Scitarii commander 101


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, Independent Targeting (Fire at two or more targets further than 10m apart), Lightning Reflexes (Add twice AB 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 [4]).
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.

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.

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.

  • 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.

One of the more common replacement limbs to be found, Common Craftsmanship versions ape a normal hand and arm exactly, retaining strength, dexterity and sense of touch.
• Best Craftsmanship arms add a +10 bonus to Strength Tests using the arm and can be used to store small items such as pistol ammo clips inside concealed interior compartments.

Chem Gland
These rare and expensive implants are wonders of the bio-sculptor’s craft. Invisibly concealed within the body are miniaturized chemical factories that consume the users own natural resources to synthesis powerful chemical agents.
(Frenzon, Panimmune, Radaway). The character can “gland” any one of these at will as a Half Action by succeeding on a Routine ( + 10) Toughness Test. A failed Test however inflicts a level of Fatigue. A failure by four or more degrees deals 1d10 points of Toughness Damage.

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.

Greater Icon of Passage Inquisitor’s Handbook page 148
One of the ancient names given to the skull and cog wheel symbol of the Adeptus Mechanicus, the Opus Machina is known throughout the Imperium and is as sacred to the servants of the Omnissiah as is the Aquila is to the Ecclesiarchy.
The versions presented here are no simple symbols, but contain broadcasted code-ciphers and data-djinn to proclaim their master’s worth to those that are pure enough to hear. As long as the character knows how to employ it properly—that is, has the Common Lore (Machine Cult) skill—the bearer of this symbol gains a +10 bonus on all Fellowship Tests concerning tech-priests and followers of the Machine God.
It also carries numerous code ciphers, over-ride decrypts, and effector fields, making it the equivalent of a set of multikeys (see page 145 Rogue Trader corebook), granting a +10 bonus on Security Tests made to disable alarms and commune with machine-spirits.

Pain Ward
The pain ward implant redirects incapacitating levels of pain to other regions of the brain, causing the sufferer to experience the pain as colours, hallucinations, or tastes. The implanted character can ignore Stun effects and involuntary actions or penalties resulting from the pain of critical damage, being on fire, drowning, and so on. Involuntary actions and restrictions caused by the mechanics of a particular injury still occur as normal.

Ropey strands of vat-grown muscle tissue, thick with slurried nutrients and laced with flakweave, are woven into existing muscle groups, granting increased strength of varying levels. Characters
gain Unnatural Strength (1)

Vitae Supplacement
This is simply an emergency life support system built into the chest and wire into the spine, intended to sustain fragile flesh when it fails. It can oxygenate blood and via electrolytic micro-fabric implanted in the lungs, keep blood circulating via backup pumps, and send necessary electrical stimulus to the rest of the body when it senses catastrophic injury. While it won’t last for longer than a few hours, the actions of the Vitae Supplacement are usually sufficient to prevent death until the medicae arrive. Vitae Supplacement grants the Autosanguine Talent and, at the GM’s discretion, may give a 50% chance of not dying due to blood loss or other normally fatal consequences of severe wounds. Common Craftsmanship versions can preserve someone up to four hours, Best versions triple this time, respectively.