Please make either a Heavy Weapons Specialist, Medic, Ministorum Priest, an Operator, Ogryn, Weapon Specialist or if you want you can make a Rememberancer (a sort of embedded journalist/propagandist/spin doctor). Characteristic Modifiers : +3 to any two of the following Characteristics—Agility, Ballistic Skill, and Willpower. Main Weapons : the primitive Rheelas-pattern single shot Plaslock and the primitive Rheelas-pattern Double Plasma Cutter heavy weapon. All Rheelas-pattern weapons have been crudely tuned to function underwater almost as well as they do on land. In the case of the plasma weapons it is because of a special magnetic confinement "bottle" that traps the superheated plasma bolt in a protective magnetic field as it leaves the accelerator coil which rapidly dissolves releasing the deadly energized plasma bolt when it either strikes something or the field destabilizes enough. Neither water nor air will breach the magnetic "bottle" on their own however the field will collapse a round or so after it leaves the weapon regardless of it hitting anything solid or not. Name Class Range Rate of Fire Damage Pen Clip Reload Special Weight Availability Plaslock Musket Basic 40 m S/---/--- 1d10+6 Energy 7 1 1 Full Flame, Hydrodynamic*, Melee Attachment (Bayonet), Overheats, Primitive (7), Unstable** 9k Scarce Double Plasma Cutter Heavy 10 m ---/2/4 1d10+6 Energy 7 8 4 Full Blast (3), Felling (2), Flame, Hydrodynamic*, Inaccurate, Maximal, Ogryn-Proof, Overheats, Primitive (7), Twin-Linked 27 kg Scarce *Hydrodynamic: Weapons with this quality take no penalty when fired underwater. **Unstable: Weapons with this quality use ammunition that is both volatile and unstable and can react unpredictably when fired. When an Unstable weapon scores a hit, if the Ballistic Skill test result has a zero in the tens place i.e. 01, 02, 03, 04, 05, 06, 07, 08, or 09, then the attack deals double damage, if the attack roll has a zero in the one's place it such as a 10, 20, 30, 40, 50, 60, 70, 80, or 90 then it instead deals half damage (rounded down). This change to Unstable removes a second roll to determine when the weapon deals half damage and when it deals double damage. Skills : All Granite Guard characters start with Acrobatics, Athletics, Common Lore (Tech), Navigate (Surface), and Trade (Cook or Miner) Talents : All Granite Guard start with Hatred (Imperium), Weapon Training (Plasma), and they can choose one of the following talents Combat Sense, or Resistance (Heat) or Paranoia. Special Accustomed to Crowds: Since their world is a tectonically unstable volcanic ocean world, most Rheelanders inhabit vast floating hive cities that drift on the boiling seas of their world. These cities are severely over crowded such that the native inhabitants are used to weaving through even the denses mobs in the steam shrouded confines of the floating hives. In game terms, Crowds never count as Difficult Terrain for Rheelanders, and when Running or Charging through crowds Granite Guard take no penalty to Agility tests to keep their feet. They are also not prone to motion sickness as their great floating hives lurch and carreen through the boiling seas on which they float. Unlike most hiveworlders however, Rheelanders do not suffer from agoraphobia or any particular penalty for not being indoors at all times since the floating hives of their world are largely open air and exposed to the harsh storms that buffet the ponderous metal rafts that keep the hive city from sinking beneath the waves. Many a native can name a handful of family members who were swept away by a scalding tide of sea water during the annual monsoons, or was crushed beneath the bulk of a might float during a Tsunami. Distrustful of Authority : Since the kidnapping of the Granite Lord by the Imperium, all Granite Guard characters suffer a –20 penalty to Interaction Skill Tests made to interact with unfamiliar figures of authority (such as new Commissars, officers from other Hive Cities. Senior members of the Ecclesiarchy and Adeptus Mechanicus, and other such individuals) and impose the same penalty on Interaction Skill Tests made on them by those people. These penalties can be waived at the GM’s discretion, if the Granite Guard characters are dealing with individuals who have earned their trust. Fluency : Rheelanders speak a debased form of Low Gothic that few learn to read or write. Because of this, Rheelanders don't start with the Linguistics (Low Gothic) Skill at creation, however they are still capable of engaging in any verbal communicaiton in Low Gothic that does not require a Skill Test. In the Shadows of the Ecclesiarchy’s Light : Rightfully or no, the Ecclesiarchy views these PDF soldiers with suspicion, seeing their religious practices (or lack thereof ) as dangerously iconoclastic. Characters from the Granite Guard suffer a –10 penalty to all interaction tests with the representatives of the Ecclesiarchy. Player Characters with the Ministorum Priest Speciality suffer a –10 penalty when interacting with NPC members of this regiment, including Comrades, but excluding the Ministorum Priest’s own Comrade (it is assumed that his Comrade is either one of the few in the regiment loyal to the Ecclesiarchy’s teachings, or is also an outsider). At his discretion, the GM might additionally apply this penalty to other PCs with ties to the Ecclesiarchy. The GM is encouraged to introduce additional narrative complications based on the specific nature of the PDF’s relationship with the Adeptus Ministorum. Overworked and Underfed : Poorly provisioned units receive half the usual number of clips or charge packs for their main weapons and half the number of rations that their regiment rules would normally provide. Rheelas has been cut off from its sister worlds so long that the Granite Guard suffer a –10 Penalty on all Logistics Tests made to acquire fuel, ammunition, and spare parts for their vehicles. In addition, whenever a member of the Poorly Provisioned Guard successfully acquires equipment, the Game Master rolls 1d10; on a result of 4 or lower, the equipment that they receive is of Poor Craftsmanship, regardless of what its Craftsmanship would otherwise have been Standard PDF Kit : One amphibious Hades Breaching Drill per Squad. Each member of the Granite Guard also receives One suit of Deep Dive Armor (AP 2 arms, chest, legs, weighs 30 kg, increases the wearers size to Hulking, also protects against extreme temperatures and is environmentally sealed as long as the helmet is attached and the character has not suffered any wounds, each suit has 4 levels of ablative armor plating in form of plates of stone and scrap chained to its exterior, protecting the wearers body, and reflected by the weight) includes a spherical brass helmet (AP 2 head, with built in respirator and head lamp pack), Four breathing cannisters (each contains enough air for 1 hour of calm activity or 1 minute of strenuous activity such as combat, the canisters require 1 Half Action to detach and a 1 Full Action to attach a new tank), One dress uniform , One uniform bodyglove, One knife, One rucksack, One set of basic tools, One mess kit, One water canteen, One blanket, One sleep bag, One grooming kit, One cognomen tag implanted in the back of the soldiers right hand, One weeks supply of Soylens Viridian ration packets, and One Plaslock musket with eight single shot plasma containment flasks. Starting Wounds : Granite Guard characters start with -1 Wounds.