
| Cmd-Keen Medic | 
 
	
 
                
                
              
            
            Healing:
Phix and Choon are currently lightly damaged(thanks to Thud'drs Unat Toughness +2)
Leni is heavily damaged
As for the rules of healing, since Leni has that knowledge available I'll let you guys ask IC about taking care of the ouchies =3

| Faye Marbray | 
 
	
 
                
                
              
            
            Alright, since I'm not one to step on toes, going with a Psyker for SHENANIGANS...potentially.
Also, I got suddenly busy and this took longer than I wanted to....
Stats: 2d10 + 20 ⇒ (8, 6) + 20 = 34
Stats: 2d10 + 20 ⇒ (10, 6) + 20 = 36
Stats: 2d10 + 20 ⇒ (5, 3) + 20 = 28
Stats: 2d10 + 20 ⇒ (2, 2) + 20 = 24
Stats: 2d10 + 20 ⇒ (4, 4) + 20 = 28
Stats: 2d10 + 20 ⇒ (2, 7) + 20 = 29
Stats: 2d10 + 20 ⇒ (3, 5) + 20 = 28
Stats: 2d10 + 20 ⇒ (1, 2) + 20 = 23
Stats: 2d10 + 20 ⇒ (3, 3) + 20 = 26
Wounds: 1d8 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Only 2 stats above 30. This'll be fun.
Stat distribution:
WS: 28
BS: 28
S: 24 + 3 (reg) + 3 (reg) = 30
T: 28 + 3 (reg) = 31
Ag: 26
Int: 29 - 3 (reg) + 3 (reg) = 29
Per: 34 - 3 (reg) = 31
WP: 36 + 5 (xp) = 41
Fel: 23
Fate: 1
Aptitudes:
-Intelligence, Knowledge, Perception, Psykers, Strength, Willpower, Toughness (replacing 2nd Willpower Aptitude)
Skills:
-Common Lore (Astra Telepathica), Forbidden Lore (Psykers), Psyniscience, Scholastic Lore (cryptology), Athletics, Low Gothic, Operate (Surface) trained (+10), Schol. Lore (Beasts), Common Lore (War, Imperial Guard) 
Talents:
-Heightened Senses (Hearing), Weapon Training (Las, Low-Tech), Rapid Reload,
-400xp of Psy Powers: Spontaneous Combustion (200), Hallucination (200)
600 Starting XP:
Willpower 1st (250)
Assail (200)
Intelligence 1st (100)
Leftover: 50
Starting Corruption: 1d5 ⇒ 5
Annnd Link
Choosing Psychic Powers was surprisingly hard. Not spending ALL my exp past the first 400 for free powers was even harder.

| Cmd-Keen Medic | 
 
	
 
                
                
              
            
            Just go with what feels right at the moment. Your initial post would suggest constant squabbling which could be fun to include but you're not glued to your comrade so you might as well just not mention him for any period of time. At least thats my excuse for forgetting Aubray ever so often (that and having a obsessive personality means I can have her off organizing medical implements whenever) x3

| Monia | 
 
	
 
                
                
              
            
            Yeah, I personally dont really pay much mind to my own comrades since, really, theyre there to die a first time for you or something equivalent. That you rp with them is just an extra bonus that adds some nice flavor as well as flesh out your character a bit more if youre so inclined.

| The Ghost of War | 
 
	
 
                
                
              
            
            Yeah comrades are kinda ... meh.
I plan on removing them eventually.
Reusing Comrade-Advances as a kind of Squad-Abilities akin to the Deathwatch system is in my mind.
So if you target an enemy together, you all will receive +5BS for joined fire.
If your medic screams first-aid instruction at you, you can assist.
If your witch currently is starting to spawn warp-s+&@, you may slap her with a stick (or Powersword ...) and thelike.

| Celephix | 
 
	
 
                
                
              
            
            I think they're mostly so that if playing with miniatures, your 5-person RPG group can still have a standard 10-man imperial guard squad. Without adding to more book-keeping.  
Personally I think they went too far, having a primary and a secondary character is fair enough, but why not give everyone a specialist and a standard trooper with a basic statline?  The current version brings to mind Order of the Stick attitude to Varsuvius' familiar, who 'poof's' into existance when someone remembers him.

| Cmd-Keen Medic | 
 
	
 
                
                
              
            
            Vaarsuvius' familiar actually gets a personallity and stays remembered towards the later parts of the comic tho. After he's done being pissed for not getting remembered for like 600 comics =3
Looking at the comrade advances I think it's actually to to protect the players from the most frustrating parts of being a guardsman.
- Comrades are the ones getting executed by the commissars
- You can be both the gunner and the driver using comrades
- You can treat friendly troopers without stopping to shoot stuff using comrades
- Sergeants  get something to actually command if the squad is off doing crazy stuff
- Orgrynns get someone to translate for them / get them to act intelligently
And so on.
So pretty much let the player influence the what's going on despite having a character that always gets stuck with the not-so-epic work during combat =3
Totally fine with not having to remember them at some point tho xP

| The Ghost of War | 
 
	
 
                
                
              
            
            So:
Simmins & Monia: 12:00-18:00 shift
Cel + Ogryn working
Everyone else sleeping until 18:00
To sum it up?
Cel, please describe what you want to do a bit more, please.
@Comrades: That was a real long-term plan xD 
For now they sure are useful. But when we eventually come to the =I= part of the game, I cannot see you guys walking around with some half-baked npcs in tow.
No goons for the Inquisition goons!

| Cmd-Keen Medic | 
 
	
 
                
                
              
            
            Throwing a poke about the salvage, I didn'tspecify an amount for the ammo packs since I thought gm would play intuition and tell me what Leni feels would be not very noticable(1, maybe 2 packs per casualty?) so I guess somewhere around 4-6 ammo packs?

| Cmd-Keen Medic | 
 
	
 
                
                
              
            
            I'll go with 6 then since we WERE supposed to get a couple of extra mags per person and that's only like 1 mag misisng per cassualty. If someone is notorious enough to notice that then we got the extra mags in the mission gear and they probably messed up the extra gear for the other team *cough*

| Cmd-Keen Medic | 
 
	
 
                
                
              
            
            Pretty sure that Talent exists because it already existed in dark heresy - and in dark heresy jaded did not make you immune to fear, only worked against insanity. Anyway no biggie, just needed to know =3

| The Ghost of War | 
 
	
 
                
                
              
            
            Busy weekend and today is my fiancées birthday. Update coming tomorrow.
@Ashora, prolonged: You can keep your position in between the impacts rather than duck and reposition after each strike. That certainly needs a feat of willpower, even if you know the relative safety of the bunker walls around you.

| The Ghost of War | 
 
	
 
                
                
              
            
            Note on Perception vs. Awareness:
- Perception is a characteristic that is used by several skills and generally defines how good your senses are
- Awareness is a special skill, defining how observant you are
- Awareness is mostly used covered by the GM to decide whether or not you are able to detect anything abnormal (like a sneaking Kommando, a landmine, a whisper behind a door you just passed, distant gunfire, the smell of a gretchin hiding under your bed ...)
- To make out some more details in an easily recognizable object (like a band of Ork bikes racing towards you) we will just use plain perception, enhanced by modifiers for tools (scopes, glasses, targeter, ...)
- Clarifying-Example: To detect an important weakness on an tank (say the small slid where an earlier impact penetrated the armor) you would roll Awareness, for it's such a small detail you would typically just do not recognize. On the other hand, if you want to look for any markings that may tell you if the tank is friend or foe, you would roll plain perception. The details are typically plainly visible, and you just concentrate on them to make out the details. Maybe I will secretly roll Awareness as well, if you can make out the covert choas markings beside the obviously Imperial Guard markings.
Make sense?

| Monia | 
 
	
 
                
                
              
            
            Fair enough to me, I've always seen it as interchangable but with Awareness being more of a "I have an idea as to whats going on in general" vs "I SEE A THING!"

| The Ghost of War | 
 
	
 
                
                
              
            
            Yeah it really is a bit ... weird.
The Awareness description specifically states, that it is mostly used to detect covert things.
But there is no skill for your typical 'Perception' use-case, so that's kind of a lack in the system.
That's why I'll go with plain Characteristic for those rolls instead. Can't see why you need a special training to simply see/hear/smell things.
Awareness really is the scout-archetype-thing. Smelling the wind, noticing those broken leaves on the bush, noticing the tiny slid in the seemingly solid wall indicating a secret door, hearing someone breathing in a pitch-black room. Those kind of things.

| The Ghost of War | 
 
	
 
                
                
              
            
            Some notes on Called-Shots as they come into play now:
- They 'replace' a single shot, thus not grant the +10 from Single-Shot.
- Ashora you currently are at long range(2*150=300, enemies are at >400m)
--> Still an awesome shot! Nice rolls again, Miss Sniper (did I said that the longlas is a beast, already?^^)

| Simmins Olways | 
 
	
 
                
                
              
            
            Thanks GM. Doesn't make sense to do Suppressive Fire on vehicles right?
Since they're all in Stubber range now Simmins could do three attacks with Half Aim right? (Until the next artillery barrage?)
 
	
 
     
     
     
	
 