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Regimental Drawbacks

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) or Enemy (Inquisition) or Enemy (Other), 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.


Condemned

Either due to pernicious acts unbefitting a chosen soldier of the Imperial Guard, incompetence and failure, cowardice in the face of the enemy, unfair accusations, or simple, terrible luck, this regiment has been condemned to die on the battlefield as penance for its sins. Though many regiments seek death on the battlefield, these soldiers are not merely sent into incredibly dangerous situations but are placed against outright suicidal odds, even if there is little to be gained from their deaths besides the semihonourable and convenient disposal of troops who cannot be trusted or forgiven. Departmento Munitorum support for such regiments is token at best, and they receive the most dangerous missions that command can concoct for them.

Regiment Points: 6

Beyond Redemption: Members of this regiment suffer a –20 penalty to all Fellowship-based Tests made when interacting with members of other Imperial Guard regiments, their own officers, the Departmento Munitorum, and other officials both local and Imperial who would have likely heard of the regiment’s reputation. Additionally, its members suffer –20 penalty to all Logistics Tests. Further, this group is always assigned to the most dangerous missions on a given battlefront, and is rarely given respites between its missions to recuperate and reorganise at the Game Master’s discretion.
Finally, at the Game Master’s discretion, any given Squad from a regiment with this Drawback might be assigned an Imperial Guard Commissar (see page 374 of the Only War Core Rulebook) to oversee its actions.
At the GM’s discretion, this Drawback can be applied to a regiment or even a single Squad within a regiment after creation, as a punishment for crimes or incompetence. If a regiment or Squad receives this Drawback after creation, it does not receive the additional Regiment Creation Points that it would normally provides, but instead receives the Weapon Skill Aptitude (regiments and Squads that select this Drawback at creation do not gain this Aptitude).

Talents: Choose one of the following: Berserk Charge, Cold Hearted, Frenzy, or Paranoia.


Conscripts

While most Imperial Guardsmen are proud to serve their Emperor on the field of battle and gladly go to war, this is not always the case. On some worlds that lack proud martial traditions, their tithe of manpower must be forcibly conscripted. Commissars attached to such regiments have an unenviable task, ensuring that these unwilling soldiers fulfil their duties and obey the orders of their officers, who typically are much more inclined to serve. Although few regiments can truly be considered volunteers, this Drawback represents a regiment that truly opposed being drafted into service.

Regiment Points: 3 points

Unwilling: This regiment was forcibly conscripted, perhaps at gun point, and its members serve the Imperial Guard only grudgingly. Characters from this regiment suffer a –10 penalty to all Willpower Tests, and all Command Tests to influence members of this regiment (including Comrades) suffer a –10 penalty.


Cult of Chivalry

This regiment holds itself to an aggressive standard, believing firmly that work done in the name of the God-Emperor must be undertaken in a certain way or it is not work in His name at all. To members of such regiments, certain lines must never be crossed, even in war, and certain tactics are never acceptable. Such warriors see deception as synonymous with dishonour, and try to avoid it at all costs, even to their own detriment.

Regiment Points: 3

Code of Honour: A member of this regiment must pass a Difficult (–10) Willpower Test before attempting to use the Deceive Skill (even on an enemy if he fails, he must either tell the truth or remain silent. Members of such regiments can still lie by omission, though such tactics are almost invariably frowned upon. Further, due to their tendency to deal honestly with others, members of regiments with this Drawback suffer a –10 penalty to Scrutiny Tests Opposing the Deceive Skill.


Dishonoured

This regiment suffered a humiliating defeat or otherwise had its reputation tarnished by a failure of some kind. Although it has suffered no direct sanctions or punishments as a result, each member of the regiment still feels the sting of stumbling when put to the test. As such, they are driven to succeed at all costs, that they might rid themselves of the shame of failing the God-Emperor.

Regiment Points: 3

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.


Doomed

Luck is a fickle mistress, and for some unknown reason she seems to have turned her back on this regiment. Nothing ever seems to go right for these hard-luck troopers, and they are the very definition of the old military aphorism, “Every plan is a good plan until first contact with the God- Emperor’s foes.” Much needed materiel and reinforcements arrive late, incorrect, or not at all, orders are incomplete, intelligence is nearly always wrong and battlefield conditions are worse than expected, and there are a higher number of accidents and foul-ups while in the field.

Regiment Points: 7

Dead Soldiers Walking: Members of this regiment cannot Burn Fate Points to survive fatal injuries (see Burning Fate on page 33 of the Only War Core Rulebook). In addition, members of the regiment suffer a –10 penalty on Logistics Tests, and whenever the Squad rolls on Table 6–5: Random Issue Gear (see page 167 of the Only War Core Rulebook), they apply a –20 penalty to the roll. The Game Master should also take this Regimental Drawback into account when designing missions, and he should plan the number of Complications that spring up during the execution of the mission accordingly.


Honour Bound

A man or woman’s honour is every bit as important to the members of this regiment as food, water, and oxygen—perhaps even more so. Various regiments across the galaxy believe that no slight to one’s honour can go unanswered. Often, as is the case with unintentional slights or insults, a simple apology or retraction is enough to satisfy the individual whose honour was impugned, but occasionally the insult is so grave or an accusation so unanswerable that the parties involved can only satisfy their honour through a duel. Duelling among the officers and enlisted men of such regiments is common, and their members often earn a deserved reputation as hot-headed and quick to anger.

Regiment Points: 4

Pride Over Life: Members of this regiment must pass a Difficult (–10) Willpower Test to refuse any formal challenge or ignore any other major slight to their honour. If a character from this regiment succeeds on the Test, he sees the bigger picture and ignores the challenge or attempt to goad him into action. If he fails on the Test, however, he must engage the individual in question (either in a duel to settle matters in a formal and stylised fashion or simply in a brawl to express himself with his fists) or suffer a –10 penalty to Willpower Tests for the remainder of the session. This penalty is cumulative should he refuse multiple challenges to his dignity over the course of a single session. The Game Master can modify the difficulty of the Test—and the scale of the effects of failing it—as he deems appropriate to the situation.


Iconoclasts

The Adeptus Ministorum, commonly known as the Ecclesiarchy, brings the word of the Emperor to the millions of worlds of the Imperium. In a religion that spans the galaxy, it is unavoidable that there are differences in worship and belief. This, the Ecclesiarchy accommodates; in fact, on many worlds the form that veneration of the Emperor takes is adapted from the traditions of the planet’s indigenous culture. Many drastically different beliefs are sanctioned by the Ecclesiarchy in order to ensure compliance and professed faith in the Imperial Creed; what the citizens of one world might consider blasphemy is a matter of inviolable doctrine on another. Yet in spite of this, there are those communities, cultures, and worlds that do not meet the Ecclesiarchy’s criteria for faithfulness. This could be due to minor divergences of theology that put the local faith at odds with the sector synod, or could be a cultural aversion to or rejection of the Imperial Creed.
Such is most often the case on those worlds with limited Imperial contact, and few societies openly reject the Imperial faith, for to do so is to invite retribution from the Adeptus Ministorum or worse still, the Inquisition. However, a world’s native population might pay lip service to the Imperial Creed while secretly worshiping the gods of their ancestors, or might slowly subvert the teachings of the Ecclesiarchy, bringing their ceremonies further and further from the Imperial Truth. For whatever reasons, the Adeptus Ministorum views this regiment as dangerously far from the proper faith, either due to a lack of spirituality or a mode of worship too far from the accepted norm.
Depending on the current state of affairs, the Ecclesiarchy might take extra measures to ensure obedience and piety with numerous priests, confessors, and other forces attached to the regiment (possibly against the wishes of its own commanding officers), or it might distance itself, weighing options or working behind the scenes to ensure the regiment is properly martyred to the Imperial Cult before it can spread its dangerous beliefs to others.

Regiment Points: 3 points

In the Shadows of the Ecclesiarchy’s Light: Rightfully or no, the Ecclesiarchy views this regiment with suspicion, seeing their religious practices (or lack thereof ) as dangerously iconoclastic. Characters from this regiment suffer a –10 penalty to all interaction tests with the representatives of the Ecclesiarchy. For such regiments, it is common for the Adeptus Ministorum to attach additional Priests, Confessors, and other representatives, particularly if they feel the regiment is not yet beyond salvation.
However, such forces are sure to experience problems dealing with the regiment. Player Characters with the Ministorum Priest Speciality suffer a –10 penalty when interacting with NPC members of this regiment, including Comrades, but excluding the Ministorum Priest’s own Comrade (it is assumed that his Comrade is either one of the few in the regiment loyal to the Ecclesiarchy’s teachings, or is also an outsider). At his discretion, the GM might additionally apply this penalty to other PCs with ties to the Ecclesiarchy.
The GM is encouraged to introduce additional narrative complications based on the specific nature of the regiment’s relationship with the Adeptus Ministorum.


Incompetent Leadership

This regiment is a disaster from the top down, affecting the regiment’s morale and causing an excess of grief and frustration among the enlisted men. Incompetent leadership could take the form of ignorant and inexperienced field officers, general officers more interested in their own personal political goals, indolent, permissive, or particularly savage squad leaders, thieving logistics officers, or any combination thereof. No matter its root cause, or causes as is often the case, the end result is always the same—loss of efficiency and combat effectiveness, muddled orders, poor communications, higher than usual casualties, and even mutiny and desertion.

Regiment Points: 5

Orders of Fools: Members of this regiment suffer a –10 penalty to Command Tests made during combat, either due to they themselves being incompetent or, in the case of most Player Characters, because they are saddled with unruly and sullen subordinates who have grown embittered by the poor decisions raining down from the ranks above.
Further, members of this regiment must make a Routine (+20) Command or Intimidate Test as part of any Comrade Order that does not already require a Command Test; if the character fails the Test, the Comrade refuses the order due to a learned distrust for authority or fouls it up. Finally, the foolishness of this regiment’s leaders should have a noticeable effect upon the lives of the Player Characters (hurling them needlessly into danger, deploying unwise tactics against the enemy, falling for obvious traps, mistaking enemies for allies or allies for enemies, and other such blunders) at the Game Master’s discretion.


Lost Home World

It is a common aphorism among Guardsmen that the Imperial Guard is the only home they have. For those men and women from lost home worlds, this is a sad and literal truth. In an age when swarms of slavering life forms from beyond the galaxy consume whole star systems unopposed, and when a middling fleet of voidships commands enough destructive power to reduce a planet to cinders in the blink of an eye, the loss of a single planet in a sector is unremarkable. Unremarkable, that is, except to the men and women who called the world home. Some are consumed by Tyranids or Chaos forces, some are burned in the holy fires of Exterminatus or laid waste with virus bombs, and others simply succumb to the death of their star or some other freak celestial accident. Whatever the case, this regiment is among the last survivors of a dead world, a fact that marks the survivors indelibly.
Regiments from lost home worlds become of the Imperial Guard, keeping a handful of traditions but accepting the battlefields of the galaxy as their home instead of the world upon which they were born. There is little commonality among these regiments, save for a haunted look and a tendency to suffer from crushing survivor’s guilt.

Survivor’s Guilt: Being one of a handful of survivors of a disaster that snuffed out the lives of teeming millions or billions has a deleterious effect on the human psyche. Survivors of such a cataclysmic loss tend to suffer numerous grief, loss, and stress-related maladies that complicate the already stressful life of an Imperial Guardsman. Members of this regiment begin play with 2d10 Insanity Points.

Last Survivors: Whenever a member of this regiment falls, it represents an irreplaceable loss to the group, which can no longer pull reinforcements from its annihilated place of origin. The Departmento Munitorum often assigns members of other devastated regiments to join the survivors to bring the regiment back to strength, which can create considerable friction between two groups embittered by loss—of course, this assumes that there are reinforcements to be had at all in the battlefront, and sometimes there are simply no more soldiers to join regiments devastated by such loss.
Each time a Squad from this regiment requests replacement members (to replace lost Comrades), the Game Master rolls 1d10 instead of having the recruits come from the original core of the regiment. On a result of 3–4, the recruits come from the original survivors of the regiment, members of other Squads within the regiment who also lost members.
On a result of 5–10, they come from another regiment that has recently suffered terrible losses and happens to be near enough for the Departmento Munitorum to group the two regiments together. On a result of 1–2, however, the Squad receives no reinforcements at all, and must soldier on until its members can put in another request for troop support. Depending on how many members of the original regiment remain, the Game Master can decide whether or not replacement Player Characters should be members of the original regiment or generate their characters from the other recruits (using the rules for Mixed Regiments on page 48).

Regiment Points: 5

Talents: Hatred (Choose one†)

When selecting this Regimental Drawback, the regiment chooses the group responsible for the destruction of its home world. This Talent applies to that group.


Mistrusted

This regiment has a bad reputation throughout the Imperial Guard. Similar to the Cloud of Suspicion, the reasons for the mistrust might be legitimate—incompetence among officers or laziness among the enlisted are two sure-fire ways to ruin a regiment’s reputation—or could be the product of over-active imaginations or the mendaciousness of rivals. Mistrusted regiments are viewed with a deep suspicion and disapprobation when they appear on a battlefield. Many commanders flatly refuse orders to work with regiments possessed of a particularly scabrous reputation. As such, mistrusted regiments are commonly given the worst missions, those that involve extremely distasteful or dangerous work, or are shuffled off to garrison duty on some unpleasant or out of the way world where they can cause little trouble.

Regiment Points: 3

Bad Reputation: Members of this regiment suffer a –10 penalty to all Fellowship-based Skill Tests made when interacting with members of other Imperial Guard regiments, the Departmento Munitorum, and other officials both local and Imperial who would have likely heard of the regiment’s reputation. Additionally, its members add 1d5 additional Degrees of Failure to all failed Logistics and Commerce Tests.


Poorly Provisioned

While the officials in the Departmento Munitorum are known far and wide for their fecklessness and capriciousness, and while every unit that has ever born arms in the Emperor’s service has suffered supply shortages and incorrect shipments at their hands, the poorly provisioned regiment is worse off than most. Perhaps the regiment is stationed on a planet far off the normal resupply lines, or they have been embroiled in their campaign for so long and at so great a cost that they are reduced to throwing chunks of rockcrete at their enemies and messing on grass and boiled boot leather. Whatever the case, this regiment has precious little of what it needs to operate in theatre and what equipment they do possess is in a sad state of disrepair. Poorly provisioned regiments can rarely, if ever, get resupplied in any meaningful way, suffer a loss of morale and combat effectiveness due to hunger and lack of working equipment, and many turn to thieving and raiding to fill their bellies and their empty weapon magazines.

Regiment Points: 4

Overworked and Underfed: Poorly provisioned units receive half the usual number of clips or charge packs for their main weapons and half the number of rations that their regiment rules would normally provide. If the regiment includes vehicles, its members suffer a –10 Penalty on all Logistics Tests made to acquire fuel, ammunition, and spare parts for their vehicles. If it is a Rough Rider regiment, its members suffer the same penalty to acquire materiel related to the care and feeding of their mounts. In addition, whenever a member of a Poorly Provisioned regiment successfully acquires equipment, the Game Master rolls 1d10; on a result of 4 or lower, the equipment that they receive is of Poor Craftsmanship, regardless of what its Craftsmanship would otherwise have been.

Special: This Drawback cannot be taken by regiments with the Well-Provisioned Doctrine.


Primitive

Some regiments drawn from primitive worlds, for all the Departmento Munitorum’s efforts, resist the imperative to adapt to the technology handed them. Eventually, the Tech- Priests’ objections to the Guardsmen using lasguns as clubs can result in a loss of further supplies, leaving the regiment to fend for itself, relying on the primitive weapons and tools its members have experience constructing on their home worlds. These regiments generally come from Feral or Feudal Worlds, although some Death Worlds distinctly lack any meaningful technological presence.

Regiment Points: 5 points

Hopelessly Primitive: No matter how long they fight in the Imperial Guard, the warriors of this regiment just cannot overcome their primitive ways and adapt to the advanced weaponry of the Imperial Guard. Characters from this regiment suffer a –5 penalty to Ballistic Skill and Weapon Skill Tests when using any weapon that is not from the Low-Tech weapons group, even if they possess the proper Talent to wield the weapon.

Waste of Resources: Due to flagrant misuse or neglect of whatever equipment it issues them, the Departmento Munitorum is loathe to assign any but the bare minimum of gear to this regiment. All Logistics Tests other than those made to obtain Low-Tech weapons suffer a –20 penalty.

Special: This Drawback cannot be taken by Mechanised Infantry, Armoured Regiments, or any other Regiment that includes a vehicle in its Standard Regimental Kit.


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.


Scarred by Loss

This regiment has suffered extreme casualty rates in recent memory, and a large portion of its active troopers are survivors of terrible battles that caused its numbers to dwindle dangerously low. Even if it has been reinforced by a new founding or by being combined with another understrength regiment, the physical and mental scars of the losses remain in its troopers. Soldiers from such regiments often find themselves irritable, distracted from sleep and war alike by memories unbidden.

Regiment Points: 2

Mental Trauma: Members of this regiment begin play with 1d10 Insanity Points. Any time that a member of this regiment fails a Willpower-based Test by three or more Degrees of Failure, he becomes lost in traumatic recollection, and is Stunned until the end of his next Turn.


Tainted

The men and women of the Imperial Guard must all too often face incomprehensible horrors from beyond the veil of reality. After facing the denizens of the Warp or their mortal followers, regiments are often subject to extreme measures to ensure they are free of corruption, which may mean every soldier receiving the Emperor’s Mercy. Whether due to seeming purity, ignorance of just what they actually faced, or an oversight by the Departmento Munitorum, some regiments are reassigned despite bearing spiritual scars from their brush with the ruinous powers. In other cases, a regiment might begin to manifest signs of taint with no apparent explanation, while still others enlist bringing with them some taint from their home world, unknown to the Departmento Munitorum. Regardless of the nature and origin of its corruption, such a regiment must hide its dark secret lest it be purged by other Imperial forces.

Regiment Points: 3 points

The Touch of the Warp: For whatever reason, the soldiers of this regiment carry a spiritual and physical corruption, which manifests in horrific ways. Characters from this regiment begin play with 1d10 Corruption Points. In addition, characters from this regiment suffer an additional –10 penalty to Malignancy Tests and Tests to avoid gaining Mutations (see page 309 of the Only War Core Rulebook).


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.


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.


Warp-Delayed

While Warp travel is the only method by which the forces of the Imperium can traverse the distance between stars, it is dangerous and notoriously unreliable. Though the Departmento Munitorum and Imperial Navy make every attempt to compensate for the vagaries and unpredictable nature of Warp travel, some voyages face such delays that no manner of preparation can offset the damage done. It is not unknown for troop ships to arrive decades, centuries, or even millennia later than anticipated. In such cases, regiments might arrive to find the battle for which they were despatched either won or lost, resulting in confusion, the possibility of mistakenly attacking friendly forces, or facing overwhelming odds. Such a regiment might also find the Departmento Munitorum has declared them dead, missing in action, or even deserters. Such a situation can present all number of difficulties, and simply obtaining new orders can be a challenge for a regiment that has not been on the roster for generations.

Regiment Points: 4 points

Officially Nonexistent: Whenever a unit from this regiment rolls doubles on a Logistics Test, the Test counts as failed, even if the score would normally have been successful, as the Departmento Munitorum denies the request from a nonexistent regiment or freezes it in bureaucratic tape.
In addition, the GM should include additional Mission Complications in most missions to represent the confusion caused by the regiment’s unusual status.

Lost Time: Arriving at one’s destination to learn that all of one’s relatives and friends beyond the confines of the troop transport are long dead is a traumatic experience, to say nothing of what horrors might confront the soldiers should their destination warzone have fallen to the enemy in the intervening time. Characters from a Warp-delayed regiment begin play with 1d5 Insanity Points.

Regimental Drawback Extra Points
Cloud of Suspicion 3
Condemned 6
Conscripts 3
Cult of Chivalry 3
Dishonoured 3
Doomed 7
Honour Bound 4
Iconoclasts 3
Incompetent Leadership 5
Lost Home World 5
Mistrusted 3
Poorly Provisioned 4
Primitive 5
Regimental Rivalry 2
Scarred by Loss 4
Tainted 3
The Few 5
Traitors 5
Warp-Delayed 4

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