This is the starting equipment for each background:
Admin : Laspistol, robes, auto-quill, chrono, data-slate, medi-kit
Arbite
: Shotgun, enforcer armour, 3 doses of stimm, manacles, 12 lho sticks
AAT
: Laspistol, staff, robes, psy focus
Ad-Mech
: Hand cannon, monotask servo-skull (utility) or optical mechadendrite, robes, staff, 2 vials of sacred unguents
Ministorum
: Backpack, hand flamer, mesh armour, glow-globe, monotask servo-skull (utility)
Guard
: Lasgun, combat vest, flak armour, grapnel and line, 12 lho sticks, magnoculars
Outcast:
Autopistol, chainsword, hive leathers, injector, 2 dose of obscura, 1 dose of Desoleum fungus
There are a few things I find odd.
- Arbites start with shotguns. Which seems rather useless with their current rules.
- The Adeptus Mechanicus are the keepers of technology within the Imperium. Starting with a hand cannon, a weapon that probably has an equivalent in real life weaponry ( this giant pistol does exist ), instead of more high-tech weapon like the laspistol that Admin and AAT characters get, feels a bit wrong. Especially when they don't even start with las training.
- Arbites, Guardsmen and Outcasts start with addictive drugs. Which suggests that everyone from those backgrounds uses those drugs. That's one of the choices I prefer left in the hands of players.
- AAT characters all start with a psy-focus. Even if they aren't psykers.
- Ministorum characters start with a backpack. Guard characters don't. Aren't guardmen more likely to be hauling stuff around in a backpack ?
Edited by Bilateralrope