Arch-Militant

Someone always has need for a strong arm, especially the military. Whether you grew up on a planet blasted by war or happily enlisted, you’ve been through a life of hell. But what you got out of it was helpful: how to point a gun, and how to survive. Whether you served your term, got out early on injury, or abandoned your post is irrelevant; someone always needs a hired gun.

Starting Skills:
Same as book, but swap all Lore with your own choices.

Starting Talents:
Sound Constitution, Melee Proficiency (Primitive), Ranged Proficiency (Pistol, Basic, SP, Las), choose one of Ranged Proficiency(Flame) or Ranged Proficiency (Launcher).

Starting Equipment:
Good Quality Mono-Knife.
A Pistol of worth up to 80$$ and Scarce Availability.
A Basic Weapon of worth up to 100$$ and Scarce Availability.
Common Quality Mezoa-Pattern Grenade Launcher w/mix of 4 Frag or Smoke Grenades, or Common Quality Mezoa-Pattern Flamer with 1 tank.
Common Quality Flak Armour or Poor Quality Light Carapace
A Charm, some normally insignificant thing that the character holds important
Microbead, two First Aid Kits, Manacles, Good Quality Dataslate (text), set of Street Clothes or Former Unit Uniform, upwards of 4d5 x 5 $$

Career Ability
As per the book.

Arch-Militant

Revolver 40k UnholyAndy UnholyAndy