Omnadon Defenders
Omnadon's policing force and planetary defense force.
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
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.
Close Order Drill
The regiment has trained long and hard to operate in close formations, fighting shoulder-to-shoulder with their comrades. These close formations can respond quickly with overwhelming force, moving as a single entity, rather than a group of individuals.Cost: 2 points
Talents: Combat Formation or Double Team
Warrior Weapons
Warriors from primitive worlds are often ill-suited to serve on firing lines, their savage demeanour making them a poor choice to wield a lasgun. Such warriors often serve the Imperial Guard in other ways, armed with swords, axes, and mauls, to cut the enemy apart in close quarters.Cost: 3 points
Starting Skills: Parry
Standard Regimental Kit: The regiment exchanges their Main Weapon for a Common (or more available) Low-Tech weapon and a laspistol with two charge packs.
Assets
Improve a single item of standard kit wargear from Common Craftsmanship to Best Craftsmanship
Improve a single item of standard kit wargear from Common Craftsmanship to Good Craftsmanship
Two additional smoke grenades to standard kit
One dress uniform
Improve a single item of standard kit wargear from Common Craftsmanship to Good Craftsmanship
Two additional smoke grenades to standard kit
One dress uniform
History
Hive World
Characters from hive world regiments are one amongst many. Due to the colossal populations of hive worlds, musters from them tend to be large, sometimes numbering over a thousand regiments at a time, each of which may number as many as ten thousand men. In many areas of a hive world—not just the twisted depths of the underhive—murder, rioting, and gang warfare are rife. Constantly having to aor take part in) such dangers turns the people into capable warriors and survivors, made nimble by the tangle of urban decay, wary by the dangers in the darkness, and gregarious by the mass of humanity that has always surrounded them. Due to the suitability of hive worlders as Imperial Guardsmen, and the sheer quantity of people on each hive world, there are a vast number of hive world regiments in the Imperial Guard at any one time.Cost: 3 points.
Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Fellowship, and Perception.
Skills: All hive world characters start with Common Lore (Imperium), Deceive, and Linguistics (Low Gothic).
Accustomed to Crowds: Hive worlders grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for hive worlders, and when Running or Charging through a dense crowd, hive worlders take no penalty to Agility Tests to keep their feet.
Hivebound: Hive worlders seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, starship or similar), they suffer a –10 penalty to all Survival Tests, due to their continued unfamiliarity with such places.
Urban Violence: Hive worlders are constantly alert for the first hint of trouble, be it a hivequake, a gang shoot-out, or a hab riot, allowing them to quickly detect danger and elude it, if need be. Hive worlders start with one of the following Talents: Heightened Senses (Hearing), Paranoia, or Unremarkable.
Starting Wounds: Hive world characters begin play with –1 starting Wound.
Type
Military, Army Regiment
Leader Title
Parent Organization
Subsidiary Organizations
Location
Notable Members
Related Ethnicities
Related Myths
Remove these ads. Join the Worldbuilders Guild
Comments