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Anto First Born

Structure

Melancholic

The regiment’s commander is careful and introspective, but his will is not what it once was, having suffered greatly in the crucible of war. While loyal, his leadership is hampered by hesitation and pessimism, and his warriors are often forced to rely more on their own initiative in battle, taking charge themselves when their superiors falter.

Cost: 2 points

Starting Talents: Air of Authority

Culture

Close Assault Regiment

While comparatively rare compared to other types of infantry regiment, the Imperial Guard does raise and maintain regiments dedicated to close-quarters combat and brutal assaults. Such regiments typically come from technologically primitive worlds, where melee combat is the order of the day, but might also come from the ranks of hive gangs, post-cataclysmic worlds, or anywhere else where the inhabitants display a propensity for melee combat or close-range fire-fights. In some cases, these regiments are equipped with a transport vehicle to get them close to the enemy as quickly as possible while protecting them from enemy fire. Others, particularly those from primitive origins, are instead assigned to warzones that utilise their talents without the need to cross open terrain, such as the depths of hives, the ruins of cities, mining tunnels, or dense jungle.

Cost: 3 points

Characteristics: +3 Weapon Skill, –3 Intelligence

Starting Skills: Dodge or Parry

Starting Talents: Lightning Reflexes

Standard Regimental Kit: One combat shotgun and four reloads or one great weapon or two one-handed low-tech weapons per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, three frag grenades and two krak grenades per Player Character.

Special: At a cost of an additional 2 Regiment Creation points, the regiment can add a Chimera Armoured Transport or other transport vehicle (at the GM’s discretion) per Squad to its Standard Regimental Kit.

Hardened Fighters

The regiment’s warriors are vicious up close, deadly in melee as well as at range. Armed with the tools of their grim trade, they are not afraid to face their enemies in single combat, and feel the hot blood of the freshly-slain on their skin.

Cost: 2 points

Characteristics: +2 Weapon Skill

Starting Talents: Street Fighting

Standard Regimental Kit: 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.

Warrior Weapons

Warriors from primitive worlds are often ill-suited to serve on firing lines, their savage demeanour making them a poor choice to wield a lasgun. Such warriors often serve the Imperial Guard in other ways, armed with swords, axes, and mauls, to cut the enemy apart in close quarters.

Cost: 3 points

Starting Skills: Parry

Standard Regimental Kit: The regiment exchanges their Main Weapon for a Common (or more available) Low-Tech weapon and a laspistol with two charge packs.

Regimental Rivalry

Rivalries exist between nearly all units in the Imperial Guard. On the whole, these are mainly friendly rivalries between brothers-in-arms that express themselves in drinking contests, braggadocio, contests of escalation, and even the occasional good-natured brawl. Unfortunately, some regimental rivalries are carried too far and become less a friendly rivalry and more a seething hatred accompanied by an increasingly bitter series of confrontations and betrayals. Regimental rivalries can exist between discreet units within larger regiments such as squads or platoons, or can encompass entire regiments from the Regimental Commander all the way down to the greenest conscript. Regimental rivals take any opportunity to undermine or sabotage one another, stealing supplies, tampering with orders, duelling, spreading lies, and framing opponents for crimes. These rivalries can even, as was the case with the deadly rivalry between the Tanith 1st Light Infantry regiment and the Jantine Patricians during parts of the Sabbat Worlds Crusade, go so far as outright betrayal and murder.

Regiment Points: 2

Talents: Hatred (Choose one†) and Enemy (Choose one†)

†When selecting this Regimental Drawback, a single Imperial Guard regiment must be chosen. The Hatred and Enemy choices must be the same regiment, and cannot be another unit from the Player Character’s own regiment.


Assets



Favored Weapon: Sword
Favored Heavy Weapon: Heavy Bolter


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

History

Highborn

Highborn characters were born into wealth and privilege, shaped by tutors and the heavy burdens of dutiful tradition and dynastic obligation. Many highborn bloodlines have long and proud traditions of military service, viewing the arts of warfare as the obligation and honour of the wealthy, the powerful, and the influential. They are born to rule, and most highborn who serve in the Imperial Guard aspire to command and high office, seeing such authority as their right.

Cost: 3 points.

Characteristic Modifiers: +3 to any two of the following Characteristics—Fellowship, Intelligence, Weapon Skill.

Skills: All highborn start with Common Lore (Administratum), Inquiry, and Linguistics (High Gothic).

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).

Starting Wounds: Highborn characters begin play with –1 starting Wound.

Planetary Defense Force
Type
Military, Army Regiment
Leader
Leader Title
Parent Organization
Subsidiary Organizations
Location
Related Ranks & Titles
Controlled Territories
Related Ethnicities
Related Myths
Holy Fury (TTRPG) by Cooledcross
Watcher in the Dark (TTRPG) by Cooledcross

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