Frontier World
Points: 3
On the many frontier worlds of the Imperium there is are vast differences in terrain and wildlife but the one consistency is the strong self-reliant citizens. Frontier worlds are inherently dangerous places and outside of a few major settlements the only law is enforced by whoever has a gun drawn. Civilians often have to cluster together in small homesteads near to natural resources and have to protect themselves from bandits and the indigenous wildlife.
Characteristic Modifiers: +3 to two of the following, Ballistic Skill, Toughness, Perception
Skills: Survival, Common Lore (Imperium) or Common Lore (Imperial Creed), Linguistics (Common)
Abilities :
Gunlaw : On such dangerous worlds locally made solid projectile weapons are common-place. Regiments from frontier worlds treat pistol and basic solid projectile weapons as 1 availability rating lower (e.g average items are treated as common) rating for their starting kit.
Frontier spirit: These dangerous worlds require quick thinking tough people. PC's can choose one of the following talents; Weapon Training (solid projectile), Quick Draw, Iron Jaw
Rustic : Those living on these frontier worlds are self-reliant and have little respect for the formal etiquette of polite Imperial Society. They suffer -10 a penalty to Fellowship test in formal situations such as with Nobility, Naval, Adeptus Tera and Imperial Guard Officers. This does not apply to the Ministorium staffs that are usually highly respected.
Starting Wounds : Add 1 to starting wounds