First of all, sorry for being semi-MIA the past few days. It's been snowing like hell around here, so I'm pretty much stuck with a: dig car out>drive to work through snow>drive home through snow>dig the parking spot out daily routine, so I'm sorry to say, but I won't be able to get this game started until the weather gives me some pause (which by the forecast means Monday or Tuesday)
A couple of things on character sheets:
@everyone: could you guys please include a separate section for advancements that you purchased? Also, I thought about it and I'll rule mono-weapons work with Melee Weapon Training (Universal). It seems to be the intent of the rules (which are a bit unclear on the issue) since almost every starting class gets a mono-weapon option as starting gear but none gets Melee Weapon Training (Primitive) as a starting talent.
@ Scout89: you ahve too many Psychic powers I think. Page 2 of errata clarifies that the 2 Psychic Technique advancements on the Astropath table are the starting ones (not in addition to them). So unless I'm missing something, You should ahve 5 powers (2 starting+Thought Sending, 2 purchased from Transubstantial Initiate).
@Wrex: If you decide to keep the Ork, make sure to check the errata for base characteristic updates (including +5 int from Mekboy)
Some seemingly needed clarification: by default a ship comes with crew rating 30. Crew rating X means there's at least 1 guy on board with every skill at X. So you do have some guys with 30 Tech-use.
Also, regarding the Ork: I don't mean to interfere much into what each of you guys want to play and how they fit with the rest, so just my 2 cents on the matter: from my experience I feel being disruptive is mainly a player characteristic, so I trust that if Wrex wants to bring an Ork, he's doing it in good faith, and not to wreck the game.