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Heretek - BC

A Heretek must be Human.

Characteristic Bonus: Hereteks gain +5 Intelligence.

Starting Skills: Logic, Common Lore (Adeptus Mechanicus, Tech), Tech Use, Dodge or Parry, Security or Tech Use +10, Forbidden Lore (Archeotech) or Forbidden Lore (Xenos) or Forbidden Lore (Warp), Scholastic Lore (Astromancy) or Scholastic Lore (Chymistry)

Starting Trait: Mechanicus Implants (see page 144).

Starting Talents: Die Hard, Technical Knock, Weapon Training (Las, Primary, Shock), Weapon Training (Bolt) or Weapon Training (Plasma) or Weapon Training (Power), Mechadendrite Training (Weapon) or Mechadendrite Training (Utility), Meditation or Total Recall, Armour-Monger or Weapon-Tech, Lesser Minion of Chaos (Must be servitor or servo-skull) or Cold Hearted, Enemy (Adeptus Mechanicus)

Starting Gear: Best-Craftsmanship Lascarbine, Common-Craftsmanship Power Axe or Good Craftsmanship Great Weapon (Greataxe), Light Carapace Armour, any two Good Craftsmanship cybernetics, unholy unguents, combi-tool, dataslate, Optical Mechadendrite or Utility Mechadendrite or Ballistic Mechadendrite with Laspistol, Lumenin Capacitors or Maglev Coils or Ferric Lure Implants

Wounds: 12+1d5

Special Ability

Traitor to Mars: The Heretek was once a Tech-Priest of Mars (or has been equipped by those who were). He still possesses the tools of his former life. The Heretek gains the Mechanicus Implants Trait (listed above), as well as two Good Craftsmanship Cybernetics of his choice (also listed above). In addition, he gains the Binary Chatter ability. This ability increases the loyalty of all minions who are servitors or other cybernetic constructions by 10.
Used By
Black Crusade - Archetype
Generic article | Jun 10, 2024
Black Crusade - Core Rulebook

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