Name ................... Grendel
Player ................. Maelwys
Homeworld .............. Forge World (Hadd)
Career Path ............ Tech-Priest
Rank ................... Magos Militant (Mechanicus Secutor Alternate Path) (Rank 11 Magos)
Background ............. Divine Light of Sollex
Divination ............. “The Wise Man learns from the deaths of others” +3 Int
Quirk .................. Electoo (Blue, down the Right arm)
Gender ................. Male
Build .................. Fit
Height ................. 1.76m
Weight ................. 216kg
Skin Color ............. Fair
Eye Color .............. Grey
Hair Color ............. Grey
Age .................... 25 (Stripling)
XP ..................... 2075
XP Spent ............... 28,850
XP Total ............... 30,925


Weapon Skill (WS) ....... 49
Ballistic Skill (BS) .... 52
Strength (Str) .......... 46
Toughness (T) ........... 56
Agility (Ag) ............ 41
Intelligence (Int) ...... 63 (Bonus is 12 instead of 6)
Perception (Per) ........ 45
Willpower (WP) .......... 56
Fellowship (Fel) ........ 09
Influence ............... 43

Wounds .................. 0/24
Fatigue ................. 0
Fate .................... 5/5
Movement ................ 4/8/12/24
Initiative .............. 1d10+8

Gelt .................... 7,090
Income .................. 11,000
Insanity Points ......... 15
Degree of Madness:....... Unsettled
Disorders ............... None
Corruption Points ....... 0
Degree of Corruption .... None
Malignancies ............ None



Awareness (Per)
  • +20
  • +10 from Optical Mechadendrite
  • +20 at night for vision based tests
  • +10 from heightened senses for vision based tests
  • +20 when using Auger Array/Auspex
  • May reroll when using Auger Array
  • Mastered Skill
Chem-Use (Int)
  • +20
  • Mastered Skill
Ciphers (Inquisition) (Int)
  • +10
Ciphers (Myrmidon) (Int)
Ciphers (Ordo Xenos) (Int)
  • +10
Ciphers (Secret Society - Sollex) (Int)
Ciphers (Throne Agent) (Int)
Command (Fel)
  • +10
Common Lore (Adeptus Arbites, Adeptus Astartes, Adeptus Astra Telepathica, AdMech (Machine Cult), Administratum, Calixis Sector, Deathwatch, Ecclesiarchy, Imperial Creed, Imperial Guard, Imperial Navy, Imperium, Jericho Reach, Koronus Expanse, Navis Nobilite, Rogue Trader, Screaming Vortex, Spinward Front, Tech, Underworld, War) (Int)
  • +20
  • +10 when connected to a data port via Electro Graft
  • Mastered Skill
Deceive (Fel)
Demolition (Int)
  • +20
  • Mastered Skill
Dodge (Agi)
Drive (Ground Vehicle, Hover Vehicles, Walker) (Agi)
  • +20
  • Mastered Skill
Evaluate (Int)
  • +10
Forbidden Lore (Adeptus Astartes, Adeptus Mechanicus, Archaeotech, Black Library, Cults, Daemonology, Heresy, Inquisition, Mutants, Navigators, Ordo (Xenos), Pirates, Psykers, The Warp, Xenos) (Int)
  • +20
  • Mastered Skill
  • Gain 1 extra success on Forbidden Lore (Xenos) rolls
Interrogation (Wil)
  • +10 from Medicae Mechadendrite's chainscalpel
Intimidate (Str)
Inquiry (Fel)
  • +10
  • +10 when connected to a data point via Electro Graft
  • May use Int when connected to Machines
Literacy (Int)
  • +20
Logic (Int)
  • +20
Logis Prophesying (Int)
  • +10
Medicae (Int)
  • +20
  • +10 with Medicae Mechadendrite
  • +10 (Master Chirurgeon)
  • +20 with Advanced MedKit
  • Mastered Skill
Navigation (Surface) (Int)
Scholastic Lore (Archaic, Astromancy, Beasts, Bureaucracy, Chymistry, Cryptology, Heraldry, Imperial Creed, Imperial Warrants, Judgement, Legend, Navis Nobilite, Numerology, Occult, Philosophy, Tactica Imperialis) (Int)
  • +20
  • Mastered Skill
Scrutiny (Per)
  • +20
  • +10 from Optical Mechadendrite
  • +20 from Optical Mechadendrite at night for vision based tests
  • +10 from Heightened Senses for vision based tests
  • May reroll when using Auger Array
  • Mastered Skill
Search (Per)
  • +20
  • +10 from Optical Mechadendrite
  • +20 from Optical Mechandendrite at night for Vision based tests
  • +10 from heightened senses for vision based tests
  • May reroll when using Auger Array
  • Mastered Skill
Secret Tongue (Inquisition) (Int)
Secret Tongue (Ordo Xeno) (Int)
  • +10
Secret Tongue (Tech) (Int)
  • +20
Secret Tongue (Throne Agent) (Int)
Security (Agi)
  • +20
  • +30 with Multikey when unlocking locks
Speak Language (Eldar) (Int)
Speak Language (High Gothic) (Int)
Speak Language (Low Gothic) (Int)
Tech-Use (Int)
  • +20
  • +10 (Talented)
  • +10 When working on or with Laser or Holo Devices
  • +10 When using Combi-Tool
  • +10 when connected to a data point via Electro Graft
  • Mastered Skill
  • Gain 1 extra success on rolls
Trade (Archeologist) (Int)
Trade (Armourer) (Str)
  • +20
Trade (Cartographer) (Agi)
Trade (Scrimshawer) (Agi)
Wrangling (Int)

Basic (Can be tested at Half Characteristic)
Barter (Fel)
Carouse (T)
Charm (Fel)
Climb (Str)
Concealment (Agi)
  • +20 when wearing Chameleoline Cloak
Contortionist (Agi)
Disguise (Fel)
Gamble (Int)
Scale Sheer Surfaces (Str)
Silent Move (Agi)
  • -10 from Machinator Array
  • +30 with active Stummer
Swim (Str)
  • May not swim due to Mechinator Array

Mechanicus Implants (p. 27 DH)
  • Electro-Graft (Behind the right ear)
  • Elctoo Inductors (Both hands)
  • Respirator Unit: +20 to resist airborne toxins and gas weapons)
  • Cyber-Mantle
  • Enhanced Potentia Coil (p. 68 LW)
  • Cranial Circuitry

Utility Mechadendrite: Counts as combi-tool [+10 to Tech-Use], 6 injector pistons [1 full of sacred machine oil], Censer, Cutting Blade (Knife, Mono, Defensive [Melee, 1d5 R, 2 Pen, +15 to Parry, -10 to attack]) (pg. 156 DH)

Medicae Mechadendrite: +10 bonus to Medicae, 6 injector Pistons [Empty], Flesh Stapler [Staunch Blood loss as half action], chainscalpel [reduces difficulty of limb amputation to +0, also may be used as a improvised weapon, 1d5 R], +10 to Interrogation tests (pg 156 DH)

Ballistic Mechadendrite: As a reaction, may use as if it were his off-hand, but with no penalties. Has a Good Quality Bolt Pistol mounted [30m, S/2/--, 1d10+5X Pen 4, Clip 8/8, Full Reload, Tearing, Reliable] (pg 154 DH)

Optical Mechadendrite: Highly flexible, 3meters long, can reduce its width to a pencil. +10 to all Perception Tests, may be used as a microscope, telescopic sight. Has an infra-red torch and sensors. User suffers no penalties for darkness, and gains +20 to all Perception tests at night. Also fitted with a light that may be tinted any color (p. 156 DH)

Good Quality Bionic Arm (Right): +2 to TB against hits, +10 to Agility tests requiring delicate manipulation, +10 to Strength when using the arm (p. 153 DH)

Good Quality Concealed Weapon Bionic (Right): Contains an Integrated Lathe-Laspistol. Counts as best quality (doesn't jam). May be deployed and readied as a half-action (p. 138 IH)

Good Quality Bionic Arm (Left): +2 to TB against hits, +10 to Agility tests requiring delicate manipulation, +10 to Strength when using the arm (p. 153 DH)

Good Quality Auger Array: Functions as a full auspex [+20 to Awareness tests, may make a Tech-Use test to spot things not normally detectable by human senses, 50m range, unless blocked by walls (50cm thick)], allows re-rolls on all Perception tests when being used. Requires concentration and a half-action to use (p. 154 DH)

Best Quality Cortex Implants: Grant Unnatural Intelligence (x2) and perform all the functions of a cogitator system (p. 155 DH)

Best Quality MIU: +10 bonus to communicate with Machine spirits, and with Tech-Use, Pilot, Drive, Logic, Inquiry and Weapon Skill Tests when interfaced with MIU systems (p. 156 DH)

Good Quality Bionic Locomotion: +20 to Jump and Leap Tests, gain the Sprint Talent (p. 154 DH)


Talents and Traits
Ambidextrous (p. 113) - No penalty for using off hand to make attacks. Two Weapon Wielder penalty drops to -10 (p. 113 DH)

Basic Weapon Training (Las,SP)

Blademaster (p. 113) - When using a blade, may reroll 1 missed attack per round (p. 113 DH)

Call of Iron: May lift any unsecured metal objects weighing (Wpx2kg) within 40m. Move objects slowly anywhere within 30m, but may not attack. Alternately, may instantly call the item to him, making a Willpower test as a Half Action (p. 106 Asc)

Combat Master (p. 114) - Opponents don't get a bonus for outnumbering in close combat (p. 114 DH)

Conditioned Intellect: By spending 10 minutes studying or analyzing a problem, the character gains +10 to his next Intelligence Test. If he succeeds, he gains an additional degree of success. The character can also automatically remember any piece of information he could have picked up. When trying to recall more detailed or obscure facts, the character must make an intelligence test (p. 106 Asc)

Credo Omnissiah: Gain Technical Knock

Electrical Succour: Easy (+30) toughness test while in contact with a powered machine. Remove 1 level fatigue per degrees of success. 30 seconds to use (p. 115 DH)

Energy Cache: No longer gain fatigue from Luminen Charge, Blast or Charge (p. 115 DH)

Exotic Weapon Training (Integrated Ranged Weaponry, Integrated Melee Weaponry, Hadd-Pattern Tarantula)

Fit For Purpose: +3 to WP

Good Reputation (AdMech): Gain an additional +10 bonus to Fellowship Tests when dealing with this group. Cumulative with Peer for a +20 bonus. This bonus applies to Influence tests when dealing with this group (p. 112 Asc)

Gravitic Levitation: At will, may hover 20-30cm off the ground and move normally. May activate and deactivate this as a Free Action. As long as the rite is active, the character does not take falling damage. Once every 6 hours, the character may gain the Flyer(3) trait, which he can maintain for a number of minutes equal to the characters TB (p. 107 Asc)

Hatred (Tech-heretics, Orks): +10 WS bonus to attack Tech-heretics (p. 117 DH)

Heightened Senses (Sight): +10 to any Tests involving this sense (p. 117 DH)

Inquisitorial Acolyte: The Acolyte gets a special command authorization code hypnoinducted in their minds. This code allow them to confirm they are agents of the Inquisition; not Inquisitors, just agents. This may not impress everyone, but it might save them from a disastrous conflict with local authorities, or to get access to some supplies or assistance. Of course you first got to have to convince someone to check the code.

Light Sleeper: Always assumed to be awake for the purposes of making Awareness tests, being surprised, or getting up in a hurry (p. 117 DH)

Lightning Reflexes: When rolling for initiative, add twice your Ag Bonus to the 1d10 roll (p. 117 DH)

Logis Implant: As a reaction, make a Tech-Use test to activate. Until the end of the next turn, gain +10 to all Weapon Skill and Ballistic Skill Tests. Must pass a Toughness test (+0) or gain 1 level of Fatigue (p. 117 DH)

Luminen Barrier: As a Reaction, may activate a Force Field with a Rating of Willpower that lasts for WP Bonus turns. On a roll of 01-05 the shield overloads after stopping the damage, and the Adept must pass a +0 Toughness test or gain 1 level of fatigue. May use WP Bonus times per day, but each activation after the first causes fatigue (pg. 56 LW)

Luminen Charge: Toughness test to recharge or power machinery. Tests are 2 steps easier (+20) from what's listed in main book. (p. 118 DH)

Luminen Flare: On Successful BS test, may hit a single target within 20m. Damage is 2d10+Wp, Pen Wp, Blast (Wp)with Shocking. This is Energy Damage, and requires a +0 Toughness Test, or gain 1 Fatigue. Requires a Half Action (p. 57 LW)

Luminen Surge: As a half action, make a +0 WS Test (or be grappling). Damage is 2d10+3 E Pen WP, Shocking, Tearing. Must pass a +0 Toughness test or take 1 Fatigue (p. 57 LW)

Machine Spirit Empathy: +10 bonus to any attempt to instruct, program or question servitors, semi-sentient devices, data store and similar servitors, and gains a further +10 bonus to Common Lore, Inquiry or Tech-Use tests when connected directly to a machine via dataport. May also unjam a a weapon by touching it as a Half-action. May also restore an uncooperative, but intact machine to function by touching it and passing a Challenging (+0) Fellowship Test. As a Full-Action, the character may unjam weapons within a 10m radius by passing a +0 Int Test. If the test is passed, the character may unjam a number of weapons equal to their Int Bonus + degrees of success.

Marksman: No penalties for shooting at Long and Extended Range (p. 118 DH)

Master Chirurgeon: +10 to all Medicae tests. When treating a Heavily or Critically wounded patient, successful test heals 2 wounds (instead of 1). If that character is in danger of losing a limb from a critical hit, you provide a +20 bonus to the toughness test to resist limb loss (p. 118 DH)

Mechadendrite Use (Utility, Medicae, Gun, Optical)

Mechinator Array: -10 to Move Silently, weight 3 times as much, may not swim (p. 70 IH)

Melee Weapon Training (Primitive,Power)

Mental Aegis: +10 bonus to all tests to resist the effects of all psychic or warp based effects (Including daemonic abilities and sorcery) and may re-roll failed Willpower Tests to resist any psychic powers that affect his mind. In addition, when the character is subject to the target of a psychic attack, the psyker must make a WP test, or suffer 1d10+WP I damage, directed at the head. The attacker psyker can reduce this damage by an amount equal to his WP bonus, but the damage bypasses armor and Toughness (p. 108 Asc)

Peer (Adeptus Mechanicus): +10 bonus to Fellowship when interacting with the group (p. 120 DH)

Peer (Ordo Xenos): +10 to Fellowship when interacting with the group (p.120 DH)

Pistol Training (Las, SP, Bolt)

Purity of the Machine: For the purposes of healing, the character is always considered Lightly Wounded. In addition, the character heals at 2 points per day. Once every 12 hours, the character may make a Tech-Use test. On a success, he removes 1d5 points of damage plus 1 point per degree of success. This takes 10 minutes of meditation and ritual. The character also gains +20 to Willpower Tests to resist mind control, interrogation and intimidation, and is immune to Fear, Pinning and Seduction attempts. The difficulty of all charm tests made against him increase by 2 Steps (p. 109 Asc)

Soul of Iron: All Interaction Skill tests used against the Magos suffer -30 penalty. Gain an additional degree of success with any successful Skill Test with Tech-Use and Forbidden Lore (Xenos). In addition, gain +10 to any Opposed Test involving Tech-Use or Forbidden Lore (Xenos) (p. 75 Asc)

Soul of Stone: Immune to the effects of fear, pinning, intimidation, and never gains insanity points from sights of blood, death, violence or any mundane horror. When the character would gain corruption points, reduce the amount he would earn by 5. In addition, he may test Willpower as a free action to ignore the effects of his accumulated corruption for 1 minute (p. 109 Asc)

Sprint: When taking the Full Movement action, you may move and extra number of meters equal to your Agi Bonus. When taking the Run action, you may double your Movement for one round. If you use this Talent two turns in a row, gain one level of fatigue (p. 121 DH)

Step Aside: May make an additional dodge once per Round (Second reaction that can only be used to Dodge). An attack may still only be dodged once (p. 122 DH)

Sterilization drug: The Acolyte has been rendered sterile by a mixture of drugs and chemicals. They loose all reproductive qualities, but still feel passion and desire. Similar to the Imperial Guard methods, this is to not risk the chance of having a cell member incapacitated due to a pregnancy and also halting having relatives used for blackmail or revenge. There is a counter-effect that negates the sterilization effect, but it must be taken within the drug's 25 years duration, else the effects becomes permanent.

Stranger to the Cult: -10 on tests regarding knowledge of Imperial Creed, -5 to interact with Ecclesiarchy in formal settings

Talented (Tech-Use): +10 bonus to skill (p. 122 DH)

Tech-Tinker: One per day as a Full Action can increase the power of a piece of technology which is neither a weapon nor protective device by 50% (Lasts for duration of a scene or encounter, up to GM) (p. 75 Asc)

The Flesh is Weak (2): Grants Machine (p. 330 DH) (2) Trait. Does not need to breath, immune to effects of vacuum, extremees of cold, and any mind-influencing psychic effects.

Unnatural Intelligence (x2): Double characteristic Bonus. During opposed Characteristic Tests, on a success the bonus multiplier is added to the degree of success (p. 332 DH)

Voice of the Omnissiah: As a free action may produced a terrifying voice to gain +10 to all Intimidate/Interrogation Tests. May also Mimic a voice he has listened to for 10 minutes as long as he understands the language and is of the same race. Listeners must make a -10 Scrutiny test to realize it isn't the normal voice. As a Full Action, may cause all creatures within 50m to make a Willpower Test or lose a Half Action on the next turn and take a -10 to their next test. All Enemies consider the character to have a Fear Rating of 1 for the next 2 minutes, during which time the character may act normally, but may not speak.

Gear (Items in red aren't carried)
Badge of Office
Chameoleoline Cloak: +20 to Concealment Tests. If stationary, target counts as being at extreme range when shot at.
Clothing (Common Quality)
Corpse Ration
Glow lamp: Lasts 1d5 hours
Green one-piece unisex jumpsuit and matching green underwear.
Mechanicus Robes and Vestments (Good Quality Clothing)
MedKit (Advanced): +20 to Medicae
Multikey: +30 to Security Tests when trying to open Locks
Microbead (same frequency as the rest of the party)
Recoil Glove: Allows a Basic Weapon to be fired in one hand.
Screamer (Advanced): Make a Tech-Use test to place. Screamer has a Perception of 75 to detect an intruder. May be set to either sound an alarm heard within 1km, or set to silently alert the owner.
Silver Aquila (counts as a charm)
Spare parts (2)
Stummer: 20 minutes of use before it must be recharged, +30 to Silent Move tests.
Vial of Sacred Machine Oil (In Utility Mechadendrite Injector)
Voxcaster: Can be used to send signals over a long distance, including to ships in orbit. Requires an ordinary (+10) Tech-Use Test
Spare parts for repairs and upgrades, in a container marked with AdMech symbols.
Unity-Era Atomic Bomb

Servo-Skull (Augur) (p. 145 IH)
WS: 15 BS: - S: 10 T: 20 Ag: 30 Int: 15 Per: 35 Fel: -
Wounds: 4
Skills: Awareness (Per+20), Concealment (Ag+10), Dodge (Ag), Silent Move (Ag:10)
Talents: Fearless
Traits: Commands, Dark Sight, Flyer 6, Machine (1), Programmed Instincts, Size (Puny)
Weapons: Unarmed (1d10-3 I; Primitive)
Armour (Machine): Head 1
Gear: Pict-relay allowing it to record or transmit what it sees, system to navigate, identify creatures and objects and faultlessly retrace paths. Augur array (Auspex) and vox-data system to relay findings.

Servo-Skull (Courier) (p. 145 IH)
WS: 15 BS: - S: 10 T: 20 Ag: 30 Int: 15 Per: 35 Fel: -
Wounds: 4
Skills: Awareness (Per+20), Concealment (Ag+10), Dodge (Ag), Silent Move (Ag+10)
Talents: Fearless
Traits: Commands, Dark Sight, Flyer 6, Machine (1), Programmed Instincts, Size (Puny)
Weapons: Unarmed (1d10-3 I; Primitive)
Armour (Machine): Head 1
Gear: Pict-relay allowing it to record or transmit what it sees, system to navigate, identify creatures and objects and faultlessly retrace paths. Comes with a specialized identity scanner. May carry a physical message such as scroll or dataslate or replay a recording from an internal holo-system.

Requisitioned Gear
survival gear, tents, medkits, respirators, photo-contacts+flashlights, stummers, disguise kits

Weapons and Armor (Items in red are not carried)
Dragonscale Armor
Locations: Head, Arms, Body Legs
AP: 9(11)
Weight: 10kg
Notes: Best-Quality. Includes Photo-Visor (Gain Dark Sight Trait, Immune to photon flash grenades) and Respirator. +10 Strength, Powered off of Potentia Coil.

Storm Trooper Carapace Armor
Locations: Head, Arms, Body, Legs
AP: 6
Weight: 17kg

Green Leather Long Coat
Locations: Arms, Legs, Body
AP: 4
Notes: Good Quality, Primitive

Melee Weapons
Folding Knife
Class: Melee
Range: N/A
Damage: 1d10+SB R
AP: 2
Weight: 0.25kg
Notes: Mono, Compact, Quickdraw

Class: Melee, Thrown
Range: 3m
Damage: 1d5 R
AP: 0
Weight: 0.5kg
Notes: Primitive

Metal Staff
Class: Melee
Range: N/A
Damage 1d10+SB I
Pen: 0
Weight: 3kg
Notes: Requires 2 hands, Balanced, Primitive

Power Sword
Class: Melee
Range: N/A
Damage: 1d10+5+SB E
Pen: 6
Weight: 3.5kg
Notes: Balanced, Power Field

Omnisian Axe
Class: Melee
Range: N/A
Damage: 2d10+5 E
Pen: 6
Weight: 7kg
Notes: Power Field, Unwieldy, +10 to Interaction Tests with followers of the Machine God, Multi-tool

Ranged Weapons
Sollex Pattern-IX "Death Light" Lasgun
Class: Basic (Las)
Range: 80m
RoF: S/3/-
Damage: 1d10+5 E
Pen: 2
Clip: 18/18 (3 Reloads)
Reload: Full
Weight: 7.2kg

Integrated Lathe-Lasrifle
Class: Basic (Las)
Range: 100m
RoF: S/2/-
Damage: 1d10+5 E
Pen: 2
Clip: N/A
Reload: N/A
Weight: 4.5kg
Notes: Tearing, Reliable

Sollex Pattern-IV "Steel Burner" Heavy Laspistol
Class: Pistol (Las)
Range: 30m
RoF: S/-/-
Damage: 1d10+4 E
Pen: 2
Clip: 10 (3 Reloads)
Reload: Full
Weight: 3kg

Integrated Lathe-Laspistol
Class: Pistol (Las)
Range: 40m
RoF: S/2/-
Damage: 1d10+5 E
Pen: 2
Clip: N/A
Reload: N/A
Weight: 2kg
Notes: Tearing, Reliable, Red-Dot Lasersight (+10 BS on single Shot), In Concealed Weapon Bionic, counts as best quality (Doesn't jam)

Class: Basic (Las)
Range: 110m
RoF: S/3/-
Damage: 1d10+4
Pen: 3
Clip: 40
Reload: 3 Full
Weight: 6kg + Backpack

Krak Grenade
Class: Thrown
Damage: 2d10+4
Type: Explosive
Penetration: 6
Range: SBx3m
Weight: 0.5kg
Special Rules: n/a

Ryza-Pattern Plasma Pistol
Class: Pistol (Plasma)
Range: 30m
RoF: S/2/-
Damage 1d10+6 E
Pen: 6
Clip: 10
Reload: 3 Full
Special: Overheats, Maximal

Cadian-Pattern Hellgun
Class: Basic (Las)
Range: 35m
RoF: S/3/-
Damage: 1d10+4 E
Pen: 7
Clip: N/A
Rld: N/A
Weight: 6.5kg
Special: Best-Quality (Never Jam), Built in Targeter (+10 to BS), Integrated, mounted on left forearm (Reduced range taken into account)


Grendel was born on one of the countless foundries that comprise the Lathe system in the Calixis System. To ease the Imperial need for data (and to keep some Mechanicum secrets) his birthplace is simply listed as Hadd however. Growing up Grendel was fascinated by the Skitarii and their weapons and technologies of war. He even considered joining them, but his ability with the machines of the Mechanicus lead to him being inducted into the Tech-Priesthood. His fascination with the machines of War still influenced his studies, and it is presumed that he was inducted into the Divine Light of Sollex early in his career.

Grendel's life took an unexpected turn when he was "chosen" to become an acolyte of the Inquisition. A regimented life has become one controlled by the mysterious Inquisition, with each day holding new challenges, especially trying to come to terms with the idea of living among the less faithful. His first mission went well, and he was able to help recover one of the Fingers of St. Drusus, as well as some data that he turned over to the Divine Light of Sollex when he returned to their guidance inbetween missions to become closer to the Omnissiah. Now he returns to the Inquisitorial fold, more sure of himself and armed with familiar weapons.

The Divine Light of Sollex - Group, Trusted, Can reduce the availability of Gear by 3, Military Connections, Skill Group (Forbidden Lore), Skill Mastery (Forbidden Lore +20).

Adeptus Mechanicus - Adeptus, Trusted, Skill Group (Scholastic Lore).


Common Lore (Tech) 100
Forbidden Lore (Adeptus Mechanicus) 100
Feedback Screech 100
Logic 100
Binary Chatter 100
2x Sound Constitution 200
Drive (Ground Vehicle) 100
Literacy +10 100
Chem Geld 100

Luminen Shock 200
Tech-Use +10 100
Security 100
Luminen Charge 100
Medicae 100
Common Lore (Tech) +10 100
Trade (Armourer) 100
Peer (Adeptus Mechanicus) 100
Sound Constitution 100
Scholastic Lore (Chymistry) 100

Electrical Succour 100
Mechadendrite Use (Medicae) 200
Mechadendrite Use (Utility) 100
Common Lore (Machine Cult) +10 100
Logic +10 100
Sound Constitution 100
Secret Tongue (Tech) +10
Luminen Blast 200
Forbidden Lore (AdMech) +10 100
Literacy +20 100
Logis Implant 200

Mechanicus Secutor
Awareness 200
Common Lore (Machine Cult) +20 100
2xSound Constitution 200
Mechinator Array 500
Total Recall 200
Melee Weapon Training (Power) 200
Mechadendrite Use (Optical) 100
Mechadendrite Use (Gun) 200
Ciphers (Myrmidon) 100
Ambidextrous 100
Sound Constitution 200
Sound Constitution 200
Command 100
Command +10 200
Ferric Lure 100
Navigation (Surface) 100
Intimidate 100
Resistance (Psychic Powers) 200

Security +10 100
Trade (Armourer) +10 100

Tech-Use +20 100
Inquiry 300
Sound Constitution 100
Dodge 300
Secret Tongue (tech) +20 100
Forbidden Lore (Archeotech) 100
Energy Cache 100
Blademaster 100
Combat Master 100
Maglev Grace 200
Logic +20 100
Scholastic Lore (Archaic) 100
Forbidden Lore (AdMech) +20 100
Security +20 100
Trade (Armourer) +20 100

Autosanguine 100
Inquiry +10 200
Sound Constitution 200
Deceive 200
Gun Blessing 100

OmniProphet/Cyber Seer
Sound Constitution 200
Jaded 100
Maglev Transcedence 200
Ferric Summons 200
Foresight 100
Mental Fortress 100
Marksman 100
Lightning Reflexes 100

Magos Errant/Magos
Prosanguine 200
Forbidden Lore (Archaeotech) +10 100
Sound Constitution 200
Orthoproxy 100
Master Chirurgeon 100
Step Aside 100

Magos (Rank 9)
Tech Lore Mastery (500)
Driving Mastery (500)
Magos (Rank 10)
Magos (Rank 11)
Voice of the Omnissiah (500)
Observational Mastery (700)
Magos (Rank 12)
Forbidden Lore Master (500)
Favoured by Fate (700)
Magos (Rank 13)
Magos (Rank 14)
Magos (Rank 15)
Magos (Rank 16)

Secret Tongue (Acolyte) 100
Weapon Skill (Simple) 100
Weapon Skill (Intermediate) 500
Weapon Skill (Trained) 750
Intelligence (Simple) 100
Intelligence (Intermediate) 250
Intelligence (Trained) 500
Advanced Acolyte Training
Divine Light of Sollex Contact 450
Sanctioned Warden 250
Strength (Simple) 500
Toughness (Simple) 100
Toughness (Intermediate) 250
Willpower (Simple) 100
Willpower (Intermediate) 250
Willpower (Trained) 500
Perception (Simple) 250
Perception (Intermediate) 500
Agility (Simple) 500
Agility (Intermediate) 750
Ballistic Skill (Simple) 250
Ballistic Skill (Intermediate) 500
Ballistic Skill (Trained) 750
Luminen Shield 200
Ordo Xenos Training
Logis Prophesying 300
Logis Prophesying +10 300
Luminen Barrier 400
Luminen Flare 300
Luminen Surge 200
Adeptus Mechanicus Contact 350
The Flesh is Weak (1) 100
The Flesh is Weak (2) 100
Common Lore Mastery (Elite) 1000
Scholastic Lore Mastery (Elite) 1000
Agility (Trained) 1000

Utility Mechadendrite 500
Medicae Mechadendrite 500
Sollex Pattern-IX "Death Light" Lasgun 250
Sollex Pattern-VII "Steel Burner" Heavy Laspistol 100
Red-Dot Laser 50
3x LasPistol Clips 30
3x Lasgun Clips 45
Ballistic Mechadendrite 600
Optical Mechadendrite 400
Good Quality Bolt Pistol 750
Dragon Scale 7,500 Tech-Priest Only (page 137 Inquisitor Handbook)
Enhanced Potentia Coil 6,000 AdMech Only (pg 68 Lathe Worlds) 1d5+1 weeks
Good quality Auger Arrays 3000 Rare (pg 153 Main Book) 2d10-5 days
2x Good Quality Bionic Arm 3000 Each, Scarce (pg 153 Main book) 2d10-5 days
Integrated Lathe-Lasrifle 200
Integrated Lathe-Laspistol 150
Servo-Skull (Augur) 1500
Servo-Skull (Courier) 1800