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Примеры полков: 1. 13-th Frontiers armored regiment Home world: FORTRESS WORLD Characters from fortress worlds have been raised to serve in war, and by the time they reach maturity, they are wellversed in the arts of war and the doctrines of the Tactica Imperialis. Each has been long trained to destroy the enemies of the Imperium, particularly those whose threat forced their world to be fortified in the first place. Fortress worlders are disciplined, honourable, loyal, and with the highest regard for integrity, and each is already a proficient combatant long before they are taken to serve in the Imperial Guard. Cost: 3 points. Characteristic Modifiers: +3 to any two of the following Characteristics—Ballistic Skill, Willpower, Toughness.
Skills: All fortress world characters start with Common Lore (War), Common Lore (Imperium), Common Lore (Imperial Guard), and Linguistics (Low Gothic).
Hated Enemy: A fortress world often stands opposed to a single threat, and they are taught to hate that particular foe and eliminate it on sight. All fortress world characters gain a single Hatred Talent, where the group chosen is the enemy the fortress world has been established to defend against. However, this hatred is often so strong as to overwhelm reason and sound judgement, and all fortress world characters may be required, at the GM’s discretion, to attempt an Ordinary (+10) Willpower Test in order to restrain themselves from attacking without mercy when that enemy is sighted. Combat Doctrine: Because of the intensive training that each fortress worlder goes through from childhood, including extensive live-fire drills and gruelling mock battles, all fortress worlders start with one of the following Talents: Nerves of Steel or Sprint. Bred for War: Fortress worlders possess an entirely justified siege mentality, a natural result of daily lives shaped by the need for perpetual vigilance against an enemy that could strike at any time, and the discipline required to respond to that threat swiftly and effectively. Fortress worlders are loyal almost to a fault, and reluctant to disobey orders even with good reason, lacking personal initiative, and becoming inflexible as a result. A fortress worlder must attempt a Challenging (+0) Willpower Test in order to go against the rules and regulations of the Imperial Guard. Starting Wounds: Fortress world characters generate starting Wounds normally.
OFFICER: 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
TYPE: Armoured Regiment Alongside the serried ranks of infantry and the humble lasgun, little is as emblematic of the wars of the Imperial Guard as the armoured might of its tanks. Rugged, resilient, and capable of unleashing staggering amounts of firepower, there is little that can stand before the fury of companies of Leman Russ battle tanks, let alone the terrible and wondrous power of the Baneblade. The crews of these mighty behemoths are justifiably proud of their status, and the accomplishments of their steel charges. Cost: 4 points Characteristics: –3 Weapon Skill, +3 Intelligence Starting Skills: Operate (Surface) Starting Talents: Technical Knock Standard Kit: One Leman Russ battle tank (or variant, at GM’s discretion) per Squad, and one anointed maintenance toolkit per Player Character.
DOCTRINE: Close Order Drill The regiment has trained long and hard to operate in close formations, fighting shoulder-to-shoulder with their comrades. These close formations can respond quickly with overwhelming force, moving as a single entity, rather than a group of individuals. Cost: 2 points Talents: Combat Formation or Double Team
SPECIAL EQUIPMENT DOCTRINES: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.
• 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
Adds: laspitol - m36 lasgun flack armor chrono micro-bead munitorum manual one common craftsmanship single item of wargear to good craftsmanship 2. СкаутыSCHOLA PROGENIUM The creations of the Schola Progenium are trained to be of unyielding will, of decisive action, and of swift mind. Service to the Imperium is an expectation, one their lives have been directed towards for the years of their tutelage. The harsh mental and physical discipline of the Schola Progenium produces fine officers and soldiers, none finer than the Storm Trooper regiment, which recruit only from the finest Schola Progenium graduates. Cost: 3 points. Characteristic Modifiers: +3 to Willpower, and +3 to either Weapon Skill or Ballistic Skill. Skills: All Progena characters are Trained in Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (War), and Linguistics (High Gothic, Low Gothic). Only In Death Does Duty End: Those that pass through the Schola Progenium are drilled each and every day by hardened drill abbots, and all are expected to defend the Emperor’s domain with their lives if necessary. All Progena characters start with one of the following Talents: Air of Authority or Unshakeable Faith. Starting Wounds: Progena characters begin play with +1 starting Wound.
Maverick The regiment’s commander is something of a rebel, regarded as ill-disciplined and unpredictable by his peers, but his attitude and his daring make him beloved by his men, who see their leader as one of them, rather than one of “the officers.” So long as he leads, they will follow him anywhere. Cost: 2 points Starting Talents: Resistance (Fear)
полк Heavy Reconnaissance Regiment While most regiments dedicated to forward scouting areequipped as normal forward infantry supported by no morethan a single Sentinel walker, some rare regiments are formedentirely of soldiers dedicated to piloting and maintainingthese light walkers. Though some commanders view suchformations as gratuitous use of heavy machinery in the feld,the effect of several walkers stomping out of the foliage oracross a hilltop at breakneck pace, tearing apart any lightvehicles or structures in their path to clear the way for theirforce’s advance is undeniable. Cost: 8 points Characteristics: +6 Agility, –6 Toughness Starting Skills: Operate (Surface), Tech-Use Starting Talents: Push the Limit, Tank Hunter Standard Kit: 1 Sentinel scout walker per Player Character,1 set of magnoculars per Player Character
Well-Provisioned The regiment has been marked as a supply priority by the Munitorum, keeping them well-supplied with ammunition, food, medical equipment, and other consumables. Wellprovisioned regiments tend to be those expected to face the worst of the fighting, with regular resupply to allow them to remain at fighting strength for far longer. Cost: 3 points Standard Regimental Kit: The regiment increases the number of clips for their main ranged weapon and the number of weeks’ rations they carry as standard by +2, and gain an additional grenade of each type in their standard kit (if applicable). If the regiment contains vehicles, this also grants a +10 bonus on all Logistics tests to obtain fuel and parts for repairing and maintaining those vehicles и минус, чтобы все уравнять honour bound A man or woman’s honour is every bit as important to themembers of this regiment as food, water, and oxygen—perhaps even more so. Various regiments across the galaxybelieve 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 theindividual whose honour was impugned, but occasionallythe insult is so grave or an accusation so unanswerable thatthe parties involved can only satisfy their honour througha duel. Duelling among the officers and enlisted men of such regiments is common, and their members often earn adeserved reputation as hot-headed and quick to anger. Regiment Points: 4 Pride Over Life: Members of this regiment must passa Diffcult (–10) Willpower Test to refuse any formalchallenge or ignore any other major slight to their honour.If a character from this regiment succeeds on the Test, he seesthe bigger picture and ignores the challenge or attempt togoad himinto action. If he fails on the Test, however, he mustengage the individual in question (either in a duel to settlematters in a formal and stylised fashion or simply in a brawlto express himself with his fists) or suffer a –10 penalty toWillpower Tests for the remainder of the session. This penaltyis cumulative should he refuse multiple challenges to hisdignity over the course of a single session. The Game Mastercan modify the diffculty of the Test—and the scale of the effects of failing it—as he deems appropriate to the situation 3.Туннельные крысы.
Minning colony 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 colonyare 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.
Commander: 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
Type: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..
Doctrine: Close-Quarters Battle The deadly, winding underhive of Scintilla, endless mine shafts and tunnels deep below a planet’s surface, and the narrow corridors of a towering hab block: these are just a few examples of the environs where a close quarters battle regiment shines. Lightly armoured and armed with carbines, bullpups, and other short-barrelled weapons along with numerous deadly melee weapons, close quarters specialists are trained to move and fight effectively in confined spaces. These Guardsmen tend to be reckless enough to fight the vicious enemies of the Imperium up close, and perceptive and skilled enough to survive doing so—until their luck runs out, at least. Cost: 5 Starting Talent: Double Team or Combat Master Standard Regimental Kit: 1 lascarbine (Main Weapon) with four charge packs and the Compact modification per Player Character, 1 mono knife per Player Character, 1 suit of light carapace armour per Player Character. Special: Members of regiments that specialise in Close Quarters Battle gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range.
SPECIAL EQUIPMENT DOCTRINES: Chameleoline The regiment’s duties require them to move unseen across the battlefield, and for this reason, they have been equipped with colour-shifting chameleoline, which helps them blend in with their surroundings. Cost: 3 points Standard Regimental Kit: The regiment is equipped with either chameleoline cloaks or chameleoline-coated armour.
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. 30 очков на доп. оборудование Upgrade one item to Best quality: 10 Photo-visor: 8 Micro-bead: 8 Chrono: 2 Glow-Globe - 2
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