Regiment Details
Last Chancers (Modified)
Characteristic Modifiers: +3 Agility, +3 Strength.
Starting Skills: Intimidate, Linguistics (Low Gothic), Stealth +10.
Starting Talents: Ambush, Berserk Charge or Frenzy or Cold Hearted or Paranoia, Blind Fighting, Combat Master or Double Team, Peer (Underworld) or Street Fighting, Rapid Reaction.
The Emperor's Scum: Once per game session (mission) a character with this trait may spend a Fate Point and make a Logistics test with a +20 bonus. If they fail, the squad cannot make any Logistics tests for the remainder of the session.
Close-Quarters Battle: Characters from this regiment gain an additional +10 to hit with ranged attacks at Point-Blank Range.
Infiltrators: Whenever 2 or more characters from this squad are required to make a Stealth test, a character with this trait may choose to take a -10 penalty to their own test. If they do, one other character within 10m may choose to use this character's result in place of their own.
Condemned: Members of this regiment have a -20 penalty to all fellowship based tests with members of other Imperial Guard Regiments, their own commanding officers, the Departmento Munitorum, and other officials. Additionally, they suffer a -20 to all Logistics tests.
Starting Wounds: Characters from this Regiment begin play with +1 Wound.
Standard Regimental Kit: 1 Compact lascarbine and four charge packs, 1 Flak Vest and Flak Helmet, 2 Mono-Knives, 3 frag grenades, 3 krak grenades, 1 Inhaler and 4 doses of Frenzon, 1 gas mask, 1 microbead, 1 field kit (uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, rechargeable lamp-pack, grooming kit, dog tags, Imperial Infantryman’s Uplifting Primer, 1 weeks’ rations) per Player Character.
Favoured Weapons: Autocannon, Sniper Rifle