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Creating the Kasrkin
Characteristic Modifiers: +6 Ballistic Skill, +3 Willpower, –3 Perception, +3 Toughness.
Starting Aptitudes: Willpower.
Starting Skills: Command, Common Lore (War), Common Lore (Imperium), Common Lore (Imperial Guard), Linguistics (Low Gothic), Tech-Use.
Starting Talents: Bombardier, Nerves of Steel or Sprint, Hatred (Servants of Chaos).
Bred for War: After generation upon generation of conflict against the terrors of the Warp and the mortal champions of the Ruinous Ones, the Kasrkin have become extremely regimented in their thinking, and regard the strictly regimented culture of Cadia as a critical mental defence against such horrors. Characters from this regiment must pass a Challenging (+0) Willpower Test to go against the rules and regulations of the Imperial Guard.
Hated Enemy: As the elite defenders of Cadia, the Kasrkin are amongst those charged with holding the Cadian Gate against the forces of Chaos that spill forth from the Eye of Terror. Through countless brutal conflicts, the Kasrkins have staved off their horrific foes alongside the rest of their Cadian brethren, forcing their enemies back from whence they came.
Characters from this regiment gain the Hatred (Servants of Chaos) Talent. Further, they must pass an Ordinary (+10) Willpower Test to restrain themselves from attacking without mercy when confronted by the forces of Chaos.
The Few: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad.
Starting Wounds: Characters from this Regiment generate their starting Wounds normally.
Standard Regimental Kit: 1 Good craftsmanship hot-shot lasgun, environmentally-sealed carapace armour with helmet, backpack power generator, combat knife, grenades, 3 frag grenades, 3 krak grenades, 1 field kit (uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, rechargeable lamp-pack, grooming kit, ident-tags, Imperial Infantryman’s Uplifting Primer, 2 weeks’ rations) per Player Character, 1 environmentally-sealed helmet with vox-bead per Player Character, one anointed toolkit per Player Character, one lascutter per Squad, six demolitions charges per Squad, one siege auspex per Squad, and a single Chimera Armoured Transport per Squad armed with a turret–mounted autocannon, a hull–mounted heavy flamer, and a pintle–mounted heavy stubber, as well as a dozer blade and camouflage netting.
Favoured Weapons: Grenade launcher, plasma gun
So far, the squad consists of:
Azoran (Finny?) as Weapon Specialist, Sharpshooter-to-be
Dre, Heavy Gunner, lugging a missile launcher, heavy stubber, or plasma gun (! good luck finding ammo for the plasma gun; I would start with the heavy stubber. Also, you can fire the pintle gun, which is a heavy stubber... so you get two heavy stubbers, and plenty of ammo.)
Alice, Medic, who will of course have her hands full trying to keep you all alive
SprySam, probably an Ogryn; have fun convincing him to get in the Chimera!
Needed: a Chimera driver (Operators are best, Techpriests are able to fix it when it breaks as a bonus) and a squad leader (Sergeants are best, but in a pinch Ministorium Priests and Commissars can do this.)
Edit: The regiment's build
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Home World: Fortress World (Each character has been long trained to destroy the enemies of the Imperium, particularly the forces of Chaos. Fortress worlders are disciplined, honourable, loyal, and with the highest regard for integrity, and each is already a proficient combatant long before they are taken to serve in the Imperial Guard.)
Commanding Officer: Fixed (General Sturnn is decisive and unyielding, and once set on a course of action he seldom changes his mind.)
Regiment Type: Grenadiers (These heavy-hitting soldiers work either in their own units as powerful heavy shock troopers or in mixed infantry units as heavy support troopers, using their heavy weapons to deny areas, defend their comrades, destroy lightly armoured fighting vehicles, and shatter close-packed groups of enemy infantry.)
Doctrines: Iron Discipline (The regiment is well-known for its unyielding devotion to duty and absolute loyalty to superiors. No man will hesitate to act when ordered, nor will they falter when carrying out those orders,)
Vanguard (These Guardsmen travel deep behind enemy lines mounted in well-equipped Chimeras, to destroy infrastructure, sabotage logistical and communication lines, and cause as many problems for the enemy as they can. Many of their missions are highly classified, and are often carried out in cooperation with Storm Trooper units.)
Drawback: The Few (This regiment is surprisingly small, because of grievous battlefield losses. It continues to operate despite having far fewer soldiers than many other regiments, and thus cannot rely on the brute force tactics for which many great regiments are so renowned. Instead of assaulting in massive, overwhelming waves of soldiers, this regiment’s troopers must strike in smaller units. Each soldier must rely on the competence of close squad mates rather than the raw might of the regiment itself.)
(Edit: Added grenade launchers and aux grenade launchers.)
(Re-edit: Removed above.)