First off, nothing is really uniform, so you get 200 "creds" to spend throughout creation. If you want something special however, tell me what you plans are, and I'll see if I can work something out. I've attached a cost to everything, so just add it up when you are done.
After deciding if you are going to be a hiver or an outlander, the next is choosing what type of scum you are.
Hivers:
Juve - Fresh out of the home newbie, ready to do whatever it takes to become a full ganger - 25 creds
Ganger - The backbone of all gangs. Not green anymore, but still hungry to loot shit and kill people. - 50 creds
Heavy - Those of above-average strength, usually entrusted to wielding the heaviest gear the gang has - 60 creds
Scavvies
Scavvie - Dirty, filthy, inbred (probably) cannibal, prone to mutations due to where they come from - 25 creds
Scalie - Big, dumb, and what passes for a stable mutation. Also very, vary scary! - 120 creds
Redemptionist
Deacon - Faithful guards, priests, and servants who get the best the Crusade has to offer - 60 creds
Bretheren - What they lack in ability, they make up for in eagerness to spread the fires of redemption - 50 creds
Zealot - Nutters who have been sniffing too much petroleum, and like to show how faithful they are, up close and personal-like - 60 creds
Ratskins
Shaman - Medacine man and advisor, they talk to the hive spirits and provide council, while looking after the sacred archaeotech - 120 creds
Ratskins - The body of the tribe, warriors who have proven their ability to survive in the underhive - 60 creds
Braves - The young ones who are coming-of-age, and the most adventurous of the tribes - 35 creds
--STATLINES--
(Figured this would be important to know)
This will be running on a D6 system, similar to the tabletop. Leadership will, however, be down to the discression of the player, how much morale they have, etc.
For those that don't know:
WS - skill at arms with hand-to-hand weapons
BS - skill at ranged combat
S - physical strength - directly impacts ability to do damage in combat
T - physical resilience
W - amount of damage that can be sustained before going down
I - speed of action. Faster you are, the faster you act, and the better chances you have of not falling off a walkway
A - how many attacks you can dole out in combat in a single round (read: single post)
Underhivers
Juve - no access to special or heavy weapons, first two after-action skill-ups are doubled
WS-2, BS-2, S-3, T-3, W-1, I-3, A-1
Ganger - no access to special or heavy weapons, may purchase a skill roll for 25 creds
WS-3, BS-3, S-3, T-3, W-1, I-3, A-1
Heavy - may purchase a skill roll for 25 creds
WS-3, BS-3, S-3, T-3, W-1, I-3, A-1
Outlanders
Scavvie - scavvies get a free mutation (I will give you the list)
WS-3, BS-2, S-3, T-3, W-1, I-3, A-1
Scalie - 5+ armour, cause fear, and regenerate skills as standard.
WS-4, BS-3, S-5, T-4, W-2, I-2, A-2
Deacon
WS-3, BS-3, S-3, T-3, W-1, I-3, A-1
Bretheren - no access to special weapons
WS-3, BS-3, S-3, T-3, W-1, I-3, A-1
Zealot - frenzy rule as standard
WS-3, BS-3, S-3, T-3, W-1, I-3, A-1
Shaman - blindsnake pouch at +20 creds, 1 spirit lore skill (I will roll), immune to treacherous conditions
WS-3, BS-3, S-3, T-4, W-1, I-4, A-1
Brave - blindsnake pouch at +20 creds, immune to treacherous conditions, no access to special weapons
WS-2, BS-2, S-3, T-3, W-1, I-3, A-1
Retskin - blindsnake pouch at +20 creds, immune to treacherous conditions
WS-3, BS-3, S-3, T-3, W-1, I-3, A-1
After that, it is on to the gear. Everyone needs to head into the shops to buy their gear, but any cash not spent is not lost. After all, who knows when you'll need to replace that laspistol? Or get that meltagun you've learned to use? And, of course, there's always the never-ending amounts of booze to buy!
--THE SHOP--
WARNING! Heavy and special weapons can only be used by gang heavies. Outlanders have their own shop, coming after.
HAND-TO-HAND WEAPONS
Item Cost
Sword - 10
Chainsword - 25
Club, Maul or Bludgeon - 10
Chain or Flail - 10
Knife (1st knife is free) - 5
Massive Axe, Sword or Club - 15
PISTOLS
Item Cost
Autopistol - 15
Bolt Pistol - 20
Hand Flamer - 20
Laspistol - 15
Plasma Pistol - 25
Stub Gun - 10
BASIC WEAPONS
Item Cost
Autogun - 20
Boltgun - 35
Lasgun - 25
Shotgun - 20
(solid shot + scatter shells)
SPECIAL WEAPONS
Item Cost
Flamer - 40
Grenade Launcher - 130
(Grenades extra)
Meltagun - 95
Plasma Gun - 70
HEAVY WEAPONS
Item Cost
Auto-cannon - 300
Heavy Stubber - 120
Heavy Bolter - 180
Heavy Plasma Gun - 285
Lascannon - 400
Missile Launcher - 185
(Missiles extra)
GRENADES
Item Cost
Frag grenades - 30
Krak grenades - 50
MISSILES
Item Cost
Frag Missiles - 35
Krak Missiles - 115
SPECIAL AMMO
Item Cost
Man-Stopper Shotgun shell - 5
Hot-Shot Shotgun shell - 5
Bolt Shotgun Shell - 15
Dum-dum Bullets for Stub gun - 5
MISCELLANEOUS
Item Cost
Clip Harness - 10
Filter Plugs - 10
Lobo-chip - 20
Photo-Contacts - 15
Photo-Visor - 10
Respirator - 10
OUTLANDERS MARKET
RANGED WEAPONS
Autopistol - 10
Blunderbuss - 10
Crossbow - 5
Musket - 6
Stub Gun - 10
Hand Flamer - 20 (Redemption only)
SPECIAL WEAPONS
Shotgun - 20
(with solid and scatter shells)
Autogun - 20
Lasgun - 25
Boltgun - 35
Flamer - 40 (Redemption only)
Grenade launcher (grenades extra) - 130
Meltagun - 95 (Redemption only)
Plasma gun - 70 (Redemption only)
CLOSE COMBAT WEAPONS
Clubs, mauls and bludgeons (first one is free) - 10
Chains and flails - 5
Massive axe, sword or club - 10
Knife - 0
Sword - 15
Chainsword - 25 (Redemption only)
Eviscerator - 30 (Redemption only)
Exterminator cartridge - 15 (Redemption only - one-shot flamer attachement for other weapons)
SCALY WEAPONS (Scaily only)
Spear gun - 55
Scatter cannon - 80
Throwing axe - 6
GRENADES AND SHELLS
Frag grenades - 30
Man-Stopper shells - 5
Hot Shot shells - 5
Bolt shells - 15
Dum dum bullets for stub in - 15
For stats on ranged weapons, look up what they do in the 40K rulebook, or wait until I scribe every single weapons into a huge list!
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Melee weapons will have specific rules associated with them so they are differentiated from "close combat weapon"