The Acolyte advances as the retinue's versatile bulk, drawing Primary from Cunning and Shooting — the trained agent who does what the hunt needs done. A broad Secondary spread across Agility, Brawn, Combat, Ferocity, Savant and the Ordo Malleus set lets it specialise toward whatever tool the warband lacks.
Skill Access9
The Crusader advances as the retinue's wall, its Primary access all Brawn, Combat, Ferocity and Shooting — the disciplines of a body built to hold the line and trade blows. Leadership and the Ordo Malleus set come Secondary; the ward is a thing it shelters behind, not its trade.
The Daemonhost advances by the warp that animates it, its Primary access spread across Agility, Brawn, Combat, Ferocity and the Ordo Malleus set — every discipline of a fast, unnatural killer. It draws no Secondary skills; it is what the binding makes it and nothing more.
The Death-Cult Assassin advances as the retinue's dedicated killer, its Primary access Agility, Combat, Cunning and Ferocity — speed, blade-work and the nerve to reach the target. The Ordo Malleus set is its only Secondary; it is a weapon, not a warder.
The Inquisitor advances as the warband's warp-anchor and commander. Its Primary access runs through Ferocity, Leadership, Savant and the Ordo Malleus signature set — the zeal, the authority, the lore and the wards that define the hunt — while Agility, Combat, Cunning and Shooting round it out as Secondary. It is the one body that carries the anti-daemon discipline in full.
The Interrogator advances as the Inquisitor's right hand, drawing Primary from Combat, Cunning, Leadership, Shooting and the Ordo Malleus set — a versatile sub-commander who can both fight and extend the ward. Agility, Ferocity and Savant follow as Secondary.
The Mystic advances as the retinue's sanctioned caster and banisher, and it is the body that carries the Sanctioned Psychic discipline for the Ordo Malleus. Its Primary access is Savant and the Ordo Malleus signature set — warp-sight, the force-blade and the wards that turn its own gift against the enemy's — alongside the Sanctioned Psychic discipline itself, from which it draws its Wyrd powers (the warding line is the Malleus Mystic's natural pick, the sight and shove that hold the retinue whole). Cunning, Ferocity and Shooting follow as Secondary, and the universal Smite rides the Secondary line as the sanctioned psyker's baseline warp-strike. The Mystic guards the warband through the warp before it fights through it, and its advancement follows the mind first.
The Sage advances as the warband's mind, its Primary access Cunning and Savant — intel, detection and the quiet work behind the hunt. Leadership, Shooting and the Ordo Malleus set follow as Secondary. It is the lone non-front body, and it fights like one.
The Servitor barely advances at all — a lobotomised utility body with no Primary access. What little it learns comes Secondary, from Brawn, Savant and Shooting, and only as its handlers reprogram it between hunts.