Govarin Jackals
'The Emperor bestows upon us the gift of intolerance.' - Col. Madyes
[Characters do not start with the Linguistics (Low Gothic) Skill at character creation]
Characteristic Modifiers: +5 Weapon Skill, –3 Intelligence, and +3 to two of the following — Weapon Skill, Strength, Toughness.
Skills: Athletics, Common Lore (War), Dodge or Parry,
Starting Talents: Foresight, Duelist or Double Team, Lightning Reflexes, Frenzy and Hatred (Choose one) or Peer (Ecclesiarchy),
Starting Wounds: Feudal world characters begin play with +1 starting Wound.
Characteristic Modifiers: +5 Weapon Skill, –3 Intelligence, and +3 to two of the following — Weapon Skill, Strength, Toughness.
Skills: Athletics, Common Lore (War), Dodge or Parry,
Starting Talents: Foresight, Duelist or Double Team, Lightning Reflexes, Frenzy and Hatred (Choose one) or Peer (Ecclesiarchy),
Starting Wounds: Feudal world characters begin play with +1 starting Wound.
Assets
- Two Field Uniforms
- One Parade 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)
- One Knife
- One Imperial Guard Flak Armour
- 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 (Including a portion of Govara Cheese)
- One ration of Amasec
- Three Frag Grenades
- Two Krak Grenades
Improve a single item of standard kit wargear from Common Craftsmanship to Best Craftsmanship.
Standard Regimental Kit: One reliquary per squad. The reliquary might take any number of forms, from a simple wooden box to an elaborate triptych or golden sarcophagus. What is important however, is the reliquary’s contents—either some portion of the bodily remains of a saint or another object of great religious significance for the worshipers of the Emperor. Depending on the reliquary’s size, it might take only a single person to carry, or five or more, but typically two characters (including Comrades) must carry it. As long as the reliquary remains in the Squad’s possession, all Squad Members gain a +10 bonus to Willpower Tests and count as possessing the Unshakeable Faith Talent. In addition, the Player Characters reduce all Corruption Points gained by 1 to a minimum of 1.
History
Feudal World
Woefully primitive by Imperial standards, feudal worlds are home to low-technology, largely pre-gun powder societies with a population made up largely of peasants and serfs ruled over by warrior aristocracies. While nominally part of the Imperium, they are generally of little use to the Adeptus Terra due to their lack of technical acumen, their isolation, and their often heterodox beliefs. They do, however, pay tithes to the Imperium, and due to their largely agricultural society they are often converted into agri-worlds. Despite the fact that the sword, the spear, and the crossbow are considered state of the art weapons on most feudal worlds, regiments are occasionally raised on these worlds. In fact, one of the best known feudal worlds, Attila, is home to the vaunted Attilan Rough Riders. Guardsmen hailing from feudal worlds are known for their honour, their courage in battle, and their tendency to challenge others to bloody duels at the slightest provocation, a trait that the Departmento Munitorum has been unable to train out of them.Cost: 3
Characteristic Modifiers: +3 to any two of the following Characteristics—Weapon Skill, Strength, Toughness.
Skills: All feudal world characters start with Athletics and Common Lore (War).
Fluency: Few feudal worlders take the time to learn to read and write, consumed as their lives are by toil and warfare, with written language largely the domain of scribes and other specialists. Because of this, feudal world characters do not start with the Linguistics (Low Gothic) Skill at character creation, although they are still capable of engaging in any verbal communication in Low Gothic that does not require a Skill Test.
Fealty: The majority of feudal world troopers are brought up in a society with a very clear separation between nobles and the commoners. These societies have strict rules of etiquette surrounding how the aristocracy interacts with their inferiors and vice versa. Regiments raised from feudal worlds are led by officers drawn from the local nobility and the common men and women in the enlisted ranks tend to revere their officers as not just their leaders but as their betters. Nobles and their chosen favourites often reinforce this belief with impressive skills in single combat, while most enlisted warriors hone their ability to fight in groups, spurred on by the prowess of their lords. Feudal world characters gain the Duelist or Double Team Talent.
Suspicious of Machine Spirits: The beliefs and general understanding of the galaxy possessed by the average feudal worlder seems woefully backward and benighted to many other Guardsmen. While most believe in the God-Emperor as the saviour of Man and his church as the one true religion, especially those that have been visited by Ecclesiarchy missionaries, many have other, more esoteric beliefs that are tolerated only thanks to their battlefield prowess. In addition, feudal worlds are by their nature millennia behind many worlds that provide soldiers to the Imperial Guard when it comes to technological advancement, and their wars are still fought with sword and shield, longbow and catapult. Feudal world characters suffer an additional –10 penalty to Common Lore (Tech), Medicae, and Tech-Use Skill Tests unless they are trained in that Skill.
Starting Wounds: Feudal world characters begin play with +1 starting Wound.
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
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.
Crusaders
While all Imperial Guardsmen are faithful to the Emperor, this is more true for some than others. The most zealous adherents to the Imperial Creed see their duty as soldiers of the Imperial Guard not only taking up arms to defend the Imperium, but as part of a holy crusade to cleanse these enemies from the very stars. Such regiments are invariably accompanied by Ministorum priests, preachers, and confessors, these fiery priests exalting the soldiers to ever greater feats in the Emperor’s holy name.Cost: 3 points
Characteristics: +2 Weapon Skill
Starting Talents: Frenzy and Hatred (Choose one) or Peer (Ecclesiarchy)
Reliquary
For truly pious regiments, there is no greater honour than to carry a holy reliquary into battle. While most often seen amongst shrine world regiments, Ecclesiarchy support elements attached to other regiments might sometimes arrange for the presence of a reliquary to inspire the troops or in recognition of their righteousness on the battlefield.Cost: 1 point
Standard Regimental Kit: One reliquary per squad. The reliquary might take any number of forms, from a simple wooden box to an elaborate triptych or golden sarcophagus. What is important however, is the reliquary’s contents—either some portion of the bodily remains of a saint or another object of great religious significance for the worshipers of the Emperor. Depending on the reliquary’s size, it might take only a single person to carry, or five or more, but typically two characters (including Comrades) must carry it. As long as the reliquary remains in the Squad’s possession, all Squad Members gain a +10 bonus to Willpower Tests and count as possessing the Unshakeable Faith Talent. In addition, the Player Characters reduce all Corruption Points gained by 1 to a minimum of 1.
Type
Military, Army Regiment
Alternative Names
First of Many
Successor Organization
Leader
Ruling Organization
Leader Title
Parent Organization
Location
Notable Members
Related Ethnicities
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