TEXT: SHIPS OF THE ADEPTUS MECHANICUS
  
  Original Game Design and Development
  Andy Chambers, Gavin Thorpe, Jervis Johnson
  Revised Edition
  Plaxor, Afterimagedan, The Specialist Games Community
  Artwork & Graphics
  John Blanche, Richard Wright, Alex Boyd,
  Wayne England, Des Hanley, Neil Hodgson,
  Nuala Kennedy, Paul Smith, John Wigley, Talima Fox
  Miniatures, Models, & Painting
  Tim Adcock, Dave Andrews, Owen Branham, Mark Jones,
  Chris Smart, Dave Thomas, Matt Parkes, Keith Robertson,
  Martin Footitt, Stuart Thomas, Richard Baker, Neil Green
  Special Thanks
  Nate Montes, Bob Henderson, Ray Bell, Pete Haines,
  Gary ‘Slim’ Parsons, Roger Gerrish, Jes Goodwin, Rick Priestly, 
  John Carter, Che Webster & Richard Hodgekinson
  Roy ‘Horizon’ Amkreutz, Fred Martinson, W.S. Scott Boyd,
  Robert C.M. Passovoy, Aaron Dickey, Sam Stewart,
  Stephen Cundiff, Colin Young, Dex Sy, Brandon Pooley,
  Wesley Herndon, Florian Piening, John Lambshead,
  Matt Sprang & The 40k Specialist Games Community
  
  The BaTTlefleeT GoThic: expanded Revised ediTion
  What is BFG:XR?
  The Battlefleet Gothic: Expanded Revised Edition is an updated, visually remastered version of Plaxor and 
  Afterimagedan’s well known Battlefleet Gothic: Revised project. The aim of BFG:XR is to build and maintain 
  a complete, unified rule set that is both easy for new players to learn and deep enough for veterans to enjoy. 
  Note that this project was formerly known as the BFG 2015 Project, and some documents may still bear that 
  name or refer to it in the text.
  How are these rules made?
  The BFG:XR edition is a combination / update of the classic BFG v1.5 Rulebook, the unofficial FAQ 2010 
  Compendium, and the BFG:R faction fleet lists. I have carefully transcribed these documents into new, fully 
  edited and reformatted documents that attempt to preserve the style and character of the classic BFG rules.
  Who is responsible for BFG:XR?
  BFG:XR is a personal project of one user, Xca|iber (that’s me), and is not directly endorsed by Games Workshop, 
  Plaxor, Afterimagedan, or any other BFG authority. The contents of these documents, such as text, artwork, 
  symbols, and so forth are the property of their respective creators - I have only made relatively small changes 
  to the formatting and rules where necessary to improve readability and clarity.
  I found a typo or mistake, what should I do?
  Any questions, concerns, or comments about the BFG:XR project may be submitted online at the Specialist 
  Arms Forums, under the Battlefleet Gothic heading. You may also reach the author (me) directly by email at 
  BattlefleetGothic2015@gmail.com. 
  
  HISTORY OF THE ADEPTUS MECHANICUS
  expanded Revised - adepTus Mechanicus
  1
  KNOWLEDGE IS POWER
  EXPLORATOR FLEETS OF THE ADEPTUS MECHANICUS
  While the Adeptus Mechanicus is 
  nominally a part of the Imperium, it 
  was established separately and enjoys 
  a considerable degree of autonomy 
  within Imperial politics. Due to the 
  great amount of power it wields, the 
  Adeptus Mechanicus could almost be likened to an allied 
  empire, rather than an organization within the Imperium. 
  The Adeptus Mechanicus also follows a different religion 
  from the rest of humanity, known as the Cult Mechanicus.
  THE CULT MECHANICUS
  The Cult Mechanicus of Mars believes knowledge to 
  be the manifestation of divinity, and holds that anything 
  embodying or containing knowledge is holy because of it. 
  The supreme object of devotion is therefore the omniscient 
  Machine God (also known as the Deus Mechanicus or 
  Omnissiah), an eminent and omnipotent spirit governing 
  all machinery and knowledge. Generally, this deity is 
  held to be either subordinate to or an aspect of the God-
  Emperor (or, most commonly within the Cult itself, both 
  are held to be aspects or faces of the same divine being). 
  The Omnissiah is believed to be friendly to humanity, 
  and to be the originator of all human technological and 
  scientific knowledge. Subservient to the Omnissiah are 
  the pantheistic Machine Spirits, minute fragments of the 
  Machine God that are believed to inhabit all machinery 
  and which must be appeased before a piece of technology 
  is used or repaired, lest the machinery fail.
  The Martian Priesthood is vitally important to humanity 
  because the Imperium, despite its advanced technology, 
  has a very limited scientific knowledge of how most of 
  it actually functions. Since the Cult Mechanicus holds a 
  virtual monopoly on all human technology, its dogmatic 
  tenets and beliefs have permeated even into the common 
  superstition of most Imperial citizens. This has only 
  reinforced the prevailing Imperial view that the creation 
  and use of advanced machinery is an almost magical 
  or religious act, fraught with sacred incantations and 
  inviolable rituals. Consequently, the Priests of the Adeptus 
  Mechanicus wield a tremendous amount of power in the 
  Imperium. In exchange, their mighty Forge Worlds, with 
  the jealously guarded Standard Template Constructs, are 
  solely responsible for providing the Imperium of Man 
  with all the technical devices and machinery it could 
  desire, from mundane farm equipment to vast interstellar 
  warships.
  THE FORGE WORLDS
  Although often held to be planet-spanning factories, as 
  much as half of a forge world owned by the Adeptus 
  Mechanicus is primarily given over to huge repositories 
  of technical knowledge. These unimaginably immense 
  libraries and databanks of information are highly eclectic 
  rarely organized, so that quite often one may find a crystal 
  storage device containing information on bio-genetic 
  engineering next to a tattered scroll covered with designs 
  for steam locomotives. Each forge world is usually run 
  by a specific Magos and his or her disciples, making no 
  two forge worlds ever alike.
  The Techpriests themselves are a holy order that jealously 
  guard their independence, and even the Inquisition itself 
  will not lightly interfere with or recklessly investigate the 
  Mechanicus on one of its own forge worlds. Each forge 
  world is maintained by a rigid hierarchy, but the specific 
  details are not made widely available to outsiders who 
  have not been properly indoctrinated. Generally, more 
  senior techpriests are expected to have greater knowledge 
  and experience than junior ones, and are consequently 
  more important as living repositories of knowledge. 
  To most Techpriests, flesh is merely an inconvenience; 
  weak and frail in comparison to the mighty pistons, gears 
  and chains of machinery. It must be sustained artificially 
  beyond a certain point and, if one is to make most use 
  of it, much of it needs replacing by newly grown parts 
  or, more preferably, manufactured limbs, organs and 
  systems. Their brains incorporate devices known as 
  "I
  n ancient times, men built wonders, laid claim to 
  the stars, and sought to better themselves for the 
  good of all. But we are much wiser now."
  -Archmagos Ultima Cyrol 
  
  HISTORY OF THE ADEPTUS MECHANICUS
  expanded Revised - adepTus Mechanicus
  2
  memo chips, ingrams or electrografts, which allow their 
  memories to store an incredible amount of information 
  and access it quickly. They are often fitted with a variety 
  of neural plugs which allow them to jack in to the network 
  of a terminal or machine, becoming part of its operating 
  or control system. It is not uncommon for the most senior 
  Techpriests to have entire limbs replaced with more 
  functional devices, such as lifting arms, augur arrays and 
  weapons. The most aged of the Adeptus Mechanicus are 
  many centuries old, kept alive by horrifically produced 
  anti-agapic elixirs which nourish the few parts of 
  mortal flesh left on their bodies, although the wealth of 
  knowledge and experience crammed into their brains has 
  entirely divorced them from reality and driven them mad. 
  The lowest ranks of Techpriest have mainly maintenance 
  and construction duties, but as a Techadept progresses 
  and acquires greater knowledge, he is relieved from day 
  to day tasks to study ancient texts and learn the greatest 
  technological mysteries and manufacturing techniques. 
  Thus, as the Adeptus Mechanicus endeavors to maintain 
  its position of absolute knowledge and authority, any 
  Techpriest who feels their status is threatened will likely 
  go to any lengths to protect their power, including murder, 
  extortion, kidnapping, sabotage and even terrorism. 
  After many decades of service, Techpriests may be 
  elevated to the rank of Magos, from where they may begin 
  service in one of the many sub-sect Divisios and factions 
  within the Cult. It is the Fabricator-General that is the 
  highest-ranking member of the Adeptus Mechanicus on 
  any given forge world, serving as its de-facto planetary 
  governor. His authority is exceedingly great, and in fact 
  the Fabricator-General of Mars holds a permanent seat 
  among the High Lords of Terra. However, among the 
  lower ranks of Techpriests, held in highest regard are the 
  Magos Explorator.
  THE QUEST FOR 
  KNOWLEDGE
  The Priesthood of Mars follows the Sixteen Universal 
  Laws, which define the beliefs of the Cult Mechanicus. 
  To fully understand the Machine God is the ultimate, 
  all-encompassing goal of the Adeptus Mechanicus, and 
  so they strive to attain enlightenment through scientific 
  study and biological/mechanical symbiosis. This pursuit 
  is known as the Quest for Knowledge. The Cult believes 
  that all knowledge already exists in the universe, and it is 
  only a matter of time before it can be gathered together in 
  the name of the Omnissiah. Much of this lost knowledge 
  is widely believed to reside in the form of Standard 
  Template Constructs, the ancient manufacturing systems 
  built by humanity during the Dark Age of Technology. 
  Each time one is recovered, the Imperium makes a 
  quantum leap in technological ability, making the STCs 
  by far the most sacred relics known to the Adeptus 
  Mechanicus. As such, no expense will be spared to 
  pursue any lead that may reveal the existence of an even 
  partially-functioning STC system. 
  To this end are the Magi Explorator, whose sole purpose 
  is to seek out and gather all of the knowledge lost to 
  mankind. Obsessed with the Quest, they search high and 
  low across the known galaxy for new Standard Template 
  Constructs and ancient archeotech. For an Explorator this 
  mission supersedes any other concern, and is considered 
  to be no less than the inviolable duty of the Mechanicus 
  itself. A breed apart from the regular Techpriests, an 
  Explorator will gladly walk into dangerous ruins and 
  dark catacombs, risking their very life and soul for even 
  the smallest snippets of long forgotten knowledge. To 
  aid this endeavor, the Adeptus Mechanicus have at their 
  disposal a large fleet of starships. Because the Quest 
  for Knowledge can involve long, arduous forays into 
  unexplored space, it is important that these vessels be 
  heavily armed, not only for their own protection, but to 
  ensure the Mechanicus’ ability to secure vital data and 
  artifacts from even the most recalcitrant owners. Though 
  the total number of ships in the Adeptus Mechanicus 
  fleet is far outnumbered by that of the Imperial Navy, it 
  goes without saying that those responsible for all starship 
  construction reserve for themselves among the best-
  equipped warships anywhere in the Imperium.
  THE SIXTEEN 
  UNIVERSAL LAWS
  The Mysteries of the Cult Mechanicus
  1. 
  Life is directed motion.
  2. 
  The spirit is the spark of all life.
  3. 
  Sentience is the ability to learn the value of knowledge.
  4. 
  Intellect is the understanding of knowledge.
  5. 
  Sentience is the basest form of intellect.
  6. 
  Understanding is the true path to comprehension.
  7. 
  Comprehension is the key to all things.
  8. 
  The Omnissiah knows all, comprehends all.
  The Warnings of the Cult Mechanicus
  9. 
  The alien mechanism is a perversion of the true path.
  10. 
  The soul is the conscience of sentience.
  11. 
  A soul can be bestowed only by the Omnissiah.
  12. 
  The soulless sentience is the enemy of all.
  13. 
  The knowledge of the ancients stands beyond question.
  14. 
  The machine spirit guards the knowledge of the ancients.
  15. 
  Flesh is fallible, but ritual honors the machine spirit.
  16. 
  To break with ritual is to break with faith.
  "M
  ay your weapons be guarded against 
  malfunction, as your soul is guarded from 
  impurity. The Machine God watches over you. 
  Unleash the weapons of war."
  -Chant for the Prevention of Malfunction
  
  ADEPTUS MECHANICUS SPECIAL RULES
  Expanded Revised - adepTus Mechanicus
  3
  MECHANICUS LEADERSHIP
  While Adeptus Mechanicus ships have essentially human 
  crews, they are led by senior Tech Magi whose extensive 
  machine augmentation and deep understanding of the 
  inner-workings of Imperial technology makes them far 
  more efficient than their counterparts in the Imperial 
  Navy. Consequently, Adeptus Mechanicus ships and 
  squadrons use the following table when generating 
  random leadership values:
  D6 ROLL
  LEADERSHIP
  1
  7
  2-3
  8
  4-6
  9
  BOARDING ACTIONS
  AND HIT & RUN ATTACKS
  While Mechanicus vessels have companies of Skitarii 
  Troopers embarked aboard in place of Naval armsmen, 
  the vast majority of their operational crews are made up 
  of techpriests with little combat experience and servitors 
  hardwired to their posts. As such, Mechanicus vessels are 
  particularly vulnerable to being boarded.
  Any attacker conducting a boarding action or hit-and-run 
  raid against an Adeptus Mechanicus ship may re-roll the 
  result of the attack, if desired. Note that the second result 
  stands, even if it is worse.
  SACRED TECHNOLOGY
  The advanced ships of the Mechanicus are assets of great 
  value to the Priesthood of Mars. Although they may be 
  requisitioned by various Imperial battlefleets, their first 
  priority shall always be to ensure their own survival. 
  When taken as reserves in another fleet, any Adeptus 
  Mechanicus capital ship that is crippled must attempt 
  to disengage whenever possible, or if it fails, move 
  towards the nearest table edge. Mechanicus ships that are 
  squadroned together are only subject to this rule if at least 
  half the squadron is crippled.
  THE ADEPTUS MECHANICUS IN BATTLEFLEET GOTHIC
  Unfortunately, Mechanicus vessels are not indestructible, 
  nor their captains infallible. On occasion, the Priesthood 
  must endure the tragic loss of one of these irreplaceable 
  masterworks. While every attempt must then be made to 
  recover the wrecked Mechanicus vessel, the Tech Magi 
  of Mars will not allow their holy technology and precious 
  knowledge to fall into enemy hands.
  Should a Mechanicus vessel be destroyed and remain as a 
  hulk, other friendly Mechanicus vessels may fire upon it 
  by passing a target priority check. Note that this does not 
  apply to any non-Mechanicus vessels in the fleet, such as 
  Imperial Navy or Space Marine allies and reserves.
  MIGHT OF THE
  FORGE WORLDS
  Adeptus Mechanicus vessels represent the very apex of 
  Mankind’s technical prowess. As the chief manufacturers 
  of all Imperial ships and weapons, the Priesthood of Mars 
  has access to resources and technology unavailable to 
  the vast majority of the Imperium. Adeptus Mechanicus 
  ships benefit from the following special rules:
  Refitted Torpedoes
  The Priesthood of Mars has access to the most powerful 
  munitions known to the Imperium, although not all may 
  be available at a given time. Any Mechanicus vessel that 
  purchases refitted torpedoes must roll on the following 
  table at the start of the game, gaining the appropriate 
  torpedo type shown below in addition to any other type 
  of torpedoes it may fire:
  D6 ROLL
  TORPEDO TYPE
  1
  Short Burn Torpedoes
  2
  Barrage Bombs
  3
  Guided Torpedoes
  4
  Seeking Torpedoes*
  5
  Melta Torpedoes*
  6
  Vortex Torpedoes*
  *Remember that these are usable only once per game.
  Gifts of the Omnissiah
  In addition to the finest weapons in all the Imperium, the 
  Mechanicus also has access to more esoteric upgrades. 
  When generating random leadership for a Mechanicus 
  capital ship, record the score shown on the D6. This 
  number is the vessel’s Knowledge Rating (Kn), which 
  represents the technical and scientific prowess of its crew 
  (superceded by an embarked commander’s Kn value, just 
  like a Ld score). If the vessel is a battleship, add +1 to 
  its Kn value (or that of its commander), to represent the 
  expertise required to operate such a complex ship.
  At the start of each game, after determining Ld and Kn 
  values for your fleet, each Mechanicus capital ship may 
  be given one upgrade from the following list whose Kn 
  value is equal to or less than the Kn value for that vessel:
  KN
  MECHANICUS GIFT
  1
  Emergency Energy Reserves. Whenever the ship 
  would reduce the effectiveness of its armaments by 
  50%, it suffers only a 25% reduction instead (note 
  that this does not apply to its shields or turrets). In 
  addition, the ship’s Speed cannot be reduced below 
  15cm (after applying all other modifiers).
  2
  Efficient Launch Bays. The vessel counts as having 
  twice its number of launch bays for the purpose of 
  calculating the fleet’s attack craft limit. In addition, 
  attack craft launched from the vessel have +10cm 
  maximum speed on the turn they are deployed.
  3
  Advanced Engines. The ship adds 5cm to its speed, 
  reduces its minimum turn distance by 5cm, and adds 
  an extra D6cm to its speed when on All Ahead Full 
  special orders.
  4
  Fleet Defense Turrets. Any allied vessel within 
  15cm of the equipped ship (including itself) may 
  re-roll missed hits when using turrets against enemy 
  ordnance.
  5
  Advanced Shields. Enemies firing on the ship suffer 
  a right-column shift when using gunnery weapons, 
  and may only score hits against the ship on a roll of 
  5+ when using lance weapons.
  6
  Augmented Weapon Relays. When on Lock On 
  special orders, the vessel’s gunnery weapons gain an 
  automatic left column-shift, and its lance weapons 
  inflict 2 hits on each roll to-hit of ‘6.’
  
  ADEPTUS MECHANICUS SPECIAL RULES
  Expanded Revised - adepTus Mechanicus
  4
  Tech-Priest Enginseers
  As masters of technology, the Tech Priests of Mars are 
  extremely proficient at conducting repairs, even in the 
  heat of battle. Mechanicus vessels roll an extra D6 when 
  attempting to repair critical damage.
  THE QUEST FOR 
  KNOWLEDGE
  Quick to incorporate recently-rediscovered technology 
  into ship designs, before it is approved for widespread 
  use, the Adeptus Mechanicus often refits its vessels with 
  archaeotech that has much higher power requirements 
  - with correspondingly smaller overload tolerances and 
  redundancy - than comparable systems aboard Imperial 
  Navy ships. Because of this practice (and the occasional 
  attempt to retrofit exotic Xenos technology), Mechanicus 
  ships will sometimes suffer unexpected consequences 
  and complications that in many cases may endanger the 
  entire ship and its crew. 
  To represent this, the Adeptus Mechanicus makes use of 
  the sub-plots table shown to the left.
  QUEST FOR KNOWLEDGE TABLE
  SCORE
  RESULT
  1
  Extended Duty. The Quest for Knowledge can be long and arduous, sometimes seeing the fleet deep in unexplored 
  space far from logistical support for decades at a time. Roll a D6 for each Mechanicus capital ship in your fleet. On 
  a result of 1, the ship suffers D3 damage at the start of the game (ignoring shields, bracing, and so forth). On a result 
  of 2, the ship suffers a -1 Ld penalty while attempting Lock On and Reload Ordnance special orders during the game. 
  Otherwise, the ship suffers no ill effects.
  You must destroy or cripple more ships in the enemy fleet than are crippled or destroyed in yours. (+1/0)
  2
  Xenos Logic Engine. The experimental cogitators in the fleet have become unreliable at best, catastrophic at worst.  
  Roll a D6 for each Mechanicus capital ship in your fleet. On a 1, 2, or 3, roll once on the Critical Damage table and 
  apply the result to the ship at the start of the game.
  There are no additional victory conditions. If you can win with your fleet in such disarray it will be truly heroic. If 
  you fail you will be condemned for your reckless experimentation. (+2/-1)
  3
  Mimic Drive. The Adeptus Mechanicus has located partial STC plans for a drive capable of imitating the signature 
  of a capital ship. Add a cruiser to the fleet, keeping its identity a secret. This vessel actually has all the characteristics 
  of a conventional transport (see page 58 of the BFG:XR Rulebook) and is worth zero victory points.
  If the decoy ship is fired upon by the enemy, then the mimic drive is proven to be effective. (+1/-1)
  4
  Sacred Vessel. The ship is an example of or contains much valued archaeotech and must be protected at any cost. 
  Choose one Mechanicus capital ship in your fleet to represent the sacred vessel.
  The sacred vessel must not be crippled or destroyed. (+1/-1)
  5
  The Prize. Reliable sources have confirmed that an enemy ship contains an extremely valuable example of 
  archaeotech, or possibly the remnants of a working STC system! Capturing or disabling this vessel is of the utmost 
  importance. Nominate one enemy capital ship.
  You must cripple or destroy the nominated ship. If it explodes or is detonated after becoming a hulk, no renown is 
  gained or lost. (+1/-2)
  6
  Experimental Ship. Recovered ancient technology or alien artifacts are sometimes retrofitted to a ship to change 
  its performance in one way or another. Sometimes the results are beneficial, but very rarely can such devices be 
  accommodated without significant cost or sacrifice to the vessel. Pick one cruiser in the fleet. This vessel has been 
  recently fitted with an experimental system that has not yet been tested operationally. These modifications are in 
  addition to any refits taken normally by a Mechanicus vessel. Roll a D6 on the following two tables to see how the 
  ship has been altered (Re-roll any result that cannot be applied to the vessel).
  D6
  Improvement
  D6
  Side Effect
  1
  +15cm range on all gunnery and lance weapons.
  1
  All gunnery firepower and lance strength halved.
  2
  +1 Shield.
  2
  -2 Starting Hit Points.
  3
  The ship re-rolls missed hits when using turrets.
  3
  -2 Turrets.
  4
  The ship’s turn rate is set to 90°.
  4
  Minimum distance to turn increased by +5cm.
  5
  Friendly vessels within 15cm gain an extra +1Ld 
  when an enemy is on special orders (max Ld10).
  5
  -5cm Speed.
  6
  Dorsal and prow lances ignore shields on a roll 
  to-hit of 6.
  6
  Dorsal and prow lances may only score hits on a 
  roll to-hit of 6.
  The chosen ship must not be crippled or destroyed so that its performance can be examined later. (+1/-1)
  "Thus do we invoke the Machine God. Thus do we 
  make whole that which was sundered."
  -From the Hymn of Reforging 
  
  SHIPS OF THE ADEPTUS MECHANICUS
  Expanded Revised - adepTus Mechanicus
  5
  O
  ver many millennia, a large number of starships of 
  various sizes, fitting no specific classification, have 
  been seen bearing the insignia of the Adeptus Mechanicus. 
  Many of these ships are incredibly ancient vessels, 
  possibly recovered space hulks, re-commissioned so as 
  to examine their characteristics under normal operation. 
  A notable few of these are the unimaginably vast, almost 
  mythical Ark Mechanicus vessels, said to endlessly ply 
  the stellar main in the Quest for Knowledge. Led by a 
  Venerated Archmagos Explorator, they will follow up any 
  lead that may result in discovering a working Standard 
  Template Construct, the revered holy grails of the Cult 
  Mechanicus. These vessels are rarely encountered by 
  others as they perform their missions in the service of 
  those who give life to these behemoths of the stars. One 
  such vessel is the Omnissiah’s Victory, said to predate 
  even the Great Crusade. While this cannot be proven, it 
  is known to have taken part in the Noloptis Crusade as 
  far back as M33. 
  Some have suggested that aspects of its design were lent 
  to both the Retribution battleship as well as the Victory 
  battleship most commonly encountered in Segmentum 
  Tempestus. While the Adeptus Mechanicus have not been 
  forthcoming regarding the veracity of this information, 
  records exist of the Omnissiah’s Victory spending a 
  considerable amount of time in the vicinity of Bakka and 
  its surrounding forge worlds.
  ARK MECHANICUS OMNISSIAH'S VICTORY ...............405 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/12
  20cm
  45°
  4
  6+ Prow / 5+
  5
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Weapons Battery
  60cm
  10
  Left
  Starboard Weapons Battery
  60cm
  10
  Right
  Port Lance Battery
  60cm
  2
  Left
  Starboard Lance Battery
  60cm
  2
  Right
  Dorsal Lance Battery
  60cm
  2
  Left / Front / Right
  Prow Nova Cannon
  30 - 150cm
  Template
  Front
  Special Rules: The Omnissiah’s Victory is ponderous and cannot use Come to New Heading special orders. In 
  addition, it is automatically equipped with Advanced Shields and Augmented Weapon Relays, as described in the 
  table on page 3. It always counts as having a Knowledge value of 6, but cannot be given any other upgrades and 
  is ignored when choosing Gifts of the Omnissiah at the beginning of the game.
  Unique: The Omnissiah’s Victory is a unique vessel; only one may be included in your fleet. If taken in a campaign, 
  it must be designated as your flagship.
  
  SHIPS OF THE ADEPTUS MECHANICUS
  Expanded Revised - adepTus Mechanicus
  6
  T
  he Emperor class battleships serving the Adeptus 
  Mechanicus are noticeably sleeker than their 
  Imperial Navy counterparts. Nevertheless, they are much 
  the same in both their internal and external layouts; the 
  major difference between the two being a substantial 
  amount of space dedicated to experimental Mechanicus 
  technology where crew bunks would be located on a 
  typical Navy vessel. Little discomfort is felt by the crews 
  of these ships, however, as many Techpriests do not need 
  sleep and the legions of menial servitors never leave their 
  hard-wired post.
  Like all Mechanicus capital ships, their Emperor class 
  battleship sports additional defense turrets to protect 
  against enemy ordnance. Of particular concern are the 
  enemy’s assault boats and boarding pods, whose ship-
  to-ship breaching squads pose a great danger to both the 
  vessel itself and the priceless technology hidden within.
  For this reason, it is not uncommon to see a Mechanicus 
  Emperor battleship hovering over many of the larger or 
  more vitally located Forge Worlds, using its prodigious 
  amount of attack craft to patrol for raiders and pirates 
  looking for an easy score.
  FAMOUS SHIPS:
  Glorious Cogs 
   
  Steel and Spirit
  Gear of the Blood  
  Final Key
  MECHANICUS EMPEROR CLASS BATTLESHIP .................390 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/12
  15cm
  45°
  4
  5+
  6
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Weapons Battery
  60cm
  6
  Left
  Starboard Weapons Battery
  60cm
  6
  Right
  Port Launch Bays
  Fury Fighters: 30cm
  Starhawk Bombers: 20cm
  4 Squadrons
  -
  Starboard Launch Bays
  4 Squadrons
  -
  Dorsal Weapons Battery
  60cm
  5
  Left / Front / Right
  Prow Weapons Battery
  60cm
  5
  Left / Front / Right
  Special Rules: Emperor class battleships are ponderous and cannot use Come to New Heading special orders. 
  The Emperor class dispenses with the usual armored prow and instead carries a mass of sensor probes and 
  forward defenses, which provide a +1 bonus to its Leadership value at all times (max Ld10).
  Special Attack Craft: A Mechanicus Emperor class battleship may equip its launch bays with Marauder torpedo 
  bombers (Speed: 20cm) for +80 points, in addition to any other attack craft it may normally launch.
  "W
  hen uttering the incantation, mark well that 
  the rod is upon and not within the intake. 
  The second incantation should not be uttered until 
  all the fumes have come forth, then the way shall 
  be clear for the sacred words to penetrate unto the 
  heart of the engine. If the mounting be hot say the 
  third rune, if it be cold the fourth rune is more 
  appropriate. For then the wrath of the engine will 
  be aroused..."
  -From the Book of Five Runes
  
  SHIPS OF THE ADEPTUS MECHANICUS
  Expanded Revised - adepTus Mechanicus
  7
  D
  ue to the more extensive resources of the Adeptus 
  Mechanicus, the Retribution class battleship found 
  in the service of the Magi Explorators is a much more 
  versatile ship than its Navy counterpart. With its massive 
  torpedo capacity, an Explorator may configure their 
  Retribution to unleash barrages of specialized torpedoes 
  with a variety of terrifying effects. Alternatively, the 
  Adeptus Mechanicus has the ability to arm the Retribution 
  class with the mightiest weapon in the Imperial fleet: the 
  vaunted Nova Cannon.
  Like all their ships, the Adeptus Mechanicus’ Retribution 
  is equipped with additional anti-ordnance defenses and 
  modular space dedicated to experimental technology. It 
  lacks the launch bays of the Emperor class, but makes 
  up for this with withering firepower along its broad side. 
  There are few in the galaxy who would refuse to strike 
  a deal with the Mechanicus while staring down the gun 
  decks of a Retribution class battleship - and fewer still 
  who would survive such a foolish act.
  MECHANICUS RETRIBUTION CLASS BATTLESHIP ........380 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/12
  20cm
  45°
  4
  6+ Prow / 5+
  5
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Weapons Battery
  45cm
  18
  Left
  Starboard Weapons Battery
  45cm
  18
  Right
  Dorsal Lance Battery
  60cm
  3
  Left / Front / Right
  Prow Torpedoes
  Speed: 30cm
  9
  Front
  Special Rules: Retribution class battleships are 
  ponderous and cannot use Come to New Heading 
  special orders. 
  Mechanicus Refits: A Mechanicus Retribution class 
  battleship may replace its prow torpedoes with a prow 
  nova cannon (Range: 30 - 150cm, Template, Front) 
  for +10 points. If it does not, it may be equipped with 
  refitted torpedoes for +30 points instead.
  
  SHIPS OF THE ADEPTUS MECHANICUS
  Expanded Revised - adepTus Mechanicus
  8
  W
  hile comparatively rare throughout the Imperial 
  Navy, the Oberon class is still widely used by 
  the Explorator fleets of the Adeptus Mechanicus. Since 
  the Quest for Knowledge often requires Explorators to 
  function completely cut-off from outside support, the 
  versatile nature of the Oberon class has proven extremely 
  useful for such long-duration missions. As a result, it has 
  not been phased out to the same degree as it has among 
  the more traditional Imperial battlefleets.
  The Mechanicus’ Oberon sports the same upgraded anti-
  ordnance defenses as the rest of their capital ships, and 
  its modest launch capacity gives it a reasonable degree of 
  protection against enemy attack craft, even while totally 
  alone in the void. Its mix of lances and batteries provides 
  a variety of options when choosing targets, and it is even 
  capable of fending off several enemies at once.
  A famous (although highly classified) example of the 
  Oberon class’ value to the Mechanicus came in the form 
  of the Excogitatus, an Explorator vessel which departed 
  for unknown space on the trail of a potential STC. What 
  it found, however, was a fleet of Necron raiders which 
  promptly turned to engage it. The senior Magos aboard 
  the Excogitatus was able to hold the raiders off just long 
  enough for a support fleet to arrive and extract his crew. 
  Although the Excogitatus was lost, the Mechanicus was 
  able to capture an intact fragment of a Necron raider - the 
  largest ever successfully recovered. The senior Magos of 
  the Excogitatus later commented that the data gathered 
  from that two-meter square section of hull was of greater 
  value than an entire Imperial battlefleet.
  FAMOUS SHIPS: 
  Excogitatus 
  Crimson Plate
  MECHANICUS OBERON CLASS BATTLESHIP ..............380 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/12
  15cm
  45°
  4
  5+
  6
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Launch Bays
  Fury Fighters: 30cm
  Starhawk Bombers: 20cm
  2 Squadrons
  -
  Starboard Launch Bays
  2 Squadrons
  -
  Port Weapons Battery
  60cm
  6
  Left
  Starboard Weapons Battery
  60cm
  6
  Right
  Port Lance Battery
  60cm
  2
  Left
  Starboard Lance Battery
  60cm
  2
  Right
  Dorsal Weapons Battery
  60cm
  5
  Left / Front / Right
  Prow Weapons Battery
  60cm
  5
  Left / Front / Right
  Special Rules: Oberon class battleships are ponderous and cannot use Come to New Heading special orders. The 
  Oberon class dispenses with the usual armored prow and instead carries a mass of sensor probes and forward 
  defenses, which provide a +1 bonus to its Leadership value at all times (max Ld10).
  Special Attack Craft: An Oberon class battleship may equip its launch bays with Marauder torpedo bombers 
  (Speed: 20cm) for +40 points, in addition to any other attack craft it may normally launch.
  "W
  ould I do so again? Gladly. I would give up my 
  ship, my crew, my life, and the entirety of my 
  library on Tarax for a single functioning power relay 
  from one of those obsidian-hulled Xenos raiders!"
  
  SHIPS OF THE ADEPTUS MECHANICUS
  Expanded Revised - adepTus Mechanicus
  9
  W
  hen the Imperial Navy requested a new cruiser class with carrier capabilities, the Adeptus Mechanicus was happy to oblige and the resulting Dictator class became a staple of Naval patrols 
  throughout the Imperium. In keeping with their focus on long range, independent warships, the Dictator proved equally useful to the Mechanicus itself, performing admirably as a command ship 
  for smaller Explorator fleets. With its retrofitted dorsal lance and improved turret defenses, a single Mechanicus Dictator class and a handful of escorts are capable of quickly and efficiently securing 
  unclaimed systems in advance of Mechanicus research teams and salvage operations.
  MECHANICUS DICTATOR CLASS CRUISER ..................245 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  20cm
  45°
  2
  6+ Prow / 5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER/STR
  FIRE ARC
  Port Launch Bays
  Fury Fighters: 30cm
  Starhawk Bombers: 20cm
  2 Squadrons
  -
  Starboard Launch Bays
  2 Squadrons
  -
  Port Weapons Battery
  30cm
  6
  Left
  St’bd Weapons Battery
  30cm
  6
  Right
  Dorsal Lance Battery
  60cm
  1
  Left / Front / Right
  Prow Torpedoes
  Speed: 30cm
  6
  Front
  Mechanicus Refits: A Mechanicus Dictator class cruiser may replace its prow torpedoes with a prow nova cannon (Range: 30 - 150cm, Template, Front) for +20 points. If it does not, it may be 
  equipped with refitted torpedoes for +20 points instead. In addition, a Mechanicus Dictator class cruiser may be upgraded with plasma-boosted gunnery systems for +10 points, increasing the 
  range of its weapons batteries to 45cm.
  Special Attack Craft: A Dictator class cruiser may equip its launch bays with Marauder torpedo bombers (Speed: 20cm) for +40 points, in addition to any other attack craft it may normally launch.
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  20cm
  45°
  2
  6+ Prow / 5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER/STR
  FIRE ARC
  Port Lance Battery
  30cm
  4
  Left
  St’bd Lance Battery
  30cm
  4
  Right
  Dorsal Lance Battery
  60cm
  1
  Left / Front / Right
  Prow Torpedoes
  Speed: 30cm
  6
  Front
  MECHANICUS GOTHIC CLASS CRUISER .........................215 Points
  T
  he ubiquitous Gothic class cruiser used throughout the Imperial Navy is renowned for having the heaviest lance armament of any cruiser class vessel in the service. In fact, most Naval analysts 
  believed that the Gothic class represented the maximum number of lances that could be fit aboard a cruiser chassis; that it would simply be impossible to power otherwise. They were wrong. For 
  the Tech Magi of the Adeptus Mechanicus, there is no such thing as overkill - as demonstrated by their Gothic class sporting an additional lance turret as well as the ability to mount a nova cannon!
  Mechanicus Refits: A Mechanicus Gothic class cruiser may replace its prow torpedoes with a prow nova cannon (Range: 30 - 150cm, Template, Front) for +20 points. If it does not, it may be 
  equipped with refitted torpedoes for +20 points instead.
  
  SHIPS OF THE ADEPTUS MECHANICUS
  Expanded Revised - adepTus Mechanicus
  10
  T
  here are far fewer Lunar class cruisers serving the Adeptus Mechanicus than might be assumed 
  based on their rate of production, as the vast majority are sent to serve in the Imperial Navy. 
  Nevertheless, a fair number are saved for use by the Explorators, where they are used in much the 
  same role as their Naval counterparts. With improved anti-ordnance defenses and the standard 
  lance turret mounted on most Mechanicus cruisers, the Lunar class of the Explorator fleets is 
  an efficient powerhouse, able to take on much larger vessels, especially when used in pairs or 
  MECHANICUS LUNAR CLASS CRUISER ............................215 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  20cm
  45°
  2
  6+ Prow / 5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER/STR
  FIRE ARC
  Port Lance Battery
  30cm
  2
  Left
  St’bd Lance Battery
  30cm
  2
  Right
  Port Weapons Battery
  30cm
  6
  Left
  St’bd Weapons Battery
  30cm
  6
  Right
  Dorsal Lance Battery
  60cm
  1
  Left / Front / Right
  Prow Torpedoes
  Speed: 30cm
  6
  Front
  T
  owards the end of the 38th millennium, the famed Adeptus Mechanicus Artisan-Magos Hyus 
  N’dai completed a series of ship designs based around the principle of superfired plasma 
  weaponry. Superfired plasma batteries are capable of launching a boosted salvo considerably 
  further than comparable cruiser weapon decks, yet deliver virtually the same weight of fire at 
  close quarters. This had eluded ship designers since the secrets of building very long range ship 
  weaponry had been lost after the Dark Age of Technology. When N’dai shared his findings with his 
  fellow Magi, his designs were soon adapted to work with the majority of the Mechanicus’ cruisers. 
  This development, along with the independently powered dorsal lance turret, has proven to be a 
  powerful advantage that the Tech Magi have, for various reasons, not fully shared with the Navy.
  MECHANICUS TYRANT CLASS CRUISER.........................215 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  20cm
  45°
  2
  6+ Prow / 5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER/STR
  FIRE ARC
  Port Weapons Battery
  45cm
  4
  Left
  St’bd Weapons Battery
  45cm
  4
  Right
  Port Weapons Battery
  30cm
  6
  Left
  St’bd Weapons Battery
  30cm
  6
  Right
  Dorsal Lance Battery
  60cm
  1
  Left / Front / Right
  Prow Torpedoes
  Speed: 30cm
  6
  Front
  Mechanicus Refits: A Mechanicus Tyrant class cruiser may replace its prow torpedoes with 
  a prow nova cannon (Range: 30 - 150cm, Template, Front) for +20 points. If it does not, it 
  may be equipped with refitted torpedoes for +20 points instead. In addition, a Mechanicus 
  Tyrant class cruiser may be upgraded with plasma-boosted gunnery systems for +10 points, 
  increasing the range of its 30cm weapons batteries to 45cm.
  Mechanicus Refits: A Mechanicus Lunar class cruiser may replace its prow torpedoes with a prow nova cannon (Range: 30 - 150cm, Template, Front) for +20 points. If it does not, it may be 
  equipped with refitted torpedoes for +20 points instead. In addition, a Mechanicus Lunar class cruiser may be upgraded with plasma-boosted gunnery systems for +10 points, increasing the range 
  of its weapons batteries to 45cm.
  supporting a battlegroup. Moreover, due to the simplicity of the design, the Adeptus Mechanicus 
  can almost fully crew a Lunar class with nothing but servitors and a handful of Techpriests. This 
  has led to more than one Magi Explorator to use his Lunar class squadrons as literal shields for 
  more valuable vessels in the fleet, and simply replacing any losses at the nearest forge world.
  
  SHIPS OF THE ADEPTUS MECHANICUS
  Expanded Revised - adepTus Mechanicus
  11
  T
  he Endeavour class serves a vital role in an Explorator fleet as a hybrid escort and line cruiser. 
  With a variety of weapon configurations, the Endeavour class is able to support almost any 
  cruiser or battleship in the Mechanicus fleet. Like the Lunar class, it is often used to screen larger 
  vessels against enemy bombardments, as it can be helmed almost entirely by remote.
  It is not known exactly how the other forge worlds of the Mechanicus came to possess the plans 
  for the Endeavour class from the Voss Forge World. It was speculated at one time that a Techpriest 
  smuggled the plans off Voss on the order of the Fabricator-General of Mars himself, although this 
  could never be corroborated, and all who voiced such suspicions were quickly silenced. In any 
  case, the Endeavour has become a highly valued asset for many Magi Explorators and their fleets.
  MECHANICUS ENDEAVOUR CLASS LIGHT CRUISER ........ 130 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  20cm
  90°
  1
  6+ Prow / 5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER/STR
  FIRE ARC
  Port Weapons Battery
  30cm
  6
  Left
  St’bd Weapons Battery
  30cm
  6
  Right
  Prow Weapons Battery
  30cm
  2
  Left / Front / Right
  Prow Torpedoes
  Speed: 30cm
  2
  Front
  Special Rules: An Endeavour class light cruiser adds +1 to its boarding action result when 
  defending against an enemy boarding action, due to its narrow mid-ship corridor choking the 
  enemy advance.
  Mechanicus Refits: A Mechanicus Endeavour class light cruiser may replace its prow 
  torpedoes with a dorsal lance battery (Range: 30cm, Strength 1, Left / Front / Right) for no 
  extra cost. If it does not, it may be equipped with refitted torpedoes for +10 points instead. In 
  addition, a Mechanicus Endeavour class light cruiser may be upgraded with plasma-boosted 
  gunnery systems for +10 points, increasing the range of its weapons batteries to 45cm.
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  20cm
  90°
  1
  6+ Prow / 5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER/STR
  FIRE ARC
  Port Lance Battery
  30cm
  2
  Left
  St’bd Lance Battery
  30cm
  2
  Right
  Prow Weapons Battery
  30cm
  2
  Left / Front / Right
  Prow Torpedoes
  Speed: 30cm
  2
  Front
  MECHANICUS ENDURANCE CLASS LIGHT CRUISER ......... 130 Points
  Special Rules: An Endurance class light cruiser adds +1 to its boarding action result when 
  defending against an enemy boarding action, due to its narrow mid-ship corridor choking the 
  enemy advance.
  Mechanicus Refits: A Mechanicus Endurance class light cruiser may replace its prow 
  torpedoes with a dorsal lance battery (Range: 30cm, Strength 1, Left / Front / Right) for no 
  extra cost. If it does not, it may be equipped with refitted torpedoes for +10 points instead. In 
  addition, a Mechanicus Endurance class light cruiser may be upgraded with plasma-boosted 
  gunnery systems for +10 points, increasing the range of its weapons battery to 45cm.
  O
  nce the Mechanicus got a hold of the plans for the Endeavour class, it was a relatively simple 
  matter for the Techpriests of other forge worlds to reverse engineer a method to replicate the 
  similar Endurance and Defiant classes. Unlike the Voss Forge World however, the Mechanicus has 
  little trouble producing the Endurance in large enough numbers to provide support to the majority 
  of their Explorator fleets.
  As this production capacity has not yet been made available to the Imperial Navy, the Mechanicus 
  has mostly avoided revealing the actual number of Endurance class cruisers currently in service, 
  lest the Lord Admirals of the Navy attempt to pressure the Mechanicus into revealing the secrets 
  of the Voss triumvirate.
  
  SHIPS OF THE ADEPTUS MECHANICUS
  Expanded Revised - adepTus Mechanicus
  12
  L
  ike the other vessels of the Voss triumvirate, the Defiant class light cruiser has been 
  a valuable development for the Mechanicus’ space fleet. The additional attack craft 
  support provided by the Defiant class plays a key role in defending an Explorator fleet 
  whilst it holds station over a planet of interest. Furthermore, squadrons of fighters and 
  bombers can be dispatched to the surface when not on patrol, in order to provide support 
  to research teams on the ground.
  The Mechanicus learned this lesson the hard way when a routine Explorator mission 
  was forced to fall back to Imperial space when Orks overwhelmed its surface teams 
  while the fleet was tied up fighting incoming Roks. Had there been sufficient air support 
  sent to the planet, perhaps something of value could have been recovered.
  MECHANICUS DEFIANT CLASS LIGHT CRUISER .................. 130 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  20cm
  90°
  1
  6+ Prow / 5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER/STR
  FIRE ARC
  Port Launch Bays
  Fury Fighters: 30cm
  Starhawk Bombers: 20cm
  1 Squadron
  -
  St’bd Launch Bays
  1 Squadron
  -
  Prow Weapons Battery
  30cm
  2
  Left / Front / Right
  Prow Torpedoes
  Speed: 30cm
  2
  Front
  Special Rules: A Defiant class light cruiser adds +1 to its boarding action result when 
  defending against an enemy boarding action, due to its narrow mid-ship corridor choking the 
  enemy advance.
  Mechanicus Refits: A Mechanicus Defiant class light cruiser may replace its prow torpedoes 
  with a dorsal lance battery (Range: 30cm, Strength 1, Left / Front / Right) for no extra cost. 
  If it does not, it may be equipped with refitted torpedoes for +10 points instead. In addition, a 
  Mechanicus Defiant class light cruiser may be upgraded with plasma-boosted gunnery systems 
  for +10 points, increasing the range of its weapons battery to 45cm.
  "S
  trike the first rune upon the engine's casing 
  employing the chosen wrench. Its tip should be 
  anointed with the oil of engineering using the proper 
  incantation when the auspices are correct. Strike the 
  second rune upon the engine's casing employing the 
  arc-tip of the power-driver. If the second rune is not 
  good, a third rune may be struck in like manner to 
  the first. This is done according to the true ritual 
  laid down by Scotti the Enginseer. A libation should 
  be offered. If this sequence is properly observed 
  the engines may be brought to full activation by 
  depressing the large panel marked ON."
  -Imperial Navy Flight Manual W110E
  
  SHIPS OF THE ADEPTUS MECHANICUS
  Expanded Revised - adepTus Mechanicus
  13
  MECHANICUS HEAVY ESCORTS ..............................Points: Varies
  T
  he most common of the Mechanicus’ heavy escorts, the Gladius is a faster version of the Navy’s Sword class frigate. The vast majority of Gladius 
  class ships produced are sent to various Space Marine Chapters, and even many in the Mechanicus fleet find themselves re-purposed for transfer to 
  an Adeptus Astartes fleet in need of reinforcements. Frequently, the Explorator fleets will end up using a mix of Gladius and Sword frigates simply as 
  a result of what is readily available at their time of departure. The class is also used periodically as a mobile command center for planetary operations, 
  with its powerful guns warding off any attacker foolish enough to approach a Mechanicus research site uninvited. A number of Gladius frigates were 
  used this way during the excavations of Necron ruins on Mars over the last few millennia.
  MECHANICUS GLADIUS CLASS FRIGATE ...........................................................40 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  30cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapons Battery
  30cm
  4
  Left / Front / Right
  A
  lthough the Mechanicus does not have as much use for dedicated torpedo platforms as the Navy or Astartes, the fact that they are obligated to 
  produce such vessels means that they inevitably have some on hand at any given time. It is in this context that the Hunter destroyer often finds its 
  way into Explorator fleets looking for additional firepower. Few ever stay with an Explorator fleet for long, as the demand for torpedo boats among the 
  Space Marines is high enough that almost all Mechanicus Hunters are eventually sent away to serve the Adeptus Astartes.
  MECHANICUS HUNTER CLASS DESTROYER ....................................................40 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  35cm
  90°
  1
  5+
  1
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapons Battery
  30cm
  1
  Left / Front / Right
  Torpedo Salvo
  Speed: 30cm
  2
  Front
  T
  he Nova class frigate, while sparingly produced for the various chapters of the Adeptus Astartes, is a much more common sight in the Explorator 
  fleets of the Adeptus Mechanicus. Without the fear and stigma that plagues the class when used by the Space Marines, the Nova is highly respected 
  among the Techpriests for its role as a fast, heavily armed lance platform. It is often used in groups with the Mechanicus’ lighter escort ships, to give 
  their squadrons the firepower to threaten even medium sized capital ships.
  MECHANICUS NOVA CLASS FRIGATE .................................................................. 45 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  35cm
  90°
  1
  5+
  1
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapons Battery
  30cm
  2
  Left / Front / Right
  Lance
  30cm
  1
  Left / Front / Right
  Special Rules: All of the vessels on this page follow the rules for Adeptus Mechanicus ships. Although they share a common profile with their counterparts in the Space Marine 
  fleet document, they are not Space Marine vessels and will not benefit from any Space Marine special rules.
  
  SHIPS OF THE ADEPTUS MECHANICUS
  Expanded Revised - adepTus Mechanicus
  14
  T
  he relatively recent Firstorm class has been used by the Adeptus Mechanicus in a primarly offensive role, hunting 
  down pirates and raiders that threaten the Cult’s forge worlds and research outposts. Initially, this class was 
  difficult to manufacture, resulting in depleted and under-strength squadrons sent to fight in the Gothic War. Over time 
  however, production numbers have increased, leading to a wider adoption of the frigate throughout both the Imperial 
  Navy and the Explorator Fleets. 
  Its strong lance armament combines well with other Mechanicus escort craft, adding a much-needed punch to many 
  patrol groups. Although not quite as powerful as the Nova class produced for the Adeptus Astartes, the Firestorm is a 
  reliable pirate hunter at home in almost any fleet.
  MECHANICUS FIRESTORM CLASS FRIGATE..............35 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  25cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapons Battery
  30cm
  2
  Left / Front / Right
  Lance
  30cm
  1
  Front
  T
  he venerable Sword class frigate has ably served in 
  every Segmentum battlefleet for thousands of years. 
  Every part of the vessel’s design and construction has 
  been tried and tested in innumerable engagements. The 
  Sword’s laser-based weapons batteries and substantial 
  turret array have an exceptional ready level of 88.2%. 
  Its plasma drives are simple, sturdy units copied many 
  times on other ships and can be serviced by artificers with 
  minimal training. A classic escort vessel in every respect, 
  few battleships fight without at least a pair of Swords to 
  MECHANICUS SWORD CLASS FRIGATE ........................35 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  25cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapons Battery
  30cm
  4
  Left / Front / Right
  guard their backs against enemy destroyers and attack 
  craft. Many Sword squadrons have also been seconded 
  to various Space Marine dominions, as well as other 
  Imperial space forces such as the Adetpus Mechanicus 
  and Imperial Inquisition.
  FAMOUS SQUADRONS:
  Cog’s Teeth Squadron 
  Patrol Group 1150.C
  Strike Group Sigma-3 
  1101110 Squadron
  Special Rules: Although it shares a common profile with its Imperial Navy counterpart, the Firestorm class frigate 
  shown here is exclusive to the Adeptus Mechanicus, and will follow all the normal rules for such ships as described 
  on pages 3-4.
  Special Rules: Although it shares a common profile 
  with its Imperial Navy counterpart, the Sword 
  class frigate shown here is exclusive to the Adeptus 
  Mechanicus, and will follow all the normal rules for 
  such ships as described on pages 3-4.
  "T
  he universe is not like a puzzle-box that you can 
  take apart and put back together again and so solve 
  its secrets. It is a shifting uncertain thing which changes 
  as you consider it, which is changed by the very act of 
  observation. A powerful man is not a man who dissects 
  the universe like a puzzle-box, examining it piece by 
  piece and measuring each piece with scientific precision. 
  A powerful man has only to look upon the universe to 
  change it."
  Tech Magos Gaelos
  
  SHIPS OF THE ADEPTUS MECHANICUS
  Expanded Revised - adepTus Mechanicus
  15
  L
  ike the Astartes Hunter, the Cobra destroyer is one 
  of the dedicated torpedo platforms produced by the 
  Adeptus Mechanicus for other Imperial fleets. Since they 
  are produced in large numbers (along with truly massive 
  quantities of torpedoes), the Mechanicus is seldom found 
  wanting for more Cobras. They provide an Explorator 
  Fleet with a measure of extra firepower, giving a skilled 
  Magos some additional tactical options on the battlefield.
  MECHANICUS COBRA CLASS DESTROYER ............... 30 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  30cm
  90°
  1
  4+
  1
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapons Battery
  30cm
  1
  Left / Front / Right
  Torpedo Salvo
  Speed: 30cm
  2
  Front
  A
  long with the Endeavour, Endurance, and Defiant 
  designs that were eventually disseminated to the rest 
  of the Adeptus Mechanicus from the Voss forge world, 
  the Falchion class frigate has been put into production 
  at a variety of locations throughout the galaxy. Despite 
  greater access to the class, however, the Falchion remains 
  in a defensive role in the fleets where it is used. Even the 
  Mechanicus, who can requisition as many as are needed, 
  usually deploy the Sword class with their Explorators 
  simply out of habit.
  MECHANICUS FALCHION CLASS FRIGATE ...............35 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  25cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapons Battery
  30cm
  3
  Left / Front / Right
  Torpedo Salvo
  Speed: 30cm
  1
  Front
  FAMOUS SQUADRONS:
  Zeta Attack Wing 
   
  Patrol TXR-16544
  Crimson Steel Squadron 
  Eyes of the Omnissiah
  "B
  io-chauvinism, and on such a small scale, when 
  it comes to the processing of knowledge, is 
  laughable. Give me any savant you care, and I shall 
  match his worth tenfold with even the most basic 
  of Machine Spirits."
  -The Problems of Organic Thinking, Chapter XII
  Special Rules: Although it shares a common profile 
  with its Imperial Navy counterpart, the Falchion 
  class frigate shown here is exclusive to the Adeptus 
  Mechanicus, and will follow all the normal rules for 
  such ships as described on pages 3-4.
  Special Rules: Although it shares a common profile 
  with its Imperial Navy counterpart, the Cobra class 
  destroyer shown here is exclusive to the Adeptus 
  Mechanicus, and will follow all the normal rules for 
  such ships as described on pages 3-4.
  "A
  nd when at last he came upon the vehicle, he 
  perceived the distress of the engine therein and 
  forthwith struck the rune and it was good. Thereupon 
  the engine ignited and was filled with strength..."
  -Lord of the Engines, 16th Tome, Verse 2001
  
  ADEPTUS MECHANICUS FLEET LISTS
  Expanded Revised - adepTus Mechanicus
  16
  FLEET COMMANDER
  0-1 Archmagos
  You may include one Mechanicus Archmagos, who must 
  be assigned to the Ark Mechanicus if it is present, or any 
  other capital ship if it is not. If your fleet is worth at least 
  1000 points, an Archmagos must be included to lead it. 
  Note that this replaces the usual requirement for fleets to 
  have a commander if they are worth 750 points or more.
  Archmagos Explorator (Ld9, Kn5) ................... 50 points
  You may purchase up to two fleet commander re-rolls for 
  your Archmagos, at the cost shown below:
  One extra re-roll ................................................ 25 points
  Two extra re-rolls .............................................. 50 points 
  SECONDARY COMMANDERS
  0-3 Magi
  You may include up to three Magi Explorators in your 
  fleet. Each must be assigned to a capital ship.
  Magos Explorator (Ld8, Kn4) ........................... 25 points
  CAPITAL SHIPS
  Battleships
  You may include one battleship for every three cruisers 
  in the fleet. If your fleet is worth at least 1000 points, you 
  may include the Ark Mechanicus Omnissiah’s Victory, 
  counting against your allowed number of battleships.
  (0-1) Omnissiah’s Victory ................................ 405 points
  Emperor Class Battleship ................................ 390 points
  Retribution Class Battleship ........................... 380 points
  Oberon Class Battleship .................................. 380 points
  ADEPTUS MECHANICUS EXPLORATOR FLEET LIST
  0-15 Cruisers
  Dictator Class Cruiser ..................................... 245 points
  Gothic Class Cruiser ....................................... 215 points
  Lunar Class Cruiser ......................................... 215 points
  Tyrant Class Cruiser ........................................ 215 points
  Endeavour Class Light Cruiser ....................... 130 points
  Endurance Class Light Cruiser ....................... 130 points
  Defiant Class Light Cruiser ............................. 130 points
  ESCORTS 
  You may include any number of escorts in your fleet, in 
  squadrons of 2-6 vessels. Remember that these are all 
  Adeptus Mechanicus escorts, so they may be squadroned 
  together normally in any mix desired.
  Nova Class Frigate ............................................ 45 points
  Gladius Class Frigate ........................................ 40 points
  Hunter Class Destroyer ..................................... 40 points
  Firestorm Class Frigate ..................................... 35 points
  Sword Class Frigate .......................................... 35 points
  Falchion Class Frigate ....................................... 35 points
  Cobra Class Destroyer ...................................... 30 points
  USING A MECHANICUS
  EXPLORATOR FLEET 
  The Explorator fleets of the Adeptus Mechanicus are the 
  most versatile Imperial armada to ply the stellar main. 
  Since the Adeptus Mechanicus has access to such a vast 
  array of technology, their ships are significantly better 
  equipped than their Imperial Navy counterparts, sporting 
  additional weapons and upgrades, as well as having the 
  ability to field a frightening number of nova cannons and 
  refitted torpedoes. Just be sure to hold off any aggressive 
  opponents, as Mechanicus ships are weak to boarding.
  Ordnance & Upgrades
  Adeptus Mechanicus attack craft follow all the normal 
  rules for their type, and any vessel with torpedo tubes is 
  armed with ordinary torpedoes in addition to any refitted 
  torpedoes it has purchased. 
  Up to two cruisers in the fleet may replace all of their 
  launch bays with mine launchers for +5 points per bay 
  replaced.
  Any escort squadron in the fleet may be given improved 
  defenses, adding +1 Turret to each squadron member for 
  +5 points per escort upgraded.
  Vaults of Technology
  Any Mechanicus capital ship in the fleet may carry a 
  Vault of Technology for +10 points, increasing its Kn 
  value (or that of an embarked commander) by +1.
  Sub-Plots
  In addition to any sub-plots rolled normally, an Adeptus 
  Mechanicus Explorator Fleet must take a random Quest 
  for Knowledge sub-plot from the table on page 4.
  Campaigns
  Adeptus Mechanicus fleets use the same refit, appeals, 
  and reinforcements tables as the regular Imperial Navy. 
  However, their vessels always receive priority when 
  undergoing repairs. As such, when calculating Repair 
  points, a Mechanicus fleet gains +1 extra Repair point for 
  every 10 renown (or portion thereof) earned by its fleet 
  commander. Furthermore, an Adeptus Mechanicus fleet 
  adds +1 to its roll when appealing for a refit, although it 
  must subtract 1 from its roll when appealing for Space 
  Marines or reinforcements.
  Reserves and Allies
  A Mechanicus Explorator Fleet may take reserves from 
  any Imperial Navy fleet list, as well as the Space Marine 
  Dominion Fleet list (treating Battle Barges as battleships 
  and strike cruisers as cruisers).
  "T
  he beast of metal endures longer than the flesh 
  of men. Those that tend the beasts of metal must 
  labor long to learn its ways, for a single beast must 
  suffer the mastership of many men until ready to shed 
  its vorpal coils. Those that seek apprenticeship must 
  attended closely to the runes of mobilization, the rites 
  of maintenance, and the words-of-power that describe 
  the parts of a beast. Nor must they neglect the tutelage 
  of the Adeptus Prefects, nor the casting of the proper 
  roboscopes."
  -from Runic Mechanics - An Introduction
  "A 
  man may die yet still endure if his work enters the 
  greater work. Time is carried upon a current incepted by 
  forgotten deeds. Events of great moment are but the culmination 
  of a single carefully placed thought. As all men must thank 
  progenitors obscured by the past so we must endure the present 
  that those who come after may continue the greater work."
  -Technomagos Garba Mojaro, The Chime of Eons
  
  ADEPTUS MECHANICUS CHANGE LOG
  Expanded Revised - adepTus Mechanicus
  17
  BFG:R to BFG:XR - CHANGE LOG
  [Addition]: Most Mechanicus versions of Imperial vessels now 
  have all unique descriptions rather than copies of the Imperial 
  Navy versions.
  [Change]: Mechanicus rules have been restructured, although 
  the overall result should be identical to their rules in BFG:R.
  [Addition] [Change]: The Defiant class light cruiser may now 
  take the same upgrades as the Endeavour and Endurance. I am 
  not sure if this was an oversight or not, so it is listed as a change. 
  I can’t seem to find any reason why it would have been explicitly 
  forbidden in the original BFG:R in any case.
  [Change]: The remainder of the Adeptus Mechanicus campaign 
  rules have been moved to the Campaign Rules document, where 
  they will be included with the other special promotion and refit 
  tables.
  [Change]: The costs of the “Space Marine” escorts has been 
  brought in line with those in the Space Marine document, as has 
  the cost of the Firestorm (relative to the Imperial Navy). I am 
  thinking that this was just a typo that the Firestorm and Hunter 
  got their points costs switched and nobody noticed.
  [Change]: Mechanicus Gifts have been restructured to be based 
  on the Ld roll rather than a separate roll and dice pool. This was 
  done to improve setup speed and player choice. Several of the 
  options have also been changed to flatten the power curve of the 
  different gift options.
  • Gyro-Stabilized Targeting Matrix has been removed, as it 
  had very limited effect and applicability.
  • EER has been expanded to be more broadly applicable as 
  a buff and to no longer function as a “punishment” entry 
  in the Gifts Table.
  • Efficient Launch Bays have been added to give AdMech 
  fleets a unique kind of ordnance advantage.
  • FDT has been changed to provide a re-roll only. The +2 
  bonus to turrets was simply too strong.
  • AWR has been changed to apply only while using Lock 
  On orders, to bring it in line with other upgrades in the list.
  [Addition][Change]: Commander options for the AdMech 
  have been updated to reflect the new system of Gifts. Archmagi 
  Some elements of BFG:R and the original BFG rules have been altered as part of the transcription process for the BFG:XR Project. For the most part, these changes are 
  simply adjustments to grammar and language, in order to improve clarity or fix (a few) typos. Other changes include a few minor expansions to the existing material or 
  re-integrations of older rules that were either dropped or not included when the BFG:R documents were produced. These changes are meant only to add flavor or clarity to 
  the existing rules, and not an attempt to dramatically alter the function or power of any one faction’s fleets. This document generally only lists those changes which constitute 
  an actual addition or alteration of the rules, not adjustments to language or readability.
  have a fixed Kn of 5, while the new secondary commander has 
  a fixed Kn of 4. (This has been designed to allow the highest-
  level commanders in a campaign to have Ld10/Kn6). With the 
  +1 bonus from battleships and the potential +1 bonus from the 
  new Vault of Technology upgrade, players should find that most 
  old lists should still work comparably under the new rules.
  Last Updated: March 2, 2017 10:42 AM
  
SOURCE: textdata/thevault/Warhammer/40k/Battlefleet Gothic/BFG-XR/BFGXR - Adeptus Mechanicus.pdf