This is the beginning of a new character class for review, this is just the opening and first level. Concept is the planetary scout, combat skills are moderate, high on survival skills. Whether a Noble hunter, Underhive Ratskin, or Deathworld native, they are the first guy on the planet. Constructive criticism welcome, as well as suggestions on how to progress. The more experienced Vanguard will have tons of survival skills, very hard to kill (lots of wounds, damage reducing traits, and lots of resistances against environmental factors), speak a variety of languages (including various xenos), and have long ranged combat traits. He will lack any ship skills, low on fellowship (not absent, just not focused on them), and no mass leadership skills.
When a hostile planet needs to be explored, the first person on the planet is frequently is the Vanguard. Charged with scouting the planet and keeping landing parties safe, the Vanguard are some of the toughest individuals in the Imperium. While not as combat savvy as some of their charges, Vanguard tend to avoid combat through stealth and knowledge of the terrain. Whether feral world scouts, underhive scummers, or even Noble hunters, Vanguards can come from all parts of Imperial culture.
Feel For the Land: When a Vanguard enters a new non-civilized area he may make a Challenging (+0) Survival check. If successful the Vanguard may reroll any failed Exploration or Movement skills while he is in that environment. He may attempt to make another roll if the first fails every 12 hours. The Vanguard loses this ability if he leaves the environment for more than 72 hours.
Sixth Sense: When in a wilderness environment, a Vanguard may spend a fate point to automatically pass an Awareness or Search check.
Starting gear: Good Quality bolt pistol or best quality laspistol. Best quality hunting rifle with customized trait and telescopic scope. Best Quality Mono Primitive Weapon or Good Quality Chain Sword, Good Quality Magnoculars, Cameleoline Cloak, Good Quality Guard Flak, Micro-bead, Vox Caster, Medikit.
Starting Traits: Melee Weapon Universal, Basic Weapon Universal
Starting Skills: Awareness, Survival, Navigation (Ground), Tracking, Climb, Swim, Search, Concealment, Silent Move, Speak: Low Gothic
Navigation (Ground) 100pts
Silent Move 100pts
Tech Use 200pts
Trade: Explorator 100pts
Speak: Low Gothic 100pts
Speak (Local Dialect) 100pts (x3)
Scholastic Lore (Beasts): 200pts
Sound Constitution 100pts
Light Sleeper 100pts
Common Lore (Imperium)
Rapid Reaction 200pts
Basic Weapon Training Universal 500pts
Melee Weapon Training Universal 500pts
Awareness +10 200pts
Navigation (Ground) +10 200pts
Search +10 200pts
Security +10 200pts
Concealment +10 200pts
Silent Move +10 200pts
Survival +10 200pts
Tech Use +10 200pts
Scholastic Lore: Beasts +10 200pts
Common Lore (Koronus Expanse) 200pts
Secret Tongue (Rogue Trader) 200pts
Pilot (Ground Vehicles) 200pts
Trade (Explorator) +10 200pts
Leap Up 200pts
Pistol Weapon Training (Universal) 500pts