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13th Talbet Line Infantry

Composition

Equipment

Mono Edged Sword, Laspistal, two charge packs, Shield, Storm Trooper Carapace, Compact Autogun.

Weaponry

Favoured Basic Weapon: Flamer
Favoured Heavy Weapon: Missile Launcher

Structure

Sanguine

The regiment’s commander is confident and optimistic, though sometimes too caught up in dreams of glory and triumph. While inspirational to his men with grandiose speeches and heroism, his ambition has often seen them faced with impossible odds, caught up in their commander’s quest for glory, and they must battle hard to survive.

Cost: 2 points

Starting Talents: Die Hard

Captain Shelby
Lieutenant Cromwell


Tactics

Line Infantry

The backbone of the Imperial Guard, line infantry form the bulk of every battle line, the core of every assault, and the heart of every defence. The humble, doughty, and loyal infantryman is the subject of countless propaganda picts and inspirational murals across the Imperium. They form the iconic image of the Imperial Guard for most Imperial citizens, and for good reason. It is a rare battlefield that is not graced by the presence of line infantry.

Cost: 2 point

Characteristics: +3 Strength, –3 Intelligence

Starting Skills: Athletics

Starting Talents: Rapid Reload

Standard Kit: One M36 lasgun and four charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, two frag grenades and two krak grenades per Player Character.

Training

Hardened Fighters

The regiment’s warriors are vicious up close, deadly in melee as well as at range. Armed with the tools of their grim trade, they are not afraid to face their enemies in single combat, and feel the hot blood of the freshly-slain on their skin.

Cost: 2 points

Characteristics: +2 Weapon Skill

Starting Talents: Street Fighting

Standard Regimental Kit: The regiment can either replace its standard melee weapon with a Common (or more available) Low-Tech Weapon, or apply the mono upgrade to its standard melee weapon.


Warrior Weapons

Warriors from primitive worlds are often ill-suited to serve on firing lines, their savage demeanour making them a poor choice to wield a lasgun. Such warriors often serve the Imperial Guard in other ways, armed with swords, axes, and mauls, to cut the enemy apart in close quarters.
Cost: 3 points
Starting Skills: Parry
Standard Regimental Kit: The regiment exchanges their Main Weapon for a Common (or more available) Low-Tech weapon and a laspistol with two charge packs.

Logistics

Recruitment

Talben from Talbet.

History

Regimental Rivalry

Rivalries exist between nearly all units in the Imperial Guard. On the whole, these are mainly friendly rivalries between brothers-in-arms that express themselves in drinking contests, braggadocio, contests of escalation, and even the occasional good-natured brawl. Unfortunately, some regimental rivalries are carried too far and become less a friendly rivalry and more a seething hatred accompanied by an increasingly bitter series of confrontations and betrayals. Regimental rivalries can exist between discreet units within larger regiments such as squads or platoons, or can encompass entire regiments from the Regimental Commander all the way down to the greenest conscript. Regimental rivals take any opportunity to undermine or sabotage one another, stealing supplies, tampering with orders, duelling, spreading lies, and framing opponents for crimes. These rivalries can even, as was the case with the deadly rivalry between the Tanith 1st Light Infantry regiment and the Jantine Patricians during parts of the Sabbat Worlds Crusade, go so far as outright betrayal and murder.

Regiment Points: 2

Talents: Hatred (Choose one†) and Enemy (Choose one†)

When selecting this Regimental Drawback, a single Imperial Guard regiment must be chosen. The Hatred and Enemy choices must be the same regiment, and cannot be another unit from the Player Character’s own regiment.

Historical loyalties

Forge World

Characters drawn from the Adeptus Mechanicus’ forge worlds tend to be highly intelligent, clear-minded technomats who have an innate talent for using and caring for the mysteries of technology and who seem to relate to machines more easily than to their flesh and blood comrades. Steeped in the dogma of the Cult of the Machine God, these craftsmen, engineers, and technicians bring an immense font of knowledge to the Imperial Guard and form the backbone of its engineering and technical abilities. Forge world characters tend and soothe the countless machine spirits that inhabit the Imperial Guard’s equipment and war machines. They pilot the tanks and infantry fighting vehicles, they raise fortifications, dig trenches, build and destroy infrastructure, and even bring the devastating power of the ancient Titans to bear on the enemies of the Imperium. While such regiments are certainly not revered by their counterparts in other Imperial Guard regiments, they are unparalleled in their ability to keeping the weapons working and the tanks running. However, their ties with the Cult of the Machine God make many outsiders, especially the more pious among the rank and file of the Imperial Guard, look upon their strange ways with suspicion.

Cost: 4

Characteristic Modifiers: +3 to any two of the following Characteristics–Intelligence, Perception, Toughness.

Skills: All forge world characters start with Common Lore (Adeptus Mechanicus), Common Lore (Tech), Linguistics (Low Gothic), Linguistics (Techna Lingua), and Logic.

Blessed of the Omnissiah: The Omnissiah grants many blessings upon his favoured subjects, and many mysteries of technology are revealed to those so blessed. Forge world characters start with the Peer (Adeptus Mechanicus) Talent.

Rites of Rewiring: Where most Imperial citizens see a machine as a singular and mysterious entity, those from a forge world view machines as a collection of discreet, sacred components, each with a uniquely important purpose. They are highly prized by armoured, mechanised, and siege regiments for their ability to both keep friendly machines running in the worst conditions and to efficiently dismantle enemy equipment. Forge world characters can choose to start with one of the following Talents: Technical Knock or Weapons Tech.

Isolated by Machines: Life on an Imperial forge world is an experience unlike that of any other world in the galaxy. Forge worlders are surrounded by the wonders of the Machine God and the teachings of the Priesthood of Mars from birth, and the mysteries and wonders of technology are as common to them as a herd of Grox to an agri-worlder. While this makes these relatively tech-savvy Guardsmen well suited for more technological occupations in the Imperial Guard, such as Operators and Tech-Priest Enginseers, it also has a tendency to produce insular, awkward troopers not fit for polite company. Forge world natives often relate to machines and servitors more readily than their flesh and blood counterparts, and have a sad tendency toward jargon and filling their conversations of long strings of Techna Lingua that are nearly unintelligible to the average trooper. Forge world characters suffer a –10 penalty to any Interaction Tests made to interact with characters who are not also from a forge world or initiates of the Adeptus Mechanicus.

Starting Wounds: Forge world characters begin play with –1 starting Wounds.
Commanding Officer
Colonel Shrewsbury
Homeworld
Talbet
Type
Infantry
Overall training Level
Trained
Assumed Veterancy
Experienced
Parent Formation
Used by

Starting Skills
Athletics, Parry, Common Lore (Adeptus Mechanicus), Common Lore (Tech), Linguistics (Low Gothic), Linguistics (Techna Lingua), and Logic.

Starting Talents
Die Hard, Rapid Reload, Street Fighting, Hatred (Choose one†), Enemy (Choose one†), Peer (Adeptus Mechanicus).

Starting Wounds
–1 starting wounds

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