Only War Regiments

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The document describes several different types of Imperial Guard regiments, including their special skills, equipment, and abilities. Regiments mentioned include infantry, cavalry, and mechanized units with various specializations.

Regiments described include infantry like the Solstice 42nd Game Hunters and the Fortis Binary 6th Aquila Outriders, cavalry like the Solstice Knights Errant, and Ogryn auxiliaries like the Anark Zeta 13th. They have a variety of bonuses to characteristics and skills as well as special rules like ambush tactics or anti-armor capabilities.

A standard kit tends to include uniforms, weapons like laspistols or autoguns, grenades, armor like flak vests, survival gear like blankets and rations, and identification tags. Mechanized units also receive vehicles like Sentinel scout walkers.

Only War Regiments

Solstice 42nd Game Hunters

Feudal World: 3pts


-Characteristics: +3 to two of WS, S, and T
-Skills: Athletics, Common Lore (War)
-Fluency: does not start with Linguistics (Low Gothic) but can communicate without a test
-Talents: begin with Double Team or Dueling
-Suspicious of Machine Spirits: -10 to Common Lore (tech), Medicae and, Tech-use
-Wounds: Begin with +1 wound
Supine Commander: 1pt
-Skills: Common Lore (Ecclesiarchy, Imperial Creed)
Guerrilla Regiment: 4pts
-Characteristics: +3 Per, -3 Fel
-Skills: Stealth
-Talents: Ambush
-Standard Kit: Lascarbine (main weapon), 4 Charge Packs, 2 Blind, Stun, and Frag Grenades
Chameleoline: 3pts
-Standard Kit: Chameleoline Cloaks of Chameleoline-coated armour.
Warrior Weapons: 3pts
-Skills: parry
-Standard Kit: Exchange main weapon for a Common Low-tech Weapon and a Laspistol with
2 Charge Packs.
Hardened Fighters: 2pts
-Characteristics: +2 WS
-Talents: Street Fighting
-Standard Kit: Replace standard melee weapon with a common Low-tech weapon, or apply
the Mono upgrade to standard melee weapon.
The Few: -5pts
-Limited Numbers: Must make a Hard (-20) or Ordinary (+10) Logistics test to replace a fallen
Comrade depending on how much of the regiment is in the field.
Favoured Weapons:
Full Standard Kit: 22
-uniform -rechargeable lamp Pack
-one set of poor weather gear -grooming Kit
-Laspistol (main weapon), 2 Charge packs -set of Cognomen tags or identification
-Common Low-tech weapon -instructional handbook
-mono-Knife or Common Low-tech Weapon-two weeks supply rations
-Flak Vest -2 Blind, 2 Stun, 2 Frag Grenades
-Rucksack or Sling bag -Chameleoline Cloak
-set of basic tools
-mess kit and water canteen
-Blanket and Sleep Bag
-Solstice Composite Bow 30 Arrows
-High Impact, Incredibly Lethal
-Bulky, Rare Model
Solstice Knights Errant

-Feudal Highborn: 3pts -Heavy Lancers: 5pts


-Fixed Commanding Officer: 1pt -Close Order Drill: 2pts
-Mounted Knights Regiment: 5pts -Honour Bound: -4pts
Characteristics: +3 to two of WS, S, Fel, +3 Ag, -3 BS
Skills: Athletics, Linguistics (High Gothic), Command, Survival
Talents:Air of Authority or Peer (Nobility), Skilled Rider, Unstoppable Charge, Combat Formation or
Double Team
Aptitude: Weapon Skill
Fluency: does not start with Linguistics (Low Gothic), but can communicate without a test.
Duty and Honour: -10 to Charm, inquiry, and Deceive tests to non-highborn, but gain +10 to these
tests with Highborn Characters and High Authority in Formal Settings.
Pride Over Life: Must pass a Difficult (-10) WP test to refuse a formal challenge or slight. If failed he
must engage the individual or suffer -10 WP for the rest of the session.
Suspicious of Machine Spirits: -10 to Tech-use, Medicae, and Common Lore (Tech) when not
trained in these skills.
Heavy Lancers: increase distance to Crushing Charge Mounted Action by twice the mount's Ag
bonus.
Wounds: Normal number of wounds
Favoured Weapons: Power Spear, Plasma Gun
Standard Kit:
-Best Craftsmanship Mono-Sword -Laspistol and 4 Charge Packs
-Shield -Riding Beast
-Saddle, 2 saddlebags -set of Riding Tack (Reins, Harness, etc.)
-Mono-Great Spear -Feudal Plate Armour
-Uniform -Set of Poor Weather Gear
-Knife -Sling Bag
-Set of Basic Tools -Mess Kit and Water Canteen
-Blanket and Sleep Bag -Rechargeable Lamp Pack
-Grooming Kit -set of Cognomen Tags for Identification
-primer or Instructional Handbook -2 Weeks Rations
-2 Frag Grenades

Mount: Solstice Errant Warhorse Mount: Solstice Pegasus


WS BS S T Ag Int Per WP Fel WS BS S T Ag Int Per WP Fel
35 01 50 50 35 10 25 20 10 20 01 40 40 50 20 25 25 10
Skills: Awareness, Survival, Dodge Skills: Awareness, Survival
Talents: Hardy, Sprint, Iron Jaw Talents: Hardy, Sprint, Catfall, Iron Jaw
Traits: Bestial, Size (5), Natural Weapons, Traits: Bestial, Size (5), Natural Weapons, Quadruped,
Bred For War, Enduring, Loyal, Quadruped Flyer (8), Wiry, Loyal, Bred For War
Wounds: 20 Wounds: 16

Mounted Knights Regiment


3pts
Characteristics: +3 Agility, -3 Ballistic Skill
Skills: Survival
Talents: Skilled Rider
Standard Kit: Chainmail Armour, Common Low-tech Melee weapon with Mono upgrade(main
weapon), Shield, Laspistol and 4 Charge Packs, Riding Beast, Saddle, 2 Saddlebags, Set of Riding
Tack.
Fortis Binary 6nd Aquila Outriders

-Forge World: 4pts -Electro-vox Warfare: 4pts


-Phlegmatic Commander: 1pt -Well-provisioned: 3pts
-Outrider Regiment: 5pts -Lost Home World: -5pts
Characteristics: +3 to two of Int, Per, T.
Skills: Common Lore (Adeptus Mechanicus, Imperial Guard, Tech, War), Linguistics (Low Gothic,
Tech-lingua), Logic, Operate (Surface), Navigation (Surface)
Talents: Peer (Adeptus Mechanicus), Technical Knock or Weapon-tech, Hatred (Traitors).
Well-Provisioned: +10 to Logistics Tests to obtain Fuel and parts for Vehicles.
Isolated By Machines: -10 to Interaction tests made to those not from Forge Worlds or Mechanicus.
Survivor's Guilt: Begin play with 2d10 Insanity points
Last Survivors: when requesting reinforcements, roll a d10. 1-2 no reinforcements, 3-4
reinforcements form their regiment, 5-10 reinforcements from another regiment.
Wounds: Start with -1 wound.
Favoured Weapons: Plasma Gun, Multi-laser
Standard Kit: 10
-Uniform -Lascarbine and 6 Charge Packs
-Set of Poor Weather gear -Guard Flak Armour
-Knife -3 Frag and 3 Krak Grenades
-Rucksack or Sling Bag -Outrider Bike
-Set of Basic Tools -2 Saddlebags
-Mess Kit and Water Canteen -Magnoculars
-Blanket and Sleep Bag -Survival Suit
-Rechargeable Lamp Pack -Data Slate
-Grooming Kit -Micro-bead
-Identification Tags -Anointed Electronics Toolkit
-Instructional Handbook -2 Auspex and Static Generators per Squad
-6 Weeks Rations -1 Vox-caster and Signal Jammer per Squad
-Recoil Gloves -Photo-visor
-Laspistol and 2 Charge Packs

Outrider Regiment
Cost: 5pts
Characteristics: +3 Agility, -3 Fellowship
Starting Skills: Operate (Surface), Navigation (Surface)
Starting Talents: Push the Limit
Standard Kit: Lascarbine and 4 Charge Packs, Guard Flak Armour, 2 Frag and 2 Krak Grenades,
Outrider Bike, 2 Saddlebags, Magnoculars,

Fortis Binary Outrider Bike


Type: Wheeled Vehicle Tactical Speed: 20m
Cruising Speed: 80 kph Maneuverability: +11
Structural Integrity: 15 Size: Hulking
Armour: Front 16 Side 16 Rear 16
Vehicle Traits: Bike, Open-Topped, Wheeled, Rugged
Crew: 1 Rider
Carrying Capacity: 2 Saddlebags,1 Passenger (If necessary, -6 Maneuverability)
Weapons: None
Phantine 1th Heavy Infantry 'Ruin-borne'

-Mining World: 3pts -Vanguard: 6pts


-Bilious Commander: 2pts -Well-Provisioned: 4pts
-Grenadiers: 4pts -Doomed: -7pts
Characteristics: +3 to two of Ag, Per, T. +3 BS, +3 T, -3 Per
Skills: Awareness, Common Lore (Tech), Lingustics (Low Gothic), Tech-Use2
Talents: Resistance (Poisons), Paranoia, Bombardier
Tunnel Rat: gain +10 to Awareness and Navigation (Surface) when underground or Indoors.
Unaccustomed to Light: Suffer -10 penalty to Perception and Awareness Tests in Full Daylight or
bright artificial light.
Well-provisioned: +10 to Logistics Tests to obtain fuel and parts for the Squads Vehicles.
Wounds: Begin with +1 Wound
Favoured Weapons: Voss Automatic Grenade Launcher, M34 Autocannon
Standard Kit: 5
-2 Uniforms (Field use) -Anointed Toolkit
-Set of Poor Weather Gear -Auxiliary Grenade Launcher (2 grenades?)
-Good Phantine Combat Shotgun with 6 Clips -4 Frag and 2 Krak Grenades
-Knife -Deadspace Earpiece
-Light Carapace Armour -Combi-tool
-Rucksack or Sling bag -Data-slate
-Set of Basic Tools -9-70 Entrenching Tool
-Mess Kit and Water Canteen -2 Grenade Launcher per Squad
-Blanket and Sleep Bag -1 Lascutter per Squad
-Rechargeable Lamp Pack -6 Demolition Charges per Squad
-Grooming Kit -1 Siege Auspex per Squad
-Identification Tags -Vid-Relay
-Instructional Handbook -Stub Revolver and 12 Bullets
-4 Weeks Worth of Rations -Chrono
-Chimera APC with Turret-Autocannon, Hull-Heavy Flamer, Pintle-Stubber, Dozer Blade and
Camouflage Netting.

Phantine 'Ruin' Combat Shotgun:


Class Range RoF Dam Pen Clip Rld Special Wt.
Basic 40m S/3/- 1d10+4 0 18 Full Scatter 8.5

Piercing- Gain Felling (2) when fired within Short Range


Long Barrel- Increased Range by 10m
Rare Model- -20 to Logistics tests to Acquire outside of Phantine
Bulky: Increase weight by 2kg
Necromunda 21st Regiment Phantoms

-Hive World: 3pts -Covert Strike: 5pts (or Snipers: 2pts)


-Phlegmatic Commander: 1pt -Forward Observation: 4pts
-Guerrilla Regiment: 4pts -The Few: -5pts (or Cloud of Suspicion: -3pts)
Characteristics: +3 Ag, +6 Per, -3 Fell
Skills: Common Lore (Imperium, Imperial Guard, War), Deceive, Linguistics (Low Gothic), Stealth
Talents: Unremarkable, Ambush
Accustomed to Crowds: Crowds do not count as Difficult Terrain. When running through a crowd,
they take no penalty to Ag tests to keep their feet.
Hivebound: While outside of and enclosed or artificial environment they suffer -10 to Survival Tests.
Limited Numbers: When requesting reinforcements, must pass either a Hard (-20) or Ordinary (+10)
logistics test.
Covert Strike: +10 to Logistics Tests for all stealth and Infiltration gear and weapons.
Wounds: Begin with -1 Wound.
Favoured Weapons: Sniper Rifle, Acctran Mk IX Automatic Mortar
Standard Kit:
-Uniform -2 Blind, 2 Stun, and 2 Frag Grenades
-Set of Poor Weather Gear -Suit of Synskin
-Mk IX Autorifle with Silencer and 4 Clips -Preysense Goggles
-Knife -Magnoculars
-Flak Vest -Chameleoline Cloak
-Rucksack or Sling Bag -Hand-held Targeter
-Set of Basic Tools -2 Pict Recorders per Squad
-Mess Kit and Water Canteen -Micro-bead
-Blanket and Sleep Bag -Stub Automatic with Silencer and 2 Clips
-Rechargeable Lamp Pack
-Grooming Kit
-Identity Tags
-Primer or Instructional Handbook
-4 Weeks Worth of Rations

Infiltrator's Mk IX Autorifle:
Class Range RoF Dam Pen Clip Rld Special Wt.
Basic 100m S/3/10 1d10+3 0 30 Full Accurate 5kg

Incredibly Lethal: Gain the Accurate Quality.


High Impact: gain +2 Damage when Aimed
Delicate: Increase weight by 2kg.
Rare Model: -20 to acquire outside of place of manufacture
Vitrian 8th Dragoons

-Imperial World: 1pt -Sharpshooters: 4pts


-Fixed Commander: 1pt -Iron Discipline: 3pts
-Line Infantry: 2pts -Close Order Drill: 2pts
-Well-Provisioned: 3pts -Honour Bound: -4pts
Characteristics: +3 WP, +3 BS
Skills: Common Lore (Imperial Creed, Imperium), Linguistics (Low Gothic), Command, Athletics
Talents: Hatred (Mutant), Deadeye Shot, Combat Formation, Rapid Reload
Aptitude: Willpower, Ballistic Skill
Blessed Ignorance: -5 penalty on all Forbidden Lore tests.
Pride Over Life: must pass a Difficult (-10) WP test to refuse a formal challenge or slight or suffer a
-10 WP penalty for the rest of the Game Session.
Wounds: Generate wounds normally.
Favoured Weapons: Plasma Gun, Man-portable Lascannon
Standard Kit:
-Uniforms -3 Frag and 3 Krak Grenades
-Set of Poor Weather Gear -Targeter
-Good M36 Lasgun and 6 Charge Packs -Laspistol and 2 Charge Packs
-Knife
-Crystal Chain Armour
-Rucksack or Sling bag
-Set of Basic Tools
-Mess Kit and Water Canteen
-Blanket and Sleep Bag
-Rechargeable Lamp Pack
-Grooming Kit
-Identification Tags
-Byhata text
-4 Weeks Worth of Rations

Crystal Chain Armour:


Locations AP Weight
All 4 15kg
Special: has two modes, may switch between them as a half-action.
Reflective: Counts as 1 AP higher against Las weapons
Non-Reflective: all Stealth tests gain a +5 bonus
Kovonian 1st Tank Regiment, "The Black Knights"

-Forge World: 4pts -Well provisioned: 3pts


-Fixed Commander: 1pt -Augmetics: 2 pts
-Super Heavy Armored Regiment: 7pts -The Few: -5pts
Characteristics: -3 WS, +3 Int, +3 Per, +3 Will
Skills: Command, Common Lore (Adeptus Mechanicus, Tech), Linguistics (Low Gothic, Techna
Lingua), Operate (Surface).
Talents: Peer (Adeptus Mechanicus), Technical Knock.
Rites of Rewiring: Characters may chose to start with either the Technical knock or Weapon-Tech
Talent.
Isolated by Machines: Characters suffer a -10 penalty to Interaction Tests with non-Forge World of
Mechanicum characters.
Limited Numbers: When requesting reinforcements, must pass either a Hard (-20) or Ordinary (+10)
logistics test.
Well-provisioned: +10 to Logistics Tests to obtain fuel and parts for the Squads Vehicles.
Augmetics: +10 to Logistics Tests to obtain Bionics and Implants
Wounds: Begin with -1 Wound.
Favoured Weapons: Plasma Gun, Man-Portable Lascannon
Standard Kit:
-Uniform -Baneblade Super-Heavy Tank
-Set of Poor Weather Gear -Annointed Toolkit
-Laspistol and 4 Charge Packs -Vehicle Interface Circuitry
-Knife -Micro-Bead
-Flak Vest -Combi-tool
-Rucksack or Sling Bag
-Set of Basic Tools
-Mess Kit and Water Canteen
-Blanket and Sleep Bag
-Rechargeable Lamp Pack
-Grooming Kit
-Identity Tags
-Primer or Instructional Handbook
-4 Weeks Worth of Rations
Scintillan 23rd Fusiliers Hive-Jagers

-Hive World: 3pts -Hardened Fighters: 2pts


-Sanguine Commander: 2pts -Combat Drugs: 2pts
-Close Assault Regiment: 3pts -Cloud of Suspicion: -3pts
-Sappers: 3pts
Characteristics: +3 Ag, +3 Per, +5 WS, -1 Int
Skills: Common Lore (Imperium), Linguistics (Low Gothic), Deceive, Dodge or Parry, Security, Tech-
use, Trade (Technomat).
Talents: Unremarkable or Paranoia or Hightened Senses (hearing), Die Hard, Lightning Reflexes,
Technical Knock, Street Fighting.
Accustomed to Crowds: Crowds do not count as Difficult Terrain. When running through a crowd,
they take no penalty to Ag tests to keep their feet.
Hivebound: While outside of and enclosed or artificial environment they suffer -10 to Survival Tests
Cloud of Suspicion: Gain Enemy (Adeptus Arbites), Paranoia. When a mission fails an investigation
is started. Every member gains -5 WP until this investigation is concluded.
Sappers: gain +10 to Tech-use and Trade (Technomat) to construct or deconstruct a structure
Wounds: Generate -1 wounds
Favoured Weapons: Sniper Rifle, Autocannon
Standard Kit:
-Uniforms -5 Frag and 2 Krak Grenades
-Set of Poor Weather Gear -Lascutter
-Combat Shotgun and 4 Clips or Great Weapon -Injector and 3 Frenzon or 5 Stimms
-Mono-Knife or Common Low-Tech Weapon -Micro-bead
-Imperial Guard Flak Armor -Stub Automatic and 2 Clips
-Rucksack or Sling bag
-Set of Basic Tools
-Mess Kit and Water Canteen
-Blanket and Sleep Bag
-Rechargeable Lamp Pack
-Grooming Kit
-Identification Tags
-Imperial Infantrymans Uplifting Primer
-4 Weeks Worth of Rations
Fervious 11th Royal Hussars

-Highborn: 3pts -Anti-Armor: 4pts


-Supine Commander: 1pts - Honor Bound: -4pts
-Heavy Reconnaissance Regiment: 8pts

XP: gain an additional 100xp to spend at Character Creation


Characteristics: +3 int, +3 Fel, +6 Ag, -6 T
Skills: Common Lore (Administratum, Ecclesiarchy, Imperial Creed, Tech), Linguistics (High Gothic),
Inquiry, Operate (Surface), Tech-Use
Talents: Air of Authority or Peer (Nobility), Push the Limit, Tank Hunter
Fluency: does not start with Linguistics (Low Gothic), but can communicate without a test.
Duty and Honour: -10 to Charm, inquiry, and Deceive tests to non-highborn, but gain +10 to these
tests with Highborn Characters and High Authority in Formal Settings
Pride Over Life: Must pass a Difficult (-10) WP test to refuse a formal challenge or slight. If failed he
must engage the individual or suffer -10 WP for the rest of the session.
Anti-Armor: Add additional Pen to their weapons equal to their DoS when Attacking Vehicles.
Wounds: Generate -1 wounds
Favoured Weapons: Plasma Gun, Autocannon
Standard Kit:
-Uniforms -Magnoculars
-Set of Poor Weather Gear -Preysense Goggles
-2 Laspistols and 6 Charge Packs -Sentinel Scout Walker
-Knife -Micro-bead
-Imperial Guard Flak Vest -Chrono
-Rucksack or Sling bag
-Set of Basic Tools
-Mess Kit and Water Canteen
-Blanket and Sleep Bag
-Rechargeable Lamp Pack
-Grooming Kit
-Identification Tags
-Imperial Infantrymans Uplifting Primer
-2 Weeks Worth of Rations

Sentinel Scout Walker:


Type: Walker Tactical Speed: 10 m
Cruising Speed: 45 kph Manoeuvrability: +10
Structural Integrity: 20 Size: Enormous
Crew: 1 Driver Carrying Capacity: None
Armour: Front 25, Side 15, Rear 15
Vehicle Traits: Enhanced Motive Systems, Open-Topped,
Walker (may trade Enhanced Motive Systems and Open-Topped for Reinforced Armor and Enclosed)
Weapons
One weapon chosen from the following:
Multi-laser (150m; //5; 2d10+10 E; Pen 2; Clip
100; Reload 2 Full; Reliable)
Heavy Flamer (30m; S//; 1d10+5 E; Pen 4; Clip 20;
Reload 2 Full; Flame, Spray)
Autocannon (300m; S/3/; 3d10+8 I; Pen 6; Clip 40;
Reload 2 Full; Reliable)
Lascannon (300m; S//; 5d10+10 E; Pen 10; Clip 30;
Reload 2 Full; Proven [3])
Anark Zeta 13th Ogryn Auxilia

-Orgyn World: 5pts -Ogryn Weapons: 1pt


-Maverick Commander: 2pts -Crusaders: 3pts
-Close Assault Regiment: 3pts - Primitive: -5pts
-Die-Hards: 3pts

Characteristics: +10 S, +10 T, -18 Int, -10 Ag, +3 S or T, +5 WS


Skills: Survival, Intimidate, Dodge or Parry,
Talents: Die Hard or Iron Jaw, Lightning Reflexes, Frenzy, Hatred (choose one), Resistance (Fear)
Traits: gain Auto-stabilized, Size (5), Sturdy, Unnatural Strength (+2), Unnatural Toughness (+2),
Clumsy, But it Dark in Der!
Aptitudes: Toughness
Fluency: does not start with Linguistics (Low Gothic), but can communicate without a test.
Abhumans: cannot be support Specialists. Any Support Specialists must use Mixed Regiment rules.
Narrow Focus: a PC from this regiment counts as both a Guardsman and an Ogryn for prerequisites.
Hopelessly Primitive: -5 penalty to WS and BS when not using a Low-tech weapon.
Waste of Resoources: All logistics tests suffer -20 penalty other than to obtain Low-tech weapons
Wounds: Generate +15 wounds
Favoured Weapons: Ripper Gun, Autocannon
Standard Kit:
-Uniforms -5 Frag and 3 Krak grenades
-Set of Poor Weather Gear -Mace-fist
-Ripper Gun and 2 Clips or Great Weapon
or two one-handed low-tech weapons
-Knife
-Imperial Guard Flak Armor
-Rucksack or Sling bag
-Set of Basic Tools
-Mess Kit and Water Canteen
-Blanket and Sleep Bag
-Rechargeable Lamp Pack
-Grooming Kit
-Identification Tags
-Imperial Infantrymans Uplifting Primer
-2 Weeks Worth of Rations

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