The Apothecary advances as the keeper of the gene-seed. Its Primary access is Cunning and Savant — the guile to survive the raid and the learning of the Chapter's medicae — with Ferocity, Leadership and Shooting as Secondary. It grows into the brother who ensures no hunter is truly lost to the Chapter.
Skill Access11
The Assault Marine advances as the strike from above. Its Primary access runs broad — Agility, Combat, Cunning, Ferocity and the Raven Guard signature set, the flight, the killing and the shadow-craft of the fast blade — with Brawn and Shooting as Secondary. It grows into the raider that comes down out of the smoke.
The Captain advances as the shadow-captain. Its Primary access runs broad — Agility, Combat, Cunning, Leadership and the Raven Guard signature set, the mobility, the killing, the command and the shadow-craft of the force's head — with Brawn, Ferocity, Savant and Shooting as Secondary. It grows into the master of the whole strike from shadow.
The Centurion advances as the strike force's rare anvil. Its Primary access is Brawn and Shooting — the weight of the warsuit and the heavy fire it carries — with Combat, Ferocity, Savant and the Raven Guard signature set as Secondary. It grows into the wall of armour the shadow-war fields only when it must.
The Chaplain advances as the dark conscience of the raid. Its Primary access is Combat, Cunning, Ferocity and Leadership — the killing, the guile, the zeal and the command that drive the strike home — with Agility, Brawn and Shooting as Secondary. It grows into the grim voice that turns patience into wrath.
The Dreadnought advances as the interred hero. Its Primary access is Brawn — the raw power of the walker's frame — with Combat, Ferocity and Shooting as Secondary. It grows into the heavy fist of the strike force, patient in the dark and sudden in the strike.
The Librarian advances as the witch of the shadow-war. Its Primary access is Cunning and Savant — the guile of the ambush and the disciplines of the mind — with Ferocity, Leadership and Shooting as Secondary. It grows into a psyker who steers the strike rather than anchoring a line.
The Lieutenant advances as the second officer. Its Primary access is Agility, Cunning, Leadership and the Raven Guard signature set — the speed, the guile, the command and the shadow-craft of the brother who leads the second column — with Brawn, Combat, Ferocity, Savant and Shooting as Secondary. It grows into the Captain's other blade.
The Marine advances as the unseen line. Its Primary access runs Agility, Cunning, Shooting and the Raven Guard signature set — the stealth, the marksmanship and the shadow-craft that make up the strike force — with Brawn and Ferocity as its Secondary. It rises as the infiltrator the whole war turns on.
The Scout advances as the point of the spear. Its Primary access is Agility, Cunning and Shooting — the climbing, the stealth and the marksmanship of the forward kill — with Savant and the Raven Guard signature set as Secondary. The neophyte learns the shadow-war one skill at a time, from the front.
The Techmarine advances as the artificer of the strike force. Its Primary access is Brawn, Cunning and Savant — the strength of the fist, the guile of the ambush and the machine-lore of the forge — with Combat, Shooting and the Raven Guard signature set as Secondary. It grows into the eye that finds the foe and the fist that cracks it.