31st Zakurian Siege Breakers
The 'Zakurian Siege Breakers' are a little-known regiment within the thousands of other organized units that comprise the Imperial Guard. Their origin is shrouded in mystery and intrigue: their homeworld, Arcetri, was consumed by a tendril of the Hive Fleet Harbinger, leaving nothing behind but a barren rock circling a yellow star.
The planet Arcetri had been a Forge World, but early attempts to evacuate it were stymied by the Warp Shadow present with all hive fleets. Were it not for the timely [some say pre-planned] arrival of a Thulian Explorator fleet on the eve of the planet's destruction, there might well be no survivors of the people who once called Arcetri their home.
The Imperial Guard regiments that had already been founded on the planet before the arrival of the tyranids were subsequently [and mysteriously] consigned to the Adeptus Mechanicus and retrained in the methods and tactics most complementary to their other military units, and most useful to the obscure machinations of their new masters.
They can often be found arriving on planets that are under siege by enemy forces that greatly outnumber the PDF, and their predilection for landing on the surface of the planet in places other than what would seem to be most defensible or favorable to those allied units they are ostensibly there to help, has earned them some cause for concern within the higher echelons of the Guard. The fact that many of the planets they 'rescue' are also of interest to the Inquisition has led to more than one uncomfortable incident between the two organizations.
Type: Close Assault
+3 WS, -3 INT
Dodge or Parry
Lightning Reflexes
Homeworld: Post-cataclysmic
+3 to two: BS, WS, PER
Awareness, Linguistics (Low Gothic), Survival
+1d5 Insanity points at start
pick one: Resistance (Cold), Resistance (Radiation), Resistance (Fear)
Leadership Type: Phlegmatic
Common Lore (Imperial Guard), Common Lore (War)
Training Doctrine: Sappers & Hardened Fighters
+2 INT
Security, Tech-use, Trade (Technomat)
Technical Knock
+2 WS
Street Fighting
Replace standard melee weapon w/ Common low-tech or add mono to current
Equipment Doctrine: Cyber-Enhanced
begin w/ 2 common or one good cybernetic enhancement [list provided when complete]
Drawback:Cloud of Suspicion
Enemy (Inquisition)
Paranoia
Penalty: mission failure results in -5 to WP tests until next successful mission
Basic Kit Includes:
Combat Shotgun 4 clips
3 Frag grenades
2 Krak grenades
Flak armor
Regiment Favored Weapons
Basic: Plasma Gun
Heavy: Autocannon
Cyber Enhancements Available at Creation
Augur Array
Autosanguine
Bionic Arm/Heart/Leg/Respiration
Calculus Logi Upgrade
Cranial Armor
Cybernetic Senses
Interface Port
Locator Matrix
Maglev Coils
Memorance Implant
Mind Impulse Unit [non-weapon interface]
Respiratory Filter
Subskin Armor
Synthmuscle [P/C/G/B: UStr 1/2/3/4 and -/-/-5/-10 AGL tests]
Vocal Implant
All unit members automatically begin with the Volitor Implant.
This message was last edited by the GM at 19:10, Thu 03 Nov 2016.