Regiment Rules and Doctrines

Template:
Characteristics: +3 Ballistic Skill, +6 Perception, -3 Fellowship
Aptitude: Agility
Skills: Awareness, Linguistics (Low Gothic), Stealth, Survival
Talents: Ambush, Paranoia, Resistance (Fear)
Insanity Points: Start with 1d5 Insanity Points
Cybernetics: Two common or one good craftsmanship cybernetic
Standard Regimental Guardsman Kit: - click here
Favoured Weapons: Autogun and Missile Launcher
Special Rules:

Resourceful: Post-cataclysmic world Characters gain a +10 bonus to Survival tests to obtain potable food and water, and to Tech-Use tests to jury-rig or repair equipment that is not overly advanced, as determined by the GM.
Survivalists: Can re-roll failed Survival and Navigate (Surface) tests when operating in Urban Ruins.
Scavengers: The regiment may choose to gain a +10 bonus on any Logistics Test. However, if any doubles are rolled the scavenging and stealing attracts unwanted attention from high authorities within the Imperial Guard or the Departmento Munitorum.
In the Shadows of the Ecclesiarchy’s Light: Characters from this regiment suffer a -10 penalty to all interaction tests with the representatives of the Ecclesiarchy.
Limited Numbers: When requesting reinforcements to replace fallen Comrades, the squad 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. If it fails, the regiment simpy has no reinforcements it can spare for the Squad at this time.


Creating the 2nd Cindar Light Foot “Rust-born”
Home world and Origin: Post-Cataclysmic World (3) Commanding Officier: Bilious (2)
Regiment Type: Guerrilla Regiment (4) Training Doctrines: Survivalist (4)
Special Equipment Doctrines: Scavengers (3) Cyber-Enhanced (3)
Regimental Drawbacks: The Few (-5) Iconolasts (-3)
(11 of 12 Regimental Creation Points)

Regiment Rules and Doctrines

Rustborn WaeGit