Tech-Priest Enoch

Tech-Priest Enoch, Engin-seer allocated to Vostroyan Firstborn
Enginseer Enoch is a logical minded orthodox member of the Adeptus Mechanicus. Taking his purview of technology very seriously, he can seem callous to comrades, for his desire to maintain the great works of the omnissiah, is matched only by his seething hatred of xenos that pervert the 'true path'
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Character Advances:

Characteristic: Simple Weapon Skill (+5) (250xp)
Characteristic: Simple Ballistic Skill (+5) (250xp)
Characteristic: Simple Intelligence (+5) (100xp)
Characteristic: Simple Agility (+5) (250xp)
Talent: Ambidextrous (200xp)
Talent: Total Recall (200xp)
Skill: Tech-use (trained) (200xp)
Talent: Weapon-Tech (200xp)
Skill: Parry(known) (200xp)
Skill: Dodge(known) (200xp)
Skill: Operate(known) (200xp)
Talent: Weapon-Training (Plasma) (300xp)
Skill: Tech-use (Veteran) (300xp)
Talent: Modify Payload (200xp)
Talent: Plasma Weapon Expertise (300xp)
Companion* Servo-Arm (250xp)

TOTAL SPENT: 3350/3350xp

XP History: = 800 (Starting) + 400 (Game 2-1) + 500 (Game 2-2) +50 bonus + 500 (Game 2-3) +550 (Game 2-4) +550 (Game 2-5) +400 (Game 2-6)

++2500 mark -Career Advancement: Specialization Tech Priest


Mechanicus Implants

The character is a servant of the Machine-God, and has access to implants beyond other characters.
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.
Electro Inductors are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electros 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.

Deadeye Shot

Tier: 1
Prerequisite: Ballistic Skill 30
Aptitudes: Ballistic Skill, Finesse
The character’s rock-steady hand and hawk-like eyesight make him a dreaded marksman. No target, however agile or small, can escape his crosshairs. When making a Called Shot (see page 244) ranged attack, the character reduces the penalty by 10 (so a –20 becomes a –10 instead).

Hatred (Mutants)

Tier: 2
Prerequisite: None
Specialisations: Chaos Space Marines, Daemons, Mutants, Psykers, Xenos (specific), other
Aptitudes: Weapon Skill, Social
A group, organisation, or race has wronged the character in the past, fuelling this animosity. When fighting opponents of that group in close combat, the character gains a +10 bonus to all Weapon Skill Tests made against them. The character also finds it difficult to back down from a fight with his hated foe and must make a Willpower Test to retreat or surrender when fighting them, unless massively outnumbered or outclassed.

Rapid Reaction

Tier: 2
Prerequisite: Agility 40
Aptitudes: Agility, Fieldcraft
The character has honed his reactions to a razor’s edge, allowing him to act while most stand dumbfounded. When surprised or ambushed, a successful Agility Test allows the character to act normally.

Rapid Reload

Tier: 1
Prerequisite: None
Aptitudes: Agility, Fieldcraft
The firing ranges and weapon drill chambers are the character’s constant abode, and hours of reloading countless magazines or power cells means that he can replace them without looking and without thinking. The character halves all reload times, rounding down. Thus, a Half Action reload becomes a Free Action, a Full Action reload becomes a Half Action, and so on.

Street Fighting

Tier: 1
Prerequisite: Weapon Skill 30
Aptitudes: Weapon Skill, Offence
The character is adept in close and dirty fighting, favouring small weapons or even his bare hands to take down his foes. When armed with a knife (powered, chain or otherwise), similar small weapon, or simply armed with his bare hands, he adds half his Weapon Skill Bonus to any Critical Damage he inflicts.

Technical Knock

Tier: 1
Prerequisite: Intelligence 30
Aptitudes: Intelligence, Tech
Either through the ease of long practice, or the proper ritual to appease a weapon’s machine spirit, the character can clear stoppages with a simple knock or solid smack of his hand to a weapon. The character may un-jam any gun as a Half Action, but may only use this Talent on one weapon per Round. The character must touch the weapon (often quickly and violently) to make this Talent work.

Mechadendrite Use (Utility/Weapon)

Tier: 2
Prerequisite: Mechanicus Implants
Specializations: Weapon, Utility
Aptitudes: Intelligence, Tech
The character is trained in the use of a particular kind of Mechadendrite (extra mechanical arms often sprouting from a cyber mantle mounted on the character’s back) in much the same way as Weapon Training allows the use of weapons.
Though there are many different types of Mechadendrite, this Talent divides them into two categories:
Weapon: Mechadendrites of this type end in either ranged or close combat weapons, and have the supplemental support and strength necessary for combat.
Utility: Including such varied types as Machine Spirit Interface, Manipulator, Medicae, Utility, Optical, and countless others, these Mechadendrites generally require less hardy mountings, but all interface with the Cyber Mantle in a similar manner.


Tier: 1
Prerequisite: Agility 30
Aptitudes: Weapon Skill, Ballistic Skill
This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using their off hand.
Special: When combined with Two-Weapon Wielder Talent, the penalty for making attacks with both weapons in the same Turn drops to –10.

Weapon Training (Las, Power, Plasma)

Tier: 1
Prerequisite: None
Specializations: Bolt, Chain, Flame, Heavy, Las, Launcher, Melta, Plasma, Power, Low-Tech, Shock, and Solid Projectile
Aptitudes: General, Finesse
The character can use all weapons with Class: Pistol, Basic, Melee, Throwing, and Vehicle within the group he has selected with this Talent. When a character attempts to use a weapon he does not have the correct Weapon Training Talent for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill Test. The character can only use weapons with Class: Heavy without suffering the –20 penalty if he has both Weapon Training in the appropriate group and Weapon Training (Heavy).
This Talent may be taken more than once, each time with a different specialization.

Total Recall

Tier: 1
Prerequisite: Intelligence 30
Aptitudes: Intelligence, Knowledge
Mental conditioning or cranial augmentation enables the character to record and recall great amounts of information, effectively granting them a perfect memory. The character can automatically remember trivial facts or pieces of information the character might feasibly have picked up in the past. When dealing with more detailed, complex, or obscure facts, such as the exact layout of a defence network, the GM may require a successful Intelligence Test to recall the information.


Tier: 1
Prerequisite: Tech Use +10, Intelligence 40
Aptitudes: Intelligence, Tech
The character has developed an extensive understanding of advanced technological weapons and their functions, opening them up and learning what makes them tick, hum, or click. 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.

Modify Payload

Tier: 1
Prerequisite: Tech-Use
Aptitudes: Intelligence, Tech
In many squads, there is one soldier who is always tinkering with the sacred munitions handed down by the Departmento Munitorum, tweaking their specifications so that they are as lethal to the enemies of the Emperor as possible. Though their squad mates frequently give them a wide berth, such individuals are usually quite skilled at this fine-tuning. After all, those who are insufficiently talented are quickly winnowed away by the consequences of their own meddling.
When preparing a grenade, missile, or round that has the Blast or Smoke Quality (see pages 182–183 of the Only War Core Rulebook), this character may make a Challenging (+0) Tech-Use Test using the Demolitions Special Use of the Skill. If he succeeds, the weapon increases Damage (if it deals Damage normally) and its Blast or Smoke Quality by 1, plus 1 for every three additional Degrees of Success beyond the first that he scores on the Test. If he fails by a number of Degrees of Failure greater than his Intelligence Bonus, however, he accidentally triggers the device, causing it to detonate immediately.

Plasma Weapon Expertise

Tier: 2
Prerequisite: Ballistic Skill 40, Weapon Training (Plasma)
Aptitudes: Ballistic Skill, Tech
Plasma guns are incredibly lethal weapons, but are also somewhat notorious for getting their wielders killed. Though it is a great honour to be assigned to use a plasma gun, it is a somewhat dubious one, as the user risks the weapon overheating and burning him each time he opens fire with it. Though the user can frequently drop his weapon to avoid the fiery exhaust it sometimes expels, doing so leaves him disarmed, which can be far more dangerous than even plasma burns on the field of battle. Those soldiers experienced with such weapons learn various techniques to avoid being harmed by their arms without discarding them and thus risking the wrath of their foes and their Commissars alike.
Whenever this character wields a plasma weapon (such as a plasma pistol, plasma gun, or plasma cannon) with the Overheats Quality, that weapon only Overheats on a roll of 96 or higher or on a Jam.


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. Finally, the mechadendrite contains a cutting blade. This counts as a knife with the Defensive Quality and Mono upgrade. A character must have the appropriate Mechadendrite Use Talent to operate this implant.

Availability: Very Rare†
† Some cybernetic systems are only provided to tech-adepts of the Adeptus Mechanicus, though it is possible that skilled hereteks might risk the Machine Cult’s wrath by implanting crude versions of these systems in anyone willing to pay their price.

Subskin Armour

Thin carapace plating is inserted under the skin in various locations, giving the user added protection against damage. While not as impressive as most augmentations and sometimes uncomfortable, subskin armour is very reliable. This implant adds +2 Armour Points to the Arms, Body, and Legs locations. The bonus is added to any other Armour Points for these locations.

Availability: Very Rare


This ancient and blessed technology of the Mechanicus flows through the character’s blood. These miniscule machines repair minor injuries and speed healing. When applying healing, the character is always considered Lightly Damaged, and heals at an increased rate, removing 2 points of Damage per day.

Availability: Very rare

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.
Poor MIU systems require a Willpower Test to use and impose a –10 penalty when attempting to interface with a device.
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.

Availability: Rare

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