CCCXXII Heket's Hyspasists feel free AS A GROUP to change the names of the Commander and the Regiment BTW Characteristic Modifiers : +3 to any two of the following Characteristics–Intelligence, Perception, Toughness. Skills :
All forge world characters start with Common Lore (Adeptus Mechanicus),
Common Lore (Tech), Linguistics (Low Gothic), Linguistics (Techna
Lingua), and Logic. Blessed of the Omnissiah : The
Omnissiah grants many blessings upon his favoured subjects, and many
mysteries of technology are revealed to those so blessed. Forge world
characters 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 armoured, mechanised, and siege regiments for
their ability to both keep friendly machines running in the worst
conditions and to efficiently dismantle enemy equipment. Forge world
characters can choose to start with one of the following Talents:
Technical Knock or Weapons Tech. Isolated by Machines :
Life on an Imperial forge world is an experience unlike that of any
other world in the galaxy. Forge worlders are surrounded by the wonders
of the Machine God and the teachings of the Priesthood of Mars from
birth, and the mysteries and wonders of technology are as common to them
as a herd of Grox to an agri-worlder. While this makes these relatively
tech-savvy Guardsmen well suited for more technological occupations in
the Imperial Guard, such as Operators and Tech-Priest Enginseers, it
also has a tendency to produce insular, awkward troopers not fit for
polite company. Forge world natives often relate to machines and
servitors more readily than their flesh and blood counterparts, and have
a sad tendency toward jargon and filling their conversations of long
strings of Techna Lingua that are nearly unintelligible to the average
trooper. Forge world characters suffer a –10 penalty to any Interaction
Tests made to interact with characters who are not also from a forge
world or initiates of the Adeptus Mechanicus. Starting Wounds : Forge world characters begin play with –1 starting Wounds. The
Adeptus Ministorum already had a sizable presence on the arid world of
Turanshush when it was ceded to the Adeptus Mechanicus, but rather than
starting a conflict with the fiery priests of the Ecclesiarchy, the High
Fabricator al-Sham Zumurrud chose to embrace them, encouraging
cooperation with the clerics. Since then, relations between the Forge
world and the small enclave have been amicable if occasionally strained,
when the clerics quietly convince another menial to break his vows to
the Omnissiah and convert to the worship of the God-Emperor. Rather
than replace Isolated by Machines with some other lesser drawback I've
created an elite advance open only to Forge worlders from Turanshush.
Check it out over on the character creation thread. Its called Omnissian Apostate . And just so I don't gyp you how about any of you take an Arabian or Egyptian sounding character
name will also get Resistance (Heat). How does that sound? Commander : Colonel Hypatia "She Cat" Heket; instills you with the Resistance (Fear) talent (which provides a +10 bonus to resist Fear tests). Colonel
Heket is an ancient and severe fully augmented female skittarii
Praetorian Tribune with a fearsome and commanding presence and with her artistically sculpted armored metal body and perfectly forged face.
Harsh with
her subordinates and peers and coldly merciless to her enemies Hypatia
Heket is well past her third century of life in service to the Omnissiah
as a member of the Calixis Mechanicus Crimson Guard. There are rumors that
she once served the Legio Castra, the Titan legion that was completely
destroyed during the War of Brass, but its simply inconceivable. She is
also well known as a cantankerous practical joker, with a bitter laugh who enjoyed frightening
many Turanshushi tech-priests back home. Colonel Heket has a reputation for leading from the front and can be relied on to accompany advances in the field. When she deigns to lead from the front her subordinates temporarily gain immunity to Fear and Pinning as long as she is uninjured (full wounds). Unlike many senior officers in the Calixican Crimson Guard, Hypatia has never undergone the Rite of Pure Thought and openly revels in the opportunity to face new challenges, considering new enemy battle tactics as exciting puzzles to be solved. Her resolve grows greater when faced with Chaos Hereteks, especially looking forward to encountering and defeating the minions of the Dark Mechanicus. Heket counsels her subordinates to draw strength in their faith in the Omnissiah and the chance that He offers to discover a novel way to out think and out maneuver the Enemies of Man. Nobody in the regiment knows why the Colonel elected to abandon her post as the senior
Subsector Secutorii of the Markayn Marches and return to front line duty
and take command of the CCCXXIII Hyspasists Crimson Guard heavy siege
infantry regiment that had been assigned to fight in the Margin Crusade
out beyond the Halo Stars in the Koronus Expanse. Please Note Due to the secretive nature of the Achilius Crusade, knowledge of where the Crusade is actually taking place is CLASSIFIED, with only the most senior members of High Command as well as Astropaths and Navigators privy to that Knowledge. The rank and file believe erroneously that the Jericho Reach is in the Koronus Expanse somewhere, and only those Imperial Guard characters with Scholastic Lore: Astromancy or Stellar Navigation know that is a lie. Even they do not know about the Warp Gate. For that information, a character would need to possess the Forbidden Lore (Jericho Reach) skill. This is a change from the core book, which lists knowledge of the Jericho Reach as Common Lore. Regiment Type: Siege Infantry +3
Toughness, -3 Intelligence; trained in Tech-Use; gain the Nerves of
Steel talent; and is equipped with one M36 lasgun and six charge
packs per Player Character, one suit of Imperial Guard flak armor per
Player Character, one respirator per Player Character,
two frag grenades and two photon flash grenades per Player Character. Regiment Name : The CCCXXII Hyspasists. Training Doctrine : Die Hards: You gain the Aptitude: Toughness which will basically discount certain talents and skills. Special Equipment : The group's choice of either 1 lascarbine (Main Weapon) with four charge packs per Player Character OR 1 combat shotgun with two clips per Player Character, (Main weapon), One combi-tool per
Player Character, one data-slate per Player Character, one 9-70 entrenching
tool per Player Character, one anointed toolkit per Player Character, one
lascutter per Squad, six demolitions charges per Squad, one siege auspex per
Squad, and a single Chimera armored transport per Squad armed with a
turret mounted autocannon, a hull-mounted heavy flamer, and a
pintle-mounted heavy stubber, as well as a dozer blade and camouflage
netting. The Few : When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support. Favored Weapons : Turanshush-pattern Meltagun; and Lascarbine. Standard Regimental Kit : one uniform one flak vest and helmet (AP 3, body and AP 2, head) one set of poor weather gear one knife (1kg) one sling bag one 9-70 entrenching tool (shovel, weighs 2kg) one set of basic tools (5kg) or anointed toolkit (weighs 10kg) one mess kit and water canteen one blanket and sleep bag one grooming kit one instructional handbook Emperor's Mercy ration bricks; two weeks (0.5 kg per days ration) one Good Craftsmanship Turanshush-pattern Meltagun (main weapon) with three ammunition canisters (1.5 kg each). (Basic; Range 30m; S/–/–; 2d10+10E; Pen 12; Clip 5; Reload 1 Full; Melta, Overheats, Reliable; 15kg) one Refractor force field generator (Protection 30) constructed to look like a Mechanicus Cog medal. While active, the force field surrounds you with a crackling field of soft light that inflicts a -10 penalty to Stealth tests. one subdermal cognomen tag. one Common craftsmanship vid-relay (1kg). The standard regimental kit weights approximately 35 kg; so decide what items you carry with you and what items you stow away at camp because I will be enforcing the Encumbrance rules, if you're hauling around more than one weapon and two clips, your armor, vid-relay, and a couple personal items. Additionally,
all Heavy Gunners, Medics, Operators, Sergeants, and Weapon Specialists (as well as their comrades) also receive a Common
Craftsmanship bionic arm with integral laspistol and a potentia coil to
power it and a Common Craftsmanship Cranial armor implant. (Pistol; Range 30m; S/–/–; 1d10+2E; Pen 0, Clip 15; No Reload, unlimited ammo supply each time they run out of ammo the user takes 1
level of Fatigue as the drain on their potentia coil begins to wear them
down and they completely refill the weapons 'clip'. While attached the laspistol counts as Accurate and Reliable. Vid-Relay On rare occasions, some Imperial Guard squads are issued helmet- or shoulder-mounted vid-casters, allowing a dispersed squad to coordinate their activities much more accurately than verbal communication alone would allow. In many cases, however, the truth is that vid-casters allow a commanding officer to lead a dangerous mission, perhaps a suicide mission, from the safety of his command bunker. The other half of the vid-relay system consists of a receiver, a helmet-mounted “flip-out” eyepiece. Common-Craftsmanship vid-relays have a maximum range of about 10 km, while Good-Craftsmanship units can often reach 50 km or more. Best-craftsmanship units can maintain a connection between a planetary surface and a ship in orbit, with only minor delay. The effective range of a vid-relay, and the quality of the signal, can be greatly impacted by dense, intervening material or environmental conditions (such as operating underground, in a radioactive environment or in the midst of a gravitic storm.) Vid-relays are usually accompanied by a vox-system. If a Player Character and his Comrade are equipped with a vid-relay, the Player Character gains a +10 bonus to Awareness Tests. Additionally, the Player Character might be able to issue certain instructions or Orders to his Comrade while outside of Cohesion, at the GM’s discretion. Optional Talents The Flesh Is Weak Tier : 3 Prerequisite : Two or more Cybernetics, Tech-Use +10 Aptitudes : Tech, Toughness The character’s body has undergone significant bionic replacement, trading frail flesh for unyielding metal. The character is more machine than man now, and has the resilience to prove it, though his squad mates might look somewhat sceptically upon his bionically enhanced form. This character gains the Machine (X) Trait, where X is equal to half of the number of Cybernetics he possesses (rounded up), to a maximum of an amount equal to his Toughness Bonus. If he gains a new Cybernetic, the value of the Trait increases to reflect the new Cybernetic. Note that this only applies to Cybernetics such as bionic replacement limbs and organ replacements, sub-systems, and mechadendrites, and not to Traits and Talents that grant similar effects.