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Anto Guerrilla's

Structure

Circumspect

The regiment’s commander is balanced in his attitudes and careful in his decision-making, yet often overly cautious. His demeanour encourages his men to similarly consider situations before they strike, observing the battlefield before acting.

Cost: 2 points

Starting Talents: Foresight

Guerrilla Regiment

These Guardsmen are light infantry units trained in covert warfare tactics and deployed against the Imperium’s enemies as infiltrators, assassins, and saboteurs. Stealthy and dangerous, these soldiers spend much of their time well behind enemy lines carrying out clandestine, top-secret missions behind enemy lines or even on worlds entirely held by foes. They tend to show more initiative and creative thinking in the field than the average Guardsman. Indeed, it is this ability to think on their feet and adapt to quickly changing tactical situations that keeps them alive and allows them to carry out their dangerous missions successfully. Experts at asymmetric warfare, their missions typically include killing or capturing enemy leaders, interrogation, and deep infiltration strikes via grav chute or other aeronautica against enemy installations and infrastructure.

Cost: 4 points

Characteristics: +3 Perception, –3 Fellowship

Starting Skill: Stealth

Starting Talents: Ambush

Standard Regimental Kit: 1 lascarbine (Main Weapon) and four charge packs per Player Character, 2 blind grenades per Player Character, 2 stun grenades per Player Character, 2 frag grenades per Player Character.

Culture

Survivalists

The regiment is skilled at surviving in the wilderness, and its soldiers are masters of operating in a particular kind of terrain, normally the one in which they’ve grown up and trained extensively. Hunters and trackers almost without peer, there are few who can escape their pursuit.

Cost: 4 points

Starting Aptitude: Agility

Special: When selecting this doctrine, nominate a single type of terrain—Desert, Jungle, Tundra, Ash Wastes, Urban Ruins, etc. When operating in that kind of terrain, characters from a regiment with this Doctrine can re-roll failed Survival and Navigate (Surface) Skill Tests.

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.

Poorly Provisioned

While the officials in the Departmento Munitorum are known far and wide for their fecklessness and capriciousness, and while every unit that has ever born arms in the Emperor’s service has suffered supply shortages and incorrect shipments at their hands, the poorly provisioned regiment is worse off than most. Perhaps the regiment is stationed on a planet far off the normal resupply lines, or they have been embroiled in their campaign for so long and at so great a cost that they are reduced to throwing chunks of rockcrete at their enemies and messing on grass and boiled boot leather. Whatever the case, this regiment has precious little of what it needs to operate in theatre and what equipment they do possess is in a sad state of disrepair. Poorly provisioned regiments can rarely, if ever, get resupplied in any meaningful way, suffer a loss of morale and combat effectiveness due to hunger and lack of working equipment, and many turn to thieving and raiding to fill their bellies and their empty weapon magazines.

Regiment Points: 4

Overworked and Underfed: Poorly provisioned units receive half the usual number of clips or charge packs for their main weapons and half the number of rations that their regiment rules would normally provide. If the regiment includes vehicles, its members suffer a –10 Penalty on all Logistics Tests made to acquire fuel, ammunition, and spare parts for their vehicles. If it is a Rough Rider regiment, its members suffer the same penalty to acquire materiel related to the care and feeding of their mounts. In addition, whenever a member of a Poorly Provisioned regiment successfully acquires equipment, the Game Master rolls 1d10; on a result of 4 or lower, the equipment that they receive is of Poor Craftsmanship, regardless of what its Craftsmanship would otherwise have been.

Special: This Drawback cannot be taken by regiments with the Well-Provisioned Doctrine.

Assets



Favored Weapon: Autogun
Favored Heavy Weapon: Heavy Stubber


  • Improve a single item of standard kit wargear from Common Craftsmanship to Best Craftsmanship
  • Add a single advanced medikit to the squad as standard kit


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.
Type
Military, Army Platoon
Leader
Tom
Parent Organization
Location
Related Ranks & Titles
Notable Members
Related Ethnicities
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