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    The Wise-Gifted Ones

    The Demiurg

    In the grim darkness of the far future,

    War is for a price

    V4.31By Frank OHanlon, with help fromRay Bell, Gary Carney, Soulstone, Roy Amkreutz, Dave Knowles Lord Cyrus, Sigoroth, Yuber Okami, Zhai_Morenn anddozens of othersBased upon the ideas published by and copyright of Games Workshop.

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    ContentsFirst Contact? 3Index Xenos Minoris 4

    The Demiurg in InquisitorDemiurg Rules 6Demiurg Equipment 7

    Automatons, Drones, Mechanoids and other Mechanical Machinations 11Facilitation and Augmentation Widgets 12Construct Bodies 13The Benefactor 14Inquisitor Revic 15New Equipment 17

    Forum of Ansamas 18Scenarios and Warbands 19The Demiurg in Epic: Armageddon 20The Demiurg in Battlefleet GothicThe Demiurg 25Special Rules 26Commerce Vessels and Stations 29The Darfan 39The Demiurg Commerce Fleet (inc. Campaigns and Refits) 40Modelling the Demiurg 45Final Considerations 48

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    Korel Mashyr to OVRok chimed the intercom, You may proceed to the hanger when ready, our guest has arrived.

    Lord Inquisitor OVRok called The Bentusin envoy of the Thurm brotherhood is here, please come this way. OVRok

    motioned at a panel and the wall opened up, its door-iris revealing a corridor to the hangar bay. Revic, Humble servant of theEmperors Most Holy Inquisitorial Ordo Xenos, proceeded ahead of the aged Water Caste leader. As the hangar iris opened atthe end of the corridor, some moments before he reached it, he could see the hatchway of the new Xenos vessel lower, a misty orsmoky cloud seeping from the dark confines of the vessel into the otherwise dryly pristine Tau atmosphere.

    Lord Inquisitor Revic, remain here whilst I consult with the envoy. Indignant at this needless diplomatic exertion, he remainedwhere he was, adamant not to ruin this opportunity. PorO VRok strode off and stood next to lowered ramp, a Fio aide joininghis side. There they waited for some moment.

    In this time, Revic made to study the Xenos Vessel. Of a similar size to an Astartes Thunderhawk Gunship but of an asymmetricshape with a dirtied, almost rusted and grimy exterior, the vessel seemed active though from the indications VRok had given, itapparently only contained the Thurm envoy. Similar in colouration, but quite architecturally different to a catamaran like vesselRevic had glimpsed on his way to the Tau transport, he wondered whether they were related. Deep within, the sound of machinerywas somewhat irritating Revicwas this envoy intending to waste his time and force him to wait longer? Precluded by clanking and

    humming, a gout of what appeared to be vented plasma coolant discharged from the vessels side, causing Revic to mentally flinch, butprovoking no reaction from the Tau technicians nearby.

    As the clanging increased somewhat, movement at the top of the ramp became very distinct, slowly resolving into a broad andsquatted, seemingly humanoid, shape, but with what seemed unnaturally many limbs. Two more shapes materialised at its side,these even more bizarre and unnatural in appearance. They progressed swiftly down the ramp. Revic could clearly discern they wereof mechanical, not biological nature. Completely unlike servitors they exhibited no observable living components. Indeed, it appearedto Revic that it was they who conversed with VRok and his aide, as he discerned a distinctively rough and clicking dialogue. Witha bow from both the machines, the aide and VRok, the constructs shambled off with the aide to elsewhere in the hangar.

    VRok returned to Revic Lord Inquisitor, please join me, and swiftly returned to the foot of the ramp. Revic made a consciouseffort to seem as regal as he was able in the shadow of this majestic, if haphazard, vessel. VRok turned, It says time is short, thatit can guide you to the last known location of the artefact you seek and that it can provide you with the facilities to transport it. Itinsists, however, that compensation be made in advance and that any defence of the operation is left in your hands. VRok, for thefirst time in Revics long acquaintance, looked slightly offput. It also insists that the transaction is conducted outwith Tau domainsand that you accompany it immediately.

    Revic paused; perhaps this deal was not to the advantage of the Inquisition after all. Consorting with Xenos was no small heresy,let alone employing their aid and inviting their incursion into Imperial territory. Revic resolved himself. If the first contact inmillennia was to yield a beneficial and informative result rather further human bloodshed on the already thinly spread EasternFringe, then to toe the line of heresy is how it should be done.

    The first Inquisitorial contact with these Xenos in these parts since the dawn of the Imperium was no small thing. You haveserved well, VRok, I may yet see you again sighed Revic, and he strode up the ramp towards the waiting Demiurg, in alllikelihood his sole companion for the coming months.

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    Index Xenos Minoris

    Provisional Portfolio (ref AdMech 345623/XEN019)- Magos Meirus, Kar Duniash

    The Demiurg are a race of nomadic and somewhat reclusive beings observed primarily, if rarely,on the far eastern Fringes of the Galaxy. Whilst their ships are a common sight among the stellaratmospheres of deep-core stars of the Galactic bulge, and frequent denizens of the most bizarrecelestial phenomena, actual contact with the Demiurg is rare. From their majestic starships theDemiurg live out their solitary existence. Each vessel is known to be home to thousands ofconstructs and drones of the Demiurg, but the numbers of the race themselves onboard arescant. A brotherhood or three is the extent of their populations on any one ship, though how manythis correlates to is at this point unknown. They are reclusive, often avoiding contact or notice ofother species for many centuries and millennia only to majestically emerge from the corona of astar, appear at the edge of a star system, or slowly and methodically work their way out of theuncharted depths of dense asteroid belts and dust clouds where they reside, often unseen, forthe passing of aeons.

    Noted in many cultures across the galaxy as a race of uncommonly benevolent traders, artisans,craftsmen and industrialists beyond compare. Though these records individually are scarce, on alarge scale their frequency is undeniable. Trade in material resources, technical components andtechnological knowledge seem most common, with militaristic services seeming incredibly rare,despite the undeniable power associated with any given Demiurg vessel. When put to it, eventheir smallest ships are capable of deploying significant forces to any given engagement.

    Whilst mention of and hearsay regarding the Demiurg is by no means unheard of, sight of avessel or sign of their passing is less common. Indeed, the sight of a Demiurg itself is souncommon that there are no largely reliable Imperial accounts of even their most basic aestheticphysiology, though it is known the Tau, Kroot and the likes have fared better in these areas thanImperial Humanity. It is projected an rumoured that the actual occurrence of Demiurg is evenrarer than the previously thought given the sheer size of their vessels, extensive automation iscommonplace with some sources even claiming a common brotherhood size of only at mostscant dozens of Demiurg. The Demiurg are ancient with regards to Humanity.

    They have existed in their present state of nomadic trawling, harvesting, mining and trading atleast since current records begin at the dawn of the Imperium. Those records of insignificantraces and colonies on the eastern edge of the Imperium show contact, primarily for trade, with theDemiurg before the Imperium itself, many even before Mankind set foot among the stars. Wherethey come from, and why they are so rarely seen, yet so widespread, across the Galaxy is clearlyunknown, though speculation abounds. With the incredibly scarce Imperial data on the species,they are a subject of intense scrutiny by all branches of the Adeptus Mechanicus, if only due tothe rarity of such knowledge. Indeed, true knowledge of the long-dead Necrontyr, the vile Hrudand the elusive Eldar is more prevalent.

    In recent years Demiurg activity has increased significantly. With sightings of Demiurg-Kroot andDemiurg-Tau fleets becoming commonplace and the known extensive concentration of Demiurgappearing around Tau space, it seems these two cultures have worked out a worrying agreementto their mutual benefit, perhaps even strategic alliance. Alarmingly, incursions into Imperial spacehave increased with offers of trade extended to many fringeworlds. Though the Inquisition andAdeptus Arbites have been keeping an extensive watch for such arrangements, the onslaught ofthe Tyranid Hive Fleets and the increased activity of Orks all across Ultima Segmentum, Imperialforces are hard pressed to maintain authority in all extremities.

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    Non-confrontational to the point of pacifists when jeopardising wealth in most situations, it is astrange and terrible sight to see one of their mighty Commerce Vessels bearing down upon anopponent. Even this has become a more common sight in the centuries surrounding the

    expansion of the Tau, the arrival of the Hivefleets of the Tyranids and the increased Orkoidactivity on the Eastern Fringe. Many theories have arisen to account for this increase in Demiurgactivity. Some point to the devastation wrought by Tyranid Hive Fleets allowing an apparentlycapitalist facet of the nature of the Demiurg to exploit this time of woe. Indeed, they have alsobeen linked to a more deep-rooted, somewhat less logical, tie to the Orks and their kin in theSegmentum. With it rumoured that a deep enmity between these two Xenos exists, it would notbe beyond belief for some conflict to be ongoing outside the baleful eyes of the Imperium. Whatthis is portentous of, if anything, remains unknown.

    On such rare occasion that the Demiurg are contacted by Mankind, all reports point to anincredibly mentally adept race with extensively alien minds. They are said to show no interest asa race in the rise or fall of the Imperium of Man or the dominion of the Tau, but express a desireto see to their own business, with the access of natural resource and artificing being ofparamount concern. Though records are scant and reliable data nigh nonexistent, the reluctanceof Demiurg to claim planets or commit ground forces is said to indicate an aged population andtheir reliance on automation suggests they put a high price tag on the lives of the Demiurg.

    Most peculiar of all reports and also, most unconfirmed, is the mention of the Demiurg limbs.Whilst reports indicate a mainly humanoid form, there are perplexing tales of limbs sprouting fromthe mid back or sides that display qualities of tentacles and less articulate limbs. Strangest of allis how it is these limbs that Demiurg use to operate and interact with most machinery andtechnology in a passive, almost thoughtless manner.

    Their operations consist primarily of the massive industrial bulwarks that are the DemiurgCommerce Vessels, exceptionally advanced and laden with an inconceivable amount ofautomata and artificial constructs. They impose an impressive commercial weight upon anyregion they inhabit, with ordnance far exceeding the range and ubiquity of artificial Imperial

    capabilities, and can mount enough resources for a small coalition of vessels to strip the majorresources of a Mining Grade system within a few Terran years. Often the affiliations betweeninhabiting brotherhoods extend over and across many sectors, leading to an incredibly dispersedpower base. They trade for, mine and harvest resources incessantly, even their great starshipsare noted to be permanently absorbing and scouring the void for interstellar particles, dust anddetritus under any circumstance, with many further ventures rumoured to move from asteroidmining, planetoid destruction and even on seemingly rare occasion the scouring of a significantportion of a planets inherent wealth.

    The forces more recently rumoured to be observed in the service of their affiliates planet sidereportedly closely resemble the units remarked to be deployed across almost all their operations.The ease and rapidity of their conversion to combat purpose is something widely commentedupon, with a Demiurg Vessel outfitting its automated legions for such intention in little more than

    the time taken to rouse an Imperial vessels Machine Spirit core a prospect and idea that receivesridicule and apprehension in equal amounts within the Cult Mechanicus. Worryingly, rumourpersists of the Exterminators, Demiurg devices said to be capable of annihilating or incapacitatingentire planetary populations within months, though the veracity of these rumours is untested.

    Though apparently generally similar in function, the sheer variety and personalisation, almostindividuality, rumoured in Demiurg constructs is staggeringly immense, almost to the point ofunbelievable. Though almost unswervingly it has been said to be a broadly similar type ofautomaton deployed in the Demiurg forces, it has been rumoured of more intense variationranging from dedicated combat drones up to reconfigured attack craft and worryingly war-enginesized automated behemoths, even theorised perhaps to scale towards dedicated combatstarships rather than the Commerce Vessels so observed.

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    The Demiurg in Inquisitor

    Demiurg spend much of their lives in the solitude of their own company and their creations, theyportray as incredibly wise with the knowledge of centuries long gone. Whilst not often forthcomingor overbearing when it comes to sharing, if they find a being that suitably impresses them, theywill gladly pass on helpful nuggets to those who would hear. Not often overtly forthcoming to allspecies, it is without doubt their incredible intelligence can be put to more than technology,though as always for a price. It is noted that when they turn their minds to biological nature, theycan be highly proficient medics.

    So far there has been no indication of any Demiurg exhibiting psychic or similar powers.That their vessels are warp capable is clear. How this is possible without prevailing psychic

    prowess is completely unknown, though it is supposed that alone of all the races encountered bythe Imperium the Demiurg may have mastered the technology to make such a feat possible.

    WS BS S T I Wp Sg Nv Ld Sp

    Demiurg 40 70 55 75 50 90 120 80 80 3Random 50+2D10 60+2D10 50+2D6 70+2D6 40+2D10 70+4D10 100+4D10 70+4D10 70+4D10

    Equipment: No Demiurg is yet known outside their Resilient Augmetative Suits. Demiurg areknown to equip their suits with a multitude of highly advanced and highly technical possessions,amongst them the famed Monocle Spectrometer and Structural Disruption Charges as well astheir attendant automatons, drones, and mechanoids alongside a host of other intricate devices.Most often however, they utilise powerful ion weaponry. It is not uncommon for them to have anextensive array of bionics and augmetics, often incorporating a form of extremely advancedmechadendrites. Many Demiurg are said to equip themselves primarily with some form ofmultitool, a device which is typically of excellent manufacture and often arcane purpose.

    Abilities: Though it is quite common for the Demiurg to be extensively skilled with a wide range oftalent and abilities, it is not often that these traits transcend to the realm of Inquisitor rules.Capable of most skills, it is common for them to manifest their natural knowledge in the MedicSpecial Ability, and often accompany a warrior band serving as a mentor in many respects.Demiurg automatically have the Ambidextrous and Technically Efficient special abilities.

    Technically EfficientWhen interfacing with machinery in any way, every action spent counts as two actions for howmuch can be achieved, activated, attained, reloaded etc.

    Resilient Augmetative Suit

    Treated as a full body suit that benefits its wearer with 5AP on all locations. The helm usuallyincludes a number of scanners and targeters that work the same as autosenses. Due to thenature of common Demiurg work, the Augementative Suit allows the Demiurg to completely resistthe effects of shock based weaponry. They can also survive in a vacuum for up to 10 turns

    unaided. In addition, they may spend one successful action per turn to adopt the regenerativespecial ability for that turn only.

    Further it is strongly recommended that some Demiurg may exhibit the same attributesas a Mechanoidcharacter (see Page 12). Whether this is due to an affect of the suit, perhaps anatural effect of the Demiurg itself or because the Demiurg is, perhaps, a robot is entirely up tothe player!

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

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    Demiurg Equipment

    Common Special Effects of Demiurg Technology

    Almost all Demiurg technology requires an intense technical skill to be able to use it. Whilst it isnot uncommon for Demiurg to construct simpler and more manageable control mechanisms, theythemselves are undaunted by the complexity inherent in using their creations.

    Unless otherwise stated all Demiurg Equipment has additional rules as follows:- Require twice as many actions as standard to be used in its operation.- Any non-Demiurg (not including Demiurg-derived machines) must pass a Sagacity Test for eachaction using the equipment.- Ionic Equipment nevercauses bleeding damage to a target as part of the injury caused (due to

    intense cauterisation of wound tissue).

    Ionic EquipmentWeapon Type Range Firing Mode Acc Dam Sh Reload Weight

    Caster Basic D Semi(6) - D6+3 30 2 25Wand Pistol E Semi(3) - D6+1 3 2 15Scalpel Pistol E Single -30 4D10+2 1 4 10Blaster Heavy E S(3) F(6) -30 3D10+3 1 3 50

    CasterThe typical Demiurg firearm, commonly mounted on their battle automatons, the Exterminators. Inmany of its personal arms forms, it mirrors closely the ancient Terran crossbow, the bow sectionhousing the complex acceleration and beam forming arrays. A powerful weapon, it is ideallysuited for engaging personal, using its complex magnetic array to suffuse its target with itsintense beam of ionised particles, reacting catastrophically with its targets molecular structure.

    Wand

    The smallest sidearm that Demiurg are known to carry, almost certainly a part of the equipmentof the Envoys that make contact throughout the galaxy. Though in no particular shape, most takeform loosely similar to standard pistols that permeate the Imperium and known xenos enclaves.

    ScalpelA small and intricate cutting tool, it is immensely powerful, easily capable of slicing throughmultiple layers of reinforced ceramite armour almost instantaneously. It is theorised that this isused for extracting samples and for facilitating improvised repairs and modifications to technicaland mechanical systems. Given its intricate nature, it makes a highly unsuitable battlefieldweapon, though it is indeed exceptionally powerful.

    BlasterThe Ionic Blaster is the weapon most often fitted to automatons that conduct close range drillingand heavy duty undermining. Capable of alternating its beams makeup to be particularly reactive

    with any given substance, it is dangerously effective. As with most tools, it is difficult to improviseas a weapon, though that does not prevent its use in dire times.

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    Other Equipment

    Multitool

    A small personalised Demiurg tool, similar to a technologically complex wrench, screwdriver etc.Also, if in hand when interacting with machinery, technology, information etc the multitool acts asan extra mechadendrite style benefit. It can also hold scan data and be used as a data storagedevice if required. Note that many more advanced forms act similarly to the legendaryarchaeotech of the Adeptus Mechanicus.

    Weapon Reach Damage Parry Penalty NotesMultitool 1 2D3+2 -40% Shock Weapon, Extra Mechadendrite

    effect when interacting with technology ifused.

    Personal Teleporter

    (Risky Action to use) On activating their personal teleporter, the Demiurg is instantly teleported toa preset (presumably safe) location just off the current battleflield, allowing the Demiurg to escapeto safety should the situation become out of control. Due to the complex nature of theteleportation device, the Demiurg cannot teleport extra equipment or objects away from thebattlefield with them. Should the Demiurg fail the risky action it is indicative that it hasmisprogrammed the teleporter, it must use one more successful action to reprogram theteleporter before attempting again.

    Structural Disruption Charge

    These charges attune themselves to the natural frequency of any structure which they are affixedto, they then apply an intense resonant pulse to the structure. Curiously these charges can evenapply their nature to multi-frequency materials. Structural Disruption Charges cannot be thrown,they must be set upon their target taking four actions. They must also be set on inanimatetargets. They inflict a single hit upon their target doing the D3*30 damage.

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    Monocle Spectrometer etcA small eyepiece, reputed to be among some of the most advanced and intricate spectraltechnology in existence. Typically used for spotting immediate surface level phenomena, and

    ensuring that its user is quite aware of the surrounding goings on. Theorised to be able of thermalimaging as well as penetrative spectroscopy of materials, the Monocle is said to be suitable, withmodification, to adapt to hold many other scanners and targeting mechanisms. Though themonocle spectrometer is the most common of Demiurg optical devices, they come in many formsand complexities. Most have a range of slightly larger than one kilometre, but it is rumoured somehave more than twenty times that range. The standard monocle spectrometer fits over the eye ofits creator (or in some cases, the person it was created for), with only minor modification they canbe outfitted with increased variety of functions and ranges.

    A monocle spectrometer, when activated, allows the user to survey his surrounds. Withinthe characters vision phenomena are recognisable to the trained eye. Any material relatedphenomena nearby will be visible, but the wearer must still look to see, identify, probe orotherwise act on anything that seems unusual using the monocle. Sagacity is used rather thanInitiative to detect anomalies, but also inflicts a -40Sg penalty when attempting to use the device(GMs are recommended to add further modifiers depending on the variance in skill andbackground of characters). Typically phenomena will be armour patterns, biological signaturecombinations, curious structures, rare materials or similar things. It is heavily recommended thatthe GM monitors the use of these devices closely, using their judgement to determine exactlywhat the bearer has detected and what they perceive, recognise or know of the item.

    Note for modelling policies, and individuality, similar devices can be created, often usingbioscanners, psy-trackers and various other items. Indeed, they can be upped in scale anddowned in efficiency and essentially tweaked to the players hearts content (within reasonthough!). An extensive spyglass apparatus could work similarly, whist a mobile scanning unitwould be more cumbersome but generally more potent in its usefulness.

    Entanglement BeaconUsually a hand held device, it is ideally used to mark certain aspects of objects at the subatomiclevel, making them traceable over an extreme distance. The Beacon itself is only capable of

    following those it marked, or when using data transferred from a similar device. GM discretion iswidely recommended here as the Beacons could be potentially campaign solving devices. A fewSg tests and actions should be required to reliably Mark any simple object. Marking a morecomplex item would be even more difficult, perhaps even taking double figures worth of actionsto mark reliably whilst marking a living item could take even longer as simply marking hair or skinis ineffectiveit could fall off!

    Teleportation Wand

    A short ranged marker device often used for identifying samples and items of worth and relayingthe relevant data to a nearby starship or other suitably powerful teleportation device. Indeed,without such support, the wand is quite useless given its purpose. To use it, it is first programmedrequiring from one action for a simple object up to over half a dozen for intricate or complex item.In addition, during each action a Sg test must be passed to ensure the programming is correct, if

    incorrect the device will not activate. Following this, it is simply pointed at an object within oneyard of the wand and activated, subsequently the target item disappears with a loud hum, anacrid smell and a violent thwump of air.

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    Chronometric DestabiliserA truly rare technology shared by a scant few races encountered by the Imperium. It is evenunknown whether the Tau Empire are entirely aware of such technology. Though primitive in

    relation to the rumoured greater works of the ancient Necrontyr, and the grotesque fables of theCtan, the Chronometric Destabiliser creates an intense localised temporal distortion at a point,working quite similar to a stasis field but on a much more specific area and less orderly manner.

    In effect the destabiliser disrupts the flow of time itself, phasing an objects historypartially forward, backwards or other ways. With respect to Inquisitor it can be used as a range Eweapon which, if it hits, effects an immediate damage level increase regardless of armour andstuns the target for D3 rounds. A skilled operator can recognise certain responses and naturesfrom the target items and garner knowledge from them. By probing the instability of a wall or apile of rubble formerly a wall, it is possible to detect or infer possible future or past events. In thiscase, a successful Sg test or three could lead the GM to allow the character to devise what thenature of the rubble was beforehand, what could have collapsed it (eg a blast, inherentstructural weakness, vibrations but not being destroyed by two Space Marines in a bar brawl,alternatively a probe could detect that what appears to be a wall is in truth a secret door). GMshould note that it takes a great deal of sagacity and experience to infer anything of useful valuefrom an objects reaction to a Chronometric Destabilisation.

    Shielded Armour Plate

    It is not uncommon for Demiurg equipment including automatons, gauntlets and helmets to beoutfitted with highly advanced shielded armour. Such technology imbues familiar armour typeswith enhanced force field shielded properties. Shielded armour plate is very rare for the most part,though not uncommon in the vicinity of Demiurg. Shielded armour plate incorporates both armourvalue and force fields, which work as normal. Note that as Shielded Armour plate is often morereliably constructed, the force fields can often have a set value or combined value e.g. 4 or D3+3.Note this is often incorporated in a Demiurgs Augmetic Suit.

    The Envoy just stood there. Revic couldnt fathom the inhuman features, but felt there was an air of prideabout the Envoy, having revealed an archive hidden within a typically coppered room aboard the vessel. Unlike

    the other workshops and cavernous holds Revic had been inside, he was convinced that this room lay outsidethe main hull of the vessel, perhaps an additional module of some form. Peering closely at the arrayed objects,Revic could discern various incubators and storage jars containing a mixture of what seemed to be entirelydifferent xenos fauna. Indeed, one jar seemed to hold something very similar to a grox, thought quite asignificant amount smaller.

    Unsure of the reason why the Envoy was showing him this room, Revic persevered. He began to pace slowlyaround the walls, peering amongst the shelves and assorted items strewn around the room. Resisting theinstinct to take up his data slate and stylus, Revic pressed on. Certainly, there were artefacts that the Adepts ofthe Machine God would marvel after, but there were smaller, more insignificant and discreet things too; a plantin a pot, a set of what Revic assumed were anatomical dummies of Fio Tau, even a partial set of damagedImperial Tarot cards. The dust in the room was quite thick, it seemed this was an area not tended to by theEnvoys machines and if Revics implant assisted cogitations were correct, the room had not been tended to for

    at least a Terran year. As Revic neared the far-side of the archive, slowly glancing at a few objects and makingbrief mental notes, the Envoy had moved towards a small portal on the hull-side end of the room. After somemovement, the Envoy motioned for Revic to approach, clearly having some other purpose in showing thisroom to the Inquisitor. Revic, perplex, approached the Envoy. As the portal opened, Revic saw a thin corridorextend off towards another vault. Reasserting himself, Revic prepared to follow the Envoy. Despairing at hisown mind, Revic assumed theyd taken an extra turn somewhere along the walk to the archive room otherwisetheyd now be walking entirely outside the vessel, where no hull or chamber had existed when he had first seenthe ship. In spite of himself, his mind and implant still ached to the contrary. As such, Revic could still notshake the suspicion that there had been no wrong turn and having seen much of the Envoys work already, itseemed somewhat proper in Revics estimated that such an enticing marvel would only exist here, on theEnvoys ship.

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    Automatons, Drones, Mechanoids and other Mechanical Machinations

    It is widely recommended that Demiurg characters consider the idea of Servo Skulls, Psyber

    Mastiffs and other such creatures. Though it is unheard of in the extreme of Demiurg using suchcreatures, they utilise a host of automatic constructs, their vessels apparently being almostentirely automated. The rules for cyber creatures can also be used to represent some of thesecreations, within reason.

    Automatons

    Demiurg Automatons are the personal creations of the Demiurg, though often mass produced formenial and mundane tasks, it is not uncommon for a handful of them to accompany a Demiurg intheir business. Often observed and equipped for personal defence of the Demiurg, it is notunusual for them to carry equipment on behalf of the Demiurg, or perform certain tasks, oftendemonstrating the use of trade items and even augmenting their own abilities, often acting asdelegates or hosts whilst their master deals with other things. Though often in a roughlyhumanoid form, it is not uncommon for automatons to be in almost every shape imaginable.

    WS BS S T I Wp Sg Nv Ld SpAutomaton 30 60 65 85 40 50 50 130 20 3Exterminator 40 75 80 110 55 85 45 170 50 4Random 6D10 50+2D10 60+2D6 80+2D6 30+2D10 D100 D100 120+2D10 4D10

    Equipment: Automatons are typically outfitted with a wide array of what can only be described asgadgets. Although not unheard of, the average automaton is unlikely to be equipped with muchmore than common items, though they may be hardwired and effectively connect via MindImpulse Units. Most will be fitted with some form of armour, and due to their sophistication sufferinjury results as standard (though this is merely an abstraction).

    Abilities: Though not totally incapable of advancing and gaining skills, most automatons are little

    more than complex robots. Unless outfitted for very specific reasons, the most standardautomatons will have little more than Nerves of Steeland Mechanoidspecial abilities.

    MechanoidThe Mechanoid special ability represents that although classed as a character, this being, if it cantruly be called such, is an entirely mechanical construction with no living components. It isimmune to most kinds of psychic powers, gases and toxins and so on. Other affects should becarefully considered by the GM for what actually effects a Mechanoid character and what doesnot, bearing its nature in mind.

    HovererThe being, through some arcane method, does not walk or run as most fauna of the galaxy do,nor does it move on tracks like the Praetorians of the Adeptus Mechanicus. They hover some

    metre or so from the ground, utilising their unique motivators to allow them an added dexteritythat their small size would otherwise prohibit. GMs should take into account the skill and level ofthe motivators. Advanced hoverers can be quite stealthy, whereas crude hoverers will be hulking,noisy and incredibly unreliable. Hoverers may not sprint, and must pass an initiative test whensuffering knockback or else the result is doubled. In addition, Hoverers count as having Catfall.

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    Facilitation and Augmentation Widget

    In addition to the larger more obvious automatons, robots, and assorted other device of the

    Demiurg, they maintain a host of smaller, more discrete and often a lot less potent mechanoids.Facilitation and Augmentation Widgets are more dependent upon their masters than otherDemiurg automatons, but act in an heretically similar way to Imperial Servo Skulls.

    FAWs are treated exactly as Servo Skulls, though count themselves as Initiative 30 rather than10. A FAW may not select the usual Servo-Skull patterns (bar Med Skull). If needed count themas Sg 90 for things referring to technology, maths, science etc; but Sg 20 for things relying moreon common sense. It's the GMs choice (as ever) to decide on the appropriate option. FAWs comein many forms:

    Demolitions AssistantMay carry and prepare disruption charges once they have been directed (i.e had one actionalready applied to them).

    Systems ReporterThis FAW gives its master +20 Sg for the purposes of detecting anomalies, scanning andawareness.

    Precision InstrumentationThis FAW has an Ionic Scalpel and a BS of 60. The FAW targets nothing until instructed to andwill continue to target as instructed until the original criteria are metE.g. [For one action] Target that door until it is demolishedOR[For 2 actions] Target the man in red until he moves away from the warp energy sourceNote, in this second instance, it refers to a daemonic artefact, a summoning circle perhaps. TheFAW may misinterpret this at the GMs discretion and decide that the FAW thinks the energysource he's referring to is the Red Man's Daemonsword.

    Warp Flux ContainmentThis FAW is counted as having a Wp of 65 and will attempt to nullify ANY psychic power that willaffect either itself or its master. The master may command the FAW not to nullify a psychic powerfrom a psyker if the FAW has attempted to nullify the psyker before, e.g. its master commands:Don't nulify that signature again. This takes one action or may be done between games. TheFAW may be told to nullify the psyker again for another action or between games.

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    Construct Bodies

    Observed across the Galaxys cultures, not every creation bears a direct resemblance to their

    creator. This is also quite true for the Demiurg too, with many displaying signs of extremeadaptation or augmentation that arguably leads to the perception of being semi-humanoid.Indeed, the Demiurg form most encountered is in itself anomalous: none can verify if it is a suit, amount, or even if it is actually a Demiurg at all. For the purposes of those conducting businesswith the alleged Demiurg, it is a moot point.

    It is not uncommon to find many of the interpersonal and interpreter constructs ambulating withhumanoid styles. It is most often the case that the form of the device will fit its intended function.

    Their form varies intensely, from the nodular set-up of the intricate manipulator automatons, tothe disc-like format of the Korvesa drones of the Tau. Barrelled forms are less common, but havestill been reported in wide areas of utility. Indeed, it is not uncommon to find one Demiurgsautomaton following a rough preference of style only to find mechanoids performing the exact

    same task looking nothing alike. Bellow are listed the varying hit location modifications basedupon the form of an automaton. Typically, most will use the standard humanoid table, but manywill follow these formats.

    Disc Drone90-100: Antenae Array and Processor hit. Count as head.35-89: Armoured dome. Count as abdomen.01-34: Underbelly. Count as chest.Note:If a disc drone is flying very low to the ground/on the ground then bear in mind its underbellywould be 'in cover' of the drone itself!

    Barrelled/Cylindrical85-100: Control Dome. Count as head.30-84: Main Cylinder. Count as arm (up to four main facing 'arcs' which can do different things)01-29: Motivators and Projectors. Count as Leg

    Nodular

    93-100: Central Core Hit. Count as Head.50-93: Manipulators Damaged. Count as Arms.1-49: Motivators Damaged. Count as Legs.

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    The Benefactor

    First Sighted: Betsuda

    Last Reported Locale: Hastor

    The Benefactor is the name given to what appears to be a Demiurg that has affilliated withvarious officials (now under investigation) across the Imperium. His last sighting was at thecontroversial and apocrycphal encounter upon fabled Hastor. The Benefactor allegedly conspiredwith Inquisitor Konstandin Garibaldi in pursuit of the , combatting over five dozenInquisitors, surviving unscathed, and permitting, through heresy, other heretics to abscond withthe . Fractured reports indicated that the Benefactor brought primarily firepower toGaribaldis endeavour, a sidearm of immense destructive power.

    WS BS S T I Wp Sg Nv Ld SpThe Benefactor 32 61 45 73 54 89 109 81 79 5

    Equipment: Resilient Augmetative Suit (incorporating auspex, bioscanner, psy-tracker andinfrascope), Multitool (Archaeotech: Machine Empathy, only useable within 10 yards) and an IonicScalpel.

    Abilities: Ambidextrous, Technically Efficient.

    Special Rules

    The Benefactors MultitoolThe Benefactors multitool is typical of the Demiurg. For a minute device it incorporates anincredibly potent localised field projector, capable of manipulating technical structures bothmassive and microscopic with relative ease.

    The mutltitool counts, in addition to its standard properties, as archaetech exhibiting theMachine Empathy ability. A caveat on its use is that it cannot be used at ranges further than tenyards.

    The Benefactors Resilient Augmetative SuitThe Benefactors augmetative suit incorporates shielded armour plate sufficient to count as a 2APof force field on all locations in addition to the basic 5AP of armour.

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    Inquisitor Armando Revic

    World of Birth: Kar Duniash

    Education: Schola Progenum & Departmento Munitorum (Adeptus Terra)Initial Training: Departmento Munitorum Auditor Apprentum (1

    stClass)

    741M41:[Age 40] Dispatched as part of Departmento Munitorum force to Agermakers Reach with multipleImperial Guard Regiments aboard a small convoy destined for reinforced cleansing andcolonisation of the xenos deathworld

    744M41:Attains classification of Adept Auditor Tertian. With the arrival of Inquisitor Helmra, the promisingAuditor Revic is sequestered as official liaison between Helmras staff and the Munitorum.Demonstrated skill at unravelling the extensive and intricate paper trail left by the conspiratorssurrounding General Sommervrastels illicit trade and contact with multiple xenos species led

    Auditor Revic to Inquisitor Helmras attentions. On leaving the world of Agermakers Reach,Helmra ensures Auditor Revic accompanies his staff as a crucial part of the Inquisitors retinue asa Deductor, replacing his predecessor who was left in the care of the Departmento Munitorumupon the deathworld.

    759M41:For a period of five years prior Revic has held position as major-domo and head of Helmrasholdings in the sparsely populated Dencarra subsector. For a further twenty seven months Revicwas given steadily increasing independence from Helmra and his retinue before being appointedDeductor and heir to Helmras infrastructure, including holdings on Kar Duniash itself

    762M41:With the death of Helmra at the hands of Freeboota Boss Uzdreg in an ambush at the Nakara VIIorbital, a Recongregator dominated conclave on the planet of Nakara VI proclaimed theInterrogator-Deductor Armando Revic to be ordained Inquisitor immediately. Within barely a weekthe dispatch is relayed to Revic on the world of Gathamors Ventracity concluding the incisiveremoval of the Heart of Pain cult, finally identified as belonging to the Kabalite-Haemonculi Eldar.Infrastructure reports the procurement of the xenos artefact known simply as The BrainwasherHarness.

    Travelling immediately to the world of Nakara VI, Revic convenes the remainder of theconclave opening full affiliation with the Ordo Xenos, accepting to abide by ad adhere to theirdoctrine and tenets.

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    765M41:After a series of similar cults arise on argi- and mining worlds across the Dencarra subsector,Inquisitor Revic finally makes headway to return to the world of Gathamors Ventracity in an effort

    to reacquire the Brainwasher Harness from the local mission of the Cult Mechanicus after thecollapse of the safe-warehouse used by Revics subordinates in the storage of the device. Duringtransit the Inquisitors transport receives warning of the imminent approach of a Tyranid splinterfleet through the surrounding subsectors. The Inquisitors transport is forced to bypass the worldof Gathamors Ventracity to escape the shadow in the warp in the nearest reaches of thesubsector. Over the course of some dozen years the splinter fleet and an attendant swarm of noless than two dozen separate Ork Swkadrons proceed to ravage the subsector, devastating theImperials stranglehold on the sector, and almost annihilating the Inquisitors inheritedinfrastructure in the surrounding subsectors.

    After emergency deployment to the world of Varthe, Revics tenure as an Inquisitor wasalmost cut short by a sizeable Ork Waaagh mobilising on the world. Only the chance interventionof a roving Mortifactors (Adeptus Astartes) Frigate, The Quietus (Gladius Class) permitted theInquisitor the escape suitable to avoid a prolonged guerrilla war against the Orks. Utilising theastropathic choir of the Quietus to commune with Imperial Officials across the sector, Revicstumbled upon the first piece of a puzzle that would shape his being. Over two dozen variedreports had arisen of colossal starships spotted in the fringes of several stars coronas. At leastthree reliable reports accounted for vessels of similar patterns in the depths of the thickestasteroid fields after the passing of a Tyranid Vanguard force or one of the scattered OrkSkwadrons. In the depths of space twelve distinct and verified cogitator readouts clearlycollaborated such readings, identifying vast artificial structures active on the detectable fringes ofthe ships surveyors on the outskirts of both the Casserval System and the deepspacesurrounding the subsector hub world of Nathaniels Lament.

    777M41:Ending his tenure aboard the Quietus, and returning to Kar Duniash after the vessel is ordered toamass with the remainder of a Crusade fleet at Kar Duniash itself (at this Point Revicappropriates the Master Crafted Plasma Pistol noted in his possession from the ships Master, a

    Techmarine Kranallus Londar as a token of solidarity). Revic spends the next five years collatingvarious reports, sightings, anecdotes and consulting the vast librarium of Kar Duniash and itssister Forgeworld on vessels clearly identified now as belonging to the reclusive race known asthe Demiurg.

    792M41:Revic assembles a host of staff, experts, pioneers and archaeoxenan in an effort to probe themysteries of the Demiurg. Known to the Imperium for millennia, direct contact and conflict isdocumented only spuriously and unreliably. Inquisitor Revics Mandate, supported both by theMonodominant orthodoxy and the shadowy Recongragators and a host of other factions bothwithin the Inquisition, and within the various other branches of Imperial Authority, was simply toinvestigate, to follow leads and collate data. A single clipper ( the Questran, appropriated fromRogue Trader Ersal Dychan by the Cult Mechanicus) was forwarded for this duty, though a

    sizeable and venerable retinue would accompany the Inquisitor.

    799M41:For undisclosed reasons Inquisitor Revic abandoned the Questran at the research outpost ofTalasa Prime and proceeded aboard the Dalyth IlFannor Messen Ysakk towards the TauEmpire alone, leaving his right hand Interrogator Cansusk Vrani to await until his return.

    810M41:Revic returns to Talasa Prime aboard a Tarellian Carrack, rendezvousing with the now InquisitorVrani to seek passage to the desolate world of Ansamas to convene a conclave regarding theKhareshi Expanse.

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    811M41:Revic convenes the Forum of Ansamas for a period of just over two years. In the time over ahundred Inquisitors or their delegates convene for various reasons at various times. In the

    Martinmas of 812 an unprecedented 19 Inquisitors are present at once.

    813M41:Revic concludes the Forum of Ansamas and departs from his infrastructure, seeking passageaboard the Cobra Class DestroyerCorvus Parreleniunder Inquisitor Arkham Konstandin to returnto Kar Duniash.

    Inquisitor Armando Revic

    WS BS S T I Wp Sg Nv Ld SpRevic 64 69 110 61 73 87 84 83 74 5

    Equipment: Tobari Right Arm (Strength 30 Left/80 Right), Phyllokkan Shield, Data Slate,Calculus Cogitator Implant, Master Crafted Plasma Pistol, 2 Canisters of Pistol Fuel in armouredcontainers, Auspex w/Bioscanner, Sword, Flak Armour (Chest, Abdomen), Plastic Buckler (leftarm) with minor medkit in armoured pouches (3AP)

    Abilities: Leader, Left Handed, Adeptus Terra Departmento Munitorum Auditor Tertian,Xenolevamentum

    Ordo: Xenos

    Special RulesXenolevamentumRevic is comfortable or accustomed to interaction with many kinds of Xenos after the journey tothe Khareshi Expanse and is typically unperturbed by the presence of all but the most extremecreatures. Generally Revic will suffer no penalty to Wp or Nv in the presence of Xenos

    (exceptions open and recommended to the GM, of course!).

    Adeptus Terra Departmento Munitorum Auditor TertianWhen interacting with Imperial Officials Revic is particularly well accustomed to the vagaries ofduty, responsibility and many similar things, with an extensive and considered knowledge of theLex Imperialissuch expertise being entirely unsettling in addition to the presence of anInquisitor! When dealing with Officials and citizens in many forms any actions spent addressingthem can be angled to sap or reassure their nerves.

    An example would be in the case of a Monodominant verbally rebuking an official, say aspaceport Guard, whilst the actions of the Auditor can be applied such as reinforce the Guardsstance (e.g. You have done nothing wrong, in truth you obeyed the Lex Imperialis as termedunder article 29 section 1,836 paragraph 19,379) and allowing the Guard a bonus of, say+2D6Nv, or rebuking the Monodominant directly by implying that it is they who are entirely out of

    line and borderline heretical, resulting likely in a reduction of Wp, perhaps -D10, but inciting thecharacter to be even less cooperative. It is strongly advised that GMs modify such a rule as theysee fit, including the application of risky actions or Wp/Nv/Sg/Ld tests as required for its use.

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    New (Non-Demiurg) Equipment

    Tobari Right Arm

    A magnificent copper and bronze bionic arm gained in the Khareshi Expanse and of undisclosedorigin. S80. Provides 50% Resistance to haywire fields and similar. Counts as, essentially, anhighly advanced bionic arm. Typically concealed carefully so as to avoid awkward questions, andwhen concealed is difficult to discern as bionic. Unconcealed it emits a low, but audible, whirringwhen in motion.

    Calculus Cogitator ImplantPart of a series of basic implants provided for the Auditor Apprentum during their initial trainingand deployment. When collating and interpreting numerical and statistical related complexities thecharacter gains a +10 Sg modifier for tests pertaining to such matters. An example would bewhen calculating probable locations of hiding places from a large set with attendant pros andcons or solving out complex mathematical equations or cogitating formulae mentally.

    Data Slate

    The data slate allows a character to access, upload and download data from a vast host ofinformation repositories across the Imperium (this ones a Kar Duniash pattern, so GMs shouldadjudicate on compatibility) whilst allowing the user to make a variety of notes and other similaractions.

    StylusA stylus is an unassuming instrument of the Imperium, and perhaps its most widely used tool.The Adeptus Terra combine the Stylus and Quill not to any small means. They facilitate therunning of the Imperium of Mankind with such devices. Primarily they allow a greater dexteritywhen utilising data slates. Additionally they can be used as set-quills to mark objects in a varietyof inks and manners (e.g. hidden ink etc). To change ink type of the Stylus simply requires anaction. To mark an object requires one action and a Sagacity test. The degree of success orfailure of the test will account for how well the marking was completed (or botched). GMs should

    apply modifiers rather liberally, also allowing characters to concentrate (or aim/think/consider)and such for similar bonuses (e.g. +10% to Sg).

    Armoured Plasma ContainersStowed around the abdomen. When Abdomen is hit 5% chance one is struck. AP9 and if it ispenetrated the fuel cell is hit, treat as if failing a risky action with a plasma weapon. Thisenhanced protection and stowage means that they are more difficult to access when required,and thus require an additional action to reload.

    Phyllokkan Shield

    A small discrete shield generator that fits snugly underneath garments and armour mounted oneither the chest or back (it makes no difference) Demiurg technology, and therefore requirestwice as many actions to use as a standard force field generator. Uses archaeotech rules.

    Powers used by the Phyllokkan Shield are Psychic Ward and Psychic Shield. Combined difficultyrating is 20 but requires only one test.

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    An excerpt of the Testimony of Inquisitor Revic at the Forum of Ansamas

    The older man again approached the brass etched pulpit, ascending the stairs to inner sanctum. Hunched and frail since his return

    to the Imperium, leaning on his cane, he begun.

    Long after I departed with Dregan and his Tarellian band, I received word that my acquaintance within the Thurm brotherhood,had successfully returned to its kin, in the vicinity of Perdus Anomaly. Unfortunately the Envoy had been unwilling to take me anyfurther on my journey to Condeh Khar, seemingly resistant to the thought of travelling to the Expanse. If Im not mistaken, it wasas if the Envoy knew what awaited me, as if it were simply unwilling to divulge the horrors that were known to the Envoys kind.The subject of the Tobari was a troubled one, it would seem, and was the Envoy unforthcoming except to wish me fortune,prosperity and wisdom in the endeavour that lay ahead.

    As we journeyed, we were waylaid many times, once only just escaping a confederation of alien pirates that boarded as far as thecommand core of the Tarellian carrack. Fortunately Dregans warriors retaliated with sufficient swiftness to prevent the carrackfrom being totally overrun. On the borders of Berelan Space we encountered the drifting hulks of a dozen smaller starships that,according to Dregan, were left as a result of an apocalyptic war between two of the minor races fleets in the near area.

    Soon we arrived at the Caredlio Portal, a gap in the obscuring dust clouds that border the Khareshi expanse. There we allowedsome of the crew to leave, through their choice, and we continued north-eastward through the portal. After seventeen months withinthe expanse, we discovered on of the reputed hulk sites. An aeon old graveyard, the twisted and stripped hulks spiralling throughthe void in the expanse, appearing derelict and abandoned over the ages. The outline and compositions of various fragments were ofclear resemblance to structures I had only witnessed scant months before with the Envoy. It was then I realised, though the suspicionhad been building, that they, and probably the Envoy, had been to expanse before. And that they had departed, unwilling toreturn.

    At that point, unknown to ourselves, that region of the expanse was not dead and derilict. Deep within the slowly arcing hulksenergy signatures appeared, many. Within barely half a dozen minutes the expanse was alive with signatures. The man wincedmomentarily, recoiling from some distant memory it seemed.

    He let his cane fall, grasping the rail, and steadying himself. They took the ship, and the crew. I saw no more of Dregan in all my

    voyages since. I will not say how I escaped the expanse, suffice to say that it was at extreme cost. A deep, distant whirring sounded from the mans covered arm, he raised it arm and pondered his hand. I was compensated, and my objective achieved, but I nowknow why the Envoy spoke with such foreboding pessimism of the expanse. Truly, he was wise beyond his years to be sceptical ofthat place. Until such a time, as the Imperium is able to act in force to quarantine the region, if even such a thing is now possible,then I foremost speak for the immediate return of all Imperial agents within the one hundred light year of the locale.

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    Demiurg in Scenarios and Warbands

    With everything in Inquisitor, the emphasis is never on what it does, but how it does it, and whether it does

    it with a hint of cool. Theres always a story to something, always an intrigue, always a plot or a twist or apiece of the action for someone. Its what carries the game. The image of a feeble man bolstered by his

    mind taking on a hulking raging zealot, it captures us, binds us to the game we play.

    Now, many have derided the introduction of aliens, orXenos as we know them to the game. They,

    like the great brothers of the Astartes move too far away from the Battle for the Emperors Soulfor many

    peoples tastes. For others, however, they add a new twist, a not yet tasted flavour, an unexplored world to

    apply the spirit of adventure to! Now, the Eldar Ranger, the Kroot, the Tau and the Genestealer and cultists

    have all went down a storm. They dont mesh directly or overtly with theBattle for the Emperors Soul, but

    we accept they will play their part. Most important of all, Ive found, is to keep the focus of a tale. To

    extrapolate my point: many like the idea of the Space Marines, and at first the idea seems brilliantIll

    make a warrior band consisting of a Chapter Master, 2 Techmarines an Apothecary and a Librarian!

    However, looking further into things, we realise such things really limit our scope for storytelling and, well,

    our options. Sure, the said warrior band has many options for exterminating enemies of the Imperium, but

    do they have negotiating ability? Can they get what they want through anything but force or the threatthereof? Unlikely.

    On creating the Demiurg, I took a step back and spent over a year on and off examining and

    discussing the aspects of the Demiurg we know. On summating these, I realised they had potential to be

    more individual and unique than their predecessors. Those that went before were, for many extents, humans

    with a different form. Their character was stylised as an aspect of humanity, a tinted vision of what could

    be. The Demiurg, though, provided an ample and singular opportunity for the archetype: Xenos rather than

    Abhuman. They could develop to be very alien. They may look roughly humanoid, but their minds, their

    goals, their idealsthey can be far from our own deep down. Of course, we know little of the said goals

    and ideals, but we can infer from their inclusion in the established background material certain aspects. For

    example, the extensive automation, mentioned in Battlefleet Gothic, of the Commerce Vessels has been

    translated to an extensive use of drones, automatons and constructs, more so than the Tau! Further, the Tau

    name them Bentusin, or literally the Wise Gifted Ones, clearly the Tau hold them in esteem, presumably

    from an innate mental prowess. It may not necessarily be a high intellect, but the sheer technical ability

    they display in BFG alludes to this.

    In games of Inquisitor, however, there is a role for the Demiurg. Their place amidst the Tauva

    indicates a key aspect, they are helpers, they contribute but the Demiurg are not part of the Tau Empire.

    They remain independent, they remain capable. Much like the Eldar, they are an independent race, they are

    a race of their own means. In Inquisitor this can translate to a mentor-like role, one where an Inquisitor

    would believe himself the leader of his band of merry mercenaries, but the wise Demiurg whom he thinks

    he commands, has ulterior motives. The Demiurg will have its own conditions, its own desires, its own plan

    and purpose. When these purposes intersect with an Inquisitors, we see them as part of the warrior band.

    Of course, we have nowhere near enough information on the social structure of the Demiurg to even

    approach an approximation of what the details of these aims are, but we can allude to them, if not directly

    stating them. A nameless purpose, a charismatic stance for or against some unknowable agenda, perhaps a

    passing interest in the fate or destiny involving a series of events perhaps simply an enigma. Perhaps,

    even, a purpose so simple and straight forward that none would believe it.

    In game terms, a lone Demiurg may be accompanying an Inquisitor on a hunt for an artefact,providing a guide and a steady stream of advice to keep the Inquisitor on a certain path. Alternatively, the

    Demiurg may simply be aiding an endeavour it sees fit to succeed, it may be working itself into a superior

    position, it may be liasing with a Rogue Trader to secure uncontested access to an entire subsectors

    resources

    In any event, the sheer alien mind of the Demiurg should provide enough of a filler to allow both

    mystery and plausibility for use in games. Remember though, they dont even need to be identified as

    Demiurg. No wonder theyre rarely seen, sometimes no-one may know they have seen them.

    As said, at any rate, using a Demiurg should be fun, but they should rarely be the protagonist of a

    warrior.

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    The Demiurg in Epic: Armageddon

    A recent development unearthed in the bureaucracy of Terra was the report sightings of

    deployments of forces in planetside battles that were of supposed Demiurg origin. Thoughscarce, and generally unreliable, it was deemed too much to dismiss out of hand. InquisitorPolrath and her retinue consisting of, among others, Auditor Prime Olarn Mathas and MagosLibeos Nakrava were dispatched.

    Demiurg Special rules

    Strategy Rating: 2Initiative: 2+ (1+ for Machinations)

    Mercenaries

    Though not renowned as mercenaries, they are susceptible to material gain, often the drivingforce behind their endeavours, indeed it cannot be denied that Demiurg are amongst the most

    mercantile of races known in the Galaxy.

    Any army list except Orks, Tyranids and Necrons may take Demiurg formations as a coreformation choice (these do not count for purposes of access to support formations). EachDemiurg formation must be taken only after three standard formation choices have been takenfrom the army list. Tau-allied forces (Tau, Guesenshi et), in contrast, may take a Demiurgformation per two standard Support Formation choices taken instead, as many of the Demiurgare directly in the long term employ and affiliation of the Tauva. Indeed, it has been commentedthat many that the relations between various Demiurg Brotherhoods goes beyond a simpleeconomic partnership, it is rumoured they have totally acceded to the Tau Empire. Machinationsare available as above, with at most one in any given army.

    Demiurg units will never attack or inflict damage upon other Demiurg formations intentionally, anyaction which would lead to this is expressly prohibited.

    Demiurg Extermination Deployment (300 points)

    Formation:8 Demiurg Exterminator stands. Any formation may select a Demiurg Envoy at the cost of +50pts.

    Demiurg Machination (800pts)(One Machination formation may be selected for every full 3000pts of an armys total allocation)1 Demiurg Machination

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    Demiurg Exterminators

    The Demiurg openly avoid mustering their space-borne assets except in times of extreme danger,

    or often the odds of exceptional gain, they rarely risk their own power in a costly and generallyexpensive ground war, only mustering their precious resources in exceptional circumstances,rarely in the employ of a foreign power, even one with whom they enjoy excellent relations. If theyare called upon to offer ground support to their affiliates, this will almost always be in the form oftheir ubiquitous artificial automaton constructs. The Demiurg ordinarily use these in tandem withtheir automated mining craft to extract resources from planets and asteroid belts, deployed bytheir larger attack craft sized constructs and machines. These smaller automatons arereconfigured easily by the Demiurg for ground combat, and while ponderous, they provide anenticing tactical option for any prospective employer in the field of battle in the form ofExterminators.

    Exterminators

    TypeInfantry

    Speed15cm

    Armour4+

    Close Combat6+

    Firefight3+

    WeaponIon Caster

    Range15cm

    (15cm)

    FirepowerMW6+

    Small Arms

    Notes-Extra Attacks +1

    Notes:Fearless

    "The Exterminators, rightly awed. I had heard tale of this from many in my time abroad since leaving Bork'an. The variety ofaccounts were inadmissible. Though I caught only a fleeting glimpse of them on board the Commerce Vessel above Kurnas, theEnvoy deigned to expand upon my meagre knowledge. I was informed they are widely known, though rarely seen or deployed. Thetone, I gathered, was one of resignation. Their primary function was to cleanse any prospective sites of problems. This, I latergathered, invariably meant Or'es'la. The Exterminators were, it transpires, a series of automaton developed some distant time inthe past by the Bentu'sin for the specific aim of engaging and exterminating Or'es'la where they are encountered. Given the recent fall in Or'es'la in the regions, it seems the Bentusin need to maintain high numbers had fallen. Most encounters were simpleaffairs: insertion and extermination. The Envoy even revealed that it is not uncommon for the service of Exterminators to be used

    in bartering with others, often simply leasing their service for strictly military affairs in return for access to materials in otherwisecontestable systems. I suspect from the Envoys manner that this is infinitely preferable, to himself at least, than turning theirExterminators against the mentioned others. I also noticed that on the topic of the Exterminators, the Envoy also frequentlymentioned, in normally inconspicuous detail, the Y'he. It was not in enough contexts to arouse my suspicions at the time, but inhindsight, I would suggest that it is not unlikely that the Envoy had engaged, at least overseen or directed, the use of Exterminatorsagainst the Y'he.

    - FioUi Borkan Larel to Inquisitor Revic aboard the Larshifannoro

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    Demiurg Envoy

    When a detachment of Exterminators are deployed in combat alongside alien forces, a Demiurg

    Envoy is typically present to lead, direct and oversee them. The Envoys presence is vital inmaintaining optimum results from the automaton constructs in combat scenarios. Though simplyreconfigured, a constant watch must be maintained to prevent against erroneous results fromtheir programming, which was primarily designed for industrial use and require regular correctionswhen in combat to maintain peak efficiency. As with most Demiurg, the Envoy tends towardsnever being seen outside of even their lightest armour in front of foreign, especially aggressivepowers. It is noted that their personal equipment numbers a permanent teleport lock which willreturn the Envoy to safe haven should they be put in unsustainable danger.

    The Envoys will regularly surround themselves with the most specialised and more practicalautomatons and constructs, often ranging from assassin mechanoids, bodyguard drones,intensive point defence automatons and various other systems engineered for their personalsecurity.

    Envoy

    TypeCharacter

    Speedn/a

    Armourn/a

    Close Combatn/a

    Firefightn/a

    WeaponAssistant Drones

    Range(15cm)

    FirepowerSmall Arms

    NotesExtra Attack +2

    Notes:Reinforced Armour, Invulnerable Save (6+), Fearless [So long as there are Exterminators left], Leader, Demiurg

    "Ah. Now, here lies my misnomer of thought. Whilst I know the Envoy, it is not to this one I refer now. The envoys that overseethe use of the Exterminators are those Bentu'sin, so I am informed, that are capable in combat, but also in direction. It seems thatthese envoys are the pragmatic but more involved aspect of the Bentu'sin. Their number accounts for almost all the less solitaryBentu'sin. Those who man the Rampart Commerce Vessels, those who, like the Envoy, deal in the wider business of others. Notsimply themselves. To this end it seems that those who control and augment the formations of Exterminators are also those who

    deal with their use. That is, if an other species or society wished to utilise the service of Exterminators, it would be bartered throughan envoy. According to the Envoy, it would also be these same Bentu'sin that form, direct and escort them in battle, often with theirown aforementioned assistant mechanoids at their sides. Why, or even if, this is strictly the case, I am unaware, but the Envoyimpressed it as such, with an unusual absence of ambiguity."

    - FioUi Borkan Larel to Inquisitor Revic aboard the Larshifannoro

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    Demiurg Machination

    The Demiurg Machination is the form of an incredibly varied form of gargantuan creation that so

    extensively permeates the operations of the Demiurg. As large, if not larger than the vast majorityof Battle Titans of the Imperium of Man, the so called Machination is a fearsome and impressivesight. A space faring entity at its most impressive extent, it is on the field of interstellar battle littlemore than a torpedo, launched with vast power and potential at the enemies and aggressors thatincur the fury of the Demiurg. A mining construct at its core, it utilises vast teleporter arrays andan incredibly complex shielding array to harvest resources, store them and return them to largerprocessor vessels. Whilst armies and legions of smaller automaton can rapidly scour the lessdensely valuable sources of income, the Machinations are deployed more significantly againsthighly valuable pocketsthe kind the Demiurg have an extensive skill for finding. The ease ofturning such Machinations to the field of battle is not so astounding as they first appear. There aremany threats in the Galaxy, non least from the swarms of Orks that crudely permeate space.Should the Demiurg require access to a highly desirable resource, and given the power of theirconstructs, it is not beyond reason that they can acquire it, even if an army, or even a fleet,stands in their way.

    It is unknown whether a Demiurg directly operates the Machinations, though it is difficultfor many Imperial and Tau thinkers that they could be entirely automated and still display theingenuity they do. In any case, the Machination rarely operates far from the support of a largerCommerce Vessel or Station, seeking always to return when their harvesting or other objective iscompleted. Machinations maintain an extensive array of thrusters and jets used alongsideimpressive anti-gravitic engines used to conduct successful orbital and high-gravity manoeuvreswhilst using a series of armoured ambulators to maintain mobility otherwise.

    Machination

    TypeWar Engine

    Speed15cm

    Armour4+

    Close Combat5+

    Firefight3+

    Weapon8*Particle Cannon

    Suppression Mount

    Cutting Beam

    Incision Torches

    Range45cm

    60cm

    15cm

    (15cm)(Base Contact)

    FirepowerAP5+/AT5+

    6BP

    MW2+

    Small ArmsSmall Arms

    NotesLance (see Eldar rules)

    Fixed Forward Fire Arc

    Titan Killer (D3), FixedForward Fire ArcExtra Attack +4

    Notes:Reinforced Armour, Invulnerable Save (6+), Fearless [So long as there are Exterminators left], Leader, Demiurg

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    The Demiurg in Battlefleet Gothic

    Once a supremely rare sight, the gigantic stately commerce vessels of the Demiurg have been

    seen with increasing regularity in the Ultima Segmentum over recent centuries. Although knownin legend among many indigenous races through the region, Demiurg vessels avoid Imperium-claimed space scrupulously unless specifically invited in. Unfortunately, less than scrupulousplanetary governors have been known to employ Demiurg forces to bolster their own positions,inviting Inquisitorial censure for their truck with aliens.

    Whilst little is known of the social structure of Demiurg, reports suggest that their vessels are verysparsely populated for their size, even in comparison to the likes of Tau and Eldar races.Perpetual rumour and hearsay suggests that Bastion Class Commerce Vessels are home to onebrotherhood whilst larger Strongholds are likely home to two or three. These same notes indicatethat the smaller Buttresses are even less populated, some even proposing less than onebrotherhood per squadron. What the significance is of a brotherhood is unknown, whether it is aspecified unit of regiment style, or more akin to a family or team of workers is completely unsaid.

    As for the place of the Demiurg in the Galaxy, encounters themselves are the only identifier.Reports of sightings typically spike across the Eastern Fringe, though curious amounts are alsosuggested in the Cradle of the Milky Way. Theorists can place no useful explanation for suchdispersion as such tales and legends of Demiurg sightings, or of vessels and races matching theirdescription are known across the galaxy, if only in extremely rare circumstances. Knowledge ofthe race is widely regarded as less forthcoming than that of the ancient Necrontyr or the reclusiveFraal. Where Demiurg are known, it is typically one or two vessels across a sector. Theorists areable to place explanation more reliably. Buttress and Rampart squadrons have all beenencountered with an attendant Bastion or Stronghold somewhere within the nearby subsector.Strongholds and Bastions themselves are only ever encountered rarely and theory puts theirrelation in many ways. The only sources are the scattered accounts of a handful of Bastionscoming together to defend a central Stronghold if it is particularly threatened.

    Inquisitor Revic was awestruck. The Khareshi expanse was a voyage he had never, in his most terrible fears, expected tomake, but this was the first step on this small path of glorious Inquisitorial service. Gargantuan screeching broke out and a

    whirring suddenly emanated within the domed central chamber of the Envoys personal transport. Revic hunkered down tothe nearest pylon. Four of the seven central and hollow pillars were systematically moving in a powerful piston-like motion.

    The great pillars stretched from the complex console panels up towards the arcing roof of the room. Great plumes ofsteam-like vapours poured from the access-way whilst the Envoy endeavoured to maintain the careful balance it hadachieved.

    If it werent for the observed efficiency and skill with which the Envoy had wielded the ship, Revic would not have spared asecond thought as to dismiss the entire vessel as some unreliable relic of a failed experiment. As far as the Envoy haddeigned to divulge, they had already cleared Tau space in the time it would have taken a far larger Navis Nobilitae cutter toleave the system.

    The Envoy had encouraged Revic to stay clear of the consoles and panels until the ship attained its peak operatingequilibrium. Revic suspected that this had occurred almost exactly three dozen hours back and the Envoy had found itselfencapsulated in some other task. In that time Revic had entertained his inquisitive and investigative nature by scouting therest of the vessel. What he had seen, he mused, would make enticing and dangerous reading for his memoirs, if it wasnt thesimple case that theyd be censured immediately by his fellow Inquisitors, even his supporters.

    Alone, Revic now stood opposite the Envoy. Indeed, unless Revic was entirely mistaken, only he and the Envoy were thesole living beings on board, and the bulk of that statements risk was in his assertion that the Envoy was itself alive withinthat seemingly all-encompassing augmetative suit. The rest of the ship was tended to only by the Envoy and what Revicgathered to be the Envoys own mechanoid creations, no doubt of interest to the Librarii of Kar Duniash who dabble inthe pondering of Abominable Intelligence. The squat semi-humanoid suddenly motioned towards the illuminated panel onthe nearest pillars base-console. Moving carefully across the deck grating Revic closed on the panel. Observing the outlineof a strangely familiar starship, the Inquisitor was overcome with a new sense of foreboding. An Ork cruiser and, by Revicsown calculus cogitator assisted projections, it was bearing down on the Envoys starship, fast.

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    Demiurg Special Rules

    Blast Markers

    The curious shielding arrangement of Demiurg vessels dissipates the effects of ionised gasesand repels larger obstacles in its path.

    As a result, and blast marker which a Demiurg vessel moves over is removedimmediately this includes any in base contact with the vessel at the beginning of its turn. Blastmarkers have no effect on the movement of the Demiurg ship. Keep markers hoovered up likethis to one side so they can be used to fire a cutting beam from the prow in the shooting phase.Note that blast markers moved over must be removed; the Demiurg player cant choose toremove some markers and leave others in place. Although only a certain amount of blast markersmay be diverted to certain systems, primarily the ships cutting beam, any further blast markersabove this amount are simply discarded, but still removed from play.

    Celestial phenomenaDemiurg ships are totally unaffected by solar flares, gas and dust clouds and radiation bursts. Do

    not place blast markers in contact with them for celestial phenomena of any kind.

    Deployment and ScenariosAside from the Tau and Kroot, who appear to have the strongest known connections with theDemiurg, a number of races have on occasion been reported as having made contact with thesealiens.

    Any fleet except Orks, Tyranids and Necrons can use Demiurg Bastion class vessels; they arepurchased as cruisers but do not contribute to the number of ships required to gain access tobattleships, grand cruisers, etc. In addition, a single squadron of escorts may also be used foreach Bastion Class present, up to a maximum of four escorts per squadron.

    Demiurg ships can never carry fleet commanders, use non-Demiurg fleet commander re-rolls orbe placed in squadrons with non-Demiurg vessels. Tau fleets (and other races whose fleet listspecifically include the Demiurg) ignore these restrictions and should instead select Demiurgvessels using the entries given in their fleet list.

    Mercenaries

    If not selected as part of a Tau, Kroot or Demiurg fleet, they are considered to be mercenariesand will not continue to fight if crippled.

    Crippled Demiurg ships will attempt to disengage every turn and run for the nearest point on thenearest table edge if they fail.

    However, if the Demiurg ship is part of a fleet fighting against Orks, or fighting as part of a Tau,Kroot or Demiurg fleet list it will only disengage if first reduced to having only 1 or 2 Damagepoints remaining. Demiurg vessels will never attack other Demiurg vessels.

    For purposes of counting as crippled, an escort squadron must be reduced to one remaining ship.

    Cutting beamThe cutting beam is a short ranged but devastating ionisation beam usually employed for gougingout recalcitrant moonlets.

    The cutting beam counts as a single lance but each Blast marker picked up by the vessel in theMovement phase gives the beam the equivalent of one extra lance shot (up to a maximum notedon the ships profile). Blast markers cannot be held from turn to turn in order to power the cuttingbeam, any unused ones are lost. Those exceeding the maximum of a ships cutting beamstrength are simply discarded.

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    SiloMost Demiurg ordnance is reconfigured from its automated mining machines within thecavernous dorsal silos.

    Some Demiurg ships are equipped with launch bays which are also permitted to fire torpedoes. Ifthis is the case, this will be noted in the Range/Speed column of the launch bays profile. Siloscan be used to release either attack craft or torpedoes, but not both in the same turn. Note Silosmay only fire a certain type of ordnance if noted in the ships profile, but both mechanisms comeunder the same title.

    Ordnance

    Demiurg ordnance consists of largely reconfigured squadrons and networks of automatedmachines, though it is not uncommon in engagements involving Demiurg to sight dedicatedcombat craft nestled amongst the swarms of reconfigured mining craft.

    Fighters 30cmBombers 20cmAssault Boats 30cm(Torpedo Bombers 20cm)

    Demiurg ordnance is treated exactly as described in the Battlefleet Gothic Rulebook. Demiurgvessels may only be outfitted with Specialist Torpedoes and Torpedo Bombers via the SpecialistMacrotechnology Outfit refit.

    TorpedoesDemiurg torpedoes are typically automated transportation pods, which when deployed in battleare outfitted with various explosives and attack augmentations. In a manner similar to Taumissiles, they are aware of their own positions relative to others but through the ingeniousnetworking systems are capable of automatically redirecting their own torpedoes rather thanengaging them with turrets out of fear they may attack their own vessels.

    Due to this it is important to keep track of which torpedoes are Demiurg of origin as they willnever attack their own vessels and instead simply pass straight by without being engaged byturrets.

    LeadershipDemiurg vessels are highly automated and tend to be far more focused towards control andmanagement than vessels of other races.

    Battleships start with Ld10, Cruisers with Ld9 and Escorts and Defences with Ld8.1 Capital Ships and Defences reduce their leadership by 1 for every point of damage

    suffered. No more leadership is lost when they reach Ld 5. In addition, bridge smashedcritical results do not inflict leadership loss, but instead an extra point of damage.

    2 Escort squadrons and reduce their leadership by 1 for each ship lost from the initialsquadron.

    Special Orders

    Demiurg capital ships may not use Come to new heading special orders due to their ponderoushull structure.

    As Demiurg ships do not operate through a strict command hierarchy, they do not follow thesame constraints as other fleets for command checks. Should a Demiurg vessel fail a commandcheck, it still counts as being on special orders until its next turn for the purpose of enemy Ldbonuses and boarding. If one ship fails, the rest of the fleet may still test.

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    SquadronsDue to the unique command structure, or lack thereof, within the Demiurg fleets, Demiurg CapitalShips may never squadron with more than one other ship. Battleships may not squadron at all.

    Escort Squadrons may never number more than four escorts per squadron.

    Victory Points

    Demiurg vessels are highly valuable prises, and as such each loss represents a great blow to therare Demiurg, and a tremendous gain for scavengers.

    When calculating Victory points the following apply:- When fighting against Orks, all Demiurg vessels and stations that count as destroyed count

    as +15% of their points value for the purpose of victory points calculations.- At all other times any Demiurg capital ships and stations count as +15% of their points value

    for the purpose of victory points calculations.- Should the enemy hold the fieldat the end of a game, the above are increased to +20%

    Designers Note: In the first instance all ships contribute as an extra loss to the Orks. In thesecond, only capital ships count for the bonus victory points.

    Commerce Stations

    Demiurg forces often consist of significantly mobile interstellar stations, much akin to the waystations deployed by the Tau. Typically these will be stations that defend part of the Demiurgoperation in the region, minor storage facilities and more often stations where would be traders,wanderers and diplomats are welcome to barter for the services and wares of the Brotherhoods inthe region.

    They are purchased as part of the fleet allowance for Demiurg and are deployed aside theDemiurg fleet (though they may elect to deploy as normal for planetary defences).

    Commerce stations may move and turn in movement phase in any direction, subject to normal

    Demiurg rules, provided that the station has a speed value.

    Torpedoes launched from inside asteroid field are placed outside the field, but measure initialspeed move from station as normal, otherwise line of sight for weapons is unachievable withinasteroid fields.

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    Demiurg Citadel Class Commerce Vessel 450pts

    The Citadel class Commerce Vessel, on first reports within the Imperium was assumed to be a

    slightly varied Stronghold, though after later encounter and consultation it indeed becameapparent that it was no ordinary ship. Its production output was staggering for a ship of such size,capable of outputting wave after wave of smaller craft in both its defence and as its primaryweapons. Aside this impressive mother ship styling, it boasted the typically Demiurg array ofheavy weaponry, though noticeably less powerful than the Stronghold Class.

    Though sighted by the Imperium only once, and only rumoured to the Tau, it is known through theobscure talk of outlying systems that a handful exist across the expanses of the Galaxy.Seemingly not integral to any given venture by a league of Demiurg, in the instances where theyare known, they are often affiliated with a great many other Demiurg vessels.

    The inner workings of the Commerce Vessels are still unknown to most Imperial scholars, it isremarked that its immense refinery and manufacturing capacity go unparalleled in this age byother known ships of similar displacement. Indeed the closest similarities to its function are theCraftworlds of the Eldar, though it would be unfair to neglect the connection to the extensiveshipyards and space stations of other civilisations.

    TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETSBattleship/12 15cm 45* 4 6+ Prow/5+ 4

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARCProw Cutting Beam 15cm 1(Max14) FrontProw Weapons Battery 45cm 10 FrontDorsal Launch Bay Fighters 30cm

    Bombers 20cmAssault Boats 30cm

    3 -

    Dorsal Silo Torpedoes 30cm 6 All RoundPort Ion Cannons 60cm 2 Left

    Starboard Ion Cannons 60cm 2 RightPort Silo Fighters 30cm

    Bombers 20cmAssault Boats 30cm

    Torpedoes 30cm

    3

    6

    -

    LeftStarboard Silo Fighters 30cm

    Bombers 20cmAssault Boats 30cm

    Torpedoes 30cm

    3

    6 Right

    Ship Intentions: The gist of it is- This is the big ship for any Demiurg Fleet. Itd be the centre of

    operations, or more likely the prime trading and manufacturing post, the most successful shipmoney wise. Itd likely be often in the midst of a huge field of resources. Itd be plonked in therelike a big money-grabbing hoarder, its probes and drones moving out through the nearbysystems, steadily passing its tendrils of influence across the stars. Though not a totalpowerhouse of kill goodness, it is quite a centre point for any fleet action.

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    Demiurg Stronghold Class Commerce Vessel 350pts

    The type classified as Stronghold class is fairly typical of Demiurg vessels, being very large,

    technologically advanced and extremely well powered. Strongholds appear to act asfactory/processor vessels and bases for a fleet of intersystem asteroid mining pods, haulageflyers and prospector probes (it is theorized that many of these are automated). Typically, lonestrongholds have been encountered in the flare or mercurial zones of uninhabited star systems,hanging motionless and prow-on to the star with a cloud of small craft busily hustling to and fro toexploit local resources. In most cases these ships withdraw their craft and disengage ifchallenged but in some instances have inexplicably turned on their attackers with surprisingferocity.

    It is worthy of note that every known encounter between Demiurg and Ork vessels has resulted incombat, and that renegade elements have often hired Demiurg vessels to fight as mercenaries ininterplanetary and intersystem power struggles. As warships, Demiurg vessels are slow but welldefended, boasting considerable firepower at close ranges and the capacity for launching miningcraft reconfigured as attack craft and torpedoes. A notable trait of the Stronghold class is itsemployment of an array of electromagnetic fields around its prow to scoop up interstellarhydrogen. This is accelerated to the rear of the ship to provide motive power in a ram-jet effectbut the complex shielding it requires evidently produces numerous other benefits. This process islittle understood by the Adeptus Mechancius and they would dearly like to secure an intactStronghold for investigation, but thus far the opportunity has eluded them.

    TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETSBattleship/10 15cm 45* 4 6+ Prow/5+ 4

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARCProw Cutting Beam 15cm 1(Max12) FrontProw Weapons Battery 45cm 14 FrontDorsal Launch Bay Fighters 30cm

    Bombers 20cm

    Assault Boats 30cm

    3 -

    Dorsal Silo Torpedoes 30cm 6 All RoundStarboard Ion Cannons 60cm 3 RightPort Ion Cannons 60cm 3 LeftStarboard Weapons Battery 30cm 12 Righ