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New Caliban 1st

Structure

Melancholic

The regiment’s commander is careful and introspective, but his will is not what it once was, having suffered greatly in the crucible of war. While loyal, his leadership is hampered by hesitation and pessimism, and his warriors are often forced to rely more on their own initiative in battle, taking charge themselves when their superiors falter.

Cost: 2 points

Starting Talents: Air of Authority

Culture

Line Infantry

The backbone of the Imperial Guard, line infantry form the bulk of every battle line, the core of every assault, and the heart of every defence. The humble, doughty, and loyal infantryman is the subject of countless propaganda picts and inspirational murals across the Imperium. They form the iconic image of the Imperial Guard for most Imperial citizens, and for good reason. It is a rare battlefield that is not graced by the presence of line infantry.
Cost: 2 point
Characteristics: +3 Strength, –3 Intelligence
Starting Skills: Athletics
Starting Talents: Rapid Reload
Standard Kit: One M36 lasgun and four charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, two frag grenades and two krak grenades per Player Character.

Iron Discipline

The regiment is well-known for its unyielding devotion to duty and absolute loyalty to superiors. No man will hesitate to act when ordered, nor will they falter when carrying out those orders. The expectations of the common infantryman, however, are such that shouldering the burden of command is to take on a great and solemn responsibility, and only the humblest and most serious-minded of officers can be entrusted with warriors so devoted.

Cost: 3 points

Starting Aptitude: Willpower

Assets

Well-Provisioned

The regiment has been marked as a supply priority by the Munitorum, keeping them well-supplied with ammunition, food, medical equipment, and other consumables. Wellprovisioned regiments tend to be those expected to face the worst of the fighting, with regular resupply to allow them to remain at fighting strength for far longer.

Cost: 3 points

Standard Regimental Kit: The regiment increases the number of clips for their main ranged weapon and the number of weeks’ rations they carry as standard by +2, and gain an additional grenade of each type in their standard kit (if applicable). If the regiment contains vehicles, this also grants a +10 bonus on all Logistics tests to obtain fuel and parts for repairing and maintaining those vehicles.


This regiment has the following as standard kit:
One uniform
One set of poor weather gear
One M36 Lasgun and four charge packs
One knife
One Imperial Guard flak armour
One rucksack or sling bag
One set of basic tools
One mess kit and one water canteen
One blanket and 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
Two frag grenades
Two krak grenades
Red-Dot Laser Sight (+10 Ballistic Skill)
A chrono (Watch)
Boltgun and four magazines or Storm Trooper Carapace

Per Player Character.

Favoured Basic Weapon: Boltgun
Favoured Heavy Weapon: Heavy Bolter


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.

Regimental Rivalry

Rivalries exist between nearly all units in the Imperial Guard. On the whole, these are mainly friendly rivalries between brothers-in-arms that express themselves in drinking contests, braggadocio, contests of escalation, and even the occasional good-natured brawl. Unfortunately, some regimental rivalries are carried too far and become less a friendly rivalry and more a seething hatred accompanied by an increasingly bitter series of confrontations and betrayals. Regimental rivalries can exist between discreet units within larger regiments such as squads or platoons, or can encompass entire regiments from the Regimental Commander all the way down to the greenest conscript. Regimental rivals take any opportunity to undermine or sabotage one another, stealing supplies, tampering with orders, duelling, spreading lies, and framing opponents for crimes. These rivalries can even, as was the case with the deadly rivalry between the Tanith 1st Light Infantry regiment and the Jantine Patricians during parts of the Sabbat Worlds Crusade, go so far as outright betrayal and murder.

Regiment Points: 2

Talents: Hatred (Choose one†) and Enemy (Choose one†)

†When selecting this Regimental Drawback, a single Imperial Guard regiment must be chosen. The Hatred and Enemy choices must be the same regiment, and cannot be another unit from the Player Character’s own regiment.

Planetary Defense Force
Type
Military, Army Regiment
Predecessor Organizations
Parent Organization
Location

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