The Apothecary advances as a man of learning, Primary in Savant — the medicae craft that keeps the phalanx whole. His Secondary access into Ferocity, Leadership, Shooting and Signature lets him steady the line or lend his fire where needed, but his Primary access holds him plainly to the healer's role.
Skill Access10
The Captain is the strike force's master of war. His Primary runs through Combat, Leadership and the Ultramarines Signature set — blade-work, command, and the doctrine-mastery that defines his office. Secondary access into Brawn, Ferocity, Savant and Shooting lets him round out whichever way the campaign pulls. But the Primary tells the truth of him: this is the fighter who leads the whole line and sequences it.
A walking weapons platform — that is the Centurion, Primary in Brawn and Shooting, all the strength of the warsuit and the fire it pours out. Secondary access into Combat, Ferocity and Signature lets it harden for the close press. Its Primary holds it to one role. It is the anchor of the Devastator line.
Faith and fury drive the Chaplain. His Primary sits in Ferocity and Leadership — the zeal that carries a charge home, the command that steadies the brethren around him. Secondary access into Brawn, Combat, Shooting and Signature sharpens his edge in the close fight. Still, the Primary names him plainly: the force's spiritual spearhead.
The Dreadnought advances on the raw power of the war-machine, Primary in Brawn — the crushing strength of the interred hero. Its Secondary access into Combat, Ferocity and Shooting lets it grow deadlier at range or in the press, but its Primary access keeps it what it is: an unstoppable wall that also kills.
The Librarian advances as a scholar of war, Primary in Savant and in the Librarius Discipline — the learning through which his mind is honed into a weapon, and the psychic tradition he picks his power from when he is recruited. His wide Secondary reach across Cunning, Ferocity, Leadership, Shooting and Signature lets him grow toward the fight or the field, and the universal Smite sits among them as the witch-blast every psyker knows. His access marks him first as the strike force's disciplined psyker-mind.
A commander in the making. The Lieutenant draws Primary from Leadership and the Ultramarines Signature set — the command and doctrine-craft of a fighter who holds a flank in his Captain's stead. His Secondary access is broad: Agility, Brawn, Combat, Ferocity, Savant and Shooting all lie open to him. That makes him the most flexible of the champions, able to grow toward whatever the strike force lacks.
The line brother is the disciplined body of the phalanx. His Primary lies in Shooting and the Ultramarines Signature set — drilled marksmanship and doctrine-craft, the things that make a firing line tell. Secondary access into Brawn, Combat and Ferocity lets a brother grow toward the close fight. His Primary keeps him where he belongs: on the line, in the sequence.
Speed and guile are the neophyte's gifts, and the Scout advances on both — Primary in Agility and Cunning, the mobility and stealth of a warrior sent ahead of the line. Secondary access into Savant, Shooting and Signature lets him grow toward the marksman's craft. His Primary marks him for what he is: the ranger and vanguard of the strike force.
An artificer of war. The Techmarine takes Primary in Brawn and Savant — the strength to wield the heavy tools, the learning to understand the machine. Secondary access into Combat, Shooting and Signature lets him harden into a fighter as well as a mender. But his Primary names the truth of his office: keeper of the strike force's engines and guns.