located on Roll 20, with the link posted about that time. If all goes well we may extend the length of time.
Cast and Crew
Guerrilla Regiment
Cost: 4 points
Characteristics: +3 Perception, –3 Fellowship
Starting Skill: Stealth
Starting Talents: Ambush
Standard Regimental Kit:
1 lascarbine (Main Weapon) and four charge packs per Player Character
2 blind grenades per Player Character
2 stun grenades per Player Character
2 frag grenades per Player Character
Post-Cataclysmic Regiment
Cost: 3 points
Characteristic Modifiers: +3 to any two of the following Characteristics: Ballistic Skill, Weapon Skill, Perception
Starting Skills: Post-cataclysmic world characters start with Awareness, Linguistics(low Gothic), and Survival
Resourceful: +10 to survival tests to obtain potable food and water, +10 to techuse tests to jury-rig or repair equipment that is not overly advanced, as determined by the GM.
Horrors of the Past: 1d5 insanity points, and either the Resistance(Cold), Resistance(radiation), or Resistance(fear)
Choleric
Cost: 2 points
Starting Talents: Rapid Reaction
Survivalists
Cost: 4 points
Starting Aptitude: Agility
Special: Taiga. When operating in that kind of terrain, characters from a regiment with this Doctrine can re-roll failed Survival and Navigate (Surface) Skill Tests.
Poorly Provisioned
Regiment Points: 4
Overworked and Underfed: Poorly provisioned units receive half the usual number of clips or charge packs for their main weapons and half the number of rations that their regiment rules would normally provide. If the regiment includes vehicles, its members suffer a –10 Penalty on all Logistics Tests made to acquire fuel, ammunition, and spare parts for their vehicles. If it is a Rough Rider regiment, its members suffer the same penalty to acquire materiel related to the care and feeding of their mounts. In addition, whenever a member of a Poorly Provisioned regiment successfully acquires equipment, the Game Master rolls 1d10; on a result of 4 or lower, the equipment that they receive is of Poor Craftsmanship, regardless of what its Craftsmanship would otherwise have been.
OVERVIEW:
• One autogun (Main Weapon)
• Three clips (90 rounds)
• One field uniform (trousers, sweater, knit cap, knit gloves)
• One set of poor weather gear
• One knife
• One light flak coat
• 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
• One primer or instructional handbook
• Combat sustenance rations, one week supply
• Two blind grenades per Player Character
• Two stun grenades per Player Character
• Two frag grenades per Player Character
• One Gasmask per PC
• One microbead per PC
• One pictrecorder
• One 9-70 entrenching tool
Characteristics:
+3 Perception
–3 Fellowship
+3 to any two of the following Characteristics:
Ballistic Skill
Weapon Skill
Perception
Starting Skills
Stealth
Awareness
Linguistics(low Gothic)
Survival
Starting Talents
Rapid Reaction
Ambush
Special
+10 to survival tests to obtain potable food and water, +10 to techuse tests to jury-rig or repair equipment that is not overly advanced, as determined by the GM.
1d5 insanity points, and either the Resistance(Cold), Resistance(radiation), or Resistance(fear)
When operating in that kind of terrain, characters from a regiment with this Doctrine can re-roll failed Survival and Navigate (Surface) Skill Tests.(Taiga)
Poorly provisioned units receive half the usual number of clips or charge packs for their main weapons and half the number of rations that their regiment rules would normally provide. If the regiment includes vehicles, its members suffer a –10 Penalty on all Logistics Tests made to acquire fuel, ammunition, and spare parts for their vehicles. If it is a Rough Rider regiment, its members suffer the same penalty to acquire materiel related to the care and feeding of their mounts. In addition, whenever a member of a Poorly Provisioned regiment successfully acquires equipment, the Game Master rolls 1d10; on a result of 4 or lower, the equipment that they receive is of Poor Craftsmanship, regardless of what its Craftsmanship would otherwise have been.
Regimental favored weapons are as follows: Tegh Pattern Sniper Rifle, Achillan MkIII “Tread Fether” Missile Tube
Character Name: "Techie" Teodore Ponce
Regiment: 4th Tegh Tsarreri Recon Regiment
Specialty: Operator
Demeanour: Sarcastic
CHARACTERISTICS
WS: 35
BS: 23 (+3 for post-cata)
S: 32
T: 29
AG: 39 (+5 for Operator)
INT: 33 (+5 simple advance)
PER: 36 (+3)(+3 for post-cata)
WP: 28
FEL: 33 (-3)
SKILLS (all unlisted skills are Untrained)
Awareness
Linguistics (Low Gothic)
Survival
Stealth
Common Lore (Tech)
Operate (Surface)
Trained Tech-Use
TALENTS & TRAITS
Ambush
Technical Knock
Weapon Training (Solid Projectile)
Weapon Training (Low-Tech)
WOUNDS
Total: 6+2
Current: 8
Fatigue:
Critical Damage:
INSANITY
Points: 4 (1d5)
CORRUPTION
Points: 0
FATE POINTS
2
EXPERIENCE
XP to Spend: 50
XP Use:
200xp: Tech-Use Known->Trained
250xp: Simple Intelligence advance
APTITUDES
Agility
Ballistic Skill
Fellowship
Fieldcraft
Intelligence
Tech
Perception
EQUIPMENT
1 Autogun (Main Weapon)
3 clips (90 rounds)
1 field uniform
1 set of poor weather gear
1 Knife
1 light flak coat
1 rucksack
1 set of basic tools
1 mess kit and canteen
1 blanket and sleep bag
1 rechargable lamp pack
1 grooming kit
1 set of ID tags
1 primer
1 week supply of combat rations
2 blind grenades
2 stun grenades
2 frag grenades
1 gasmask
1 microbead
1 pictrecorder
1 9-70 entrenchting tool
1 auspex/scanner
1 Common Craftsmanship mind impulse unit
1 combi-tool
1 data-slate
1 lascutter
SPECIAL
Resourceful: +10 to survival checks to obtain potable food and water, +10 to tech-use tests to jury-rig or repair equipment that is not overly-advanced
Overworked and Underfed: Poorly provisioned units receive half the usual number of clips or charge packs for their main weapons and half the number of rations that their regiment rules would normally provide. If the regiment includes vehicles, its members suffer a –10 Penalty on all Logistics Tests made to acquire fuel, ammunition, and spare parts for their vehicles. If it is a Rough Rider regiment, its members suffer the same penalty to acquire materiel related to the care and feeding of their mounts. In addition, whenever a member of a Poorly Provisioned regiment successfully acquires equipment, the Game Master rolls 1d10; on a result of 4 or lower, the equipment that they receive is of Poor Craftsmanship, regardless of what its Craftsmanship would otherwise have been.
Name: Dorah (rolled 99, then 20)
Demeanor: Jaded
Tarkus
WS 41
BS 37
S 31
T 32
A 30
I 29
P 36
W 29
F 29
Wounds 11/11
Fate: 2
Specialty: Weapons Specialist
Demeanor: Death wish
Aptitudes:
Agility
Ballistic Skill
Fellowship
Fieldcraft
Finesse
Weapon Skill
Skills:
Survival
Navigate Surface
Common Lore (Imperial Guard, War)
Parry
Talents:
Rapid Reload
Weapon Training (Low-tech, SP, Launcher)
Basic Equipment:
• One autogun (Main Weapon)
• Three clips (90 rounds)
• One field uniform (trousers, sweater, knit cap, knit gloves)
• One set of poor weather gear
• One knife
• One light flak coat
• One rucksack
• 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
• One Imperial Guardsman's Uplifting Primer
• Combat sustenance rations, one week supply
• Two blind grenades
• Two stun grenades
• Two frag grenades
• One Gasmask
• One microbead
• One pictrecorder
• One 9-70 entrenching tool
Specialist Equipment:
4 frag grenades
Shotgun
Hob
Demeanor: Green
The world of Tegh Tsarreri was a fairly normal world devoted to producing lumber and relatively small quantities of food and similar products for its region of the Imperium until a number of factors conspired to turn it into a frozen hellhole. First of all was the eruption of Mets Krtsk’yer Hrabukh, a super-volcano roughly three times the size of the fabled Yellowstone of Terra. The exceptionally large quantities of ash and rock launched into the atmosphere conspired not only to ground all void-capable vessels but to block all means of communication, while also killing off almost all of the surface plant life. What population survived lived within shelters set within the earth for hundreds of years, until the ash began to clear from the atmosphere, allowing the inhabitants to begin once more to attempt to contact the imperium.
When help eventually did come, it came with a price. The vessels that responded to the populations call for aid would only do so for trade goods, and with the worlds capacity to produce just about anything destroyed by the eruption the world instead chose to give its final resource; trained and hardened soldiers, well versed in surviving in taiga, and in surviving without aid. The peoples of these four regiments live in hope of oneday returning to their world, and helping it become great someday...
19th.