425th Newpalna, Lythe Regiment
Every regiment gets the following as standard basic kit:
1 set of field gear (poor weather gear, rucksack, mess kit and water canteen, blanket and sleep bag, rechargeable lamp–pack, grooming kit, dog tags, Imperial Infantryman’s Uplifting Primer, 2 weeks’ rations) per Player Character.
Favoured Basic Weapon: Hot Shot Lasgun
Favoured Heavy Weapon: Heavy Bolter
“The Storm Trooper regiments and the Commissariat are all raised under the care of drill abbots of the Schola Progenium. Progena are amongst the truest servants of the Imperium you are ever likely to encounter, and Progena of a militant inclination are soldiers of unwavering loyalty and discipline, raised to defend the Emperor’s realm from a young age. While their numbers are few and in high demand, the orphans of the Schola Progenium make for outstanding Guardsmen.” –Extract from the Tactica Imperialis
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.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: CommandLight Infantry
Lightly-equipped infantry units are key to the complex tactical manoeuvres required on the battlefields of the 41st Millennium. Lacking the firepower to effectively fight on the front lines, their talents are better employed in dense terrain, where they can lay ambushes and engage in shortlived skirmishes. Cost: -2 points Characteristics: +3 Agility, –3 Toughness Starting Skills: Navigate (Surface) Starting Talents: Sprint Standard Kit: One lascarbine and four charge packs per Player Character (Main Weapon), one flak vest and flak helmet per Player Character, two frag grenades and two smoke grenades per Player Character.Heavy Lancers
These soldiers are powerful units usually mounted on massive, powerful, fleet-footed beasts bred for the charge. Heavily armed and armoured, even the beasts they ride frequently wear thick protective plates to turn aside the blasts, bolts, and blades of the enemy. Such warriors specialise in breaking infantry lines, destroying vehicles, and demoralising nearly any foe. A terror to behold with their hunting lances levelled at full tilt, a lance charge ranks as one of the most awe-inspiring sights on the battlefield. Cost: -5 Aptitude: Weapon Skill Starting Talent: Unstoppable Charge Standard Regimental Kit: 1 mono great spear (a great weapon) or 1 hunting lance per Player Character. Special: Heavy Lancers excel at the charge and train extensively for this purpose. Members of a Heavy Lancer regiment increase the distance their Mounts can move as part of a Crushing Charge Mounted Special Action by a number of metres equal to twice the Mount’s Agility Bonus (see page 132).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.Tainted
The men and women of the Imperial Guard must all too often face incomprehensible horrors from beyond the veil of reality. After facing the denizens of the Warp or their mortal followers, regiments are often subject to extreme measures to ensure they are free of corruption, which may mean every soldier receiving the Emperor’s Mercy. Whether due to seeming purity, ignorance of just what they actually faced, or an oversight by the Departmento Munitorum, some regiments are reassigned despite bearing spiritual scars from their brush with the ruinous powers. In other cases, a regiment might begin to manifest signs of taint with no apparent explanation, while still others enlist bringing with them some taint from their home world, unknown to the Departmento Munitorum. Regardless of the nature and origin of its corruption, such a regiment must hide its dark secret lest it be purged by other Imperial forces. Regiment Points: +3 points The Touch of the Warp: For whatever reason, the soldiers of this regiment carry a spiritual and physical corruption, which manifests in horrific ways. Characters from this regiment begin play with 1d10 Corruption Points. In addition, characters from this regiment suffer an additional –10 penalty to Malignancy Tests and Tests to avoid gaining Mutations (see page 309 of the Only War Core Rulebook). Additional Standard Kit Items Improve a single item of standard kit wargear from Common Craftsmanship to Best Craftsmanship (-10 points), Replace a M36 lasgun (Main Weapon) or lascarbine (Main Weapon) with a combat shotgun (Main Weapon) and 4 clips (-10 points), Add magnoculars to standard kit (-8 points),Remove these ads. Join the Worldbuilders Guild
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