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100 Regiments for Only War

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(33)



Another remade regiment. Pretty happy with this one all the elements were pretty much their as I'd described. Chainwords in standard kit makes for a classic anti zombie weapon. The only thing I'm not 100% happy with is that I couldn't decide between heavy bolter and mortar, both very solid for the WW2 esque feel and had a second heavy weapon choice been cheaper i would probably have tried to fit that in. As it is I decided the heavy bolter would be better against zombies. 



63rd Samedi Rifles 'Grave Diggers'



Home-world: Fortress 3



Regiment Type: Siege Infantry 2



Commander: Paranoid 2



Doctrines: Hardened Fighters 2, Iron Discipline 2



 



Characteristic Modifiers: +3 Willpower, +6 Toughness, -3 Intelligence, +2 Weapon Skill



Aptitudes: Willpower



Skills: Common Lore (War), Common Lore (Imperium), Common Lore (Imperial Guard), Linguistics (Low Gothic), Tech use



Starting Talents: Hatred (Forces of Chaos), Nerves of Steel, Sprint, Paranoia, Street Fighting



Abilities:



Hated Enemy (Forces of Chaos)



Combat Doctrine



Bred for War



Starting Wounds: Normal



Kit: M36 Lasgun and 6 charge packs, guard flak armour, One respirator, four empty sandbags, one entrenching tool, two frag grenades and two photon flash grenades, Guard uniform, poor weather gear, mono knife, rucksack, basic tools, mess kit and canteen, blanket and sleep bag, lamp pack, primer, cognomen tags, two weeks rations.



Additional Kit: Chain sword per person, Micro-bead per person, photo-visor per person, accordion wire per person,



Favoured Weapons: Plasma Gun, Heavy Bolter


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Valhallan 597th (for my Caiphas Cain campaign)

Home world- Death world

-  +3 perception

Skill- survival,

Talants+traits- fluency (low gothic), light sleeper, wary of outsiders

-also give valhallans Hatred (orks)

Line infantry

-  +3 Strength

-  -3 Intelligence

- Athletics

- rapid reload

Commanding officer- Colonel Regina Kasteen

- Sanguine (die hard talent/trait)

Iron Discipline

-Aptitude: Willpower

Well provisioned

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(48)



42nd Imber Grenadiers



Home-world: Death World 3



Regiment Type: Mechanised infantry 3



Commander: Phlematic 1



Doctrines: Survivalists (Tox Wastes) 4



 



Characteristic Modifiers: +3 toughness, +3 strength, + 3 agility, -3 perception



Skills: Survival, Operate (Surface), Common Lore (War), Common Lore (Imperium)



Starting Talents: Light sleeper or lightning reflexes or resistance poison, Rapid reload,



Abilities:



Fluency



Hardened



Wary of outsiders



Starting Wounds: +2 wounds



Kit: M36 Lasgun and 4 charge packs, guard flak armour, Guard uniform, 2 frag and 2 krak grenades, poor weather gear, knife, rucksack, basic tools, mess kit and canteen, blanket and sleep bag, lamp pack, uplifting primer, cognomen tags, two weeks rations, one Chimera per squad.



Additional Kit: Good quality survival suit, respirator, 1 micro-bead per squad, melee accessory.



Favoured weapons: Long Las, Lascannon


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(41)



5th Jovian 'Immortals'



The commander is from Lightbringers new commander types on this thread:



http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=292&efcid=46&efidt=770064&efpag=0#770193



This ends up as an exercise in maximising starting logistics which fits quite well, it seems like it would be quite intersting to play and I don't thik this is necesarily that overpowered, the best quality guard flak armour being more of an issue in my eyes but completely legitimate in the rules.



Home-world: High-born 3



Regiment Type: Mechanised Regiment 3



Commander: Quill pusher 2



Doctrines: Well Supplied 4



Characteristic Modifiers: +3 Weapon Skill, +3 Intelligence, +3 Agility, -3 Perception



Skills: Common Lore,(Administratum), Inquiry Linguistics (High Gothic), Operate (Surface)



Starting Talents: Peer (Nobility) or Air of Authority, Peer (Munitorum), Rapid Reload



Abilities:



Fluency (Speak Low gothic but can't read or write it).



Duty and Honor



Abundant Reasources



The Finest Tutors



Starting Wounds: -1



Kit: M36 Lasgun and 4 charge packs (MW), Best Quality Guard Flak Armour, Two frag and two crak grenades, Guard uniform, poor weather gear, knife, rucksack, basic tools, mess kit and canteen, blanket and sleep bag, lamp pack, uplifting primer, cognomen tags, two weeks rations,



Additional Kit: Filter plugs, Photo-visor, additional parade uniform, 1 micro-bead per squad.



Favoured weapons: Plasma Gun, Lascannon


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(29)



852nd Sirius Grenadiers 'Spire Harriers'



Home-world: Hive-world 3



Regiment Type: Jump Infantry 4



Commander: Phlematic 1,



Doctrines: Hardened Fighters 2, Augmetics 2



 



Characteristic Modifiers: +6 Agility, + 3 Intelligence, +2 Weapon skill, -3 Fellowship



Skills: Operate (Personal), Common lore (Imperium), Deceive, Linguistics (Low Gothic), Common lore (Imperial Guard), Common Lore (War)



Starting Talents: Heightened Senses (Hearing) or Paranoia or Unremarkable, Hard Target



Abilities:



Accustomed to Crowds



Hivebound



Urban Violence



Starting Wounds: -1



Kit: Las-carbine with 3 charge packs per person, guard flak armour per person, Jump pack per person, 3 frag grenades and 3 krak grenades per person, respirator per person, Guard uniform, poor weather gear, mono knife, rucksack, basic tools, mess kit and canteen, blanket and sleep bag, lamp pack, cognomen tags, two weeks rations,



Additional Kit: Microbead per person, Las-pistol with 2 clips per person, Chain Sword per person, Photovisor.



Favoured weapons: Melta Gun, Heavy Flamer



 



New Regiment Type: Jump infantry



This regiment type is very rare in the modern Imperial guard. There have only been no more than a handful of regimental home worlds developed in the last 8 millennia that have even been put forward for the chance of raising even a single Jump infantry regiment. Even those regimental home worlds that have traditionally fielded Jump infantry are rarely able to raise them. Those lucky jump regiments that are raised have the responsibility for their rarity pressed upon them, their commanders often have impossibly high standards for their men. This in turn breeds feelings of superiority in the ranks that prevent often alienate them from other regiments.



Points: 4



Characteristic Modifiers: +3 Agility, -3 Fellowship



Skills: Operate (Personal)



Talents: Hard Target



Kit: Las-carbine with 3 charge packs per person, guard flak armour per person, Jump pack per person, 3 frag grenades and 3 krak grenades per person, respirator per person.


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(37) Another remade regiment from earlier in the thread, so I didn't mention it was a Schola Progenium before (I didn't know that was an option till I got the MRB). Quite happy with this regiment, seems like it would be effective but I guess it depends on your specialisations. And it has bags of background, hey if you get logistics level over 70 you might even get to direct Pluto itself.

The Ionian 132nd Fusiliers 'Grand Slam'

Home-world: Schola Progenium 3

Regiment Type: Siege Infantry 2

Commander: Abstruse 1

Doctrines: Sharpshooters 4,  Augmetics 2

 

Characteristic Modifiers: +3 Willpower, +3 Ballistic skill, +3 Toughness, -3 Intelligence

Aptitudes: Ballistic Skill

Skills: Common Lore (Imperium), Common Lore (Imperial Guard), Common Lore (War), Linguistics (Low Gothic, High Gothic), Tech Use, Common Lore (Adeptus Mechanicus), Common Lore (Tech)

Starting Talents: Dead Eye Shot, Air of Authority, Unshakable Faith, Nerves of Steel

Abilities:

Only in death does duty end

Starting Wounds: +1

Kit: Guard uniform, poor weather gear, knife, rucksack, basic tools, mess kit and canteen, blanket and sleep bag, lamp pack, cognomen tags, uplifting primer,  two weeks rations,

Additional Kit: Telescopic Sight, Triplex Pattern Lasgun, Photo visor, Chrono

Favoured weapons: Plasma Gun, Las Cannon

 

New Commander type:

Abstruse

The commander is Technical and Methodological. They aware of the specifications of every vehicle, the capabilities of every unit. The commander has a tie to the Adeptus Mechanicus and approaches war with the same mechanical approach. Comparing each enemy formation with the capabilities of his own. While this is often effective the commander can become overstretched when real world circumstances prove on the theoretical performance inaccurate.

Cost: 1

Starting Skills: Common Lore (Adeptus Mechanicus), Common Lore (Tech)

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1356th Mephidross Deadwalkers

Homeworld:Penal world of Mephidross

Unit Type: Light Infantry

Regimental Breakdown:

Five Full Strength Rifle companies, two Long Range Companies, one Heavy support Company, and a Mechanicus Detatchment (note, there is a disproportionately low number of Commisars in the Deadwalkers, despite their classification as a Penal Legion)

Unit History: 

The Mephidross Deadwalkers are a unique penal legion in that they come from a planet specifically specifically colonized to create penal legions. Mephidross is a nightmare of a world where only the strongest survive, and only the worst kind of military prisoners go there: Disgraced Naval officers, homicidal guardsmen, Commisars who failed to execute their duty, to name a few. and every fifty years, the Munitorum comes to the planet, where they collect those who have survived on Mephidross to give them another chance to serve the Imperium. 

Despite their poor beginnings and constant stationings at suicide fronts, the self titled "Deadwalkers" are quite possibly some of the most dogged and determined defenders of the imperium. this is because of a deal between the Deadwalkers and the Munitorum called the Shallow Grave Compact. Deadwalkers who survive fifty years in the field are granted a full imperial pardon and elevated to the rank of Lieutenant, where they are then transferred to command positions with the next incarnation of the deadwalkers. Mephidross Officers that survive multiple incarnations of the Regiment are further promoted to more and more important command positions. this means that the entire command structure of the Deadwalkers is made up of former convicts criminals, who understand their men's desire to be free, and aspire to make sure that their men do in fact make it that far. 

Because of this, The Deadwalkers benefit from an above average camoradarie with their officers and fellow guardsmen, fighting side by side to keep eachother alive so that they may one day take over for their officers. however, they do not look favorably on some of the imperial agents they are forced to entertain, namely the hated officers of the Commisariat. 

 

Game Hints: there are almost no Commisars in the Deadalkers, and what few there are can only be found with the upper echelons of the Legion. as such, Commisars should not be a playable specialty. also, their constant fighting in the prison colonies of the planet of  Mephidross has bred a hardy and brutal people, and that should be reflected in their makeup.

 

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(This is a regiment me and some friends came up with as a group, during the Beta. Another one, for a game just starting, will follow in a moment.)

 

The 117th Janjiran Kshatriya Guards

 

Starting Wounds: Normal

Characteristics Modifiers: +3 Ballistics, +2 Weapon Skill, +3 Willpower, +3 Agility, -3 Perception

Starting Skills: Common Lore (War), Common Lore (Imperium), Common Lore (Imperial Guard), Operate (Surface)

Talents: Hatred (Greenskins), Nerves of Steel OR Sprint, Resistance (Fear), Rapid Reload, Street Fighting

Favored Basic: Plasma Gun

Favored Heavy: Heavy Bolter

Traits

Hated Enemy (Greenskins): At GM discretion, members of the regiment make a +10 Willpower test to restrain themselves from attacking Orks when sighted.

Bred for War: Must pass a +0 Willpower Test in order to defy Imperial Guard rules and regulations, thanks to the great honor and loyalty of the regiment.

Mechanized Infantry: Each squad possesses one Chimera IFV.

Augmetics: +10 on all Logistics tests to acquire cybernetics, thanks to strong ties with the Cult Mechanicus.

Standard Kit

One Uniform, Poor Weather Gear, M36 Lasgun and 4 charge packs (Main Weapon), One Mono-Knife (Melee), 2 frag grenades, 2 krak grenades, one set of full Best-Quality Guard Flak Armor, Rucksack or sling bag, one set of basic tools, one Grapnel, One Micro-bead communicator, One mess kit and canteen, One blanket and sleeping bag, One rechargeable lamp, One grooming kit, One set of ID, One guard handbook, 4 weeks of rations, including amazingly awesome coffee and tea.

Vehicle
Chimera Armored Transport

Fluff

Janjira is a fortress world, a desert planet but rife with beautiful oases with crystalline water and several expansive tropical jungles in the southern hemisphere. The inside of the planet is just packed full of extremely valuable minerals and metals that the Adeptus Mechanicus requires to build the machines that help to keep the Imperial military marching on, from ships to vehicles to the most humble of charge packs.

Janjira is, of course, also a hot target for alien forces. It is perched near the edge of space that is claimed as territory by an Ork Warboss known as the Arch-Arsonist. Orks, thereby, regularly assault Janjira in an attempt to oust the human presence there and hollow it out for more 'flash gubbinz.' They are seeded amongst the southern jungles, but the deserts and savannahs that make up the majority of the planet's surface make them clear targets for the heavy artillery and mechanized forces that the Janjirans tend to employ, furnished by their Mechanicus backers and a good presence of tech-priests to keep it all running on the arid planet.

The 117th Janjiran Kshatriya are a versatile and hardened regiment of the Janjiran Guard, quick to mount up in chimera tanks and move out to sensitive locations, sealing breaches in desert walls and clearing land of Greenskin settlement with lightning tactics and utter hatred and impunity. Their excellent record, cavalier commander and oddly diverse makeup cause some other regiments to refer to the 117th as 'The Kitchen Sink.' If nothing else works, throw the 117th at it and they will get the job DONE.

 

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The 1st Arcturus 'Void Stalkers'

 

Homeworld/Origin: Arcturus Void Station (Fortress 3pts)
Attributes: +3 Willpower, Toughness
Skills: Common Lore (war) Common Lore (Imperium) Common Lore (Imperial guard) Linguistics (low Gothic)
Hated Enemy: gain hatred (Traitors) talent
Combat Doctrine: Nerves Of Steel or Sprint
Bred for War: Challenging (+0) willpower test to go against rules/regs of imperial guard.

Commanding Officer: Phlegmatic
Starting Skills: Common Lore (imperial guard) Common Lore (War)

Regiment Type: Drop Troop (specialized) (3pts)
Characteristics: +3 agility -3 fellowship
Starting Skills: Operate (aeronautica) Or Operate
Starting Talent: Catfall
Standard Kit:
One las carbine & 4 charge packs per player
One suit imperial guard flak armor per player.
One grav-chute Or Void suit per player depending on mission
Two Frag grenades & Smoke grenades per player

Training Doctrine: Hardened Fighters
Characteristics: +2 weapon skill
Starting Talents: Street Fighter
Standard regimental Kit: One standard melee weapon with common (or lower) rating, or apply Mono upgrade to regiment knife.

Special Equipment Doctrine: Well Provisioned
Standard Regimental Kit:
Two additional clips for main weapon
Two extra week rations
One additional Frag and Smoke grenade.
+10 to logistic rolls for fuel and repair parts for vehicles.

Regimental Favored Weapons:
Basic: Meltagun
Heavy: Mortar

Standard Regimental Guardsman Kit:
1x Lascarbine (Main Weapon) w/ 6x charge packs
1x Uniform
1x Set Poor weather gear
1x Mono Knife Or common level standard weapon
1x Rucksack/Slingbag
1x set of basic tools
1x Mess kit & Water Canteen
1x Blanket & Sleeping bag
1x Rechargeable lamp pack
1x Grooming kit
1x cognomen tags or Equivalent identification
1x instructional handbook
1x suit imperial flak armor
1x respirator
1x Void suit/Grav chute (depends on deployment)
3x Frag Grenades
3x Smoke grenades
Combat sustenance rations, (4 weeks worth)

(kit additions)
1x good quality photo-contacts
1x Grapnel
1x Microbead
1x chrono
1x Tea ration (one week)

Void suit: Good quality, resists punctures on a 6+, can be worn under armor.

Regimental History:
The First Arcturus Void Stalkers saw their creation in the first days of the Arcturus Rebellion in 936.M40. A group of planets in the Arcturus system at the far edge of imperial space declared themselves sovereign from the Imperium and began furiously attacking any imperial forces that entered their space. Their efforts were mostly effective but did not count on one of the planets PDF forces remaining loyal. These forces detached themselves from the traitors and staged guerrilla warfare through the system attempting to weaken them and buy time for Imperial forces to mass and retake the system.

This is where the Void Stalkers were first formed. Lacking proper boarding methods the soldiers found with work and training squads could be equipped with void suits and other equipment to make "dynamic entry points" into enemy ships and stations using demolition charges, crippling ships with minimal damage allowing them to be added to their own forces. These early troops were able to slip largely undetected towards larger ships and plant demolition and melta charges at key locations causing massive depressurization of the command deck, weapon decks, and other places rendering them useless before the main forces would jump into deal with the crippled ships.

Their rolls were expanded to more "conventional" uses after the capture of several Space stations allowing the Imperial Forces to gain a foothold with which to stage attacks on Traitor planets, eventually recapturing them. Equipped with Grav-Chutes the Void Stalkers were able to fast drop behind enemy lines working to sabotage enemy weapon emplacements, supply lines, and help with fast strike responses against the traitors leaders storming their very homes. By the time the Imperial forces had managed to arrive at the system already a third it had been recaptured, with a quarter total held uncontested.

The Void Stalkers were folded into the Imperial Guard officially at the end of the campaign and served through several theaters where their unique talents have helped end several rebellions quickly and relatively cleanly.

The current Regimental Commanding Officer is Argabash Rinland, known for his actions at the Battle of the Glassy Wall, The Siege of Black Gusland, and the Bombardment of AchBenTur. Contemplative in nature he weighs his decisions before issuing commands making many criticize him for being afraid to commit soldiers to battle and having heavy losses, but his past record has shown no hesitation to send men to die where the need lies.

Addendum: the 'Black Stars'
Like many other worlds, the Fortress system of the Arcturus Drift raises a variety of forces for the Imperium, with its ship-storming Drop Infantry rightfully the most famous. A further legacy of the rebellion that formed them was the creation of a dedicated corps of heavy infantry, not disimilar to the more well known Cadian Kasrkin or Krieg Grenadiers. Rather than be formed in to their own Bridades, they are instead broken up in to squads, and several attached to newly founded regiments of Drop Infantry as they're formed (with later replacements often coming from the regiment's ranks, when equipment can be salvaged from casualties, or the rare resupplies can be acquired). Rather uniquely among the Imperium, these squads are usually broken up even further, with individual members dispersed throughout the regiment, bringing their heavier firepower and die-hard persistence front and centre to the furious room to room combat inside starships and orbitals, or hot landing combat drops, that the fighting men and women of Arcturus are known for.

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Scintillian 49th – Metallican Gunslingers

Homeworld: Scintilla / Hive / Calixis Sector

Specialty: Counter Insurgency / Population Suppression

Order of Battle: 6,000 in 8 companies. 5 Companies of light infantry, 3 “responder” light mechanized. Mechanized companies use Chimera, Hellhounds, Sentinels, and lighter fighting vehicles.

CO: Colonel Malakai “Cutter” Raynor, former gang leader

Summary: Drawn from the gangs of Scintilla’s infamous Gunmetal City, the Scintillian 49th specializes in pacifying populations and bringing them under Imperial control by using techniques from their own turf wars on Scintilla. They are equipped with irregular equipment, namely their preference of solid projectile weapons for their louder report and more devastating wounds. Their mechanized companies are for rapid response to support the other companies in a localized population uprising. In keeping with their Metallican history, each soldier is allowed to carry a personally owned sidearm.

Misc.: Few/no Ratlings, Ogryn, or Psykers. Embedded arbites instead of stormtroopers, back alley doctors as medics.

Hook A: The 49th was deployed to the planet to pacify the population, but heavy resistance has sprung up from Chaos elements on planet. Your forces are being deployed to assist the 49th.

Hook B: The 49th is being deployed to a large battlefield, far away from their typical cities. Your regiment is stuck digging them out of trouble frequently.

Rules notes: Hive World (3), Maverick (2), Light Infantry (2), Hardened Fighters (2), and Scavengers (3).

Add’l Kit: Swap Las Carbine for Autogun (0). Add Autopistol (8), upgraded to Good (5). Add smoke grenade (5). Add additional knife (2). Other 10 points to GM discretion.

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Some time ago, I made a planet known as Phalanx for a Dark Heresy roleplay, for the purposes of taking our group through a horrid warzone as the world had been under siege from an ork horde for almost 80 years.  It worked, as we constantly ran out of ammo, but had plenty of targets all the way up until we killed the Warboss and then were forced to fight the corrupt governor.  So, here's my take on a regiment (I've actually noticed a lack of armor, to be honest.)

 

222nd Phalanxian Siege Regiment, AKA the "Gravediggers" or the "Triple Two"

Homeworld: Phalanx VII-Fortress World

Unit Type: Siege brigade with limited artillery and armored support

Regimental History: Phalanx is a world of strife.  During the Horus Heresy, a group of renegade Imperial Army soldiers tried taking the planet for themselves.  Fortunately, the sheer numbers of the planet's PDF swallowed the rogue soldiers up.  Years ago, in 721.M41, an ork horde descended on the planet, a castoff from the vicious WAAAGH Grimtoof attempting to raze the Spinward Front to the ground.  Phalanx fought back for all it was worth, but by the time Imperial reinforcements answered the call for help to the industrial frontier world, more than half of the world's population had been slaughtered, and many hives destroyed.  In the next ten years, the Guard, Navy and a detachment from the Salamanders fought the orks, finally killing the Warboss and reducing their numbers to what was thought to be manageable for the wrecked PDF.  However, the second the last Imperial ship left the system, the greenskins blitzed the unstable defenders under a new Warboss, Hammafist.  For the next eighty years, the PDF had to fight on their own with what weapons they could scrounge up, and were down to only a half dozen hives and a few million people before the Imperium returned again to finally put the hordes down for good.  Now, Phalanx has been turned into a frontier fortress, it's main export being Guardsmen who live for war and have an extremely stern resolve only seen elsewhere in Cadians (hence their nickname "baby Cadians" to which they have responded with mixed opinions).  Phalanxians are masters of siege and defensive warfare, and churn out a high percentage of mechanized forces that emphasize take and hold tactics with flanking strike forces.  Their reputation is somewhere between Valhallans and Krieg, for they will hold a position to the last man, and they will all hold until the last bullet.

The Gravediggers are the epitomy of siege warfare, taking great inspiration from the Death Korps.  Rather fatalistic themselves, they have resigned to their high casualty rate with the stern resoluteness of their homeworld, pushing on with their heads lowered to should through the punishment.  The 222nd currently fights on the Spinward Front, deployed around Kulth and various worlds nearby.  Every Gravedigger, true to his name, can sculpt out a good defensive position in less than an hour, and with the deployment of heavy weaponry make sure nothing gets past.  Accompanied by a company of Leman Russ tanks, a battery of Basilisks and even a squad of heavy Macharius tanks, the Gravediggers are prepared for everything.  Over a decade of all out war has depleted their ranks, however, and they now sit somewhere around three or four thousand men, a far cry from their original ten-thousand.  Colonel Roth long ago lost the fire that let him inspire his men, so instead Major Syndur commands the regiment, though her lack of official position makes commanding the men complicated with the Commissariat and Administratum.

Whether fighting orks of traitors, the Phalanxians intense hatred of both has allowed them to excel in  this war, and it is less like they were made for the Spinward Front, but more like the Front was made for them.

Hooks Involving the Gravediggers:

Where the Hell are You Going? the player's regiment is in retreat from an overwhelming ork horde, and they come across a company of Gravediggers, already dug in and waiting.  Command has ordered the entire area evacuated to cut down on losses, but the Phalanx soldiers refuse to run from their most hated enemy.  Their equipment is battered and supplies are low, indicating they've already been fighting the orks hard.  The players have to make the choice to either abandon their erstwhile allies for the safety of a larger, better equipped force, stay and fight what looks like a horribly imbalanced battle or convince the stubborn Guardsmen to retreat as well.

Fire Support Requested: the players are moving through an urban battlezone when they stumble across a stranded Macharius tank belong to the Triple Two.  The crew have done their best to repair her, but without infantry support the heavy tank will most certainly be destroyed by the large number of enemy heavy weapon nests ahead.  The two groups must work in conjunction to not only destroy their objective but hopefully get out alive.

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Salvus Majoris 12th Armoured Regiment

 

Home World: Salvus Majoris/War World/Periphery/Calixis sector/Segmentum Obscurus

Military Specialty: Tank Regiment

Commanding Officer: Col. Petrus Veracruz

 

Home World: Schola Progenium

Commanding Officer: Fixed

Regiment Type: Armoured Regiment

Doctrines: Sharpshooters

Total Cost: 12 points

REGIMENT RULES

Characters belonging to the Salvus Majoris 12th Armoured Regiment gain the following advantages:

Characteristic Modifiers: -3 Weapon Skill, +3 Ballistic Skill, +3 Intelligence, +3 Willpower.

Starting Aptitudes: Ballistics Skill.

Starting Skills: Command, Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (War) Linguistics (High Gothic), Linguistics (Low Gothic), Operate (Surface)

Starting Talents: Air of Authority or Unshakeable Faith, Deadeye Shot, Technical Knock.

Wounds: Characters from this regiment begin play with +1 starting Wounds.

Standard Regimental Kit: 1 Leman Russ battle tank (or variant, at GM’s discretion) per Squad, and 1 anointed maintenance toolkit per Player Character. One uniform. One set of poor weather gear. One laspistol (Main Weapon), and two charge packs. One knife. One flak vest. 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 primer or instructional handbook. Combat sustenance rations, two weeks’ supply. Micro-bead. Las cutter. Magnoculars. Medi-kit.

Favoured Weapons: Long las, Lascannon

The planet Salvus Majoris is famous for its vast extended plains that are perfect for large amount of grain production, but that is a very rare year when people can afford the luxury of leaving their well-defended fortress-cities and use harvesters instead of tanks. The planet lies in a nexus of busy hyperspace lanes, and there is always a xeno race or a chaos cult who try to conquer this planet from the Imperium of Man. The inhabitants live their life in huge fortresses, built by red brick, and these walls broke the enemy tides. And when the enemy tired, their armored units rush out and chase them to the extinction.

In most times orcs try to conquer the planet but the Schola Progenium orphans are well trained soldiers for job.

The 12th Armored is one the most devoted regiment on the planet. They gave up the defense of their home – Parensis fortress-hive – for the call of the Imperium. They served the Imperium on many battlefield but currently, rogue trader Lord Anatol Constantine von Scintilla mustered this regiment and embarked to his flagship’s belly – to the White Queen a sixteen kilometer long Universe-calss Mass conveyor. The ship headed to Koronus Expanse to defend the assets of Imperium (and of course assets of House Constantine).

Salvus Majoris 12th Armoured Regiment

 

Home World: Salvus Majoris/War World/Periphery/Calixis sector/Segmentum Obscurus

Military Specialty: Tank Regiment

Commanding Officer: Col. Petrus Veracruz

 

Home World: Schola Progenium

Commanding Officer: Fixed

Regiment Type: Armoured Regiment

Doctrines: Sharpshooters

Total Cost: 12 points

REGIMENT RULES

Characters belonging to the Salvus Majoris 12th Armoured Regiment gain the following advantages:

Characteristic Modifiers: -3 Weapon Skill, +3 Ballistic Skill, +3 Intelligence, +3 Willpower.

Starting Aptitudes: Ballistics Skill.

Starting Skills: Command, Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (War) Linguistics (High Gothic), Linguistics (Low Gothic), Operate (Surface)

Starting Talents: Air of Authority or Unshakeable Faith, Deadeye Shot, Technical Knock.

Wounds: Characters from this regiment begin play with +1 starting Wounds.

Standard Regimental Kit: 1 Leman Russ battle tank (or variant, at GM’s discretion) per Squad, and 1 anointed maintenance toolkit per Player Character. One uniform. One set of poor weather gear. One laspistol (Main Weapon), and two charge packs. One knife. One flak vest. 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 primer or instructional handbook. Combat sustenance rations, two weeks’ supply. Micro-bead. Las cutter. Magnoculars. Medi-kit.

Favoured Weapons: Long las, Lascannon

The planet Salvus Majoris is famous for its vast extended plains that are perfect for large amount of grain production, but that is a very rare year when people can afford the luxury of leaving their well-defended fortress-cities and use harvesters instead of tanks. The planet lies in a nexus of busy hyperspace lanes, and there is always a xeno race or a chaos cult who try to conquer this planet from the Imperium of Man. The inhabitants live their life in huge fortresses, built by red brick, and these walls broke the enemy tides. And when the enemy tired, their armored units rush out and chase them to the extinction.

In most times orcs try to conquer the planet but the Schola Progenium orphans are well trained soldiers for job.

The 12th Armored is one the most devoted regiment on the planet. They gave up the defense of their home – Parensis fortress-hive – for the call of the Imperium. They served the Imperium on many battlefield but currently, rogue trader Lord Anatol Constantine von Scintilla mustered this regiment and embarked to his flagship’s belly – to the White Queen a sixteen kilometer long Universe-calss Mass conveyor. The ship headed to Koronus Expanse to defend the assets of Imperium (and of course assets of House Constantine).

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Frankenswerld 1st "The Krackers"

 

Home world: Death World (Frankenswerld Hive on Volg)

Commanding Officer: Maverick (Colonel Wolfgang, Maj. Tempest)

Regiment Specification: Grenadiers

Special Training & Equipment: Well Provisioned, and Demolitions Experts

Drawbacks: The Few (Harsh Training, High Casualties, & Specific Recruitment Requirements), Cloud Of Suspicion (Inquisition)

 

Standard Gear:

Base Kit

4 Weeks worth of Rations

1 Las Pistol with 2 Charge Packs

1 Triplex Pattern Lasgun with 4 Charge Packs (Main Weapon)

1 Auxiliary Grenade Launcher

1 Suit of Best Craftsmanship Light Carapace Armour

4 Fragmentation Grenades

2 Krack Grenades

2 Smoke Grenades

Squad Based Gear:

1 Voss Automatic Grenade Launcher (8 Frags, 4 chosen between Smoke, Frag, and Krack for each mission)

 

Favored Weapons: Melta (Basic), Tread Fether (heavy)

 

Special Changes:

Bleed On Your Own Time: The men and women of Frenkenswerld Hive have learnt that they cannot rely on the aid of others, even when grievously wounded. This has aided them on the battlefield being able to continue fighting long after they would be considered "combat ineffective." The first time a PC uses a Fate point to remove wounds they remove an additional number equal to their Toughness Bonus.

 

Smells Like Home: Frenkenswerld is a horrid place to live, the entire hive is built like a shanty town without the proper facilities to process all the "wastes" created by the population. As such many Frankers have already been infected with many toxins and survived. All charecters gain Jaded as a free Talent.

 

Not Really One Of Us: Deathworlders have their communities to band together for. Frankers have only their immediate family and just as often as not, not even that. Life is cheap, even more so than anywhere else in the Imperium. Anything done to ensure ones survival is acceptable, even the betrayal of family. The normal distrust of deathworlders applies to anyone not in the squad until a they have proven themselves.

GMs can also force new comrades to require all commands be made at -10, and +20 for orders that are automatic due to the distrust for the first mission if they want to role play is aspect of the society more. In addition there are no Ratlings, Ogrens, or Stormtroopers in the regiment.

 

Background: The Frenkenswerld 1st is an oddity in the Imperial Guard. They take only volunteers and only thous that meet specific criteria. The strong, tough, and faithful are the only ones accpeted for service in The Krackers. The regiment has a powerful backer that many assume to be an Inquisitor. The nickname of The Krackers comes from the regiments first incarnation when Colonel Ishmael "Krack" Minora commanded who had been granted an honourable discharge from the guard 47 years prior, only to return with an Inquisitorialy sealed order to form a new regiment anyway he wished. He formed the regiment to fallow in his steps as a soldier. Within High Command it was remarked that the regiment was much like a Krack Missile, fire it at a target and wait for it to do the job. To this day The Krackers continue this tradition of being some of the fiercest fighter the Imperium as to offer. The first incarnation was officially defeated in battle where they held to the last man against Tau on an unnamed planet in the Jerico Reach crusade. However the regiment was pulled out to serve as Inquister Manum's personal Storm-trooper Regiment. Since that time Colonel Krack has lead the Storm-troopers while sending officers to form new incarnations of The Krackers to weed out thous unworthy of joining the "true" regiment.

 

The regiment contains little over 12500 fighters in its force. They are divided up into squads of typically no more than 8. The command structure is a semi fluid one with promotion being based on merit and field commissions being commonplace.

 

Adventure Hook: The PC while serving alongside The Krackers prove themselves on the battlefield so that the hidden recruiters set up a test for them. The PC quickly find themselves embroiled in intrigue they may find themselves unequipped to deal with while still being just as deadly. (If you plan on switching to DH or just want to up the difficulty of the game and change regiments while keeping the same characters)

 

The PCs find their regiments gear going missing and other small issues arising. Sabotage is ruled out so it must be theft. As the regiment placed on guard detail it is left to the PCs to discover what is going on. Initial suspicion falls on The Krackers but as things gain intensity it becomes clear that something is going on beyond what they have been told. Inquisitoral forces are changing orders and trying to make it look like The Krackers are at fault. (It is up to the GM as to why, but some simple ones could be a test to see how the men and women will react to be treated as traitors or a rival Inquisitor making a play at Manum using his subordinates as a way to get at him.

 

The PCs find themselves given new orders just before moving out. They will take over for the Krackers as they took even higher than normal losses in the last engagement and need time to rest and recover. Unfortunately the enemy has laid a plan to remove the troublesome regiment that the PCs now have to fight their way out of. With more men but less in the way of firepower how many of the PCs regiment can they save?

 

Any other intrigue based plot you could think of.

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Can you guess what I've been binging on lately? :P

 

Oaran 14th Armoured

 

Home World: Oaran, Calixis Sector

Military Specialty: Armoured Warfare

Commanding Officer: Col. Mara Nyshan

 

Home World: Imperial World

Commanding Officer: Maverick

Regiment Type: Armoured Regiment

Doctrines: Iron Discipline, Well-Provisioned, The Few

Total Cost: 8 points (stumped on what to get with the last four)

REGIMENT RULES

Characters belonging to the Oaran 14th Armoured gain the following advantages:

Characteristic Modifiers: -3 Weapon Skill, +3 Ballistic Skill, +3 Intelligence, +3 Willpower.

Starting Aptitudes: Willpower.

Starting Skills: Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics (Low Gothic), Operate (Surface)

Starting Talents: Resistance (Fear), Technical Knock.

Wounds: Characters from this regiment begin play with normal starting Wounds.

Standard Regimental Kit: 1 Leman Russ battle tank (or variant, at GM’s discretion) per Squad, and 1 anointed maintenance toolkit per Player Character. One uniform. One set of poor weather gear. One laspistol (Main Weapon), and four charge packs. One knife. One flak vest. 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 primer or instructional handbook. Combat sustenance rations, four weeks’ supply.

Favoured Weapons: Meltagun, Lascannon

Oaran is a curious hybrid of an Imperial World and Forge World, much of the planet given over to cities and grassland while also being home to several manufactorums dedicated to constructing various tanks - mostly Leman Russ variants but it's not unusual to see the odd Malcador or even Macharius roll off the assembly line.  As a result of the manufactorums' output, coupled with a variety of bureaucratic snafus and other hold-ups by the Munitorum, it has resulted in a large number of tanks left undeployed, not even the PDF having enough soldiers to use the surplus machines.

But these extra vehicles have found a new use; with some cogitators, a variety of sensors and simulation ammunition, they have now become the equipment for a popular sport among schola girls - Tankarie.  Primarily seen as a feminine sport, Tankarie fields are common around most scholas on the planet and regional or even planet-wide tournaments are quite the spectacle.  Naturally; the end-goal of this sport is to train tank crews for the Imperial Guard and so far it has not disappointed.  Despite the simulation ammunition being incapable of penetrating even the thinnest tank armour, this does not mean the ammunition is entirely harmless - girls have been killed mid-match and most of the time this has been the tank's commander as they sit out the tank's cupola to better view the situation.

The 14th's commander has high expectations on her from those who pay attention to the tournaments - having come from a schola that had not had a Tankarie team in years and having to make-do with under-equipped and poorly-maintained machines, Mara Nyshan nevertheless led her schola's team to victory in a regional and then planet-wide tournament.  Despite being the new regiment's commander, Colonel Nyshan does not shy from taking the field if she has to.  Due to how the 14th was founded, this has resulted in the regiment containing not only the teams Nyshan commanded in the tournaments, but also those teams she defeated.  Despite this, there is no animosity from the latter - indeed; they are proud to serve under her, knowing that her skill in the tournaments proves she has what it takes to lead their regiment (probably helped by the fact that her team was able to deal with a modified Macharius that was all-but impervious to most of their rounds).

SgtKrackMinora likes this

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