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==== Ohmsworld Regiments ==== ===== The 12th Ohmsworld Armored Regiment ===== The 12th Ohmsworld was in the final stages of being reconstituted when the insurrection began, with the veterans of previous Ohmsworld regiments and even a junior Ulthwe Farseer combining their efforts to ready the troops. As such, it was not only at full strength when the Duke announced his secession, it also had expert β if not exceptional β leadership. With aid from the Skitarii, the 12th led the charge into Ohmsworld's primary hive and quickly overwhelmed the Ducal Guards, many of whom were Ohmsworld veterans themselves and subsequently defected to the Imperial forces. More importantly, they managed to seize the Guards' stock of Chimeras, giving Ohmsworld a powerful mobile army. With the easing of pressure on Ohmsworld as the Imperium advances, the 12th has even begun contemplating direct offensive actions, as opposed to the firefighting they had done before. Whether this leads them to glorious victory or fatally overextends their already undersupplied lines, only time will tell. Home World: Hive World <br> Commanding Officer: [[Nobledark_Imperium_Notes#Tabletop_Crunch|Psyker]] (Farseer Eldian Sylandriel, provisional/brevet Colonel) <br> Regiment Type: Mechanised Infantry <br> Doctrines: Survivalists: Ash Wastes, Scavengers* <br> Regimental Drawbacks: Poorly Provisioned <br> Characteristic Modifiers: <br> Starting Aptitudes: +6 Agility <br> Starting Talents: Warp Sense, Paranoia, Rapid Reload <br> Starting Skills: Common Lore: Imperium, Deceive, Linguistics: Low Gothic, Psyniscience, Forbidden Lore: Psykers, Operate: Surface <br> Starting Aptitude: Agility <br> Tutelage of Mars (replaces Accustomed to Crowds): The Mechanicus has taken a great deal of interest in Ohmsworld's archaeotech, so while Mars would never officially sanction it, the local techpriests have given the people of Ohmsworld some basic training in technological mysteries to aid them in maintenance. Ohmsworld troopers may offer Aid in Tech-Use tests as if they were trained in Tech-Use, though this bonus goes away if they actually become Trained in Tech-Use. Those who ARE trained in Tech-Use gain +10 to all Tech-Use tests that involve respiratory or air filtration equipment... <br> Hivebound: Hive worlders seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, voidship or similar), they suffer a β10 penalty to all Survival Tests, due to their continued unfamiliarity with such places. Wounds: Characters from this regiment reduce their starting Wounds by 1. <br> Standard Kit: Universal Standard Kit, one M36 Lasgun and four charge packs per PC, one suit of flak armour per PC, two frag and two krak grenades per PC, 1 Chimera Transport per Squad, one respirator per PC, one micro-bead per PC, one survival suit per PC, one auspex per Squad <br> Favoured Weapons: Autocannon, grenade launcher <br> *Special note: Everyone on Ohmsworld knows that scavenging is necessary; as such, scavenging is explicitly allowed by Guard and Munitorum authorities. However, regiments are also under orders to deposit all scavenged materiel into a collective equipment pool; hoarding is very much frowned upon. This doesn't mechanically alter the Scavengers Doctrine, just modify its ingame usage. ===== The 3rd Special Defence Regiment ===== As with all things on Ohmsworld, the archaeotech comes first, and even the most vicious assaults often devolves into hand-to-hand combat as all sides struggle desperately to avoid damaging the precious filtration systems. As such, most close-combat specialists present during the rebellion had been consolidated into solely defensive forces. These specialists ranged from press-ganged hivers, to the few Arbites who had survived the Duke's initial purge, to any and all Ogryn on the planet, and β in the case of the 3rd Special Defence Regiment β even maintenance workers skilled at handling heavy tools. Indeed, the leader of the increasingly diverse regiment is herself an Ogryn Bone'ead; 'Boss Foreman' Mogda Gruk took to her implants exceptionally well, with her intelligence even rating slightly above Imperial average. Though astoundingly ugly even by Ogryn standards she is well-loved by the troopers under her command, especially since she seems little changed from her days as foreman for her hive's Ogryn workforce. Home World: Hive World <br> Commanding Officer: Maverick (Brevet Colonel Mogda Gruk) <br> Regiment Type: Siege Regiment <br> Doctrines: Hardened Fighters, Close Order Drill <br> Regimental Drawbacks: Poorly Provisioned <br> Characteristic Modifiers: <br> Starting Aptitudes: +3 Agility, +3 Perception, +3 Toughness, +2 Weapon Skill, -3 Intelligence <br> Starting Talents: Paranoia, Resistance: Fear, Street Fighting, Combat Formation, Nerves of Steel <br> Starting Skills: Common Lore: Imperium, Deceive, Linguistics: Low Gothic, Tech-Use <br> Starting Aptitude: None <br> Tutelage of Mars (replaces Accustomed to Crowds): The Maechanicus has taken a great deal of interest in Ohmsworld's archaeotech, and while Mars would never officially sanction it, the local techpriests have given the people of Ohmsworld some basic training in technological mysteries to aid them in maintenance. Ohmsworld troopers may offer Aid in Tech-Use tests as if they were trained in Tech-Use, though this bonus goes away if they actually become Trained in Tech-Use. However, those who ARE trained in Tech-Use gain a +10 bonus to all Tech-Use tests that involve respiratory or air filtration equipment... <br> Hivebound: Hive worlders seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, voidship or similar), they suffer a β10 penalty to all Survival Tests, due to their continued unfamiliarity with such places. <br> Wounds: Characters from this regiment reduce their starting Wounds by 1. <br> Standard Kit: Universal Standard Kit, one combat shotgun with a mono bayonet and 8 shotgun magazines per PC, one suit of flak armour per PC, one respirator per PC, four empty sandbags and one entrenching tool per PC, two frag grenades and two photon flash grenades per PC, one auspex per Squad, one micro bead per PC <br> Favoured Weapons: Heavy flamer, flamer (as delicate as the filters are, they are surprisingly heat-resistant) ===== Century Omega 7-13 ===== When the Duke announced his secession, the Mechanicus authorities on Ohmsworld immediately decided to move in support of the Imperium β not out of any real love for the Imperium proper, but out of fear that the resources they needed for further research would be cut off. Under most circumstances, they wouldn't even have gone that far β after all, no sane man would cross the Mechanicus. Problem was, the Duke was anything but sane; during secret negotiations between Mars' representatives and the Duke, the latter made it clear that he would brook no opposition nor equal (that Mars would be his superior never seemed to cross his mind). The fact that many hereteks had thrown in their lot with the Duke in exchange for independence and freedom of work only hardened the opinions of Ohmsworld's Mechanicus against them. Even so, their insurrection was costly, with the already small Skitarii centuries being further depleted to the point where they were eventually consolidated into a single unit. Century Omega 7-13 now functions as a semi-independent organization within Ohmsworld's military; in general, the Magi's goals tend to align with Ohsmworld's, but sometimes they send Omega 7-13 detachments on independent missions, their actual agenda known only to the senior adepts of Mars. Home World: Lathe Worlds <br> Commanding Officer: Phlegmatic (Centurion/Magos Rho-1) <br> Regiment Type: Grenadiers <br> Doctrines: Cyber-Enhanced, Iron Discipline <br> Regimental Drawbacks: The Few <br> Characteristic Modifiers: +3 Intelligence, +3 Ballistic Skill, +3 Toughness <br> Starting Talents: Bombardier <br> Starting Skills: Tech-use (Trained), Common Lore: AdMech, Common Lore: Tech, Linguistics: Low Gothic, Linguistics: Techno-Lingua, Logic, Common Lore: Imperial Guard, Common Lore: War <br> Starting Aptitudes: Willpower <br> Tutelage of Mars (replaces Isolated by Machines): Gain a +10 bonus to all Tech-Use tests that involve respiratory or air filtration equipment...<br> The True Flesh: Lathe World characters possess the Mechanicus Implants Trait. In addition, the potentia coil is specifically enhanced to meet the needs of integrated weapons.<br> Soldiers of the Omnissiah: This regiment cannot include Support Specialists used in other Guard regiments; the Mixed Regiment rules must be used in those cases. Guardsmen from these regiments always count as Techpriests for purposes of prerequisites, regardless of current Speciality or Advanced Speciality. Wounds: Characters from this regiment generate Wounds normally.<br> Standard Kit: Universal Standard Kit, one Lathe lasrifle with an attached auxiliary grenade launcher weapon upgrade per PC, three krak and two frag grenades per PC, one suit of light carapace armour per Player Character, one deadspace earpiece per PC, one combi-tool per PC, two grenade launchers per Squad, Common bionic respiratory system, bionic heart<br> Favoured Weapons: Integrated Weapons<br>
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