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5th Alban Grenadiers

Composition

Manpower

The Few

This regiment is surprisingly small, whether because of its specialist doctrines, its harsh training methods, a dearth of potential soldiers on its founding world, or grievous battlefield losses. Whatever the reason, it continues to operate despite having far fewer soldiers than many other regiments, and thus cannot rely on the brute force tactics for which many great regiments are so renowned. Instead of assaulting in massive, overwhelming waves of soldiers, this regiment’s troopers must strike in smaller units. Each soldier must rely on the competence of close squad mates rather than the raw might of the regiment itself.

Regiment Points: 5

Limited Numbers: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support.

Equipment

  • One uniform
  • One set of poor weather gear
  • Hot Shot Lasgun (Main Weapon), and two charge packs with auxiliary grenade launcher weapon upgrade
  • One Stub Revovler and 12 bullets as a sidearm
  • One knife
  • One good quality Light Carapace armour
  • 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 (Replaced Infantryman’s Uplifting Primer in 2020)
  • Combat sustenance rations, two weeks’ supply
  • One krak grenade
  • One frag grenade
  • Deadspace Earpiece
  • Respirator/Gas Mask
  • Munitorum Manual

Weaponry

Favoured Basic Weapon: Melta
Favoured Heavy Weapon: Missile Launcher
2 grenade launchers 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

Grenadiers

These Guardsmen are highly trained heavy infantry specialists trained in the use of grenades, grenade launchers, and the other numerous types of deployable explosive devices used by the Imperial Guard. These heavy-hitting soldiers work either in their own units as powerful heavy shock troopers or in mixed infantry units as heavy support troopers, using their heavy weapons to deny areas, defend their comrades, destroy lightly armoured fighting vehicles, and shatter close-packed groups of enemy infantry.

Cost: 4 points

Characteristics: +3 Ballistic Skill, +3 Toughness, –3 Perception.

Starting Skills: Tech-Use

Starting Talents: Bombardier

Standard Kit: 1 auxiliary grenade launcher weapon upgrade per Player Character, 1 additional krak and frag grenade per Player Character, 1 suit of light carapace armour per Player Character, 1 deadspace earpiece per Player Character, 2 grenade launchers per Squad.

Training

Demolitions

Destruction is the unit’s calling, and they are equipped and trained to follow that calling, with access to a variety of explosive munitions.
Cost: 3 points
Standard Regimental Kit: The regiment gains a +10 bonus on all Logistics Tests made to obtain grenades, missiles, explosives, and special tank ammunition.

History

Post-Cataclysmic World

Across the length and breadth of the Imperium, many worlds lie in ruins, testifying to some great cataclysmic event in their past. Such worlds are often little different from feral worlds or even death worlds, depending on the nature of the cataclysm. Some might even be classified as dead worlds, Imperial survey teams having failed to detect the minuscule human population living in the ruins or even beneath the planet’s surface. The inhabitants of such worlds tend to focus their entire society around the past, even if their myths and stories hold only a tenuous connection to reality. It is just as common for inhabitants of post-cataclysmic worlds to shun the ruins of their ancestors’ cities as cursed as it is for them to squat amongst the ruins of their forebears’ accomplishments. The societies of post-cataclysmic worlds vary, from marauding techno-barbarians roving the wastes to forlorn survivors hiding in vaults underground, awaiting the day when the surface is once again safe for habitation.

Characters from these worlds tend to utilise technology, but lack any capacity for manufacture, instead maintaining and repairing the equipment left over from the time before. Because such worlds lack infrastructure and are usually too irradiated to even provide foodstuffs, their only meaningful tithe to the Imperium is in manpower, although even this is a limited resource. In some cases, only a single founding is made from such a world, its entire remaining population drafted into the Imperial Guard, leaving only an empty and dead world behind. For the individuals drafted in such events, leaving their birth world behind to fight the Emperor’s wars is likely seen as a blessing.

Cost: 3 points

Characteristic Modifiers: +3 to any two of the following Characteristics: Ballistic Skill, Weapon Skill, Perception

Starting Skills: Post-cataclysmic world characters start with Awareness, Linguistics (Low Gothic), and Survival.

Resourceful: Characters from post-cataclysmic worlds are used to getting by with whatever is at hand—scavenging food, equipment, and whatever else they might need. Postcataclysmic world Characters gain a +10 bonus to Survival Tests to obtain potable food and water, and to Tech-Use Tests to jury-rig or repair equipment that is not overly advanced, as determined by the GM.

Horrors of the Past: Whether it occurred in living memory or far in the distant past, all post-cataclysmic world characters are scarred mentally, and perhaps physically, by the event that scoured their planet; yet those who survive in such an environment gain strength from this adversity. Post-cataclysmic world Characters start with 1d5 Insanity Points and either the Resistance (Cold), Resistance (Radiation), or Resistance (Fear) Talent.

Wounds: Post-cataclysmic world characters generate their starting Wounds normally.
Commanding Officer
Homeworld
Alba
Type
Infantry
Overall training Level
Professional
Assumed Veterancy
Veteran
Parent Formation
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