- Auspex Scanner
- These standard Imperial detection devices are used to reveal energy emissions, motion, life-signs, and other information. A character using an auspex gains a +20 bonus to Awareness tests. Once per round, as a Free Action, a character with one may make a Tech-Use test to spot things not normally visible to human senses, such as invisible gases, nearby signs of life, non-visible radiation, or other things as appropriate. The standard range is 50m, though walls more than 50cm thick and certain shielding materials can block a scanner. Good craftsmanship models increase the bonus to +30, but Poor models an only penetrate 20cm of material.
Common knowledge -Veteran of thousand battles -Heavily rejuvenated -Has served beside Ivar the Seerslayer Associates: Homo Legatus Perdiolus, Specialist Gödel, Ivar the Seerslayer Adversaries: Enginseer Strabolus, Skulking City Location: HQ of Labyrinth Mountain !GM notes! WS BS S(2) T(2) Ag Int Per WP Fel 45 50 52(10) 41(8) 36 43 44 41 19 Movement: 4/8/12/20 Wounds: 20 Skills: Awareness +10, Ciphers (Scitarii), Command +10, Common Lore (Imperium, Machine Cult +10, Tech), Deceive +20, Disguise +20, Dodge +10, Forbidden Lore (Adeptus Mechanicus +10, Tech-Heresy +10, Archeotech), Inquiry +20, Logic, Scholastic Lore (Numerology, Tactica Imperialis +10), Secret Tongue (Tech), Security +10, Search +20, Shadowing +20, Silent Move +10, Speak (High Gothic, Binhary Cant, Lingua Tecnis, Noospheric Bleed), Tech Use +10, Tracking +20. Talents: Autosanguine, Binary Chatter (+10 bonus to control servitors), Greater Icon of Passage (See below), Independent Targeting (Fire at two or more targets further than 10m apart), Lightning Reflexes (Add twice AgB to Initiative rolls), Logis Implant (+10 bonus on WS and BS on successful Tech-Use Test), Mechanicus implants, Mimic (can copy voices), Resistance (Fear +20, Interrogation +20, Noosphere +10), The Flesh is Weak (4), Technical Knock (Un-jam weapon in half time), Two Weapon Wielder (Ballistic, Attack twice when wielding two ranged weapons), Total Recall, Void Tactician (Grants a bonus to starship combat). Traits: Dark Sight (No penalty from darkness), Machine (Immune to mental psychic powers, vulnerable to haywire weapons), Natural Weapon (Servo-Fist), Peer (Mechanicus +20), Sturdy (+20 bonus to resist grapple and takedown), Unnatural toughness X1. Armour: Crimson Armour (12 Head, 10 Other, with The Flesh is Weak ). Weapons: 2 Pcs Integrated Lathe-Laspistol (40m; S/2/-; 1d10+6E; Pen 2; Integrated, Tearing) Venator Blade (Melee; 1d5+13 R; Pen 4; Razor Sharp) Servo-Fist (Melee; 1d10+10; Pen 6). Gear: Red Mechanicus robes Good-Quality Clothing (+5 to Fel checks with members of Machine cult) Cybernetics: Good Augur Array, Best Quality Bionic Arms, Cerebral Implants (Used to restore brain damaged individuals), Good Cranial armor (Good versions add +2 AP to head and reduce “Head” crit results by 1), Mind Impulse Unit (MIU), Pain Ward, Experimental Potentia Coil, Synthmuscle, Best Vitae Supplements, Voidskin (Can resist damage due to void for 1d10+3 rounds past the normal duration) Venator Blade The Venator Blade is a long dagger of ancient construction. Like other archaic weapons, its exceptional craftsmanship makes it almost impossible to destroy, whilst dealing far more damage than normal. A Venator Blade grants its user a +15 to Weapon Skill Tests and cannot be destroyed by the effects of a Power Field. It counts as having an Armor value of 35 if directly attacked. Venator Blades are always considered Best Craftsmanship, and these bonuses are already included in their rules. Melee, Thrown, 3m, 1d5+3, R, PEN 4, Razor Sharp, WT 0.5kg, Cost 2500, Very Rare Cranial Circuitry Dark Heresy 2, page 137 Cranial circuitry is a series of linked processors, implants, and cortical circuits that enhances mental capacities. Most sit within a housing bolted onto the skull, whilst others nestle within the brain itself. Electro-graft Dark Heresy 2, page 137 This small device is grafted into the nervous system, allowing the adept to better commune with the many holy mechanisms that are now part of his life. It comes in many forms, such as skull shunts, finger probes, or spine jacks, depending on the forge world. Experimental Potentia Coil Dark Heresy 2, page 137 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, and a trained user can manipulate the stored energy into a variety of attacks and unique effects. Experimental feature feeds power to integrated las pistol and they do not run out of ammo. Respirator Unit Dark Heresy 2, page 137 This implant involves tubes, wires, vox-grills, or other augmetic parts replacing the lower face and neck. It purifies your air supply, granting a +20% bonus to resist airborne toxins and gas weapons. The respirator unit also contains a vox-synthesiser capable of transmitting your voice in a variety of ways. Respirators can appear as simple grill units or intricate mask-like carvings. AUTOSANGUINE This ancient and blessed technology of the Mechanicus flows through the character’s blood. These minuscule 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. AUGUR ARRAY These implanted devices duplicate the effects of sensor systems that go beyond normal human senses. In all cases, their use requires concentration and a Half Action. Common systems function identically to a standard handheld auspex device (see below). Good systems function as a full auspex but also allow rerolls on all Perception-based Tests when using its functions. In regards to the Daemonic taint detection, as opposed to the Poor system augur, a Good system cannot be overwhelmed and seems to almost filter out any taint it detects instead of getting backed up by it.