Rassaphore Cadby, Enginseer Servant of the Omnissiah
Race
Human
Classes/Levels
Enginseer
Gender
Male
About Rassaphore Cadby
Rassaphore Cadby Servant of the Omnissiah
Male Human Enginseer
108th Omicron Rapid Recon, The Hunter's Spear
Demeanour Pious: The Emperor is not some distant deity to this character, but a guiding beacon whose presence he sees everywhere he goes. This character makes no distinction between his religious and his military duties, and has little tolerance for the vices or doubts of his squad-mates.
Skills
Athletics: +20 bonus to jump or leap with bionic legs.
Common Lore(Adeptus Mechanicus) (Trained +10) : A general understanding of the symbols and practices of the Adeptus Mechanicus
Common Lore(Tech) (Trained +10) : An understanding of simple litanies and rituals to sooth and appease machine spirits
Forbidden Lore (Adeptus Mechanicus) : An in-depth understanding of followers of the Machine God, including such things as their rituals, observances, beliefs, core philosophies, and specific knowledge of the Universal Laws.
Forbidden Lore (Archeotech) (Trained +10) : Knowledge of the great, lost tech devices of past times and clues to their mysterious functions and purposes.
Inquiry: (Untrained -20) (+10 bonus with devices capable of MIU linking)
Linguistics (Low Gothic) : The common tongue of the Imperium, used by the countless billions of ordinary citizens.
Linguistics (Techna Lingua) : The language of the Adeptus Mechanicus (and its dark counterpart), this binary language has been optimized for rapid communication of technical data and servitor commands.
Logic : Logic is the ability to think logically, solve puzzles, and dissect information rationally and quickly (+10 bonus with devices capable of MIU linking)
Operate(Surface) : Covers the ability to pilot any vehicle that primarily operates on the surface of a planet. (+10 bonus with devices capable of MIU linking)
Tech-Use (Trained +10) : Use and interact with all manner of mysterious technological devices as well as create them. (+10 Combi-Tool or Utility Mechadendrite, +10 bonus with devices capable of MIU linking)
Talents
Accelerated Repairs : When opting to perform a repair test as a Rush Job he has a -10 penalty instead of a normal -30. Careful Repairs increase the time 25% instead of 50%.
Cold Hearted : Immune to Seduction, resistant to Charm (Increase difficulty by one level). Taking this Talent causes one Insanity Point.
Foresight : By spending ten minutes studying or analysing a problem, the character gains a +10 bonus to his next Intelligence Test or a Skill Test based on Intelligence.
Mechadendrite Use (Manipulator, Utility) : Gain ability to use certain Mechadendrites
Peer(Adeptus Mechanicus) : The character gains a +10 bonus to all Fellowship Tests when interacting with this chosen group and at the GM’s discretion may call upon them for favours from time to time.
Sprint (Bionic Legs): The character can move at great speeds. When taking a Full Move Action, the character can move an extra number of metres equal to their Agility Bonus (2). When taking the Run Action, the character may double their movement for one Round. The character gains one level of Fatigue if they use this Talent two Turns in a row.
Weapons Tech : Once per combat, the character can enhance his weapon, increasing its firepower and deadliness. For one Round per combat encounter, a weapon personally wielded by the character from the Melta, Plasma, Power, or Exotic category increases its Damage and Penetration by an amount equal to his Intelligence Bonus.
Weapon Training (Las, Power) : Use Weapon Group without penalty.
Traits:
Mechanicus Implants : The character is a servant of the Machine-God, and has access to implants beyond other characters.
Spoiler:
The Electro-graft is a small port that is grafted into the nervous system. Once a recipient has been properly trained, this allows him to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such as skull shunts, finger probes, or spine jacks.
Electoo Inductors are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into the nervous system, where they derive power from the bio-electrical emanations of the flesh and the sacred mysteries of the Potenia Coil. They can be used to emit or siphon power in many ways.
A Respirator Unit implant involves tubes, wires, voxgrills, or other augmetic parts replacing the neck and upper chest. The unit purifies the air supply, granting a +20 bonus to resist airborne toxins and gas weapons. The respirator unit also contains a vox-synthesiser capable of transmitting the voice in a variety of ways.
The Cyber-mantle is a framework of metal, wires, and impulse transmitters bolted onto the spine and lower ribcage. As the initiate gains further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the Omnissiah, this cyber-mantle is often referred to as “the true flesh.”
Cradled within the cyber-mantle is a power unit known as the Potentia Coil. This mass can store energy and produce various types of fields. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators.
Cranial circuitry is a series of linked processors, implants, and cortical circuits that enhances mental capacities. Most sit within housing bolted onto the skull, whilst others nestle within the brain itself.
Equipment:
Tauros Venator (Shared with Thomas Locke)
One set of Magnonoculars: These are powerful vision aids that magnify distant objects.
Microbead: A micro-bead or comm-bead is a short range communication device worn in the ear, good for communication out to about one kilometre (depending on weather conditions and intervening terrain).
Knife Class:Melee/Thrown Range:5m Dam:1d5 R Pen:0 Wt:1kg Avail:Plentiful
Mantrap: A portable hinged jaw device that has become popular in the Spinward Front, being used against the Orks of Waaagh! Grimtoof. It was designed as a lightweight tool that the Guardsmen could place as a trap or to protect an area from outside enemies. Most Orks, not being of the highest level of intelligence, tend not to notice them. It was developed primarily for fighting in cities such as Kulth, to slow the Orks down without sacrificing the city’s buildings. If a character steps on the clutch inside the trap, it snaps shut on their leg dealing 1d10 Rending Damage, and rendering him Immobilized. The individual must pass a Difficult (–10) Strength Test to free themselves from the clutches of the trap
Auspex (Squad): The standard Imperial detection device, these are used to detect energy emissions, motion, biological life-signs, and other information. A character using an auspex gains a +20 bonus to Awareness Tests and may make a Tech-Use Test to use it to spot things not normally possible with human senses, such as invisible gases, nearby signs of life, non-visible radiation, or other things as appropriate. The standard range for an auspex is 50m, though walls more than 50cm thick and certain shielding materials can block the scanner.
Red Mechanicus robe
One uniform
One set of poor weather gear
One Laspistol Class:Pistol Range:30m RoF:S/2/– Dam:1d10+2 E Pen:0 Clip:30 Reload:Half Special:Reliable Wt:1.5kg Avail:Common
2 laspistol charge packs Avail:Common
One flak vest Cover:Body AP:3 Wt:5 Avail:Average
One rucksack or sling bag
One set of basic tools
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags or equivalent identification
One primer or instructional handbook: A staple piece of gear that Guardsmen are required to have on them at all times—this piece of kit is never to fall into the hands of the enemies of the Imperium. It details everything a Guardsman needs to know: principles and regulations of the Imperial Guard, issued arms, attire, apparatus, and equipment, basic battlefield policy and Imperial Guard organisation and structure, elementary battlefield medical instructions, and a detailed guide on the foes of the Imperium. No Guardsman should ever be found without possession of a copy of the Uplifting Primer—the punishment is severe.
Combat sustenance rations, two weeks’ supply
Sacred unguents
Dataslate: Data-slates are common in the Imperium and are the primary means of storing and reading printed text and other media such as video or audio recordings. They are cheap and easy to make, and many contain a single media recording, such as text, and can only play that single file. Others can re-record new information or transmit and receive data from other devices.
Combi-tool: Commonly found in the hands of members of the Adeptus Mechanicus, combi-tools are versatile, if somewhat bizarre, mechanical devices. A character using a combi-tool gains a +10 bonus to Tech-Use Tests.
Utility Mechadendrite: This two-metre long limb houses a variety of tools and attachments designed to assist a Tech-Priest in the course of his holy duties. The mechadendrite counts as a combi-tool, granting a +10 bonus to all Tech-Use Tests. The limb also houses six injector pistons, each of which may be filled with one dose of sacred unguent. These can be supplied separately. In addition to this, the limb contains an electrically powered censer, which can gust incense fumes over particularly troublesome faults. The censer generates one “blast” of smoke every fifteen minutes. This can be employed in melee combat to distract and choke, imposing a –5 penalty to Weapon Skill Tests made by all living creatures within a two-metre radius for one Round. This is a Half Action. Unless the censer is deactivated, all Perception Tests made to detect the Tech-Priest that rely on a sense of smell gain a +10 bonus. Once per Round, the character can utilize this mechadendrite as a weapon by spending a Half Action or a Reaction to make a Standard Attack Action with it. A utility mechadendrite counts as a weapon with the following profile: Melee; 1d5 R (+4 S Bonus, and -20 untrained weapon penalty accordingly to errata); Pen 2; Defensive. A character must have the appropriate Mechadendrite Use Talent to operate this implant. Defensive weapons grant a +15 bonus to Tests made when used to Parry, but impose a –10 penalty when used to make attacks.
Knife Class:Melee/Thrown Range:5m Damage:1d5 R Pen:2 Special: Defensive, Mono Wt:1kg Avail:Plentiful
Good Craftsmanship mind impulse unit: These devices, also known as sense-links, allow the owner to interface directly with a machine or technological device. MIUs see widespread use among the Adeptus Mechanicus who regard them as objects of divine communion. A basic MIU implant involves a single spinal or cortex connector, while advanced variants include wrist connector probes—and possibly mechadendrite connectors—in addition to the spinal plug. Common models impose no modifiers to machine spirit communication and add a +10 bonus to Tech-Use or Operate Tests used in conjunction with devices capable of MIU linking. Good models grant a +10 bonus to communicate with machine spirits and for Tech-Use, Operate, Logic, Inquiry, and Ballistic Skill Tests made as part of interfacing with the MIU systems.
Good Craftsmanship Manipulator Mechadendrite: Possibly the most common form of mechadendrite, this artificial limb is a great aid to Enginseers working to repair vehicles in the heat of battle, allowing them to lift greater weights and more easily operate industrial gear. It can extend out to 1.5m and grants the user +20 to Strength-based Tests; the vicious gripping and crushing pincers can also tether the user to gantries or suitably heavy objects as a Free Action. The heavy metal pincers can be used in combat to make melee attacks. Once per Round, the character can utilize this mechadendrite as a weapon by spending a Half Action or a Reaction to make a Standard Attack Action with it. A manipulator mechadendrite counts as a weapon with the following profile: Melee; 1d10+2 I (+6 S Bonus and -20 untrained weapon penalty, accordingly to errata); Pen 0. While powerful, the manipulator is not subtle, and attempts to use it for such tasks as data-slate typing, inscribing sacrificial etchings, handling delicate objects, or the like only ends with equipment being dropped, smashed, or otherwise ruined. A character must have the appropriate Mechadendrite Use Talent to operate this implant.
Good Craftsmanship Bionic Legs: Good Craftsmanship level artificial legs grant the owner the Sprint Talent and add a +20 bonus to Athletics Tests made to jump or leap.
Wounds: 12
Fate Points: 1
Insanity: 1
Corruption: 0
Special Rules:
Isolated by Machines : Suffer a –10 penalty to any Interaction Tests made to interact with characters who are not also from a forge world or initiates of the Adeptus Mechanicus.
In the Shadows of the Ecclesiarchy's Light : -10 to interaction tests with representatives of the Ecclesiarchy. Ministorum Characters suffer the -10 when interacting to non-minustorum NPCs within the regiment)
Tauros Assault Vehicle:
Type: Wheeled Vehicle
Tactical Speed: 20m
Crusing Speed: 110Km/h
Maneuverability: +10
Structural Integrity: 25
Size: Enormous
Armour: Front 18, Side 15, Rear 15
Vehicle Traits:
Enhanced Motive Systems - Move twice tactical speed as a half action. Move 3 times as a full action. Floor It actions at +10
Open Topped - Crew can be targeted with a called shot. Crew can use personal weapons to fire out.
Rugged - Repair tests at +20
Wheeled Vehicle - +10 to maneuverability tests. Repairs to motive damage take half as long.
Special Rules: Counts as tracked for difficult terrain tests and determining speed loss due to critical damage.
Ignore wheeled vehicle penalties to operate tests with motive system damage.
Crew: 1 Driver (Hunter Killer missiles), 1 Gunner (turret)
Carrying Capacity: None
Weapons: Twin Linked Lascannons (300m; S/-/-; 5d10+1 E; Pen 10; Clip 30; Reload 2 Full; Proven[3])
Two Fixed Hunter Killer Missiles (Front Facing, 350 m; S/-/-; 3d10+6 X; Pen 6; Clip 1)
Servitor:
WS 15; BS 15; S 50; T 40; Ag 20; Int 10; Per 20; WP 30; Fel 05
Movement: 2/4/6/12
Wounds: 10
Armour: Machine (All 4).
Total TB: 4
Skills: Awareness (Per), Trade (any one) +10.
Talents: None.
Traits: Machine (4), Natural Weapon (Servo-arm), Sturdy, Unnatural Strength (2).
Weapons: Servo fist (Melee; 1d5+6 I; Pen 0).
Gear: Internal micro-bead.
108th Omicron Rapid Recon, The Hunter's Spear Forge World: Cost: 4; +3 to any two of Int, Per, Tou; Skills: Common Lore (Adeptus Mechanicus,Tech), Linguistics (Low Gothic, Techna Lingua), and Logic; Blessed of the Omnissiah, Rites of Rewiring, Isolated by Machines; Wounds -1
Circumspect: Cost: 2; Talent: Foresight
Rapid Recon Regiment: Cost 8 Points; +3 Agi, -3 Tou; Skills: Operate (Surface), Tech Use; Talents: Combat Sense or Accelerated Repairs; Equipment: One Tauros Rapid Assault Vehicle Per PC (At GM Discretion 2 or more PCs can trade their Tauros's for a Tauros Venator), One set of Magnonoculars per PC.
Iconoclasts: In the Shadows of the Ecclesiarchy's Light
Favored Weapons: Grenade Launcher/Heavy Bolter
Standard Kit Plus: Microbead, Imperial Guard Flak Armor, Chrono, +1 Knife, Auspex/Squad
Special Rules: Blessed of the Omnissiah: Peer (Adeptus Mechanicus) Talent.
Rites of Rewiring: Can choose to start with one of the following Talents: Technical Knock or Weapons Tech.
Isolated by Machines: Suffer a –10 penalty to any Interaction Tests made to interact with characters who are not also from a forge world or initiates of the Adeptus Mechanicus.
In the Shadows of the Ecclesiarchy's Light: -10 to interaction tests with representatives of the Ecclesiarchy. Ministorum Characters suffer the -10 when interacting to non-minustorum NPCs within the regiment)
Summary of Regiment Rules:
Characteristics: +3 any 2 (Int, Per, T), +3 Agi, -3 T
Skills: Common Lore(Adeptus Mechanicus, Tech), Linguistics (Low Gothic, Techna Lingua), Logic, Operate(Surface), Tech-Use
Talents: Peer(Adeptus Mechanicus), Technical Knock or Weapons Tech, Foresight, Combat Sense or Accelerated Repairs
Wounds: -1
Equipment:
Tauros Venator
One set of Magnonoculars per PC
Microbead
Imperial Guard Flak Armor
Chrono
+1 Knife
Auspex/Squad
Standard Kit:
One uniform
One set of poor weather gear
One laspistol (Main Weapon), and two charge packs
One knife
One flak vest
One rucksack or sling bag
One set of basic tools
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags or equivalent identification
One primer or instructional handbook
Combat sustenance rations, two weeks’ supply
Tech-Priest Enginseer:
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 (WeaponManipulator, 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: 12 (8+1d5-1)
Fate Points: 1 (Rolled 1)
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: Passive
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.
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.