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Setting:Tiji Sector/Guard Regiments
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The Tiji Sector is home to a host of Guardsmen, ready to defend their homes, the Imperium, and their God-Emperor. Rules for playing these Guard Regiments can be found below. All regiments are created using Only War Core, Hammer of the Emperor, and Shield of Humanity. They are outfitted with various weapons available for review in the combined 40k Armory Excel Sheet. While most regiments are created by the book, and should pose no trouble to a player or GM, regiments with special rules or abilities beyond the books will be noted. It is heavily suggested you obtain permission from your GM before playing such a regiment. ==Standard Regiments== These regiments were made by the book, other than specific exceptions, and should be considered valid for normal Only War campaigns. ===The Tempestus Void Guard=== '''Homeworld:''' Fortress World <br> Characteristics: +3 Ballistic Skill, +3 Toughness<br> Skills: Common Lore (War, Imperium, Imperial Guard), Linguistics (Low Gothic)<br> Hated Enemy: Gain Hatred (Chaos), +10 WP test not to engage on sight<br> Combat Doctrine: Gain Nerves of Steel<br> Bred for War: +0 WP test to break IG Regulation<br> '''Commander:''' Melancholic <br> Talent: Air of Authority<br> '''Regiment Type:''' Guerilla Regiment <br> Characteristics: +3 Perception, -3 Fellowship<br> Skills: Stealth<br> Talent: Ambush<br> Kit: One Lascarbine + 4 Charge packs, 2 blind, 2 stun, 2 frag<br> '''Doctrine:''' Close Quarters Combat <br> Talent: Combat Master OR Double Team<br> Kit: Compact Mod on Lascarbine, 4 Additional Charge Packs, Light Carapace Armor<br> Special: Additional +10 BS at Point Blank Range<br> '''Drawback:''' Honour Bound <br> -10 WP test to avoid honour duel. If refused, -10 to all WP tests until end of session for bitching out '''Favored Weapons:''' Stingray Rifle, Naval Shotcannon '''Gear:''' Universal Standard Kit, Auspex, Emergency Ship Kit, Selenite Void Suit w/ Impellor, Mag Boots ===Xomulan Plague Militia=== '''Homeworld:''' Death World<br> Characteristics: +3 Perception, +3 Toughness<br> Skills: Survival<br> Fluency: Can speak, not read, Low Gothic<br> Hardened: Gain Resistance (Poison)<br> Wary of Outsiders: -10 in Formal Surroundings <br> Wounds: +2 <br> '''Commander:''' Sanguine <br> Talent: Die Hard <br> '''Regiment Type:''' Hunter Killer Regiment<br> Characteristics: +3 Ballistic Skill, -3 Strength <br> Skills: Operate (Surface) <br> Talent: Resistance (Fear) <br> Kit: One Hellhound (Bane Wolf once the rules come out) <br> '''Doctrine:''' Survivalists <br> Aptitude: Agility <br> Favored Terrain: Shitty Places Full Of Toxins <br> Reroll failed Survival and Navigate (Surface) tests in Favored Terrain <br> '''Favored Weapons:''' Iron-Eater Grenades, Grenade Launcher '''Gear:''' Universal Standard Kit, Voss Nightfire Flamer, Survival Suit, Lamp Pack ===Koganusan Taghmata Omnissiah Maniple=== '''Homeworld:''' "The Lathe Worlds"<br> Characteristics: +3 Intelligence, +3 Ballistic Skill<br> Skills: Common Lore (Admech, Tech) Linguistics (Low Gothic, Tech Lingua), Logic, Tech Use +10<br> The True Flesh: Gain Mechanicus Implants Trait<br> Isolated by Machines: -10 Fel vs non-Forge World and Non-Admech<br> Soldiers of the Omnissiah: Cannot select Commissar, Priest, Ogryn, Ratling, Psyker, or Stormtrooper specialties unless via Mixed Regiment. May select Techpriest or Guardsmen only. All characters count as both Guardsmen AND Tech-priests for prereqs, regardless of specialty.<br> Wounds: As normal <br> '''Commander:''' Fixed<br> Skill: Command<br> '''Regiment Type:''' Armoured Regiment<br> Characteristics: +3 Intelligence, -3 Weapon Skill<br> Skills: Operate (Surface)<br> Talent: Technical Knock <br> Gear: One Leman Russ or Krios Battle Tank (or variants), one anointed maintenance toolkit per player character<br> '''Training Doctrine:''' Defenders of the Omnissiah<br> Starting Aptitude: Tech '''Special Equipment Doctrine:''' Cyber-Enhanced<br> Starting Gear: Two Common-Quality Cybernetics, or One Good-Quality Cybernetic '''Drawback:''' Iconoclasts<br> In the Shadow of the Ecclesiarchy's Light: -10 to interaction with Ecclesiarchy, Priest PCs are at -10 to interaction with regiment '''Favored Weapons:''' Phased Plasma Rifle, Integrated Lathe-Lasrifle '''Gear:''' Universal Standard Kit, Crimson Armor, Integrated Lathe-Lasrifle '''Krios Battle Tank'''<br> Maniples of the Taghmata Omnissiah go to war bearing ancient patterns of tank far more advanced than the common tanks available to the Guard. These tanks, provided durability by internal energy fields rather than heavy armor, mount devastating weapons and relics of the Age of Strife. By replacing the Lightning Cannon on a Krios Battle Tank, the heavier and rarer Krios Venator is formed. Type: Tracked Vehicle<br> Tactical Speed: 12m<br> Cruising Speed: 35kph<br> Maneuverability: -10<br> Structural Integrity: 50<br> Size: Massive<br> Armour: Front 36, Side 30,Rear 25<br> Vehicle Traits: Enhanced Motive Systems, Enclosed, Extremely Volatile, Tracked Vehicle<br> Vehicle Upgrades: Searchlight, Flare Shield, Blessed Autosimulacra<br> Crew: One Commander<br> Carrying Capacity: None<br> '''Krios Weapons'''<br> Lightning Cannon<br> Vehicle, 300m, S/-/-, 3d10+8E, Pen 8, Mag 30, Rld 4 Full, Tearing, Razor Sharp, Blast(6) '''Krios Venator Weapons'''<br> Pulsar Fusil<br> Vehicle, 100m, S/4/-, 5d10+10E, Pen 10, Mag 80, Rld 5 Full '''Krios Upgrades'''<br> Blessed Autosimulacra: At the end of every turn the vehicle is still alive, roll 1d10. On a 10, the vehicle regains 1d10 Hull Points.<br> Flare Shield: Enemy ranged attacks against the vehicle roll one less damage die for damage. Enemy shooting attacks with the Blast or Spray rule are reduced by a further damage die. For example, a Lascannon shot against a Krios would be reduced from 5d10+10 Pen 10 to 4d10+10 Pen 10. This has no effect on attacks made in melee, point blank explosives such as melta bombs, or extremely powerful destroyer weapons such as the Volcano Cannon. ===New Krieg Blackwatch=== The New Krieg Blackwatch are best represented by their parent regiment, the Death Korps of Krieg, in Only War Core. ===Orvanian Planetary Assault Legion=== '''Homeworld:''' Hive World <br> Characteristics: +3 Agility, +3 Perception<br> Skills: Common Lore (Imperium) Linguistics (Low Gothic), Deceive<br> Accustomed to Crowds: Crowds not difficult terrain, no Agility penalty to trip in crowds<br> Hivebound: -10 Survival outside<br> Urban Violence: Gain Heightened Senses (Hearing) or Unremarkable<br> Wounds: -1<br> '''Commander:''' Bilious<br> Talent: Paranoia<br> '''Regiment Type:''' Drop Troops<br> Characteristics: +3 Agility, -3 Fellowship<br> Skills: Operate Aeronautica<br> Talent: Catfall<br> Kit: 1 Lascarbine and 4 Charge Packs, Guard Flak Armour, Respirator, Grav Chute, 2 Smoke, 2 Frag<br> '''Doctrine:''' Die-Hards<br> Aptitude: Toughness<br> '''Favored Weapons:''' Spectre Assault Device, Assault Stubber <br> '''Gear:''' Universal Standard Kit, Spectre Assault Device, Microbead, Grapnel, Chrono<br> ===Orvanian Irregular=== '''Homeworld:''' Hive World <br> Characteristics: +3 Agility, +3 Perception<br> Skills: Common Lore (Imperium) Linguistics (Low Gothic), Deceive<br> Accustomed to Crowds: Crowds not difficult terrain, no Agility penalty to trip in crowds<br> Hivebound: -10 Survival outside<br> Urban Violence: Gain Heightened Senses (Hearing) or Unremarkable<br> Wounds: -1<br> '''Commander:''' Bilious<br> Talent: Paranoia<br> '''Regiment Type:''' Light Infantry <br> Characteristics: +3 Agility, -3 Toughness<br> Skills: Navigate (Surface)<br> Trait: Sprint<br> Kit: Lascarbine and 4 Charge Packs, Flak vest and Helmet, 2 Frag, 2 Smoke<br> '''Doctrine 1:''' Scavengers<br> +10 to Logistics, eaten by Commissars if dubs on Logistics test<br> '''Doctrine 2:''' Close Order Drill Talent: Combat Formation OR Double Team '''Favored Weapons:''' Spectre Assault Device, Assault Stubber '''Gear:''' Universal Standard Kit, Spectre Assault Device, Microbead, Grapnel, Chrono ===Deleator Clansmen=== '''Homeworld:''' Feudal World<br> Characteristics: +3 Strength, +3 Toughness<br> Skills: Athletics, Common Lore (War)<br> Fluency: Can speak, not write, Low Gothic<br> Fealty: Gain Double Team OR Duelist<br> Suspicious of Machine Spirits: Suffer -10 to Common Lore (Tech), Medicae, Tech Use unless Trained<br> Wounds: +1<br> '''Commander:''' Choleric<br> Talents: Rapid Reaction<br> '''Regiment Type:''' Line Infantry<br> Characteristics: +3 Strength, -3 Intelligence<br> Skills: Athletics<br> Talent: Rapid Reload<br> Kit: 1 M36 Lasgun, 4 Charge Packs<br> 1 Suit of Guard Flak<br> 2 Frag, 2 Krak<br> '''Doctrine 1:''' Warrior Weapons<br> Replace Lasgun with Axe, Laspistol w/ 2 Charge Packs<br> '''Doctrine 2:''' Cavalry Mounts<br> Kit: Snow Moose Mount, 1 Saddle, Saddle Blanket, Bit/Bridle, 2 Saddle Bags, Mount Foods<br> '''Drawback:''' Cult of Chivalry<br> -10 WP tests to use Deceive Skill<br> -10 to Scrutiny opposing Deceive Skill<br> '''Favored Weapons:''' Chain Axe, Mono Composite Bow<br> '''Gear:''' Universal Standard Kit, Advanced Medkit, Grapnel, Scarce Item (Combat Shield, Non-Primitive) '''Mount:''' Deleator Snow Moose<br> WS 40 BS01 S50 T50 Ag30 INT10 PER25 WP20 FEL10<br> Mount Skills: Awareness, Survival, Dodge (1)<br> Mount Talents: Crushing Blow (1)<br> Mount Traits: Bestial, Size 5, Natural Weapons, Bred For War (1), Brutal Charge 3 (1), Deadly Natural Weapons (1), Quadruped (1), Irritable (1)<br> Special: Toxic 2 (2), Breath Weapon (3)<br> Weapons: Poison Stinger (1d10+7 Pen 0, Toxic 2), Breath Weapon (1d10+2I Pen 0, Spray) ===Qadeshi Outriders=== '''Homeworld:''' Frontier World<br> Characteristics: +3 BS, +3 AG<br> Skills: Awareness, Linguistics (LG), Navigate Surface, Survival<br> Talent: Quick Draw<br> Independent Operations: Comrade Cohesion 15m <br> Distrustful of Authority: -20 Penalty to Unfamiliar People <br> '''Commander:''' Mavericks<br> Talent: Resistance (Fear)<br> '''Regiment Type:''' Carbine Cavalry '''(CUSTOM)'''<br> Characteristics: +3 BS, -3WS<br> Skills: Survival<br> Talent: Catfall<br> Standard Kit: 1 Lever-Action Lasrifle, 4 Magazines, 1 Las-Revolver, 4 Charge-Cylinders, Flak Jacket and Helmet, 1 Wild Mustang Riding Horse, 1 Saddle, 2 Saddlebags, 1 Riding Tack '''Doctrine:''' Sharpshooters <br> Aptitude: Ballistic Skill <br> Talent: Deadeye Shot <br> '''Drawback:''' The Few<br> Penalty: -20/+10 Logistics Test to acquire new Comrade. This does NOT affect Mounts.<br> '''Gear:''' Universal Standard Kit, Targeter, Microbead, Chrono, Grapnel Lasso, Medkit '''SPECIAL WEAPONRY'''<br> Las-Revolver<br> Pistol, 30m, S/2/-, 1d10+4E, Pen 2, Mag 6, Rld Full, Tearing, LVS, Scarce<br> Pattern Positive: Crippling Munitions<br> Pattern Negative: Rare Model<br> Lever-Action Las-Rifle<br> Basic, 80m, S/2/-, 1d10+5E, Pen 2, Mag 15, Rld 2Full, Reliable, LVS, Rare<br> Pattern Positive: High Impact, Incredibly Lethal<br> Pattern Negative: Rare Model<br> '''Mount:''' Wild Mustang<br> WS 25 BS 01 S45 T40 AG50 INT10 PER25 WP30 FEL10<br> Mount Skills:Awareness, Survival, Dodge, Athletics<br> Mount Talents: Hard Target, Sprint<br> Mount Traits: Bestial, Size 5, Natural Weapons, Bred for War, Quadruped, Loyal, Sturdy, Terrain Master, Unnatural Agility 2<br> Wounds: 14<br> ==Advanced Regiments== Advanced Regiments do not follow the normal progression of Guard Regiments, and are meant to model certain regiments of legend more powerful than usual. These "regiments" can NEVER be taken as part of a Mixed Regiment due to their alternative methods of creation. A GM should review a regiment carefully before he allows their use by the players. === [[Digganobz|The Digga-IIs]] === '''Homeworld:''' Skola Pro-wotsitz...uh, da Skool uv 'Ard Krumpin'. <br> Characteristics: +3 Willpower, +3 to WS or BS <br> Skills: Common Lore (Imperium, War, Ork), Linguistics (Low Gothic, High Gothic, Ork) <br> Mob Rule: For every other Player Character (not comrade), the character's Willpower is increased by +5 to resist Fear and Pinning <br> Might Makes Right: May use Intimidate in place of Command for skill tests and special uses of Command <br> Wounds: +1 <br> '''Da Bosses:''' Legendary<br> Talent: Furious Assault <br> '''Regiment Type:''' Speshul Forcez<br> Characteristics: +3 Strength, -3 Fellowship<br> Skills: Intimidate<br> Talents: Iron Jaw, True Grit, may buy Runtz Talent for 300 xp<br> Traits: Unnatural Strength +1, Unnatural Toughness +1<br> LIMITS: No Ogryns, Ratlings, or Commissars<br> Kit: 1 Pulse Rifle with Ork Upgrade of choice, 4 Charge Packs, Stormtrooper Carapace<br> '''Aspekt Trainin'''': Each Player Character in the regiment must select one Aspekt to be trained in.<br> Da Aspekt of da Mek<br> Skill: Tech Use<br> Talent: Weapon Tech<br> Gear: Combi-Tool<br> Da Aspekt of da Dok<br> Skill: Medicae<br> Talent: Swift Suture<br> Gear: Medkit<br> Da Aspekt of da Kommando<br> Skill: Stealth<br> Talent: Ambush<br> Gear: Nightshroud Cardboard Box<br> Da Aspekt of da Stormboy<br> Skill: Operate (Aeronautica)<br> Talent: Excellent Cook<br> Gear: Jump Pack<br> Da Aspekt of da Weirdboy (Psyker specialty only)<br> Talent: Da Power of WAAAGH!, access to Ork Psychic Powers when selecting powers.<br> Gear: Copper Chanellin' Rod<br> Psy Powers: Powa Burst, I'z Gunna Squig Ya!<br> '''Favored Weapons:''' Grav-Rail Repeater (Pulse Rifle with EVERY ork upgrade), Wavebuster (Xenarch Death Arc with EVERY ork upgrade). These weapons cannot be acquired via Logistics test, they must be specially issued. '''Kit:''' Universal Standard Kit, Microbead, Photo-contacts, Grapnel ===Brotherhood Warrior Squad "Morty's Finest"=== '''Homeworld:''' Squat Homeworlds <br> Characteristics: +3 WS, +3 Toughness<br> Skills: Awareness, Common Lore (Tech), Linguistics(Low Gothic, Squat)<br> Talents: Hatred (Orks, Tyranids)<br> Traits: Sturdy, Unnatural Toughness +2<br> Harrowing Past: A Squat Regiment begins with 2d10 Insanity and the Horrific Nightmares mental disorder.<br> '''Commander:''' Lazy<br> Talent: Unshakable Faith<br> '''Regiment:''' Squat Brotherhood<br> Characteristics: +3 Strength, -3 Fellowship<br> Skills: Tech Use<br> Talent: Lasgun Volley<br> Standard Kit: 1 Best-Quality M36 Lasgun, Axe, 4 Charge Packs, Guard Flak Armor, 2 Frag, 2 Krak, <br> '''Doctrine:''' Hardened Fighters<br> Characteristic: +2 WS<br> Talent: Street Fighting<br> Special: Apply Mono to Axe<br> '''Drawback:''' Honor-Bound<br> -10 WP test to avoid honour duel. If refused, -10 to all WP tests until end of session for bitching out <br> '''Favored Weapons:''' Clovis Plasma Gun, Mole Mortar '''Gear:''' Universal Standard Kit, Melta-Bomb, Photo-visor, Microbead ===Ordo Reductor Thallax Cohort=== The Ordo Reductor Thallax are cybernetically altered humans beyond even a Skitarii. After much consideration and advisement, it is best to model them as a Specialist attached to a normal Forge-World based regiment, such as the Koganusan Skitarii. They are represented by Thallaxii specialty. Note that the Thallaxii is very powerful, and a wise GM will note the strengths and limitations it brings to a party before allowing it.<br> '''Specialty:''' Thallaxii<br> '''Characteristic Bonus:''' +10 Strength, +10 Toughness, -10 Agility, -15 Fellowship<br> '''Aptitudes:''' Ballistic Skill, Toughness, Defense, Finesse, Offense, Tech<br> '''Starting Skills:''' Common Lore (Admech), Forbidden Lore (Archeotech), Awareness, Tech Use<br> '''Starting Talents:''' EWT (Lightning Gun), MWT (Low-Tech), Cold-Hearted<br> '''Starting Traits:''' Size 5 (Hulking), Auto-Stabilized, Mechanicus Implants, Djinn-Sight*, Flyer 6, Unnatural Strength +2, Unnatural Toughness +2<br> '''Specialist Equipment:''' Lightning Gun, Lorica Thallax, War-Knife, 2 Frag Grenades<br> '''Wounds:''' 18+1d5<br> '''Augment:''' A Thallaxii may select an Augment for his starting 300 xp.<br> ''Destructor''<br> Special: Add DoS on attack to Pen vs. Vehicles<br> ''Empyrite:''<br> Special: Once per hour, as a full action, the Thallaxii may move up to twice his base movement without regard to obstacles as he uses ancient and arcane teleportation technology.<br> ''Ferrox:''<br> Aptitude: Replace Ballistic Skill with Weapon Skill<br> Equipment: Replace Lightning Gun with Heavy Chainsword<br> ''Icarian''<br> Special: +10 BS vs Airborne targets<br> *Djinn Sight: When firing at an enemy behind cover, the Thallax ignores up to 8 points of cover. In addition, the Thallax gets a free Challenging (+0) Awareness test to detect hidden enemies within 50m of him, should any appear. Beyond 10km, however, the world is a haze of electromagnetic turmoil and seismic percussion. '''Ordo Reductor Armorium'''<br> The Ordo Reductor Thallax is limited to the Armor and Weaponry below. The Lorica Thallax mounting is incompatible with other weaponry.<br> Lorica Thallax: Grants Armor 6, and a PR20 shield that does not overload. The wearer is surgically bonded to the armor, and may never remove it.<br> Lightning Gun: Heavy, 50m, S/-/-, 3d10+8E Pen 4, Integrated, Tearing (Extremely Rare)<br> Photon Thruster: Heavy, 100m, S/2/-, 1d10+12E Pen 16, Mag 24, Rld 4 Full, Overheats (Very Rare) <br> Irrad Cleanser: Basic, 15m, S/-/-, 1d10+3 Pen 3, Mag 4, Rld 2 Full, Spray, Rad-Phage* (Very Rare)<br> Heavy Chainsword: Melee, 2d10+2R Pen 3, Tearing, Unbalanced, Two-Handed (Scarce) <br> *Rad-Phage: Upon taking damage, the enemy must make a Challenging (+0) Toughness Test or count their TB as 1 lower for the rest of the battle.<br> [[Category:Warhammer 40,000]][[Category:Tiji Sector]]
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