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Everything posted by Sigismund

  1. drxn said: Sigismund said: Note that also the auspex grants the +20 without the Tech-Use test but you need to use it to locate items that, without the auspex revealing them in a "True Seeing" sort of sense, would not be visible under unaugmented human sight and/or through 50m of unshielded material. That was a good example, and the bit I've quoted is true enough - however, I would have suggested an errata entry stating 'a character using an auspex may make a Tech-Use Test to use an auspex to gain a +20 bonus to Awareness Tests to spot things not normally detectable to human senses', as opposed to the more convoluted as-written entry, since as stated an auspex effectively offers no benefit unless detecting things not normally detectable within the human range by their very nature. N0-1_H3r3 said: One thing to note - there's a difference between "no test required" and "anyone can do this". Consider speaking a foreign language - a character cannot speak a language he doesn't know, but if he does know it then he's unlikely to need to test it unless in unusual circumstances. In such situations, "no test required" is essentially synonymous with "you automatically pass the test so long as you're capable of at least attempting it". Tech-Use (and all skills, really) should be regarded the same - while operating an Auspex doesn't require a Tech-Use Test, a character lacking Tech-Use arguably shouldn't be allowed to operate one, as he lacks the understanding needed to effectively operate it. Those are fair points and I would support them, taking into account my above comment about clarification of the entry; though, I might also suggest the inclusion of a small entry detailing exactly what you've just said regarding lack of a need to test vs common usage, as not all of the skills are quite as clear-cut as, say, Speak Language or Literacy, in terms of that relationship. Heck, even a simple addition to the Tech-Use or Armory sections stating that 'any device that requires a Tech-Use test for use in any regard requires the Tech-Use skill for general usage' would be a slight improvement. Again, vague implications < clarity. The point of the Tech-Use test is to locate bio/motion/energy environmental details beyond the ken of unaugmented human visual range though the scanner's indirect sensory suite as that would take it outside the realm of Awareness. The +20 to Awareness is for when an object that's subject to the sensors suite comes into range of your regular visuals as well (as it's a synergy bonus centered on Awareness). On the other quote, that's what an Advanced Skill means. You can't attempt an advanced skill, even if it's guaranteed success, without the skill in question. So one has to at least KNOW how to manage an auspex (even if it's only treated as a basic skill) to get the baseline bonus from it.
  2. Hrm, maybe I got my recollections of it mixed in with the Cybernetic Resurrection (500 XP) elite advance option in the same book. Though my disappointment is salved knowing I don't have that -10 to move silently hanging over my head either now that I compare it fully with Ascension. Considering it's modifying the chapter on worn armor I would venture a "No." in that the traits are outside the relevancy as they're not actual armor (just traits that give you AP). By the wording of "Any armour that offers 7 or more AP", and the inability to truly stack armor for AP, I would venture as well that they're referring to a single piece of armor providing said 7+ AP which would be best-quality carapace and up into powered armor and the nature of it (though, you could possibly house-rule that BQ Carapace is just better shape-designed to deflect rather than better-balanced to incorporate heavier plates).
  3. Example: The cell goes into a known irradiated zone with full protection to "assist the survey team" (read: scrub evidence, recover materials, and have "accidents" occur when certain persons have seen too much). They know the whole place is flooded with RADs and that their suits give them leeway in walking around mild to moderate irradiated zones without fear of corruption and that the heavily irradiated zones are not involved in the survey parameters (the suits can't stand up to that level of radiation anyway). They decide that the multitude of radioactivity detection alerts on their auspex scanners (free of malfunctions) in the mild zone is getting annoying after the first 30 minutes in as they're taking up a lot of the screen space (in width and depth) to see anything useful that they don't already notice with their own eyes (effectively imposing a -20 to counter the auspex's natural +20 and useful range reduced to 5m). Somebody needs to adjust the settings on the auspex scanners to disregard thresholds below what the suits are capable of blocking (to strip away the useless clutter) but to still detect radiation to give a visual warning before accidently stumbling into areas beyond the suit's shielding parameters. The tech-priest in the group takes a look at his auspex scanner, recites the "Intonation of Optical Clarity (62nd Verse)" while navigating the runes on the panel in synch with the recitation (Difficult Tech-Use Check so -10 as the machine spirit doesn't enjoy being tweaked beyond standard detection parameters). (Success) The overlay menu screen fades same as the binary drone from the recitations does with a measured grace leaving the auspex screen free of the cloying alerts that left it useless a minute ago. He repeats the ritual upon each of the cell's auspex scanners (not going to bother having the player roll as the steps are fresh on his memory coils from recalling them from their depths) and now they can use them without impediment. Note that also the auspex grants the +20 without the Tech-Use test but you need to use it to locate items that, without the auspex revealing them in a "True Seeing" sort of sense, would not be visible under unaugmented human sight and/or through 50m of unshielded material.
  4. dosan said: I am sure i saw one art made by John Blanche, one of the oldest ilustrators or WArhammer, in a Warhammer 40000 artbook , portraying one Tech marine Inquisitor. I remember it because was awesome! Maybe should be very difficult for the Inquisition to trust the Adeptus Mechanicus, since both institutions are so secretive, but i believe should not be impossible, after all, an inquisitor benefiting both factions, is a boon for both of them. Maybe if such individual exist, must be distrusted, and probably work alone or mostly with other tech marines and even rogue traders, and i see it as an Ordo Xeno representative, and Hereticus or even a malleus is too difficult to grasp for the machine probably. Even saw an art of a female magus, i believe. Possibly this is the "magus" you're speaking about?
  5. Which NPCs get RF really depend on what the GM wants the overarching "feel" for the campaign and/or specific encounter. The more randomness you inject into anything (which is giving more RF beyond fate-favored) tends to stack the odds against the acolytes whereas less so (limiting it to anything fate-favored) eases the pressure off the cell. Especially rare encounters of a type not usually seen in the game (like the few Xenos you might throw in vs. a lot of human/daemon) a GM might use more RF as a point to make it stand out. A GM really shouldn't chain himself to any constant of policy for how to apply RF as it's distribution to NPCs is another tool towards setting the stage for the acolytes to act upon. Generally, one wants to challenge the players at the end of the day rather than try to totally crush them so if you get too "lucky" with the rolls one should always pack insurance against that kind of thing by hiding your dice rolls to fudge when appropriate. Also, if the cell isn't genre-savvy, the looming threat that ANYONE could possibly be packing RF behind them is just as good or better than having it actually come into play with hidden dice.
  6. Example: Cyrrik Scayl I refer to the bottom two of the 4 mechadendrites that are shown. They're too small for a standard manipulator mechadendrite but there's no rules framework for where they would fit in as those style of mechadendrites show up quite a bit in artwork and lore. I mean, if I wanted to suggest a rule I pulled out of my ass it would just use the standard Mechadendrite Use (Manipulator) talent and the alternative in-the-flesh implant to the classic manipulator (as the hypnomat training for the standard manipulator would have 100% overlap with this one). Would be lacking the improvised weapon use, Strength bonus, the tethering option, and the shoulder-mount requirement in exchange for no-penalties fine manipulation.
  7. Frankly, one should side with the players already present that choose to burn a fate point to survive. Minus 1 fate point at character generation at the minimum as well as reduction of XP or reinstatement of/based on the amounts of Corruption/Insanity the previous characters had or just disallow re-rolling if there was a fate-point to be burned. There's nothing wrong with having a player sleep in the bed that he/she made and following it all the way through to the end. Frankly, their lack of attachment to the character is the problem if an "avoidable death" via fate point burn is topped by a bland re-roll. It kills the gravitas of the acolyte's life/death situations if the character's survival doesn't mean anything but a hassle of generating a new one.
  8. Cyrrik Scayl is a Throne Agent formerly of the Ordo Hereticus, but he is (or, in this case, was) no more an Inquisitor as Seraph or Kane is in that same section.
  9. Firstly, No (but they do become Throne Agents still). Secondly... To quote from Ascension (pg. 29, black box) under The Adeptus Mechanicus and the Inquisition: "The doctrines and dogmas of the Cult Mechanicus demand that the servant of the Omnissiah surrender not just everything he owns, but everything he is and everything he could otherwise have been. The rites of the machine change not only the initiate's body, but also his mind and very soul. It is a route from which there is no return, for once the glory of the Monissiah is revealed to a Tech-Priest, every other strand of faith and every other callling seems frail and hollow. As the Tech-Priest's limbs are augmented with prosthetics of iron, so is his brain matter replaced with silicon. However, despite these physical changes, it is the soul of the Tech-Priest that is altered the most. The truths of the universe revealed unto him are so terrible that without the protective Rites of the Omnissiah, his soul would be shattered. Although the Quest for Knowledge might take him into regions of thought and deed many would proclaim as heretical, it is to the Omnissiah, in all its forms, that the Tech-Priest owes his deepest allegiance. So all-encompassing is the Quest for Knowledge, so total a Tech-Priest's surrender of mind, body, and spirit to the Omnissiah, that he may never espouse any other calling or creed. He may not therefore become an Inquisitor, an Interrogator, or a devout memeber of the Ministorum, for each of these makes equally stringent and mutually exclusive demands on his being." The class or belief doesn't mean the Tech-Priest doesn't stand a chance of acquiring the status anyway. The issue is that it's **** near impossible to maintain that sort of status and still call yourself a Tech-Priest (or Inquisitor) as the requirements to maintaining both will back you into a Sophie's Choice where you will, ultimately, have to determine where your loyalties lie and probably get hunted down by the Inquisition for a general heresy or by the Adeptus Mechanicus as an Omnissian Apostate. Remember that the Adeptus Mechanicus is the other eagle head on the Aquila, they are an empire-within-an-empire and their autonomy is only second to the Inquisition in how they go about the business of THEIR Adepta and they have their own agents to hunt down hereteks. I assume, to avoid a shadow (or real) war between the two Adepta, that the Inquisition just doesn't try to poach from the Mechanicus as the risks are nowhere near worth the gains to be had.
  10. Can I just get an extra **** hand? A claw? What about a set of pincers? Clamps? Something? Seriously, they're all over the tech-priest artwork and lore but there doesn't seem to be much in the way of published rules found for the non-I-crush-your-hand-shaking-it-with-my-manipulator/servo arm-mechadendrite. Did I miss something? Anyone have any ideas on that or would it just need to be house-ruled as another form of manipulator mechadendrite without the STR bonus but can approximate standard arm/grip strength and manual dexterity (but not enough to step on the other mechadndrite's area of optimization)? Otherwise....
  11. LC1984 said: Thanks for the more detailed reply. FL Tech Heresy still seems to encompass only a small thematic. Or does it also encompass such things, like what happened during the Horus Heresy on Mars, or the damage, that can be done by corrupted codes? And yes, I already read Mechanicum And another question came to me, what skills are used to build something like a multikey or other things like stummer and bionics excluding weapons/armour (which are already covered). I wouldn't say it's small (remember, the Phaeonites are big on using tech to harness Warp) but it does have a lot of overlap with regular Heresy and where Imperial Creed does not cover, the original decrees from the Emperor cover all the major areas. Appreciation for just the major/minor points of tech-heresy would probably be found in FL (Adeptus Mechanicus). Of course, this is subject to the GM. IMO, FL (Adeptus Mechanicus) functions similar to FL (Inquisition) for them as Tech-Heresy is very specific compared to Heresy in general. If it's not covered under another trade you probably will have to fudge it through Tech-Use. IMO, bionic design requires Medicae as well (proper understanding of anatomy and neuroscience to program the MIU interface) assuming there's nothing else that would be covered elsewhere (like making a concealed weapon bionic or a direct graft). Multikeys (or the Stummer) would probably desire Security to accompany Tech-Use in design. Aside from design and implementation, the extra skills are not required for fabrication/assembly if you are just following a schematic by rote (but you'd probably get a bonus for having it). Again, these are purely my suggestion for how to pave over these gray areas.
  12. Morkalg said: Where do these references to animal intelligence come from? I don't ever remember reading that anywhere and I'm curious about it. Well, that's as sophisticated as you can get when it comes to machine spirits before you fall off the deep end into making Abominable Intelligence. There are some exemptions to this rule like a Titan or Land Raider's machine spirit being described as having a distinct personality.
  13. Well, the large packs in the Dark Heresy books state one "heavy charge pack" for an MP Lascannon is good for 5 shots and tabletop says that an MP lascannon eats a whole one per shot. It's an attempt at rationalizing it in that the "large charge pack" (roughly 30kg weight) for Dark Heresy is rather 5 (6kg each) of them linked together and hauled by the other conscript in the case of an Imperial Guard 3-man heavy weapons squad (third carries a tripod). Yeah, standard backpacks are 50kg of storage if there's nothing else. Backpacks with space on the frame given over to ammunition only holds half the regular backpack's load (25kg) of anything else you wanna haul around. Usually the ammo containers/capacitor banks could be separate (with the listed weight of 15kg) if one was to strip out the misc. carrying capacity and wear it as is I suppose you'd have to adjust the straps that came with it to make it comfortable to wear.
  14. Yeah. When it comes to rational on how to "develop" the Imperium tends to go for a specialized approach on a whole. It's either big population centers of manufacturing/resource extraction that aren't given over to the Mechanicus (Hive), the ones that are given over entirely to industry of the Mechanicus (Forge), dedicated to food production for the other world-types (Agriworld), or because the nobles thought it's got a great view (Pleasure). As I've said, if it's not Mechanicus, the place doesn't look real nice, doesn't look good for total agri-production, and it's got a lot of good stuff to tear out of it, you're looking at a future Hive world building up around the mining colonies if it doesn't get trapped by native factors (bad politics, nasty environment, etc) that limits technological implementation. If other Hives are any example, they'll eventually start plopping down manufactorums there if it's practical to reduce needed resource transit and the losses that invariably happen from warp/void travel after the mining operations have gathered enough momentum.
  15. Your general type of Heresy that's usually referred to when I say "YOU'RE A DIRTY HERETIC!" implies that they have a difference of doctrine/opinon to the Imperial Creed. Dealing with individual or in equipment that's associated with Mutants/Traitors/Chaos/Xenos, disparaging/acting in notable opposition to the Ecclesiarchy and/or the God-Emperor of Mankind are the most notable examples of Heresy to the Imperial Creed. Now take "Ecclesiarchy" and replace it with "Mechanicus" and "God-Emperor of Mankind" with "Omnissiah/Machine God". Insert the creation of Abominable Intelligence and significant obstruction/opposition to the Search for Knowledge and you have your general Tech-Heresy. Aside from Abominable Intelligence one can rule-of-thumb it with Tech-Heresy and Heresy usually being in consensus on the same subject. There are differences in minor points on what will piss off a tech-priest and what doesn't prompt a blink from a cleric (like jury rigging machinery) but the stuff that will get the Ordos brought down on your head is the stuff they both agree on. Basicly Xenos tech sucks, we're better in every way Unsanctioned warp-tech is bad (read Mechanicum, 11th book of the Horus Heresy and find out why) There's no need to invent because all the knowledge already exists (and the Omnissiah has all the secret decoder rings hidden somewhere) You suck for destroying data storage (as knowledge is sacred and so are the devices that preserve them) Don't do stuff that @#$%ed us over before (like Men of Iron, opening doors we were told not to open by the Omnissiah) and a bunch more that doesn't require a Magos to figure out if he doesn't have his head too far up his rear waste-ducts trying to rationalize it away.
  16. Darth Smeg said: So I read through all the skill descriptions in the core book and the expanded descriptions in the Inquisitors handbook. Then I re-read the previous thread linked to above, and then the even older one linked to from that one. There were some excellent posts in those threads, with examples and rationalizations. I will try to sum up some "conclusions" from this exercise. Common Lore (Tech) lets you know which litany or ritual is appropriate to common situations. It does not require any technical understanding, nor does it provide any benefits when dealing with uncommon situations such as interacting with an ancient archeotech cogiator device discovered on a derelict hulk. This is the application of Rite and Rote learning to operate tech, and is the way the great masses of low ranking tech-priests operate. As such it is a skill of practical application. The skill is also available to other classes with a knack for learning and knowledge, like Adepts and Psykers. Common Lore (Machine Cult) is knowledge about the overt elements of the Cult Mechanicus. It covers such things as "the symbols and practices of the Mechanicus, as well as such things as formal greetings and identifying ranks". It has no practical application when it comes to operating or maintaining tech, but will prevent you from making a fool out of yourself when dealing with Tech priests. The Forbidden Lore (Adeptus Mechanicus) has no practical application. It does not cover secret knowledge of plasma drives or the truth about the nature and existence of Machine Spirits. What it does cover is "An understanding of the followers of the Machine God, including such things as their observances, common beliefs and core philosophies." It might be useful when interacting with Tech priests, trying to understand their motives and/or actions, and perhaps to evaluate whether or not something is orthodox or not. It does not help with obscure tests to work ancient cogitators, but it might help trying to decide whether a suggested repair/modification would be acceptable to the Mechanicus or not. The Forbidden Lore (Archeotech) might help with the test to operate the ancient cogitator, but is once again a skill with little practical application. It will not allow you to recreate ancient las-pistols of incredible power, or allow "creative" designs to improve your plasmagun. "No Acolyte, however skilled, can create or repair weaponry from the Age of Technology." (IH, p 240) Building or modifying weapons, gear and other tech is covered by Trade skills. Tech Use alone does not let you do this. Attaching weapon upgrades is covered by the Trade (Armourer) skill (Core book, p141). Making a primitive plate armour is covered by Trade (Smith) (IH, p243), while the usage of less primitive elements would require Trade (Armourer). To create structural component, or armour plating for a vehicle, Trade (wright) is also needed. Neither of these skills will let you invent anti-grav plating or teleporters, you will need blueprints (preferably based on an STC) or you will be stuck to making rather primitive things. The Trade (Technomat) skill will not let you build things, but it will let you repair and / or maintain them. It does not indicate an understanding of the tech they work with, but they do know to spot a faulty flux-capacitor and to replace it. Should the flux-capacitor require extensive repairs after the unfortunate application of an evsicerator or Choppa, and they have no spare part to replace it with, they might be stumped. It will also let you operate ancient machinery, even if nobody knows how they work: "The Skill may also be used to create effective rituals for newly discovered items, based upon the vast knowledge of customs for similar devices. Thus, if the Acolytes discover an ancient cogitator, their technomat might attempt to placate its machine-spirit with rituals known for similar machines." (IH, p 244) Tech use would let you repair the Flux Capacitor, however this would be a very hard test unless you have the relevant blue-prints. It is more commonly used to repair and operate mechanical and electronic items, and represents your ability to tinker and "figure things out" like a proper grease-monkey and geek. Designing a replacement for the Flux Capacitor based on available material would be beyond the scope of this skill. Indeed, it appears to fall outside of all the skills described in the book. It seems to just be "not done". Logic is the theoretical counterpart to tech-use, and represents understanding of mathematical and mechanical principles. For Tech-priests it also covers Mathemechanica Rituals, granting bonus to certain Tech-use applications. I've probably missed some points, and got others wrong, but now I need a coffee Generally, CL (Tech) and CL (Machine Cult) is a broad understanding of the facade the Adeptus Mechanicus presents to outsiders, uses in indoctrination of the laymen, and what is taught to initiates of the topmost mysteries of the Adeptus Mechanicus under mainstream training regimes (to be split down the line however the GM and player feels is appropriate, not all Tech-Priests have both or either skills). There is overlap in some areas but each still have their own unique niche to deny being totally subsumed into other skills (like Tech-Use). For the most part, Common Lore is something you experience rather that learn out of a book primarily (like Scholastic) but not so much buried in esoterica or containing sanity/soul-shattering secrets (like Forbidden Lore). Forbidden Knowledge in Adeptus Mechanicus is like Forbidden Knowledge in the Inquisition, you have a knowledge of the deeper mysteries of the priesthood, the factions at play within the Adepta, possibly the intentions of notable (Arch)Magi, and maybe a few of the skeletons/necrons in their closet. On further (re)reading, of Trade (Technomat)....it doesn't let you repair anything actually. It's for operating and maintaining continuous functionality but when The Macguffin needs more than a change of power/oils/unguents then you're SoL personally if you don't have Tech-Use (or it's beyond the range of Tech-Use if it isn't Imperium) outside of extenuating circumstances. Trade (Technomat) is a menial skill primarily but known to Tech-Priests that are required to maintain machine-saints that cannot be manufactured whole or to acquire repair components. Essentially we have the short/long-term operational (usage) and observational capacities (puzzling out item functions) of Tech-Use met and extended horizontally (Xenos) and vertically (esoteric Dark Age technology) without the ability to repair or build. Tech-Use is a generalist skill when it comes to build/repair for stuff that's not covered in the design/assembly/fabrication trade skills. Tech-Use won't help you build a lasgun, but you know how to disable it's safeties that allow it to draw more from the charge pack and turn it into a impromptu frag explosive or unfoul a chain weapon's blade. Tech-Use isn't "U.S.S. Make-@#$%-Up" but it isn't so minor in it's applications on assembly/fabrication to be ignored for having them. I would go so far as to call it an intermediary with the other skills (not just trade) when making specific types of Imperium tech due to their more complex natures. For example, as GM I might require Medicae in addition to Tech-Use if the group's Tech-Priest wanted to design/modify his future/existing augmentics to begin with. He might also need Trade (Armorer) or find one to help with the design so he could convert it into a concealed weapon bionic as well as pointers in programming the MIU for implementation (What do you mean you set ALL THE MIU COMMANDS FOR MAXIMAL FIRING?!).
  17. As far as hellgun/pistols are concerned, the Voss-Pattern in Inquisitor's handbook (War Zones chapter) can utilize basic/pistol charge packs as well (but quarters the clip size down to 10 for basic and 5 for pistol) like the D'laku Crusade-Pattern, as has been mentioned, (from 40 down to 12). The Cadian-Pattern Hellgun/pistol cannot use basic/pistol charge packs due to it's refinements and specialization that force a reliance on backpack power supplies. With heavy las weaponry, the ammo requirements are like going from a .75 caliber bolt to a 1.0 caliber bolt so you can't use one with the other. The heavy las weaponry power cells that are backpack-sized already (roughly 30kg each that's already calculated into the weapon's weight). I can't say I know of a man-portable multilaser, the man-portable anti-infantry/light vehicle weapon of choice for the imperial guard is an autocannon. It might have the same reasoning it being restricted to vehicle or terminator mounts like the assault cannon due to high recoil as well as that it can't use the same high-discharge MP Lascannon packs (which are basicly 5 separate packs linked together and one drained per shot). So it's relegated to being mounted and hard-wired to the vehicles internal power generators on a Chimera or a Sentinel Walker.
  18. Basicly the R&D MO is "Don't reinvent the wheel." Also it could be in line with maintaining control. If people keep sending back new discoveries and STC patterns to Mars then it's just that much stronger of a grip the AdMech have over imperium tech as well as being able to account for certain things missing. It's harder to predict self-initiative in the myrid priesthood so the Search For Knowledge is continuously preached/encouraged, the impact invention has on progress, and keeping the more "useful" information out of reach aside from the Magos (the loyal are all known and much more easily observable). So it's not a "sin" per say but it is punished in the similar severity to one through indirect channels like reassignments that make them more conspicuous or simply make effective research impossible. Also, (some 1d4chan entertaining explanation I'm not gonna copypasta here) javascript:void(0);/*1317617308796*/
  19. Well, there is the Skitarii rank of Tribune which covers all the NCO/CO ranks below High Command (which is Magos and above). The tech-priests are usually given deference regardless of rank (unless said Skitarii orders are from higher up) and usually act as support for the main Skitarii forces rather than leading them (they usually delegate that to the Tribunes). You also have to remember that the non-Tribune skitarii aren't exactly known for flexibility and initiative when there aren't any marching orders. The augmentics in Skitarii tend towards cranial modifications that prize quick compliance and regularity at the expense of intuition and independent threat assessment. This is where are Myrmidon differs though, they actively study war with the fervor a tech-priest would have towards technology and science. Main advantages a Myrmidon tend to exhibit over Skitarii is a broader range of weaponry skills, more capable of independent action in combat, and can be almost as heavily armed/augmented as a praetorian servitor. Myrmidons fill roughly the same kind of position in the Skitarii as stormtroopers do in the Imperial Guard.
  20. Dire Avenger are more the "generalist" kind of fighting unit for Eldar. The closest comparison one could probably make to another race by the role they fill is probably a tactical marine.
  21. Well, Dark Heresy has cortex implants but it's an augmentation rather than a replacement. Rite of Pure Thought is the closest the Adeptus Mechanicus have with regards to non-proscribed augmentics (half brain replacement, look towards the Opus Machina). Well yes, a machine spirit can be advanced (The Legend of Rynn's Might who took on an entire warband of Orks, slaughtered their leader and took out most of his underlings) especially in larger/more advanced equipment/vehicles. Generally, the most advanced a machine spirit gets to be is one of a "dog-brain" type or similar to other high-order mammal brains (like the one's found in Adeptus Astartes power armor). A machine spirit can't fully substitute for a trained crew but it can still do **** well on it's own in a pinch for limited amounts of time. Though, don't assume all machine spirits are this advanced, a lot are just simply reptile or bird-brained.
  22. Well, for one, any SANCTIONED Mechanicus cogitator core is quite incapable of Abominable Intelligence. Hypothetically, if a Magos was to fully replace all their brain-matter they suddenly wouldn't cast a shadow in the warp due to a fully mechanized sentience (similar to a Necron). If they knew that much they'd have to take precautions around psykers to not give away tell-tale signs but it would still be a matter of time before one of his contemporaries noticed something "off" and look further into it (if not the Inquisition proper). Though Machine is pure and the biological inferior one can never fully cast it off for that would mark one as a Abominable Intelligence but, in augmenting the left cortex through excising and replacing the right, the mind can be made to commune with the machine as an equal in capacity. Both of these contradictory elements have to be followed or the Folly of the Iron Men will be repeated.
  23. That's easy. Lemme recite the The Mysteries and Warnings: "The Mysteries of the Cult Mechanicus" Life is directed motion. The spirit is the spark of life. Sentience is the ability to learn the value of knowledge. Intellect is the understanding of knowledge. Sentience is the basest form of Intellect. Understanding is the True Path to Comprehension. Comprehension is the key to all things. The Omnissiah knows all, comprehends all. "The Warnings of the Cult Mechanicus" The alien mechanism is a perversion of the True Path. The soul is the conscience of sentience. A soul can be bestowed only by the Omnissiah. The Soulless Sentience is the enemy of all. The knowledge of the ancients stands beyond question. The Machine Spirit guards the knowledge of the Ancients. Flesh is fallible, but ritual honours the Machine Spirit. To break with ritual is to break with faith. The interpretation of these 16 Universal Laws can then be derived what the limits of what Tech-Heresy is in addition to proscribed acts the Omnissiah had decreed before internment upon the Golden Throne.
  24. Ah, found it: Blood of Martyrs, pg. 21 under "Orthodoxy and Heresy" "The Cult Mechanicus is another deviant faith with which the Ecclesiarchy is often at odds. The Tech-Priests of the Adeptus Mechanicus worship their own deity, woh they call the Machine-God. As with the Imperial Creed, many sects exist within the Cult Mechanicus, and it is commonly held that the Machine-God is in fact a manifestation of the Emperor, although many in the Eclesiarchy have great difficulty accepting this. Other sects appear to outsiders to be saturated in idolatry, worshipping the very machines they are tasked with maintaining and committing a thousand other transgressions punishable by death by the laws of the Adeptus Ministorum. Despite such differences, the Ecclesiarchy has no choice but to tolerate the Cult Mechanicus, just as none forgo the services of the Adeptus Astra Telepathica (a page back under "The Sin of the Psyker"), for without the Tech-Priests the Imperium would grind to a halt. No institution can do without the Adeptus Mechanicus, just as none forgo the services of the Adeptus Astra Telepathica or the Navigator Houses, regardless of how distasteful they might find their servants." So you'll have to ask the Tech-Priest what is devotion to the Omnissiah means to him. If he can cut through their fervor with the (semi-) rational arguments and focus on that he still worships the Emperor (differently) and is a loyal citizen of the Imperium then that would go a long way towards establishing some common ground and allaying tensions.
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