After one month on Iatos of dealing with morale issues attempting to integrate the remnants of the three scrap regiments that made it off of Vanity in on piece, Commander Heket consulted with Commissar Lochen and officially disbanded her CCXXIII Turanshush siege regiment as well as the other two scrap regiments she was given command of; gaining a special dispensation from the Departmento Munitorium to form the 550th Crimson Cavaliers, a siege regiment mounted on armored cybersteeds retrofitted from existing deathsteeds. Characters belonging to the 550th Crimson Cavalier regiment gain the following advantages: Characteristic Mods : +3 Agility, -3 Strength, and any two of the following (can't double up) +6 Int, or +3 Per and +3 BS, or +6 Toughness. Starting Logistics Rating : Owing to the promotion of former Decani (sergeant) Gammicus to the rank of Triarius (lieutenant) the squad has a Logistics rating of 30. The squad's sole Commissar Lochen has a Logistics rating of 55. Further all Logistics tests made on Iatos gain an additional +20 bonus (+30 -10), however they do also have a tendency to inexplicably end up with the worst quality equipment as better craftsmanship items are earmarked for the front. Starting Skills : Common Lore (pick any three of the following lores: Adeptus Mechanicus, Ecclesiarchy, Imperial Creed, Imperial Guard, Tech, and War), Intimidate or Logic, Linguistics (Low Gothic, Techna-lingua), Operate (Surface) or Tech-Use Starting Talents : Any two of the following five talents: Catfall, Hatred (Tyranid), Nerves of Steel, Orthoproxy, Paranoia; AND all characters begin with Resistance (Fear) Starting Aptitude : Pick one of the three following aptitudes: Tech, Weapon Skill, or Willpower Homeworld Options Accustomed to Radiation : The Crimson Cavaliers who hail from Krieg genestock are virtually immune to radiation and once per day can choose to suffer a single wound point to recover 1d5 levels of Fatigue inflicted by exposure to radiation. Processed, Stenciled, and Selfless : As is the case of their brethren from the Korps, former Death Rider members of the Crimson Cavaliers are taught to regard themselves without identity, little different than manufactured gun servitors. This extends even to their mounts, massive, savage, cybernetic horse-like creatures draped in crimson armor. The lack of self helps the Cavaliers fight on against impossible odds, and neither fear nor doubt can hinder them. When required to make a Fear or Pinning Test, the character ignores all penalties applied to the Test and simply treats it as an Ordinary (+10) Willpower Test thanks in part to the fire drills and examples set by the overall regimental commander Heket (this includes the bonus from Resistance: Fear). OR Blessed of the Omnissiah : The Omnissiah grants many blessings upon his favored subjects, and many mysteries of technology are revealed to those so blessed. Crimson Cavaliers characters from a Forge World, either Turanshush or Opus Macharius start with the Peer (Adeptus Mechanicus) Talent. Rites of Rewiring : Where most Imperial citizens see a machine as a singular and mysterious entity, those from a Forge World view machines as a collection of discreet, sacred components, each with a uniquely important purpose. They are highly prized by armored, mechanized, and siege regiments for their ability to both keep friendly machines running in the worst conditions and to efficiently dismantle enemy equipment. 550th characters can choose to start with one of the following Talents: Technical Knock or Weapons Tech. ALL CHARACTERS ALSO GAIN THE FOLLOWING ADVANTAGES AND DRAWBACKS Garbage in; Garbage Out : Member of the 550th suffer a -10 penalty to Logistics tests to acquire materiel related to the care and repair of their cybernetic mounts. In addition, whenever a member of the Crimson Cavaliers successfully acquires equipment, the Game Master rolls 1d10; on a result of 4 or lower, the equipment that they receive is of Poor Craftsmanship, regardless of what its Craftsmanship would otherwise have been. Heavy Lancers : Members of this regiment increase the distance their Mounts can move as part of a Crushing Charge Mounted Special Action by a number of meters equal to twice the Mount’s Agility Bonus. Isolated by Machines : -10 penalty to interact with non-Mechanicus/non-Forge Worlders. Only One Life to Give : Crimson Cavaliers from the disgraced Venatorii, fanatical Death Riders, or seemingly invincible CCXXIIIs are driven to take unnecessary risks in the hopes of earning glory and honor to the banner of the integrated regiment, all the while lamenting that they can only sacrifice themselves once. Members of the Crimson Cavaliers must pass an Ordinary (+10) Willpower Test in order to retreat from combat or otherwise act in the interests of self–preservation. Soldiers of the Omnissiah : New Crimson Cavalier characters cannot select certain support specialist roles including the Commissar, Priest, Ogryn, Ratling, Sanctioned Psyker, or Storm Trooper specialty, and each also counts as a Tech-Priest Enginseer for the purposes of talent prerequisites. The True Flesh : All Crimson Guard Cavaliers the Mechanicus Implant trait. Standard Regimental Kit : Integrated Lathe-laspistol, cavalry power sabre, crimson guard carapace armor, three poor craftsmanship cybernetics OR two common quality cybernetics, red Mechanicus robes (uniform), poor weather gear, rucksack, anointed toolkit, mess kit, and water canteen, blanket, sleep bag, rechargeable lamp pack, cognomen, 2 weeks corpse starch rations per Player Character, 1 cybersteed per Player Character, one saddle per Player Character, 2 saddlebags per Player Character, 1 set of riding tack (reins, harness, etc) per Player Character, 2 snare mines per Player Character, and 1 good craftsmanship respirator/gas mask with 10 spare filters. Favored Weapons : Cavalry power sabre (1d10+6E, Pen 4, Power-field, Razor Sharp; Wt 4kg), integrated Lathe-laspistol (Pistol; 40m, 1d10+6E, Pen 2, Unlimited Ammo, Rld N/A, Tearing; Wt 2kg) Cyber-steed : WS 20, BS 01, S 50, T 40, Ag 50, Int 10, Per 30, WP 20, Fellowship 1 5 Movement : 12/24/36/72 Armor + Tb : 12 Carrying Capacity : 67 kg Cybernetics and equipment : bionic heart, poor craftsmanship bionic respiratory system, and built-in vid link (range 10 km) Trained Skills : Awareness, Dodge, and Survival Talents : Enduring, Hardy, Resistance (Radiation), Sprint Traits : Bestial, Bred for War, Loyal, Machine (2), Natural Armor (6), Natural Weapons, Quadruped, and Size (5) Wounds : 16 Wounds : +1 starting wound