Dark Heresy - DH18 - The Lathe Worlds

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THE ADEPTUS MECHANICUS OF THE CALIXIS SECTOR ™

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FANTASY FLIGHT GAMES

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Copyright © Games Workshop Limited 2012. All rights reserved. Games Workshop, Warhammer 40,000, the Warhammer 40,000 logo, Warhammer 40,000 Roleplay, the Warhammer 40,000 Roleplay logo, Dark Heresy, The Lathe Worlds, Calixis Sector, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000 universe are either ®, TM and/or © Games Workshop Ltd 2000–2012, variably registered in the UK and other countries around the world. All rights reserved. Published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise without the prior permission of the publishers.

ISBN 978-1-58994-768-9

Product Code DH18

Print ID: 1363JUL12

Printed in China For more information about the Dark Heresy line, free downloads, answers to rule queries, or just to pass on greetings, visit us online at

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Introduction oduc od u ti uc t on

What’s at’s at t ’s iinn th this is book?....................... ...............................................................4 ............................................4

Chapter pte t r I: The Cult M Mechanicus echanicus Mars rss ...........................................................................................6 ..........................................................................................................6 The Cu C Cult ult M Mechanicus e hanicu ec cuus............. ..............................................................9 ......................... ..........................................9 9 Mechanicum ch hannic icum um Hierarchy H errar Hi a chy ......... ....................................................... ..................................................... 1 10 0 The Qu Ques Quest e t fo es for K Knowledge nowledge .................................................. ................. ......................................... 12 The Me M Mechanicum c an ch a icu iccum of the Cal Ca Calixis alixiis Se Sect Sector c or ................. ............................. .......... .............. 14 Personalities rsson o ali alit al itiees of thee Lathes itie Lathe he ................................................ hes he ............ .. . ............................................ 1 14 4 th h of of the th he L ath t es es .............................................................. ............................................................................ 1 5 Path Lathes 15 ctss off tthe ct he C alix al i iiaan Mech ix chan ch a icus ............. ......... .............................. 2 1 Sects Calixian Mechanicus .................................... 21 h-H Herressy ........................................................................... ............................. ... ........................................................................ .. 2 4 Tech-Heresy 24

Chapter pte terr II: I : Servants II Serv Se rvaan rv antss of ants of the the Omnissiah Omniss Om ssia iah ia h Alternate r ate rn atte Care Ca Career areerr R Ranks an ........................................................ anks an ................................. .. . ...................................... 28 Acuitor uiitoor Mech-Assassin M ch Me c -A -Ass sssas a si s n ... ...................................................... .................. ................................. ..................... 3 30 0 Agent gennt of the the Lords Lor ords dss Dragon Dra rago gonn .............................................. ............ ........ ...................................... ..... 3 33 3 Calixian alixi x an Malatek Mallatek atekk ............................................................... at ............... ....................... ............................................................ 3 36 6 Crimson im msoon Gu Guard................................................................... uar ardd....................... ....................................................................... ...... 39 Cult ult of th tthe he Pu Pure uree FForm orm ........................................................ or ........................................................................... . ................... 4 42 2 Factor ctor o off the th he Lathes Lath La th hes es............................................................ ....... .................... ......................................................................................... 45 Elitee Advance Advanc ncce Pa Packages ack ckages agess ........................................................ ag ....... ...................................... .. ............... ...... .............................. 5 51 1 Cistron stron........ ................................................................................. ................................................... .................................. .......................... .................................... ........ 5 52 2 Discordant scordant .... .......................................................................... ........................................................................................... ............................................... 5 54 4 New w Skills Skillls and T Talents alentss ..... ........................................................ .............................................................. .... ............. 5 56 6 Mechanicum ch hannicum Armo Armoury oury u ..... ......................................................... . ..... ............................................................................ 5 58 8 Weapons eap apon ons of the Lathes Latthe h s ...................................................... .................................................................... 5 59 9 Archeotech cheo ch eotech h ..... .......................................................................... ................................................ .......... .................................................. ... 6 69 9

Chapter III: Dominions of the Lathes The Th he Fo FFounding unndi d ng of the La Lathes athes ................. .............................................. .................................... 73 Power Powe Po w r Factions n aand nd Sects Sects .................................................... ............................................................... 78 Thee Th Th Thre Three reee La Lath Lathes thes ......... th ................................................................ ............................................................. ....... .. 82 The Th he La L Lathes thes SSystem yste tem te m ............................................................... .......................................................................... 88 The Lathe Worlds ds................................................................... ds ................................................................................. 94 Diogenes IV ... ........................................................................ ................................. ..... ....................................................... 95 E Encr Encryption ncr cryp ypti yp tion Code LPXT LPXT293721.1 XT29 XT 2937 29 721 21.1 . (Lacuna) (La Lacu La c na)) .................. .................... ..... 98 Hete He Heterodyne tero te rodyynee SStation ta ta tation ................. ..........................................................101 ................................................................ T The he Hi Hippocrasian ipp ppocrasiiann A Agglomeration gglomeraati t onn..... ..................................104 ................................... ............. Morio ......... ................................................................................107 ........................................................................................... Opus Machari Macharius riius u ............. ...............................................................109 .................................. ......... ...................................... Ryboth ................ .. ................ ....................................................................... ..............................................................................114 Sheol 17............... .................................................. ... ......................... ................. ............................................................................118 The Voca Consensioo.............................................................121 ....................................................... ......................

Chapter IV IV: V: Th The he Li Ligh Light ghtt of R gh Reason easo on GM’s Brieff ................... ...........................................................................125 ............ .. . ..................................................................... Synopsis ..............................................................................125 ................................................... ... ................................................................... Cometary Come Co m tary Fragm Fragment g entt ØØ Ø-777 -777 ....... ..............................................126 .......................................................... Part I: In Pa Into to tthe hee Dar Dark a k .... ..........................................................128 ............................................................................... Locating Cometaryy FFragment ragmeent Ø Ø-777 - 77 -7 7 ............................128 ............................ ...... ...... Boar Boarding ardi ar d ng ............................................................................130 di ........................................................................... ... .......................... ......... Part II: M Machina achina ac naa IInfernus nfernu nf nuus ...................................................132 .......................................................................................... L Lo Locations cati ca tiion onss wi within with thin th in tthe h C he Comet om met et.............................................132 ............................ ...................................... Coun Co Countdown untd un tddow ownn too Calamity Cal alam am amit mit ityy .................................................137 ........... .......................................... .. .............. Part P Pa rt IIII: I : Wh II W What hat L Lies iess Be ie Beyond eyyoond nd ................................................139 ... ............................................................... T Th The he Br Brea Breaching eaach hin ing ng off tthe h W he Warp arp .............................................139 ar arp .............................................................. Cl Closing los o inng th the he Gate Gate Ga te................................................................139 ... ....... ......................................... .............................................. Epilogue Epil Ep ililogue oggue ...............................................................................141 ............................................................ ................ .. ................................. Appendix: A Ap pend pe nddix i : NP NPCs PCs C and and Antagonists Ant n aggon o isstss....................................141 .........................................

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:_ec`UfTeZ`_ “Hail the Omnissiah! He is the God in the Machine, the Source of All Knowledge.”

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–Magos-Lector Vad Kapellax, at the first Convocation of the Lathes

n the Imperium of Man, while technology is commonplace it is also mysterious and unfathomable. Such knowledge is the carefully guarded domain of the Adeptus Mechanicus, and has been for thousands of years. They are the Cult of the Machine God, worshipping the Emperor as their Omnissiah, the Perfect Sum of All Knowledge. Their Explorator fleets search across the galaxy for lost knowledge from ages long ago. Their mechanically augmented Tech-Priests on thousands of forge worlds strive to preserve what precious little data they retain. Both quests, though are mere flickering candles against the oppressive darkness of stagnation and ignorance. With each century, actual understanding descends to dogma, rote instruction, and myth, as priceless knowledge is lost forever. Within the Calixis Sector, the Adeptus Mechanicus is centred on the Lathe Worlds, and from these three planets the Mechanicum oversees its domains of forge worlds, research stations, orbitals, and even entire systems. From these worlds, precious knowledge and holy technology flow throughout the Sector, while the Cult Mechanicus carefully hoards even greater secrets for its own, inscrutable purposes.

WHAT’S IN THIS BOOK? THE LATHE WORLDS allows DARK HERESY players to delve deeper into the mysteries of the Adeptus Mechanicus within the Calixis Sector. The Cult of the Machine God stretches across this region and beyond, ruling each of its worlds in the name of the Omnissiah, outside the purview of the Inquisition or other Imperial agencies. The Lathes struggle to control their domains, however, and dark areas of the Sector hide countless tech-heresies and dangerous researches.

CHAPTER I: THE CULT MECHANICUS The book begins with the history of the Adeptus Mechanicus, from their rise on the Martian sands to becoming the Imperium’s Masters of Technology as the Cult Mechanicus discovered their Omnissiah. The Adeptus Mechanicus later established themselves within the newly won Calixis Sector, and this chapter covers their role in this region’s history.

CHAPTER II: SERVANTS OF THE OMNISSIAH Chapter 2 introduces new Alternate Career Ranks and other options for players such as powerful weapons, equipment, and even ancient archeotech devices from millennia long ago. Players seeking to learn more of the Cult Mechanicus may may adopt adop optt such roles as investigative Agent of the Lords Dragon, D ag Dr a onn, deadly Acuitor Mech-Assassin, apostate Malatek Tech-Priest, Tech-P and more, while those seeking to oppose the spread spr of technological augmentation might instead choose to t join the Cult of the Pure Form.

CHAP CHAPTER III: DOMINIONS O OF THE LATHES This chapter covers the Lathes System, including t many planets and other bodies within, such as the Three Lathes and the dreaded Panopticon Orbital the T Station, Stat St atio at ionn, io n, as well as the Sector’s turbulent Mechanicum factions fact ctio ioons and sects. It also features the varied holdings that make ma ke up up the Lathe Worlds themselves, ranging from the prison-forge pris pr i on is on-ffo of Sheol 17 to the Heterodyne Agglomerations orbiting orbi or biti t ng ti n high above the dead world of Uziel.

CHA CHAPTER IV: THE T HE L LIGHT OF REASON The fin The final al chapter ch takes the Acolytes into the Lathes System to investigate inve in vest s iggatee mysterious m psychic disturbances. Their search brings them th em too a forgotten f r fo comet where a renegade band of Tech-Priests is engaged in i forbidden research and is poised to unwittingly Warp rupture upon the Sector! unleash a cataclysmic ca

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MECHANICUM HIERARCHY s THE QUEST FOR KNOWLEDGE s MECHANICUM IN THE CALIXIS SECTOR

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n the th he 41st Mille Millennium, enn nnium, n m, iitt is sai said a d that the mighty Impe ai Imperium peri pe rium ri um off Mankind sspans pans pa ans n a m million ilillilon o worlds. The vast fle fleet fleets etss and et annd bbillions-strong bi llions-stron ongg ar on armies rmi miees es ooff the God-Empero God-Emperor rorr w ro wage age ann unceasing wa un war ar agains against st al aliens, liens, traitors and heretics her eret etic et ics from ic fr the the h Halo Ha aloo SStars t rss ttoo the ga ta gal galactic lactic core. The IImperium la m eriu mp erriu ium m it itse itself s lf iss a grim m andd uncompromising an unco un c mp m romisi sing si ngg authority where any any form for o m of autonomy aut uton o om my iss tthe he highest pprivilege. rivi ri vviile l ge. Among the Ad Admi Administratum m nistratum off tthe he Adeptus Ad Adep depptu tus T Terra, erra,, ddepartments e ar ep a tm ments exist too ov ooversee, erse er s e, monitor monnit itor o and ndd ccontrol co ntro rool thee co countless ountl unntl tles esss so soul souls u s wi with within thin tthe he IImperial mper mp e iaal do er doma domain. main ma i . A in hundred hund dre redd centuries centturriiees off civill wars, heresies, heresie ies, ie s, pogroms, pog ogro roms ro ms, and ms and coups c ups co have ve created crreeatedd a bbureaucracy ureaucracy highly attu ur attuned une nedd to tthe he ddangers ange gers of ge ggranting gr annti tinng tooo m much uch in uch independence ndependence to its citizens, citi ci t ze zens, whether whetheer they aaree planetary ar plan pl a etaar ary go gove governors vern rnnors or lowly serfs. However, H Ho oweveer, tthere here he re iiss on oonee or oorganisation ganisation in the t e Imperium that th tha hat stands st tan ands d apart rt aand nd vvirtually irrtually independent of of the th Adepts of Terra. This Th his oorganisation’s rgannis isat atio at ion’s red-robed agen agents nts app appear pea e r on every Imperial world and aboard entire beneath wor wo rld ld an nd ab abo oard oa ard all its ships. It holds ent ntirre worlds ben nt neath eath ea its authority, all facilities it ts so ssole olee aut ole utho ut hoori rity ty, it controls vvirtually ty irtually al ll of the facil illit itie iees necessary the ne eceess ssar a y fo forr tth he Imperium to make m ke war, and ma and yet y t it retains ye unprecedented and con control. unpr un preec pr eced e ente tedd autonomy te au ontrol. This organisationn is on called Adeptus history cal ca lled ed d tthe he Ade dept de ptus Mechanicus, andd it has a hist pt stor st oryy ful or ffully ully as tumultuous Imperium itself. long lo ng and and as tu umu mult l uous as that of the Im Imperiu um itsel ellf. when In an age wh In hen ssoo much knowledge has ass bbeen een lost, loost st,, it i is is the Adeptus expertise Ad A dep e tus Mechanicus Mechannic icus us that supplies technical exper rti tise see ttoo th tthee Imperium. Tech-Priests myriad Impe Im p riium pe um.. The T e Tech Th ch-P ch -P Pri ries e ts manufacture and maintainn a my m riad ri ad mightiest of essential of ess ssentiall iitems, tems te ms, fr ms ffrom o tthe om h mightie he est plasma reactors rss ttoo the th humblest Golden itself. humb hu m le mb l st vox ssets e s to the et he G olden Throne of Terra itse elf lf. Th The Tech-Priests Te ech ch-P -Priests aree tthe -P h ones wh he whoo pr ppreserve eserve knowledge from agess past pa ast and and explore new ew w sciencess fo forr the th future. By Imperial decree, every ever ev erry new n w discovery ne d scoverry made belon di belongs ngs too th tthee Tech-Priests, whether it might migght be be a re reclaimed recl cll claimed data-v data-vault vau ault lt oorr a salv lt salvaged lvag lv aged spaceship. ag

THE T HE FORGE FORGE WORLDS WO ORLDS S The fo The T fforge rgge wo w worlds rlds rl ds ooff th thee Te T Tech-Priests ch ch-Priests h aare re enormous we re weapon shopss fo sh for or th thee Im Imperium’s mpe periium peri um’s ’s w war ar effort. The sships, hips, tank tanks, ks, s aand nd gguns uns nneeded ne eded ed aatt th the he ba bbattlefronts att ttle tt lefr le fron fr onts on ts pour pou ourr forth forth inn staggering fo staggerin ing quantities in quantitiies from fr o con continent-sized nti tine nent n -s nt -siz ized iz edd ffactories a to ac tori ries ri es aand nd orbital nd orb rbitall facilities. facil acilit ac ities. Like a beating beat tin ingg he heart, eart,t, aann ac acti active tive ti ve forge for o ge world wor orld ld forms for orms ms a hub hub of of activity accti tivi vity vi ty for for tthee surr th surrounding roouund ndin ingg se ssectors ecttor o s and and su an sub-sectors ubb-se s ct c orrs off IImperial mpper eria iall wo ia worl worlds. rlds rl ds.. A ds constant consta ant flow flow of of traders trradder erss and and merchantmen meerc r ha hant ntme nt men me en carry c rrry its ca its production prod pr oduc od ucti uc tion ti on to whe where h re iitt iss m most o t ne os need needed, e edd, re retu returning tuurn rnin ingg fil in fi filled l d with le with h raw raw w materials mat ater eria ial ials to sate the voraciou voracious ouss ap appetites ppe p tiitees of the the manufactorums. man anuf ufac uf acto ac toru to rums ru ms.. ms

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mighty forge As m ight ig htyy an ht andd po ppowerful werf we rrfful aass a forg ge world can be, one left leftt alone would quickly itself position without alon al onee woul on w wo oul uldd qu quic ickl ic klyy fin kl findd it itse s lf l iinn a dangerous da ut support protection thee su th upp ppor ortt an andd pr prot otec ot ecti ec tion ti on of of its its surrounding surr su rrou o nd ndin ingg worlds and other in forces. Without resources manpower upon, forc fo rcces e . Wi With th hou outt re esoour u ce ces and annd ma manp npow ower to dr draw aw upo p n, the Tech-Priests would forced Te ech h-P Priests ts w o ld bbee fo ou forc rced rc rced ed to to co cconcentrate ncenntr nc trat atee solely at soleely on so on protecting prot pr otec ot ecting n their accumulated knowledge th heir eiir ac accumu muula late tedd kn know o le ow ledg dge from dg frrom o scavengers sca cave veng ve ngerss and ng an opportunists. opportun unis un ists is t. while might offer forge SSeclusion, Se Secl ecl clus usiion, us o , whi h lee iitt mi migh gh ght ht of ffe ferr a fo orge world worl wo rldd safety rl sa ty from fro rom attack, attack k, offers dangers. Warp have offe of fers fe r iits ts oown w dan wn a ge g rs. Wa W r storms ha rp ave ve iisolated sola so late tedd many maany a forge world, various often worl ld, ccausing ausi au sing si ng ssome om ome me to t develop var rio ious us peculiarities, pec ecul ulia i ri rities, of ofte tn leading heresies unimagined leadin le ng to h eres er esie es iess un ie unim imag im agin ag ined in ed ggenerations enerations earlier. ear arlililier e. er Protection Protec cti tion o aand on ndd ttrade rade ra de from fro rom m the th he Imperium I pe Im p ri r um allow allllow ow w the the he TechTec echhPriests Prie Pr iest ie stss to dedicate st ded edic icat ic atee themselves at them em mse selv l es lv es fully ful u lyy too their thei th e r true ei true calling: cal allililing ngg: The The quest qu ues estt for fo knowledge. know o ledg ow dge. e. To To a Tech-Priest, Tech Te ch-P ch Pries riies est,t, knowledge kno nowl wled wl edge ed g is ge is the the supreme supr su prem pr emee em manifestation manife estatioon of divinity divinit ityy and and striving stri st riiving viing ng for for or comprehension com ompr preh pr ehen eh ensi en sion si on of of it is ann act of worship. Preservation Preseerv rvat vattioon and annd re-discovery re-d re e-dis dissco c ve very ry of of past past knowledge and motivating knowl ledge is the most sacred act ctt ooff al aalll an nd a mo m otiiva vati ting ng sspark park pa rk for an ny member of the Adeptus Mechanicus. Meech chan a ic an icus uss. any

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n the th he current age, Marss has ha evolved intoo the the h workshop worrks k ho hopp of thee Adeptus Ad deptus Mechanicus. Its fa fact factory ctor ct oryy hi or hivess pr pproduce oduce od ucce th thee bu bulk lk ooff the most mo ost sophisticated technical equipment equ quip ipme ip ment me nt used useed inn the the he Imperium. Imp m er eriu i m. Starships Star St arsh ships and other specialisedd constructs sh c ns co nstr truc tr ucts uc ts are are r fabricated fabbri riccate cateed at the the h orbital orbi orbi or bita tall manufactorums th ta that hat spi spin p n around arrou ound nd the the equatorial equuat ator o ial or ial belt. ia belltt. Ships be Ship Sh ips off Warfleet Warfleet arr Solar are based ed in in these thes th esee huge es huge floating flfloa o tingg docks, oa doc o ks k , and and other othe ot hr vessels vessel elss from all over the Impe el Imperium p rium um vvisit isit is it what wha hatt ar aree thought th houugh ghtt to be be the largest larg la rg ges estt man-made objects in the the entire ennti tire re galaxy. gal a axy. The Martian factory hivess are are some s me of so of the th he first first hives hiv ives es ever eve verr built, builililt,t, and and n all are are at least leasst partially part pa rtia rt iallllllyy ruined. ia ruiined. Some ru S me districts So dis i tr tric icts ic ts are are well well maintained, maain inttained, and contain many areas areeas a of new w construction, cons nstr tructi truc tion on,, while wh areas area e s that t at are no longer in use are simply allowed th alllow wed ed to to rot. rot. A jo journey through the inte internal ern rnal a travel tubes tuubees off Mars Mar arss would wo d allow allo al low lo w a visitor to view areas arreaas of rising ris isin i g towers tow to wers we wers rs of of plasteel ppllas aste t ell and te and crystal, crrys y tall, marking new const construction stru st ruction onn vast ru vasst tracts trac tr rac acts ts of of industrial indu in dustri rial ri a al wasteland. wastelland. The travel lines weave weeav weav avee between beetw wee eenn shining sh hin inin ing new new ne building buuilidiing columns colum umns with nets um ts of of spun spun p steel ste t el bracings braaci cing n s like ng like ke the the h rigging rigg ri ggin gg i g of sailing ships, too darkened in dar arke kened olderr zones ke zone zo ness where ne w erre broken wh brok br oken ok en conddensation traps spilll ttheir co heir vaporous co he con ont nten nten e ts aand nd eenmesh nmes nm eh es condensation contents speeddi sp ding tram liners iinn a perpetual fog. foog. g Wastelands Was a te telaand ndss cover coove vr speeding vaast parts parts of the th he cities, citi ci tiees, deserts of broken ti bro roke kenn plasteel ke plaste plas pl aste teeel el slabs sla l bs b and and vast twisste tedd gi gird rdeers, rd er w i h the occa it casi ca s onnal solitary sol oliittar aryy tower toowe werr pointing pooin inti t ng twisted girders, with occasional purposel eles el e slly to towa w rds th he pi ppink ink M arti ar tiian a ssky. ky.. ky purposelessly towards the Martian The be beli lilief efss of tthe ef he T ech ec h-Pr h-Pr P iest ie ts ha have ve been bee eenn handed hand ha nded nd ed down dow wn beliefs Tech-Priests the h ir i eearliest arlilil estt fo forebe ear arss in the thee form for orm m off data-stacks dat ataa sttac a ks and and from their forebears ilillu lumi lu m ne mi n d holo-scrol o ls ol ls,, bu bbutt su sure re kknowledge nowl no wled wl ed dge ooff th thee da days pri ior ttoo illumined holo-scrolls, prior t eir ri th ise is fragmentaryy an andd co onfl nflic icti ic ting ng.. It ng I is is said said that tha h t before befo be fore fo re the the their rise conflicting. beginnning of current ntly nt ly rrecorded eccor orde d d hi de hist stor st ory, y tthere h re exi he xiist sted ed aan n ag agee off beginning currently history, existed tecchnoologica c l ma marv rvel els ls un neq equa uaalllled e in ed in later late la ter millennia. te millllen mi mill enni en nia. ni a. This Thiis time time is technological marvels unequalled caalled tthe he D arkk Ag ar Agee of Technology Techn echn ec hnol olog ogyy by b archaeo-historians, archa haeo ha eo-h eo -h hissto tori riaans, and ri called Dark egan eg an M an’s cconquest an’s an onqu on q esst off the qu the h stars. Mars Maars r was was allegedly allegedly the the it bbegan Man’s first planet pla lane la nett to ne t be be terraformed terrafformeed in this golden g ld go lden enn age. age. The Red Planet e first ift fted edd w i h at it aatmosphere, m sp mo sphe here he re,, and re and its it arid deserts made fertile fert fe r ilee was gi gifted with he ttitanic itan it annicc ttechnological echn ec chn hnol o ogiic ol ical a prowess prowess of the men of those times. tim mes es. by tthe Howe Ho weve we v r,r aass th ve tthee Te Tech c -P -Pri ries e tss tell it, agriculture wass neverr ve very ry However, Tech-Priests i ifi l M h iits true wealth l h llay bbeneath h the h significant to early Mars. R Rather surface in the form of gems, minerals and metal ores.

:+eYV4f]e>VTYR_ZTfd Studies Stud die ies of the oldest structures on Mars show that great ies cities spread spprrea ead rapidly across the planet as Mars developed into the first firrst st h human u hive world. All this was to be brought to the brink brrinnk of o disaster by the galaxy-wide period of collapse known know ow wn as as the t Age of Strife.

THE T HE A AGE OF STRIFE Iff records rec ecor orrds dating back to those years can be said to be fragmentary, frag agme meent ntar a y those of the Age of Strife are no more than ar dust. What dust st. Wh Wha at little is known implies that two catastrophic at events First, the emergence of uncontrolled psykers even nts occurred. occ ccuu unleashed unle un leas ashe heed pplagues of Warp-dwelling entities and daemonic possession po oss sses essi sion on on many worlds. Only planets where the most rigourous and persecution of psykers was exercised rigo ourrou o s control c escaped the th he catastrophe. Second, great Warp storms engulfed the galaxy galaaxy in this period, and rendered interstellar travel impossible. The vast empire of early Man collapsed virtuallyy im into isolated worlds that quickly regressed almost oovernight ver technologically. Sensing Mankind’s weakness, foul aliens technologic invaded and enslaved many of the surviving enclaves, even as Daemons claimed others. ravening Warp-spawned W and Earth were beset, and initially fought Even Mars M another for possession of the few resources left in the one anothe Sol system. system However, famine quickly devastated the vast populations popu po p la lations of both worlds, and the weakened remnants were reduced d d to little more than a form of techno-barbarism ,with individual warlords squabbling over domination of their own territories. It appears that on Mars, the technologies that had

permitted its settlement were either forgotten or lost, and the whole planet teetered at the edge of extinction as its terraforming broke down. As the Tech-Priests tell it, in this, their darkest hour, a new creed emerged among the Martians. It was a creed of survival based around selfless dedication to a higher purpose, and it bound the last true men together against the anarchy that beset them. Science became their religion, and the Cult of the Machine God emerged to be their ward against the encroaching darkness.

THE RISE OF THE MACHINE GOD It is said that the first devotees of the Machine God undertook terrible risks to seek out fragments of technology from their devastated cities. The Tech-Priests recall that their forebears used what they learned to set up protected enclaves that could shelter them against the continuing rad-storms. Piece-by-piece, they must have set about rebuilding the oxygen recyclers, moisture traps, and food processors that would be necessary to support themselves in the long term on an increasingly hostile Mars. The enclaves had barely enough space for the devotees of the Machine God, and none at all for unbelievers. It can be imagined that mutants and marauders frequently assailed the hastily-built shelters, and perhaps some of the earliest were wiped out, yet after every setback the followers of the Machine God learned and rebuilt. The Cult of the Machine

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God demanded absolute devotion and self-sacrifice sel e ff sa s cr crifi ificee from fro rom m its its followers, and to them a functioning functiooni ning n machine mac achi hine ne became bec ecam amee more more valuable than the lives of man many anyy me men. n. From the earliest recor records, rds ds, it aappears ppea pp ears rs tha that at the Priesthood od of Mars grew in streng strength ngth aand nd cconfidence, onfid on fiden ence ce, and the scattered enclaves began too un unit unite i e and and share shar sh aree their thei th eirr knowledge. Every partial database oorr ru ruin ruined ined ed document doc ocum umen entt was was carefully preserved pres e erved and annd added to theirr sstore tore to re ooff understanding. unde un ders r tanding. Every broken bro r keen machine machin i e was examined examined, d, cata catalogued, talo logu gued ed, aand ndd collected. To the devotees d vote de teess of the Machine Go God, d, ttheir heir he i ssurvival u vival through ur h th the he da dark rk ttimes imes im es was a nothing noth hingg less tthan hann mi ha mira miraculous, racu c lous, an eevent vent ve ntt ddivinely ivvin inel elyy in el insp inspired spir sp irred bbyy the God God In I T The he M Machine, achi ac hine ne, De D Deus us E Exx Me Mech Mechanicus. chan ch anic an icus ic us.. Th us Thee sa sava savants vant va ntss nt with the ggreatest reat ates estt un unde understanding derstandingg of technology tec ecchn hnol olog ol ogyy saw og saw themselves them th emse em seelv lves es as Tec Tech-Priests, e h-Pr Prie iest sts, s, pprophets r phetss ab ro ablee ttoo in inte interpret terp te rpre rp rett th re thee will of of the the Machine M Ma chin ch i e Go Godd through th the rattle ratt ttle le ooff Cogitators Cogi Co gita gi tato tors to r and the whine of compressors. co omp mpre ress ssor ors. s T The he reward fo forr th thei their eirr dedi ei ddedication edication was manifest to aall:l:: the al they heyy co coul could u d communicat communicate atee wi with th tthe he m machine-spirits achi ac hine hi ne-s ne -spi -s piri pi ritss ppresent ri rese re sent se nt iinn persuade their everyy mechanism mech me chan anism and pe pers rsua uade ua de tthem hem he m ttoo ddoo thei h ir bi bbidding. dddin i g. g The T he Cult Cul ultt of the he Machine Mac achi h ne God adopted the name hi ‘Mechanicum’ ‘M Mec echa hani nicu cum’ m for the themselves, hems msel elve el vess, ve s, ddisciples issciples of the Machine God. philosophy developed, Tech-Priests As ttheir heir he ir philosoph phyy de deve velo ve lope lo ped, tthe pe h Tech-Pr he P ieest stss came to realise re eal alis isee th that at kknowledge now no wledge ge iitself tsel ts elff was el was the the purest pure pu rest st expression exp xpre ress ssio ss i n off io divinity. receptacle divi di vini nity ty.. Th That meantt aany ny oobject bjec bj ect or being that was a receptac acle of knowledge kno nowl wled edge bbecame e am ec amee inn some som o e part holy. A data-stack or machine intelligence mach ma chin inee in intellig genncee tthat hat ccarried hat arr r ied knowledge from ancient times ti ime mess was wa no less di ddivine vine vi ne tthan hann a ma ha man of flesh fl and annd blood. bloo ood. d. Indeed, Indeed, d they th hey began beg egan to see me menn as oorganic rgan rg anic an ic machines mac achi hine nees subject subj su bjec ectt to many man anyy failings, their fail lin ings gs,, with the eir i oonly nlyy tr nl true worth lying in the knowledge theyy accumulated acc c umul u atedd through thrrou ough gh the application of intellect. The Tech-Priests themselves harder Tech ch-P -Prriesstss ppushed ushe us heed th them e se em s lves eever v r hard ve rder to ov oovercome ercome tthe h he weaknesses the flesh more weak akne ness sses e off th he fle esh h aand nd bbecome ecom ec omee mo om m re akin aki kinn to machines; macchi hine nes; s; logical dispassionate, logi ica call andd disp pas assi sion onnate, ate, e uuntroubled ntroubled by passion or emotion. em Bionic replacement Bion Bi onic ic replaceme m nt aand me n augmentation became increasingly nd commonplace co omm mmon onpl p ace as they the heyy sought s ug so ught to emulate emul ulate machine-kind. ul Over Ov er tthe he span of ggenerations, ener en erations, the th he Mechanicum M ch Me c an a ic icum um set about aboout rebuilding very different rebu re builildi ding ng Mars in into to ssomething o et om e hing ver e y di diff ffer ff erren entt to what wha hatt had had The come co me bbefore. efore. T ef hee ggreat reat re at sstructures truc tr u turess of steel and glass they raised built now no w ra rais ised were bu buil iltt no nott to house hou ouse menn but machines. machi hine n s.. The The manufactories and forges rekindled manu ma nufa fact ctor o ies an nd fo org rges es tthey heyy re he reki kind ki ndle nd ledd we le were r ddevoted re evot ev oted ed ttoo the engines th he creation crrea eati tion on off engine ness and and devices d vices that de t at would th wou o ld not serve the Mechanicum, but be served by them. Plainsong machine-cant echoed through the cathedral-like engine halls as ever more information was laid upon the altars of knowledge. It must have been during this period, while Earth was still beset by conflicts, that the Tech-Priests began to look outward. They looked beyond the rim of the solar system to where their records told them early Man had colonised the stars. Warp storms still girdled the Sol system, but through study and observation the Tech-Priests realised that the storms waxed and waned periodically. They concluded that during the brief lulls between the storms it would be possible to send ships through the Warp and out into the wider galaxy once more.

It ttook ook ce oo cent ntur urie i s more for the Mechanicum to rebuild the centuries oor bita bi tall sh ship pya yard rdss off Mar a s, and further centuries to construct orbital shipyards Mars, thee fir th first st E xplo xp lora rato torr fle fleet, but the task was pursued with Explorator zea ze alou ouss de devo voti tion on.. Th Ther erea e fter, expeditionary fleets departed zealous devotion. Thereafter, from Mars wh hen enev ever er tthe he cconditions ondi on diti tions in the Warp permitted whenever it. The expeditions expediiti ex tion onss were were sent sen entt to whatever worlds the TechPrie est sts could coulld find co find mentioned ment me ntio ione nedd in their the h irr archives as being Priests coloni co niseed in earlier ear arliler ttimes. imes im es.. Some Some flfleets vanished without trace colonised while others were flu flflung ng ffar ar ooff ff course cou oursee by the ongoing Warp storms, but a portion of tthem hem he m ev eventually arrived at their in nte tend n ed des nd e ti t nations. New ew fforge orge or ge w orlds were established, intended destinations. worlds eeach ea ch a rreproduction epro ep roduction of Mar arss an andd its its temples te Mars to the MachineGod. Go d U d. ntilil tthe nt he Great Crusa s de, co cont ntac act with w th the expeditions wi Until Crusade, contact wass so sporadic wa spo p raadi d c that t at only a trickle th t ic tr icklle of rediscovered red edis isco c ve vere r d technology wa as ev ever er rreturned etur et urne ur n d to Mars. N evver erth thel eles ess, s the h Tech-Priests was Nevertheless, pe ersis istedd in tthis hiss holy hi h ly mission, secure ho secu cure re in in their thei th eir faith that the persisted purs pu rsui rs uiit of knowledge kno nowl wled wl eddge g justified jus u tifie fiedd any any cost. cost co st.. pursuit

THE ARRIVAL ARRIVAL OF OF THE TH HE OMNISSIAH OM MNISSIAH H On Terra, Ter erra ra,, a new ra new ruler rule ru lerr had le haad emerged, uniting uni niti ting ng the the h planet for the first tim time me in ages. age ges. s. Known Kno nown wn only as thee Emperor, Emp mper eror o , he seemed to desire alliance with with Mars, Mar a s, and debatee had had raged rage ra g d among the Tech-Priests about ut how how to to receive rece re ceive this being. bei eing ng.. For Fo many, manyy, the vast breadth brea br e dt ea d h off knowledge kno nowl wled wl edge ed ge the the Emperor Emp mperor or hadd demonstrated dem emon onstra rate t d during hiss conquest h hi conq co nqueestt of of Earth Eart Ea rth rt h was was adequate a eq ad equate proof of that tha hatt he h was a the earthly representative of the th he Machine Machiine God, a perfect Mach per erfe fect ct fusion fus usio i n of mortal flesh and divine intellect inte tellllllec ectt they they e referredd to as as the th he Omnissiah. Some So ome Mechanicum Meccha hanicuum members memb me mber mb erss would er w ul wo u d not n t accept no acce ac cept pt the thee proclamation proclamation off the the Emperor Emp mper error as as the the Omnissiah, Omni Omni n ss s ia i h, h and nd a schism sch chis ism m threatened th hreatened the unity of Mars. A small sma mallll rebellion reb e elllion by senior seni se nior or Tech-Priests Tec echh-Pr P iests gained little support and was was quickly qui uickly put down. dow own. n. The The h fires of combat were still burning in in the the manufactories manu ma n factorrie iess when wheen the Fabricator wh General Gene Ge n ra ne ral and and thee Emperor Em mpe pero rorr signed ro signed the he Treaty Tre reat atyy of Mars Mar a s to formally ally al llyy their theeir i two two empires emp mpir ires ir es and and guarantee guaraant n ee sovereignty sov over erei e gn gnty to each. Under the terms of the he treaty tre reat atyy the at th Mechanicum Mechannic icum um undertook und n ertook to supply the weapons, ships, th shi hips ps,, and a d war machines an es necessary nec eces e sary for the Great Crusade of the C rusade and for for the the defence de he burgeoning bur urge geon oning Imperium. In exchange dem eman ande d d that the Emperor’s Emp mper eror’s forces turn over exchange, theyy demanded to them all of the technologies they discovered.

THE GREAT CRUSADE AND THE HORUS HERESY Despite the Treaty of Mars and the crushed rebellion, there were still many among the Mechanicum that did not truly accept the divinity of the Emperor. As the Warp storms subsided and the Great Crusade moved through the galaxy to re-unite Mankind under one rule, it discovered forge worlds established by the Explorator fleets and re-absorbed them into the widening circle of Mechanicum power. On occasion, the wildly divergent philosophies developed by forge worlds brought fresh schisms to the Mechanicum and led to further minor rebellions. The demands placed on the Mechanicum grew higher and discontent mounted as the Great Crusade pushed ever onward, but the Emperor remained dogmatic that it must be maintained until all of humanity was freed from the influence of the Daemon and the alien.

THE CU CULT ULT M MECHANICUS ECHANICUS The authority of tthe he Adep Adeptus ptus Mec Mechanicus cha hani n cu ni cuss in m matters atte at ters te rs technological is unquestioned. unq nqueestiooned. The Thee common com ommo m n Imperial citizen en w would ould ou ld consider connsideer it sacrilege sacri acrile lege to intentionally intention onally ly misuse misuse a machine, mach ma ch hinne, and and n believes tha hatt diverging dive di verg rgin ingg from m specific speeci cific fic rrites ittes that of maintenance mai a ntenan ance ce courts cou ourt r s disaster dissaster er from fro rom m a machin ine’ e ssan angr gryy sp spir i it it. Adep e tussMe Mech chan ch anic icus machine’s angry spirit. Adeptus Mechanicus engineer rs are arre a part parrt of everyy crusading pa crus cr usad us adin ad ingg engineers fleet and expeditionary exp xped edit i io i nary force, for o ce orce ce,, and and Tech-Priests ts ttend endd the es en esse sent se ntia nt iall ia essential machin i er erie iess of tthe he IImperium mper eriiu i m on ium machineries every world worl r d and and ev every sh sship. i . Th ip. ip Thee forg ge worlds ds have hav avee beco c me eessential sssen e ti tial a al forge become centres of manufacture man anuf ufac acture and nd commerce com o merc omm mercee for entire sectors seccto tors rs ooff space. spac sp a e. Legions Leggio ions ns of of Adeptus Mechanicus Mech Me chaanicus w a eengines ar nggin ines e are es war kept fully ly engaged eng ngag aged ed scourging scourgiing ng tthe hee enemies ene nemi m es of Mankind. Mank kin ind. Eve Even v n th thee mighty Ade A Adeptus dept de ptus pt us Astartes send their own wn ttoo Mars to learn learrn the le th he secrets secrret se etss of the Machine Macchi hine ne and and n become becom mee Techmarines. Tech Te chma ch mari ma rine ri ness. ne Without th thee Ad Adep Adeptus eptus Mech M Mechanicus, chan annic icus us, the would Imperium wou uld uundoubtedly ndouubt nd bteddly ccrumble. rumb ru mble mb le.. le Perhaps be eca caus usee of thi h s ve very r iimportance, ry mpor mp orta or tanc ta nce, nc e because this he Adeptus Addepptu tuss Mechanicus Mech Me c anicus some of the autonomy of the ded over ove verr the th he millennia. milllleennia. mi has also been gradually eroded nd ssubsequent ubse ub sequ se quen qu e t The events of the Horus Heresyy aand um have m adee fo ad forg rgee rg convulsions in the Imperium made forge ria i l scrutiny scruuti tiny nyy oonn a level leve le vell ve worlds subject to Inquisitorial days y of the Tr rea eaty tyy ooff unthinkable in the earliest da Treaty eres er e y have limit i edd Mars. Fear of accusations off h heresy limited fel ely pr pres escr cribbedd paths hs. the discussion of ideas to safely prescribed paths. alllyy bbeen eenn re ee rep placced by by True knowledge has gradually replaced nddin ingg by dogma. dog ogma ma.. rote-learning and understanding ar from m tthe he h arsh ar sh In hidden quarters, far harsh m, some h oldd th thee lumens of the Mechanicum, hold hin ine Cult’ss greatest gre reat ates estt heretical view that the Machine dest of o technology techn hnol olog ogyy failing is that only the oldest d use. Th T is still worthy of study and Thee Teche, catalogue and Priests continue to analyse, examine every piece they find, but only at they in the few rare cases that ple can discover a working example

reproduced. it bbee re repr prod oduc u edd. Even e their copies of thousand yyear-old machines mach ma chin ines es aare re iinferior nfer nf erio ior an andd often of n dangerous to their operators. op Mechanicus treats innovation with Thee Cu Th Cultt M echa ec hani nicu cuss tr trea eats ts aany ny form of innovatio supreme scepticism, sceppti tici cism sm,, and and some some posit i that gaining knowledge kno Machine has of off the Mac chine ne h as bbeen eenn supplanted ee supp su ppla lanted by simple worship wo its function. As a res esul ult,t, w ith it h th thee ex eexception ception of a few notable ce result, with iindividuals, in ndi divi vidu duual als, s the s, ere aree ffew ew T echec h-Pr Prie iest stss in tthe he 41st Mil there Tech-Priests Millennium w wh an ap appr p oa pr o ch h the the technical tec echn hnic ical al brilliance bri rillllia ianc ncee of their ancient whoo cca can approach pr reddeccessors r . Wi W th eac ch ce cent ntur ury, a llittle ittl it tlee mo more of Ma predecessors. With each century, Mankind’s accu ac c mu cu mula laate tedd te technological lore pas asse sess beyond beyo be y nd understanding unders accumulated passes andd becomes an beco be come co mess myth me m th my t and n legend.

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During this time other dark forces were we growing. groowi wing ng.. The Th Emperor’s own Warmaster, Horus, Hor orus us, began bega be gann to lay lay plans pla lans ns against aga gain inst st his master and sought support supppor o t from from all all quarters qua uart rter erss for for his his treachery. Much of the Mechani Mechanicum icu cum m sided side si dedd with with the the traitors tra rait itor o s in the ensuing galaxy-wide gaalaxy x -w wid idee conflict confl co nflic ictt known know kn ownn as the the Horus Hor orus Heresy, Heressy, y and Mars was once again agai ag ainn riven rive ri venn by nuclear nuc ucle l ar fires firees and titanic fi weaponry as the Mechanicum Mech Me chan anicum um turned tur urne nedd against agai ag a nst itself. The Horu Horus us Heresy Here He resy sy aand nd the the purges pur urge gess that t at came th cam me afterr it set et the Mechanicum m back bac ackk immeasurably. imme im meas asurabblyy. Entire archives archive v s of o accumulated d know knowledge wle ledg dgee we were re bburned, urned, priceless ddata-stacks ataat a-st stac a ks toppled, and d ggiant iaant ffacilities acililit ac itie iess ra ravaged in the fighting. figh fi ghti tiing ng.. It was was a terriblee wound wou ound nd that tha hatt continues cont co ntin innue uess to echo e ho down ech d wn the do the h millennia, milille illle l nnia lenn i , ia, ia as the Adeptus Mechanicus Mec echa hani nicu cuss still stilill struggles st sttru r gg ggle l s too recover rec ecov over ov er many man anyy of those priceless, s, llost ostt ac os achi achievements hiev eveem ments of th the he gl glor glorious orio or ious io us ppast. astt.t. as

*

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>VTYR_ZTf^ 9ZVcRcTYj “A man may die and still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought. As all men must thank progenitors obscured by the past, so we must endure the present, so that those who follow may continue the endeavour.”

E

–The Chime of Eons, Garba Mojaro Techno-Magos of the Adeptus Mechanicus

he head of the Adeptus Mechanicus is the Fabricator General of Mars. He holds a position as a High Lord of Terra, and also leads the entire Cult Mechanicus in his capacity as the Magos Mechanicus. The hierarchies on individual forge worlds may vary, but they generally fall into common patterns familiar to any member of the Adeptus Mechanicus. The Fabricator General of a particular forge world is supported by a council of senior Tech-Priests selected from the world’s population. The most frequently seen council is a form of gerontocracy where the oldest Tech-Priests hold sway over the forge world by dint of their superior knowledge and insight into their chosen fields. In some instances a meritocracy may be used to promote the most brilliant and upcoming Tech-Priests into positions of authority on the council. Isolated or socially degraded Adeptus Mechanicus societies might have councils that take the form of aristocracies, democracies, or even lotteries.

THE HIGH TECH-PRIESTS The ruling Tech-Priests in a forge world’s hierarchy may form a seamlessly united front to keep ordinary Mechanicum members in line, or might be at odds with one another over esoteric matters of funding, priority, and core beliefs. Excessively ambitious individuals are likely to fall foul of the Inquisition or their own peers in the Adeptus Mechanicus at some point. This means most ruling members of the Priesthood of Mars have a tendency to be circumspect and dispassionate about their duties.

"!

THE UNIVERSAL LAWS To understand a Tech-Priest’s mind is to understand an intellect that has been manufactured and processed to work as smoothly and seamlessly as a Cogitator. The purpose of his being is encapsulated in the tenets of the Adeptus Mechanicus, his goals and purposes laid out by prior generations of Tech-Priests attempting to map the perfect path to enlightenment. Many of these concepts are embodied in what are called the “Universal Laws” or sometimes “The Sixteen Universal Laws,” a set of holy commandments passed down through the centuries. Whether sixteen “Universal” laws truly exist, and whether all forge worlds would fully agree upon them, is a subject of fierce debate, but most of the Universal Laws have been enshrined and widely proclaimed as core principles of the Creed Mechanicus. Some of the more famous or controversial laws are presented below.

GENETOR

Genetors are genetic scientists with great insight into the human genome and all its multitudinous variants. They are very heavily represented among the Adeptus Mechanicus, perhaps in part due to the Mechanicum’s experiences with mutants on Mars during the Age of Strife. Genetors often accompany Imperial forces engaged in the exploration of new worlds to test populations for signs of mutation outside prescribed norms.

ARTISAN

Artisans are constructors who design machines, structures, spaceships, weapons, and other military hardware. An Artisan commonly begins any project by examining the sacred records to find out if anything similar has been attempted before; if it has, then the previous plans are used with only minor adaptation where necessary. Artisans exercise overall control of the vast labour force of servitors on any given forge world.

THE INITIATES OF THE CULT MECHANICUS

MAGOS

A Magos is an acknowledged master in a field of technological achievement, one who has spent a lifetime (perhaps several) refining his understanding of a particular branch of knowledge. Many divisions of Magos exist, including ones unique to particular forge worlds where especially rare expertise is preserved. Some more commonly encountered examples of Magos include Magos Biologis, Magos Alchemys, Magos Physic, Magos Technicus, Magos Metallurgicus, and Magos Xenologis.

The vast bulk of the Tech-Priests on a forge world are workers, scientists, and engineers who direct and oversee the functions of servitors, tend to the manifold requirements of the machine-spirits, and conduct the experiments dictated by the ruling Tech-Priests. Many initiates of the Adeptus Mechanicus are assigned to serve in technical support of the Imperial authorities at some point in their lives. Tech-Priests given extended assignments away from their forge world for such duties typically view it as a punishment.

LOGIS

ELECTRO-PRIEST

The Logis form the body of logisticians and analysts that indirectly control a forge world’s resources. They predict future trends and make forecasts based around a plethora of seemingly unrelated factors to advise on projected needs. Among the Adeptus Mechanicus, Logis are regarded as prophetic figures and their dispassionate analysis is given great weight in decision making.

Electro-Priests dedicate themselves to the mysteries of energy, its flow through conductive bodies and the motivating spark it provides to machine-spirits. The most fanatical ElectroPriests are heavily modified to permit them to generate electrical energy within their own bodies, transforming them into living fonts of crackling power.

Those without the capacity for knowledge and those who betray the secrets entrusted to them by the Tech-Priests are re-purposed into living machines by the Cult Mechanicus. Servitors are mindless slaves, manufactured from living flesh and purposeful metal. They lack all volition of their own and are usually programmed only for extremely limited tasks. A servitor is fitted with specialised prosthetics for their purpose: a cargohauler might have arms replaced with hooks, for example, and legs reinforced with pistons for additional lifting power. The overwhelming majority of any forge world’s population are made up of servitors, ranging in form and function from monotask mining cyborgs and holomats (holographic recording units), to Gun Servitors and armoured Praetorians.

THE COLLEGIA TITANICA

ENGINSEERS

These warrior Tech-Priests operate on battlefields across the Imperium alongside Imperial Guard units. Here, they use their technical abilities to ensure that the mighty war machines of the Hammer of the Emperor function properly. Wielding their mighty double-handed wrench-axes in power-armoured fists, they stalk the front lines as red-robed avatars of the Machine God, smiting all who would stand against the will of the Omnissiah.

TRANSMECHANIC

Transmechanics are specialists in the field of communications technology. By the nature of their speciality, Transmechanics are often called upon to serve in other Imperial organisations for extended periods of time, and often spend their entire existence aboard Naval vessels or on Imperial Guard bastion-worlds.

LEXMECHANIC

Lexmechanics compile and rationalise information so that it can be entered into centralised data-stacks. Thanks to their implants and conditioning, they function with machine speed and accuracy, whether assembling battlefield reports, economic statistics, planetary analysis, or other matters of interest. Like Transmechanics, Lexmechanics are commonly assigned duties outside the Adeptus Mechanicus assisting the Adeptus Terra.

Probably the most significant military organisation of the Adeptus Mechanicus is the Collegia Titanica, more commonly called the Titan Legions. Most forge worlds have their own Legion, and particularly important worlds often have more than one. A Titan Legion is a military force of almost incomparable power in the galaxy, one that is capable of protecting or conquering the most sophisticated worlds. The mere rumour of a Legion being dispatched is enough to force the retreat or capitulation of most foes. Those who choose to fight must be ready to do so on an unprecedented scale. The reason for this is simple—the sheer might of the Titans themselves. It is said that when the Emperor first came to Mars, He found that the Tech-Priests had created immense war engines they called Titans. The Titans were great humanoid-shaped fighting machines, bristling with the most potent weapons the Tech-Priests could devise, towering entities that the Cult Mechanicus viewed as being sacred avatars of the Machine God. On the barren expanses of Mars, the Titans could step across fissures and stride effortlessly through seas of poisonous dust that would have engulfed conventional troopers. The great war engines were also thickly armoured and powered by plasma reactors, so that they could operate continuously for years at a time with only limited maintenance. When the Great Crusade swept outward from Terra, the Titan Legions of Mars accompanied it and proved their worth a thousand times over in the battles that followed. During the Horus Heresy, the Collegia Titanica was split between traitors and loyalists along Legion lines. Titans fought on both sides during the Siege of the Imperial Palace. Some, such as the Legio Ignatum, covered themselves with glory, while others, including the Legio Mortis, gained a reputation for vile infamy that has not been forgotten in ten thousand years. The traitor Titan Legions fled to the Eye of Terror when Horus was defeated, and there they have become warped into strange, daemonic beasts of adamantium and steel. Many of the most powerful loyalist Titan Legions stand permanent vigil around the Eye of Terror to guard against the return of their corrupted brethren.

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SERVITORS

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THE FOURT OURTH R H UNIVER NIVERSAL LAW

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>VTYR_ZTf^ `WeYV4R]ZiZd DVTe`c “These These worlds were w re entrusted we ent ntru rust sted to us by thee Omniss Omnissiah—the ssiaah— h—th thee Ma th M Machine ach chin ch inee God’s breath brrea eath t is is in every eve very ry gravitic gra ravi v tic ebbb an and nd flo flflow. w. IItt is tthe he w will ililll of tthe he Omnissiah thatt we we continue cont co ntin inue ue the the Quest for forr Knowledge Kno nowl wled wl edge ed ge through thr hrou ough ou gh all all travails and nd all alll tragedies; tra rage gedi d es; the Calixis Se Sect ctor or iiss th thee Ma ach chine Go od Sector Machine God testin ingg us, uss, my brethren, bre reth thre ren, n and we shall shal sh alll not noot be found fou ound nd wanting.” wanting.” testing

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––Hig High h Fabricator Castellar –High

os agencies ooff th ost the he Im Impe Imperium peri pe rium ri um inn th thee Ca Cali Calixis lilixi xiss Se xi Sect Sector ctor ct or view vi e the A deept ptus u M us e hanicus as a singular, ec Adeptus Mechanicus m mo nolithicc oorganization rggan aniz izat iz atio i n that thinks and acts with monolithic on ne lo ogi gica call mind, each hT echec h-Pr hPriest moving in lockstep with one logical Tech-Priest th he ot oth hers r ttowards ow war ards d thee iinscrutable nscr ns crut cr utab ut a le ggoals ab oals oa ls set ett ddown ownn by tthe he Cult the others of tthe he M achi ac hinee G od. Ho od Howe weve we ver,r tthe ve he tru ruth th h is so some meth me thin ingg mo more re Machine God. However, truth something comp co mple lex. x. In In thee Calixis Caalilixi xiss Sector, xi Sect Se c or o , the Adeptus Mechanicus has has complex. ma any iinternecine nteernecine cha nt halllllen enge ges of its own. Over the centuries many challenges si inc ncee th the Sector r’s ffounding, ound ou ndin ing, tthe h Cal he a ixian Mechanic icus has since Sector’s Calixian Mechanicus been be en rriven iven iv en by fact tiona naalilism sm aand nd rrarely arel ar elyy ha el has be been en ttruly ruly ru ly uunited. nite ni ted. d IItt factionalism iss ssaid aidd that even ai eveen th he ma mach c in ch inee altars ooff th he Cali lixis forge worlds the machine the Calixis cons nspi pire re and whi ispper w ith it h se ssecrets crets amongst the formulae and conspire whisper with sche hema mati t cs nnormally o mallllyy tr or tran ansm an smitted from one to the other. schematics transmitted Desp De spit ite these th hese difficulties, diffi di fficu ffi cult cu ltie lt ies, ie s, the the Adeptus Ade dept p us pt u Mechanicus Mec e haani nicu cuss is Despite neve vert rthe helesss firmly firm rmly ly entrenched ent n re renc nche nc hedd in he i the the Calixis Calix lixiis Sector, Secto t r,r a vit ital al ppart artt ar nevertheless vital of tthe he operations ope perationns of nnearly earl ea rlyy ever e y planet, and a distinct, significant sign g ificant every powe po werr of of its its own wnn that tha hatt commands co power respect. This is due in no sm mal alll part part to the strong sttro r ngg leadership lea eade d rs r hip that a has guided the Calixian at small M Me chan ch anic i us over a millennia, millllllen mi enni en nia, a centred around a, aro roun undd the the influential influ in fluen enti tial al and nd Mechanicus trad tr adit itio ionn-bo b und Forge Foorg ge Masters Mast Ma s er st e s of thee Lathe Latthe Worlds. World l s.s tradition-bound

PERSONALITIES P ERSON NALITIES OF O F THE THE L LATHES ATHES It iss no aaccident ccid cc iden ent that the Lathes Latthe h s are are the central concentration of authori authority ity w within ithin the Ca C Calixis liixi xiss Se Sect Sector—the ctor ct or—t or —the he tthree hreee worlds hr worldss that th hat make up th thee La Lathes ccontain onta t in tthe ta he ggreatest reat re ates at estt Forges, es Forg Fo ges es, the the most mostt advanced ad dvancedd tec technology, chn hnol o ogy, the h m most ostt re os reve revered vere ve redd se re secr secrets cret e s of knowledge, knoowledge, and the mostt experienced exp xper erienced adepts addept pts off the the Cult Cul ultt of the the Machine God. It is a truism truuis ism m amongst amon am o gs g t th the he Calixian Caalilixi xian ann M Mechanicus echa ec hani ha nicu ni c s th cu tthat at “as as go the Lathes, ass go goes es tthe he SSector.” ecttor.”” ec

HIGH FAB ABRICATOR BRI RICA CAT ATOR CASTEL ASTELLAR TE LAR

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At the apex of authority aut utho hori rity ty for for the the h Adeptus Ade d pt ptus u Mechanicus Mechanicus in the Calixis Sector is a sing singular ngul ular ar ttitle: itle it le:: th thee Hi High gh FFabricator abri ab rica cato torr of tthe he Lathes. Currently, A Arch-Magos rcch--Ma Mago goss Ca Cast Castellar stel ella larr ho hold holds ldss th this is pposition. o it os itio ion. n. A well-respected Arch-Mago Arch-Magos g s wh whoo asce ascended cend ndeed ttoo hi hiss cu curr current rren entt title through diligence andd shrewd w ppolitical olit ol itic ical al m manoeuvring, anoe o uvvriingg, he took over from the disgraced Hi High gh Fabrica Fabricator c toor Garamond Garamond. d. However, during his lengthy tenure as High Fabricator, Castellar has grown increasingly aloof and detached from the Mechanicus interests within the Calixis Sector, preferring

THE FIFTH UNIVERSAL LAW “Sentience is the basest form of Intellect.” The so-called Fifth Law is often seen as being closely related to the Fourth Law. Tech-Priests often view Sentience as a commonly held trait, and they see it as only the first “tier” of Intellect, the lowest rung on the ladder of Understanding. Superior Intellect is generally agreed to be developed through the acquisition and understanding of knowledge. to ffocus occus oonn th the he Explorator flee fleets ets aand nd exp expansion pansion through the Koro Ko ronu ro nuss Pa nu P ass ssag age. It is com mmo monl nlyy su susp spec ected that Castellar, Koronus Passage. commonly suspected a fo form rmer rm er ddaring arin ar i g Exploratorr himself, in him imse self lf,, ha has di istinct leanings former distinct to owaard rdss th thee so some m wh hat a radicall bbeliefs elie el iefs fs ooff the th Disciples D sciples of Di towards somewhat Th hul u e. W hate ha teve te verr thee truth, ve h, Cas aste tell llar ar’s ’s vvision i ion seems to be is Thule. Whatever Castellar’s firml fir mlyy fix ml fixed ed bbeyond eyon ey ondd thee conc on ncer erns ns ooff th thee Ca Calixian Mechanicus firmly concerns and directed ed ttowards ow war ards d exterior operations. opper erat atio ions n. One of the he High Hig igh h Fabricator’s F bricator’s Fa ’s accomplishments acc ccom ompl plis i hments include the esta taablishmen ennt of a sophisticated sop ophi h sticated ed network net etwo work of vox-heralds establishment th hro roug ugho ug hout ho ut the the forge for orge ge worlds worlds of the the Sector, Sec ector, and in many throughout importan nt Imperial Impe peri rial al planets pla lane nets as well, such such as as Scintilla, Malfi, important and Sepheris Secundus. Sec ecun undu un dus. du s. Chrono-gladiat ator orrs ar re another pa part rtic icul ular ar interest of Chrono-gladiators are particular Castel e lar’s, aand nd it is i h whoo he help l ed eestablish stablilish sh the the greatt slaughterCastellar’s, hee wh helped wh heeelss ooff Hi Hive ve V olg. ol g. T he H igh Fa ig Fabr bric icat ator or sselects eleccts a nnew el ew cadre of wheels Volg. The High Fabricator bodyguards from thee ch ham ampi pion o s of the Chr hron onoo-gl glad a iators every champions Chrono-gladiators decade. These matc chl hles esss wa es warr r iors ser erve ve w ith it h fa fan natical loyalty, matchless warriors serve with fanatical due in no small pa part rt ttoo th thee kn kknowledge owle ow l dgge thatt the the High High h Fabricator’s cont co ntin inue uedd fu func ncti nc tion ti on iiss ti tied ed ddirectly i ecctl ir tlyy in into to the the life-timers lif ifee-time m rs of each continued function Chrono-gla adiatorr. No N mina mi n lllly, these tim na mer erss ar aree ke kept p stilled as a Chrono-gladiator. Nominally, timers reward for the Chr ron onoo-gl o-glad adiators’ serv vic i e. H oweever ow er, sh sshould ould the Chrono-gladiators’ service. However, High Fabricator co ome ttoo an anyy harm, hi h body dyguards d ssoon oon see come hiss bo bodyguards thei ir lifesp pan ans me m asur as ured ur ed iinn a ha h ndfu full off sseconds. econ ec onds ds. their lifespans measured handful

ARCH-MAG AGOS OS RALWURE ET THE HE GOLDEN

The High Fabricator The T Fabri r ca cato toor selects sele se l cts a singlee Arch-Magos Arc rchh-Ma M gos to serve as his second, ann heir-apparent hi hei eirr-ap rappa ap p rent n to share the the burden burd bu rden of organising and ruling thee varied var arie iedd interests ie inte in terests of the Mechanicus Mec echa hanicus in the Calixis Sector. Curr rren enntl tly, y, tthis hiss Ar hi A ch-Magos os iiss Ra Ralw l ure the Golden, Currently, Arch-Magos Ralwure Ke eep eper of the th he Prime Prim Pr imee Logis im Lo Key. Keeper T he aappointment ppoi pp oint oi ntme nt meent of of Ralwure Ralw Ra lwur uree was was a surprise su The to the LatheCo ove v na nant nt council. cou ounc n ili . Previously nc Pr y infamous inf nfam amou ouss as an extremely Covenant cons co nser errva vati tiive SSuspensor uspensor Magos us os,, Ra Ralw lwur u e’s elevation polarised conservative Magos, Ralwure’s thee council th cooun u ci cill between be welc we lcom omin ing his positions and others those welcoming disp di sple leas assed at at his growth g ow gr wth h in in personal pers pe r onall power. He represents the displeased Impe Im p ri pe rioo-Co Cogn g osti tici cian an ffaction acti ac tion o oonn th thee Lath t e-Covenant council, Imperio-Cognostician Lathe-Covenant andd has escalated escalaateed the the significance sign si gnifi ificance of his role more and more over the last few few years, yearrs, as the High Fabricator pulled away, ye obse sess s edd with wit ith h events evennts t outside the core of the Calixis Sector. obsessed Ralw Ra lwur uree the the Golden G lden is not as politically astute as many Go Ralwure woul wo uldd wish, wish wi sh, and and has haas made enemies amongst the various would sect se cts of o the the h Calixian Mechanicus. It is well known, for sects exam a pl p e, that Ralwure considers the Techsorcists and example, Secutors to be misguided at best, and it is rumoured that the Arch-Magos reserves a particular distaste for high-level support requests from the Inquisition.

The birth of the Lathe Worlds began with the birth of the Calixis Sector itself, during the Angevin Crusade. A memorable amalgamation of brilliant victory and tragic setback, the Crusade set out in the fourth century of the 39th Millennium to conquer the region then known as the Calyx Expanse. Praetor Golgenna Angevin was placed at the head of this grand military force consisting of millions of loyal Imperial souls, and directed his efforts to cleanse the Calyx Expanse from debased cultures minor cultures that human cultur ress andd sseveral ever ev eral al m inor in or xxenos e os culture en es th hat oopposed ppos pp o edd Emperor’s glory. Angevin’s purge the Empe p ror’’s gl glor ory. y. A ngev ng evin in’s ’s rremit emit wass ttoo pu purg rgee the rg the Expanse Expa Ex pans pa nsee ns of these obstacles es ttoo pave pave the the way way for for o Imperial Imp mper eria iall colonisation. ia colo co loni lo nisa ni sati sa tion ti on. on such Naturally, suc u h a prospect pros pr ospe pect ct intrigued intrigued the Tech-Priesthood Tec echh-Pr hPrie Pr iest ie sth st hoodd of hood of contingent Mars, and a sizable sizabl blee co cont ntin ingent of Adeptus Adep eptu tuss Mechanicus Mech Me c an ch anic i us ic u forces Crusade. accompanied thee Cr Crus usad ade. e

THE ANG NGEVIN GEV EVIN IN CRUSA RUSADE ADE ((322.M39) 322.M39)

Lord Militan Militant nt An Ange Angevin’s gevin’s grandd strategy stra st rate ra tegy te g included gy included a sweep through thee Calyx Caly Ca lyxx Expansee on two two wo fronts, fro r nts, pushing the enemiess of the the E Emperor mperor who mp who chose cho hose se flight flfligght over destruction before r him, him im, and and th then trapp trapping ppinng them them all all together togget e he her in the thee Adrantis Adrant ntis Region. Reg egio ion. n. H Here, ere, the ful er full ulll po power owe werr of the the Crusade Cru rusa s de would wou ould ld come cra crashing rash shin ingg do down in one masterstroke. mast ma stter erst stro st roke k . Ahead of the he forces of the Lord Lor ordd Militant Mililtant rac Mi raced cedd a sscore core co r of ships, such as Rogue re Traders ve vess vessels ssel elss an and thee Ex Explorator xpl plor orat or ator at o fleets of the t e Adeptus th Mechanicus. Mechanicus us.. Th Thes These esee sh ships he help helped lpped iidentify dent de ntif nt ifyy po if pote potential tent te ntia nt iall ta ia targets arg rget etss an andd scouted en enemy enem emyy st sstrongholds ronghold ldss fo forr th thee mo m more ree powerful naval unitss arriving inn their thei th eir wa w wake. ke. At the the sharp sharp ha end of Angevin’s thrust intoo the the Calyx Cal alyx yx E Expanse, xpanse,, th thes these esee Rogue es Ro Trader and Explorator fleets saw w furious furi fu riou ouss ac action ction on oonn a re regu regular gula gu larr ba la basi basis. s s. s. A Acts ctts of h heroism erroi oism sm and sacrifice sacrifi fice ce were wer ere common common, on, an and nd on many many occasions, occa oc casiion ons, the the Lord Lordd Militant acknowledged ack ckno nowl wledged that th t his his decisive dec ecisive successess would have been impossible imp m os ossi sibl blee withoutt the the services serv se r ices rv e and sacrifices of these Thee glor glory Explorator irregularr forces. forc fo rces es. Th T o y th thee Ex E plorator Fleets gained in these actionss helped help he lped e set the Adeptus Ade dept ptus pt us Mechanicus Mec echa hani ha nicu ni cuss a position cu poosi s ti t on o Calixis of honour in the the C alixis Sector Sectoor for for centuries centturies to ce t come.

CONQUE ONQUERING QUERI RING NG ADR DRANTIS D A TIS AN (359-369.M39) (359-36 69.M M39)

The first actions ooff th thee Cr Crusade rusade pr proc proceeded ocee eede ee dedd exactly de ex as planned by the Lord Militant, an andd the greater greaateer part paartt of of the th he Calyx Expanse Expa p nse had been brought und under nder er tthe he control con o trol of of the th he Imperium Impe Im peri pe rium ri um in in a few few short decades. Unf Unfortunately, forrtu tuna nate tely ly, after the the enormous enor en ormo or mous mo us successes suc uccesses of these early phases, th the he co comm commanders mmannders in ch charge har arge gee ooff the the final fina push pus ush into the Adrantis regionn failed fai aile led to make allowances allo lowa waancces for for the the h desperation of foes push pushed hedd to to the the very v ry edgee off extinction. ve exttin inct ctio ct ion. io n. The Crusade’s offensivee gr grou ground ound nd ttoo a bl bbloody oody h oo halt, allt,t aand nd Imperial forces suffered far more mor ore grievous grie gr ievo vous us losses los o ses in four years than had been inflicted during durinng the the first first two two decades dec ecadess of the Crusade’s advance. These losse s s we w re so de deva ast stat atin ingg th hatt tthe h he losses were devastating that Lord Militant was obliged to order his his forces for orce cess to regroup reg egro roup up in in defensive positions within thee Golgenna Golgenn nnaa Reach. Reacch. Re

THE PRIME LOGIS KEY One of the most prestigious objects linked to a forge world in the Calixis Sector is the Prime Logis Key. It is the mastercipher to the most revered knowledge of a forge world, handed down from one Fabricator to the next as part of his investiture. Upon the completion of each Calixian forge world, the Prime Logis Key is crafted at the planet’s core, encoded by tech-rituals inspired, it is said, by the Omnissiah himself. The Prime Logis Key opens any door, activates any machine, and unlocks even the deepest data-vault upon the forge world for which it is linked. Every Logis Key is irreplaceable, and the Prime Logis Key even more so—for if it is lost, the innermost sanctums of the forge world become nigh-inaccessible, their content only provided upon receipt of the correct bblessed bl les esse sedd code-ciphers. code co de-ccip iphe heers rs.. Naturally, Natu Na tura tu rall ra l y, few Forge Masters ll w ish to risk the wrath of the Omnissiah Omnissia iah ah in attempting wish to create a replacement Logis Key. the defeat, SShaken Sh a en bbyy th ak he de efeat at, Lord Lord Militant Miliitant Angevin Ange An gevi vinn abdicated abdi ab d cate t d command Crusade co comm mman andd off tthe he C rusa ru s dee ttoo a council cooun u cil of his is generals gen ener erals as he himself seclusion mourn. Lacking hims m elf went into seclusio on to m ourn. Lack ckin ingg co ccoherent herent he leadership, the council off ggenerals enner eraals als began too qquarrel uarr ua rrel el over Militant the authority that the Lord Mi Mili lilita tant ta n set aside. nt asiidee. The The Adeptus Ad Mechanicus accompanying Crusade Mech Me chan anic icus u forces for orce c s ac acco comp co m an mp anyi ying yi ng tthe h Crusa he ade cconsidered onsiide on d red their agreements too lie with th wiith the the Lord Lord Militant, Milita tant nt,, and and held h ld he squabbles themselves apart from these sq qua uabb bble bb less fo le fforr power.r. the The situation worsened as th he enemies enem en emie em i s of Mankind ie Manki kind nd began beg egan to exploit areas ravaging warbands exploi o t ar rea e s thought though g t sa ssafely feely l subdued; sub ubdu dued du ed;; ra ed rava v ging warba band nds of Orks, Warp-worshipping Yu’vath mysterious thee Wa th Warp rp-w wor orsh ship sh ipppi ping ng Y u’va u’ vath va th rrace, ace, ac e, aand n a mysteri nd riou ouss gr group of xenos were shadowy, xen nos pirate raiders we ere aamongst m ngst the greatest mo gre reat ates estt of these theese threatened opportunistic enemies that thr hrea eate teene nedd the t e Crusade’s th Crusade’ e’ss flanks. flank fla nks.. When it seemed that th thee Crusade Crus Cr usad us adee was onn the the verge verge ge of losing territory losi lo sing ngg aall ll the terri r toory ggained ri aine ai nedd by ne b Lord Lordd Militant Mililita Mi tant nt Angevin, Angevin, command main Crusade wass seized General comman annd of tthe he mai ainn Cr Crus u ad us adee wa w ed by by Lord Lord G e eral en personality followers Drusus. A lleading eading personal allit ityy am aamongst o gst thee fo on foll llow ower erss of o the Lord Militant, Drusus wass a popular popu po pular and gifted pu g ft gi fted ed commander, com ommander, daring and he organised a darin inng series seriiess of counter-attacks coun unte terr-at atta tacks that pushed the enemy forces force c s back ce back long lonng enough gh for for the the Crusade considerable to gather its consid derrab able le strength. str t ength. Drusus’ Dru rusu sus’ s’ sstrength tren tr e gth of character apparent charac a te t r wa wass ap ppa pare rent re nt to to the th Adeptus Adeptu tuss Mechanicus Mech Me chan anic icus forces, andd th an they ey sswiftly wift wi ftly ft ly aagreed gree gr eedd to lend ee len endd their th hei eirr forces forc fo rces es to to his h s command. hi Rogue Trader dynasties Once more,, tthe he R ogue og ue T rade ra d r dyna ast stie iess an andd the th he Explorator flfleets fle ets of tthe hee Mechanicus Mec echa hani nicus led the way way for for the th redeployment rede d pl p oyment reinforcement Crusade’s andd re an rein info forc fo rcem rc emen em entt of en o the h Crusade de’s ’s ooffensives. ffen ff ensi sive v s.

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PATH OF THE LATHES

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DAWN OF THE LATHE WORLDS (380.M39)

The Adrantis region was finally subdued through great acts of valour and much struggle. The victory could not have been assured without the assistance of the Adeptus Mechanicus. A major force under the leadership of Arch-Magos Mat Aleph Xenon turned the tide, and in gratitude, High General Drusus signed a pact with the Adeptus Mechanicus ceding control of several worlds in the Sector to the Tech-Priesthood of Mars. These worlds included Hadd, Het, and Hesh, a trio of worlds that were declared unsuitable for other Imperial agencies due to the unusual gravimetric effects of the system upon all three planets. The effort of transforming the Lathe Worlds into their present forge world status was the work of many centuries. Layer by layer, building by building, the planets evolved. The bones of infrastructure were joined by a viscera of pipelines, tram-tracks, and transportation tunnels. Soaring into the atmosphere rose the towering structures of the Adeptus Mechanicus, its cogwheeled iconography glaring down from scaffold-enshrouded factories, research facilities, and transmat altars alike. As the Lathe Worlds and their system developed, so too did the Mechanicus holdings throughout the newborn Calixis Sector.

THE SIXTH UNIVERSAL LAW “Understanding is the True Path to Comprehension.” The concept of “Comprehension” holds special significance for Tech-Priests. It is often viewed as a state of transcendence, a level of Intellect that encompasses all Knowledge.

THE PRAECURSATOR AFTERMATH (580.M39)

Two centuries after the establishment of the Lathe Worlds, the system was only partially tamed and the far-flung holdings of the Adeptus Mechanicus were still in the turbulent process of consolidation. It was then that the fledging Calixis Sector was thrown into violent disarray. A conspiracy soon emerged that reached tendrils into many different power bases, from the Governor’s Council to the Imperial Guard. Even the Adeptus Mechanicus and the Inquisition were not spared. The ultimate goal of the conspiracy was never revealed (although it is rumoured that entire data-vaults in the Tricorn contain detailed theories and evidence), but what is known is that the conspiracy centred around a group of agents known only as the Praecursators. According to official reports, no upper level members of the conspiracy were captured alive. Agents of the Praecursators had infiltrated their target organisations at the highest levels, which meant that rooting out the conspiracy was extremely difficult, even after the agents were discovered. An uneasy alliance of mid-level Administratum functionaries, Adepts, and specialists from the various infiltrated groups was formed and tasked with tracking down the Praecursators, isolating them from their power base, and then taking them into custody. The Adeptus Mechanicus was essential to this effort, providing transportation, cogitator support, data-sifting, and tailored meme-viruses to help root out the Praecursators. Ultimately, the Tech-Priests of the Lathes concluded that a rogue Inquisitor Lord was at the heart of the conspiracy, although much suspicion was also cast upon sects of the Mechanicum as well, due to the heretical tech-rituals the Praecursators’ activities displayed. The Praecursators had gone to great lengths to isolate the command structures of the Sector governance from several key Mechanicus facilities. Theories amongst the Lathes suspect that the conspirators were attempting to preserve these facilities for general use by Calixian citizens. This populist element of the conspiracy was particularly abhorrent to all of the affected organisations. In the years following the unravelling of the conspiracy, the Fabricators of the Lathe Worlds bent every effort to lessen the strength of the Inquisition, within the Calixis Sector in general and over the holdings of the Mechanicus in particular. A great deal of infighting arose from the collapse of the Praecursator plot, and the Arch-Magos of the Lathe-Covenant demanded that the Sector Governor cede control of the planet Synford. Since then, Synford has become the primary producer of Baneblade super-heavy tanks for the Sector.

“Comprehension is the Key to all things.” The Seventh Law is widely seen as relating to the Sixth. Debate rages about whether “the Key to all things” is a literal or figurative expression. Many believe the Seventh Law means that Comprehension of the forces of the universe brings with it the keys to reality, the ability to implement any change or creation desired. Despite the ancient nature of the plot, there is still lingering ill will among some members of the Inquisition who trace their ideological roots back to the lords and masters of that earlier time. Some Inquisitors still hold suspicions that the entire plot originated in the Lathe Worlds, in an effort to consolidate and expand their control within the Calixis Sector. Centuries after the end of the conspiracy, reports from the Inquisition claimed that the Praecursators eventually evolved into a particular cult of tech-heresy known as the Logicians.

THE WAR OF BRASS (738-740.M40)

Over a thousand years after the initial founding of the Lathe Covenant, the hive worlds of the Gelmiro Cluster fell into apostasy. Their leader in this descent into heresy was a charismatic ruler who called himself the Emperor of Brass. This mysterious figure led his followers into the foul worship of the Ruinous Powers. Loyal to the Emperor of Brass, frenzied fanatics from the wealthy and powerful worlds of the Gelmiro Cluster murdered every functionary of the Adeptus Administratum, ritually desecrating the bodies of the fallen. Significant portions of the affected planetary populations accompanied their new overlords into treachery beyond redemption. Dissatisfied with holding the powerful worlds of the Gelmiro Cluster in his augmented fist, the Emperor of Brass sponsored bloody uprisings on several other nearby worlds. Soon after, a full-scale rebellion threatened the wider Calixis Sector. The death toll continued to rise as he publicly tortured and executed loyal Imperial servants and citizens. The Sector Governor was forced to call upon all available forces to stem the bloody tide. From across the Calixis Sector and beyond, loyal units converged upon the Gelmiro Cluster. These Imperial forces first pushed through the neighbouring regions, and crushed the nascent rebellions there with heartless efficiency. Amongst these forces that rose to answer the Governor’s call were several battle Titans of the Legio Venator, and an entire Explorator fleet with support from the mysterious Ordo Reductor. The campaign against the Emperor of Brass and his burgeoning rebellion, known as the War of Brass, lasted just over three years, but even in that short time the fighting proved especially vicious. In the end, several companies of Space Marines were needed to reduce the final hives to rubble. In the final, desperate battles at the heart of the Gelmiro Cluster, several records were discovered hinting that support and reinforcement had been supplied directly from the Eye of Terror itself, linking the Emperor of Brass to far more dangerous threats.

THE IRON WALL OF SILENCE DESCENDS (740.M40)

The Calixian Mechanicus forces suffered staggering losses during the War of Brass. In the end, the battlefields of the Gelmiro Cluster were strewn with countless corpses of Skitarii and the scattered remains of many more combat servitors. Indeed, so high was the cost that the High Fabricator of the Lathes, ArchMagos Kovikal Quietus, declared the imposition of the “The Iron Wall of Silence,” a steadfast rule of segregation from all other groups within the Calixis Sector. From that point onwards, any cooperation, beyond minimal requirements of existing pacts, were strictly forbidden in an effort to preserve the Calixian Mechanicus forces and allow for a period of rebuilding.

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THE SEVENTH UNIVERSAL LAW

At the end of the conflict, the once-rich worlds of the Gelmiro Cluster had been reduced to smoking remnants of ruin and shame. Many planetary populations had become nothing more than scav-mutants, doomed to wander across the devastated wastes, surviving off the rotting remains of their once-great civilisations. The Imperial agencies of the Calixis Sector avoid the haunted worlds of the Cluster, now classified as war worlds, to this day.

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THE MERITECH WAR ARS RS ((211-226.M41) 211-226.M41)

Roughly five centuries after fteer th the he fin final all ccollapse olla ol laps la p e of the ps the Emperor Emp m eror mp of Brass and the scouring g of tthe hee G Gelmiro elm el mir C miro Cluster, l ster, a fa lu ffarr more insidious danger arose ffrom room th tthee Me Merate Merates es Clans. Rebelling against the Imperium off Ma Mankind, Mank nkkind, the hee Clans drew manyy renegades and other malcontents o te on tent ntss to their nt theeir ir cause. Theyy declared declareed independence from the Imperium, mpe p rium, andd began b gan a systemic be syystemic st ic series st ser e ie ies of raids and heavier incursions into surrounding cursions in nto to surroundi ing Imperial space, threatening both the Calixis Calixiis an aandd Ixaniad Ixaniaad Sectors. S ctors. At Se the height of the conflict, very ct, the ver ry survival of both sectors was thrown into doubt ass the see seeds eds of rebellion and anarchyy were sown far and wide by the forces foor es of the Meratess Clans. forc C ans. Cl Such confusion and violentt resentment was unleashed unleasheed throughout the regions afflicted by the Clans thatt ci civil wa warr threatened to soak both sectors ectors inn blood. Productionn across across the the affected regions ground to a halt, as those whoo were not dragged draggged into the conflict withdrew to defe defend end their holdings h lddings and hopee for ho for intervention. Trust was ann impos impossible ssible hope p inn the wake w ke of the wa the Clans’ attacks, as entire populations opulatioons that had seemed docile and and loyal for generations rose up to support suupport the rebels. When all appeared lost st to those th hose loyal few who remained ed ed within the beleaguered systems systems, s, the leadership ooff nowwlegendary Calixis Sector Governo Governor surged or Myram Harvala su urged too the rescue. A coalition of forces br brought together rought toge g ther from m across the Calixis and Ixaniad Sectors ectors swept sweppt into thee advancing advvan anci cing rebels ci along multiple fronts, crushing knocking shing their fo fforces rces and kn nocking their reserves back into the Merates Guard, Imperial ates Cluster. Im IImperial perial Gua ard r , Im mpe p ri r al Navy, Adeptus Astartes, and Inquisitio Inquisition the ion forces ground th io he opposition to tatters as they hey pushed them theem deeper and deeperr into the heart of the now w defunct rebellion. rebellio ioon. With victory all but assured, the High Fabricator Lathes, bricator of the Lath thes, Forgee Master th Kovikal Quietus, sent three ee full Explorator fleets fleeet e s directly from the Lathe System. The centuries-old nturies-old Iron Wall of o Silence was finally broken, without prior coordination. rior notification or coordi dina di n tion. The Explorator fleets, with support pport from the Legio Venator, Venatoor,r were at the forefront of the purification fication of the Merates Cluster.r. From that point on, there was noo mercy and no quarter. Entire worlds wor orrld l s were cleansed with weapons pons of such enormous destructivee

THE LITANIES OF LEVITA EVITATION TATION The College Cult Graviticus viticus in the Calixis Sector have developed their ownn variations of the tech-rituals needed to properly prepare and d activate i grav-plates. l A An incomplete translation from the original techna-lingua is kept on record in the Tricorn Palace on Scintilla: //Strike the rune of activation to rouse the machine-spirit// It is by the will of the Omnissiah that the plate acquires energy It is by the energy of the plate that the machine acquires activation It is by the activation of the machine that the Omnissiah speaks That the plate acquires function That the function acquires velocity and altitude That the grav-plate then rises Oh, arise, arise! It is by the will of the Omnissiah that the grav-plate now functions. //All praise the machine-spirit!//

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power powe po werr that we that many man anyy of the hee planets pla lane nets ts were wer eree shattered shat sh a tere reed into into asteroids. ast ster eroi er oids. By the the h time tim imee the t e forces th foorc rces es of of the the Imperium Impe Im peri rium m and and nd the Mechanicus Mecha haani nicu cuss cu were w we ere ere re finished fini fi nish ni shed sh ed sweeping sweep weep epin pin ingg through throug th thro ugh h the th he Merates Merates Cluster, not nott a pplanet pl a et remained an rem emaiine n d that that had had a not not been bee eenn scoured scou sc oure redd of all life. lif i e. thorough A th thor orrou ough gh IInquisitorial nqui nq uisi ui sito si tori to rial ri a iinvestigation nvestiigaati nv tion o was on was a conducted con ondu duct c edd after aftter Sector Governor Harvala Sect c or ct o G o ernoor Ha ov Harv r alla ddeclared rv eclar ecl ared ed the he rebellion reb ebel ellilon at ann end. end nd. While brutal with which Wh hille laud llaudable, la aud u abblee, th thee br brut utal ut a zzeal eall wi ea w th w hich hi ch h tthe he fforces o ce or c s of of the he Imperium, and the Adeptus Mechanicus Impe Im peri peri rium m, an nd th he Adep Ad dep eptu tuus Me M chan ch anic icus u iinn pa us pparticular, rt cullar, rt rtic ar, ha hadd cconducted ond nduc ucte uc tedd the te the final finall phases pha hasees of the the h counter-attack, couunt nter er-a -att tttac ack, k had k, had left lef e t not n ta no ssingle si nglee witness wit itne ness ne ss or or prisoner priison pr oner er to to be questioned que uest stio st iooneed or paraded par arad aded e before bef e or oe the victorious vict ctor ct o io i us processions pro roce cessio ce ioons along alo long ng the the h avenues ave venu nuues e ooff Scintilla. Scin Sc inti tilllla. a Even Eve venn those thos th osee pr os pprisoners ison is o er erss wh whoo ha hadd be been en ttaken akkenn prior prriior ior to to the the arrival arri ar riva val of of the the Mechanicum’s elite Crimson Guard were eventually Me ech haniicum m’s eli itee C rimsonn G ri uaardd w erre ev ven e tu tual ally ly llost ostt to a malfunctions rash of unusual ma alf lfuunctioonss and and sudden, sud uddden, n, mysterious mys y te t ri riou ouss deaths. deeat aths hs. exhausted possible The Inquisitorss ex exha h ustedd al aalll possib ble l aavenues v nu ve nues es of of inquest, innqu quest,t, and soon followedd whispered wh hispe pere pe redd rumours re rumourrs off the the he Logician Loggic icia i n ia Tech-Heresy doorstep Lathe Te ech c -Heresy to the the vvery e y do er door orstepp ooff the or th he La L the System th Syystem Syst em rather itself. However, rat atthe athe herr th than an cooperate an coo ooperate with wit ith h the the forces forccess of fo of the th he Fabricator Davos Phar responded Governor, Fabr ricator D avos av o P os h r respon ha nde dedd with wiith a brittle britt ttle le show of icy indifference, indifferennce ce,, imperiously impe im p riiou o sly dismissive diismis issi s vee of si of the th requests, accused masters, envoys’ request ts, and accu cuse cu sedd th se thee In IInquisitors, quis qu isit is i or o s, ttheir heeir ir m aste as ters te r, rs and the ve very SSector e tor Governor ec o himselff ooff blatant blat bl a annt disrespect diisr sres sres e pe p ct and towering hubris. hub bri r s. Referring to them th hem as as “the miserable mis iserrab blee curss master”, Fabricator of a thankless maste teer”, the Fa Fab briccat a or or oordered rdder ered ed the the frontiers fro ronnt ntie ntie iers rs rs allll othe o the Lathe System an of aand d al oother the h r Adeptus Adeep Ad eptu eptu tuss Mechanicus Mech Me chan aniccus anic an Calixis holdings in the Ca ho C lixiis Sector Secttor o closed, clo losed, lose seed, d and and all all the the h force forrce c at at tthee Fabricator’s ddisposal th ispo is posa s l wass bent bent to to keep keep ke epp outsiders out utsi s de si ders rs from fro rom m penetrating penetr trating the sovereign territory tr territ itor it oryy off the or hee Omnissiah. Omn m is issi siah ah.. The The Th ancient anci ciien e t Iron I on Wall of Silence was re-instituted, Ir re--inst innst stit ittut itut uted eedd, and and stood an sttoo oodd again aggai ainn unbroken years with unbrok oken ok en ffor en or over five hundred ye earrs wi ith h bbrief rief eexceptions, ri xcep xc epptiion ons, s, Malygrisian erupted across Calixis uuntil un til thee Ma Maly lygr ly g isian Tech-Heresy erup er rup upte teed ac acro rrooss tthe hee C alix al alix ixis i is forcing Sector, forcin Se inng th the Adeptus Mechanicus u once onc ncee again aggai agai ainn into i to the in the he Sector aaffairs af fairs of thee Sec eccto t r at a large.

THE SEC ECOND CON O D SIE IEGE EGE OF VAX AXANIDE AXAN ANID AN IDE ID E (507.M41) (507.M41 1)

Three centuries passed after after the conclusion concl clus cl u ioon of the the Meritech Merit erritec ech h Wars and the re-establishment re-establlishment off the Iron Iroon Wall Waall of W of Silence S le Si lenc ncee bbefore be fore the forces of the the Lathes Lathees once once again aga g inn ventured venntu ture r d forth, re fortth, fort h answering answ wer e ing the call of the Sector Sect cttor Governor Gov o er erno norr too stop no sto t p the the incursion incuurs in rsioon of the Ork-infested Ork rk-i -infested space -i spacce hulk hulk Pi Pinnacle Pinn nnac nn aclle ac le of of Savagery. Sava Sa vage va g ryy. Ni ge N Ninety ineety years earlier, a similar sim i ilar ar attack atttac ackk had had cost coosstt the th hee system sys yste t m greatly, te grea gr eatlyy, y, and andd the lack of response from froom the the Lathes Lath La thes th es lessened lessse sene nedd their t ei th e r standings standi ding nggs amongst the notable rulers of the Sector. In response to this fall from grace, and its attendant loss in trading status and support, the Calixian Mechanicus sent out two full Explorator fleets to assist Battlefleet Calixis in facing the Ork menace. The Pinnacle of Savagery and its supporting fleet were met at the edge of the Vaxanide system. A dramatic battle ensued as the massive space hulk pushed deeper and deeper into the system towards planets that still bore the scars from the earlier Ork assault. The loyal ships of the Battlefleet Calixis Squadrons peeled away attending Ork vessels from the enormous space hulk and defeated them in detail. Meanwhile, the brutal weapons of the Ordo Reductor and the Explorator fleets pounded into the space hulk itself, ultimately shattering the vessel’s spine and spilling its vile contents into the void.

“T “The The he O Omnissiah mni siiah knows mnis kno nows ws all, allll,, comprehends com co mprehendds all.” all.” Thee Ei Eigh Eighth ghth gh th L Law aw eenshrines nshr ns hrin ines es the O Omnissiah mnissiah aass the mn supreme supr reme being, bein be ing, ng, thee entity ent ntit ityy able ab to comprehend com co mprehend nd all Knowledge Kn K nowledge in tthe h universe. he uni nive vers rse. e. Thee da T Th dang danger nger er to to the the system s st sy s em e was not yet halted, hallte t d, d, however, howeveer er as er, the the significant s gnnifi si ifica cant n chunks nt chu h nk nkss of the the space hulk hul ulkk continued ul coont con ntinue ntin innue ued to hurtle hur urtle ur through th hro roug ugh ug h sp spac space acee towards ac towa to ward wa rdss the rd th he vulnerable vuln vu lnerable planet. plane neet.t Again Aga g inn the the h Adeptus Adept ptus pt u Mechanicus Meechan ch hanic icuss m ic moved ovved oved e to to intervene, inte in terrvene, putting lives and te and ships at at great grea gr eatt risk rissk to ri to slow sllow w the the wreckage wreeckkage agge down, andd ultimately ultima mate ate tely ly bringg it it to a halt. hal alt. However, How wev e er er, when when wh e the he ranking ran anking admiral admiraal of the th he Battlefleet Battlefleeet sugg suggested gesste t d th that at any anyy intact int ntactt wreckage wrec wr eccka kage be destroyed, destrooyed, Arch-Magos Arc rcchh- goos h-Mago Have Ha Haverill veri riill G Gemm, em mm, m, commander com omma mand ma nder nd er of of the t e Mechanicus th Mechaniccus forces, for orce c s, denied den enie iedd ie th the he request, requ re ques qu est,t, and es and the the remains were wer e e claimed for the Lathe Laathee Worlds Worl Wo rldds rl ds ass rrecompense. ecom ec omppens om n e. With Wit ith h no further fur urrth her consultation of the th he Imperial Imp mper e ia ial al Navy Na Navy, v , th vy thee Ex Expl Explorator xpl plor o at or a or fleetss secured sec ecuured several ships ec shi hiips to hips to each each chunk chu hunk nk off wreckage, wre reck ckag ck age, ag e, fired fire fi redd their re t eir engines, th engi giine nes, s, and brought the the largestt sections sec ecti tion ti o s on back ba ck ttoo the th Lathe Lath La ath t e System m for orr reasons unknown. unkno nown. Thee Imperial no Impe Im peri pe rial ri all N Na Navy avy vy, co onc n errne ned that ned that xenos xennos hostiles hos o tiles might migh ht still pose see a threat, thr hrea eatt, ea Navy, concerned lodg lo ddgged several sev ever eral complaints er eral com ompl p aint pl aii ts against agai ag ains ai n t this iss action, actionn, to no avail. ava vailill. lodged Thee di Th disp spposit os tio i n of any any salvage salvage from the th he Pinnaclee of of Savagery Savvage Sa vage gery disposition wass ne wa never ever released, rele rele re leas a ed, and its it present present location is is listed liist sted as as “unknown” “uunk nkno nown” in all Administratum Adm dmin in at inistrat atum sources. sou ourc r es. Though ancient treaties rc trreat reat atie iees grant graan gr ant the ant M Me Mechanicum chan ch anniccum anic u rrights igghtts to new new technological discoveries, disco cove co veri ve riies es,, claiming claiiming cl thee hu th h hulk lkk w while hile hi l it le it still sttilll was w s categorisedd as a threat wa thrreaat was was singularly s ng si gularly unco un uncommon coomm mon inn the the Sector. Sector. Many amongst Se amongst the the Inquisition Inqquiisi s ti tion and Imperial Impe Im peri pe rial ri al Navy Nav avyy suspect suusp sp that the Calixian spect Cal aliixian Mechanicus al Meech chaniccus had add planned along alll al al alon onng to to secure sec ecur u e the th he space hulk’s huulk lk’s secretss for forr themselves. the hems m el elves.

THE MALYGRISIAN TECH-HERESY ((742-770.M41)

IIn the middle of the seventh century of M41, the insular and isolationist Calixian Mechanicus was again thrust into the spotlight is when one of their own turned violently, irrevocably renegade and w ddragged the Lathe Worlds into a sector-wide path of carnage. Explorator Arch-Magos Umbra Malygris was a militant renowned for his dedication to the destructive potential re oof technology. Malygris devoted decades to studying the weapons and munitions of bygone eras, poring for years w oover ancient tomes and datastacks of ancient and suspect pprovenance. A devotee of the Divine Light of Sollex, the Arch-Magos attracted many of the most gifted weaponsmiths A aand researchers under the aegis of his organisation. Leery of the growing popularity of the militant adept, High Fabricator th Castellar moved to sanction Malygris and attempted to break C uup the cabal he had surrounded himself with, fearing a recurrence of the False Fabricator affair several decades earlier. re However, Malygris refused to relinquish any of his power, H aand declared Castellar as nothing more than an “ineffectual bbureaucrat.” Thus, the stage was set for a massive conflict that would reach across the breadth of the Calixian Mechanicus. w Castellar attempted to use the Forge Guard to force ccompliance upon the errant Arch-Magos. However, bizarre system failures and binary invert-afflictions—themselves sy ccreations of the inventive and insane mind of Malygris— rendered even the vaunted and mighty Forge Guard ineffectual. re Warned of the imminent attack, Malygris fled the Lathe W SSystem with a fully provisioned Explorator fleet containing vvast amounts of research, ancient weapons, and blasphemous eexamples of his own tech-craft. A surprising number of Tech-Adepts rose up in support of Malygris, swayed by his T ccharismatic data-cants and heretical approach to advancing technology. As a result, many of the ongoing works of the te Calixian Mechanicus became abandoned, threatening a full C ddogmatic schism within the Lathe Worlds and the far-flung holdings of the Omnissiah’s Cult. h Aware of the danger posed to the entire Calixis Sector bby the renegade Arch-Magos and his deluded followers, the High Fabricator formally declared Malygris and all who H oobeyed him as Apostate in the eyes of the Omnissiah. Next, Castellar contacted Lord Sector Marius Hax upon Scintilla, C aand requested assistance. This unprecedented outreach from the formerly isolationist Mechanicus quickly drew Hax’s attention to Malygris’ threat. Convinced of the seriousness of the situation, Hax used his influence to dispatch several major concentrations of Battlefleet Calixis to assist in the search for the missing Explorator fleet. No less than five full battle groups of ships, comprising both loyalist Explorator vessels and detachments of the Imperial Navy, formed the pursuit of the heretical Arch-Magos. Malygris and his followers fled to the furthest reaches of the Sector, always managing to stay at least one step ahead of his pursuers. Along the way, Malygris tested his research and weapons systems in a series of attacks that laid waste to several planets in his path rimwards towards the Halo Stars. Malygris and his followers subjected Xeiros Prime, Loss, and world-designate MMX215 to terrifying experiments. Orbital apostasic arrays drove entire planets into

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THE H EIG IGHTH IGH HTH UN NIVERSAL IVE ERS RSA AL LAW AL

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raving insanity. Bio-forged horrors stalked formerly-bountiful wastelands, transgenic atrocities ravaged entire cities, and enormous gene-lathes processed entire populations into ulcerous, writhing seas of living tissue. The renegade Arch-Magos’ pattern was broken when his fleet arrived at Synford II. Many of his materials exhausted, Malygris turned to raiding Mechanicus facilities to acquire the technology and resources he needed to continue his mad schemes. The raids were indiscriminate and widespread, and it was the Synford system that suffered Malygris’ attentions the most—after scouring Synford II down to bare rock for raw materials, the renegade’s fleet bombarded the planet to destruction, leaving only a shattered husk in their wake. However, the Calixian Mechanicus and Battlefleet detachments had tightened the noose. Malygris was cornered at the edge of the Synford system, caught between the advancing Mechanicus Explorator fleets and the flanking Imperial Navy detachments. At the forefront of the assault was High Fabricator Castellar’s flagship, Iron Promise. One of the Adeptus Mechanicus’ few true battleships, Iron Promise was a heavy combat vessel bearing a proud and long lineage. Malygris’ fleet opened fire, attempting to overwhelm Iron Promise with a storm of macrocannon batteries and lance weapons. However, Castellar’s vessel had been retrofitted with several unusual devices of war from the High Fabricator’s personal vaults, and it was the blessings of these modifications that granted the mighty ship a chance to survive the attack. Void shields shorted out one after the other, and the massive vessel trembled under repeated hammer blows of nova cannon fire. Reeling in flames, with several decks exposed to the void, the ship seemed nearly crippled, but Iron Promise had finally reached optimal range for its killing blow. The jutting prow split like a blossoming flower and gaped wide, exposing an enormous weapon that rapidly gathered corposant energy from the system’s sun. In moments, Iron Promise struck back with one final, searing blast of unspeakable power and blinding light. The weapon’s scything beam engulfed the enemy fleet and shattered all but the largest ships in one blow. The battle did not last much longer, as the Imperial Navy and the Mechanicus fleets ruthlessly destroyed any surviving enemy ships—including any intact pieces of debris large enough to support survivors. With a curt message of gratitude to the Imperial Navy, Castellar and his forces turned about and headed for their home port in the Lathe System. Whilst Malygris and his followers had been decisively dealt with in the Synford system, extensive purges of sympathisers and secret partisans of the renegade Arch-Magos shook the Calixian Mechanicus for years afterwards. The Divine Light of Sollex sect was severely scrutinised, with many suspect TechAdepts quietly replaced and sent back to the Lathes for reindoctrination. The taint brought through Malygris’ actions kindled a distrust of the more militant groups of the Calixian Mechanicus that exists to this day. Many fear that the techheresies of Umbra Malygris most likely live on, hidden in secret laboratories and locked away in dark stasis chambers throughout the Malfian sub-sector.

THE RITE OF WAKING The Princeps of the Legio Venator cherish their ancient traditions and ties to Mars. These traditions include the many rituals and binary-cants required to rouse their mighty Titans to war. Within each Titan slumbers an ancient and complex machine-spirit. The Legio Venator follow an obscure and long-forgotten tech-ritual to fully awaken the God-machine and prepare it for the coming battle. A massed congregation of Tech-Priests chant the blessing in techna-lingua, asking for the Omnissiah to lend strength to his creations. A senior Tech-Priest, often accompanied by the Titan’s Princeps, sprinkles the feet of the God-machine with sanctified oils and holy unguents, that it may walk with purity. Honoured apprentices and tech-adepts swing censers containing purifying herbs that burn with scented smoke, warding off any baleful influence. A slain Grox, chosen for its ferocity and strength, provides the Titan’s first taste of blood. Through this ritual is the machine-spirit of the Titan roused and readied for battle. Upon the Titan’s activation, the congregation is then assured that the will of the Omnissiah is done. Few proper translations exist of techna-lingua as the Calixian Mechanicus perform it. The Iron Wall of Silence has done much to hinder such learning, but the Inquisition vaults within the Tricorn on Scintilla contain one partial transcription of this most holy and exceptional rite: As the blood of the slain is laid upon you, so may you lay the enemy’s blood at the feet of the Omnissiah. Lay blood at the Machine God’s feet. As the rune of protection is inscribed upon you, so may the litanies of protection ward your soul. May your soul be guarded from impurity. As the warriors within you guide your weapons, may you, in your turn, guide their lives. Stand true against the trials of war.

“Nothing and no one escapes the judgment of the Lords Dragon. The Universal Laws are absolute, therefore so are we absolute.” –Magos-Draco Corsiva The Priesthood of Mars contains many sub-groups and organisations. These range from the Titan Legions to the Knight Worlds, from the Theoriticians and Lectors who catalogue and excavate ancient knowledge to the Lexmechanics and Calculus Logi who analyse and craft the holy code-rituals enshrined in the machine altars, from the Electro-Priests and Skitarii who defend the mighty forge worlds to the Magos of the Ordo Reductor who eliminate the enemies of the Machine God—the methods of serving the Omnissiah are vast and varied. The Calixis Sector itself also encompasses a number of unique additional sects, cults, and divisions.

THE COLLEGE CULT GRAVITICUS

High Fabricator Davos Phar established this sect within the Lathe Worlds in an attempt to re-create some of the wondrous technologies found on Mars. The College Cult Graviticus operate and maintain grav-plate technology, ranging from the relatively small plates found in Space Marine Land Speeders up to the massive decks of the Imperial Navy, and the even larger Suspensor Forges of Lathe-Hadd. The unique gravitational properties of the Lathe System provides a particular importance for the College Cult Graviticus, and it is from their ranks that many Suspensor Magos have been raised since the Calixis Sector’s founding. It is common for the College Cult Graviticus of the Lathe Worlds to work with Explorator fleets, as many devices and conveyances suitable for surveying worlds contain grav-plate technology, such as the rare and agile Lathe-pattern speeders. Many of the re-discoveries of the Explorator fleets have assisted the College Cult Graviticus in making grav-plates more widely available, and the Lathe Worlds are one of the premier locations for the manufacture and refurbishment of this rare technology.

TECHSORCISTS

A little-understood sect that acquires only a handful of recruits every few years, the Techsorcists occupy an unusual role amongst the Calixian Mechanicus. Techsorcists possess a deep understanding of the effects of the Warp upon technology and machine-spirits. They also have a particular interest in the tech-heresy of the Empyric Device, and are often involved in investigations of suspected technology that channels Warp energy. Magos Eremor created the Techsorcists in 824.M36. The Magos had directed his Explorator fleet to pass through a region of space then known as the Calyx Expanse. A chance meeting with Rogue Trader Solomon Haarlock led the two forces to jointly explore a newly emerged space hulk, named Fatum Posterus. The expedition ended with deep misgivings in the Magos’ heart regarding the role of technology and the corruptive nature of the Warp. From that moment, the Magos dedicated his research to the task, and began teaching his Tech-Adepts in methods to identify and cast out unclean machine-spirits. Eremor believed that once the true code of a corrupt machine-spirit is known, it can be recorded in a sealed data-vault, so that it may forevermore be banished from the pure machine. Many Techsorcists are lost or mind-cleansed in the line of duty, and their association with the Inquisition—specifically, the Ordo Malleus—renders the sect highly unpopular with Arch-Magos Ralwure the Golden and the more orthodox members of the Lathe-Covenant Council. Techsorcists are trained in the use of special electrogrammatic wards and meme-chants to clear their minds of corruption. However, as a precaution, all Techsorcists are forbidden from uploading their knowledge to the Machine Altar without extensive trials and neuro-cleansing.

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SECTS OF THE CALIXIAN MECHANICUS

THE DIVISIO INVESTIGATUS

After a pilgrimage to Mars in 199.M41, High Fabricator Davos Phar chose to re-create at the Lathe Worlds some of the wonders he had witnessed on the home planet of the Adeptus Mechanicus. Thus, High Fabricator Phar chose to build a small research group dedicated to the development and testing of weapon systems, which he named the Divisio Investigatus. Despite most considering its creation a tribute to similar organisations on Mars, the Lathe-Covenant Council considered it a radical and unwelcome innovation. Given only a minimum amount of resources, personnel, and equipment, the Divisio Investigatus has laboured without recognition or even acknowledgement for centuries. The recent suspicion of many militant groups of the Mechanicus sparked by the Malygrisian tech-heresy has not helped the Divisio’s fortunes. Nevertheless, the Divisio Investigatus has, from time to time, presented small discoveries that the Magos of the Lathes have (after exhaustive review) grudgingly accepted.

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THE LORDS DRAGON

When it comes to the judgment and enforcement of the Universal Laws across the Adeptus Mechanicus, there are many names that conjure dread. Within the Calixis Sector, one of the most secret and most influential of these names is the Lords Dragon. On Lathe-Hadd, menials whisper that the Lords Dragon are also known as the Collegiate Extremis. On Sheol 17, the prisoners who still retain their sanity refer to them as the Scaled Ones, the Correctors of the Balance. In the frozen corridors of Altar-Templum-Calixis-Est-17, they are dismissed only as myth. In truth, the Lords Dragon exist in the Lathe System; they sit in judgment from the orbiting Panopticon Station, ever vigilant to uphold the sanctity of the Universal Laws. Tasked with policing the Calixian Mechanicus and sworn to preserve the Tech-Priesthood from corruption and tech-heresy, the Lords Dragon are shadowy figures who are far more rumour than fact. What is known with certainty is that this group of Arch-Magos is entrusted with vast authority and resources to carry out their judicial task. Numerous agents exist amongst the Calixian Mechanicus who report to the Lords Dragon and serve their will, but the Lords Dragon possess more fearsome tools: the Logicutioners, the Magos Juris, and the Dragon Secutorii.

The Magos Juris The visible face of the Lords Dragon in the Calixis Sector are the Magos Juris, a group of Tech-Priests who have focused themselves solely on preserving the Omnissiah’s will, instead of the never-ending Quest for Knowledge that permeates much of Adeptus Mechanicus culture. The Magos Juris devote themselves fully to their cause, seeking to preserve the Cult of the Machine God from any who threaten it. Magos Juris are most often involved in tracking down and eliminating tech-heretics, smugglers, and others who have justly earned the wrath of the Adeptus Mechanicus. Unlike the Secutors and the Divine Light of Sollex, however, the Magos Juris are primarily investigative in nature, rather than militant, and amongst their number are many Lexmechanics, Rubricators, and other such scholars who relentlessly sift through data seeking their prey. The connection between the Magos Juris and the Lords Dragon is kept strictly secret from any outside the Adeptus Mechanicus, and it is common for many, even amongst the vaunted Inquisition, to believe that the Magos Juris are completely independent of any other presumed-mythical agencies.

The Logicutioners To enforce the edicts of the Lords Dragon, masked and hooded Logicutioners, swathed in robes of deepest black, descend from the Panopticon bearing devices of ancient and baroque manufacture. The Praecursator Grid and the Agents of the Lords Dragon provide the Logicutioners with peerless evidence and information. There are no recorded instances of any suspect escaping a Logicutioner unleashed upon his trail. The Logicutioners are the implacable hands of the Lords Dragon, and are said to possess master code-ciphers second only to the Prime Logis Key.

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THE FALSE FABRICATOR In 624.M41, the Lords Dragon formally accused the Forge orge Master of Ryboth, Fabricator Garamond, of tech-heresy. esy. Garamond’s crime, according to his accusers, was thatt he had tampered with a number of servitors and cogitators, ors, edging over the line towards Abominable Intelligence and into the tech-heresy of the Silica Animus. Garamond’s nd’s defence was spirited, and the evidence against him was weak. After four months of debate and an appeal to the High Fabricator, the issue was still in doubt. At the end, the judgment of the Lords Dragon would ould not be denied. Garamond was stripped of his position, ion, but his influence, the length of his service, the sheer heer amount of knowledge and technology he had provided ded to the Calixian Mechanicus, and his eloquent defence nce had swayed his fate away from the Logicutioners. ers. Instead, Garamond was to be exiled, sent away to the far Sargos Sector, there to toil with the common techechadepts for his remaining length of function.

The Dragon Secutorii On the final day of 815.M41, an encoded data-fragment agme ag m nt contained in a crystalline stasis shell was delivered redd to re Inquisitor Lord Caidin at the Tricorn Palace on Scintilla. cin inti tilllla. The Inquisition labelled it “the Euhedral datalith,” and nd the the h data-fragment’s advanced cipher decay required severall highhig i hfunction cogitators to fully decrypt the partial message within. wit ithi h n. Purported to be an urgent communication from an unknown know kn own Tech-Priest on Lathe-Hesh, the data-fragment described bed an encounter aboard the Panopticon with a nightmarish h force for orce named “the Dragon Secutorii.” According to the Euhedral datalith’s unknown aauthor, utho ut h r, ho the Dragon Secutorii are a force of exactly three hundred und ndre redd Mechanicus Secutors—all specially selected veteran warriors— rior ri ors— s sworn to the Lords Dragon upon the annihilatrix altar inn the Panopticon. These warriors are not elite soldiers. Instead, nsteead, they are the ultimate sanction of the Lords Dragon, deployed ployed pl only as a measure of undeniable last resort. Furthermore, rmo m re, the Euhedral datalith claims that the Dragon Secutorii ii have been involved in a handful of decisive military actions in the Calixis Sector, notably during the final assault in the War ooff Brass, as the centre of a deep-strike assassination of a Merates Merates Clan leader in the Meritech Wars, and as part of a boarding arding party sent on a secret mission against the renegade fleet of the Malygrisian Tech-Heresy. Only a small amount of technical data was recovered overed from the Euhedral datalith, but there are hints that at the Dragon Secutorii go into battle encased in massive suits uits of specially augmented armour, and bear ancient weapons from the deepest Lathe vaults. All inquiries from the Inquisition have been rebuffed, and Lord Caidin considers the file scant evidence for a formal investigation.

The Divi Di Divine ivi vine nee Light Lig ight htt ooff So Soll Sollex llllex ex iiss a myst my mystical yst stic ical ic cal ggroup roup ro up ooff Te up Tech Tech-Priests, ch-P ch -P -Pri Pries riies ests ts,, ts fanatical fana nati na tica ti caal in their the heir irr desire des esir iree to destroy ir oy all all those tho h see w whom hom ho m tth they hey bbelieve e ieeve el v h have avee av dared dare da reed blaspheme blas bl a ph as phem emee ag em aagainst ainst the Omnissiah. Om mni niss ssia ss iah. ia h.. IIts ts ffollowers ollo ollo ol lowe wers we r specialize speci peeci c alliz izee inn technology tec echn hnnol olog oggy th tthat a involves at invvol olve v s photonic ve ph hotton onic ic and ic anndd laser las aser er components, com mpo pone neent nts, s, sophisticated hololith iincluding in incl ncl clud udin ud ingg some in some vvery e y so er soph ph his isti tica ti cate ca teed h oloolilith th h pprojectors. roje ro ject ctors. Much about Light abou ab outt the ou the Divine D vi Di vine nee L ight ig ht ooff Sollex Solllex remains So remai ains ai n unknown ns unknoownn even eve ven to the they oother ot othe the herr Tech-Priests Tech Te ch-P ch -Pri -P Prriiesstss iinn th he SSector, ect ctoor, ass the heey aare re ann aloof alo loof group, grooupp, ppreferring pr efer ef e ri er r ngg to to remain r ma re main in within wit ithinn their thei eirr facilities faci fa c liliti ci tiiess upon uponn the th he death deat de ath world at o Haddrack. of Had addr ad draack. dr ack.. According Acccor o ding ng too re rreports port po rtss in the rt the h Panopticon, Pan anop opti t co con, n a group n, o the of thee Divine Div ivin inee Light Ligh Li ght of Sollex Sollleex encountered enco en coun co u teere un redd upon uppon Sozomen’s Sozom men en’ss Last Stand much boasting Stan St annd conducted coondduc ucte ted themselves them them e seelves lvves m uch uc h lilike kee dduellists, uellllllis ue issts ts,, boas sti t ng g tthat ht ha they th hey eenjoyed njoy nj o ed testing oy tes esti ting ng their the heir ir expertise exp xper erti er tise ti see and and re-discoveries ree di d sccov over e ies against a aiins ag nstt each ch oother ther th er in ritual ritu ri tual al ccombat omba om batt with ba w th precise wi preeci cise se rules. rul ulles es. High Fabricator Castellar said H Hi gh Fab abbri rica cato torr Ca to C stel st ella el larr is sai la aiid to be quite sympathetic aid sympat sy athe at heti he ticc to ti to Sollex, the Divine Divi Di v nee Light Lig ight h ooff So Soll llllex ex,, bu ex butt iff they the heyy have haavee a true tru rue patron, patr tron tr on, it is Arch-Magos Ralwure Golden. his inn A rch-Ma rc Mago Ma gos Ralw gos wur uree th thee Go Gold ldden lden en.. Fr From om h is pposition osit os i ion inn the it Lathes, Ralwure has often attempted Lath La thes e , Ra R alw lwur uree h ha as of ofte tenn at te atte temp mpte tedd to build te bui uild ld influence infl nfluence with with t Sollex thee Divine th Divvine vine Light Ligght h ooff So Soll llllex ex in in order orde or derr to turn de tur urnn their theei eir particular particullar a zeal targets ze eal a towards toow owar ards ds tar arge gets ts ooff hi hiss choo cchoosing. ho si s ng ng.. There been Th her eree have have bee eeen ma many ny aadvanced dvan dv ance an c d examples exampl ex ples of of technology tech chnology and ch andd machine-spirits Divine Light m ma ch hin inee-sp sppir irit itss that th hat tthe he D ivin iv inee Li in Ligh ht ha hass di ddisplayed s layed in carryingg sp Lords Dragon collected out its ou itts particular paart rtic icul ic ular ar aagenda. gend ge nda. nd a The The h L ordss D ragon have collect ted dataa regarding startling rumours rega re g rdin rd dingg hololiths holoolilith holo ho thss of sta th art rtliliingg accuracy—and accur cccur urac a y—and there are rumo moour urss that th a some som omee are are so llifelike ifel if e iikke that el th they theey act acct as holo-decoyy systems, s luring overlapping lur lu ring ng g enemies ene nemi mies mi es iinto ntoo ov nt overlap pping fields field ds of fire. Lasweapons Lasweapo pons po n with wit ith h an extremely extr ex trem em mel elyy high g ccyclic gh yclililicc ra yc rate te ooff fire have aalso lsoo be ls been ddisplayed been ispllayed d dduring urin ur ingg in a battle batt ba ttle lee between bet etwe ween Tech-Priests we Tecchh Prieest s s of the Divine Divin ine Light L ght and a group Li g ou gr oupp of of Obliviates Obli Ob livi v attes es under und nder er tthe h control he o of of a heretek on Turanshush. Tur urran uran ansh sh hus ush. h.

THEE AUX UXILIA U ILIA IL IA A MYR YRMIDON Y RMID DON N

One of the One thee major maj ajor or power blocks for the Calixian Caliixi xian an Mechanicus, Mec e hanicus, thee Auxilia th Auxi Au xiilil a Myrmidon M rm My rmiddon is primarily concer concerned errneed wi w with th thee protection prot pr otec ot ecti ec tionn of of Cult Cult Mechanicus Cu Mechanicus strongholds, s rongholds, siegecraft, st sieegecr crafft,t and and n maintaining m ma inta in ttaainniinng a hi high gh level of skill with the var various rioous us w weapons eaapons n systems syst sy s em st ms an andd de ddevices vice vi cess of ce o w war ar the Tech-Priesthoodd pri prized rize ri zedd ze Inn the th hee Calixis Calix alix al ixis SSector, ecto ec toor,r the Auxilia Myrmidon enjoyss the tor, he patronage patr pa tron tr onag on agee off most ag mos ostt of of the the Lathe-Covenant Lat athe-Covenant Council, meaning meaniingg that th at the thee Auxilia Auuxxillia rreceives e ei ec eive v s a great grea gr eatt deal ea de of influence and favour. Of late, late la te,, a large larg la rgee number rg numb nu m er off Auxilia mb Au Myrmidon Myrm My rmid rm idon Secutors have been id marshalling ma ars rsha haallllin ingg their in thei th eir forces ei eir forc fo rcces for war—some war—ssom omee say say to get involved in the h fighting figh fi gh hti ting ngg on th the he Spinward Spin Sp inw rd Front off the in inwa the Calixis Calililixi Ca xiss Sector. xi Sect Se c or. ct The Hi Th High igh FFabricator abbri r ca cato torr ha to hass ma made de nnote ote that the Myrmidons ot Myr y mi mido ido dons ns are are gathering gath ther her e in ingg together toge to geth ther her in in unprecedented unprecedennte un ted numbers on Heterodyne Heterodyn ynee yn Station, n and and a number num mbe berr of o dataliths dataliths hss regarding h n large-scale ng large ge-s ge -ssca -sca cale le tactics and organisation orga gani nisa ssaati t on have hav avee been beeen channelled cha hann nnel nn ellle elle ledd there th here via transmat.

THE FIFTEEN IFTEENTH T TH UNI NIVERSAL N V RSAL LAW VE

THEE DIS ISCIPLES ISCI CIP CI PLE LES S OF OF THU HULE ULE LE

The gu The T gguiding idin id ingg philosophy ph phil hillos osop opphy hy of Arch-Magos Arch h-Mag -Magos -M o Paracelsus os Parac acel e suss Thule Thulle is is aalive al liv ivee and aannd well throughout the A Adeptus Ad dep e tu tuss Me Mechanicus Mech c annic i us u in the Calixis Cali Ca lilixi xiss Sector. xi Sect Se c or ct o . During Duri Du r ng n his infrequent infrequuen entt visits, v si vi sits tss, the the Arch-Magos Arch Ar ch-M Maggos o has inspired widespread loyalty Quest h as in nsp spiiredd w ides id e pr es prea eadd lo ea loya y lty to hiss vvision isio is i n fo io forr th thee Qu Q est Knowledge, portion Calixian Techfforr Kn fo Kno owledgge, aand ndd a ssignificant iggni nific fican fic ant po an ortio ionn off C io alix ali al ixia ixia iann Te Tech ch-ch Priests P Pr iests respect resp re spec sp ect his his wisdom. wiisd sdom om m. None Noone n are are more mor oree fervent f rv fe rven ennt inn their the heir i Castellar—he served aadmiration dmira ration tthan hann Hi ha High gh FFabricator abbri r ca cato t r Ca to Cast stel st ella el lar— la r—he r— he oonce n e se nc erved lowly Electro-Priest, has aaboard board rdd Thule’s fleet as a low wly E l ct le c rroo-P Pri ries est,t, aand es nd h ass nnever ever ev er during fforgotten orgotten the wonders that that a Thule le sshowed howe ho wed hi we him m du duri ring ri ng his his Explorator’s ttravels ravels aboard the Explorato or’ r’ss ship. Disciples can be found att nearly n arly alllll levels ne lev e el elss off Adeptus Ade dept p us pt us Mechanicus M echanicus society within the Calixis Calil xi Ca x s Sector—large S cttor Se o —l — arge arrge nnumbers umbe um bers be rs o them act as archeoexhumators, searching of sea e rchi h ng n locations loc o at a ions ioons ns such suc u h as Haarlock’s tomb, SSeedworld eedworld AFG:218, Lythea Haarlo ock ck tom ck’s mb, aand ndd tthe hee pplanet h lane la nett ne Disciples kknown nown only as Designate 228-18. The T e Disc Th cipples lees were weree tthe we he first study Yu’vath, fir fi st to locate and stu udy the drifting se ssepulchres epu p lchr h es ooff th thee Yu Yu’v vatth, order from aand nd then only after a direct di fro rom om the th High Hiigh Fabricator. Fab abri riica c ttoor.r.

THE EXPLORAT XPLORATORS ATORS

The T he Explorator fleets are not an un unco uncommon coomm mmoon on vvisitor isit is sit itor or ttoo Adeptus A deptus Mechanicus us outposts througho throughout hout ho ut tthe he C Calixis alixis alix al xis SSector. ecto ec toor.r. Thee tempting presence of the nearb T Th nearby by Koronus Koro Ko ronu ro nuss Passage, nu Pass Pa ssssag agee, leading into the unexplored reaches of tthe he H Halo alo St Stars, tar ars, s, aacts cctts as a siren song for those Tech-Priests sworn swo woorn to the Quest Ques Qu estt for es foor Knowledge. K nowledge. Explorators have have arrived in the the Calixis Calixxis i Sector Secto ecctor or in great numbers, eager to eexplore x lore the Kor xp Koronus ronus Expanse Exppannse and and cclaim cl aim any treasures or useful use s ful knowledg knowledge ge for the gl glory glor o y of or tthe he Machine God. Naturally, the overwh overwhelming whelming maj wh majority ajor aj orit or ityy of it o tthese th ese Explorators are memb members mber e s of thee D Disciples i ciples of Th is Thule hul u e an andd vvenerate enerate the teachings of its fo founder. foun unde der. der. de Currently, an Explorator Explor orat or ator at or flflee fleet eett under the co ee command omm man a d off Artisan A rtisan Chaparral Chapparral is forming Ch formi ming mi ng in in orbit oorrbi b t over Lathe-Het, Lathe-H Het e , given give gi v n the ve the bblessings bl essi sing ngs of High ng Higgh Fabricator Fabr bric br iccat icat a or Castellar. Thee Hi H High gh h FFabricator’s abri ab riica cato tor’ to r’ss r’ favour for the Explo Explorators loora rators is in no small part paart responsible res es onsib espo nssib ible le for forr the influx of support suppo port po rt the group receives in the the he Calixis Cal alix ixis ix iss Sector. Secctoor.r. hass pe petitioned Fabricator Chaparral ha h peti tittioned the High Fabric ti iccat ator o ffor o the or hee rright iigghtt ttoo add twoo Goliath-class Golililiat Go ath at h-class factory ships sh hipps too his his fleet. flflee e t.t The Thee Artisan’s Art r is isan isan an’s ’ ’s political poli liliti ticcal manoeuvring iss adroit, ti adroi oit,t, and oi and it is rumoured rum umou um oure ou reed that that he he may m ay have ve ssecured e ured a nnumber ec umbe um berr of be o mass conveyor conveyors rs en rroute ouute te ttoo th the he region re egi gion on from fro rom m an another anot othe ot herr fforge he orge world in a faraway faraw away aw ayy sector, seccto tor, perhaps per erha haps ha p ps even Ryza ev ven R yza or Gryphonne IV. There are some high-ranked T Tech-Priests who echec h Pr hPrie Pri iestts wh iest ho have havee oobjected bjectedd ttoo Chaparral’s plan, amongst them theem Magos Mago goss Juris go J ri Ju ris Konstantyn K nstant Ko ntyn tyn Ambolic. concerned A mbolic. Ambolic is co conc ncerned thatt tthe nc h sseemingly he eemi ee mingly endemicc ttechming echec hheresy h eresyy ooff the th Calixis Calixis Sector orr should sho houl oul uldd not not taint tain ta int any expeditions in expedi diti di tiions n into i too in Koronus Caution, Magos insists, tthe he Ko oronus ro Expanse. Cau ro uti tion on,, the on the Ma Mago g s Juris in nsi sist stss, st s, sshould hooul u d bee aapplied ap ppl plie ied ie ed rigorously rigo ri goro go rous ro usly us ly to to ensure ensu en sure su re that tha hatt expeditions exxpe p di dition o s into innto to the the h Expanse Exp xpannse s are ppurely pu ure r ly interested int nter e es er e te tedd in tthe he sservice e viice ooff th er thee Om Omni Omnissiah. niss ni ssia ss iaah. h.

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THE DIV IVINE IVIN INE IN E LIG IGHT GHT OF SOL OLLEX OLLE LLE L X

“Flesh is fallible, but Ritual Honours the Machine Spirit.” To a Tech-Priest, organic components (like people) are weak, forgetful, and ultimately expendable for the greater glories of the Machine God. Only the correctly prescribed rituals can purify the fallibilities of the flesh, and enable the enlightened to interact with a machine-spirit. It would be a grave crime for a Tech-Priest to dishonour a machine spirit by not enacting the proper rituals in its presence.

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EVTY9VcVdj “Heresy, they call it. Theyy are fools. fool fo ols.s. The The heresy her eres esyy is to have the your will, technology to achieve you ourr wi will ll,, and and to renounce ren enou ounce it in favour of politics and outdated outda dateed traditions. trrad adititio ions ns.. I spit spit upon upo ponn the thhe Opus O us Machina, Op Macchina, and I am damned damneed in the he eyes eye yess of the the Omnissiah. Omnis issiah. I am m strangely strran a gely ly that.” content, knowing tha hat.t” Vathek, -Magos Vathe ek, iinfamous nfam nf amou ous heretek known ass the the Unkillable Unk nkililla labl ble

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hro gh hroughout hrou ghou outt th thee tu ttumultuous multuous uss h history issto tory ry ooff th thee Ca Cali Calixis lilixi xiss xi Sector,r, th Sector thee sp spec spectre ectr tree of tec tech-heresy chh-he here he resy re sy h has as ooften ften ft en pplagued lagu la gued gu ed the th he Adeptus Adep Ad eptu tus Me M Mechanicus chanicuss ooff th thee La Lath Lathe thee Wo th Worl Worlds. r ds rl d . Th Threads hre read a s ad of ttech-heresy ech-he ec here resy sy h have avee spread ffrom av rom ro m th thee fa ffarr re reac reaches ache hes of the SSleef leef le ef Outw Ou Outworld tworrld ttoo th thee ce centre ooff Scintilla Scin Sc inntiillllaa itself. ittself l . Thee halls of the lf Panopt Panopticon ptic icon on h have ave often rung ruung with wit ith h binary-cant binnaryy-cant curses bi curs cu rses rs es and andd dire dir iree ir oath oaths hs ag against agai ains nstt th tthee pernic pernicious cio ious uss h hereteks eret er etek et ekss th ek that at iinfest nfes nf estt the es the Sector. Sect Se ctor ct or. or Thee reasons Th reas re ason ons behindd tthe he pprevalence r vaale re l nc n e of such tech-heresy in the Calixis th Calilixi Ca xiss Sector S ctor are m Se anny, bbut ut onee theory from Arch-Magos many, Korvik Ko ikal al Q uietus was tthat ui hatt th ha thee Se Sector’s remote location, far from Korvikal Quietus th he centre cent ce ntre re of of Im mpe perial ccontrol, onntr trol ol,, is a m ol a or aj o factor. fac a to tor.. Others Oth herss claim claiim that cl the Imperial major th he opportunities oppo op port rtun unit i ie ies th the Ko Koro ronu ro nuss Pa nu Pass ssag ss age pr prov o id ov des aand n the nd thee unique uni n qu q e the Koronus Passage provides feat fe atur ures es of of the t e ne th near arby ar by JJericho eric er icho h Warp gate have drawn hereteks hereete teks features nearby like ke m oths ot hs to a flame m . Wh What attev ever the truth, the Lords Dragon have moths flame. Whatever ru uth hle less ssly ly soughtt ou outt and and cr rusheed tech h-heresyy wherever e it can ruthlessly crushed tech-heresy be ffound, ound ou n , often wo orkkinng al alon ongs on gsid gs idee the id the Inquisition—though Inqu In q is qu isit itio ion— n—th thou ough gh the the working alongside Iron on Wall Wal a l of Silen nce ssharply harp ha r ly llimits rp im mits su uch c coopera ration. Silence such cooperation. Amon Am ongst the mo m st nnotable o ab ot able l groups tasked with eliminating Amongst most andd pu purg r ing g here ete teks ks aare re the militant sects of the Adeptus purging hereteks Mech chan anic icus,, su uch h ass th thee My Myrm rmid rm idon id o s an aand d th the Di Divi vine L igght ooff Mechanicus, such Myrmidons Divine Light Soll lex ex—b —but ut the h re aare re oother ther th er gro rooupps al lso h i hl ig h y in intere est sted ed iinn Sollex—but there groups also highly interested keep ke epin ingg te ttech-heresy ch-her e es er esyy from from corrupting cor o rupting the pure knowledge knowlledge of keeping th he Omnissiah. Omni Om n ss s iah. T hese he se oorganizations rganizations include the Magos Juris rg the These and, d, iindirectly, ndir nd i ectly, the hee L atthe-C he-Cov o enant Co C uncil itself. Lathe-Covenant Council

A CLEAR CLEAR A AND ND PRESENT P RESEN NT H HERESY ERESY Amonng th Among A the gr greatest reate test te st tthreats hrea hr eats ea ts these groups groups encounter e counter in the en course se ooff th their duti duties ies aare ree tthe h Logicians. This particular cult he embraces embr em b ac aces es a pphilosophy hiloosophy of pprogress hi rogr ro g es gr esss ba bbased sed upon a single tome, In Defence Deffencee of of the th Future: A Logical Loogi gica call Discourse. ca Disc Di scou sc o rs ou r e. Logicians welllll eequipped supplied, their The Lo Logi gici cian ans are we w quip qu ippped ip ped an andd su supp ppliliied pp ed, bu butt th hei er ideology greatest ddangers ange gers rs come from m ttheir heir he ir sseductive educ ed ucti uc tive ve ide deologgy an aandd their Calixian Mechanicus suspect allies. Few w amongst amon am ongs gstt the Ca alixian an M e ha ec hani nicu ni cuss su cu susp spec sp ectt that the the secretive Recongregators Logicians are as aassisted sist si sted ed bbyy th he secr cretiv ivee Re Reco cong co ngre ng rega re gato ga tors to r ffaction rs acctiion of of the Inquisition, bbut ut ggiven iven iv en tthe he rrelations elatio ions ns between bet etwe ween en these the hese se two two rival riv ival al most would register surprise organisations mo ostt w ould ou ld nnot ot reg e isteer su urp rpri rise see aatt th this is rrevelation. evel ev elat el atio at ion. io n. extent, To a lesser ex exte tent nt,, th thee Ph Phaenonite faction o also als lso dabbles d bb da bble l s inn tech-heresy and annd has has connections conn co nnec ecti tion ons to the h Stygiasts, Styygi g asts, a group off Tech-Priests. The Phaenonites have acquired apostate Tech-Prie ests. T he P haen ha enon onit ites es h avee ac av acqu quir ired ed tthrough hrou hr ough gh partners collection their Stygiast partn tner erss a co coll lleccti tion on of of cyber-augmented cybe cy berr-au augm gmen ente tedd elite elitte el warriors known as Maltek k SStalkers, taalk lkers, s and nd the the battles bat attl tles es between bet etwe ween en Forge the Malteks and the Lathee Fo org rgee Guard Guuar ardd have have been bee eenn savage sava sa vage ge clashes that leave countless ddead ead onn bboth o h sides. ot side des.

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WHAT W HAT IS IS TECH-HERESY? TECH-HERESY? Tech-h Tech-heresy Tech -her eres esyy is ooften ften ft en interpreted int nter e preted differently across the galaxy. There Ther Th eree ar aaree many many common com ommo monn schemes that the Mechanicus often labell as such, bbut ut iitt is rrarely arel ar elyy fo foun found undd in such prevalence as in the C Ca lixis Sect tor.. Th Thee ma mast ster erss of tthe he L athes have placed their own Calixis Sector. masters Lathes stam st mp upon uppon the the tolerance tol oler eran ance ce and and definitions definiiti tions of tech-heresy; for stamp ex xam mpl p e, aacquiring cqui cq uiri ring ng aand nd sstudying tudy tu dyin ingg xenos technology is rarely example, considered such, duee to to th thee pa part rtic icular focus on Explorator particular matters and the Thuliann doctrine doct do ctri rine ne of of High H gh Fabricator Castellar. Hi Ralw Ra lwur lw u e th tthee Golden leads a cconservative onse on serv rvat ative faction that considers Ralwure h ha r in rm ingg or interfering interfering with h an ordained ord rdai ained Tech-Priest’s person harming to be be tech-heresy. t ch te c -h - er e esy. In particul u ar, this this faction fac action o advocates adv d ocates severely particular, pros pr osec os e ut ec utin i g Rogue in Roogu g e Traders of the the Koronus Kor oron o us Expanse who prosecuting so ome meti t me ti mess ab abdu d ct Tech-Adeptss and du and force for orce ce them to serve as sometimes abduct En ngi g nssee e rss on on their thei th e r vessels. ei ve Enginseers Thee Hi Th High gh FFabricators abri ab riica cato tors rs of the the Lathes Lath La thes es decree dec ecre ree (and ( nd the Lords (a Dragon enfor rce ce)) the t e following th f llowing to be fo be tech-heresy tech te ch-h -her eresy across the Calixis enforce) Sector and the the h Lathe Latthe Worlds Wor o lds (including (incluudi ding ng those tho hose se domains outside the Sector), though h this th his iis, s, of of co course, nott a complete comp co mple lete te listing.

CEN ENSURE ENSU SURE SU RE BE ETRAYAL TRA RAYA Y L OF THE H CUL ULT LT MEC ECHANICUS E HANIICU CUS S

Simply put, alll th those hos osee wh w whoo break a pa pact ct w with ith it h the Adeptus Mechanicus Mechanic cus are too be reviled. rev evilililed ed.. Any ed An apostates apossta tate tess of the Omnissiah, outcasts outc ou tcas asts ts oorr exiles, exilililes ex es,, an es andd especially espe es peci c al ally l those tho hose se who who h dare truck with the daemonic, must bbee gi given ive ven no assistanc assistance, nce, e, nnoo qu quarter, uarter, and no mercy. As enforcedd in in the the Calixis Ca Sector, Sector or,, the the Lathe-Covenant La Council has a numb number mber er ooff rulings ruliling ru ngs applying apppl p yiing this thi h s censure to the Tech-Witches Tech Te ch-W -Wit itch ches ch es ooff Am Ammicus Ammi micu mi c s To cu Tole. T lee. Ammicus Ammicu us Tole Tole, e, on onee of o tthe he Logician he here hereteks rete teks ks oonn Sinophia, abruptly broke allll ties tie iess with w th his parent wi par aren entt group grou gr oup and a d began an gathering his ownn followers. foollllow owers. It is presumed ow pre resu sume med that Tole Tole was serially dis disloyal, slo loyal,, ffor orr h hee ha h had d earlie earlier er al also so aabandoned band ba ndon o ed the Cult Mechanicus Mech Me chan anic icus ic us for for the the Logicians. Log ogic icia ians ns. Juris The Magos Ju Juri riss as ri aassigned sign si gned ed to the case se discovered dis isco cove v red that Tole’s ggroup gr oup had become becoome a cult, cul ult,t and he had led led them them into rituals of the Warp thatt had th h d irrevocably ha irrevo irre v cably corrupted corr rrup upte tedd the th technology that they came into to contact con onta tact c with. Thee Lathe-Covenant Lat athe h -Covenant Council quickly acted quickl klyy to alert ale l rt r the Inquisition, Inquisiiti tion on,, and an assisted them in rooting outt the th he majority m jo ma jori r ty of the cult, cuult lt,, although alth al thou ough g some remnants manage didd ma di mana nage na ge to to escape e ca es c pe p offworld offworldd to Cyclopea. Cyc yclo lope p a. Among the most egregious Prognosticaon, egre regi re giiou ouss of Tole’s Tol ole’ e s cr e’ ccreations eati tions wa wass th thee Pr P ognosticaon, a device of divination divvin inat atio at ionn that io t at could, with th wiith the the proper pro rope p r use of sacrificial blood, bl loo ood, d, closely clo lose sely l predict the future. futtur ure. e.

THE SIXT IXTEENTH XTEENTH UNIVERSAL LAW “To Break with Ritual is to Break with Faith.” As imperfect, organic beings, most Tech-Priestss believe beeli lieve that they must rely on Ritual over understanding. understandingg. Every Evver ey screw turn and button press is precisely documented documenttedd for fo every mechanism they build or use. There is a st strong trong ng belief that the slightest deviation from ritual iss an an invitation to disaster and will lead to the unleashing g off uncontrollable forces. In matters such as plasma reactor reacttor true. maintenance rituals, this has been demonstrably true e.

There are many amongst the Calix Calixian ixia iann Mechanicus, Mech Me chan anic icus us,, pa part particularly rtic icul ular arly ly Magos Biologis, who ar aaree devout ttoo the the belief belilief be ef that tha hatt the the form form of of Man Ma is, in itself, to be revered. Th This ccreed reed re ed sstates tate ta tess th that at the the gene-structure gen e e-structure Emperor intended of humanity is as th thee Em mpero rorr in inte tend nded ed it—any it— —an a y unnecessary Thee alterations to the human hum man gene-code genee-co code de is, is, therefore, the here refo f ree, anathema. an exact definition of what wha hatt is “unnecessary” “un unne nece cess ssaary” y” meddling med eddling has waxedd and waned over the the centuries cen entu turi ries es since sin ince ce the h founding of the he Lathes, Lat athe hes, s currently but there are arre cu urr rren entl tlyy ma many ny aamongst moongst the Lathe-Covenant Lathe he-C he -Cov -C oven enannt Council whoo cast cast ggreat reat re at ddoubt oubt ou bt uupon pon evenn the he smallest sma m llllesst changes. chan ch ange an ges.s. ge modifications those procedures Most shun more eelaborate labo la boraate m odifi od ifica cati t ons onns such h aass th thos osee pr os proc oced oc edur ed ures ur es that producee enhanced enh nhan ance cedd Gland Glan Gl a d Warriors, Warriorss, though th houugh when whe henn enough enou en ough gh thrones are arre applied applie ap iedd it is is still stililll discretely carried st car arri ried edd out. out ut.. itself nearly The Sector its tsel elff wa wass ne near rly rent asunder asun unde deer by the the h tech-heresies tech-heresies Malygris of Umbra Malyg ygri riss on only ly a few w decades decad ades dess ago, ago go,, and and the th he blasphemies b asph bl blasph hemies stillll strong he was rresponsible espoonsib ible le ffor or are stil str t on ongg in the the memory mem emor oryy banks or bank ba nkss nk Calixian Mechanicus. Malygris of the Calixia ian Me Mech chan anicus. Maly M lygr gris is ppioneered i neer io e ed the bioforging, dark art of biof ofor orgi ging ng,, a horrific horrrifi ficc forced forc fo r ed mutation rc mut u ation of human hulking, the huma m n bo body dy iinto n o a hulkin nt ng, aarmoured rmou rm oure r d thing capable brief capabl b e of of surviving sur urvi vivi ving ng for bri ieff periods per erio ioods in in vacuum. v cu va cuum um. Apostatic Matrix, another The Ap A ostatiic Ma Matr trix ix, an nothe h r off Malygris’ Mal alyg ygri yg ris’ ri s’ inventions, inve enttio ions ns, twists twis tw ists ts tthe he very fabric fabr bric icc of of the the mind mind to turn faith fa h into into heresy. heresy. He also alsso al s developed dev e el eloped fusing human a methodd of of fu fusi sing ng hum man bbiology i lo iolo io logy gy with that of alienn races, race ra ces,, mixing mix ixing xenos xeenoos gene-code gene ge n -c ne -codde process became into his ccaptives apti ap tive vess wi with th a proce cess sss tthat hatt be ha beca c me m transgenics. The High known as tra rans nsgeeni nics c . Th he Hi Hig gh FFabricator gh abricator ab decreed Malygris’ has decree ed that that Malyg y ris’ nname am me be b accursed forevermore foreverm mor oree within with wi thin tthe h transmit he trans nssmiit data-streams, d taa-s da -str t eamss, but not even e en he ev he can ca deny denyy that tha hatt Malygris Maly Ma lygr ly gris gr is possessed formidable possesse sedd a fo form rmidable ggenius. e iu en ius. s.

REN ENOUNCE ENOU UNC NCE ET THE HE EMPYRIC P C DEV EVICE E ICE E

This tech-he tech-heresy here resy sy involves st stud studying udyi ud ying n andd constructingg the the dev device-patterns vice-pa pattt t erns tter ns ooff the Archenemy. Archenem e y. T Too th thee Ca Cali Calixian l xi x ann M Mechanicus, echa ec hani ha nicu ni cus, cu s, any techno technology nolo logy gy tthat h t touc ha touches che h s up hes upon onn or or manipulates the Wa Warp Warp, rp,, such as th the he ha h hallowed llllow owed ow ed Gellar field that pro protects rote tect ctss voidships voiddsh hip ipss during duuri ring n ng Warp transit, is to be b cconsidered onsi on s de dereed cautiously caut utio ious usly us ly and is often suspect, suspect ct, for for any any malfunction m lfunnct malf ctio ionn or deviation can spell spe pellll disaster. dis isas a ter. Thus, Thu h s, tech that directly d rectly see di seeks eks k too ch chan channel annel and direct the corruption off the thee Warp War ap is tech-heresy of the wo worst ors rstt so sort rt and is often seen as a direct direc ectt link link to apostasy. Using technolo technology ogy to bind a Daemon is but one onne example of this tech-heresy. The Arch-Magos Calloph Callophe he once studied the effects of human h m n huma psykers upon the material world, w but her research violated many of the Mechanicus’

most ssacred precepts. In time, she was incinerated through most Inquisitorial edict, but she had left behind a staggering Inqu In quis is number numb nu mbee of empyric devices and an organised group of hereteks h he rete known as the Empyric Engineers. One of Callophe’s most well-known developments was On the ps psy-engine, a crude weapon capable of harnessing and ddirecting di reect cti the power of a number of disembodied psyker brains. Her fo o followers also built ætheric resonators, weaponised frames th hat ch h that channelled Warp energy into vicious, crackling blades.

ABJ BJURE BJU U THE UNLIVING

The Calixian The C Mechanicus refers to the protean engineering forr returning fo rett re life to the dead as the tech-heresy Unliving. Adapting Ad daptii technology to raise or communicate with the dead vile by the Lathe-Covenant Council, and is to is considered con stamped out wherever it is encountered. This has much to be stam the outcast Magos do with do wit itth a former form fo mer member mem embe berr of that be tha hat council, c Vathek. Vath Va thek th ekk. Infamous Infa In famo fa mous mo us both bot oth h in the the Tech-Priesthood Tec ech h and amongst the Inquisition, Inquisition, Vathek Vatheek devised devi de v se vi sedd several seeve v machines that operate on a principle knownn as as the the “Sarcosan “SSarrco wave.” Sarcosan wave generators restore measure of life to the dead, restooree a m easu ea s animating an unnatural hunger annim imat atin at i g corpses coorp rpse s s with se w inn ann unspeakable of the living. The unsp speaka kaable ble mockery m Sarcosan wave built into Vathek’s wav avee generators gene ge ne own carapace carapa pace ce have hav avee allowed his survival in many maany encounters encouuntter erss that th should have been fatal. According of the Lords Dragon, A co Ac cord rdin rd ingg to the in the agents age g Vathek has to leave the Calixis has made madde preparations prreppar Sector for some distant disttannt destination. He has begun di forming aroundd him of similarly apostate him a group g Tech-Priests that Tech Te c -P ch -Pri ries ri ests es ts tha hatt has ha has been be dubbed “the Stygiasts.” Thee speculum umbrae is a Th similar siimila mila creation of the Animal Mori, Morr that purports to allow Mo communication with spirits com co m of tthe h dead. Firmly renounced byy the the h Lathe-Covenant Council, the theory within the the current cuurrr Calixian is that such Cali Ca lilixi xian xi an Mechanicus M devices devi vice cess instead inst in stea eadd are a contacting the Warp or are somehow “echoes” of living some meho me how w transmitting t ans tr souls soul ulss rather rath ra ther th er than thaan the th truly dead. This has not tempered temp te mper mp ered er edd the thee Logicutioners when they find those th hose possessing poss ss find such heresies.

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AVER VERT RT ANY Y TWIS WISTING TING OF THE SACRED GEN ENES NES OF MAN ANKIND ANK KIN IND D

ABHORR TTHE H SIL ILICA LIC ICA A AN NIMUS

Few things th hin ings gs are ar more loathsome to the Calixian Cali Ca l xi xian an Tech-Priesthood Tec than any whoo seek wh seek to to resurrect the Iron Men or other oth ther er horrors hor orr of the Dark Age of Tech Te chnoloogy gy.. T Technology. Tech-Adepts of the Lathes rreject re j ctt with horror je ho any idea of soulless se entience, cal a le by some the Silica sentience, called Anim imus u or “A Animus “Abominable Intelligence.” W ith hou a machine-spirit, a Without devic device is but a shell. If that

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device, devi de v ce vi ce,, ho howe however, wevve we ver, ccontains onta on taain inss an animating ani nima maatiingg intelligent int n ellliige nt g nt nt force, for orce ce,, it is ce is no longer lon o ge gerr technology tech hno n lo logy gy that tha hatt can caan be be trusted tru rust sted edd and and relied rel elie iedd upon, ie upponn, it i is nnoo lo lon longer ng r part of nger o the the Omnissiah’s Omnnissi isssiah ah h’s ’s great gre reat at plan—it plan— lan— —it is is nothing noth no thin th ingg in lless le ss than thaan damnation damn da m atioon made made real. reaal.l. Both tthe Bo Both he IInquisition nqqui uisi siti t on and ti and n the the he Magos Mag agos os Juris Jurris have havve hunted h ntted hu ed the the h heretek Nomen blasphemies he ere rete tekk No Nome en Ryne Ryyne for for his his bla lasp la spphe hemi hemi mies es ooff the the Silica Silililica Animus. Si Ani nimu mus. mu s Ryne’s most was 13th R Ry nee’s m o t in os iinfamous famo fa mous mo u ddiscovery us isco is cove very ry w as tthat hat of tthe ha hat he sso-called o-ccalllled oedd 1 3th 3t h Pattern Patt Pa tter ernn of o Cogitation, Coggit itat tatio ion, n, an an outlawed ouutl t aw wed set set of of rubrications rubr ru b icat br iccat atio io that ions tha hat can ha cn ca and that give gi ve llife ifee an if nd sentience sent se n ie nt ienc n e too a soulless sou oulllesss machine. mach ma chin ch ine. in e. Many Many any claim cl th thee schismatical th sch sc hism mat atic ical all ddata-patterns ataat a-pa -pa patt tter tt erns er ns in in the th he deep deep infotombs inf nfot otom ot ombbs of Latheom Lath hework, Hadd Ha d are dd re aalso lsoo hi ls hiss wo work rk,, bu rk butt no cconnection o nect on ctio tio ionn has ha been beeen proven. provenn. n. Naturally, Calixian Mechanicus and machines Natu Na turallllly, tthe tu he C allix ixia ian ia an Me Mech chan ch anic an icus ic uss ppurges urge g s an anyy an nd al alll mach chin hi ess found Pattern, foun fo und ttoo possess pos osse sess ss aany ny ddata-markers ataat a-m amark mark rker ers off thiss 13th er 13th Pat a te at tern, andd inn many Techsorcists have been called man ma ny ccases a es tthe as he T echs ec hsor hs orci or cist ci stts ha ave bee en ca alled in to assist. asssis ist. Ryne has escaped cunning—he R Ry yne ne h as ssoo fa farr es esca cape ca peed justicee due d e to his cunning du ngg—h — e has constructed ha as co onstr ns ruc ucte tedd a nu te number off frighteningly frig fr igght hten enin en i gly lifelike automatons automaton onss on shrouded These “False-Men” shro sh rooud ded iinn th thee ro rrobes bes of a Tech-Priest. Techh--Pr Prie i st s . Th T ese “False e-Menn” spread Alactra, spre sp reead ass fa farr as A lactra, and la and the Magos Mago Ma g s Juris intercepted inte terc te erc rcep epte ep teed a nnumber nu mber mb err ooff th them em aattempting ttemptinng to book passage pass pa s agge into ss into t the the he Koronus Koron onus on us Expanse. Ryne’s work abominations, Expa Ex pans pa nsee. ns e. R yne’ss wo yn w r hass also birthedd othe rk oother ot th r abominatio ioons ns, the mech murder-cogitators, such su such c aass th he be beast-minded mec ch spiders and murd rddeerr-c -cog ogit og itat it ator at o s, or hand-held devices h ha and-h nd-h hel eldd de devi vice vi c s that can ce an assassinate assassinaate a machine-spirit. mac achi ac hine-spi hi piri pi rit.t. ri One O ne off Ryne’s Ryn yne’ e s greatest followers rs is a Tech-Priest Tech-P -P Pri ri formerly riest associated as sso soci c at ci ated ed with wit i h the Inquisition, Cyrrik Scayl.. Other examples include mechOthe Ot h r ex exam am mpl p es of this tech-heresy inc clu lude d tthe de h m he echaassassin as saass sass s in automata aut utom ut omat om ata known as Gholams and Golephs, at Gol olep ol epphs h , both both of of which have decades. w wh ich ic h ha h ave pplagued laagu g edd the h Calixis Sector for decade des.. Off late, de latee, an entirely en ly nnew ew pattern—the pattte tern rnn—t — he Caryatid—has emerged, emerge ged, ge d bearing d, beaaringg ffarr moree aadvanced fa dvancedd weapon dv weap we apon systems and hunting protocols. ap proto tooco c ls.. The Dragon Th he Lords Dr D agon aree ssaid aidd to ai t be intensely interested to find finnd out more Caryatids ou ut mo m re aabout bo the Carya bout bo yati ya tids ti ds aand n destroy their source. nd

LES ESSER ESSE SER SE R TEC ECH CH-H HER ERESIES E ESIES S

Th The T he tr true ue nnature atur at ure of what constitutes ur co tech-heresy tech h-h -her erres esyy is vague vag ague u enough en enou nou o gh tthat ha it hat i can encompass a truly tru ruly wide variety variet e y of subject et sub bjeect andd activities. an accti tivi viti vi ties ti e . Generally speaking, in the Calixis SSector ec ther ec ector there eree er arre several are s vera se rall de ra defin definite nite actions that are arre considered conside dee d amongst dered amon am o ggsst the on llesser le ssser tech-heresies tech-he here he resi re siies (called (caalledd such because beca be ca e they do not fall cause under unde un der one of thee other de oth t err major categories).

Misuse M Misu Mi isu s se s of Technologyy An extremely ext xtre reme re m ly broad category category, this usua usually alll y refers to the adaptation of technology to a use other than that for which it was intended. Such misuse can be as simple as otherwise innocent technology used against the Adeptus Mechanicus rather than for it, transmitting blasphemies against the Omnissiah through a voxnetwork, or even abusing a chronically recalcitrant machine-spirit (such as venting one’s frustration with the offending machine in the presence of a Tech-Priest). Naturally, due to the imprecise nature of this category, it is easily misunderstood and rarely draws major attention from the Calixian Mechanicus. The case of Illucius Grizvaldi is an excellent illustration of this particular lesser tech-heresy. Grizvaldi, a previously low-profile heretek, took over a small section of Scintilla and began liberally transforming its citizens into bestial servitors loyal only to him. The Inquisition intervened in the matter and Grizvaldi was summarily executed, although his legacy lived on. From time to time, other hereteks seek to match or copy Grizvaldi’s atrocity.

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Unsanctioned U n anctio ns ione io ned ne dC Communion o mu om m ni nion with wit i h th the he Machine Mach Ma ch hin inee Th The T he influ influence uennce ooff th thee La Lath Lathe-Covenant th thehee Co Cove vena n nt n Council Cou ounc ou ncill can cann be be quite q itte qu powerful ppo ow weerf r ull onn th the at atti attitudes titu ti tude tu dess an de and nd ou outl outlooks tloo ooks k of thee Te T Tech-Priesthood ch-P ch Pri ries esth thoood a large w at within ithi it h n th the he Calixis Calililixi Ca xiss Se Sect Sector. ctor ct or.. Th or Thee ex extr extremely t em melly co cons conservative nser errva v ti tive v ve faction, factio fa on, lled edd by Arch Arch-Magos h-M Mag agos R Ralwure alwu al wure wu ree tthe he G Golden, olde ol den, nh has as campaigned campa ampaig iggne nedd establish Ralwure’s at length to t establi lilish sh a sset et of activities a ti ac tivi viti vi ties ti ess as as tech-heresy. tech te ch-h -heresy. R a wu al wure re’ss subject stuff di di diatribes o tthis on h s su hi ubjjec e t are th tthee st stuf ufff of of the the h legend, leg egen end, d andd thanks d, tha hank nkks influence, Council has favour. Thus, too his infl flfluenc nce, thee C nc ouncilil h ou as ddecreed eccre reed edd in in hi hiss fa favo vour u . Thus uss, fo us, forr the th he lay citizen (one not not belonging bel e on ongi g ngg to to the the Calixian C lilixi Ca xian an Mechanicus) Mec echa h nicus) s) too augments, scavenge crr unsanctioned craft unsanctiion o ed aug gme ment nts, nt s, oorr sc cav aven e ge technology en tec echn hnnol h olog ogyy (particularly (par (p a ticulaarl rly pernicious Reclaimators lurking the pernicio th ous R eclaim mat a or o s lu lurk rkkin ingg in i tthe he ddepths he epth ep thss of th o the the Calixian Calixiaan hive declared tech-heresy. h ive cities) has been de ecl clar ared ar ed te echh-he here ressy. Th This is ppolicy olic ol icyy ha ic hass so ssought ugh ht ht also to go so far as to als lsoo include ls incl in clud cl udee interfering ud innterf teerfe ferinng with w th wi th or or harming h rm ha rmin ingg a in person, has Tech-Priest’s person Te n, bu butt th tthat hat a h a yyet as et too be be ffully ullyy aadopted. ul dopt do pted te . The Th he particular category extent of this parti ex icuula larr ca cate tego te g ryy is is replete repl re plet pl etee with et w th wi h a complex com ompl plex ex set o precedents and exceptions of exxceept ptio ions io n that ns tha hat only o ly those on thoose se within wit ithi h n the hi th Cult Mechanicus Mech Me c aniccus could cou ould ld ttruly ruly ru ly uunderstand. nder nd erst er sttan and. d

THE T HE PRICE EO OF F HERESY HE ERESY Those condemned for tech-heresy face Those T faace ce a vvariety arie ar iety of of punishments, punishment pu ts, s dependingg nnot o only onn tthe ot he sseverity he e errit ev ityy of ttheir heirr heir he actions but also their accus ac accusers. usser ers. Minor Min inoor or slights sliligh g tss that gh tha hatt do not nott ddraw dr aw untoward attention might migh ht only only on ly result res esult in loss los osss off resource resou ourc rcce access ac ccess or, more often, exile lee to to the the far fa regions fa reegiion onss of the the Calixis Calix alixis al is Sector, th Se there her eree fo fforr the Tech Tech-Priest cch h-P -Pri rieest to rreflect ri eflflect on the the h nature nattur uree of of his his i incorrect incorrec in e t thoughts. T Th These hes esee of ofte often t n includ include de acti actions ion ons no nott te tech technically chni ch nica ni callllllyy ca heretical, h he retical, but again against nst the the h current tenets off the the he Council Counc ounc nciilil or or moduli-scholem m oduli-scholem ooff th tthee Lathes hierarchies hierarchies; es;; such es such su h aapostasies p st po stas asie as iess ie rresult esult in thee in indi individual divi di vidual being lab vi labelled bel e le l d Malatek. Maala late tek. k k. More re serious serious us heresies heresies require greater grea gr eaate terr punishments, puni pu nish ni sh shme hme ment n s, such nt suc u h as permanent pe erm rman anennt removal of blessed an ble leess ssed ed augmentations, augme ugme ug menttat atio ions io nss, cranial c an cr ania iaal scouring, sccou ouri ring ngg, and an nd corrective re-engramation, re-en engr en gram gr amat am a ion, at ion all followedd with with the the heretic’s her e et etic ic’’s ic formal form rmal rm al declarations dec ecla l ra la rati tion ti onns to the Lathes on the he errors errrorrs of their the heir irr ways. way ays. s The most serious crimes demand nd tthe he m he most ostt sse os serious eri r ou ouss off punishments, pu unishments, with mere cessation onn ooff thou th thought hou ough gh ht and annd bodily bodiilyy bo disposal imposed. Those di isposal being the least imposed d. Th hosse fo ffound foun oun undd guilty tyy ooff heresies would shake Lathes he eresies that wo woul uldd sh ul hak ke the Lath thes th ess aare r ooften re f en sentenced ft sentenccedd in in closed cl losed ttribunals, rib nals, the betterr ttoo ensure ribu ri ensu en ensu sure re that that others doo not noot learn lea e rn such heresies Their su uch he eresies exist. T heir ffate atee iss ooften at f enn SServitude, ft erviituude de,, an andd their minds destroyed are mind mi ndss ar nd aree de dest stro st r ye ro yedd as ttheir heir he ir bbodies oddie iess ar re tr ttransformed ran ansf sffor orme m d into servitors rest base servi viitoors ffor or tthe he res estt of ttheir es h irr wretched he wretc tcche hedd lives. live li v s. Especially ve Esp spec e ia ially heretical Tech-Priests might be sent to the horrors of Sheol-17 first, so that every possible datum can be extracted from their brains, the better to root out the extent of their heresies. Such is the will of the Machine God,, and the will who his off tthose hose ho see w ho rule inn h is nname. ame. am e.

SERVANTS OF THE OMNISSIAH ALTERNATE CAREER RANKS s ELITE ADVANCE PACKAGES s NEW SKILLS AND TALENTS s MECHANICUM ARMOURY

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“Keep your voices down! You don’t want the Lords Dragon to hear, do you? They spy on everyone!” –Talsia Yantor, Agent of the Lords Dragon

“Your banal chattering is unnecessary. Are you able to grasp the importance of my experiments? Begone from my sensory range, lest I have you disassembled for servitor parts.”

E

–Malatek identified only as “The Fabricator”

o most within the Calixis Sector, the domains of the Adeptus Mechanicus appear as a single, impenetrable edifice. To the outside observer, they seem to be a unified organisation whose presence and influence is felt almost everywhere. Those privy to the secrets of the Mechanicus, though, know all too well of the overlapping layers of military might, of the conciliators who promise things beyond imagination, and of the factions that cast out any who fail to conform. Some even know of the darker side of the Mechanicus—the watchers and assassins who bring swift and unyielding punishment to the enemies of the Mechanicus. Some choose to reject the institutions of the Machine Cult, forming rival cults to oppose them. Others are born directly into the system, their lives an endless torrent of work and toil from birth to death. It is a horrific system, one not understood by many, but one that is vital to all.

he following section details a number of Ranks that may be taken during a character’s Career progression as alternatives to the normal path of his Career. These Alternate Ranks change the character’s potential abilities and direction, and in some cases their prior history. A player does not swap his character’s Career Path, but rather his character’s fate takes an unusual detour for one Rank along the way. These Alternate Career Ranks serve two functions: the first is to offer players the opportunity to personalise his character, and the second is to give characters a very definite place within the Adeptus Mechanicus within the Calixis Sector.

TAKING AN ALTERNATE RANK Alternate Ranks are attractive, and for good reason. Gaining new Skills, Talents, and tools to distinguish a character from others of the same path are all excellent reasons for acquiring an Alternate Rank. To select an Alternate Rank, a Player must first secure his GM’s permission. Several of the Alternate Ranks require adopting a specific social role that may be at odds with an existing plot line or campaign. Second, most Alternate Ranks include one or more prerequisites that a player must fulfil before taking the rank. Finally, Alternate Career Ranks have a minimum Rank at which the character can take them (and some can be taken by more than one Career Path). The Rank can be taken at this minimum Rank, or at any Rank thereafter (unless noted otherwise). Once his character meets all the requirements, and the GM agrees, the player may select the Alternate Rank. In every case, the Alternate Rank is “swapped” for the Rank he would otherwise take, and its Advance Scheme is exchanged for the one found in his Career’s normal Path. From this point onward, the character has access to these Advances, and the Player may spend his xp freely on them. The Rank may also indicate some unique ability or Trait that is gained as well—apply this immediately. Despite offering up a slew of new abilities and potential, taking an Alternate Career has its downsides. A character may (and probably will) miss out on certain Skills and Talents from his original Rank, have his maximum ability with certain Skills capped out early, or be forced to pay more xp for them. This is the price a character pays to study a new and specialised area. The GM may allow a player to pick up missed Skills and Talents if appropriate, but only as Elite Advances (see Missed Career Ranks on page 29) during the Player’s next Career Rank. Because taking an Alternate Rank complicates the character progression system, it is only recommended for experienced players and GMs.

Grasson, an Assassin with close ties to the Adeptus Mechanicus, decides to accept the offer to become an Agent of the Lords Dragon, the secret observers of the Lathe Worlds. He exchanges his usual Rank 4 of the Assassin Career for Rank 4: Agent of the Lords Dragon and fulfils the requirements listed in the Agent of the Lords Dragon Alternate Career Rank. He does not cease to be an Assassin, he is now just an Assassin who also trained for a specific purpose. Grasson’s player now has access to the Skills and Talents listed under the Agent of the Lords Dragon Advances at the costs listed there, and may spend xp freely on them from this point forward. However, all the time he spends learning the secrets of binary interrogation and fighting against tech-heresy means that he misses out on certain opportunities from Assassin Rank 4. When he moves on to Assassin Rank 5, if he wishes to still obtain Assassin Rank 4 Advances, and has the xp to spend, he must take them as Elite Advances and pay additional Experience Points for them.

MOVING ON

Once a player has accumulated and spent enough xp to advance to the next Rank, he does so as normal. If his Career Path splits, he must choose one path as he normally would, his Alternate Career standing in the stead of any previous choice he needed to make. The player must then follow his chosen Career Path normally, although again, he may find that this tangent has left him missing certain Skills needed as prerequisites for some of

the Advances offered by the new Rank, and to acquire them he must obtain them as Elite Advances. More likely, however, he continues to develop Advances from his Alternate Career to make up for missed Advances.

MISSED CAREER RANKS

Having taken an Alternate Career means that a character has deviated from the regular path of experience and training he would have undergone, and while the character has gained new and often unique abilities from this extracurricular activity, he misses out on what would have been his regular development. In this case, Talents and Skills from the missed Rank that can be reasonably obtained by the character (with the GM’s approval) can be gained as Elite Advances for their listed costs in the missed Rank plus an additional 50 xp.

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EXAMPLE

MORE FORGE WORLD INFORMATION Further background information on life within a forge world, as well as additional weapons, equipment, and cybernetics can be found in THE INQUISITOR’S HANDBOOK. These extra rules can add more depth to any DARK HERESY campaign, and are an invaluable resource for GMs looking to further emphasise the role of the Adeptus Mechanicus in their games.

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ACUITOR MECH-ASSASSIN “We still have no explanation for the death of the passenger. The only witness claims the void-lock unexpectedly opened just as that poor soul walked nearby, while the outer lock was also open. For both to be open is impossible when the auspex registers open void against the hull, yet it happened. I doubt we will ever know why he was so desperate to leave that system, though I am relieved he did pay in advance.” –Captain Artesia Carnelline, Killian’s Prize Killers come in all sizes and shapes, some silent and subtle, others brazen, some clad in flesh, some in cloth, and some in steel. There are countless orders dedicated to the art of death in the Calixis Sector, and one among them is the Acuitor Set of the Lathes, less formally called the Mech-Assassins. These executioners are answerable only to Magisters Samadhi of their own order, and usually move according to their masters’ will without scrutiny, hidden beneath heavy red robes. Though most are trained in the art of stealth, initiates of the Acuitor Set often infiltrate in plain sight; after all, the Priesthood of Mars is a wholly inscrutable order to all but the most knowledgeable outsiders, and even the greatest citizens across the Calixis Sector do well to treat these strange, mechanical half-men with reverence and fear. It is rare for lay folk to question the actions of even a lowly initiate of the Adeptus Mechanicus, odd or arcane as his behaviours may be, and so the Acuitors pass, seen but ignored. To anyone but the great lords of the Machine Cult, and certain individual Inquisitors with close ties to the Adeptus Mechanicus (or bitter enemies within it), nothing distinguishes an Acuitor Mech-Assassin from the shuffling, augmented, and veiled ranks of Tech-Priests who fulfil the innumerable duties that allow the Sector to grind forward one more day. Nothing, at least, until it is far too late. It is, in no small part, this anonymity that makes the Acuitor Set so very deadly. Though the truth of the origins of the Acuitor Set is scattered throughout the Lathe Worlds like scraps of data disrupted with an ferromagnetic purge, some shadowy records still remain. During the days of the Angevin Crusade, a pious Magos by the name of Samadhi led his modest forces to several key victories in the Mechanicus’ grand campaign against the Adrantians in what would eventually become the Calixis Sector. After the Grant of the Lathes in 380.M39, when the Lathe Worlds were granted to the Cult Mechanicus for their efforts in the Crusade, Samadhi used his new-wrought influence to form a secret organisation. Some stories say that this was with the tacit permission of the already-powerful Lords Dragon, based on a promise of future service to their cause. He then trained and dedicated the members of this sub-cult to the art of eliminating the enemies of the Omnissiah. Samadhi established the hidden fortresses scattered throughout the realm of the Lathes, such as Rasamal on Lathe-Hesh and Tumala in the heart of the shrouded Panopticon, in which his disciples could be sharpened into perfect tools of the Omnissiah and terrifying instruments of death.

TALENT: COGS WITHIN COGS Prerequisites: Int 35 An Acuitor Mech-Assassin who interfaces with any machine may make a Challenging (+0) Tech-Use Test. If he succeeds, he may pre-set that machine to activate, deactivate, or follow another such simple protocol within its usual repertoire, at either a given time within the next 24 hours or upon his remote command, provided that he is within a number of kilometres equal to his Intelligence Bonus of the machine when he wishes to activate it. The Acuitor must choose the machine’s action upon making his Tech-Use Test, and makes any other necessary Tests (such as Security to bypass a guarded cogitator’s internal defences or Forbidden Lore (Archeotech) to decipher an ancient device’s function) while programming the action.

TALENT: WHISPER OF SAMADHI Prerequisites: Int 35, Mimic, Deceive Acuitor Mech-Assassins are consummate infiltrators, and while they have little trouble passing as normal TechPriests when dealing with commoners across the Sector, their targets are hardly limited to those outside of the Adeptus Mechanicus. Part of the ancient data tracks of Samadhi helps them to overcome this problem, however. When dealing with other Tech-Priests, an Acuitor may lace portions of the Secret Archive of Samadhi into his binaric cant, subtly scrambling the judgement of the listener. As such, when dealing with other Tech-Priests, Acuitor Mech-Assassins may use their Intelligence Characteristic instead of their Fellowship when using the Deceive Skill, and may use the Mimic Talent to copy the subtleties of the vocal codes and ciphers of any Tech-Priest they impersonate with it. It is whispered that, one day, Samadhi himself vanished into the depths of the archive of Tumala, perhaps finally betrayed by the frailty of flesh, or perhaps becoming one with the ancient cogitators contained in the fortress. No matter the circumstances of his departure, Samadhi’s disciples rallied around the data-tracts that the first Grand Magister of the Acuitor Set left in his wake. His adherents believe that these data-tracts, based on recordings of his own cogitations, contain his ultimate scheme—a plan in which all disciples participate, but that none fully understand. Decanting his stored knowledge into their own minds, the agents of the Acuitor Set followed in their patron’s footsteps and tirelessly hunted any they saw as obstacles to the Adeptus Mechanicus. Starting with the first disciples to succeed the patron of the Acuitor Set, all those who have claimed the title of Magister within the organisation have taken on the cognomen “Magister Samadhi” upon their ascension to this elevated rank, and through them, Samadhi’s name has become death itself.

BECOMING AN ACUITOR MECH-ASSASSIN

Tech-Priests who are chosen to become Acuitors are pulled from across the Lathes and beyond, and instructed in secret fortresses scattered throughout the Calixis Sector, such as Tumala and Rasamal. Most candidates are those who have proven both faithful and capable of using the skills of the Adeptus Mechanicus to deadly effect. To become an Acuitor is to become a part of a pattern greater than oneself, as all members of the Set mentally carry the data-tracts of Magister Samadhi, which guide them to the targets of their wrath and aid them in making short work of those who oppose the Lathes. Those who can survive the weight of the data-tracts and even begin to decipher the ancient, inscrutable memories, become killers of the greatest calculable efficiency and ruthlessness. Required Career: Tech-Priest Alternate Rank: Rank 2 or Higher (500 xp) Requirements: Logic Benefits: Cogs Within Cogs (Talent)

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In this day and age, the Acuitor Set has quietly expanded, and though its members are still fleetingly rare, there are several worlds upon which they recruit those gifted in treading the Omnissiah’s darker paths. Most of the recruits are already seasoned Tech-Priests, those who have already had to call upon their unique skills to slay their foes, either because of battlefield appointments, poor luck, or a logical reason that required violent conflict. After passing rigourous trials, recruits are infused with the data-tracks of the order’s long-missing founder. Though recruits remain individuals, each carries a part of the vast, calculating mind that spun the Acuitor Set into being. With the knowledge contained in the ancient data-tracks, all Acuitor Mech-Assassins can act according to a single, immense plan without ever setting eyes on other agents after their training or even grasping the true extent of the design. The labours of all become one in the shadows, casting the grim silhouette of Magister Samadhi over the Calixis Sector long ages after his disappearance. So it is that these disguised agents roam the Sector, maintaining voidships, repairing cogitators, unjamming weapons, and occasionally slaughtering their eir unsuspecting unnsu susp spec sp e ti ec ting ng prey. The methods by which a Mech-Assassin can ann kkill ililll ar aree va vvaried; ari r ed e ; some value a clean kill at a distance, while others herss prefer pre refe ferr to slay fe sla l y with with elaborately elaborate t lyy created traps or carefully scripted ripte tedd malfunctions. malf ma lfun lf unct un ctio ct ions io n . There ns Ther Th e e are er a e also ar a soo al those who like to feel the “wet-iron” t-ir iron on”” of ttheir heir he i victims run inn crimson rivulets down their bladed mechadendrites. meccha hade dend de ndrites. Many Acuitors also train themselves to enter a state tat atee of terrible terrible frenzy on on command, flooding their minds with the he Samadhi Sam mad adhi hi data-tracts dat ataa-tr atrac tr acts ac ts that tha hatt it might mig ight ht guide their movements in thee thick thi hick ck of of battle. battle le. This le i practice makess them fearless in the knowledge dge g that tha hatt all proceeds according to the Grand Magister’s plan. These The hese se counterpoints—clinical, razor-sharp forethought, andd savage sav avag agee battle-fury—balance ag batt ba tttle le-f -ffury— y—ba b laanc ba ncee to make a fully trained Acuitor ito torr Mech-Assassin Mech Me ch-Ass Ass ssaassi sinn onee of the si the deadliest individuals the Lathes hes have hav a e ever honed. In all cases, however, thee sharpest sha harp rppes e t weapon an Acuitor possesses is his mind. Whenever nd. d. W h never he possible, an Acuitor elaborately teely plans pla lans ns a kill, running simulation afterr simulation sim im mul ulat atio at ionn in his augmented cranium and nd including inc nclu luudi ding ng a wide array of factors that few w without wit itho hout ho ut the the gifts of the Omnissiah could uld ld effectively eff ffec ecti ec tive ti vely ve ly consider. He might stalk hiss target targe geet for for months or years at a time, gathering theringg ever more information to be filed away for his grim purpose. ose se. An Acuitor Mech-Assassin’s honed, honed, clicking cllic icki king ng mind allows him to utilise nearly nea e rly anything as as a lethal weapon; steam pipes become ecom ec ome a scalding n trapp to an unwary passer-by, a firearm rea earm rm becomes bec ecom omess a timetim mebomb for its user, and an ancient ien entt cogitator cogi co gita tato torr becomes b come be m sa shadowy maze from which a known know kn wn Heretek’s Here He rete tek’ k’ss mind cannot escape, even as his body ody sits ts helpless hel elpl plesss before befo be fore re it. Even if he cannot kill with ith his surroundings, surr rround ndin ings gs,, an Acuitor might depressurisee a voidship’s void i ship ip’ss cabin cab abin in or redirect a reactor’s vent into nto a nearbyy air duct, all to force an enemy into nto a vulnerable vulne n rable position. Infinite possibilitiess for murder unfold before a member off the Acuitor Set, and finding the best one for an enemy of the Omnissiah is simply his role in the great Quest for Knowledge.

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2TfZe`c>VTY2dd dRddZZ_ _ 2U 2UgR gR_T _TVd Vd Advance Concealment Contortionist Deceive Demolitionn Security Silent Move Sleiigh ght off Han andd Shadowingg Tracki king ng Arrmss Mas aste terr Bllin indd Fi Figh ghting Dead De adey eyee Sh S ot Mark Ma rksm sman an Mimi Mi micc Orth Or thop opro r xy Para Pa rano noia ia Quic Qu ickk Dr D aw w Sure Su re Str trike Sile Si lent n Move +1 +10 0 Tech Te ch-Use +10 10 Batt Ba ttle le Rage Exot Ex otic Wea e po ponn Tr Trai aini ai n ngg (Anyy One) ni Fren Fr enzy zy Whis Wh ispe p r of Sam amad adh hi hi

Cost Cost 100 100 100 10 00 10 00 100 10 0 100 10 0 100 10 0 100 100 100 10 0 100 10 0 100 100 1 0 10 1 0 10 100 100 100 10 0 100 100 1 0 10 200 20 0 300

Type Type Sk kililll Skill Skilll Sk killl Skill Skill Sk Skilililll Sk Skilililll Sk Skilililll Sk Talent n Taleent Ta Tale Ta lent le nt Talent Talent Talent n T le Ta l nt Talent Talent Skilill Sk Skill Talent Talent T le Ta lent nt Talent

Prereq Prer equi uisi site tess — — — — — — — — — BSS 30, Basic Weapon Tr T ai aini ning ng (an anyy tw two) Perr 30 Pe BS 30 BS 35 — — — — WS 30 S le Si l nt Mov ovee Tech-Use Frenzy — — Int 35, Mimi m c, Dec mi e ei e ve

“The phrase 'be seeing you' has a different meaning for us, my dear Inquisitor Caidin. When we say this, it is to be taken quite… literally.” –Arch-Magos Karolinious Benz, Magos-Draco of the Lords Dragon Shrouded in mystery, and whispered about only by fools and madmen, is the legend of the Panopticon. Supposedly hidden deep within the Lathes System, this orbiting void station is rumoured to be the real authority behind the Calixian Mechanicus, and the seat of power for an organisation whose name is synonymous with dread: the Lords Dragon. Dispatched to the then-unconquered Calix Expanse thousands of years ago through Logis-Prophesies, secretive Tech-Priests sought out worlds to eventually bring under the Mechanicum’s control. They were to locate any sites that would be advantageous once the upcoming Angevin Crusade had finished, and to ensure that the Mechanicum claimed the most important worlds as their own, before the Adeptus Ministorum gained a foothold in the new Sector. The first agents to arrive quickly discovered a small system colonised aeons ago during Mankind’s earliest est steps into the galaxy. The irregular orbits of its main in worlds created violent shifts of gravity, and had resulted in the formation of three unusual asteroid belts. Only the bravest or most foolish of ship captains ins could ever hope to safely navigate the gravitic nightmare of the system’s asteroids, and thus the he Lords Dragon, the ancient cabal of Arch-Magos h-Magos tasked with policing the Mechanicum anicum within the Sector, took the hidden centre of these belts as their new home. The Panopticon Orbital was built as a habitat and headquarters for the Lords Dragon, but more importantly tly as a hub of observation. The Lordss Dragon knew that they would need to observe the emerging Calixis Sector to ensure that tech-heresy and affronts to the Machine God never went unpunished. Using scarcely understood devices from the Dark Age of Technology, the Lords Dragon established an extensivee monitoring network—the Praecursator sator Grid—across the Pondus system, using sing the space around their new home as a field test. If their system allowed observationn without direct interference, then they knew that they could expand the grid to cover all the forge worlds that would eventually be built, uilt, and even some worlds outside the Mechanicus’ hanicus’ sphere of authority.

They soon discovered that the surviving descendants of the original colonists had actually thrived in their cruel environment, and performed genetic modifications to improve their usefulness even further. Lest others such as the Ecclesiarchy claim them, the population was interred into massive Great Holds and kept in stasis in the fringes of the cometary clouds surrounding the system. When the Crusade arrived in the system many years later, it would find a group of harsh, uninhabited worlds suitable only for the Adeptus Mechanicus, and once established, the Lords Dragon could bring the population back, each one of them ready and willing to work for the glory of the Omnissiah. Such is the scope of the Lords Dragon and their guidance for the greater good of the Machine Cult. With the success of their observation technology, the Lords Dragon began to involve themselves directly in the Angevin Crusade. They went back to their usual methods of seeking out corruption from within, ensuring that the worlds the crusade conquered were purged of tech-heresy. They took steps to ensure that the Explorator fleets found their way to what would become the Lathes System, and then did what they could to engineer the ceding of the worlds to the Mechanicum. As each new forge world was lit, the Lords Dragon monitored. Within each new voidship hull laid or Skitarii regiment their surveillance kept close raised, th watch for any signs of deviant thought or deed. Hardly a moment went by when the Lords Dragon were unable to view eexactly what the Mechanicus was doing within the gestating Calixis Sector, or, at least, that is what they would wish all who dwell in the Lathe Worlds to bbelieve. Lords Dragon have always made The Lord Inquisition wary. From the Inquisition’s the Inquisitio perspective, only it has the proper remit and power to safeguard humanity against within, without, and beyond, the terrors wi not relish the idea of others, and it does no operating outside outsid of its purview, attempting to do the same. The Tricorn Palace has spent years petitioning the Lathes for many fruitless ye Panopticon Orbital, but every access to the P been denied. To make matters request has be Inquisition is seemingly unable worse, the In prove its existence, though many to even prov suppose this is unlikely given the nature oof the Holy Ordos. More disturbing are the continued Mo reports that the Praecursator Grid repor extends beyond the borders of exten Cult Mechanicus, and that the the C Lords Dragon have the ability Lor to spy upon many important Ecclesiarchical holdings, the E ddomain of Sector Lord Hax, aand the Tricorn Palace itself. SSome even believe that all

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AGENT OF THE LORDS DRAGON

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%$the cybernetics manufactured within the Calixis Sector are part of this Grid, and that everyone who has ever received a bionic is actually an unwitting spy in service to the Lords Dragon. If such a revelation were found to be true then the outrage, especially from groups such as the Cult of the Pure Form, would be immense, and the Calixis Sector could find itself in a civil war the likes of which it has never seen. The Inquisition has mounted numerous operations to infiltrate the Lords Dragon but has not met with any reported success, their agents either returning empty-handed, or simply not returning at all. Yet for all their clandestine work and surprisingly adroit political manoeuvring, the Lords Dragon are surprisingly willing to work alongside the Inquisition when the situation demands (and often when it does not). Unlike most within the Calixian Mechanicus, the Lords Dragon are not especially secretive when it comes to cooperation with other organisations, as long as they can stay behind the scenes. This has given the Lords Dragon a fearful reputation amongst the Lathe populations, and they seem to intentionally foster this dread. They actively encourage the servants of the Mechanicus to believe the stories—that they are always watching, that they can operate in plain sight without anyone knowing, and that the fabled Dragon Secutorii are waiting for the moment when they will swoop down and destroy everyone who has ever cursed at a machine. This could be a ruse to disguise possible gaps in their observational systems or limitations of their power, creating the impression that the Lords Dragon are more effective than they actually are. Some even whisper that the dreaded Praecursator Grid does not exist at all, and only the threat that it exists acts to keep the Lathe Worlds properly respectful of the Omnissiah. Few are willing to determine if these rumours might be correct, and only those dwelling within the Panopticon Orbital know the real truth. To be such an agent is to act in the name of the Omnissiah and to always watch for tech-heresy in any form, no matter the source. Such deviance within the Sector often comes from the highest Magos as well as the least disciplined novice Tech-Priests, as well as from unsanctified xenos abominations that would pollute the Machine Spirit. Their extensive surveillance technologies across the Lathe Worlds are not absolute, and only through extensive travel and investigation can they properly act to ensure the preservation of the Mechanicum. Agents may have differing standards as to what constitutes tech-heresy, however, despite what appear to be rigid definitions. The cabal is remarkably united in its goals, though, for the Cult of the Machine God’s survival is of paramount importance. Only through the proper worship of the Omnissiah and his blessed technologies can humanity continue, let alone achieve the perfection of the Holy Machine. All who serve the Dragon in the Lathes know that Mankind is but one blasphemous experiment or unholy xenostech activation away from falling once again into darkness, and it is their duty to prevent this, no matter what the rest of the Sector might wish.

TALENT: ALL-SEEING EYE At some point during his service to the Lords Dragon, an Agent will be instructed in how to gain limited access to the Praecursator Grid. To access to the Praecursator Grid, the Acolyte should make a Hard (–20) Tech-Use Test. If he succeeds, the Acolyte gains the most recently recorded information, usually no more than a day old. If the Acolyte gains 3 or more Degrees of Success, he gains complete access to the Grid on that planet, and may look through any pict feed and access any archived data. Access to the Praecursator Grid must be gained personally, and the GM has final determination on whether the Acolyte can access the Grid, as well as whether the Grid is functioning within the requested area.

TALENT: METAL FATIGUE Tech-heresy is a grave matter, and one that the Mechanicus does not take lightly. Hereteks and others who would misuse the Omnissiah’s gifts are the greatest enemies of the Lords Dragon, and they have developed many ways to drive information from those they capture. One of the more insidious interrogation methods is that of Metal Fatigue, where a small bionic implant is used to slowly disintegrate the subject’s cybernetic components. This causes an excruciating pain that very few can resist, and those who do often die in agony, bereft of their bionics. The Acolyte can use Metal Fatigue by making an Opposed Tech-Use Test against the subject’s Toughness. For every Degree of Success the Acolyte gains, the subject takes 1 Damage and suffers a –10 penalty to the Interrogation Test that follows. If the subject takes Damage equal to his Toughness Bonus, he permanently loses one randomly chosen cybernetic. The subject of the interrogation must have at least one cybernetic implant for the Acolyte to use this Talent.

BECOMING AN AGENT OF THE LORDS DRAGON

Like the Inquisition, the Lords Dragon are quite cautious when it comes to whom they pick as their representatives. Each carefully selected Agent must be trustworthy and incorruptible, and they must take the secrets of the Lords Dragon to their graves. To join the Lords Dragon is to gain knowledge of one of the greatest secrets in the Calixis Sector, the Praecursator Grid, and although most Agents never see the Panopticon Orbital, all are aware of its unique ability to use this Grid to observe and gather data from every forge world across the Calixis Sector. Agents of the Lord Dragon are loaned to Inquisitors on a surprisingly regular basis, although many within the Inquisition see this apparent high level of assistance as just another example of the Lords Dragon’s desire to infiltrate all aspects of the Sector. Upon becoming an Agent of the Lords Dragon, the character gains the Rigor Mentis Trait.

Advance Common Lore (Machi h ne Cul u t) Common Loree (M Mac achi hine ne Cul ult) t) +10 Common Lore (Tec ech) h Common Lore (Tech) +10 0 Deceive Inquiry Interrogattioon Scruti tiny Search Shadowingg Silent Move Tech-Use Hatred (Tech ch-H -Her eretic ics) Resistance (Feear ar)) Resistance (Ps Psyc ychi hicc Po P wers) Strong-M Min inde dedd Deceiv i e +1 +10 0 Forbidden Lo Lore re (Ad Adep eptus Meech han anic icus ic us)) us F rb Fo rbid idde denn Lo Lore r (Ad A eptuss Me Mech chan ch anic icus u ) +10 Forbid iddeen Lo Lore (Heresyy) Forbid idde denn Lo Lore re (Inqu q is isit itio ioon) Inquiry +1 +10 0 Interrroggat atio ionn +10 Scrutinyy +10 S arch Se ch +10 Shadow o in ingg +1 +10 0 Silentt Mov ovee +1 + 0 Tech-U -Usee +10 AllAl l Seeing g Eye Mental For ortr tres esss Metal Fati tigu guee Peer (Addep eptu tuss Me Mechanicus)

Cost Cost 100 10 0 1 0 10 100 100 100 10 10 00 10 00 100 10 0 100 10 0 100 10 0 1 0 10 100 10 00 100 10 0 100 100 200 200 20 0 200 0 200 2 0 20 200 20 0 200 200 200 200 20 0 2 0 20 200 200 200 20 0 200 20 0 200

Type Type Skilil Sk S ill Sk Skill S ilill Sk Skill Skkilll Skilililll Sk Skilililll Sk Skilililll Sk Skilililll Skill Skill Tale lent le n Tale Ta lennt le nt Talent Talent Skill Skililil Sk Skill Skill Skill Skililll Sk S ill Sk Skill Skill Skilill Sk Skill Skill Talent Tale Ta lent nt T le Ta l ntt Talent

Required Career: Adept, Arbitrator, Assassin, Tech-Priest Alternate Rank: Rank 4 or higher (2,000 xp) Monthly Income: The Acolyte changes to Mechanicus Class for income. Other Requirements: Cannot have Peer (Ecclesiarchy) or Good Reputation (Ecclesiarchy).

Prereq Prer equi uisi site tess — Common Lor oree (M (Mac achi hine ne Cul ult) — Coomm m on Lor ore (Tec ech) h) — — — — — — — — — — — Willpower 30, Resi sist stan ance an ce (Pssyc y hic Powe wers rs)) D ceivee De — Forbidden Lore (Addeptu tuus Me Mech channicus) ch — — Inqu In quir iryy Interrogation Scrutiny Search Shad Sh adow owin inng Siilent Mov oe Tech-Use Willpower 40, Tech-U Use Willpo Wi p werr 50,, St S ro rong ng-M ng -M Min inde dedd de Inte teerrog oggattio ion Fellowsh hip 30

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TRAIT: RIGOR MENTIS The Lords Dragon might enjoy the level of dread that they inspire within the Lathe Worlds, but even they would not risk their greatest secrets for something as trivial as a reputation. Those who find themselves selected to join the Lords Dragon’s ranks undergo significant hypnoath conditioning that makes them resistant to interrogation, specifically interrogation related to the Lords Dragon themselves or anything to do with the Panopticon Orbital. It is an unconscious form of mental defence, and even if the Agent were aware of it, he would be unable to crack it intentionally. The Acolyte may re-roll any Interaction Test made to resist the effects of Interrogation, Charm, Deceive, or any other method that an adversary might use to gain information relating to the Lords Dragon, the Panopticon Orbital, or anything related to the Praecursator Grid.

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CALIXIAN MALATEK “They think me mad... but I shall show them! Their very eyes will burn with the power of my genius!” –Tech-Priest Nohant Wyller, after ejection from the Diogenes Sect The Quest for Knowledge has always been the guiding light that all in service to the Omnissiah throughout the Sector follow in one way or another, but this is most frequently displayed in the form of gathering lost knowledge, not expanding upon existing knowledge. The sheer quantity of data that is known to be lost from ages long ago would keep most Tech-Priests of the Lathes content with such tasks. Combined with glacial approval processes, as well as factional rivalries that tend to stifle what little progress is ever made, the final dictates governing the proper manners for the expansion of technology is enough to frustrate even the most serene of Calixian researchers. Not all Tech-Priests are willing to follow such dictates, and there are some in the region who break this obstructed method of thinking, nking, not just out of necessity, but because they believe they have ave a duty to do so—a divine duty in some cases. These hese radicals often choose to take a more intuitive ve or practical approach to the gathering and expansion of knowledge, even when that at approach goes against the cold logicc of typical Mechanicus doctrine. These se individuals take risks with existing technologies, and spend long years studying udying devices deemed worthless, unsafe, safe, or too powerful. Many developp eccentricities beyond even the norm rm within the Cult Mechanicus. Inn most cases, these traits cause them too be shunned by their colleagues, andd often they have been cast out from their forge worlds. Nevertheless ss these Tech-Priests within the Sector tor are not considered Hereteks, but are instead are branded with the epithet ithet Malatek. Their actions are not ot considered criminal or heretical, but ut at the same time they cannot be allowed wed to continue either— at least withinn view of anyone who might consider er them heretical. TechPriests branded ed in this manner tend to flee into exile away from the Lathes, but most consider their expulsion to be a minor setback. They usually take their research to a new location, ation, far from the blessed trio of worlds, to begin from scratch, all the while hoping ing that they can one day return to their forge world in triumph, proving their detractors wrong with a string of undeniable ndeniable technological successes and scientific marvels.

Some within the Inquisition of the Sector see useful tools amongst these apostates. The Ordo Xenos takes a particular interest in many such Tech-Priests, as so many of them are attempting to use or study xenos technology in ways that others within the Mechanicum would not dare. Those Inquisitors and their Acolytes whom their peers have deemed Radical often have Calixian Malateks at their side when conducting investigations into these and other areas. Already operating outside of the usual dogma of the Inquisition, these Inquisitors gain the power of science run rampant when taking on Malateks as Acolytes and Throne Agents. Better yet, they can often justify the use of these wild and unpredictable individuals to their fellow Inquisitors by ensuring that they are guarding against tech-heresy, even if they might be exploiting it.

BECOMING A CALIXIAN MALATEK

There is no set process for a Tech-Priest of the Lathes System or from the Lathe Worlds to becoming a Malatek, and in most cases the title is bestowed by others, rather than voluntarily selected. What is common,, though, g , is that the Tech-Priest reaches a point in his life where his own goals and beliefs start to exist at odds with the predominant line of thinking within the Mechanicus, enough so that the Tech-Priest’s T peers form the opinion that he is uncontrollable and uncont potentially destabilising to the sanctity of the forge world. Nevertheless, some Tech-Priests may Techsee the adoption of the title Malatek as a liberating experience, experience something that frees them from the t bonds of their superiors, and allows them a to achieve their true tru potential in the eyes of the Omnissiah. Still, whatever the reasoning or r circumstances that led to the Tech-Priest’s br branding as apostate, there is i often no way back, and even those who consider themselves successful in th their extreme f to regain endeavours often fail their status among their former La colleagues on the Lathes. Upon becoming a Malatek, t the character gains the Outside Looking In Trait. Required Career: Te Tech-Priest Alternate Rank: Rank 6 or higher (6,000 xp) Other Requiremen Requirements: At least Skil one Forbidden Lore Skill.

Advance Deceive

Cost Cost 100 10 0

Type Type Skill

Prereq Prer equi uisi site tess —

Forbidden Lore (Pi P ck k Onee) †

100

Skill



Inquiry

100

S illl Sk



Scholastic Lore (P (Pic ickk On One) e) †

1 0 10

S ill Sk



Scrutiny

100 0

S illl Sk



Armour of Co Contem mpt

100 10 0

Taale lent nt

Willllllpo Wi powe po werr 40 4

Exotic i Weapoon Tr Trai aini ning ng (Pi Pick ck One n )†

100 10 0

Tale Ta lent le nt



Paranoia

100 10 0

Tale Ta lent le n



Peer (Ac A adem mic ics) s)

100 0

Talent

Fellow o sh hip 10

Peer (Astropatths hs))

1 0 10

Talent

Fellowshipp 20

Peer (Inquisit itio ion) n)

100 10 0

Tale Ta lent le n

Felllow Fe owsh ship sh ip 20

Peer (Underw wor orld ld))

100

Talent

Fellowship 10 0

Forbiddenn Loore +10

200

Skill

The same Forbiddden Lor oree Sk Skilill

Forbid idde denn Lo Lore re +20

200

Skill

The same m Forbidden en Lor oree +1 +10 0 Skill

Sear a ch c

200 20 0

Skililil Sk



The Po P we werr Wi Within †† †

200

Talent

Armour of Contempt, Fo Forb rbbid idde den Lore (Ps Psyk yker ers) s) and/or Forbidden Lorre (W War arp) p p)

The Po Powe werr Wi With thouut ††

200 20 0

Taleent Ta

Armour Armo ur of Co Cont nttem empt pt,, Fo pt Forb rbid rb idde id denn Lore (Arrch de cheo eote tech ch)) and/or Forbiddden Loree (X Xennos os))

The Po Powe werr Be Beyo yond ††

200

Talent

Armour of Contempt, Forb rbid iddde denn Lore (Daemonology (D g ) and/ d or Sch d/ chol olas ol asttic Lore (Occcu as cult lt))

Schola l sttic Lor ore +10

3 0 30

Skkilll

The samee Scholastic Lore Ski Th killll

Schoola lastic ic Lor ore +20

300

Skill

The same Scholastic Lore re +10 10 Skill

†Ma M y be tak aken en up to 3 times at th this is Rank. ††Can only ly sel elec ectt one of these se.

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TRAIT: OUTSIDE LOOKING IN Despite the fact that Calixian Malateks are not hunted outlaws or hated hereteks to be executed on the spot (at least, not yet), they do stand apart from their Mechanicum brethren in the Sector. They may continue to hold whatever titles they once had, and in rare cases may even be allowed to stay on their forge world, but they will never shake the stigma of being one who stands on the outside of Mechanicum society, looking in at what they once were. Malateks treat the Disposition of any member of the Adeptus Mechanicus as being two steps lower than whatever it would normally be. This effect is cumulative with other Malateks that happen to be part of the same cell of Acolytes, as larger concentrations of these outsiders are likely to make the Mechanicum trust them even less than they already do.

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TALENT: THE POWER WITHIN The Malatek’s dangerous experiments with captured psykers lead him to believe that either true progress can be made by looking inwards to the emerging psychic race that is humanity, or that there is a technological means to stop the psychic downfall of Mankind. The Acolyte is treated as having the Resistance (Psychic Powers) Talent, takes all Fear Tests caused by psychic powers at one level lower (Fear (2) becomes Fear (1), Fear (1) is ignored, etc), and once per session may automatically pass a Forbidden Lore (Psykers) or Forbidden Lore (Warp) Test with the Degrees of Success equal to his Intelligence Bonus.

TALENT: THE POWER WITHOUT The Malatek’s iconoclastic work with Cold Trade prizes lead him to believe that the lack of true divinity is what makes xenos technology so inferior, or that only by harnessing the power of xenos technology can the alien’s foul presence be vanquished from the Omnissiah’s domain. The Acolyte can use all xenos weapons and wargear with only a –10 penalty to their operation, takes all Fear Tests caused by xenos at one level lower (Fear (2) becomes Fear (1), Fear (1) is ignored, etc), and once per session may automatically pass a Forbidden Lore (Archeotech) or Forbidden Lore (Xenos) Test with the Degrees of Success equal to his Intelligence Bonus.

TALENT: THE POWER BEYOND The Malatek’s unsanctioned tests on captured heretek devices lead him to believe that the power of Chaos is something to be pitied, as it will never know the purity of the machine, or that harnessing the weapons of the Warp in conjunction with the blessings of the Omnissiah is the true path to defeating Chaos. The Acolyte can use all daemonic weapons and wargear, as well as any equipment deemed “corrupted” by the power of the Warp, with only a –10 penalty to their operation, takes all Fear Tests caused by Daemons at one level lower (Fear (2) becomes Fear (1), Fear (1) is ignored, etc.), and once per session may automatically pass a Forbidden Lore (Daemonology) or Forbidden Lore (Occult) Test with the Degrees of Success equal to his Intelligence Bonus.

“They came upon our position like a river of red; an unbroken line of armour and guns stretching across our battle lines. Without a word they opened fire, and I witnessed destruction the likes of which I had never seen. Minutes passed, and still they kept firing. With so few of us left, I knew it was the end, and at that moment, as I took one last look at the grim facades of these soldiers, I knew the Machine God was real. I threw my weapon away and awaited his judgement.” –Last recorded testament of Vasallis Noch, the Butcher of Sahcrin In the wake of the War of Brass, the Skitarii Legions of the Lathe Worlds were in utter ruin. Entire forge worlds found themselves with virtually no troops left, their warrior cohorts smashed and their command structures decimated. Outside of the wounded Legio Venator, the Mechanicum of Calixis lacked a strong standing army, and for the first time in hundreds of years were suddenly vulnerable. To alleviate this weakness, High Fabricator Kovikal Quietus all ooff Silence to start sta tart rt a discreet discreet rearmament used the Iron Wall he Calixiann fo forg rgee wo rg w rlds. A number of drive throughout tthe forge worlds. rililyy mi mindedd the more militarily ove ved Tech-Priests weree m moved whe h re into positions where rk to they could work h ing ht replenish the fighting nant na ntss ranks, and the remnants i ian ix of the Calixian Explorator Fleets were ew used to ferry thesee ne new rai aining n recruits to various tr training lly under e installations, usually ply runs ttoo the guise of supply ure hidden. hidde den. n. keep their true nature brin br ingg in It took many years to bring g ther, but once ge onnce this grand plan together, Q ie Qu ietu tuss tu everything was in place Quietus h a new force for o ce found himself with the bestbest be sst consisting of somee ooff th quip qu ippe p d troops troo oops pss trained and best-equipped dubb b ed this in the Sector. He du dubbed tori to rii,i, the the new new force the Venatorii, lix ixis is SSector, e tor, a ec hunters of the Calixis reema main in separate sep epar aratte force that was to remain kit itar ariiii forces for orces and to the recovering Skitarii te off the the Lathes. Lathes. act as the true elite gani nisa sati tion on and With their unique orga organisation thee fe few w frightening red armour, th icuum ci irccle less aw awar aree outside of Mechanicum circles aware gan a to call caall this thi hiss of them soon began d. untested army the Crimson Guard. wayss The Calixian Conclave, alw always w powers appear app ppear watching when new in the Sector, took a keen interest in uietus may have the formation. Quietus instigated a wall of silence, but the nquisition were eyes and ears of the Inquisition everywhere, and hidden agents cus watched of the Ordo Hereticus

each step of the Venatorii’s development. But the Conclave unexpectedly decided this Crimson Guard was not a threat for their concern. They would keep their eyes upon them though, and perhaps even call upon them should the need arise. The Inquisition has called upon the Venatorii on numerous later occasions since their formation, most dramatically during the Meritech Wars. The savagery with which the Venatorii fought cemented their reputation throughout the Calixis Sector, but the Inquisition soon found themselves shut off once again as the Iron Wall of Silence slid back into place. It took another five hundred years, and a new heresy born of the Tech-Priest Malygris, to end this era of exclusion. Those Inquisitors whom the Mechanicum approve of have received Venatorii support. The Inquisition guardedly uses such forces, knowing that they are undoubtedly reporting back to their Mechanicum masters, but viewing it as an opportunity to see these Crimson Guards in action and gauge their prowess. To be a single Venatorius within the Crimson Guard is to walk at a level above common warriors, even the Skitarii. Equipped with powerful integrat tedd weapon wea eapo ponn technologies technolo te integrated that draw their energy from the soldie er’ r s ow ownn Po Pote teent ntia Coil, Coil a single maniple of soldier’s Potentia Ven Ve natooriii cann unleash unleas un ash a ceaseless as c as ce asel eles esss storm es stor st orm or m of death deat at their enemy. The Venatorii Vena Ve naato tori r i wear ri wear a thick thi hick ck crimson cri rimsson carapace carrap apac acee armour ac armou recovered from the Venatorii deep epest data crypts of Lathe-H ep -H Het et,, and a d use millennia-old an m deepest Lathe-Het, designs for powerful lasrifles. This un uniq ique uee aarmour, rmou rm our, it unique itself a product of the pe ecu c liar gra avi vity ty ooff th tthee L peculiar gravity Lathe Worlds, covers thei th eirr fe ei feat atur at ures ur es eentirely, ntir nt i elly, lleading to a solid and ir their features inexorab ablee w ab alll of faceless al fa inexorable wall red and black that cann ooften ften ft en defeat def e ea enemies with fear before a ssingle inngl glee shot s ot sh o is i even fired. The high Th h igh gher e ran er higher ranks of the Crimson G Gu uar ardd ar ar aree mo more fr Guard frightening still. The Triarii ma mani nipl ni ples are amongst the most maniples expe eri rien ennce ced, d ttheir d, heir bodies altered with experienced, addi d ti tion onnal ccybernetics yb ber en additional and ancient lass te la tech chno ch nolo no loogi g es tthat few outside of technologies thee La th Lath thes th es can m Lathes match. The graceful Cele Ce leri le rii,i, ttaken ri aken ak e from the best the Triarii Celerii, have ha ve ttoo of ooffer, f r, rise fe ris on broad Alatuspa att tter ernn jump er ju pa pattern packs and act as the Vena Ve nato torii’s shock shoc troops. The elite Venatorii’s C Ce ele lerii Tribun ni officers, far more Celerii Tribuni machine than ma an man, represent not only the on he bbest estt fi es fighters but also the fi fin estt stra ate tegi gicc thinkers within finest strategic the Crim mso sonn Gu Crimson Guard. These dread comman a deers ccan an bbring ri a terrifying array commanders of w eapo ea pons ns to to bear, bear be ar and their presence weapons can quic ckl klyy tu turn rn tthe he tide of a conflict. quickly Thro Th roug ugh h th thee power of their Through uniq un ique ue oorganisation, rgan rg anis i at a io their training, unique thei th eirr au augm gmen entation and the weapons their augmentation, tech te chnolo logy gy each ssoldier carries, the technology C Cr i son Gu im G ard riv Crimson Guard rival any of the armed forces within withi h n the Calixis Sector, and thee Fabricators oof the Lathes have th done eeverything verything in their power to make sure this fact is well known among their would-be wou rivals.

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CRIMSON GUARD

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TRAIT: HEART OF STEEL Not known for being warm or personable, the soldiers of the Crimson Guard are unforgiving, blunt, and at times quite harsh to those unfamiliar with the cold, logical way the Adeptus Mechanicus operates. The same things that make them difficult to relate to for others actually make them more trustworthy in the eyes of the Adeptus Mechanicus, and thus a Crimson Guard soldier may substitute their Intelligence Characteristic for their Fellowship Characteristic whenever interacting with other members of the Cult Mechanicus.

TRAIT: SKIN OF IRON Mechanical augmentation and cybernetic replacements are not only common, but also expected for the Machine Cult. By the end of their careers, most Tech-Priests have very little of their original body remaining; their flesh, blood, and sometimes even parts of their brain replaced by pure synthetic and mechanical components. The Crimson Guard are no different in this respect, and as a Venatorius advances through the ranks he usually gains more and more enhancements. Upon selecting this Alternate Rank, the character must select one Common Quality cybernetic that their character automatically gains. Every two Ranks after this (so Ranks 3, 5, and 7) the Acolyte must either select an additional cybernetic, or upgrade one of his existing cybernetics to Good Quality.

BECOMING A CRIMSON GUARD SOLDIER

Although originally built from the remnants of the Lathe’s Skitarii legions, modern Venatorii are recruited far earlier in their military careers. Taken from the most promising of recruits, they are further augmented with additional cybernetics and implants, including the Potentia Coil that powers their unique and dangerous integrated weapons. Once their basic training and augmentation is complete, a process that usually takes between five and eight years, they join the lower ranks of the Venatorii cohorts, and are stationed on the various Mechanicus installations and forge worlds throughout the Calixis Sector. Those who prove more skilled than their fellow soldiers might find themselves fasttracked for Triarius augmentation training, or even secondment to the Inquisition should such a request be made.

All Starting Skills, Talents, Traits, Gear, and Wealth listed here fully replace the Rank 1 Guardsman listing on pages 25 and 68 of the DARK HERESY Core Rulebook. Required Career: Guardsman Starting Skills: Common Lore (Machine Cult, Tech), Speak Language (Low Gothic), Tech-Use. Starting Talents: Exotic Weapon Training (Integrated Melee Weapon), Exotic Weapon Training (Integrated Ranged Weapon), Melee Weapon Training (Primitive). Starting Traits: Heart of Steel, Mechanicus Implants, Skin of Iron. Starting Gear: Crimson armour, red Mechanicus robes (Good Quality clothing), Venator Blade, charm (Mechanicus devotional icon), Integrated Lathe-Lasrifle. Starting Wealth: 100+1d10 Thrones Monthly Income: Military Class Restrictions: Must have the Forge World Home World Origin.

ALTERNATE RANK STRUCTURE

It is likely that as the Acolyte spends experience on this Alternative Career, he will advance several Ranks in the Crimson Guard path. Players can use the following titles for their Venatorius within the Crimson Guard at those Ranks, instead of the standard ones listed for the Guardsman Career. These titles do not change the paths the Acolyte may choose when moving through the Guardsman Career. Rank Name XP 1 Venatorius Novicius 0-499 2 Venatorius 500-999 3 Venatorius Veteranus 1,000-1,999 4 Venatorius Decani 2,000-2,999 5 Triarius 3,000-5,999 6 Triarius Executus 6,000-7,999 7 Celerius 8,000-9,999 8 Celerius Tribuni 10,000-14,999

FORGE TRAINING

The Venatorii differ from the Imperial Guard in virtually every way, and as a result the skill sets and personality traits that they bring into combat are quite removed from the norm. Crimson Guard do not use Table 2–6 Guardsman Characteristic Advances from page 69 of the DARK HERESY Core Rulebook, but instead use Table 2-1: Crimson Guard Characteristic Advances below.

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%!

Characterist stic ic

S mple Si

In nte term rm med edia i te t

Traine Tr ned d

Expert

Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship

10 100 100 10 0 250 25 0 100 10 0 5 0 50 1 0 10 500 25 50 N/A

250 250 500 50 0 250 25 0 750 75 0 250 750 500 N/A

500 500 500 50 0 750 75 0 5 0 50 1,000 500 1,000 750 N/A

750 750 1,000 750 2,500 750 2,500 1,000 N/A

Advance

Cost Co st

Type Ty pe

Prer Pr ereq equi uisi site tess

Awareness

100 10 0

S ilil Sk



Drive (Ground Vehiclle))

1 0 10

S ill Sk



Secret Tongue (T Tech) h)

100

Skill



Speak Language g (Hi High g Gothi hic) c)

100 0

Skkilll



Speak Language ge (Lo Low w Go Goth thic ic))

100

Skkilll



Basic Weappon Tra rain ininng (L (Las as))

10 1 00

Taale lent n nt



Electro-Grrafft Us Usee

100 10 0

Tale Ta lent le nt



Exotic Weaponn Tr Traiiniing (Pi Pick ck One ne)) †

100 10 0

Tale Ta lent le nt



Luminen Char arge ge

100 10 0

Tale Ta l ntt

Meech hannic icus us Imp mpla lant la ntss nt

Melee Weapon Tra rain inin ingg (C ( hain)

100 0

Talent



Pistol Trainingg (L (Las as))

1 0 10

Talent



Pistoll Trainingg (P (Pla lasm smaa)

100 10 0

Tale Ta lent le nt



Sound Constitu tuti tion on †

100

Talent



Technical Kn K oc ockk

100

Talent

Intelligence 30

C mm Co monn Lor oree (M (Mac achine Cult) +10

200

Skill

Common Lore (Machine ne Cul ult) t)

Coommon Lor oree (T (Tec ech) h +10

200 20 0

Skkili l

Comm Co mmon mm on Lor o e (T (Tec ech ec h) h)

D iv Dr i e (H (Hovver Veh e ic icle)

200 0

Skill



Forbiddde denn Lo Lore re (Adeptus Me Mech chan ch anic an icus ic us))

200

Skill



Logic

2 0 20

S ilil Sk



Pilot (A (Ala latu tuss Ju Jump mp Pac a k)

200 20 0

Skilill Sk

Mech Me chan aniccus u Imp mpla laant nts

Security

200

Skill



B nary Bi ry Cha hatt tter er

200

Talent



Disturrbi b ng Voi oice ce

200 20 0

Tale Ta lent nt



Electrrical al Suc ucccour

2 0 20

Talent

Mechanicus us Implants

Ferricc Luree

200

Talent

Mechanicus Implants

Luminen Bl Blas astt

200

Talent

Mechanicus Implants

Lumine n n Sh Shoc ockk

200 20 0

T le Ta lent nt

Meech chan anniccus u Imp mpla lant la ntss nt

Maglev Gra race ce

200

Talent

Mechannic icus u Implants us

Mechadendrit itee Us Usee (P (Pic i k Onne)

20 00

Tale lent

Mechanicus Implants

Melee Weap apon o Tra rain inin ing (Pow wer er))

20 00

Taale l nt



The Flesh is Wea eakk †

200

Talent

Mechanicus Implants

Forbidden Lore (Arrch cheo eote t ch)

300

Skill



Pilot (Alatus Jump Pac ack) k) +10

300 30 0

Skilililll Sk

P lo Pi lott (A (Ala latu la tustu s-Pa sPatt Pa tter tt ernn Ju er Jump mp Pac ack) k)

Secret Tongue (T ( ecch) +10

300 300

Skill

Secret Tongu guee (T (Tec ech) ec h)

Tech-U Use +10

300 30 0

Skilll Sk

Teech-U Use

Tech-Use +20

30 00

Skilililll Sk

Tech Te ch-U ch -Use -U se +10

Energy Cache

30 00

Tale Ta lent le nt

Mech Me chan a ic an icus uss Imp m lants mp

Ferric Summons

300

Talent

Ferric Lure, Mechanicuss Im Impl plan ants ts

Luminen Shield

300 30

Talent

Mechanicus Imp mpla lant ntss

Peer (Adeptus Mechanicus)

300 30 0

Tale Ta lent nt

Feel 30

Luminen Barrier

400 40 0

Tale Ta lent nt

Luumi mine nenn Sh Shie ield ld,, Me Mech chan anic icus us Imp mpla lant ns

Luminen Flare

40 00

Tale Ta lent nt

Lumi Lu mine nenn Bl Blas ast,t, Mechanicus Implants

Luminen Surge

400 40

Taalentt

Luuminen Shock, k Mechani n cus Implants

Maglev Transcendence

400

Talent

Maglev Grace, Mechanicus Implants

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CULT OF THE PURE FORM “The flesh is strong!” –Common Pure Form maxim The Adeptus Ministorum and the Adeptus Mechanicus have never enjoyed a healthy working relationship within the Calixis Sector. Conflicts between the two organisations tend to be wars of words, though, political battles fought in the capital worlds of the Sector, rather than outright conflict between men and machines. Nevertheless, there have been several overt conflicts, such as the attack on the Explorator vessel Omega Inquiry from an Adepta Sororitas strike force on the far edges of the Halo Stars. There are no official records of the encounter, but the Tricorn contains sealed datavaults hinting at an abhuman strain that the Mechanicus had uncovered far from civilised space, and the Ministorum’s reactions of horror when their spies reported the discovery. Retaliatory bombardments obliterated two outpost convents, and was about to escalate te further before secretive diplomacy and unnamed offerings settled the matter. Such h incidents are still rare, but with the gradual rise of a group calling itself thee Cult of the Pure Form this could begin to change. It is not knownn exactly who founded the Cult of the Pure Form, orm, but their influence began in the Malfian lfian Sub-Sector in the immediate te aftermath of the Malygrisiann Heresy. The traitorous TechPriest and his followers owers decimated untold ntold worlds with their devastating weaponry, ponry, and some began to think that the existence ce of the Adeptus Mechanicus nicus would lead to another, er, inevitable war. The followers wers of this emerging cult feared that this coming doom m would scour humankind d from the galaxy, leaving aving only the cold, barelyrelyhuman flesh and machine hybrids brids of the Mechanicum icum behind. This twisted line of logic grew w quickly until the first major antiMechanicum movement vement of the Calixis Sector’s history began egan to swell, with loud marches and violent ent demonstrations.

In an unexpected move, and one that likely came about due to Cult Mechanicus political manoeuvring on Scintilla, the Sector Synod declared the leaders of the emergent cult Apostate. Over the next fifty years these leaders began to disappear, some dying in mysterious accidents and others in outright assassinations. Some thought that the Inquisition was to blame, and others whispered of the Officio Assassinorum’s involvement, but very few were aware that the Lords Dragon had carried out this early intervention, and that their clandestine methods had managed to stifle the movement before it could truly become established. Displeased that the Lords Dragon had stepped beyond their usual bounds and were acting outside of the domains of the Lathes Worlds, the Inquisition sought to move against them. To appease the Calixian Conclave, the Lords Dragon handed over what information they had on the new sect. Their hope was that the Inquisition would continue the aggressive work against the Cult, but the Inquisition instead scaled back these efforts to more passive monitoring. intercession had For a time, it seemed as though this early inte succeeded, but, like an unchecked weed, the Cult of the cult threw out Pure Form rose once again. This time, the cu and its previous methods in favour of a slower approach, a rather than attempting to whip the people peopl of a single sub-sector into a frenzy, the new Pure Form leaders instead chose to let their th hatred for simmer on worlds the Mechanicus simm Sector. Unlike across the entire Se Synod made no before, the Sector Sy the Cult of the moves to denounce th even whispered Pure Form; some eve they had begun to covertly support it. Many Inquisitors began investigating the cult to see if they had been motivated by something other than a fervent love over time, some of the Emperor, but ove members of the Calixian Conclave— especially puritans oof the Ordo Hereticus—began tto see them as actually displaying display agreeable philosophies, as well as acting as a valuable check against Mechanicum within the Mecha Sector. This has the Sect gone unnoticed not go Lathes. Slowly in the L surely, the rising but sur cult is sparking a conflict, one that conflic edged closer to has ed ignition with each ignitio passing year. passin

TALENT: GIFT OF PURITY

Either because he has decided to bring the word of the Pure Form to the Calixis Sector, or because he simply cannot live without his cybernetic implants, the Acolyte has chosen to take on the new flesh and join the ranks of the Reformed. A member of the Cult of the Pure Form can take this Talent as many times as he has missing limbs/senses/respiratory systems/etc. due to removing them via the Purity of Flesh talent, or any time he loses a limb due to Critical Damage. When taken, he gains a replacement that will either be a vatgrown limb, or perhaps the reclaimed and purified flesh from a Servitor. Treat this replacement as a Poor-Quality cybernetic of the same, although it is not a cybernetic and does not add to the his Toughness Bonus. There are no vat-grown equivalents for Auger Arrays, Cortex Implants, Cranial Armour, Mechadendrites of any type, Mechanicus Implants, Mind Impulse Units, or any other form of cybernetic from any other DARK HERESY supplement. Any Fate Points gained from the Purity of Flesh Talent are lost when the limbs/senses/etc. are replaced. This Talent costs no experience to purchase, and other than in life-threatening situations the character is under no obligation to replace his missing limbs with vat-grown alternatives.

The Acolyte has forsaken the cybernetic, cast out the desire for the bionic, and joined the ranks of the Untouched. Never will sacred flesh be sullied by the implantation of devices that rob the Acolyte of his purity. The character cannot, under any circumstances, choose or accept the implantation of cybernetics/bionics, even if the result of refusing them would be death. If the character finds himself implanted with cybernetics/ bionics against his will, then he must remove them as soon as possible, exchanging this Talent for the Purity of Flesh Talent. This Talent costs no xp to purchase, and is automatically granted to members of the Cult of the Pure Form who have no cybernetics/bionics when they take the alternate rank.

The Cult of the Pure Form’s members differ from other Ministorum sects within the Calixis Sector in that they do not hate the Adeptus Mechanicus purely for their worship of the Omnissiah (although that certainly is part of it). They are not anti-technology either; they simply wish to wrest control of such power away from the Mechanicum so that “uncorrupted” humans might control it. Their true ire stems from the extensive use of cybernetics and other mechanical implants that virtually every member of the Adeptus Mechanicus possesses. To the cult, the most pure form in the universe is that of the human body, and to defile it by removing untainted flesh and grafting on artificial limbs is nothing short of heresy. Many of the members of the Cult of the Pure Form have cybernetic implants when they join, and soon undergo a ritual known as the Purity of Flesh to remove the implants from their bodies. This violent ritual usually leaves the participant missing limbs or eyes, and can rob them of their ability to hear or even speak, but once completed the new cult member enters the ranks of the “Shriven,” blessed men and women who have seen the purity of Mankind, have unshackled themselves from their prisons of cybernetic augmentation, and who now walk the path of the God-Emperor. The bulk of the cult’s ranks are made up of those lucky enough to have lived without the defilement of cybernetics, and are referred to as the “Untouched.” Each Untouched member comes to the sect for different reasons, but most are spurred on by a love of the God-Emperor and an inherent mistrust of the Adeptus Mechanicus. However, the Cult of the Pure Form does not sit by and wait for people to see its point of view, and has instituted their own group of missionaries. This third group is the most powerful within the cult, and are known as the “Reformed.” Acting as the

TALENT: PURITY OF FLESH The Acolyte has participated in the Purity of Flesh ritual and emerged alive. Taking his place amongst the Shriven, he has become truly blessed, and despite his missing limbs, eyes, and other organs, he feels more complete now than he ever did with his soulless metallic attachments. Truly the God-Emperor of Mankind is watching him! All cybernetics/bionics that the character had previously must be removed, including internal cybernetic implants. If doing so would normally result in the character’s death, such as in the case of a Bionic Respiratory System, the character instead permanently reduces his Toughness by 1d5 and Wounds by 1 (and the character must immediately take the Reformed Skin Talent to stop himself from dying). The effects of removing these cybernetic implants follow the rules for Critical Damage (see page 201, DARK HERESY Core Rulebook), and for implants that have additional effects (MIUs, Cranial Armour, etc.), these benefits are lost once the cybernetics have been removed. The character gains 1 additional Fate Point for every two bionics that he has removed (with the exception of Mechadendrites) and the character must remove all his cybernetics/bionics. This Talent costs no experience to purchase and is automatically granted to members of the Cult of the Pure Form who have cybernetics/bionics when they take the Alternate Rank. The character counts as having the Gift of Purity Talent for the purposes of refusing new cybernetics.

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TALENT: REFORMED SKIN

public face of the cult, the Reformed are a large, sector-spanning network. They commonly preach that the God-Emperor had not a single cybernetic in the days when He walked amongst mortals, and that if He was pure of flesh, then so too should His subjects be. The Reformed consist of Shriven who have reversed the process of bionic implantation, creating implants not of unholy cybernetics, but instead made out of pure flesh. These vat-grown limbs and organs are often quite crude, and in many cases misshapen, but in the eyes of the cult they are pure and represent the future that it sees for Mankind.

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Cost

Type Ty pe

Blather 100 Skkililll Charm 100 Skill Ciphers (Cult off the Pur uree Fo Form rm)) 100 Skill Common Lor o e (Ecccle lesi siar arch chy) y) 1 0 10 Skililll Sk Common Lore (IImp mper eria iall Cr Cree eed) d) 10 00 Skill Basic Weapon Tra rain inin ingg (P (Pri rimi mitive) 1 0 10 Taleent Ta Flagellant 100 10 0 Taleent Ta Hatrred (Ad dep eptu tuss Me Mech chan anicus) 100 10 0 Tale Ta lent le n nt Peer (Ecclessia iarc rchy hy)) 100 10 0 Tale Ta lent le ntt Pistol Tra rainnin ingg (P (Primitive) 100 Tale Ta lent le nt Comm Co man andd 200 S ililll Sk Comm Co mmon on Lor o e (M (Machinee Cul ult) t) 200 Skilll Deece ceiv ivee 200 20 0 Skilll Sk Innti timi mida date te 200 20 0 Skilililll Sk Basi Ba sicc We Weap apon o Traininng (M (Mel elta el ta)) ta 200 Talent Airr of Aut Ai uthority 200 Talent Iron Ir on Dis iscipline 200 Talent Pist Pi stol ol Tra rain inin ingg (M (Meltaa) 20 00 T le Ta lent nt Medi Me dica caee 3 0 30 Skill Lita Li tany ny of Hate 300 Talent Peer Pe er (In Inqu q isitioon) 300 Talent Gift Gi ft of Purity † F eee Fr Taleentt Puri Pu rity ty of Flesh † Free Fr ee Taleent Ta n Refo Re form rmed Skin † Special Talent †Ca Cann only be take kenn unnde derr sp spec ecific circumstances. See page 43 for details.

BECOMING A CULTIST OF THE PURE FORM

There are many ways to be tempted to join the Cult of the Pure Form. For some, it is due to a feeling of betrayal, where replacement cybernetics have caused more harm than good, and the poor soul shackled by them is looking for a form of release among the ranks of the Shriven. Others, after hearing the words of the Reformed, have come to understand that the continued existence of the Adeptus Mechanicus is nothing but a disaster waiting to happen, and that it is their holy duty to do something to stop them. Others join out of a fear that if they begin to receive cybernetics that they will lose something of their own souls, and eagerly join the ranks of the Untouched to avoid this horrific fate. A select few might even be contacted directly by the cult’s senior members, as their membership would greatly benefit the cult’s standing and appeal across the Sector. The cult also offers a strong brotherhood and a cause to motivate new meaning into previously meaningless lives. Those who achieve such purity in their flesh may find their spirit even stronger than before, and certainly stronger than those who foolishly trust their bodies to the machine. Upon becoming a member of the Cult of the Pure Form, the character gains the Excommunicate Mechanicum Trait. Required Career: Adept, Arbitrator, Assassin, Cleric, Guardsman, Imperial Psyker, Scum Alternate Rank: Cleric—Rank 2 or higher (500 xp); All others—Rank 4 or higher (2,000 xp)

Prer Pr ereq equi uisi site tess — — — — — — — — Fellllow Fe owsh ship 30 — — — — — — Fellowship 30 Wiillllpower 30 30,, Co Comm mman mm a d an — — Hatred Fellowship 30 0 — — Gift of Purity orr Pu Puri r tyy of Flesh ri

Other Requirements: Any Acolyte who possess any bionics/cybernetics when taking this Alternate Rank must take the Purity of Flesh Talent before he may take any further advances. Acolytes who do not possess any bionics/ cybernetics when selecting this Rank must select the Gift of Purity Talent before they may take any further advances.

TRAIT: EXCOMMUNICATE MECHANICUM The Cult of the Pure Form is not a secretive group, in which members meet covertly in dank basements or crumbling hab blocks. They have made their presence felt and do not feel the need to hide their beliefs. The Mechanicum, in turn, view them as dangerous, misguided fools, and treat them with open disdain at best. Should any member of the Machine Cult learn of the Acolyte’s true allegiance, there could be dire consequences. If discovered, treat any member of the Mechanicum as having the lowest possible Disposition towards the character (and vice versa). The GM may even, in extreme situations, determine that acts of violence might be called for. Additionally, all forms of Interaction—even just speaking with members of the Machine Cult—are to be treated as Arduous (–40) before factoring in other modifiers.

“The subtleties of human society are often dismissed by our brothers and sisters, but these mysteries too tick in accordance with the ordered principles of the Omnissiah. Like a fine chronograph, the human mind clicks and grinds in complex patterns set out in His image. And like a cogitator or a manufactorum or a voidship, this machine must be understood—and mastered—by some Priests of our order, so that the grand Quest for Knowledge can continue.” –Factor Jhuston, to his disciples Many members of the Adeptus Mechanicus often choose to ignore the niceties of Imperial society, cleaving instead to their own esoteric, arcane practices. The Priests of Mars, however, must ofttimes negotiate, wheedle, and bargain with the fleshflapping and uncouth individuals who hold themselves highly in the Imperium, that they might further the Quest for Knowledge. Within the Lathes, the Magos devised a common solution to this problem, through the use of specialisation. The Lathes trains their Magos Metallurgicus to refine the secrets of the true flesh, Magos Alchemys to create mystic unguents, and even Mago Ma goss Bi Biologos too un unwr w ap wr ap the h riddle of the helix; Magos unwrap ther th eref efor o e, the M agos ag o of os of the the Lathes Lath La thes determined th determinedd therefore, Magos that th at tthey hey wo he oulld ut util ililis isee sp is spec ecia ec ialililise ia sedd pe se ppersonnel r on rs onne nell ne would utilise specialised here he r as well ll. In Inst stea st eadd of ea o wasting the valuable valuable well. Instead cognitive-cy cycl cles cl es ooff iits ts highest members, the cognitive-cycles

Lathes instead trains a small portion of its initiates to read the muddy and inscrutable outputs generated by outsiders as well as the pure, precise language of the machine. The Factors of the Lathes are ambassadors to the wider Sector, used when the Lathe Worlds find the most expedient path is to deal with the uninitiated on their own fleshy terms. Myth has it that a forgotten Mech-Deacon created this class, in the wake of a cataclysmic misunderstanding that began with a Scintillan Priest mistaking a particularly venerable Adept of Mars for a malfunctioning cogitator, and ended with several orbital bombardments. Since then, the Factors of the Lathes have served for centuries with distinction as ambassadors between the Lathe Worlds and the rest of the Calixis Sector. While the Factors are not loved by all members of the Cult Mechanicus, they nonetheless efficiently bring about the desired results, and thus are supported and employed heavily within the Lathes. Those chosen undergo decades of intense training and physical modification in the Hesh Protocol Academies, that they might become optimised instruments of the Omnissiah. As a result, not only do Factors of the Lathes lack the typical look of a Tech-Priest, having shed their bulky aaugmetics in favour of subtle but no less potent equivalents, bu ut the e are also capable of regurgitating vast amounts of data that but they most mo stt oof their brethren would deem worthless. Such information rang ges from a clinically thorough knowledge of the political ranges history of the Calixis Sector to truly inscrutable subjects, such as the how to properly input and cycle nutrients when meeting with wi th the hive nobles of various planets. T To be a Factor is to accept that imperfection itself can be a part of a perfect plan. The Omnissiah’s purity may be found in steel and circuitry, but a Factor must also be able to understand, aandd even an e appreciate, what he sees as the inferior workings of bone bo ne, blood, b bone, and tissue. Though Factors are often as heavily augme augmented as their brethren, they bear few visible signs of their metalli metallic ascension. Their augmetics are instead crafted with loving precision to resemble flesh; usually the Factor conducts this th is work wo himself, as few others within the Priesthood of Mars woul ld deign or desire to make such things. Mechadendrites would are kept kep small, subtle, and hidden in clothes, or able to collapse into sub-dermal su compartments when not needed. Few Factors perman permanently incorporate larger mechadendrites into their bodies, but some som of these ambassadors find servo-arms and other artificial limbs too t useful for their tasks within the Machine Cult to forgo entire elyy and thus have studied the difficult art of attaching and entirely, remo re movi mo vi their external augmetics as required. removing Wh Whether a Factor revels in his unique position or bemoans the tr ravails ls that it entails, all ambassadors of the Lathes maintain a travails cert ce rtai aint ai nt of purpose. Time and time again, the Factors have been certainty crit cr itic it ical ic al to the successes of the Adeptus Mechanicus of the Calixis critical Sect Se c or ct or, moving one Lord Governor to support a purge of a unique Sector, new fo ne form of tech-heresy, or securing promises of assistance from a Rogu Rogue Trader whose resources can reach a becalmed Explorator Flee Fl eet in the Koronus Expanse. Certain Factors are even involved Fleet wi ith the Inquisition, using these invaluable connections to with furt fu rthe herr the causes of the dread Lords Dragon, and some become further Acol Ac olyt y of Inquisitors who value their subtlety, or simply find Acolytes their ccompany less grating than that of others from the Martian Priest Priesthood. Further, while their order does not specialise in such things, Factors can be excellent infiltrators, as each is a fully trained Tech-Priest in his own right, whose form betrays

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FACTOR OF THE LATHES

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Cost Co st

Type Ty pe

Prer Pr ereq equi uisi site tess

Blather Blather +10 Carouse Charm Deceive Diplomacy Disg guise Inquir iy Inquiryy +10 0 Logic S ho Sc h la last stic ic Lor oree (B (Bureaucracyy) Scho Sc hola last stic ic Lore (H ( eraldry) y)) Scho hola last stic ic Lore (Imperial Crree eed) d) Mimi Mi micc Peer e (Ad Admi mini n stratum)) Peer Pe er (Go Gove v rnment) Peer Pe er (Military)) Peer Pe er (No Nobi bilility ty)) Char Ch arm m +10 Dece De c iv ivee +10 Dipl Di plom omacy +10 0 Scru Sc ruti t ny Mast Ma ster e Orator Tale Ta lent nted (Diplom mac acy) y)

100 100 100 100 10 00 1 0 10 100 10 0 100 10 0 100 10 0 100 100 100 10 00 10 00 100 100 1 0 10 100 10 0 2 0 20 200 200 200 20 0 300 30 0 400

Skkililll Skill Skill Skkililll Skill Skkill Skilll Sk Skilililll Sk Skilililll Sk Skilililll Sk Skilll Skilll Skilililll Sk Taale l nt Talent Talent Talent T le Ta lent nt Skill Skill Skill Skililll Sk T le Ta l nt Talent

— Blather — — — Fel 30 — — I qu In quir irry — — — — — — — — — Ch har am Deceive Diplomacy — Fel 30 0 Diplomacy +10 0

no overt signs of its true nature. While their apparent lack of augmentation is usually used to put others at ease, several Factors have become embroiled in political and even military conflicts, catching foes unawares thanks to their appearance. As they are not immediately recognisable as Priests of the Machine Cult, Factors of the Lathes often signify their office via their garb or other ornamentation. They usually wear heavily adorned Mechanicum robes, and sometimes even have shifting electoos embedded in their skin, emblazoned with the sign of the Cogwheel, visible when they wish to state their allegiance but vanishing if they need to act more covertly.

BECOMING A FACTOR OF THE LATHES

Calixis Sector Tech-Priests chosen to become Factors train on Lathe-Hesh, where their bodies and minds are shaped so that they can fulfil the function for which they have been selected. This training and augmentation (or modification of existing augmetics) can take a highly variable span of time—some Factors pass through the Protocol Academy within years, while others take decades to integrate the subtle etiquette sub-routines needed for proper interaction with the myriad factions of the Calixis Sector. Required Career: Tech-Priest Alternate Rank: Rank 1 or Higher (0 xp) Benefits: Fabricated Flesh (Trait) Characteristic Advancements: The Agent may purchase Fellowship Advances at 100 (Simple), 250 (Intermediate), 500 (Trained), and 750 (Expert), replacing that Characteristic entry in Table 2–9: Tech-Priest Characteristic Advancements on page 89 of the DARK HERESY Core Rulebook.

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TRAIT: FABRICATED FLESH Prerequisites: Tech-Priest A Factor of the Lathes bears few of the usual marks of being a Tech-Priest; his cyber-mantle is fully hidden by false flesh or even vat-grown skin, and any augmetics or bionic limbs that he possesses appear to be a part of his body, or at least as common augmetics that many within the Imperium possess. The Tech-Priest retains all of his standard abilities and Traits as described on page 27 of the DARK HERESY Core Rulebook, but it requires a Hard (–20) Scrutiny or Tech-Use Test to notice any significantly off-putting signs of his mechanical parts that mark him as a TechPriest. If he possesses mechadendrites or other large attachments that would obviously set him aside as a member of the Adeptus Mechanicus, he may attach or remove any number of them at will, in a ritual that takes 1d5 hours to complete and causes 1 level of Fatigue but has no other deleterious side-effects. So long as his augmentations are not distractingly noticeable to those he is interacting with, a Factor of the Lathes gains a +5 bonus to all Fellowship-based Tests when dealing with Imperial citizens outside of the Adeptus Mechanicus.

“It should be working now! If not, try praying some more, or strike it again!” –Foreman-Primus Sarnia Maufry The public face of the Adeptus Mechanicus—or the portion they allow Calixian society to see—are the Tech-Priests and Enginseers that roam the Sector. Bedecked in their deep crimson robes and adorned with all manner of machines and mechadendrites, these arcane beings talk of the great Omnissiah, pray before machines of all shapes and sizes, and speak in a language indecipherable to the average citizen. What most do not know is that the Mechanicus in the Sector is made up of far more than just Tech-Priests. There are, of course, the legions of servitors, but within the Lathes, and across their various Calixian enclaves, there is a secondary class of workers—the Lathesmasters. These people make up most of the population of many Calixian forge worlds, and it is their skilled labour and mechanical expertise that has kept the Lathes functioning for generations. There are few surviving records detailing the origins the Lathesmasters. Many simply assume they are natives of the system, but most records indicate there were no inhabitants when the Mechanicum took possession of the Lathes. Common tales say they were imported as labour at some later time, just as thee Mechanicus Mec echa hani ha nicu ni cuss would cu woul wo uldd import ul impo im p rt any po any required tool. Some even whisper hisp hi sper er of of improbable genetic experiments mennts of the Lords Dragon, surely rel elyy another of the cabal’s selflfaggrandising rumours. rss. Whatever their origins, the he Lathesmasters appeared d to be perfectly adapted too forge world life. Each is far arr ter stronger and visibly shorter than most other humans in ot the Sector, but this was not seen as a downside as their eiir stocky bodies made for ey tough, rugged workers. They ces possessed innate resistances ars rsh, h and immunities to the harsh, ty polluted environments typical of most forge worlds, andd seemed vin ingg and everunaffected by the unforgiving wass co comm mmon changing gravity that wa common ssen ss ence ce, to the Lathes. They were,, in eessence, th he system, systtem sy em,, the perfect workforce for the ter than than smaller in number but evenn bette better plements most m stt mo the standard servitor complements y. forge worlds use exclusively. he La Lathes grew grew As decades passed and the ily-lodge mentality in power, a strong family-lodge ssed into their work, began to grow. This impressed and forge-groups developedd fierce rivalries over

performance. Soon, these transformed into direct competition between the three main Lathes. The Tech-Priest overlords fostered this competition, channelling the Lathesmasters’ drive back into their work, and soon work quotas were filled at an ever-faster rate. Motivated by their leaders and the divinity of the Omnissiah, this unseen worker army helped shape the earliest days of the Calixis Sector. Eventually this drive for exceptional work effort decreased. When the reward for meeting a work quota ahead of schedule was simply to move onto the next quota, certain elements began to question not only their purpose, but also their place within the Omnissiah’s plans. In response, large swathes of Lathesmasters organised into groups called “Cores,” and made demands that the priesthood of the Lathes were unwilling to grant. On Lathe-Hadd, a world where primary production was focused around ammunition, discontent was at its highest, and if not for the Forge-Provost’s swift response, a rebellion might have spilled out across the world. Deciding that the risk to productivity was too great, a collection of Tech-Priests from Lathe-Het gathered to create what would be called “Rerum Novarum.” This charter described the exact requirements of the workforce, but at the same time also made provisions to reward those that met their work quotas with something other than just another work quota. Most importantly, however, it declared that there would be no distinction between the work conducted by tthe he ppriesthood ries ri esth thoo o d an oo nd th that a ooff th thee La L thes and Lathesmasters—all work, no matter who comp m leted it, mp it was was to be done d completed in the name of the Omnissiah, and there r fo fore re all all work w therefore was considered divine. It was a mos o tl tlyy sy symb m o declaration, and mostly symbolic i truth in th m ucch off tthe he ppriesthood ri sth ries much saw the edict as nnothing othi ot hing ng m oree th or than an a hollow holl more appeasement of a society one st tep above abo b ve the servitors, but step the Lath hes esma mast ma s er st erss acc Lathesmasters accepted it, and soon qquotas qu otas as w eree be er bbeing ing filled once again. in were Forr de Fo deca cade ca des, the Lathes returned to decades, ppeaceful pe a efful pproduction, ac roducti ro with only the occa oc c si ca sion onal on al flare of civil unrest. The occasional Lath La thes th e ma es m sters w Lathesmasters were allowed to keep thei th eirr wo w rk-g their work-groups, and canny memb me m ers oof the priesthood members uused us ed these groups against one aanother an otheer in competition. It wass no wa nott until after the War of B rass ra ss that the spectre of Brass re ebe bellllio ionn from the Cores rebellion once on ce aagain ga appeared, but this time ti me iitt was the fault of the prie pr iessth priesthood, specifically thee Divisio Genetor, th a hi h highly experimental factio on within the Lathes faction co ons nsisting of Tech-Priests consisting wi ith h little lit ittle or no n oversight. with

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LATHESMASTER

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FFascinated with the Lathesmasters’ biological differences, the Divisio Genetor began to delve deeper into the genetic the history hist hi stoo of the Lathesmasters. Some scattered reports from the time ti m indicated that the Divisio Genetor’s sudden interest was actually prompted by the Lords Dragon, but if true it has never actu been confirmed. The Divisio Genetor had lofty goals for their and planned to see if further modifications of the eexperiments, ex pe Lathesmaster genome were possible. If successful, they could Lath La th move Lathesmaster populations to other forge worlds with mov even harsher conditions, creating a workforce that did not ev rrely re ly on programmed servitors but rather comprised motivated workers w wo rk dedicated to the glory of the Omnissiah. SStarting with coerced and abducted Lathesmasters who worked work wo rk in the Lathe’s harshest conditions, the Divisio Genetor set se et tto work on modifying their genetics to acclimatise them temperatures and areas of low oxygen. These too extreme e invasive experiments, which would later be called the Grinder inva in va Atrocities, had an unusually high mortality rate, and once A At roo news of cruelty and mass fatalities spread the Cores of Lathenew Hesh rose as one in anger. Word travelled quickly to LatheHet and Lathe-Hadd, and soon all the Cores were demanding thee ccranial drives of the Divisio Genetor’s leaders. Thinking th that previous suppression tactics would suffice, the ForgeProvosts were sent in to quell the populace. This backfired Prov horribly, and three of Lathe-Hadd’s most prominent Cores— horr nearly near ne a a half-million men and women—were massacred. All work wo rk within the Lathes came to a grinding halt. With pressure on all sides, and rumours that the vengeful W Dragon Secutorii might soon involve themselves in the Drag conflict, the priesthood delivered a series of encyclicals in confl the th he hope of bringing the matter to rest. Edict 1311-188-7 gave over much of the freedoms that the work-guilds desired and put an end to the experiments. At the same time, the edict gave the Mechanicum greater authority to transplant edic Lathesmasters to other areas of the Calixis Sector. The Cores Lath La h never neve ne v got their desired retribution for the actions of the ve Divisio Genetor, but numerous leading Genetor Magos soon Divi ffound fo un themselves transferred to the Panopticon Orbital, where w wh e they were never heard from again. After a ceremony of reunification within the Nidus Omega on Lathe-Het, a place reun where, until that day, no Lathesmaster had ever set foot, the whe Lathesmasters collectively agreed to the new conditions, and Lath h production started once again. prod pr od As it turned out, the Divisio Genetor’s experiments had A been be en rather prescient, as it was not long before Lathe-Het wass stripped of its manufacturing capability and the vast wa Lathesmaster population found itself transferred to other forge Lath La th worlds worl wo r across the Sector. With so many different areas needing rl the th he expertise of these skilled workers, the information from Divisio Genetor’s experiments allowed the Mechanicus to the D ensure ensu u that Lathesmaster populations were always the right fit ffor o whatever environment they found themselves in. As forr tthe Lathesmasters that now inhabit almost every major fo Mechanicus installation across the Sector, they have yet to Mec Me c rebel rebe be again, and seem genuinely content with their position in plan and their place in Calixian history. the Omnissiah’s O

TRAIT: GENETIC PANTROPY

The Adeptus Mechanicus has many rites and rituals associated with coaxing machine spirits to life, so many, in fact, that knowing all of them would be quite impossible. Lathesmasters tend to be more practical than their Tech-Priest masters, and often there are tense conditions when it is not always practical to chant a three hundred line Canticle of Initiation. Most have their own, self-taught “rite of ignition,” a form of prayer to the machine-spirit that involves striking the object in question several times, usually with sufficient force for activation. They tend not to enact this rite in the presence of Tech-Priests, as many would consider it heresy, but few can argue with its effectiveness. The Lathesmaster may substitute their Strength Characteristic for their Intelligence Characteristic when making a Tech-Use Test to start or activate machinery. More sophisticated or delicate machinery may not respond well to the Rite of Ignition, so GMs have the final say regarding which objects this Talent may be used upon.

Lathesmasters are capable of withstanding more extreme environments than most humans, and have their own unique traits and abilities that make them such a hardy workforce. The Grinder Atrocities took this one step further, actively manipulating their genes in order to prepare them for varied environments, especially dangerous ones. In the years since these controversial experiments, most have undergone some level of genetic manipulation and are capable of surviving in very difficult conditions. A Lathesmaster may re-roll any Test that is the result of extreme environments, such as very hot or cold conditions, areas of low oxygen, or even toxic atmospheres. Additionally, he suffers no adverse effects in areas of slightly higher and lower gravity, and can move normally in them.

TALENT: STRENGTH OF THE LATHES Blistering heat, dense smog, toxic fumes, open flames, and exposed electrical conduits are all common sights on the forge worlds of the Calixis Sector. To most people this sort of environment would be a death sentence, but to the Lathesmasters it is home. After long years in such settings, these hardy workers never shy away from such conditions, and most even thrive in such dreadful environments. Any time a Lathesmaster would gain a level of Fatigue, except those caused by psychic powers, he may make a Challenging (+0) Toughness Test and if successful, he does not gain the level of Fatigue. Additionally, Lathesmasters take half as long to recover from Fatigue as normal.

BECOMING A LATHESMASTER

A Lathesmaster is not something a citizen becomes, but is more something he is born into. They are the hardy and intractable workers of the Lathe Worlds, immune to the extremes of forge life, and differ considerably from other Calixian populations. Shorter, bulkier, and far stronger than the average hiveborn, a Lathesmaster could almost be considered genetically designed for heavy manual labour. Some Inquisitors respect these traits, as well as their technical expertise and familiarity with the Cult Mechanicus, and take promising Lathesmasters from their guilds so that they might serve a higher purpose. Their Mechanicum Masters often encourage such efforts, perhaps the better to gather information, and implant their own agents within rival organisations. All Starting Skills, Talents, Traits, Gear and Wealth listed here totally replace the Rank 1 Scum listing on pages 27 and 83 of the DARK HERESY Core Rulebook. Required Career: Scum

TRAIT: LABOURER BUILD Whilst they are still very much human, Lathesmasters have certain physical aspects that mark them apart from what might be considered “normal.” They are thick and heavyset, with broad shoulders and large, tightly packed muscle groups. They are not quick on their feet, but make up for that with their endurance levels and aboveaverage strength. Lathesmasters do not use the Fit for Purpose Trait that is usually part of the Forge World Homeworld Origin. Instead, they gain +3 Strength and +3 Toughness upon creation, but start with –5 Agility. Starting Skills: Climb, Contortionist, Common Lore (Machine Cult, Tech), Speak Language (Low Gothic), Survival, Tech-Use. Starting Talents: Iron Jaw, Melee Weapon Training (Primitive), Melee Weapon Training (Power), Pistol Training (SP). Starting Traits: Dark Sight, Genetic Pantropy, Labourer Build. Starting Gear: Light Flak Coat, Flak Helmet, work tunic (Common Quality clothing), charm (Mechanicus devotional icon), vial of Sacred Machine Oil, Combi-Tool or Lascutter, Good Quality Bionic Arm or Common Quality MIU, Stub Automatic with 2 reloads, Percussion Mallet. Starting Wealth: 40+1d10 Thrones Monthly Income: Drudging Class Restrictions: Must have the Forge World Home World Origin.

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TALENT: RITE OF IGNITION

RUGGED GENETICS

Lathesmasters are naturally strong and quite sturdy, and tend to get stronger as they grow older. They also have a natural affinity for technology, a trait needed for the role they play in the Adeptus Mechanicus. Lathesmasters do not use Table 2–8 Scum Characteristic Advances from page 83 of the DARK HERESY Core Rulebook, but instead use Table 2-2: Lathesmaster Characteristic Advances on page 50..

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Siimp m le 250 250

Inte In term rmed edia iate te 500

Trai Tr aine nedd 750 750

Expert 1,000

Ballistic Skill

250 25 0

500

750 0

1,000

Strength

100 10 0

2 0 25

50 00

75 50

Toughness

100 10 0

250

500 50 0

750

Agility

500 50

7 0 75

1,000

2 500 2,

Intelligencee

100

2 0 25

500

750 75

Percepptionn

250

500 50 0

750

1 000 1,

Willlpo Wi powe wr

250

500 50 0

750 75

1,00 1, 000 0

Fellow Fe owsh ship ip

500 50 0

750

1,00 1, 000 00

2,50 2, 500 0

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Cost Skill

Type 100

Prereq qui uisi siite tess —

Surv Su rviv ival al +10

Skkilll

100 10 0

Surv Su rviv rv ival iv al

Tech Te ch-U -Use s +10

S ill Sk

100

Teech ch-Use

Teech ch-U -Use +20

Skill

100

Tech-Use +10 0

Trad Tr adee (Any One ne)) †

Skkililll

100 0



Trad Tr adee (Any One)) +1 +10 0†

Skililll Sk

100 10 0

Thee sa Th same me Tra rade de Ski killlll

Basi Ba sicc Weapon Tra rain innin i g (L ( as)

Talent

100



Blin Bl indd Figh ghtingg

Talent

100

Perception 30

Bulg Bu lgin ingg Bi Bicepss

Tale Ta lent n nt

100 10 0

S reeng St ngth th 45

Diee Ha Di H rd d

Taleent

100

Willpower 40

Hard Ha rdyy

Talent

100

Toughness 40

Pist Pi stol ol Trainingg (L ( ass)

Talent

1 0 10



Resi Re sist stan a ce (Cold ldd)

Tale Ta lent nt

100 10 0



Resi Re sist stance (He H at at))

Talent

100



Resi Re sisttan a ce (Po P is i on on))

T leent Ta

10 00



Riite of Ig Igniition

Talent

100



Soounnd Co Cons n titution ††

Talent

100



Stre r nggth of the Lathes

T lent Ta

100 10 0



Talentted (Tr Trad a e) (An A y On An One) e) †

Tale Ta lennt le

100 10 0

Thee sa Th same me Tra r de Skill

True Grit

Talent

100

Toug To ughn hnes ess 40

Awareness

Skililll Sk

200 20 0



Demolition

Skilililll Sk

200 20 0



Logic

Skilililll Sk

200 20 0



Trade (Pick Onne) +20 †

Skill

200

Thee saame Tra rade de Skill +10

Binary Chatterr

Tale Ta lent nt

200 20 0



Crushing Blow

Tale Ta lent nt

2 0 20

Stre St reng ngth th 40

The Flesh is Weak ††

Tale Ta lent nt

200 20 0



†May be taken up to 4 times es at this ran ank. k ††May be taken up to 2 times at this rank.

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“Travelling is a brutality. It forces you to mix with heretics, and lose sight of all the calming structure of the Lathes. You are constantly off balance. Even the essentials of air, the land, and the waters are not yours. All that you have is your soul and your unshakable faith in the Omnissiah. And that, my pupil, can be enough to last you.”

:

–Arch-Magos Pavese, to his most recent recruit for Cistron training

n Advanced Character Creation, Alternate Careers allow a change in a character’s advancement by way of his ongoing experience. Beyond, this there are also things that can dramatically change a character’s motivations or his base behaviours that have little or nothing to do with his Career. This may be due to a character’s personal philosophy, a traumatic occurrence in their past, or possibly a twist of fate that has made the character something more than just his Career. Whatever the reason, the character is now looking at other options for personal advancement. One way of reflecting these occurrences is by the use of Elite Advance packages. These build on the rules for Elite Advances (see sidebar below), which allow an Acolyte to spend his xp outside the usual development found in his Career Path. This allows the character to gain unusual Skills or Talents to which he otherwise would not have access. Regardless of how the character’s xp is spent, he advances through the Ranks of his Career path normally. For every potential life-altering event that can happen to an Acolyte, there is a corresponding Elite Advance Package, and as such a GM should use Elite Packages as a kind of campaign toolbox, a framework to show off his creativity and customise the development of his campaign and the Player Characters. There are no exact rules for creating Elite Advance Packages; it is up to the GM to decide what these packages should cost relative to their abilities or the potential advances that they grant. While trying to create such a package, the GM should keep in mind that in the 41st Millennium, nothing can be gained without paying a real price. This does not mean just the xp cost, but also costs to an Acolyte’s sanity, his Characteristics, and possibly even the degradation of his very soul. This means that Insanity Points, Characteristic Point loss, and Corruption Points are all on the table for Elite Advance Package creation. There can also be other costs such as restrictions on behaviour, dress codes, food or drink intake, medicinal use, or others. These packages can also have hitherto-unknown personal enemies or masters that the Acolyte must now recognise, and quite possibly, confront. To develop other, unique packages, players should look to the Character options shown in Chapter 2 and the examples that follow for ideas. Other Elite Advance Packages can be found in other DARK HERESY books, such as THE INQUISITOR’S HANDBOOK. The rules for Dark Pacts (see page 241 of the

ELITE ADVANCES RULE SUMMARY A character’s nature and development is broadly determined by his Career Path. However, the Advancements listed are not the sum total of all that a character could learn. A character might be exposed to certain Skills or Talents during play, or, as a result of his experience, deliberately seek out new abilities to combat or exploit the things he encounters. Sometimes the GM offers an Acolyte an opportunity to take an Elite Advance as a consequence of the character’s actions, or developing events in the adventure. These Elite Advances may come with additional side effects, such as Corruption or Insanity Points, or the character becoming indebted to an NPC or part of a conspiracy. An Acolyte can also request an Elite Advance for a Skill or Talent not listed on his Advancement Scheme, but this must be reasonable and appropriate for the character and the situation he is in. To make a request an Acolyte needs the following: s Logical justification for the character to have the Elite Advance. s An explanation for how the Acolyte gained the Advance, how he got it, time taken, resources expended, etc. s An offer of how many Experience Points or other costs the player is willing to pay to gain the Advance. The further a Skill or Talent lies outside the character’s normal frame of expertise, the more it should cost; likewise for particularly rare or unusual knowledge. The GM may decide not to grant the Elite Advance, or request a higher xp cost than that suggested, or impose some other counterbalancing penalty. The GM may also rule that the player needs to pass a series of Tests on order to successfully learn the required Skill or Talent; this usually ties into the explanation for how the Acolyte gained the Advance.

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DARK HERESY Core Rulebook) also offer a similar system for accounting for unusual abilities. Elite Advance Packages should always be led by the narrative, and should reflect on some force, ideology, faction, or an in-game occurrence, not just as an excuse to give Skills and Talents to a character that he cannot normally acquire. The examples shown here allow a GM to offer an Acolyte a new element to his base make up, such as the emergence of a new kind of psychic ability, or to bring forward an event that happened to the character long ago, one that was hidden from their mind, and now that past memory begins to come to the surface. The use of an Elite Advance Package is, of course, optional, as they modify and can potentially upset the balance of the usual character progression system. These packages are recommended for experienced groups only, and GM guidance and approval is required.

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CISTRON “The eyes and ears of a Cistron are deadlier than any weapon they carry.” –Magos De Jeffari, to his disciples. On the Lathes, beyond the ancient and dark workshops and manufactorums, there sit hidden laboratories full of aged and decrepit cogitators, whose function is to create the dark functionaries. Here, candidates are brought to go through a series of technotic engram-branding and implant procedures that transform an apostle of the Machine God into a sleeper agent for the Lords Dragon—a Cistron. The process for doing so is laborious and the chances for success are very low; more often than not, the candidate is found to be mentally incapable handling the transformation of their skills and personality into someone totally unlike themselves. Of those who might be able to handle the conditioning, the psychic readjustment of the candidate’s personality and memory may crush the candidate’s psyche, and they become no more than another flesh source for servitors. Those who do survive, and even thrive, under the process, are then made ready for a new personality and skill set. Cistrons are then loaded with a new identity, a series of false memories, and the skills and talents necessary to become another anonymous person in some part of the Sector. They quickly become another cog in the world of which they are to be located. The candidates understand that while their original persona is in torpor, they unknowingly work hard to foster a sense of well being and complacency in those whose lives they will touch. They want to be seen as trustworthy and valued wherever they are, thereby making it easier for them to gather the necessary intelligence for their assignment. Once a Cistron is ready, both physiologically and psychologically, he is then placed into stasis. Then the agent is taken clandestinely to a location somewhere in the Calixis Sector (and rumours abound that Cistrons are also sometimes sent into the lawless Koronus Expanse) and released into the general population. The Cistron is also given the proper documentation, work permits, and a false identity trail, enough to establish the persona in this new setting. Once on site, the Cistron seeks out a position allowing him to accomplish its programmed task. This can take days, weeks or even years. The agent is not consciously aware of his assignment, which may even change over time as circumstances dictate. In that case, another hidden agent, the Minder who watches over flocks of Cistrons in a region, conducts subconscious upgrade-cants to the Cistron. The patience of the Mechanicus can know no bounds if the knowledge they wish to uncover is important enough, and most agents spend years carefully embedding themselves into readiness. Once a Cistron has accomplished his mission, the agent returns to his Minder, guided through more layers of engram-branding.

Occasionally, a Cistron’s programming never takes complete hold or becomes eroded, or his Minder may perish before he can implement the agent’s activation protocols. Often the Cistron is simply forgotten, his existence lost in accidental Lathe data-purges or datastack failures, living an entire life without activation unless unlikely events somehow trigger their primary persona. A Cistron might wander throughout the Sector with the knowledge he has gained, never knowing why the urge to wander has become so powerful.

ANYONE, ANYWHERE, AND WAITING TO AWAKEN

Cistrons are the hidden Mechanicum agents who are rumoured to be seeded all throughout the Calixis Sector. These agents of the Lords Dragon are in place for a number of reasons. Some are believed to be there to record and bring back information about the other factions of the Imperium who may not want the Mechanicus to further its pursuits. Others are thought to exist to execute intricate plans to remove stubborn obstacles to the Quest for Knowledge and the increased glory of the Lathes, in the name of the Omnissiah. Some Cistrons are in place as insurance against outside attacks, watching and waiting for the correct activation cant-protocol to send them out against those who would threaten the Lathes.

Advance Concealment Contortionist Deceive Disguise Inquiry Logic Search Shadow owin ingg Silent Move Tech–Use Basic Weaponn Tra rain inin ingg (choosse onne) Melee Weapon on Tra rainning (choose on one) e) Pistoll Weapo ponn Tr Traaini ning (choose se one ne))

Cost Cost 100 10 0 100 10 0 10 00 10 00 100 100 100 0 100 10 0 100 10 0 100 10 0 100 10 0 100 10 0 100 10 0

Type Type Skililll Sk Skill Skill Skill S illl Sk Skkililll Skililil Sk Skilililll Sk Skilililll Sk Skilililll Sk Taale l nt Talent Talent Ta nt

While this shadowy world of intrigue and espionage is dangerous, there are things in the Cistron’s own psyche that are even more frightening. While the technotic conditioning and other engram implants are usually foolproof, occasionally one of these extremely well trained and talented individuals finds their true self fighting against their false past to gain dominance again. A Cistron’s Minder is drilled to recognise the signs of an unplanned awakening and to bring the agent in for retraining, or neutralise the agent outright. Occasionally though, a Minder misses the signs, or the Cistron has lost his Minder, and the agent is now awakening without knowledge of what is true about the Cistron’s past, or what the Cistron should do next. Once the awakening has begun, the Cistron is now fighting a war on two fronts. The Cistron’s very identity is being torn in different directions, and only time will tell which persona will prove dominant. Another worry to those who may be in the vicinity of a rogue Cistron is that some agents were conditioned against their will. Now this trained and conditioned operative, who may or may not believe in the path that was laid out in the his indoctrination, is looking for closure, or maybe revenge.

Skills and Talents: The character gains either the Nerves of Steel or Talented (Any Skill) Talent, as well as the Forbidden Lore (Adeptus Mechanicus), and the Secret Tongue (Tech) Skills. Additionally, the character now uses TABLE 2–9 TECH–PRIEST CHARACTERISTIC ADVANCES on page 89 of the DARK HERESY Core Rulebook. The character also has the ability to spend xp on the Cistron Advances shown in Table 2–3: Cistron Advances. Insanity Points: For each Advance purchase taken from the Cistron Advances chart, the character gains 1d5 Insanity Points, as the psyche of the character battles between the two minds lodged within it. Hunted: The character must take Hatred (Adeptus Mechanicus) or Hatred (Other Organisation) depending on how the character proceeds with this new knowledge. Is the Mechanicus hunting the character for betraying them, or is some other Imperial organisation, such as the Adeptus Ministorum or the Navis Noblite, hunting the Cistron for spying on them? Easy to Control: The Cistron’s mind has been realigned to make him more susceptible to reprogramming, so he suffers a –10 Penalty on Willpower Tests to resist mind control or interrogation.

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EFFECTS

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TAKING THE CISTRON ELITE ADVANCE

In taking this advance, the character’s background and origin are literally recreated. The past the character knows is revealed to be no more than technophasic engrams that have been branded into the character’s mind. While the character still remembers them, they are no more real than simple fictions. The real history of the character is now breaking through the false memories, and coming to the fore. Career: Any career can take this Elite Advance, but it may be the most rewarding for Adepts, Arbitrators, and Clerics. Advance Cost: 300xp

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DISCORDANT “They, in their audacity, silence the holy machine spirit. With their touch, they quiet the chattering of the cogitator. With a thought, they can eliminate the hallowed cacophony of the manufactorums. They are an Anathema to the Omnissiah, and they can not be allowed to exist.” –Arch-Legos Breathed, while in an audience with Arch-Magos Mat Aleph Xenon There are tales told in the dark and shadowy hovels that are home to the Lathe-World workers. There, in the smoke and haze, while drinking bottles of locally-made spirits, one can hear rumours and stories of a kind told nowhere else. One such story, tells of those who have become more than human. Those who can reach out and, with a thought, access and disrupt the most holy machines of the Omnissiah. Those who work the forges hold these beings in equal parts horror and awe. Some who toil in the Lathes might see them as liberators from the crushing labour and despair of their forge emplacement, while others might cringe at the chaos and disruption such monstrosities might bring to the order and structure of the workers’ lives. These beings, which the Lathes formally label Discordants, are still more rumour than reality. Such data ndi dica cates that they are extremely rare, r re, ra that exists on them indicates ion o within the Calixis Sector. Once possibly one in a trillion nts nnever ever realise their frightening born, many Discordants ty st sstays ayss qu ay quie esc scen e t until en u ti un till stress stre st ress s oorr potential, as their ability quiescent m nt off need. neeed ed. high emotion triggers it iinn a mome moment ssoon on realise there are many Once active, they so m relentlessly, either to who will hunt them exploit or destroy.

ANATHEMA TO TH THE E MACHINE SPIRIT IT

Discordants are truly rare re iindividuals, n iv nd i iduals,, who can suppress a machine hine hi ne spirit andd effectively force a machine hin inee to t turnn off, halt its function, or possiblyy ev eeven ven e exp en explode. xplo xp l de. Ju Just ust s by being near higher forms orms or ms ooff ma mach machinery, chin ch iner in e y, er the Discordant can ccause ause au s them ttoo se freeze, break down, or eeven venn alter ve a ter al their function for shortt pperiods erio er iods io d ds of time. Those who possess osseess such ability are usually ccut utt off from most societies es that require these se machines to continue ue their existence. Some ma mayy ev even ven be seen, by more superstitious uper up erst stit i ioous factions, to harbour ssome omee ki om kkind nd of curse that brings gs ttrouble roub ro ublee and ruination to everything ryth ry thin ingg and and everyone they work w with. itth. T Those hose ho se who do not find an “accidental” cidenta t l”” death deaath are sure to find their unusual unusua u l talents t leents ta more called upon by those ose of a criminal crimi mina n l or

heretical mindset than those who labour to bring the plans of the Lords Dragon to fruition. With such an unsettling ability, it is little wonder that at times the entirety of the Lathes are bent on finding, controlling, or destroying Discordants (often all three). Various factions of the Adeptus Mechanicus may try to harness such gifts to use against their political or social enemies. Certainly, members of the Inquisition would love to bring such a force against not only the Mechanicum, but also those who hide from the Emperor’s Light. All in all, the life of a Discordant is one of constant fear and hiding.

TAKING THE DISCORDANT ELITE ADVANCE

Nearly any character can become a Discordant, yet to do so places the character in extreme danger. Discordants are anathema to almost everything in the Calixis Sector. Their ability to quiet a machine-spirit is horrifying, not only to the Mechanicum, but also to those who rely on those very technologies. Those who are not trying to destroy the character will instead want to capture him and find out how he can do such a thing. Taking this Package could very well result in not only the character, but anyone the character is with, to bee hunted hun unte te down or worse. While Wh hililee th this can allow for exciting exciti ing gameplay, g a player must mu st uunderstand nde nd exactly the risks he iiss in introducing for his character an and nd fe fell fellow ll Acolytes. Career: C Ca reeer er: Any Career. Car aree eerr Restrictions: Rest Re stricttions ns: An Anyy ccharacter with a Psy cybernetics rating or cy ra ybe bern rnet et of any sort can this Elite not take thi hiss El Elit itee Advance Package. hee h has taken this Elite Also, once ce h Advance, can never Advanc Ad ce, tthe he ccharacter h have ha ve aany ny psychic, Faith, or Warp Wa rp bbased as powers. Advance Ad dva vanc nc Cost: 300 xp

EFF FFECTS FECTS T

Denorm Denormal Deno rma Fault: A Discordant Disc Di scor orda dann suffers a –10 Penalty Pena Pe nalt ltyy to t all Fellowship Tests Test Te stss iinvolving nvoolvv any character who ha wh h has bionics or any imp implanted machinery in his body.

Machine Spirit Slight (simple bionicss, lasgun un, ch chai ains nswo word rd)) Common (simpple cog ogit itat ator ors, s, aus uspe pex, x, pow ower er armour, explosive co c llar) Advanced (cortex impla l ntts, oth ther er lar arge ge cogitators, MI MIU, U cyb yber erne neti ticc se sens nsees)) Elite (Land Raaid ider er,, ma manu nufa fact ctor o um cogitators, advaanc ncedd aut utom omat aton on uni n ts)

Levell Leve 13 12 1 11 9

Sysop Failure: The character may never have any kind of Bionics or implanted machinery, as they will instantly fail in a spectacular fashion. Mechanical Disruption: A Discordant cannot be tracked, targeted, or in any way viewed by any kind of machinery. This means that auspex, auger arrays, and imaging cogitators of all kinds do not “see” the Discordant, and instead merely show empty space where the Discordant is, or the cogitator screen becomes covered in interference, or some other malfunction the GM wishes to impose. Targeters cannot focus on the Discordant. Characters using cybernetic senses such as sight or hearing do not register the Discordant. Medicae cogitators cannot diagnose or treat a Discordant, and the character must rely on others with medical knowledge to treat any wounds. This does not mean that a Discordant can not be shot, but it does mean that the character shooting the Discordant cannot use a targeter or sight to gain a bonus to hit the Discordant. While it is up to the discretion of the GM what does and does not affect the character, this should offer a solid basis for comparison. Discordia: This is the ability to allow a Discordant to use his will to reach out and quiet a machine-spirit located within a piece of technology, effectively shutting it down for a certain length of time. To do this, a Discordant must be within touching distance of the machinery he wants to affect, and make Discordant Test as a Full Action. To do this, he makes a Discordant Roll by rolling 2d10 and adding his Willpower Bonus. Compare that to the level number relating to the device’s machine spirit as listed on Table 2–4: Machine Spirit Discordia. The numbers assigned in this table are to be used as suggested baseline values, and the GM should feel free to adjust them as needed for the individual item to be affected and the nature of the adventure setting.

If the roll equals or exceeds the Discordia Level for that device, then the machine spirit has been momentarily silenced and the device fails for one Round. This ability is more difficult to use against more simplistic machine spirits, as their spirits are more diffuse and harder to quiet, so many basic weapons and cybernetics are nearly immune to the power. More advanced machine spirits of a cogitator or a vehicle, however, like those in a Gun Cutter or Land Raider, are somewhat easier to disrupt as they are more pronounced and integral to their device's proper function. If the character is trying to affect more than one item at a time, then add +1 to the difficulty of the roll for each additional piece of tech the character wants to affect. If the character wants to shut the tech down for a longer period, add +2 to the difficulty of the roll for each additional Round desired. If the character wishes to silence the machine spirit in the tech permanently, add +7 to the difficulty to the roll. All of these effects can be attempted together, in which case the modifications are cumulative.

ON THE RUN Things were not going well for Karinne Tarydo. The last ambush should have sliced razor-sharp, and instead she and her fellow gangers had barely got out alive. One of the Deathskins nearly took her down and she’d been lucky when his heavy stubber blew up in his flabby hands. She’d used his own flensing knife to carve him up good. Stupid blunter had no edge to him, but now his gang would remember her whenever they saw what she’d left of his face. She smiled at the thought, her ritual scars exaggerating the action, but that had been her last good memory. The gang’s condenser-tap had failed, and she’d gone out in search of parts but none of the local Ironmongers could help, their own tech sapping flat in each visit. She’d returned though to find her gang ribboned, flesh scattered and blood painting the crèche walls. No other gang could have taken out the Bloodlines like that, none even knew of their latest hole. And none had the blades to carry out such a deed. Even the Babyfaces with their upper-tower tech couldn’t have sliced that well. She’d been running ever since. Word somehow got to the other Fleshcutter gangs, and none would touch her. No gang when you were below the Line in Hive Desoleum didn’t cut well. That only left Down, and the days had blended depending on if any lumins were active where she was at. Most failed just as she found shelter. It found her just as she’d managed to get her scanner to finally work, only for it to shower her with arcs that hurt like her initiation cuts. Her eyed had cleared, only to see red death studying her in the dark. The form was female but made of tech like bloody metal, and Tarydo knew it was the thing that had sliced her gang. The killer leap at her, and reflex brought her twin blades up as Tarydo screamed her warcry at it. And the thing just exploded, ribboned like her gang. Tarydo smiled and spat on the largest lump of viscera and wiring. Things were now looking sharp.

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he ways of the C Cult ultt Me ul Mech Mechanicus chan anic icus us aare re man many, a y, and even the most proficie proficient i nt ooff Te Tech Tech-Priests ch-P -Pri ries ests ts kknows nows tha that hat there ca ccann bee no perfe perfection fectioon ot othe other herr th than an tthe he O Omnissiah. m issiah. Th mn Through hrough h traini training n ng n and study, the weakk fle flesh sh iiss im impr improved provved so that it cann be better etter ddefend effendd itself, convince oothers th her erss of the h correctness of th thee Me Mechanicum, ech chan a ic an icum u , um bring do down w tthe he uunfaithful, nfai nf aith thfu ful, and eeven ven pr ve pred predict edic dic ictt th thee fu futu future. ture tu re.. re

SKILLS SK KILLS DIIPLOMACY PLO LOMA MACY

Advaanc Advanced, nced ed, Fellowship, Fellow owship ip,, Interaction In nte tera ract ra ctio ct ion io n Diplomacy D Di plom omaccy is the art of of conducting cond co nduc nd ucti uc tinng negotiations neg gotiatiions between b tw be tween ttwoo or more tw mor oree factions. Th This iss aallows llow ll o s the character opportunities ow to handle han andl dlee business, b siness, so bu social, ociial al,, or sstate taate affairs without arousing hostility. host ho stil ilit ity. y. A Diplomacy Diploma macyy Test Tes estt iss an an Opposed O posed Test, Op Teest s , as each party tries tr riees to convince con onvi vinc ncee thee other otthe herr that that his hiss desires dessirres in in the the situation situ si tuat a io ionn should sh hou ould ld bbee given g ven pr gi ppriority. iori io rity ri ty. ty To sta start tart rt a Diplo Diplomacy oma macy cy T Test, e t, the GM determines how many es Rounds Roun Ro unds ds tthe he Aco Acolyte oly lyte te aand nd his his target or targets have to discuss the th he current curr cu rrent situatio situation. on. E Each a h Ro ac R Round, unnd, the he A Acolytes colyytees andd al alll ta targ target(s) get(s (s)) involved invo volv lved ed make Fe Fellowship elllow owsh ship sh ip T Tests. ests es ts. If tthe ts he A Acolyte coly co lyte te ssucceeds ucce uc ceed edss an andd hiss op h hi oppo opponent(s) ponent(s) fa fail, ailil,, th then hen h hee has been able to sway his target or ttargets arge ar gets to agreee too one one point in the discussions. For each Degree Degr gree ee off Su Succ Success, ces ess, s tthe s, he w winner inner is able to bringg h in his is targe target gett or o targets targ get etss in into to aagreement g eeme gr m nt for me for another ano noth ther th e point er poi o nt in in the th he discussions. disc di scus ussi sion ons. s. If all all pparties arties e suc succeed, ucce ceed ed,, th then hen e the character who had the h most Degrees Success Degr De gree eess of Succe ess has has been bee e n able to sway the others to agree too one one ppoint o nt in the oi th he discussion diisc scus u si us sion o for each h of Degree of Success he beyond others. Acolyte hadd be ha beyo yond n the oth ther th errs. IIff th tthee Acolyt te ge ggets ts the h target tar arge get to agree agr gree ee hiss pointss iinn th negotiations, too all all ooff hi h thee ne negotiations n , before befo be fore fo ree the the h targets tar arge gets ts have hav avee convinced theirs, conv co nvin ince cedd him of o the heir irs, ir s tthen s, h n the Acolyte has succeeded in the he talks. the ta alk lks. s IIff no nnone ne of th he factions fact fa ctio ct ions io ns in in the th he discussions discussi sioons are able si abblee to sway sway alll of tthe al he targets t iinn the th he talks talk ta lkss to his lk his viewpoint vie iewp wpoi wp o nt before oi bef e or oree the the limit lilimi mt mi the with th he GM ccreated, reat ated, thenn tthe hee ddiscussions iscu is cussionss end w i h all agreeing to it have oonly on ly tthe hee ppoints oint oi nts that hav ve be been en succeeded suc u ce c eded so far. If at any time in the he ddiscussions iscu is cuss ssio ions n all parti parties iess ffail a l th ai thee Te T Test, st, thenn thee discussions are broken brokken ooff, ff, as ff a talks fall to petty pet etty ty bickering bic icke keri ke ring ri ng and and retorts. ret etor orts or ts.. ts This SSkill killll costs ki cos osts 200 xxpp an andd is aavailable vaililiabble va le to all Acol Acolytes olytes at ol Rank 3 orr ab above bov ovee wi w with th Fellows Fellowship w hi h p of 40 40 or higher. hig ighe h r. Diplomacy +10 is available availabble aatt Ra Rank n 5 or high gher er ffor o 3 or 00 xxp, p aand p, ndd Tal a ented higher 300 Talented (Diplomacy) iss aavailable vaililab va able le aatt Rankk 6 ffor or 3 00 xxp. p. 300

LOGIS PROPHESYING

Advanced, Intelligence This skill encompasses the ability to analyse all of the past and present information available for a given situation, in order or rder to be able abblee to to find find the most m st probable future outcome. mo method This m ethod of techno-divination tec echn hnoo-di divi vina nati tion o has many forms, from data stack stac st ck analysis, anal an alys ysis is,, to neural neu eura rall pathway path pa thwa wayy insight, and even systematic binary bi inary omens. omeens ns. The Th he us usee of this thi hiss sk skill allows one to focus so perfectly on the past and and current curr cu rren entt events even ev e ts centring on a specific pperson, pe rson, place, or thing, thinng, that tha hatt the the user usser can then predict the nnext ne xt logical log ogic ical step or event that tha hatt object obje ob ject c will experience. While thee user th usser iiss ab ablee to extract the most most probable probaable future outcome, the outcome that th att is is by nnoo means me outcom me that that will wilill happen. The roles of outside out utsi side si d influences, de infl nflue uences, no matter mat atteer how how minute, can lead to outcomes outc tcom omes ess that tha hatt the th user er of this is skill ski killll can can not not even eveen hypothesise. Skill, assigns Difficulty T uuse To s tthis se hiss Sk hi Skil ill,l, tthe he GM as he assi s gn gnss a Te Test st D iffic if ficul u ty depending on the the outcome out utco come co me the the h character charaact cter er is is trying tryi tr ying ng to to discern; d scern; Table di 2–5: Logis Prophesying Pro roph p es ph esyi y ng Examples Exaamp mple less gives giv ives e guidance on the Difficulty too be be assigned assi as sign gned e on the th he Test. Test Te st. The The more information the character has haas about a ou ab outt the tth he objectt or or person, pers pe rson, the easier the Skill Sk kill Test Te becomes. beccom omes es. As a rough es rough gguide, uide ui de,, a Success S ccess with this Su Skill Skil Sk illl allows allo al loows the the user use serr to know the mo most st pprobable roba ro babl b e outcome or location, locattio i n, with wit i h each each additional add d itional Degree Degr De gree ee of of Success Succ Su cces e s either offering the next nexxt step steep st ep in in the th chain of events eve vent ntss for fo the object or probable the next most prob obab abble llocation. ocat oc a ioon. at skill This Th is ski k ll ccosts ki osts os ts 300 300 xp xp and annd is available ava vailiab able le to to Tech-Priests Tech h-Priests at Rankk 4 andd above. The The Logis Logi Lo gis Prophesysing Prophesyysi sing ng +10 +10 for for this Skill Tech-Priests is available to Tech h-P Pri ries ests ts at at Rank 7.

TALENTS T ALENTS LUMINEN BAARRIER RRIE RR IER

Prerequisites: Luminen Lum minnen e Shield,, Electoo Ele lect ctoo Inductors, Indductors, Potentia Pote Po teent n ia Coil. Coi oil. Much Much c llike ikee th ik thee celebrated cele ce lebr le brat br ated at ed Electro-Priests, Ele l ctro ro-P Pri ries ests ts,, the th Acolyte can draw upon all of his power powe po werr to create a shimmering we sh him imme meri ring barrier of pure energy, e ergy, one capable en capa pabl blee off deflecting deflecting anyy attack. att ttac ack. k. As a Full Action, the th player can activate act ctiv ivat iv atee a Luminen at L minen Barrier Lu B rr Ba rrie ierr which whic wh ich remains active for a number ooff Ro Roun Rounds u ds equal to thee Ac un Acol Acolyte’s olyt y e’s base Willpower Bonus. Thee bbarrier arri ar rier er h has as a Rating equal equa eq uall to the Acolyte’s base Willpower Willllllpo p wer Characteristic. Ch har arac acte ac teriistic. As long lonng as the the barrier barrier is active, the Acolyte Acol Ac olyt ol ytee can yt can attempt atte at temp te mptt to stop sto topp incoming inco in comi ming ng Ranged and Melee attacks attaack ckss by rolling rol ollililing ng a 1d100 andd comparing com ompa pari ring ng itt to the barrier’s Rating. Rati Ra ting ng.. If the ng the roll is equal too or under und nder er the h Rating, the attack is sstopped topp to p ed completely. pp com o pletely. If th thee ro rollll iiss over the Rating, the attack penetrates pene pe netr trat ates e the barrierr and es and causes cau ause ses Damage as normal. This roll is m made adee before ad befo be fore reductions red educ ucti tion onss for fo Armour Armo Ar mour u and Toughness Bonus. If the th he 1d100 0 roll rol olll ever ever results res esul ults in a 01-05, the barrier stops the attack, but is overloaded ove verl rloa o dedd in the process. It instantly collapses, andd the t e Acolyte th Acol Ac olyt ytee must mu pass pas a s a Challenging (+0) Toughness Test or gain 1 level of Fatigue. An Acolyte can use Luminen Barrier a number of times equal to his Willpower Bonus every 24 hours; however, upon the second activation of the ability within 24 hours, and upon each subsequent activation in that time, he gains 1 level of Fatigue. Luminen Barrier is available to Tech-Priests Rank 6 (Technomancer or Mech-Deacon) and above and costs 400 xp.

Test Difficulty Easy (+30) Ordinary (+10) Difficult (–10) 0) Very Harrd (– (–30 30))

Example D term De minnin ingg th thee lo loca cati tion on of a Se Serv rvit itor or droone on the followin ingg da dayy af afte terr st stud udyi y ngg its schedule for several week we w eks; s; pic icki cki king ng the sys yste tem m a transpportt vvisits next based on rev evie viewi wing wi ng pas asse seng nger er maniffes e ts of the last yyear. Discerni ning ng the whe h reab abou o ts of a labourer after reviewing the h las astt se seve vera rall da days ys of hi his work schedule; d term de min inin ingg th thee de detaills off a hivee noble’ e s me meal nex e t we w ek based ed on hi hiss di dini ning ng hab abit itss of the h las a t month. Pred Pr edic icti ting ng the tav aver ernn a lo loccal me m rcha h nt will go for o his drink or nkss th thre reee ni n gh ghts ts hen ence ce after examining thee la th last st sev ever eral a days of stoore r rec ecei e ptts; for oret ettelli ling ng the h weapon a he h reeticc us u es in hi hiss ne n xt combat thro th roug ugh h an anal alys y is of what gam ambl blin ingg de dens n he fr ns freq eque eq uent nts. nt s Anti An tici cipa pati t ng a Spo p ok ok-aadd d le ledd sc s um u ’ss nex extt su supp ppliliier wit pp ith h on only ly fragmented vidd-caapt ptur ures es of his dress styl st ylee; pre redi d cting a cu cult lt’s lt ’s new mee eeti ting ti ng loc ocat atio at i n ba io base sedd on was aste tee debris patterns aloong hab walkways.

LUM UMINEN MINEN FL LARE ARE

Prerequisites: Lu Lumi Luminen minen Blas Blast, ast,t,t E Electoo l ct le c oo o Inductors, Potentia Coil. The Acolyte ha hass ma m mastered ster st e ed the aability bilililty ttoo channel bi chan ch anne an nell his ne his will will through the Po Potentia ote tent ntia ia Coil Coil intoo a powerful pow ower erfu ful blast of energy Omnissiah that brings the th fu fury ry ooff the Omni niss ssia iaah to all all who might stand Onn a su successful Ballistic in his his ppath. ath. at h O succ ccessful u B allililst al s ic SSkill k ll Test, he may direct ki energy single this ene erg rgy at a sin ingl gle target e within wit ithi hinn 20 metres hi met e re r s The T e attack Th a taack at k Willpower Bonus Energy Damage, deals 1d10 1d 0 plus plu luss hi hiss Wi W llpowe werr Bo Bonu nuss in E nerg ne rgyy Da D mage,, Quality, where Acolyte’s and hass thee Blast Blas Bl astt (X) Qual a itty, w here he r X equals the Ac re A olyte’s Willpower counts Willpowe werr Bonus. Bonu Bo nus. This co oun u ts aass a Ha Half Action, and each time Acolyte Talent, must Challenging the Acol lyt ytee uses uses tthis h s Ta hi Tale lent ntt, he h m u t first pass a Ch us C allenging Fatigue. (+0) Toughness Tough ghne ness ss Test Tes estt or ga gain in a llevel evel ev el ooff Fa Fati tigu ti gue. gu e e. Luminen Flare available Lumi inenn Fl Flar a e is avail lab able le ttoo Tech-Priests Tech Te c -P Priests Rank 5 (Techand Priest) an nd above abov ab o e and co ccosts stss 30 300 0 xp. xp

LUM UMINEN MIN INEN EN SHI HIELD HIEL ELD

Prerequi Prerequisites: u siite tes: s: Electoo Electoo Inductors, Indduc ucto toors rs,, Potentia P tentia Coil. Po Focusingg h his is eenergy nerg ne rgy in all ddirections i eccti ir t on ons at once, the Acolyte is capable capabl le of creating cre reat atin ing a hazy field fiel fi eldd of el o static, strong enough to turn aside d incoming inc ncom omin ing blows an and nd stop stop weapons weapo pons po ns fire in its tracks. tracks tr ks.. As a Ful Full ll Action, Acti Ac tion on,, he h may act activate cttiv ivat atee a Luminen at Lumi Lu mine mi nenn Shield ne Shie Sh ield ie ld which whi hich ch remains active ve ffor or a number off Rounds Rou ound nds equal to the Acolyte’s Willpower Bonus. has rating base Willpow wer B onus.. The sh on sshield ield ie ldd h a a ratin as ng eq eequal u l to the ua the Acolyte's Willpower Characteristic, half the Aco oly lyte te's 's W ili lp lpow ow wer C hara ha ract ra cter ct eris er isti is tic, c, rrounded ound ou nded nd ed up up (e.g. (e.g (e .g g. an Acolyte with wit ith h a Willpower W llpoweer of 43 Wi 43 would woul wo uld have a Luminen Rating Shield with h a Ra Rati ting ng of of 22). 2 ). Ass lo 22 long ngg as as the the shield is active, attempt the Acolyte may at atte temp mptt to stop incoming innco comi miing Ranged Ran a ged and Melee 1d100 comparing attacks by rolling a 1 d100 d1 00 aand nd compa pari pa ring ing it it to the the shield’s shi hiel eld’ el ds d’ Rating. If the roll rolll is eequal qual qu al to to or under undder e the thee Rating, Rat atin ing, in g the g, the attack attackk Rating, is stopped completely. complet e el ely. y. IIff th the roll is ov overr tthe he R atin at ing, the h attack penetrates pennetrates thee shield sh hie ield ld and and causes Damage Dama m ge as ma as normal. n rm no mal al.. Toughness/Armour. This roll is made before rreductions educ ed ucti tion ons for Toug ghn h es ess/ s/ /Ar A mo mour ur.. ur 01-04, stops If the 1d100 roll ever results iinn a 01 01-0 -04, tthe he sshield hielld st top opss th thee attack, but is overloaded overloade d d in the the process. pro roce cess ss.. Itt instantly ins nstantly collapses, colllaaps pses es, Challenging and the Acolyte must pass a Chal alle leng ngin ing g (+0) (+0) Toughness Fatigue. An Acolyte Test or gain 1 level of Fatigue Acolyyte can can use Luminen Luminnen Shield a number of times equal to his Willpower Bonus every 24 hours; however, upon the second activation of the ability within 24 hours, and upon each subsequent activation in that time, he gains 1 level of Fatigue. Luminen Shield is available to Tech-Priests Rank 4 (Enginseer) and above and costs 200 xp.

LUMIN UMINEN NEN N SUR URGE GE

Prerequisites:: L Luminen umin um inen in en SShock, hock, El Elec Electoo ecto tooo In Indu Inductors, duct ctors, Potentia Po Pote ote tenttia Coil. Thee Ac Th Acolyte Acol olyt ol ytee is aable yt blee to channel bl cha hann nnel nn el even eve venn more re power pow ower er through thr hrou ough gh his hands, sheathing the them h m in a gglowing lowi lo wing n torrentt ooff po ng power powe wer that can rend armour and bonee alike. alilike ke.. Hee must ke mus ust touch his hiis enemy enem en emyy for f r this fo th his combat, must make successful ability to work. In co omb bat at,, he m ustt either m us akee a su ak succ c essful Challenging Weapon Test Ch hal alle leng ngin in ng (+0) (+ +0)) W eaapo on Skill Skil Sk i l Te il T st or be Grappling Gra rapp pplilng to the blast. Each Luminen Surge 2d10+3 points ddeliver de lilive v r th ve he bl lasst.t E ach h Lu umi mine nenn Su Surg rgee deals 2d d10 10+3 +3 point nts of Energy Action, Ener e gy Damage. This counts ts aass a Ha Half l Actio on, n aand nd eeach a h time ac Challenging the Acolyte uses this Talent, Taleent nt,, he must mus u t pass a Ch Chal alle lenging Fatigue. (+0) Toughness Toughness Test Tes est or gain in a llevel evel ev e of Fati el t gu gue. e. Luminen Surge Tech-Priests Rank Lumi Lu mine nenn Su Surg rgee is aavailable vailililab va able ab le ttoo Tech-Pri ries ests ts R annk 4 above (Enginseer) and abov ove and co ov ccosts stss 20 st 200 0 xp xxp..

THE FLESH IS WEEAK AK ((X) X)

Prereq Prerequisites: Prer equi uisi site tes: s None. s: Non one. e. The Acolyte’s A olyte’ Ac e’s body has undergone und nder e go er gone significant signific fican antt bionic b onic bi replacement, to the point thatt he he is far more machine mach ma chinee than man. This Talent grants thee character ch har a ac acte t r the Machine Mach hin inee Trait Tr t (see ppage pa ge 330, 330 3 , DARK HERE ERESY ESY Y Cor Core orre Rulebook) Rule Ru lebo le b ok bo ok) with h Armour Arm rmou ourr Points Po t equal equa eq uaal to the the h number num umbe berr of times be tim imes es this thi hiss Talent T le Ta lent iss taken. take ta ken. n. The The Acolyte Aco coly lyte may purchase purchaasee this this Tal Talent lent ntt multiple mul ulti tipl plee times, pl t me ti m s, in accordance acco cord rdan ance ce with witth his Career Path. In this case, note notte the the number nuumber off times time ti mess this th s Talent Talent has been taken (e.g. The Flesh Fle lesh sh is is Weak W ak [3]). We The Flesh is Weak is available ava vailililab abble too Tech-Priests Tech-P -Pri ries ests ts at at Rank n 2, and Rank 8.. It costs 100 Ranks Rank 4, Rank 6, an nd Ra ank 8 0 xxpp at R anks 2 and 4, 200 xp at Rankk 6, and and 300 300 xp at Rank 8.

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>VTYR_ZTf^ 2c^`fcj “Ahh yes, yes, I remember rem emem e be em berr these! thhese! ese!! IItt ha es hhas ass been been many long decades since I last saw on sa one. e They The heyy really real re ally al ly don’t don on’t’tt cconstruct onst on s ruct them like they once did.”

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–Venerable –V Venerable Technomancer Kasmus Zhe Zhef ef

asters as ste ters rss ooff te technology ech c nology and the guardians of kn knowledge, nowledge, thee Te th Tech Tech-Priests c -P ch Priests of the Lathe Worldss are are responsible forr th fo thee we weapons, eap a ons, wargear, ships, vvehicles, e icles, and eve eh even v n the m mo most stt bbasic a icc tools as too o lss tthat hat every citizen of thee C ha Calixis alixis Sector uses. Each yyear, ye arr, fr ffragmented agme ag ment me n ed nt e ddata ata from ancientt ddesigns esigns are recovered from Lath La Lathe-Het, th hee-He Het,t and He n the forges of Lathe Lathe-Hesh he-Hesh are put to wor he work rk bu bbuilding ildingg them th them. em.. Across em Acrooss the sector, stars Ac starships ships are repai repaired ired and compon components nen ents t co constructed onsstr truc u ted at the immen immense nse Perinetus shi shipyards, hipy hi pyar py ards, an ar and nd st stra strange rang ra ngee ng tech te technologies chno ch n logies are studied ed and repli replicated icatedd within tthe he Cyclopean Cyc yclo lope lo pean pe an re research esear seear arch ch sstations. tations. Som Some me forge worlds hav have ve items they are re ffamous amou am o s ou for,r,r, ssuch stasis whereas for fo u h as uc a the sta asi si technology of Belacane, sis Belaca caane, wh her erea eass ot ea oothers, h rs, he lilike ike k Lathe-Hadd, Lathe-Hadd, d,, build whatever they can can too maintain main ma inta in t in ta i their position ffaltering fa alt l er lt e in i g po osiitioon on in the Mechanicus Mechanic icus hierarchy. hie ie hy. There ierarchy Ther Th eree is no end er Calixian too tthe hee patternss and peculiaritiess of C alixian technology, teech chno nology, and the no Adeptus Mechanicus constantly without A Ad eptu ep tuss Mec tu chanicus toils constantl ch tly and wi tl ith thou ouut rest to uncover great technological marvel, thee ne th next x gre reeat technolog rea gicall m arvvel, or too rrediscover ar ediscover a lost piece ed archeotech of archeot of tech that could ld d turn the tide for or tthe he Imperium. creations This ssection e ti ec t on coverss a ra rrange nge of somee of the greatest creation ns and darkest an nd dark rkes rk e t technological ssecrets ecrets off tthe h Lathe Worlds. New he ew weapons, servitors, we eap a onns, s wargear, servito ors, and d eeven ven ancient pieces of of Archeotech Ar rch cheootech te are r all presented re presennt nt here nted herre for for GMs and players, as as well Qualities we elll aass th thee ne nnew w weapon Q u lities ua e tthat es hat govern their use.

IINTEGRATED NTEGRATED WEAPONS WEAPONS Part Pa r weapon rt weapon ea syst system tem and part bionic, bion bi onic, the integrated weapons on ooff the the he Crims Crimson son o Guard give th them e a clear advantagee over em most m mo s cconventional st onventional force on forces. es. Each h oone ne is linked directlyy to a Potentia P Po ote tennt te ntia tia Coil, givingg th them hem em a nea near-endless ear-endless amount of energy ea to draw draaw from, and allo allowing l w lo wiing n these se ancient anc n ient weapons to deliver punishing pu uni n sh hin ingg volleys of o fire w without i houtt ppause. it ause. Thanks to th this his type of weapon, weaapo p n, n thee Crims Crimson m on G Guard uard rrarely a el ar ely have to worry about abbou o t logistical lo ogi gist stic st i al ic al ttrains rain ra inns or o the vagar vagaries aries of aammunition ar mmunition quality, but as mm as a downside, down do wnsi wn side si d , th de the we weapons w appon ons aare re virtually virtuallllllyy useless ussel e ess when separated from fr om a cconstant onst on stan ant powe an power er supply. This m means e ns that there is little ea chance ch han ance c of ce of fallen ffaallllen en Venat Venatorius’ torius’ weapon wea e pon being beein i g taken and turned against agains ag nsst the th he se sservants erv rvan ants of th an the he M Machine ach hiinne God. Godd. Go Too uuse see IIntegrated ntteg nteg e ra r teed We Weapons W a ons the character ap c aracterr must ch muus have Exotic Weapon Weap We apponn T Training r in ra inin ingg (I in (Int (Integrated nteg nt egra eg rated Ranged ra eedd Weapon) Weapon) n) and/or and/or ndd Exotic Weapon Weap pon T Training rain ra inninng (I (Int (Integrated nteg nt egra eg rate t d Melee Weapon). W ap We a on).

INT NTEGRATED N EG GRATE TED D WE EAPONS APON AP ONS ON S RU ULES LES

Integrat Integrated a edd W at Weapons e po ea pons n are ns are r linked lin inke k d to and ke and n draw draw power powe po wer directly d re di r ctlyy from the P Potentia o en ot e ti t a Co Coil Coil, ilil,, an and nd as a such, suc uch, h oonly h, nlly th nly those hos ose wh who ho possess p ssess po this implant ccan a mak an make ke us use se of o thi this h s we hi w weapon apon ap on type. typpe. There The here ree are aree ways to jury rig IIntegrated n egra nt r tedd We Weap Weapons apon ap onss soo that tha h t they theyy can can be be used usedd without wi ith hout a Potentia Coil, Coi o l,l ass described desc de sccriibe b d in the the Ju Jury ury R Rigging iggi ig ging gi ng g Integrated In nte tegr g at gr a ed Weapon Sy Systems yst stem emss ssidebar em iddeb bar ar oonn pa ppage ge 5 59. 9 W 9. While h le hi

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ERS] ER S]V# #'+ '+ HVR Ra`_FaXcRUVd Name Name Weight Cost Availability Inte In tegrat g atedd Wea eapo pponn po +0.5 +0 0.5 5 kg 200 200 Ex E trem Extr emel ely ly R Rare re Compponents connected conn neccte tedd to a Potentia Potennti t a Coil, Coill, Integrated Co I te In tegr grat ated ed Weapons Wea eapo pons po ns have uunlimited un limited ammunition and n do nd do not not need neeed d to to be reloaded rel eloa oade d d (unless (unlles esss Integrated ootherwise ot herwise noted). Integr grat gr ated at edd Weapons Weapo pons n do do not not Jam; J m; whenever Ja user instead an Integrated Weapon would wou ould ldd suffer suf uffe uf feer a Jam, Jam, tthe h use he er in inst stea st e d takes Fatigue the drain take ke 1 Level of Fatig kes ke guee aass th he dr rain in on o their theeir own own Potentia Pot oten ot enti en tia tia Coilil starts to wear Co weaar them th hem down. dow own. n Integrated Weapons Inte In tegr te grat gr ated at ed W eaapons ns are are always alw way a s physically pph hys ysic ical ic ally al ly llinked inke in kedd to their ke the heir ir user, use ser,r, dropped and cannot be drop ppeed or discarded dis isca carded rdded d without wit i ho hout ut first firs fi rstt disconnecting rs disc di scon sc onne on nect ne ctin ct ingg in Potentia power them ffrom room th rom thee user’s Pot oten e ti en tiaa Coil Co oorr ot Co oother the herr po he powe werr source. we sour so urce ur ce. ce Disconnecting Disc Di scoonnecttingg or sc o rreconnecting econ ec onne on n ct ne ctin ing ann Integrated in Int nteggra rate ate tedd Weapon Weeap apon on to to a Potentia Coil Ordinary Tech-Use Po otenttia C o l requires an Or oi Ordi dina di nary y ((+10) +10) +1 0) T echec h Us hU e Te Test stt aand nd iiss Integrated a Half Action. Somee In Inte tegr te grat gr ated at ed Weapons ed Weaapoons n take tak akee the the place plac pl acee of o limbs, lim imbs bs,, bs within body shoulder or are mountedd w i hi it h n the bo bod dy such as aatt a ssh hoouuld lder er oorr ab aabove ove these quick the hip. In th thes esee instances, qui es ick removal might mig ight ht bbee im iimpossible p ssib po ible might require staff and mi igh ghtt re equ quir ire dedicated medical st ir staf a f and and the the correct corr co r ect facilities facili iti ties es bbefore efore th tthey ey can be disconnected. dissconnected. It I is up to to the th he GM M to determine removing weapon would dete de terminee how di te ddifficult ffi ficu cult cu lt rem emov oving ov v such a weapo pon po on wo woul uldd be, ul bee, as whether possible place. we as whet well etthe h r it iiss po poss sssib ible le ttoo remove iitt in i thee first firs fi rstt pl rs plac ace. ac e.

CREATI REATING ATIING N INT NTEGRATED NTEG E R RA ATED WE EAPONS APON AP ONS ON S

Asidee from Aside A from the h selection he sellection of of specific Integrated Innte tegrrat ated edd Weapons Wea eapo poons described dde esccri ribe bedd be be below, other oth ther ranged th rangged weapons weeaponns can c n be ca b modified mod odifi ified ifi ed andd converted an conv co nveerte nv t d into Integrated Int nteg nt egra eg raate ted Weapons. Weeapponns. Any Any n Las Las weapon wea eapo ponn cann be converted ca convverted ve intoo an Integrated Integrate tedd Weapon, te Weap We a on on,, gaining gain ga i in in ingg the the bbenefits enefits mentioned ment ntio nt i ned in i the the previous pre reviouss section. sectio i n. Plasma Plaasm ma and and Melta Melta weapons can be b modified moddifi fied fi ed to to become beccome be m Integrated Integgra rate tedd Weapons; Weappon We o s; this has the eff effect fec ectt of making makkin ingg them em far far moree efficient, efffic ficie ient nt,, as they they use less ammunition ammunitio ionn forr each io eac shot. sho hot. Integrated Integ egrrate eg ratedd Plasma Plas Pl a ma and and Melta weapon weapons ns double d uble their do the heir ir standard sta tandardd Clip Clip Size Siz izee as long as as tthey th ey remain connected conn co nnec nn ne ted to a Potentia Pot oten enti en tiaa Coilil (or ti (or similar sim imilar power pow wer source). so ource). Integ Integrated eggra rate tedd Weapons te Weapon onss that on t at are th aree also als lsoo Plasma P as Pl asma m weapons weapoons ns ccan an still stilililll Overheat, although st allth thouugh they the heyy lose lo the Recharge Rec echa harg ha rgee Quality Quaal Qu alit ali ity as long as theyy remain rema re main ma i connected. con onnne nect cted ct ed.. Integrated ed I te In tegr grat ated edd Solid Sol olid id Projectile Pro roje ject je ctilille and Launcher Laun La unnch unch cherr weapons wea e pons do do not noot gain gain any any of of the tth he usual usua us uall benefits, ua bene be nefit ne fits, fit s, bu ut instea ad gain gain the the Reliable Rel elia iabl ia blee and bl a d Storm an St m Weapon Weap We appon Qualities. apon Qua ualiltiess. but instead Mele Me leee weapons weap weap we apons can alsoo be be Integrated, Integrated, although alth al th hou ough g this gh thi hiss can can only onlyy Melee be done donee too Chain, Cha hain, Shock, Sh k, k or Po P Power w r weap we weapon pon ttypes. y es yp es.. In Inte Integrated tegr te grat gr attedd Chain weapons weaapon we onss gain gain the the Razor Razzor Sharp Quality. Qua ualilility ty.. Toughness ty Tooug Toug ughn hnness Tests T sts Te to resist Stunning Stun St unning un n from froom Integrated Inte In tegr te gratted gr e Shock Sho hock ck weapons weapo eaapo pons ns suffer an additional al –30 –30 Penalty. Pennal a tyy. Integrated Inte In Inte t gr graated Power Pow wer weapons wea eappons increase their Damage D maage and Da and n P Penetration ennet ene etra etra rati tiion on byy +2 +2. 2. Pr P Primitive rim mit it itive weapons, ranged or melee, e, cannot cannno nott be upgraded upg pg de pgrade d d inn this thi hiss manner. manner. Upgrading a weapon weap we apon ap on to to ann Integrated Int n eggra rate t d Weapon follows the te standard stan anda an d rd rul rules u ess ffor or w weapon eapo ea ponn up po upgr upgrades grrad ades (se (see ee page 141 in the DARK RK K HERE ERESY SY C Core oree Ru or Rulebook), R leeboook ok),), except exc xcep eppt that a thee cha character haracter attempting att ttem tt em mpt ptin i g in to uupgrade pgra pg gra r de tthe he w weapon eapo ea p n requires po requ re quuirres Forbidden Forbidd d enn Lore Lor oree (Adeptus (Ade (A d pt de p us u Mechanicus) Mech Me cch han anic icus ic u ) as a T Trained rain ra inned SSkill kiill bbefore efor ef ore he or he m may ay attempt the Test. Test Te sstt. Th Thee co components comp mppon onennts required req equi qui uire red to create re cre r at a e Integrated Inteegr gratted Weapons aree on ar only lyy aavailable vaaili ab vail able le oonn Forge Forg Fo rge Worlds. Worllds d.

Whenever an Integrated Weapon is disconnected, it quickly loses the benefits of its near-limitless power source. The weapon p usuallyy retains a residual charge, but this quickly fades weapon fade fa dess until unti un till the th he we weap apon ap on becomes bec ecom om mes useless. useleess Ranged Integrated Weapons Weapon ns retain reta re tain in a clip clilip size siize z of of 1d5, 1 5, and 1d and n once the remaining shots fired, shot ts ha have ve bbeen eenn fir ee fi ed,, it ccannot ed anno an n t be no be fired fire again until it has bbeen be enn reconnected rec econ onne nect cted ct ed or or recharged. rech re char ch a ge ar ged. If the th weapon had the Reliable Disconnected Reli iab able le Weapon Weaapo ponn Quality, Qual Qu alit al ity, it y, it it loses lose s s this Quality. Q Integrated Inte egr gratted Weapons Weaapo pons ns can can Jam, Jam m, and if this occurs they lose all their remaining ammunition immediately. Integrated Melee thei th eirr re rema main innin ingg am ammu m ni mu n tion immediate weapons and revert to a weap we apon onss lose losse all lo alll power pow ower er within withiin 1d5 rounds rou Primitive weapon Prim Pr i it im itiv ivve we eap apon on ooff th thee same m type (e.g. an Integrated Power Sword treated once its power Sw wor ord will willl be be tr trea eate ea teed as a standard Sword Sw has drained). ha as dr drai aine ai ine n d)). In IIntegrated teegr g ated Weapons only regain their special benefits bene nefit fitss once onncee reconnected. rec econ onnected. on

REECONNECTING CON NNE NEC ECTI TING AND RE ECHARGING CH INT NTEGRATED NTEG E RATE EG TED WE TED EAPONS APONS

Once On O nce a disconnected dissco conn n eccte nn tedd Integrated Weapon W has been reconnected re econn coonn nnec ecte ec tedd to a Potentia te Pot o en enti t a Coil or other oth power source, it rregains re ega gain ga inns all ins all the th he us uusual ual be ua bbenefits neefi fits of being an Integrated Weapon. If an an Integrated Innteegr Inte grat ated at ed Weapon ed Weapon cannot ca be reconnected, rec it can be manually m ma nual nu ally al lyy charged cha harg r edd iiff the ch character har aracter has aaccess to an external ppower po werr source. we s urce. Th so This his i rrequires equires a Hard (– (–20) Tech Use Test, and an nd grants gran gr a tss an an an Integrated Innteegr gratted Ranged grat Range ged weapon ge weapo an additional 1d5 shots and gives 1d5 Rounds of shot sh otts an nd gi give vees ann IIntegrated nteg nt egrated Melee eg M lee weapon Me we power powe po w r before we beefo f ree it it ceases c asess operating ce operatingg again. If the Tech-Use Test Degrees the recharge is ffailed aile ai led by two le wo or mo more re Degre re rees re e of Failure, F attempt it useless. The atte at emp m t has damaged daamageed the the weapon, weappon on,, rendering rend Luminen L Lu mine mi nen Charge ne C arge Ch ge Talent Tal alen e t can en can be used use sedd to recharge re disconnected IIntegrated Inte In nte tegrated tegr gr Weapons, Weapo pons, treating trea eati ea ting ti ng the the T Toughness oug Test as Hard (–20), (–20 (– 0), with w th the ssame wi a e pe am ppenalties ena nalt ltie lt iess as ie a the Tech-Use T Test above should shou sh ouuldd tthe h T he Toughness o ghness T ou Test esst be ffailed. aile ai led. le

WEAPONS W EAPONS O OF FT THE HE LATHES Thee La L Lathe ath thee Worlds W rl Wo rlds ds are are host hos osst to to many man anyy astonishing astonis weapon designs. As rrare a e ass tthey ar hey ar he hey aaree de ddeadly, adly ad ly, th ly tthese esee w es weapons eapon sit high above the common co omm mmon on ssmall mall aarms mal ma r s th rm that hat ppermeate errme m atee the Ca Calixis Sector, and form thee backbone th back ba ck ckbo kbo bone n of ne of the the Mechanicus’ Mecchan Me anic icus’ military in the sector.

IIntegrated nteg nt e raate eg t dL Lathe-Laspistol athe at h -Laspi he pistol Deesp Despite D sppiitte being bein be ingg th in the he smallest sm int integrated tegrated weapon we in standard use among amon am ongg the the Crimson Crrim mssoon Guard, d,, tthe he Integrat Integrated Lathe-Laspistol is no less lesss de ddeadly ead adly lyy tthan haan it its larg larger ger cousin. It h has a good rate of fire andd decent an deceent penetrative de pennetr etrative abilities, et abi biililiti iti ties e , but es b t lacks the range of the rifle. bu

IIntegrated nteg e rateed L Lathe-Lasrifle athe hee -Las heasri rifle ri flee Originally Or ly dderived eriv er ivvedd ffrom room an aancient ncie nc ient ie nt arc archeotech r design, the Integrated Inte egr g at ated ed Lathe-Lasrifle Lat athe he-L he -L Las asri rifle fle packs pac acks ks a greater gre reat ater at e punch than regular er Lasguns. La asg sgun uns. un s. T The he sstandard tandar ta a rd we weapon eappon o ooff th the he Cr Crimson Guard, LatheLasrifles Lasr La srrifl ifles es aare re ffast re ast beco becoming oming n am ng more oree and or and more common sight throughout thro th roug ro ugho ug hout ho ut the Calixis Calixxis Sector. Sec ecto tor.r

JURY RIGGING INTEGRATED WEAPON SYSTEMS The Potentia Coil is an arcane device that is, for the most part, simply unavailable to anyone outside the Cult of the Omnissiah. For that reason, integrated weapon systems are largely outside of the forces of the Mechanicus, as more conventional weapons are often more convenient than attempting to force an integrated weapon to work with a non-standard power source. That said, there are many who have tried to make captured or stolen integrated weapons operate without the need for a Potentia Coil. The results are often far from perfect, but at least the weapon can be used.

NON-STANDARD POWER SOURCES Assuming the player has an external power source of some kind (Hellgun backpack, Isotropic Fuel Rod, etc.), it can be adapted for use with the Integrated Weapon by making either a Hard (–20) Tech-Use Test or a Hard (–20) Trade (Armourer) Test. If the Test is successful, the Integrated Weapon regains the benefits of being an Integrated Weapon, albeit with some disadvantages (see below). If the Test is failed, then the character has been unable to adapt this power source to the Integrated Weapon, but may try again with a different power source if he has one. If this Test is failed by two or more Degrees of Failure, something has gone horribly wrong, damaging the weapon and burning out the power source. Treat both items as destroyed.

IT’S WORKING… JUST! As connecting an Integrated Weapon to something other than a Potentia Coil is tantamount to tech-heresy, it is unsurprising that the machine-spirits of these weapons would rebel against such an impure method of power generation, resulting in some significant drawbacks. As noted above, once connected to a non-standard power source the Integrated Weapon regains all its usual benefits. However, if the Integrated Weapon is a ranged weapon, it also gains the Unreliable Weapon Quality (and loses the Reliable Weapon Quality if it happened to have it), and any Jam results in a forced disconnection from the power source, requiring it to be reconnected as described above. If the integrated weapon is a Melee weapon, then the unusual and unregulated energy currents flowing through the weapon give it the Unbalanced Weapon Quality (and cause it to lose the Balanced Weapon Quality if it happened to have it). If the user ever fails a Weapon Skill Test to Parry an incoming attack, a roll of 91 or higher results in a forced disconnection from the power source, requiring it to be reconnected as described above.

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DISCONNECTED INTEGRATED WEAPONS

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ERS]V#(+:_eVXcReVUCR C _X _XVU VU HVR VRa` a`_d _d Name

Class

Rang Ra ngee Ro RoF F

Dam

Rld Rl d

Speccial Sp

Wt.

Cost Availability

Lathe-Laspistol

P stol Pi

40m 40 m

S/2/– S/

1d10+5 E 2

N/A N/

N/ /A

Tear Te arin ingg

2kg 2k

150

Very Rare

Lathe-Lasrifle

Basi Ba sicc

100m 10 0m S/2/ /–

1d d10+5 E 2

N/A N/

N/ /A

Tear Te arin ingg

4.5kgg 200 4.

Very Rare

Lathe-Lasblaster er

Basi Ba sicc

8 m 80

1dd10+5 E 8

N/A

N/A N/

Tear Te arin ingg

6kgg 6k

950

Extremely Rare

B sic Ba

100m m SS/ /2/ 2 4

2d10 2d 10 0E

6

N A N/

N/A



12 kg

1200 0 Very Rare

Basic Ba

120m 12 0m S/ S/–/ –/5 –/ 5

1d10 1d 10 R

12

N/A N/ A

N A N/



7kgg 7k

60 00

He vy Ca Heav Cata taly lyti tic Mass Ma ss Dri rive ver

Heav a y av

150m 15 0m S/ S –/10 0 1d10+4 R 12

N A N/

N/A N/ A



16 kg

2800 28 00 Very Rare

Gravit Grav iton on Pulse Laun La unch cher er

Heav He avyy av

20 0m

N/A N/ A

N/A N/ A

Blasst (6),), 24 B I accurate kg In

Phased Plasm ma Riflee Catalytic Ma Mass ss Drriver er

S/–/4

S/ /–/ /–





4700 47 0

Very Rare

Extremely Rare

†Se Seee ititem em entry for the he det etai ails ai ls.. ls

Integrated Lathe-Lasblaster The Lathe-Lasblaster sits at the pinnacle of Lathe-based las technology. Issued only to Triarii Crimson Guard and higher, the Lathe-Lasblaster differs from the Lathe-Lasrifle in that the entire forearm is removed and replaced, making it almost a form of cybernetic weapon. With a targeting system linked to a user’s bionic retinal implants, the Lathe-Lasblaster can cut down countless foes in a matter of seconds. The Integrated Lathe-Lasblaster must replace either the user’s left or right arm. The gun itself replaces the hand and forearm, joining at the elbow. The arm cannot be used for anything else once the Lathe-Lasblaster has been installed. Installing an Integrated Lathe-Lasblaster is a time-consuming and delicate procedure that requires trained professionals, and therefore follows the rules for attaching bionics and implants (see page 153 in the DARK HERESY Core Rulebook). An Integrated LatheLasblaster is not a normal cybernetic, however, and thus does not add to the user’s Toughness Bonus. Jury-rigging an Integrated Lathe-Lasblaster is an exceptionally difficult task; all Tests for adapting external power supplies, as well as recharging depleted Lathe-Lasblasters, suffer an additional –20 Penalty.

Phased Plasma Rifle Once a technology that could have supplanted all other forms of offensive firepower, plasma technology is now all but lost to the Imperium. Very few forge worlds possess the knowledge to create plasma weapons, and most of those only manage to do so by following ancient sets of instructions created millennia ago. As one of the more dangerous special issue weapons within the Crimson Guard, the Phased Plasma Rifle does away with many of the drawbacks common to Imperial plasma weaponry, all but eliminating the need for recharging, and significantly reducing the excess heat that conventional plasma weapons tend to generate. This technology is guarded jealously, and since it was rediscovered the Tech-Priests of the Lathes have refused any attempts to adapt the technology for more general use. From their perspective, the Phased Plasma Rifle is a weapon of

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Pen Pe n Cl Clip ip

purity, and to change it in any way would defile the machinespirits that drive each weapon. With the Adeptus Mechanicus’ glacial opinion unlikely to change, this weapon will remain only within the hands of the Crimson Guard.

Catalytic Mass Driver Weapons Despite a strange and unexplained aversion to melta-weaponry, the Crimson Guard are not bereft of armour-cracking firepower. Catalytic Mass Drivers are one of the strongest weapons in service to the Venatorii, and one of the few known integrated ballistic weapons. The gun uses energy from the Potentia Coil to propel tiny shards of metal at alarmingly high velocities, enough to rip through most known types of personal armour. The basic Catalytic Mass Driver is also one of the few integrated weapons that is known to run out of ammunition, yet the projectiles it fires are so tiny that the drum-sized magazines can last for many hours of constant use. The Heavy Catalytic Mass Driver is a larger version of the standard rifle-sized weapon. It does only slightly more damage than the regular weapon, but its rate of fire is considerably higher.

HAYWIRE (X) Haywire weapons use blasts of electromagnetic radiation to destroy the inner workings of machines and technological devices. Everything within the field’s radius (in metres), indicated by the number in parenthesis, is affected. Roll 1d10 on the table below (adding any modifiers from the weapon) to determine the strength of the effect. As the field dissipates, the effect lessens one step each Round until it becomes Insignificant (i.e. a result of Major Disruption would become Minor Disruption the following round and then cease to have an effect the round after that). Additional Haywire attacks in the same area do not stack, but instead create a new effect that will either be ignored if lower than the current effect or replace it if higher.

TABLE 2–8: HAYWIRE FIELD STRENGTHS Roll

Field Strength

1-2

Insignificant: There is no noticeable effect on nearby technology.

3-4

5-6

7-8

9-10

Minor Disruption: All actions utilising technology, including driving vehicles, firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics suffer a –10 penalty. The Base Movement of anyone in power armour is reduced by 1. Major Disruption: All actions utilising technology, including driving vehicles, firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics suffer a –20 penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components function as a Primitive weapon of the analogous type. Dead Zone: Technology within the affected area completely ceases to function. Power armour becomes unpowered, reducing the wearer’s Movement to 1. Vehicles slow to a halt. Characters with cybernetic replacements to any internal organ(s) suffer one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components (i.e., power swords) function as a Primitive weapon of their type. Prolonged Dead Zone: As Dead Zone (if this result is rolled, the field lasts for two Rounds as it lessens to Dead Zone during the following Round).

MAXIMAL Maximal weapons have two fire settings, allowing the wielder to either use the weapon at its lower setting to conserve ammo (and allow a higher rate of fire), or make single, powerful blasts requiring the weapon to recharge between shots. Before making an attack the user can choose to either fire the weapon normally, in which case it uses its regular listed profile, or to fire it on Maximal. When the weapon is fired on Maximal, it adds 10 to its range, adds 1d10 to its Damage, and +2 to its Penetration. If it has the Blast Quality then this is improved by +2, i.e., a weapon with Blast (3) becomes Blast (5). The weapon also uses three times the normal amount of ammo per shot and adds the Recharge Quality.

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NEW WEAPON SPECIAL QUALITIES

PROVEN (X) Weapons with a Proven Quality always inflict massive trauma, and treat any die roll for Damage lower than the Proven rating (as indicated by the number in parenthesis) as if it were the Proven rating. For example, a Proven (3) weapon would treat any die roll of 1 or 2 as a 3 for the purposes of calculating Damage.

RAZOR SHARP The edges of these claws or blades are honed to an unnatural degree and can slice through most armour with ease. When the Weapon Skill or Ballistic Skill Test for an attack with this weapon results in two or more Degrees of Success, double the weapon's Penetration Value for that attack.

STORM The weapon doubles the amount of hits inflicted on the target. For example, when firing a weapon with the Storm Quality in fully automatic mode, each Degree of Success yields two additional hits (up to the weapon’s firing rate, as normal). Storm Weapons consume ammunition at twice the normal rate.

TWIN-LINKED A twin-linked weapon represents two identical weapons connected together and linked to fire at the same time, often through one pull of the trigger, increasing both the chances of hitting and the damage that can be caused. A weapon with the Twinlinked Quality gains a +20 bonus to hit when fired and uses twice as much ammunition. In addition, the weapon may score one additional hit if the attack roll succeeds by two or more Degrees of Success. Finally, the weapon’s reload time is doubled.

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Classs

Rang Ra ngee Da Dam m

Pen Pe n

Spec Sp ecia iall

Coil-Whip

M le Me leee —

1d10+5 E

4

Lathes Arc-Wellderr

Mele Me leee —

1dd10+5†E 10

Cost

Availability

Flexxibble Fl le, Sh hoc ocki king ng 3k 3kgg

600

Very Rare

Unwieldy d

1,70 1, 700 0

Very Rare

2kgg 2k

†The User does nott ad addd hi hiss St Stre reng ngthh Bonus to this is wea e pon’ n s Damaage ge. e

Graviton Pulse Launcher Thanks to the unusual gravitic phenomena that affect the Lathes, the Calixis Mechanicus are experts in gravity manipulation, and the Graviton Pulse Launcher represents one of the many fruits of their expertise. Based upon the graviton gun, the launcher projects an orb or nucleus of barely contained gravitic energy. The orb descends rapidly, limiting its range, but once a target is struck, the field containing the energy collapses and a vast pulse of energy radiates outwards, violently crushing anything nearby. Everything caught in the blast area is pressed to the ground and must take a Hard (–20) Strength Test or be knocked down. Being thrown to a solid surface from a standing position and forced to the ground in this way is enough to inflict 1d5 Impact Damage with the Primitive Quality to the Body, although what the character or object is thrown against and how far they fall may well make this effect far worse. Additionally, anyone attempting to move or perform physical actions within the blast radius for 1d5 Rounds afterwards must first pass an Arduous (–40) Strength Test. At the GM’s discretion, the blast may shatter brittle objects, collapse loose flooring, rupture containment vessels, damage vehicles and machinery, plus wreak any other havoc deemed appropriate.

Coil Whip Often seen in the hands of Venatorii Decani, and sometimes even the fabled Electro-Priests, Coil Whips are long, segmented chains that glow brightly with electrical energy. Swung in a great arc that fills the air with forks of man-made lightning, this integrated melee weapon can knock a man in full power armour off his feet with a single blow.

Lathes Arc-Welder Whilst not technically a weapon, this manufactorum tool is mostly used for delicate construction work in the Lathes system, but can easily double as an extremely dangerous melee device. Capable of firing intense blasts of heat at very short ranges, an arc-welder easily cuts through most personal armour, and the resulting electrical damage to the target can fry organs from the inside out. Aside from its profile in melee, an arc-welder is capable of cutting through metres of adamantine plating, up to 40 centimetres thick every minute (thinner material can be cut through faster). Arc-welders are usually mounted on the wrist and can rapidly extend outwards for use, making them easily concealable. All enemy Weapon Skill Tests to Parry arc-welder attacks suffer a –20 Penalty due to its method of operation.

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WEAPON EMPLACEMENTS As the primary source of munitions for both the Margin Crusade and the wars on the Spinward Front, the Lathe Worlds search endlessly for technologies to help the Imperium win decisive victories and break campaign deadlocks. In the Lathe-Het data-crypts, legions of scribes toil without rest for the next rediscovery, and scattered sects of Tech-Priests upon the dwindling world of Lathe-Hadd look through their own fragmented cogitator stacks, in the hope of discovering something that might give them relevance once more. These sects have met with some success, reviving weapon lines long thought lost to the ages. Ancient Rapier and Tarantula designs returned to production, and more soon followed. It remains to be seen if these re-engineered designs result in a technical renaissance of Lathe-Hadd, but it shows that even as their world slips into atrophy, some Tech-Priests remain dedicated to the Quest for Knowledge. To use a Weapon Emplacement, the character must have Exotic Weapon Training (Rapier Laser Destroyer) or Exotic Weapon Training (Tarantula). Additionally, due to their complex control methods, characters using Weapon Emplacements must also have either Common Lore (Tech) or Tech-Use Skill before they can use these weapon types.

WEAPON EMPLACEMENT RULES

Weapon Emplacements are stationary platforms that act as small-scale artillery pieces. They can be targeted independently of their user as though they were a separate character, and have Toughness 60 and 30 wounds. They have the following Talents and Traits: Size (Hulking), Fearless, Machine (10), Strange Physiology, and Unnatural Toughness (x2), and are considered to have an Agility Bonus of 4 (for the purposes of Movement only). They cannot take actions independent of the controlling character, and cannot make Charge or Run Move Actions. If engaged in melee, they are struck automatically (although the Weapon Skill Test should be made to determine Degrees of Success/Failure). Weapon Emplacements do not suffer Critical Damage, and can only be repaired via a Difficult (–10) TechUse Test where each Degree of Success regains one Wound. All Weapon Emplacements are supplied with control equipment, usually in the form of a large, detachable, handheld control device, or sometimes a backpack control vox. These controls have a range of 500 metres. The character that controls a weapon emplacement can divide their Actions up between themselves and the Weapon Emplacement (e.g. a character might use a Half Action to make a Half Move

Name

Class

R ng Ra ge Ro RoF F

Dam Da m

Pen Pe n Cl Clip ip

Rld Spec Rld Specia iall Wt Cost Availability 2 Reliliab Re able le,, Rapier Heav avyy 20 200m 0m S/ S/–/ –/–– 6d 6d10 10+12 2 E 14 15 1 100k 10 0kgg 15,0 , 00 Very Rare Full Pr Prov oven en (4) †, Twi winn- 50 50kg kg Tarantula Heav He a y † † † † † † 1,10 1, 100 0 Very Rare Link nked + †† †The weapon or am mmu muni nitition on typ ypee be bein ingg us u ed determines Ra R nge, RoF, Daamage ge, PPeene netr t ation, Clip Si Sizee and add ddititio iona nall Sp Special Rules. ††Plus the weiigh ghtt of bot othh we weap apon ons. Action, and then a Half-Action to make the Standard Attack Action needed to fire their Weapon Emplacement). As always, Actions cannot be repeated, so a character controlling a Weapon Emplacement cannot fire a ranged weapon and a Weapon Emplacement’s weapon in the same turn.

Het-Pattern Rapier Laser Destroyer When the designs for the Rapier were rediscovered deep within the data-crypts of Lathe-Het, the ancient artillery platform was rushed into production within the century. Still a relatively rare weapon, the Het-Pattern Rapier differs from the more common Graia-Pattern in that it has less armour. Its offensive abilities are no less potent, though, and it can still easily crack open a Leman Russ at 200 metres.

Hadd-Pattern Tarantula Sentry Gun The Tarantula automated defence turret is a common sight across the Imperium. Many different patterns and configurations exist, and their ability to mount multiple weapon systems, from Lascannons to Multi-Meltas, make them efficient and flexible heavy weapon platforms. The Hadd-Pattern Tarantula, recently unearthed by the TechPriests of the secretive Aurora Novos sect, differs from most standard Tarantulas in that it lacks the automated pointdefence machine-spirits that make them such excellent sentries. Nevertheless, the Hadd-pattern is capable of moving swiftly via its external controls, shifting its role from a defensive weapon or sentry gun to that of a more mobile heavy weapons carrier. Each Hadd-pattern Tarantula has a pair of heavy weapons, slaved to fire as a single weapon with the Twin-Linked weapon Quality. The cost is for the Tarantula and its control systems; the cost of both heavy weapons (and any ammunition) must be added to the weapon. A Hadd-pattern Tarantula can be configured in one of the following ways:

MELEE WEAPONS Although the Omnissian Axe is by far the most commonly seen melee weapon of the Adeptus Mechanicus, the TechPriests possess a myriad of additional weapons for use in close combat. Like many other weapons in service to the Mechanicus, some of these devices began as simple tools that just happen to make excellent weapons. Others are designed to be both weapons and tools, ensuring that the Tech-Priest is fully prepared for whatever adversary or task comes his way.

Navitus-Pattern Percussion Mallet Never intended for combat, the Navitus-Pattern Percussion Mallet was designed to enhance the brute strength of the user in any task that required a hammer—anything from beating weld-nails to hammering dents out of hull plating. Used widely among the menials that toil endlessly within the forges of the Lathe Worlds, Percussion Mallets are relatively common, although finding someone willing to sell one and risk the Adeptus Mechanicus’ wrath is often a far harder task. The Navitus-Pattern Percussion Mallet doubles the User’s Strength Bonus when calculating Damage (or increases the users Unnatural Strength multiplier by 1), and can be used as a Thrown Weapon.

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s Heavy Bolters (120m; –/–/10; 2D10 X; Pen 5; Clip 200; Reload 2 Full; Tearing): +4,000 Cost s Lascannons (300m; S/–/–; 5D10+10 E; Pen 10; Clip 20; Reload 2 Full): +10,000 Cost s Multi-Lasers (250m; –/–/10; 3D10+3 E; Pen 4; Clip 200; Reload 3 Full): +4,000 Cost s Plasma Cannons (120m; S/–/–; 2D10+10 E; Pen 8; Clip 50; Reload 5 Full; Maximal, Overheats, Recharge, Unreliable): +17,000 Cost s Multi-Meltas (60m; S/–/–; 4D10+12 E; Pen 12; Clip 10; Reload 2 Full; Blast [1]): +17,000 Cost

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ERS]V#¶""+>VV]V ]VV V HVVRa Ra`_ `_d d Name Percussion Mallet Omnissian Rod ††

Class

Rang Ra ngee Da Dam m

Pen Pe n Sp Spec ecia iall

W Wt

Cost

4kgg 4k

3000 Rare

Meeleee, Thr hrow ownn 6m

1d10+2† E

5

Unwi Un w eldy dy

Mele Me leee

1d10+10 E

7

Balaanced, Fl Flex exib ible le,, 9kgg 9k Powe Po werr Fi Fiel eldd

1d5+3 R

4

Razor Sharp



Venator Blade Me Mele lee, e, Thr hrow ownn 3m



Availability

Adeptus Mechanicus Only

0.5k 0. 5kgg 25 2500 00 Very Rare

†See item enttry for add dditiona n l rules. ††Th This is wea eapo ponn ca cann al a so be usedd as a Ph Phas ased as ed Pla lasm smaa Ri sm Rifle fle in Ra Rang nged ng ed com omba bat.t ba

GRENADES AND G AMMUNITION A

Omnissian Rod The Omnissian Rod is an exceptionally raree device, gifted only to the highest-rankingg members of the Cult Mechanicus. Longer thann a man is tall, the rod is adorned with the double-headed eagle of the Imperium as well as the cog og and skull symbol of the Mechanicum, in a way that ndd the he shows the unity of the two organisations and cha hani n cum ni cuum alliance the God-Emperor struck with the Mechanicum millennia ago. The Omnissian Rod is more than jjust ust a symbol, however, but is in fact a dangerous weapon, eapon, capable m to pieces in of blasting enemies at range and smashing them ion ons th thatt ccome ome melee. The Rod comprises flexible, linked sections apart into a thick chain at the whim of the user, userr, and us and each eaach hat is very hard swing crackles with barely contained energy that ength of metal to defend against. The rod can return to a rigid length weappon o . Energy gy in an instant, making it an excellent defensive weapon. can also be channelled along the length of the rod, od, and od and fired firedd in in a series of blasts that have a similar effect to a plasma lasma weapon, weeap a on, meaning that no one can escape the Magos’ fury. y. The bearer of an Omnissian Rod receives a +20 bonus to Interaction Tests involving followers of the Machine Maach chin ine God, d and due to its prominent display of the Imperial eri rial a Aquila— al Aqu quilila— a— something of an oddity among the Adeptus Mechanicus—it echanicus—it will improve the Disposition of those loyal to the Imperium Imp mper e iuum interacting with the bearer of the rod by one one step. step st ep. An Omnissian Rod is gifted only to high-ranking g Tech-Priests, and thus not available for normal purchase except xcept through illegal trading dens and the like.

Venator Blade Only ever seen in the hands of the Crimson Guard, the Venator Blade is a long dagger of Lathe construction. Like other Lathe weapons, its exceptional craftsmanship makes it almost impossible to destroy, whilst dealing far more damage than normal. A Venator Blade grants its user a +15 to Weapon Skill Tests and cannot be destroyed by the effects of a Power Field. It counts as having an Armour value of 35 if directly attacked. Venator Blades are always considered Best Craftsmanship, and these bonuses are already included in their rules.

Many of these grenade patterns are ancient M tech-relics, and the Mechanicus is loath to see te them th he in use, even though it might preserve one of their thei eirr own. Even some of the ammunition variants issued sparingly, for flesh can be replaced, but aaree is ar ss hallowed hall ha llllow owed ow ed technology cannot.

Haywire Grenades G Despite their harmful effects upon machines, haywire devices de eviice c s ar aaree sa sanctioned by the Adeptus Mechanicus, and various va ariious pa patterns patt tter tt er of Haywire Grenade are manufactured throughout the th Calixis Sector.

Purity tyy Rounds Rou R ou Desi Designed Desi s gnned ffor or uuse within more primitive projectile weapons such as crossbows aand hand bows, the “Purity” round has recently come back in tto favour, as the Cult of the Pure Form expands its influence. E Each round has a small haywire generator that activates acti ac t vatees th tthee moment m the shot strikes its target, leaving little cchance ch anncee ttoo es esca ca Purity Rounds are purchased like regular escape. crossbow andd h hand bow quarrels, and can be adapted for stub revolvers and stub s automatics but their cost is doubled.

ARMOUR ARM R O That warriors warri rior orss in the service of the Machine God require or aarmoured ar mourred protection proot is yet another sign of the weakness of the flesh. That their own armour is amongst the finest in the Sector is yet another sign of the superiority of the Lathes.

Crimson Armour Only issued to the Crimson Guard, this armour is in many ways a standard set of Storm Trooper carapace armour. Where it differs are both its weight, reduced significantly thanks to the extraordinary manufacturing techniques of the Lathes, and the internal systems built into the armour’s intimidating, skull-shaped mask.

ERS]V#"#+2c^`fc Name Crimson Armour

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Loca c tion o s Coveere r d All

AP 6

Wt 6 kg

Cost 12,,500

Availability Extremely Rare

Name

Class

Rang Ra ngee

RoF Ro F

Haywire Grenade

T rown Th

SBx3 SB x3

Purity Round





Dam Da m

Pen Pe n Sp Spec ecia iall

Wt

S/–/ S/ –/–– —

0

Hayw y ir iree (3 (3))

0.5k 0. 5kgg 20 00

Very Rare





Haywire (2))



Very Rare



Cost Co

300 30 0

Availability

Crimson Armour comes equipped with a Good Quality photo-visor, granting the Dark Sight trait and an immunity to flash grenades. The armour also gives the user a +10 bonus to Intimidate Tests.

WARGEAR AND EQUIPMENT Those operating within the inner circles of the Lathes avail themselves of more ancient and powerful devices, the better to ensure the continued glory of the Machine God, as well as their own successful acquisition of Knowledge.

Core-Gel Although the more stringent members of the Mechanicus Priesthood consider it heretical, this transparent material is fast becoming a necessary part of the day-to-day operations within the Lathe Worlds. Viscous and highly conductive, core-gel acts as a surrogate for Electoo-inducers and MIU links, giving those who lack these forms of implants access to cogitators and datacrypts. It is most often found on Lathe-Het, where the gel has become almost mandatory to access the older and more decrepit data-crypts with no longer supported interface technologies. A character can use an application of Core-Gel to access machinery that would otherwise require an Electro-Graft or MIU interface, even if he does not possess these implants. Core-Gel decays quickly, and must be cleaned away and reapplied every hour. Each canister of core-gel contains enough for two applications.

Scatter-Caster The Scatter-Caster is an exceptionally heretical device, that the Tech-Priests of the Lathe Worlds despise for the way it disrupts their control over servitors and Servo-Skulls. Also known as binary bombs or cant grenades throughout the low echelons of Enginseers, these heavy generators pump out discordant frequencies, lingua technis gibberish, and invalid scrapcode, blanketing a wide area in disruptive white noise that sounds like static to most people, but is unbearable to those of the Mechanicum. A Scatter-Caster has a range of 25 metres, and anyone with Mechanicus Implants suffers a –10 to all Tests whilst they remain within this area. Giving orders to servitors, Servo-Skulls and other familiars becomes next to impossible, imposing a –50 penalty to all Tests to control them. Good Quality scatter-casters have a range of 50 metres, and BestQuality scatter-casters have a range of 100 metres.

ERS]V#"%+HRcXVR Rc cR_ R U U 6b 6bfZ fZa^ a^V_ V_e e Name

Weight

Co ostt

Avai Av a laabi bili lity ty

Core-Gel Scatter-Caster

— 10kg

500 450

Rare Rare

CYBERNETICS Cybernetic augmentations are common throughout the Lathes; indeed, a Tech-Priest who does not continue his transformation from weak flesh to holy machine as he ascends in rank is rightly viewed with suspicion as to his faith.

Alatus-Pattern Jump Pack Broad and baroque in design, the Alatus-pattern Jump Pack differs from other, similar, devices due to the way it is surgically attached to the user and draws its power internally from their Potentia Coil. Plugs and connections from the unit link directly into the user’s nervous system, allowing them to control the Jump Pack’s movements with the slightest thought. Often taking the form of a sweeping pair of mechanical wings, the Alatus-pattern Jump Pack is a common sight among the elite Celerii formations of the Crimson Guard—the personal bodyguards of the Venatorii commanders. The Alatus-pattern Jump Pack doubles the user’s base movement value, or can be used to gain the Flyer (12) Trait for up to one minute. Extended flights tend to drain Potentia Coils far quicker than short jumps, so the user must pass a Challenging (+0) Toughness Test after using the jump pack to gain the Flyer Trait or gain one level of Fatigue. The mechanical wings grant the user the Fear (1) Trait, and can be used to buffet the enemy in combat, granting the user a +10 to all Parry Tests. The Pilot (Alatus Jump Pack) Skill, and the Mechanicus Implants Trait are required to use an Alatus-pattern Jump Pack.

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ERS]V#"&+4jSVc_VeZT Td Name Alatus-Pattern Jump Pack Enhanced Potentia Coiil Lathes Mechadend ndri rite te Stabilisers Perinetus-Patt t er ernn Servvoo-Ha H rn rnes esss Servo-Claw w

Costt Av Co Avai aila labi bili lity ty 3,,00 000 0 Ad Adep eptu tuss Me M chanicus Only 6,00 6, 000 0 Ad Adep eptu tus Mech c anicus Only 300 30 0

A eptus Mechanicus Onlly Ad

1,500 Ad Adep eptuus Me Mech chan ch annic icus u Onlly us 600

A epptu Ad tuss Me Mech chan ch anic an icus ic us Onl nlyy

Enhanced Potentia Coil Designed as a more heavy-duty replacement ment for standard internal power units, the Enhanced han ance cedd ce Potentia Coil can be taxed at a far greater eate ter e level in order to enhance the many abilities ities common to members of the Machine Cult. ult. Installation of an Enhanced Potentia Coil ol oi involves difficult and invasive surgery, and nd thus the time taken to add the Enhanced ced Potentia Coil is 1d5+1 weeks. PoororQuality Enhanced Potentia Coils leave ave the user with a noticeably hunched form, o m, or permanently reducing their Agility by 1d10. d10 10. An A Enhanced Potentia Coil can be used for or all of the following benefits: s Luminen Blast/Luminen Flare: Gain +1 +1d10 Damage, 1d1 d 0 Da Damage ge, a Penetration value equal to the user’s Willpower Willllpo Wi powe weer Bonus, and the Shocking Quality. s Luminen Shock/Luminen Surge: Gain a Penetration value equal to the user’s Willpower Bonus as well as the Shocking g and Tearing Qualities. s Luminen Shield/Luminen Barrier: Can be activated as a Reaction. s Luminen Charge: Tests are 2 steps easier (i.e. Hard (–20) Test becomes a Challenging (+0) Test). s Maglev Grace/Maglev Transcendence: Maintaining these abilities becomess a Free Action. Maglev Grace can be b performed once every 6 hours. Maglev Transcendence can be performed twice every 6 hours. s Electrical Succour: Takes half a minute to conduct and becomes an Easy (+30) Toughness Test. s Ferric Lure/Ferric Summons: Become Free Actions. s Integrated Weapon: The weapon gains the Reliable Weapon Quality.

Lathes Mechadendrite Stabilisers The Lathes are known for mysterious and frequent gravity shifts, which can overcome even experienced Tech-Priests when they are in areas not properly shielded with additional grav plating. Years of study indicated that replating the myriad facilities would be impractical, so many in the far edges of the system began surreptitiously developing a radical

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mechadendrite design to aid in their work. Instead of adding additional manipulation capabilities, pairs of gyroscopically stabilised, heavily clawed talons can anchor a Tech-Priest firmly onto a surface, where he can conduct his furtive research more peacefully. Though somewhat heretical, more and more are appearing across the Lathe Worlds. Lathes Stabilisers require a Half Action to activate or deactivate. Once active, if the Acolyte remains in place, he counts as being Braced and gains the Sturdy Trait. The Acolyte also ignores modifiers to his Movement in areas of High, Low, or Zero Gravity and in areas with Tremors or other uncertain stability, as well as gaining a bonus to Climb Tests. The Mechadendrite Use (Utility) Talent applies to this Mechadendrite.

Peri Perinetus-Pattern r netu ri uss Paatt tter ern er n Servo-Harness S errvo o -Har arne ness ne ss As one of the main main voidship voi oids dshi h p construction constr truc ucti tion on aandd repair facilities an facilit itie iess within with wi thin the Calixis Calixxis Sector, Sec ectoor, forge world Perinetus fo Peri Pe rine ri netu ne tuss has tu h s developed ha develope pedd numerous nume nu mero r us adaptive technologies too make make k working in zero-gravity zero ze ro-g -gravity environments easier and more morre efficient. effic ef ficie i nt. One such ch device dev evic i e is the PerinetusPattern Servo-Harness, Serv rvvoo-Ha Harn Ha rness, a large, large g , backpack-like back ba ckpa pack-like cybernetic that th at gives giv ives es its its user useer the t e ability th abbilit ityy to carry car arry ry and use more tools simu multanneo mu eous usly us ly as as they th float fl around arrou ound nd damaged dam maged and unfinished simultaneously vessels. Additionally, small manoeuvring thrusters sprout from various points across the harness, allowing for greater control in environments without gravity. At a minimum, each Perinetus-Pattern Servo-Harness consists of one Manipulator Mechadendrite, one Utility Mechadendrite, a Combi-tool, a Fyceline Torch, and a Plasma Cutter. The torch is identical to a Flamer. The plasma cutter can burn through a metre of adamantine plating up to 20 centimetres thick every minute (thinner material can be cut through faster); it may also be used as a Plasma Pistol with a Range of 10m. A Perinetus-pattern Servo-Harness also has several manoeuvring thrusters, that grant the user the Flyer (6) Trait when used in areas with very low or no gravity.

Servo-Claw A large number of Mechanicum technologies, such as Manipulator Mechadendrites and Servo-Arms, are designed for a specific practical purpose; whatever use they have as a weapon is often secondary and incidental. The Servo-Claw is the opposite, a form of Mechadendrite designed purely for its combat applications that can also be used as a makeshift tool. Consisting of tightly wound bundles of synthetic muscle fibres contained within a small metal framework, the Servo-Claw ends in a sharp, serrated claw that can cut through armour and snap bones with remarkable ease, leaving the user’s hands free for other matters. A Servo-Claw is usually mounted at waist height, as not to interfere with the movement of the arms or any other Mechadendrites. It can be used to make any normal Attack Action as if it were a regular Melee weapon, or can be used to make a Standard Attack as a Reaction (but never both in the same Round). This attack is made with the user’s Weapon Skill, and deals 1d10+10 Rending Damage with a Penetration of 4 and the Tearing Quality. The servo-claw never adds the Strength of the user to its Damage. It can be used to grip and lift objects using its Strength of 50 and Unnatural Strength (x2) Trait, and can be used as a makeshift Manipulator Mechadendrite, with a –10 penalty to all associated Tests. The Mechadendrite Use (Manipulator) Talent applies to this Mechadendrite.

SERVITORS & AUTOMATONS The Mechanicus of the Calixis Sector make use of a wide range 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 in isolated areas where nothing can be allowed to disturb their forbidden experiments, or on extended Explorator quests. Mechanical automatons and drones, though often skirting the edges of tech-heresy, are also frequently used in situations where covert intelligence gathering is desired.

Spatha-Pattern Combat Servitor Originally intended as a heavy-duty utility servitor that could operate in hazardous conditions, the Spatha-pattern servitor first gained notoriety during the ill-fated siege of Cyclopea. Home to a host of research stations manned only with servitors, three raider vessels entered the system in the hopes of boarding and pillaging whatever they could before Imperial forces could respond. The Fabricator that controlled the network of Cyclopean stations had no choice but to do the unthinkable, and

modify the Spatha engram patterns so that he could repel the invaders. Astonishingly, the Spatha-pattern servitors proved to be better at this task than their previous duty, their heavy armour and mechanical attachments making them natural combat servitors. It took a further fifty years for the leaders of the Lathe Worlds to sanction the Fabricator’s variant design, a relatively short approval period by Mechanicus standards, but by then the notoriously impatient man had taken the design and left the Sector for greener pastures. In more recent years, Spatha-pattern servitors have been pressed into service as bodyguards in some of the more remote areas of the Lathe Worlds.

Spatha-Pattern Combat Servitor

WS BS

S

T

Ag Int Per WP Fel

(10)

45 45 50 42 35 25 45 50 05 Movement: 3/6/9/18 Wounds: 15 Skills: Awareness (Per) +10, Climb (S) +10, Dodge (Ag) +10. Talents: Ambidextrous, Combat Master, Fearless, Resistance (Heat). Traits: Auto-stabilised, Dark Sight, Machine (4), Sturdy, TwoWeapon Wielder (Ballistic), Two-Weapon Wielder (Melee), Unnatural Strength (x2), Unnatural Toughness (x2). Weapons: Integrated Archeotech Lasblaster (Basic; 80m; S/– /4; 1d10+6 E; Pen 8; Tearing) or Micro-Flamer (Pistol; 10m; S/–/–; 1d10+4 E; Pen 2; Clip 8; Reload 2Full; Flame, Reliable) or Micro-Plasma (Pistol; 30m; S/2/–; 1d10+6 E; Pen 6; Clip 12; Reload 3Full; Maximal, Overheats, Reliable) and either a Powered Gauntlet (1d10+12 E; Pen 6; Power Field, Unwieldy) or Electro-Claw (2d10+5 E; Pen 2; Shocking). Armour: Servitor Machine-Flesh (All 4). Gear: Internal micro-bead (to receive/relay instructions only).

Remidium-Pattern Medicae Servitor One of a number of patterns used throughout the Calixis Sector, the Remidium-pattern servitor is known for its reliability and steady hands (such as they are). Often used when true medical staff are absent, the Remidium can perform numerous common procedures, including basic cybernetic implantation.

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A character with Talents that allow him to make Multiple Attacks may use any weapon (or equivalent) on his PerinetusPattern Servo-Harness for any of the attacks he would normally be allowed, subject to all normal limitations including weapon Class. Additionally, the user may use his normal Reaction to make a single shot or strike with any one weapon on the harness. The attachments on the Perinetus-pattern Servo-Harness can be swapped out for other items, such as other forms of Mechadendrites, Bulkhead Cutters, and even full-sized ServoArms. The Talents Mechadendrite Use (Manipulator) and (Utility) are required in order to use a Perinetus-pattern Servo-Harness, and the user must possess the Mechanicus Implants Trait.

Remidium-Pattern Medicae Servitor

WS BS

S

T

Ag Int Per WP Fel

20 10 45 40 45 45 35 15 05 Movement: 4/8/12/24 Wounds: 10 Skills: Awareness (Per), Medicae (Int) +20. Talents: Master Chirurgeon, Mechadendrite Use (Medicae), Talented (Medicae). Traits: Dark Sight, Machine (1), Natural Weapons (Medicae Tools), Toxic. Armour: Servitor Machine-Flesh (All 1). Weapons: Medicae Tools (1d10+4 R; Pen 2; Toxic). Gear: Internal micro-bead (to receive/relay instructions only), Medicae Mechadendrite (3 doses of De-Tox, 3 doses of Stimm).

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ERS]V#"'+DVcgZe`cdR_ R U U5c 5c`_ `_Vd Vd Name

Cost Co st

Avai Av aila labi bili lity

Spatha-Pattern Servito torr

25,0 25 ,000 00

E tremely Rare Ex

Remidium-Pattern r Ser ervi vitoor

4,50 4, 500 0

S arrce Sc

Velox-Pattern Servittor

18,0 18 ,000 00

Rare r

C.A.T.

3,00 3, 000

Rare

Velox-Pattern Security Servitor Found mostly on research stations across the Lathe Worlds, as well as Explorator vessels leaving the Calixis Sector for regions 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 give the servitor its incredible speed and dexterity, and its arms each mount an integrated coil-whip, which the Velox tends to use in a frenzied spinning motion, pulverising whatever happens to be in its way. Kept dormant when not in use, they are rightly feared by friend and foe alike.

Velox-Pattern Security Servitor

WS BS

S (8)

T (6)

Ag Int Per WP Fel (6)

40 — 40 30 30 10 20 40 05 Movement: 6/12/18/36 Wounds: 12 Skills: Awareness (Per) +10, Climb (S) +10, Dodge (Ag) +10, Survival (Int) +10. Talents: Ambidextrous, Berserk Charge, Double-Team, Fearless, Frenzy, Leap Up, Lightning Reflexes, Swift Attack, Two-Weapon Wielder (Melee). Traits: Dark Sight, Machine (4), Programmed Instinct†, Unnatural Agility (x2), Unnatural Speed, Unnatural Strength (x2), Unnatural Toughness (x2). Weapons: A pair of Coil-Whips (1d10+13 E; Pen 4; Flexible, Shocking). Armour: Servitor Machine-Flesh (All 4). Gear: Internal micro-bead (to receive/relay instructions only). †Programmed Instinct: Velox Servitors are programmed to defend specific areas, and often have the complete layout of their home facility or voidship imprinted upon their 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.

C.A.T. (Cyber Altered Task) Unit A wondrous invention that stretches back into the earliest liest days off Mankind’s exploration of space, the Cyber Altered Task unit is n taallations, ns purpose built to infiltrate derelict space ships, enemy installations, of thee areas a ea ar es and space hulks. C.A.T.s generate complete layouts of they have been sent into, ascertain the presence of hostiles and other life forms, and then, most ingenious of all, tap ap into any 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 data without alerting anyone to its presence. Many areas are reas as of the Imperium utilise these rugged machines, from Chartist Captains istt Ca is C ptains and Explorator Fleets, to Adeptus Astartes.

C.A.T. Unit

WS BS

S

T

Ag Int Per WP Fe Fel el el (8)

(8)

05 — 10 25 40 40 40 10 0 05 05 Movement: 3/6/9/18 Woun Wo Wounds: 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. Talents: Binary Chatter, Data Thief†, Total tall Recall, ta Reeca callll,, Unremarkable. Traits: Dark Sight, Machine (3), Size (Scrawny), Un U Unnatural natu na t ra tu rall Intelligence (x2), Unnatural Perception (x2). Armour: 3 (All) Weapons: Small Manipulator Claw (1d5-2 I; Pen 0; Pr Primitive). Prim imit itiv ivee) e) e). Gear: Auspex, Long-Ranged Vox-Thief, Electro Grafts, tro Gr tr Graf afts tss ts, Internal micro-bead (to receive/relay instructions onss only), onl nly) y), MIU Interface Port. †Data Thief: The C.A.T.'s primary purpose is to gather gath ga ther er and and store information, and it is remarkably adept at at breaking bre reak akin i g into computer systems, even ones not of human design, desi de sign gn, and an raiding them for information. By making a Security rity ri ty Test Tesst as as a Full Action, a C.A.T. can log into any computer system, syst sy stem em, and then spend several minutes downloading everything ng available availaabl av be within. The GM should determine how difficult it would w ul wo uld be b to break into the system (the more alien the computer system, sys yste tem, m, the harder the Test would be); once the system has been en cracked, c acked, cr the C.A.T. needs to spend one full minute per level of Difficulty Difficulty downloading (for example, a Hard (–30) Security Te Test T stt means would take 3 minutes to fully download the data).

“Take “T Tak akee care care w with iti h th that! We hhave avee not av noot fully fullllllyy ascertained fu asce as cert ce rtai rt tai aine need its its function, func fu nctitition nc on,, an on andd th thee titticking ckkin ingg is i aaccelerating.” ccel cc eler errat atin ing. in g.”” g. –T –Technographer Tec echn h og hn ogra raph ra pher A ph Adar daar Mill Mi Millez illlez e M Ma nkin nk indd reached in reac re ache hedd it he itss te tech chnoolo ch l gi g caal zenith zeeni n th during durrin ingg the th he Dark Dark Age Age Mankind technological of Technology. Tecchn hnol olog ogy. y. M asters rs ooff al hings inngss m echa ec h ni nica call, there was ca Masters allll th things mechanical, noth no th hin ingg humans huma hu mans nss cou uld l nnot ot ssolve o ve w ol ith th it ith thee knowledge know owle ledg le dge of science dg nothing could with an nd logical l gi lo g ca call thinking. th hinki king ki ng.. As tthe ng he m illle lenn nnnia wore worre on, this th hiss knowledge knowledge and millennia bega be an to slip slipp away. away away aw ay. The The grea gr rea eate test te st advances advvance annce cess were were lost los o t to t the ages began greatest th hro roug ug ugh gh wa ar, ccarelessness, arel ar eles el essn es snes sn esss, nnatural atur at u al ddisasters, ur isaaste is as ers, rss, and ot oother heer ca caus uses us es,, es through war, causes, and passed p ssed pa ed into intto the th he realm real re aallm off what wha hatt is now now w called called archeotech. arch ar cheote ch tech te ch.. ch Ever ery no now and now annd again agai ag ainn a piece ai p ece of arche pi heotecch is ffound, he ound ou nd,, en nd eno ough h Every archeotech enough th hat a these the hese he se ancient anc ncie ient n wonders nt wonnde d rrss might mig ight ht bee given ht give gi veen life liliffe again, again in, and in and theirr that m ma ch hinnee sp spir irit itss re rrestored sttorred e ttoo a fr frac acti ac tion ti on of of their thei th eir former ei form fo r er glory. rm glory. machine-spirits fraction T Th he it item emss of arc rche rc heot he otecch lilist ot sted st ed bbelow elow el w have have no Cost Cost or The items archeotech listed Av vai aila labi bilility ty Rating, Rat a in i g, g aass while wh hilile le they theyy are are not not o necessarily neecessarily unique uni n qu quee Availability th heyy aare re almost alm mos ostt impo im mpo poss ssib ss ibble too fin nd, d eeven v n in elite ve elite Cold Trade Tradde they impossible find, dens de s. Ev Even en iidentifying d nt de ntif iffyi ying ng ppieces iece ie ces off archeotech sh ce hould be di ddifficult, fficu ffi cuult lt,, dens. should aand an nd characters char ch arac acte ters rs tha hatt la ha ack FForbidden orbidd or d en Lore (Archeotech) (Arche heotech) should he sho houl ho uldd ul that lack h ave nnext extt too no ex no idea idea what wha hatt the the function fuu a y found an founnd archeotech fo a cheoteech ar c have off any iiss ((unless unle un leess ss iitt wo oul uldd be oobvious). bvio bv ious io us).). G us Ms aare re eencouraged n ouragedd to nc t w orrk would GMs work aarcheotech ar rch cheo eoote tecch ch into int ntoo th thei eirr campaigns, ei camppai aign gns, gn s perhaps making it the he goal goa oall their of a group of gro roup upp of of Mechanicum-aligned Mecchanicum Me m-a -alililigned Acoly yte tes, s or or perhaps perh haps Acolytes, so ome meth thin inng th that at nneeds eedds to be kep ee ept out ep o t of enemy ou eneemy hands. hannds ds. Alll of something kept th he archeotech arch ar cheo eoote tech ch w eapo ea poons listed below beelo low w requires r quires Exotic Weapon re W appon We on the weapons Tra Tr aini ai ning ngg specific spe p ci c fic to th hat a item, and therefore cann only onl nly ly be b taken tak akenn ak Training that aass aann Elite Elit El iitte Advance Adva Ad v nce an nd wi w th the ppermission errmi m sssio i n off tthe h GM. he and with

Holo-Clone H o ool o - Clo lone n The Ho The Holo Holo-Clone’s l -Clo lo -C Clo lone ne’s’s oorigins ne rigi ri gins gi ns aare re a lin lingering ngeri ring ngg L Lathes athe at hess myst he mystery. ster st e y. Long ago, ag o a work o, wor ork rk party part pa rtyy of Lathesmasters rt Lat a hesmasters discovered discove veredd a cache ve caach chee of these see ancient anci an cien entt devices en d vice de viice ces de deep ep within wit ithi hinn one of Lathe-Het’s hi Lathe-Hett’ss many manny subterranean suubter bterra bt erra rane nean ne an vaults. va aul ults ts.. Wo ts Word r ooff th rd thee di disc discovery covery spread quickly, an andd th the entire enn e cache cache he wass se wa sent ntt to to Forge Forg Fo rge rg ge Master M ster Castellar as a gift. However, Ma Howe weve we ver, before ve beforee thee venerable th veenneera r bl blee Magos Mago Ma goss could go c uld receive them, they were stolen co sttol o en andd whisked whis wh iske is kedd away ke aw way ay ffrom rom m th thee pl pplanet, a et, possibly an act of the rad an radical dic ical al Disciples Disc Di sccip iple less off T Thule. hule hu le. Ho le Holo Holo-Clones lo-C lo -Clo -C lone lo n s still show up from time to time, ne andd fetch an fetcch a heavy fe heeaavvy pr pric price ice on the ic he Calixian Cal alix liixxia xian black market. A Holo Ho oloo-C Clo lone n ccreates ne r ates a duplicate re dupliica cate te image ima mage ge of the user, and is Holo-Clone used ed ttoo fool foool fo ol attackers atttac acke kers ke rs into intto thinking t inking that the th th he user user is is in two two wo places pla lace ces ce at once. onc nce. e. Anyone Any nyon onee using on usin us ingg a Holo-Clone in Holo Ho loo-C -Clone gains a +30 bonus bonnus u to to all all Dodg Do dge and and Parry Paarr rryy Te Tests thatt h t make makke for ass long lon o g as Dodge hee is calledd to the device devi de vicee is is active. acti ac tive vee. At A tackker ers who pass pa a Ve V ryy H ard ar d (– ((–30) 30 0) Attackers Very Hard Percep pttiion o Test Tes estt aass a Ha Half lf A ctio ct ionn before io be be atttack Perception Action making their attack can iden nti tify fyy the the he h o og ol ogra raaph p ic image, ima mage ge,, negating ge n gating this bonus for that ne identify holographic Round. H oloo-Cl C onnes Cl e h avee en av enou ough ou g ppower gh ower ow er ttoo last l st for 1d10+6 la 1d1 10+ 0+6 6 Holo-Clones have enough minutes, andd take taakke 1d 1d5 5 ho h urss to rrecharge. ur eccha harg rge. rg e. E ach ac h is ssmall mallll eenough ma noug no ugh ug h hours Each b clipped li d on a belt, b l or worn about b the h neck. k to be

Lucius-Pattern Vision Cowl The so-called Vision Cowl appears to be a strange form of hyper-advanced auspex, often worn like a hood. It covers most of the face, and places a small data-display over each of the user’s eyes. From here, a set of augmented reality holograms appear before the user, and a small control interface on the

side si de ooff th thee co cowl wll aallows llo s the user llllow usser er to to cycle cycl cy clee through thro th rough its functions. func fu nctions. nc T Th osse os sesses sess e tthe es he techn h ol o ogyy requ uir ired e Thee Mechanicus no longer ppossesses technology required to rreplicate eplilil ca ep c te the the h device, dev e ice, so examples exam mpl p es e of of this this ancient anc ncie i ntt technology tec echnologgy aaree closely ar clos cl osel selyy guarded. guar gu arde ar d d. The de The Calixian Conclave Coonc n la lave ve possesses pos osse sess se s ess a smalll numb nu m er, and mb annd th they eyy aare ree kkept eptt in equipme ep meent vvaults ault au ltss an lt andd gi give v n onlyy number, equipment given too the the h most mostt trusted trrus uste tedd Inquisitorial te Innqu quis isit itor it oria or iall agents. ia agen ag ents en ts.. ts Activating Lucius-Pattern Vision Cowl Activa vaati t ng a Luciuss-Pa sPatt Pa tter tt ernn Vi Visi s on C si owll requires ow requ re quuir irees es a Half Halff Action. Once Act Ac tion. On ti O ce aactive, ctivve, the ct the user use s r can can see s e any se aanny living lil vi ving n creature ng cre reat atur at uree within ur with wi thin in a 50-metre radius, evenn th thro r ugh h wa w llls aan nd un unde d rg de rgro roun ro u d. un dT h ccowl he owl ow through walls and underground. The can also be used to asce cceert r ain the vital vita vi tall signs ta siignns (Wounds, sign (W Wou ound nds, nd s, C ritica ri riti cal ascertain Critical Damage, Fatigue) of a living liiviing creature creat a ure via vviia an an Or Ordi dina di nary na ry ((+10) +1 10) Ordinary Medicae Test, or locate po oin i ts t of weakness weak ak kne ness ss in in structures stru st ruct ru ctur ct urres and ures andd points walls with an Ordinary (+10)) E v luate Test. va Test Te st.. It st It can can be be used u ed to us to Evaluate find and track nearby chemicals aand n radiationn trails, nd traaili s, as as well well as as too isolate and pinpoint vox-transmiss sssio i ns within five io fivve kilometres kilo ki lome metr metr tres es via viaa vox-transmissions an Ordinary (+10) Tech-Use Te Test. Once act tivat ivat iv ated ed,, the ed th he cowl cowl activated, tends to blur norm mal vision slight tly l , im imposingg a ––10 1 ppenalty 10 enal en enal alty ty oonn normal slightly, all Weapon o Skill andd Ballistic Balllilist s ic Skill Ski killlll Tests, ki Tes ests ts,, and ts and the th he user’s user us er’s’s vvision er isio ionn is limited to 50 metres. The cowl pprovides rovi ro vide vi des de es no n aarmour rmou rm our too tthe ou hee head h hea eadd and cannot be worn over (or under) r) a helmet. helm met.. met.

Midath-Pattern Power Glove vee The forge world off Midath is a lingering linnge gerring enigma eni nigm ni gmaa for gm ffoor the the Calixian Mechanicus. Some of the Lathe’s Lath he’s earliest records he’s he reeco cord rds speak rd s eaak sp of Midath as a grand forge world, capable cappable of building builddin ingg supersupe su peerr heavy vehicles, void-ships, and evenn Titan Tittan components. compone neent nent nts. s. Such Such a forge world would bee a wondrous boon booon to the Calixis Caaliixi xiss Sector, SSeecttor or,, if only it could be found. The forge world world has been beeen “missing” “misssi “m sing ng”” ng for as long as anyone can remember, remember er, to the point er nt where wher here some som me question whether it was ever real reaal in the first place. placce. e. There are many aarguments rgumen ents en ts ffor o and againstt tthe or he exi he existence xiist sten ence en of Midath, Midatth, h butt one ooff th thee st stro strongest rongest proofs iss an exceptionally ro excep epti ep t on ti onal ally al ly raree m melee ellee wea weapon aponn kn known kno ow as the Midath-pattern own ow Midathh pattterrn Power Poowe wer Glove. Glov Gl ove. ov Consisting C Co nssisting of a single single sheath that extends extennds d all allll the he wayy to to the the shoulder, flexible makes most should der, the fle flexi x bl b e golden material that at m akes up mo ak ostt ooff th thee substance Mechanicus. bends and glove is of a su subs b tance unknown to the M e haani ec nicu cus.s. It be cu bend nds an nd nd without flexess wi with thou th out resistance, and never ou neever crinkles crrin crin inkles or ruffles, ruffles ess, maintaining main ma iinnta t in i inng reflective surface att aallll ttimes. itss smooth, it sm imes. Once aactive, ctive, tthe he gglove loove ve aacts ctss ct much low-powered m mu uch ch llike ike a standard ppower ower ow er fi fist, albeit a low-p pow weredd oone, nee, bu bbutt as a the po ppower wer fie field ldd ssurrounds urro ur roun ro un the entire length unds h ooff th thee user’s user us er’s’s aarm er rm iitt can be uused sedd to parry quite effectively. Unfo se fort fo rtun rt unately, it un it is is this thi his i same Unfortunately, power field that tends to cause dam mag age too the the nervous nerrvo vous u system the th he damage longer the glove is activated, limiting lim im imiting m its us use inn eextended xtended combat comb mbbat actions. Those who ho have stud died ieed the Mi Mida dath da th glove det eter errmi minedd studied Midath determined that eac ch gl glov ovee was m ov ade to or orde der, m de atch at chingg the spec ch eccifi fica fi cati tion o s of each glove made order, matching specifications th heir ei user in every way. y. W ho these ho the hese se w eapons once oncee belonged belo be long ongged too willll their Who weapons lilik ke y never bee known, kely kn n, and and most most ost off the os the remaining rem mai aini ini n ng gloves glo love vees sit sit inn thee likely priv pr ivat iv atee co at coll llllec ecti ec tion ti onss of high on hig igh h Calixian Calilxi Ca Cali xian a nobles nob oblle les private collections Mida dath da th-p th -paat -p atteern P ower ow eerr G love v iimposes mppos oses es a ––10 10 0 ppenalty enalty A Mi Midath-pattern Power Glove on all Weapon Skill Tests made when attacking, but a +10 bonus to Parry Tests. Every Round that a Midath-pattern Power Glove remains active, the user must take an Ordinary (+10) Toughness Test or suffer 1d10 Toxic Damage that ignores Armour and Toughness Bonus.

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ARCHEOTECH ARCHEOTECH

'*

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ERS]V#"'+2cTYV`eVTY Y Name Holo-Clone Midath-Pattern Power Glove Psybernetics

Classs —

Reclamator Riflee

Rangee Rang —

RoF RoF —

Dam Dam —

Pen Pen —

Clip Clip —

Rld R —

Special †

Wt. 0.5kg

M le Me leee —



2d10 E

7





Spec Sp ecia ial, Power Field

3kg

















N/A

Bassicc Ba

35m

S/–/– 3d S/ d10 1 R



18



Spec Sp ecia ial,l, Sho h cking, Toxic 8kg











Vision Cowl — — †See item entryy for add ddititiona n l ru r les.



3kg

Psybernetics

Reclamator Rifle

Throughout the ages, many Tech-Priests have studied humanity’s disturbing ability to harness the Warp. Most of these studies have been conducted with a biological slant, as the Tech-Priests search for the root-causes of the mutations that grant these gifts. Some Tech-Priests have taken a different tact, looking for technologies that can harness the power of the Warp and, if implanted like a regular cybernetic, give the user psychic powers. Research into these “psybernetics” was deemed high tech-heresy millennia ago; within the Calixis Sector, any attempt to revive this technology is met with harsh sanctions from the Lords Dragon and the Inquisition. Nevertheless, this hasn’t stopped some radical Tech-Priests on remote and hidden research installations across the Lathe Worlds from attempting to comprehend such mysteries. Psybernetics are implanted within the user’s head, and follow the standard rules for cybernetic implantation (see page 153 of the DARK HERESY Core Rulebook). Once implanted, the user gains 2d10 Insanity and 1d10 Corruption Points as the ability to access the raw power of the Warp floods their psyche. Assuming he is not driven insane, the user automatically gains a Psy-Rating equal to half his Willpower Bonus (rounded up) and one randomly generated Minor Psychic Power for every point of Psy-Rating. He gains a new, randomly generated Minor Psychic Power every time his Psy-Rating increases, but cannot take Discipline Powers. Psybernetics are extremely heretical devices, and unauthorised possession is a highly dangerous affair.

The self-styled “Fabricator” of the Cyclopean Network, a man with no patience for the weaker minds of his peers and the impediments they caused to his research, eventually left the Calixis Sector in disgust. Various Lathes factions fell upon the abandoned stations in orbit of Cyclopea, hungry for the knowledge the Fabricator had left behind, and one small sect of Tech-Priests discovered a hidden data-core filled with research into lost forms of radiation weaponry. The first result of the Fabricator’s research appeared to be the proscribed Rad Cleanser, but it hinted at a more dangerous process that could reclaim implanted cybernetics from still-living targets without damaging them. The sect took the data to the Lathe System to create the first of these “Reclamators,” but the peculiar shifts in gravity made the process extremely difficult. To protect its fragile inner workings, they kept the incomplete Reclamator in stasis for long periods of the year, and the first prototype took over a decade to build. The results, however, were both remarkable and deadly, and the sect has since begun secretly manufacturing more of the rifles to fund their research into large scale “Reclamator Chambers,” one of the many other items hinted at in the Fabricator’s notes. The Reclamator Rifle completely ignores Armour and has no effect on technological items. Victims killed in this manner leave any weapons, armour, cybernetics, and any other nonliving items completely intact and undamaged. Reclamator Rifles require six hours and some sort of power source to recharge. They also take a very long time to construct, and tend to fail catastrophically in areas of high and low gravity, gaining the Inaccurate, Overheats, and Unreliable Weapon Qualities.

DOMINIONS OF THE LATHES THE FOUNDING OF THE LATHES s TAMING OF THE LATHES s POWER FACTIONS AND SECTS s THE THREE LATHES s THE LATHES SYSTEM s THE LATHE WORLDS

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4YRaeVc:::+ 5`^Z_Z`_d`W eYV=ReYVd “The Imperium is a vast and divine machine, with each cog, wheel, belt, and pin serving all the others in a complex and sanctified pavane of advantage and support. Today, we usher in a new era of cooperation and prosperity for all within the domains and demesnes of this newly established Calixis Sector, as we cede these worlds to our brothers of the Adeptus Mechanicus, to hold and bend to their will in perpetuity, to the betterment of all.”

7

–Imperial Governor Drusus addressing the first Cynod of the Lathes

ound near the centre of the Sector, along the border of the Golgenna Reach and the Drusus Marches, is an entire system the Adeptus Mechanicus dominate and rule: the Lathes. Its three main planets, ceded to the Adeptus Mechanicus during the final stages of the Angevin Crusade and since transformed into massive forge worlds in their own right, have been vigourous furnaces of production and research at the core of the Sector for over two thousand years. Since their founding, the Mechanicum of the Lathes have converted nearly every object in the system to the purposes of the Machine God. They have occupied almost every stable

anchor point in the system with research stations, agrodomes, and Skitarii garrison bases. Reaching out from the central system, the Magos of the Lathes have stretched their power and influence across the Sector using all manner of coercion and manipulation. From the Lords Dragon conducting their diligent interrogations on the prison planet of Sheol-17 to the Magos Biologis of the Hippocrasian Agglomeration labouring over the churned devastation of Morwen VI, the Adeptus Mechanicus has spread throughout Calixis, and the ArchMagos of the Lathe-Covenant drive to maintain firm control over their far-flung holdings. These Lathe Worlds, the common title given to the various stations, planets, and systems the Adeptus Mechanicus of the Lathes claim rule over, represent an enormous power within the Calixis Sector. Unfortunately for the Arch-Magos of the Covenant, controlling the ambition and thirst for knowledge of countless adepts, scattered widely over the vastness of the Sector, is nearly impossible. Factions and sects vie for control of their own individual fiefdoms, secret research cabals operate with furtive aims, and forbidden experiments occur wherever the endless desire for knowledge overrides control or sanity. Added to this litany of difficulties are the caprices of Astropathic communication and the insurmountable vagaries of Warp travel, as countless stellar phenomena and other, stranger anomalies wreak havoc with all attempts at interstellar command, often rendering even the most careful and diligent leadership efforts completely fruitless. Entire tech-heresies might rise, Explorator ships become lost in their travels and forgotten, and research outposts fall to disuse and decay, and worse, as the Lathes strive in this impossible task.

“Like three glowing jewels within the crown of the Mechanicus are the Lathes. Their power is manifest, their importance is paramount, and their logical attraction beyond compare. Without these worlds the Calixis Sector would not exist, and without them it could not continue to exist today.” –Fabricator-General Castellar at the Convocation of the 2431st Conclave of the Lathe-Covenant

2

s the Angevin Crusade ground on into its fourth standard decade, the Imperial forces pushing towards the planet Orendal through the Adrantis region met with greater and greater resistance, contending with more and more severe Warp storms and incurring staggering losses. Essential to those victories that were achieved were the Explorator fleets of the Adeptus Mechanicus, bravely providing reconnaissance and resupply services across all fronts. As the situation within the Calyx Expanse grew more and more grim, supply and support challenges for the forces of the Imperium were mounting. Mechanicus legends speak of the saviours of the crusade, the sudden appearance of a massive Adeptus Mechanicus fleet, complete with ancient Latheclass Fabricator vessels and full deca-legions of Skitarii. Supported with no less than a demi-legio of medium and light Titans to bolster the war machines of the Legio Venator already present, these forces proved indispensable for the final push to meet Lord Militant Angevin and his forces at Orendal. Arch-Magos Mat Aleph Xenon, commanding the enormous might of the reinforced fleets and armies of the Adeptus Mechanicus, requested as reward for his efforts the stewardship of a small system, Pondus Impare, just inside the borders of the Imperial stronghold of the Golgenna Reach. The erratic orbits of its planets and the strange behaviour of gravity within the system rendered it nearly useless to most colonisation or mining plans. However, situated as it was in the borderlands between the pacified Imperial regions and the half-tamed expanse of Adrantis, and given the role of the requester himself, the Lord Militant did not hesitate to grant this request. Having a massive friendly force garrisoning a system so close to the embattled frontier was ideal for the Imperial generals. The Lord Militant himself, sorely grieved with the terrible losses suffered in the latest push, had withdrawn from all command decisions, leaving his forces in disarray and confusion. General Drusus, rising to command the Crusade, maintained a strong relationship with Xenon, and the forces of the Adeptus Mechanicus continued to serve reliably throughout the remaining phases of the war. During the remainder of the Crusade three massive Fabricator ships landed on the three primary planets of the Pondus system, and began to churn out infrastructure needed to supply the material needs of the crusade through the final stages. The needs of the forces tasked with the pacification and policing of an entire fledgling Sector were vast, and only fully developed forge worlds would be able to meet the growing and desperate demand.

In less than two decades, the unceasing efforts of the Fabricator ships had laid the foundations for three independent forge worlds: Het, Hesh, and Hadd, named after the ancient ships now permanently residing on each world. With singleminded purpose, their inhabitants bent their every fibre towards the production of weapons, vehicles, and ammunition to feed the ravenous beast that was the Imperial war machine. Enormous autofactories stripped the planet surfaces for raw materials, crawling their slow, implacable way across the planets, leaving nothing but dry, ruined desolation in their wakes. Imperial soldiers and naval personnel, manning the vast cargo ships sent to collect the equipment and ship it to the front lines, could only stare in awe at the incredible changes being wrought upon the planets in such a short time. Upon seeing the vast canyon systems the criss-crossing pattern of the autofactories had knurled into the surface of the planets, many commented that they appeared to have indeed been turned on a lathe. Arch-Magos Xenon referred to his new domain as “The System where the Lathes Dwell,” to honour the venerated machine-spirits bound within the ancient and powerful artefacts, but this proved to be cumbersome for official documentation. Soon the name was shortened to “The System of the Lathes,” and then simply “The Lathes System” towards the end of the Angevin Crusade. However, the tendency of Imperial personnel to refer to the planets, rather than the system, caused it to appear as the Lathes on most star charts. Over the course of the intervening centuries, even the Adeptus Mechanicus itself has come to refer to its domains across the entire Calixis Sector as the Lathe Worlds.

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EXODUS OF STEEL Over the next thousand years the Adeptus Mechanicus consolidated its power over the Lathes and their surrounding system. Factories, orbital assets, and research stations spread throughout the system, taking advantage of the opportunities the various anomalies and variances existing within the system offered. The density of forge worlds alone was enough to set the Lathes apart. Controlling a system so rich in strange phenomena and material resources, with the full power of three ancient Fabricator ships at their immediate disposal, was nearly unprecedented in Mechanicus history, and much was made of the opportunity. Entire research groups were transferred from Mars and other outlying facilities to these fresh new holdings in the fledgling Sector. One of the central aspects of the system that lured Mechanicus researchers were the three major asteroid belts, all situated at curious angles to the ecliptic plane, intersecting at various turbulent points. It was clear from the structure and composition of the three belts that they did not share a common origin, and thus each offered its own potential. In addition, in those regions where two, or even all three, belts converged, an extremely rare array of conditions held sway. Researchers from Mars and beyond were eager to come to the system to pursue lines of inquiry as varied as gravimancy, cryomantic mining, and kinetic discordance. Most prominent among the system’s many fascinating properties, however, were the tearing gravity storms and horrific pressure shears that had rendered the system all but useless to other servants of the Imperium. Vast cities in space were erected solely to observe these phenomena, poring over probable causes and effects, and into possible applications for any powers thus discovered. Arch-Magos expert in transportation, Warp technologies, communications, and weapons theory descended upon the system, swelling the ranks of the Adeptus Mechanicus within the Lathes. In order to feed the countless millions now labouring throughout the system, enormous food manufactories and agrology platforms were constructed under the auspices of the Rustica Mandate. These vast complexes were established throughout the system to provide sustenance to all those servants of the Omnissiah who still required such basic needs. The stations were carefully placed throughout the region, so as to maximise the logistical impact of each station and its production. Empty and remote regions often existed amidst the research stations, weapons platforms, and agrology domes that sprang up across the system, the very gravitic anomalies that made the system so fascinating often causing these isolations. Many of these regions provided ideal storage locations and study facilities for captured crafts, exotic xenos vessels, space hulks of various provenances, and more, that had been brought to the Lathes for innumerable other reasons. The offices of Lord Inquisitor Caidin and his predecessors have filed many complaints and demands for information and even for the outright surrender of several specimens. There are no records of any such demands being approved, due in large part to the sovereignty of the Adeptus Mechanicus, especially within their own domain.

To ensure the security of the many assets that have since nce been brought under the protection of the Lathes, many OmnimniVigilens and Indoctrination Bases have been established hed throughout the system for the Crimson Guard and their Titan itan allies, the Legio Venator. Although the greatest presencee of both the Crimson Guard and the Legio Venator is to be found und in Adeptus Mechanicus holdings outside the Lathes System, em, both entities maintain strong forces within the system, em, including the Legio Venator fortress world of Lycosidae, and even the Panopticon Orbital Station. The Mechanicus know now that should the Lathes fall, their own power within Calixis ixis would soon fall with them.

DESCENDANTS OF THE LATHES

The Lathes System is subject to a unique array of stresses and stellar phenomena that make it fascinating to the full spectrum of Mechanicus adepts. This, combined with the alluring density of planetary bodies suitable for conversion into forge worlds, and the presence of multiple resource-laden asteroid belts, made the system irresistible. The inhabitants of the Lathes are the standard cross-section of any active forge world, but have expanded to occupy nearly every niche possible in the system. After thousands of years of acclimation and adaptation, however, there have been two primary genetic divergences from the standard Imperial norm.

Serving as the native defence force, and the arm rmed edd win ingg off the Adeptus Mechanicus within the Sector, is thee Cr Crim imso sonn G ard. A massive weapon, forged from the ranks off loya Gu yall Skit Sk itar ariiii, combat servitors such as the famed Spatha-paattern crrea eati tion on,, an and skilled Secutor warriors, the Crimson Guard is sca catt tter ered ed acr cros o s the Sector. They are deployed in units that th at ran ange ge in si size ze from m individual squads guarding outlying stat st atio ions ns to re regi gime ment ntal al com ombat unitts stationed on major bases andd fort rtre ress s wor orld ldss wa w tching over the most sensitive and important asseets of th thee Mech hanicus. Under the auspices of the Crimson Guuar a d wi with thin in the Lathes System itself are units t att have not actual th ally ly bee eenn co cont n ained within the standard chai ch ainn of ai o command for cen entu turi ries es,, in including the Brazen Guard Prae Pr aeto torii. Ostensibly, the Cri rims mson on Gua u rd serves the LatheCoove vena n nt fi firsst and fore remo most st,, bu butt th t e reality is much more c mp co mple leex th t an a thi his, with h variiou ouss co comm mmanders and ArchM gi com Ma omma mand ndin inng th thee fe fealtyy of va vari riou ouss units and divisions, incl in cllud udin ingg th in thee Gr Gran andm an dmas dm aste terr of the Leg e ioo Venator and the Forge Masterrs of the he Lathes. Withinn the ran anks ks of the adepptss are whi h spered even darker schisms, factiionss wh w os osee existence si sits ts on the shadowy border beetw twee een e he hear arsa ar say an sa a d le lege g ndd. The im ge mpl plac acable Lords Dragon are saaid to stal alk lk he here rete re teks te ks thr hroughout th he Se Sect ctor, while the fabled mech c -assassin cults haaun ch untt th the darkest fe fear arss of the most faithful servants of the Omniissia iah. ia h The adeptts of the Ordo Reductor, in their ir blood-red rob obess, th ob t re reaten destruc ucti tion o to any who stand agai ag ains ai nstt th ns thee Co C ve vena nant na nntt, wh whililie th he adeppts of the Hippocrasian S ct are said to studyy liffe to the Se h ver e y edge ge of de d ath and beyond. Many other cabals, moree si sini n st ni s er e or myster erio ious u , lurk around thee edges of rumour and in innu nuen nu endo doo, sh hapinng th thee relationships andd patter pa erns er ns of fe fealtyy witthi h n th thee La Latthes th Sys yste tem m lilike the h violent andd inco in comp co mpre mp rehe hens he nsib ns ible ib le sheear arss off loccall gra ravity ity. The curren e t balancee of power witthi hinn th thee Lathes System is difficult to decipheer,r eve venn to those se ade dept ptss who must daily contend with it. Nom min inal ally lyy standdin ingg at atop op the furiously burn bu rnin rn ingg fo in forg rggess of th thee A Addep eptu tuss Me Mech chan anic icus u in the Calixis Sector is Hi High gh h Fabbri r caato t r Ca C stella llar,r, rul ulin ing from the forgetemples off Lathe-Het et and leadingg the ade depts of the LatheCovenant as th he firrst amo m ng equual als, s, for the greater glory of the Omnissiah ah h. However, ten ensi sion ons abound between the Fabriccator Gen Fabricator ener eral all and his dep eput put uty, uty yy, Arch Arch-Magos Magos Ralwure. Ral ure W ilie the buure Wh reau aucr cracy of the Cov oven enan a t grows and grasps for powe po weer in pur u su suit itt of th the quotas as and production levels of their ppaastt, Fo Forg rgee Ma rg M st ster e Jan er ande denn Sa Same mekh kh Alpha of Lathe-Hesh also burn bu rnss wiith t indignation on at th this is bet e rayal of the foundational etthi hics c of the Mechan a ic icus us.. An Andd ov over all, lies the eerie stillness of Lat a he-Hadd,, the Sililen entt Fo Forg r e, where political conflict has forc fo rced ed nea e rl rlyy ev ever eryy fa fact ctoryy an and wo w rkshop on the planet to faalll sti tillll,, wa wait itin ingg fo forr a re reve velation that refuses to arrive.

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Due in large part to the crushing and indiscriminate gravitic shears that buffet all three of the primary worlds, as well as the rest of the entire system, adepts and menials meni me nial alss alike alik al ikee descended desc de scen ende dedd from from the original colonial stock have generally gen ener eral ally ly low, low ow,, powerful powe po werf rful ul bodies. bod odie ies. Most Magos Biologis Bioloogis theorise theo th eori rise se that tha hatt these thes th esee alterations alte al tera rati tion onss make m kee these ma theese deviations, dubbed Lathesmasters, Lathe hesmassteers rs,, the the ideal idea id e l workers wo for this harsh, chaotic environ environment. nment n . A second, seco se cond nd,, less less well wel e l known, genetic genetic offshoot, however, howe weveer, caused cau ause sedd a branch bran br anch ch of of inhabitants inha in habi bita tants that th are are massive massive vee in stature, often more mo e so so than than Ogryns. Ogr gryn yns. These Theese s giants, unfortunately, unfortuuna n te telyy, cannot leave the system sys yste tem m or their the heir ir bodies bod die ies soon collapse. e Whether Whe heth ther er it is the gravitic gravit i ic anomalies, anoma m lilies es,, some some sort sor o t of minerall dependency, deppen ende denc de ncy, y or y, or perhaps perhapps even even a strange str tran ange ge symbiosis sym ymbi bios o iss with with the th he system’s syyst stem em’s’ss sun, em sun un,, these thes th esee huge es huge creatures die within w th wi hin days day ayss of leaving lea eavi vingg their the h irr home hom omee system. syst sy stem st em.. There em Ther Th eree are er are many whispers within with wi thin in the the Calixis Cal alixis Sector concerning coonccer erni ning ni ng the the daunting dau aunt ntin inng size of th this his i secon secondary onda dary ry bbranch. ranch. Rum ra Rumours mou ours rs aabound boun bo u d co un concerning onc n erning their dimensions and and strength, strength, andd the the possible pos ossi sibl si b e causes bl caauses of such deviation from m the the genetic gen e et e ic norms. normss. Itt is is when when outsiders out utsi s deers r witness wit i neess these large specimens specim men enss that th hat fresh rumours rum mouurs of of mutation muta mu tati ta tion ti on or or genetic gene ge neti ne ticc ti experimentation once once again aga g in arise.. A constant cons co nsta ns tant nt struggle is waged between the Lexmechanic Leexm xmec echa hani n c Canonicus Canoni nicu cuss of the the Lathe-Covenant and the Calixi Calixian Conclave, determined x an C oncl on clav ave, who sseem eem ee m de dete term te rmin ined to categorise the largerr gen genotype Lathe World Abhuman. enotyp ypee of tthe he L athe W at o ldd aass Ab or Abhu huma hu maan. n. Because Beca c use of this thi hiss altered alttered but stable al stab st able ab le genotype, gen enot otyp ot ype, yp e, Tech-Priests, Tec echh-Pr Prie iest sts, s s, Skitarii, Skitariiii, andd menials meni me nial als alike originating orig or iggin inat atin at ingg from the Lathes Lat ath hes are shorter th thann average, ave vera r ge, but stronger stroong st nger er and and more durable. In fact, most sta standard humans would and ndar ardd hu huma m ns w ould ou ld rrequire equi eq uire some form of augmetic enhancement enhancemennt or gravitic gra ravi vitiic support supp ppor pp ortt to survive or sur urvi vive vi ve for for long lon ongg in the the Lathes System. Systeem. However, However, there th her eree are a e many ar m nyy out-system humanss ma that calll thee Lathes Lath La thes e home as well, wel elll,l, called to the system from all over o er the ov the Imperium. Imp mper e iuum. Because Bec ecau ause au se of of this t is diversity, there are even th more fac factions cti tion onss within wi in the h structure str truc uctu uc ture tu re of of the the system syyst s em m than tha hann would woul wo uldd usually be b eexpected, xpec xp ecte ted, d even among am mon ongg the the fractious, fraacti fr tiou ti ous, individualist ou ind n iv ivid idua u lilist st adepts of of the the Adeptus Adep Ad eptus Mechanicus. M ch Me chan anic icus ic us.. At the the very ver eryy top of the the feudal feu euda dall hierarchy of the Lathes and their vassal vass va ssal al territories territories are are those tho h se adepts adept p s belonging to the Lathe-Covenant. Lath he-Co Cove vena nant n . Following Follow winng the the original orig or igin ig inal in al documents doc ocum umen ents en t of ts of confederation—called confederatioon— n—ca called the Pact Pac a t of Blood Blo loodd and nd Oil—and Oilil—andd these the h se adepts con control ntr trol ol the the web of relationships, rela re lati tion ti onships, obligations, on obliggationss, and enmity tthat hatt define defin de finee the the position posi po s tiion o of of the the Adeptus Adep Ad eptu ep tuss Mechanicus tu Mech Me ch han a ic icus us within the enormous eno norm mou ouss power p werr structure po stru st ruct ru ctur ct uree of of the greater greatter e Sector. Power Po er within ith hin the h Covenant Cov ovenant is slow slo low w to t shift, shi h ft but when hen there is an adjustment it often involves varying translations of the responsibilities, duties, and claims contained within the Pact and their relationship to the governors of the Calixis Sector. The two most obvious factions vying for control of the system and its far-flung holdings are the Disciples of Thule and the Followers of the Divine Light of Sollex. Devoted to the teachings and example of Explorator Arch-Magos Paracelsus Thule, his Disciples are utterly focused on the search for ancient technologies from ages past, often to the exclusion of all else. Those adepts who follow the Divine Light of Sollex, on the other hand, are weaponsmiths without compare, devoting all of their time and energy to the development and production of the most destructive technologies imaginable. These adepts are truly ruthless in their pursuits, and are suspected of several incidents of genocide, as well as the sudden and complete deaths of entire biospheres in more remote corners of the Calixis Sector.

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ER^Z_X`W eYV=ReYVd “We have before us the rawest of diamonds, my brothers. hers. But with the diligence and dedication you have shown in all things, gs, this system will soon be the most glorious jewel in the crown of the Mechanicus Calixis.”

7

–Arch-Magos Mat Aleph Xenon addressing the first Conclave of thee Lathe-Covenant

or their assistance in the prosecutionn of the Angevin Crusade, the Adeptus Mechanicus was as gifted with the Pondus Impare system, eventually renamed named the Lathe Worlds. It was in this system that three ancient ncient Fabricator ships were sacrificed to the war effort. Thee massive vessels, constructed in the orbital shipyards around d Mars thousandss planett ’s ’ of years before, had never been intended too enter a planet’s atmosphere. However, it was decided thatt they would bbee erial war mach chine ch incapable of feeding the hunger of the Imperial machine invol o ving ol if they remained in orbit. In a concerted effort involving eet, each ooff the almost the entire Adeptus Mechanicus fleet, artefact three primary planets received one of the priceless artefact pllumes of ships, lowered into the gravity well on the glaring plumes ates. Imm mediately, countless retro-jets and ancient gravitic plates. Immediately, truct thee massive the three Fabricator ships began to construct ould ha arvest the mobile mining/factory crawlers that would harvest planets’ resources for the war effort. Before the final thrust into what would one day day become the Drusus Marches, the Cynod of the Mechanicus hanicuss and High g General Drusus signed the Pact of Blood and Oil Oil,l, outlining n the rights and responsibilities of the forces off Marss within the h Calixis Sector in perpetuity. Ultimately, the loyal forces oyal fo orces of the High General, wielding weapons the Adeptus Mechanicus eptus M echanicus of the Pondus System provided for them, were ablee to defeat the enemies of the Imperium. The three planets, nets, each h housing an irreplaceable artefact of the Dark Age off Technology, Technollogy, had churned out enough weapons, machines of war,r, and amm ammunition munition to drown the enemies of Man. The surface of each planet plannet had been scoured clean in the endeavour, the crawling ling manufa manufactories act c ories chewing through the land and transforming itt into the mate materials terials te ories, warehouses, warehous uses, us of war. More and more advanced factories, nets as the skelet ettal templums, and hab-blocks grew across the planets skeletal own in concentric icc structures of true forge worlds were laid down or ships. circles around each of the grounded Fabricator The effort of transforming the Lathe Worlds into their present forge world status was the work off many centuries. nets evolved. The Layer by layer, building by building, the planets portation tunnels viscera of pipelines, tram-tracks, and transportation astructure. Higher were laid amidst the bones of evolving infrastructure. re rose toweringg and higher into the darkening atmosphere wn from o scaff om f oldstructures, the Cog Mechanicus glaring down scaffoldnd worshipping enshrouded factories, research facilities, aand mosp mo sphe phe herees as the he centres alike. Carbon poisons saturated atmospheres bita bi taats beneath ben e ea e th the the native inhabitants migrated into sealed habitats tuubbbor ornn pr prid ide. id e. A surfaces of the planets, or slowly died of stubborn pride. Ass he Me M chan ch anic an i us ic u the Lathes System developed, so too did th the Mechanicus holdings throughout the newborn Calixis Sector.

Surv Su r ey rv eyor or m anipple an anip less co cond n uc nd u te tedd an exhaustive survey of the the Surveyor maniples conducted enti en tire ti ree system. sys yste tem. te m. Each Eac ach h item item found fou o nd within wit ithin was assayed for itss entire best s vvalue alue al ue ttoo th he ef effo fort fo rtss of tthe rt he M echa ec h nicus, assigned relevant releeva vant nt best the efforts Mechanicus, reesources, and nd the the taming tam minng of the the Lathes Lat athe hes begun. beegu gun. n. H a bi ar b ng n er resources, Harbinger Scr cruttinnattus pplatforms cr laatf tfor o ms or m w eree pu er ush shed e tthroughout ed hrou hr ough ou ghou gh outt ou stations and Scrutinatus were pushed system e . In the he earliest ear arlililies estt days es days ys thousands tho hous usan us ands an ds of of adepts adep ad epts ep ts died die iedd the system. stud dyi y ng the system’s system’ m’s st sstar arr aand nd w nd a ch at chin ingg ov in over er tthe er he eentangled nttanngl gled ed studying watching looops off the the int terrtw winnin i g as aste teero r idd belts. bellts ts.. Many Maany more mor oree adepts adep ad epptss loops intertwining asteroid efffo fort r s to catalogue rt catal allog ogue ue the the system, sys y te tem, m but but u ccenturies entu en tuuri ries es perished in the efforts looot oting, misfiling, andd simple sim mpl plee neglect negl ne glec ectt means meeans that of disasters, looting, most cursory reports survive. only the most Seve erraal strange, notable anomalies es ccan an still an sti tilllll be be found foun fo unnd in the the he Several emnants kept ddeep eep beneat ee eep th the t e Nidus th N du Ni d s Omega Omeg Om egaa on Latheeg Lathedata rremnants beneath Heet. Records sho h w se seve veera rall ce cel lest lest le s ia iall bo odiies tthat haat appa aapparently ppareent ntly ly no no Het. show several celestial bodies lo exist, but aree re rreferenced fereenc n ed iinn se seve vveera rall diff ffeer ff eren entt entries, entr en trie ies, ie s such s, suc uch as longer several different ccometary metary fra agmennt, ooriginally rigi ri ginnallyy of ssome gi omee impo om im mpo p rt rtan ance c , that thaat th an entire co fragment, importance, her misidenti ttiifi fied or o mislabelled mis isla l beelllled la ed and and thus th huus lost loost to to the th he mists miists was eith either misidentified egion of of bla l nk la nk-f -faaced -f acedd sservitors ervi er vito vi t rs bbears to eaars tthe he rresponsibility esspo pon ibbilit pons iy of time. A leg legion blank-faced ng throu ough the ou esee ppartial arrti tiaal al ddata ataa sc scra raapss iinn th thee in iincense-laced ncense-laacedd of digging through these scraps th Elogium Elogiuum be ene neath th he Ni N dus.s.s T du he efforts of th hes ese darkness of the beneath the Nidus. The these falllen sservants erva er erva vannts is tir rel eles ess, andd yett tthe es he H igh ig h Fabricat tor and h is fallen tireless, High Fabricator his feellow Forge Maste ters te r h rs oldd little h ol opee to ssee op ee more mor oree than th a single sin ingle fellow Masters hold hope reco re c nstituted datu co um oover ver the ccourse ouurs rsee of a llifetime. iffet etim ime. e. reconstituted datum Onee of thee m ost infamo mous us iinfo-gaps nfonf o-gaps ops iiss th that a the at here r are re most infamous there ear arly recor ar rds to show thee existence exi xist sten st ence ooff th en thee plan neett now now o no early records planet design gnated Cel gn ella el la. Becaus la usee of tthe us he ppartial arti ar tial ti all nnature atur at u e of the the records, rec ecords eco ords, designated Cella. Because iimpossible mpossib ble ttoo know ow w iiff Ce Cell llllaa wa was, s, iinn fact, ppr res e ennt all al along, allong, it is im Cella present hether tthose hose ho s early adepts, w ho sstruggled trug tr u gled ug d too br bbring rin ingg an entire entire or w whether who systtem em into th thee Mechanicus ffold, old, ol d aactually ctua ct uallllllyy cconstructed ua ons nstrructe uctedd it. it. Se Seve veerraal system Several arch haeologic ical ic al expeditions havee be been en ssuggested, ugge ug gessted ge ed, bu butt th thee High gh h archaeological have ve ddenied enie en ied ev ever eryy re er requ ques qu e t fo es forr ti ime me oorr re resources Fabricators ha every request time he mil llennia. If the rrocky ockky bon oc ones on es ooff a na natu turaal planet throughoutt tthe millennia. bones natural resent, h owever, there is nnoo wa w a to tel ay ell now noow without with wi thou o t such suuch are ppresent, however, way tell effort. Lay a err after layer of stor ay raagge space, spacce,, warehouses, warreh e ou ouse ses, s,, stasissta tasi s ssi an effort. Layer storage vaultts, and da ata t -tombs hav ve ac aaccumulated cumu muulatedd ov ver tthe he eentire nnttir iree pl plan a et an et’s vaults, data-tombs have over planet’s surfacce and de deep epp iinto nto it nt ts ma mant n le aand ndd core corre as well. wel ell.l. Most Mos ostt adepts adep ad epts tss surface its mantle hat a it is an artificia al co onsstrruc uct,t, ttaking akin ak inng pr prid idde in merelyy assumee th that artificial construct, pride echanicus us C a ixis and its abi al bili ilility ty ttoo cr craf afft wo aft rllds oout rlds ut off the Me Mechanicus Calixis ability craft worlds noth no oth thiingness. Tho hose ho se ffew se ew outsiders w ho h avve vi ave visi site si tedd th thee system, nothingness. Those who have visited ho often exp xpre xp rees serious dou ress ubt tthat hatt a pl ha plan anet et nearly nea earl earl rlyy the the however, express doubt planet ze of Te Terr r a itself ccould rr ouldd have beenn cconstructed ould ou onst on stru st ructted aartificially. rtifi rt ifici cial a ly al ly. size Terra O On thee most mostt important impo im mpo p rtannt ma mand nddattes ddelivered ndat elliv iver e ed ttoo th er he Onee of the mandates the ade deept p s reforming refoorm rmin inng th ing thee sy syst stem st em m w as tthe he need neeed for f r fo legions of adepts system was Meech c an a icus within wit ithi h n the hi the Lathes Laath t es System Sys y te tem m to be be as the Adeptus Mechanicus indepeendent as possible. pos ossi os sible. This si Thi hiis was waas a policy poliliicy dictated po dic icta tate tedd from from the independent ars ar rs itself, de esp s it i e th thee cl clos osee ti ties es bbetween etwe w en high towers of Mar Mars despite close t e Imperi th r um aand nndd the M e ha ec hani nicu ni cus. cu s T s. this is eend, nd,, th nd thee adepts the Imperium Mechanicus. Too th innst stituted edd a web ebb off life lilife fe that tha h t stretched stre st retc re tche tc hedd across he acrooss the the system, syste t m, m instituted connneeccti tingg tthose hose ho se ffew ew w rregions egioonss ooff st egio eg stab abble ggravity ravi ra v ty too ea ach other connecting stable each pip ipel elin el inee of transportation in tran raans nsp rt nspo rtat atio atio ionn routes, roouuttes es, agrodome stations, staati tion ons, on s, with a pipeline transffer e points, poi o ntts, that that haat would woul wo uldd ensure ul ensu en sure su re that re thaat all all the Omnissiah’s al Omnisssiah’ h’s and transfer seervvannts req quiiri ring ng ffood oodd wo oo oul u d ha ave v iit, t,t w itt ithout the need for fo servants requiring would have without im mport rtat tat atio ioon fr ffrom om m IImperial m er mp eria iall wo orl rlds ds.. Th ds T ndat nd atee at importation worlds. Thee Rusticaa Mand Mandate r quuir re ired edd the the h llargest aarrge gest stt ddeployment eplloym ep yment off independent ind n ep e ennde dent nt stations in required the syst sy ystem sttem m, an andd is one n ooff th tthee mo ost ambitious engineering feats the system, most be seen seen throughout thr hrou ough ghou o t th thee La L thee Wo th W rlds. to be Lathe Worlds.

Overr hundreds hun undr drred edss of o years the Lathes System transformed Over ittselff into intto one one off the the h most important Mechanicus holdings in itself th entire enti tiire r quadrant. qua uadr dran dr a t.t The shaping and development has never an the howevver er,, and a the system has continued to be crafted, an stopped, however, chang ngee down through the years to fit the shifting ng wrought, and changed M priorities of Forge Masters as they come and go. Currently, endu the Lathes are enduring a tumultuous period of confusion, dece but undoubtedly they will arise stronger conspiracy, and deceit, con than before; the consequences, if not, are too horrible for even the logic-engines of the Covenant to conceive.

THE TH HE RUL RULE OF IRON LAW The Lathe Worlds co comprise every planet the Mechanicus claim rule over within the borders of the Calixis Sector and beyond iinto in to the Koronus Expanse E (though the latter is without any Imperial Im mpe p rial recognition, recognition given the nature of that lawless region). The Th he challenges of leading l such a diverse and individualistic group grou up as the adepts of the Omnissiah are manifold, ranging from tthe h eternal problems of void communication and he transpor orta or t tion, to the th more insidious issues of oversight and transportation, ttech-heresy. te ch-herres es Over ttime, an elaborate structure has evolved esy. within the wi he rigid co confines of the Pact of Blood and Oil to as ass ssist si the L athe-Cov assist Lathe-Covenant in managing its holdings. The Lath he-Coven requires a careful balance between three The Lathe-Covenant dist sttin inctly sep parate of distinctly separate offices: the High Fabricator of the Lathes, the Hi igh g Counc cill of th High Council the Arch-Magos, and the Consilium Magos. Thee H Th igh Cou ouncil is a small cabal of Arch-Magos drawn from all ou High Council the La athe the Wo orlds rlld , res Lathe Worlds, responsible for every facet of production in the Mechanicus M ech c an anic iccus u C Calixis. alixis. The Consilium Magos, on the other hand, is a muc much ucch la larger arg rger er body body, again made up of adepts from throughout the La Lathe ath thee Wo Worl Worlds. rlds. It is the duty of the Consilium to interface rl with w wi ith th h ooutside utsi ut side si dee aagencies gencie of power such as the Sector Governor’s council counci cill and ci and the the Holy Ordos. The Consilium hears petitions from bodies, analyses their cases, and then advises the High these bo odi dies es,, analys es Council. Ancillary Coun nci cil.l. A ncili lary to these assemblies are the Magos Vagus, the nc remaining rema maainin innin ingg ma magos in tthe Sector. Any magos may attend Covenant hearing before the High Council, or request an ssessions, se sssio ions ions ns,, ccall alllll for a hea audience with High Fabricator, although this will most likely au udi dien ence en ce w i h the Hi it be ddenied enie en iedd uunless ie nless they are able to pique his interest. theeory, the La In theory, Lathe-Covenant is independent of the High Fa abr bric i attor, and he, in turn, is only one among equals within the Fabricator, Hi igh h Council. Council. However, Howe over the past several hundred years, the High balan ba nce of power has ha slowly shifted away from the Covenant balance andd into the hands of o the High Fabricator, effectively anointing him, unofficially, as the sole ruler of the Lathe Worlds and hi marking the Covenant Covena as little more than an advisory body.

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Working outward from m the the Lumen Lum u en Stations, Staati tion ons, on s which whi hich ch keep kee eepp a constant watch h over ove verr the t e fluctuating th fl ct flu c ua uati ting ti n energy ng ene nerg rgyy waves rg wave wa vess of their ve the heir irr sun, sun un, legions legi le gion gi onss of on o adepts ade dept p s struggled stru st rugg ggle l d diligently le diililige dili gent ge ntly nt l to ly to harness harn ha rnes rn esss the es the system systtem sy e and and make it their th heiir own. own. n. It It was w s the wa t e work th workk of of several seve se vera ve r l decades ra deca de cade ca dees to t anchor ancho h r the the Sagitarium Sagi Sa gita tari rium um m Stations Staati t on o s above abov ab o e Desideratum. ov Desi De side si dera de ratu t m. Myrmidons Myrrm miidons of the th he O do Reductor, Or Reduc edducto tor,r, working worrki king ng closely clo lose seely ly with wit i h a host of war sages and Ordo Secutorss, labo our u ed tirelessly tir irel eles el e sl es slyy too hang han angg these th stations and their Secutors, laboured less le sserr cousins cou ousi s nss around si aro roun unnd the und th he desert dese de sert se rt planet. pla lane neet.t. For net For o nearly neeaarly two thousand lesser year ye arss no ar now, ow, w, eevery verry form off weapon ve weaapo p n known k ow kn wn to man man an has punished years th he planet’s plan pl anet an et’s et ’s surface, surface, scattering sccat atte teri eri ring n hab-sized ng hab ab-s -siz -s ized iz ed shell casings, ed casin ings in g , re-entry gs the sh haf afts ts miles mililes es deep, and ndd other oth t err gigantic gig igan anti an ticc wreckage ti w eckage across wr acr cros o s the shafts em mpt ptyy wastes. wast wa sttes e . Rumours Ru occaasiion o allly l surface ce of of strange s range artefacts st arrte tefa facts fa empty occasionally blas bl a te as tedd up out out of of the the planet’s crust, crust stt, but b t the bu th he Factors Faact c or orss of the High Hig igh blasted Fabrric icat ator or quickly qui uick ckly ck lyy dispel dis ispe pel them, as allll official records pe rec ecor ec ords or d declare declaaree Fabricator th h there the here re was was never nev ever er any any xenos xen e os presence within the the system. sysste tem. that Even Ev en as as the th he rest reestt of of the the system syst sy stem st m took shape, a shell of of stations stat st atio at ions io was co cons nstr ns truc tr ucte uc tteed at the the h margins mar argi gins gi n to present an amicable ns ami mica cabl ca b e facade faca fa cade ca d was constructed the rest res estt off the th hee Sector. Sec e toor. These see Excipio Exc xcippio Stations also a so al s provided provide deed ded too the connven co e ie ient nt cover cover ovver e for massive mas assi as sive si v defensive ve def e ensive works, a first line a convenient of defence deffen e ce should sho h uldd the th he need everr arise. aris ar ise. is e An army off workers w rker wo erss er of buuililtt these th hes esee dual purpose purpoose s stations, primarily pri rima m rily servitors who built weere immediately imm meddiately repurposed repurrpo p sed or destroyed destroyyed outright once the were stat st atio ioons ion ns were wer ere complete. The ere Th T he Excipio Stations Stat atio tio ionns now provide an stations elab el abor bora orrat ate mask mask ma sk of unity and and an n friendship while whi hiile defending the hile th he elaborate syystem stem ffrom st rom ro m un unwa w nted scrut utin ut i y or encroachme ent. system unwanted scrutiny encroachment. Thee sk Th sskeletal ellet e al structures str tructurees of the the docks, floating floaating in high h anc an nch chor chor o aaround r un ro undd the the three thre th reee Lathes, re Latth La th , were thes, were among amo m ng the the first works anchor t be be completed. com co mpleteed. mp d When Whe henn the th he system syst sy stem st em m was was young you oung ng and and n the Calyx to Expa Ex pans pa nsee not ns no yet fully fullllyy tamed, fu tame ta m d, Explorator me Exp xplo lora lo rato ra torr fleets were to we seen as an Expanse esse es seent ntia i l adjunct ia adju ad juncct to the the h Lathes Lathe hess System’s Syst stem tem’s responsibilities. respons nssib ibilities. Even essential afterr the afte af the formation form fo rmat attio ionn of the thee Calixis Callix ixis is Sector, the support support and after coor ordi dina nati tion on off these thes esse fleets fl fle seen e as vital to thee directives of coordination was seen th he Mechanicus Mech Me chan anicus Calixis. Cal alixxis is.. Vast Explorator Expplorator fleets are still still regularly the sentt forth se for orth th into int ntoo thee Koronus Koroonu n s Expanse Expaanse and beyondd after ancient sent trea tr e suure ea ress an andd undiscovered unndiscovered phenomena phennomena to further furtther the Questt treasures for Knowledge. K owledgge. The history of Kn of the Lathes overflows overflows with h for cele ce leebr b at ated ed Explorators, Exp xplo l rators, among amon onng them Secutor Secuttor Josefus Josefus Sendar Sendaar celebrated I n the Io th he Bloody Bloo Bl oody oody oo d and nd the tragic traagi gicc figure figure of Magoss Jonwa fi Jonwa Kline, lost loo Ion beyo be beyo yond ndd the thee Rifts Rifts ifts of if of Hecaton Heca He cato ca tonn over three centuries to cenntuuri ri ago. The most ries beyond famo fa mous, mous uss, of o course, course, is is Arch-Magos Arch Ar ch-Magos Paracelsus ch Paracellsu suss Thule himself. famous, Ofte Of teen these the th hese Ex Expl pllor orat a or fleets carry at ry with them sacred Often Explorator arch ar cheo ch eeoote tech ch and and n other oth her technologies tec ecchnologiees nott available available to thee average avera raage archeotech run of ru of humanity. hum mannitty. The The launching launchingg of of such such u a fleet is an an delicate delicaate t run and momentous moment mo ntou ouss event, ou e en ev ent,t,t and nd the h adepts ade deept p s of o the Lathes Lathe he treat iss as hes he as and such su ch. When ch en tthe he flagship flflag agsh ag ship sh ipp Sacredd W heel of Certaint ty was launched launcched such. Wheel Certainty i M41.721, M41.7 .721 2 , ov 21 over err a hundred hun undr dred dr ed thousand tho h usand Lathesmasters Lathesm masters attended, attteendedd, in bin inar aryy cant ar cant as ca as the the enormous enor o mo m us ship slid slid out u off its ut singing inn binary n intoo orbit o bi or bitt around arou ar ound ou n Lathe-Het. nd Lat athe he-H he -Het -H et. Massive et Mass Ma ssiv ss ivee atmosphereiv attmospherecradle and scru sc rubb ru bber bb erss cl er clea leaane nedd a path path th through thr hrou ough ou g the gh the he pollution pol olllu ollu luti tion ti onn at at that th moment, momennt, scrubbers cleaned tha hat as a billion billlilion on arc-torches arc rc-t -tor -t orch or ches ch ess lit lit the thee darkness darrkn kneess and flocks flock cks of so that cand nddle l -b bea eari ring ng cherubs che h ru rubs bs filled fillllledd the fi the skies, ski kies es,, those es th surface candle-bearing on thee surface were able abl blee to witness wit itne neess the the h departure dep epar arrtu ture ree of of the th enormous uss vessel. ves esse s l. were

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A`hVc7RTeZ`_d R_UDVTed “Put three of them in a sealed chamber and you would find no less than five factions and two secret sects. I swear to you, I believe I have met Tech-Priests whose left brain and right brain belonged to two different splinter groups.”

E

–Rogue Trader Choras Donagal, First Trader of the Golgenna Reach

he Lathe Worlds are, in theory, one seamless, perfect mechanism where all serve in unity of purpose under the rule of the Lathes. On a practical level, however, they are nothing more than a loose conglomeration of factions, each consisting of millions of insular, isolated adepts, most far distant from their masters. Each adept pursues their own Quest for Knowledge with which to enrich the Omnissiah and the greater glory of the Adeptus Mechanicus. Occasionally, they find themselves capable of working in unison towards their disparate goals. However, quiet often, Tech-Priests across the Sector find themselves at odds with their brethren, with those for whom they should maintain the highest esteem. It is in those moments, when loyalty to the Omnissiah, loyalty to one’s self, and loyalty to one’s faction or chosen sect collide, that the true measure of an adept is often known. History is replete with examples of adepts who have pursued their own Quests for Knowledge against the better judgement of their peers. The False Fabricator of Cyclopea and his elaborate Servitor army, the dangerous allure of the Pharrian Profanation, and of course, Arch-Magos Malygris himself, all stand as ready examples of the danger that can be posed from abjuring the teachings of the Omnissiah in favour of personal advancement or power. It is, therefore, extremely important for any adept entering the crucible of the Lathes to exercise a certain amount of awareness towards the various factions and sects that comprise the Lathes System and the diverse feudal holdings of the Lathe Worlds.

THE LATHE-COVENANT The ruling body of adepts that preside over the Mechanicus Calixis, the Lathe-Covenant is the first and foremost faction throughout the Lathe Worlds. The Magos Vagus, adepts who adhere strictly to Lord Militant Angevin’s Pact of Blood and Oil, marking the confederation and independence between Governor Drusus and the representatives of the Adeptus Mechanicus over 2000 years ago, are also included within this powerful bloc. The power of the Lathe-Covenant is derived not only from the documents that established the Mechanicus Calixis, but also from the mere fact of their present possession of authority. This position allows them and their allies to apply a great deal of pressure in the pursuit of material, personnel, and other resources. Even among the Covenant, however, one cannot find a monolithic coalition. Varying translations of the rights, responsibilities, and duties of the Lathe Worlds to the governors of Calixis and indeed, to each other, strain the

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various sub-factions. There are divisions that believe fervently in the Mechanicus Calixis’ duty to support and raise up the more benighted sub-sectors of Calixis, while others render unto the Sector Lord only grudgingly, seeing the Adeptus Mechanicus as more of a senior power to the rest of the backward Imperium than an integral, co-equal part.

DISCIPLES OF THULE One of the most numerous factions within the Mechanicus Calixis, the followers of Arch-Magos Paracelsus Thule believe that the eternal Quest for Knowledge is best pursued in the field. Disciples of the itinerant Arch-Magos are the most fervent supporters of the Explorator fleets. They believe the best way to serve the Omnissiah and utilise the limited resources on hand is to seek out the ancient technologies of the past and to follow the paths of the ancients wherever they may lead. Such concerns as fame, political ramifications, and even personal safety matter nothing to the Disciples of Thule as they pursue their quest into the deep, cold recesses of space in the hopes of pushing the boundaries of knowledge further and further back. The Disciples of Thule are not a proscribed or radical sect, although they are not entirely welcomed into the Mechanicus body politic due to their singular focus on exploration to the detriment of all else. Others look upon these dedicated adepts with bemused tolerance for the most part, unless one of their expeditions claims the resources or personnel of a rival adept, at which point the conflicts can quickly escalate.

THE CULT ACHANUM

Among the many factions of the Mechanicus Calixis are those adepts who believe that the fracturing of the Lathe Worlds has grown out of hand. They look upon the petty bickering, empire building, and general discord sown throughout the Sector as a waste of precious resources that could be better served going to any of a number of more legitimate causes, most often their own. A loose confederation of like-minded adepts rather than a formal faction, the Magos Fidelis nevertheless hold considerable power, as quite often the merest threat of intervention from Mars is enough to cause a wayward adept to back down. The adepts of the Magos Fidelis are among the most conservative and traditional members of the Mechanicus. Faithful followers of the Omnissiah, often characterised as excessively orthodox within the Cult Mechanicus, most of the tech-adepts and lesser Lathesmasters nevertheless afford them great respect for their dedication and the force of their belief. The most fervent members of the Magos Fidelis believe that a more firm hand, directly from Mars, is needed to set the Lathe Worlds to rights, although at present all petitions for direct intervention have not garnered any response.

A recent development on Lathe-Hadd, rumours place this loose association of adepts far from the centre of control on the planet, and rather in the more desolate region of Hadd Sur. The brutal removal of production facilities, theoretically to make way for some grand project as the Forge Master decreed, ravaged this area very harshly. But as years pass and still no advancement is made, the populace of the Silent Forge has grown more and more restive, searching farther and farther afield for purpose and guidance. The Cult Achanum, the whispers suggest, offers exactly this. Preaching from the rust-streaked, hollow shells of nowempty fabrication halls, the leaders of the Cult Achanum speak in strident tones of the Omnissiah. These compelling speakers claim that the Omnissiah holds a special fate for each of His consecrated brethren, from the highest Forge Master to the lowliest menial. Fate is preordained, and the Machine God, knowing all, wishes only that His followers accept these paths and walk them in courage. The Cult interprets desire and ambition as dangerous aberrations, counter to the wishes of the Omnissiah. A loyal follower of the Cult should not strive to break from their path, but rather accept what has been handed down to them. The present state of affairs on Lathe-Hadd is part of the Machine God’s plan, they say, and thus should not be fought, but rather accepted in quiet contemplation awaiting his design to unfold. Many wonder if this exists more to ensure the placidity of the natives than to affirm the Cult.

THE DIVINE LIGHT OF SOLLEX A fanatical group of Secutors whose roots were lost to the ravages of time, this cult devotes all of their energy and effort towards the development of more and more devastating weapons and the martial doctrines that best utilise them. Adepts who worship at the altar of Sollex care nothing for the more productive or peaceful applications of technology, and only for the destruction that may be wrought, bending these weapons against those who would misuse the teachings of the Omnissiah. Within the Lathes System the Cult of Sollex works openly, the devotion of Lathe-Hesh and its charismatic Forge Master a strong support in their various works. Members of the cult operate throughout the system, working on various projects and systems, digging through the archives of Cella, manning the Sagitarium Platforms orbiting Desideratum, and the workshops and storage bays of Lycosidae. Among the most contentious efforts of the followers of the Divine Light are the various gravimancy research stations, where the Cult insists the strange powers ravaging the system could be harnessed to create truly apocalyptic weapon systems. No such system has been perfected, but the research and testing for such a weapon is ongoing across the entire system. Those who look askance at the followers of the Divine Light most likely do so as a result of various rumours and whispered reports planet-wide eradications in the name of weapons testing. Although the Ordos Calixis have investigated these rumours rigourously, so far no proof of such errant waste of biological resources has been found.

THE ALIUM UNION Among the most conservative and traditional adepts of the Mechanicus Calixis are those who claim membership in the Alium Union, the Calixian chapter of the Imperiocognosticians. The members of the Union staunchly believe that those who toil quietly, for the betterment of the Omnissiah, can serve the Quest for Knowledge just as well as the more vainglorious adepts who dash about the stars seeking ancient secrets. Members of the Alium Union see great benefit to the Omnissiah and, indeed, the Imperium itself, in the daily duties every member of the Mechanicum, from the High Fabricator of the Lathes to the lowliest menial, performs. Ironically, there is a backlash effect occurring on LatheHadd, in direct reaction to the grinding silence the hubris of the planet’s magos has brought about. In this environment, the Alium League has gained support and sympathy from many divergent quarters. Seeing the Silent Forge as the price paid for overreaching, these members of the Union seek to reestablish the credibility of their home through small tasks of renovation and production, hoping to bring the planet back into service one small manufactorum at a time. Although only a small number of adepts on Lathe-Hadd are openly members of the Alium Union, there is more and more support within the Halls of Ignavus for this humble approach.

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THE MAGOS FIDELIS

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SCIONS SCION NS OF OF THE THE IRON IRO ON SPHERE SPHERE The Scions Scio Sc ions ns of of th thee Ir Iron on SSphere pher ph eree ar er aree a brotherhood brot br oh ot heerh hood of rabidly devoted devote tedd adepts adep ad epts t w ts who ho llook ookk upon oo upon up onn the the Omnissiah Omn mnis issiah as the pinnacle of human hum uman an evolution evoolu luti tiion aand nd ddevelopment, evel evel ev elop opment, andd see se all flesh as not weakness oonly on lyy a w eakn ea knnes e s in tthe hee fface acee of ac of time and adversity, adversit ity, it y but but as a prop achieving full that th at keeps kee eeps p Mankind ps Mannki kind ind ffrom r m ac ro achi hiev hi eving his ev hiis fu ull ppotential. otential. The Scions ns believe Adeptus Mechanicus beli be liev evee that t att the th the he A deptus M echanicuss al aalone onne has has beenn vouchsafed vouch chsa hsa safe fedd fe humanity, thee future th futu fu tuure re of of h umanity t , and, in fact, they ey see aallll oother ther humans as th evolutionary an inferior inf n er erio ioor sub-species, suub-sp species, an evolutiona ary ddead ead end that at has hass proven pro rove venn ve itself sect it tse self too self too o weak weaak too deserve the hee Omnissiah’s Omn mnis i siah h’ss bblessing. less le ssin ss ing. Thiss se in ect iiss within halls Omega, not formally not no f rmal fo alll rrecognised ally ecog ecog ec ogni nniise s d wi w with ith thin in tthe he h alls al ls off the Nidus Ni Om meg egaa, nevertheless wields surprising but ne bu eve v rthe heele l ss w ield ie ldds a su lds surp rpri rp risi ri sing si ng aamount mount of power within thee mo inner sanctums Mechanicus Calixis. inne in nerr san ne nctu tuumss ooff th thee Me M ch han anic icus C ic alixis. Thee devotion T Th on off the the Scions Scio Sc ions io n of the th Iron Sphere is such suc uch h that most ascendant m ost ascenda daant aadepts dept de ptss of the pt h order undergo und nder e go g a procedure proceedu dure re known re kno n wn Rite Pure Thought, right as the Rit te off P uree Th ur T Thou houught, in which the ri igh ghtt lo llobe obe ooff their t eir th brain iss rremoved, em emoved, em , aand nd replaced with a bank nk of of cogitators co rs and n adept’s microo da ddata-stacks ata t -stack ckss ttoo eenhance ck nhance the adept t’ss ability abi bility to processs andd while sstore st tor ore in iinformation, format atiio at ion, ion, n, w hile removing the th he distractions dist di stra st ract ra ctio ct i ns of of emotion emot otio ot ionn io aand an ndd the th false f lsse paths fa ppaath thss of creative creativve thought. thou th ough ghtt.t. Those gh Those Scions Sciionns who who have have uundergone un derg de rgonee th tthe he pr pprocedure oced oc e ure epitomisee the the cold, detached detach ch hed persona perso sona na that followers Omnissiah tth hat many man a y fo foll llllow ower ow ers of o the Omnissi iah pproject, roje ro jeect c , save saavee that tha hat the th he Scions n warmth aree actually ar acctu tual ally al ly iincapable ncap nc apab ap able l ooff human warm rmth rm th oorr original orig or igin ig inal in al thought. tho hought. Scions the The Sc Scio ions io ns ooff th he Iron on SSphere pheree ho hold ld ttoo the th belief belieef that no be agreement human agencies ag greem men entt wi with th oother th her e h uman agenc cie iess need need be be honoured; honouured; after all, al ll,l, there the herree ccan an bbee no binding agreements agreemeent n s between thinking t inking th men me en and annd unreasoning unre un reas re a oning animals. This aspect of the Scions’ as S ions’ Sc belief be elil eff system syysste tem m is the the best-kept best-ke k pt p secret of their fellowship. If If the t e th agents Sector ag gen ents t ooff th thee Se Sect ctor ct orr Governor Governo norr or the the Holy Holy Ordos should ever eve verr ve become beco be come co me aware awa ware re of the cult’s bbeliefs eliefs aand nd influence, the damage essential too relationships relat atio at ioons n hi hipps that are essen ntial to the he operation operation of the th Lathe Lath La the th Worlds would incalculable. W Wo rlds ds w oulld be incalculab ou ble.

THE T HE HIPPOCRASIAN HIPPOCR RASIAN S SECT ECT Consisting C Co ons nsis i ting is ng pprimarily r maari ri r ly of Magos B Biologis iologiss and G Genetors, enetor tor ors, s, tthe he Hippocrasian H Hipp Hi ipp ppoocrasi sian si an SSect ect is a fello ec fellowship owshipp of o like-mi like-minded miind mind ndedd adepts fo orm r in i g orga gani ga nica ni c llly around the study of life andd the ca the transitiontra rans n itionn forming organically st tatte between betw be tweenn living lil vi v ng n and death. The Hippocrassians, Hippocraassia ss ans, unlike ss unlililike un ke ke state thee vast th vaast s m ajor aj o it ityy of tthe he Biologis adepts, have come com o e too focus om foccuss majority al lmo mostt ssolely o eelly onn tthe ol he sstudy t dy ooff death, the passingg ooff the tu th life liliffe almost es sse senc n e from nc frrom o corpo ore real al to to incorporeal, and the process proce cesss of of essence corporeal deca de cayy that ca at immediately imm m ediately ly bbegins egins to encroach upon the dying eg ng decay flesh fle sh.. The sh T e Sect Th Seectt itself has ne neve verr been clear as to the end use ve flesh. never of their the heirr rresearch, eseea es earc rch, h aand h, nd has as rresponded espo es pond po ndded to inquiries from the Lath La thee-Co Cove Co vveena n nt aand ndd eeven v n the ve th office offficce of the the h High Fabricator Lathe-Covenant himsel elff wi with th vvague th agguee sstatements tate ta teeme m nts of prolo long lo nged ng ed llife, iiffe, improved himself prolonged aaugmetic au g etic implantation, gm imppla lant nttation, aand nd tthe h like. To date he tee, ho howe weve we ver,r, tthe ve he date, however, Hipp Hi ppoc pp o ra rasi sian anss have haave v fi file ed no n oofficial ffici ffi cial ci ial findings or di ddiscoveries scovver erie iess ie Hippocrasians filed regard rdin iinng th thes esee field fie eldds, s, oor,r,r iinn fa ffact, ct, an ny ot others. regarding these fields, any Althou uggh h tthe he vvast astt ma as m j ri jo r ty t off th the follow ow wer e s of the the Sect Sect Although majority followers can be found nd iinn th he ha haph phaz azzarrd co coll lllecti eccti tion o ooff sp on spac acee cr ac craf aftt an af nd the haphazard collection space craft and observation stat tio i nss orbiting orb rbit itin it ingg the th he death d atth world de worl wo rldd of rl o Morwen Mor orwe wenn VI, we VI, stations there are adherentss of the h Sect he Sec ectt spread sppre r ad a throughout thr hrou ough gh hou outt the the Lathe Lath La the th he W Wo rllds. Any research sstation tation ta onn w i h a Bi it B olog ol ogis is ccadre adre ad re most most lilike kely ly Worlds. with Biologis likely h ha a least one Magos sympa paathet e ic too the the fascinations f sc fa scinnations that tha hatt drive hass at sympathetic the Hippocrasians. Reports indicate that the Ordo Hereticus

)!

holds suspicions Lathe-Covenant hold ho ldss cert ld ccertain ce ert rtai ainn su ai susp spic sp icio ic ions io ns of of the t e Sect, th S ct, and the Lathe-Covena Se antt has received warnings Chaos taint ha as re ece ceiv ived iv ed w arni ar n ng ni ngss th tthat at C haos ha o tai a nt might fester without withouut proper prop pr oper op er IInquisitorial nqqui uisi sito si tori to rial ri al ooversight. vers ve r ig rs i ht ht.. To ddate, ate, however, absolutely heretical found, noo pproof roof ro of ooff any any he here reti re t caal influence ti i flu in flfluen ence en c has ce has been bee e n foun nd,, and there is nnoo reason reeas ason too believe b liev be lilievve the the adepts addepts eppts t of of the the Hippocrasian Hipp Hi ppoc ocra rasi s ann Sect Sec et aree an ar aanything nyt ytthi yt h ngg oother hi th her tthan hann wh ha what at they theey appear; appe ap pear ar;; simple siimp simp m le researchers merely mer me rely sstudying tudy tu dyin ingg th in thee fr ffrailties rai ailt ai ltie lt iess off tthe ie he flfles flesh. esh.

THE T HE FERROUS FE ERROUS W WHISPER HISPER Among the diverse members of the Mechanicus Am Mecha echa ec h nniicu cuss Calixis Calilixi Ca x s are many whoo harken wh h rk ha rken en back bac a k to the h heady days off Martian Mar arti tian an independence, ind ndep epen e de denc nce, nc many ma ny tthousands hous ho usan us ands an d of of years year ye arss ago ar ago when wh the red planet plane neet was w s free. wa free fr e . Those ee Thos Th oe os adepts adep ptss yearn yea earn rn once again agai ag ainn for ai ffoor or Mechanicus Mech Me chan ch anic an icus ic u autonomy, auton onom on omy, om y for y, for or a galaxy gal alax axyy ax where whe wh ere the adherents adhe ad h re he r ntts of of the the Omnissiah Omn mnis issi siah si ah stand sta tand nd as as allies, allililies al es,, a body es body sseparate se paa e from, parate fro rom, but equal equ quall to, the hee Imperium. Imp m eerriu ium. m These m. The hese se adepts ade dept ptss often pt ofte of teen refer refe er to themselves, the h ms m elves, and their the h ir philosophy, he phi h looso soph phy, ph y as y, as the th he Ferrous Ferr Fe rrou rr ouss Whisper. ou Wh W his ispe peer.r The T he High Fabricator off the he Lathes, Laatthe hes, s, the th hee Lathe-Covenant, Lat a he h -C -Cov ovven enan ant,t, and an and most mos st Forge Masters working wit within ithi it hinn the Mechanicus hi Meech chan aniccuss Calixis Cal alix ixxis deny den enyy thee existence of the Ferrous Whisper. Whispper er.. Sympathy Syymp m atthyy within withi hinn the hi the halls h llls ha of power power is high, however. Particularly Particularl rlyy susceptible rl susc su sccep epti tibl ti blee to this thi hiss line hi line of of thin th inking are those lower in the hierarchy in hierar arch ar chy of the ch the he Mechanicum, Mec echa hani n cu ni cum, m, thinking wh ho seek ways to raise raiise s their own station statiioonn at at the thee cost th coost of of others. ootthe h rs rs.. who Wit thin the Tricorn Palace and the Ordoss Calixis, Caalilixi C xis, xi s, the s, the movement mov ovem em men e t Within is sseen een as a dangerous heresy, alarmingly alarmingl glyy seductive gl sedu se duuct c iv ivee to weaker wea eake ker ke ade epts, and thus something somethiing n to be watched wat atch at ch hedd and and controlled conntr trol olle ledd att adepts, every ev very opportunity. o portunity. op y In fact, faact ct,, the the rulers rule ru lers le rs of of the the Calixis Caalil xi xiss Sector Sect Se ctor or are acutely acu ac cutely aware of the danger dange gerr this philosophy phi hilo loso lo soph so phyy poses, ph poosees, s, as as they they would wou o ld ssever seve eve verr the close ties between the thee Mechanicus Mec echa hannicuus and ha annd the the Imperium. IIm mpe peri rium um. m More Mo ore worrisome still, they do not not know know if this th hiss sect sec e t is only onl nlyy local loca lo cl to Calixis, Calixis, or perhaps perha haps ps a ttendril endr en drill rreaching dr each ea chin ch ingg ac in acro across rooss s IImperial mper mp eria iall sp space. Surely fragile Sure Su r ly if so, the often of fragille relationship reela lation onsh on ship sh ip between bet eettwe ween e Mars en Mar arss and annd Terra T Te rra could one day d y falter, leaving da leavvin ingg the th he Imperium Impe p riium um ripe rip ipee for for a new ne ccivil ci vill war of devastating consequences. vi consequ quuen ences.

THE T HE LEVELISTS LE EVELIS STS Inn direct direct opposition to the Ferrous Feerr r ous Whisper Wh hisspe p r iss a Tech-heresy Tec echh-he here r sy abhorrent abh ab horrent to almost all members memb mber mb erss of the er the Adeptus Ade dept ppttus Mechanicus, Mec echa hanicu cuus,, that tha at of the Levelists. These rare progressive prroggre ress sssivve adepts a ep ad epts tss believe bel elie i ve that tha hatt thee Omnissiah never intended intenddedd that tha hatt the the Mechanicus Mech Me c an ch anic i us be ic be the th he last laast s repository re epositoryy of of all alll technological technologi gica gi call knowledge, ca k owle kn ledg le ddgge, ge, to to be b hoarded hoa oarddedd and and parcelled parc pa rcelledd out to the the h restt of of humanity hum u anityy inn tiny tinny packets. p ck pa ckeets. s Levelists s. Lev evel elis ists ts believe be eliiev e e that t at the th h dusty dus usty tyy gates gat atees of of the th he Machine Maach chin inee God in Good should shou sh ould ld be be opened op pened wide, and that tha hatt all of Mankind ha Manki k nd should sho houl uldd be ul be allowed allllow owed ed the the ffullll spectrum of the fu the Omnissiah’s Omnissiah’s bounty. bou ounnt nty. y course, Of cou ouurs rsee, these theese populist, egalitarian egaalilita taarian rian views ri vie iews ws horrify ws horrriify f the the vast vas astt as majority majo ma jori ori rity ty of of the t e Adeptus th Adep Ad epptu t s Mechanicus. M chan Me ch han aniiccus us. Most Moost M ost s adepts, ade dept p s, in their pt ownn unique u iqque un u ways, way ays, s,, are are devoutly dev evou ouutl tlyy loyal loya loya lo yall to t their the heir irr conception con o ce cept ptio pt i n of the io hee Omnissiah, Omni Om niss ni ssia ss iah ia h, and h, andd feel fee eell that that the he very he ver eryy eyes eyyes of of the t e uninitiated th unnin initiateed upon upon tthe th he mysteries mysteries off the thee Cult Cul ultt Mechanicus Mech Me chan ch anic an iccus u sully sul ullly ly those tho hoose mysteries mysste teri ries ri es nearly near ne aarrly beyond beyondd cleansing. clea cl e ns nsin inng. Further, Fur u th ther err, the th idea id of of surrendering surren ende en deri de ring ri ng power pow wer accumulated wer we a cumu ac mula mu late la tedd over te over er the the he course cou ours r e of rs of millennia millenn nnia nn ia strikes str trik ikes ik es the the overwhelming majority While ov verwh w el elmi ming mi ngg m ajjoorrit ity as uutterly ity t er tt erly ly uunthinkable. nth nt hink nkab able ab le.. Wh le Whil ililee ma many ny ny within ruling would welcome wit wi th hin in the thee Imperium’s Imp mper eriu iuum’’s ru uliing n ccastes astess wo as w oul uldd we ul welc lcom lc omee such om ch sharing sha sh arin ingg ooff technology tec echn hnnol olog o y and annd knowledge, knnow owle l dg le d e, the the common com ommo monn mann has mo has become bec be comee accustomed acccus usto toome m d to unknowable unk nkno n wabl no blee mysteries bl myst my ster st erie er ies and ie annd the th he even even adepts more mo ree mysterious mysste teri rriiou ouss ad deppts to to wield wiel wi eldd them. el them th em. Most em Mos see e technology tec echn h ol hn o og ogyy as frightening and strange, and untold generations have winnowed out any desire to know more.

There is,, with within the psychological foundation of every forge world, a deep-seated deeep fear of Abominable Intelligences. Tales from mil millennia lle l nnnia gone by, of ages now more impossible legend speak tthan th an story, sto tory ry,, sp spe e of the near-extinction of the human race at of faceless iron golems, crafted sentiences the hands haand ndss of legions le dared that dar red not not only to think, but to think they were equal to Man. Mann. The The Omnissiah and the Fabricator-General have forbidden forb bid idde denn the th he study of such fields, and any adepts who delve into in to this thi hiss illicit ilillililici citt branch of research are branded as Khamrian ci hereteks from the society of the Mechanicum, if he ere rete teks ks and ks and hounded h nott immediately imme im medi diat atee rendered to Servitude. There are those adepts, at however, who howe weve ver,r, w ho skirt the proscribed disciplines, seeking to better understand unde un ders rsta tand nd the the he hallowed machine-spirits that serve Mankind without, hopefully, falling into tech-heresy. The Tenninites with wi thou out,t, h ope op pe are one one such such h a group that exists in Calixis, though there are undoubtedly undo doub ubte t dl te dlyy oothers even more furtive in their research. Working Work Wo rkin inng pprimarily in small stations scattered throughout the the Tenninites focus primarily on ancient th he Lathe Laath thee Worlds, Wo machine-spirits, ma ach chin inee sppir eirit it coaxing them back to active service and seeking seek ek ekin kin i g ways ways wa ys ttoo enhance their awareness and performance. They have h ave vee aachieved ch hie i ve v d several minor breakthroughs that some might consider but few outside adepts dare utilise these co ons nsid idder e ttech-heresy, echec h himplementations impl im pllem men enta tati ta tioo given their source. Many assume there are also ti major majo ma joor discoveries disc disc di scov o er that the Tenninites dare not reveal, lest they ov wrath of the Lords Dragon. The sect assumes they face fa ce tthe hee ffull ulll w ul surveillance, and likely infiltration as well, aree under ar u deer constant un cons co ns bbutt so ffar bu ar has ar hass not faced outright action against them. This is of their skills in keeping their other results ssurely su reelyy ann in iindication ndi dc until the proper time of revelation. all carefully carefu ca fuullllyy hidden, hi

AES A ES S OMNISSIAH OM Within aann abandoned abaa ab assembly vault, only a few levels above the Baltean Baaltea lttean ean Maze Maa on Lathe-Hadd, a small group of disaffected M adeptss began began eggan a project in secret that soon caught the imagination of ent entire nttir nti ire hab hab blocks b of Hadd Nord. Starting with the smallest of components, coom mppoone nent diligently repaired, cleansed, and purified, a nent humanoid huma maanooid mano i eeffigy ffi figg began to take form on the scarred floor of the vvault. va ullt.t T ult. he bbrotherhood he rott ro The accepted only the purest materials, and eac ea ch piece pie iece cee was waass meticulously m each refurbished before joining the statuary. O ver e the he past passt few years it has grown and expanded. Datanets Over havee bee ha en incorporated innco been into the pristine structure, repurposed Se erv rvit itor orss plugged pllug ugg gg into the form, and even as it grows, the possible Servitors shape of o its its completion com o cannot be guessed. Those performing the constructi tion o only on on say that an invisible hand guides their action, construction each actio ion taken taak without fully conscious thought. action Recent n ly these th h Recently activities have gained wider notice, and indivi v dual adep individual adepts from across the Lathe Worlds, many hungry for a purpose that has ha so far eluded them, have sought out the fellowship gathering on th the Silent Forge. There are accusations of Omnissiad heresy, but the adepts say that the form being constructed far beneath Lathe-Hadd’s Lathesurface is only an experiment in purity of form. Such foc focusing of idle hands to a purely academic task is id dea e l for honing hoonin skills that otherwise may rust from disuse, and ideal noth no thinng more. m re. The quality of the components being incorporated mo nothing into in to this thi h s academic acad ac adem exercise, however, has raised the suspicions of several different agencies within the Mechanicus Calixis.

THE CARNICULA Over a decade ago, a schism erupted within the adepts of the Hippocrasian Sect, as several research vessels of the Hippocrasian Agglomeration pulled away from Morwen VI and sought less crowded skies in which to pursue an independent program of research. The Carnicula are not solely fixated on mortality and decay, but rather on multifarious approaches to lengthening the lifespan of various vat-grown constructs. Even their Hippocrasian brethren see the adepts of the Carnicula as unwholesomely fixated on the flesh and, in fact, many of them have augmented their bodies with new biological components. Although not heretical by the strictest of definitions, most of the Mechanicus Calixis find these fleshly augmetics inefficient, terribly distasteful, and even an affront to the Machine God. The Carnicula has become loosely aligned to the Organicists of wider Mechanicus recognition. Although most of the Lathe Worlds do not look upon them with great favour, whenever an ageing Arch-Magos finds his biological components going into final system shutdown, they waste no time in seeking out the Carnicula and its dedicated Biologis research ships.

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THE THE E TENNINITES TE

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EYVEYcVV =ReYVd “There are no greater treasures in the Calixis Sector than the Lathes. Without the power and production of the Lathes, the Sector would never have been conquered. Without the wisdom and the guidance of the Lathes, the Sector could never have been held. Only a fool would deny the eminence of the Omnissiah in the Order of the Sector.”

E

–Omniprophet Alea Jhet addressing the Civil Council on Scintilla

he spiritual core of the Lathes System, and, in fact, all the Mechanicus Calixis, are the three forge worlds built upon the bones of ancient Fabricator ships landed thousands of years ago. Now consisting of layer after layer of construction and infrastructure, the original topography of each planet is hopelessly buried to time. Wreathed in the noxious fumes of a thousand thousand factories, unaugmented humans are barely capable of surviving upon their surfaces, but the servants of the Machine God toil ceaselessly for the Glory of the Omnissiah and the Lathes, and anything else is triviality to be ignored.

LATHE-HET First of Equals, Lathe-Het is the home of the Lathe-Covenant’s Nidus Omega, the massive structure that houses the ruling councils of the Mechanicus Calixis. Lathe-Het was the first world in the system to receive its massive Fabricator ship during the Angevin Crusade and thus the first to be fully developed into a forge world, rising to prominence over the first thousand years of consolidation within the System. Most of its manufactories have since been moved off planet, however, into orbital stations and other holdings across the system. Forge Master Samekh on Lathe-Hesh eagerly claimed the last major production facilities to be removed, those assembling the enormous Valdor Tank Hunters and mounting their priceless main weapons. The planet is now almost totally given over to data-vaults, Ludus TechnoMats, and Scriptoriums, as well as the mechanics of governance for the Lathe Worlds. In addition, vast data-vaults store enormous amounts of information, collected over millennia, which the adepts of Lathe-Het hoard as a further source of power and influence. Most Explorator fleets operating under the aegis of the Lathe Worlds are also coordinated, resupplied, and supported through the tireless efforts of the adepts and minions of Lathe-Het. Lathe-Het is referred to as the First of Equals, home of the Lathe-Covenant’s Nidus Omega, from which the adepts who rule over the Adeptus Mechanicus’ vast holdings conduct their daily business and management. The Nidus Omega is a huge hall deep within the core of Lathe-Het, constructed far beneath the first ancient Fabricator ship. Countless offices, lecture halls, generatoria, assembly vaults, and data repositories fill this cold warren of steel and stone. At the centre of the Nidus sits the Grand Atrium of the Lathes, a vast assembly hall where the official work of governing the Lathe Worlds is conducted. An enormous bowl of a room, the Grand Atrium contains enough seating, both public and private, to

accommodate every adept of the rank of Magos or higher within the system and all of its far-flung holdings. Only twice has this been attempted: after the death of Sector Lord Drusus for a formal reading of sealed grants and directives, and during the Malygrisian Heresy. Beneath the Grand Atrium is the Covenant Elogium, a secure storage facility for primary source documents and records from the age of the Angevin Crusade. Although various agencies across the Sector have cast serious doubt on the accuracy of this data, the Lathe Worlds maintain their veracity. Included within the Elogium are the original agreements between the Adeptus Mechanicus and General Drusus that formed the Lathe Worlds and the foundation of the Lathe-Covenant millennia ago.

HIGH FABRICATOR OF THE LATHES ARCH-MAGOS CASTELLAR, FORGE MASTER OF LATHE-HET

The current High Fabricator of the Lathes is Arch-Magos Castellar, Forge Master of Lathe-Het. The High Fabricator of the Lathes holds sway over all the Lathes System and all works and followers of the Omnissiah within that jurisdiction. However, he has allowed some of the power his predecessors had collected to seep back to the Covenant recently with his growing fixation on the Explorator fleets. Rumoured to be at least sympathetic to the Thulian cause, Castellar fundamentally changed the nature of Lathe-Het, moving more and more

production off planet to make way for the support and coordination apparatus needed to direct the many Mechanicus Calixis Explorator fleets. Unfortunately, his withdrawal has created a power vacuum, with a chaotic effect on the Covenant. Various influence blocs have scrambled to fill that space and institute their own agendas in his place. The transfer of manufacture away from the primary world has surprised and alarmed many adepts around the Lathes System who feel that it was only to make way for what they saw as bureaucratic nonsense. No forge world, it was said, should willingly give up its fundamental purpose in the pursuit of temporal power. In direct opposition to the High Fabricator is his nominal lieutenant, Arch-Magos Ralwure the Golden, keeper of the Prime Logis Key and foci for those seeking other governancepatterns. A staunch conservative and stalwart member of the Imperio-Cognisticians faction, Ralwure has attempted to slow this perceived decline, although admittedly whether Castellar has even taken notice of his hostility is debatable.

BRAZEN GUARD PRAETORII

Guarding the hallowed halls of the Nidus Omega and other key regions around Lathe-Het are the Brazen Guard Praetorii. Special units under the overall command of the Crimson Guard, these highly trained soldiers serve the dual purpose of ceremonial guards and a specialised investigatory and policing force for the forge world. Although divided into two primary formations, with the Praetors Excelsus standing guard directly

Brazen Guard Praetorii

WS BS

S (6)

T

Ag Int Per WP Fel

(8)

40 40 38 45 40 43 44 48 19 Movement: 4/8/12/24 Wounds: 20 Skills: Awareness (Per) +10, Common Lore (Machine Cult, Tech) (Int), Dodge (Ag), Forbidden Lore (Tech-heretic) (Int), Interrogation (WP), Search (Per) +10, Security (Ag), Tech Use (Int), Tracking (Int) +20. Talents: Binary Chatter, Combat Master, Independent Targeting, Lightning Reflexes, Logis Implant, Swift Attack, Resistance (Fear, Psychic Powers), The Flesh is Weak (4), Two Weapon Wielder (Melee), Total Recall. Traits: Dark Sight, Fear (1), Mechanicus Implants, Multiple Arms (4), Natural Weapon (Servo-Fist) (x2), Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Crimson Armour (6 All, 10 with The Flesh is Weak [4]). Weapons: Integrated Lathe-Laspistol (40m; S/2/-; 1d10+6E; Pen 2; Integrated, Tearing), Ceremonial Glaive Mechanicus† (Melee; 1d10+14E; Pen 8; Integrated, Power Field), ServoFist (Melee; 1d10+6; Pen 0) or Integrated Lathe-Lasrifle (100m; S/2/-; 1d10+6E; Pen 2; Integrated, Tearing). Gear: Red Mechanicus robes (Good-Quality Clothing), Good Quality Bionic Arm, Bionic Locomotion, MIU. †Requires two hands to use.

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Message Source: Agent Obitus-12, Identity E-3 (Lathesmaster 15) Initial Signal Source: Omnio-Templum Orbis, Lathe-Het Orbit Signal Amplification: Shadowveldt, In-system station Omicron Encryption: Tri-Ocular Corneal Aleph-Edor All indications suggest that leadership of the Lathe Worlds has fragmented, High Fabricator Castellar an all-but absentee overlord. A great deal of unrest on all three Lathes, as production also diminished on Lathe-Het. Lathe-Hesh seems overproducing at approximately 46%, orbital and remote station production representing approximately 71% of remaining shortfall. Common wisdom of the monolithic Mechanicus body politic is suspect. Lathesmasters are vanishingly rare. Have yet to record a specimen, but their existence is common knowledge. Mission will continue. Several references decrypted to the “Dragon Lords,” possibly an internal security organisation similar to the Holy Ordos? Must recheck translations as Binary to Gothic allows many textdrift errors. Faith in the Emperor is enough.

over the Covenant and the Praetors Ratio the more active policing force, they are all trained and equipped in the same way, and hold the same devout loyalties to the Covenant and the Arch-Magos who command them. The Praetors Excelsus alone wield the ceremonial Glaive Mechanicus, a multiheaded halberd/spear hybrid with power feeds that connect directly into the Brazen Guard’s body.

ADVENTURE SEEDS s The conflicting atmosphere of the Nidus Omega and the Lathe-Covenant are ripe for political intrigue and espionage as various factions vie for power and representation, from the seediest back alleys to the halls of the Nidus itself. s Theft or misappropriation of items held within the Covenant Elogium is rare, but it has been known to happen. When important records the Mechanicus covet regarding the ownership of a small planet disappear, it falls to the Acolytes to recover them and discover who has stolen them, and why. s A plot has been discovered within the disaffected populace of the under-used forge world. A plan to overthrow the High Fabricator and replace him with some unknown agency is in the works. The Acolytes must defend the Conclave, identify the instigating agencies, and stop them before the entire forge world is thrown into anarchy.

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LATHE-HESH The very portrait of a classical forge world, Lathe-Hesh is covered with enormous factories, towering production lines, and vast assembly yards that churn out specialised weaponry and vehicles for the Sector militaries and for the Adeptus Mechanicus itself. Huge plains of marshalling yards and tank parks hold a generation’s worth of fighting vehicles and massive artillery waiting to be deployed where needed. Picking up more of the overall production as its sister worlds shift more to management or fall fallow, the adepts of Lathe-Hesh are the most ardent followers of the Omnissiah within the Lathes System and, indeed, possibly all of the Lathe Worlds. Lathe-Hesh consists mostly of construction facilities for large or specialised combat vehicles, such as battle tanks and larger war machines. The most recent additions to the august roll of manufacture are the enormous Valdor Tank Hunters, whose facilities were moved entirely from Lathe-Het very recently. Home to the most conservative adepts, Lathe-Hesh looks at those of Lathe-Het as manipulative politicians, and Lathe-Hadd’s as indolent layabouts. There are more temples and sites sanctified to the Omnissiah on Lathe-Hesh than on any of the other Lathe Worlds. Of all the holdings of the Adeptus Mechanicus within the Calixis Sector and neighbouring regions, it is upon Lathe-Hesh that the Lords Dragon are most fervently feared, and entire sermon-cants are made to massed congregations in the hopes that an agent of the Lords Dragon are listening. The most holy construct on the planet, the Curia Mechanicum, is a towering bastion of faith in the Machine God, piercing the foul clouds of noisome pollution that cling to the planet’s surface. Built to enclose the planet’s sacred Fabricator ship, the entire complex is a maze of black basalt and burnished brass. The Curia is the centre of worship on the forge world, but also houses the offices and manufactories directly under the supervision of the Fabricator of Lathe-Hesh. Also housed within the Curia are the offices of the Officio Vigilis, a unit of the Crimson Guard unique to Lathe-Hesh. Some of the most gifted Artificers working within the Calixis Sector call the Curia home, lavishing years of doting attention on a single weapon system in the name of the Divine Light of Sollex. Although most adepts consider the heart of the planet to be the Curia Mechanicum, the soul is almost certainly the Ordinatus Yards, a continent-sized array of fabrication sheds, manufactories, assembly halls, and detailing amphitheatra, all dedicated to the refurbishment, rebuilding, and repairing of the enormous Ordinatus Platforms. It is here that these ancient and enormous creations are brought back to life after battle, imbued with the most powerful and responsive machine spirits, and lavished with the utmost care upon every rivet and seam. Adepts from near and far visit the Yards merely to honour the mighty machine-spirits that have been resurrected there over the millennia, even though they are almost always silent, as the call to resurrect an Ordinatus platform only comes perhaps once in a generation.

FABRICATOR OF LATHE-HESH, FORGE MASTER JANDEN SAMEKH ALPHA

Forge Master Samekh is an ardent and open follower of the Divine Light of Sollex, despite the relatively recent actions of Arch-Magos Malygris that cast suspicion upon that fellowship. He dedicates more and more of the manufacturing power of his world to the production and perfection of weaponry each year. Although nominally only responsible for the production of Lathe-Hesh, he has become the figurehead for the followers of the Divine Light throughout the Lathe Worlds. The prestige the presence of the Fabricator ship affords, and the of Ordinatus Yards themselves, cannot be underestimated as sources of Samekh’s growing power within the sect. Forge Master Samekh is a cold, detached man, even for those within the Mechanicus. Exceedingly resentful of any concerns that pull him from the manufactorums and laboratories within the Curia, he nevertheless wastes no time in confronting any possible issues that might disrupt the operation of his forge world or challenge his understanding of the vision of the Omnissiah. Within the halls of the Nidus Omega, Samekh is a constant opponent of Fabricator Castellar and a sometime ally of his second, Ralwure the Golden. His utter contempt, in fact, for both High Fabricator Castellar and Forge Master Wahh of Lathe-Hadd is well-known, and those seeking to undermine or counteract the influence of either Arch-Magos often come to Lathe-Hesh seeking Samekh’s guidance and assistance.

AGENTS OF THE OFFICIO VIGILIS

The members of the Crimson Guard assigned to Lathe-Hesh have, over the centuries, come to look upon their Forge Master as their commander in all but name. Although afforded the same training as the more standard units of the Crimson Guard, the agents of the Officio Vigilis are then further trained in the arts of guile, trickery, and information manipulation. Samekh and the current commanders translate the Officio’s remit as the spiritual purity and dedication of purpose of the adepts and minions of Lathe-Hesh. However, on many occasions, agents of the Officio have been dispatched across the Lathe Worlds to investigate other leads and suspicions on the Forge Master’s personal direction.

WS BS

S

T

Ag Int Per WP Fel

40 40 32 41 36 43 44 41 25 Movement: 3/6/9/18 Wounds: 20 Skills: Awareness (Per) +10, Common Lore (Machine Cult, Tech) (Int), Deceive (Fel) +20, Disguise (Fel) +20, Dodge (Ag), Forbidden Lore (Tech-Heresy) (Int), Inquiry (Fel) +20, Search (Per) +10, Shadowing (Ag) +10, Tech Use (Int), Tracking (Int) +20. Talents: Binary Chatter, Independent Targeting, Lightning Reflexes, Logis Implant, Mimic, Resistance (Fear, Psychic Powers), The Flesh is Weak (4), Two Weapon Wielder (Ballistic), Total Recall. Traits: Dark Sight, Mechanicus Implants, Natural Weapon (Servo-Fist), Sturdy. Armour: Crimson Armour (6 All, total 10 with The Flesh is Weak [4]). Weapons: Integrated Lathe-Laspistol x2 (40m; S/2/-; 1d10+6E; Pen 2; Integrated, Tearing), Venator Blade (Melee; 1d5+8R; Pen 2; Razor Sharp), Servo-Fist (Melee; 1d10+6; Pen 0). Gear: Red Mechanicus robes (Good-Quality Clothing), Good Quality Bionic Arm, MIU.

ADVENTURE SEEDS s Someone is wreaking havoc with the production schedules of a particularly important war engine, desperately needed for the Spinward Front. The Acolytes must discover who is sabotaging the work and why, and stop them. s An agent of the Officio Vigilis is returning to the Forge Master with important information concerning a rising heretekal cult on Lathe-Hadd, when he is rendered inactive. The Acolytes must find the killer, obtain the information the agent was carrying, and find proof of the existence of the cult. s A plot to discredit the Forge Master in the eyes of the Lords of Mars has been uncovered. The Forge Master has been called to the Conclave to answer false charges that agents within the Fabricator of the Lathes’ offices have made. The Acolytes must discover how deep the conspiracy goes and uncover the truth, communicating it within the Nidus Omega to prove the Forge Master’s righteous intentions.

In the earliest days of the Lathes, Lathe-Hadd was home to several enormous infotemples that had been set down around the Hadd Fabricator ship. The data stored within these temples was essential to the operation of all three Lathe Worlds at the height of the Angevin Crusade. For production, Lathe-Hadd was responsible primarily for the ammunition and ordnance that the Crusade desperately needed. Although such production was honourable and instrumental, for reasons lost to time, these duties came to be construed as belittling to the Magos of Lathe-Hadd. Unrest and centuries of discord followed as the adepts petulantly went about their appointed tasks, many petitioning to leave the world at their earliest opportunity. A growing movement on the planet agitated for the production of such expendables to be taken off planet to make way for more prestigious works. The dissemination of much of the data held within the infotemples further lessened the prestige of Lathe-Hadd. In the 6th century of M41, Arch-Magos Villem Warik Wahh was named Forge Master of Lathe-Hadd. Rumours claiming he had manoeuvred himself into that position through manipulating the simmering feelings of resentment and bitterness among the tech-adepts were never proven. These feelings had developed over centuries as Lathe-Het rose to a position of prominence, and the factories of Lathe-Hesh provided waves of vehicles and enormous weapon systems famed throughout the Sector. Wahh declared that he would see Lathe-Hadd rise to a position of equal importance within the Sector. This position, and the dissatisfaction from which it stemmed, was inconceivable to most of the Calixis Mechanicus. One of the greatest satisfactions within the Adeptus Mechanicus is to see an important job well-done, and without the ammunition and armaments Lathe-Hadd provided, the Crusade would never have succeeded. The vast majority of the Magos on the forge world, however, followed their new Forge Master in his demands that the production of these mundane products be moved to offworld facilities, so that room could be made for greater projects more befitting one of the three original Lathe Worlds. Over the next two hundred years, almost all major manufacturing and assembly plants were moved off planet, causing gaping holes in the planet’s surface, and leaving the vast ancient infotemples, now sadly bereft of any but purely symbolic power and importance, crouching alone around Fabricator ship Hadd. The stage was set for Lathe-Hadd to rise to equal prominence with its sister worlds, and to prove its artisans and manufactorums the superior of any in the Sector. Unfortunately, this did not come to pass. Forge Master Wahh had pursued his agenda of division and discontent too well, and the adepts of Lathe-Hadd had fractured into countless minor factions, none of which could agree upon the most basic of tenets with any of the others. Proposal after proposal went before the Adunatio of LatheHadd, and the other factions vociferously struck each down. The Fabricator of the Lathes finally granted the request for the relocation of the many manufactorums, to see it removed from his docket; the facilities were soon moved off planet, into orbit, or to several of the stations along the Praeclusio Anchor Points. Soon Lathe-Hadd was stripped of the vast majority of its manufacturing capability and paralysed in its

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LATHE-HADD

Officio Vigilis Agent

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NPC WEAPON TRAINING AND WEAPON DAMAGE All NPCs presented are assumed to have the appropriate Weapon Training Talents for their weapons, unless otherwise noted. It is up to the GM to determine what other weapons the NPC might be capable of using if a special situation arises. Similarly, it is assumed these beings are also versed in the knowledge necessary to perform their livelihoods, and the GM may also deem that they have other knowledge or lore depending on the adventure.

NPC PROFILE PRESENTATION In all the entries presented in this book, the characteristics, movement values, and weapon damages have been presented with all modifications included. Weapon damages include the effects of the character’s Strength Bonus and Talents that always apply to Damage, such as the Crushing Blow Talent. Talents, Traits, and special rules that have a variable effect, or only apply in particular circumstances, have not been combined into the profiles presented here. It is also important to note that these creatures and NPCs are not necessarily bound to follow the same strictures for their profiles as Player Characters. search for a new identity. Somehow (many speculate through manipulating the various factions against each other) Wahh was able to avoid blame for the dissolution of his planet’s capabilities, and maintain his position as Forge Master. The Fabricator of Lathe Hadd rules from the Halls of Ignavus, built around the now-defunct Fabricator ship on Hadd Nord. Within the hall, all adepts of the forge world come together in a constant dance of subterfuge and manipulation, hoping to bring their own projects to the fore. Despite the silencing of the major manufactorums, the planet is still home to countless smaller workshops and laboratories housing the experiments and projects of thousands of adepts, all eager to see their work rise to the prominence of global production. Debates and discussions within the Halls can become quite heated, another uncommon trait surfacing among the adepts of Lathe-Hadd. It is not uncommon for visiting adepts to surround themselves with bodyguard servitors or other security measures. Since the stripping of Lathe-Hadd’s manufacturing capability, the world has been in a state of flux, constantly searching for the one project or product that can raise the planet back to a position of prominence. Desperation is endemic, and those Magos who have stubbornly stayed are frantic to find a new path to distinction. Any path, in fact, is seen as better than the current state of unproductive stagnation.

In this reckless search for a new identity, any number of strange beliefs, theories, and cults have taken root among a feckless ruling class despairing of ever recapturing their old status. For decades now, the vast majority of the factories and manufacturing works have lain still, internal squabbling and political machinations paralysing the planet even at the cost of productivity. Recently, many adepts have taken to referring to Lathe-Hadd as the Silent Forge. Though it might be silent, it still holds its secrets, such as the ancient and mysterious construct known as the Baltean Maze. What appears to be the surface of the planet, still covered in layers of construction and infrastructure despite centuries of neglect, is in fact a man-made construct, an artificial crust formed of many steel platforms, each attached to the others through a labyrinth of girders, sliding connectors, and gasket-like adamantium mesh. Each platform is suspended above the mantle of LatheHadd upon enormous gravitic generators, the likes of which man has not constructed for thousands upon thousands of years. Between the false surface and the hidden mantle lies the Baltean Maze, a network of supports, power conduits, and energy transfer channels that tie the gravitic platforms and the planet’s actual surface together. Many believe that beneath the maze are the legendary deep infotombs, enormous receptacles of faulty or heretical data, relegated to the permanent dark to protect the very Mechanicum itself. Whispers cant of malign dataspirits rising from the deeps, capable of possessing all forms of technology. The Lathesmasters deny that these schimsaticals, as the legends call them, actually exist, and act quickly to suppress any evidence that might suggest their presence.

FABRICATOR OF LATHE-HADD, FORGE MASTER VILLEM WARIK WAHH

Adepts serving elsewhere among the Lathe Worlds see ArchMagos Villem Warik Wahh as either dangerously incompetent or suspiciously ineffective. Seeming to never cease in his work to bring together the divided adepts of his world, he nevertheless has yet to manage any consensus among them. Suggestions and suspicions abound around Wahh, as many believe that any being capable of rising to rule over a forge world could not possibly be as ineffectual as he appears to be, and thus darker motives are often implied. Perhaps, go the infra-cants, he works for some other, more ruinous master, and perhaps the silencing of an entire forge world is only the beginning. Forge Master Wahh, contrary to the standard image of the cold, aloof Fabricator, is a gregarious and approachable personage. He projects an air of helpful and energetic efficiency that was instrumental in his earning his present position. It has only been time and experience, however, that were able to prove these traits false, and no matter how energetic the Forge Master seems to be in the pursuit of his duties, nothing ever seems to be resolved. As a result, LatheHadd is awash with frustrated ambition and desire, awaiting only the right spark to leap into open rebellion. Watching over this straining energy conduit is the Crimson Guard stationed on Lathe-Hadd, the Magos Hiscere.

MAGOS HISCERE

Much like the agents of the Officio Vigilis, the Magos Hiscere are an elite unit of the Crimson Guard assigned to LatheHadd. Over the centuries the unit has evolved, forming its own doctrine and method of operation, taking much of its identity from the current Forge Master. The current Crimson Guard of the Magos Hiscere are more agents provocateur than Arbitrator or palace guards. These adepts specialise in infiltrating the various cults, sects, and factions at work across the planet, and bringing Forge Master Wahh the information necessary for him to maintain his control of the planet and his position within the Covenant.

ADVENTURE SEEDS

Magos Hiscere

WS BS

S

Traits: Dark Sight, Mechanicus Implants, Natural Weapon (Servo-Fist), Sturdy. Armour: Crimson Armour (6 All, total 8 with The Flesh is Weak [2]). Weapons: Integrated Lathe-Laspistol (40m; S/2/-; 1d10+6E; Pen 2; Integrated, Tearing), Sicarius Blade (Melee; 1d5+8R; Pen 2; Razor Sharp, Toxic), Servo-Fist (Melee; 1d10+6; Pen 0). Gear: Red Mechanicus robes (Good-Quality Clothing), Good Quality Bionic Arm, MIU.

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Message Source: Agent Obitus-12, Identity D-1 (Lathesmaster 7) Initial Signal Source: Transfer Station 22B-11097, Lathe-Hadd Orbit Signal Amplification: Tacitum Aleph, Out-system station Theta Encryption: Tri-Ocular Corneal Aleph-Tarl Once past the façade of the Excipio Stations, movement, even for native assets, within the Lathes System is strictly controlled. LatheHadd appears more tomb than forge. Decrease in Lathes System output possibly related. Signs of deep internal schism and civil unrest are clear. Multiple potential entry points for Project Fulcrum, should that become necessary. Travelling in-system recorded the location and probable output of several agrostations. Assume Lathes System entirely self-sustaining contrary to primary theories. Paramount is the Emperor, and Perfect are His works.

T

Ag Int Per WP Fel

40 40 32 41 39 41 47 41 19 Movement: 3/6/9/18 Wounds: 20 Skills: Awareness (Per) +10, Common Lore (Machine Cult, Tech) (Int), Deceive (Fel) +20), Demolition (Int) +20, Disguise (Fel) +20, Dodge (Ag), Forbidden Lore (TechHeresy, Cults) (Int), Scholastic Lore (Infiltration, Espionage) (Int) +10, Search (Per) +10, Tech Use (Int). Talents: Binary Chatter, Lightning Reflexes, Logis Implant, Resistance (Fear, Psychic Powers), The Flesh is Weak (2), Total Recall.

s A faction called the Cult Achanum has arisen on Hadd Sur, far from the Halls of Ignavus. There are hints of possible chaos taint, and their leader appears to be a newcomer on Lathe-Hadd. The Acolytes must investigate for possible heresy, but even the few agencies they can trust on this planet may hinder their efforts. s The Acolytes arrive on planet to investigate the Forge Master’s lack of progress and possible Chaos or heretek taint. One of the Magos Hiscere, though, attempts to infiltrate the Acolytes’ band to misdirect them away from the Forge Master. s New concerns about the schismaticals within the Baltean Maze have arisen, and the Acolytes must infiltrate Lathe-Hadd, venture deep into the planet’s crust, and find what is hidden there.

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EYV=ReYVd DjdeV^ “The Lathes would present a solid-seeming veil of common purpose to the Calixis Sector at large, but their fractured reality is far from the monolithic, unified face they project to all outsiders.”

E

–Margrave Francesca Gryval, First Imperial Consul to the Lord Sector Calixis

he Sentanim system is home to much more than the Lathes themselves. Veiled in mystery, the aberrant nature of space and time itself protect secretive adepts as they pursue their manifold projects and agendas, far from the prying eyes of outsiders. Should an agent manage to pierce the security of the outer system, they find gravity itself turned against them, as local spacial anomalies make it almost impossible to navigate without inside aid. Gravitic shears and storms, congested lanes of transport tying each planet or region tightly together, and the countless assorted detritus and debris of two thousand years of expansion clutter the system further, forming a nearly insurmountable maze to any outsider attempting to enter.

SENTANIM The various bodies of the Lathes System revolve around a star that gives life even as it threatens to rip it away. Sentanim presides over the Lathes System in dangerous splendour while powerful, mysterious forces wrack the stellar orb mercilessly from within. It provides the energy for countless solar generators and agrodomes, but something churns within the

Message Source: Agent Obitus-12, Identity N-1 (Adept 32) Initial Signal Source: Sagitarium Station Calamus, Desideratum Orbit Signal Amplification: Invidia Rex, In-system station Upsilon Encryption: Tri-Ocular Corneal Aleph-Tine Ostensibly a testing facility, the weapon on this station is capable of firing projectiles that could conceivably break the crust of a planet. There are several such weapons orbiting the planet of Desideratum, whose surface shows the abuse of hundreds of years of weapon testing. The specifications for the monster cannon have been recorded and will be transmitted via separate signal. Should these weapons ever be deployed in war, nothing will stand against them. Procured probable location of “Lords Dragon” base within asteroid belts, and am preparing to continue mission. Will advise further. My mind is closed, my heart is full.

))

heart of the blue-white star, causing enormous energy founts to launch into the surrounding space, blasting the system with alarming doses of lethal energies. Some suppose that there are swirling micro-singularities strangling the sun’s heart, or brutal giga-tides reflected in the gravitic storms that terrorise the rest of the system. Several Lumen research stations stand wary guard over Sentanim, gauging how best to predict and mitigate the violent sprays of particles and radiation. The hungry star has swallowed more than one research station whose adepts drew too close in their search for answers.

DESIDERATUM A burnt orb hanging suspended over the turbulent sea of its temperamental star, the wastes of Desideratum provide the primary testing range for macro-class weapons within the Lathes System. Several stations and platforms orbit the world, although many are nothing more than frameworks for the support of weapon systems. Others, such as the Sagitarium Platforms, feature fantastical weapons, created from datascraps of days long ancient, that would boggle the minds of historians and war-savants across the galaxy. Mounting enormous, variable-calibre cannons, the ceramite and adamantium plates of their barrels shift position to form weapons able to fire almost any conceivable ammunition. A less pure-minded researcher would find such a weapon irresistible.

CELLA The earliest cartographic charts of the system do not mention this small planet, but there is no denying its existence today. Cella has, for over 1500 years, provided the adepts of the Lathes with a safe and secure location to store countless artefacts, experiments, or samples that have proven too dangerous or incomprehensible to maintain in regular storage. The surface of the planet, if there is one, is buried beneath warehouses, storage facilities, and enormous data-stacks. Automatic defences that kill without hesitation guard the many warehouses, which are little more than a blind behind which the true treasures of Cella are stored. Hidden beneath venerated shrouds of undisturbed dust, the core of the planet holds the wealth and horrors of over 2000 years of exploration and discovery. Arcane xenos devices, forbidden weapons of the Arch-Enemy, even artefacts from ages lost in time are stored within. Massive Scriptoria contain all of the information needed to release any of these objects, but only to those inducted into the highest mysteries of the Omnissiah. The greatest treasures of Cella are kept within colossal stasis vaults near the very centre of the planet. Here are suspended the twisted wrecks of starships of half a dozen alien races and countless ships wrested from Renegade forces.

Message Source: Agent Obitus-12, Identity D-21 (Lathe-pilot 6) Initial Signal Source: Docking Station Umbra, Cella Orbit Signal Amplification: Malitia IV, In-system station Lambda Encryption: Tri-Ocular Corneal Aleph-Kayl Security becoming more and more intense. In-system planets are locked down in equivalent of Scintilla Defensive Condition V. Planet designated “Cella” appears to be a storage and holding facility. No sign of natural features on planet. Possible artificial structure? Military presence is intense, freedom of movement almost nil, fear of the “Lords Dragon” continues to intensify. Current Mandate does not cover deeper penetration but is highly recommended. There must be something here worth all of this e ort. What appear to be atmospheric vents on the surface give depth readings far beyond what seems possible. Clarity of purpose is a gift of the Emperor.

NAVIGATING THE LATHES Given the many challenges of piloting through the turbulent gravity storms and avoiding the many anomalous hazards of the Lathes System, any Piloting or Navigation Skill Tests taken within the system always begin as Very Hard (–30), and are then modified from there according to the manoeuvres being attempted. Any failed test should result in something quite drastic, with each Degree of Failure indicating a commensurate increase in catastrophe.

LYCOSIDAE Massive chunks of barren rock now float as silent testimonials to an ancient planet’s original location, some unknown cataclysm having destroyed it thousands of years ago. Circling this planetary graveyard is a cold and desolate moon following its lonely path despite the death of its celestial partner. Lycosidae, fortress world, bastion of the Omnissiah, is the stark and unforgiving home of the Legio Venator within the Lathes System, and is the Armoury of the Lathes. Ceded to the Titan Legion in the first centuries of the Adeptus Mechanicus’ ownership of the Lathes System, the best defensive strategists in the Imperium have shaped and formed Lycosidae to serve as a redoubt and citadel of last resort, should the Lathes System come under overwhelming attack. The Titans and Skitarii of the Legio are only the primary lines of defence, however. Secreted away within the halls and storage facilities of Lycosidae are some of the most destructive weapons Mankind has ever wielded. Weapons that have not seen use since the days of the Heresy wait silently for the call to battle, when the fate of the forge worlds of the Calixis Sector may depend upon their devastating power.

THE RUSTICA MANDATE STATIONS

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So many shells, warheads, and energy beams have blasted the surface of the planet that its original geology cannot be guessed. The entire surface is now churned beyond recognition, hiding any number of unexploded shells and failed experiments, as the Fabricators of the Lathes have forbidden any servants of the Omnissiah from landing on the planet itself.

Throughout the system, this network of agrology domes and distribution stations keeps fed those inhabitants of the system dependent upon the crude energy transfer of actual rations. A carefully managed complex of stations and distribution nodes, the stations of the Rustica Mandate assure that the Lathes System is entirely self-sufficient. The stations are located throughout the system, within easy transport of any life-sustaining Adeptus Mechanicus holdings. However, countless Lathesmasters are dependent upon the food these stations provide. Should these supplies be disrupted, millions would starve within weeks, making them a high-security target.

THE PRAECLUSIO ANCHOR POINTS Regions of semi-stable gravity exist throughout the Lathes System, safe from the treacherous gravity shears and micro-singularities that haunt it. These points allow the adepts to cache fragile large cargoes, important secret research stations, and various derelicts awaiting the attention of reclamation teams throughout the

)*

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Lathes System. The Praelcusio Anchor Points provide safe and secure locations for the most clandestine projects, and the most dangerous artefacts and test subjects. Treasures being kept at these points include the remnants of an ancient Ork Rok, a nearly intact space hulk once infested with Genestealers, and a mysterious gleaming vessel that has defied entry. The prize of the collection, though, are large fragments of a vast xenos world-ship. Recovered in ancient times, the Mechanicus has shifted this wreckage from stronghold to stronghold for centuries, while generations of adepts attempted to rip its secrets from its smooth, bone-like hull.

THE BELTS OF ETIAM YOHD, LAPIS NOON, AND CRINETA RESH One of the most intriguing features of the Lathes System are the three interlocking asteroid belts that span the system just outside the orbit of Lathe-Hadd. The three belts follow erratic paths that defy most astro-logicians, spinning and rotating wildly around Sentanim like the rings of a gyroscope. It is supposed that each belt is the scattered remains of a planet that once sailed through the dark and silent void, victims of the gravity shears, singularities, or other phenomena that plague the system and make it so interesting to the Adeptus Mechanicus. The composition of each belt is unique, supporting the theory that each marks the destruction of a different planet. The massive rocks of the Etiam Yohd Belt are as dark as the void, chunks of oily obsidian that hint at an entire planet of midnight rock. The Lapis Noon Belt consists almost entirely of fine shale soaked in frozen, raw promethium that ignites in fantastic detonations during collisions. Finally, the Crineta Resh Belt includes entire planetoids of multifaceted crystal, that psykers and mystics across the Calixis Sector covet for their practices. The Tragula Zones are multiple sites where the three belts intersect, creating wandering realms of destruction and violence as countless tonnes of rock and precious minerals collide in eternally sparking, glittering splendour. Although the various navigational challenges and the unstable nature of the zones themselves make observation difficult, many adepts try to place observation platforms precariously along the Tragula Zones, hoping to unlock the mysteries of the Lathes System’s past and its strange gravitic anomalies.

THE EXCIPIO STATIONS The public face of the Lathes, these are the stations most often open to outsiders. Although consisting mostly of cargo transfer points and docking facilities for mass haulers and high liners, they also hold trade hostels, factorum houses, and many other cogs in the machine of commerce and intra-Sector relations. Each Excipio Station is grav-stabilised for ease of navigation and to make nonaugmented humans feel more at home. Aside from the various bureaucratic establishments and service industries that have grown up to accommodate visitors and transitory personnel, there are numerous fauxctories placed throughout these regions which churn out a variety of simple, benign products, a show for lessimportant visitors that would like to see the forges in action. Aside from the bulk cargo haulers, only rarely are outsiders allowed to pass beyond here to delve deeper into the Lathes System.

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Message Source: Agent Obitus-12, Identity B-3 (Menial 12) Initial Signal Source: Excipio Station Texo Signal Amplification: Tacitum Nox 3, Out-system station Alpha Encryption: Tri-Ocular Corneal Aleph-Mitre Infiltration via Excipio Station Texo successful. Current identity abandoned, proceeding under new cover level. Adepts in all public areas appear excessively friendly and open. However, all visiting civilians are adroitly handled away from several key areas. Surmise source of gravitic control and stabilisation, most likely defence and clandestine activities control. Obedient to mission brief, asset abandoning station to continue deeper into the system. Suggest further analysis and possible direct infiltration. The Texo is not what it appears. Trust in the Emperor is the only protection the faithful need.

It is here that the enormous shipping vessels that transport the products of the Lathes around the Calixis Sector take on their native Lathe-pilots. Specialist Lathesmasters with limited augmentation designed to assist them in navigating the space of the system, the Lathe-pilots know every mote of dust floating within the system, and share a special connection with the strange phenomena that plague its spaceways. Highly prized for their ability to pilot large craft through crowded lanes of traffic, they all hail from the system, although many have since been emigrated to various Lathe Worlds and other Adeptus Mechanicus holdings.

ADVENTURE SEEDS s Something has gone terribly wrong on Desideratum. One of the ancient weapon components has reactivated, and no one knows what kind it is, or why. The Acolytes’ Master has received word of the situation, and sent his Acolytes to offer assistance. They must investigate and neutralise the threat to the entire system, Forge Masters to keep them away from the area. s The Acolytes are assigned to infiltrate Cella inside an abandoned freighter. Once at the mysterious planet, they are to retrieve a stolen item from another recently captured vessel already hidden inside, and return it to its rightful owners. s Word has reached the Conclave that hostile agents are planning to infiltrate the Lathe Worlds through the Excipio Stations. To preserve relations with the Lathes, the Acolytes are assigned to aid in security and stop the hostile actions, even if they should turn out to be fellow Inquisitorial Acolytes on a mission of their own.

“Once there were places on the ancient charts that said ‘Here be dragons,’ to warn travellers of treacherous, unknown waters. Well, young pupil, that empty space you seem fixated upon within the readout of your auspex display? There be dragons.” –Senior Adept-Pilot Tabel Rha-sa There is, floating within the maze of debris, gravitic shears, and rogue singularities that abound within the mid-orbital ranges around the star Sentanim, a mysterious void. This stable grav-point does not appear on any chart or map, it is not in any record or data-remnant, and its location is known only to a select few of the highest-ranking adepts in all of the Mechanicus Calixis. Rumours abound of a secret space station located somewhere within the Lathes System, and the perceived wisdom of the adepts speaks of a dark and mysterious realm where the most powerful creatures of Mechanicus myth and legend walk freely. Many may even have heard a title, mumbled over a cup of joilique or infusions of illegal toxicant scrapcode, over hooded, sidelong glances: Panopticon Orbital Station. In the 9th century of M38, a mysterious vessel, its red and steel flanks glowing dully in the blue-white light of an unstable sun, entered the Pondus System. The skull-prowed craft began an extensive survey of the region, powerful auspex beams reaching out in all directions, testing, measuring, and cataloguing. Almost immediately, a series of intriguing anomalies presented themselves. Strange gravity shears that defied explanation ripped through the system. The star at its centre beat to a cadence unknown to even the most gifted celestial adepts or decryption cogitators. Extraordinary readings emanated from the looping, intertwined asteroid belts. It soon became clear that the system was a rare and exciting specimen, something that the Adeptus Mechanicus would very much like to claim as its own, once the Pax Imperialis reached into the Calyx Expanse. It was also clear, however, that this single ship lacked the ability to perform an exhaustive study, and so all work ceased, the Explorator vessel moved through the system, and entered the Warp on the other side. Almost a century later, several slightly smaller ships, similar in design and colour, arrived. Spreading throughout the system, these ships moved with a quiet purpose. The entire area was scanned and charted, and exhaustive reports were filed on every planet, recorded anomaly, and stellar feature. Remnant colonies of humans, cut off from the Emperor’s light for millennia, were later found on three planets within the system. It was decided that they would serve as an ideal work force, should the Cult Mechanicus lay claim to the system. On Mars and Terra, quiet efforts to do just that began, while the specialised Explorator fleet retreated from the planets and entered the dangerous region of intertwining asteroid belts looping through the system. The fleet suffered a great deal of damage as it penetrated into the chaotic region, countless adepts and crewmen losing their lives, but they had come prepared. Deep within the unstable violence of the colliding belts, an ancient artefact was activated, creating a bubble of stable gravity and a quiet sanctuary from the grinding impacts. They started construction within this secure zone, and quickly a bastion began to take shape.

Even as the citadel was being constructed, a fleet of smaller vessels spread throughout the system. A legion of auspex clusters, pictographic scanners, and omnipotentia augury arrays seeded every planet and each of the three asteroid belts. Soon the entire system was under surveillance, every action, every word, every transmission observed, analysed, and recorded. The initial deployment of the Praecursator Grid and the obsidian stronghold were completed at nearly the same time, making the Cult Mechanicus masters of the system before either the Imperium or the current inhabitants even knew of their presence. For several centuries, Explorator fleets pushing into the newly discovered region used the station as a clandestine way-stop. During the Angevin Crusade it served as a secret command-and-control node for advanced Mechanicus scouting forces. After the system came under Mechanicus control the Station remained a tightly held secret, only the highestranking Arch-Magos aware of its existence. The FabricatorGeneral himself proffered it to the Lords Dragon, as they accepted the burden of shepherding the newborn Mechanicus Calixis for the Omnissiah, ever-watchful for the taint of techheresy. For millennia now it has served several purposes: as the clandestine headquarters of the Lords Dragon, a top-secret weapons research and development base, and a repository for weapons and artefacts deemed so dangerous that the leaders of the Mechanicus Calixis must deny their very existence.

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PANOPTICON STATION

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With bones of iron mined from sacred Mars itself and sheathed in the polished obsidian stone of the Etiam Yohd Belt, the Panopticon Orbital Station is the most heavily armoured redoubt in the Lathes System. Colossal Harbinger Sentinels crouch upon every available surface like ancient gargoyles, their auspex optics and audit-tracking audiometrics plumbing surrounding space for danger. The station serves as the central nexus of the Praecursator Grid, now expanded across the Lathe Worlds and even into several non-Mechanicum holdings. Vast data storage tombs and processing vertices fill enormous chambers within the Station, ghostly wisps of heat rising into the sepulchral air. Machine-spirits toil ceaselessly to follow faces, words, and deeds, watching for the slightest hint of heretical taint. So sophisticated are the linked data-stacks, in fact, that constant vigilance must be maintained, lest elements of the system stray too close to Abominable Intelligence.

EYES OF THE DRAGON

The Lords Dragon, easily the most feared group within the Mechanicus Calixis, have used the Praecursator Grid to keep a careful watch over all those within the Lathe Worlds for centuries now, wary of the siren-song of corruption that has felled so many adepts. It also assists them in maintaining their many secrets and the illusion of omniscience. Within dark chambers lined with sacred iron, the Lords Dragon regularly rededicate themselves to their holy purpose, standing vigil over several precious artefacts from the ancient eras of Mars’ ascendancy. Vast, cog-shaped altars hold fields of flickering electro-tapers illuminating the enigmatic visage of the Cog Mechanicus glaring down from every wall. Most adepts of the Lords Dragon are quiet and focused upon their own tasks within the dimly lit halls, habits of secrecy too strong to break even within the Panopticon, their most sacred and secure sanctuary. Countless myths have been spread about the region of the Panopticon as an integral part of the floating citadel’s defences. Since before the Mechanicus officially came to the system, tales were being told, of a dead region in space where ships disappear without warning or trace. Countless vague accounts passed from crew to crew of space craft that ventured into the conjunction of clashing rocks and passed out the other side, their crew vanished, their data-stacks scoured bare. The most frightening element of these tales is that many of them are true. Whenever a ship comes too close to the Panopticon Station, it leaves the Lords Dragon with little choice. Each ship is either destroyed outright or boarded. The crews of those boarded ships can never be released, and the data-stacks of the ships are completely scrubbed of any incriminating information. Some of those crewmen are allowed to remain aboard the Station and live out their lives serving the Lords Dragon. Most, however, either meet their end as menial servitors on the Station or are rendered non-functioning, their remains recycled.

As the Mechanicus Calixis grew and expanded the Lords Dragon occasionally found themselves in need of assistance from other Mechanicus agencies. The Lords Dragon are a small, elite body, and there have been crises over time that were beyond their ability to contain. The most valuable commodity these agents possess has been trust, and so, over time, other factions and units have been brought into the secret fold of the Panopticon Station. Here the massive, armoured forms of the Myrmidons now stalk the halls, caring for the machine-spirits of enormous siege batteries of the Ordo Reductor, waiting with barely restrained power for the next call to battle. Beside these hulking forms stride the legendary mech-assassins. There are even whispered tales that the dreaded Magister Samadhi, enigmatic commander of the Acuitor Set mech-assassins, resides somewhere deep within the Station. The original blunt shape of the Station has been expanded over time, the Dragon Secutorii and the Ordo Reductor Siege Masters coordinating each addition. Independent research areas, testing facilities, and the hab units for a growing number of adepts and menials constantly increase its impressive size. Enormous blast doors conceal Ordinatus-scale weaponry, and folded skeletal structures of elaborate docking arms and transfer points are kept ready for arriving vessels. High along the Central Bastion, the Cog Mechanicus glares down upon the Station and all who would dare approach it. The interior of the Station, kept in a constant dim red glow, has grown more and more labyrinthine with each new addition. Down each crimson hallway drift clouds of holy incense, pumped through the station’s atmosphere recyclers at regular intervals. What was once an observation post and staging ground for Lords Dragon forces watching over the Mechanicum is now home to nearly half a dozen different organisations, every one an enigmatic mystery even to each other. The heart of the station has been given over to the Acuitor Set, who have further fortified it into the stronghold of Tumala, guarding the ancient mechanisms that keep the asteroids at bay. A fortress within a fortress, Tumala is almost entirely selfcontained, void-moats dividing it from the rest of the Station, and an independently armoured hull further securing the artefact and installations within. The darkest heart of the station, Tumala is open only to the mech-assassins and their lords, and a select few of the highest-ranking Lords Dragon Magos. Long ago, the original Magister Samadhi came to the station for reasons now lost to time. Somehow an agreement was reached with the Lords Dragon, to establish Tumala as a primary training base for his disciples. In the later stages of the Magister’s life he returned to Tumala to personally train his mech-assassin followers, and to meditate in deep binary-datadreams upon the nature of his purpose and that of his Set. Today, each master of the Acuitor Set reviews these ancient meditations as he puts aside his personal name and assumes the identity of Magister Samadhi, donning a stylised iron mask that is never removed. Legends say though that the original Samadhi never died, and, in fact, still wanders the halls of Tumala to this very day.

s One of the local factions has sent the Acolytes on a clandestine mission to investigate the Lords Dragon, and they have infiltrated the station’s weapons experts. Having infiltrated the station, they find that collecting the information and escaping is the true challenge. s The Acolytes are recruited to investigate the behaviour of a high-level Magos on Lathe-Hadd. Initial research reveals that the Magos in question has been investigating the Myrmidons, and it becomes a question of who to believe, and who has the Lathe Worlds’ best interests in mind? s The High Fabricator has been convinced that the machine-spirits of the Praecursator Grid have evolved an Abominable Intelligence. The Adepts have been vouchsafed with the secrets of the Panopticon and tasked with investigating the machine-spirits and combating the Intelligence, if, in fact, it has arisen.

THE MYRMIDONS

The Myrmidons of the Ordo Reductor hold the outer districts of the Station, where thick, armoured walls encompass vaultlike weapon batteries and their control altars, along with the massive energy capacitors needed to power them all. Their huge, augmented forms stand eternal guard over the entrances to the Station, no ship approaching save under their wary eyes. Most Myrmidons communicate through binary chatter link only, having taken a vow of audio-silence upon accepting a position upon the Panopticon. In suits of colossal, ancient armour, these silent warriors are easily the most intimidating denizens of this most daunting place, each of their multiple arms capable of rending trespassers to component flesh. Bearing weapons out of Mechanicus myth and legend, even away from their dreadful batteries the Myrmidons are terrible to behold.

Myrmidon

WS BS

S (9)

T

Ag Int Per WP Fel

(8)

47 48 68 45 40 43 44 48 19 Movement: 4/8/12/24 Wounds: 22 Skills: Awareness (Per) +10, Command (Fel) +20, Common Lore (Machine Cult, Tech) (Int), Forbidden Lore (TechHeresy) (Int), Intimidate (S) +10, Parry (WS) +10, Scholastic Lore (Construction, Siege Craft) (Int) +20, Security (Ag), Tech Use (Int) +20. Talents: Binary Chatter, Combat Master, Counter Attack, Drive (Surface), Independent Targeting, Lightning Reflexes, Logis Implant, Navigate (Surface), Swift Attack, Resistance (Fear, Psychic Powers), The Flesh is Weak (4), Two Weapon Wielder (Melee or Ballistic), Total Recall. Traits: Dark Sight, Fear (2), Multiple Arms (4), Mechanicus Implants, Size (Hulking), Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Cataphract Armour† (12 All, total 16 with The Flesh is Weak [4]).

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ADVENTURE SEEDS

Weapons: Integrated Phased Plasma Rifle (100m; S/2/4; 2d10 E; Pen 6; Integrated) or Nuada Pattern Aurora Cannon (Heavy; 450m; S/-/-; 8d10+10 E; Pen 12; Clip 4; Reload 2 Full; Accurate, Integrated, Reliable) or Taranis Siege Battery (Heavy; 250m; S/3/-; 5d10+8 X; Pen 8; Clip 12; Reload 2 Full; Blast (2), Integrated, Reliable), Disruption Maul (Melee; 1d10+16 E; Pen 8; Integrated, Power Field, Haywire (Contact)) or Siege Hammer (Melee; 2d10+19 I; Pen 10; Proven (3), Unbalanced, Unwieldy), and two ServoFists (Melee; 1d10+12 R; Pen 2). Gear: Red Mechanicus robes (Good-Quality Clothing), Good Quality Bionic Arm, Bionic Locomotion, MIU. Masters of Ordnance: Myrmidons have mastered the use of the most powerful weapons in the arsenal of the Omnissiah. They receive a +20 bonus to both their Ballistic Skill and their Intelligence when taking any Test dealing with the operation or maintenance of any weapon of Heavy Class or higher. Shield Breakers: The Myrmidons are experts in the reduction of established defences. Any Myrmidon receives a +20 bonus to any Skill Test involving the analysis or destruction of enemy defences. †Cataphract Armour adds +30 to the wearer’s Strength Characteristic and lowers Movement by 1, which is added to the profile above.

Message Source: Agent Obitus-12, Identity N-23 (Adept 7) Initial Signal Source: Transport Fortis Machina, Inbound, Etiam Yohd Belt Signal Amplification: Occult Occularis, In-system station Chi Encryption: Tri-Ocular Corneal Aleph-Parl The name of the hidden facility is the Panopticon Orbital Station. If half of accepted intelligence is correct, this must be target Alpha should Project Fulcrum prove necessary. Coming into visual range now. The station is immense. How does it not register? Visual scans indicate terrible XXXX– –XXXX Your menial will not be returned. Your interference will not be permitted. Your warning will not be repeated. The Omnissiah is the root of all Truth.

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EYV=ReYV H`c]Ud “With each new planet we claim, with each new forge we light, we move closer to our unstoppable Grand Design for the Lathes.” –Fragmented data-scrap found amidst the ruins of Kyber III

E

he Lathes System is the undisputed centre of the Cult Mechanicus within the Calixis Sector, the font of all blessed technology in this region. The rule of the Adeptus Mechanicus reaches far beyond this one system, though, to hundreds of planets, thousands of orbitals and research stations, and unknown numbers of Explorator vessels across the region and beyond. They are all still collectively known as the Lathe Worlds, those places where the Mechanicum holds sway or owns outright. Most are huge industrial forge worlds, generating gigatonnes of material to drive the Calixis Sector from one day to the next, and fuelling the colossal war effort of the Spinward Front and its other battles across the region. Others range from isolated research facilities, orbital void stations, and far-flung Explorator fleets, to data-crypt worlds, failed experimental colonies, and other unique emplacements. Outsiders assume each is under the firm control of the Lathes, all part of a sector-wide, singular machine of unified thought dedicated to the Glory of the Omnissiah. Like many other such beliefs concerning the Adeptus Mechanicus within the Sector, they are woefully ignorant of the actual truth. The various sub-factions underneath the Lathe-Covenant councils oversee the administration of the various Mechanicum holdings across the Sector. Areas that entire manufactorums once occupied on Lathe-Het are now devoted to such bureaucratic functions, something that has become a strongly fractious point within the higher ranking Magos-sects. Here the obsessive zeal for gathering and recording data most lower Tech-Adepts display has gone unchecked, creating endless information tombs for the reports, directives, proclamations, regulations, and other records each world generates, as well as those heavily edited Praecursator Grid monitor-streams that filter down to this level. So much data is gathered and kept that it has become impossible to perform any meaningful analysis or even organisation, as the Lexmechanics sstruggle st tru rugg ru ggle gg l jjust le ust to us t sort and file thee incoming th inco in comi co min waves of mi info in form fo rmat ation that t unceasingly information cras cr assh ov oover er them. Bands crash off servitors ser e vi vitt mindlessly ferr fe rryy rr ferry data-stacks acro ac r ro across the planet, w weaving patterns o information of lilik k ant-trails, the like goa go a of preserving goal anci an cien en knowledge ancient more important than more actu ac tually l uutilising ti actually it.

Adepts watching over their worlds furiously construct new datum-vaults to contain it all, each quarrelling with each other over the relative importance of their charges and the data they generate. Massive shrine-vaults score the surface, devoted to the premier forge worlds or research facilities, some so layered in consecryptions that few, if any, are able to gain access. Many other vaults fall into disrepair as rival Adepts re-route their maintenance servitors to other repositories, or are even razed to make room for more privileged or powerful monitorsects. Other crypts are destroyed in deliberate data-purges after regime changes in the ruling councils, or razed as their worlds are condemned for harbouring tech-heresies. More still simply fall to the predations of time and are forgotten, eventually collapsing into dusty ruin and destroying centuries of history. This is but a fraction of the difficulties the Lathes face. Just as Holy Terra and the Administratum nominally oversee the Imperium, a surely impossible task considering the difficulties of reliable Astropathic communication and Warp travel, so the Lathes also strive but fail to control their own empire within the Sector. Even with perfect monitoring, understanding, and compliance, the Lathe Worlds would be ungovernable. Often, change happens faster than the Lathes can react or plan. Planets revolt to overthrow their Tech-Priest masters, to be crushed into subservience or reborn as hostile regimes. Records of entire systems are lost in data-quakes, their existence erased and their oaths of knowledge-tithes forgotten. Techheresies fester across the Sector only to burst like rotten fruit, despoiling the minds of once-loyal Mechanicum servants against the Omnissiah’s proper worship. Explorator fleets vanish from Imperial space, never to be seen again or worse to return with unholy technologies and heretical xenos wisdom. Commonly punitive fleets arrive to correct wayward Lathe Worlds, only to find their target long since destroyed, absorbed into a rival Calixian sect, reformed in their ways, or simply no longer where the outdated records indicated it should be. Astropathic communications between the Lathes and their dominions go unheeded, misinterpreted, or simply ignored. This is exacerbated as the Lathe-Covenants and the Astropathic Choirs of Lathe-Het hold each other in barely restrained contempt for the dogmatic, outdated, and inefficient belief-patterns the other holds. Even with the mysterious Praecursator Grid aiding their efforts, and frequent loyalty programming engram-branded into their servants, the Arch-Magos of the Lathes are often only able to give the illusion of oversight and control over their worlds. So it is that the Lathes turn, striving in their impossible goal of perfect control over their dominions within the Calixis Sector. The great cogwheel of the Opus Machina is raised upon all of the worlds, yet it is in actuality a mere symbol of unity for the Cult Mechanicus. The Magos of the Lathes issue decrees and orders to their charges, designed to enforce the tenets of the Machine God the prosperity of the Mechanicum, with enough power behind their binary directives to encourage compliance. These orders are followed, ignored, lost in Astropathic translation, misunderstood, or transformed into myth, depending on the recipients. The sheer inertia of these processes maintains much of this Empire of the Machine in the Calixis Sector through the millennia, its massive geared teeth grinding endlessly, but with each year wearing away more and more.

“Of course it is dangerous here, but what we seek to prove is beyond such petty concerns. Even if we die, we will be immortal!” –Magos Kellix Altar Oll, veteran researcher For the Tech-Priests of the Adeptus Mechanicus, there are few, if any, missions more worthy than the pursuit of knowledge. Within the Calixis Sector, this goal has launched endless Explorator fleets and Quaestor Expeditions in search of ancient technologies, remnants of STC systems, lost forge worlds, and other relics of days when science ruled Mankind. Though the Lathes treasure such vestiges as reminders of when Mars was truly ascendant, they also realise that there is still more knowledge to be found, some discoveries made long ago but since forgotten, others perhaps even new to humanity. Only through investigation and experimentation can such information be gleaned and understood, and thus from the Lathes sprout thousands of thousands of stations into the Sector. Some remain in the Lathes, the better to understand and monitor the peculiarities of their own system. Many went to inhabited planets and forge worlds, others attached themselves to long-duration voidships, but a majority were independent stations, isolated orbitals or detached laboratoria designed to operate on their own in the void. Into the dark they went, often not to be heard from for centuries–if ever–again. Diogenes IV is one such station, a tiny mote amidst a dazzling but deadly arrangement of pulsars. As the name suggests, Diogenes is the fourth of this station pattern to be established in the Calixis Sector. Hundreds more also exist, as the structure is simple to manufacture and designed to support a wide variety of experimental research. Each is an angular affair, covered with docking ports, sensoria spikes, and other devices as needed for their research. This particular station was launched only a few hundred years after the establishment of the Lathes, and is located in a barely stable area of space near the rimward border. Surrounding it are several pulsars, each on its own worthy of study, but when grouped in such an improbable cluster they make for an irresistible attraction for closer examination.

A PRECARIOUS PERCH

Diogenes IV’s position is relatively safe, one of the few areas within the boundaries of the cluster where no one body overpowers the rest. While it makes for a somewhat stable anchor, it is a gravity hill, where even the slightest of disturbances might send it spiralling towards one of the powerful nearby stars. This also means that travel to and from the station is extremely challenging, rivalling some of the fell passages through the Lathes System. Often ships hover on the outskirts of the area for long periods after emerging from the Warp, carefully plotting their path across the gravity-confluences and Materium eddies before progressing inwards. It is not uncommon for vessels to limp into the station leaving trails of torn components in their wake, evidence of too close encounters to gravity shearing points. Some of the Tech-Priests aboard the station are convinced there are other bodies orbiting the area that exacerbate the cluster’s difficulty, undetected either through the overpowering energies of the pulsars or somehow otherwise illusive to the many arrays and sensoria aboard. Such speculation might explain some of the more destructive passages ships have faced.

At times, the confluences become so intense that no travel is possible, and any on the station must remain until the gravity tides subside. Those with docked ships sometimes wait out such storms aboard their own cabins, but few vessels have the shielding to protect against such devastating phenomena, and most are forced to berth inside the facility. The station itself is not conducive to waiting out the events, with many areas barely lit and covered with pitfalls or fallen wiring. There are few accommodations within Diogenes IV, and those are almost all designed for the comforts of Tech-Priests. For these reasons and more, there are few visitors to the station, few inquiries as to its progress, and few notices of even its existence. For those engaged in their own privative research within, this is an ideal state of affairs.

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DIOGENES IV

CENTURIES OF DARKNESS

Diogenes IV has remained in isolation for many centuries, weathering the gravity storms and other dangers of the cluster. Ancient Tech-Priests scuttle about the station, guiding their data-gathering devices and conducting esoteric experiments unfathomable even to others of the Mechanicum. Thousands of servitors exist in vast linkages to cogitator banks, their brains permanently wired into the mechanisms to aid in the processing and digestion of the constant data bombardment from hundreds of sensoria vanes lining the exterior. Hundreds

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RESEARCH STATIONS OF CALIXIS Diogenes IV is by no means the only void-based research station that the Adeptus Mechanicus operates in the Calixis Sector. None of the archivist-adepts know for certain, though, how many were established, or even how many still exist, as their data-scrolls long since turned to dust through age or mistreatment over the long centuries. Below are just a fraction of those still remembered, for good or ill, in great info-tombs of the Lathes. s Calyx Omnus III: One of the first stations, established even as the Expanse became a Sector. It is still operational to this day, swinging in a wide path about the Golgotha Reach itself as it charts stellar patterns and gravity wave propagations. The original Tech-Priests have long since lost their flesh and have merged with the facility, which is now covered with the still-pulsing mechanisms that were once humanoid. With each passing century, more and more join the Harmonium Machina, guiding the station across the void and aiding new Tech-Priests as they begin their endless assignment. s Dalthodge’s Pax: Named for its founding Tech-Priest, this orbital worked to expand the boundaries of plasma containment. The resulting crater left on its (now dead) host planet of Hadine can be seen from the other side of the system. s Galomn II: The second of two stations in high anchor above Dusk, there to perform isolated experiments on engrammic branding techniques. It fell with all hands after a mysterious servitor rebellion, a feat thought impossible. Pic-captures of the carvings on the station walls, twisted versions of the electo-runes used in the new trial protocols, led to many in the Lathes to suspect it was an undercover Ordo Malleus mission that resulted in the station’s later outright theft. s Iridium Eta Rho: Renowned throughout the Lathes, this orbital high above Heed is held as a shining example of proper research. It transmits information back in regular reports, and its Tech-Priests are devoutly respectful to visiting dignitaries. The station itself has nearly doubled in size and population, mostly to support the throngs of Magos from across the Sector eager to view such a success. Bitter detractors on other stations attempt to denigrate the station for its lack of actual discoveries or new data, but few allow such petty jealousies to alter their view of this true beacon to the Omnissiah. s Lumin-Exol IX: This station is one of the fabled series of stellar lab-torpedoes, and operates in close orbit around Canopus’s star. Each adamantium-hulled station is layered with powerful void shields, the better to protect themselves from intense radiations as they dive down to touch the burning outer photosphere before rising back up to relative safety. Lumin-Exol IX has endured many such drops, but as their Tech-Priests have grown ever more eager for data, their descents have grown ever longer. s Opal Lexit: Established near the Threnos Zone, this station monitored the poorly worded litanies to the Omnissiah, and probed into the thirteen planets within. A resupply vessel found it destroyed some decades after its last transmission, though no determination as to the cause has been entered into its records. This could be due to the inconclusive nature of the debris field examination, which contains evidence of both Imperial and xenos weaponry. s Regola Sensorium: Purposefully set in an empty region of interstellar space, Regola’s Tech-Priests quested to measure the very dimensional fabric of the void. Within the facility, grav-plated to prevent its presence from disturbing the surrounding Materium, factions argued to prove their own theorems concerning the nature of realspace. An unknown contagion swept through the station, however, violently destroying higher functions, and then the rest of each body, as each insensate host ripped their own blessed technologies from their bodies. Only the oscillating tonal data was left preserved, which was subsequently impounded and buried in the High Fabricator’s own vault, never to be revealed. s Terimiv I: This station was the creation of Magos Genille Karl, a loyal disciple of the Malatek Sain Charnos and an intense student of the Empyrean. Her goal was to measure fluctuations in Warp tension, especially regarding violent emotional outbursts. Her experiments turned darker, though, as data suggested direct ties between strong emotions and Warp disturbances. As time passed, the station became an abattoir of torture and depravity in order to create greater and greater realspace fissures, all in the name of gathering Knowledge. The entire facility finally disappeared in a Warp burst that psykers detected for scores of lightyears away, and damaged several voidships already in the Sea of Souls. Terimiv was never replicated, but disputed sightings of a ghastly object resembling its original form have been reported across the Sector, and even beyond in the Koronus Expanse. more roam the hallways on mysterious errands for their masters. Much of the station is as dark as its surroundings, and passageways are littered with detritus and broken glowglobes from years of neglect. Entire compartments have fallen into disrepair, with little effort at restoration as attention towards research is more paramount. It is in the darkest areas, though, that the most dangerous experiments are undertaken. Uncounted decades of solitude has led to a disregard for safety protocols or other niceties, and only results are of consequence. Minds already focused to an inhuman degree are warped further still in this reclusion, and the Tech-Priests attain a state beyond mere madness. One sect is certain that the pulsars are causing extreme stress-lines in the local Empyrean boundaries, and are determined to find

*'

a way to force the stars to synchronise their pulsations so as to create a vast entryway into the Warp such that vessels could enter without the need for actual Warp drives. That it might allow hordes of Daemons to enter realspace is of little concern, but so far their stellar oscillator arrays have proved fruitless. Another is certain that they can redirect the magnetic fields of the pulsars to gain entrance to another spatial region, and thus mimic the methods certain xenos races use to travel. The Lost Talon faction are devoted to studying a relic dating from before the Sector was founded, which seems to resonate in time with the pulsars and perhaps even guides their vibrational rates. Groups of unmonitored Magos Ætheric constantly tempt the Warp with their fell experiments. A small sect has even come to worship the

MAGOS ÆTHERIC

Given the nature of the Lathes, it is little surprise that the Mechanicum of Calixis has developed several unique sects devoted to the study of gravity and its effects upon the Materium, all falling under the College Cult Graviticus. The Magos Ætheric are one such faction, aiming their research more towards how such forces interact with the delicate membrane that exists between the Immaterium and realspace. The hazardous nature of their work usually demands their bodies be toughened with rippling layers of vat-grown lattice tissue, so that they can withstand nearby gravimantic fluctuations without being torn apart, and years of experience allow them to maintain their stance while being pulled into the intense fields. Their experiments usually involve controlled collapsed matter implosions to learn what, if any, Warp fluctuations then occur. While most Magos Ætheric rely on passive augury arrays to gather their data, some of the more reckless on Diogenes IV dare to utilise mass implosion spikes and Gellar bubbles to puncture the boundary, and venture into the Sea of Souls for short periods, tethered in place with graviton beams. While in the nightmare realm, they conduct arcane experiments on the effects of even shielded exposures to flesh and metal, all the while viewing images that no mortal can view for long and stay sane. Servitors are also used for such dives, though no protective shielding is used, and often what emerges must be hurriedly destroyed. Some of the Magos have conducted their experiments for so long that reality has lost meaning; their engrammic pathways eroded smooth, they drift through the station without purpose, sometimes ending their journey at a far voidlock. Others face even more dread fates should their protective devices flicker even the slightest, their souls quickly consumed as fell denizen-beings from within the Warp take control of their bodies. Given the unnatural behaviour most of the ancient Tech-Priests on Diogenes IV already exhibit, however, visitors might have grave difficulties in discerning the unnatural from the merely mechanical.

Magos Ætheric

WS BS

S

T

Ag Int Per WP Fel

(8)

22 24 38 42 32 45 38 41 22 Movement: 3/6/9/18 Wounds: 13 Skills: Awareness (Per), Chem-Use (Int), Common Lore (Machine Cult, Tech) (Int) +10, Logic (Int) +10, Forbidden Lore (Warp) (Int) +20, Scholastic Lore (Astromancy) (Int), Speak Language (Low Gothic, High Gothic) (Int), Secret Tongue (Tech) (Int) +10, Tech-Use (Int) +20. Talents: Binary Chatter, Chem Geld, Electrical Succour, Electro Graft Use, Energy Cache, Fearless, Luminen Blast, Luminen Charge, Maglev Grace, Meditation, Mechadendrite Use. Traits: Mechanicus Implants, Sturdy, Unnatural Toughness (x2). Armour: Flak cloak and cybernetic body (All 4). Weapons: Hand Flamer (Pistol; 10m; S/–/–; 1d10+4 E; Pen 2; Clip 2; Rld 2 Full; Flame) or Laspistol (Pistol; 30m; S/–/–; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), Chainblade (Melee; 1d10+5 R; Pen 1; Balanced, Tearing). Gear: Basic MIU interface and 1d5+1 other implants, Utility Mechadendrite, Lathes Mechadendrite Stabiliser, tools, respirator, data-slate, personal cogitator, 2 pistol clips. Hidden Rider: Magos Ætheric who have spent too long within the Immaterium often attract unwanted attention from those within. Any of these Tech-Priests have a 30% chance of Possession (see page 331 of the DARK HERESY Core Rulebook), though of a subtle nature. Acolytes must pass a Very Hard (–30) Scrutiny Test or a Hard (–20) Psyniscience Test to detect that another will now controls that body.

ADVENTURE SEEDS s The Acolytes are racing after a rogue psyker, who for reasons unknown sought to hide within Diogenes IV. The Tech-Priests resent any intrusion or disturbance, and actively hinder the Acolytes should their search take them into sensitive areas on the station. The psyker himself seems to be growing more powerful each time the Acolytes encounter him, and might threaten the station itself should they not be able to capture him soon. s The Conclave has requested the Acolytes’ master conduct a covert investigation of this station, worried at the lack of current information as to its function. The Acolytes might enter using other guises, or seek a stealthy approach and try to stay hidden. Once aboard, they must assess any threats that the research there might pose while keeping their true identities secure, but leaving Diogenes IV is always more difficult than arriving. s The Acolytes are returning after an arduous but successful mission, when their vessel is dragged out of the Warp and deposited near Diogenes IV, almost falling into one of the nearby pulsars. The vessel’s Navigator says that a realspace fissure was the cause of the abrupt exit, possibly a natural occurrence, but what might the station and their experiments have to do with it?

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pulsars as manifestations of the Omnissiah, and seek to reignite them through invert-matter explosions. Diogenes IV hosts many such as these in its holds, the darkness of isolation breeding darkness of thought and deed, all in the name of the Omnissiah. As more years pass, it is certain that one will erupt beyond the cluster to threaten the rest of the Sector.

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ENCRYPTION CODE LPXT293721.1 (LACUNA) “It shall be as if you never existed, and only the darkness shall mourn your passing.” –Reassembled from the data-files of Inquisitor Voyitz following his unexplained death Members of the Adeptus Mechanicus within the Calixis Sector maintain whispered accounts of a hidden planet amid the domains of the Lathe Worlds. This planet has no official designation, and any record of its discovery or founding—if the planet ever existed at all—is absent from every known record and star chart. Those who know of it do not freely articulate what they have learned, for fear of becoming the target of powerful and unseen forces. Only within the most clandestine and influential cabals and circles of the Lathes does the planet have a name: Lacuna. Lacuna is a small, airless world whose exact location remains a carefully guarded secret. A layer of fine, jet-black sediment known as Lacuna Dust covers the planet’s entire surface. This dust is inert to the electromagnetic waves of the visible light spectrum, among others, meaning that the planet is perpetually covered in unnatural darkness. The planet’s remarkable surface composition and lack of atmosphere also make the planet impossible to detect against the blackness of space, especially by the feeble light of its pale sun. Rumours and conjectures about the planet are rife, and the Lathe-Covenant is quick to refute that any world matching Lacuna’s description exists within their domain. However, small handfuls of Lacuna Dust occasionally appear in the many black markets of the Calixis Sector from time to time, further fuelling the rumours and suppositions concerning this mysterious planet. The Obsidian Forge is the only foundry on Lacuna. Here the ruling Fabricator, a Magos who has assumed the title Obscurus, performs the necessary litanies and observances to maintain his technological charges. Inside this secluded complex are dimly lit workshops and laboratories, teeming with logi-sealed and hypnoath-bound Tech-Priests, each one endlessly tinkering with and dissecting devices that would tantalise any Explorator. So thorough are the encryptions placed within these servants’ synaptic cogitators, many are unable to ever fully comprehend the extent of their work at any given time. At the centre of the facility, automated gun-turrets, armed Skitarii, and a host of other, more subtle security measures safeguard a pair of great bronze doors. Each door is reinforced with layers of adamantium, and etched with intricate copper devotions and inlaid circuits dedicated to the Omnissiah. Beyond this formidable entranceway, a labyrinth of vaults and chambers encompasses the many artefacts and relics of Lacuna. Every sector of this convoluted maze contains a deadly security apparatus, each a unique and devious contraption capable of eliminating anyone lacking the Fabricator’s authorisation. Tales of the priceless treasures within these guarded tombs vary from ancient archeotech, to STC printouts, and even technology stretching back to the earliest days of Man’s conquest of the stars.

The Obsidian Forge is where the Skitarii and other military forces of Lacuna stand silent vigil against any who would try to breach the darkness surrounding the foundry. The most specialised of these are the deadly Vigilies Servitors. These warriors wield potent and rare weapons, proficient at destroying adversaries of a mechanical nature, and are Lacuna’s first and finest guardians. However, some say that the Fabricator Obscurus has another weapon under his control; one powerful enough to devastate entire legions and even strike Imperial warships from orbit. Whether or not these rumours have any validity, the mere possibility of one of the legendary Ordinatus Platforms on Lacuna makes it an alluring target for any who desire power and the ability to crush their enemies.

SHADOWS AND DUST

The Obsidian Forge is not the only structure on this world of almost perpetual darkness. The secluded nature of Lacuna, combined with the dim days and pitch black nights, attracts many Magos who believe their work too risky or important to draw attention. As a result, additional autonomous research stations and hidden complexes dot the planet’s gloomy exterior. The exact number of these facilities and their official occupants are mysteries, save to the Fabricator Obscurus, and each exists in almost absolute secrecy.

Inquisitor Byrun Voyitz of the Ordos Hereticus first brought Lacuna, or LPXT293721.1 as he designated it, to members of the Calixian Conclave. Shortly before his unexpected death, he had discovered a consistent pattern of alterations amongst the data files of Heretek Apostate Gelfalom Vornsik, that Voyitz believed to represent a planet or ship. The recovered fragments of the Inquisitor’s last transmissions tell of his discovery of a dark world, feebly lit and almost indistinguishable from the inky black void. His ship’s sudden destruction prevented the transcription of the remainder of the communication. The two attending Astropaths who attempted to receive the transmission were subsequently found dead at their stations, impaled upon their autoquills. Only those within the Lathe Worlds who wield considerable influence and authority are typically able to learn of Lacuna’s existence, let alone obtain the authorisation to set foot upon its surface. This clearance is surreptitiously presented in the form of a writ of Celatus e Arcanus. The writ states that, as long as there is no evidence of heretical activity or planetary peril, the bearer is allowed to pursue his research on Lacuna in absolute seclusion. Those who obtain such writs are wise to hide their existence, lest they become objects of contention and conflict. On Lacuna, the holders of these writs are known only to the Fabricator himself. Additionally, a record of each writ is transcribed onto memory parchment and bound within a great tome. This book remains with a designated servitor, whose sole function is to carry and maintain his sacred charge. The volume’s comprehensive bio-genetic locks are precisely calibrated to recognise only the Fabricator’s unique structural dimensions. Any unauthorised attempts to access the work automatically trigger a self-immolation protocol within the manuscript’s sub-dermal systems. Yet the Fabricator Obscurus carries another work, and ritually encoded mag-locks and thrice-oiled cyclilic-autolinks seal the black tome from any who dare look inside. Said to hold physical copies of all the STCs and data regarding the many secrets of Lacuna, this collection is a sacred work, and its safekeeping is one of the Fabricator’s highest duties. Due to this general lack of direct supervision, it is unknown how many of Lacuna’s facilities are still active, what manner of research is taking place, or even whether or not the occupants are still alive. Some holdings have silently changed hands multiple times over the years, and it is not uncommon for entire shadow wars of espionage and covert raids to ensue between rival Magos over secret experiments and relics. The Fabricator Obscurus frowns upon such overt acts, as he continuously monitors his realm via a network of orbiting satellites and ultraviolet pic casters. Any evidence of potential hostility or questionable activity provokes brutal, callous, and efficient reprisals from Lacuna’s military forces. However, very few Magos are willing to directly accuse their rivals of anything, for doing so may compromise their own secrecy. This has led to a tactic known as Acts of Illumination, which refers to the strategic use of

NEW TRAIT: IMPROVED NATURAL WEAPONS Some creatures have teeth as sharp as the finest hunting dagger, or claws able to crack apart carapace armour like a cheap Amasec bottle. Their Natural Weapons no longer count as Primitive. lighting against opponents, in order to draw attention down upon the intended target at a crucial moment. The Fabricator Obscurus sees this stratagem as a useful way of culling the lessdeserving inhabitants and maintaining his own authority. Those able to navigate the many rivalries and conspiracies of Lacuna’s occupants are allowed to reap the rewards of a planet with almost unlimited access to resources from across the Lathe Worlds. The Fabricator Obscurus relays every requisition communiqué, having verified its source-code, to the Lathe System, which processes it with all the haste due to labours vital to the Adeptus Mechanicus. Unlimited test subjects, use of restricted items or xenos specimens, rare power sources of untold complexity and purity, and the raw materials to build an entire frigate are all available with but a brief binaric cant and the authorisation codes of a writ bearer. Oftentimes, the true dangers on Lacuna result not from petty rivalries, but instead from the hidden depths of the facilities themselves. Many members of the Adeptus Mechanicus, whom most would consider dangerously radical, have deceived, bribed, and occasionally murdered their way onto the planet’s surface, with the intent of gaining access to these secluded chambers and the abundant resources within for their own depraved works. These cunning individuals pose a constant danger to the domain of the Fabricator Obscurus, whose forces remain constantly vigilant for signs of their works.

THE TATTERED MAGOS

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A DISCOVERY IN THE BLACKNESS

There are many whispered half-truths and rumours among the scattered dwellers of Lacuna. One such tale is that of the Tattered Magos, a ghostly apparition and supposed denizen of the Warp that stalks the planet’s fabled darkness. Legends say that he was once a renowned Tech-Priest who disappeared during a catastrophic meltdown that obliterated his lab, as well as any knowledge of his rumoured experiments involving Warp energy. Whatever his purpose, something must have gone terribly wrong—or incredibly right—as, when next he was seen, the Magos was quite changed. The Tattered Magos is known to manifest as a spectral apparition, shrouded in charred and tattered robes, with mechadendrites and cybernetics that show signs of damage and scorching. Caught between the physical and immaterial realms, the Magos is able to pass between the two at will, but appears unable to remain in one or the other indefinitely. He can only fully manifest within the physical realm for a brief time, and his appearance often alters by decades or even centuries from one manifestation to the next. Whether or not this ghostly figure has any reasons for remaining on Lacuna is unknown.

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The Tattered Magos

WS BS

S

T

Ag Int Per WP Fel

38 45 42 46 36 47 42 48 28 Movement: 3/6/9/18 Wounds: 14 Skills: Awareness (Per) +10, Common Lore (Machine Cult, Tech) (Int) +10, Deceive (Fel), Dodge (Ag), Forbidden Lore (Adeptus Mechanicus, Psykers) (Int) +10, Forbidden Lore (Warp) (Int) +20, Intimidate (S) +10, Literacy (Int), Logic (Int) +10, Psyniscience (Per) +10, Scholastic Lore (Archaic, Legend, Occult) (Int), Search (Per), Secret Tongue (Tech) (Int), Speak Language (Low Gothic) (Int), Tech-Use (Int) +10. Talents: Autosanguine, Binary Chatter, Chem Geld, Disturbing Voice, Mechadendrite Use, Resistance (Psychic Powers), Strong Minded, Swift Attack, Technical Knock. Traits: Fear (2), From Beyond, Mechanicus Implants, Phase. Armour: Faded Flack Robes (3 All). Weapons: Warp-Infused Panoptic Automata Pistol (35m; S/2/–; 1d10+3 I; Pen –; Clip –; Reload –; Reliable, Warp Weapon), Tainted Omnissian Axe (Melee; 2d10+9 E; Pen –; Power Field, Unwieldy, Warp Weapon). Gear: Cerebral Plugs, Data-Slate, Glow-Globe, MIU, Personal Auspex, Tattered Mechanicus Robes, Utility Mechadendrite, Optical Mechadendrite.

VIGILIES SERVITOR

Among the various servitors of the Lathe Worlds are combat patterns capable of facing and overcoming specific enemies and situations. One such pattern, the Vigilies Servitor, is uniquely equipped to destroy foes who would twist the sacred complexity of the machine towards their own corrupt purpose. Each is a fast and deadly adversary, with vat grown muscular enhancements, servo-muscular fibres, mechanical augmentations, and advanced combat protocols for a variety of threats. Highly proficient in both ranged and melee combat, these elite guardians are the physical embodiment of the Machine Cult’s wrath.

Vigilies Servitor

WS BS

S (8)

T

Ag Int Per WP Fel

(8)

45 42 45 45 40 20 35 44 –– Movement: 5/10/15/30 Wounds: 16 Skills: Awareness (Per) +10, Dodge (Ag), Search (Per) +10, Tracking (Int) +20. Talents: Counter-Attack, Crushing Blow, Fearless, Independent Targeting, Lightning Reflexes, Swift Attack, Resistance (Fear, Psychic Powers), Two Weapon Wielder (Ballistic), True Grit, Wall of Steel. Traits: Armour Plated (x2), Automated Threat Protocols, Dark Sight, Fear (1), Improved Natural Weapons, Machine (4), Mechanicus Implants, Multiple Arms (4), Size (Hulking), Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Machine (8 All).

"!!

Weapons: Power Lance (Melee/Thrown; 10m; 1d10+14 E; Pen 6; Power field) or Servo-Fist (x2) (Melee, 1d10+10 I; Pen 0), Sunder Shield (Adamantine) (Melee; 1d5+14 I; Pen 2; Defensive, Power Field), Integrated Catalytic Mass Driver (Basic; 120m; S/–/5; 1d10 R; Pen 12; Reliable), Integrated Grenade Launcher with Fire Selector for Haywire Grenades (Basic; 45m; S/–/–; N/A; Pen –; Clip 8; Reload Full; Haywire (3), Storm, Reliable) or Krak Grenades (Basic; 45m; S/–/–; 2d10+4 X; Pen 6; Clip 8; Reload Full; Storm, Reliable). Gear: 2 Drums of Haywire and Krak Grenades, Auger Arrays, Cerebral Plugs, Micro-Bead, Photo-Visor. Automated Threat Protocols: All Vigilies Servitors utilise detailed combat and tactical analysis, and response protocols for a variety of situations. The downside is that, while highly efficient and very effective, the programming is specific to a fault, often placing the warrior at a disadvantage when dealing simultaneously with varied opponents. As a reaction, the Vigilies Servitor can nominate a single target in combat. The Vigilies Servitor then gains +10 to all WS and BS Tests against that target until the end of his next turn. However, the Vigilies Servitor also takes a –10 penalty to all WS and BS Tests against any other opponents until the end of his next turn.

ADVENTURE SEEDS s While tracking a known Heretek across the Calixis Sector, the trail has led the Acolytes to the darknessshrouded world of Lacuna. However the Fabricator Obscurus believes that no such individual could have evaded his forces and infiltrated his domain. Preferring to trust his instincts, the Inquisitor has instead provided his Acolytes with a secret way onto the planet. Once on the surface, they must uncover where their quarry is hiding and foil whatever intentions he has, all without attracting the notice of the ever-vigilant Fabricator. s A rumour of a dangerous and powerful artefact located on a hidden Lathe World has attracted the attention of two rival cells within the Adeptus Mechanicus. Both sides wish to obtain this relic and use it for their own furtive objectives; however, the Inquisition wants the item for its own vital obligations. The Acolytes must stop both sides from obtaining control of the item without alerting the Adeptus Mechanicus to Inquisitorial involvement. First, however, they must locate the planet. s A Magos working on Lacuna has created a device to help combat a new and dangerous threat to the stability of the Calixis Sector. However, the Fabricator Obscurus is duty bound not to reveal the identities of the Magos currently inhabiting the planet. What’s more, a rash of raids across the surface has left many facilities as little more than burned out ruins. The Acolytes must determine what is causing these attacks, and stop them in order to save the device they so desperately need.

“And lo, did the Opus Machina appear before our Fathers, and reveal the Omnissiah to us, that we might know the Truth.” –Excerpt from the Vox Rotuli Uziel For most within the Calixis Sector who would think of such things, the image of one of the planets that the Adeptus Mechanicus controls brings forth the highly industrialised, heavily polluted scene of a typical forge world. The majority of the Lathe Worlds indeed fit this pattern, each almost identical when viewed from orbit. Thick layers of smoke and waste gases nearly obscure surfaces covered with technological development, even as huge refinery platforms churn from one ore-spike to another. Pyramidal cathedrals of metal and plasteel tower into the skies, lost in the noxious clouds. Endless vessels move across the planet, carrying the products of the forges across the Sector: munitions, vehicles, weapons, voidship components, even pre-fabricated foodstuffs. New worlds in the Sector that the Adeptus Mechanicus comes to occupy almost invariably become forge worlds, living symbols of the Opus Machina on a planetary scale. Few worlds escape such a fate. Uziel is one such planet, barely touched after the Cult Mechanicus claimed control. On it resides Heterodyne Station, where Tech-Priests oversee a planet’s population slowly transforming from inconsequential labourers to valuable resources for the Lathes.

A WORLD LEFT BEHIND

There are few authoritative reports as to when Uziel was originally settled; most believe it was long ago in the heady days after the Angevin Crusade completed its holy work and birthed the Calixis Sector. Early reports spoke of a sparse world with few resources of note. Its location, on the edges of the Hazeroth Abyss, gave it no strong military value. It did, however, have acceptable environmental standards to easily support humans and continue the rightful and ordained occupation of the Sector. As such, colonist-transports were dispatched to claim the world, filled with pilgrims ready to take an empty world and turn it into a beacon to the GodEmperor, another light in this formerly dark region of space. That light soon went out. There were untold other hundreds of worlds in the Sector of more importance, so little effort was spent to investigate. Warp storms in the area also limited any proposals to reclaim the planet. Years passed into centuries, and Uziel became just one of many failed colonies whose sparse records cluttered the many dusty data-crypts buried on Scintilla. It was only through accident that, little over a hundred years ago, Rogue Trader Jad Osperoux rediscovered the world through an ill-timed exit from the Immaterium, leaving his vessel near its system. The long years of isolation had devolved the surviving colonists to little more than relative primitives, banded together for protection against the packs of feral beasts that roamed the land. There was little or no functioning technology remaining, and those devices that still operated were kept more as venerated relic than useful mechanism. Most served as base labourers through feudal oaths to those above them, tied together in protective networks. Only oral

histories could relate the tales passed down through the generations, of how the colony split along religious schisms and attacked one another, destroying what civilisation they had established. Those areas that still retained defensive works thrived, and those that controlled them became leaders and then barons, rulers over the lands they protected. The largest fortification, dubbed Heterodyne, was now the de facto centre of civilisation. Osperoux found no profit on Uziel, but news of it fetched him enough Thrones to refurnish his ship. The Ministorum made ready to revisit the world, only to find that others had been working quietly to claim ownership before their mission could begin. A senior Factor of the Lathes presented the final proclamation, arrived at through a series of adroit political schemes and trades, the details of which have never been revealed. The Lathes took ownership over the world, a most unusual action given the lack of any clear use to the Mechanicum.

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HETERODYNE STATION

THE ARRIVAL OF THE MACHINE CULT

Outside observers could not fathom the Lathes’ interest in this world, there being none of the ores, minerals, or even archeotech deposits that normally called their attention. Even more puzzling still, the Mechanicus landed with little of their normal, overwhelming presence, normally designed to efficiently, if brutally, transform a world into a factory. Instead, the arrival of the planet’s new owners was something rarely seen in the Sector: peaceful and subtle.

"!"

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The The barons baro ba roons and other leaders lead le adder erss grew grew to to appreciate appprec precia iaate such suc u h assistance asssi assi sist stan st ance an cee in in maintaining main ma innta t ining their power, pow po wer, and wer, nd came cam me too rely rel elyy on on such suc uch h aid. a d. ai d Slowly, Slo lowl wly, wl y, seedss were wer e e planted. A so society soci ciet etyy already a reead al adyy conditioned coond ndit ittio ione nedd for ne for obedience obed ob edie ed ienc ie ncee was nc w s swayed wa sw wayyed towards tow o ards dss adoration ador ad orat attio ion of o the the mechanical, mec echa hani ha niica cal,l, while whi hile le still sti tillll retaining ret etai aini ai n ng its its t primitive pri rimi miti mi tive ti ve trappings. trap tr appi pinggs. Over Ove ver the the years, year ye ars, ar s, the thee Factors Fac acto tors to rs worked wor orke keed to to prepare pre repa re pare pa re for for the the introduction intr in trrod o uccti tion on of of the t e Tech-Priests th Tech Te ch-P ch -Pri -P rieests ri sts and and nd even moree remarkable rem emar arka ar kabl ka blee devices, bl devicees, de s all all of which whi hich c were ch wer eree part p rt of pa of the th he great grea gr eatt Machine ea Mach Ma ch hinne God’s Go bounty. boun bo unn unty. More M Mo re wonders won onde ders appeared. app ppea eaare r d. The The great gre reat at beasts bea east sts of the st the hills were werre hunted hunte unntedd and annd captured, capt ca ptur pt ured ur ed, then then broken bro roke kenn into ke into placid domestic doomestic animals, annimal mals, their theeir ferocity fer eroc ocit oc ityy destroyed it dest de stro st roye y d with ye with chem-implants wi cheem-implants ts and ndd their th hei eirr bodies b di bo d es improved imp mpro rove ro vedd with ve h mechanical mec e ha h nical limbs. lim li mbs. New tools toools off light lig ight and and mirrored mir irro roore redd metal allowed a loowe al wed stonework s onnew st work of perfect per erfe fect fe ct design. design desi gn. n. Fields Fiel Fi elds el ds that tha hatt once onc barely barel e y sustained a family could cou oulld now shoot now feed no feed multitudes. mul ulti titu ti tude tu des. de s. Archerss found found their bows could co sh hoo oott farther, f rt fa rthe heer, and and their the h ir arrows arr r ow o s able able to to even move in flight to to better bett be tter tt er hit it hit their hi thei th eirr targets. ei targ ta rgets. Through rg Through hr hr it all, all, the Tech-Priests grew grrew in in number number mb ber and and now now walked walked thee streets streetts openly, st openly lyy, replacing repl re plac pl a ing thee ac departed depaart de rted edd Factors Fac actors ass their rolee was was as no no longer loong long nger er required. reequi uire ui red. No re No longer loonger lon ger were wer eree they the thought thooug u ht of as grotesque groote tesque abominations, abominati tiion ons, but but instead manifested innst stea tead ad ex eexalted a ted avatarss of al o a god who manif ifes if este es ste tedd hi hiss di ddivinity vini vi n tyy with w th wi h each eac ach new n w technological ne technoologi gical miracle. gi miraacle clle. And An nd yet yet through all alll of these the hese he s changes changes over ove ver the th he last hundred hundr dred dr edd years, The fields are yeear a s, s llittle i tl it tlee has changed from the basics of before. before. ef ef still tilled stililll ti till lllled edd and andd sown, though the beasts that tha hat draw draw the the ploughs might miigh ghtt have havee cybernetic cyb y ernetic wheels for legs, and and d the hee hands han ands d that thaat scatter scat sc atte ter the th he grain grrai grai ainn are ar often offte t n mechanical. Knights Knnig ghts practice prac acctice their the h ir i skills sk skil kili ls to defend deefe fend nd their domains, but with inertial-lances ine nert rtia rt ial-la ia lances la ess andd riding r di ri ding ng steeds ng steeds laced lace la cedd with ropes of synthetic muscle. The ce The castle c stlee ca walls w llls still wa sttilill stand, firmly stil firm fi rmly rm ly made of stone and mortar, now adorned ado dorn rned edd with huge with wi th hh uge Opus Machina Mac achi h na icons. Guards walk the battlements hi and aannd man cannons, cannon ons, on s though tho hough ho h now now they are servitors and their cannons c nn ca nnon ons firee plasma. on p aassma pl ma. The tech-barons tech ch-b ch -bar -b aron ar o s now watch over their subjects suubj b ec ects ts with wit ith h eyes augmented aug ugmented with h metal meta me tall an ta and d ci ccircuitry, rcuitry, their hold hooldd oover ver their peoples ve pe s now no increased through th hro roug ugh ug h engrammic engr en gram gr ammi am micc mi engravings enngr g av avin ings in gs and and loyalty implants. implant nts. Life continues nt continnue ues on Uziel, Uzi ziel zi e , but now noow it i is is life life underpinned und nder e pinned with witth the Vitæ tæ æ Mechanica. Mec echaani n ca. Th The he planet p an pl anet et now now thrives thr hrives under und nder e the guidance guidance andd care caare of of the th he Mechanicum without Mech Me chan a ic an icum um w itho it hout losingg its prior ho prio ioor essence, essenc n e, a most unusual unuusual occurrence o cu oc curr r en rr ence c for ce for a Lathe Lathe World. Its population grows, and itt has ass even even become bec ecom o e a foodstuff fooddstuf sttu f exporter to nearby forge worlds. It iss a shi shining h ni hi ning ng example exa xamp m le of the th he glories g or gl o ies the Mechanicus can bring to a world. This new era for the planet is all guided from one location which the first Factors on the planet immediately claimed for themselves: Heterodyne Station.

ccovers co vers ve rs recessed rec eces esse es s d pads se pads for for launching launc n hiing speeders spe peed eders andd orbital ed orbi or bita bi taal cutters. cutter ers. s. Throngs Th hro rong ngs of ngs o Tech-Priests Tec echh-Pr h-Pr Prie iest ie stss scuttle st scut sc uttl ut tlee about tl abbou outt within; with wi thin th in;; few, in few, if if any, tech-barons tech te c -b ch bar aron o s are on arre allowed allo al lowe lo wedd inside, we insi in side de,, and de and only only ly after aft fter er careful car aref eful ef ul cranial crani nial ni a screening screen nin ingg for for loyalty loya lo yyaalt ltyy to the the Cult Cul ultt Mechanicus. Mech Me chan ch anic an i uss. Only ic Only true tru ruee servitorr drones, manufactured battlements dr rones, manu ufa fact c uurrred ct ed iinn th thee bo bbowels weels bbelow, wels elow el ow w, ma mann th tthee ba batt t leme ment ns and defences. The The castle c st ca s le l itself its tsel elff descends el deesc desc scen cen e dss many man anyy kilometres kilo ki lometres lo underground, d, wheree vast vaasst cathedral-laboratories caath thed eddra r l-la l-la l boora r to t ri ries es host hos ostt the the true nature ree of thee Mechanicum’s Meechanicum uum m’ss designs dessig i ns for forr Uziel. Uziel ziiel e. Here onlyy the Tech-P Pri ries ests es t aare r ppermitted, re e mi er mitt tted edd, cr crea eaati t ngg new new w Tech-Priests creating technologica al of oofferings ferings for the people, peeop peop ople le,, always allwa alwa ways ys ensuring ens nsur urin ur ingg their thei th eirr new new technological devices are ea asi sily ly adopted. Theyy ttrain raain aand ndd augment auggme ment n the the h preachers preeac ache h rs he easily who speak thee wo w rd of the Omni niss ni sssia iah h too their the h ir flocks flfloc ocks ks with wit i h devices deevi v ce cess word Omnissiah to aid their message. messsaage ge. Huge pens house hoous use captured capt ca p ur pt ured edd beasts, bea east sts, s, rready eady ea dy for for cybernetic-surgeries es aand nd their ttransformation r ns ra nsffo form mat atio ionn in io into to more mor oree productive prod oduc ucti tive ti ve biological assets. Those Tho hoose who who sin sinn against aga g in inst stt the thee Machine Mac achi h ne God hi God d aare ree altered to become Serfito tors to rs,, an rs andd those th hoosse who who might wh might mi migh ght discover gh disc di scov ovver the over thee Serfitors, hidden truths ar re tr ran ansf sfor sf orme or medd in me nto m ucch wo w wors ors rse. e. are transformed into much worse. Why the Lath hes decided dec ecid ided id ed ttoo uundertake nde d rt rtak akee th ak tthis i ppossibly is ossi os sibl blyy si ssingular nguul ng ular ular Lathes operation on this world worlld remains reemainns unclear, rem uncl un c eaar, though tho houg u h perhaps ug perh pe rhap aps itt was always their plan give veen the na namee of of the the station th stat st atio ionn they th y now now given occupy. Certainly, y it takes much lon y, onngeer an onge andd re requ quir ires m oree or longer requires more energy thann ot othe herr fo he org rgee-impl epllem e enta enn atiionns require. requ re quuir ire. e For e. For over ove verr a other forge-implementations hundred years, though, it has gu uid ided edd tthe hee ppopulace opul op pul u ac acee fr from om a guided primitive existenc ce, uuseful sefu se f l only perha aps as se sservitor-base, rvvit itor or-b -bas base, se, iinto ntoo nt existence, perhaps a fervent people, united in their faith fait fa i h inn the it the Omnissiah Omnis mnissi siiah and and ready to fight and die in his nam me. Otherr w orrld ldss ma mayy ha have vee name. worlds been transformed tho houg ug gh simi mila laar me m eanns, but utt nnone onee ei on eeither ther have ther th hav ae though similar means, survived the process or hadd th thei eirr presencee rrevealed. ei evvea eale leed. their On U z el, the Me zi ech chan anic an icum ic um h ave moulde ed a pe ppeople peop eople oplee into int ntoo the the Uziel, Mechanicum have moulded pproper pr oper op e worship er ip off te tech chnnology, somethingg th ch that at some som omee within with wi th hin i the the technology, Lathes hie i rarchyy ccalculate alcu al culate is more valua uabl ua b e th bl tha an ddrone an rone ro ne servitude. serrvi vitu tudde. tu hierarchy valuable than With little actual actuual machinery machinery in their previous prrev evio ious io us lives, livves e , the the peoples peoople pe pl s of Uziel now w eembrace m race its benefits, andd know mb know kn now o how how o to to properly prrop oper e ly l acknow owle ow ledg le dgee the Omnissia dg ah fr ffrom om m w hom ho m al alll su such ch blessings ble less sssin i gs acknowledge Omnissiah whom flow flo w. Other sts iinsist nsis nsis ns i t th he wo worl rldd is rl is instead ins nste tead te ad a nnew ad ew w flow. Other,r, rival Tech-Pries Tech-Priests the world ttech-heresy, te ch h-h heresy, for wit tho hout ut pproper rope ro p r un unde ders de rsta rs tand ta ndin nd ingg ther in th herre can can be no no without understanding there prop per wor orrsh ship ip.. Th ip This is h as not dissuaded tthose h see w ho ithi it hinn He hi Hete tero te rody ro d ne proper worship. has within Heterodyne from fr om pprogressing, rogressing, slowly melding ro ng iinn ne nnewer ewe werr tech te ech chno nolo no logi lo gies gi es.. es technologies. On other worlds, the Lathes contemplate cont co nteempl nt em lat atee similar simi si mila mi l r procedures, la proceddurres pr e, perhaps involving planetar ry mind-w wippin ingg oorr vat-growing vat-g gro rowi winng wi planetary mind-wiping populations, all the better to start rt with wit ith h peoples peoples untouched unnto touuched with m isco is conc co nceptionss of the M nc achi ac hine hi ne G od or bound bounnd with with ith other oth her misconceptions Machine God be elil ef e s. Uziel sustains, s, tthough, houg houg ho ugh, h ffeeding h, eeding its ppeople ee eoopl p e and and those th on beliefs. ot the h r Lath the Wo Worl r dss, pl rl pled edgi ed ging gi ng iits ts w arrior ar orrs to to bbattles a tl at t es against aga g inst the the other Lathe Worlds, pledging warriors foes fo es ooff th thee Me Mech chan ch anic an icum ic um aacross crros osss th thee Se Sect cttoorr, an and of offering ng new Mechanicum Sector, know oow wle ledg dgee in ggrowing dg rowi ro wing wi ng tthe hee Cult Cul u t Mechanicus. Meech chan anic nic icus cus.. It I may a take tak ake many knowledge more generations until they are fully satisfied with their work, but the Tech-Priests of Heterodyne are patient.

THE SECRETS OF HETERODYNE

Like all else on this world, the Mechanicum has taken an existing structure and altered it for their own needs. The Fiedelus Knights had long protected their liege-barons against the great killing beasts as well as rival lords, and it only took subtle modifications to transform them into warriors fit to serve the Cult Mechanicus. Their weapons resembled their ones of old, but were now more powerful and reliable. Their steeds, bolstered with behavioural implants and mechanical upgrades, could carry much more and for longer distances.

Though it outwardly resembles the other castles of Uziel, Heterodyne has a false façade. While only cursory scrutiny of the planet’s feudal society reveals the new technological modifications and support, the station maintains its primitive appearance even under close examination. The walls are stout stone, but underneath are layers of plasteel and ceramite. Sleek panels can slide away for macrobatteries and lascannons capable of destroying airborne threats. The wide courtyard

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FIEDELUS KNIGHT

Fiedelus F ieede Knight

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34 3 4 28 37 35 32 32 30 36 28 Move Movement: M vem m 3/6/9/18 Wounds: 10 SSkills: Sk kil ills ls:: Awareness (Per), Common Lore (Machine Cult) (Int) +10, + 10, C 10, Climb (S), Dodge (Ag), Secret Tongue (Uziel Cant) (Int), (Int (I t), Speak S Language (Low Gothic) (Int), Tracking (Int), Wrangling Wr W ran angg (Int). Talents: T Tale Ta alent ntt Chem Geld, Double Team. Traits: T Tr rai a ts None. ai Armour: A Ar rmo mou u Heavy Flak Cloak and Beast Leathers (3 All). Weapons: Inertial Hammer (Melee; 1d10+8 I; Pen 2; W eap po Proven, Prov Pr oven enn Unbalanced) or Inertial Lance (Melee, 1d10+8 I, Pen Proven, 4; P roov Unwieldy), Impact Shield (Melee; 1d5+3 I; Pen 0; Defensive, Power Field), Shortsword (Melee; 1d5+5 R; Pen De efe f ns or Laspistol (Ranged; 30m; S/–/–; 1d10+2 E; 1; Balanced) Balla Penn 0, Pe 0 Clip 30; Rld Full; Reliable). Gear: Gear Ge ar:: Cyber-Steed†, Frag Grenades, Krak Grenades, any one Bionic Bion Bi onic on ic Replacement or Cybernetic Sense. †Cyber-Steeds use the rules for a Beast of Burden (see page 349 † Cybe Cy br be of tthe he DARK HERESY Core Rulebook) with the removal of the Bestial Best Be stia iall Trait and adding the Machine (2) Trait. The steed and ia rider ride ri derr are a treated as one being when ridden, giving +2 Armour to the the Legs Legg and Body of the rider. Le

SER ERFITOR E RF F

Serv Servitors rvit itoo are a common sight on any Lathe World, where their thei th eiir ttireless efforts aid in everything from basic factory work wo rkk to t combat operations. There are many working inside Heterodyne Hete tero ro Station, though another variant unique to Uziel is m more o predominant across the rest of the planet. On this or planet, plan pl net, those who transgress against the will of the Cult Mechanicus Mech Me chaa are not permanently transformed into mindless dron ness but instead sentenced to the harshest of labour: the drones, role of augmented Serfitor. Like all products from Heterodyne Station, Serfitors are another experiment in improving the manner that the Cult Mechanicus controls its subjects. They might be taken for the more mundane servitors on other worlds, for much of their difference is not readily apparent. Their minds are not destroyed, only inhibited from independent thought through a series of cranial implants. Each is linked to central command devices that the tech-barons keep under careful control, so that vast groups of what was once shambling flesh can operate in perfect harmony. Mem-chips were also implanted, granting them skills that would take many seasons to learn. Their bodies are braced with vat-grown tissue, so they can work with little rest. The sentence is not without consequence, for their bodies are altered through other, more obvious, mechanical

intrusions to make them better workers. Arms are replaced with automated grain-tillers, legs with churning pistons to crush raw ores for smelting, eyes with thermal scanners for watching livestock; these and more are common Serfitor augmentations. Now freed from contrary thought, they work for the betterment of their lord and the Omnissiah they all serve. After their sentence is over, their personalities are restored to active awareness. Their lives, however, are permanently disfigured, and few can pay to have their augmentations properly removed. Most are forced to continue labouring in exchange for implants they cannot excise, or live out the rest of their lives disfigured and crippled, a visible reminder to all not to displease the Machine God.

Serfitor

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13 14 45 41 18 12 23 33 08 Movement: 1/2/3/6 Wounds: 10 Skills: Trade (any one) +20. Talents: Iron Jaw, Resistance (Heat, Cold). Traits: Machine (3). Armour: Cybernetic Augmentations (3 All). Weapons: Fieldwork Armatures (Melee; 1d5+8 R; Pen 1; Tearing). Gear: Control Implants, Good Quality Cybernetic Senses (Eyes), Micro bead (to receive/relay instructions only), peasant robes.

ADVENTURE SEEDS s A grain shipment is found poisoned, nearly wiping out an entire forge world with gene-taint shifting. The origin is traced back to Uziel, but why would one Lathe World seek to harm another? The clues may lead to rival organisations within and without the Mechanicus, many eager to see this heretical world fail. s During a mission, a nearby servitor suddenly seems to go berserk, screaming in pain and ripping away at its own bionics until it ceases to function. A study of the corpse indicates extensive internal cybernetic modifications for remote data transmissions, as if the servitor was more a controlled spy than mere menial. Who was controlling it, and why are other servitors in the area suddenly attacking the Acolytes as they get the closer in their investigations? s The Acolytes are sent to investigate a tech-baron from Uziel who has fallen in with what could be a cult devoted to the Ruinous Powers. He appears more interested in learning their patterns of worship than participating in their foul deeds, as if to study their methods of indoctrination and subservience. Further investigation reveals that the possible heretic is highly augmented, far more than any mere tech-baron, and displays skills above anything possible outside of the elite Mechanicum. Is this an agent of Heterodyne Station, and, if so, what is their true interest in the cult?

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The Knights themselves needed little, their faith absolute in their M Machine God without any need for engrammic implants. Each h nnow carries the cogwork Opus Machina as their shield, displaying displayy their faith and the glory of the Omnissiah as they ride ride to to battle. Many have even left the planet to join regular Skitarii Skittari formations in other parts of the Sector, there to spread the glory gllo of Heterodyne to rival Tech-Priests.

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THE HIPPOCRASIAN AGGLOMERATION “Death is but the beginning. To capture what happens afterwards is our goal.” –Magos Adeb Xam of the Caste Necrosis Flesh is weaker than pure machine, yet flesh has unique attractions of its own, mysteries that cannot be resolved if the biological material is simply discarded. Flesh changes, flesh begets new flesh, flesh comes to life, and flesh dies. It is this latter quality that especially fascinates sects within the Magos Biologis of the Lathes. The Magos Biologis commonly study biological systems; those of the xenos in order to defeat them, those of the human in order to improve them. Their work has led to great victories against several alien species and improved augmetic systems, but often to no avail to their standing. They are somewhat shunned within the Lathes, due to their association (ofttimes unjustified) with some of the more notorious failed experiments and atrocities that have occurred in the Sector and within the Lathes System itself. Traditional Tech-Priests find their interest in organic tissues distasteful, and some even view it as tech-heresy no matter the justification. This has driven many of the Biologis to the remote areas of the Sector, there to conduct their researches. One such location is on the Adrantine Fringes, in the Morwen System. Orbiting the sixth planet is a void station devoted to studying the impermanence of the flesh, where Tech-Priests can seek to unravel the mysteries of death itself in relative seclusion. The planet below is devoid of native life, making it a fitting place for such investigations. The Hippocrasian Sect operates here, ostensibly an outpost of the Magos Biologis and devoted to corporeal research for the betterment of the Calixis Sector. Like many of the Mechanicum stations in the Sector, however, it contains hidden secrets within. Tech-heresies of the basest sort fester deep under the brightly lit main laboratories, where forbidden sects conduct unholy experiments far beyond the station’s mandate.

A WORLD OF DEATH

Though records from before the Angevin Crusade are incomplete at best, they indicate the Morwen System was once verdant and lush. Some evidence indicates that it even supported a xenos civilisation, which may be the reason it was attacked so thoroughly during the initial stages of the Crusade. An entire battlefleet attended to the world, obliterating any existing life in a cataclysmic bombardment of lance and torpedo that lasted a full six days. The fleet then rested a day, searching for any evidence that anything living survived, before completing the annihilation with a firestorm cannonade that burned any remaining oxygen from the atmosphere. Satisfied with their utter eradication, the fleet departed for other combat operations. Such total devastation is normally done on the order of the Inquisition, but the lack of a more simple cyclonic torpedo attack to accomplish the task indicates otherwise. Other planetary attacks during the Crusade were often as destructive, though seeking only to kill off any xenos or rebellious armies, and

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not to remove all life no matter the type. Whatever their enemy might have been, the Crusade required its complete extermination and was willing to take valuable time during the war to ensure this goal to the best of their ability. It took years for the gigatonnes of ash and dust to settle onto the surface, so great as to fill many of the immense craters covering the planet. The world remained silent for scores of decades, with only cyclopean monolithic structures still standing to indicate life once existed there. An Explorator vessel performed a cursory examination of these huge formations, but was unable to even pierce their heavy plate surfaces. Records from this landing are inconclusive as to if the Tech-Priests detected any data of interest, though they did report certain anomalous readings. The ship soon departed, but its report did lead to the arrival of a more dedicated presence of the Machine Cult in the system.

THE AGGLOMERATION COALESCES

The Magos Biologis came to the system with a Hippocrasianpattern orbital, a tall torus of interlocking modular tubes commonly used as void-based laboratory installations. Their Oath of Data before the High Fabricator called for investigations into the cessation of the flesh and methods to prevent or delay such biological failures, and soon TechPriests from across the Sector were drawn to the station as word spread across the Lathe Worlds of innovative discoveries coming from its mortuaria slabs. Their presence brought new

THE END OF DEATH

The work of the Hippocrasian Sect has always trod a fine line between authorised standard Magos Biologis work and techheresy. Many of their researches delves into genetic sculpting and vat-flesh grafting, fields were somewhat common within the Adeptus Mechanicus (especially in servitor creation). Some of the Tech-Priests dared to continue even farther along these lines, creating their own flesh gholams, and then using these as experimental subjects into decay and regenerative protocols. Some even attempted to use deviant engrammatic brands to rework nervous systems, convinced that flesh could be forced to reject necrotic decay. These shambling mockeries resist death itself with their stringent protoplasm, and the Caste Necrosis is certain that these represent an important step into the perfection and extension of the flesh. The Ethereals have instead aimed their study into the transformation from life to death, and the nature of this process. As the body leaves one state for the other, these Tech-Priests bring all their auguries and sensoria into play, seeking to observe what many before them insist cannot be measured. Their true target is the soul, hoping to detect and even capture this elusive item as it departs a dying body. Few of the Mechanicum hold such beliefs as worthy of consideration, but years of examinations have led these researchers to believe that such things do exist, and also that such essence can be ensnared just as it escapes. For what purposes they might use such ethereal membranes, none can imagine. Some have begun using heretical xenos devices to aid them in their quest, surely damning their own souls in the practice. Many other cadres work their dark research in other manners. The Preservationists act to forestall the ending of breath though any means necessary, no matter what effects their nightmarish actions might have on the body or mind. As long as death is held at bay, they claim success. The Leagues of Ice use techniques involving cryogenic states to stave off tissue failure, employing alternating intensities of temperatures, especially those where the flesh itself turns solid and brittle, to reinvigorate the body. Their few successes remain disputed. The Mechanicals refuse to believe that death actually occurs, and instead use technological aids to continue to motivate the corpse, and foul unguents to maintain the flesh. The bodies refuse to respond to such attentions, but this has not dissuaded this group from further experimentation.

These are but a few of the dangerous groups operating within the Agglomeration, each a splinter from the original founding, but now so divergent in their goals and methods as to be nearly unrecognisable. Others, like the Carnicula, have quit the Sect to pursue their research elsewhere in divergent patterns. Their obsession with death still unites them all however, and, for many, their experiments soon result in their unity with this state.

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alchæmical elixirs, tissue-welding devices, organ regeneratives, and other techniques to aid in research. Now dubbed the Hippocrasian Sect, those on the station continued to push the weak flesh to new strengths. Experiments were conducted on hundreds each day, culled from cells and slave pens though few of the Hippocrasians were too curious as to their origin. The research outgrew the station within a few short centuries, and additional facilities soon sprouted in nearby orbit along with ships set in high anchor. Support orbitals, dedicated docks for mass loading, plasma depots, and more began crowding the space around the original station in a chaotic spread. Such an assemblage became a useful waystation for Explorator vessels making their way outwards to the Nebula. Those on the Lathes who still viewed the sect with suspicion deemed this yet another example of how the study of the flesh can lead to unorganised results, and decried the undisciplined flotilla as the Hippocrasian Agglomeration.

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CASTE NECROSIS TECH-PRIEST

The Caste Necrosis exists as a hidden chancre within the Hippocrasian Sect, their experimentation having taken them far into areas the Lathe-Covenant has ruled heretical. Those who know of the heretical cult believe it is either the direct work of Magos Vathek, or at the least, inspired through his dark experimentations into the re-animation of dead tissues. Some even believe that the arch-mutant Archimedes Noxt created the Caste, secretly funding and guiding their efforts in order for him to better control his own unstable flesh. The clique of Tech-Priests who began the Caste know that their work would sentence them to Servitude or worse, but are confident that their experiments and the knowledge they gain are worth any penalty. They mask their work using secured mortuaria halls stricken from the station’s records, or even on other nearby orbitals. In these lairs, flesh is grown, treated, destroyed, and rebuilt, all to better fathom its limits, and then venture beyond them. They originally built scores of flesh gholams merely as a ready supply of living beings which could be studied as they perished under controlled conditions, but soon the gholams themselves became their main line of study. Developing new flesh for their constructs led to experiments in flesh modification using forbidden extracts and heretical techniques, creating new gholams for further new experimental avenues. As their creations grew more resilient, the Tech-Priests began implanting flesh harvested from particularly successful gholams into their own forms, even replacing their own cybernetic upgrades with these horrid tissues. Some within the Caste have taken their intense study of decay into the darkest of areas, and surely have attracted the attention of the Ruinous Powers, in particular Father Nurgle.

ADVENTURE SEEDS Caste Necrosis Tech-Priest

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22 24 38 42 32 45 38 41 22 Movement: 3/6/9/18 Wounds: 13 Skills: Awareness (Per), Chem-Use (Int) +10, Common Lore (Machine Cult, Tech) (Int) +10, Logic (Int) +10, Forbidden Lore (Adeptus Mechanicus, Mutants) (Int) +20, Scholastic Lore (Chymistry, Occult) (Int), Speak Language (Low Gothic, High Gothic) (Int), Secret Tongue (Tech) (Int) +10, Tech-Use (Int) +20. Talents: Binary Chatter, Chem Geld, Disturbing Voice, Electrical Succour, Electro Graft Use, Luminen Charge, Mechadendrite Use, Rite of Fear. Traits: Mechanicus Implants. Armour: Cybernetic body (All 3). Weapons: Ripper Pistol (Pistol; 30m; S/2/–; 1d10+3 I; Pen 7; Clip 8; Reload Full; Tearing, Toxic), Power Knife (Melee; 1d10+5 E; Pen 5; Balanced, Power Field), 3 Blind Grenades, 3 Photon Flash Grenades. Gear: Ichor-befouled Mechanicum cloak, MIU interface and 1d5 other implants, Medicae Mechadendrite, surgical tools, data-slate, personal cogitator, 2 pistol clips.

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The New Flesh: Members of the Caste Necrosis often augment their bodies with their latest experiments, surely a blasphemy to the Omnissiah in all eyes but their own. Such tissue is beyond normal biological processes, and grants the Tech-Priest the Regeneration Trait. After it has successfully removed any Damage, it then also gains the Fear (1) Trait, but once the Tech-Priest is slain, the corpse becomes even more hideously deformed, and gains Fear (2). Necrotic Gholams: A Caste Necrosis Tech-Priest may be accompanied with 1d5 necrotic gholams. These use the rules for a servitor drone (see page 344 of the DARK HERESY Core Rulebook), with their restored but necrotic flesh doubling for a servitor’s normal mechanical implants, and engram branding as their control mechanism. Necrotic gholams gain the Fear (1), Regeneration, and Toxic Traits to reflect their foul creation.

s The Acolytes are sent to investigate a horrific outbreak of servitor attacks, but despite the hindrance of Lathes agents, they determine that these are actually a deadly form of flesh gholams. Their efforts attract the attention of a group of decrepit Tech-Priests, eager to see the Acolytes reduced to test subjects back at Morwen. s The Acolytes are sent to Morwen VI, there to investigate mysterious deaths of a training mission of Brontian Longknives on the surface. There are few clues to be found on the dead world, though many of the Guardsmen report disturbing visions; some are found undergoing self-mutilations beyond the ritual scarring the regiment is known for. Is the planet truly dead, or could something buried under the still-standing structures be influencing those who would stay too long on the planet and its unnatural emanations? s The Acolytes are on the trail of Archimedes Noxt when they find a trail of other heretics with similar mutations. When captured, one of them claims he purchased his new abilities in the Adrantine region, and even the threat of excruciation does not persuade him to reveal anything else. Their path leads them to the Hippocrasian Sect, but gaining access to the station itself or any of the other orbitals requires more than simply showing the Rosetta.

“Old Arazi used to claim he saw the secret docking bay, where they loaded the bodies of dead coglovers for transport out of the system. He could never find out why.” –Terian Oltsweet, dockyard rating Far away from the Lathe Worlds, hidden in the flickering light of the Halo Stars, sits a tiny system. It consists of a simple, pale red dwarf star, barely able to keep itself alight in the void. Around it a single planet orbits, a ball of rock and cold mud whose name is listed only on a few ancient star charts, as Capulus. The planet itself is unassuming and of little interest for mining or colonisation. No more than a collection of dirt with little atmosphere or water, it has nothing that would attract any looking for wealth or power. Even its single moon seems, at first glance, to not be worthy of any effort. The moon is in an unnatural orbit, such that it is always on the dark side of Capulus, so no light from the feeble star ever shines directly upon the moon’s icy terrain. As it glides alongside Capulus, it seems to be hiding itself, afraid to come into the light and allow its secrets to be known, and that is exactly how the Masters of the Lathes want it. For on the little moon, known in stories and rumours as Morio, the Mechanicus hides one of its most unsettling secrets. The dusty plains of Morio have no real atmosphere to speak of, its entire surface mostly exposed to the vacuum and cold of the void. The side of the moon that faces away from Capulus is scarred from ancient collisions with asteroids and space debris. There are no signs of past or present life on this side, either alien or human. On the side facing the planet, Morio is covered with the lights and spires of a staggering hive city, larger than almost any other in the entire sub-sector. Here, the towers and cathedral-factories of the Machine God climb majestically beyond the surface of Morio, as well as burrow deep within it, nearly to its long silent, cold core. This is the Sepulchre of the Adeptus Mechanicus for all of the Calixis Sector. When any of the Omnissiah’s followers fall in the Calixis Sector, all possible care is given in trying to get the remains of the fallen to Morio. Ancient, sarcophagal crypt ships make passage through the treacherous Warp routes between the Dominions of the Lathes and Morio, carrying their precious cargo. Once they have arrived, the bodies of the deceased are brought down to the moon in waves of short range cargo craft. While basic servitors do most of the actual labour, there are those of the Adeptus Mechanicus whose duty it is to prepare their fallen brethren and to administer the final rites of the Machine God. Known as the Mortifers, these humble brethren have several duties to perform before allowing their charges to rest. This is not only the cemetery world for the followers of the Machine God in the Calixis Sector, it is also where the Mechanicus take back and refurbish the cybernetics of those who have fallen, so that they may be offered to upcoming generations of Tech-Priests.

The Sepulchre is the next step not only for the remains of the followers of the Omnissiah. Here the fleshy remains of the fallen are processed into corpse wafers, to be used in religious observances of the Adeptus Mechanicus. It is also the main reclamation point for the detached bionics and cybernetics, so that they can be used once again by others in the Adeptus. Building and maintaining cybernetics is a time and resource consuming task that also becomes more and more difficult every year, as those with the knowledge to create or maintain such wonders die without passing on that information to the next generation of Tech–Priests. Reclaiming these cybernetics and using them for training purposes, or to augment others who seek the perfection of the Omnissiah, allows the Mortifers to reduce the need for current resources. It also serves a more holy purpose, allowing a line of ascension within the Adeptus Mechanicus to continue far beyond the span of even the eldest of Magos. Worthy Tech-Priests might gain the mechadendrites of a famous Logos from within the system, or receive the same bionic eye that once spied the pacification of Calixis.

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MORIO

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But there are other reasons why the Mechanicus hide the Sepulchre. Knowledge is power, and here is where knowledge is preserved and used to grow the power of the Cult Mechanicus throughout the Sector. For Morio is also where the memories of the fallen are stored, so that they may be kept from oblivion. In the farthest recesses of the Sepulchre, the Mortifers and their servitors stubbornly work on their great task. They administer and maintain ancient cogitator systems and arrays, far more complex and delicate than anything known currently within the Calixis Sector. Here the Mortifers connect the cortex implants and cybernetic synapse overlays of the fallen to this gigantic system, known as the Cenotaph Calixia. The accumulated knowledge and experiences of the now-dead Tech-Priests are retrieved, so that they can be accessed later. Currently, the ability to retrieve and utilise such information is rudimentary at best, but near-heretical experimentation with the holy machinery has allowed for greater efficiency in recent years. Dark whispers of what the Mechanicus might do with such concentrated knowledge scatter across the cognoscenti of the Sector. Stories among the Mortifers tell of outsiders who were caught investigating the Cenotaph being placed into the ancient oubliettes of the moon, never to be seen or heard from again. Nothing can be allowed to halt the great work from continuing, and one day the Sector will see its grand results, and know the glory that every true Tech-Priest already believes.

CARETAKER GANASH

No one knows how old Ganash truly is, or even if this is his real name. He has toiled on Morio longer than records exist, and some say in half-jest he was already on the moon when the Cult Mechanicus arrived to establish a new cemetery hive. As time passed, he rose in rank as the hive transmogrified into the Cenotaph, the moon became the central repository for the accumulated knowledge of the Mechanicus in Calixis. He slowly began the implementation of his programs to recycle the cybernetics of the dead, turning it from more local procedures and into a sanctified rite under the direction of his Mortifers. He is now and ever shall be the Caretaker Eternal, seemingly as endless as the moon itself. Ganash is a gaunt and pale thing. What little flesh remains between the voluminous, ancient black robes and the longdulled surgical metals of his cybernetics is tight and waxen from age and neglect. Most suppose that his frame and demeanour have become shaken with age and the burden of his duties, but none can recall him any other way. Despite the little care Ganash may have for his own fragile shell, his care for those who have come to Morio and the Sepulchre on their final trip is obvious. He handles his charges as if cradling the most precious of treasures. The creation and care of the Cenotaph Calixia, and his fevered desire to use it to save the knowledge of his fallen brethren from oblivion, is commendable. A worried few within the Holy Ordos wonder what the Adeptus Mechanicus will do with such a vault of knowledge once they are able to successfully and safely retrieve information from it, and what Ganash will do with the kind of power that comes from such a feat.

Caretaker Ganash

WS BS

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Ag Int Per WP Fel

25 27 30 32 39 48 47 52 19 Movement: 3/6/9/18 Wounds: 15 Skills: Common Lore (Machine Cult, Tech) (Int) +20, Dodge (Ag), Forbidden Lore (Adeptus Mechanicus, Cults) (Int) +10, Literacy (Int), Logic (Int) +10, Medicae (Int) +20, Scholastic Lore (Chymistry) (Int), Search (Per), Secret Tongue (Tech) (Int), Tech Use (Int) +20. Talents: Binary Chatter, Chem Geld, Electrical Succor, Feedback Screech, Jaded, Logis Implant, Master Chiurgeon, Mechadendrite Use (Medicae, Utility), Nerves of Steel, Resistance (Fear), Rite of Awe, Rite of Fear, Total Recall. Armour: Carapace Armour (6 All). Weapons: None Gear: Ancient black robes (Good-Quality Clothing), Good Quality Bionic Arms and Legs, Common Bionic Respiratory System, Auger Arrays, Medicae Mechadendrite (x2), Utility Mechadendrite.

ADVENTURE SEEDS s The Acolytes are sent to a factory world to investigate the unusual deaths of several visiting Enginseers. Unfortunately, persons unknown took the bodies before they arrived, and the local Mechanicus do not want to talk about it. Rumours indicate that the Enginseers may have stumbled upon a dark programme to reanimate the dead. The Acolytes must find where the bodies of the fallen have been taken, keep the Adeptus Mechanicus from creating some heretical abomination, and follow the trail to the crypt world of Morio. s Shortly after receiving new cybernetic implants, the Acolyte who has the procedure begins to have vivid dreams of his own murder, to the point where the dreams come upon the Acolyte even when awake. As the dreams progress, the Acolyte can now see that the implant was once in a different person—the murder victim. Investigation leads the Acolytes to Morio, where they discover that some of the reclaimed cybernetics have not been properly purged before reassignment, perhaps deliberately, in order to experiment on data assessment methods. Those on the crypt moon will not welcome such inquisitiveness into their affairs. s A valued Tech-Priest agent of the Acolytes’ Master has fallen, and they are assigned to accompany his remains to Morio. Their real assignment is to recover a hidden auspex secreted within his augmetics, which was too cleverly melded for normal removal. Their goal is to allow the Mortifiers to do their work, then steal away the auspex before the device is wiped (or worse yet, the information extracted), and return it to their Master.

“Courage like Steel, Completion in Death!” – Legio Venator Battle Cry Within the Drusus Marches lies the forbidding forge world of Opus Macharius. Named in honour of Lord Solar Macharius, this planet became part of the Lathes near the end of the Angevin Crusade, and is the home of the revered Legio Venator. From here, as well as their permanent posting within the Lathes on Lycosidae, the Titan Legion stands vigil against any who threaten Imperial sovereignty in the region, and plays a critical role in maintaining order and stability throughout the Calixis Sector.

THOSE WHO WALK AS GODS

Of all the wonders of the Machine Cult, none can compare to the awesome might of a Titan. A relic of humanity’s forgotten glory, the term can refer to any of the massive bipedal combat walkers the Titan Legions wield to serve the Cult Mechanicus. They are magnificent engines of destruction, each brandishing weapons capable of levelling entire hab-blocks, and employing dense armoured carapaces and powerful void shields. Within every Titan’s core resides a uniquely aggressive and powerful machine-spirit patterned after the terrible predatory beasts of ancient Terra, each requiring immense willpower to wield and control. The servants of the Adeptus Mechanicus reverently maintain and worship these colossal engines of war; for in their eyes, every Titan is no less than the walking embodiment of the Machine God’s power. The process of constructing a Titan is a close secret within the Adeptus Mechanicus, and each is an immense undertaking, requiring centuries of experience and countless blessings and rituals throughout the process. These colossal machines are held in such high standing that every Titan is granted a High Gothic name upon completion. In the same vein, the death of a Titan is a true tragedy for those who aided in its construction, with entire Foundries mourning the loss of one of their sacred creations. When not serving on some distant warzone or guarding one of the Legio’s many fortresses, the Titans of Legio Venator rest in the Titan Pens on Opus Macharius. Here they undergo any necessary critical repairs, upgrades, or refittings. The planet’s massive manufactorums contain these pens within their sprawling bulk, and continuously produce parts and armaments for their sacred charges. A single pen often houses multiple Titans at a time, while some of the more illustrious or massive machines warrant an entire forge to themselves. All who maintain the Legio’s machines view their labour as a great honour, and duels and conflicts frequently occur over the right to house Titans of particular reverence. The Titan Pens also contain facilities to see to the medical and physical needs of the legion’s members, including hospitiller complexes, hab quarters, and training bays. Many veteran members of Legio Venator live and train here beside the Legio’s aspirants, and serve as an example to those who have yet to face the enemy in righteous battle. Unfortunately, these facilities sometimes serve as the final abode to any Princeps that succumbs to the extreme physical and mental

toll of controlling the destructive spirit within a Titan. These tortured individuals are sights inspiring both reverence and pity. Some are carefully managed in their declining days as inspirational heroes of the Mechanicum, but most live out their remaining days as pitiful, broken shells of the walking gods they once embodied.

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OPUS MACHARIUS

A GLORIOUS LEGACY

Legio Venator was a relatively young legion when it accompanied Imperial forces at the commencement of the Angevin Crusade. The Legio was glorious to behold, its immaculate red and polished brass carapaces flashing with each burst of fire, as they relentlessly delivered utter annihilation to all who refused Imperial rule. Winning much glory and honour during the opening phases of the campaign, the legion gained a fearsome reputation for completely decimating their opponents. During the Bleak Years, the legion fought with particular distinction against a massive Ork Waaagh! that fell upon the crusaders with barbaric fury. A critical victory in the struggle came with the destruction of a massive Mega-Gargant, identified in the Ork’s bestial tongue as Spine Smasha. Following a coordinated orbital lance strike, Princeps Senioris Angevelo Vsevolod of the Warlord Titan Valorus Ira, with support from a Warhound Pack Centurion, engaged the damaged greenskin engine. The battle was close and ferocious, and it was only after

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GLORIOUS REMNANTS One of the more obscure types of war machines the Legio Venator employs on the battlefield are the ancient Knight Engines. Individual Princeps pilot these small, one-man Titans, each hailing from the nobility of the distant Knight Worlds. The history of the Knight Engines is extensive, and stretches back into the depths of the Imperium’s murky past, during the turbulent era known as the Age of Strife. Though now generally serving as support and reserve forces, the Knight Engines of Legio Venator continue to fight with distinction, utilising their increased mobility to the best possible advantage. No less than eighteen Knights from four separate worlds serve across the Calixis Sector, and they continue to wreak particular havoc against the marauding Orks on Kulth. Here, elite formations of Burst-pattern Lancer Engines dart across the battlefields, expertly striking the flanks of their opponents with torrential fire. Meanwhile, the Paladin Engines of the Adamantine Order stand defiant against the barbaric xenos in superb displays of martial combat, time and again striking down their crude warmachines with righteous fury. These honourable warriors are all dedicated servants of the Omnissiah, and each expects nothing less than a glorious death in the service of their Martian lords. Warhound Celerus Moria sacrificed itself through drawing the Mega-Gargant’s fire that the Valorus Ira was able to target the enemy’s internal core with its volcano cannon. The resulting meltdown decimated the Ork hordes, and the sight of their idol’s destruction robbed them of their will to fight. After pushing into areas thought secure, the foul Yu’vath brought their insane Warp-science and techno-sorcery to bear on the beleaguered crusaders. The Legio Venator encountered a particularly massive and atrocious Yu’vath Warp construct leading the opening attack of one such offensive. Dripping with ethereal energy, the monstrous creation propelled itself forward on five twisted legs, and wielded inexplicable weapons that drew on the power of the Warp itself in three misshapen arms. Four Titans fell to the abomination before the Desidius Rae, heavily damaged and venting plasma from its ruptured core, challenged the beast in close combat. The embattled Princeps diverted all available power to his Titan’s power fist, which caused his first strike to overload the already weakened core containment field. The Titan’s ensuing fiery death ensured the complete and utter destruction of its Warp-spawned foe. Following the arrival of Arch-Magos Mat Aleph Xenon and the conclusion of the Angevin Crusade, Legio Venator attained the right to requisition one of the newly created Lathe Worlds as its own. However, before the process of selecting a world could begin, Legio Venator joined other Titan Legions in the glorious and historic Macharian Crusade. The remaining Legio forces within the newly formed Calixis Sector instead set to work establishing fortresses within the Lathes themselves, including one on Lycosidae.

Upon the completion of the Macharian Conquests, the Titan battle groups returned with fresh tales of heroism as well as regret at the loss of Macharius himself. In recognition of his glory and the legion’s participation in the great crusade, the Lathe Covenant designated a forge world within the Drusus Marches “Opus Macharius,” and ceded it to the Titan Legion as its new home world. Over a thousand years later, the Legio Venator was one of the forces to heed the call to arms against the self-proclaimed Emperor of Brass. The Titan Engines were invaluable in breaking the rebellions bordering the Gelmiro Cluster, ruthlessly cleansing any worlds that rebelled against their Imperial masters. During the final assault on the remaining hive clusters within the system, the Legio Venator came face to face with a new and terrible enemy: Chaos Engines. What followed was a four day conflict in which Engines on both sides relentlessly stalked their foes through ruined spires and destroyed hab blocks. Several of Legio Venator’s damaged Titans even volunteered to act as bait to lure the Chaos Titans into ambushes, occasionally sacrificing themselves to destroy their targets. The eventual arrival of two Imperator Titans signalled the end of the fighting, as the remaining Chaos forces were unable to stand up to the might of these awe-inspiring machines. Entire swathes of ruined cityscape vanished beneath the power of their mighty armaments, as the Chaos Engines that did not escape offworld fell to the overwhelming onslaught. The battle groups then

AS ONE BEING

One of the most critical roles of the facilities on Opus Macharius is the training of aspirants and crews to function as a single, cohesive unit. The Princeps, as the leader of the crew, and his Moderatii, who implement his directives, must learn their Engine’s unique quirks, tolerances, and individual temperament so that each can instinctively anticipate and interpret the Titan’s intentions during combat. Without this mutual link, the Titan is slow to react and unruly, the rebellious machine spirit struggling against its crew instead of directing its boundless rage against the enemy. In contrast, a Titan and crew who have bonded are a true wonder to behold: man and machine communicating and reacting without a moment’s hesitation to deliver the wrath of the Omnissiah down upon their foes. To truly walk as one with their Titan’s machinespirit is akin to a holy experience for all within, the Princeps in perfect communion with his Engine, and his Moderatii in seamless anticipation of his commands. To better achieve this end, the Legio Venator conducts endless training drills, and has authorised the creation of an area known as Perdition. This large section of the planet’s surface is now a vast expanse of artificial warzone. Within this purposeful desolation, the Legio train to deal with almost any threat and combat situation. Here countless captured enemies and prisoners from across the Sector are penned in place, surrounded with enormous ferro-crete walls that house automated sentry guns and targeting servitors, and used in live weapons training. The lowly wretches within live out their dangerous, and often very short, lives perpetually rebuilding the remnants of buildings and battlefields, only to have them destroyed anew each session.

DEFIANT TO THE LAST Princeps Senioris Lenodius von Maxilohv is the Princips Majoris of Legio Venator and is over 250 standard years old. His body is permanently confined to his command throne, an ornate brass device that contains the necessary life-support systems and tox-scrubbers to keep him alive and allow him to interface with his Titan’s machine spirit. He retains only his head, right arm, and half of his torso, following a stand-off with Titans of the Forsaken Reavers Chaos Warband. During a clash against these foul raiders, Maxilohv intercepted orbital surveillance that five of the Fallen Engines were attempting to flank the Imperial assault through a canyon south of the battle. As the rest of his command could not abandon this critical phase of the attack, Maxilohv disengaged his Engine Imperialis Potestus from the battle and challenged the enemy Titans alone. The canyon’s rock walls reportedly echoed with the twisted scrapcode of the lead Chaos Warlord Titan when the lone Imperial Engine encountered them, while the meaning of Maxilohv’s brief reply burst is lost to history. While the servants of Chaos could not all bring their weapons to bear on him at once, neither could they miss. Maxilohv’s Titan sustained massive damage from the withering enemy fire, including a direct hit to his command bridge. Maintaining control of his Titan through sheer force of will, Maxilohv continued to engage the enemy despite his terrible injuries. Upon seeing the final Chaos Titan fall, Maxilohv finally lost consciousness, and his Titan ground to a halt. Following the battle, he was placed within the command throne he currently occupies. After repairing his Titan, tech-rites added the new honour to its glorious annals.

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turned their efforts towards supporting the remaining loyalist forces, and the entire cluster was eventually left a smoking ruin, though the cost in lives had been high. However, the escaped Chaos forces would return to face the Legio again, under the banner of the Forsaken Reavers Chaos Warband. When the Meritech Wars erupted across Imperial space almost five hundred years later, the Legio Venator dispatched forces to help quell the massive uprising. These included the Ignis Inferorum, an ancient Imperator Titan dating back to the Dark Age of Technology, which strode the battlefield like an avatar of wrath, its twin Plasma Annihilators belching fiery retribution. The defenders found themselves hopelessly outmatched and, in the end, not a single living creature survived. Following the conclusion of the Meritech Wars, the Legio Venator focused on rebuilding and strengthening its holdings, occasionally dispatching battle groups to honour treaties and obligations from the distant past. The Legion currently has forces operating in both the costly Margin Crusade and the on-going Achillus Crusade. Here they have encountered the deadly bio-titans of the Tyranid Hive Fleets, and many valuable Engines have fallen to these ferocious monstrosities. As a result, Princips Majoris Maxilohv has decreed that no additional battle groups are to leave the Sector, except to fulfil the Legio’s current treaties, until the destroyed Titans are replaced. Such an undertaking is expected to require centuries.

Food and other essential supplies arrive at designated zones within the complex, with little care given to rationing or the maintenance of order among the confined. This process has resulted in the rise of ruthless individuals, who are able to organise and intimidate prisoners into massive work gangs to curry favour from their mechanical overseers. The TechPriests responsible for this labour force frequently encourage such behaviour, often dropping additional supplies, such as slightly higher quality protein-pastes and starch packs, as motivation for exceptional productivity. Fighting amongst these groups is quite common, and is believed to add to the authenticity of the Legio’s training.

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DIVISO PERDITUS PRINCEPS

A Diviso Perditus Princeps embodies the Legio Venator’s penchant for ensuring that every trace of the enemy has been annihilated by fire and death, regardless of the cost. Veterans of many conflicts, these individuals elect to remove the parts of their brain that house their slowly crumbling mental state, and replace them with implants that maintain and enhance their cognitive processes. This procedure obliterates the Princeps’s own fracturing personality, instead allowing him to direct his Engine’s spirit with cold and calculating logic. However, with time, the continued melding with their Engine’s predatory temperament gradually alters this emotional void, creating individuals who believe that methodical and overwhelming application of force is the only logical way to fight an enemy. Occasionally, the machine-spirit’s nature also intrudes upon the Princeps’s mental consciousness, and influence the Princeps to continue fighting even when logic would dictate withdrawing from a conflict. They are supremely confident opponents, undaunted in the face of danger after decades of wielding the power of a walking god.

Diviso Perditus Princips

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46 40 36 38 35 40 32 50 40 Movement: 3/6/9/18 Wounds: 14 Skills: Awareness (Per), Command (Fel) +10, Common Lore (Machine Cult, War) (Int) +10, Common Lore (Imperium) (Int), Dodge (Ag), Drive (Walker) (Ag) +20, Forbidden Lore (Adeptus Mechanicus) (Int), Literacy (Int), Navigation (Int) +10, Scholastic Lore (Legend) (Int), Scholastic Lore (Tactica Imperialis) +20, Tech-Use (Int). Talents: Air of Authority, Ambidextrous, Autosanguine, Blademaster, Combat Master, Deadeye Shot, Fearless, Iron Discipline, Marksman, Meditation, Peer (Adeptus Mechanicus), Sure Strike, Talented (Drive) (Walker), Two Weapon Wielder (Ballistic), Wall of Steel. Traits: Inner Strength†. Armour: Best Quality Flak Vest (Body 4), Ceremonial Flak Gauntlets (Arms 2). Weapons: Best Quality Power Sword (Melee; 1d10+9 E; Pen 6; Balanced, Power Field), Best Quality Mark IV Laspistol (Pistol; 70m; S/2/–; 1d10+3 E; Pen 0; Clip 15; Reload Full; Accurate, Reliable), Ceremonial Sword (Melee; 1d10+4: Pen 0; Balanced, Mono). Gear: 2 Charge Packs for Laspistol, Formal Dress Uniform, MIU Cybernetic, Flask of Amasec, Dataslate, Micro-Bead, Legio Encryption Crystal. †Inner Strength: A Titan Legion Princeps is possessed of a mental strength rarely seen in human form. Legio Venator’s history is full of accounts of these noble warriors fighting on through brute determination and stubbornness, when a lesser man would have already perished from his injuries.

During his turn, a Princeps may make a Challenging (+0) Willpower Test to ignore the non-fatal effects of any critical injuries until the end of his next turn. This trait can be used multiple times, with each subsequent application increasing the difficulty of the Willpower Test by one step.

LEGIO VENATOR REDACTUS MODERATUS

Moderatus is the term for the various crew members within the command bridge, who maintain and monitor a Titan’s vital and secondary systems during deployment. Their labours supplement and facilitate the Princeps’ control of the Titan, and allow him to focus on the battle itself. Within the Legio Venator, the task of interacting with the Princeps falls primarily to the Redactus Moderatus, who sits below the command throne within every Titan command bridge. These experienced individuals filter all the data and reports of the other Moderatii, and relay any vital information into the command throne’s cogitators via synaptic link. They are essential members of every crew and often serve as advisor and second-in-command to the Princeps. Redactus Moderatii also ensure the survival of their commanding officer, and each is willing to sacrifice himself for his Legion and his Princeps.

Legio Venator Redactus Moderatus

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36 40 34 36 32 40 38 40 36 Movement: 3/6/9/18 Wounds: 13 Skills: Awareness (Per) +10, Command (Fel) +10, Common Lore (Machine Cult, War) (Int) +10, Common Lore (Imperium) (Int), Dodge (Ag), Drive (Walker) (Ag) +10, Forbidden Lore (Adeptus Mechanicus) (Int), Literacy (Int), Navigation (Int) +10, Scholastic Lore (Legend) (Int), Scholastic Lore (Tactica Imperialis) +10, Scrutiny (Per) +10, Tech-Use (Int) +10. Talents: Die Hard, Foresight, Heightened Senses (Sight), Nerves of Steel, Technical Knock, Unshakeable Faith. Traits: As One†, Dark Sight, Loyalty Above All††. Armour: Best Quality Light Flak Coat (Body, Arms, Legs 3). Weapons: Legio Pattern Compact Lasgun (Basic; 70m; S/4/–; 1d10+2 E; Pen 0; Clip 30; Reload Full; Accurate, Compact, Reliable), Civitas Laspistol (Pistol; 25m; S/2/–; 1d10+1 E; Pen 0; Clip 25; Reload Full; Reliable), Ceremonial Sword (Melee; 1d10+4: Pen 0; Balanced, Mono.) Gear: 2 Charge Packs for each weapon, Formal Dress Uniform, MIU Cybernetic, Photo-Visor, Re-Breather, Injector, Stimm (Two Doses), Auspex, Combi-Tool, Data-Slate, Micro-Bead. †As One: A Princeps and his Moderatii train extensively, until each can anticipate the other’s moves and intentions in almost any situation. This means that a Titan crew can achieve a level of coordination rarely seen in unmodified humans. A Moderatus may assist a member of his crew by either automatically allowing him to lower the Difficulty of a Skill Test by one step, or, rolling as normal to lower the Difficulty by two steps. The normal limits on assisting another individual still apply. This ability may be used a number of times equal to the character’s Intelligence Bonus.

SHIELD WARDEN

Shield Wardens are the elite guardians of Legio Venator, whose sole responsibility is the defence of their assigned Titan Engine from those who would do it harm from within. During combat, each warden neurally links himself to the Titan’s hull sensoria and integrity actuators. Here he remains, actively monitoring the hull’s integrity and ready to quickly converge upon any enemy incursion like the auto-immune cells of some great beast. All wield deadly equipment specifically suited to the confined spaces of a Titan’s interior, and are physically augmented using vat grown and synthetic muscle fibres. Their great shield’s rigid design makes use of the same material as a Titan’s outer hull, and each is equipped with magnetic punch-seals and pistons to create makeshift barricades and temporary hull repairs. However, their most notable feature is the Internal Injector Mass, a specialised implant within the Shield Warden that uses stimulants and other chemicals to turn this skilled soldier into an enraged bomb when close to death, yet leave the Titan’s precious interior undamaged.

Shield Warden

WS BS

S

T

Ag Int Per WP Fel

(8)

42 45 40 55 32 36 32 40 22 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per), Ciphers (War Cant) (Int), Climb (S) +10, Common Lore (Machine Cult, Tech) (Int) +10, Demolition (Int), Forbidden Lore (Adeptus Mechanicus) (Int), Literacy (Int), Scrutiny (Per), Tech-Use (Int). Talents: Bulging Biceps, Crushing Blow, Die Hard, Double Team, Fearless, Frenzy, Hardy, Jaded, Mighty Shot, True Grit. Traits: A Good Death†, Darksight, Sturdy, Unnatural Strength (x2). Armour: Custom Legio Flak Armour (All 5). Weapons: Expulsus Flamer (Basic; 30m; S/–/–; 1d10+5 E; Pen 3; Clip 20; Reload 2 Full; Flame) or Rend-Pattern Shotgun (Basic; 40m; –/2/4; 1d10+5 I; Pen 0; Clip 30; Reload 1 Full; Scatter, Tearing) with Mono-Blade Attachment (Melee; 1d5+10 R, Pen 0; Mono), Flechette Charges (Grenade; SBx3m; S/–/–; 1d10+6 X; Pen 0; Blast [3], Tearing), Shield (Melee; 1d5+10 I: Pen 0; Defensive, Primitive). Gear: 2 Fuel Tanks (Worn on Back) or 3 Drum Magazines, Cerebral Plugs, Custom Fitting Legio Uniform, Photo-Visor, Recoil Gloves, Respirator Unit (Implant), Internal Injector Mass and Charge, Micro-Bead.

†A Good Death: True to the legion’s ideals, every Shield Warden has a fail-safe device that activates via pre-set subconscious triggers. The device lies near the cardiopulmonary organ-cluster, and is capable of injecting a cocktail of combat drugs and hormones that turn the Shield Warden into a suicidal battering ram prior to detonation. When the Warden is reduced to half his Toughness Bonus in Wounds, the Internal Injector Mass activates. The Shield Warden then becomes Frenzied and must pass a Difficult (–10) Toughness Check each round or suffer cardiac arrest. If this happens, the IIM Implant detonates, killing the Shield Warden and dealing damage according to the following weapon profile: (2d10 X; Pen 0; Blast [2], Tearing).

ADVENTURE SEEDS s The Acolytes’ Inquisitor has learned of a plot to take the life of three influential members of Legio Venator, which could prove a devastating blow to the Titan Legion, and seriously compromise its morale and combat capabilities. The Acolytes are tasked with discovering who or what is behind this plot and stopping it from occurring. However, there is suspicion that the murderers have enlisted the aid of a traitor within the Legio’s venerable ranks, and the Acolytes must tread carefully lest they arouse the Legion’s ire. s Within the walls of Perdition, a vessel of the Ruinous Powers seeks to undermine the strength of the Legio from within. The Princips Majoris fears that such an attempt, if realised, could result in the destruction or corruption of one or more of his valuable Titans and their crews. However, the cost of purging their massive training ground would be immeasurable. The Acolytes must navigate the twisted and shattered wasteland of Perdition, and discover the source of the unseen threat. s A foul Chaos warband has emerged from the Warp and fallen upon Opus Macharius with sudden and insane fury, bringing with it hordes of Chaos troops and even members of the feared Chaos Titan Legions. Caught off-guard, the Legio is desperately scrambling to recall its forces from across the Sector, and has called upon anyone willing and able to aid them in this time of need. The Acolytes must make their way to the embattled forge world and tip the balance of this bitter conflict in the Imperium’s favour. However, the Acolytes soon discover that the master of this warband has a secret agenda beyond simple destruction.

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††Loyalty Above All: The Redactus Moderatii of Legio Venator have a sworn duty to protect and serve their Princeps, up to and including sacrificing their own life for his safety. As a reaction, a Moderatus may move a distance equal to his Half Move Action in order to place himself between the Princeps and a successful attack. The Moderatus automatically takes any Damage that would have applied to the Princeps as a consequence of this action, and the Princeps reduces his own incoming Damage to zero.

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RYBOTH “Amazing. On any other world, you couldn’t get within a standard kilom of that thing. Here, no one’s around to stop us.” –Last words of Gurborz the Junker (corpse segments still being recovered) In the Markayn Marches lies the ravaged planet of Ryboth. Once a vital forge world dedicated to the veneration of the Omnissiah, the planet is now a desolate, irradiated wasteland. Its doom came in the form of a deadly and destructive gamma ray burst, originating from the death of a nearby star. Ryboth’s Fabricator, Legarius Hershtolt, was aware of the possibility of this event via the observations of his Lexmechanics and Logis Prophesiers. However, they calculated that the planet would suffer no noticeable effects from this spectacular event, and Hershtolt even decreed a grand logi-cant to supplicate the Omnissiah for his guidance in the matter. Instead of missing Ryboth, as the analyses projected, the burst struck the planet with tremendous amounts of energy. Any individuals on the surface were instantly killed as the force of the burst peeled away layers of Ryboth’s protective atmosphere, and the vulnerable planet below experienced planet-wide increases in radiation levels. The manufactorums, though offering limited protection due to their sheer size and structural composition, were insufficient to shield most of their populations. Casualties were extremely high, and in many places, total, as the survivors desperately sought shelter and protection from the calamity engulfing their planet. Ultimately, it was the heavy amount of airborne pollutants, resulting from the industries of the Adeptus Mechanicus, that saved the planet from complete devastation. Following a cessation in communications with the thriving forge world, the Lathe-Covenant swiftly dispatched an expedition to assess the fate of Ryboth. When the Explorators arrived, they discovered dangerously high levels of radiation emanating from the planet’s surface, as well as a dense field of orbital debris resulting from the destruction of Ryboth’s orbital facilities. The leader of the expedition, Magos Explorator Toborias, eventually decided that the most efficient course of action was to wait and observe until conditions stabilised before beginning any reclamation efforts.

OUT OF THE ASHES

After over two centuries of isolation, the planet’s surface radiation began to at last decrease, and members of the expedition finally descended upon the planet’s surface. Once there, they found a world littered with the mummified corpses of those who had failed to reach the protection of the forges’ now crumbling inner sanctums. Initially, it was thought that none survived the radioactive purge of the planet’s inhabitants; however, the people of Ryboth proved more resilient than anyone anticipated. Whether through luck or adaptation, a number of the planet’s natives managed to survive the catastrophe, and even to rebuild parts of their shattered culture beneath the ravaged surface. The surveyors from the Explorator fleet simply designated them Rusteks. These hardy survivors continue to venerate the Omnissiah, and eagerly await the day he once again reclaims their world and moulds it anew

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in his wisdom. Most have also continued the Mechanicus practice of eschewing their biological bodies in favour of mechanical upgrades, meaning that almost every individual has at least minor augmentations. The surviving refugees were forced to scavenge what they needed to survive during Ryboth’s centuries-long isolation. Luckily the planet’s surface, though dangerous, was often accessible at night, while the intricate networks of maglev lines, warrens, and passageways beneath the planet’s exterior provided shelter and passage during the deadly daylight hours. These tunnels are murky and perilous regions, where other, unknown denizens and creatures escaped the radioactive fires to gradually evolve and adapt to prey on the unwary. Many channels throughout Ryboth are large enough to accommodate massive transports and gigantic maglev engines, meaning that untold horrors of unnatural size frequently roam the darkness with impunity. Some subterranean areas have even developed entire ecosystems and individual climates, due to the unique nature of the forges above and the events following the calamity. Many of the Priesthood of Mars managed to weather the apocalypse, and continue to wield power and influence amongst the remnants of the population. Some of these Tech-Priests seek to regain Ryboth’s former splendour through reconstruction or strength of arms. Others have forsaken the planet’s reclamation, seeing it as a waste of their time and an inescapable eventuality. These individuals turn their efforts towards more idiosyncratic pursuits, spending much of their time scouring the waste for whatever relics and lost pieces of Archeotech they can find.

The Ryboth system is small, containing only three planets orbiting a dim yellow sun. These planets include the small barren rock of Ryboth and the gas giant MKZH-12, where the mining station Tranthos Gamma hangs suspended in low orbit. Though Ryboth is no longer the economic juggernaut it once was, the system still boasts many intriguing features. When the Great Storm hit, Ryboth’s many orbital docks and geosynchronous defence platforms were caught completely unprepared. After the failure of their void shields, cataclysmic system failure quickly followed and extinguished all known life in orbit. The result is an expanse of orbital debris that poses a grave hazard to anyone trying to land on the planet’s surface. Worse still, the innumerable hulks and floating wreckage provide an ideal haven for piratical raiders and exiles, who frequently prey on any ship foolish enough to venture into the region without heavily armed escort. A small picket force of the Adeptus Mechanicus fleet once routinely patrolled Ryboth’s system and other nearby Lathe holdings. While engaging their Warp drives for a brief jump, the energy of the gamma ray burst swept through the void and struck the fleet. The ships immediately disappeared into the Warp, and all contact with the ship’s crews was lost. However, rumours of sightings and strange occurrences lead many to believe that, though lost to the Warp, the crew did not all perish. After the cataclysm of Ryboth, all contact with mining station Tranthos Gamma ceased until the arrival of the Explorator expedition. Though the station appeared to have suffered no significant damage from the event, the crew was nowhere to be found. Mining operations eventually resumed, though the current inhabitants must often endure long periods of isolation as gases are shipped to nearby forge worlds for refinement and processing. Tales of misfortune, crews going mad, disappearances, recurrent freak accidents, and other, more sinister occurrences are rife and keep the overseers busy within the facility. However, despite these reports, the station remains operational, and a vital holding for the Lathes. The use of servitors also survived the forge world’s destruction. Following the cataclysm, the inhabitants managed to salvage and repair many constructs, as well as acquire a few new ones from off-world sources. Others are the product of semi-operational servitor maintenance and construction bays that continue to function due to the efforts of surviving Artisans. These creations are crude when compared to those of other Mechanicus holdings, their robust designs combining salvaged and refurbished implants and simple neurological modifications. Regardless of their origin, these unthinking workers can be found in every settlement, and are as vital to Ryboth’s inhabitants as those of other forge worlds.

EMPIRES OF RUIN

Two of the most well-known surviving Magos on Ryboth are Magos Veserimus, former Master of Foundry MFS1249 and keeper of six of the Twenty Seven Rites of Initialisation, and Magos Gresix, the Lord of a Thousand Voices. These Magos have managed to acquire and maintain power bases within the ruins of the forge world, and both wield great influence over the devastated planet. Magos Veserimus has bent all his efforts towards uniting the scattered survivors of Ryboth beneath the proper rule of Mars. He is a staunch Magos Fidelis, and views the destruction of Ryboth as vindication of his beliefs that the Lathe Worlds have strayed from the true path. He attracts many followers and his augmented forces are a crucial factor in the reclamation of the lost world. Veserimus has even managed to restore a fraction of his foundry, and subjects once again toil to forge weapons of war beneath his cold and calculating guidance. Magos Gresix’s pursuits and ambitions are far less explicit than those of Veserimus, and he seems to care little for the ultimate fate of Ryboth. His domain, deep beneath the bowels of the massive Manufactorums of Forge Secundus, is unique in functioning almost exclusively with servitor labour. Those rare Rusteks encountered beneath this hive are unusually reluctant to speak to outsiders, and are careful to avoid being seen conversing in public. Magos Gresix himself is never seen, choosing instead to speak through his servitors, which have a curious manner of echoing each other when conducting business transactions for additional parts or subjects. No one is quite sure what Magos Gresix does deep in his dark lair, though it is clear that he trusts none save those slaved to his will. Whatever his plans, all who dwell near Magos Gresix live in perpetual fear of becoming unwitting participants in his designs. Of Hershtolt himself, there are few details following the calamity. Before the burst hit, Forge Primoris automatically locked down, while every defence system immediately activated and brutally massacred the trapped menials and TechPriests alike. Since then, no one has been able to penetrate the defences of the forge to ascertain the fate of the Fabricator. The Lathe-Covenant cannot name a new Fabricator, as to do so for any reason other than death or heresy requires considerable many years of debate and decision-tree analysis. Explorator Toborias remains obsessed with gaining access to Forge Primoris, and is rumoured to trade handsomely for information regarding its design and security protocols.

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THE RYBOTH SYSTEM

Unfortunately, there are those inhabitants who feel that cooperation holds little value on a world such as Ryboth. Such individuals readily kill and raid other survivors in order to obtain valuable resources or unearthed treasures. Many lone members of the Adeptus Mechanicus have also begun to descend on the planet and ruthlessly scavenge any useful technologies they can from its ruins. Though the risks of these endeavours are often great, the rewards can be greater still.

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EXPUNGED

When the Great Storm struck the planet, many of the existing Ryboth-pattern servitors escaped direct exposure, and only suffered radiation damage to the task programming in their circuit-engrams. These mindless menials often had their programming partially erased or corrupted, leaving them with many incomplete sub-routines and protocols, but also reconfiguring many of their neurologic-patterns into heuristic directives their creators never envisioned. This fractured cognitive state left many unable to cope with the hostile environment they now inhabit. Those who did not perish now wander the wastes. Some mindlessly continue their task, but others roam the landscape seeking basic guidelines for existence, something they can neither identify nor recognise, and that would surely horrify the Mechanicum.

Expunged

WS BS

S

T

Ag Int Per WP Fel

35 — 60 40 28 10 20 40 –– Movement: 2/4/6/12 Wounds: 15 Skills: Awareness (Per) +10. Talents: Berserk Charge, Crushing Blow, Fearless, Heightened Senses (Vision). Traits: Dark Sight, Fragmented Programming†, Machine (4), Mechanicus Implants, Sturdy, Unnatural Strength (x2). Armour: Machine (4 All). Weapons: Integrated Servo Fist (Melee; 1d10+6 I; Pen 6), Integrated Chain Blade (Melee; 1d5+9 R; Pen 2; Tearing), or Breacher (Melee; 1d10+11 R; Pen 4; Tearing). Gear: Internal micro-bead (Damaged). †Fragmented Programming: Whenever an Expunged is encountered, the GM may either roll a d10 and consult the list below, or select an appropriate cognitive state for the servitor. s 01–02 Preoccupied: The Expunged is fixated on performing a routine task and stops at nothing to accomplish it. This task may include such things as: stacking boxes, walking forward, endlessly banging on a door, or any other simple and/or nonsensical task. If the servitor is obstructed from performing his task, he gains the Frenzy Talent until either the impediment is removed or he is destroyed. s 03–04 Helpful: The Expunged has a damaged authority parameter and task-codes, making it automatically attempt to aid the first living thing it comes across, in accordance with the capabilities of its specific pattern. The servitor binds itself to the first Acolyte who interacts with it, obeying only his commands and acting against anyone who would harm that character. s 05–06 Confused: The servitor has lost its self-identification subroutines, meaning it no longer knows its own original load out or capabilities. Instead, the servitor’s damaged cogitators have attempted to reconstruct its subroutines, and so while it acts as if it was competent to perform assigned duties, it actually is not. This deficiency might not be noticed for some time, depending on the nature of its assignment.

s 07–09 Murderous: The directives are so twisted that the servitor sees all non-servitors as threats to his nonexistent masters, relentlessly attacking his victims on sight. The Expunged gains the Frenzy Talent and Charges any living creature without the Machine Trait he sees, and continues to attack until he loses sight of his opponent(s). s 10 Questing: The servitor’s programming has been deleted or was never fully implanted, and its mind is a “Blank Slate” that it is attempting to fill. This servitor disturbingly behaves in a child-like manner, and aids the Acolytes if they help it (such as mending its wounds or repairing faulty augmetics), but defends itself if attacked in any way (including attempts at reprogramming).

RUSTEKS

Rusteks are the descendants of Ryboth’s menials who managed to survive the “Reforging” and the cruel barren wasteland that resulted. Scavenging crude or recycled bionic implants from across the wastes, these hardy remnants maintain their faith in the Omnissiah as they eke out a squalid existence amidst the ruins of the once great foundries. They hold cortex implants in especially high regard as connections to the knowledge of the distant past, and many are passed down from generation to generation within family groups. This practice often has unintended side-effects, however, as some implants have rather undesirable legacies.

Rustek

WS BS

S

T

Ag Int Per WP Fel

20 20 40 40 20 25 30 25 20 Movement: 2/4/6/12 Wounds: 10 Skills: Awareness (Per), Carouse (T), Common Lore (Machine Cult) (Int), Common Lore (Tech) (Int), Search (Per), Speak Language (Low Gothic) (Int). Talents: Hardy, Resistance (Radiation). Armour: None. Weapons: Manipulator Claw (Melee; 1d5+5 I; Pen 0), Poor Quality Stub Revolver (Pistol; 30m; S/–/–; 1d10+3 I; Pen 0; Clip 6; Reload 2 Full). Gear: 12 Stub bullets, Ragged Robes, Salvaged Parts. Hand-Me-Downs: Many of the salvaged cerebral implants frequently endure mistreatment, traumatic deaths, and other damaging events. Whenever Testing to improve a Rustek’s Disposition, there is a 25% chance that his Cerebral Implant instead malfunctions or projects a dormant personality. When this happens, the GM should randomly determine a new Base Disposition and adjust it accordingly, using the rules on page 230 of the DARK HERESY Core Rulebook.

THE TARNISHED

The Tarnished are raiders and murderers who use their skills and knowledge of technology to further their own personal gain. Though they still worship the Omnissiah, these individuals beseech him for wealth and destruction instead of knowledge. They view the Omnissiah as a granter of power and fortune, whose divine will manifests in the destructive power of their weapons and the performance of their equipment. These ruthless degenerates frequently undergo rudimentary and unorthodox augmentations, using salvaged cybernetics and jury-rigged components in order to enhance their combat effectiveness. They believe such acts allow them to directly channel the Machine God’s favour. These barbaric marauders respect only strength and violence, with only the greatest warriors among them attaining positions of power.

Tarnished Raider

WS BS

S

T

Ag Int Per WP Fel

22 24 38 42 32 45 38 41 22 Movement: 2/4/6/12 Wounds: 13 Skills: Awareness (Per), Carouse (T), Common Lore (Tech) (Int), Dodge (Ag), Drive (Ground Vehicle) (Ag) +10, Gamble (Int), Intimidate (S), Search (Per), Survival (Int) +10, Speak Language (Low Gothic) (Int), Tech-use (Int) +10. Talents: Hardy, Resistance (Radiation), Sprint, Unshakeable Faith. Traits: Mechanicus Implants.

ADVENTURE SEEDS s Somewhere, buried deep beneath the planet’s surface, lies a powerful machine-spirit that appears to have gone insane, possibly due to mutated scrapcode-replications the Great Storm created. It has even begun to transmit its madness to other machines, and infect their spirits as well. Explorator Toborias has learned of this wayward spirit, and requested that the Acolytes silence it before it becomes one of the feared Abominable Intelligences. s Before its destruction, the manufactorums of Forge Primoris were close to beginning production on an advanced prototype weapon. Unfortunately, the template for its construction was lost in the cataclysm that consumed Ryboth centuries ago. However, a rumour is circulating that the template has resurfaced in the wastes, and the Acolytes must recover this sacred artefact before it falls into the wrong hands. s Mining station Tranthos Gamma is an unhallowed and unlucky post amongst the many holdings of the Lathe Worlds. While overseers are quick to quash any insubordinate thoughts, the high number of accidents and strange occurrences amongst the station’s dark corridors and endless mazes of maintenance ducts has become noticeable. The Acolytes are to make their way to Tranthos Gamma to investigate the matter, not knowing the mutated horrors that they will find lurking in the cold darkness.

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Armour: Composite Armour (Arms 2, Body 3, Legs 3). Weapons: Manipulator Claw (Melee; 1d10+5 I; Pen 0), Servo-Claw (Melee; 1d10+10 I; Pen 4; Tearing, Unwieldy), or Integrated Arc-Welder (Melee; 1d10 +5 E; Pen 10; Unwieldy), Poor Quality Stub Automatic (Pistol; 30m; S/3/–; 1d10+3 I; Pen 0; Clip 9; Reload Full; Unreliable), Laslock (Basic; 70m; S/–/– 1d10+4 E; Pen 0; Clip 1; Reload Full; Unreliable) or Poor Quality Autogun (Basic; 90m; S/3/10 I; 1d10+3 I; Pen 0; Clip 30; Reload Full; Unreliable). Gear: 12 Stub Bullets, 10 Charge Packs, or 2 Autogun Clips; Salvaged Parts. Omnissiah’s Favour: The Tarnished believe that they are the Omnissiah’s true servants on Ryboth, often hurling themselves into battle with reckless abandon and trusting in the will of the Machine God to grant them victory. During Combat, a Tarnished may make an Ordinary (+10) Willpower Test which, if successful, grants the character +10 to his next Attack roll. This ability may be used a number of times equal to the character’s Willpower Bonus.

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SHEOL 17 “Me? I hope to never set foot upon that accursed rock again. It’s all that damned scuttling. Every day, every minute, and deep down you just know they are watching you.” –Derjek Varn, Rating aboard the Drusine Wanderer In a far-flung asteroid belt, orbiting a lonely star with no name, resides the infamous prison complex known as Sheol 17. A ferrous mass encompasses this foreboding, black spire, which uses a network of massive support struts and enormous fasteners to anchor its great bulk. A tangled maze of pipes and cables swathes the entire structure, and evokes images of a great spider nest in the boughs of a gnarled, black tree. Within this ominous web, hanging like bulbous egg sacs in the void, are clusters of Confinement Units, any of which houses up to a thousand recidivists and malefactors. From across the Sector and beyond they come, each a special prisoner of the Lathes, condemned for crimes against the Machine God, each with secrets that the Lathes demand be revealed. For them, there is no simple execution or Servitude—they must face Sheol 17 instead.

THE RITES OF INFORMATION EXTRACTION

Upon arrival, the Tech-Priests of Sheol 17 strip prisoners of any nonessential cybernetic implants and inter them in arcane life-support chambers known as Expurgation Bays. Here they remain in a chemically induced coma, while canted supplications to the Omnissiah and condemnations of those who violate his doctrines bombard their minds and cogitators. The Expurgation Bays routinely interrupt this fitful slumber in order to probe the accused for any damning or useful information. To this end, in addition to life-support systems, each chamber contains an Explication Array. This device inflicts tortuous pain, discomfort, and despair on the helpless subject within, while the chamber’s automated life support systems ensure that the prisoner is spared the mercy of death. The Archivids, spindly constructs that resemble the arachnids of ancient Terra, eagerly oversee the routine ministrations of these sinister implements. These servitors record all utterances, biological or cybernetic responses, and synaptic fluctuations in exhaustive detail on data scrolls that feed perpetually from their distended torsos. The Explication Arrays are also capable of interfacing with any implanted cogitator systems and memory coils, ruthlessly stripping every bit of cognitive data from the subject’s augmented cortex. Data-factorisers, code scrubbers, and other harvesting protocols thoroughly examine all inloaded data for virulent scrap code, corrupt memory files, and other detrimental information. If any security protocols and sub-routines within the Heretek’s mind try to resist, logic-cants, cipher-shunts, and cognitive-fractors relentlessly disassemble them until no pre-programmed resistance remains. This process of forcefully retrieving data from an augmented brain is absolutely excruciating to the condemned, but the Archivids are unable to respond to such factors, only to record the data acquired. Subjects who prove particularly resistant to the blessed mechanisms within the Expurgation Bays disappear into the spire itself, where they fall beneath the ministrations of the Magos Interrogus and his Excruciator Servitors. These macabre Tech-Priests excel at peeling away lies and extracting the truth

from the most unwilling of subjects. Meanwhile, the Excruciator Servitors continuously monitor the vital biological and synaptic functions of the unfortunate specimen, while applying even more agonising tools, chemicals, and inducements to his unyielding flesh. Together, these servants of the Omnissiah exploit every nerve, synapse, circuit, and servo within their victim’s body to the greatest possible effect, bringing the accused to the very limits of sanity and sentience. When the Archivids obtain a pre-set amount of data, they convey it to the Vault of Censure, at the deepest point beneath the spire, for partitioning, analysis, and archiving. This agonising process continues until every last byte of incriminating data from the condemned resides in the vault. Once certainty is achieved, the Cleansing Pits receive the prisoners and grant them their absolution: final death, or life as a servitor. Sheol 17 hosts diligent coteries of Tech-Priests who continuously toil to create servitors for a myriad of functions. Endlessly they prod and cut, graft and splice, commonly using the condemned as unwilling test subjects for novel or more efficient servitor patterns. Such things constitute the final experiences of the Hereteks on Sheol 17, before their brain ceases to register such trivialities as conscious thought, and Sheol’s rune of a cog within a cog is branded into their flesh. While the ranks of arachnoid Archivids and specialised Excruciator Servitors claim many recidivists on Sheol 17, a select few serve their penance as one of the infamous MurderServitors, who seek nothing more than to rend the flesh of their victims, and drag the shredded corpses back to their masters.

There are whispers of Expurgation Bays hidden within the deepest crevices of Sheol 17 that contain Hereteks who display blasphemous and unsanctioned psychic abilities. These cells supposedly harness technology of a forgotten age, and are said to resonate with the moans and cries of the souls within. Scattered accounts of these devices tell of unexplained power fluctuations, invisible forces hurling objects about, and sudden visions of death, destruction, and madness. Perhaps most disturbing of all are the descriptions, of the sickly glow surrounding the bays themselves and of fleeting impressions of tortured, screaming faces upon their metal shells.

ARCH-HERETEK

The Adeptus Mechanicus considers many paths of knowledge and discovery to be heretical in the eyes of the Omnissiah. To pursue such paths risks inviting the wrath of the Priesthood of Mars, and many worlds and systems have burned for the transgressions of a misguided few. However, there are those amongst the Lathe Worlds who have chosen to eschew these restrictions. These fallen members of the Mechanicum are known as Hereteks, and they pursue technology and knowledge without restraint, delving deep into studies of xenos technology, the Warp, and other forbidden topics. They are incredibly dangerous individuals whose heretical beliefs undermine the very foundations of the Adeptus Mechanicus. Many spend their final days imprisoned on Sheol 17, but some manage to escape, or even set up their own secluded lairs within the nearby asteroids where they plot to free more of their tech-brethren.

SHEOL-PATTERN MURDER SERVITOR

Sheol 17 is just one of many facilities where those who have committed offences against the Omnissiah find absolution as one of the skull-masked killing machines known as Murder Servitors. The Sheol-Pattern, adapted for use within the confines of the remote prison complex, is unique in that it utilises a powerful solvent weapon, capable of stripping away organic matter without harming the station’s many vital systems. Though some of these twisted fiends prowl other Mechanicus holdings, most remain on Sheol 17 to form a deadly line of defence against potential prison breaks and trespassers within the facility. Brandishing gleaming monotalons and deadly Viscerator-limbs, they ceaselessly stalk their designated domains, relentlessly searching for any signs of life. After locating prey, they attack in a savage orgy of rending and slashing, sadistically reducing their quarry to bloody tatters.

Sheol-Pattern Murder Servitor

WS BS Arch-Heretek

WS BS

S

S (8)

T

Ag Int Per WP Fel

42 45 48 45 30 50 35 40 32 Movement: 3/6/9/18 Wounds: 15 Skills: Awareness (Per) +10, Charm (Fel), Common Lore (Machine Cult, Tech) (Int) +10, Common Lore (Underworld) (Int), Deceive (Fel), Disguise (Fel), Dodge (Ag), Forbidden Lore (Heresy, Adeptus Mechanicus, Any One) (Int), Intimidation (S), Literacy (Int), Scholastic Lore (Occult) (Int) +10, Scrutiny (Per), Secret Tongue (Tech) (Int), Speak Language (Low Gothic), Tech-Use (Int) +10. Talents: Binary Chatter, Die Hard, Feedback Screech, Mighty Shot, Nerves of Steel, Paranoia, Resistance (Fear, Psychic Powers), Strong Minded, Technical Knock, Warped Logic†. Traits: Mechanicus Implants. Armour: Flak Robes (3 All). Weapons: Hellpistol (Pistol; 35m; S/2/–; 1d10+3 I; Pen 3; Clip 20; Reload 2 Full), Mono-Blade (Melee; 1d5+4 R; Pen 0; Mono). Gear: 3 Charge Packs, Cerebral Plugs, Data-Slate, MIU, Personal Auspex, Utility Mechadendrite with Mono-Blade Attachment plus any other suitable Implants.

T

Ag Int Per WP Fel

(10)

55 36 42 50 44 20 40 40 ––

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CAPTIVE SOULS

† Warped Logic: Those who study the forbidden secrets of the universe often find their minds opened to new perspectives that inspire irrational and twisted logical threads and theories. A gifted few are even able to convey their ideas to others, sowing seeds of doubt and corruption in new and fertile ground. An Arch-Heretek may substitute his Intelligence Bonus in place of his Fellowship Bonus when using either Charm or Deceive to compel an individual to do something they would not otherwise be inclined to do. If the Test is successful, the target acquires 1d5 Corruption Points. This ability may be used a number of times equal to the ArchHeretek’s Intelligence Bonus.

Movement: 8/16/24/48 Wounds: 14 Skills: Acrobatics (Ag) +10, Awareness (Per) +10, Climb (S) +20, Concealment (Ag) +10, Dodge (Ag) +10, Search (Per) +10, Silent Move (Ag) +20, Tracking (Int) +20. Talents: Ambidextrous, Berserk Charge, Crippling Strike, Crushing Blow, Frenzy, Lightning Reflexes, Step Aside, Swift Attack, Two Weapon Wielder (Melee). Traits: Brutal Charge, Dark Sight, Improved Natural Weapons, Machine (3), Multiple Arms, Unnatural Speed, Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Armour Plates and Machine Body (All 3). Weapons: Mono-talons (Melee; 1d10+10 R; Pen 2; Razor Sharp), Viscerator-limb (Melee; 1d10+14 R; Pen 2; Tearing, Unbalanced), Bio-solvent Jet (Basic; 15m; S/–/–; 1d10+4 E; Pen 2; Clip 8; Reload 2 Full; Flame†, Toxic). Gear: Micro-bead, Photo-visor. †The weapon uses this Trait only for attack effect purposes, but does not set targets on Fire.

""*

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WEBS OF INTRIGUE The Overseer of Sheol 17, Arch-Magos Aracdis Hasrix, is a shadowy figure within the Lathe Worlds hierarchy. For centuries, the reclusive keeper of this prison has dwelt within his spire, jealously guarding his position and the secrets of his inner sanctum. The Archivids throughout the facility are said to mirror his own unique modifications, the most prominent of which are the mechadendrites which sprout from his back and torso. These powerful cybernetics resemble the legs of some great insect, and are easily capable of conveying the Arch-Magos throughout his domain. Hasrix is a very influential figure in Lathe World politics, with strong contacts in both the Lathe-Covenant and the Lords Dragon. Some suspect that his reach may even extend into the ranks of the Calixian Conclave itself, and rumours of the dreaded Black Ships hanging suspended in geostationary orbit near the spire are common. Whether or not Arch-Magos Hasrix stands to gain from these clandestine transactions remains to be seen. The Overseer of Sheol 17 continues his position and status, and any allegations that he takes too personal an interest in his mysterious vault or inquiries concerning his other questionable pursuits, have remained unproved.

ARCHIVID

Archivids are one of Hasrix’s proudest designs. Each spindly creation is roughly one metre long, with a fleshy body, three pairs of articulated cybernetic legs, and trailing scrolls of data relating to their numerous charges. Archivids freely roam the station, quickly scaling the winding walls and ceilings of the station’s irregular interior with ease. They seem to take a distinct pleasure in administering to their captive wards, tittering with excitement as they cluster around any active bays to record the results of their labours.

Archivid

WS BS

S

T

Ag Int Per WP Fel

25 32 40 40 30 10 36 30 –– Movement: 6/12/18/36 Wounds: 10 Skills: Awareness (Per) +10, Climb (S) +20, Dodge (Ag) +20, Lip Reading (Per) +10, Silent Move (Ag). Talents: Electrical Succour, Hard Target, Swift Attack. Traits: Dark Sight, Improved Natural Weapons, Machine (3), Quadruped (6 legs), Size (Scrawny). Armour: Machine (3 All). Weapons: Torso-Mounted Compact Webber (Exotic; 25m; S/–/–; Dam 0; Pen 0; Clip 10; Reload 2 Full; Blast [5], Snare), Servo-Fist (Melee; 1d10+4 I, Pen 2). Gear: Cerebral Plugs, Auger Arrays, Internal Micro-Bead (to receive/relay instructions only), MIU, Ammo Hopper Equivalent to 10 clips of Webber Ammo, Scrolls, Implanted Auto-quills.

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EXCRUCIATOR SERVITOR

These specialised constructs serve as aides to the dreaded Magos Interrogus of Sheol 17. Each Excruciator Servitor is able to monitor prisoner vital signs, as well as assist in any necessary triage. These automatons also wield fiendish modifications called Excruciator Arrays, ghastly devices capable of inflicting all manner of pain and torture on their victims. Tirelessly, they serve the Magos Interrogus in their grisly work, heedless to cries of pain and pleas for mercy.

Excruciator Servitor

WS BS

S

T

Ag Int Per WP Fel

25 — 40 50 20 20 20 30 –– Movement: 2/4/6/12 Wounds: 10 Skills: Interrogation (S) +20, Medicae (Int) +20. Talents: Master Chirurgeon. Traits: Improved Natural Weapons, Machine (4). Armour: Machine (4 All). Weapons: Excruciatus Array† (Melee; 1d5+8 R; Pen 2; Special, Tearing, Toxic). Gear: Internal Micro-Bead (to receive/relay instructions only). †Excruciatus Array: This specialised implant includes a host of horrific interrogation tools, all grafted directly onto the servitor’s arms. Normally applied with surgical precision to a victim’s unwilling flesh, these tools can also be used as debilitating weapons should the need arise. When using an Excruciatus Array in combat, any Wound that deals at least one point of Damage, after taking into account Armour and Toughness Bonuses, causes the target to suffer Blood Loss.

ADVENTURE SEEDS s The Conclave has learned of a possible attempt to rescue a known heretek from the prison of Sheol 17. There is also reason to believe that recidivist agents hidden within the facility are responsible, and this dangerous radical will undoubtedly aid them in their diabolical ends. The Acolytes must infiltrate the prison without alerting the unknown traitors, and bring the conspirators to justice. s A new prisoner has just arrived on Sheol 17 for processing. However, the Calixian Conclave wants the prisoner as part of their own investigation, and it is up to the Acolytes to retrieve him. Perhaps he is actually a double agent, or he has information that the Inquisition doesn’t want to disappear into the vault. Unfortunately for the Acolytes, the Lords Dragon look unfavourably on any outside interference in their affairs. s The Inquisitor has intercepted a secret transmission from Sheol 17, indicating a mass escape. All attempts to raise the Arch-Magos have failed, and no Lathe World forces are close enough to assist. The Inquisitor has ordered the Acolytes to make for Sheol 17 and prevent the dangerous radicals within from escaping. However, the Acolytes soon discover that the events on Sheol 17 have farther reaching consequences than they could possibly imagine.

“We had been on the front lines for nearly sixty days, and I just wanted to sleep. If you are caught missing a morale concert it is ten lashes and days in the hole, though. By the end of it, I was ready to head back to the line and take the fight to those heretical scum. None of us can wait for the next one. The songs still ring in my mind...” –Guardsman Gilbert Vires, along the Kuluth battlefronts Any good leader knows that when handling a crisis, morale can make or break a group. Whether trying to make manufactorum goals so the planet can pay its Imperial tithe, or waging a pitched battle against the forces of Chaos itself, even the Tech-Priests of the Adeptus Mechanicus realise that for those still weak with flesh, morale is often just as important as their equipment or battle stratagems. The toils of such undertakings can be psychologically draining for those not blessed with True Knowledge, and even the best of these men can find themselves failing in their duty. During these times, a good leader looks to improve morale so that their goals can be reached, even though such weakness might appear anathema to proper Mechanicus behaviour. Sometimes this can mean time for recuperate, other times it can be offering more rewards to those who survive, or even simple, crude punishment until spirits achieve proper levels of enthusiasm. Much thought went into this process amongst the Tech-Priests of Calixis, in order to improve the efficiency of those without proper emotional control augmentation. Whilst others in the Sector might rely on unreliable Adeptus Ministorum sermons, the impassioned speeches of planetary Governors, or the threats of Commissars, the Tech-Priests turned to more pure methods. While other methods rely on faith to improve morale, the Cult Mechanicus instead rely on technology and new melodious hymns to the Omnissiah. Many within the Mechanicus are not yet completely unfeeling and even the most enhanced Fabricator may appreciate the mathematical precision of instrument and voice combined in song. So the Adeptus Mechanicus, in order to raise morale in the Sector, have created a travelling choir to visit worlds across the Sector. The Voca Consensio is both the vessel and the huge but portable musical device, a choir and orchestra that consists of one hundred and fifty servitors, one hundred who have been modified to be instruments, and fifty who have been altered to have perfect singing voices. These servants of the Omnissiah have been overhauled and calibrated to make the best possible performers in the Sector. Vocal servitors have had their larynx and vocal cords replaced with the best cybernetics available, while their lips, tongues, and palates have been augmented with enhanced and refined vat grown musculature. Their gilded skins shimmer with metallic oils, reflecting on cranial masses of artificial follicles that sway in time with the songs. Over one hundred thousand different pieces of music, Imperial Marches, hymns, cants, and odes have been laid into the servitors’ minds via cortex implants. Instrumentalists have had their reconstructed instruments implanted and their bodies redesigned, with Manipulator Mechadendrites and cybernetic respiratory systems added to allow them to play with mathematical precision. Flocks of vat-cherubs also dance in the air, their acoustically refractive bodies and wings moving to maximise each harmony. The encompassing walls are layered with endless rows of statuary and ornamentation, from mythic

gargoyles to icons of the Angevin Crusade, all echoing with subsonic themes. The arc-candelabras and floating lumens pulse and flicker their electric flames with each verse, strengthening song with light. When silent, this cathedral to song still makes for a wondrous panorama that most would believe not possible for the Cult Mechanicus to conceive, let alone produce. Even those opposed to the lack of unaugmented humans within the process to allow for “true depth of feeling” must admit that he result is perfection in all measurable aspects. The Voca Consensio was once part of a large Explorator fleet used to find new forge worlds. Now the Mechanicum uses this ancient vessel in a most profound but unusual way. To keep these amazing gifts to the Machine God in top shape, a host of Enginseers and logisticians are kept on board, not only to maintain the ship but also to keep its glorious melodium performing at maximum efficiency. Few realise that this programme is measured in more than mere morale improvement. The process of altering servitors to perform such tasks is, of itself, a tremendous endeavour, but there are stories heard long after the planets have been visited that seem to indicate the Voca Consensio is something more. The idea of using subliminal conditioning is nothing new, and these are readily detectable in the glorious songs it produces. These stories, though, speak of using the Voca Consensio not to add glory to the Emperor, but to turn Mankind to the whims and desires of the Cult Mechanicus. There are rumours of deeply hidden sub-harmonic datastreams embedded within choral beatitudes, algorythmic engravings tied to certain repetitive melodies, and even hypno-gestures

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THE VOCA CONSENSIO

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DETECTING AND RESISTING THE CHOIR’S CALL To attempt to detect the hidden programming within a choir broadcast, an Acolyte must first pass a Hard (–20) Perception Test, adding +10 to their roll if they have the Paranoia Talent. If successful (and the GM determines that there is indeed a subliminal message), then the character can make a Very Hard (–30) Willpower Test to resist the message, adding +10 for each Degree of Success on their Perception Test. Should the GM have created multiple instructions within the choir’s song, each Degree of Success from the Willpower Test gives the character the ability to resist one such instruction (minimum of one). attached to the swaying of the performing servitors, that turn the choir and orchestra into an enslavement tool for the Machine God. No firm proof has come to light, though many still investigate both the ship and its captain, a Tech-Priest once disgraced, but now ascendant, named Lexel Cantus.

FABRICATOR MAGOS LEXEL CANTUS, CAPTAIN OF THE VOCA CONSENSIO

Magos Cantus hails from Lathe–Het, and, from early on, his career focused on research in cybernetic augmentation and programming. His rise through the ranks was suddenly stalled, and rumours began to circulate that he was using forbidden xenos technologies in his work. These rumours, whether true or not, quickly led to Cantus being ostracised and exiled from the Lathes. Supposedly, Cantus came close to being branded as a heretek, but suspicious ties to those within the Covenants spared him from such a fate. He barely managed to obtain passage on an outgoing vessel, limping from the system in a sad, near derelict craft, barely able to break orbit, let alone go into Warp. Cantus was nothing if not driven, though, and within five years the Magos had not only rebuilt the Voca Consensio back to its original specifications, he had also upgraded it with enhanced auspex arrays, more efficient plasma conduits for its engines, and other experimental modifications that bordered on blasphemy. It is said that while Cantus was improving its Astropathic Imaginarium, the Fabricator of the Lathes had his great moment of awakening, and saw the potential for a group of voices to bring the true light of the Omnissiah to the Sector, as well as more practical pursuits. And so the fallen Tech-Priest was recalled to duty. Now Cantus leads an entire battalion of Tech-Priests in the operation and upkeep of the Voca Consensio, both the craft and the choir. Their hidden work ensures that wherever it goes, the glory of the Omnissiah rises to new heights, and throngs flock to join the Machine Cult. Those who work with Cantus find him to be singularly obsessed, working only to bring his choir to as many souls as possible within the Sector. There are some who think this may be the way that Cantus can find his way back to his former status within the Lathes. There are others, however, that whisper something much darker. They believe that Cantus is not just working to come back to the fold of the Lathes, he is attempting to become High Fabricator. His rise in prominence has not gone unnoticed, and those still remembering his earlier

heresies claim that he is using the Voca Consensio to bring the masses under his sway, and have them march on Castellar and his Brazen Guard. Their minds held under even deeper layers of hypno-programming, these weak sheep stay enthralled to Cantus’ song until the time is right for rebellion. Whispers are gathering across the Lathes that to listen to the Voca Consensio is to lose one’s very mind and soul, not to the Omnissiah, but to Cantus. The target of these accusations disputes it all, blaming it on envious lesser beings, and, so far, no real evidence has come out to dissuade the rulers of the Lathes from continuing this highly successful programme.

Fabricator Magos Lexel Cantus

WS BS

S

T

Ag Int Per WP Fel

(8)

35 30 28 45 32 48 44 52 29 Movement: 3/6/9/18 Wounds: 15 Skills: Awareness (Per) +10, Command (Fel), Common Lore (Machine Cult, Tech) (Int), Dodge (Ag), Forbidden Lore (Archeotech, Adeptus Mechanicus, Heresy, Xenos) (Int) +10, Literacy (Int), Logic (Int) +10, Medicae (Int), Search (Per), Speak Language (High Gothic, Low Gothic), Tech Use (Int) +10. Talents: Autosanguine, Binary Chatter, Chem Geld, Concealed Cavity, Die Hard, Electrical Succor, Electro Graft Use, Energy Cache, Foresight, Independent Targeting, Logis Implant, Mechadendrite Use, Prosanguine, Resistance (Fear, Psychic Powers), Rite of Fear, Sound Constitution, Total Recall. Armour: Carapace Armour (5 All). Weapons: Laspistol (30m; S/–/–; 1d10+2E; Pen 0; Reliable), Mechanicus Power Axe (Melee; 1d10+5E; Pen 6; Power Field). Gear: Mechanicus robes (Good Quality Clothing), bionic arm, auger arrays, Good Quality cybernetic eyes, Optical and Utility Mechadendrites.

ADVENTURE SEEDS s The planet of Kuluth has been cloaked in war for over five years, but someone or something is wreaking havoc with the operational schedules of a particularly important war engine. Whilst investigating, they discover the Voca Consensio in orbit, performing concerts across safe areas of the front. Will they find that it is there to aid in motivating the troops and workers, or is it part of some more sinister purpose in the war? s Investigations on a forge world indicate multiple servitor failures, many leading to riotous and deadly failures in their behavioural programming. The only common denominator seems to be that their systems were upgraded using possibly illegal and unsanctified engrampatterns, copied from a visiting Mechanicus vessel that offloaded several failed servitors for new, fresh units. s The Voca Consensio itself can provide transport for the Acolytes to a variety of worlds across the Sector, its possibly darker and hidden purposes perhaps a mere hint until much later, after the Acolytes have become accustomed to travelling with Cantus and his choir for many voyages.

THE LIGHT OF REASON GM'S BRIEF s COMETARY FRAGMENT Ø-777 s INTO THE DARK s MACHINA INFERNUS s WHAT LIES BEYOND s NPCS AND ANTAGONISTS

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4YRaeVc:G+ EYV=ZXYe`W CVRd`_ “The Aquila, inverted. The Navigator, bound by the Machine. The Acolyte ascendant, his path marked by shadow and death. The tarot is clear on all these things, but there is more… yes, I see it… and it sees me! The black light shall shine in the outer void, lest the seal can be closed ‘ere it is breached…”

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–Reading of the Emperor’s Tarot, three days ago

hose who serve the Omnissiah are dedicated to uncovering and utilising the wisdom of the ancients through pursuing the Quest for Knowledge. A vast body of law and precedent imposes all manner of dire restraints upon those who seek to expand the frontiers of Mankind’s knowledge, however, lest they repeat the doom that befell the humanity during the all but forgotten Age of Strife. There are ever those for whom the lure of forbidden knowledge is too strong to resist. In stripping themselves of mind, body, and soul of the biological, some Tech-Priests remove themselves from the lure of the Warp in order to prevent such disasters, or so they hope. In truth, even the machine can be polluted with the essence of Chaos. There are countless factions and sects within the Adeptus Mechanicus that have not strayed so far into heresy as to openly proclaim the worship of the Ruinous Powers, yet to an outsider might appear just a step away from doing so. Many are fuelled by the raw thirst for knowledge that animates all true servants of the Omnissiah, while others have allowed hubris or greed to be their master. For a few, the excision of biological matter does nothing to lessen the taint of Chaos and instead hastens its corruption, for as the mortal self is cut away, there remains no immortal soul to rail against the insidious intrusion of the Warp. Deep within the cometary cloud of the Lathes System, one such group labours to bring its heretical pursuits to fruition. An extreme sub-sect of the Brotherhood of Steel has, for decades, sought one thing—the ability to breach the Warp and to draw upon its limitless depths without the use of psychic powers wielded by a weak, biological mind. To the Brotherhood, such a thing would make all flesh obsolete, and allow the machine to ascend to its true place as master of humanity. Vessels could cross the Warp without the steersmen of the Navis Nobilite. Thoughts could be transmitted across the trackless void without recourse to the Astropathic Choirs of the Adeptus Astra Telepathica. Perhaps the very thoughts of the teeming multitudes of humanity could be controlled, the mental capacity of trillions turned to a single cause. What awesome war machines might be constructed by those able to breach the wall between reality and the Warp, and wield the impossible powers dammed beyond? With each scrap of their biological inheritance they cut away, the Brotherhood loses another chance to realise the horrible error they are making. In those whose bodies are all but metal and

silicon, almost nothing of the soul they were born with remain remains. ins.s.. Where any other mortal creature would eitherr flee in terror orr surrender itself entirely to the power of the Warp, p, the Brotherhood continues blithely on, unaware of the storm off Chaos Chaaos that rages all about them. While Chaos might find little ttoo an anchor itself anch chor or its sel e f to t h B he rotherhood in the soulless Brotherhood, the pursuits of tthe Brotherhood sib ibly ly imagine. ima magine. endanger Mankind far more than they can possibly hess of the he h Lathes A hollowed-out comet in the outer reaches tter tt erly ly ini imical to System hosts an empty heart bearing a device uutterly inimical orat or ator orss discovered nature—the Paradox Reactor. In ages past, Explorators es en enca case sedd in i the a machine remnant of an extinct xenos species encased he relic rel elic ic w ere the rock and ice. Some claim the species that madee tthe were acee en ac enti tireely l . For long-lost Yu’Vath, others that it was some otherr rrace entirely. the h rh rhoo oodd cl claimed long centuries it was studied, before the Brotherhood er, rreconstructing econ ec onst stru ructtingg it. They have been slowly piecing it together, attel elyy hi hidd dden en, and annd something that, in all likelihood, was deliberately hidden, ork. or k k. are now approaching the final stages of their w work. vat a ed ed,, th this is ddevice evicee evic The Brotherhood hopes that, when activated, k in sseparating ke epar ep arat ar a in at ingg will punch a hole right through the thin sskein ann nnel el iits ts ppower ower as ower ow as reality from the Warp, and allow them to channel rh hoo oodd kn now ow tthat ht ha previously only a psyker could. The Brotherhood know tha h t every eveer ev ery scrap s ra sc rp their device is likely to unleash such powerr that ot th the he sub-sector, suubb se s ct ctor or,, of biological matter in the entire system, if not arpp wh ar when tthe when hee will be scoured to ash or dragged into thee W Warp hat oonly nlyy confirms nl coonfi nfirm rm ms Paradox Reactor device goes online, but that pur urgge ged. d their belief that the flesh is weak and must be purged. Par arad adoox ad ox Reactor Reaact ctor o or The countdown to the activation of the Paradox houl ho uldd th ul tthe he La ath hes es has begun, and doom stalks the Lathes. Should Lathes ow w. fall, surely Calixis would not be long to follow.

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he Light he Lig ight ht of of Reason Reas Re ason as n is a DARK AR HERESY adventure adve ad vent ve nttur u e that at pits pits the the he Acolytes Aco coly lyte ly tess ag te agai against ainsst a powerful ai poweerf r ul and nd extreme ext xtre rem re me faction me factionn wiith thin in the the h Adeptus Adeept p uss Mechanicus. Meeccha h ni n cuuss.. The The he Brotherhood Broth rooth ther e ho er h od of within Sttee Stee eell has has unearthed unea un e rt r he h d tainted tain ta innte inte t d technology, tech te ch chno hno nolo logy lo gyy, with which which hiich they the heyy hopee Steel har arne ness ne ss the raw potential potten enti tial ti al of of the the Warp Warp using usi sing n only ng onl nly ly the th he power powe po werr we too harness the h machine. mac achinee. Such S ch Su h things thiing n s ha have v bbeen ve eenn forbidden foorb rbid idde id denn too Mankind de Mannki k nd of the sinnce time si time immemorial, imm mmem morriiaal,l aand n und nd ndre nd ream re amed am ed ooff destruction destruction lurks dest de luurk rkss since undreamed w th wi thin in the the he cometary com omet ettar aryy ccloud louud of the he L athes System. within Lathes The adventure addve vent nttur ntur ure explores expl ex p orres pl e m a y off the an thee themes the heme mess presented me prres esented The many th hroug ougho hout ut this thi h s book. book bo ok.. It ok It tthrows hrow hr ows in ow nto sstark tark ta rkk relief rel eliief ie the teachings teachinngs off throughout into Cult lt M echa hani ha n cus cuus an nd ilillu lust lu stra st r tess th thee pe peri r ls tthat ri hat await Man nkind the Cu Mechanicus and illustrates perils Mankind sh houuld they the heyy be he be transgressed. tra r ns nsgr gres gr esse es sed. se d. T he A he colyytes find them mselves should The Acolytes themselves conf nfront nteed nt ed with wit ith h the the very very worst wor orst s kind st kin indd of tech-heresy, tech-he here he reesyy, and ultimately ultim mately confronted disccov over er,, ass so so many many ma ny have hav avee before befo be fore re tthem, h m, tthat he h t all forms ha form fo ms of blasphemy bla l sp sphemy discover, add humanity hum man anit ityy too damnation, it dam mna nati tion on,, as Chaos on Cha h os consumes consume on me mess all. al lead Shou Sh ould l tthey ld heey pr prov o e eq qua uall ttoo the task, k tthe he A coly co lyte ly tees ar tes aaree pres essented Should prove equal Acolytes presented with the wi he opportunity oppportuuni n ty to to end end the th he heresies here he resi re sies si e of the th he Brotherhood Br Brotherho Br ood of with Stee St eell. In In so doing, doing oing oi ng, they eyy must mus ustt fa face ce all all manner man anne n r of foes, from m the Steel. drea dr eadf ea dful ul servants ser erva vaant ntss of the the Brotherhood Bro roth ther th erho er hood ho od itself its tsel el to the fell elf fell denizens denizzens of dreadful W rpp unleashed Wa unl nleash sh hed as as th he Pa Para rado ra doxx Reactor do Reacctor is activated. activvat a ed. Should Should thee Warp the Paradox th hey fail fai aill to stifle sti tifle fl the fle the h Brotherhood’s Broth herhoood od’’s foul works, wo then the h n the th he fate faatee of the they Lath La thes es and and the h surrounding sur urro roun ro undingg sub-sector may un maay hang in th thee ba bala l nce. Lathes balance.

IINTRODUCING NTRODUCING THE T HE A ADVENTURE DVENTURE The Light The Ligh Li g t of Reason gh Reason ca ccann be b played ass a one-off one ne-off adventure, adven e ture, in w which hiich h ccase a e th as tthe he Player C Characters hara ha ract ract cter cter ers ne ers need ed oonly nlyy know nl kn w that tha h t they t ey th have ha vee bbeen eenn dispatched ee disp di spp spatched to investigate innve vest stig st i ate reports of unidentified uni nide ni d ntified de energy en nerrgy g spikes spi pike kees em emanating man a ating from a point in in space sppac a e somewhere s me so m wh here in thee cometary th coome meta tary ccloud tary loud lo ud d of the La Lath Lathes thes SSystem. th y teem. How ys However, owev ow ever ev er,, as er a most adventures adve ad vent ntur ures es are are ppart artt off the ar the h ongoing ong n oing ngg narrative nar a rative of a campaign, caampai mppaiign, it ppays pa ys ttoo give g ve the gi the m matter atte at terr off how te how the thee Acolytes Aco c lyytes becomee involved invvolved in these the hese se events eveent ntss mo more re tthought. hought. Be ho B Below loow are are a few f w possiblee ways fe of getting getti etting ng the the Acolytes Acooly lyte tess involved inn the te the adventure. addvent ntur ure. ur e

INTRO NTRODUCTION NT TRO ROD DUCTI TION O 3 3:: HIIDDEN DDEN DD EN HAN ANDS

If oone If ne oorr mo ne m more re ooff th thee Ac A Acolytes oollyt ytes e aare es re sservants errva vant ntss of thee Adeptus Mechanicus, M Me ech c an ch a iccus us,, a gr grea great eatt wa ea w wayy too iintroduce ntro nt rodu ro d cee tthe du h aadventure he dven dv entu ture re w would ould ou l be for them m too be be ccontacted onnta tact act cted ed bbyy a gr grou group ouup of ttheir heeir bbrethren, heir reeth thre ren, n, aasking skin sk ingg th thei their eir aaide ai d in what the de h y know he w iiss lilike kely ke ly ttoo be a ddifficult ifffi ficcul u t af affa fair ir iinvolving nvol nv olvi ving they likely affair a renegade de ffaction acti ac t on withinn th ttheir hei eirr or orde d r. H de ow m uch uc h th thee po ppowers wers we rs tha at order. How much that be in the Lathes System m ac actu tual tu ally al ly kknow noow of w h t is ggoing ha oing oi ngg oonn in the he actually what outski ou kirts of their realm sho h uld ho ulld re rremain ema maain aann op open en qquestion, ueest s io ion, n, aand nd onee outskirts should that a can be followed up in any future fut utur u e ad adve veent ntur u es sset e there. et the here re.. adventures

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he Light of Re Reas Reason a on is di ddivided vide vi ded de ed in iinto to three thr hree eee main mai ain in sections. Broadly sp sspeaking, eaking, th thes these esee co es ccover ver thee Ac ve Acol Acolytes olyt ol ytes yt es locating and infiltr infiltrating ra rating ra Cometary Cometar arry Fragment ary F ag Fr agment Ø-777, Ø-7 -777 77,, 77 exploring it and discovering discoveeri r ng the Paradox Par arad addox adox ox Reactor, Rea eact c or or,, and and finally halting (or at least su surviving!) the culm culmination min inationn of the thee Brotherhood Brotherhoo ood of Steel’s her oo heretical ret etic iccal endeavour.

PART P PA RT 1: INTO O THE THE D DARK ARK The Acolytes arrive by gunn cutter cut utte terr in the te the outer out uter er fringes fring n es of of the t e th cometary cloud that surrounds surroundds the the Lathes L thes System, La Syste teem, and must mus ustt locate the Brotherhood of Steel’ss hi h hidden idden facilit facility. ty. y. H Having a inng do av done n ne so, they must attempt to gain entr eentry nt y howeve however er th they ey ddecide eciidde it ec ecid is best to do so. Canny Acolytes Acollyttes might choos choose osee to os t iinfiltrate nfilt nfi ltra lt rate ra te the comet using stealth s ealth and st a d guile, an guuile, while those thoosee off a more moore m duplicitous nature n tuure might attempt na attemppt to deceive deceivve its itts Tech-Priests T ch-P Te ch h-P Pri ries ests es ts openly. Some might even attempt attem mpt to force their the heir ir way wayy onto ontto the t e th comet, though such a coursee ooff action is bbeyond eyyond eyo ond th the he ssk skills kilills l ooff ls most Acolytes and more a ttask a k for the migh as mighty ghty gh tyy Space Spaacee M Marines. arin ar iness. in Having found a w way ay inside, ins nsid ide, id e Part 1 is concluded. conncl cluud ud uded.

PART P ART 2 2:: M MACHINA ACHIN NA IINFERNUS NFERNUS

INT NTRODUCTION TRO ODUCTI TION ON 1: SPPECIAL ECIA IAL L CIR IRCUMSTANCES IRC CUMSTANCES

Thee Ac Th Acolytes col olyt y ess h yt have a e be av been e ordered by their Inquisitor Inquuis isiitor to investigate inve vestig igat atee suspicious susp su sppiccio ious us ppsychic sych sy chic ch ic eff effects f ects emanating from the th he outer ouute terr reaches reac chees of o the the h L Lathes. athe at hes. he s. T The hee A Adeptus deptus Mechanicus are de de deeply eepply unhappy un nha happ ppyy wi pp with t ssuch th uch uc h In Inqu Inquisitorial q is qu isit itor it oria or iall sc ia scru scrutiny, ruti ru t ny ti n , especially bec because cau ause se no such suc uch h re rreadings adin ad ings gs are arree showing shoowi w ngg up on their the heir ir own own augurs. aug ugurs.

Throughoout Throughout u Part 2, the Acolytess ex explore xpl plore th the he come comet’s met’ t s pe t’ per perilous rilo ilo lous us depths aand nndd confront as many off its occupants t as as the th he Game G me Ga me Master Mast Ma ster st er deems necessaryy to keep ep tthe he pressuree on.. Th T There her erre are are pl ar plen plenty enty enty of locations locations oc oc to exploree an andd nume numerous m rous sig sights ights to w ig witness. itne it tne ness ss.. Pa ss P Part art 2 comes to a cconclusion oncl on cllus usio ionn whenn tthe io h A he Acolytes c ly co lyte tess di te disc discover scov sc ovver over e w what hat th the he Brotherhood B rothe h rh hoo oodd of SSteel teel is attempting ttoo achieve a hi ac hiev evee and ev and determine deete termin inne to do something som omet eth ng about it. Events, h ethi however, oweev ow ev ta ever, take ake k a ddrastic rasst ra stic turnn ass tthe stic hee countdown to the activationn of the the reactor reactor orr reaches reaaches ch h zero.

INT NTRODUCTION TRO ODUCT TIION ON 2 2:: FRI RIEND IEND OF O A FRIE RIEND END

PART P PA RT 3 3:: WHAT WH HAT L LIES IES BE BEYOND EYOND

The Acolytes could The T cou ould ld bbecome ecom ec om ome me in involved nvo volv lvvedd iinn th thee ev even events ennts of ents of the the adventure ad dveenturee as ppart a t of a moree complex ar comp co m leex chain mp ch hai ainn of events. eve vent nts.s. If nt If the th Game Gaame Master Gam Masteer intends too use use s the Lat Lathes athe hes an andd the the Lathe L th La thee Worlds Worl Wo rlds rl ds as as the the setting sett se sett ttin inng for foor a number off adventures, adve ad v nt ve ntures e , th then en this thi h s ad adventure dveent ntur uree ccould ur ould ou ld sserve erve er ve aass an introduction to their characters char ch arac ar a ters and ac nd themes. theeme m s. If If they they have hav avee made mad allies within the Adeptus Mechanicus, these individuals might approach the Acolytes and ask them to investigate suspicious goings-on in the system, perhaps hoping to distance themselves from what they calculate to be a catastrophic failure.

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In P Part art 3, the B Brotherhood r th ro her erho hoood ooff St SSteel teel activate the thee Paradox Par arad adox ox Reactor. Reaactor. The Acolyt Acolytes y es m might ight aattempt ig ight ttempt to stop the tt them, heem m,, bbut ut ssoon oon th oo the he ho horrific truth trut tr uth ut h is rrevealed, evea ev ealle ea led, aass th led, thee power off tthe he W he Warp arpp is uunleashed ar nleaash shed and ddaemonic daem aem emon onic ic ser servants e va vantts of C Chaos haaoss iinvade nvad nv adee th thee fa facility. aciililtyy. Simp Simply mpply l survivingg this th his ccalamitous alamitou ouss event ou even ev ennt is is a challenge cha hallllen hall enge ge in ge in itself, itseelf but can it c n the Acolytes ca close the breach and avert a still-more awful disaster?

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he location within which the Brotherhood of Steel is pursuing their blasphemous endeavour was once categorised in the annals of the Lathes System’s astrographics registry as Cometary Fragment Ø-777. Soon after the first Explorator arrived though, it vanished from the registry, purged by a deepcore datakiller protocol. It was what the explorers discovered at the heart of the fragment that lead to this extreme reaction, the consequences of which are even now becoming manifest. Upon setting foot on the surface of the fragment, the explorers quickly determined that it was no natural object—it had been created deliberately. Following the winding honeycomb of tunnels that bore into the comet, the explorers eventually came upon a vast central chamber, with a massive shaft skewering the heart. Suspended in a null-gravity state at the very centre of the chamber was an arcane fragment of xenos technology. Though obviously ruined, the object pulsed with black light, and writhed with a hideous vitality that stretched their sanity to the breaking point. In an instant, the explorers turned upon one another. Despite having excised much of their emotional dependencies, some were consumed with the desire to own the thing for themselves, others with soul-wrenching terror at its sheer unnatural presence. The truth of what occurred in that dark-lit central chamber was never fully understood, but when a recovery mission was launched to investigate what had befallen the first group of explorers, only a handful of survivors were brought back to the Explorator vessel. Subsequent investigations, carried out under the strictest of contact protocols, determined that the object in the comet must have been placed there deliberately as some form of quarantine. All knowledge of the discovery was purged from the Lathes’ data-mills, and further investigation entrusted only to those of the highest authority. Further study indicated that the remnant had been placed there not to protect it, but to protect everything else from it. Debate escalated as to whether or not the object itself be investigated further, and if so, to what end? Ordinarily, the matter might have been resolved through rational discourse, but this was not to be. One of the senior magos harboured sympathies for the Brotherhood of Steel. Seeing the xenos remnant as a means of furthering the sect's aims, the magos enacted a brutal coup. In a single night of remorseless fratricide, all those with knowledge of the comet were slain. By morn, Cometary Fragment Ø-777 was in the hands of the Brotherhood, and a new phase in its history had begun. Throughout the centuries that followed, the sect undertook to determine exactly what the object represented. Exposure to the remnant drove many utterly insane, until it was found that the less biological matter a Tech-Priest had remaining in him, the lesser the effect. In time, those with little more than a scrap of grey matter remaining to betray their heritage came to dominate the research, only serving to confirm the Brotherhood's utter belief in the weakness of the flesh and the ascendancy of the machine.

THE YU’VATH THREAT ROGUE TRADER players will recognise the Yu’Vath, an incredibly ancient and powerful xenos race now long dead only through long and devastating wars during the Angevin Crusade. Their relics and slave races still live on though, especially in the lawless Koronus Expanse, where they exist to tempt and destroy Explorers. GMs can find more about this deadly race in THE KORONUS BESTIARY, either to add more flavour to their possible presence in this adventure, or to use their constructs in other adventures. Three centuries after the initial discovery of the comet, the Brotherhood of Steel made a breakthrough of sorts, and identified what they believed to be the species that had created the remnant. The realisation that the technology might have been created by the dreadful Warp-worshipping Yu’Vath, the vile xenos that the Angevin Crusade almost bled itself dry to defeat, was terrible indeed. Armed with this fearful knowledge, the Brotherhood ploughed onwards into realms of thought and theory long forbidden to the human race. In time, the sect found that the remnant somehow interacted with the Warp itself. The Brotherhood’s hidden masters saw in the fragment a means of realising their vision of a future wherein Mankind is shorn of all flesh. The consequences were truly shattering. If the Warp itself could be tapped, and psykers made obsolete, then the last obstacle to the ascendancy of the machine would be smashed asunder. If the Brotherhood of Steel could breach the Warp and tap its power at will, then literally anything was in their power.

The environment in which The Light of Reason is set is one of extreme and continuous danger. The interior of the comet has been hollowed out and had multitudes of untested machine-systems grafted into it. At its heart lies a blasphemous hybrid of human and xenos machinery, built to defy the laws of nature itself. Deep within the guts of the comet, creatures of mere flesh and bone must be constantly alert, for it was built to accommodate beings so digressed from the standard human template that they care nothing for the hazards represented by grinding gears, venting gas, searing radiation, and even shifting gravity. The net result of all this is that the Acolytes should feel constantly on edge, as if at any moment a vast piston could engage and the walls of the tunnel they are walking through slam together to crush their bodies to a paste. The Game Master should remind the players of this lurking sense of very real threat at every opportunity, and from time to time bring it to the fore using one of the following hazards. A good way to use these hazards is to have them triggered by other events. Should the Acolytes ever fail an Awareness Test, for example, a number of hazards equal to the number of the Degrees of Failure could be triggered. This represents the Player Characters becoming distracted by other events and not noticing one of the many dangers of the environment until it is (potentially) too late.

HAZARD 1: MECHANICAL PERILS This is a general category covering a wide range of perils, including access hatches slamming shut as the Acolytes pass, floor and ceiling shifting, pistons slamming shut, and gears engaging. Each Player Character must pass a Challenging (+0) Agility Test to avoid the danger, but the Game Master should feel free to adjust this difficulty as desired for the area. Failure results in the character taking a 1d10 I Pen 0 hit. The GM should also consider the nature of the mechanical peril and whether its triggering closes off the path the Acolytes have taken, or cuts off some of the group from the rest.

HAZARD 2: AIR PRESSURE CHANGES A sudden drop in air pressure deprives the Acolytes of breathable atmosphere. Perhaps the Acolytes open a portal, only to find a vacuum beyond it, and must seal the unintentional breach as quickly as possible before their own air supply vanishes. Agility or Perception Tests can both be used to avoid or provide warning of the danger; Suffocation Damage is described on page 210 of the DARK HERESY Core Rulebook.

HAZARD 3: GRAVITY FLUCTUATIONS

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DANGER!

With the number and type of arcane machine systems inside the facility, it is little wonder its passageways and chambers are subject to all manner of esoteric fluctuations. One such fluctuation is in the gravity field, which can switch from normal to high, low, or even zero-gee without warning. These treacherous environments are presented on page 213 of the DARK HERESY Core Rulebook. Having been triggered, there is a 50% chance each minute or so of the gravity reverting to its original state. Should the Acolytes be floating at the time, this may incur Falling Damage as detailed on page 210 of the Core Rulebook.

HAZARD 4: RADIATION HAZARDS The majority of the Brotherhood of Steel and their servants care little for the effects of radiation, their bodies all but stripped of flesh, and their essential machine components shielded from the harm it might otherwise wreak. Should such an effect be triggered by the Acolytes, they must pass a Difficult (–10) Toughness Test each Round they spend within the field, or have their Toughness permanently reduced by –1 for each Degree of Failure. Those affected in this manner may be treated for radiation poisoning after the adventure (at the Game Master’s discretion), but must suffer the consequences for now.

HAZARD 5: LOOSE ELECTRICITY Many walls and hallways host numerous mechanical components, from plasma conduits to vapour gushing ventilation grilles, which might be dangerously electrified. When triggered, the effect could range from a mild shock to a leaping arc of searing power. There are several ways of determining which Acolytes fall victim to the electrical charge. One way is to have it confined to a single object, such as a hatch or floor plate, and the first Acolyte to touch this suffers the effects. Another is to randomly determine how many and which Acolytes are electrocuted. Because the potential damage is so variable, each Player Character hit suffers a 2d10 E Pen 0 hit each Round they are in contact with the object, as does any character in physical contact with the affected Acolyte.

HAZARD 6: EXTREME TEMPERATURES Whenever the Acolytes enter a new area, the GM should provide a brief indication of the temperature. When moving into an area where the temperature is especially high or low (or becomes even more extreme), the characters must pass a Challenging (+0) Toughness Test, or become Fatigued. This effect passes within ten minutes of moving into an area with normal conditions, but resting, taking appropriate drugs, and donning (or removing) heavy gear and clothing should allow the character to take the test again. Should all of the Player Characters lose consciousness in such circumstances, the GM can determine their fate; perhaps each waking up in a cell in the holding battery, the Excoriation Servitor moving in to begin its grizzly work.

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THE PARADOX REACTOR It would be many more centuries before the Brotherhood found a way to utilise the remnant of Yu’Vath technology, but when they finally did, their creation was awesome indeed. With the remnant at its core, the Brotherhood of Steel turned the entire cometary fragment into a massive breaching charge, with which they intended to punch through the thin barrier separating reality from the Warp. The remnant defied all natural laws in the canon of the Cult Mechanicus, and would power what the Brotherhood labelled the “Paradox Reactor.” So anathemic to the laws of the universe was the remnant that its power could split reality itself asunder. That which should not be would come into being, and in so doing blast apart the fabric of the universe itself. The unbridled power of the Warp would create a font of undreamed of potentiality, and the Brotherhood of Steel would be its master. As the Brotherhood’s Tech-Priests worked tirelessly to construct the Paradox Reactor, the masters of the Brotherhood bent their energies to cold visions of conquest and domination. The first use to which they would put their font of dark power would be to usurp the Astronomican. Knowing that the energies unleashed by the Paradox Reactor would owe nothing to the laws of classical reality, they formulated a means of equipping their own servants to be able to discern its black beacon from anywhere in the galaxy. No longer would the Adeptus Mechanicus rely upon the Navis Nobilite to guide its Warp vessels, and the Brotherhood’s ascension to power over all of the entire Adeptus Mechanicus would be assured.

WITHIN THE COMET Ø-777 is a honeycomb of winding tunnels, hollowed out by whoever, or whatever, had sought to hide the fragment of Yu’Vath technology from the galaxy. Over the centuries since it took ownership, the Brotherhood has massively augmented the interior, so that its tunnels are lined with all manner of machine devices from pulsing conduits to shrieking pistons. The Tech-Priests and their servitors have little difficulty traversing this machine hell, but those unused to such a hostile environment are likely to find it dangerous in the extreme. One thing that mortal Acolytes almost immediately perceive, and which is hidden from the Brotherhood of Steel because they have so little in the way of soul to sense it, is the all-pervading sense of dread that permeates the very stone. The closer one gets to the heart of the comet the more overpowering this mes e , until an intruder is forced to flee or impression becomes, befo fore re the Yu prostrate himselff be before Yu’Vath remnant.

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he Light of Reason begins with the Acolytes entering the Lathes System’s cometary cloud aboard the Lysithea, a small but highly capable gun cutter that their master has made available to them. The vessel has only a small crew and is outfitted for speed and stealth rather than offensive action. The task of locating Cometary Fragment Ø-777 must fall primarily to the Acolytes. There are several ways of opening the adventure, but a suitably engaging one is to have the Acolytes called to the vessel's bridge, as its captain announces that they have entered the region of space in which the comet is believed to be lurking. The pitch of the engines changes to a low hum as the vessel’s systems are switched over to silent running, the captain looking up from his command terminal as the Acolytes step on to the cramped, dark bridge.

OBJECTIVES Whichever means of introducing the adventure the Game Master uses, the Acolytes are likely to have more or less the same set of objectives. These have been communicated to the team before the mission began, and can be presented as a missive from the team’s master. Read aloud or paraphrase the following: To my most trusted servants I bequeath the following orders, that they might serve our lord the God-Emperor and hold back the darkness but one more day. Item the first. They shouldst locate the source of certain anomalous ætheric signals emanating from the cloud of comets that surround the Mechanicum's Lathes System. Item the second. That should the source prove man-made, as it is my suspicion that it should, then they infiltrate it and discover who is responsible and what they mean to achieve. Item the third. That if what the perpetrators mean to achieve is potentially dangerous, as it is all but certain to be, they shouldst stop it happening, regardless of risk.

LOCATING COMETARY FRAGMENT Ø-777 The Acolytes have been transported to the Lathes System by way of a Warp-capable vessel in service or allied to their master. Having boarded a smaller and far more stealthy gun cutter called the Lysithea, they have been inserted into the Lathes outer ranges, in order to locate the source of the anomalous signals detected on the edge of the system. The cutter has a small crew and is lightly armed; its strengths are its speed and its ability to go undetected. The ship is ordinarily used to pursue outcasts and enemies of the Holy Ordos, and its crew are all veterans in bringing such heretics to justice. When faced with determined defence, however, the cutter must withdraw and call in reinforcements. Once the Acolytes cross to Cometary Fragment Ø-777, the cutter moves off the location to await the outcome.

Hull: Highly modified, rapid patrol ship/gun cutter Class: Zephyr Dimensions: 498 metres long, 86 metres abeam. Mass: 36,000 tonnes approx. Accel: 46 gravities max sustainable acceleration Crew Complement: 25 crew, 470 servitors. The Lysithea is all but unrecognisable from her original form, having been subjected to an almost total rebuild. Her greatest asset is her unparalleled stealth capability, which has been utilised by her masters on numerous occasions, much to the detriment of the enemies of Mankind. Easily transported in larger vessels across the system, once dropped off on the outskirts of a system she excels at approaching nearby planets undetected. While there is no reason the crew of the Acolyte’s gun cutter could not be entrusted with the task of locating the comet, a far more satisfying course of action would be to allow the Player Characters a chance to do so. The captain has every reason to assume that the Acolytes know what they are looking for, so he defers to them in this matter unless they specifically order otherwise. There are several ways the Acolytes might go about locating the source, and the Game Master should be open to any suggestions the players themselves might propose. The most obvious solution is to use the vessel’s own augury arrays, but this should only be attempted by a Tech-Priest Player Character as botching it could lead to the Brotherhood of Steel becoming instantly aware of the approaching vessel. A Sanctioned Psyker could attempt to use his powers to locate the source, though this too has its risks (such as a psychic incursion caused through a failed attempt to manipulate the Warp). A variety of skills can be used, from TechUse in the case of the Tech-Priest, to Psyniscience in the case of any character with the appropriate psychic ability. It should take several attempts to complete the search, and there is a price to pay should an attempt go badly awry. The GM must determine the Difficulty, depending on the Test, who is taking it, and how it is to be used, but each should be at least Difficult (–10).Whichever skill is used for each test, five such attempts must be passed before the location is narrowed down sufficiently that the vessel’s captain may initiate a final approach. Each time a Test is failed, note the Degree of Failure and reference Table 4–1: Failed Detection to determine what, if any, consequences such a failure might ot be made m that entail. Of course, the players should not awaree that mes before bef efor oree they th hey successfully success ssfu fullllly locate loca lo cate ca te they need to pass a test five tim times a ters should sho houl uldd use use the th aforementioned aforem af e entionned table tab able le their target. Game Mas Masters knnowing what wh they the heyy are are up to and should use without the players knowing swea sw eatt a little! lilitt ttle le!! the opportunity to make the playerss sweat

ERS] ER S]V V%¶ %¶"+ "+ 7RZ R ]V ]VU U 5V 5VeV e TeZ`_ Degree Degr ee Conseq Cons eque uenc n e of Failure A fa fain intt tr trac acee is det e ected, d but not one 1 likeely to yi yiel eldd an anyy re resuults. The char Th arac acte terr de dete tect ctss so some m th t ing tangible, butt up bu upon on inv nves esti tiga gati tion on it dooess not 2 coalesce ce intto pr prooof. f Add one n level of D fficulty to the nex Di extt Te Test st. The Ac Th A olyte’s botc tche hedd at atte temp m ts just make 3 thin th ings gs worse. Add onee le leve vell of Difficulty to all fut u ure attempts too us usee it it. Thee ch Th character inadvertenntl tlyy co comp mpro romises thee cu th cutt tter tt er’s ’s stealth. Th The Br Brot othe herh rhoo oodd of 4 Stee St eel’l’l’ss Vi ee Vigi gila gi l nc la ncee Level (seee Par artt 2 on pag a e 136) 13 6) is in incr crea cr ease ea seed by b one lev evel el as a re result. Thee ch Th har arac acte ac terr gi te give vees the cuutt tter er’s’s pre rese sencce away so ba baddly dly th that at the Broth her erho hood od of Steel 5 or more becomees hi high ghly gh ly sus u pi p cious that at an at attaack k is about to be lau aunc nche h d againsst th them em.. Th The Vigi Vi gila gi lanc la n e Leeve vell is inc ncreased byy tw twoo le leve velss.

APPROACHING THE TARGET Having located the source and identified it as a cometary fragment, the Acolytes must decide how they intend to approach it. They might wish to do so stealthily with an unseen infiltration, or they might decide to launch some sort of diversion to divert attention from their approach. They might even attempt to approach openly, in which case they had better be ready with a plausible false identity, for the inhabitants are likely to shoot first and ask questions later. Lastly, they might attempt an all-out assault, though doing so would spell an early end to the adventure, and probably the Acolyte’s careers. Should the PCs decide (sensibly) to order the Lysithea’s captain to approach the comet stealthily, then this can be handled without their direct involvement. The captain is a veteran of such operations, and this is the course of action he recommends, should the Acolytes ask him for the benefit of his experience. Running his vessel at minimum power and engaging stealth systems the like of which the Acolytes have probably never seen before, the vessel swings about into the comet’s long tail, so as to approach in the dead zone of any augurs on the fragment. Matching trajectory with the comet, au thee cutter is able to approach to within a kilometre of it, the th view vie vi e ahead all but obscured by the dense vapour streaming off of it. At this point, the Acolytes can attempt to cross the gulf of space as described in the next section. gu Should the Acolytes order the captain to engage in a method of approach less subtle than this, he strongly objects, m me butt he is bound to the Inquisition, and the Acolytes are his bu seniors in this matter. Unless the PCs have a very convincing sen se plan, the captain is unlikely to agree to an all-out assault, and plan if fo forced to, he refuses to commit to a course of action that would result in the destruction of his vessel. In short, the man wou is lo loyal and brave, but he is not stupid.

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THE LYSITHEA

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SPACE COMBAT

SPECIAL ISSUE VOID SUIT

The issue of combat between the Lysithea and the defenders of Ø-777 is beyond the scope of both this adventure and the usual game of DARK HERESY. That being the case, the Game Master might have to improvise, should the players seek to use what few weapons the gun cutter has against the comet. The best course of action is to simply describe the damage caused by a few near hits, which cause shields to collapse and showers of sparks to erupt from command terminals. Faced with the prospect of losing the his ship, the captain withdraws, and the Acolytes must formulate another means of infiltrating the comet. Keep in mind, of course, that the defenders are now aware that an enemy is attempting to interfere with their plans, and while they do not delay the activation of the Paradox Reactor, they are more prepared for enemy action.

The Lysithea’s stores contain sufficient void suits for all of the Acolytes. These special issue items can sustain life for a little more than an hour before the compact power cells fade and must be recharged. The suit includes an internal vox-link, self-sealing repair nodes, a grapnel/clasp system with thirty metres of ultra strong line, plus a photo-visor. The suit provides 4 points of Armour to all locations, and thanks to its high quality manufacturing does not impose any penalties on the wearer’s Skill Tests. It also includes a light impellor, which provides a Movement of 6 in zero gravity conditions. The suit’s weight is 25 kg, should characters choose to keep it on once inside the comet, where normal gravity resumes.

BOARDING BOARDIING Th There her eree ar aaree nu nnumerous meroous me u w ways ayys a gr grou group oupp of A ou Acolytes coly co lyte t sm te might igh ght at atte attempt t mp mptt too board boar bo ardd th thee co comet, thee tthree hree hr ee m most ost ob os obvious bvious i off whi which hich ch are re ddiscussed iscusssed is here. here he re.. In tthe he eve event ent tthat hatt the ha the players pl come up with some other ot method, me eth thod od,, the t e Game th me Master Mas a te terr should sh hould consider how plausible it ssounds, ound ou nds, and w what hatt ef ha effe effect fect c it mi might ha h have ve on the narrative narr rrat a ive as presented pr res esen ente tedd througho throughout houtt tthe he rrest estt of tthe es he adventure. adv dven entu ture re.. Anything Anyt An ythi hing ng too too drastic dras asti ticc is i likely too m make akee it ak i ddifficult iffic if fi ult to concludee the adventure as presented, pres esen ente ted, d so Ga Game amee M Masters aste as ters rs should consider what might ensue if tthe he players pla l yerss aree allowed allllow owed ow ed ttoo put their plan into action, and feel freee to to ov over overrule e ru rule l it if nneeded. eede ee ded. de d. However, How owev ever ev er,, any any such such veto vet etoo should shou sh ould ou ld be be enacted enac acte tedd “in ch ccharacter," aracte ar t r,r " us te uusing ingg th in the he vessel vessel’s l’s ’ captain or othe other h r NPCs NPCs too point poi oint nt out wha what hatt might migh mi ghtt go gh g wrong, or even act to block it if necessary. nece cess ssar ary. yB Below, elow w, th tthree reee of tthe re he most obvious means of boarding Cometary Co ome meta tary ry Fragment Fragmen ennt ØØ-77 Ø-777 7 7 ar 77 aaree presen presented. ented.

STE TEALTH TEA ALTH T

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The mo The most s obvious m means eaans ooff ge ggetting tttin ing on bboard oard is byy doing doing n so so unseen. unseen en.. To T ach achieve hie i ve tthis, his, hi s, tthe he A Acolytes coly co lyte ly tess mu te mus must st ddon onn aann ar armo armoured m ur mo ured ed vacuum um ssuit u t and make ui ke a gguided uide ui ded spacee walk ffrom rom their vessel to ro the comet, coome met,t, uusing sing n the taill st streaming tre ream aminng from its lee side to approach am in iits tss aaugurs’ ugur ug urs’ s’ bblind lilind spot. T This hiss ap hi appr approach roa oach masks the Acolytes’ presence, presen ncee, fo for,r, iinn addition too the the dust dust and and vapour vap apou ourr pouring ou pour po u in ingg from f om fr the fragment, fraggme ment nt,, a vast plu plume l mee ooff ga lu gass gi give given venn off off by b the th he numerous num u erouus machine system systems emss within the h rreactor he e ct ea ctor or iiss al also so ppresent. resentt. In all likelihood the A Acolytes coly co lytes have never e att attempted ttem em mpt pted ed such suc uch h a stunt stun st u t before, and doing so sshould houl ho uldd be a mem memorable morable le eevent, vent ve n , if a dangerous nt dan ange gero ge roous one. onee. Having “touche “touched h d do down down” wn”” on o the h com comet, omet,, th thee Ac A Acolytes o yttes ccan ol an gain gai ainn entry using one of tthe he nnumerous umer um erous access s ppoints o nt oi ntss sc scat scattered atte at tere te redd ac re acro across ross ro ss its surface, and pla play layy ca cann pr proc proceed ocee eed to Part 2. In order for a ccharacter hara ha ract cter er ttoo cross cros cr o s from om tthe he silent sililent gun g n cutter to gu the distant comet, theyy mu must st m make akee a vo ak void id w walk. alk. al k. T The he aaccuracy ccur cc urac acyy of the walk is deter determined ermi mineed en enti entirely t re rely ly by by ho how w well well the the character cha hara ract c er they pushes off from the cutter, an andd be bbecause caus u e th heyy ccannot annoot ri an risk sk ddrawing rawi ra wing ng may not attention to themselves, they ma ay no ot make ke use use of of personal peers rsonnal jets jet etss making walk or the likes. Each character mak a ingg th the void w allk must take a Hard (–20) Strength Test plus us a Very Hard r (–30) Agility Test. Success on both means that the character crosses the void safely and lands at the intended point. If either Test is failed, the

character deviates, badly determined char ch arac ar acte ac terr de te devi viat vi ates at es, ho es how badl ly de dete term rmin ined ed bbyy the total Degrees metres, of Failure xx50 50 m etre et res, re s though they sstill tillll lland ti andd on the comet. Each an hour’s oxygen void suit has on only lyy aann ho h u ’s worth ur h ooff ox oxyg ygenn in its tank, so the Acolytes e do nott ha have ve ttime imee to get waylaid im way ayla laid id locating loc ocating one another should each places, sh hou ouldd tthey heyy ea he ach lland andd in ddifferent an ifferent pla lace ces, s, aand n they may have to nd individually enter the comet in indi divi di v du vi d al ally ly and findd oone ne another ano noth her once inside. separate entry characters For each separ arat atee en at entr tryy th tthee charac acte ters rs make mak akee into i to in t the the comet, Vigilance there is a risk off tthe hee V iggililan a ce Level being bei eing ng increased inc ncre reased by one 136). requires Hard ppoint po intt (seee ppage a e 13 ag 36) 6).. Ea Each ch eentry ntry ry uused sed re requ quir ires e a Ha ard (–20) Security Test. Secu Se cu uri rity ty yT estt. If the es the Test Tes estt is failed, fai a leed, d entry ent ntry ry is is still st gained, but the Vigilance Level is increased inccre reas ased by one point. poin po int.t.

DUPLI UPLICITY ICITY Y

Especially Es spe p ci cial ally ly w wily ililyy players play pl ayer ay erss might er m gh mi g t decide d ci de cide de that tha hatt the the best b st way of be gaining access to to the th he station stat st ation is too claim cllai aim m they they have every right to be there and and requesting requ re questing (or demanding) dem eman andi ding n ) permission pe to board. This app approach pro roaach ach can c n be ca b very entertaining, ente en tert rtai ainingg, and annd make forr a fairr bit fo bit i off on-the-fly onn-t -the he-fl he - y roleplaying. -fl rolepllay ayinng. Unless Unl nless the Acolytes have ha v some ve som omee highly om high hi ghly gh ly ddubious ubio ub ious uss conne connections ecttio ions ns they the heyy are unlikely to convince the Brotherhood Brooth ther erho er hood od of Steel,l but but that tha hat doesn’t mean tthey th ey shouldn’t ttry. ry.. In ry Init Initial itia iall attempts sho should houl uldd be made by vox as the th he ship appro approaches, oac ache hes, he s and s, and require three thr hree ee consecutive con onse secutive Opposed Skill Tests. There The here re aare r a number re number of Skills Ski killllss the Acolytes might use, includi ingg Deceive, Dec e ei eive ve, Blather, C harm ha rm aand nd the like; and the including Charm Brot o herhoodd character ot char ch arac ar acte ter using his Willpower Willllpo Wi powe w r to oppose unless Brotherhood thee GM determines th det eter ermi er m nees otherwise. mi o herw ot wis ise. e. The The Brotherhood Bro roth t erhood is bereft of hu uma m n em emot otio ot ions io ns,, an ns andd ce certain sk kilills ls aare re lless esss lillikely es kely to succeed. human emotions, skills Skil Sk ills ls ssuch u h as C uc h rm and B ha lath la ther er rrequire equire some degree of Skills Charm Blather emot em o io ot ionn or o empathy empathy for best bes estt effect, effe ef fect, but Skills like Deceive, emotion or,, if used or use sedd inventively, inve v ntivelly, Logic Log ogic ic do do nott and thus gains a +30 bonu bo n s when nu wh hen used. d SSuccess ucce uc cess ss does doe o s not no result re bonus in the Acolytes bbeing ein i g accepted e for or who who they the heyy claim to be, but should at least convince the sect sec ectt not not to blast them to atoms (yet). If these the hese se three thr hree ee Opposed Opposed Tests are made, the Acolytes are allo al lowe wedd to board, boa oard rd, but only via a shuttle sent to pick them up. allowed From Fr om tthat hatt point ha poinnt onwards, po onwaard rds, GMs should follow the Countdown to Calamity Calam a it ity presented later. Each Ea ch time one of these Opposed Skill Test is failed, the Vigilance Level (see page 136) is increased by one point.

Whatever means of infiltrating the comet the Acolytes use, a number of complications can be introduced to make things more entertaining. Any number of these can be introduced at the appropriate moment to keep the Acolytes suitably tense, especially if the Player Characters are having things too easy.

COMPLICATION 1: SENTRY-GUNS

The pitted surface of the fragment is laced with access points, unidentifiable machine components, and numerous gasbelching be elc l hi h ng vents. ven ents tss. Inn amongst amo m ng n st all of this, thee Brotherhood Brot Br othe h rhoood of Steel S has secreted ed a number num umbe berr of point defence be deffence Sentry-Guns Sen entr tryy-Gu Guns n to guard gu against intrusion. intrussio ion. n. This Thi hiss complication c mp co m lication can cann be be introduced intr in trod oduc uced if and when the Acolytes Acolytees attempt atte at temp te mptt to move mp movve about on the the surface sur urfa face c of the comet, co ome m t, either eit ithe it herr during he duri du ring ri ng the the initial ini niti tial ti a infiltration, al infi nfiltraati tion on,, or should sho houl uldd they end up doing doiing so at any any point poi oint nt later lat a er e in in the th he adventure. addveent ntur ure. e. The The comet's com surface is littered with h Ice Ice Cover Cov over er (AP (AP 8; see page page 199 199 of the DARK K HERESY Y Core Rulebook). Rule lebo boook ok).). Each E Ea ch Sentr Sentry-Gun ryy Gun is aH aH Hadd-Pattern adddd-Pa Patt Pa tter tt e n Ta er T Tarantula rantulaaar arme armed medd wi with th multim la lasers, ase sers rs,, an andd sl slav slaved aved av e ttoo a ru ed rudi rudimentary d meent ntar a y wa ar w warr spirit tthat hatt au ha auto automatically toma mati tic open opens ens fire on the first mo moving ng oobject bjec bj ect wi ec w within thin 100 00 m metres etre et ress that enters an arc 90 degrees to its itts front f on fr ontt facing, fa unless unle un less ss that tha hatt target taarg is transmitting the correct wardi warding d ng cciphers iphe ip hers he rs (faking these the hese se requires req equir a D Di Difficult fficu cult (–3 (–30) 30) Tec Tech-Use chh-Use or or De Deceive Dece ceiv ce ivee Test). iv t The The w weapon eapo ea ponn fires with with a B Ballistic allilist al sttic SSkill killll ooff 20 ki 20, an andd co cont continues ntin nt inue in u s to ue t fire unt until ntilil tthe he ddetected etee et target ceases movement for five seconds, seccon onds d , at which ds h case cas asee it switches switt to the next nearest target or powers powe wers rs down dow own to standby by state. sta tate te. Other O rules fo fforr this weapon system em m can cann be be found foun fo und on pagess 62 un 62 and a d 63. an 6

FORC ORCE CE

The leastt desirable desi de sira rabl blee co ccourse urse ooff ac action cti tion on is is for f r the Acolytes to attempt fo to force ce their the heir ir way way on board. d If If the the players insist on pursuing this appro approach, r ac ach, h, tthey heyy are likelyy ttoo me he m meet eet e far more mor orre oppositionn thenn they th hey cann possibly posssi sibl blyy de ddeal al w with, i h,, aass th it thee in inha inhabitants habi ha bita bi tant ta ntss mobilise nt mobi mo b lilse their bi the heiir considerable resources res esou ources to repe repel pell the th he invaders. in Landing might not present tooo many many difficulties, difficulti ties es,, though th hou ough g multiple gh multipl p e Sentry-Guns S ntryy-G Se -Gun u s (see below below) o ) immediately imme im medi diat atel elyy fir fire re at tthe he Acolytes Aco coly lyte ly tess upon te upon their the heir ir arrival, arr r iv ival a, al likely for forcing rcingg them the hem m ttoo take cover. cove co ver.r. Gun Gun Servitors Ser e vi v tors (see page 340 of the DARK K HERE ERESY SY YC Core ore Ru R Rulebook) lebo book ok k) al also soo eemerge m rge to deal with me such the intruders. Depending Depenndi ding ng oonn how su uch a bboarding o rd oa rding attempt pans might out, the Acolytes mi migh ghtt be b aable ble to ggain ainn a foothold ai foot fo otho ot h ld ho l before bef efor oree the or th he fully opposition can ful ully ly muster mus uste terr against agaiinst them, t em th m, but but they they are are soon soo oonn forced to flee intoo thee labyrinthine lab abyr yrin inth t ine tunnels tunn nnel elss that thatt honeycomb hon oney eyco ey comb the point, comet. From that poi int, on tthe he GM can runn the th he adventure adve ad v nt ve ntur uree as chances presented, but increase th thee ch chan ance ces of the h Acolytes Acooly lyte tess meeting meet me etin et ingg in enemies; Brotherhood serious and determined ene nemi mies es;; th thee Br Brot othe herh hoood is i nnow ow doubling number actively hunting tthem h m do he ddown, wn,, an wn andd do doub u lilingg the num mbeer of guards and patrols as they are r ppresented reseent re nted ed later lat ater e on. on. It should be noted, however, that even with wit ith h enemies e em en mie iess on o board board the the h Brotherhood is committed to activati activating ting n tthe he Paradox Par arad adox ox Reactor Rea eact ctor or and does so regardless of any ot other co concerns. onc ncer erns ns.. In this instance the Vigilance L Level evel rule rule presented presennte tedd on page pag agee 136 is not used, as the Brotherhood of Steel go to t full ful ulll alert aler et and stay that way. Any encounter with even the the lowliest off the menials leads to violence, and even the normally placid mono-tasked servitors act against the Acolytes with violence.

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OPTIONAL COMPLICATIONS

COMPLIC OMPLICATION CATION 2: ROUTINE MAINTEN AINTENANCE ENAN ANC AN CE

Much ooff the machinery co covering ng tthe he surface sur u fa face ce serve serves es a vi vita vital tall pu purp purpose, r andd ass such an suc u h itt must must be properly pro rope perl pe rlyy maintained rl main ma inta in t in ta ined soo as not not to to jeopardise jeop je opar a the Parado Paradox d x Re Reactor'ss imminent im mmi minnent nentt activation. act ctiv ivat a ion. While Whiile many man anyy of these t external systems can be acce accessed cess sssed from fro rom m within the the comet, com omet et, some som of them can only be properly serviced serv se rvvicced uusing sing a small, sma m llll, one-man oneon e-ma mann tender te equipped with a varietyy of sservo-claws e vo er vo-ccla l ws and nd other oth ther er articul articulated systems. The service ten tender ndeer is ccrewed r wed by a ssingle re ingl in glee Te Technomat, echno and while not equipped equipp pped edd with witth any any actual weapons, wea eapo pons ns,, its it numerous nume pplasma pl asma ma welders, wel elde el ders de rs,, saws, rs saaws ws,, cutters, cutt cu t er tt e s, and and n claws are are likely lik ikel elyy to prove pro r ve fatal fat to anyy victim an vict vi ctim ct im it it ru runs ns iinto ntoo during nt duri du ring ng the course cou ours rsee of its its duties. dut utie ies. tend nder err’ss pprofile rofil ro filee is given onn pa fil page ge 1 42 2. Because its The tender’s 142. operator operat op a or o iiss no nott ex eexpecting p ct pe cting trouble th thee Acolytes Acol Ac olyt y es automatically automatic gain ga inn tthe he bbenefit enefi en efi fitt of o SSurprise urprise sh shou should o ld tthey heyy ch he choose ttoo ambus ambush it. Once On ce the the tender ten ende d r becomes become mess aware awar aw aree of tthe he Acolytes’ Aco coly l tes’ presence, presenc it ssounds so unnds the the aalarm laarm r (taking a FFull ulll Ac ul Acti Action tion on ttoo ac accomplish). The Vigilance V Vi gilanc n e Level is increased inc n reeassed by by on one ne point poin po int (see page 136) for each Acoly yte tthe he ttender’s ende en der’ r’ss op oper erat ator or ssees. ees. ee Acolyte operator

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COMPLICATION 3: BUGS IN SPPACE ACE

Many planetbound make the mistake of assuming min ing g that that the the void voi oidd is empty and lifeless, while the Voidborn know w full full well wel elll that th hat spacee is, in actual fact, host to all manner of strange and often disturbing life forms. One such creature, known as thee void-fluke within ects rich in iron ore the Malfian Sub-sector, attaches itself to objects and slowly breaks them down by way of itss highly specialised digestive tract. These metre-long creatures infest asteroids and ually harmless, can orbitals across the sub-sector, and while usually rs, or when they are be dangerous if encountered in large numbers, 777 is infested with seeking a new food source. Right now, Ø-777 large numbers of void-flukes eager for meals. This complication can be played on the Acolytes whenever he creatures might they are on or near the surface, where the on. Once attracted sense and seek out new sources of nutrition. er of minutes the they latch onto the source; in a matter ickly through most creatures’ lamprey-like mouths can bore quickly lss. substances, their unique saliva breaking down the minerals minerals. d-fluke attach itself itsself Anyone unfortunate enough to have a void-fluke ery quickly ind deed, to his space suit had better find an airlock very indeed, utes if he can nnot. for his life must surely be measured in minutes cannot. nted on pag ge 142. ge The profile for the void-flukes is presented page pecimen, but but each Initially, the Acolytes face only a single specimen, er quicklyy arrives. Round they fail to slay the first, another th he risk of The main danger the vile creatures presentt lies in the h penetra ate a Player explosive decompression should their teeth penetrate uffer Damage Daamage from Character’s void suit. Should an Acolyte suffer um Dam mage found a void fluke, use the special rules for Vacuum Damage ulebookk. on page 210 of the DARK HERESY Core Rulebook.

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n Part 2 of thee adventure, ad thee Acolytes Acolyytees infiltrate innfi filtr t at atee the the Brotherhood Brrot B othe herh he rhooodd rh of Steel’ss h hellish ellish realm in order to determine detter e mi mine ne exactly exa xact ctly ly what heresies e are being conducted within. Unaware es Unaawa w re r of of the the intrusion, intrusioon, in re enegade Tech-Pr Priests contin Pr innue u the the countdown cou ount ntdo down wn towards wn tow owar ards d ds the ren renegade Tech-Priests continue acti tiv ivating the Paradox ox Reactor, ox Rea e ctorr, with with wi t disaster dis isas aste as t r drawing te d aw dr win ingg nearer n arer with ne witth activating ev passing seco cond co on . Itt concludes con oonncl clud udes ess as as the the countdown c unntddow co own reaches reac re ache hess zero, he zero ze ro, every second. he Player Player Characters Ch har arac acte ac ters should te sho houl ulld have have discovered dissco coveered reed by which point the somethinng of the awful awf wfuul truth wf tru ruuth of of what what is is about abbou outt to transpire. tra r ns nspi pire re.. something

LOC LOCATIONS CATION NS W WITHIN ITHIN THE T HE COMET COM MET The come Th comet et housin housing ng the th he Yu’Vath Yu’Vath remnant Yu remn re mnan mn antt is vast, an vas ast,t, and and its interior intter erior iiss a warren of winding win indi in d ng tunnels and di and chambers. cha ham mber mb ers.s.s The The Brotherhood Bro roth ther erho hood odd of Steel Steel te has built te bui uilt lt numerous additional addi ad d ttiiona di onal tunnels tun unne neels l and and n chambers chaamb mbers (see ppage age 144 4 for fo interior map), map ap),), the the most mosst pertinent p rt pe rtin inen e t off which whi hich are described describedd below. be w There Theere are are r also als lsoo numerous nume nu m roous other me oth ther er tunnels tunnneels l and and n areas area as not shown, show own, and should ow sho hooul u d they th hey consider connside id r it i (and (annd if the the Game Gam me Master Ma aster agrees) agree ees) ee s) the Player Characters Charrac acte ters ers can can usee them the h m to get gett from from onee location on to to another. This is extremely ext xtre reme re mely me ly dangerous, danngero erous us, however, h wever, ho as tthe h likelihood he likellih ihoood of becoming becom mingg horribly hoorr rrib ibly ib ly lost los o t is great. grreat reat.. If attempting att ttem e pttin i g to reach a specific speciific fi location loc ocattion using ussin ingg the the hidden h dd hi ddeen corridors, cor orri rido dors rs, a Hard rd d (–20) Navi Navigation viga vi gation ga n (Surface) Test Tesst is is required. requ re equir quuirred ed.. If If the the Test Tes est is failed, thee player ends th end nds up in a location chosen choosen by the thee Game Gam amee Master, Mast Ma s er, with thee Degrees Degreees of of Failure determining ng g how much muc uch h distance d st di stan ance ce or or effort efffort ef now w separates separaate tes them m from m their th heiir intended inttend in n edd destination. desti essti tina naati tion ion on.. The The GM is is alsoo encouraged encoura raage g d to t portray these the h see unused unu nusedd passages pass pa ass ssag agges with ages wit ith h sporadic spor sp orad adic lumen failures, lume lu en failur res e , ccrumbling rumbling ceilings, disquieting d squiet di e in ingg creaking crea cr eaki k ngg sounds, sou ound ndds, and other ot things thinngs to to show how unsafe unsaf afee these af thes th he e areas arrea eass are. are. ar e. Each Ea ach location locattio ionn includes a brief ef description, deesscr crippti tioon, plus plus details off what hazards hazard ds or enemies the Acolytes Aco coly lyte ly tees might migh mi ghtt face face whilst exploring it. In some ex som omee cases the Acolytes om Accol olyt ytes yt e are aree presented pre r se sent n ed with wit ith h an an opportunity op ppo port rtuunit rt itty to discern dissceern r something som met e hingg of of the the facility’s f cili fa ciility ty’s ’s true tru ruee purpose, p rpposse, pu or even to influence infl n ue nfl u nce the the events e en ev ents ts of of Part Partt 3 in in some ssoome manner. manne neer.

MAI AIN A N HAN ANGAR NGAR

The facility contains contain ins ns a small smalll hangar hang ha ngar ng aarr bay baayy able abl blee to accommodate acc ccom ommo m date three or four service seerv rvice vessels v ss ve ssel els el ls att a time. tiim me. e It It currently curr cu rren entl t y houses hoous u es oonee Arvus on A vus Lighter Ar L gh Li hte t r in i a stand-by sta tand nd-b nd -byy state, -b stat st a e, at e and nd a second sec e on ondd that a is undergoing un nde d rggoiingg rroutine outi ou tine ti ne m maintenance. aiint nten enan nannce ce. Should Sh hou o ld the the Acolytes Acooly lyte ytess need need them, the h m, m the the first firs fi r t can be made mad adee ready read re adyy ad within with wi thinn about abo b ut a minute min inut utee byy passing ut pas assi s ng a Ch si Challenging hal allenging l (+0)) Pilot Pillott (Military (Mil i ittar aryy Craft) Crraf C aft) t) Test, Tesst, but buut only onlyy once onc n e its it two tw crew have been be silenced. sile lenc nced ced ed.. The Th he crew crew cr e use use the the Heretek Herretek tek profile pro r fil fi e (see pagee 340 340 of the the DARK K HERE ERESY E SY YC Core o e Rulebook). or R le Ru lebo book okk).) The The other oth ther err Arvus Arv rvus is is unattended, but but its its main m in command ma com ommand n terminal terrmi m na n l has been partially disassembled. A suitably s it su itab ably skilled skillled character cha hara r cterr would wou ould ld d need to spend around fifteen minutes minu mi n tess inside insi s de to to restore re the the Lighter Ligh ghte gh t r to an operational state, te requiring requ re quirrin ing a successful succcessful Di D Difficult fficu ult (–10) Tech-use Tecchh-us u e Test.

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THE TAINT OF CHAOS

Hull: Utility shuttle Hull: H Class: Clas Cl ass: as s: Lathes Lath La thes th es sub-type XK-1 XK-1112 1112 D Di mens nsio ns ions io ns:: 8.5 ns 8.5 me 8. metr t es long, 8.2 metres wide Dimensions: metres Crew Cr ew:: 1 pilot, ew t 1 co-pilot/loadmaster. coo-pi opilo pi lot/ lo t/lo t/ loadmaster. lo Crew: Pass Pa ssen ss enge en gerr Capacity: ge Capa Ca paciity pa ty: 12 Passenger Th he Ar Arvu vuss Li Ligh ghte gh terr is a uutility te t lity shutt ti tttle ddesigned esig es igned to transport ig The Arvus Lighter shuttle pers pe rsson o neel and goods good odds from from a pplanet lanet to a ship shi hipp in orbit, or personnel betw be twee eenn vessels inn void-lock. voi oidd-lo lock lo ck.. It is ck is sl low, un nwi wiel e dy, and between slow, unwieldy, unar un arme m d, but ver ry us usef e ul for for ttransporting rans ra nspo ns port po rtin rt ing cargo. o unarmed, very useful

What the soul-sh soul-shrived Brotherhood is blind to, the Acolytes might very well find overwhelmingly obvious. The simple fact is that the re renegade Tech-Priests have been led astray by the machinations machinat of the Ruinous Powers—instead of the Brotherhood masterminding the creation of a new font of power, the tru truth is that denizens of the Warp are using the deluded Tec Tech-Priests to break through to the material universe. It is likely lik that the players will determine this as the adventure pr progresses, but should they not, the Game Master might wish w to allow appropriate Acolytes to make Psyniscience Te Tests as they enter new locations, or after triggering the various v environmental hazards presented on page 127.. Success Suc should provide varying hints that the Ruinous Powers are at work, and that the Brotherhood of Steel is unaware of the fact. Phase 4 of the Countdown to C Ca lamity (see page pa 138) makes explicit allowance for this Calamity if does not come up earlier.

STR TRATEGIUM RAT ATE EGIU I M

Th The he St Strategium tra rate tegi gium um iiss th thee Br B Brotherhood's otherhood's main comm command mand facilit facility. ty. IItt consists cons co n istss ooff a large laarg larg rgee au audi auditorium-style dito di tori to rium-style space, the ti ri tie tiered ered main mai ainn level le lined liline n d with ne wiith w th almost almos lm mos ostt fif fifty ty sservitors ervi er v to vi t rs and low-level low w-l -level Tech-Priests Tec echh-Pr hPrie Pr i sts attending atte at t nd te ndin ingg hundreds in h nd hu n reeds d ooff terminals. teermin rm min inal als. al ls Pict-slates Pic i t-slates of varying vary ryin ry ingg sizes cover in co tthee walls, th waalll s, eeach w a h di ac disp displaying splaying sp ngg ddizzying izzzy zying streams of machine mac a hine cod code, odde, e graph, grap gr aph, ap h, and and pict-thief pic ictt th hie ieff ca ccaptures ptur ures ffrom ur rom m all a l around the comet. al com met e . Though h equipped only on lyy tthose hose ho se suitablyy eq qui u pp p ed can see eee it, it, the the air itself is ablaze abl blazze with bl with yyet ye et mo more re data, dat a a, numerous numerrouus in iinterlocked nterlockedd tiers tiier erss that t at are accessible only th to those tho hose with wit ith the requisitee clearance. c earance. Grating cl Grati tiing machine code blurts from fr om overhead om ovveerh rhead vox-horns, vox-hornns, s the atonal chatter chattte ter conveying much ch more mo ore data datta than tha the spokenn word w rd is capable off with wo with each burst. Acolytes Acol Ac ollyt y eess used use sedd to the ddomains omains of the Cultt Mechanicus ar om are several things strategium, lilikely ike kely lyy ttoo discern diisc disc scer ern rn se seve veraal thin th hin ings gs sslightly liligh g tly amiss inn the strategium m, however. normally heavy with howe ho weve we veer.r The The h air, air ir, no norm rmal rm ally al ly h eavy ea vy w ith it h cl cloyingg incense, smellss stale while low, stal st alee and al a d acidic, an acid ac i icc, wh whil ililee a lo ow, atonal atona nall buzz buzzz is bu is just just audible at thee edges cyber-cherubs haunt edge ed g s of hearing. ge hea e ring ng.. Th ng Thee cy ybe berr-ch rcher ch erub er ubss th ub that at haun nt the vaulted ceilings ceil ce ilin ings gs appear app ppea earr mo more re than tha hann a little ha lilitt ttle tt le feral, feral, as if malnourished maaln l ourished or diseased. alert Tech-Priest help dise di eas ased ed.. Especially Es lyy ale lert Tech-Pr Prie Pr iest PCs cannot h ie elp but note the stream stre st ream am of anomalous anom omalous code om de intertwined with wit ith h the regularr machine language blurts. None mach chin inee la lang nguage blurt rts.s.s N rt o e ooff this informationn should requiree on anyy Te an Test st ttoo discern, discer ern, andd aallll sshould er houuld indicate to the th he Acolytes that thaat tthings th hin ings in gs are are not not as as th tthey ey should bee in a properr Mechanicus Mec ecchanicus facility. facility ty. ty As tthe h ccountdown he ount ou ntdo nt d wn to the th he activation activation of thee Paradox Paradox Reactor Reacto t r to draws increases, height draw dr awss closer, aw clos cl o er os er, th thee st sstaff aff increase sees, until by the heig ght of the adventure adventture every Tech-Priest assigned present ev ver eryy Te ech ch-P -Pri ries estt no nott as assi sign si gned specific dutiess el gned gn elsewhere is pre ese sent n Brotherhood’s too witness wit itne ness ne ss the th hee culmination cullmi minnati nati tion on of the Brothe erh rhoood’s centuries-long endeavour, ende en deav de avou av our,r,r amounting ou amounnti ting ng ttoo around two hundred hun unddred individuals. Strategium hass roughl roughly dozen Arch-Hereteks Thee St Th Stra raategium um m aalso lsoo ha ls h ly a do ozen Arch-Heret tek eks (see main guarded page pa ge 119) 119 9) as senior sen ennio iorr co ccommanders. m anderss. Th mm Thee ma m in entrance is guard rdded Servitors on the thee outside outsi side dee by by tw ttwoo Murder M rd Mu der Ser ervi er vito vi tors (see page 119), to 119 9), and more mor ore cann be deployed ca dep eplo loye y d at a single ye sin ingle wordd from fro r m those within. with hin in.

HAB ZON ONES O ES E S

While th they hey rrequire eqqui uire iree llittle ittl it tlee in tthe tl he way way of of human huma mann comfort, comf co mfort, most Tech-Priests Tech h-Pri riies ests ts sstill tillll nneed ti eedd a pl ee pplace a e to study, ac stu tudy dy,, co dy cconduct ond ond nduct routin routine ne maintenance, m main ainte tena naance, nanc e aand ndd ooccasionally ccas cc asio as iona io nallllllyy to na to rrest. est.t T es This hiss is true even ooff the hi Brotherhood B Br othe ot herh rhoodd of SSteel, teeel el,, although alth al th hough ough their the heir hab heir hab cells cells are spartan spa part pa rtan and rt and utilitarian utilit itariaan even evven by by the t e standards th stan a da dard rdss of the thee Adeptus Mechanicus. Mec echa echa hanicu c s. The ha habb zo zones zone n s co ne contain ont n aiin little liltt ttle le of of interest in or comfort com co mforrt to the mfor average aver av erage Acolyte. er Acol olyt ol yte. e. T Tech-Priest ecchh-Pr Prie iest P Player layer Ch Characters har arac acte ac t rss m te might ight ig ht bbee able ab ble to locate locaate all all manner man anne nerr of useful ne usefu f l supplies, suupp pplil es e , however, hoowe weve ver,r, and ve and the the h complex co omp mple lexx warren le warr wa rren rr en ooff cells cellllllss would ce woo d certainly c rtai ce a nlly be a good goood place pllac acee too eavesdrop eave ea vesd sdro droop on the the occupants occ ccup upan up ants an ts of of Ø-777. Ø-77 Ø7 7. 7

with As w ith many oof the areas within the comet, the hab zones rarely first appear to be. The air is thick with the are rare ely all they fi reek of di re ddisturbing isturbing machine unguents, though those Acolytes some experience with primitive shamans or wyrds with som wi me prior ex might familiar. The hab zones also contain a range migh mi g t findd them fa Mechanicum paraphernalia, including long streams of votive off M echani niicum par script bedecking scri ript ri p bedec cking the walls, a number of the Cult Mechanicus’ cog wheel hundreds of small, personal shrines set into the wh hee eel icons, s,, aand nd hu wax centuries of burned candles pooled beneath. walls, s, the he w axx of ce Should Acolytes decide to make a detailed search of one or Sh hou ould ldd tthe he Acoly more zones, they may also find evidence offering some mo oree ooff th thee ha hab zon hint hin nt ooff th thee na nature of o the heresy surrounding them. A successful Hard Search Test reveals several damning items, H Ha rd d ((–20) –2 20) Sear including parchments includ uddin i g pa par rchmen containing forbidden Dismal Texts, data crystals filled with scrap code ciphers, and even tokens crys yysstaals eentirely ntir nt i ely fille fetishes andd fe feti tish ti shes sh es iimbued es mbued with the taint of the Warp. It appears that the items item ems ms ar aree no not being used in the way a conventional cult might use them—they th hem em—t — heey appear not to be specifically hidden, and there are no —t signs shrines, or reliquaries. Clearly, the Brotherhood sign si gnns of aany ny altars, sh is nnot is ot eeven veen aware that th Chaos is active in their midst.

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LATHES-PATTERN ARV RVUS R VUS LIGHTER

HO OLDING LDING G BATTERY

Thee B T Th Brotherhood rotherhood of Steel has relied for centuries upon secrecy to keep kee ep its activities hi hidden, but its masters have taken precautions against intrusion. T ag The holding cells take the form of ceramitelined chambers, ac accessed through an armoured hatch that is locked and guarded at all times. There are twenty cells in the battery, each only just j large enough to accommodate a single prisoner. So long as the Acolytes have not caused a comet-wide, full scale alert,, whe when they first arrive only a single Excruciator Servitor Serv r itor ((see seee pa se page ge 1 120) attends the Holding Battery. Breaking Breaki k ng into intto a cell requires a Hard (–30) Security o Streng or Strength ngth ng th Skill Ski kill Test, which takes around a minute to perform. perf pe rfor rf orrm. m B Breaking reeakkin ingg out of one requires the same tests, but each attempt atte at temp te mptt take mp takes ta ake k s up u to to one hour of time. This is assuming that no Brotherhood Br rotthe herh r ood rh ood pe oo personnel pers ro rs are about, of course, and the tests are much mu ch h harder ardder or ar o llonger o on to perform if they are.

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%$All but one of the cells are empty, though even these contain stains and scraps of unidentifiable biological matter that could put the Acolytes off their next meal. Several contain desiccated corpses, faces frozen in hideous rictus grins and fell runes carved into their dry flesh. The single occupied cell contains a very special prisoner, who the Brotherhood have been attempting to interrogate and study as part of their plan to create what they call an “Ætheric Navigational Beacon.” This prisoner is Ballis Aleene, a Navigator whose family believed slain in a Warp accident several decades ago. Aleene is unconscious when discovered, and it takes a Very Hard (–30) Medicae Test to revive him. The Navigator’s head is covered in scars from where the Brotherhood have enacted all manner of vile experiments upon him in an effort to better understand his abilities, and thus aid in creating the false Astronomican. Once he regains consciousness, Aleene promises to enact vengeance upon the Brotherhood of Steel, and immediately joins the Acolytes to do so. Having been subjected to the Brotherhood’s evil for many years, the Navigator is quite mad (and should be roleplayed as such), but he is also fairly certain what the apostates are endeavouring towards. Whether or not the Acolytes believe the mad Navigator is up to them, though. See page 143 for Aleene’s profile.

ARMOURY

Hundreds of guardians and sentries of all types are tasked with protecting Ø-777, equipped with the most fearsome weaponry the Brotherhood of Steel has access to. The armoury takes the form of a central hub, with ten individual armoured chambers connected via short companionways. Each chamber is used to store a different class of weapon or system such, as bolter ammunitions or photonic fuel flasks. Tech-Priest master artisan Onaka Ghul mans the central hub, jealously guarding what he considers his personal domain. Master Ghul uses the Heretek profile on page 340 of the DARK HERESY Core Rulebook. He is hard-wired into his position by way of articulated attachments that limit his movements to within three metres of his station; if these are destroyed (this happens if any Critical Damage is inflicted on his “legs”) he is immediately immobilised and suffers –20 to all subsequent Skill Tests. Only those that present the correct requisition codes are allowed to take the requested ammunition, and with only with great reluctance. A dozen utility servitors attend to Master Ghul, and he has access to a further five Industrial Servitors (see page 341 of the DARK HERESY Core Rulebook) for tasks that require a large amount of heavy lifting. ng.. ng

QUESTIONING THE MAD NAV AVIGATOR A VIGATOR G Ballis Aleene provides the Game me Master with a useful means of making the players aware ware of any information sinterpreted. Too much they may have missed or misinterpreted. rs feel as if their efforts exposition can make the players are secondary to the plot, so GMs are encouraged to roleplay any conversations and to resolve them with an K HERESY Core Interaction Test (see page 230 off the DARK rulebook) to ascertain how much h information is gleaned. Appropriate tests include Charm, m, Deceive, Command, and Interrogation. The Navigator or begins the conversion at Disdainful/Resentful/Suspicious/Brave, ous/Brave, meaning the test is Difficult (–10). Each time me a Test is failed, he gets one level harder to interact with. Each time one is passed, reference Table 4–2 Navigator or Interaction and the Degrees of Success to determine the information gleaned.

ERS] S V%¶#+ #+ ?Rg RgZX ZXRe ZX Re`c:_ _eVc _e VcRT RTeZ e `_ Degr De gree gr ee Cons Co nseq ns eque u nce of Suc u cess Th he Na Navi viga g tor getss one ne lev evel el easier to 1 Innteera ract ct wit i h. h Test agai ain. n. Alee Al eene ee ne ran ants t and rav avves abo bout ut the h Her ereteks 2 d lvvin de ingg in into to things Mank nkin indd sh should l leave wellll alo lone ne, but is noo mo more re spe peci c fic than that. Thee Na Navi v ga vi gato tor fixees thee Acoly to lytes with a 3 w ldd sta wi tare r , an re a d warrn rns th them em tha hat the Warp is soo is oonn to t be torrn wid idee op open en. O errco Ov c me with inssane ne cla lari rity ty,, th t e Navi Na v ga vi gato torr explains in gr grea eatt de d pths tha ht 4 thee He Here rete re teks te ks are atttem mpt ptin ingg to create theiir ownn ve ow vers rsio ion off the Lig ight ht of the Em E peror. Alee Al eene ee n see ne eess with utt ttter er cer erta tain inty that the Brot Br otthe herh rhoo o d of Steeel is be bein ingg manipulated 5 or more byy the Ruinous Pow ow wer ers, s, and must be stop st oppe op pedd lest their acct ctio ions ns enddanger countless millllllio mi ions of souls accro r ss the Lathes System. ross

SERVICE ZONES

A general category that covers the vast st majority majo ma jori r ty of of areas within the comet, service zones are areas where machine machine systems of all types can be accessed, operated, and maintained. intained. To the uninitiated they appear to serve no specific purpose, ose, and even a servant of the Omnissiah might have trouble identifying ifyi if y ngg many of the processes the machinery serves. Many of the machine components serve systems that should not exist, and to perceive but a fraction of their function is to court insanity andd damnation. While no specific events need be keyed to the general service zones, they are dangerous places too pass through, and so the hazards described on page 127 aree especially appropriate for use here. In addition, the GM can spring unexpected patrols and similar encounters on the Acolytes olytes as they pass through these areas, altering their composition tion and number based bas a ed on the Vigilance Level (as described on page 136).

STORA TORAGE AGE BAY AYS A S

There are numerous general storage bays scattered across the interior of the comet, filled with all manner of supplies and components. Most of the storage bays are unattended, though the Acolytes might encounter a servitor fetching supplies for its master, or even a Tech-Priest searching the vast chambers for somee obscure obs bscu cure re ite item em of ttechnology. ecchn hnol olog ol ogy. og y. As with the other regions inside the comet, even the storage bays are not entirely what they appear to be. Attentive PCs can easily find clues of unusual materials, and many chambers are tainted with a range of noxious and entirely unnatural smells. Some walls are engraved with sigils designed to ward off the creatures of the Warp, hinting at the forbidden nature of the thingss that that have hav a e been stored sto tore redd there ther th ere in thee past. past.t. Should the players declare they are looking for something specific, the GM can assign a scarcity value to the item and use this as the Difficulty Level for a subsequent search. Very basic supplies and ttools ools oo ls sshould h uld requ ho quuir iree an Ea E asy y (+30) Search require Easy Test, while specifi ific co omp mpon o en ents for eesoteric soote teri ricc machinery ri mach ma chin ch iner in eryy sh er shou ould ou ld specific components should require a Very H ard ar d (– (–30 30)) Te T stt, and nd dm ostt ot os othe herr it he item emss lilike em k ly ke Hard (–30) Test, most other items likely to be somewhere in bbetween. etwe et ween en.

PARADOX REA EACTOR CTO TOR R CO OMPONENTS MPON O EN ENTS T TS

The Paradox Reactor at the core of the fragment is served through numerous bizarre subsidiary systems. Most have been developed over the centuries to support some other function of the reactor, while others are extrapolations of the technology found in the Yu’Vath remnant. They have such titles as the Graviton Renormaliser, Warp Feedback Antifuse Chambers, Shunt Manifold Cells, Implosion Compressor Valves, Inverted Stellerators, Perturbation Inhibi Inhibitors, bito tors, an and nd Heliotronic Transmission Coils. None of these terms should make any sense to the Acolytes, even those initiated into the deepest mysteries of the Omnissiah.

Clues that the reactor is utilising or manipulating a form of unnatural energy are evident all about. Tech-Priests at their terminals sit frozen in time, or whispering continuous streams of profane blasphemy without realising it. Servitors stumble about with grey cerebral matter bubbling from every orifice. Random messages flash on pict-slates as a PC passes by— sometimes directed at the Acolyte himself. Often, the everpresent machine noises appear to shape themselves into words, insinuating themselves into the Acolytes’ subconsciouses and im mpl p an anti t ngg alll manner of unnatural ti al and and disturbing dis isturbing notions. implanting In addition to the conventional dangers presented on page 127, the GM should consider introducing threats of a more metaphysical nature when near the reactor components. Many of these systems are interacting with unnatural powers, and the xenos technology some use can project a veritable aura of wrongness. The Acolytes should, at the very least, get spooked for no apparent reason, while occasionally palpable waves of terror should pass through the tunnels as blasphemous processes are engaged. The best way to represent this effe f ctt is is to call cal a l for for Di D sturbiing ((–0) –0)) Fear –0 F ar Tests Fe effect Disturbing at seemingly random points, contributing to the overall feeling of dread and keeping the players play pl ayer ay erss on their er the heir ir toes.

PAR ARADOX RADOX OX REA EACTOR ACTO TOR R CON ONTROL O TROL TR L CHA HAMBER HAMB AMBER E

The Paradox Reactor is operated from a control chamber near the heart of Ø-777, and only the very highest ranked of the Brotherhood Brothe herh r ood Tech-P Tech-Priests Pri r ests aree allowed allllow owed ow ed access acc c ess too it. it. The The control con ontr t ol o chamber bears more than a passing resemblance to a high temple of the Machine God, and each terminal, screen, port, and conduit has affixed to it long streamers of script-covered parchment. The sense of wrongness and blasphemy that pervades so much of the facility is at a fever pitch in the control chamber, and none who enter it can fail to notice that the parchments are covered with fell sigils. The air is smoky with pungent, noxious oils, and guttering lumens cast flickering shadows across the rune-encrusted walls. It is highly unlikely that the Acolytes will get anywhere Reactor Control Part near ne arr to to th tthee Re eac acto torr Co to Cont ntro nt roll Chamber ro Cham Ch ambe b r in P artt 2 of thee ar adventure, unless they somehow gained access to the facility through tricking the Brotherhood into believing they are one of their number. Should the Acolytes gain entry to the Reactor Control Chamber, whether by force or guile, the GM should consider moving the time line forward in order to bring about the dramatic dram amat atic at ic conclusion con onclusion of the he adventure. adv dven entu t re r. staf st afff of two af two dozen doz ozen en Tech-Priests Tec e hh Pr P iestss and and their thei th eirr menials me A staff and serv r it itor o s crew or crew ew the the control con ontr trol ol chamber chamb mber e and, and nd,, unlike unliike the main un servitors Strategium, this complement remains more or less stable as the activation of the Paradox Reactor approaches. Two Murder Servitors (see page 119) stand guard, and another is nearby at thee re th read adyy sh ad shou ould ou ld the h T echec h-Pr Prie iest stss ca callll ffor or aid id. ready should Tech-Priests aid.

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Passage through the seemingly innocuous service zones is also a good time for unnatural encounters. These should hint at the malefic truth of what is happening here, and play up the notion that the very fabric of the comet is now steeped in the rancid taint of Chaos, Chao a s, even eve venn if its its masters mas aste ters rs are are unaware una nawa ware re off thee fact. encouunters thee GM might mig ight ht like lik i e to use: Here are a few encounters An Astral Spectre (seee pagee 350 350 of the the DARK A HERESY Cor Core re Rulebook) manifests before the Acolytes as they traverse an especially dark st stretch tretcch of ppassageway. assa as sage gewa way. A pack (1d10+5) of giant rats bursts from a dank conduit and attacks the Acolytes without warning. These count as Walking Creature Creatures, es, ass pr pres presented esen ente tedd on ppage agee 34 ag 3 349 9 of the h DARK he K HERE ERESY SY YC Core oree or Rulebook, bu but ut wi with ith the he T Toxic oxic ox ic T Trait rait ra it ttoo th their hei e r bi bites, ite tes, s, aand nd h have avee be av been en driven to a madd fr fren frenzy enzy zy tthrough hrou hr ough Warp ex expo exposure. poosu sure re.. re A sing single gle Mutan Mutant antt Abomination Abom Ab omination (see ee ppage agge 34 342 2 of the he DARK HERESY Core R Rulebook), uleb ul eboo ook) k), the escaped and and feral fera fe rall subject ra s bj su b ect of some vile Brotherhood experiment, resents the Acolytes’ intrusion into its secret haven haave venn and and attacks from f om fr m its itss hidden hid idde denn lair. de lair la ir. ir A flock (2d5) of feral Cyber Cherubs descend from the darkness overhead, screeching their atavistic rage at the Acolytes. If these foul creatures are not wiped out within ten Rounds, the noise causes the Vigilance Level (see page 136) to raisee by their profile. by one. one. See See page page 143 3 fo forr th thee th thei eirr pr ei profi ofile ofi le. le

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PARADOX REACTOR CORE

At the very heart of the comet, fed via kilometres of pulsing conduits and surrounded with unfathomable machine systems, lies the Brotherhood of Steel's ultimate blasphemy. The core takes the form of a spherical space, a wide shaft linking it to the comet's surface at either pole. At the very centre of this space, suspended in a quantum neutral zone where none of the fundamental interactions are possible, is the Yu’Vath remnant. The open core of the reactor is consumed by a writhing mass of shadow tens of metres in diameter that obscures the metre-wide object within. The inner surfaces of the core and those of the shafts that link it to the comet’s poles are covered with all manner of esoteric and blasphemous machinery, and numerous gantries and walkways allow the Brotherhood’s servants to approach almost to an arm’s length of the hideously pulsating shadow-mass at its heart. Roughly a hundred servitor Drones (see page 344 of the DARK HERESY Core Rulebook) attend the Paradox Reactor Core, each fitted with a wide array of highly unusual and specialised equipment. Five to eight-strong patrols of Gun Servitors (see page 340 of the DARK HERESY Core Rulebook) conduct regular sweeps along the numerous gantries and walkways, and several high-ranking Brotherhood magos tend to the most sensitive and esoteric of the many heretical machine systems serving the core. The Reactor Core is the setting of the adventure's pivotal scene, and so just like the Reactor Control Chamber, GMs should consider how the Acolytes gaining access to it too early might affect the flow of events. Should the Acolytes gain access to the core before the Countdown to Calamity (see below) has reached zero, then the GM may want to move events forward in order to get the most dramatic effect from the event and the location.

VIGILANCE LEVEL The Vigilance Level is a means of representing the general level of readiness and security amongst the Brotherhood of Steel. It begins at 0, and each time a particular event occurs, it goes up one level. Some of these events are described previously in the adventure, while others occur during the timeline to be presented. In addition to the listed events, the Game Master should feel free to increase (or perhaps even decrease) the level, as befits the Player Characters’ actions. Vigilance Level

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Response from the Brotherhood of Steel

0

The Brotherhood is not expecting trouble, and only those guards specifically mentioned in the setting information are present. At this level, any Interaction Tests (see page 230 of the DARK HERESY Core Rulebook) performed are likely to be at the Indifferent level (+0), unless the Acolytes are attempting something the Game Master deems harder (or easier) to achieve.

1

Patrols ordered in all major locations, consisting of 4-8 Gun Servitors. These are carried out at roughly one hour intervals.

2

All Interactions at Difficult (–10). Guards are doubled at locations noted as guarded.

3

Patrols stepped up to 30 minute intervals.

4

All Interactions at Hard (–20). Guards are posted to all major locations (typically 1-4 Murder Servitors). Patrols increased to 15 minute intervals.

5

All Interactions at Very Hard (–30). Patrols increased to every five minutes. All locations guarded.

6

All patrol strengths doubled.

7

All guard posts reinforced to three times original strength.

Even as the Acolytes explore the facility, the renegade TechPriests continue with their preparations to activate the Paradox Reactor. Throughout Part 2, the brotherhood’s servants are enacting each of a series of long-prepared-for steps. These follow a precise timeline, at the end of which the reactor is brought online and the Warp explosively breached. The events that follow proceed in the order presented, and while the Player Characters might become involved in some, others can be assumed to play out without their knowledge. The only event the Acolytes have no real choice about getting wrapped up in is the final one, when the reactor goes fully online. How much time passes between each event in the countdown is left largely up to the GM to determine, based on how the action is flowing. Otherwise, about an hour should be left between each event. Each time one of the following events in the timeline occurs, it should be accompanied by a vox-horn announcement audible throughout the entire facility, to be read aloud to the players. Game Masters who enjoy using props to enhance their gaming sessions might like to obtain a voice-changing device to make these announcements more dramatic!

DELAYING THE INEVITABLE

At each phase in the timeline, the Acolytes have an opportunity to stymie the Brotherhood of Steel’s plans. While they cannot stop the activation of the Paradox Reactor, they might be able to buy themselves extra time to escape, or some other benefit. If none of the stated opportunities present themselves to the players, then the Game Master might like to allow them to make a Difficult (–10) Logic Test in order for the idea to present itself, but equally, the GM should be open to any plans the players themselves might come up with that lead to a similar outcome. Each time one of the following events occurs, the Vigilance Level is increased by 1.

PHASE 1 “Hail the Omnissiah. Securitas Protocol Alpha Zero One engaged in eight minutes. All Tier Three personnel report to station. All Tier Two personnel to ready state. All Tier One personnel stand by...” In the aftermath of this announcement, the tunnels fill with hundreds of low-ranked servants of the Brotherhood of Steel as well as countless servitors of all types. The servitors are almost all mono-tasked and therefore unaware of most factors outside of their direct duties. The menials and lower-ranked Tech-Priests are concentrating on getting to their stations, and unless the Acolytes openly draw attention, they are unlikely to pose a threat. Should they wish to disrupt Phase 1, the Acolytes can seal key hatches with a successful Hard (–20) Security Test, thus closing off sections of the station. This would cause low-level menials to be absent in later stages, increasing the duration between Phase 3 and 4 by an amount of time the GM considers appropriate (around an hour should be sufficient and allow the Acolytes to attempt any extra mischief they might have planned).

In addition, all external access points, including the main hangar bay, are sealed in Phase 1, making escape almost impossible until events have run their course. Anyone wishing to open any external access point must pass a Very Hard (–30) Security Test, or find some other means of doing so.

PHASE 2 “The Machine God Watches. Ætheric Quench Arrestor operational. Securitas Escalation Zero One engaged. All Tier Two personnel report to station. All Tier One personnel to ready state. Standby for heliostatic shunt. Plasma containment coils engage in eight minutes.” A deep, bass thrum passes through the comet, and the hairs on the back of the Acolytes’ necks stand on end as esoteric machine systems are powered up. Middle-ranked TechPriests and the more senior of their menials rush to attend their stations. These individuals are far more likely to notice anything anomalous in their surroundings, so if the Acolytes have attempted any obvious trickery, it should be one level of Difficulty harder to achieve than would normally be the case. Interfering with the ability of these personnel to reach their stations should significantly prolong the interval between Phase 4 and 5, buying the Acolytes time to find out more of what is going on or to sabotage other systems. It carries the risk of alerting the facility’s defenders to the presence of intruders however—see the Vigilance sidebar for details.

PHASE 3

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COUNTDOWN TO CALAMITY

“Our Great Task moves to completion. Quark Shield active. All Tier One Personnel to station. Pseudo-Astronomican parameter prognostication underway." As this announcement echoes away down the corridors, the Acolytes hear a series of subsonic booms as yet more arcane systems are brought online. With the Quark Shield active, no communication is possible with anyone outside of the comet. Should the Acolytes wish to communicate with the gun cutter, they must attempt to disrupt the operation of the systems engaged in Phase 3, and may do so from any of the Service Zones, all of which have data-ports that can be accessed by a suitably equipped Tech-Priest Acolyte. Disrupting the Quark Shield enough to get a message out to the cutter requires a Hard (–20) Tech-Use Test, but the Acolyte might decide to attempt additional damage whilst accessing the terminal. A Hard (–20) Scrutiny or Tech-Use Test reveals that even a slight manipulation of the plasma coils feeding the Quark Shield system is sufficient to cause an explosive destabilisation in another zone. If the Player Character can pass a Hard (–20) Demolitions Test, then he can set off a large explosion in one location of his choice. Though doing so does not alter the timeline, it is likely to cause significant fatalities and draw the Brotherhood's attentions to that area for some time.

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PHASE 4 “We begin the first step of the Grand Transformation, and will no longer rely on weak flesh to walk the stars. Warp breach phase conductors operational. Predicted pseudo-astronomican ætheric beacon effect within established parameters.” The air all about the Acolytes seems to reverse its charge, and any of their number blessed with the psyker’s gift feel instantly that something incredibly wrong is occurring. Any such Player Characters may make a Challenging (+0) Psyniscience Test, the Degrees of Success determining how much they perceive of the processes being unleashed about them. s One Degree of Success reveals that the Brotherhood of Steel is manipulating the stuff of reality using a machine of kind. s Two Degrees of Success also determines that the machine is of xenos origin (a further Very Hard (–30) Forbidden Lore (Xenos) Test reveals that it is likely the xenos in question are the Yu’Vath). s Three Degrees of Success also reveals that the Brotherhood of Steel is attempting to breach the Warp. s Four or more Degrees of Success indicates that, should the Brotherhood succeed, they will create a font of Warp power so powerful it is likely to outshine the Astronomican itself, but likely destroy much of the Lathes System in the process.

PHASE 5 “Warp containment field activation in sixteen minutes. All Tier One personnel report to operational duty stations immediately. Stand by for Warp breach. Repeat. Stand by for Warp breach.” As the last of the facility’s staff make for their duty stations, the companionways resound to the sound of internal hatches slamming shut and interlocks being engaged. Only those tunnels connecting directly to the Paradox Reactor Core and its immediate surroundings remain accessible. From now on, the Player Characters encounter armoured hatches every hundred metres or so along any corridor they pass along, and each specific location is sealed off. A successful Hard (–20) Security or a Difficult (–10) Tech-Use Test must be made to pass through each of these hatches. Should the Acolytes have reached any of the named Paradox Reactor Components by Phase 5, they are in a position to cause serious disruption to the final activation. The machine systems in these locations are alight with fell energies and whining with barely contained power; it should be obvious to the players that something quite drastic is soon to occur. Interfering with the machine systems is an unpredictable business, and while doing so does not halt the activation of the reactor, it is likely to cause other effects. The Game Master should allow the players to state what sort of trouble they want to cause, and allow them to make whatever Tests seem appropriate. Suitable effects might include routing plasma flow through particular areas in order to slaughter dozens of enemies at a time, locking down individual regions by flooding them with radiation, causing some components to vanish into the Warp or be shunted to another reality entirely, and any other inventive effects the players can imagine.

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Unless the Acolytes have taken steps earlier in the timeline to delay the last phase, the action should move on towards Phase 6 fairly quickly. As it does so, the use of the environmental hazards described on page 127 can be increased, and the Game Master can call for frequent Fear Tests in order to convey the sense of horror that only mortals can feel as the Paradox Reactor actor is edged ever closer towards activation. As the countdown nears Phase 6, the Acolytes should find their sanity being tested ed in ways the Brotherhood of Steel’s servants, so bereft of the souls that once made them human, cannot perceive.

PHASE 6 “…eight, Omnissiah preserve our engrams, purging aetheric eric sluice chamber, six, perturbation field disengaged, four, paradox dox scale approaching absolute… two, standby for breach! One…” …” Reality itself freezes, the silence not witnessed since the moment before efore creation itself. Aeons pass in the blink of an eye ,and the fabric off the universe expands outward before snapping back into place with th a soundless detonation so ominous the soul itself quails in terror. “Zero plus eight and counting… ætheric beacon effect negative. tive. Repeat. Pseudo-astronomican beacon effect negative. Reading… g… reading … anomalous ætheric bow wave on sub delta scale… e… stand by… stand...” A high pitched shriek echoes weirdly through the very fabricc of Cometary Fragment Ø-777, followed closely by a sound as of a vast mass of flesh and bone ripped asunder by the claws of a god. The shriek grows louder and is immediately followed by what can only be described as cackling laughter. “Intrusion protocol Extremis! Repeat, intrusion protocol Extremis! mis! The Experiment cannot fail! All available securitas personnel to…” …” The voice transforms into a mix of fleshy howls and mechanical ical wailing. Then, the screaming begins... At this point, the Brotherhood of Steel activates the Paradox radox Reactor, and the Yu’Vath remnant folds sub-atomic space in upon itself, creating a paradoxical exchange of fundamental interactions ctions so opposed to the laws of nature that reality itself cracks asunder under and the Warp is breached. The Brotherhood of Steel is about out to discover the price of meddling in powers they have no means ans of controlling, when they find out what truly lies beyond.

he Paradox Reactor Rea eact ctor or has has been bee eenn activated accti tiva v ted and the Brotherhood Brot otthe h rh rhoo oodd of Steel has as unleashed unllea eash shed ed the the fell fel ell power of the Warp, War arp, p, but but u now now they th hey e aare ree to to discover disc di scov over er how how far far down the th he path path to to damnation damn da mnat mn atio at ionn io they have trav velleed without with wi thou outt even even perceiving per erce c ivvinng their thei th eirr souls’ ei soul so uls’ ul s’ demise. dem emis ise. is e. travelled Instead of a Warp War arpp beacon be on to rival riva v l the th he Astronomican, Astr As tron tr o om on omic ican a , the an th he Brotherhood of Steel Ste teel el has has opened opened a Warp Warp gate, gat ate, e, through thr h ou ough h which a full-scale daemoni nicc incursion incurs in r ion is aboutt to to be unleashed. unl nlea e shed. ea daemonic Dependin i g on exactly exa xacttly l where they theey are arre when when the thee reactor reaact ctor or is Depending activated, the Acolytes Acooly lyte tess experience ex e the hee breaching bre reac achi ac hing hi ng of of the the Warp Warp in in a slightly differentt manner. man anne ner.r Because of of the th he sealing seal se alin ing off of the various areas within thee comet com omett as the countdown coun co untd tdow td ownn towards activation progressed, prog gresssed ed, th thee Acolytes Acol Ac olyt ytes are likely lik ikel elyy too be be somewhere s mewhere fairly close so core to the cor re when when the the reactor rea eact c or is activated, acctiiva vate tedd, te d, but but if if they th hey are are r not, not ot,, the t e th climaxx can bee altered alte al tere redd easilyy enough enooug ugh h to accommodate acc c om mmoodate this. th his.s.

THE EB BREACHING REAC CHING OF TH THE HE W WARP ARP At the moment mom omen ent the coun countdown untd tdow ow wn reached re zero, the Yu’Vath remnant rele released leas ased ed a blast st of ætheric æthe æt h riic energy he enner e gy that punched a hole straight straig i ht through thr hrou ough gh the h veryy st stuf stuff ufff of rreality uf eaalilty andd brought a Warp gate intoo being. bein ing. g. This Thi hiss ev event was was not not unlike unlililike un ke a Warp War arpp ship sh hip i entering ent nter e in ingg the Sea of o Souls, Sou ouls ls,, except that it is is not not self s lf limiting, and se nd the gate is likely to expand expaand uuntil ex ntil it becomes nt becoome mess a vast vast lesion to rival the greatest of Warp War arpp storms. storrms ms.. Gi G Given ven time, th the he ga gat gate te will expand to engulf the entire Lathes Lat a he hess System, Syst Sy stem e , a fate that tha hatt will will doom billions wil bi of souls sooul u s to eternal damnation, damn mnat atio ion, n, as well as deprive depr de priv pr ivee the iv the Adeptus Adep Ad eptu ep tuss Mechanicus tu M ch Me hannic icus u of its greatestt asset asse as sett in the region. regioon. n Without Wit itho h ut the industrial output of the Lathess and annd the th worlds w rldss they wo the heyy control, cont co ntro nt rol, the infrastructure inf nfra nf r sttru r ct ctur u e off might brought crashing ruins, while the Calixis Calixi x s Sector Secttor m Se ight ig ht bbee br brou ough ghtt cr gh cras ashi as hing hi ng ttoo ru uin ins, s w s, hilee tthe hi he must surely be ongoing war efforts efffort ef rtss across a ross and ac nd beyond bey eyon ondd the on th he Sector Se were compromised. Ass if aallll ooff this wer re no nott bad bad enough, enou en o gh, the Acolytes more are faced with a mor oree immediate imme im m diatee peril. peri pe ril.l. The The breach bre r ach has created a portal into the Empyrean, Em mpy pyre rean an,, and annd even evven now now the the nameless nam amel eles el e s things es thin th ings in gs of the Warp are crawling c aw cr awliling ng through thr hrough h it. Within Wit ithi hinn minutes, hi minu mi nute nu tes, te s, countless couuntle l ss numbers pouring number ers of slavering n ddaemons aemo ae mons n are pouri ring ngg through thr hrou ough ou gh tthe he newly new wly created Warp Wa gate, andd so the the Acolytes A olytes are presented Ac preseent n ed with witth a stark s ar st arkk choice indeed. Will th tthey ey aattempt ttem tt empt pt to to somehow close clos cl osee the the gate gate while they still have time, or will wililll they they flee fl for for their the h irr lives livves before bef efor oree or gibbering they are overwhelmedd by th tthee gi gibb bber erin ingg ti tidee off insanity? adventure, interior By this stage in the h adventure e, th thee in inte teri rior or of of Ø-777 has realm changed drastically. No longer is itt a rea ealm l ooff lingering liling nger e inng dread— dreaad— Chaos has broken through, an and the de ddenizens nize zens n off the the Warp Warp now now have free reign. Game Masters should sh ppopulate opul op ulat atee the the facility faci fa cilility ty with wit ith h creatures from beyond, drawing oonn thee Adversaries Adversarrie iess section sect ctio ion of the DARK K HERESY Y Core Rulebook (see page 350 350). 0). C Charnel h rnel ha Daemons and Lesser Incarnate Daemons are particularly appropriate, and Game Masters should tailor their numbers numb bers to the levels of the Player Characters. Especially powerful Acolytes might face more suitable foes such as Bloodletters or Horrors,

CLOSING CL LOSIN NG T THE HE G GATE ATE Should SShould ld the hee Acolyte Acolytes es atte attempt temp mptt to cclose lose lo se tthe he gate, they should be rewarded re ewa w rd rded ed ffor o their heroism w or with ith a fa fair air sho shot hott at ddoing oing so. This does nott always no alwa al ways wa y equate ys equuat atee to guaranteed success, succces su ess, s, however, how owev ever, and in such cases cas ca ses a dramatic ses dram dr amat am atic at ic ddeath eaath is sometimess just j stt as ju as en engaging enga gaging an ending! There Ther Th eree are are several seve se vera ve ral possible ra possible ways of cclosing po losi lo sing ng the gate, and players pl layer ers should shou sh ould ld be be encouraged ennco c uraged to inventt more, mor ore, e, but but however how wever they proceed, they the h y must must do do so s quickly. quickly. The Th GM is is ad advi advised vise sedd to keep this part of the the adventure advven entu ture tu re moving mov o ing as fast fasst as possible pos ossi sibl blee in order ord r er to maint maintain n ain the tension teens nsio ionn and io and drama. drram ama. The players playe y rs should sho houl uldd not be given give gi venn too ve too much much time tim imee to think thi hink nk over ove verr their thei eirr actions—they acti ac tion ons— s—th they should should simply throw themselves the hems he m ellve vess into into their theeir role as befits befi efits ts their the heir ir status status as agents of the Inqui Inquisition. isi siti tion ti on.. If possible, on pos ossi sibl b e, the manner man anne nerr in which which h the gate is closed shoul uldd be ““keyed” keye ke yeed” d to the ty ype pess of ccharacter h racter ha should types le ead a ingg the effort effo ef fort to do d so, so, and and several sev ever eral mightt pool poo ooll their thei th eirr efforts effoorts leading too achieve ach chie ieve ie ve the the impossible. imp mpos osssibl os ble. A Tech-Priest, Tec e hh Pr P iest, for example, exam ex ampl ple, would wou o ld look k for a technologicall solution, sol ollut utio ion, io n, while whi hile an Imperial Im mpe peri rial al Psyker Psy syke ker would seek to use his own special spec sp e ia ec iall abilities a iliities to achieve ab ve the the same ends. Below are some possibilities possibililiti ties ess based bas ased e on the most most common com o mon Player P Pl ayerr Character ay Cha h raact cter classes claass sses es found fou ouund in in DARK ARK K HERESY Y: An Ad Adept Adep ep pt P Player l yeer Character la Char Ch arrac a te terr is uunlikely nlik nl ikel elyy to have hav ave an anyy specific speecificc sp abilities that would help close th the he ga gate, ate te,, bu butt he shoul should ld be iinn a good go position to lead the efforts of others, othe hers rs,, or help rs help keep them the hem m aware a ar aw a e of otherr th threats hreats around them. m IInn th m. this is ccase, asee, as e, tthe he brave Adept pt should should be allo al allowed lowe wedd to rre-roll e roolll ffailed ea le ai ledd Fe Fear ar T Tests ests es ts uuntil ntilili tthe nt he end of thee adventure. adve ad v nture. Arbitrators Arbitrator ors are both tough h and and incorruptible, incoorruptible, and in and as as such have more of a chance of sta standing and ndin inng defiant de before the the denizens de of the Warp than lesser men. n. Recounting Reccou ount n ingg key passages nt passag ages es from fro rom m the book bo books ks of Imperial Imperria i l Law w emboldens embo em b ldden bo enss the the heart he of the he Arbitrator Arb rbit itra ratoor andd h hi hiss companions, c mp co mpan anio ions io ns, and ns and byy doing doi oing ng so so he he might might hold hol oldd the the foe foe at a bay bay time. for a brief ti time m . The Arbitrator Arbitrat ator at orr gains gai ains ns the Armour Arm mou ourr of Contempt Con onte t mpt adventure. Arbitrator Talent for the remainder of of the th he ad adve vent n ure. The he A rbit rb itra rator may, as a Half Action, recite thee words wor o ds of of the Imperial Impe peri rial al Law Law for the benefit of his companio ons ns,, inn w hich hi ch case all wi with thin in eearshot arshot gain ar companions, which within the same Talent each h Round Rou ound nd that tha hat he does so. s. so Assassin inss sshould h ul ho uldd be allowed allllow o ed to strike ow ke at at a key key being bein be i g of the Assassins Warp Wa rp aass it eemerges merg me rges rg es tthrough hrou hr ough ou gh tthe he ggate. atte. T hiss is a Charnel hi Cha harnell Daemon This (see ppage age 350 0 of tthe he DARK K HERESY Y C Core oree Ru or Rule Rulebook), lebo book), and it is surrounded surrou unded ed bbyy a sw swar swarm arm m of IIncarnate ncarnate L Lesser esse es serr Da Daem Daemons emons (as described on ppage a e 35 ag 351 51 of o tthe he same source source). e).) T This hiss cr hi crea creature eature is clearly the greatest grea gr eate ea test te st ooff th thee vi vile things thiingss to t have hav avee breached brea br each ched d the gate, and the lesser less le sser ss er ddenizens eniz en i en iz enss ar are re quite ob obvi obviously viou ousl slyy af afra afraid raid id off it, it, and are doing its bbidding. bidd iddin ing. T Too attack the Cha Charnel harn rnel el D Daemon, aemo ae mon, n, the the Assassin Assassin must first avoid or engage at least lea eastt a dozen doz ozen en of of the the Incarnate Incaarnat In a e Lesser Daemons, and an nd if he cann do ssoo wi with without thouut getting gettin ge ing bogged down in combat with wi th aany ny aatt al all,l, tthe he C Charnel harnell D ha Daemon aemoon is automatically Surprised in tthe he eensuing nsui ns uing ng ccombat. omba om bat.t. IIff th thee Ch Char Charnel a ne n l Daemon is slain the entire horde hord ho rdee br breaks brea eaks ks aapart, part pa rt,, an anarchic tide of flailing daemonic limbs fillingg the reactor core andd buying the Player Characters an extra fil ten minutes or so with which to make an escape.

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or even Greater Daemons if the GM desires. Realistically, there is no chance of the Acolytes fighting the creatures off, and if they stick around too long they are certain to be slain or driven mad with fear. Far better they attempt to close the gate or flee, both of which options are discussed below.

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Clerics (and Adepta Sororitas) are raised to abhor the unclean, and there is nothing more so than denizens of the Warp. By the strength of his faith alone, a Cleric can hold hordes of daemons at bay. So long as he is the closest of the Acolytes to the daemons spilling through the gate, any of the creatures of the Warp that attempt to charge them must first pass a Horrifying (–30) Fear Test. Guardsmen can be entrusted with holding the hordes at bay while their companions seek to close the gate in some way. Failing that, they can make a bold last stand as their friends flee in terror before the attacking daemons. Needless to say, some of the more trigger-happy Guardsmen might be tempted to open fire on the portal in the hope of destroying it with brute force. Sadly, such a tactic fails utterly, merely serving to draw the attentions of the creatures swarming through it onto the foolish mortal creature. Imperial Psykers are well disposed to shutting the Warp portal, but there is enormous risk in doing so. To close the gate, the psyker must pass five Very Hard (–30) Willpower Tests, and each time he fails one he must take a Fear Test. The first Fear Test he must take is Disturbing (–0), the second Frightening (–10), and so forth, getting harder each time, until the gate is forced closed long enough for the group to flee, or the character’s mind snaps and he is reduced to a gibbering wreck by the sheer horror before him. When it comes to Scum, there may not seem a huge amount such characters can do beyond using their existing Skills and Talents to aid their companions. However, it is said that the Emperor smiles upon even the lowest of sinners in his hour of need. Should the character act in such a selfless manner that he puts his companions before himself, he should be granted an immediate Fate Point, usable until the end of the adventure. Of all the character types, Tech-Priests should be the best placed to set right this terrible blasphemy. To do so, such a character must beseech what remains of the facility’s machine spirit core to shut down the reactor in such a way that it closes the portal. This can be done from a command terminal on a gantry in the reactor core itself, or from the reactor core control chamber. The former is of course crawling with daemons, while the latter is filled with brotherhood Tech-Priests struggling to understand what has happened, and (unsuccessfully) trying to reverse it themselves. In order to force what remains of the reactor’s machine systems to turn upon themselves and seal the portal, a Tech-Priest must pass five Very Hard (–30) Tech-Use Tests. Each time a test is failed the character suffers malignant feedback from the Yu’Vath remnant, and gains 1d5 Corruption Points. If and when he succeeds (bearing in mind the efforts of either hordes of daemons or renegade Tech-Priests to stop him), the reactor core systems come alive one last time, and the gate is forced shut for all eternity. The Acolytes must still flee, however, as searing radiation floods the entire comet. There are numerous other character classes that might have a special way of closing the portal, or of aiding their companions as they attempt to do so, but these are beyond the scope of this adventure to describe in any detail. Instead, Game Masters are encouraged to consider the character types the players are using, and, most importantly, to be open to any dramatic ideas the players themselves might come up with in the heat of battle.

ESCAPE As a less glorious option, but a perfectly sensible one given the circumstances, the Player Characters might well decide to flee in the face of the full scale Warp breach and daemonic incursion that the Brotherhood of Steel has unleashed. Even if they manage to shut down the reactor, they still need to vacate the facility, as the Brotherhood quickly concludes that the Acolytes must have been the reason their experiment failed. To escape, the Acolytes must fight their way through crowds of Tech-Priests and menials in total disarray, and keep from taking too long, as, should the reactor still be active, the daemonic hordes are sure to catch up and overwhelm them. The GM should use the map to determine the route the Acolytes take, and call for an encounter with a group of the comet’s defenders in each location. These encounters should range from combat with Murder Servitors, to attempts to intimidate groups of panicked menials, or even controlling large numbers of Gun Servitors bereft of sane instructions. At the end of the flight, the Acolytes should reach the hangar bay and be forced to take one of the two Arvus Lighters (bearing in mind that one needs repairing). Before they can board either shuttle, however, the Acolytes must face a group of roughly a dozen Arch-Hereteks (see page 119 for their profiles) with the same idea, providing a suitably bloody climax to the adventure. Though they do not know it, one of these individuals is a very senior master of the Brotherhood currently using the name Acturan Dineth; his profile can be found on the following page.

However the Acolytes react to the opening of the Warp portal, the Lathes, alongside other agents of their own patron, are soon on scene. The Arvus can rendezvous with the Lysithea, and as they step onto the bridge they witness a squadron of Lathes battleships pounding Ø-777 to dust. At last, the reactor core explodes, and a wave of terror passes through each Acolyte as writhing things shriek impossibly through the void. In an instant, the overwhelming sense of dread the Acolytes have felt since setting foot on the comet is gone, only to be replaced with a lurking sense that surely, the Mechanicum of the Lathes must have known what was going on right on their very doorstep.

EPILOGUE What ensues in the aftermath of the adventure should be largely up to the GM to determine, based on the needs of the ongoing campaign, but there are several factors that should be addressed no matter what. s The Acolytes have witnessed the initial stages of a daemonic incursion, which, had it not been contained, might have taken a deployment of Grey Knights to eliminate. Most mortals who do so are executed for their own good and for the safety of Mankind, and so the Acolytes are subjected to a brutal and painful series of purity tests to ensure they are not tainted. Whatever the result of these tests, the Acolytes should feel lucky not to be mind-wiped, but may come out of the affair stronger for their spiritual ordeal. s The characters are likely to have made a deadly foe in the form of the Brotherhood of Steel, especially if Acturan Dineth escaped. Tech-Priests they might meet from now on could belong to the sect, and a Mech-Assassin could be lurking in any shadow, ready to wreak the Brotherhood’s cold revenge. s Should the Acolytes have rescued Ballis Aleene, they have made a powerful ally. House Aleene, a powerful and active Great Navigator House in the Calixis Sector, will surely be ready to come to their aid in future adventures. s The role the Lathes’ hierarchy may have played in this blasphemous experiment is still undetermined. Perhaps it was all the work of a rogue sect, or perhaps many similar experiments of heretical science are happening across the Sector under the direction of the Lathes. Only the increased investigation of diligent Acolytes can possibly reveal the truth...

REWARDS

In addition to the standard xp rewards as described in the DARK HERESY Core Rulebook, the Game Master should consider rewarding players for their conduct leading up to and during the activation of the Paradox Reactor. If the players worked out that the Powers of Chaos were manipulating the Brotherhood then they should gain an additional 50 xp, and if they took steps to combat it in any way, a further 50 xp is appropriate. The key event of the adventure is the breaching of the Warp, and the players should receive additional rewards depending how they acted at this moment. Any characters that used the additional special rules relating to their own character class in order to close the portal or assist another character in doing so should receive at least an additional 100 xp.

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he majority of character types referenced throughout The Light of Reason are to be found in this book. In addition to these, several others are to be found in the DARK HERESY Core Rulebook Adversaries chapter, and two unique ones are presented here.

MAGUS ACTURAN DINETH Acturan Dineth is one of the hidden masters of the Brotherhood of Steel; he was present on Cometary Fragment Ø-777 to witness the activation of the Paradox Reactor, and to report back to his peers on its success (or otherwise). The Acolytes are most likely to encounter Magus Dineth in the aftermath of the opening of the Warp portal, as he and his compatriots attempt to escape the comet via one of the two Arvus Lighters in the main bay. Though intent upon escape, the magus is well able to put up a fight, and does so if the Player Characters get in his way.

Magus Acturan Dineth

WS BS

S

T

Ag Int Per WP Fel

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CALLING IN THE CAVALRY

35 38 45 48 30 46 40 46 38 Movement: 3/6/9/18 Wounds: 14 Skills: Awareness (Per), Common Lore (Int) (Machine Cult, Tech) +10, Common Lore (Int) (Imperium), Deceive (Fel) +10, Dodge (Ag), Forbidden Lore (Int) (Adeptus Mechanicus, Archeotech) +10, Forbidden Lore (Int) (Inquisition), Literacy (Int), Logic (Int) +10, Scholastic Lore (Archaic, Cryptology, Legend), Search (Per) +10, Secret Tongue (Int) (Tech), Speak Language (Int) (High Gothic, Low Gothic), Tech-Use (Int) +10. Traits: Mechanicus Implants. Talents: Autosanguine, Binary Chatter, Foresight, Logis Implant, Paranoia, Peer (Adeptus Mechanicus, Underworld). Armour: Augmetic Implant Armour (All 5) Weapons: Omnissian Axe (Melee, 2d10+9 E; Pen 6; Power Field, Unwieldy); Archeotech Plasma Pistol (Pistol; 50m; S/3/–; 1d10+8E; 8; Clip 12; Rld 1 Full; Maximal). Gear: Auger Array, Optical Mechadendrite.

ARCH-HERETEK There are several dozen senior members of the Brotherhood of Steel present on the comet to witness the culmination of what amounts to centuries of blasphemous endeavour. Profiles and further details can be found for Arch-Hereteks on page 119.

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SERVICE TENDER The Service Tender is in essence a large exo-suit, piloted by a servant of the Brotherhood of Steel permanently grafted into it.

Service Tender

WS BS

T

Ag Int Per WP Fel

22 22 64 62 21 20 25 30 05 Movement: 2/4/8/16 Wounds: 25 Skills: Awareness (Per), Pilot (Service Tender) +10, Tech-Use (Int). Talents: Chem Geld, Fearless. Traits: Dark-Sight, Fearless, Flyer (10), Size (Hulking). Weapons: Augmented Fists (1d10+3 I, Pen 0) Gear: 2 x Manipulator Mechadendrites, Utility Mechadendrite, Augur Arrays.

VOID-FLUKE These small, lamprey-like creatures infest the exterior of the cometary fragment, and eagerly attack any source of nutritious metal or mineral, especially unwary Acolytes.

Void-Fluke

WS BS

S

T

Ag Int Per WP Fel

27 — 14 22 31 08 31 10 05

EXCRUCIATOR SERVITOR The Holding Battery is attended by a single Excruciator Servitor, which the Acolytes must defeat before they can free the captive Navigator. Should any Player Characters be careless enough to be captured, they are likely to experience its specialist abilities close up. The profile can be found on page 120.

GUN SERVITOR Gun Servitors are commonly used to mount patrols of the comet’s extensive network of tunnels. Their profile can be found on page 340 of the DARK HERESY Core Rulebook.

MURDER SERVITOR The Brotherhood of Steel makes extensive use of Murder Servitors to guard key locations throughout its facility. Theirr profile can be found on page 119.

RENEGADE TECH-PRIEST The majority of the Brotherhood’s Tech-Priests fall under thiss general category. They use the Heretek profile on page 340 of the DARK HERESY Core Rulebook or can be adopted using the Calixian Malatek rules on page 36. GMs are encouraged to introduce any variation they feel appropriate (such as additional skills such as Forbidden Lore (Xenos) and the like).

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Movement: 5/10/15/30 Wounds: 6 Skills: Awareness (Per) +20, Dodge (Ag), Stealth (Ag) +10. Talents: Resistance (Vacuum, Cold). Traits: Bestial, Burrower (3), Dark Sight, Improved Natural Weapons, Flyer (5), Size (Scrawny), Strange Physiology. Weapons: Leach Teeth (2d5+1 R; Pen 1; Tearing) Armour: Voidproof Hide (All 2). Leach Attack: If the void-fluke's Attack is successful, it adheres to the enemy and for every two Degrees of Success it eats through 1 Armour Point in the location struck. If any location falls to zero, the suit cannot provide void protection and the wearer may suffer Vacuum Damage (see page 210 of the DARK HERESY Core Rulebook). Removing a void-fluke requires a Full Action and a Difficult (–10) Strength Test.

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NAVIGATOR BALLIS ALEENE Navigator Ballis Aleene is in a bad way when the Acolytes find him, but so long as they can get him back in the action he can serve a useful role in the adventure, especially if the Acolytes do not have (or have lost) a psyker of their own. While Navigators are not psykers in the true sense, they nonetheless know much of the ebb and flow of the Warp, and Aleene is able to perform the role of a psyker PC when it comes to closing the portal. Game Masters might like to turn control of Aleene over to one of the players, especially if a PC has died or the group has no psyker. Bear in mind that Aleene is quite mad, and can take no further part in the campaign even should he survive the adventure. See page 134 for further details on Navigator Aleene.

Navigator Ballis Aleene

WS BS

S

T

Ag Int Per WP Fel

25 25 25 25 29 42 58 50 29 Movement: 2/4/6/12 Wounds: 7 Skills: Awareness (Int), Common Knowledge (Imperium) (Int) +10, Forbidden Knowledge (Warp) (Int) +20, Forbidden Lore (Mutants, Psykers) (Int), Logic (Int) +10, Navigation (Stellar, Warp) (Int) +20, Pilot (Spacecraft) (Ag), Psyniscience (Per) +20, Scholastic Knowledge (Astromancy, Interstellar Cartography) (Int) +20, Speak Language (Low Gothic, High Gothic) (Int) +10, Secret Language (Navis Nobilite) (Int) +10. Gear: Ragged prisoner’s jump suit. The Final Gaze: Having been ruthlessly tortured and experimented upon over the course of several years, the Navigator’s ability to see into the Warp and to draw out its power is severely curtailed. Though he does not admit it, Aleene knows that to open his bruised and scarred Warp Eye and gaze into the Warp would certainly kill him. Nonetheless, he is willing to do so, should it bring about revenge upon the Brotherhood of Steel. There are two instances when Aleene may use his power, though in both cases he perishes immediately after doing so. The first is in closing the portal (as detailed in the adventure, where he counts as a Sanctioned Psyker character), and the second is during the escape, when the group runs into the Arch Hereteks in the main hangar bay. In this latter case, he opens his Warp Eye one last time, deliberately drawing forth such power as to decimate the soul of any caught in his gaze. Every mortal being within Aleene’s line of sight and 30m when he opens his Warp Eye for the last time takes 2d10+5 Energy damage, ignoring armour and Toughness Bonuses, unless they are forewarned, in which case they may must pass a Hard (–20) Willpower Test in order to tear their eyes away in time and avoid the damage. Daemons and those with the Untouchable Trait are unaffected. Immediately after Aleene opens his Warp Eye, he collapses to the ground, and dies within d10 Rounds, during which he may do nothing more than soliloquise in a suitably dramatic fashion.

FERAL CYBER CHERUBS These filthy and raucous creatures are a mockery of the vatgrown constructs that bless more holy places with their presence, and the Emperor alone knows what blasphemous cross-breeding led to their creation.

Feral Cyber Cherub

WS BS

S

T

Ag Int Per WP Fel

25 05 12 20 30 03 24 11 07 Movement: 6/12/18/36 Wounds: 5 Skills: Awareness (Per) +20, Dodge (Ag) +10, Stealth (Ag) +20. Talents: Lightning Reflexes. Traits: Improved Natural Weapons, Flyer (6), Machine (1), Size (Puny). Weapons: Claws and tiny needle fangs (2d5+2 R; Pen 0) Armour: Cybernetic Body (All 1). Swarm Attack: These creations find strength in numbers, swarming over their opponents in massed attacks. They fight in groups of 3-4 cherubs, each group attacking one enemy (chosen at random) rather than spreading their attacks across all their enemies.

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LEARN THE SECRETS OF THE MACHINE GOD!

For ten thousand years, the TechPriests of the Adeptus Mechanicus have led the Cult of the Omnissiah. From their bastion Forges on the Lathe Worlds, they control all Holy Technology in the Calixis Sector. This book reveals the secret history of the Lathe Worlds, from their mysterious founding to their current struggles against tech-heresy. The High Fabricator of the Lathes oversees these domains, including the dread Panopticon Orbital, Sheol-17’s prison-forges, technofeudal Heterodyne Station, and Morio’s ancient datacrypts. Gain access to new Alternate Careers such as the MechAssassin and Agent of the Lords Dragon, then arm yourself with weapons and gifts of the Omnissiah. In a thrilling new adventure, journey to a lost comet-station. There, stop renegade Tech-Priests from heretical experiments into the Warp!

Begin your Quest for Knowledge in the Name of the Omnissiah! A copy of the DARK HERESY Core Rulebook is needed to use this supplement. 1363JUL12 TM

The Lathe Worlds

DH18

ISBN: 978-1-58994-768-9

WWW.FANTASYFLIGHTGAMES.COM ™

9 781589 947689

53995
Dark Heresy - DH18 - The Lathe Worlds

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