Rune Priest Regiomontanus

Adeptus Mechanicus Rune Priests scribe runes and chant liturgies over machines as part of the Cult Mechanicus‘s rituals of initiation given to new machinery. A Rune Priest is trained in the arcane branches of scientific lore such as intuitive mechanics, speculation, and improvisation. They are famous for their lateral thinking, and may be called in to solve problems when strict logic and standard procedure fail.

Origin world: Lathe-Hesh
As the premier forge world of the Calixis Sector, Lathe-Hesh represents everything most Imperial citizens have come to expect from a forge world. Characters originating from Lathe-Hesh start with the Technical Knock Talent.

WS BS S T Ag Int Per WP Fel
32 34 38 42(8) 32 55 68 51 22

Movement: 3/6/9/18 Wounds: 13
Skills: Awareness (Per), Chem-Use (Int), Climb, Common Lore (Koronus Expanse, Machine Cult, Tech +10, Imperium), Dodge +10, Logic (Int) +10, Forbidden Lore (Warp, Adeptus Mechanicus +10, Archeotech), Parry +10, Search +20, Scholastic Lore (Archaic, Astromancy, Cryptology, Heraldry, Legend +10, Philosophy +10) (Int), Scrutiny +10, Speak Language (Low Gothic, High Gothic, Binharic Cant, Lingua Technis, Noospheric Bleed, Lingua Diabolis) (Int), Secret Tongue (Explorator Cant, Tech) (Int) +10, Tech-Use (Int) +20.
Talents: Binary Chatter, Chem Geld, Electrical Succour, Electro Graft Use, Energy Cache, Fearless, Luminen Blast, Luminen Capacitor, Luminen Shield, Maglev Grace, Meditation, Mechadendrite Use (Utility, Optic, Manipulator, MIU, Lathes Stabilizer, Pre-hensile Dataspike), Rite of Ignition, Technical Knock
Traits: Mechanicus Implants, Sturdy, Unnatural Toughness (x2).
Armour: Flak cloak and cybernetic body (All 4).
Weapons: Hand Flamer (Pistol; 10m; S/–/–; 1d10+4 E; Pen 2; Clip 2; Rld 2 Full; Flame)
Chainblade (Melee; 1d10+5 R; Pen 1; Balanced, Tearing).
Gear: Manipulator Mechadendrite, MIU mechadendrite, Utility Mechadendrite, Lathes Mechadendrite Stabiliser, Optical Mechadendrite, Omnitool, Data-slate, Personal Cogitator (+5 to scholastic lore checks), 4 pistol clips.

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.

Cyber-mantle Dark Heresy 2, page 137
The Cyber-mantle is a framework of metal, wires, and impulse transmitters bolted onto the spine and lower ribcage. As the initiate gains further cybernetics such as mechadendrites, the mantle acts as a sub-dermal anchorage point. Many in the Mechanicum often refer to it as “the true flesh.”

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.

Electoo Inductors Dark Heresy 2, page 137
Electoo Inductors are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. They are wired into the nervous system, where they derive power from the bioelectrical emanations of the flesh and the sacred mysteries of the Potentia Coil. With training and luminen capacitor upgrade, they can be used to emit or siphon power in many ways.

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.

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.

Mechadendrites Dark Heresy 2, page 183
Mechadendrites are mechanical attachments of brass and steel that act as additional arms. They are normally mounted on the shoulders or back, though some within the Mechanicum also project these cybernetics from their waists or chests. Each is usually 2 metres in length when fully extended, and has a specialised function based around the mechanisms affixed at their end. The number of mechadendrites coiled or folded around a Tech-Priest’s crimson robed figure is often an excellent indicator of his rank within the Priesthood of Mars.
Unless stated otherwise, mechadendrites can only be used to perform tasks that the owner already knows how to do. For example, a character with a medicae mechadendrite must have the Medicae skill in order to take advantage of the extra abilities the limb grants. A character must have the appropriate Mechadendrite Use talent to operate his mechadendrite, and the maximum number of mechadendrites he can have installed upon his body is equal to his Toughness bonus.

Manipulator Mechadendrite
A heavy and powerful attachment, this mechadendrite is designed for heavy lifting and handling of industrial gear. It 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 . Once per round, the character can utilise this mechadendrite as a weapon by spending a Half Action or a Reaction to make a Standard Attack action with it. It counts as a melee weapon that inflicts 1d10+2 Impact damage, Pen 0.
While powerful, the manipulator is not subtle, and attempts to use it for such tasks as dataslate typing, inscribing sacrificial etchings, handling delicate objects, or the like only ends with equipment being dropped, smashed, or otherwise ruined.

Optical Mechadendrite
Often consisting of highly flexible, snake-like tubing, this contains pict-capture and other sensory devices for inspection and detection. It is long for a mechadendrite, extending to 3 metres, and grants a +10 bonus to all vision-based Perception tests. The mounted pict devices allow it to examine surfaces at a microscopic level or to be used as telescopic sight. It contains an infrared torch and sensors with a range of 40m, and so within this area the user ignores combat or other penalties due to darkness. The mechadendrite is also fitted with a stablight that can be tinted a variety of different colours depending on the controller’s whim.

Utility Mechadendrite
The most common type of mechadendrite, these are tipped with a variety of mechanisms for the repair and succour of blessed technologies. It 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 a sacred unguent. In addition to this, the limb contains an electrically-powered censer, which can gust incense fumes over troublesome faults. 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. As a Half Action, the censer can create one “blast” of smoke every fifteen minutes, which imposes a –5 penalty to Weapon Skill tests made by all living creatures within a two-metre radius for one round.
Once per round, the character can also utilise this mechadendrite as a weapon by spending a Half Action or a Reaction to make a Standard Attack action. It counts as a melee weapon with the Defensive quality that inflicts 1d5 Rending damage, Pen 2.

Lathes Mechadendrite Stabilisers The Lathe worlds page 66
The Lathes are known for mysterious and frequent gravity shifts, which can overcome even experienced Tech-Priests when they are in areas not properly shielded with additional grav plating. Years of study indicated that replating the myriad facilities would be impractical, so many in the far edges of the system began surreptitiously developing a radical mechadendrite design to aid in their work. Instead of adding additional manipulation capabilities, pairs of gyroscopically stabilised, heavily clawed talons can anchor a Tech-Priest firmly onto a surface, where he can conduct his furtive research more peacefully. Though somewhat heretical, more and more are appearing across the Lathe Worlds.
Lathes Stabilisers require a Half Action to activate or deactivate.
Once active, if the Acolyte remains in place, he counts as being Braced and gains the Sturdy Trait. The Acolyte also ignores modifiers to his Movement in areas of High, Low, or Zero Gravity and in areas with Tremors or other uncertain stability, as well as gaining a +10 bonus to Climb Tests. The Mechadendrite Use (Utility) Talent applies to this Mechadendrite.

MIUtendrite Ultima Tectum campaign
Accessing to MIU port becomes free action. Grants a +10 bonus to commune with machine spirits and for Tech-Use, Operate, Logic, Inquiry, and Ballistic Skill tests made as part of interfacing with the MIU systems. Grants access to Noosphere.

Prehensile Dataspike Reddit/Mechanicus armoury
Type: Melee – – 1D5 R Pen 2(+ target machine trait); Haywire, Fast, Flexible, Data-thief; 2kg; Very Rare Attached to a Utility Mechadendrite.
Data-Thief – Upon penetrating armor of an enemy with the machine trait, it deals temporary 2D10 Intelligence Damage. It may also be used to download data or upload digital virus or scrapcode.

Electrical Succour Rogue Trader page 97
Prerequisites: Mechanicus Implants
The Explorer can channel the sacred flow of energy from his Potentia Coil or other energy source to replenish his flesh. Whilst in contact with a functioning, powered machine, or fully charged battery or power cell, the character may make an Ordinary (+10) Toughness Test. Success removes one level of Fatigue plus one additional level of Fatigue for each additional Degree of Success. This takes one minute of meditation and ritual incantation.

Electro Graft Use Rogue Trader page 97
Prerequisites: Mechanicus Implants
The Explorer may use his Electro Graft to access data ports and commune with machine spirits. This grants a +10 bonus to Common Lore, Inquiry, or Tech-Use Tests whilst connected to a data port. Noosphere cannot be accessed this way.

Energy Cache Rogue Trader page 97
Prerequisites: Mechanicus Implants
The Explorer has learned to focus the power stored within his Potentia Coil with greater efficienc . He no longer gains Fatigue from using Luminen Charge, Luminen Shock, and Luminen Blast.

Luminen Shield The Lathe Worlds page 57
Prerequisites: Luminen Capacitor
Focusing his energy in all directions at once, the Acolyte is capable of creating a hazy field of static, strong enough to turn aside incoming blows and stop weapons fire in its tracks. As a Full Action, he may activate a Luminen Shield which remains active for a number of Rounds equal to the Acolyte’s base Willpower Bonus. The shield has a rating equal to the half the Acolyte’s Willpower Characteristic, rounded up (e.g. an Acolyte with a Willpower of 43 would have a Luminen Shield with a Rating of 22). As long as the shield is active, the Acolyte may attempt to stop incoming Ranged and Melee attacks by rolling a 1d100 and comparing it to the shield’s Rating. If the roll is equal to or under the Rating, the attack is stopped completely. If the roll is over the Rating, the attack penetrates the shield and causes Damage as normal. This roll is made before reductions for Toughness/Armour. If the 1d100 roll ever results in a 01-04, the shield stops the attack, but is overloaded in the process. It instantly collapses, and the Acolyte must pass a Challenging (+0) Toughness Test or gain 1 level of Fatigue. An Acolyte can use Luminen Shield a number of times equal to his Willpower Bonus every 24 hours; however, upon the second activation of the ability within 24 hours, and upon each subsequent activation in that time, he gains 1 level of Fatigue.

Luminen Blast Rogue Trader, page 101
Prerequisites: Mechanicus Implants, Luminen Capacitor
The Omnissiah has blessed the Explorer with augmetic conduits that parallel the bones of his arms. By reciting the proper litany, he can channel the energy stored in his Potentia Coil down these channels and direct it at his enemies. Success on a Ballistic Skill Test allows him direct this energy against a single target within 10 meters. The target takes 1d10 plus the Explorer’s Willpower Bonus in Energy Damage. The character must pass a Toughness Test when using this ability or gain a level of Fatigue.
Talent Use: Half Action Attack

Luminen Capacitor Dark Heresy 2, page 183
This implanted energy source charges internal capacitors, allowing the character to recharge devices or even unleash powerful energy blasts. With a successful Toughness test, the character recharges or powers machinery. This requires one minute of mental focus and meditation. The difficulty of the Toughness test varies depending on the nature of the powered system.
• Ordinary (+10): Simple power cell, glow-globe
• Challenging (+0): Lasgun charge pack, dataslate
• Difficult (–10): Shuttle launch systems, servo-skull
• Hard (–20): Lascannon charge pack, servitor
• Very Hard (–30): Cogitator core, xenos technology

Maglev Grace Rogue Trader, page 102
Prerequisites: Mechanicus Implants
The Explorer stitches augmetic coils throughout the systems or flesh of his legs, granting him the ability to float a short distance above the ground. Using a Half Action, the character may hover 20 to 30 centimetres off the ground for a number of minutes equal to 1d10 plus his Toughness Bonus. The Explorer must employ a Half Action each round to maintaining the rite, and may use the other actions to move normally. He may activate this rite to slow his rate of descent when falling, reducing all falling Damage to 1d10+3 Impact. Each use of Maglev Grace exhausts the power stored in the Potentia Coil, and cannot be reused until the Coil has been recharged.

Rite of Ignition The Lathe Worlds, page 49
The Adeptus Mechanicus has many rites and rituals associated with coaxing machine spirits to life, so many, in fact, that knowing all of them would be quite impossible. Rune-priests tend to be more practical than their Tech-Priest masters, and often there are tense conditions when it is not always practical to chant a three hundred line Canticle of Initiation. Most have their own, self-taught “rite of ignition,” a form of short prayer to the machine-spirit that involves striking the object in question with a combitool several times, usually with sufficient force for activation. They tend not to enact this rite in the presence of Tech-Priests, as many would consider it heresy, but few can argue with its effectiveness. If a rune-priest fails a tech-use test to activate0 a machine it can be re-rolled with Strength characteristic. Rolling 96-00 causes machine to break. More sophisticated or delicate machinery may not respond well to the Rite of Ignition, so GMs have the final say regarding it.