Skilled with machinery and commonly using the most advanced forms of technology known to the Imperium; surrounded with sanctified technology and often granted cybernetically augmented bodies, they manifest the Omnissiah’s blessings.
“Cease. You dishonour the machine spirit. Speak the litany first, and only then strike the siding so.”
–Osmin Ril, Inspector of the Rites, Factorum Aleph VII
Forge worlds are the main armouries and assembly lines of the Imperium. On these densely-populated worlds, citizens toil endlessly to craft machines, weaponry and wonders of STC technology for the realm of the Emperor, their bodies often enhanced with technology so that they might better fulfill their tasks or survive the toxic conditions of the factories. The denizens are likely to have been born to do a specific task, like their parents before them and their children that will come after, focusing their entire lives on a single job. It is a rigid society from which few escape, where the great Machine Cult and Tech-Priest overlords enforce the construction and toil of the teeming billions working below.
Life on a forge world
Forge worlds are a vital part of the Imperium; they are the great factories without which its armies would falter and cities cease to exist. Because they provide the bulk of its technology, armaments and munitions, forge worlds utilize technology unseen elsewhere in the Imperium.
Around them might be tracked cities that continually move lest their toxic clouds dissolve the walls, or orbital elevators reaching from the surface into the depths of space like skeletal fingers.
The teeming workforce swells with hordes of servitors fashioned from the bodies of lobotomised humans and mechanical parts.
Technology is both embraced and feared within the Imperium, and much of what was once known has been lost. What remains is bound in ignorance, ritual, and mystery. This is the purview of the Adeptus Mechanicus, the keepers of Imperial technological lore and secrets and overseers of forge worlds. For the Machine Cult, and by extension the Imperium, technology has become a complex religion shrouded in mystery and ritual.
For most citizens, it is frightening and strange, hidden behind odd rites, prayers, and the dire warnings of their preachers. For a forge worlder, technology is more omnipresent but no less revered. He might have greater familiarity and access to technology, but he has just as little true understanding. For him, the metal and plasteel marvels around him are perhaps less strange but no less sacred.
Everyone born on a forge world has his place, often mere cogs in the huge machines that keep its factories running. Some might rise into positions within the Machine Cult, and take on the mantle of Tech-Priest. Others live out their days as mere drones, mastering their trade until they can pass it down to the next generation.
Forge world characters
A forge world is not one, but many, societies pressed together in a carefully constructed system. Characters that hail from a forge world can come from several classes, either overseeing the forges, serving in the armies of the Omnissiah, or toiling on the manufactorum floor. Others might even operate illegal enterprises, or merely try to survive in the dark areas between abandoned habs. What they all share is exposure to fabulous and terrible technological mysteries, and are often fitted with augmentations only available on a forge world. This makes them favoured to become part of the Machine Cult, but also makes them favoured with other organisations focused on the use and abuse of technology.
Those who aspire to become Tech-Priests are most likely to originate from forge worlds, where the training they receive can set them on a path within the Mechanicum. From here, they can then serve in any number of capacities, or be sent to aid another Imperial organisation, such as the Imperial Guard to maintain tanks and weapons, or the Imperial Navy to oversee a starship’s machine spirit. They can even find a place in the service of an Inquisitor, where their technological expertise can prove invaluable.
Forge worlds also sometimes provide tithed manpower for forces such as the Imperial Guard. Service here is often a worker’s first exposure to open air and sunlight away from the oppressive heat of his manufactorum. Unlike those pressed into service, or those who must suffice with whatever meagre weapons the Imperium can provide, regiments from a forge world might be equipped with weaponry beyond what might be granted to a lesser world. The men making up these ranks often forge the very weapons they carry. Imperial fighting forces always have a use for those raised among the manufactorums and habs of a forge world, their supreme reverence for the machine setting them apart from the countless masses of the Imperium.
Sample forge world: Rhodin IV
The Cult of the Machine God has occupied this planet for several thousand years, ever since it was awarded to the Adeptus Mechanicus for its aid in repelling a nearby Ork uprising. Rich in promethium and other useful ores, this once-verdant world has since become layered with plasteel and pollutants. Factories many kilometres tall churn out a wide variety of armaments and munitions. Deep mines weave through the planet’s crust, so invasive that elaborate networks of cyclopean support beams are needed to buttress the immense weight of the manufactorums that cover the surface. Many of the Tech-Priests spend their entire lives underground, feverishly directing legions of servitors to maintain these complex metal webs.
Forge world rules
A character from a forge world applies the following benefits during character creation:
- Intelligence, + Toughness, – Fellowship
- fate threshold 3 (Emperor’s Blessing 8+)
- home World bonus
Omnissiah’s Chosen: A forge world character starts with either the Technical Knock or Weapon-Tech talent.
- Home world aptitude
A forge world character starts with 8+1d5 wounds.
- Recommended backgrounds
Adeptus Administratum, Adeptus Arbites, Adeptus Mechanicus, Imperial Guard
Forges of the Lathes
In addition to the rules listed above, players must choose one of the forge worlds within the Calixis Sector as their specific Homeworld. As with selecting the forge world Origin,
Players should be sure that their specific Homeworld choice is approved by the GM to avoid any potential conflicts.
A stifled world of endless procrastination, those who dwell within the bureaucratic and technological quagmire of Lathe-Hadd tend to either live a life of looking over their shoulder, or have simply given up hope of ever seeing any progress in their lifetimes.
Characters originating from Lathe-Hadd start with either the Paranoia or Jaded Talent.
As the premier forge world of the Calixis Sector, Lathe-Hesh represents everything most Imperial citizens have come to expect from a forge world. Characters originating from Lathe-Hesh start with the Technical Knock Talent.
Having lost the majority of its manufacturing capacity years ago, Lathe-Het is now the data centre of the Lathe worlds, housing untold amounts of knowledge in ancient decaying datacrypts and cogitators that span the entire world. Those who originate from Lathe-Het are usually quite adept at accessing information quickly, and often have the means to do so. Characters originating from Lathe-Het start with the Talent Electro Graft Use and a Common-Quality Mind Impulse Unit. They do not benefit from the Fit for Purpose Trait.
Considered to be one of the more conventional forge worlds within the Calixis Sector, those from Belecane have often have more contact with the ancient and scarcely understood technology of stasis weapons even most senior Tech-Priests elsewhere, as well as other technological marvels unique to Belecane. Characters originating from Belecane start with the Exotic Weapon Training (Stasis Grenades) Talent as well as one other Exotic Weapon Training Talent of their choice.
Once a Tech-Priest known only as “The Fabricator” ruled in apostasy over this forge world, which is in truth a series of space stations known as the Cyclopean Network. Orbiting a blighted world of misery and pain, the Network was entirely staffed with Servitors during his eccentric reign, and it remains a place for silent research. Tech-Priests from all across the Calixis Sector come to learn what secrets its enigmatic ruler left behind when he fled to a distant sector. Characters originating from Cyclopea begin play with training in the Forbidden Lore (Archeotech) Skill and the Talent Binary Chatter.
Origin: Explorator Fleet
The Explorator fleets crisscross the galaxy in the never-ending Quest for Knowledge. Each crewmember of each ship, from the lowliest rating to the highest Magos, knows that it is his duty to travel the stars and reclaim mankind’s lost heritage. There are numerous Explorator fleets within the Calixis Sector, some acting act as permanent defence fleets while others simply stop by on their way to the Halo Stars and beyond. Those who leave their fleet to start on a new path are a hardy and capable people, ready for any challenge. Characters originating from an Explorator Fleet gain the Void Accustomed Trait listed on page 22 of the Dark Heresy Core Rulebook as well as training in one of the following Skills: Forbidden Lore (Archeotech), Inquiry, Navigation (Stellar), or Scholastic Lore (Astromancy).
Idumea is a minor forge world at the edge of the Calixis Sector that has found itself caught in the tendrils of the Phaenonite Conspiracy. The most brazen and unholy types of tech-heresy bubble just beneath the surface of this choked and polluted world, waiting for the moment when its rulers will rise up to take their place as leaders of not just the Calixis Sector, but perhaps the Imperium itself.
Those that hail from Idumea are unlikely to be part of the conspiracy, but it is difficult to spend a significant amount of time on the surface without at least coming into contact with the servants of the Phaenonites. Characters originating from Idumea start with either the Peer (Underworld) or Unremarkable Talent. Additionally they treat Common Lore (Underworld), Forbidden Lore (Cults) and Scholastic Lore (Occult) as untrained Basic Skills. Imperial Psykers may also select this forge world Homeworld as their Origin, but they must select the Unremarkable Talent rather than Peer (Underworld).
Origin: Mechanicum Research Station
The Sector contains an endless variety of interesting nebulae, oddly radiating stars, worlds with unusual fauna, and other anomalies of interest to the Mechanicum, and they strive to deploy research stations to study them all—an impossible task, even with their vast resources. Some of these installations are closely guarded secrets or havens for techno-recidivists, whereas some are celebrated centres of knowledge or simply forgotten altogether. Those that have spent their lives on such a station usually pick up a myriad of skills that can make them quite useful to many Calixian organisations. Characters originating from a Mechanicum Research Station begin play with training in one of the following Skills: Common Lore, Forbidden Lore, Scholastic Lore, or Trade. They also gain the Talented Talent for that specific Skill.
Origin: Omnicron 71-DX
Close to the Adrantis Nebula, Omnicron 71-DX has been used as a research station for hundreds of years, and those who herald from this small but important location are said to be more adept at stargazing than other Tech-Priests in the Calixis Sector.
Characters originating from Omnicron 71-DX start with training in the Pilot (Space Craft) and Scholastic Lore (Astromancy) Skills.
Origin: Opus Macharius
Those from the homeworld of the Legio Venator are no strangers to the deafening, ground-shattering footfalls of Titans. Often stronger than those of other forge worlds, the
denizens of Opus Macharius are calm under fire—even if they can be somewhat hard of hearing.
Characters originating from Opus Macharius start with the Bulging Biceps and Nerves of Steel Talents, but reduce their starting Perception by 5.
Being from the largest and most important ship-building and repair facility in the Calixis Sector, the natives of Perinetus are adept at operating extremely heavy machinery and weathering the rigours of space travel.
Characters originating from Perinetus gain the Void Accustomed Trait listed on page 22 of the Dark Heresy Core Rulebook, and treat Trade (Armourer), Trade (Technomat) and Trade (Wright) as untrained Basic Skills.
Only those that are truly blessed can flourish on the surface of Ryboth. Still languishing in the aftereffects of the radiation storm that brought the forge world to its knees two hundred years ago, the remaining population ekes out a meagre existence in the hope that one day their world might be restored.
Characters from Ryboth reduce their starting Strength and Toughness by 3 and reduce their starting Wounds by 1, but gain the Hardy and Resistance (Radiation) Talents, as well as one additional Fate Point.
A dark and desolate world dominated by Mechanicum mining operations, the people of Skorgulian must not only learn to live in the horrific conditions of the surface, but also how to navigate the Byzantine political structure of the world.
Houses can rise and fall as quickly as the tides of its polluted oceans, and those who do not adapt are quickly swept aside. Characters originating from Skorgulian gain training in the Scholastic Lore (Bureaucracy) Skill, the Resistance (Cold) Talent, and treat Trade (Miner) and Trade (Prospector) as untrained Basic Skills.
Synford is responsible for more Imperial Guard vehicles than any other forge world in the Sector. From its production lines roll Leman Russ Battle Tanks, Chimeras and many other patterns, but the world is most famous for its dominating Baneblades. Still able to produce them in significant numbers, and retaining the technology to produce the Baneblade’s signature cannon shells, Synford is a forge world the Imperium cannot afford to lose. Characters from Synford gain training in the Common Lore (Imperial Guard) and Drive (Ground Vehicle) Skills, and treat Trade (Armourer), Trade (Technomat), and Trade (Wright) as untrained Basic Skills.
Origin: Synford II
Despite the similar name, Synford II is both nothing like and nowhere near Synford. Sitting in the Malfian Sub-Sector, Synford II is a shadow of its former self and a casualty of the Malygrisian Tech-Heresy. Some form of seismic weapon was unleashed upon the surface during the Tech-Heresy, removing most of Synford II’s production capacity and destabilising the world’s surface so much that mining its abundant resources is now almost impossible.
Those who hail from Synford II cling to the former glory of their world, spending more time reminiscing about the past than looking to the future. They gain training in the Performer (Storyteller) Skill, the Total Recall Talent, and treat Scholastic Lore (Archaic), Scholastic Lore (Heraldry), and Scholastic Lore (Legend) as untrained Basic Skills.
The Adeptus Ministorum already had a sizable presence on Turanshush when the world was ceded to the Adeptus Mechanicus, but rather than starting a conflict with the fiery priests of the Ecclesiarchy, the ruling Fabricator chose to leave them alone. Since then, relations between the forge world and the small enclave have always been strained, with the Mechanicus keeping the small group isolated from the rest of the world both figuratively and literally. The result has been a people of furious religious conviction, either in the guise of worship to the Machine God or worship to the God-Emperor of Mankind.
Characters originating from Turanshush do not start with the Stranger to the Aquila Trait. In its place they gain the Insanely Faithful Talent, as well training in one of the following pairs of Skills: Common Lore (Machine Cult) and Common Lore (Tech), or Common Lore (Ecclesiarchy) and Common Lore (Imperial Creed). Characters who choose the Mechanicumbased Skills always suffer a –20 penalty when interacting with members of the Adeptus Ministorum, whilst characters that choose the Ecclesiarchy-based skills always suffer a –20 penalty when interacting with members of the Adeptus Mechanicus.
A Cleric can use this option to select a the forge world Homeworld Origin, but if he does, he must choose Common Lore (Ecclesiarchy) and Common Lore (Imperial Creed) when
selecting his trained Skills from this Origin above.
Origin: Uziel/Heterodyne Station
A feudal world where the Adeptus Mechanicus has successfully integrated the Machine Cult with day-to-day activities, Uziel is a world that mixes the primitive and the highly advanced. The serfs and petty nobles know nothing of the Ecclesiarchy, as the Magos of the Heterodyne Station have slowly but surely made the Omnissiah the object of the populace’s worship. Tech-Priests originating from Uziel/Heterodyne Station start with the either the Rite of Awe or Rite of Fear Talent.
All other types of characters gain training in either the Trade (Agri) or Trade (Smith) Skill. Further, instead of treating Common Lore (Tech) as an untrained Basic Skill (as normal for a forge world Homeworld Origin), they treat Forbidden Lore (Adeptus Mechanicus) as an untrained Basic Skill instead.
If it could be said that the Mechanicum itself had a homeworld, Mars would be it. The Cult Mechanicus itself was the remnants of those pitiful survivors of the Dark Age of Technology, who religiously collected any and all forms of technology to survive another day in Mars’s rapidly dying biosphere. All forge worlds originate from Mars, for the Martian colony ships would establish other worlds, in the red-armored image of their ancient home. With the coming of the Emperor, they recovered some of their former glory, and re-established themselves as the greatest curators of knowledge and technology in the galaxy.
Characteristic Modifiers: +3 Intelligence, +3 to either Toughness OR Willpower
Skills: Martian characters start with the Common Lore (Tech), Linguistics (Low Gothic, Tech-Lingua), Forbidden Lore (Archeotech), and are Trained in Tech Use.
Archeotech Repositories: Martian characters may permanently improve the Craftsmanship of one weapon from their specialist equipment by one step. Omnissiah’s Glories: Martian characters gain the Weapon-Tech OR Peer (Adeptus Mechanicus) Talent. Regimental Favored Weapons: Select one Basic or Melee weapon of any type, and one Heavy weapon of any type at generation.
Starting Wounds: Martian characters generate starting wounds normally.
CELAME ARTEM Source: Phobos worked adamant
Those who knew the forge-worlds of the Adeptus Mechanicus called her “the Sapphire Mars”. Amongst the very oldest of the Martian forge-worlds, she had been settled even as the rest of the galaxy had reeled from the immense warp storms and disturbances of the Age of Strife, twenty millennia ago. A dead world, her settlers had built their first shelters upon the mysterious ruins of an ancient race and their first excavations had revealed marvels of alien science: marvels meticulously extracted, painstakingly recorded and piously concealed in the very deepest stand-alone datastacks.
But with the power of that alien knowledge at the disposal of the Mechanicus, the dead world had sprung to life. Dry plains became seas. Empty deserts bloomed into forests. Wind-etched mountains grew dignified snow caps and the remains of the alien predecessors were carefully, quietly and entirely hidden. Instead, the settlers extensive genetic database was coaxed into generating a plethora of new life and, under the watchful gaze of the biologists, Celare Artem “Wherein the Art is Concealed” became the blue-green forge-world.
Lucius is a hollow world, and has barely scraped by numerous disasters and emergencies caused by SCIENCE! run amok. Most of the Forge World is built within the husk of the planet itself, and uses an artificial sun in the planet’s core to power its many endeavors. Lucians are a bellicose and aggressive people, whose pride pushes them to ever greater acts. Armor blackened from the Solar Blessing (standing under the artificial sun and getting scorched), the Maniples of Lucius teleport effortlessly into battle.
Characteristic Modifiers: +3 to any two of the following Characteristics – Weapon Skill, Strength, or Toughness
Skills: Martian characters start with the Common
Lore (Tech), Linguistics (Low Gothic, Tech-Lingua), Parry, and Intimidate skills.
Praise the Sun!: Lucian characters may add a +10 to all Logistics Tests made to acquire weapons that inflict Energy damage. Martial Pride: Lucian characters gain either the Berserk Charge Talent OR the Brutal Charge (3) Trait.
Regimental Favored Weapons: Taser Goad, Heavy Phosphor Blaster
Starting Wounds: Lucian characters begin with +1 starting Wound.
As Cadia provides a stout shield to Agripinaa, Agripinaa provides a powerful sword to Cadia. It is from the forges of Agripinaa that the entire Cadian system is equipped. The ranks of the forge world’s maniples have swelled, though few wish to speak of the source of such recruits. As expected, the forge world of Agripinaa is on the forefront of the fight with Chaos, with specialized tanks such as the Leman Russ Eradicator leading the way, and stories of their raids into the Eye of Terror itself for knowledge are just that – stories…
Characteristic Modifiers: +3 to any two of the following Characteristics – Willpower, Perception or Fellowship.
Skills: Agripinaan characters start with the Common Lore (Tech), Linguistics (Low Gothic, Tech-Lingua), Forbidden Lore (Heresy), and Interrogation skills. h
Boundless Forces: Agripinaan characters may add a +10 to all Logistics Tests made to acquire new or different types of Comrades.
Veteran of the Eye: Agripinaan characters gain either the Resistance (Psychic Powers) OR the Orthoproxy Talent.
Regimental Favored Weapons: Corposant Stave, Eradication Ray
Starting Wounds: Agripinaan characters generate starting wounds normally.
The moon of a gas giant, the moon known as Stygies VIII is known for the high quality of its gun barrels, recoil dampeners, and the production of the finest quality propellant chemicals. It is one of the few worlds capable of producing Leman Russ Vanquishers. However, its greatest well-kept secret is its fascination with Xenos technology, and the world has antagonized the Eldar by breaking into their Webway in search of the Black Library.
Characteristic Modifiers: +3 to any two of the following Characteristics – Ballistic Skill, Agility, or Intelligence
Skills: Stygian characters start with the Common Lore (Tech), Linguistics (Low Gothic, Tech-Lingua), Forbidden Lore (Xenos), and Deceive skills.
Special: Stygian characters may add a +10 to all Logistics Tests made to acquire weapons that inflict Explosive damage.
Xenarite Roots: Stygian characters gain either the Modify Payload Talent OR one Exotic Weapon Training proficiency of the player’s choice.
Regimental Favored Weapons: Maxim Bolter, Transuranic Arquebus
Starting Wounds: Stygian characters generate starting wounds normally.
Graia fucking moves. Not so much a single world as it is a set of mobile space stations, which park themselves over an unfortunate planet, and promptly shit all over said planet by deploying waves of troops. Graia specializes in exploration, plunder, and data-theft. Their refusal to yield is legendary – whether or not this is due to trauma from constantly getting attacked, none can say. The plebians of the Astra Militarum call it stubbornness – the Magi of Graia know better.
Characteristic Modifiers: +3 Willpower, +3 to either Agility or Perception
Skills: Graian characters start with the Common Lore (Tech), Linguistics (Low Gothic, Tech-Lingua), Awareness, Navigate (Surface), and Security skills.
Unyielding: Graian characters gain either the Die Hard OR Iron Jaw Talent.
Vanguard Explorators: Graian Characters may reroll failed Navigate (Surface) tests. The second result stands.
Regimental Favored Weapons: Dataspike, Graviton Imploder
Starting Wounds: Graian characters begin with -1 starting Wound.
Metalica is formed mostly out of metal, so they named it Metalica. The Magi even had their Maniples crush all other life, flora and fauna, on their world so they could quest for enlightenment at peak efficiency Brutal. With plenty of combat experience against the Orks of Charadon and Armageddon, the Maniples of Metalica ride to war in an auditory barrage of gunmetal mountains and skyscraper-sized pistons.
Characteristic Modifiers: +3 to any two of the following Characteristics – Ballistic Skill, Weapon Skill, or Agility.
Skills: Metalican characters start with the Common Lore (Tech), Linguistics (Low Gothic, Tech-Lingua), Awareness, and Dodge skills.
Metal Militia: Metalican characters gain one additional Common-Craftsmanship Cybernetic of the player’s choice at character generation.
Ride the Lightning: Electricity-based weapons wielded by Metalican characters (including Vehicle weapons) gain the Tearing quality, or roll a further damage die for damage, dropping the two lowest if the weapon already possessed the Tearing quality. If a weapon wielded by a Metalican character has the Haywire quality, the result on the Haywire table may be rerolled. The second result stands.
Regimental Favored Weapons: Arc Rifle, Lightning Gun
Starting Wounds: Metalican characters begin with +1 starting Wound.
If there was a world out there that could claim plasma as its servant, Ryza would be it. Home of the Leman Russ Executioner and the Stormblade Superheavy tank, Ryza has come under terrible fire from a series of Ork Waaaghs, out to loot the world. This gave the Magi in charge a mechanical boner, and they set out all their super-cool toys to play war with. The entire world of Ryza is one big tabletop wargame.
Characteristic Modifiers: +3 to any two of the following Characteristics – Ballistic Skill, Toughness, or Intelligence
Skills: Ryzan characters start with the Common Lore (Tech, War), Linguistics (Low Gothic, Tech-Lingua), and Command skills.
Masters of Plasma: Plasma Weapons wielded by Ryzan characters (including Vehicle weapons) gain the Volatile Quality.
Special: Ryzan characters gain the Weapon Training (Plasma) talent, and either the Weapon Tech OR Plasma Weapon Expertise Talent.
Regimental Favored Weapons: Plasma Caliver, Plasma Culverin
Starting Wounds: Ryzan characters generate starting wounds normally.
NOMADIC WAR COVENANT
Some war convocations do not call a single Forge World home. Instead, they drift amongst the void, offering their services to those who require them. They have been to many worlds, and bear the scars of each. Most often cults of the Legio Cybernetica and the Ordo Reductor, the Nomadic War Covenants are an often welcome, but distrusted, ally.
Characteristic Modifiers: +3 to any two of the following Characteristics – Intelligence, Agility, Willpower
Skills: Nomadic characters start with the Common Lore (Tech), Linguistics (Low Gothic, Tech-Lingua), Navigate (Stellar), Operate (Voidship), and Survival skills.
Stellar Wanderers: Nomadic characters gain either the Resistance (Player’s Choice) OR the Combat Formation Talent.
Zone Mortalis Training: Weapons with the Flame and Spray quality wielded by Nomadic Characters gain the Tearing quality when fighting inside structures, underground tunnels, voidship corridors, or other interior spaces.
Regimental Favored Weapons: Irad Cleanser, Volkite Culverin
Starting Wounds: Nomadic characters begin with -1 starting Wound.