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Adeptus Mechanicus Calixis

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#1 Luthor Harkon

Luthor Harkon


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Posted 31 March 2012 - 01:48 AM

Hi all,

Many months ago, when the preview for all the forthcoming Dark Heresy supplements appeared on the FFG website, I was disappointed that hey did not plan to make a supplement for Tech Priests and/or the Adeptus Mechanicus. Thus I decided to sort of write one for myself, but I never really finished it and stopped writing on it about a year ago. About six weeks ago I decided to upload what I wrote so far on Dark Reign. I uploaded it, but it did not become available for download so far. Maybe I did something wrong or infringed some copyright rules. Anyway, I thought I could post it here on the forum as well. Maybe it is of use for some of you even though it is sort of incomplete. I would be happy to hear some feedback anyway. Have fun.



Adeptus Mechanicus Calixis

Chapter I: Mechanicus sects and dominions

The Lathes

The Lathe System has been the dominant Cult Mechanicus faction of the whole Calixis Sector since its granting to the Adeptus Mechanicus by Drusus in 380.M39. The Magi of The Lathes not only rule over the near five billion inhabitants on the system's Forge Worlds, but are also spiritually and politically the main ruling centre of the Adeptus Mechanicus within the sector. The Lathe-world emissary to the court of Scintilla, Magos Luol Rho, always has the ear of Sector Governor Marius Hax himself and thus represents the interests of the Mechanicus within the Calixis Sector.

The Lathes are ruled by an Archmagos council - the so called Lathes-Covenant. This council consist of the most senior Magi of the three Lathe-worlds as well as the ruling Magos Militant Maximus of the Panopticon Orbital and it is fiercely independent and beholden to none but the distant Lords of Mars. One of the three Archmagi of the Lathes-Covenant is always named Archmagos Veneratus for a 17 year period and resides over the Covenant in a first among equal manner.

Three Forge Worlds make up the core of the Lathe System besides a diversity of moons, asteroids and space stations. These three worlds are called Het, Hesh and Hadd, and every single one of them is teeming with billions of Tech-Adepts and Servitors alike. No other worlds within the Calixis Sector are as heavily industrialized as these leviathans of fire, smoke and ceaselessly turning gears. The world of Hesh is dominated mainly by the Magos Metallurgicus and Magos Alchemys, and it is here that the metal alloy used for the famous Lathe blades and the Hyper-Density Penetrator rounds besides armour for about all the warships of the Battlefleet Calixis is produced. Het’s ruling Archmagos on the other hand has always been a Magos Physics since the 39th millennium, while the ruling Archmagos Kevikal of Hadd is a Magos Cybernetica, though predecessors of him have been known to be also Magos Technicus at times.

The vast intricate mass in the centre of the Lathes’ treacherous asteroid belt is known as the Panopticon Orbital and is the sole domain of a faction of the Magos Militant. The orbital station and its associated ward ships strictly control the access to the inner system. Here, the Auxilia Myrmidon of the Ordo Reductor, also known as siege engineers and warsmiths, has its seat. Myrmidons are expert killers, weapons masters and destroyers sent at the behest of the Lathe-Covenant to hunt down and terminate hereteks. Still, they are largely independent, though closely linked to the Archmagos of the Lathes, who is one of their guarantors of their dominance.

The true rulers of the Panopticon Orbital are members of a secret order known as the Lords Dragon, an ancient and powerful cabal of Archmagos of the Collegiate Extremis tasked with policing the Mechanicus itself and keeping it free from corruption and tech-heresy. They are also the few capable of calling in the Divisio Militaris of the Collegia Titanica, namely the dread might of the Titans of Legio Venator, who have a hidden fortress on the dead moon of Lycosidae at the system’s heart. The strength of Legio Venator is said to be around fifty operational engines including an ancient Warlord Titan. The Legio Venator is an autonomous body though and only the ruling Princeps Senioris as master of all the Legio’s Titans decides about their operation.

The sphere of influence of The Lathes - in regard to Adeptus Mechanicus dominated or ruled worlds within the Calixis Sector - is declining since its foundation in 384.M39. Nevertheless, it still reaches from the Death World Haddrak near the Halo Stars at the rimward border of the sector to the floating forges of Perinetus within the Adrantis sub-sector and from the Port Wrath orbital in the Mundus System deep within the Golgenna Reach to the Diogenes IV Research Station in the Drusus Marches. All the worlds within this sphere pay fealty to the Lathes-Covenant one way or the other. Most of the Forge Worlds beyond this region are still officially bound to The Lathes and respect its superiority at least formally; the de facto status is mostly more akin to some kind of semi-independency though.

The Ruoflab Declaration of 326.M41 - a declaration resulting from the 326.M41 council of ruling Magi of the Calixis Sector on Het - was named after the Lathe-world emissary Arthax Ruoflab, bonded emissary of the Lathes-worlds, and a previous Archmagos of the Lathe-Covenant. It states that all Forge Worlds in the Calixis Sector are in fact “[…] autonomous worlds within the Calyx Expanse, equal in status, in no way subordinate one to another in any aspect of their domestic or external affairs, though united by a common allegiance to Mars, and freely associated as members of the Adeptus Mechanicus Calixis.”).

The three Forge Worlds Omnicron 71-DX, Perinetus and Skorgulian - as well as a couple of secret outposts - in the Adranti Sub-Sector bordering the Golgenna Reach are still strongly associated and beholden to the Lathe-worlds. Many exploratory expeditions are sent from the floating forges of Perinetus and Omnicron 71-DX into the untamed volumes of the nebula on the behests of the Lathe-Covenant and in the hope of finding more fragments of the enigmatic Aegis Data.

The only fully fledged Forge World of the Drusus Marches, Opus Macharius, and the nearby Mining World and Mechanicus demesne Pellucida IX also answers fully to the Lathe-Covenant. As does the Diogenes IV Research Station anchored in the centre of the infamous Pulsars of the Drusus Marches.

The Port Wrath orbital is the mainstay Imperial Navy installation in the sector and serves not only as the headquarter of Battlefleet Calixis, but also for the Adeptus Mechanicus personnel onboard the dozens of warships and responsible for their function and maintenance. The ruling Archmagos upon the station, Sultha Herthek, controls the assignment of the Mechanicus personnel onboard the warships of the Imperial Navy within the sector with an iron hand; from every lowly Technographer to each ship’s Enginseer Prime. He is strongly bound to the Lathes-Covenant as have been all his predecessors.

The Death World and minor Forge World Haddrack is also officially a dominion territory of the Lathes, although it became highly dominated by the Adeptus Mechanicus sect known as the Divine Light of Sollex during the last centuries as it rose to power in the aftermath of the Meritech War. The associated Explorator Base remained rather independent from any influence of the Sollex sect and many Explorator Fleets still start from here towards the Halo Stars and the Koronous Expanse beyond.


The Divine Light of Sollex

The weapon-mystics of the Cult of Sollex are a warlike sect of the Adeptus Mechanicus enjoying adherents among the Magos Militant of the Lathes and partially even among the Mechanicus personnel assigned to Battlefleet Calixis. They study the art of destruction and specialise in the occult mysteries of photon and laser, and are known to be utterly unforgiving, militant, zealous and coldly fanatical in their adherence to their mystical dogma.

Originally the Divine Light of Sollex had been a small and insignificant Mechanicus sect on the distant Death World of Haddrak at the rimward border of the Drusus Marches. Its rise to prominence began with the onset of the Merates Uprising in 221.M41 in the Josian Reach and thusly far away from the Haddrak system.

The Josian Reach has always been a Sub-Sector with a low Adeptus Mechanicus presence and not a single Forge World or Mechanicus demesne was ever located within its borders. When the Merates Uprisings escalated into the Meritech War and rumors about the heretek weapons of the clans from the Merates Cluster came up, the sect used almost all its resources to gather a great war-host of Skitarii warriors and left Haddrak on a holy crusade against the blasphemies of the Merates clans. The fleet was led by the militant Magos Errant Ziliken Esmol on his heavily modified Ark Mechanicus Light of the Omnissiah and more than half the sect’s number of Tech-Priests left Haddrak for this crusade. It is said the Light of the Omnissiah was bristling with customized lances and las batteries.

Many other militant Adeptus Mechanicus factions joined the Sollex fleet on its long way to the distant Josian Reach and it grew about twice its number thereby, though it never had the consent or fiat of the Lathe-Covenant. In fact the Archmagi of the Lathes were thinking about excommunicating the Divine Light of Sollex, but realized that it had already taken a speed of its own and had the support of many – especially the more martially minded – within the Cult Mechanicus of the sector that could hardly be halted anyway. Apart from that, an inner Mechanicus schism or even open conflict was the least the Lathe-Covenant wanted and could afford.

The Sollex fleets part in crushing the Merates clans’ flotilla was decisive and the sect rose greatly in reputation inside and outside the Adeptus Mechanicus. Still, rumors persist to the day that the Sollex sect discovered more than a few technological arcanas bordering the edge of tech-heresy in the wrecks of the defeated Merates clan’s vessels and their Logician backers. The more conservative Magi of the Lathe-Covenant were still opposed to them after the Meritech incident, but knew they could not oppose them openly or in force.

In the aftermath of the Meritech War the Divine Light of Sollex began to found a subsidiary of their sect in Nova Castilla on Fenksworld deep within the Josian Reach with the intention of guarding the sub-sector’s coreward border and bringing a strong Adeptus Mechanicus presence towards the neglected region. Some say on the quiet they also settled here to further their exploration into certain STC data fragments they found in the war. The Divisio Immoralis branch of the local Adeptus Arbites tried to delve into this matter in fear of a potentially emerging tech heresy or renegade tech-cult, but could not find any prove of it so far.

The Hippocrasian Agglomeration

The Hippocrasian Agglomeration orbits the lifeless world of Morwen VI, a planet whose life was stripped from it by orbital bombardment at the outset of the Adrantian phase of Angevin's great crusade. The Dead World is still used as a training ground to the day by certain regiments of the Brontian Longknives and it is said the Hippocrasians in turn use it as a training ground for some of their organic modifications and muscle-grafts on volunteering Guardsmen.

Within the Adeptus Mechanicus, the notion that the flesh is weak and serves as a hindrance in most aspects is predominant and the reason why its members focus almost entirely on machinery and metal. However, the isolated and independent Hippocrasians differ with their tenets seeing biological matter as simplistic machines in another guise. The brain is seen as a cogitator or logic engine and data-loom, while the body's diverse workings and organs as a biological apparatus and enginarium.

This philosophy means that the Hippocrasians tend to be Genetors or members of the Adeptus Biologis that study organic matter in order to improve it through many possible ways. They grow both weird and terrible creatures in bio-vats in the pursuit of their view. Another noted trait among this sect is that where an ordinary Tech-Priest might upgrade his body over the course of his career with bionic limbs, data repositories and other cybernetic implants, a Hippocrasian is more likely to add biological components to their body such as glands, increase their muscle mass with stimms or enhance their senses with laboratory grown specimens.

The majority of Hippocrasians will not reject the ideas of their brethren simply due to their preference of metal over flesh. In fact, some members indeed do add bionics to themselves. It is simply that they do not reject the biological components out of hand. Their acceptance of machinery despite the use of bizarre organic substitutes means that they are not persecuted by the Lathe-Covenant. Furthermore, their skills are sought in order to service the remaining organic components of the older Magos throughout the sector or even performing the near heretical Rite of Setesh on them.

The Hippocrasians are in fact considered a sect of the so called Organicists concerned with the death of flesh: how it occurs, what brings it about and how it can be halted. What purpose the Adrantine fringes are to them is not known, but the planet's scorched and ash-coated surface suits the needs of the Hippocrasian sect. Some say its proximity to the Adrantis Nebulae gives rise to the suspicion it had at one time been a testing ground for the infamous deviant genetic tampering of the Adranti.

What is certain is that the area has drawn more and more Magos who hold common fascinations with the nature of life and death, and who wish to pursue their work undisturbed. Morwen VI is orbited by an irregular agglomeration of ships that nowadays make up one of the largest and most secretive Mechanicus independent facilities in the sector, and a frequent layover for exploration ships wishing to travel the Nebula.

The rather eclectic-minded and somewhat infamous Genetor Halix Redole is known to be associated with the Hippocrasians in the Adranti Sub-Sector and his research on the ocean-covered Agri World of Spectoris led to a recently increasing influence of the Adeptus Biologis throughout the Drusus Marches as well.


The Diciples of Thule

The Explorator Archmagos Paracelsus Thule disappeared out beyond the edge of Imperial dominated space somewhere in the early 7th century of M41 on his Dictator class cruiser Revelation, but his philosophy still presides especially in the Malfian Sub-Sector, the area known as the Periphery and with many Mechanicus Explorator fleets throughout the Calixis Sector to the day. Those adhering to his philosophies – many of which have served under his tutelage – call themselves the Disciples of Thule and are becoming increasingly common.

Thule’s disciples centre their studies entirely on the acquisition of knowledge and its analysis, while distaining physical confrontation. The knowledge on which they centre their attention mainly is the identification of pre-Imperial archaeotech and the finding of relics of mankind’s glorious past.

The Forge Worlds JXM A18Z within the Malfian Sub-Sector and Cyclopea in the Periphery have been rather humanely and civilised worlds by Forge World standards and focal points of learning and tutelage for the Disciples of Thule for centuries. Though since the departure of Thule and most of his followers in the 7th century they devolved and the vacuum he left was slowly filled up by the infamous Children of Ryne and Ammicus Tole respectively.

Recently one of Thule’s oldest students and a prominent member of the Disciples of Thule, Mortigen Hale, returned to the Calixis Sector. He arrived at Sabriel, an abandoned and forgotten Mechanicus outpost in the Periphery, to repair and resupply, and brought news of the whereabouts of Thule and his supposed discovery of an intact STC database.


The Markayn Mechanicus

The so called Markayn Mechanicus is a tightly linked confederation of three Forge Worlds in the Markayn Marches, namely Belacane, Turanshush and Ryboth. It is mainly represented to the outside by the Fabricator-General of Belcane and it holds strong ties to the Lathes even though it is fiercely independent of any official interference by the Lathes-Covenant.

All three Forge Worlds are famous for their deep insight into any kind of force field technology. It is the only location within the Calixis Sector, including the Lathe-Worlds, where this ancient technology is fully reproducible and the often eons old void shield generators of Titans and warships can be repaired and even replaced. Belcane furthermore is famed even beyond Calixis for its stasis and stasis field technology; some say the Magi of Belcane are so knowledgeable in this regard that once even emissaries from far away Ultramar ventured there to learn from their arcane lore.

While strongly independent, the Magi of the Markayn Mechanicus are not politically ambitious or expansionist beyond their domain and have amicable relations with the Lathe-Worlds and the Divine Light of Sollex, even though they consider the fanatical zeal of the latter a little disconcerting at times.


The Children of Ryne

It is said Nomen Ryne himself and his Levelist movement originated from either JXM A18Z or Synford II initially. It did not took long before their heretek claws took hold within the Mechanicus of the Malfian Sub-Sector after Praracelsus Thule left the Calixis Sector with about all of his most talented follower with short notice.

The remaining Adeptus Mechanicus presence in the Malfian Sub-Sector was thin and also rather weak in their philosophical dogmas. They never were politically strong in the first place either and never had any strong association with the Lathes-World for that matter; so it was no wonder how fast and endemic the creed of the Children of Ryne and their Thirteenth Pattern of Cogitation spread throughout the sub-sector.

False Machine Temples populated by false-men appeared on many Malfian Hive Worlds as far as Vaxanide, Alactra and Lind and spread their vile influence and tech-patterns. Though Nomen Ryne started as a Levelist teaching a tech-focussed form of that suppressed creed of equality, his followers of the Children of Ryne grew in influence after his disappearance spreading cogitation heresy and becoming more similar to the loathed Khamrians in their focus on the forbidden Silica Animus and the attempt to create the dread Men of Iron.

The Cult of Sollex was finally at the forefront of hunting Ryne’s followers, but numberless unsanctioned cogitators and the odd False Machine Temples remain to the day on many worlds in the Malfian Sub-Sector and maybe even the neighbouring Golgenna Reach.


The Hazeroth Abyss Mechanicus

The Mechanicus of the Hazeroth Abyss has always been disadvantaged by its dispersed location and low density of Forge Worlds and associated planets. It was furthermore never really in the focus of attention of the Lathe-Covenant and rather sidelined and even ignored by the Mechanicus authorities at times. Unlike the Mechanicus in the Markayn Marches though, the Mechanicus domains in the Hazeroth Abyss never joined in some sort of confederation or anything similar collaborative.

The Forge World of Synford produces super-heavy tanks mainly of the Baneblade class and it is a focal point for Enginseers and Mech-Wrights throughout the sector. It is ruled by the – literal – iron hand of the Chief Enginseer-General on his equatorial forge. Without the output of hardware from the forges on Synford, the Imperial Guard would have no super-heavy tanks at its disposal, except those few coming in from their long shipments out of other far-away sectors, at their disposal. About half of all tanks and armoured vehicles of the Imperial Guard are produced here and the planets orbit is always bustling with ships of the Departmento Munitorum.

The minor Forge World of Idumea is disadvantaged most by its location on the edge of the Hazeroth Abyss and lack of strategic importance. The Forge Masters of Idumea felt for centuries excluded and undermined by the central authorities of the Lathe system. Disaffected for so long, the ruling Archmagi were entrapped and corrupted by the Phaenonite conspiracy and their forbidden knowledge. The Forge World now houses numerous secret facilities for the faction, as well as serving to provide a steady supply of manpower, experimental subjects, and a hidden port.

The other two Mechanicus domains of note within the sub-sector are the penal colony and Mechanicus outpost Sheol 17 built around a jagged and ferrous asteroid mass and the Feudal World, formerly known as Uziel, now named Heterodyne Station.



Chapter II: Talents

Luminen Storm (Talent)

Prerequisites: Tech Priest (Electoo inductor / Potential coil)

The Electro-Priests of the Auxilia Myrmidon often specialize in using their electoo inductors to cause massive outbursts of bio-electrical energy. With the proper prayer and projection of will, they are able to strike at the enemies of the Omnissiah with storms of electricity. You may direct this energy in a cone-shaped area extending in a 30 degree arc from the Tech-Priest up to a 10 meter distance. All creatures in the area must make an Agility Test or be struck by the electricity and take Energy Damage equal to 1D10 plus your Willpower Bonus.

Mechadendrite Use (Chain) (Talent)

Prerequisites: Tech Priest (Cyber Mantle / Cranial Circuitry)

You have been given the appropriate training, initiation and hypnodoctrination to use a Chainblade Mechadendrite.



Chapter III: Armoury

Ranged Weapons

Anoxis Pattern “Devil Ray” Cannon

Class: Heavy (Flame)
Like its smaller cousin the Stingray, the Devil Ray utilises a powerful microwave beam in a wide arc. It causes blistering heat on a much greater area and is feared by crewmen and pirates alike. Despite the Flame special quality it cannot set things on fire.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Avail.
Devil Ray Heavy 25 m S/-/- 2D10+3 E 3 12 Full Flame 25 kg 500 Very Rare

Minerva-Aegis Mark V Laspistol

Class: Pistol (Las)
Fruit of a recent finding by an Explorator fleet within the Adranti Nebulae, the Mark V features the same high cycle-charge chamber as the more common Minerva-Aegis Las Carbine. Like its larger cousin, it is well able to fire a rapid pulse mode comparable to fully automatic fire. So far the Mark V is only available within the Lathes, but the Fane of Takara on Scintilla already vies for the license to produce it on a larger scale.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Avail.
Mark V Pistol 25 m S/4/8 1D10+2 E 0 20 Full Reliable 1,5 kg 200 Very Rare

Secutor-Pattern Rotator Cannon

Class: Basic (SP)
Similar to its larger cousin the Assault Cannon, the Rotator Cannon is a rapid-firing weapon that utilizes multiple barrels in a rotating cluster to provide a sustained rate of fire greater than single-barrelled Heavy Stubbers or Autocannons. The loading, firing, and unloading functions are performed simultaneously in different barrels as they rotate, and the rotation also provides the barrels some time to cool. The rotating barrel cluster is powered by an external force such as a promethium operated motor. The Secutor Cohorts and Destructor Covenants of the Ordo Reductor often use these fearsome weapons; sometimes carried as a heavy slung rig attached to their Machinator Array, but more commonly implanted directly into the flesh. Because of its bulk and massive recoil when fired, unless mounted as a purpose-built implant, a Strength Bonus of at least 5 is required to fire a Rotator Cannon.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Avail.
Rotator Cannon Heavy 120 m -/-/10 2D10+4 I 3 200 2Full Tearing, Unreliable 40 kg 2,000 Rare


Sollex Pattern-XIII “Death Beam” Long Las

Class: Basic (Las)
The Death Beam is an extremely powerful long las produced by the cult of Sollex in small numbers on Fenksworld. It fires a high-energy ray considerably stronger than a normal long las discharge. Due to its power hungry nature, the Death Beam is less efficient and more dangerous if overcharged.
Sollex weapons use standard power packs. However, owing to their more powerful charge they get commensurately fewer shots from them. It is possible to hotshot or overcharge Sollex weapons but it is dangerous. If this is done, they become subject to the Overheats rule.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Avail.
Heat Ray Basic 120 m S/-/- 1D10+5 E 3 12 Full Accurate 8,5 kg 450 Very Rare



Las Grenade

Class: Thrown

The Las grenade is a rare weapon solely found in the hands of the Sollex hunter-cadres. It utilises the properties of Sollex focussing crystals and is said to be the product of information obtained from the Aegis Data Fragment. Upon activation, a multitude of coherent las beams strike from the thrown grenade in an intangible web of deadly light that blast through flesh and armour alike.
Special: Anyone in the centre of effect (i.e. the square hit by the grenade) is hit by a multitude of las blasts at once and suffers D5 hits instead of one.

Name Class Range Dam Pen Special Wt Cost Avail.
Las Grenade Thrown SBx3 1D10+4 7 Blast (2), Special 0,5 kg 100 Rare


Scare Grenade

Class: Thrown

The lost pattern of the Scare Grenade was another techno-archaeological find recovered by the thirty-third exploratory expedition sent into the untamed volumes of the Adranti Nebulae. Upon impact the grenade produces a non-persistent gas, absorbed through the skin, which affects the nervous system of those affected, producing feelings of apprehension and deep anxiety.
Anyone within the blast radius must test as if affected by Fear (2).
Name Class Range Dam Pen Special Wt Cost Avail.
Scare Grenade Thrown SBx3 Special 0 Blast (6) 0,5 kg 100 Rare

Stasis Grenade

Class: Placed
Developed by the Adeptus Mechanicus of Belcane, stasis grenades are extremely rare and hard to acquire. This and their specialized nature means their issue is limited only to special Imperial agents. Since they are rather bulky and delicate, it is not possible to fire stasis grenades from a launcher. Instead, they are typically deployed in a manner similar to that of melta-bombs. On activation, the grenade emits a stasis-loop field around itself. Everything within the field exists in the same moment repeated over and over. Eventually the grenade's power source is expended and the field deactivates. As their power source is rather small, the stasis field caused by an activated stasis grenade does not normally last for a long time, though the duration is normally long enough to cause a significant amount of disruption.
The radius of the stasis field is two meters and holds the target in stasis for 1d5 Rounds. Nothing from outside the field can affect the inside of the field and vice versa. Anything in the field does not perceive anything outside the field or that time passes at all.
Name Class Range Dam Pen Special Wt Cost Avail.
Stasis Grenade Placed 5 m - 0 Special 2 kg - Near Unique


Web Grenade

Class: Thrown
Another pattern originally found in the logos of the Aegis Data Fragment, the Web Grenade is solely manufactured by the Mechanicus of the Lathes as well as under license by the Fane of Orthlack on Scintilla. It is widely used by Skitarii-Provosts as well as by certain elite units of the Adeptus Arbites like the “White Hand” Arbites Riot Squad of Scintilla. When detonating the grenade sets free a mass of filaments covering anyone within a few meters with a sticky, near-unbreakable material.
Name Class Range Dam Pen Special Wt Cost Avail.
Web Grenade Thrown SBx3 - 0 Blast (4), Snare 0,5 kg 100 Rare


 Melee Weapons

Chain Glaive

Class: Melee (Chain)

The Centurions of the Auxilia Myrmidon are often armed with so called Chain Glaives. These two-handed chain weapons are fully capable of ripping an armoured man in half or tearing open the most heavily armoured heretek in a single stroke with their adamantium teeth.

Name Class Range Dam Pen Special Wt Cost Avail.
Chain Glaive Melee - 1D10+5 R 4 Tearing 15 kg 1,000 Very Rare



Hollow-cavity Bullet

The Hollow-cavity bullets are a type of fragmenting ammunition for solid projectile weapons that was developed by the Warsmiths on Port Wrath and are mainly used by Mechanicus personnel onboard the ships of Battlefleet Calixis as well as by certain combat units of the Imperial Navy. These bullets were initially developed from Void Rounds and their hollowed out shape causes the bullet to expand and even fragment upon entering a target in order to decrease penetration and disrupt more tissue as it travels through the target. Due to its controlled penetration on impact with harder materials, over-penetration that could cause collateral damage (such as on a space craft) is diminished.
The Cypra Mundi “Irontalon” Pistol used by officers of the Navy is perhaps the most famous weapon making almost exclusively use of the Hollow-cavity Bullets.

Effect: Weapon gains the Tearing and Primitive qualities
Available For: SP weapons (Pistol, Basic)

Name Cost Wt Avail.
Hollow-cavity Bullet 4 per bullet - Rare


Sollex Hot-Shot Charge

Utilising Sollex energy storage technology obtained from the Aegis Data Fragment, the Sollex Hot-Shot Charge can be used with all sorts of Lascannons. A weapon using such a Hot-Shot Charge adds 5 to its Damage, adds 10 to its Penetration, gains the Tearing and Overheats qualities and reduces its clip size to 1.

Effect: Weapon gains the Tearing and Overheats qualities, +5 Damage and +10 Penetration.
Available For: Las weapons (Heavy)

Name Cost Wt Avail.
Sollex Hot-Shot Charge 50/1 - Very Rare


 Force Fields

Reductor Field

A variation of force field technology that generates a field of energy that, rather than try to stop projectiles, attempts to cushion the impact to a point where they are of no harm to its wearer. The famous Commissar Yarrick is known to wear one.
Instead of stopping an attack altogether like most force fields, the Reductor Field reduces the damage dealt by the sum of 3D10.

Name Rating Weight Cost Availability
Reductor Field 80 2 kg - Near Unique


Chainblade Mechadendrite

This solid two-metre long limb is designed for self defence and ends in a vicious looking chain blade. This chain blade counts as a Chain Knife. As a reaction, the Tech Priest may use this Mechadendrite as if it were his off-hand, but suffers no penalty to hit. You must have the appropriate Mechadendrite Use Talent to operate this implant.


Biologis Implants

Vat-grown cerebral tissue

Vat-grown cerebral tissue is directly implanted into the existing cortex to increase the brain function.
Users gain +10 Int for a normal implantation. Best-Craftsmanship grafts will grant the Unnatural Intelligence (x2) Trait but also impose a -10 penalty to any Fellowship Tests due to the slightly autistic behaviour of the recipient.

Mnemonic Virus

The Mnemonic Virsu is derived from the Meme Virus and recombinantly constructed to have a rather limited and more controllable effect compared to the Meme Virus. Most Genetors of the Hippocrasians infect themselves with it deliberately when ascending to a certain rank within their sect. Due to its recombinant nature, the virus must be reapplied every few months.
Anyone infected with a Menmonic Virus gains the Total Recall Talent for 1D5 months.

Vat-grown adrenal gland

In the vat-labs of Morwen VI the Biologis cultivate globular organs that are implanted behind the kidneys in the abdominal cavity and stores adrenalin and noradrenaline produced by the adrenal glands.
These glands grant the user the Paranoia Talent. Good Quality glands also grant the Rapid Reaction Talent.

Neuro-Synaptic Enhan-cells

The Neuro-Synaptic Enhan-cells application is in fact specifically bred neuronal cell-tissue implanted into the brain-stem to decrease time of neural reaction. Electrochemical impulses zip down pathways with more surface area to support neuron to neuron chemical transmission and less interference from stray signals.
This implant adds 1D5 Insanity Points upon implantation and gives the user the Lightning Reflexes Talent.

Paraaortic Nodi

These elaborate implants cause rings of muscle spaced along the arteries of the limbs to contract and cut off blood flow to an injured area in case of rapid drop in blood pressure. Valves in the veins then slam shut and re-route circulation around the affected limb. Any tissue at the wound or lower is cut-off from circulation, but traumatic blood loss and further damage is prevented.
These complicated implants grant the user the Die Hard Talent. Best Quality implants also grant +10 to Toughness. If the user suffers from an injury causing Blood Loss, he muast take a Challenging (+0) Toughness-Test or the limb tissue below the wound site must be surgically removed and replaced with a bionic limb or vat grown alternative.




A meme-virus is a viral idea which re-writes the neural pathways of the brain which contracts it. Infection with a Meme-Virus results in an addiction to collecting information and data. It alters the normal, balanced cognitive function of those afflicted. People with a meme-virus are known to be hungry for knowledge of any sort, from the most rudimentary trivia to daemonic secrets, doing anything and everything they can to acquire it. They often travel with note-taking tools of some sort, such as a data slate.
Many Tech-Adepts of the Disciples of Thule are infected by the Meme-Virus and it is said that many infect themselves deliberately.

Effect: Anyone coming into contact with the Meme-Virus or with blood from a person infected by the Meme-Virus has to make a T-test or has contracted it. Infection with a Meme-Virus results in halving the cost for all Lore skills available in the respective career and making all other Lore skills available as an Elite Advance (for 200 XP each and GM fiat). Skills based on anything else but Intelligence and characteristic advances besides Intelligence (and certain Talents the GM sees fit) become twice as expensive in XP though.



Chapter IV: Vehicles


The Chimera is the primary armoured infantry transport for the Imperial Guard and is a highly versatile vehicle. It has been used as a chassis for many other vehicles and has been in service for many thousands of years. The primary role of the Chimera is to accompany tanks into battle and provide cover and support to infantry formations. When there are few tanks available, the Chimera often becomes a hard point which infantry can gather around and use as cover before charging into enemy formations while the Chimera uses its heavy weapon to great effect. Generally, the Chimera will move forwards, deploy troops and retreat to a safer position before once again moving forwards to pick up a squad should they need moving or evacuating.

Type: Ground Vehicle
Tactical Speed: 10 m
Cruising Speed: 55 kph
Manoeuvrability: +0
Structural Integrity: 25
Size: Enormous
Armour: Front: 30, Side: 20, Rear: 18
Crew: 1 Driver, 2 Gunner
Carrying Capacity: 12 soldiers with gear


Turret-mounted Multi Laser (Facing All, Range 250 m, Heavy, S/-/10, 3D10+3 E, Pen 4, Clip 60, Reload 3Full)
Heavy Bolter (Facing Front, Range 120 m, Heavy, -/-/10, 2D10 X, Pen 5, Clip 400, Reload 3Full, Tearing)
Six (three each side) side hull basic weapon mountings

Special Rules

Ground Vehicle: This vehicle follows all rules for ground vehicles.
Availability: Scarce
Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit chart generated by Righteous Fury.
Amphibious: While most vehicles can travel through certain depths of water without difficulty, the Chimera is special in that it is totally amphibious.


Leman Russ

The Leman Russ Battle Tank is a very basic and easily replicable design that stresses strength and versatility while sacrificing comfort and ease of use for efficiency. Some would go so far as to say that it is the most successful tank design in history, and it is safe to say that it is the most numerous battle tank by far in the Imperium. It has little in the way of advanced technology but can operate in any type of terrain and environment. It is also quite slow, but its engine will run on just about anything put in it, allowing it to work for extended periods away from supply depots, although it does have a reduced efficiency with poor fuel. Secondary systems, such as life support and electrical systems run from the internal generator.
The tank is very robust with a reinforced cast plasteel hull and turret, likely to withstand most incoming fire, especially on the forward facing armour. The side armour is similarly heavy, but rear armour is much lighter. This allows the engines to move the chassis without overloading, overheating or overstraining.

Type: Ground Vehicle
Tactical Speed: 5 m
Cruising Speed: 21 kph
Manoeuvrability: -10
Structural Integrity: 35
Size: Enormous
Armour: Front: 36, Side: 30, Rear: 20
Crew: 1 Commander, 1 Gunner, 1 Driver, 1 Loader, 2 Sponson Gunners
Carrying Capacity: None


Turret-mounted Battle Cannon (Facing All, Range 400 m, Heavy, S/-/-, 4D10+10 X, Pen 7, Clip 50, Blast[10])
Las Cannon (Facing Front, Range 300 m, Heavy, S/-/-, 5D10+10 E, Pen 10, Clip 250)
2 Heavy Bolters (Facing Front, Range 120 m, Heavy, -/-/10, 2D10 X, Pen 5, Clip 400, Reload 3Full, Tearing)

Special Rules

Ground Vehicle: This vehicle follows all rules for ground vehicles.
Availability: Rare
Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit chart generated by Righteous Fury.
Lumbering Behemoth: The Leman Russ tank may fire its Battle Cannon without the negative modifier for moving at Tactical Speed.



The Baneblade is the primary super-heavy tank used by the Imperial Guard and is one of the largest and oldest tanks used by the Imperium. The Baneblade is created from one of the rare Standard Template Construct printouts which detail its construction. It was first designed in the Dark Age of Technology and uses many systems unique to itself. Originally, it is claimed that there were once whole divisions of Baneblades, but a regiment of the current age is lucky to have access to three and more often just one.

Type: Ground Vehicle
Tactical Speed: 4 m
Cruising Speed: 18 kph
Manoeuvrability: -20
Structural Integrity: 105
Size: Massive
Armour: Front: 42, Side: 36, Rear: 31
Crew: 1 Commander, 1 Driver, 3 Gunners, 3 Loaders, 1 Comms-Operator, 1 Engineer
Carrying Capacity: None


Turret-mounted Mega Battle Cannon (Facing All, Range 450 m, Heavy, S/-/-, 5D10+10 X, Pen 10, Clip 50, Blast[15])
Demolisher Cannon (Facing Front, Range 50 m, Heavy, S/-/-, 4D10+20 X, Pen 10, Clip 200, Blast[10])
Turret-mounted Autocannon (Facing All, Range 300 m, Heavy, S/2/5, 4D10+5 I, Pen 4, Clip 200)
2 Las Cannons (Facing Front/Left or Front/Right, Range 300 m, Heavy, S/-/-, 5D10+10 E, Pen 10, Clip 250)
3 Twin-linked Heavy Bolters (Facing Front, Range 120 m, Heavy, -/-/10, 2D10 X, Pen 5, Clip 400, Reload 3Full, Tearing, Twin-linked)

Special Rules

Ground Vehicle: This vehicle follows all rules for ground vehicles.
Availability: Very Rare
Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit chart generated by Righteous Fury.

Knight Paladin

Imperial Knights are smaller and less powerful one-man versions of Titans. These Knights, being even smaller than Warhound Scout Titans, fight alongside the Titans and form a reserve of troops which can be called up by the Legio Venator when required. It is said that the Legio Venator has a score of these mobile war machines at their disposal on Lycosidae and that about half of them are the Knight Paladin variant.

Type: Walker
Tactical Speed: 15 m
Cruising Speed: 70 kph
Manoeuvrability: +10
Structural Integrity: 40
Size: Massive
Armour: Front: 40, Side: 36, Rear: 30
Crew: Driver
Carrying Capacity: None


Knight Chainsword (Facing Front, Melee, 2D10+24, Pen 8, Tearing, Unwieldly)
Long-barrelled Autocannon (Facing Front, Range 450 m, Heavy, S/2/5, 4D10+5 I, Pen 4, Clip 500, Reload 2Full)
Twin-linked Heavy Bolters (Facing Front, Range 120 m, Heavy, -/-/10, 2D10 X, Pen 5, Clip 400, Reload 3Full, Tearing)

Special Rules

Walker: Walkers are able to ignore penalties for moving through difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty.
Availability: Very Rare
Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit chart generated by Righteous Fury.
Knight Shield: The Knight Shield is a power field, which is used by imperial Knights as a protection against enemy fire. It works differently to deflector fields of most imperial war machines, as it is a directed field. It does envelop the Knight totally, but instead gives protection only on a limited surface, whose adjustment depends of the adjustment of the field generator. The Knight Shield is able to repel the impacts of the strongest weapons without breaking down like many other more prevalent power fields. But it is absolutely useless against fire, coming from a direction not protected by the shield. For that reason the pilot of the Knight must constantly supervise the adjustment of the field and the incoming fire.
The Knight’s pilot can use the directed power field of the Knight Shield as a Reaction to try to deflect a single incoming ranged or melee attack per round by making a Difficult (-10) Drive Test. The Knight Shield is a force field with a rating of 80 that never overloads.



Chapter V: Adversaries

Tin-Men of Nomen Ryne

Floating spectre-like fully robotic creatures powered by howling antigrav suspensors and armed with arm-implanted las dischargers and power fielded mono-blades. These abominations are even able to repair battle-damage on themselves to a certain degree and often guard the false Machine Temples of Nomen Ryne.

Tin-Men Profile
WS BS S T Ag Int Per WP Fel
35 35 40(8) 50 35 25 25 35 05

Move: 3/6/9/18
Skills: Awarenss, Logic, Melee Weapon Training (Power, Primitive), Pistol Weapon Training (Las), Secret Tongue (Techno-Cant), Secret Language(Low Gothic), Trade (Technomat)
Talents: Ambidextrous, Binary Chatter, Maglev Transcendence, Two-Weapon Wielder (Ballistic, Melee)
Traits: Armour Plating, From Beyond, Machine (5), Natural Weapons (Fists)
Armour: None (All 7)
Weapons: Unarmed (1D10+8* I; Primitive), 2 Implanted Power Blades (1D10+11* E, Pen 6; Power Field), 2 Forearm mounted overcharged Las Pistols (20 m; S/-/-; 1D10+3 E, Pen 0; Reliable)
*Includes Strength Bonus
Gear: Power core (giving unlimited recharge to its las weapons and other functions)
Threat Rating: Hereticus Minoris

#2 Zakalwe



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Posted 31 March 2012 - 04:35 AM

This is nice work Luthor, thanks for sharing, it gets thumbs up from me.

Interrogator Z

#3 Blood Pact

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Posted 31 March 2012 - 05:46 AM

Very good.

But also, don't lose heart. Just because it's not announced doesn't mean FFG doesn't have an Admech book planned (or even being worked on as we speak). It is one of the real obvious supplements they could produce, afterall.

#4 LC1984



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Posted 31 March 2012 - 06:41 AM

Nice. It reminds me of my own work on the "Magos" class from Ascension, as our GM was unhappy with the given skills and talents from the book (as he likes a little bit more diversity).


So there are likely several items and ideas, that I will hopefully be allowed to use in our own running campaign. And the information about AM in the Calixis Sector is priceless, my GM will be happy about this piece of information.

#5 the 8 spider

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Posted 31 March 2012 - 06:58 AM

from france

good job indeed :)

#6 Gurkhal



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Posted 02 April 2012 - 02:19 AM

Awesome work! It looks great. :D

#7 Lightbringer



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Posted 02 April 2012 - 11:50 PM

Excellent stuff!

#8 Alpha Chaos 13

Alpha Chaos 13


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Posted 07 May 2012 - 01:00 AM

Love it! Thank you for posting this!

#9 Vandegraffe



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Posted 07 May 2012 - 07:35 PM

Thanks for posting this, mate. 


- V.

#10 angelis1974



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Posted 08 May 2012 - 05:45 AM

Indeed good stuff.


However, FFG have just annouced `Lathe worlds' the Admech book

#11 Vandegraffe



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Posted 08 May 2012 - 09:27 PM

You've got to love the timing on this one.  Guess what new, official supplement FFG just announced?  Looks like the Machine God is finally getting some love.


- V.

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