Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account
This post has been closed. You can still view previous posts, but you can't post any new replies.

The Regiment creation thread

I don't see why not.
mrlost said: Another regiment I wrote up based on the Crimson Guard of the Lathe Worlds, again not suggesting you play with this regiment either but just an example of what you can do with the Regiment creation system. Created in the wake of the War of Brass that devastated the Skitarii Legions of the Calixis Sector, the Legio Venatorii is composed large legions of augmented infantrymen, and Leman Russ Hesh-pattern vanquisher tanks. The XLII Crimson Cataphractii were founded on the Lathe World of Hesh, from a small sample of the tank legions built to reinforce the dwindling Titan Legio Venator to meet the tithe requirements of the Departamento Munitorum. The Cataphractii are led by Celerius Tribuni (i.e. Colonel) Numidia, a cautious commander that consults datacrypts and machine spirits before each and every decision. Very few of the Legio Venatorii volunteered to meet the tithe required of the Lathe Worlds, thus the XLII was founded from a far smaller pool of soldiers than conventional non-augmented Imperial Guard regiments. All guardsmen of the Cataphractii possess either a bionic arm with integrated lasgun, or a mind impulse unit depending on their assigned role in the squad. Leman Russ as driver/operators usually have a good quality mind impulse unit, and they style themselves a Venatorii Princeps, after the lost Titan legion pilots that the Titan Legio once had. Characters belonging to the XLII Crimson Cataphractii gain the following advantages: Characteristic Modifiers: -3 Ballistics Skill, +6 Intelligence, +3 Toughness Starting Skills: Common Lore (Adeptus Mechanicus, Tech), Linguistics (Low Gothic, Techna Lingua), Logic, Operate (surface) Starting Talents: Foresight, Peer (Adeptus Mechanicus), Tank Hunter, Technical Knock and Weapons Tech Isolated by Machines: -10 penalty to Interaction tests with non-Forge Worlders/non-Tech Priests. Wounds: Characters from this regiment reduce their starting wounds by 1. Starting Kit: Every player character in the squad gains an anointed maintenance kit, red Mechanicus robes, a Mechanicus devotional icon, crimson Imperial Guard flak armor, photo-visor skull mask, venator blade, respiratory filter implant, and either a best craftmanship bionic arm with integrated lasgun (+10 to Strength characteristic) OR a good quality mind impulse unit. Each squad is assigned a Leman Russ battle tank, and a Monotask utility Servo-Skull. Each Venator also receives one dark red and black uniform, one feathered cap, one set of poor weather gear, one utility belt, one mess kit, one las pistol, two pistol charge packs, one water canteen, one blanket, one sleep bag, one rechargeable lamp pack, one grooming kit, one implanted cognomen tag, and two weeks corpse starch rations. Favored Weapons: Hesh-pattern M38 MkII Bolt Pistol, Missile Launcher Special: Squaddies gain a +10 to Logistics tests to acquire cybernetic implants and bionic replacements, they add to the Penetration of their ranged weapons equal to the degrees of success on their attack roll against vehicles. When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard Logistics Test or there is simply nobody left in reserve. Total Cost 16 I really like this regment because i love the mechanicus so i kinda whant to use this one or somethig simalier
I really like the Mechanicus too. Feel free to use the XLIIs for inspiration. I really want people to collaborate and make their own regiment because I'm sure that the Crimson Cataphratti and the Scholari Scriveners will be showing up in some capacity in the campaign (maybe as allies or rivals). So right now we've got two votes for titan, two for siege, one abstain and one non-participant. I put together a handy chart based on what I think you've said. Could be wrong in the particulars. Feel free to correct me.
Origin Regiment Type Drawbacks Crunchy any any Infantry Draco Forge Siege Infantry or Titan Regimental Rivalry or The Few. Sebastian ??? Siege Infantry or Super Heavy Armored Regimental Rivalry or The Few. Redfox Forge Titan Regimental Rivalry or The Few. Trevor ??? ??? Emptymug ?? ?? ? Erik U. ? Siege or Line Infantry or Recon Regimental Rivalry or Cloud of Suspicion
id like to change my regiment vote to a forge world because i want mechanicuse as our 'allies"
baneblade or siege infantry and im cool with the regimental rivalry and the few
Im fine with it, as long as its infantry
1394489709

Edited 1394489776
I'm all for siege or recon regiment with regimental rivalry and/or cloud of suspicion. For origins idk.
atless we all want infantry
Okay so each of you has two regiment creation points, and the there are ten in the group fund (which is what you've been voting to spend). How do you want to spend the points? Right now it looks like Forge World 3 points will be covered by the group fund, lowering it to 7, and Siege Infantry can also be covered by the group fund lowering it 5. Looks like the majority likes Regimental Rivalry for two points. That means we've got 7 points left in the group fund. So we've got Origin: Forge World. Please pick a forge world from this list: EDIT what am I thinking??? I'll just have everyone roll 1d10 on the VTT and the number than comes up the most is the planet you are all from. Just copy and paste /roll 1d10 Forge World in the box and press enter. Blessings to the Omnissiah! Cyclopea (Engineseers from Cyclopea gain the Binary Chatter talent, everyone else gets the standard bonuses) Explorator Fleet (gain Trade: Explorator or Navigation: Stellar but suffer a -10 penalty to all survival tests in natural environments) Heterodyne (replace Common Lore: Tech with Scholastic Lore: Heraldry, gain Weapon Training: Low-Tech, and one additional wound point) Idumea (Replace Blessings of the Omnissah with Peer: Underworld and Forbidden Lore: the Warp) Lathe Worlds (standard bonuses) Omnicron 71-DX (Replace Logic with Operate: Aeronautica or Scholastic Lore: Astromancy but suffer a -10 penalty to all survival tests in natural environments) Perinetus (gain Trade: Shipwright and an additional -10 penalty to Fellowship rolls to interact with non-Forge Worlders or Voidborn) Ryboth (reduce their starting Strength and Toughness by -3 and reduce their starting Wounds by 1, but gain the Hardy and Resistance (Radiation) talents, as well as one additional Fate Point) Skorgulian (replace Common Lore: Tech with Commerce and Scholastic Lore: Bureaucracy furthermore they gain +10 to Awareness and Navigation (Surface) when underground) Turanshush (replace Isolated by Machines with a -10 penalty to Scrunity tests vs. members of the Ecclesiarchy) Commander: ???, we've one vote for Choleric. Regiment Type is probably going to Siege Infantry unless two or people vote for Titan Legion, or someone changes their vote. Training:???, we've one vote for Die Hards Special Equipment: ???, we've one vote for Augmetics. Also Draco gets 100 extra starting XP for voting in all the categories! Huzzah!.
Explorator Fleet sounds cool
1394490698

Edited 1394491405
Commander: choleric Regiment : siege Training: Die hard Special Equipment: Augmetics. Also Draco gets 100 extra starting XP for voting in all the categories! Huzzah!.
The commander thing is what personality our commander is going to have. Apparently we'd get rapid reaction from him being a glory hound.
Basically I need to know how people are going to vote on three things: Commander, Training Doctrine, and Special Equipment?
1394494105

Edited 1394494249
commander circumspect training: die hard special equipment: demolition origin: Lathe-Hesh
Cool. Thanks Erik U. for voting in all the categories. Take 100 xp for the trouble. And everyone to vote in all the categories in the next 12 hours is going to get 100 xp, after than the bonus XP for voting is going to drop to 90 XP.
why thank you kindly.
Commander: Maverick Regiment: Siege Training: Die Hard Special equipment: Vanguard
Commander: choleric Regiment : siege Training: Die hard Special Equipment: Augmetics. origin: Explorator Fleet
Why augmetics?
cause skatrri
But... 1 Combi-tool per player character and 6 demolition charges.
Draco said: mrlost said: Another regiment I wrote up based on the Crimson Guard of the Lathe Worlds, again not suggesting you play with this regiment either but just an example of what you can do with the Regiment creation system. Created in the wake of the War of Brass that devastated the Skitarii Legions of the Calixis Sector, the Legio Venatorii is composed large legions of augmented infantrymen, and Leman Russ Hesh-pattern vanquisher tanks. The XLII Crimson Cataphractii were founded on the Lathe World of Hesh, from a small sample of the tank legions built to reinforce the dwindling Titan Legio Venator to meet the tithe requirements of the Departamento Munitorum. The Cataphractii are led by Celerius Tribuni (i.e. Colonel) Numidia, a cautious commander that consults datacrypts and machine spirits before each and every decision. Very few of the Legio Venatorii volunteered to meet the tithe required of the Lathe Worlds, thus the XLII was founded from a far smaller pool of soldiers than conventional non-augmented Imperial Guard regiments. All guardsmen of the Cataphractii possess either a bionic arm with integrated lasgun, or a mind impulse unit depending on their assigned role in the squad. Leman Russ as driver/operators usually have a good quality mind impulse unit, and they style themselves a Venatorii Princeps, after the lost Titan legion pilots that the Titan Legio once had. Characters belonging to the XLII Crimson Cataphractii gain the following advantages: Characteristic Modifiers: -3 Ballistics Skill, +6 Intelligence, +3 Toughness Starting Skills: Common Lore (Adeptus Mechanicus, Tech), Linguistics (Low Gothic, Techna Lingua), Logic, Operate (surface) Starting Talents: Foresight, Peer (Adeptus Mechanicus), Tank Hunter, Technical Knock and Weapons Tech Isolated by Machines: -10 penalty to Interaction tests with non-Forge Worlders/non-Tech Priests. Wounds: Characters from this regiment reduce their starting wounds by 1. Starting Kit: Every player character in the squad gains an anointed maintenance kit, red Mechanicus robes, a Mechanicus devotional icon, crimson Imperial Guard flak armor, photo-visor skull mask, venator blade, respiratory filter implant, and either a best craftmanship bionic arm with integrated lasgun (+10 to Strength characteristic) OR a good quality mind impulse unit. Each squad is assigned a Leman Russ battle tank, and a Monotask utility Servo-Skull. Each Venator also receives one dark red and black uniform, one feathered cap, one set of poor weather gear, one utility belt, one mess kit, one las pistol, two pistol charge packs, one water canteen, one blanket, one sleep bag, one rechargeable lamp pack, one grooming kit, one implanted cognomen tag, and two weeks corpse starch rations. Favored Weapons: Hesh-pattern M38 MkII Bolt Pistol, Missile Launcher Special: Squaddies gain a +10 to Logistics tests to acquire cybernetic implants and bionic replacements, they add to the Penetration of their ranged weapons equal to the degrees of success on their attack roll against vehicles. When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard Logistics Test or there is simply nobody left in reserve. Total Cost 16 I really like this regment because i love the mechanicus so i kinda whant to use this one or somethig simalier im using this as inspiration
Gotcha that explains it. Heres hoping we don't run into any sort of haywire grenades then.
true
However I wouldn't mind some meltaguns to melt the faces off some xenos and heretics... Time to see if there is a way to get meltas for everyone.
yay meltas
commader:chloeric regiment:siege special training:sharp shooters(cuase awesome) special equitment:vanguard(again cause its awesome)
Previously chose Forge world and Titan Legion Commanding Officer: Maverick Training Doctrine: Anti-Aircraft Special Equipment Doctrine: Scavengers
1394531179

Edited 1394531268
Heterodyne as the starting world but I'd rather just have the normal Forge World bonuses.
Okay, actually looking back on it, I kinda regret adding all those bonuses because it'll probably make it hard for you guys to decide on a Forge World rather than encouraging a decision. If everyone is fine with it, we can drop the special Forge World bonus that I made up for those ten forge worlds and you guys can just pick a Forge World to be from.
...could we be a mixed regiment?
Please, please, don't. It'll just make this whole process twice as complicated. Especially since we are nearly done with Regiment creation. I mean I gave you guys waaay too many points, so many more than I was supposed to because I ran into a point crunch every time I use the Regiment creation rules. The group right now has [2Z + 10] + 2 from Regimental Rivalry where Z is the number of players in the game (which was 6 last time I checked but I approved a 7th person so lets say its 7 PCs so that's 26 points) Basically you have enough points to be both a Forge World Siege Infantry regiment THAT GETS MIXED with the remnants of a Titan Legion (or vice versa), so if you opt for that can of worms that's probably what's going to happen. EDIT That said what did you have in mind, Sebastian? Because if everyone is fine with volunteering to give up those extra points and just saying we have the standard 12 points plus the points from Regimental Rivalry (+2) = 14 total then you merely might be able to get Vanguard and Augmentics. Once again it adds a huge wrinkle to things and I would strongly prefer not to head that way because I thought about it a couple days ago, and it looks like a terrible can of worms.
i was thinking two siege infantry regiments that basicly are desighned very diferently one to be the tough hold the line guys and the other to be the demomiltion expert wall sapper force just for fun im not that atached to the idea though so if youd prefer not to thats fine...also i dont like the mechanicus so thats a large portion of the reason i wanted a mixed regiment
Yeah but the thing is that making it a mixed regiment means that the group, not just one person has to build the second regiment to combine with and I might be wrong but nobody else has an issue with the Ad. Mechs so if Redfox, Draco, and one other person decided to go for Titan legion they'd basically have a majority block and then I foresee more problems arising from that since you hate all things Tech-Priest and this process is already starting to drag... It just depends on what people want to do. I think that it'll be a bad thing to go through the regimental creation process again from square one, now that we are almost done. The best course of action in my opinion is to finish fleshing out the regiment, name it, then make PCs, and generate comrades so we can play on schedule. Getting bogged down with creating a second regiment is just a needless distraction.
If my memory is correct i think there is a world called Turanshush. one side is admech and the the other is your regular emperor fearing folk. you can use that has a compromise and maybe lead to some excellent role playing situations.
Erik U. said: If my memory is correct i think there is a world called Turanshush. one side is admech and the the other is your regular emperor fearing folk. you can use that has a compromise and maybe lead to some excellent role playing situations. You are correct sir! There is such a place. I congratulate you on your Scholastic Lore: Warhammer 40k mastery. :)
lmao why thank you good sir! :D
The votes are in, it looks like the regiment is done. Crunchy hasn't voted and neither has Trevor. They've both missed bonus xp window so they don't get any bonus XP from that. They do get bonus XP from the others players decision to get the Regimental Rivalry, so they both get 400 xp bonus. Forge World So for suggested Forge Worlds we've got the Explorator Fleet, Heterodyne, and Turanshush, I get the impression than nobody else has an opinion either way about the homeworld so I'll roll 1d3 on the VTT, 1 for the Fleet, 2 for Heterodyne, and 3 for Turanshush. Tied between Chloeric Maverick Siege Infantry Die Hard training Vanguard Regimental Rivalry I'm going to roll a tie breaker on the VTT for the commander, then I'm going to roll 1d2 for gender and decide on a name for the commander. No offense but I want to speed this up.
Time To name it comrads
So I just rolled a 3, 2, 2. Which translates to Turanshush, and a female Maverick colonel. CCCXXII Heket's Hyspasists feel free to change the names 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 Heket; instills you with the Resistance (Fear) talent (which provides a +10 bonus to resist Fear tests). Colonel Heket is a severe and truly ancient fully augmented female skittarii Praetorian Tribune with a fearsome and commanding presence and metal augment wings and claws and a vaguely avian face of sculpted porcelain. 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 Tech 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 known as a cantankerous practical joker, who enjoys frightening many Turanshushi lexicographers back home, sending the Tech-priests scurrying. Why she 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 Tech-Guard heavy siege infantry regiment that had been assigned to fight in the Margin Crusade out beyond the Halo Stars in the Koronus Expanse is unknown. But everyone knows that it ruffled more than a few feathers in the Panopticon, such that several Mechanicus Tech-Guard and Crimson Guard regiments also assigned to the Crusade have been less than amicable. Some have taken to calling you the "Chrome Domes" 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, are a Calixian Mechanicus siege infantry regiment that recruits primarily from the Forge world of Turanshush in the Markayn Marches sub-sector. Training Doctrine : Die Hards You gain the Aptitude: Toughness which will basically discount certain talents and skills. Special Equipment 1 lascarbine (Main Weapon) with four charge packs per Player Character, 1 combi-tool per Player Character, 1 data-slate per Player Character, 1 9-70 entrenching tool per Player Character, 1 anointed toolkit per Player Character, 1 lascutter per Squad, 6 demolitions charges per Squad, 1 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. Regimental Rivalry : You each gain Enemy (XLII Crimson Cataphractii) and Hatred (XLII Crimson Cataphractii). Favored Weapons : Either (lascarbine) and meltagun; note that if you are going to play a Heavy Gunner you can get Weapon Training Melta for free. To get it for 200 xp you'll need the Finesse aptitude because everyone has the General aptitude. 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 one sling bag one set of basic tools one mess kit and water canteen one blanket and sleep bag one grooming kit one instructional handbook corpse starch rations; two weeks. one meltagun (main weapon) with three ammunition canisters. 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. subdermal cognomen tag. Additionally, all Heavy Gunners, and Weapon Specialists also receive a Common Craftsmanship bionic arm with integral laspistol and a potentia coil to power it.
I believe Redfox wanted to change his vote regarding the Regimental Rivalry to the Few, do people mind if we change it to the Few? It seemed as though many voted for both drawbacks but you can only have one or the other.
im fine with it
Well I guess that's two for the Few
1394738290

Edited 1394738305
ill go with the few because considering the war of brass we would still have a low men count numbers
Okay, I think that's a majority then. Going to shift some points around.
The few it is!
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.