Fervian Repenters
ental Creation Rules:
Home World:
Commanding Officer:
Regiment Type:
‘Training Doctrines:
Special Equipment:
Regimental Drawbacks:
Feudal World (Fervious)
Choleric
Siege Infantry
Close Order Drill, Hardened Fighters, Iron Discipline
Warrior Weapons
Lost Homeworld
Characteristics: +3 Weapon Skill
+3 Strength
+3 Toughness
-3 Intelligence
Wounds: +1 Starting Wounds
Bonus Aptitudes: Willpower
Skills: Athletics
Common Lore (War)
Parry
Tech-Use
Talents:
Double Team: +10 WS when ganging up on an opponent. +20 if more than one
character has this talent while ganging up.
Duelist: +2 DoS to all WS tests when dueling with a single enemy in melee.
Hatred (Daemons): +10 WS, roll WP to retreat or surrender unless massively outnumbered.
Nerves of Steel: __Re-roll failed WP tests vs Pinning, +10 WP when resisting Interrogation.
Rapid Reaction: _Roll Agility when ambushed or surprised to act normally.
Street Figh
ng: Add ha
If your WS bonus to your unarmed and knife Critical Damage,
Regimental Weaponry:
Fervian Sword:
Dam: 1410 R, Pen: 2
Balanced:
+10 WS to all Parry tests with the weapon
Proven (2): Minimum result on damage rolls is 2
-20 to all Logistic tests to replace a lost sword. Fervian forges are no longer available.Mohun Kite Shield:
Dam: 1451, Pen:0 Defensive: +15 to Parry tests, -10 to WS when attacking
Incredibly Dense: Cannot be broken by the Power Field quality
Primitive (7): Maximum damage roll result is 3
Grants +2 AP to the Body and the wielding Arm locations
Morde’kragg pattern Laspistol:
Range: 30m, RoF: $/2/-, Dam: 1d10+2 E, Pen: 0, Clip:30, Rid: Half
High Impact: +2 Damage when fired affer an Aim Action
Recharge: Longer chargeup time, can only be fired every other round
Reliable: Only jams on 00 rolls
Lasgun Variable Setting: Can be switched between firing settings:
Normal: Normal weapon damage, 1 round per shot
Overcharge Mode: +1 Damage, uses 2 rounds per shot
Overload Mode: +2 Damage, +2 Pen, usese 4 rounds per shot
Mono Knife:
Range: 5m (thrown), Dam: 145 R, Pen: 2
‘Armor & Clothing:
Feudal Plate Armor: 5 AP to all locations, 30 kg
Imperial Guard Uniform
Flak Vest: 3 AP to the Body Location (does not stack), 5 kg
Poor Weather Gear
Supplies:
2 Frag Grenades: Range: SB*3m, Dam: 2d10 X, Pen: 0, Blast (3 meters blast radius)
2 Krak Grenades: Range: SB*3m, Dam: 2410+4X, Pen: 6, Concussive (0): Opponent must make
a Challenging +0 Toughness test or become Stunned for a round after each Degree of Failure
2 Photon Flash Grenades: Range: SB*3m, Anyone within 15 meters of explosion must make an
Ordinary (+10) Agility test, or be Blinded for a round for each Degree of Failure
1 Snare Mine: +20 Tech-Use test to plant the mine. Proximity can be set to 1-3 meters, functions
as a Frag Grenade for purposes of damage and blast radius.‘Auxiliary Weapon Options:
Heavy Bolter with Gun Shield® (only available if the team has a heavy gunner}
Range: 150m, RoF: 0/0/6*, Dam: 1d10+8 X, Pen: 5, Clip: 60, Rid: Full, 40kg
‘Tearing: Re-roll damage rolls, take the higher result
* Can only be fired in Full Auto setting
Needs to be braced as a Half Action. Braced weapons can fire in a 45 degree arc before moved.
* Gun Shield provides +4 AP to the gunner and up to one personnel entrenched behind it.
OR
1 Throwing Spear after every two squad members:
110 R, Pen: 0, Primitive (8), can be thrown up to SB*3 meters
Each spear can be outfitted with a Krak Tip with the following specifics:
Dam: 2410+5 X, Pen: 8, Concussive (3): Opponent must make a-30 Toughness test or
become Stunned for a round after each Degree of Failure
Proven (2): Minimum Damage roll is 2
‘To fit a Krak Tip upon the spear requires 2 uninterrupted Full Round Actions The tip can be
detonated independently as a Krak Grenade. Once used, the tip is spent. The tip is too heavy
to be effectively fixed on a crossbow bolt.
Gear:
+ 4 empty sandbags, entrenching tool
+ 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 banner or flag with family crest (instead of cognomen tags)
+ One Imperial Infantryman’s Uplifting Primer
+ Combat sustenance rations, two weeks’ supply
Regimental Drawback: Lost Home World
Ravaged by the loss of beloved Fervious and the following cataclysmic events, Repenters start
the game with 2d10 Insanity points.
Losing comrades only furthers your embitterment and grief over your lost home planet.
‘Whenever a Comrade dies, surviving squad members must make a Challenging +0 Willpower
test or gain the Fatigued condition. Requesting replacement members might result in HQ
sending replacements from different regiments, or no replacement at all,