Commissar
Characteristic Bonus: +5 Fel
Starting Aptitudes: Agility, Fellowship, Finesse, Leadership, Perception, Weapon Skill, Willpower
Starting Skills: Command or Intimidate, Common Lore (Imperial Guard), Scholastic Lore (Tactica Imperialis)
Starting Talents: Air of authority, Cold Hearted or Unshakeable Faith, Weapon Training (Bolt, Chain, Las)
Specialist Equipment: Good Craftsmanship Chainsword, Good Craftsmanship Bolt Pistol, Commissar's Uniform
Wounds: 10+1d5
Fate: 1d10
Characteristics:
Weapon Skill: 20+20=40
Ballistic Skill: 20+2+3=25
Strength: 20+10=30
Toughness: 20+10=30
Agility: 20+15=35
Intelligence:20+15=35
Perception: 20+8+3=31
Willpower: 20+10=30
Fellowship: 20+20+5=45
Aptitudes: Agility, Fellowship, Finesse, Leadership, Perception, Weapon Skill, Willpower, Ballistic Skill (switch to Intelligence)
Skills: Common Lore (War), Common Lore (Imperium), Common Lore (Imperial Guard)+10, Linguistics (Low Gothic), Awareness, Intimidate, Scholastic Lore (Tactica Imperialis)
Talents: Air of Authority, Unshakeable Faith, Weapon Training (Bolt, Chain, Las), Deadeye Shot, Combat Sense, Rapid Reaction, Nerves of Steel, Hatred (Orks)
Experience:
Command 100xp
Stealth 200xp