Louxman |
Ok. I'm going to put together two concepts and take it from there.
Stat array 1
2d10 + 20 ⇒ (9, 3) + 20 = 32
2d10 + 20 ⇒ (8, 3) + 20 = 31
2d10 + 20 ⇒ (9, 6) + 20 = 35
2d10 + 20 ⇒ (10, 8) + 20 = 38
2d10 + 20 ⇒ (3, 8) + 20 = 31
2d10 + 20 ⇒ (10, 5) + 20 = 35
2d10 + 20 ⇒ (10, 4) + 20 = 34
2d10 + 20 ⇒ (4, 4) + 20 = 28
2d10 + 20 ⇒ (1, 9) + 20 = 30
Fate: 1d10 ⇒ 6
Stat array 2
2d10 + 20 ⇒ (6, 4) + 20 = 30
2d10 + 20 ⇒ (7, 1) + 20 = 28
2d10 + 20 ⇒ (6, 3) + 20 = 29
2d10 + 20 ⇒ (4, 1) + 20 = 25
2d10 + 20 ⇒ (3, 1) + 20 = 24
2d10 + 20 ⇒ (10, 7) + 20 = 37
2d10 + 20 ⇒ (1, 1) + 20 = 22
2d10 + 20 ⇒ (8, 8) + 20 = 36
2d10 + 20 ⇒ (4, 8) + 20 = 32
Fate: 1d10 ⇒ 10
wow, ok!
Louxman |
Ok thanks.
I'll re-roll the 28 from the first set and the 22 from the second
2d10 + 20 ⇒ (8, 3) + 20 = 31
2d10 + 20 ⇒ (1, 4) + 20 = 25
Fitting...
(just in case i'm missing something else, I can't see this on the OneNote. I'm looking under "character creation", then "character creation steps"?)
While I'm here. Standard kit includes a lasgun, I'm building a weapon specialist ho also gets a lasgun. Do I get two? Just keep the better quality one? How difficult would it be for my guardsman to get hold of a carbine?
The Ghost of War |
Indeed, that's the page with a very brief summary of how it works.
The weapon specialists gets a whole set of possible weapons (in my take at the very least) but generally, yes you do get your standard kit and then everything of your specialist gear on top.
As for the carbine, I can totally see a weapon specialists getting one instead of the standard lasgun.
-Karma- |
All right, I'm interested in Operator, assuming there is something to operate (and I'd be disappointed in a mech. infantry regiment without some vehicles...)
Stat rolls:
2d10 + 20 ⇒ (4, 1) + 20 = 25
2d10 + 20 ⇒ (10, 6) + 20 = 36
2d10 + 20 ⇒ (8, 2) + 20 = 30
2d10 + 20 ⇒ (2, 9) + 20 = 31
2d10 + 20 ⇒ (8, 6) + 20 = 34
2d10 + 20 ⇒ (2, 4) + 20 = 26
2d10 + 20 ⇒ (4, 8) + 20 = 32
2d10 + 20 ⇒ (5, 1) + 20 = 26
2d10 + 20 ⇒ (1, 5) + 20 = 26
Rerolling the 25: 2d10 + 20 ⇒ (1, 8) + 20 = 29
fate: 1d10 ⇒ 9
Do you have a flavor description of the regiment? Just trying to imagine what the character would look and feel like...
The Ghost of War |
Sure. Every squad has (nominally) its own Chimera APC.
Fluff-wise the Serenus First was (very recently) founded on the backwater agri-world of Serenus Prime - the first if it's kind for ... Pretty much ever as far as anyone knows, since it usually pays it's tithe in foodstuff.
But there was a Waasgh! rampaging about in the neighborhood, so the Munitorum decided it's about time to collect some able bodies from Serenus.
A good chunk was provided by the PDF of course and the law enforcement but it was open for pretty much everyone feeling particularly unhappy, pious, angry or all of those.
Their dress uniform is all yellow and black - after a local insect species infamous for it's huge swarms and tiny yet poisonous sting. Their field uniform is.much more practical, with an earthy brown fatigue and yellow-black stripes as unit batches and at the seams of jackets and trousers.
An Operator might fit into a wide spectrum. Maybe one operating some huge agricultural machine? A PDF driver? VIP carriage driver? Motorcycle Ganger?
Cuthbert "Dreamer" Drips |
2 people marked this as a favorite. |
I'd like to introduce Private Drips. 'Dreamer' to his comrades.
I've set him up him as fresh faced recruit (special weapon trooper), ready to age like a fine wine.
Cuthbert joined the guard on the recommendation of his fiance's very good friend, Brian. Cuthbert is very thankful for this recommendation and talks often about his betrothed, Mary, and how happy they will be together "when all this is done." That's why they call him 'Dreamer.' Meanwhile it can be imagined that Mary and Brian are having a great time together back home.
Duct Vidic |
I do believe I've settled on my hook:
Once a loyal but unremarkable cog in the Omnissiah's priesthood, Duct Vidic has experienced an awakening of sorts. On the eve of the Feast of the Emperor's Ascension, he was visited by three dataghosts, who shared with him visions from the Imperium's past, its present and its future.
In contrast to the works of certain pre-Imperial scribes, these visitations did not offer much in the way of hope. The final ghost's last terrible truth was this: As one amongst untold billions, Duct's actions pale to insignificance and there is nothing he can do that will impact the Imperium's grand decline.
Intellectually, Duct is well aware that these visitations were in all likelihood a hallucination brought on by staying up too late dredging through ancient datavaults, and perhaps exacerbated by a botched cortical defrag. Nevertheless, the experience has lit a fire under him, prompting him to go forth and build a better world through the Omnissiah's Blessed Technology.
Of course, doing so is a tad difficult in the midst of a civil war, and so Duct has volunteered for service. In keeping with the third ghost's message, this will probably end badly. But whatever happens, Duct will not be missed.
Capable though he is in a variety of fields, Duct's particular expertise lies in cybernetics. He firmly believes that it is in the union of flesh and machine That mankind's strength lies, but views the ideal union as one of augmentation rather than wanton replacement of flesh with machine (a view which stands in contrast to most tech-priests' outright enthusiasm for replacing their flesh with machines at every opportunity). Duct will frequently deploy augmented animals such as cyber-mastiffs or -ravens to assist him in the field.
Duct Vidic |
Anyway, stat rolls.
2d10 + 20 ⇒ (3, 1) + 20 = 24
2d10 + 20 ⇒ (5, 10) + 20 = 35
2d10 + 20 ⇒ (8, 3) + 20 = 31
2d10 + 20 ⇒ (9, 9) + 20 = 38
2d10 + 20 ⇒ (4, 1) + 20 = 25
2d10 + 20 ⇒ (8, 8) + 20 = 36
2d10 + 20 ⇒ (2, 9) + 20 = 31
2d10 + 20 ⇒ (3, 2) + 20 = 25
2d10 + 20 ⇒ (8, 5) + 20 = 33
Re-rolling the 24: 2d10 + 20 ⇒ (8, 9) + 20 = 37
Fate: 1d10 ⇒ 10 so 2.
Wounds: 1d5 + 8 ⇒ (5) + 8 = 13