Kharsac Kaghmyr Kabal
Structure
Characteristic Modifiers: +3 Agility, –3 Fellowship, +3 to any two of the following Characteristics: Ballistic Skill, Weapon Skill, Perception
Starting Skills: Awareness, Linguistics (Low Gothic), Operate (Aeronautica), Survival.
Starting Talents: Catfall, Resistance (Fear), Double Team or Combat Master
Special: Members of regiments that specialise in Close Quarters Battle gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range.
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: Post-Cataclysmic world Characters start with 1d5 Insanity Points and either the Resistance (Cold), Resistance (Radiation), or Resistance (Fear) Talent.
Seeking Redemption: While engaged in battle, a member of this regiment must pass a Difficult (–10) Willpower Test when ordered to give ground, withdraw, or otherwise relinquish something of importance to the mission. If the character fails this Test, he can still choose to follow the order to act against his desires, but he gains 1d5–2 (to a minimum of 1) Insanity Points from the mental stress of enduring this further disgrace.
Wounds: Post-cataclysmic world characters generate their starting Wounds normally.
Starting Skills: Awareness, Linguistics (Low Gothic), Operate (Aeronautica), Survival.
Starting Talents: Catfall, Resistance (Fear), Double Team or Combat Master
Special: Members of regiments that specialise in Close Quarters Battle gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range.
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: Post-Cataclysmic world Characters start with 1d5 Insanity Points and either the Resistance (Cold), Resistance (Radiation), or Resistance (Fear) Talent.
Seeking Redemption: While engaged in battle, a member of this regiment must pass a Difficult (–10) Willpower Test when ordered to give ground, withdraw, or otherwise relinquish something of importance to the mission. If the character fails this Test, he can still choose to follow the order to act against his desires, but he gains 1d5–2 (to a minimum of 1) Insanity Points from the mental stress of enduring this further disgrace.
Wounds: Post-cataclysmic world characters generate their starting Wounds normally.
Assets
Every regiment gets the following as standard basic kit:
- Two Field Uniforms
- One Dress/Parade Uniform
- One set of Poor Weather Gear
- One Good Craftsmanship Shardcarbine (Main Weapon), and four splinter crystals
(Optional Shardcarbine with Compact modification) - One Mono Knife
- One Light Carapace
- Two Frag Grenades
- Two Smoke Grenades
- One Rucksack or Sling Bag
- One set of Basic Tools
- One Respirator
- One Survival Suit
- One Grav-Chute
- One Micro-bead
- 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
One Hades Breaching Drill per Squad.
Type
Military, Army Regiment
Parent Organization
Notable Members
Related Species
Related Ethnicities
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