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Holding Nerrith Gamma is an Only War campaign surrounding the first company of Imperial Guardsmen sent to reclaim the lost hive-world of [[Hive World Nerrith|Nerrith]]. The world underwent a series of calamities and treacheries and the God Emperor's servants were either killed or converted to the Ruinous Powers. The [[24th_Nehal_Light_Infantry|24th Nehal Light Infantry]] forward company has been deployed to the planet in order to secure a bulkhead for a future Imperial Guard force. Drawn from the Schola Progenium on Nehal, the regiment is specialised in rapid deployments, breaking through enemy fortifications, and delivering a fusillade of deadly accurate fire.  
 
Holding Nerrith Gamma is an Only War campaign surrounding the first company of Imperial Guardsmen sent to reclaim the lost hive-world of [[Hive World Nerrith|Nerrith]]. The world underwent a series of calamities and treacheries and the God Emperor's servants were either killed or converted to the Ruinous Powers. The [[24th_Nehal_Light_Infantry|24th Nehal Light Infantry]] forward company has been deployed to the planet in order to secure a bulkhead for a future Imperial Guard force. Drawn from the Schola Progenium on Nehal, the regiment is specialised in rapid deployments, breaking through enemy fortifications, and delivering a fusillade of deadly accurate fire.  
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===The 24th Nehal Light Infantry===
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'''Schola Progenium'''
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Characteristic Modifiers: +3 to Willpower, and +3 to either Weapon Skill or Ballistic Skill.
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Skills: All Progena characters are Trained in Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (War), and Linguistics (High Gothic, Low Gothic).
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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.
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Starting Wounds: Progena characters begin play with +1 starting Wound.
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'''Maverick Commander'''
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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.
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Starting Talents: Resistance (Fear)
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'''Light Infantry'''
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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.
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Characteristics: +3 Agility, –3 Toughness
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Starting Skills: Navigate (Surface)
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Starting Talents: Sprint
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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.
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'''Sharpshooters'''
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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
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relied upon to fell foe after foe with a storm of precise shots.
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Starting Aptitude: Ballistic Skill
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Starting Talents: Deadeye Shot
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'''Infiltrators'''
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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.
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Starting Skill: Stealth
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Starting Talents: Blind Fighting
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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.
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'''Sappers'''
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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.
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Characteristics: +2 Intelligence
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Starting Skills: Security, Tech-Use, Trade (Technomat)
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Starting Talents: Technical Knock Standard
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Regimental Kit: One lascutter per Player Character
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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.
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'''Condemned'''
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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.
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Talents: Choose one of the following: Berserk Charge, Cold Hearted, Frenzy, or Paranoia.
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'''Standard Kit'''
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• One uniform
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• One set of poor weather gear
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• One las carbine(Main Weapon), and two charge packs
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• One knife
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• One flak vest
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• One Flak helmet
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• One rucksack or sling bag
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• One set of basic tools
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• One mess kit and one water canteen
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• One blanket and one sleep bag
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• One rechargeable lamp pack
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• One grooming kit
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• One set of cognomen tags or equivalent identification
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• One primer or instructional handbook
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• Combat sustenance rations, two weeks’ supply
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• One Lascutter
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• Two frag grenades
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• Two smoke grenades
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• One targeter
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• One demolition charge
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• One grapnel and line
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• One set filtration plugs
  
 
===Player Characters===
 
===Player Characters===

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