[Régiment] XIIe Lone Dynamite Ranger
Posté : mar. août 02, 2016 9:46 pm
par Dwagon
Voilà le détail du régiment.
Détails techniques :
Regiment.jpg
Regimental_kit.jpg
Détails techniques :
Home World Type : Frontier World
Frontier worlders are rugged survivalists, and many frontier worlds are chosen for the founding of Imperial Guard regiments because of the relentless drive to endure and practical ingenuity that their harsh home worlds breed.
Cost: 4 points
Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Ballistic Skill, and Perception.
Skills: All frontier world characters start with Awareness, Linguistics (Low Gothic), Navigate (Surface), and Survival.
Life on the Verge: While frontier worlders are sometimes less refined that members of other regiments, their skills in the field are undeniably useful. Frontier world characters gain the Combat Sense or Quick Draw Talent.
Independent Operation: Frontier worlders are more accustomed to working far from others than many of their counterparts in other regiments. Their activities on their home planet often call for them to range far and wide, often alone, and as a result they develop a sense of confidence in this solace. On the battlefield, this frequently translates into a willingness to strike out beyond the sight of allies, confident that their compatriots will react swiftly to danger. The Comrades of a frontier world character count as being within Cohesion so long as they are within 15 metres of their Player Character.
Distrustful of Authority: Though they are valued for their ability to act independently, frontier worlders can also be difficult to control thanks to this tendency. This can be particularly problematic for newly raised regiments placed under the command of officers 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 –20 penalty to Interaction Skill Tests made to interact with unfamiliar figures of authority (such as new Commissars, officers 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.
Starting Wounds: Frontier world characters generate their starting Wounds normally.
Commanding Officier : Bilious
The regiment’s commander is ill-tempered and paranoid, eternally suspicious of betrayal, and watchful of enemies and allies alike. He regards vigilance as the greatest of virtues, and encourages suspicion and watchfulness amongst his men.
Cost: 2 points
Starting Talents: Paranoia
Regiment Type : Mechanised Infantry
Less common than line infantry, mechanised infantry serve as a fast-moving, hard-hitting force, pairing the utility of infantry with the speed and ?repower of armoured vehicles. The availability of Chimera transports is the main limiting factor to the number of mechanised infantry units in any given warzone, and this rarity means that many mechanised infantry regiments are divided into a number of smaller Armoured Fist groups— single squads or platoons—attached to armoured regiments (to provide infantry support) and line infantry regiments (to provide a fast reserve or armoured vanguard).
Cost: 3 points
Characteristics: +3 Agility, –3 Perception
Starting Skills: Operate (Surface)
Starting Talents: Rapid Reload
Standard Kit: One M36 lasgun and four charge packs per Player Character (Main Weapon), one suit of Imperial Guard ?ak armour per Player Character, two frag grenades and two krak grenades per Player Character, one Chimera Armoured Transport per Squad.
Special Equipment Doctrine : Well-Provisioned
The regiment has been marked as a supply priority by the Munitorum, keeping them well-supplied with ammunition, food, medical equipment, and other consumables. Well provisioned regiments tend to be those expected to face the worst of the ?ghting, with regular resupply to allow them to remain at ?ghting strength for far longer.
Cost: 3 points
Standard Regimental Kit: The regiment increases the number of clips for their main ranged weapon and the number of weeks’ rations they carry as standard by +2, and gain an additional grenade of each type in their standard kit (if applicable).
If the regiment contains vehicles, this also grants a +10 bonus on all Logistics tests to obtain fuel and parts for repairing and maintaining those vehicles.
Additionnal Regimental Guardsman Kit :
Frontier worlders are rugged survivalists, and many frontier worlds are chosen for the founding of Imperial Guard regiments because of the relentless drive to endure and practical ingenuity that their harsh home worlds breed.
Cost: 4 points
Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Ballistic Skill, and Perception.
Skills: All frontier world characters start with Awareness, Linguistics (Low Gothic), Navigate (Surface), and Survival.
Life on the Verge: While frontier worlders are sometimes less refined that members of other regiments, their skills in the field are undeniably useful. Frontier world characters gain the Combat Sense or Quick Draw Talent.
Independent Operation: Frontier worlders are more accustomed to working far from others than many of their counterparts in other regiments. Their activities on their home planet often call for them to range far and wide, often alone, and as a result they develop a sense of confidence in this solace. On the battlefield, this frequently translates into a willingness to strike out beyond the sight of allies, confident that their compatriots will react swiftly to danger. The Comrades of a frontier world character count as being within Cohesion so long as they are within 15 metres of their Player Character.
Distrustful of Authority: Though they are valued for their ability to act independently, frontier worlders can also be difficult to control thanks to this tendency. This can be particularly problematic for newly raised regiments placed under the command of officers 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 –20 penalty to Interaction Skill Tests made to interact with unfamiliar figures of authority (such as new Commissars, officers 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.
Starting Wounds: Frontier world characters generate their starting Wounds normally.
Commanding Officier : Bilious
The regiment’s commander is ill-tempered and paranoid, eternally suspicious of betrayal, and watchful of enemies and allies alike. He regards vigilance as the greatest of virtues, and encourages suspicion and watchfulness amongst his men.
Cost: 2 points
Starting Talents: Paranoia
Regiment Type : Mechanised Infantry
Less common than line infantry, mechanised infantry serve as a fast-moving, hard-hitting force, pairing the utility of infantry with the speed and ?repower of armoured vehicles. The availability of Chimera transports is the main limiting factor to the number of mechanised infantry units in any given warzone, and this rarity means that many mechanised infantry regiments are divided into a number of smaller Armoured Fist groups— single squads or platoons—attached to armoured regiments (to provide infantry support) and line infantry regiments (to provide a fast reserve or armoured vanguard).
Cost: 3 points
Characteristics: +3 Agility, –3 Perception
Starting Skills: Operate (Surface)
Starting Talents: Rapid Reload
Standard Kit: One M36 lasgun and four charge packs per Player Character (Main Weapon), one suit of Imperial Guard ?ak armour per Player Character, two frag grenades and two krak grenades per Player Character, one Chimera Armoured Transport per Squad.
Special Equipment Doctrine : Well-Provisioned
The regiment has been marked as a supply priority by the Munitorum, keeping them well-supplied with ammunition, food, medical equipment, and other consumables. Well provisioned regiments tend to be those expected to face the worst of the ?ghting, with regular resupply to allow them to remain at ?ghting strength for far longer.
Cost: 3 points
Standard Regimental Kit: The regiment increases the number of clips for their main ranged weapon and the number of weeks’ rations they carry as standard by +2, and gain an additional grenade of each type in their standard kit (if applicable).
If the regiment contains vehicles, this also grants a +10 bonus on all Logistics tests to obtain fuel and parts for repairing and maintaining those vehicles.
Additionnal Regimental Guardsman Kit :
- Smoke Grenade
- 1 dose of stimm and an injector
- Micro-bead
- M36 lasgun : Good Quality
- Stub Revolver
- Stetson hat
- M34 Autocannon
- Autogun