Glance on a 6) hit back to the attacking unit allowing armour saves as normal.

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LUCEO ROLLERS

LUCEO ROLLERS The first Luceo Rollers were a mad jumble of ordinance and salvaged wrecks hastily

The first Luceo Rollers were a mad jumble of ordinance and salvaged wrecks hastily cobbled together by the Enginseer Luceo. The Imperial Cathedral of the Faithful, guarded by a small cloister of the Adeptus Sororitas, was besieged by an Ork raiding party. The initial Ork assault overwhelmed the small defense force and drove the Battle Sisters to seek sanctuary within the cathedral walls. The valley, before the cathedral, was littered with the smoking wrecks of the war machine that had been destroyed in the Ork’s berserk charge. Luceo, the Sister’s Enginseer, pitied the dying machines of the Sisters, he had so lovingly cared for, and remained hidden among the wrecks until night fell. Cloaked in the dark, Luceo toiled away to bring life back to the machines so that they could take vengeance on the Orks who had ravaged them.

As the dawn broke and the Orks prepared for their final assault upon the Sisters, Luceo’s “inspired” creations screeched, howled,

sparked, and belched smoke and fire as they wildly swarmed across the valley’s floor before crashing into the Orks ranks. Each Roller, detonating on cue, created a chain reaction of fiery explosions across the Ork battleline. The chaos and confusion allowed the surviving members of the Sisters to mount a counter attack and route the Orks. From that day forth, the Sisters of the Cathedral of the Faithful have included Saint Luceo and his Hallowed Rollers in their sacred prayers.

The current Luceo Rollers used by the Adeptus Mechanicus come in a variety of designs. Most Rollers, however, are created from failed initiate creations, xeno salvage, unstable flux core technology, or damaged power cells. These creations are piloted by fractured or decaying machine spirits or unstable servitors. The unstable nature of these machines makes them perfect candidates for the suicide missions the Rollers undertake. It is a moment of pride for an Enginseer of the Adeptus Mechanicus to grant these broken friends and servants’ one last charge in service to the Omnissiah.

 

WS

BS

S

T

W

I

A

Ld

Sv

Roller

1

1

1

4

1

1

1

9

3+

SPECIAL RULES

Fearless, Rage

Tech-Priest Creations: Anytime a Luceo Roller unit is entirely removed from the table, roll a D3. Place a new unit of Luceo Rollers within 6” of a Tech-Priest model the size of the new unit is equal to the number rolled. Models in this new unit cannot be placed in impassable terrain, or within 1” of enemy models. If you cannot place some of the models due to enemy proximity or impassable terrain; the excess is destroyed. The spawned unit may then move and assault normally. A unit created in this way is identical in every way to a Luceo Roller unit except they do not have the Tech- Priest Creations Special Rule. Newly created Luceo Rollers do not count as Kill Points when removed.

Self-Destruct: Whenever a Luceo Roller gets into base contact with an enemy or takes an unsaved wound, place a Large Blast template over the center of the model. All models, including friendly ones, completely and partially under the blast marker will automatically take a Strength 6 AP hit (normal saves apply.) Vehicles hit by this blast will take the full Strength value of the hit. This explosion will occur immediately after base contact, even if it is not during the Assault Phase.

Unit Description Written by Tad Lemon

0100101 (37)

THE FORSAKEN

THE FORSAKEN Very little goes to waste within the Mechanicus. Spare and defective parts are typically

Very little goes to waste within the Mechanicus. Spare and defective parts are typically melted down and used for future projects and endeavors. This is not always the case, however. Some defective or extra technologies, even flesh, are used to create disposable monstrosities to serve the Cult’s needs on the battlefield. These cheap, yet effective servants of the Omnissiah are easily controlled; even more mindless than the Cult Servitors. A second chance at glory, they have been deemed The Forsaken.

Bio-mechanical structure that could be defined as “thrown together” makes up the anatomy of The Forsaken. Parts slewed together in a haphazard fashion with rejected humanoid tissue, typically left over from failed Servitors, would lead less than brilliant minds to believe these beings are capable of very little. This is far

from the truth. The extremely hostile Machine Spirits that fill these creature’s inner workings are very tenacious within their hosts. When instructed to, The Forsaken will achieve their instructed goal without fear or even consciousness of their own wellbeing.

Even with failure in their previous artificial- life, The Forsaken have another chance at serving the Omnissiah. Their unnerving presence on the battlefield strikes an unsettling view of what the Mechanicus is truly capable of into its enemies. When en masse, the low humming of The Forsaken’s inner workings creates what can only be described as an unnatural howl. Crawling on their bellies and grasping at the ground; The Forsaken are a plague upon whatever planet they set foot on. Without the guiding presence of their controlling Enginseer, The Forsaken are barely capable of basic functions, an anomaly the Red Planet cannot explain. Without a goal or instruction, the Machine Spirits within seize to thrive.

 

WS

BS

S

T

W

I

A

Ld

Sv

Forsaken

3

3

2

2

1

3

1

6

-

Enginseer

3

3

3

4

2

3

1

9

4+

WARGEAR

Cult Bionics

 

SPECIAL RULES

Fearless

Tenacious Onslaught: Whenever a Forsaken unit takes a wound, do not remove any models. Instead, put a counter next to the unit. When the unit has taken wounds greater than or equal to the number of Forsaken in the unit, remove the entire unit from the table. In addition, if the Enginseer is at all removed from the unit, remove the unit from the table.

Unstable: At the beginning of each player turn the Enginseer may take a leadership test, and if passed must choose one of the following: All Forsaken model’s Strength is 6 until the beginning of the Mechanicus player’s next turn or all Forsaken model’s Toughness is 6 until the beginning of the Mechanicus player’s next turn. If failed, there’s no change to The Forsaken.

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ROBOT MANIPLE

ROBOT MANIPLE Imperial Robots are the living embodiment of the Machine God, whose spirit animates these

Imperial Robots are the living embodiment of the Machine God, whose spirit animates these ancient constructs of rare metals and circuitry. They stalk the battlefield, implacable and deadly in their advance. Each Robot has a primitive artificial brain of bio-plasm, specially maintained for centuries by the brightest Genetors of the finest Legios of the galaxy. The art of growing new units of Robot cortex dates back prior to the Emperor’s First Crusade and has become an almost lost one now, and thus each Robot is a near priceless tech-relic in its own right. Their superior firepower and combat effectiveness outweigh the risk of loss however. And all members of the Cult Mechanicus venerate these loyal and powerful devices; they are a source of inspiration to the faithful in battle.

In previous times, Imperial Robots were the jurisdiction of an obscure branch of the Adeptus Mechanicus. During this early time, entire cohorts of Imperial Robots were spread across the armies of the Imperial Guard (then-called the Imperial Army) and the Space Marines. On at least one occasion, Robots were made honorary members of a Space Marine chapter for exemplary service.

While supremely loyal, the more mindless elements of the Cult Mechanicus require constant supervision. And so, specially trained Enginseers are assigned as overseers for these units, guiding them in conflicts and directing them against enemy threats. If a Robot should fall in battle, it is the Enginseer’s great responsibility to extract the remains of the bio-plasm brain that’s held within. The brain tissue, if any remains, can be used in future growth of new bio-plasm brains for use in repairing old or creating new Robots.

 

WS

BS

S

T

W

I

A

Ld

Sv

Cataphract

3

5

4

5

2

2

1

10

2+

Conqueror

4

4

8

5

2

3

2

10

2+

Crusader

5

3

8

5

2

4

3

10

2+

SPECIAL RULES Robot: Robots have the Fearless and Slow and Purposeful special rules. Robots may move and fire up to two weapons, or stay stationary and fire all its weapons. Robots may not enter transport vehicles due to their large size.

Bio-mechanical: Due to some of the mecha-organic components used in Robot design, a Robot Maniple can be wounded by Sniper Rifles and other items that effect living creatures. They can never be Pinned by them, though.

Guidance: If at any time a model with the Tech-Priest Special Rule is more than 12” away from the Robot Maniple, the unit will go on Emergency Orders:

During the Shooting Phase: Target the nearest enemy in line of sight and fire all weapons possible at the model(s).

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CULT ABOMINATION

CULT ABOMINATION A bustling contagion of mechanics and cabling creates the form of the Abomination. Truly

A bustling contagion of mechanics and

cabling creates the form of the Abomination. Truly a monstrosity of the Mechanicus, this slogging beast can stand three to four times higher than the

average human, towering over many vehicles. Those outside the Mechanicus might assume that this horrifying machine

of war is put together haphazardly, but the

inner workings of the Cult Abomination is quite intricate. Though its outwardly appearance of frayed cabling, sparking joints and slouching demeanor suggests that the device is struggling to hold itself together, the design of the Abomination is shockingly strong and durable. The placement of each and every wire and piston is carefully constructed by the brightest minds of the Mechanicus, for its constantly moving, amoeba-like form is capable of softening hard blows.

The truly unique quality of the Cult Abomination is the Machine Spirit within. Very much like a Titan’s, the Machine Spirit of the Abomination is untamed and must be kept in check in order for it to function properly. If left unchecked, the Abomination will run rampant, attacking any enemy in its immediate sight. If looked after in the heat of battle, the Cult Abomination is a force to be reckoned with, for a Machine Spirit as furious as a Titan’s is something few can contend.

During Tech Quests, these beasts are held in reserve as insurance should the Mechanicus be involved in battle or should they need tactics of intimidation.

 

WS

BS

S

T

W

I

A

Ld

Sv

Abomination

6

3

8

5

3

5

3

9

3+/5(i)

SPECIAL RULES

Eternal Warrior

Extension Cables: Extension Cables counts as a ranged weapon with a range of 18”. Roll to hit as normal. If the target unit is hit, the controlling Mechanicus player can immediately move the target unit up to D6”. This movement follows the same rules as a normal move, except that it is not slowed by difficult terrain. An enemy unit may only be moved by this ability once per turn, successive hits have no effect. This ability has no effect on vehicles other than Walkers, which are affected as normal.

Feral Machine Spirit: The grotesque Machine Spirit that fills each and every Cult Abomination is a beast that must be constantly contended with if the Adeptus Mechanicus hope to use the monster tactically. If left untamed, the Abomination will rampage without any thought to its advance. At the beginning of the Cult Abomination’s turn if it is within 12” of a model with the Tech-Priest Special Rule the Cult Abomination has the Fleet of Foot Special Rule. If the Cult Abomination is not within 12” of a Tech-Priest it has the Rage Special Rule.

WARGEAR

Cult Bionics

Cable Whips: In place of its normal close combat attacks, the Cult Abomination may choose to use Cable Whips. This attack strikes at the Abomination’s normal Initiative and Weapon Skill, but its Strength is halved (4) and the number of Attacks is doubled (6 (or 8 on the charge)).

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TEXTURA

TEXTURA The Textura acquired its name from the small forge moon of Textura where its Standard

The Textura acquired its name from the small forge moon of Textura where its Standard Template Construct was discovered. Since its discovery the Textura’s versatility has made it an invaluable tool for the Adeptus Meachanicus. The Textura is a multi-use walker, usually piloted by a mono-tasked servitor. It can be configured to be used as an earthmover, lifter, loader, assembler, salvager, and excavator. When undertaking a Tech Quest the Excavator is the Adeptus Mechanicus’ preferred configuration. It can be used to lift rubble, cut through rockcrete or gently extract unearthed archeotech. It can often pick its way through crumbled ruins or move through narrow corridors where larger earthmovers or transports are incapable of traveling.

In times of need the Textura has also proved itself useful in defense. Its excavation tools matched with the maneuverability of a walker have proven as effective against enemy armor or infantry as it is against scrap and rubble. More than a few tech priests have even been known to equip their Textura’s with heavier armament when beginning an excavation on hostile worlds.

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F

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Textura

3

3

6

12

11

10

3

3

Complexity Value: 2

WARGEAR Power Lifter: This equipment fitted to the Textura has immensely powerful lifting strength that overshadows that of the Astartes Dreadnought.

This wargear counts as a Dreadnought Close Combat Weapon. In addition, so long as this weapon is not destroyed, any successful glancing or penetrating hits in close combat from the Textura will push vehicles without a Weapon Skill D6” directly away from the Textura. This movement is done before the Vehicle Damage result is rolled and only one push is allowed on an enemy vehicle per game turn. If this movement is blocked by other models or impassable terrain, the enemy vehicle will be pushed as close to the object(s) as possible.

Plasma Welder: This construction equipment retrofitted to all Texturas is used for repair purposes. The Textura is capable of making repairs in the same manner as a model equipped with a Servo-Arm. This wargear also counts as a Plasmagun and both functions can be destroyed at once via a single Weapon Destroyed result on the Vehicle Damage Table as normal.

a single Weapon Destroyed result on the Vehicle Damage Table as normal. Unit Description Written by

Unit Description Written by Tad Lemon

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KNIGHT TITAN

KNIGHT TITAN The Knight Titan is a marvelous construct whose original conception dates back to pre-Heresy.

The Knight Titan is a marvelous construct whose original conception dates back to pre-Heresy. Knight Titans are constructed on numerous Forge Worlds throughout the galaxy. Their Forge World’s colors are typically painted on the Knight Titan’s plating with the Forge World’s emblem marked all across its armour. The colors go unchanged throughout the Knight Titan’s service, regardless of whether it is traded to another Forge World or serving under a Titan Legion. To change its originated markings risks angering the Machine Spirits within.

Knight Titans are similar to the full-fledged Imperial Titans in that they are controlled through a direct mind link between the Titan and the Princeps in control. Just like the Imperial Titans, Knights Titans are imprinted with a feral Machine Spirit, which must be dominated by the Princeps

in order to control the machine. The Titan's personality is there to handle all the mundane tasks in operating such a machine, like balancing and walking, leaving the Princeps free to concentrate on more important matters.

Knight Titans are very large in strength and size, even dwarfing the most robust of Dreadnaughts of the Astartes chapters. Their fighting ability is surprisingly precise for their immense size.

 

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Knight Titan

4

4

6

13

12

11

4

2

Complexity Value: 4

WARGEAR Mega Hammer: The tremendous power of the Mega Hammer is known throughout the Imperium; capable of decimating monstrous structures in a single blow. This weapon may be used either as a Dreadnought CCW or in the following manner: The Mega Hammer has a 1D3 scatter and the resulting blast cannot harm the Knight Titan. In addition, the Mega Hammer can only be used in this way during the Assault Phase. Successful wounds cause Instant Death regardless of the user’s Toughness and uses the following profile:

Range

Str

AP

Type

6”

7

2

Heavy 1, Blast

Track Bolter: The Track Bolter has a burst-fire repetition capable of track-targeting multiple enemies simultaneously. The Mega Bolter may choose to spread its 10 shots across up to 2 different targets within range. The Track Bolter uses the following profile:

Range

Str

AP

Type

36”

5

4

Heavy 10

SPECIAL RULES Knight Titan: A Knight Titan can Tank Shock in the movement phase following the same rules and restrictions of a normal vehicle. In addition, a Knight Titan can never roll for a sweeping advance. If, at the end of an assault phase, enemy models are still engaged with a Knight Titan, the Knight Titan may choose to make a consolidation move in order to get at least 1” away from the enemy. If the Knight Titan is locked in combat with more than one enemy unit it cannot consolidate in this manner.

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GANT

GANT There are fewer creations in the Cult more interesting in design and functionality than the

There are fewer creations in the Cult more interesting in design and functionality than the Gant. Unlike most transportation vehicles, the Gant has multiple massive, independently- mechanized legs to traverse terrain. The Gant is infinitely important to the Mechanicus, as the planets that Tech Quests draw in the Cult oft have far from conventional or preferred terrain. The mechanized legs of the Gant are quite powerful, capable of scaling extremely steep ranges and traversing the most dangerous of terrain. This creation has brought the Cult Mechanicus great fortune on their numerous Tech Quests.

Typically used as a tool for excavation and transportation of important materials, its outer shell is less than desired when battling against the Cult’s enemies. The lighter armour, however,

allows the Gant the speed to keep up with transportation vehicles such as the Chimera and the versatility to reach places tank-treaded vehicle operators could only dream of.

The Gant is certainly the backbone of the Mechanicus’ transportation devices. Being a lightly-armoured jack of all trades, the Gant can make for a furious storming device when the battling Mechanicus’ forces need to press forward. It’s complex balancing system makes for a remarkably smooth ride allowing infantry to fire all manner of weapons from the top hatch without losing accuracy or for delicate cargo to be moved safely from one point to another.

 

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Gant

3

3

-

11

11

10

-

-

TRANSPORT The Gant can transport up to 11 models.

Fire Points: One model can fire from the Gant’s top hatch.

Access Points: Gants have one access point at the rear hatch.

Complexity Value: 2

SPECIAL RULES Walking Transport: Any model with the Walking Transport special rule uses the same movement and shooting rules for walkers (see pages 72-73 of the Warhammer 40,000 rulebook.) This also applies to any passengers firing weapons from the transport. However, in the Assault Phase a Walking Transport cannot attack enemies, assault or be locked in combat.

WARGEAR Exigo Hellgun: The Exigo Hellgun is essentially a combination of 4 MP Hellguns actively working as one. The accuracy of this creation is above par to most weapons within the Imperium. The Exigo Hellgun uses the following profile:

Range

Str

AP

Type

18”

4

3

Assault 2, Twin-Linked

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CANTHARIS

CANTHARIS The Cantharis is the creation of a SCT found early on after the Horus Heresy.

The Cantharis is the creation of a SCT found early on after the Horus Heresy. Its helio-mech construct is something that is seldom seen anywhere in the galaxy. Though the technology is ancient, as the centuries pass the look of the Cantharis has changed dramatically and now is built en mass from the Valkyrie construct. Through the millennia, the Cantharis’ primary use is to drop troops in with great speed and accuracy in the most hostile of situations. This function is what sets it apart from most airborne vehicles in production even today.

The Cantharis is more than ideal for infantry or cargo drop off. What the Cantharis lacks in speed, however, it gains back in mobility with its wing- mounted dual propulsion system on either side of the vehicle allow it the

ability to dodge enemy fire to a surprising degree. Its ability to take advantage of landing and walking mech- legs similar to the Gant gives the Cantharis an infinitely useful benefit that most aerial vehicles lack.

 

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Cantharis

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11

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10

TRANSPORT The Cantharis can transport up to 14 models.

Fire Points: None.

Access Points: The Cantharis has one access point at the rear.

Complexity Value: 4

SPECIAL RULES Scout, Deep Strike

Assault Vehicle: Models disembarking from a Cantharis can launch an assault on the turn they do so.

Aerial Deployment: When disembarking units from the Cantharis the unit must disembark within 2” of the Cantharis or its base. However, if the unit disembarks within the first 2 game turns this is changed to 6”. Units can always disembark after the Cantharis has moved flat out, but will not be able to assault in the same turn if they do so.

“She’s Going Down!”: While the Cantharis’ primary

role is aerial transportation, it is not without abilities on the ground. The mechanized legs of the Cantharis, similar to the Gant’s, act as a backup system of movement for the vehicle (assuming the pilot can land safely.) When the Cantharis suffers an Immobilized result, roll a D6. On a 4+ result the Cantharis’ flying base can be removed and the vehicle will be treated as

a Transport Vehicle for the remainder of the game with

the Walking Transport special rule found on Page 43 as

well as all of the above Special Rules except Aerial

Deployment and takes on the profile below. If this check

is failed, the Cantharis is Immobilised as normal. If the

Cantharis had moved flat out in its last turn, the difficulty is raised to a 5+ and failure on this check means the Cantharis crashes and is destroyed (wrecked) as normal.

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Cantharis

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3

-

11

10

10

-

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TERMITE TUNNELER

TERMITE TUNNELER The Termite Tunneler has seen service with the Imperial armies since the time of

The Termite Tunneler has seen service with the Imperial armies since the time of the Great Crusade. It was first used to insert elite troops behind enemy lines as it could safely bore under the most entrenched location. The cost to build, maintain, and pilot the tunnelers has caused it to fall out of popularity in favor of the heavier armored tanks of the Imperial Guard or the easier to manufacture and maintain Drop Pods of the Adeptus Astartes Space Marines. The Termites unique capabilities, however, make it perfect for the excavation, surveying, prospecting and mining operations that the Adeptus Mechanicus has to regularly undertake. Its ability to bore through layers of ruins or sediment gives the Mechanicus access to areas that would have required years of careful excavation to unearth.

When under threat of attack the Tech- Priests of the Adeptus Mechanicus press the Termite back into service as a war machine. Its capabilities are used to deploy the forces of the Mechanicus behind or within the enemies’ ranks. Any unit unlucky enough to be caught on top of an emerging Termite can find itself being torn apart by its massive drill as it bursts through the battlefield’s surface and then raked with the Bolter or Lasgun fire of the Termite’s occupants.

Termite

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3

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TRANSPORT

A Termite can transport up to 10 models.

Fire Points: Two models may fire from any point on the protruding model aside from the drill-head.

Access Points: Termites have one access point.

Complexity Value: 2

SPECIAL RULES Immobile: A Termite cannot move once it has entered the battle, and counts in all respects as a vehicle that has suffered an Immobilised damage result (which cannot be repaired in any way.)

Calculated Assault: Termites do not arrive using the typical reserves restrictions. Instead Termites come into play as follows:

Turn 1: No Termites may enter play. Turn 2: Deploy one Termite. Turn 3: Deploy two Termites. Turn 4: Deploy three Termites. Turn 5: Deploy all remaining Termites.

Rumbling Ground: Termites always enter play using

the Deep Strike rules from the Mission Special Rules section of the Warhammer 40,000 rulebook. However, if

a Termite deviates onto any kind of terrain it will drill its way through without issue. If this occurs, place the Termite model within the terrain or as close as possible to its deviated destination. In addition, if the Termite deviates into an enemy, place the center of a Large Blast template over where the Termite deviated to. Any model touching the blast template is automatically hit by

a Strength 4 AP 6 hit and must be pushed outward from the center of the blast template 6”. No cover saves allowed.

Unit Description Written by Tad Lemon

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DIVEXO BEACON

DIVEXO BEACON A blinding light fills the pylon generators that make up the supreme device deemed

A blinding light fills the pylon generators that make up the supreme device deemed the Divexo Beacon. Used on Tech Quests primarily as a resource; the energy output from these devices can continue for hundreds of years of continuous output before depletion of the energy cells. Used in numerous ways on the Forgeworlds of the Adeptus Mechanicus, the device can also be transported on Tech Quests to provide enough power for all of the large, towering tools needed in excavation.

While used on Tech Quests, the device has a far more menacing side. While the pylons, or Verto Concentrators, are capable of practically endless energy for tools, they can also be used as a destructive force against the Cult’s enemies. The pylons can disperse their

energy in long arcing pillars of energy or concentrated together to create a tenaciously powerful crackling spear of electro-magnetic energy. The explosive force from either attack is beyond comprehension as metal and skin alike melt beneath the tremendous force. The presence of the Divexo Beacon serves as a grim reminder of the Cult’s power.

 

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Divexo Beacon

3

11

11

11

Complexity Value: 3

SPECIAL RULES Illumination: Any friendly unit that Deep Strikes within 6” of the Divexo Beacon will not scatter.

Immobile: While the destructive power of the generator is quite powerful, the energy it provides during a Tech Quest is far more valuable. The Divexo Beacon is transported onto the field and left in place until excavations are completed; it cannot move once it has entered the battle, and counts in all respects as a vehicle that has suffered an Immobilised damage result (which cannot be repaired in any way.) Divexo Beacons are deployed in the same manner as a moving vehicle (tank), but may not move after being deployed.

WARGEAR Verto Concentrator: Divexo Beacons have pylon generators called Verto Concentrators capable of supplying a Questing force with near limitless power during their searches, but can also be used as a weapon. The artificial intelligence used in the Divexo Beacon is programmed to fill both positions without hesitation. The Verto Concentrators can either be used in a dispersed release or can concentrate their power together to create a tremendously destructive force of energy.

Each time the weapon fires, the controlling player can choose which profile is being used:

Dispersed

Range

Str

AP

Type

36

5

5

Heavy 1, Large Blast Ignores Cover

Concentrated

Range

Str

AP

Type

36

7

3

Heavy 1, Blast, Twin-Linked

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