Professional Documents
Culture Documents
Mandragora Apocrypha
Legio Cybernetica.................................100 Weapon Emplacements........................122
Arlatax-Class Battle Automata............100 Defense Turret....................................122
Castellax-Class Battle Automata.........101 Mole Mortar.........................................122
Cybernetica Datasmith........................101 Rapier Laser Destroyer.......................123
Domitar-Class Battle Automata...........102 Tarantula Sentry Gun..........................123
Kastelan Robot....................................102 Thudd Gun..........................................123
Scyllax-Class Guardian Automata......103 Vehicle Upgrades of the Mechanicus....124
Thanatar-Class Siege Automata.........104 Anbaric Claw.......................................124
Thanatar-Calix...................................104 Armored Ceramite...............................124
Thanatar-Cynis..................................105 Auxiliary Drive.....................................124
Vultarax-Class Stratos-Automata........106 Blessed Autosimulacra........................124
Vorax-Class Battle Automata..............106 Broad Spectrum Data Tether..............124
Battle Automata Equipment................107 Cognis Manipulator.............................124
Blessed Autosimulacra......................107 Explorator Augury Web.......................124
Enhanced Targeting Array................107 Mindscanner Probe.............................125
Infravisor...........................................107 Flare Shield.........................................125
Searchlight........................................107 Ramjet Diffraction Grid........................125
Siege Wrecker...................................107 Searchlight..........................................125
Ordo Reductor.......................................108 Smoke Launchers...............................125
Thallax.................................................108
Ursarax ...............................................109 Tables
Collegia Titanica...................................109
Table 1-1: Electro Illumination.................29
Princeps..............................................109
Table 2-1: Ranged Weapons..................37
Redactus Moderatus...........................109
Table 2-2: Grenades and Explosives......40
Shield Warden.....................................110
Table 2-3: Melee Weapons.....................43
Servants of the Forges..........................111
Table 2-4: Weapon Upgrades.................44
Furnace Workers.................................111
Table 2-5: Armor.....................................46
Menials................................................112
Table 2-6: Force Fields...........................47
Mining Helots......................................112
Table 2-7: Clothing and Personal Gear..48
Tech Thralls........................................113
Table 2-8: Cybernetics............................52
Part VI: Engines of War Table 2-9: Biological Implants.................59
Table 3-1: Mechanicus Gifts...................65
Krios Battle Tank...................................114 Table 3-2: Quest for Knowledge.............66
Ironstrider Ballistarii...............................115 Table 4-1: Atmosphere...........................67
Macrocarid Explorator...........................115 Table 4-2: Gravity...................................68
Magos Sky Platform..............................116 Table 4-3: Temperature..........................68
Minotaur Artillery Tank..........................116 Table 4-4: Biosphere..............................69
Onager Dunecrawler.............................117 Table 4-5: Population.............................71
Ordinatus Sagittar.................................118 Table 4-6: Species.................................72
Ordinatus Ulator....................................119 Table 4-7: Tech Level.............................73
Sydonian Dragoon................................119 Table 5-1: Servitors and Familiars..........98
Termite..................................................120 Table 5-2: Automata..............................108
Triaros Armored Conveyor....................120 Table 6-1: Weapon Emplacements.......122
Mechanicus Questoris Knight...............121 Table 6-2: Vehicle Upgrades.................125
Mandragora Apocrypha
and higher ranks are usually referred to by rank. As befits
the religious nature of the Mechanicus, tech-priests usually
wear robes, which are usually either rust-red or white. Tech-
priests are often cybernetically augmented. The level of a
techpriest's augmentation is highly dependent on his rank
within the Cult Mechanicus; a novice may have only one or
two augmented systems, if any, while very senior members
may have only a few biological organs left in their bodies.
Heraion-Trilian Covenant
The alliance between the Forge worlds of Heraion and
Trilian dates back to before the forging of the sector during
the waning days of the Great Crusade. Founded by common
ancestry during pre-imperial colonization, the two synods of
the Mechanicus have diverged heavily in ethos and focus
since their founding, but have remained steadfast allies in a
shared covenance between each other for millennium.
The Synod of Heraion have long been studious into the
stellar reaches that lay within and beyond the Mandragora
The Dreadspace Scrolls Sector. When the Imperium discovered Heraion, it was
Heraion's knowledge of the Mandragora Region that resulted
The untold riches that lay awaiting in the void are in a swift compliance of the sector from the Astra Navis
cartographic maps the explorators possessed. Likewise,
countless. Even within the threshold of a long founded Trilia's weapon forges and cohorts of Legio Cybernetica
Imperial Sector, vast light years go undiscovered - greatly enforced the fledgling sector's security and
untouched by humanity, just beyond the reach of known dominance over the xeno empires that existed during that
space. It is for this reason that there exists the great era.
Explorator Fleets - to seek out these undiscovered worlds to The tradition of Trilia arming and providing warriors to
register them for colonization, conquest, mineral depletion or Heraion exists to the modern day. While the two forge worlds
exterminatus. are considered separate synods, they share the same
In the vast breadth of the galaxy, both treasures and sphere of influence as if they were a singular, dominating
horrors await the intrepid adventurers that push the presence. The inquisitive nature of the Heraion Mechanicus
boundaries of the Imperium further every generation. It takes matches perfectly with the laborious determination of Trilia,
a hardened soul, bravery, and commitment to explore the and together both represent a pillar of power and knowledge
dark boundaries of the Imperium of Man. in the Mandragora Sector.
Despite their alliance, the two synods of Heraion and Trilia
The Adeptus Mechanicus are quite different in theological interpretation of the
universal laws of the Mechanicus. This is no more evident
than in the conflict between the pro-xenos and antixenos
The Adeptus Mechanicus is a technological organization, philosophical view points. Heraion is often accosted of being
often known as the Priesthood of Mars. It holds a monopoly xenophilious, being open to the study and exploitative of
on technological knowledge in the Imperium. Their Forge technology derived from ancient alien cultures and archeo-
Worlds turn out the Imperium's most powerful and advanced sites. Trilia maintains the perversion of the xenos wrought
weaponry and equipment. The organization's adepts, the technology and ridicule and condemn those that believe any
Tech-priests, are vital in maintaining much of the Imperium's good can come from it. This point of theological contention is
more technologically advanced equipment, not the least of often and rigorously discussed and debated with fiery and
which is the Emperor's life-sustaining Golden Throne. intense debates and symposiums from both worlds, with
While the Adeptus Mechanicus is a part of the Imperium, it small skirmishes between cohorts not unknown.
has developed separately and enjoys a considerable degree
of independence. Due to the great amount of power it wields,
the Adeptus Mechanicus could almost be compared to be
The Monastic Order of the Menitors
like an allied empire, rather than an organization within the The Monastic Order of the Menitors is a sub order of the
Imperium. The Adeptus Mechanicus also follows a different Heraion-Trilian Mechanicus. A curious and odd practice by
religion from the rest of the Imperium. The religion and Imperial standards and radical by both the dictates of the
religious structure of the Adeptus Mechanicus is known as Orthodoxy of the Ecclesiarchy and the Creed Mechanicus,
the Cult Mechanicus. The symbol of the Adeptus the order of the Menitors arose on the worlds of the Heraion-
Mechanicus is a skull, half-bone and half-machine, set Trilian Covenant influenced cultures of the Marjories
against the background of a black and white cog. Regency sub-sector. By tradition of the senior adepta of their
Adepts of the Adeptus Mechanicus are known as tech- order, upon the moment of their deaths transferred their
priests. Any member of the Cult Mechanicus over the rank of brains into preservation canisters in secluded data-shrines
menial will often be referred to as a tech-priest, though Magi across the Marjories. Due to Creed Mechanicus orthodoxy,
Logis Transmechanic
The Logis form the body of logisticians and analysts that Transmechanics are specialists in the field of
indirectly control a forge world’s resources. They predict communications technology. By the nature of their specialty,
future trends and make forecasts based around a plethora Transmechanics are often called upon to serve in other
of seemingly unrelated factors to advise on projected needs. Imperial organizations for extended periods of time, and
Among the Adeptus Mechanicus, Logis are regarded as often spend their entire existence aboard Naval vessels or
prophetic figures and their dispassionate analysis is given on Imperial Guard bastion-worlds.
great weight in decision making.
structures of hierarchy as the greater Cult Mechanicus across the galaxy. an Archmagos Intendant. This rank roughly
corresponds with the role of Planetary
Governor - and are sworn under the fealty of
While variances in nomenclature, ranks, and titles are typical from each their more powerful and sovereign forge
worlds.
forge world and synod of the Mechanicus, these are the generally accepted
across the Mandragora Sector and it's periphery borders.
The next rank up from tech-acolyte is Technographer; these learn the mysteries Even the Magi will rely on the tactical A Master of Skitarii is the commander of a Cohort of Skitarii. A
of the Hex Signs and treating Machine Spirits. They become proficient in a particular experiences of the Skitarii Consul. Commanders of significantly augmented Human, a Master of Skitarii has undergone
divisio that reflects their abilities best, and are apprenticed to that divisio. They will the Skitarii and able to call on Auxilia of years of service in the Skitarii ranks before ascending to a full
learn the ways of that divisio. When working or disseminated, they will chiefly be Praetorians, Myrmidon, and the dread Ordinatus, leadership position. They possess neural networks to issue
serving as either more advanced technicians, for when their simple rites and Consuls embody the fighting will of the Machine- commands without the need for voicing them. In battle, a Master of
preparations fail, and servicing and using more complicated technology. God. Skitarii is something of a paradox, with combat drugs leaving the
Master with the red mist of a berserker chained to the logical
thought processes which the Adeptus Mechanicus values.
A Tribune is the equivalent of a Lieutenant in a A Magos of the Divisio Mandati that leads an
normal ranking scheme and commands a Maniple, entire Legion of the sub-organization of Auxilia
drawn not from the ranks of the Legiones Skitarii Myrmidon or Legiones Skitarii is known as a Magos
but the Divisio Mandati. Similarly, a Magnus is Commander, or Magos Militant. These Magi are
equivalent to a Captain and commands a Cohort, masters of strategy and tactics, and are the
with a Colonel-Priest commanding a Macroclade. generals of the Mechanicus Mandragora’s armies.
The ruling noble houses of the Knight Worlds form their own unique
culture and traditions which have become closely linked with the
Mechanicus over time. Households often serve alongside the Titan
Legions as vassal warriors or allied forces, responding to ancient pacts
of mutual support in times of war.
The techmarines of the Adeptus Astartes, or The Centurio Ordinatus is the sub-organization that Anyone with the strong will to control a titan can be taken into
frater astrotechnicus as their traditional name goes, develops the massive ordinati, both majoris and the Collegia Titanica as a crew member of a Titan, and serve
are priests of Mars and are given ranks exist minoris, for the use of the Mechanicus. Its ranks as either a moderatus or princeps cadet. For eight years, they
outside of the standard structure of the appear to be similar to those of the titan orders – do an observational study. Once approved, they become
Mechanicus. They begin as an apprentum, trained princeps and moderati are used. The Lord of the either a moderatus or princeps - moderati monitor weapons
on Mars and sent back to their Chapter to complete Centurio Ordinatus is a title given to an Archmagos systems and other such duties, whilst the princeps controls
his training. They then become a full fledged Veneratus Investigatus. the titan itself. A princeps senioris a high ranking princeps in
techmarine, who may one day become a the legion, but the highest ranking princeps in the legion is the
techmarine suprema, placed in charge of several princeps maximus. The praetorian princeps - not to be
techmarines. A Chapter’s Master of the Forge is confused with praetorian skitarii or the praetorian-class
the highest ranking techmarine in the Chapter, and servitors - are the princeps beneath the Grand Master.
is held in high regard.
The Collegiate Extremis is The Prefecture Magisterium is the doctrinal
the judicial branch of the covenant of the Machine Cult charged with
Adeptus Mechanicus. Traitors preserving dogma and the persecution of techno-
to the Omnissiah are heresy. Magisterium cohorts and hunter-killer
prosecuted and their crimes claves are maintained on all Forge Worlds under
analyzed. At its head is an the authority of the Fabricator General or
ancient cabal orchestrating the Archmagos Intendant
collegiate, known as the
Prefecture Magisterium. Every
Forge World has their own
variant of this collegia.
The Xenologis and Xenobiologis are controversial Divisiones in The Legio Cybernetica is a sacred order Adepts of the Mechanicus may at any The Ordo Reductor is the domain of
the Mechanicus, due to the 9th Universal Lore. On anti-xenos Forge devolved into cohorts charged with the time fall out of favor, due to transgressions siege weapons and vehicles. This order is
Worlds, these Divisiones are not likely to exist. On pro-xenos Forge construction and use of Battle-Automata, against the machine orthodoxy. While there staffed primarily by myrmidons of the
Worlds, these are likely to exist, but it is possible that they are existing both as fully independent exist varying degrees of excommunication, Auxilia Myrmidon. They embody the
combined under the general title of Divisio Xenologis, and staffed by structures and sub-factions owing either the punishments remain largely the same - animus of the Omnissiah, its duality not as
Xenologist. pacts of mutual support or alliance with the ranging between exile, death, internment or a creator or embodiment of knowledge, but
Synods of major Forge Worlds. un-life as a servitor. as destroyer and bringer of oblivion.
Dictatus: Excommunicated for holding Technologicus: Excommunicated for Mechanicus: Excommunicated completely
doctrinal differences, that while may not be espousing technological theorems or and irrevocably from the Adeptus
strictly heretical or damning, have fallen in philosophies that are deemed too radical or Mechanicus for committing tech-heresy of
disfavor with the orthodoxy of a prevailing heretical by the orthodoxy of the Adeptus the highest order and violating one or more
authority, earning a tech-priest the title of Mechanicus. These tech-priests typically of the universal mysteries. These
Malatek. These individuals, while rare, are imprisoned or exiled. Many choose to individuals are apostates of the highest
may regain favor and accepted back. flee rather than accept their fates. order, and rarely permitted to live past
judgment.
Characteristic modifiers
The Quest for Knowledge has long carried the Tech- + Intelligence, + Perception, – Fellowship
Priests far into the depths of the hostile void, far outside of
charted areas of the galaxy. The Explorator fleets are those Fate Threshold
tasked with the highly perilous task of entering unexplored 3 (Emperor’s Blessing 3+)
regions to analyze and catalogue them, securing important
data or artifacts by force if necessary. Wilderness space Home World Bonus
harbors many secrets such as lost colonies, wrecked ships,
Fit for Purpose: A character from an Explorator Fleet
alien ruins, and hidden repositories of knowledge. Explorator
treats his Carrying, Lifting, and Pushing thresholds as
fleets often spend centuries at a time away from their home
if his sum of SB and TB were two higher to determine
forge worlds, working their way methodically through a star
his maximum weight values.
cluster or nebula. Only the discovery of something truly
significant brings the fleet back early. More often, an
Explorator fleet vanishes into the unforgiving black, only Home World Aptitude
years of silence betraying its fate and prompting the dispatch Intelligence
of another fleet to the same area centuries later.
The deep void harbors many dangers. There are aliens, Wounds
fugitives, and renegades that would destroy an Explorator An Explorator Fleet character starts with 8+1d5
fleet on sight just for the vast haul of technological plunder it wounds.
represents. There are lost colonies that do not desire to be
rediscovered, perhaps wishing to continue their own petty
Recommended Backgrounds
fiefdom and not return to the Imperium’s fold, or worshipping
heathen gods that would bring the fires of the Ministorum Adeptus Mechanicus, Imperial Guard,
upon them. There are uncharted natural and unnatural Imperial Navy, Rogue Trader Fleet
phenomena that can wreck a fleet, or strand it for an eternity.
The number of ships the Adeptus Mechanicus dispatches
on such quests amount to only a fraction of those in service not been so indoctrinated. Generally, more highly positioned
with the Imperium, but they are exceptionally well-protected techpriests are expected to have more seniority and
and well armed. Perhaps the best example of this is the knowledge than lower ones, and are consequently more
near-legendary Ark Mechanicus, a class of ship with more important as greater repositories of knowledge.
firepower, greater range, and significantly stronger defenses To the Techpriests, flesh is merely an inconvenience;
than any Imperial battleship operating today. Such is the weak and frail in comparison to the mighty pistons, gears
power of the Machine God and his servants in the holy and chains of machinery. It must be sustained artificially
pursuit of knowledge. beyond a certain point and, if one is to make most use of it,
much of it needs replacing by newly grown parts or, more
Life among the Mechanicus preferably, manufactured limbs, organs and systems. Their
brains incorporate devices known as memo chips, ingrams
Although often held to be planet-spanning factories, as or electrografts, which allow their memories to store an
much as half of a forge world owned by the Adeptus incredible amount of information and access it quickly. They
Mechanicus is primarily given over to huge repositories of are often fitted with a variety of neural plugs which allow
technical knowledge. These immense libraries and them to .jack in. to the network of a terminal or machine,
databanks of information are highly eclectic and becoming part of its operating or control system. It is not
disorganized, so that one may find a crystal storage device uncommon for the most senior Techpriests to have entire
containing information on biogenetic engineering next to a limbs replaced with more functional devices, such as lifting
scroll covered with designs for steam locomotives. arms, augur arrays and weapons. The most aged of the
Techpriests are a holy order that worships the Machine God Adeptus Mechanicus are many, many centuries old, kept
and the intimate knowledge of technology that he holds. alive by horrifically produced anti-agapic elixirs which
They jealously guard their independence, and even the nourish the few parts of mortal flesh left on their bodies,
Inquisition will not lightly interfere with or recklessly although the wealth of knowledge and experience crammed
investigate the Mechanicus on one of their own forge worlds. into their brains has entirely divorced them from reality and
It is ordered in a strong hierarchy, but details on what form driven them mad.
this takes are not made widely available to those who have The lowest ranks of Techpriest have mainly maintenance
and construction duties, but as a Tech-adept progresses and
respective worlds were found in the knightly houses of the Starting Talents
Imperial Knights. Known formally as the Questoris Familia,
Ambidextrous, Weapon Training (Las, Chain or
these dynasties of Imperial nobility evolved from the need to
Power)
protect the early human settlers of the Knight Worlds from
indigenous species discovered on their alien planets. When
the original settlers arrived on distant worlds they
Starting Equipment
cannibalized their sublight colony spacecraft, using the parts Las Pistol, Noble Attire, Sword and decorative sheath,
for the raw materials of survival. The Imperial Knights now Mind Impulse Unit
dwell in massive strongholds, foreboding martial structures,
the heart of which contains technologies taken from these Background Bonus
ancient colonization vessels. The formal role of protector and Rite of Becoming: A Questoris Familia character may
castellan developed over time into the structure of noble make an additional attack with his Mind Impulse Unit
houses that was old when the Imperium was in its infancy. as a Free Action with a secondary MIU Interfaced
The curious fact that the knightly houses are often uncannily weapon.
alike despite their far-flung nature is explained, at least in
part, by the union of noble pilot and his suit of knight armor, Background Aptitude
known as the Ritual of Becoming. Connecting at a neural
Offense
level with the War Spirit (Artificial Intelligence) of a suit of
Knight armor has a profound effect on the consciousness of
the pilot. The joining of mind and War Spirit has helped to Recommended Roles
create cultures which appear uncannily similar across the Ace, Assassin or Warrior
galaxy, despite evolving on worlds that are far apart, and
have never shared formal communication.
Although all initiates of the Machine God are versed to Role Talent
Ambidextrous or Jaded
some extent in conflict and the skills of warfare, certain
Mechanicus sects and military formations exist to study the
art of destruction with the ardent fervor that their fellows
Role Bonus
might apply to the creation of machinery or the recovering of Devastating Precision: In addition to the normal uses
lost technoarcana. Chief among these in the Mandragora of Fate Points, when a Secutor successfully hits with
Sector are the forces of the Auxilia Myrmidon, also known by an attack, he may spend a Fate Point to decrease an
some as the siege engineers or war-savants. Myrmidons are opponent's Toughness Bonus equal to his
expert killers, weapon masters and destroyers. At the behest degrees of Success on the attack roll on the
of the ruling Archmagos of the Forge Worlds, they are sent first hit the attack inflicts.
to accompany explorators in investigating finds in the most
dangerous sectors of space and retrieve the most hazardous
xenos-specimens, while others are tasked to hunt down powerful among them are all but impossible to kill.
renegades accused of the foulest techno-heresies and Myrmidons are held in no little fear and awe by other
terminate them with extreme prejudice. members of the Machine Cult, and have commonly
subjected themselves to cybernetic reconstruction far
Role within the Imperium beyond enginseers or precepts.
crackling energy that revolve around each other, forming unless it is connected to a standard Backpack power supply,
triple helixes as they blast forth. Should these ground upon a in which case a shot count of 20 is used.
metallic target they will swiftly overload its circuits and
banish its animating spirit to the ether. Macrostubber
The macrostubber is an
Heavy Grav-Cannon antique pistol able to hurl out a
The graviton technologies used by the Adeptus thunderous cloud of solid
Mechanicus are fearsome indeed. A target hit by the heavy slugs. Though the pistol’s
grav-cannon’s invisible field will be stunned and likely weapon-science is relatively blunt, the sight of its bullet
crippled, or even crushed under their own exponentially stream chewing the flesh of the foe offers an undeniable
increased mass until all that is left is an oozing disc of charm to even the most jaded Tech Priest.
biometallic waste.
Mechanicus Bolter Weaponry
Incendine Combustor The Mechanicus utilize a variety of bolter weaponry which,
Typically mounted atop the Kastelan Battle Robot, the while operating on similar principles to the standardized
incendine combustor hurls out great gouts of burning, thrice- weapons of the Adeptus Astartes, are often more
blessed promethium. Laced with Magos-blessed unguents sophisticated and difficult to maintain. Such weapons include
and ignited by a flame lit from the Perpetual Forge, each the Maxim; a relatively compact, short-chambered rotary
holy fire-thrower can turn a techno-heretic into foul tallow in boltgun capable of a high rate of fire, and the Mauler pattern
a matter of seconds. bolt cannon, a fearsome baroque and bulky automatic
cannon using substantially larger and denser shells than a
Irradiation Projectors standard heavy bolter.
'Irad' or 'Rad' projectors are potent anti-personnel
weapons and relics of the Dark Age of Technology used Mechanicus Las Weaponry
exclusively by the militant forces of the Mechanicus. They The standard weapon of the Astra Militarum for its
commonly comprise a bulky generator unit terminating in a ruggedness, reliability, and ease of resupply, the Lasgun
dish-like projector that unleashes a powerful blast of deadly fires a beam of light that can strike the target with a large
cross-spectrum radiations. Victims caught in the blast of amount of energy. These weapons can vaporize unarmored
such a weapon suffer an appalling death as they are boiled surfaces, and even pierce armor when sufficiently
alive from within - their tissues blasted apart on a cellular overcharged
level. Thick barriers of solid matter between the beam and The Laslocks and Mitralocks of the Mechanicum can
the target provide some protection from this effect, though support higher damage over range and rate of fire, and are
victims who survive the initial blast will often die later of often given to their disposable Adsecularis force. The
extreme radioactive contamination. Laslock and Mitralock require Exotic Proficiency (Integrated).
Fleshbane: Damage from this attack ignores Toughness Laslocks and Mitralocks may mount Induction Chargers,
Bonus. Armor functions normally. increasing their RoF to S/-/2, but increasing Availability by
Rad-Phage: Upon taking wounds, the enemy must make a one difficulty step.
Challenging (+0) Toughness Test or suffer 2d10 Toughness Charger Burnout: If a Jam is rolled when firing the Blast
Damage. Charger mode, the weapon melts, becoming useless until
repaired with a Hard (-20) Trade (Armourer) test.
Lightning Gun
This aptly named weapon takes the form of a baroquely Mitralocks
designed carbine connected to a micro-reactor core. It fires Mitralocks are a type of Las-weapon used by the Adeptus
an ionizing las-beam, down which a powerful phased Mechanicus. Commonly equipped to Tech-Thralls,
discharge of electromagnetic force is unleashed, and is Mitralocks release a fan of las-pulses akin to a shotgun
equally effective at slaughtering the living and overloading blast. The firing range is reduced in favor of an increased
machine targets. likelihood of injuring their targets.
The Lightning Gun requires Exotic Proficiency (Integrated)
Omnisian Axe tripled against that type of armor for the remainder of the
combat. These weapons may only be calibrated to one form
A holy icon of the Cult Mechanicus, the Omnisian axe or
of armor at a time, the wielder may dismiss any current
glaive is granted to adepts who have shown their faith to the
calibration as a Free Action.
Machine God in battle. No common weapon, it is forged with
the finest materials and using secrets of tempering and field
generation. These fearsome weapons have no equal Vivisector
amongst power weapons. Saw-toothed and marked with The Vivisector is a long ornate gauntlet that locks over the
sacred equations, to the followers of the Machine God, the user’s forearm. Servo-augmented articulation extends over
bearer of an Omnisian glaive is a most blessed figure, a the fingers, which are tipped with laser cutters, bio-solvents,
furious incarnation of the Machine God’s power in war. shears and flensing instruments. While the ignorant may
The bearer of an Omnisian axe receives a +10 bonus to confuse the Vivisector with a medical device, this is no
Interaction Tests involving followers of the Machine God. instrument of healing. Designed to dissect and portion
The Omnisian glaive also functions as a multi-tool. An organic tissues in the flesh works of forge worlds, it can be
Omnisian axe may never be bought or deliberately turned into an unwieldy but horrific weapon at a whim. A
obtained—it is gifted only to tech-priests by their superiors. Vivisector grants the wielder a +10 bonus on Interrogation
and Intimidation Tests, as well as a +10 bonus to Medicae
Taser Weapons Tests for the purposes of repairing servitors or conducting
autopsies. The Vivisector may also be fitted with injector
Powered by hyperdynamo capacitors, taser
rigs, giving it the additional quality of Toxic (1).
weapons store an incredible amount of potential
energy. A solid impact will cause this energy to be
discharged in a scorching blast, only to be Weapon Upgrades
harnessed once more by the electrothief prongs at
the weapon’s tip. The savants of the Mechanicus are well equipped,
modifying their weapons with the same fine precision as they
Transonic Weapons selectively fine-tune the members of their own order.
Transonic blades emit a low, insistent buzz that
makes stomachs turn and eyes vibrate in their Cognis Awakening
sockets. When they strike armor, these weapons will Cognis weaponry, though superficially similar to that used
adjust their hostile sonic field to match its resonant by the rest of the Imperium, has one vital difference, a
frequency, quickly slicing right through it – and, in the cognis weapon’s machine spirit has been permanently
case of the feared chordclaw, turning muscle, bone awakened by the rites of the Machine God. When the
and fat to jelly. wielder is unable to give his full concentration, the warlike
Transonic: Whenever the character scores three or spirit of the gun will take over. In any situation where the
more Degrees of Success on a Weapon Skill Test character may be Surprised, he instead counts as taking a
using this weapon, the weapon’s Penetration is Half Action Aim with any wielded weapon possessing this
Pain Ward
The pain ward implant redirects incapacitating levels of Rad Furnace
pain to other regions of the brain, causing the sufferer to In the same vein as the Scyllax, some Magos contain
experience that pain as colours, hallucinations, or tastes. within them a burning Irad furnace that can weaken friend
The implanted character can ignore Stun effects and and foe alike. Allies and enemies in the same melee as the
involuntary actions or penalties resulting from the pain of bearer of the Rad Furnace suffer -1 to their base Toughness
critical damage, being on fire, drowning, and so on. Bonus. Only other bearers of a Rad Furnace are immune to
Involuntary actions and restrictions caused by the mechanics this effect. In addition, the bearer of a Rad Furnace gains a
of a particular injury still occur as normal. +30 bonus to Toughness tests caused by weapons with the
Toxic or Rad-Phage Qualities.
Strength Augmentation
The arm is fitted with powerful pistons and servo-motors
which greatly enhance the character's strength. In the case
of an arm designed to replicate the size and shape of the
original, this strength bonus will only be modest (+10 to the
strength of the arm), however larger arms can be fitted with
more powerful systems which can enhance a character's
strength to inhuman proportions (up to a maximum of +40 to
the strength of the arm).
The vast foundries of the Adeptus Mechanicus are solely in the Quest for Knowledge. Led by a Venerated Archmagos
Explorator, they will follow up any lead that may result in
responsible for providing to the Imperium of Man all technical discovering a working Standard Template Construct, the
devices and machinery from mundane farm equipment to revered holy grail of the Cult Mechanicus. These vessels are
vast interstellar warships. It is ordered in a strong hierarchy, rarely encountered by others as they perform their missions
but details on what form this takes are not made widely in the service of those who give life to these behemoths of
available to those who have not been so indoctrinated. the stars.
Generally, more highly positioned techpriests are expected
to have more seniority and knowledge than lower ones, and
ARC MECHANICUS BATTLESHIP
are consequently more important as greater repositories of ARMOR: 10 SPEED: 6 SHIP POINTS: 87
knowledge.
After many decades of service, techpriests may be DETECTION: +15 MANOEUVRABILITY: +0
elevated to the rank of Magos, from where they may begin TURN RADIUS: 45° HULL INTEGRITY: 110
service in one of the many sub-sect Divisios within the Cult. SPACE: 110 TURRET RATING: 5
Held in highest regard are the Magos Explorator. Obsessed CREW: 245,000 SERVITORIZED CREW, APPROX.
with the quest for knowledge, they search high and low
across the known galaxy for lost Standard Template WEAPON CAPACITY: 1 DORSAL, 1 PROW NOVACANNON, 3 PORT, 3 STARBOARD
Constructs and ancient knowledge. A breed apart from
regular techpriests, any Explorator or member of his team
will willingly walk into forgotten catacombs, even at risk of Armored Prow: The Arc Mechanicus has an in-built
death, for snippets of long-forgotten knowledge. armored prow.
Toward this end the Adeptus Mechanicus have at their Explorator Augury: The vessels the Mechanicus supplies
disposal a large fleet of starships. Because the Quest for to its Explorators are invariably equipped with boosted
Knowledge can involve long, arduous forays into unexplored auspexes and augur arrays to better aid them in their
space, it is important that they be heavily armed and mission. Add +10 to the ship’s Detection, and when working
armored. This is not only for their own protection from these towards an Exploration objective, the players earn an
who covet their technology but to engage in combat when additional 50 Achievement Points.
necessary to secure vital data or artifacts that may prove Manifest Course: The Ark Mechanicus cannot use “Come
crucial to the Quest. Though the total number of ships the To New Heading” action.
Adeptus Mechanicus has at its disposal dispersed among its
many forge worlds is far outnumbered by that of the Imperial
Navy, it goes without saying that those responsible for all
starship construction reserve for themselves among the
most powerful and best equipped warships encountered
anywhere in the Imperium.
Battleship Hulls
Battleships are the masters of space combat. These
massive spacecraft are protected by nigh-impenetrable
defenses, carry enough firepower to obliterate a lesser ship,
and usually have launch-bays for attack craft as well. The
Cruiser Hulls
only weaknesses of a battleship are its expense and poor
maneuverability. However, when accompanied by cruisers These vast ships of the line form the iron backbone of the
and escorts to offset these disadvantages, a battleship Imperial battlefleets and are the principal combat vessels
becomes a nearly unstoppable addition to any fleet. designed to pound the enemy into flaming ruin.
Transport Hulls
The Imperium swarms with transport vessels. Millions of
these civilian craft plough the space lanes, ferrying pilgrims,
ore, foodstuffs and luxuries to untold billions of eager
consumers across the galaxy. There are countless classes
of transport vessel, and even the most esoteric Explorator
fleet requires humble transport craft to carry the spoils of
Goliath-Class Factory Ship
their conquests back to the Imperium again. Dimensions: 4.9 km long, 0.9 km abeam at fins approx.
Mass: 16 megatonnes approx.
Heavy Transport Cruiser Accel: 1.5 Gravities max sustainable acceleration.
The Goliath-class factory ships are Mechanicus vessels,
Dimensions: 4.8 km long, .7 km abeam at fins
gigantic energy-processing vessels that harvest the very
Mass: 25 megatons
essence of stars. They devour solar plasma to power their
Accel: 0.9 gravities max sustainable acceleration
own arcane fuel production techniques, in order to sate the
Across the Imperium there are a vast array of different
endless hunger of the Imperium’s Hive worlds. Even larger
space faring vessels, any of which can be pressed into
than the Jericho class, they are fragile and potentially
service of the Imperial Navy at need. Typically, heavy
explosive craft treated with much respectful caution by other
transports are used as bulk ore, fuel or grain carriers, and
spacefarers, given their propensity to detonate in
damaged vessels have been converted into supply bases,
catastrophic explosions that are capable of scouring the
hospital vessels and forward repair facilities for fleets
atmosphere from entire worlds.
operating in isolated or primitive systems. Every Imperial
fleet is supported by hundreds of chartered or GOLIATH CLASS FACTORY SHIP TRANSPORT
commandeered merchant vessels used to transport supplies
between embattled systems. While heavy transports not ARMOR: 3 SPEED: 3 SHIP POINTS: 25
normally used in this role, each heavy transport is capable of DETECTION: +4 MANOEUVRABILITY: -10
carrying tens of thousands of men and thousands of TURN RADIUS: 45° HULL INTEGRITY: 50
vehicles. They are also used by Adeptus Mechanicus Titan
SPACE: 40 TURRET RATING: 2
Legions for moving their huge war machines or enough
munitions to supply an entire army. Most fleet commanders CREW: 41,000 CREW, APPROX
assign dedicated escort vessels to a squadron of heavy WEAPON CAPACITY: 1 PROW, 1 DORSAL, 1 PORT, 1 STARBOARD
transports, as the loss of one of these vessels during a
planetary assault can have huge long–term effects on a Cargo Hauler: This vessel was designed for transporting
campaign. goods and fuel, and no amount of retrofitting can fully
change this. This Hull comes pre-equipped with two Main
HEAVY TRANSPORT CRUISER TRANSPORT Cargo Hold Components. The hull’s Space has already been
ARMOR: 17 SPEED: 3 SHIP POINTS: 45 reduced to account for these, however when the ship is
constructed it must be able to provide a total of 4 Power to
DETECTION: +5 MANOEUVRABILITY: -10
these Components.
TURN RADIUS: 45° HULL INTEGRITY: 55 Plasma Refinery: This vessel comes pre-equipped with a
SPACE: 55 TURRET RATING: 2 unique Component, a Plasma Refinery, used to create high-
CREW: 83,000 CREW, APPROX grade fuel for plasma engines. This is a huge facility
SPECIAL: TEARING
31-70 9 33 36 25
3 3 Inf
Lr Ll
—
Skills: Awareness (Per), Common Lore (Adeptus
71-85 9 86-00 9
Mechanicus) (Int), Operate (Any One) (Ag), Logic (Int) +10, HALF 3 FULL 6 CHARGE9 RUN 18 THREAT 10
Scholastic Lore (Any one) (Int), Linguistics (High Gothic, Low
Inferno Pistol Class Pistol
Gothic) (Int), Linguistics (Techna-Lingua) (Int) +10, Tech-
Use (Int) +10, Trade (Technomat) (Int) +20 RNG 10m ROF S/-/- DMG 2d10+10 (E)
Talents: Binary Chatter, Electrical Succor, Energy Cache, PEN12 Clip 12 RLD Full Wt . 3kg AVLNU
Gun Blessing or Maglev Transcendence, Luminen Shock, SPECIAL: RELIABLE
Meditation
Traits: Mechanicus Implants Omnissian Axe Class Melee
Gear: Flak cloak, robes, tools, respirator, dataslate, personal RNG — ROF — DMG 1d10+7 (R)
cogitator, 2 laspistol clips. PEN 2 Clip — RLD — Wt . 8kg AVL ER
Cybernetics: Luminen Capacitors, Ferrous or Maglev SPECIAL: POWERFIELD, UNBALANCED
Implants, 1 utility or optical mechadendrite, Techno-mat
Electoos: Metallicized strips bonded sub-dermally enable
the Techpriest to channel limited amounts of energy like the Skills: Awareness (Per), Common Lore (Adeptus
renowned Electro-priests. Any melee attack by the character Mechanicus) (Int), Operate (Any Two) (Ag), Logic (Int) +10,
also counts as a shock weapon. Scholastic Lore (Any Two) (Int), Linguistics (High Gothic,
Techno-mat: Techno-mats are tethered Servitors which Low Gothic) (Int), Linguistics (Techna-Lingua) (Int) +10,
attend to the functions of a Techpriest’s organic Tech-Use (Int) +20
components, freeing them from the fallacies of the flesh in Talents: Luminen Shock, Mechadendrite Use (Utility),
the pursuit of knowledge. Carefully monitored nutrients and Prosanguine, Weapon-Tech
stimulants are fed to the Techpriest continuously from the Traits: Machine (3), Mechanicus Implants
attendant servo-mat. A techno-mat allows the Techpriest to Gear: Heavy robes, combi-tool, 2 doses of sacred unguents,
re-roll his Toughness tests. portable vox
Cybernetics: Luminen capacitors implant, one or more
52
Rite Of Fury
Penalty: -10 .
The Battle Automata may make an extra standard
melee attack as a Free Action, subject to all normal
bonuses and penalties. This attack may be made in
conjunction with other actions such as Swift and
Lightning Attack.
Rite Of Destruction
Penalty: -10 The Prognostication Dominus
The Battle Automata may fire one of its weapons While the Mandragora Sector has traditionally
twice in the same combat action. The following round, waged wars across and within its borders, the affairs of the
the Battle Automata may not fire any ranged weapon sector were largely provincial in nature in comparison to the
as its targeters cool down. great wars waged elsewhere in the Segmentum. Internecine
warfare between noble elites and trade dynasties were
Rite Of Dread Castigation common, with the presence of space-faring orks a constant
Penalty: -20 threat, but nothing beyond the control of the Imperial Navy or
The Magos Dominus targets an enemy Battle the military might of the sectors Astra Militarum. Yet, the
Automata, making an opposed Forbidden Lore Logis Prophesiers of the early fifth century of the 37th
(Cybernetica) against the Battle Automata’s Willpower. Millennium on Shaehol predicted the coming of the last great
The target takes damage equal to 1d10 x the DoS of Dominus of the sector between the 38th and 39th
the Magos Dominus, ignoring armor and toughness. millennium.
This attack can be blocked by protective fields. By analyzing the growing trends and prolific aggressions
growing, the mystic Logis prophesiers of Shaehol came to
Rite Of Immolation the conclusion of a great schism growing in its potential.
With only a handful of occurrences in the sector's history of
Penalty: -30
requiring a Magos to ascend to the rank of Dominus, the
By overcoming the safety protocols and self-
conclusion came as an oddity to the Archmagi of Shaehol -
preservation systems of the automata's reactor core,
who both understood the knowledge of the prediction yet
the Cybertheurgist forces the automata to
could not fathom a 'last' great Dominus, as the implications
catastrophically self-destruct. The attack is treated as
were appalling. The oracles were given acknowledgement
a Blast (5) centered on the former Automata, with
nonetheless, at least in the caution of its gravity, and the
damage equal to 3d10 + the Battle Automata’s
three hundred and forty two omens of the last Dominus of
Toughness Bonus, and Penetration equal to the
Mandragora were recorded in the Altar Omnessiah of
Battle Automata’s Armor.
Shaehol.
—
RNG — ROF — DMG 1d10+9 (E)
71-85 4 86-00 4
PEN0 Clip — RLD — Wt . 4kg AVLRA HALF 3 FULL 6 CHARGE9 RUN 18 THREAT 11
SPECIAL: POWERFIELD
Electroleech Stave Class Melee
Electrostatic Gauntlet Outburst Class Pistol RNG — ROF — DMG 1d10+11 (E)
RNG 30m ROF S/3/- DMG 1d10+7 (E) PEN6 Clip — RLD — Wt . 5kg AVLRA
PEN 0 Clip 30 RLD Full Wt . 4kg AVL RA SPECIAL: POWERFIELD, CONCUSSIVE (0), MURDEROUS STRIKE
SPECIAL: TWIN,-LINKED
—
velocities. This complex but flexible weapons system allows 71-85 10 86-00 10
the Secutarii Peltasts to engage a wide variety of targets
with lethal effect. HALF 3 FULL 6 CHARGE9 RUN 18 THREAT 15
The galvanic-caster has several weapon profiles Arc Lance Class Melee
depending on which ammunition is selected for use;
RNG — ROF — DMG 1d10+9 (E)
Flechette Burster: This is the standard firing profile for
the Galvanic Caster, as listed in the unit entry. PEN 8 Clip — RLD — Wt . 8kg AVLER
Ignis Blaze: The range of the weapon profile is reduced SPECIAL: CONCUSSIVE (3), HAYWIRE (1)
to 80 meters, gains Pen 3, and gains the Parabolic Shot
Arc Lance Class Basic
weapon quality.
Kinetic Hammershot: The range of the weapon profile is RNG 20m ROF S/-/- DMG 1d10+6 (E)
increased to 200 meters, gains Pen 6, and the Tearing PEN 12 Clip 5 RLD Full Wt . 8kg AVL ER
weapon quality. SPECIAL: HAYWIRE (1)
Parabolic Shot: Weapons with this special rule can be fired at
targets out of the unit’s line of sight, so long as they or their
target are not in an enclosed space (such as inside a Skills: Athletics (Str) +10, Awareness (Per) +10, Common
building). Lore (Adeptus Mechanicus, Adeptus Titanica, Tech, War)
Kryopatris Field Generator: These linked protective fields (Int) +10, Dodge (Ag) +10, Linguistics (Techna-Lingua) (Int),
grant a 10 PR. If there are five or more Peltasts within a six Logic (Int), Navigate (Surface) (Int) +20, Operate (Surface)
meter range of each other, failed rolls may be rerolled. (Ag), Scholastic Lore (Adeptus Mechanicus, Adeptus
Blind Barrage: In addition to their standard panoply of Titanicus, War) (Int), Scrutiny (Per), Security (Int), Survival
shells and munitions, Secutarii Peltasts carry a limited (Per) +10, Tech-Use (Int)
supply of blind canister shot. These explode into dense Talents: Constant Vigilance (Perception), Jaded, Nowhere
storms of thick particulate multi-spectrum electromagnetic to Hide, Precision Killer (Ranged), Resistance (Fear), Sprint,
radiation that occlude both sight and augury scanners. Technical Knock
These storms of flickering fog can confuse the most able Traits: Mechanicus Implants, Doctrina Imperatives, Dark
targeting system and utterly blind the enemy to their Sight, Machine (1), Heart of Steel
intended target. These create a field of Smoke () in a radius Gear: Good Craftsmanship Skitarii Warplate, Good
from the targeted impact of 6 meters. Additionally, the effects Craftsmanship Integrated Micro-Bead, Good Craftsmanship
prevent augury and scanning devices from functioning within Arc Lance, Mag-Inverter Shield, Skitarii Warplate, Kryopatris
the area - including Omnispex, Auspex, and similar devices. Field Generator
Arc Lance: This is a powerful spear-like weapon akin both
to the arc mauls of the Skitarii Clade officers and the far
larger weapons wielded by the mighty Cerastus Knight-
Lancers. The arc lance inflicts damage through short range
blasts of coruscating energy, its power supply augmented by
(Int) +10, Dodge (Ag) +10, Intimidate (Str) +20, Linguistics 01-10 9 38 44 40
(Techna-Lingua) (Int), Logic (Int), Navigate (Surface) (Int) Ar 4
Al 4 T Ag Int
+10, Parry (WS) +10, Scholastic Lore (Adeptus Mechanicus, 11-20 9 21-30 9 42 42 32
War) (Int), Scrutiny (Per), Security (Int), Stealth (Ag) +10, 4
B Per Wp Fel
Tech-Use (Int), Trade (Technomat) (Int) 31-70 9 44 40 20
Talents: Ambidextrous, Assassin Strike, Catfall, Constant
4 4 Inf
Vigilance (Perception), Hard Target, Hip Shooting, Jaded, Lr Ll
—
Leap Up, Nowhere to Hide, Precision Killer (Melee), 71-85 9 86-00 9
Resistance (Fear), Slaughtersprint, Sprint, Swift Attack,
HALF 4 FULL 8 CHARGE12 RUN 24 THREAT 12
Takedown, Technical Knock, Unarmed Specialist
Traits: Mechanicus Implants, Doctrina Imperatives, Dark Galvanic Rifle Class Basic
Sight, Machine (2), Size (5) (Hulking), Heart of Steel RNG 150m ROF S/2/- DMG 1d10+6 (I)
Gear: Good Craftsmanship Sicarian Battle Armor, Good PEN6 Clip 32 RLD Full Wt . 3kg AVL VR
Craftsmanship Integrated Micro-Bead, Good Craftsmanship
SPECIAL: RELIABLE
Stubcarbine with 3 clips and Power Sword or Good
Craftsmanship Flechette Blaster with 3 Clips and Good
Craftsmanship Taser Goad
Skills: Acrobatics (Ag) +10, Athletics (Str) +10, Awareness
Cybernetics: Augur Dome, Dunestrider Leg
(Per) +10, Common Lore (Adeptus Mechanicus, Tech, War)
Neurostatic Aura: Enemies within 15 meters of the Sicarian
(Int) +10, Dodge (Ag) +10, Linguistics (Techna-Lingua) (Int),
Infiltrator suffer a penalty of -10 to their Weapon Skill,
Logic (Int), Navigate (Surface) (Int) +10, Operate (Surface)
Ballistic Skill, Agility, and Willpower. Allies do not suffer this
(Ag), Scholastic Lore (Adeptus Mechanicus, War) (Int),
penalty, as they are given the appropriate null codes.
Scrutiny (Per), Security (Int), Survival (Per) +10, Tech-Use
Infiltration Interference: Enemies suffer a penalty equal to
(Int), Trade (Technomat) (Int)
5x the Sicarian Infiltrator’s Intelligence Bonus when making
Talents: Ambidextrous, Constant Vigilance (Perception), Hip
an opposed Awareness test against the Sicarian Infiltrator’s
Shooting, Jaded, Keen Intuition, Nowhere to Hide, Precision
Stealth test.
Killer (Ranged), Resistance (Fear), Sprint, Technical Knock
Traits: Mechanicus Implants, Doctrina Imperatives, Dark
Sight, Machine (1), Heart of Steel
Equipment: Good Craftsmanship Skitarii Warplate, Good
Craftsmanship Integrated Micro-Bead, Good Craftsmanship
Galvanic Rifle with 4 Magazines
Master Of Ruin: When the Skitarius Ranger successfully
hits an enemy with a ranged attack, he may count the value
—
creations built to serve the needs of the wealthy and 71-85 5 86-00 5
powerful.
HALF 3 FULL6 CHARGE9 RUN 18 THREAT 1
Cargo Servitor Manipulator Claw Class Melee
One of the most common sights across the Imperium's RNG — ROF — DMG 1d5-2 (I)
myriad orbital stations and void ships, the ubiquitous cargo PEN 0 Clip — RLD — Wt . 2kg AVL —
servitor shuffles across metal decks under the supervision of
SPECIAL: NONE
their tenders.
Skills: Parry (WS) +10 Skills: Interrogation (S) +20, Medicae (Int) +20
Talents: Crushing Blow Talents: Superior Chirurgeon
Traits: Auto-stabilized, Dark-sight, Machine (4), Mind Lock, Traits: Improved Natural Weapons, Machine (4)
Unnatural Strength (2), Unnatural Toughness (2) Gear: Integral Micro-Bead
Gear: Backpack ammo supply (already included in weapon Excruciatus Array: This specialized implant includes a host
profile), cybernetic physiology, integral micro-bead of horrific interrogation tools, all grafted directly onto the
servitor’s arms. Normally applied with surgical precision to a
Excruciator Servitor victim’s unwilling flesh, these tools can also be used as
These specialized constructs serve as aides to the debilitating weapons should the need arise. When using an
dreaded Magos Interrogus. Each Excruciator Servitor is able Excruciatus Array in combat, any Wound that deals at least
to monitor prisoner vital signs, as well as assist in any one point of Damage, after taking into account Armor and
necessary triage. These automatons also wield fiendish Toughness Bonuses, causes the target to suffer Blood Loss.
modifications called Excruciator Arrays, ghastly devices
capable of inflicting all manner of pain and torture on their Kataphron Breacher
victims. Tirelessly, they serve the Magos Interrogus in their Kataphron Breachers are battle servitors many times the
grisly work, heedless to cries of pain and pleas for mercy. size and power of those used by the rest of the Imperium.
Utterly deadly at close quarters, they are not born so much
as constructed, their every enhancement geared for
Janus Simulacra maximum lethality. They are easily recognized by their
These human-form Servitors are advanced growling motive units, vicious hydraulic pincers and deadly
indeed, often containing only the barest minimum of shoulder-mounted cannons. Yet the most vital component of
living tissue. They skirt the edge of the direst techno- all is within – the soul of a violent man.
heresy with their Cogitator-assisted cortex functions and In battle Kataphron Breachers rumble forward at the
seeming parody of human responses. Playthings of the command of their Tech-Priest masters, fulfilling the role of
most fantastically wealthy, Simulacra are often fashioned
living shield and battering ram alike. Originally devised to
in the shape of gilded works of art—human-sized dolls
break apart enemy battle lines and fortifications, they are of
come to life or seemingly animate statuary. But beneath
great use to those adepts who wish to seize a valuable
their resplendent finery lives a clockwork heart and
artifact from the clutches of would-be usurpers.
hydraulic-fed piston limbs slaved to a harvested, living
cortex and spliced-in nerve ganglia. Despite the wonder As they near the front line the volleys leveled by the foe
and sophistication of these creations, only the most thunder around the Breachers to little effect; the thick
depraved or foolhardy would attempt the sin of passing overlapping plates that cover the flesh-parts of the battle
one as human or aping sentience too closely, for to do so servitors make them all but invulnerable to small arms fire.
would provoke the unbridled wrath of the Cult Once their proximity bells chime, Breachers return fire with
Mechanicus, and entire worlds have burned helical blasts of energy from heavy arc rifles or the twisting,
for this transgression in the past. ripping fields of torsion cannons. Whilst the foe scatters in
Medicae Servitor
Used throughout the Mandragora Sector, the Medicae
servitor is known for its reliability and steady hands (such as
they are). Often used when true medical staff are absent, the
medicae servitor can perform numerous common
procedures, including basic cybernetic implantation.
Servitor Drone
Servitors are fusions of flesh and machine made from
Servitude Imperpituis culture grown organics or mind-wiped human bodies.
While many Servitors are genetically-engineered, Millions of these cyborg creations are found throughout the
vat-grown sub-human clones or replicae created by Imperium and are used to perform monotonous single
the Adeptus Mechanicus from human genomes who have functions without deviation or question. They are mind wiped
their bionic implants installed after "birth," others were once and mentally reprogrammed to be able to perform simple
truly human, usually criminals who fell afoul of Imperial Law, tasks and obey specific instructions. Often a criminal, and
particularly a person who has offended or damaged the particularly those who have offended the Cult Mechanicus,
Adeptus Mechanicus. These unfortunate criminals will be will be sentenced to Servitude Imperpituis and will be
sentenced to Servitude Imperpituis by the Arbitrators or Judges handed over to the Techpriests for modification.
of the Adeptus Arbites and will be handed over to the
Mechanicus' Tech-priests to be mind-wiped, reprogrammed,
and cybernetically-enhanced to serve some specific,
rudimentary function. Servitors are generally mindless, semi-
organic robots, possessing only the most basic of instincts,
though some are fully capable of speech if such functions and
knowledge are programmed into them. Their brains are
programmed to perform only the task they were designed for,
whether that be maintenance, construction, or even warfare.
The altered and fragmented brain of a Servitor functions poorly
unless constantly supervised. Most will eventually go into a
state of mindlock, babbling incoherent nonsense as the
The Mandragora Apocrypha 93
Servitor tries to assert some form of control over its functions.
Skills: Awareness (Per), Dodge (Ag), Tech Use (Int)
Servitor Drone (Troop) Talents: None
10
Traits: Auto-Stabilized, Hover (6), Servo-Automata Support†,
H 5 WS BS S Machine (4), Unnatural Strength (4), Unnatural Toughness
01-10 8 25 20 35 (5)
Ar 5 Al 5 T Ag Int Gear: Integral micro-bead, servo-arm, Maxim Bolter or
11-20 8 21-30 8 35 25 15 Flamer
†
B 5
Per Wp Fel
Servo-Automata Support: If the Servo-Automata is within
31-70 8 20 20 05 1 meter of its owner, it grants a +10 to Tech Use tests when
repairing Vehicles and Battle Automata.
5 5 Inf
Lr Ll
—
71-85 8 86-00 8 Vigilies Servitor
HALF 4 FULL8 CHARGE12 RUN 24 THREAT 17 The Vigilies Servitor is uniquely equipped to destroy foes
who would twist the sacred complexity of the machine
Plasma Gun Class Basic
towards their own corrupt purpose. Each is a fast and deadly
RNG 90m ROF S/2/- DMG 1d10+7 (E) adversary, with vat grown muscular enhancements, servo-
PEN 6 Clip 40 RLD 5 Full Wt . 18kg AVLVR muscular fibres, mechanical augmentations, and advanced
SPECIAL: MAXIMAL, OVERHEATS combat protocols for a variety of threats. Highly proficient in
both ranged and melee combat, these elite guardians are
Fist Class Melee the physical embodiment of the Machine Cult’s wrath.
RNG — ROF — DMG 1d10+7 (R)
PEN 0 Clip — RLD — Wt . — AVL —
SPECIAL: PRIMITIVE (8) Vigilies Servitor (Minion) 16
H 10 WS S
BS
However, the Vigilies Servitor also takes a –10 penalty to all 01-10 13 55 36 42
WS and BS Tests against any other opponents until the end Ar 10 Al 10 T Ag Int
of his next turn. 11-20 13 21-30 13 50 44 20
10
B Per Wp Fel
31-70 13 40 40 —
Lr 10
Ll 10 0 Inf
—
71-85 13 86-00 13
HALF 8 FULL16 CHARGE24 RUN 48 THREAT 18
Mono Talons Class Melee
RNG — ROF — DMG 1d10+10 (R)
PEN 2 Clip — RLD — Wt . 1kg AVL—
SPECIAL: RAZOR SHARP
Cybernetic Resilience
Arlatax-Class Battle Automata (Elite) 45
The Battle Automata may reroll failed Toughness tests
from the Toxic quality, and is immune to the Fleshbane 13
H WS BS S
quality. However, when hit by an attack with the Haywire 01-10 21
quality, the Battle Automata must make a Challenging (+0) 45 35 65
Toughness test, or take 1d10 wounds ignoring armor and Ar 13 Al 13 T Ag Int
Programmed Behavior
31-70 21 30 40 —
13 13 Inf
Unless within 30 meters of a Cortex Controller, the Battle Lr Ll
—
Automata must follow a programmed set of restrictions, 71-85 21 86-00 21
outlined as below.
Methodical: The Battle Automata may not perform the HALF 6 FULL12 CHARGE18 RUN 36 THREAT 32
Run action, and must move towards the closest enemy Plasma Blaster Class Basic
unit it is able to harm. ROF S/2/- DMG 2d10+8 (E)
RNG 60m
Target Priority: The Battle Automata must fire all of its
PEN 10 Clip 6 RLD 2 Full Wt . 24kg AVLVR
weapons against the closest enemy within 30 meters with
SPECIAL: VOLATILE MAXIMAL
any of its weapons that are able to harm. If this is not the
case, it is free to select targets as normal. Arlatax Power Claws Class Melee
Onslaught: The Battle Automata must charge the closest
RNG — ROF — DMG 1d10+21 (E)
enemy within 30 meters if able. The Charge attack
mandated by Onslaught takes precedence over ranged PEN 12 Clip — RLD — Wt . — AVL —
attacks mandated by Fire Protocols. SPECIAL: TEARING
Fire Protocols: The Battle Automata must fire up to three
of its weapons at the same target designated by Target
Skills: Awareness (Per) +10, Dodge (Ag), Operate
Priority. These weapons may be of the Pistol, Basic,
(Personal) (Ag), Tech Use (Int)
Heavy class, or any combination of the three, and must
Talents: Fearless, Resistance (Psychic Powers), Berserk
fire at the highest rate of fire. The Automata receives no
Charge, Two Weapon Master
bonus to the Ballistic Skill from rate of fire, however. This
Traits: Auto-Stabilized, Brutal Charge, Machine (8),
combined singular “Fire Protocols Attack” is a Half Action.
Unnatural Strength (8), Unnatural Toughness (10), Size (7)
When in range of a cortex controller, the Fire Protocols
(Massive), Cybernetic Resilience, Programmed Behavior,
Attack is instead a Full Action, may benefit from bonuses to
Reactor Blast, Feel No Pain†
the Ballistic Skill from rate of fire, and the target(s) may be
Feel No Pain: The Arlatax can shrug off minor damage.
freely selected by the bearer of the Cortex Controller.
When taking damage from a weapon with Pen 8 or less, the
Arlatax may make an Arduous (-40) Toughness test. If
Reactor Blast successful, it may apply its unmodified toughness bonus
Upon reducing the Battle Automata to zero wounds, the again to the damage taken, possibly negating it entirely
Automata may make a Challenging (+0) Tech Use test. If Atomantic Shielding: The Arlatax has a protective field with
successful, the Battle Automata’s Atomantic reactor PR 35 against ranged attacks, and PR 20 when in Melee.
explodes, dealing 1d10+9 Energy damage with Pen 0 to This field does not Overload under normal circumstances.
everything (ally or enemy) within 5 meters. Gear: Jump Pack , 2 Arlatax Power Claws, Plasma Blaster,
3 frag grenades
13
31-70 17 42 49 15
H WS BS S
01-10 21 45 35 65 Lr 4
Ll 4 Inf
—
Ar 13 Al 13 T Ag Int
71-85 17 86-00 17
11-20 21 21-30 21 55 45 20 HALF 3 FULL 6 CHARGE9 RUN 18 THREAT 19
13
B Per Wp Fel
31-70 21 Gamma Pistol Class Pistol
30 40 —
Inf RNG 30m ROF S/-/- DMG 2d10+10 (E)
Lr 13 Ll 13
— PEN 12 Clip 4 RLD 3 Full Wt . 1.5kg AVLNU
71-85 21 86-00 21
SPECIAL: LANCE
HALF 5 FULL10 CHARGE15 RUN 30 THREAT 32
Power Fist Class Melee
Mauler Bolt Cannon Class Heavy
RNG — ROF — DMG 2d10+8 (E)
RNG 90m ROF -/-/6 DMG 2d10+8 (X) PEN 9 Clip — RLD — Wt . 13kg AVL VR
PEN 8 Clip 60 RLD Full Wt . 32kg AVLER SPECIAL: POWERFIELD, UNWIELDY
SPECIAL: TEARING
Boltgun Class Basic Skills: Common Lore (Adeptus Mechanicus) (Int) +10,
RNG 90m ROF S/3/- DMG 1d10+5 (X) Forbidden Lore (Adeptus Mechanicus, Archeotech) (Int) +30,
PEN 4 Clip 24 RLD Full Wt . 7kg AVL VR Intimidate (S) +10, Linguistics (Techna-Lingua) (Int) +30,
SPECIAL: TEARING Logic (Int) +30, Operate (Any One) (Ag), Scholastic Lore
(Any One) (Int), Tech-Use (Int) +30
Shock Chargers Class Melee Talents: Binary Chatter, Die Hard, Disturbing Voice,
Luminen Blast, Luminen Shock, Maglev Grace,
RNG — ROF — DMG 1d10+23 (E)
Mechadendrite Use (Weapon, Utility), Prosanguine
PEN 10 Clip — RLD — Wt . 12kg AVL VR Traits: Machine (3), Mechanicus Implants
SPECIAL: CONCUSSIVE (2), UNWIELDY Gear: Artificer armor, 2 doses of sacred unguents, Gamma
pistol, Dataspike, Power fist, Refractor field, Kastelan
Protocol Datawafer Set
Skills: Awareness (Per) +10, Dodge (Ag), Tech Use (Int) Cybernetics: Two bionic arms, two bionic legs, bionic
Talents: Berserk Charge, Fearless, Resistance (Psychic respiratory system, good craftsmanship cybernetic senses,
Powers), Two Weapon Master Cortex Controller, Scyllax Guardian Automata, optical
Traits: Auto-Stabilized, Machine (8), Unnatural Strength (5), mechadendrite, utility mechadendrite and 1d5 Implants or
Unnatural Toughness (10), Size(6) (Enormous), Cybernetic cybernetics
Resilience, Programmed Behavior, Reactor Blast Master Of Mechanism: The Cybernetica Datasmith is a true
Gear: Mauler Bolt Cannon, 2 Bolters, 2 Shock Chargers artificer, and war engines and automata in his command can
Atomantic Shielding: The Arlatax has a protective field with easily shrug off damage. The Datasmith may select one
PR 35 against ranged attacks, and PR 20 when in Melee. battle automata or vehicle within his maniple. Battle
This field does not Overload under normal circumstances. Automata gain the Regeneration trait equal to the
Datasmith's Intelligence bonus. If a Vehicle is selected, at
the end of the Datasmith’s turn, roll 1d10. The Vehicle
recovers a number of Hull Integrity equal to the character’s
unmodified Intelligence bonus on a result of 7+. For this
ability to take effect, the character must be within 30 meters
of the selected battle automata or vehicle.
Skills: Awareness (Per), Dodge (Ag), Tech Use (Int) Lightning Gun Class Basic
Talents: Fearless, Resistance (Psychic Powers), Two RNG 50m ROF S/-/- DMG 3d10+8 (E)
Weapon Master PEN 4 Clip — RLD — Wt . 7kg AVL ER
Traits: Auto-Stabilized, Flier (8), Machine (6), Unnatural SPECIAL: INTEGRATED, TEARING, RAZOR SHARP
Toughness (7), Size (6) (Enormous), Cybernetic Resilience,
Programmed Behavior, Reactor Blast, Cybernetica Cortex Battle-Automata Power Blades Class Heavy
(Stratos-Automata)
Gear: Vultarax Arc Blaster, two setheno pattern havoc RNG — ROF — DMG 1d10+7 (E)
launchers, enhanced targeting array, flare shield, PEN 6 Clip — RLD — Wt . 8kg AVL VR
searchlight, infravisor, Battle-automata power blades SPECIAL: TEARING
Cybernetica Cortex (Stratos-Automata): For the purposes
of this special rule, a Stratos-automata counts as a Battle-
automata except that the ‘Methodical’ provision does not Skills: Athletics (S) +10, Awareness (Per) +20, Dodge (Ag)
apply, and in the case of the ‘Target Priority’ provision of the +10, Navigate (Surface) (Int), Stealth (Ag) +20, Security (Int),
special rule, the Automata may always attempt to target the Tech Use (Int), Survival (Perception) +20
nearest enemy Flyer rather than just the closest enemy Talents: Fearless, Resistance (Psychic Powers), Two
model when this special rule comes into effect. Weapon Master, Whirlwind of Death
Setheno-Djinn: If cover negates damage from an attack Traits: Auto-Stabilized, Machine (6), Unnatural Strength (4),
Siege Wrecker
Taking the form of drills or energy borers, the Siege
Wrecker is designed to destroy enemy bunkers and
fortifications. When fielded with a Siege Wrecker, a Battle
Automata has one singular job – open the gates. This
weapon has the following profile: Melee; 2d10+7 I; Pen 10;
Proven (3), Unwiedly, Structural Collapse
Structural Collapse: The wielder adds their Strength Bonus
to the weapon’s Penetration against stationary structures
and fortifications. If the target fortification is destroyed, the
area is considered clear terrain.
Upgrades: Castellax-Class Battle-Automata
—
Wounds, the Internal Injector Mass activates. The Shield 71-85 7 86-00 7
Warden then becomes Frenzied and must pass a Difficult
(–10) Toughness Check each round or suffer cardiac HALF 3 FULL6 CHARGE9 RUN 18 THREAT 3
arrest. If this happens, the IIM Implant detonates, killing the Welder Torch Class Pistol
Shield Warden and dealing damage according to the
RNG 3m ROF S/-/- DMG 1d10+3 (E)
following weapon profile:
PEN 1 Clip 8 RLD 2 Full Wt . 3kg AVLCM
Self Destruction Class Special SPECIAL: —
RNG 2m ROF — DMG 2d10 (X) Improvised Weapon Class Melee
PEN 0 Clip — RLD — Wt . — AVL —
RNG — ROF — DMG 1d10-2 (I)
SPECIAL: TEARING, BLAST (2)
PEN 0 Clip — RLD — Wt . — AVL—
SPECIAL: PRIMITIVE (7), UNBALANCED
Servants of the Forges Skills: Awareness (Per), Common Lore (Imperium) (Int),
Linguistics (Low Gothic) (Int), Trade (Manufactor)
“Every servant has his place, no matter how lowly or modest. Talents: Resistance (Heat)
To know it is his greatest comfort, to excel within his greatest Gear: Protective gear, Improvised Weapon (Variable tools,
solace, and his master’s contentment is his greatest reward.” such as a wielder or pipe)
Strength of the Forges: Blistering heat, dense smog, toxic
Life on a forge world is harsh even by Imperial standards.
fumes, open flames, and exposed electrical conduits are all
The Adeptus Mechanicus grade, quantify and measure
common sights on the forge worlds of the Mandragora
every child born in their domain to best find their use and
Sector. To most people this sort of environment would be a
how they might serve within the Omnissiah’s great pattern.
death sentence, but to the Furnace Workers it is home. After
The most promising are inducted into the ministries of the
long years in such settings, these hardy workers never shy
Machine God, destined, in time, to find their place among the
away from such conditions, and most even thrive in such
ranks of the priesthood. Of the rest, a percentage of the
dreadful environments. Any time a Furnace Worker would
most physically able are subjected to the trials of the Skitarii
gain a level of Fatigue, except those caused by psychic
and other more secretive castes. For the majority, however,
powers, he may make a Challenging (+0) Toughness Test
there is a place, willing or not, within the forge world’s vast
and if successful, he does not gain the level of Fatigue.
webs of production. Such life-long service forms the mass of
Additionally, Furnace Workers take half as long to recover
skilled workers that maintain the forge world’s industries.
from Fatigue as normal.
H 3 WS S
BS
01-10 3 28 29 32 Mining Helot (Troop) 10
3 3
Ar Al T Ag Int
H 3
11-20 3 21-30 3 32 30 29 WS BS S
B 3 01-10 3 28 29 42
Per 5
Wp Fel
31-70 3 31 33 34 Ar 3
Al 3 T Ag Int
3 3 Inf
11-20 3 21-30 3 42 20 29
Lr Ll B 3
— Per 5
Wp Fel
71-85 3 86-00 3 31-70 3 31 33 24
HALF 3 FULL6 CHARGE9 RUN 18 THREAT 2 Lr 3 3 Inf
Ll
—
Welder Torch Class Pistol 71-85 3 86-00 3
RNG 3m ROF S/-/- DMG 1d10+3 (E)
HALF 2 FULL4 CHARGE6 RUN 12 THREAT 3
PEN 1 Clip 8 RLD 2 Full Wt . 3kg AVLCM
Breacher Class Melee
SPECIAL: —
RNG — ROF — DMG 1d10+5 (R)
Heavy Wrench Class Melee PEN 4 Clip — RLD — Wt . 18kg AVLSC
RNG — ROF — DMG 1d10+3 (I) SPECIAL: TEARING, UNWIELDY, SPECIAL (SEE WEAPON ENTRY)
PEN 0 Clip — RLD — Wt . 10kg AVLCM
SPECIAL: PRIMITIVE (7)
Skills: Athletics (S) +10, Tech-Use (Int), Trade (Menial,
Technomat) (Int)
Skills: Athletics (S) +10, Tech-Use (Int), Trade (Menial, Gear: Mining Helot Augmetics, goggles, respirator
Technomat) (Int)
Gear: Manufactorum coverall, goggles, respirator
Rite Of Ignition: The Adeptus Mechanicus has many rites
and rituals associated with coaxing machine spirits to life, so
many, in fact, that knowing all of them would be quite
impossible. Menials tend to be more practical than their
Tech-Priest masters, and often there are tense conditions
when it is not always practical to chant a three hundred line
Canticle of Initiation. Most have their own, self-taught “rite of
ignition,” a form of prayer to the machine-spirit that involves
striking the object in question several times, usually with
sufficient force for activation. They tend not to enact this rite
in the presence of Tech-Priests, as many would consider it
heresy, but few can argue with its effectiveness. The menial
may substitute their Strength Characteristic for their
Intelligence Characteristic when making a Tech-Use Test to
start or activate machinery. More sophisticated or delicate
machinery may not respond well to the Rite of Ignition.
Tech-Thrall (Troop) 8
H 3 WS S
BS
01-10 12 25 25 40
3 3
Ar Al T Ag Int
11-20 12 21-30 12 30 30 10
3
B Per Wp Fel
31-70 12 20 25 05
3 3 Inf
Lr Ll
—
71-85 12 86-00 12
HALF 3 FULL6 CHARGE9 RUN 18 THREAT 8
Twin-linked Autoguns Class Heavy
RNG 90m ROF -/4/20 DMG 1d10+4 (I)
PEN 0 Clip 300 RLD Full Wt . 5kg AVLCM
SPECIAL: TEARING, TWIN-LINKED
Skills: None
Talents: Defensive Augmentation
Traits: Machine (4), Unnatural Strength (2)
Weapons: Las-Lock or Mitralocks
Gear: Integral micro-bead, Las-Lock or Mitralock
"The beast of metal endures longer than the flesh of men. Those that Lightning Cannon Class Heavy
tend the beast of metal must labor long to learn its ways, for a single ROF S/-/- DMG 3d10+8 (E)
RNG 300m
beast must suffer the mastership of many men until ready to shed its
last vorpal coils."
PEN 8 Clip 8 RLD 3 Full Wt . 82kg AVL ER
SPECIAL: BLAST (10), TEARING, RAZOR SHARP , DEVESTATING (5)
-Introit to Runic Mechanics
Pulsar Fusil Class Heavy
Masters of technology and the guardians of knowledge, RNG 100m ROF S/4/-
PEN 10 RLD Full
DMG 5d10+10 (E)
Wt . 93kg AVL ER
Clip 12
the Tech-Priests of the Adeptus Mechanicus are responsible
SPECIAL: PROVEN (3)
for the weapons, wargear, ships, vehicles, and even the
most basic tools that every citizen of the Mandragora Sector
uses. Each year, fragmented data from ancient designs are Two Sponson-Mounted Volkite Sentinels :
recovered from across the stars, and the forges of Heraion,
Trilia and Sheol are put to work building them. Across the
sector, starships are repaired and components constructed Volkite Sentinels Class Heavy
at the immense Heraion shipyards, and strange technologies RNG 55m ROF S/2/- DMG 2d10+3 (E)
are studied and replicated within the Sheol research PEN 4 Clip 24 RLD Full Wt . 27kg AVL ER
stations. There is no end to the patterns and peculiarities of SPECIAL: DEFLAGRATE, SENTINEL PROTOCOLS
Mandragoran technology, and the Adeptus Mechanicus toils
constantly and without rest to uncover the next great
technological marvel, or to rediscover a lost piece of Sentinel Protocols: Volkite Sentinels may be fired in Semi-
archeotech that could turn the tide for the Imperium. Auto mode at any targets in range (chosen by the Driver, at
This section covers a range of vehicles utilized by the BS 40) as a Free Action each. They do not count towards
Adeptus Mechanicus of Mandragora. the Driver’s number of attacks.
Galvanic Traction Drive: The vehicle treats all terrain as
Krios Battle Tank open terrain.
The Krios Battle Tank is a vehicle of arcane and ancient Flare Shield: Another of the Mechanicus' specialized
design that fulfils a tactical role within Mechanicum armies systems that only their high adepts truly understand, a flare
similar to that of the Predator tank more widely used by other shield is a directional electromagnetic flux field generator
forces of the Imperium. Its durability is provided by rumored by some to be a product of the Dark Age of
interlocking defensive energy fields, rather than physical Technology from a source best left forgotten. Flare shields
armor, lending it a deceptively skeletal appearance. lack anything like the defensive power of a Titan's void
The most common armament mounted upon the Krios is shields, but are able to deflect and disperse glancing or
the lightning cannon. This configuration takes advantage of diffuse impacts and shrapnel, and can reduce the power of
the tank’s powerful on-board reactor’s vast energy capacity more focused strikes with great reliability.
to create a laser-path guided electromagnetic beam, able to Enemy ranged attacks against the shield’s facing roll one
vaporize flesh and rupture heavy armor with ease. less damage die for damage. Enemy ranged attacks with the
Blast or Spray rule are reduced by a further damage die.
This has no effect on attacks made in melee, point blank
KRIOS BATTLE TANK TRACKED
explosives such as melta bombs, Haywire attacks, or
FRONT: 36 SIDE: 30 REAR: 25 extremely powerful destroyer weapons such as the Volcano
Cannon.
CRUISING SPEED: 35 Kph TACTICAL SPEED: 12 Meters Blessed Autosimulacra: Automated repair systems keep a
MANOEUVRABILITY: -10 SIZE: Massive AVL: ER vehicle functioning, repairing the damage of the battle slowly
CARRYING CAPACITY: None INTEGRITY: 50 THREAT: 35 but surely. At the end of the driver’s turn, roll a 1d10. On a
CREW: DRIVER Kph 9+, the vehicle recovers a number of lost structural integrity
equal to the character’s unmodified Intelligence bonus.
VEHICLE TRAITS: TRACKED
HALF 3 FULL6 CHARGE9 RUN 18 THREAT 25 Weapons: One Hull Mounted Weapon (Choose one of the
Twin-Linked Autocannon Class Heavy following):
RNG 300m ROF S/3/- DMG 3d10+8 (I)
PEN 6 Clip 24 RLD 2 Full Wt . 40g AVLVR Mauler Bolt Cannon Class Heavy
SPECIAL: RELIABLE, COGNIS AWAKENING, TWIN-LINKED RNG 90m ROF -/-/6 DMG 2d10+8 (X)
PEN 8 Clip 60 RLD Full Wt . 40kg AVL ER
Twin-Linked Lascannon Class Heavy
SPECIAL: TEARING
RNG 300m ROF S/-/- DMG 5d10+10 (E)
PEN 10 Clip 5 RLD 2 Full Wt . 55kg AVL VR Volkite Culverin Class Heavy
SPECIAL: PROVEN (3), COGNIS AWAKENING, TWIN-LINKED RNG 280m ROF S/2/4 DMG 2d10+9 (E)
PEN 4 Clip 40 RLD 5 Full Wt . 39kg AVL ER
Skills: Athletics (Str) +10, Awareness (Per) +10, Common SPECIAL: DEFLAGRATE
Lore (Adeptus Mechanicus, Tech, War) (Int) +10, Dodge
(Ag) +10, Linguistics (Techna-Lingua) (Int), Logic (Int),
Multi-Melta Class Heavy
Navigate (Surface) (Int) +10, Operate (Surface) (Ag) +20, RNG 60m ROF S/-/- DMG 2d16+16 (E)
Parry (WS) +10, Scholastic Lore (Adeptus Mechanicus, War) PEN 12 Clip 5 RLD 2 Full Wt . 30kg AVL VR
SPECIAL: MELTA, BLAST (1)
MANOEUVRABILITY: +5 SIZE: Massive AVL: VR Icarus Daedalus Missile Launcher Class Heavy
CARRYING CAPACITY: None INTEGRITY: 30 THREAT: 15
RNG 300m ROF S/-/- DMG 4d10+12 (X)
CREW: DRIVER, GUNNER
PEN 8 Clip 1 RLD 3 Full Wt . — AVL NU
VEHICLE TRAITS: ENHANCED MOTIVE SYSTEMS,ENVIRONMENTALLY SEALED SPECIAL: RELIABLE, SKYFIRE TARGETING
—
Ordinatus Dispersion Shield: The Ordinatus uses a 71-85 10 86-00 10
supercharged Flare Shield that burns out over time as
capacitors fail. During the first round of combat, enemy HALF 3 FULL6 CHARGE9 RUN 18 THREAT 25
ranged attacks against the shield’s facing roll three less Taser Lance Class Melee
damage die for damage, and Critical results are reduced by
RNG — ROF — DMG 1d10+8 (E)
three. During the second round of combat, enemy ranged
attacks against the shield’s facing roll two less damage die PEN 0 Clip — RLD — Wt . 11g AVLVR
for damage, and Critical results are reduced by two. For the SPECIAL: POWERFIELD,TASER
third and subsequent rounds, enemy ranged attacks against Radium Jezzail Class Heavy
the shield’s facing roll one less damage die for damage, and
Critical results are reduced by one. RNG 120m ROF S/2/- DMG 1d10+2 (E)
Armored Ceramite: Additional ceramite plates allow a PEN 2 Clip 40 RLD 2 Full Wt . 12kg AVL ER
SPECIAL: RELIABLE, RAD-CLEANSE, ACCURATE