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762nd Imperial Navy

The 762nd Imperial Navy armsman currently stationed aboard the Domina Epsilon.

Composition

Equipment

Vanguard

Considered elite among siege regiments, these regiments combine the deadly combat prowess of elite infantry with the cunning and technical acumen of siege engineers. Where the average siege engineer’s mission is more defensive, digging trenches, breaching walls, and building fortifications, a vanguard unit’s mission is more focused on offence and mayhem. These Guardsmen travel deep behind enemy lines, either on foot or mounted in well-equipped Chimeras, to destroy infrastructure, sabotage logistical and communication lines, and cause as many problems for the enemy as they can. Many of their missions are highly classified, and are often carried out in cooperation with Storm Trooper units.

Cost: 6

Standard Regimental Kit: 1 lascarbine (Main Weapon) with four charge packs or 1 combat shotgun (Main Weapon) with four clips per Player Character, 1 combi-tool per Player Character, 1 data-slate per Player Character, 1 9-70 entrenching tool per Player Character, 1 anointed toolkit per Player Character, 1 lascutter per Squad, 6 demolitions charges per Squad, 1 siege auspex per Squad, and a single Chimera armoured transport per Squad armed with a turretmounted autocannon, a hull-mounted heavy flamer, and a pintle-mounted heavy stubber, as well as a dozer blade and camouflage netting.

Vehicles

Structure

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

Tactics

Light 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.

Training

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

History

Void Born

Many worlds in the Imperium feature orbital stations that fulfil a variety of purposes, from agri-domes and trading hubs to defence stations. Considering how heavily regimented and structured life is for most Imperial subjects, it is no surprise that many individuals born to serve aboard such facilities spend their entire lives space-bound, never setting foot on a world’s surface, unless, that is, they are chosen to serve in the Imperial Guard. Because regiments are most often raised from the ranks of planetary defence forces, most such void born regiments spent time serving aboard a defence orbital. Such troopers have trained extensively in artificial and even zero-gravity environments, becoming especially adept at operating in such environments under normal conditions and in emergency situations. Void born regiments are relatively rare, and are often highly valued by the general staff for their unique skills in what are often some of the most vital and hard-fought warzones.

Cost: 3 points

Characteristic Modifiers: +3 to Willpower and +3 to either Agility or Perception

Starting Skills: All void born characters start with Common Lore (Tech), Linguistics (Low Gothic), Navigate (Stellar), Operate (Aeronautica), and Tech-Use.

Charmed: It is said that the void born, even those confined to a stationary orbital station, are touched by their proximity to the stars and to the Warp. Such tales attribute unnatural luck to the void born, and misfortune for others. Whenever a void born character spends a Fate Point (but not burns a Fate Point), he rolls 1d10. On a roll of 9 or 10, the Fate Point does not count as being spent, even though the character gains the chosen benefit.

Ill-Omened: Characters born aboard void stations often seem unusual to those from the firm ground of a planet. Life amongst the machinery and cramped corridors of a void station is quite different to life beneath an open sky, and is confining even by the standards of a hive world. Additionally, void born characters are often appear unnaturally pale and gaunt. This unwholesome air, combined with the insular, clannish ways of many void born, often causes difficulties when interacting with non-void born regiments. Void born characters suffer a –10 penalty to Interaction Tests made to interact with characters who are not also void born.

Void Accustomed: Void born characters have experience moving about in zero-gravity environments, whether by dint of special training, mechanical failures, or the simple necessities of life on an orbital station. Void born characters do not treat zero gravity as Difficult Terrain. In addition, the Agility Test to stay on-target when making a Charge or Run Action in zero gravity is only Difficult (–10) for void born characters.

Wounds: Void born characters begin play with –1 starting Wound.
Type
Navy
Overall training Level
Professional
Assumed Veterancy
Experienced

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