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Adeptus Mechanicus

Lantz McDonald

CONTENTS
Introduction------------------------------------------------------------------5
Augmentaurium--------------------------------------------------------------6

Pivotal Moments
The Gate-------------------------------------------------------------------------------8 Recovery Mission On Illisi------------------------------------9 Green Machines---------------------------------------------------------10 Report: Forge World Caradhras XIII-----11 The Battle At Foress IV---------------------------------------12 Lost Transmission----------------------------------------------------13 Harvest------------------------------------------------------------------------------14 Excavation Site P01HH3J9-------------------------------15

The Adeptus Mechanicus


Special Rules----------------------------------------------------------------16 Tech-Priest Transmechanic-----------------------------18 Tech-Priest Artifex-------------------------------------------------19 Tech-Priest Magos----------------------------------------------------20 Disciples---------------------------------------------------------------------------21 Tech-Priest Enginseer------------------------------------------22 Rune Priest---------------------------------------------------------------------23 Iron Father--------------------------------------------------------------------25 Iron Hands----------------------------------------------------------------------26 Machine Cultists-------------------------------------------------------27 Praetorians-------------------------------------------------------------------28 Servitors--------------------------------------------------------------------------29 Skitarii--------------------------------------------------------------------------------30 Imperial Jetbike Squadron-------------------------------31 Solus Infiltrator------------------------------------------------------32 Electro-Priests----------------------------------------------------------33 Caminus-Priests----------------------------------------------------------34 Techmarines------------------------------------------------------------------35 Servo-Skull Swarm-------------------------------------------------36 Luceo Rollers-------------------------------------------------------------37 Forsaken--------------------------------------------------------------------------38 Robot Maniple--------------------------------------------------------------39 Cult Abomination------------------------------------------------------40 Textura------------------------------------------------------------------------------41 Knight Titan-------------------------------------------------------------------42 Gant--------------------------------------------------------------------------------------43

Cantharis------------------------------------------------------------------------44 Termite-------------------------------------------------------------------------------45 Divexo Beacon-------------------------------------------------------------46 Atlas ARV------------------------------------------------------------------------47 Leman Russ---------------------------------------------------------------------48 Phantous--------------------------------------------------------------------------50 Construct-----------------------------------------------------------------------51 Master Rune Priest Derogo----------------------------52 Commander Lau----------------------------------------------------------53 Mercenary Acular-------------------------------------------------54 Cult Pastor Moviss-------------------------------------------------55 Algaryn Fornum--------------------------------------------------------56 Circom Spectus-----------------------------------------------------------57 Zacharia Appareo---------------------------------------------------58 The Adamantium Giant------------------------------------------59 Obliterator Malchun--------------------------------------------60 Warhound Scout Titan-----------------------------------------61

Wargear
Weapons----------------------------------------------------------------------------63 Other Equipment--------------------------------------------------------67 Tech Relics---------------------------------------------------------------------69 Armour-------------------------------------------------------------------------------71 Vehicle Upgrades-----------------------------------------------------72 Army Showcase------------------------------------------------------74

Army List
The Armory---------------------------------------------------------------------77 FOC Intro-------------------------------------------------------------------------78 HQ-------------------------------------------------------------------------------------------80 Troops---------------------------------------------------------------------------------85 Dedicated Transports------------------------------------------86 Elites-----------------------------------------------------------------------------------87 Fast Attack--------------------------------------------------------------------89 Heavy Support-------------------------------------------------------------91 Other Units--------------------------------------------------------------------94 Summary----------------------------------------------------------------------------96 Credits-------------------------------------------------------------------------------99

INTRODUCTION
Born from their mighty Forgeworlds, the Adeptus Mechanicus are a race of humans mechanically and genetically modified to forge, engineer and uncover lost technology for the Imperium.
The Warhammer 40,000 rulebook created by the brilliant minds at Games Workshop will assist you in fighting battles with your Adeptus Mechanicus st miniatures in the war-torn universe of the 41 Millennium. This fan-made codex (fandex) has been created to work with other official codices created by Games Workshop. This fandex and every official codex works with the Warhammer 40,000 rulebook, allowing you to turn your collection of miniatures into an organized force ready for your games of Warhammer 40,000. This fandex may or may not work fluidly with other fandex creations of the community. This fandex details everything you need to know about the Adeptus Mechanicus. The Mechanicus is not just a race of creative minds. The superior intellect of the Cult is used to further their goals, as the Imperiums dont always coincide. Creating bio-engineered monstrosities and massive war engines for daily labor as well as dangerous battles, the Cult Mechanicus tool their creations to handle all grunt-work for the superior minds to continue their work.

HOW THIS FAN-MADE CODEX WORKS


This fandex contains the following sections: Augmentaurium & Pivotal Moments: The first section of this fandex introduces the Adeptus Mechanicus. Hierarchy within Forgeworlds including the Red Planet, the inner-workings of a Tech-Priest and important moments in the lives of numerous Cult members are covered in these sections. The Adeptus Mechanicus: All characters, infantry and vehicles needed to field a Mechanicus force are included in this section. A description and picture are included with each entry as well as complete rules for the unit and information on any unique abilities or wargear. Wargear: Rules for all combat-related tools your units may use are included in this section except for wargear unique to a specific unit; these rules will be on the units page described above. Adeptus Mechanicus Showcase: In this section youll find full color photographs of the miniatures created for the units in this fandex. All conversion work has been done by Lantz McDonald and all painting accomplished by Tad Lemon, Kourtney Hopkins and James Blevins. While the paint scheme used on these models are the typical colors used by the Adeptus Mechanicus, these colors are not set in stone (as well as the Dark Mechanicus do not follow this color scheme at all.)

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

WHY COLLECT ADEPTUS MECHANICUS?


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

0000100 (4)

ADEPTUS MECHANICUS
The Cult Of The Machine
The Adeptus Mechanicus is as significant a factor in the sustained expansion and strength of the Imperium of Man as the Astartes, the Navis Nobilite or even the Emperor himself. Without the Cult of the Machine God, there would be no atmosphere generators to create new habitable worlds, no cogitators to administer to and archive the functions of everyday life, and no power armour or war machines for the Imperium to assert its considerable will. There is no part of life in the 41st millennium that is not completely dependent upon the fruits of the Mechanicus. Consequently, the Tech Priests of Mars are both exalted and reviled by every tier of Imperial society. The Mechanicus enjoys a level of autonomy unheard of otherwise due to an ancient pact between the Emperor and the Fabricator General of Mars. This pact is tenuous, however; despite the official recognition of the Emperor as the Omnissiah the living embodiment of the Machine God, there is a deep schism among the Cult Mechanicus dividing those who actually believe this and those who do not recognize the Emperor as such. In exchange for the aforementioned independence and the transfer of any discovered archaeotechnology, the Tech Priests of Mars and other far-flung Forge Worlds provide an endless supply of weapons and war engines to the Emperors vast armies and navies, along with everything that makes life tolerable in the 41st Century. This is not to say that the Adeptus Mechanicus is merely a support network and armorer; the military arm is a formidable fighting force in their own right, from the impossibly large Titan Legions to the gene-enhanced Skitarii. The Mechanicus has agendae of its own that may not necessarily complement those of the Imperium, and it is fully willing and prepared to defend itself and exert its will with vigor. One acquisition of these agendae is the of Standard Template Constructs. STCs are the patterns utilized to create all of the technological marvels that the Mechanicus provides. Most of the ability to innovate was lost long ago in the Age of Strife, so these STCs have risen in stature to embody the core motivation for the existence of the Mechanicus. The discovery of an STC on the battlefield will often sever cooperation between Imperial Forces and the Mechanicus as they divert all efforts to transporting the STC offworld as soon as possible. So valued are Standard Temple Constructs that failure to relinquish one to them is considered a hostile act. Even the mighty Blood Angels, arguably the most mechanized chapter of the Astartes short of the Iron Hands, have an extremely strained relationship with the Mechanicus due to their refusal to share the Baal STC, which overcharges Rhinochassis power plants, making those vehicles agile and quick. The future of the Mechanicus is uncertain, not in terms of its viability, but in its direction and focus. Although TechPriests like to imagine themselves as above petty organic human concerns, their vast social organization is rife with intrigue and political maneuvering. As they strip away more and more of their humanity and utilize augmetics to become more capable than naturally possible, the Tech Priests face the challenges of focus and integrity. External challenges also threaten to chip away at Mars as well; members of the Mechanicus that have succumbed to Chaos, known as the Dark Mechanicus, seek a disturbingly similar motivation: the acquisition of STCs. Darker still are the naggingly persistent rumors of something slumbering deep in Mars corea CTan Void Dragon or something even more sinister. Despite these challenges and the misgivings of the entire Imperium, the Cult Mechanicus remains a primary component of the universal expansion of mankind.

Written by Sam Rhee

0000101 (5)

AUGMENTAURIUM
Ever since the days of the Great Plagues, the Mechanicum has viewed the flesh as weak, the mind feeble and the spirit petty. Thus, in pursuit of their goals, they will often replace the flesh with relentless bionics, the mind with unclouded cogitators and the spirit with incorruptible logic. Many are known to the wider Imperium, but more are lost to all but the Mechanicum, and still more have been lost forever, their STC's and all record of their existence expunged from history. These implants and augmentations are usually a direct indicator of rank and prestige. A recently approved Tech-Priest would have only one or two implants, if that, whereas an Arch-Magos with many years of service to the Omnissiah would be more machine than living organism. The following are just a few examples of what each servant of the Omnissiah is bestowed into their living body.

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

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

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

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

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

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

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

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

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

Prosthetic bionics
Found on many servants of the Omnissiah, these can Written by David Terragon

0000110 (6)

AUGMENTAURIUM
Vox-Casters/ Voice-Synthesizer
The more complex of these devices are often implanted among the higher ranks of the Mechanicum. Varying in quality from a disjointed voice similar to the ancient voice-synthesizers of the twenty-first millenium, to a near-perfect tone; all have the option of squirting the Mechanicus most common language of binary. Similar, yet less complex implants are common among the Cult; all will require intricate surgery methods combined with ancient information gleaned from the revered constructs of the Cult. weak spot should the user be possessed by Daemons or a psychic power go amiss. As a result, knowledge of these devices is shrouded in secrecy outside of the Mechanicum. The Inquisition has some knowledge on this device, but where the TechPriest sees a wondrous implant, the Inquisition sees a threat to humanity. As a result, the Mechanicum hides them both for the Imperiums well-being and their own. selected from the Servitorial Compounds, where failed Space Marines and criminals await transformation into a servitor. The hosts brain is removed and examined for alternative uses, while their body is used to house the cortexes of the TechPriests. Only the closest of friends among the high ranks of the Priesthood are placed in a binary cortex, although similar fields of knowledge are more usual as they develop the closer bonds, it has been known for two Priests in differing fields to request a binary cortex procedure. In such cases, the knowledge given by the resultant individual is more varied and much more valuable.

Mentis Expulsors
The Mentis Expulsor is a somewhat extreme defense against psychic powers. Implanted at the same time as a psi-booster as a matter of protocol, the cogitators located within the brain first locate any part of the brain that is being attacked by a mental force in order to cut off blood flow immediately to the affected area. With the area isolated, Nano-actuators embedded in the various locations then fire concentrated lasers and separate the affected tissues. Finally, a separate cogitator then assumes the relevant duties of the defunct matter, which is driven via tiny motors located by way of nanobionics strewn throughout the cortex, to a small chute often located in the Techpriests forehead where it is expelled.

Mind Impulse Unit (MIU)


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

Remembrance Cogitator
This operation is usually at the same time as an electrograft, where a cogitator is placed in the part of the brain which houses memory. Not only does this allow near-perfect memory for many years, this allows the Tech-Priest to 'upload' his memories to a cogitator display with the electrograft, to allow others to relive his own thoughts or record them for posterity. It can even be interfaced directly to another TechPriest via the electrografts.

Rite of Pure Thought


Considered extreme to even the most insensitive TechPriests, this operation replaces the entire right hemisphere of the mind that deals with personality, emotion, creativity and other such trifling matters, with a cogitator similar to the sterile, logical left half of the brain. This changes the Tech-Priest into a cold, calculating, unfeeling work-obsessed sociopath. While such changes are naturally beneficial to the Adeptus Mechanicus as a whole, the colleagues of the recipient will see little, if any of the previous person behind the uncaring and predictable monotony of work that is left.

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

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

Written by David Terragon

0000111 (7)

THE GATE
Tech-priest Echolls could not understand why the Magos had assigned him to this project. This seemed like the kind of thing that the Magos would want to do himself, but instead he'd given the job to the lowest ranking member of the priest-hood he could find on this forsaken rock of a planet. Echolls should have been doing maintenance on the shuttles, not leading a group of war servitors on some expedition. Echolls wasn't even completely sure how to fire the laspistol he'd been given. Weapons weren't really his specialty. Point and shoot, he said, examining the gun. It's simple. Do you think it's simple? The gun servitor he'd questioned just just plodded along, unhearing. You don't think anything, Echolls said, slumping. That's my job, isn't it? He recognized the frustration brewing in him and knew that it was a weakness of the flesh, not worthy for an acolyte of The Omnissiah, but he'd had a hard day and he could be forgiven for a little petulance. Tech-priest Fields hadn't had to do this kind of thing, oh no. Fields was at that very moment appeasing the machine spirit of an intact Land Raider they'd unearthed from the old battleground. We're here to recover preheresy Astartes technology, not poke around with xenotech, am I right? Again, the servitor said nothing. And why are we walking? There are plenty of vehicles around. This is insulting to my station. Perhaps this was because of that incident with the Magos' favorite servo-skull. Well how was Echolls supposed to know the local fauna found anti-grav plates delicious? As he crested the nearest rocky, barren hill and shadowed his eyes from the bright, shifting lights in the North sky, Echolls saw the artifact down in the valley below and his breath caught in his artificial lungs. It was a structure made of what appeared to be bone, a dozen meters high and shimmering with a kind of energy he'd never seen before. Maybe this trip wouldn't be so bad after all. He began plodding down the hill with his servitors when the field around the artifact shifted hues, from a pale blue to a bright white, and Echolls stopped. Was that supposed to be happening? He ducked behind the nearest servitor and watched as a dozen figures emerged from what he could now tell was some kind of portal. The figures looked human at first glance, but they moved with a kind of grace that was entirely disturbing. All of them wore beautifully crafted armor covered in gems and carried elegant weapons of a type even Echolls, with his limited knowledge, could tell were most definitely not of human origin. Their leader appeared to be female, and possessed a kind of unearthly beauty that made the tech-priest shudder involuntarily. She pointed a long, gleaming spear at the servitors, and there was a sudden flash of light. The mechanical implants in Echolls' body began to spark and twitch uncontrollably, and he backpedaled, slapping at fires that were breaking out across his robe. Suddenly there was lightning everywhere and the servitors began to spasm as static electricity coursed through their systems. Echolls raised his laspistol at the female. Point and shoot, it was easy, right? He heard a whisper in the wind and then his arm came off at the elbow. He screamed, staring in horror that was entirely unfit for a man of his station as the figures approached, raised their weapons, and sent bladed death to take him away.

Written by Commissar Carrie

0001000 (8)

RECOVERY MISSION ON ILLISI


The landing craft bucked and dipped as it hit the outermost reaches of the planets atmosphere. This was the only part of these recovery efforts that Enginseer Zyra found uncomfortable. She was not so augmented that she did not feel it beneath her to have to endure reentry riding in the cargo bay with the salvage vehicles and bivouac pods. The tech adepts were somewhere much deeper in the massive converted freight loader, each one sequestered in small monastic quarters and silently communing with the Omnissaiah amidst the strong vapors of incense, ozone and fuel oil. She, however, was relegated to the bay, nursing and watching over the massive augers and monstrous shovels that would labor to recover both the artifacts and the enormous investment of this venture. Of course, there were other monsters on board. Zyra had seen Astartes before, but only from afar once, as a child, she attended a victory parade after the Blood Ravens had ousted the scouting leg of an Eldar raiding party on one of her homeworlds hundreds of nameless moons. Not long after, she had entered the Mechanicum as a novitiate and learned about their genetic implants and unassailable character, but at the time, looking up at row after row of impossibly tall, scarlet armor, they were terrifying. They were no less impressive now. There were only six of them suiting up in their segregated quarters adjacent to the loading bay, but they seem to fill up every inch of the space, crowding out even sound and light. She was curious as to why each of the six had the same black and silver armor but each of their right shoulders bore a different insignia. She recognized the inverse Omega of the Ultramarines and the black on yellow hand of the Imperial Fists, but she had never seen or even heard of the icons on the other four. But she very clearly recognized the symbol on the other epaulet, and it brought a chill to her unaugmented spine. She knew the cold lines that made up the Inquisitorial signet, and it was significant enough to her to discourage further internal inquiry. Whatever the orders that these Inquisition Marines were following, Zyra knew that they involved no compassion or mercy. Within seconds of the bone-jarring landing, the massive loading doors opened with a hiss onto a dusty grey moonscape. The distant horizon was crowned by massive storm clouds and dozens of tornadoes. As the machines lumbered out of the lander, the Astartes pushed past Zyra and disappeared, running at a startling pace, into the dust. She climbed the ladder to the cockpit on top of the largest auger as it rumbled by. The automated discovery beacon that brought them here was close, but the slow pace of the machines would find them at their destination in 4 hours. The vibrations from the engines quickly sent Zyra into a trance-like reverie. The proximity alarm brought her back to alertness as the auger ground to a halt. There was a large crater in their path that was not on their survey data. She was about to cross reference this anomaly and alert the tech adepts when she saw the glint of onyx peppering the uniform grey of the landscape. She grabbed an auspex and climbed down off of the vehicle. The dust in the air prevented the auspex from analyzing the deposits. She climbed down, with some effort, the side of the steep wall of the crater, noting the warmth of the surface. As she approached the first black shape, her breath caught as she realized what it was. Her auspex, immediately forgotten, began immediately reporting the composition of materials: plasteel, ceramite, metal, hydraulic fluid, and biological bone, muscle, skin, blood. She stared at the severed arm, still gripping a chainsword, and in her panic, she noted that the shoulder insignia, a yellow teardrop on a red field, was one she didnt recognize. Her augmetic eye quickly assessed that all six marines were here, albeit in many pieces. She was standing, she realized, in a blast crater. What could haveThe auger exploded in a shower of light and the reek of promethium, flaming debris raining down around Zyra. But she couldnt flinch or turn to see the slagged auger; she had spotted the attacker. The unmistakable square nose of a warhound titan peered over the far edge of the crater, crouched like a feral beast. Its plasma cannon was still glowing and the Vulcan megabolters chambers were skittishly spinning and clicking, its machine spirit itching to fight. But something was not right about this titans profile. The hard angles and straight lines of its profile were softened by some sort of biological attachments, and there were not indicators of Legio affiliation. The scrapcode that filled her head drove Zyra to her knees and illuminated her confusion. She realized why the forward expedition team stopped transmitting after activating the beacon. She understood why the tech adepts were so excited. They thought that there was an STC pattern within the ancient wreckage. The second burst of scrapcode knocked her prone, blood from her nose and ears staining the gray dust. As the silhouettes of two other defiled warhounds came into view, she could hear the whine of the plasma cannon, now pointed at her, initiating its warm up sequence. Zyra sent a noospheric communication back to the landing craft a millisecond before being obliterated in the terrible white light of plasma. <The Dark Mechanicus has risen>

Written by Sam Rhee

0001001 (9)

GREEN MACHINES
Early in 947.M41, the Mechanicus became interested in the machines made by a certain tribe of Greenskins, and desired to capture them. a cruiser was dispatched under the command of the Tech-Priest Irexus, to find this particular Ork warband. Irexus, a Xenologician, was eager to study the weapons employed by the warband, for no two Ork weapons functioned the same, and by their very nature were haphazard and improvised. If the Mechanicus could learn the secrets of these weapons and their crude effectiveness, it could possibly lead to great advances of their own weapons. After frequent searching for the Mekband, the cruiser stumbled across an Imperial 'Dauntless' class light cruiser roaming a nearby solar system. It seemed to behave erratically, sitting in geostationary orbit on the exact opposite side of the Imperial Spaceport. The Transmechanics aboard Irexus's ship concluded that the few internal communications intercepted from the vessel were not broadcast from standard Imperial technology. The Logis predicted a very high chance that this was in fact the warband. Irexus gathered his militia, and prepared for boarding. A Lexmechanic fed the coordinates into the teleporter where the Logis predicted the weapons storage facility would be. Just as the beam strengthened, the Ork ship suddenly powered up its engines and moved off shifting the co-ordinates. The party materialized with a bulkhead separating them from their goal. One unfortunate electro-priest had teleported directly into the wall and had been severed at the torso. Bio-electricity crackled and spat against the wall in protest and agony. Activating the vox caster at his ear, Irexus directed the servitors aboard the cruiser to scan their location and lead him to the weapons facility. Within seconds, he received the rapid squirts of binary that gave him the information he needed in a fraction of the time it would take to speak normally. The alarm had been raised and the party moved off towards their goal. The Orks at first were few and far between, and were easily dispatched by the skitarii in the party. But slowly the Orks numbers started increasing. At last, a score of Irexus's company reached the weapons cache. Luckily the Orks had been too surprised to run first for the heavier weapons. The servo-skulls were released, each one had been programmed to seek out a particular variety of Ork weaponry and immediately send out a powerful homing beacon to be transported along with its payload. Despite the seeming simplicity, the company had to protect the skulls for long enough to find their quarry. Knowing thus, Irexus directed defense of the front door as he hefted his axe and prepared for a siege. Within seconds of the first blows falling, it was clear they could not hold out long. Seemingly endless shots flew in to the hall, striking sparks off ship and bionics alike. For each Ork slain, a dozen more awaited. Irexus grew weary. Suddenly, rising up above the Orks around it, came the reasons why the Cult had chosen this petty warband as its target. A Big Mek, unmistakable by the flamboyant glyphs and symbols of status around him. Before he could take any suitable action amongst the tide of greenskins, Irexus and his squad were enveloped in a cloud of sickly purple light. Within milliseconds, gretchin materialised among them. Several skitarii and electro-priests got caught with a gretchin's foot or arm or head caught in their bodies and took a grievous injury. A praetorian servitor standing by Irexus coughed suddenly, and his chest exploded outwards, disgorging a warpcrazed gretchin, which quickly succumbed to Irexus's strike. The Orks were also severely hit in the blast and Irexus knew how the Orks would react to the Gretchin fired from the weapon rampaging within their ranks. drawing back into the comparative sanctuary of the weapons cache, they left a good amount of the Orks fighting amongst themselves at the gate. Irexus could see from their vantage further back that the Mek was reloading for a second strike. the combat servitors returned, reporting that the majority of skulls were successful. Taking the remaining servo-skulls, he interfaced with them, and quickly reprogrammed all of the servo-skulls for one last target, and flung them towards the Mek. Immediately, the gravmotors whirred and the skulls flew off, their Machine Spirits determined to retrieve this artifact. The Orks, not expecting this diversion, took their thoughts away from the Mechanicum, and as one ran after these floating heads. Seizing this moment, Irexus sent the order for an immediate blast-teleport. When next the Orks returned a few minutes later, there was only a scent of ozone, and utter carnage where once a TechPriest had stood.

Written by David Terragon

0001010 (10)

REPORT:// FORGE WORLD CARADHRAS XIII


:// ARCHMAGOS VENGALIS
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:// 4589499.M41
00110100001101010011100000111001001101000011100100111001010011010011010000110001

:// Destination: Mars


010011010110000101110010011100110010111101010100011001010111001001110010011000010101 00110111100101110011011101000110010101101101001011110101001101100101011000110111010001 101111011100100101001101101111011011000110000101110010

://Received: Archmagos Rector, Sentaeus /


0101001001100101011000110111010001101111011100100010000001010011011001010110111001110100011000010110010101110 10101110011

://Forwarded: Fabricator Locus /


01001101011000010111001001110011001000000100011001100001011000100100110001101111011000110111010101110011

://Forwarded: Fabricator General /


010011010110000101110010011100110010000001000110011000010110001001000111011001010110111001100101011100100110 000101101100

:>>

://Message reads - /

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

:>>

://MemoryRecord/4579399.M41

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

:>>

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Written by David Terragon

0001011 (11)

THE BATTLE AT FORESS IV


Sir, we have captured the xeno, as requested. The battered Skitarii stood motionless before Magos Lorn as he reported in. Over two meters of cybernetically enhanced warrior sagged under his own weight. The Magos had seen this Skitarii return from missions before with his armor scratched and broken, but this was new. Great holes had been torn through it, as if the armor there had never existed before. Smooth cut lines marked the edges of his wounds. Our losses were high. We return with but a fifth of our original forces. And the Titan? the Magos asked. Unfortunately lost, sir. The weapons of the enemy were quite potent. So I have heard. No matter. The field is working? It appears so, sir. We detected an attempted teleport upon capture, but to no result. The xeno is as secure as we can make him. Excellent. Bring him in, then. The Magos watched as the Skitarii turned to the shuttle and made a summoning motion with his hellgun. A moment later a group of servitors began dragging a heavy container supported by anti-grav lifts down the shuttle's ramp and into the hangar of the Mechanicus facility. The Magos stopped them short, his own optical scanners measuring the weight and density of the container and listing it out in tiny green numbers at the edge of his vision. Open it. The servitors did as they were ordered, moving with the lobotomized perfection of the Omnissiah. A panel in the container opened, and the xeno came into view. It was locked down in energy restraints that Magos Lorn had unearthed amid the ruins of a xenos craftworld in the Davoth sector. Surrounding it were field emitters that jammed warp travel that the Magos had reverse engineered from an STC Template discovered on Terra under the Himalayas. Magos Lorn had spent over a century preparing this trap, then decades more finding his prey. When reports from the PDF on this backwater planet had mentioned ghostlike metal men the Magos had traveled across half the galaxy to get here and commanded a force of thousands on this mission. He'd even deployed a Warhound class Titan, a regrettable, but acceptable loss for this prize. What hung before him in the container was a metal man almost as large as the Skitarii who had brought him in. It wore the tattered remnants of a cape around its skeletal form, and its expressionless face, marked out by eyes glowing green with an unknown energy, showed as little emotion as the Magos' own. It turned to stare at him, and somewhere in
Written by Commissar Carrie

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

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

0001100 (12)

LOST TRANSMISSION
Sending User: Logis Hecutor Fith, Ultramar Receptive User: Magos Explorator Nephi Krull, Third Expeditionary Fleet Flagship Ex Parte Topic: Transmission from Exploratory Vessel Dubitante, Eastern Rim Magos, received this transmission via astropath three days ago. It seems to have been an echo in the warp, not a direct transmission. As of now I am currently unsure of the age of the message, though if it is what I think it is, then it's got to be several hundred years old. The Dubitante has been thought lost for a long time. The Inquisition has been wanting to get their hands on it, but I've been holding them off. How should I proceed? ++[Transmission Begins]++ Image distorted. {Possible Jamming?} A woman in robes of the Mechanicus is staring intently at pict-source. [Subject identified as Genetor Cornelia Vega] While her occular implants seem in good condition, her right arm has been replaced with a servo arm. The replacement seems to have been rushed and of poor quality. She is in a dark room, figures holding Imperial weaponry move in the background. Vega: To any Imperial vessels receiving this message, this is a priority one distress call. We are

being overrun. Magos Diode is dead. We wereExplosion shakes room, debris falls from ceiling. Figures behind Vega move more nervously. Vega's breathing becomes erratic. Vega: We were investigating claims that a xeno race had developed an evolutionary trait that allows them to [words unintelligible as another explosion distorts pict-signal] by consuming the flesh of [static garbles sound for 5.632 seconds] biological material be integrated into their

own DNA. Autopsies of their corpses were conclusive. understand the processes of the Astartes and-

This information could help us

Another explosion distorts image. Screaming from figures off screen. Hellgun fire visible in background. Vega takes pict-source and transmission ceases for 586.947 seconds. Transmission resumes in darker room, Vega is bleeding from recent head wound. Vega: Omnissiah protect us, they're cutting through us like a harvester through grain. I don't

know how long we can hold. The Kroot were nothing. Primitives. But they had allies. I've never seen anything like it. Plasma weaponry with perfect heat dissipation. The larger ones have... I don't know. It's plasma, but the cyclic rate is in the thousands of rounds per minute. And they can fly! How do they fly? Not jump packs, something else. Something more advanced. Some of them even have a cloaking field. They're invisible even to the motion sensors. That's what got the Magos. A team of them with... I don't know, melta guns? It was horrible it was... Nothing is stopping them! Our armored vehicles were nothing. I'm a biologist! I can't be expected toVega cuts off as sounds of fighting fill the audio. More hellgun fire along with unidentifiable energy blasts. {The plasma she was talking about?} In the background a skitarri is hit by multiple projectiles {I think they're missiles, dozens of them.} and flung across the room in pieces. Vega turns towards the source of the fire. Vega: Omnissiah protect me. No. No please! I'm just a biologist. I neVega, consumed by fire, runs out of camera range, screaming. Screams continue for 26.432 seconds. New figure steps into frame. Distortion increases exponentially until entire image is static. [Upon enhancing the static a humanoid shape over three meters tall is revealed. The figure's head includes only a single eye, looking towards the transmitter. Then it raises a blunt ended arm towards the camera and there's a flash of light.] ++[Transmission ends.]++ Sending User: Magos Explorator Nephi Krull Receptive User: Logis Hecutor Fith Topic: RE: Transmission from Exploratory Vessel Dubitante, Eastern Rim Destroy the video. Kill the astropath.

Written by Commissar Carrie

0001101 (13)

HARVEST
Adept Chronon knew that it was just a matter of time. He could see the trail of blood and viscera that led away from the gaping hole in his chest to what was left of his organic heart, now lying in a blackred puddle under his secondary cogitator in the corner of the lab. He realized that even before his augmetic respiration and circulation mechanisms failed, his mechadendrites and servo-arm would lose power and release the slathering, chomping creature that he held in a crushing grip. He had managed to close the blast door before the uncountable number of these swarming, relatively small xenos infiltrated his lab, but he still had to kill 6 of these relentless monsters one at a time, losing his organic arm, one foot, and the aforementioned heart in the process. Under normal circumstances, he would have dispatched them easily, but this was the fourth day since the equatorial photovoltaic collectors went offline, choked by falling spores; Chronon, and he presumed, the rest of the planet, was surviving on dangerously low power reserves. He was sprawled on the floor with the creature held above him like a horrible infant. He slowly lowered his head back onto the cold marble. He calculated the power savings of not taxing his neck and clavicle servos. With no other variables, resting his head would allow him to maintain his grip for an additional 10 minutes. Chronon knew it was just a matter of time. He closed his eyes and let part of himself drift into the Noosphere. He tried to make sense of all that had happened since the beginning of this invasion no, invasion was inaccurate; it was a harvest. It had begun with orbit-bound astropaths reporting a wall of nothing impeding their communications. A few weeks later, a raft of small meteors came hurling from the shadow in the warp, followed by capital ship-sized abominations of tendrils and flesh. As the meteors impacted the surface of the planet, they vomited forth the stuff of madness. Some teemed with leaping, man-sized creatures with scything claws dripping with toxins. Others released huge, lumbering hulks that launched two-part organic munitions. Yesterday, Chronon observed two of these living superheavy tanks take down a Warlord Titan. The firestorm caused by the sentient projectiles was caustic and incendiary enough to melt the titan up to the torso. Worst of all, though, were the psychic beings. Sickly, vestigial bodies hung like butchered meat from huge levitating crested heads, and the Skitarii that ventured too close to them instantly died, their brains boiled in their skulls. Chronon marveled at the sheer variety and adaptability of these invaders. He went deeper into the Noosphere, trying to cross-reference the terrible images in his mind with any mechanicum-indexed information. He found what he was looking for in the archives of the Magos Biologis of the Tyran System. These same creatures had completely scoured Tyran Primus of organic material, leaving a dead rock in its wake. His link was failing, but he managed to ingest all of the information from the Magos along with supplemental material from both the Adeptes Astartes and the Inquisition itself. The terms swept by in a wash of binary code Hive Fleet, Hive Tyrant, Venomthropethe taxonomy that Terra and Mars had applied was strangely evocative of the nightmares of his barely remembered youth. These Tyranids had either spanned the Segmentum in an unbelievably short time, or the tendrils of their fleet were incomprehensibly vast. As his body began to shut down, the creature (rippers, they had been labeled) began to thrash more wildly, anticipating a feeding. Chronon would have liked to have studied this galaxyspanning, all-consuming race. Had they left a swath of dead worlds for eons, or did they travel in a dormant state? He uploaded his memory stream blindly into the Noosphere as his power-arm began to whine. The Empire of Man would eventually meet the bulk of this unstoppable foe. He knew it was just a matter of time.

Written by Sam Rhee

0001110 (14)

EXCAVATION SITE P01HH3J9


The Tech Priest Artifexs imager cycled through the accumulated Imperial data on the xeno skimmer that had begun to suddenly circle the Adeptus Mechanicus explorator camp, like a shark circling its prey. The skimmers pale riders hung from its rails hollering and jeering as each circle brought the skimmer closer to the encampment. The servitors working the site continued with their tasks, oblivious to the raiders catcalls. They were trying to bait the camps defenders into facing them in the open, but the Artifex had calculated the results of a conventional assault on the skimmer the moment it appeared. The initial conclusion did not provide an acceptable measure of success. Another strategy was initiated. ++ Query: Korsarro Khan -Feint on the Steppes- ++ The Artifexs Skitarii guard bolted out of the camp on their jet bikes, their cybernetically enhanced reflexes deftly firing the multiple jump jets providing the bikes thrust. Their attack vector was calculated to intercept the jagged prow of the skimmer on its next pass. As the black skimmer began its next pass short bursts of energy fire from the Skitarii bikers scorched its side and then they quickly veered away in a tight formation before the surprised raiders had a chance to return fire. Several of the skimmers crew leapt from the vessel, in midflight, as it altered course to pursue the jet bikes that were leading it away from the main camp. The Artifex studied the black clad warriors who had disembarked and begun randomly firing into the camps servitor labor force. Hundreds of needle like projectiles ripped into the servitors, their skin rapidly blackened and swelled as they fell, succumbing to the needles lethal payload. The Artifex watched one of the warriors, possibly a commander, deploy a device behind the warriors that conjured a black sphere hued in green flame. The Artifexs imager recognized it as the xenos warp portal. A common tactic employed by these raiders. ++ Query: Sebastian Yarrick, Commissar Ambush at Hades Hive- ++ The Artifex pressed one of the glowing runes on his wrist and the camps Burrower fired into the ground at his signal. A cloud of dust exploded from under the modified Leman Russ. Its ordinance plunged into the earth tunneling its course toward the disembarked warriors. An instant before the black portal flared the burrowers ordnance exploded under it. The portal and its warrior guard were thrown up into the air and then plunged into the crater that had suddenly appeared under them. The jet bikes emerging from the portal slammed into the craters side creating a rapid chain of explosions as each bike impacted filling the pit and portal with a storm of fire and shrapnel. The raiders gateway collapsed in the inferno and its warriors burned. In the direction the Skitarii bikers had led the skimmer the distinct hum of the explorators camps twin Divexo Beacons could be heard as the generators overloaded and discharged a focused energy pulse into the black skimmer. It transformed into another fireball incinerating the remainder of its crew. The Tech Priest Artifex walked toward the edge of the smoldering warriors crater his scanners searching out any remaining life. In the craters center lay the warrior who had deployed the portal. The Artifexs scanners assessed his condition. + Armor: Negligible + + Weapons: Inactive + + Body: 90% of Tissue Lost 35% of Bones Fractured - Multiple Organ Failures + + Life: CRITICAL Immediate Medical Action Required + ++ Query: Horus Lupercal -ACCESS DENIED- ++ ++ Query: Lugft Huron -ACCESS DENIED- ++ ++ Query Logan Grimnar -No Mercy for the Weak- ++

Written by Tad Lemon

0001111 (15)

ADEPTUS MECHANICUS FAN-MADE CODEX


This Fan Codex represents an Adeptus Mechanicus questing or exploratory army. This force is suited to the more exploration and techno-archeological nature of the expedition. Here the Tech-Priests are often in search of lost relics from the Dark Age of Technology, such as Standard Template Construct (STC) artifacts. In these missions they often encounter hostile forces (usually determined not to give up such items whether they understand the importance of the device or not), and thus their expedition forces must also be ready to fight. The Mechanicus may also accompany other forces of the Imperium when it suits their own inscrutable purposes. However, the Cult Mechanicus is very guarded about their sequestered information, and few dare to question them.

ADEPTUS MECHANICUS SPECIAL RULES


A RACE APART (CV Vehicle Rule)
The Adeptus Mechanicus are a private cult; keeping to their Forge Worlds to produce deadly pieces of art and war in the name of the Omnissiah, only leaving their planets on Tech Quests and orders of great importance to their cause. When preparing for a Tech Quest or battle, the Cult will only take the most powerful tools and members at their disposal to insure success and bring themselves the blessing of the Machine God. All Cult Mechanicus vehicles have a Complexity Value or "CV". A Complexity Value represents the Mechanicus' genius within the gift of the machine; a work of technology that either contains several intensely tenacious Machine Spirits or is so complex with overlapping backup measures that it can take a monstrous amount of damage before actually failing to work correctly. When a successful Glancing or Penetrating hit is made against a Mechanicus vehicle with one or more CVs the Mechanicus player may choose to reduce the damage result by a number equal to or less than its current CV. When doing so, CVs are removed from the vehicle and may only be gained back via repair rolls from a Servo-Arm or Harness. As an example, a Mechanicus vehicle with a CV of 3 is hit with a penetration from a Missile Launcher and rolls a result of Explodes! The Mechanicus player may choose to spend 2 CVs reducing its current CVs to 1 in order to make the result an Immobilized instead. The Mechanicus may also choose to spend all 3 CVs to reduce the result to a Weapon Destroyed result. In addition, one CV may be spent to ignore a Difficult or Dangerous Terrain test. In addition, all Mechanicus vehicles have the Acute Senses Special Rule.

TECH QUEST
The Cult Mechanicus is on a never-ending search for lost technology from the Dark Age of Mankind, but is also always on the lookout for old or alien weapons and vehicles to study and dissect to bring the Cult more knowledge of other life forms and bring their advancements to a higher standard. The Tech-Priests will have instructed all members of the expeditionary force to be ready to act if they encounter any of the items of interest, and to quickly alert them for their inspection and/or retrieval. Above all else these Standard Template Constructs and foreign technology are the most important objective to the Forgeworlds. All members are ready (or programmed) to journey into harms way to retrieve them. When fielding a pure Cult Mechanicus force, roll a D6 after both sides have deployed (including infiltrators,) but before the game starts. On a roll of a 4+ your force has been instructed by the High Lords of their Forgeworld to undergo a Tech Quest. Pick one model from the enemy forces, and write it down on a piece of paper, keeping this chosen models identity from your opponent. The Cult Mechanicus forces have information that this individual, walker or vehicle is using or possesses technology that the Lords of Mars want to inspect. That model will be the target of the Tech Quest, and all active members of the Mechanicus Cult will fight to their death to obtain intel on this item. If the target is removed from the table, killed or destroyed for any reason; replace the model with an iconic marker to represent the item of importance (If it is a vehicle that is wrecked, there is no need to replace the vehicle or walker with a marker, but your opponent should be informed that the model is the target of the Tech Quest.) If the target is a vehicle and it explodes, a crater will still be placed under the marker as normal. Additionally, if the Quest target were to fall back for any reason, place the marker where the model was before they made their fallback movement; they have accidently or purposely dropped the device in order to escape quickly. If any model with the Tech-Priest Special Rule is within 2 of the marker or wrecked model at the end of the game their side will gain an additional Objective or Kill Point in scenarios that use Objectives or Kill Points to determine the winner.

TECH-PRIEST
Some of the more prestige and knowledgeable members of the Cult act as leaders or directors of war to their lesser-minded, obedient or practiced members. There are several units within this fandex that will act differently or have rules changed in their profile should they be within 12 of a model with the Tech-Priest Special Rule. See these individual units profiles for more information.

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ADEPTUS MECHANICUS SPECIAL RULES


IN THE WRONG HANDS
Always fearful of their discoveries and the Machine Spirits within being taken by the enemy from wreckage on the battlefield, the Mechanicus have long implemented remote-detonation devices on their larger war machines so as to eliminate this chance. During the Mechanicus players shooting phase the controlling player may elect any wrecked friendly vehicles with a CV in their profile, except the Warhound, to explode using the normal Explodes! rules for the Vehicle Damage Table found on Page 61 of the Warhammer 40,000 rulebook.

RELIGIOUS FACTIONS
There are numerous religious factions within the Adeptus Mechanicus. While each sect has its own specializations and areas of expertise or focus that other factions do not, all have their downfalls to achieve such specific knowledge and craftsmanship. While some of these factions have questionable intents, often heretical, all have their respective Forgeworlds and lineage to carry on their beliefs. When creating an Adeptus Mechanicus force, you may select one of the following for your forces religious following:

Organicists
This faction holds a higher regard to the human form than their typical Mechanicus brethren. This following of the Omnissiah believes that technology is gifted to the Cult in order to preserve and extend the capabilities of the flesh, rather than replacing it. To be an organist is to truly believe that flesh, while more frail and delicate to the forces of nature has regenerative capabilities and a life force that metal can only dream of possessing. Machines are created to cater to flesh and never the flesh catering to machines. A force with the Organicist Religious Faction gives all models with the Tech-Priest Special Rule the Preferred Enemy Special Rule as well.

Khamrians
While this factions intentions are for the good of man, they keep these goals in the dark so as to not be destroyed by the Imperium or even their fellow Adeptus Mechanicus counterparts. The Khamrians pursue the forbidden science of artificial, or abominable intelligence which has been forbidden since the catastrophe caused by the Iron Men who attacked humanity during the Dark Age of Technology. Members of the Khamrians Cult Abomination and Robot Maniple units always act as if a model with the Tech-Priest Special Rule is within 12.

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

Omnissiads
The Omnissiads are one of the more heretical factions of the Adeptus Mechanicus, though just like their many counterparts are still tolerated by the Imperium and Council of the Red Planet alike. The Forgeworlds of the Omnissiads still function similarly to the countless other Forgeworlds for the Imperium, but their true purpose is to uncover lost secrets of the Omnissiahs past and ways to bridge his essence into the physical realm, most likely as an avatar. Because of this, the Omnissiads focus more on the arcane studies of the Machine Spirits rather than the more logical implications of the machine. The Omnissiad Religious Factions Rune Priests shooting powers are Twin-Linked. This includes Master Rune Priest Derogo.

Necrenius
This faction that exists on the fringes of Imperial and Council knowledge holds the most catalogued research on the race known as Necrons. Its their solemn goal to capture and research artifacts related to the Necrons to better understand their Living Metal phenomenon. While the Necrenius have hardly made much progress, they have been able to develop technology that can mimic many characteristics of the Necrons Living Metal and adapt it to their needs on and off of the battlefield. All models with the Tech-Priest Special Rule gain a +1 bonus to their Cult Bionics rolls.

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

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TECH-PRIEST TRANSMECHANIC
inner workings of the machinery and Machine Spirits of the Imperial vehicles such as the Leman Russ or Chimera will aid the Imperial Guard or Imperial Navy in their repairs on a fulltime basis. Tech-Priest Transmechanics will oft follow a similar path as Enginseers, but are typically less inclined to do so. Their knowledge of the Machine Spirit doesnt typically rest within a single facet, their ability to learn the ins and outs of no less than tens of thousands of devices is what sets them apart from the Enginseers. This ability is a much needed asset when the Cult sets out on a Tech Quest. Something as simple as a repair to excavation equipment is a mere inconvenience to a true Tech-Priest Transmechanic and isnt beyond the capabilities of an Enginseer. Where Transmechanics truly shine is in the heat of battle. Fleeting from war machine to war machine, the Transmechanic must use his vast knowledge of everything mechanical to keep the Cults goals from fading while staring deep into the enemys eye.
Transmechanic WS 3 BS 3 S 3 T 4 W I 3 3 A 2 Ld 10 Sv 4+

Tech-Priests are possibly the most important cog in the forever-churning Adeptus Mechanicus. Filling the extreme roles in the Cult, Tech-Priests are by far some of the most knowledgeable beings of their respective Forgeworlds. The Tech-Priests with the vastest of knowledge known as Transmechanics are no exception. Filling various roles within the Imperium as well as the Mechanicus, Tech-Priest Transmechanics are blessed by the Omnissiah through their work. While very similar to the Tech-Priest Enginseer, most Transmechanics knowledge is typically broader. An Enginseers knowledge is quite vast, but is typically tuned to a specific area of technical knowledge. Those that are quite capable on the battlefield or simply have a knack for the

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

WARGEAR Cult Bionics, Servo-Harness

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TECH-PRIEST ARTIFEX
machinery. The Artifex will maneuver his forces so that they can be optimally used while minimizing the loss of technology. The Artifex will not think twice about sacrificing the lives of those around him if it meant the preservation of a single piece of equipment or machinery. The loss of life, to the Tech-Priest, is an afterthought at best. An unusual function of the Artifex is that the Tech-Priest will often serve as a negotiator and diplomat during a Tech Quest when there are no suitable Imperial authorities in the area. The Artifexs vast knowledge of strategy often proves just as effective during fierce negotiations or subtle diplomatic maneuvers.
Artifex WS 3 BS 3 S 3 T 4 W I 3 3 A 2 Ld 10 Sv 4+

SPECIAL RULES Independent Character, Tech-Priest Strategist: When including a Tech-Priest Artifex in your force, the controlling player is allowed one additional FOC slot (HQ, Troop, Elite, Fast or Heavy) than the game type being played would normally allow. This rule is not cumulative with multiple Artifexes. In addition, after both sides have deployed at the start of a game, the Cult player may reposition D3 units in his or her army up to 6. No unit may be moved outside of its deployment zone.

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

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

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TECH-PRIEST MAGOS
positions of achievement in the Cult. Any Tech-Priest, no matter the rank, is completely committed to recovering the priceless knowledge and technology lost many millennia ago. Outfitted with rare tech-relics and aided by a Cult Mechanicus contingent, they roam the galaxy in their holy crusade. A Tech-Priest is a master of technological discipline, having devoted many decades of service to the Omnissiah. Obsessed with the quest for knowledge a TechPriest Magos known as an Explorator will search high and low across the galaxy for lost Standard Template Construct databases and ancient scientific and technological knowledge lost during the Age of Strife. A breed apart from regular Tech-Priests, any Magos Explorator or member of his team will willingly walk into forgotten catacombs, even at risk of torturous death, for mere snippets of longforgotten knowledge. Masters of Technology, the Tech-Priests are iconic members of their home planet of Mars and countless other Forgeworlds throughout the Imperium. Each was once fully human, but as they rise in rank in the Cult Mechanicus more and more mechanical augmentations are added to improve their fragile flesh and organs. While rarely leaving their fortresses of research, upon reaching the degree of Tech-Priest each is expected to lead at least one pilgrimage in search of lost relics such as the Standard Template Construct (STC) systems from the Dark Age of Technology. Some even make these questing expeditions their lifes work. Once a Tech-Priest has spent enough time in their individual role for the Cult they become a Tech-Priest Magos or Master. This represents one of the highest Another common Magos is a Magos Errant. Something of a jack of all trades, a Magos Errant studies several scientific and engineering disciplines. They are then attached to Rogue Trader fleets using their staggering knowledge to aid the Rogue Trader fleet in exchange for use of their resources during their quests for unfound technology.
Tech-Priest WS 3 BS 3 S 3 T 4 W I 3 3 A 2 Ld 10 Sv 4+

SPECIAL RULES Independent Character, Tech-Priest

WARGEAR Cult Bionics

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DISCIPLES
A Tech-Priest Magos may take up to 8 Disciples. You may take more than one of each type of Disciple if desired. If accompanied by a retinue of Disciples a Tech-Priest cannot leave his unit or join another unit; however if all of the Disciples are removed from play he may join other units as normal. In game play, all Disciples and their leader form a unit with normal unit coherency. Rules and bonus provided by Disciples will only affect the Magos and Disciples in their unit. Unless it is stated otherwise in each description below, each Disciple has the Cult Bionics wargear, may be armed with either a Laspistol or Lasgun and use the following profile: WS 3 BS 3 S 3 T 3 W I 1 3 A 1 Ld 8 Sv 5+
(5 Points)

Disciple

ACOLYTE

(5 Points)

MEDI SERVO-SKULL

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

ARTISAN

(30 Points)

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

Having a Medi Servo-Skull in a unit grants the entire unit the ability to move a single wound to a Servo-Skull (this is done before any saving throws are taken and may be applied once for each Servo-Skull in the unit) during wound allocation. Medical Servo-Skulls can move as Jetbikes, have no wargear or melee attacks, but will use all other stats as normal.

MENIAL INSTALLER

(30 Points)

DEKAN TINKERER

(30 Points)

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

A Magos accompanied by an Installer will bestow the Combat Enhancements wargear on the entire unit. This bonus remains intact even if the Installer is removed from battle.

PRAETORIAN BODYGUARD

(20 Points)

GENETOR

(15 Points)

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

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

SCRIBE

(10 Points)

If a Scribe is included in the Magos retinue, all models in the unit will gain a 5+ Invulnerable Save. This bonus remains intact even if the Scribe is removed from battle.

LEXMECHANIC

(25 Points)

A Tech-Priest accompanied by a Lexmechanic will gain +1 to his units Ballistic Skill, which remains in effect even if the Lexmechanic is killed. This ability is not cumulative with multiple Lexmechanics.

TERETAI

(10 Points)

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

LOGIS

(20 Points)

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

WEAPON-CYPHE

(25 Points)

A unit that includes a Weapon-Cyphe gives all weapons in the unit a -1 bonus to their AP value. This bonus remains intact even if the Weapon-Cyphe is removed from battle. This ability is not cumulative with multiple Weapon-Cyphes.

LOUCHEM

(10 Points)

XENOLOGIS

(15 Points)

A Tech-Priest accompanied by a Louchem will cause all Laguns and Laspistols in his unit to count as poisoned weapons and will wound on a 2+ regardless of the targets toughness. This bonus remains intact even if the Louchem is removed from battle.

A Xenologis and his unit count as having the Preferred Enemy rule against all enemies with the exception of Necrons. This bonus remains intact even if the Xenologis is removed from battle.

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TECH-PRIEST ENGINSEER
Among their fellow Tech-priests, Enginseers are afforded little respect, as their labours do not normally contribute to the Quest for Knowledge. An Enginseers life is to maintain existing machines instead of building or discovering new technologies. Rather, they are viewed as lowly but essential cogs in the great machine that is the Cult Mechanicus. An Engineers place in a questing force is very similar to their role among the Imperial Guard regiments. Theyre there to maintain and repair, first and foremost. While the similarities are plentiful, a Questing Enginseer must hold knowledge of repair and maintenance of giant war engines as well as the numerous constructed infantry the Adeptus Mechanicus utilizes including the Cult Abomination, Robots and Servitors. An Enginseers appearance isnt too far from their other Tech-Priest brethren. A typical Enginseer will utilize numerous Mechadendrites attached to their back in order to facilitate their repair work. These can be in-place of Servo-Arms and ServoHarness alike. All Enginseers are equipped with a vox-caster and at least one bionic eye very early in life. These vox-caster helps an Enginseer communicate with their Servitors quickly and efficiently, while the bionic eye or eyes assist in repair of the smaller items that need maintaining such as circuitry or orgastrix repairs.
Enginseer WS 3 BS 3 S 3 T 4 W I 2 3 A 1 Ld 9 Sv 4+

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

SPECIAL RULES Independent Character, Tech-Priest

WARGEAR Cult Bionics

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RUNE PRIEST
Their role in Tech Quests is to reapply worn- and inscribe new runes for the Cults weapons, vehicles, ships, infantry bionics and anything else with a Machine Spirit before the Quest begins. In times of battle, Rune Priests can quickly squirt binary liturgies to release the power of the previously inscribed runes or to persuade enemy Machine Spirits against commands given by their inner workings. While quite potent, most liturgies will not last very long; in cases of enemy Machine Spirit persuasion, either the technology within the device itself will self-correct or the Machine Spirit will regain control. Rune Priests are trained in the most arcane branches of scientific lore such as intuitive mechanics, speculation, and improvisation. Rune Priests are famous for their lateral thinking, which may be called upon when strict logic and standard procedures fail.
Rune Priest WS 4 BS 3 S 4 T 3 W I 3 4 A 1 Ld 10 Sv 3(i)

Less barbaric than those of the Astartes, the Mechanicus Rune Priest is the arcane control over the less logical and rulebased technologies of the Adeptus Mechanicus. While typically more knowledgeable of the inner workings of the Machine Spirit rather than the physical inner workings of the machine itself, the Rune Priest is still held in high esteem. All Rune Priests will start as Tech Priests, often in lower ranks. Only when a Tech Priest begins to become extremely in-tune with the Machine Spirits does his or her calling as a Rune Priest become destiny. It is said that a Rune Priest has never chosen his or her path; its the Machine Spirits that gravitate toward the being and allow them the honor of brotherhood among the machines themselves.

SPECIAL RULES Independent Character, Tech-Priest Psyker: Rune Priests are Psykers, as described in the Warhammer 40,000 rulebook.

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

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

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RUNE PRIEST POWERS


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

CHANT OF THE WEAPON


That is not your ally, for he has turned his back on the Machine Spirits of this world. No, he is not your ally. He is the enemy and must be punished for his unkindness. This power is a psychic shooting attack that only affects vehicles. If the Machine Curse hits, the controlling Mechanicus player may fire a single weapon from the enemy vehicle at any target using the weapons profile. The weapon may be fired even if the vehicle has suffered a Crew Stunned or Shaken result and/or if the vehicles previous movement wouldnt normally allow the weapon to be fired.

CHANT OF CONTROL
All Machine Spirits; good or bad, orderly or chaotic, moral or mischievous, have similar qualities; specifically the ability to hear my command and obey it accordingly. While some are harder to persuade than others, communication to the machine is always open, is always unbiased, is always alive. This power is a psychic shooting attack that only affects vehicles. If the Chant of Control hits, the target enemy vehicle may be pivoted on the spot in any direction.

BLESSING OF THE MACHINE


Pushing the machine past the point of logical physics, casting this blessing will allow any rune inscribed machine to brace itself for incoming damage. This type of self-awareness stretches beyond reasoning. As in some documented cases show that the metal plating on a vehicle will fluctuate slightly to make itself more dense for a split second during the impact of the enemy projectile. One roll on the Vehicle Damage Table can be re-taken when a Cult Mechanicus vehicle suffers a penetrating or glancing result. The Cult player must accept the result of the second roll, even if it is worse. This power may be used at any time.

CHANT OF CRITICAL MALFUNCTION


The Rune Priest calls down a powerful curse upon the Machine Spirit of an enemy war engine. This power is a psychic shooting attack that only affects vehicles. If the Machine Curse hits, the target vehicles Ballistic Skill and Weapon Skill (if present) is changed to 2 until the beginning of Mechanicus players next turn.

BLESSING OF THE MAN


The inner workings of a Cult members bionics are a marvelous thing, indeed. Every piston, pump, fabrinerve, echo-fluid, plating and CPU working as one. The Machine Spirit within is a never tiring, always striving entity. Blessing such a complex system of spirit and technology can only yield the most mind-altering results. One Mechanicus unit may reroll any failed Cult Bionics rolls until the start of the Cults next turn. This power may be used at any time. The Rune Priest may also use this ability on his own unit or himself.

CHANT OF MALFUNCTION
While the chants of a Rune Priest have the ability to stabilize, they have the ability to produce the opposite effect as well. The Machine Spirit need only be convinced of how to function improperly to become unstable, a very simple process for the Rune Priest. A single enemy units shooting weapons have the Gets Hot! rule until the start of the Cults next turn. This power must be used at the beginning of the enemy players shooting phase before any shots have been fired.

BLESSING OF THE WEAPON


While the more unstable technologies are an untamed beast in the hands of a non-Cult member, a Rune Priest can unlock the secrets of such technology with a single binary squirt. Making the Plasma Cannon, for example, more stable than the Astartes Bolt Gun. All weapons for a single friendly unit that have the Gets Hot! rule in their weapon profile has this rule removed until the start of the Cults next turn. This power must be used during the Cult players shooting phase. The Rune Priest may also use the ability on his own unit.

THE BINARY SQUIRT OF DESTRUCTION


Feeling the overwhelming pain of the dying Machine Spirit, friend or foe, the Rune Priest immediately squirts out a howl of binary that allows the Machine Spirit to embrace its fate. Not holding back from the inevitable, the Machine Spirit releases itself into death, ignoring whatever mechanical safeguards it has in place. This ability can only be used when a vehicle receives an Explosion result from the Vehicle Damage Table. When the vehicles controlling player rolls for the explosions distance they must roll 3D6 for the result.

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IRON FISTS IRON FATHER


deadly, efficient eradication of their enemies by the Iron Father. His Marines will attack with perfect, machine-like, effectiveness until every last enemy and every last weakness lays dead or destroyed at his feet. The Iron Father goes to battle equipped with a Servo-arm that can be used to repair or more commonly used to annihilate. Years of use has made the Iron Father as proficient with his Servoarm as his own two hands. If an enemy evades his ranged fire or the sweep of his power sword it will be caught in the grips of his Servo-arm, which easily crushes armor and bone alike.
Iron Father WS 6 BS 5 S 4 T 4 W I 3 5 A 3 Ld 10 Sv 3+4(i)

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

Detachments of the Iron Hands Marines are always lead by an Iron Father. The Iron Father serves the same roles as a Chaplain and Tech-Marine would to any other Chapter. It is the Iron Fathers earned right and written duty to seek out weakness and to either repair it, modify it to his liking or destroy it. Iron Fathers are known for their fiery rhetoric, intended to fuel the hatred and anger of the Iron Hands toward anything that he has deemed weak. The Marines assigned to their Iron Father focus their anger, roused by the Iron Fathers will, against their enemies and carry the hatred onto the battlefield. The Iron Hands see their battles as crusades against the weak, for every weakness expunged is for the good of mankind. The rage of the Iron Hands is focused into
Unit Description Written by Tad Lemon

WARGEAR Servo-arm Chapter Bionics: This confers the Feel No Pain Universal Special Rule. Mechanicus Protectiva: This archaic device provides the Iron Fathers bionics with special blessings from the Omnissiah. A Mechanicus Protectiva confers a 4+ Invulnerable Save.

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IRON HANDS SQUAD


This devotion to mechanical perfection has made the Iron Hands disdainful of weakness, even the perceived weaknesses of their enhanced bodies. The Chapter constantly seeks to acquire implants and bionics to augment their physical bodies and this obsession has led to the development of a close relationship with the Adeptus Mechanicus. The Iron Hands quest for mechanical perfection found a kindred spirit in the Mechanicus. This close relationship has led many Space Marine Chapters to quietly whisper that the Iron Hands ties to Mars and the Omnissiah are stronger than their ties to Terra and The Emperor. Small detachments of Iron Hands tactical marines have been known to serve as guardians for the Adeptus Mechanicus during a dangerous Tech Quest. The ties that bind the two together are enough to aid in the waging of war against one anothers enemies. What the Iron Hands or Mechanicus receive for this service is unknown, but a request from the Adeptus Mechanicus is rarely refused.
Iron Hand WS 5 BS 4 S 4 T 4 W I 1 4 A 2 Ld 9 Sv 3+

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

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

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

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MACHINE CULTISTS
Those who have recently become part of the Machine Cult will take their first step preaching the word of their faith. This may entail city streets, laboring planets or even the deadliest of battlefields. The work of the Omnissiah is everywhere metal and technology exists. Moving from planet to planet to spread the Word of the Machine Spirits is not the resting place of a typical Machine Cultist. Even the highest ranks in the Cult have often started out in the same place as the newest of adepts. The choices available to a new Cultist vary greatly, and will typically be pushed upon the member when they show clear signs of a specialization as the Omnissiah has chosen their destiny. Those with the sharpest of minds may be introduced to the traveling life of an Enginseer, more than likely working toward the ranks of Tech-Priesthood, or perhaps even become members of the higher rankings of the Cult Mechanicus. Regardless of what the individuals future holds, all Machine Cultists must make their first movements towards the Machine God; ready to prove their faith in the divine intellect of the Emperor. These years spent serving the Metal Lord are quite possibly the most important years of a Cult members life.
Machine Cultist Cult Preacher WS 2 3 BS 2 3 S T 3 3 3 3 W 1 1 I 3 3 A 1 1 Ld 6 9 Sv 6+ 5+

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

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

WARGEAR Cult Bionics, Cult Standard

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PRAETORIANS
discourage attack, they also have the power and weaponry to back up their threatening appearance. Their duties are not limited to just guarding temples, as they serve a myriad of different tasks on their Forgeworlds as well as Tech Quests. From manual labor to soldiers, from bodyguards to pilots of several Mechanicus constructs; the Praetorians can be found wherever the Mechanicus lies. While not nearly as deadly in combat as the elite Skitarri, for mere humanoids they are devoutly loyal to protecting the members of the Cult. Well-trained, wellequipped, and surprisingly flexible in combat; the Praetorians are an unsettling site on the battlefield.
Praetorian Centurion WS 3 4 BS 3 4 S 3 3 T 3 3 W I 1 3 1 3 A 1 2 Ld 7 8 Sv 4+/6(i) 4+/6(i)

Drawn from the Forgeworld planets, often assigned to accompany the Tech-Priests on their missions, Praetorians form the backbone of the Adeptus Mechanicus Ordo Militant. Not to be confused with the Praetorian Guard; the Mechanicus Praetorian forces are generally a class of augmented Servitor that are created by the Adeptus Mechanicus to guard the shrines and temples dedicated to the Machine God with direct attack. Much more cognitive, well armed and reactive than Servitors; Praetorians are mass protectors of the Cult. Praetorians are typically outfitted in weaponry similar to the Stormtroopers of the Imperial Guard, and are sure to be responsible for giving the Mechanicus forces the name of Tech-Guard due to their appearance. While their fearsome presence alone is enough to generally

WARGEAR Cult Bionics, Cybernetic Life-Support System

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CULT SERVITORS
adaptations allow them to function in hostile environments, and to operate specialized machinery. In combat they serve as everything from driving transports to manning dangerous support weapons to forming small individual fighting units. Special mechanized targeting systems make them excellent shots and their implacable advance even when sustaining heavy casualties is unnerving to most enemies. A servitor's biological portion is obtained either by growing genetically-engineered human bodies artificially in culture vats, or by using the lobotomized bodies of condemned criminals or failed prospective Space Marines. All are subsequently augmented with mechanical limbs, computer uplink jacks and whatever accessories deemed necessary to facilitate their ordained tasks. They cannot think for themselves, since their higher brain functions have all been disabled, theyre essentially partially-organic robots which use a human brain as their CPU. This by no means makes them incapable of filling their roles flawlessly, especially on the battlefield. Servitors are without fear, and therefor are not distracted by their own wellbeing. This makes them a perfect tool for warfare.
Servitor WS 3 BS 3 S 3 T 3 W I 1 3 A 1 Ld 8 Sv 4+

To Resist the Will of the Machine God is futile. This is the lesson shown to all who would defy the Adeptus Mechanicus by these, their mindless drones. Servitors are organic machines, cyborg monstrosities of flesh and metal. Many are grown in artificial bio-vats and mated to special mechanical augmentations, but some are once-human beings convicted of horrible heresies or other crimes. Now mind-wiped and programmed only to serve, they demonstrate the folly of challenging the Imperial might and the masters of the Red Planet. Servitors are used for an endless number of tasks throughout the Imperium, and form the bulk of the populations on many Forge Worlds. Once programmed for a task they perform it endlessly without complaint, no matter the hazard or tediousness involved. Their mechanical

SPECIAL RULES Fearless, Slow and Purposeful

WARGEAR Cult Bionics

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SKITARII
man and part machine, most skitarii are cybernetically-linked to their personal weapon for exceptional performance. Skitarii are born into service (either natural-born humans who are cybernetically enhanced or in some cases clones or vat-born humans who are cybernetically enhanced from the moment of their accelerated "birth"), training with their weapon until they are of age to be sent to a warzone. To guarantee their undying loyalty to the Mechanicus they usually undergo various forms of psychosurgery to wipe their minds of both emotion other than rage and a lust for battle. These elements of their psyche are invaluable as their lightning-quick battlehardened combat expertise can turn the tide of an entire war the Mechanicus may be drawn into. Skitarii equipment varies based on which Forgeworld has raised and equipped them. There is little standardisation or central command of Skitarii across the Mechanicus, as each individual regiment is the personal army of a particular Forgeworld. For example, the Skitarii of the Titan Legion Invictus are gene-bulked humans with weaponised limbs and augmetic armour, whereas a different type of Skitarii investigating the dying world of Tatharis were seen to be wearing something similar in design to Astartes Power Armour.
Skitarii WS 4 BS 4 S 4 T 4 W I 1 5 A 2 Ld 9 Sv 3+

Assigned to the Cult as the backbone for their offensive forces, Skitarii are designed for only two taskscausing fear and combat. They excel at both of these functions, and are the warrior elite of the Adeptus Mechanicus when it goes to war for the glory of Mars and the Machine God. Their horrifying characteristics and presence strike fear deep into the heart of the enemy--deeper than any blade or shell could penetrate. Though, Skitarii continue to test this theory. By the time an enemy has witnessed a Skitarii, its probably too late. With massive overall size that would match that of a Space Marine, the Skitarii are the cybernetic fighting forces of the Adeptus Mechanicus and regiments will often go to war along with the Mechanicus' Titans. They are equipped with various esoteric weapons of war; part

SPECIAL RULES Furious Charge, Stubborn Tribal Fury: In the Assault Phase, a Skitarii unit and any Independent Character that has joined them can charge an extra D6 when assaulting an enemy, even when assaulting through Difficult Terrain. WARGEAR Cult Bionics

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IMPERIAL JETBIKE SQUADRON


and altitude while performing the high speed maneuvers associated with the jetbikes of other races. This makes the jetbike impossible to effectively pilot without reflex, logic, and computational enhancements. Only the enhancements of the Space Marines or Skitarii make them capable of piloting the bikes, but only the lighter frames and smaller profile of the Skitarri pilots allow them to maximize the jetbikes full potential.
Skitarii WS 4 BS 4 S 4 T 5 W I 1 5 A 2 Ld 9 Sv 3+

SPECIAL RULES Furious Charge, Stubborn

WARGEAR Cult Bionics Enhanced Boosters: The Imperial Jetbike Squadrons controlling player may choose to either assault or move 6 during their Assault Phase. Proximity Grenades: An Imperial Jetbike Squadron may use a Proximity Grenade attack during the Shooting Phase so long as they have come within 6 of the target enemy during the Mechanicus players turn. This attack is resolved as a shooting attack that may be fired in addition to any shooting or moving the squadron takes. The target of the Proximity Grenade attack does not have to be the same target the squadron is shooting at or assaulting. Proximity Grenades may only be used once per game turn and use the following profile: Range X Str 6 AP Type Assault 3, Blast

True Imperial Jetbikes were in service during the Great Crusade and commonly used by the Space Marine Legions. The chaos that followed the Horus Heresy saw the complete loss of the capacity and expertise to produce new jetbikes and now only one Imperial jetbike, in service with the Dark Angels, is known to exist. The Adeptus Mechanicus, however, employ an early precursor to the jetbike that makes use of technology similar to that used in Space Marine Jump Packs. The bike frame is fitted with jump pack turbines that constantly pulse a rapid controlled thrust, fired in an exacting sequence, to maintain a constant airborne state similar to hovering. Each turbine may only be fired in short micro thrusts or else the turbines will overheat. The sequence of thrusts must be calibrated in flight to allow the bike to maintain speed
Unit Description Written by Tad Lemon

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

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

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SOLUS INFILTRATOR
Unused, the Hololanth suit appears as Techmail Armour would, if slightly thicker and rougher. However, upon the command of the Solus, the recalibration cortexes located in every fibre of the suit realign themselves to bend light around the wearer, effectively removing his image from the world. Such a method will, of course, leave room for refraction to potentially give him away at close ranges; such a role one would strive to avoid. However, at a distance he is nigh invisible, and distance is where a Solus worth is. Thus armed and armoured, a single Solus Infiltrator is then attached to the most perilous of Machine Quests, to call upon the suit clothing him, that he may advance to the enemies flanks and rear and to call upon the weapons bestowed unto him, that they may reap their havoc.
Infiltrator WS 3 BS 7 S 3 T 3 W I 1 3 A 1 Ld 9 Sv -

The first step of the Solus Training is the learning of the semi-fabled Crest-033 weapon. This plasma-charged hand weapon is regarded as one of the most rare and powerful man-portable rifles in the galaxy. As it is, only a handful of Solus trainees progress through the weapon's wrath and learn the mastery of such a weapon. Such few numbers as they are, and so rare and powerful their weapon; their survivability in battle is granted by the Hololanth suit. This treasured relic of the Dark Age of Technology is the envy of all even among the Fabricator-Generals of the Forge Worlds, as it contains technology all but impossible to recreate without the STC; which has been lost forever.

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

WARGEAR Cult Bionics, Auspex Hololanth Suit: The Solus Infiltrators Hololanth Suits technology uses recalibration cortexes in every fiber to bend light around it. The Solus Infiltrator gains a +1 bonus to Cover Saves in addition to the Stealth Special Rule. Crest-033: Wounds from this weapon are always allocated by the controlling player and cause Instant Death. In addition, shots fired from this weapon have an Armour Penetration of 2D6. The Crest-033 uses the following profile: Range 48 Str 5 AP 3 Type Heavy 1

Unit Description Written by David Terragon

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ELECTRO-PRIESTS
entity from the rest of the soldiers in battle. Marching in, the Electro-Priest turns himself into a crackling fount of electrical energy, destroying everything he touches before collapsing from the strain. As Electro-priests enter battle they chant Cult litanies, building up their electric energy and driving themselves into a frenzy of destruction.
Electro-Priest WS 3 BS 2 S 4 T 4 W I 1 5 A 3 Ld 9 Sv 5(i)

SPECIAL RULES Fleet of Foot, Tech-Priest Static Lash: Electro-Priests have no weaponry other than their modified bodies as any unprotected technology nearby is sure to short circuit once their body-Electoos are activated. However, this does not leave them without any ranged support. At any time an Electro-Priest can pulsate electricity from his metal form all around him in controlled lashing arcs. This will not harm an Electro-Priest, but can be deadly to those who are not outfitted for protection. In the Shooting Phase if the Electro-Priest unit is not locked in combat, it may choose to use the ability Static Lash: Any unit is automatically hit by a S4 AP- Assault 1 shock for each Electro-Priest model theyre within 12 of. Other models surgically modified by Electoos cannot be harmed by this ability, but other friendly models can. The unit may not choose to run if it chooses to use Static Lash. Strained Minds: Electrical activation of the Electoos strains the body for a split second, but is sometimes too much to handle. When Electro-Priests enter the battlefield or disembark from a vehicle (whichever comes first,) and in doing so activate their Electoos, the unit must use Static Lash in their next Shooting Phase. Fanatical Attack: Units with the Fanatical Attack Special Rule cannot be pinned, and must always assault an enemy if within range and able. If the unit fails a Morale Check in close combat the unit will instead suffer an additional D6 wounds (normal saving throws allowed). Treat the combat as if it was a Drawn Combat in all other respects. WARGEAR Cult Bionics, Electoos

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

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CAMINUS-PRIESTS
who have not been lobotomized or have an affixation for battle. This transition is seen as a great honour, and the CaminusPriests that are chosen by their Forgeworlds are often seen as heroes before even reaching the battlefield. In the heat of battle, the Caminus incredible toughness to bodily damage and daunting firepower is something the Cult will not hesitate to consider in times of war. Similar to the Electro-Priests, their high temperature modifications can strain the body. Though the degree of strain is nowhere near that of an Electro-Priests, it is still dauntingly present.
Caminus-Priest WS 3 BS 3 S 4 T 5 W I 1 3 A 1 Ld 9 Sv 4+

SPECIAL RULES Slow And Purposeful, Infiltrate, Tech-Priest Pyromechanics: Caminus-Priests weaponry is an odd sight. Two elongated flamer weapon arms are fixated to either side of the Caminus-Priests body. Spending their lives engulfed in the forge flames of their Forgeworlds, the Caminus-Priests are immune to most any kind of flame or heat-based weaponry they come up against. The unit cannot be wounded by Melta and fire-based weapons. Masochistic: The Caminus-Priests are capable of engulfing themselves in the searing flames their weapons provide, which creates a skewed view of themselves to their enemies. Caminus-Priests have a 5+ Cover Save at all times. In addition, whenever a Caminus-Priest model suffers an unsaved wound, all enemy models in base contact with the Caminus-Priest model will automatically take a Strength 4 hit (normal saves apply.)

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

WARGEAR Cult Bionics

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TECHMARINE SQUAD
Techmarines or when their combat expertise and leadership is required. As distrusting of others as the Adeptus Mechanicus is, Techmarines are held in a unique regard from all other outsiders for their understanding and comprehension of the many technologies the Mechanicus produces as well as their special bond with the Machine Spirits. Returning to assist the Cult in any fashion is not only respected, but holds them as honorary guardians of the Omnissiahs spirit.
Techmarine Enginseer WS 4 3 BS 4 3 S 4 3 T 4 4 W I 1 4 2 3 A 1 1 Ld 8 9 Sv 2+/5(i) 4+

WARGEAR Cult Bionics, Cult Mechanicus Power Axe, ServoHarness, Refractor Field Quad-Harness: This harness is similar to the ServoHarness Techmarines typically wear in that it provides four appendages that the Techmarine can utilize freely. This is where the similarities end; while the ServoHarness is meant for repair, the Quad-Harness purpose is destruction. Using the combined strength of a Space Marine and the harness itself, four twin-linked Bolters are controlled by the user. A Techmarine loses the ability to make major repairs, but is very destructive in combat. The Quad-Harness consists of 4 twin-linked Bolters, fired as a single weapon. In-hand weapons may not be fired if this weapon is fired. In addition, this wargear confers the Relentless Special Rule. Angel Born-Harness: The Angel Born-Harness is another harness type developed by the Adeptus Mechanicus to be used by their Techmarines in times of war. By attaching the Imperial Chainsword to the appendages of this harness, the Techmarine becomes a whirlwind of attacks that overwhelms the enemy. The ability to wield this furious harness is a difficult one that only the Techmarines and their keen senses are capable of. This wargear adds an additional 4 attacks that always allow normal saves in close combat. Like the Quad-Harness, a model with this wargear may not attempt to repair vehicles.

The Adeptus Mechanicus is responsible for the training of the Adeptus Astartes Techmarines; those Space Marines who have shown special aptitude in utilizing and maintaining their various weapons systems. At any given time the TechPriest Enginseers are imparting some of their experience to hundreds of aspiring Techmarines, but never are all secrets revealed, of course. The relationship between the Imperium and the Red Planet has always been a complicated one, though there are special ties that bond the two together in a harmony. The training of Techamarines is one of those bonds. Often Techmarines accompany the TechPriest Enginseers into the field, both as a learning exercise and also to aid in Tech Quests as experienced warriors. Veteran Techmarines will sometimes return to their instructors to assist in training new

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SERVO-SKULL SWARM
Servo-skulls are used throughout all the different organizations of the Imperium of Man, and each is built to perform a certain task. Some are designed for military roles, and among these some are built with enhanced optical sensors to allow them to fulfill a role as a reconnaissance scout. Servo-skulls are often used by Inquisitors and Inquisitor Lords as Familiars. In this case they are mentally linked to the Inquisitor through psychic or cybernetic means, allowing him to control them and see and hear through their senses. A Servo-Skull that is part of a swarm becomes so only in dire need on Tech Quests. A Tech Priest will tirelessly use Servo-Skulls individually during time of excavation and research. But when battle rises over the Cult forces, Servo-Skulls are put into action using their confusing movements and overwhelming numbers to overtake enemies. Servo-skulls are drone-like robotic devices, specifically human skulls outfitted with electronic components suited to their mental strengths or as the Cult deems as needed. They utilize embedded antigravity field generators to allow them to hover and drift bodiless through the air. They are fashioned using robotic components from the skulls of loyal adepts of the Adeptus Terra and other pious Cult servants so that they may continue their work even after death. Presumably to have one's skull chosen to serve as a Servo-skull is a great honour in the Mechanicus. They form an important niche in the Cults work, serving as everything from auto-scribes that copy down important conversations and confessions of prisoners, to simple moving torches, hovering about their charge with candles and lanterns.
S-S Swarm WS 2 BS 3 S 3 T 3 W I 3 2 A 2 Ld 8 Sv 5+

SPECIAL RULES Deep Strike, Fearless, Scout, Vulnerable to Blasts Small Target: Being extremely hard to hit in cover, the swarms cover save is always at a +1 bonus. Pests: At the end of any Assault Phase, any enemy locked in combat with this unit may take an Initiative Test against the swarm. If the test is passed, the unit may break 1 from the combat. If failed the unit is still locked in combat as normal. Swarm: Servo-Skull Swarms move and fight in the same way as jetbikes, but dont get the +1 Toughness bonus and may move through difficult terrain with no need to take a Difficult Terrain test.

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

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LUCEO ROLLERS
sparked, and belched smoke and fire as they wildly swarmed across the valleys floor before crashing into the Orks ranks. Each Roller, detonating on cue, created a chain reaction of fiery explosions across the Ork battleline. The chaos and confusion allowed the surviving members of the Sisters to mount a counter attack and route the Orks. From that day forth, the Sisters of the Cathedral of the Faithful have included Saint Luceo and his Hallowed Rollers in their sacred prayers. The current Luceo Rollers used by the Adeptus Mechanicus come in a variety of designs. Most Rollers, however, are created from failed initiate creations, xeno salvage, unstable flux core technology, or damaged power cells. These creations are piloted by fractured or decaying machine spirits or unstable servitors. The unstable nature of these machines makes them perfect candidates for the suicide missions the Rollers undertake. It is a moment of pride for an Enginseer of the Adeptus Mechanicus to grant these broken friends and servants one last charge in service to the Omnissiah. The first Luceo Rollers were a mad jumble of ordinance and salvaged wrecks hastily cobbled together by the Enginseer Luceo. The Imperial Cathedral of the Faithful, guarded by a small cloister of the Adeptus Sororitas, was besieged by an Ork raiding party. The initial Ork assault overwhelmed the small defense force and drove the Battle Sisters to seek sanctuary within the cathedral walls. The valley, before the cathedral, was littered with the smoking wrecks of the war machine that had been destroyed in the Orks berserk charge. Luceo, the Sisters Enginseer, pitied the dying machines of the Sisters, he had so lovingly cared for, and remained hidden among the wrecks until night fell. Cloaked in the dark, Luceo toiled away to bring life back to the machines so that they could take vengeance on the Orks who had ravaged them. As the dawn broke and the Orks prepared for their final assault upon the Sisters, Luceos inspired creations screeched, howled,
Unit Description Written by Tad Lemon

Roller

WS 1

BS 1

S 1

T 4

W I 1 1

A 1

Ld 9

Sv 3+

SPECIAL RULES Fearless, Rage Tech-Priest Creations: Anytime a Luceo Roller unit is entirely removed from the table, roll a D3. Place a new unit of Luceo Rollers within 6 of a Tech-Priest model the size of the new unit is equal to the number rolled. Models in this new unit cannot be placed in impassable terrain, or within 1 of enemy models. If you cannot place some of the models due to enemy proximity or impassable terrain; the excess is destroyed. The spawned unit may then move and assault normally. A unit created in this way is identical in every way to a Luceo Roller unit except they do not have the TechPriest Creations Special Rule. Newly created Luceo Rollers do not count as Kill Points when removed. Self-Destruct: Whenever a Luceo Roller gets into base contact with an enemy or takes an unsaved wound, place a Large Blast template over the center of the model. All models, including friendly ones, completely and partially under the blast marker will automatically take a Strength 6 AP hit (normal saves apply.) Vehicles hit by this blast will take the full Strength value of the hit. This explosion will occur immediately after base contact, even if it is not during the Assault Phase.

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THE FORSAKEN
from the truth. The extremely hostile Machine Spirits that fill these creatures inner workings are very tenacious within their hosts. When instructed to, The Forsaken will achieve their instructed goal without fear or even consciousness of their own wellbeing. Even with failure in their previous artificiallife, The Forsaken have another chance at serving the Omnissiah. Their unnerving presence on the battlefield strikes an unsettling view of what the Mechanicus is truly capable of into its enemies. When en masse, the low humming of The Forsakens inner workings creates what can only be described as an unnatural howl. Crawling on their bellies and grasping at the ground; The Forsaken are a plague upon whatever planet they set foot on. Without the guiding presence of their controlling Enginseer, The Forsaken are barely capable of basic functions, an anomaly the Red Planet cannot explain. Without a goal or instruction, the Machine Spirits within seize to thrive.
Forsaken Enginseer WS 3 3 BS 3 3 S 2 3 T 2 4 W I 1 3 2 3 A 1 1 Ld 6 9 Sv 4+

Very little goes to waste within the Mechanicus. Spare and defective parts are typically melted down and used for future projects and endeavors. This is not always the case, however. Some defective or extra technologies, even flesh, are used to create disposable monstrosities to serve the Cults needs on the battlefield. These cheap, yet effective servants of the Omnissiah are easily controlled; even more mindless than the Cult Servitors. A second chance at glory, they have been deemed The Forsaken. Bio-mechanical structure that could be defined as thrown together makes up the anatomy of The Forsaken. Parts slewed together in a haphazard fashion with rejected humanoid tissue, typically left over from failed Servitors, would lead less than brilliant minds to believe these beings are capable of very little. This is far

WARGEAR Cult Bionics SPECIAL RULES Fearless Tenacious Onslaught: Whenever a Forsaken unit takes a wound, do not remove any models. Instead, put a counter next to the unit. When the unit has taken wounds greater than or equal to the number of Forsaken in the unit, remove the entire unit from the table. In addition, if the Enginseer is at all removed from the unit, remove the unit from the table. Unstable: At the beginning of each player turn the Enginseer may take a leadership test, and if passed must choose one of the following: All Forsaken models Strength is 6 until the beginning of the Mechanicus players next turn or all Forsaken models Toughness is 6 until the beginning of the Mechanicus players next turn. If failed, theres no change to The Forsaken.

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ROBOT MANIPLE
In previous times, Imperial Robots were the jurisdiction of an obscure branch of the Adeptus Mechanicus. During this early time, entire cohorts of Imperial Robots were spread across the armies of the Imperial Guard (then-called the Imperial Army) and the Space Marines. On at least one occasion, Robots were made honorary members of a Space Marine chapter for exemplary service. While supremely loyal, the more mindless elements of the Cult Mechanicus require constant supervision. And so, specially trained Enginseers are assigned as overseers for these units, guiding them in conflicts and directing them against enemy threats. If a Robot should fall in battle, it is the Enginseers great responsibility to extract the remains of the bio-plasm brain thats held within. The brain tissue, if any remains, can be used in future growth of new bio-plasm brains for use in repairing old or creating new Robots. Imperial Robots are the living embodiment of the Machine God, whose spirit animates these ancient constructs of rare metals and circuitry. They stalk the battlefield, implacable and deadly in their advance. Each Robot has a primitive artificial brain of bio-plasm, specially maintained for centuries by the brightest Genetors of the finest Legios of the galaxy. The art of growing new units of Robot cortex dates back prior to the Emperors First Crusade and has become an almost lost one now, and thus each Robot is a near priceless tech-relic in its own right. Their superior firepower and combat effectiveness outweigh the risk of loss however. And all members of the Cult Mechanicus venerate these loyal and powerful devices; they are a source of inspiration to the faithful in battle.
Cataphract Conqueror Crusader WS 3 4 5 BS 5 4 3 S 4 8 8 T 5 5 5 W I 2 2 2 3 2 4 A 1 2 3 Ld 10 10 10 Sv 2+ 2+ 2+

SPECIAL RULES Robot: Robots have the Fearless and Slow and Purposeful special rules. Robots may move and fire up to two weapons, or stay stationary and fire all its weapons. Robots may not enter transport vehicles due to their large size. Bio-mechanical: Due to some of the mecha-organic components used in Robot design, a Robot Maniple can be wounded by Sniper Rifles and other items that effect living creatures. They can never be Pinned by them, though. Guidance: If at any time a model with the Tech-Priest Special Rule is more than 12 away from the Robot Maniple, the unit will go on Emergency Orders:
During the Shooting Phase: Target the nearest enemy in line of sight and fire all weapons possible at the model(s).

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CULT ABOMINATION
The truly unique quality of the Cult Abomination is the Machine Spirit within. Very much like a Titans, the Machine Spirit of the Abomination is untamed and must be kept in check in order for it to function properly. If left unchecked, the Abomination will run rampant, attacking any enemy in its immediate sight. If looked after in the heat of battle, the Cult Abomination is a force to be reckoned with, for a Machine Spirit as furious as a Titans is something few can contend. During Tech Quests, these beasts are held in reserve as insurance should the Mechanicus be involved in battle or should they need tactics of intimidation.
Abomination WS 6 BS 3 S 8 T 5 W I 3 5 A 3 Ld 9 Sv 3+/5(i)

SPECIAL RULES Eternal Warrior Extension Cables: Extension Cables counts as a ranged weapon with a range of 18. Roll to hit as normal. If the target unit is hit, the controlling Mechanicus player can immediately move the target unit up to D6. This movement follows the same rules as a normal move, except that it is not slowed by difficult terrain. An enemy unit may only be moved by this ability once per turn, successive hits have no effect. This ability has no effect on vehicles other than Walkers, which are affected as normal. Feral Machine Spirit: The grotesque Machine Spirit that fills each and every Cult Abomination is a beast that must be constantly contended with if the Adeptus Mechanicus hope to use the monster tactically. If left untamed, the Abomination will rampage without any thought to its advance. At the beginning of the Cult Abominations turn if it is within 12 of a model with the Tech-Priest Special Rule the Cult Abomination has the Fleet of Foot Special Rule. If the Cult Abomination is not within 12 of a Tech-Priest it has the Rage Special Rule.

A bustling contagion of mechanics and cabling creates the form of the Abomination. Truly a monstrosity of the Mechanicus, this slogging beast can stand three to four times higher than the average human, towering over many vehicles. Those outside the Mechanicus might assume that this horrifying machine of war is put together haphazardly, but the inner workings of the Cult Abomination is quite intricate. Though its outwardly appearance of frayed cabling, sparking joints and slouching demeanor suggests that the device is struggling to hold itself together, the design of the Abomination is shockingly strong and durable. The placement of each and every wire and piston is carefully constructed by the brightest minds of the Mechanicus, for its constantly moving, amoeba-like form is capable of softening hard blows.

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

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

Textura

WS 3

BS 3

S 6

F 12

S 11

R 10

I 3

A 3

Complexity Value: 2 WARGEAR Power Lifter: This equipment fitted to the Textura has immensely powerful lifting strength that overshadows that of the Astartes Dreadnought. This wargear counts as a Dreadnought Close Combat Weapon. In addition, so long as this weapon is not destroyed, any successful glancing or penetrating hits in close combat from the Textura will push vehicles without a Weapon Skill D6 directly away from the Textura. This movement is done before the Vehicle Damage result is rolled and only one push is allowed on an enemy vehicle per game turn. If this movement is blocked by other models or impassable terrain, the enemy vehicle will be pushed as close to the object(s) as possible. Plasma Welder: This construction equipment retrofitted to all Texturas is used for repair purposes. The Textura is capable of making repairs in the same manner as a model equipped with a Servo-Arm. This wargear also counts as a Plasmagun and both functions can be destroyed at once via a single Weapon Destroyed result on the Vehicle Damage Table as normal.

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

Unit Description Written by Tad Lemon

0101001 (41)

KNIGHT TITAN
in order to control the machine. The Titan's personality is there to handle all the mundane tasks in operating such a machine, like balancing and walking, leaving the Princeps free to concentrate on more important matters. Knight Titans are very large in strength and size, even dwarfing the most robust of Dreadnaughts of the Astartes chapters. Their fighting ability is surprisingly precise for their immense size.
/---Armor---\

Knight Titan

WS 4

BS 4

S 6

F 13

S 12

R 11

I 4

A 2

Complexity Value: 4

The Knight Titan is a marvelous construct whose original conception dates back to pre-Heresy. Knight Titans are constructed on numerous Forge Worlds throughout the galaxy. Their Forge Worlds colors are typically painted on the Knight Titans plating with the Forge Worlds emblem marked all across its armour. The colors go unchanged throughout the Knight Titans service, regardless of whether it is traded to another Forge World or serving under a Titan Legion. To change its originated markings risks angering the Machine Spirits within. Knight Titans are similar to the full-fledged Imperial Titans in that they are controlled through a direct mind link between the Titan and the Princeps in control. Just like the Imperial Titans, Knights Titans are imprinted with a feral Machine Spirit, which must be dominated by the Princeps

WARGEAR Mega Hammer: The tremendous power of the Mega Hammer is known throughout the Imperium; capable of decimating monstrous structures in a single blow. This weapon may be used either as a Dreadnought CCW or in the following manner: The Mega Hammer has a 1D3 scatter and the resulting blast cannot harm the Knight Titan. In addition, the Mega Hammer can only be used in this way during the Assault Phase. Successful wounds cause Instant Death regardless of the users Toughness and uses the following profile: Range 6 Str 7 AP 2 Type Heavy 1, Blast

Track Bolter: The Track Bolter has a burst-fire repetition capable of track-targeting multiple enemies simultaneously. The Mega Bolter may choose to spread its 10 shots across up to 2 different targets within range. The Track Bolter uses the following profile: Range 36 Str 5 AP 4 Type Heavy 10

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

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GANT
allows the Gant the speed to keep up with transportation vehicles such as the Chimera and the versatility to reach places tank-treaded vehicle operators could only dream of. The Gant is certainly the backbone of the Mechanicus transportation devices. Being a lightly-armoured jack of all trades, the Gant can make for a furious storming device when the battling Mechanicus forces need to press forward. Its complex balancing system makes for a remarkably smooth ride allowing infantry to fire all manner of weapons from the top hatch without losing accuracy or for delicate cargo to be moved safely from one point to another.
/---Armor---\

Gant

WS 3

BS 3

S -

F 11

S 11

R 10

I -

A -

There are fewer creations in the Cult more interesting in design and functionality than the Gant. Unlike most transportation vehicles, the Gant has multiple massive, independentlymechanized legs to traverse terrain. The Gant is infinitely important to the Mechanicus, as the planets that Tech Quests draw in the Cult oft have far from conventional or preferred terrain. The mechanized legs of the Gant are quite powerful, capable of scaling extremely steep ranges and traversing the most dangerous of terrain. This creation has brought the Cult Mechanicus great fortune on their numerous Tech Quests. Typically used as a tool for excavation and transportation of important materials, its outer shell is less than desired when battling against the Cults enemies. The lighter armour, however,

TRANSPORT The Gant can transport up to 11 models. Fire Points: One model can fire from the Gants top hatch. Access Points: Gants have one access point at the rear hatch. Complexity Value: 2

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

WARGEAR Exigo Hellgun: The Exigo Hellgun is essentially a combination of 4 MP Hellguns actively working as one. The accuracy of this creation is above par to most weapons within the Imperium. The Exigo Hellgun uses the following profile: Range 18 Str 4 AP 3 Type Assault 2, Twin-Linked

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

Cantharis

BS 3

F 11

S 10

R 10

TRANSPORT The Cantharis can transport up to 14 models. Fire Points: None. Access Points: The Cantharis has one access point at the rear. Complexity Value: 4

SPECIAL RULES Scout, Deep Strike Assault Vehicle: Models disembarking from a Cantharis can launch an assault on the turn they do so. Aerial Deployment: When disembarking units from the Cantharis the unit must disembark within 2 of the Cantharis or its base. However, if the unit disembarks within the first 2 game turns this is changed to 6. Units can always disembark after the Cantharis has moved flat out, but will not be able to assault in the same turn if they do so. Shes Going Down!: While the Cantharis primary role is aerial transportation, it is not without abilities on the ground. The mechanized legs of the Cantharis, similar to the Gants, act as a backup system of movement for the vehicle (assuming the pilot can land safely.) When the Cantharis suffers an Immobilized result, roll a D6. On a 4+ result the Cantharis flying base can be removed and the vehicle will be treated as a Transport Vehicle for the remainder of the game with the Walking Transport special rule found on Page 43 as well as all of the above Special Rules except Aerial Deployment and takes on the profile below. If this check is failed, the Cantharis is Immobilised as normal. If the Cantharis had moved flat out in its last turn, the difficulty is raised to a 5+ and failure on this check means the Cantharis crashes and is destroyed (wrecked) as normal.
/---Armor---\

The Cantharis is the creation of a SCT found early on after the Horus Heresy. Its helio-mech construct is something that is seldom seen anywhere in the galaxy. Though the technology is ancient, as the centuries pass the look of the Cantharis has changed dramatically and now is built en mass from the Valkyrie construct. Through the millennia, the Cantharis primary use is to drop troops in with great speed and accuracy in the most hostile of situations. This function is what sets it apart from most airborne vehicles in production even today. The Cantharis is more than ideal for infantry or cargo drop off. What the Cantharis lacks in speed, however, it gains back in mobility with its wingmounted dual propulsion system on either side of the vehicle allow it the

Cantharis

WS 3

BS 3

S -

F 11

S 10

R 10

I -

A -

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

Termite

BS 3

F 11

S 11

R 11

TRANSPORT A Termite can transport up to 10 models. Fire Points: Two models may fire from any point on the protruding model aside from the drill-head. Access Points: Termites have one access point. Complexity Value: 2

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

SPECIAL RULES Immobile: A Termite cannot move once it has entered the battle, and counts in all respects as a vehicle that has suffered an Immobilised damage result (which cannot be repaired in any way.) Calculated Assault: Termites do not arrive using the typical reserves restrictions. Instead Termites come into play as follows: Turn 1: No Termites may enter play. Turn 2: Deploy one Termite. Turn 3: Deploy two Termites. Turn 4: Deploy three Termites. Turn 5: Deploy all remaining Termites. Rumbling Ground: Termites always enter play using the Deep Strike rules from the Mission Special Rules section of the Warhammer 40,000 rulebook. However, if a Termite deviates onto any kind of terrain it will drill its way through without issue. If this occurs, place the Termite model within the terrain or as close as possible to its deviated destination. In addition, if the Termite deviates into an enemy, place the center of a Large Blast template over where the Termite deviated to. Any model touching the blast template is automatically hit by a Strength 4 AP 6 hit and must be pushed outward from the center of the blast template 6. No cover saves allowed.

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

Divexo Beacon Complexity Value: 3

BS 3

F 11

S 11

R 11

SPECIAL RULES Illumination: Any friendly unit that Deep Strikes within 6 of the Divexo Beacon will not scatter. Immobile: While the destructive power of the generator is quite powerful, the energy it provides during a Tech Quest is far more valuable. The Divexo Beacon is transported onto the field and left in place until excavations are completed; it cannot move once it has entered the battle, and counts in all respects as a vehicle that has suffered an Immobilised damage result (which cannot be repaired in any way.) Divexo Beacons are deployed in the same manner as a moving vehicle (tank), but may not move after being deployed.

A blinding light fills the pylon generators that make up the supreme device deemed the Divexo Beacon. Used on Tech Quests primarily as a resource; the energy output from these devices can continue for hundreds of years of continuous output before depletion of the energy cells. Used in numerous ways on the Forgeworlds of the Adeptus Mechanicus, the device can also be transported on Tech Quests to provide enough power for all of the large, towering tools needed in excavation. While used on Tech Quests, the device has a far more menacing side. While the pylons, or Verto Concentrators, are capable of practically endless energy for tools, they can also be used as a destructive force against the Cults enemies. The pylons can disperse their

WARGEAR Verto Concentrator: Divexo Beacons have pylon generators called Verto Concentrators capable of supplying a Questing force with near limitless power during their searches, but can also be used as a weapon. The artificial intelligence used in the Divexo Beacon is programmed to fill both positions without hesitation. The Verto Concentrators can either be used in a dispersed release or can concentrate their power together to create a tremendously destructive force of energy. Each time the weapon fires, the controlling player can choose which profile is being used: Dispersed Range Str 36 5

AP 5

Type Heavy 1, Large Blast Ignores Cover

Concentrated Range Str 36 7

AP 3

Type Heavy 1, Blast, Twin-Linked

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ATLAS ARMOURED RECOVERY VEHICLE


Atlas ARV creation came from the mind of Tech-Priest Carnnors in the 37th Millennium, when on an alien planet found that physical touch from physical bodies (including his own mechanical hands) to an alien technology made the device quite unstable. Carnnors fashioned an antigravity device fitted to his own personal transport in order to safely move the device back to his Forgeworld for further study. Ever since its creation, there have been thousands of variants in the devices used in Tech Quests. Many are still in use to this day, and many more will surely be created in the future. On Tech Quests, the Mechanicus often wont purposely bring an ARV in their journeys unless theyre certain it will be needed. Without a standard construct, its oft difficult to gauge what the Mechanicus will need on foreign planets and even planets of familiarity. Instead, the ARVs are typically fashioned on the field to suit the needs of the arising situation.
/---Armor---\

These vehicles are often seen in TechQuests where larger artifacts or vehicles are being excavated. Typically a variation on the standard Gant chassis, the Atlas is fitted with a large towing mechanism or crane; when fielded in a Questing force the vehicle is given added cables, coil webbing or power for recovering devices of alien creation as well. While mostly a non-combatant vehicle used for normal logistical support, in battle the ARV can be used both to recover damaged Cult Mechanicus vehicles and to tow away damaged enemy vehicles or even large creatures for later examination. This can be incredibly helpful to the Mechanicus, as unknown alien technologies of their enemies are sometimes stumbled upon from vehicle recovery during battle. The Atlas ARV is by no means a standardized vehicle. The first reported

Atlas ARV Complexity Value: 2

BS 3

F 11

S 11

R 10

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

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MECHANICUS LEMAN RUSS


being famed for its simplicity and reliability, the Leman Russ is by modern standards an extremely complex and advanced battle-tank with abilities several times in excess of even the most advanced modern tanks. With a range of 105 miles on just 360 gallons of conventional fuel (a feature the later Land Raider would have), the Russ can accept almost any sort of combustible fuel. Though its top speed is a mere 29 km/h, this is mostly because of extremely heavy governing, as a tuned tank can reach speeds in excess of 70 km/h. It is also noted for its ability to turn on a dime, its inertial dampeners and low ground pressure allowing it to throw itself around in seconds in a sort of 'signature move' for the vehicle. The Mechanicus have taken to the Leman Russ simplicity in a very experimental way. Over the duration of its existence, the Cult has put into production hundreds of variants of this mechanical monstrosity to suit the individual needs of their Tech Quests. From the penetrating power of the Vladd variant, the brute force of the Butcher to the versatility of the Tarantula; all popular variants hold a place in the Mechanicus during their numerous Tech Quests.
BS 3 3 3 3 3 /---Armor---\ F S R 14 13 10 14 13 10 14 13 10 14 13 11 14 13 11

Far from a sophisticated vehicle, the Leman Russ was designed and built with reliability and versatility in mind. It can survive the worst the galaxy can throw at it, and can run on almost any fuel. Though slow, its frontal armour is strong enough to withstand the multitude of weaponry wielded by the enemies of the Imperium. The Imperiums Leman Russ side and rear armour are thinner than the front armour, to reduce the strain on the engines. This would make it vulnerable to assault from these angles, requiring support infantry, other battle tanks or very careful operation to protect the vehicle. Combining all of the above is optimal. The Leman Russ seems to modern observers a crude, slow and poorly designed tank, but it is an excellent benchmark for the abilities and advanced nature of Imperial technology. Despite

Leman Russ Tarantula Leman Russ Burrower Leman Russ Vladd Leman Russ Rapier Leman Russ Butcher

Complexity Value: 2 SPECIAL RULES Lumbering Behemoth: A Mechanicus Leman Russ that moved at combat speed or remained stationary can fire its turret weapon in addition to any other weapons it is usually allowed to fire (even if the turret weapon is ordnance.) However, a Leman Russ traveling at cruising speed can only move up to D6+6 roll every time it moves at this speed.

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MECHANICUS LEMAN RUSS


Leman Russ Tarantula
Leman Russ Tarantulas are a widely used Adeptus Mechanicus battle tank. Almost any basic Imperial weapon can be easily turret mounted to the chassis, and with the aid of built-in weapon-linking mechanisms they are very accurate. This customization makes the Tarantula a jack of all trades in the fight against the Cults enemies. Example Profile: Many weapons can be equipped to the Tarantula variant of the Leman Russ Battle Tank. Lascannons, for example, are easily linked with the tank and are gifted incredible accuracy. Range 48 S 9 AP 2 Type 2x Heavy 1, Twin-Linked

Leman Russ Burrower


The Burrower variant is an odd device much like the Imperial Mortar, but fires shells under the ground rather than through the air. While inaccurate, it can catch the enemy unprepared and the underground explosion literally knocks them off their feet. Note that Tunnel Torpedo will only effect the ground level of buildings and ruins. Also note that the Tunnel Torpedo can never be removed via a Weapon Destroyed result on the Damage Table. If the Leman Russ Burrower is Immobilized and has no other weapons left other than the Tunnel Torpedo; additional Immobilized or Weapon Destroyed results will be upgraded to a Wrecked result. Tunnel Torpedo: When firing the Tunnel Torpedo, BS is never subtracted from the scatter rolls. The subterranean torpedo explodes just below the surface, creating a crater roughly the size of the Blast marker that remains in play for the rest of the game. All models covered or touching the marker are allowed no Cover Saves due to the underground nature of the explosion. Range 12-48 S 5 AP 5 Type Heavy 1, Large Blast

Leman Russ Vladd


One of the most closely guarded treasures of the Adeptus Mechanicus is the Leman Russ Vladd. Even the wisest Magi can barely comprehend the operating principles of the Conversion Beamer it wields, and the secrets of repairing and servicing them are passed down as the holiest of tech rituals. Conversion Beamer: Projectors fire a beam that induces a controlled subatomic reaction, converting mass to energy as the beam travels. The further away the target the deadlier the hit. Range Up to 18 18 - 42 42 - 72 S 6 8 10 AP 4 1 Type Ordnance 1, Blast

Leman Russ Rapier


In the Cult Mechanicus, Rapier is actually a common name for a variety of small tracked engines mounting multiple lasers designed to all focus together. Known primarily as a light-tank killer, the high power beams have also given it a reputation for making sure that any enemy hit stays very, very dead. Rapier Laser Focuser: The Focuser has superior target-repeating mechanism technology, allowing large bursts of fire. Range 24 S 6 AP Type Heavy 4D6

Leman Russ Butcher


The Leman Russ Butchers technology is very similar to the Rapier variant in many respects, but instead of tank-killing lasers Leman Russ Butchers are armed with several short-barreled cannons designed to lay down a salvo of explosive anti-personnel shells. The shells themselves are monstrous in size and are equally as much of a chore to load onto the Battle Tank. The distinctive heavy sounds of each cannon firing will destroy what little hope of victory the enemies of the Mechanicus had left. Quad Launcher: These weapons fire 2+D3 Barrage shots, but each will scatter from the previous marker, rather than all scattering from the first shot. Place the first Blast marker as normal, and generate the other shots per the Multiple Barrage rules on page 32 of the Warhammer 40,000 rulebook. Range 36 S 8 AP 3 Type Heavy 2+D3, Blast, Barrage

0110001 (49)

PHANTOUS
the overall complexity of not only the Phatnous signature weapon, but the war machine as a whole. In times of battle, the swirling tornado of heat-guided missile fire reins down on the Mechanicus enemies in an impressive onslaught. When the Saturn Launcher is not in use, the Phantous is a surprisingly quiet and fast vehicle for its complexity as a whole. While the vehicle shows up like an eyesore on enemy scanners, its stealthy silence has given it benefit to less technologically advanced enemies. The Phantous Launcher is capable of track-targeting in excess of thirty different targets consecutively. While this staggering number may baffle other races, the genius of the devices abilities is not beyond basic comprehension for the Mechanicus.
/---Armor---\

The sturdy and foreboding Phantous is a solid addition to any Adeptus Mechanicus Questing force. While it uses the smaller Chimera chassis, the entire vehicle is several 100 tons heavier than it appears. This is in large part due to the unique weapon turret the Phantous carries deemed the Phantous Launcher. The motor-mount needed to handle such a large propulsion system for the Phantous Launcher consumes practically the whole vehicle itself. Repairs and maintenance are always needed after every use of the Phantous. Without the weapon being fired, this maintenance can last as little as eighteen to twenty-four hours for as little as a one hour tour. For the same duration of use where the Saturn Launcher is used, maintenance can take as much as two weeks. This is due to

Phantous Complexity Value: 3

BS 3

F 12

S 10

R 10

WARGEAR Saturn Launcher: The Saturn Launcher is an extremely intricate piece of weapons technology. The motor mount for this device takes up a very large area of space to allow breakneck-speed 360 degree turns. The strength of the missiles used is reduced in order to take advantage of quick-loading and a fast delivery system. The value of X in the weapons profile is always equal to the Phantous current Complexity Value. The Phantous can fire this number of shots into every unit within its weapon profiles range. The Saturn Launcher uses the following profile: Range 18 Str 5 AP 6 Type Heavy 1+X

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MECHANICUS CONSTRUCT
the device will be used by the Cult. If the wise Council decides that the Construct is worthy of use within the Mechanicus, its gifted a true name by either the Council, creator of the Construct or the Forgeworld it was created on. From this moment forth the Constructs detailed analysis, template and all information on the holy device is data-loaded into the Noosphere. Since the Adeptus Mechanicus rise from the ashes of the Heresy, their strongest ally in their growth has been their knowledge gifted by the Omnissiah and the mechanical creations that come from it. The Cults process of developing technology via the Construct format only pushes their limits for creation. Ever since its implementation, the Construct format has been, to some Forgeworlds, the single most important section of their researches. To become even a small contributor to the Construct mind of a Forgeworld is an honour few are given.
/---Armor---\

Glorious are the works of the Adeptus Mechanicus. The Cults magnificent experimentations are vast and vary greatly in design, structure, use and size. The creation of these constructs is not only encouraged by most all of the Forgeworlds, but there is typically a large section of ranking Tech-Priests dedicated to creating new ideas for machines used for exploration and destruction alike. When a new device is created within a Forgeworld its given the name Construct followed by a coding algorithm created and used by the Council of the Red Planet itself. As an example, the Phantous original name was Construct-D47a3^bBx. Once a Construct has been fully tested, utilized and shown as a benefit to a Questing force, the Council will decide whether

Construct WS 3 BS 3 S 5

BS 3 F 10 S 10

F S 10 10 R 10 I 3

R 10 A 1

/---Armor---\

Construct

Complexity Value: 1 SPECIAL RULES Construct: A Mechanicus Construct is meant for use with vehicle models a Mechanicus player already has, but does not fit in any other unit within this fandex. Due to the ability to construct your own stats and make a vehicle as strong as youd like, there is only one Mechanicus Construct allowed per Adeptus Mechanicus force. A Cult Mechanicus Unit Type for a Mechanicus Construct is selected by the controlling player as either a Tank or a Walker using the appropriate stat lines above. Additional Wargear, Special Rules and stat line increases of the Mechanicus Construct are purchased by the controlling player using these choices to appropriately represent their model.

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MASTER RUNE PRIEST DEROGO


CONLUSIO OF FORGEWORLD MACHINAT
Template Construct. During travel to the Tech Quest forces destination, he heard the whispers of a holding complex for the STC whose location wasnt even on their route. After twenty-seven days of excavation, his fellow Enginseers began to doubt his claims. It was on the twentyeighth day, nine hundred and fifty meters below the planets surface that the force could finally claim their prize. Derogos Rune Armour is a magnificent site. Forged by his followers and rune casted to perfection; its a glowing masterpiece that leaves all who witness in awe. Its said that the Machine Spirits within are the most noble in the galaxy, whispering tales of the Master Rune Priests victories over the centuries and blessing all who follow the Omnissiah.
Derogo WS 4 BS 4 S 4 T 4 W I X 4 A 2 Ld 10 Sv 3(i)

All intelligent races of the universe have their secrets. Few compare to the shrouded mystery of Clarrek Derogo. Born human and recruited by the Cult Mechanicus as an orphaned child, he developed a keen understanding of the Machine Spirits at an early age. While this is common within the ranks of Rune Priests, his understanding eventually led into a deep connection with the raging Machine Spirits all around. Within the first decade of his life as a Rune Priest, Derogo was able to not only communicate with the more fearsome Machine Spirits of his Forgeworld of Kobult, but in numerous cases tame them to function more efficiently and independently. After journeying on his first Tech Quest at the age of fifty-two he is solely responsible for discovering a Standard

SPECIAL RULES Independent Character, Eternal Warrior, Tech-Priest Master Psyker: Derogo is a Psyker, as described in the Warhammer 40,000 rulebook and may use up to 3 powers per game turn. Machine Spirit Sympathy: Derogos starting Wound stat is equal to how many Holy Icons are in the Adeptus Mechanicus army list (up to a maximum of 10.) In addition, anytime a vehicle receives a Wrecked or Explodes! Result on the Vehicle Damage Table, Derogo must take a wound; no saves allowed. Chant of Infection: In addition to knowing all of the Rune Priest powers found on Page 24, Derogo knows the power Chant of Infection. This is a psychic shooting attack that must be used during the Mechanicus players Shooting Phase. Every enemy vehicle within 6 of Derogo or a model with a Holy Icon upgrade will take a Glancing hit on a roll of 5+. Multiple Holy Icons within 6 of an enemy vehicle are cumulative.

WARGEAR Cult Bionics, Staff of Office, Combat Enhancements, Familiar Blessed Rune Armour: Page 23. See Rune Priest entry on

0110100 (52)

COMMANDER LAU
MASTER OF THE LEGIO INVICTA SKITARII
either side of the Icon Mechnicus on his blood-gold breastplate. A dappled panther pelt dresses his massive shoulders over the feathered cape, and tusk-spikes rise from the wings of the crimson steel halfmask that frame the hololithic yellow slits of his eyes. Hes also capable of raising an iridescent fan of quilled skin around the back of his skull to accentuate his menace. He is the embodiment of terror.
Lau WS 5 BS 4 S 5 T 5 W I 3 6 A Ld 1+D6 10 Sv 3+/4(i)

SPECIAL RULES Independent Character, Furious Charge, Stubborn Data-Load Your Forces: If Lau is chosen as an HQ option, you may bring Skitarii as a Troop choice. Forceful Action: Any Skitarii unit Lau has joined has an additional attack at all times in close combat. WARGEAR Cult Bionics Enhanced Parietal Lobe: Laus delicately augmented biology has gifted him the ability to remain intensely calm and focused; able to calculate and determine the most efficient strategies in the heat of battle. At will he is capable of restraining his rage or releasing it precisely when it is needed; he has 1+D6 attacks. Personal Body-Void: This item seldom seen in the Mechanicus is similar to the technology used for creating Void Shields on Titans. It confers a 4+ Invulnerable Save. Titans Might: This mighty Axe counts as a MasterCrafted Cult Mechanicus Power Axe. Teramia Weapon Attachment: A masterpiece of weaponry, it was inspired by technology founded over a millennium ago. It was gifted to Lau as an integrated weapon limb after his ranking of Commander was earned. Its capable of flaring snap-blasting bursts of energy at alarming rates and uses the following profile: Range 18 Str 6 AP 2 Type Assault 2

Throughout the Forgeworlds, it would be impossible to find a being more brilliant in the midst of battle than Lau. Born a Skitarii warrior, Lau climbed the ranks reaching Commander tenaciously. While every victory brought the cost of damage to his bio-mechanical body, it also brought enhancements with each hardshipthis is the life of victorious Skitarii. After earning the title of Commander of the Skitarii for his Forgeworld, battles were seldom failures for forces under his command. Because of his capabilities on the battlefield, Lau has steadily been enhanced by some of his Forgeworlds most advanced technology. Laus appearance was designed to terrify, just as his physicality was designed to kill. He dons hawked threat-armour, featheredged cloak and ivory chevrons inlaid on

0110101 (53)

MERCENARY ACULAR
THE RELENTLESS WEAPON OF FORGEWORLD SENECTUS
Uneasy doesnt describe those who fight against and even beside Crag Acular. An unstable individual, hes restless with friend and foe. While the outrages Acular bursts on a regular basis would not be tolerated by even the most lenient of Tech-Priests, its his indescribable combat abilities that gain him respect and tolerance within the higher ranks. Fitted with specially customized augmentations that enhance his already extreme abilities as stress is gained, Acular has been a unique subject for testing and surgeries (permitted he allows Tech-Surgos the use of chor-narcotics to put him under.) His upgraded anatomy permits the use of expanding sensory, repellers, corstrugs and strength-pulsors as frustration develops.
SPECIAL RULES Independent Character, Fearless Uneasy: The insatiable rage of Acular can make even the bravest of his allies concerned for their wellbeing. Any models in the same unit as Acular must use his Leadership stat for all leadership-based tests, even if it is higher than Aculars. Short Fuse: The short temper of Acular is known by the Forgeworld of Senectus as both a liability and a benefit to the Mechanicus. While his rage is easily triggered in any situation, on the battlefield Aculars combat abilities become far greater as frustration and stress are endured. Acular has all of the following properties:
Oh yeah!?: Every time Acular fails to hit in close combat his Weapon Skill stat is increased by 1. Oh, come on!: Every time Acular fails to hit with a shooting attack his Ballistic Skill stat is increased by 1. Take this!: Every time Acular fails to wound a model with wounds in close combat his Strength stat is increased by 1. I dare you to try that again!: Every time Acular is forced to make a saving throw of any kind his Initiative and Attack stats are both increased by 1.

Acular

WS 3

BS 3

S 3

T 4

W I 3 3

A 3

Ld 8

Sv 3+/4(i)

WARGEAR Cult Bionics, Displacer Field Charlotte: This gunglaive was created by the TechPriests of Aculars Forgeworld specifically for him (and named by Acular, himself.) A weapon capable of all manner of combat, Charlotte counts as a close combat weapon, but may also be fired as a ranged weapon with multiple ammunition options. It uses the following profile: Range 24 Str 4 AP 5 Type Assault 3

You must declare which type of ammunition you are using before rolling to hit: Dragonfire: Cover Saves may not be taken against this ammunition. Hellfire: This ammunition will always wound on a 2+, regardless of the enemys toughness. Shardnel: Roll an extra D6 Penetration with this ammunition. against Armour

All stat increases can be increased to a maximum of 7, are gained in the following player turn and last for the rest of the game or until Acular is killed. If any of Aculars stats reach 7 he gains the Rage Special Rule.

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CULT PASTOR MOVISS


PRESTIGE MACHINE CULT PREACHER
ability isnt the easiest to wield. Moviss carefully looks for promising new candidates for the Cult; those with special scientific talents and knowledge or those who defy and/or question the Adeptus Ministorums teachings. After his vision, Moviss became quite closed off from the rest of his members, even for one who is constantly on the move. Moviss keeps his true background a secret from all he meets, and continues to maintain a humble lifestyle of faith, preach and worship as he roams the galaxy to spread the word of the Omnissiah.
Moviss WS 4 BS 4 S 3 T 4 W I 3 3 A 2 Ld 10 Sv 4+

SPECIAL RULES Tech-Priest Machine Cult Following: With extreme charismatic appeal and popular tales of leading his flocks, Moviss himself counts as having the Holy Icon vehicle wargear. Due to this work for the Cult, the Omnissiah favors his devotion and because of this Pastor Moviss also has the Eternal Warrior special rule. Master Craftsman: Moviss has an almost spiritual link with machinery, and with only a few seemingly innocuous adjustments can make almost anything better than before. Time permitting, before a battle he always tries to tinker with as many of his followers weapons as he can, both to increase their effectiveness as well as show his followers the wonders of the Omnissiahs blessing. Any weapons carried by Machine Cultists in his unit are twin-linked. The Machine Gods Word: An army that includes Moviss allows rerolls to any units held in Reserve to determine what turn they are deployed. WARGEAR Combat Enhancements, Mechandentrites, Runes of the Machine God, Cult Mechanicus Power Axe

As the story is told, Moviss was formerly a high-ranking Tech-Lord for the Forgeworld of Mars. During his labors on the Forgeworld, Moviss had a vision of the Emporer who told him to leave his bureaucratic surrounding and return to preaching his word to humanity. Moviss took this sign as a duty not only to the Emporer, but to the Machine God as well. Moviss now travels from planet to planet, gathering new members to the Cult Mechanicus. Some of the finest members that the Cult has to offer must give thanks to Moviss, who seems to have an almost supernatural ability to inspire what might seem as a simple person to become an extremely valuable member of the Cult. Perhaps this was the Emporers reason for the command he gave Moviss. While exceptional at finding fine recruits, this

0110111 (55)

ALGARYN FORNUM
PRAETORS OF ORPHEUS MASTER OF THE FORGE
vocal on his feelings of respect and debt owed to the Adeptus Mechanicus and Machine Spirits, and regularly participates in the Cults affairs to repay for all of the knowledge as well as the path it has led him on. To find a Master of the Forge more gifted than Algaryn would be a challenge. His communion with the Machine Spirits of the Imperium surpasses the abilities of any known Master of the Forge. Also a born-inventor; Algaryn is a harsh competitor in innovative technology.
Algaryn WS 5 BS 7 S 4 T 4 W I 3 5 A 3 Ld 10 Sv 2+/4(i)

WARGEAR Cult Bionics Corbaeon Pack: This weapon of Algaryns own construct is a conversion-beam projector that uses unstable power cells in order to speed up the weapons power-to-distance projection. The modifications do weaken the beams overall destructive force; the lessened power of the weapon allows it to be shot on the move, however. This weapon uses the following profile: Range Up to 6 6 - 24 24 48 Str 4 6 8 AP 4 2 Type Assault 1, Blast, Gets Hot!

The Praetors of Orpheus Space Marine chapter is a Second Founding chapter of the Ultramarines chapter. They are stationed on the world of Beta Entebes II within a subterranean base called the Labyrinthe of Orphia. The technological lore of the Praetors of Orpheus is second only to that of the Adeptus Mechanicus. Many believe that the two are tied by more than shared service in the Emperor's name. The Praetors of Orpheus are highly active in the systems neighbouring Pavonis. Algaryn is not a deterrent to these beliefs. On more than just several occasions Algaryn has left his chapters planet to assist the Adeptus Mechanicus in not only their teachings, constructions and TechQuests, but also in their battles should he feel his presence is required. Algaryn is

Electoos Whips: These close combat weapons, for which the only two known to exist are created and wielded by Algaryn, are violent and relentless when he is in their control. Using similar technology of the Electro-Priests Electoos, these crackling whips can slice through most man-made substances. These whips count as Power Weapons that re-roll failed rolls to Hit and Wound. In addition, these weapons roll 2D6 for Armour Penetration. Corser Retinae: This eye modification provides intricate targeting data required to fire the Master of the Forges unconventional weaponry with startling accuracy. Algaryn has a Ballistic Skill of 7.

SPECIAL RULES Independent Character, Tech-Priest

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CIRCOM SPECTUS
HIRED VETERAN SHOOTIST
himself in harms way to protect the Enginseer and in the struggle managed to eliminate the beast, but ended up losing both eyes before coming out victorious in the conflict. Having put in years of flawless hired service to the Mechanicus, Circom was offered an enhanced sensory surgery. The life of a mercenary, Circom had little to lose without the ability to see and accepted the unlikely gift. After a mere decade of training Circum took to his new abilities and is an even greater combatant than before.
Circom WS 3 BS 5 S 3 T 3 W I 3 4 A 2 Ld 9 Sv 4+/6(i)

WARGEAR Cult Bionics Enhanced Sensory System: The system abbreviated as E.S.S. is an upgrade few take within galaxy, inside the Mechanicus or not. While the intensified sense of smell, sight and hearing is something magnificent, the amount of training it takes to handle such an overload of sensory is near impossible. Those who do master this enhancement, however, become something entirely different than what they were before. Circom has the ability to split his fire between two targets and any unit he has joined may do the same, decided by the controlling player. In addition, hes capable of sensing incoming harm barely after the enemy has made their move; he has a 6+ Invulnerable Save. Funus: This weapon is a prized pistol in a set of two crafted by Circom himself. It counts as Master-Crafted and uses the following profile: Range 12 Str 4 AP 1 Type Pistol

The relationship between the Mechanicus and Circom is a one of shared interest. While Circom is technically a gun-for-hire he works almost exclusively for the Mechanicus. Attending countless Tech Quests throughout his lifetime, the Mechanicus has not only paid their fees in full, but will often offer technological upgrades to him as thanks for either saving the lives of numerous Tech-Priests or becoming a pivotal participant in recovering prized items for the Cult. It was on the Tech Quest of the planet Gornnis II where the first of many Null Rods was discovered, that Circom was escorting an Enginseer through a large catacomb. While en route to their destination a wild beast that inhabited the caves attempted to make its meal of the Tech-Priest. Circom, fulfilling his duty, put

Occido: The second pistol in Circoms set, carefully crafted and tuned over the years. It counts as MasterCrafted and uses the following profile: Range 12 Str 8 AP 5 Type Pistol

SPECIAL RULES Independent Character

0111001 (57)

ZACHARIA APPAREO
EXILED ENGINSEER OF THE RED PLANET
though this cumbersome construct resembles a miniature Titan through its sheer girth and combat ability, rather than a Sentinel.
/---Armor---\

Seren

WS 3

BS 3

S 5

F 12

S 11

R 10

I 2

A 1

Complexity Value: 3 SPECIAL RULES Move Through Cover Musings of a Metal Mind: When Zacharia is part of the Cult force, the restriction on the number of Robot Maniples allowed per force is removed. Never-ending: Zacharias walker ignores Crew Stunned and Crew Shaken results. In addition, if his walker suffers a Wrecked or Explodes result, roll a D6. On a 1 or 2, Zacharia is slain. If the result is 3 or more, Zacharia has escaped the same fate as Seren; when the damage is resolved, place him within 2 of the vehicles original position that turn. If this occurs, he will use the profile below with the following Special Rules: Independent Character, Tech-Priest. He may not take command of another vehicle. WARGEAR

Exiled by the Fabricator General of Mars himself, Zacharia is a wanderer. Due to his constant tinkerings and creations unapproved by superiors, he was constantly finding himself under the watchful eye of the Tech-Priests. After creating several modified variations of the Cults Robots without permission, the leaders of the Red Planet decided his work was better suited outside of Mars (probably assuming Zacharia would end up dead from the trials the galaxy holds.) Unwilling to seek a single Forgeworld to call home, Zacharia took to Rogue Trader routes and has found numerous artifacts that even the Tech-Priests of Mars would want for the subvaults. In times of long travel or suspected violence, Zacharia takes to his prized and constantly modified sentinel, Seren,

Crol Bolter: This weapon uses the same profile as a Heavy Bolter. In addition, for every unsaved wound a Crol Bolter causes, Seren will fire an additional shot. These extra shots can generate further additional shots in the same way, until no further unsaved wounds are caused, or all enemies are killed.

Zacharia

WS 4

BS 4

S 3

T 4

W I 2 4

A 1

Ld 9

Sv 2+

WARGEAR Cult Bionics, Servo-Harness, Power Field

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THE ADAMANTIUM GIANT


THE PUPPET AND THE MASTER
Tech-Adept who performed the operation was consigned to an eternity of watching over his creation. What is known is that this creation is amongst the oldest relics in the Imperium, and far superior to all other robot designs currently available. It is also much larger than other robots, though it is not known if this is its original design or due to modifications over the years. Such is the sophistication of the robots programming that its Overseer seems to be more a companion for repair and maintenance than actual controller. The pair are dispatched only with the consent of the Fabricator General himself, carrying special dispensations for travelling on any Imperial vessel. When doing so, few allies will come near the devious pair, clouded in rumor.
Ad. Giant Frederick WS 4 2 BS 5 3 S 5 3 T 6 4 W I 3 3 1 3 A 3 2 Ld 10 9 Sv 2+/5(i) 4+/6(i)

It is said amongst the Cult Mechanicus that there are more myths and legends surrounding the Adamantium Giant and its Overseer Alton Frederick than there are truths. Some say it started as a normal robot, but over centuries more and more brain tissue and technologies were added from its equally ancient Overseer, making the device more intelligent than any other robot but leaving Frederick more Servitor than man. Members of the Mentor Legion hold that it is more Dreadnought than Robot, and carries the remains of an ancient Space Marine hero from the Great Crusade. Some even dare whisper that the Giant was created during the Heresy from bioplasm extracted from the wounded Emperor himself while he was unconscious, and that the blasphemous

SPECIAL RULES Eternal Warrior, Tech-Priest Robot: See Robot Maniple entry on Page 39. Superior Programming: If Frederick is killed or more than 2 away, the Adamantium Giant does not go on Emergency Orders. Rather it will continue to fight on as normal. Inspirational Appearance: The presence of the Adamantium Giant on the battlefield is a great source of awe and inspiration to the forces of the Cult. The model counts as having the Holy Icon vehicle upgrade.

WARGEAR Cult Bionics, Servo-Arm, Mechandentrites, Cybernetic Life-Support System, Refractor Field

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OBLITERATOR MALCHUN
THE DARK TANK COMMANDER
Self-proclaimed Dark Tank Commander Malchun of the Obliterator Cult is one of these talented beings. With a simple touch he is cable of gifting himself to a war engine. In doing so, Malchun wields full control over the vehicles movement, weaponry and sight. This is not where his limits cease, however. Malchun is capable of forming himself outside of the vehicle hes occupying in order to use the numerous weapons hes enveloped over the centuries and unleash them along with whatever the vehicle is wielding without breaking concentration. While Dark Tank Commander as a rank doesnt exist within his Cult, none go against his self-ranking. To defy Malchun is to chance your life.
Malchun WS 4 BS 4 S 4 T 4 W I 2 4 A 2 Ld 9 Sv 2+/5(i)

Little is known about the Obliterator Cult. Having no obvious connection to any of the Chaos Gods, the Obliterators seem to be a type of hired mercenary for the Chaos Space Marines and Dark Mechanicus; their payment being rare artifacts, lost technology and alien machines that the Chaos Space Marines or Dark Mechanicus may find in their battles and excavations. Unlike the Dark Mechanicus, the Obliterators of the Warp do not study ancient weaponry; they merely absorb it which can later be used as a personal weapon. While these weapons can range from a mere Lasgun to the size of a Lascannon, there are a few Obliterators in the galaxy that put a twist on this talent. Instead of absorbing the weaponry, they can let the weaponry (such as the Chaos Predator or Dark Mechanicus Gant) absorb them.

SPECIAL RULES Obliterator Weapons: Malchun may fire one weapon from those available in each Shooting Phase. In addition, Malchun may fire this weapon when he is a part of a vehicle (and follows all of the same restrictions as a Pintle-Mounted Weapon) or when on-foot. The weapons available are: Lascannon, Multi-Melta, Plasma Cannon, Heavy Flamer, Twin-Linked MP Hellgun, TwinLinked Meltagun, Twin-Linked Plasmagun, Twin-Linked Flamer. Dark Tank Commander: Malchun is always bought as an upgrade and starts the game as commander of a Dark Mechanicus tank. Malchun may only be included in an army that has chosen the Chaos Religious Faction found on Page 17. Malchuns tank has the Possessed vehicle upgrade automatically and can use his Ballistic Skill of 4. In addition, if the tank suffers a Wrecked or Explodes result, roll a D6. On a 1-3, Malchun is slain. If the result is 4 or more, Malchun has separated from the vehicle before its too late; when the damage is resolved, place him within 2 of the vehicles original position that turn. If this occurs, Malchun has the above profile and the following Special Rules for the remainder of the game: Independent Character, Tech-Priest, Obliterator Weapons, Fearless, Slow and Purposeful. He may not take command of another vehicle.

WARGEAR Cult Bionics

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WARHOUND SCOUT TITAN


ground will tremble and shake from this giants footsteps. Those who are either fortunate enough or unfortunate enough to set eyes on such a titanic creature are sure to second guess their current goals if they do not meet the Warhounds own.
WS 2 BS 4 Armor S F S R I 10 14 13 12 1 A 1

Warhound Titan

Complexity Value: 12 SPECIAL RULES Agile: In the Shooting phase the Warhound may divert some of the energy from its primary weapons towards its legs, so it can choose to: - Fire all available weapons, as normal. - Fire a single Primary Weapon and move an extra D6 (as per the Fleet of Foot rule). - Fire no weapons at all and move an extra 2D6 (as per the Fleet of Foot rule). Reactor Meltdown: If the Warhound suffers an Explosion result on the Warhound Damage Table, its reactor goes nuclear! This is the same as a normal Explosion, except that the range is 6D6, and all models within range suffer a Strength 10 hit with normal saves allowed.

The Warhound Class Titan is a nimble Titan designed to outflank and attack an opponent. Warhounds are often deployed to reconnoiter ahead of the Battle Titans and draw enemy war machines towards them. Their small size and high speed means that they can reach the enemy much more quickly than Battle Titans. For any Titan to appear as part of a Questing Force would mean the TechPriest Magos leading the force is either certain of extreme resistance to their investigations, or feels the need for a near godlike symbol of the Machine Spirit to intimidate the locals. No matter the reasons, including such a war machine will deprive him of many other resources he could call upon, but given the extreme power of the Titan some feel it is worth the extra logistical effort. Miles before the Warhound reaches its destination, the

Massive Size: When using a Warhound Titan in the Capture and Control or Seize Ground game types, this unit can contest a point if within 12 of it, but can never capture a point. Sequestered Information: The Warhound is only available to the Collegiate Religious Faction. WARGEAR Plasma Blastgun, Vulcan Mega-Bolter - The Plasma Blastgun can be fired in two modes with the profiles shown for the weapon. Choose which mode to use each time you fire the weapon. Note: The Warhound automatically has the Holy Icon vehicle upgrade (built into its points cost) due to its very nature. No other vehicle upgrades may be taken.

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WARHOUND SCOUT TITAN


A Titan is a powerful ally in any battlefield situation. The use of such unrestrained destruction is sure to rein down the iron fist of the Omnissiah on your enemys forces. Though the Warhound is typically only allowed in Apocalypse-only games of Warhammer 40,000, the Mechanicus; creators of the Titan legions, have access to them at all times. The Warhound Titan described in this book is only allowed in non-Apocalypse games with a 2,000+ point restriction. In addition, when not playing with the Apocalypse rule set, the following information is needed to field and control the Mechanicus Warhound Scout Titan: SPECIAL RULES The Warhound counts as having the Fearless Special Rule and is not affected by psychic powers except for those with a Strength Value. Any unit wishing to assault the Warhound must pass a Morale Test or else may not assault that turn. Sniper weapons cannot penetrate, but will glance on a 6. PRIMARY WEAPONS These weapons, as defined in their weapon profile, always count as Ordnance for the purposes of rolling for armour penetration and on vehicle damage charts. In addition, whenever a Primary Weapon is affected by a Moderati Shaken or Weapon Destroyed result, the controlling player must roll a dice. On a result of 1-3 the Primary Weapon is shaken/destroyed as normal, but on a 4-6 the hit has not effect. MOVEMENT PHASE The Warhound can move up to 12 in the movement phase. This maximum movement distance may be reduced by Drive Damaged results. The Warhound is also slowed by difficult terrain; roll for the distance they can move and double the result. If the Warhounds path is blocked by enemies, it can tank shock them, as described in the Warhammer 40,000 rulebook, counting as a tank with a frontal armour value of 14. Enemies affected by this must test their Morale with an extra -1 modifier to their Leadership, and can execute Death or Glory as normal (models doing this can survive only by Immobilizing, Wrecking or Destroying the Warhound.) SHOOTING PHASE The Warhound can fire all of its weapons every turn, and it can fire them at different targets. When firing weapons from the Warhound always use true line of site, working the shots out from the barrel of the weapon being fired. Area terrain rules apply as normal. Enemies firing at the Warhound should use true line of site as well, area terrain rules applying as normal as well. ASSAULT PHASE The Warhound can assault any unit within reach. Close combat attacks from the Warhound count as Power Weapons and roll 2D6 plus Strength for Armour Penetration. When rolling on the Vehicle Damage Table, close combat attacks from the Warhound count as hits from Ordnance. When attacking in close combat, the Warhound can choose to attack normally or execute a Stomping Attack. Stomping allows the Warhound to make one attack against every enemy model engaged in combat with it (note there is no bonus attack for charging when using the Stomping Attack.) When stomping, roll to hit once separately against each model attacked. The Warhound can never roll for a sweeping advance. If, at the end of an assault phase, enemy models are still engaged with the Warhound, they must immediately make a consolidation move in order to get at least 1 away from the Warhound. If the enemy is locked in combat with the Warhound as well as another enemy it cannot consolidate in this manner. Instead, the Warhound may choose to make the same consolidation. WARHOUND DAMAGE TABLE D6 1 or less 2 3 4 5 6 or more Modifiers Glancing hit: Penetrating hit: AP 1 hit: -2 0 0

Result Moderati Shaken Steersman Stunned Weapon Destroyed Drive Damaged Structural Damage Explosion!

DAMAGE RESULTS Moderati Shaken: One weapon (chosen by the attacker) cannot fire in the next turn. If all weapons are unable to fire, treat this result as a Steersman Stunned. Steersman Stunned: Until the end of its next turn, the Warhound may not move, has its Attacks reduced by 1 (to a minimum of 1) and may not use its Stomping Attack. If the driver is already stunned, treat this result as a Moderati Shaken. Weapon Destroyed: One weapon (chosen by the attacker) cannot shoot for the rest of the game. If all weapons have been destroyed, treat this result as Drive Damaged. Drive Damaged: The Warhounds maximum movement is permanently halved. If a second Drive Damaged result is suffered, the vehicle is immobilized. An Immobilized Warhound may not use the Stomping Attack. If already Immobilized, treat this result as Weapon Destroyed. Structural Wrecked. Damage: The Warhound counts as

Explosion!: The Warhound explodes. Note the Special Rule Reactor Meltdown found on its profile.

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WARGEAR
This section of Fandex: Adeptus Mechanicus lists the weapons and equipment used by the Cult of the Machine God, along with the rules for using them in your games of Warhammer 40,000.
Most weapons and equipment that can be used by more than one type of model or unit are detailed here, while equipment that is unique to a single model or unit (including wargear carried by named special characters) is detailed in the appropriate entry in the Forces section. For example, Lasguns are ubiquitous and carried by many models, and so are detailed in this section. The Quad Launcher, however, is unique to the Leman Russ. And so, the rules for the weapon are detailed in the Leman Russ entry.

WEAPONS
Assault Cannon
The rapidly rotating, multiple barrels of an assault cannon unleash a storm of shells, each one capable of shredding a man. The sheer volume of fire means that an Assault Cannon can be turned against infantry or even vehicles, where the overwhelming salvo of shells is capable of shredding even the heaviest armour. Range 24 Str 6 AP 4 Type Heavy 4, Rending

Combi-Weapons
Combi-weapons are bolters that have been specially modified by the Cults most skilled artisans. Each has been expertly converted to house another weapon, commonly a Meltagun, Plasmagun or Flamer. This extra weapon carries only a limited charge, allowing the bearer a single shot, perfect for emergencies and shots of opportunity. A member of the Cult that is armed with a CombiWeapon can choose to fire either the bolter, or the secondary weapon, each with the profile listed elsewhere in this section. The bolter can be fired every turn, but the secondary weapon can only be fired once per battle (a Combi-Plasmagun can, of course, Rapid Fire.) You cannot fire both weapons in the same turn.

Autocannon
Autocannons fire large caliber, high velocity shells. They are employed in multiple vehicles and robots of the Machine Cult. Range 48 Str 7 AP 4 Type Heavy 2

Cult Mechanicus Power Axe


These special devices are the signature weapon of the Adeptus Mechanicus, and while they are usually not the most exceptional of warriors each user becomes totally attuned to his or her own axe over many years of training. In combat it counts as a Power Weapon that adds 2 to the users Strength.

Bolter
The Boltgun, or Bolter, fires small missiles, or bolts. Each self-propelled bolt explodes with devastating effect once it has penetrated its target, blowing it apart from the inside. Range 24 Str 4 AP 5 Type Rapid Fire

Flamer Bolt Pistol


Bolt Pistols are smaller versions of bolters. They are perfect side arms for Space Marines and are often wielded alongside a close combat weapon. Range 12 Str 4 AP 5 Type Pistol Flamers spew a highly volatile cloud of liquid chemicals that ignites on contact with the air. Flamers are primarily used to scour the enemy from defended positions, their belches of superheated vapour slaughtering the defenders in a fiery conflagration. Range Template Str 4 AP 5 Type Assault 1

Force Weapon Close Combat Weapon


While the Cult is far more interested in the devastating technologies of projectile weapons, theyre not beyond utilizing the tools of close combat. Close Combat Weapons are as described in the Assault Phase chapter of the Warhammer 40,000 Rulebook. Force Weapons are some of the most powerful close combat weapons any world has seen. These destructive constructs are gifted enhanced power by the users psychic abilities. Only the most powerful beings of the universe can withstand even a single blow. For more information on Force Weapons, see the Warhammer 40,000 rulebook.

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WARGEAR
Frag Grenade
Frag Grenades are explosive devices that are hurled at the enemy prior to an assault. The storm of shrapnel from the exploding Frag Grenade drives opponents further into cover for a few precious moments while the attackers close in. Frag grenades are assault grenades, as described in the Warhammer 40,000 rulebook.

Lascannon
There are few finer weapons for tank hunting than the Lascannon. Within the weapon is a laser chamber that charges an energy blast capable of shattering any enemy vehicle with surprising precision. The Lascannons used by the Cult forces vary, from the armmounted variants carried by Robot Maniples, to the Pursue Pattern Lascannons with specially created handbased triggers donned by the infantry forces of the Praetorians. Range 48 Str 9 AP 2 Type Heavy 1

Grenade Launcher
The Grenade Launcher is a tubular device that fires preprimed and pre-loaded grenades. A versatile, manportable weapon capable of firing a range of deadly rounds makes the Grenade Launcher a powerful weapon. Each time the grenade launcher fires, the controlling player can decide which round is being used. Frag Range 24 Krak Range 24

Lasgun
The Lasgun uses a small portable power pack to produce a focused pinpoint laser plasma beam which is strong enough to take an ordinary human arm off but is not as effective against durable alien bodies and strong armor, it also cauterizes the wounds it inflicts due to the immense heat given off by the shot. The Lasgun is effective when used en mass, but considerably less effective when used alone. Range 24 Str 3 AP Type Rapid Fire

Str 3

AP 6

Type Assault 1, Blast

Str 6

AP 4

Type Assault 1

Hand Flamer
This is a smaller, more compact version of the regular Flamer seen widely in Imperial forces. It can be used to fire a template area effect shot with the profile below and also counts as a single-handed weapon. Range Template Str 3 AP 6 Type Assault 1

Heavy Bolter
An enormous version of the boltgun, the Heavy Bolter fires fist-sized bolts at the enemy with a staggering rate of fire. Range 36 Str 5 AP 4 Type Heavy 3

Krak Grenade
Krak Grenades are armour piercing bombs, designed to crack open the armoured hulls of enemy vehicles. Though they lack the explosive force of Melta Bombs or other specialized demolition charges, their small size makes them easy to carry and ideal for even the smaller infantry of the Adeptus Mechanicus. These ideal weapons of opportunity are covered in a protective casing on a single half of the shell, these explosives can be placed and detonated at a very close range for an explosive charge. See the Vehicles chapter of the Warhammer 40,000 rulebook for details of using Krak Grenades.

Heavy Flamer
The Heavy Flamer is the ultimate weapon for sweeping fortifications clear and purging the ranks of the enemy at close quarters. Range Template Str 5 AP 4 Type Assault 1

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WARGEAR
Laspistol
The Laspistol is the pistol version of the Lasgun. It is used most often in conjunction with a Close Combat Weapon, the pistol variant allowing the user to fire onehanded and wield a melee weapon in the other hand. The Laspistol has the exact same power as its big brother, yet is in a much more compact size that drastically reduces range. Range 12 Str 3 AP Type Pistol

Missile Launcher
The Missile Launcher can fire either Krak or Frag Missiles. Frag Missiles are designed to wreak havoc amongst lightly armoured infantry, while Krak Missiles can challenge the most heavily armoured targets. Each time a Missile Launcher fires, the controlling player can choose which type of missile is being used. Frag Range 48 Krak Range 48

Str 4

AP 6

Type Heavy 1, Blast

Master-Crafted Weapon
Master-Crafted Weapons are the product of years of careful labour by the most accomplished artisans in the Cult. A weapon that has been manufactured with such dedication will be superior to any other weapon of its type. A Master-Crafted Weapon allows the bearer to re-roll one failed roll to hit per player turn when using the weapon.

Str 8

AP 3

Type Heavy 1

MP (Mars Pattern) Hellgun


The Mars Pattern Hellguns of the Cult are similar to the Imperial Hellguns, but are equipped with a more advanced and powerful laser-plasma system. This makes them superior to the Imperials Voss Pattern Hellgun in most respects. However, the higher power output requires superior quality power cells and the complex gun system requires more time and resources to manufacture than even the complex Plasmagun. This makes it more costly to field and so it is generally not issued to the average warrior. Range 18 Str 5 AP 3 Type Assault 1, Gets Hot!

Meltabomb
Meltabombs are subatomic charge-powered demolition munitions, capable of melting through even the most heavily armoured targets. They are much more sophisticated and bulkier than Krak Grenades.. See the Vehicles chapter of Warhammer 40,000 rulebook for details of using Meltabombs.

Meltagun
Meltaguns are lethal anti-armour weapons, used by the Cult when undertaking assaults against heavily fortified defense lines and bunkers. Most effective at very short range, the Meltagun is capable of reducing rock, metal and living material to molten slag or ash. Range 12 Str 8 AP 1 Type Assault 1, Melta

Meltapistol
The Meltapistol is a true gift from the Omnissiah. The inner workings of such a powerful yet compact device are a marvel and the teachings of its assembly are something few hold. While the range is reduced, the power is not and it is quite unforgiving. Range 6 Str 8 AP 1 Type Pistol, Melta

MP (Mars Pattern) Hellpistol


The Mars Pattern Hellpistol corresponds to a Mars Pattern Hellgun in stopping power, yet is only slightly heavier than the average Laspistol. However, it is also more expensive in terms of materials and manpower to manufacture and is typically only available to the higher ranking warriors of the Mechanicus. Range 12 Str 5 AP 3 Type Pistol, Gets Hot!

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WARGEAR
Multi-Melta
A larger, more destructive version of the Meltagun, a Multi-Melta is perfect for destroying bunkers and tanks. The heat generated by this destructive weapon cannot be withstood by most any armour. Range 24 Str 8 AP 1 Type Heavy 1, Melta

Power Weapon
A Power Weapon (typically a sword or axe, but sometimes a glaive, halberd or mace) is sheathed in the lethal haze of a disruptive energy field, capable of tearing through all manner of materials with ease. See the Assault Phase chapter of the Warhammer 40,000 rulebook for details of using Power Weapon.

Plasma Cannon
Plasma Cannons fire a plasma bolt that explodes on impact, generating the destructive heat of a small sun. Plasma Cannons are prone to overheating, and can prove as deadly to the wielder as the target. Range 36 Str 7 AP 2 Type Heavy 1, Blast, Gets Hot!

Shotgun
Shotguns are sturdy and versatile weapons often carried by the Praetorians. The ammo forced by the weapon are small shrap-charges that discharge in a large burst that can overwhelm even the most battlehardened infantry. Range 12 Str 3 AP Type Assault 2

Plasmagun
Smaller than the Plasma Cannon, the Plasmagun is capable of equally devastating power, but fires in a more concentrated pulse that gives the weapon better precision than its big brother. The Plasmagun fires several compact pulses of plasma energy that can sheer through even the toughest of armour that enemies may use against it in vain. Range 24 Str 7 AP 2 Type Rapid Fire, Gets Hot!

Storm Bolter Plasma Pistol


Plasma Pistols are the smallest variant in the plasma weapon family. The destructive fury is undiminished, although the range and rate of fire are reduced to give this weapon the ability to be wielded one-handed. Range 12 Str 7 AP 2 Type Pistol, Gets Hot! A Storm Bolter resembles two boltguns attached side by side. The storm bolter is capable of withering fire without hindering maneuverability, enabling the bearer to charge headlong into combat, firing on his enemy all the while. Range 24 Str 4 AP 5 Type Assault 2

Power Fist
A Power Fist is an armoured gauntlet surrounded by a disruptive energy field. It is used to deliver crushing blows, capable of smashing the thickest armour asunder. See the Assault Phase chapter of the Warhammer 40,000 rulebook for details of using Power Fists.

Thunder Hammer
Thunder Hammers release a terrific blast of energy when they strike an opponent. Thunder hammers are often paired with storm shields, combining superb protection and lethal offensive capabilities. See the Assault Phase chapter of the Warhammer 40,000 rulebook for details of using Thunder Hammers.

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THE ARMORY
OTHER EQUIPMENT
Auspex
An Auspex is a handheld device used to survey friendly and enemy positions and to gain information of surrounding terrain and buildings. Generally they have a series of antennae and a small display, though some have the ability to link with orbital systems on space stations equipped with more powerful sensors. In the turn that an enemy enters the battlefield via Deep Strike or Outflank; any unit that has an Auspex gets to fire 1 ranged weapon that is in range if the enemy deploys within 12 of the unit. This roll is made after the enemy unit is placed on the board, but before the enemys movement phase. The weapon will fire as if the unit has moved in their previous turn.

Cult Standard
Witnessing a Cult Standard can bolster not only the individual, but the Machine Spirits that reside within their bodies and/or armour. Any unit (including vehicles) that has line of site to the Standard Bearer will roll a D6 after being affected by an enemy psychic attack. On a roll of 6 the psychic ability is ignored.

Cybernetic Life-Support System


Cult Mechanicus followers often host a plethora of very simple cybernetic body modifications and replacements, to better elongate the typical human lifespan. Additionally this can often be done without changing their outwardly appearance. This aesthetic benefit helps those who must make appearances with outsiders for the Cult. This wargear offers a 6+ Invulnerable Save to the model.

Combat Enhancements
Many members of the Cult Mechanicus augment themselves with special bio-mechanical implants, designed to improve their effectiveness in serving the Machine God. While they may take many forms, the overall effect is to increase the bearers ability to overpower the enemy in hand to hand combat. A model with Combat Enhancements has an increased Strength of +1, Weapon Skill of +1 and Initiative +1. Note that with these bonuses applied, they are to be recognized as the base stat for the bearer. Also note that a character profile page that lists Combat Enhancements as an automatic Wargear selection has these stat bonuses already worked into their stat line. The bonuses are not cumulative with multiple Combat Enhancements.

Electoos
These subdermal electrical implants are less powerful (and draining) than the ones grafted onto ElectroPriests, but do allow the wearer to make a devastating attack in close combat. In the first round of an Assault, all of the users attacks ignore armour as the power flows from their hands into their weapon. After this initial attack the effects wear off until a new Assault is launched.

Familiar Cult Bionics


Those who become part of the Forgeworld are forever tied to the Omnissiah. Members of the Cult undergo surgery to replace vital organs with bionic enhancements. Some procedures are extremely dangerous, but something all must go through to truly become part of the Cult. From backup life-support webs and autosanguination, to the simple noosphere dataports and eye augmentations and; the modified body is an amazing sight. If a model with this wargear suffers from an unsaved wound, roll a dice. On a 1-4, take the wound as normal (removing the model if it loses its final Wound.) On a 5 or 6 the injury is ignored and the model continues fighting. This ability cannot be used against wounds from weapons that inflict Instant Death (by having a high enough Strength or a Special Rule to that effect; even if the model is an Eternal Warrior.) Neither can it be used against wounds from AP1 or AP2 weapons, power weapons and any other wound against which no armour save can ever be taken (like wounds from Power Fists, Dreadnought CCW, Rending weapons that roll a 6, Perils of the Warp, failed Dangerous Terrain tests, etc.) This wargear also confers the Acute Senses Special Rule. These can be either Haemoncolytes or Techno-mats, both of which act to preserve and cleanse the remaining organic portions of the connected user. Haemoncolytes are vat-grown creatures formed from the users own flesh and blood, while Techno-mats are tethered Servitors which monitor and sustain the users fragile organics. A Familiar provides +1 Toughness to the model equipped with one. This ability is not cumulative with multiple Familiars. Familiars are typically mounted on the same base as the user but can be modeled on another base if desired; in either case they do not count as another model and cannot be targeted in any manner.

Hover Disk
Hover disks are small devices, barely large enough for one rider to stand on, but mounted with a powerful and compact anti-grav propulsion system. They allow the rider to move as if he/she was mounted on a jetbike but without any mounted weapons or increase in Toughness. Hover Disks can be easily stowed so the wearer can move on foot or enter vehicles normally, but cannot be taken by models wearing Terminator Armor.

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THE ARMORY
Mechadendrites
These are a variety of tendril-like prosthetics used by Adeptus Mechanicus personnel to aid in construction, maintenance, and research. They have small motors and actuators within the metallic tentacles and wave about the wearer almost with a life of their own. Models fitted with Mechadendrites gain a +1 to their Attack stat. Models with Mechadendrites as part of their normal wargear have the extra attack already reflected in their stat line.

Servo-Harness
A Servo-Harness gives the equipped a Servo-Arm, a plasma cutter (fired in the Shooting Phase as a TwinLinked Plasma Pistol) and a Flamer. All of these tools are used in precise repair and construction, but also can be used as weapons of war. In the shooting phase a model equipped with a Servo-Harness can fire both harness-mounted weapons, or one harness mounted weapon and another hand-weapon.

Refractor Field
Carried only by high-ranking officers, refractor fields generate a protective energy barrier around the wearer, granting them protection from almost all kinds of attacks. This device confers a 5+ Invulnerable Save.

Rite of Pure Thought


This extreme surgical procedure is becoming more common throughout the ranks of the Adeptus Mechanicus, whereby the emotional and illogical right brain section of the user is replaced with a cogitator linked directly into the remaining, more logical left hemisphere. This allows the user a purity of reason, unencumbered by distractions or any sense of selfpreservation. This confers the Fearless special rule to the model and the unit theyre in.

Signum
The Signum is a special form of communication device that can access a myriad of useful targeting data, allowing a more accurate concentration of fire. These incredibly compact processing units are often implanted in the higher rankings of the Mechanicus. A model can use a Signum in lieu of making a shooting attack of their own. If he does so, one model in his squad is Ballistic Skill 5 for the remainder of the Shooting Phase. Declare that the Signum is being used before any rolls to hit are made.

Servo-Arm
Some of the Adeptus Mechanicus are equipped with powerful Servo-Arms that can be used for battlefield repairs or even put to use as a weapon. Each Servoarm grants the model a single extra close combat attack, made separately at Initiative 1 and Strength 8, ignoring Armour Saves. In addition, if a unit with a Servo-Arm is within 2 (or inside) of a damaged vehicle they may attempt to effect repairs at the beginning of the controlling players turn. If the vehicle has lost a Complexity Value point, has been Immobilized or has a Weapon Destroyed, one of these defects will be corrected on a roll of 5+ (repairing a lost CV will restore a single CV.) Repairs can never be made while the vehicle or the repairing model is in close combat. Only one successful repair can be applied to a vehicle per game turn and the Warhound Scout Titan can never be repaired in this manner.

Stark Shield
A Stark Shield is a smaller than average shield that has a small energy generator built into it. The electrically charged shield is capable of preventing blows in close combat, but not so strong that it can retain its field from ranged fire. A model with a Stark Shield has a 3+ Invulnerable Save in close combat.

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THE ARMORY
Tech Relics represent items carefully created and preserved from the vaults of the holy Forgeworld of Mars itself, and are sometimes issued to the TechPriests on their hazardous exploratory missions. Tech Relics might be a very rare or singular device, or even an ancient item from the Dark Age of Technology whose origins are lost in history. In either case, these items are only used by the most skilled, gifted and powerful minds that the Forgeworlds have to offer. Tech Relics count as Wargear and cannot be MasterCrafted, as even the Adeptus Mechanicus itself cannot sometimes fathom the inner workings of these arcane devices. In addition, you cannot take multiples of the same Tech Relic on the same model, but multiples within the Cult Force are allowed. Many models have access to The Armory, but few are permitted the use of Tech Relics. Whether Tech Relic use is allowed is found in the individual units Army List entry.

TECH RELICS
Conversion Field
This device converts harmful kinetic or electromagnetic energy into a crackling protective field that can be flexed by the user via neural-link. This device gives the wearer and their unit a 5+ Cover Save at all times. This Cover Save cannot be degraded by special rules and cannot be enhanced by special rules such as Stealth. This save is not conferred to transports the unit is in.

Graviton Gun
This arcane rifle fires a stream of graviton particles that disrupt the localized gravimetric field around the targeted area. The stream of grav-chem molecules distorts the light around itself making it easily visible to those around it. If quick maneuvers are not made, the target of this weapon will be forcefully pulled downward as the gravity in close proximity is amplified. This weapon does not cause actual wounds or penetrate armour; the Strength value is used purely to determine if the target can withstand the force of the gravitational pull. Roll to hit, wound/penetrate armour and saves as normal, but instead of causing damage or removing casualties the target cannot move until the start of the next Mechanicus players turn. Vehicles which suffer either a glancing or penetrating hit result of any kind are (instead of rolling on the Vehicle Damage Table) Immobilized until the start of the next Mechanicus players turn. This immobilization cannot be repaired or removed in any manner. If the vehicle is already Immobilized or Immobilized further, this does not cause a Weapon Destroyed or Wrecked result. In addition, consolidation and Fall Back movement is used as normal on enemies the Graviton Gun has affected. Range 18 Str 6 AP Type Heavy 1, Blast

Digital Weapons
Digital Weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a glove. They lack the power to be used at range, but can be triggered in close combat to take advantage of an exposed weakness while the enemy fends off the main attack. A model armed with Digital Weapons can re-roll a single failed roll to wound in each Assault Phase.

Null Rod
Null Rods are black rods of alien origin which act as handheld psychic black holes. Quite literally pulling psychic energies from their source with unknown energies and nullifying them without any known defense. Those that wield such a powerful tool are quite literally immune to any powers a psyker may direct at themselves and those around them. A model equipped with a Null Rod ignores all Psychic Powers that are targeted directly at the model and/or the unit they are in. This includes transport vehicles the model is in.

Displacer Field
This contains a device that detects possible injury to the wearer, and activates a miniature warp-jump engine to flick the wearer out of real-space momentarily to avoid damage. This device gives a 4+ Invulnerable save.

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THE ARMORY
Power Field
A Power Field generates a large and powerful energy bubble around the user, giving the wearer a 3+ Invulnerable Save. This save can only be used against ranged attacks-in an Assault, the enemy is inside the area of the energy bubble and the field can offer no help.

Virus Grenade

(one use only)

Virus Grenades are devised by the finest Genetors on Mars, in carefully controlled laboratories lest the powerful biological toxins escape and devastate the planet. Throwing a Virus Grenade counts as a shooting attack with the following profile: Range 6 Str 3 AP Type Assault 1, Blast

Runes of the Machine God


Before leaving on the Quest, powerful sigils of rare circuitry are inscribed on the armour and special chants are made in the name of the Machine God, designed to protect the wearer from harm. Once per game turn the wearer may roll one Armour or Cover Save from a weapon that for whatever reason would normally not allow it. Note this only applies to Armour and Cover Saves - if an Invulnerable Save, the effect cannot be used.

Roll 2 dice for scatter, using the lowest value for the actual scatter distance. Do not include the models BS when determining the scatter distance. If double of any kind are rolled, the grenade is exceptionally powerful use the Large Blast marker instead of the Small Blast marker for the area affected. Any models touched by the blast template are wounded on a 2+.

Vortex Grenade

(one use only)

Staff of Office
Only the most senior Tech-Priests are gifted with one of these very powerful and rare tech-relics. Glowing with circuit-runes, the staff contains nano-sized warp portals which burst open on contact. The impacts on the portals create intense localized warp disruptions, causing micro-explosions which devastate the stricken enemy. A Staff of Office strikes in the same manner as a Thunder Hammer, but strikes at Initiative 2 rather than striking at Initiative 1. It does take both hands to use properly though and so counts as a Two-Handed Weapon for weapons choices; it also cannot be combined with any other close combat weapons. Note that a Staff of Office wielded by a Rune Priest also counts as a Force Weapon.

One of the most rare items from the Dark Ages, these forbidden devices open an instantaneous tear into the Immaterium. Though the rip into non-reality is small, its effects are devastating as normal matter is torn into the Warp. Throwing a Vortex Grenade counts as a shooting attack with the following profile: Range 6 Str 10 AP 1 Type Assault 1, Blast

Roll 2 dice for scatter, using the lowest value for the actual scatter distance. Do not include the models BS when determining the scatter distance. If doubles of any kind are rolled, the grenade is exceptionally powerful use the Large Blast marker instead of the Small Blast marker for the area affected.

Stasis Grenade

Warp Jump Pack


(one use only)

(one use only)

This grenade type is activated at any time during either players Assault Phase. It emits a shower of antichroniton particles on detonation, literally slowing down the designated area around the enemy. All enemy units fighting the user in the initial Assault fight at Initiative 1 for the remainder of the player turn, after which the effects wear off.

This device allows the wearer and his unit to move up to 24 in the Movement Phase in exactly the same manner as if it was using the Deep Strike Special Rules. The device may be used while the wielder is in hand to hand combat. After one use though, the packs energy supply is exhausted and cannot be used again for the rest of the game. The user (and their unit) may leave a Transport using this wargear. However, Transport vehicles may never be teleported with the unit.

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THE ARMORY
ARMOUR
Techmail Armour
Developed by the Mechanicus, Techmail is made of billions of nanoforged utility microtechs that, when communicating with its host can lessen foreseen incoming blows creating more dense sections of the armour. The armour is jacked into the wearer for this communication, and the microtechs can even repair themselves creating rejuvenation for the armour after taking damage. Models equipped with Techmail Armour receive an Armour Save of 5+.

Artificer Armour
Pristine and masterfully crafted, few armour choices outdo the amount of protection the Artificer provides while being so lightweight. Models equipped with Artificer Armour receive an Armour Save of 2+.

Techmail Robe
The Techmail Robe uses the same technology as the Techmail Armour, the difference being the Techmail Robes microtechs are attached to one another in strands that mimic that of a humanoid spine. Billions of these make up a Techmail Robe, yet to the naked eye it looks like simple cloth. While less protective than the Techmail Armour, the Techmail Robe still provides a level of protection normal robing could never hope to accomplish. Models equipped with Techmail Robes receive an Armour Save of 6+.

Techmail Skin-Plating
Techmail truly shines in its ability to adapt to organic materials. The concept of Techmail implantations in the skin was first used to combat disease and scarring, but was eventually used to provide Cult field teams with protection from harsh environments and enemies. While not as strong as a lot of the armoured plating the Mechanicus developes, Techmail is capable of lessening the blow enough to survive it and quickly recover. Models equipped with Techmail Skin-Plating receive an Armour Save of 4+.

Threat Armour
Threat Armour or Hawked Threat Armour is more commonly used by the Skitarii of the Mechanicus. Lightweight, durable yet surprisingly resilient; this armour plating can rival that of the Astartes Power Armour while still providing fluent and quick movements without needing a power supply. Models equipped with Threat Armour receive an Armour Save of 3+. Note that the Iron Fists Power Armour confers the same save.

Terminator Armour
Due to the powerful exoskeleton and power sources built into their armour, models in Terminator Armour have the Relentless Universal Special Rule. On the other hand, this armour is somewhat cumbersome, so those bestowed with Terminator Armour are not able to pursue a more lightly armoured foe when they flee. A model with Terminator Armour cannot perform a sweeping advance. A model wearing Terminator Armour has a 2+ Armour Save and a 5+ Invulnerable Save. Any model wearing Terminator Armour can be teleported onto the battlefield. They may always start the game in reserve and arrive using the Deep Strike Special Rules, even if it is not part of the mission being played. Models with Terminator Armour count as two models for the purposes of transport capacity, and cannot embark Rhinos or Chimeras.

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THE ARMORY
VEHICLE ARMORY
Boosters
(10 Points)

Mind Impulse Unit (MIU)

(20 Points)

The vehicles engine is modified with superchargers and additional power units, making it much more powerful than normal. Once per game they can be used at the start of the movement phase, adding an additional 6 of movement for that turn without any penalty for firing weapons.

Ceramite Armour

(25 Points)

This technology creates a direct link between a human brain and a larger piece of external machinery allowing control by thought alone as if the machinery was a part of the human's body. Most members of the Adeptus Mechanicus have the ability to link with machines in this fashion as its one of the first surgeries undergone by adepts. Vehicles with this upgrade receive a +1 to their base BS stat.

The vehicle is coated with a protective shielding of specially blessed and rune encrusted ceramics, allowing it to withstand extremely high temperatures. Melta weapon attacks (including Melta Bombs) against the vehicle lose any special benefits they normally gain as a Melta-Weapon.

Pintle-Mounted Weapon

(10 Points)

Pintle-mounted weapons are weapons fitted to Imperial vehicles to provide additional fire support. Look to the weapons profile for information on weapon-mountings. Vehicles allowed this upgrade may take up to two Pintle-Mounted Weapons.

Daemonic Possession*

(20 Points)

A Daemon has possessed this vehicle and in doing so increases its strength. This vehicle will always ignore Shaken and Stunned results (though passengers are affected normally.) This upgrade may be taken on any model with a CV other than Walkers.

Power of the Machine Spirit

(25 Points)

Electro Hull

(10 Points)

The vehicle has been wired with powerful electrical cabling on its exterior, delivering a powerful shock to any enemy models attempting to attack it. Any model attacking the vehicle in close combat will be wounded on a D6 roll of 4+, allowing saves as normal, before resolving its attacks.

A vehicle with this upgrade has been fitted with an especially powerful Machine Spirit, there to protect and guide the vehicle from harm. The interface between a vehicles machine spirit and its fire control mechanisms allow the crew to target with incredible accuracy. A vehicle with the power of the machine spirit can fire one more weapon than would normally be permitted. In addition, this weapon can be fired at a different target to any other weapons, subject to the normal rules for Shooting.

Extra Armour

(10 Points)

Some Cult members vehicle crews add additional armour plating to their vehicles to provide extra protection. Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage table as a Crew Shaken result instead.

Servitor Crew Installation Holy Icon


(15 Points)

(10 Points)

The vehicle mounts a suitably large and impressive symbol of the Machine God. This upgrade acts as a beacon and extension for Rune Priest powers. If a Rune Priest powers range can reach a vehicle with the Holy Icon upgrade, the powers range will be extended by another 18 from that vehicle. The power can also be daisy-chained from one vehicle with the Holy Icon upgrade to another.

The typical crew is replaced with advanced Tech Servitors; specially programmed to operate and service the vehicle. If the vehicle suffers an Immobilized result the Servitor operators may attempt to repair it in the Shooting Phase, instead of shooting any vehiclemounted weapons. On a D6 score of 5 or 6, the vehicle is repaired and may move as normal in following turns. An Immobilized Skimmer may attempt repair in this way but only if it did not move flat out in its last movement phase.

Hunter-killer Missile

(5 Points)

Hunter-killer missiles are commonly fitted to Imperial vehicles. These single-use weapon systems allow vehicles such as Rhinos to engage enemy armoured vehicles that would otherwise far outmatch them. A hunter-killer missile is a krak missile with unlimited range that can only be used once per battle. They are treated as an additional weapon.

Smoke Launchers

(5 Points)

Smoke launchers are used to temporarily obscure the vehicle behind concealing clouds of smoke that obscure or even eliminate an enemys clear view of their target. This allows the vehicle to cross open areas in greater safety. See the vehicles section of the Warhammer 40,000 rulebook for details.

*May only be taken by the Chaos Religious Faction (p. 17)

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1001001 (73)

Adeptus Mechanicus Showcase

Gant
Exigo Hellgun

(Micro Art Studio)

Termite Tunneler
(Ramshackle Games)

Cult Abomination
(Paulson Games/Dragon Forge Design)

Servo-Skull Swarm
(Games Workshop/Forge World)

Tech-Priest Enginseer
Servo-Arm Cult Power Axe Missile Launcher

Robot Maniple
Autocannon (Pig Iron Productions) Lascannon

(Games Workshop) (Conversions by Lantz McDonald. Painting by Tad Lemon. Servo-Skull Swarm Painting by Kourtney Hopkins)

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Adeptus Mechanicus Showcase

Cult Servitors
(Games Workshop)
Plasma Cannon (1) Servo-Arm (1)

Divexo Beacon
(Armorcast)

Praetorians
(Micro Art Studio)
Meltagun (1) Hellgun (1)

Mechanicus Techmarine
Servo-Harness Hellgun

Centurion

Praetorians
Lascannon

(Games Workshop)

(Micro Art Studio)

(Conversions by Lantz McDonald. Painting by Tad Lemon.)

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Adeptus Mechanicus Showcase

Iron Father
(Games Workshop/MaxMini)
Plasma Pistol Power Weapon

Iron Hands
(Games Workshop/MaxMini)
Plasmagun (1)

Tech-Priest Magos
Cult Power Axe Servo-Arm Combi-Melta

Rune Priest
(Micropanzer)

Tech-Priest Transmechanic
Staff of Office

(Forge World)

(Forge World)

(Conversions by Lantz McDonald. Painting by Tad Lemon.)

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THE ARMORY
A character may carry up to two weapons, but only one of these may be a Two-Handed Weapon. Note that some Tech Relics count as Weapons for this purpose. Within these limits, a specified character may add to or replace any weapons he already has with weapons from the Armory. In addition, specified characters may select up to a total of 50 points of combined Wargear and sometimes Tech Relics, except for Tech-Priests who may take up to a combined 100 points of both.

SINGLE HANDED WEAPONS Close Combat Weapon Cult Mechanicus Power Axe Hand Flamer MP Hellpistol Laspistol Meltapistol Plasma Pistol Power Fist Power Weapon Stark Shield Thunder Hammer (Terminator only)

5 pts 15 pts 10 pts 10 pts Free 10 pts 10 pts 15 pts 10 pts 15 pts 20 pts

TWO-HANDED WEAPONS Combi-Weapons: Lasgun-Flamer Lasgun-Grenade Launcher Lasgun-Plasma Gun Lasgun-Meltagun Heavy Bolter MP Hellgun Lasgun Storm Bolter (Terminator only)

5 pts 5 pts 5 pts 5 pts 20 pts 10 pts Free 10 pts

WARGEAR Auspex Combat Enhancements Cybernetic Life-Support System Electoos Frag Grenades Familiar Krak Grenades Master Crafted Weapon Upgrade Mechadendrites Melta Bombs Refractor Field Rite of Pure Thought Servo-Arm Servo-Harness Signum

10 pts 25 pts 5 pts 5 pts 2 pts 15 pts 3 pts 5 pts 10 pts 5 pts 5 pts * 20 pts 20 pts 35 pts 15 pts

TECH RELICS Conversion Field Digital Weapons Displacer Field Graviton Gun (Two-handed weapon) Null Rod Power Field Runes of the Machine God Staff of Office Stasis Grenade (one use only) Virus Grenade (one use only) Vortex Grenade (one use only) Warp Jump Pack (one use only)

25 pts * 5 pts 15 pts * 20 pts 20 pts 30 pts * 10 pts 30 pts 20 pts 35 pts 35 pts 15 pts

* It is likely multiple fields disrupt each other, thus a model may be given only one protective-field device.

VEHICLE UPGRADES Boosters Daemonic Possession Ceramite Armour Electro Hull Extra Armour Holy Icon Hunter-Killer Missile

10 pts 20 pts * 25 pts 10 pts 10 pts 15 pts 5 pts

Mind Impulse Unit (MIU) Pintle-Mounted Exigo Hellgun Pintle-Mounted Storm Bolter Power of the Machine Spirit Servitor Crew Installation Smoke Launchers

20 pts 10 pts 10 pts 25 pts 10 pts 5 pts

* May only be taken by the Chaos Religious Faction and may only be taken on models with a CV that are not Walkers.

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ADEPTUS MECHANICUS ARMY LIST


The following pages contain an army list that enables you to field an Adeptus Mechanicus force and fight battles using the scenarios included in the Warhammer 40,000 rulebook. It also provides you with the basic information youll need in order to field an Adeptus Mechanicus force in scenarios youve devised yourself, or that form part of a campaign. The army list allows you to pick an army based on troops that could be fielded by an Adeptus Mechanicus force. The force list is split into five sections. All the infantry, vehicles and characteristics in the force are placed into one of these depending upon their role on the battlefield. Each model is also given a points value, which varies depending on how effective that model is in battle. Before you choose a force, you will need to agree with your opponent upon a scenario and the total number of points each of you will spend. Then you can proceed to pick your force. which upgrades you want (if any). Any upgrades that are taken must be shown on the model. Once this is done, subtract the point value of the unit from you total points, and then go back and make another choice. Continue doing this until you have spent all your points. Then youre ready to do battle!

USING A FORCE ORGANISATION CHART


The force lists are used in conjunction with the force organization chart from a scenario. Each chart is split into five categories that correspond to the sections in the army list, and each category has one or more boxes. Each grey-toned box indicates that you may make one choice from the section of the force list, while a dark-toned box indicates a compulsory selection. Ive included the chart used for Standard Missions opposite.

FAN CODEX
This force list is based first and foremost around the Adeptus Mechanicus Tech Quest force, but can also be used to collect an army that follows the same rules and restrictions. Use the Adeptus Mechanicus force list presented on the following pages, and paint your miniatures using one of the many colour schemes shown in resources for the Mechanicus online, the one in this fandex or make up the colours and symbols yourself. The great thing about a fan-made codex is the ability to create completely unique miniatures as they typically dont exist for purchase anywhere. A great place to get started is using similar looking miniatures found at Games Workshops online store at www.games-workshop.com. While each units entry will have a picture of the modeled unit, this by no means is what anyone else has envisioned for the unit, it is simply the creator of this fan-made codexs idea of what the unit might look like. The descriptions in each entry are purposely broad in an attempt to let your imagination run wild.

MISSIONS & POINTS


These force lists are primarily designed for use with the Standard Missions from the Warhammer 40,000 rulebook. They may also be used with any other missions that use the Force Organisation charts, but please note that play balance may be affected if they are used for anything other than a Standard Mission.

USING THE FORCE LIST


Before putting your force together for a game, agree with your opponent on the size of each force. Many players like to play games of 1,500 points per side, which provides around two hours of play, or the better part of an afternoon or evening. Look in the relevant section of the army list and decide what unit you want to have in your army, how many models there will be in it, and

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FORCE LIST ENTRIES


Each entry in the force list represents a different unit that you can use in a game. The diagram below will instruct you on the use of a unit profile and what each entry means when creating an army list of your own. For more information about the background, description, stats, wargear and rules for the infantry, vehicles and wargear in the force list can be found on Pages 18-72.

(1) Unit Profile: At the start of each entry you will find the name of the unit, the profile of any models it can include, and the points cost of the unit without any upgrades. For example, the entry shown above is for a Knight Titan that costs 260 points. (2) Unit Composition: Where applicable, this entry lists the number and type of models that make up the basic unit. For example, the 260 point Knight Titan shown above is made up of a single Knight Titan. (3) Unit Type: This entry refers to the Warhammer 40,000 Unit Type Rules chapter. For example, a unit may be Infantry, Vehicle or Jump Infantry, and be subject to a number of rules regarding movement, shooting, assault etc. If the Unit Type box includes the word Unique you may only include one of this unit in your army. (4) Wargear: This entry details the equipment the models in the squad entry carry. The cost for all of these models and all of their equipment is included in the points cost with the unit profile. (5) Special Rules: Any special rules that apply to the unit are listed here. These special rules are explained in further detail in the Forces section. Some refer to the Universal Special Rules section of the Warhammer 40,000 rulebook while some will be specific to this codex. For example, the

Cantharis unit found on Page 44 benefits from the Universal Special Rules Scout and Deep Strike which can be found in the Universal Special Rules section of the Warhammer 40,000 rulebook while the Knight Titan benefits from the Knight Titan Special rule, which is detailed in the Knight Titan entry on Page 42 of this codex. (6) Transport: This entry refers to any transport vehicles the unit may take. These have their own entry on Page 135; The Transport Vehicles section of the Warhammer 40,000 rulebook explains exactly how these dedicated transports work. (7) Options: This section lists all of the upgrades you may add to the unit if you wish to do so. If a model is equipped with something listed in the Unit Upgrades section then you must pay the points for it you may not take an upgrade unless the model in the unit actually has it. Some units have additional options regarding how they may be chosen or fielded, often depending on whether an associated special character is taken. Where ever an option states that you may replace either, neither or both provided you pay the stated points cost. (8) Complexity Value: This entry refers to the A Race Apart rule specific to the Adeptus Mechanicus. Exact information on this value is explained in the Adeptus Mechanicus Special Rules on Page 16.

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HQ
Master Rune Priest Derogo.265 Points
Derogo Unit Composition: 1 (Unique) WS 4 BS 4 S 4 T 4 W X I 4 A 2 Ld 10 Sv 3(i) Page 52 Unit Type: Infantry Wargear: Blessed Rune Armour Staff of Office (also counts as Force Weapon) Combat Enhancements Cult Bionics Familiar Special Rules: Independent Character Eternal Warrior Master Psyker Tech-Priest Machine Spirit Sympathy Chant of Infection

Mercenary Acular..195 Points


Acular Unit Composition: 1 (Unique) WS 3 BS 3 S 3 T 4 W 3 I 3 A 3 Ld 8 Sv 3+/4(i) Wargear: Cult Bionics Techmail Skin-Plating Displacer Field Charlotte

Page 54

Unit Type: Infantry

Special Rules: Independent Character Fearless Uneasy Short Fuse

Circom Spectus..165 Points


Circom Unit Composition: 1 (Unique) WS 3 BS 5 S 3 T 3 W 3 I 4 A 2 Ld 9 Sv 4+/6(i)

Page 57

Special Rules: Independent Character

Unit Type: Infantry

Wargear: Cult Bionics Enhanced Sensory System Funus Occido

Algaryn Fornum........190 Points


Armenneus Unit Composition: 1 (Unique) WS 5 BS 7 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 2+/4(i)

Page 56

Unit Type: Infantry

Wargear: Cult Bionics Corbaeon Pack Electoos Whips Corser Retinae

Special Rules: Independent Character Tech-Priest

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HQ
The Adamantium Giant.........120 Points
Frederick Ad. Giant WS 2 4 BS 3 5 S 3 5 T 4 6 W 1 3 I 3 3 A 2 3 Ld 9 10 Sv 4+/6(i) 2+/5(i) Page 59 Options: Both models count as a single combined HQ choice. The Adamantium Giant must select one or two of the following weapons to be mounted on its shoulder(s): - Autocannon.....+25 pts each - Lascannon...+30 pts each - Missile Launcher....+20 pts each - Plasma Cannon..+25 pts each

Unit Composition: 1 (Unique) 1 (Unique) Unit Type (Frederick): Infantry Special Rules (Frederick): Tech-Priest Wargear (Frederick): Techmail Skin-Plating Lasgun Servo-Arm Cult Bionics Mechandentrites Cybernetic Life-Support System Unit Type (The Ad. Giant): Monstrous Creature Special Rules (The Ad. Giant): Eternal Warrior Robot Superior Programming Inspirational Appearance Wargear (The Ad. Giant): 2x Power Fist Arm mounted Flamer Arm mounted Storm Bolter Cult Bionics Refractor Field

Note: The Adamantium Giant and Frederick form a unit of 2 models. As such, they must remain within 2 of each other at all times. Together they may not join other units, though they may be joined by Independent Characters as normal. For games using Victory Points treat the pair as a unit of 2 worth 2 separate points, but points are only awarded if The Adamantium Giant is killed.

Zacharia Appareo.....140 Points


Zacharia WS 4 BS 4 S 3 T 4 W 2 I 4 A 1 Ld 9 Sv 2+ Wargear (Zacharia): Artificer Armour Cult Bionics Servo Harness Power Field Wargear (Seren): Crol Bolter x2 Complexity Value (Seren): 3

Page 58

Seren

WS 3

BS 3

S 5

/---Armor---\ F S R 12 11 10

I 2

A 1

Unit Composition: 1 (Unique) Unit Type (Zacharia): Infantry Unit Type (Seren): Vehicle (Walker)

Special Rules: Independent Character Move Through Cover Tech-Priest Musings of a Metal Mind Never-ending

Commander Lau...200 Points


Lau Unit Composition: 1 (Unique) WS 5 BS 4 S 5 T 5 W 3 I 6 A 1+D6 Ld 10 Sv 3+/4(i) Special Rules: Independent Character Furious Charge Stubborn Data-Load Your Forces Forceful Action

Page 53

Unit Type: Infantry

Wargear: Threat Armour Frag Grenades Krak Grenades Titans Might Teramia Weapon Attachment Cult Bionics Enhanced Parietal Lobe Personal Body-Void

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HQ
Tech-Priest Magos......90 Points
Tech-Priest Magos WS 3 BS 3 S 3 T 4 W 3 I 3 A 2 Ld 10 Sv 4+ Page 15 Unit Composition: 1 Tech-Priest Magos Unit Type: Infantry Wargear: Techmail Skin-Plating Cult Bionics Special Rules: Independent Character Tech-Priest Disciples: (Allowed up to 8) Acolyte...5 pts Artisan..30 pts Dekan Tinkerer...30 pts Genetor...15 pts Lexmachanic..25 pts Logis....20 pts Louchem.....10 pts Medi Servo-Skull......5 pts Menial Installer...30 pts Praetorian Bodyguard...20 pts Scribe...10 pts Teretai..10 pts Weapon-Cyphe..25 pts Xenologis........15 pts Options: Can purchase up to 100 points of combined Wargear and Tech Relics from the Armory. Replace Techmail Skin-Plating with: - Threat Armour........+10 pts - Artificer Armour...+20 pts Replace Techmail Skin-Plating with Terminator Armour with Storm Bolter and Power Sword+40 pts If Terminator Armour is not chosen, may choose the following: - Hover Disk ......+15 pts

Disciples.......5 - 30 Points
You may take one unit of Disciples for every Tech-Priest Magos in your force. This does not count against your HQ allowance. WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 5+

Page 16

Disciple Unit Composition: See Tech-Priest Magos Unit Type: Infantry

Model Options: Acolytes are each allowed up to 25 points of Wargear from the Armory, except Tech Relics. Dedicated Transports: May select a Gant or Termite.

Wargear: Techmail Armour Laspistol or Lasgun Cult Bionics

Tech-Priest Artifex.......105 Points


WS Tech-Priest Artifex Unit Composition: 1 Tech-Priest Artifex Unit Type: Infantry Wargear: Techmail Skin-Plating Cult Bionics Auspex Sensory Expergo 3 BS 3 S 3 T 4 W 3 I 3 A 2 Ld 10 Sv 4+

Page 14

Special Rules: Independent Character Tech-Priest Strategist

Options: Can purchase up to 100 points of combined Wargear and Tech Relics from the Armory. Replace Techmail Skin-Plating with: - Threat Armour.....+10 pts - Artificer Armour...+20 pts Replace Techmail Skin-Plating with Terminator Armour with Storm Bolter and Power Sword+40 pts If Terminator Armour is not chosen, may choose the following: - Hover Disk ......+15 pts

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HQ
Tech-Priest Transmechanic......120 Points
Tech-Priest Transmechanic WS 3 BS 3 S 3 T 4 W 3 I 3 A 2 Ld 10 Sv 4+ Options: Can purchase up to 100 points of combined Wargear and Tech Relics from the Armory. Replace Techmail Skin-Plating with: - Threat Armour.....+10 pts - Artificer Armour...+20 pts Replace Techmail Skin-Plating with Terminator Armour with Storm Bolter and Power Sword+40 pts If Terminator Armour is not chosen, may choose the following: - Hover Disk ......+15 pts Page 18 Unit Composition: 1 Tech-Priest Transmechanic Unit Type: Infantry Wargear: Techmail Skin-Plating Cult Bionics Servo-Harness Special Rules: Independent Character Tech-Priest Knowledgeable Disciples Servitor Retinue

Servitor Retinue..........24 Points


You may take one Servitor Retinue for every Tech-Priest Transmechanic in your force. This does not count against your HQ allowance. WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+

Page 18

Servitor Unit Composition: 2 Servitors Unit Type: Infantry Wargear: Techmail Skin-Plating Cult Bionics Lasgun

Special Rules: Fearless Slow and Purposeful Dedicated Transport: May select a Gant or Termite.

Options: May include up to 4 additional Servitors.......... ....+12 points per model Each model in the unit may be equipped with Mechadendrites...+5 pts each For every two Servitors in the unit, one Servitor may replace their Lasgun with: - Heavy Bolter...............+20 pts - Multi-Melta or Plasma Cannon.....+30 pts For every two Servitors in the unit, one Servitor may be equipped with: - Servo-Arm......+15 pts

Rune Priest....175 Points


Rune Priest Unit Composition: 1 Rune Priest Unit Type: Infantry Wargear: Blessed Rune Armour Staff of Office (also counts as Force Weapon) Combat Enhancements Cult Bionics WS 4 BS 3 S 4 T 4 W 3 I 4 A Ld 1 10 Sv 3(i)

Pages 23

Special Rules: Independent Character Psyker Tech-Priest Psyker Powers: Blessing of the Machine Blessing of the Man Blessing of the Weapon Chant of the Weapon Chant of Control Chant of Critical Malfunction Chant of Malfunction The Binary Squirt of Destruction

Options: May take a BSE Implant, increasing the number of powers used per turn to three...+55 pts

1010011 (83)

HQ
Iron Father.........145 Points
Iron Father Unit Composition: 1 Iron Father Unit Type: Infantry Wargear: Power Armour Close Combat Weapon Bolt Pistol Frag & Krak Grenades Servo-Arm Chapter Bionics Mechanicus Protectiva WS 6 BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 3+/4(i) Page 25 Special Rules: Independent Character Stubborn Past Trials of a Dying Chapter Options: Replace Bolt Pistol and/or Close Combat Weapon with: - Bolter............free - Storm Bolter........+3 pts - Storm Shield.....+15 pts - Power Sword.....+10 pts - Plasma Pistol...........+10 pts - Power Fist..+25 pts - Thunder Hammer.+30 pts Replace Power Armour with Artificer Armour....+15 pts Take Melta Bombs+5 pts Take Mechadendrites....+10 pts Take Digital Weapons...+10 pts Take Auxiliary Grenade Launcher..............+15 pts Replace Power Armour, Bolt Pistol, Frag & Krak Grenades with Terminator Armour and Storm Bolter and Power Sword....................................+40 pts Replace Terminators Storm Bolter with: - Thunder Hammer.........+20 pts Replace Terminators Power Sword with: - Power Fist.....+10 pts - Storm Shield.....+10 pts - Thunder Hammer.....+20 pts If Terminator Armour is not chosen, may have one of the following: - Jump Pack.....+25 pts

Iron Hands Squad......150 Points


You may take one Iron Hands squad for every Iron Father in your force. This does not count against your HQ allowance. WS 5 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 9 Sv 3+

Page 26

Iron Hands Unit Composition: 5 Iron Hands Unit Type: Infantry Wargear: Power Armour Close Combat Weapon Frag & Krak Grenades Bolter or Bolt Pistol Chapter Bionics

Special Rules: Stubborn Past Trials of a Dying Chapter Dedicated Transport: May select a Gant or Termite.

Unit Options: The entire squad may take Jump Packs.+65 pts Every model in the squadron may be equipped with Mechadendrites..........+30 pts Model Options: Any Iron Hands may replace their Bolter with: - Storm Bolter.....+5 pts Two Iron Hands may replace their Close Combat Weapon and/or Bolt Pistol with: - Power Sword.....+10 pts - Plasma Pistol........+10 pts - Power Fist.........+20 pts Two Iron Hands may replace their Bolters with: - Flamer......+5 pts - Meltagun........+10 pts - Plasmagun.....+15 pts - Heavy Bolter......+15 pts - Heavy Flamer........+15 pts - Multi-Melta.....+15 pts - Missile Launcher.......+15 pts - Plasma Cannon........+20 pts - Lascannon.....+25 pts

1010100 (84)

TROOPS
Praetorians....55 Points
Centurion Praetorian WS 4 3 BS 4 3 S 3 3 T 3 3 W 1 1 I 3 3 A Ld 2 8 1 7 Sv 4+/6(i) 4+/6(i) Page 28 Options: May include up to 15 additional Praetorians.................. .................................................+11 points per model All Praetorian models may replace their Lasgun with: - Shotgun....free Every model in the squadron may be equipped with Mechadendrites......+4 pts each One Praetorian model may replace their Lasgun with: - Lascannon.....+30 pts For every five Praetorians in the squad, one Praetorian model may replace their Lasgun with: - Flamer...........+5 pts each - Grenade Launcher.......+5 pts each - MP Hellgun......+10 pts each - Meltagun......+10 pts each - Plasmagun......+15 pts each One model may be upgraded to a Praetorian Centurion with Techmail Skin-Plating which can choose 50 points of additional equipment from the Armory except Tech-Relics......+10 pts

Unit Composition: 5 Praetorians Unit Type: Infantry

Wargear: Techmail Skin-Plating Lasgun Cult Bionics Cybernetic Life-Support System Dedicated Transport: May select a Gant or Termite.

Machine Cultists.....40 Points


Cult Preacher Machine Cultist WS 3 2 BS 3 2 S 3 3 T 3 3 W 1 1 I 3 3 A 1 1 Ld 9 6 Sv 5+ 6+

Page 27

Unit Composition: 10 Machine Cultists Unit Type: Infantry

Wargear (All): Techmail Robe Lasgun Wargear (Cult Preacher): Techmail Armour Cult Standard Cult Bionics

Options: May include up to 20 additional Machine Cultists................. ...................................................+4 points per model All Machine Cultists may replace their Lasgun with: - Laspistol and Close Combat Weapon....free - Shotgun....free Two Machine Cultists may form a Heavy Weapons Team and must select one of the following: - Autocannon.......+25 pts - Heavy Bolter................+25 pts - Lascannon.....+30 pts - Missile Launcher......+25 pts One model may upgrade to a Machine Cult Preacher with Techmail Armour and is allowed up to 50 points of equipment from the Armory except Tech-Relics ...+10 pts A Machine Cult Preacher may replace Techmail Armour with: - Techmail Skin-Plating.....+5 pts

Pastor Moviss.....65 Points


Pastor Moviss Unit Type: Infantry Special Rules: Tech-Priest Machine Cult Following Master Craftsman The Machine Gods Word WS 4 BS 4 S 3 T 4 W 3 I 3 A 2 Ld 10 Sv 4+

Page 55

Wargear: Techmail Skin-Plating Laspistol Cult Mechanicus Power Axe Combat Enhancements Mechandentrites Runes of the Machine God

Options: Pastor Moviss may be taken as a Machine Cultist unit upgrade. If Pastor Moviss is taken for a Machine Cultist unit, a Machine Cult Preacher upgrade may not be taken for that unit. Machine Cultists in his unit count as Pastor Moviss retinue.

1010101 (85)

TROOPS
Cult Servitors......60 Points
Cult Servitor Unit Composition: 5 Tech Servitors Unit Type: Infantry Wargear: Techmail Skin-Plating Cult Bionics Lasgun WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+ Page 29 Special Rules: Fearless Slow and Purposeful Dedicated Transport: May select a Gant or Termite. Options: May include up to 5 additional Tech Servitors.... ...+12 points per model Every model in the unit may be equipped with Mechadendrites......+4 pts each For every five Servitors in the unit, one Servitor may replace their Lasgun with: - Heavy Bolter..............+20 pts - Multi-Melta or Plasma Cannon...............+30 pts For every five Servitors in the unit, one Servitor may be equipped with: - Servo-Arm.........+15 pts Each Cult Servitor unit may be led by an Enginseer. See page 95 for more information on the Tech-Priest Enginseer........+35 pts

DEDICATED TRANSPORTS
Gant....45 Points
WS Gant 3 BS 3 S /---Armor---\ F S R 11 11 10 I A Page 43 Options: May purchase any Vehicle Upgrades from the Armory. May replace Exigo Hellgun with Autocannon.. .+10 points Complexity Value: 2

Unit Composition: 1 Gant Unit Type: Vehicle (Walker, Tank)

Wargear: Exigo Hellgun Special Rules: Walking Transport Transport Capacity: Eleven Models

Termite.......40 Points
BS 3 /---Armor---\ F S R 11 11 11

Page 45

Termite Unit Composition: 1 Termite Unit Type: Vehicle

Special Rules: Immobile Calculated Assault Rumbling Ground Transport Capacity: Ten Models

Options: May only purchase the Holy Icon Vehicle Upgrade from the Armory. Complexity Value: 2

1010110 (86)

ELITES
Caminus-Priests.........90 Points
Caminus-Priest Unit Composition: 3 Caminus-Priests Unit Type: Infantry Wargear: Cult Bionics Techmail Skin-Plating Twin-Linked Flamer WS 3 BS 3 S 4 T 5 W 1 I 3 A 1 Ld 9 Sv 4+ Page 34 Special Rules: Slow and Purposeful Infiltrate Tech-Priest Masochistic Pyromechanics Dedicated Transport: May select a Gant or Termite. Options: May include up to 3 additional Caminus-Priests.... .....+30 points per model Every model in the unit may be equipped with Mechadendrites.....+5 pts each

Techmarines Squad.......165 Points


Techmarine Enginseer WS 4 3 BS 4 3 S 4 3 T 4 4 W 1 2 I 4 3 A 1 1 Ld 8 9 Sv 2+/5(i) 4+

Page 35

Unit Composition: 1 Tech-Priest Enginseer 2 Techmarines Unit Type: Infantry

Wargear (Techmarines): Artificer Armour Cult Bionics Servo-Harness Bolter Cult Mechanicus Power Axe Refractor Field Dedicated Transport: May select a Gant or Termite.

Options: May include up to 4 additional Techmarines.................. ..........................................+65 points per model Every model in the unit may be equipped with Mechadendrites.......+7 pts each All Techmarines may replace their Servo-Harness with: - Quad-Harness......free - Angel Born-Harness.......free For every two Techmarine models in the unit, one Techmarine may choose to replace their Bolter with: - Grenade Launcher......+5 pts - MP Hellgun........+10 pts - Meltagun.+10 pts - Plasmagun.+15 pts See page 95 for more information on the Tech-Priest Enginseer.

The Forsaken........105 Points


Forsaken Enginseer WS 3 3 BS 3 3 S 2 3 T 2 4 W 1 2 I 3 3 A 1 1 Ld 6 9 Sv 4+

Page 38

Unit Composition: 1 Tech-Priest Enginseer 10 Forsaken Unit Type: Infantry

Wargear (Forsaken): Cult Bionics Special Rules (Forsaken): Fearless Tenacious Onslaught Unstable

Options: May include up to 10 additional Forsaken..................... ....................................................+7 points per model Every Forsaken in the unit may be equipped with Mechadendrites.......+5 pts each See page 95 for more information on the Tech-Priest Enginseer.

1010111 (87)

ELITES
Knight Titan.....195 Points
WS 4 BS 4 S 6 /---Armor---\ F S R 13 12 11 I 4 A 2 Page 42 Knight Titan Unit Composition: 1 Knight Titan Unit Type: Vehicle (Walker) Options: May only purchase Extra Armour, Holy Icon, Hunter-Killer Missile, Power of the Machine Spirit and/or Smoke Launchers Vehicle Upgrades from the Armory. Complexity Value: 4

Wargear: Mega Hammer Track Bolter Special Rules: Knight Titan

Cult Abomination150 Points


WS Abomination 6 BS 3 S 8 T 5 W 3 I 5 A 3 Ld 9 Sv 3+/5(i) Wargear: Cult Bionics Twin-Linked Lascannon Cable Whips Special Rules: Eternal Warrior Extension Cables Feral Machine Spirit

Page 40

Unit Composition: 1 Cult Abomination

Unit Type: Monstrous Creature

Solus Infiltrator.....95 Points


WS Solus Infiltrator Unit Composition: 1 (Unique) 3 BS 7 S 3 T 3 W 1 I 3 A 1 Ld 9 Sv Wargear: Cult Bionics Auspex Hololanth Suit Crest-033 Special Rules: Fearless Stealth Infiltrate Lone Wolf

Page 32

Unit Type: Infantry

1011000 (88)

FAST
Electro-Priests.....156 Points
Electro-Priest Unit Composition: 6 Electro-Priests Unit Type: Infantry Wargear: Electoos Cult Bionics WS 3 BS 2 S 4 T 4 W 1 I 5 A 3 Ld 9 Sv 5(i) Page 33 Special Rules: Tech-Priest Fanatical Attack Fleet of Foot Static Lash Strained Minds Dedicated Transport: May select a Gant or Termite. Options: May include up to 6 additional Electro-Priests... .....+26 points per model

Servo-Skull Swarm.75 Points


Servo-Skull Swarm Unit Composition: 5 Swarm Bases Unit Type: Jetbikes Wargear: Electro-Field Lasgun WS 2 BS 3 S 3 T 3 W I 3 2 A 2 Ld 8 Sv 5+

Page 36

Special Rules: Deep Strike Fearless Scout Vulnerable to Blasts Small Target Pests Swarm

Options: May include up to 10 additional Swarm Bases..... .......+15 points per model

Luceo Rollers.60 Points


Luceo Roller Unit Composition: 3 Luceo Rollers Unit Type: Bikes WS 1 BS 1 S 1 T 4 W I 1 1 A 1 Ld 9 Sv 3+

Page 37

Special Rules: Fearless Tech-Priest Creations Self-Destruct

Options: May include up to 3 additional Luceo Rollers....... .......+20 points per model

1011001 (89)

FAST
Cantharis .....145 Points
/---Armor---\ BS F S R 3 11 10 10 /---Armor---\ F S R I A 11 10 10 Wargear: Exigo Hellgun Extra Armour Special Rules: Assault Vehicle Scout Deep Strike Aerial Deployment Shes Going Down! Transport Capacity: Fourteen Models Page 44 Cantharis WS 3 BS 3 S Options: May only purchase Boosters, Ceramite Armour, PintleMounted Weapon, Hunter Killer Missile and/or Holy Icon Vehicle Upgrades from the Armory. Complexity Value: 4

(Walking)

Unit Composition: 1 Cantharis Unit Type: Vehicle (Fast, Skimmer)

Skitarii...140 Points
Skitarii Unit Composition: 5 Skitarii Unit Type: Infantry Wargear: Threat-Armour Gun-arm Laspistol Cult Bionics Frag & Krak Grenades WS 4 BS 4 S 4 T 4 W 1 I 5 A 2 Ld 9 Sv 3+

Page 30

Special Rules: Furious Charge Stubborn Tribal Fury Dedicated Transport: May select a Gant or Termite.

Options: May include up to 10 additional Skitarii.................. ..................................................+28 points per model Every model in the unit may be equipped with Mechadendrites.......+7 pts each For every five Skitarii in the squadron, one model may take one of the following: - MP Hellgun........+10 pts One Skitarii model may be equipped with a Power Weapon.....+15 pts

Imperial Jetbike Squadron......147 Points


Skitarii Jetbike Unit Composition: 3 Imperial Jetbikes Unit Type: Jetbikes WS 4 BS 4 S 4 T 5 W I 1 5 A 2 Ld 9 Sv 3+

Page 31

Wargear: Techmail Skin-Plating Twin-Linked MP Hellgun Cult Bionics Frag & Krak Grenades Enhanced Boosters Proximity Grenades EMPX Grenades Special Rules: Furious Charge Stubborn

Options: May include up to 6 additional Skitarii Jetbikes....... .........+49 points per model For every three Skitarii Jetbikes in the squadron, one model may take one of the following: - Power Weapon........+15 pts each

1011010 (90)

HEAVY
Atlas Armored Recovery Vehicle....55 Points
Page 47

Composition: Vehicle squadron composed of 1-2 Atlas ARVs. Multiple Atlas ARVs may act separately:
/---Armor---\ F S R 11 11 10

Atlas ARV Unit Type: Vehicle (Tank)

BS 3

Options: May purchase any Vehicle Upgrades from the Armory. Complexity Value: 2

Wargear: Graviton Gun Exigo Hellgun Special Rules: Vehicle Recovery

Leman Russ Tarantula ............135 Points Leman Russ Burrower..........180 Points Leman Russ Vladd..........200 Points Leman Russ Rapier................205 Points Leman Russ Butcher....................215 Points
Composition: Vehicle squadron composed of 1-2 of the above Leman Russ variants in any combination. Multiple Leman Russ may act separately:
Unit Type: Vehicle (Tank) Special Rules: Lumbering Behemoth Wargear (All): Heavy Bolter Leman Russ Tarantula: (See Options) Leman Russ Rapier: Rapier Laser Focuser Leman Russ Burrower: Tunnel Torpedo Leman Russ Butcher: Quad Launcher Leman Russ Vladd: Conversion Beamer

Pages 48-49

Leman Russ Tarantula Leman Russ Burrower Leman Russ Vladd Leman Russ Rapier Leman Russ Butcher

BS 3 3 3 3 3

/---Armor---\ F S R 14 13 10 14 13 10 14 13 10 14 13 11 14 13 11

Options: Any model may purchase any Vehicle Upgrades from the Armory except Boosters. Any model may exchange its Heavy Bolter for: - Heavy Flamer.............................................................free - Lascannon............................................................+15 pts Any model may take a pair of sponsons armed with: - Heavy Bolters or Heavy Flamers..........................+20 pts - Multi-Meltas..........................................................+30 pts - Plasma Cannons..................................................+40 pts The Leman Russ Tarantula variant must be equipped with one of the following: - 2x Twin-Linked Autocannon.....+70 pts - 2x Twin-Linked Lascannon. ....+80 pts - 2x Twin-Linked Plasma Cannon.....+70 pts Complexity Value: 2

Tank Commander Malchun...95 Points


Malchun must be assigned to one tank in the army and is only available to the Chaos Religious Faction (p. 17). WS 4 BS 4 S 4 T 4 W 2 I 4 A 2 Ld 10 Sv 2+/5(i) Wargear: Cult Bionics Power Fist Malchun Unit Composition: 1 (Unique)

Page 60

Special Rules: Obliterator Weapons Dark Tank Commander

Unit Type: Infantry

1011011 (91)

HEAVY
Phantous......135 Points
/---Armor---\ F S R 12 10 10 Page 50

Composition: Vehicle squadron composed of 1-2 Phantous. Multiple Phantous may act separately:
BS 3

Phantous Unit Composition: 1 Phantous Unit Type: Vehicle (Tank)

Wargear: Saturn Launcher Hull-mounted Heavy Bolter

Options: May purchase any Vehicle Upgrades from the Armory. May replace Heavy Bolter for: - Heavy Flamer.............................................................free Complexity Value: 3

Textura.....115 Points
WS 3 BS 3 S 6 /---Armor---\ F S R 12 11 10 I 3 A 3

Page 41

Textura Unit Composition: 1 Textura Unit Type: Vehicle (Walker)

Wargear: Plasma Welder Heavy Flamer 2x Power Lifter

Options: May only purchase Extra Armour, Holy Icon, Hunter-Killer Missile, Power of the Machine Spirit and/or Smoke Launchers Vehicle Upgrades from the Armory. May replace one Power Lifter (reducing attacks to 2) with one of the following: - Twin-Linked Multi-Melta.......+25 pts - Twin-Linked Heavy Flamer......+25 pts - Twin-Linked Assault Cannon......+30 pts - Twin-Linked Lascannon.......+35 pts Complexity Value: 2

Divexo Beacon........135 Points


/---Armor---\ F S R 11 11 11

Page 46

Composition: Vehicle squadron composed of 1-2 Beacons. Multiple Beacons may act separately:
BS 3 Special Rules: Illumination Immobile

Divexo Beacon Unit Type: Vehicle Wargear: Verto Concentrator Electro Hull

Options: May only purchase the Holy Icon Vehicle Upgrade from the Armory. Complexity Value: 3

1011100 (92)

HEAVY
Note: In a single Cult Mechanicus force, there is a restriction of 0-1 Robot Maniple units of any kind.

Cataphract Robot Maniple....................55 Points


Cataphract Robot Unit Composition: 1 Robot Unit Type: Infantry WS 3 BS 5 S 4 T 5 W I 2 2 A 1 Ld 10 Sv 2+

Page 39

Wargear : 2x Ranged Weapon Arm Special Rules: Bio-Mechanical Guidance Robot

Options: May include up to 3 additional Robots................... .................................................+55 points per model All Robot models must equip each Ranged Weapon Arm with one of the following: - Autocannon ....+25 pts each - Lascannon ......+30 pts each - Missile Launcher.+20 pts each - Plasma cannon...+25 pts each Each Robot unit may be led by an Enginseer. See page 95 for more information on the Tech-Priest Enginseer........+35 pts

Conqueror Robot Maniple.....................65 Points


Conqueror Robot Unit Composition: 1 Robot Unit Type: Infantry WS 4 BS 4 S 8 T 5 W I 2 3 A 2 Ld 10 Sv 2+

Page 39

Wargear : Ranged Weapon Arm Power Fist Special Rules: Bio-Mechanical Guidance Robot

Options: May include up to 3 additional Robots................... .................................................+65 points per model All Robot models must equip each Ranged Weapon Arm with: - Autocannon ....+25 pts each - Lascannon ......+30 pts each - Missile Launcher.+20 pts each - Plasma cannon...+25 pts each Each Robot unit may be led by an Enginseer. See page 95 for more information on the Tech-Priest Enginseer........+35 pts

Crusader Robot Maniple.....................75 Points


WS Crusader Robot Unit Composition: 1 Robot Unit Type: Infantry 5 BS 3 S 8 T 5 W I 2 4 A 3 Ld 10 Sv 2+

Page 39

Wargear : 2x Power Fist Special Rules: Bio-Mechanical Guidance Robot

Options: May include up to 3 additional Robots................... .................................................+75 points per model Each Robot unit may be led by an Enginseer. See page 95 for more information on the Tech-Priest Enginseer........+35 pts

1011101 (93)

OTHER
Note: In a single Cult Mechanicus force, there is a restriction of 0-1 Mechanicus Constructs.

Mechanicus Construct.......40 Points


BS 3 /---Armor---\ F S R 10 10 10

Pages 51

Tank

Walker

WS 3

BS 3

S 5

/---Armor---\ F S R 10 10 10

I 3

A 1

Unit Composition: 1 (Unique) Special Rules: Construct

Unit Type: Vehicle (Tank or Walker)

Walker Options: May upgrade Weapon Skill to: - 4.+5 pts - 5...+10 pts - 6...+15 pts May upgrade Initiative to: - 4.+5 pts - 5...+10 pts - 6...+15 pts May upgrade Attacks to: - 2...+10 pts - 3...+20 pts - 4...+30 pts May take the Fleet of Foot Special Rule.+15 pts Weapon Options (Walker): The walkers left arm may take one of the following: - Heavy Bolter......+15 pts - Heavy Flamer...........+15 pts - Multi-Melta.....+15 pts - Missile Launcher..........+15 pts - Plasma Cannon........+20 pts - Assault Cannon........+20 pts - Lascannon.....+25 pts - Dreadnought CCW.......+10 pts (this does not increase the number of Attacks) The walkers right arm may take one of the following: - Heavy Bolter......+15 pts - Heavy Flamer...........+15 pts - Multi-Melta.....+15 pts - Missile Launcher..........+15 pts - Plasma Cannon........+20 pts - Assault Cannon........+20 pts - Lascannon.....+25 pts - Dreadnought CCW.......+10 pts (this does not increase the number of Attacks) May take up to two of the following: - Flamer......+5 pts - Grenade Launcher.....+5 pts - Storm Bolter......+10 pts - MP Hellgun........+10 pts - Meltagun........+10 pts - Plasmagun.....+15 pts

Options: A Mechanicus Construct may be selected as an Elite, Fast or Heavy Support unit. A Mechanicus Construct may be selected as a Tank or a Walker using the appropriate stat lines to the left and options below. May purchase any Vehicle Upgrades from the Armory. May upgrade Front Armour to one of the following: - 11...+10 pts - 12+20 pts - 13+30 pts - 14+45 pts May upgrade Side Armour to one of the following: - 11...+10 pts - 12+20 pts - 13+30 pts - 14+45 pts May upgrade Rear Armour to one of the following: - 11...+10 pts - 12+20 pts - 13+30 pts - 14+45 pts A Mechanics Construct has a Complexity Value of 1, but may upgrade to one of the following: - 2..+20 pts - 3..+30 pts - 4..+40 pts - 5..+50 pts - 6..+60 pts Tank Options: May become a Fast Tank Unit Type...+10 pts May become a Skimmer Tank Unit Type...+20 pts Weapon Options (Tank): May take a single turret-mounted weapon: - Heavy Bolter........+15 pts - Heavy Flamer..........+15 pts - Multi-Melta........+15 pts - Missile Launcher.........+15 pts - Plasma Cannon...........+20 pts - Assault Cannon...........+20 pts - Lascannon........+25 pts May take a single hull-mounted weapon: - Heavy Bolter........+15 pts - Heavy Flamer..........+15 pts - Multi-Melta........+15 pts - Missile Launcher.........+15 pts - Plasma Cannon...........+20 pts - Assault Cannon..............+20 pts - Lascannon........+25 pts May take a pair of sponsons armed with: - Heavy Bolter...................+20 pts - Heavy Flamer..........+20 pts - Multi-Melta........+30 pts - Missile Launcher.........+30 pts - Plasma Cannon.......+35 pts - Assault Cannon...........+20 pts - Lascannon........+40 pts

1011110 (94)

OTHER
Tech-Priest Enginseer...35 Points
Enginseer Unit Type: Infantry Special Rules: Independent Character Tech-Priest WS 3 BS 3 S 3 T 4 W 2 I 3 A 1 Ld 9 Sv 4+ Page 22 Options: A Tech-Priest Enginseer is an upgrade option for Cult Servitors and Robot Maniples. A Tech-Priest Enginseer is a required addition to Techmarines and The Forsaken. Note that the point cost for an Enginseer is already included in their point costs found on Page 87. A Tech-Priest Enginseer is allowed up to 100 points of equipment from the Armory, including Tech-Relics.

Wargear: Cult Bionics Techmail Skin-Plating

Warhound Scout Titan.......950 Points


The Warhound Titan is only available to the Collegiate Titanica Religious Faction (p. 17). /---Armor---\ F S R 14 13 12

Pages 61-62

Warhound Titan Unit Composition: 1 (Unique)

WS 2

BS 4

S 10

I 1

A 1

Wargear: Holy Icon Plasma Blastgun Vulcan Mega-Bolter Special Rules: Agile Massive Size Reactor Meltdown Sequestered Information

Options: If a Warhound Titan is fielded in a Cult Mechanicus force for a non-Apocalypse game, it fills the roles of and counts as all 3 Heavy Support choices as well as 1 HQ choice. Complexity Value: 12

Unit Type: Vehicle (Walker)

Note: The Warhound Scout Titan is only allowed in non-Apocalypse games with a 2,000+ point restriction. In addition, the Warhound Scout Titan counts as 4 Kill Points for games that use Kill Points to determine the winner.

1011111 (95)

STATS (Units)
Profile Tech-Priest Transmechanic Tech-Priest Artifex Tech-Priest Magos (Disciple) Rune Priest Iron Father Iron Hands Solus Infiltrator Praetorian Centurion Praetorian Machine Cult Preacher Machine Cultist Servo-Skull Swarm Skitarii Skitarii Jetbike Electro-Priest Caminus-Priest Tech-Priest Enginseer Techmarine The Forsaken Robot (Cataphract) Robot (Conqueror) Robot (Crusader) Cult Servitor Luceo Roller Cult Abomination Master Rune Priest Derogo Commander Lau Acular Pastor Moviss Algaryn Fornum Circom Zacharia Appareo Frederick The Adamantium Giant Obliterator Malchun Profile Atlas ARV Termite Cantharis Phantous Divexo Beacon Leman Russ Tarantula Leman Russ Burrower Leman Russ Vladd Leman Russ Rapier Leman Russ Butcher Construct Profile Gant Cantharis Knight Titan Textura Seren Construct Warhound WS 3 3 4 3 3 3 2 WS 3 3 3 3 4 6 5 3 4 3 3 2 2 4 4 3 3 3 4 3 3 4 5 3 1 6 4 5 3 4 5 3 4 2 4 4 Front 11 11 11 12 11 14 14 14 14 14 10 BS 3 3 4 3 3 3 4 S 6 6 5 5 10 BS 3 3 3 3 3 5 4 7 4 3 3 2 3 4 4 2 3 3 4 3 4 4 3 3 1 3 4 4 3 4 7 5 4 3 5 4 S 3 3 3 3 4 4 4 3 3 3 3 3 3 4 4 4 4 3 4 2 4 8 8 3 1 8 4 5 3 3 4 3 3 3 5 4 Side 11 11 10 10 11 13 13 13 13 13 10 Front 11 11 13 12 12 10 14 T 4 4 4 3 3 4 4 3 3 3 3 3 3 4 5 4 5 4 4 2 5 5 5 3 4 5 4 5 4 4 4 3 4 4 6 4 W 3 3 3 1 3 3 1 1 1 1 1 1 3 1 1 1 1 2 1 1 2 2 2 1 1 3 X 3 3 3 3 3 2 1 3 2 I 3 3 3 3 4 5 4 3 3 3 3 3 2 5 5 5 3 3 4 3 2 3 4 3 1 5 4 6 3 3 5 4 4 3 3 4 A 2 2 2 1 1 3 2 1 2 1 1 1 2 2 2 3 1 1 1 1 1 2 3 1 1 3 2 1+D6 3 2 3 2 1 2 3 2 BS 3 3 3 3 3 3 3 3 3 3 3 I 4 3 2 3 1 A 2 3 1 1 1 Ld 10 10 10 8 10 10 9 9 8 7 9 6 8 9 9 9 9 9 8 6 10 10 10 8 9 9 10 10 8 10 10 9 9 9 10 9 CV 2 2 4 3 3 2 2 2 2 2 1 CV 2 4 4 2 3 1 12 Sv 4+ 4+ 4+ 5+ 3(i) 3+/4(i) 3+ 4+/6(i) 4+/6(i) 5+ 6+ 5+ 3+ 3+ 5(i) 4+ 4+ 2+/5(i) 2+ 2+ 2+ 4+ 3+ 3+/5(i) 3(i) 3+/4(i) 3+/4(i) 4+ 2+/4(i) 4+/6(i) 2+ 4+/6(i) 2+/5(i) 2+/5(i) Page 18 19 20 21 23 25 26 32 28 28 27 27 36 30 31 33 34 22 35 38 39 39 39 29 37 40 52 53 54 55 56 57 58 59 59 60 Page 47 45 44 50 46 48-49 48-49 48-49 48-49 48-49 51 Page 43 44 42 41 58 51 61-62

Rear 10 11 10 10 11 10 10 10 11 11 10 Armor Side Rear 11 10 10 10 12 11 11 10 11 10 10 10 13 12

1100000 (96)

STATS (Weapons)
Weapon Assault Cannon Autocannon Bolt Pistol Bolter Charlotte Conversion Beamer Range 24 48 12 24 24 Up to 18 18 - 42 42 - 72 Up to 6 6 - 24 24 - 48 36 48 18 Template 12 18 24 24 Template 36 Template 48 24 12 6 12 6 48 48 18 12 24 12 36 24 12 X 36 24 18 12 24 18 36 12-48 36 36 Str 6 7 4 4 4 6 8 10 4 6 8 5 5 4 4 4 6 3 6 3 5 5 9 3 3 7 8 8 4 8 4 4 8 8 7 7 7 6 8 6 5 3 4 6 5 5 5 7 AP 4 4 5 5 5 4 1 4 2 4 3 3 5 1 6 4 6 4 4 2 2 1 1 6 3 3 3 1 5 2 2 2 3 6 5 2 4 5 5 3 Type Heavy 4, Rending Heavy 2 Pistol Rapid Fire Assault 3 * Ordnance 1, Blast Page 63 63 63 63 54 49

Corbaeon Pack

Assault 1, Blast, Gets Hot!

56

Crol Bolter Crest-033 Exigo Hellgun Flamer Funus Graviton Gun (Grenade Launcher) Frag Grenade Krak Grenade Hand Flamer Heavy Bolter Heavy Flamer Lascannon Lasgun Laspistol Mega Hammer Meltagun Meltapistol (Missile Launcher) Frag Missile Krak Missile MP Hellgun MP Hellpistol Multi-Melta Occido Plasma Cannon Plasmagun Plasma Pistol Proximity Grenade Quad Launcher Rapier Laser Focuser Saturn Launcher Shotgun Storm Bolter Teramia Weapon Attachment Track Bolter Tunnel Torpedo (Verto Concentrator) Dispersed Concentrated

Heavy 3 * Heavy 1 * Assault 2, Twin-Linked Assault 1 Pistol * Heavy 1, Blast * Assault 1, Blast Assault 1 Assault 1 Heavy 3 Assault 1 Heavy 1 Rapid Fire Pistol Heavy 1, Blast * Assault 1, Melta Pistol, Melta Heavy 1, Blast Heavy 1 Assault 1 Pistol Heavy 1, Melta Pistol * Heavy 1, Blast, Gets Hot! Rapid Fire, Gets Hot! Pistol, Gets Hot! Assault 3, Blast * Heavy 2+D3, Blast, Barrage * Heavy 4D6 Heavy 1+X * Assault 2 Assault 2 Assault 2 Heavy 10 * Heavy 1, Large Blast *

58 32 43 63 57 69 64

64 64 64 65 65 65 42 65 65 65

64 64 66 57 66 66 66 31 49 49 50 66 66 53 42 49 46

Heavy 1, Large Blast, Ignores Cover Heavy 1, Blast, Twin-Linked *see the noted page number for additional details.

Warhound Weapons Summary Weapon Plasma Blastgun (rapid) (full) Vulcan Mega-bolter

Range 72 96 60

Str 8 10 6

AP 2 2 3

Type Ordnance 2, Blast, Primary Ordnance 1, Large Blast, Primary Heavy 15, Primary

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CREDITS
v5.101711.L

Codex: Adeptus Mechanicus


Updates by Lantz Information on this FanDex and FAQ updates: www.AdMechFanDex.com Information on creating models used for units: http://www.Twin-Linked-Awesome.blogspot.com Comments, concerns, suggestions, criticism or just to say hello: sinaura40k@gmail.com
This Warhammer 40,000 Fan-made Codex Is Dedicated To The Memory Of Craig Alan Teske.

Special Thanks To: Tim Huckelbery for providing an inspiring FanDex for me to recreate. Derek Reihe, Ben Runyun, Jonathan Taylor and Nick Thom for their immense online-efforts on this project. Eric Duffield for his spectacular artwork used for the cover. Dan Abnett and his inspirational book Titanicus which I used as the basis for lore/fluff in this FanDex. Mark Hofmann of www.musingsofametalmind.blogspot.com for the inspiration he has provided with his beautiful conversions. Games Workshop for the amazing universe theyve created for us all to frolic in. Table Top Fix (www.ttfix.blogspot.com) and Colonel Shofer (www.colshofer.blogspot.com) Without these two I would have never found the models used for the units in this FanDex. James Blevins, Kourtney Hopkins and Tad Lemon for their spectacular painting skills. Justin Wu for setting up and helping maintain admechfandex.com. Nathaniel Mechanical Legs Chester this FanDex would not have been possible without him. The numerous open beta testers throughout the internet community.

A Big Thanks To The Following Companies For Their Miniatures That Were Used For Units In This FanDex: Games Workshop MaxMini Dragon Forge Designs Chapterhouse Studios Armorcast Antenocitis Workshop Black Cat Studios Blight Wheel Miniatures Ramshackle Games Paulson Games Micropanzer Wargame Studios Quantum Gothic Pig Iron Productions An Extra Special Thanks To: Darrel Hallowell, Tad Lemon and Eric Vaughn as well as Sterling Kelley, Keith Kubec, Aaron Lococo, Trent Schell and AJ Whitehead The members of our gaming group Twin-Linked Awesome for closed and open beta rule assessments, playtesting and my constant picking of their brains.

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CREDITS
About The FanDex: The idea for this project started in very early 2010 after I finished reading the novel Titanicus by Dan Abnett; a story depicting a Forge World of the Imperium and their strife against the Dark Mechanicus. This perfectly written adventure pushed me to create up-todate rules for the Adeptus Mechanicus as I truly believe they deserve a spotlight alongside the other codices out there. After a shaky beginning this fandex has slowly started to gain ground in the community. The first version released to beta-testers was not well received, but it was these critical assessments that took my work further. The second version was a night-and-day change from its original and found its way into numerous beta-testers hands with a much brighter acclaim than before. This wasnt enough, however. After completing the second version I knew this project was never going to be truly completed. So long as imaginations run wild and the community is receptive of it, my plan is to continue to update this fandex for as long as I can. Thanks to the help of the community this third version is an entirely new beast; from new units and unit pictures to the fluff additions from several talented writers and eased page organization, this project has exploded into something tremendous and worthwhile. The future is uncertain, but one thing I know is for sure. As long as I have functioning fingers, the Adeptus Mechanicus will have their place on the tabletop.
Lantz McDonald; Egotistical Visionary

This FanDex is unofficial and is in no way endorsed by Games Workshop Limited. This FanDex has been created without permission from Games Workshop and several pictures used in this project are used without permission from their original sources. This is a free FanDex and in no way should be distributed for profit. Updates and info on this FanDex and Lantz can be found at www.AdMechFanDex.com or www.Twin-Linked-Awesome.blogspot.com. 40k, Adeptus, Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, City of the Damned, Codex, Daemonhunters, Dark Angels, Darkblade, Dark Eldar, Dark Future, Dawn of War, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, the Khorne device, Kroot, Lord of Change, Marauder, Mechanicus, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, the Nurgle device, Omnissiah, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, the Slaanesh device, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, the Tzeentch device, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either , TM and/or Games Workshop Ltd 2000-2006, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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