tech-priest - FHBD
tech-priest - FHBD
tech-priest - FHBD
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
88<br />
Tech-Priest<br />
T<br />
“Bzzttt… our alliance must terminate here—your objectives<br />
are no longer compatible with mine.”<br />
— Quintass Delta III, Mech-Wright, The Lathes.<br />
The Cult Mechanicus holds a virtual monopoly on <strong>tech</strong>nology.<br />
Its tenets and beliefs permeate through their rituals into the<br />
common superstition of Imperial citizens. The Adeptus<br />
Mechanicus is run by the Tech-Priests of Mars, an insular <strong>priest</strong>hood<br />
that worship the Machine God and whose goal is to harvest all<br />
the lost <strong>tech</strong>nology that has been missing since before the Age of<br />
Strife. The lowest ranks of Tech-Priests have mainly maintenance<br />
and construction duties, but as a Tech-adept progresses and acquires<br />
greater knowledge, he is relieved from the more trivial day-to-day<br />
tasks and allowed to study and learn of the greater mysterious and<br />
missing <strong>tech</strong>niques that have prevented any kind of progressive<br />
development in the Imperium’s <strong>tech</strong>nological base.<br />
All Tech-Priests have an advanced grasp of how to maintain<br />
most of the standard <strong>tech</strong>nologies that are used throughout the<br />
Imperium. There are also many specialities a Tech-Priest can<br />
study, such as the biologius, xenology and the use of rediscovered<br />
weaponry to name but a few.<br />
Tech-Priests are not confined to Mars or the numerous Forge<br />
Worlds that are scattered throughout the galaxy. Many are given<br />
leave to seek out lost <strong>tech</strong>nologies or investigate rumoured sightings<br />
of STC templates. It is on these missions Tech-Priests most likely<br />
come into contact with an Inquisitor or a cell.<br />
The relationship between the Inquisition and the Priesthood<br />
of Mars has been a stormy one, ranging from outright hostility<br />
to merely strained in less tumultuous times. Nevertheless, the<br />
two powerful organisations have worked together many times<br />
especially when it is perceived to be in the common interest.<br />
In these situations a Tech-Priest may be present in a cell. His<br />
knowledge of Imperial, and even xenos, <strong>tech</strong>nology will<br />
always prove useful. A Tech-Priest may even have the means,<br />
via a neural plug, to communicate directly with the machine<br />
spirit of certain <strong>tech</strong>nologies, making him a very desirable<br />
ally. However, the Tech-Priests are fiercely independent and<br />
distrustful of others who do not worship the Machine God; they<br />
will be cold, methodical and terse. A Tech-Priest Acolyte rarely fits<br />
in well with a team of non-Mechanicus personnel.<br />
The appearance of Tech-Priests can be frightening, even terrorinducing,<br />
to those who have never had contact with such beings<br />
before. As much as fifty to sixty per cent of a Tech-Priest’s body<br />
may have been replaced with bionics and even the addition of<br />
extra limbs like mechadendrites or in-built weaponry. This<br />
proportion of organic to machine parts increases as the Tech-Priest<br />
gets older. The Tech-Priests themselves explain that these changes<br />
bring them ever closer to their Machine God, the Omnissiah, and<br />
away from the weak frailties of the flesh. It is not uncommon<br />
for the most senior Tech-Priests, known as Magos, to be almost<br />
entirely machine, the last piece of withered organic material<br />
losing what was left of its humanity centuries ago. An Inquisitor<br />
is always wary when allying with a Magos as chances are they<br />
are following their own agenda, which is often quite separate from<br />
that of the other Acolytes.<br />
te c h-Pr I e s t<br />
ra N k s<br />
Technomancer<br />
XP Level: 6,000–7,999<br />
Cyber-Seer<br />
XP Level: 8,000–9,999<br />
Magos<br />
XP Level: 10,000–14,999<br />
Technographer<br />
XP Level: 0–499<br />
Mech-Wright<br />
XP Level: 500–999<br />
Electro-Priest<br />
XP Level: 1,000–1,999<br />
Engineer<br />
XP Level: 2,000–2,999<br />
Tech-Priest<br />
XP Level: 3,000–5,999<br />
Mech-Deacon<br />
XP Level: 6,000–7,999<br />
Omniprophet<br />
XP Level: 8,000–9,999<br />
Magos Errant<br />
XP Level: 10,000–14,999
te c h-Pr I e s t abIlItIes IN ga m e te r m s<br />
Whilst the abilities of Tech-Priests are a complicated blend of <strong>tech</strong>nology, mummery and religion, it is sometimes useful to<br />
know how to translate these seemingly miraculous powers into game terms.<br />
As far as Player Characters are concerned, Tech-Priest powers are expressed in a very simple way. In Da r k Heresy, each<br />
character in the Tech-Priest career starts play with the Mechanicus Implants trait. This represents the various augmentations<br />
that have been fitted inside the character. (See page 27 for the full details on each of these implants.) By spending<br />
Experience Points on various Talents, the character learns to use these implants to generate all sorts of effects, from bolts of<br />
bio-electrical energy to powerful magnetic fields.<br />
The augmentations described in the Mechanicus Implants trait are so closely intertwined with the Tech-Priest’s body they are<br />
not considered to be equipment. They are indistinguishable from his mortal flesh. These implants are such an integral part of a<br />
Tech-Priest that he would not survive their wholesale removal—or even want to. Life without them is no life at all. To all intents<br />
and purposes, a Tech-Priest’s Wounds represent damage to both his soft tissue and these trait-specific augmentations. As a Tech-<br />
Priest heals damage, he is considered to be repairing any damage to this machinery as well as to his body.<br />
In addition to these “free” augmentations, Tech-Priest Player Characters can also purchase other cybernetic implants,<br />
such as auger arrays, mechadendrites and bionic limbs. Unlike the augmentations granted by the Mechanicus Implants trait,<br />
these are treated just like any other cybernetic implant. They can be targeted, damaged, removed, or improved—see Bionic<br />
Replacement Limbs & Body Parts on page 153 for more details.<br />
As ever, questions about the damage or removal of implants, and what this does to a Tech-Priest’s Talents, should be adjudicated<br />
by the Game Master. No doubt this wise and august person will provide a common-sense answer, agreeable to all.<br />
Table 2-9: Tech-Priest Characteristic Advances<br />
Characteristic Simple Intermediate Trained Expert<br />
Weapon Skill 250 500 750 1,000<br />
Ballistic Skill 250 500 750 1,000<br />
Strength 500 750 1,000 2,500<br />
Toughness 100 250 500 750<br />
Agility 500 750 1,000 2,500<br />
Intelligence 100 250 500 750<br />
Perception 250 500 750 1,000<br />
Willpower 100 250 500 750<br />
Fellowship N/A N/A N/A N/A<br />
tec h N o g r a P h e r<br />
ad V a N c e sc h e m e<br />
“If yer find owt with mys<strong>tech</strong><br />
properties, like, tek it t’ Technographers.<br />
They’ll diagnosticatearise<br />
it alright.”<br />
Technographers learn the<br />
many patterns of manufacture<br />
and formation that<br />
they might better comprehend<br />
the many mysteries<br />
of the Omnissiah. They<br />
can identify and catalogue<br />
<strong>tech</strong>nology with ease.<br />
Advance Cost Type Prerequisites<br />
Common Lore (Machine Cult) 100 S —<br />
Common Lore (Tech) 100 S —<br />
Drive (Ground Vehicle) 100 S —<br />
Evaluate 100 S —<br />
Literacy +10 100 S Literacy<br />
Logic 100 S —<br />
Pilot (Civilian Craft) 100 S —<br />
Trade (Copyist) 100 S —<br />
Trade (Scrimshawer) 100 S —<br />
Basic Weapon Training (Primitive) 100 T —<br />
Basic Weapon Training (SP) 100 T —<br />
Binary Chatter 100 T —<br />
Chem Geld 100 T<br />
Feedback Screech 100 T Tech-Priest<br />
Light Sleeper 100 T Per 30<br />
Pistol Training (Primitive) 100 T —<br />
Pistol Training (SP) 100 T —<br />
Rapid Reload 100 T —<br />
Sound Constitution † 100 T —<br />
Technical Knock 100 T Int 30<br />
Thrown Weapon Training (Primitive) 300 T —<br />
† You may take this Talent up to two times at this Rank.<br />
89
90<br />
me c h-Wr I g h t<br />
ad V a N c e<br />
sc h e m e<br />
“Explosive breech… bzztttt…<br />
shell gantry five… gzzkkkkttt…<br />
plete macro cannon<br />
failure… zzztkkkk… mechwright<br />
team immediately!”<br />
Mech-Wrights learn the<br />
properties of metal, plasteel<br />
and many other materials.<br />
They conduct heavy repairs<br />
and tend dangerous manufactorum<br />
processes.<br />
el e c t r o -<br />
Pr I e s t ad V a N c e<br />
sc h e m e<br />
“Dunno what he said but this<br />
red light started blinking under<br />
the electro-<strong>priest</strong>’s hood, then it<br />
touched him, and Throne blind<br />
me if he didn’t fly back across the<br />
room with an almighty thump!<br />
I knew there was a reason they<br />
guarded the generator-temple!”<br />
Having mastered form<br />
and material components,<br />
Electro-Priests apply themselves<br />
to the sacred study of<br />
energy. Thence they learn<br />
the animating principles<br />
of machine spirits, and the<br />
means by which they may<br />
be propitiated.<br />
Advance Cost Type Prerequisites<br />
Common Lore (Tech) +10 100 S Common Lore (Tech)<br />
Demolition 100 S —<br />
Drive (Ground Vehicle) +10 100 S Drive (Ground Vehicle)<br />
Drive (Walker) 100 S —<br />
Medicae 100 S —<br />
Scholastic Lore (Chymistry) 100 S —<br />
Security 100 S —<br />
Tech-Use +10 100 S Tech-Use<br />
Trade (Miner) 100 S —<br />
Trade (Smith) 100 S —<br />
Trade (Technomat) 100 S —<br />
Arms Master 100 T BS 30, Basic Weapon Training (any two)<br />
Deadeye Shot 100 T BS 30<br />
Heightened Senses (Sight) 100 T —<br />
Iron Jaw 100 T T 40<br />
Luminen Charge 100 T Tech-Priest<br />
Mimic 100 T —<br />
Peer (Adeptus Mechanicus) 100 T Fel 30<br />
Quick Draw 100 T —<br />
Sound Constitution 100 T —<br />
Blind Fighting 200 T Per 30<br />
Luminen Shock 200 T Tech-Priest<br />
Advance Cost Type Prerequisites<br />
Common Lore (Machine Cult) +10 100 S Common Lore (Machine Cult)<br />
Common Lore (Imperial Creed) 100 S —<br />
Common Lore (Imperium) 100 S —<br />
Drive (Ground Vehicle) +20 100 S Drive (Ground Vehicle) +10<br />
Drive (Hover Vehicle) 100 S —<br />
Drive (Walker) +10 100 S Drive (Walker)<br />
Literacy +20 100 S Literacy +10<br />
Logic +10 100 S Logic<br />
Scholastic Lore (Numerology) 100 S —<br />
Secret Tongue (Tech) +10 100 S Secret Tongue (Tech)<br />
Speak Language (High Gothic) 100 S —<br />
Trade (Wright) 100 S<br />
Crack Shot 100 T BS 40<br />
Electrical Succour 100 T Tech-Priest<br />
Heightened Senses (Hearing) 100 T —<br />
Heightened Senses (Touch) 100 T —<br />
Leap Up 100 T Ag 30<br />
Mechadendrite Use (Utility) 100 T Tech-Priest<br />
Nerves of Steel 100 T —<br />
Sound Constitution 100 T —<br />
Ciphers (Acolyte) 200 S —<br />
Secret Tongue (Acolyte) 200 S —<br />
Basic Weapon Training (Bolt) 200 T —<br />
Basic Weapon Training (Launcher) 200 T —<br />
Luminen Blast 200 T Tech-Priest<br />
Mechadendrite Use (Medicae) 200 T Tech-Priest<br />
Melee Weapon Training (Shock) 200 T —<br />
Pistol Training (Bolt) 200 T —
eN g I N s e e r<br />
“Yes, sir, I know the enginseer<br />
is annoyed, but we had to open<br />
the machine casing… yes, but<br />
we would have lost the Chimera<br />
if we didn’t jury rig it… what?<br />
… demands penance? Front<br />
line you say? Throne… Well,<br />
if the Emperor commands…”<br />
Enginseers draw together<br />
their knowledge of form,<br />
energy and material components<br />
into the art of tending<br />
complicated machines. Using<br />
the alchemy of prayer and<br />
ritual, they cajole machine<br />
spirits into life, finding faults<br />
and removing error from all<br />
manner of <strong>tech</strong>nology.<br />
te c h-Pr I e s t<br />
“He stood before the fan cyclers<br />
barefoot and humble. In the<br />
language of the Tech-Priests he<br />
bid the engines start, that the hive<br />
breathe easy. He struck the sacred<br />
rune, donned his boots once more,<br />
and lo! The fans began.”<br />
Tech-Priests are initiated<br />
into the deeper mysteries<br />
of <strong>tech</strong>nology, and know<br />
many rites of maintenance,<br />
ignition and restarting. From<br />
simple door mechanisms<br />
to ancient <strong>tech</strong> dug from<br />
mouldering ruins, Tech-<br />
Priests seek out the many<br />
forms of the Omnissiah, to<br />
add yet more knowledge<br />
to the data crypts of the<br />
Adeptus Mechanicus.<br />
Advance Cost Type Prerequisites<br />
Chem-Use 100 S —<br />
Common Lore (Machine Cult) +20 100 S Common Lore (Machine Cult) +10<br />
Common Lore (War) 100 S —<br />
Demolition +10 100 S Demolition<br />
Drive (Hover Vehicle) +10 100 S Drive (Hover Vehicle)<br />
Drive (Walker) +20 100 S Drive (Walker) +10<br />
Evaluate +10 100 S Evaluate<br />
Navigation (Stellar) 100 S —<br />
Navigation (Surface) 100 S —<br />
Pilot (Military Craft) 100 S —<br />
Scholastic Lore (Astromancy) 100 S —<br />
Scholastic Lore (Chymistry) +10 100 S Scholastic Lore (Chymistry)<br />
Scholastic Lore (Numerology) +10 100 S Scholastic Lore (Numerology)<br />
Trade (Technomat) +10 100 S Trade (Technomat)<br />
Trade (Wright) +10 100 S Trade (Wright)<br />
Ambidextrous 100 T Ag 30<br />
Basic Weapon Training (Flame) 100 T —<br />
Concealed Cavity 100 T —<br />
Crippling Strike 100 T WS 50<br />
Ferric Lure 100 T —<br />
Heavy Weapons Training (SP) 100 T —<br />
Heightened Senses (Smell) 100 T —<br />
Mechadendrite Use (Manipulator) 100 T Tech-Priest<br />
Mechadendrite Use (Optical) 100 T Tech-Priest<br />
Pistol Training (Flame) 100 T —<br />
Resistance (Poisons) 100 T —<br />
Total Recall 100 T Int 30<br />
Two-Weapon Wielder (Ballistic) 100 T BS 35, Ag 35<br />
Two-Weapon Wielder (Melee) 100 T WS 35, Ag 35<br />
Awareness 200 S —<br />
Common Lore (Imperial Guard) 200 S —<br />
Secret Tongue (Acolyte) +10 200 S Secret Tongue (Acolyte)<br />
Melee Weapon Training (Chain) 200 T —<br />
Resistance (Fear) 200 T —<br />
Sound Constitution 200 T —<br />
Advance Cost Type Prerequisites<br />
Common Lore (Administratum) 100 S —<br />
Common Lore (Imperial Creed) +10 100 S Common Lore (Imperial Creed)<br />
Common Lore (Imperium) +10 100 S Common Lore (Imperium)<br />
Drive (Hover Vehicle) +20 100 S Drive (Hover Vehicle) +10<br />
Forbidden Lore (Archeo<strong>tech</strong>) 100 S —<br />
Logic +20 100 S Logic +10<br />
Scholastic Lore (Archaic) 100 S —<br />
Scholastic Lore (Chymistry) +20 100 S Scholastic Lore (Chymistry) +10<br />
Scholastic Lore (Imperial Creed) 100 S —<br />
Scholastic Lore (Tactica Imperialis) 100 S —<br />
Security +20 100 S Security +10<br />
Speak Language (High Gothic) +10 100 S Speak Language (High Gothic)<br />
Secret Tongue (Tech) +20 100 S Secret Tongue (Tech) +10<br />
Tech-Use +20 100 S Tech-Use +10<br />
Trade (Technomat) +20 100 S Trade (Technomat) +10<br />
Trade (Wright) +20 100 S Trade (Wright) +10<br />
Blademaster 100 T WS 30, Melee Weapon Training (any)<br />
Combat Master 100 T WS 30<br />
Disturbing Voice 100 T —<br />
Energy Cache 100 T Tech-Priest<br />
Independent Targeting 100 T BS 40<br />
Rite of Awe 100 T Tech-Priest<br />
Sound Constitution 100 T —<br />
Swift Attack 100 T WS 35<br />
Pilot (Spacecraft) 200 S —<br />
Basic Weapon Training (Melta) 200 T —<br />
Basic Weapon Training (Plasma) 200 T —<br />
Heavy Weapon Training (Bolt) 200 T —<br />
Maglev Grace 200 T Tech-Priest<br />
Melee Weapon Training (Power) 200 T —<br />
Mechadendrite Use (Gun) 200 T Tech-Priest<br />
Dodge 300 S —<br />
Command 300 S —<br />
Inquiry 300 S —<br />
Intimidate 300 S —<br />
91
92<br />
te c h N o m a N c e r<br />
“Minds sharp as knives, and<br />
know their way round the<br />
Administratum too. Don’t cross<br />
a <strong>tech</strong>nomancer, especially if<br />
you work on a spaceship. You’ll<br />
be reassigned to a leaky rig<br />
before you can sign the aquila.”<br />
Technomancers apply all<br />
their considerable mental<br />
powers to extracting information<br />
that may be of use<br />
to the Machine Cult. Be it<br />
currying favour with the<br />
Ecclesiarchy to interrogation<br />
of xenos prisoners,<br />
Technomancers conjure answers<br />
with ruthless logical<br />
efficiency.<br />
cY b e r se e r<br />
“They ain’t quite human no<br />
more. I mean, more than yer<br />
average Tech-Priest. No one<br />
could keep all that… you<br />
know… dangerous stuff in<br />
their skull an’ stay normal.”<br />
Cyber Seers delve into the<br />
forbidden and occult matters<br />
of machinery with frightening<br />
zeal. From unnatural<br />
geometries to warp-touched<br />
autonoma, Cyber Seers do<br />
not shirk or sway from looking<br />
upon the damning and<br />
heretical in their quest for<br />
knowledge.<br />
Advance Cost Type Prerequisites<br />
Ciphers (Secret Society) 100 S —<br />
Common Lore (Adeptus Arbites) 100 S —<br />
Common Lore (Ecclesiarchy) 100 S —<br />
Common Lore (Imperial Creed) +20 100 S Common Lore (Imperial Creed) +10<br />
Common Lore (Imperium) +20 100 S Common Lore (Imperium) +10<br />
Evaluate +20 100 S Evaluate +10<br />
Interrogation 100 S —<br />
Medicae +10 100 S Medicae<br />
Scholastic Lore (Bureaucracy) 100 S —<br />
Scholastic Lore (Judgement) 100 S —<br />
Search 100 S —<br />
Speak Language (High Gothic) +20 100 S Speak Language (High Gothic) +10<br />
Armour of Contempt 100 T WP 40<br />
Autosanguine 100 T —<br />
Fearless 100 T —<br />
Gun Blessing 100 T Tech-Priest<br />
Jaded 100 T WP 30<br />
Master Chirurgeon 100 T Medicae +10<br />
Orthoproxy 100 T —<br />
Pistol Training (Plasma) 100 T —<br />
Deceive 200 S —<br />
Exotic Weapon Training (Needle Pistol) 200 T —<br />
Sound Constitution 200 T —<br />
Thrown Weapon Training (Shock) 300 T —<br />
Advance Cost Type Prerequisites<br />
Common Lore (Adeptus Arbites) +10 100 S Common Lore (Adeptus Arbites)<br />
Common Lore (Ecclesiarchy) +10 100 S Common Lore (Ecclesiarchy)<br />
Forbidden Lore (Archeo<strong>tech</strong>) +10 100 S Forbidden Lore (Archeo<strong>tech</strong>)<br />
Forbidden Lore (Warp) 100 S —<br />
Scholastic Lore (Bureaucracy) +10 100 S Scholastic Lore (Bureaucracy)<br />
Scholastic Lore (Judgement) +10 100 S Scholastic Lore (Judgement)<br />
Scholastic Lore (Legend) 100 S —<br />
Scholastic Lore (Occult) 100 S —<br />
Search +10 100 S —<br />
Dual Shot 100 T Ag 40, Two-Weapon Wielder (Ballistic)<br />
Foresight 100 T Int 30<br />
Lightning Reflexes 100 T —<br />
Marksman 100 T BS 35<br />
Mental Fortress 100 T WP 50, Strong Minded<br />
Rapid Reaction 100 T Ag 40<br />
Resistance (Psychic Powers) 100 T —<br />
Step Aside 100 T Ag 40, Dodge<br />
Strong Minded 100 T WP 30, Resistance (Psychic Powers)<br />
Deceive +10 200 S Deceive<br />
Interrogation +10 200 S Interrogation<br />
Scholastic Lore (Numerology) +20 200 S Scholastic Lore (Numerology) +10<br />
Dark Soul 200 T —<br />
Ferric Summons 200 T Ferric Lure, Tech-Priest<br />
Maglev Transcendence 200 T Tech-Priest, Maglev Grace<br />
Peer (Administratum) 200 T Fel 30<br />
Prosanguine 200 T —<br />
Sound Constitution 200 T —<br />
Thrown Weapon Training (Chain) 300 T —
ma g o s<br />
“An Adeptus Mechanicus Magos<br />
is a creature of narrow, but<br />
exceedingly deep vision. Each<br />
chooses a realm of dominion,<br />
and sets about learning all there<br />
is to know about said subject. Be<br />
wary of them, of their cunning<br />
and their obsessions.”<br />
A Magos has perfected<br />
and refined his field of<br />
expertise to render him the<br />
master of a certain study.<br />
From the fleshwise magos<br />
biologis to the alien hunting<br />
magos xenologis, these<br />
sage individuals serve the<br />
Adeptus Mechanicus with<br />
their enormous accumulated<br />
knowledge.<br />
me c h-de a c o N<br />
“T’were Mech-Deacon<br />
Abnightus that changed the<br />
forge-customs, an’ the millingengines,<br />
an’ the distillation<br />
plant. We makes twice what we<br />
did back then. T’aint nothin’<br />
he don’t know, I reckon.”<br />
The Mech-Deacon treads<br />
a broad path of knowledge,<br />
learning many ways<br />
of dealing with those ignorant<br />
of the Omnissiah.<br />
The Mech-Deacon also<br />
studies the art of self defence,<br />
to guard him in his<br />
wanderings.<br />
Advance Cost Type Prerequisites<br />
Forbidden Lore (Archeo<strong>tech</strong>) +20 100 S Forbidden Lore (Archeo<strong>tech</strong>) +10<br />
Forbidden Lore (Daemonology) 100 S —<br />
Forbidden Lore (Heresy) 100 S —<br />
Forbidden Lore (Inquisition) 100 S —<br />
Forbidden Lore (Psykers) 100 S —<br />
Forbidden Lore (Warp) +10 100 S Forbidden Lore (Warp)<br />
Scholastic Lore (Bureaucracy) +20 100 S Scholastic Lore (Bureaucracy) +10<br />
Scholastic Lore (Judgement) +20 100 S Scholastic Lore (Judgement) +10<br />
Scholastic Lore (Legend) +10 100 S Scholastic Lore (Legend)<br />
Scholastic Lore (Occult) +10 100 S Scholastic Lore (Occult)<br />
Scholastic Lore (Philosophy) 100 S —<br />
Dual Strike 100 T Ag 40, Two-Weapon Wielder (Melee)<br />
Hard Target 100 T Ag 40<br />
Iron Discipline 100 T WP 30, Command<br />
Lightning Attack 100 T Swift Attack<br />
Interrogation +20 200 S Interrogation +10<br />
Medicae +20 200 S Medicae +10<br />
Search +20 200 S Search +10<br />
Peer (Ecclesiarchy) 200 T Fel 30<br />
Peer (Inquisition) 200 T Fel 30<br />
Rite of Pure Thought 200 T Tech-Priest<br />
Sound Constitution 200 T —<br />
Pistol Training (Melta) 300 T —<br />
Thrown Weapon Training (Power) 400 T —<br />
Advance Cost Type Prerequisites<br />
Common Lore (Underworld) 100 S —<br />
Demolition +20 100 S Demolition +10<br />
Evaluate +20 100 S Evaluate +10<br />
Scholastic Lore (Archaic) +10 100 S Scholastic Lore (Archaic)<br />
Search 100 S —<br />
Secret Tongue (Military) 100 S —<br />
Sleight of Hand 100 S —<br />
Trade (Apothecary) 100 S —<br />
Trade (Embalmer) 100 S —<br />
Trade (Mason) 100 S —<br />
Trade (Tanner) 100 S —<br />
Autosanguine 100 T —<br />
Bulging Biceps 100 T S 45<br />
Cleanse and Purify 100 T Basic Weapon Training (Flame)<br />
Dual Shot 100 T Ag 40, Two-Weapon Wielder<br />
(Ballistic)<br />
Dual Strike 100 T Ag 40, Two-Weapon Wielder<br />
(Melee)<br />
Gun Blessing 100 T Tech-Priest<br />
Hard Target 100 T Ag 40<br />
Deceive 200 S —<br />
Inquiry +10 200 S Inquiry<br />
Medicae +10 200 S Medicae<br />
Scrutiny 200 S —<br />
Heavy Weapon Training (Las) 200 T —<br />
Heavy Weapon Training (Launcher) 200 T —<br />
Heavy Weapon Training (Primitive) 200 T —<br />
Iron Discipline 200 T WP 30, Command<br />
Sound Constitution 200 T —<br />
93
94<br />
om N I P r o P h e t<br />
“Hark unto the omniprophet!<br />
Get down on your knees and<br />
thank the air-recyks for their<br />
benediction. The very breath in<br />
your lungs is his blessing upon<br />
you! Pray, lest we cast you from<br />
the mine as a heretic!”<br />
The Omniprophet speaks<br />
with all manner of Imperial<br />
subjects, from bejewelled<br />
merchant princes to ragged<br />
colonists. He spreads the<br />
ways of the Cult Mechanicus,<br />
and also watches for any<br />
items or matters of interest<br />
to the Tech-Priests of Mars.<br />
ma g o s er r a N t<br />
“What we know of the Adranti<br />
Blood-Lighters is from the work<br />
of Abnightus, a magos errant<br />
attached to the Rogue Trader<br />
vessel, Luminol. The scroll is<br />
expunged of Adeptus Mechanicus<br />
matters, but still, we can infer<br />
much from what remains.”<br />
The master of many trades,<br />
the Magos Errant is expected<br />
to go forth on behalf<br />
of the Adeptus Mechanicus,<br />
to explore new frontiers,<br />
worlds and <strong>tech</strong>nologies.<br />
Privy to all manner of secret<br />
knowledge, the Magos<br />
Errant is prepared for all<br />
eventualities.<br />
Advance Cost Type Prerequisites<br />
Ciphers (War Cant) 100 S —<br />
Common Lore (Ecclesiarchy) 100 S —<br />
Scholastic Lore (Heraldry) 100 S —<br />
Scholastic Lore (Tactica Imperialis) +10 100 S Scholastic Lore (Tactica Imperialis)<br />
Secret Tongue (Administratum) 100 S —<br />
Secret Tongue (Ecclesiarchy) 100 S —<br />
Sleight of Hand +10 100 S Sleight of Hand<br />
Tracking 100 S —<br />
Trade (Prospector) 100 S —<br />
Armour of Contempt 100 T WP 40<br />
Decadence 100 T T 30<br />
Furious Assault 100 T WS 35<br />
Jaded 100 T WP 30<br />
Marksman 100 T BS 35<br />
Step Aside 100 T Ag 40, Dodge<br />
Barter 200 S —<br />
Deceive +10 200 S Deceive<br />
Trade (Merchant) 200 S —<br />
Ferric Summons 200 T Tech-Priest, Ferric Lure<br />
Heavy Weapon Training (Melta) 200 T —<br />
Heavy Weapon Training (Plasma) 200 T —<br />
Maglev Transcendence 200 T Tech-Priest, Maglev Grace<br />
Peer (Imperial Navy) 200 T Fel 30<br />
Sound Constitution 200 T —<br />
Advance Cost Type Prerequisites<br />
Ciphers (Underworld) 100 S —<br />
Common Lore (Adeptus Arbites) 100 S —<br />
Forbidden Lore (Archaeo<strong>tech</strong>) +10 100 S Forbidden Lore (Archeo<strong>tech</strong>)<br />
Forbidden Lore (Xenos) 100 S —<br />
Gamble 100 S —<br />
Interrogation 100 S —<br />
Scholastic Lore (Archaic) +20 100 S Scholastic Lore (Archaic) +10<br />
Scholastic Lore (Beasts) 100 S —<br />
Scholastic Lore (Legend) 100 S —<br />
Scholastic Lore (Occult) 100 S —<br />
Deflect Shot 100 T Ag 50<br />
Die Hard 100 T WP 40<br />
Fearless 100 T —<br />
Master Chirurgeon 100 T Medicae +10<br />
Orthoproxy 100 T —<br />
Resistance (Psychic Powers) 100 T —<br />
Strong Minded 100 T WP 30, Resistance (Psychic Powers)<br />
Trade (Soothsayer) 200 S —<br />
Into the Jaws of Hell 200 T Iron Discipline<br />
Peer (Underworld) 200 T Fel 30<br />
Prosanguine 200 T —<br />
Rite of Fear 200 T Tech-Priest<br />
Sound Constitution 200 T —<br />
Barter +10 300 S Barter<br />
Deceive +20 300 S Deceive +10<br />
Performer (Musician) 300 S —