Aeronautica - Task Force Bravo Organization in Xéno Édafos | World Anvil
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Aeronautica - Task Force Bravo

Structure

Phlegmatic

The regiment’s commander is quiet and contemplative, a man of few words. When he does speak, it is with great and solemn purpose, to give commands that have been considered in exacting detail. He does not command loyalty through rhetoric or heroics, but through quiet competence, and his men have learnt to trust in his skill and rely on the chain of command.

Cost: 1 points

Starting Skills: Common Lore (Imperial Navy), Common Lore (War)


Culture

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 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.

Anti-Aircraft

Using man-portable surface to air launchers, dedicated antiaircraft emplacements, and armoured vehicles like the Hydra flak tank, these eagle eyed Guardsmen keep the skies clear of enemy aerospace craft and flying beasts of all varieties. Whether assigned to a static anti-air battery protecting a field command centre or aboard a Hydra protecting an infantry regiment from the wanton depredations of Ork fightas, antiaircraft regiments are a very important part of the Imperial Guard’s order of battle.

Cost: 4

Starting Aptitude: Ballistic Skill

Starting Talent: Storm of Iron

Special: Members of Anti-Aircraft regiments gain an additional +10 bonus to their Ballistic Skill to hit airborne targets such as aircraft, ships, and flying creatures.
Members of Aircraft regiments gain an additional +10 bonus to their Ballistic Skill to hit ground targets such as infantry, vehicles, and creatures.

Assets

  • Add a single advanced medikit to the squad as standard kit
  • Add an additional uniform for dress or parade use to standard kit
  • Improve a single item of standard kit wargear from Common Craftsmanship to Best Craftsmanship


Valkyrie

  • Multi-Laser or Lascannon
  • Two Hellstrike Missiles or 2 extra external fuel tanks for extended range operations or 2 Multiple Rocket Pods
  • two door-mounted Heavy Bolters


Valkyrie Vendetta

(anti-armour asset)
  • 3 Twin-linked Lascannons (or replace 2 of the Twin-linked Lascannons on wings with 2 Hellfury Missiles instead)
  • two door-mounted Heavy Bolters


Marauder Bomber

  • nose-mounted, movable turret with Twin-linked Lascannons
  • rear turret-mounted Twin-linked Heavy Bolters
  • dorsal-mounted Twin-linked Heavy Bolters
  • twelve 200 kilogram High Explosive Bombs in an internal bomb bay
  • six 400 kilogram Heavy Bombs on an external bomb rack


Destroyer Bomber

  • nose-mounted, 3 Twin-linked Autocannons
  • rear turret-mounted Twin-linked Assault Cannons
  • dorsal-mounted Twin-linked Heavy Bolters
  • twelve 200 kilogram High Explosive Bombs in an internal bomb bay
  • six 400 kilogram Heavy Bombs on an external bomb rack


The Colossus and Vigilant replace the bomb storage with a single heavy bomb and surveillance equipment, respectively. They also replace the nose weapons with Twin-linked Heavy Bolters.

History

Void Born

Many worlds in the Imperium feature orbital stations that fulfil a variety of purposes, from agri-domes and trading hubs to defence stations. Considering how heavily regimented and structured life is for most Imperial subjects, it is no surprise that many individuals born to serve aboard such facilities spend their entire lives space-bound, never setting foot on a world’s surface, unless, that is, they are chosen to serve in the Imperial Guard. Because regiments are most often raised from the ranks of planetary defence forces, most such void born regiments spent time serving aboard a defence orbital. Such troopers have trained extensively in artificial and even zero-gravity environments, becoming especially adept at operating in such environments under normal conditions and in emergency situations. Void born regiments are relatively rare, and are often highly valued by the general staff for their unique skills in what are often some of the most vital and hard-fought warzones.

Cost: 3 points

Characteristic Modifiers: +3 to Willpower and +3 to either Agility or Perception

Starting Skills: All void born characters start with Common Lore (Tech), Linguistics (Low Gothic), Navigate (Stellar), Operate (Aeronautica), and Tech-Use.

Charmed: It is said that the void born, even those confined to a stationary orbital station, are touched by their proximity to the stars and to the Warp. Such tales attribute unnatural luck to the void born, and misfortune for others. Whenever a void born character spends a Fate Point (but not burns a Fate Point), he rolls 1d10. On a roll of 9 or 10, the Fate Point does not count as being spent, even though the character gains the chosen benefit.

Ill-Omened: Characters born aboard void stations often seem unusual to those from the firm ground of a planet. Life amongst the machinery and cramped corridors of a void station is quite different to life beneath an open sky, and is confining even by the standards of a hive world. Additionally, void born characters are often appear unnaturally pale and gaunt. This unwholesome air, combined with the insular, clannish ways of many void born, often causes difficulties when interacting with non-void born regiments. Void born characters suffer a –10 penalty to Interaction Tests made to interact with characters who are not also void born.

Void Accustomed: Void born characters have experience moving about in zero-gravity environments, whether by dint of special training, mechanical failures, or the simple necessities of life on an orbital station. Void born characters do not treat zero gravity as Difficult Terrain. In addition, the Agility Test to stay on-target when making a Charge or Run Action in zero gravity is only Difficult (–10) for void born characters.

Wounds: Void born characters begin play with –1 starting Wound.

Flagship
Vigil of Satari
Type
Military, Navy Task force
Leader
Ruling Organization
Parent Organization
Subsidiary Organizations
Location
Related Ranks & Titles
Organization Vehicles
Holy Fury (TTRPG) by Cooledcross

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