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Dark Heresy: The Lathe Worlds - For ten thousand years, the Ulisses Spiele. ADD TO WISHLIST >. PDF. $ $ 1 2 3 4 5. DriveThruRPG: Your One-Stop Shop for the Best in RPG PDF Files! . Within the Calixis Sector, they are concentrated on the Lathe Worlds. Dark Heresy: The Book of Judgement: neogosynchpromath.gq php?56uyr3mc4kk2ad7 Dark Heresy: The Lathe Worlds.
Going back to the earliest times it seems that Mars, in the Earth system, saw their very beginning and that it was here they established their first forges - for they control all production facilities for virtually all technology especially that of a warlike nature, and claim ownership of every discovery, be it new research or the finding of long-lost technological items from the distant past.
It is said that they were established on Mars even before the God-Emperor came to prominence on Earth and were amongst the first to recognise his importance, if not divinity. Their hierarchy and organisation are covered before a discussion of their quest for knowledge and and their holdings in the Calixis Sector. Ritual is integral to everything that they do, and quite a good overview is given of that - as it underpins virtually all use of technology this is well worth understanding.
Like any organisation, there are factions and sects amongst them, and some heresy as well. Next, Chapter 2: Servants of the Omnissiah provides all the game mechanics necessary to creat characters and, of course, NPCs who are members of the Adeptus Mechanicus - a goodly array of new options, backgrounds, career ranks and more.
This will enable you to model adherents of the different factions and bring much more depth to Adeptus Mechanicus characters wherever they are encountered in your game.
Then Chapter 3: Dominions of the Lathes looks at the Lathes system, reviewing the planets, artificial stations and indeed the vast array of holdings that the Adeptus Mechanicus has here. There's a lot of information in this section, and it will enable this area of space to come to life whenever the party happens to visit. There are even more sects and factions specific to the Lathes system for those who enjoy intrigue, and the whole chapter is liberally supplied with adventure seeds Finally Chapter 4: The Light of Reason is an adventure that will send Acolytes to investigate psychic disturbances in the Lathe System They will have to pick their way through faction politics, explore the darker corners of the Lathes system, and perhaps may come to understand why the Adeptus Mechanicus thinks the way it does.
There's plenty of support for the GM, from environmental hazards to atmospheric descriptions, and whilst linear in concept the adventure is constructed in such a way that the party will feel like they can find their own way through it to the ultimate climax. With technology and the religious approach to it being so embedded in the Imperium, this is a useful book to have for general background: The Adeptus Mechanicus are well-deserving of their own book, given that there are a number of cultural, perceptual and even theological differences between those adherents of the Machine Cult and the rest of the Imperium of Man.
The developers for this product have done an excellent job in creating a resource which will see a lot of use at any table, with a clarity of writing, and clean layout which to which I have become accustomed when dealing with materials from FFG.
Divided into four sections, the book covers in detail:. The history of the Adeptus Mechanicus, their hierarchy and how they are viewed by the general populace of the Imperium.
It provides some interesting social norms about the role of machines and their appointed guardians and how this plays out in day-to-day life; which is invaluable for the GM, but also provides inspiration for players.
It concludes with a section on tech-heresy, which firmly roots this book into the Inquisitorial ideology and provides a wealth of ideas for adventure design. The second chapter is, by necessity, the rules-heavy section. IT deals with alternate career paths, skills and talents and the armoury providing a host of new toys for your campaign. The penultimate chapter deals with the establishment of the Lathe Worlds, the power groups and planets.
The planets in particular are given a lot of attention, and fleshed out quite well. The challenge in approaching a subject like mapping an entire system of planets is to balance the amount of detail.
FFG handles this very well, providing enough information to spark the imagination and give a unique feel for each locale, but not so much that the reader becomes bored with the level of detail. It shows, in practical terms, how tech-heresy and the Doctrines of the Mechanicus are interpreted and what occurs when these teachings are blatantly ignored. Because attending to one order of Knights wasn't enough, they need four to really be satiated.
Phobos In case you're wondering about the other moon: Phobos in 40k was covered in guns literally as Mars' last line of defense. In reality it is expected to slam into Mars at some point in the future. Though to be fair by 'future', we mean about 30 or 50 million years. But that's before you build a shit ton of guns on it, and they can probably fly it somewhere like they did with Deimos, so who knows what it's orbit is now.
The Beast Arises series seems to hint at Phobos being missing from accident during a test to try and teleport Mars out of the Beast's Waaagh!
Interestingly: Phobos has a Monolith on it, no seriously. Estaban - Home to the Legio Tempestus maniple which went heretic, and went with them. Eventually reclaimed by the Imperium.
Graia - A forge world made of space stations that orbit the planet Graia. Poetically, Forge World loves Rapiers. Jupiter - I know right? Bet you didn't know about this one. The Imperial Navy's foremost shipyard and drydock. It only makes ships. It is a hotly contested Imperial political debate as to whether Jupiter is soverign to the Mechanicum or the Imperium. They went totally green though, the hippies.
Kai - Once relatively close to Eye Of Terror. Due to an unfortunate flux , the Eye expanded and engulfed it. Managed to maintain an Imperial presence for a time, considering that their weapons didn't have to obey the laws of physics. Eventually, they had to barter their services and guns to various daemons and Chaos Legions inside the Eye in return for protection. Made the legendary Kai Guns during this time. Chaos being Chaos, the Machine Smiths of Kai got eradicated in the battle between daemons wanting their dakka fix.
GW being GW, the hundreds of other strange and mystical weapons forged on Kai during its time in the Warp will never be elaborated upon. Kaurava I - A Forge World continent-spanning Manufactorum, to be precise which is capable of producing over Baneblades at any given notice.
The status of this world is unclear, although it was likely abandoned or destroyed during the Kaurava conflict of Dawn of war: Soulstorm. These planets all have an extremely odd orbit around their parent star, which somehow results in their native ores having unusual properties because of "gravity fluctuations".
Besides being the center of production for the Calixis Sector, their most famous exports are Lathe-forged Blades, which use the aforementioned ore to basically be indestructible, able to stand up to even power blades.
Lliax - 30K-era Forge World. Supplied Shadrak Meduson's warbands during the Heresy, but they seem to have been involved in subverting his command with the Cultmof the Gorgon. Lucius - First colonized by Battletech players from the late Eighties. They have exclusive patterns for some Titans which are cheaper to produce, but not as sweet looking as Mars patterns.
Didn't get super-heavy tank STCs for a while, which is why they were one of the few major Forge Worlds that launched Macharius tank production when its STC get re-discovered, while most others frowned on it as a "poor man's Baneblade".
Unlike most other Mechanicus, they favor white robes for both their priesthood and skitarii, probably because it's the color of hot plasma. So yeah, those unusually white-robed enginseers from the Ciaphas Cain novels are probably Lucians.
Mars - The big boss of the other forgeworlds and the go-to guy for stock patterns of weapons. Has a giant shipyard called the Ring of Iron in orbit, which claims to be one of the largest human-made objects in existence.
Metalica - Home to the Legio Metalica. Also known as Metalicus due to GW not wanting to get sued. They maintain the only known Imperial Titans capable of out-rocking the Gargants made by the Goff Rokkas. They also provide most of the adeptus mechanicus forces fighting on Armageddon at any given time. Mezoa - A Volcanic Forgeworld where no Titan can walk for fear of falling through the planet's crust.
Was besieged during the Horus Heresy and the Gothic War. Mordax - The one that got taken over by the Orks. They named it Mordakka Yes really Despite the dubious canonicity of the old 13th Black Crusade materials, Geedubs hasn't forgotten about Mordakka, giving it a place on the Skitarii 7th Edition Codex and AdMech 8th Edition codex's galactic map.
It's more than can be said for other worlds on this list Morvane - Mentioned in the Adeptus Custodes codex, Morvane is a "lost forge world" but also the only lead the Custodes have to a possible fix for the Golden Throne.
On manually controlled lathes, the thread pitches that can be cut are, in some ways, determined by the pitch of the lead-screw: A lathe with a metric lead-screw will readily cut metric threads including BA , while one with an imperial lead-screw will readily cut imperial-unit -based threads such as BSW or UTS UNF, UNC. This limitation is not insurmountable, because a tooth gear, called a transposing gear, is used to translate between metric and inch thread pitches.
However, this is optional equipment that many lathe owners do not own.
It is also a larger change-wheel than the others, and on some lathes may be larger than the change-wheel mounting banjo is capable of mounting.
The workpiece may be supported between a pair of points called centres , or it may be bolted to a faceplate or held in a chuck. A chuck has movable jaws that can grip the workpiece securely. There are some effects on material properties when using a metalworking lathe. There are few chemical or physical effects, but there are many mechanical effects, which include residual stress, micro-cracks, work-hardening, and tempering in hardened materials.
They can also be used to refinish cues that have been worn over the years.
Glass-working lathes[ edit ] Glass-working lathes are similar in design to other lathes, but differ markedly in how the workpiece is modified. Glass-working lathes slowly rotate a hollow glass vessel over a fixed- or variable-temperature flame. The flame serves to soften the glass being worked, so that the glass in a specific area of the workpiece becomes ductile and subject to forming either by inflation " glassblowing " or by deformation with a heat-resistant tool.
Such lathes usually have two head-stocks with chucks holding the work, arranged so that they both rotate together in unison.
Air can be introduced through the headstock chuck spindle for glassblowing. The tools to deform the glass and tubes to blow inflate the glass are usually handheld.
In diamond turning , a computer-controlled lathe with a diamond-tipped tool is used to make precision optical surfaces in glass or other optical materials. Unlike conventional optical grinding, complex aspheric surfaces can be machined easily. Instead of the dovetailed ways used on the tool slide of a metal-turning lathe, the ways typically float on air bearings, and the position of the tool is measured by optical interferometry to achieve the necessary standard of precision for optical work.