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  1. 71st AVALONIAN LANCERS
  2.  
  3. FORTRESS WORLD
  4.  
  5. COMMANDING OFFICER:
  6. BILIOUS
  7.  
  8. REGIMENT TYPE:
  9. MECHANIZED INFANTRY
  10.  
  11. DOCTRINE:
  12. ANTI-ARMOUR
  13. CLOSE ORDER DRILL
  14.  
  15. DRAWBACKS:
  16. REGIMENTAL RIVALRY
  17. THE FEW
  18.  
  19. FAVOURED WEAPONS
  20. BASIC: Combat Shotguns
  21. HEAVY: Missile Launchers
  22.  
  23. -One set of fatigues
  24. -One set of poor weather gear
  25. -One Lasgun with four charge packs
  26. -One Underbarrel grenade launcher
  27. -One Bayonet
  28. -One suit of Guardsman flak armour
  29. -Two frag grenades and two krak grenades
  30. -One rucksack
  31. -One set of basic tools
  32. -One Chrono
  33. -One mess kit and one water canteen
  34. -One blanket and one sleep bag
  35. -One rechargeable lamp pack
  36. -One grooming kit
  37. -One set of cognomen tags
  38. -One imperial guard uplifting primer
  39. -Combat sustenance rations, 14 days supply
  40. -One chimera per squad
  41. -One Gas mask
  42. -One Micro-bead (8 Pts)
  43. -One Advanced Medkit
  44.  
  45. ---------------------------------------------------------------------------------------------------------------------------------------
  46.  
  47. The planet you're being deployed to was previously an upstart hiveworld in stasis; characterized by heavy traditionalism, a military-feudal government system, and a generally low tech populace despite high tech architecture. The planet has been in a state of political stasis for roughly 100 years until now. It is known as Turakoya.
  48.  
  49. Five months ago, a cabal of several high ranking feudal-officers threw a reformist coup over the previous feudal system, promoting military and cultural revolution (largely inspired by the politics and systems of Avalon and it's neighbours). The traditionalists saw this as a puppet regime of the neighboring planets, and insurrection soon turned in to civil war. The reformist government has asked it's neighbours to step in and intervene in the civil war. Avalon has sent sixty-thousand troops, and is considered the leading figure in the coalition of forces sent from various planets to intervene in the war.
  50.  
  51. A total of 7 planets have sent troops, for a total force of roughly 240,000 soldiers. Though the planet is relatively small (some don't consider it a planet at all), this force is obviously no where large enough to occupy the planet. Most of these forces are dispersed as occupational units or auxiliary units to the Turakoyan regiments.
  52. .
  53. While initial pushes against the traditionalists were successful, the war had bogged down with both sides only engaging in limited skirmishes. You possess orbital superiority with various naval units, as well as several aeronautica supports. Though, the Reformist Turakoyan forces are largely outnumbered, relying heavily on outside support to remain fighting.
  54.  
  55. You, the 71st Avalonian Lancers, have been deployed as an auxiliary force to the Turakoyan 2nd Army.
  56.  
  57. DEPLOYED REGIMENTS (In full strength (20,000 personnel) divisions)
  58. Vesnian 14th Guards Motorized
  59. Vesnian 4th Guards Armoured
  60. Avalonian 71st Lancers
  61. Avalonian 56th Lancers
  62. Avalonian 8th Knights
  63. Tyrkani 3rd Aerotroops
  64. Tyrkani 53rd Light Infantry
  65. Cydraxian 42nd Pathfinders
  66. Cydraxian 223rd Mechanized
  67. Velogian 12th Mechanized
  68. Faariki 6th Mountain Hunters
  69. Zviran 33rd AeroCavalry
  70.  
  71. ---------------------------------------------------------------------------------------------------------------------------------------
  72.  
  73. HOUSERULES
  74.  
  75. Wound Thresholds are used in place of regular wounds. For every multiple of your wound threshold you take, increase that location's crit level by one (If multiple levels are surpassed, use the highest effect only). The head's wound threshold is equal to TB/3 (Round up). The limbs threshold is equal to TB/2 (Round up). The torso's wound threshold is equal to TB.
  76.  
  77. Initiative is rolled with Per+Int+Agl. Any talent/trait that allows you to replace initiative with another stat, instead replace on of the other things needed with a double of that stat (IE Per+Per+Agl, or Per+Per+Int).
  78.  
  79. A toughness roll is made every day. On a success, each location heals one point, on a failure, nothing happens. A doctor may opt to treat the patient daily, making a medicae test in addition to the toughness roll being made, making it possible for one to heal two points per location.
  80.  
  81. All armour AP is doubled, and all weapon Penetration values are doubled as well.
  82.  
  83. The accurate quality adds +10 to aimed shots, and +2 pen per degree of success, to a maximum of +6
  84.  
  85. One may stay in full cover and still shoot, but the shot may not be aimed, and takes a full action instead of the standard half action.
  86.  
  87. Shooting a gun in melee incurs one of the following penalties (The compact modification reduces the penalty by 10%):
  88. Pistol: -10%
  89. Carbine:-20%
  90. Rifle: -30%
  91. Heavy: -50%
  92.  
  93. Instead of instantly recovering 1d5 wounds, fate points may be spent to lower the damage of any given attack by 1d5.
  94.  
  95. Acquiring regimental standard kit is a +50 logistics test.
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