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Fiann Hunter's

Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Ballistic Skill, and Perception. +3 Ballistic Skill, –3 Strength. +2 Ballistic Skill.

Skills: Awareness, Linguistics (Low Gothic), Navigate (Surface), Survival, Operate (Surface), Stealth.

Starting Talents: Resistance (Fear, Cold), Combat Sense or Quick Draw Talent, Common Lore (Imperial Guard, War), Forbidden Lore (Heresy - Nurgle), Marksman, Hatred (Acolytes of Lepidor), Blind Fighting.

Standard Kit: One Tauros Rapid Assault Vehicle per Squad. One Long-Las and 4 charge packs or one Sniper Rifle and four clips per Player Character (Main Weapon). 1 pair of magnoculars per Player Character, 1 chameleoline cloak per Player Character, 1 handheld targeter per Player Character, and 2 pict recorders per Squad.

Independent Operation: The Comrades of a frontier world character count as being within Cohesion so long as they are within 15 metres of their Player Character.

Distrustful of Authority: Though they are valued for their ability to act independently, frontier worlders can also be difficult to control thanks to this tendency. This can be particularly problematic for newly raised regiments placed under the command of officers from outside, or for regiments merged with others after suffering losses. However, with time and patience, this friction can be overcome by outsiders who prove that they can stand on their own and contribute to the regiment.

Frontier world characters tend to distrust outsiders, especially those handing out orders. They suffer a –20 penalty to Interaction Skill Tests made to interact with unfamiliar figures of authority (such as new Commissars, officers from other regiments. Senior members of the Ecclesiarchy and Adeptus Mechanicus, and other such individuals) and impose the same penalty on Interaction Skill Tests made on them by those people. These penalties can be waived at the GM’s discretion, if the frontier world characters are dealing with individuals who have earned their trust.

Starting Wounds: Frontier world characters generate their starting Wounds normally.

Structure

Maverick

The regiment’s commander is something of a rebel, regarded as ill-disciplined and unpredictable by his peers, but his attitude and his daring make him beloved by his men, who see their leader as one of them, rather than one of “the officers.” So long as he leads, they will follow him anywhere.

Cost: 2 points

Starting Talents: Resistance (Fear)

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)

Culture

Hunter-Killer

Being used as the linchpin units in many grand strategies, hunter-killer units use light vehicles with deceptively heavy firepower to linger behind the front lines until called upon, then pushing forward quickly to strike down priority targets in support of the rank-and-file. Many hunter-killer units develop a hero mentality from their exploits, dealing the killing blow to enemy after enemy, and so outsiders tend to regard them as glory-seeking mavericks.

Cost: 3 points

Characteristics: +3 Ballistic Skill, –3 Strength

Starting Skills: Operate (Surface)

Starting Talents: Resistance (Fear)

Standard Kit: One Sentinel Scout Walker or one Hellhound Support Tank (or variant) per Squad.

Snipers

Some light infantry or reconnaissance regiments specialise in eliminating their enemies from a distance. Utilising the long las or sniper rifle, the soldiers of this regiment hone their abilities to strike at range, preferably neutralising their targets without ever revealing their own presence. Regiments raised from Ratling home worlds are almost invariably trained and equipped as snipers rather than with the lasguns of normal infantry regiments.

Cost: 2

Characteristics: +2 Ballistic Skill

Starting Talents: Marksman

Standard Regimental Kit: One long las and 4 charge packs or one sniper rifle and four clips per Player Character (Main Weapon).

Forward Observation

Forward Observers use stealth, speed, and knowledge of navigation and survival to observe the enemy and call in air strikes, orbital bombardment, or artillery barrages. This unit excels in directing indirect fire, and their special load-out helps them ensure their colleagues in the air and behind the lines hit what they are aiming for.

Cost: 4

Standard Regimental Kit: 1 pair of magnoculars per Player Character, 1 chameleoline cloak per Player Character, 1 handheld targeter per Player Character, and 2 pict recorders per Squad.

Lost Home World

It is a common aphorism among Guardsmen that the Imperial Guard is the only home they have. For those men and women from lost home worlds, this is a sad and literal truth. In an age when swarms of slavering life forms from beyond the galaxy consume whole star systems unopposed, and when a middling fleet of voidships commands enough destructive power to reduce a planet to cinders in the blink of an eye, the loss of a single planet in a sector is unremarkable. Unremarkable, that is, except to the men and women who called the world home. Some are consumed by Tyranids or Chaos forces, some are burned in the holy fires of Exterminatus or laid waste with virus bombs, and others simply succumb to the death of their star or some other freak celestial accident. Whatever the case, this regiment is among the last survivors of a dead world, a fact that marks the survivors indelibly.

Regiments from lost home worlds become of the Imperial Guard, keeping a handful of traditions but accepting the battlefields of the galaxy as their home instead of the world upon which they were born. There is little commonality among these regiments, save for a haunted look and a tendency to suffer from crushing survivor’s guilt.

Survivor’s Guilt: Being one of a handful of survivors of a disaster that snuffed out the lives of teeming millions or billions has a deleterious effect on the human psyche. Survivors of such a cataclysmic loss tend to suffer numerous grief, loss, and stress-related maladies that complicate the already stressful life of an Imperial Guardsman. Members of this regiment begin play with 2d10 Insanity Points.

Last Survivors: Whenever a member of this regiment falls, it represents an irreplaceable loss to the group, which can no longer pull reinforcements from its annihilated place of origin. The Departmento Munitorum often assigns members of other devastated regiments to join the survivors to bring the regiment back to strength, which can create considerable friction between two groups embittered by loss—of course, this assumes that there are reinforcements to be had at all in the battlefront, and sometimes there are simply no more soldiers to join regiments devastated by such loss.

Each time a Squad from this regiment requests replacement members (to replace lost Comrades), the Game Master rolls 1d10 instead of having the recruits come from the original core of the regiment. On a result of 3–4, the recruits come from the original survivors of the regiment, members of other Squads within the regiment who also lost members.

On a result of 5–10, they come from another regiment that has recently suffered terrible losses and happens to be near enough for the Departmento Munitorum to group the two regiments together. On a result of 1–2, however, the Squad receives no reinforcements at all, and must soldier on until its members can put in another request for troop support. Depending on how many members of the original regiment remain, the Game Master can decide whether or not replacement Player Characters should be members of the original regiment or generate their characters from the other recruits (using the rules for Mixed Regiments on page 48).

Regiment Points: 5

Talents: Hatred (Choose one†)

When selecting this Regimental Drawback, the regiment chooses the group responsible for the destruction of its home world. This Talent applies to that group.

Public Agenda

Infiltrators

This regiment uses stealth, cunning, and every ruse de guerre known to military science to sow fear and havoc among the enemies of the Imperium. Well versed in clandestine warfare, infiltrators carry out missions that most hardened Storm Troopers would not undertake lightly.

Cost: 4

Starting Skill: Stealth

Starting Talents: Blind Fighting

Special: Infiltrators are extremely adept at slipping past the enemy, and use every distraction and dirty trick in the book to this end. When two or more characters from a Squad with this Doctrine are called upon to make a Stealth Test, one of the characters making the Test may choose to make his Test at a –10 penalty. If he succeeds, one other character making the Test may use the first character’s Agility Characteristic for the Test instead of his own. The characters must be within 10 metres of one another to use this ability

Assets

34pts

Standard Basic Kit:
Two Pict Recorders per Squad

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

One Tauros Rapid Assault Vehicle and one set of Magnoculars per Player Character.
At the GM’s discretion, two Player Characters may exchange their individual vehicles for a single Tauros Venator.


Favoured Basic Weapon: Long-Las, Boltgun
Favoured Heavy Weapon: Heavy Bolter

History

Frontier World

Frontier worlders are rugged survivalists, and many frontier worlds are chosen for the founding of Imperial Guard regiments because of the relentless drive to endure and practical ingenuity that their harsh home worlds breed.

Cost: 4

Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Ballistic Skill, and Perception.

Skills: All frontier world characters start with Awareness, Linguistics (Low Gothic), Navigate (Surface), and Survival.

Life on the Verge: While frontier worlders are sometimes less refined that members of other regiments, their skills in the field are undeniably useful. Frontier world characters gain the Combat Sense or Quick Draw Talent.

Independent Operation: Frontier worlders are more accustomed to working far from others than many of their counterparts in other regiments. Their activities on their home planet often call for them to range far and wide, often alone, and as a result they develop a sense of confidence in this solace. On the battlefield, this frequently translates into a willingness to strike out beyond the sight of allies, confident that their compatriots will react swiftly to danger. The Comrades of a frontier world character count as being within Cohesion so long as they are within 15 metres of their Player Character.

Distrustful of Authority: Though they are valued for their ability to act independently, frontier worlders can also be difficult to control thanks to this tendency. This can be particularly problematic for newly raised regiments placed under the command of officers from outside, or for regiments merged with others after suffering losses. However, with time and patience, this friction can be overcome by outsiders who prove that they can stand on their own and contribute to the regiment.

Frontier world characters tend to distrust outsiders, especially those handing out orders. They suffer a –20 penalty to Interaction Skill Tests made to interact with unfamiliar figures of authority (such as new Commissars, officers from other regiments. Senior members of the Ecclesiarchy and Adeptus Mechanicus, and other such individuals) and impose the same penalty on Interaction Skill Tests made on them by those people. These penalties can be waived at the GM’s discretion, if the frontier world characters are dealing with individuals who have earned their trust.

Starting Wounds: Frontier world characters generate their starting Wounds normally.

Speculator Praecedere

Type
Military, Army Squad
Alternative Names
1st Company, 3rd (Reconnaissance) Platoon
Predecessor Organization
Formation Type
Leader
Leader Title
Parent Organization
Location
Related Ethnicities
Related Myths
Related Plots
Regimental Commissar: Commissar Quaqé
Shadows in the Mist by James McKeon

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