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25th Fiann Regiment

Homeworld

Frontier World - 4pts

Frontier worlders are rugged survivalists, and many frontier worlds are chosen for the founding of Imperial Guard regiments because of the relentless drive to endure and practical ingenuity that their harsh home worlds breed.

Cost: 4

Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Ballistic Skill, and Perception.

Skills: All frontier world characters start with Awareness, Linguistics (Low Gothic), Navigate (Surface), and Survival.

Life on the Verge: While frontier worlders are sometimes less refined that members of other regiments, their skills in the field are undeniably useful. Frontier world characters gain the Combat Sense or Quick Draw Talent.

Independent Operation: Frontier worlders are more accustomed to working far from others than many of their counterparts in other regiments. Their activities on their home planet often call for them to range far and wide, often alone, and as a result they develop a sense of confidence in this solace. On the battlefield, this frequently translates into a willingness to strike out beyond the sight of allies, confident that their compatriots will react swiftly to danger. The Comrades of a frontier world character count as being within Cohesion so long as they are within 15 metres of their Player Character.

Distrustful of Authority: Though they are valued for their ability to act independently, frontier worlders can also be difficult to control thanks to this tendency. This can be particularly problematic for newly raised regiments placed under the command of officers from outside, or for regiments merged with others after suffering losses. However, with time and patience, this friction can be overcome by outsiders who prove that they can stand on their own and contribute to the regiment.

Frontier world characters tend to distrust outsiders, especially those handing out orders. They suffer a –20 penalty to Interaction Skill Tests made to interact with unfamiliar figures of authority (such as new Commissars, officers from other regiments. Senior members of the Ecclesiarchy and Adeptus Mechanicus, and other such individuals) and impose the same penalty on Interaction Skill Tests made on them by those people. These penalties can be waived at the GM’s discretion, if the frontier world characters are dealing with individuals who have earned their trust.

Starting Wounds: Frontier world characters generate their starting Wounds normally.


Commander

Maverick - 2pts
The regiment’s commander is something of a rebel, regarded as ill-disciplined and unpredictable by his peers, but his attitude and his daring make him beloved by his men, who see their leader as one of them, rather than one of “the officers.” So long as he leads, they will follow him anywhere.
Cost: 2 points
Starting Talents: Resistance (Fear)

Regiment Type

Rapid Reconnaissance Regiment - 8pts
Most associated with the regiments of Elysia, the Tauros rapid assault vehicle is comparatively rare amongst the Imperial Guard, its use requiring special dispensation from the Adeptus Mechanicus. Regiments able to obtain these vehicles, however, find a dependable and swift vehicle, able to traverse nearly any terrain at speed. It is for these qualities that some reconnaissance regiments favour Tauros over the more common Sentinels. While more limited in what terrain they can negotiate, these vehicles’ speed makes up for the limitation in many environments.
Cost: 8 points
Characteristics: +3 Agility, –3 Toughness
Starting Skills: Operate (Surface), Tech-Use
Starting Talents: Combat Sense or Accelerated Repairs
Standard Regimental Kit: One Tauros rapid assault vehicle and one set of Magnoculars per Player Character. At the GM’s discretion, two Player Characters may exchange their individual vehicles for a single Tauros Venator.


Training Doctrines

Snipers - 2pts

Some light infantry or reconnaissance regiments specialise in eliminating their enemies from a distance. Utilising the long las or sniper rifle, the soldiers of this regiment hone their abilities to strike at range, preferably neutralising their targets without ever revealing their own presence. Regiments raised from Ratling home worlds are almost invariably trained and equipped as snipers rather than with the lasguns of normal infantry regiments.

Cost: 2

Characteristics: +2 Ballistic Skill

Starting Talents: Marksman

Standard Regimental Kit: One long las and 4 charge packs or one sniper rifle and four clips per Player Character (Main Weapon).


Special Equipment Doctrine

Forward Observation - 4pts

Forward Observers use stealth, speed, and knowledge of navigation and survival to observe the enemy and call in air strikes, orbital bombardment, or artillery barrages. This unit excels in directing indirect fire, and their special load-out helps them ensure their colleagues in the air and behind the lines hit what they are aiming for.

Cost: 4

Standard Regimental Kit: 1 pair of magnoculars per Player Character, 1 chameleoline cloak per Player Character, 1 handheld targeter per Player Character, and 2 pict recorders per Squad.


Regimental Drawbacks

Poorly Provisioned - +4pts

While the officials in the Departmento Munitorum are known far and wide for their fecklessness and capriciousness, and while every unit that has ever born arms in the Emperor’s service has suffered supply shortages and incorrect shipments at their hands, the poorly provisioned regiment is worse off than most. Perhaps the regiment is stationed on a planet far off the normal resupply lines, or they have been embroiled in their campaign for so long and at so great a cost that they are reduced to throwing chunks of rockcrete at their enemies and messing on grass and boiled boot leather. Whatever the case, this regiment has precious little of what it needs to operate in theatre and what equipment they do possess is in a sad state of disrepair. Poorly provisioned regiments can rarely, if ever, get resupplied in any meaningful way, suffer a loss of morale and combat effectiveness due to hunger and lack of working equipment, and many turn to thieving and raiding to fill their bellies and their empty weapon magazines.

Regiment Points: 4

Overworked and Underfed: Poorly provisioned units receive half the usual number of clips or charge packs for their main weapons and half the number of rations that their regiment rules would normally provide. If the regiment includes vehicles, its members suffer a –10 Penalty on all Logistics Tests made to acquire fuel, ammunition, and spare parts for their vehicles. If it is a Rough Rider regiment, its members suffer the same penalty to acquire materiel related to the care and feeding of their mounts. In addition, whenever a member of a Poorly Provisioned regiment successfully acquires equipment, the Game Master rolls 1d10; on a result of 4 or lower, the equipment that they receive is of Poor Craftsmanship, regardless of what its Craftsmanship would otherwise have been.

Special: This Drawback cannot be taken by regiments with the Well-Provisioned Doctrine.

Lost Home World - +5pts

It is a common aphorism among Guardsmen that the Imperial Guard is the only home they have. For those men and women from lost home worlds, this is a sad and literal truth. In an age when swarms of slavering life forms from beyond the galaxy consume whole star systems unopposed, and when a middling fleet of voidships commands enough destructive power to reduce a planet to cinders in the blink of an eye, the loss of a single planet in a sector is unremarkable. Unremarkable, that is, except to the men and women who called the world home. Some are consumed by Tyranids or Chaos forces, some are burned in the holy fires of Exterminatus or laid waste with virus bombs, and others simply succumb to the death of their star or some other freak celestial accident. Whatever the case, this regiment is among the last survivors of a dead world, a fact that marks the survivors indelibly.

Regiments from lost home worlds become of the Imperial Guard, keeping a handful of traditions but accepting the battlefields of the galaxy as their home instead of the world upon which they were born. There is little commonality among these regiments, save for a haunted look and a tendency to suffer from crushing survivor’s guilt.

Survivor’s Guilt: Being one of a handful of survivors of a disaster that snuffed out the lives of teeming millions or billions has a deleterious effect on the human psyche. Survivors of such a cataclysmic loss tend to suffer numerous grief, loss, and stress-related maladies that complicate the already stressful life of an Imperial Guardsman. Members of this regiment begin play with 2d10 Insanity Points.

Last Survivors: Whenever a member of this regiment falls, it represents an irreplaceable loss to the group, which can no longer pull reinforcements from its annihilated place of origin. The Departmento Munitorum often assigns members of other devastated regiments to join the survivors to bring the regiment back to strength, which can create considerable friction between two groups embittered by loss—of course, this assumes that there are reinforcements to be had at all in the battlefront, and sometimes there are simply no more soldiers to join regiments devastated by such loss.

Each time a Squad from this regiment requests replacement members (to replace lost Comrades), the Game Master rolls 1d10 instead of having the recruits come from the original core of the regiment. On a result of 3–4, the recruits come from the original survivors of the regiment, members of other Squads within the regiment who also lost members.

On a result of 5–10, they come from another regiment that has recently suffered terrible losses and happens to be near enough for the Departmento Munitorum to group the two regiments together. On a result of 1–2, however, the Squad receives no reinforcements at all, and must soldier on until its members can put in another request for troop support. Depending on how many members of the original regiment remain, the Game Master can decide whether or not replacement Player Characters should be members of the original regiment or generate their characters from the other recruits (using the rules for Mixed Regiments on page 48).

Regiment Points: 5

Talents: Hatred (Choose one†)

When selecting this Regimental Drawback, the regiment chooses the group responsible for the destruction of its home world. This Talent applies to that group.


Equipment




Favoured Basic Weapon: M36 Lasgun
Favoured Heavy Weapon: Heavy Bolter
Additional Kit:

One additional Favoured Basic Weapon - 10pts - Boltgun
Improve a single item of standard kit wargear from Common Craftsmanship to Best Craftsmanship - 10pts
Standard Basic Kit:
  • One uniform
  • One set of poor weather gear
  • One laspistol (Main Weapon), and two charge packs
  • One knife
  • One flak vest
  • One rucksack or sling bag
  • One set of basic tools
  • One mess kit and one water canteen
  • One blanket and 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, two weeks’ supply

Composition

Equipment

Standard Regimental Kit


One Tauros rapid assault vehicle and one set of Magnoculars per Player Character.

At the GM’s discretion, two Player Characters may exchange their individual vehicles for a single Tauros Venator.

1 pair of magnoculars per Player Character,


1 chameleoline cloak per Player Character,

1 handheld targeter per Player Character,

and 2 pict recorders per Squad.


One long las and 4 charge packs or one sniper rifle and four clips per Player Character (Main Weapon).

One additional Favoured Basic Weapon - 10pts - Boltgun

Improve a single item of standard kit wargear from Common Craftsmanship to Best Craftsmanship

Weaponry

Name Class Range RoF Damage Pen Clip Rld Special Wt. Availability
Laspistol Pistol 30m S/2/– 1d10+2 E 0 30 Half Reliable 1.5kg Common
M36 Lasgun Basic 100m S/3/– 1d10+3 E 0 60 Full Reliable 4kg Common
Long Las Basic 150m S/–/– 1d10+3 E 1 40 Full Accurate, Reliable, Felling (4) 4.5kg Scarce
Sniper Rifle Basic 200m S/–/– 1d10+4 I 3 20 Full Accurate, Reliable 5kg Scarce
Boltgun Basic 100m S/3/– 1d10+5 X 4 24 Full Tearing 7kg Very Rare

Vehicles

Tauros
Vehicle Type Tactical Speed Cruising Speed Manoeuvrability Structural Integrity Size Armour Vehicle Traits Crew Carrying Capacity
Tauros Assault Vehicle Wheeled Vehicle 20m 120kph +15 20 Enormous Front 16, Side 14, Rear 14 Enhanced Motive Systems, Open-Topped, Rugged, Wheeled Vehicle 1 Driver, 1 Gunner None
Tauros Venator Wheeled Vehicle 20m 110kph +10 25 Enormous Front 18, Side 15, Rear 15 Enhanced Motive Systems, Open-Topped, Rugged, Wheeled Vehicle 1 Driver (hunter-killer missiles), 1 Gunner (turret) None

Structure

Commander

Maverick - 2pts
The regiment’s commander is something of a rebel, regarded as ill-disciplined and unpredictable by his peers, but his attitude and his daring make him beloved by his men, who see their leader as one of them, rather than one of “the officers.” So long as he leads, they will follow him anywhere.
Cost: 2 points
Starting Talents: Resistance (Fear)

Tactics

Regiment Type

Rapid Reconnaissance Regiment - 8pts
Most associated with the regiments of Elysia, the Tauros rapid assault vehicle is comparatively rare amongst the Imperial Guard, its use requiring special dispensation from the Adeptus Mechanicus. Regiments able to obtain these vehicles, however, find a dependable and swift vehicle, able to traverse nearly any terrain at speed. It is for these qualities that some reconnaissance regiments favour Tauros over the more common Sentinels. While more limited in what terrain they can negotiate, these vehicles’ speed makes up for the limitation in many environments.
Cost: 8 points
Characteristics: +3 Agility, –3 Toughness
Starting Skills: Operate (Surface), Tech-Use
Starting Talents: Combat Sense or Accelerated Repairs
Standard Regimental Kit: One Tauros rapid assault vehicle and one set of Magnoculars per Player Character. At the GM’s discretion, two Player Characters may exchange their individual vehicles for a single Tauros Venator.


Training

Training Doctrines

Snipers - 2pts
Some light infantry or reconnaissance regiments specialise in eliminating their enemies from a distance. Utilising the long las or sniper rifle, the soldiers of this regiment hone their abilities to strike at range, preferably neutralising their targets without ever revealing their own presence. Regiments raised from Ratling home worlds are almost invariably trained and equipped as snipers rather than with the lasguns of normal infantry regiments.
Cost: 2
Characteristics: +2 Ballistic Skill
Starting Talents: Marksman
Standard Regimental Kit: One long las and 4 charge packs or one sniper rifle and four clips per Player Character (Main Weapon).


Special Equipment Doctrine

Forward Observation - 4pts
Forward Observers use stealth, speed, and knowledge of navigation and survival to observe the enemy and call in air strikes, orbital bombardment, or artillery barrages. This unit excels in directing indirect fire, and their special load-out helps them ensure their colleagues in the air and behind the lines hit what they are aiming for.
Cost: 4
Standard Regimental Kit: 1 pair of magnoculars per Player Character, 1 chameleoline cloak per Player Character, 1 handheld targeter per Player Character, and 2 pict recorders per Squad.


Regimental Drawbacks

Poorly Provisioned - +4pts

While the officials in the Departmento Munitorum are known far and wide for their fecklessness and capriciousness, and while every unit that has ever born arms in the Emperor’s service has suffered supply shortages and incorrect shipments at their hands, the poorly provisioned regiment is worse off than most. Perhaps the regiment is stationed on a planet far off the normal resupply lines, or they have been embroiled in their campaign for so long and at so great a cost that they are reduced to throwing chunks of rockcrete at their enemies and messing on grass and boiled boot leather. Whatever the case, this regiment has precious little of what it needs to operate in theatre and what equipment they do possess is in a sad state of disrepair. Poorly provisioned regiments can rarely, if ever, get resupplied in any meaningful way, suffer a loss of morale and combat effectiveness due to hunger and lack of working equipment, and many turn to thieving and raiding to fill their bellies and their empty weapon magazines.

Regiment Points: 4

Overworked and Underfed: Poorly provisioned units receive half the usual number of clips or charge packs for their main weapons and half the number of rations that their regiment rules would normally provide. If the regiment includes vehicles, its members suffer a –10 Penalty on all Logistics Tests made to acquire fuel, ammunition, and spare parts for their vehicles. If it is a Rough Rider regiment, its members suffer the same penalty to acquire materiel related to the care and feeding of their mounts. In addition, whenever a member of a Poorly Provisioned regiment successfully acquires equipment, the Game Master rolls 1d10; on a result of 4 or lower, the equipment that they receive is of Poor Craftsmanship, regardless of what its Craftsmanship would otherwise have been.

Special: This Drawback cannot be taken by regiments with the Well-Provisioned Doctrine.


Lost Home World - +5pts

It is a common aphorism among Guardsmen that the Imperial Guard is the only home they have. For those men and women from lost home worlds, this is a sad and literal truth. In an age when swarms of slavering life forms from beyond the galaxy consume whole star systems unopposed, and when a middling fleet of voidships commands enough destructive power to reduce a planet to cinders in the blink of an eye, the loss of a single planet in a sector is unremarkable. Unremarkable, that is, except to the men and women who called the world home. Some are consumed by Tyranids or Chaos forces, some are burned in the holy fires of Exterminatus or laid waste with virus bombs, and others simply succumb to the death of their star or some other freak celestial accident. Whatever the case, this regiment is among the last survivors of a dead world, a fact that marks the survivors indelibly.
Regiments from lost home worlds become of the Imperial Guard, keeping a handful of traditions but accepting the battlefields of the galaxy as their home instead of the world upon which they were born. There is little commonality among these regiments, save for a haunted look and a tendency to suffer from crushing survivor’s guilt.
Survivor’s Guilt: Being one of a handful of survivors of a disaster that snuffed out the lives of teeming millions or billions has a deleterious effect on the human psyche. Survivors of such a cataclysmic loss tend to suffer numerous grief, loss, and stress-related maladies that complicate the already stressful life of an Imperial Guardsman. Members of this regiment begin play with 2d10 Insanity Points.
Last Survivors: Whenever a member of this regiment falls, it represents an irreplaceable loss to the group, which can no longer pull reinforcements from its annihilated place of origin. The Departmento Munitorum often assigns members of other devastated regiments to join the survivors to bring the regiment back to strength, which can create considerable friction between two groups embittered by loss—of course, this assumes that there are reinforcements to be had at all in the battlefront, and sometimes there are simply no more soldiers to join regiments devastated by such loss.

Each time a Squad from this regiment requests replacement members (to replace lost Comrades), the Game Master rolls 1d10 instead of having the recruits come from the original core of the regiment. On a result of 3–4, the recruits come from the original survivors of the regiment, members of other Squads within the regiment who also lost members.

On a result of 5–10, they come from another regiment that has recently suffered terrible losses and happens to be near enough for the Departmento Munitorum to group the two regiments together. On a result of 1–2, however, the Squad receives no reinforcements at all, and must soldier on until its members can put in another request for troop support. Depending on how many members of the original regiment remain, the Game Master can decide whether or not replacement Player Characters should be members of the original regiment or generate their characters from the other recruits (using the rules for Mixed Regiments on page 48).

Regiment Points: 5

Talents: Hatred (Choose one†)

When selecting this Regimental Drawback, the regiment chooses the group responsible for the destruction of its home world. This Talent applies to that group.


History

Homeworld

Frontier World - 4pts
Frontier worlders are rugged survivalists, and many frontier worlds are chosen for the founding of Imperial Guard regiments because of the relentless drive to endure and practical ingenuity that their harsh home worlds breed.
Cost: 4
Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Ballistic Skill, and Perception.
Skills: All frontier world characters start with Awareness, Linguistics (Low Gothic), Navigate (Surface), and Survival.
Life on the Verge: While frontier worlders are sometimes less refined that members of other regiments, their skills in the field are undeniably useful. Frontier world characters gain the Combat Sense or Quick Draw Talent.
Independent Operation: Frontier worlders are more accustomed to working far from others than many of their counterparts in other regiments. Their activities on their home planet often call for them to range far and wide, often alone, and as a result they develop a sense of confidence in this solace. On the battlefield, this frequently translates into a willingness to strike out beyond the sight of allies, confident that their compatriots will react swiftly to danger. The Comrades of a frontier world character count as being within Cohesion so long as they are within 15 metres of their Player Character.
Distrustful of Authority: Though they are valued for their ability to act independently, frontier worlders can also be difficult to control thanks to this tendency. This can be particularly problematic for newly raised regiments placed under the command of officers from outside, or for regiments merged with others after suffering losses. However, with time and patience, this friction can be overcome by outsiders who prove that they can stand on their own and contribute to the regiment.
Frontier world characters tend to distrust outsiders, especially those handing out orders. They suffer a –20 penalty to Interaction Skill Tests made to interact with unfamiliar figures of authority (such as new Commissars, officers from other regiments. Senior members of the Ecclesiarchy and Adeptus Mechanicus, and other such individuals) and impose the same penalty on Interaction Skill Tests made on them by those people. These penalties can be waived at the GM’s discretion, if the frontier world characters are dealing with individuals who have earned their trust.
Starting Wounds: Frontier world characters generate their starting Wounds normally.


Historical loyalties

Starting Talents
Combat Sense or Quick Draw, Resistance (Fear), Marksman, Combat Sense or Accelerated Repairs, Hatred (Choose one†),
Homeworld
Fiann
Type
Infantry
Overall training Level
Professional
Assumed Veterancy
Experienced
Parent Formation

Standard Regimental Kit
One Tauros rapid assault vehicle and one set of Magnoculars per Player Character.

At the GM’s discretion, two Player Characters may exchange their individual vehicles for a single Tauros Venator.

1 pair of magnoculars per Player Character,

1 chameleoline cloak per Player Character,

1 handheld targeter per Player Character,

and 2 pict recorders per Squad.


One long las and 4 charge packs or one sniper rifle and four clips per Player Character (Main Weapon).


One additional Favoured Basic Weapon - 10pts - Boltgun

Improve a single item of standard kit wargear from Common Craftsmanship to Best Craftsmanship


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