Regiment & Character Creation
Regiment Creation
Instead of "Regiments" we're gonna have "School". This means instead of "Imperial Guard", you have "Schools of War". Instead of "Imperial Guardsman", you have "Students".
In this world, special schools are set up for children to learn how to do basic math and how to shoot a target from 300 meters away. After a bit of training, the school utilizes them to engage in small-scaled battles and wars. Why? Because! I probably won't adjust the Homeworld/Origins mechanics themselves too much. Just rename 'em, change a few things around, and switch the lore, of course.
The first step of creating your school would be its
Origin. This is generally the reason the school was created-- which could be anything from trying a certain type of doctrine or to bring a certain type of students together.
Scouting School
This isn't your usual type of Boy/Girl Scouts, nor does it mean the students will be expected to go into reconnaissance doctrines. Instead of figuring out how to make s'mores and a campfire on a summer night in the woods, these schools tend to get a little more hardcore. Students will be taught all about surviving out in the unforgiving wild with only each other to trust in. Teachers will even go out of their way to use paint guns and night raids to keep the students "on their toes". Many a young students request to go home on their first field exercise!
Cost: 3 points.
Characteristic Modifiers: +3 to any two of the following Characteristics—Perception, Strength, Toughness.
Skills: All scouting school students are Trained in Survival and Linguistics (English)
Hardened: The students that go to this school learn to rely on themselves and be on their feet at all times! If they were able to survive their sadistic teacher's training, they can survive any field trip in the middle of no where.
Scouting School Students start with one of the following Talents: Light Sleeper, Lightning Reflexes, or Resistance (Poisons).
Wary of Outsiders: Scouting Students have had to rely on each other only for a long time, especially in scary woods at night with all sorts of creepy crawlies. Not only that, but their teachers drill into their head about being self-sufficient so much, that they assume all the other schools can't possible be as good as them! Many also find living in the woods with their fellow students much better than sitting in a classroom. They suffer a –10 penalty on all Interaction Skill Tests made in formal surroundings, and similarly impose a –10 penalty on any Interaction Skill Tests made on them by any non-scouting school students. These penalties can be waived at the GM’s discretion if the scouting school students are dealing with those who have earned their trust.
Starting Wounds: Scouting school students begin play with +2 starting Wounds.
Military Academy
The type of school you would most expect out of those who would go to war. They're drilled and trained just like soldiers who go through basic training, although with less severity. Uniforms are taken seriously, uniform expectations occur every day, and cleaning the school is always the last activity of the day. Usually they are trained to fight a specific type of enemy-- whether it be rebels or a certain type of aliens. While this sounds good on paper, this tends to make students find any loopholes to not do work and party quite hard on the weekend.
Cost: 3 points.
Characteristic Modifiers: +3 to any two of the following Characteristics—Ballistic Skill, Willpower, Toughness.
Skills: All military academy students start with Common Lore (War), Common Lore (World), Common Lore (Schools of War), and Linguistics (English).
Hated Enemy: Students from a military academy have been trained to fight one type of enemy specifically and even use propaganda to make sure all their students will shoot first and ask questions later. However, this hatred is often so strong as to overwhelm reason and sound judgement, and all fortress world characters may be required, at the GM’s discretion, to attempt an Ordinary (+10) Willpower Test in order to restrain themselves from attacking without mercy when that enemy is sighted.
Combat Doctrine: Because of their military-like training, military academy students start
with one of the following Talents: Nerves of Steel or Sprint.
Bred for War: The military academy has large training manuals on what to do for every sort of situation and regularly quizs its students on these topics. These training manuals are so long and extensive, that the students know and use only what they say. After all, anything else must wrong and going to get them all killed! A military academy student must attempt a Challenging (+0) Willpower Test in order to go against the rules and regulations of the school.
Starting Wounds: Military Academy students generate starting Wounds normally.
Private School
These schools are only for a certain type of kids and teens-- those whose parents are rich or have plenty of connections to get them into the school. These types of schools rely on private funding, so parents are going to have to pay out of pocket or the school gets some type of corporation to pay for everything.
Cost: 3 points.
Characteristic Modifiers: +3 to any two of the following Characteristics—Fellowship, Intelligence, Weapon Skill.
Skills: All private school students start with Common Lore (Business), Inquiry, and Linguistics (English).
Duty and Honour: Private school students tend to be snobby-- even to those within their school. Yet, from being rich or having a powerful family, there's good reason to believe they're better than all the plebeians that surround them outside of the school. Private academy students suffer a –10
penalty on all Charm, Inquiry, and Deceive Tests made to interact with characters who are not rich or noble. However, they gain a +10 bonus on all those same Skill Tests when dealing with the rich and/or powerful people in formal situations.
Abundant Resources: Private schools don't have to worry about going through the government (for funding anyway), so they enjoy newer, flashy gear. A squad from a private school starts with 10 extra Logistics Rating.
The Finest Tutors: With connections and money, private schools can select from a wide range of teachers to get their students ready. Private school students start with one of the following Talents: Air of Authority or Peer (Nobility).
Starting Wounds: Private school students begin play with –1 starting Wound.
Charter School
Commonly seen as "schools for the poor". They're in the middle of cities and accept just about anyone who will come. This means they're commonly overcrowded and tend to have a problem with bullying. Since they're right in the middle of a city, any sort of survival training in other types of environments is quite limited and plenty of children just assume they will never have to live in a woods.
Cost: 3 points.
Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Fellowship, and Perception.
Skills: All charter school students start with Common Lore (World), Deceive, and Linguistics (English).
Accustomed to Crowds: Being stuck with plenty of other students, especially in crowded hallways and classrooms, has made the students of charter school adept at navigating crowds. Crowds do not count as Difficult Terrain for these students, and when Running or Charging through a dense crowd, these students take no penalty to Agility Tests to keep their feet.
Citybound: Students from a charter school are much to used to life in the cities. Whilst outside of an urban environment, they suffer a –10 penalty to all Survival Tests, due to their continued unfamiliarity with such places.
Urban Violence: While charter schools are great for those with no where else to go, it's also a great place for bullies and thugs since staff tend to be too overworked to ensure their students are all playing nice. Charter school students start with one of the following Talents: Heightened Senses (Hearing), Paranoia, or Unremarkable.
Starting Wounds: Charter school students begin play with –1 starting Wound.
Public School
When a school isn't known for anything special, it gets the generic label of "public school". The difference between these and charter schools is the lower number of students and some more funding from the government.
Cost: 1 point.
Characteristic Modifiers: +3 to Willpower and +3 to any
one other Characteristic.
Skills: All public school students start with Common Lore (Schools of War), Common Lore (World), and Linguistics
(English).
City Ignorance: The average person doesn't know much about conspiracies or dark horrors that go on in their world. Or they don't care enough to think about things that go bump in the dark. Regardless, their ignorance gives a –5 penalty on all Forbidden Lore (Int) Tests.
Kill the Mutant: The general citizens of the Imperium are trained from birth to fear mutation, for it heralds the taint of Chaos. All Imperial world characters start with Hatred (Mutants). Replace with something.
Starting Wounds: Imperial world characters generate their starting wounds normally.
Juvenile School
Bad students are usually corrected at the school they go to, but sometimes a school thinks a certain student is too much to handle. Yet, the government still sees something within these students to not give up on them yet. That's why these criminals and delinquents get sent to juvenile schools. That way, the good students can continue their schoolwork without having to worry about bullying from them!
Cost: 2 points.
Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Strength, Toughness.
Skills: All juvenile students start with Intimidate and Linguistics (English).
Honour Amongst Thieves: Criminals hang out with criminals. It's not that uncommon that old students from a juvenile school will come back and teach the new generation of delinquents. Juvenile students start with one of the following Talents: Peer (Underworld) or Street Fighting.
Larcenous: Despite the many methods employed to keep illegal materials out of the school and out of the hands of the students, it is far too easy for them to obtain the crap anyways. Juvenile students add a +10 to all Logistics Tests made to acquire illegal or contraband items.
Scum and Villainy: Most people, especially the public, don't care about juvenile students and what life throws at them. Not even the government makes the best effort to take care of them. As a result, they are seldom afforded more than the most basic of equipment. Juvenile schools have only 15 points when determining Standard School Kit.
Starting Wounds: Juvenile students begin play with +1 starting Wound.
Religious School
The True Faith is one of the only surviving religions, so it only makes sense that they hold some sway with the government. While the religion may preach silly things like "love thy neighbor" and "do no harm", this doesn't mean their more militant branch follows the same standards. Their students are beaten over the head with religion and propaganda, some would say more than military academies do, this doesn't mean they're religious zealots and modern day crusaders. Some of them are, but you still get a good bunch that would wake you up with cookies and a sermon about God.
Cost: 3 points.
Characteristic Modifiers: +3 to any two of the following Characteristics—Fellowship, Toughness, Willpower.
Skills: All religious school students start with Common Lore (True Faith), Common Lore (Schools of War), Intimidate, and Linguistics (English).
The Blood of Martyrs: Students from religious schools are taught that death is something not to fear as God will welcome them into their kingdom. Religious school students start with one of the following Talents: Nerves of Steel, Orthoproxy, or Unshakeable Faith.
Only One Life to Give: So driven to success and to appease their God are religious school students that they are willing to give their life for whatever the reason! After all, the students who have given their life for the school and God are honored in their Martyr's Hall.
Religious school students must pass an Ordinary (+10) Willpower Test in order to retreat from combat or otherwise act in the interests of self-preservation.
Deus Vult: While religion isn't as commonplace as it once was, it really does give people a sense of belonging. Religious school students may re-roll Charm tests to inspire people with religion.
Starting Wounds: Religious school students increase their starting Wounds by +2.
Special Activity Academy
Commonly abbreviated as SAA. These schools are built with the purpose of training only the best students for the most severe situations the government can think of. Although, it isn't all hardcore door kicking as it is common to have a class or two from a SAA to support another school for whatever purpose. Rumors are aplenty on what students from SAA are doing near their school and sometimes the students from the school itself don't really know until they really need to.
Cost: 3 points.
Characteristic Modifiers: +3 to Willpower, and +3 to either Weapon Skill or Ballistic Skill.
Skills: All SAA students are Trained in Common Lore (Schools of War), Common Lore (World), Common Lore (War), and Linguistics (English).
Only In Death Does Duty End: Students from an SAA and survive their "Weed out the Weak" month and then go on to train with the school can be expected to never surrender when dealing with enemies of the United World Government. All SAA students start with one of the following Talents: Air of Authority or Unshakeable Faith.
Starting Wounds: Progena characters begin play with +1 starting Wound.
School President is the next step! There's not really anything I need to change. Aside from the name of "Commanding Officer" to "School President"
Then it's
Regiment Type. Obviously it's School Type now! Nothing needs to be changed, so your schoolgirls can be door-kicking hotheads or tank-driving nerds.
Then it's
Training & Special Equipment Doctrines. I don't see a need to change it at all.
The final step is
Standard Regimental Guardsman Kit. The name is now Standard School Kit. Also, I'll be making some changes.
One uniform
One set of poor weather gear
One Glok4 Semi-automatic Pistol (Main Weapon), and two additional magazines
One knife
One Ballistic Vest
One backpack or sling bag
One set of basic tools
One mess kit and one water canteen
One blanket and one sleeping bag
One rechargeable flashlight
One grooming kit
One set of dogtags or equivalent identification
One instructional handbook
Combat sustenance rations, two weeks’ supply
Character Creation
The biggest issue I have is currently with gear and support specialties. Everything else might get minor changes at best.
Heavy Gunner
Characteristic Bonus: +5 Toughness.
Starting Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness.
Starting Skills: Athletics or Survival, Common Lore (Schools of War, War), Intimidate
Starting Talents: Iron Jaw, Weapon Training (Solid Projectile, Low-Tech, Heavy, choose 1 excluding Exotic).
Specialist Equipment: Common Craftsmanship missile launcher with 5 Frag Missiles or Common Craftsmanship Dragoon Light Machinegun or Common Craftsmanship Regimental Favoured Heavy Weapon.
Wounds: 10+1d5
Medic
Characteristic Bonus: +5 Intelligence.
Starting Aptitudes: Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower.
Starting Skills: Medicae, Scholastic Lore (Chemistry), Scrutiny or Trade (Chemist).
Starting Talents: Cold Hearted or Jaded, Weapon Training (Solid Projectile, Low-Tech).
S
pecialist Equipment: Medical Analyzer, injector, medikit.
Wounds: 8+1d5
Operator
Characteristic Bonus: +5 Agility.
Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Tech.
Starting Skills: Common Lore (Tech) or Navigate (Surface), Operate (Surface), Tech-Use.
Starting Talents: Technical Knock, Weapon Training (Las or Solid Projectile, Low-Tech).
Specialist Equipment: Scanner, Common Craftsmanship mind impulse unit, multitool, datapad, lascutter.
Wounds: 6+1d5
Sergeant/Class Leader
Characteristic Bonus: +5 Fellowship.
Starting Aptitudes: Defence, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill.
Starting Skills: Command, Navigate (Surface) or Scholastic Lore (Tactics).
Starting Talents: Air of Authority or Iron Discipline, Weapon Training (Chain, Las or Solid Projectile, Low-Tech).
Specialist Equipment: Common Craftsmanship Glok4 Semi-automatic Pistol, Common Craftsmanship chainsword.
Wounds: 10+1d5
Weapon Specialist
Characteristic Bonus: +5 Ballistic Skill or +5 Weapon Skill.
Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill.
Starting Skills: Athletics or Survival, Navigate (Surface), Common Lore (Imperial Guard, War).
Starting Talents: Lasgun Barrage or Rapid Reload, Weapon Training (choose 3 excluding Heavy and Exotic).
Specialist Equipment: 4 frag or anti-armor grenades, Good Craftsmanship N8 Assault Rifle or Common Craftsmanship flamer or Common Craftsmanship shotgun or Common Craftsmanship Regimental Favored Basic Weapon.
Wounds: 8+1d5
Student Council Rep
Characteristic Bonus: +5 Fellowship.
Starting Aptitudes: Agility, Fellowship, Finesse, Leadership, Perception, Weapon Skill, Willpower.
Starting Skills: Command or Intimidate, Common Lore (School of War), Scholastic Lore (Tactics).
Starting Talents: Air of Authority, Cold Hearted or Unshakeable Faith, Weapon Training (Chain, Las or Solid Projectile).
Specialist Equipment: Good Craftsmanship chainsword, Good Craftsmanship Ultimax Hand Cannon, Student Council's Uniform.
Wounds: 10+1d5
The Student Council is an organization apart of the government who oversees everything about the School of War. Some are borne and molded into the role while others have been selected almost out of random. Maybe the Student Council seems something in this student, a natural leader perhaps or just really popular with everyone at the school.
True Faith Acolyte
Characteristic Bonus: +5 Fellowship.
Starting Aptitudes: Fellowship, Leadership, Perception, Social, Strength, Weapon Skill, Willpower.
Starting Skills: Charm or Inquiry, Common Lore (True Faith), Forbidden Lore (Dark Star Cult), Common Lore (Schools of War).
Starting Talents: Hatred (Any), Unshakeable Faith, Weapon Training (Chain, Las or Solid Projectile, Flame, Low-Tech).
Specialist Equipment: Acolyte robes, Common Craftsmanship flamer, Common Craftsmanship chainsword, book of scripture.
Wounds: 9+1d5
Religion isn't as prominent as one would think, yet the True Faith fights tooth and nail to keep their religion alive. Children whose parents are apart of the True Faith commonly find themselves going to religious summer camp. At these camps they are taught some people skills along with the history of the true faith. They also get taught about various of cults that go out of their way to kill any believers of the True Faith, letting these students get unique knowledge about the world.
When going to school, the True Faith often goes out of its way to assist this student whenever it can.
Orgy = ??? Maybe include some big, dumb boy race
Ratling = ??? Maybe include small thief race (maybe catgirls?!)
Star Sorcerer
Characteristic Bonus: +5 Willpower.
Starting Aptitudes: Intelligence, Knowledge, Perception, Psyker, Strength, Willpower.
Starting Skills: Common Lore (Astrathaumlogy), Forbidden Lore (Eldritch), Psyniscience, Scholastic Lore (Cryptology).
Starting Talents: Heightened Senses (Hearing), Up to 400 xp worth of Psychic Powers, Weapon Training (SP & Low-Tech).
Starting Traits: Psyker.
Specialist Equipment: Data-slate, psy focus, Best Craftsmanship staff.
Wounds: 8+1d5
There are things in the stars that look down upon us like a kid would with an ant hill. Some will give us crumbs, others will gladly watch us struggle and perish with a smile on their face. Yet those crumbs have greatly changed our knowledge of science. Things that were once thought impossible, now are. Those touched and trained can craft fireballs from the air, read the minds of enemies, and send painful lightning across a group of soldiers.
But these powers have a price. For every time on dips too far into the black star's power, the thing that stops them from looking at us closer weakens. Sometimes, even abdominal spawns that run the mind of men will slip out of thin air all thanks to the Star Sorcerer. It's a frightening art, yet one the government believes has plenty of protentional.
SAA Honor Guard
Characteristic Bonus: +5 Toughness.
Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Finesse, Offence, Toughness.
Starting Skills: Awareness, Dodge or Parry, Intimidate or Security, Scholastic Lore (Tactics), Stealth.
Starting Talents: Quick Draw or Rapid Reload, Takedown, Weapon Training (Las or Solid Projectile, Low-Tech).
Specialist Equipment: Good Craftsmanship Hephaestus M2 Lasgun, Common Craftsmanship Ultimax Hand Cannon, storm trooper carapace armour.
Wounds: 12+1d5
Those who attend a SAA school and show great promise in their grades and schools will be sent to the "Honor Guard". While they tend to be apart of a small team and are expected to do the same amount of work as an entire class of students, they are sometimes given to schools in exchange programs. This is so the honor student can teach what they know to the other students, although not in a way that would counteract with the teacher's lessons.
Hephaestus Tekdok
Characteristic Bonus: +5 Intelligence.
Starting Aptitudes: Ballistic Skill, Intelligence, Knowledge, Strength, Tech, Toughness, Weapon Skill, Willpower.
Starting Skills: Common Lore (Hephaestus Company, Tech), Forbidden Lore (Hephaestus), Forbidden Lore (Xenotech) or Logic, Tech-Use.
Starting Talents: Cold Hearted or Technical Knock, Mechadendrite Use (Weapon, Utility), Weapon Training (Las or Solid Projectile, Power).
Starting Traits: Mechanicus Implants.
Specialist Equipment: Datapad, multitool, one utility or ballistic mechadendrite of choice.
Wounds: 8+1d5
The Hephaestus company is probably the most well-known on the entire planet. The sole company has managed to advance mankind's technology to unparalleled level. Without them, cybernetics, laser and plasma firearms, and many more things would have been impossible. Few know how they have managed to do so in such a small span of time, but plenty of their critics conjure crazed conspiracies. Who would believe that aliens came to Earth and only came in contact with this single company and allowed them to borrow their own tech to reverse-engineer?
Ignoring that nonsense, it is common of those in the Hephaestus Company to gain more and more cybernetics the higher up the ladder they are. A middle rank for employees is "Tekdok". This usually means having a decent amount of cybernetic implants, especially those that could assist with work. They have also been allowed to learn some of the secrets of the company-- to include those rumors of using xenotech. Which, as it turns out, is true.