FYI before you get down with the far future–two of the Mists of Akuma adventure modules are now on Roll20 and they are killer.

Check out the first post for:

general rules, the Corruption ability score, new skills, a hit selection system, races, character backgrounds, the psyker feat.

See the second post for:

the (shared) Resources party attribute, the Lucky Bastard feat, new martial weapons, new ranged weapons, new extremis weapons, power armor

What’s in the third post?

Apothecary monk archetype, Chaplains, and the Imperial Guard Veteran archetype

What have you got in that there fourth post?

Assault space marine barbarian archetype and the Imperial Commissar fighter archetype

Aaand the fifth post?

Psyker sorcerer archetype, Grey Knight warlock archetype, and Sisters of Battle monk archetype

What’s waiting in the sixth post?

ASSASSINORUM CLADES! My favorite. ❤

The seventh post?

Inquisitors (warlock archetype) and Grey Knight space marines (paladin archetype)

How about the last post?

Sneaky space marines (I am Alpharius) and Rogue Trader bards!

BY THE BALLS OF ANGRON IS THIS POST NOTHING BUT HYPERLINKS?!

It is only mostly hyperlinks. We’ve also got that big technology kick some of you cogheads out there have been waiting for: technologists in the far future! The rogue trader bard archetype touches on techno-magic but that’s all xenos business and to really dig in there probably requires an entire class–good thing I’ve got two just for that!

Techmarine (Mad Scientist Archetype)

A Techmarine (known as a Frater Astrotechnicus in High Gothic) is a Space Marine technician and engineer as well as a full Astartes Battle-Brother of his Chapter. They are fully initiated members of both the Cult Mechanicus and their Chapter. Prospective Techmarines are chosen from the ranks of the Space Marine Chapters for their affinity with technology. They are sent to Mars for 30 standard years of training, and taught the machine lore. They learn how to divine the runes of engineering and study the liturgy of maintenance. This great body of lore must be committed to memory and understood by the novice Techmarine. They are taught how to “feel” the pain of a damaged machine and heal it. When they come back they serve the same role in their Chapter as a Tech-Priest Enginseer in the Imperial Guard. (from http://warhammer40k.wikia.com/wiki/Techmarine)

Techwarrior (modifies Trickster archetype)

When selecting this mad scientist archetype, you are also selecting the Trickster archetype. When you reach 17th level, instead of Hide Out of Place you gain the benefits of the Cog-Born character background (from Warhammer 40k D&D 5E Hack #1). In addition, you can summon a servoskull (functioning as the Prototype Drone feature). When you reach 10th level, you are able to summon one more servoskull than normal.

Servo-Arm (replaces Forbidden Knowledge)

At 3rd level, you build a servo-arm that can be installed into your power armor. Your servo-arm can be used to pick up and hold objects but nothing that requires fine dexterity (such as typing on a dataslate or soldering a pair of goggles), treating its Strength score as 20. In addition, you may spend a bonus action to use it to make a melee weapon attack (using your spell attack bonus) against a creature within 5 feet, dealing 1d12 + 5 bludgeoning damage on a successful hit.

Extra Attack (replaces Insane Contraptions and Diviner of Secrets)

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.

Tech-Priest (Scrapper Hack!)

A Tech-priest, also spelled Tech-Priest, is an Adept of the Adeptus Mechanicus of the Imperium of Man who is generally responsible for maintaining all of the advanced technology of the Imperium, enlarging the Imperium’s stocks of technical knowledge and conducting what little new scientific research occurs within the Imperium since the end of the Horus Heresy. Tech-priests are members of the Cult Mechanicus, the Cult of the Machine, a priesthood which forms an ecclesiastical hierarchy for the Cult Mechanicus of technicians, scientists, and religious leaders who believe that knowledge represents the only true divinity in the universe. The Tech-priests provide the rest of the Imperium with its technicians, scientists and engineers. Though their bodies often incorporate many inorganic components as bionic replacements, Tech-priests are fully human, unlike the cybernetic Servitors created by the Adeptus Mechanicus that carry out most of the heavy labour for all of the Imperium’s myriad organisations and enterprises. (from http://warhammer40k.wikia.com/wiki/Tech-Priest)

In order to select this archetype you must have the Cog-Born background. Furthermore, it modifies the existing features of the scrapper class and trapper archetype.

Guntrapper (modifies all Trapper archetype features)

For GMs that have 2099 Wasteland, make use of the awesome custom-built weapon rules. For everyone else: At 1st level, your gun traps can utilize a bolt pistol or laspistol. At 5th level, your gun traps can utilize a bolt rifle or las rifle. At 17th level, your gun traps can utilize a bolter. All of these are available in Warhammer 40k Hack #2: Equipment.

Servoskull and Vox Transmitter (modifies Radio Transmitter and Prototype Drone)

Instead of a radio transmitter, at 2nd level you get a vox transmitter instead. This functions as a radio transmitter but with a range of 2 miles per scrapper level. In addition, you can summon a servoskull (functioning as the Prototype Drone feature). When you reach 10th level, you are able to summon one more servoskull than normal.

Mechadendrite (replace Technology Salvaging)

At 3rd level, you develop the means to construct and install a robotic tentacle or you’ve received one from the Mechanicum. You can use your mechadendrite to directly interact with human-constructed machinery and while doing so have advantage on Intelligence (Technology) checks made with a device. In addition, you may use it to make melee weapon attacks (using your spell attack bonus) with a reach of 10 feet, dealing 1d8 + your Intelligence modifier bludgeoning damage on a successful hit.

Cogitation Enhancer (replaces Radio Tower)

At 14th level, a cogitation enhancer is installed into your brain. Your Intelligence increases by 2 and your maximum increases to 22.