Setting:Tiji Sector/Guard Regiments: Difference between revisions

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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.
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.


===The Digga-IIs===
=== [[Digganobz|The Digga-IIs]] ===


'''Homeworld:''' Skola Pro-wotsitz...uh, da Skool uv 'Ard Krumpin'. <br>
'''Homeworld:''' Skola Pro-wotsitz...uh, da Skool uv 'Ard Krumpin'. <br>

Revision as of 15:11, 17 August 2020

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
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 Taghmata Omnissiah Maniple

Homeworld: "The Lathe Worlds"
Characteristics: +3 Intelligence, +3 Ballistic Skill
Skills: Common Lore (Admech, Tech) Linguistics (Low Gothic, Tech Lingua), Logic, Tech Use +10
The True Flesh: Gain Mechanicus Implants Trait
Isolated by Machines: -10 Fel vs non-Forge World and Non-Admech
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.
Wounds: As normal

Commander: Fixed
Skill: Command

Regiment Type: Armoured Regiment
Characteristics: +3 Intelligence, -3 Weapon Skill
Skills: Operate (Surface)
Talent: Technical Knock
Gear: One Leman Russ or Krios Battle Tank (or variants), one anointed maintenance toolkit per player character

Training Doctrine: Defenders of the Omnissiah
Starting Aptitude: Tech

Special Equipment Doctrine: Cyber-Enhanced
Starting Gear: Two Common-Quality Cybernetics, or One Good-Quality Cybernetic

Drawback: Iconoclasts
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
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
Tactical Speed: 12m
Cruising Speed: 35kph
Maneuverability: -10
Structural Integrity: 50
Size: Massive
Armour: Front 36, Side 30,Rear 25
Vehicle Traits: Enhanced Motive Systems, Enclosed, Extremely Volatile, Tracked Vehicle
Vehicle Upgrades: Searchlight, Flare Shield, Blessed Autosimulacra
Crew: One Commander
Carrying Capacity: None

Krios Weapons
Lightning Cannon
Vehicle, 300m, S/-/-, 3d10+8E, Pen 8, Mag 30, Rld 4 Full, Tearing, Razor Sharp, Blast(6)

Krios Venator Weapons
Pulsar Fusil
Vehicle, 100m, S/4/-, 5d10+10E, Pen 10, Mag 80, Rld 5 Full

Krios Upgrades
Blessed Autosimulacra: At the end of every turn the vehicle is still alive, roll 1d10. On a 10, the vehicle regains 1d10 Hull Points.
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
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

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.

The Digga-IIs

Homeworld: Skola Pro-wotsitz...uh, da Skool uv 'Ard Krumpin'.
Characteristics: +3 Willpower, +3 to WS or BS
Skills: Common Lore (Imperium, War, Ork), Linguistics (Low Gothic, High Gothic, Ork)
Mob Rule: For every other Player Character (not comrade), the character's Willpower is increased by +5 to resist Fear and Pinning
Might Makes Right: May use Intimidate in place of Command for skill tests and special uses of Command
Wounds: +1

Da Bosses: Legendary
Talent: Furious Assault

Regiment Type: Speshul Forcez
Characteristics: +3 Strength, -3 Fellowship
Skills: Intimidate
Talents: Iron Jaw, True Grit, may buy Runtz Talent for 300 xp
Traits: Unnatural Strength +1, Unnatural Toughness +1
LIMITS: No Ogryns, Ratlings, or Commissars
Kit: 1 Pulse Rifle with Ork Upgrade of choice, 4 Charge Packs, Stormtrooper Carapace

Aspekt Trainin': Each Player Character in the regiment must select one Aspekt to be trained in.
Da Aspekt of da Mek
Skill: Tech Use
Talent: Weapon Tech
Gear: Combi-Tool

Da Aspekt of da Dok
Skill: Medicae
Talent: Swift Suture
Gear: Medkit

Da Aspekt of da Kommando
Skill: Stealth
Talent: Ambush
Gear: Nightshroud Cardboard Box

Da Aspekt of da Stormboy
Skill: Operate (Aeronautica)
Talent: Excellent Cook
Gear: Jump Pack

Da Aspekt of da Weirdboy (Psyker specialty only)
Talent: Da Power of WAAAGH!, access to Ork Psychic Powers when selecting powers.
Gear: Copper Chanellin' Rod
Psy Powers: Powa Burst, I'z Gunna Squig Ya!

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
Characteristics: +3 WS, +3 Toughness
Skills: Awareness, Common Lore (Tech), Linguistics(Low Gothic, Squat)
Talents: Hatred (Orks, Tyranids)
Traits: Sturdy, Unnatural Toughness +2
Harrowing Past: A Squat Regiment begins with 2d10 Insanity and the Horrific Nightmares mental disorder.

Commander: Lazy
Talent: Unshakable Faith

Regiment: Squat Brotherhood
Characteristics: +3 Strength, -3 Fellowship
Skills: Tech Use
Talent: Lasgun Volley
Standard Kit: 1 Best-Quality M36 Lasgun, Axe, 4 Charge Packs, Guard Flak Armor, 2 Frag, 2 Krak,

Doctrine: Hardened Fighters
Characteristic: +2 WS
Talent: Street Fighting
Special: Apply Mono to Axe

Drawback: Honor-Bound
-10 WP test to avoid honour duel. If refused, -10 to all WP tests until end of session for bitching out

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.

Specialty: Thallaxii
Characteristic Bonus: +10 Strength, +10 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 6, Unnatural Strength +2, Unnatural Toughness +2
Specialist Equipment: Lightning Gun, Lorica Thallax, War-Knife, 2 Frag Grenades
Wounds: 18+1d5

Augment: A Thallaxii may select an Augment for his starting 300 xp.
Destructor
Special: Add DoS on attack to Pen vs. Vehicles
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 PR20 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+12E Pen 16, Mag 24, Rld 4 Full, 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.