Di 29. Jul 2014, 12:32 von Croaker
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REGIMENTAL DRAWBACKS
Cloud of Suspicion
Whether justified or not, this regiment as come under close
scrutiny. The members of this regiment know that their
movements are being watched by someone, and that the
someone does not like them. A siege mentality has spread
throughout the regiment, along with paranoia and anxiety.
Officers see spies and informants everywhere and newly
conscripted guardsmen are viewed with deep suspicion
and hostility as their new squad mates assume they are
undercover agents with sinister purposes.
Regiment Points: 3
Talents: Enemy (Adeptus Arbites) or Enemy
(Inquisition) or Enemy (Other), Paranoia.
Untimely Inquiries: Whenever this regiment fails in
an operation or the Squad fails to complete a mission or
achieve a critical objective, the power with a worrisome
interest in the regiment rears its ugly head, at the Game
Master’s discretion. When such an investigation takes place,
even on a regimental level, every member of the regiment
suffers a –5 penalty to Willpower Tests until the interference
concludes due to the stress that it causes.
Condemned
Either due to pernicious acts unbefitting a chosen soldier
of the Imperial Guard, incompetence and failure, cowardice
in the face of the enemy, unfair accusations, or simple,
terrible luck, this regiment has been condemned to die
on the battlefield as penance for its sins. Though many
regiments seek death on the battlefield, these soldiers are
not merely sent into incredibly dangerous situations but
are placed against outright suicidal odds, even if there
is little to be gained from their deaths besides the semihonourable
and convenient disposal of troops who cannot
be trusted or forgiven. Departmento Munitorum support for
such regiments is token at best, and they receive the most
dangerous missions that command can concoct for them.
Regiment Points: 6
Beyond Redemption: 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.
At the GM’s discretion, this Drawback can be applied to
a regiment or even a single Squad within a regiment after
creation, as a punishment for crimes or incompetence. If a
regiment or Squad receives this Drawback after creation, it
does not receive the additional Regiment Creation Points
that it would normally provides, but instead receives the
Weapon Skill Aptitude (regiments and Squads that select
this Drawback at creation do not gain this Aptitude).
Talents: Choose one of the following: Berserk Charge, Cold
Hearted, Frenzy, or Paranoia.
Cult of Chivalry
This regiment holds itself to an aggressive standard, believing
firmly that work done in the name of the God-Emperor must
be undertaken in a certain way or it is not work in His name at
all. To members of such regiments, certain lines must never be
crossed, even in war, and certain tactics are never acceptable.
Such warriors see deception as synonymous with dishonour,
and try to avoid it at all costs, even to their own detriment.
Regiment Points: 3
Code of Honour: A member of this regiment must pass a
Difficult (–10) Willpower Test before attempting to use the
Deceive Skill (even on an enemy); if he fails, he must either
tell the truth or remain silent. Members of such regiments can
still lie by omission, though such tactics are almost invariably
frowned upon. Further, due to their tendency to deal honestly
with others, members of regiments with this Drawback suffer
a –10 penalty to Scrutiny Tests Opposing the Deceive Skill.
Dishonoured
This regiment suffered a humiliating defeat or otherwise
had its reputation tarnished by a failure of some kind.
Although it has suffered no direct sanctions or punishments
as a result, each member of the regiment still feels the sting
of stumbling when put to the test. As such, they are driven
to succeed at all costs, that they might rid themselves of the
shame of failing the God-Emperor.
Regiment Points: 3
Seeking Redemption: While engaged in battle, a member
of this regiment must pass a Difficult (–10) Willpower Test
when ordered to give ground, withdraw, or otherwise relinquish
something of importance to the mission. If the character fails
this Test, he can still choose to follow the order to act against
his desires, but he gains 1d5–2 (to a minimum of 1) Insanity
Points from the mental stress of enduring this further disgrace.
Doomed
Luck is a fickle mistress, and for some unknown reason she
seems to have turned her back on this regiment. Nothing
ever seems to go right for these hard-luck troopers, and
they are the very definition of the old military aphorism,
“Every plan is a good plan until first contact with the God-
Emperor’s foes.” Much needed materiel and reinforcements
arrive late, incorrect, or not at all, orders are incomplete,
intelligence is nearly always wrong and battlefield
conditions are worse than expected, and there are a higher
number of accidents and foul-ups while in the field.
Regiment Points: 7
Dead Soldiers Walking: Members of this regiment cannot
Burn Fate Points to survive fatal injuries (see Burning
Fate on page 33 of the Only War Core Rulebook). In
addition, members of the regiment suffer a –10 penalty
on Logistics Tests, and whenever the Squad rolls on Table
6–5: Random Issue Gear (see page 167 of the Only War
Core Rulebook), they apply a –20 penalty to the roll. The
Game Master should also take this Regimental Drawback
into account when designing missions, and he should plan
the number of Complications that spring up during the
execution of the mission accordingly.
Honour Bound
A man or woman’s honour is every bit as important to the
members of this regiment as food, water, and oxygen—
perhaps even more so. Various regiments across the galaxy
believe that no slight to one’s honour can go unanswered.
Often, as is the case with unintentional slights or insults,
a simple apology or retraction is enough to satisfy the
individual whose honour was impugned, but occasionally
the insult is so grave or an accusation so unanswerable that
the parties involved can only satisfy their honour through
a duel. Duelling among the officers and enlisted men of
such regiments is common, and their members often earn a
deserved reputation as hot-headed and quick to anger.
Regiment Points: 4
Pride Over Life: Members of this regiment must pass
a Difficult (–10) Willpower Test to refuse any formal
challenge or ignore any other major slight to their honour.
If a character from this regiment succeeds on the Test, he sees
the bigger picture and ignores the challenge or attempt to
goad him into action. If he fails on the Test, however, he must
engage the individual in question (either in a duel to settle
matters in a formal and stylised fashion or simply in a brawl
to express himself with his fists) or suffer a –10 penalty to
Willpower Tests for the remainder of the session. This penalty
is cumulative should he refuse multiple challenges to his
dignity over the course of a single session. The Game Master
can modify the difficulty of the Test—and the scale of the
effects of failing it—as he deems appropriate to the situation.
Incompetent Leadership
This regiment is a disaster from the top down, affecting
the regiment’s morale and causing an excess of grief
and frustration among the enlisted men. Incompetent
leadership could take the form of ignorant and
inexperienced field officers, general officers more interested
in their own personal political goals, indolent, permissive, or
particularly savage squad leaders, thieving logistics officers,
or any combination thereof. No matter its root cause, or
causes as is often the case, the end result is always the
same—loss of efficiency and combat effectiveness, muddled
orders, poor communications, higher than usual casualties,
and even mutiny and desertion.
Regiment Points: 5
Orders of Fools: Members of this regiment suffer a –10
penalty to Command Tests made during combat, either
due to they themselves being incompetent or, in the case
of most Player Characters, because they are saddled with
unruly and sullen subordinates who have grown embittered
by the poor decisions raining down from the ranks above.
Further, members of this regiment must make a Routine
(+20) Command or Intimidate Test as part of any
Comrade Order that does not already require a Command
Test; if the character fails the Test, the Comrade refuses
the order due to a learned distrust for authority or fouls
it up. Finally, the foolishness of this regiment’s leaders
should have a noticeable effect upon the lives of the Player
Characters (hurling them needlessly into danger, deploying
unwise tactics against the enemy, falling for obvious traps,
mistaking enemies for allies or allies for enemies, and other
such blunders) at the Game Master’s discretion.
Lost Home World
It is a common aphorism among Guardsmen that the Imperial
Guard is the only home they have. For those men and women
from lost home worlds, this is a sad and literal truth. In an age
when swarms of slavering life forms from beyond the galaxy
consume whole star systems unopposed, and when a middling
fleet of voidships commands enough destructive power to
reduce a planet to cinders in the blink of an eye, the loss
of a single planet in a sector is unremarkable. Unremarkable,
that is, except to the men and women who called the world
home. Some are consumed by Tyranids or Chaos forces, some
are burned in the holy fires of Exterminatus or laid waste
with virus bombs, and others simply succumb to the death
of their star or some other freak celestial accident. Whatever
the case, this regiment is among the last survivors of a dead
world, a fact that marks the survivors indelibly. Regiments
from lost home worlds become of the Imperial Guard,
keeping a handful of traditions but accepting the battlefields
of the galaxy as their home instead of the world upon which
they were born. There is little commonality among these
regiments, save for a haunted look and a tendency to suffer
from crushing survivor’s guilt.
Survivor’s Guilt: Being one of a handful of survivors of
a disaster that snuffed out the lives of teeming millions
or billions has a deleterious effect on the human psyche.
Survivors of such a cataclysmic loss tend to suffer numerous
grief, loss, and stress-related maladies that complicate the
already stressful life of an Imperial Guardsman. Members
of this regiment begin play with 2d10 Insanity Points.
Last Survivors: Whenever a member of this regiment falls,
it represents an irreplaceable loss to the group, which can
no longer pull reinforcements from its annihilated place of
origin. The Departmento Munitorum often assigns members
of other devastated regiments to join the survivors to bring
the regiment back to strength, which can create considerable
friction between two groups embittered by loss—of course,
this assumes that there are reinforcements to be had at all
in the battlefront, and sometimes there are simply no more
soldiers to join regiments devastated by such loss.
Each time a Squad from this regiment requests replacement
members (to replace lost Comrades), the Game Master rolls
1d10 instead of having the recruits come from the original
core of the regiment. On a result of 3–4, the recruits come
from the original survivors of the regiment, members of
other Squads within the regiment who also lost members.
On a result of 5–10, they come from another regiment that
has recently suffered terrible losses and happens to be near
enough for the Departmento Munitorum to group the two
regiments together. On a result of 1–2, however, the Squad
receives no reinforcements at all, and must soldier on until its
members can put in another request for troop support.
Depending on how many members of the original
regiment remain, the Game Master can decide whether or
not replacement Player Characters should be members of the
original regiment or generate their characters from the other
recruits (using the rules for Mixed Regiments on page 48).
Regiment Points: 5
Talents: Hatred (Choose one†)
†When selecting this Regimental Drawback, the regiment chooses the
group responsible for the destruction of its home world. This Talent
applies to that group.
Mistrusted
This regiment has a bad reputation throughout the Imperial
Guard. Similar to the Cloud of Suspicion, the reasons for
the mistrust might be legitimate—incompetence among
officers or laziness among the enlisted are two sure-fire ways
to ruin a regiment’s reputation—or could be the product of
over-active imaginations or the mendaciousness of rivals.
Mistrusted regiments are viewed with a deep suspicion and
disapprobation when they appear on a battlefield. Many
commanders flatly refuse orders to work with regiments
possessed of a particularly scabrous reputation. As such,
mistrusted regiments are commonly given the worst missions,
those that involve extremely distasteful or dangerous work,
or are shuffled off to garrison duty on some unpleasant or
out of the way world where they can cause little trouble.
Regiment Points: 3
Bad Reputation: Members of this regiment suffer a –10
penalty to all Fellowship-based Skill Tests made when
interacting with members of other Imperial Guard regiments,
the Departmento Munitorum, and other officials both local
and Imperial who would have likely heard of the regiment’s
reputation. Additionally, its members add 1d5 additional
Degrees of Failure to all failed Logistics and Commerce Tests.
Poorly Provisioned
While the officials in the Departmento Munitorum are known
far and wide for their fecklessness and capriciousness, and
while every unit that has ever born arms in the Emperor’s
service has suffered supply shortages and incorrect shipments
at their hands, the poorly provisioned regiment is worse off
than most. Perhaps the regiment is stationed on a planet far
off the normal resupply lines, or they have been embroiled in
their campaign for so long and at so great a cost that they are
reduced to throwing chunks of rockcrete at their enemies and
messing on grass and boiled boot leather. Whatever the case,
this regiment has precious little of what it needs to operate in
theatre and what equipment they do possess is in a sad state
of disrepair. Poorly provisioned regiments can rarely, if ever,
get resupplied in any meaningful way, suffer a loss of morale
and combat effectiveness due to hunger and lack of working
equipment, and many turn to thieving and raiding to fill
their bellies and their empty weapon magazines.
Regiment Points: 4
Overworked and Underfed: Poorly provisioned units
receive half the usual number of clips or charge packs
for their main weapons and half the number of rations
that their regiment rules would normally provide. If the
regiment includes vehicles, its members suffer a –10 Penalty
on all Logistics Tests made to acquire fuel, ammunition,
and spare parts for their vehicles. If it is a Rough Rider
regiment, its members suffer the same penalty to acquire
materiel related to the care and feeding of their mounts.
In addition, whenever a member of a Poorly Provisioned
regiment successfully acquires equipment, the Game Master
rolls 1d10; on a result of 4 or lower, the equipment that
they receive is of Poor Craftsmanship, regardless of what its
Craftsmanship would otherwise have been.
Special: This Drawback cannot be taken by regiments with
the Well-Provisioned Doctrine.
Regimental Rivalry
Rivalries exist between nearly all units in the Imperial Guard.
On the whole, these are mainly friendly rivalries between
brothers-in-arms that express themselves in drinking contests,
braggadocio, contests of escalation, and even the occasional
good-natured brawl. Unfortunately, some regimental rivalries
are carried too far and become less a friendly rivalry and
more a seething hatred accompanied by an increasingly bitter
series of confrontations and betrayals. Regimental rivalries
can exist between discreet units within larger regiments such
as squads or platoons, or can encompass entire regiments
from the Regimental Commander all the way down to the
greenest conscript. Regimental rivals take any opportunity
to undermine or sabotage one another, stealing supplies,
tampering with orders, duelling, spreading lies, and framing
opponents for crimes. These rivalries can even, as was the case
the deadly rivalry between the Tanith 1st Light Infantry
regiment and the Jantine Patricians during parts of the Sabbat
Worlds Crusade, go so far as outright betrayal and murder.
Regiment Points: 2
Talents: Hatred (Choose one†) and Enemy (Choose one†)
†When selecting this Regimental Drawback, a single Imperial Guard
regiment must be chosen. The Hatred and Enemy choices must be the
same regiment, and cannot be another unit from the Player Character’s
own regiment.
Scarred by Loss
This regiment has suffered extreme casualty rates in
recent memory, and a large portion of its active troopers
are survivors of terrible battles that caused its numbers to
dwindle dangerously low. Even if it has been reinforced by
a new founding or by being combined with another understrength
regiment, the physical and mental scars of the
losses remain in its troopers. Soldiers from such regiments
often find themselves irritable, distracted from sleep and war
alike by memories unbidden.
Regiment Points: 2
Mental Trauma: Members of this regiment begin play
with 1d10 Insanity Points. Any time that a member of this
regiment fails a Willpower-based Test by three or more
Degrees of Failure, he becomes lost in traumatic recollection,
and is Stunned until the end of his next Turn.
The Few
This regiment is surprisingly small, whether because of its
specialist doctrines, its harsh training methods, a dearth
of potential soldiers on its founding world, or grievous
battlefield losses. Whatever the reason, it continues to operate
despite having far fewer soldiers than many other regiments,
and thus cannot rely on the brute force tactics for which
many great regiments are so renowned. Instead of assaulting
in massive, overwhelming waves of soldiers, this regiment’s
troopers must strike in smaller units. Each soldier must rely
on the competence of close squad mates rather than the raw
might of the regiment itself.
Regiment Points: 5
Limited Numbers: When a Squad from this regiment
requests reinforcements (to replace fallen Comrades), it must
make a Hard (–20) Logistics Test if most of the regiment
is actively deployed or an Ordinary (+10) Logistics Test
if a significant portion of the regiment is not currently in the
field (these Tests already include situational modifiers except
those added at the GM’s discretion). If it fails, the regiment
simply has no reinforcements it can spare for the Squad, and
its members must soldier on until its members can put in
another request for troop support.