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Post by richmccomas on Jun 28, 2014 23:01:30 GMT 8
Meet "Red", a grizzled veteran from the jungles of Catachan and a dozen engagements since. Current Character Sheet{~~~~~ v1 Character Sheet Spoiler ~~~~~} Catachan is the most infamous Imperial Death World in the galaxy. It is located in the Ultima Segmentum and is covered in dense jungle. The planet's entire ecosystem seems consciously hostile to all foreign life. Each and every element of the native flora and fauna of the planet represents a real danger to any human. Catachan's only valuable resource is its people, who by virtue of being born on the harshest world in the Imperium are invariably tough and cunning. It is home to the renowned Catachan Jungle Fighters regiments of the Imperial Guard. Birth records show that Kar was born in typical Catachan fashion, during a raid by the carnivorous insectiod Catachan Devils on one of the mobile compounds that serve as homes for his people. Most of the compound was destroyed by the attack, including Kar's own family. When a second scavenging party returned to the site two days later looking for supplies, they found Car drinking corpse-starch fluid rations from a broken hip flask on his mother's body. Seeing his survival as a sign of good fortune, the scavenging party took him with them when they left, nicknaming him "Lucky". "Lucky" learned to aim and fire a gun before he could walk, and to hunt small animals with his miniature combat knife before he could talk. He survived to the age of five, a feat the fully half of all Catachan children do not achieve, then to the age of 10, a feat that another full half fail at. Throughout his life, the specter of death and destruction followed him wherever he went. Within days of him arriving at a new homestead, the homestead would fall under aggressive attack by native flora and fauna. "Lucky" was always fortunate enough to survive these attacks, but many of the people he lived with were not. Before too long, people started to think him cursed, and saw his name as a bit of irony. By 15, as a result of constant exposure to danger and violence, he was considered a truly gifted melee combatant by his peers, and was permitted to enlist in the Imperial Guard as a Catachan Jungle Fighter. His squad was set upon by Catachan Devils their first day out, and slain nearly to a man. When "Lucky" returned to base camp alone, carrying the combat knives of his dead squad mates, and covered in their blood, he was rechristened "Lure". On a different world, he might have been cast out, but the Catachan have grown so used to death that they met this apparent curse as a new challenge, embracing it with bravado. Lure's curse continued to follow him throughout his career, which proved to be unexpectedly long. He distinguished himself well. He was not the best soldier, or the stealthiest, or the best shot, or the best at laying traps, but he did have a knack for coming through tough scrapes alive. Eventually he even learned how to use the sword like Devil's Claw. A weapon named after the meter long claws of the deadly Catachan Devils. The sword is so deadly and feared that even the filthy Ork enemy honors it by calling it "Da Cutta". But all good things must end, and as much as this place seemed like home to him, it was not to be forever. As Lure was approaching his third decade, an age nearly unknown on deadly Catachan, the call came out for imperial guardsman to come serve the Imperium of Man. Lure and many others heeded the call. He did a number of tours, including a tour in the infamous Pitt War, where is jungle skills were of little use, and his concept of humanity against the environment was shocked to the core. What was originally an attempt to violently suppress a mutant uprising on a hot and arid hive world turned into a decades long, protracted holding action. This blasted, soot covered hive world was nothing like home. In the Pitt Wars, the mutant threat could be more insidious and revolting than many things on Catachan. How could a man know who to trust in a world where someone might be plotting against you while wearing a human face? It was like a whole world full of invisible Brainleaf plants. He learned to never trust, to rarely sleep, and to hunt out mutation with remorseless vengeance. Those Guardsmen who survive their time on Pitt rarely speak openly of their experiences, but the memories never leave them. Stories of starving refugees, oppressive dark catacombs, savage attacks by scav-cannibal infiltrators, of the pale and terrible witch-kin, and of seeing friends torn apart by “twist-brutes” are all whispered among Pitt veterans in the long watches of the night. Eventually he finished his tours and was called back to Catachan, now an old man of 32 years old. He had thoughts of perhaps siring offspring before meeting his death in the jungles of his home. He took his recall orders and boarded the troop transport Zyntari. But the curse that had haunted Lure from infancy was still stalking him in the shadows. A navigational error and a mysterious engine failure caused the Zyntari to enter the Merina quarantine zone, forcing it to land on the planet. The cold, wretched world was home to the long silent Mara penal colony and.... something else. What happened in the five days before the Imperial Navy reached the transport remains largely unknown to most. Lure was found in a sealed cargo container with over 500 dismembered guardsman around him. He was methodically chopping them into smaller pieces, working down the line systematically. He was covered in gore, and when the navy troops found him, they kept referring to him as "The Red One". Other than the newly rechristened "Red", only a few hundred gaunt and haunted individuals survived out of the five thousand Guardsmen that set foot on Merina, and of those, many were later were executed for heresy or simply disappeared—unable to live with what they had experienced. For those few who survived, they will never admit that they were onboard the Zyntari unless under duress. Only the sealed reports of the Ordos contain the accounts of comrades turning on one another, of walking nightmares, vile scratching and half-heard whispers at reality’s fabric, and the incessant buzzing of insectile wings on the edge of the mind. Red spent some time among the mind purgers of the inquisition, and was eventually found to be of somewhat sound mind and spirit. But rather than being discharged back to Catachan, or sent off on another guard dispatch to a blasted battlescape, he has been assigned to the Inquisition itself. He awaits his orders with a heavy heart....
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"Red"
Jun 28, 2014 23:03:09 GMT 8
Post by richmccomas on Jun 28, 2014 23:03:09 GMT 8
This place reserved for XP notekeeping and log.
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"Red"
Jun 28, 2014 23:05:27 GMT 8
Post by richmccomas on Jun 28, 2014 23:05:27 GMT 8
Origin roll_gyu3Dns1-1001-100
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"Red"
Jun 28, 2014 23:16:31 GMT 8
Post by richmccomas on Jun 28, 2014 23:16:31 GMT 8
01–15 Feral World: Feral worlders are born to worlds trapped in a state of barbarism. They are natural survivors, and are commonly big, strong and tough. Feral worlders make for characters that are exceptional at physical action and combat
Feral World PCs Feral World characters are those who have made it offworld and remained sane—for the most part. They are robust, straightforward characters, most usually following the Guardsman career, and they excel at close combat due to their size and strength. However, feral worlders are uncomfortable in any strange situation, and do not react well to psychic phenomena, extremes of technological accomplishment or the polite society of the Imperial nobility. They are born to fight and to survive, and they do it well.
~~~Feral Worlder Skills~~~ All feral worlders can converse in their regional tongue, unique to their world of origin. Feral worlders gain the Speak Language (Tribal Dialect) (Int) skill.
~~~Feral Worlder Traits~~~ Feral worlders gain the following Traits. Record all of these on your character sheet:
~~~Iron Stomach~~~ Food is often scarce on feral worlds and those born on such worlds learn to set aside their revulsion and eat whatever they must to survive. Benefit: You gain a +10 bonus to Carouse Skill Tests made to resist the effects of ingested toxins, poison or tainted foods. This bonus applies to Tests made to consume unusual or unpleasant meals—rotting meat, Grox testes, corpse starch rations, to name a few—as well as Tests made to resist throwing up.
~~~Primitive~~~ Feral worlders have no time for the mysteries of technology or the rubbishy constraints of etiquette and social niceties. Penalty: You take a –10 penalty on Tech-Use (Int) Tests and a –10 penalty to Fellowship Tests made in formal or civilised surroundings.
~~~Rite of Passage~~~ Life is harsh for a feral worlder, and blood spills all too frequently. Whether through surviving a brutal initiation ritual or through tribal teachings, feral worlders are adept at tending bleeding wounds. Benefit: You may spend a Full Action to make an Intelligence Test to staunch Blood Loss (see Chapter VII: Playing the Game on page 211). This is a Full Action. On a success, you manage to stop the bleeding.
~~~Wilderness Savvy~~~ Feral worlders are accustomed to hunting their own food. Benef it: Navigation (Surface) (Int), Survival (Int) and Tracking (Int) count as Basic Skills for feral worlders.
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"Red"
Jun 28, 2014 23:29:21 GMT 8
Post by richmccomas on Jun 28, 2014 23:29:21 GMT 8
Starting wounds: bhbYsjHH1d5 + 9 Fate Points: 1-101d5 + 9·1-10
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"Red"
Jun 28, 2014 23:31:10 GMT 8
Post by richmccomas on Jun 28, 2014 23:31:10 GMT 8
14 starting wounds! Raaaaaawr! 1 fate point, oh well.
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"Red"
Jun 28, 2014 23:38:55 GMT 8
Post by richmccomas on Jun 28, 2014 23:38:55 GMT 8
Roll 10x 2d10 O43P0koe2d10 2d10 2d10 2d10 2d10 2d10 2d10 2d10 2d10 2d102d10·2d10·2d10·2d10·2d10·2d10·2d10·2d10·2d10·2d10
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"Red"
Jun 28, 2014 23:46:35 GMT 8
Post by richmccomas on Jun 28, 2014 23:46:35 GMT 8
Point Array: 19, 16, 15, 14, 12, 10, 9, 7, 7
I will come back to these a little later to assign stats
Weapon Skill (WS) +20 Weapon Skill measures your character’s competence in hand-to-hand fighting, whether using fists, knives or chainswords.
Ballistic Skill (BS) +20 Ballistic Skill reflects your character’s accuracy with ranged weapons, such as lasguns, crossbows and autopistols.
Strength (S) +25 Strength describes how physically strong your character is.
Toughness (T) +25 Toughness defines how easily you can shrug off injury as well as how easily you can resist toxins, poisonous environments, disease and other physical ailments.
Agility (Ag) +20 Agility measures your character’s quickness, reflexes and poise.
Intelligence (Int) +20 +3 (div) Intelligence is a measurement of your character’s acumen, reason and knowledge.
Perception (Per) +20 Perception describes how well your character perceives his surroundings. It reflects the acuteness of senses.
Willpower (WP) +15 Willpower demonstrates your character’s ability to withstand the horrors of war, the terrors of space and the awfulness he is bound to encounter in his missions.
Fellowship (Fel) +15 Fellowship is your character’s ability to interact with other creatures, to deceive, charm or befriend.
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"Red"
Jun 28, 2014 23:48:34 GMT 8
Post by richmccomas on Jun 28, 2014 23:48:34 GMT 8
Career Path Roll YQq0drbq1-1001-100
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"Red"
Jun 28, 2014 23:55:09 GMT 8
Post by richmccomas on Jun 28, 2014 23:55:09 GMT 8
Guardsman Hive world Guardsmen are often from the ranks of the hive militia or Imperial Guard tithe—trained troops who act to defend the hive against rival cities, attacks by out-wall savages or internal strife. Others are “Privates”, foot soldiers drawn from the ranks of the personal armies controlled by nobles or trade houses. Others still are brutal gangers, adept at dealing death and defending their gang territory.
GUARDSMAN
“Life is war. And I’m gonna win!” — “Trench Head” Jones.
Guardsmen are the fighters, killers and warriors of the 41st Millennium. Some may be members of a formal army, or even part of the Imperial Guard. Others may be nothing more than mercenaries and thugs. Some may even be convicted criminals, fitted with explosive collars and sentenced to serve in penal legions to pay for their terrible crimes. Needless to say, Guardsmen are neither particularly smart nor sociable. They more than make up for this with their ability to make things die in loud and unpleasant ways.
Starting Skills: Speak Language (Low Gothic) (Int), Drive (Ground Vehicle) (Ag) or Swim (S).
Starting Talents: Melee Weapon Training (Primitive), Pistol Training (Primitive) or Pistol Training (Las) Basic Weapons Training (Las), Basic Weapon Training (Primitive) or Basic Weapons Training (SP).
Starting Gear: Sword or axe or hammer, flintlock pistol and 12 shots or las pistol and 1 charge pack, lasgun and 1 charge pack, bow and 10 arrows or musket and 12 shots or shotgun and 12 shells, knife, guard flak armour, uniform or stealth gear or street clothes (Common Quality Clothing), 1 week corpse starch rations, mercenary licence or explosive collar (still attached) or Imperial Infantryman’s Uplifting Primer.
Starting Rank: Conscript—turn to page 68 for more details on this Career Path.
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"Red"
Jun 28, 2014 23:56:20 GMT 8
Post by Oriol FM on Jun 28, 2014 23:56:20 GMT 8
You're quite a beast If you need to choose a feral world, probably the most famous are Catachan, Fenris, and Tanith. Catachan is THE lethal world in the WH40K universe and its fauna seems like the Australian one, on steroids. Fenris is the infamous home planet for the Space Wolves space marines, but the humans that live there and are not chosen to be marines are quite feral as well. Last but not least, Tanith was destroyed by a chaos fleet, and only 2000 survivors got away, all of them belonging to the first regiment of the Imperial Guard that was already embarked on ships to go fight on the Sabbat worlds crusade (The Gaunt's Ghosts novels are great and speak about this regiment). wh40k.lexicanum.com/wiki/Tanith_First_and_Only#.U67l43Wx6FAWell, just suggestions. You can make up your own feral world and write about it.
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"Red"
Jun 28, 2014 23:59:37 GMT 8
Post by richmccomas on Jun 28, 2014 23:59:37 GMT 8
Ill do equipment a bit later. First lets roll starting money. x|dHuxLm1d10+701d10+70
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"Red"
Jun 29, 2014 0:09:16 GMT 8
Post by richmccomas on Jun 29, 2014 0:09:16 GMT 8
Thanks Oriole! Ill think on it and use one of those.
Build KrfvqQjf1-100 Age 1-100 Coloration 1-100 Quirks 1-100 Tribal Taboo 1-100 Imperial Divination 1-100
1-100·1-100·1-100·1-100·1-100·1-100
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"Red"
Jun 29, 2014 0:24:57 GMT 8
Post by richmccomas on Jun 29, 2014 0:24:57 GMT 8
Build ~ Muscular 1.65m 85kg Age ~ Old One pvGPOFtF1d10 + 25Coloration ~ Tan skin, Blonde hair, Gray eyes Quirk ~ Hands like Spatchcocks en.m.wikipedia.org/wiki/SpatchcockFeral World : Tribal Taboos Life on a feral world is often short and bloody. Monstrous beasts, harsh living conditions, disasters and war cut short many a life. Feral tribes know all too well that the universe is a cruel and savage place, hostile to man and full of malevolent forces that must be placated at all costs. There are many strange and varied beliefs upon these worlds, and growing up in such a place, your character has undoubtedly been affected by them. Table 1-14: Feral World Superstitions provides examples of the sorts of taboos your character might believe in, though obviously these are just a few of the many and varied superstitions that exist. 61–70 Power of Names: Never use the true names of your friends and loved ones, lest daemons hear and use them for evil. Divination Many folk look to the Imperial Tarot as an instrument of the Emperor’s divine guidance. On entrance to the service of the Inquisition, many Acolytes take part in strange and terrible divination rites, in order to learn more of their part in the Throne’s great plan. In smoke-filled rooms, blind robe-clad seers peer into their holorogic decks, proclaiming sage advice for those who would serve at the left hand of the Emperor. Sometimes these divinations point to the death and undoing of a soul, other times they are stout words to live by. In some cases, they have a bitter irony only discovered in hindsight. To discover what words of wisdom were bestowed upon your character, roll on Table 1-18: Imperial Divination. All divinations provide a mechanical effect that further alters your character. 86–90 “The wise man learns from the deaths of others.” Increase Intelligence by +3. Names 1-1001d10 + 25·1-100
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Post by richmccomas on Jun 29, 2014 0:30:14 GMT 8
So my true name will be Kar, but I will be using a pseudonym im sure, lest the demons steal my soul. cool, some more decisions to make, but the shape is working out. ill put some more time in tomorrow
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"Red"
Jun 29, 2014 2:01:18 GMT 8
Post by nathanjames on Jun 29, 2014 2:01:18 GMT 8
Actually, considering the gaming universe, not using truenames is probably a good practice in general.
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"Red"
Jun 29, 2014 7:58:54 GMT 8
Post by richmccomas on Jun 29, 2014 7:58:54 GMT 8
Had a dream lasy night, about Arnold in the jungle, setting traps. Im going to run with it and go with a Catachan jungle fighter as home and inspiration. Something like this... more character gen later today.
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"Red"
Jun 29, 2014 8:35:40 GMT 8
Post by Oriol FM on Jun 29, 2014 8:35:40 GMT 8
In fact, Catachan is one of my Warhammer 40K armies (the other two being Ultramarines and Eldar). Gotta love those guys. If you look for the old 3rd edition Catachan codex, there's a ton of info there about the planet and how the people in catachan are perfectly able to survive in a hostile jungle when they are 4 or 5 years old... or they don't survive. warhammer40k.wikia.com/wiki/Catachanwarhammer40k.wikia.com/wiki/Catachan_Jungle_Fighters
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"Red"
Jul 9, 2014 18:15:02 GMT 8
Post by richmccomas on Jul 9, 2014 18:15:02 GMT 8
Went with a melee focused build. A grizzled veteran and survivor of many campaigns, through a combination of luck and toughness. Spent 65 credits on mono improvement for my sword and a weapon mount for my lasgun. Spent all 400 starting xp on survivor based backgrounds; The Mara Landing Massacre and Tranch War Veteran. The character isn't particularly awesome, it's just a combination of luck and grit that has seen him through to his very old age. I'm thinking he's picked up too much psych damage to continue as a guardsman, and has been passed off to the inquisition as a kind of forced semi-retirement. Here's the info on the backgrounds. {Old background info}The Mara Landing Massacre
Cost:300 xp
Mara is a wretched place, a cold world once home to a penal
colony now long silent. No one goes to Mara; the space around
it is quarantined, the Imperial Navy mounting infrequent patrols
to keep any from straying too close. However, such accursed
places seem to draw in the unwary and the unfortunate. When
a navigational error and mysterious engine failure caused the
troop transport Vervilix to enter the Mara quarantine zone,
forcing it to land, hell was visited on those unfortunates trapped
there. What happened in the five days before the Imperial Navy
reached the transport remains largely unknown. Only a few
hundred gaunt and haunted individuals survived out of the five
thousand Guardsmen that set foot on Mara, and of those, many
were later were executed for heresy or simply disappeared—
unable to live with what they had experienced. For those few
who survived, they will never admit that they were onboard
the Vervilix unless under duress. Only the sealed reports of
the Ordos contain the accounts of comrades turning on one
another, of walking nightmares, vile scratching and half-heard whispers at reality’s fabric, and the incessant buzzing of
insectile wings on the edge of the mind.
Survivors of incidents on Mara are likely to be of most
interest to Radical Inquisitors who see the experience as
having armed them against the worst. Moreover, they are
proven survivors if nothing else, and if some shadow of
Mara’s terrible mystery lingers on in them, that too is worthy
of attention.
effects
Apply all of the following changes to your character:
Characteristics: Increase starting Willpower by +5.
Talents:You start the game with Resistance (Psychic
Powers).
Corruption:Your experiences at the massacre means that
you begin the game with 1d5 Corruption Points.
Fate Points:You gain one additional Fate Point.
Insanity Points:Unhinged, you start the game with 1d10
Insanity Points.
Corruption Points : XKB4F8FV1d5 Insanity Points : 1d10
Tranch War Veteran
Cost:100 xp
Even by Imperial standards, the war on Tranch has
been a brutal and thankless affair. What started out
as a simple mutant uprising on an unimportant minor
hive world quickly escalated into political collapse and
a catastrophic civil conflict drawing in forces from all
over the sector to contain it. Even though the war’s heat
has quelled now from the quarter-million strong troop
landings six years ago that broke the insurrection’s back,
the slow burning, bitter conflict has continued on a world
tainted, twisted, and brutalised by centuries of malice and
festering despair. Today the efforts to rebuild the world
and re-establish order continue, and fresh regiments are
continually cycled-in for tours of duty to brave the fire- blackened spires and the treacherous dark furnaces of the
Soot Warrens. Their thankless and dangerous task is to
defend the remaining citizenry, to bring Tranch slowly to
heel and prevent the festering enemies of mankind from
claiming the place again.
Those Guardsmen who survive their time on Tranch rarely
speak openly of their experiences, but the memories never
leave them. Stories of starving refugees, oppressive dark
catacombs, savage attacks by scav-cannibal infiltrators, of the
pale and terrible witch-kin, and of seeing friends torn apart
by “twist-brutes” are all whispered among Tranch veterans in
the long watches of the night.
To an Inquisitor of a militant inclination, Tranch veterans
are the most common source of tough, experienced and
suitably intolerant muscle.
effects
Apply all of the following changes to your character:
Skills:You gain the Search (Per) skill.
Talents:You start the game with the Hatred (Mutants) and
Light Sleeper talents.
Insanity Points:Gain 1d5 Insanity Points.
More Insanity Points: 1d5
1d5·1d10·1d5
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"Red"
Jul 9, 2014 18:17:15 GMT 8
Post by richmccomas on Jul 9, 2014 18:17:15 GMT 8
Sorry about the formatting problems from the first post. I copy-pasted from the book. Character is just about done now. 4 insanity points and 5 corruption. ewwww.... {Old Talent Info} Here's info about the talents that come with the background:
Hatred(Mutants) Talent Groups:Criminals, Cult (specific), Daemons, Xeno (specific), Psykers, Heretics, Mutants. You have reason to hate one particular race or organisation, and your malice hones your melee attacks. Choose one race or group from those listed above. When fighting opponents that qualify as members of that group, you gain a +10 bonus to all Weapon Skill Tests made to attack them.
Light Sleeper Prerequisites:Perception 30.You are a light sleeper and remain alert when most would be fast asleep. You are always assumed to be awake, even if you are asleep, for the purposes of making Awareness Tests, being Surprised or getting up in a hurry. The downside is that you often feel tired during the day and as a result are grumpy or distracted.
Resistance(Psychic Powers) Talent Groups:Cold, Fear, Heat, Poisons, Psychic Powers. Whether through past exposure, gruelling physical training or luck of genetics, you are highly resistant to a particular thing. When you pick this Talent select a group to be resistant to. You gain a +10 bonus when making a test to resist or avoid the object of your resistance. I spent 250xp on Agility +5, and 100xp on Awareness to reflect the times in the wars. I ended up going with this art. Something dark and gritty:
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"Red"
Jul 9, 2014 18:32:30 GMT 8
Post by richmccomas on Jul 9, 2014 18:32:30 GMT 8
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"Red"
Jul 9, 2014 20:49:00 GMT 8
Post by richmccomas on Jul 9, 2014 20:49:00 GMT 8
heya oriol, I'm thinking of using this as a pic for the in character user ID. How do I make that?
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"Red"
Jul 10, 2014 0:41:37 GMT 8
Post by Oriol FM on Jul 10, 2014 0:41:37 GMT 8
I will create an alias with that image for you later (let's hope it works).
I think you missed the part where I said we wouldn't be using the Calixis sector unique worlds/backgrounds, though...
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"Red"
Jul 10, 2014 7:44:09 GMT 8
Post by richmccomas on Jul 10, 2014 7:44:09 GMT 8
Updated the first post. I've changed the names of the ships and planets to make them not from the Calixis sector. Just generic planets from somewhere local, but leaving the spooky themes intact.
If the image doesn't work, don't sweat it. Just make the alter and I'll play with cropping it down to size. Thanks.
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"Red"
Jul 10, 2014 17:50:17 GMT 8
Post by Oriol FM on Jul 10, 2014 17:50:17 GMT 8
Well, the overall idea of not using the special backgrounds is that many of them are unbalanced in my opinion, besides not playing in the Calixis sector. Oh, well. It's been hard enough to make people create their characters.
Whatever.
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"Red"
Jul 10, 2014 23:25:52 GMT 8
Post by richmccomas on Jul 10, 2014 23:25:52 GMT 8
Ah, I misunderstood. I'll change that then. I had spent 400 xp on backgrounds. I'd like to keep the fluff of the backgrounds(names changed to not be Calixis), but I've changed the xp side too. I've taken Awareness (100xp) and Agility +5 (250xp) instead, to kind of represent the survival instincts gained through these experiences. Sound good?
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"Red"
Jul 10, 2014 23:57:36 GMT 8
Post by Oriol FM on Jul 10, 2014 23:57:36 GMT 8
Sounds great. And you'll have 50 XP to spend further on. Note that here, you gain a rank when you spend the XP, not when you earn them.
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"Red"
Jul 13, 2014 6:41:38 GMT 8
Post by richmccomas on Jul 13, 2014 6:41:38 GMT 8
Gained 150 xp from M01E01, total free: 200xp. Spent 100 xp on +5 Melee Skill, 100 xp on +5 Ballistic skill. Total XP spent: 550. Rank advance- Rank 2: Guard. Character sheet updated. Same link(see first post)
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Post by nathanjames on Jul 13, 2014 14:46:23 GMT 8
With his background, this guy should totally already have those advances.
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"Red"
Jul 13, 2014 18:50:52 GMT 8
Post by Oriol FM on Jul 13, 2014 18:50:52 GMT 8
Not necessarily. Regular imperial grunts are pretty crappy in Warhammer 40K. Catachans are slightly better, and if you take veterans, they have improved weapon skill (melee), but they are still pretty lousy shots. The elite troops, on the other hand...
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