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Bionics and Table 3—15: Cybernetics

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“If the human body is simply a machine, why not replace the
defective parts?” INTERNAL POWER CELL
–Magos Biologis Kralor These implanted power cells use body heat and movement to
recharge, requiring a day to gain a charge roughly equivalent

T
he replacement and repair of the human form with to a lasgun power pack. Unlike a Potentia Coil implant,
machines is commonplace within the Imperium. this does not generate enough power to operate complex
Indeed, some groups amongst humanity, foremost the machinery but is smaller, more easily concealed, and still
Adeptus Mechanicus, encourage it. Bionic eyes, limbs, cranial useful in an emergency. Wiring leads to ports in the skin that
jacks, and other augmetics are a part of life for many Imperial accept most standard power conduits. The Power Cell can act
citizens, though there are other, more radical bionics as well. as an ammo charge pack for a standard Lasgun or Hellgun
and will take a full day to recharge after use.
BLACKBONE BRACING
Some or all of the user’s bones are wrapped with a lattice
PAIN WARD
of plasteel to strengthen them and prevent damage. This The pain ward implant redirects incapacitating levels of
implant is commonly provided for fingers, forearms, shins, pain to other regions of the brain, causing the sufferer to
and ribs both to offer a stronger punch as well as grant more experience that pain as colours, hallucinations, or tastes. The
protection in combat. A character with this Implant gains the implanted character can ignore Stun effects and involuntary
Bulging Biceps and Iron Jaw Talents, and gains a +2 bonus actions or penalties resulting from the pain of critical damage,
to Damage for all unarmed attacks. being on fire, drowning, and so on. Involuntary actions and
restrictions caused by the mechanics of a particular injury still
occur as normal.
GASTRAL BIONICS
This replaces the stomach and intestinal tract with a
mechanized digestive system, allowing the user to digest
VITAE SUPPLACEMENT
almost any organic material and even many non-organic This is simply an emergency life support system built into
materials, so long as there are nutrients to be found. It will the chest and wired into the spine, intended to sustain fragile
handle most dangerous poisons and harmful bio-motes as flesh when it fails. It can oxygenate blood via electrolytic
well. This implant allows the user to ignore the effects of microfabric implanted in the lungs, keep blood circulating
any ingested toxic foodstuffs or poisons. Best craftmanship via backup pumps, and send necessary electrical stimulus
implants allow the user to survive by eating anything organic to the rest of the body when it senses catastrophic injury.
(although they may not enjoy doing so, as the bionics do not While it won’t last for longer than a few hours, the actions
protect against flavours, textures, spines, spikes, or splinters). of the Vitae Supplacement are usually sufficient to prevent
death until the medicae arrive. Vitae Supplacement grants the
Autosanguine Talent and, at the GM’s discretion, may give a
INTERNAL BLADE 50% chance of not dying due to blood loss or other normally
Mounted inside the forearm is a long blade, which can fatal consequences of severe wounds. Common Craftsmanship
spring from a skin vent along the back of the hand to act versions can preserve someone for up to four hours, Good
as a shortsword or dagger, an ideal surprise for a foe who and Best versions double and triple this time, respectively.
believes an individual unarmed. In some versions, the entire
hand is augmetic, folding to form a hilt for the revealed blade.
The internal blade has the same characteristics as a mono-
knife, and may gain any weapon upgrades appropriate for its
type. Some rare internal blades are power weapons or possess
internal reservoirs of poison with which to coat the blade.
Good craftmanship Internal Blades possess the Toxic Quality,
while Best craftmanship Internal Blades gain +2 damage, +2
Pen, and the Power Field Quality.

141
Cybernetics
and Implants
“The weaknesses of flesh are to be despised. Disease and age and
injury all afflict the reviled tissues that make up the supposedly ‘pure’
human form, while steel and plastic and silicon endure. The flesh-
mind is plagued by doubt and confusion and cluttered with needless
trivialities, instincts and emotions, while the machine-mind knows
only the purity of absolute logic. Which, then, is to be aspired to? large amounts of light which would give the user’s presence
Flesh is fit only to be used and discarded, only the machine is eternal.” away. The light is powered by the user’s own body heat, and
the design is extremely simple and reliable.
–The Heretek-Magos Umbra Malygris ‘the Damned’
SERVO-LIMBS
B
ionic and augmetic devices are used in all walks of life
within and beyond the Imperium, and criminals are no Crude bionic limbs fitted with heavy industrial tools are
exception to this. A variety of implanted tools are found common in the depths of hive cities, forced upon heavy
as frequently amongst those on the wrong side of the law as those bond-labourers and other unfortunates for whom normal
in the right, and a selection of these are covered in this section. tools are insufficient. These tools are often repurposed into
crude weapons and used in brutal pit-fights.
ÆTHERIC WAVE-SPARS A servo-limb is a bionic arm with no hand, and
Grafted to the spine and affixed by thick cables to heavy consequently cannot be used for fine manipulation or any
metal vambraces, these metre-long poles are designed to task that requires holding an object with that hand (or, for
conduct psychic energy, allowing a psyker to channel more that matter, both hands). The heavy tool—most commonly
greedily and aggressively, bleeding away some of the excess a buzz-saw, pneumo-hammer, rock-drill, a set of mono-
power. Implants of this sort have been extensively tested shears, a chainsaw or other dangerous object—is in all cases
by the Calixian Adeptus Astra Telepathica, but it has been a melee weapon dealing 1d10+4 damage (damage type is
found that the power and utility they provide is dangerously Rending or Impact, as appropriate for the tool, chosen at the
unstable, and they are now banned by the decree of none time of implantation), with a Pen of 2 and the Tearing and
other than Lord Inquisitor Caiden. Unbalanced Qualities.
When a character with this implant Pushes a psychic
power, he may add a +1 bonus to his total Psy Rating. Poor WEAPON BRACING
ætheric wave-spars also add a further +10 to all rolls on the An articulated, powered network of cables, hydraulic support
Psychic Phenomena table. Good-craftsmanship ætheric wave- struts and locking mechanisms are built up the recipient’s
spars instead reduce all rolls on the Psychic Phenomena table arm, beneath the skin and connecting between both muscle
by –10, calculated after all other modifiers. and bone all the way up to the shoulder and upper back.
All the way along, but concentrated mostly on the forearms
THIEF’S LIGHT and hands, are magnetic clamps that push up beneath or even
A simple skinplant, a thief ’s light is a simple luminescent through the skin, and can affix to specially-altered weapons.
panel housed in the palm of the hand, almost invisible until The reinforcement spreads the weight of the gun along the
activated. When switched on, usually through squeezing the arm and absorbs the shock of firing. The system requires no
hand shut for a few moments, the panel glows with a soft external power source—it runs off of the heat generated by
light, enough to illuminate objects within a few centimetres the recipient’s own body—and can accommodate almost
clearly enough to perform intricate tasks without producing any rifle-sized weapon, though ones rebuilt to better fit the

68
bracing (clamping the weapon to the forearm, and relocating Segrazian “Viperdrive” Pirate Engine
the gun’s grip and trigger farther forward) can take better A blatant copy of the Mezoan theta-7 drive, created by the
advantage of the structure. lawless tech-guilds of Segrazia in the Skardian Reaches near
A character fitted with weapon bracing can spend a full the on the outer reaches of the Calixis Sector, this design
action connecting a pistol or basic weapon to the external trades on the reputation of the fast Viper class scout sloop.
mounts. An affixed weapon can be used in one hand without The engine is popular with reavers who value pure speed
any penalty that might normally apply, and gains a +20 for extended stern chases and the evasion of naval patrols.
bonus on all Weapon Skill Tests to resist being disarmed. Certain Rogue Traders have also (perhaps unwisely) fitted
these temperamental drives to their frigates.
INTERKERATIC IMPLANTS Oversized Engines: Increase the Ship’s speed by +2 and
These implants consist of additional layers built into the Manoeuvrability by +5
cornea of the recipient, whether gene-altered organic matter Fragile Engines: Any hits to the finely-balanced plasma
just beneath the surface, or advanced photo-augur technology drives are likely to incapacitate the entire ship. If an Engines
implanted over the surface of the eye. Regardless of the source, Crippled result is rolled on the Critical Hits table (page 222,
the implant enhances the vision of the recipient, allowing Rogue Trader) always treat the engines as wrecked, as if an
him to see in ways he would otherwise be unable to. Small 8-10 had subsequently been rolled.
and simple to implant, interkeratic implants tend not to be
as obvious in appearance as true bionic eyes, and thus tend WARP ENGINES
to be favoured by those who would prefer not to have their Warp drives grant a vessel the power to enter warp space.
appearance marred by obvious augmetics. Without them, a vessel cannot hope to complete an interstellar
Characters with interkeratic implants gain the Dark Sight trip within the crew’s lifetime.
Trait and are immune to the effects of photon flash grenades.
Albanov 1 Warp Engine
TWITCH-MASK For some vessels, a safe journey is far more important than
A complex network of micro-servos and subskin synth-flesh a timely one. The risks of warp travel are astronomical, and
dispensers, twitch-masks allow the user to adjust his facial anything that can offset those risks can be of tremendous
features at will, altering shape and texture in a matter of value because Ships and their cargo are phenomenally
moments. Rare and difficult to implant, they are nonetheless expensive assets. Conversely, just supplying a ship is a costly
favoured by confidence tricksters and any others for whom undertaking. The longer the journey, the greater the profit
being recognised is a liability. margin must be in order to offset the costs in maintenance,
A character with a twitch-mask gains a +10 bonus on all supplies, and crew.
Disguise Tests. Poor craftsmanship versions are painful and slow Ride the Shallows: Double the base travel time for a
to use, causing a level of fatigue every time the character changes journey through the Immaterium. It may be further modified
his appearance. Good quality versions incorporate pigment by the results of the Navigation (Warp) Test.
glands and vox-manipulators, allowing for more thorough Steady as She Goes: Add a +20 bonus, cumulative with
changes, instead granting a +20 bonus on all Disguise Tests. any applicable bonus for Assessing Warp Conditions, to any
tests made on Table 7–4: Warp Travel Encounters (see Rogue

Ship Upgrades Trader page 186).


Quiet Entrance: When leaving the warp, the vessel
has ample time to accurately position itself. Any tests the
“That, sir? Just a hold full of grox manure, 10,000 tonnes worth. Navigator makes to fix the exit point gain a +10 bonus.
Nothing to see in there.”
Klenova Class M Warp Engine
–Sorbax the Sly, Master of the Venture
This variant on the warp engine was designed for vessels

T
hese starship Components complement the listings from following well established routes through the Immaterium
Rogue Trader pages 199–208. These Components are between relatively nearby systems, and for three centuries
appropriate for starship construction as normal for use the Kormisoshi Shipyards installed a small number of the
by either NPCs or Explorers. engines in select starships. The design intent was for these
ships to travel without a Navigator. The Navis Nobilite
ESSENTIAL COMPONENTS has lodged many formal complaints against the use of
these designs, but due to their limitations, and the speed
Every Imperial starship requires one of each essential Component. of Imperial bureaucracy, they remain in (very rare) use.
These are examples of a few less common variants that have Adopting one of these warp engines is sure to bring the
functional changes from the designs seen more often. wrath of the Navis Nobilite upon a Rogue Trader.
These vessels can only ride the currents of the
PLASMA DRIVES warp to follow a calculated jump (see the ROGUE
Plasma drives provide power to the ship and propulsion to TRADER Core Rulebook page 183). Multiple
travel in the void and the Immaterium. redundant cogitation systems aid in finding

69
Se
SERVIToRs

IV: Hive & Forge Worlds


rvitors
“Once We Were Gods.”
— Opening statement of the Proscribed Techno-Heretic
Text “In defence of the future; a logical discourse”, M.38.

s
ervitors are automatons or robots whose basic

S control components are organic and most often


human in origin. The process of creating a servitor
purges the higher brain functions and psychic pattern
of the subject thus destroying the personality and will,
rendering it a blank slate to be programmed. Servitors can
vary very widely in form and function, from crude but
powerful industrial models, to the faceless mass of basic
labour drones, to gilded and unique creations built to serve
the needs of the wealthy and powerful.

tHe Janus siMulaCra


These human-form servers are advanced indeed, often containing
only the barest minimum of living tissue. They skirt the edge
of the direst techno-heresy with their cogitator-assisted cortex
functions and seeming parody of human responses. Playthings
of the most fantastically wealthy, simulacra are often fashioned
in the shape of gilded works of art—human-sized dolls
come to life or seemingly animate statuary. But beneath their
resplendent inery lives a clockwork heart and hydraulic-fed
piston limbs slaved to a harvested living cortex and spliced-
in nerve ganglia. Despite the wonder and sophistication of
these creations, only the most depraved or foolhardy would praetorian battle-servitor
attempt the sin of passing one as human or aping sentience While the more commonly encountered basic models of
too closely, for to do so would provoke the unbridled wrath of gun- and combat-servitors serve as powerful guardians and
the Cult Mechanicus, and entire worlds have burned for this foot soldiers, the Praetorian class represents another order
transgression in the past. of power entirely. Massive in stature they are heavily armed
and armoured, mounted on a tracked or otherwise augmented
janus simulacra proile chassis for stability and possessed of wrathful and destructive
Ws Bs s t ag int per Wp Fel machine-spirits.

30 30 40 50 30 20 30 35 20 praetorian Battle servitor proile


Ws Bs s t ag int per Wp Fel
Movement: 3/6/9/18 Wounds: 12 10 10
Skills: Awareness (Per +10), Dodge (Ag), plus any one 40 40 50 50 30 20 30 40 05
Entertainer, Lore, or Trade at +20.
Talents: Talented (one programmed Skill). Movement: 4/8/12/24 Wounds: 20
Traits: Dark Sight, Machine (4), Natural Weapon (ist). Skills: Awareness (Per +10).
Weapons: Unarmed (1d5+4; Primitive). Talents: Two-Weapon Wielder (ranged), plus any Weapon
Armour (Machine): Head 4, Arms 4, Body 4, Legs 4. Training appropriate to its armament.
Gear: Internal comm-bead plus any equipment or systems Traits: Armour Plated, Auto-Stabilised, Darksight, Fear 1,
required to fulil its function. Machine (5), Natural Weapon (servo-ist), Size (Hulking),
Sturdy, Unnatural Strength (×2), Unnatural Toughness (×2).
Weapons: Unarmed (1d5+10; Primitive) and any two of
the following—Breacher, Chain Axe, Electro-Flail, Flamer,
Heavy Bolter, Heavy Stubber, Melta Gun, Missile Launcher
(Frag and Krak), Plasma Gun, or Webber.
Armour (Machine): Head 7, Arms 7, Body 7, Tracks 7.
Gear: Internal vox-bead, ammo hopper or power cells
equivalent to three clips for each weapon, targeting system
(as red dot laser sight).
141
Fami li a rs
FaMILIaRs
IV: Hive & Forge Worlds

F
F
amiliars are artiicial creatures and constructs that slavishly
follow and attend to their master. These are restricted to
creatures smaller than an adult human (anything else would
class as a servitor), and by their nature cleave to a single master
unless instructed otherwise. Mostly, familiars do not possess any
signiicant degree of intelligence and are trained or programmed
to perform certain tasks on command. Familiars are either living
creatures controlled by the mind of their master via arcane psyber
neuro-implants or are cybernetic creatures controlled by voice
or coded vox-signal command. Such slaved creatures are the
strange fruit of ancient sciences and arcane superstitions, and the
ownership and command of familiars utilise many technologies
that the Machine Cult considers sacred. A trailing throng of
bonded familiars is a sign of status both within the Mechanicus
and the Imperium at large.

Con trolling Familiars


controllinG Familiars
In many respects, familiars function as other creatures. They have
Characteristics, Skills, Talents, Traits and more. However, because
of their servitude to their controller, they require special rules.
Familiars are controlled by their masters through the use of
simple commands. These are generally single words, short sentences
or the equivalent, and so giving a command is generally a Free
Action. At the GMs discretion, the familiar may have to succeed on
an Intelligence Test to interpret a contradictory or complex order.
Should a master come under attack, the familiar automatically
moves to its master’s defence, attacking the assailant unless it receives
speciic instruction (or possesses an instinct) to the contrary.
Upon completing a task, the familiar returns to its master’s side
unless it’s received prior instructions or some other instinct applies.

Creating
creatinGAaFamiliar
Familiar
Familiars can be based on a wide number of living creatures,
bio-constructs or pure automata. The easiest way to handle
this is to create one by taking a creature from the Animal • The creature gains the Machine (2) trait and +2 Wounds.
and Vermin list (Chapter XII: Aliens, Heretics and Antagonists • The creature’s natural attacks no longer count as Primitive.
of DARK HERESY) and applying one or both of the following • Increase the creature’s Strength and Toughness
modiications that follow. Servo-skulls and cherubim are very Characteristics each by +5 and decrease Agility by –5.
particular kinds of familiar common to the Adepta of the • Very heavily augmented cyber-creatures intended for combat
Imperium, and are dealt with separately. (or with little or no living tissue left), increase their Machine
trait to (3 to 5) and gain the Fearless talent. In addition, if
their creator wishes, they also lose the Bestial trait.
Cyber-Creatures The cyber-creature may also have numerous items of equipment
Cyber-familiars are semi-intelligent machine versions or or weaponry implanted within their bodies just as a human can,
cybernetic adaptations of living creatures controlled by such as a respirator, auspex or gun (see Cybernetics on page 153
a master, loyalty to whom is hardwired in the creature’s in DARK HERESY). Speciic programming or systems that duplicate
brain. Some cyber familiars are created as assistants to the effects of pertinent Talents, Skills or Traits to use such devices
serve prominent adepts and the Mechanicus, or merely as can be included by means of cortical implantation.
amusements for the wealthy, while others are itted for war If a cyber-familiar ever suffers from a failure of four or more
with implanted weapon systems and all manner of crude but degrees on a Willpower Test or suffers a Critical Hit to the
effective augmetics. head, there is a 50% chance for its programming to break down
Modiications: Any bestial creature of Scrawny Size or catastrophically and a debased form of its organic mind will
less may be upgraded into a cyber-familiar and is subject to take over. It then goes mad, savagely and randomly attacking
the following changes: everybody and everything in its path until it is destroyed.
142
Berserker-chip psy-bonded FaMiliar

IV: Hive & Forge Worlds


Also known as “lobos” and “butcher-jobs”, these devices
are surgically imbedded in the creature’s brain. When A psy-bonded (or psyber) familiar is a living creature bonded
triggered, the chip sends it into a near uncontrollable to its master by arcane technology. Interface circuitry in both
bloodlust and frenzy, backed by heavy doses of combat familiar and master (called a psyber-lure) allows the creature
drugs pumping into its remaining organic tissues. These to be directly and precisely controlled, with the master having
chips are activated either by a command word or signal access to the sensory experiences of the creature and able to
sent directly to the beast. give it instantaneous commands at great distance.
Creatures under the inluence of a berserker-chip gain Owing to the idiosyncrasies of the little understood
the Frenzy talent (triggered instantaneously by codeword technology, usually only small non-sapient creatures can
or signal from its master). While the implant is active they become psy-bonded. The creature must begin with both the
also gain temporary immunity to Characteristic Damage Bestial trait and a size of Scrawny or less.
and Stunning (although they will suffer the effects as The range at which a character can inluence a psy-bonded
normal once the chip is shut off ). The chip is deactivated creature is equal to their Willpower Bonus in kilometres,
again by a command word or signal, after which the although local conditions might limit this drastically.
creature takes 1d5 levels of Fatigue. Unfortunately there A creature may be given both the Cyber and Psy-Boned
is a 10% chance each time the chip is used that it fails upgrades. The cost of this implant is included in the cost of
to deactivate, leaving the creature in an uncontrollable, the familiar but note that the character will need to follow the
frenzied state (although after a few hours the creature dies rules for attaching implants (see page 153 of DARK HERESY).
in any case from overexertion and shock). Modiications: Increase the psy-bonded creature’s
Intelligence and Willpower Characteristics each by +5. Also,
example cyber-Familiar: the familiar gains +1 Wound.
Special: A character with a Psy Rating of 2 or more treats
adeptus arbites their Psyber-familiar as a Psy-Focus and can extend the effects of
Cyber- their relevant psychic abilities to affect their psyber-familiars by
increasing the target number of the power in question by +2.
MastiFF
Cyber-mastiffs are example psyber-Familiar:
usually deployed
under the control of
psyber-eagle
Adeptus Arbites or enforcer Psyber-eagles are created as gifts from the Adeptus Mechanicus
units to bring down to the grandees of the Imperium. Within the Calixis Sector,
recidivists and heretics. most famously, Lord Hax himself is accompanied by a pair of
Shaped in the form of a psy-bonded eagles of prodigious size and splendour, gifts from
hound made of metal the Mechanicus Fabricator-Lords of the Lathe System. The
and guided by the eagle’s circle above him in the vast vaulted halls of the Lucid
brain and nervous Palace, their eyes those of their master scanning from on high.
system of a hunting
creature, they are a psyber eagle proile
fearsome extension
of the Emperor’s Ws Bs s t ag int per Wp Fel
law, and a truly
terrible sight to
35 — 18 26 45 15 40 25 —
see unleashed.
Movement: 2/4/6/12 Wounds: 6
cyber mastiff proile Skills: Awareness (Per +20), Concealment (Ag +10).
Ws Bs s t ag int per Wp Fel Talents: Swift Attack.
Traits: Bestial, Flier 8, Size (Puny).
35 — 40 35 20 17 35 30 — Weapons: Unarmed (1d10–3; Primitive)

Movement: 4/8/12/24 Wounds: 8


Skills: Awareness (Per +10), Concealment (Ag +10), Silent
Move (Ag +10), Swim (S), Tracking (Int +20).
Talents: Double Team, Fearless.
Traits: Armour Plated, Brutal Charge, Enhanced Senses
(Smell), Machine (4), Quadruped, Size (Scrawny).
Weapons: Bite (1d10+3 R).
Armour (Machine): Head 6, Forelegs 6, Body 6, Hindlegs 6.
Gear: (Implanted) IR vision implant, ilter plugs.
143
Servo–Skulls
servo-sKulls
IV: Hive & Forge Worlds
Weapons: Unarmed (1d10–3 I; Primitive), see following.
Armour (Machine): Head 3.
Servo-skulls are human skulls (often that of a favoured Combat- or Dissector-Skull: Articulated limbs tipped with
servant or low ranking tech-priest) that have been itted with mono-edged blades dangle from the combat-skull. At their
rudimentary machine-spirits, support systems as well as an master’s word, the combat algorithms embedded in the skull’s
anti-grav motor to provide lift. These constructs are devoted circuits can be activated and it becomes a murderous device
to a particular task and have the basic equipment to carry of whirling and slicing razor edges and mono-blades. The
out the purpose that they have been programmed to perform. skull’s usual natural attack is replaced with one that inlicts
Their advantages are their small size and manoeuvrability, 1d5+2 Damage, Pen 2. The skull may not Parry with its
which allows them to enter otherwise inaccessible spaces or mono-blades. Occasionally, combat-skulls are fashioned with
hazardous areas that would endanger their operators, as well other more potent weapons such as electro-lails and chain
as the ability to act as additional “eyes and ears” for their knives, but these are rarer and more costly.
masters. The servo-skull is synonymous with the Adeptus Gun-Skull: A gun-skull is itted with a single ranged weapon,
Mechanicus, who regard these creations as excellent servants such as an autocarbine or las carbine, although conceivably
and their machine-spirits as exceptionally faithful and pure. any Pistol or compact Basic weapon could be itted—this
Servo-skulls can also be found serving faithfully with the other might obviously increase the purchase cost and availability.
Adepta and the high-ranking elites of many hive worlds. The skull’s gun is also itted with a red-dot laser sight.

special rules
servo-skulls as FaMiliars Commands: A guardian-skull can be commanded as per
In most respects, a servo-skull behaves exactly like a voice- a cyber-familiar. In addition, the skull may be given the
controlled cyber-familiar. The greatest difference is that a servo- following orders:
skull has different instincts (programmed responses) and may Guard: Follow and protect its master or an assigned
be given additional commands. All servo-skulls hover above individual.
the ground and may remain stationary for any length of time. Search and Destroy: Methodically search a given area and
terminate everything not on a predetermined list of exceptions.
Sentry: Guard a speciic location, object or patrol a given area.
guardian-skull Programmed Instinct: Unless the guardian-skull has been
expressly ordered otherwise, it attacks and destroys anything that
directly attacks or threatens its charge (with a “tolerance level” set by
its master). In addition, it defends itself with deadly force if attacked.
If its master is seriously injured, it interposes itself preventing further
harm at the cost of its own destruction if needs be.

liFe in tHe sHadoW oF tHe


oMnissiaH
Life on a forge world is harsh even by Imperial standards.
Designed with a somewhat reinforced structure and itted The Adeptus Mechanicus grade, quantify and measure
with a single eficient weapon system and targeting selection every child born in their domain to best ind their use and
programs, guardian-skulls (also known as gun-skulls and how they might serve within the Omnissiah’s great pattern.
combat-skulls depending on their armament) are uncommon The most promising are inducted into the ministries of the
but prestigious and effective bodyguard devices. Their small Machine God, destined, in time, to ind their place among
size, tireless vigilance, and ability to hover in the shadows the ranks of the priesthood. Of the rest, a percentage of the
silently make them surprisingly discreet and effective servants. most physically able are subjected to the trials of the Skitarii
and other more secretive castes. For the majority, however,
Guardian-skull proile there is a place, willing or not, within the forge world’s vast
Ws Bs s t ag int per Wp Fel webs of production. Such life-long service forms the mass
of skilled workers that maintain the forge world’s industries.
35 35 10 20 40 15 35 20 — These menials (or labour units as they are known) are free to
make what lives they can for themselves in conditions largely
Movement: — Wounds: 5 no different from those found on most hive worlds, that is
Skills: Awareness (Per +20), Concealment (Ag +10), Dodge so long as work quotas are met, order maintained and their
(Ag +10), Silent Move (Ag +20). masters’ arcane pursuits are not disturbed. For those that fail
Talents: Fearless, Weapon Training talents appropriate to its in their service, fall badly injured or are proven guilty of
armaments. some crime, punishment is harsh as new labour-helots and
Traits: Dark Sight, Flier 6, Machine (3), Programmed organic servitor components are always in demand.
Instinct, Size (Puny).
144
Monotask-skull special rules

IV: Hive & Forge Worlds


Commands: A monotask-skull can be commanded as per a
cyber-familiar. In addition it is programmed to perform simple
repetitive tasks based around its function (such as illuminate
a certain room, conduct a message to a designated location,
and so on).
Programmed Instinct: The skull will not attack or even
defend itself unless expressly ordered to do so by its master,
and even then it removes itself from harm’s way if damaged.
Likewise if stymied, interfered with or damaged, a skull
returns to its master’s side or base of operations.

Table 5–5: Servitors And Familiars


The most common form of servo-skull encountered,
monotask-skulls are designed and equipped to offer Name Cost Availability
assistance with a particular task, and most are itted with Servitors
a basic set of extendable manipulator pincers and whatever Janus Simulacra 20,000 Very Rare
else by way of gear their duty requires. Praetorian 35,000 (+weapons) Magos Only

Upgrades
monotask-skull proile Cyber-Creature Upgrade† 3,000+ Scarce
Ws Bs s t ag int per Wp Fel Additional Implants As per Human ×2 As per Human
Per Machine (+1) 500 —
15 — 10 20 30 15 35 20 — Fearless 250 —
Cortex (Skill Implant)†† 1,000 Very Rare
Movement: — Wounds: 4 Cortex (Talent Implant)†† 500 Scarce
Skills: Awareness (Per +20), Concealment (Ag +10), Dodge Psyber-Creature Upgrade† 5,000+ Rare
(Ag), Silent Move (Ag +10). Psyber-Lure (Implant) 1,000 Rare
Talents: Fearless.
Familiars
Traits: Commands, Dark Sight, Flier 6, Machine (1),
Guardian Servo-Skull
Programmed Instinct, Size (Puny).
Combat 1,750 Rare
Weapons: Unarmed (1d10–3 I; Primitive).
Gun 2,000 (+weapons) Rare
Armour (Machine): Head 1.
Monotask Servo-Skull
Gear: The skull is itted with a pict-relay allowing it to record or
transmit what it sees and senses to its master or a linked cogitator, Augur 1,500 Rare
as well as onboard systems allowing it to navigate its surroundings, Courier 1,800 Rare
identify creatures and objects, and faultlessly retrace their paths. Illuminator 950 Scarce
A monotask-skull is also specially itted to conduct a particular Loud Hailer 1,000 Scarce
simple task; some of the most common are listed here: Medicae 2,500 Rare
Auger: The skull is itted with an auspex and vox-data Utility 1,500 Scarce
system to relay its indings. †
These costs are in addition to procuring the creature and any extra
Courier: This skull is used as a messenger and comes specialised equipment or abilities to be implanted (double usual item
itted with a specialised identity scanner as well as extensive prices).
programmed maps of the local area and the like. The skull ††
Only appropriate Basic Skills and Talents can be installed in cyber
may simply carry a physical message such as a scroll or data- creatures (any prerequisites must also be met).
slate, or replay a recording from an internal holo-system.
Illuminator: The skull is itted with a powerful lamp-
pack or glow-globe, or indeed a burning brazier of coals (a
particular favourite with the Ecclesiarchy).
Loud Hailer: The skull is itted with a powerful public
address system, and may replay recorded messages or sounds, “every servant Has His plaCe, no
or its master may speak through it.
Matter HoW loWly or Modest.
Medicae-Skull: The skull has a built in medi-kit and
medical scanner. It adds Medicae (Int +20) to its Skills, which to knoW it is His greatest CoMFort,
it will use to administer irst aid at its master’s direction. to eXCel WitHin His greatest solaCe,
Utility: The skull is itted with a multi-tool, and while it can and His Master’s ContentMent is His
perform simple programmed maintenance tasks, its real use is greatest reWard.”
via its master operating the skull remotely as an extra pair of
hands and to reach areas he could not otherwise access.
145
acrosstheentiretyofhumanspace,andmostcitizensofthe
CyBer-ConstruCt use
III: Arbites Armoury
Imperium hardly spare them a second glance� Much of the
It is not unheard of for individuals who are not Cyber-
Imperium’s heavy industry is dependent to a degree upon
Mastiffhandlers,orwhoarenotequippedwithaConstructer
thesesad,brain-deadcreatures,whoshuflemindlesslyfrom
InterfacetomakeuseofCyber-Constructs�Whileatrained
tasktotask,lifting,cleaning,orcarryingoutothertedious
Adeptus Mechanicus agent, with the proper augmetics is
orhazardousdutiesbymeansofequipmentattachedtotheir
vastly more capable of repairing, controlling, and training
bodiesorweldedtotheirsurgicallymodiiedlimbs�
thesecreatures,theyarenotaloneintheiruse�
TheArbiteswill,onoccasion,makeuseofservitors,but
AnyoneequippedwithaConstructerArraycanprogram
generally not to the same extent as other branches of the
his Cyber-Construct to obey the vocal (or vox) commands
Adeptus Terra� The Arbites pride themselves on being a
of another agent� This is limited, and cogitation patterns
disciplined and self-reliant force, and there is an unspoken
thatwouldnormallyprocessevasionandattackmovements
beliefinmanyPrecinctFortressesthatexcessiverelianceupon
must instead decipher human speach and intent� To avoid
servitors fosters a spirit of dependence far removed from
confusion, many users give the beast a designation,
the proper, spartan ethic of the organisation� Despite this,
commands may be easily addressed, so that it does not
someservitorsdoservetothebestoftheirlimitedabilities
interpretrandomwordsinotherdiscussionasanorder�
within the Arbites, typically performing duties which can
It requires an Ordinary (+10) Tech-Use Test to order a
freeArbitratorstocarryouttheirlawenforcementroles�For
Cyber-Constructtoobeythecommandsofanother�Thistest
example,emplacedgunservitorsareusedextensivelywithin
requiresthattheuserbeabletophysicallyadjusttheCyber-
Precincts for sentry duty, and a handful of other heavily
Construct, and takes 1 hour� Once so ordered, the creature
modiieddesignsareusedforothermorespecialistroles�
cannot beneit from the Constructor-Interface until the
TheArbiteshaveintheirservicecyber-constructs,devices
processhasbeenrepeated(thisincludesuploadedpatterns)�
thatincorporatetheinstinctsofanimals�Canidsandavians
Thefollowingvocal(orvox)commandsmaybegivenby
are all employed for this purpose� Such animals are usually
userswithoutaConstructorInterface:
craftedinspecialAdeptusMechanicusfacilities,suchasHive
Subrique,whichprovidesthevastmajorityofsuchconstructs
fortheCalixianArbites�
attack
TheuserspendsaHalf-Actiondesignatingatargetthatboth
heandtheconstructcansee�TheConstructwillthenattack
thetargetuntilitisdead(orsometimesafter)�Constructsare
decidedly ferocious creatures that will not stop until their
targetisdeadortheyhavebeencalledtoheel�

tackle
SimilartotheAttackorder,theCyber-Constructwillemploy
anynon-lethalweaponsithastosubdueatarget�Ifitlacks
non-lethalweapon,itwillattackuntilthetargetisunconsious
(andusuallybleedingtodeath)�

find
Givenpertinentdata(suchasaspoorsampleorapictimage)
theconstructwilldoit’sbesttotrackatarget�Itwillsearch
anareaofupto50minanattempttoindthetarget,butwill
notleavelineofsighttotheuser�

72
suBriQue-pattern grapplehawks suBriQue “Bullpup” CyBer-mastiFF

III: Arbites Armoury


RarelyusedoutsidetheArbites,theseexoticcyber-familiars ThisheavydutyCyber-mastiffismostoftenemployedbythe
taketheformofelegantshiningsteelhawks�Theirglittering CalixianArbites,customdesignedatthecommissionofLord
craniacontainthetransplantedinstinctsofavianstrainedto MarshalGoreman’spredecessorsbytheAdeptusMechanicus
seizemovingtargetswithoutdamagingthem�Theseinstincts, withinHiveSubrique�Thebeastiscarefullycraftedasatrue
transferred to mechanical constructs itted with powerful terrorweapon,amassivelybuiltandheavily-armouredsteel
suspensors and talons capable of tearing through cast-iron, constructofconsiderablebulk�Equippedwithsub-sonicvox-
enableArbiteshandlerstoarrestsuspectsquickly(ifbrutally) hailers that continually emit a selection of low frequency
onthestreetsoftheCalixianHives�Designedtobecarried vocalisationsdesignedtotriggerfearinthelocalpopulation
onthehip,ortoperchelsewhereonthehandler’sarmour,the wheretheyaredeployed,thismodelindsfrequentuseduring
Subrique-pattern Grapplehawk can be deployed quickly in intenseriots�Capableofshruggingoffmostsmallarmsire,
pursuitofacriminal�ThiswellconstructedCalixianvariant and of bringing down even large groups of well-armed
of the arch-design is known to be somewhat lighter than opponents,theBullpupstendtobeusedasainalweaponto
manyothertypes,andthebuilt-inshocktalonsmakeuseof launchattheirfoespreventingaciviluprisingfromturning
speedratherthanbrutecarryingstrength� intoacivilwar�Bullpupsareequippedwithshockjawswhich
can also double as chainblade weapons� The construct also
hasmagneticlockingfeetandjawswhichenablethecreature
subrique-pattern Grapplehawk tolockontoatargetandholditinplace�
Ws Bs s t ag int per Wp fel
subrique “Bullpup” Cyber-mastiff
40 — 35 20 50 15 40 25 – –
Ws Bs s t ag int per Wp fel
Movement:2/4/6/12 Wounds:6
Skills:Awareness(Per)+10,Dodge(Ag)+10
Talents:Fearless,SwiftAttack,SureStrike
40 — 50 40 20 18 35 30 – –
Traits: Armour Plating, Dark Sight, Flier 15, Machine (4), Movement:4/8/12/24 Wounds:18
Size(Scrawny) Skills:Awareness(Per)+10,Tracking(Int)+20,Swim(S)�
Armour(Machine):All6 Talents:Fearless�
Weapons:ShockPulseClaws(1d10+1E;Pen1;Shocking), Traits:ArmourPlated,DarkSight,EnhancedSenses(Smell),
RendingClaws(1d10+3R;Pen3,Tearing) Fear (2), Machine (6), Magnetic Jaw, Quadruped, Size
Gear: Inbuilt vox, cogitator, and auspex� The cogitator (Hulking),Sturdy�
maybeusedtostoreavastarrayofpre-programmedattack Armour:Machine,All8�
patterns,whichmayprovideeithera+10bonustoDodgeor Weapons: Bite: (1d10+5 R), Shockbite (1d10 I; Pen 0;
a+10bonustoWS,chosenbythehandlerasafreeaction� Shocking),Chainbite(1d10+2R;Pen2;Tearing)�
Gear:(Implanted)IRVisionImplant,ilterplugs�
Magnetic Jaw: The Cyber-mastiff may magnetically
attach itself to any metal surface and lock its jaws around
anopponent�IftheBullpupCyber-mastiffsuccessfullyhits
with a bite attack, it may lock itself in position instead of
dealing damage� Freeing oneself from a Bullpup’s magnetic
jawsrequiresaHard(-20)StrengthTest�Iforderedto,the
Bullpupmayactivateitschainbite,dealingchainbitedamage
tothetarget,andreleasingit�

73
suBriQue “Bloodhound” malFi-pattern eliminator-mastiFF
III: Arbites Armoury
ThoughMalianenforcersareknownforbeinggenerallyas
CyBer-mastiFF corruptandamoralastherestoftheplanet,certainprecincts
This variant of the Cyber-mastiffs crafted in the bowels of haveaparticularlydarkreputation�Theseenforcersareknown
HiveSubriquemakesuseoftherarechemicalscontainedin toeliminateanyoneinthenameof“justice,”solongasthey
Landundersoceans�Usedtotranslateairborneparticlesinto receive suficient quantities of Thrones in return� Through
quantiiabledata,thechemical‘sniffers’maketheBloodhound their actions, the Eliminator–Mastiff has come to represent
optimisedforscent-basedtrackingroles�WhilemanyCyber- their twisted perversion of justice� A heavily modiied
mastiffs have some tracking ability, the programming and Cyber-Mastiff, the Eliminator–Mastiff has no protocols or
routines implanted within the Bloodhounds are trained by programming for bringing down its targets alive� It simply
some of the inest handlers available in the sector� Once tracks,hunts,andkillsanytargetloadedintoitssophisticated
implanted in a light Cyber-mastiff chassis, the animal spoor-identifyingprotocols�Mostareequippedwithapairof
instinctandrepetitivetrainingislinkedtosomeofthemost overchargedlasweaponsinpodsmountedontheshoulders,
sophisticated olfactory sensors available in the sector (and leavingtheheadfreetomountamouthfulofreciprocating
someclaimtheImperium)�Thisformidableequipmentsuite chainblades� However, some models have been modiied to
is combined with an insidiously effective training regimen, carryevenmorepowerfulweaponry�
which electrically stimulates the cogitator’s cortical centres 
upon completion of a successful ‘ind�’ This practice causes
the Bloodhound to become obsessive and tireless in its
duties;thecreatureshavebeenrumouredtotracktargetsfor malfi-pattern eliminator mastiff
hundredsofmileswithoutsleeporrest,althoughthismaybe
atalltaleusedtointimidatecriminalsintosubmission� Ws Bs s t ag int per Wp fel
30 — 40 30 30 20 45 25 – –
subrique “Bloodhound” Cyber-mastiff
Movement:3/6/9/18  Wounds:12
Ws Bs s t ag int per Wp fel Skills:Awareness(Per),Tracking(Int)+10�
Talents:Talented(Tracking)�
30 — 40 30 30 20 45 25 – – Traits:ArmourPlated,DarkSight,EnhancedSenses(Smell),
Machine(5),Quadruped
Movement:3/6/9/18  Wounds:12 Armour:Machine,All7�
Skills:Awareness(Per)+10,Tracking(Int)+20� Weapons: Two shoulder mounted weapons; usually
Talents:Talented(Tracking)� overchargedlas-carbines(Basic;60m;S/2/–;1d10+4E;Pen
Traits:ArmourPlated,DarkSight,EnhancedSenses(Smell), 0;Clip—[integralpowersource];Rld—;Reliable),Chain-
Machine(5),Quadruped,Size(Scrawny)� maw(Melee;1d5+5R;Pen2;Tearing)
Armour:Machine,All7� Linked Targeting:TheEliminator-Mastiffmayireboth
Weapons:Bite(1d10+2R)� of its shoulder mounted weapons as part of a Full Attack
Gear:In-builtAuspex,olfactoryaugerarray(allowsare-rollof Action as per the Two-Weapon Wielder (Ballistic) Talent,
anyfailedPerceptionTestsbasedonsmell,suchasTracking)� suffering no off-hand penalties or negative modiiers for
wieldingtwoweapons�
Replacement Weapons:TheweaponsontheEliminator
Mastiff may be replaced with any Basic ranged weapons
with a Dificult (–10) Tech-Use Test, subject to the GM’s
discretion�However,onlyLasweaponsmaybeneitfromthe
integralpowersource,allothersmustusetheirlistedclipsize�

npC attriButes
ManyprofilespresentedinBookofJudgementhaveattributes,talents,ortraitsthatdonotfollowtheformulas
forcalculatingmovementorothersecondaryattributes�Creaturesandadversariesarenotrequiredtofollowthe
samecalculationsasAcolytes,astheymayhaveavarietyofreasonsforbeingdifferent�Themovementrateofa
GrappleHawk,forinstance,representsthecreaturesmovementwhileontheground,asitwoulduseit’sFlier(15)
Traitwhenittakestotheair�Likewise,somequadruped’smayhavelower(orhigher)Movementthannormal,as
thecreaturemaynotbefittedwithaspowerfulservo-motors,oritmaysimplyhaveadditionalweightthatslows
itsmovement�
In addition, all NPC’s are assumed to have the appropriate weapon training talents for any weapons that
appearintheirprofile(unlessotherwisenoted)andituptotheGMtodeterminewhatotherweaponstheNPC
mightbecapableofusing,ifcalledtodoso�

74
Contego-pattern BomB siBellus-pattern suppressor serVitor

III: Arbites Armoury


When the Hive Sibellus Magistratum needs to disperse
disposal serVitor crowdsofriotersorbelligerenthiveresidents,theyemploy
The Contego-Pattern servitor is optimised for the analysis Suppression Servitors to aid their enforcers� Designed for
anddefusingofsuspectexplosivedevices�Theunderhiveof intimidation and maximum semi-lethal force, these hulking
Gunmetalcityisnotoriouslyunstable,andexplosivedevices brutes stand two and a half metres tall with a hunched,
can cripple production for months or years� The Adeptus ape-like posture� Their faces have been replaced with the
Mechanicuswithinthemanufactorumsoriginallycraftedthis gilded seal of the Lord Sector, and one hand has been
servitortodisposeofvolatilesubstances(whicharecommon replaced with a massive pneumatic piston launcher capable
in irearms manufacturing)� These designs are regarded ofscatteringrioterslikeleavesortossingasinglemalefactor
as relatively disposable, and are usually based around the throughtheairwithacrushedchest�Theotherarmhasbeen
lobotomisedbodiesofformerarsonistsandbombmakers�An removedentirely,replacedwithacomplicateddualweapon-
up-armouredgeneralpurposeservitorchassisisittedwitha attachment� The Magistratum knows that a squad of these
smalllimb-mountedshotgunpistol(fordestroyingexplosive canscatterarampagingcrowdofthousands,andtheymake
devicesatcloserange),acombi-tool,andapict-recorder�The apointofturningtheinstigatorsoftheseriotsintothenext
local Precinct Fortresses have re-purposed the servitor for batchofSuppressionServitors�
explosivedisposal�Whenittedforthispurposetheservitor
isissuedademolitionchargeforcontrolledexplosions�While
used in the notorious ‘Falls Incident’ which halted laspack sibellus-pattern suppressor servitor
productiononSynfordfornearlyayear,theservitorhasnot
fallenoutoffavourwithCalixianAdeptusArbites� Ws Bs s t ag int per Wp fel
TheContegoservitorisslavedtoaspecialiseddata-slate
witha200-metrerange,whichenablestheservitor’scontroller 40 20 60 60 10 05 20 10 – –
to use his or her own Tech-Use or Demolition Skills at a
Movement:1/2/3/6   Wounds:10
distancewhenattemptingtodisableexplosivedevices�There
Skills:Awareness(Per),Demolition(Int),PistolTraining(SP)�
is,however,a-10penaltytotheSkillTesttorepresentthe
Talents:None�
slightlyawkwardnatureofthecontrols�
Traits:ArmourPlated,Hulking,Machine(4)�
Armour:Machine,All6�
Contego-pattern Bomb disposal servitor Weapons: Auto-Grenade Launcher with Choke Grenades
(Basic; 60m; S/2/–; —; Pen 0; Clip 40; Rld 4 Full; Blast
Ws Bs s t ag int per Wp fel [1d10+3],TargetsinblastareamustmakeChallenging[+0]
ToughnessTesteachturnorsuffer1levelofFatigue),Webber
15 30 30 40 10 15 30 40 – – (Basic;50m;S/–/–;—;Pen0;Clip40;Rld4Full;Blast[5],
Snare),PneumaticPistonLauncher(Melee;1d10+6I;Pen2;
Movement:1/2/3/6   Wounds:10 DualAttackMode,Unwieldy)
Skills:Awareness(Per),Demolition(Int),PistolTraining(SP)� Dual Attack Mode:Insteadofattackingnormallywith
Talents:None� itsPneumaticPistonLauncher,theSuppressionServitormay
Traits:ArmourPlated,DarkSight,Machine(4)� makechoosetomakeoneofthefollowingattacks�
Armour:Machine,All6� Area Burst: The servitor raises his launcher and ires a
Weapons:Fist(1d10+5I;Primitive),ShotgunPistol(10m; tremendous burst into the ground, knocking its opponents
S/-/-;1d10+4I;0;3;2Full)� away with a powerful blast� The servitor does not roll to
Gear: Combi-tool, pict-recorder, data-slate-controlled hitwiththisattack�Anyonewithinonemetremustmakea
demolitioncharge(3d10,Pen5,Tearing) Challenging(+0)AgilityTestortake1d5+3Impactdamage
Data-Slate-Controlled Demolition Charge: The with0Pen�Averagesizedtargetsandsmallerarealsoknocked
servitor is equipped with a demolition charge that can be directlyaway1d5metresthenfallprone�
activatedbysomeonenearbywiththecorrectauthorization Focused Strike:Theservitoraimshislauncheratasingle
codesviaadata-slateandashortrangevox-relay�Thecharge opponent, and discharges the entire pnumatic charge into
hasarangeof200m,requiresanOrdinary(+10)Tech-Use their chest� The servitor makes a normal melee attack� If it
testtoactivateandhasaradiusof10m� hits,itdeals1d10+12Impactdamagewith4Pen�Hulking
sized targets and smaller are knocked directly away 2d10
metresandfallprone�

75
serVo-hunter harrier-skull
III: Arbites Armoury
Not all Enforcer cadres have access to the meticulously- Mockingly known as “grapple-mice” by the underhive
engineered Cyber-mastiffs or grapplehawks of the gangersofScintilla,Landunder,andseveralotherCalixian
Arbites�Lesswell-fundedlawenforcementagencies Hives,Harrier-SkullsareslowlyspreadingacrosstheCalixis
will often utilise more shoddily constructed Sector�Themodiiedservo-skullsactuallyhavenothingto
cyber-familiars to carry out similar duties� Servo- do with mice, but earned the nickname because of their
hunter’sareclassicexamples:thesesmall, uniquepurpose—servingasGrapple-hawkdecoys�Certain
comparatively simplistic familiars are reclaimatorscanspendagreatdealofThronestolearnhow
an inferior local variant upon a to re-program a salvaged servo-skull’s primitive cogitator-
servo-skull, tasked with the engine with a very speciic series of evasion patterns�
exploration of a ixed location, SomethingabouttheevasionpatternstriggersaGrapple-
and the identiication of any hawk’s threat/targeting routines, sending the servitors
potential targets within� Popular diving after the nimble Harrier-Skulls instead of their
amongst the Enforcers of the actual targets� As their popularity increases, increasingly
worlds of the Mali sub-sector, frustratedArbitratorsmakeapointoftargetinganyHarrier-
servo-hunters are traditionally Skullsirstinasuppressionraid�
encased within the skulls of
faithful hunting hounds, as
the deceased animal’s spirit servo-hunter
is said to ensure that the
drone’s rudimentary logic-
Ws Bs s t ag int per Wp fel
engine remains loyal and ierce�
A servo-hunter, when activated and
— — 06 26 50 10 35 15 – –
released,willloatsilentlyontinylift-motorsuspensorsand Movement:-    Wounds:2
begintosearchanominatedareaforanytargetswhichmatch Skills:Awareness(Per)+20,Tracking(Int)+10,
presetparameters(usuallyhuman-sizedheatsources)�When Dodge(Ag)+20�
these are located, it will usually provide its handler with Talents:Fearless�
some audible alarm, and will remain alongside the target, Traits: Dark Sight, Flier 10, Machine (1), Prey for the
soundingthealarm,untildeactivated�Theservo-huntercan Hunters,Size(Puny)�
alsobeusedtopatrolanareaforintruders,orsimplyalertthe Armour:Machine,Head(All):1�
controllerifanyoneapproaches� Weapons:None�
Aservo-hunterisaprimitiveservo-skullusedbyenforcers Prey for the Hunters: If the Harrier-Skull moves at
andbountyhunters�Itonlyhasasinglefunction,andthatis least10metresinaRound,anyGrapple-Hawks(orsimilar
tosearchagivenlocationuntilitindsatarget;atthispointit servitors) within 100 metres and line of sight must pass a
willsignalitsmaster�Itwillcontinuetohoveralongsidethe Dificult (–10) Willpower Test at the beginning of their
locatedtarget,signalling,untilorderedtostop� next Turn� If they pass they may act normally� If they fail,
however, they must immediately move directly towards the
Harrier-Skull and attempt to grapple it� A Grapple-Hawk
servo-hunter that passes its Willpower Test may ignore this Harrier-
Skull in subsequent Rounds (though it may be affected by
Ws Bs s t ag int per Wp fel
others)� A Grapple-Hawk pursuing a Harrier-Skull ignores
otherHarrier-Skullsuntilithascaughtitsirsttarget�Ifthe
— — 06 26 50 10 35 15 – – Grapple-Hawkhasacontroller,thecontrollermayattemptto
Movement:-    Wounds:2 overridetheGrapple-HawkwithaDificult(–10)Tech-Use
Skills:Awareness(Per)+20,Tracking(Int)+10, Testduringhisturn�Ifhesucceeds,theGrapple-Hawkcounts
Dodge(Ag)+10,SilentMove(Ag)+10� aspassingtheoriginalWillpowerTest�
Talents:Fearless�
Traits:DarkSight,Flier4,Machine(1)Programmedinstinct,
Size(Puny)�
Armour:Machine,Head(All):1�
Weapons:None�

76
A character with Talents that allow him to make Multiple modify the Spatha engram patterns so that he could repel the

::+DVcgR_ed`WeYV@^_ZddZRY
Attacks may use any weapon (or equivalent) on his Perinetus- invaders. Astonishingly, the Spatha-pattern servitors proved to
Pattern Servo-Harness for any of the attacks he would normally be better at this task than their previous duty, their heavy armour
be allowed, subject to all normal limitations including weapon and mechanical attachments making them natural combat
Class. Additionally, the user may use his normal Reaction servitors. It took a further fifty years for the leaders of the Lathe
to make a single shot or strike with any one weapon on the Worlds to sanction the Fabricator’s variant design, a relatively
harness. The attachments on the Perinetus-pattern Servo-Harness short approval period by Mechanicus standards, but by then the
can be swapped out for other items, such as other forms of notoriously impatient man had taken the design and left the
Mechadendrites, Bulkhead Cutters, and even full-sized Servo- Sector for greener pastures. In more recent years, Spatha-pattern
Arms. The Talents Mechadendrite Use (Manipulator) and (Utility) servitors have been pressed into service as bodyguards in some
are required in order to use a Perinetus-pattern Servo-Harness, of the more remote areas of the Lathe Worlds.
and the user must possess the Mechanicus Implants Trait.

Servo-Claw Spatha-Pattern Combat Servitor


A large number of Mechanicum technologies, such as Manipulator
Mechadendrites and Servo-Arms, are designed for a specific WS BS S T Ag Int Per WP Fel
practical purpose; whatever use they have as a weapon is often (10)
secondary and incidental. The Servo-Claw is the opposite, a form 45 45 50 42 35 25 45 50 05
of Mechadendrite designed purely for its combat applications that Movement: 3/6/9/18 Wounds: 15
can also be used as a makeshift tool. Consisting of tightly wound Skills: Awareness (Per) +10, Climb (S) +10, Dodge (Ag) +10.
bundles of synthetic muscle fibres contained within a small metal Talents: Ambidextrous, Combat Master, Fearless,
framework, the Servo-Claw ends in a sharp, serrated claw that can Resistance (Heat).
cut through armour and snap bones with remarkable ease, leaving Traits: Auto-stabilised, Dark Sight, Machine (4), Sturdy, Two-
the user’s hands free for other matters. Weapon Wielder (Ballistic), Two-Weapon Wielder (Melee),
A Servo-Claw is usually mounted at waist height, as not Unnatural Strength (x2), Unnatural Toughness (x2).
to interfere with the movement of the arms or any other Weapons: Integrated Archeotech Lasblaster (Basic; 80m; S/–
Mechadendrites. It can be used to make any normal Attack /4; 1d10+6 E; Pen 8; Tearing) or Micro-Flamer (Pistol; 10m;
Action as if it were a regular Melee weapon, or can be used to S/–/–; 1d10+4 E; Pen 2; Clip 8; Reload 2Full; Flame, Reliable)
make a Standard Attack as a Reaction (but never both in the or Micro-Plasma (Pistol; 30m; S/2/–; 1d10+6 E; Pen 6; Clip
same Round). This attack is made with the user’s Weapon Skill, 12; Reload 3Full; Maximal, Overheats, Reliable) and either a
and deals 1d10+10 Rending Damage with a Penetration of 4 Powered Gauntlet (1d10+12 E; Pen 6; Power Field, Unwieldy)
and the Tearing Quality. The servo-claw never adds the Strength or Electro-Claw (2d10+5 E; Pen 2; Shocking).
of the user to its Damage. It can be used to grip and lift objects Armour: Servitor Machine-Flesh (All 4).
using its Strength of 50 and Unnatural Strength (x2) Trait, and Gear: Internal micro-bead (to receive/relay instructions only).
can be used as a makeshift Manipulator Mechadendrite, with
a –10 penalty to all associated Tests. The Mechadendrite Use Remidium-Pattern Medicae Servitor
(Manipulator) Talent applies to this Mechadendrite. One of a number of patterns used throughout the Calixis Sector,
the Remidium-pattern servitor is known for its reliability and
SERVITORS & AUTOMATONS steady hands (such as they are). Often used when true medical
staff are absent, the Remidium can perform numerous common
The Mechanicus of the Calixis Sector make use of a wide range procedures, including basic cybernetic implantation.
of servants, often preferring the absolute loyalty and obedience
of the mindless over the suspicions and ambitions of fellow
sentients. Servitor retinues are common for many Tech-Priests Remidium-Pattern Medicae Servitor
in isolated areas where nothing can be allowed to disturb their
forbidden experiments, or on extended Explorator quests. WS BS S T Ag Int Per WP Fel
Mechanical automatons and drones, though often skirting
the edges of tech-heresy, are also frequently used in situations 20 10 45 40 45 45 35 15 05
where covert intelligence gathering is desired.
Movement: 4/8/12/24 Wounds: 10
Skills: Awareness (Per), Medicae (Int) +20.
Spatha-Pattern Combat Servitor
Talents: Master Chirurgeon, Mechadendrite Use (Medicae),
Originally intended as a heavy-duty utility servitor that could
Talented (Medicae).
operate in hazardous conditions, the Spatha-pattern servitor
Traits: Dark Sight, Machine (1), Natural Weapons (Medicae
first gained notoriety during the ill-fated siege of Cyclopea.
Tools), Toxic.
Home to a host of research stations manned only with servitors,
Armour: Servitor Machine-Flesh (All 1).
three raider vessels entered the system in the hopes of boarding
Weapons: Medicae Tools (1d10+4 R; Pen 2; Toxic).
and pillaging whatever they could before Imperial forces
Gear: Internal micro-bead (to receive/relay instructions only),
could respond. The Fabricator that controlled the network of
Medicae Mechadendrite (3 doses of De-Tox, 3 doses of Stimm).
Cyclopean stations had no choice but to do the unthinkable, and

'(
C.A.T. (Cyber Altered Task) Unit
::+DVcgR_ed`WeYV@^_ZddZRY
ERS]V#"'+DVcgZe`cdR_
R U
U5c
5c`_
`_Vd
Vd A wondrous invention that stretches back into the earliest
liest days off
Name Cost
Co st Avai
Availa
labi
bili
lity Mankind’s exploration of space, the Cyber Altered Task unit is
purpose built to infiltrate derelict space ships, enemy installations,
n taallations,
ns
Spatha-Pattern Servito
torr 25,0
25 ,000
00 E tremely Rare
Ex
and space hulks. C.A.T.s generate complete layouts ooff thee ar aareas
es
ea
Remidium-Pattern
r Ser
ervi
vitoor 4,50
4, 500
0 S arrce
Sc they have been sent into, ascertain the presence of hostiles and
Velox-Pattern Servittor 18,0
18 ,000
00 Rare
r other life forms, and then, most ingenious of all, tap ap into any
C.A.T. 3,00
3, 000 Rare local computer or cogitator system in order to download nloa
o d every
single shred of data before recovery. Small and unassuming,
umi
ming, they
are often ignored by enemy forces, able to skulk about u gathering
ut gathering
Velox-Pattern Security Servitor data without alerting anyone to its presence. Many aareas reas
re as of the
Found mostly on research stations across the Lathe Worlds, as Imperium utilise these rugged machines, from Chartist istt Captains
is C ptains
Ca
well as Explorator vessels leaving the Calixis Sector for regions and Explorator Fleets, to Adeptus Astartes.
unknown, the Velox is an exceptionally fast and overly aggressive
type of combat servitor, programmed to track down and eliminate
would-be intruders. Tightly bundled coils of vat-grown muscle C.A.T. Unit
give the servitor its incredible speed and dexterity, and its arms
each mount an integrated coil-whip, which the Velox tends to WS BS S T Ag Int Per WP Fe
Fel
el
el
use in a frenzied spinning motion, pulverising whatever happens (8) (8)
to be in its way. Kept dormant when not in use, they are rightly 05 — 10 25 40 40 40 10
0 0
055
feared by friend and foe alike. Movement: 3/6/9/18 Wounds:
Woun
Wo unds ds: 12
Skills: Awareness (Per) +10, Concealment (Ag) +10, Dodge
Dodg
Do dgee (Ag),
(Ag)
(A g)),
Security (Ag) +10, Silent Move (Ag) +10, Tech-Use (Int)
Int
nt)) +1
+10. 0.
Velox-Pattern Security Servitor Talents: Binary Chatter, Data Thief†, Total tall Recall,
ta Reecacallll,,
WS BS S T Ag Int Per WP Fel Unremarkable.
Traits: Dark Sight, Machine (3), Size (Scrawny), Unnatural
U na
Un natut ra
tu rall
(8) (6) (6)
40 — 40 30 30 10 20 40 05 Intelligence (x2), Unnatural Perception (x2).
Armour: 3 (All)
Movement: 6/12/18/36 Wounds: 12 Weapons: Small Manipulator Claw (1d5-2 I; Pen 0; Pr Primitive).
Primimit itiv
ivee)
e)
e).
Skills: Awareness (Per) +10, Climb (S) +10, Dodge (Ag) Gear: Auspex, Long-Ranged Vox-Thief, Electro tro Gr
tr Grafts,
Graf afts
tss
ts,
+10, Survival (Int) +10. Internal micro-bead (to receive/relay instructions onss only),
onlnly)
y),
Talents: Ambidextrous, Berserk Charge, Double-Team, MIU Interface Port.
Fearless, Frenzy, Leap Up, Lightning Reflexes, Swift Attack, †Data Thief: The C.A.T.'s primary purpose is to ga gather
gath
therer aandnd
Two-Weapon Wielder (Melee). store information, and it is remarkably adept at at bbreaking
reak
re akini g
Traits: Dark Sight, Machine (4), Programmed Instinct†, into computer systems, even ones not of human de design,
desisign
gn, an and
Unnatural Agility (x2), Unnatural Speed, Unnatural Strength raiding them for information. By making a Security rity
ri ty T Test
esst aass
(x2), Unnatural Toughness (x2). a Full Action, a C.A.T. can log into any computer sysystem,
syststem
em, and
Weapons: A pair of Coil-Whips (1d10+13 E; Pen 4; then spend several minutes downloading everything ng av available
availa abl
be
Flexible, Shocking). within. The GM should determine how difficult it wo would
w uld be
ul b to
Armour: Servitor Machine-Flesh (All 4). break into the system (the more alien the computer ssystem,
yste
ys tem,
m, the
Gear: Internal micro-bead (to receive/relay instructions only). harder the Test would be); once the system has been en crccracked,
acked,
†Programmed Instinct: Velox Servitors are programmed the C.A.T. needs to spend one full minute per level of Difficulty
Difficulty
to defend specific areas, and often have the complete layout downloading (for example, a Hard (–30) Security Te Test
T stt means
of their home facility or voidship imprinted upon their would take 3 minutes to fully download the data).
internal cogitators. Additionally, numerous patrol routes are
pre-programmed, to ensure the most efficient sweep patterns
whenever an intruder is detected. However, when used outside
of their pre-programmed element, Velox Servitors tend to get
quite confused, and can sometimes attack anyone they detect,
whether they are trespassing or not. If a Velox-pattern Security
Servitor is ever encountered outside of its natural patrol area,
it loses the Lightning Reflexes Talent and always attacks the
closest target, even if that target is an ally.

')

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