Well, to be blunt, I am new and trying to get into Dark Heresy. Not quite sure where I'd fit in, I decide after looking at the books to try and make a sort of Tech Priest support, designed for keeping the group going no matter what, instead of being a huge immovable wall or a bastion of firepower. But being new, there are just some things that are stumping me and I don't know if I am doing it right at all. If anyone can give me a hand and either help me finish or turn me around to the right direction, I would really appreciate it. A note before I start, this uses stuff from IQHB, Lathe Worlds, and Lost Dataslate. Homeword/Origin: Perinetus (The Lost Dataslate/Lathe Worlds) Forge-world Characters from Perinetus gain Trade (Armorour) (S), Trade (Wright) (Int), and Trade (Technomat) (Int) as untrained basic skills. My thinking here is that with these three trades, not only will I pull in a bit extra for my monthly income, but I cover three important areas: Trade Armorour means that I can keep my groups armor and weapons going constantly, and the group doesn't stall because one or two characters suffered critical fails and lost their good guns. I can also roll to upgrade armor to Good quality, and a few other neat little tricks. Trade Wright is debatable, but it comes with the origin. The best use I can figure out of it so really justify it is that it lets me repair and take lore checks on vehicles, meaning that on the off chance my group can take alternate routes with a vehicle, I can try and make sure it's in working order and everything. Finally, Trade Technomat covers the rest of it, maintaining the groups technological items and even being able to repair things in-world like broken cogitators and so forth. The idea is like I said to keep the group able to move: Things that would otherwise slow the group down don't, or not as much. However, I am new, so I might be missing something. Feel free to chew the newbie out. For Divination: There is no Substitute for Zeal: +2 toughness and willpower Stat-wise, I feel like I am well-off WS:28 BS:37 S:33 T:34 Agi:30 Int:45 Per:34 WP:35 Advancements: I took Evaluate partially for flavor, partially for function. It fits with the idea I have going so far of my Tech Priest handling gear and equipment. Being able to appraise a given item of it's market worth or for distinguishing features fits this. Plus, it lets me quickly help the group hock otherwise undesirable stuff for the best price. After that, I took Technical Knock so I could help keep the group pouring on the fire in a fight. Being able to unjam a weapon seems pretty valuable, and everywhere I look it says that this is a good to-have skill. Feedback Screech is next, to give my character something I can do in combat. Making enemies lose a half-action seems pretty solid. Finally, I got Logic.Like I said, I am trying to design this character in the mind to support the group so it doesn't get bogged down. Being able to have a better chance at Tech puzzles to go with Tech Use, and with Technomat as well it seems a solid triad. After that, the skills I got are as follows: Tech Use Common Lore (Tech) Common Lore (Machine Cult) Literary Secret Tongue. Now, going forward with this character, I am highly confused. At which point do I get my first cybernetic augment? I wanted to take a Medicae Mecha, but that is expensive as hell. Do I get one for free, or what? I can't seem to find anything in the rules to help. And I really want that Medicea Mecha, so I can also take care of injuries in the field.