Bkg - Imperial Guard Regiment

Attributes:
Roll 2d10+Value below for core attributes...
WS BS Str Tgh Ag Int Per WP Fel Inf
+20 +20 +20 +20 +20 +20 +20 +20 +20 0

Fate Points: 2
AP Cost: 30

Skills: Athletics, Common Lore (Guard, Imperium, War), Dodge, Linguistics (Low Gothic), Navigate (Surface), Parry
Weapon Groups: Low Tech, Las, Solid Projectile
Talents: Sprint, Rapid Reload
Equipment: Las Pistol, 3 Reloads, Knife, Flak Armor (Imperial Guard), Grenades (Frag 2, Krak 2), Uniform, Poor Weather Gear, Rucksack, Toolkit, Mess kit, Canteen, Blanket, Sleeping bag, Lamp pack, Grooming kit, dog tags, rations (2 weeks).

Regimental Specific Imperial Guardsmen:
Please refer to the regiments and creation process in the Only War handbooks.
Examples:

Cadian
Attributes: Ag +3, BS +3, Per -3, Will +3
Skills: Command, Operate (Surface Tracked & Wheeled)
Weapon Groups: Heavy, Launcher
Talents: Combat Formation or Double Team, Hatred (Servants of Chaos), Nerves of Steel
Equipment: M-36 Lasgun, 4 Reloads, Knife, Gas Mask, Micro-bead, 1 Chimera per Squad

Catachan
Attributes: Ag +3, Str +3, Wounds: +2
Skills: Survival
Weapon Groups: Bolt, Flame
Talents: Lightning Reflexes or Light Sleeper, Resistance (Poison, Fear)
Equipment: Las Carbine, 4 Reloads, BC Sword, Grenade (Smoke, 2), Stummer, Grapnel and Line

Death Korps
Attributes: Tgh +6, Will +3, Int -3, Wounds +2
Skills: Common Lore (Ecclesiarchy, Imperial Creed), Intimidate, Tech Use (Imperial)
Weapon Groups: Bolt, Melta
Talents: Nerves of Steel, Orthoproxy or Unshakeable Faith
Equipment:M36 Lasgun, 4 reloads, Respirator, Sandbags (4), Entrenching Tool, Grenade (Photon Flash, 2), Grenade (Smoke, 2), Screamer

Elysian Drop Troops
Attributes:Ag +3, BS +3, Fel -3, Will +3
Skills: Operate (Personal, Aeronautica)
Weapon Groups: Bolt, Plasma
Talents:Catfall, Diehard, Hatred (Mutants)
Equipment: Combat Shotgun or Bullpup Lasgun, 4 Reloads, Respirator, Grav-Chute, Grenade (smoke, 3), Survival Suit, Micro-bead, Photo-visor

Maccabian Jannisary
Attributes: Fel +3, Int -3, Str +3,, WS +2, Will +3
Skills: Common Lore (Ecclesiarchy, Imperial Creed), Intimidate
Weapon Groups: Heavy, Plasma
Talents: Combat Formation or Double Team, Unshakeable Faith, Paranoia, Street Fighting
Equipment: M36 Lasgun, 4 Reloads, Photo-Visor, Respirator, Purity Seals

Mordian Iron Guard
Attributes: Ag +3, Int +3, Per +3, WS-3
Skills: Deceive, Operate (Surface Wheeled, Tracked)
Weapon Groups: Heavy, Launcher Talents: Combat Formation or Double Team, Heightened Senses (Heading) or Paranoia or Unremarkable, Technical Knock
Equipment: Bullpup Lasgun, 4 reloads, injector, Stim (5 Doses), Annointed Maintenance Toolkit (Vehicle), 1 Leman Russ MBT per squad or another suitable vehicle

Tallarn Desert Raiders
Attributes: Ag +3, Per +3
Skills: Survival
Weapon Groups: Heavy, Plasma
Talents:Deadeye Shot, Foresight, Sprint
Equipment: M36 Lasgun, 4 Reloads, Mono-Knife, Grenade (Smoke, 3), Magnoculars, Micro-Bead

Vostroyan First Born
Attributes: Int -3, Str +3, Tgh +3, WS +2, Will +3
Skills: Common Lore (Imperial Creed)
Weapon Groups: Bolt, Heavy
Talents: Deadeye Shot, Hatred (Mutants), Rapid Reload, Street Fighting
Equipment: GC M36 Lasgun, 4 Reloads, Sword, GC Carapace Breastplate, Microbead, Respirator, Survival Suit

Where Next?
Do not choose a Background Trait under this option, but rather go on to Roles to choose your Specialty.
The Amount of benefits you gain for your regiment outweigh the absent trait. You should note the culture of your regiment, and look to emulate that in your RP style.

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