Agri-World:
"Quote about agri worlds"
Agri-worlds are the breadbasket of the Calixis Sector. These verdant planets are given over almost entirely to industrialscale agriculture, and are home to massive, city-sized farms and ranches controlled by sector wide agriculture business concerns. They produce the bulk of the Sector’s food, as well as many plant and animal-based products such as oils, medicines, building materials, and textiles. While some of these worlds are fully automated, home only to a handful of technicians and overseers keeping tabs on ancient cultivating apparatus and armies of servitors, most are home to millions of Imperial citizens, both cosmopolitan, business-minded merchants and agents in the port cities and the many hardy homesteaders and labourers who do the actual work of tilling fields and breeding beasts. While agri-worlders have a reputation as honest, strong, and hard working, they are also viewed, unfairly or not, as unsophisticated yokels and easy marks for confidence men, grifters, and other predators.
Men and women who grow up on these pastoral worlds gain a deep understanding of both flora and fauna, and can use those skills on the field of battle to their advantage and to the advantage of their comrades. These characters can get food to grow in even the harshest conditions, and are an incredible asset to regiments embroiled in long, planet-bound campaigns.
Characteristic Modifiers
Bonus to Strength and Fellowship, penalty to Intelligence
Fate Threshold
2 (Emperor's Blessing 7+)
Home World Bonus
Agri-world characters gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify or otherwise interact with domesticated beasts or those with potential to be domesticated and get a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify, harvest, or cultivate food crops. They also gain Scholastic Lore (Beasts)
Aptitude
Strength
Wounds
An Agri-world character starts with 8+1d5
Death World:
Characteristic Modifiers
Bonus to Strength and Perception, penalty to Fellowship
Fate Threshold
2 (Emperor's Blessing 5+)
Home World Bonus
Death World natives begin with either Lightning Reflexes or Resistance (Poisons).
Aptitude
Fieldcraft
Wounds
A Death World character starts with 9+1d5
Feudal World:
Characteristic Modifiers
Bonus to Toughness and Weapon Skill, penalty to Intelligence
Fate Threshold
3 (Emperor's Blessing 6+)
Home World Bonus
A Feudal World character ignores the maximum agility value imposed by any armour he is wearing.
Aptitude
Weapon Skill
Wounds
A Feudal World character starts with 9+1d5
Fortress World:
Characteristic Modifiers
Bonus to - and Ballistic Skill, penalty to -
Fate Threshold
3 (Emperor's Blessing 6+)
Home World Bonus
A Fortress World character gains a single Hatred Talent, where the group chosen is the enemy the fortress world has been established to defend against.
Aptitude
Ballistic Skill
Wounds
A Fortress World character starts with 8+1d5
Looking for some feedback on replacing the options from Enemies Within/Without/Beyond - all seemed a bit meh to me. I intend to use in an upcoming campaign. Also working on Daemon World, Frontier World, Garden World, Penal Colony and Research Station as well as Schola Progenium, Mining Colony and Imperial World already thrown in Fortress World. Taking most of my info from Only War and DH.1.
Specifically looking for feedback on fate thresholds and Fortress world characteristics - thinking + Toughness or Willpower, - Agility or Perception. Alternatively leaving it as + BS with no second + or -. Thoughts?