
Lord-Captain Hajj Qalandar Khan |

If there is anything missing or wrong let me know
** spoiler omitted **
The rolls are good, at least!
But you've got to go through the Origin Path, which determines quite a bit about your character. Also, there's no "Homeworld" for Explorator Fleet, though there's a few that could easily be re-fluffed to that.
And, I've decided I might as well deal with a bit of Insanity. Might be fun! (And we'll see how it turns out.) So, here it is:
Home World: Forge World
Characteristic Modifiers: +5 Weapon Skill, +5 Intelligence
Starting Skills: Common Lore (Tech) (Int) and Common Lore (Machine Cult) (Int) are untrained Basic Skills for forge world characters.
Credo Omnissiah: Technical Knock
Fit For Purpose:: +3 Fellowship
Stranger to the Cult: Forge world characters suffer a –10 penalty on Tests involving knowledge of the Imperial Creed and a –5 penalty on Fellowship Tests to interact with members of the Ecclesiarchy in formal settings.
Birthright: Scavenger
Effect: Resistance (Fear), +3 Willpower, +1d5 Insanity
Lure of the Void: Crusade; Call to War (150xp)
Effect: +5 Ballistic Skill, Peer (Military), Hatred (Chaos), +1d10 Insanity
Trails and Travails: Dark Voyage
Effect: Forbidden Lore (Xenos), +1d5 Insanity
Motivation: Fear; Tormented by the Unspeakable (200xp)
Effect: Light Sleeper, Jaded, Resistance (Fear), +2d10 Insanity
Lineage: A Proud Tradition; Heir Apparent (100xp)
Effect: Talented (Command)
Insanity: 3d10 + 2d5 ⇒ (9, 1, 3) + (3, 3) = 19
Resistance (Fear) comes up twice. Replaced with: Talented (Charm)
Weapon Skill: 34 (39-5)
Ballistic Skill: 48 (43+5)
Strength: 36
Toughness: 40
Agility: 40
Intelligence: 47 (42+5)
Perception: 40
Willpower: 42 (39+3)
Fellowship: 47 (44+3)
Wounds: 1d5 + 1 + 8 ⇒ (5) + 1 + 8 = 14

Lord-Captain Hajj Qalandar Khan |

Whew, profile finished up. I think I just need my starting Acquisition.
Question on that:
What books can we get equipment from? Namely, is Faith and Coin open? I was thinking about picking up a Good-craftsmanship Rosarius (and the complications that might come with that.) I also wouldn't be opposed to changing it to an Explorator-flavored item with the bonus towards people that would respect that rather than the Ecclesiarchy. Though I'm also not opposed to keeping it as is and having people ask why Qalandar has one.
I'll note that if Faith and Coin *is* allowed, you might want to change the availability of Artificer armor to Near Unique because it's *crazy* at Extremely Rare.

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Insanity: 1d10 ⇒ 2
Pride Motivation Acquisition roll: 1d100 ⇒ 73 Neat! I get a uniform I don't have to iron! (But still will.)
Homeworld: Fortress World Think Mordia on the edge of the Expanse. Pirates, orks, Chaos Worshippers and more.
Characteristic Modifiers: +5 Ballistic Skill; +5 Willpower;
–5 Intelligence; –5 Fellowship
Starting Skills: Fortress world characters begin with the
Secret Tongue (Military) (Int) and Common Lore (War) as
trained Skills.
Hated Enemy: Hatred (Chaos Worshippers) I hate a lot of people, actually.
Constant Combat Training: Basic Weapon Training (Las). –5 penalty on Social Interaction Tests regarding non-combat topics (GM’s discretion).
Steel Nerve: Fortress world characters gain the Nerves of Steel Talent.
Starting Wounds: 12
Starting Fate Points: 3
Birthright: In Service of the Throne - Born to Lead
Cost: 200xp
Effects: Command, Literacy, Scholastic Lore (Tactica Imperialis); +3 Fel, -3 Toughness
Lure of the Void: Crusade - Call to War
Cost: 150xp
Effect: +5 Ballistic Skill, Peer (Military), Hatred (Orks) Them's the second., +2 Insanity
Trails and Travails: The Hand of War - The Ashes of War
Effect: Heavy Weapon Training (Launcher), Hatred(Pirates) And them's the third one.
The Face of the Enemy: Never deal with the Enemy, and if forced to do so, take -10 on Fel-based tests and Test Willpower to avoid resorting to violence.
Motivation: Pride:
Effect: Gain an item, Saint-Blessed best-quality suit of Carapace Armour. I realise Pressure Carapace would be more useful, but it's a lot more flavourful this way. And I imagine the Mordian Carapaces are simply the suits of flak they went way too crazy with the wax on.
Not sure what to do with the duplicate Weapon Training (Las), or the second gaining of the Secret Tongue. Won't mind trading both for Talented(Command). *wink*
Weapon Skill: 35 (25 base + 10 roll)
Ballistic Skill: 59 (30 base + 19 roll + 5 Crusade + 5 Advancement)
Strength: 35 (25 base + 10 roll)
Toughness: 40 (25 base + 18 roll -3 Born to Lead)
Agility: 42 (25 base + 17 roll)
Intelligence: 32 (20 base + 12 roll)
Perception: 37 (25 base + 12 roll)
Willpower: 48 (30 base + 18 roll)
Fellowship: 37 (20 base + 14 roll + 3 Born to Lead)
Wounds: 1d5 + 1 + 1 (Sound Constitution) + 8 ⇒ (2) + 1 + 1 + 8 = 12
So I've built an Arch-Militant. An undoubtedly military one, too. The low-ish Fellowship shouldn't be a problem if we have actual soldiers, and not those gun-toting amateurs you Voidspawn call marines.
@Backstory: I was hoping to work with the Rogue Trader himself here for ideas. Boros is the only Fortress World I could find information on in the Segmentum Obscurus, which is where Rogue Trader is, and the information I found about it is - it exists.
So with some creative liberties, GM permitting, of course, I see the world as something every campaign in the area has set as a Secondary Objective - be it valuable minerals, decent enough weather or even a potentially useful, but not-good-as-the-other one Warp Route. Welcoming ideas, here!
Thus, it is a Fortress World simply because someone in the Imperium set it to be a long time ago, and for good reason. Piratical raids, Ork raids, Chaos raids, Eldar raids, Rogue Trader raids, et cetera.
Since I do see the good Lieutenant-Colonel as a career soldier, I was considering the idea that after barely pushing away another assault, the Durrani dynasty was one of the first ones to open a not-too-lucrative trade route, but the Borossian government decided to provide the ship with some armaments and professional soldiers, in which the dynasty was lacking in? With that 20 skill, I don't think anyone's particularly professional. How's that sound? The mediocre trade route would help explain why the Rogue Trader can only afford caviar on days that end on -y, and why the ship is so well-armed.
Regarding ship roles: I'd be willing to be relegated to whichever the Captain believes most suitable, which at the moment I believe would be Chief Bosun, but LC Guernstock can also handle the cannons as a Master of Ordnance or the soldiers in Master-of-Arms, or if nobody else wants it, I can take First Officer.
@Acquisitions: I went and nabbed a Storm Bolter for mine. I think that having a Storm Bolter can often be beneficial to nearly any situation. I'll trade some of the other stuff around, since the GM's permitting, and I'll post again. I didn't get Suspensors, since they're way too game-breaking in my opinion, but if the GM allows them, I'll go for them.
EDIT: That was easier than I thought. As per the exchange allowed, I'd like to take a Good quality Bionic Heart for the Enforcer Light Carapace, and a Plasma Pistol to exchange for the Good-quality Hellgun. I'll grab a Good Mono Knife as my melee weapon.

Ioneyse Patronius |

Home World: Fortress World
Characteristic Modifiers: +5 Ballistic Skill; +5 Willpower; –5 Intelligence; –5 Fellowship
Starting Skills: Secret Tongue (Military) (Int), Common Lore (War) as trained Skills.
Hated Enemy: Hatred (Chaos)
Constant Combat Training: Basic Weapon Training (SP). –5 penalty on Social Interaction Tests regarding non-combat topics (GM’s discretion).
Steel Nerve: Nerves of Steel Talent
Birthright: Scavenger
Effect: Resistance (Fear), +3 Agility, +1d5 Insanity
Lure of the Void: Crusade; Call to War (150xp)
Effect: +5 Ballistic Skill, Peer (Military), Hatred (Chaos), +1d10 Insanity
Trails and Travails: Darkness; Warp Incursion (100xp)
Resistance: (Psychic Powers), Light Sleeper, +1d5 Corruption
Motivation: Devotion; Duty (100xp)
Effect: Unshakeable Faith, +3 WP
Lineage: A Proud Tradition; Heir Apparent (100xp)
Effect: Talented (Common Lore - War)
Wounds: 1d5 + 1 ⇒ (4) + 1 = 5
Insanity: 1d10 + 1d5 ⇒ (2) + (2) = 4
Corruption: 1d5 ⇒ 4
Nerves of Steel and Hatred (Chaos) double up, so I've got two Talented Talents to pick.
Notes:
Need to do Background/Appearance
Switched out the Power Sword (Very Rare) for Storm Trooper Carapace (Very Rare)
Switched out the Flak Armor (Scarce) for a Mono Knife (Scarce)
Born on Boros Prime, a fortress world located close to the Eye of Terror. Her family were heretics that she, herself, told the authorities about them. Unfortunately, this meant she ended up living on the streets to survive. Not a place most people make it on a Fortress World.
Joined the Boros Defense Fleet but was eventually offered a position on the Heart of the Tempest as a Gunner by then Lord-Captain Khaista Durrani.
Served on the Tempest when the Dark Voyage happened and survived with the RT. Now serves as the First Officer and treats any insubordination harshly. She also seems a bit more religious than some other characters and is quick to respond to any evidence of heresy.
Noticed that I picked the same Fortress World as the Arch Militant. If you want to have run into each other there at some previous time, just let me know.

Katerin Briehl |

Alright, I've finally gotten the backstory finished.
Katerin has mostly succeeded in suppressing her horrific memories of the ensuing period, but suffice to say that she was transported to Terra, where she underwent the traditional binding ritual. She was then assigned to an astropathic choir on a provincial agri-world, where she finally managed to find a degree of peace in the routine of her duties. However, this was not to last, as a zealous, Monodominant Inquisitor named Raltus Zane arrived in the system. Zane was in search of a new astropath after the last one in his retinue was summarily executed for insufficient devotion to the Emperor. Due to the unusual strength of her abilities Katerin was requisitioned for the post despite her vehement opposition to the idea of serving the Inquisitor. As an Inquisitorial acolyte, she was forced to use her powers to aid Zane’s ruthless interrogations, exposing other psykers so they could be “brought to justice.”
After several miserable years as a member of the Inquisitor’s retinue, Katerin accompanied him and a squad of stormtroopers on a mission to kill the leadership of a revolt by mutant workers on a dismal hive world. However, the team was ambushed and trapped within the hive’s tunnels, and was soon close to being overrun by the mutants. By this point Katerin had both a strong hatred for Zane and little desire to continue her existence, so when he ordered her to call for backup she claimed that the mutants were creating a “psychic disturbance” which was interfering with her powers. The squad was eventually overwhelmed, but before Katerin could be killed she instinctively broadcast her thoughts and emotions, convincing the rebels that she was not an enemy. Katerin remained with the renegades for several weeks while her wounds from the battle healed, but in this time she realized that their struggle against the Imperium’s might was hopeless. She slipped away in the night and made her way to the hive’s upper levels, which were under Imperial control. Luckily for Katerin, she quickly discovered that there was a Rogue Trader in the system looking for a crew.
Katerin hopes that serving on the ship of a mobile, ideologically flexible Rogue Trader will help her escape the worst aspects of life as a psyker in the Imperium and protect from anyone who pieces together her role in Inquisitor Zane’s death. She retains a strong dislike of the Ecclesiarchy and the Imperium’s more hardline elements, but for the moment is content to lay low and hopefully become a valued member of the Heart of the Tempest’s crew.
I've also made the following gear swaps now that I know that's allowed:
Shock-Staff (Rare) for Enforcer Light Carapace (Rare)
Laspistol (Common) for Autopistol (Common)
Guard Flak Armor (Scarce) for Auspex (Scarce)
Charm (Average) for Night Cloak (Average)
Micro-Bead (Average) for Stummer (Average)

Lord-Captain Hajj Qalandar Khan |

@Backstory: I was hoping to work with the Rogue Trader himself here for ideas. Boros is the only Fortress World I could find information on in the Segmentum Obscurus, which is where Rogue Trader is, and the information I found about it is - it exists.
Boros is a Fortress world near the Eye of Terror. It's got a Defense Fleet that's the size of most Battlefleets and warp routes into the area that can call in the Imperial Navy if necessary.
I think Ioneyse (the VM Gunner) is planning on having been a member of the Defense Fleet when House Durrani came through recruiting before the ship (and most of the crew) got torn up. Maybe she recommended the LC?
On a side note, LC isn't a rank in the Imperial Guard. I'd suggest checking out Battlefleet Koronus for ranks on board ships, but if the character would maintain a non-Navy style rank then I'd suggest a Major or Colonel. If he wants a Navy rank, then Lieutenant Commander would probably be about right for Master at Arms. For Chief Bosun, you'd probably want him to be a Warrant Officer or a Master Chief Petty Officer.

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The Lion Cleric wrote:@Backstory: I was hoping to work with the Rogue Trader himself here for ideas. Boros is the only Fortress World I could find information on in the Segmentum Obscurus, which is where Rogue Trader is, and the information I found about it is - it exists.Boros is a Fortress world near the Eye of Terror. It's got a Defense Fleet that's the size of most Battlefleets and warp routes into the area that can call in the Imperial Navy if necessary.
I think Ioneyse (the VM Gunner) is planning on having been a member of the Defense Fleet when House Durrani came through recruiting before the ship (and most of the crew) got torn up. Maybe she recommended the LC?
On a side note, LC isn't a rank in the Imperial Guard. I'd suggest checking out Battlefleet Koronus for ranks on board ships, but if the character would maintain a non-Navy style rank then I'd suggest a Major or Colonel. If he wants a Navy rank, then Lieutenant Commander would probably be about right for Master at Arms. For Chief Bosun, you'd probably want him to be a Warrant Officer or a Master Chief Petty Officer.
Huh. I didn't know that about Boros, but that sounds pretty close to what a Fortress World near the Eye would look like. Is that in one of the RT books, or a novel? I'd like to read more about it!
I was under the impression that IG regiments have ranks similar to NATO units, and figured out difference in ranks when it came down to it, by using some ancient Administratum document. (Not sure if the Americans have Lance Corporal as a rank, etc.) Regardless, I'll take Colonel, since it makes more sense according to backstory I have in mind for Lydia.
And I only picked Lieutenant-Colonel, since it's a significantly longer rank than the other ones, and this is 40k, after all.
Being recommended as a fine commander (regardless of actual rank) by the other Borossian would work well, I think. I'll get on making a profile later on today, when I'm back from work.

Heinrich von Bastillion |

Huh. I didn't know that about Boros, but that sounds pretty close to what a Fortress World near the Eye would look like. Is that in one of the RT books, or a novel? I'd like to read more about it!
Official World, basically everything what Qalandar said. It's from a novel (Dark Creed), but I haven't read it.
The crew really starts to get together, eh?@GM: Do you have any start date in mind yet?

Lord-Captain Hajj Qalandar Khan |

And I only picked Lieutenant-Colonel, since it's a significantly longer rank than the other ones, and this is 40k, after all.Being recommended as a fine commander (regardless of actual rank) by the other Borossian would work well, I think. I'll get on making a profile later on today, when I'm...
The Imperial Guard have sort of a streamlined rank structure with respect to NATO. On that note, if you're looking for a low to mid ranked officer, you'll probably want to go lower than Colonel. They're one step lower than Generals and are commanders of Regiments in the IG.
Also, a big distinction is that an officer (of any rank) would be a Master of Arms with the occasional Warrant Officer or Master Chief Petty Officer (the highest ranking non-commissioned officer) filling that role. The Chief Bosun would never be an officer but could be any rank of NCO.
Here's a Link to a good resource for IG ranks and there's a link at the bottom of the page to navy ranks.
I don't think it matters terribly what you choose for your rank. I think the group could use the character as a Master at Arms or a Chief Bosun, whichever you prefer.

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The Lion Cleric wrote:Official World, basically everything what Qalandar said. It's from a novel (Dark Creed), but I haven't read it.
Huh. I didn't know that about Boros, but that sounds pretty close to what a Fortress World near the Eye would look like. Is that in one of the RT books, or a novel? I'd like to read more about it!
Damn, I didn't think it was that major of a world! Also noticed that the Lexicanum has more information in general than the 40k wiki, so I'll use that a bit more instead.
The Imperial Guard have sort of a streamlined rank structure with respect to NATO. On that note, if you're looking for a low to mid ranked officer, you'll probably want to go lower than Colonel. They're one step lower than Generals and are commanders of Regiments in the IG.Here's a Link to a good resource for IG ranks and there's a link at the bottom of the page to navy ranks.
I don't think it matters terribly what you choose for your rank. I think the group could use the character as a Master at Arms or a Chief Bosun, whichever you prefer.
I think I'll go for Chief Bosun, since someone has to whip those people into shape. Eventually, when they've earned to be called a squad, I might change that to a Master of Arms.
The Profile is up, and I'll get onto writing the backstory at some point tomorrow. As I was making the character page, I've had some ideas, and I'd love to put them to paper!

Havocprince |

Lol, ok ok ok. Three of you have all asked me not to front a renegade house (not that I see an issue with it, but I understand all the reasons given.) I will change to a nomadic house instead.
Gains talented[navigation warp], can spend fate to just pass power tests, hates dealing with dirt. Going to keep the void watcher power.

Madcaster |

Ah, ok.
So, how does starting Acquisition works? Let's say, I want to get my hands on a Storm Bolter (Mars) (Extremely Rare). I roll 1d100 ⇒ 18. Do I get it?
And since changing items of equal availability is allowed, I'd like to change Seneschal's weapons, if that's ok:
-Boltgun (Locke) (Very Rare) for Sniper Rifle (Rare) - it's lower availability item for higher availability item, so I guess it's fine?
-Inferno Pistol (Mars) (Very Rare) for Plasma Pistol (Ryza) (Very Rare).

Heinrich von Bastillion |

If we go with RAW, you have one Acquisition free at the time of starting the game.
In addition, if the item you want would require an Acquisition test of +0 or better after all modifiers, you simply get it. If the modifiers increase the difficulty, you have to roll for it. (page 272 in the book)
@Madcaster: You look at the following modifiers: Extremely Rare (-30) and Negligible (+30) (since you get it for yourself, not multiple times). So you don't have to roll for it!
My Acquisition would be a MIU Interface. Pilots are known to talk to their flyers already, so why not do so literally (and getting replies without being mad)?
I can see this as a more or less widespread thing with elite pilots, considering the benefits it offers to control the craft, its sensors and weapons.
- Availability: Rare (-10)
- So I can upgrade it to a good craftsmanship version (-10) and still don't have to roll for it ... nice!
Of course that is, as long our noble GM doesn't veto any acquisition we make :-)
EDIT: Actually, I could get 2-5 (trivial, +20) rather than a single one, still without rolling. That could provide an MIU for our enginseer and our void mistress as well. The pilot, tech-use and even BS boni are quite neat for them as well! Probably needs GM fiat, but RAW it works :-)

Lord-Captain Hajj Qalandar Khan |

Lol, ok ok ok. Three of you have all asked me not to front a renegade house (not that I see an issue with it, but I understand all the reasons given.) I will change to a nomadic house instead.
Gains talented[navigation warp], can spend fate to just pass power tests, hates dealing with dirt. Going to keep the void watcher power.
On thing to note: For your Tormented by the Unspeakable Insanity, you rolled 2d1. I think you're missing a zero there. ;)

Havocprince |

Single Acquisition Elseways chart. If our Emporer's representative will allow it. It has been passed down from mentor to student within the Ter'Mcan family branch and has somehow even survived the pruning. If vetoed, then Good quality Navis Prima instead.
Adjusted Backstory: Continue as before but the Ter'Mcan survivors who were found to be uncorrupted were reabsorbed back in to house Mcan. They are still labeled with the Ter'Mcan stigma within their own house.
Insanity: And here I thought I had just gotten lucky. 2d10 ⇒ (8, 1) = 9
Puts me at 15 points. Will test 57: 1d100 ⇒ 19 Woot, no craziness yet.

Lord-Captain Hajj Qalandar Khan |

Starting Acquisitions:
Each character may then use the group’s starting Profit Factor to make one Acquisition of a single item from Chapter V: Armoury with an Acquisition Modifier of +0.
Technically, as written, these Acquisitions have to come from the main book. At GM discretion that can be opened up to other gear. Typically most games keep this to a personal Acquisition and not one made for the group as a whole.
To calculate the Acquisition you use the table on pg. 272 of the RT book. Your Scale will be Negligible, so you'll start out at +30. Which means that your options are essentially:
Common-Craftsmanship Extremely Rare item
Good-Craftsmanship Very Rare or Rare item
Best-Craftsmanship Scarce or Average item
Also:
At the Game Master’s discretion, he may also allow each character to choose any number of items from Chapter V: Armoury, provided those items are of common Availability and common Craftsmanship.
So, questions:
1. What books, if any, are open for the initial Acquisition? (For example, Qalandar would like to acquire an item from Faith & Coin.)2. Can we pick up Common Availability items as well? And if so, any beyond the main book?

Heinrich von Bastillion |

Common or less purchases:
- Ship Emergency kit, stowed in the cockpit of my personal attack craft
- pict recorder, data slate, chrono
- A couple of doses of Widewake drug plus inhector, hidden in the cockpit as well (from Into the Storm, allows to counter sleepiness and levels of fatigue for 1d5 hours)

Lord-Captain Hajj Qalandar Khan |

Common Availability Gear purchases:
-Survival Suit: I like the idea of a "survival suit" built into Qalandar's normal, if expensive and noble style appropriate to an RT, clothes. It seems like suitably eccentric for a Rogue Trader.
-Chrono: Is there anyone that shouldn't have a watch? ;)
Exterminator Cartridge: This small device contains a small one-shot flamer weapon. It functions in much the same manner as a Combi-Weapon, allowing the user to fire either the added weapon (once) or the weapon it is mounted to. A single Exterminator Cartridge may be equipped to any basic or pistol weapon. It may be fired as a half action, and counts as a Hand Flamer. The Exterminator Cartridge may not be fired in the same Round as the weapon it is attached to.

Lord-Captain Hajj Qalandar Khan |

Oh, Qalandar will also get:
Blast Goggles - as part of that Survival Suit. Though he'll typically not be wearing them.
The reason being, his Acquisition will be:
Common-Craftsmanship Locke-Pattern Conversion Field (Scale: Negligible +30; Availability: Extremely Rare -30; Craftsmanship: Common +0)
And I suggest anyone that plans to be standing near him in combat also grab a pair of Blast Goggles. It might end up being a good investment as an Acquisition for the crew, or at least the marines and soldiers in the Barracks. :)

Kevin O'Rourke 440 |

Stat Roll: 2d10 ⇒ (2, 4) = 6
Stat Roll: 2d10 ⇒ (2, 2) = 4
Stat Roll: 2d10 ⇒ (4, 10) = 14
Stat Roll: 2d10 ⇒ (10, 3) = 13
Stat Roll: 2d10 ⇒ (2, 5) = 7
Stat Roll: 2d10 ⇒ (5, 2) = 7
Stat Roll: 2d10 ⇒ (9, 7) = 16
Stat Roll: 2d10 ⇒ (4, 2) = 6
Stat Roll: 2d10 ⇒ (2, 10) = 12

wanderer82 |

Need to dig through all the posts to see what rolls are still needed, but figure I will cast the dice first.
2d10 ⇒ (7, 9) = 16
2d10 ⇒ (1, 7) = 8
2d10 ⇒ (1, 8) = 9
2d10 ⇒ (7, 9) = 16
2d10 ⇒ (7, 6) = 13
2d10 ⇒ (5, 9) = 14
2d10 ⇒ (5, 9) = 14
2d10 ⇒ (1, 7) = 8
2d10 ⇒ (3, 9) = 12
reroll
2d10 ⇒ (10, 1) = 11

Havocprince |

Zon's personal history.
Zon is an oddity in his own house, he was born to the void on the great carrier Tidings of Lost Dreams just like many of his line. Unfortunately for all those aboard, his birth was a bad omen, one last death knell of a doomed ship. Within moments of Zon's birth a momentary fluctuation in the geller field opened the ship to the full terror of the warp, death flooded every corridor and few survived. Tidings reapeared over the planet Tolkhan, only a handful of survivors on board. Zon found himself raised by the tech-priests for twelve years till the house tracked him down and reaquired their lineage.
Maybe fate was on the side of Zon, being raised on a forge world allowed him to focus on expanding his mind, and expand it he did. Voraciously devouring every bit of information he could, Zon learned at twice the speed of his creche mates, it didn't matter what he was studying only that it was new knowledge.
But, that appetite for knowledge is a double edged sword, and sometimes you learn something you regret for as long as you live. Zon saw something he should not have, connected the dots that others blissfully ignored and came to a conclusion that shattered his reality. If it had not been for his house reclaiming him he would never have survived to see thirteen. Ever since, his constant fear has dominated his every waking moment, motivating him to excell at every test his elders could throw at him. Void black eyes hiding unthinking terror. Fortunately for Zon, when you're mind is always preocupied with the existential terror of the primordial doom it is hard to be shaken by any normal everyday fear.

Lydia Guernstock |

Sergeant Lydia Guernstock was born nearly five decades ago on Boros Prime, to a military family. Continuing the family tradition of serving in the ground (or, technically, station) forces, and joining the forces at the age of 18 as a Private, she earned her promotion to Corporal several years later, after proving herself an extraordinary shot and maintaining presence of mind in the most stressful of situations, earning the respect of the soldiers for both her exceptionally professional conduct and her personal approach to command.
During a particularly daring Chaos assault on the station, the Sergeant's regiment was relegated to halt the advance of the boarding forces. Taking position in front of the Administratum headquarters for the space station's sector, the 11th Borossian Defense Regiment held the line in face of thousands-strong tide of heretics, not breaking despite the heavy losses. The heretic forces, desperate to achieve their objective, resolved to leading everyone available in breaking the line, spearheaded by a company of Chaos Space Marines. Despite the Berserkers falling down to the sheer amount of las-fire fired by the four rows of infantry, the heavy fire from the several Devastators nearly wiped out whatever was left of the regiment. Finding herself the highest-ranking soldier remaining in the regiment (which was later confirmed to have sustained more than 95% losses), Sergeant Guernstock gave the order to continue standing until the last man standing, confirming the kill on the last Devastator standing with an Emperor-blessed shot through his left eye and taking a heavy bolter shot to the chest in return.
Escorted to the Medicae deck by the relief forces arriving minutes later, she received a bionic replacement for her heart and some of her internal organs, by a Magos no less. After the aftermath of the battle, the few remaining troops of the 11th Regiment (later to be spread around in other defense forces) were presented by the heads of the Administratum and the Ecclessiarcy on the station with sets of armour, the Sergeant's one finely engraved with rites of battle and motifs of unbroken chains, signifying the strength of the Borossians.
The Imperial Guard, finding themselves in the strange position of having to re-shuffle the ranks of the forces, came across the Rogue Trader's rather generous offer of taking a trained soldier aboard his vessel. In an incredibly rare for the Imperial Guard honourable discharge, Sergeant Guernstock found herself aboard the Heart of the Tempest.
An average sized, aging woman, it would be hard to find Sergeant Guernstock particularly intimidating, if it weren't for the woman's awe-inspiring armour and weaponry. When she starts shouting drills, however, all the crew starts moving with the haste of the devil. The change from military life hasn't affected Lydia a lot, with the exception of growing her silver hair somewhat past regulation, the replacement of fatigues with simple, yet serviceable clothes, and the developing of a sweet tooth.
While on duty, she usually stands nearly motionless on the bridge in full parade gear, watching everyone on deck and shouting whenever a ranking officer appears on the bridge.
I can't think of anything to add as a Common requisition, bar a Chrono and a Survival Suit. Thanks, Captain! I think that'll be me finished with my application, then!

Kevin O'Rourke 440 |

@Havocprince and Radavel
I'm cool with double Navigator or me rolling up something else. I know double navigator sounds weird but as long as we line up the houses (whether same house or marriage or a pact of some kind) it can work. One being the Navigator Primaris and the other being the Cartoartifex. But that may not appeal to people.

Lord-Captain Hajj Qalandar Khan |

I can't think of anything to add as a Common requisition, bar a Chrono and a Survival Suit. Thanks, Captain! I think that'll be me finished with my application, then!
Don't forget those blast goggles! They're a lifesaver sometimes. Especially with someone with a Conversion Shield around. I don't want to blind my allies. ;)
As for two Navigators, that entirely depends on how big Radavel wants to let the crew get to.