MACROMUNDA
Allegiance
Adeptus Mechanicus Cult Mechanicus
Codex / Campaign
Codex · Adeptus Mechanicus

Campaign57

Scenarios1

Hold The Forge Line scenario
Attackerthe challenger (whoever is pushing the Cult off the world's forge-districts)
Defenderthe Cult Mechanicus maniple, dug in around the forge-line
Deploydefender sets up first, anchored on and around a central objective (a reductor, generatorium or shrine) with constructs forward; attacker deploys along one board edge and must cross open ground to reach it
Objectivethe attacker must seize and hold the central forge-objective; the defender must keep it
Victorydefender wins by controlling the objective at the end of round 6 (or when the attacker bottles out); attacker wins by controlling it at the end of any round, OR by taking every defending CONSTRUCT Out of Action
Rewardsdefender win advances the Cult's Control-Track hold on the world and grants a free construct repair in the post-battle sequence; attacker win pushes the marker the other way and denies the Cult its next income from that district
Control Tracka defender win holds the marker where it stands (the line does not move — which for the Cult is a win); an attacker win advances the challenger one step toward taking the forge-district

A challenger has come for the Cult's forge-districts, and the maniple does what it does best: it digs in, plants the wall, and refuses to move.

ATTACKER & DEFENDER The Cult Mechanicus maniple is the defender, dug in around the forge-line. The challenger pushing the Cult off the world's forge-districts is the attacker.

BATTLEFIELD A dense industrial sprawl built around a single central objective — a reductor, generatorium or shrine. Terrain is heavy, blocking sightlines across the open ground the attacker must cross.

DEPLOYMENT The defender sets up first, anchored on and around the central objective with its constructs forward. The attacker then deploys along one board edge and must cross the open ground to reach the line.

OBJECTIVE The attacker must seize and hold the central forge-objective. The defender must keep it.

ENDING THE BATTLE The battle ends at the close of round six, or when either side bottles out.

VICTORY The defender wins by controlling the objective at the end of round six, or if the attacker bottles out. The attacker wins by controlling the objective at the end of any round, or by taking every defending CONSTRUCT Out of Action.

REWARDS A defender win advances the Cult's hold on the world and grants one free construct repair in the post-battle sequence. An attacker win pushes the world's control the other way and denies the Cult its next income from that district.

CONTROL TRACK A defender win holds the marker where it stands — for the Cult, to hold is to win. An attacker win advances the challenger one step toward taking the forge-district.

Favours11

RollFavourPatron
2The Cold Forge. The forge-fires have guttered low and the Fabricator-Priests of the Forge Temple can spare nothing this cycle — worse, they call in what little you have. You gain no favour for this battle. If a friendly construct went Out of Action in your last game, the Forge Temple claims first call on its repair: that construct may not be fielded in this battle, recalled to the deep forge for works of the Temple's own.the Forge Temple (the Fabricator-Priests of the maniple's home forge)
3Spare Parts. The Forge Temple sends a crate of salvaged components. Once during this battle, when a friendly Tech-Priest performs its Rites of Repair, that Rite restores 1 additional Wound as the priest fits fresh parts to the wounded machine.the Forge Temple (the Fabricator-Priests of the maniple's home forge)
4Sacred Unguents. The Fabricator-Priests of the Forge Temple anoint your machines with blessed oils before the battle. Choose one friendly CONSTRUCT; until the end of the battle it gains a 6+ invulnerable save, or improves an existing machine-spirit shrug by 1, the sacred unguents turning aside a blow the Omnissiah wills it to survive.the Forge Temple (the Fabricator-Priests of the maniple's home forge)
5Requisition Oil. A tithe of sacred lubricant from the Forge Temple loosens the maniple's joints. At the start of the battle, choose one friendly CONSTRUCT; for the first round only it adds 2" to its Move as the blessed oil frees its long-stiff actuators.the Forge Temple (the Fabricator-Priests of the maniple's home forge)
6Blessed Ammunition. The Forge Temple blesses a caseload of your ammunition. Choose one friendly fighter's ranged weapon; once during the battle, when it makes a ranged attack with that weapon, you may re-roll one failed Hit or one failed Wound roll, the shot guided by the Omnissiah's hand.the Forge Temple (the Fabricator-Priests of the maniple's home forge)
7The Enginseers Hand. The Forge Temple lends a junior enginseer to your cause for the battle. Once per round, a friendly Tech-Priest that performs its Rites of Repair may do so as a Simple action rather than surrendering its whole activation, the extra pair of blessed hands hastening the work.the Forge Temple (the Fabricator-Priests of the maniple's home forge)
8Forge Tithe. The Forge Temple grants readily, but the Machine God's favour is a loan repaid. You gain D3×10 credits toward the maniple's upkeep this cycle. In return, at the start of your next battle you must dedicate one Tech-Priest's first activation to the Rites of Repair before it may act otherwise — the tithe of service owed for the forge's gift.the Forge Temple (the Fabricator-Priests of the maniple's home forge)
9Kastelan Loan. The Forge Temple loans a war-robot to the muster. For this battle only, you may field one additional Kastelan Robot at no credit cost, provided a friendly Cybernetica Datasmith is on the battlefield to command it. At the battle's end the relic robot returns to the deep forge.the Forge Temple (the Fabricator-Priests of the maniple's home forge)
10Rites Of The Deep Forge. The masters of the deep forge work their highest Rites over your maniple. For this battle, each friendly Tech-Priest may perform one Rites of Repair action each round without surrendering its own activation — the maniple mending at a pace the enemy cannot out-damage.the Forge Temple (the Fabricator-Priests of the maniple's home forge)
11Archmagos Favour. An Archmagos of the Forge Temple takes an interest in your maniple. For this battle, choose one Canticle of the Omnissiah at muster; it is always available to be declared in addition to your normal choice, and while it is active your constructs' machine-spirit shrug improves to 5+.the Forge Temple (the Fabricator-Priests of the maniple's home forge)
12The Omnissiah Manifest. The Omnissiah's favour descends upon the maniple entire. For this battle, every friendly CONSTRUCT counts as under the Aura of the Omnissiah whether or not a Tech-Priest stands near, and the first friendly construct taken Out of Action each round is instead left Seriously Injured — the Machine God itself refusing to let the faithful fall.the Forge Temple (the Fabricator-Priests of the maniple's home forge)

Gang Tactics36

RollTacticTiming
11Wrath Of Mars. Choose a friendly Kastelan Robot. Until the end of this round, each of its ranged Hit rolls of a natural 6 inflicts an additional automatic Hit as its arrays overload with the wrath of the Red Planet.your turn
12Aegis Protocol. Choose a friendly CONSTRUCT. Until the start of your next turn it adopts the Aegis Protocol for free: it gains +1 to its save and may make a single overwatch reaction shot at the next enemy to move within its line of sight.your turn
13Conqueror Protocol. Choose a friendly CONSTRUCT. Until the start of your next turn it adopts the Conqueror Protocol for free: it gains +1 Attack and may advance and fire, moving its full Move and still shooting in the same activation.your turn
14The Wall Advances. This round, any friendly CONSTRUCT that does not move counts as being in partial cover until its next activation — the shrouded wall grinding forward behind its own bulk.Start of round
15Rites Of Reconstruction. Play when a friendly CONSTRUCT is taken down. A friendly Tech-Priest within 6" may immediately make a free Rites of Repair action on it, standing it back up with 1 Wound — the priest breaking off mid-motion to catch the falling machine.Reaction
16Iron Soul. Declare the Incantation of the Iron Soul. Until the start of your next turn, friendly fighters automatically pass Nerve tests — the wall does not waver and the line does not break.your turn
21Galvanic Overcharge. Choose a friendly fighter with an arc, taser or electroleech weapon. Until the end of the round, that weapon strikes with +1 Damage against constructs, walkers and vehicles as you channel a surge of galvanic power through it.your turn
22Machine Litany. A friendly Tech-Priest chants the machine-litany. Choose one friendly CONSTRUCT within 6"; until the start of your next turn it may re-roll failed Willpower and Cool tests, soothed by the priest's blessing.your turn
23Electroleech Surge. Choose a friendly Fulgurite Electro-Priest. Until the end of this round, each Wound its electroleech stave inflicts restores 2 lost Wounds to it rather than 1, the stolen lightning surging back through its flesh.your turn
24Datasmith Command. A friendly Cybernetica Datasmith issues a fresh command-string. One friendly Kastelan Robot it controls may immediately switch its Protocol and then make a free move, responding at once to the Datasmith's will.your turn
25Sacred Oil. Play when a friendly CONSTRUCT would suffer a Flesh Wound. Anointed in sacred oil, it ignores that Flesh Wound — the blessed machine simply refusing the injury this once.Reaction
26Relentless Advance. Until the start of your next turn, friendly CONSTRUCTS may not be forced to fall back and cannot be Pinned by enemy shooting — the wall grinds on regardless, deaf to fear.your turn
31Torsion Lock. Choose a friendly fighter armed with a torsion cannon. Until the end of the round, its shots gain +1 to wound against targets with a save of 4+ or better, the graviton-torsion locking onto heavy plate.your turn
32Overwhelming Plating. Play when a friendly CONSTRUCT is hit by a ranged attack. It gains +1 to its save against that attack as its heavy plating turns the shot — the sheer mass of the machine shrugging the blow.Reaction
33Canticle Of Fury. Declare the Invocation of Machine Might. Until the start of your next turn, friendly fighters add +1 to their melee Damage rolls, the maniple striking with the fury of the Machine God.your turn
34Static Firebase. Choose up to two friendly CONSTRUCTS that did not move this round. Each may immediately make a free ranged attack with a heavy weapon, the braced firebase loosing a disciplined volley.your turn
35Reclaimed Tithe. Play at the end of the battle. If any friendly CONSTRUCT ended the battle Out of Action, roll a D6. On a 4+ its wreck is reclaimed at no repair cost — the maniple recovering what the enemy thought destroyed.End of battle
36Unbreaking Line. Choose a friendly CONSTRUCT. Until the start of your next turn, the first time it would be taken Out of Action it is instead left Seriously Injured, the line refusing to break at that point.your turn
41Electro Conduction. Choose a friendly Electro-Priest. Until the end of the round, whenever it makes a melee or arc attack it also inflicts 1 automatic Hit on a second enemy fighter within 1" of the target, the current leaping between bodies.your turn
42Machine Spirit Rouses. Play when a friendly CONSTRUCT activates. Its machine-spirit rouses to wrath: until the end of its activation it gains +1 Attack and adds 1" to its Move.Reaction
43Forge Tempered. Play before the battle. Choose one friendly CONSTRUCT; for this battle, improve its machine-spirit shrug by 1, or grant it a 6+ shrug if it has none, its plating tempered anew in the deep forge.Pre-battle
44Dominus Directs. At the start of the round, the Tech-Priest Dominus directs the line. Choose one friendly fighter within 12" of the Dominus; this round it may re-roll a single failed Hit roll, guided by the Dominus's command.Start of round
45Repair Priority. A friendly Tech-Priest works with singular focus. This turn, when it performs its Rites of Repair, it may mend two adjacent CONSTRUCTS instead of one, splitting its attention across the wall.your turn
46Servo Shield. Play when a friendly Tech-Priest within 2" of a friendly CONSTRUCT is targeted by a ranged attack. The construct interposes its bulk: the priest counts as being in full cover against that attack, shielded by the machine it tends.Reaction
51Grinding Halt. Play when an enemy fighter moves within 3" of a friendly Kataphron. The heavy battle-servitor braces and swings: make an immediate free melee attack against that fighter as it comes into reach, grinding its advance to a halt.Reaction
52Plasma Ascendant. Choose a friendly fighter armed with a plasma culverin. Until the end of the round it may fire on its overcharged profile without any risk of backlash — the construct's machine-soul ascendant over the reactor's fury.your turn
53Canticle Shift. At the start of the round, as the Canticle is declared, the Omnissiah's favour shifts. This round you may declare a second Canticle of the Omnissiah in addition to the first; both are active gang-wide until the round ends.Start of round
54Augmetic Resolve. Choose a friendly fighter. Until the start of your next turn it may re-roll a failed roll to avoid going Out of Action and a failed roll on the Lasting Injury table — the much-rebuilt body refusing the scrapheap.your turn
55Reclaimed In Fire. Play at the end of the battle. If a friendly Kastelan Robot or Kataphron ended the battle Out of Action, roll a D6. On a 3+ it is reclaimed and rebuilt at no repair cost before your next battle, dragged from the fire and made whole again.End of battle
56Grief Of The Machine. Play when a friendly CONSTRUCT is taken Out of Action. Every friendly fighter within 6" of it gains +1 to Hit in melee until the end of the next round, roused to grief-fury by the fall of a sacred machine.Reaction
61Heavy Bracing. Choose a friendly fighter with a heavy weapon. Until the end of the round it ignores the penalties of the Unwieldy trait, braced and immovable as it fires the maniple's heaviest guns.your turn
62Phosphor Mark. Choose an enemy fighter hit by a friendly phosphor weapon this round. Until the start of your next turn, that fighter may not benefit from cover or hidden status, lit up by clinging phosphor for the whole maniple to see.your turn
63Kastelan Fury. Choose a friendly Kastelan Robot in the Conqueror Protocol. This turn it may make a free additional melee attack action, its power-fists rising and falling with the fury of the Machine God.your turn
64Arc Riposte. Play when a friendly fighter with an arc or electroleech weapon is struck in melee and survives. It makes an immediate free melee attack back against the attacker, answering the blow with a crackling riposte.Reaction
65Forge Guard. Play when an enemy fighter charges a friendly Tech-Priest. A friendly CONSTRUCT within 3" of the priest may immediately move into base contact with the charging enemy, interposing itself as the forge-guard of its master.Reaction
66The Omnissiahs Will. The Omnissiah's will moves through the maniple. Until the start of your next turn, each friendly fighter may re-roll a single failed Hit, Wound or save roll — the Machine God guiding steel and shot alike.your turn

Alliances2

The Flesh Tithe Feud alliance
Whoscavenger and scrap-taking gangs — any faction whose economy is built on stripping the fallen (the Cult refuses the map-level truce with these)
Termsno map-level non-aggression is possible with a scrap-scavenger gang; when the Cult and such a gang would occupy adjacent territory, one must be contested — the Cult will always press the claim rather than share the border

The Cult Mechanicus abides no bargain with those who strip the fallen for scrap. Against any gang whose economy is built on scavenging the dead — the corpse-robbers and metal-takers who would prise a sacred machine apart for parts — no map-level non-aggression is possible. Where the Cult and such a gang would hold adjacent territory on the campaign map, one border between them must always be contested; the maniple presses the claim rather than share ground with those who desecrate the wreck of a fallen construct. To the Cult a broken machine is a soul to be reconsecrated, never salvage to be sold.

The Hammer And The Anvil alliance
Whoa Skitarii maniple of the same forge world (any Skitarii House — generic, chosen when the muster is called, NOT a fixed named gang)
Termscampaign-only combined muster: neither gang joins the other's battle roster permanently; on a shared objective they field a single combined maniple, capped, for that game only

The two armies of one Omnissiah stand together. When a Cult Mechanicus maniple and a Skitarii maniple of the same forge world both hold ground on a contested world, they may muster as a single combined force for a battle fought over a shared objective. In that pact the Cult is the anvil: it supplies the construct wall and the Rites of Repair the Skitarii's mobile gunline manoeuvres behind. This is a campaign muster only — neither gang joins the other's battle roster permanently, and no Skitarii fighter enters a normal Cult gang list. The alliance opens only once both Mechanicus gangs hold ground on the same world, in the local phase before the Endgame, and the combined maniple is capped and fielded for that single game alone.

Legendary Names3

Praetor Unit Theta Kastelan Robot

XP cost (random): 6

XP cost (chosen): 12

Praetor-Unit Theta is a relic Kastelan Robot that has fought since before living memory, its cortex heavy with battle-cant no living Datasmith fully understands. While a friendly Cybernetica Datasmith stands on the battlefield to steady its ancient machine-soul, Theta cannot be taken Out of Action — any such result is treated as Seriously Injured instead, the old robot simply refusing to fall. But it knows only the voice it was bound to: while no friendly Datasmith is on the field, it fights badly and alone, suffering -1 to all of its rolls.

The Prime Conduit archmagos Dominus

XP cost (random): 8

XP cost (chosen): 14

The Prime Conduit is an archmagos Dominus who has become a living relay for the Omnissiah's voice, the whole choir of the maniple channelled through one frame. At the start of each round it chooses two Canticles of the Omnissiah to be active gang-wide rather than one, and it may work a Rites of Repair action each round without surrendering its own activation. Such a conduit is costly to sustain, demanding double the usual upkeep; and should it be taken Out of Action the choir falls silent — the gang loses all Canticle benefits until the start of the following round.

The Unfallen Tech-Priest Enginseer

XP cost (random): 6

XP cost (chosen): 12

The Unfallen is a Tech-Priest Enginseer who has held one wall upright across a career of sieges and never once let it break. Its Rites of Repair heal one additional Wound, and it may work them on any friendly CONSTRUCT within 3" rather than only an adjacent one, its reach honed by long practice. But it will not abandon the line it has spent its life holding: it may never make a Move of more than half its Move characteristic in a single activation, rooted to the wall by habit and by faith.

Sub-Plots2

The Forge Endures sub-plot

Reward: That construct permanently gains +1 Toughness. This sub-plot can grant this bonus only once per fighter, across the whole campaign.

The Cult does not bury its dead — it rebuilds them, again and again, until the machine becomes something greater than the sum of its repaired parts.

When a single CONSTRUCT fighter has been fielded in five consecutive campaign battles without ever being permanently lost — repaired and returned each time it fell — the Omnissiah has plainly marked it for endurance. That construct permanently gains +1 Toughness. A given fighter can be granted this bonus only once across the whole campaign.

The Relic Recovered sub-plot

Reward: Recover one signature Cult wargear piece (galvanic regeneration-coils OR a Kastelan protocol-core) for free, once. This sub-plot can be claimed only once per campaign.

Beneath the Cult's sacred machine-sites lie the relics of older, greater work — and a maniple that holds the ground long enough may reclaim them.

Should the gang win a battle in which it controlled a forge-shrine, reductor or reliquary objective at the end — a battle fought over the Cult's own sacred machine-sites — its priests recover a lost treasure of the forge. Claim one signature Cult wargear piece for free: either a set of galvanic regeneration-coils or a Kastelan protocol-core. This can be done only once per campaign.

Terrain2

The Magos Reliquary terrain

The Magos' Reliquary is a fortified machine-shrine of armoured bulkheads and sealed relic-vaults — dense enough to break line of sight, strong enough to stand a siege.

A fighter inside the Magos' Reliquary, in base contact with its interior, counts as being in full cover against all ranged attacks. A friendly Tech-Priest inside the Reliquary may work its Rites of Repair on any friendly CONSTRUCT within 6" rather than only an adjacent one, the liturgy amplified through the shrine's resonant vaults.

The Sacred Reductor terrain

The Sacred Reductor is a squat repair-shrine of blessed machinery, coolant vents and hanging servo-arms — the station where the maniple's priests weld the wounded upright between fights.

A CONSTRUCT fighter that ends its activation within 3" of the Sacred Reductor immediately recovers one lost Wound, up to its Wounds characteristic. A friendly Tech-Priest within 3" of the Reductor works its Rites of Repair at +3" range, mending a CONSTRUCT up to 4" away rather than only an adjacent one. A single fighter may benefit from the Reductor's healing only once per round.