So I've taken the liberty to make my own regiment creation ideas. Quick question though - are you guys using additional resources? Cause I made mine using the Only War Core rulebook, not the other one.
Anyways, One's a light reg. and the others a Drop Trooper motif, but both are similar, they're just different types of missions and equipment.
Calavian Wolves (28th Calavian Light)
The Calavian Wolves recieve their name from the final test given to a cadet at the Progenium -
they must be able to kill a full grown wolf using only a combat knife. If the cadet survives the
test, they are able to graduate from the school, and are accepted into the ranks. Extremely well
trained, they are adept at navigating urban environments. Able to sniff out corruption and
rebellion, they are employed by the Commissariat in their sector to weed out heretical cultists
in the Underhive, and eliminate xenos contamination. Calavian's are very protective of their
squadmates, forming tight-knit groups of expertly tuned squads, who feel the loss of their members.
Not eschewing technology, they combine the best of the more basic instincts of survival, and the
powerful advantage given by more high-tech gear.
12th Destian Drop Regiment - Destian Harriers
Raised in response to the threats caused by rebel pirate bases, the Destian Shock
Regiment was raised and trained in air to surface combat and lighting quick attacks.
Using advanced equipment and elite training sub only to Storm Troopers, the Destian's
seek out rebel and heretic bases whether on world or off, and perform overwhelming assaults
from areas where it is least expected. extremely loyal, Destians are indoctrinated from the
first by the Commissariat, providing exceptional resistance to draw of the heretic. The Destian's
are mainly used as crack infantry, being the first into a hot Landing Zone to secure the area,
so that heavier support may land. Usually operating without support of any kind, Destian's are
used to working alone or in squads, where they can cause severe damage to the enemy's rear.
Schola Progenium (-3 pts)
Characteristic modifiers
+3 to Willpower, +3 to either WS or BS
Skills
Common Lore (Imperial Guard), Common Lore (Imperium),
Common Lore (War), and Linguistics (High Gothic, Low Gothic)
Only In Death Does Duty End
All Progena characters start with one of the following Talents:
Air of Authority or Unshakeable Faith.
+1 Wounds
=======================================================================
Commanding Officer
Maverick (-2)
Starting Talent: Resistance (Fear)
=======================================================================
Light Infantry or Drop Troopers
_______________________________________
Light Infantry
Cost: 2 points
Characteristics: +3 Agility, –3 Toughness
Starting Skills: Navigate (Surface)
Starting Talents: Sprint
Standard Kit: One lascarbine and four charge packs per
Player Character (Main Weapon), one flak vest and flak
helmet per Player Character, two frag grenades and two
smoke grenades per Player Character.
_______________________________________
Drop Troopers
Cost: 3 points
Characteristics: +3 Agility, –3 Fellowship
Starting Skills: Operate (Aeronautica)
Starting Talents: Catfall
Standard Kit: One lascarbine and four charge packs per
Player Character (Main Weapon), one suit of Imperial Guard
flak armour per Player Character, one respirator per Player
Character, one grav-chute per Player Character, two frag
grenades and two smoke grenades per Player Character.
Remaining points = 4-5
Training Doctrine: Hardened Fighter
Cost: 2 points
Characteristics: +2 Weapon Skill
Starting Talents: Street Fighting
Standard Regimental Kit: The regiment can either
replace its standard melee weapon with a Common (or more
available) Low-Tech Weapon, or apply the mono upgrade to
its standard melee weapon.
RP: 2 or 3
CURRENT STANDARD EQUIPMENT, DEPENDING ON GEAR PARAMETERS:
_________________________________________________________
• One uniform----------------------------> Kept
• One set of poor weather gear-----------> Kept
• One laspistol (Main Weapon),-----------> Replaced by Lascarbine and 4 charge packs
and two charge packs
• One knife------------------------------> Kept, may be upgraded due to hardened Fighter
• One flak vest and helmet---------------> Replaced w/ Imperial Flak Armor if Drop Trooper
• One rucksack---------------------------> Kept
• One set of basic tools-----------------> Kept
• One mess kit and one water canteen-----> Kept
• One blanket and one sleep bag----------> Kept
• One rechargeable lamp pack-------------> Kept
• One grooming kit-----------------------> Kept
• One set of cognomen tags or equivalent-> Kept
identification
• One primer or instructional handbook---> Kept
• Combat sustenance rations, two---------> Kept
weeks’ supply
In addition:
• Two Frag Grenades--> Both
• Two Smoke Grenades-> Both
• Grav-Chute---------> Drop Trooper only
• respirator---------> Drop Trooper only
If no special Equipment Augmentations, then:
34 or 36 Regimental Kit Upgrade Points:
• Add autopistol and 2 clips as sidearm (8 pts)
• Add Chrono (2 pts)
• Add grapnel (5 pts)
• Add clip/Drop harness (5 pts)
• Add Medikit (8 pts)
• Improve lascarbine to Good Craftsmanship (5 pts)
Total: 33
1-3 Remaining
And lastly, I made my character. His gear is based of the regulation gear issued to all Guardsmen regardless of regiment, and then his class gear. I haven't applied regimental stuff to him yet, so I can adapt if mine aren't accepted.
Darrien Ariovistus
Left-Handed
6'0"
~180 lbs.
A quiet, loyal trooper, Darrien is usually very reserved. When
he makes his stance known on a subject, however, he is steadfast
in his support. Of medium build, with dark brown hair that is
slightly scruffy, and hazel eyes, he is very unassuming. Confusingly,
there is an air of danger about him... Which is reinforced by his
steely gaze...
Demeanour: Quiet
Backstory is a mystery to those who don't know Darrien, or the story of his system. He is a mystery card, thrust into the regiment equipped with much more advanced training compared to the regular Guardsmen, and looks too young to have the experienced gaze in his eye...
Characteristics
__________________
WS: 12 (+20)----------> 32
BS: 20 (+20)----------> 40
T: 14 (+20) (+5)-------> 39
AG: 16 (+20)----------> 36
INT: 7 (re: 11) (+20)-> 31
PER: 13 (+20) (+5)-----> 38
WP: 10 (+20)----------> 30
FEL: 9 (+20)----------> 29
Storm Trooper
______________
STARTING APTITUDES, TALENTS,
AND MODIFIERS
Characteristic Bonus: +5 Toughness.
Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft,
Finesse, Offence, Toughness.
Starting Skills: Awareness, Dodge or Parry, Intimidate
or Security, Scholastic Lore (Tactica Imperialis), Stealth.
Starting Talents: Quick Draw or Rapid Reload,
Takedown, Weapon Training (Las or Solid Projectile,
Low-Tech).
Specialist Equipment: Good Craftsmanship hot-shot
lasgun, storm trooper carapace armour.
Wounds: 12+1d5
WOUNDS, FATE, AND EXPERIENCE
______________________________
Wounds: 4 (+12)-> 16
Fate: (roll:4)--> 1
Specialist: (0/300 xp)
Aptitudes: Agility, Ballistic Skill, fieldcraft,
Finesse, Offence, Toughness.
Characteristics:
Toughness (+5)
Perception (+5) (100 xp)
Skills:
Awareness
Dodge
intimidate
Scholastic Lore (Tactica Imperialis)
Stealth
Athletics (100 xp)
Operate (Surface) (100 xp)
Talents:
Quick Draw-> Draw Weapon as a Free Action
Takedown---> make special attack to stun opponent
Weapon Training (Las, Low-Tech)-> Use without Penalty
Equipment
___________
• One uniform
• One set of poor weather gear
• One laspistol and 2 charge packs
• One Flak vest
• good-Craftsmanship hot-shot lasgun (reliable) and 4 charge packs
• One knife (May be upgraded due to hardened Fighter)
• Storm Trooper Carapace 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
• One Imperial Primer
• Combat sustenance rations, two weeks’ supply
Additional Regimental gear modifications available.
I want my guy's backstory to be not well known, so maybe people have to make an Common Lore (Imperium) check or somesuch, or an intelligence check, and then the GM with supply details according to their success. If they want to know.