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The Wise-Gifted Ones The Demiurg

In the grim darkness of the far future war is for a price


Version 5 .1 12/12/09 Frank 'Xisor ' O'Hanlon Disclaimer: All copyrighted material ultimately pr otected by Games Workshop and used without permission. L ar gely this is the work of myself, but ideas and suggestions have been contributed by many others over many years, being reworked and refor ged into something I hope will one day be wonderful. For now: No infringement intended .

Contents
Introduction Chapter I Lore
Index Xenos Minoris Code: Dark Magenta --Modifying Existing Careers Trade Envoy Robotican Cognitae Vigilite Elite Advance Packages The things I've seen (travel with a Demiurg) Ranged Weapons Melee Weapons Armour Gear Miscellany Calixan Brotherhoods

Chapter II On Inquisitor
Scenarios and Warbands Demiurg Rules & Character Creation Automata and Machinations Construct Bodies Equipment and Artefacts Facilitation and Augmentation Widgets The Benefactor Inquisitor Revic The Equipment of Inquisitor Revic

Chapter VI On Rogue Trader


The Quirnox Sound The Khareshi Expanse The Tau Empire The Cradle Special Rules Commerce Vessels & Stations The Dar'fan The Demiurg Commerce Fleet Campaign Rules &Refits

Chapter III On Battlefleet Gothic


The Quirnox Sound The Khareshi Expanse The Tau Empire The Cradle Special Rules Commerce Vessels & Stations The Dar'fan The Demiurg Commerce Fleet Campaign Rules &Refits

Chapter VII Day of the Demiurg


An Overview of the Adventure Part One: Meeting targets Part Two: Industrial Fraternity Part Three: An Economic Climate Part Four: The Marble Throne

Chapter IV On Epic: Armageddon


The Account of Fio'la Bork'an Lar'el Special Rules Army List Unit Descriptions

Chapter VIII The Unbeholden Reaches


An Overview of the Adventure Part One: Meeting targets Part Two: Industrial Fraternity Part Three: An Economic Climate Part Four: The Marble Throne

Chapter V On Dark Heresy


Character Creation Origin: Abominable Intelligence Generating Characteristics Determine Career Path Unique Worlds Kao-Li (Void Born) Background Packages

Chapter IX Design Philosophy Chapter X Modelling the Demiurg

CHAPTER I: LORE
INDEX XENOS: MINORIS
Provisional Portfolio (ref AdMech 345623/XE 019)- Magos Meirus, Kar Duniash Korel Mashyr to OVRok chimed the intercom, You may proceed to the hanger when ready, our guest has arrived. Lord Inquisitor OVRok called The Bentusin envoy of the Thurm brotherhood is here, please come this way. OVRok motioned at a panel and the wall opened up, its door-iris revealing a corridor to the hangar bay. Revic, Humble servant of the Emperors Most Holy Inquisitorial Ordo Xenos, proceeded ahead of the aged Water Caste leader. As the hangar iris opened at the end of the corridor, some moments before he reached it, he could see the hatchway of the new Xenos vessel lower, a misty or smoky cloud seeping from the dark confines of the vessel into the otherwise dryly pristine Tau atmosphere. Lord Inquisitor Revic, remain here whilst I consult with the envoy. Indignant at this needless diplomatic exertion, he remained where he was, adamant not to ruin this opportunity. PorO VRok strode off and stood next to lowered ramp, a Fio aide joining his side. There they waited for some moment. In this time, Revic made to study the Xenos Vessel. Of a similar size to an Astartes Thunderhawk Gunship but of an asymmetric shape with a dirtied, almost rusted and grimy exterior, the vessel seemed active though from the indications VRok had given, it apparently only contained the Thurm envoy. Similar in colouration, but quite architecturally different to a catamaran like vessel Revic had glimpsed on his way to the Tau transport, he wondered whether they were related. Deep within, the sound of machinery was somewhat irritating Revicwas this envoy intending to waste his time and force him to wait longer? Precluded by clanking and humming, a gout of what appeared to be vented plasma coolant discharged from the vessels side, causing Revic to mentally flinch, but provoking no reaction from the Tau technicians nearby. As the clanging increased somewhat, movement at the top of the ramp became very distinct, slowly resolving into a broad and squatted, seemingly humanoid, shape, but with what seemed unnaturally many limbs. Two more shapes materialised at its side, these even more bizarre and unnatural in appearance. They progressed swiftly down the ramp. Revic could clearly discern they were of mechanical, not biological nature. Completely unlike servitors they exhibited no observable living components. Indeed, it appeared to Revic that it was they who conversed with VRok and his aide, as he discerned a distinctively rough and clicking dialogue. With a bow from both the machines, the aide and VRok, the constructs shambled off with the aide to elsewhere in the hangar. VRok returned to Revic Lord Inquisitor, please join me, and swiftly returned to the foot of the ramp. Revic made a conscious effort to seem as regal as he was able in the shadow of this majestic, if haphazard, vessel. VRok turned, It says time is short, that it can guide you to the last known location of the artefact you seek and that it can provide you with the facilities to transport it. It insists, however, that compensation be made in advance and that any defence of the operation is left in your hands. VRok, for the first time in Revics long acquaintance, looked slightly off put. It also insists that the transaction is conducted out with Tau domains and that you accompany it immediately. Revic paused; perhaps this deal was not to the advantage of the Inquisition after all. Consorting with Xenos was no small heresy, let alone employing their aid and inviting their incursion into Imperial territory. Revic resolved himself. If the first contact in millennia was to yield a beneficial and informative result rather further human bloodshed on the already thinly spread Eastern Fringe, then to toe the line of heresy is how it should be done. The first Inquisitorial contact with these Xenos in these parts since the dawn of the Imperium was no small thing. You have served well, VRok, I may yet see you again sighed Revic, and he strode up the ramp towards the waiting Demiurg, in all likelihood his sole companion for the coming months.

The Demiurg are a race of nomadic and somewhat reclusive beings observed primarily, if rarely, on the far eastern Fringes of the Galaxy. Whilst their ships are a common sight among the stellar atmospheres of deepcore stars of the Galactic bulge, and frequent denizens of the most bizarre celestial phenomena, actual contact with the Demiurg is rare. From their majestic starships the Demiurg live out their solitary existence. Each vessel is known to be home to thousands of constructs and drones of the Demiurg, but the numbers of the race themselves onboard are scant. A brotherhood or three is the extent of their populations on any one ship, though how many this correlates to is at this point unknown. They are reclusive, often avoiding contact or notice of other species for many centuries and millennia only to majestically emerge from the corona of a star, appear at the edge of a star system, or slowly and methodically work their way out of the uncharted depths of dense asteroid belts and dust clouds where they reside, often unseen, for the passing of aeons. Noted in many cultures across the galaxy as a race of uncommonly benevolent traders, artisans, craftsmen and industrialists beyond compare. Though these records individually are scarce, on a large scale their frequency is undeniable. Trade in material resources, technical components and technological knowledge seem most common, with militaristic services seeming incredibly rare, despite the undeniable power associated with any given Demiurg vessel. When put to it, even their smallest ships are capable of deploying significant forces to any given engagement. Whilst mention of and hearsay regarding the Demiurg is by no means unheard of, sight of a vessel or sign of their passing is less common. Indeed, the sight of a Demiurg itself is so uncommon that there are no largely reliable Imperial accounts of even their most basic aesthetic physiology, though it is known the Tau, Kroot and the likes have fared better in these areas than Imperial Humanity. It is projected an rumoured that the actual occurrence of Demiurg is even rarer than the previously thought given the sheer size of their vessels, extensive automation is commonplace with some sources even claiming a common brotherhood size of only at most scant dozens of Demiurg. The Demiurg are ancient with regards to Humanity.

They have existed in their present state of nomadic trawling, harvesting, mining and trading at least since current records begin at the dawn of the Imperium. Those records of insignificant races and colonies on the eastern edge of the Imperium show contact, primarily for trade, with the Demiurg before the Imperium itself, many even before Mankind set foot among the stars. Where they come from, and why they are so rarely seen, yet so widespread, across the Galaxy is clearly unknown, though speculation abounds. With the incredibly scarce Imperial data on the species,

they are a subject of intense scrutiny by all branches of the Adeptus Mechanicus, if only due to the rarity of such knowledge. Indeed, true knowledge of the long-dead Necrontyr, the vile Hrud and the elusive Eldar is more prevalent. In recent years Demiurg activity has increased significantly. With sightings of Demiurg-Kroot and Demiurg-Tau fleets becoming commonplace and the known extensive concentration of Demiurg appearing around Tau space, it seems these two cultures have worked out a worrying agreement to their mutual benefit, perhaps even strategic alliance. Alarmingly, incursions into Imperial space have increased with offers of trade extended to many fringeworlds. Though the Inquisition and Adeptus Arbites have been keeping an extensive watch for such arrangements, the onslaught of the Tyranid Hive Fleets and the increased activity of Orks all across Ultima Segmentum, Imperial forces are hard pressed to maintain authority in all extremities. Non-confrontational to the point of pacifists when jeopardising wealth in most situations, it is a strange and terrible sight to see one of their mighty Commerce Vessels bearing down upon an opponent. Even this has become a more common sight in the centuries surrounding the expansion of the Tau, the arrival of the Hivefleets of the Tyranids and the increased Orkoid activity on the Eastern Fringe. Many theories have arisen to account for this increase in Demiurg activity. Some point to the devastation wrought by Tyranid Hive Fleets allowing an apparently capitalist facet of the nature of the Demiurg to exploit this time of woe. Indeed, they have also been linked to a more deep-rooted, somewhat less logical, tie to the Orks and their kin in the Segmentum. With it rumoured that a deep enmity between these two Xenos exists, it would not be beyond belief for some conflict to be ongoing outside the baleful eyes of the Imperium. What this is portentous of, if anything, remains unknown. On such rare occasion that the Demiurg are contacted by Mankind, all reports point to an incredibly mentally adept race with extensively alien minds. They are said to show no interest as a race in the rise or fall of the Imperium of Man or the dominion of the Tau, but express a desire to see to their own business, with the access of natural resource and artificing being of paramount concern. Though records are scant and reliable data nigh nonexistent, the reluctance of Demiurg to claim planets or commit ground forces is said to indicate an aged population and their reliance on automation suggests they put a high price tag on the lives of the Demiurg. Most peculiar of all reports and also, most unconfirmed, is the mention of the Demiurg limbs. Whilst reports indicate a mainly humanoid form, there are perplexing tales of limbs sprouting from the mid back or sides that display qualities of tentacles and less articulate limbs. Strangest of all is how it is these limbs that Demiurg use to operate and interact with most machinery and technology in a passive, almost thoughtless manner. Their operations consist primarily of the massive industrial bulwarks that are the Demiurg Commerce Vessels, exceptionally advanced and laden with an inconceivable amount of automata and artificial constructs. They impose an impressive commercial weight upon any region they inhabit, with ordnance far exceeding the range and ubiquity of artificial Imperial capabilities, and can mount enough resources for a small coalition of vessels to strip the major resources of a Mining Grade system within a few Terran years. Often the affiliations between inhabiting brotherhoods extend over and across many sectors, leading to an incredibly dispersed power base. They trade for, mine and harvest resources incessantly, even their great starships are noted to be permanently absorbing and scouring the void for interstellar particles, dust and detritus under any circumstance, with many further ventures rumoured to move from asteroid mining, planetoid destruction and even on seemingly rare occasion the scouring of a significant portion of a planets inherent wealth. The forces more recently rumoured to be observed in the service of their affiliates planet side reportedly closely resemble the units remarked to be deployed across almost all their operations. The ease and rapidity of their conversion to combat purpose is something widely commented upon, with a Demiurg Vessel outfitting its automated legions for such intention in little more than the time taken to rouse an Imperial vessels Machine Spirit core a prospect and idea that receives ridicule and apprehension in equal amounts within the Cult Mechanicus. Worryingly, rumour persists of the Exterminators, Demiurg devices said to be capable of annihilating or incapacitating entire planetary populations within months, though the veracity of these rumours is untested. Though apparently generally similar in function, the sheer variety and personalisation, almost individuality, rumoured in Demiurg constructs is staggeringly immense, almost to the point of unbelievable. Though almost unswervingly it has been said to be a broadly similar type of automaton deployed in the Demiurg forces, it has been rumoured of more intense variation ranging from dedicated combat drones up to reconfigured attack craft and worryingly war-engine sized automated behemoths, even theorised perhaps to scale towards dedicated combat starships rather than the Commerce Vessels so observed.

CODE: DARK MAGENTA


The Demiurg, the Bentu'sin, the Starcrawlers. They remain more scarce than the eldar, more unseen than the hrud, more resilient than the ork and arrive as unheralded and unwelcome as the tau. That they are a potent civilisation is not a question. That they possess a civilisation is quite the question. Since the commencment of my tenure within the vaults of Terra some twenty years ago, I have scoured the darkest archives, the unseen depths. I have fought the guardians, the eriadicators and the deletons in the depths of the administratum hives. To put it swiftly: there were very many forces at work ensuring that I could not see that which we desire and we have achieved but a fleeting glimpse at no small cost. Let us establish the accepted facts: That the forces identified in association and pattern to be 'Demiurg' are present across all five segmentae with reports authoritatively stretching as far back as seven thousand years, pre-Imperial. [Cref. The Corianus Aexcavation, the Testimony of the Rambhaldhri Species, the Pacification of Forty-Five Eighteen] Evidence of interxenos and reprehensive human trade conducted over an indeterminate time period of no less than twelve-thousand years, terran standard. With no noticeable change in recording, notation or identification methods retrospective studies of the Adeptus Terra archives across the five Bastions of Humanity yield a sharp rise in positive identification over the last millenium. Prior to this an almost constant retroactive identification is indicated across all segmentae save those sectors deep in the Cradle region, as it is colloquially known.[Censure: informal tone.] No biological study has been undertaken. Positive-matched tech-specimens match no known technology associated with the Disciples of the Omnissiah. Infiltrative xenos technology identified as compatible with STC artifices on multiple counts. Demiurg-identified artefacts indicate xenos origins (unrecognised in revelations of the Omnissiah) [Note; This edict bears the ratification of the High Lords of Terra c.867M32 in addition to the Seal of the Sigilite and upheld by the High Lords of Terra c. 442M36.] Prevailing threat rating: Xenos Majoris. [Note: Acting upon this rating is rare. Battlefleet standing orders acknowledge recalcitrance and hermit-like nature inherent in Demiurg vessels. Few squadrons survive action based upon this rating.] Various conclaves {Amtrath, Rasanan and Kreto, notably} are in pursuit of reclassification Obscuro Minoris. [Update 4123992M41: Latest reports from Interrogator Pendrath, acolyte of Inquisitor Whitaker, relay overtures of Isstvanian philosophy attendance at noted conclaves.] Despite consensus of the Ansamas forum the orthodoxy of the Adeptus Terra accept no substantiation of Demiurg proliferation Technological heresy proves sufficient to outstrip even the Explorator Arks of the Adeptus Mechanicus. [Cref. The Ark Mechanicus Cognitae Bobilis, attendant forge ships and explorator cruisers proved undable to capture identified Demiurg vessel 'Stronghold' during fourteen-year pursuit in the K'tet sector.] Demiurg operations, as viewed by means of stealth monitoring units operated mutually by the Ordo Xenos, chambers militant, planetary governors, sectors and sub-sector ministries in addition to sanctioned conventional Imperial military operations, all report a high degree of automated and sophisticated industry quite in exccess of the abilities typically assigned to their parent sources. [Clarification: A vessel of battleship displacement capable of planetary scale industry is by no means an uncommon allusion of the reports.] What these factors point to is no definable links connecting isolated Demiurg sightings and reports across the galaxy until this millennium. Previous authorities [Kain344M34, Rebutte 121M37 and Irasis 420M38] yield many theories as to the nature of the Demiurg. The lack of reliable contact with distinguishable individuals of their species casts most doubt upon these theories. Which is: the Demiurg are a reclusive foe possessed of technological capability in excess of our own brothers, the Adeptus Mechanicus. That they would remain unchanged and recalcitrant for millennia is a mystery. In every instance a Demiurg, if present, is posited to reside within the augur-impenetrable protective suit massing substantially less than that of an appropriately armoured sororitas. Indeed, this depiction of such a Demiurg is curious in itself. Whilst most reports allude to a xenotype which is indicative of blasphemously human proportions (a dorsal extremity in correlation with the neck and skull, bipedal ambulatory systems, twin articulator limbs etc), and that their physiology appears squatted, possessing a low centre of mass and distinctly stocky ambulators is well established, there remain too many exceptions for a rule. Their articulators and nadir-pads are uniformly bizarre. Be they tehno-tentaular, fore-field manipulators, mechanical force translators or a baffling variety of other items, no visible flesh or biological matter is properly identifiable. The individuals purported to be Demiurg lack an obvious common physiology save this vagued, squatted and semi-humanoid basis. For this reason it is of little surprise that many outlandish and unsupported, yet essentially feasible suggestions abound as to the nature of the Demiurg.

This, alongside a lack of indication of any overt desires save trade, seclusion and industriousness leave theorists in a perplexing situation. Insight from the proliferation of various expansive xenos trade empires in the Ultima segmentum presents new material for study, though this is outwith my own remit. It is my suggestion therefore that the utter absene of any distant unity between the various pockets we encounter (for they are phenomenally more often than not individual capital-class vessels and attendant ordnance) indicate that the Demiurg are products of a civilisation rather than the core of one. It is almost unnecessary to state that there are a great many corollaries and attendant assumptions which underlie this conclusion, but my scepticism, after decades in the hallowed repositories of the Imperium, allows me to venture little further by way of hypothesis as to their origin. It is a matter of extreme perplexity indeed. Another curiosity, another heresy. Allow me then to progress onto distinctly more tangible matters. The night inexplicable proliferation of Demiurg technology and artefacts across the extent and history of the Imperium, of human history itself. Following is a representative account of the devices catalogued in the Debronian system in orbit of the jovian planet Rellian within fragmentary wreckage and on the planet Klevar IV of the Hellar subsector, Corianius sector. The most prolific remnants are those termed 'automata'. Few remain intact. Previous encounters corroborate the testimony of traders passing the Debronian and Klevarian systems; that the automata of the Demiurg are specialised creations. The stories tell that the Demiurg are artificers, smiths, designers, architects and engineers who apply their intellect to the fashioning of their automaton servants. These servants, we are told, exhibit profound independence. Though many tell of mediocre machine-minds capable of specialised tasks and particular duties (largely industrial) some more tell of trade-machines, fashioned in the image (and even capacity) of their Demiurg lords or of their prospective counterparts in trade and negotiation. To summarise the findings we note that the automata are the recurring (potentially sole) aspect of the Demiurg encountered by other concerned parties. They are often equipped at least in a capacity for self-defence accounting as well for a variety of machine appendages and widgets suited to the completion of varied tasks. These tasks range from mundane transportation of goods to the extraction of precious materials, from the securing of a site of operation to the utter eradication of all potential opposition. That other automata display no overt specialisation is again not in question; the distasteful implication remains that their function is indeterminable given the means at hands to our research. Automata display a marvellous range of aptitudes. Though many are reported to have little independent capacity other cases report displays of contingency planning and action as complex organisational-coordinator nodes within an extended network (one hesitates to designate such a conglomeration as a 'team'), there are more troubling allusions. The accounts of Explicator Asariel Ugana and Lector Fiefus Marr indicate that their attempts to capture a living Demiurg have produce no fewer than thirteen distinct formats of impersonator-drones; each having successfully duped a long series of unwitting (yet heretical and suitably reprimanded) Imperial officials. Most Demiurg automata are of the size and disposition of common mammalian life forms. The uncommon lower end pairing alongside rodents with the larger form being akin to ogryn stature, or even that of greater beasts (such as the ammamalian Grox). Larger constructs appear in more standard mechanical formats being loosely analogous to transportation vehicles, weapon platforms and so forth. Smaller mechanoids identified by the Cult Mechanicus remain under closer scrutiny though details remain elusive. Demiurg automata are rarely fragile and uncommonly durable. Though most exhibit a lack of overt moving parts (save limb- and manipulator-analogues), some remarkable artefacts indicate an incredible grasp of astoundingly complex clockwork mechanisms. Devices, manipulators and tools routinely included projected energy-based technology. Quillsized devices exhibiting the potency of las-cutters are a commonly reported folklore, though no such device has been observed. The members of the Cult Mechanicus note many indicative patterns in certain aspects; a clear competency with elements exerting control over the fundamental forces is corroborated by the prevalence of gravitic-projector analogues, technologies reminiscent of highly sophisticated electromagnetic manipulation (plasmatic and ionic tools) as well as prolific field-effect devices. Their physical form varies from the nodular set-up of the intricate manipulator automatons to the disc-like format similar to the drones of the Tau. Barrelled forms are less common, but have still been reported in utility roles. It is not uncommon to find one local pattern of automaton following a rough preference or style only to find automata performing the exact same tasks that look nothing alike.

CHAPTER II: ON INQUISITOR


THE DEMIURG & CHARACTER CREATION
Demiurg spend much of their lives in the solitude of their own company and their creations, they portray as incredibly wise with the knowledge of centuries long gone. Whilst not often forthcoming or overbearing when it comes to sharing, if they find a being that suitably impresses them, they will gladly pass on helpful nuggets to those who would hear. Not often overtly forthcoming to all species, it is without doubt their incredible intelligence can be put to more than technology, though as always for a price. It is noted that when they turn their minds to biological nature, they can be highly proficient medics. So far there has been no indication of any Demiurg exhibiting psychic or similar powers. That their vessels are warp capable is clear. How this is possible without prevailing psychic prowess is completely unknown, though it is supposed that alone of all the races encountered by the Imperium the Demiurg may have mastered the technology to make such a feat possible.
The Envoy just stood there. Revic couldnt fathom the inhuman features, but felt there was an air of pride about the Envoy, having revealed an archive hidden within a typically coppered room aboard the vessel. Unlike the other workshops and cavernous holds Revic had been inside, he was convinced that this room lay outside the main hull of the vessel, perhaps an additional module of some form. Peering closely at the arrayed objects, Revic could discern various incubators and storage jars containing a mixture of what seemed to be entirely different xenos fauna. Indeed, one jar seemed to hold something very similar to a grox, thought quite a significant amount smaller. Unsure of the reason why the Envoy was showing him this room, Revic persevered. He began to pace slowly around the walls, peering amongst the shelves and assorted items strewn around the room. Resisting the instinct to take up his data slate and stylus, Revic pressed on. Certainly, there were artefacts that the Adepts of the Machine God would marvel after, but there were smaller, more insignificant and discreet things too; a plant in a pot, a set of what Revic assumed were anatomical dummies of Fio Tau, even a partial set of damaged Imperial Tarot cards. The dust in the room was quite thick, it seemed this was an area not tended to by the Envoys machines and if Revics implant assisted cogitations were correct, the room had not been tended to for at least a Terran year. As Revic neared the far-side of the archive, slowly glancing at a few objects and making brief mental notes, the Envoy had moved towards a small portal on the hull-side end of the room. After some movement, the Envoy motioned for Revic to approach, clearly having some other purpose in showing this room to the Inquisitor. Revic, perplex, approached the Envoy. As the portal opened, Revic saw a thin corridor extend off towards another vault. Reasserting himself, Revic prepared to follow the Envoy. Despairing at his own mind, Revic assumed theyd taken an extra turn somewhere along the walk to the archive room otherwise theyd now be walking entirely outside the vessel, where no hull or chamber had existed when he had first seen the ship. In spite of himself, his mind and implant still ached to the contrary. As such, Revic could still not shake the suspicion that there had been no wrong turn and having seen much of the Envoys work already, it seemed somewhat proper in Revics estimated that such an enticing marvel would only exist here, on the Envoys ship.

Equipment: No Demiurg is yet known outside their Resilient Augmetative Suits. Demiurg are known to equip their suits with a multitude of highly advanced and highly technical possessions, amongst them the famed Monocle Spectrometer and Structural Disruption Charges as well as their attendant automatons, drones, and mechanoids alongside a host of other intricate devices. Most often however, they utilise powerful ion weaponry. It is not uncommon for them to have an extensive array of bionics and augmetics, often incorporating a form of extremely advanced mechadendrites. Many Demiurg are said to equip themselves primarily with some form of multitool, a device which is typically of excellent manufacture and often arcane purpose. Abilities: Though it is quite common for the Demiurg to be extensively skilled with a wide range of talent and abilities, it is not often that these traits transcend to the realm of Inquisitor rules. Capable of most skills, it is common for them to manifest their natural knowledge in the Medic Special Ability, and often accompany a warrior band serving as a mentor in many respects. Demiurg automatically have the Ambidextrous and Technically Efficient special abilities.

Demiurg Random

WS 40

BS 70

S 55

T 75
70+2D6

I 50

Wp 90

Sg 120

Nv 80

Ld 80

Sp 3

50+2D10 60+2D10 50+2D6

40+2D10 70+4D10 100+4D10 70+4D10 70+4D10

DEMIURG SPECIAL ABILITIES


TECH
ICALLY

EFFICIE

When interfacing with machinery in any way, every action spent counts as two actions for how much can be achieved, activated, attained, reloaded etc.

HURRIED

The Demiurg so far encountered by denizens of the forty first millenium seem perpetually unhurried, or incapable of haste. They have exhibitted no ability or desire to move faster than a walk, making little effort to evade, sprint or dodge under except under the heaviest fire of fire. As such Demiurg characters may take no movement action faster than walk though they may dive due to a failed nerve test and suffer no modifiers due to combining an action with walk.

AUTOMATONS & MACHINATIONS


Demiurg Automatons are the personal creations of the Demiurg, though often mass produced for menial and mundane tasks, it is not uncommon for a handful of them to accompany a Demiurg in their business. Often observed and equipped for personal defence of the Demiurg, it is not unusual for them to carry equipment on behalf of the Demiurg, or perform certain tasks, often demonstrating the use of trade items and even augmenting their own abilities, often acting as delegates or hosts whilst their master deals with other things. Though often in a roughly humanoid form, it is not uncommon for automatons to be in almost every shape imaginable. WS 30 40
6D10

Automaton Exterminator Random

BS 60 75

S 65 80

T 85 110
80+2D6

I 40 55

Wp 50 85

Sg 50 45
D100

Nv 130 170

Ld 20 50

Sp 3 4

50+2D10 60+2D6

30+2D10 D100

120+2D10 4D10

Equipment: Automatons are typically outfitted with a wide array of what can only be described as gadgets. Although not unheard of, the average automaton is unlikely to be equipped with much more than common items, though they may be hardwired and effectively connect via Mind Impulse Units. Most will be fitted with some form of armour, and due to their sophistication suffer injury results as standard (though this is merely an abstraction). Abilities: Though not totally incapable of advancing and gaining skills, most automatons are little more than complex robots. Unless outfitted for very specific reasons, the most standard automatons will have little more than Nerves of Steel and Mechanoid special abilities.

AUTOMATO SPECIAL ABILITIES


MECHA
OID

Though portrayed as a character, this being, even if such a term is philosophically or technically accurate, is an entirely mechanical construction with no living components. It is immune to most kinds of psychic powers, gases, toxins, etc whilst must pass toughness tests to avoid system shock under effect of, say, haywire grenades and so on.

HOVERER
The being, through some arcane method, does not walk or run as most fauna of the galaxy do, nor does it move on tracks like the Praetorians of the Adeptus Mechanicus. They hover some metre or so from the ground, utilising their unique motivators to allow them an added dexterity that their small size would otherwise prohibit. GMs should take into account the skill and level of the motivators. Advanced hoverers can be quite stealthy, whereas crude hoverers will be hulking, noisy and incredibly unreliable. Hoverers may not sprint, and must pass an initiative test when suffering knockback or else the result is doubled. In addition, Hoverers count as having Catfall.

CONSTRUCT BODIES

Observed across the Galaxys cultures, not every creation bears a direct resemblance to their creator. This is also quite true for the Demiurg too, with many displaying signs of extreme adaptation or augmentation that arguably leads to the perception of being semihumanoid. Indeed, the Demiurg form most encountered is in itself anomalous: none can verify if it is a suit, a mount, or even if it is actually a Demiurg at all. For the purposes of those conducting business with the alleged Demiurg, it is a moot point. It is not uncommon to find many of the interpersonal and interpreter constructs ambulating with humanoid styles. It is most often the case that the form of the device will fit its intended function. Their form varies intensely, from the nodular set-up of the intricate manipulator automatons, to the disc-like format of the Korvesa drones of the Tau. Barrelled forms are less common, but have still been reported in wide areas of utility. Indeed, it is not uncommon to find one Demiurgs automaton following a rough preference of style only to find mechanoids performing the exact same task looking nothing alike. Bellow are listed the varying hit location modifications based upon the form of an automaton. Typically, most will use the standard humanoid table, but many will follow these formats. DISC DRO E BARRELLED/CYLI DRICAL 90-100 Processor houseis hit. Count as head 85-100 Control centre is hit. Count as head. 35-89 Central disc is hit. Count as abdomen 30-84 Main body is hit Count as arms 01-34 Underbelly is hit. Count as chest 01-29 Motivators are hit Count as legs Note: If a disc drone is flying very low to the ground/on the ground then bear in mind its underbelly would be 'in cover' of the drone itself!
ODULAR

93-100 Central core is hit. Count as head. 50-93 Manipulators are struck Count as arms. 1-49 Motivators are damaged Count as legs.

DEMIURG EQUIPMENT
COMMO SPECIAL EFFECTS OF DEMIURG TECH OLOGY Almost all Demiurg technology requires an intense technical skill to be able to use it. Whilst it is not uncommon for Demiurg to construct simpler and more manageable control mechanisms, they themselves are undaunted by the complexity inherent in using their creations. Unless otherwise stated all Demiurg Equipment has additional rules as follows: Require twice as many actions as standard to be used in its operation. Any non-Demiurg (not including Demiurg-derived machines) must pass a Sagacity Test for each action using the equipment. Ionic Equipment never causes bleeding damage to a target as part of the injury caused (due to intense cauterisation of wound tissue). IO IC EQUIPME Weapon Caster Wand Scalpel Blaster Weapon Multitool
T

Type Basic Pistol Pistol Heavy Reach 1

Range D E E E

Firing Mode Semi(6) Semi(3) Single S(3) F(6)

Acc 30 30

Dam Sh D6+3 30 D6+1 3 4D10+2 1 3D10+3 1

Reload 2 2 4 3

Weight 25 15 10 50

Damage Parry Penalty 2D3+2 -40%

Notes Shock Weapon, Extra Mechadendrite effect when interacting with technology if used.
MULTITOOL A small personalised Demiurg tool, similar to a technologically complex wrench, screwdriver etc. Also, if in hand when interacting with machinery, technology, information etc the multitool acts as an extra mechadendrite style benefit. It can also hold scan data and be used as a data storage device if required. Note that many more advanced forms act similarly to the legendary archaeotech of the Adeptus Mechanicus.

CASTER The typical Demiurg firearm, commonly mounted on their battle automatons, the Exterminators. In many of its personal arms forms, it mirrors closely the ancient Terran crossbow, the bow section housing the complex acceleration and beam forming arrays. A powerful weapon, it is ideally suited for engaging personal, using its complex magnetic array to suffuse its target with its intense beam of ionised particles, reacting catastrophically with its targets molecular structure. WA D The smallest sidearm that Demiurg are known to carry, almost certainly a part of the equipment of the Envoys that make contact throughout the galaxy. Though in no particular shape, most take form loosely similar to standard pistols that permeate the Imperium and known xenos enclaves. SCALPEL A small and intricate cutting tool, it is immensely powerful, easily capable of slicing through multiple layers of reinforced ceramite armour almost instantaneously. It is theorised that this is used for extracting samples and for facilitating improvised repairs and modifications to technical and mechanical systems. Given its intricate nature, it makes a highly unsuitable battlefield weapon, though it is indeed exceptionally powerful. BLASTER The Ionic Blaster is the weapon most often fitted to automatons that conduct close range drilling and heavy duty undermining. Capable of alternating its beams makeup to be particularly reactive with any given substance, it is dangerously effective. As with most tools, it is difficult to improvise as a weapon, though that does not prevent its use in dire times. OTHER EQUIPME T RESILIE T AUGMETATIVE SUIT Treated as a full body suit that benefits its wearer with 5AP on all locations. The helm usually includes a number of scanners and targeters that work the same as autosenses. Due to the nature of common Demiurg work, the Augementative Suit allows the Demiurg to completely resist the effects of shock based weaponry. They can also survive in a vacuum for up to 10 turns unaided. In addition, they may spend one successful action per turn to adopt the regenerative special ability for that turn only. Further it is strongly recommended that some Demiurg may exhibit the same attributes as a Mechanoid character (see Page 12). Whether this is due to an affect of the suit, perhaps a natural effect of the Demiurg itself or because the Demiurg is, perhaps, a robot is entirely up to the player!

PERSO AL TELEPORTER (Risky Action to use) On activating their personal teleporter, the Demiurg is instantly teleported to a preset (presumably safe) location just off the current battleflield, allowing the Demiurg to escape to safety should the situation become out of control. Due to the complex nature of the teleportation device, the Demiurg cannot teleport extra equipment or objects away from the battlefield with them. Should the Demiurg fail the risky action it is indicative that it has misprogrammed the teleporter, it must use one more successful action to reprogram the teleporter before attempting again. STRUCTURAL DISRUPTIO CHARGE These charges attune themselves to the natural frequency of any structure which they are affixed to, they then apply an intense resonant pulse to the structure. Curiously these charges can even apply their nature to multi-frequency materials. Structural Disruption Charges cannot be thrown, they must be set upon their target taking four actions. They must also be set on inanimate targets. They inflict a single hit upon their target doing the D3*30 damage. MO OCLE SPECTROMETER A small eyepiece, reputed to be among some of the most advanced and intricate spectral technology in existence. Typically used for spotting immediate surface level phenomena, and ensuring that its user is quite aware of the surrounding goings on. Theorised to be able of thermal imaging as well as penetrative spectroscopy of materials, the Monocle is said to be suitable, with modification, to adapt to hold many other scanners and targeting mechanisms. Though the monocle spectrometer is the most common of Demiurg optical devices, they come in many forms and complexities. Most have a range of slightly larger than one kilometre, but it is rumoured some have more than twenty times that range. The standard monocle spectrometer fits over the eye of its creator (or in some cases, the person it was created for), with only minor modification they can be outfitted with increased variety of functions and ranges.

A monocle spectrometer, when activated, allows the user to survey his surrounds. Within the characters vision phenomena are recognisable to the trained eye. Any material related phenomena nearby will be visible, but the wearer must still look to see, identify, probe or otherwise act on anything that seems unusual using the monocle. Sagacity is used rather than Initiative to detect anomalies, but also inflicts a -40Sg penalty when attempting to use the device (GMs are recommended to add further modifiers depending on the variance in skill and background of characters). Typically phenomena will be armour patterns, biological signature combinations, curious structures, rare materials or similar things. It is heavily recommended that the GM monitors the use of these devices closely, using their judgement to determine exactly what the bearer has detected and what they perceive, recognise or know of the item. Note for modelling policies, and individuality, similar devices can be created, often using bioscanners, psy-trackers and various other items. Indeed, they can be upped in scale and downed in efficiency and essentially tweaked to the players hearts content (within reason though!). An extensive spyglass apparatus could work similarly, whist a mobile scanning unit would be more cumbersome but generally more potent in its usefulness. E TA GLEME T BEACO Usually a hand held device, it is ideally used to mark certain aspects of objects at the subatomic level, making them traceable over an extreme distance. The Beacon itself is only capable of following those it marked, or when using data transferred from a similar device. GM discretion is widely recommended here as the Beacons could be potentially campaign solving devices. A few Sg tests and actions should be required to reliably Mark any simple object. Marking a more complex item would be even more difficult, perhaps even taking double figures worth of actions to mark reliably whilst marking a living item could take even longer as simply marking hair or skin is ineffectiveit could fall off! TELEPORTATIO WA D A short ranged marker device often used for identifying samples and items of worth and relaying the relevant data to a nearby starship or other suitably powerful teleportation device. Indeed, without such support, the wand is quite useless given its purpose. To use it, it is first programmed requiring from one action for a simple object up to over half a dozen for intricate or complex item. In addition, during each action a Sg test must be passed to ensure the programming is correct, if incorrect the device will not activate. Following this, it is simply pointed at an object within one yard of the wand and activated, subsequently the target item disappears with a loud hum, an acrid smell and a violent thwump of air. CHRO OMETRIC DESTABILISER A truly rare technology shared by a scant few races encountered by the Imperium. It is even unknown whether the Tau Empire are entirely aware of such technology. Though primitive in relation to the rumoured greater works of the ancient Necrontyr, and the grotesque fables of the Ctan, the Chronometric Destabiliser creates an intense localised temporal distortion at a point, working quite similar to a stasis field but on a much more specific area and less orderly manner. In effect the destabiliser disrupts the flow of time itself, phasing an objects history partially forward, backwards or other ways. With respect to Inquisitor it can be used as a range E weapon which, if it hits, effects an immediate damage level increase regardless of armour and stuns the target for D3 rounds. A skilled operator can recognise certain responses and natures from the target items and garner knowledge from them. By probing the instability of a wall or a pile of rubble formerly a wall, it is possible to detect or infer possible future or past events. In this case, a successful Sg test or three could lead the GM to allow the character to devise what the nature of the rubble was beforehand, what could have collapsed it (eg a blast, inherent structural weakness, vibrations but not being destroyed by two Space Marines in a bar brawl, alternatively a probe could detect that what appears to be a wall is in truth a secret door). GM should note that it takes a great deal of sagacity and experience to infer

anything of useful value from an objects reaction to a Chronometric Destabilisation. SHIELD ARMOUR PLATE It is not uncommon for Demiurg equipment including automatons, gauntlets and helmets to be outfitted with highly advanced shielded armour. Such technology imbues familiar armour types with enhanced force field shielded properties. Shielded armour plate is very rare for the most part, though not uncommon in the vicinity of Demiurg. Shielded armour plate incorporates both armour value and force fields, which work as normal. Note that as Shielded Armour plate is often more reliably constructed, the force fields can often have a set value or combined value e.g. 4 or D3+3. Note this is often incorporated in a Demiurgs Augmetic Suit.

FACILITATIO

A D

AUGME

TATIO

WIDGETS

In addition to the larger more obvious automatons, robots, and assorted other device of the Demiurg, they maintain a host of smaller, more discrete and often a lot less potent mechanoids. Facilitation and Augmentation Widgets are more dependent upon their masters than other Demiurg automatons, but act in an heretically similar way to Imperial Servo Skulls. FAWs are treated exactly as Servo Skulls, though count themselves as Initiative 30 rather than 10. A FAW may not select the usual Servo-Skull patterns (bar Med Skull). If needed count them as Sg 90 for things referring to technology, maths, science etc; but Sg 20 for things relying more on common sense. It's the GMs choice (as ever) to decide on the appropriate option. FAWs come in many forms: DEMOLITIO S ASSISTA T May carry and prepare disruption charges once they have been directed (i.e had one action already applied to them). SYSTEMS REPORTER This FAW gives its master +20 Sg for the purposes of detecting anomalies, scanning and awareness. PRECISIO I STRUME TATIO This FAW has an Ionic Scalpel and a BS of 60. The FAW targets nothing until instructed to and will continue to target as instructed until the original criteria are met E.g. [For one action] Target that door until it is demolished OR [For 2 actions] Target the man in red until he moves away from the warp energy source Note, in this second instance, it refers to a daemonic artefact, a summoning circle perhaps. The FAW may misinterpret this at the GMs discretion and decide that the FAW thinks the energy source he's referring to is the Red Man's Daemonsword. WARP FLUX CO TAI ME T This FAW is counted as having a Wp of 65 and will attempt to nullify ANY psychic power that will affect either itself or its master. The master may command the FAW not to nullify a psychic power from a psyker if the FAW has attempted to nullify the psyker before, e.g. its master commands: Don't nulify that signature again. This takes one action or may be done between games. The FAW may be told to nullify the psyker again for another action or between games. Automatons, Drones, Mechanoids and other Mechanical Machinations It is widely recommended that Demiurg characters consider the idea of Servo Skulls, Psyber Mastiffs and other such creatures. Though it is unheard of in the extreme of Demiurg using such creatures, they utilise a host of automatic constructs, their vessels apparently being almost entirely automated. The rules for cyber creatures can also be used to represent some of these creations, within reason.

THE BE

EFACTOR

First Sighted: Betsuda Last Reported Locale: Hastor The Benefactor is the name given to what appears to be a Demiurg that has affilliated with various officials (now under investigation) across the Imperium. His last sighting was at the controversial and apocrycphal encounter upon fabled Hastor. The Benefactor allegedly conspired with Inquisitor Konstandin Garibaldi in pursuit of the <Stones>, combatting over five dozen Inquisitors, surviving unscathed, and permitting, through heresy, other heretics to abscond with the <Stones>. Fractured reports indicated that the Benefactor brought primarily firepower to Garibaldis endeavour, a sidearm of immense destructive power. WS The Benefactor 32 BS 61 S 45 T 73 I 54 Wp 89 Sg 109 Nv 81 Ld 79 Sp 5

Equipment: Resilient Augmetative Suit (incorporating auspex, bioscanner, psy-tracker and infrascope), Multitool (Archaeotech: Machine Empathy, only useable within 10 yards) and an Ionic Scalpel. Abilities: Ambidextrous, Technically Efficient. SPECIAL RULES: THE BE EFACTOR'S MULTITOOL The Benefactors multitool is typical of the Demiurg. For a minute device it incorporates an incredibly potent localised field projector, capable of manipulating technical structures both massive and microscopic with relative ease. The mutltitool counts, in addition to its standard properties, as archaetech exhibiting the Machine Empathy ability. A caveat on its use is that it cannot be used at ranges further than ten yards. THE BE EFACTOR'S RESILIE T AUGMETATIVE SUIT The Benefactors augmetative suit incorporates shielded armour plate sufficient to count as a 2AP of force field on all locations in addition to the basic 5AP of armour.

REPRESE

TATIVE

JEV-30L

Representative Jev-30L was recovered by the errant Ordo Xenos Inquisitor Cabel Kean as part of the cataloguing process in the Debronian system. Jev-30L, self-identifying as sixteenth subservient machine-overlord was retained off the record. Jev-30L now functions as Kean's rememberer; a bearer of trivial or highly-detailed data and wayward advisor. Kean was announced Heretek Abominatus after being involved in Rebeanakan Librarium Province disaster on the Forgeworld Voss, wherein a full servitor legion became infected with a xenogene malady which induced partial lobotomy reversal; the death toll exceeded seven thousand tech-adepts. The association and involvement of the Jev-30L artifact is suspected by pursuing Inquisitors and Magos Mechanicus. WS 25 BS 51 S 71 T 90 I 35 Wp 81 Sg 79 Nv 39 Ld 20

Representative Jev-30L

Jev-30L features four distinct manipulators. It is 'handed' prominently in two of these manipulators: one on each side. Equipment: Jev-30L carries two ion wands and an ionic scalpel. It carries two structural disruption charges (function as melta-bombs). Jev-30L's structure incorporates an unknown field-armour weave (counts as AP5 on all locations and affords two points of force-field protection). Its sensory capabilities act as a vox-caster ranging up to surface-orbit power and also as infrascope implanted gunsights. Abilities: Mechanoid, Nodular

QUISITOR

ARMA

DO

REVIC

World of Birth: Kar Duniash Education: Schola Progenum & Departmento Munitorum (Adeptus Terra) Initial Training: Departmento Munitorum Auditor Apprentum (1st Class) WS 64 BS 69 S 110 T 61 I 73 Wp 87 Sg 84 Nv 83 Ld 74 Sp 5

Inquisitor Revic

Equipment: Tobari Right Arm (Strength 30 Left/80 Right), Phyllokkan Shield, Data Slate, Calculus Cogitator Implant, Master Crafted Plasma Pistol, 2 Canisters of Pistol Fuel in armoured containers, Auspex w/Bioscanner, Sword, Flak Armour (Chest, Abdomen), Plastic Buckler (left arm) with minor medkit in armoured pouches (3AP) Abilities: Leader, Left Handed, Adeptus Terra Departmento Munitorum Auditor Tertian, Xenolevamentum

REVIC'S SPECIAL ABILITIES


XE
OLEVAME TUM

Revic is comfortable or accustomed to interaction with many kinds of Xenos after the journey to the Khareshi Expanse and is typically unperturbed by the presence of all but the most extreme creatures. Generally Revic will suffer no penalty to Wp or Nv in the presence of Xenos (exceptions open and recommended to the GM, of course!).

ADEPTUS TERRA DEPARTME

TO

MU

ITORUM

AUDITOR TERTIA

When interacting with Imperial Officials Revic is particularly well accustomed to the vagaries of duty, responsibility and many similar things, with an extensive and considered knowledge of the Lex Imperialissuch expertise being entirely unsettling in addition to the presence of an Inquisitor! When dealing with Officials and citizens in many forms any actions spent addressing them can be angled to sap or reassure their nerves. An example would be in the case of a Monodominant verbally rebuking an official, say a spaceport Guard, whilst the actions of the Auditor can be applied such as reinforce the Guards stance (e.g. You have done nothing wrong, in truth you obeyed the Lex Imperialis as termed under article 29 section 1,836 paragraph 19,379) and allowing the Guard a bonus of, say +2D6Nv, or rebuking the Monodominant directly by implying that it is they who are entirely out of line and borderline heretical, resulting likely in a reduction of Wp, perhaps -D10, but inciting the character to be even less cooperative. It is strongly advised that GMs modify such a rule as they see fit, including the application of risky actions or Wp/Nv/Sg/Ld tests as required for its use.

THE EQUIPMENT OF INQUISITOR REVIC AN EXCERPT THE TESTIM OY OF I QUISITOR REVIC AT THE FORUM OF ANSAMAS
The older man again approached the brass etched pulpit, ascending the stairs to inner sanctum. Hunched and frail since his return to the Imperium, leaning on his cane, he begun. Long after I departed with Dregan and his Tarellian band, I received word that my acquaintance within the Thurm brotherhood, had successfully returned to its kin, in the vicinity of Perdus Anomaly. Unfortunately the Envoy had been unwilling to take me any further on my journey to Condeh Khar, seemingly resistant to the thought of travelling to the Expanse. If Im not mistaken, it was as if the Envoy knew what awaited me, as if it were simply unwilling to divulge the horrors that were known to the Envoys kind. The subject of the Tobari was a troubled one, it would seem, and was the Envoy unforthcoming except to wish me fortune, prosperity and wisdom in the endeavour that lay ahead. As we journeyed, we were waylaid many times, once only just escaping a confederation of alien pirates that boarded as far as the command core of the Tarellian carrack. Fortunately Dregans warriors retaliated with sufficient swiftness to prevent the carrack from being totally overrun. On the borders of Berelan Space we encountered the drifting hulks of a dozen smaller starships that, according to Dregan, were left as a result of an apocalyptic war between two of the minor races fleets in the near area. Soon we arrived at the Caredlio Portal, a gap in the obscuring dust clouds that border the Khareshi expanse. There we allowed some of the crew to leave, through their choice, and we continued north-eastward through the portal. After seventeen months within the expanse, we discovered on of the reputed hulk sites. An aeon old graveyard, the twisted and stripped hulks spiralling through the void in the expanse, appearing derelict and abandoned over the ages. The outline and compositions of various fragments were of clear resemblance to structures I had only witnessed scant months before with the Envoy. It was then I realised, though the suspicion had been building, that they, and probably the Envoy, had been to expanse before. And that they had departed, unwilling to return. At that point, unknown to ourselves, that region of the expanse was not dead and derilict. Deep within the slowly arcing hulks energy signatures appeared, many. Within barely half a dozen minutes the expanse was alive with signatures. The man winced momentarily, recoiling from some distant memory it seemed. He let his cane fall, grasping the rail, and steadying himself. They took the ship, and the crew. I saw no more of Dregan in all my voyages since. I will not say how I escaped the expanse, suffice to say that it was at extreme cost. A deep, distant whirring sounded from the mans covered arm, he raised it arm and pondered his hand. I was compensated, and my objective achieved, but I now know why the Envoy spoke with such foreboding pessimism of the expanse. Truly, he was wise beyond his years to be sceptical of that place. Until such a time, as the Imperium is able to act in force to quarantine the region, if even such a thing is now possible, then I foremost speak for the immediate return of all Imperial agents within the one hundred light year of the locale.

TOBARI RIGHT ARM A magnificent copper and bronze bionic arm gained in the Khareshi Expanse and of undisclosed origin. S80. Provides 50% Resistance to haywire fields and similar. Counts as, essentially, an highly advanced bionic arm. Typically concealed carefully so as to avoid awkward questions, and when concealed is difficult to discern as bionic. Unconcealed it emits a low, but audible, whirring when in motion. CALCULS COGITATOR IMPLA T Part of a series of basic implants provided for the Auditor Apprentum during their initial training and deployment. When collating and interpreting numerical and statistical related complexities the character gains a +10 Sg modifier for tests pertaining to such matters. An example would be when calculating probable locations of hiding places from a large set with attendant pros and cons or solving out complex mathematical equations or cogitating formulae mentally. DATASLATE The data slate allows a character to access, upload and download data from a vast host of information repositories across the Imperium (this ones a Kar Duniash pattern, so GMs should adjudicate on compatibility) whilst allowing the user to make a variety of notes and other similar actions. STYLUS A stylus is an unassuming instrument of the Imperium, and perhaps its most widely used tool. The Adeptus Terra combine the Stylus and Quill not to any small means. They facilitate the running of the Imperium of Mankind with such devices. Primarily they allow a greater dexterity when utilising data slates. Additionally they can be used as set-quills to mark objects in a variety of inks and manners (e.g. hidden ink etc.). To change ink type of the Stylus simply requires an action. To mark an object requires one action and a Sagacity test. The degree of success or failure of the test will account for how well the marking was completed (or botched). GMs should apply modifiers rather liberally, also allowing characters to concentrate (or aim/think/consider) and such for similar bonuses (e.g. +10% to Sg). ARMOURED PLASMA CO TAI ERS Stowed around the abdomen. When Abdomen is hit 5% chance one is struck. AP9 and if it is penetrated the fuel cell is hit, treat as if failing a risky action with a plasma weapon. This enhanced protection and stowage means that they are more difficult to access when required, and thus require an additional action to reload. PHYLLOKKA SHIELD A small discrete shield generator that fits snugly underneath garments and armour mounted on either the chest or back (it makes no difference) Demiurg technology, and therefore requires twice as many actions to use as a standard force field generator. Uses archaeotech rules. Powers used by the Phyllokkan Shield are Psychic Ward and Psychic Shield. Combined difficulty rating is 20 but requires only one test.

741M41: [Age 40] Dispatched as part of Departmento Munitorum force to Agermakers Reach with multiple Imperial Guard Regiments aboard a small convoy destined for reinforced cleansing and colonisation of the xenos deathworld 744M41: Attains classification of Adept Auditor Tertian. With the arrival of Inquisitor Helmra, the promising Auditor Revic is sequestered as official liaison between Helmras staff and the Munitorum. Demonstrated skill at unravelling the extensive and intricate paper trail left by the conspirators surrounding General Sommervrastels illicit trade and contact with multiple xenos species led Auditor Revic to Inquisitor Helmras attentions. On leaving the world of Agermakers Reach, Helmra ensures Auditor Revic accompanies his staff as a crucial part of the Inquisitors retinue as a Deductor, replacing his predecessor who was left in the care of the Departmento Munitorum upon the deathworld. 759M41: For a period of five years prior Revic has held position as majordomo and head of Helmras holdings in the sparsely populated Dencarra subsector. For a further twenty seven months Revic was given steadily increasing independence from Helmra and his retinue before being appointed Deductor and heir to Helmras infrastructure, including holdings on Kar Duniash itself. 762M41: With the death of Helmra at the hands of Freeboota Boss Uzdreg in an ambush at the Nakara VII orbital, a Recongregator dominated conclave on the planet of Nakara VI proclaimed the Interrogator-Deductor Armando Revic to be ordained Inquisitor immediately. Within barely a week the dispatch is relayed to Revic on the world of Gathamors Ventracity concluding the incisive removal of the Heart of Pain cult, finally identified as belonging to the Kabalite-Haemonculi Eldar. Infrastructure reports the procurement of the xenos artefact known simply as The Brainwasher Harness. Travelling immediately to the world of Nakara VI, Revic convenes the remainder of the conclave opening full affiliation with the Ordo Xenos, accepting to abide by ad adhere to their doctrine and tenets.

of a roving Mortifactors (Adeptus Astartes) Frigate, The Quietus (Gladius Class) permitted the Inquisitor the escape suitable to avoid a prolonged guerrilla war against the Orks. Utilising the astropathic choir of the Quietus to commune with Imperial Officials across the sector, Revic stumbled upon the first piece of a puzzle that would shape his being. Over two dozen varied reports had arisen of colossal starships spotted in the fringes of several stars coronas. At least three reliable reports accounted for vessels of similar patterns in the depths of the thickest asteroid fields after the passing of a Tyranid Vanguard force or one of the scattered Ork Skwadrons. In the depths of space twelve distinct and verified cogitator readouts clearly collaborated such readings, identifying vast artificial structures active on the detectable fringes of the ships surveyors on the outskirts of both the Casserval System and the deepspace surrounding the subsector hub world of Nathaniels Lament. 777M41: Ending his tenure aboard the Quietus, and returning to Kar Duniash after the vessel is ordered to amass with the remainder of a Crusade fleet at Kar Duniash itself (at this Point Revic appropriates the Master Crafted Plasma Pistol noted in his possession from the ships Master, a Techmarine Kranallus Londar as a token of solidarity). Revic spends the next five years collating various reports, sightings, anecdotes and consulting the vast librarium of Kar Duniash and its sister Forgeworld on vessels clearly identified now as belonging to the reclusive race known as the Demiurg. 792M41: Revic assembles a host of staff, experts, pioneers and archaeoxenan in an effort to probe the mysteries of the Demiurg. Known to the Imperium for millennia, direct contact and conflict is documented only spuriously and unreliably. Inquisitor Revics Mandate, supported both by the Monodominant orthodoxy and the shadowy Recongragators and a host of other factions both within the Inquisition, and within the various other branches of Imperial Authority, was simply to investigate, to follow leads and collate data. A single clipper (the Questran, appropriated from Rogue Trader Ersal Dychan by the Cult Mechanicus) was forwarded for this duty, though a sizeable and venerable retinue would accompany the Inquisitor. 799M41: For undisclosed reasons Inquisitor Revic abandoned the Questran at the research outpost of Talasa Prime and proceeded aboard the Dalyth IlFannor Messen Ysakk towards the Tau Empire alone, leaving his right hand Interrogator Cansusk Vrani to await until his return. 810M41: Revic returns to Talasa Prime aboard a Tarellian Carrack, rendezvousing with the now Inquisitor Vrani to seek passage to the desolate world of Ansamas to convene a conclave regarding the Khareshi Expanse.

765M41: After a series of similar cults arise on argi- and mining worlds across the Dencarra subsector, Inquisitor Revic finally makes headway to return to the world of Gathamors Ventracity in an effort to reacquire the Brainwasher Harness from the local mission of the Cult Mechanicus after the collapse of the safewarehouse used by Revics subordinates in the storage of the device. During transit the Inquisitors transport receives warning of the imminent approach of a Tyranid splinter fleet through the surrounding subsectors. The Inquisitors transport is forced to bypass the world of Gathamors Ventracity to escape the shadow in the warp in the nearest reaches of the subsector. Over the course of some dozen years the splinter fleet and an attendant swarm of no less than two dozen separate Ork Swkadrons proceed to ravage the subsector, devastating the Imperials stranglehold on the sector, and almost annihilating the Inquisitors inherited infrastructure in the surrounding subsectors. After emergency deployment to the world of Varthe, Revics tenure as an Inquisitor was almost cut short by a sizeable Ork Waaagh mobilising on the world. Only the chance intervention

811M41: Revic convenes the Forum of Ansamas for a period of just over two years. In the time over a hundred Inquisitors or their delegates convene for various reasons at various times. In the Martinmas of 812 an unprecedented 19 Inquisitors are present at once. 813M41: Revic concludes the Forum of Ansamas and departs from his infrastructure, seeking passage aboard the Cobra Class Destroyer Corvus Parreleni under Inquisitor Arkham Konstandin to return to Kar Duniash.

CHAPTER III: ON BATTLEFLEET GOTHIC


THE QUIRNOX SOUND
The Quirnox Sound of the Gothic Sector has been a feature of ill repute in the Gothic Sector. Dating back to the early settlement of the regions, the vast star-forming nebulae of the region held many wonders. Unfortunately for venturing early humans, it became evident they also bore disparate packets of ork menace. The turbulence of the sound echoes not only through realspace wherein augurs are confounded and the noise of the ionic and molecular clouds are sufficient to trouble many vessels' protective shielding; no the worry of the Quirnox Sound also translates into the immaterium. Crossing the sound in warpspace has long been a point of trivia for Navigators in the Gothic Sector, emerging into the sound is more difficult. The currents and turbulent, labyrinthine pathways of the warp make for easy passage across and beyond the sound, but attempts to enter into it lead to no end of confusion and complexity. The orks are capable within the Sound as they proliferate almost entirely on numbers and the incomprehensible providence of their blasphemous gods. The Eldar Corsairs are noted to be competent in navigation of the secrets ways of the Sounds, but their secrets are their own, to be shared at no yet known price. Intermittent forays on the part of the Imperium permit a tentative examination of the interior. Rogue planets, infantile stars and ancient remnants proliferate within the waxing nebulae. Cataclysmic astromantic events of the past are evident to those concerned with such things, but the details are irrelevent to most who stray this way. Imperial ships have encountered xenos and void-fauna both within its depths. Hazy tales of
Inquisitor Revic was awestruck. The Khareshi expanse was a voyage he had never, in his most terrible fears, expected to make, but this was the first step on this small path of glorious Inquisitorial service. Gargantuan screeching broke out and a whirring suddenly emanated within the domed central chamber of the Envoys personal transport. Revic hunkered down to the nearest pylon. Four of the seven central and hollow pillars were systematically moving in a powerful piston-like motion. The great pillars stretched from the complex console panels up towards the arcing roof of the room. Great plumes of steam-like vapours poured from the access-way whilst the Envoy endeavoured to maintain the careful balance it had achieved. If it werent for the observed efficiency and skill with which the Envoy had wielded the ship, Revic would not have spared a second thought as to dismiss the entire vessel as some unreliable relic of a failed experiment. As far as the Envoy had deigned to divulge, they had already cleared Tau space in the time it would have taken a far larger Navis Nobilitae cutter to leave the system. The Envoy had encouraged Revic to stay clear of the consoles and panels until the ship attained its peak operating equilibrium. Revic suspected that this had occurred almost exactly three dozen hours back and the Envoy had found itself encapsulated in some other task. In that time Revic had entertained his inquisitive and investigative nature by scouting the rest of the vessel. What he had seen, he mused, would make enticing and dangerous reading for his memoirs, if it wasnt the simple case that theyd be censured immediately by his fellow Inquisitors, even his supporters. Alone, Revic now stood opposite the Envoy. Indeed, unless Revic was entirely mistaken, only he and the Envoy were the sole living beings on board, and the bulk of that statements risk was in his assertion that the Envoy was itself alive within that seemingly all-encompassing augmetative suit. The rest of the ship was tended to only by the Envoy and what Revic gathered to be the Envoys own mechanoid creations, no doubt of interest to the Librarii of Kar Duniash who dabble in the pondering of Abominable Intelligence. The squat semi-humanoid suddenly motioned towards the illuminated panel on the nearest pillars baseconsole. Moving carefully across the deck grating Revic closed on the panel. Observing the outline of a strangely familiar starship, the Inquisitor was overcome with a new sense of foreboding. An Ork cruiser and, by Revics own calculus cogitator assisted projections, it was bearing down on the Envoys starship, fast.

THE KHARESHI EXPANSE


The Demiurg are a race of nomadic and somewhat

THE TAU EMPIRE


The Demiurg are a race of nomadic and somewhat

THE CRADLE
Provisional Portfolio (ref AdMech 345623/XE 019)- Magos Meirus, Kar Duniash

The Demiurg are a race of nomadic and somewhat

DEMIURG SPECIAL RULES


DEMIURG ORD A CE Demiurg ordnance consists of largely reconfigured squadrons and networks of automated machines, though it is not uncommon in engagements involving Demiurg to sight dedicated combat craft nestled amongst the swarms of reconfigured mining craft housed within the cavernous dorsal silos. When the option is listed, commerce vessels may launch either attack craft or torpedoes from a single weapon; not a combination of both. Fighters 30cm Bombers 20cm Assault Boats 30cm (Torpedo Bombers 20cm) Demiurg ordnance is treated exactly as described in the Battlefleet Gothic Rulebook. Demiurg vessels may only be outfitted with Specialist Torpedoes and Torpedo Bombers via the Specialist Macrotechnology Outfit refit. LEADERSHIP Demiurg vessels are highly automated and tend to be far more focused towards control and management than vessels of other races. Battleships start with Ld10, Cruisers with Ld9 and Escorts and Defences with Ld8. 1 Capital Ships and Defences reduce their leadership by 1 for every point of damage suffered. No more leadership is lost when they reach Ld 5. In addition, bridge smashed critical results do not inflict leadership loss, but instead an extra point of damage. 2 Escort squadrons and reduce their leadership by 1 for each ship lost from the initial squadron. SPECIAL ORDERS Capital class Commerce Vessels may not use Come to new heading special orders due to their ponderous hull structure. As Commerce Vessels do not operate through a strict command hierarchy, they do not follow the same constraints as other fleets for command checks. Should a Commerce Vessel fail a command check, it still counts as being on special orders until its next turn for the purpose of enemy Ld bonuses and boarding. If one ship fails, the rest of the fleet may still test. SQUADRO S Due to the apparent command structure, or lack thereof, within the Demiurg fleets, capital class Commerce Vessels may never squadron with more than one other ship. Battleships may not squadron at all. Escort squadrons may never number more than four escorts per squadron. COMMERCE STATIO S Demiurg forces often consist of significantly mobile interstellar stations, much akin to the waystations deployed by the Tau. Typically these will be stations that defend part of the Demiurg operation in the region, minor storage facilities and more often stations where would be traders, wanderers and diplomats are welcome to barter for the services and wares of the Brotherhoods in the region. They are purchased as part of the fleet allowance for Demiurg and are deployed aside the Demiurg fleet (though they may elect to deploy as normal for planetary defences). Commerce stations may move and turn in movement phase in any direction, subject to normal Demiurg rules, provided that the station has a speed value. Torpedoes launched from inside asteroid field are placed outside the field, but measure initial speed move from station as normal, otherwise line of sight for weapons is unachievable within asteroid fields. COMMERCE VESSELS Commerce vessels ignore the adverse affects of blast markers. Instead, any blast marker which a Commerce Vessel moves over is removed immediately this includes any in base contact with the vessel at the beginning of its turn. Blast markers have no effect on the movement of the Commerce Vessels. This mechanism is tied very closely to the mechanism which powers the Cutting Beam. For all intents and purposes, the cutting beam constitutes a Lance which inflicts critical hits on a roll of 5 or 6 rather than 6 alone. Commerce vessels are totally unaffected by solar flares, gas and dust clouds and radiation bursts. Do not place blast markers in contact with them for celestial phenomena of any kind.

DEMIURG COMMERCE VESSELS & STATIONS


CITADEL CLASS COMMERCE VESSEL The Citadel class Commerce Vessel, on first reports within the Imperium was assumed to be a slightly varied Stronghold, though after later encounter and consultation it indeed became apparent that it was no ordinary ship. Its production output was staggering for a ship of such size, capable of outputting wave after wave of smaller craft in both its defence and as its primary weapons. Aside this impressive mother ship styling, it boasted the typically Demiurg array of heavy weaponry, though noticeably less powerful than the Stronghold Class. Though sighted by the Imperium only once, and only rumoured to the Tau, it is known through the obscure talk of outlying systems that a handful exist across the expanses of the Galaxy. Seemingly not integral to any given venture by a league of Demiurg, in the instances where they are known, they are often affiliated with a great many other Demiurg vessels. The inner workings of the Commerce Vessels are still unknown to most Imperial scholars, it is remarked that its immense refinery and manufacturing capacity go unparalleled in this age by other known ships of similar displacement. Indeed the closest similarities to its function are the Craftworlds of the Eldar, though it would be unfair to neglect the connection to the extensive shipyards and space stations of other civilisations.

STRONHOLD CLASS COMMERCE VESSEL The type classified as Stronghold class is fairly typical of Demiurg vessels, being very large, technologically advanced and extremely well powered. Strongholds appear to act as factory/processor vessels and bases for a fleet of intersystem asteroid mining pods, haulage flyers and prospector probes (it is theorized that many of these are automated). Typically, lone strongholds have been encountered in the flare or mercurial zones of uninhabited star systems, hanging motionless and prow-on to the star with a cloud of small craft busily hustling to and fro to exploit local resources. In most cases these ships withdraw their craft and disengage if challenged but in some instances have inexplicably turned on their attackers with surprising ferocity. It is worthy of note that every known encounter between Demiurg and Ork vessels has resulted in combat, and that renegade elements have often hired Demiurg vessels to fight as mercenaries in interplanetary and intersystem power struggles. As warships, Demiurg vessels are slow but well defended, boasting considerable firepower at close ranges and the capacity for launching mining craft reconfigured as attack craft and torpedoes. A notable trait of the Stronghold class is its employment of an array of electromagnetic fields around its prow to scoop up interstellar hydrogen. This is accelerated to the rear of the ship to provide motive power in a ram-jet effect but the complex shielding it requires evidently produces numerous other benefits. This process is little understood by the Adeptus Mechancius and they would dearly like to secure an intact Stronghold for investigation, but thus far the opportunity has eluded them. <REWRITE THE ABOVE COMPLETELY>

BASTION CLASS COMMERCE VESSEL The type classified as Stronghold class is fairly typical of Demiurg vessels, being very large, technologically advanced and extremely well powered. Strongholds appear to act as factory/processor vessels and bases for a fleet of intersystem asteroid mining pods, haulage flyers and prospector probes (it is theorized that many of these are automated). Typically, lone strongholds have been encountered in the flare or mercurial zones of uninhabited star systems, hanging motionless and prow-on to the star with a cloud of small craft busily hustling to and fro to exploit local resources. In most cases these ships withdraw their craft and disengage if challenged but in some instances have inexplicably turned on their attackers with surprising ferocity. It is worthy of note that every known encounter between Demiurg and Ork vessels has resulted in combat, and that renegade elements have often hired Demiurg vessels to fight as mercenaries in interplanetary and intersystem power struggles. As warships, Demiurg vessels are slow but well defended, boasting considerable firepower at close ranges and the capacity for launching mining craft reconfigured as attack craft and torpedoes. A notable trait of the Stronghold class is its employment of an array of electromagnetic fields around its prow to scoop up interstellar hydrogen. This is accelerated to the rear of the ship to provide motive power in a ram-jet effect but the complex shielding it requires evidently produces numerous other benefits. This process is little understood by the Adeptus Mechancius and they would dearly like to secure an intact Stronghold for investigation, but thus far the opportunity has eluded them. <REWRITE THIS COMPLETELY>

GARRISON CLASS COMMERCE VESSEL It should be noted that the Garrison Class is an incredibly rare, so much so that many Imperial, Fio and Kor scholars and Admirals widely deny its existence, claiming it to be the product of mere fantasy and laxity on the fringes of their respective societies. The use of this vessel is strikingly at odds with the methods of operation employed by most Demiurg so far and as such opponents permission should be sought before using it in a game (or a Campaign/Tournament organiser) as it provides a distinctly aggressive and some might say uncharacteristic approach to the Demiurg fleet. The Garrison Class Commerce Vessel is a rumoured reported vessel similar in hull structure to the Bastion Class Commerce Vessel. The apparent difference between the two is the massive Ion Cannon Array mounted in place of the standard utility silo. The nature of this is undetermined as yet, but it remains worryingly possible that this vessel is one intended for combat. Whether its potential aim and even if it exists is to protect the interests of the Demiurg or of a more sinister nature is unclear, but the plain aggressiveness illustrated in its operation is not in doubt. Support for the alternative hypothesis proposed by the Adeptus Mechanicus is incredibly scarce. Though potentially simply an exceedingly well armed and equipped mining vessel, perhaps more so than the Bastion Class, configured to be a proficient mining vessel. Why the superiror Ion Cannon array is outfitted instead of an more complete cutting beam formation is unclear. Indeed this, as well as the lack of supporting evidence for the alternate hypothesis detracts it entirely and leaving the fear of an aggressive warship well founded. Rumours of Imperial Convoys coming under attack from this class of vessel are incredibly rare, but persist. In each instance, the so called Garrison, and any attendant vessels intervened swiftly, intercepting the convoys before they could reach the outermost planets of the system. As it seems against known operational methods for Demiurg to resort to such petty piracy the implications are unclear at best. Ramifications of not only a willingness to claim territory but the attendant ability to do so are a daunting prospect for the Imperium. Encounters by the Tau have been significantly different, with only one reported sighting of such a vessel, and none known to affiliate with the Empire. Whether this is through the lack of need for such a vessel in the relative security of the Empire, or a simple and coincidental lack of presence is again unclear, though the possibility of increase in militaristic moves of their allies is of discrete concern to the Tau. How they would react to the established Thurm or SrryTok brotherhoods maintaining closer affiliations with those operating the Garrison class is an intriguing thought.

RAMPART CLASS COMMERCE VESSEL A commonly encountered Demiurg vessel, or at least the most recurring reported hull pattern, amongst the merchant fleets of the galaxy is the Rampart class Commerce Vessel. Though significantly heavier than the Buttress counterpart, it is not deployed as often, seemingly serving better use for the Demiurg in smaller numbers. Though a capable vessel by all Demiurg standards (theorised to include measures to allow for combat, production, deep space harvesting, docking and resource transfer amongst other systems) it is most often found lying more eminently in space than other Commerce Vessels, crucially acting, when the Demiurg see pertinent to do so, as a trading post and if reports are to be believed, neutral ground for inter-xenos relations. Witnessed far and wide by Rogue Traders, scout Squadron Captains, in a significant portion of systems across the Ultima Segmentum with an increasing frequency, the ship has not been noted to remain in a combat zone for long should it be unsupported, breaking to ensure safety for its cargos. It is not uncommon for the ship to be supported by a host of attendant Buttress class Vessels too, seemingly shipping resources between the Rampart and their destination/origin. As with all Demiurg vessels it exhibits the clearly advanced technology, ranging from theorised ram-jet shielding on its prow, high powered cutting beam and the indication of extensive automation prevalent in most of the Demiurg Commerce Vessels

BUTTRESS CLASS COMMERCE VESSEL Though far reaching, they tend to be closely associated to seemingly parental capital ships and are reported to house little more than a scant handful of Demiurg on each ship. Whilst fitting the profile common to most other Demiurg vessels, they seem to be entirely devoted to cargo hauling of various forms. It is thought that they have little to none of the extensive factory, processing or manufacturing elements common to Demiurg Capital ships. From this it is theorised by priests of the Cult Mechanicus that these smaller vessels are used to mine and harvest as roving foragers, returning their cargos to larger vessels for further processing. Some records go so far as to suggest these vessels can be sighted amidst the tail debris of comets! It is known that these ships are also employed in the commerce part of Demiurg operations, with lone vessels being sent to demonstrate goods and survey systems and phenomena for suitable resources.

For smaller matters, the Buttress class is more often than not the delivery transport for any goods or transactions with the Demiurg. The availability of Demiurg Buttresses to Rogue Traders whilst highly uncommon is not entirely unheard of on the Eastern Fringe. Of curious note, instances of Demiurg making planet fall for any reason are incredibly rare, the only reports being quite recent and also highly questionable. Indeed some sources point to advanced structures and technology that bears similarity to the Demiurg being widely spread and often erroneously dated on many planets, though whether this is through trade or some deeper association with the Demiurg is totally unclear and pure speculation at best.

FORGE CLASS COMMERCE STATION Hanging in the depths of space, orbiting lonely stars in obscure systems where no other living being has set eyes or thought for centuries reputedly lie the forges of the Demiurg. Whilst their commerce fleets trawl the galaxy for the wares they seek, there are others who lay deep beyond the ken of most beings in the galaxy. Beyond the migrations of the Hrud, hidden from the rampaging Orks and beyond the searching tendrils of the Tyranids there are the Demiurg who hold up deep in the recesses of the most violent and destructive confines in this Galaxy. Deep in the corona of stars hang their gargantuan commerce vessels, deeper still lie their forges, harnessing mere fragments of the power of the raging energies they orbit. The purpose of these rumoured forge stations is difficult to precisely know, but not to propose. It could be that the Demiurg simply choose such environs as readily as the Tau seek the borders of deserts and the Kroot the lush jungles, as man to the verdant plains. Alternatively they could be hiding, surviving or preparing. For what, or even if there is basis for such speculation is ultimately unknowable lest the Demiurg were simply to tell someone. To seek out and approach these stations is one of the most difficult endeavours feasibly attemptable. It is widely known of thousands of Archaeoxenan who have perished or simply vanished never to be seen again in the pursuit of such mysteries. Undoubtedly these stations, if they exist, carry with them the similar levels of Demiurg technology that is seen in the Commerce Fleets themselves. The advanced technology of the Demiurg suits well such locales, far surpassing any visible innovation that the Eldar or the Rashan display in simple survival in such climates. Given the proposed aggressive links between the Demiurg and such races as the Orks and Tyranids, it is not beyond reason that such positioning lends itself strongly for the ultimate survival of the Demiurg against these threats.

KEEP CLASS COMMERCE STATION The Keeps of the Demiurg are few, but they persist and thrive. Analogous in many respects to the larger, stately commerce vessels, the keep surely represents a solid and secure, if smaller investment for any Brotherhood. Said to be almost permanent features for any given system, at least as long as record or rumour began, they are likely a variation in operating practice rather than, hopefully, a sign of some greater plans of the Demiurg. Like the speculated forges of the Demiurg, it is not uncommon for a lone keep to be reported in the deep asteroid fields of the Mercurial region, utilising the natural cover of the star to protect them from prying eyes and ambitions. Less common still is for a Keep to be reportedly sighted further out in systems, typically for such rumour they are in the vicinity of some asteroid belt, comet or passing meteor belt of particular industrial or financial interest. In latter days many theories persist amongst the affiliate races of the Demiurg that a Keep represents an intermediate investment in a system. A stage between the deployment of a Bastion or the arrival of multiple Brotherhoods, but when the minimum deployment of automatons, infrastructure and storage/processing facilities are desired. Though no note is made of any translocation of a Keep from one system to another, there is no particular evidence to assume that the Demiurg are not capable of efficient interstellar travel even with their less visibly mobile assets. Speculation and rumours suggests that Commerce Station assets typically house many fewer Demiurg than those vessels of the Commcerce Fleet, even going so far as to propose that, like Demiurg Escort formations, they are more often an off-ship extension of a Brotherhood than a strictly independent entity. Given the relative dispersal of Demiurg assets amongst the stars, however, it seems safe to assume that all such assets are competently independent for, what is to many races, extreme lengths of time.

EXCHANGE CLASS COMMERCE STATION The Demiurg Exchange is a relatively more common sight in the galaxy than the majestic capital ships of the Demiurg, proposed to be temporary extensions of a given affiliations reach. Such exchange stations are reported to accompany vessels such as Buttresses and Ramparts to provide a reliable focal point for trade and commerce. Though unconfirmed to the Inquisition of Imperium, many of their Rogue Traders purport there to be a station such as this in permanent orbit

of Tau itself, the truth would stagger them. In any case, with the increasing presence of Demiurg across the Galaxy, the exchange is often the most approachable aspect of this mysterious and reclusive race. Lightly armed with only anti-ordnance weaponry and the gargantuan ordnance-sized automatons, it is still a well defended station in true Demiurg style. Suggestions range widely on just how automated these exchanges are, varying from bustling hubs of almost cosmopolitan activity through to eerie chambers in the depths of uncharted space when quiet and unspeakable trades are conducted. It is highly likely that both are true, and that the individual exchanges vary widely and purposefully relative to both the Demiurg who oversee them, their affiliated brotherhoods, their customers and precisely what is being exchanged

EXCAVATION CLASS COMMERCE STATION Much like the exchange, the excavation is a seemingly reliant asset of the Demiurg. Whilst Buttresses and significantly smaller constructs traditionally attend to the harvesting and trawling of asteroid belts and similar entities, it is not uncommon for Excavations to be similarly deployed in aid. Though overall it seems the Excavations contribute a lot less to the actual resource gathering and transportation, they provide an invaluable source of protection and deterrent to any who would approach a Demiurg operation. Mounting a formidable Ion Cannon system, suitable for engaging starships of varying sizes, the provision of the fearsome cutting beam adds to the potency of the Excavation making the site of an extensive Demiurg operation a particularly secure and unapproachable zone.

THE DEMIURG COMMERCE FLEET LIST


FLEET COMMANDER The Demiurg fleets do not operate as one single entity; rather the individual Brotherhoods, ships and individuals cooperate in what typically seems a broadly and loosely prearranged format. In this manner, no single Demiurg ship bears the title of flagship, though indeed some are clearly more valuable than others. The Demiurg Fleet has no fleet commander. Fleet Re-rolls represent the general efficiency, cooperation and coordination levels of any given fleet. Up one re-roll may be taken per five hundred points or part of fleet up to a maximum of five, each at +25pts each. They may be used by any ship in the fleet. These are not counted as part of any ships cost for Victory Points, and instead are simply drawn from the fleets total points value. Fleet Re-rolls (0-1 per 500pts) +25pts DEMIURG BROTHERHOODS Though little is truly known of the organisation of the Demiurg at large it is quite clear that most, if not all, are loosely formed into entities known as Brotherhoods. Whether they are distinct a family unit, a close analogue to the idea or whether they stem from some totally alien form of hierarchy is entirely unclear. What is known is that almost each an every individual ship exhibits distinct signs of adapting and outfitting that seems highly irregular given the common core of most observed Commerce Vessels. Each Brotherhood contributes the following effects: - One refit roll for the ship that the Brotherhood is aboard (select which table to use, either: Propulsion and Power, Additional Systems or Armament and Defence). Re-roll duplicates. Escort squadrons have no complete (or significant enough) Brotherhoods embarked to warrant representation within the rules. Each Demiurg Capital Ship has one Brotherhood embarked automatically. Brotherhood refits are rolled only once for a ship when purchased in campaigns, not each battle. Strongholds and Citadels may outfit themselves with up to a further two and three respectively at the following costs: + 1 Brotherhood 35pts + 2 Brotherhoods 80pts + 3 Brotherhoods 130pts When rolling for Brotherhoods you may elect to re-roll the result in the following circumstances: - One other vessel in the fleet already has the rolled refit. If this is the case you may re-roll once and must accept the second result. - Another Brotherhood on the same vessel has yielded the same result. You must re-roll if this is the case, until you roll a result that has not already been used. CAPITAL SHIPS 0-3 Battleships You may include one Citadel in a fleet with at least four other Capital Ships, and up to one other battleship per two cruisers or battle cruisers. Citadel Class Battleship 450pts Stronghold Class Battleships 350pts 0-8Cruisers You must have one Bastion for every Garrison in the fleet 0-2 Garrison Class Cruiser 245pts Bastion Class Cruiser 235pts ESCORTS You may include two squadrons of escorts for every capital ship in the fleet. You may only have one Rampart per squadron. Rampart Class Escort 60pts Buttress Class Escort 35pts DEFENCES Up to one third of the fleet may be composed of Demiurg defences. A Forge is only deployable in the Mercurial Region and there is a maximum of one per full 1500pts of fleet. Keeps are only available at one per full 1000pts of fleet. Excavations and Exchanges may not outnumber the amount of Buttresses or Ramparts in a fleet. Forge Class Station 220pts Keep Class Station 120pts Exchange Class Station 40pts Excavation Class Station 35pts

CAMPAIGN RULES & REFITS

CHAPTER IV: ON EPIC: ARMAGEDDON


THE BUSINESS OF BATTLE
A recent development unearthed in the bureaucracy of Terra was the report sightings of deployments of forces in planetside battles that were of supposed Demiurg origin. Though scarce, and generally unreliable, it was deemed too much to dismiss out of hand. Inquisitor Polrath and her retinue consisting of, among others, Auditor Prime Olarn Mathas and Magos Libeos Nakrava were dispatched. Demiurg Special rules Strategy Rating: 2 Initiative: 2+ (1+ for Machinations) Mercenaries Though not renowned as mercenaries, they are susceptible to material gain, often the driving force behind their endeavours, indeed it cannot be denied that Demiurg are amongst the most mercantile of races known in the Galaxy. Any army list except Orks, Tyranids and Necrons may take Demiurg formations as a core formation choice (these do not count for purposes of access to support formations). Each Demiurg formation must be taken only after three standard formation choices have been taken from the army list. Tau-allied forces (Tau, Guesenshi et), in contrast, may take a Demiurg formation per two standard Support Formation choices taken instead, as many of the Demiurg are directly in the long term employ and affiliation of the Tauva. Indeed, it has been commented that many that the relations between various Demiurg Brotherhoods goes beyond a simple economic partnership, it is rumoured they have totally acceded to the Tau Empire. Machinations are available as above, with at most one in any given army. Demiurg units will never attack or inflict damage upon other Demiurg formations intentionally, any action which would lead to this is expressly prohibited.

Demiurg Extermination Deployment (300 points) Formation: 8 Demiurg Exterminator stands. Any formation may select a Demiurg Envoy at the cost of +50pts. Demiurg Machination (800pts) (One Machination formation may be selected for every full 3000pts of an armys total allocation) 1 Demiurg Machination Demiurg Exterminators The Demiurg openly avoid mustering their space-borne assets except in times of extreme danger, or often the odds of exceptional gain, they rarely risk their own power in a costly and generally expensive ground war, only mustering their precious resources in exceptional circumstances, rarely in the employ of a foreign power, even one with whom they enjoy excellent relations. If they are called upon to offer ground support to their affiliates, this will almost always be in the form of their ubiquitous artificial automaton constructs. The Demiurg ordinarily use these in tandem with their automated mining craft to extract resources from planets and asteroid belts, deployed by their larger attack craft sized constructs and machines. These smaller automatons are reconfigured easily by the Demiurg for ground combat, and while ponderous, they provide an enticing tactical option for any prospective employer in the field of battle in the form of Exterminators. "The Exterminators, rightly awed. I had heard tale of this from many in my time abroad since leaving Bork'an. The variety of accounts were inadmissible. Though I caught only a fleeting glimpse of them on board the Commerce Vessel above Kurnas, the Envoy deigned to expand upon my meagre knowledge. I was informed they are widely known, though rarely seen or deployed. The tone, I gathered, was one of resignation. Their primary function was to cleanse any prospective sites of problems. This, I later gathered, invariably meant Or'es'la. The Exterminators were, it transpires, a series of automaton developed some distant time in the past by the Bentu'sin for the specific aim of engaging and exterminating Or'es'la where they are encountered. Given the recent fall in Or'es'la in the regions, it seems the Bentusin need to maintain high numbers had fallen. Most encounters were simple affairs: insertion and extermination. The Envoy even revealed that it is not uncommon for the service of Exterminators to be used in bartering with others, often simply leasing their service for strictly military affairs in return for access to materials in

otherwise contestable systems. I suspect from the Envoys manner that this is infinitely preferable, to himself at least, than turning their Exterminators against the mentioned others. I also noticed that on the topic of the Exterminators, the Envoy also frequently mentioned, in normally inconspicuous detail, the Y'he. It was not in enough contexts to arouse my suspicions at the time, but in hindsight, I would suggest that it is not unlikely that the Envoy had engaged, at least overseen or directed, the use of Exterminators against the Y'he. FioUi Borkan Larel to Inquisitor Revic aboard the Larshifannoro Demiurg Envoy When a detachment of Exterminators are deployed in combat alongside alien forces, a Demiurg Envoy is typically present to lead, direct and oversee them. The Envoys presence is vital in maintaining optimum results from the automaton constructs in combat scenarios. Though simply reconfigured, a constant watch must be maintained to prevent against erroneous results from their programming, which was primarily designed for industrial use and require regular corrections when in combat to maintain peak efficiency. As with most Demiurg, the Envoy tends towards never being seen outside of even their lightest armour in front of foreign, especially aggressive powers. It is noted that their personal equipment numbers a permanent teleport lock which will return the Envoy to safe haven should they be put in unsustainable danger. The Envoys will regularly surround themselves with the most specialised and more practical automatons and constructs, often ranging from assassin mechanoids, bodyguard drones, intensive point defence automatons and various other systems engineered for their personal security.

"Ah. Now, here lies my misnomer of thought. Whilst I know the Envoy, it is not to this one I refer now. The envoys that oversee the use of the Exterminators are those Bentu'sin, so I am informed, that are capable in combat, but also in direction. It seems that these envoys are the pragmatic but more involved aspect of the Bentu'sin. Their number accounts for almost all the less solitary Bentu'sin. Those who man the Rampart Commerce Vessels, those who, like the Envoy, deal in the wider business of others. Not simply themselves. To this end it seems that those who control and augment the formations of Exterminators are also those who deal with their use. That is, if an other species or society wished to utilise the service of Exterminators, it would be bartered through an envoy. According to the Envoy, it would also be these same Bentu'sin that form, direct and escort them in battle, often with their own aforementioned assistant mechanoids at their sides. Why, or even if, this is strictly the case, I am unaware, but the Envoy impressed it as such, with an unusual absence of ambiguity." FioUi Borkan Larel to Inquisitor Revic aboard the Larshifannoro Demiurg Machination The Demiurg Machination is the form of an incredibly varied form of gargantuan creation that so extensively permeates the operations of the Demiurg. As large, if not larger than the vast majority of Battle Titans of the Imperium of Man, the so called Machination is a fearsome and impressive sight. A space faring entity at its most impressive extent, it is on the field of interstellar battle little more than a torpedo, launched with vast power and potential at the enemies and aggressors that incur the fury of the Demiurg. A mining construct at its core, it utilises vast teleporter arrays and an incredibly complex shielding array to harvest resources, store them and return them to larger processor vessels. Whilst armies and legions of smaller automaton can rapidly scour the less densely valuable sources of income, the Machinations are deployed more significantly against highly valuable pocketsthe kind the Demiurg have an extensive skill for finding. The ease of turning such Machinations to the field of battle is not so astounding as they first appear. There are many threats in the Galaxy, non least from the swarms of Orks that crudely permeate space. Should the Demiurg require access to a highly desirable resource, and given the power of their constructs, it is not beyond reason that they can acquire it, even if an army, or even a fleet, stands in their way. It is unknown whether a Demiurg directly operates the Machinations, though it is difficult for many Imperial and Tau thinkers that they could be entirely automated and still display the ingenuity they do. In any case, the Machination rarely operates far from the support of a larger Commerce Vessel or Station, seeking always to return when their harvesting or other objective is completed. Machinations maintain an extensive array of thrusters and jets used alongside impressive anti-gravitic engines used to conduct successful orbital and high-gravity manoeuvres whilst using a series of armoured ambulators to maintain mobility otherwise.

CHAPTER V: ON DARK HERESY


THE DEMIURG BROTHERHOODS
The demiurg are a remarkable race, noted isolationists and fiercely industrial, they are rare sights in the galaxy. Legend and myth of their presence and passing is sown throughout the cultures of the galaxy; tale of machine men in visitation to primitive cultures, the stories of the starsmiths. the legacy of the void-walkers spread far. Fragments and artefacts positively identified as demiurg have been traced on a thousand worlds throughout the five segmentae of the galaxy, across the aeons. To the tau they are known as the bentu'sin, the wise-gifted ones. It is supposed that no reliable accounts of direct visual contact with a 'bare' demiurg have been known. At best reports suggest squat semi-humanoids heavily insulated in technologically sophisticated suits bedecked with exquisite devices and esoteric trappings. It is remarked that due to their resistance to scans, some thinkers suggest that these suits could be little more than facsimiles or imposters, that the real demiurg remain hidden, if, sceptics wonder, they even exist at all. What are increasingly common throughout the isolated regions of the galxy is the presence of the demiurg's creations; automatons, robots, artificial life and self-propelled machines acting out obscure tasks across the galaxy. It is said that the demiurg organise in loose groupings, known to the Imperium as brotherhoods. As a society they appear distinctly solitary, their starships and stations, known as commerce vessels, hanging in the dark between worlds, deep in the corona of stars, embedded in the hidden wastes of exotic stellar phenomena plying the stars and carrying on in their unknown endeavours. Their ships and squadrons are said, through the tales of trade and rumour, to be home single brotherhoods number some dozen demiurg. More than this it is known that they play host to thousands of varied artificial life forms. The vessels are not only industrial hothouses, but also harvesters and resource gatherers. It is proposed that they serve not only as manufacturing plants, but as centres of research, invention and processing of raw materials. Through trade, the demiurg have exchanged massive amounts of quality items. On many worlds and in many conflicts they bargain with cultures in exchange for access to raw materials. Stories abound of the terms of agreement being adhered to strictly and literally, tales of stolen moons and gaping craters left in place of antiquated cultural ruins. The tau empire is known to have been in open trade with the demiurg for many decades, reports going back to the first sphere expansion and the era of the Tau'n Campaign. Though not a common sight in the tau empire, the presence of commerce vessels from the Srry'tok and Thurm brotherhoods hang silently, discreetly and working furiously in the regions of the septs unreachable or unwanted by other species. It is told that there hangs a starforge deep in the corona of the T'au star itself, of processing stations in the lagrange point between the twin-suns of D'yanoi. Demiurg produced machines and artefacts are to be found across the tau empire, with curious appearances as far afield as the Gothic sector and the deep cradle, with mechanical servants leased and sold far and wide. More sophisticated and ubiquitous machines often find themselves afford subject status within the tau empire on strict conditions and with set remits, fully functional assets of the tau'va. Automaton PCs The basic form of the 'generic' automaton is anything but standard. They vary from bipedal, tracked, hovering with unnatural abilities and often disturbingly 'natural' idiosyncracies and many inexplicable mannerisms. Though some are distinctly individual, many automata stem from the fantastic legions of demiurg devices leased for industrial activities, manufacturing lines or even combat deployment. Many exhibit little in sophistication of programming, being little more than robust specialist systems. Many would bring an entire explorator fleet upon a planet seeking vengeful extermination of the heretical abominable intelligence. As characters, the automaton is an exotic individual. Hamstrung by curious programming, their attitudes and methods can be at once familiar and utterly bizarre. To be a machine mind is to be distrusted, even 'enlightened' societies like that of the tau empire struggle in overcoming basic prejudices. Most humanoids find suitably artificial looking automaton perfectly adequate, but begin to struggle with social interaction with those whose forms mimic there own too closely, imperfectly. To close a match and many begin to identify with them as if they were the same. The automaton is inherently an atypical specimen. Some can be resentful, obedient, brilliant or difficult, some can be the very icon of mechanical perfection.

Automaton Traits Mechanoid: Demiurg automata are independent, thinking machines. Be they expert systems with added automation and functionality or fully manifested artificial intelligences, they are subject to the Machine (2) talent. Abominable Intelligence: Automata are subject to the social revulsion of dozens of society. In one form or another, this begins to reflect upon their life and actions, even within the tau empire. It is typically an undercurrent, something which never manifests in any discernible change of method or attitude. But it is there, their association in the warp triggers an

unsettling thought in the souls of those who perceive them. Automata begin play with 5 corruption points. Ingenious Mechanisms: Automata characters begin play with one of the following traits or talents: Chem-Geld, Disturbing Voice, Crawler, Hoverer (3), Sonar Sense or Sturdy

The Past Automata come in many varied forms and patterns. Typical encounters with automata lead to most becoming quickly characterised based on popular social conventions; regardless of whether they fit the bill or not. Many automata can thus find themselves quickly pigeon-holed, rightly or wrongly. Roll D100: 01 10 Misanthrope The automaton is displays a certain lack of enthusiasm for many social aspects, casually disregarding conventions and customs in favour of its own vision of society. 11 20 Host The automaton is perfectly at ease in its role, finding the service of others, cooperation and facilitation of arrangements activating reward algorithms as a primary motivation. Hosts are often well organised, eager and obliging. 21 30 Warbot The automaton is disposed towards violence and highly practical thinking. It exhibits imagination and inventive thinking only in execution of its duties, having little time for extraneous details. 31 40 In Disguise The automaton is capable of undergoing transformations to disguise its nature. This can be a simple exercise in functionality or an impressive and extreme change in outward aesthetic. 41 50 Meatbag The automaton is contemptuous of organic life, valuing and venerating the elegance and functionality of the machine. What purpose such design features could serve is quite mysterious. 51 60 Bender The automaton is peculiarly single-functioned and could complete its basic task without many or indeed most of its other systems. That it is possessed of such ubiquity and dynamism is a peculiar aspect of its design. 61 70 Gelatinous Orbs The automaton is fundamentally artificial but features a vast array of innovative and often unsettling wetware, or 'artificial organic tissue' as it is often known. 71 80 Edward The automaton is visibly unfinished, featuring many half-completed systems and partially functioning mechanisms.81 90 Number 5 The automaton started out as something distinctly lesser; a non-thinking machine. Somewhere, at somepoint, the machine was exposed to a catalyst, suffered an emergence cascade, perhaps some other unintended event. The product is often only aesthetically similar to its precursor state. 91 00 Exterminator The automaton is driven and relentless, highly resistant to change or distraction from duty. Basic commands and imperatives drive its desires, though capable of advance and change, its will is inherently drawn to fulfilling its fundamental parameters.

Automaton statistics are rolls of 4D10 completely.

The Legacy of Inquisitor Armando Revic: Inquisitor Mar Bala

CHAPTER VI: ON ROGUE TRADER


THE CRADLE
Provisional Portfolio (ref AdMech 345623/XE 019)- Magos Meirus, Kar Duniash

The Demiurg are a race of nomadic and somewhat

CHAPTER VII: DAY OF THE DEMIURG


THE CRADLE
Provisional Portfolio (ref AdMech 345623/XE 019)- Magos Meirus, Kar Duniash

The Demiurg are a race of nomadic and somewhat

CHAPTER VIII: THE UNBEHOLDEN REACHES


THE CRADLE
Provisional Portfolio (ref AdMech 345623/XE 019)- Magos Meirus, Kar Duniash

The Demiurg are a race of nomadic and somewhat

CHAPTER IX: DESIGN PHILOSOPHY


THE CRADLE
Provisional Portfolio (ref AdMech 345623/XE 019)- Magos Meirus, Kar Duniash

The Demiurg are a race of nomadic and somewhat

CHAPTER X: MODELLING THE DEMIURG


THE CRADLE
Provisional Portfolio (ref AdMech 345623/XE 019)- Magos Meirus, Kar Duniash

The Demiurg are a race of nomadic and somewhat

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