Mandates Issued by a person in a position of Imperial power, a Mandate is a binding charter, compelling those addressed in it, or its bearer, to fulfil certain actions or be considered damned and their lives forfeit. It also grants what powers and resources the author considers necessary and is able to provide to fulfil that mission. The most common forms of Mandate include a Mandate of Negotiation, which is carried by one of the Imperium’s select group of diplomats who are allowed contact with alien or heretical forces, the Trading Charter carried by all Rogue Traders, and the Inquisitorial Mandate issued to an Acolyte by their master.A Mandate can come in various forms with the most common ones being parchment, vellum or similar scrolls,though the flayed skins of Heretics and Rogue Psykers are often chosen for the more aggressive of Inquisitorial Mandates. Other forms include dataslates, books listing the various and extensive conditions and powers of the Mandate and, for some bonded servants, tattooed text covering the head and chest. A Mandate lists a bearer, and those it applies to. Normally this simply means it affects the bearers allies or enemies depending on what it does, but in some cases the Mandate may specify those who are bound by it, and those who they are bound to capture, kill, or support. In those cases,the Mandate applies only to those listed. These Mandatesare only those that have a direct in-game effect. The Mandate of Negotiation or the Trading Charter, while important, would have little in-game effect. Each Mandatehas an Imperial virtue associated with it, such as Contemptor Vengeance. These aren’t rules, but rather a quick way of thinking about what the Mandate represents.
Bring the Heretic and All Who Stand By Him To Justice (Justice) – Mandates with this or similar wording instruct their bearer to capture those listed in it, so they may be questioned and led to repentance. The authorised holder can take into custody anyone who opposes them – and tobe captured by any Imperial agency is a grim fate. The bearer counts as having the Lex Imperialis from The LongArm of the Emperor’s Law article.
The Emperor’s Will Is Merciless, Let None Survive (Vengeance) – This Mandate is often issued to Inquisitorial Stormtrooper and Execution units, or military expeditions such as Crusades. Rather than specifying certain individuals as targets, it tends to target organisations or regions. It is also, in extreme cases, the document that entitles the agents of an Inquisitor to call an Exterminatus. Those who carry this are made fully aware of the level of sin and debasement in their enemies. The bearer counts as having the Demagogue Special Ability from the Recongregator Sourcebook. Stand Not For the Works of The Witch (Contempt) –Often issued by Witch hunters to their pursuit teams, this Mandate condemns the work of the Unsanctioned Psyker,and provides chants known to disrupt the ability of psykers to concentrate and access the warp. The character may spend actions chanting the text of the Mandate, with the result that any psyker within 15 yards cannot use any Concentration Actions.Obey Him, For His Word Is Mine (Obedience) – Granting the bearer the full power of their patron, this Mandate is issued only to the most trusted of agents. The bearercounts as having the Leader special ability. If they already have it, they count as having the Ultimate Leader ability from ‘It’s All in the Mind’. If they already have Ultimate Leader… well, perhaps they should have moved beyond being the servant to being the master by then. To Surrender Is To Be Damned (Stubbornness) –Mandates of this type have the most fearsome threats for those who fail. Servitorisation, Deathmasking, lengthy Excruciation, and other, darker, punishments are allcommon consequences of failure. The fear induced by this is such that those bound under it will go to nearly any lengths to accomplish their mission. The bearer counts as having the Draconian Tyrant ability from ‘It’s All in the Mind’ which also applies to himself and all those listed in the Mandate ignore the effects of Fearsome characters(though are still affected by Terrifying characters)Many Rogue Trader charters are famed across the stars such as the Lost Charter of the Phrax Family, said to contain a drop of the most holy blood possible, that of the Emperor himself, the Steel Charter of Agamar Strick, and the Occult Charter of the nameless master of the Arrowflight, which broke the Aethyr Barrier in the Yalx System. However, the 189th Imperial Valuation Committee knowledge, burned away by war, madness, and time. In others, they are mysteries, such as when it was discovered that every known copy of Homo Sapiens Ad Astra, an instructive text by the great writer Velronius, had vanished at some point since 403.M38. Still others are the subject of intentional campaigns of destruction. Several religious orders exist only to destroy books considered heretical –though the definition of heretical can sway from the Dismal Texts to books considered to contain insufficient references to the Emperor’s holiness and divinity.Mandates Issued by a person in a position of Imperial power, a Mandate is a binding charter, compelling those addressed in it, or its bearer, to fulfil certain actions or be considered damned and their lives forfeit. It also grants what powers and resources the author considers necessary and is able to provide to fulfil that mission. The most common forms of Mandate include a Mandate of Negotiation, which is carried by one of the Imperium’s select group of diplomats who are allowed contact with alien or heretical forces, theTrading Charter carried by all Rogue Traders, and the Inquisitorial Mandate issued to an Acolyte by their master.A Mandate can come in various forms with the most common ones being parchment, vellum or similar scrolls,though the flayed skins of Heretics and Rogue Psykers are often chosen for the more aggressive of Inquisitorial Mandates. Other forms include dataslates, books listing the various and extensive conditions and powers of the Mandate and, for some bonded servants, tattooed text covering the head and chest. A Mandate lists a bearer, and those it applies to. Normally this simply means it affects the bearers allies or enemies depending on what it does, but in some cases the Mandate may specify those who are bound by it, and those who they are bound to capture, kill, or support. In those cases,the Mandate applies only to those listed. These Mandates are only those that have a direct in-game effect. The Mandate of Negotiation or the Trading Charter, while important, would have little in-game effect. Each Mandatehas an Imperial virtue associated with it, such as Contemptor Vengeance. These aren’t rules, but rather a quick way of thinking about what the Mandate represents.
Bring the Heretic and All Who Stand By Him To Justice (Justice) – Mandates with this or similar wording instruct their bearer to capture those listed in it, so they may be questioned and led to repentance. The authorised holder can take into custody anyone who opposes them – and to be captured by any Imperial agency is a grim fate. The bearer counts as having the Lex Imperialis from The Long Arm of the Emperor’s Law article.
The Emperor’s Will Is Merciless, Let None Survive (Vengeance) – This Mandate is often issued to Inquisitorial Stormtrooper and Execution units, or military expeditions such as Crusades. Rather than specifying certain individuals as targets, it tends to target organisations or regions. It is also, in extreme cases, the document that entitles the agents of an Inquisitor to call an Exterminatus.Those who carry this are made fully aware of the level of sin and debasement in their enemies. The bearer counts as having the Demagogue Special Ability from the Recongregator Sourcebook.
Stand Not For the Works of The Witch (Contempt) –Often issued by Witch hunters to their pursuit teams, this Mandate condemns the work of the Unsanctioned Psyker,and provides chants known to disrupt the ability of psykers to concentrate and access the warp. The character may spend actions chanting the text of the Mandate, with the result that any psyker within 15 yards cannot use anyConcentration Actions.
Obey Him, For His Word Is Mine (Obedience) – Grantingthe bearer the full power of their patron, this Mandate isissued only to the most trusted of agents. The bearercounts as having the Leader special ability. If they alreadyhave it, they count as having the Ultimate Leader abilityfrom ‘It’s All in the Mind’. If they already have UltimateLeader… well, perhaps they should have moved beyondbeing the servant to being the master by then.To Surrender Is To Be Damned (Stubbornness) –Mandates of this type have the most fearsome threats forthose who fail. Servitorisation, Deathmasking, lengthyExcruciation, and other, darker, punishments are allcommon consequences of failure. The fear induced by thisis such that those bound under it will go to nearly anylengths to accomplish their mission. The bearer counts ashaving the Draconian Tyrant ability from ‘It’s All in the Mind’which also applies to himself and all those listed in theMandate ignore the effects of Fearsome characters(though are still affected by Terrifying characters)
Many Rogue Trader charters are famed across the starssuch as the Lost Charter of the Phrax Family, said tocontain a drop of the most holy blood possible, that of theEmperor himself, the Steel Charter of Agamar Strick, andthe Occult Charter of the nameless master of theArrowflight, which broke the Aethyr Barrier in the YalxSystem. However, the 189th Imperial Valuation CommitteeThis pictcapture shows the hunted Inquisitor Adelmar,with the text that he is accused of stealing, the LiberAbelesco Rex. Though the precise location was notincluded in the file, it is thought this was during his battlesagainst the Order of the Purging Furnace on Baruch III.
Golden Throne, operating system:
drugs And Poisons
Recreational drugs, although not illegal in most parts of the Empire, are frequently associated with dubious rituals and cults by the Cult of Sigmar. Attitudes are more liberal in large cities where dens can be found offering spit, weirdroot, or Ranald’s Delight. Poison is not illegal either, but owning poison is bound to raise questions about its intended use.ItemCostEncAvailabilityBlack Lotus20GC0ExoticHeartkill40GC0ExoticMad Cap Mushrooms5GC0ExoticMandrake Root1GC0RareMoonflower5GC0ScarceRanald’s Delight18/–0ScarceSpit1GC 5/–0RareWeirdroot4/–0RareBlack Lotus: This deadly plant grows in Southland jungles and is used for blade venom. Victims who suffer at least 1 Wound from a sap-coated blade immediately take 2 Poisoned Conditions. Resisted with a Difficult (–10) Endurance Test.Heartkill: Combining the venoms from an Amphisbaena (a rare, two-headed serpent) and a Jabberslythe produces an odourless, colourless poison. When ingested, the deadly mixture inflicts 4 Poisoned Conditions. Resisted with a Difficult (–10) Endurance Test.Mad Cap Mushrooms: These hallucinogenic mushrooms are eaten by Goblin fanatics before battle. They induce a berserker rage, adding +10 Strength, +4 Wounds, and the Frenzy Talent. When the effect wears off, the user loses 1d10 Wounds. Non-Greenskins must also pass a Challenging (+0) Endurance Test or contract a Minor Infection. Duration: Active when chewed plus an additional 2d10 minutes.Mandrake Root: This highly-addictive deliriant grows under gallows, and is chewed to keep an unquiet mind still. Users must pass a Willpower Test every Round to perform an Action or a Move (choose one); further, Movement is halved. However, Cool Tests receive a bonus of +20. Duration: Active when chewed plus an additional 1d10×10 minutes.Moonflower: This tranquilliser is a dried moss which grows only on leaves in the Laurelorn forest. Elves use Moonflower to treat Black Plague, granting a bonus of +30 to any associated Tests for Elves to resist the disease, otherwise it has no effect on their species. Others can inhale vapours from boiling the moss XI306
and if they fail a Very Hard (–30) Willpower Test will gain an Unconscious Condition; if passed, they receive a bonus of +20 to Cool Tests and gain a Fatigued Condition. Moonflower is used by the most expensive Physicians as an anesthetic. Duration: 1d10+5 hours.Ranald’s Delight: This highly-addictive stimulant is a synthetic compound made from sulphur, mercury and other elements. Inhaling the powder provides a bonus of +1 to Movement, and +10 to WS, S, T, and Agi. This last for 3 hours, after which the user suffers a penalty of –2 Movement and –20 on Weapon Skill, Strength, Toughness, and Agility. Duration: 1 day.Spit: Extracted from Chameleoleeches found in the marshes of the Empire, this extraordinarily powerful hallucinogen brings visions of something deeply desired, such as a lost lover, a dead friend, or a missing child. Called Spit on the streets, it’s popular with those lost to despair. Upon exposure, you must pass a VeryHard (–30) Toughness Test or be lost to a fully real fantasy, which is a matter for the GM to handle. Duration: 1d10 minutes.Weirdroot: One of the most common street-drugs in the Empire, Weirdroot is chewed, bringing a sense of euphoria and pleasant hallucinations, which some suggest may be connected to the Winds of Magic. The drug gives a +10 bonus to Toughness and Willpower Tests, but a penalty of –10 to Agility, Initiative, and Intelligence Tests. Duration: Active when chewed plus an additional 1d10×10 minutes.
Herbs and draugHts
Medicinal herbs can either be purchased or gathered from the wild (see Gathering Food and Herbs on page 127). Preparation with Trade Tools (Herbalist) is usually required to extract the plant’s medicinal ingredients and create poultices. Draughts can be brewed using the Trade (Apothecary) Skill.ItemCostEncAvailabilityDigestive Tonic3/–0CommonEarth Root5GC0ScarceFaxtoryll15/–0ExoticHealing Draught10/–0ScarceHealing Poultice12/–0CommonNightshade3GC0RareSalwort12/–0CommonVitality Draught18/–0ScarceDigestive Tonic: Provides +20 to recovery Tests from stomach ailments such as the Galloping Trots or Bloody Flux (see Disease and Infection on page 186).Earth Root: This herb is ingested to negate the effects of Buboes caused by the Black Plague (though the swellings are still significant). Further, gain a bonus of +10 on all Tests concerning the disease. Dose: 1 per day.Faxtoryll: When smeared on a wound, poultices made from this herbal coagulant remove all Bleeding Conditions without a Heal Test. Dose: 1 per Critical Wound.Healing Draught: If you have more than 0 Wounds, recover Toughness Bonus Wounds immediately. Dose: 1 per encounter.Healing Poultice: This foul-smelling medicinal wrap is made from animal dung and urine combined with any number of common herbs such as Sigmafoil, Tarrabeth, and Valerian. You do not suffer any Minor Infections from a Critical Wound treated with a Healing Poultice.Nightshade: Consuming this herb causes the victim to fall into a deep sleep after 2-3 hours, unless an Endurance Test is passed. A Nightshade slumber lasts 1d10+4 hours. Dose: 1 per person.Salwort: When held under someone’s nose, the aroma from a crushed sprig of this herb removes 1 Stunned Condition. Dose: 1 per encounter.Vitality Draught: Drinking this draught instantly removes all Fatigued Conditions.
“I often praise the Emperor’s mercy that I have been freed from my own memories. Despite my transgressions I have been given a chance to serve. I am free of my own guilt but I strive to remember the shame I should feel.”–Acolyte Heronius Dyle
Individual Inquisitors have different opinions on the process of mind cleansing; often, this involves complex psycho-viral, mimetic, and telepathic alteration to selectively edit a subject’s memories and thought patterns. Whilst mind cleansing can be a useful tool, it is a process that requires a not-insignificant investment of time and resources. Many Inquisitors have no trouble using every tool at their disposal, but others are more select about the application of their influence, particularly when it comes to adjusting the minds of loyal servants or retainers.The benefits of mind cleansing are quite evident; those who have witnessed secrets too terrible for sanity to bear can be rehabilitated, whilst others who have learned that which is forbidden or better left forgotten may be reclaimed from what would otherwise be an automatic death sentence for knowing too much.In addition, the mind-cleansed individual often retains his skills (often rare or specialised talents that are in such demand that the individual warrants mind-scrubbing rather than death!). In some cases, mind cleansing is a form of reward to a loyal retainer, eliminating harrowing experiences and curing chronic nightmares of the dark things that Inquisitors and their allies must confront as a matter of course.More often, mind cleansing is used as a safeguard or a punishment for those the Inquisitor finds weak-willed, untrustworthy, or worse. In such cases, these individuals are often executed once their effectiveness comes to an end.However, mind cleansing also presents a number of drawbacks, not the least among them that the process makes it difficult for a loyal and able servant to learn from his own mistakes or those of his predecessors. The process can render an Acolyte unable to draw important correlations between past events, and there are some Inquisitors who refuse to subject their agents to mind-cleansing, preferring a cadre than can think on their feet.In the Calixian Conclave, the process of mind cleansing is used with some regularity by many Inquisitors. These Calixian Inquisitors tend to follow a vaguely defined methodology for mind-scrubbing that generally falls into one of three seperate categories:
Forbidden Lore: In the course of serving the Inquisition, an acolyte often encounters many terrible facts, not the least of which is the certain knowledge that the Imperium is under constant threat from heresy, aliens, and daemonic influence. From the Ruinous Powers who lurk within the warp to the numberless hordes of alien fleets on the fringes of the galaxy, there are some things man was simply not meant to understand. Whilst an Inquisitor may trust a chosen few with such knowledge, for many others, it ranges from distraction (at best) to outright panic on a planetary or system-wide scale. High rank, wealth, and authority is little protection from the sanity-twisting horrors the Inquisition keeps at bay, and even such heroes as Imperial Guard Generals and, in rare cases, Space Marines must have their memories expunged to remain a trustworthy servant of the Emperor.
Dark Secrets: There are some mysteries that the Inquisition considers too dangerous to be known, some revelations too destructive to witness. Nevertheless, from time to time, agents of the Holy Ordos stumble onto the solution to one of these enigmas—and thus, they must be silenced, their memories stolen and locked away. The Inquisition knows well the maxim that “knowledge is power,” and they consider certain knowledge so powerful it requires—nay, demands—to be kept hidden.
Baneful Influence: Faith is the greatest strength of those who serve the Inquisition, but sometimes even faith is not enough. Possession, xenos pheromones, and the mind-warping powers of a rogue psyker are merely a few of the pitfalls that an Acolyte of the Inquisition may encounter during his service. When an Inquisitor’s servant falters, mind cleansing is often as much a blessing as a curse, for it can sometimes remove or mitigate the corrupting influence wielded by the Emperor’s foes.
Source: Heed The Higher Call
Secret history of Specialist Gödel
-He was leader of a strike riot at forge world Hadd?.
-His ability to organize the worker uprising impressed agents of The Dragon and instead of execution he was mindwiped and recruited to work in the Dragon’s network of agents accros the Imperium
Source: Codex Mechanicus 7. edition
It is the creed of the Fulgurite to tear the life energy from the galaxy – in particular the bioelectricity that animates living souls. Also known as the Brotherhood of Petrified Lightning, they wish to harness the animus of their foes and bind it to the Omnissiah, reclaiming the Motive Force and solidifying it with the power that dwells in the care of the Tech-Priests.
During the secession of Segmentum Pacificus, the rebel forge world Moirae is destroyed by retaliatory Exterminatus, but not before the Moirae Schism has split the Adeptus Mechanicus in two. The ensuing conflict draws Titan Legions and even those Space Marine Chapters affiliated to the Adeptus Mechanicus into the turmoil. The schism takes a heavy toll on the Adeptus Astartes, resulting in the death of dozens of companies and the excommunication of several Iron Hands clans. It takes over two millennia of desperate warfare before the Moirate doctrines are considered fully purged.
<We are the teeth of the Omnissiah,> she declared in serene code as a barrage of plasma fire burst against her conversion field. <Initiate Purgation Sequence Decensus>.
Across the entire convoy skitarii warriors opened fire in perfect synchronicity, ranks of vanguard from the gunwales and smaller groups of rangers from the observation decks. Together they rained solid rounds and blistering arcs of electricity into the jungle, shredding vegetation and vermin in sweeping swaths of destruction as they chased down and obliterated the snipers.
<War is our sacrament,> the Alpha Primus chanted, amplifying her codecast into a white noise hymnal that sent a current of fidelity through the cohort. She had been fashioned by Magos Caul personally, prised from death’s grip and reassembled piece by broken piece into a perfect warrior. Many of the skitarii revered her as an avatar of the Machine-God, a belief the magos neither encouraged nor repressed. <In its absence we are but empty vessels awaiting the hallowed promethium of spite.>
The vanguard responded with a chorus of hoarse voices and serrated static, singing their praises to the Machine-God as they cleansed the xenos stain.
During the final years Caul had been obliged to cooperate with the tau, but he had done it in the Omnissiah’s name, seizing the opportunity to study their technology. The depth of their heresy had appalled him, for their machines were diabolical contrivances imbued with thought, devoid of spirit.
Phaestus-IR01â€™s vision glitched again as the cohort’s Alpha Primus joined the sensory chain to the watchtower. All Alphas could access their squad members optics at short range, but the Primus could interface with every warrior in the force, even across great distances. Phaestus-IR01 held his breath reverently as he felt her icy assessment of the xenos.
Catching sight of the waiting tau, Viharok-TH01 unslung his radium carbine and thumbed the power stud, offering its spirit his fealty. Like many skitarii, he revered his weapon as his master, believing his hands were merely tools to aid its will. In his case there was some truth to it, for his rifle was a priceless relic whose spirit had been stirred to permanent wakefulness by the magos. Such “cognis” weapons hungered to fulfill their purpose, actively compensating for small flaws in a wielder’s aim.
“By thy will I ignite thee and charge thee well” Viharok-TH01 chanted in jagged lingua technis, leading his squad in the Seventh Litany of Liquidation.
<In thy light I smite with thee,> they reciprocated in reverent feedback.
“For thy spite I will slay or die for thee,â€™ Thoriumâ€™s Alpha concluded.
Neither fear nor doubt were functioning variables in the skitarii psyche. Where a common man might feel anxiety, the skitarii experienced only anticipation.
Submerging himself in the datasphere, the magos cast his consciousness further afield, leaping from one relay beacon to the next, riding the datastreams that shadowed Phaedra’s labyrinthine waterways, seeking the holy warriors he had entrusted with his fate.
Caul withdrew his mechafilaments and intoned the seventh mantra of Algebraic Concord to dispel the spectre of frustration.
Source: Deus Ex Machina:
The Praetorian’s plasma cannon crackled up to a full charge, a compressed lightning bolt which would annihilate anything within metres of its impact point.
Lakius was shouting out command dogma: “Praetorians! Audio primus command! Deus ex Terminus est.”
Praetorian swivelled round and trained its plasma cannon on Lakius and Osil, its eye glowed with single-minded determination to destroy as it narrowed at them.
“Ergos Veriat excommen!” Lakius shouted hoarsely. “Shut down!”
The Praetorian sagged down on its chassis like a puppet with its strings cut and the crisis was over as suddenly as it had begun.
“All set?” Magos Egal trilled to Renaillard, who nodded his assent. “Places everyone! Lakius, you stand with me and we can all chant the liturgy of activation together.”
Chanting in choral tones, Egal made a series of connections and static started to jump from the generator, accompanied by a rising humming noise and the reek of ozone. The black stone shimmered, glittering like quicksilver as it started to deform away from the spiraled needle of the generator. An arch was appearing, tall and tapering, of perfect dimensions and straightness.
engineers like yourself, their areas of expertise covering the mysteries of generation, augury and metriculation.
Esoteric sects of cult mechanicus
Techsorcists, DH ? Daemon hunters page
Data-proctors, Servants of the Machine god page?
It is the creed of the Fulgurite to tear the life energy from the galaxy – in particular the bioelectricity that animates living souls. Also known as the Brotherhood of Petrified Lightning, they wish to harness the animus of their foes and bind it to the Omnissiah, reclaiming the Motive Force and solidifying it with the power that dwells in the care of the Tech-Priests.
Order of Haemophilos
-Esoteric and radical sect of Cult Mechanicus.
-Blood contains Iron. Iron is the holy metal of magnetism. Thus blood is holy.
-Iron is a holy element of Omnissiah. Motive spark is located to blood which contains iron.
-Magnetic qualities of iron reveal holy binary structure of positive and negative charges.
-Magnetic pulse can be used as a weapon against mechanical and biological targets with iron in their blood.
-Cult is influenced by minions of Khorne???
-Heavy frigate. Heavily modified for ramming. Force fields attached to prow of the vessel.
-Commanding mechanicus has haemonculus. Osessed to keep his blood uncontaminated.
-When star vessel travels through immaterium ve stays in a stasis chamber to remain untouched by the warp. Hatred mutants. Hatred minions of Nurgle.
Centennials and millennials of Imperial Saints
Geneprint as part of cognomen registration.
Vox-net: simultaneus access to several vox cast bandwiths.
Notes to noospheric space:
Noospheric memory: Recording of noospheric data
Noospheric feed: Real time noospheric data
Noospheric prognostication: Prediction based noospheric feed.
Mechanicus tendensies of Imperial cult: Emperor is the Omnissiah, Emperor is the last of several Omnissiah’s, Emperor is/was the latest of th Omnissiahs, Title of Omnissiah was granted to Emperor as logical choice of Adeptus Mechanicus,
Creed is morale bonus that is produced by a components displaying and glorifying vessels or habitats Imperial belief system.
Example: Imperial figurehead (Statue of the Emperor) Pow: 1 Space: 1 External, Bonus +5 to Creed
Fanaticism is morale bonus that is produced by a components displaying and glorifying vessels or habitats non-Imperial belief system.
Example: Shrine of Slaanesh Pow: 1 Space: 1, Bonus +5 to Fanaticism of worshipers of a vessel or habitation.
Displaying and using components that are not aligned with prevailing belief system cause penalty on vessels or habitations Creed/Fanaticism.
Example: Xeno habitat Pow: 2 Space: 1 causes -5 Creed penalty at an Imperial vessel or a habitation.
Creed/Fanaticism is added on top of ships morale value and as long as those components remain active Morale cannot drop below a vessels or habitations Creed/Fanaticism score.
Vessels or habitations Creed/Fanaticism score gives equal bonus WP checks to resist influence of competing belief system. ???
Example: If component becomes un-powered, damaged or destroyed Creed bonus is lost.
Thoughts on RT boarding expanded to battles between armies
-Army has equivalents of components, population, morale, crew rate
-Each unit may make attack or make support action each combat turn (1 hour, equals Void combat turn).
Left flank, Center, Right Flank,
Titan, infantry, heavy weapon, motorized
Headquarters, Artillery, Triage, Munitorium, Surveillance, Air support
Scouting (mark opponent) , Armored (deacreases crit damage), Fast (may attack rear if opponent lacks fast units) , Aerial (no terrain penalties), Pioneer (bonus to defensive stance), Motorized (charge bonus), Mechanical (no routing),
Attack, defensive position, move
Pinned, routing, defensive, charging, damaged, unpowered, destroyed, blessed, frenzy,
Population quarters and residents
-Quarters are reserved for a crew/work-force which keeps a star vessel/population centres operational and maintained. Residents are reserved for population tasked for other things than daily operation and maintenance of a star vessel/population centre.
-Star vessels seldom transport large amounts of people along the crew and in those cases star vessel is customized for the job.
-Quarters up to frigate size are able to house up to 50.000 crewmembers, quarters from light cruiser to cruiser are able to house up to 100.000 crewmembers. Grand cruiser quarters are able to house up to ?? crewmembers.
Imperial quarters, not used in star vessels or fortressess because of excessive use of space compared to other available quarters.
Luxury quarters, 1.000 citizens
Hive tower/dome, 1.000.000 citizens
Imperial projects 100.000 citizens
Slave hold, 50.000 slaves
Prison hold, 50.000 prisoners
Xeno habitat, 100 individuals
UP: United planets. Human society at the beginning of Golden Age of Technology. Launches first wave of colonization. Cryoships in sublight speed.
Solar Hegemony: Human society guided by AIs during final years of Golden Age of Technology. Star vessels are capable to warp jumps calculated by AI on board of a star vessel. Collapses to internal conflict between competing AIs at the beginning of Age of Strife
Parts of star vessel or habitat
Bilge: Vast empty space beneatf the star vessels
Maintenance tunnels and chambers: Places and passages used only by servitors, maintenance technomats and adeptus mechanicus.
Empty space: Unused parts of a star vessel.
Abandoned space: Some parts of a ship may become abandoned by a crew of a ship. It can bee toxic, cursed, haunted or unfortunate area which is avoided and left to delipidation.
Waste pits: From recycling vats of organic matter to compress-and-eject facilities dumping hazardous material out to the space.
Lost components: Good component can be Space: -1 and best components can be Space: -2. Thus high quality components which are unpowered remain unnoticed from the bridge/HQ reports.
Good quality component: fission generatorium Pow: +2 Space 1 (-1 space as quality bonus) =0 can be hidden within vessel and it can power up fore mentioned Space: 0 components.
Thus unaware captain of star vessel may carry operational technology forgotten by previous captains and buried within ship’s component structure.
Life support ducts:
Arctic vault: Seed bank for STC life forms
Temperate vault: Atmospheric control
Desert vault: Tectonic control
Deadface: Drug that gives +30 to bargain and -10 to Fel
Initial crew rate of conscript:
Arbitrator troops 30
Imperial guard 35
Gang conscript 30 (-10 outside turf)
PDF infantry 30
Penal legion 30
Maximus, , Leonatus (dead), Jonatah, Morcutor, Pauperpolis Mayor, Regiomontanus, Gauss,
Inquisitors interested of Ultima Tectum system
Aurora Orlov, Ordo Hereticus, Grandmaster
-Radical Istvaanist: Believe conflict is desirable to further progress through strife
-Psyker: Psyrate high, Divination, telepathy, ?
-First encounter with retinue:
Victoria Eldrich, Ordo Hereticus,
-Puritan Amalathians: Believe that the Emperor has a grand plan and that it is unfolding as it should.
-Psyker: High psy rate, telepathy, void, ?combat
-Hunts down Aurora Orlov to get her excommunicated.
Immel Amud, Ordo Malleus Inquisitor, Grand master
-Dead for half millenia. Master of Ugrippa whose rosetta she still uses.
-Famous for founding the witches of Port Wander.
Rotho Klaive, Ordo Malleus, Master
-Radical Oblationist: Believe that the Warp, the xenos and the unclean are utterly damning, yet their use is necessary to overcome mankind’s enemies.
-Visits Precinct fortress in disguise.
-Warded armor against daemons. Accompanied by blank retainer.
-Has been hunting distinctive cult of Tseentch for over hundred years.
Enneagram sphere, archaotech item used to store consciousness of an individual.
Leaders of HLF are stored minds that have been implanted to blank minds of purged recipients. Partial thoughts are used to brainwash conspiracy troops with advanced hypno-doctrination..
Release of birds by ecclesiarchy during imperial festivities.
Derelict prisonbarge found floating near mandeville point.
Shadow war between Acolytes of Nytram ( Ranulf, Yves and Xavier) and Von Trotha. Objective of dark mechanicus is to keep Avaritas (hidden areas) and Sphaera Imperator tech shrine safe from daemonic acolytes of Nytram.
Von Trotha has understood that Gravis Minor and the system keep the secrets that will give him power over the Mars. He plans to capture AI to use for his agenda among Mechanicus of Mars. Obsession to summon Omnissiah at Mars, developed when first expose to virus of Novabyte code originating from AI wars at the end of Golden Age of Technology.
Von Trotha has hacked GRG surveillance system and has been using signature of Fortius to ignite cores of non-legitimate habitats. (Sphaera Imperator, Scutum, Pugia, Pauperpolis, Celos)
Ugrippa preaches holy vigilance against the daemons (Sun, Nytram) at the system and void born clans unite for murders of both twins (to be sure) and keeping frequent holy prayer meetings for the Emperor to ward away evil.
When Gödel studies petrified cogitator and finds out corrupting hexagrammatic code inside ??planted by Von Trotha, Those corrupting cogitators already distributed to several forge world draw acolytes to follow Von Trotha’s bidding. Trotha has excavated cogitators from Gravis Minor. Petrified but still implanted with hexagrammatic commands drawing from times of the AI war at Gravis Minor.
Clarissa and her retinue prepares for Holy Vengeance strike against xeno installation. Stryxis warp disruptor against eldar. Clarissa doubts Mordechai for his hidden backup.
Rampant use of drugs and high insanity rates draw pirate of Slaanesh to system.
Shadow war between Chorda Dynasty and the Syndicate intensifies Fight for the control of Penitus Balteus cold trade (xeno artefacts, xeno drugs, illegal drugs)
Reliquary ship ordered by Arch-Diocese Homer
When things at the Ultima Tectum system have become volatile enough then enter Inquisitor operations to the system.
–Aurora Orlov commands Judge Mordechai to assist and protect his operatives on finding the star-child from the system. Dangers foreseen to Orlov’s operation Daemonic influence, Mechanicus influence
–Victoria Eldrich commands Judge Mordechai to gather intelligence and dirt about operations of Aurora Orlov. Especially to snatch star-child from his clutch. Will initiate exterminatus to every planet of the system and declare it forbidden system if necessary.
Adeptus Arbites ranks:
Grand provost marshal
-Ogres are not sub-human race but actually STC ape adapted to Imperial environmental pressure of warfare and pollution.
Arrival Gravis Major, Summer
-Arbitrator Mordechai scouts the system.
Year 1 Gravis Major, Autumn
-Precinct fortress becomes operational at Sphaera Imperator
-Space pier becomes operational at Canor Sol
-Huwan tribal wars begin.
Year 2 Gravis Major, Autumn
-Chorda fleet brings millions of refugees from hive world of Jericho Reach, Ultima Segmentum.
-Chorda-Sundicate cold trade wars begin.
NOW-Jokaero crashdown at Gravis Major.
Year 3 Gravis Major, Winter
-Chorda fleet brings more refugees if mass attrition of population threats the limit of 2 million inhabitants.
-Imperial navy concentrates it forces against Waagh of ‘Undred teeth, protection of Ultima Tectum is cut down to minimum.
-Choda-Winterscale shadow war starts to escalate.
Year 4 Gravis Major, Winter
Year 5 Gravis Major, Spring
-Chaos raiders pillage the system.
Year 6 Gravis Major, Spring
-Chorda and Winterscale dynasties bring their private fleets to Ultima Tectum to protect their claims at the system.
-Shadow war of the dynasties escalate to brink of war between the fleets.
Year 7 Gravis Major, Summer
-Sun of the system starts boiling up. Rampant madness and awakening of dormant psykers.
-Mid-summer solstice, end of campaign
-Epiloque of the campaign??
To do list:
Habitat population/morale/creed/health values/integrity/armor/command bonus
Pious: Shrine worlds, Pilgrim ships, Ecclesiarchy monasteries
Heretic: Heretical cult doctrine,
Gravis minor mechanicus hierarchy
Criminal underworld of ultima tectum
Shadow war agents and their relations
Possible Star-Childs, each one has potential to ascend.
Jotak, Half blood Usharillo pusher until Arbitrator Mordechai scares him straight with the wrath of the Emperor. Has risen up to sell local souvenirs at spaceport of “Bastion of Drusus” at the Gravis Major.
Coming challenges: Huwan war party assault, hungry winter, colonist gangs
Hunted by: Agents of Collegio ??, Huwan shamans
Maximus, Techno Savant child of nobility whose psyrate is kept in check with constant medication by family doctor. His kite was confiscated and never returned by arbitrator Mordechai. During blockade of Gravis Major. Gift of techno savant, fluent speaker of machine languages.
Has been captured by Von Trotha
Coming challenges: Infiltrating Precinct-Fortress, Running out of Psy medication,
Hunted by: House of Gran Falls, Emanuel Agent of Idiomus, Dark Mechanicus
Vesta, Blind albino daughter of hag-wife Ugrippa of void clans of Nimbus Extern. Soul claimed by Nytram Red-Handed. Dark gifts of un-natural senses, willpower and agility. Has in-perceivable mutation?? Insights about warp and prophecies.
Coming challenges: Ungues Aguilarum, death of Ugrippa?,
Hunted by: Nytram Red-Handed, Ranulf Prophet of Alkaline Springs, Hemlock Security advisor, agents of Collegio
-Star childs are hunted by forces of Imperium and it’s enemies, each of them with agenda for exploiting the blossoming alpha psykers.
–Idiomus needs star child to save the imperium and to appease his master Aurora Orlov
–Nytram needs star child to open sunburst through xeno anomaly sunspot and make ultimate human sacrifice of entire system.
-Eldar farseer wants to exploit destiny of star child and create an vessel to fight daemon of blue giant.
-As I was reading Rogue Trader some decades ago origin of Jokaero was only hinted to be created by Slann. Already then I started to imagine that Imperium thinks that Jokaero are xenos but actually they originate from Terran uplifted apes from dark age of technology. They parted from humanity somewhere before age of strife and do their best to distance themselves from it.
-Some years ago I was running sci-fi game where star vessel originating from earth around 2300 ad. One of the crew members was uplifted chimpanzee. First ape to win physics Nobel prize. He was first to envision apedom free from oppression of humanity and populating their own worlds of monkey utopia.
-Even that uplifted ape keep their distance humanity they still continue hunting down and exterminating AIs from dark age of technology.
-Also if they encounter STC apes from planets terraformed by STC standards they are rescued and placed to primitive jungle world to live free of humanity.
*Retinue of Ungues Aquilarum gain hoard of STC apex gonads while exploring
*As Apex gonads end up for sale at Ultima Tectum following story-line is triggered
*Vox signal is received as Rogue Trader Karfa having failure with warp engine and falling inside of mandeville point of Ultima Tectum.
*As frigate takes extensive damage from involuntary drop from warp space nearer to suns gravity than would be safe Karfa’s star vessel.
*Engines are damaged and vessel falls towards center of star system without control.
*Falling directory of Karfa’s star vessel is almost without even slightest distortion towards Gravis Major.
*As star vessel approaches orbit of Gravis major there is system malfunction and all shuttles and drop pods are launched unmanned towards surface of the planet.
*Rogue trader Karfa’s star vessel falls towards atmosphere of the Gravis Major. Without daring technical assistance vessel is doomed to burn to smithereens before impacting planet surface.
*Jokaero agent that has been traveling on the star vessel has landed on arctic continent and seeks for STC apex roaming the continent. As soon as Jokaero has located those beings he begins building Jokaero star vessel.
*To fulfill Jokaero’s need of raw technical material he trains apex guerillas to raid imperial technology from imperial colonists.
* When Jokaero star vessel is ready it escapes with STC apex to monkey dimension and safety.
*Source of STC apex gonads is lost for Imperium.
-Effect of Apex Gonads: Failed stamina check +1d10 to maximum lifespan. Successful stamina check +1d50 to maximum lifespan. Effects of eating gonads is not cumulative but each time gives possibility to new stamina check and if result improves it is accounted
-Human sub-race with dolphin originated gene enhancements.
Navigator gene origins
Experimental genetic hybrid of human, dolphin and xenos from dusk of dark age of technology.??
Fate of dolphins
-At the beginning of dark age of technology humanity uplifted several species of earth biosphere. Apes were first and dolphins were second of those. Humanity used uplifted dolphins as fighter pilots in forgotten wars. As veteran dolphins suffering from PTSD returned to earth joined their forces with cross species marriage right movement. “Veteran dolphins need earth women” campaign raised public outrage and when sexual practices of combat dolphins high on stimulant were exposed in yellow slates whole species was denied of uplift and reverted back to proto-intelligence. Uplifted apes took a hint from these tragic events and decided to abandon humanity in first possible chance. As apes abandoned humanity they accelerated their evolution and ended up as Jokaero.
Universal utility bot
WS BS S T Ag WP Int Fel
55 40 40* 45* 45 45 65 20
Armor: Eye: 0 Body: 12 Proto mechadendrite: 6
Skills: Dodge, Parry +20, Scrutine, Awareness, Tech Use, Lingua Tech
Traits: Unnatural toughness, unnatural intelligence, swift attack,
6 proto mechadendrites (2 for movement and 4 for specialized utensils)
Nanny bot for incubation chambers and medicae operations, human upbringing and interaction, fine motor skills and social skills boosted
Chem injector: sleep, inoculate, stimulant,
Bone saw, 1d10+2, Pen: 5 rending
Surgical laser dam 1d6+1, precise
Utility bot for machine maintenance
Conversion power field, strength, toughness, heavy machinery
Hydraulic wrench dam 2d10
Industrial bolter dam 1d10+3
Plasma torch 2d10
Luminous beam Blinding
Sentinel bot for security and threat elimination
Conversion power field boosted combat skills,
Crowd control emitter
Emergency eyelid armor, only in sentinel variant