14th Komugi Planetary Defense Force
Composition
Equipment
Electro-Vox Warfare
Requiring an in-depth knowledge of the ins and outs of battlefield communication such as broadcast frequencies, electronic attack, cryptography, power generation, maintenance, and the dizzying array of communications gear fielded across the galaxy, electronic warfare is typically the purview of Operators, Tech-Priest Enginseers, and the occasional astute and tech-savvy Guardsman. No matter where they fight, these Guardsmen are equipped with some of the most sophisticated listening and broadcasting equipment issued by the Departmento Munitorum.
Cost: 4
Standard Regimental Kit: 1 data-slate per Player Character, 1 micro-bead per Player Character, 1 anointed electronics toolkit per Player Character, 2 auspex/scanners per Squad, 2 static generators per Squad, 1 vox-caster per Squad, 1 signal jammer per Squad.
Structure
Phlegmatic
The regiment’s commander is quiet and contemplative, a man of few words. When he does speak, it is with great and solemn purpose, to give commands that have been considered in exacting detail. He does not command loyalty through rhetoric or heroics, but through quiet competence, and his men have learnt to trust in his skill and rely on the chain of command.
Cost: 1 points
Starting Skills: Common Lore (Imperial Guard), Common Lore (War)
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
Favoured Foe
The regiment’s home world has long been assailed by one of the myriad enemies of Mankind, and its troops have learned the hard way the most effective ways to slay that enemy. Without mercy and without fear, they relish opportunities to bring death to their traditional foe.
Cost: 3 points
Starting Skills: Forbidden Lore (choose one†)
Starting Talents: Hatred (choose one†)
†When selecting this doctrine, a single enemy of the Imperium must be selected. The choice of Forbidden Lore speciality and Hatred must both reflect this choice of enemy.
History
Schola Progenium
The creations of the Schola Progenium are trained to be of unyielding will, of decisive action, and of swift mind. Service to the Imperium is an expectation, one their lives have been directed towards for the years of their tutelage. The harsh mental and physical discipline of the Schola Progenium produces fine officers and soldiers, none finer than the Storm Trooper regiment, which recruit only from the finest Schola Progenium graduates.
Cost: 3 points.
Characteristic Modifiers: +3 to Willpower, and +3 to either Weapon Skill or Ballistic Skill
Skills: All Progena characters are Trained in Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (War), and Linguistics (High Gothic, Low Gothic).
Only In Death Does Duty End: Those that pass through the Schola Progenium are drilled each and every day by hardened drill abbots, and all are expected to defend the Emperor’s domain with their lives if necessary. All Progena characters start with one of the following Talents: Air of Authority or Unshakeable Faith.
Starting Wounds: Progena characters begin play with +1 starting Wound.
Historical loyalties
Type
Infantry
Overall training Level
Semi-professional
Assumed Veterancy
Experienced
Parent Formation
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