TEXT: 2010 COMPENDIUM 
   
   
   
   
   
   
   
   
  . 
  62  
  . 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE CULT MECHANICUS  
   
  The 
  Cult 
  Mechanicus 
  believes 
  knowledge to be the manifestation of 
  divinity, 
  and 
  holds 
  that 
  anything 
  embodying or containing knowledge is 
  holy because of it. The supreme object 
  of devotion is therefore the omniscient 
  Machine God (also known as the Deus 
  Mechanicus or Omnissiah), an eminent 
  and omnipotent spirit governing all 
  machinery and knowledge. Generally, 
  this deity is held to be either subordinate 
  to or an aspect of the God-Emperor (or, 
  most commonly within the Cult itself, 
  both are held to be aspects or faces of 
  the same divine being). The Omnissiah 
  is believed to be friendly to humanity, 
  and to be the originator of all human 
  technological and scientific knowledge. 
  Subservient to the Omnissiah are the 
  pantheistic Machine Spirits, minute 
  fragments of the Machine God that are 
  believed to inhabit all machinery and 
  which must be appeased before a piece 
  of technology is used or repaired, lest 
  the machinery fail.  
   
  The Cult Mechanicus holds a virtual 
  monopoly on technology, its own tenets 
  and beliefs permeating through their 
  rituals into the common superstition of 
  Imperial 
  citizens. 
  The 
  Adeptus 
  Mechanicus is vitally important to 
  humanity because the Imperium, despite 
  its technologically advanced state, has a 
  very limited scientific knowledge of how 
  its technology actually functions. This 
  has only reinforced the prevailing 
  Imperial view that the building and use 
  of advanced machinery is almost a magical or 
  religious act, fraught with ritual and inviolable 
  instructions. The Adeptus Mechanicus, with its 
  inherent understanding of the Machine Spirit and the 
  Machine God, has a near-monopoly on Standard 
  Template Construct (STC) designs and other 
  advanced Imperial technological knowledge, and 
  consequently wields a tremendous amount of power 
  in the Imperium. The vast foundries of the Adeptus 
  Mechanicus are solely responsible for providing to 
  the Imperium of Man all technical devices and 
  machinery from mundane farm equipment to vast 
  interstellar warships.  
   
  THE FORGE WORLDS  
   
  Although often held to be planet-spanning factories, 
  as much as half of a forge world owned by the 
  Adeptus Mechanicus is primarily given over to huge 
  repositories of technical knowledge. These immense 
  libraries and databanks of information are highly 
  eclectic and disorganized, so that one may find a 
  crystal storage device containing information on 
  biogenetic engineering next to a scroll covered with 
  designs for steam locomotives. Techpriests are a holy 
  order that worships the Machine God and the intimate 
  knowledge of technology that he holds. They 
  jealously guard their independence, and even the 
  Inquisition will not lightly interfere with or recklessly 
  investigate the Mechanicus on one of their own forge 
  worlds. It is ordered in a strong hierarchy, but details 
  on what form this takes are not made widely available 
  to those who have not been so indoctrinated. 
  Generally, more highly positioned techpriests are 
  expected to have more seniority and knowledge than 
  lower ones, and are consequently more important as 
  greater repositories of knowledge. 
   
  To the Techpriests, flesh is merely an inconvenience; 
  weak and frail in comparison to the mighty pistons, 
  KKNNO
  OW
  WLLEEDDGGEE  IISS  PPO
  OW
  WEERR    
  EEXXPPLLO
  ORRAATTO
  ORR  FFLLEEEETTSS  O
  OFF  TTH
  HEE  AADDEEPPTTU
  USS  M
  MEECCH
  HAANNIICCU
  USS 
   
   
   
    
    
   
  
  2010 COMPENDIUM 
   
   
   
   
   
   
   
   
  . 
  63  
  . 
   
  gears and chains of machinery. It must be sustained 
  artificially beyond a certain point and, if one is to 
  make most use of it, much of it needs replacing by 
  newly grown parts or, more preferably, manufactured 
  limbs, organs and systems. Their brains incorporate 
  devices known as memo chips, ingrams or 
  electrografts, which allow their memories to store an 
  incredible amount of information and access it 
  quickly. They are often fitted with a variety of neural 
  plugs which allow them to .jack in. to the network of 
  a terminal or machine, becoming part of its operating 
  or control system. It is not uncommon for the most 
  senior Techpriests to have entire limbs replaced with 
  more functional devices, such as lifting arms, augur 
  arrays and weapons. The most aged of the Adeptus 
  Mechanicus are many, many centuries old, kept alive 
  by horrifically produced anti-agapic elixirs which 
  nourish the few parts of mortal flesh left on their 
  bodies, although the wealth of knowledge and 
  experience crammed into their brains has entirely 
  divorced them from reality and driven them mad. 
  The lowest ranks of Techpriest have mainly 
  maintenance and construction duties, but as a Tech-
  adept progresses and acquires greater knowledge, he 
  is relieved from day to day tasks to study ancient 
  texts and learn the greatest mysteries and techniques. 
  Thus, the Adeptus Mechanicus endeavors to maintain 
  this position of absolute knowledge and authority, 
  and a Techpriest who feels that this is threatened will 
  go to any lengths to protect his power, including 
  murder, 
  extortion, 
  kidnapping, 
  sabotage 
  and 
  terrorism. After many decades of service, techpriests 
  may be elevated to the rank of Magos, from where 
  they may begin service in one of the many sub-sect 
  Divisios and factions within the Cult. It is the 
  Fabricator-General 
  that 
  is 
  the 
  highest-ranking 
  member of the Adeptus Mechanicus on any given 
  forge world, serving as its de-facto planetary 
  governor. His authority is exceedingly great, and in 
  fact the Fabricator-General of Mars holds a 
  permanent seat among the High Lords of Terra. 
  However, among the lower ranks of Techpriests, held 
  in highest regard are the Magos Explorator. 
   
  THE QUEST FOR KNOWLEDGE 
   
  The Cult Mechanicus follow Sixteen Universal Laws, 
  which define their existence. Possibly the most 
  revealing is the Eight Universal Law: The Omnissiah 
  knows all, comprehends all, the Omnissiah is the 
  Supreme Being, the entity able to comprehend all 
  knowledge in the universe. To fully understand the 
  Machine God is the ultimate, overarching goal of the 
  Adeptus Mechanicus, and so they strive to attain 
  enlightenment 
  through 
  their 
  studies 
  and 
  biological/mechanical symbiosis. The communal and 
  personal attempt at this form of enlightenment is 
  known as the Quest for Knowledge. The Cult 
  believes that all knowledge already exists in the 
  universe, and it is primarily a matter of time before it 
  can be gathered together to complete the Quest. Much 
  of this lost knowledge is widely believed to reside in 
  the form of the now-lost STC’s, and no effort will be 
  spared to pursue any lead that may reveal the 
  existence of an even partially-functioning STC 
  system.The Cult is therefore disinclined to perform 
  much basic research and development. 
  Despite 
  this, 
  some 
  original 
  scientific 
  research does continue on Mars and the other 
  Forge Worlds of the Imperium, enough to 
  keep 
  Imperial 
  technology 
  advancing 
  steadily, if extremely slowly.  
   
  To this end it are the Magi Explorator that 
  seek out this information. Obsessed with the 
  quest for knowledge, they search high and 
  low across the known galaxy for lost 
  Standard Template Constructs and ancient 
  archeotech. They view this endeavor as 
  paramount as and more important than any 
  other concern, and is considered by them to 
  be among the most vital missions of its space 
  fleet. A breed apart from regular techpriests, 
  any Explorator or member of his team will 
  willingly walk into forgotten catacombs, 
  even at risk of death, for snippets of long-
  forgotten knowledge. Toward this end the 
  Adeptus Mechanicus have at their disposal a 
  large fleet of starships. Because the Quest 
  for Knowledge can involve long, arduous 
  forays into unexplored space, it is important 
  that they be heavily armed and armored. 
  This is not only for their own protection 
  from those who covet their technology but to 
  engage in combat when necessary to secure 
  vital data or artefacts that may prove crucial 
  to the Quest. Though the total number of 
  ships the Adeptus Mechanicus has at its 
  disposal dispersed among its many forge 
  worlds is far outnumbered by that of the 
  Imperial Navy, it goes without saying that 
  those responsible for all starship construction 
  reserve for themselves among the most 
  powerful 
  and 
  best-equipped 
  warships 
  encountered anywhere in the Imperium. 
    
   
    
  TTTH
  HHEEE   M
  M
  MY
  YYSSSTTTEEERRRIIIEEESSS   O
  OOFFF   
  TTTH
  HHEEE   C
  CCU
  UULLLTTT   M
  M
  MEEEC
  CCH
  HHA
  AAN
  NNIIIC
  CCU
  UUSSS   
   
  11..  
  LLIIFFEE  IISS  DDIIRREECCTTEEDD  M
  MO
  OTTIIO
  ONN..  
  22..  
  TTH
  HEE  SSPPIIRRIITT  IISS  TTH
  HEE  SSPPAARRK
  K  O
  OFF  LLIIFFEE..  
  33..  
  SSEENNTTIIEENNCCEE  IISS  TTH
  HEE  AABBIILLIITTYY  TTO
  O  
  LLEEAARRNN  TTH
  HEE  VVAALLUUEE  O
  OFF  
  K
  KNNO
  OW
  WLLEEDDG
  GEE..    
  44..  
  IINNTTEELLLLEECCTT  IISS  TTH
  HEE  
  UUNNDDEERRSSTTAANNDDIINNG
  G  O
  OFF  K
  KNNO
  OW
  WLLEEDDG
  GEE..    
  55..  
  SSEENNTTIIEENNCCEE  IISS  TTH
  HEE  BBAASSEESSTT  FFO
  ORRM
  M  
  O
  OFF  IINNTTEELLLLEECCTT..    
  66..  
  UUNNDDEERRSSTTAANNDDIINNG
  G  IISS  TTH
  HEE  TTRRUUEE  
  PPAATTH
  H  TTO
  O  CCO
  OM
  MPPRREEH
  HEENNSSIIO
  ONN..    
  77..  
  CCO
  OM
  MPPRREEH
  HEENNSSIIO
  ONN  IISS  TTH
  HEE  K
  KEEYY  TTO
  O  
  AALLLL  TTH
  HIINNG
  GSS..    
  88..  
  TTH
  HEE  O
  OM
  MNNIISSSSIIAAH
  H  K
  KNNO
  OW
  WSS  AALLLL,,  
  CCO
  OM
  MPPRREEH
  HEENNDDSS  AALLLL..    
   
   
   
  May your weapons be guarded against 
  malfunction, as your soul is guarded from 
  impurity. The Machine God watches over 
  you. Unleash the weapons of war. 
  - Chant for the Prevention of Malfunction 
  
  2010 COMPENDIUM 
   
   
   
   
   
   
   
   
  . 
  64  
  . 
   
  Adeptus Mechanicus vessels follow all 
  rules for Imperial Navy vessels except 
  specifically 
  as 
  outlined 
  by 
  the 
  following.  
   
  Leadership. 
  While 
  the 
  Adeptus 
  Mechanicus have dedicated starship 
  crews, they are led by senior Tech 
  Magi of their order rather than the 
  nobility of the Imperial Navy. They 
  follow a hierarchy as completely 
  different from the Navy as is the 
  Adeptus Astartes. Consequently, they 
  use a leadership table different from 
  other 
  fleets. 
  To 
  determine 
  base 
  leadership for a given vessel, roll a D6 
  against the following table: 
  Any vessel that rolls a 6 when 
  determining base leadership may select 
  any 
  one 
  desired 
  refit 
  from 
  the 
  Mechanicus Gifts table instead of 
  rolling for it randomly (this does not 
  mean you get an extra one!). This 
  option cannot be used if the vessel 
  embarks an Archmagos Veneratus. 
   
  Attack 
  Rating. 
  The 
  Adeptus 
  Mechanicus have a starting attack or 
  initiative rating of 2. 
   
  Hit and Run Attacks  
  and Boarding Actions 
  While 
  Mechanicus 
  vessels 
  have 
  companies 
  of 
  Skitarii 
  Troopers 
  embarked aboard in place of Naval 
  armsmen, the vast majority of their 
  crews will be made up of techpriests 
  with little combat experience and servitors hardwired 
  to their posts. Though they may conduct hit and run 
  raids normally, the attacker may re-roll the dice if 
  desired during boarding actions as well as Hit and 
  Run attacks against Mechanicus vessels, but the 
  second roll stands. Mechanicus vessels (including 
  battleships) do not normally utilize assault boats or 
  boarding torpedoes. 
   
  Firing Upon Friendly Hulks 
  Every attempt will be made to recover a Mechanicus 
  vessel that is lost. However, they will not allow their 
  holy technology and precious knowledge fall into 
  enemy hands. Unlike other fleets, Mechanicus vessels 
  can take a leadership check to fire upon their own 
  vessels that have been hulked to deny them to the 
  enemy. This rule only applies to Mechanicus vessels 
  shooting at Mechanicus drifting hulks, and not 
  Imperial Navy, reserve or allied vessels in the fleet. 
   
  Gifts of the Omnissiah  
  Adeptus Mechanicus vessels represent the very apex 
  of Mankind's technical prowess, and they have access 
  to resources and technology unavailable to the vast 
  majority of the Imperium. All Mechanicus capital 
  ships add +1 to a given vessel's original turret value. 
  Mechanicus capital ships must also roll a D6 once 
  against 
  the 
  Mechanicus 
  Gifts 
  table. 
  These 
  improvements are already included in the point cost 
  assigned in the Adeptus Mechanicus Fleet List. Re-
  roll any refit that is not applicable to the vessel. 
   
  D6   Mechanicus Gift Table 
  1. 
  Emergency Energy Reserves: When crippled, 
  the ship only reduces turrets, shielding and 
  weapons by 25% rather than 50%. The vessel 
  still counts as crippled in every other respect. 
  2. 
  Advanced Engines: The ship gains +5cm speed, 
  as well as +1D6 when on All Ahead Full special 
  orders. 
  3. 
  Repulsor Shielding: Ignore all negative effects 
  of having a blast marker or gas clouds in contact 
  with the ship's base as it applies to leadership, 
  movement and repairing critical damage. This 
  effect goes away if the ship suffers “Shields 
  Collapsed” critical damage. 
  4. 
  Fleet Defense Turrets: Up to two turrets on the 
  ship are exchanged for fleet defense turrets 
  capable of protecting itself or any one other 
  vessel within 15cm each ordnance phase, adding 
  +2 to the turret strength of the ship it is 
  defending (this does not alter bomber attack rolls 
  when used to defend another vessel). These 
  otherwise work exactly as normal turrets do in 
  all other respects. 
  5. 
  Gyro-stabilized 
  Targeting 
  Matrix: 
  Ship 
  weapons are reduced to 75% instead of 50% 
  when on All Ahead Full, Come To New 
  Heading or Burn Retros special orders. Nova 
  Cannon still cannot fire.  
  6. 
  Augmented Weapon Relays: Weapon batteries 
  shift left on the gunnery table before all other 
  modifiers are applied. Lance hits count double 
  on rolls of a 6. 
    
   
  ADEPTUS MECHANICUS SPECIAL RULES.   .   .   .   .   
  1= 
  Ld 7 
  2 to 3= 
  Ld 8 
  4 to 6= 
  Ld 9 
   
     
  TTTH
  HHEEE   W
  W
  WA
  AARRRN
  NNIIIN
  NNG
  GGSSS   O
  OOFFF   
  TTTH
  HHEEE   C
  CCU
  UULLLTTT   M
  M
  MEEEC
  CCH
  HHA
  AAN
  NNIIIC
  CCU
  UUSSS    
     
  9. THE ALIEN MECHANISM IS A 
  PERVERSION OF THE TRUE PATH.  
  10. THE SOUL IS THE CONSCIENCE OF 
  SENTIENCE.  
  11. A SOUL CAN BE BESTOWED ONLY 
  BY THE OMNISSIAH.  
  12. THE SOULLESS SENTIENCE IS THE 
  ENEMY OF ALL.  
  13. THE KNOWLEDGE OF THE 
  ANCIENTS STANDS BEYOND 
  QUESTION.  
  14. THE MACHINE SPIRIT GUARDS THE 
  KNOWLEDGE OF THE ANCIENTS.  
  15. FLESH IS FALLIBLE, BUT RITUAL 
  HONORS THE MACHINE SPIRIT.  
  16. TO BREAK WITH RITUAL IS TO 
  BREAK WITH FAITH. 
   
   
   
   
  hus do we invoke the Machine 
  God. Thus do we make whole 
  that which was sundered.’ 
   - Hymn of Reforging 
   
   
  ‘T 
   
  
  2010 COMPENDIUM 
   
   
   
   
   
   
   
   
  . 
  65  
  . 
   
  The Quest for Knowledge 
  Quick 
  to 
  incorporate 
  recently-rediscovered 
  technology before it is approved for widespread use, 
  Adeptus Mechanicus vessels place great reliance on 
  archaeotech 
  that 
  have 
  much 
  higher 
  power 
  requirements and correspondingly smaller overload 
  tolerances and redundancy than those equipping 
  comparable Imperial Navy vessels. Their ships are 
  crewed with a very high proportion of repair servitors 
  and tech adepts intimately familiar with the workings 
  of their vessel. Mechanicus vessels always add +1D6 
  to their rolls when attempting to repair critical 
  damage. However, because these ships are commonly 
  relied upon to test untried and sometimes Xenos 
  technology for extended periods of time, Mechanicus 
  vessels will on occasion suffer adverse, unanticipated 
  consequences that in some cases may endanger the 
  entire ship and its crew. In addition to any subplots 
  that may be taken normally as desired, a fleet 
  including any Adeptus Mechanicus capital ships must 
  roll a single D6 against the following subplot table: 
  D6  Quest For Knowledge Table 
  1. 
  Extended Duty: The Quest for Knowledge can 
  be long and arduous, sometimes seeing the fleet 
  deep in unexplored space far away from 
  logistical support for exceedingly long periods. 
  Roll a D6 for each Mechanicus capital ship. On 
  a 1 it takes D3 damage, on a 2 it suffers -1 Ld to 
  take Lock-on or Reload special orders. Rolls of 
  3+ have no effect. You must destroy or cripple 
  more enemy ships than you lose. (+1/0 renown) 
  2. 
  Xenos Logic: Due to unforeseen phenomena, 
  the complex workings within the capital ships of 
  the Adeptus Mechanicus have become unreliable 
  at best and catastrophic at worst. Roll a D6 for 
  each Mechanicus capital ship in the fleet. On a 
  1, 2 or 3, roll against the critical damage table. 
  (+2/-1 renown) 
  3. 
  Mimic 
  Drive: 
  The 
  Adeptus 
  Mechanicus 
  encounter partial STC plans for a drive capable 
  of imitating the signature of a capital ship. Add a 
  cruiser to the fleet, keeping its identity a secret. 
  This vessel actually has all the characteristics of 
  a transport ship and is worth zero victory points. 
  If it is fired upon by the enemy, then the mimic 
  drive is proven to be effective. (+1/-1) 
  4. 
  Sacred Vessel: The ship is an example of or 
  contains much valued archaeotech and must be 
  protected at any cost. Choose one Mechanicus 
  capital ship in your fleet. This vessel cannot be 
  crippled or destroyed. (+1/-1)  
  5. 
  The Prize: Reliable sources have confirmed that 
  an enemy ship contains an extremely valuable 
  example of archaeotech, or possibly remnants of 
  a working STC system! Even if the ship is only 
  crippled, it will grant an easier venture to 
  capture it. Nominate one enemy capital ship. 
  You must cripple or destroy it. If the ship 
  explodes, no renown is gained or lost. (+1/-2) 
  6. 
  Experimental 
  Ship: 
  Recovered 
  ancient 
  technology or alien artefacts are sometimes 
  retrofitted to a ship to change its performance in 
  one way or another. Sometimes the results are 
  beneficial, but very rarely can such devices be 
  accommodated without significant cost or 
  sacrifice to the vessel. Pick one cruiser in the 
  fleet. This vessel has been recently fitted with an 
  experimental system that has not yet been tested 
  operationally. 
  These 
  modifications 
  are 
  in 
  addition to any refits taken normally by a 
  Mechanicus vessel. Roll a D6 on the following 
  two tables to see how the ship has been altered 
  (Re-roll any result that cannot be applied to the 
  vessel). This ship must not be crippled or 
  destroyed so that it can be examined to review 
  its performance. (+1/-1) 
   
  D6 
  IMPROVEMENT ROLL RESULT 
  1 
  All weapons (except ordnance) increase 
  maximum range by +15cm. 
  2 
  The ship gains +1 Shield. 
  3 
  All turrets re-roll misses when defending 
  against ordnance. 
  4 
  The ship can turn an additional +45 
  degrees. 
  5 
  All friendly vessels within 15cm gain an 
  additional +1 leadership when the enemy is 
  on special orders (max 10). 
  6 
  Dorsal or prow lances ignore shields on a 
  roll of 6. 
      
  D6 
  SIDE EFFECT  ROLL RESULT 
  1 
  Weapons battery firepower and lance 
  strength reduced by 50% (rounding up). 
  2 
  The ship loses 2 hit points. 
  3 
  The ship loses 2 turrets (this is after adding 
  the +1 turret all Mechanicus capital ships 
  are equipped with). 
  4 
  The ship must move an additional 5cm 
  before it can turn. 
  5 
  The ship loses 5cm speed. 
  6 
  Dorsal or prow lances can only hit targets 
  on a roll of 6. 
   
   
   
   
   
   
   
   
   
  n ancient times, men built wonders, laid 
  claim to the stars and sought to better 
  themselves for the good of all. But we are 
  much wiser now.’ 
  - Archmagos Ultima Cyrol 
   
   - Hymn of Reforging 
   
   
  ‘I 
   
  
  2010 COMPENDIUM 
   
   
   
   
   
   
   
   
  . 
  66  
  . 
   
  TYPE /HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOR 
  TURRETS 
  Battleship/12 
  20cm 
  45° 
  4 
  6+ prow/5+ 
  4 
  ARMANENT 
  RANGE 
  FIREPOWER/STRENGTH 
  FIRE ARC 
  Port Weapons Battery 
  60cm 
  10 
  Left 
  Starboard Weapons Battery 
  60cm 
  10 
  Right 
  Port Lance Battery 
  60cm 
  2 
  Left 
  Starboard Lance Battery 
  60cm 
  2 
  Right 
  Dorsal Lance Battery 
  60cm 
  2 
  Left/ Front /Right 
  Prow Nova Cannon 
  30cm - 150cm 
  1 
  Front 
   
   
   
   
   
   
   
   
     OMNISSIAH'S VICTORY, ARK MECHANICUS  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 415 Points 
  Over many millennia, a large number of starships of 
  various sizes, fitting no specific classification, have 
  been seen bearing the insignia of the Adeptus 
  Mechanicus. Many of these ships are incredibly 
  ancient vessels, possibly recovered space hulks, re-
  commissioned so as to examine their characteristics 
  under normal operation. A notable few of these are 
  the unimaginably vast, almost mythical Ark 
  Mechanicus vessels, said to endlessly ply the stellar 
  main in the Quest for Knowledge. Led by a 
  Venerated Archmagos Explorator, they will follow 
  up any lead that may result in discovering a working 
  Standard Template Construct, the revered holy grail 
  of the Cult Mechanicus.  
   
  These vessels are rarely encountered by others as 
  they perform their missions in the service of those 
  who give life to these behemoths of the stars. One 
  such vessel is the Omnissiah’s Victory, said to 
  predate even the Great Crusade. While this cannot 
  be proven, it is known to have taken part in the 
  Noloptis Crusade as far back as M33. Some have 
  suggested that aspects of its design were lent to both 
  the Retribution battleship as well as the Victory 
  battleship 
  most 
  commonly 
  encountered 
  in 
  Segmentum 
  Tempestus. 
  While 
  the 
  Adeptus 
  Mechanicus have not been forthcoming regarding 
  the veracity of this information, records exist of the 
  Omnissiah’s Victory spending a considerable 
  amount of time in the vicinity of Bakka and its 
  surrounding forge worlds. 
   
  Special Rules: Arks Mechanicus such as the Omnissiah’s Victory are ponderous vessels and cannot use Come To New Heading special orders. The Omnissiah’s Victory is a 
  unique vessel; only one may ever be present in the fleet. It can only be taken in a fleet made up primarily of Adeptus Mechanicus vessels. 
   
  The profile for Omnissiah’s Victory already reflects the rules for Adeptus Mechanicus vessels. It is equipped with Repulsor Shields and Augmented Weapon Relays as part of 
  its point cost, and can take no other refits from the Mechanicus Gifts table. You may include Omnissiah’s Victory in place of one battleship in an Adeptus Mechanicus fleet if 
  it totals 1000 points or greater. If used, it must be the flagship and embark a Venerated Archmagos for the cost listed in the fleet list. The Omnissiah’s Victory cannot take any 
  other refits except those described in the notes for this vessel, though in a campaign it can earn others normally from p.156 of the Battlefleet Gothic Rulebook.  
   
  The Omnissiah’s Victory represents only one of several unique Arks Mechanicus that ply the void. Though more common Mechanicus battleships normally reprise the role of 
  Ark Mechanicus in a fleet, there are a few other unique vessels that do not fit into any normal classification. Using the exact profile above and special rules listed here, an Ark 
  Mechanicus may exchange its broadside lance batteries for strength-2 launch bays for +10 points. In no case can more than one Ark Mechanicus ever be used in a fleet.  
   
   
  
  2010 COMPENDIUM 
   
   
   
   
   
   
   
   
  . 
  67  
  . 
   
   
  VESSELS OF 
  THE ADEPTUS MECHANICUS  
  As the ability to efficiently produce long-range lance 
  weaponry by Mars was perfected in late M37, the 
  need to reserve these complex and expensive 
  weapons for only a relatively small number of their 
  own hulls no longer existed. To avoid raising the 
  concern of the Imperial Navy, The Adeptus 
  Mechanicus does not utilize any battlecruisers in their 
  own fleets, though they still produce them for the 
  Imperial Navy as required. Every Mechanicus cruiser 
  (not light cruiser) is equipped with a single 60cm 
  range dorsal lance battery firing left/front/right. These 
  improvements are already included in the point cost 
  assigned in the Adeptus Mechanicus Fleet List. 
  Adeptus Mechanicus Endeavor and Endurance light 
  cruisers may replace their prow torpedoes with a 
  single 30cm range dorsal lance battery firing left/ 
  front/ right for no cost. They can also upgrade their 
  prow armor to 6+ at no cost, but if this option is 
  taken, their turning radius is reduced to 45 degrees. 
  Test  
  WEAPONS OF  
  THE ADEPTUS MECHANICUS  
  The Forge Worlds of the Adeptus Mechanicus have 
  at their disposal weapon fabrication techniques too 
  complex and difficult to maintain for widespread 
  deployment throughout the Imperial Navy, though 
  they are far less restricted from applying these special 
  weapons to their own vessels. All Adeptus 
  Mechanicus cruisers (not light cruisers) with armor 
  6+ prows can replace their prow torpedoes with a 
  Nova Cannon for +20 points, even if this option is not 
  normally provided for a given cruiser class (such as 
  the Gothic). A Mechanicus Retribution battleship can 
  make this trade for +10 points. Adeptus Mechanicus 
  cruisers that would normally be equipped with 30cm 
  Weapon Batteries can incorporate plasma-boosted 
  batteries that increase their range to 45cm for +10 
  points. With the exception of choosing between prow 
  torpedoes or Nova Cannon, Mechanicus vessels can 
  take any combination, all or none of these 
  improvements as desired.  
   
  You may have any number of Adeptus Mechanicus 
  escorts in the fleet, chosen from the fleet list on the 
  next page. Note that these are taken from both the 
  Imperial Navy and Space Marines fleet lists, but they 
  must be taken for the point costs listed on the fleet list 
  and not from their basic profiles. These vessels count 
  as Mechanicus vessels and use all rules that 
  Mechanicus vessels do, but do not have access to the 
  Mechanicus Gifts table, nor do they get any boarding 
  action bonuses Space Marine escorts may have. 
  Unlike their capital ships, Mechanicus escorts do not 
  have the +1 turret as part of their point cost and do 
  not get this refit automatically. They however may 
  each purchase +1 turret for +5 points. If taken, all the 
  escorts in a squadron must take this refit, not just 
  individual escorts in the squadron. Escorts must be 
  painted to match the Mechanicus fleet to be of the 
  Adeptus Mechanicus; you cannot take Imperial Navy 
  or Space Marine vessels painted for another fleet and 
  call them Mechanicus vessels!  
   
  Attack craft carriers use the same Fury interceptors 
  and Starhawk bombers utilized by the Imperial Navy, 
  though they do not use assault boats, as they do not 
  engage in hit and run attacks in the traditional sense. 
  All Adeptus Mechanicus capital ships that utilize 
  torpedoes can be equipped with refitted torpedoes as 
  described on p. 156 of Armada for +20 points (+30 
  points for the Retribution, +10 points for the 
  Endeavor and Endurance).  
   
  RESERVES AND ALLIES 
  Adeptus Mechanicus vessels can be used as reserves 
  in any Imperial Navy or Space Marine fleet list. 
  Contrariwise, Imperial Navy vessels from any fleet 
  list can be used as reserves in a Mechanicus fleet, 
  following all normal rules for these vessels. No more 
  than one reserve vessel can be taken for every three 
  capital ships in the fleet. For every three cruisers, one 
  reserve cruiser-class, battlecruiser or grand cruiser 
  may be taken. For every three battleships, one 
  battleship-class vessel may be taken. Vessels taken as 
  reserves count respectively toward the total number 
  of cruisers and battleships allowed in a Mechanicus 
  fleet. Ships that can be allied with Imperial Navy 
  vessels, such as the Deimurg and Rogue Traders can 
  also ally themselves with Mechanicus vessels 
  normally, even if reserves are also used.  
   
  Space Marines can also be used as reserves in a 
  Mechanicus fleet that does not include regular 
  Imperial Navy capital ships or alien vessels of any 
  type. They can be taken in the ratio of one strike 
  cruiser for every three Mechanicus capital ships, and 
  one battle barge for every three strike cruisers. 
        USING VESSELS OF THE ADEPTUS MECHANICUS.   .   .   .   .   
  When uttering the incantation, mark well that the rod is upon and not within the intake. The second incantation 
  should not be uttered until all the fumes have come forth, then the way shall be clear for the sacred words to 
  penetrate unto the heart of the engine. If the mounting be hot say the third rune, if it be cold the fourth rune is 
  more appropriate. For then the wrath of the engine will be aroused...  
  - From the Book of Five Runes 
   
  
  2010 COMPENDIUM 
   
   
   
   
   
   
   
   
  . 
  68  
  . 
   
  Mechanicus vessels cannot be placed in squadrons 
  with Rogue Trader, regular Imperial Navy or Adeptus 
  Astartes vessels. Mechanicus re-rolls cannot be used 
  on these vessels, and other fleet commander re-rolls 
  cannot be used on Mechanicus vessels.  
   
  An Adeptus Mechanicus fleet commander can only 
  be embarked on a Mechanicus ship. Mechanicus 
  starships are rare and precious vessels, and they will 
  not 
  be 
  expended 
  lightly, 
  regardless 
  of 
  the 
  circumstances. When used as reserves in other fleets, 
  Mechanicus vessels that are crippled will attempt to 
  disengage whenever possible, otherwise they will 
  move toward the closest table edge. Those in capital 
  ship squadrons will disengage when half or more of 
  the vessels in the squadron are crippled. There are no 
  restrictions on how many reserve Imperial Navy, 
  Space Marine or Rogue Trader escorts are included in 
  an Adeptus Mechanicus fleet, as long as Xenos 
  vessels and reserve Space Marine vessels are not 
  included in the same fleet. Escorts taken in this 
  manner must be taken from the same fleet list reserve 
  capital ships are being drawn from. 
    
  CAMPAIGNS 
  The Mechanicus refit that ships earn at the start of a 
  campaign are the ones they keep until they are 
  destroyed. In the course of a campaign, Mechanicus 
  vessels can only earn additional refits from the 
  standard Imperial Navy refit table or the Space 
  Marines reinforcement table. They cannot continue to 
  gain refits from the Mechanicus Gifts table. Adeptus 
  Mechanicus vessels are far too rare and precious to be 
  carelessly expended in the fires of war. However, 
  those vessels so engaged will always receive priority 
  when requiring repair or rework at shipyards 
  throughout the Imperium. When calculating repair 
  points at the end of a battle, the Adeptus Mechanicus 
  fleet will always have +1 Repair point for every 10 
  renown or portion thereof the fleet commander has 
  earned. When rolling appeals, Adeptus Mechanicus 
  vessels get a +1 roll modifier to earn refits but a -1 
  roll modifier to earn reinforcements or Space 
  Marines. Space Marines can be earned in this manner 
  in a fleet that contains regular Imperial Navy vessels, 
  but not one that contains alien vessels of any type.  
   
  Even the most junior tech-adepts are typically far 
  more familiar with the workings of their vessel and 
  the capabilities of its weapon and defensive systems 
  than comparable Imperial Navy officers and ratings, 
  though this does not necessarily correlate to how well 
  their vessels are utilized in combat. Because even 
  senior Mechanicus techpriests tend to approach 
  challenges in terms of engineers rather than 
  tacticians, it is sometimes difficult for them to 
  appreciate the finer aspects of tactical discipline in 
  the heat of battle. However, the resources they are 
  able to call upon when repairing and refitting their 
  vessels are the envy of even the most senior Imperial 
  Navy commanders. Additional refits earned by 
  renown in the course of a campaign as listed on the 
  following table are at no cost to the vessel they are 
  applied to, and they are separate from refits earned by 
  appeal, which must be paid for normally. Unlike 
  normal refits, these free refits may be taken from the 
  Mechanicus Gifts table if desired (this is the only way 
  a ship can ever earn more than two refits form the 
  Mechanicus Gifts table). However, they can only be 
  applied to the fleet commander's flagship, they must 
  be rolled randomly, and no refit can be used more 
  than once (re-roll the result). Should that vessel be 
  lost, those refits are lost as well and do not follow the 
  fleet commander to his new flagship. However, 
  Mechanicus fleet commanders still have access to the 
  number of refits they earned, and can roll randomly 
  against the Mechanicus Gifts table the number of 
  refits they are entitled to and apply them to their new 
  flagship. 
   
   
  Mechanicus Campaign Promotion Table 
   
  Renown 
  Title 
  Leadership 
  Re-rolls 
  1-5 
  Explorator 
  Techpriest 
  7 
  1 
  6-10 
  Magos 
  Errant 
  8 
  1+1 refit 
  11-20 
  Magos 
  Explorator 
  8 
  2+1 
  refits 
  21-30 
  Aspiring 
  Archmagos 
  9 
  2+1 
  refits 
  31-50 
  Archmagos 
  Explorator 
  9 
  3+1 
  refits 
  51+ 
  Archmagos 
  Veneratus 
  10 
  3+2 
  refits 
  
  2010 COMPENDIUM 
   
   
   
   
   
   
   
   
  . 
  69  
  . 
   
  FLEET COMMANDER 
  0-1 Mechanicus Archmagos 
  You may include 1 Mechanicus Archmagos in your 
  fleet, which must be assigned to a capital ship and 
  replaces its Leadership with the value shown. If the 
  fleet is worth 1,000 points or more, a Mechanicus 
  Archmagos must be included to lead it. A Mechanicus 
  Archmagos must be embarked on an Ark Mechanicus 
  iif one is included in the fleet. 
  Archmagos Explorator (Ld 8) . . . . . . . . . . . 50 Points 
  Archmagos Veneratus (Ld 9) . . . . . . . . . . 100 Points 
  A Mechanicus Archmagos can elect up to any one 
  desired item from the Adeptus Mechanicus refit table 
  for their own ship as part of their point cost, in 
  addition to (and before) the refit the ship rolls for 
  normally. If the second refit rolled is identical to the 
  one selected, the commander can select the second 
  refit as well! The benefit a Mechanicus Archmagos 
  brings with it cannot be combined with a refit 
  selected because the ship rolled a 6 when determining 
  base leadership, meaning in one-off games a ship will 
  never have more than two refits from the Mechanicus 
  Gifts table. If you wish to give a Mechanicus 
  Archmagos any fleet commander re-rolls, you'll have 
  to pay for them. 
  One re-roll . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Points 
  Two re-rolls . . . . . . . . . . . . . . . . . . . . . . . . 125 Points 
  test 
  CAPITAL SHIPS 
  The Adeptus Mechanicus will only use warships from 
  the following classes, applying all the rules described 
  beforehand. The cost listed below replaces the 
  original cost for these vessels found in the Rulebook 
  or Armada when used as Adeptus Mechanicus ships. 
  The Omnissiah’s Victory may not take any 
  Mechanicus Gifts refits, as its Mechanicus Gifts are 
  already included in its point cost and special rules. 
    
  Battleships 
  You may include 1 battleship for every three cruisers 
  in the fleet. 
  (0-1) Omnissiah’s Victory . . . . . . . . . . . . . 415 Points 
  Emperor Battleship . . . . . . . . . . . . . . . . . . 400 Points 
  Retribution Battleship . . . . . . . . . . . . . . . . 380 Points 
  Oberon Battleship . . . . . . . . . . . . . . . . . . . 370 Points 
  test 
  Cruisers 
  You may have up to fifteen cruisers in the fleet. 
  Dictator Cruiser . . . . . . . . . . . . . . . . . . . . . 255 Points 
  Tyrant Cruiser . . . . . . . . . . . . . . . . . . . . . . 220 Points 
  Lunar Cruiser . . . . . . . . . . . . . . . . . . . . . . . 215 Points 
  Gothic Cruiser . . . . . . . . . . . . . . . . . . . . . . 215 Points 
  Defiant Light Cruiser . . . . . . . . . . . . . . . . . 130 Points 
  Endeavor Light Cruiser . . . . . . . . . . . . . . . 125 Points 
  Endurance Light Cruiser . . . . . . . . . . . . . . 125 Points 
  test  
  ESCORTS 
  You may have any number of Adeptus Mechanicus 
  escorts in the fleet, taken from both the Imperial 
  Navy and Space Marines fleet lists for the point costs 
  listed below but otherwise unmodified from their 
  normal profiles.  
  Nova Frigate . . . . . . . . . . . . . . . . . . . . . . . . 45 Points 
  Firestorm Frigate . . . . . . . . . . . . . . . . . . . . . 40 Points 
  Gladius Frigate . . . . . . . . . . . . . . . . . . . . . . .40 Points 
  Sword Frigate . . . . . . . . . . . . . . . . . . . . . . .  35 Points 
  Falchion Frigate . . . . . . . . . . . . . . . . . . . . . . 35 Points 
  Hunter Destroyer . . . . . . . . . . . . . . . . . . . . . 35 Points 
  Cobra Destroyer . . . . . . . . . . . . . . . . . . . . . . 30 Points 
  test  
  ORDNANCE  
  Attack carriers may use any combination of Fury 
  interceptors and Starhawk bombers. They may not 
  use assault boats, even if their Imperial Navy 
  counterparts may have access to this type of ordnance 
  (such as Emperor battleships). Mechanicus vessels 
  equipped with launch bays may also take torpedo 
  bombers for +10 points per launch bay. All Adeptus 
  Mechanicus capital ships that utilize torpedoes use 
  ordinary torpedoes (not boarding torpedoes) and can 
  be equipped with refitted torpedoes as described in 
  their rules.  
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  ADEPTUS MECHANICUS FLEET LIST.   .   .   .   .   
  Strike the first rune upon the engine's casing employing the chosen wrench. Its tip should be anointed with the oil of 
  engineering using the proper incantation when the auspices are correct. Strike the second rune upon the engine's casing 
  employing the arc-tip of the power-driver. If the second rune is not good, a third rune may be struck in like manner to 
  the first. This is done according to the true ritual laid down by Scotti the Enginseer. A libation should be offered. If this 
  sequence is properly observed the engines may be brought to full activation by depressing the large panel marked "ON".  
  -  Imperial Navy Flight Manual W110E 
   
  
SOURCE: textdata/thevault/Warhammer/40k/Battlefleet Gothic/Battlefleet Gothic - 2010 Edition/m201005_BFG_Adeptus_Mechanicus.pdf