Albert "Patches" Holz


Suffering is an unrelenting instructor

Home World Background Role Wounds
Void Adeptus Mechanicus Chirugeon 10
Fate Points 3


Weapon Skill (WS) 38 - Intellegence (INT) 55 Trained (+15)
Ballistics (BS) 34 - Perception (PER) 44 Intermediate (+10)
Strength (S) 32 - Will Power (WP) 32 -
Toughness (T) 33 - Simple (+5) Fellowship (FEL) 32 -
Agility (AG) 36 - Influence (IFL) 32 -


Acrobatics (Ag) - Medicae (Int) +10
Athletics (S) - Navigate (Surface) (Int) -
Awareness (Per) Known Navigate (Steller) (Int) -
Charm (Fel) - Navigate (Warp) (Int) -
Command (Fel) - Operate (Auronautical) (Ag) -
Commerce (Int) +10 Operate (Surface) (Ag) -
Common Lore (Int) Operate (Voidship) Known
Adeptus Mech. +10 Parry (WS) -
Tech Known Psyniscience (Per) -
Scholatic Lore (Int)
Deceive (Fel) -
Dodge (Ag) Known
Forbidden Lore (Int)
Archaeotech Known
Scrutiny (Per) Known
Security (Int) Known
Slight of Hand (Ag) -
Inquiry (Fel) - Stealth -
Interrogation (Wp) - Survival (Per) -
Intemidate (S) - Tech Use (Int) +10
Linguistics (Int) Trade (Int)
Techna-lingua Known Armorer +10
Logic (Int) Known

Talents and Traits

Home World Bonus Child of the Dark A voidborn character starts with the
Strong Minded talent, and gains a +30 bonus to tests
for moving in a zero gravity environment.
Starting Talent Mechadendrite Use Gain ability to use certain Mechadendrites.
Starting Talent Weapon Training (Solid Projectile) Use weapon group without penalty.
Background Bonus Replace the Weak Flesh An Adeptus Mechanicus character counts the Availability of all cybernetics as two levels more available (Rare items count as Average, Very Rare items count as Scarce, etc.).
Background Trait Mechanicus implants Requirement for several things.
Role Talent Resistance: Radiation Gain +10 to particular resistance test.
Role Bonus Dedicated Healer In addition to the normal uses of Fate points (see page 293), when a Chirurgeon character fails a test to provide First Aid, he can spend a Fate point to automatically succeed instead with the degrees of success equal to his Intelligence bonus
Talent Sound Constitution (1) Gain one wound.
Talent Weapon Tech The Acolyte calls upon the blessings of the Omnissiah, channeling his faith into his weapon and performing armament rituals to more readily smite his foes. Once per combat encounter, as a Free Action, this character may enhance any Melta, Plasma, Power, or Exotic weapon he is personally wielding. This increases the weapon’s damage and penetration by an amount equal to the character’s Intelligence bonus until the end of the round.
Talent Armor Monger The Acolyte is a skilled armourer, and constantly tinkers and improves his armour, or keeps it in pristine shape by repairing the slightest damage it sustains. With years of training, he has even learned to enhance the protection afforded by his armour and how to use it to its optimum. The character gains an extra amount of Armour points equal to his Intelligence bonus, which he can distribute to any locations that his armour would normally cover, as long as he has at least an hour each day to clean and repair it or make minor modifications. This bonus applies only to armour when the Acolyte is wearing it, as it combines his training with his skill at armoury.
Talent Mechadendrite Use Gain ability to use certain Mechadendrites.


name: Autogun cls: Basic
rng: 1000m rof: S/3/10 dmg: 1d10
pen: 0 clip: 30 rld: Full Wt: 5kg avl: AV
name: Omnissian Axe nickname: Subtilty Killer
cls: Melee dmg: 2d10+4+3 E pen: 6
special: Power Field, Unbalanced, combi-tool Wt: 8kg avl: Extremely Rare


Head Arm, Right Arm, Left Body Leg, Right Leg, Left
1 3 3 3 3 3
Name Locations AP Max AG Weight Availability
Imperial Robes Arms, Body, Legs 1 - 4 kg Average
Regluar Flat Jacket Arms, Body, Legs 3 55 8 kg Scarce

Remember to use Armor Monger


2 vials of sacred unguents
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 pictdevices
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.
Standard Medikit Medi-kits contain synth-skin patches, antiseptics, self-sealing
bandages, pressure tourniquets, and other medical aids. A standard
kit grants a +10 bonus to Medicae tests so long as the user possesses
the Medicae skill.
Medicae Mechadendrite This model hosts a variety of medical and surgical tools ideal for combat first aid, and grants a plus 10 bonus to Medicae and Interrogation tests. The mechadendrite houses six injector pistons, each of which may be filled with one dose of a drug. In addition to providing first aid, the mechadendrite’s flesh staplers may be used to staunch Blood Loss as a Half Action. A small chainscalpel attachment reduces the difficulty of limb amputation to Challenging (plus 0). 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. It counts as a melee weapon with the Balanced quality that inflicts 1d5 Rending damage, Pen 0.
Cranial Armor +1 armor to head Best quality
Omnissian Axe- combi-tool Most combi-tools are small, compact devices filled with foldout and extending probes, blades, hooks, and socket-plugs. They are ideal for coaxing operation from recalcitrant machinery, repairing damaged devices, and in general bending errant machine spirits to the will of the user. A character using a combi-tool gains a +10 bonus to Tech-Use tests.


  • Intelligence
  • Fieldcraft
  • Perception
  • Knowledge
  • Strength
  • Toughness
  • Tech

Albert "Patches" Holz

Warhammer 40k: Dark Pursuits Nagryph