Advertisement
Guest User

custom regiment crunch

a guest
May 2nd, 2018
352
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.53 KB | None | 0 0
  1. St. Vulcan's Finishing School "Machine Girls" 11th Mechanized Recon
  2.  
  3. An all-girls regiment of killer cyborgs. Drilled by the strictest of teachers, augmented by the machine cult's finest tech, no expense has been spared in turning this regiment into a well-oiled (albeit untested) killing machine. Of course, relatively few families can afford this expense, so the graduating class each year isn't especially large... and not everyone survives the augmentation process. Most of the regiment's servitors hold honorary posthumous diplomas.
  4. Minimal fluff about their homeworld remains. Its actual name is undecided, details about the system paint it as mineral-rich but barely hospitable.
  5. Soldiers are conscripted fairly young (fresh out of schola after all) and are for the most part adherent to the creed they were taught in school, which was definitely maybe about the God-Emperor first and foremost.
  6.  
  7. Crunch summary: Soldiers of the 11th Mechanized Recon are well protected both inside and outside their vehicle. Their gear is optimized for close-range fighting (because it was easier to stow in the tank) so if they do need to get out of their vehicle, they should do after ramming the enemy with it. Being heavily cyborgized and loaded with quality equipment, soldiers are difficult to replace, and therefore are encouraged to analyze the situation carefully before committing.
  8.  
  9. Creation Steps:
  10.  
  11. Homeworld: Forgeworld (4): +3 to Int/Tough. Common Lore (admech, tech), Linguistics (low gothic, techna lingua), Logic, Peer(admech) Tech Knock or Weapons Tech, -10 to Interaction with non-technerds, -1 Wound
  12. Commander: Circumspect (2): Foresight. An careful, perhaps overly cautious commander who considers all the facts before making a move, and encourages his men to do the same.
  13. Regiment Type: Mech. Recon Regiment (3): +3 Per, -3 Tough, Awareness, Lightning Reflexes, one Salamander Recon Tank per squad. Speedy, survivable Chimera-chassis tank that runs recon ahead of a fighting force, preferring hit and run (and keep running) tactics in combat.
  14. Training/Doctrines:
  15. CQB (5): Double Team or Combat Master, main weapon replaced with Compact lascarbine with 4 clips, mono knife, light carapace armor, +10 to point blank BS tests.
  16. Cyber-Enhanced (3): Every member of the regiment has 2 Common or 1 Good augmetic enhancements. (legs count as one aug but arms are one each)
  17. Drawback: The Few (+5): Reinforcements are tough to come by. -20 to Logistics tests to replace comrades if the regiment is actively deployed, only +10 if most of it is not deployed.
  18.  
  19. Total Bonuses:
  20.  
  21. Character Modifiers: +3 Int/Per, -1 wound.
  22. Skills: Common (AdMech, Tech), Linguistics (low gothic, techna lingua), Peer(AdMech), Tech Knock/Weapons Tech (unjam a weapon or increase damage on hi-tech guns)
  23. Talents: Foresight, Awareness, Lightning Reflexes, Double Team or Combat Master
  24. Misc. Bonuses: +10 to point blank shooting, -10 to talking like a normal person. Everyone's a cyborg.
  25. Standard Regimental Kit additions: (budget: 30/30 pts)
  26. -microbead(8): Radio headset.
  27. -photovisors(8): allow normal vision in low light conditions. Good for night ops.
  28. +1 frag nade(5)
  29. chrono (2): it's a watch.
  30. Good carapace armor upgrade(5): provides +1 armor against the first attack each round.
  31. recaf (2): it's only one cup's worth. Good for one very alert night watch, or for trading with fellow guardsmen.
  32. Favored Weapon: Plasma guns. -Wait, plasma guns? I didn't see any... oh, seems the regiment's techpriests have a fetish for these even if they aren't handed out to every soldier.
  33.  
  34. Total budget: 17/17
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement