Tech-Priest Enginseer
Adeptus Mechanicus Tech Priests who specialize in maintaining the equipment of the Imperial Guard, while combat capable these people follow the religious dogma of the Mechanicum closely; most time valuing technology over the lives of their own squad-mates.
Starting Aptitudes: Ballistic Skill, Intelligence, Knowledge, Strength, Tech, Toughness, Weapon Skill, Willpower.
Starting Skills: Common Lore (Adeptus Mechanicus, Tech), Forbidden Lore (Adeptus Mechanicus), Forbidden Lore (Archeotech) or Logic, Tech-Use.
Starting Talents: Cold Hearted or Technical Knock, Mechadendrite Use (Weapon, Utility), Weapon Training (Las or Solid Projectile, Power).
Starting Traits: Mechanicus Implants.
Specialist Equipment: Sacred unguents, dataslate, combi-tool, one utility or ballistic mechadendrite of choice.
Wounds: 8+1d5
Cost: 250 xp
Effect: The Servitor assists in all repairs the Enginseer performs, acting as a natural extension of his will as he communes with vehicle machine spirits. When assisted by his Servitor, the Enginseer gains a +10 bonus to all Tech-Use Tests to make repairs, and halves the time any repair takes.
Cost: 300 xp
Effect: On the battlefield, the Enginseer links to his Servitor, relaying complex data and instructions, and the Servitor enacts those commands with precision. As long as his Servitor is within range of communication, the Enginseer may perform Tech-Use Tests on anything next to the Servitor at a –10 penalty.
Starting Aptitudes, Talents, and Modifiers
Characteristic Bonus: +5 Intelligence.Starting Aptitudes: Ballistic Skill, Intelligence, Knowledge, Strength, Tech, Toughness, Weapon Skill, Willpower.
Starting Skills: Common Lore (Adeptus Mechanicus, Tech), Forbidden Lore (Adeptus Mechanicus), Forbidden Lore (Archeotech) or Logic, Tech-Use.
Starting Talents: Cold Hearted or Technical Knock, Mechadendrite Use (Weapon, Utility), Weapon Training (Las or Solid Projectile, Power).
Starting Traits: Mechanicus Implants.
Specialist Equipment: Sacred unguents, dataslate, combi-tool, one utility or ballistic mechadendrite of choice.
Wounds: 8+1d5
Mechanicus
Tech-Priest Enginseers gain the Mechanicus Implants Trait, which can be found on page 156. Additionally, a Tech-Priest Enginseer character begins play with a Good Craftsmanship mind impulse unit and two additional Good Craftsmanship cybernetics of his choice.Comrade Advances
After years of training with the Adeptus Mechanicus, and countless bionic surgeries and replacements, the Tech- Priest Enginseer no longer fits in with the rest of humanity. Instead of being paired with a Comrade, the Enginseer is accompanied by a Servitor that works with him on the battlefield. If anything ever happens to the Servitor that requires information from a profile, refer to the Servitor profile on page 372 of Chapter XI: NPCs & Adversaries.Servo-Arm
Type: PassiveCost: 250 xp
Effect: The Servitor assists in all repairs the Enginseer performs, acting as a natural extension of his will as he communes with vehicle machine spirits. When assisted by his Servitor, the Enginseer gains a +10 bonus to all Tech-Use Tests to make repairs, and halves the time any repair takes.
Field Repairs
Type: Order (Full Action)Cost: 300 xp
Effect: On the battlefield, the Enginseer links to his Servitor, relaying complex data and instructions, and the Servitor enacts those commands with precision. As long as his Servitor is within range of communication, the Enginseer may perform Tech-Use Tests on anything next to the Servitor at a –10 penalty.
Type
Engineering
Other Associated professions
Used By
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