New Career - Forge World Armourer

By Stern X, in Dark Heresy House Rules

Hey guys, first post here and just wondering if I could get some of your views on a character class I've been attempting to create for DH and possibly RT.

Ok, the idea is that it's an armourer from a forge world i.e. just a skilled worker who caught an Inquistor or Rogue Trader's eye through creating him (or her) a singular exceptional item.

Forge World Armourer

WS 2d10+ 25

BS 2d10+ 10

S 2d10+ 30

T 2d10+ 30

Ag 2d10+ 10

Int 2d10+ 10 (Count as 40 for Trade (Armourer) and Trade (Smith) Lore tests)

Per 2d10+ 15

WP 2d10+ 25

Fel 2d10+ 10

Wounds

d5+ 8

Fate Points

d10

1-9 2

10 3

Starting Skills

Trade (Armourer) + 20

Trade ( Smith) + 20

Speak Language (Low Gothic)

Climb or Carouse

Starting Talents

Melee Weapon Training (Primitive)

Crushing Blow

Sure Strike or Frenzy

Starting Gear

Best Quality Great Hammer (Unwieldy, non-primative) (Rite of Passage item)

Best Quality Hammer (Unbalanced, non-primitive) (Rite of Passage item)

Tattered and stained robe (Poor quality clothing)

Mesh Gloves (3AP Arms)

Materials to build bolt pistol

Starting Wealth

120 + 3d10 Thrones

Characteristic Advances

Simple Intermediate Trained Elite

Weapon Skill 100 250 500 750

Ballistic Skill 500 750 1000 2000

Strength 100 250 500 750

Toughness 100 250 500 750

Agility 500 750 1000 2000

Intelligence 500 750 1000 2000

Perception 250 500 750 1000

Willpower 250 500 750 1000

Fellowship 500 750 1000 2000