Acolytes, AdMech and equipment

By vehzeel, in Dark Heresy

I've been pondering how the acolytes best can snoop around without raising suspision. Buying a coat or so from a local store and try to blend in to a crowd seems like a no-brainer, but certain classes seem to have a little bit more difficulty with this than others, especially the AdMech characters. Is it a must to wear the red coats as an AdMech?

Also, it seems like characters with cybernetics get such things installed either because they can afford it or they mean something to their masters. That means people with cyber-tech are above the rabble, and cyber-equipped people should be regarded with suspicion (of you're a cultist/heretic/etc). The AdMechs start with half their faces covered by a gas mask grafted to the flesh! To this, add the mechadendrites that pretty soon will sprout from the back of AdMechs. Those things tend to give them away, since they are for AdMechs only. Or can the Mechanicum be dismissed as a threat by heretics if they only care for the tech and therefore ignore the heretics (regarded as an Ecchlesiarchal problem)? One way to solve the mechdendrite issue can be to not install them in the first place, but how likely is it a player wouldn't do this?

And how do the AdMech operate? Can technicians be seen with all kinds of people regardless of what they're doing? I mean, is it likely I can find an engineer by the warp-engine on a pirate vessel? Otherwise, how can pirate vessels operate during longer periods of time? Are the prophets of the Omnissiah hardly seen by the populace (i.e. they're basically a natural part of the furniture and mind their own business until someone starts messing with the holy patterns of a construct) or do they stick out due to being very rare?

Finally, how much stuff can the acolytes lug around without getting too much attention? Pistols and smaller CC weapons seem to be somewhat common, but how will civilians react when the group carry around rifles, assault rifles, even LSWs and IG flak armour or carapace armour?

TL; DR How much attention and suspicion will a heavily armed group draw, and how do I explain and justify the presence of an AdMech?

Hi Vehzeel,

you just stumbled across a very basic problem of the game: certain character classes are unstealthy as hell and have very hard time working as "undercover" agents.

While a Psyker might hide his "mark" and powers a Sister of Battle (in regard to the new rules) sacrifices her major advantage (free gear) when going undercover at the AdMech..well you stated it.

As a GM, you two ways three ways to tackle this

1) Ban the AdMech as a class if you try to run games where all of the PC are meant to go somewhere "under cover"
2) Restrict yourself to games where it is NOT necessary for the whole group to go "under cover"
3) Stretch believeability for the games sake. Always make "the bad guys" believe that THIS AdMech is a renegade or their is some other reason why this bunch of Scum has an highly kybernetically modified guy with them.

And of course, wide cloaks with extremly large cowls go a long-long way as long as GM allows for it. gui%C3%B1o.gif

vehzeel said:

but certain classes seem to have a little bit more difficulty with this than others, especially the AdMech characters. Is it a must to wear the red coats as an AdMech?

Not really, i'd assume that the PCs look pretty much like everyone else.

I'd also suggest that AdMech or indeed any character may wear what they like, especially if seeking to go 'under cover'. Ceremonial or Adepta clothing is likely to be worn during official duties, or indeed as a preference by the character but Inquisitorial acolytes are probably rather more flexible.

vehzeel said:

That means people with cyber-tech are above the rabble, and cyber-equipped people should be regarded with suspicion (of you're a cultist/heretic/etc).

Well yes, but then forced cybernetic implantation is also common among the slave class, with servitors, etc., so its not an automatic signal of higher status.

I'd suggest cybernetics are relatively common so as to be unremarkable, especially lower grade and poor quality options.

vehzeel said:

The AdMechs start with half their faces covered by a gas mask grafted to the flesh! To this, add the mechadendrites that pretty soon will sprout from the back of AdMechs. Those things tend to give them away, since they are for AdMechs only.

That may be an issue, but then in that situation your PCs will need to be inventive. I suppose it depends on how common you see cybernetically enhanced AdMech characters as being in the Imperium.

vehzeel said:

And how do the AdMech operate? Can technicians be seen with all kinds of people regardless of what they're doing?I mean, is it likely I can find an engineer by the warp-engine on a pirate vessel? Otherwise, how can pirate vessels operate during longer periods of time?

Yes. The AdMech is concerned with the preservation and protection of technology, irrespective of how its currently used. A pirate void ship today may have been a fleet vessel 10 years ago and could be a Rogue trader vessel in 10 years time. To the AdMech the only concern is that its a vessel.

vehzeel said:

Are the prophets of the Omnissiah hardly seen by the populace (i.e. they're basically a natural part of the furniture and mind their own business until someone starts messing with the holy patterns of a construct) or do they stick out due to being very rare?

To a certain extent this is up to you to decide. I'd say on 'core worlds' they are just as common as everyone else. On low tech or fringe worlds they may be much rarer.

Its worth remembering too that not every member of the AdMech is implanted with cybernetics.

vehzeel said:

Finally, how much stuff can the acolytes lug around without getting too much attention? Pistols and smaller CC weapons seem to be somewhat common, but how will civilians react when the group carry around rifles, assault rifles, even LSWs and IG flak armour or carapace armour?

Again, this is up to your really. Personally i'd say carrying knives (actually a part of the Administratum official dress) and pistols is almost required even on core worlds and is unlikely to arose much comment.

Armour and heavier weapons will probably only be frowned upon in certain social situations or on certain worlds. In general i don't see the carrying of weapons and armour to be a problem for anyone.

vehzeel said:

TL; DR How much attention and suspicion will a heavily armed group draw,

It depends, but generally none to very little.

vehzeel said:

and how do I explain and justify the presence of an AdMech?

It depends but on average tech worlds the presence of an AdMEch will likely be unremarkable and won't need explanation or justification.

In any place where there are machines, Tech-Priests are going to blend in naturally, to the point where they are treated more as scenery than as actors. A metal figure clad in red robes walking around, stopping by any terminal and murmuring something incomprehensible is pretty much an everyday sight for the denizens of more advanced worlds.

Morangias said:

In any place where there are machines, Tech-Priests are going to blend in naturally, to the point where they are treated more as scenery than as actors. A metal figure clad in red robes walking around, stopping by any terminal and murmuring something incomprehensible is pretty much an everyday sight for the denizens of more advanced worlds.

Thats a really interesting perspective. So actually the AdMech are better at stealth since they're 'hidden in plain view'?

It makes a lot of sense and could actually make the AdMech PC a good infiltrator.

Given that the AdMech is a 'separate but equal' empire of sorts i think you're right to say that most Imperial citizens are likely to simply ignore them. Of course other AdMech will be a different matter!

Morangias said:

In any place where there are machines, Tech-Priests are going to blend in naturally, to the point where they are treated more as scenery than as actors. A metal figure clad in red robes walking around, stopping by any terminal and murmuring something incomprehensible is pretty much an everyday sight for the denizens of more advanced worlds.

*POSSIBLE SPOILERS AHEAD!*

Problems start where there's lack of machinery. In Edge of Darkness, for example, the whole district is lacking in machinery. The scenario implies that the rulers have moved almost all important manufacturing equipment elsewhere. The only people left are the drunks, the criminals and the non-trained workers. There doesn't seem to be any reason for an AdMech to show up there, unless some higher-up have requested it. Since one of my players wore his red robes and used AM techno-lithurgy, he was spotted pretty quickly by the antagonists.

I've been pondering how the acolytes best can snoop around without raising suspision. Buying a coat or so from a local store and try to blend in to a crowd seems like a no-brainer, but certain classes seem to have a little bit more difficulty with this than others, especially the AdMech characters. Is it a must to wear the red coats as an AdMech?

It is certainly not a must, but it is their normal sort of "uniform" throughout most of the Imperium it seems. In one of Sandy Mitchell's novels the AdMech guy wears a white AdMech robe though.

Also, it seems like characters with cybernetics get such things installed either because they can afford it or they mean something to their masters. That means people with cyber-tech are above the rabble, and cyber-equipped people should be regarded with suspicion (of you're a cultist/heretic/etc).

Most augnetics are rather easy to hide and not that unusual anyway. Having good or best quality cybernetic limbs and eyes might be suspicious in the same way as other expensive high-grade equipment.

The AdMechs start with half their faces covered by a gas mask grafted to the flesh! To this, add the mechadendrites that pretty soon will sprout from the back of AdMechs. Those things tend to give them away, since they are for AdMechs only. Or can the Mechanicum be dismissed as a threat by heretics if they only care for the tech and therefore ignore the heretics (regarded as an Ecchlesiarchal problem)? One way to solve the mechdendrite issue can be to not install them in the first place, but how likely is it a player wouldn't do this?

The AdMech does care for heresy, especially for tech-heresy and hereteks. Though most of the "rank and file" personnel of the AdMech is to introverted and too focussed on their maintenance duties that they would hardly recognize the daemonic cult next door. Tech-Priest and above (especially Magos) would most probably realize and even care (though again not in all cases).

In my game Mechadendrites can be removed and re-attached by the use of a combi-tool and the right rites to appease the machine spirits within. They can also be folded up beneath a robe or coat, so that it looks like a hunchback.

And how do the AdMech operate? Can technicians be seen with all kinds of people regardless of what they're doing? I mean, is it likely I can find an engineer by the warp-engine on a pirate vessel? Otherwise, how can pirate vessels operate during longer periods of time?

Not in all cases. Though Tech-Priest are also only humans (most of them anyway,...) and can be corrupt as any other. You could find an Enginseer on a pirate vessel, but they would most probably be considered hereteks by the AdMech and not one of their own. So most of those tending the plasma reactor on a pirate vessel would be non-AdMech associated hereteks or perhaps even enslaved Tech-Priests.

Are the prophets of the Omnissiah hardly seen by the populace (i.e. they're basically a natural part of the furniture and mind their own business until someone starts messing with the holy patterns of a construct) or do they stick out due to being very rare?

The common Tech-Adept or Enginseer would not stick out on a hive world or most Imperial worlds. On a Feral world and most Feudal worlds they would stick out under most circumstances though.

Finally, how much stuff can the acolytes lug around without getting too much attention? Pistols and smaller CC weapons seem to be somewhat common, but how will civilians react when the group carry around rifles, assault rifles, even LSWs and IG flak armour or carapace armour?

On many worlds you get arrested for not having a weapon (you must be able to defend the planet and the wider Imperium in case of an invasion after all...). In my game pistols are fully OK on about any world, except in certain areas/buildings like the gouvernors palace or the local cathedral and so on; smaller close combat weapons as well. (Assault-) rifles are OK on many worlds, but in the mid-hive of most worlds it could raise an eyebrow by the local enforcers if seen. It is fully OK, if you have a bouty hunter or bodyguard license or something similar as long as you do not mess around. What is LSW? Flak armour can be hidden rather good under coats/cloaks or as coats/cloaks, while carapace is a little difficult in my opinion and raise suspicion by anyone (law-enforcement as well as heretics) as someone well connected and/or well-to-do.

TL; DR How much attention and suspicion will a heavily armed group draw, and how do I explain and justify the presence of an AdMech?

It depends on where you are. If you are on a War world it is fully OK. If you skulk around down-hive (or in the hive-spire for that matter) with Heavy Stubber and Eviscerator in Storm Trooper Carapace, you would get full attention for sure...

It seems I'll have to increase the amount of cyber-tech and weapons in the general populace. I imagined most (normal) people wouldn't be allowed to bear fire-arms due to the risk of uprisings, arms-races with the Arbites etc, but if I can explain the surprisingly few revolts due to propaganda and indoctrination, I guess more people bearing weapons wouldn't be out of place.

vehzeel said:

Problems start where there's lack of machinery. In Edge of Darkness, for example, the whole district is lacking in machinery.

Is it?

What about the load bearing and other structures in the sector?

Air conditioning?

Power, energy, lighting systems?

Water and waste systems?

Door and portal security mechanisms?

Domestic technology like food ovens?

I suspect there are many justifiable reasons why a tech priest would be roaming about in the district.

vehzeel said:

Morangias said:

In any place where there are machines, Tech-Priests are going to blend in naturally, to the point where they are treated more as scenery than as actors. A metal figure clad in red robes walking around, stopping by any terminal and murmuring something incomprehensible is pretty much an everyday sight for the denizens of more advanced worlds.

*POSSIBLE SPOILERS AHEAD!*

Problems start where there's lack of machinery. In Edge of Darkness, for example, the whole district is lacking in machinery. The scenario implies that the rulers have moved almost all important manufacturing equipment elsewhere. The only people left are the drunks, the criminals and the non-trained workers. There doesn't seem to be any reason for an AdMech to show up there, unless some higher-up have requested it. Since one of my players wore his red robes and used AM techno-lithurgy, he was spotted pretty quickly by the antagonists.

Yeah, in places lacking technology, or places where the AdMech delegates most duties to licensed "lay" technicians (some Adepti organizations keep such people for everyday maintenance), the TP is going to stick out like a sore thumb, and there's little one can do to mitigate that.

Still, on Imperial worlds where technology is common, and on voidships, Tech Priests seem to be quite good at not being noticed.

In fact, having a Tech Priest, especially a ranking one, on an Inquisitorial team has many advantages thanks to their unique position in the Imperium. I remember playing a Mechanicus Secutor of the Solex cult - with a bit of creativity and a good cover story, I was opening more doors than the team's designated infiltrator. Need to see the inside of that factory? Talk a bit with the local branch of the Mechanicum, dress the rest of the team up as lay helpers and stroll in with a surprise inspection. Team member has dropped the ball and needs to be bailed from the hands of Enforcers? Flash your rank and demand to be given the custody of the prisoner due to him being a wanted Heretek. Lore skills help a lot, as does Trade (Copyist) for some old-fashioned forgery. It's also quite easy to assume false identities when most people have problems distinguishing your face from all the other metal freaks.

Of course, it's not always that easy - various Adepti can outrank the Tech Priest and put his bluff to a test, and sometimes, the attention of a ranking Mechanicum member can cause as many setbacks as the Acolytes making their ties to the Inquisition known. But there are certain unique opportunities that make playing a Tech Priest in a story of intrigue quite enjoyable.

The cybernetic implants a Techpriest begins with are fairly easy to hide or explain away (indentured workers in industries that emit a lot of toxic fumes would likely have implanted filter masks, for instance). The more prominant implants that they can take later on would likely call them out as a Techpriest, and I think it is incumbant upon the player to take that into consideration before buying such implants. If someone really wants a mechadendrite, it's their responsibility to consider the ramifications- if they plan on concealing their identity as a Techpriest on a regular basis, then they need to either reconsider purchasing a highly visible implant, or hire a skilled artisan to construct an elaborate "dummy" backpack to conceal the implant, for instance.