Soldiers

Soldiers form the main body of every unit, trained to follow orders from their superiors with neither question nor complaint. While the reality often falls short of this lofty goal, even the most undisciplined of penal legions is capable of obeying commands with a degree of competency.

Soldiers can be acquired any number of ways: open recruitment on inhabited worlds via propaganda campaigns, "open recruitment" on inhabited worlds via big men with lead pipes, formal tithes of trained personnel from loyal holdings, abduction of native populations, or even the direct purchase of undesirables through local government. Of important note, however, is that the nature of soldiers' enlistment and home culture can be a significant factor in their capabilities as a unit. Penal colonists may be at home with hardship and violence, but loyalty and piety are often unfamiliar concepts to them. By contrast, former members of the Imperial Guard carry with them years of combat experience and a survivor's know-how, yet can prove difficult to remold from their original training. It is ultimately to their commander's benefit, then, that sufficient time and experience can make hardened professionals of any outfit - provided they live long enough to acquire them, of course.

Training: A unit's training determines their skill competencies, typically oriented toward their intended role on the field of battle. Certain equipment may require particular training to use. The amount of training available to a unit depends on its quality, but training cannot be changed once selected.

Doctrine: The doctrine of a unit states their general operating procedure, as well as their area of focus in combat. Every unit receives one type of doctrine, which cannot be changed once the unit is formed.

Resolve (Res): Ability to endure adverse conditions and follow orders without question.
Weapon Skill (WS): Competency at melee combat, whether by training or natural ability.
Ballistic Skill (BS): Competency at ranged combat, whether by training or natural ability

Quality Res WS BS Train Months
Dregs 0 0+ 0+ 0+ None
Conscripts 0+ 1 1 1 1
Regulars 1+ 1+ 1+ 2 3
Professionals 2+ 2 2 2 9
Veterans 3 2+ 2+ 2+ 18
Elites 4+ 3+ 3+ 2+ 60+

Regimental Training

Engineer

A unit with Engineer Training gains the following benefits:

Starting Skills

Sapper (1).

Guerilla

A unit with Infiltrator Training gains the following benefits:

Starting Skills

Infiltrator (1).

Medicae

A unit with Medicae training uses the following rules:

Starting Skills

Medic (1).

Operator

A unit with Operator training gains the following benefits:

Starting Skills

Mechanic (1).

Recon

A unit with Recon training uses the following rules:

Starting Skills

Scout (1).


Regimental Doctrine

Assault

An Assault doctrine confers the following benefits:

Requirements

None

Bonus

Close & Personal: Soldiers with an Assault doctrine increase their Weapon Skill by 1.

Combined Fire

A Combined Fire doctrine confers the following benefits:

Requirements

None

Bonus

Wall of Guns: Soldiers with a Combined Fire doctrine increase their Ballistic Skill by 1.

Discipline

A Discipline doctrine confers the following benefits:

Requirements

None

Bonus

Will to Serve: Soldiers with a Discipline doctrine increase their Resolve by 1.

Outrider

A Outrider doctrine confers the following benefits:

Requirements

Mounted

Bonus

Lance Advance: Soldiers with an Outrider doctrine gain EA(+1) with lance weapons.

Packrat

A Packrat doctrine confers the following benefits:

Requirements

None

Bonus

Room for More: Soldiers with a Packrat doctrine increase their Gear Capacity by 2.

Sharpshooter

A Sharpshooter doctrine confers the following benefits:

Requirements

Sniper Weapons

Bonus

Bullseye: Soldiers with a Sharpshooter doctrine count as Sniper units.

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