[WH40K] Скрежет металла. | ходы игроков | 52-й механизированный Деллисианский полк

 
DungeonMaster Ranadan
12.04.2016 15:46
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Origin: Lathe World -4
Characteristic Modifiers: +3 to Intelligence and +3 to either Perception or Ballistic Skill

Starting Skills: All Lathe Worlds characters start with Common Lore (Adeptus Mechanicus), Common Lore (Tech), Linguistics (Low Gothic), Linguistics (Techna-Lingua), and Logic, and are Trained in Tech-Use.

The True Flesh: Lathe Worlds characters possess the Mechanicus Implants Trait. In addition, their potentia coil is specifically enhanced to meet the high energy needs of integrated weapons.

Isolated by Machines: Lathe Worlds characters are selected for a life of war at a young age, dedicating their lives to the defence of the Adeptus Mechanicus’ interests in the Calixis Sector. The warriors of the Crimson Guard and other Lathe Worlds forces are unforgiving, blunt, and seem harsh to those unfamiliar with the cold, logical way the Adeptus Mechanicus operates. Lathe Worlds characters often relate to machines and servitors more readily than their flesh and blood counterparts, and have a tendency toward jargon and filling their conversations with long strings of Techna-Lingua that are nearly unintelligible to the average trooper. Lathe Worlds characters suffer a –10 penalty to any Interaction Tests made to interact with characters who are not also from a Lathe World, forge world, or are initiates of the Adeptus Mechanicus.

Soldiers of the Omnissiah: The Lathe Worlds Home World represents a uniquely specific origin for a regiment. Such forces are not truly Imperial Guard regiments at all, and so do not include the Support Specialists associated with Imperial Guard regiments. Lathe Worlds characters cannot select the Commissar, Ministorum Priest, Ogryn, Ratling, Sanctioned Psyker, or Storm Trooper Specialities (they can select the Tech-Priest Enginseer Speciality). A Character from this regiment always count as both a Tech-Priest Enginseer and a Guardsman for the purposes of prerequisites, regardless of his current Speciality or Advanced Speciality. If a group wishes to include Support Specialists other than Tech-Priest Enginseers in a Lathe Worlds Squad, players should use the rules for
Mixed Regiments presented in the Only War supplement, Hammer of the Emperor.
Wounds: Lathe Worlds characters generate their starting Wounds normally.

Commanding Officer: Fixed -1
Starting Skills: Command

Regiment Type: Armoured Regiment -4
TYPE: Armoured Regiment
Alongside the serried ranks of infantry and the humble lasgun, little is as emblematic of the wars of the Imperial Guard as the armoured might of its tanks. Rugged, resilient, and capable of unleashing staggering amounts of firepower, there is little that can stand before the fury of companies of Leman Russ battle tanks, let alone the terrible and wondrous power of the Baneblade. The crews of these mighty behemoths are justifiably proud of their status, and the accomplishments of their steel charges.
Cost: 4 points
Characteristics: –3 Weapon Skill, +3 Intelligence
Starting Skills: Operate (Surface)
Starting Talents: Technical Knock
Standard Kit: One Leman Russ battle tank (or variant, at GM’s discretion) per Squad, and one anointed maintenance toolkit per Player Character.


Training: Anti-Armour -4
This regiment specialises in disabling and destroying enemy armoured vehicles. Typically composed of light or line infantry, they are instilled with an encyclopaedic knowledge of enemy armour and equipped with rocket and missile launchers, anti-tank mines, melta guns, and other destructive devices. These Guardsmen are frequently deployed on foot or mounted in a Chimera and can cripple an enemy’s armoured advance or mechanised units with nothing but a few well placed missiles.
Cost: 4 points
Starting Skill: Common Lore (Tech)
Starting Talent: Tank Hunter
Special: Due to their special training and their encyclopaedic knowledge of enemy armoured vehicles and their strengths and weaknesses, Anti-Armour regiments are unparalleled tankkillers. Members of Anti-Armour regiments add an additional amount to the Penetration of their weapons equal to their Degrees of Success on the attack roll when attacking vehicles.


Equipment: Bonded to the Machine Cult -3
This regiment is bonded to the Tech-Priesthood of Mars by ancient decree. The regiment’s home world maintains close ties with the Adeptus Mechanicus, producing advanced weaponry that is usually the purview only of the forge worlds. Consequently, the regiment is able to obtain such weapons more easily either from their home world or even directly from the Adeptus Mechanicus.
Cost: 3 points
Standard Regimental Kit: The regiment gains an additional +10 on all Logistics Tests to obtain Plasma, Melta, and Power weapons, and other items of advanced technology at the GM’s discretion.

Drawback: Honor-Bound +4
A man or woman’s honour is every bit as important to the members of this regiment as food, water, and oxygen— perhaps even more so. Various regiments across the galaxy believe that no slight to one’s honour can go unanswered. Often, as is the case with unintentional slights or insults, a simple apology or retraction is enough to satisfy the individual whose honour was impugned, but occasionally the insult is so grave or an accusation so unanswerable that the parties involved can only satisfy their honour through a duel. Duelling among the officers and enlisted men of such regiments is common, and their members often earn a deserved reputation as hot-headed and quick to anger.
Regiment Points: 4
Pride Over Life: Members of this regiment must pass a Difficult (–10) Willpower Test to refuse any formal challenge or ignore any other major slight to their honour. If a character from this regiment succeeds on the Test, he sees the bigger picture and ignores the challenge or attempt to goad him into action. If he fails on the Test, however, he must engage the individual in question (either in a duel to settle matters in a formal and stylised fashion or simply in a brawl to express himself with his fists) or suffer a –10 penalty to Willpower Tests for the remainder of the session. This penalty is cumulative should he refuse multiple challenges to his dignity over the course of a single session. The Game Master can modify the difficulty of the Test—and the scale of the effects of failing it—as he deems appropriate to the situation.

Favourite Weapons: Plasma Cannon, Meltagun.

Regimental Kit:
• One uniform
• One set of poor weather gear
• One laspistol (Main Weapon) and two charge packs
• One knife
• One flak vest
• One rucksack or sling bag
• One set of basic tools
• One mess kit and one water canteen
• One blanket and one sleep bag
• One rechargeable lamp pack
• One grooming kit
• One set of cognomen tags or equivalent identification
• One primer or instructional handbook
• Combat sustenance rations, two weeks’ supply
• One anointed maintenance toolkit
• One deadspace earpiece
• One Leman-Russ tank per squad
• One auspex per squad
Отредактировано 18.04.2016 в 12:00
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