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Special Operations Executive

Employed by the Ordo Militarum and charged to carryout covert operations within the Astra Militarum and broader Imperium.      
“While many worlds may be required to provide resources, materials, and other such goods as part of their tithe, their primary obligation to the Imperium is in the form of manpower. It is only with rare exception that a planet not be required to provide men to the Imperial Guard, and if a world is found to be neglecting this portion of their tithe, they will be subject to extreme punishment.” – Extract from the Tactica Imperialis
 

Imperial World

Characters from Imperial world regiments represent best the greatest mass of humanity. Their minds are shaped by faith and humble duty, their bodies honed by toil. While lacking the tenacity of death worlders, the unyielding discipline of a fortress worlder, or the unthinking zeal of the penitent, Imperial worlders are faithful, loyal, and adaptable, unconstrained by the focus of specialisation.   Cost: 1 point.   Characteristic Modifiers: +3 to Willpower and +3 to any one other Characteristic.   Skills: All Imperial world characters start with Common Lore (Imperial Creed), Common Lore (Imperium), and Linguistics (Low Gothic).   Blessed Ignorance: Imperial citizens know that the proper ways of living are those tried and tested by the generations that have gone before. Horror, pain, and death are the just rewards of curiosity, for those that look too deeply into the mysteries of the universe are all too likely to find malefic beings looking back at them. Their wise blindness imposes a –5 penalty on all Forbidden Lore (Int) Tests.   Kill the Mutant: The general citizens of the Imperium are trained from birth to fear mutation, for it heralds the taint of Chaos. All Imperial world characters start with Hatred (Mutants).   Starting Wounds: Imperial world characters generate their starting wounds normally.      

Choleric

The regiment’s commander is decisive and leads from the front, taking charge of situations personally, and never afraid to do what he orders his men to do. However, he is quick to anger, and can often be drawn into foolish actions. His men are ever ready for action, and familiar with the rigours of battle.   Cost: 2 points   Starting Talents: Rapid Reaction      

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.      

Demolitionists

This regiment specialises in demolitions work, relying on powerful explosives and their precise application to bring down enemy fortifications or even to destroy vehicles or infantry formations. This doctrine could represent specialised siege training, or adapted skills from a mining background. Demolitionists often earn a reputation for recklessness, but usually maintain that their success and continued time amongst the living shows that they are, in fact, quite cautious and methodical in their work.   Cost: 4 points   Characteristics: +2 Intelligence   Starting Skills: Tech-Use, Operate (Surface)   Starting Talents: Nerves of Steel   Standard Regimental Kit: One Cyclops demolition vehicle per Squad, and one respirator and one-kg demolition charge per Squad Member.   Special: Due to their training and experience, characters from a demolitionists regiment gain an additional +10 bonuses to Tech-Use Tests made for the Demolitions special use of the Skill.      

Infiltrators

This regiment uses stealth, cunning, and every ruse de guerre known to military science to sow fear and havoc among the enemies of the Imperium. Well versed in clandestine warfare, infiltrators carry out missions that most hardened Storm Troopers would not undertake lightly.   Cost: 4   Starting Skill: Stealth   Starting Talents: Blind Fighting   Special: Infiltrators are extremely adept at slipping past the enemy, and use every distraction and dirty trick in the book to this end. When two or more characters from a Squad with this Doctrine are called upon to make a Stealth Test, one of the characters making the Test may choose to make his Test at a –10 penalty. If he succeeds, one other character making the Test may use the first character’s Agility Characteristic for the Test instead of his own. The characters must be within 10 metres of one another to use this ability.      

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.      

Forward Observation

Forward Observers use stealth, speed, and knowledge of navigation and survival to observe the enemy and call in air strikes, orbital bombardment, or artillery barrages. This unit excels in directing indirect fire, and their special load-out helps them ensure their colleagues in the air and behind the lines hit what they are aiming for.   Cost: 4   Standard Regimental Kit: 1 pair of magnoculars per Player Character, 1 chameleoline cloak per Player Character, 1 handheld targeter per Player Character, and 2 pict recorders 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.      

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.      

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.      

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.
Type
Covert Ops

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