24th Nehal Light Infantry

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Nehal is a planet almost unique in the Calixis Sector, having been given over almost entirely to the Schola Progenium. Every inch of the planet's surface is dedicated to training the Imperium's finest soldiers. Hundreds of orphans, their parents lost in the endless war that consumes the galaxy, land in the planet's spaceports before spending the rest of their lives dedicated to slaying the Emperor's foes. By the time they leave the planet again they are highly-trained Stormtroopers, fanatical Sisters of Battle, or dedicated Guardsmen.

Every possible training environment in the sector has been recreated on Nehal, from the great hive-spire used for urban warfare drills, to the continent-wide jungle used for wilderness survival exercises. Due to this rigorous regime troops trained on Nehal are famed for being able to quickly adapt to any situation, delivering the Emperor's Justice to foes under any circumstances.

The 24th Nehal Light Infantry[edit]

The 24th Nehal Light Infantry is a regiment dedicated to moving quickly, penetrating enemy lines and causing as much chaos as possible before disappearing from under their enemies noses. They are trained in battlefield engineering, enabling them to break through fortifications in order to move through even the densest enemy encampments.


24th Light Infantry Training[edit]

Schola Progenium

Characteristic Modifiers: +3 to Willpower, and +3 to either Weapon Skill or Ballistic Skill.

Skills: All Progena characters are Trained in Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (War), and Linguistics (High Gothic, Low Gothic).

Only In Death Does Duty End: Those that pass through the Schola Progenium are drilled each and every day by hardened drill abbots, and all are expected to defend the Emperor’s domain with their lives if necessary. All Progena characters start with one of the following Talents: Air of Authority or Unshakeable Faith.

Starting Wounds: Progena characters begin play with +1 starting Wound.

Maverick Commander

The regiment’s commander is something of a rebel, regarded as ill-disciplined and unpredictable by his peers, but his attitude and his daring make him beloved by his men, who see their leader as one of them, rather than one of “the officers.” So long as he leads, they will follow him anywhere.

Starting Talents: Resistance (Fear)

Light Infantry Lightly-equipped infantry units are key to the complex tactical manoeuvres required on the battlefields of the 41st Millennium. Lacking the firepower to effectively fight on the front lines, their talents are better employed in dense terrain, where they can lay ambushes and engage in short-lived skirmishes.

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.

Sharpshooters The regiment has a well-earned reputation for producing deadly marksmen, and every soldier is expected to be able to demonstrate great proficiency with a lasgun, at the very least. Such regiments commonly produce some of the finest snipers in the Imperial Guard, and even the common soldier can be relied upon to fell foe after foe with a storm of precise shots.

Starting Aptitude: Ballistic Skill

Starting Talents: Deadeye Shot

Infiltrators This regiment uses stealth, cunning, and every ruse de guerre known to military science to sow fear and havoc among the enemies of the Imperium. Well versed in clandestine warfare, infltrators carry out missions that most hardened Storm Troopers would not undertake lightly.

Starting Skill: Stealth

Starting Talents: Blind Fighting

Special: Infiltrators are extremely adept at slipping past the enemy, and use every distraction and dirty trick in the book to this end. When two or more characters from a Squad with this Doctrine are called upon to make a Stealth Test, one of the characters making the Test may choose to make his Test at a –10 penalty. If he succeeds, one other character making the Test may use the first character’s Agility Characteristic for the Test instead of his own. The characters must be within 10 metres of one another to use this ability.

Sappers This regiment specialises in combat engineer duties including erecting fortifications, building bridges and other structures, demolitions work, setting or clearing minefields and tunnelling under enemy emplacements. While the soldiers lack the knowledge and ability of Tech-Priest Enginseers. they are trained to construct, build, and fortify, although they perform such tasks almost purely by rote. The Imperial Guard utilise many prefabricated structures, designed to be erected and emplaced with minimal time and skill. Sappers often go beyond the theoretical limits of their duties and abilities learning to use whatever is to hand when resources become scarce. While such actions might violate Departmento Munitorum edicts they are often overlooked by officers so long as the results are worthwhile.

Characteristics: +2 Intelligence

Starting Skills: Security, Tech-Use, Trade (Technomat)

Starting Talents: Technical Knock Standard

Regimental Kit: One lascutter per Player Character

Special: Sappers are trained to both build and disassemble fortifications, undermine walls, and similar duties. Characters from this regiment gain a +10 bonus to Tech-Use and Trade (Technomat) Tests to construct or disassemble a structure.

Condemned Members of this regiment suffer a –20 penalty to all Fellowship-based Tests made when interacting with members of other Imperial Guard regiments, their own commanding officers, the Departmento Munitorum, and other officials both local and Imperial who would have likely heard of the regiment’s reputation. Additionally, its members suffer –20 penalty to all Logistics Tests. Further, this group is always assigned to the most dangerous missions on a given battlefront, and is rarely given respites between its missions to recuperate and reorganise at the Game Master’s discretion. Finally, at the Game Master’s discretion, any given Squad from a regiment with this Drawback might be assigned an Imperial Guard Commissar (see page 374 of the only War Core Rulebook) to oversee its actions.

Talents: Choose one of the following: Berserk Charge, Cold Hearted, Frenzy, or Paranoia.


Standard Kit

• One uniform

• One set of poor weather gear

• One las carbine(Main Weapon), and two charge packs

• One knife

• One flak vest

• One Flak helmet

• 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, two weeks’ supply

• One Lascutter

• Two frag grenades

• Two smoke grenades

• One targeter

• One demolition charge

• One grapnel and line

• One set filtration plugs