TEXT: Explorator
  Warbands
  In this article Inquisitor author, Gav Thorpe, investigates some of the inner workings of another of the
  Imperium’s most secretive organisations – the Priesthood of Mars.
  36
  By Gav Thorpe,
  With help and additional ideas by Andy Chambers and Jes Goodwin
  When I sat down with Andy and Jes to discuss the Adeptus
  Mechanicus, with the aim of writing an article for
  Inquisitor, it soon became readily apparent that one
  article could never hope to encompass the wealth of
  material regarding the adepts of the Machine God.
  So, I decided that this article needed a definite focus in
  order to contain something useful for Inquisitor players
  and GMs. Of the many and varied types of Techpriests
  across the galaxy, there was one particular group that
  struck me as being almost tailor-made for Inquisitor
  games and campaigns – the Explorators.
  Physically independent, possessed by a singular purpose
  in their Quest for Knowledge, and with the vast and
  diverse resources of the Adeptus Mechanicus at their
  command, an Explorator-led warrior band is fertile
  territory for players inclined to characters with more
  metal than muscle.
  So, in this article I’ll be taking a look at the role and
  motives of the Explorators, the sorts of characters that
  might exist in their warrior bands, and the unique
  wargear that such individuals may possess.
  The Adeptus Mechanicus
  With its foundations stretching back to before the Horus
  Heresy, right back through the Age of Strife to the Dark
  Age of Technology, the Adeptus Mechanicus is the oldest
  institution in the Imperium. In fact, it is so old and the
  power it wields so great, the Adeptus Mechanicus is more
  akin to an allied empire than part of the Imperium itself.
  The reason for this power is straightforward in its origins.
  The Adeptus Mechanicus has a monopoly on perhaps the
  most vital resource in the galaxy – knowledge. They
  control the means by which mighty battleships are
  constructed, the secrets of Space Marine gene-seed, and
  the building of warp engines and plasma reactors. Put
  simply, without the cooperation of the Adepts of Mars, the
  Imperium would not exist.
  Isolated during the Age of Strife, the Adeptus Mechanicus
  suffered its own trials and tribulations, and from this time
  arose the worship of the Machine God. The Machine God
  is the ultimate object of the Techpriests’ veneration. It is
  the Machine God that gave rise to all technologies and
  made them manifest through his chosen Illuminati among
  Mankind. To the Mechanicus, machines represent a higher
  form of life than that thrown up by the crude processes of
  evolution. The planned perfection of form and function
  embodied in a machine could only originate from a divine
  source, using biological or mechanical vessels to embody
  and pass on its great knowledge. The Machine God can be
  interpreted
  as the
  combined
  power of
  machines
  everywhere, or a self-replicating idea that leads to
  technologies being the ultimate expression of perfection
  that can be created by evolved life.
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  37
  All other considerations, including personal comfort, are
  secondary to the Quest for Knowledge. A devout
  Techpriest will sacrifice his comrades to heighten his
  intellect, and will even willingly lay down his life if, in
  doing so, he can assist the Cult Mechanicus in the Quest
  for Knowledge.
  The Fifteenth Universal Law – Flesh is Fallible, but
  Ritual Honours the Machine Spirit: Organic components
  (people) are weak, forgetful and ultimately expendable
  for the greater glories of the Machine God. The
  fallibilities of the flesh can be assuaged through the
  correctly prescribed rituals to enable the enlightened to
  interact with the Machine Spirit. To so dishonour a
  Machine Spirit by not undertaking the correct rituals to
  honour it is a grave crime, and considered extremely
  risky with certain spirits, for example failing to undertake
  maintenance rituals on a plasma reactor is sure to end
  badly.
  The Sixteenth Universal Law – To Break with Ritual is
  to Break with Faith: Techpriests rely on ritual over
  understanding, every screw turn and button press is
  precisely documented for every mechanism they build or
  use. Many Techpriests believe that the slightest deviation
  is 
  an
  invitation
  for 
  disaster 
  and 
  unleashing
  uncontrollable forces. Others take a more pragmatic
  view, believing ritual is mainly there to placate Machine
  Spirits and it can be hurried or even (horrors!) dispensed
  with altogether if the circumstances dictate – although
  the Machine Spirit will have to be appeased later.
  The Fifteenth and Sixteenth Universal Laws open a
  window into how the Techpriests approach most
  situations and deal with unfolding events. They are, on
  the whole, predictable, unimaginative and low on
  intuition. Before making an important decision, a
  Techpriest will always endeavour to seek a precedent that
  that can accede to – or in their terms, to see if this
  particular piece
  of
  Knowledge
  has already been
  discovered.
  This means that Techpriests are disinclined to rash or
  emotional reactions, and it is this attitude that gives them
  their inhuman air, which in many ways serves to separate
  them
  from
  Humanity as much
  as their physical
  alterations. This is not to say that Techpriests are without
  feelings, and certainly they can be angered or feel fear,
  but as they grow in experience they are more able to
  detach themselves from these fleshly weaknesses. A
  Magos several centuries old will make decisions based
  upon the relevance of the situation to his Quest for
  Knowledge and the probabilities of this being advanced
  or hindered. When confronted by an armed man, the
  threat to the Magos and the Knowledge he has
  uncovered and may potentially uncover in the future is
  paramount, and he is likely to retreat to preserve this. If,
  The Quest for Knowledge
  To understand the mind of a Techpriest, one must
  understand the
  purpose
  of
  his being.
  This is
  encapsulated within the tenets of the Cult Mechanicus,
  which
  dictate the
  goals and
  behaviour of
  every
  Techpriest. In essence, the Sixteen Universal Laws that
  rule the thinking of a Techpriest help him understand the
  nature of life and its relevance to the Machine God, and
  the ways that a mere mortal can come to comprehend
  the Machine God. To fully understand the Machine God
  is the ultimate goal of the Cult Mechanicus, and
  Techpriests strive to achieve a kind of enlightenment
  through their studies and
  biological/mechanical
  symbiosis. This is generally known as the Quest for
  Knowledge. Several of the Sixteen Universal Laws deal
  specifically with the Quest for Knowledge:
  The
  Fourth
  Universal
  Law
  –
  Intellect is the
  Understanding of Knowledge: The ability to understand
  and use knowledge forms the measure of intellect. It is
  entirely possible for a sentience to realise the value of
  knowledge/stimulus and yet possess only simplistic
  levels of it. It is also possible for an archive or holomat to
  contain a vast font of knowledge and the understanding
  thereof without apprehending the value
  of that
  knowledge. Neither of these two examples would be
  rated as possessing intellect by Techpriests.
  The Fifth Universal Law – Sentience is the Basest Form
  of Intellect: The commonly held trait of sentience is
  hence only the first ‘tier’ of intellect. Intellect is attained
  through 
  the
  acquisition
  and 
  understanding
  of
  knowledge.
  The Sixth Universal Law – Understanding is the True
  Path to Comprehension: What all knowledge leads to is
  comprehension, a level of intellect that encompasses all
  the knowledge there is to be understood.
  The Seventh Universal Law – Comprehension is the
  Key to all Things: Comprehension of the forces of the
  universe brings with it the keys to reality, the ability to
  affect any change or creation desired.
  The Eight Universal Law – The Omnissiah knows all,
  comprehends all: The Omnissiah is the supreme being,
  the entity able to comprehend all knowledge in the
  universe.
  It is thus the logic of the Cult Mechanicus that if the
  Machine God exists (which, of course, it does as far as
  they are concerned), then all knowledge must already
  exist, and it is really just a matter of time and effort to put
  it all into one place. The fact that this Quest for
  Knowledge has lasted well over ten thousand years does
  not seem to deter the Techpriests!
  Fan05_36-43  11/6/04  2:40 pm
  Page 37
  
  38
  within the Inquisition, but originates not from a
  philosophical viewpoint, but rather on interpretation of
  the Sixteen Universal Laws. As such, in some areas this is
  an open, theological debate, while on some forge worlds
  such discussion may itself be deemed worthy of
  castigation. Much of this stems from the contradictions
  thrown up by the Eighth Universal Law (often known as
  the Xenos Testamenta, and also the Prime Warning).
  The Eighth Universal Law – The Alien Mechanism is a
  Perversion of the True Path: Alien science is twisted and
  perverse, a corruption of the pure thought of the Machine
  God. Most aliens enslave Machine Spirits to their will
  without showing them proper respect, hence their
  creations are invariably rebellious, dangerous and corrupt
  – rather like bound Daemons in Mechanicus Lore.
  The pro-xenos believe that even though it has been
  corrupted, the knowledge to be found within alien
  technology, and ancient archeotech for that matter, can
  be salvaged
  for the
  Quest for Knowledge.
  Thus
  comprehension of xenos tech is paramount to the
  continued mission of the Adeptus Mechanicus and
  should be embraced.
  Opposed to these thinkers are the anti-xenos, who
  believe that the corrupted knowledge within alien
  technology is no different from the knowledge that can
  be found in honest-to-goodness human technology. They
  ridicule the idea that somehow aliens could be privy to
  different knowledge to Humanity, and instead point to
  the perversions of the Machine God that have been
  created
  as lures away from the true
  path to
  understanding.
  There are also those who think that much can be learned
  from xeno artefacts in the right conditions, but
  Techpriests are at risk of being immolated in some
  accident or corrupted by alien ideas. Many forge worlds
  officially ban the study of alien artefacts, others allow it
  but only under the most rigorous monitoring and
  restrictions. Nonetheless many Magos study alien
  artefacts in secret, hoarding their knowledge for fear of
  reprisals.
  Just as with the Inquisition, this conflict can sometimes
  become physical, and the weight of belief varies widely
  from one forge world to the next, and may even be
  influenced by the beliefs of the most senior ranking Magi
  at any given time. Thus a pro-xenos inclined Fabricator
  General of a forge world may instigate several programs
  of research into alien tech, and direct his Explorators to
  locate such things for study. By the time the Explorators
  return, if ever they do, an anti-xenos Fabricator General
  has ascended to command and the expedition may well
  be declared heretical and hunted down.
  on the other hand, the armed man is guarding a
  repository of potentially important Knowledge, then the
  Magos is likely to be confrontational.
  When playing an Adeptus Mechanicus character in a
  scenario or campaign, it is important to understand that
  these tenets are not guidelines, or even rules. To a
  greater or lesser extent they are the foundations of the
  Techpriest’s thinking, the paradigm that provides him
  with a framework to deal with the outside world.
  Pro-xenos and Anti-xenos
  Individuals may on occasion break one of the Sixteen
  Universal Laws, through quirk of personality or personal
  interpretation, active sabotage of their psyche or
  incorrect instruction into the Cult Mechanicus. Often this
  will cause great angst within the individual at a later date,
  suffering the biological equivalent of a repeated error
  message in his mind. This can be cured with re-
  programming (or Bio-error Purgation as it is commonly
  referred to by the Techpriests), but if it is not treated can
  lead to all manner of psychological problems, leading to
  greater and greater heresies. This is no more evident
  than in the conflict between the pro-xenos and anti-
  xenos factions within the Cult Mechanicus. In many ways
  this mirrors the Puritan and Radical divide that exists
  Fan05_36-43  11/6/04  2:40 pm
  Page 38
  
  39
  Enginseers
  Enginseers are highly trained members of the Cult Mechanicus, often assigned to
  duties in the Imperial Guard or other parts of the Adeptus Terra. An Enginseer is well
  versed with Machine Spirits of all kinds, and capable of coaxing the most recalcitrant
  into operation with the correct liturgies and rituals. Within the Cult Mechanicus
  Enginseers are accorded little respect as their skills are seldom used directly in the
  Quest for Knowledge, rather they are viewed as lowly but essential cogs in the
  workings of the Cult.
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  Character Types
  All of this is very interesting of course, and should help
  players and
  GMs devise suitably tenet-shattering
  revelations for their Techpriests to endure. However, I
  promised at the start of this article to look at some of the
  unique character types that the Adeptus Mechanicus
  provide.
  Explorators
  Explorators form something of a breed apart in the Cult
  Mechanicus, though any Techpriest is free to join their
  ranks. Explorators undertake the Quest for Knowledge
  across the stars, seeking out undiscovered data and
  uncatalogued phenomena, forgotten archeotech hordes
  and unknown life forms. Research stations, exploration
  ships and outposts any distance from a forge world are
  likely to be manned by Explorators, intrepid (most
  Techpriests would say foolhardy) adventurers delving in
  the unexplored reaches of the galaxy.
  Explorators have found many of the greatest prizes in the
  Quest for Knowledge, and their role in many other affairs
  has been key to their success. However, countless
  Explorators also meet with grisly deaths in the hostile
  galaxy they discover and, on mercifully rare occasions,
  their ill-conceived prying has unleashed cataclysmic
  horrors on Mankind.
  An Explorator is not physically different from the
  Techpriest and Magos as defined in Inquisitor already.
  However, he will be the senior-ranking official in the
  warrior band. In addition, you should decide how far
  along the pro-xenos/anti-xenos track your Explorator is, as
  this can give rise to all manner of interesting scenarios, and
  in the case of a pro-xenos Techpriest, also some intriguing
  options for using alien wargear (whether suitably modified
  or unmodified by the bearer is up to you).
  Fan05_36-43  11/6/04  2:41 pm
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  40
  Servitors
  Servitors are altered humanoids that have had limbs and other body parts replaced with cybernetics and machinery. They are
  mind wiped and mentally reprogrammed to be able to perform simple tasks and obey specific instructions. Often a criminal,
  and particularly those who have offended the Cult Mechanicus, will be sentenced to Servitude Imperpituis and will be
  handed over to the Techpriests for modification. There are many different types of Servitors, but a few are detailed below.
  Servitor command: All Servitors use the basic profile given below, modified by type as noted later. A Servitor must be
  given commands otherwise it will default to its programmed behaviour. Commands must usually come from a single
  authorised individual (the Inquisitor or Techpriest in charge) but in some circumstances secondary authority may be
  given to other members of the warrior band. These commands must usually be given verbally, by some Techpriests may
  have MIUs installed into a Servitor, or allow some other form of remote activation.
  Equipment: Servitors are usually heavily modified with bionics, although these will almost always be crude or average
  in terms of their sophistication. If you wish to randomly generate a Servitor, then D6+1 body locations will be bionic.
  For each location, roll a D6, on a 1-3 the part is crude, on a 4-6 it is average. If the chest is bionic the character will have
  bionic lungs and heart. If the head is generated, the character will have bionics for all senses.
  Special Abilities: Force of Will (or No Will would be more appropriate); Nerves of Steel; True Grit. A Servitor may have
  a remote MIU implanted in which case it will count as a Familiar.
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  Technical Servitors 
  Technical Servitors are a common sight in the Imperium, they are not really intended for combat but are very useful in
  assisting battlefield operations. These are often referred to as mono-tasks, being physically changed and augmented to
  perform a specific function. Commonly they are used as load-lifters and cranes, but more exotic mono-tasks include the
  heavy weapon mount and the mobile weapons rack. These are the standard Servitors that accompany a Techpriest.
  Combat Servitors 
  Combat Servitors are modified mono-task lifters intended to fight in close combat, they are normally equipped with the
  equivalent of a power fist and close combat weapon (claw, chainblade, saw, breacher). This will is an Implant Weapon.
  Combat Servitors have +20 WS.
  Gun Servitors 
  Gun Servitors are intended to provide fire support for the Techpriest while he works. Often they will have whole limbs
  replaced as an Implant Weapon. This can be any type of basic weapon. Gun Servitors have +20BS, and the Hipshooting
  ability. They may also be fitted with ammunition hoppers to confer the quickload ability.
  Praetorian Servitors 
  Praetorians are intended to provide complete protection for the Techpriest on the battlefield. They are elite cyborg
  warriors which bodyguard the Magos and protect temples, shrines and other facilities threatened with direct attack.
  Heavily armed and armoured they typically mass over twice the bulk of a man or more, with tracks or jointed legs to carry
  their immense weight. Some Praetorians are created from vat-grown giants or mind-scrubbed Ogryns. All are designed to
  intimidate, and if necessary, obliterate. Praetorians may be either Combat or Gun Servitors as detailed above. In addition
  to the rules listed for these Servitor types, a gun Praetorian may mount a heavy weapon. Praetorians also gain the Deflect
  Shot ability, although this is to represent their extremely armoured nature rather than preternatural reflexes, and this may
  never be deflected back to the firer. The also receive the following bonuses to their characteristics:
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  Fan05_36-43  11/6/04  2:41 pm
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  41
  Grafts and Implants
  These are specialised bionic upgrades available to
  Techpriests and their minions.
  Electoos
  Metallicised strips bonded sub-dermally enable the
  Techpriest to channel limited amounts of energy like the
  renowned Electro-priests. Any close combat attack by the
  character also counts as a shock weapon.
  Electro-grafts
  More extensive subdermal implanting which allows users
  to
  interface
  directly 
  with
  data 
  sources 
  and
  instantaneously acquire skills. Vulnerable to hard knocks
  and shocks. Essentially these convey an ability such as
  Deadeye Shot, Fast Draw or similar. A character with
  electro-grafts reduces their Toughness by 10 when
  testing for system shock.
  Rite of Pure Thought
  Considered an extreme measure even among some
  Techpriests, the rite of pure thought has become
  accepted practice over the millennia. The creative,
  emotional, illogical right hemisphere of the brain is
  replaced with a cogitator linked directly to the left
  hemisphere. This gives the devotee pure thought clear of
  distraction from emotions or any annoying sense of self-
  preservation. The character gains the Force of Will and
  Nerves of Steel skills.
  Skitarii
  The Skitarii are forge guards, human soldiers with basic bionic augmentations for
  communication, weapon links and sensory feeds. Some are more favoured than
  others, and those in the retinue of an Explorator may well have been blessed by
  mechanical and alchemical manipulation by their master.
  Treat Skitarii as Imperial Guard veterans, although they are more likely to have
  wargear such as combat drugs, and also at least one body part is likely to be bionic.
  Their weaponry may well be implanted and they are generally issued with plenty
  of ammunition!
  Electro-priest
  Also known as Luminen or ‘the spark of life’, Electro-priests are living generators, capable of coursing energy into
  anything they touch. The bodies of Electro-priests are covered in spiralling electoo circuits, metal-based tattoos which
  coil about their bodies like a magneto. Electro grafts in their nervous system allow them to generate a crackling fount of
  electrical energy through their copper etched palms, the charge building as the Luminen works himself into a ecstatic
  frenzy until the priest collapses from physical exhaustion. Electro-priests use their power to ‘resurrect’ powerless
  artefacts or to destroy enemies of the Machine God like bolts of living lightning.
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  Abilities: Furious Assault
  Wargear: Electoos; Rite of Pure Thought
  Wargear
  The following are new pieces of wargear available to
  Explorator Warrior bands and
  other Techpriest
  characters.
  Familiars
  Each of the following is ‘wired-in’ to the Techpriest and
  therefore follows the rules for being a Familiar.
  Haemoncolyte
  Haemoncolytes are vat-grown creatures formed from the
  Techpriest’s own flesh and blood. They are typically
  created to cleanse the Techpriests’ organic components
  of poisons and tumours, any such imperfections being
  passed
  along
  an umbilical
  and
  absorbed
  by the
  Haemoncolyte. They are ugly and dwarfish to begin with
  and over time they age rapidly, becoming covered in liver
  spots and lumpen growths. A Haemoncolyte adds +30 to
  all of the Techpriest’s resistance rolls.
  Techno-mat
  Techno-mats are tethered Servitors which attend to the
  functions of a Techpriest’s organic components, freeing
  them from the fallacies of the flesh in the pursuit of
  knowledge.
  Carefully 
  monitored
  nutrients 
  and
  stimulants are fed to the Techpriest continuously from
  the attendant servo-mat. A techno-mat allows the
  Techpriest to re-roll his Toughness test when attempting
  to recover.
  Fan05_36-43  11/6/04  2:41 pm
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  42
  Servo-harness
  An articulated armature cage employed by Techpriests
  when undertaking arduous rites in plasma reactors or
  the maintenance of substantial Machine Spirits like
  Super-heavy tanks. The character is at half Initiative
  (including calculating Speed), but his Strength is
  doubled. He may fire heavy weapons one-handed.
  Autosanguination
  Some Techpriests exsanguinate themselves in order to
  replace their blood with a more efficient medium,
  usually topped up from a portable alembic carried
  externally. The sanguinous medium is able to plug holes
  and rebuild torn flesh with remarkable efficiency. The
  character adds +20 to his Toughness when working out
  his base Injury value.
  Binary cortex
  It is not uncommon for two Techpriests working on the
  same mysteries to coincide so entirely in their thinking
  that they decide to link up in a very literal sense. Both
  brains are linked to a single body so that they can work
  more efficiently together, a choice much admired by
  other priests, particularly for the one who accepts the
  burden of remaining clothed in flesh. Unfortunately,
  these two personalities do not necessarily agree on the
  best course of action at any given moment. The character
  adds 70 to his Sg value, and gains the Heroic skill.
  However, roll a D6 at the start of any turn, on a roll of a
  1, the two minds have a disagreement and the character
  is at -1 Speed that turn.
  Archeotech wargear
  Explorators unearth all manner of strange weaponry
  from alien civilisations and the Dark Age of Technology.
  This presents some interesting gaming opportunities for
  players with an Explorator warband.
  A character may have one or more pieces of archeotech,
  which must be given a suitably impressive and yet
  informative name. A few characterful examples are given
  Fan05_36-43  11/6/04  2:42 pm
  Page 42
  
  43
  later. The effects of the archeotech can be represented by
  one of the psychic powers given in Inquisitor. In the
  same way that psychic powers are used, the Techpriest
  can attempt to use his archeotech as an action. Instead of
  using his Wp, the Techpriest must use his Sg for the test.
  The difficulty of the ability (or in this case complexity) is
  applied as normal.
  Like a Psychic test, using archeotech is a risky action, the
  Techpriest can attempt to concentrate first and may suffer
  the equivalent of a psychic overload. In the case of Sg test
  failure, there is a chance of the archeotech being rendered
  useless for the remainder of the game, equal to the
  amount the test was failed by. If the risky action is failed,
  this chance is equal to 150 minus the character’s Sg.
  Obviously, archeotech cannot be nullified. In the case of
  an ability that is a ranged attack, there is no modifier to the
  test and, if successfully used the Techpriest must roll to hit
  as normal, counting the archeotech as range band D. You
  may also want such weapons to have ammunition
  capacities and recharge times. Archeotech has a weight
  equal to its complexity rating.
  Example archeotech items
  The Spatial Impasse Generator: This suit of Eldar
  origin enables the bearer to briefly slip into warp space
  and shift their location, passing through enemies, walls
  and any other type of barrier. The spatial impasse
  generator uses the Teleportation ability.
  Tac-nuke Pistol: Though not much larger than a stub
  pistol, this potent weapon can fire a projectile capable
  of blowing up a small building. The tac-nuke pistol
  makes a ranged attack like the Firestorm ability.
  Sub-conduit Cortex Scanner: Able to measure the
  minute variations in the electrical field of a creature’s
  brain, the sub-conduit sortex scanner is able to relay
  this information via an implant in the sensory arrays of
  the wearer. This effectively gives the character the Mind
  Scan ability.
  Gav Thorpe is a Games Workshop stalwart as well as
  being author to many books and Inquisitor.
  There are currently two Inquisitor Techpreist models
  in the range.
  These
  are
  Delphan
  Gruss and
  Techpriest Tezla. Both can be purchased from Games
  Workshop Direct.
  Turn the page 6 for the Judge. 
  www.Exterminatus.com
  Further
  Information
  Author
  More Inquisitor
  Website
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SOURCE: textdata/thevault/Warhammer/40k/Inquisitor Skirmish/SG_site_files/emplorwarband.pdf