GSN 1610291001:
I submit my vote for the Mining Colony breachers/sappers.
But as someone who's thinking about going with a Heavy, I'm unsure what suitably awesome gun to use that fits that template.
This is the only soldier who hasn't cast a second vote since the tally was made last night. If no changes to the current votes [as I understand them to be], then the unit will be:
Type: Close Assault
+3 WS, -3 INT
Dodge or Parry
Lightning Reflexes
Homeworld: Post-cataclysmic
+3 to two: BS, WS, PER
Awareness, Linguistics (Low Gothic), Survival
+1d5 Insanity points at start
pick one: Resistance (Cold), Resistance (Radiation), Resistance (Fear)
Training Doctrine: Sappers
+2 INT
Security, Tech-use, Trade (Technomat)
Technical Knock
Equipment Doctrine: Cyber-Enhanced
begin w/ 2 common or one good cybernetic enhancement [list provided when complete]
Drawback:Cloud of Suspicion
Enemy (Inquisition)
Paranoia
Penalty: mission failure results in -5 to WP tests until next successful mission
The only thing still up in the air at this point is the type of leader you will have. I personally don't think Melancholic will help your group [aside from the visual of the type of leader you have in HQ], because gaining Air of Authority doesn't seem to help anyone. You don't need to be able to influence hundreds of other soldiers, in my opinion.
...however, if you choose Choleric [and gain Rapid Reaction] or choose Maveric [for the Resistance (Fear) - which translates to 100 xp instead] or Phlegmatic [for the Common Lore skills he has] then we will be right on track with my timetable.