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Pebos Tunnel Rats

Characteristic Modifiers: +3 to two of the following Characteristics–Agility, Perception, and Toughness. +3 Toughness, –3 Intelligence. +2 Intelligence.

Skills: Awareness, Common Lore (Tech), Linguistics (Low Gothic), and Tech-Use. Tech-Use. Security, Tech-Use, Trade (Technomat).

Starting Talents: Die Hard, Nerves of Steel, Technical Knock, Enemy (Imperial Guard), Peer (T'au Empire).

Acclimated to Darkness: Life below ground is incredibly dangerous, and those who make their living in the bowels of their worlds are a hardy lot indeed. Aside from the common industrial style accidents and the ever present threat of caveins, there are also dangerous extremes of temperature, deadly clouds of invisible toxic gasses, and the constant, oppressive gloom to deal with. Regiments raised from a mining colony are full of men and women who have grown accustomed to this strange and gruelling way of life, and whose bodies have adapted to their environments.
Mining colony characters can choose to start with one of the following Talents: Heightened Senses (Hearing) and Resistance (Cold) or Resistance (Heat) or Resistance (Poisons).

Tunnel Rat: Navigating the twisting warren of tunnels, shafts, and chambers that make up an average mine requires a good attention to detail and a well-developed sense of direction. Mining colony characters gain a +10 to Awareness and Navigation (Surface) when underground.

Unaccustomed to Light: Unfortunately, their subterranean lifestyle makes them incredibly sensitive to bright light, and they suffer a –10 penalty to all Perception and Awareness Tests made in full daylight or bright artificial light. This penalty can be mitigated with goggles or other types of eye protection at the Game Master’s discretion.

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

Standard Kit: One M36 lasgun and six charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, one respirator per Player Character, four empty sandbags and one entrenching tool per Player Character, two frag grenades and two photon flash grenades per Player Character. One lascutter per Player Character.

Special: Sappers are trained to both build and disassemble fortifications, undermine walls, and similar duties. Characters from this regiment gain a +10 bonus to Tech- Use and Trade (Technomat) Tests to construct or disassemble a structure.

Standard Regimental Kit: The regiment gains a +10 bonus on all Logistics Tests made to obtain grenades, missiles, explosives, and special tank ammunition.

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).

Structure

Mining Colony

Characters hailing from one of the Calixis Sector’s many mining colonies are a hardy breed, much used to the kind of privation and hard living found deep within the bowels of a planet. Their bodies and minds have adapted to a life of living underground and heavy toil, and the constant threat of accident and sudden death has sharpened their senses to a preternatural degree. These Guardsmen have an innate sense of direction, are accomplished in demolitions and the operation of heavy equipment, and have built up a resistance to the natural dangers found in mines. Regiments raised from mining colonies are typically Siege Infantry regiments.

Cost: 3

Characteristic Modifiers: +3 to any two of the following Characteristics–Agility, Perception, and Toughness.

Skills: All mining colony characters start with Awareness, Common Lore (Tech), Linguistics (Low Gothic), and Tech-Use.

Acclimated to Darkness: Life below ground is incredibly dangerous, and those who make their living in the bowels of their worlds are a hardy lot indeed. Aside from the common industrial style accidents and the ever present threat of caveins, there are also dangerous extremes of temperature, deadly clouds of invisible toxic gasses, and the constant, oppressive gloom to deal with. Regiments raised from a mining colony are full of men and women who have grown accustomed to this strange and gruelling way of life, and whose bodies have adapted to their environments.
Mining colony characters can choose to start with one of the following Talents: Heightened Senses (Hearing) and Resistance (Cold) or Resistance (Heat) or Resistance (Poisons).

Tunnel Rat: Navigating the twisting warren of tunnels, shafts, and chambers that make up an average mine requires a good attention to detail and a well-developed sense of direction. Mining colony characters gain a +10 to Awareness and Navigation (Surface) when underground.

Unaccustomed to Light: Unfortunately, their subterranean lifestyle makes them incredibly sensitive to bright light, and they suffer a –10 penalty to all Perception and Awareness Tests made in full daylight or bright artificial light. This penalty can be mitigated with goggles or other types of eye protection at the Game Master’s discretion.

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

Sanguine

The regiment’s commander is confident and optimistic, though sometimes too caught up in dreams of glory and triumph. While inspirational to his men with grandiose speeches and heroism, his ambition has often seen them faced with impossible odds, caught up in their commander’s quest for glory, and they must battle hard to survive.

Cost: 2 points

Starting Talents: Die Hard

Siege Infantry

Similar to line infantry, siege infantry form a solid mass of troops, specifically trained to serve in protracted sieges. A siege regiment may be deployed in a single location for years at a time, moving only infrequently to a new front line, often only a few hundred metres from the last one. Each line usually consists of newlydug trenches and earthworks, swiftly and precisely excavated by thousands of troopers. It is said that the finest siege regiments can establish a solid defence line with nothing but shovels, flakboard, and sandbags, within half an hour of deployment.

Cost: 2 points

Characteristics: +3 Toughness, –3 Intelligence

Starting Skills: Tech-Use

Starting Talents: Nerves of Steel

Standard Kit: One M36 lasgun and six charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, one respirator per Player Character, four empty sandbags and one entrenching tool per Player Character, two frag grenades and two photon flash grenades per Player Character.

Sappers

This regiment specialises in combat engineer duties, including erecting fortifications, building bridges and other structures, demolitions work, setting or clearing minefields, and tunnelling under enemy emplacements. While the soldiers lack the knowledge and ability of Tech-Priest Enginseers, they are trained to construct, build, and fortify, although they perform such tasks almost purely by rote. The Imperial Guard utilised many prefabricated structures, designed to be erected and emplaced with minimal time and skill. Sappers often go beyond the theoretical limits of their duties and abilities, learning to use whatever is to hand when resources become scarce. While such actions might violate Departmento Munitorum edicts, they are often overlooked by officers so long as the results are worthwhile.

Cost: 3 points

Characteristics: +2 Intelligence

Starting Skills: Security, Tech-Use, Trade (Technomat)

Starting Talents: Technical Knock

Standard Regimental Kit: One lascutter per Player Character.

Special: Sappers are trained to both build and disassemble fortifications, undermine walls, and similar duties. Characters from this regiment gain a +10 bonus to Tech- Use and Trade (Technomat) Tests to construct or disassemble a structure.

Demolitions

Destruction is the unit’s calling, and they are equipped and trained to follow that calling, with access to a variety of explosive munitions.

Cost: 3 points

Standard Regimental Kit: The regiment gains a +10 bonus on all Logistics Tests made to obtain grenades, missiles, explosives, and special tank ammunition.

Traitors

It is a sad fact that the men and women trained and equipped by the Departmento Munitorum frequently turn their weapons and training against the Imperium. Though knowledge of such treachery might be suppressed, misrepresented, or used as a propaganda tool depending on circumstances, it is an unavoidable fact that squads, platoons, and even entire regiments of the Imperial Guard can and do betray the Imperium. This regiment has done just that—forsaking its vows to defend the Imperium and turning against all it swore to protect. Whether due to some misguided sense of justice, devotion to the Ruinous Powers, or a tragic misunderstanding, this regiment has been declared traitorous by the Imperium, found guilty of the unforgivable sin. The regiment can never again turn to the Departmento Munitorum for aid or supplies, and is now hunted by the very army it once served. This drawback can also represent a treacherous planetary defence force, such as those which form the bulk of the Severan Dominate’s forces on the Spinward Front. GMs and players should think carefully when selecting this Regimental Drawback, as it fundamentally changes the nature of an Only War campaign. Rather than fighting alongside the Imperial Guard, the regiment will fight against the Imperium. The exact form of the regiment’s battles depends on what allegiance they do hold, if any. At the GM’s discretion, he can apply this Regimental Drawback to a regiment or even a single Squad within a regiment after creation, representing in-game events. In this case, the regiment does not receive additional Regiment Creation points.

Regiment Points: 5 points

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 Talents: Enemy (Imperial Guard) plus one Peer Talent appropriate to the regiment’s situation.

Assets


Every regiment gets the following as standard basic kit: Per Player Character.
Type
Military, Army Regiment
Parent Organization
Location
Related Species
Related Ethnicities
Delta Fox One (TTRPG) by CooledCross

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