Anto 42nd
Anto 42nd regiment had mass defection to the Satin Twilight forces during the roaming.
High Born, Mistrusted
High Born, Mistrusted
Assets
Every regiment gets the following as standard basic kit:
Characteristic Modifiers: +5 Weapon Skill, –3 Intelligence. +3 to any two of the following Characteristics—Fellowship, Intelligence, Weapon Skill.
Aptitudes:
Skills: Common Lore (Administratum), Inquiry, Linguistics (High Gothic), Dodge, Parry,
Talent: Paranoia, Lightning Reflexes, Street Fighting, Enemy (Adeptus Arbites, Inquisition or Other), Peer (Nobility), Air of Authority.
Starting Wounds: –1 starting wounds
Additional Standard Kit: Chimera Armoured Transport or other transport vehicle (at the GM’s discretion) per Squad.
Fluency: While Highborn characters have learned to speak Low Gothic, they have no reason to learn to read and write the language of the lowly masses. Because of this, Highborn characters do not start with the Linguistics (Low Gothic) Skill at creation, although they are still capable of engaging in any verbal communication in Low Gothic that does not require a Skill Test.
Duty and Honour: The highborn hold themselves to standards of behaviour and etiquette, their upbringing distinguishing them from the low-born troopers that make up the common bulk of the Imperial Guard. Highborn characters suffer a –10 penalty on all Charm, Inquiry, and Deceive Tests made to interact with characters who are not highborn. However, they gain a +10 bonus on all those same Skill Tests when dealing with the nobility and other high authority in formal situations.
Abundant Resources: Highborn are almost universally wealthy and well-connected, able to draw upon considerable resources when seeking new equipment. A squad from a highborn regiment starts with 10 extra Logistics Rating.
The Finest Tutors: Years of study under a wide range of military instructors, and traditional connections to other military dynasties, have prepared each and every highborn for a life in the Imperial Guard. Highborn characters start with one of the following Talents: Air of Authority or Peer (Nobility).
Untimely Inquiries: Whenever this regiment fails in an operation or the Squad fails to complete a mission or achieve a critical objective, the power with a worrisome interest in the regiment rears its ugly head, at the Game Master’s discretion. When such an investigation takes place, even on a regimental level, every member of the regiment suffers a –5 penalty to Willpower Tests until the interference concludes due to the stress that it causes.
- One Uniform
- One set of Poor Weather Gear
- One combat shotgun and four reloads or one great weapon or two one-handed low-tech weapons per Player Character (Main Weapon) (The regiment exchanges their Main Weapon for a Common (or more available) Low-Tech weapon and a laspistol with two charge packs.)
- One Knife (The regiment can either replace its standard melee weapon with a Common (or more available) Low-Tech Weapon, or apply the mono upgrade to its standard melee weapon.)
- One Imperial Guard Flak Armour
- Three Frag Grenade
- Two Krak Grenade
- One Rucksack or Sling Bag
- One set of Basic Tools
- One Mess Kit
- One Water Canteen
- One Blanket
- 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
- One Survival Suit
- One Respirator
- One Micro-bead
- One additional parade/dress uniform
Characteristic Modifiers: +5 Weapon Skill, –3 Intelligence. +3 to any two of the following Characteristics—Fellowship, Intelligence, Weapon Skill.
Aptitudes:
Skills: Common Lore (Administratum), Inquiry, Linguistics (High Gothic), Dodge, Parry,
Talent: Paranoia, Lightning Reflexes, Street Fighting, Enemy (Adeptus Arbites, Inquisition or Other), Peer (Nobility), Air of Authority.
Starting Wounds: –1 starting wounds
Additional Standard Kit: Chimera Armoured Transport or other transport vehicle (at the GM’s discretion) per Squad.
Fluency: While Highborn characters have learned to speak Low Gothic, they have no reason to learn to read and write the language of the lowly masses. Because of this, Highborn characters do not start with the Linguistics (Low Gothic) Skill at creation, although they are still capable of engaging in any verbal communication in Low Gothic that does not require a Skill Test.
Duty and Honour: The highborn hold themselves to standards of behaviour and etiquette, their upbringing distinguishing them from the low-born troopers that make up the common bulk of the Imperial Guard. Highborn characters suffer a –10 penalty on all Charm, Inquiry, and Deceive Tests made to interact with characters who are not highborn. However, they gain a +10 bonus on all those same Skill Tests when dealing with the nobility and other high authority in formal situations.
Abundant Resources: Highborn are almost universally wealthy and well-connected, able to draw upon considerable resources when seeking new equipment. A squad from a highborn regiment starts with 10 extra Logistics Rating.
The Finest Tutors: Years of study under a wide range of military instructors, and traditional connections to other military dynasties, have prepared each and every highborn for a life in the Imperial Guard. Highborn characters start with one of the following Talents: Air of Authority or Peer (Nobility).
Untimely Inquiries: Whenever this regiment fails in an operation or the Squad fails to complete a mission or achieve a critical objective, the power with a worrisome interest in the regiment rears its ugly head, at the Game Master’s discretion. When such an investigation takes place, even on a regimental level, every member of the regiment suffers a –5 penalty to Willpower Tests until the interference concludes due to the stress that it causes.
Dissolution Date
M42 152
Type
Military, Army Regiment
Successor Organizations
Ruling Organization
Parent Organization
Location
Related Ranks & Titles
Controlled Territories
Related Ethnicities
Related Myths
Related Plots
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