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Page 1: AdMech FanDex v5.101711.L-1
Page 2: AdMech FanDex v5.101711.L-1
Page 3: AdMech FanDex v5.101711.L-1

Adeptus Mechanicus Lantz McDonald

Page 4: AdMech FanDex v5.101711.L-1

CONTENTS

Introduction------------------------------------------------------------------5

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

Pivotal Moments

The Gate-------------------------------------------------------------------------------8

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

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

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

The Battle At Foress IV---------------------------------------12

Lost Transmission----------------------------------------------------13

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

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

The Adeptus Mechanicus

Special Rules----------------------------------------------------------------16

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

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

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

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

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

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

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

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

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

Praetorians-------------------------------------------------------------------28

Servitors--------------------------------------------------------------------------29

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Mercenary 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 List

The Armory---------------------------------------------------------------------77

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

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

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

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

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

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

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

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

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

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

Page 5: AdMech FanDex v5.101711.L-1

INTRODUCTION

0000100 (4)

Born from their mighty Forgeworlds, the Adeptus Mechanicus are a race of

humans mechanically and genetically modified to forge, engineer and uncover

lost technology for the Imperium.

The Warhammer 40,000 rulebook created by the brilliant minds at Games Workshop will assist you in fighting battles with your Adeptus Mechanicus miniatures in the war-torn universe of the 41

st

Millennium. This fan-made codex (fandex) has been created to work with other official codices created by Games Workshop. This fandex and every official codex works with the Warhammer 40,000 rulebook, allowing you to turn your collection of miniatures into an organized force ready for your games of Warhammer 40,000. This fandex may or may not work fluidly with other fandex creations of the community. This fandex details everything you need to know about the Adeptus Mechanicus.

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

The Mechanicus is not just a race of creative minds. The superior intellect of the Cult is used to further their goals, as the Imperium’s don’t always coincide. Creating bio-engineered monstrosities and massive war engines for daily labor as well as dangerous battles, the Cult Mechanicus tool their creations to handle all grunt-work for the superior minds to continue their work.

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

Augmentaurium & Pivotal Moments: The first

section of this fandex introduces the Adeptus Mechanicus. Hierarchy within Forgeworlds including the Red Planet, the inner-workings of a Tech-Priest and important moments in the lives of numerous Cult members are covered in these sections.

The Adeptus Mechanicus: All characters, infantry

and vehicles needed to field a Mechanicus force are included in this section. A description and picture are included with each entry as well as complete rules for the unit and information on any unique abilities or wargear.

Wargear: Rules for all combat-related tools your

units may use are included in this section except for wargear unique to a specific unit; these rules will be on the unit’s page described above.

Adeptus Mechanicus Showcase: In this section

you’ll find full color photographs of the miniatures created for the units in this fandex. All conversion work has been done by Lantz McDonald and all painting accomplished by Tad Lemon, Kourtney Hopkins and James Blevins. While the paint scheme used on these models are the typical colors used by the Adeptus Mechanicus, these colors are not set in stone (as well as the Dark Mechanicus do not follow this color scheme at all.)

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

www.admechfandex.com

and www.twin-linked-awesome.blogspot.com

Page 6: AdMech FanDex v5.101711.L-1

ADEPTUS MECHANICUS The 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 Nobilite

or even the Emperor himself. Without the

Cult of the Machine God, there would be

no atmosphere generators to create new

habitable worlds, no cogitators to

administer to and archive the functions

of everyday life, and no power armour or

war machines for the Imperium to assert

its considerable will. There is no part of

life in the 41st millennium that is not

completely dependent upon the fruits of

the Mechanicus. Consequently, the Tech

Priests of Mars are both exalted and

reviled by every tier of Imperial society.

The Mechanicus enjoys a level of

autonomy unheard of otherwise due to an

ancient pact between the Emperor and

the Fabricator General of Mars. This

pact is tenuous, however; despite the

official recognition of the Emperor as

the Omnissiah – the living embodiment of

the Machine God, there is a deep schism

among the Cult Mechanicus dividing those

who actually believe this and those who

do not recognize the Emperor as such. In

exchange for the aforementioned

independence and the transfer of any

discovered archaeotechnology, the Tech

Priests of Mars and other far-flung

Forge Worlds provide an endless supply

of weapons and war engines to the

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 Titan

Legions to the gene-enhanced Skitarii.

The Mechanicus has agendae of its own

that may not necessarily complement

those of the Imperium, and it is fully

willing and prepared to defend itself and

exert its will with vigor.

One 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 most

mechanized chapter of the Astartes

short of the Iron Hands, have an

extremely strained relationship with the

Mechanicus due to their refusal to share

the Baal STC, which overcharges 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.

Page 7: AdMech FanDex v5.101711.L-1

AUGMENTAURIUM

Written by David Terragon

0000110 (6)

Ever since the days of the Great Plagues, the Mechanicum has viewed the flesh as weak, the mind

feeble and the spirit petty. Thus, in pursuit of their goals, they will often replace the flesh with

relentless bionics, the mind with unclouded cogitators and the spirit with incorruptible logic. Many

are known to the wider Imperium, but more are lost to all but the Mechanicum, and still more have

been lost forever, their STC's and all record of their existence expunged from history.

These implants and augmentations are usually a direct indicator of rank and prestige. A recently

approved Tech-Priest would have only one or two implants, if that, whereas an Arch-Magos with many

years of service to the Omnissiah would be more machine than living organism. The following are just

a few examples of what each servant of the Omnissiah is bestowed into their living body.

Ocular bionics

These often allow a Tech-

priest to see beyond the

normal spectrum of human

vision or boost light input to

allow night vision. In

addition, similar functions

include the ability to fluidly

zoom in and out, magnify an

image, activate infrared

imaging and more. Very

common throughout the

Imperium and even available

to wealthy civilians, these

are usually among the first

implants all Tech-Priests

receive. Certain varieties of

ocular bionics may also

include a digital impulse

laser incorporated into the

bionics, making for an

unexpected weapon.

Auditory bionics

This complex enhancement

will allow a Tech-priest to

hear beyond the typical

human hearing range, and

can amplify noise heard,

making the user especially

useful at reconnaissance of

abandoned caverns and

catacombs and hearing

danger before it reaches

the user.

Prosthetic bionics

Found on many servants of

the Omnissiah, these can

vary from a simple weapon

on combat servitors, to

magnificent tools of a

thousand functions on the

Arch-magos.

Mechadendrites

These mechanical tentacles

attach to the spine, limbs or

similar locations where

they are useful for

uplinking to the noosphere.

These can also double as

faster legs to move on,

stronger arms to lift with,

more delicate fingers to

manipulate with and, in many

cases, a vicious weapon to

combat with. The larger

Mechadendrites can often

extrude a monomolecular

blade in combat or simply be

used as a blunt instrument

or to throw projectiles.

Techmail Skin-Plating

The implants require a

process where plates of

compact techmail armour

are embedded under

artificially hardened skin

which allows for a greater

range of movement. The

multiple layers of skin-

plating provide even

greater protection than

techmail armour provides, in

addition to always being

fully protected. Some skin-

plating can be created from

the skin tissue of the Tech-

Priest himself, essentially

creating a new organ

underneath the skin, with

the added bonus of being

able to regenerate without

the need for bionic

intervention. However, the

operation to implement

these implants is extremely

invasive, and so, not all that

undergo the surgery survive

the days it requires.

Autosanguination

A process where any blood

and bone marrow in a human

body is completely removed

and replaced with more

efficient synthetic chemical

substitutes, allowing for

faster recovery from

physical trauma, disease and

poisons. A related process is

to link the cardiovascular

system with the hydraulic

and fuel lines of certain

variations of bionic limbs,

bionic eyes etc., effectively

eliminating any maintenance

needs at the expense of

near-permanent attachment.

Electoos

This major implant of

microfilament metal circuits

is embedded in the epidermic

skin of Tech-priests, often

at the palms or fingertips of

the right hand, or more

common both hands. These

allow them to consciously

channel the bio-electricity

generated within the

nervous system and to

discharge the voltage when

it reaches a power of their

choice. These can be used in

combat as a vicious and

debilitating weapon, or to

revive a dying comrade in a

similar fashion to the

ancient technology of

defibrillators. Those who

retain these implants

throughout a majority of

their bodies have perfected

the combative use of these.

These select few are known

as Electro-priests.

Electro-grafts

Similar to electoos in that

they are electric circuits

embedded in the epidermic

layer of the skin, but are

distinct in their purpose.

Electro-grafts serve as an

interface for the Tech-

priest with electronic

machinery, particularly

sources of digital data like

cogitators. Given the right

data-sources, a Tech-priest

with electro-grafts can

acquire many skills and

much specialist knowledge

instantly.

Page 8: AdMech FanDex v5.101711.L-1

AUGMENTAURIUM

Written by David Terragon

0000111 (7)

Vox-Casters/

Voice-Synthesizer

The more complex of these

devices are often implanted

among the higher ranks of

the Mechanicum. Varying in

quality from a disjointed

voice similar to the ancient

voice-synthesizers of the

twenty-first millenium, to a

near-perfect tone; all have

the option of ‘squirting’ the

Mechanicus’ most common

language of binary. Similar,

yet less complex implants

are common among the Cult;

all will require intricate

surgery methods combined

with ancient information

gleaned from the revered

constructs of the Cult.

Mind Impulse Unit (MIU)

This invasive implant Allows

a direct link between a

human brain and a larger

piece of external machinery

allowing control by

thought alone, using the

machinery as an extension

of the user himself. The

ports for such a device are

most commonly found in

massive technology such as

Titans, Ordinatii and the

spaceships. While these are

exceedingly rare in a

normal Tech-priest, few may

take a MIU for numerous

roles from controlling a

servo-arm to piloting a war

Titan. One of the newest

advances in MIUs is the

wireless MIU, to control a

mechanical familiar or a

servitor as an extension of

himself without the

inconvenience of a physical

connection. Some pilots of

the Mechanicum may use a

MIU to link directly with the

vehicle and aid its Machine

Spirit as if he were himself

part of the machine. Thus, a

Mind Impulse Unit is revered,

as allowing its users to be

one step closer to true

understanding of machinery

and of the Omnissiah.

Psi-boosters

Implants designed to

increase the psychic ability

of the recipient. Well

known among the Rune

Priests, these implants are

also known to give greater

control over psychic

powers than those of

natural ability. However,

they also provide a perfect

weak spot should the user

be possessed by Daemons or

a psychic power go amiss. As

a result, knowledge of

these devices is shrouded in

secrecy outside of the

Mechanicum. The Inquisition

has some knowledge on this

device, but where the Tech-

Priest sees a wondrous

implant, the Inquisition sees

a threat to humanity. As a

result, the Mechanicum

hides them both for the

Imperium’s well-being and

their own.

Mentis Expulsors

The Mentis Expulsor is a

somewhat extreme defense

against psychic powers.

Implanted at the same time

as a psi-booster as a matter

of protocol, the cogitators

located within the brain

first locate any part of the

brain that is being attacked

by a mental force in order

to cut off blood flow

immediately to the affected

area. With the area isolated,

Nano-actuators embedded in

the various locations then

fire concentrated lasers

and separate the affected

tissues. Finally, a separate

cogitator then assumes the

relevant duties of the

defunct matter, which is

driven via tiny motors

located by way of nano-

bionics strewn throughout

the cortex, to a small chute

often located in the Tech-

priests forehead where it is

expelled.

Binary Cortex

This procedure combines

two brains of the most

senior Tech-Priests into a

single body, usually a body

selected from the

Servitorial Compounds,

where failed Space Marines

and criminals await

transformation into a

servitor. The host’s brain is

removed and examined for

alternative uses, while their

body is used to house the

cortexes of the Tech-

Priests. Only the closest of

friends among the high

ranks of the Priesthood are

placed in a binary cortex,

although similar fields of

knowledge are more usual

as they develop the closer

bonds, it has been known for

two Priests in differing

fields to request a binary

cortex procedure. In such

cases, the knowledge given

by the resultant individual

is more varied and much

more valuable.

Remembrance

Cogitator

This operation is usually at

the same time as an electro-

graft, where a cogitator is

placed in the part of the

brain which houses memory.

Not only does this allow

near-perfect memory for

many years, this allows the

Tech-Priest to 'upload' his

memories to a cogitator

display with the electro-

graft, to allow others to

relive his own thoughts or

record them for posterity. It

can even be interfaced

directly to another Tech-

Priest via the electro-

grafts.

Rite of Pure Thought

Considered extreme to even

the most insensitive Tech-

Priests, this operation

replaces the entire right

hemisphere of the mind that

deals with personality,

emotion, creativity and

other such trifling matters,

with a cogitator similar to

the sterile, logical left

half of the brain. This

changes the Tech-Priest into

a cold, calculating,

unfeeling work-obsessed

sociopath. While such

changes are naturally

beneficial to the Adeptus

Mechanicus as a whole, the

colleagues of the recipient

will see little, if any of the

previous person behind the

uncaring and predictable

monotony of work that is

left.

Page 9: AdMech FanDex v5.101711.L-1

THE GATE

Written by Commissar Carrie

0001000 (8)

Tech-priest Echolls could not

understand why the Magos had assigned him

to this project. This seemed like the kind of

thing that the Magos would want to do

himself, but instead he'd given the job to the

lowest ranking member of the priest-hood he

could find on this forsaken rock of a

planet. Echolls should have been doing

maintenance on the shuttles, not leading a

group of war servitors on some expedition.

Echolls wasn't even completely sure how to

fire the laspistol he'd been given. Weapons

weren't really his specialty. “Point and

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

simple. Do you think it's simple?”

The gun servitor he'd questioned just

just plodded along, unhearing. “You don't

think anything,” Echolls said, slumping.

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

frustration brewing in him and knew that it

was a weakness of the flesh, not worthy for

an acolyte of The Omnissiah, but he'd had a

hard day and he could be forgiven for a

little petulance. Tech-priest Fields hadn't

had to do this kind of thing, oh no. Fields

was at that very moment appeasing the

machine spirit of an intact Land Raider

they'd unearthed from the old

battleground. “We're here to recover pre-

heresy Astartes technology, not poke

around with xenotech, am I right?” Again,

the servitor said nothing. “And why are we

walking? There are plenty of vehicles

around. This is insulting to my station.”

Perhaps this was because of that incident

with the Magos' favorite servo-skull. Well

how was Echolls supposed to know the

local fauna found anti-grav plates

delicious?

As he crested the nearest rocky,

barren hill and shadowed his eyes from the

bright, shifting lights in the North sky,

Echolls saw the artifact down in the valley

below and his breath caught in his artificial

lungs. It was a structure made of what

appeared to be bone, a dozen meters high

and shimmering with a kind of energy he'd

never seen before. Maybe this trip wouldn't

be so bad after all. He began plodding down

the hill with his servitors when the field

around the artifact shifted hues, from a

pale blue to a bright white, and Echolls

stopped. Was that supposed to be

happening? He ducked behind the nearest

servitor and watched as a dozen figures

emerged from what he could now tell was

some kind of portal.

The figures looked human at first

glance, but they moved with a kind of grace

that was entirely disturbing. All of them

wore beautifully crafted armor covered in

gems and carried elegant weapons of a type

even Echolls, with his limited knowledge,

could tell were most definitely not of

human origin. Their leader appeared to be

female, and possessed a kind of unearthly

beauty that made the tech-priest shudder

involuntarily. She pointed a long, gleaming

spear at the servitors, and there was a

sudden flash of light. The mechanical

implants in Echolls' body began to spark and

twitch uncontrollably, and he backpedaled,

slapping at fires that were breaking out

across his robe. Suddenly there was

lightning everywhere and the servitors

began to spasm as static electricity coursed

through their systems.

Echolls raised his laspistol at the

female. Point and shoot, it was easy, right?

He heard a whisper in the wind and then his

arm came off at the elbow. He screamed,

staring in horror that was entirely unfit for

a man of his station as the figures

approached, raised their weapons, and sent

bladed death to take him away.

Page 10: AdMech FanDex v5.101711.L-1

RECOVERY MISSION ON ILLISI

Written by Sam Rhee

0001001 (9)

The landing craft bucked and dipped

as it hit the outermost reaches of the

planet’s atmosphere. This was the only part

of these recovery efforts that Enginseer

Zyra found uncomfortable. She was not so

augmented that she did not feel it “beneath”

her to have to endure reentry riding in the

cargo bay with the salvage vehicles and

bivouac pods. The tech adepts were

somewhere much deeper in the massive

converted freight loader, each one

sequestered in small monastic quarters and

silently communing with the Omnissaiah

amidst the strong vapors of incense, ozone

and fuel oil. She, however, was relegated

to the bay, nursing and watching over the

massive augers and monstrous shovels that

would labor to recover both the artifacts

and the enormous investment of this

venture.

Of course, there were other

monsters on board. Zyra had seen Astartes

before, but only from afar – once, as a

child, she attended a victory parade after

the Blood Ravens had ousted the scouting

leg of an Eldar raiding party on one of her

homeworld’s hundreds of nameless moons.

Not long after, she had entered the

Mechanicum as a novitiate and learned

about their genetic implants and

unassailable character, but at the time,

looking up at row after row of impossibly

tall, scarlet armor, they were terrifying.

They were no less impressive now.

There were only six of them suiting up in

their segregated quarters adjacent to the

loading bay, but they seem to fill up every

inch of the space, crowding out even sound

and light. She was curious as to why each of

the six had the same black and silver armor

but each of their right shoulders bore a

different insignia. She recognized the

inverse Omega of the Ultramarines and the

black on yellow hand of the Imperial Fists,

but she had never seen or even heard of the

icons on the other four. But she very

clearly recognized the symbol on the other

epaulet, and it brought a chill to her

unaugmented spine. She knew the cold lines

that made up the Inquisitorial signet, and it

was significant enough to her to discourage

further internal inquiry. Whatever the

orders that these “Inquisition Marines”

were following, Zyra knew that they

involved no compassion or mercy.

Within seconds of the bone-jarring

landing, the massive loading doors opened

with a hiss onto a dusty grey moonscape. The

distant horizon was crowned by massive

storm clouds and dozens of tornadoes. As

the machines lumbered out of the lander,

the Astartes pushed past Zyra and

disappeared, running at a startling pace,

into the dust. She climbed the ladder to the

cockpit on top of the largest auger as it

rumbled by. The automated discovery

beacon that brought them here was close,

but the slow pace of the machines would

find them at their destination in 4 hours. The

vibrations from the engines quickly sent

Zyra into a trance-like reverie.

The proximity alarm brought her

back to alertness as the auger ground to a

halt. There was a large crater in their path

that was not on their survey data. She was

about to cross reference this anomaly and

alert the tech adepts when she saw the

glint of onyx peppering the uniform grey of

the landscape. She grabbed an auspex and

climbed down off of the vehicle. The dust in

the air prevented the auspex from analyzing

the deposits. She climbed down, with some

effort, the side of the steep wall of the

crater, noting the warmth of the surface.

As she approached the first black shape,

her breath caught as she realized what it

was. Her auspex, immediately forgotten,

began immediately reporting the

composition of materials: plasteel,

ceramite, metal, hydraulic fluid, and

biological – bone, muscle, skin, blood. She

stared at the severed arm, still gripping a

chainsword, and in her panic, she noted that

the shoulder insignia, a yellow teardrop on

a red field, was one she didn’t recognize.

Her augmetic eye quickly assessed that all

six marines were here, albeit in many pieces.

She was standing, she realized, in a blast

crater. What could have-

The auger exploded in a shower of

light and the reek of promethium, flaming

debris raining down around Zyra. But she

couldn’t flinch or turn to see the slagged

auger; she had spotted the attacker. The

unmistakable square nose of a warhound

titan peered over the far edge of the

crater, crouched like a feral beast. It’s

plasma cannon was still glowing and the

Vulcan megabolter’s chambers were

skittishly spinning and clicking, its machine

spirit itching to fight. But something was

not right about this titan’s profile. The

hard angles and straight lines of its profile

were softened by some sort of biological

attachments, and there were not indicators

of Legio affiliation.

The scrapcode that filled her head

drove Zyra to her knees and illuminated her

confusion. She realized why the forward

expedition team stopped transmitting after

activating the beacon. She understood why

the tech adepts were so excited. They

thought that there was an STC pattern

within the ancient “wreckage”. The second

burst of scrapcode knocked her prone,

blood from her nose and ears staining the

gray dust.

As the silhouettes of two other

defiled warhounds came into view, she

could hear the whine of the plasma cannon,

now pointed at her, initiating its warm up

sequence. Zyra sent a noospheric

communication back to the landing craft a

millisecond before being obliterated in the

terrible white light of plasma.

<The Dark Mechanicus has risen…>

Page 11: AdMech FanDex v5.101711.L-1

GREEN MACHINES

Written by David Terragon

0001010 (10)

Early in 947.M41, the Mechanicus

became interested in the machines made

by a certain tribe of Greenskins, and

desired to capture them. a cruiser was

dispatched under the command of the

Tech-Priest Irexus, to find this particular

Ork warband.

Irexus, a Xenologician, was eager

to study the weapons employed by the

warband, for no two Ork weapons

functioned the same, and by their very

nature were haphazard and improvised. If

the Mechanicus could learn the secrets

of these weapons and their crude

effectiveness, it could possibly lead to

great advances of their own weapons.

After frequent searching for the

Mekband, the cruiser stumbled across an

Imperial 'Dauntless' class light cruiser

roaming a nearby solar system. It seemed

to behave erratically, sitting in

geostationary orbit on the exact opposite

side of the Imperial Spaceport. The

Transmechanics aboard Irexus's ship

concluded that the few internal

communications intercepted from the

vessel were not broadcast from

standard Imperial technology. The Logis

predicted a very high chance that this

was in fact the warband. Irexus gathered

his militia, and prepared for boarding.

A Lexmechanic fed the co-

ordinates into the teleporter where the

Logis predicted the weapons storage

facility would be. Just as the beam

strengthened, the Ork ship suddenly

powered up its engines and moved off

shifting the co-ordinates. The party

materialized with a bulkhead separating

them from their goal. One unfortunate

electro-priest had teleported directly

into the wall and had been severed at the

torso. Bio-electricity crackled and spat

against the wall in protest and agony.

Activating the vox caster at his

ear, Irexus directed the servitors aboard

the cruiser to scan their location and

lead him to the weapons facility. Within

seconds, he received the rapid squirts of

binary that gave him the information he

needed in a fraction of the time it would

take to speak normally.

The alarm had been raised and the

party moved off towards their goal. The

Orks at first were few and far between,

and were easily dispatched by the skitarii

in the party. But slowly the Ork’s

numbers started increasing.

At last, a score of Irexus's

company reached the weapons cache.

Luckily the Orks had been too surprised

to run first for the heavier weapons. The

servo-skulls were released, each one had

been programmed to seek out a

particular variety of Ork weaponry and

immediately send out a powerful homing

beacon to be transported along with its

payload. Despite the seeming simplicity,

the company had to protect the skulls

for long enough to find their quarry.

Knowing thus, Irexus directed defense of

the front door as he hefted his axe and

prepared for a siege.

Within seconds of the first blows

falling, it was clear they could not hold

out long. Seemingly endless shots flew in

to the hall, striking sparks off ship and

bionics alike. For each Ork slain, a dozen

more awaited. Irexus grew weary.

Suddenly, rising up above the Orks

around it, came the reasons why the Cult

had chosen this petty warband as its

target. A Big Mek, unmistakable by the

flamboyant glyphs and symbols of status

around him. Before he could take any

suitable action amongst the tide of

greenskins, Irexus and his squad were

enveloped in a cloud of sickly purple

light. Within milliseconds, gretchin

materialised among them. Several skitarii

and electro-priests got caught with a

gretchin's foot or arm or head caught in

their bodies and took a grievous injury. A

praetorian servitor standing by Irexus

coughed suddenly, and his chest

exploded outwards, disgorging a warp-

crazed gretchin, which quickly

succumbed to Irexus's strike.

The Orks were also severely hit in

the blast and Irexus knew how the Orks

would react to the Gretchin fired from

the weapon rampaging within their ranks.

drawing back into the comparative

sanctuary of the weapons cache, they

left a good amount of the Orks fighting

amongst themselves at the gate.

Irexus could see from their

vantage further back that the Mek was

reloading for a second strike. the combat

servitors returned, reporting that the

majority of skulls were successful.

Taking the remaining servo-skulls, he

interfaced with them, and quickly

reprogrammed all of the servo-skulls

for one last target, and flung them

towards the Mek. Immediately, the grav-

motors whirred and the skulls flew off,

their Machine Spirits determined to

retrieve this artifact. The Orks, not

expecting this diversion, took their

thoughts away from the Mechanicum, and

as one ran after these floating heads.

Seizing this moment, Irexus sent the order

for an immediate blast-teleport. When

next the Orks returned a few minutes

later, there was only a scent of ozone,

and utter carnage where once a Tech-

Priest had stood.

Page 12: AdMech FanDex v5.101711.L-1

REPORT:// FORGE WORLD CARADHRAS XIII

Written by David Terragon

0001011 (11)

:// ARCHMAGOS VENGALIS

01000011011000010111001001100001011001000110100001110010011000010111001101011000010

010010100100101001001010000010111001001100011011010000100110101100001011001110110111

1011100110101011001100101011011100110011101100001011011000110100101110011

:// 4589499.M41

00110100001101010011100000111001001101000011100100111001010011010011010000110001

:// Destination: Mars

010011010110000101110010011100110010111101010100011001010111001001110010011000010101

00110111100101110011011101000110010101101101001011110101001101100101011000110111010001

101111011100100101001101101111011011000110000101110010

://Received: Archmagos Rector, Sentaeus /

0101001001100101011000110111010001101111011100100010000001010011011001010110111001110100011000010110010101110

10101110011

://Forwarded: Fabricator Locus /

01001101011000010111001001110011001000000100011001100001011000100100110001101111011000110111010101110011

://Forwarded: Fabricator General /

010011010110000101110010011100110010000001000110011000010110001001000111011001010110111001100101011100100110

000101101100

:>> ://Message reads - /

The Most High Priesthood,

This transmission is being sent in the utmost urgency, as I am under threat not only from the

Daemonic invasion (of which news was sent in a previous transmission,) but also the agents of the

Imperium.

The events of the last few days, though disturbing, have revealed a glorious artefact. I am

sending the attached memory recoding and all available cogi calculations and parameters I could

process from my remembrance cogitator before the Inquisition has it intercepted and deleted. I risk my

life in this event, but the knowledge discovered is worth many lives such as mine.

:>> ://MemoryRecord/4579399.M41

0100110101100101011011010101001001100101011000110010111100110100001101010011100100110011001101000011100100111

001010011010011010000110001

Upon the event of the daemonic invasion, I witnessed the Grey Knights’ planetfall, and battle

with the daemons. Watching from our foremost research station, Base63, my optical bionics identified

the Grey Knights force among the heretic Astartes who had summoned the surrounding Warpspawn.

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

Upon magnification, my optical cogitators estimated the height to be about twenty-one standard

feet. The machine appeared to be some form of exoskeleton, for a pilot clad in the Terminator armour of

the Astartes was contained in a harness upon the machine’s chest.

The machine appeared to take the form of a man, without the head, driven by pistons upon the

shoulders and within the arms and legs. The pilot controlled this machine with the use of devices

attached to his hands and feet. My estimate is some form of amplified gyroscopic actuators working in

conjunction with cogitators more advanced than thought possible.

The armament of the machine consisted of some form of rapid-fire psychic cannon, which

appeared to fire the 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 rebel

Astartes armour, but was incredibly destructive against the denizens of the Warp.

The opposite hand held a great blade, spanning a calculated twelve standard feet long and two

standard feet across. The pilot seemed to be able to charge the sword with a powerful energy at will,

allowing for strokes to cleave through even the hulls of the heretic Land Raiders.

Sentaeus, you are more learned in the ways of the Grey Knights, and have oft trained their own

Techmarines. If you cannot reveal or guess more of these magnificent creations, then I fear this is a

secret the Ordo Malleus will not let slip willingly.

I sense some power attempting to cease this transmission! If the Inquisition has found my location,

this may be the last message I send to you. You must find this machine! It could be the greatest discovery

for centuries, if we could but unlock its secrets and -

:>> ://Message ends - /

010000110110000101101100011000110111010101101100011000010111010001101001011011100110011100100000011010010110

1110011101000110010101110010011100100111010101110000011101000110100101101111011011100010000001100011011000010

111010101110011011001010011101000100000011101010110111001101011011011100110111101110111011011100010111000100000

010000110110000101101100011000110111010101101100011000010111010001101001011011100110011100100000011010010110

1110011001000110100101110110011010010110010001110101011000010110110001101001011100110111010001101001011000110

0100000011001000110100101100001011001110110111001101111011100110110100101110011001110100010000001110101011011

10011010110110111001101111011101110110111000101110001000000100001101100001011011000110001101110101011011000110

0001011101000110100101101110011001110010000001101001011011100111010001100101011100100111001001110101011100000

11101000110100101101111011011100010000001100011011011110110111101110010011001000110100101101110011000010111010

00110010101110011001110100010000001110101011011100110101101101110011011110111011101101110001011100010000001000

0110110000101101100011000110111010101101100011000010111010001101001011011100110011100100000011001010111001001

1100100110111101110010001000000110010001100101011100110110001101110010011010010111000001110100011011110111001

00011101000100000011101010110111001101011011011100110111101110111011011100010111000100000010000110110000101101

1000110001101110101011011000110000101110100011010010110111001100111001000000110100101101110011101000110010101

1100100111001001110101011100000111010001101001011011110110111000100000011100100110010101101100011000010111100

100111010001000000111010101101110011010110110111001101111011101110110111000101110

Page 13: AdMech FanDex v5.101711.L-1

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 of

cybernetically enhanced warrior sagged

under his own weight. The Magos had seen

this Skitarii return from missions before

with his armor scratched and broken, but

this was new. Great holes had been torn

through it, as if the armor there had never

existed before. Smooth cut lines marked the

edges of his wounds. “Our losses were high.

We return with but a fifth of our original

forces.”

“And the Titan?” the Magos asked.

“Unfortunately lost, sir. The

weapons of the enemy were quite potent.”

“So I have heard. No matter. The field

is working?”

“It appears so, sir. We detected an

attempted teleport upon capture, but to no

result. The xeno is as secure as we can make

him.”

“Excellent. Bring him in, then.” The

Magos watched as the Skitarii turned to the

shuttle and made a summoning motion with

his hellgun. A moment later a group of

servitors began dragging a heavy container

supported by anti-grav lifts down the

shuttle's ramp and into the hangar of the

Mechanicus facility. The Magos stopped

them short, his own optical scanners

measuring the weight and density of the

container and listing it out in tiny green

numbers at the edge of his vision. “Open it.”

The servitors did as they were

ordered, moving with the lobotomized

perfection of the Omnissiah. A panel in the

container opened, and the xeno came into

view. It was locked down in energy

restraints that Magos Lorn had unearthed

amid the ruins of a xenos craftworld in the

Davoth sector. Surrounding it were field

emitters that jammed warp travel that the

Magos had reverse engineered from an STC

Template discovered on Terra under the

Himalayas. Magos Lorn had spent over a

century preparing this trap, then decades

more finding his prey. When reports from

the PDF on this backwater planet had

mentioned ghostlike metal men the Magos

had traveled across half the galaxy to get

here and commanded a force of thousands

on this mission. He'd even deployed a

Warhound class Titan, a regrettable, but

acceptable loss for this prize.

What hung before him in the

container was a metal man almost as large

as the Skitarii who had brought him in. It

wore the tattered remnants of a cape

around its skeletal form, and its

expressionless face, marked out by eyes

glowing green with an unknown energy,

showed as little emotion as the Magos' own.

It turned to stare at him, and somewhere in

parts of him that the Magos thought he had

excised long ago for their organic

weakness, he felt fear. The energy

recorded by his implants was off the scale,

so he shut them off with a simple thought

and stared at the metal man. “This is a lord

of the Necrontyr?”

“Yes, sir,” the Skitarii said, coming to

stand at the Magos' shoulder. “He disabled

four Skitarii and seven Praetorians before

he was subdued. His weaponry is under

guard in a separate shuttle, as ordered.”

The metal man tilted its head and

twisted in its restraints. It was staring into

the Magos' ocular implants as if it could see

the man he'd been born as. The Magos did not

like that. Before he could order the

container closed again, a voice, deep and

ancient, rattled through his head. “Magos

Lorn. I know you. Hunter of my kind.

Foolish. You know not what you seek to find.

We are death. We are eternal. We will

consume-”

The automated systems in the Magos'

head switched on at the first detection of

the psychic attack. They located the portion

of the brain being targeted by the mental

powers of the xeno and isolated them. A

warning symbol superimposed itself over the

Magos' vision, and he enacted emergency

procedures. Tiny actuators in the

cybernetic portions of his brain fired laser

scalpels into what was left of the organic

matter of his brain and amputated select

bits, then began immediately replacing them

with new hardware. Actuators moved the

excised portions of his grey matter into a

tiny chute located at his temple and poured

out the sticky fleshy mess into his awaiting

hand. The voice stopped, the fear left him

and Magos Lorn looked at the small pile of

useless organic matter in his hand. His

occular implants identified it as his

hippocampus.

Next to him, the Skitarii, lacking the

blessings of the Omnissiah that the Magos

had, screamed in shock and terror and

collapsed, blood pouring from his eyes and

ears. “Fascinating,” the Magos said, and

dropped the bits of brain tissue from his

hand. “Studying you will be quite worth all

this effort.”

Page 14: AdMech FanDex v5.101711.L-1

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 in

the warp, not a direct transmission. As of now I am currently unsure of the age of the message,

though if it is what I think it is, then it's got to be several hundred years old. The Dubitante has

been thought lost for a long time. The Inquisition has been wanting to get their hands on it, but

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

++[Transmission Begins]++

Image distorted. {Possible Jamming?} A woman in robes of the Mechanicus is staring intently at

pict-source. [Subject identified as Genetor Cornelia Vega] While her occular implants seem in

good condition, her right arm has been replaced with a servo arm. The replacement seems to

have been rushed and of poor quality. She is in a dark room, figures holding Imperial weaponry

move in the background.

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

being overrun. Magos Diode is dead. We 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 in

background. Vega takes pict-source and transmission ceases for 586.947 seconds. Transmission

resumes in darker room, Vega is bleeding from recent head wound.

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

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

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

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

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

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

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

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

Vega cuts off as sounds of fighting fill the audio. More hellgun fire along with unidentifiable

energy blasts. {The plasma she was talking about?} In the background a skitarri is hit by multiple

projectiles {I think they're missiles, dozens of them.} and flung across the room in pieces. Vega

turns towards the source of the fire.

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

Vega, consumed by fire, runs out of camera range, screaming. Screams continue for 26.432

seconds. New figure steps into frame. Distortion increases exponentially until entire image is

static. [Upon enhancing the static a humanoid shape over three meters tall is revealed. The

figure's head includes only a single eye, looking towards the transmitter. Then it raises a blunt

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

++[Transmission ends.]++

Sending User: Magos Explorator Nephi Krull

Receptive User: Logis Hecutor Fith

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

Destroy the video. Kill the astropath.

Page 15: AdMech FanDex v5.101711.L-1

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 the

aforementioned heart in the process.

Under normal circumstances, he would

have dispatched them easily, but this was

the fourth day since the equatorial

photovoltaic collectors went offline,

choked by falling spores; Chronon, and

he presumed, the rest of the planet, was

surviving on dangerously low power

reserves. He was sprawled on the floor

with the creature held above him like a

horrible infant. He slowly lowered his

head back onto the cold marble. He

calculated the power savings of not

taxing his neck and clavicle servos. With

no other variables, resting his head

would allow him to maintain his grip for

an additional 10 minutes.

Chronon knew it was just a matter

of time.

He closed his eyes and let part of

himself drift into the Noosphere. He tried

to make sense of all that had happened

since the beginning of this invasion – no,

invasion was inaccurate; it was a harvest.

It had begun with orbit-bound astropaths

reporting a wall of nothing impeding

their communications. A few weeks later,

a raft of small meteors came hurling

from the shadow in the warp, followed by

capital ship-sized abominations of

tendrils and flesh. As the meteors

impacted the surface of the planet, they

vomited forth the stuff of madness. Some

teemed with leaping, man-sized creatures

with scything claws dripping with toxins.

Others released huge, lumbering hulks

that launched two-part organic

munitions. Yesterday, Chronon observed

two of these living superheavy tanks

take down a Warlord Titan. The

firestorm caused by the sentient

projectiles was caustic and incendiary

enough to melt the titan up to the torso.

Worst of all, though, were the psychic

beings. Sickly, vestigial bodies hung like

butchered meat from huge levitating

crested heads, and the Skitarii that

ventured too close to them instantly

died, their brains boiled in their skulls.

Chronon marveled at the sheer variety

and adaptability of these invaders. He

went deeper into the Noosphere, trying

to cross-reference the terrible images in

his mind with any mechanicum-indexed

information. He found what he was

looking for in the archives of the Magos

Biologis of the Tyran System. These same

creatures had completely scoured Tyran

Primus of organic material, leaving a

dead rock in its wake. His link was failing,

but he managed to ingest all of the

information from the Magos along with

supplemental material from both the

Adeptes Astartes and the Inquisition

itself. The terms swept by in a wash of

binary code – Hive Fleet, Hive Tyrant,

Venomthrope…the taxonomy that Terra

and Mars had applied was strangely

evocative of the nightmares of his barely

remembered youth. These “Tyranids” had

either spanned the Segmentum in an

unbelievably short time, or the tendrils

of their fleet were incomprehensibly

vast. As his body began to shut down, the

creature (“rippers”, they had been

labeled) began to thrash more wildly,

anticipating a feeding. Chronon would

have liked to have studied this 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.

Page 16: AdMech FanDex v5.101711.L-1

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 explorator

camp, like a shark circling its prey. The skimmer’s pale riders hung from its rails hollering

and jeering as each circle brought the skimmer closer to the encampment. The servitors

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

trying to bait the camp’s defenders into facing them in the open, but the Artifex had

calculated the results of a conventional assault on the skimmer the moment it appeared.

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

was initiated.

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

The Artifex’s Skitarii guard bolted out of the camp on their jet bikes, their

cybernetically enhanced reflexes deftly firing the multiple jump jets providing the bikes

thrust. Their attack vector was calculated to intercept the jagged prow of the skimmer

on its next pass. As the black skimmer began its next pass short bursts of energy fire from

the Skitarii bikers scorched its side and then they quickly veered away in a tight formation

before the surprised raiders had a chance to return fire. Several of the skimmer’s crew

leapt from the vessel, in midflight, as it altered course to pursue the jet bikes that were

leading it away from the main camp.

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

randomly firing into the camp’s servitor labor force. Hundreds of needle like projectiles

ripped into the servitors, their skin rapidly blackened and swelled as they fell,

succumbing to the needles lethal payload. The Artifex watched one of the warriors,

possibly a commander, deploy a device behind the warriors that conjured a black sphere

hued in green flame. The 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 modified

Leman Russ. Its ordinance plunged into the earth tunneling its course toward the

disembarked 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 air

and 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 of

explosions as each bike impacted filling the pit and portal with a storm of fire and

shrapnel. 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 into

another fireball incinerating the remainder of its crew. The Tech Priest Artifex walked

toward 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- ++

Page 17: AdMech FanDex v5.101711.L-1

ADEPTUS MECHANICUS

FAN-MADE CODEX

0010000 (16)

This Fan Codex represents an Adeptus Mechanicus questing or exploratory army. This force is suited to the more exploration and techno-archeological nature of the expedition. Here the Tech-Priests are often in search of lost relics from the Dark Age of Technology, such as Standard Template Construct (STC) artifacts. In these missions they often encounter hostile forces (usually determined not to give up such items whether they

understand the importance of the device or not), and thus their expedition forces must also be ready to fight. The Mechanicus may also accompany other forces of the Imperium when it suits their own inscrutable purposes. However, the Cult Mechanicus is very guarded about their sequestered information, and few dare to question them.

ADEPTUS MECHANICUS SPECIAL RULES

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

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

TECH QUEST

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

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ADEPTUS MECHANICUS SPECIAL RULES

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IN THE WRONG HANDS

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

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

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

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

Collegiate Titanica

While not a religious faction, the Collegiate Titanica are the most powerful faction the Adeptus Mechanicus has to offer when it comes to times of war. Entire Forgeworlds of this faction are completely dedicated to the construction of monstrous constructs, some of which can pierce a 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 be destroyed by the Imperium or even their fellow Adeptus Mechanicus counterparts. The Khamrians pursue the forbidden science of artificial, or “abominable” intelligence which has been forbidden since the catastrophe caused by the Iron Men who attacked humanity during the Dark Age of Technology. Members of the Khamrian’s Cult Abomination and Robot Maniple units always act as if a model with the Tech-Priest Special Rule is within 12”.

Chaos

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

Necrenius

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

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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 fading while staring deep into the enemy’s eye.

WS BS S T W I A Ld Sv

Transmechanic 3 3 3 4 3 3 2 10 4+

SPECIAL RULES Independent Character, Tech-Priest Knowledgeable Disciples: The Transmechanic’s force

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

be accompanied by a retinue of Cult Servitors. WARGEAR Cult Bionics, Servo-Harness

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TECH-PRIEST ARTIFEX

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 RULES Independent Character, Tech-Priest Strategist: When including a Tech-Priest Artifex in your

force, the controlling player is allowed one additional FOC slot (HQ, Troop, Elite, Fast or Heavy) than the game type being played would normally allow. This rule is not cumulative with multiple Artifexes. In addition, after both sides have deployed at the start of a game, the Cult player may reposition D3 units in his or her army up to 6”. No unit may be moved outside of its deployment zone. WARGEAR Cult Bionics Sensory Expergo: This piece of equipment is used in

times of war for the Mechanicus. Certain sensors can be depreciated due to a foreign planet’s environment. The Sensory Expergo pulses a constant stream of chritio-electricity from a centralized location purifying low-light, phsyical, infrared, psyto and echo-locat vision for the members of the Mechanicus in a rather large radius. At the beginning of the game, roll a D6. The result is how many inches are added onto any Auspex in the force’s range 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 RULES Independent Character, Tech-Priest WARGEAR Cult 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. If accompanied by a retinue of Disciples a Tech-Priest cannot leave his unit or join another unit; however if all of the Disciples are removed from play he may join other units as normal. In game play, all Disciples and their leader form a unit with normal unit coherency. Rules and bonus’ provided by Disciples will only affect the Magos and Disciples in their unit. Unless it is stated otherwise in each description below, each Disciple has the Cult Bionics wargear, may be armed with either a Laspistol or Lasgun and use the following profile:

WS BS S T W I A Ld Sv

Disciple 3 3 3 3 1 3 1 8 5+

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

ARTISAN (30 Points) Having an Artisan as a Disciple adds a +1 Strength to shooting weapons used by the unit they are in. This bonus remains intact even if the Artisian is removed from battle. This ability is not cumulative with multiple Artisans.

DEKAN TINKERER (30 Points) Having a Tinkerer as a Disciple adds 6” to the maximum range of shooting weapons in the unit. This bonus remains intact even if the Tinkerer is removed from battle. This ability is not cumulative with multiple Tinkerers.

GENETOR (15 Points) Taking a Genetor in the Magos’ retinue causes all attacks in close combat to count as poisoned and will wound on a 2+ regardless of the 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 effect even if the Lexmechanic is killed. This ability is not cumulative with multiple Lexmechanics.

LOGIS (20 Points) If a Logis is taken, each Disciple in their unit may choose to upgrade their Laspistol to a MP Hellpistol or Hand Flamer for free. If two or more Logi are part of the unit, then each Disciple in their unit may instead replace their Laspistol with a MP Hellgun, Grenade Launcher or Flamer for free.

LOUCHEM (10 Points) A Tech-Priest accompanied by a Louchem will cause all Laguns and Laspistols in his unit to count as poisoned weapons and will wound on a 2+ regardless of the target’s toughness. This bonus remains intact even if the Louchem is removed from battle.

MEDI SERVO-SKULL (5 Points) Having a Medi Servo-Skull in a unit grants the entire unit the ability to move a single wound to a Servo-Skull (this is done before any saving throws are taken and may be applied once for each Servo-Skull in the unit) during wound allocation. Medical Servo-Skulls can move as Jetbikes, have no wargear or melee attacks, but will use all other stats as normal.

MENIAL INSTALLER (30 Points) A Magos accompanied by an Installer will bestow the Combat Enhancements wargear on the entire unit. This bonus remains intact even if the Installer is removed from battle.

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

SCRIBE (10 Points) If a Scribe is included in the Magos’ retinue, all models in the unit will gain a 5+ Invulnerable Save. This bonus remains intact even if the Scribe is removed from battle.

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

WEAPON-CYPHE (25 Points) A unit that includes a Weapon-Cyphe gives all weapons in the unit a -1 bonus to their AP value. This bonus remains intact even if the Weapon-Cyphe is removed from battle. This ability is not cumulative with multiple Weapon-Cyphes.

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

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TECH-PRIEST ENGINSEER

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Enginseers, while not the most respected of their Forgeworld’s ranks are an important 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 the Imperial 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’s life is to maintain existing machines instead of building or discovering new technologies. Rather, they are viewed as lowly but essential cogs in the great machine that is the Cult Mechanicus. An Engineer’s place in a questing force is very similar to their role among the Imperial Guard regiments. They’re there to maintain and repair, first and foremost. While the similarities are plentiful, a Questing Enginseer must hold knowledge of repair and maintenance of giant war engines as well as the numerous constructed infantry the Adeptus Mechanicus utilizes including the Cult Abomination, Robots and Servitors. An Enginseer’s appearance isn’t too far from their other Tech-Priest brethren. A typical Enginseer will utilize numerous Mechadendrites attached to their back in order to facilitate their repair work. These can be in-place of Servo-Arms and Servo-Harness’ alike. All Enginseers are equipped with a vox-caster and at least one bionic eye very early in life. These vox-caster helps an Enginseer communicate with their Servitors quickly and efficiently, while the bionic eye or eyes assist in repair of the smaller items that need maintaining such as circuitry or orgastrix repairs.

WS BS S T W I A Ld Sv

Enginseer 3 3 3 4 2 3 1 9 4+

SPECIAL RULES Independent Character, Tech-Priest WARGEAR Cult 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 Machine Spirits 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 4 3 3 4 1 10 3(i)

SPECIAL RULES Independent Character, Tech-Priest Psyker: Rune Priests are Psykers, as described in the

Warhammer 40,000 rulebook.

WARGEAR Cult Bionics, Staff of Office, Combat Enhancements Blessed Rune Armour: The Rune Armour a Rune

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

As the rune of Protection is

inscribed upon you so may the

litanies of protection ward

your soul.

-The Prima Incubatorta

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RUNE PRIEST POWERS

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An Adeptus Mechanicus Rune Priest has all of the following powers at his disposal. Squirting binary rather than slower and soft spoken word allows a Rune Priest the use of two powers per game turn unless he has been upgraded with a BSE Implant which enhances the rate at which binary can be squirted by the Rune Priest’s audible enhancement gratarous. All Rune Priest powers are used following the rules given in the main Warhammer 40,000 rulebook for Psykers. When extending the range of a Rune Priest’s power by way of the Holy Icon vehicle upgrade, the Rune Priest may use line of site from himself or the last Holy Icon upgraded unit extending the power’s range. All Rune Priest powers have a range 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-taken when a Cult Mechanicus vehicle suffers a penetrating or glancing result. The Cult player must accept the result of the second roll, even if it is worse. This power may be used at any time.

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 Bionics rolls until the start of the Cult’s next turn. This power may be used at any time. The Rune Priest may also use this 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 removed until the start of the Cult’s next turn. This power must be used during the Cult player’s shooting phase. The Rune Priest 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 the Machine Spirits of this world. No, he is not your ally. He is the enemy and must be punished for his unkindness.”

This power is a psychic shooting attack that only affects vehicles. If the Machine Curse hits, the controlling Mechanicus player may fire a single weapon from the enemy vehicle at any target using the weapon’s profile. The weapon may be fired even if the vehicle has suffered a Crew Stunned or Shaken result and/or if the vehicle’s previous movement wouldn’t normally allow the weapon to be fired.

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

CHANT OF CRITICAL MALFUNCTION The Rune Priest calls down a powerful curse upon the Machine Spirit of an enemy war engine. This power is a psychic shooting attack that only affects vehicles. If the Machine Curse hits, the target vehicle’s Ballistic Skill and Weapon Skill (if present) is changed to 2 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 power must be used at the beginning of the enemy player’s shooting 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 an Explosion result from the Vehicle Damage Table. When the vehicle’s controlling player rolls for the explosion’s distance they must roll 3D6 for the result.

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IRON HANDS IRON FATHER

Unit Description Written by Tad Lemon

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

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 RULES Independent Character, Stubborn Past Trials of a Dying Chapter: The previous

slaughter of the Iron Hands main forces has left the surviving members with fury in their hearts and a degree of defiance in battle seldom seen within other Chapters of the Astartes. On a player turn in which he assaults, an Iron Father and all Iron Fists in his squad can re-roll failed rolls to hit. This ability is not cumulative with multiple Iron Fathers. WARGEAR Servo-arm Chapter Bionics: This confers the Feel No Pain

Universal Special Rule. Mechanicus Protectiva: This archaic device provides

the Iron Father’s bionics with special blessings from the Omnissiah. 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 to Mars 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 4 1 4 2 9 3+

SPECIAL RULES Stubborn Past Trials of a Dying Chapter: See the Iron Father

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

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MACHINE CULTISTS

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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 T 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 a

Machine 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 to their Leadership for any reason. WARGEAR Cult 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)

WARGEAR Cult 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 RULES Fearless, Slow and Purposeful WARGEAR Cult 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’s probably too late. With massive overall size that would match that of a Space Marine, the Skitarii are the cybernetic fighting forces of the Adeptus Mechanicus and regiments will often go to war along with the Mechanicus' Titans. They are equipped with various esoteric weapons of war; part

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 4 1 5 2 9 3+

SPECIAL RULES Furious Charge, Stubborn Tribal Fury: In the Assault Phase, a Skitarii unit and

any Independent Character that has joined them can charge an extra D6” when assaulting an enemy, even when assaulting through Difficult Terrain. WARGEAR Cult Bionics

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IMPERIAL JETBIKE SQUADRON

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 RULES Furious Charge, Stubborn WARGEAR Cult Bionics Enhanced Boosters: The Imperial Jetbike Squadron’s

controlling player may choose to either assault or move 6” during their Assault Phase. Proximity Grenades: An Imperial Jetbike Squadron

may use a Proximity Grenade attack during the Shooting Phase so long as they have come within 6” of the target enemy during the Mechanicus player’s turn. This attack is resolved as a shooting attack that may be fired in addition to any shooting or moving the squadron takes. The target of the Proximity Grenade attack does not have to be the same target the squadron is shooting at or assaulting. Proximity Grenades may only be used once per game turn and use the following profile: Range 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 and restrictions as Proximity Grenades, but instead of doing damage it will emit a large flash of electromagnetism, blinding nearby enemies and/or disabling the electronic components of their weaponry. If hit, the target model or unit’s Ballistic Skill and Weapon Skill is lowered to 2 until the start of the Mechanicus’ next turn. If the target has the Night Fighting/Acute Senses Special Rule, their BS and WS are lowered to 1 instead.

Heretical? I should think not. Alien

technology and templates alike have

given the Mechanicus life.

~Tech-Priest Serguous

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SOLUS INFILTRATOR

Unit Description Written by David Terragon

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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 per

Adeptus Mechanicus force. However, during battle he may call in reinforcements to his position in times of need. During the Movement Phase one friendly model or unit may make an additional D6” movement directly toward the Solus Infiltrator. WARGEAR Cult Bionics, Auspex Hololanth Suit: The Solus Infiltrator’s Hololanth Suit’s

technology uses recalibration cortexes in every fiber to bend light around it. The Solus Infiltrator gains a +1 bonus to Cover Saves in addition to the Stealth Special Rule. Crest-033: Wounds from this weapon are always

allocated by the controlling player and cause Instant Death. In addition, shots fired from this weapon have an Armour Penetration of 2D6. The Crest-033 uses the following profile: Range 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 other

than their modified bodies as any unprotected technology nearby is sure to short circuit once their body-Electoos are activated. However, this does not leave them without any ranged support. At any time an Electro-Priest can pulsate electricity from his metal form all around him in controlled lashing arcs. This will not harm an Electro-Priest, but can be deadly to those who are not outfitted for protection. In the Shooting Phase if the Electro-Priest unit is not locked in combat, it may choose to use the ability Static Lash: Any unit is automatically hit by a S4 AP- Assault 1 shock for each Electro-Priest model they’re within 12” of. Other models surgically modified by Electoos cannot be harmed by this ability, but other friendly models can. The unit may not choose to run if it chooses to use Static Lash. Strained Minds: Electrical activation of the Electoos

strains the body for a split second, but is sometimes too much to handle. When Electro-Priests enter the battlefield or disembark from a vehicle (whichever comes first,) and in doing so activate their Electoos, the unit must use Static Lash in their next Shooting Phase. Fanatical Attack: Units with the Fanatical Attack

Special Rule cannot be pinned, and must always assault an enemy if within range and able. If the unit fails a Morale Check in close combat the unit will instead suffer an additional D6 wounds (normal saving throws allowed). Treat the combat as if it was a Drawn Combat in all other respects. WARGEAR Cult Bionics, Electoos

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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 odd

sight. Two elongated flamer weapon arms are fixated to either 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 of flame or heat-based weaponry they come up against. The unit cannot be wounded by Melta and fire-based weapons. Masochistic: The Caminus-Priests are capable of

engulfing themselves in the searing flames their weapons provide, which creates a skewed view of themselves to their enemies. Caminus-Priests have a 5+ Cover Save at all times. In addition, whenever a Caminus-Priest model suffers an unsaved wound, all enemy models in base contact with the Caminus-Priest model will automatically take a Strength 4 hit (normal saves apply.) WARGEAR Cult 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

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

Enginseer 3 3 3 4 2 3 1 9 4+

WARGEAR Cult 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 provides four appendages that the Techmarine can utilize freely. This is where the similarities end; while the Servo-Harness is meant for repair, the Quad-Harness’ purpose is destruction. Using the combined strength of a Space Marine and the harness itself, four twin-linked Bolters are controlled by the user. A Techmarine loses the ability to make major repairs, but is very destructive in combat. The Quad-Harness consists of 4 twin-linked Bolters, fired as a single weapon. In-hand weapons may not be fired if this weapon is fired. In addition, this wargear confers the Relentless Special Rule. Angel Born-Harness: The Angel Born-Harness is

another harness type developed by the Adeptus Mechanicus to be used by their Techmarines in times of war. By attaching the Imperial Chainsword to the appendages of this harness, the Techmarine becomes a whirlwind of attacks that overwhelms the enemy. The ability to wield this furious harness is a difficult one that only the Techmarines and their keen senses are capable of. This wargear adds an additional 4 attacks that always allow normal saves in close combat. Like the Quad-Harness, a model with this wargear may not attempt to repair vehicles.

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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, the

swarm’s cover save is always at a +1 bonus. Pests: At the end of any Assault Phase, any enemy

locked in combat with this unit may take an Initiative Test against the swarm. If the test is passed, the unit may break 1” from the combat. If failed the unit is still locked in combat as normal. Swarm: Servo-Skull Swarms move and fight in the

same way as jetbikes, but don’t get the +1 Toughness bonus and may move through difficult terrain with no need to take a Difficult Terrain test. WARGEAR Electro-Field: Similar to the Electro Hull of the Adeptus’

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

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LUCEO ROLLERS

Unit Description Written by Tad Lemon

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

entirely removed from the table, roll a D3. Place a new unit of Luceo Rollers within 6” of a Tech-Priest model – the size of the new unit is equal to the number rolled. Models in this new unit cannot be placed in impassable terrain, or within 1” of enemy models. If you cannot place some of the models due to enemy proximity or impassable terrain; the excess is destroyed. The spawned unit may then move and assault normally. A unit created in this way is identical in every way to a Luceo Roller unit except they do not have the Tech-Priest Creations Special Rule. Newly created Luceo Rollers do not count as Kill Points when removed. Self-Destruct: Whenever a Luceo Roller gets into base

contact with an enemy or takes an unsaved wound, place a Large Blast template over the center of the model. All models, including friendly ones, completely and partially under the blast marker will automatically take a Strength 6 AP – hit (normal saves apply.) Vehicles hit by this blast will take the full Strength value of the hit. This explosion will occur immediately after base contact, even if it is not during the Assault Phase.

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THE FORSAKEN

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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 on the battlefield. These cheap, yet effective servants of the Omnissiah are easily controlled; even more mindless than the Cult Servitors. A second chance at glory, they have been deemed The Forsaken. Bio-mechanical structure that could be defined as “thrown together” makes up the anatomy of The Forsaken. Parts slewed together in a haphazard fashion with rejected humanoid tissue, typically left over from failed Servitors, would lead less than brilliant minds to believe these beings are capable of very little. This is far

from the truth. The extremely hostile Machine Spirits that fill these creature’s inner workings are very tenacious within their hosts. When instructed to, The Forsaken will achieve their instructed goal without fear or even consciousness of their own wellbeing. Even with failure in their previous 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+

WARGEAR Cult Bionics SPECIAL RULES Fearless Tenacious Onslaught: Whenever a Forsaken unit

takes a wound, do not remove any models. Instead, put a counter next to the unit. When the unit has taken wounds greater than or equal to the number of Forsaken in the unit, remove the entire unit from the table. In addition, if the Enginseer is at all removed from the unit, remove the unit from the table. Unstable: At the beginning of each player turn the

Enginseer may take a leadership test, and if passed must choose one of the following: All Forsaken model’s Strength is 6 until the beginning of the Mechanicus player’s next turn or all Forsaken model’s Toughness is 6 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

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

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. The brain tissue, if any remains, can be used in future growth of new bio-plasm brains for use in repairing old or creating new Robots.

WS BS S T W I A Ld Sv

Cataphract 3 5 4 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 RULES Robot: Robots have the Fearless and Slow and Purposeful special rules. Robots may move and fire up to two weapons, or stay stationary and fire all its weapons. Robots may not enter transport vehicles due to their large size. Bio-mechanical: Due to some of the mecha-organic

components used in Robot design, a Robot Maniple can be wounded by Sniper Rifles and other items that effect living creatures. They can never be Pinned by them, though. Guidance: If at any time a model with the Tech-Priest

Special Rule is more than 12” away from the Robot Maniple, the unit will go on Emergency Orders: During the Shooting Phase: Target the nearest enemy in line of sight and fire all weapons possible at the model(s).

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CULT ABOMINATION

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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 Machine Spirit of the Abomination is untamed and must be kept in check in order for it to function properly. If left unchecked, the Abomination will run rampant, attacking any enemy in its immediate sight. If looked after in the heat of battle, the Cult Abomination is a force to be reckoned with, for a Machine Spirit as furious as a 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 RULES Eternal Warrior Extension Cables: Extension Cables counts as a

ranged weapon with a range of 18”. Roll to hit as normal. If the target unit is hit, the controlling Mechanicus player can immediately move the target unit up to D6”. This movement follows the same rules as a normal move, except that it is not slowed by difficult terrain. An enemy unit may only be moved by this ability once per turn, successive hits have no effect. This ability has no effect on vehicles other than Walkers, which are affected as normal. Feral Machine Spirit: The grotesque Machine Spirit

that fills each and every Cult Abomination is a beast that must be constantly contended with if the Adeptus Mechanicus hope to use the monster tactically. If left untamed, the Abomination will rampage without any thought to its advance. At the beginning of the Cult Abomination’s turn if it is within 12” of a model with the Tech-Priest Special Rule the Cult Abomination has the Fleet of Foot Special Rule. If the Cult Abomination is not within 12” of a Tech-Priest it has the Rage Special Rule. WARGEAR Cult Bionics Cable Whips: In place of its normal close combat

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

Page 42: AdMech FanDex v5.101711.L-1

TEXTURA

Unit Description Written by Tad Lemon

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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 an invaluable tool for the Adeptus Meachanicus. The Textura is a multi-use walker, usually piloted by a mono-tasked servitor. It can be configured to be used as an earthmover, lifter, loader, assembler, salvager, and excavator. When undertaking a Tech Quest the Excavator is the Adeptus Mechanicus’ preferred configuration. It can be used to lift rubble, cut through rockcrete or gently extract unearthed archeotech. It can often pick its way through crumbled ruins or move through narrow corridors where larger earthmovers or transports are incapable of traveling.

In times of need the Textura has also proved itself useful in defense. Its excavation tools matched with the maneuverability of a walker have proven as effective against enemy armor or infantry as it is against scrap and rubble. More than a few tech priests have even been known to equip their 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 has

immensely powerful lifting strength that overshadows that of the Astartes Dreadnought. This wargear counts as a Dreadnought Close Combat Weapon. In addition, so long as this weapon is not destroyed, any successful glancing or penetrating hits in close combat from the Textura will push vehicles without a Weapon Skill D6” directly away from the Textura. This movement is done before the Vehicle Damage result is rolled and only one push is allowed on an enemy vehicle per game turn. If this movement is blocked by other models or impassable terrain, the enemy vehicle will be pushed as close to the object(s) as possible. Plasma Welder: This construction equipment retrofitted

to all Texturas is used for repair purposes. The Textura is capable of making repairs in the same manner as a model equipped with a Servo-Arm. This wargear also counts as a Plasmagun and both functions can be destroyed at once via a single Weapon Destroyed result on the Vehicle Damage Table as normal.

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KNIGHT TITAN

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

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 WARGEAR Mega Hammer: The tremendous power of the Mega

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

6” 7 2 Heavy 1, Blast

Track Bolter: The Track Bolter has a burst-fire

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

36” 5 4 Heavy 10

SPECIAL RULES Knight Titan: A Knight Titan can Tank Shock in the

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

Page 44: AdMech FanDex v5.101711.L-1

GANT

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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’s enemies. 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 Mechanicus’ transportation devices. Being a lightly-armoured jack of all trades, the Gant can make for a furious storming device when the battling Mechanicus’ forces need to press forward. It’s complex balancing system makes for a remarkably smooth ride allowing infantry to fire all manner of weapons from the top hatch without losing accuracy or for delicate cargo to be moved safely from one point to another.

/---Armor---\

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 top

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

rear hatch. Complexity Value: 2 SPECIAL RULES Walking Transport: Any model with the Walking

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

combination of 4 MP Hellguns actively working as one. The accuracy of this creation is above par to most weapons within the Imperium. The Exigo Hellgun uses the following profile: Range Str AP Type

18” 4 3 Assault 2, Twin-Linked

Page 45: AdMech FanDex v5.101711.L-1

CANTHARIS

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

the rear. Complexity Value: 4

SPECIAL RULES Scout, Deep Strike Assault Vehicle: Models disembarking from a

Cantharis can launch an assault on the turn they do so. Aerial Deployment: When disembarking units from the

Cantharis the unit must disembark within 2” of the Cantharis or its base. However, if the unit disembarks within the first 2 game turns this is changed to 6”. Units can always disembark after the Cantharis has moved flat out, but will not be able to assault in the same turn if they do so. “She’s Going Down!”: While the Cantharis’ primary

role is aerial transportation, it is not without abilities on the ground. The mechanized legs of the Cantharis, similar to the Gant’s, act as a backup system of movement for the vehicle (assuming the pilot can land safely.) When the Cantharis suffers an Immobilized result, roll a D6. On a 4+ result the Cantharis’ flying base can be removed and the vehicle will be treated as a Transport Vehicle for the remainder of the game with the Walking Transport special rule found on Page 43 as well as all of the above Special Rules except Aerial Deployment and takes on the profile below. If this check is failed, the Cantharis is Immobilised as normal. If the Cantharis had moved flat out in its last turn, the difficulty is raised to a 5+ and failure on this check means the Cantharis crashes and is destroyed (wrecked) as normal.

/---Armor---\

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

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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 enemies’ ranks. Any unit unlucky enough to be caught on top of an emerging Termite can find itself being torn apart by its massive drill as it bursts through the 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 the

protruding model aside from the drill-head. Access Points: Termites have one access point. Complexity Value: 2 SPECIAL RULES Immobile: A Termite cannot move once it has entered

the battle, and counts in all respects as a vehicle that has suffered an Immobilised damage result (which cannot be repaired in any way.) Calculated Assault: Termites do not arrive using the

typical reserves restrictions. Instead Termites come into play as follows: Turn 1: No Termites may enter play. Turn 2: Deploy one Termite. Turn 3: Deploy two Termites. Turn 4: Deploy three Termites. Turn 5: Deploy all remaining Termites. Rumbling Ground: Termites always enter play using

the Deep Strike rules from the Mission Special Rules section of the Warhammer 40,000 rulebook. However, if a Termite deviates onto any kind of terrain it will drill its way through without issue. If this occurs, place the Termite model within the terrain or as close as possible to its deviated destination. In addition, if the Termite deviates into an enemy, place the center of a Large Blast template over where the Termite deviated to. Any model touching the blast template is automatically hit by a Strength 4 AP 6 hit and must be pushed outward from the center of the blast template 6”. No cover saves allowed.

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DIVEXO BEACON

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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’s enemies. 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 RULES Illumination: Any friendly unit that Deep Strikes within

6” of the Divexo Beacon will not scatter. Immobile: While the destructive power of the generator

is quite powerful, the energy it provides during a Tech Quest is far more valuable. The Divexo Beacon is transported onto the field and left in place until excavations are completed; it cannot move once it has entered the battle, and counts in all respects as a vehicle that has suffered an Immobilised damage result (which cannot be repaired in any way.) Divexo Beacons are deployed in the same manner as a moving vehicle (tank), but may not move after being deployed. WARGEAR Verto Concentrator: Divexo Beacons have pylon

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

36” 5 5 Heavy 1, Large Blast

Ignores Cover

Concentrated Range Str AP Type

36” 7 3 Heavy 1, Blast, Twin-Linked

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ATLAS ARMOURED RECOVERY VEHICLE

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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 37th Millennium, when on an alien planet found that physical touch from physical bodies (including his own mechanical hands) to an alien technology made the device quite unstable. Carnnors fashioned an 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 journeys unless they’re certain it will be needed. Without a standard construct, it’s oft difficult to gauge what the Mechanicus will need on foreign planets and even planets of familiarity. Instead, the ARVs are typically fashioned on the field to suit the needs of the arising situation.

/---Armor---\

BS F S R

Atlas ARV 3 11 11 10

Complexity Value: 2

WARGEAR Graviton Gun Plasma Welder: This construction equipment retrofitted

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

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MECHANICUS LEMAN RUSS

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

Complexity Value: 2 SPECIAL RULES Lumbering Behemoth: A Mechanicus Leman Russ

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

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MECHANICUS LEMAN RUSS

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Leman Russ Tarantula

Leman Russ Tarantulas are a widely used Adeptus Mechanicus battle tank. Almost any basic Imperial weapon can be easily turret mounted to the chassis, and with the aid of built-in weapon-linking mechanisms they are very accurate. This customization makes the Tarantula a jack of all trades in the fight against the Cult’s enemies.

Example Profile: Many weapons can be equipped to

the Tarantula variant of the Leman Russ Battle Tank. Lascannons, for example, are easily linked with the tank and are gifted incredible accuracy.

Range S AP Type

48” 9 2 2x Heavy 1, Twin-Linked

Leman Russ Burrower

The Burrower variant is an odd device much like the Imperial Mortar, but fires shells under the ground rather than through the air. While inaccurate, it can catch the enemy unprepared and the underground explosion literally knocks them off their feet. Note that Tunnel Torpedo will only effect the ground level of buildings and ruins. Also note that the Tunnel Torpedo can never be removed via a Weapon Destroyed result on the Damage Table. If the Leman Russ Burrower is Immobilized and has no other weapons left other than the Tunnel Torpedo; additional Immobilized or Weapon Destroyed results will be upgraded to a Wrecked result.

Tunnel Torpedo: When firing the Tunnel Torpedo,

BS is never subtracted from the scatter rolls. The subterranean torpedo explodes just below the surface, creating a crater roughly the size of the Blast marker that remains in play for the rest of the game. All models covered or touching the marker are allowed no Cover Saves due to the underground nature of the explosion.

Range S AP Type

12-48” 5 5 Heavy 1, Large Blast

Leman Russ Vladd

One of the most closely guarded treasures of the Adeptus Mechanicus is the Leman Russ Vladd. Even the wisest Magi can barely comprehend the operating principles of the Conversion Beamer it wields, and the secrets of repairing and servicing them are passed down as the holiest of tech rituals.

Conversion Beamer: Projectors fire a beam that

induces a controlled subatomic reaction, converting mass to energy as the beam travels. The further away the target the deadlier the hit.

Range S AP Type

Up to 18”

18” - 42”

42” - 72”

6

8

10

-

4

1

Ordnance 1, Blast

Leman Russ RapierIn the Cult Mechanicus, Rapier is actually a common name for a variety of small tracked engines mounting multiple lasers designed to all focus together. Known primarily as a light-tank killer, the high power beams have also given it a reputation for making sure that any enemy hit stays very, very dead.

Rapier Laser Focuser: The Focuser has superior

target-repeating mechanism technology, allowing large bursts of fire.

Range 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 of tank-killing lasers Leman Russ Butchers are armed with several short-barreled cannons designed to lay down a salvo of explosive anti-personnel shells. The shells themselves are monstrous in size and are equally as much of a chore to load onto the Battle Tank. The distinctive heavy sounds of each cannon firing will destroy what little hope of victory the enemies of the Mechanicus had left.

Quad Launcher: These weapons fire 2+D3 Barrage

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

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

/---Armor---\

BS F S R

Phantous 3 12 10 10

Complexity Value: 3 WARGEAR Saturn Launcher: The Saturn Launcher is an extremely

intricate piece of weapons technology. The motor mount for this device takes up a very large area of space to allow breakneck-speed 360 degree turns. The strength of the missiles used is reduced in order to take advantage of quick-loading and a fast delivery system. The value of X in the weapon’s profile is always equal to the Phantous’ current Complexity Value. The Phantous can fire this number of shots into every unit within its weapon profile’s range. The Saturn Launcher uses the following 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 name was Construct-D47a3^bBx. Once a Construct has been fully tested, utilized and shown as a benefit to a Questing force, the Council will decide whether

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 the Council, 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’ rise from the ashes of the Heresy, their strongest ally in their growth has been their knowledge gifted by the Omnissiah and the mechanical creations that come from it. The 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 RULES Construct: A Mechanicus Construct is meant for use

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

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MASTER RUNE PRIEST DEROGO CONLUSIO OF FORGEWORLD MACHINAT

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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 force could 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 4 X 4 2 10 3(i)

SPECIAL RULES Independent Character, Eternal Warrior, Tech-Priest Master Psyker: Derogo is a Psyker, as described in the

Warhammer 40,000 rulebook and may use up to 3 powers per game turn. Machine Spirit Sympathy: Derogo’s starting Wound

stat is equal to how many Holy Icons are in the Adeptus Mechanicus’ army list (up to a maximum of 10.) In addition, anytime a vehicle receives a Wrecked or Explodes! Result on the Vehicle Damage Table, Derogo must take a wound; no saves allowed. Chant of Infection: In addition to knowing all of the

Rune Priest powers found on Page 24, Derogo knows the power Chant of Infection. This is a psychic shooting attack that must be used during the Mechanicus player’s Shooting Phase. Every enemy vehicle within 6” of Derogo or a model with a Holy Icon upgrade will take a Glancing hit on a roll of 5+. Multiple Holy Icons within 6” of an enemy vehicle are cumulative. WARGEAR Cult Bionics, Staff of Office, Combat Enhancements, Familiar Blessed Rune Armour: See Rune Priest entry on

Page 23.

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COMMANDER LAU MASTER 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’s most 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 6 1+D6 10 3+/4(i)

SPECIAL RULES Independent Character, Furious Charge, Stubborn “Data-Load Your Forces”: If Lau is chosen as an HQ

option, you may bring Skitarii as a Troop choice. Forceful Action: Any Skitarii unit Lau has joined has an

additional attack at all times in close combat.

WARGEAR Cult Bionics Enhanced Parietal Lobe: Lau’s delicately augmented

biology has gifted him the ability to remain intensely calm and focused; able to calculate and determine the most efficient strategies in the heat of battle. At will he is capable of restraining his rage or releasing it precisely when it is needed; he has 1+D6 attacks. Personal Body-Void: This item seldom seen in the

Mechanicus is similar to the technology used for creating Void Shields on Titans. It confers a 4+ Invulnerable Save. Titan’s Might: This mighty Axe counts as a Master-

Crafted Cult Mechanicus Power Axe. Teramia Weapon Attachment: A masterpiece of

weaponry, it was inspired by technology founded over a millennium ago. It was gifted to Lau as an integrated weapon limb after his ranking of Commander was earned. 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 ïACULAR THE RELENTLESS WEAPON OF FORGEWORLD SENECTUS

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WS BS S T W I A Ld Sv

ïAcular 3 3 3 4 3 3 3 8 3+/4(i)

WARGEAR Cult Bionics, Displacer Field

Charlotte: This gunglaive was created by the Tech-

Priests of ïAcular’s Forgeworld specifically for him (and named by ïAcular, himself.) A weapon capable of all manner of combat, Charlotte counts as a close combat weapon, but may also be fired as a ranged weapon with multiple ammunition options. It uses the following profile: Range 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 against

this ammunition. Hellfire: This ammunition will always wound on a 2+,

regardless of the enemy’s toughness. Shardnel: Roll an extra D6 against Armour

Penetration with this ammunition.

Uneasy doesn’t describe those who fight against and even beside Crag ïAcular. An unstable individual, he’s restless with friend 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 RULES Independent Character, Fearless Uneasy: The insatiable rage of ïAcular can make even

the bravest of his allies concerned for their wellbeing. Any models in the same unit as ïAcular must use his Leadership stat for all leadership-based tests, even if it is higher than ïAcular’s. Short Fuse: The short temper of ïAcular is known by

the Forgeworld of Senectus as both a liability and a benefit to the Mechanicus. While his rage is easily triggered in any situation, on the battlefield ïAcular’s combat abilities become far greater as frustration and stress are endured. ïAcular has all of the following properties:

“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 the rest of the game or until ïAcular is killed. If any of ïAcular’s stats reach 7 he gains the Rage Special Rule.

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CULT PASTOR MOVISS PRESTIGE 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 charismatic

appeal and popular tales of leading his flocks, Moviss himself counts as having the Holy Icon vehicle wargear.

Due to this work for the Cult, the Omnissiah favors his devotion and because of this Pastor Moviss also has the Eternal Warrior special rule. Master Craftsman: Moviss has an almost spiritual link

with machinery, and with only a few seemingly innocuous adjustments can make almost anything better than before. Time permitting, before a battle he always tries to tinker with as many of his follower’s weapons as he can, both to increase their effectiveness as well as show his followers the wonders of the Omnissiah’s blessing. Any weapons carried by Machine Cultists in his unit are twin-linked. The Machine God’s Word: An army that includes

Moviss allows rerolls to any units held in Reserve to determine what turn they are deployed.

WARGEAR Combat Enhancements, Mechandentrites, Runes of the Machine God, Cult Mechanicus Power Axe

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ALGARYN FORNUM PRAETORS 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 to assist 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 the knowledge as well as the path it has led him on. To find a Master of the Forge more gifted than Algaryn would be a challenge. His communion with the Machine Spirits of the Imperium surpasses the abilities of any known Master of the Forge. Also a born-inventor; Algaryn is a harsh competitor in innovative technology.

WS BS S T W I A Ld Sv

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

WARGEAR Cult Bionics

Corbaeon Pack: This weapon of Algaryn’s own

construct is a conversion-beam projector that uses unstable power cells in order to speed up the weapon’s power-to-distance projection. The modifications do weaken the beam’s overall destructive force; the lessened power of the weapon allows it to be shot on the move, however. This weapon uses the following profile:

Range 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, for

which the only two known to exist are created and wielded by Algaryn, are violent and relentless when he is in their control. Using similar technology of the Electro-Priest’s Electoos, these crackling whips can slice through most man-made substances. These whips count as Power Weapons that re-roll failed rolls to Hit and Wound. In addition, these weapons roll 2D6 for Armour Penetration. Corser Retinae: This eye modification provides intricate

targeting data required to fire the Master of the Forge’s unconventional weaponry with startling accuracy. Algaryn has a Ballistic Skill of 7. SPECIAL RULES Independent Character, Tech-Priest

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CIRCOM SPECTUS HIRED VETERAN SHOOTIST

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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 the Enginseer and in the struggle managed to eliminate the beast, but ended up losing both eyes before coming out victorious in the conflict. Having put in years of flawless hired service to the Mechanicus, Circom was offered an enhanced sensory surgery. The life of a mercenary, Circom had little to lose without the ability to see and accepted the unlikely gift. After a mere decade of training Circum took to his new abilities and is an even greater combatant than before.

WS BS S T W I A Ld Sv

Circom 3 5 3 3 3 4 2 9 4+/6(i)

WARGEAR Cult Bionics

Enhanced Sensory System: The system abbreviated

as E.S.S. is an upgrade few take within galaxy, inside the Mechanicus or not. While the intensified sense of smell, sight and hearing is something magnificent, the amount of training it takes to handle such an overload of sensory is near impossible. Those who do master this enhancement, however, become something entirely different than what they were before. Circom has the ability to split his fire between two targets and any unit he has joined may do the same, decided by the controlling player. In addition, he’s capable of sensing incoming harm barely after the enemy has made their move; he has a 6+ Invulnerable Save. Funus: This weapon is a prized pistol in a set of two

crafted by Circom himself. It counts as Master-Crafted and uses the following profile: Range Str AP Type

12” 4 1 Pistol

Occido: The second pistol in Circom’s set, carefully

crafted and tuned over the years. It counts as Master-Crafted and uses the following profile: Range Str AP Type

12” 8 5 Pistol

SPECIAL RULES Independent 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, the leaders of the Red Planet decided his work was better suited outside of Mars (probably assuming Zacharia would end up dead from the trials the galaxy holds.) Unwilling to seek a single Forgeworld to call home, Zacharia took to Rogue Trader routes and has found numerous artifacts that even the Tech-Priests of Mars would want for the subvaults. In times of long travel or suspected violence, Zacharia takes to his prized and constantly modified sentinel, Seren,

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 the

Cult force, the restriction on the number of Robot Maniples allowed per force is removed. Never-ending: Zacharia’s walker ignores Crew Stunned

and Crew Shaken results. In addition, if his walker suffers a Wrecked or Explodes result, roll a D6. On a 1 or 2, Zacharia is slain. If the result is 3 or more, Zacharia has escaped the same fate as Seren; when the damage is resolved, place him within 2” of the vehicle’s original position that turn. If this occurs, he will use the profile below with the following Special Rules: Independent Character, Tech-Priest. He may not take command of another vehicle. WARGEAR Crol Bolter: This weapon uses the same profile as a

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

WS BS S T W I A Ld Sv

Zacharia 4 4 3 4 2 4 1 9 2+

WARGEAR Cult Bionics, Servo-Harness, Power Field

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THE ADAMANTIUM GIANT THE 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 more

than 2” away, the Adamantium Giant does not go on Emergency Orders. Rather it will continue to fight on as normal. Inspirational Appearance: The presence of the

Adamantium Giant on the battlefield is a great source of awe and inspiration to the forces of the Cult. The model counts as having the Holy Icon vehicle upgrade. WARGEAR Cult Bionics, Servo-Arm, Mechandentrites, Cybernetic Life-Support System, Refractor Field

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OBLITERATOR MALCHUN THE DARK TANK COMMANDER

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

Self-proclaimed Dark Tank Commander Malchun of the Obliterator Cult is one of these talented beings. With a simple touch he is cable of gifting himself to a war engine. In doing so, Malchun wields full control over the vehicle’s movement, weaponry and sight. This is not where his limits cease, however. Malchun is capable of forming himself outside of the vehicle he’s occupying in order to use the numerous weapons he’s enveloped over the centuries and unleash them along with whatever the vehicle is wielding without breaking concentration. While Dark Tank Commander as a rank doesn’t exist within his Cult, none go against his self-ranking. To defy Malchun is to chance your life.

WS BS S T W I A Ld Sv

Malchun 4 4 4 4 2 4 2 9 2+/5(i)

SPECIAL RULES Obliterator Weapons: Malchun may fire one weapon

from those available in each Shooting Phase. In addition, Malchun may fire this weapon when he is a part of a vehicle (and follows all of the same restrictions as a Pintle-Mounted Weapon) or when on-foot. The weapons available are: Lascannon, Multi-Melta, Plasma Cannon, Heavy Flamer, Twin-Linked MP Hellgun, Twin-Linked Meltagun, Twin-Linked Plasmagun, Twin-Linked Flamer. Dark Tank Commander: Malchun is always bought as

an upgrade and starts the game as commander of a Dark Mechanicus tank. Malchun may only be included in an army that has chosen the Chaos Religious Faction found on Page 17. Malchun’s tank has the Possessed vehicle upgrade automatically and can use his Ballistic Skill of 4. In addition, if the tank suffers a Wrecked or Explodes result, roll a D6. On a 1-3, Malchun is slain. If the result is 4 or more, Malchun has separated from the vehicle before it’s too late; when the damage is resolved, place him within 2” of the vehicle’s original position that turn. If this occurs, Malchun has the above profile and the following Special Rules for the remainder of the game: Independent Character, Tech-Priest, Obliterator Weapons, Fearless, Slow and Purposeful. He may not take command of another vehicle. WARGEAR Cult Bionics

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WARHOUND SCOUT TITAN

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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 divert

some of the energy from its primary weapons towards its legs, so it can choose to: - Fire all available weapons, as normal. - Fire a single Primary Weapon and move an extra D6” (as per the Fleet of Foot rule). - Fire no weapons at all and move an extra 2D6” (as per the Fleet of Foot rule). Reactor Meltdown: If the Warhound suffers an

Explosion result on the Warhound Damage Table, its reactor goes nuclear! This is the same as a normal Explosion, except that the range is 6D6”, and all models within range suffer a Strength 10 hit with normal saves allowed. Massive Size: When using a Warhound Titan in the

Capture and Control or Seize Ground game types, this unit can contest a point if within 12” of it, but can never capture a point. Sequestered Information: The Warhound is only

available to the Collegiate Religious Faction. WARGEAR Plasma Blastgun, Vulcan Mega-Bolter

- The Plasma Blastgun can be fired in two modes with the profiles shown for the weapon. Choose which mode to use each time you fire the weapon. Note: The Warhound automatically has the Holy Icon vehicle upgrade (built into its points cost) due to its very nature. No other vehicle upgrades may be taken.

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WARHOUND SCOUT TITAN

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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 RULES

The Warhound counts as having the Fearless Special Rule and is not affected by psychic powers except for those with a Strength Value. Any unit wishing to assault the Warhound must pass a Morale Test or else may not assault that turn. Sniper weapons cannot penetrate, but will glance on a 6. PRIMARY WEAPONS

These weapons, as defined in their weapon profile, always count as Ordnance for the purposes of rolling for armour penetration and on vehicle damage charts. In addition, whenever a Primary Weapon is affected by a Moderati Shaken or Weapon Destroyed result, the controlling player must roll a dice. On a result of 1-3 the Primary Weapon is shaken/destroyed as normal, but on a 4-6 the hit has not effect. MOVEMENT PHASE

The Warhound can move up to 12” in the movement phase. This maximum movement distance may be reduced by Drive Damaged results. The Warhound is also slowed by difficult terrain; roll for the distance they can move and double the result. If the Warhound’s path is blocked by enemies, it can tank shock them, as described in the Warhammer 40,000 rulebook, counting as a tank with a frontal armour value of 14. Enemies affected by this must test their Morale with an extra -1 modifier to their Leadership, and can execute Death or Glory as normal (models doing this can survive only by Immobilizing, Wrecking or Destroying the Warhound.) SHOOTING PHASE

The Warhound can fire all of its weapons every turn, and it can fire them at different targets. When firing weapons from the Warhound always use true line of site, working the shots out from the barrel of the weapon being fired. Area terrain rules apply as normal. Enemies firing at the Warhound should use true line of site as well, area terrain rules applying as normal as well. ASSAULT PHASE

The Warhound can assault any unit within reach. Close combat attacks from the Warhound count as Power Weapons and roll 2D6 plus Strength for Armour Penetration. When rolling on the Vehicle Damage Table, close combat attacks from the Warhound count as hits from Ordnance. When attacking in close combat, the Warhound can choose to attack normally or execute a Stomping Attack. Stomping allows the Warhound to make one attack against every enemy model engaged in combat with it (note there is no bonus attack for charging when using the Stomping Attack.) When stomping, roll to hit once separately against each model attacked. The Warhound can never roll for a sweeping

advance. If, at the end of an assault phase, enemy models are still engaged with the Warhound, they must immediately make a consolidation move in order to get at least 1” away from the Warhound. If the enemy is locked in combat with the Warhound as well as another enemy it cannot consolidate in this manner. Instead, the Warhound may choose to make the same consolidation. WARHOUND DAMAGE TABLE

D6 Result

1 or less Moderati Shaken

2 Steersman Stunned

3 Weapon Destroyed

4 Drive Damaged

5 Structural Damage

6 or more Explosion!

Modifiers

Glancing hit: -2

Penetrating hit: 0

AP 1 hit: 0

DAMAGE RESULTS Moderati Shaken: One weapon (chosen by the

attacker) cannot fire in the next turn. If all weapons are unable to fire, treat this result as a Steersman Stunned. Steersman Stunned: Until the end of its next turn, the

Warhound may not move, has its Attacks reduced by 1 (to a minimum of 1) and may not use its Stomping Attack. If the driver is already stunned, treat this result as a Moderati Shaken. Weapon Destroyed: One weapon (chosen by the

attacker) cannot shoot for the rest of the game. If all weapons have been destroyed, treat this result as Drive Damaged. Drive Damaged: The Warhound’s maximum movement

is permanently halved. If a second Drive Damaged result is suffered, the vehicle is immobilized. An Immobilized Warhound may not use the Stomping Attack. If already Immobilized, treat this result as Weapon Destroyed. Structural Damage: The Warhound counts as

Wrecked. Explosion!: The Warhound explodes. Note the Special Rule 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 the Machine God, along with the rules for using them in your games of Warhammer 40,000. Most weapons and equipment that can be used by more than one type of model or unit are detailed here, while equipment that is unique to a single model or unit (including wargear carried by named special characters) is detailed in the appropriate entry in the Forces section.

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

WEAPONS

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

Range Str AP Type

24” 6 4 Heavy 4, Rending

Autocannon Autocannons fire large caliber, high velocity shells. They are employed in multiple vehicles and robots of the Machine 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 from the inside. Range Str AP Type

24” 4 5 Rapid Fire

Bolt Pistol Bolt Pistols are smaller versions of bolters. They are perfect side arms for Space Marines and are often wielded alongside a close combat weapon. Range Str AP Type

12” 4 5 Pistol

Close Combat Weapon While the Cult is far more interested in the devastating technologies of projectile weapons, they’re not beyond utilizing the tools of close combat. Close Combat Weapons are as described in the Assault Phase chapter of the Warhammer 40,000 Rulebook.

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

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

Flamer Flamers spew a highly volatile cloud of liquid chemicals that ignites on contact with the air. Flamers are primarily used to scour the enemy from defended positions, their belches of superheated vapour slaughtering the defenders in a fiery conflagration. Range Str AP Type

Template 4 5 Assault 1

Force Weapon Force Weapons are some of the most powerful close combat weapons any world has seen. These destructive constructs are gifted enhanced power by the user’s psychic abilities. Only the most powerful beings of the universe can withstand even a single blow. For more information on Force Weapons, see the Warhammer 40,000 rulebook.

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

Grenade Launcher The 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 deadly rounds makes the Grenade Launcher a powerful weapon. Each time the grenade launcher fires, the controlling player can decide which round is being used. Frag Range Str AP Type

24” 3 6 Assault 1, Blast

Krak Range Str AP Type

24” 6 4 Assault 1

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

Template 3 6 Assault 1

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

36” 5 4 Heavy 3

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

Template 5 4 Assault 1

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

48” 9 2 Heavy 1

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

24” 3 - Rapid Fire

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

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

12” 3 - Pistol

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

Meltabomb

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

Meltagun

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

12” 8 1 Assault 1, Melta

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

6” 8 1 Pistol, Melta

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

48” 4 6 Heavy 1, Blast

Krak Range Str AP Type

48” 8 3 Heavy 1

MP (Mars Pattern) Hellgun The Mars Pattern Hellguns of the Cult are similar to the Imperial Hellguns, but are equipped with a more advanced and powerful laser-plasma system. This makes them superior to the Imperial’s Voss Pattern Hellgun in most respects. However, the higher power output requires superior quality power cells and the complex gun system requires more time and resources to manufacture than even the complex Plasmagun. This makes it more costly to field and so it is generally not issued to the average warrior.

Range Str AP Type

18” 5 3 Assault 1, Gets Hot!

MP (Mars Pattern) Hellpistol The Mars Pattern Hellpistol corresponds to a Mars Pattern Hellgun in stopping power, yet is only slightly heavier than the average Laspistol. However, it is also more expensive in terms of materials and manpower to manufacture and is typically only available to the higher ranking warriors of the Mechanicus.

Range Str AP Type

12” 5 3 Pistol, Gets Hot!

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Multi-Melta

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

24” 8 1 Heavy 1, Melta

Plasma Cannon Plasma Cannons fire a plasma ‘bolt’ that explodes on impact, generating the destructive heat of a small sun. Plasma Cannons are prone to overheating, and can prove as deadly to the wielder as the target.

Range Str AP Type

36” 7 2 Heavy 1, Blast, Gets Hot!

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

24” 7 2 Rapid Fire, Gets Hot!

Plasma Pistol Plasma Pistols are the smallest variant in the plasma weapon family. The destructive fury is undiminished, although the range and rate of fire are reduced to give this weapon the ability to be wielded one-handed. Range Str AP Type

12” 7 2 Pistol, Gets Hot!

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

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

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

12” 3 - Assault 2

Storm Bolter A Storm Bolter resembles two boltguns attached side by side. The storm bolter is capable of withering fire without hindering maneuverability, enabling the bearer to charge headlong into combat, firing on his enemy all the while. Range Str AP Type

24” 4 5 Assault 2

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

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OTHER EQUIPMENT

Auspex An Auspex is a handheld device used to survey friendly and enemy positions and to gain information of surrounding terrain and buildings. Generally they have a series of antennae and a small display, though some have the ability to link with orbital systems on space stations equipped with more powerful sensors. In the turn that an enemy enters the battlefield via Deep Strike or Outflank; any unit that has an Auspex gets to fire 1 ranged weapon that is in range if the enemy deploys within 12” of the unit. This roll is made after the enemy unit is placed on the board, but before the enemy’s movement phase. The weapon will fire as if the unit has moved 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 the Machine God. While they may take many forms, the overall effect is to increase the bearer’s ability to overpower the enemy in hand to hand combat. A model with Combat Enhancements has an increased Strength of +1, Weapon Skill of +1 and Initiative +1. Note that with these bonuses applied, they are to be recognized as the base stat for the bearer. Also note that a character profile page that lists Combat Enhancements as an automatic Wargear selection has these stat bonuses already worked into their stat line. The bonuses are not cumulative with multiple Combat Enhancements.

Cult Bionics Those who become part of the Forgeworld are forever tied to the Omnissiah. Members of the Cult undergo surgery to replace vital organs with bionic enhancements. Some procedures are extremely dangerous, but something all must go through to truly become part of the Cult. From backup life-support webs and autosanguination, to the simple noosphere data-ports and eye augmentations and; the modified body is an amazing sight. If a model with this wargear suffers from an unsaved wound, roll a dice. On a 1-4, take the wound as normal (removing the model if it loses its final Wound.) On a 5 or 6 the injury is ignored and the model continues fighting. This ability cannot be used against wounds from weapons that inflict Instant Death (by having a high enough Strength or a Special Rule to that effect; even if the model is an Eternal Warrior.) Neither can it be used against wounds from AP1 or AP2 weapons, power weapons and any other wound against which no armour save can ever be taken (like wounds from Power Fists, Dreadnought CCW, Rending weapons that roll a 6, Perils of the Warp, failed Dangerous Terrain tests, etc.) This wargear also confers the Acute Senses Special Rule.

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

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

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

Familiar These can be either Haemoncolytes or Techno-mats, both of which act to preserve and cleanse the remaining organic portions of the connected user. Haemoncolytes are vat-grown creatures formed from the user’s own flesh and blood, while Techno-mats are tethered Servitors which monitor and sustain the user’s fragile organics. A Familiar provides +1 Toughness to the model equipped with one. This ability is not cumulative with multiple Familiars. Familiars are typically mounted on the same base as the user but can be modeled on another base if desired; in either case they do not count as another model and cannot be targeted in any manner.

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

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

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

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

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

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

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

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

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

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

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

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

Range Str AP Type

18” 6 - Heavy 1, Blast

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

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

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

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

Stasis Grenade (one use only) This grenade type is activated at any time during either player’s Assault Phase. It emits a shower of anti-chroniton particles on detonation, literally slowing down the designated area around the enemy. All enemy units fighting the user in the initial Assault fight at Initiative 1 for the remainder of the player turn, after which the effects wear off.

Virus Grenade (one use only) Virus Grenades are devised by the finest Genetors on Mars, in carefully controlled laboratories lest the powerful biological toxins escape and devastate the planet. Throwing a Virus Grenade counts as a shooting attack with the following profile:

Range Str AP Type

6” 3 - Assault 1, Blast

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

Vortex Grenade (one use only) One of the most rare items from the Dark Ages, these forbidden devices open an instantaneous tear into the Immaterium. Though the rip into non-reality is small, its effects are devastating as normal matter is torn into the Warp. Throwing a Vortex Grenade counts as a shooting attack with the following profile:

Range Str AP Type

6” 10 1 Assault 1, Blast

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

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

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ARMOUR

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

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

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

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

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

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

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VEHICLE ARMORY

Boosters (10 Points)

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

Ceramite Armour (25 Points) The vehicle is coated with a protective shielding of specially blessed and rune encrusted ceramics, allowing it to withstand extremely high temperatures. Melta weapon attacks (including Melta Bombs) against the vehicle lose any special benefits they normally gain as a Melta-Weapon.

Daemonic Possession* (20 Points) A Daemon has possessed this vehicle and in doing so increases its strength. This vehicle will always ignore Shaken and Stunned results (though passengers are affected normally.) This upgrade may be taken on any model with a CV other than Walkers.

Electro Hull (10 Points) The vehicle has been wired with powerful electrical cabling on its exterior, delivering a powerful shock to any enemy models attempting to attack it. Any model attacking the vehicle in close combat will be wounded on a D6 roll of 4+, allowing saves as normal, before resolving its attacks.

Extra Armour (10 Points) Some Cult members vehicle crews add additional armour plating to their vehicles to provide extra protection. Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage table as a Crew Shaken result instead.

Holy Icon (15 Points) The vehicle mounts a suitably large and impressive symbol of the Machine God. This upgrade acts as a beacon and extension for Rune Priest powers. If a Rune Priest power’s range can reach a vehicle with the Holy Icon upgrade, the power’s range will be extended by another 18” from that vehicle. The power can also be daisy-chained from one vehicle with the Holy Icon upgrade to another.

Hunter-killer Missile (5 Points) Hunter-killer missiles are commonly fitted to Imperial vehicles. These single-use weapon systems allow vehicles such as Rhinos to engage enemy armoured vehicles that would otherwise far outmatch them. A hunter-killer missile is a krak missile with unlimited range that can only be used once per battle. They are treated as an additional weapon.

Mind Impulse Unit (MIU) (20 Points) This technology creates a direct link between a human brain and a larger piece of external machinery allowing control by thought alone as if the machinery was a part of the human's body. Most members of the Adeptus Mechanicus have the ability to link with machines in this fashion as it’s one of the first surgeries undergone by adepts. Vehicles with this upgrade receive a +1 to their base BS stat.

Pintle-Mounted Weapon (10 Points) Pintle-mounted weapons are weapons fitted to Imperial vehicles to provide additional fire support. Look to the weapon’s profile for information on weapon-mountings. Vehicles allowed this upgrade may take up to two Pintle-Mounted Weapons.

Power of the Machine Spirit (25 Points) A vehicle with this upgrade has been fitted with an especially powerful Machine Spirit, there to protect and guide the vehicle from harm. The interface between a vehicles machine spirit and its fire control mechanisms allow the crew to target with incredible accuracy. A vehicle with the power of the machine spirit can fire one more weapon than would normally be permitted. In addition, this weapon can be fired at a different target to any other weapons, subject to the normal rules for Shooting.

Servitor Crew Installation (10 Points) The typical crew is replaced with advanced Tech Servitors; specially programmed to operate and service the vehicle. If the vehicle suffers an Immobilized result the Servitor operators may attempt to repair it in the Shooting Phase, instead of shooting any vehicle-mounted weapons. On a D6 score of 5 or 6, the vehicle is repaired and may move as normal in following turns. An Immobilized Skimmer may attempt repair in this way but only if it did not move flat out in its last movement phase.

Smoke Launchers (5 Points) Smoke launchers are used to temporarily obscure the vehicle behind concealing clouds of smoke that obscure or even eliminate an enemy’s clear view of their target. This allows the vehicle to cross open areas in greater safety. See the vehicles section of the Warhammer 40,000 rulebook for details.

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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 pts Cult Mechanicus Power Axe 15 pts Hand Flamer 10 pts MP Hellpistol 10 pts Laspistol Free Meltapistol 10 pts Plasma Pistol 10 pts Power Fist 15 pts Power Weapon 10 pts Stark Shield 15 pts Thunder Hammer (Terminator only) 20 pts

TWO-HANDED WEAPONS

Combi-Weapons: Lasgun-Flamer 5 pts Lasgun-Grenade Launcher 5 pts Lasgun-Plasma Gun 5 pts Lasgun-Meltagun 5 pts Heavy Bolter 20 pts MP Hellgun 10 pts Lasgun Free Storm Bolter (Terminator only) 10 pts

WARGEAR

Auspex 10 pts Combat Enhancements 25 pts Cybernetic Life-Support System 5 pts Electoos 5 pts Frag Grenades 2 pts Familiar 15 pts Krak Grenades 3 pts Master Crafted Weapon Upgrade 5 pts Mechadendrites 10 pts Melta Bombs 5 pts Refractor Field 5 pts * Rite of Pure Thought 20 pts Servo-Arm 20 pts Servo-Harness 35 pts Signum 15 pts

TECH RELICS

Conversion Field

25 pts * Digital Weapons 5 pts Displacer Field

15 pts *

Graviton Gun (Two-handed weapon) 20 pts Null Rod 20 pts Power Field

30 pts *

Runes of the Machine God 10 pts Staff of Office 30 pts Stasis Grenade (one use only) 20 pts Virus Grenade (one use only) 35 pts Vortex 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 pts Daemonic Possession 20 pts * Ceramite Armour 25 pts Electro Hull 10 pts Extra Armour 10 pts Holy Icon 15 pts Hunter-Killer Missile 5 pts

Mind Impulse Unit (MIU) 20 pts Pintle-Mounted Exigo Hellgun 10 pts Pintle-Mounted Storm Bolter 10 pts Power of the Machine Spirit 25 pts Servitor Crew Installation 10 pts Smoke 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.

Page 79: AdMech FanDex v5.101711.L-1

ADEPTUS MECHANICUS ARMY LIST

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The following pages contain an army list that enables you to field an Adeptus Mechanicus force and fight battles using the scenarios included in the Warhammer 40,000 rulebook. It also provides you with the basic information you’ll need in order to field an Adeptus Mechanicus force in scenarios you’ve devised yourself, or that form part of a campaign. The army list allows you to pick an army based on troops that could be fielded by an Adeptus Mechanicus force. The force list is split into five sections. All the infantry, vehicles and characteristics in the force are placed into one of these depending upon their role on the battlefield. Each model is also given a points value, which varies depending on how effective that model is in battle. Before you choose a force, you will need to agree with your opponent upon a scenario and the total number of points each of you will spend. Then you can proceed to pick your force.

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

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

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

which upgrades you want (if any). Any upgrades that are taken must be shown on the model. Once this is done, subtract the point value of the unit from you total points, and then go back and make another choice. Continue doing this until you have spent all your points. Then you’re ready to do battle!

FAN CODEX This force list is based first and foremost around the Adeptus Mechanicus Tech Quest force, but can also be used to collect an army that follows the same rules and restrictions. Use the Adeptus Mechanicus force list presented on the following pages, and paint your miniatures using one of the many colour schemes shown in resources for the Mechanicus online, the one in this fandex or make up the colours and symbols yourself. The great thing about a fan-made codex is the ability to create completely unique miniatures as they typically don’t exist for purchase anywhere. A great place to get started is using similar looking miniatures found at Games Workshop’s online store at www.games-workshop.com. While each unit’s entry will have a picture of the modeled unit, this by no means is what anyone else has envisioned for the unit, it is simply the creator of this fan-made codex’s idea of what the unit might look like. The descriptions in each entry are purposely broad in an attempt to let your imagination run wild.

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

(1) Unit Profile: At the start of each entry you will find

the name of the unit, the profile of any models it can include, and the points cost of the unit without any upgrades. For example, the entry shown above is for a Knight Titan that costs 260 points.

(2) Unit Composition: Where applicable, this entry

lists the number and type of models that make up the basic unit. For example, the 260 point Knight Titan shown above is made up of a single Knight Titan.

(3) Unit Type: This entry refers to the Warhammer

40,000 Unit Type Rules chapter. For example, a unit may be Infantry, Vehicle or Jump Infantry, and be subject to a number of rules regarding movement, shooting, assault etc. If the Unit Type box includes the word ‘Unique’ you may only include one of this unit in your army.

(4) Wargear: This entry details the equipment the

models in the squad entry carry. The cost for all of these models and all of their equipment is included in the points cost with the unit profile.

(5) Special Rules: Any special rules that apply to the

unit are listed here. These special rules are explained in further detail in the Forces section. Some refer to the Universal Special Rules section of the Warhammer 40,000 rulebook while some will be specific to this codex. For example, the

Cantharis unit found on Page 44 benefits from the Universal Special Rules ‘Scout’ and ‘Deep Strike’ which can be found in the Universal Special Rules section of the Warhammer 40,000 rulebook while the Knight Titan benefits from the ‘Knight Titan’ Special rule, which is detailed in the Knight Titan entry on Page 42 of this codex.

(6) Transport: This entry refers to any transport

vehicles the unit may take. These have their own entry on Page 135; The Transport Vehicles section of the Warhammer 40,000 rulebook explains exactly how these dedicated transports work.

(7) Options: This section lists all of the upgrades you

may add to the unit if you wish to do so. If a model is equipped with something listed in the Unit Upgrades section then you must pay the points for it – you may not take an upgrade unless the model in the unit actually has it. Some units have additional options regarding how they may be chosen or fielded, often depending on whether an associated special character is taken. Where ever an option states that you may replace either, neither or both provided you pay the stated points cost.

(8) Complexity Value: This entry refers to the ‘A Race

Apart’ rule specific to the Adeptus Mechanicus. Exact information on this value is explained in the Adeptus Mechanicus Special Rules on Page 16.

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HQ

1010000 (80)

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-Priest Unit 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 and Tech Relics from the Armory.

Replace Techmail Skin-Plating with: - Threat Armour……………………...…………….....+10 pts - Artificer Armour……………………...………………+20 pts

Replace Techmail Skin-Plating with Terminator Armour with Storm Bolter and Power Sword………+40 pts

If Terminator Armour is not chosen, may choose the following: - Hover Disk ...…………………………………..….…+15 pts

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 of Wargear 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 and Tech Relics from the Armory.

Replace Techmail Skin-Plating with: - Threat Armour……………………...………………..+10 pts - Artificer Armour……………………...………………+20 pts

Replace Techmail Skin-Plating with Terminator Armour with Storm Bolter and Power Sword………+40 pts

If Terminator Armour is not chosen, may choose the following: - Hover Disk ...…………………………………..….…+15 pts

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

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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 with Mechadendrites………………..………….+5 pts each

For every two Servitors in the unit, one Servitor may replace their Lasgun with:

- Heavy Bolter…..…...….………………….........+20 pts - Multi-Melta or Plasma Cannon…………….....+30 pts

For every two Servitors in the unit, one Servitor may be equipped with:

- Servo-Arm..…………………..…………….….+15 pts

Rune Priest……………………....………………………………175 Points 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 Terminator Armour with Storm Bolter and Power Sword………+40 pts

If Terminator Armour is not chosen, may choose the following: - Hover Disk ...…………………………………..….…+15 pts

Options:

May take a BSE Implant, increasing the number of 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

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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 equipped with Mechadendrites……....….…………….....+30 pts

Model Options:

Any Iron Hands may replace their Bolter with: - Storm Bolter……..……………………………...+5 pts

Two Iron Hands may replace their Close Combat Weapon and/or Bolt Pistol with:

- Power Sword……..…………………………...+10 pts - Plasma Pistol……....………………………....+10 pts - Power Fist……....………………….………....+20 pts

Two Iron Hands may replace their Bolters with: - Flamer……..………………….……………..….+5 pts - Meltagun……....……………………...……….+10 pts - Plasmagun……..……………………………...+15 pts - Heavy Bolter……....…………………………..+15 pts - Heavy Flamer……....………………………....+15 pts - Multi-Melta……..……………………………...+15 pts - Missile Launcher……....……………………...+15 pts - Plasma Cannon……..…………………...…...+20 pts - Lascannon……..……………………………...+25 pts

Options:

Replace Bolt Pistol and/or Close Combat Weapon with:

- Bolter………….…………………...………….....…...free - Storm Bolter……..……………...………………...+3 pts - Storm Shield………….………………………....+15 pts - Power Sword.………………………………...….+10 pts - Plasma Pistol…………………………........…...+10 pts - Power Fist………………………………………..+25 pts - Thunder Hammer……………………………….+30 pts

Replace Power Armour with Artificer Armour....+15 pts

Take Melta Bombs…………………………………+5 pts

Take Mechadendrites………………………...….+10 pts

Take Digital Weapons………………….………..+10 pts

Take Auxiliary Grenade Launcher…..............…+15 pts

Replace Power Armour, Bolt Pistol, Frag & Krak Grenades with Terminator Armour and Storm Bolter and Power Sword....................................+40 pts

Replace 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 one of the following:

- Jump Pack………….………………………...….+25 pts

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TROOPS

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

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 with Mechadendrites………….………..….…………..+4 pts each

One Praetorian model may replace their Lasgun with: - Lascannon…………………………….….…………...+30 pts

For every five Praetorians in the squad, one Praetorian model may replace their Lasgun with:

- Flamer....…..……………………………..…..….+5 pts each - Grenade Launcher….……………...……..…….+5 pts each - MP Hellgun.……..………………………..…….+10 pts each - Meltagun………..………………….……..…….+10 pts each - Plasmagun……...………………………..…….+15 pts each

One model may be upgraded to a Praetorian Centurion with Techmail Skin-Plating which can choose 50 points of additional equipment from the Armory except Tech-Relics……………………......…+10 pts

Unit Composition:

5 Praetorians Unit Type:

Infantry

Wargear:

Techmail Skin-Plating

Lasgun

Cult Bionics

Cybernetic Life-Support System Dedicated Transport:

May select a Gant or Termite.

Options:

May include up to 20 additional Machine Cultists................. ………...................................................+4 points per model

All Machine Cultists may replace their Lasgun with: - Laspistol and Close Combat Weapon……….…….…..free - Shotgun………………………………………….…….…..free

Two Machine Cultists may form a Heavy Weapons Team and must select one of the following: - Autocannon……………………….………………......+25 pts - Heavy Bolter....…...……………….……………........+25 pts - Lascannon……………………………………..…...…+30 pts - Missile Launcher………..………….…………..…….+25 pts

One model may upgrade to a Machine Cult Preacher with Techmail Armour and is allowed up to 50 points of equipment from the Armory except Tech-Relics…… ……..…………………………………………………….+10 pts

A Machine Cult Preacher may replace Techmail Armour with: - Techmail Skin-Plating……….…………….………...+5 pts

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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 TRANSPORTS Gant………………………………………….………..…………………………….…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---\

Termite

BS F S R

3 11 11 11

Options:

May include up to 5 additional Tech Servitors…..………….. …………………………………………...+12 points per model

Every model in the unit may be equipped with Mechadendrites………….………..….…………..+4 pts each

For every five Servitors in the unit, one Servitor may replace their Lasgun with:

- Heavy Bolter…..…...….………………….....………...+20 pts - Multi-Melta or Plasma Cannon……………...............+30 pts

For every five Servitors in the unit, one Servitor may be equipped with:

- Servo-Arm..…………………..…………..………..….+15 pts

Each Cult Servitor unit may be led by an Enginseer. See page 95 for more information on the Tech-Priest Enginseer……..………..……….……………………...+35 pts

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 Upgrade from the Armory.

Complexity Value: 2

Unit Composition:

1 Termite

Unit Type:

Vehicle

Special Rules:

Immobile

Calculated Assault

Rumbling Ground Transport Capacity:

Ten Models

Page 88: AdMech FanDex v5.101711.L-1

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 with Mechadendrites……..……………...………..+7 pts each

All Techmarines may replace their Servo-Harness with: - Quad-Harness…………………….…………….....…free - Angel Born-Harness………………………….......…free

For every two Techmarine models in the unit, one Techmarine may choose to replace their Bolter with: - Grenade Launcher……………….………….....…+5 pts - MP Hellgun…….………………………….......…+10 pts - Meltagun…………………………….……………+10 pts - Plasmagun…………………………….…………+15 pts

See page 95 for more information on the Tech-Priest Enginseer.

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 with Mechadendrites………….………..….……….…..+5 pts each

See page 95 for more information on the Tech-Priest Enginseer.

Unit Composition:

1 Tech-Priest Enginseer

10 Forsaken

Unit Type:

Infantry

Wargear (Forsaken):

Cult Bionics

Special Rules (Forsaken):

Fearless

Tenacious Onslaught

Unstable

Page 89: AdMech FanDex v5.101711.L-1

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

Page 90: AdMech FanDex v5.101711.L-1

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

Page 91: AdMech FanDex v5.101711.L-1

FAST

1011010 (90)

Cantharis ……………………………………………………………..……...…145 Points Page 44

/---Armor---\

Cantharis

BS 3

F 11

S 10

R 10

/---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 with Mechadendrites…………….….………...………..+7 pts each

For every five Skitarii in the squadron, one model may take one of the following: - MP Hellgun………...…………..………….……….….+10 pts

One Skitarii model may be equipped with a Power Weapon…...………..……………………………………+15 pts

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

Page 92: AdMech FanDex v5.101711.L-1

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 ARV

BS F S R

3 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…..……….......….....……..…205 Points

Leman Russ Butcher…....…...…….............…215 Points

Composition: Vehicle squadron composed of 1-2 of the above Leman Russ variants in any combination. Multiple Leman Russ’ may act separately:

Unit Type:

Vehicle (Tank)

Special Rules:

Lumbering Behemoth

Wargear (All):

Heavy Bolter Leman Russ Tarantula:

(See Options) Leman Russ Rapier:

Rapier Laser Focuser Leman Russ Burrower:

Tunnel Torpedo Leman Russ Butcher:

Quad Launcher Leman Russ Vladd:

Conversion Beamer

Options:

Any model may purchase any Vehicle Upgrades from the Armory except Boosters.

Any model may exchange its Heavy Bolter for: - Heavy Flamer.............................................................free - Lascannon............................................................+15 pts

Any model may take a pair of sponsons armed with: - Heavy Bolters or Heavy Flamers..........................+20 pts - Multi-Meltas..........................................................+30 pts - Plasma Cannons..................................................+40 pts

The Leman Russ Tarantula variant must be equipped with one of the following: - 2x Twin-Linked Autocannon.….……………...……+70 pts - 2x Twin-Linked Lascannon. …...….………………+80 pts - 2x Twin-Linked Plasma Cannon……..……...……+70 pts

Complexity Value: 2

Tank Commander Malchun…………….…..…………………95 Points 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 R Leman Russ Tarantula 3 14 13 10 Leman Russ Burrower 3 14 13 10 Leman Russ Vladd 3 14 13 10 Leman Russ Rapier 3 14 13 11 Leman Russ Butcher 3 14 13 11

Page 93: AdMech FanDex v5.101711.L-1

HEAVY

1011100 (92)

Phantous……………………………….………..…………………………...…135 Points Page 50

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

/---Armor---\

Phantous

BS F S R

3 12 10 10

Textura……………………..………………………………………..……….……115 Points Page 41

/---Armor---\

WS BS S F S R I A

Textura 3 3 6 12 11 10 3 3

Divexo Beacon…..……………….………..…………………………...…135 Points Page 46

Composition: Vehicle squadron composed of 1-2 Beacons. Multiple Beacons may act separately:

/---Armor---\

Divexo Beacon

BS F S R

3 11 11 11

Options:

May purchase any Vehicle Upgrades from the Armory.

May replace Heavy Bolter for: - Heavy Flamer.............................................................free

Complexity Value: 3

Unit Composition:

1 Phantous

Unit Type:

Vehicle (Tank)

Wargear:

Saturn Launcher

Hull-mounted Heavy Bolter

Options:

May only purchase Extra Armour, Holy Icon, Hunter-Killer Missile, Power of the Machine Spirit and/or Smoke Launchers Vehicle Upgrades from the Armory.

May replace one Power Lifter (reducing attacks to 2) with one of the following:

- Twin-Linked Multi-Melta……………..…..…………...+25 pts - Twin-Linked Heavy Flamer……..………………...….+25 pts - Twin-Linked Assault Cannon………..…………...….+30 pts - Twin-Linked Lascannon……………..…..…………...+35 pts

Complexity Value: 2

Unit Composition:

1 Textura

Unit Type:

Vehicle (Walker)

Wargear:

Plasma Welder

Heavy Flamer

2x Power Lifter

Options:

May only purchase the Holy Icon Vehicle Upgrade from the Armory.

Complexity Value: 3

Unit Type:

Vehicle Wargear:

Verto Concentrator

Electro Hull

Special Rules:

Illumination

Immobile

Page 94: AdMech FanDex v5.101711.L-1

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 Weapon Arm with one of the following: - Autocannon …...…….…………………………+25 pts each - Lascannon …...…….……………………..……+30 pts each - Missile Launcher.………………………………+20 pts each - Plasma cannon…………………………...……+25 pts each

Each Robot unit may be led by an Enginseer. See page 95 for more information on the Tech-Priest Enginseer……..………..……….……………………...+35 pts

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 Weapon Arm with: - Autocannon …...…….…………………………+25 pts each - Lascannon …...…….……………………..……+30 pts each - Missile Launcher.………………………………+20 pts each - Plasma cannon…………………………...……+25 pts each

Each Robot unit may be led by an Enginseer. See page 95 for more information on the Tech-Priest Enginseer……..………..……….……………………...+35 pts

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. See page 95 for more information on the Tech-Priest Enginseer……..………..……….……………………...+35 pts

Unit Composition:

1 Robot Unit Type:

Infantry

Wargear :

2x Power Fist Special Rules:

Bio-Mechanical

Guidance

Robot

Page 95: AdMech FanDex v5.101711.L-1

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 or Heavy Support unit.

A Mechanicus Construct may be selected as a Tank or a Walker using the appropriate stat lines to the left and options below.

May purchase any Vehicle Upgrades from the Armory.

May upgrade Front Armour to one of the following: - 11………………………………………………...………+10 pts - 12…………………………………………………………+20 pts - 13…………………………………………………………+30 pts - 14…………………………………………………………+45 pts

May upgrade Side Armour to one of the following: - 11………………………………………………...………+10 pts - 12…………………………………………………………+20 pts - 13…………………………………………………………+30 pts - 14…………………………………………………………+45 pts

May upgrade Rear Armour to one of the following: - 11………………………………………………...………+10 pts - 12…………………………………………………………+20 pts - 13…………………………………………………………+30 pts - 14…………………………………………………………+45 pts

A Mechanics Construct has a Complexity Value of 1, but may upgrade to one of the following: - 2……………………………………………………..……+20 pts - 3…………………………………………………..………+30 pts - 4…………………………………………………..………+40 pts - 5…………………………………………………..………+50 pts - 6…………………………………………………..………+60 pts

Tank Options:

May become a Fast Tank Unit Type…………………...+10 pts

May become a Skimmer Tank Unit Type………...……+20 pts Weapon Options (Tank):

May take a single turret-mounted weapon: - Heavy Bolter……....…………………..………………..+15 pts - Heavy Flamer…………..…....………………………....+15 pts - Multi-Melta……..………………...……………………...+15 pts - Missile Launcher……....………………..……………...+15 pts - Plasma Cannon……..…………………………......…...+20 pts - Assault Cannon……..…………………...…...………...+20 pts - Lascannon……..………………...……………………...+25 pts

May take a single hull-mounted weapon: - Heavy Bolter……....…………………..………………..+15 pts - Heavy Flamer…………..…....………………………....+15 pts - Multi-Melta……..………………...……………………...+15 pts - Missile Launcher……....………………..……………...+15 pts - Plasma Cannon……..…………………………......…...+20 pts - Assault Cannon……..…………………...……….........+20 pts - Lascannon……..………………...……………………...+25 pts

May take a pair of sponsons armed with: - Heavy Bolter…….................…………………………..+20 pts - Heavy Flamer……....………………..………………....+20 pts - Multi-Melta……..……………………………...………...+30 pts - Missile Launcher……....……………………..………...+30 pts - Plasma Cannon……..……………………………..…...+35 pts - Assault Cannon……..…………………...…...………...+20 pts - Lascannon……..………………………………...……...+40 pts

Page 96: AdMech FanDex v5.101711.L-1

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 Cult Servitors and Robot Maniples.

A Tech-Priest Enginseer is a required addition to Techmarines and The Forsaken. Note that the point cost for an Enginseer is already included in their point costs found on Page 87.

A Tech-Priest Enginseer is allowed up to 100 points of equipment from the Armory, including Tech-Relics.

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 A

Warhound Titan 2 4 10 14 13 12 1 1

Options:

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

Complexity Value: 12

Unit Composition:

1 (Unique)

Wargear:

Holy Icon

Plasma Blastgun

Vulcan 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.

Page 97: AdMech FanDex v5.101711.L-1

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+ 26

Solus 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+ 39

Robot (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) 59

Obliterator 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 51

Armor

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

Page 98: AdMech FanDex v5.101711.L-1

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

8

10

-

4

1

Ordnance 1, Blast 49

Corbaeon Pack Up to 6”

6” - 24”

24” - 48”

4

6

8

-

4

2

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 Grenade

Krak Grenade

24”

24”

3

6

6

4

Assault 1, Blast

Assault 1

64

Hand Flamer Template 3 6 Assault 1 64

Heavy 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 Missile

Krak Missile

48”

48”

4

8

6

3

Heavy 1, Blast

Heavy 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 66

Occido 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

Concentrated

36”

36”

5

7

5

3

Heavy 1, Large Blast, Ignores Cover

Heavy 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”

8

10

2

2

Ordnance 2, Blast, Primary

Ordnance 1, Large Blast, Primary 61-62

Vulcan Mega-bolter 60” 6 3 Heavy 15, Primary 61-62

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v5.101711.L

Codex: Adeptus Mechanicus Updates by Lantz

Information on this FanDex and FAQ updates: www.AdMechFanDex.com

Information on creating models used for units: http://www.Twin-Linked-Awesome.blogspot.com

Comments, concerns, suggestions, criticism or just to say hello: [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 rule assessments, playtesting and my constant picking of their brains.

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About The FanDex: The idea for this project started in very early 2010 after I finished reading the novel Titanicus by Dan Abnett; a story depicting a Forge World of the Imperium and their strife against the Dark Mechanicus. This perfectly written adventure pushed me to create up-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 the

community. The first version released to beta-testers was not well received, but it was these critical assessments that took my work further. The second version was a night-and-day change from its original and found its way into numerous beta-tester’s hands with a much brighter acclaim than before. This wasn’t enough, however. After completing the second version I knew this project was never going to be truly completed. So long as imaginations run wild and the community is receptive of it, my plan is to continue to update this fandex for as long as I can. Thanks to the help of the community this third version is an entirely new beast; from new units and unit pictures to the fluff additions from several talented writers and eased page organization, this project has exploded into something tremendous and worthwhile. The future is uncertain, but one thing I know is for sure. As long as I have functioning fingers, the Adeptus Mechanicus will have their place on the tabletop.

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