The Emperor protects! Thanks for voting everyone.
Winners:
Feudal: 3 points, +3 to two of WS/S/T, Champion or Double Team, -10 to Tech/Tech Lore/Medic unless trained in that skill
Choleric: 2 points, Rapid Reaction
Mechanized: 3 points, Chimera, +3 AG, -3 Per, Operate (Surface), Rapid Reload, lasgun replaced by lascarbine, 2 frag 2 krag grenades each, armor replaced by CQB
Close Quarter Battle: 5 points, Double Team or Combat Master, 1 Lascarbine each with optional Compact modification , +4 charge pack, 1 light carapace for everyone, +10 Ballistics at BPR
Covert Strike: 5 points, 1 suit of Synskin, 1 set of Pyrsense Goggles, +10 to any stealth logistics
Cult of Chivalry: -3 Points, -10 WP test to use Deceive or you tell the truth. -10 to telling if anyone is lying.
Point total: 15. I lied when I said you wouldn't go over. I'll reverse the rules and take it out of your universal kit points since nobody really quested anything.
Universal Kit points: 30-6=24 points left
Feudal World Plate = heavier Light Carapace mechanically since they changed the primitive armor rules. So lets just say you can have your Light Carapace look like Plate armor or carry the extra 15 kg if you want authenticity for free.
Monospear: Mono Upgrade is Scarce, Monospear is 10 points. Same for Mono Great Spear if you want that instead. Honestly you can switch your chain weapon out for this if your specialty has a melee weapon for free.
Anti-Tank Rifle: There isn't really any good AT rifle equivalent on the Only War weapon list honestly. So here are some possibilities
Lascannon: Strongest man portable weapon, AT rifle like in that it can kill tanks. Heavy weapon
Autocannon: High damage and range slug thrower that can also take out light vehicles. Heavy Weapon
Meltagun: Low range, but high singleshot damage for a basic weapon. The only one on the list so far that can actually attach a bayonet.
Plasma Gun: Like meltagun with better range but might explode and kill you. Actually you can just drop it with no consequences in this version lame. Only shoots every other turn when in +1d10 damage mode where it has a solid change of getting through light armor.
I'll put together Regiment fluff tomorrow. Suggestions for planet and regiment name are welcome.
In the mean time we can now actually start on the character part! If anyone has a book (or wants one) they can just go through character creation themselves. For everyone else here are the steps:
1. Characteristic assignment.
Weapon Skill: Melee
Ballistics Skill: Ranged
Strength:
Toughness:
Agility:
Intelligence:
Perception:
Willpower:
Fellowship: Charisma
I was going to explain them all but I guess they're all pretty clear.
Player choice: 2d10 +20 for each skill with one reroll or 20 base +100 point buy (max +20 points in one characteristic). Pick which one you want and get your skills. Bonuses don't count yet for bottom or maximum.
2. Choose Specialty:
Heavy Gunner
Medic
Operator (Driver)
Sergeant
Weapons Specialist
Commissar
Ministorum Priest
Ogryn
Ratling
Sanctioned Psyker
Storm Trooper
Tech-Priest Enginseer
Each class will have its own equipment with it, so your Heavy Weapon character will have a Heavy Weapon despite it not being in the basic kit. Advanced specialties all require advancement for you to take and where shown earlier as more of a goal or for flavor ideas.
Once you have chosen your class, you will roll for wound points and fate points. Wound point totals depend on class. Fate point is just a d10 roll, with 1 7 or lower, 2 at 8-9, and 3 at 10.
3. You then have either 600 (Heavy Gunner through Weapon Specialist) or 300 (the non-guardsmen) XP to spend. This part will be a lot easier with the book but I can make recommendations if you want.
4. Name and fluff. There are charts for name but they're just suggestions.
5. Comrades name and fluff. There is a really long personality list, and three more for Ogryn, Ratling, and Servitor personalities in another book that you can roll if you want. None of them have a mechanical advantage so you can just pick out their personalty.
Only Guardsmen and Enginseers have Comrades. Unless you have the Unusual Comrade Trait, they'll be humans from your homeworld. If you do have it then they can either be humans, Ratlings, Ogryns, or Servitors the last three of which are probably from other worlds.
And that is it! The only slow part will probably be spending XP and maybe picking out weapons from the specialist weapon list. Then we can start.
As always PM me if you want to know more about the rules. This post was probably a lot messier in practice than I hoped it would be. Character sheet skeleton will come tomorrow if nobody has made one yet.