Starting Skill:
Athletics: S
Awareness: Per
Command: Fel
Common Lore (Imperial Guard, War, Tech): Int
Intimidate: Str
Linguistics (Low Gothic): Int
Security: Int
Tech-Use: Int
Trade (Technomat): Int
Talents:
Bombardier: Can make a ranged attack with the Indirect Quality targeting locations he cannot see as a Half Action instead of a Full Action as normal. When firing a weapon with the Indirect Quality or throwing a grenade, this character rolls twice to determine the direction and may choose either result
Heightened Senses (Hearing): +10 to Perception checks when hearing is needed
Resistance (Heat): +10 on checks made to ignore the effects of heat
Technical Knock: can unjam any one weapon as a half-action per round
Combat Master: Enemies do not gain a Ganging-Up bonuses in hand-to-hand
Iron Jaw: If ever stunned a successful Toughness checks ignores the effects
Weapon training (Sold Projectile, Low-tech, Heavy, Launcher)
Close Quarters Combat: Members of regiments that specialise in Close Quarters Battle gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range.
Orders of Fools: Members of this regiment suffer a –10 penalty to Command Tests made during combat, either due to they themselves being incompetent or, in the case of most Player Characters, because they are saddled with unruly and sullen subordinates who have grown embittered by the poor decisions raining down from the ranks above.
Further, members of this regiment must make a Routine (+20) Command or Intimidate Test as part of any Comrade Order that does not already require a Command Test; if the character fails the Test, the Comrade refuses the order due to a learned distrust for authority or fouls
it up.
Sappers: Sappers are trained to both build and disassemble fortifications, undermine walls, and similar duties. Characters from this regiment gain a +10 bonus to Tech-Use and Trade (Technomat) tests to construct or disassemble a structure.
Tunnel Rat: Mining colony characters gain a +10 to Awareness and Navigation (Surface) when underground.
Unaccustomed to Light: Unfortunately, their subterranean lifestyle makes them incredibly sensitive to bright light, and they suffer a –10 penalty to all Perception and Awareness
Tests made in full daylight or bright artificial light. This penalty can be mitigated with goggles or other types of eye protection at the Game Master’s discretion.
Weapons:
Heavy Stubber
Auto: 8 rounds per attack
Damage (Impact): 1d10+4
Pen: 3
Clip: 75
Reload: 2 full
Range: 100 meters