New Glorious Regiments (Only War)

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Jaked_One
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New Glorious Regiments (Only War)

Post by Jaked_One » Tue 02 Apr 2013, 11:42:26

Så er tråden til vores nye regimenter åbnet.

Husk at det er rpg > tabletop, så et par ekstra emner kan være interessante i forhold til nye regimenter - kom evt. med flere:

1) Demeanor/Credo/Motivation/Religion
Lidt rollespilsspor til spiller/GM udover hvad selve regelsættet giver - for at kunne bygge nogen PC/NPC's.

1,5) Uniform, stil og grej
Farver, type, stil... Holdning til grej, foretrukket grej...

2) Andres syn på
Ikke nogen gennemgribende analyse, men mest blot gamle fjenskaber & venskaber/tillid og mangel på samme.

3) Trivia
Lidt quirks, idiosynkrasier og anden kulør.

4) Heroes, Iconic Units and Saints
Ikke alle regimenter har disse, men de kan låne lidt mere kontekst/inspiration til gruppen.

@JT: Vil du ikke flytte dine regimenter her ind?
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Re: New Glorious Regiments (Only War)

Post by JT » Tue 02 Apr 2013, 14:40:01

77th Legio Absolvo
Regiment 12 pts

Image


History
Crimes resulting in sentence to a Penal Legion can range from failure to return library books to murder, minor heresy, cowardice in battle, desertion, etc. By serving in the Penal Legions these individuals are given the chance of redeeming themselves in the eyes of the Emperor.
The Penal Legions are not armies in their own rights, but are attached to other regiments and armies in battle, and are useful where greater numbers are necessary to win the day. They are considered expendable, as death is the point of serving in a Penal Legion. They are often used to test enemy defenses. New troops have their heads shaved and tattooed with unit insignia, and explosive slave-collars are put around their necks. The collars are a disciplinary device rather than a means of turning the troops into human bombs; the blast is directed inwards, killing only the wearer. The collars are controlled by personnel accompanying the force, and are detonated only to restore discipline. As well as the collars, Penal troops are sometimes equipped with frenzon dispensers.
Troops sentenced to the Penal Legions serve for life. Most die in their very first battle, herded into the enemy gunfire and dying by the hundreds. A few, the born killers, somehow beat these merciless odds and survive through numerous battles. In extremely rare cases a penitent might be granted the Emperor's forgiveness in a way other than dying in battle, by performing some incredible act of battlefield valor. These redeemed men then enter the Imperial Guard as regular Guardsmen. Penal Legion units are formed from convicts, generally from those shipped to one of the Imperium's Penal Worlds, whose populations consist of criminals from throughout the Imperium.
Because there are many capital crimes in the Imperium, convicted criminals serve as an inexhaustible supply of recruits for the Penal Legions. For 'petty' crimes that do not warrant immediate execution, miscreants in the Imperium are sometimes shipped to a nearby Penal World. From there some may be formed into Penal Legion units.
As mutation is a crime in the Imperium, dangerous mutants such as beastman, "genetic anarchists" and "mutogene carriers" can also be found among the Penal Legions
The 77th are the ones who beat the odds - merciless killers and "valorous" heroes, they banded together instead of joining the ranks of other Imperial Guard regiments. They no longer wear the collars that show them as condemned.

Regimental Drawbacks

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 (14)

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 (17)

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.

Home World

Penal Colony
“While swift and merciless retribution is the just and proper fate of all sinners and criminals, it can be effective to determine other punishments for them. Transit to distant worlds for the purpose of menial labour, or volunteering for military absolution are two such alternatives. Isolated penal colonies populated by these convicts produce vicious, hardy individuals, albeit ones who require nothing less than the harshest discipline to function in battle. However, these
benighted souls can be regarded as more readily expendable than most units, for as sinners, their lives are already forfeit.”

–Extract from the Tactica Imperialis

Characters from penal colonies tend to be ruthless, opportunistic individuals, the desperate conditions of their
origin making them eager for any opportunity to survive for just a little longer, or profit just a little more from a situation. While ill-disciplined and commonly impious, the expendable, vicious nature of convicts makes them quite useful in the Emperor’s wars. The resultant Penal Legions can be found in the harshest warzones, undertaking the most dangerous missions, with the promise of salvation in death, after which the survivors are imprisoned once more until the next battle. In time, the few hardened veterans, survivors of a dozen or more would-be suicide missions, become amongst the most dangerous and unorthodox units in the Imperial Guard, deployed to achieve the impossible or die trying.
Cost: 2 points.
Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Strength, Toughness.
Skills: All penal colony characters start with Intimidate and Linguistics (Low Gothic).

Honour Amongst Thieves: Penal colonists, whether criminals themselves, or the descendants of the previous
generation’s scum, know well the way criminal societies operate, understanding the nuances of deception, loyalty, intimidation, and violence that characterise the criminal classes. Penal colonist characters start with one of the following Talents: Peer (Underworld) or Street Fighting.

Larcenous: Hailing from worlds where the black market is the only market, penal colonists are skilled at obtaining illicit items, whether to sell, on or for their own purposes. Penal colony characters add a +10 to all Logistics Tests made to acquire illegal or contraband items.

Scum and Villainy: Penal colonists are ill-regarded by just about everyone else in the Imperial Guard, and tend to be viewed more as expendable fodder than as worthwhile soldiers. As a result, they are seldom afforded more than the most basic of equipment. Penal colony regiments have only 15 points when determining Standard Regimental Kit.

Starting Wounds: Penal colony characters begin play with +1 starting Wound.

Regiment

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.

Commanding officer

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

Training Doctrines

Die-Hards
The regiment is unyielding in the face of adversity, and will not falter amidst the fury of battle, no matter the horrors
arrayed against them.
Cost: 3 points
Starting Aptitude: Toughness

Hardened Fighters
The regiment’s warriors are vicious up close, deadly in melee as well as at range. Armed with the tools of their grim trade, they are not afraid to face their enemies in single combat, and feel the hot blood of the freshly-slain on their skin.
Cost: 2 points
Characteristics: +2 Weapon Skill
Starting Talents: Ambidextrous (replaces Street Fighting)
Standard Regimental Kit: The regiment can either replace its standard melee weapon with a Common (or more available) Low-Tech Weapon, or apply the mono upgrade to its standard melee weapon.

Special Equipment Doctrines

Warrior Weapons
Warriors from primitive worlds are often ill-suited to serve on firing lines, their savage demeanour making them a poor choice to wield a lasgun. Such warriors often serve the Imperial Guard in other ways, armed with swords, axes, and mauls, to cut the enemy apart in close quarters.
Cost: 3 points
Starting Skills: Parry
Standard Regimental Kit: The regiment exchanges their Main Weapon for a Common (or more available) Low-Tech weapon and a laspistol with two charge packs.

Favored Weapons

Melta Gun and Heavy Flamer

Mixed Regiment Compartment Muspelheim 12 pts (17)

After suffering many losses the 77th Legio Absolvo took on reinforcements from the Feral World Muspelheim that did not fit in anywhere else

Lawless and terrifying, Muspelheim is a realm of unrepentant violence, where power begins and ends with the sword. Muspelheim is a burning hot place, filled with lava, flames, sparks and soot. Muspelheim has been told to be the home the of fire giants and fire demons. However, unlike death worlds, the greatest dangers of Muspelheim lie not in the shifting earth or polluted skies, but in one’s fellow humans. Muspelheim is dominated by reaver tribes who clash over hunting grounds or the small tracts of arable land. Muspelheim is the source of few of the most violent and dangerous warriors across the Imperium, and some contribute to regiments of the Imperial Guard. Though soldiers from many other regiments tend not to trust the feral worlders for their violent and opportunistic tendencies, these same traits can make Muspelheimers incredibly dedicated and lethal warriors for the God-Emperor of Mankind.

Home World: Feral World 4 pts
Regiment: Grenadiers 4 pts
Training Doctrine: Skirmishers 4 pts, Infiltrators 4pts.
Sub Commander: Fixed 1 pts


Standard Regimental kit

Standard Regimental Kit: 1 mono knife per Player Character, 1 good craftsmanship mono sword per Player Character ,1 suit of best craftsmanship light carapace armour per Player Character, 3 frag grenades per Player Character, 3 krak grenades per Player Character, 1 inhaler and 4 doses of frenzon per Player Character, 1 field kit (uniform, poor weather gear, rucksack, basic tool kit, mess kit and water canteen, blanket and sleep bag, rechargeable lamp–pack, dog tags, Imperial Infantryman’s Uplifting Primer, 1 weeks’ rations) per Player Character, 1 gas mask per Player Character, 1 micro–bead per Player Character.
Additional Standard Kit Items (15 pts)
Upgrade suit of light carapace armour to best craftsmanship 10 pts, Upgrade melee weapon to good craftsmanship 5 pts
Last edited by JT on Sat 08 Feb 2014, 18:18:59, edited 25 times in total.
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Re: New Glorious Regiments (Only War)

Post by JT » Tue 02 Apr 2013, 14:40:35

Death Guard of Gheistos
Regiment 12 pts

Image

History

The doom of Gheistos began with a seemingly insignificant incident. A worker no older then 12 began to suffer from crippling headaches and hearing voices. Unaware that he was a latent psyker, the boy was brought before the shiftmaster during a particularly severe headache for failing to work diligently enough. In the thrall of his headache, the boy lashed out with a strange curse that not even he understand. Reality began to buckle and fat-bodied flies bearing the boys own face and chanting prayers to the Chaos God Nurgle discouraged from his mouth. The boy shattered open like a gory flower and now acting as a daemonic portal, something terrible began to push its way through the Warp.

More flies, now accompanied by Plaguebearers, spread from the boys remains and swarmed across the farm. Those touched by the flies were infected by the Black Pox and over the course of a matter of hours were transformed into Plague Zombies. However due to the inefficiency of the local Adeptus Arbites garrison, the infected farm was quickly quarantined as the worlds Planetary Defense Forces were mobilized to combat any escaping zombie or trapped worker alike. Eventually the Daemons were driven back as the complex was reduced to ash.

Nurgle was not pleased by this turn of events. Vengeful, he petitioned his brother gods Khorne and Slaanesh for aid and combining their powers they enlarged the portal on Gheistos. This time, Daemons pushed through by the dozen instead of ones and twos and now Bloodletters and Daemonettes accompanied them. The Arbites and Planetary Defense Forces were overwhelmed and the planetary Governor sent out a distress call which was received by the Vorpal Swords Space Marine Chapter. Even though the Vorpal Swords struck like lightning, it was too late for the populace which was either converted into zombies by the spreading plague, were cut down by hordes of Daemons, or lost their minds and clawed out their own eyes in desperation.

Khorne however became infuriated that Nurgle had turned to his primary rival Slaanesh for aid. In his rage he created a torrent of boiling blood over the world which swept away both Daemon and defender alike. Only Daemons of Khorne and surviving Vorap Swords Adeptus Astartes remained as the once-peaceful world of Gheistos became a hellish slaughterhouse. The Vorpal Swords, having suffered heavy casualties, caulled for reinforcements. Three weeks later the Grey Knights, the finest Daemonhunters of the Imperium, landed on Gheistos. Facing the Grey Knights, the Daemons of Khorne began to lose ground and eventually purged of Daemonic presence altogether.

Though cleansed, the Inquisitors of the Ordo Malleus judged that the world was tainted beyond all hope and Exterminatus was enacted by Strike Cruisers of the Grey Knights. Though a mere few months had passed since the original Warp Rift had opened, Gheistos was no more than Ash Wastes.

The Guards who survived the Doom of Gheistos formed the Death Guard of Gheistos - without a homeworld they call the Imperial Battleship Indomitable Wrath their home.

Regimental Drawbacks

Lost Home World
It is a common aphorism among Guardsmen that the Imperial Guard is the only home they have. For those men and women from lost home worlds, this is a sad and literal truth. In an age when swarms of slavering life forms from beyond the galaxy consume whole star systems unopposed, and when a middling fleet of voidships commands enough destructive power to reduce a planet to cinders in the blink of an eye, the loss of a single planet in a sector is unremarkable. Unremarkable, that is, except to the men and women who called the world home. Some are consumed by Tyranids or Chaos forces, some are burned in the holy fires of Exterminatus or laid waste with virus bombs, and others simply succumb to the death of their star or some other freak celestial accident. Whatever the case, this regiment is among the last survivors of a dead world, a fact that marks the survivors indelibly. Regiments from lost home worlds become of the Imperial Guard, keeping a handful of traditions but accepting the battlefields of the galaxy as their home instead of the world upon which they were born. There is little commonality among these regiments, save for a haunted look and a tendency to suffer from crushing survivor’s guilt.

Survivor’s Guilt: Being one of a handful of survivors of a disaster that snuffed out the lives of teeming millions or billions has a deleterious effect on the human psyche. Survivors of such a cataclysmic loss tend to suffer numerous grief, loss, and stress-related maladies that complicate the already stressful life of an Imperial Guardsman. Members of this regiment begin play with 2d10 Insanity Points

Last Survivors: Whenever a member of this regiment falls, it represents an irreplaceable loss to the group, which can no longer pull reinforcements from its annihilated place of origin. The Departmento Munitorum often assigns members
of other devastated regiments to join the survivors to bring the regiment back to strength, which can create considerable friction between two groups embittered by loss—of course, this assumes that there are reinforcements to be had at all
in the battlefront, and sometimes there are simply no more soldiers to join regiments devastated by such loss. Each time a Squad from this regiment requests replacement members (to replace lost Comrades), the Game Master rolls
1d10 instead of having the recruits come from the original core of the regiment. On a result of 3–4, the recruits come from the original survivors of the regiment, members of other Squads within the regiment who also lost members.
On a result of 5–10, they come from another regiment that has recently suffered terrible losses and happens to be near enough for the Departmento Munitorum to group the two regiments together. On a result of 1–2, however, the Squad
receives no reinforcements at all, and must soldier on until its members can put in another request for troop support. Depending on how many members of the original regiment remain, the Game Master can decide whether or
not replacement Player Characters should be members of the original regiment or generate their characters from the other recruits (using the rules for Mixed Regiments on page 48).

Regiment Points: + 5 (total 17)

Talents: Hatred (Chaos)

No Home World

Characteristic Modifiers: +3 to Willpower and +3 to any one other Characteristic.
Skills: All Characters start with Common Lore (Imperial Creed), Common Lore (Imperium), and Linguistics (Low Gothic).
Starting Wounds: Characters from this Regiment generate their starting Wounds normally.

Regiment

Grenadiers
These Guardsmen are highly trained heavy infantry specialists trained in the use of grenades, grenade launchers, and the other numerous types of deployable explosive devices used by the Imperial Guard. These heavy-hitting soldiers work either in their own units as powerful heavy shock troopers or in mixed infantry units as heavy support troopers, using their heavy weapons to deny areas, defend their comrades, destroy lightly armoured fighting vehicles, and shatter close-packed groups of enemy infantry.
Cost: 4 points
Characteristics: +3 Ballistic Skill, +3 Toughness, –3 Perception.
Starting Skills: Tech-Use
Starting Talents: Bombardier
Standard Kit: 1 auxiliary grenade launcher weapon upgrade per Player Character, 1 additional krak and frag grenade per Player Character, 1 suit of light carapace armour per Player Character, 1 deadspace earpiece per Player Character, 2
grenade launchers per Squad.

Training Doctrines

Survivalists (Homeworld)
The regiment is skilled at surviving in the wilderness, and its soldiers are masters of operating in a particular kind of terrain, normally the one in which they’ve grown up and trained extensively. Hunters and trackers almost without peer,
there are few who can escape their pursuit.
Cost: 4 points
Starting Aptitude: Agility,
Special: May reroll failed navigation/survival on Ash Wastes and Urban Ruins

Die Hards
The regiment is unyielding in the face of adversity, and will not falter amidst the fury of battle, no matter the horrors
arrayed against them.
Cost: 3 points
Starting Aptitude: Toughness

Favored Weapons

Grenade Launcher and Plasma Gun

Special Equipment Doctrines

Vanguard
Considered elite among siege regiments, these regiments combine the deadly combat prowess of elite infantry with the cunning and technical acumen of siege engineers. Where the average siege engineer’s mission is more defensive,
digging trenches, breaching walls, and building fortifications, a vanguard unit’s mission is more focused on offence and mayhem. These Guardsmen travel deep behind enemy lines, either on foot or mounted in well-equipped Chimeras, to
destroy infrastructure, sabotage logistical and communication lines, and cause as many problems for the enemy as they can. Many of their missions are highly classified, and are often carried out in cooperation with Storm Trooper units.
Cost: 6
Standard Regimental Kit: 1 lascarbine (Main Weapon) with four charge packs or 1 combat shotgun (Main Weapon) with four clips per Player Character, 1 combi-tool per Player Character, 1 data-slate per Player Character, 1 9-70 entrenching tool per Player Character, 1 anointed toolkit per Player Character, 1 lascutter per Squad, 6 demolitions charges per Squad, 1 siege auspex per Squad, and a single Chimera armoured transport per Squad armed with a turret-mounted autocannon, a hull-mounted heavy flamer, and a pintle-mounted heavy stubber, as well as a dozer blade and camouflage netting.

Standard Regimental kit

Standard Regimental Kit Summary: 1 M36 lasgun (Main Weapon) with four charge packs or combat shotgun (Main Weapon) with four clips per Player Character with auxiliary grenade launcher weapon upgrade, 5 krak and 5 frag grenades per Player Character, 1 combat knife per Player Character, 1 field kit (uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, rechargeable lamp-pack, grooming kit, ident-tags, Imperial Infantryman’s Uplifting Primer, 2 weeks’ rations) per Player Character, 1 suit of best craftmanship enviromentally sealed light carapace armour per Player Character, 1 environmentally sealed helmet with vox-bead and preysense visor per Player Character, 1 deadspace earpiece per Player Character, 2 grenade launchers per Squad , 1 combi-tool per Player Character, 1 data-slate per Player Character, 1 9-70 entrenching tool per Player Character, 1 anointed toolkit per Player Character, 1 lascutter per Squad, 1 demolitions charge per Player Character, 1 siege auspex per Squad, and a single Chimera armoured transport per Squad armed with a turret-mounted autocannon, a hull-mounted heavy flamer, and a pintle-mounted heavy stubber, as well as a dozer blade and camouflage netting.
Additional Standard Kit Items (30 pts)
Upgrade light carapace armour to best craftmanship and enviromentally sealed (10) Add environmentally sealed to helmet and vox-bead (10) Add Preysense visor to helmet
Last edited by JT on Fri 04 Sep 2015, 14:49:34, edited 22 times in total.
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Re: New Glorious Regiments (Only War)

Post by JT » Tue 02 Apr 2013, 14:42:36

Harakoni Warhawks
Regiment 12 pts

Image

The Harakoni Warhawks are an Imperial Guard Drop troop regiment from the planet Harakon. With their complete lack of fear towards heights and almost unhealthy addiction to adrenalin, the 31st "helldivers" are widely renowned as almost unmatched drop troops, deploying fast while delivering astoundingly powerful damage within seconds of impact.

Harakon has a vey low gravity threshold, enabling the planetary hives to be built much higher than those of other worlds. The generations-old adaptation to adverse gravity levels leaves the Harakoni Warhawks‎ predisposed to excel at grav-chute drops from orbit. This style of combat also increases the Warhawks use of Stormtroopers and smaller unit tactics than standard line troopers.

Recruitment & Training
Skills learned by the Harakoni using grav-gliders for transport and to hunt Vapour wyrms on their native homeworld translates to a fearlessness of altitude and expertise at judging air currents, knowledge necessary for their role as drop troops.

Battle Style
The Harakoni are a highly-mobile force thanks to their use of grav-chutes to deploy from orbit wherever they are needed. They are notable for using Stormtroopers, Heavy Weapons Platoons and Special Weapons Squads.

Appearance & Uniform
The Harakoni wear black fatigues underneath tan Carapace Armour with rebreathers.

Weapons & Equipment
These units prefer to use Plasma Guns and Heavy Bolters, and make use of folding-stock lasguns or autoguns.[1b]

Notable Regiments
The 31st Harakoni "Helldivers" fought against the Tau on Medusa V.

Home World
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: Hatred (Tau), 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 (Raphael Dracho)
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
"The enemy commanders think themselves safe from the Emperor's Wrath behind kilometres of fortifications and legions of warriors. They did not account for us. Make your peace with the Emperor, men—we drop in two minutes."
Regiment type
Drop Troops
A rare type of regiment, drop troops are extremely specialised infantry, trained for rapid strikes from airborne transports. Employing grav-chutes and attached Imperial Navy Valkyrie assault carriers to perform raids deep behind enemy lines, drop troops provide an uncommon, but potent resource to generals. Largely regarded by other Imperial Guardsmen as insane for choosing to leap out of a perfectly good aircraft in mid-flight, they are nonetheless required to be daring and courageous to dive into enemy territory, and away from the comfort of supply lines and heavy support. However, their habit of operating alone without support tends to make them somewhat distant and cold to those outside their ranks.
Cost: 3 points
Characteristics: +3 Agility, –3 Fellowship
Starting Skills: Operate (Aeronautica)
Starting Talents: Catfall
Standard Kit: One M36 lasgun 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
Fieldcraft
Cost: 4 points
Starting Aptitude: Agility
Special: City-scape / Urban Ruins - When operating in that terrain characters can re-roll failed Survival and Navigate (Surface) Skill Tests.

Favored Weapons: Plasma Gun and Heavy Bolter

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 uplifting primer, 2 weeks combat rations
Additional Standard Kit Items (30 pts)
Suit of Carapace Armor 20 pts, upgrade M36 lasgun to best craftmanship 10 pts
Last edited by JT on Fri 04 Sep 2015, 14:59:27, edited 7 times in total.
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Re: New Glorious Regiments (Only War)

Post by Jaked_One » Tue 02 Apr 2013, 23:15:56

Så effektivt kan det gøres! Jeg elsker den XIII CB Long Las sniper.

:-)
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Re: New Glorious Regiments (Only War)

Post by JT » Wed 03 Apr 2013, 4:46:09

Et af de meget beskrevne regimenter skal også lige med :-)

Tanith 1st Regiment

Image

The Imperial Guard regiment known as the Tanith First and Only, officially called the Tanith 1st Regiment but better known as "Gaunt's Ghosts", is a regiment that was raised from the world of Tanith in the Sabbat Worlds Sector. The regiment has been heavily engaged in the combat to retake the Sabbat Worlds from the Forces of Chaos during the Sabbat Worlds Crusade. The regiment's nickname originally came about as a result of the name of their commanding officer, Colonel-Commissar Ibram Gaunt, and the disenfranchised status of the original Tanith soldiers after their homeworld was destroyed. It has proved to be a nickname of some further application, as the Verghastite personnel influx into the regiment also considered themselves 'ghosts' due to the destruction of their home city, and the regiment as a whole is noted for its stealth and reconnaissance abilities being almost uncanny in nature.

Originally, there were three Tanith regiments raised for the Imperial Guard: the Tanith 1st, 2nd and 3rd - 6,000 men and a small number of vehicles and artillery pieces. When Colonel-Commissar Ibram Gaunt was sent to Tanith to oversee the founding of these regiments, he was not impressed by the appearance of the men, initially describing them as "a scrawny, scruffy mob of soft-voiced woodsmen". His opinion of them changes quickly after seeing them in combat. He impatiently orders the regiments to begin boarding the troop carriers that will take them to the troop starships waiting to ferry them to their first warzones - a fortunate move which gets enough men off-world before a Chaos warfleet strikes Tanith the same night. He confirms after leaving Tanith that this act salvages three and a half thousand men of the original three regiments and the majority of their equipment. It is unclear which regiments actually were saved from the fires of Tanith, but the remaining men are formed into the Tanith First Regiment, which is soon named the "Tanith First-and-Only". On the regiment's first battlefield on the world of Blackshard, Hlaine Larkin coins the nickname "Gaunt's Ghosts". The term Ghosts has two meanings: the first is that Corbec tells Gaunt that his decision to abandon Tanith "made ghosts of them, hollow echoes". The second is that because of their exceptional stealth and scouting skills, they are ghost-like on the battlefield. The Tanith First excels at reconnaissance work as the Tanith never get lost, and using camo-cloaks they can move quickly and stealthily through most types of terrain.

The Ghosts' eventually garnered a strong reputation after a number of actions during the Sabbat Worlds Crusade, in particular the defences of Vervunhive, the Beati's Shrine on Hagia and her apparent person on Herodor. Unfortunately, this success did not come without its drawbacks and the Ghosts suffered heavy casualties on a number of occasions. However, two large personnel intakes during the regiment's history (one from the citizenry of Vervunhive, the other from combination with the 81st Belladon Recon Regiment) managed to offset these losses.

Combat Doctrine
The troopers of the Tanith First are unparalleled scouts, marksmen, masters of stealth tactics, and excellent light infantry. They are said to possess an unerring sense of direction, traits developed for survival on a planet where the forests actually move to conceal the path taken. The Verghastite and Belladon members of the regiment claim no such uncanny abilities, but are also proven light infantry specialists, with Verghastite hive city backgrounds in particular complementing the talents of the Tanith woodsmen. The First and Only excels in stealth infiltration missions, but has proven particularly tenacious in defensive operations in urban terrain. Even amongst such light infiltration infantry as the Tanith, there is always room for the truly elite. In the Ghosts these take on two forms: The aptly named Scouts, lead by Mkoll, who specialise in reconnaissance and covert operations. The other elite organisation within the Ghosts are the Sniper division. There tends to be an over-representation of Verghastites excelling as snipers while the Tanith natives dominate in the scouts.

Regiment Appearance
The Tanith uniform is black, with optional helmets for standard troopers and forage caps for the regiment's elite scout platoon. Camouflage Cloaks (made of the special synthetic material called cameleoline) are standard issue. The cloaks change their colour depending on the location of the wearer. Every soldier has a long, double-edged bayonet/combat blade the Tanith call Straight Silver. Their favoured special weapons include long-las sniper rifles and flame throwers, and portable Missile Launchers the Tanith nickname "tread fethers". The cap badge for the Tanith is a wreath-surrounded skull with three daggers behind it; each dagger representing one of the original Tanith regiments. On the badge is the inscription "For Tanith, For the Emperor". After the destruction of the Tanith 2nd and 3rd Regiments, the Tanith snapped off the two outside daggers on their cap badges. The Verghastite cap badge is an axe-rake to symbolise their former hive's mining and industrial background. These pins and other badges that indicate rank or specialisation are dulled down with soot or boot-black to aid in stealth operations.

Weapons and Equipment
The Tanith are noted as being adept at using the Flamer and Missile Launcher (though the type of Missile Launcher they favour appears to be a cut-down rocket-tube referred to informally as a "tread-fether") and also regularly deploy Autocannons. In place of the standard-issue Imperial Guard combat knives, the Tanith Regiment makes use of 30-centimeter-long, straight-edged silver-plated daggers, known by the troopers as their "Straight Silver", which is also what officers shout as the order to fix bayonettes. The Tanith make use of Mark 3 Lasguns: the Tanith troopers of the regiment wield Lasguns with nalwood stocks and furnishings, while the Verghastites use Lasguns with fold-down wire stocks. Snipers make use of needle-las sniper rifles, and usually prefer the powerful, single-fire "Hotshot" charge packs. For stealth purposes, the Tanith Regiment's fatigues and combat armour are black and grey in color, and each trooper is also issued a Camouflage Cloak. As with any regiment, individual soldiers also have private stockpiles of trophy weapons claimed on the field of battle that they may use in a tight spot.

Regimental History
The Tanith First and Only are best known for their participation in the Imperium's Sabbat Worlds Crusade against the Forces of Chaos in the Sabbat Worlds Sector, which began in 755.M41. During the Crusade, the Ghosts' expertise in covert operations was instrumental in the liberation of a number of worlds. However, rivalries with other, more illustrious regiments (in particular, the Jantine Patricians and the Volpone Bluebloods) often put the Ghosts at risk. The regiment took heavy losses in its early actions, including the loss of three hundred Guardsmen during a friendly fire "incident" at Voltis Watergate. Heavy casualties were also incurred during the effort to recapture the Mechanicum's Forge World of Fortis Binary, so much so that by the time of the Ghosts' deployment on Monthax, they numbered only 1,500 Guardsmen. The casualties taken at Monthax and later the hive world of Verghast were replaced by recruits taken from the destroyed Vervunhive, at which time female soldiers first joined the Tanith.

After Tanith was destroyed by the attack of a Chaos warfleet, the Tanith First-and-Only had no homeworld from which to draw new recruits to replace losses. Instead, new Ghosts were adopted into the regiment as the Crusade progressed. At the end of the siege of Vervunhive, the megacity was left in ruins and the disillusioned citizens of Verghast were given the opportunity to join the Imperial Guard under the Act of Consolation. This resulted in an influx of Verghastite soldiers into the Tanith First, which brought females into the regiment. Several of these women became some of the regiment's best snipers. While Colonel Gaunt is on Gereon and the Tanith First is left without a senior commander, the regiment is merged with a Belladon covert unit called the 81st Belladon Regiment and becomes the 81st/1st Recon. Following Colonel Wilder's death and Gaunt's return to command, the regiment resumes the name the Tanith First-and-Only. It is worth noting that following the merger with the 81st Belladon, the Tanith First's organisational structure changes; companies using alphabetical call-signs replace the previous numerical platoons. There eventually were three cultural divisions within the regiment: Tanith, Verghastite and Belladon; led by Majors Rawne, Kolea and Baskevyl, respectively, (each was native to the world of the part of the regiment he commanded).

Ten years after their founding of the regiment, the Tanith 1st had been involved in numerous campaigns during the Sabbat Worlds Crusade. Casualties weakened the regiment to the point where they were merged into another regiment, the 81st Belladon Recon, to form the 81st/1st Recon. Gaunt and a small team of Tanith soldiers had previously been sent on a high-risk covert mission, and upon their unexpected return found the regiment as they knew it gone. Most notably, it was now commanded by Colonel Lucian Wilder. Gaunt eventually managed to regain command of the 81st/1st, but only after Wilder granted him field command before sacrificing himself in a heroic rearguard action. Gaunt managed to keep his command, and renamed the unit the Tanith First-and-Only. He then led the newly reformed unit to help liberate the Chaos-held world of Gereon.

Campaign History
The tenth year of the Sabbat Worlds Crusade was the first time the Tanith had been called upon by the Imperium to levy Imperial Guard regiments to support the Crusade. The majority of the men who joined the Imperial Guard were militia-men, although some former criminals were present, and it can be assumed that other non-military members of the population were included. The soldiers were organised into three two-thousand man regiments; the 1st, 2nd, and 3rd of Tanith. A small number of artillery and armour units were also created, although they were intended for supporting roles. Following the reformation of the Hyrkan 8th, Colonel-Commissar Ibram Gaunt was assigned to lead the three regiments.
During the Founding of the three regiments, a Chaos warfleet scattered from the recent Imperial victory at Balhaut managed to evade the Imperial Navy picket and head towards Tanith. Gaunt decided to abandon the world, trying to salvage as many fighting troops in the process instead of wasting them all in an effort to hold Tanith. The regiments are hastily loaded onto troop transports and shuttled to carrier-ships in orbit, but the Chaos attack occurs earlier than predicted. Of the six thousand men, less than four thousand are saved. The vast majority of the heavy equipment, along with the entire officer corps, is lost when Chaos makes planetfall. Gaunt survived, being one of the last members of the regiment to make it off-planet, and he reorganised the survivors into a single infantry regiment, the Tanith 1st, also known as the First-and-Only and more colloquially known as Gaunt's Ghosts. It is known that "Mad" Hlaine Larkin was the first to coin the term.
The troops of the Tanith 1st are unparalleled scouts, marksmen, masters of stealth tactics, and excellent light infantry, and are said to possess an unerring sense of direction, traits developed for survival on a planet where the forests actually move to conceal the path taken.

The regiment took heavy losses in its early actions, including the loss of three hundred during a friendly fire incident on Voltemand. Heavy casualties were also incurred during the effort to recapture the Forge World of Fortis Binary, so much so that by the time of the Ghosts' deployment on Monthax, they numbered less than 2,000 Guardsmen. The casualties taken at Monthax and later Verghast were replaced by recruits taken from the destroyed Vervunhive, at which time female soldiers first joined the Tanith. The soldiers from Vervunhive use a different pin, adorned with the axe rake that Vervunhivers used in mining before their hive city was destroyed.

Ten years later, the Tanith had been involved in numerous campaigns for the Sabbat Worlds Crusade. After Colonel Gaunt and some hand-picked specialists were dispatched on a "suicidal" mission to Gereon, a world held by the Forces of Chaos, the Ghosts were merged with another recon regiment, the 81st Belladon, to form the 81st/1st Recon Regiment. Eighteen months after making planetfall on Gereon, Gaunt's mission team was retrieved by Crusade forces. After Inquisitorial scrutiny, the team members were sent back to the newly formed 81st/1st Regiment, while Gaunt himself was stripped of command rank and sent to be the senior political officer of the Fortis Binars serving at Sparshead Mons. Shortly after taking his position with the Binars, Gaunt begins suspecting that the potentially sacred sites that the Imperial Guard is fighting over may actually be Chaos artefacts. With evidence mounting, he contacts his Gereon team and determines that the artefacts are in fact, enormous Chaos traps. Gaunt is eventually reunited with his Ghosts, and his evidence prompts the withdrawal of the Imperial forces from the Mons. Caught in a desperate rearguard action, and with time counting down to an orbital bombardment by the Imperial Navy, Gaunt's Ghosts are hard pressed to escape utter destruction. Only the valiant sacrifice of Colonel Wilder, the 81st/1st Regiment's new commander, his commissar, and the Belladon 1st company allows the 81st/1st as a whole to escape. Following his actions, Gaunt is again granted command of the Tanith, along with their Verghastite and Belladon compatriots. The regiment was reorganised so that the Tanith, Verghastites and Belladons were fully integrated with each other within the regiment. Additionally, each group of men and women was represented by an officer directly below Gaunt; Major Rawne of Tanith, Major Kolea of Verghast, and Major Baskevyl of Belladon.


For Regimental rules see Hammer of the Emperor page 29
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Re: New Glorious Regiments (Only War)

Post by JT » Wed 03 Apr 2013, 14:44:18

Armageddon Steel Legion
The Armageddon Steel Legion are the Imperial Guard Regiments native to the Hive World of Armageddon.

Image

Organization
True to its name, Armageddon has been the site of three massive battles in the history of the Imperium, most recently a pair of invasions by the Ork Warboss Ghazghkull Thraka. As a result, the armies of Armageddon are very skilled in fighting Orks

The Steel Legion operates mainly on Armageddon and the planets of its surrounding system. They operate primarily against Orks, as they have gained experience fighting against them during the Third War for Armageddon.
Regimental Structure

Each regiment raised on Armageddon is composed of twelve companies, typically a mix of infantry, armour, artillery and mechanised infantry. Infantry and mechanised infantry companies consist of a command section, fire support platoon with 10 heavy weapons, and three infantry platoons of 50 soldiers, including 5 heavy weapons teams. At full strength a company would have 175 soldiers, though casualties suffered during battle will quickly reduce this. Tank and artillery companies consist of a command vehicle and three squadrons or batteries of three vehicles each. Super-heavy tank companies are composed of three super-heavy vehicles.

Each company can also be "upgraded" to include additional units as part of their organic structure. These include a fire support platoon, an infantry platoon, a tank squadron, a Hellhound squadron, a Griffon battery, a Hydra flak tank, and a two-man sniper or Ogryn team. Normal practice limits companies to three such attachments, and never more than one each.

Additional support units can be attached to regiments on an as-needed basis, normally restricted a maximum of two support formations per company. These attached units can include Rough Rider and Storm Trooper platoons, the latter riding in four Valkyries per platoon; three-vehicle Hydra flak batteries and four-vehicle Sentinel squadrons; four-craft Vulture Gunship squadrons; and even Deathstrike Missile batteries, with two Deathstrike Missile Launchers per unit.

Recruitment & Training
The Armageddon Steel Legion are recruited from the planet Armageddon and are trained under standard Imperial Guard methods.

Battle Style
The Steel Legion regiments are primarily Mechanized Infantry, and Armageddon produces many armoured fighting vehicles for the Imperium, such as Chimera APCs. This allows them to launch rapid attacks in which the Chimeras overrun enemy lines before the infantry disembarks to finish them off. Regiments are sometimes supported by Conscript Platoons and Ratling snipers. The mechanized regiments of the Steel legion are extremely mobile and can be shifted within shortest time to the front or to support a threatened front section.

Equipment
Guardsmen of the Steel Legion wear a uniform of mustard yellow greatcoat, heavy boots and gloves, gas-masks and rounded bowl helmets over black fatigues. This is however only the most commonly seen uniform and uniform presumably varies slightly between regiments as with all Imperial Guard. The Armageddon Steel Legion make use of Grenade Launchers and Missile Launchers. The preferred armoured vehicles are Leman Russ Battle Tanks, with Vanquishers serving as command vehicles, though they are known to include a few Leman Russ Executioners. Artillery is usually Basilisks, Bombards and Manticores, while super-heavy vehicles are typically Baneblades and Shadowswords.

Notable Members
Fulkerin - Armageddon Steel Legion Guardsman
Commissar Yarrick - Commissar of the Armageddon Steel Legion, Second and Third War for Armageddon - Hero.
Major Pious Korren - Tank Ace
Acting-Captain Haines, 47th Steel Legion
Major Istevus, 141st Steel Legion
Commissar Vandenberg - Regimental commissar, 267th Steel Legion
Commissar Ali Ibn Sina of 3rd Company, 267th Steel Legion
Second Lieutenant Helgast of 3rd Company, 267th Steel Legion
Heroes of Armageddon! You have withstood the evil savagery of the Orks, and they have nothing left for you to fear. So raise high the black banners of vengeance - now is our time.
– last transmission prior to departing with a Black Templars crusade to hunt down Ghazghkull Mag Uruk Thraka
For Regimental rules see Hammer of the Emperor page 9
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Re: New Glorious Regiments (Only War)

Post by Jaked_One » Thu 04 Apr 2013, 10:52:52

Det er nogen rigtigt fede, klassiske regimenter. Og du har da fået det store grafik-budget.

Jeg kan anbefale alle at læse mere om Kommissar Gaunt & His Not So Merry Tanith 1st (and only):
http://www.amazon.co.uk/The-Lost-Warham ... ts+omnibus

Det er overraskende godt og modent i forhold til WH40K romaner generelt.
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Re: New Glorious Regiments (Only War)

Post by JT » Thu 04 Apr 2013, 17:19:56

Valhallan Ice Warriors

Image

The Valhallan Ice Warriors are the Imperial Guard Regiments from the Ice world of Valhalla. Valhallan soldiers are famous for their tenaciousness in holding their ground against even the most hopeless odds, and their ability to suffer the most appalling casualties without breaking.

Recruitment and Training
Soldiers of the Valhallan 597th battle alongside Commissar Ciaphas Cain.

Like many of the Guard's most iconic regiments, the Valhallans are shaped by their unique homeworld and the history of their founding. Several millennia before M41, Valhalla was a verdant paradise, but a comet impact knocked the world out of orbit and radically altered its climate, transforming the planet into a frozen ball of ice, where virtually no plant or animal life can survive aboveground without protection. The small percentage of the planet's population were forced underground, into the caverns which offered the only protection from the surface cold, with little access to food or supplies.

As if to add insult to injury, the cataclysm was followed swiftly by an Ork invasion. Yet as poorly-prepared as they were, the Valhallans refused to surrender their homeworld. The grim campaign that followed pushed the Orks off-planet, and taught the Valhallans a means of surviving in their world's new climate.

True to this history, the Valhallans are stolid, unyielding soldiers, perfectly adapted to fighting in cold-weather environments. They also retain a special hatred for Orks, above all other xenos races, and are often deployed where their adeptness at fighting against greenskins can be put to good use.

Battle style
The Ice Warriors are stoic and unwavering when on the defensive, resolutely holding their ground against fearful odds where other troops would consider it a good idea to flee. Enemies have often found that Valhallan defending forces need to be completely destroyed to capture the held ground. Valhallans are trained to fight in dense formations to support their morale. When on the offensive, Valhallans combine massed artillery barrages and infantry wave assaults. The morale of regiments is often backed up by attached Ministorum Priests.

Specialities: Winter, Mountain, & Attrition Warfare, anti-Ork operations

Equipment
All Valhallans are equipped with lasguns and flak armour but certain Guardsmen are armed with special or heavy weapons. Their uniforms are made for colder climates, including heavy coats.
The Valhallans favour flamers and mortars.

Valhallan Warriors use various camouflage designs most often green and White or grey and white

Notable Valhallan Ice Warriors
Commander Kubrik Chenkov
Commissar Ciaphas Cain - although he wasn't born on Valhalla, Cain spent the majority of his early career serving with Valhallan regiments
Gunner Ferik Jurgen - Commissar Cain's loyal aide and bodyguard; originally assigned to the Valhallan 12th Field Artillery, later accompanied Cain for the remainder of his career, including his assignment to the Valhallan 597th and his retirement to Perlia;
Colonel Regina Kasteen - Commanding officer of the 597th;
Jenit Sulla - Served as a junior officer with Commissar Cain and the 597th, later was promoted to Lady General

For Regimental rules see Hammer of the Emperor page 33
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Re: New Glorious Regiments (Only War)

Post by JT » Thu 04 Apr 2013, 18:17:40

Det var vist de store regimenter som ikke var med i bogen :-)

og ja det er det store grafik budget ;-)
men de er jo nemme at finde billeder til og et billede hjælper mere til forståelse af end ord her
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Re: New Glorious Regiments (Only War)

Post by JT » Fri 05 Apr 2013, 15:03:46

En liste over alle Imperial Guard Regiments findes her

http://wh40k.lexicanum.com/wiki/List_of ... V7G4c7U8eN

Sådan noget som Pretorean Guards og Harakoni 31st Warhawks "Helldivers" mangler nok

Jeg Re-designer de drop troops jeg har lagt ind til Helldivers i stedet

Har finpudset på billeder og regimenter lidt også (billeder er af de specifikke regimenter nu)

Ohh fandt lige Necromunda 8th Regiment også kaldet "The Spiders" de skal helt sikkert også laves ;-)
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Re: New Glorious Regiments (Only War)

Post by JT » Sun 28 Apr 2013, 1:30:03

Praetorian Guard

Image

Recruitment & Training
Praetoria is a heavily populated Hive World that lies in a system close to the Imperial naval base at Bakka. The overpopulated Hive cities of Praetoria are renowned for their squalor and degradation, and produce some of the toughest gangsters on any of the hive worlds in the Imperium. This vast population work as little more than slave-labor in the huge factory complexes of Praetoria, producing the goods that have made the planet (and its rulers) one of the richest in the Imperium, with a huge fleet of merchant craft that trade all over the Segmentum and beyond.

Imperial Guard regiments raised on Praetoria are renowned for their iron discipline and bravery, even in the face of the most overwhelming odds. The planetary lords of Praetoria hold it is only through fearsome training and draconian punishments for the most minor infringements that the hive-toughened inhabitants of their planet can be made to follow orders and do as they are told. Whatever one's views on the training methods used, they seem to work, producing troops that are as ferocious on the attack as they are determined in defence.

Battle Style
The Praetorians fight in a similar way to the Mordian Iron Guard, using concentrated volley fire to eliminate the enemy in vast droves.

Appearance & Uniform
Praetorian uniform typically consists of a scarlet tunic with epaulettes, and dark blue trousers with a vertical scarlet stripe on the outside leg. The pith helmet is worn as headgear.

Notable Regiments
Praetorian Guard 5th - fought in the 13th Black Crusade.
Praetorian Guard 35th - fought in the 13th Black Crusade.
XXIV Praetorian Guard - Big Toof River Massacre

Notable Members
Captain Caine - Battle of Glazer's River

Regiment 12 pts

Hive world
Cost: 3 points.
Characteristic Modifiers: +3 to any two of the following Characteristics — Agility, Fellowship, and Perception.
Skills: All hive world characters start with Common Lore (Imperium), Deceive, and Linguistics (Low Gothic).
Accustomed to Crowds: Hive worlders grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for hive worlders, and when Running or Charging through a dense crowd, hive worlders take no penalty to Agility Tests to keep their feet.
Hivebound: Hive worlders seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, starship or similar), they suffer a –10 penalty to all Survival Tests, due to their continued unfamiliarity with such places. Urban Violence: Hive worlders are constantly alert for the first hint of trouble, be it a hivequake, a gang shoot-out, or a hab riot, allowing them to quickly detect danger and elude it, if need be. Hive worlders start with one of the following Talents: Heightened Senses (Hearing), Paranoia, or Unremarkable.
Starting Wounds: Hive world characters begin play with –1 starting wounds.

Line Infantry
The backbone of the Imperial Guard, line infantry form the bulk of every battle line, the core of every assault, and the heart of every defence. The humble, doughty, and loyal infantryman is the subject of countless propaganda picts and inspirational murals across the Imperium. They form the iconic image of the Imperial Guard for most Imperial citizens, and for good reason. It is a rare battlefield that is not graced by the presence of line infantry.
Cost: 2 point
Characteristics: +3 Strength, –3 Intelligence
Starting Skills: Athletics
Starting Talents: Rapid Reload
Standard Kit: One M36 lasgun and four charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, two frag grenades and two krak grenades per Player Character.

Iron Discipline
The regiment is well-known for its unyielding devotion to duty and absolute loyalty to superiors. No man will hesitate to act when ordered, nor will they falter when carrying out those orders. The expectations of the common infantryman, however, are such that shouldering the burden of command is to take on a great and solemn responsibility, and only the humblest and most serious-minded of officers can be entrusted with warriors so devoted.
Cost: 3 points
Starting Aptitude: Willpower

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

Hardened Fighters
The regiment’s warriors are vicious up close, deadly in melee as well as at range. Armed with the tools of their grim trade, they are not afraid to face their enemies in single combat, and feel the hot blood of the freshly-slain on their skin.
Cost: 2 points
Characteristics: +2 Weapon Skill
Starting Talents: Street Fighting
Standard Regimental Kit: The regiment can either replace its standard melee weapon with a Common (or more available) Low-Tech Weapon, or apply the mono upgrade to its standard melee weapon.

Favored Weapons: Flamer and Heavy Bolter

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)
Upgrade suit of flak armor to best craftmanship 10 pts, Upgrade M36 lasgun to best craftmanship 10 pts, Micro Bead 8 pts, Praetorian Pith Helmet 2 pts (AV6)
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Re: New Glorious Regiments (Only War)

Post by BZ » Wed 26 Jun 2013, 14:37:37

Fede beskrivelser, Jeppe :D
BZ var blevet træt af clickbait - du gætter ALDRIG hvad han så gjorde....

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Re: New Glorious Regiments (Only War)

Post by JT » Thu 04 Jul 2013, 23:05:08

Regimenter opdateret

Fjernet regiment regler for dem som kom i Hammer of the Emperor bogen

Har opdateret andre regimenter med de nye regler - specielt Legio Absolvo og Death Guard of Gheistos er rettet
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Re: New Glorious Regiments (Only War)

Post by Jesper » Sun 07 Jul 2013, 11:13:01

Kan man være Tanith first? Mkoll!
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Re: New Glorious Regiments (Only War)

Post by Jaked_One » Fri 02 Aug 2013, 21:04:55

Sjovt nok blev T 1st valgt som start regimentet - og som indspist klub af vagabond pioner-tropper sparker de røv. Næste gang kører vi kamp. (Og her hjælper en camelioline cloak mindre...)
(PS: JT's version af regminterne er spot on, det er som om den nye bog har stjålet hans indlæg!)
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Re: New Glorious Regiments (Only War)

Post by Jesper » Sat 03 Aug 2013, 0:25:18

Hvad hedder den sidste bog.. har læst de første.. 7-8 stykker!
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Re: New Glorious Regiments (Only War)

Post by Jaked_One » Sun 04 Aug 2013, 19:48:09

Ved det faktisk ikke, jeg har læst de her to:

http://www.amazon.co.uk/The-Sabbat-Worl ... t+and+only

http://www.amazon.co.uk/The-Lost-Warham ... t+and+only

Som samler flere af de tidligere.
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