#1: You MUST take the Guardsman career.
#2: You may roll for attributes (roll in this thread) and assign your results between the 9 of them at will (you are entitled to one reroll as usual), or take a 110 point buy with diminishing returns as follows:
+2-10 to an Attribute (each attribute point in this range costs 1 point)
+11-15 to an Attribute (each attribute point in this range costs 2 points)
+15-20 to an Attribute (each attribute point in this range costs 4 points)
Further, double the modified point cost for every attribute point that's a multiple of 5 beyond the first 10 for all non-WS, BS, Per and Fel attributes.
So maxing a non-WS/BS/Per/Fel attribute for example costs 46 points:
First 10 = 10 points (1x10)
Next 4 = 8 points (2x4)
15 = 4 points (2x2x1)
Next 4 = 16 points (4x4)
20 = 8 points (4x2x1)
Note that you cannot increase an attribute by less than 2, nor increase it by more than 20.
#3: Toughness attribute advance progression is as follows:
100 Basic/250 Intermediate/500 Advanced/750 Expert
#4: You start with 400 XP. The Guard rank allows for the purchase of the Medicae skill for 200 XP (subsequent Medicae advances taken allot +10 each).
#5: Your starting gear, standard issue, is as follows:
Weapons:
1x Mars Pattern Mark 3 Lasgun/Lascarbine (Carbines can be used when engaged in melee as a Pistol at a -10 penalty, but count as a Compact version of their base weapon, see PH, Pg 141 and 3.0 Errata) OR Armageddon Pattern Autogun/Carbine (IH, Pg 114) OR Alcher Mark 4 Combat Autogun/Carbine (IH, Pg 175) OR the Player's Handbook Autogun/Carbine (PH, Pg 130).
Note that the MK3 Lasgun/Carbine has a Full Auto mode that discharges 6 shots, though it loses the Reliable attribute when utilized on this mode.
1x Infantry Lamp Pack affixed to your Basic weapon.
1x Bayonet affixed to your Basic weapon.
1x Combat Knife
4x Frag Grenades
Munitions:
2x Charge Packs (basic) OR 120 Autogun rounds
Gear:
1x 9-70 Entrenching Tool
1x Backpack
1x Bedroll
1x Dog Tags
1x Chrono
1x Compass
1x Infantryman's Uplifting Primer
1x Manacles
1x Mess Kit
1x Microbead
1x Personal Grooming Kit
1x Weapon Maintenance Kit
1x Weapon/Gear Storage
1x Water Flask (Full) (0.6 kg, 0.2 kg empty)
1x Whistle
1x Gas Mask
1x Re-Breather with 1 air canister.
7x Combat Ration Pack
Armour:
Guardsman Flak Armour (4 AP, All)
Optional: (You can also have up to 300 worth of Thrones of the following equipment/upgrades as requisition)
Any weapon/armour/item upgrade (including better quality variants, no custom designed/commissioned weaponry however), implants and/or special/additional munitions for your weaponry.
1x Medikit (Contains a reusable, self-sterilizing Injector, Toxin Wand, medical supplies sufficient to tend to 20 total Wounds, and a single dose (not 6) of Stimm, Counterseptics, Synth-Skin and Detox. It also allows you to use Medicae as a Basic Skill, and grants a +20 bonus to all Medicae tests while it has sufficient supplies for the purposes of administering First Aid. It is otherwise identical to Medicae Kit on Pg. 148. Base cost is 200 Thrones. You may purchase up to 6x doses of the following meds each: Stimm, Kick, Frenzon, Rainbow, Synth-Skin, Counterseptics and Detox. These costs are in addition to the base cost.)
1x Guard Shield (IH, Pg 180)
1x Auspex
1x Stummer
1x Grappling Hook
1x Recoil Gloves
1x Filtration Plugs
1x Infrared Goggles
1x Lascutter
1x Magnoculars
1x Combitool
1x Dataslate
1x Photovisors
1x Pict-Recorder
1x Screamers
1x Clip Harness/Drop Harness
1x Void Suit
1x Any Las or SP Pistol in the Warzone Armoury (IH) section or Player's Handbook.
Any Melee weapons in the Warzone Armoury section, or in the Guardsman starting package.
Any Grenades in the Warzone Armoury section, or the Player's Handbook (Firebombs count as Primitive).
Anything from the following supplement: http://www.darkreign40k.com/weapons-and-armour/new-weapon-attachments-and-upgrades-3.html
And anything in the Warzone Infantry Gear section.
Feel free to spend requisition on Lho-sticks; they grant +1 Perception, and -1 Toughness for 2d10 minutes (Obviously these bonuses/penalties do not stack).
If there's anything you'd like to requisition that doesn't appear on this list, run it by me and I'll let you know if it can be taken.
#6: All Lasguns respect the following ruleset:
http://www.darkreign40k.com/weapons-and-armour/competitive-lasguns-2.html
#7: Max Fate Points; you will need them. Wounds are equal to your homeworld's base amount, plus your Toughness bonus; you do not roll for Wounds.
Toughness counts as primitive armour for the purposes of damage reduction (only half your Toughness bonus, rounded up, is deducted from non-primitive damage sources, Penetration does not affect this reduction).
#8: You may roll or choose everything else as you will, except for Divinations, Insanity and Corruption Points.
#9: Backstory, and profile of your character are necessary.
#10: Wounds to the head are doubled after applying all other modifiers (such as Toughness, Armour, Refractor Fields, etc...). Wounds to the arms and legs are halved (round up) after applying all other modifiers.
#11: Armour functions as per this rule supplement: http://www.darkreign40k.com/house-rules/reasonably-realistic-armour-and-cover-degradation-rules.html
#12: I'm going to allot de facto properties for kneeling/going prone:
Half Action from/to standing, Half Action from/to Prone.
Leap Up talent allows you to move from Kneeling to Standing as a Free Action
You may make an Easy (+20) Acrobatics Test to move to/from Kneeling to Prone or Standing as a Free Action. Failure means you waste a Half Action to no effect.
+5 to BS tests, -10 to WS tests.
Count as one size category less (e.g Medium counts as Scrawny (-10)) vs ranged attacks made against you from beyond Point Blank range.
-1 damage to all blast damage received, if not in point of origin.
-10 to Agility tests (Acrobatics Tests to move from Kneeling to Standing or Prone is unaffected by this modifier).
Cannot Run or Charge.
Movement rates and leap distances while Kneeling are divided by 2 (round up).
As part of a Dodge reaction, you may go into a Kneeling position.
Full Action from/to standing, Half Action from/to Kneeling.
Leap Up talent allows you to move from Prone to Standing as a Free Action
You may make a Challenging (+0) Acrobatics Test to move to/from Prone to Kneeling or Standing as a Free Action. Failure means you waste a Half Action to no effect.
+10 to BS tests, -20 to WS tests, Heavy weapons count as Braced.
Count as two size categories less (e.g Medium counts as Puny (-20)) vs ranged attacks made against you from beyond Point Blank range.
Blast damage divided by 2 (rounded down) if not in point of origin.
-30 to Agility tests (Acrobatics Tests to move from Prone to Standing or Kneeling is unaffected by this modifier).
Cannot Run, Charge or Leap.
Movement rates while Prone are divided by 4 (rounded up).
As part of a Dodge reaction, you may go into a Prone position.