The Arco-flagellant advances like the Repentia but blunter still — Agility, Brawn, Combat and Ferocity as Primary, the Signature set only as Secondary. Its ruined mind takes poorly to the disciplines of faith, so the miracles come slow; what it learns quickly is speed, strength and the killing of things. The access marks a cyborg that only grows more murderous, never more devout.
Skill Access13
The Battle Sister is the one line body built around the gun — Cunning, Shooting and the Signature set as Primary, with Brawn, Combat, Ferocity and Savagery as Secondary. Her advancement sharpens the shot and the faith behind it, the melee skills coming slower. In an Order of chargers she is the marksman, growing into the reliable fire that buys the penitents their time.
The Canoness advances as the overseer-saint she is — Combat, Ferocity, Brawn, Leadership and the Sororitas Signature set all open to her as Primary, the fullest access in the gang. She leans into the charge and the command of it, taking the melee and fearless skills freely while Agility, Cunning and Shooting come slower as Secondary. Build her toward the fight she leads, not the guns behind it.
The Exorcist advances as the gun it is — Shooting as its only Primary, Cunning as its lone Secondary. A vehicle-scaled weapon platform has no melee or faith to learn; every advance sharpens the artillery. Its access is as narrow as its role, the rare long-range piece in a melee Order.
The Mortifier advances as a faster penitent walker — Agility, Brawn, Combat and Ferocity as Primary, nothing as Secondary. Where the heavier Engine trades speed for mass, the Mortifier keeps Agility among its Primaries, growing quicker as well as stronger. Every advance sharpens the outrider that reaches the enemy first.
The Novitiate advances along the charge's axes — Agility, Combat and Ferocity as Primary, with Brawn, Cunning, Shooting and the Signature set as Secondary. The young initiate learns the melee first and the miracles later, growing toward the penitent's fearless run as she is raised toward full Sisterhood. Cheap and improvable, she is the body a build invests in to swell the line.
The Paragon Warsuit advances broadly for a Brute — Brawn, Combat, Ferocity and Leadership as Primary, with Agility, Cunning, Savagery, Shooting and the Signature set all open as Secondary. The piloting Sister brings a command-grade breadth few walkers share, growing into a durable, self-sufficient anchor able to fight, shoot and steady the fighters near it.
The Penitent Engine advances only where a chained walker can — Brawn, Combat and Ferocity as Primary, with nothing as Secondary. It learns strength, melee and fury and nothing else; there is no cunning or command in a screaming engine of penance. Every advance makes the centrepiece a heavier hammer at the heart of the charge.
The Repentia advances only along the axes of the charge — Agility, Brawn, Combat, Ferocity and the Signature set as Primary, with nothing offered as Secondary. She learns nothing of shooting, cunning or command; the penitent's every advance sharpens the blade and the run. This is the most focused access in the Order, a body that only ever gets better at reaching the enemy and killing.
The Retributor advances as the heavy gunner — Brawn, Cunning, Shooting and the Signature set as Primary, Ferocity and Savagery as Secondary. Her access sharpens the firebase discipline the Bloody Rose leans away from, better suited to the Order that holds and fires. Field and advance her only for the long-range answer the charge cannot provide.
The Seraphim advances toward mobility and the strike — Agility, Combat, Cunning and Shooting as Primary, with Brawn, Ferocity, Savagery and the Signature set as Secondary. Her access is built for a hit-and-run tempo the Bloody Rose does not fight, the faith skills coming slower than in a Sister of the line. She grows into a flanker, leaned away from the charge.
The Sister Superior shares the overseer's access — Combat, Ferocity, Brawn, Leadership and the Signature set as Primary, Agility, Cunning and Shooting as Secondary. Her advancement mirrors her role: melee prowess and the command that keeps the penitents charging come cheaply, while ranged and evasive tricks lag behind. She grows into a harder driver of the line, never a shooter.
The specialist Champion advances toward support and wrath — Combat, Ferocity, Leadership and the Signature set as Primary, with Brawn, Cunning and Savagery as Secondary. Shooting is closed to it entirely. The access marks a Champion built to inspire and steady the killers around it rather than to shoot; it grows into a better aura-caster and brazier-bearer, sharpening the charge it does not personally lead.