Heres the pre-finished form for you..hope you like.
NOTE i did alter it to be an Alternative Rank Class instead of an Ascension class.
Grammaton Cleric Alternative Rank class
Alternative Rank: Rank 5 or higher
Required Career: Any except Tech Priest
Prerequisite Skills: Speak Language ( High Gothic )
Common Lore ( Imperial Creed )
Common Lore ( Adeptus Arbites )
Common Lore ( Imperium )
Prerequisite Talents: Ambidextrous
Pistol Training ( SP )
Two Weapon Wielder ( Ballistic )
Nerves of Steel
Characteristics: +10 to Ballistic Skill and +10 to Willpower and -10 to Fellowship
Grammaton Clerics are specially trained, equipped, and conditioned killers that serve the Adeptus Ministorum, dispatched by the Lords of Terra to eliminate threats to the Imperium of Man. Grammaton clerics are conditioned and trained by the Grammaton Temples, with their own unique style and approach to the art of death.
These recruits are taken to Terra, and their training begins even before they set foot upon the starship that will bring them there. The instructors are merciless in their testing, weeding out the weak and foolish right from the start so that only the bravest and fiercest candidates hold up under the enforced discipline. Candidates must survive on limited food and air for days at a time, and are constantly tested in combat against each other, armed and unarmed, in conditions of total darkness or blinding light, zero-gravity or bearing crushing weights, withstanding stifling heat or freezing cold. By the time the recruits arrive on Terra, there may only be a fraction remaining, and sometimes, the ship arrives empty—all the recruits having somehow failed during the journey. Upon arrival, the candidates are divided up amongst the temples of the Adeptus Ministorum, and the training becomes even more rigourous and thorough than before. The recruits are tested to their utmost limits, with days spent in battle against complex and deadlyexercise-engines, whilst simultaneously mastering the specialist equipment, weapons, and techniques of their Temple. Thus, the Adeptus Ministorum provides the High Lords of Terra with only the most finely honed and efficient living weapons—the lethal disciples known as Grammaton Clerics. Clerics of the Grammaton Temple are masters of the dual handgun syles and nearly matchless at remaining unharmed in combat; a lethal sword who strikes like lightning. These Clerics eliminate enemy leaders with one precise, surgical strike. Grammaton Temple Clerics are often assigned to slay those who use mob rule and rousing oratory, rewarding sedition with the seemingly divine retribution of an invisible, untraceable sniper. Many false clerics have fallen to a Grammatons bullet as they preached their blasphemous credo. Rebellious politicians, cultist rulers, and revolutionary leaders who speak out against the wisdom of the Imperium constantly fear being cut down upon the rostrum. When such charismatic figures die at the hands of a faceless servant of the Emperor, their followers become disillusioned and fearful. This method ensures that many heresies are silenced with a single shot. Often, Grammaton Clerics are dispatched when the Imperium cannot or will not send a larger force. The disruptive effect of a Grammaton Cleric upon enemy morale and its chain of command can keep entire armies pinned in place, its leaders frightened that making any move will lead to their doom. The Grammaton Temple trains its Clerics to infiltrate quietly onto a planet’s surface and locate a prime position to observe the enemy. Grammaton Clerics are renowned for walking calmly right up to their target to take their shot, sometimes wading through many enemies to discharge their holy duty upon their given target. The signature weapons of the Grammaton Cleric is his Dual auto pistols, exquisitely-designed and maintained firearms specially constructed by the Adeptus Mechanicus and customised to each individual Cleric. With these tools in hand, the Grammaton Cleric is a lethal expression of the Emperor’s Judgement, doling out death to those who dare defy the Imperium. The weapons are the instrument of the Grammaton’s symphony of death, guiding uncannily accurate fire from target to target until his duty is done, The Grammaton is extremely adept at evading enemy attacks. His reflexes are honed to a razor’s edge and boosted via special conditioning, neural implants, and hypno-training. Few opponents are capable of landing a blow upon an Grammaton Cleric, and fewer still survive the experience.
Grammaton Clerics are often dispatched to assist an Inquisitor if his need is particularly great, for the skills and abilities of the Cleric are highly valued by the Holy Ordos. The Grammaton Cleric is particularly prized for his exceptional talent: his ability to kill with precision. Many times, the Grammaton Cleric is dismissed as a simple Cleric by those who have never seen one in action. Throne Agents who work alongside a Grammaton Cleric, however, are well aware that these exceptional killers are more than simply the sum of their parts. Aside from the specialist skills and equipment, Grammaton Clerics provide a unique outlook upon any situation, quickly able to determine and weigh risks against rewards.
Although often considered a grim and humourless lot, many Grammaton Clerics possess a dry, sarcastic wit, and there are some quite creative and even artistic personalities amongst their number. In the course of their assignments, Clerics must often find unusual solutions to the challenges that lie between them and their prey.
The conditioning of a Grammaton Cleric means that they are usually quite guarded from forming friendships or attachments, for those whose calling is death must be prepared to kill or be killed at a moment’s notice.
STARTING SKILLS, TALENTS, AND GEAR:
Gear: Good Quality Flak Greatcoat, 2 Best Quality Customized Imperial Grammaton Autopistols ( stats listed in new gear section below ), Imperial Grammaton Charm necklace, 2 sets of regular clothing ( good quality ), 1 Respirator ( good quality ), 1 Medikit,
4 clips w/ammo
New Weapons: Customized Aegis Heavy Combat Autopistol (Grammaton Pattern ) Type: SP Range: 60m ROF: S/3/-
Damage: 1d10+2 I Pen: 2 Clip: 24 Reload: Half
Special: Reliable , Accurate , Gene-locked, Heavy-barrel modification(DH errata v1.01)
Weight: 2.5kg Availability: Very Rare(near Unique)
Source: Forge Worlds
Notes: Weapon is Gene Coded/locked to only work for its owner ( attempting to circumvent/deactivate the gene-lock is a Very Hard -30 skill test and will take 2d10 minutes per try )
Skills: Schoolastic Lore ( Judgement )
Talents: Chem Geld
Temple Cleric*(see below)
When you take up the path of the Grammaton Cleric, you automatically gain the Temple Cleric Trait. You also gain the other traits from the list below.
Grammaton Clerics are trained and augmented to be ultimate killing machines. They exist for this single purpose and so are bred for combat, their minds and meat carved into forms useful to the Emperor and the power of the Imperium. This physical superiority grants the Cleric two main benefits. The first is physical perfection which grants him a re-roll on any Acrobatics, Climb, Contortionist and Swim Test. The second
is a preternatural grace which allows the Cleric a number of extra Reactions equal to his Agility Bonus. These bonus reactions may only be used to make Dodge or Parry tests. The Cleric may still only attempt a single Dodge or Parry against each attack made against him. (The GM should make the final decision on which attacks may not be Dodged, and at his discretion, this ability may not apply).
It is common for an Cleric’s past to be purged when he is inducted into the Temple. Such a process wipes away most of who the person once was, but remakes them stronger and more stable. When this trait is chosen, the Cleric loses all his accrued Insanity and Corruption Points and any effects related to Insanity or Corruption. However, he must now re-roll his Intelligence, Willpower and Fellowship using 2d10+20, losing his old characteristics forever. All advances to his previous characteristics (of those listed above) are also lost. Apply any effects from Background Packages to Intelligence, Willpower and Fellowship after the Cleric has generated his new scores.
Note: This trait may not be combined with any other talent or Background Package which reduces Insanity or Corruption
The Gun Katas are forms of motion designed through centuries of intensive study of potential angles of trajectory deflection and avoidance to be used with the Clerics signature twin pistol combat method that grants him the equivalent the Hard Target Talent ( whether hes moving or not ) as long as the Cleric is using his twin pistols.
A Temple Cleric does not revel in the blood and pain of his victims, but only cares that they are dead. If the Cleric kills (reduces to 0 wounds or less) an opponent in his turn, then he gains a +10 to BS (if the kill was made with a ranged weapon) in his following turn against a new target. This can continue if the Cleric continues to make a kill each turn up to a maximum of +30 to BS.
A Cleric's mind is his fortress, shielded against those that would try and subvert him from his mission. Fellowship Tests and Skill Tests based on Fellowship have no effect on a Cleric. In addition, any attempt to control or influence the Cleric using tech, psychic powers, or drugs either imposes a –20 penalty to the aggressor or a +20 bonus to the Cleric to resist. The GM has the final say in what powers and effects can be affected by this trait.
Table 1.1: Skill & Talent Advances and Costs:
Advance Cost Type Prerequisites
Marksman 100 T BS 35
Crack Shot 200 T BS 40
Mighty Shot 200 T BS 40
Deadeye Shot 200 T BS 30
Sharpshooter 300 T BS 40,Deadeye shot
Gunslinger 300 T BS 40, 2-weapon wielder
Hip Shooting 300 T BS 40 , AG 40
Schoolastic Lore 200 S Schoolastic Lore
( Judgement ) +10 ( Judgement )
Schoolastic Lore 200 S Schoolastic Lore
( Judgement ) +20 ( Judgement )+10
Security 100 S -----
Security +10 100 S Security
Security +20 100 S Security +10
Talented 200 T -----
( Security )
Shadowing 100 S -----
Shadowing +10 100 S Shadowing
Shadowing +20 100 S Shadowing +10
Talented 200 T -----
( Shadowing )
Intimidate 100 S -----
Intimidate +10 100 S -----
Intimidate +20 100 S -----
Talented 200 T -----
( Intimidate )
Inquiry 100 S -----
Inquiry +10 100 S Inquiry
Inquiry +20 100 S Inquiry +10
Talented 200 T -----
( Inquiry )
Strong Minded 300 T WP 30, Resistance ( Psy )
Resistance* 300* T ------
Rapid Reaction 200 T AG 40
Orthoproxy 300 T ------
Mental Fortress 400 T WP 50, Strong Minded
Meditation 200 T ------
Lightning Reflexes 300 T ------
Heightened Senses* 300 T ------
Fearless 200 T ------
Dual Shot 200 T AG 40, 2-Weapon Wielder
Blind Fighting 400 T Per 30
Dodge 100 S ------
Dodge +10 100 S Dodge
Dodge +20 100 S Dodge +10
Talented 200 T ------
( Dodge )
Concealment 200 S ------
Concealment +10 200 S Concealment
Concealment +20 200 S Concealment +10
Talented 400 T ------
( Concealment )
Sorry for the alignment on the table but i cant get it to align properly on here..Im sure everyone can figure out what goes where however..lol