Beruflich Dokumente
Kultur Dokumente
The Cult of the Omnissiah is one of replacement, metal grafting, and other
many sanctioned cults allowed by the body modifications are popular within
Ecclesiarchy on Ammoriss. However, the ranks of the Cult. The more
it is one of the most popular. It is modifications, the more difficult it is
estimated that one in ten citizens are for the devotee to blend into regular
followers of the Ad-Mech’s Ammoriss society, and the deeper
philosophies. Much to the they become involved in the Cult
Ecclesiarchies dismay, the Red Tower Mechanicus.
actively promotes the Cult of the
Omnissiah and often draws from its During the Battle for Ammoriss,
adherents into the ranks of the local restlessness and terror spread
tech-adepts. throughout the lower levels of Imperial
Tower. To protect themselves, those
The Cult of the Omnissiah offers citizens loyal to the Cult of the
simple tenants to lead a spiritual life Omnissiah gathered into gangs for
by following the Emperor as self-protection, and other less noble
Omnissiah. The famous sixteen laws. purposes. They were frequently eager
These laws deem the machine as to help suppress other gangs and cults
perfection and all other forms as in their territories.
naturally flawed. As a result, bionic
Special Rules:
Gang: The Cult of the Omnissiah follows the normal rules for a Gang found in
Necromunda. They are NOT outlaws.
The Cult of the Omnissiah is recruited the same way as a regular gang. The gang
begins with 1,000 credits to purchase members and equipment with.
Adept Potential: Your cult must include one Adept Potential, no more and no less.
Servitors: Your cult can not have more servitors than it has Menials.
1 Adept Potential
Cost: 130
Experience: 60+1d6
The Adept Potential is the member most closely aligned with the 16 Universal Laws
of the Cult of the Omnissiah. As part of the process of becoming a fully fledged
Tech-Priest, he has taken up the mantle of Cult leader to prove himself to his
superiors. By way of his works to spread the word of the Omnissiah and support his
fellow Cult Mechanicus members, he seeks to gain entry into the exclusive order of
the Red Tower.
Due to his progression on the path to joining the Adeptus Mechanicus, the Adept
Potential has all ready begun to acquire bionic replacements and enhancements.
He has begun to shed the frail and flawed way of flesh, and to take up the
perfection of the machine.
Profile M WS BS S T W I A LD
Adept Potential 4 4 4 3 3 1 4 1 8
Equipment: An Adept Potential may be equipped with Armor Plates for 20 credits
each.
Weapons: An Adept Potential may be given weapons from the Bionics, Close
Combat, Pistol, Special, Grenades and Shells weapon lists.
Special Rules:
Leadership: An Adept Potential has the respect and adoration of his fellow Cult
members. This provides the Adept Potential with the Leader special ability. He
always counts as having a friend within 2”, this means he can always test to avoid
pinning.
Any cult member within 6” of the Adept Potential may use the Leadership
characteristic of the Adept Potential when taking a leadership test. The benefit
applies as long as the Adept Potential is not down or broken himself.
Lay Brothers are particularly devout followers of the Cult of the Omnissiah, who
have not chosen to seek the Red Robes of a Tech-Priest. However, their technical
knowledge and ability with the Machine-Spirits is still more advanced then the
common practitioner. As a result, they often have access to the best equipment the
cult has to offer.
Profile M WS BS S T W I A LD
Lay Brother 4 3 3 3 3 1 3 1 7
Weapons: Lay Brothers may be armed with weapons chosen from basic, Hand-to-
Hand, Pistols, Special, Heavy Weapons, and Grenade and Shells lists.
Juve
Cost: 25 Credits
Experience: 0
Juves are young, inexperienced members of the cult. They are eager to join and
please the other more senior members of the cult. They are filled with the ideals of
the Omnissiah and the 16 Laws. However, they are unreliable and unsteady. In
time, their understanding will mature, and their value to the cult will increase.
Profile M WS BS S T W I A LD
Juve 4 2 2 3 3 1 3 1 6
Weapons: Juves may be armed with weapons from the Hand-to- Hand, Pistols, and
Grenades and Shells list.
Menial
Cost: 50
Experience: 20 +d6
Menials form the bulk of the Cult. They are dependable adherents tot eh cult, and
willing to help defend the 16 Universal Laws by word or deed.
Profile M WS BS S T W I A LD
Menial 4 3 3 3 3 1 3 1 7
Weapons: Menials may be armed with weapons from the Hand-to-Hand, Pistols,
Basic, or Grenads and Shells lists.
Servitors
Cost: 80 credits
Experience: 50+d6
Profile M WS BS S T W I A LD
Servitor 4 3 3 3 3 1 3 1 6
Equipment: A Servitor maybe equipped with Armor Plates for 20 credits each.
Weapon: A servitor MUST be given one weapon from the Heavy weapon list and
Bionics list. Once a Heavy Weapon is selected for a Servitor, it cannot be upgraded
or changed for a different weapon.
Special Rules:
The cult must have a Lay-Brother or Adept Potential to use any Servitors. If none
are available, then the Servitor may not be used, and is instead placed into the cults
stash. He no longer adds to the gangs rating or cost upkeep.
Weapon Link: The servitor has a heavy weapon grafted to them. As a result, they
are always treated as encumbered in hand-to-hand. As a side-effect, the servitor
does not benefit from any gun sights.
Not a Free thinker: Servitors can only receive orders and follow its programming.
As a result, it cannot run or charge. They may not hide. IN a scenario that requires
a servitor to begin in hiding, it is instead placed out of sight. Servitors may not go
on overwatch. They cannot earn income or work the Trading post.
Servitors are immune to fear and terror.
Servitors must begin within 8” of another cult member at all times. If it is more
than 8” away, the servitor must use its move to get within 8”.
If the Adept Potential or Lay Brother went Out of Action during the game, then
repairs cannot be made by that model during the post battle sequence. You do not
have to repair serious injuries immediately on a Servitor, you can wait until a future
post battle sequence.
Armor Plates
Servitors and Adept Potentials often have armored plates grafted to them for
enhanced protection and to move away from the fragility of flesh. However, these
metal grafts are bulky and cumbersome. A maximum of three metal plates can be
added to a single model. Each plate improves the models armor saves by 1, but
reduces their initiative by one. The minimum initiative for a model can have is 1.
Bionics
Bionics are unique weapons and attachments fitted to Servitors and Adept
Potentials to help them with their duties. Once purchased, they cannot be removed
or replaced. If they are damaged, then they will act as a club.
In the post-battle sequence, a Lay-Brother or Adept Potential can attempt to repair
damaged bionics, assuming they were not put out-of-action during the previous
game. If they repair bionics, then they cannot contribute to any other post-battle
sequence activity including gathering income, repairing servitors, or working
territories.
Roll a d6. On a 6, all damaged Bionics are replaced. Otherwise, they stay
damaged. If the Cult has a workshop territory then the roll is a 4+ to succeed.
Other hand-to-hand weapons: If a model with a Bionic is armed with more than one
hand-to-hand weapon then the special rules for the Bionic Weapon only applies to
hits with the Bionic Weapon. Remember, per the rules in the Necromunda
rulebook, you alternate hits with close combat weapons. Therefore, only every
other hit can use the special Bionic Weapon rules.
Special Rules: In the event that a Bionic Weapon has a special rule that mimics a
skill, then all rules that apply to the skill also apply to the weapon. Only the parry
skill is stackable.
Bionic Weapons
Any model may only have one Bionic weapon.