Left to do:
Astropath Transcendent
Explorator
Missionary
Navigator
Seneschal
Void-Master/Void-Mistress
Ork Weirdboy
Rogue Trader [Plushy Mix]
Characteristic Modifier:
Starting Aptitudes: Fellowship, Intelligence, Weapon Skill, Perception, Leadership, Social
Starting Skills: Charm, Command, Commerce, Common Lore (Imperium), Common Lore (Koronus Expanse)
Starting Talents: Air of Authority, Peer (choose one), Weapon Training (Las or Solid Projectile, Bolt, Power, Low-tech)
Starting Gear: Best-craftsmanship Laspistol or Good-craftsmanship Hand Cannon or Common-craftsmanship Bolt Pistol, Best-craftsmanship mono-sword or Common-craftsmanship power sword, Best-craftsmanship Light Carapace Armour, micro-bead
Arch-Militant [Plushy Mix]
Characteristic Modifier:
Starting Aptitudes: Weapon Skill, Ballistic Skill, Agility, Toughness, Finesse or Offence, Defence
Starting Skills: Common Lore (War), Dodge, Intimidate, Scholastic Lore (Tactica Imperialis), Linguistics (Low Gothic), Parry
Starting Talents: Hatred (Choose one), Weapon Training (Las or Solid Projectile, Heavy Low-tech), Weapon Training (Bolt or Flame or Plasma or Melta),
Starting Gear: One ranged weapon of Very Rare availability or lower, one melee weapon of Very Rare availability or lower, 2 Frag grenades, 2 Krak grenades Light Carapace Armour, micro-bead
Dark Eldar Kabalite Warrior specialization (5000xp)
Characteristic Modifiers:
Weapon Skill, Ballistic Skill, Strength, Intelligence, Willpower: +5
Agility, Perception: +10
Toughness, Fellowship: +0
Starting Aptitudes: Weapon Skill, Ballistic Skill, Perception, Agility, Finesse, Fieldcraft
Starting Skills: Acrobatics, Awareness, Common Lore (War), Dodge, Intimidate, Speak Language (Eldar, Dark Eldar), Stealth
Starting Talents: Disturbing Voice, Hard Target, Weapon Training (Splinter, Darklight, Power, Low-tech), Resistence (Poisons) Heightened Senses (Sight, Hearing), Paranoia, Catfall, Sprint
Starting Traits: Unnatural Agility (+2), Dark Sight, Non-Imperial, Power Through Pain, Speak Not Unto the Alien
Staring Gear: Good-craftsmanship Splinter Rifle or Best-craftsmanship Splinter Pistol or Common-craftsmanship Shardcarbine, 2 magazines of Splinter ammunition, Best- craftsmanship mono-sword or Common-craftsmanship Power Sword, Kabalite armour, micro-bead, translator, 2 doses of any one poison or 3 doses of any one combat drug
Wounds: 8+1d5
Ork Freeboota (5000xp)
Characteristic Modifers:
Strength, Toughness: +10
Weapon Skill: +5
Intelligence, Fellowship: -5
Ballistic Skill: -10
Starting Aptitudes: Strength, Toughness, Defence, Offence, Fieldcraft, Weapon Skill
Starting Skills: Awareness, Common Lore (Orks, War), Intimidate, Speak Language (Ork, Low Gothic)
Starting Talents: Iron Jaw, True Grit, Furious Assault, Weapon Training (Ork, Solid Projectile, Low-tech),
Starting Traits: Unnatural Toughness (+2), Sturdy, ‘Ard, Make It Work, Might Makes Right, Mob Rule, Non-Imperial, Speak Not unto The Alien
Starting Equipment: Good-craftsmanship Slugga or Common-craftsmanship Shoota, 3 magazines of ammo, Good-craftsmanship Chopa or Common-craftsmanship Big Choppa, Squig-hide Armour (2 AP all)
Starting Wounds: 25+1d5
Kroot Carnivore
Characteristic Bonus:
Weapon Skill, Agility: +10
Ballistic Skill, Strength, Toughness, Perception, Willpower: +5
Intelligence, Fellowship: +0
Starting Aptitudes: Perception, Offence, Weapon Skill, Agility, Strength, Fieldcraft
Starting Skills: Awareness, Dodge, Speak Language (Kroot, low Gothic), Stealth
Starting Talents: Weapon Training (Las, Solid Projectile, Pulse, Kroot, Low-tech), Heightened Senses (Sight, Hearing), Mercenary
Starting Traits: Eaters of the Dead, Natural Hunter, Kroot Beak, Kroot Physiology, Unnatural Strength (+2), Unnatural Perception (+2)
Starting Equipment: Kroot Rifle, mono-knife, Kroot leathers (2 AP all), micro-bead
Starting Wounds: 11+1d5