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-With improved cognitive functions, allowing them to complete more complex commands.
Archaeotech Bionics
-Maybe ones that are covered in synthetic flesh?
Archaeotech Weaponry
-These can be something other than a better version of an existing weapon. I would use alternate
damage types like cold or sonic rifles.
Archaeotech Armor
-More advanced armor does not necessarily have to offer better protection. Instead, make it lighter,
more compact, easier to put on, etc.
Archaeotech Cogitator
-I can see two possibilities. It possibly possesses enhanced computation ability or processing power.
Alternatively, it could have an advanced user interface, voice controlled, hologram, limited interactive
capabilities. Similar to how Jarvis was portrayed in the Iron Man movies, as opposed to an actual AI.
Archaeotech Shuttle
-Containing enhanced armor/weaponry, or possibly even possessing a limited capacity warp drive,
possibly similar to that of Tau ships?
Navigator's Eyepiece. A mono-goggle covered in strange patterns that pulse with warp power.
o Adds +10 to Awareness tests when navigating the warp.
Archeotech Mechadendrite. A small grey disk with plugs that socket into Mechanicus Implants.
o Medicae Mechadendrite.
o Has the Compact trait, as the mechadendrite telescopes out and back in.
Archeotech "Sword of the Sleeping Foe." It's name is written in High Gothic on the case.
o A best quality Power Sword (Mordian) with the additional ability of on any hit that does damage
forces a Toughness Test (+0) or gain 1 Fatigue.
3 meter tall transparent tube with neck, wrist, and ankle restraints. Blue, green, and red buttons.
o Blue opens and looses restraints.
o Green Closes & locks restraints.
o Red causes 1d5 E shocking damage.
Two 50 cm black metal disks. Each has two buttons, white and black.
o White, the disk is immobile, and levitates if it was activated in the air or void. Can support the
weight of a Baneblade Tank.
A two-handed powersword with the equivalent of a Captain's Baton imbedded in it (eventually will be
used to get access to a superior ship).
An advanced synskin with slightly boosted stats in addition to a psychic sense baffler that provides a
penalty for psychic senses attempting to locate the wearer.
Boarding shotguns (with integral mono-axes)
Wide-angle lasguns (shotgun lasers!)
Carapace Segmented Suit: Consists of gauntlets, boots, and chest plate with AP 6/4 (Body / Arms,
Legs). When the wearer moves a certain way, the segments expand to encompass the user completely,
leaving no gaps, with a helmet now covering the wearers head. This takes place in 1 round. AP 6
(All), with Good Quality Photo-visor and Good Quality Respirator incorperated in the helmet. Weight
7 kg.
Archeotech Battle-Monocle (Rarity: Unique)
*The character adds +3 bonus to his Initiative and +15% to his Weapons Skill, Ballistic Skill and
Dodge Tests for the rest of the encounter.
*In Mass Combat, the character can also use the Battle-Monocle to project holistic displays and
relevant information of the battlefield. This grants him a +10 bonus to all Command and Scholastic
Lore (Tactica Imperialis) Tests during the battle (and any other relevant Test at the GMs discretion).
Needless to say, this doesnt work during Space Combat, unless the character is performing Command
Tests due to a Hit and Run or boarding action.
*Finally, the Battle-Monocle works as a micro-bead capable of emitting highly encrypted frequencies
to the rest of the characters allies. Anyone trying to hack this frequency sees his Tech-Use Test
Difficulty increased by three steps.
Archeotech Multicompass (Rarity: Unique)
*This artifact can display relevant information about its surroundings, granting the character a +20
bonus to all Survival and Navigation (Surface) Tests.
*Due to their advanced holistic displays and information of the character surroundings, the Archeotech
Multicompass gives the character a +30 bonus to all Awareness Tests to notice approaching or
concealed individuals in a radius of one kilometer for as long as the character is actively using the
device. At the GMs discretion, certain artifacts or factors may hide the individuals and reduce or
nullify this bonus.
(Explorator) a Force-Field implant which works like a Force-Field of any class you would like to
allow but with the side-effect that the character is able to extent the radius to (TB) meters. After TB
rounds when this is done, the character has to pass a Toughness test or gain a level of fatigue.
Emotion mask - A collar studded with many precious gems and jewels, that glimmer and sparkle.
Once worn, it adjusts itself to the wearers emotions, and can be used to portray those emotions in the
manner its wearer requires.
Viewers will think the wearer more empathetic, more in tune with their ideas, or more intimidating.
Half of a "Rite of Duplessence" in a stasis vault. You know, the procedure where the brain of another
member of the Adeptus Mechanicus is integrated in the mechanical body of the explorator who can
communicate by thought with each other. The secrets the vault brain could tell the explorator!
Especially the secrets that no one is supposed to know of course.
Suit of ultra-light power armour. Give it 6 AP (All) with advanced helmet systems with a Targeting
Monocle, +10 str, no Ag penalties, void sealed, built in mag boots, vox, lamp pack (flashlight), impeller
(for maneuvers in the void). Who knows, maybe there are further modules missing that could be found
and added...
Firebats. Storm trooper carapace armours with flamer coils and tanks built in, running along to release
torrents of flame below both arms. Have them count as best quality Flamers, give them an extra 2 AP
on the back but if it penetrates it sets off an explosion. Maybe emblazon the suits with Ecclesiarchal
motifs from before the Age of Apostasy?
Craft
Squadron
Rating Speed Size Special Notes
Storm Interceptor
+15
11
18
None.
Empire Bomber
+0
Mk 1 Thunderhawks
Bomber / Assault Boat
use must
support
+5
Brightsword
Torpedo Bomber
+0
the vessel. When this ship is the victim of a Hit and Run action, he treats the opposed Command Test
as a Routine (+20) Command Test, rather than the usual Ordinary (+10) difficulty.
One With the Weapons: His union of sensors, skill, and weapons grants the Lord-Captain's ship
increased accuracy. All Ballistic Skill tests to fire the ship's weapons conducted by the Lord-Captain
gain +5.
Hull: Cruisers and up | Power: 3 | Space: 1 | SP: 3
Hull: Battleships
| Power: 5 | Space: 3 | SP: 3 (apparently, Battleship's stuff is a lot bigger)