
cmd-keen |

@Choon you'll want to come up with a story how you came to be among the regiment if you play an ogryn:
The regiment you'll play does not have ratlings and or Ogryn but if you REALLY want to try one out, you can probably come up with an idea to explain that and I might get along.
Liking explosives a little too much sounds like an interpretation of the demenours 79-80 "Shell shocked" - he has seen too much and only feels safe with all those explosives set up.
Regiment wise I'm up with you guys that those regiments are damn badass but since the whole campaign spoiler focuses on the premade regiment I'd honestly want to go with that since it'll fit the gm's story best.

The Ghost of War |

I know that there are a lot of awesome Imperial Guard regiments out there, but the idea of this campaign is to start with nothing special, just another of those countless thousands of general imp. guard regiments, bleeding out on every battlefield of the imperium without anyone paying great interest or respect to them.
Its the feeling that is different. Rather then being galaxy wide known catachans or kriegs who are known for their combat abilities. Hell even Astartes knows some of the most famous Regiments and accept them as ... at least capable warriors.
You guys on the other hand are a bunch of backwater guys, just recently recruited to be part of the first regiment of your planet and fresh to the frontlines ... Every veteran unit will look at you and see nothing but cannon fodders.
See what I mean with the difference in atmosphere here?
@Regimental Weapons: Lascannon and multilasers are noted. Will look into it. Note that those weapons are really rare so even with the +10 bonus from regimental favored it will be hard to get them, or even ammo for them!
@Ogryns: It's cool to play one, but note that those guys are dumber than your average Ork - they cannot even spell their names right, have fear in the dark and tend to simply charge and beat up the enemy as soon as released. So please, no breathtaking tactics, long speeches or discussions while playing one. Also on another note: I believe them to be rather underpowered compared to what they should be, compared to the fluff or tabletop. If we progress further and one of you wants to keep playing and advancing one, I might come up with new options for them, if I have the time.
@Playing Twitch (Demolition-Expert): You need the Tech-Use Skill to set them, Security skill to hide them. Both of those skills rely on your Int score. So a rather obvious choice would be the Operator, as he starts with tech use skill, has a combi-tool which gives boni on tech use and has the intelligence, tech, fieldcraft and agility aptitudes ... Making both skills and the characteristics rather cheap to develop. As for explosives: You need someone to supply you, that's right. Might be the Sergeant or you might exchange things from your standard kit. Also the standard grenades make for deadly traps in itself and you guys carry around a lot of them between all of you...

cmd-keen |

And here's my starting lineup =D
The sniper became the weapon specialist since it's an advanced specialisation only available at 2500ep. Thus the weapon specialist became a storm trooper(for tracking the rolls I used)
I'd prefer starting out with the weapon specialist since a psycho sounds fun to play but I'll use whatever fits the group =3
Class: Sergeant
Height 1.90m
Weight: 80kg
Demeanor: Lateral Thinker
Ambition: Keeping the squad alive while at the frontline. Surviving to have a
wife and kid to carry on his name while on leave or if he ever retires.
Hatred: Being lied to his face will send him into rage. He volunteered for the
guard by smashing the face of a senators son who lied about abusing his fathers
status.
Attributes:
BS: 31 = 31
WS: 29 = 29
S: 27 +3(Regiment) = 30
A: 29 = 29
T: 34 +3(Regiment choose) +5(start ep) = 42
Int: 33 -3(Regiment) = 30
Will: 28 = 28
Fel: 36 +3(Regiment choose) +5(Class) = 44
Per: 24 = 24
Wounds: 10 +3 +2 = 15
Fate: 1
Aptitudes: Defence, Fellowship, Leadership, Perception, Strength, Toughness,
Weapon Skill, Willpower(Regiment)
Skills: Command, Scholastic Lore (Tactica imperialis), Athletics(Line infantry),
Awareness(ep)
Starting Talents: Air of Authority, Weapon Training(Chain, Las), Rapid
Reload(Regiment)
Equipment: Common Craftmanship las Pistol, Common Craftmanship Chainsword
Imperial Guard Flak Armor(+4 all)
M36 Lasgun, 4 Chargepacks
Wounds 10 + 3 +2(Regiment) = 15
600 Ep:
Command Trained (+10) - 200ep
Dodge Known - 200 ep
Toughness Simple - 100 ep
Awareness - 100 ep
Name: Clayborn Ansley(m)
Class: Commisar
Height: 1.80
Weight: 60kg
Demeanor: Coward - He is a coward but one that sees the bigger picture. He will
chose the immidiatly more dangerous route if it will increase his chances of
success in the long run. This also means he will inspire his troops by example
rather than by fear and will never summarily execute anyone as there would be
one less body between him and the enemy.
Ambition: Enjoying his life as much as possible by not being on the frontline
more than necessary to appear to be a good leader and discreetly running off for
some fun while not under cover
- If you recognize the concept yes it is shamelessly stolen and I don't mind
addmiting it ;)
Attributes:
BS: 32 = 32
WS: 32 = 32
S: 27 +3(Regiment) = 30
A: 30 = 30
T: 28 +3(Regiment choose) = 31
Int: 31 -3(Regiment) = 28
Will: 24 =
Fel: 34 +5(Class) +3(Regiment choose) = 42
Per: 33 = 33
Wounds: 10 +4 +2 = 17
Fate: 1 (1-7: 1, 8-9: 2, 10: 3)
Aptitudes: Willpower(Regiment), Agility, Fellowship, Finesse, Leadership,
Perception, Weapon Skill, Ballistic Skill(Double Willpower from class and
regiment)
Skills: Athletics(Line infantry), Intimidate, Command(start ep),
Common Lore(Imperial Guard),
Scholastic Lore(Tactica Imperailis)
Starting Talents: Rapid Reload(Regiment), Air of Authority, Cold Hearted
Weapon Training(Bolt, Chain, Las)
Equipment:
Flak armor(+4 all)
Good Chainsword, Good bolt pistol (3 clips), commisars uniform
M36 Lasgun, 4 Chargepacks(Line infantry)
300 Ep:
Dodge Known(200)
Command Known(100)
Name: Leni Tivnan
Class: Medic
Height: 1.70m
Weight: 50kg
Demeanor: Loose Canon - No one dies on her watch, not unless he at least tried
saving them. If she sees any chance to survive getting to a fallen person she will
do so.
Ambition: Seeing the galaxy before returning home so she can return her parents
continued talks of "if you knew about how the galaxy realy works" with interest
Hatred: Not letting him do her work for whatever reason
20 + 2d10 ⇒ 20 + (1, 2) = 23
20 + 2d10 ⇒ 20 + (2, 5) = 27
20 + 2d10 ⇒ 20 + (10, 2) = 32
20 + 2d10 ⇒ 20 + (3, 3) = 26
20 + 2d10 ⇒ 20 + (10, 10) = 40
20 + 2d10 ⇒ 20 + (2, 7) = 29
20 + 2d10 ⇒ 20 + (5, 3) = 28
20 + 2d10 ⇒ 20 + (3, 2) = 25
20 + 2d10 ⇒ 20 + (10, 2) = 32
Reroll lowest: 20 + 2d10 ⇒ 20 + (1, 10) = 31
Random Wounds: 1d5 ⇒ 5
Fate dice: 1d10 ⇒ 8
Attributes:
BS: 32 = 32
WS: 25 = 25
S: 26 +3(Regiment) = 29
A: 28 = 28
T: 25 = 25
Int: 40 +5(Class) -3(Regiment) +3(Regiment choose) = 45
Will: 32 = 32
Fel: 27 +3(Regiment choose) = 30
Per: 29 = 29
Wounds: 8 +5 +2 = 15
Fate: 2 (1-7: 1, 8-9: 2, 10: 3)
Aptitudes: Willpower(Regiment), Ballistic Skill, Fieldcraft, Intelligence,
Knowledge, Perception, Agility(Double willpower aptitude regiment + class)
Skills: Athletics(Line infantry), Medicae, Scholastic Lore(Chymestry),
Trade(Chymist)
Starting Talents: Rapid Reload(Regiment), Jaded, Weapon Training(Las)
Equipment:
Flak Armor(+4 all)
Diagnostor, Injector, Medikit
M36 Lasgun, 4 Chargepacks(Line infantry)
600 Ep:
Medicae Auxilia(250)
Int simple(100)
Int intermediate(200)
Leftover: 50ep
Comrade: Aubray Bialas, Obsessive
Name: Lynn Edward(f)
Class: Weapon Specialist
Height: 1.67
Weight: 46kg
Demeanor: Psycho - she has a deranged smile and whispers to her weapons before
taking shots.
Ambition: Continue to kill enemies until the day she dies
Attributes:
BS: 36 +5(Class) +3(Regiment choose ) +5(simple) = 49
WS: 26 = 26
S: 28 +3(Regiment) = 31
A: 35 = 35
T: 32 +3(Regiment choose) = 35
Int: 29 -3(Regiment) = 26
Will: 31 = 31
Fel: 29 = 29
Per: 31 = 31
Wounds: 8 + 1 +2 = 11
Fate: 1 (1-7: 1, 8-9: 2, 10: 3)
Aptitudes: Willpower(Regiment), Ag, BS, Fel, Fieldcraft, Finesse, WS
Skills: Athletics(Line infantry), Survival(Surface) Navigate(Surface), Common
Lore (Imperial Guard, War)
Starting Talents: Rapid Reload(Regiment), Lasgun Barrage, Weapon Training(Las,
Solid, Primitive), Deadeye Shot(reduce called shot penalty by 10), Marksman(No
penalties at long and extreme range)
Equipment:
Flak Armor(+4 all)
Good M36 Lasgun, 4 Chargepacks(Line infantry)
4 Frak Grenades
600 Ep:
Deadeye Shot(200)
BS simple (100)
Marksmen (300)
Comrade: Ziel Marinko, Pessimist
Name: Griz Findley(m)
Class: Storm Trooper
Height: 1.82m
Weight: 73m
Demeanor: Nihilist
Ambition: It used to be to serve the emperor, now he just fights because it
makes him feel something
Attributes:
BS: 38 +3(Regiment choose) +5(simple) = 46
WS: 30 = 30
S: 31 +3(Regiment) = 34
A: 34 +5(simple) = 39
T: 36 +3(Regiment choose) +5(Class) = 44
Int: 29 -3(Regiment) = 26
Will: 32 =
Fel: 26 = 26
Per: 32 +5(simple) = 37
Wounds: 12 +2 +2 = 14
Fate: 1 (1-7: 1, 8-9: 2, 10: 3)
Aptitudes: Willpower(Regiment), Ag, BS, Fieldcraft, Finesse, Offence, Toughness
Skills: Athletics(Line infantry), Awareness, Dodge, Security, Scholasti
Lore(Tactica Imperialis), Stealthj
Starting Talents: Rapid Reload(Regiment), Quick Draw, Takedown, Weapon
Training(Las, Low-Tech)
Equipment:
Good Hot-shot lasgun (3 Packs), Storm trooper carapace armour(+6 all)
M36 Lasgun, 4 Chargepacks(Line infantry)
300 Ep:
BS simple(100)
Per simple(100)
Ag simple(100)

Slipstreams |

Y'know what, I'm down for this. I am leaving for vacation in Asia on Tuesday (wed for EU) so I will be MIA for a few days if things progress fast. But afterwards, I'll be 12h ahead of NA EST. But, since we apparently have someone possibly joining in on the fun from China, this shouldn't be much of a problem.
with that said, some quick stats (Helps that I'm already playing a reskinned Only War game).
2d10 + 20 ⇒ (4, 7) + 20 = 31
2d10 + 20 ⇒ (2, 7) + 20 = 29
2d10 + 20 ⇒ (8, 5) + 20 = 33
2d10 + 20 ⇒ (9, 2) + 20 = 31
2d10 + 20 ⇒ (10, 8) + 20 = 38
2d10 + 20 ⇒ (10, 7) + 20 = 37
2d10 + 20 ⇒ (10, 8) + 20 = 38
2d10 + 20 ⇒ (5, 6) + 20 = 31
2d10 + 20 ⇒ (4, 7) + 20 = 31
Not bad, a lot of Average and near-max rolls and only 1 stat below 30. Nice.
Since we get a single re-roll, might as well do that on the 29 to see if RNGesus doesn't smile on me.
Replacing the 29: 2d10 + 20 ⇒ (9, 7) + 20 = 36 I'll take it.
That said, with the premise of how all of this will start out, I may or may not be slightly bummed/excited that my possibly first character (if I get in on this) may or may not bite the dust instantly in the first game due to the setting Ghost is going after (Currently reading through it :P).
Since I'm already in a game as a Techmarine, a Sharpshooter Devastator in another (both Deathwatch) and a Medic in the aforementioned OW Reskin, I'd rather go for Commissar or Sergeant where possible. With that in mind, I might as well create the Character as a Sergeant but remain open to playing whatever since we're pretty much guaranteed to rotate out characters at some point.
That said, since a few of those that have shown interest in the game have rolled Stormtroopers, we could just start with a Stormtrooper Squad.
Anyways, under the assumption of rolling Sergeant:
Class: Sergeant
Name: Faye Marbray
Demeanor: Lucky
Ambition: To do her damnedest to make sure her regiments name is spoken with the same respect as the Catachans, Cadians, Steel Legion, etc. across the Imperium.
Hatred: Being looked down upon by Imperial Command due to the relative youth of her Homeworlds Regiment.
WS: 36
BS: 31
Str: 38 + 3 (reg) + 3 (reg) = 44
Agi: 31
T: 38 + 3 (reg) + 5 (Adv.) = 46
Int: 33 - 3 (reg) = 30
Will: 31
Fel: 37 + 5 (Spec) = 42
Per: 31
Wounds: 1d5 + 10 ⇒ (1) + 10 = 11 Oh well.
Fate: 1d10 ⇒ 4 1 Fate Point.
Aptitudes: Willpower (reg), Defence, Fellowship, Leadership, Perception, Strength, Toughness, Weaponskill.
Skills: Athletics, Low Gothic, Operate (Surface), Navigate (Surface), Schol. Lore (Beasts), Common Lore (War, Imperial Guard), Command
Talents: Rapid Reload (reg), Iron Discipline, Weapon Training (Chain, Las, Low-Tech)
Additional Gear: Common Laspistol, Common Chainsword
XP Expenditure (600):
- Toughness (Simple, 100)
- Jaded (200)
- Awareness (Trained, 300)
Comrade: Loner

![]() |

I am interested in playing a Weapons Specialist sniper, would it be acceptable to swap the regiment's standard weapon (probably the M36) for a Longlas?
As for favored weapons, I think the Meltagun is easily the best in the game. It's easily portable, letting infantry outmaneuver tanks, it can be used to cut through bulkheads, and it can obliterate heavy infantry like Meganobs or Chaos Marines.
I second the request for Multilaser because it pairs very well with the Meltagun. High rate of fire is excellent for suppression, the high damage will sweep groups of infantry right off the field, and when paired with the Tank Hunters talent it can even tear up light vehicles. To conserve its ammo though, I vote that we find an autogun and just mod the crap out of to create an LMG-equivalent that can be used to suppress most infantry.
2d10 + 20 ⇒ (3, 5) + 20 = 28
2d10 + 20 ⇒ (7, 7) + 20 = 34
2d10 + 20 ⇒ (7, 1) + 20 = 28
2d10 + 20 ⇒ (3, 2) + 20 = 25
2d10 + 20 ⇒ (3, 10) + 20 = 33
2d10 + 20 ⇒ (5, 7) + 20 = 32
2d10 + 20 ⇒ (1, 5) + 20 = 26
2d10 + 20 ⇒ (4, 9) + 20 = 33
2d10 + 20 ⇒ (6, 2) + 20 = 28
Reroll: 2d10 + 20 ⇒ (8, 9) + 20 = 37
After Specialty (but without any regimental mods)
WS28 BS47 S28 T33 Ag39 Int26 Per33 WP32 Fel26 Wounds: 1d5 + 8 ⇒ (5) + 8 = 13
Advances: Volley of Fire (300XP), Agility +5 (100XP), Ballistic Skill +5 (100XP), Stealth (Trained) (100XP)

![]() |

I don't see that as a problem because the 20m thing ONLY applies to vehicles. If you want the double-pen for a tank then yes, but if you're an infantryman playing to his strengths you should be in dense cover-heavy terrain anyway. For everything else, a telescopic sight or Marksman talent and you're smacking people up to 80m away at no penalty. Tank Hunter helps & the Melta specialization talents can make it even more effective at longer ranges. I think the lascannon is a little too specialized.

The Ghost of War |

I'll rule that the Long-Las is a valid possibility for the weapons specialist starter weapons. Cant see why only ratlings would get one ...
Also please make sure to give a little background for your character. After all, he MIGHT survive after all ;-)
- What did he before getting recruited?
- How old? How tall? How does he/she look like?
- Does he got family?
- What is does he like/hate?
- Demeanor, Ambitions?
And if you're done with your starting characters, put up a post like cmd-keen, with a summary of your char-sheets.
Will make it easier for me to keep track of all the applications we got already. ;-)
Regimental votes, correct me if you find yourself missing, or wrong:
- LasCannon: LizardWizard,
- MultiLaser: Crusader, DeadTejon
@Seth: Nope.

Seth86 |

Then i will roll up a demo specialist - Breacher =^^=
2d10 + 20 ⇒ (6, 7) + 20 = 33
2d10 + 20 ⇒ (4, 8) + 20 = 32
2d10 + 20 ⇒ (6, 4) + 20 = 30
2d10 + 20 ⇒ (4, 3) + 20 = 27
2d10 + 20 ⇒ (1, 7) + 20 = 28
2d10 + 20 ⇒ (4, 2) + 20 = 26
2d10 + 20 ⇒ (7, 5) + 20 = 32
2d10 + 20 ⇒ (8, 5) + 20 = 33
2d10 + 20 ⇒ (9, 8) + 20 = 37
Reroll 26
2d10 + 20 ⇒ (6, 6) + 20 = 32

![]() |

Name:
Class:
Height m
Weight: kg
Demeanor:
Ambition:
Hatred:
Attributes:
BS: 36 = 36
WS: 35 = 35
S: 38 +2(trait)+3(Regiment)+3(world)+10(ogryn)=56
A: 32 -10 (ogryn)
T: 35 +2(trait)+3(Regiment) +10(ogryn) = 50
Int: 33 -3(Regiment) -15(ogryn) = 9
Will: 33 = 33
Fel: 32 = 32
Per: 29 = 29
Wounds: 25 +2(roll) +2(regiment) = 29
Fate: 1
Aptitudes: Ballistic Skill, Defence, Offence, Strength, Toughness, Weapon Skill, Willpower(Regiment)
Skills: Intimidate or Survival, Athletics, Low Gothic, Operate (Surface), Schol. Lore (Beasts), Common Lore (War, Imperial Guard)
Starting Talents: Die Hard or Iron Jaw; Weapon Training (Heavy, Solid Projectile), Rapid Reload(Regiment)
Auto-Stabilized, But it Dark in Dere!, Clumsy, Size(Hulking), Sturdy, Unnatural Strength (+2), Unnatural Toughness (+2)
Equipment: Common craftsmanship Ripper Gun, Frag Grenades: 1d5 ⇒ 4
Imperial Guard Flak Armor(+4 all)
600 Ep:
Should we add the "standard Kit" to our gear in the sheet? If we cannot use the gear (like the lasgun for me) do we get resources to compensate?
Oh, and do Ogryns use armor? Or does that need to have the Ogryn Proof tag too?
Speaking of, I saw people talking about points when purchasing things. What determines how many points a thing costs? Rarity? What are the values? (If this is in the book, I apologize. I jut got a copy and I'm still reading up...)

The Ghost of War |

You may spend 30 points on a special table to acquire additional standard issue equipment for the regiment.
There is a neat Table @ page 69.
The points to add a item depends entirely on its rarity, which is given in the respective tables (weapons, armor, tools, ...) in the armory chapter.
Ogryn do need specially crafted armor to fit their form - which is a rare thing. In fact you - and a few of your brethren - are an external resource added to the regiment like a tank or the enginseers (mechanician) and do not originate from the planet like the others. You do not get standard issue wargear - why would you? You cannot use one bit of it - because everything is made for normal humans.
Maybe you can find someone to clutch together 4 flak wests into some body armor for you? Or carry around a huge metal door like a shield. But most likely you do not give a damn about not having one in the first place.

The Ghost of War |

@Seyh: See my "playing twitch" comment, second post on this page. You'll need tech use and security skills. High Int and possible high agi scores - but int would be main stat. Also think of the time when you do not plant mines and such: So take a good bs/ws skill as well to be able to fight like a true guardsmen.

The Ghost of War |

Yes. You have all those 30pt to spend like you think it wise as a group. I might veto any crazy things that do not match you status as recently created regiment though.
@Seth: Note that the breacher is an advanced class which you cannot choose before reaching the 2.500xp milestone. Operator seems to be the fitting lvl1 class for an explosive specialist.

Slipstreams |

I'll get on creating a Character BG ASAP but, for now, the 30 Regimental Bonus req. we could spend on:
-10 Add Favored Basic Wep to the Regiment (Melta gun?)
-10 Improve a piece of Common Craft. standard kit to Best Craft.
-10 A box of 6 Screamers for the squad (Because you can never be too paranoid in 40k).
OR
-10 add an additional item of scarce availability to standard kit.
Fluffstification:
-Being a newly raised regiment, most of our gear, apart from the literal most standard issue gear humanly imaginable, is unlikely to be a hand-me-down from another regiment's surplus or whatever and may or may not come freshly from a Forge World who were commissioned by the Munitorum to create some gear to fill in some gaps for a newly raised Regiment meaning we may or may not get some pretty swanky and shiny stuff amongst the rest of our =]EMPEROR APPROVED - ASTRA MILITARUM REGIMENT STANDARD ISSUE EQUIPMENT[= when we get our gear shipments from the Munitorum.
That, and since the Administratum (and by extension the Departmento Munitorum) is notorious for being a Bureaucratic/Logistical Clusterf#!$, some stuff might slip through the cracks.
Too, since our Regiment is newly raised and we haven't really made a name for ourselves outside of employing the "IF WE DROWN THEM IN ENOUGH BODIES, THEY'LL SUFFOCATE TO DEATH AND WE'LL WIN ANYWAYS!" tactic, I doubt they'd be sending us any Super-Heavies or other exotic tanks and we're more likely to see lots and lots of Chimeras. Meaning apart from any Artillery the Munitorum somehow decides to grace us with, we're not likely to have much actual anti-tank weapons (unless we're also graced with a few Leman Russ') hence our regiment getting a few more Meltaguns than normal possibly.

cmd-keen |

I'll get on creating a Character BG ASAP but, for now, the 30 Regimental Bonus req. we could spend on:
-10 Add Favored Basic Wep to the Regiment (Melta gun?)
-10 Improve a piece of Common Craft. standard kit to Best Craft.
-10 A box of 6 Screamers for the squad (Because you can never be too paranoid in 40k).
OR
-10 add an additional item of scarce availability to standard kit.Fluffstification:
-Being a newly raised regiment, most of our gear, apart from the literal most standard issue gear humanly imaginable, is unlikely to be a hand-me-down from another regiment's surplus or whatever and may or may not come freshly from a Forge World who were commissioned by the Munitorum to create some gear to fill in some gaps for a newly raised Regiment meaning we may or may not get some pretty swanky and shiny stuff amongst the rest of our =]EMPEROR APPROVED - ASTRA MILITARUM REGIMENT STANDARD ISSUE EQUIPMENT[= when we get our gear shipments from the Munitorum.
I'll throw in my list from before again:
-8 Microbeads because information is life on the battlefield-15 Preysense Googles pretty much the same as screamers but a sentry with googles has a good chance to notice enemies _before_ they are close and once alerted we can actually see what we are shooting at. Might even make night attacks an advantage to us.
Last 7 up for ideas but I actualy think 2 points for adding recaf would be a cool fluffy move to get some hot coffee in the morning - or for those long sentry hours - sadly there are only things for 5 or 8 points so those 2 don't realy matter anyway.
It would be nice to have meltas but we have plenty of krak grenades which can be bundles together to crack some big nuts and the melta only becomes fully effective at 10m thats not all that much more than throwing distance
Fluffiness: Both of those are things you want your soldiers to have. Only reason not all guardsmen get them is that because the soldiers in the field who have them die faster than they can be produced - but we're the first bunch to go out to die gloriously so our world still has a supply for the new regiment.

![]() |

Name:
Class:
Height m
Weight: kg
Demeanor:
Ambition:
Hatred:
Attributes:
BS: 36 = 36
WS: 35 = 35
S: 38 +2(trait)+3(Regiment)+3(world)+10(ogryn)+5(ep)=61
A: 32 -10 (ogryn)
T: 35 +2(trait)+3(Regiment) +10(ogryn)+10(ep) = 60
Int: 33 -3(Regiment) -15(ogryn) = 9
Will: 33 = 33
Fel: 32 = 32
Per: 29 = 29
Wounds: 25 +2(roll) +2(regiment) = 29
Fate: 1
Aptitudes: Ballistic Skill, Defence, Offence, Strength, Toughness, Weapon Skill, Willpower(Regiment)
Skills: Intimidate, Athletics, Low Gothic, Operate (Surface), Schol. Lore (Beasts), Common Lore (War, Imperial Guard)
Starting Talents: Iron Jaw; Weapon Training (Heavy, Solid Projectile), Rapid Reload(Regiment)
Traits: Auto-Stabilized, But it Dark in Dere!, Clumsy, Size(Hulking), Sturdy, Unnatural Strength (+2), Unnatural Toughness (+2)
Equipment: Common craftsmanship Ripper Gun, Frag Grenades: 1d5 ⇒ 4
Imperial Guard Flak Armor(+4 all)
600 Ep: Strength +5 (100), Toughness +10 (300), Berserk Charge(100), Frenzy(100)

cmd-keen |

Well the list in the book does not mention any upgrades from lasgun to XXX. Triplex Pattern was mentioned but those are rare so having them as standard issue for every trooper from a backwater agriworld seems... unfluffy.
Laspistol + 2 Chargepacks is indeed 5 points. I'll put in my vote for that simply on the account of having more shots that way and a guardsman without ammo is a dead guardsman.

thelizardwizard |

Well the list in the book does not mention any upgrades from lasgun to XXX. Triplex Pattern was mentioned but those are rare so having them as standard issue for every trooper from a backwater agriworld seems... unfluffy.
Laspistol + 2 Chargepacks is indeed 5 points. I'll put in my vote for that simply on the account of having more shots that way and a guardsman without ammo is a dead guardsman.
*cracks knuckles* challenge accepted.

cmd-keen |

@thelizardwizard
I'll watch you brawl with orks and nids from a safe distance, preferably through the sights of a loaded gun ^^
@Seth86
What are you using to post? If it's your cellphone then just set it to hotspot mode so your laptop can use its internet.
If you want to keep the sheet - print to pdf and upload it somewhere then keep a link to the current file in your character profile

![]() |

Characteristics: 2d10 + 20 ⇒ (10, 7) + 20 = 37
Characteristics: 2d10 + 20 ⇒ (5, 4) + 20 = 29
Characteristics: 2d10 + 20 ⇒ (2, 3) + 20 = 25
Characteristics: 2d10 + 20 ⇒ (10, 4) + 20 = 34
Characteristics: 2d10 + 20 ⇒ (4, 9) + 20 = 33
Characteristics: 2d10 + 20 ⇒ (1, 1) + 20 = 22
Characteristics: 2d10 + 20 ⇒ (9, 2) + 20 = 31
Characteristics: 2d10 + 20 ⇒ (3, 10) + 20 = 33
Characteristics: 2d10 + 20 ⇒ (6, 9) + 20 = 35
Re-roll lowest?: 2d10 + 20 ⇒ (3, 1) + 20 = 24
May be in too many games already, so if you have plenty feel free to ignore me., but still.
Probably just going for a weapon specialist.

Siar |

Pvt Lorrai Siar
Weapons Specialist
WS 29
BS 52 (37+5Spec+10Adv)
S 39 (33+6Reg)
T 33 (33+3Reg)
Ag 39 (34 +5adv)
Int 28 (31-3Int)
Per 35
WP 25
Fel 24
Wounds 15 (5+8+2Reg)
Skills
Athletics, Low Gothic, Operate (surface), Scholastic Lore (Beasts), Survival; Navigate (Surface); Common Lore (Imperial Guard(+10), War(+10)), Stealth
Talents
Rapid Reload (Reg); Lasgun Barrage; Weapon Training (Las, Solid Projectile, Flame).
One with the land +1 Knowledge/Trade/Survival to interactions/identify potentially domesticated beasts to harvest, cultivate, identify crops
Naive -10 on opposed Scrutiny tests vs deceive, first time gain insanity, double the number
Favoured Weapons Heavy Stubber, Basic Flamer.
Gear
Specialist:
4 Frag or Krak grenades
Good Craftsmanship Lasgun (or Common Craft Flamer, or Common Craft Shotgun, or Common Craft Regimental favoured weapon).
Aptitudes
Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill. Willpower (reg)
xp spent
BS Advance (Simple, Intermediate) - 350xp
Ag Advance (Simple) - 100xp
Stealth Skill (100xp)
Bio
Lorrai Siar was a small time thief, though not a good one. Believing her crimes were catching up with her, she joined the guard, confident in the knowledge that no-one would bother incriminating a guardsman, given their life expectancy in a conflict was severely limited.
She’s got a nervous disposition, and hates violence (great qualities in a guardman), when she has to fight she’d rather do so from as far as away as possible and fancies a career as a sniper if she can survive long enough to prove herself.
Comrade
Lois “Mouse” Maismann: Being the only guardsman even more nervous and timid than Lorrai, Mouse and Lorrai have banded together. Keeping close company with each other.
Will add an alternate later.

Cmd-Keen Medic |

Since I see pretty much all other specialisations being made I'll start with this girl.
"Yeah hi there ladies I'm Leni, now someone get me a recaf. No I don't care that you're not a lady, not even if the big dopey lady starts complaining. I left my cozey 48 hour shifts in the hospital behind so I can stuff YOUR guts back into your misserable meatsacks and all JUST so you can get back to mommy in less than 3 parts unless you manage to realy mess up. Now where is that recaf?"

Ashora Kail |

Fate: 1d10 ⇒ 8
Weapons Specialist sniper here. I'll roll up stats for a couple of backup characters, but Ashora will be my starter and she's ready to roll except for background & personality. Speaking of, is it alright if we take a few liberties in the homeworld fluff, given that we're almost certain to never see it again? Nothing huge, I just have Ashora cutting her teeth as a sharpshooter on the local wildlife that threatened the grox herds on the family ranch.
2d10 + 20 ⇒ (9, 10) + 20 = 39 Wounds: 1d5 + 12 ⇒ (5) + 12 = 17
2d10 + 20 ⇒ (10, 10) + 20 = 40 Fate: 1d10 ⇒ 7
2d10 + 20 ⇒ (1, 8) + 20 = 29
2d10 + 20 ⇒ (9, 6) + 20 = 35
2d10 + 20 ⇒ (2, 7) + 20 = 29
2d10 + 20 ⇒ (3, 8) + 20 = 31
2d10 + 20 ⇒ (8, 3) + 20 = 31
2d10 + 20 ⇒ (6, 3) + 20 = 29
Reroll: 2d10 + 20 ⇒ (8, 6) + 20 = 34
WS29 BS40 S45 T43 Ag34 Int26 Per31 WP29 Fel31; Wounds17; Fate1