<div class="floatright">(http://www.rpgbooster.com/wp-content/uploads/2013/12/Nuclear-Snail-Studios-Post-Apocalyptic-soldier-armour-LARP-outfit-Fallout-Resistance-Fighter.png)</div>Axis - Arch-Militant<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Void-Born</div><div class="spoiler_body">Characteristic Modifiers: –5 Strength, +5 Willpower<br/>Starting Skills: All void born can speak a language unique <br/>to their home vessel. Void born gain the Speak Language (Ship <br/>Dialect) Skill.<br/>Charmed: The void born are touched by the fickle powers <br/>of the warp, making them preternaturally lucky. Whenever a <br/>void born character spends a Fate Point (though not if he burns <br/>one), roll a 1d10. On the roll of a natural 9, the Fate Point is <br/>not lost.<br/>Ill-omened: Whether because of their strange looks, <br/>clannish ways, or unwholesome air, the void born are shunned <br/>and mistrusted by most. In addition, the void born are most <br/>likely to attract any negative attention that the party of Explorers <br/>creates—accusations of deceit in trade, disgruntled negotiators, <br/>mobs armed with stones, and so on. Because of this, void born <br/>characters suffer a –5 penalty on all Fellowship Tests made to <br/>interact with non-void born humans.<br/>Shipwise: Birthed in the depths of a voidfaring craft, <br/>the void born have a natural affinity for such vehicles. As a <br/>result, Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) are <br/>untrained Basic Skills (instead of Advanced Skills) for void <br/>born characters.<br/>Void Accustomed: Due to their strange and unnatural <br/>childhood, the void born are used to the vagaries of changing <br/>gravity. They are immune to space travel sickness. In addition, <br/>zero- or low-gravity environments are not considered Difficult <br/>Terrain for void born characters.<br/>Starting Wounds: Void born characters double their starting <br/>Toughness Bonus and add 1d5 to the result to determine their <br/>starting number of Wounds.<br/>Starting Fate Points: Roll 1d10 to determine a void born <br/>character’s starting Fate Points. On a 1–5, he begins with 3 <br/>Fate Points; on a 6–10, he begins with 4 Fate Points.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stubjack</div><div class="spoiler_body">You were born to violence. It has surrounded you your whole <br/>life, and you’ve had a weapon in easy reach ever since you <br/>were strong enough to grip one. You could have joined the <br/>PDF or even become a Guardsman, but what sort of life is <br/>that? Joining a regiment means orders here, orders there, and <br/>none that make any sense. It was clear to you that fighting <br/>for Thrones as a mercenary was the best way for a warrior to <br/>become rich in his trade and still escape with his skin. You’ve <br/>seen death, victory, and most of the ugly things that lie in-<br/>between, but as long as there is always a fat purse waiting on <br/>the far side of the battlefield that’s fine with you. As for the <br/>dead, the Emperor will know his own.<br/>Effect: You gain the Quick Draw Talent and gain <br/>Intimidate as a trained Basic Skill. You gain a bonus of +5 to <br/>your choice of Weapon Skill or Ballistic Skill, but you suffer <br/>both –5 Fellowship and 1d5 Insanity Points. <br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Call to War</div><div class="spoiler_body">The Imperium called on you to help ﬁght its wars. You have <br/>trained with and fought beside the best, and you have the <br/>scars to prove it. You spent a long time training to be the <br/>Emperor’s Hammer and learned a number of useful skills and <br/>tactics. Perhaps you faced off against Eldar corsairs, or maybe <br/>you hunted down the greenskin Orks, perhaps you even <br/>battled against some other foe. Whoever the enemy was, you <br/>not only fought against them, but learned a number of their <br/>weaknesses as well. Though you may have a different life <br/>now, you have not forgotten the basics that you have learned <br/>as you head out into the unknown of the void.<br/>Cost: 150xp<br/>Effect: Gain +5 Ballistic Skill. Additionally, gain the Talents <br/>Peer (Military) and Hatred (select from the following list: <br/>Eldar, Orks, Kroot, Chaos, or other as approved by the GM). <br/>In addition, gain +1d10 Insanity points to represent the <br/>horrors of war.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Warp Incursion</div><div class="spoiler_body">You have been witness to a singular event: the opening of a <br/>portal between the material universe and the warp. You were <br/>the survivor of a Geller Field failure, or witness to (or victim <br/>of ) a daemonic possession or another warp entity—somehow <br/>you lived through the incident, but it has scarred you forever. <br/>You suffer from nightmares, but in return you have gained a <br/>degree of protection from warp entities. This might manifest <br/>as a type of invisibility to these entities, or maybe they ﬁnd <br/>your “smell” to be intolerable. Whatever the reason, you <br/>thank the God-Emperor every day for the protection He has <br/>imparted unto you.<br/>Cost: 100xp<br/>Effect: Gain Resistance (Psychic Powers) and the Light <br/>Sleeper Talents. Also gain +1d5 Corruption Points from the <br/>exposure to the incursion.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fortune</div><div class="spoiler_body">You seek wealth beyond measure, countless Thrones with <br/>which to purchase the fulfilment of your every desire. You <br/>understand that all things begin with the clink, clink, clink <br/>of worn Throne coins dropped upon a finely crafted counter. <br/>That is the sound that carries into the hearts of men and <br/>compels them to your will. Perhaps your ultimate goals are <br/>admirable, perhaps they are despicable—wealth cares not, <br/>and wealth causes others to care not. So it is that everything <br/>you have ever wanted, everything you could ever need, all <br/>comes down to Thrones. You must have them and the great <br/>wealth they represent. That is your quest, and you can only <br/>hope that you are still the same person at the end of it, having <br/>evaded the myriad ways in which single-minded fortune-<br/>seeking twists the mind and the soul.<br/>Effect: +1 Fate Point.<br/></div></div>WS 34 - BS 55 - S 31 - T 34 - Ag 39 - Int 38 - Per 39 - WP 40 - Fel 30<br/><br/>Starting Skills: Common Lore (War) (Int), Dodge (Ag), Intimidate (S) (Mastery), Scholastic Lore (Tactica Imperialis) (Int), Secret Tongue (Military) (Int), Speak Language (Low Gothic) (Int).<br/><br/>Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) are untrained Basic Skills.<br/><br/>Starting Talents: Basic Weapon Training (Universal), Pistol Weapon Training (Universal), Melee Weapon Training (Universal),  Hatred (Chaos),  Light Sleeper, Peer (Military), Quick Draw, Resistance (Psychic Powers), Sound Constitution, Thrown Weapon Training (Universal)<br/><br/>Starting Gear: Two bolt pistols, plus one good-Craftsmanship Mono Groxwhip. Micro-bead, void suit, enforcer light carapace armour, bolt shell keepsake, medikit, manacles. Arms Coffer.<br/><br/>11 Wounds - 5 Fate Points - 6 Insanity - 2 Corruption