Royal Savendar Grenadiers

Characteristic Modifiers: +3 Agility, +3 Willpower, +3 Ballistic Skill, +3 Toughness, –3 Perception
Aptitudes: None
Starting Skills: Command, Tech-Use, Common Lore (Imperial Creed), Common Lore (Imperium), Common Lore (Tech), Linguistics (Low Gothic)
Starting Talents: Bombardier, Tank Hunter
Starting Wounds: Royal Savendar Grenadiers generate their starting wounds normally.
Starting Gear: 1 Autogun with auxiliary grenade launcher, 1 krak and 1 frag grenade, 1 suit of Best Craftsmanship light carapace armour, 1 deadspace earpiece, 2 grenade launchers per Squad, 1 laspistol, and two clips, One knife, 1 High Standard Dress Uniform, 1 Combat uniform, 1 set of poor weather gear, 1 rucksack, 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 cognomen tags, 1 Imperial Infantryman's Uplifting Primer, Combat sustenance rations - two weeks’ supply
Favored Weapons: Autogun, Missile Launcher, Autocannon (+10 to logistics tests for missiles, grenades, explosives or special tank ammunition)

Tank-Hunting: Due to their special training and their encyclopaedic knowledge of enemy armoured vehicles and their strengths and weaknesses, Anti-Armour regiments are unparalleled tankkillers. Members of Anti-Armour regiments add an additional amount to the Penetration of their weapons equal to their Degrees of Success on the attack roll when attacking vehicles.
Demolitions Experts: The regiment gains a +10 bonus on all Logistics Tests made to obtain grenades, missiles, explosives, and special tank ammunition.
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.
Blessed Ignorance: Imperial citizens know that the proper ways of living are those tried and tested by the generations that have gone before. Horror, pain, and death are the just rewards of curiosity, for those that look too deeply into the mysteries of the universe are all too likely to find malefic beings looking back at them. Their wise blindness imposes a –5 penalty on all Forbidden Lore (Int) Tests.
Solid Shot Specialization: Savanderians train exclusively with solid shot weaponry; as such, any character that starts with a Laspistol or Lasrifle starts with a Stub Automatic or Autogun with Underbarrel Grenade Launcher instead. Any Las weaponry specific talents taken in character creation are their solid shot equivalent instead.

Regimental History

From a backwater Imperial World, this regiment was cut-off from Imperial service due to shifting warp interference for decades. As such they had a long history of largely ceremonial functions, with their elite troops and higher echelon being the only ones to receive any actual training or participate in planetary defense or internal police actions. When the warp interference cleared it was these elite troops that jumped at the chance to serve the emperor. These troops quickly met their end in various battlefields across the galaxy, leaving behind the regiment as it is now.
With all of their regimental star officers and NCOs dead or gone the regiment crumbled into in-fighting, bickering, drug use and lax attitudes. The members of the regiment who are left are either disillusioned with military service due to the troubled individuals left, or the poor leadership in charge, or they are part of the problem. Still, even with the poor discipline and bad leadership, the RSG excel at their specialty, tank-hunting, and their remaining troops are being called upon to serve in the Calixis sector now. There are many Ork looted wagons and Severan Dominate Leman Russ's for them to practice their deadly krak missile aim on in the sector, and with any luck the best and brightest of the RSG will survive and return to the regiment to reform it from it's sorry state before the Schola Progenium steps in with it's Commissars to do it for them from the barrel of a bolt pistol.

Regimental Creation Rules

Home World: (Savendar) Imperial World (+3 Agility, +3 Willpower, Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics (Low Gothic), Blessed Ignorance, Hatred (Mutants) ;1 Pt)
Commanding Officer: Fixed (Starting Skill: Command; 1 Pt)
Regiment Type: Grenadiers (+3 Ballistic Skill, +3 Toughness, –3 Perception, Skill: Tech-Use, Talent: Bombardier; 4 Pts)
Doctrine:Anti-Armour (Skill: Common Lore (Tech), Talent: Tank Hunter, Armour Penetration Tank-Hunting Special; 4 Pts)
Special Equipment Doctrines: Demolitions (+10 Logistics for grenades, missiles, explosives and special tank ammo; 3 Pts)
Regimental Drawback: Incompetent Leadership (-10 to command tests made during combat. Must make a routine (+20) COmmand or Intimidate test as part of any comrade order that doesn't already require a command test; -5 Pts)

Starting Gear: 1 Autogun with auxiliary grenade launcher, 1 krak and 1 frag grenade, 1 suit of Best Craftsmanship light carapace armour, 1 deadspace earpiece, 2 grenade launchers per Squad, 1 High Standard Dress Uniform;
Remaining Standard Gear: One uniform, One set of poor weather gear, One laspistol, and two charge packs, One knife, One rucksack or sling bag, One set of basic tools, One mess kit and one water canteen, One blanket and one sleep bag, One rechargeable lamp pack, One grooming kit, One set of cognomen tags or equivalent identification, One primer or instructional handbook, Combat sustenance rations, two weeks’ supply

Additional Standard Kit Math: Dress Uniform (5 pts), Autogun (8pts), +1 Favoured Heavy Wpn (+15), Upgrade Light Carapace Armour to Best Quality (+10) 38/38 pts
Favored Weapons: Missile Launcher, Autocannon

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