The Watch Apothecary trains as a hunter and a healer. Cunning, Savant and Shooting are Primary — position, knowledge and the aimed shot, the tools of a specialist who keeps the team alive. Ferocity, Leadership and the Signature set are Secondary. His advancement leans away from the melee and toward the craft that makes losses recoverable.
Skill Access12
The Black Shield learns like the duellist he is. Agility, Combat, Cunning, Ferocity, Shooting and the Signature set are all Primary — an unusually wide reach that lets the wildcard veteran specialise into whatever the hunt demands. Brawn and Leadership are Secondary. He answers to no Chapter's doctrine, and his skills follow his own path.
The Watch Captain advances as a commander and a marksman both. Combat, Cunning, Leadership, Shooting and the Signature set are Primary — the full breadth of a leader who fights at the front and directs the hunt. Agility, Brawn, Ferocity and Savant sit Secondary. His path is the well-rounded veteran officer, strong wherever the strike needs him.
The Centurion advances as a weapon platform. Brawn, Ferocity and Shooting are Primary — the strength of the warsuit, the aggression to hold a firing line, and the sustained fire the chassis exists to deliver. Combat and the Signature set are Secondary. His growth is narrow and heavy, fitted to the guns he carries.
The Watch Dreadnought fights as the walker it has become. Brawn, Combat and Shooting are Primary — the crushing strength, the close power of the Dreadnought fist, and the hull weapon's fire. Ferocity is Secondary. The interred veteran's growth serves the roused war-machine, woken only for the largest prey.
The Watch Librarian is a scholar of the warp before a brawler. Savant and Shooting are his Primary paths — the disciplined mind and the ranged kill — and the Watch Librarius discipline opens to him there, the battle-psychic craft he draws a power from at his raising. Cunning, Ferocity, Leadership and the Signature set are Secondary, and among them he is granted the universal witch-blast of Smite. His growth follows the psyker's road, sharpening the will he turns against the alien mind.
The Bike Veteran trains to range and to run the prey down. Agility, Cunning, Shooting and the Signature set are Primary — the speed and control of the mount, the hunter's read of the field, and fire delivered on the move. Brawn, Combat and Ferocity are Secondary. His path is the outrider's, covering ground no foot veteran can.
The Watch Techmarine advances as an artificer under arms. Brawn, Savant and Shooting are Primary — the strength of the servo-harness, the deep knowledge of his craft, and the marksmanship every Veteran keeps. Combat and the Signature set are Secondary. His path is the forge and the armoury more than the charge.
The line Veteran drills for the prepared shot. Cunning, Shooting and the Signature set are Primary — the hunter's positioning and the marksman's discipline that define the special-issue line. Brawn, Combat, Ferocity and Savant sit Secondary. His path sharpens the ranged kill above all else.
The heavy Veteran trains to carry and to aim. Brawn, Cunning, Shooting and the Signature set are Primary — the strength to bear the big gun, the position to place it, and the discipline to make each burst count. Combat, Ferocity and Savant are Secondary. His growth serves the anti-monster shot.
The Terminator Veteran learns as the anvil he is. Brawn, Combat, Cunning, Shooting and the Signature set are Primary — the weight, the melee, the position and the fire he brings once he has landed. Ferocity is Secondary. His growth serves the deep-strike that plants him in the enemy's heart and keeps him there.
The Vanguard Veteran advances toward the close kill. Agility, Combat, Cunning, Ferocity and the Signature set are Primary — the speed to close, the skill to fight, and the ferocity to finish. Brawn and Shooting are Secondary. His path is the blade, not the gun; he learns to reach the prey and end it.