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Adeptus MechanicusLantz McDonald

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CONTENTSIntroduction------------------------------------------------------------------5

Augmentaurium--------------------------------------------------------------6

Pivotal MomentsThe Gate-------------------------------------------------------------------------------8

Recovery Mission On Illisi------------------------------------9

Green Machines---------------------------------------------------------10

Report: Forge World Caradhras XIII-----11

The Battle At Foress IV---------------------------------------12Lost Transmission----------------------------------------------------13

Harvest------------------------------------------------------------------------------14

Excavation Site P01HH3J9-------------------------------15

The Adeptus MechanicusSpecial Rules----------------------------------------------------------------16

Tech-Priest Transmechanic-----------------------------18

Tech-Priest Artifex-------------------------------------------------19

Tech-Priest Magos----------------------------------------------------20

Disciples---------------------------------------------------------------------------21

Tech-Priest Enginseer------------------------------------------22

Rune Priest---------------------------------------------------------------------23

Iron Father--------------------------------------------------------------------25

Iron Hands----------------------------------------------------------------------26

Machine Cultists-------------------------------------------------------27

Praetorians-------------------------------------------------------------------28Servitors--------------------------------------------------------------------------29

Skitarii--------------------------------------------------------------------------------30

Imperial Jetbike Squadron-------------------------------31

Solus Infiltrator------------------------------------------------------32

Electro-Priests----------------------------------------------------------33

Caminus-Priests----------------------------------------------------------34

Techmarines------------------------------------------------------------------35

Servo-Skull Swarm-------------------------------------------------36

Luceo Rollers-------------------------------------------------------------37

Forsaken--------------------------------------------------------------------------38

Robot Maniple--------------------------------------------------------------39

Cult Abomination------------------------------------------------------40

Textura------------------------------------------------------------------------------41

Knight Titan-------------------------------------------------------------------42

Gant--------------------------------------------------------------------------------------43

Cantharis------------------------------------------------------------------------44

Termite-------------------------------------------------------------------------------45

Divexo Beacon-------------------------------------------------------------46

Atlas ARV------------------------------------------------------------------------47

Leman Russ---------------------------------------------------------------------48

Phantous--------------------------------------------------------------------------50

Construct-----------------------------------------------------------------------51

Master Rune Priest Derogo----------------------------52

Commander Lau----------------------------------------------------------53

Mercenary ïAcular-------------------------------------------------54

Cult Pastor Moviss-------------------------------------------------55

Algaryn Fornum--------------------------------------------------------56

Circom Spectus-----------------------------------------------------------57

Zacharia A’ppareo---------------------------------------------------58

The Adamantium Giant------------------------------------------59

Obliterator Malchun--------------------------------------------60

 Warhound Scout Titan-----------------------------------------61

 Wargear Weapons----------------------------------------------------------------------------63

Other Equipment--------------------------------------------------------67

Tech Relics---------------------------------------------------------------------69

Armour-------------------------------------------------------------------------------71

 Vehicle Upgrades-----------------------------------------------------72

Army Showcase------------------------------------------------------74

Army ListThe Armory---------------------------------------------------------------------77

FOC Intro-------------------------------------------------------------------------78

HQ-------------------------------------------------------------------------------------------80

Troops---------------------------------------------------------------------------------85

Dedicated Transports------------------------------------------86

Elites-----------------------------------------------------------------------------------87

Fast Attack--------------------------------------------------------------------89

Heavy Support-------------------------------------------------------------91

Other Units--------------------------------------------------------------------94

Summary ----------------------------------------------------------------------------96

Credits-------------------------------------------------------------------------------99

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INTRODUCTION 

0000100 (4) 

Born from their mighty Forgeworlds, the Adeptus Mechanicus are a race ofhumans mechanically and genetically modified to forge, engineer and uncoverlost technology for the Imperium.

The Warhammer 40,000 rulebook created by thebrilliant minds at Games Workshop will assist you infighting battles with your Adeptus Mechanicus

miniatures in the war-torn universe of the 41st Millennium. This fan-made codex (fandex) has beencreated to work with other official codices created byGames Workshop. This fandex and every officialcodex works with the Warhammer 40,000 rulebook,allowing you to turn your collection of miniatures intoan organized force ready for your games ofWarhammer 40,000. This fandex may or may notwork fluidly with other fandex creations of thecommunity. This fandex details everything you needto know about the Adeptus Mechanicus.

WHY COLLECT ADEPTUS MECHANICUS?The Adeptus Mechanicus is the life of the Imperium inall respects. The Cult has been creating all manner ofdevices for the human race since before the HorusHeresy; from those that sustain life to those that willtake life away from the Imperium’s enemies. Withoutthe Mechanicus’ pivotal role in mankind’s strife for survival, the human race would have died out longago.

The Mechanicus is not just a race of creative minds.The superior intellect of the Cult is used to furthertheir goals, as the Imperium’s don’t always coincide.

Creating bio-engineered monstrosities and massivewar engines for daily labor as well as dangerousbattles, the Cult Mechanicus tool their creations tohandle all grunt-work for the superior minds tocontinue their work.

HOW THIS FAN-MADE CODEX WORKS This fandex contains the following sections:

  Augmentaurium & Pivotal Moments: The firstsection of this fandex introduces the AdeptusMechanicus. Hierarchy within Forgeworldsincluding the Red Planet, the inner-workings of aTech-Priest and important moments in the lives of

numerous Cult members are covered in thesesections.

  The Adeptus Mechanicus: All characters, infantryand vehicles needed to field a Mechanicus forceare included in this section. A description andpicture are included with each entry as well ascomplete rules for the unit and information on anyunique abilities or wargear.

  Wargear: Rules for all combat-related tools yourunits may use are included in this section except forwargear unique to a specific unit; these rules will beon the unit’s page described above. 

  Adeptus Mechanicus Showcase: In this sectionyou’ll find full color photographs of the miniaturescreated for the units in this fandex. All conversionwork has been done by Lantz McDonald and allpainting accomplished by Tad Lemon, KourtneyHopkins and James Blevins. While the paintscheme used on these models are the typicalcolors used by the Adeptus Mechanicus, thesecolors are not set in stone (as well as the DarkMechanicus do not follow this color scheme at all.) 

WANT MORE?While this fandex contains everything you will need toplay a game of Warhammer 40,000 with your models,there is always more information on game and hobbyaspects in the 40k community as well as GamesWorkshop at www.games-workshop.com. For moreinformation on this specific fandex check out:

www.admechfandex.comand

www.twin-linked-awesome.blogspot.com

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ADEPTUS MECHANICUSThe Cult Of The Machine

 Written by Sam Rhee

0000101 (5) 

The Adeptus Mechanicus is as

significant a factor in the sustained

expansion and strength of the Imperium

of Man as the Astartes, the Navis Nobiliteor even the Emperor himself. Without the

Cult of the Machine God, there would be

no atmosphere generators to create new 

habitable worlds, no cogitators to

administer to and archive the functions

of everyday life, and no power armour or

  war machines for the Imperium to assert

its considerable will. There is no part of

life in the 41st millennium that is not

completely dependent upon the fruits of

the Mechanicus. Consequently, the Tech

Priests of Mars are both exalted and

reviled by every tier of Imperial society.

The Mechanicus enjoys a level of

autonomy unheard of otherwise due to an

ancient pact between the Emperor and

the Fabricator General of Mars. This

pact is tenuous, however; despite the

official recognition of the Emperor as

the Omnissiah – the living embodiment of

the Machine God, there is a deep schism

among the Cult Mechanicus dividing those

  who actually believe this and those who

do not recognize the Emperor as such. In

exchange for the aforementioned

independence and the transfer of any 

discovered archaeotechnology, the Tech

Priests of Mars and other far-flung

Forge Worlds provide an endless supply 

of weapons and war engines to the

Emperor’s vast armies and navies, along

 with everything that makes life tolerable

in the 41st Century.

This is not to say that the Adeptus

Mechanicus is merely a support network

and armorer; the military arm is a

formidable fighting force in their own

right, from the impossibly large TitanLegions to the gene-enhanced Skitarii.

The Mechanicus has agendae of its own

that may not necessarily complement

those of the Imperium, and it is fully 

 willing and prepared to defend itself and

exert its will with vigor.

One of these agendae is the

acquisition of Standard Template

Constructs. STCs are the patterns

utilized to create all of the

technological marvels that the

Mechanicus provides. Most of the ability to innovate was lost long ago in the Age

of Strife, so these STCs have risen in

stature to embody the core motivation

for the existence of the Mechanicus. The

discovery of an STC on the battlefield

  will often sever cooperation between

Imperial Forces and the Mechanicus as

they divert all efforts to transporting

the STC offworld as soon as possible. So

  valued are Standard Temple Constructs

that failure to relinquish one to them is

considered a hostile act. Even the mighty 

Blood Angels, arguably the mostmechanized chapter of the Astartes

short of the Iron Hands, have an

extremely strained relationship with the

Mechanicus due to their refusal to share

the Baal STC, which overcharges Rhino-

chassis power plants, making those

 vehicles agile and quick.

The future of the Mechanicus is

uncertain, not in terms of its viability, but

in its direction and focus. Although Tech-

Priests like to imagine themselves as

above petty organic human concerns,

their vast social organization is rife with

intrigue and political maneuvering. As

they strip away more and more of their

humanity and utilize augmetics to become

more capable than naturally possible,

the Tech Priests face the challenges of

focus and integrity. External challenges

also threaten to chip away at Mars as

  well; members of the Mechanicus that

have succumbed to Chaos, known as the

Dark Mechanicus, seek a disturbingly 

similar motivation: the acquisition of

STCs. Darker still are the naggingly 

persistent rumors of something

slumbering deep in Mars’ core…a C’Tan

  Void Dragon or something even more

sinister.

Despite these challenges and the

misgivings of the entire Imperium, the Cult

Mechanicus remains a primary component

of the universal expansion of mankind.

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AUGMENTAURIUM 

 Written by David Terragon

0000110 (6) 

Ever since the days of the Great Plagues, the Mechanicum has viewed the flesh as weak, the mindfeeble and the spirit petty. Thus, in pursuit of their goals, they will often replace the flesh withrelentless bionics, the mind with unclouded cogitators and the spirit with incorruptible logic. Many are known to the wider Imperium, but more are lost to all but the Mechanicum, and still more havebeen lost forever, their STC's and all record of their existence expunged from history.

These implants and augmentations are usually a direct indicator of rank and prestige. A recently approved Tech-Priest would have only one or two implants, if that, whereas an Arch-Magos with many 

 years of service to the Omnissiah would be more machine than living organism. The following are justa few examples of what each servant of the Omnissiah is bestowed into their living body.

Ocular bionics

These often allow a Tech-priest to see beyond thenormal spectrum of human

 vision or boost light input toallow night vision. Inaddition, similar functionsinclude the ability to fluidly zoom in and out, magnify animage, activate infraredimaging and more. Very common throughout theImperium and even availableto wealthy civilians, theseare usually among the firstimplants all Tech-Priestsreceive. Certain varieties ofocular bionics may alsoinclude a digital impulselaser incorporated into thebionics, making for anunexpected weapon.

Auditory bionics

This complex enhancement  will allow a Tech-priest tohear beyond the typical

human hearing range, andcan amplify noise heard,making the user especially useful at reconnaissance ofabandoned caverns andcatacombs and hearingdanger before it reachesthe user.

Prosthetic bionics

Found on many servants ofthe Omnissiah, these can

  vary from a simple weaponon combat servitors, tomagnificent tools of athousand functions on theArch-magos.

Mechadendrites

These mechanical tentaclesattach to the spine, limbs orsimilar locations wherethey are useful foruplinking to the noosphere.These can also double asfaster legs to move on,stronger arms to lift with,more delicate fingers tomanipulate with and, in many cases, a vicious weapon tocombat with. The largerMechadendrites can oftenextrude a monomolecularblade in combat or simply beused as a blunt instrumentor to throw projectiles.

Techmail Skin-Plating

The implants require aprocess where plates ofcompact techmail armourare embedded under

artificially hardened skin  which allows for a greaterrange of movement. Themultiple layers of skin-plating provide evengreater protection thantechmail armour provides, inaddition to always beingfully protected. Some skin-plating can be created fromthe skin tissue of the Tech-Priest himself, essentially creating a new organunderneath the skin, withthe added bonus of beingable to regenerate withoutthe need for bionicintervention. However, theoperation to implementthese implants is extremely invasive, and so, not all thatundergo the surgery survivethe days it requires.

Autosanguination

A process where any bloodand bone marrow in a humanbody is completely removedand replaced with moreefficient synthetic chemical

substitutes, allowing forfaster recovery fromphysical trauma, disease andpoisons. A related process isto link the cardiovascularsystem with the hydraulicand fuel lines of certain

  variations of bionic limbs,bionic eyes etc., effectively eliminating any maintenanceneeds at the expense ofnear-permanent attachment.

Electoos

This major implant ofmicrofilament metal circuitsis embedded in the epidermicskin of Tech-priests, oftenat the palms or fingertips ofthe right hand, or morecommon both hands. Theseallow them to consciously channel the bio-electricity generated within thenervous system and todischarge the voltage whenit reaches a power of theirchoice. These can be used incombat as a vicious anddebilitating weapon, or torevive a dying comrade in a

similar fashion to theancient technology ofdefibrillators. Those whoretain these implantsthroughout a majority oftheir bodies have perfectedthe combative use of these.These select few are knownas Electro-priests.

Electro-grafts

Similar to electoos in thatthey are electric circuitsembedded in the epidermiclayer of the skin, but aredistinct in their purpose.Electro-grafts serve as aninterface for the Tech-priest with electronicmachinery, particularly sources of digital data likecogitators. Given the rightdata-sources, a Tech-priest

  with electro-grafts canacquire many skills andmuch specialist knowledgeinstantly.

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AUGMENTAURIUM 

 Written by David Terragon

0000111 (7) 

Vox-Casters/

Voice-SynthesizerThe more complex of thesedevices are often implantedamong the higher ranks ofthe Mechanicum. Varying inquality from a disjointed

  voice similar to the ancient

  voice-synthesizers of thetwenty-first millenium, to anear-perfect tone; all havethe option of ‘squirting’ the

Mechanicus’ most common

language of binary. Similar,  yet less complex implantsare common among the Cult;all will require intricatesurgery methods combined

  with ancient informationgleaned from the reveredconstructs of the Cult.

Mind Impulse Unit (MIU)This invasive implant Allowsa direct link between a

human brain and a largerpiece of external machinery allowing control by thought alone, using themachinery as an extensionof the user himself. Theports for such a device aremost commonly found inmassive technology such asTitans, Ordinatii and thespaceships. While these areexceedingly rare in anormal Tech-priest, few may take a MIU for numerousroles from controlling aservo-arm to piloting a warTitan. One of the newest

advances in MIUs is the  wireless MIU, to control amechanical familiar or aservitor as an extension ofhimself without theinconvenience of a physicalconnection. Some pilots ofthe Mechanicum may use aMIU to link directly with the

  vehicle and aid its MachineSpirit as if he were himselfpart of the machine. Thus, aMind Impulse Unit is revered,as allowing its users to beone step closer to trueunderstanding of machinery and of the Omnissiah.

Psi-boostersImplants designed toincrease the psychic ability of the recipient. Wellknown among the RunePriests, these implants arealso known to give greatercontrol over psychicpowers than those ofnatural ability. However,they also provide a perfect

  weak spot should the userbe possessed by Daemons ora psychic power go amiss. Asa result, knowledge ofthese devices is shrouded insecrecy outside of theMechanicum. The Inquisitionhas some knowledge on thisdevice, but where the Tech-Priest sees a wondrousimplant, the Inquisition seesa threat to humanity. As aresult, the Mechanicumhides them both for theImperium’s well-being andtheir own.

Mentis ExpulsorsThe Mentis Expulsor is asomewhat extreme defenseagainst psychic powers.Implanted at the same timeas a psi-booster as a matterof protocol, the cogitatorslocated within the brainfirst locate any part of thebrain that is being attackedby a mental force in orderto cut off blood flow immediately to the affectedarea. With the area isolated,Nano-actuators embedded inthe various locations thenfire concentrated lasersand separate the affectedtissues. Finally, a separatecogitator then assumes therelevant duties of thedefunct matter, which isdriven via tiny motorslocated by way of nano-bionics strewn throughoutthe cortex, to a small chute

often located in the Tech-priests forehead where it isexpelled.

Binary CortexThis procedure combinestwo brains of the mostsenior Tech-Priests into asingle body, usually a body 

selected from theServitorial Compounds,

  where failed Space Marinesand criminals awaittransformation into aservitor. The host’s brain isremoved and examined foralternative uses, while theirbody is used to house thecortexes of the Tech-Priests. Only the closest offriends among the highranks of the Priesthood areplaced in a binary cortex,although similar fields ofknowledge are more usualas they develop the closerbonds, it has been known fortwo Priests in differingfields to request a binary cortex procedure. In suchcases, the knowledge givenby the resultant individualis more varied and muchmore valuable.

RemembranceCogitatorThis operation is usually atthe same time as an electro-graft, where a cogitator isplaced in the part of thebrain which houses memory.Not only does this allow near-perfect memory formany years, this allows theTech-Priest to 'upload' hismemories to a cogitatordisplay with the electro-graft, to allow others torelive his own thoughts orrecord them for posterity. It

can even be interfaceddirectly to another Tech-Priest via the electro-grafts.

Rite of Pure ThoughtConsidered extreme to eventhe most insensitive Tech-Priests, this operationreplaces the entire righthemisphere of the mind thatdeals with personality,emotion, creativity andother such trifling matters,

  with a cogitator similar tothe sterile, logical lefthalf of the brain. This

changes the Tech-Priest intoa cold, calculating,unfeeling work-obsessedsociopath. While suchchanges are naturally beneficial to the AdeptusMechanicus as a whole, thecolleagues of the recipient

  will see little, if any of theprevious person behind theuncaring and predictablemonotony of work that isleft.

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THE GATE

 Written by Commissar Carrie

0001000 (8) 

Tech-priest Echolls could not

understand why the Magos had assigned himto this project. This seemed like the kind of

thing that the Magos would want to dohimself, but instead he'd given the job to thelowest ranking member of the priest-hood hecould find on this forsaken rock of aplanet. Echolls should have been doing

maintenance on the shuttles, not leading agroup of war servitors on some expedition.Echolls wasn't even completely sure how tofire the laspistol he'd been given. Weapons

  weren't really his specialty. “Point and

shoot,” he said, examining the gun. “It's

simple. Do you think it's simple?” The gun servitor he'd questioned just

just plodded along, unhearing. “You don'tthink anything,” Echolls said, slumping.

“That's my job, isn't it?” He recognized the

frustration brewing in him and knew that it

 was a weakness of the flesh, not worthy foran acolyte of The Omnissiah, but he'd had ahard day and he could be forgiven for a

little petulance. Tech-priest Fields hadn'thad to do this kind of thing, oh no. Fields

  was at that very moment appeasing themachine spirit of an intact Land Raiderthey'd unearthed from the oldbattleground. “We're here to recover pre-

heresy Astartes technology, not pokearound with xenotech, am I right?” Again,

the servitor said nothing. “And why are we

  walking? There are plenty of vehiclesaround. This is insulting to my station.”

Perhaps this was because of that incident

  with the Magos' favorite servo-skull. Wellhow was Echolls supposed to know thelocal fauna found anti-grav plates

delicious?As he crested the nearest rocky,

barren hill and shadowed his eyes from thebright, shifting lights in the North sky,Echolls saw the artifact down in the valley 

below and his breath caught in his artificial

lungs. It was a structure made of whatappeared to be bone, a dozen meters high

and shimmering with a kind of energy he'dnever seen before. Maybe this trip wouldn'tbe so bad after all. He began plodding downthe hill with his servitors when the fieldaround the artifact shifted hues, from a

pale blue to a bright white, and Echollsstopped. Was that supposed to behappening? He ducked behind the nearestservitor and watched as a dozen figuresemerged from what he could now tell wassome kind of portal.

The figures looked human at firstglance, but they moved with a kind of gracethat was entirely disturbing. All of them

  wore beautifully crafted armor covered in

gems and carried elegant weapons of a typeeven Echolls, with his limited knowledge,

could tell were most definitely not ofhuman origin. Their leader appeared to befemale, and possessed a kind of unearthly 

beauty that made the tech-priest shudderinvoluntarily. She pointed a long, gleamingspear at the servitors, and there was asudden flash of light. The mechanicalimplants in Echolls' body began to spark andtwitch uncontrollably, and he backpedaled,

slapping at fires that were breaking outacross his robe. Suddenly there waslightning everywhere and the servitorsbegan to spasm as static electricity coursedthrough their systems.

Echolls raised his laspistol at the

female. Point and shoot, it was easy, right?He heard a whisper in the wind and then hisarm came off at the elbow. He screamed,

staring in horror that was entirely unfit fora man of his station as the figures

approached, raised their weapons, and sentbladed death to take him away.

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RECOVERY MISSION ON ILLISI

 Written by Sam Rhee

0001001 (9) 

The landing craft bucked and dippedas it hit the outermost reaches of theplanet’s atmosphere. This was the only part

of these recovery efforts that EnginseerZyra found uncomfortable. She was not soaugmented that she did not feel it “beneath”

her to have to endure reentry riding in thecargo bay with the salvage vehicles and

bivouac pods. The tech adepts weresomewhere much deeper in the massiveconverted freight loader, each onesequestered in small monastic quarters andsilently communing with the Omnissaiahamidst the strong vapors of incense, ozoneand fuel oil. She, however, was relegatedto the bay, nursing and watching over themassive augers and monstrous shovels that

 would labor to recover both the artifactsand the enormous investment of this

 venture.Of course, there were other

monsters on board. Zyra had seen Astartesbefore, but only from afar – once, as achild, she attended a victory parade after

the Blood Ravens had ousted the scoutingleg of an Eldar raiding party on one of herhomeworld’s hundreds of nameless moons.

Not long after, she had entered theMechanicum as a novitiate and learnedabout their genetic implants andunassailable character, but at the time,looking up at row after row of impossibly tall, scarlet armor, they were terrifying.

They were no less impressive now.There were only six of them suiting up intheir segregated quarters adjacent to theloading bay, but they seem to fill up every inch of the space, crowding out even soundand light. She was curious as to why each ofthe six had the same black and silver armor

but each of their right shoulders bore adifferent insignia. She recognized theinverse Omega of the Ultramarines and theblack on yellow hand of the Imperial Fists,but she had never seen or even heard of theicons on the other four. But she very clearly recognized the symbol on the otherepaulet, and it brought a chill to herunaugmented spine. She knew the cold linesthat made up the Inquisitorial signet, and it

 was significant enough to her to discouragefurther internal inquiry. Whatever theorders that these “Inquisition Marines”

  were following, Zyra knew that they involved no compassion or mercy.

  Within seconds of the bone-jarringlanding, the massive loading doors opened

 with a hiss onto a dusty grey moonscape. Thedistant horizon was crowned by massivestorm clouds and dozens of tornadoes. Asthe machines lumbered out of the lander,the Astartes pushed past Zyra anddisappeared, running at a startling pace,into the dust. She climbed the ladder to thecockpit on top of the largest auger as itrumbled by. The automated discovery beacon that brought them here was close,but the slow pace of the machines would

find them at their destination in 4 hours. The  vibrations from the engines quickly sentZyra into a trance-like reverie.

The proximity alarm brought herback to alertness as the auger ground to ahalt. There was a large crater in their paththat was not on their survey data. She wasabout to cross reference this anomaly and

alert the tech adepts when she saw theglint of onyx peppering the uniform grey ofthe landscape. She grabbed an auspex andclimbed down off of the vehicle. The dust inthe air prevented the auspex from analyzingthe deposits. She climbed down, with someeffort, the side of the steep wall of thecrater, noting the warmth of the surface.As she approached the first black shape,her breath caught as she realized what it

  was. Her auspex, immediately forgotten,began immediately reporting thecomposition of materials: plasteel,ceramite, metal, hydraulic fluid, andbiological – bone, muscle, skin, blood. Shestared at the severed arm, still gripping a

chainsword, and in her panic, she noted thatthe shoulder insignia, a yellow teardrop ona red field, was one she didn’t recognize.

Her augmetic eye quickly assessed that allsix marines were here, albeit in many pieces.She was standing, she realized, in a blastcrater. What could have-

The auger exploded in a shower oflight and the reek of promethium, flamingdebris raining down around Zyra. But shecouldn’t flinch or turn to see the slaggedauger; she had spotted the attacker. Theunmistakable square nose of a warhoundtitan peered over the far edge of thecrater, crouched like a feral beast. It’s

plasma cannon was still glowing and the

  Vulcan megabolter’s chambers wereskittishly spinning and clicking, its machinespirit itching to fight. But something wasnot right about this titan’s profile. Thehard angles and straight lines of its profile

  were softened by some sort of biologicalattachments, and there were not indicatorsof Legio affiliation.

The scrapcode that filled her headdrove Zyra to her knees and illuminated herconfusion. She realized why the forwardexpedition team stopped transmitting afteractivating the beacon. She understood why the tech adepts were so excited. They thought that there was an STC pattern

  within the ancient “wreckage”. The second

burst of scrapcode knocked her prone,blood from her nose and ears staining thegray dust.

As the silhouettes of two otherdefiled warhounds came into view, shecould hear the whine of the plasma cannon,now pointed at her, initiating its warm upsequence. Zyra sent a noosphericcommunication back to the landing craft amillisecond before being obliterated in theterrible white light of plasma.

<The Dark Mechanicus has risen…> 

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GREEN MACHINES

 Written by David Terragon

0001010 (10) 

Early in 947.M41, the Mechanicusbecame interested in the machines made

by a certain tribe of Greenskins, anddesired to capture them. a cruiser wasdispatched under the command of theTech-Priest Irexus, to find this particularOrk warband.

Irexus, a Xenologician, was eager

to study the weapons employed by the  warband, for no two Ork weaponsfunctioned the same, and by their very nature were haphazard and improvised. Ifthe Mechanicus could learn the secretsof these weapons and their crudeeffectiveness, it could possibly lead togreat advances of their own weapons.

After frequent searching for theMekband, the cruiser stumbled across anImperial 'Dauntless' class light cruiserroaming a nearby solar system. It seemedto behave erratically, sitting ingeostationary orbit on the exact oppositeside of the Imperial Spaceport. The

Transmechanics aboard Irexus's shipconcluded that the few internalcommunications intercepted from the

  vessel were not broadcast fromstandard Imperial technology. The Logispredicted a very high chance that this

 was in fact the warband. Irexus gathered

his militia, and prepared for boarding.A Lexmechanic fed the co-

ordinates into the teleporter where theLogis predicted the weapons storagefacility would be. Just as the beamstrengthened, the Ork ship suddenly 

powered up its engines and moved offshifting the co-ordinates. The party 

materialized with a bulkhead separatingthem from their goal. One unfortunateelectro-priest had teleported directly 

into the wall and had been severed at thetorso. Bio-electricity crackled and spatagainst the wall in protest and agony.

Activating the vox caster at hisear, Irexus directed the servitors aboardthe cruiser to scan their location and

lead him to the weapons facility. Withinseconds, he received the rapid squirts ofbinary that gave him the information heneeded in a fraction of the time it wouldtake to speak normally.

The alarm had been raised and the

party moved off towards their goal. TheOrks at first were few and far between,and were easily dispatched by the skitariiin the party. But slowly the Ork’s numbers started increasing.

At last, a score of Irexus'scompany reached the weapons cache.Luckily the Orks had been too surprisedto run first for the heavier weapons. Theservo-skulls were released, each one hadbeen programmed to seek out a

particular variety of Ork weaponry andimmediately send out a powerful homing

beacon to be transported along with itspayload. Despite the seeming simplicity,the company had to protect the skullsfor long enough to find their quarry.Knowing thus, Irexus directed defense ofthe front door as he hefted his axe and

prepared for a siege. Within seconds of the first blows

falling, it was clear they could not holdout long. Seemingly endless shots flew into the hall, striking sparks off ship andbionics alike. For each Ork slain, a dozenmore awaited. Irexus grew weary.

Suddenly, rising up above the Orksaround it, came the reasons why the Culthad chosen this petty warband as itstarget. A Big Mek, unmistakable by theflamboyant glyphs and symbols of statusaround him. Before he could take any suitable action amongst the tide ofgreenskins, Irexus and his squad were

enveloped in a cloud of sickly purplelight. Within milliseconds, gretchinmaterialised among them. Several skitariiand electro-priests got caught with agretchin's foot or arm or head caught intheir bodies and took a grievous injury. Apraetorian servitor standing by Irexus

coughed suddenly, and his chestexploded outwards, disgorging a warp-crazed gretchin, which quickly succumbed to Irexus's strike.

The Orks were also severely hit inthe blast and Irexus knew how the Orks

  would react to the Gretchin fired fromthe weapon rampaging within their ranks.

drawing back into the comparativesanctuary of the weapons cache, they left a good amount of the Orks fighting

amongst themselves at the gate.Irexus could see from their

  vantage further back that the Mek wasreloading for a second strike. the combatservitors returned, reporting that themajority of skulls were successful.

Taking the remaining servo-skulls, heinterfaced with them, and quickly reprogrammed all of the servo-skullsfor one last target, and flung themtowards the Mek. Immediately, the grav-motors whirred and the skulls flew off,

their Machine Spirits determined toretrieve this artifact. The Orks, notexpecting this diversion, took theirthoughts away from the Mechanicum, andas one ran after these floating heads.

Seizing this moment, Irexus sent the orderfor an immediate blast-teleport. Whennext the Orks returned a few minuteslater, there was only a scent of ozone,and utter carnage where once a Tech-Priest had stood.

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REPORT:// FORGE WORLD CARADHRAS XIII

:// ARCHMAGOS VENGALIS010000110110000101110010011000010110010001101000011100100110000101110011010110000100100101001001010010010100000101110010011000110110100001001101011000010110011101101111011100110101011001100101011011100110011101100001011011000110100101110011

:// 4589499.M4100110100001101010011100000111001001101000011100100111001010011010011010000110001

:// Destination: Mars010011010110000101110010011100110010111101010100011001010111001001110010011000010101

00110111100101110011011101000110010101101101001011110101001101100101011000110111010001101111011100100101001101101111011011000110000101110010

://Received: Archmagos Rector, Sentaeus /010100100110010101100011011101000110111101110010001000000101001101100101011011100111010001100001011001010111010101110011

://Forwarded: Fabricator Locus /01001101011000010111001001110011001000000100011001100001011000100100110001101111011000110111010101110011

://Forwarded: Fabricator General /010011010110000101110010011100110010000001000110011000010110001001000111011001010110111001100101011100100110000101101100

:>> ://Message reads - /

The Most High Priesthood,

This transmission is being sent in the utmost urgency, as I am under threat not only from theDaemonic invasion (of which news was sent in a previous transmission,) but also the agents of theImperium.

The events of the last few days, though disturbing, have revealed a glorious artefact. I amsending the attached memory recoding and all available cogi calculations and parameters I couldprocess from my remembrance cogitator before the Inquisition has it intercepted and deleted. I risk my life in this event, but the knowledge discovered is worth many lives such as mine.

:>> ://MemoryRecord/4579399.M410100110101100101011011010101001001100101011000110010111100110100001101010011100100110011001101000011100100111001010011010011010000110001

Upon the event of the daemonic invasion, I witnessed the Grey Knights’ planetfall, and battle  with the daemons. Watching from our foremost research station, Base63, my optical bionics identifiedthe Grey Knights force among the heretic Astartes who had summoned the surrounding Warpspawn.

Among the dull steel figures was a machine, the likes of which can only be imagined.

Upon magnification, my optical cogitators estimated the height to be about twenty-one standardfeet. The machine appeared to be some form of exoskeleton, for a pilot clad in the Terminator armour ofthe Astartes was contained in a harness upon the machine ’s chest.

The machine appeared to take the form of a man, without the head, driven by pistons upon theshoulders and within the arms and legs. The pilot controlled this machine with the use of devicesattached to his hands and feet. My estimate is some form of amplified gyroscopic actuators working inconjunction with cogitators more advanced than thought possible.

The armament of the machine consisted of some form of rapid-fire psychic cannon, whichappeared to fire the pilot’s mental power in the form of azure rings at a calculated rate of 8 per second,mounted on one wrist of the machine. This energy seemed to be of boltgun strength against the rebelAstartes armour, but was incredibly destructive against the denizens of the Warp.

The opposite hand held a great blade, spanning a calculated twelve standard feet long and twostandard feet across. The pilot seemed to be able to charge the sword with a powerful energy at will,allowing for strokes to cleave through even the hulls of the heretic Land Raiders.

Sentaeus, you are more learned in the ways of the Grey Knights, and have oft trained their ownTechmarines. If you cannot reveal or guess more of these magnificent creations, then I fear this is asecret the Ordo Malleus will not let slip willingly.

I sense some power attempting to cease this transmission! If the Inquisition has found my location,this may be the last message I send to you. You must find this machine! It could be the greatest discovery for centuries, if we could but unlock its secrets and -

:>> ://Message ends - /0100001101100001011011000110001101110101011011000110000101110100011010010110111001100111001000000110100101101110011101000110010101110010011100100111010101110000011101000110100101101111011011100010000001100011011000010

1110101011100110110010100111010001000000111010101101110011010110110111001101111011101110110111000101110001000000100001101100001011011000110001101110101011011000110000101110100011010010110111001100111001000000110100101101110011001000110100101110110011010010110010001110101011000010110110001101001011100110111010001101001011000110010000001100100011010010110000101100111011011100110111101110011011010010111001100111010001000000111010101101110011010110110111001101111011101110110111000101110001000000100001101100001011011000110001101110101011011000110000101110100011010010110111001100111001000000110100101101110011101000110010101110010011100100111010101110000011101000110100101101111011011100010000001100011011011110110111101110010011001000110100101101110011000010111010001100101011100110011101000100000011101010110111001101011011011100110111101110111011011100010111000100000010000110110000101101100011000110111010101101100011000010111010001101001011011100110011100100000011001010111001001

1100100110111101110010001000000110010001100101011100110110001101110010011010010111000001110100011011110111001

0001110100010000001110101011011100110101101101110011011110111011101101110001011100010000001000011011000010110110001100011011101010110110001100001011101000110100101101110011001110010000001101001011011100111010001100101011100100111001001110101011100000111010001101001011011110110111000100000011100100110010101101100011000010111100100111010001000000111010101101110011010110110111001101111011101110110111000101110

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THE BATTLE AT FORESS IV

 Written by Commissar Carrie

0001100 (12) 

“Sir, we have captured the xeno, as

requested.” The battered Skitarii stood

motionless before Magos Lorn as he

reported in. Over two meters ofcybernetically enhanced warrior saggedunder his own weight. The Magos had seenthis Skitarii return from missions before

  with his armor scratched and broken, but

this was new. Great holes had been tornthrough it, as if the armor there had neverexisted before. Smooth cut lines marked theedges of his wounds. “Our losses were high.

  We return with but a fifth of our originalforces.” 

“And the Titan?” the Magos asked. “Unfortunately lost, sir. The

 weapons of the enemy were quite potent.” “So I have heard. No matter. The field

is working?” “It appears so, sir. We detected an

attempted teleport upon capture, but to noresult. The xeno is as secure as we can makehim.” 

“Excellent. Bring him in, then.” TheMagos watched as the Skitarii turned to theshuttle and made a summoning motion withhis hellgun. A moment later a group ofservitors began dragging a heavy containersupported by anti-grav lifts down the

shuttle's ramp and into the hangar of theMechanicus facility. The Magos stoppedthem short, his own optical scannersmeasuring the weight and density of thecontainer and listing it out in tiny greennumbers at the edge of his vision. “Open it.” 

The servitors did as they wereordered, moving with the lobotomizedperfection of the Omnissiah. A panel in the

container opened, and the xeno came into  view. It was locked down in energy 

restraints that Magos Lorn had unearthedamid the ruins of a xenos craftworld in theDavoth sector. Surrounding it were fieldemitters that jammed warp travel that theMagos had reverse engineered from an STCTemplate discovered on Terra under the

Himalayas. Magos Lorn had spent over acentury preparing this trap, then decadesmore finding his prey. When reports fromthe PDF on this backwater planet hadmentioned ghostlike metal men the Magoshad traveled across half the galaxy to gethere and commanded a force of thousandson this mission. He'd even deployed a

  Warhound class Titan, a regrettable, butacceptable loss for this prize.

  What hung before him in the

container was a metal man almost as largeas the Skitarii who had brought him in. It

  wore the tattered remnants of a capearound its skeletal form, and itsexpressionless face, marked out by eyesglowing green with an unknown energy,showed as little emotion as the Magos' own.It turned to stare at him, and somewhere in

parts of him that the Magos thought he had

excised long ago for their organic  weakness, he felt fear. The energy 

recorded by his implants was off the scale,so he shut them off with a simple thoughtand stared at the metal man. “This is a lord

of the Necrontyr?” “Yes, sir,” the Skitarii said, coming to

stand at the Magos' shoulder. “He disabledfour Skitarii and seven Praetorians beforehe was subdued. His weaponry is underguard in a separate shuttle, as ordered.” 

The metal man tilted its head andtwisted in its restraints. It was staring intothe Magos' ocular implants as if it could seethe man he'd been born as. The Magos did notlike that. Before he could order thecontainer closed again, a voice, deep and

ancient, rattled through his head. “Magos

Lorn. I know you. Hunter of my kind.

Foolish. You know not what you seek to find.  We are death. We are eternal. We willconsume-” 

The automated systems in the Magos'head switched on at the first detection ofthe psychic attack. They located the portionof the brain being targeted by the mentalpowers of the xeno and isolated them. A

 warning symbol superimposed itself over the

Magos' vision, and he enacted emergency procedures. Tiny actuators in thecybernetic portions of his brain fired laserscalpels into what was left of the organicmatter of his brain and amputated selectbits, then began immediately replacing them

  with new hardware. Actuators moved theexcised portions of his grey matter into atiny chute located at his temple and poured

out the sticky fleshy mess into his awaitinghand. The voice stopped, the fear left him

and Magos Lorn looked at the small pile ofuseless organic matter in his hand. Hisoccular implants identified it as hishippocampus.

Next to him, the Skitarii, lacking theblessings of the Omnissiah that the Magoshad, screamed in shock and terror and

collapsed, blood pouring from his eyes andears. “Fascinating,” the Magos said, and

dropped the bits of brain tissue from hishand. “Studying you will be quite worth all

this effort.” 

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LOST TRANSMISSION

 Written by Commissar Carrie

0001101 (13) 

Sending User: Logis Hecutor Fith, Ultramar

Receptive User: Magos Explorator Nephi Krull, Third Expeditionary Fleet Flagship Ex Parte

Topic: Transmission from Exploratory Vessel Dubitante , Eastern Rim

Magos, received this transmission via astropath three days ago. It seems to have been an echo inthe warp, not a direct transmission. As of now I am currently unsure of the age of the message,though if it is what I think it is, then it's got to be several hundred years old. The Dubitante hasbeen thought lost for a long time. The Inquisition has been wanting to get their hands on it, but

I've been holding them off. How should I proceed?

++[Transmission Begins]++

Image distorted. {Possible Jamming?} A woman in robes of the Mechanicus is staring intently atpict-source. [Subject identified as Genetor Cornelia Vega] While her occular implants seem ingood condition, her right arm has been replaced with a servo arm. The replacement seems tohave been rushed and of poor quality. She is in a dark room, figures holding Imperial weaponry move in the background.

 Vega: To any Imperial vessels receiving this message, this is a priority one distress call. We are 

being overrun. Magos Diode is dead. We were- 

Explosion shakes room, debris falls from ceiling. Figures behind Vega move more nervously. Vega's breathing becomes erratic.

 Vega: We were investigating claims that a xeno race had developed an evolutionary trait that 

allows them to [words unintelligible as another explosion distorts pict-signal] by consuming the 

flesh of  [static garbles sound for 5.632 seconds] biological material be integrated into their 

own DNA. Autopsies of their corpses were conclusive. This information could help us 

understand the processes of the Astartes and- 

Another explosion distorts image. Screaming from figures off screen. Hellgun fire visible inbackground. Vega takes pict-source and transmission ceases for 586.947 seconds. Transmissionresumes in darker room, Vega is bleeding from recent head wound.

 Vega: Omnissiah protect us, they're cutting through us like a harvester through grain. I don't 

know how long we can hold. The Kroot were nothing. Primitives. But they had allies. I've never 

seen anything like it. Plasma weaponry with perfect heat dissipation. The larger ones have... I 

don't know. It's plasma, but the cyclic rate is in the thousands of rounds per minute. And they 

can fly! How do they fly? Not jump packs, something else. Something more advanced. Some of 

them even have a cloaking field. They're invisible even to the motion sensors. That's what got 

the Magos. A team of them with... I don't know, melta guns? It was horrible it was... Nothing is 

stopping them! Our armored vehicles were nothing. I'm a biologist! I can't be expected to- 

 Vega cuts off as sounds of fighting fill the audio. More hellgun fire along with unidentifiableenergy blasts. {The plasma she was talking about?} In the background a skitarri is hit by multipleprojectiles {I think they're missiles, dozens of them.} and flung across the room in pieces. Vegaturns towards the source of the fire.

 Vega: Omnissiah protect me. No. No please! I'm just a biologist. I ne- 

  Vega, consumed by fire, runs out of camera range, screaming. Screams continue for 26.432seconds. New figure steps into frame. Distortion increases exponentially until entire image isstatic. [Upon enhancing the static a humanoid shape over three meters tall is revealed. Thefigure's head includes only a single eye, looking towards the transmitter. Then it raises a blunt

ended arm towards the camera and there's a flash of light.]

++[Transmission ends.]++

Sending User: Magos Explorator Nephi Krull

Receptive User: Logis Hecutor Fith

Topic: RE: Transmission from Exploratory Vessel Dubitante , Eastern Rim

Destroy the video. Kill the astropath.

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HARVEST

 Written by Sam Rhee

0001110 (14) 

Adept Chronon knew that it was

just a matter of time.

He could see the trail of blood

and viscera that led away from the

gaping hole in his chest to what was left

of his organic heart, now lying in a black-

red puddle under his secondary 

cogitator in the corner of the lab. He

realized that even before his augmetic

respiration and circulation mechanisms

failed, his mechadendrites and servo-arm

  would lose power and release the

slathering, chomping creature that he

held in a crushing grip. He had managed

to close the blast door before the

uncountable number of these swarming,

relatively small xenos infiltrated his

lab, but he still had to kill 6 of these

relentless monsters one at a time, losing

his organic arm, one foot, and theaforementioned heart in the process.

Under normal circumstances, he would

have dispatched them easily, but this was

the fourth day since the equatorial

photovoltaic collectors went offline,

choked by falling spores; Chronon, and

he presumed, the rest of the planet, was

surviving on dangerously low power

reserves. He was sprawled on the floor

  with the creature held above him like a

horrible infant. He slowly lowered his

head back onto the cold marble. He

calculated the power savings of nottaxing his neck and clavicle servos. With

no other variables, resting his head

  would allow him to maintain his grip for

an additional 10 minutes.

Chronon knew it was just a matter

of time.

He closed his eyes and let part of

himself drift into the Noosphere. He tried

to make sense of all that had happened

since the beginning of this invasion – no,

invasion was inaccurate; it was a harvest.

It had begun with orbit-bound astropaths

reporting a wall of nothing impeding

their communications. A few weeks later,

a raft of small meteors came hurling

from the shadow in the warp, followed by 

capital ship-sized abominations of

tendrils and flesh. As the meteors

impacted the surface of the planet, they 

 vomited forth the stuff of madness. Some

teemed with leaping, man-sized creatures

 with scything claws dripping with toxins.

Others released huge, lumbering hulks

that launched two-part organic

munitions. Yesterday, Chronon observed

two of these living superheavy tanks

take down a Warlord Titan. The

firestorm caused by the sentient

projectiles was caustic and incendiary 

enough to melt the titan up to the torso.

  Worst of all, though, were the psychic

beings. Sickly, vestigial bodies hung like

butchered meat from huge levitating

crested heads, and the Skitarii that

  ventured too close to them instantly 

died, their brains boiled in their skulls.

Chronon marveled at the sheer variety 

and adaptability of these invaders. He

  went deeper into the Noosphere, trying

to cross-reference the terrible images in

his mind with any mechanicum-indexedinformation. He found what he was

looking for in the archives of the Magos

Biologis of the Tyran System. These same

creatures had completely scoured Tyran

Primus of organic material, leaving a

dead rock in its wake. His link was failing,

but he managed to ingest all of the

information from the Magos along with

supplemental material from both the

Adeptes Astartes and the Inquisition

itself. The terms swept by in a wash of

binary code – Hive Fleet, Hive Tyrant,

  Venomthrope…the taxonomy that Terraand Mars had applied was strangely 

evocative of the nightmares of his barely 

remembered   youth. These “Tyranids” had

either spanned the Segmentum in an

unbelievably short time, or the tendrils

of their fleet were incomprehensibly 

 vast. As his body began to shut down, the

creature (“rippers”, they had been

labeled) began to thrash more wildly,

anticipating a feeding. Chronon would

have liked to have studied this galaxy-

spanning, all-consuming race. Had they 

left a swath of dead worlds for eons, or

did they travel in a dormant state? He

uploaded his memory stream blindly into

the Noosphere as his power-arm began to

  whine. The Empire of Man would

eventually meet the bulk of this

unstoppable foe.

He knew it was just a matter of

time.

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EXCAVATION SITE P01HH3J9

 Written by Tad Lemon

0001111 (15) 

The Tech Priest Artifex’s imager cycled through the accumulated Imperial data on

the xeno skimmer that had begun to suddenly circle the Adeptus Mechanicus exploratorcamp, like a shark circling its prey. The skimmer’s pale riders hung from its rails holleringand jeering as each circle brought the skimmer closer to the encampment. The servitors

 working the site continued with their tasks, oblivious to the raider’s catcalls. They were

trying to bait the camp’s defenders into facing them in the open, bu t the Artifex hadcalculated the results of a conventional assault on the skimmer the moment it appeared.

The initial conclusion did not provide an acceptable measure of success. Another strategy  was initiated.

++ Query: Kor’sarro Khan -Feint on the Steppes- ++

The Artifex’s Skitarii guard bolted out of the camp on their jet bikes, theircybernetically enhanced reflexes deftly firing the multiple jump jets providing the bikesthrust. Their attack vector was calculated to intercept the jagged prow of the skimmeron its next pass. As the black skimmer began its next pass short bursts of energy fire fromthe Skitarii bikers scorched its side and then they quickly veered away in a tight formationbefore the surprised raiders had a chance to return fire. Several of the skimmer’s crew 

leapt from the vessel, in midflight, as it altered course to pursue the jet bikes that wereleading it away from the main camp.

The Artifex studied the black clad warriors who had disembarked and begun

randomly firing into the camp’s servitor labor force. Hundreds of needle like projectilesripped into the servitors, their skin rapidly blackened and swelled as they fell,succumbing to the needles lethal payload. The Artifex watched one of the warriors,possibly a commander, deploy a device behind the warriors that conjured a black spherehued in green flame. The Artifex’s imager recognized it as the xeno’s warp portal. A

common tactic employed by these raiders.

++ Query: Sebastian Yarrick, Commissar –Ambush at Hades Hive- ++

The Artifex pressed one of the glowing runes on his wrist and the camp’s Burrower

fired into the ground at his signal. A cloud of dust exploded from under the modifiedLeman Russ. Its ordinance plunged into the earth tunneling its course toward thedisembarked warriors. An instant before the black portal flared the burrower’s

ordnance exploded under it. The portal and its warrior guard were thrown up into the airand then plunged into the crater that had suddenly appeared under them. The jet bikes

emerging from the portal slammed into the crater’s side creating a rapid chain ofexplosions as each bike impacted filling the pit and portal with a storm of fire andshrapnel. The raider’s gateway collapsed in the inferno and its warriors burned.

In the direction the Skitarii biker’s had led the skimmer the distinct hum of the

explorator’s camp’s twin Divexo Beacons could be heard as the generators overloaded

and discharged a focused energy pulse into the black skimmer. It transformed intoanother fireball incinerating the remainder of its crew. The Tech Priest Artifex walkedtoward the edge of the smoldering warrior’s crater his scanners searching out any 

remaining life. In the crater’s center lay the warrior who had deployed the portal. The

Artifex’s scanner’s assessed his condition.

+ Armor: Negligible +

+ Weapons: Inactive +

+ Body: 90% of Tissue Lost – 35% of Bones Fractured - Multiple Organ Failures +

+ Life: CRITICAL – Immediate Medical Action Required +

++ Query: Horus Lupercal -ACCESS DENIED- ++

++ Query: Lugft Huron -ACCESS DENIED- ++

++ Query Logan Grimnar -No Mercy for the Weak- ++ 

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ADEPTUS MECHANICUS

FAN-MADE CODEX

0010000 (16)

This Fan Codex represents an Adeptus Mechanicusquesting or exploratory army. This force is suited to themore exploration and techno-archeological nature of theexpedition. Here the Tech-Priests are often in search oflost relics from the Dark Age of Technology, such as

Standard Template Construct (STC) artifacts. In thesemissions they often encounter hostile forces (usuallydetermined not to give up such items whether they

understand the importance of the device or not), andthus their expedition forces must also be ready to fight.

The Mechanicus may also accompany other forces ofthe Imperium when it suits their own inscrutable

purposes. However, the Cult Mechanicus is veryguarded about their sequestered information, and fewdare to question them.

ADEPTUS MECHANICUS SPECIAL RULES

A RACE APART (CV Vehicle Rule) The Adeptus Mechanicus are a private cult; keeping totheir Forge Worlds to produce deadly pieces of art andwar in the name of the Omnissiah, only leaving theirplanets on Tech Quests and orders of great importanceto their cause. When preparing for a Tech Quest orbattle, the Cult will only take the most powerful tools and

members at their disposal to insure success and bringthemselves the blessing of the Machine God.

All Cult Mechanicus vehicles have a Complexity Valueor "CV". A Complexity Value represents theMechanicus' genius within the gift of the machine; awork of technology that either contains several intenselytenacious Machine Spirits or is so complex withoverlapping backup measures that it can take amonstrous amount of damage before actually failing towork correctly. When a successful Glancing orPenetrating hit is made against a Mechanicus vehiclewith one or more CVs the Mechanicus player maychoose to reduce the damage result by a number equalto or less than its current CV. When doing so, CVs are

removed from the vehicle and may only be gained backvia repair rolls from a Servo-Arm or  –Harness. As anexample, a Mechanicus vehicle with a CV of 3 is hit witha penetration from a Missile Launcher and rolls a resultof Explodes! The Mechanicus player may choose tospend 2 CVs reducing its current CVs to 1 in order tomake the result an Immobilized instead. TheMechanicus may also choose to spend all 3 CVs toreduce the result to a Weapon Destroyed result. Inaddition, one CV may be spent to ignore a Difficult orDangerous Terrain test. In addition, all Mechanicusvehicles have the Acute Senses Special Rule.

TECH-PRIESTSome of the more prestige and knowledgeablemembers of the Cult act as leaders or directors of war totheir lesser-minded, obedient or practiced members.

There are several units within this fandex that will actdifferently or have rules changed in their profile shouldthey be within 12” of a model with the Tech-PriestSpecial Rule. See these individual unit’s profiles formore information.

TECH QUEST 

The Cult Mechanicus is on a never-ending search forlost technology from the Dark Age of Mankind, but isalso always on the lookout for old or alien weapons andvehicles to study and dissect to bring the Cult moreknowledge of other life forms and bring theiradvancements to a higher standard. The Tech-Priests

will have instructed all members of the expeditionaryforce to be ready to act if they encounter any of theitems of interest, and to quickly alert them for theirinspection and/or retrieval. Above all else theseStandard Template Constructs and foreign technologyare the most important objective to the Forgeworlds. Allmembers are ready (or programmed) to journey intoharm’s way to retrieve them. 

When fielding a pure Cult Mechanicus force, roll a D6after both sides have deployed (including infiltrators,)but before the game starts. On a roll of a 4+ your forcehas been instructed by the High Lords of theirForgeworld to undergo a Tech Quest. Pick one modelfrom the enemy forces, and write it down on a piece of

paper, keeping this chosen model’s identity from youropponent. The Cult Mechanicus forces have informationthat this individual, walker or vehicle is using orpossesses technology that the Lords of Mars want toinspect. That model will be the target of the Tech Quest,and all active members of the Mechanicus Cult will fightto their death to obtain intel on this item. If the target isremoved from the table, killed or destroyed for anyreason; replace the model with an iconic marker torepresent the item of importance (If it is a vehicle that iswrecked, there is no need to replace the vehicle orwalker with a marker, but your opponent should beinformed that the model is the target of the Tech Quest.)If the target is a vehicle and it explodes, a crater will stillbe placed under the marker as normal. Additionally, if

the Quest target were to fall back for any reason, placethe marker where the model was before they made theirfallback movement; they have accidently or purposelydropped the device in order to escape quickly.

If any model with the Tech-Priest Special Rule is within2” of the marker or wrecked model at the end of thegame their side will gain an additional Objective or KillPoint in scenarios that use Objectives or Kill Points todetermine the winner.

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ADEPTUS MECHANICUS SPECIAL RULES

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IN THE WRONG HANDS Always fearful of their discoveries and the MachineSpirits within being taken by the enemy from wreckageon the battlefield, the Mechanicus have longimplemented remote-detonation devices on their largerwar machines so as to eliminate this chance.

During the Mechanicus player’s shooting phase thecontrolling player may elect any wrecked friendlyvehicles with a CV in their profile, except the Warhound,to explode using the normal Explodes! rules for theVehicle Damage Table found on Page 61 of theWarhammer 40,000 rulebook.

RELIGIOUS FACTIONSThere are numerous religious factions within theAdeptus Mechanicus. While each sect has its ownspecializations and areas of expertise or focus thatother factions do not, all have their downfalls to achievesuch specific knowledge and craftsmanship. Whilesome of these factions have questionable intents, often

heretical, all have their respective Forgeworlds andlineage to carry on their beliefs.

When creating an Adeptus Mechanicus force, you mayselect one of the following for your force’s religiousfollowing:

OrganicistsThis faction holds a higher regard to the human formthan their typical Mechanicus brethren. This following ofthe Omnissiah believes that technology is gifted to theCult in order to preserve and extend the capabilities of

the flesh, rather than replacing it. To be an organist is totruly believe that flesh, while more frail and delicate tothe forces of nature has regenerative capabilities and alife force that metal can only dream of possessing.Machines are created to cater to flesh and never theflesh catering to machines.

A force with the Organicist Religious Faction gives allmodels with the Tech-Priest Special Rule the PreferredEnemy Special Rule as well.

OmnissiadsThe Omnissiads are one of the more heretical factionsof the Adeptus Mechanicus, though just like their many

counterparts are still tolerated by the Imperium andCouncil of the Red Planet alike. The Forgeworlds of theOmnissiads still function similarly to the countless otherForgeworlds for the Imperium, but their true purpose isto uncover lost secrets of the Omnissiah’s past andways to bridge his essence into the physical realm, mostlikely as an avatar. Because of this, the Omnissiadsfocus more on the arcane studies of the Machine Spiritsrather than the more logical implications of the machine.

The Omnissiad Religious Faction’s Rune Priest’sshooting powers are Twin-Linked. This includes MasterRune Priest Derogo.

Collegiate Titanica 

While not a religious faction, the Collegiate Titanica arethe most powerful faction the Adeptus Mechanicus hasto offer when it comes to times of war. EntireForgeworlds of this faction are completely dedicated tothe construction of monstrous constructs, some of whichcan pierce a planet’s atmosphere with their height;Titans.

This faction has access to the Warhound Scout Titan.

Khamrians 

While this faction’s intentions are for the good of man,they keep these goals in the dark so as to not bedestroyed by the Imperium or even their fellow AdeptusMechanicus counterparts. The Khamrians pursue the

forbidden science of artificial, or “abominable”intelligence which has been forbidden since thecatastrophe caused by the Iron Men who attackedhumanity during the Dark Age of Technology.

Members of the Khamrian’s Cult Abomination andRobot Maniple units always act as if a model with theTech-Priest Special Rule is within 12”. 

Chaos 

The portion of the Adeptus Mechanicus that split off toserve Chaos during the Horus Heresy is called the DarkMechanicus. These Chaos-worshipping Magi seek tocombine the power of the Warp with that of the Machine

God in the name of the Ruinous Powers, who they viewto be the true expression of the Machine God since theyoffer knowledge that the Emperor forbids. Their role forChaos is quite similar to the Adeptus Mechanicus’ rolefor the Imperium, in that they are responsible forconstructing the majority of the war-machines for theChaos Space Marine legions.

The Chaos faction gains access to Obliterator Malchunand the Daemonic Possession vehicle upgrade.

Necrenius 

This faction that exists on the fringes of Imperial andCouncil knowledge holds the most catalogued researchon the race known as Necrons. It’s their solemn goal to

capture and research artifacts related to the Necrons tobetter understand their Living Metal phenomenon. Whilethe Necrenius have hardly made much progress, theyhave been able to develop technology that can mimicmany characteristics of the Necron’s Living Metal andadapt it to their needs on and off of the battlefield.

All models with the Tech-Priest Special Rule gain a +1bonus to their Cult Bionics rolls. 

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TECH-PRIEST TRANSMECHANIC

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Tech-Priests are possibly the most important cog in the forever-churning 

Adeptus Mechanicus. Filling the extreme roles in the Cult, Tech-Priests are by far some of the most knowledgeable beings of their respective Forgeworlds. The Tech-Priests with the vastest of knowledge known as Transmechanics are no exception.

Filling various roles within the Imperium as well as the Mechanicus, Tech-Priest Transmechanics are blessed by the 

Omnissiah through their work. While very similar to the Tech-Priest Enginseer, most Transmechanic ’ s knowledge is typically broader. An  Enginseer’s knowledge is quite vast, but is typically tuned to a specific area of technical knowledge.Those that are quite capable on the battlefield or simply have a knack for the 

inner workings of the machinery and Machine Spirits of the Imperial vehicles such as the Leman Russ or Chimera will aid the Imperial Guard or Imperial Navy in their repairs on a fulltime basis.

Tech-Priest Transmechanics will oft follow a similar path as Enginseers, but are typically less inclined to do so. Their knowledge of the Machine Spirit doesn’t typically rest within a single facet, their ability to learn the ins and outs of no less than tens of thousands of devices is what sets them apart from the Enginseers. This ability is a much needed asset when the Cult sets out on a Tech Quest. Something 

as simple as a repair to excavation equipment is a mere inconvenience to a true Tech- Priest Transmechanic and isn’t beyond the capabilities of an Enginseer.Where Transmechanics truly shine is in the heat of battle. Fleeting from war machine to war machine, the Transmechanic must use his vast knowledge of everything mechanical to keep the Cult’s goals from fad ing while staring deep into the enemy’s eye. 

WS BS S T W I A Ld Sv

ransmechanic 3 3 3 4 3 3 2 10 4+

SPECIAL RULESIndependent Character, Tech-Priest

Knowledgeable Disciples: The Transmechanic’s forceis an impressive one, indeed. While their knowledge isplentiful within communications technology they areoften more knowledgeable of repairs than even theEnginseers of their Forgeworld. Selected knowledge istypically given to the followers of the Transmechanic’sTech Quests either through teaching or the more typicaldata upload. Any failed repair rolls from Servo-Arms and

Servo-Harness’ in the Cult force can be rerolled. This isnot cumulative with multiple Transmechanics.

Servitor Retinue: The Tech-Priest Transmechanic maybe accompanied by a retinue of Cult Servitors.

WARGEARCult Bionics, Servo-Harness

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TECH-PRIEST ARTIFEX

Unit Description Written by Tad Lemon

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The Tech-Priest Artifex is a living library of military campaigns, battles, and strategies. During battle, the Artifex is 

wired to every front of the battle from orbital to subterranean. The Tech-Priest views the battle only as a virtual representation with up to three primary overlays and a handful of secondary overlays that monitor minor activities. The primary overlays represent a topographic view, data and communication view, and a local environment view which provides readouts on weapons, vehicles, and biology of opponents in the Artifex’s

vicinity. Every enemy faced and slain is virtually displayed, each layer of its smoldering armor, broken bones, and ruptured organs overlayed with battle maneuvers and coded machine language.

The purpose of an Artifex in combat is to limit the loss of technology and 

machinery. The Artifex will maneuver his forces so that they can be optimally used while minimizing the loss of technology.The Artifex will not think twice about sacrificing the lives of those around him if 

it meant the preservation of a single piece of equipment or machinery. The loss of life, to the Tech-Priest, is an afterthought at best.

An unusual function of the Artifex is that the Tech-Priest will often serve as a negotiator and diplomat during a Tech Quest when there are no suitable Imperial authorities in the area. The Artifex’s vast knowledge of strategy often proves just as 

effective during fierce negotiations or subtle diplomatic maneuvers.

WS BS S T W I A Ld Sv

Artifex 3 3 3 4 3 3 2 10 4+

SPECIAL RULESIndependent Character, Tech-Priest

Strategist: When including a Tech-Priest Artifex in yourforce, the controlling player is allowed one additionalFOC slot (HQ, Troop, Elite, Fast or Heavy) than thegame type being played would normally allow. This ruleis not cumulative with multiple Artifexes.

In addition, after both sides have deployed at the start ofa game, the Cult player may reposition D3 units in his orher army up to 6”. No unit may be moved outside of itsdeployment zone.

WARGEARCult Bionics

Sensory Expergo: This piece of equipment is used intimes of war for the Mechanicus. Certain sensors can bedepreciated due to a foreign planet’s environment. TheSensory Expergo pulses a constant stream of chritio-electricity from a centralized location purifying low-light,

phsyical, infrared, psyto and echo-locat vision for themembers of the Mechanicus in a rather large radius. Atthe beginning of the game, roll a D6. The result is howmany inches are added onto any Auspex in the force’srange for the duration of the game.

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TECH-PRIEST MAGOS

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Masters of Technology, the Tech-Priests are iconic members of their home planet 

of Mars and countless other Forgeworlds throughout the Imperium. Each was once fully human, but as they rise in rank in the Cult Mechanicus more and more mechanical augmentations are added to improve their fragile flesh and organs.

While rarely leaving their fortresses of research, upon reaching the degree of Tech-Priest each is expected to lead at least one pilgrimage in search of lost relics such as the Standard Template Construct (STC) systems from the Dark Age of Technology. Some even make these questing expeditions their life ’s work. Once a Tech-Priest has spent enough time in their individual role for the Cult they become a Tech-Priest Magos or Master. This represents one of the highest 

positions of achievement in the Cult. Any Tech-Priest, no matter the rank, is completely committed to recovering the priceless knowledge and technology lost many millennia ago. Outfitted with rare 

tech-relics and aided by a Cult Mechanicus contingent, they roam the galaxy in their holy crusade.

A Tech-Priest is a master of technological discipline, having devoted many decades of service to the Omnissiah. Obsessed with the quest for knowledge a Tech- Priest Magos known as an Explorator will search high and low across the galaxy for lost Standard Template Construct 

databases and ancient scientific and technological knowledge lost during the Age of Strife. A breed apart from regular Tech-Priests, any Magos Explorator or member of his team will willingly walk into forgotten catacombs, even at risk of torturous death, for mere snippets of long- forgotten knowledge.

Another common Magos is a Magos Errant. Something of a jack of all trades, a Magos Errant studies several scientific and engineering disciplines. They are then attached to Rogue Trader fleets using their staggering knowledge to aid the Rogue Trader fleet in exchange for use of their resources during their quests for unfound technology.

WS BS S T W I A Ld Sv

Tech-Priest 3 3 3 4 3 3 2 10 4+

SPECIAL RULESIndependent Character, Tech-Priest

WARGEARCult Bionics

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DISCIPLES

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A Tech-Priest Magos may take up to 8 Disciples. You may take more than one of each type of Disciple if desired. Ifaccompanied by a retinue of Disciples a Tech-Priest cannot leave his unit or join another unit; however if all of theDisciples are removed from play he may join other units as normal. In game play, all Disciples and their leader form aunit with normal unit coherency. Rules and bonus’ provided by Disciples will only affect the Magos and Disciples in theirunit. Unless it is stated otherwise in each description below, each Disciple has the Cult Bionics wargear, may be armedwith either a Laspistol or Lasgun and use the following profile:

WS BS S T W I A Ld SvDisciple 3 3 3 3 1 3 1 8 5+

ACOLYTE (5 Points) Each Acolyte may purchase up to 25 points of combinedequipment from the Armory except Tech-Relics.

ARTISAN (30 Points) Having an Artisan as a Disciple adds a +1 Strength toshooting weapons used by the unit they are in. Thisbonus remains intact even if the Artisian is removedfrom battle.  This ability is not cumulative with multipleArtisans.

DEKAN TINKERER (30 Points) Having a Tinkerer as a Disciple adds 6” to the maximumrange of shooting weapons in the unit. This bonusremains intact even if the Tinkerer is removed frombattle.  This ability is not cumulative with multipleTinkerers.

GENETOR (15 Points) Taking a Genetor in the Magos’ retinue causes allattacks in close combat to count as poisoned and willwound on a 2+ regardless of the target’s toughness.This bonus remains intact even if the Genetor is

removed from battle.

LEXMECHANIC (25 Points) A Tech-Priest accompanied by a Lexmechanic will gain+1 to his unit’s Ballistic Skill, which remains in effecteven if the Lexmechanic is killed. This ability is notcumulative with multiple Lexmechanics.

LOGIS (20 Points) If a Logis is taken, each Disciple in their unit maychoose to upgrade their Laspistol to a MP Hellpistol orHand Flamer for free. If two or more Logi are part of the

unit, then each Disciple in their unit may instead replacetheir Laspistol with a MP Hellgun, Grenade Launcher orFlamer for free.

LOUCHEM (10 Points) A Tech-Priest accompanied by a Louchem will cause allLaguns and Laspistols in his unit to count as poisonedweapons and will wound on a 2+ regardless of thetarget’s toughness. This bonus remains intact even ifthe Louchem is removed from battle.

MEDI SERVO-SKULL (5 Points) Having a Medi Servo-Skull in a unit grants the entire unitthe ability to move a single wound to a Servo-Skull (thisis done before any saving throws are taken and may beapplied once for each Servo-Skull in the unit) duringwound allocation. Medical Servo-Skulls can move asJetbikes, have no wargear or melee attacks, but will useall other stats as normal.

MENIAL INSTALLER (30 Points) A Magos accompanied by an Installer will bestow theCombat Enhancements wargear on the entire unit. Thisbonus remains intact even if the Installer is removedfrom battle. 

PRAETORIAN BODYGUARD (20 Points) See the Praetorian entry for its stat-line, Special Rulesand Wargear. Instead of a Lasgun, each PraetorianBodyguard is armed with a Power Weapon andLaspistol.

SCRIBE (10 Points) If a Scribe is included in the Magos’ retinue, all models

in the unit will gain a 5+ Invulnerable Save. This bonusremains intact even if the Scribe is removed from battle.

TERETAI (10 Points) If a Teretai is taken in the unit, all failed Armour Savesby models within the Magos’ unit may be rerolled. Thisbonus remains intact even if the Teretai is removed frombattle. This ability is not cumulative with multiple Teretai.

WEAPON-CYPHE (25 Points) A unit that includes a Weapon-Cyphe gives all weaponsin the unit a -1 bonus to their AP value. This bonusremains intact even if the Weapon-Cyphe is removedfrom battle.  This ability is not cumulative with multipleWeapon-Cyphes.

XENOLOGIS (15 Points) A Xenologis and his unit count as having the PreferredEnemy rule against all enemies with the exception ofNecrons. This bonus remains intact even if theXenologis is removed from battle.

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TECH-PRIEST ENGINSEER

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Enginseers, while not the most respected of their Forgeworld’s ranks are animportant stepping stone that all Tech- Priests must work through should they be forced to or choose to aspire further.Enginseers are the technicians of the Cult Mechanicus, specially trained in maintaining and repairing machines. They are often seconded to the Imperial Guard in order to maintain and repair the armoured vehicles used by the Guard's regiments. Although most Guardsmen revere their vehicles enough not to risk annoying an Enginseer through 

"tinkering", some unique vehicles have been created from spare parts in time of need -- much to the chagrin of the Enginseers present. While the Mechanicus is ever-evolving with its own tinkerings, an Enginseer’s place with theImperial Guard is keeping the war machines running at full potential.

Among their fellow Tech-priests,Enginseers are afforded little respect, as their labours do not normally contribute to the Quest for Knowledge . An Enginseer’slife is to maintain existing machines 

instead of building or discovering new technologies. Rather, they are viewed as lowly but essential cogs in the great machine that is the Cult Mechanicus.

 An Engineer’s place in a questing force isvery similar to their role among the Imperial Guard regiments. They’re thereto maintain and repair, first and foremost.While the similarities are plentiful, a Questing Enginseer must hold knowledge 

of repair and maintenance of giant war engines as well as the numerous constructed infantry the Adeptus Mechanicus utilizes including the Cult Abomination, Robots and Servitors.

  An Enginseer’s appearance isn’t too far from their other Tech-Priest brethren. Atypical Enginseer will utilize numerous Mechadendrites attached to their back in order to facilitate their repair work. These can be in-place of Servo-Arms and Servo- Harness’ alike. All Enginseers areequipped with a vox-caster and at least one bionic eye very early in life. These vox-caster helps an Enginseer communicate with their Servitors quickly and efficiently, while the bionic eye or eyes assist in repair of the smaller items that need maintaining such as circuitry or orgastrix repairs.

WS BS S T W I A Ld Sv

Enginseer 3 3 3 4 2 3 1 9 4+

SPECIAL RULESIndependent Character, Tech-Priest

WARGEARCult Bionics

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RUNE PRIEST

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Less barbaric than those of the Astartes ’ ,the Mechanicus Rune Priest is the arcane 

control over the less logical and rule- based technologies of the Adeptus Mechanicus. While typically more knowledgeable of the inner workings of the Machine Spirit rather than the physical inner workings of the machine itself, the Rune Priest is still held in high esteem.

All Rune Priests will start as Tech Priests,often in lower ranks. Only when a Tech Priest begins to become extremely in-tune 

with the Machine Spirits does his or her calling as a Rune Priest become destiny.It is said that a Rune Priest has never chosen his or her path; it’s the MachineSpirits that gravitate toward the being and allow them the honor of brotherhood among the machines themselves.

Their role in Tech Quests is to reapply worn- and inscribe new runes for the Cult’s weapons, vehicles, ships, infantry bionics and anything else with a Machine Spirit before the Quest begins. In times of 

battle, Rune Priests can quickly squirt binary liturgies to release the power of the previously inscribed runes or to persuade enemy Machine Spirits against commands given by their inner workings.While quite potent, most liturgies will not last very long; in cases of enemy Machine Spirit persuasion, either the technology within the device itself will self-correct or the Machine Spirit will regain control.

Rune Priests are trained in the most arcane branches of scientific lore such as intuitive mechanics, speculation, and improvisation. Rune Priests are famous for their lateral thinking, which may be called upon when strict logic and standard procedures fail.

WS BS S T W I A Ld Sv

Rune Priest 4 3 3 3 4 1 10 3(i)

SPECIAL RULESIndependent Character, Tech-Priest

Psyker: Rune Priests are Psykers, as described in theWarhammer 40,000 rulebook.

WARGEARCult Bionics, Staff of Office, Combat Enhancements

Blessed Rune Armour: The Rune Armour a RunePriest wears is a strange sight. Nearly every inch of thearmour, from the plating to the equalization harness tothe processing unit is covered in glowing runes. Thosewho have come into contact with said armour mutterrumors of the Machine Spirits within’ whispering quietly

to them words of inspiration. The Armour Save for thisarmour counts as Invulnerable.

As the rune of Protection is

inscribed upon you so may the

litanies of protection ward

your soul.

-The Prima Incubatorta

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RUNE PRIEST POWERS

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An Adeptus Mechanicus Rune Priest has all of thefollowing powers at his disposal. Squirting binaryrather than slower and soft spoken word allows aRune Priest the use of two powers per game turnunless he has been upgraded with a BSE Implantwhich enhances the rate at which binary can besquirted by the Rune Priest’s audible enhancement

gratarous. All Rune Priest powers are used followingthe rules given in the main Warhammer 40,000rulebook for Psykers. When extending the range of aRune Priest’s power by way of the Holy Icon vehicleupgrade, the Rune Priest may use line of site fromhimself or the last Holy Icon upgraded unit extendingthe power’s range. All Rune Priest powers have arange of 18” including those powers that affect

friendly models.

BLESSING OF THE MACHINE

Pushing the machine past the point of logical physics,casting this blessing will allow any rune inscribed machine to brace itself for incoming damage. This type 

of self-awareness stretches beyond reasoning. As in some documented cases show that the metal plating on a vehicle will fluctuate slightly to make itself more dense for a split second during the impact of the enemy projectile.

One roll on the Vehicle Damage Table can be re-takenwhen a Cult Mechanicus vehicle suffers a penetrating orglancing result. The Cult player must accept the result ofthe second roll, even if it is worse. This power may beused at any time.

BLESSING OF THE MAN

The inner workings of a Cult member’s bionics are a marvelous thing, indeed. Every piston, pump, fabri- nerve, echo-fluid, plating and CPU working as one. The Machine Spirit within is a never tiring, always striving entity. Blessing such a complex system of spirit and technology can only yield the most mind-altering results.

One Mechanicus unit may reroll any failed Cult Bionicsrolls until the start of the Cult’s next turn. This powermay be used at any time. The Rune Priest may also usethis ability on his own unit or himself.

BLESSING OF THE WEAPON

While the more unstable technologies are an untamed beast in the hands of a non-Cult member, a Rune Priest can unlock the secrets of such technology with a single 

binary squirt. Making the Plasma Cannon, for example,more stable than the Astartes Bolt Gun.

All weapons for a single friendly unit that have the Gets Hot!  rule in their weapon profile has this rule removeduntil the start of the Cult’s next turn. This power must beused during the Cult player’s shooting phase. The RunePriest may also use the ability on his own unit.

CHANT OF THE WEAPON

“That is not your ally, for he has turned his back on theMachine Spirits of this world. No, he is not your ally. He is the enemy and must be punished for his unkindness.”  

This power is a psychic shooting attack that only affectsvehicles. If the Machine Curse hits, the controlling

Mechanicus player may fire a single weapon from theenemy vehicle at any target using the weapon’s profile.The weapon may be fired even if the vehicle hassuffered a Crew Stunned or Shaken result and/or if thevehicle’s previous movement wouldn’t normally allowthe weapon to be fired.

CHANT OF CONTROL

“All Machine Spirits; good or bad, orderly or chaotic,moral or mischievous, have similar qualities; specifically the ability to hear my command and obey it accordingly.While some are harder to persuade than others,communication to the machine is always open, is always unbiased, is always alive.”  

This power is a psychic shooting attack that only affectsvehicles. If the Chant of Control hits, the target enemyvehicle may be pivoted on the spot in any direction.

CHANT OF CRITICAL MALFUNCTION

The Rune Priest calls down a powerful curse upon the Machine Spirit of an enemy war engine.

This power is a psychic shooting attack that only affectsvehicles. If the Machine Curse hits, the target vehicle ’sBallistic Skill and Weapon Skill (if present) is changed to2 until the beginning of Mechanicus player’s next turn .

CHANT OF MALFUNCTION

While the chants of a Rune Priest have the ability to stabilize, they have the ability to produce the opposite effect as well. The Machine Spirit need only be convinced of how to function improperly to become unstable, a very simple process for the Rune Priest.

A single enemy unit’s shooting weapons have the Gets Hot!  rule until the start of the Cult’s next turn. This powermust be used at the beginning of the enemy player’sshooting phase before any shots have been fired.

THE BINARY SQUIRT OF DESTRUCTION

Feeling the overwhelming pain of the dying Machine Spirit, friend or foe, the Rune Priest immediately squirts out a howl of binary that allows the Machine Spirit to 

embrace its fate. Not holding back from the inevitable,the Machine Spirit releases itself into death, ignoring whatever mechanical safeguards it has in place.

This ability can only be used when a vehicle receives anExplosion result from the Vehicle Damage Table. Whenthe vehicle’s controlling player rolls for the explosion’sdistance they must roll 3D6 for the result.

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IRON FISTS IRON FATHER

Unit Description Written by Tad Lemon

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Detachments of the Iron Hand’s Marinesare always lead by an Iron Father. The 

Iron Father serves the same roles as a Chaplain and Tech-Marine would to any other  Chapter. It is the Iron Father’searned right and written duty to seek out weakness and to either repair it, modify it to his liking or destroy it. Iron Fathers are known for their fiery rhetoric, intended to fuel the hatred and anger of the Iron Hands toward anything that he has deemed weak.

The Marines assigned to their Iron Father focus their anger, roused by the Iron Father ’s will , against their enemies and carry the hatred onto the battlefield. The Iron Hand’s see their battles as crusadesagainst the weak, for every weakness expunged is for the good of mankind. The rage of the Iron Hands is focused into 

deadly, efficient eradication of their enemies by the Iron Father. His Marines will attack with perfect, machine-like,effectiveness until every last enemy and every last weakness lays dead or 

destroyed at his feet.

The Iron Father goes to battle equipped with a Servo-arm that can be used to repair or more commonly used to annihilate. Years of use has made the Iron Father as proficient with his Servo- arm as his own two hands. If an enemy evades his ranged fire or the sweep of his power sword it will be caught in the grips of his Servo-arm, which easily crushes 

armor and bone alike.

WS BS S T W I A Ld Sv

Iron Father 6 5 4 4 3 5 3 10 3+4(i)

SPECIAL RULESIndependent Character, Stubborn

Past Trials of a Dying Chapter: The previousslaughter of the Iron Fists main forces has left thesurviving members with fury in their hearts and a degreeof defiance in battle seldom seen within other Chaptersof the Astartes. On a player turn in which he assaults,an Iron Father and all Iron Fists in his squad can re-rollfailed rolls to hit. This ability is not cumulative withmultiple Iron Fathers.

WARGEARServo-arm

Chapter Bionics: This confers the Feel No Pain  Universal Special Rule.

Mechanicus Protectiva: This archaic device providesthe Iron Father’s bionics with special blessings from theOmnissiah. A Mechanicus Protectiva confers a 4+Invulnerable Save.

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IRON HANDS SQUAD

Unit Description Written by Tad Lemon

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“Heed the Wisdom of the Ancients &Scions of Mars.”  

The Iron Hands were nearly exterminated by the traitor Horus and his allies during the earliest days of the Horus Heresy and because of this a majority of the chapter is made up of the surviving Veterans. Their dwindling numbers consist of few Terminators and as little as nine Dreadnoughts within the entire chapter.This near complete loss left their ranks and stores of armament decimated. To 

survive, the Iron Hands have devoted their Chapter to the expunging of any weakness. Every piece of war gear is reverently cared for and optimized for combat durability. The armory is carefully inspected and maintained each day, for even the smallest structural weakness cannot be tolerated.

This devotion to mechanical perfection has made the Iron Hands disdainful of weakness, even the perceived weaknesses of their enhanced bodies.The Chapter constantly seeks to acquire 

implants and bionics to augment their physical bodies and this obsession has led to the development of a close relationship with the Adeptus Mechanicus.The Iron Hand’s quest for mechanical perfection found a kindred spirit in the Mechanicus. This close relationship has led many Space Marine Chapters to quietly whisper that the Iron Hand’s ties toMars and the Omnissiah are stronger than their ties to Terra and The Emperor.

Small detachments of Iron Hand’s tactical marines have been known to serve as guardians for the Adeptus Mechanicus during a dangerous Tech Quest. The ties that bind the two together are enough to aid in the waging of war against one another’s enemies. What the Iron Hands or Mechanicus receive for this service is unknown, but a request from the Adeptus Mechanicus is rarely refused.

WS BS S T W I A Ld Sv

Iron Hand 5 4 4 1 4 2 9 3+

SPECIAL RULES Stubborn

Past Trials of a Dying Chapter: See the Iron Fatherentry on Page 25.

WARGEARChapter Bionics: See the Iron Father entry on Page 25. 

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MACHINE CULTISTS

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Typically recruited from local populace,these common folk have been swayed by Cult Mechanicus Preachers into aiding the 

Tech-Priests on their quest. Most members of the Adeptus Mechanicus are first born with flesh, and the idea of recruiting followers who have no mechanical augmentations is not uncommon despite what those who are ill- informed may believe. The Cult is always on the lookout for future adepts, priests,followers and molders of metal. While those completely made of flesh are not as respected as those closer to the Machine 

God, they are not without their own value.The rank of Machine Cultist is seen as the first step of many in serving the Omnissiah.

While some are pulled from other planets,most are recruited from the Forgeworlds themselves to join the holy expeditions.

Those who have recently become part of the Machine Cult will take their first step preaching the word of their faith. This may entail city streets, laboring planets or even the deadliest of battlefields. The work of 

the Omnissiah is everywhere metal and technology exists.

Moving from planet to planet to spread the Word of the Machine Spirits is not the resting place of a typical Machine Cultist.Even the highest ranks in the Cult have often started out in the same place as the newest of adepts. The choices available to a new Cultist vary greatly, and will typically be pushed upon the member 

when they show clear signs of a specialization as the Omnissiah has chosen their destiny.

Those with the sharpest of minds may be introduced to the traveling life of an Enginseer, more than likely working toward the ranks of Tech-Priesthood, or perhaps even become members of the higher rankings of the Cult Mechanicus.Regardless of what the individual’s future holds, all Machine Cultists must make their first movements towards the Machine God; ready to prove their faith in the divine intellect of the Emperor. These years spent serving the Metal Lord are quite possibly the most important years of a Cult member’s life.

WS BS S W I A Ld Sv

Machine Cultist 2 2 3 3 1 3 1 6 6+

Cult Preacher 3 3 3 3 1 3 1 9 5+

SPECIAL RULES

The Word Of The Omnissiah: Any units within 12” of aMachine Cultist, Cult Preacher or Pastor Moviss model(and the models themselves) that take a Leadership-based Test of any kind will not take any negatives totheir Leadership for any reason.

WARGEARCult Bionics, Cult Standard

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PRAETORIANS

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Drawn from the Forgeworld planets, often assigned to accompany the Tech-Priests on their missions, Praetorians form the 

backbone of the Adeptus Mechanicus Ordo Militant. Not to be confused with the Praetorian Guard; the Mechanicus Praetorian forces are generally a class of augmented Servitor that are created by the Adeptus Mechanicus to guard the shrines and temples dedicated to the Machine God with direct attack. Much more cognitive, well armed and reactive than Servitors; Praetorians are mass protectors of the Cult.

Praetorians are typically outfitted in weaponry similar to the Stormtroopers of the Imperial Guard, and are sure to be responsible for giving the Mechanicus forces the name of “Tech- Guard” due to

their appearance. While their fearsome presence alone is enough to generally 

discourage attack, they also have the power and weaponry to back up their threatening appearance.

Their duties are not limited to just 

guarding temples, as they serve a myriad of different tasks on their Forgeworlds as well as Tech Quests. From manual labor to soldiers, from bodyguards to pilots of several Mechanicus constructs; the Praetorians can be found wherever the Mechanicus lies.

While not nearly as deadly in combat as the elite Skitarri, for mere humanoids they are devoutly loyal to protecting the 

members of the Cult. Well-trained, well- equipped, and surprisingly flexible in combat; the Praetorians are an unsettling site on the battlefield.

WS BS S T W I A Ld Sv

Praetorian 3 3 3 3 1 3 1 7 4+/6(i)

Centurion 4 4 3 3 1 3 2 8 4+/6(i)

WARGEARCult Bionics, Cybernetic Life-Support System

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CULT SERVITORS

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To Resist the Will of the Machine God is futile. This is the lesson shown to all who would defy the Adeptus Mechanicus by these, their mindless drones. Servitors are organic machines, cyborg monstrosities of flesh and metal. Many are grown in artificial bio-vats and mated to special mechanical augmentations, but some are once-human beings convicted of horrible heresies or other crimes. Now mind-wiped and programmed only to serve, they demonstrate the folly of challenging the Imperial might and the masters of the Red Planet.

Servitors are used for an endless number of tasks throughout the Imperium, and form the bulk of the populations on many Forge Worlds. Once programmed for a task they perform it endlessly without complaint, no matter the hazard or tediousness involved. Their mechanical 

adaptations allow them to function in hostile environments, and to operate specialized machinery. In combat they serve as everything from driving transports to manning dangerous support 

weapons to forming small individual fighting units. Special mechanized targeting systems make them excellent shots and their implacable advance even when sustaining heavy casualties is unnerving to most enemies.

A servitor's biological portion is obtained either by growing genetically-engineered human bodies artificially in culture vats, or by using the lobotomized bodies of 

condemned criminals or failed prospective Space Marines. All are subsequently augmented with mechanical limbs,computer uplink jacks and whatever accessories deemed necessary to facilitate their ordained tasks. They cannot think for themselves, since their higher brain functions have all been disabled,they’ re essentially partially-organic robots which use a human brain as their CPU.This by no means makes them incapable of filling their roles flawlessly, especially on the battlefield. Servitors are without fear, and therefor are not distracted by their own wellbeing. This makes them a perfect tool for warfare.

WS BS S T W I A Ld Sv

Servitor 3 3 3 3 1 3 1 8 4+

SPECIAL RULESFearless, Slow and Purposeful

WARGEARCult Bionics

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SKITARII

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Assigned to the Cult as the backbone for their offensive forces, Skitarii are designed for only two tasks —causing fear 

and combat. They excel at both of these functions, and are the warrior elite of the Adeptus Mechanicus when it goes to war for the glory of Mars and the Machine God. Their horrifying characteristics and presence strike fear deep into the heart of the enemy--deeper than any blade or shell could penetrate. Though, Skitarii continue to test this theory. By the time an enemy has witnessed a Skitarii, it’sprobably too late.

With massive overall size that would match that of a Space Marine, the Skitarii are the cybernetic fighting forces of the Adeptus Mechanicus and regiments will often go to war along with the Mechanicus' Titans. They are equipped with various esoteric weapons of war; part 

man and part machine, most skitarii are cybernetically-linked to their personal weapon for exceptional performance.Skitarii are born into service (either natural-born humans who are 

cybernetically enhanced or in some cases clones or vat-born humans who are cybernetically enhanced from the moment of their accelerated "birth"), training with their weapon until they are of age to be sent to a warzone. To guarantee their undying loyalty to the Mechanicus they usually undergo various forms of psychosurgery to wipe their minds of both emotion other than rage and a lust for battle. These elements of their psyche are 

invaluable as their lightning-quick battle- hardened combat expertise can turn the tide of an entire war the Mechanicus may be drawn into.

Skitarii equipment varies based on which Forgeworld has raised and equipped them. There is little standardisation or central command of Skitarii across the Mechanicus, as each individual regiment is the personal army of a particular Forgeworld. For example, the Skitarii of the Titan Legion Invictus are gene-bulked humans with weaponised limbs and augmetic armour, whereas a different type of Skitarii investigating the dying world of Tatharis were seen to be wearing something similar in design to Astartes Power Armour.

WS BS S T W I A Ld Sv

Skitarii 4 4 4 1 5 2 9 3+

SPECIAL RULES 

Furious Charge, Stubborn

Tribal Fury: In the Assault Phase, a Skitarii unit andany Independent Character that has joined them cancharge an extra D6” when assaulting an enemy, evenwhen assaulting through Difficult Terrain.

WARGEARCult Bionics

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IMPERIAL JETBIKE SQUADRON

Unit Description Written by Tad Lemon

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True Imperial Jetbikes were in service during the Great Crusade and commonly used by the Space Marine Legions. The 

chaos that followed the Horus Heresy saw the complete loss of the capacity and expertise to produce new jetbikes and now only one Imperial jetbike, in service with the Dark Angels, is known to exist.

The Adeptus Mechanicus, however,employ an early precursor to the jetbike that makes use of technology similar to that used in Space Marine Jump Packs.The bike frame is fitted with jump pack 

turbines that constantly pulse a rapid controlled thrust, fired in an exacting sequence, to maintain a constant airborne state similar to hovering. Each turbine may only be fired in short micro thrusts or else the turbines will overheat. The sequence of thrusts must be calibrated in flight to allow the bike to maintain speed 

and altitude while performing the high speed maneuvers associated with the 

  jetbikes of other races. This makes the   jetbike impossible to effectively pilot without reflex, logic, and computational 

enhancements. Only the enhancements of the Space Marines or Skitarii make them capable of piloting the bikes, but only the lighter frames and smaller profile of the Skitarri pilots allow them to maximize the jetbike ’  s full potential.

WS BS S T W I A Ld Sv

Skitarii 4 4 4 5 1 5 2 9 3+

SPECIAL RULESFurious Charge, Stubborn

WARGEARCult Bionics

Enhanced Boosters: The Imperial Jetbike Squadron’scontrolling player may choose to either assault or move6” during their Assault Phase. 

Proximity Grenades: An Imperial Jetbike Squadronmay use a Proximity Grenade attack during theShooting Phase so long as they have come within 6” of the target enemy during the Mechanicus player’s turn.This attack is resolved as a shooting attack that may befired in addition to any shooting or moving the squadrontakes. The target of the Proximity Grenade attack does

not have to be the same target the squadron is shootingat or assaulting. Proximity Grenades may only be usedonce per game turn and use the following profile:

Range Str AP Type

X 6 - Assault 3, Blast

EMPX Grenades: Instead of using Proximity Grenades,the unit may use EMPX Grenades in the same manner.EMPX Grenades follow all of the same rules andrestrictions as Proximity Grenades, but instead of doingdamage it will emit a large flash of electromagnetism,blinding nearby enemies and/or disabling the electroniccomponents of their weaponry. If hit, the target model or

unit’s Ballistic Skill and Weapon Skill is lowered to 2until the start of the Mechanicus’ next turn. If the targethas the Night Fighting/Acute Senses Special Rule, theirBS and WS are lowered to 1 instead.

Heretical? I should think not. Alien

technology and templates alike have

given the Mechanicus life.

~Tech-Priest Serguous

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SOLUS INFILTRATOR

Unit Description Written by David Terragon

0100000 (32) 

The first step of the Solus Training is the learning of the semi-fabled Crest-033 weapon. This plasma-charged hand 

weapon is regarded as one of the most rare and powerful man-portable rifles in the galaxy. As it is, only a handful of Solus trainees progress through the weapon's wrath and learn the mastery of such a weapon.

Such few numbers as they are, and so rare and powerful their weapon; their survivability in battle is granted by the Hololanth suit. This treasured relic of the 

Dark Age of Technology is the envy of all even among the Fabricator-Generals of the Forge Worlds, as it contains technology all but impossible to recreate without the STC; which has been lost forever.

Unused, the Hololanth suit appears as Techmail Armour would, if slightly thicker and rougher. However, upon the command of the Solus, the recalibration cortexes located in every fibre of the suit 

realign themselves to bend light around the wearer, effectively removing his image from the world. Such a method will, of course, leave room for refraction to potentially give him away at close ranges; such a role one would strive to avoid.However, at a distance he is nigh invisible, and distance is where  a Solus’  worth is.

Thus armed and armoured, a single Solus 

Infiltrator is then attached to the most perilous of Machine Quests, to call upon the suit clothing him, that he may advance to the enemies flanks and rear and to call upon the weapons bestowed unto him,that they may reap their havoc.

WS BS S T W I A Ld Sv

Infiltrator 3 7 3 3 1 3 1 9 -

SPECIAL RULES Fearless, Stealth, Infiltrate

Lone Wolf: Only one Solus Infiltrator may be taken perAdeptus Mechanicus force. However, during battle hemay call in reinforcements to his position in times ofneed. During the Movement Phase one friendly modelor unit may make an additional D6” movement directlytoward the Solus Infiltrator.

WARGEARCult Bionics, Auspex

Hololanth Suit: The Solus Infiltrator’s Hololanth Suit’stechnology uses recalibration cortexes in every fiber tobend light around it. The Solus Infiltrator gains a +1

bonus to Cover Saves in addition to the Stealth SpecialRule.

Crest-033: Wounds from this weapon are alwaysallocated by the controlling player and cause InstantDeath. In addition, shots fired from this weapon have anArmour Penetration of 2D6. The Crest-033 uses thefollowing profile: 

Range Str AP Type

48” 5 3 Heavy 1

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ELECTRO-PRIESTS

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The smell of ozone and the bright flashes of blue-white herald the arrival of the Electro-Priests into battle. Electrically 

charged fanatics, they are the light- pulsing warriors of the Cult Mechanicus.Each is covered with an elaborate network of circuitry and power-runes embedded into their skin, and in combat they light up the battlefield as arcs of lightning leap out from their bodies. These special Electoos give them fanatical will as well as other special abilities, but at a price. Only the most zealous and fanatical of Tech-Adepts are chosen for the 

subdermal implants, as their new electrical powers are a constant drain on their own life energies. Many fall to the ground in the midst of the fighting as their minds become taxed by the intense strain.

Techno-zealots devoted to the Cult Mechanicus, they move as a separate 

entity from the rest of the soldiers in battle. Marching in, the Electro-Priest turns himself into a crackling fount of electrical energy, destroying everything he touches before collapsing from the strain.

As Electro-priests enter battle they chant Cult litanies, building up their electric energy and driving themselves into a frenzy of destruction.

WS BS S T W I A Ld Sv

Electro-Priest 3 2 4 4 1 5 3 9 5(i)

SPECIAL RULES Fleet of Foot, Tech-Priest

Static Lash: Electro-Priests have no weaponry otherthan their modified bodies as any unprotectedtechnology nearby is sure to short circuit once theirbody-Electoos are activated. However, this does notleave them without any ranged support. At any time anElectro-Priest can pulsate electricity from his metal formall around him in controlled lashing arcs. This will notharm an Electro-Priest, but can be deadly to those whoare not outfitted for protection.

In the Shooting Phase if the Electro-Priest unit is notlocked in combat, it may choose to use the ability Static Lash: Any unit is automatically hit by a S4 AP- Assault 1shock for each Electro-Priest model they’re within 12”of. Other models surgically modified by Electoos cannotbe harmed by this ability, but other friendly models can.The unit may not choose to run if it chooses to use

Static Lash.

Strained Minds: Electrical activation of the Electoosstrains the body for a split second, but is sometimes toomuch to handle. When Electro-Priests enter thebattlefield or disembark from a vehicle (whichevercomes first,) and in doing so activate their Electoos, theunit must use Static Lash in their next Shooting Phase.

Fanatical Attack: Units with the Fanatical AttackSpecial Rule cannot be pinned, and must alwaysassault an enemy if within range and able. If the unitfails a Morale Check in close combat the unit willinstead suffer an additional D6 wounds (normal savingthrows allowed). Treat the combat as if it was a Drawn

Combat in all other respects.

WARGEAR

Cult Bionics, Electoos

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CAMINUS-PRIESTS

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Deep inside the Forgeworlds of the galaxy lies millions, if not billions of Caminus laborers. These workers are the specially 

augmented beings that work tirelessly in the forges, creating the metal-work the Mechanicus needs to construct their buildings, weapons and everything in between. The modifications surgically applied to these humanoids prevent the constant and grueling heat of the forges from not only melting their skin and organs, but destroying their mechanized internal augmentations as well. The heat produced by the forges can sometimes 

reach the level of a large star, but with the technological modifications that fill the Caminus, they can sustain this heat for as close as a meter away.

The transition from a Caminus laborer to a Caminus-Priest is typically decided by the Tech-Priests themselves, taking those 

who have not been lobotomized or have an affixation for battle. This transition is seen as a great honour, and the Caminus- Priests that are chosen by their Forgeworlds are often seen as heroes 

before even reaching the battlefield. In the heat of battle, the Caminus’ incredible

toughness to bodily damage and daunting firepower is something the Cult will not hesitate to consider in times of war.Similar to the Electro-Priests, their high temperature modifications can strain the body. Though the degree of strain is nowhere near that of an Electro- Priest’s, it 

is still dauntingly present.

WS BS S T W I A Ld Sv

Caminus-Priest 3 3 4 5 1 3 1 9 4+

SPECIAL RULES Slow And Purposeful, Infiltrate, Tech-Priest

Pyromechanics: Caminus-Priest’s weaponry is an oddsight. Two elongated flamer weapon arms are fixated toeither side of the Caminus-Priest’s body. Spending their lives engulfed in the forge flames of their Forgeworlds,the Caminus-Priests are immune to most any kind offlame or heat-based weaponry they come up against.The unit cannot be wounded by Melta and fire-basedweapons.

Masochistic: The Caminus-Priests are capable ofengulfing themselves in the searing flames theirweapons provide, which creates a skewed view ofthemselves to their enemies. Caminus-Priests have a5+ Cover Save at all times. In addition, whenever aCaminus-Priest model suffers an unsaved wound, allenemy models in base contact with the Caminus-Priestmodel will automatically take a Strength 4 hit (normalsaves apply.)

WARGEARCult Bionics

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TECHMARINE SQUAD

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The Adeptus Mechanicus is responsible for the training of the Adeptus Astartes Techmarines; those Space Marines who 

have shown special aptitude in utilizing and maintaining their various weapons systems. At any given time the Tech- Priest Enginseers are imparting some of their experience to hundreds of aspiring Techmarines, but never are all secrets revealed, of course. The relationship between the Imperium and the Red Planet has always been a complicated one,though there are special ties that bond the two together in a harmony. The training of Techamarines is one of those bonds.

Often Techmarines accompany the Tech- Priest Enginseers into the field, both as a learning exercise and also to aid in Tech Quests as experienced warriors. Veteran Techmarines will sometimes return to their instructors to assist in training new 

Techmarines or when their combat expertise and leadership is required. As distrusting of others as the Adeptus Mechanicus is, Techmarines are held in a unique regard from all other outsiders for 

their understanding and comprehension of the many technologies the Mechanicus produces as well as their special bond with the Machine Spirits. Returning to assist the Cult in any fashion is not only respected, but holds them as honorary guardians of the Omnissiah’s spirit. 

WS BS S T W I A Ld Sv

echmarine 4 4 4 4 1 4 1 8 2+/5(i)

Enginseer 3 3 3 4 2 3 1 9 4+

WARGEARCult Bionics, Cult Mechanicus Power Axe, Servo-Harness, Refractor Field

Quad-Harness: This harness is similar to the Servo-Harness Techmarines typically wear in that it providesfour appendages that the Techmarine can utilize freely.This is where the similarities end; while the Servo-Harness is meant for repair, the Quad-Harness’ purposeis destruction. Using the combined strength of a SpaceMarine and the harness itself, four twin-linked Boltersare controlled by the user. A Techmarine loses theability to make major repairs, but is very destructive incombat. The Quad-Harness consists of 4 twin-linkedBolters, fired as a single weapon. In-hand weapons may

not be fired if this weapon is fired. In addition, thiswargear confers the Relentless Special Rule.

Angel Born-Harness: The Angel Born-Harness isanother harness type developed by the AdeptusMechanicus to be used by their Techmarines in times ofwar. By attaching the Imperial Chainsword to theappendages of this harness, the Techmarine becomes awhirlwind of attacks that overwhelms the enemy. Theability to wield this furious harness is a difficult one thatonly the Techmarines and their keen senses arecapable of. This wargear adds an additional 4 attacksthat always allow normal saves in close combat. Likethe Quad-Harness, a model with this wargear may notattempt to repair vehicles. 

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SERVO-SKULL SWARM

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Servo-skulls are drone-like robotic devices, specifically human skulls outfitted with electronic components suited to their mental strengths or as the Cult deems as 

needed. They utilize embedded anti- gravity field generators to allow them to hover and drift bodiless through the air.They are fashioned using robotic components from the skulls of loyal adepts of the Adeptus Terra and other pious Cult servants so that they may continue their work even after death.

Presumably to have one's skull chosen to serve as a Servo-skull is a great honour in the Mechanicus. They form an important niche in  the Cult’s work, serving as everything from auto-scribes that copy down important conversations and confessions of prisoners, to simple moving torches, hovering about their charge with candles and lanterns.

Servo-skulls are used throughout all the different organizations of the Imperium of Man, and each is built to perform a certain task. Some are designed for military roles,and among these some are built with 

enhanced optical sensors to allow them to fulfill a role as a reconnaissance scout.Servo-skulls are often used by Inquisitors and Inquisitor Lords as Familiars. In this case they are mentally linked to the Inquisitor through psychic or cybernetic means, allowing him to control them and see and hear through their senses.

A Servo-Skull that is part of a swarm becomes so only in dire need on Tech 

Quests. A Tech Priest will tirelessly use Servo-Skulls individually during time of excavation and research. But when battle rises over the Cult forces, Servo-Skulls are put into action using their confusing movements and overwhelming numbers to overtake enemies.

WS BS S T W I A Ld Sv

S-S Swarm 2 3 3 3 3 2 2 8 5+

SPECIAL RULES Deep Strike, Fearless, Scout, Vulnerable to Blasts

Small Target: Being extremely hard to hit in cover, theswarm’s cover save is always at a +1 bonus.

Pests: At the end of any Assault Phase, any enemylocked in combat with this unit may take an InitiativeTest against the swarm. If the test is passed, the unitmay break 1” from the combat. If failed the unit is stilllocked in combat as normal.

Swarm: Servo-Skull Swarms move and fight in thesame way as jetbikes, but don’t get the +1 Toughnessbonus and may move through difficult terrain with noneed to take a Difficult Terrain test.

WARGEARElectro-Field: Similar to the Electro Hull of the Adeptus’war machines, the Electro-Field is a specially equippedadd-on to the Servo-Skull causing all threats that comeinto contact with the Skull itself to receive a harshelectric shock. In the Assault Phase any successfulwounds on the Servo-Skull Swarm deal a Strength 3(that also Glance on a 6) hit back to the attacking unitallowing armour saves as normal. 

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LUCEO ROLLERS

Unit Description Written by Tad Lemon

0100101 (37) 

The first Luceo Rollers were a mad jumble of ordinance and salvaged wrecks hastily cobbled together by the Enginseer Luceo.The Imperial Cathedral of the Faithful,guarded by a small cloister of the Adeptus Sororitas, was besieged by an Ork raiding party. The initial Ork assault overwhelmed the small defense force and drove the Battle Sisters to seek sanctuary within the cathedral walls. The valley, before the cathedral, was littered with the smoking wrecks of the war machine that had been destroyed i n the Ork’sberserk charge. Luce o, the Sister’sEnginseer, pitied the dying machines of the Sisters, he had so lovingly cared for, and remained hidden among the wrecks until night fell. Cloaked in the dark, Luceo toiled away to bring life back to the machines so that they could take vengeance on the Orks who had ravaged them.

As the dawn broke and the Orks prepared for their final assault upon the Sisters, Luce o’s“inspired” creations screeched, howled,

sparked, and belched smoke and fire as they wildly swarmed across the valley’s floor before crashing into the Orks ranks. Each Roller, detonating on cue, created a chain reaction of fiery explosions across the Ork battleline. The chaos and confusion allowed 

the surviving members of the Sisters to mount a counter attack and route the Orks. From that day forth, the Sisters of the Cathedral of the Faithful have included Saint Luceo and his Hallowed Rollers in their sacred prayers.

The current Luceo Rollers used by the Adeptus Mechanicus come in a variety of designs. Most Rollers, however, are created from failed initiate creations, xeno salvage,unstable flux core technology, or damaged power cells. These creations are piloted by 

fractured or decaying machine spirits or unstable servitors. The unstable nature of these machines makes them perfect candidates for the suicide missions the Rollers undertake. It is a moment of pride for an Enginseer of the Adeptus Mechanicus to grant these broken friends and  servants’ one last charge in service to the Omnissiah. 

WS BS S T W I A Ld Sv

Roller 1 1 1 4 1 1 1 9 3+

SPECIAL RULES 

Fearless, Rage

Tech-Priest Creations: Anytime a Luceo Roller unit isentirely removed from the table, roll a D3. Place a newunit of Luceo Rollers within 6” of a Tech-Priest model – the size of the new unit is equal to the number rolled.Models in this new unit cannot be placed in impassableterrain, or within 1” of enemy models. If you cannotplace some of the models due to enemy proximity orimpassable terrain; the excess is destroyed. Thespawned unit may then move and assault normally. Aunit created in this way is identical in every way to aLuceo Roller unit except they do not have the Tech-Priest Creations Special Rule. Newly created LuceoRollers do not count as Kill Points when removed.

Self-Destruct: Whenever a Luceo Roller gets into basecontact with an enemy or takes an unsaved wound,place a Large Blast template over the center of themodel. All models, including friendly ones, completelyand partially under the blast marker will automaticallytake a Strength 6 AP  – hit (normal saves apply.)Vehicles hit by this blast will take the full Strength valueof the hit. This explosion will occur immediately afterbase contact, even if it is not during the Assault Phase.

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THE FORSAKEN

0100110 (38) 

Very little goes to waste within the Mechanicus. Spare and defective parts are typically melted down and used for 

future projects and endeavors. This is not always the case, however. Some defective or extra technologies, even flesh, are used to create disposable monstrosities to serve the Cult’s needs onthe battlefield. These cheap, yet effective servants of the Omnissiah are easily controlled; even more mindless than the Cult Servitors. A second chance at glory,they have been deemed The Forsaken.

Bio-mechanical structure that could be defined as “thrown together” makes upthe anatomy of The Forsaken. Parts slewed together in a haphazard fashion with rejected humanoid tissue, typically left over from failed Servitors, would lead less than brilliant minds to believe these beings are capable of very little. This is far 

from the truth. The extremely hostile Machine Spirits that fill these creature’sinner workings are very tenacious within their hosts. When instructed to, The Forsaken will achieve their instructed goal 

without fear or even consciousness of their own wellbeing.

Even with failure in their previous artificial- life, The Forsaken have another chance at serving the Omnissiah. Their unnerving presence on the battlefield strikes an unsettling view of what the Mechanicus is truly capable of into its enemies. When en masse, the low humming of The Forsaken’s inner workings creates what 

can only be described as an unnatural howl. Crawling on their bellies and grasping at the ground; The Forsaken are a plague upon whatever planet they set foot on. Without the guiding presence of their controlling Enginseer, The Forsaken are barely capable of basic functions, an anomaly the Red Planet cannot explain.Without a goal or instruction, the Machine Spirits within seize to thrive.

WS BS S T W I A Ld Sv

Forsaken 3 3 2 2 1 3 1 6 -Enginseer 3 3 3 4 2 3 1 9 4+

WARGEARCult Bionics

SPECIAL RULESFearless

Tenacious Onslaught: Whenever a Forsaken unittakes a wound, do not remove any models. Instead, puta counter next to the unit. When the unit has takenwounds greater than or equal to the number ofForsaken in the unit, remove the entire unit from the

table. In addition, if the Enginseer is at all removed fromthe unit, remove the unit from the table. 

Unstable: At the beginning of each player turn theEnginseer may take a leadership test, and if passedmust choose one of the following: All Forsaken model’sStrength is 6 until the beginning of the Mechanicusplayer’s next turn or all Forsaken model’s Toughness is6 until the beginning of the Mechanicus player’s next  turn. If failed, there’s no change to The Forsaken. 

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ROBOT MANIPLE

0100111 (39) 

Imperial Robots are the living embodiment of the Machine God, whose spirit 

animates these ancient constructs of rare metals and circuitry. They stalk the battlefield, implacable and deadly in their advance. Each Robot has a primitive artificial brain of bio-plasm, specially maintained for centuries by the brightest Genetors of the finest Legios of the galaxy. The art of growing new units of Robot cortex dates back prior to the Emperor’s First Crusade and has becomean almost lost one now, and thus each 

Robot is a near priceless tech-relic in its own right. Their superior firepower and combat effectiveness outweigh the risk of loss however. And all members of the Cult Mechanicus venerate these loyal and powerful devices; they are a source of inspiration to the faithful in battle.

In previous times, Imperial Robots were the jurisdiction of an obscure branch of the Adeptus Mechanicus. During this early time, entire cohorts of Imperial Robots were spread across the armies of the 

Imperial Guard (then-called the Imperial Army) and the Space Marines. On at least one occasion, Robots were made honorary members of a Space Marine chapter for exemplary service.

While supremely loyal, the more mindless elements of the Cult Mechanicus require constant supervision. And so, specially trained Enginseers are assigned as overseers for these units, guiding them in 

conflicts and directing them against enemy threats. If a Robot should fall in battle, it is the Enginseer’s great responsibility to extract the remains of the bio-   plasm brain that’s held within. Thebrain tissue, if any remains, can be used in future growth of new bio-plasm brains for use in repairing old or creating new Robots.

WS BS S T W I A Ld Sv

Cataphract 3 5 5 2 2 1 10 2+

Conqueror 4 4 8 5 2 3 2 10 2+Crusader 5 3 8 5 2 4 3 10 2+

SPECIAL RULESRobot: Robots have the Fearless  and Slow and Purposeful special rules. Robots may move and fire upto two weapons, or stay stationary and fire all itsweapons. Robots may not enter transport vehicles dueto their large size.

Bio-mechanical: Due to some of the mecha-organiccomponents used in Robot design, a Robot Maniple canbe wounded by Sniper Rifles and other items that effectliving creatures. They can never be Pinned by them,though.

Guidance: If at any time a model with the Tech-Priest  Special Rule is more than 12” away from the RobotManiple, the unit will go on Emergency Orders:

During the Shooting Phase: Target the nearest enemy inline of sight and fire all weapons possible at the model(s).

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CULT ABOMINATION

0101000 (40)

A bustling contagion of mechanics and cabling creates the form of the 

Abomination. Truly a monstrosity of the Mechanicus, this slogging beast can stand three to four times higher than the average human, towering over many vehicles. Those outside the Mechanicus might assume that this horrifying machine of war is put together haphazardly, but the inner workings of the Cult Abomination is quite intricate. Though its outwardly appearance of frayed cabling, sparking 

  joints and slouching demeanor suggests 

that the device is struggling to hold itself together, the design of the Abomination is shockingly strong and durable. The placement of each and every wire and piston is carefully constructed by the brightest minds of the Mechanicus, for its constantly moving, amoeba-like form is capable of softening hard blows.

The truly unique quality of the Cult Abomination is the Machine Spirit within.Very much like a Titan’s, the Mac hine Spirit of the Abomination is untamed and must be kept in check in order for it to 

function properly. If left unchecked, the Abomination will run rampant, attacking any enemy in its immediate sight. If looked after in the heat of battle, the Cult Abomination is a force to be reckoned with, for a Machine Spirit as furious as a Titan’s is something few can contend.

During Tech Quests, these beasts are held in reserve as insurance should the Mechanicus be involved in battle or 

should they need tactics of intimidation.WS BS S T W I A Ld Sv

Abomination 6 3 8 5 3 5 3 9 3+/5(i)

SPECIAL RULESEternal Warrior

Extension Cables: Extension Cables counts as aranged weapon with a range of 18”. Roll to hit asnormal. If the target unit is hit, the controllingMechanicus player can immediately move the target unitup to D6”. This movement follows the same rules as anormal move, except that it is not slowed by difficultterrain. An enemy unit may only be moved by this ability

once per turn, successive hits have no effect. Thisability has no effect on vehicles other than Walkers,which are affected as normal. 

Feral Machine Spirit: The grotesque Machine Spiritthat fills each and every Cult Abomination is a beast thatmust be constantly contended with if the AdeptusMechanicus hope to use the monster tactically. If leftuntamed, the Abomination will rampage without anythought to its advance. At the beginning of the CultAbomination’s turn  if it is within 12” of a model with theTech-Priest Special Rule the Cult Abomination has theFleet of Foot Special Rule. If the Cult Abomination is notwithin 12” of a Tech-Priest it has the Rage Special Rule.

WARGEARCult Bionics

Cable Whips: In place of its normal close combatattacks, the Cult Abomination may choose to use CableWhips. This attack strikes at the Abomination’s normal Initiative and Weapon Skill, but its Strength is halved (4)and the number of Attacks is doubled (6 (or 8 on thecharge)).

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TEXTURA

Unit Description Written by Tad Lemon

0101001 (41) 

The Textura acquired its name from the small forge moon of Textura where its Standard Template Construct was 

discovered. Since its discovery the Textura’s versatility has made it aninvaluable tool for the Adeptus Meachanicus. The Textura is a multi-use walker, usually piloted by a mono-tasked servitor. It can be configured to be used as an earthmover, lifter, loader,assembler, salvager, and excavator.When undertaking a Tech Quest the Excavator is the Adeptus Mechanicus’ 

preferred configuration. It can be used to 

lift rubble, cut through rockcrete or gently extract unearthed archeotech. It can often pick its way through crumbled ruins or move through narrow corridors where larger earthmovers or transports are incapable of traveling.

In times of need the Textura has also proved itself useful in defense. Its excavation tools matched with the maneuverability of a walker have proven as effective against enemy armor or 

infantry as it is against scrap and rubble.More than a few tech priests have even be en known to equip their Textura’s with

heavier armament when beginning an excavation on hostile worlds.

/---Armor---\  

WS BS S F S R I A

Textura 3 3 6 12 11 10 3 3

Complexity Value: 2

WARGEAR

Power Lifter: This equipment fitted to the Textura hasimmensely powerful lifting strength that overshadowsthat of the Astartes Dreadnought.

This wargear counts as a Dreadnought Close CombatWeapon. In addition, so long as this weapon is notdestroyed, any successful glancing or penetrating hits inclose combat from the Textura will push vehicles withouta Weapon Skill D6” directly away from the Textura. Thismovement is done before the Vehicle Damage result isrolled and only one push is allowed on an enemyvehicle per game turn. If this movement is blocked byother models or impassable terrain, the enemy vehiclewill be pushed as close to the object(s) as possible.

Plasma Welder: This construction equipment retrofittedto all Texturas is used for repair purposes. The Texturais capable of making repairs in the same manner as amodel equipped with a Servo-Arm. This wargear alsocounts as a Plasmagun and both functions can bedestroyed at once via a single Weapon Destroyed resulton the Vehicle Damage Table as normal.

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KNIGHT TITAN

0101010 (42) 

The Knight Titan is a marvelous construct whose original conception dates back to pre-Heresy. Knight Titans are constructed 

on numerous Forge Worlds throughout the galaxy. Their Forge World’s colors aretypically painted on the Knight Titan ’splating  with the Forge World’s emblemmarked all across its armour. The colors go unchanged throughout the Knight Titan’s service, regardless of whether it istraded to another Forge World or serving under a Titan Legion. To change its originated markings risks angering the Machine Spirits within.

Knight Titans are similar to the full-fledged Imperial Titans in that they are controlled through a direct mind link between the Titan and the Princeps in control. Just like the Imperial Titans, Knights Titans are imprinted with a feral Machine Spirit,which must be dominated by the Princeps 

in order to control the machine. The Titan's personality is there to handle all the mundane tasks in operating such a machine, like balancing and walking,leaving the Princeps free to concentrate 

on more important matters.

Knight Titans are very large in strength and size, even dwarfing the most robust of Dreadnaughts of the Astartes chapters.Their fighting ability is surprisingly precise for their immense size.

/---Armor---\  

WS BS S F S R I A

Knight Titan 4 4 6 13 12 11 4 2

Complexity Value: 4

WARGEARMega Hammer: The tremendous power of the MegaHammer is known throughout the Imperium; capable ofdecimating monstrous structures in a single blow. Thisweapon may be used either as a Dreadnought CCW orin the following manner: The Mega Hammer has a 1D3scatter and the resulting blast cannot harm the KnightTitan. In addition, the Mega Hammer can only be usedin this way during the Assault Phase. Successfulwounds cause Instant Death regardless of the user’sToughness and uses the following profile:

Range Str AP Type6” 7 2 Heavy 1, Blast

Track Bolter: The Track Bolter has a burst-firerepetition capable of track-targeting multiple enemiessimultaneously. The Mega Bolter may choose to spreadits 10 shots across up to 2 different targets within range.The Track Bolter uses the following profile:

Range Str AP Type

36” 5 4 Heavy 10

SPECIAL RULES 

Knight Titan: A Knight Titan can Tank Shock in themovement phase following the same rules andrestrictions of a normal vehicle. In addition, a KnightTitan can never roll for a sweeping advance. If, at theend of an assault phase, enemy models are stillengaged with a Knight Titan, the Knight Titan maychoose to make a consolidation move in order to get atleast 1” away from the enemy. If the Knight Titan islocked in combat with more than one enemy unit itcannot consolidate in this manner.

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GANT

0101011 (43) 

There are fewer creations in the Cult more interesting in design and functionality than the Gant. Unlike most 

transportation vehicles, the Gant has multiple massive, independently- mechanized legs to traverse terrain. The Gant is infinitely important to the Mechanicus, as the planets that Tech Quests draw in the Cult oft have far from conventional or preferred terrain. The mechanized legs of the Gant are quite powerful, capable of scaling extremely steep ranges and traversing the most dangerous of terrain. This creation has 

brought the Cult Mechanicus great fortune on their numerous Tech Quests.

Typically used as a tool for excavation and transportation of important materials, its outer shell is less than desired when battling against the Cult’senemies. The lighter armour, however,

allows the Gant the speed to keep up with transportation vehicles such as the Chimera and the versatility to reach places tank-treaded vehicle operators could only dream of.

The Gant is certainly the backbone of the Mechanicu s’ transportation devices.Being a lightly-armoured jack of all trades, the Gant can make for a furious storming device when the battling Mechanicus’ forces need to pressforward. It’s complex balancing systemmakes for a remarkably smooth ride allowing infantry to fire all manner of weapons from the top hatch without 

losing accuracy or for delicate cargo to be moved safely from one point to another.

/---Armor---\  

WS BS S F S R I A

Gant 3 3 - 11 11 10 - -

TRANSPORT The Gant can transport up to 11 models.

Fire Points: One model can fire from the Gant’s tophatch. 

Access Points: Gants have one access point at therear hatch.

Complexity Value: 2

SPECIAL RULESWalking Transport: Any model with the WalkingTransport special rule uses the same movement andshooting rules for walkers (see pages 72-73 of theWarhammer 40,000 rulebook.) This also applies to anypassengers firing weapons from the transport. However,in the Assault Phase a Walking Transport cannot attackenemies, assault or be locked in combat. 

WARGEARExigo Hellgun: The Exigo Hellgun is essentially acombination of 4 MP Hellguns actively working as one.The accuracy of this creation is above par to mostweapons within the Imperium. The Exigo Hellgun usesthe following profile:

Range Str AP Type

18” 4 3 Assault 2, Twin-Linked

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CANTHARIS

0101100 (44)

The Cantharis is the creation of a SCT found early on after the Horus Heresy.Its helio-mech construct is something 

that is seldom seen anywhere in the galaxy. Though the technology is ancient, as the centuries pass the look of the Cantharis has changed dramatically and now is built en mass from the Valkyrie construct. Through the millennia, the Cantharis’ primary use isto drop troops in with great speed and accuracy in the most hostile of situations. This function is what sets it apart from most airborne vehicles in 

production even today.

The Cantharis is more than ideal for infantry or cargo drop off. What the Cantharis lacks in speed, however, it gains back in mobility with its wing- mounted dual propulsion system on either side of the vehicle allow it the 

ability to dodge enemy fire to a surprising degree. Its ability to take advantage of landing and walking mech- legs similar to the Gant gives the Cantharis an infinitely useful benefit that 

most aerial vehicles lack.

/---Armor---\  

BS F S R

Cantharis 3 11 10 10

TRANSPORT The Cantharis can transport up to 14 models.

Fire Points: None. 

Access Points: The Cantharis has one access point atthe rear.

Complexity Value: 4

SPECIAL RULES Scout, Deep Strike

Assault Vehicle: Models disembarking from aCantharis can launch an assault on the turn they do so.

Aerial Deployment: When disembarking units from theCantharis the unit must disembark within 2” of theCantharis or its base. However, if the unit disembarkswithin the first 2 game turns this is changed to 6”. Unitscan always disembark after the Cantharis has movedflat out, but will not be able to assault in the same turn if

they do so.

“She’s Going Down!”: While the Cantharis’ primaryrole is aerial transportation, it is not without abilities onthe ground. The mechanized legs of the Cantharis,similar to the Gant’s, act as a backup system ofmovement for the vehicle (assuming the pilot can landsafely.) When the Cantharis suffers an Immobilizedresult, roll a D6. On a 4+ result the Cantharis’ flyingbase can be removed and the vehicle will be treated asa Transport Vehicle for the remainder of the game withthe Walking Transport special rule found on Page 43 aswell as all of the above Special Rules except AerialDeployment and takes on the profile below. If this checkis failed, the Cantharis is Immobilised as normal. If the

Cantharis had moved flat out in its last turn, the difficultyis raised to a 5+ and failure on this check means theCantharis crashes and is destroyed (wrecked) asnormal.

/---Armor---\  

WS BS S F S R I A

Cantharis 3 3 - 11 10 10 - -

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TERMITE TUNNELER

Unit Description Written by Tad Lemon

0101101 (45) 

The Termite Tunneler has seen service with the Imperial armies since the time of 

the Great Crusade. It was first used to insert elite troops behind enemy lines as it could safely bore under the most entrenched location. The cost to build,maintain, and pilot the tunnelers has caused it to fall out of popularity in favor of the heavier armored tanks of the Imperial Guard or the easier to manufacture and maintain Drop Pods of the Adeptus Astartes Space Marines. The Termite ’ s unique capabilities, however, make it 

perfect for the excavation, surveying,prospecting and mining operations that the Adeptus Mechanicus has to regularly undertake. Its ability to bore through layers of ruins or sediment gives the Mechanicus access to areas that would have required years of careful excavation to unearth.

When under threat of attack the Tech- Priests of the Adeptus Mechanicus press the Termite back into service as a war machine. Its capabilities are used to deploy the forces of the Mechanicus 

behind or within the enemie s’ ranks. Any unit unlucky enough to be caught on top of an emerging Termite can find itself being torn apart by its massive drill as it bursts through the battlefield’s surface and then raked with the Bolter or Lasgun fire of the Termite’s occupants. 

/---Armor---\  

BS F S R

Termite 3 11 11 11

TRANSPORT A Termite can transport up to 10 models.

Fire Points: Two models may fire from any point on theprotruding model aside from the drill-head. 

Access Points: Termites have one access point.

Complexity Value: 2

SPECIAL RULESImmobile: A Termite cannot move once it has enteredthe battle, and counts in all respects as a vehicle thathas suffered an Immobilised damage result (which

cannot be repaired in any way.)

Calculated Assault: Termites do not arrive using thetypical reserves restrictions. Instead Termites come intoplay as follows:

Turn 1: No Termites may enter play.Turn 2: Deploy one Termite.Turn 3: Deploy two Termites.Turn 4: Deploy three Termites.Turn 5: Deploy all remaining Termites.

Rumbling Ground: Termites always enter play usingthe Deep Strike rules from the Mission Special Rulessection of the Warhammer 40,000 rulebook. However, if

a Termite deviates onto any kind of terrain it will drill itsway through without issue. If this occurs, place theTermite model within the terrain or as close as possibleto its deviated destination. In addition, if the Termitedeviates into an enemy, place the center of a LargeBlast template over where the Termite deviated to. Anymodel touching the blast template is automatically hit bya Strength 4 AP 6 hit and must be pushed outward fromthe center of the blast template 6”. No cover savesallowed.

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DIVEXO BEACON

0101110 (46) 

A blinding light fills the pylon generators that make up the supreme device 

deemed the Divexo Beacon. Used on Tech Quests primarily as a resource; the energy output from these devices can continue for hundreds of years of continuous output before depletion of the energy cells. Used in numerous ways on the Forgeworlds of the Adeptus Mechanicus, the device can also be transported on Tech Quests to provide enough power for all of the large,towering tools needed in excavation.

While used on Tech Quests, the device has a far more menacing side. While the pylons, or Verto Concentrators, are capable of practically endless energy for tools, they can also be used as a destructive force against the Cult’senemies. The pylons can disperse their 

energy in long arcing pillars of energy or concentrated together to create a tenaciously powerful crackling spear of electro-magnetic energy. The explosive force from either attack is beyond 

comprehension as metal and skin alike melt beneath the tremendous force. The presence of the Divexo Beacon serves as a grim reminder of the Cult’s power.

/---Armor---\  

BS F S R

Divexo Beacon 3 11 11 11

Complexity Value: 3

SPECIAL RULESIllumination: Any friendly unit that Deep Strikes within6” of the Divexo Beacon will not scatter. 

Immobile: While the destructive power of the generatoris quite powerful, the energy it provides during a TechQuest is far more valuable. The Divexo Beacon istransported onto the field and left in place untilexcavations are completed; it cannot move once it hasentered the battle, and counts in all respects as avehicle that has suffered an Immobilised damage result(which cannot be repaired in any way.) Divexo Beaconsare deployed in the same manner as a moving vehicle(tank), but may not move after being deployed. 

WARGEAR

Verto Concentrator: Divexo Beacons have pylongenerators called Verto Concentrators capable ofsupplying a Questing force with near limitless powerduring their searches, but can also be used as aweapon. The artificial intelligence used in the DivexoBeacon is programmed to fill both positions withouthesitation. The Verto Concentrators can either be usedin a dispersed release or can concentrate their powertogether to create a tremendously destructive force ofenergy.

Each time the weapon fires, the controlling player canchoose which profile is being used:

Dispersed

Range Str AP Type36” 5 5 Heavy 1, Large Blast

Ignores Cover

ConcentratedRange Str AP Type

36” 7 3 Heavy 1, Blast, Twin-Linked

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ATLAS ARMOURED RECOVERY VEHICLE

0101111 (47) 

These vehicles are often seen in Tech- Quests where larger artifacts or vehicles are being excavated. Typically a variation 

on the standard Gant chassis, the Atlas is fitted with a large towing mechanism or crane; when fielded in a Questing force the vehicle is given added cables, coil webbing or power for recovering devices of alien creation as well. While mostly a non-combatant vehicle used for normal logistical support, in battle the ARV can be used both to recover damaged Cult Mechanicus vehicles and to tow away damaged enemy vehicles or even large 

creatures for later examination. This can be incredibly helpful to the Mechanicus,as unknown alien technologies of their enemies are sometimes stumbled upon from vehicle recovery during battle.

The Atlas ARV is by no means a standardized vehicle. The first reported 

Atlas ARV creation came from the mind of Tech-Priest Carnnors in the 37 th  Millennium, when on an alien planet found that physical touch from physical bodies (including his own mechanical hands) to 

an alien technology made the device quite unstable. Carnnors fashioned an anti- gravity device fitted to his own personal transport in order to safely move the device back to his Forgeworld for further study. Ever since its creation, there have been thousands of variants in the devices used in Tech Quests. Many are still in use to this day, and many more will surely be created in the future.

On Tech Quests, the Mechanicus often won’t purposely bring an ARV in their  j ourneys unless they’re certain it will beneeded. Without a standard construct, it’soft difficult to gauge what the Mechanicus will need on foreign planets and even planets of familiarity. Instead, the ARVs are typically fashioned on the field to suit the needs of the arising situation.

/---Armor---\  

BS F S R

Atlas ARV 3 11 11 10

Complexity Value: 2

WARGEAR Graviton Gun

Plasma Welder: This construction equipment retrofittedto all Atlas ARVs is used for repair purposes. The AtlasARV is capable of making repairs in the same manneras a model equipped with a Servo-Arm. This wargearalso counts as a Plasmagun and both functions can bedestroyed at once via a single Weapon Destroyed resulton the Vehicle Damage Table as normal.

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MECHANICUS LEMAN RUSS

0110000 (48) 

Far from a sophisticated vehicle, the Leman Russ was designed and built with reliability and versatility in mind. It can 

survive the worst the galaxy can throw at it, and can run on almost any fuel. Though slow, its frontal armour is strong enough to withstand the multitude of weaponry wielded by the enemies of the Imperium.The  Imperium’s  Leman Russ’  side and rear armour are thinner than the front armour, to reduce the strain on the engines. This would make it vulnerable to assault from these angles, requiring support infantry, other battle tanks or very 

careful operation to protect the vehicle.Combining all of the above is optimal.

The Leman Russ seems to modern observers a crude, slow and poorly designed tank, but it is an excellent benchmark for the abilities and advanced nature of Imperial technology. Despite 

being famed for its simplicity and reliability, the Leman Russ is by modern standards an extremely complex and advanced battle-tank with abilities several times in excess of even the most 

advanced modern tanks. With a range of 105 miles on just 360 gallons of conventional fuel (a feature the later Land Raider would have), the Russ can accept almost any sort of combustible fuel.Though its top speed is a mere 29 km/h,this is mostly because of extremely heavy governing, as a tuned tank can reach speeds in excess of 70 km/h. It is also noted for its ability to turn on a dime, its inertial dampeners and low ground 

pressure allowing it to throw itself around in seconds in a sort of 'signature move' for the vehicle.

The Mechanicus have taken to the Leman Russ’  simplicity in a very experimental way. Over the duration of its existence,the Cult has put into production hundreds of variants of this mechanical monstrosity to suit the individual needs of their Tech Quests. From the penetrating power of the Vladd variant, the brute force of the Butcher to the versatility of the Tarantula; all popular variants hold a place in the Mechanicus during their numerous Tech Quests.

/---Armor---\  BS F S R

Leman Russ Tarantula 3 14 13 10Leman Russ Burrower 3 14 13 10Leman Russ Vladd 3 14 13 10Leman Russ Rapier 3 14 13 11Leman Russ Butcher 3 14 13 11

Complexity Value: 2

SPECIAL RULES Lumbering Behemoth: A Mechanicus Leman Russthat moved at combat speed or remained stationary canfire its turret weapon in addition to any other weapons itis usually allowed to fire (even if the turret weapon isordnance.) However, a Leman Russ traveling at cruisingspeed can only move up to D6+6” – roll every time itmoves at this speed. 

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MECHANICUS LEMAN RUSS

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Leman Russ Tarantula 

Leman Russ Tarantulas are a widely used AdeptusMechanicus battle tank. Almost any basic Imperialweapon can be easily turret mounted to the chassis,and with the aid of built-in weapon-linkingmechanisms they are very accurate. Thiscustomization makes the Tarantula a jack of all tradesin the fight against the Cult’s enemies. 

Example Profile: Many weapons can be equipped tothe Tarantula variant of the Leman Russ Battle Tank.Lascannons, for example, are easily linked with thetank and are gifted incredible accuracy.

Range S AP Type

48” 9 2 2x Heavy 1, Twin-Linked

Leman Russ Burrower 

The Burrower variant is an odd device much like theImperial Mortar, but fires shells under the groundrather than through the air. While inaccurate, it cancatch the enemy unprepared and the undergroundexplosion literally knocks them off their feet.

Note that Tunnel Torpedo will only effect the groundlevel of buildings and ruins. Also note that the TunnelTorpedo can never be removed via a WeaponDestroyed result on the Damage Table. If the Leman

Russ Burrower is Immobilized and has no otherweapons left other than the Tunnel Torpedo;additional Immobilized or Weapon Destroyed resultswill be upgraded to a Wrecked result.

Tunnel Torpedo: When firing the Tunnel Torpedo,BS is never subtracted from the scatter rolls. Thesubterranean torpedo explodes just below thesurface, creating a crater roughly the size of the Blastmarker that remains in play for the rest of the game.All models covered or touching the marker areallowed no Cover Saves due to the undergroundnature of the explosion.

Range S AP Type

12-48” 5 5 Heavy 1, Large Blast

Leman Russ Vladd 

One of the most closely guarded treasures of theAdeptus Mechanicus is the Leman Russ Vladd. Eventhe wisest Magi can barely comprehend the operatingprinciples of the Conversion Beamer it wields, and thesecrets of repairing and servicing them are passeddown as the holiest of tech rituals.

Conversion Beamer: Projectors fire a beam thatinduces a controlled subatomic reaction, convertingmass to energy as the beam travels. The further awaythe target the deadlier the hit.

Range S AP Type

Up to 18” 

18” - 42” 

42” - 72” 

68

10

-4

1

Ordnance 1, Blast

Leman Russ RapierIn the Cult Mechanicus, Rapier is actually a commonname for a variety of small tracked engines mountingmultiple lasers designed to all focus together. Knownprimarily as a light-tank killer, the high power beamshave also given it a reputation for making sure thatany enemy hit stays very, very dead.

Rapier Laser Focuser: The Focuser has superiortarget-repeating mechanism technology, allowinglarge bursts of fire.

Range S AP Type

24” 6 - Heavy 4D6

Leman Russ Butcher 

The Leman Russ Butcher’s technology is very similar 

to the Rapier variant in many respects, but instead oftank-killing lasers Leman Russ Butchers are armedwith several short-barreled cannons designed to laydown a salvo of explosive anti-personnel shells. Theshells themselves are monstrous in size and areequally as much of a chore to load onto the BattleTank. The distinctive heavy sounds of each cannonfiring will destroy what little hope of victory theenemies of the Mechanicus had left.

Quad Launcher: These weapons fire 2+D3 Barrage

shots, but each will scatter from the previous marker,rather than all scattering from the first shot. Place thefirst Blast marker as normal, and generate the othershots per the Multiple Barrage rules on page 32 of theWarhammer 40,000 rulebook.

Range S AP Type

36” 8 3 Heavy 2+D3, Blast, Barrage

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PHANTOUS

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The sturdy and foreboding Phantous is a solid addition to any Adeptus Mechanicus Questing force. While it 

uses the smaller Chimera chassis, the entire vehicle is several 100 tons heavier than it appears. This is in large part due to the unique weapon turret the Phantous carries deemed the Phantous Launcher. The motor-mount needed to handle such a large propulsion system for the Phantous Launcher consumes practically the whole vehicle itself.

Repairs and maintenance are always 

needed after every use of the Phantous.Without the weapon being fired, this maintenance can last as little as eighteen to twenty-four hours for as little as a one hour tour. For the same duration of use where the Saturn Launcher is used, maintenance can take as much as two weeks. This is due to 

the overall complexity of not only the Phatnous’ signature weapon, but thewar machine as a whole.

In times of battle, the swirling tornado of 

heat-guided missile fire reins down on the Mechanicus’ enemies in an impressive onslaught. When the Saturn Launcher is not in use, the Phantous is a surprisingly quiet and fast vehicle for its complexity as a whole. While the vehicle shows up like an eyesore on enemy scanners, its stealthy silence has given it benefit to less technologically advanced enemies. The Phantous Launcher is capable of track-targeting in 

excess of thirty different targets consecutively. While this staggering number may baffle other races, the genius of the device’s abilities is not beyond basic comprehension for the Mechanicus.

/---Armor---\  

BS F S R

Phantous 3 12 10 10

Complexity Value: 3

WARGEARSaturn Launcher: The Saturn Launcher is an extremelyintricate piece of weapons technology. The motor mountfor this device takes up a very large area of space toallow breakneck-speed 360 degree turns. The strengthof the missiles used is reduced in order to takeadvantage of quick-loading and a fast delivery system.The value of X in the weapon’s profile is always equal tothe Phantous’ current Complexity Value. The Phantouscan fire this number of shots into every unit within itsweapon profile’s range. The Saturn Launcher uses thefollowing profile:

Range Str AP Type

18” 5 6 Heavy 1+X

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MECHANICUS CONSTRUCT

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Glorious are the works of the Adeptus Mechanicus. The Cult’s magnificent experimentations are vast and vary 

greatly in design, structure, use and size. The creation of these constructs is not only encouraged by most all of the Forgeworlds, but there is typically a large section of ranking Tech-Priests dedicated to creating new ideas for machines used for exploration and destruction alike.

When a new device is created within a Forgeworld it’s given the name

Construct followed by a coding algorithm created and used by the Council of the Red Planet itself. As an example, the Phantous’ original namewas Construct-D47a3^bBx. Once a Construct has been fully tested, utilized and shown as a benefit to a Questing force, the Council will decide whether 

the device will be used by the Cult. If the wise Council decides that the Construct is worthy of use within the Mechanicus,it’s gifted a true name by either theCouncil, creator of the Construct or the 

Forgeworld it was created on. From this moment forth the Construct’s detailed analysis, template and all information on the holy device is data-loaded into the Noosphere.

Since the Adeptus Mechanicus’ risefrom the ashes of the Heresy, their strongest ally in their growth has been their knowledge gifted by the Omnissiah and the mechanical creations that come 

from it. The Cult’s process of developing technology via the Construct format only pushes their limits for creation. Ever since its implementation, the Construct format has been, to some Forgeworlds,the single most important section of their researches. To become even a small contributor to the Construct mind of a Forgeworld is an honour few are given.

/---Armor---\  

BS F S R

Construct 3 10 10 10/---Armor---\  

WS BS S F S R I A

Construct 3 3 5 10 10 10 3 1

Complexity Value: 1

SPECIAL RULESConstruct: A Mechanicus Construct is meant for usewith vehicle models a Mechanicus player already has,but does not fit in any other unit within this fandex. Dueto the ability to construct your own stats and make avehicle as strong as you’d like, there is only oneMechanicus Construct allowed per Adeptus Mechanicusforce.

A Cult Mechanicus’ Unit Type for a MechanicusConstruct is selected by the controlling player as eithera Tank or a Walker using the appropriate stat linesabove. Additional Wargear, Special Rules and stat lineincreases of the Mechanicus Construct are purchasedby the controlling player using these choices toappropriately represent their model.

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MASTER RUNE PRIEST DEROGOCONLUSIO OF FORGEWORLD MACHINAT

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All intelligent races of the universe have their secrets. Few compare to the 

shrouded mystery of Clarrek Derogo.Born human and recruited by the Cult Mechanicus as an orphaned child, he developed a keen understanding of the Machine Spirits at an early age. While this is common within the ranks of Rune Priests, his understanding eventually led into a deep connection with the raging Machine Spirits all around. Within the first decade of his life as a Rune Priest,Derogo was able to not only communicate 

with the more fearsome Machine Spirits of his Forgeworld of Kobult, but in numerous cases tame them to function more efficiently and independently.

After journeying on his first Tech Quest at the age of fifty-two he is solely responsible for discovering a Standard 

Template Construct. During travel to the Tech Quest force’s destination, he heard the whispers of a holding complex for the STC whose location wasn’t even on their route. After twenty-seven days of 

excavation, his fellow Enginseers began to doubt his claims. It was on the twenty- eighth day, nine hundred and fifty meters below the planet’s surface that the forcecould finally claim their prize.

Derogo’s Rune Armour is a magnificent site. Forged by his followers and rune casted to perfection; it’s a glowing masterpiece that leaves all who witness in awe. It’s said that the Machine Spirits

within are the most noble in the galaxy,whispering tales of the Master Rune Priest’s victories over the centuries and blessing all who follow the Omnissiah.

WS BS S T W I A Ld Sv

Derogo 4 4 4 X 4 2 10 3(i)

SPECIAL RULESIndependent Character, Eternal Warrior, Tech-Priest

Master Psyker: Derogo is a Psyker, as described in theWarhammer 40,000 rulebook and may use up to 3

powers per game turn.

Machine Spirit Sympathy: Derogo’s starting Woundstat is equal to how many Holy Icons are in the AdeptusMechanicus’ army list (up to a maximum of 10.) Inaddition, anytime a vehicle receives a Wrecked orExplodes! Result on the Vehicle Damage Table, Derogomust take a wound; no saves allowed.

Chant of Infection: In addition to knowing all of theRune Priest powers found on Page 24, Derogo knowsthe power Chant of Infection . This is a psychic shootingattack that must be used during the Mechanicus player’sShooting Phase. Every enemy vehicle within 6” of Derogo or a model with a Holy Icon upgrade will take a

Glancing hit on a roll of 5+. Multiple Holy Icons within 6”of an enemy vehicle are cumulative.

WARGEARCult Bionics, Staff of Office, Combat Enhancements,Familiar

Blessed Rune Armour: See Rune Priest  entry onPage 23.

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COMMANDER LAUMASTER OF THE LEGIO INVICTA SKITARII

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Throughout the Forgeworlds, it would be impossible to find a being more brilliant in 

the midst of battle than Lau. Born a Skitarii warrior, Lau climbed the ranks reaching Commander tenaciously. While every victory brought the cost of damage to his bio-mechanical body, it also brought enhancements with each hardship —this is the life of victorious Skitarii. After earning the title of Commander of the Skitarii for his Forgeworld, battles were seldom failures for forces under his command.Because of his capabilities on the 

battlefield, Lau has steadily been enhanced by some of his Forgeworld’smost advanced technology.

Lau’s appearance was designed to terrify, just as his physicality was designed to kill.He dons hawked threat-armour, feather- edged cloak and ivory chevrons inlaid on 

either side of the Icon Mechnicus on his blood-gold breastplate. A dappled panther pelt dresses his massive shoulders over the feathered cape, and tusk-spikes rise from the wings of the crimson steel half- mask that frame the hololithic yellow slits of his eyes. He’s also capable of raising an iridescent fan of quilled skin around the back of his skull to accentuate his menace. He is the embodiment of terror.

WS BS S T W I A Ld Sv

Lau 5 4 5 5 3 1+D6 10 3+/4(i)

SPECIAL RULES Independent Character, Furious Charge, Stubborn

“Data-Load Your Forces”: If Lau is chosen as an HQoption, you may bring Skitarii as a Troop choice.

Forceful Action: Any Skitarii unit Lau has joined has anadditional attack at all times in close combat.

WARGEARCult Bionics

Enhanced Parietal Lobe: Lau’s delicately augmentedbiology has gifted him the ability to remain intenselycalm and focused; able to calculate and determine themost efficient strategies in the heat of battle. At will he iscapable of restraining his rage or releasing it precisely

when it is needed; he has 1+D6 attacks. 

Personal Body-Void: This item seldom seen in theMechanicus is similar to the technology used forcreating Void Shields on Titans. It confers a 4+Invulnerable Save. 

Titan’s Might: This mighty Axe counts as a Master-Crafted Cult Mechanicus Power Axe.

Teramia Weapon Attachment: A masterpiece ofweaponry, it was inspired by technology founded over amillennium ago. It was gifted to Lau as an integratedweapon limb after his ranking of Commander wasearned. It’s capable of flaring snap -blasting bursts of

energy at alarming rates and uses the following profile:

Range Str AP Type

18” 6 2 Assault 2

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MERCENARY ïACULARTHE RELENTLESS WEAPON OF FORGEWORLD SENECTUS

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WS BS S T W I A Ld SvïAcular 3 3 3 4 3 3 3 8 3+/4(i)

WARGEARCult Bionics, Displacer Field

Charlotte: This gunglaive was created by the Tech-Priests of ïAcular’s Forgeworld specifically for him (andnamed by ïAcular, himself.) A weapon capable of allmanner of combat, Charlotte counts as a close combatweapon, but may also be fired as a ranged weapon withmultiple ammunition options. It uses the followingprofile:

Range Str AP Type

24” 4 5 Assault 3

You must declare which type of ammunition you are using before rolling to hit: 

Dragonfire: Cover Saves may not be taken againstthis ammunition.

Hellfire: This ammunition will always wound on a 2+,regardless of the enemy’s toughness. 

Shardnel: Roll an extra D6 against ArmourPenetration with this ammunition.

Uneasy  doesn’t describe those who fight against and even beside Crag ïAcular. An unstable individual, he’s restless withfriend and foe. While the outrages ïAcular bursts on a regular basis would not be 

tolerated by even the most lenient of Tech- Priests, it’s his indescribable combat abilities that gain him respect and tolerance within the higher ranks.

Fitted with specially customized augmentations that enhance his already extreme abilities as stress is gained,ïAcular has been a unique subject for testing and surgeries (permitted he allows Tech-Surgos the use of chor-narcotics to 

put him under.) His upgraded anatomy permits the use of expanding sensory,repellers, corstrugs and strength-pulsors as frustration develops. 

SPECIAL RULESIndependent Character, Fearless

Uneasy: The insatiable rage of ïAcular can make eventhe bravest of his allies concerned for their wellbeing.Any models in the same unit as ïAcular must use hisLeadership stat for all leadership-based tests, even if it

is higher than ïAcular’s. 

Short Fuse: The short temper of ïAcular is known bythe Forgeworld of Senectus as both a liability and abenefit to the Mechanicus. While his rage is easilytriggered in any situation, on the battlefield ïAcular’scombat abilities become far greater as frustration andstress are endured. ïAcular has all of the followingproperties:

“Oh yeah!?”: Every time ïAcular fails to hit in close combat his Weapon Skill stat is increased by 1.

“ Oh, come on !”: Every time ïAcular fails to hit with a shooting attack his Ballistic Skill stat is increased by 1.

“Take this!”: Every time ïAcular fails to wound a model with wounds in close combat his Strength stat is increased by 1.

“I dare you to try that again!”: Every time ïAcular is forced to make a saving throw of any kind his Initiative and Attack stats are both increased by 1.

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

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CULT PASTOR MOVISSPRESTIGE MACHINE CULT PREACHER

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As the story is told, Moviss was formerly a high-ranking Tech-Lord for the Forgeworld 

of Mars. During his labors on the Forgeworld, Moviss had a vision of the Emporer who told him to leave his bureaucratic surrounding and return to preaching his word to humanity. Moviss took this sign as a duty not only to the Emporer, but to the Machine God as well.

Moviss now travels from planet to planet,gathering new members to the Cult Mechanicus. Some of the finest members 

that the Cult has to offer must give thanks to Moviss, who seems to have an almost supernatural ability to inspire what might seem as a simple person to become an extremely valuable member of the Cult.Perhaps this was the Emporer’s reason

for the command he gave Moviss. While exceptional at finding fine recruits, this 

ability isn’t the easiest to wield. Moviss carefully looks for promising new candidates for the Cult; those with special scientific talents and knowledge or those who defy and/or question the Adeptus Ministorum’s teachings. 

After his vision, Moviss became quite closed off from the rest of his members,even for one who is constantly on the move. Moviss keeps his true background a secret from all he meets, and continues to maintain a humble lifestyle of faith,preach and worship as he roams the galaxy to spread the word of the Omnissiah.

WS BS S T W I A Ld Sv

Moviss 4 4 3 4 3 3 2 10 4+

SPECIAL RULES Tech-Priest

Machine Cult Following: With extreme charismaticappeal and popular tales of leading his flocks, Movisshimself counts as having the Holy Icon vehicle wargear.Due to this work for the Cult, the Omnissiah favors hisdevotion and because of this Pastor Moviss also has theEternal Warrior special rule.

Master Craftsman: Moviss has an almost spiritual linkwith machinery, and with only a few seeminglyinnocuous adjustments can make almost anything betterthan before. Time permitting, before a battle he alwaystries to tinker with as many of his follower’s weapons ashe can, both to increase their effectiveness as well asshow his followers the wonders of the Omnissiah’sblessing. Any weapons carried by Machine Cultists inhis unit are twin-linked.

The Machine God’s Word: An army that includesMoviss allows rerolls to any units held in Reserve todetermine what turn they are deployed.

WARGEARCombat Enhancements, Mechandentrites, Runes ofthe Machine God, Cult Mechanicus Power Axe

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ALGARYN FORNUMPRAETORS OF ORPHEUS’ MASTER OF THE FORGE

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The Praetors of Orpheus Space Marine chapter is a Second Founding chapter of 

the Ultramarines chapter. They are stationed on the world of Beta Entebes II within a subterranean base called the Labyrinthe of Orphia. The technological lore of the Praetors of Orpheus is second only to that of the Adeptus Mechanicus.Many believe that the two are tied by more than shared service in the Emperor's name. The Praetors of Orpheus are highly active in the systems neighbouring Pavonis.

Algaryn is not a deterrent to these beliefs.On more than just several occasions 

  Algaryn has left his chapter’s planet toassist the Adeptus Mechanicus in not only their teachings, constructions and Tech- Quests, but also in their battles should he feel his presence is required. Algaryn is 

vocal on his feelings of respect and debt owed to the Adeptus Mechanicus and Machine Spirits, and regularly participates in the Cult’s affairs to repay for all of theknowledge as well as the path it has led 

him on.

To find a Master of the Forge more gifted than Algaryn would be a challenge. His communion with the Machine Spirits of the Imperium surpasses the abilities of any known Master of the Forge. Also a born-inventor; Algaryn is a harsh competitor in innovative technology.

WS BS S T W I A Ld Sv

Algaryn 5 7 4 4 3 5 3 10 2+/4(i)

WARGEARCult Bionics

Corbaeon Pack: This weapon of Algaryn’s ownconstruct is a conversion-beam projector that usesunstable power cells in order to speed up the weapon’spower-to-distance projection. The modifications doweaken the beam’s overall destructive force; thelessened power of the weapon allows it to be shot onthe move, however. This weapon uses the followingprofile:

Range Str AP Type

Up to 6” 

6” - 24” 

24” – 48” 

4

6

8

-

4

2

Assault 1, Blast, Gets Hot!

Electoos Whips: These close combat weapons, forwhich the only two known to exist are created andwielded by Algaryn, are violent and relentless when heis in their control. Using similar technology of theElectro-Priest’s Electoos, these crackling whips canslice through most man-made substances.

These whips count as Power Weapons that re-roll failedrolls to Hit and Wound. In addition, these weapons roll2D6 for Armour Penetration.

Corser Retinae: This eye modification provides intricatetargeting data required to fire the Master of the Forge’sunconventional weaponry with startling accuracy.Algaryn has a Ballistic Skill of 7.

SPECIAL RULESIndependent Character, Tech-Priest

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CIRCOM SPECTUSHIRED VETERAN SHOOTIST

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The relationship between the Mechanicus and Circom is a one of shared interest.

While Circom is technically a gun-for-hire he works almost exclusively for the Mechanicus. Attending countless Tech Quests throughout his lifetime, the Mechanicus has not only paid their fees in full, but will often offer technological upgrades to him as thanks for either saving the lives of numerous Tech-Priests or becoming a pivotal participant in recovering prized items for the Cult.

It was on the Tech Quest of the planet Gornnis II where the first of many Null Rods was discovered, that Circom was escorting an Enginseer through a large catacomb. While en route to their destination a wild beast that inhabited the caves attempted to make its meal of the Tech-Priest. Circom, fulfilling his duty, put 

himself in harm’s way to protect theEnginseer and in the struggle managed to eliminate the beast, but ended up losing both eyes before coming out victorious in the conflict.

Having put in years of flawless hired service to the Mechanicus, Circom was offered an enhanced sensory surgery.The life of a mercenary, Circom had little to lose without the ability to see and accepted the unlikely gift. After a mere decade of training Circum took to his new abilities and is an even greater combatant than before.

WS BS S T W I A Ld SvCircom 3 5 3 3 3 2 9 4+/6(i)

WARGEARCult Bionics

Enhanced Sensory System: The system abbreviatedas E.S.S. is an upgrade few take within galaxy, insidethe Mechanicus or not. While the intensified sense ofsmell, sight and hearing is something magnificent, theamount of training it takes to handle such an overload ofsensory is near impossible. Those who do master thisenhancement, however, become something entirelydifferent than what they were before.

Circom has the ability to split his fire between twotargets and any unit he has joined may do the same,decided by the controlling player. In addition, he’scapable of sensing incoming harm barely after theenemy has made their move; he has a 6+ InvulnerableSave.

Funus: This weapon is a prized pistol in a set of twocrafted by Circom himself. It counts as Master-Craftedand uses the following profile:

Range Str AP Type

12” 4 1 Pistol

Occido:  The second pistol in Circom’s set, carefullycrafted and tuned over the years. It counts as Master-Crafted and uses the following profile:

Range Str AP Type

12” 8 5 Pistol

SPECIAL RULESIndependent Character

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ZACHARIA A’PPAREO EXILED ENGINSEER OF THE RED PLANET

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Exiled by the Fabricator General of Mars himself, Zacharia is a wanderer. Due to 

his constant tinkerings and creations unapproved by superiors, he was constantly finding himself under the watchful eye of the Tech-Priests. After creating several modified variations of the Cult’s Robots without permission, theleaders of the Red Planet decided his work was better suited outside of Mars (probably assuming Zacharia would end up dead from the trials the galaxy holds.)Unwilling to seek a single Forgeworld to 

call home, Zacharia took to Rogue Trader routes and has found numerous artifacts that even the Tech-Priests of Mars would want for the subvaults.

In times of long travel or suspected violence, Zacharia takes to his prized and constantly modified sentinel, Seren,

though this cumbersome construct resembles a miniature Titan through its sheer girth and combat ability, rather than a Sentinel.

/---Armor---\  

WS BS S F S R I A

Seren 3 3 5 12 11 10 2 1

Complexity Value: 3

SPECIAL RULES Move Through Cover

Musings of a Metal Mind: When Zacharia is part of theCult force, the restriction on the number of RobotManiples allowed per force is removed.

Never-ending: Zacharia’s walker ignores Crew Stunned

and Crew Shaken results. In addition, if his walkersuffers a Wrecked or Explodes result, roll a D6. On a 1or 2, Zacharia is slain. If the result is 3 or more,Zacharia has escaped the same fate as Seren; whenthe damage is resolved, place him within 2” of thevehicle’s original position that turn. If this occurs, he willuse the profile below with the following Special Rules:Independent Character, Tech-Priest. He may not takecommand of another vehicle.

WARGEAR

Crol Bolter: This weapon uses the same profile as aHeavy Bolter. In addition, for every unsaved wound aCrol Bolter causes, Seren will fire an additional shot.

These extra shots can generate further additional shotsin the same way, until no further unsaved wounds arecaused, or all enemies are killed.

WS BS S T W I A Ld Sv

Zacharia 4 4 3 4 2 4 1 9 2+

WARGEARCult Bionics, Servo-Harness, Power Field 

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THE ADAMANTIUM GIANTTHE PUPPET AND THE MASTER

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It is said amongst the Cult Mechanicus that there are more myths and legends 

surrounding the Adamantium Giant and its Overseer Alton Frederick than there are truths. Some say it started as a normal robot, but over centuries more and more brain tissue and technologies were added from its equally ancient Overseer, making the device more intelligent than any other robot but leaving Frederick more Servitor than man.

Members of the Mentor Legion hold that it 

is more Dreadnought than Robot, and carries the remains of an ancient Space Marine hero from the Great Crusade.Some even dare whisper that the Giant was created during the Heresy from bioplasm extracted from the wounded Emperor himself while he was unconscious, and that the blasphemous 

Tech-Adept who performed the operation was consigned to an eternity of watching over his creation.

What is known is that this creation is amongst the oldest relics in the Imperium,and far superior to all other robot designs currently available. It is also much larger than other robots, though it is not known if this is its original design or due to modifications over the years. Such is the sophistication of the robot’s programming that its Overseer seems to be more a companion for repair and maintenance than actual controller. The pair are dispatched only with the consent of the 

Fabricator General himself, carrying special dispensations for travelling on any Imperial vessel. When doing so, few allies will come near the devious pair, clouded in rumor.

WS BS S T W I A Ld Sv

Ad. Giant 4 5 5 6 3 3 3 10 2+/5(i)

Frederick 2 3 3 4 1 3 2 9 4+/6(i)

SPECIAL RULES Eternal Warrior, Tech-Priest

Robot: See Robot Maniple entry on Page 39.

Superior Programming: If Frederick is killed or morethan 2” away, the Adamantium Giant does not go onEmergency Orders. Rather it will continue to fight on asnormal.

Inspirational Appearance: The presence of theAdamantium Giant on the battlefield is a great source ofawe and inspiration to the forces of the Cult. The modelcounts as having the Holy Icon vehicle upgrade.

WARGEAR

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

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The Warhound Class Titan is a nimble Titan designed to outflank and attack an opponent. Warhounds are often deployed 

to reconnoiter ahead of the Battle Titans and draw enemy war machines towards them. Their small size and high speed means that they can reach the enemy much more quickly than Battle Titans.

For any Titan to appear as part of a Questing Force would mean the Tech- Priest Magos leading the force is either certain of extreme resistance to their investigations, or feels the need for a near 

godlike symbol of the Machine Spirit to intimidate the locals. No matter the reasons, including such a war machine will deprive him of many other resources he could call upon, but given the extreme power of the Titan some feel it is worth the extra logistical effort. Miles before the Warhound reaches its destination, the 

ground will tremble and shake from this giant’s footsteps. Those who are either fortunate enough or unfortunate enough to set eyes on such a titanic creature are sure to second guess their current goals if 

they do not meet the Warhound’s own. Armor

WS BS S F S R I A

Warhound Titan 2 4 10 14 13 12 1 1

Complexity Value: 12

SPECIAL RULES Agile: In the Shooting phase the Warhound may divertsome of the energy from its primary weapons towardsits legs, so it can choose to:- Fire all available weapons, as normal.- Fire a single Primary Weapon and move an extra D6” (as per the Fleet of Foot rule).

- Fire no weapons at all and move an extra 2D6” (as per the Fleet of Foot rule).

Reactor Meltdown: If the Warhound suffers anExplosion result on the Warhound Damage Table, itsreactor goes nuclear! This is the same as a normalExplosion, except that the range is 6D6”, and all modelswithin range suffer a Strength 10 hit with normal savesallowed.

Massive Size: When using a Warhound Titan in theCapture and Control or Seize Ground game types, thisunit can contest a point if within 12” of it, but can nevercapture a point. 

Sequestered Information: The Warhound is onlyavailable to the Collegiate Religious Faction.

WARGEAR Plasma Blastgun, Vulcan Mega-Bolter

- The Plasma Blastgun can be fired in two modes with the profiles shown for the weapon. Choose which mode to use each time you fire the weapon.

Note: The Warhound automatically has the  Holy Icon vehicle upgrade (built into its points cost) due to its very nature. No other vehicle upgrades may be taken.

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 WARHOUND SCOUT TITAN

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A Titan is a powerful ally in any battlefield situation. The use of such unrestrained destruction is sure to rein down the iron fist of the Omnissiah on your enemy’s forces . Though the Warhound is typically only allowed in Apocalypse-only games of Warhammer 40,000, the Mechanicus; creators of the Titan legions, have access to them at all times. The Warhound Titan described in this book is only allowed in non-Apocalypse games with a 2,000+ point restriction. In addition, when not playing with the Apocalypse rule set, the following information is needed to field and control the Mechanicus Warhound Scout Titan: 

SPECIAL RULESThe Warhound counts as having the Fearless SpecialRule and is not affected by psychic powers except forthose with a Strength Value. Any unit wishing to assaultthe Warhound must pass a Morale Test or else may notassault that turn. Sniper weapons cannot penetrate, butwill glance on a 6.

PRIMARY WEAPONSThese weapons, as defined in their weapon profile,always count as Ordnance for the purposes of rolling forarmour penetration and on vehicle damage charts. Inaddition, whenever a Primary Weapon is affected by aModerati Shaken or Weapon Destroyed result, thecontrolling player must roll a dice. On a result of 1-3 the

Primary Weapon is shaken/destroyed as normal, but ona 4-6 the hit has not effect.

MOVEMENT PHASEThe Warhound can move up to 12” in the movementphase. This maximum movement distance may bereduced by Drive Damaged results. The Warhound isalso slowed by difficult terrain; roll for the distance theycan move and double the result. If the Warhound’s pathis blocked by enemies, it can tank shock them, asdescribed in the Warhammer 40,000 rulebook, countingas a tank with a frontal armour value of 14. Enemiesaffected by this must test their Morale with an extra -1modifier to their Leadership, and can execute Death orGlory as normal (models doing this can survive only by

Immobilizing, Wrecking or Destroying the Warhound.)

SHOOTING PHASEThe Warhound can fire all of its weapons every turn,and it can fire them at different targets. When firingweapons from the Warhound always use true line ofsite, working the shots out from the barrel of the weaponbeing fired. Area terrain rules apply as normal. Enemiesfiring at the Warhound should use true line of site aswell, area terrain rules applying as normal as well.

ASSAULT PHASEThe Warhound can assault any unit within reach. Closecombat attacks from the Warhound count as PowerWeapons and roll 2D6 plus Strength for ArmourPenetration. When rolling on the Vehicle Damage Table,close combat attacks from the Warhound count as hitsfrom Ordnance. When attacking in close combat, theWarhound can choose to attack normally or execute aStomping Attack. Stomping allows the Warhound tomake one attack against every enemy model engagedin combat with it (note there is no bonus attack forcharging when using the Stomping Attack.) Whenstomping, roll to hit once separately against each modelattacked. The Warhound can never roll for a sweeping

advance. If, at the end of an assault phase, enemymodels are still engaged with the Warhound, they mustimmediately make a consolidation move in order to getat least 1” away from the Warhound. If the enemy islocked in combat with the Warhound as well as anotherenemy it cannot consolidate in this manner. Instead, theWarhound may choose to make the same consolidation.

WARHOUND DAMAGE TABLE

D6 Result

1 or less Moderati Shaken

2 Steersman Stunned

3 Weapon Destroyed

4 Drive Damaged5 Structural Damage

6 or more Explosion!

Modifiers

Glancing hit: -2

Penetrating hit: 0

AP 1 hit: 0

DAMAGE RESULTSModerati Shaken: One weapon (chosen by theattacker) cannot fire in the next turn. If all weapons are

unable to fire, treat this result as a Steersman Stunned.

Steersman Stunned: Until the end of its next turn, theWarhound may not move, has its Attacks reduced by 1(to a minimum of 1) and may not use its StompingAttack. If the driver is already stunned, treat this resultas a Moderati Shaken.

Weapon Destroyed: One weapon (chosen by theattacker) cannot shoot for the rest of the game. If allweapons have been destroyed, treat this result as DriveDamaged.

Drive Damaged: The Warhound’s maximum movementis permanently halved. If a second Drive Damaged

result is suffered, the vehicle is immobilized. AnImmobilized Warhound may not use the StompingAttack. If already Immobilized, treat this result asWeapon Destroyed.

Structural Damage: The Warhound counts asWrecked.

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

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 WARGEAR

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This section of Fandex: Adeptus Mechanicus lists the weapons and equipment used by the Cult of theMachine God, along with the rules for using them in your games of Warhammer 40,000.

Most weapons and equipment that can be used by morethan one type of model or unit are detailed here, whileequipment that is unique to a single model or unit(including wargear carried by named special characters)

is detailed in the appropriate entry in the Forces section.

For example, Lasguns are ubiquitous and carried by manymodels, and so are detailed in this section. The QuadLauncher, however, is unique to the Leman Russ. And so,the rules for the weapon are detailed in the Leman Russ’

entry.

WEAPONS

Assault CannonThe rapidly rotating, multiple barrels of an assaultcannon unleash a storm of shells, each one capable ofshredding a man. The sheer volume of fire means thatan Assault Cannon can be turned against infantry oreven vehicles, where the overwhelming salvo of shellsis capable of shredding even the heaviest armour.

Range Str AP Type

24” 6 4 Heavy 4, Rending

AutocannonAutocannons fire large caliber, high velocity shells. Theyare employed in multiple vehicles and robots of theMachine Cult.

Range Str AP Type

48” 7 4 Heavy 2

Bolter The Boltgun, or Bolter, fires small missiles, or “bolts”.Each self-propelled bolt explodes with devastating effect

once it has penetrated its target, blowing it apart fromthe inside.

Range Str AP Type

24” 4 5 Rapid Fire

Bolt Pistol Bolt Pistols are smaller versions of bolters. They areperfect side arms for Space Marines and are oftenwielded alongside a close combat weapon.

Range Str AP Type

12” 4 5 Pistol

Close Combat Weapon While the Cult is far more interested in the devastatingtechnologies of projectile weapons, they’re not beyondutilizing the tools of close combat.

Close Combat Weapons are as described in the AssaultPhase chapter of the Warhammer 40,000 Rulebook.

Combi-Weapons Combi-weapons are bolters that have been speciallymodified by the Cult’s most skilled artisans. Each hasbeen expertly converted to house another weapon,commonly a Meltagun, Plasmagun or Flamer. This extraweapon carries only a limited charge, allowing thebearer a single shot, perfect for emergencies and shotsof opportunity.

A member of the Cult that is armed with a Combi-

Weapon can choose to fire either the bolter, or thesecondary weapon, each with the profile listedelsewhere in this section. The bolter can be fired everyturn, but the secondary weapon can only be fired onceper battle (a Combi-Plasmagun can, of course, RapidFire.) You cannot fire both weapons in the same turn.

Cult Mechanicus Power Axe These special devices are the signature weapon of theAdeptus Mechanicus, and while they are usually not themost exceptional of warriors each user becomes totallyattuned to his or her own axe over many years oftraining.

In combat it counts as a Power Weapon that adds 2 tothe user’s Strength.

Flamer Flamers spew a highly volatile cloud of liquid chemicalsthat ignites on contact with the air. Flamers are primarilyused to scour the enemy from defended positions, theirbelches of superheated vapour slaughtering thedefenders in a fiery conflagration.

Range Str AP Type

Template 4 5 Assault 1

Force Weapon Force Weapons are some of the most powerful closecombat weapons any world has seen. These destructiveconstructs are gifted enhanced power by the user’spsychic abilities. Only the most powerful beings of theuniverse can withstand even a single blow.

For more information on Force Weapons, see theWarhammer 40,000 rulebook.

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Frag Grenade Frag Grenades are explosive devices that are hurled atthe enemy prior to an assault. The storm of shrapnelfrom the exploding Frag Grenade drives opponentsfurther into cover for a few precious moments while theattackers close in.

Frag grenades are assault grenades, as described inthe Warhammer 40,000 rulebook.

Grenade LauncherThe Grenade Launcher is a tubular device that fires pre-primed and pre-loaded grenades. A versatile, man-portable weapon capable of firing a range of deadlyrounds makes the Grenade Launcher a powerfulweapon.

Each time the grenade launcher fires, the controllingplayer can decide which round is being used.

FragRange Str AP Type

24” 3 6 Assault 1, Blast

KrakRange Str AP Type

24” 6 4 Assault 1

Hand Flamer This is a smaller, more compact version of the regularFlamer seen widely in Imperial forces. It can be used tofire a template area effect shot with the profile belowand also counts as a single-handed weapon.

Range Str AP TypeTemplate 3 6 Assault 1

Heavy BolterAn enormous version of the boltgun, the Heavy Bolterfires fist-sized bolts at the enemy with a staggering rateof fire.

Range Str AP Type

36” 5 4 Heavy 3

Heavy FlamerThe Heavy Flamer is the ultimate weapon for sweepingfortifications clear and purging the ranks of the enemy atclose quarters.

Range Str AP Type

Template 5 4 Assault 1

LascannonThere are few finer weapons for tank hunting than theLascannon. Within the weapon is a laser chamber thatcharges an energy blast capable of shattering anyenemy vehicle with surprising precision. TheLascannons used by the Cult forces vary, from the arm-mounted variants carried by Robot Maniples, to the

Pursue Pattern Lascannons with specially created hand-based triggers donned by the infantry forces of thePraetorians.

Range Str AP Type

48” 9 2 Heavy 1

LasgunThe Lasgun uses a small portable power pack toproduce a focused pinpoint laser plasma beam which isstrong enough to take an ordinary human arm off but isnot as effective against durable alien bodies and strongarmor, it also cauterizes the wounds it inflicts due to the

immense heat given off by the shot. The Lasgun iseffective when used en mass, but considerably lesseffective when used alone.

Range Str AP Type

24” 3 - Rapid Fire

Krak GrenadeKrak Grenades are armour piercing bombs, designed tocrack open the armoured hulls of enemy vehicles.Though they lack the explosive force of Melta Bombs orother specialized demolition charges, their small sizemakes them easy to carry and ideal for even the smallerinfantry of the Adeptus Mechanicus. These ideal

weapons of opportunity are covered in a protectivecasing on a single half of the shell, these explosives canbe placed and detonated at a very close range for anexplosive charge.

See the Vehicles chapter of the Warhammer 40,000rulebook for details of using Krak Grenades.

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LaspistolThe Laspistol is the pistol version of the Lasgun. It isused most often in conjunction with a Close CombatWeapon, the pistol variant allowing the user to fire one-handed and wield a melee weapon in the other hand.The Laspistol has the exact same power as its bigbrother, yet is in a much more compact size that

drastically reduces range.

Range Str AP Type

12” 3 - Pistol

Master-Crafted WeaponMaster-Crafted Weapons are the product of years ofcareful labour by the most accomplished artisans in theCult. A weapon that has been manufactured with suchdedication will be superior to any other weapon of itstype.

A Master-Crafted Weapon allows the bearer to re-rollone failed roll to hit per player turn when using theweapon.

Meltabomb 

Meltabombs are subatomic charge-powered demolitionmunitions, capable of melting through even the mostheavily armoured targets. They are much moresophisticated and bulkier than Krak Grenades..

See the Vehicles chapter of Warhammer 40,000rulebook for details of using Meltabombs.

Meltagun 

Meltaguns are lethal anti-armour weapons, used by theCult when undertaking assaults against heavily fortifieddefense lines and bunkers. Most effective at very shortrange, the Meltagun is capable of reducing rock, metaland living material to molten slag or ash.

Range Str AP Type

12” 8 1 Assault 1, Melta

Meltapistol The Meltapistol is a true gift from the Omnissiah. Theinner workings of such a powerful yet compact deviceare a marvel and the teachings of its assembly are

something few hold. While the range is reduced, thepower is not and it is quite unforgiving.

Range Str AP Type

6” 8 1 Pistol, Melta

Missile LauncherThe Missile Launcher can fire either Krak or FragMissiles. Frag Missiles are designed to wreak havocamongst lightly armoured infantry, while Krak Missilescan challenge the most heavily armoured targets.

Each time a Missile Launcher fires, the controlling

player can choose which type of missile is being used.

FragRange Str AP Type

48” 4 6 Heavy 1, Blast

KrakRange Str AP Type

48” 8 3 Heavy 1

MP (Mars Pattern) HellgunThe Mars Pattern Hellguns of the Cult are similar to theImperial Hellguns, but are equipped with a more

advanced and powerful laser-plasma system. Thismakes them superior to the Imperial’s Voss PatternHellgun in most respects. However, the higher poweroutput requires superior quality power cells and thecomplex gun system requires more time and resourcesto manufacture than even the complex Plasmagun. Thismakes it more costly to field and so it is generally notissued to the average warrior.

Range Str AP Type

18” 5 3 Assault 1, Gets Hot!

MP (Mars Pattern) HellpistolThe Mars Pattern Hellpistol corresponds to a MarsPattern Hellgun in stopping power, yet is only slightlyheavier than the average Laspistol. However, it is also

more expensive in terms of materials and manpower tomanufacture and is typically only available to the higherranking warriors of the Mechanicus.

Range Str AP Type

12” 5 3 Pistol, Gets Hot!

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Multi-Melta 

A larger, more destructive version of the Meltagun, aMulti-Melta is perfect for destroying bunkers and tanks.The heat generated by this destructive weapon cannotbe withstood by most any armour.

Range Str AP Type

24” 8 1 Heavy 1, Melta

Plasma CannonPlasma Cannons fire a plasma ‘bolt’ that explodes onimpact, generating the destructive heat of a small sun.Plasma Cannons are prone to overheating, and canprove as deadly to the wielder as the target.

Range Str AP Type

36” 7 2 Heavy 1, Blast, Gets Hot!

PlasmagunSmaller than the Plasma Cannon, the Plasmagun iscapable of equally devastating power, but fires in amore concentrated pulse that gives the weapon betterprecision than its big brother. The Plasmagun firesseveral compact ‘pulses’ of plasma energy that cansheer through even the toughest of armour that enemiesmay use against it in vain.

Range Str AP Type

24” 7 2 Rapid Fire, Gets Hot!

Plasma Pistol

Plasma Pistols are the smallest variant in the plasmaweapon family. The destructive fury is undiminished,although the range and rate of fire are reduced to givethis weapon the ability to be wielded one-handed.

Range Str AP Type

12” 7 2 Pistol, Gets Hot!

Power FistA Power Fist is an armoured gauntlet surrounded by adisruptive energy field. It is used to deliver crushingblows, capable of smashing the thickest armourasunder.

See the Assault Phase chapter of the Warhammer40,000 rulebook for details of using Power Fists.

Power WeaponA Power Weapon (typically a sword or axe, butsometimes a glaive, halberd or mace) is sheathed in thelethal haze of a disruptive energy field, capable oftearing through all manner of materials with ease.

See the Assault Phase chapter of the Warhammer

40,000 rulebook for details of using Power Weapon.

ShotgunShotguns are sturdy and versatile weapons oftencarried by the Praetorians. The ammo forced by theweapon are small shrap-charges that discharge in alarge burst that can overwhelm even the most battle-hardened infantry.

Range Str AP Type

12” 3 - Assault 2

Storm BolterA Storm Bolter resembles two boltguns attached side by

side. The storm bolter is capable of withering fire withouthindering maneuverability, enabling the bearer tocharge headlong into combat, firing on his enemy all thewhile.

Range Str AP Type

24” 4 5 Assault 2

Thunder HammerThunder Hammers release a terrific blast of energywhen they strike an opponent. Thunder hammers areoften paired with storm shields, combining superbprotection and lethal offensive capabilities.

See the Assault Phase chapter of the Warhammer40,000 rulebook for details of using Thunder Hammers.

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OTHER EQUIPMENT

AuspexAn Auspex is a handheld device used to survey friendlyand enemy positions and to gain information ofsurrounding terrain and buildings. Generally they have a

series of antennae and a small display, though somehave the ability to link with orbital systems on spacestations equipped with more powerful sensors. In theturn that an enemy enters the battlefield via Deep Strikeor Outflank; any unit that has an Auspex gets to fire 1ranged weapon that is in range if the enemy deployswithin 12” of the unit. This roll is made after the enemyunit is placed on the board, but before the enemy’smovement phase. The weapon will fire as if the unit hasmoved in their previous turn.

Combat Enhancements Many members of the Cult Mechanicus augment

themselves with special bio-mechanical implants,designed to improve their effectiveness in serving theMachine God. While they may take many forms, theoverall effect is to increase the bearer ’s ability tooverpower the enemy in hand to hand combat. A modelwith Combat Enhancements has an increased Strengthof +1, Weapon Skill of +1 and Initiative +1. Note thatwith these bonuses applied, they are to be recognizedas the base stat for the bearer. Also note that acharacter profile page that lists Combat Enhancementsas an automatic Wargear selection has these statbonuses already worked into their stat line. Thebonuses are not cumulative with multiple CombatEnhancements.

Cult BionicsThose who become part of the Forgeworld are forevertied to the Omnissiah. Members of the Cult undergosurgery to replace vital organs with bionicenhancements. Some procedures are extremelydangerous, but something all must go through to trulybecome part of the Cult. From backup life-support websand autosanguination, to the simple noosphere data-ports and eye augmentations and; the modified body isan amazing sight. If a model with this wargear suffersfrom an unsaved wound, roll a dice. On a 1-4, take thewound as normal (removing the model if it loses its finalWound.) On a 5 or 6 the injury is ignored and the modelcontinues fighting. This ability cannot be used againstwounds from weapons that inflict Instant Death (byhaving a high enough Strength or a Special Rule to thateffect; even if the model is an Eternal Warrior.) Neithercan it be used against wounds from AP1 or AP2weapons, power weapons and any other wound againstwhich no armour save can ever be taken (like woundsfrom Power Fists, Dreadnought CCW, Rendingweapons that roll a 6, Perils of the Warp, failedDangerous Terrain tests, etc.) This wargear also confersthe Acute Senses Special Rule. 

Cult StandardWitnessing a Cult Standard can bolster not only theindividual, but the Machine Spirits that reside within theirbodies and/or armour. Any unit (including vehicles) that

has line of site to the Standard Bearer will roll a D6 afterbeing affected by an enemy psychic attack. On a roll of6 the psychic ability is ignored.

Cybernetic Life-Support System Cult Mechanicus followers often host a plethora of verysimple cybernetic body modifications and replacements,to better elongate the typical human lifespan.Additionally this can often be done without changingtheir outwardly appearance. This aesthetic benefit helpsthose who must make appearances with outsiders forthe Cult. This wargear offers a 6+ Invulnerable Save tothe model.

ElectoosThese subdermal electrical implants are less powerful(and draining) than the ones grafted onto Electro-Priests, but do allow the wearer to make a devastatingattack in close combat. In the first round of an Assault,all of the user’s attacks ignore armour as the powerflows from their hands into their weapon. After this initialattack the effects wear off until a new Assault islaunched.

Familiar 

These can be either Haemoncolytes or Techno-mats,both of which act to preserve and cleanse the remainingorganic portions of the connected user. Haemoncolytesare vat-grown creatures formed from the user’s ownflesh and blood, while Techno-mats are tetheredServitors which monitor and sustain the user’s fragileorganics. A Familiar provides +1 Toughness to themodel equipped with one. This ability is not cumulativewith multiple Familiars. Familiars are typically mountedon the same base as the user but can be modeled onanother base if desired; in either case they do not countas another model and cannot be targeted in anymanner.

Hover Disk Hover disks are small devices, barely large enough forone rider to stand on, but mounted with a powerful andcompact anti-grav propulsion system. They allow therider to move as if he/she was mounted on a jetbike butwithout any mounted weapons or increase inToughness. Hover Disks can be easily stowed so thewearer can move on foot or enter vehicles normally, butcannot be taken by models wearing Terminator Armor.

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Mechadendrites These are a variety of tendril-like prosthetics used byAdeptus Mechanicus personnel to aid in construction,maintenance, and research. They have small motorsand actuators within the metallic tentacles and waveabout the wearer almost with a life of their own. Modelsfitted with Mechadendrites gain a +1 to their Attack stat.

Models with Mechadendrites as part of their normalwargear have the extra attack already reflected in theirstat line.

Refractor FieldCarried only by high-ranking officers, refractor fieldsgenerate a protective energy barrier around the wearer,granting them protection from almost all kinds ofattacks. This device confers a 5+ Invulnerable Save.

Rite of Pure Thought This extreme surgical procedure is becoming morecommon throughout the ranks of the AdeptusMechanicus, whereby the emotional and illogical rightbrain section of the user is replaced with a cogitatorlinked directly into the remaining, more logical lefthemisphere. This allows the user a purity of reason,unencumbered by distractions or any sense of self-preservation. This confers the Fearless  special rule tothe model and the unit they’re in.

Servo-Arm Some of the Adeptus Mechanicus are equipped withpowerful Servo-Arms that can be used for battlefieldrepairs or even put to use as a weapon. Each Servo-

arm grants the model a single extra close combatattack, made separately at Initiative 1 and Strength 8,ignoring Armour Saves. In addition, if a unit with aServo-Arm is within 2” (or inside) of a damaged vehiclethey may attempt to effect repairs at the beginning ofthe controlling player’s turn. If the vehicle has lost aComplexity Value point, has been Immobilized or has aWeapon Destroyed, one of these defects will becorrected on a roll of 5+ (repairing a lost CV will restorea single CV.) Repairs can never be made while thevehicle or the repairing model is in close combat. Onlyone successful repair can be applied to a vehicle pergame turn and the Warhound Scout Titan can never berepaired in this manner.

Servo-Harness A Servo-Harness gives the equipped a Servo-Arm, aplasma cutter (fired in the Shooting Phase as a Twin-Linked Plasma Pistol) and a Flamer. All of these toolsare used in precise repair and construction, but also canbe used as weapons of war. In the shooting phase amodel equipped with a Servo-Harness can fire both

harness-mounted weapons, or one harness mountedweapon and another hand-weapon.

Signum The Signum is a special form of communication devicethat can access a myriad of useful targeting data,allowing a more accurate concentration of fire. Theseincredibly compact processing units are often implantedin the higher rankings of the Mechanicus. A model canuse a Signum in lieu of making a shooting attack of their

own. If he does so, one model in his squad is BallisticSkill 5 for the remainder of the Shooting Phase. Declarethat the Signum is being used before any rolls to hit aremade.

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

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Tech Relics represent items carefully created and preserved from the vaults of the holy Forgeworld of Mars itself, and are sometimes issued to the Tech- Priests on their hazardous exploratory missions. Tech Relics might be a very rare or singular device, or even an ancient item from the Dark Age of Technology whose origins are lost in history. In either case, these items are 

only used by the most skilled, gifted and powerful minds that the Forgeworlds have to offer.

Tech Relics count as Wargear and cannot be Master- Crafted, as even the Adeptus Mechanicus itself cannot sometimes fathom the inner workings of these arcane devices. In addition, you cannot take multiples of the same Tech Relic on the same model, but multiples within the Cult Force are allowed. Many models have access to The Armory, but few are permitted the use of 

Tech Relics. Whether Tech Relic use is allowed is found in the individual unit’s Army List entry. 

TECH RELICS

Conversion FieldThis device converts harmful kinetic or electromagneticenergy into a crackling protective field that can be flexedby the user via neural-link. This device gives the wearerand their unit a 5+ Cover Save at all times. This CoverSave cannot be degraded by special rules and cannotbe enhanced by special rules such as Stealth. This saveis not conferred to transports the unit is in.

Digital Weapons Digital Weapons are concealed lasers fitted into fingerrings, bionic implants or the knuckles of a glove. Theylack the power to be used at range, but can be triggeredin close combat to take advantage of an exposedweakness while the enemy fends off the main attack.

A model armed with Digital Weapons can re-roll a singlefailed roll to wound in each Assault Phase.

Displacer FieldThis contains a device that detects possible injury to thewearer, and activates a miniature warp-jump engine toflick the wearer out of real-space momentarily to avoiddamage. This device gives a 4+ Invulnerable save.

Graviton GunThis arcane rifle fires a stream of graviton particles thatdisrupt the localized gravimetric field around thetargeted area. The stream of grav-chem moleculesdistorts the light around itself making it easily visible tothose around it. If quick maneuvers are not made, thetarget of this weapon will be forcefully pulled downwardas the gravity in close proximity is amplified.

This weapon does not cause actual wounds orpenetrate armour; the Strength value is used purely todetermine if the target can withstand the force of thegravitational pull. Roll to hit, wound/penetrate armourand saves as normal, but instead of causing damage orremoving casualties the target cannot move until thestart of the next Mechanicus player’s turn. Vehicleswhich suffer either a glancing or penetrating hit result ofany kind are (instead of rolling on the Vehicle DamageTable) Immobilized until the start of the nextMechanicus player’s turn. This immobilization cannot berepaired or removed in any manner. If the vehicle isalready Immobilized or Immobilized further, this doesnot cause a Weapon Destroyed or Wrecked result. Inaddition, consolidation and Fall Back movement is usedas normal on enemies the Graviton Gun has affected.

Range Str AP Type

18” 6 - Heavy 1, Blast

Null RodNull Rods are black rods of alien origin which act ashandheld psychic black holes. Quite literally pullingpsychic energies from their source with unknownenergies and nullifying them without any knowndefense. Those that wield such a powerful tool are quiteliterally immune to any powers a psyker may direct atthemselves and those around them. A model equippedwith a Null Rod ignores all Psychic Powers that aretargeted directly at the model and/or the unit they are in.This includes transport vehicles the model is in.

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THE ARMORY 

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Power FieldA Power Field generates a large and powerful energybubble around the user, giving the wearer a 3+Invulnerable Save. This save can only be used againstranged attacks- –in an Assault, the enemy is inside thearea of the energy bubble and the field can offer nohelp.

Runes of the Machine GodBefore leaving on the Quest, powerful sigils of rarecircuitry are inscribed on the armour and special chantsare made in the name of the Machine God, designed toprotect the wearer from harm. Once per game turn thewearer may roll one Armour or Cover Save from aweapon that for whatever reason would normally notallow it. Note this only applies to Armour and CoverSaves - if an Invulnerable Save, the effect cannot beused.

Staff of OfficeOnly the most senior Tech-Priests are gifted with one ofthese very powerful and rare tech-relics. Glowing withcircuit-runes, the staff contains nano-sized warp portalswhich burst open on contact. The impacts on the portalscreate intense localized warp disruptions, causingmicro-explosions which devastate the stricken enemy. AStaff of Office strikes in the same manner as a ThunderHammer, but strikes at Initiative 2 rather than striking atInitiative 1. It does take both hands to use properlythough and so counts as a Two-Handed Weapon forweapons choices; it also cannot be combined with anyother close combat weapons. Note that a Staff of Officewielded by a Rune Priest also counts as a ForceWeapon.

Stasis Grenade  (one use only) This grenade type is activated at any time during eitherplayer’s Assault Phase. It emits a shower of anti -chroniton particles on detonation, literally slowing downthe designated area around the enemy. All enemy unitsfighting the user in the initial Assault fight at Initiative 1for the remainder of the player turn, after which theeffects wear off.

Virus Grenade  (one use only) Virus Grenades are devised by the finest Genetors onMars, in carefully controlled laboratories lest thepowerful biological toxins escape and devastate theplanet. Throwing a Virus Grenade counts as a shootingattack with the following profile:

Range Str AP Type6” 3 - Assault 1, Blast

Roll 2 dice for scatter, using the lowest value for theactual scatter distance. Do not include the model’s BSwhen determining the scatter distance. If double of anykind are rolled, the grenade is exceptionally powerful  – use the Large Blast marker instead of the Small Blastmarker for the area affected. Any models touched by theblast template are wounded on a 2+.

Vortex Grenade  (one use only) One of the most rare items from the Dark Ages, theseforbidden devices open an instantaneous tear into theImmaterium. Though the rip into non-reality is small, itseffects are devastating as normal matter is torn into theWarp. Throwing a Vortex Grenade counts as a shootingattack with the following profile:

Range Str AP Type

6” 10 1 Assault 1, Blast

Roll 2 dice for scatter, using the lowest value for theactual scatter distance. Do not include the model’s BSwhen determining the scatter distance. If doubles of anykind are rolled, the grenade is exceptionally powerful  – use the Large Blast marker instead of the Small Blastmarker for the area affected.

Warp Jump Pack (one use only) This device allows the wearer and his unit to move up to24” in the Movement Phase in exactly the same manner as if it was using the Deep Strike Special Rules. Thedevice may be used while the wielder is in hand to handcombat. After one use though, the pack’s energy supplyis exhausted and cannot be used again for the rest ofthe game. The user (and their unit) may leave aTransport using this wargear. However, Transportvehicles may never be teleported with the unit.

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THE ARMORY  

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ARMOUR

Techmail ArmourDeveloped by the Mechanicus, Techmail is made ofbillions of nanoforged utility microtechs that, whencommunicating with its host can lessen foreseen

incoming blows creating more dense sections of thearmour. The armour is jacked into the wearer for thiscommunication, and the microtechs can even repairthemselves creating rejuvenation for the armour aftertaking damage. Models equipped with Techmail Armourreceive an Armour Save of 5+.

Techmail Skin-PlatingTechmail truly shines in its ability to adapt to organicmaterials. The concept of Techmail implantations in theskin was first used to combat disease and scarring, butwas eventually used to provide Cult field teams withprotection from harsh environments and enemies. Whilenot as strong as a lot of the armoured plating theMechanicus developes, Techmail is capable of

lessening the blow enough to survive it and quicklyrecover. Models equipped with Techmail Skin-Platingreceive an Armour Save of 4+.

Threat ArmourThreat Armour or Hawked Threat Armour is morecommonly used by the Skitarii of the Mechanicus.Lightweight, durable yet surprisingly resilient; thisarmour plating can rival that of the Astartes PowerArmour while still providing fluent and quick movementswithout needing a power supply. Models equipped withThreat Armour receive an Armour Save of 3+. Note thatthe Iron Fists’ Power Armour confers the same save. 

Terminator ArmourDue to the powerful exoskeleton and power sourcesbuilt into their armour, models in Terminator Armourhave the Relentless Universal Special Rule.

On the other hand, this armour is somewhatcumbersome, so those bestowed with TerminatorArmour are not able to pursue a more lightly armouredfoe when they flee. A model with Terminator Armourcannot perform a sweeping advance.

A model wearing Terminator Armour has a 2+ ArmourSave and a 5+ Invulnerable Save.

Any model wearing Terminator Armour can be

teleported onto the battlefield. They may always startthe game in reserve and arrive using the Deep StrikeSpecial Rules, even if it is not part of the mission beingplayed.

Models with Terminator Armour count as two models forthe purposes of transport capacity, and cannot embarkRhinos or Chimeras.

Artificer ArmourPristine and masterfully crafted, few armour choicesoutdo the amount of protection the Artificer provideswhile being so lightweight. Models equipped with

Artificer Armour receive an Armour Save of 2+.

Techmail RobeThe Techmail Robe uses the same technology as theTechmail Armour, the difference being the TechmailRobe’s microtechs are attached to one another in

strands that mimic that of a humanoid spine. Billions ofthese make up a Techmail Robe, yet to the naked eye itlooks like simple cloth. While less protective than theTechmail Armour, the Techmail Robe still provides alevel of protection normal robing could never hope toaccomplish. Models equipped with Techmail Robesreceive an Armour Save of 6+.

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THE ARMORY  

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

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VEHICLE ARMORY Boosters (10 Points) 

The vehicle’s engine is modified with superchargers andadditional power units, making it much more powerful

than normal. Once per game they can be used at thestart of the movement phase, adding an additional 6” of movement for that turn without any penalty for firingweapons.

Ceramite Armour (25 Points) The vehicle is coated with a protective shielding ofspecially blessed and rune encrusted ceramics, allowingit to withstand extremely high temperatures. Meltaweapon attacks (including Melta Bombs) against thevehicle lose any special benefits they normally gain as aMelta-Weapon.

Daemonic Possession* (20 Points) 

A Daemon has possessed this vehicle and in doing soincreases its strength. This vehicle will always ignoreShaken and Stunned results (though passengers areaffected normally.) This upgrade may be taken on anymodel with a CV other than Walkers.

Electro Hull (10 Points) The vehicle has been wired with powerful electricalcabling on its exterior, delivering a powerful shock toany enemy models attempting to attack it. Any modelattacking the vehicle in close combat will be woundedon a D6 roll of 4+, allowing saves as normal, beforeresolving its attacks.

Extra Armour (10 Points) Some Cult members vehicle crews add additionalarmour plating to their vehicles to provide extraprotection. Vehicles equipped with extra armour countCrew Stunned results on the Vehicle Damage table as aCrew Shaken result instead.

Holy Icon (15 Points) The vehicle mounts a suitably large and impressivesymbol of the Machine God. This upgrade acts as abeacon and extension for Rune Priest powers. If a RunePriest power’s range can reach a vehicle with the HolyIcon upgrade, the power’s range will be extended byanother 18” from that vehicle. The power can also bedaisy-chained from one vehicle with the Holy Icon

upgrade to another.

Hunter-killer Missile (5 Points) Hunter-killer missiles are commonly fitted to Imperialvehicles. These single-use weapon systems allowvehicles such as Rhinos to engage enemy armouredvehicles that would otherwise far outmatch them. Ahunter-killer missile is a krak missile with unlimitedrange that can only be used once per battle. They aretreated as an additional weapon.

Mind Impulse Unit (MIU) (20 Points) This technology creates a direct link between a humanbrain and a larger piece of external machinery allowing

control by thought alone as if the machinery was a partof the human's body. Most members of the AdeptusMechanicus have the ability to link with machines in thisfashion as it’s one of the first surgeries undergone byadepts. Vehicles with this upgrade receive a +1 to theirbase BS stat.

Pintle-Mounted Weapon (10 Points) Pintle-mounted weapons are weapons fitted to Imperialvehicles to provide additional fire support. Look to theweapon’s profile for  information on weapon-mountings.Vehicles allowed this upgrade may take up to twoPintle-Mounted Weapons.

Power of the Machine Spirit (25 Points) A vehicle with this upgrade has been fitted with anespecially powerful Machine Spirit, there to protect andguide the vehicle from harm. The interface between avehicles machine spirit and its fire control mechanismsallow the crew to target with incredible accuracy. Avehicle with the power of the machine spirit can fire onemore weapon than would normally be permitted. Inaddition, this weapon can be fired at a different target toany other weapons, subject to the normal rules forShooting.

Servitor Crew Installation (10 Points) The typical crew is replaced with advanced TechServitors; specially programmed to operate and servicethe vehicle. If the vehicle suffers an Immobilized resultthe Servitor operators may attempt to repair it in theShooting Phase, instead of shooting any vehicle-mounted weapons. On a D6 score of 5 or 6, the vehicleis repaired and may move as normal in following turns.An Immobilized Skimmer may attempt repair in this way

but only if it did not move flat out in its last movementphase.

Smoke Launchers (5 Points) Smoke launchers are used to temporarily obscure thevehicle behind concealing clouds of smoke that obscureor even eliminate an enemy’s clear view of their target.This allows the vehicle to cross open areas in greatersafety. See the vehicles section of the Warhammer40,000 rulebook for details.

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Adeptus Mechanicus Showcase

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

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Gant Exigo Hellgun

(Micro Art Studio) 

Cult Abomination(Paulson Games/Dragon Forge Design)  

Termite Tunneler(Ramshackle Games)  

Servo-Skull Swarm(Games Workshop/Forge World)  

Tech-Priest Enginseer Servo-Arm

 Cult Power Axe

(Games Workshop) 

 Missile Launcher

Robot Maniple Autocannon

(Pig Iron Productions)

 Lascannon

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Adeptus Mechanicus Showcase

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

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Divexo Beacon(Armorcast)  

Mechanicus Techmarine Servo-Harness

 Hellgun

(Games Workshop)  

Cult Servitors

 Plasma Cannon (1) Servo-Arm (1)

(Games Workshop)  

Praetorians Meltagun (1)

 Hellgun (1)

(Micro Art Studio)  

Centurion Praetorians Lascannon

(Micro Art Studio)  

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Adeptus Mechanicus Showcase

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

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Iron Father Plasma Pistol

 Power Weapon

(Games Workshop/MaxMini)  

Iron Hands Plasmagun (1)

(Games Workshop/MaxMini) 

 Tech-Priest Magos Cult Power Axe

 Servo-Arm

 Combi-Melta

(Forge World) 

Rune Priest(Micropanzer) 

Tech-Priest

Transmechanic Staff of Office

(Forge World) 

 

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THE ARMORY 

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

SINGLE HANDED WEAPONS

Close Combat Weapon 5 ptsCult Mechanicus Power Axe 15 ptsHand Flamer 10 ptsMP Hellpistol 10 ptsLaspistol FreeMeltapistol 10 ptsPlasma Pistol 10 ptsPower Fist 15 ptsPower Weapon 10 ptsStark Shield 15 ptsThunder Hammer (Terminator only) 20 pts

TWO-HANDED WEAPONS

Combi-Weapons:Lasgun-Flamer 5 ptsLasgun-Grenade Launcher 5 ptsLasgun-Plasma Gun 5 ptsLasgun-Meltagun 5 pts

Heavy Bolter 20 ptsMP Hellgun 10 ptsLasgun FreeStorm Bolter (Terminator only) 10 pts

WARGEAR

Auspex 10 ptsCombat Enhancements 25 ptsCybernetic Life-Support System 5 ptsElectoos 5 ptsFrag Grenades 2 ptsFamiliar 15 ptsKrak Grenades 3 ptsMaster Crafted Weapon Upgrade 5 ptsMechadendrites 10 ptsMelta Bombs 5 ptsRefractor Field 5 pts *

Rite of Pure Thought 20 ptsServo-Arm 20 ptsServo-Harness 35 ptsSignum 15 pts

TECH RELICS

Conversion Field 25 pts *Digital Weapons 5 ptsDisplacer Field 15 pts *Graviton Gun (Two-handed weapon) 20 ptsNull Rod 20 ptsPower Field 30 pts *Runes of the Machine God 10 ptsStaff of Office 30 ptsStasis Grenade (one use only) 20 ptsVirus Grenade (one use only) 35 ptsVortex Grenade (one use only) 35 pts

Warp Jump Pack (one use only) 15 pts

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

VEHICLE UPGRADES 

Boosters 10 ptsDaemonic Possession 20 pts *Ceramite Armour 25 pts

Electro Hull 10 ptsExtra Armour 10 ptsHoly Icon 15 ptsHunter-Killer Missile 5 pts

Mind Impulse Unit (MIU) 20 ptsPintle-Mounted Exigo Hellgun 10 ptsPintle-Mounted Storm Bolter 10 pts

Power of the Machine Spirit 25 ptsServitor Crew Installation 10 ptsSmoke Launchers 5 pts

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

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ADEPTUS MECHANICUS ARMY LIST

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The following pages contain an army list thatenables you to field an Adeptus Mechanicus forceand fight battles using the scenarios included inthe Warhammer 40,000 rulebook. It also providesyou with the basic information you’ll need in order to field an Adeptus Mechanicus force in scenariosyou’ve devised yourself, or that form part of acampaign.

The army list allows you to pick an army based ontroops that could be fielded by an AdeptusMechanicus force.

The force list is split into five sections. All theinfantry, vehicles and characteristics in the forceare placed into one of these depending upon theirrole on the battlefield. Each model is also given apoints value, which varies depending on howeffective that model is in battle. Before you choosea force, you will need to agree with your opponent

upon a scenario and the total number of pointseach of you will spend. Then you can proceed topick your force.

USING A FORCE ORGANISATION CHART

The force lists are used in conjunction with theforce organization chart from a scenario. Eachchart is split into five categories that correspond tothe sections in the army list, and each categoryhas one or more boxes. Each grey-toned boxindicates that you may make one choice from thesection of the force list, while a dark-toned box

indicates a compulsory selection. I’ve included thechart used for Standard Missions opposite.

MISSIONS & POINTS

These force lists are primarily designed for usewith the Standard Missions from the Warhammer40,000 rulebook. They may also be used with anyother missions that use the Force Organisationcharts, but please note that play balance may beaffected if they are used for anything other than aStandard Mission.

USING THE FORCE LISTBefore putting your force together for a game,agree with your opponent on the size of eachforce. Many players like to play games of 1,500points per side, which provides around two hoursof play, or the better part of an afternoon orevening. Look in the relevant section of the armylist and decide what unit you want to have in yourarmy, how many models there will be in it, and

which upgrades you want (if any). Any upgradesthat are taken must be shown on the model. Oncethis is done, subtract the point value of the unitfrom you total points, and then go back and makeanother choice. Continue doing this until you havespent all your points. Then you’re ready to dobattle!

FAN CODEX

This force list is based first and foremost around

the Adeptus Mechanicus Tech Quest force, butcan also be used to collect an army that followsthe same rules and restrictions. Use the AdeptusMechanicus force list presented on the followingpages, and paint your miniatures using one of themany colour schemes shown in resources for theMechanicus online, the one in this fandex or makeup the colours and symbols yourself.

The great thing about a fan-made codex is theability to create completely unique miniatures asthey typically don’t exist for purchase anywhere. Agreat place to get started is using similar lookingminiatures found at Games Workshop’s onlinestore at www.games-workshop.com. While eachunit’s entry will have a picture of the modeled unit,this by no means is what anyone else hasenvisioned for the unit, it is simply the creator ofthis fan-made codex’s idea of what the unit mightlook like. The descriptions in each entry arepurposely broad in an attempt to let yourimagination run wild.

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

(1) Unit Profile: At the start of each entry you will findthe name of the unit, the profile of any models it caninclude, and the points cost of the unit without anyupgrades. For example, the entry shown above isfor a Knight Titan that costs 260 points.

(2) Unit Composition: Where applicable, this entrylists the number and type of models that make up

the basic unit. For example, the 260 point KnightTitan shown above is made up of a single KnightTitan. 

(3) Unit Type: This entry refers to the Warhammer40,000 Unit Type Rules chapter. For example, aunit may be Infantry, Vehicle or Jump Infantry, andbe subject to a number of rules regardingmovement, shooting, assault etc. If the Unit Typebox includes the word ‘Unique’ you may onlyinclude one of this unit in your army.

(4) Wargear: This entry details the equipment the

models in the squad entry carry. The cost for all ofthese models and all of their equipment is includedin the points cost with the unit profile.

(5) Special Rules: Any special rules that apply to theunit are listed here. These special rules areexplained in further detail in the Forces section.Some refer to the Universal Special Rules sectionof the Warhammer 40,000 rulebook while some willbe specific to this codex. For example, the

Cantharis unit found on Page 44 benefits from theUniversal Special Rules ‘Scout’ and ‘Deep Strike’which can be found in the Universal Special Rulessection of the Warhammer 40,000 rulebook whilethe Knight Titan benefits from the  ‘Knight Titan’Special rule, which is detailed in the Knight Titanentry on Page 42 of this codex.

(6) Transport: This entry refers to any transportvehicles the unit may take. These have their ownentry on Page 135; The Transport Vehicles sectionof the Warhammer 40,000 rulebook explainsexactly how these dedicated transports work.

(7) Options: This section lists all of the upgrades youmay add to the unit if you wish to do so. If a modelis equipped with something listed in the UnitUpgrades section then you must pay the points forit – you may not take an upgrade unless the modelin the unit actually has it. Some units haveadditional options regarding how they may bechosen or fielded, often depending on whether an

associated special character is taken. Where everan option states that you may replace either,neither or both provided you pay the stated pointscost.

(8) Complexity Value: This entry refers to the ‘A RaceApart’ rule specific to the Adeptus Mechanicus.Exact information on this value is explained in theAdeptus Mechanicus Special Rules on Page 16.

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HQ 

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Master Rune Priest Derogo…….……………………………265 Points Page 52

WS BS S T W I A Ld Sv

Derogo 4 4 4 4 X 4 2 10 3(i)

Mercenary ïAcular………………………..……………………………195 Points Page 54

WS BS S T W I A Ld Sv

ïAcular 3 3 3 4 3 3 3 8 3+/4(i)

Circom Spectus………………………..……………………………165 Points Page 57

WS BS S T W I A Ld Sv

Circom 3 5 3 3 3 4 2 9 4+/6(i)

Algaryn Fornum…………...………………..………………………...…190 Points Page 56

WS BS S T W I A Ld Sv

Armenneus 5 7 4 4 3 5 3 10 2+/4(i)

Special Rules: 

Independent Character

Eternal Warrior  Master Psyker 

Tech-Priest  Machine Spirit Sympathy  Chant of Infection 

Unit Composition:

1 (Unique) 

Unit Type:

Infantry

Wargear:

Blessed Rune Armour

Staff of Office(also counts as Force Weapon)

Combat Enhancements

Cult Bionics

Familiar

Special Rules: 

Independent Character

Fearless 

Uneasy  Short Fuse 

Unit Composition:

1 (Unique) 

Unit Type:

Infantry

Wargear:

Cult Bionics Techmail Skin-Plating

Displacer Field

Charlotte

Special Rules: 

Independent Character

Unit Composition:

1 (Unique) 

Unit Type:

Infantry

Wargear:

Cult Bionics

Enhanced Sensory System

Funus

Occido

Special Rules: 

Independent Character

Tech-PriestUnit Composition:

1 (Unique) 

Unit Type:

Infantry

Wargear:

Cult Bionics

Corbaeon Pack

Electoos Whips Corser Retinae

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HQ 

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The Adamantium Giant….………………...…..…………...……120 Points Page 59

WS BS S T W I A Ld Sv

Frederick 2 3 3 4 1 3 2 9 4+/6(i)Ad. Giant 4 5 5 6 3 3 3 10 2+/5(i)

Zacharia A’ppareo…………………….……………..……………..…140 Points Page 58

WS BS S T W I A Ld Sv

Zacharia 4 4 3 4 2 4 1 9 2+

/---Armor---\  WS BS S F S R I A

Seren 3 3 5 12 11 10 2 1

Commander Lau…...……………………………………………………200 Points Page 53

WS BS S T W I A Ld Sv

Lau 5 4 5 5 3 6 1+D6 10 3+/4(i)

Options: 

Both models count as a single combined HQ choice.

The Adamantium Giant must select one or two of the

following weapons to be mounted on its shoulder(s):- Autocannon………………………...………..… +25 pts each - Lascannon………………………….………..…+30 pts each  - Missile Launcher…………………..………..…+20 pts each  - Plasma Cannon……………………………..…+25 pts each  

Unit Composition:

1 (Unique)  1 (Unique) 

Unit Type (Frederick): Infantry

Special Rules (Frederick): 

Tech-Priest

Wargear (Frederick):

Techmail Skin-Plating

Lasgun

Servo-Arm

Cult Bionics

Mechandentrites

Cybernetic Life-Support

System

Unit Type (The Ad. Giant): 

Monstrous Creature

Special Rules (The Ad. Giant): 

Eternal Warrior

Robot

Superior Programming

Inspirational Appearance

Wargear (The Ad. Giant):

2x Power Fist

Arm mounted Flamer

Arm mounted Storm Bolter

Cult Bionics

Refractor Field

Note: The Adamantium Giant and Frederick 

  form a unit of 2 models. As such, they must 

remain within 2” of each other at all times.

Together they may not join other units,

though they may be joined by Independent 

Characters as normal. For games using

Victory Points treat the pair as a unit of 2

worth 2 separate points, but points are only 

awarded if The Adamantium Giant is killed. 

Wargear (Zacharia):

Artificer Armour

Cult Bionics

Servo Harness

Power Field

Wargear (Seren):

Crol Bolter x2

Complexity Value (Seren): 3

Unit Composition:

1 (Unique) 

Unit Type (Zacharia):

Infantry

Unit Type (Seren):

Vehicle (Walker)

Special Rules:

Independent Character Move Through Cover

Tech-Priest

Musings of a Metal Mind

Never-ending

Special Rules: 

Independent Character

Furious Charge

Stubborn  “Data-Load Your Forces” 

Forceful Action 

Unit Composition: 1 (Unique)  Unit Type:

Infantry Wargear: Threat Armour

Frag Grenades

Krak Grenades

  Titan’s Might 

Teramia Weapon Attachment

Cult Bionics

Enhanced Parietal Lobe

Personal Body-Void

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HQ 

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Tech-Priest Magos…...…………………………………………...……90 Points Page 15 

WS BS S T W I A Ld Sv

Tech-Priest Magos 3 3 3 4 3 3 2 10 4+

Tech-Priest Artifex……………………...………………………...….105 Points Page 14 

WS BS S T W I A Ld Sv

Tech-Priest Artifex 3 3 3 4 3 3 2 10 4+

Options: 

Can purchase up to 100 points of combined Wargear andTech Relics from the Armory.

Replace Techmail Skin-Plating with:

- Threat Armour……………………...…………….....+10 pts  - Artificer Armour……………………...………………+20 pts  

Replace Techmail Skin-Plating with TerminatorArmour with Storm Bolter and Power Sword………+40 pts  

If Terminator Armour is not chosen, may choose thefollowing:- Hover Disk ...…………………………………..….…+15 pts 

Unit Composition:

1 Tech-Priest Magos

Unit Type: 

Infantry

Wargear: 

Techmail Skin-Plating

Cult Bionics

Special Rules: 

Independent Character

Tech-Priest

Disciples:(Allowed up to 8)

  Acolyte……………………...5 pts    Artisan……………………..30 pts  

  Dekan Tinkerer…………...30 pts    Genetor…………………...15 pts    Lexmachanic……….……. 25 pts    Logis…….……………...…20 pts  

  Louchem……………….....10 pts  

Medi Servo-Skull……....…..5 pts    Menial Installer………...…30 pts    Praetorian Bodyguard…...20 pts  

  Scribe…………………...…10 pts    Teretai……………………..10 pts   Weapon-Cyphe….…….…25 pts  

  Xenologis….………….......15 pts  

Disciples…………..………………………..……………………………...…5 - 30 Points Page 16

You may take one unit of Disciples for every Tech-Priest Magos in your force. This does not count against your HQ allowance.

WS BS S T W I A Ld Sv

Disciple 3 3 3 3 1 3 1 8 5+Model Options: 

Acolytes are each allowed up to 25 points ofWargear from the Armory, except Tech Relics.

Dedicated Transports: 

May select a Gant or Termite.

Unit Composition:

  See Tech-Priest Magos 

Unit Type: 

Infantry

Wargear:

Techmail Armour

Laspistol or Lasgun

  Cult Bionics

Options: 

Can purchase up to 100 points of combined Wargear andTech Relics from the Armory.

Replace Techmail Skin-Plating with:- Threat Armour……………………...………………..+10 pts  - Artificer Armour……………………...………………+20 pts  

Replace Techmail Skin-Plating with TerminatorArmour with Storm Bolter and Power Sword………+40 pts  

If Terminator Armour is not chosen, may choose thefollowing:- Hover Disk ...…………………………………..….…+15 pts 

Unit Composition:

1 Tech-Priest Artifex

Unit Type: 

Infantry

Wargear:  Techmail Skin-Plating

Cult Bionics

Auspex

Sensory Expergo

Special Rules: 

Independent Character

Tech-Priest

Strategist

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HQ 

1010011 (83) 

Tech-Priest Transmechanic…..………………………....…120 Points Page 18 

WS BS S T W I A Ld Sv

Tech-Priest Transmechanic 3 3 3 4 3 3 2 10 4+

Servitor Retinue……..………..………………………..……………....…24 Points Page 18

You may take one Servitor Retinue for every Tech-Priest Transmechanic in your force. This does not count against your HQ allowance.

WS BS S T W I A Ld Sv

Servitor 3 3 3 3 1 3 1 8 4+

Unit Composition:

2 Servitors

Unit Type: 

Infantry

Wargear:

Techmail Skin-Plating

Cult Bionics

Lasgun

Special Rules: 

Fearless

Slow and Purposeful

Dedicated Transport: 

May select a Gant or Termite.

Options: 

  May include up to 4 additional Servitors……..........… ………………………………...….+12 points per model 

Each model in the unit may be equipped withMechadendrites………………..…………. +5 pts each 

For every two Servitors in the unit, one Servitormay replace their Lasgun with: 

- Heavy Bolter…..…...….………………….........+20 pts - Multi-Melta or Plasma Cannon…………….....+30 pts 

For every two Servitors in the unit, one Servitormay be equipped with:- Servo-Arm..…………………..…………….….+15 pts 

Rune Priest……………………....………………………………175 Points Pages 23

WS BS S T W I A Ld Sv

Rune Priest 4 3 4 4 3 4 1 10 3(i)

Unit Composition:

1 Tech-Priest Transmechanic

Unit Type: 

Infantry

Wargear: 

Techmail Skin-Plating

Cult Bionics

Servo-Harness

Special Rules: 

Independent Character

Tech-Priest Knowledgeable Disciples

Servitor Retinue

Options: 

Can purchase up to 100 points of combined Wargear and

Tech Relics from the Armory. Replace Techmail Skin-Plating with:

- Threat Armour……………………...………………..+10 pts  - Artificer Armour……………………...………………+20 pts  

Replace Techmail Skin-Plating with TerminatorArmour with Storm Bolter and Power Sword………+40 pts  

If Terminator Armour is not chosen, may choose thefollowing:- Hover Disk ...…………………………………..….…+15 pts 

Options: 

May take a BSE Implant, increasing the numberof powers used per turn to three……………..….+55 pts  Unit Composition:

1 Rune Priest 

Unit Type: 

Infantry

Wargear: 

Blessed Rune Armour

Staff of Office

(also counts as Force Weapon) Combat Enhancements

Cult Bionics

Special Rules:

Independent Character

Psyker

Tech-Priest

Psyker Powers: Blessing of the Machine

Blessing of the Man

Blessing of the Weapon

Chant of the Weapon Chant of Control

Chant of Critical Malfunction

Chant of Malfunction

The Binary Squirt of Destruction

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HQ 

1010100 (84) 

Iron Father…………………………..…………...…………..……………..…145 Points Page 25

WS BS S T W I A Ld Sv

Iron Father 6 5 4 4 3 5 3 10 3+/4(i)

Unit Composition: 1 Iron Father

Unit Type: 

Infantry

Wargear:

Power Armour

Close Combat Weapon

Bolt Pistol

Frag & Krak Grenades

Servo-Arm

Chapter Bionics

Mechanicus Protectiva

Special Rules: 

Independent Character

Stubborn

Past Trials of a Dying Chapter

Iron Hands Squad…………..………………………..……………..…150 Points Page 26

You may take one Iron Hands squad for every Iron Father in your force. This does not count against your HQ allowance.

WS BS S T W I A Ld Sv

Iron Hands 5 4 4 4 1 4 2 9 3+

Unit Composition: 5 Iron Hands

Unit Type: 

Infantry

Wargear: Power Armour

Close Combat Weapon

Frag & Krak Grenades

  Bolter or Bolt Pistol

Chapter Bionics

Special Rules: 

Stubborn

Past Trials of a Dying Chapter

Dedicated Transport: 

May select a Gant or Termite.

Unit Options: 

  The entire squad may take Jump Packs….+65 pts  

Every model in the squadron may be equippedwith Mechadendrites……....….…………….....+30 pts  

Model Options: 

Any Iron Hands may replace their Bolter with:- Storm Bolter……..……………………………...+5 pts 

Two Iron Hands may replace their CloseCombat Weapon and/or Bolt Pistol with:- Power Sword……..…………………………...+10 pts - Plasma Pistol……....………………………....+10 pts - Power Fist……....………………….………....+20 pts 

Two Iron Hands may replace their Bolters with:- Flamer……..………………….…………… ..….+5 pts - Meltagun……....……………………...……….+10 pts - Plasmagun……..……………………………... +15 pts - Heavy Bolter……....…………………………..+15 pts - Heavy Flamer……....………………………....+15 pts 

- Multi-Melta……..……………………………...+15 pts - Missile Launcher……....……………………...+15 pts - Plasma Cannon……..…………………...…...+20 pts - Lascannon……..……………………………...+25 pts 

Options: 

Replace Bolt Pistol and/or Close Combat Weaponwith:- Bolter………….…………………...………….....…... free - Storm Bolter……..……………...………………...+3 pts 

- Storm Shield………….………………………....+15 pts - Power Sword.………………………………...….+10 pts - Plasma Pistol…………………………........…...+10 pts - Power Fist………………………………………..+25 pts - Thunder Hammer……………………………….+30 pts 

Replace Power Armour with Artificer Armour....+15 pts  

  Take Melta Bombs…………………………………+5 pts  

  Take Mechadendrites………………………...….+10 pts  

  Take Digital Weapons………………….………..+10 pts  

  Take Auxiliary Grenade Launcher…..............…+15 pts  

Replace Power Armour, Bolt Pistol, Frag & KrakGrenades with Terminator Armour and StormBolter and Power Sword....................................+40 pts  

  Replace Terminator’s Storm Bolter with: - Thunder Hammer………………………….........+20 pts 

  Replace Terminator’s Power Sword with:

- Power Fist…………….…….…………………...+10 pts - Storm Shield…………….…….………………...+10 pts - Thunder Hammer………..……………………...+20 pts 

If Terminator Armour is not chosen, may have oneof the following:- Jump Pack………….………………………...….+25 pts 

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TROOPS

1010101 (85) 

Praetorians………………..………………………………..…………………55 Points Page 28

WS BS S T W I A Ld Sv

Centurion 4 4 3 3 1 3 2 8 4+/6(i)

Praetorian 3 3 3 3 1 3 1 7 4+/6(i)

Machine Cultists….…………………..……………………………..……40 Points  Page 27

WS BS S T W I A Ld Sv

Cult Preacher 3 3 3 3 1 3 1 9 5+

Machine Cultist 2 2 3 3 1 3 1 6 6+

Unit Composition: 10 Machine Cultists

Unit Type: 

Infantry

Wargear (All): 

Techmail Robe

Lasgun

Wargear (Cult Preacher): 

Techmail Armour

Cult Standard

Cult Bionics

Pastor Moviss…………..…………………………….…..…………………65 Points Page 55

WS BS S T W I A Ld Sv

Pastor Moviss 4 4 3 4 3 3 2 10 4+ Options:  Pastor Moviss may be taken as a Machine Cultist unit

upgrade. If Pastor Moviss is taken for a MachineCultist unit, a Machine Cult Preacher upgrade may notbe taken for that unit. Machine Cultists in his unit countas Pastor Moviss’ retinue. 

Unit Type:

Infantry

Special Rules: 

Tech-Priest

Machine Cult Following

Master Craftsman   The Machine God’s Word 

Wargear:

Techmail Skin-Plating

Laspistol

Cult Mechanicus Power Axe

Combat Enhancements

Mechandentrites

Runes of the Machine God

Options: 

May include up to 15 additional Praetorians……..................………................................................. +11 points per model  

All Praetorian models may replace their Lasgun with:- Shotgun………………………………………….….…….. free  

Every model in the squadron may be equipped withMechadendrites………….………..….………… ..+4 pts each  

One Praetorian model may replace their Lasgun with:- Lascannon…………………………….….…………...+30 pts 

For every five Praetorians in the squad, onePraetorian model may replace their Lasgun with:- Flamer....…..……………………………..… ..….+5 pts each - Grenade Launcher….……………...……..…….+5 pts each - MP Hellgun.……..………………………..…….+10 pts each - Meltagun………..………………….……..…….+10 pts each - Plasmagun……...………………………..…….+15 pts each  

One model may be upgraded to a PraetorianCenturion with Techmail Skin-Plating which canchoose 50 points of additional equipment from theArmory except Tech-Relics……………………......…

+10 pts  

Unit Composition: 5 Praetorians 

Unit Type:

Infantry 

Wargear: Techmail Skin-Plating Lasgun

Cult Bionics

Cybernetic Life-Support System

Dedicated Transport: 

May select a Gant or Termite.

Options: 

May include up to 20 additional Machine Cultists.................………................................................... +4 points per model  

All Machine Cultists may replace their Lasgun with:- Laspistol and Close Combat Weapon……….…….…..free - Shotgun………………………………………….…….….. free 

Two Machine Cultists may form a Heavy WeaponsTeam and must select one of the following:

- Autocannon……………………….………………...... +25 pts - Heavy Bolter....…...……………….……………........+25 pts - Lascannon……………………………………..…...…+30 pts - Missile Launcher………..………….…………..…….+25 pts 

One model may upgrade to a Machine Cult Preacherwith Techmail Armour and is allowed up to 50 pointsof equipment from the Armory except Tech-Relics…… ……..…………………………………………………….+10 pts  

A Machine Cult Preacher may replace TechmailArmour with:- Techmail Skin-Plating……….…………….………...+5 pts 

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TROOPS

1010110 (86) 

Cult Servitors….……………………………..…………..………………….60 Points Page 29

WS BS S T W I A Ld Sv

Cult Servitor 3 3 3 3 1 3 1 8 4+

Unit Composition: 5 Tech Servitors

Unit Type: 

Infantry

Wargear:

Techmail Skin-Plating

Cult Bionics

Lasgun

Special Rules: 

Fearless

Slow and Purposeful

Dedicated Transport: 

May select a Gant or Termite.

DEDICATED TRANSPORTSGant………………………………………….………..…………………………….…45 Points Page 43

/---Armor---\ 

WS BS S F S R I A

Gant 3 3 - 11 11 10 - -

Termite………………………………….……...…..…………………………….…40 Points Page 45

/---Armor---\ 

TermiteBS F S R3 11 11 11

Options: 

May include up to 5 additional Tech Servitors…..………….. …………………………………………...+12 points per model 

Every model in the unit may be equipped withMechadendrites………….………..….………… ..+4 pts each  

For every five Servitors in the unit, one Servitor mayreplace their Lasgun with: 

- Heavy Bolter…..…...….………………….....………...+20 pts - Multi-Melta or Plasma Cannon……………...............+30 pts 

For every five Servitors in the unit, one Servitor maybe equipped with:- Servo-Arm..…………………..…………..………..….+15 pts 

Each Cult Servitor unit may be led by an Enginseer.See page 95 for more information on the Tech-PriestEnginseer……..………..……….……………………...+35 pts  

Options: 

May purchase any Vehicle Upgrades from the Armory.

  May replace Exigo Hellgun with Autocannon…….……. ……………………………………………….…+10 points  

Complexity Value: 2

Unit Composition:

1 Gant

Unit Type: 

Vehicle (Walker, Tank)

Wargear: 

Exigo Hellgun

Special Rules: 

Walking Transport

Transport Capacity: Eleven Models

Options: 

May only purchase the Holy Icon  Vehicle Upgradefrom the Armory.

Complexity Value: 2

Unit Composition:

1 Termite

Unit Type: 

Vehicle

Special Rules: 

Immobile

Calculated Assault

Rumbling Ground

Transport Capacity:

Ten Models

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ELITES

1010111 (87) 

Caminus-Priests…..……………………………….…….…………..…...90 Points Page 34

WS BS S T W I A Ld Sv

Caminus-Priest 3 3 4 5 1 3 1 9 4+

Techmarines Squad……..……………..……………………...……165 Points Page 35

WS BS S T W I A Ld Sv

Techmarine 4 4 4 4 1 4 1 8 2+/5(i)Enginseer 3 3 3 4 2 3 1 9 4+

The Forsaken………...………………………..……………………...……105 Points Page 38

WS BS S T W I A Ld Sv

Forsaken 3 3 2 2 1 3 1 6 -Enginseer 3 3 3 4 2 3 1 9 4+

Options: May include up to 3 additional Caminus-Priests…….….….. ……………………....………………….+30 points per model 

Every model in the unit may be equipped with

Mechadendrites………….……….….………… ..+5 pts each  

Unit Composition:

3 Caminus-Priests

Unit Type: 

Infantry

Wargear: 

Cult Bionics

Techmail Skin-Plating

Twin-Linked Flamer

Special Rules: 

Slow and Purposeful

Infiltrate Tech-Priest

Masochistic

Pyromechanics

Dedicated Transport: 

May select a Gant or Termite.

Options: 

May include up to 4 additional Techmarines..................……….................................. ........+65 points per model  

Every model in the unit may be equipped withMechadendrites……..……………...……… ..+7 pts each  

All Techmarines may replace their Servo-Harnesswith:- Quad-Harness…………………….…………….....… free - Angel Born-Harness………………………….......… free  

For every two Techmarine models in the unit, oneTechmarine may choose to replace their Bolter with:- Grenade Launcher……………….………….....…+5 pts - MP Hellgun…….………………………….......… +10 pts  - Meltagun…………………………….……………+10 pts - Plasmagun…………………………….…………+15 pts 

See page 95 for more information on the Tech-Priest

Enginseer.

Unit Composition:

1 Tech-Priest Enginseer

2 Techmarines

Unit Type: 

Infantry

Wargear (Techmarines): 

Artificer Armour

Cult Bionics

Servo-Harness

Bolter

Cult Mechanicus Power Axe

Refractor Field

Dedicated Transport: 

May select a Gant or Termite.

Options: 

May include up to 10 additional Forsaken…....….................………................................................ ....+7 points per model  

Every Forsaken in the unit may be equipped withMechadendrites………….………..….……….… ..+5 pts each  

See page 95 for more information on the Tech-PriestEnginseer.

Unit Composition: 1 Tech-Priest Enginseer

10 Forsaken

Unit Type: 

Infantry

Wargear (Forsaken): 

Cult Bionics

Special Rules (Forsaken): 

Fearless

Tenacious Onslaught

Unstable

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ELITES

1011000 (88) 

Knight Titan…………..………………………………………..……….……195 Points Page 42

/---Armor---\ 

WS BS S F S R I A

Knight Titan 4 4 6 13 12 11 4 2

Complexity Value: 4 

Cult Abomination………………………………………………………150 Points Page 40

WS BS S T W I A Ld Sv

Abomination 6 3 8 5 3 5 3 9 3+/5(i)

Solus Infiltrator…..……………………………….…….…………….…95 Points Page 32

WS BS S T W I A Ld Sv

Solus Infiltrator 3 7 3 3 1 3 1 9 -

Options: 

May only purchase Extra Armour, Holy Icon, Hunter-Killer Missile, Power of the Machine Spirit  and/or Smoke 

Launchers Vehicle Upgrades from the Armory. Unit Composition: 1 Knight Titan

Unit Type:Vehicle (Walker)

Wargear: Mega Hammer

Track Bolter

Special Rules: 

Knight Titan 

Special Rules: 

Eternal Warrior  Extension Cables  Feral Machine Spirit 

Unit Composition:

1 Cult Abomination 

Unit Type:

Monstrous Creature

Wargear:

Cult Bionics

Twin-Linked Lascannon

Cable Whips

Unit Composition:

1 (Unique)

Unit Type: 

Infantry

Wargear: 

Cult Bionics

Auspex

Hololanth Suit

Crest-033

Special Rules: 

Fearless

Stealth

Infiltrate

Lone Wolf

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FAST

1011001 (89) 

Electro-Priests……………………………………….…….…………...…156 Points Page 33

WS BS S T W I A Ld Sv

Electro-Priest 3 2 4 4 1 5 3 9 5(i)

Servo-Skull Swarm……………………………………….……………75 Points Page 36

WS BS S T W I A Ld Sv

Servo-Skull Swarm 2 3 3 3 3 2 2 8 5+

Luceo Rollers……………………………………….……………60 Points Page 37

WS BS S T W I A Ld Sv

Luceo Roller 1 1 1 4 1 1 1 9 3+

Options: 

May include up to 6 additional Electro-Priests………….….. ……………………....………………….+26 points per model Unit Composition:

6 Electro-Priests

Unit Type: 

Infantry

Wargear: 

Electoos

Cult Bionics

Special Rules: 

Tech-Priest

Fanatical Attack Fleet of Foot

Static Lash

Strained Minds

Dedicated Transport: 

May select a Gant or Termite.

Options: 

May include up to 10 additional Swarm Bases……...….. ………………....…………..……….+15 points per model  Unit Composition:

5 Swarm Bases

Unit Type: 

Jetbikes

Wargear: 

Electro-Field

Lasgun

Special Rules: 

Deep Strike Fearless

Scout

Vulnerable to Blasts

Small Target

Pests

Swarm

Options: 

May include up to 3 additional Luceo Rollers…..…...….. ………………....…………..……….+20 points per model  Unit Composition:

3 Luceo Rollers

Unit Type: 

Bikes

Special Rules: 

Fearless

Tech-Priest Creations

Self-Destruct

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FAST

1011010 (90) 

Cantharis ……………………………………………………………..……...…145 Points Page 44

/---Armor---\ 

CantharisBS3

F11

S10

R10

/---Armor---\ WS BS S F S R I A

(Walking) 3 3 - 11 10 10 - -

Unit Composition: 1 Cantharis

Unit Type: 

Vehicle (Fast, Skimmer) 

Wargear: 

Exigo Hellgun

Extra Armour

Special Rules: 

Assault Vehicle

Scout

Deep Strike

Aerial Deployment

  “She’s Going Down!” 

Transport Capacity:

Fourteen Models

Skitarii……………………………………………………..………………….……140 Points Page 30

WS BS S T W I A Ld Sv

Skitarii 4 4 4 4 1 5 2 9 3+

Imperial Jetbike Squadron…...…………….………….….…147 Points Page 31

WS BS S T W I A Ld Sv

Skitarii Jetbike 4 4 4 5 1 5 2 9 3+

Options: 

May only purchase Boosters, Ceramite Armour, Pintle- Mounted Weapon, Hunter Killer Missile  and/or Holy Icon  Vehicle Upgrades from the Armory. 

Complexity Value: 4 

Options: 

May include up to 10 additional Skitarii……...……...............……….................................................. +28 points per model  

Every model in the unit may be equipped withMechadendrites…………….….………...……… ..+7 pts each  

For every five Skitarii in the squadron, one model maytake one of the following:- MP Hellgun………...…………..………….……….….+10 pts  

One Skitarii model may be equipped with a PowerWeapon…...………..……………………………………+15 pts  

Unit Composition:

5 Skitarii

Unit Type: 

Infantry

Wargear: 

Threat-Armour Gun-arm Laspistol

Cult Bionics

Frag & Krak Grenades

Special Rules: 

Furious Charge

Stubborn

Tribal Fury

Dedicated Transport: 

May select a Gant or Termite.

Options: 

May include up to 6 additional Skitarii Jetbikes……....... ……………....…………....……….+49 points per model 

For every three Skitarii Jetbikes in the squadron,one model may take one of the following:- Power Weapon……....……………...…….+15 pts each  

Unit Composition:

3 Imperial Jetbikes

Unit Type: 

Jetbikes

Wargear: 

Techmail Skin-Plating Twin-Linked MP Hellgun

Cult Bionics

Frag & Krak Grenades

Enhanced Boosters

Proximity Grenades

EMPX Grenades

Special Rules: 

Furious Charge

Stubborn

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HEAVY

1011011 (91) 

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

Composition: Vehicle squadron composed of 1-2 Atlas ARVs. Multiple Atlas ARVs may act separately:

/---Armor---\ 

Atlas ARVBS F S R3 11 11 10

Unit Type: 

Vehicle (Tank) 

Wargear: 

Graviton Gun

Exigo Hellgun

Special Rules: 

Vehicle Recovery

Leman Russ Tarantula ………........…..…..…135 Points Pages 48-49

Leman Russ Burrower……....……....……..…180 Points

Leman Russ Vladd…………........……………..…200 Points

Leman Russ Rapier…..……….......….....……..…205Points Leman Russ Butcher…....…...…….............…215 Points 

Composition: Vehicle squadron composed of 1-2 of 

the above Leman Russ variants in any combination.

Multiple Leman Russ’ may act separately: 

Unit Type: 

Vehicle (Tank) 

Special Rules: 

Lumbering Behemoth

Wargear (All): 

Heavy Bolter

Leman Russ Tarantula: 

(See Options)

Leman Russ Rapier: 

Rapier Laser Focuser

Leman Russ Burrower: 

Tunnel Torpedo

Leman Russ Butcher: 

Quad Launcher

Leman Russ Vladd: 

Conversion Beamer

Options: 

Any model may purchase any Vehicle Upgrades from theArmory except Boosters. 

Any model may exchange its Heavy Bolter for:- Heavy Flamer.............................................................free - Lascannon............................................................+15 pts 

Any model may take a pair of sponsons armed with:

- Heavy Bolters or Heavy Flamers..........................+20 pts - Multi-Meltas..........................................................+30 pts - Plasma Cannons..................................................+40 pts 

The Leman Russ Tarantula variant must beequipped with one of the following:- 2x Twin-Linked Autocannon.….……………...……+70 pts - 2x Twin-Linked Lascannon. …...….………………+80 pts - 2x Twin-Linked Plasma Cannon……..……...……+70 pts 

Complexity Value: 2 

Tank Commander Malchun…………….…..…………………95 Points Page 60

Malchun must be assigned to one tank in the army and is only available to the Chaos Religious Faction (p. 17).

WS BS S T W I A Ld Sv

Malchun 4 4 4 4 2 4 2 10 2+/5(i)Wargear: 

Cult Bionics  Power Fist 

Special Rules: 

Obliterator Weapons  Dark Tank Commander

Unit Composition:

1 (Unique)

Unit Type: 

Infantry

Options: 

May purchase any Vehicle Upgrades from the Armory. 

Complexity Value: 2

/---Armor---\ 

BS F S RLeman Russ Tarantula 3 14 13 10Leman Russ Burrower 3 14 13 10Leman Russ Vladd 3 14 13 10Leman Russ Rapier 3 14 13 11Leman Russ Butcher 3 14 13 11

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HEAVY

1011101 (93) 

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

Cataphract Robot Maniple….………….................……..…55 Points Page 39

WS BS S T W I A Ld Sv

Cataphract Robot 3 5 4 5 2 2 1 10 2+

Conqueror Robot Maniple……..………….................……..…65 Points Page 39

WS BS S T W I A Ld Sv

Conqueror Robot 4 4 8 5 2 3 2 10 2+

Crusader Robot Maniple………..………….................……..…75 Points Page 39

WS BS S T W I A Ld Sv

Crusader Robot 5 3 8 5 2 4 3 10 2+

Options: 

May include up to 3 additional Robots..………….................………................................................. +55 points per model  

All Robot models must equip each Ranged WeaponArm with one of the following:- Autocannon …...…….…………………………+25 pts each - Lascannon …...…….……………………..……+30 pts each - Missile Launcher.………………………………+20 pts each - Plasma cannon…………………………...……+25 pts each  

Each Robot unit may be led by an Enginseer. Seepage 95 for more information on the Tech-PriestEnginseer……..………..……….……………………...+35 pts  

Unit Composition: 1 Robot 

Unit Type:

Infantry 

Wargear : 2x Ranged Weapon Arm

Special Rules:

Bio-Mechanical

Guidance

Robot

Options: 

  May include up to 3 additional Robots..………….................………................................................. +65 points per model  

All Robot models must equip each Ranged WeaponArm with:- Autocannon …...…….…………………………+25 pts each - Lascannon …...…….……………………..……+30 pts each - Missile Launcher.………………………………+20 pts each - Plasma cannon…………………………...……+25 pts each  

Each Robot unit may be led by an Enginseer. Seepage 95 for more information on the Tech-PriestEnginseer……..………..……….……………………...+35 pts  

Unit Composition:

1 Robot 

Unit Type:

Infantry 

Wargear :

Ranged Weapon Arm

Power Fist

Special Rules: Bio-Mechanical

Guidance

Robot

Options: 

  May include up to 3 additional Robots..………….................………................................................. +75 points per model  

Each Robot unit may be led by an Enginseer. Seepage 95 for more information on the Tech-PriestEnginseer……..………..……….……………………...+35 pts  

Unit Composition:

1 Robot 

Unit Type: Infantry 

Wargear :

2x Power Fist

Special Rules: Bio-Mechanical

Guidance

Robot

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OTHER

1011110 (94) 

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

Mechanicus Construct…………..…………...………………..…40 Points Pages 51

Unit Composition:

1 (Unique)

Special Rules: Construct

Unit Type: 

Vehicle (Tank or Walker) 

Walker Options: 

May upgrade Weapon Skill to:- 4……………………………………………………….…+5 pts  

- 5…………………………………………………...……+10 pts  - 6………………………………………………...………+15 pts  

May upgrade Initiative to:- 4……………………………………………………….…+5 pts  - 5…………………………………………………...……+10 pts  - 6………………………………………………...………+15 pts  

May upgrade Attacks to:- 2……………………………………………………...…+10 pts  - 3…………………………………………………...……+20 pts  - 4………………………………………………...………+30 pts  

  May take the Fleet of Foot Special Rule………….…+15 pts  

Weapon Options (Walker): 

  The walker’s left arm may take one of the following: - Heavy Bolter……....…………………………………..+15 pts - Heavy Flamer……....……………...………………....+15 pts - Multi-Melta……..……………………………………...+15 pts - Missile Launcher……....……………………...……...+15 pts - Plasma Cannon……..…………………...…………...+20 pts - Assault Cannon……..…………………...…………...+20 pts - Lascannon……..……………………………………...+25 pts - Dreadnought CCW..……………………………..…...+10 pts (this does not increase the number of Attacks)

  The walker’s right arm may take one of the following: - Heavy Bolter……....…………………………………..+15 pts - Heavy Flamer……....……………...………………....+15 pts - Multi-Melta……..……………………………………...+15 pts - Missile Launcher……....……………………...……...+15 pts - Plasma Cannon……..…………………...…………...+20 pts - Assault Cannon……..…………………...…………...+20 pts - Lascannon……..……………………………………...+25 pts - Dreadnought CCW..……………………………..…...+10 pts (this does not increase the number of Attacks)

May take up to two of the following:- Flamer……..………………….……………………..….+5 pts - Grenade Launcher.……………………...…………….+5 pts - Storm Bolter…………...……………………………...+10 pts - MP Hellgun...……………….……….……………..….+10 pts - Meltagun……....……………………………...……….+10 pts - Plasmagun……..……………………………………... +15 pts 

/---Armor---\ 

Tank 

BS

3

F

10

S

10

R

10

/---Armor---\ WS BS S F S R I A

Walker  3 3 5 10 10 10 3 1

Options: 

A Mechanicus Construct may be selected as an Elite, Fast orHeavy Support unit.

A Mechanicus Construct may be selected as a Tank or aWalker using the appropriate stat lines to the left and optionsbelow.

May purchase any Vehicle Upgrades from the Armory.

May upgrade Front Armour to one of the following:- 11………………………………………………...………+10 pts  - 12…………………………………………………………+20 pts  - 13…………………………………………………………+30 pts  - 14…………………………………………………………+45 pts  

May upgrade Side Armour to one of the following:- 11………………………………………………...………+10 pts  - 12…………………………………………………………+20 pts  - 13…………………………………………………………+30 pts  - 14…………………………………………………………+45 pts  

May upgrade Rear Armour to one of the following:

- 11………………………………………………...………+10 pts  - 12…………………………………………………………+20 pts  - 13…………………………………………………………+30 pts  - 14…………………………………………………………+45 pts  

A Mechanics Construct has a Complexity Value of 1, butmay upgrade to one of the following:- 2……………………………………………………..……+20 pts  - 3…………………………………………………..………+30 pts  - 4…………………………………………………..………+40 pts  - 5…………………………………………………..………+50 pts  - 6…………………………………………………..………+60 pts  

Tank Options: 

  May become a Fast Tank Unit Type…………………...+10 pts  

  May become a Skimmer Tank Unit Type………...……+20 pts  

Weapon Options (Tank): 

May take a single turret-mounted weapon:- Heavy Bolter……....…………………..………………..+15 pts - Heavy Flamer…………..…....………………………....+15 pts - Multi-Melta……..………………...……………………...+15 pts - Missile Launcher……....………………..……………...+15 pts - Plasma Cannon……..…………………………......…...+20 pts - Assault Cannon……..…………………...…...………...+20 pts - Lascannon……..………………...……………………...+25 pts 

May take a single hull-mounted weapon:- Heavy Bolter……....…………………..………………..+15 pts - Heavy Flamer…………..…....………………………....+15 pts - Multi-Melta……..………………...……………………...+15 pts - Missile Launcher……....………………..……………...+15 pts - Plasma Cannon……..…………………………......…...+20 pts - Assault Cannon……..…………………...……….........+20 pts 

- Lascannon……..………………...……………………...+25 pts  May take a pair of sponsons armed with:

- Heavy Bolter…….................…………………………..+20 pts - Heavy Flamer……....………………..………………....+20 pts - Multi-Melta……..……………………………...………...+30 pts - Missile Launcher……....……………………..………...+30 pts - Plasma Cannon……..……………………………..…...+35 pts - Assault Cannon……..…………………...…...………...+20 pts - Lascannon……..………………………………...……...+40 pts 

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OTHER

1011111 (95) 

Tech-Priest Enginseer……………………….…..…………………35 Points  Page 22

WS BS S T W I A Ld Sv

Enginseer 3 3 3 4 2 3 1 9 4+Options: 

A Tech-Priest Enginseer is an upgrade option for CultServitors and Robot Maniples.

A Tech-Priest Enginseer is a required addition toTechmarines and The Forsaken. Note that the pointcost for an Enginseer is already included in their pointcosts found on Page 87.

A Tech-Priest Enginseer is allowed up to 100points of equipment from the Armory, includingTech-Relics.

Unit Type: Infantry

Special Rules: 

Independent Character

Tech-Priest

Wargear: Cult Bionics

Techmail Skin-Plating

Warhound Scout Titan…………..…………...………………..…950 Points Pages 61-62 

The Warhound Titan is only available to the Collegiate Titanica Religious Faction (p. 17).

/---Armor---\ 

WS BS S F S R I AWarhound Titan 2 4 10 14 13 12 1 1 Options: 

If a Warhound Titan is fielded in a Cult Mechanicus forcefor a non-Apocalypse game, it fills the roles of and countsas all 3 Heavy Support choices as well as 1 HQ choice.

Complexity Value: 12

Unit Composition:

1 (Unique)

Wargear: 

Holy Icon

Plasma BlastgunVulcan Mega-Bolter

Unit Type: 

Vehicle (Walker) Special Rules: 

Agile Massive Size Reactor Meltdown Sequestered Information 

Note: The Warhound Scout Titan

is only allowed in non-Apocalypse

games with a 2,000+ point restriction.

In addition, the Warhound Scout 

Titan counts as 4 Kill Points for 

games that use Kill Points to

determine the winner.

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STATS (Units) 

1100000 (96) 

Profile WS BS S T W I A Ld Sv Page

Tech-Priest Transmechanic 3 3 3 4 3 3 2 10 4+ 18

Tech-Priest Artifex 3 3 3 4 3 3 2 10 4+ 19

Tech-Priest Magos 3 3 3 4 3 3 2 10 4+ 20

( Disciple) 3 3 3 3 1 3 1 8 5+ 21

Rune Priest 4 3 4 3 3 4 1 10 3(i) 23

Iron Father 6 5 4 4 3 5 3 10 3+/4(i) 25

Iron Hands 5 4 4 4 1 4 2 9 3+ 26Solus Infiltrator 3 7 3 3 1 3 1 9 - 32

Praetorian Centurion 4 4 3 3 1 3 2 8 4+/6(i) 28

Praetorian 3 3 3 3 1 3 1 7 4+/6(i) 28

Machine Cult Preacher 3 3 3 3 1 3 1 9 5+ 27

Machine Cultist 2 2 3 3 1 3 1 6 6+ 27

Servo-Skull Swarm 2 3 3 3 3 2 2 8 5+ 36

Skitarii 4 4 4 4 1 5 2 9 3+ 30

Skitarii Jetbike 4 4 4 5 1 5 2 9 3+ 31

Electro-Priest 3 2 4 4 1 5 3 9 5(i) 33

Caminus-Priest 3 3 4 5 1 3 1 9 4+ 34

Tech-Priest Enginseer 3 3 3 4 2 3 1 9 4+ 22

Techmarine 4 4 4 4 1 4 1 8 2+/5(i) 35

The Forsaken 3 3 2 2 1 3 1 6 - 38

Robot (Cataphract) 3 4 4 5 2 2 1 10 2+ 39Robot (Conqueror) 4 4 8 5 2 3 2 10 2+ 39

Robot (Crusader) 5 3 8 5 2 4 3 10 2+ 39

Cult Servitor 3 3 3 3 1 3 1 8 4+ 29

Luceo Roller 1 1 1 4 1 1 1 9 3+ 37

Cult Abomination 6 3 8 5 3 5 3 9 3+/5(i) 40

Master Rune Priest Derogo 4 4 4 4 X 4 2 10 3(i) 52

Commander Lau 5 4 5 5 3 6 1+D6 10 3+/4(i) 53

ïAcular 3 3 3 4 3 3 3 8 3+/4(i) 54

Pastor Moviss 4 4 3 4 3 3 2 10 4+ 55

Algaryn Fornum 5 7 4 4 3 5 3 10 2+/4(i) 56

Circom 3 5 3 3 3 4 2 9 4+/6(i) 57

Zacharia A’ppareo 4 4 3 4 2 4 1 9 2+ 58

Frederick 2 3 3 4 1 3 2 9 4+/6(i) 59

The Adamantium Giant 4 5 5 6 3 3 3 10 2+/5(i) 59Obliterator Malchun 4 4 4 4 2 4 2 9 2+/5(i) 60

Profile Front Side Rear BS CV Page

Atlas ARV 11 11 10 3 2 47

Termite 11 11 11 3 2 45

Cantharis 11 10 10 3 4 44

Phantous 12 10 10 3 3 50

Divexo Beacon 11 11 11 3 3 46

Leman Russ Tarantula 14 13 10 3 2 48-49

Leman Russ Burrower 14 13 10 3 2 48-49

Leman Russ Vladd 14 13 10 3 2 48-49

Leman Russ Rapier 14 13 11 3 2 48-49

Leman Russ Butcher 14 13 11 3 2 48-49

Construct 10 10 10 3 1 51Armor

Profile WS BS S Front Side Rear I A CV Page

Gant 3 3 - 11 11 10 - - 2 43

Cantharis 3 3 - 11 10 10 - - 4 44

Knight Titan 4 4 6 13 12 11 4 2 4 42

Textura 3 3 6 12 11 10 3 3 2 41

Seren 3 3 5 12 11 10 2 1 3 58

Construct 3 3 5 10 10 10 3 1 1 51

Warhound 2 4 10 14 13 12 1 1 12 61-62

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STATS (Weapons) 

1100001 (97) 

Weapon Range Str AP Type Page

Assault Cannon 24” 6 4 Heavy 4, Rending 63

Autocannon 48” 7 4 Heavy 2 63

Bolt Pistol 12” 4 5 Pistol 63

Bolter 24” 4 5 Rapid Fire 63

Charlotte 24” 4 5 Assault 3 * 54

Conversion Beamer Up to 18” 

18” - 42” 42” - 72” 

6

810

-

41

Ordnance 1, Blast 49

Corbaeon Pack  Up to 6” 

6” - 24” 24” - 48” 

4

68

-

42

Assault 1, Blast, Gets Hot! 56

Crol Bolter 36” 5 4 Heavy 3 * 58

Crest-033 48” 5 3 Heavy 1 * 32

Exigo Hellgun 18” 4 3 Assault 2, Twin-Linked 43

Flamer Template 4 5 Assault 1 63

Funus 12” 4 1 Pistol * 57

Graviton Gun 18” 6 - Heavy 1, Blast * 69

(Grenade Launcher)Frag GrenadeKrak Grenade

24” 24” 

36

64

Assault 1, BlastAssault 1

64

Hand Flamer Template 3 6 Assault 1 64Heavy Bolter 36” 5 4 Heavy 3 64

Heavy Flamer Template 5 4 Assault 1 64

Lascannon 48” 9 2 Heavy 1 65

Lasgun 24” 3 - Rapid Fire 65

Laspistol 12” 3 - Pistol 65

Mega Hammer 6” 7 2 Heavy 1, Blast * 42

Meltagun 12” 8 1 Assault 1, Melta 65

Meltapistol 6” 8 1 Pistol, Melta 65

(Missile Launcher)

Frag MissileKrak Missile

48” 

48” 48

63

Heavy 1, BlastHeavy 1

65

MP Hellgun 18” 4 3 Assault 1 64

MP Hellpistol 12” 4 3 Pistol 64

Multi-Melta 24” 8 1 Heavy 1, Melta 66Occido 12” 8 5 Pistol * 57

Plasma Cannon 36” 7 2 Heavy 1, Blast, Gets Hot! 66

Plasmagun 24” 7 2 Rapid Fire, Gets Hot! 66

Plasma Pistol 12” 7 2 Pistol, Gets Hot! 66

Proximity Grenade X 6 - Assault 3, Blast * 31

Quad Launcher 36” 8 3 Heavy 2+D3, Blast, Barrage * 49

Rapier Laser Focuser 24” 6 - Heavy 4D6 49

Saturn Launcher 18” 5 6 Heavy 1+X * 50

Shotgun 12” 3 - Assault 2 66

Storm Bolter 24” 4 5 Assault 2 66

Teramia Weapon Attachment 18” 6 2 Assault 2 53

Track Bolter 36” 5 4 Heavy 10 * 42

Tunnel Torpedo 12-48” 5 5 Heavy 1, Large Blast * 49

(Verto Concentrator)Dispersed

Concentrated36” 36” 

57

53

Heavy 1, Large Blast, Ignores CoverHeavy 1, Blast, Twin-Linked

46

*see the noted page number for additional details.

Warhound Weapons Summary Weapon Range Str AP Type Page

Plasma Blastgun (rapid)(full)

72” 

96” 810

22

Ordnance 2, Blast, PrimaryOrdnance 1, Large Blast, Primary

61-62

Vulcan Mega-bolter 60” 6 3 Heavy 15, Primary 61-62

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CREDITS

1100011 (99) 

v5.101711.L 

Codex: Adeptus MechanicusUpdates by Lantz

Information on this FanDex and FAQ updates: www.AdMechFanDex.com

Information on creating models used for units: http://www.Twin-Linked-Awesome.blogspot.com

Comments, concerns, suggestions, criticism or just to say hello: [email protected]

This Warhammer 40,000 Fan-made Codex Is Dedicated To The Memory Of Craig Alan Teske.

Special Thanks To:  Tim Huckelbery 

for providing an inspiring FanDex for me to recreate.  Derek Reihe, Ben Runyun, Jonathan Taylor and Nick Thom 

for their immense online-efforts on this project.  Eric Duffield 

for his spectacular artwork used for the cover.  Dan Abnett 

and his inspirational book Titanicus which I used as the basis for lore/fluff in this FanDex.  Mark Hofmann of www.musingsofametalmind.blogspot.com

for the inspiration he has provided with his beautiful conversions.  Games Workshop 

for the amazing universe they’ve created for us all to frolic in.  Table Top Fix (www.ttfix.blogspot.com) and Colonel Shofer (www.colshofer.blogspot.com)

Without these two I would have never found the models used for the units in this FanDex.  James Blevins, Kourtney Hopkins and Tad Lemon 

for their spectacular painting skills.  Justin Wu

for setting up and helping maintain admechfandex.com.  Nathaniel “Mechanical Legs” Chester  

this FanDex would not have been possible without him.

  The numerous open beta testers throughout the internet community.

A Big Thanks To The Following Companies For Their Miniatures That Were Used For Units In This FanDex:  Games Workshop   MaxMini   Dragon Forge Designs   Chapterhouse Studios   Armorcast   Antenociti’s Workshop   Black Cat Studios   Blight Wheel Miniatures   Ramshackle Games 

  Paulson Games   Micropanzer Wargame Studios  Quantum Gothic  Pig Iron Productions

An Extra Special Thanks To:  Darrel Hallowell, Tad Lemon and Eric Vaughn as well as Sterling Kelley, Keith Kubec, Aaron

Lococo, Trent Schell and AJ Whitehead The members of our gaming group “Twin-Linked Awesome” for closed and open beta ruleassessments, playtesting and my constant picking of their brains.

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CREDITSAbout The FanDex:

The idea for this project started in very early 2010 after I finished reading the novelTitanicus by Dan Abnett; a story depicting a Forge World of the Imperium and their strifeagainst the Dark Mechanicus. This perfectly written adventure pushed me to create up-to-date rules for the Adeptus Mechanicus as I truly believe they deserve a spotlight alongside

the other codices out there.After a shaky beginning this fandex has slowly started to gain ground in thecommunity. The first version released to beta-testerswas not well received, but it was these criticalassessments that took my work further. The secondversion was a night-and-day change from its originaland found its way into numerous beta-tester’s handswith a much brighter acclaim than before.

This wasn’t enough, however. After completingthe second version I knew this project was nevergoing to be truly completed. So long as imaginations

run wild and the community is receptive of it, my planis to continue to update this fandex for as long as Ican. Thanks to the help of the community this thirdversion is an entirely new beast; from new units andunit pictures to the fluff additions from severaltalented writers and eased page organization, thisproject has exploded into something tremendous andworthwhile.

The future is uncertain, but one thing I know isfor sure. As long as I have functioning fingers, theAdeptus Mechanicus will have their place on thetabletop.

Lantz McDonald; Egotistical Visionary 

This FanDex is unofficial and is in no way endorsed by Games Workshop Limited. This FanDex has been created without permission from Games Workshop and several pictures used in this project are used without permission from their original sources. This is a free FanDex and in no way should be distributed for profit. Updates and info on this FanDex and Lantz can be found at www.AdMechFanDex.com or www.Twin-Linked-Awesome.blogspot.com.

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