Oh well, missile launcher is pretty useful for longer-range anti-armor, or some AA action, and we probably need that
.
Stuff from the regiment are:
One uniform
One set of poor weather gear
One Las Carbine, six charge packs.
One Sword
One Las-Pistol, two charge packs.
One set of Best Quality Imperial Flak Armor
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 identification
One primer or instructional handbook
Combat sustenance rations, four weeks of corpse-starch rations.
One suit of synskin
One set of preysense goggles
One respirator
One good quaility grav-chute (+10 to avoiding detection via noise in drops.)
Three Frag Grenades
Three Smoke Grenades
One Grapnel
One Micro Bead
One Chrono
Bonuses are:
Forge World: +3 to any two of the following characteristics. Intelligence, Perception, Toughness.
All forge world characters start with Common Lore (Adeptus Mechanicus), Common Lore (Tech), Linguistics (Low Gothic), Linguistics (Techna Lingua), and Logic.
(Forge World) Blessed of the Omnissiah: The Omnissiah grants many blessings upon his favoured subjects, and many mysteries of technology are revealed to those so blessed. Forge world characters start with the Peer (Adeptus Mechanicus) Talent.
(Forge World) Rites of Rewiring: Forge world characters can choose to start with one of the following Talents: Technical Knock or Weapons Tech.
(Forge World) Isolated by Machines: Forge world characters suffer a 10 penalty to any Interaction Tests made to interact with characters who are not also from a forge world or initiates of the Adeptus Mechanicus.
(Forge World) Starting Wounds: Forge world characters begin play with 1 starting Wounds.
Choleric Commander: Start with the Rapid Reaction talent.
Drop Troops: +3 Agility, -3 Fellowship. Start with Operate (Aeronautica). Starting Talent Catfall.
Infiltrators: Starting Skill Stealth, starting talent Blind Fighting, When two or more characters from a Squad with this Doctrine are called upon to make a Stealth Test, one of the characters making the Test may choose to make his Test at a 10 penalty. If he succeeds, one other character making the Test may use the first characters Agility Characteristic for the Test instead of his own. The characters must be
within 10 metres of one another to use this ability.
Sharpshooters: Starting Aptitude Ballistics Skill. Starting Talents Deadeye SHot.
Covert Strike: Members of this regiment gain a +10 bonus to all Logistics Tests made to acquire chameleoline cloaks or armour, clip/ drop harnesses, rebreathers, survival suits, auspex/ scanners, demolitions charges, grav chutes, multi- keys, multicompasses, stummers, static generators, and any other such equipment designed for stealth and infiltration. The Logistics bonus also covers the following stealth weapons: needle rifles, needle pistols, and sniper rifles, as well as the Silencer and Tox Dispenser upgrades.
Honor Bound (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 Testand the scale of the effects of failing itas he deems appropriate to the situation.
Lost Homeworld (Survivors Guilt): Members of this regiment begin play with 2d10 Insanity Points.
Lost Homeworld (Last Survivors): Each time a Squad from this regiment requests replacement members (to replace lost Comrades), the Game Master rolls 1d10 instead of having the recruits come from the original core of the regiment. On a result of 34, the recruits come from the original survivors of the regiment, members of other Squads within the regiment who also lost members. On a result of 510, they come from another regiment that has recently suffered terrible losses and happens to be near enough for the Departmento Munitorum to group the two regiments together. On a result of 12, however, the Squad receives no reinforcements at all, and must soldier on until its
members can put in another request for troop support.
Lose Homeworld (Starting Talent): Choose one race for the Hatred talent to be applied to.
The Few (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 significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GMs 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.
Hardened Fighters: +2 Weapons Skill, Starting Talent Street Fighting.
Hatred (Orks): When fighting opponents ofthat group in close combat, the character gains a +10 bonus toall Weapon Skill Tests made against them. The character also finds it difficult to back down from a fight with his hated foe and must make a Willpower Test to retreat or surrender when fighting them, unless massively outnumbered or outclassed.