Hezmon's Hoard
Bitter and resentful of the Imperium which they grew up offering nothing but loyalty, who in their eyes, repaid them by turning its back on them. The Adeptus Ministorum denowncing their 'horrid race' as heretics.
Structure
Starting Characteristics: +2 Weapon Skill, +3 Agility, –3 Toughness, +3 to any two of the following Characteristics—Perception, Strength, Toughness.
Starting Skills: Common Lore (Chaos Undivided), Common Lore (Imperial Creed), Navigate (Surface), Parry, Survival.
Starting Talents: Frenzy, Hatred (Ecclesiarchy), Sprint, Enemy (Imperial Guard), one Peer (Choose One).
Fluency: While death worlders have learned to speak Low Gothic, they do not have time in their violent lives to learn how to read or write the universal language of the Imperium. Because of this, death worlders do not start with the Linguistics (Low Gothic) Skill at creation, however they are still capable of engaging in any verbal communication in Low Gothic that does not require a Skill Test.
Hardened: Death worlders start with one of the following Talents: Light Sleeper, Lightning Reflexes, or Resistance (Poisons).
Wary of Outsiders: Death worlders tend to be slow to put their faith in anyone other than themselves and their comrades, and they chafe at the expectations and strictures of more civilised society. They suffer a –10 penalty on all Interaction Skill Tests made in formal surroundings, and similarly impose a –10 penalty on any Interaction Skill Tests made on them by any non-death worlders. These penalties can be waived at the GM’s discretion if the death worlders are dealing with those who have earned their trust.
Enemies of the Imperium: This regiment cannot turn to the Departmento Munitorum for supplies. To represent the added difficulties of scrounging, stealing, or obtaining supplies through whatever treacherous organisation to which the regiment now belongs, the regiment begins with a Logistics Rating of 0 and suffers a –10 penalty to Logistics Tests. The GM may, at his discretion, modify this value to represent the resources of any group to which the regiment has sworn allegiance. In addition, characters from this regiment cannot purchase the Munitorum Influence Talent, although the GM may, at his discretion, make a functionally equivalent Talent available in its place (such as Severan Dominate Influence).
Starting Wounds: Death world characters begin play with +2 starting Wounds.
Starting Skills: Common Lore (Chaos Undivided), Common Lore (Imperial Creed), Navigate (Surface), Parry, Survival.
Starting Talents: Frenzy, Hatred (Ecclesiarchy), Sprint, Enemy (Imperial Guard), one Peer (Choose One).
Fluency: While death worlders have learned to speak Low Gothic, they do not have time in their violent lives to learn how to read or write the universal language of the Imperium. Because of this, death worlders do not start with the Linguistics (Low Gothic) Skill at creation, however they are still capable of engaging in any verbal communication in Low Gothic that does not require a Skill Test.
Hardened: Death worlders start with one of the following Talents: Light Sleeper, Lightning Reflexes, or Resistance (Poisons).
Wary of Outsiders: Death worlders tend to be slow to put their faith in anyone other than themselves and their comrades, and they chafe at the expectations and strictures of more civilised society. They suffer a –10 penalty on all Interaction Skill Tests made in formal surroundings, and similarly impose a –10 penalty on any Interaction Skill Tests made on them by any non-death worlders. These penalties can be waived at the GM’s discretion if the death worlders are dealing with those who have earned their trust.
Enemies of the Imperium: This regiment cannot turn to the Departmento Munitorum for supplies. To represent the added difficulties of scrounging, stealing, or obtaining supplies through whatever treacherous organisation to which the regiment now belongs, the regiment begins with a Logistics Rating of 0 and suffers a –10 penalty to Logistics Tests. The GM may, at his discretion, modify this value to represent the resources of any group to which the regiment has sworn allegiance. In addition, characters from this regiment cannot purchase the Munitorum Influence Talent, although the GM may, at his discretion, make a functionally equivalent Talent available in its place (such as Severan Dominate Influence).
Starting Wounds: Death world characters begin play with +2 starting Wounds.
Assets
Every regiment gets the following as standard basic kit:
- One Uniform
- One set of Poor Weather Gear
- One Main Weapon; Best Craftsmanship Low-Tech weapon and Good Craftsmanship Laspistol with four charge packs, or Best Craftsmanship Lascarbine and four charge packs.
- One Knife
- One Shield
- One Flak Vest
- One Flak Helmet
- Two Frag Grenades
- Two Smoke Grenades
- 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
- Purity Seals
Type
Military, Army Regiment
Predecessor Organization
Leader
Notable Members
Related Species
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