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- Regiment-House Marlaeth(zman)
- -------------------------
- To Spend:3
- Imperial Knight House: Standing out from the Imperiums myriad of other houses of nobility
- as the only holders of Knight Armour. Titanic suits of armour whose power is only dwarfed
- by the Titans of the Collegia Titanica and whose chivalric legacies of glory and honour stretches
- to long before the birth of the Imperium.
- Cost: 3 points.
- Characteristic Modifiers: +3 to any two of the following Characteristics—Ballistic Skill, Weapon Skill, Willpower.
- Skills: All Imperial Knights start with Common Lore (Imperium), Tech-use, and Linguistics (High Gothic).
- Fluency: While Imperial Knight characters have learned to speak Low Gothic, they have no reason to learn
- to read and write the language of the lowly masses. Because of this, Imperial Knight characters do not
- start with the Linguistics (Low Gothic) Skill at creation, although they are still capable of engaging
- in any verbal communication in Low Gothic that does not require a Skill Test. Duty and Honour: Imperial
- Knights hold themselves to standards of behaviour and etiquette, their upbringing distinguishing them from the
- low-born warriors that make up the common bulk of the Imperiums armies. Imperial Knight characters suffer a –10 penalty on all Charm,
- Inquiry, and Deceive Tests made to interact with characters who are not nobility. However, they gain a +10 bonus on all those same
- Skill Tests when dealing with the nobility and other high authority in formal situations.
- Dutiful Attendants: Each Knight is served by a team of Sacristans sworn to his service, to maintain and
- repair his Knight Armour, arm its weapons and see that its war spirits are primed for battle. Imperial Knight
- characters have a +20 bonus to requisition rolls to acquire ammunition for their Knight armours and furthermore,
- the Sacristans receive a +10 bonus to Tech-use rolls to repair and maintain the Knight Armour.
- The Finest Tutors: Years of study under a wide range of military instructors, and traditional connections
- to other military dynasties, have prepared each and every Knight Scion for a life at war. Imperial Knight
- characters start with one of the following Talents: Air of Authority or Peer (Nobility).
- Starting Wounds: Imperial Knight Characters generate their wounds normally.
- Freeblade
- Ambitious and glory seeking even for Imperial Knights,
- Freeblades are exiled knights whose quests for glory make
- them peerless warriors and legendary heroes.
- Cost: 6 points
- Characteristics: +3 Fellowship, -3 Perception
- Starting Skills: Operate (Surface)
- Starting Talents: Sprint
- Standard Kit: 1 Questoris Knight Armour
- Choleric
- The regiment’s commander is decisive and leads from the front,
- taking charge of situations personally, and never afraid to do
- what he orders his men to do. However, he is quick to anger, and
- can often be drawn into foolish actions. His men are ever ready
- for action, and familiar with the rigours of battle.
- Cost: 2 points
- Starting Talents: Rapid Reaction
- Die-Hards
- The regiment is unyielding in the face of adversity, and will
- not falter amidst the fury of battle, no matter the horrors
- arrayed against them.
- Cost: 3 points
- Starting Aptitude: Toughness
- Regimental Rivalry
- Regiment Points: 2
- Talents: Hatred (Choose one†) and Enemy (Choose one†)
- †When selecting this Regimental Drawback, a single Imperial Guard
- regiment must be chosen. The Hatred and Enemy choices must be the
- same regiment, and cannot be another unit from the Player Character’s
- own regiment.
- Regiment-House Marlaeth(zman)
- -------------------------
- To Spend:3
- Imperial Knight House: Standing out from the Imperiums myriad of other houses of nobility
- as the only holders of Knight Armour. Titanic suits of armour whose power is only dwarfed
- by the Titans of the Collegia Titanica and whose chivalric legacies of glory and honour stretches
- to long before the birth of the Imperium.
- Cost: 3 points.
- Characteristic Modifiers: +3 to any two of the following Characteristics—Ballistic Skill, Weapon Skill, Willpower.
- Skills: All Imperial Knights start with Common Lore (Imperium), Tech-use, and Linguistics (High Gothic).
- Fluency: While Imperial Knight characters have learned to speak Low Gothic, they have no reason to learn
- to read and write the language of the lowly masses. Because of this, Imperial Knight characters do not
- start with the Linguistics (Low Gothic) Skill at creation, although they are still capable of engaging
- in any verbal communication in Low Gothic that does not require a Skill Test. Duty and Honour: Imperial
- Knights hold themselves to standards of behaviour and etiquette, their upbringing distinguishing them from the
- low-born warriors that make up the common bulk of the Imperiums armies. Imperial Knight characters suffer a –10 penalty on all Charm,
- Inquiry, and Deceive Tests made to interact with characters who are not nobility. However, they gain a +10 bonus on all those same
- Skill Tests when dealing with the nobility and other high authority in formal situations.
- Dutiful Attendants: Each Knight is served by a team of Sacristans sworn to his service, to maintain and
- repair his Knight Armour, arm its weapons and see that its war spirits are primed for battle. Imperial Knight
- characters have a +20 bonus to requisition rolls to acquire ammunition for their Knight armours and furthermore,
- the Sacristans receive a +10 bonus to Tech-use rolls to repair and maintain the Knight Armour.
- The Finest Tutors: Years of study under a wide range of military instructors, and traditional connections
- to other military dynasties, have prepared each and every Knight Scion for a life at war. Imperial Knight
- characters start with one of the following Talents: Air of Authority or Peer (Nobility).
- Starting Wounds: Imperial Knight Characters generate their wounds normally.
- Freeblade
- Ambitious and glory seeking even for Imperial Knights,
- Freeblades are exiled knights whose quests for glory make
- them peerless warriors and legendary heroes.
- Cost: 6 points
- Characteristics: +3 Fellowship, -3 Perception
- Starting Skills: Operate (Surface)
- Starting Talents: Sprint
- Standard Kit: 1 Questoris Knight Armour
- Choleric
- The regiment’s commander is decisive and leads from the front,
- taking charge of situations personally, and never afraid to do
- what he orders his men to do. However, he is quick to anger, and
- can often be drawn into foolish actions. His men are ever ready
- for action, and familiar with the rigours of battle.
- Cost: 2 points
- Starting Talents: Rapid Reaction
- Die-Hards
- The regiment is unyielding in the face of adversity, and will
- not falter amidst the fury of battle, no matter the horrors
- arrayed against them.
- Cost: 3 points
- Starting Aptitude: Toughness
- Regimental Rivalry
- Regiment Points: 2
- Talents: Hatred (Choose one†) and Enemy (Choose one†)
- †When selecting this Regimental Drawback, a single Imperial Guard
- regiment must be chosen. The Hatred and Enemy choices must be the
- same regiment, and cannot be another unit from the Player Character’s
- own regiment.
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