The Brotherhood Champion advances as a duellist. Agility, Combat and Sanctic are its Primary tables, sharpening its speed, its blade-work and its casting most cheaply, with Brawn, Ferocity, Leadership and Shooting held to Secondary. The Agility Primary marks it out as the gang's most fluid melee fighter. Cunning is closed to it as it is to every Grey Knight — the brotherhood produces paragons, not gangers who fight from the shadows.
Skill Access12
The Chaplain-Techmarine advances as a support Champion: Brawn, Combat, Leadership and Savant are its Primary tables, reflecting a fighter that leads, endures and keeps the gang working rather than one built to cast. Ferocity, Shooting and Sanctic sit at Secondary, so its psychic growth is real but not its focus. Cunning is closed, as with every Grey Knight — the order has no place for stealth or dirty tricks.
The Nemesis Dreadknight advances as a Brute, on the narrow tables its war-suit frame allows: Brawn is Primary, with Combat and Shooting at Secondary. Its growth is physical — a bigger, harder-hitting walker rather than a fighter that picks up the finer skills of the line. The pilot's psychic gift is expressed through The Brotherhood rather than the skill tables, so its advances simply sharpen the machine. Like every Grey Knight it has no access to Cunning.
The Grand Master draws Primary from the widest spread in the gang — Brawn, Combat, Leadership, Savant, Shooting and Sanctic all open to it — with only Agility and Ferocity held to Secondary. That breadth is the mark of the leader: it can advance in almost any direction, deepening its command, its casting, its shooting or its blade as the campaign demands. Like every Grey Knight it has no access to Cunning at all — these are paragons, not gangers, and stealth and dirty tricks are not their way.
The Interceptor advances as the gang's fast strike: Agility, Combat and Sanctic are its Primary tables, the Agility access marking it out as the roster's most mobile line fighter. Brawn, Ferocity, Savant and Shooting fill the Secondary tables. Agility and Sanctic together suit a fighter built to teleport onto the key threat and cast or cut it down — speed and power, the two things the chassis lives on. Cunning is closed to it, as to every Grey Knight; these are paragons, not gangers.
The Brotherhood Librarian advances as the gang's master psyker: Combat, Savant and Sanctic are its Primary tables, so it deepens its casting and its lore most cheaply, with Agility, Brawn, Leadership and Shooting available as Secondary. The Sanctic Primary is the heart of the chassis — the Librarian is the fighter most likely to master the full Sanctic discipline. It has no access to Cunning, in keeping with the whole House: a Grey Knight is a paragon, not a trickster.
The Paladin advances as the elite of the line: Brawn, Combat, Shooting and Sanctic are all Primary, a broad and powerful spread that lets the veteran deepen its durability, its blade-work, its fire and its casting alike. Agility, Ferocity, Leadership and Savant fill the Secondary tables. The Sanctic Primary keeps the Paladin a true psyker even as it grows into a killing machine. Like every Grey Knight it has no access to Cunning — the order fields paragons, not gangers.
The Purgation Brother advances as the gang's fire support: Brawn, Savant and Shooting are its Primary tables, the Shooting access central to a chassis built around a heavy gun. Combat and Sanctic sit at Secondary, so its melee and casting grow more slowly — the Purgation Brother is a gunner first. Its advances lean toward steadying the firing position and improving the fire it lays down. Cunning is closed to it, as to the whole brotherhood; a Grey Knight is no ganger.
The Purifier advances as the anti-daemon zealot: Combat, Ferocity and Sanctic are its Primary tables, the Ferocity access setting it apart from the other line fighters and marking its zealous, aggressive character. Agility, Brawn, Savant and Shooting sit at Secondary. Ferocity and Sanctic together deepen exactly what the Purifier is for — closing on the warp-born with rising fury and mastered power. Cunning is closed to it, as to every Grey Knight; the brotherhood's edge is pure will, not stealth.
The Strike Brother advances as the flexible core of the gang: Combat, Savant, Shooting and Sanctic are all Primary, a wide spread that lets the player push a line body toward melee, lore, fire or casting as the gang needs. Agility, Brawn, Ferocity and Leadership fill the Secondary tables. The breadth is the point — Strike Squads are the roster's clay, shaped by advances into whatever role the campaign asks. Cunning is closed to them, as to every Grey Knight; these are veterans, not gangers.
The Brotherhood Terminator advances as the durable anvil of the line: Brawn, Combat and Shooting are its Primary tables, deepening its resilience, its blade and its heavy fire. Ferocity, Leadership, Savant and Sanctic sit at Secondary, so its casting grows more slowly than a Strike Brother's — the Terminator is the wall first and the psyker second. Cunning is closed to it, as to the whole brotherhood; a Grey Knight is a paragon, not a ganger.
The Venerable Dreadnought advances as a Brute on the same narrow spread as the war-suit: Brawn is Primary, with Combat and Shooting at Secondary. The interred hero grows harder to shift and heavier to strike rather than acquiring the subtler skills of a living brother. Its value is endurance, and its advances deepen exactly that. Cunning is closed to it, as to every fighter in the brotherhood.