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The 13th Chiropteran Bats

Posted: Thu 21 Mar 2013, 20:44:54
by JT
The 13th Chiropteran Bats
Regiment 12 pts

Home World (Chiropterra)
Fortress World cost 3 pts
Characteristic Modifiers: +3 to Willpower and Toughness.
Skills: Common Lore (War), Common Lore (Imperium), Common Lore (Imperial Guard), and Linguistics (Low Gothic).
Hated Enemy: Orks, ordinary (+10) Willpower Test in order to restrain themselves from attacking without mercy when that enemy is sighted.
Combat Doctrine: Nerves of Steel.
Bred for War: Challenging (+0) Willpower Test in order to go against the rules and regulations of the Imperial Guard.
Starting Wounds: +0

Commanding officer (Ephram Ehco)
Sanguine cost 2 pts
Starting Talents: Die Hard

Regiment type
Drop Troops (specialized in night infiltration)
Cost: 3 points
Characteristics: +3 Agility, –3 Fellowship
Starting Skills: Operate (Aeronautica)
Starting Talents: Catfall
Standard Kit: One lascarbine and four charge packs per Player Character (Main Weapon), one suit of Imperial Guard
flak armour per Player Character, one respirator per Player Character, one grav-chute per Player Character, two frag grenades and two smoke grenades per Player Character.

Training Doctrine
Cost: 4 points
Starting Aptitude: Agility
Special: Urban Ruins - When operating in that terrain characters can re-roll failed Survival and Navigate (Surface) Skill Tests.

Standard Regimental Guardsman kit
One uniform, poor weather gear, one laspistol with 2 charge packs, one knife, rucksack or sling bag, one set of basic tools, one mess kit and one water canteen, one blanket and one water canteen, one rechargeable lamp pack, one grooming kit, one set of cognomen tags, one imperial guardsman handbook, 2 weeks combat rations
Additional Standard Kit Items (30 pts)
Preysense goggles 15 pts, Targeter 10 pts, Chrono 2 pts, 2 extra weeks combat rations 3pts