14th Kandahan
14th Mechanised Infantry
- One Uniform
- One set of Poor Weather Gear
- One M36 Lasgun and six charge packs
- One Knife
- One Imperial Guard Flak Armour
- Three Frag Grenades
- Three Krak Grenades
- One Preysense Goggles
- One Respirator
- One Rucksack or Sling Bag
- One set of Basic Tools
- One Mess Kit
- One Water Canteen
- One Blanket
- One Sleep Bag
- One Rechargeable Lamp Pack
- One Grooming Kit
- One set of Cognomen Tags or equivalent identification
- One Imperial Infantryman’s Handbook
- Combat Sustenance Rations, four weeks’ supply
Starting Characteristics: +3 to any two of the following Characteristics—Ballistic Skill, Willpower, Toughness. +3 Agility, –3 Perception
Starting Skills: Command, Operate (Surface), Common Lore (War), Common Lore (Imperium), Common Lore (Imperial Guard), and Linguistics (Low Gothic)
Starting Talents: Rapid Reload, Combat Formation or Double Team, Nerves of Steel or Sprint
Standard Kit: One Chimera Armoured Transport, and an Auspex or scanner, per Squad.
The regiment increases the number of clips for their main ranged weapon and the number of weeks’ rations they carry as standard by +2, and gain an additional grenade of each type in their standard kit (if applicable). If the regiment contains vehicles, this also grants a +10 bonus on all Logistics tests to obtain fuel and parts for repairing and maintaining those vehicles.
Hated Enemy: A fortress world often stands opposed to a single threat, and they are taught to hate that particular foe and eliminate it on sight. All fortress world characters gain a single Hatred Talent, where the group chosen is the enemy the fortress world has been established to defend against. However, this hatred is often so strong as to overwhelm reason and sound judgement, and all fortress world characters may be required, at the GM’s discretion, to attempt an Ordinary (+10) Willpower Test in order to restrain themselves from attacking without mercy when that enemy is sighted.
Bred for War: Fortress worlders possess an entirely justified siege mentality, a natural result of daily lives shaped by the need for perpetual vigilance against an enemy that could strike at any time, and the discipline required to respond to that threat swiftly and effectively. Fortress worlders are loyal almost to a fault, and reluctant to disobey orders even with good reason, lacking personal initiative, and becoming inflexible as a result. A fortress worlder must attempt a Challenging (+0) Willpower Test in order to go against the rules and regulations of the Imperial Guard.
Starting Wounds: Generate starting Wounds normally.
Structure
Major Asmar Esho
Cost: 1 points
Starting Skills: Command
Fixed
The regiment’s commander is decisive and unyielding, and once set on a course of action he seldom changes his mind. While this is invaluable during many actions his regiment undertakes, it leaves his forces inflexible in the face of changing battlefields.Cost: 1 points
Starting Skills: Command
Culture
Mechanised Infantry
Less common than line infantry, mechanised infantry serve as a fast-moving, hard-hitting force, pairing the utility of infantry with the speed and firepower of armoured vehicles. The availability of Chimera transports is the main limiting factor to the number of mechanised infantry units in any given warzone, and this rarity means that many mechanised infantry regiments are divided into a number of smaller Armoured Fist groups—single squads or platoons—attached to armoured regiments (to provide infantry support) and line infantry regiments (to provide a fast reserve or armoured vanguard).Cost: 3 points
Characteristics: +3 Agility, –3 Perception
Starting Skills: Operate (Surface)
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, one Chimera Armoured Transport per Squad.
Close Order Drill
The regiment has trained long and hard to operate in close formations, fighting shoulder-to-shoulder with their comrades. These close formations can respond quickly with overwhelming force, moving as a single entity, rather than a group of individuals.Cost: 2 points
Talents: Combat Formation or Double Team
Assets
Well-Provisioned
The regiment has been marked as a supply priority by the Munitorum, keeping them well-supplied with ammunition, food, medical equipment, and other consumables. Wellprovisioned regiments tend to be those expected to face the worst of the fighting, with regular resupply to allow them to remain at fighting strength for far longer.Cost: 3 points
Standard Regimental Kit: The regiment increases the number of clips for their main ranged weapon and the number of weeks’ rations they carry as standard by +2, and gain an additional grenade of each type in their standard kit (if applicable). If the regiment contains vehicles, this also grants a +10 bonus on all Logistics tests to obtain fuel and parts for repairing and maintaining those vehicles.
History
Fortress World
“Fortress worlds are a fine source of soldiers, owing to necessarily large defence forces, which are typically trained and equipped to the high standards of the Imperial Guard. Fortress Worlds are a valuable asset not only because of their significance as strategic bastions, but also because they can serve as a readily available source of skilled, disciplined fighting men, and it is a rare fortress world that does not raise its armies with the expectation that they may be called upon to serve the Imperial Guard.”
– Extract from the Tactica Imperialis
Characters from fortress worlds have been raised to serve in war, and by the time they reach maturity, they are wellversed in the arts of war and the doctrines of the Tactica Imperialis. Each has been long trained to destroy the enemies of the Imperium, particularly those whose threat forced their world to be fortified in the first place. Fortress worlders are disciplined, honourable, loyal, and with the highest regard for integrity, and each is already a proficient combatant long before they are taken to serve in the Imperial Guard.
Cost: 3 points.
Characteristic Modifiers: +3 to any two of the following Characteristics—Ballistic Skill, Willpower, Toughness.
Skills: All fortress world characters start with Common Lore (War), Common Lore (Imperium), Common Lore (Imperial Guard), and Linguistics (Low Gothic).
Hated Enemy: A fortress world often stands opposed to a single threat, and they are taught to hate that particular foe and eliminate it on sight. All fortress world characters gain a single Hatred Talent, where the group chosen is the enemy the fortress world has been established to defend against. However, this hatred is often so strong as to overwhelm reason and sound judgement, and all fortress world characters may be required, at the GM’s discretion, to attempt an Ordinary (+10) Willpower Test in order to restrain themselves from attacking without mercy when that enemy is sighted.
Combat Doctrine: Because of the intensive training that each fortress worlder goes through from childhood, including extensive live-fire drills and gruelling mock battles, all fortress worlders start with one of the following Talents: Nerves of Steel or Sprint.
Bred for War: Fortress worlders possess an entirely justified siege mentality, a natural result of daily lives shaped by the need for perpetual vigilance against an enemy that could strike at any time, and the discipline required to respond to that threat swiftly and effectively. Fortress worlders are loyal almost to a fault, and reluctant to disobey orders even with good reason, lacking personal initiative, and becoming inflexible as a result. A fortress worlder must attempt a Challenging (+0) Willpower Test in order to go against the rules and regulations of the Imperial Guard.
Starting Wounds: Fortress world characters generate starting Wounds normally.
Type
Military, Army Regiment
Training Level
Professional
Veterancy Level
Experienced
Leader
Ruling Organization
Leader Title
Parent Organization
Location
Related Ranks & Titles
Notable Members
Related Ethnicities
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