Lythe Logistic Corps Organization in Xéno Édafos | World Anvil
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Lythe Logistic Corps

A primarily Felinid logistical corps of Imperial Guard.


Structure

Choleric

The regiment’s commander is decisive and leads from the front, taking charge of situations personally, and never afraid to do what he orders his men to do. However, he is quick to anger, and can often be drawn into foolish actions. His men are ever ready for action, and familiar with the rigours of battle.

Cost: 2 points

Starting Talents: Rapid Reaction

Culture

Light Infantry

Lightly-equipped infantry units are key to the complex tactical manoeuvres required on the battlefields of the 41st Millennium. Lacking the firepower to effectively fight on the front lines, their talents are better employed in dense terrain, where they can lay ambushes and engage in shortlived skirmishes.

Cost: 2 points

Characteristics: +3 Agility, –3 Toughness

Starting Skills: Navigate (Surface)

Starting Talents: Sprint

Standard Kit: One lascarbine and four charge packs per Player Character (Main Weapon), one flak vest and flak helmet per Player Character, two frag grenades and two smoke grenades per Player Character.

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

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.

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

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.

Assets

34pts

History

Feral World

Lawless and terrifying, feral worlds are realms of unrepentant violence, where power begins and ends with the sword. Feral worlds frequently house deadly environments, from boiling seas and blistering winters to deadly rad-zones that swallow entire continents to the broken shells of long-forgotten hives still spewing toxins into the choked skies. However, unlike death worlds, the greatest dangers of feral worlds lie not in the shifting earth or polluted skies, but in one’s fellow humans. Some feral worlds are dominated by reaver tribes who clash over hunting grounds or the small tracts of arable land, while others are dominated by massive gangs of transient warriors who travel on technological mounts their ancestors forgot how to build or maintain long ages ago.

Feral worlds are the source of many 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 feral worlders for their violent and opportunistic tendencies, these same traits can make feral worlders incredibly dedicated and lethal warriors for the God-Emperor of Mankind.

Cost: 4

Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Strength, and Weapon Skill.

Skills: All feral world characters start with Awareness, Parry, and Intimidate or Sleight of Hand.

Fluency: Feral worlders’ lives tend to be like their tempers: short and unpleasant. While some do survive to old age, few do so by spending time on scholarly pursuits. Feral world characters do not start with the Linguistics (Low Gothic) Skill at character creation, although they are still capable of engaging in any verbal communication in Low Gothic that does not require a Skill Test.

Brutal Warrior: By the very nature of their planet, feral worlders are rapidly taught that strength—and strength alone—determines one’s right to survival. Of course, strength can come in many forms, and feral worlders are no strangers to using stealth and subterfuge to gain the edge when raw ferocity and might alone cannot solve a problem. Feral world characters can choose to start with one of the following Talents: Ambush or Frenzy.

Violence Answers All: Many feral worlders see the universe in extremely simple terms: comrades must be protected, foes must be vanquished, and both of these goals must be accomplished at all costs. Feral world regiments tend to be close-knit, violent bands where disputes both internal and with outsiders are settled in blood. When faced with the opportunity to crush a foe utterly, even if there is great risk involved, feral world characters must pass a Routine (+20) Intelligence or Willpower Test to pass up the chance. At the Game Master’s discretion, this Test can be waived when dealing with minor disputes or when the valour of discretion is overwhelmingly obvious.

Suspicious of Machine Spirits: On most feral worlds where any technology remains, the few artefacts that persist are treated not just as sacred objects, but as terrifying and dangerous magic to be avoided by all but the strongest: weapons of legend wielded by the most powerful warlords and killers whose strength becomes synonymous with that of their weapons. The Cult Mechanicus is a foreign concept to such warriors, and even if the two share a reverence for technology, the feral worlders’ viewpoint is often tinged by dread, and the suspicion that such power might not be a divine blessing, but a dark gift from ancient and capricious powers that demand a price for their gifts.
Feral world characters suffer an additional –10 penalty on Common Lore (Tech), Medicae, and Tech-Use Skill Tests unless they are trained in that Skill.

Starting Wounds: Feral world characters begin play with +2 starting Wounds.


Type
Military, Army Division
Formation Type
Leader Title
Parent Organization
Location
Related Ranks & Titles
Skog's Regiment

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