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Logis Strategos Support Activity

ADDITIONAL STANDARD KIT (32/32)   Stealth/infiltration Equipment improves to Good Quality Cost: 0   Stummer OR Pict Recorder: 5   Suppressed Minerva-Aegis Las Carbine Cost: 5   Lo Charge Pack Cost: 8   Add Mono Quality to Boloknife: 2   Mars-Pattern Charge Pack Cost: 10   Crono/Watch Cost: 2   Regimental Favored Basic Weapon: Variant Ammunition Regimental Heavy Weapon: Accatran Mortar

Structure

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

Security, Scholastic Lore (Criptology)

Culture

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.

Hardened Fighters

The regiment’s warriors are vicious up close, deadly in melee as well as at range. Armed with the tools of their grim trade, they are not afraid to face their enemies in single combat, and feel the hot blood of the freshly-slain on their skin.

Cost: 2 points

Characteristics: +2 Weapon Skill

Starting Talents: Street Fighting

Standard Regimental Kit: The regiment can either replace its standard melee weapon with a (Bolo Knife), or apply the mono upgrade to its standard melee weapon.

Assets

Electro-Vox Warfare

Requiring an in-depth knowledge of the ins and outs of battlefield communication such as broadcast frequencies, electronic attack, cryptography, power generation, maintenance, and the dizzying array of communications gear fielded across the galaxy, electronic warfare is typically the purview of Operators, Tech-Priest Enginseers, and the occasional astute and tech-savvy Guardsman. No matter where they fight, these Guardsmen are equipped with some of the most sophisticated listening and broadcasting equipment issued by the Departmento Munitorum.

Cost: 4

Standard Regimental Kit: 1 data-slate per Player Character, 1 micro-bead per Player Character, 1 anointed electronics toolkit per Player Character, 2 auspex/scanners per Squad, 2 static generators per Squad, 1 vox-caster per Squad, 1 signal jammer per Squad.

 

Covert Strike

This regiment’s missions require them to operate well behind enemy lines, often amongst the enemy soldiers themselves, and their equipment reflects their need for speed, stealth, and flexibility.

Cost: 5

Standard Regimental Kit: 1 suit of synskin per Player Character, 1 set of preysense goggles per Player Character.

Special: Members of this regiment gain a +10 bonus to all Logistics Tests made to acquire chameleoline cloaks or armour, clip/drop harnesses, rebreathers, survival suits, auspex/scanners, demolitions charges, grav chutes, multikeys, multicompasses, stummers, static generators, and any other such equipment designed for stealth and infiltration. The Logistics bonus also covers the following stealth weapons: needle rifles, needle pistols, and sniper rifles, as well as the Silencer and Tox Dispenser upgrades.  

ADDITIONAL STANDARD KIT



Jammers improved to Good Quality
Cost: 5

Minerva-Aegis Las Carbine
Cost: 5

Lo Charge Pack
Cost: 10

Mars-Pattern Charge Pack
Cost: 10

Crono/Watch
Cost: 2

Regimental Favored Weapon: Mars-Pattern Charge Pack (For Las Weapions)

History

Schola Progenium

The creations of the Schola Progenium are trained to be of unyielding will, of decisive action, and of swift mind. Service to the Imperium is an expectation, one their lives have been directed towards for the years of their tutelage. The harsh mental and physical discipline of the Schola Progenium produces fine officers and soldiers, none finer than the Storm Trooper regiment, which recruit only from the finest Schola Progenium graduates.

Cost: 3 points.

Characteristic Modifiers: +3 to Willpower, and +3 to either Weapon Skill or Ballistic Skill.

Skills: All Progena characters are Trained in Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (War), and Linguistics (High Gothic, Low Gothic).

Only In Death Does Duty End: Those that pass through the Schola Progenium are drilled each and every day by hardened drill abbots, and all are expected to defend the Emperor’s domain with their lives if necessary. All Progena characters start with one of the following Talents: Air of Authority or Unshakeable Faith.

Starting Wounds: Progena characters begin play with +1 starting Wound.

Cloud of Suspicion

Whether justified or not, this regiment as come under close scrutiny. The members of this regiment know that their movements are being watched by someone, and that the someone does not like them. A siege mentality has spread throughout the regiment, along with paranoia and anxiety. Officers see spies and informants everywhere and newly conscripted guardsmen are viewed with deep suspicion and hostility as their new squad mates assume they are undercover agents with sinister purposes.

Regiment Points: 3

Talents: Enemy (Adeptus Arbites), Paranoia.

Untimely Inquiries: Whenever this regiment fails in an operation or the Squad fails to complete a mission or achieve a critical objective, the power with a worrisome interest in the regiment rears its ugly head, at the Game Master’s discretion. When such an investigation takes place, even on a regimental level, every member of the regiment suffers a –5 penalty to Willpower Tests until the interference concludes due to the stress that it causes.

The Few

This regiment is surprisingly small, whether because of its specialist doctrines, its harsh training methods, a dearth of potential soldiers on its founding world, or grievous battlefield losses. Whatever the reason, it continues to operate despite having far fewer soldiers than many other regiments, and thus cannot rely on the brute force tactics for which many great regiments are so renowned. Instead of assaulting in massive, overwhelming waves of soldiers, this regiment’s troopers must strike in smaller units. Each soldier must rely on the competence of close squad mates rather than the raw might of the regiment itself.

Regiment Points: 5

Limited Numbers: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support.
Type
Military, Army Regiment
Ruling Organization
Parent Organization

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