
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