I am just starting to run a Dark Heresy game and I have one player that wants to play a Guardsman. Now, his character idea was for someone who had seen some fighting at a front line somewhere. However to match up to the rather inexperienced level of starting Dark Heresy characters he decided that the character was going to have suffered an injury which led to him being cashiered out of the Guard early in his career. I was going to make up a background package for this, but the problem I am having is deciding the game effects of the injury and the pricing it (ie, what can he get in compensation).
Now, I was happy enough with him having a common quality cybernetic knee joint (small enough that it doesn't give him the toughness bonus to the leg for cybernetics, and doesn't hinder him in any way game wise). However, he feels that it should have some negative effect to justify his character being dropped from the guard. If he just had his knee replaced with something equally as effective then presumably he would have ended up back with his unit. We have looked at a poor quality cybernetic leg (or knee, in order to ignore the extra TB on the relevant leg), but frankly I find the effects a bit too negative. Now, halving Agility Bonus for movement was not too bad (at the moment) as with Agility Bonus of 3 it ends up rounding up to 2. However, in the future he will increasingly get left behind when others improve their agility (with what he has even if he gets all the agility upgrades he would have a maximum Half Move of 3). What was the real killer was the agility test when running to see if they fall over. I just felt that was too bad. If they were really that lame they probably would never have been recruited by the Inquisition (you don't hire a Guardsman for his investigative skills).
So, I was trying to think of ways for the wound and less than common quality cybernetic implant (but not poor) to have some game effect. One possibility I had thought about was saying that he was not bothered by it when walking, but when trying to run at higher speeds it caused some problem for him. This would mean it would have no effect on Half Move or Full Move, but his Charge speed and Run speed would be lower than normal. I was thinking his Charge Move might just be reduced to being the same as his Full Move (ie 2xAB rather than 3) and that he could only Run at 4XAB rather than 6.
So I was just wanting advice on 1) whether people think that is an ok game effect and 2) how much xp (in this case negative in order to reduce the cost of other elements) that might be worth in a background package? Is it worth as much as 100, or is it worth less or more?
Any other suggestions on how to game this are also welcome.