The Acolyte advances as the versatile body of the retinue. Its Primary access is Shooting and Cunning — the special-issue bolt and the hunter's angle — while a broad spread of Secondary skills, from Brawn and Combat to Ferocity, Savant and the Ordo Xenos signature set, lets a player shape each Acolyte toward whatever the hunt is short of. It is the flexible bulk that keeps the warband's native majority.
Skill Access9
The Crusader advances as the retinue's wall. Its Primary access is Brawn, Combat, Ferocity and Shooting — the strength, the blade and the steady gun that hold the front while the marksmen work behind. Leadership and the Ordo Xenos signature set open only as Secondary: the Crusader is the body the hunters shoot from behind, not the one that names the prey.
The Death-Cult Assassin advances as the retinue's close-kill specialist. Its Primary access is Agility, Combat, Cunning and Ferocity — speed, the blade, and the ferocity to reach and gut what the guns cannot. The Ordo Xenos signature set opens only as Secondary: the assassin is the knife of the hunt, not its declaring eye, and it advances toward the melee kill above all.
The Inquisitor advances as the warband's master-hunter. Its Primary access spans Shooting and Cunning — the marksman's eye and the hunter's patience — alongside Leadership and Savant for command and cold study, and the Ordo Xenos signature set that carries the prey-declaration and the special-issue armoury. Agility, Combat and Ferocity open only as Secondary skills: the Inquisitor kills with the seal and the aimed shot, not by wading into the melee.
The Interrogator advances as the Inquisitor's right hand. Its Primary access reaches Combat, Cunning, Leadership and Shooting, plus the Ordo Xenos signature set — a Champion equally at home commanding the line, working an angle, or extending the Mark the Quarry aura. Agility, Ferocity and Savant open as Secondary skills, rounding out a versatile sub-leader rather than a single specialist.
The Jokaero advances as the alien artisan it is. Its access is entirely Primary — Agility, Cunning, Savant, Shooting and the Ordo Xenos signature set — the wide, strange competence of a creature that tinkers like a god and fights like a beast. It has no Secondary tables; the Jokaero learns only along the lines its own nature already runs.
The Acolyte Marksman advances as a pure Savant-Gunner. Its Primary access is Shooting, Cunning and Savant — position, patience and cold expertise — alongside the Ordo Xenos signature set that feeds its special-issue doctrine. Agility and Leadership open only as Secondary skills: this is a fighter sharpened entirely for the gun and the declared kill, and it advances toward nothing else.
The Mystic advances as the warband's sanctioned psyker, and it is the body that carries the Sanctioned Psychic discipline for the Ordo Xenos. Its Primary access is Savant — the deep learning of the warp-sighted seer who reveals the infiltrating alien — alongside the Sanctioned Psychic discipline itself, from which it draws its Wyrd powers (Scryer's Sight the natural Xenos pick). Cunning, Ferocity, Shooting and the Ordo Xenos signature set open only as Secondary, and the universal Smite rides the Secondary line as the sanctioned psyker's baseline warp-strike. The Mystic's worth is its sight and its warding before its gun, and its advancement follows the mind first.
The Servitor advances barely at all. It has no Primary access; only Brawn, Savant and Shooting open, and those as Secondary skills — the narrow band of a mind-wiped drudge fit for a gun and a heavy load. It is the expendable body of the retinue, and it climbs no ladder the living fighters do.