Setting:Tiji Sector/Guard Regiments: Difference between revisions

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Talent: Tank Hunter<br>
Talent: Tank Hunter<br>
''Empyrite:''<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.<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>
Ferrox:<br>
Aptitude: Replace Ballistic Skill with Weapon Skill<br>
Aptitude: Replace Ballistic Skill with Weapon Skill<br>

Revision as of 03:01, 15 August 2013

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 and Hammer of the Emperor, and 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.

The Tempestus Void Guard

Homeworld: Fortress World
Characteristics: +3 Ballistic Skill, +3 Toughness
Skills: Common Lore (War, Imperium, Imperial Guard), Linguistics (Low Gothic)
Hated Enemy: Gain Hatred (Chaos), +10 WP test not to engage on sight
Combat Doctrine: Gain Nerves of Steel
Bred for War: +0 WP test to break IG Regulation

Commander: Melancholic
Talent: Air of Authority

Regiment Type: Guerilla Regiment
Characteristics: +3 Perception, -3 Fellowship
Skills: Stealth
Talent: Ambush
Kit: One Lascarbine + 4 Charge packs, 2 blind, 2 stun, 2 frag

Doctrine: Close Quarters Combat
Talent: Combat Master OR Double Team
Kit: Compact Mod on Lascarbine, 4 Additional Charge Packs, Light Carapace Armor
Special: Additional +10 BS at Point Blank Range

Drawback: Honour Bound
-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
Characteristics: +3 Perception, +3 Toughness
Skills: Survival
Fluency: Can speak, not read, Low Gothic
Hardened: Gain Resistance (Poison)
Wary of Outsiders: -10 in Formal Surroundings
Wounds: +2

Commander: Sanguine
Talent: Die Hard

Regiment Type: Hunter Killer Regiment
Characteristics: +3 Ballistic Skill, -3 Strength
Skills: Operate (Surface)
Talent: Resistance (Fear)
Kit: One Hellhound (Bane Wolf once the rules come out)

Doctrine: Survivalists
Aptitude: Agility
Favored Terrain: Shitty Places Full Of Toxins
Reroll failed Survival and Navigate (Surface) tests in Favored Terrain

Favored Weapons: Iron-Eater Grenades, Grenade Launcher

Gear: Universal Standard Kit, Voss Nightfire Flamer, Survival Suit, Lamp Pack

Koganusan Skitarii

Homeworld: Forge World
Characteristics: +3 Intelligence, +3 Toughness
Skills: Common Lore (Admech, Tech) Linguistics (Low Gothic, Tech Lingua), Logic
Blessed of the Omnissiah: Gain Peer (Admech)
Rite of Rewiring: Gain Technical Knock OR Weapon Tech
Isolated by Machines: -10 Fel vs non-Forge World and Non-Admech

Commander: Sanguine
Talent: Die Hard

Regiment Type: Skitarii Legion (CUSTOM)
Characteristics: +3 Intelligence, -3 Fellowship
Skills: Tech Use
Trait: Mechanicus Implants
Kit: Integrated Lathe Lasrifle, 1 Suit of Light Carapace, 2 Frag, 2 Krak

Doctrine: Augmentics
+10 to acquire Implants and Augments

Favored Weapons: Phased Plasma Rifle, Rad Cleanser

Gear: Universal Standard Kit, Microbead, Photo Contacts, Enhanced Potentia Coil cybernetic

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
Characteristics: +3 Agility, +3 Perception
Skills: Common Lore (Imperium) Linguistics (Low Gothic), Deceive
Accustomed to Crowds: Crowds not difficult terrain, no Agility penalty to trip in crowds
Hivebound: -10 Survival outside
Urban Violence: Gain Heightened Senses (Hearing) or Unremarkable
Wounds: -1

Commander: Bilious
Talent: Paranoia

Regiment Type: Drop Troops
Characteristics: +3 Agility, -3 Fellowship
Skills: Operate Aeronautica
Talent: Catfall
Kit: 1 Lascarbine and 4 Charge Packs, Guard Flak Armour, Respirator, Grav Chute, 2 Smoke, 2 Frag

Doctrine: Die-Hards
Aptitude: Toughness

Favored Weapons: Spectre Assault Device, Assault Stubber

Gear: Universal Standard Kit, Spectre Assault Device, Microbead, Grapnel, Chrono

Orvanian Irregular

Homeworld: Hive World
Characteristics: +3 Agility, +3 Perception
Skills: Common Lore (Imperium) Linguistics (Low Gothic), Deceive
Accustomed to Crowds: Crowds not difficult terrain, no Agility penalty to trip in crowds
Hivebound: -10 Survival outside
Urban Violence: Gain Heightened Senses (Hearing) or Unremarkable
Wounds: -1

Commander: Bilious
Talent: Paranoia

Regiment Type: Light Infantry
Characteristics: +3 Agility, -3 Toughness
Skills: Navigate (Surface)
Trait: Sprint
Kit: Lascarbine and 4 Charge Packs, Flak vest and Helmet, 2 Frag, 2 Smoke

Doctrine 1: Scavengers
+10 to Logistics, eaten by Commissars if dubs on Logistics test

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
Characteristics: +3 Strength, +3 Toughness
Skills: Athletics, Common Lore (War)
Fluency: Can speak, not write, Low Gothic
Fealty: Gain Double Team OR Duelist
Suspicious of Machine Spirits: Suffer -10 to Common Lore (Tech), Medicae, Tech Use unless Trained
Wounds: +1

Commander: Choleric
Talents: Rapid Reaction

Regiment Type: Line Infantry
Characteristics: +3 Strength, -3 Intelligence
Skills: Athletics
Talent: Rapid Reload
Kit: 1 M36 Lasgun, 4 Charge Packs
1 Suit of Guard Flak
2 Frag, 2 Krak

Doctrine 1: Warrior Weapons
Replace Lasgun with Axe, Laspistol w/ 2 Charge Packs

Doctrine 2: Cavalry Mounts
Kit: Snow Moose Mount, 1 Saddle, Saddle Blanket, Bit/Bridle, 2 Saddle Bags, Mount Foods

Drawback: Cult of Chivalry
-10 WP tests to use Deceive Skill
-10 to Scrutiny opposing Deceive Skill

Favored Weapons: Chain Axe, Mono Composite Bow

Gear: Universal Standard Kit, Advanced Medkit, Grapnel, Scarce Item (Combat Shield, Non-Primitive)

Mount: Deleator Snow Moose
WS 40 BS01 S50 T50 Ag30 INT10 PER25 WP20 FEL10

Mount Skills: Awareness, Survival, Dodge (1)
Mount Talents: Crushing Blow (1)
Mount Traits: Bestial, Size 5, Natural Weapons, Bred For War (1), Brutal Charge 3 (1), Deadly Natural Weapons (1), Quadruped (1), Irritable (1)
Special: Toxic 2 (2), Breath Weapon (3)

Weapons: Poison Stinger (1d10+7 Pen 0, Toxic 2), Breath Weapon (1d10+2I Pen 0, Spray)

Qadeshi Outriders

Homeworld: Frontier World
Characteristics: +3 BS, +3 AG
Skills: Awareness, Linguistics (LG), Navigate Surface, Survival
Talent: Quick Draw
Independent Operations: Comrade Cohesion 15m
Distrustful of Authority: -20 Penalty to Unfamiliar People

Commander: Mavericks
Talent: Resistance (Fear)

Regiment Type: Carbine Cavalry (CUSTOM)
Characteristics: +3 BS, -3WS
Skills: Survival
Talent: Catfall
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
Aptitude: Ballistic Skill
Talent: Deadeye Shot

Drawback: The Few
Penalty: -20/+10 Logistics Test to acquire new Comrade. This does NOT affect Mounts.

Gear: Universal Standard Kit, Targeter, Microbead, Chrono, Grapnel Lasso, Medkit

SPECIAL WEAPONRY
Las-Revolver
Pistol, 30m, S/2/-, 1d10+4E, Pen 2, Mag 6, Rld Full, Tearing, LVS, Scarce
Pattern Positive: Crippling Munitions
Pattern Negative: Rare Model

Lever-Action Las-Rifle
Basic, 80m, S/2/-, 1d10+5E, Pen 2, Mag 15, Rld 2Full, Reliable, LVS, Rare
Pattern Positive: High Impact, Incredibly Lethal
Pattern Negative: Rare Model

Mount: Wild Mustang
WS 25 BS 01 S45 T40 AG50 INT10 PER25 WP30 FEL10

Mount Skills:Awareness, Survival, Dodge, Athletics
Mount Talents: Hard Target, Sprint
Mount Traits: Bestial, Size 5, Natural Weapons, Bred for War, Quadruped, Loyal, Sturdy, Terrain Master, Unnatural Agility 2
Wounds: 14

The Digga-IIs

Coming Soon

Brotherhood Warrior Squad "Morty's Finest"

Coming Soon

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.

Specialty: Thallaxii
Characteristic Bonus: +5 Strength, +5 Toughness, -10 Agility, -15 Fellowship
Aptitudes: Ballistic Skill, Toughness, Defense, Finesse, Offense, Tech
Starting Skills: Common Lore (Admech), Forbidden Lore (Archeotech), Awareness, Tech Use
Starting Talents: EWT (Lightning Gun), MWT (Low-Tech), Cold-Hearted
Starting Traits: Size 5 (Hulking), Auto-Stabilized, Mechanicus Implants, Djinn-Sight*, Flyer 5, Unnatural Strength +2, Unnatural Toughness +2
Specialist Equipment: Lightning Gun, Lorica Thallax, War-Knife, 2 Frag Grenades
Wounds: 15+1d5

Augment: A Thallaxii may select an Augment for his starting 300 xp.
Destructor
Talent: Tank Hunter
Empyrite:
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.
Ferrox:
Aptitude: Replace Ballistic Skill with Weapon Skill
Equipment: Replace Lightning Gun with Heavy Chainsword
Icarian
Special: +10 BS vs Airborne targets

  • 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
The Ordo Reductor Thallax is limited to the Armor and Weaponry below. The Lorica Thallax mounting is incompatible with other weaponry.

Lorica Thallax: Grants Armor 6, and a PR15 shield that does not overload. The wearer is surgically bonded to the armor, and may never remove it.

Lightning Gun: Heavy, 50m, S/-/-, 3d10+8E Pen 4, Integrated, Tearing (Extremely Rare)
Photon Thruster: Heavy, 100m, S/2/-, 1d10+10E Pen 15, Integrated, Overheats (Very Rare)
Irrad Cleanser: Basic, 15m, S/-/-, 1d10+3 Pen 3, Mag 4, Rld 2 Full, Spray, Rad-Phage* (Very Rare)
Heavy Chainsword: Melee, 2d10+2R Pen 3, Tearing, Unbalanced, Two-Handed (Scarce)

  • 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.