Alban Grenadiers Organization in Xéno Édafos | World Anvil
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Alban Grenadiers

Culture

Characteristics: +3 Ballistic Skill, +3 Toughness, –3 Perception.

Characteristic Modifiers: +3 to any two of the following Characteristics: Ballistic Skill, Weapon Skill, Perception

Starting Skills: Tech-Use, Common Lore (Imperial Guard), Common Lore (War), Awareness, Linguistics (Low Gothic), and Survival

Starting Talents: Bombardier

Assets

  • One uniform
  • One set of poor weather gear
  • Hot Shot Lasgun (Main Weapon), and two charge packs with auxiliary grenade launcher weapon upgrade
  • One Stub Revovler and 12 bullets as a sidearm
  • One knife
  • One good quality Light Carapace armour
  • 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 Imperial Infantryman’s Handbook
  • Combat sustenance rations, two weeks’ supply
  • One krak grenade
  • One frag grenade
  • Deadspace Earpiece
  • Respirator/Gas Mask
  • Munitorum Manual

Two grenade launchers per Squad

The regiment gains a +10 bonus on all Logistics Tests made to obtain grenades, missiles, explosives, and special tank ammunition.

Favoured Basic Weapon: Melta
Favoured Heavy Weapon: Missile Launcher

History

Limited Numbers: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support.

Resourceful: Characters from post-cataclysmic worlds are used to getting by with whatever is at hand—scavenging food, equipment, and whatever else they might need. Postcataclysmic world Characters gain a +10 bonus to Survival Tests to obtain potable food and water, and to Tech-Use Tests to jury-rig or repair equipment that is not overly advanced, as determined by the GM.

Horrors of the Past: Whether it occurred in living memory or far in the distant past, all post-cataclysmic world characters are scarred mentally, and perhaps physically, by the event that scoured their planet; yet those who survive in such an environment gain strength from this adversity. Post-cataclysmic world Characters start with 1d5 Insanity Points and either the Resistance (Cold), Resistance (Radiation), or Resistance (Fear) Talent.

Wounds: Post-cataclysmic world characters generate their starting Wounds normally.
Type
Military, Army Regiment
Formation Type
Leader
Leader Title
Parent Organization
Subsidiary Organizations
Location
Controlled Territories
Related Ethnicities

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