Ganf Magna Grim Grenadiers

HISTORY

Used to be called the Ganf Magna Golden Grenadiers. After losing almost the entire planet to the Ork invasion of the Reclamation crusade in Calixis, the grenadiers were forced to paint their previously golden armour to black and wear muted dark denim uniforms to represent their shame.

GEAR AND TRAINING

Paint Scheme

Skin Bugman's Glow, dry brush on Kislev Flesh
Uniform: Kantor Blue, dry brush on Altadorf Guard Blue, Skavenblight Dinge for Boots
Armor: Abaddon Black, dry brush Skavenblight around edges, spots of Auric Armor Gold for scratches and insignia
Leather Mournfang Brown, also for the weapon handles
Weapon: Leadbelcher, Mournfang Brown, Runefang Steel

GANF MAGNA GRIM GRENADIERS ON THE SPINWARD FRONT

Regimental Information

Characteristic Modifier: +6 Toughness, +3 Agility; +3 Ballistic Skill, -3 Perception, +2 Weapon Skill
Starting Skills: Awareness, Common Lore (Tech), Linguistics (Low Gothic), Tech-Use
Starting Talents: Paranoia, Bombardier, Street Fighting; and either Double Team or Combat Master
Special Abilities: Acclimated to Darkness, Tunnel Rat, Unaccustomed to Light, Seeking Redemption, +10 Ballistic Skill when firing Point Blank Shots
Wounds: Characters from this regiment begin play with +1 starting Wound.
Standard Regimental Kit M38-Omega "Ogre" Lasgun with Auxiliary Grenade Launcher upgrade and 4 charge packs, Mono Mining Pick, Mono-Knife, Light Carapace Armour (Good Craftsmanship, Armour is 6/All), 2 Krak Grenade, 2 Frag Grenade, Deadspace Earpiece, Photo-visor, filtration plugs, 1 uniform, 1 set poor weather gear, 1 sling-bag, 1 set of basic tools, 1 mess kit and 1 water canteen, 1 blanket and 1 sleep bag, 1 rechargeable lamp-pack, 1 grooming kit, 1 set of dog-tags, 1 Imperial Guardsman's Uplifting Primer, 2 weeks of combat rations
Favored Weapons: Grenade Launcher, M34 Autocannon

Special Abilities

Acclimated to Darkness: Life below ground is incredibly dangerous, and those who make their living in the bowels of their worlds are a hardy lot indeed. Aside from the common industrial style accidents and the ever present threat of cave-ins, there are also dangerous extremes of temperature, deadly clouds of invisible toxic gasses, and the constant, oppressive gloom to deal with. Regiments raised from a mining colony are full of men and women who have grown accustomed to this strange and gruelling way of life, and whose bodies have adapted to their environments.
Mining colony characters can choose to start with one of the following Talents: Heightened Senses (Hearing) and Resistance (Cold) or Resistance (Heat) or Resistance (Poisons).
Tunnel Rat: Navigating the twisting warren of tunnels, shafts, and chambers that make up an average mine requires a good attention to detail and a well-developed sense of direction. Mining colony characters gain a +10 to Awareness and Navigation (Surface) when underground.
Unaccustomed to Light: Unfortunately, their subterranean lifestyle makes them incredibly sensitive to bright light, and they suffer a –10 penalty to all Perception and Awareness Tests made in full daylight or bright artificial light. This penalty can be mitigated with goggles or other types of eye protection at the Game Master’s discretion.
Seeking Redemption: This regiment suffered a humiliating crushing defeat by Orks on their home world. 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.


Creating

World Type: Mining World (Cost 3, +3 Toughness, +3 Agility; Skills: Awareness, Common Lore (Tech), Linguistics (Low Gothic), Tech-Use)
Commanding Officer: Major Romulus Augustus; Bilious (Cost 2, Talent Paranoia)
Regiment Type: Grenadiers (Cost 4, +3 Ballistic Skill, +3 Toughness, -3 Perception; Skill: Tech-use; Talent: Bombardier)
Doctrine: Hardened Fighters (Cost 2, +2 Weapon Skill, Talent: Street Fighting), Close-Quarters Battle (Cost 5, Talent: Double Team or Combat Master; Laspistol becomes Carbine with 4 charge packs, knife becomes mono knife, 1 suit of Good Craftsmanship light carapace armour, +10 B.S. for point blank shots)
Drawback: Dishonored (HotE) (5 pts)

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.

M38-Omega "Ogre" Lasgun
Brutal Construction: This weapon gains the Ogryn-Proof Quality. If used as an Improvised Weapon, it has the following profile: Melee; 1d10 I; Ogryn-Proof, Primitive (8).
High Impact: Apply a +2 modifier to the weapon’s Damage when it is fired with the benefit of an Aim Action.
Bulky: Increase the weapon’s weight by 2 kg. If it is a Pistol weapon, it becomes a Basic weapon.

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