Lagen 2nd Wheeled Cuirassiers
Colonel (aka Patron): 'The Big Man'
Major/Commandant: -Classified-
Preacher: Father Bocephus
Commissar: -Classified- "Chicken Legs"
Cross = Cpl. Jimmy Bone - Comrade = Pvt. Jack Silvers
Han = Spc. Isaac Mewton - Comrade = -Classified-
Kessog = Spc. 'Doc' - Comrade = -Classified-
Pasta = -Classified- - Comrade = -Classified-
Warmech = Pvt. Biffany Dawson - Comrade = -Classified-
As an action, the character can “lock” a ranged weapon with the Ordnance specialization into a gun carriage (or remove it from one). While it is locked in, it may be moved at the speed of the character while maintaining Overwatch.
A Gun Shield provides Medium Cover (see page 204) for the gunner and one other person entrenched behind it.
Homeworld: Agri World (Lagan)
Commander: Maverick
Regiment Type: Light Infantry
Favored Weapons: Lagen Tatical Hotshot-Carbine, Multi-laser, Lagen Anti-Tank Gun
Training Doctrines: Skirmishers
Special Equipment Doctrines: Bicycle Troops, Crew-Served Weapons
Drawback: The Few
Characteristic Modifiers: +5 Strength, +6 Agility, -3 Toughness and +5 to either Toughness, Agility, or Willpower.
Starting Skills: 1 Advance in Navigation (Surface) and Athletics (Riding).
Starting Talents: Resistance (Fear) (Talents Expanded), Ambush (Talents Expanded), Skilled Rider, and One Random Talent.
The Tactica Imperialis teaches that a battle is easily won if they do not know they are fighting, and you take this maxim to heart. Your attacks against Surprised Targets inflict 1 additional damage for every +2SL on the Attack Tests beyond the first.
Whenever you would be thrown from your vehicle or mount, you may make an Ordinary (+10) Agility Test. If you succeed, you land safely on your feet or retain your position in the vehicle/mount. If you would be subject to damage from any other effects from a vehicle or mount suffering Critical Damage, you may make an Ordinary (+10) Reflexes (Dodge) Test to avoid the consequences of it before any other tests to avoid it.
One with the Land: The regiment was raised from a world steeped in agricultural tradition, raising crops and food animals for the teeming billions of the Macharian Sector. Men and women who grow up on these pastoral worlds gain a deep understanding of both fora and fauna, and can use those skills on the feld of battle to their advantage and to the advantage of their comrades. These characters can get food to grow in even the harshest conditions, and are an incredible asset to regiments embroiled in long, planetbound campaigns. Agri-world characters gain a +1SL bonus to any Tests made to identify or otherwise interact with domesticated beasts or those with potential to be domesticated. They also gain a +1SL bonus to any Tests made to identify, harvest, or cultivate food crops.
Distrustful of Authority: Though they are valued for their ability to act independently, frontier worlders can also be difcult to control thanks to this tendency. This can be particularly problematic for newly raised regiments placed under the command of ofcers from outside, or for regiments merged with others after suffering losses. However, with time and patience, this friction can be overcome by outsiders who prove that they can stand on their own and contribute to the regiment. Frontier world characters tend to distrust outsiders, especially those handing out orders. They suffer a –2SL penalty to Interaction Skill Tests made to interact with unfamiliar gures of authority (such as new Commissars, ofcers from other regiments. Senior members of the Ecclesiarchy and Adeptus Mechanicus, and other such individuals) and impose the same penalty on Interaction Skill Tests made on them by those people. These penalties can be waived at the GM’s discretion, if the frontier world characters are dealing with individuals who have earned their trust.
Special: Skirmishers are adept at using terrain and the speed of their mounts to devastating effect, and are masters of strike-and-fade tactics. When a member of a Skirmisher regiment hits a Surprised or Unaware target as part of a Strike and Fade Mounted Special Action, he increases the distance his Mount can move after the attack by a number of metres equal to his Mount’s Agility Bonus (see page 134).
Special: The Regiment gains a second Favored Heavy Weapon (Multi-laser). All members of the Regiment halve the penalties for using their Favored Heavy Weapons (Multi-laser, Anti-Tank Gun) without training, and halve the XP cost of buying Weapon Training Talents for their Favored Heavy Weapons (Multi-laser, Anti-Tank Gun).
Limited Numbers: 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 signicant portion of the regiment is not currently in the feld (these Tests already include situational modiers 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.
Major/Commandant: -Classified-
Preacher: Father Bocephus
Commissar: -Classified- "Chicken Legs"
3rd Company
Captain: -Classified-Players Platoon
Lieutenant: Joe BobPlayers Squad
Sergeant: Jim JonesCross = Cpl. Jimmy Bone - Comrade = Pvt. Jack Silvers
Han = Spc. Isaac Mewton - Comrade = -Classified-
Kessog = Spc. 'Doc' - Comrade = -Classified-
Pasta = -Classified- - Comrade = -Classified-
Warmech = Pvt. Biffany Dawson - Comrade = -Classified-
Standard Kit
- Two Uniforms
- One set of Survival Gear
- One 'Lagen Tatical Pattern' Hotshot-Carbine and four charge packs (Main Weapon)
- One Stub Revolver and 12 bullets (Sidearm)
- One Knife
- Two Frag Grenades
- Two Smoke Grenades
- One Flak Vest
- One Flak Helmet
- One Backpack or Set of Slings
- One Clip/Drop Harness
- One Bicycle
- One Annoninted Maintenance Kit
- One Spare Tire
- One Basic Tools
- One Magnoculars
- One Chrono
- One Chameleoline Poncho
- One Mess Kit and Water Canteen
- One Rechargeable Lamp Pack
- One Grooming Kit
- One set of Cognomen Tags or equivalent identication
- One copy of the Imperial Infantryman’s Uplifting Primer
- Combat Sustenance Rations, two weeks supply (counts as Standard Meals)
- Recoil Glove
- 50 Solars
Squad Kit
- One (Multi-laser) equipped with a Gun Shield and Gun Carriage per squad.
| Name | Specialisation | Dam. | Range | Mag. | Enc. | Cost (Mag.) | Availability | Traits |
|---|---|---|---|---|---|---|---|---|
| Lagen Hotshot-Carbine | Long Gun | 8 | Medium | 3 | 2 | 1,200 (300) | Rare | Loud, Penetrating (2), Two-handed |
| Lagen Anti-Tank Gun | Ordnance | 9 | Extreme | 6 | 3 | 9,000 (450) | Rare | Heavy (4), Rend (5), Two-handed |
| Multi-Laser | Ordnance | 10 | Extreme | 12 | 4 | 2,000 (500) | Rare | Heavy (4), Loud, Rapid Fire (4), Penetrating (2), Two-Handed |
Gun Carriage:
Usually paired with a gun shield, a gun carriage provides a wheeled platform for moving the weapon and stable bracing for firing. A character who has mounted a heavy weapon on a gun carriage need not heft it, allowing him to reposition it more easily.As an action, the character can “lock” a ranged weapon with the Ordnance specialization into a gun carriage (or remove it from one). While it is locked in, it may be moved at the speed of the character while maintaining Overwatch.
Gun Shield:
Heavy weapons teams are often integral to a commander’s battle plans, as outside of battle tanks and artillery, only they have the firepower to threaten some of the vehicles and alien monstrosities faced by the Imperial Guard. Lacking the mobility of other infantry, some regiments defend their heavy weapons with heavy plasteel shields mounted atop and around their gunsA Gun Shield provides Medium Cover (see page 204) for the gunner and one other person entrenched behind it.
Homeworld: Agri World (Lagan)
Commander: Maverick
Regiment Type: Light Infantry
Favored Weapons: Lagen Tatical Hotshot-Carbine, Multi-laser, Lagen Anti-Tank Gun
Training Doctrines: Skirmishers
Special Equipment Doctrines: Bicycle Troops, Crew-Served Weapons
Drawback: The Few
Characteristic Modifiers: +5 Strength, +6 Agility, -3 Toughness and +5 to either Toughness, Agility, or Willpower.
Starting Skills: 1 Advance in Navigation (Surface) and Athletics (Riding).
Starting Talents: Resistance (Fear) (Talents Expanded), Ambush (Talents Expanded), Skilled Rider, and One Random Talent.
Talents
Ambush
Requirement: 1 Advance in StealthThe Tactica Imperialis teaches that a battle is easily won if they do not know they are fighting, and you take this maxim to heart. Your attacks against Surprised Targets inflict 1 additional damage for every +2SL on the Attack Tests beyond the first.
Resistance (X)
Each time you take this talent, choose one type of resistance. You gain a +1SL Bonus when resisting the effects of this type. The GM may require approval for certain choices, or justifications based on your past. Candidates for resistance effects include but are not limited to Cold, Fear, Heat, Poisons, Psychic Powers, the Vacuum, and Other, where Other is substituted by any other effect not listed here.Skilled Rider
Requirement: 1 Advance in Piloting or Athletics (Riding)Whenever you would be thrown from your vehicle or mount, you may make an Ordinary (+10) Agility Test. If you succeed, you land safely on your feet or retain your position in the vehicle/mount. If you would be subject to damage from any other effects from a vehicle or mount suffering Critical Damage, you may make an Ordinary (+10) Reflexes (Dodge) Test to avoid the consequences of it before any other tests to avoid it.
One with the Land: The regiment was raised from a world steeped in agricultural tradition, raising crops and food animals for the teeming billions of the Macharian Sector. Men and women who grow up on these pastoral worlds gain a deep understanding of both fora and fauna, and can use those skills on the feld of battle to their advantage and to the advantage of their comrades. These characters can get food to grow in even the harshest conditions, and are an incredible asset to regiments embroiled in long, planetbound campaigns. Agri-world characters gain a +1SL bonus to any Tests made to identify or otherwise interact with domesticated beasts or those with potential to be domesticated. They also gain a +1SL bonus to any Tests made to identify, harvest, or cultivate food crops.
Distrustful of Authority: Though they are valued for their ability to act independently, frontier worlders can also be difcult to control thanks to this tendency. This can be particularly problematic for newly raised regiments placed under the command of ofcers from outside, or for regiments merged with others after suffering losses. However, with time and patience, this friction can be overcome by outsiders who prove that they can stand on their own and contribute to the regiment. Frontier world characters tend to distrust outsiders, especially those handing out orders. They suffer a –2SL penalty to Interaction Skill Tests made to interact with unfamiliar gures of authority (such as new Commissars, ofcers from other regiments. Senior members of the Ecclesiarchy and Adeptus Mechanicus, and other such individuals) and impose the same penalty on Interaction Skill Tests made on them by those people. These penalties can be waived at the GM’s discretion, if the frontier world characters are dealing with individuals who have earned their trust.
Special: Skirmishers are adept at using terrain and the speed of their mounts to devastating effect, and are masters of strike-and-fade tactics. When a member of a Skirmisher regiment hits a Surprised or Unaware target as part of a Strike and Fade Mounted Special Action, he increases the distance his Mount can move after the attack by a number of metres equal to his Mount’s Agility Bonus (see page 134).
Special: The Regiment gains a second Favored Heavy Weapon (Multi-laser). All members of the Regiment halve the penalties for using their Favored Heavy Weapons (Multi-laser, Anti-Tank Gun) without training, and halve the XP cost of buying Weapon Training Talents for their Favored Heavy Weapons (Multi-laser, Anti-Tank Gun).
Limited Numbers: 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 signicant portion of the regiment is not currently in the feld (these Tests already include situational modiers 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.
Assets
| Bicycle
Vehicle, Wheeled (Avail: Common) |
||
| Armour: 4/3 | Speed: Normal | Crew: 1 |
| Passengers: 1 | Size: Medium | Cost: 1,000 |
Manoeuvrable: This vehicle is particularly nimble, granting +1 SL to all Piloting Tests.
Rugged: This vehicle is built for harsh conditons and is especially resilient. Each tme it suffers a Critcal Hit, roll twice and use the lower result.
Mount Options: This vehicle can be fitted with a Ranged Weapon of Encumbrance Value 3. (eg: Lagen Anti-Tank Gun, Heavy Stubber) That can only be operated when dismounted.
or
Modular Design: Although designed to carry a driver and to carry 50 encumbrance worth of goods, the Bicycle may remove the cargo space to act as a passenger seat.
'Keep Them Wheels Rolling, or Something...'
Type
Military, Army Regiment
Ruling Organization
Parent Organization
Location
Notable Members
Related Ethnicities
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