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GM FIATS AND REGIMENT-SPECIFIC RULES >The Shiloh Union Guard have a homegrown lasgun pattern (like most Guard units): the S61 Lasgun. Based on the Triplex-pattern as opposed to the M36, the S61 (called the “Lee,” by its users, an apparent shorthand for “lasgun,” in the local battle cant) places emphasis on sheer versatility and workmanship. >The SUG also bear a homegrown field piece pattern, based on the standard mortar but with features to allow firing over open sights and the acceptance of grenade-launcher grenades in desperate times (albeit with lost accuracy because of the poor explosive fit), a testament to the versatility and reliability of Warhammer 40k kit compared to our own modern equipment. >Foot Cavalry – When Hurrying or Forced Marching, Shiloh Union Guard Infantry and Artillery units treat their Toughness Bonus as two (2) higher than normal, and they may ignore the first failed Toughness test in the event of a Hurried March. Shiloh Rough Riders are not given this same marching training, as their pride is in their equestrian tradition, but their horses are exceptionally-raised stallions who themselves benefit from this rule (despite the infantry implication in the name). >Kit from accepted homebrew (such as AAAAAAA!: A Reckless Disregard for Human Life) will be listed where appropriate and available. Alternatives may be brought to the GM's attention. >Like all regiments created by this GM, there are two representations: True To Form and Game Rules Compliant. The former goes out of its way to make the regiment's kit and rules as true to fluff as possible, while the latter explicitly stays within the bounds of regiment-creation points allowance. Players are offered to vote on whether to play TTF or GRC. Keep in mind that the former will come with a relatively minor difficulty boost during encounters to represent how you get everything the regiment does in its lore, but it does represent the group more honestly.

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GM FIATS AND REGIMENT-SPECIFIC RULES>The Shiloh Union Guard have a homegrown lasgun pattern (like most Guard units): the S61 Lasgun. Based on the Triplex-pattern as opposed to the M36, the S61 (called the “Lee,” by its users, an apparentshorthand for “lasgun,” in the local battle cant) places emphasis on sheer versatility and workmanship.

>The SUG also bear a homegrown field piece pattern, based on the standard mortar but with features toallow firing over open sights and the acceptance of grenade-launcher grenades in desperate times (albeit with lost accuracy because of the poor explosive fit), a testament to the versatility and reliability of Warhammer 40k kit compared to our own modern equipment.

>Foot Cavalry – When Hurrying or Forced Marching, Shiloh Union Guard Infantry and Artillery units treat their Toughness Bonus as two (2) higher than normal, and they may ignore the first failed Toughness test in the event of a Hurried March. Shiloh Rough Riders are not given this same marching training, as their pride is in their equestrian tradition, but their horses are exceptionally-raised stallions who themselves benefit from this rule (despite the infantry implication in the name).

>Kit from accepted homebrew (such as AAAAAAA!: A Reckless Disregard for Human Life) will be listed where appropriate and available. Alternatives may be brought to the GM's attention.

>Like all regiments created by this GM, there are two representations: True To Form and Game Rules Compliant. The former goes out of its way to make the regiment's kit and rules as true to fluff as possible, while the latter explicitly stays within the bounds of regiment-creation points allowance. Players are offered to vote on whether to play TTF or GRC. Keep in mind that the former will come with a relatively minor difficulty boost during encounters to represent how you get everything the regiment does in its lore, but it does represent the group more honestly.

>>Infantry>TTF & GRC: 44/42+6pts (10/12pts Before Kit)

>World – Agri-World (3pts; +3 to two of Fellowship, Strength, or Toughness; Skills Linguistics (Low Gothic), Operate (Surface), Scholastic Lore (Beasts); One With the Land – Agri-Worlders gain a +10 toany Knowledge, Survival, or Trade tests made to identify or otherwise interact with domesticated beasts or those with potential to be domesticated. They also gain +10 to any Knowledge, Survival, or Trade tests made to identify, harvest, or cultivate food crops)

>Commanding Officer – Phlegmatic (1pts; Skills Common Lore (Imperial Guard), Common Lore (War))

>Regiment Type – Line Infantry (2pts; +3 Strength, -3 Intelligence; Skills Athletics; Talents Rapid Reload; Kit 1 M36 Main w/ 4 reloads per, 1 Guard Flak Armor per, 2 Frags per, 2 Krak per)

>Training Doctrine –>Defenders of the Faith (2pts; +3 Willpower; Skills Common Lore (Ecclesiarchy), Common Lore (Imperial Creed); Talents Unshakeable Faith)>Sharpshooters (4pts; Aptitudes Ballistic Skill; Talents Deadeye Shot)

>Special Equipment Doctrine – >Reliquary (Unit Colors, 1 Carrier Required for Use) (1pts; Each Squad adds a Reliquary to Standard Kit, which takes between 1 and 5 PCs and Comrades to Carry, and which has the following effects while in the Squad's Possession – All PCs gain +10 to Willpower Tests, Unshakeable Faith talent, Reduce Corruption Point gain by 1)>Automated Artillery (2pts; 1 Tarantula Sentry Gun per Squad)>Combat Drugs (2pts; 1 Injector per, 5 doses of Stimm per)

>Drawbacks – >Cult of Chivalry (Good ol' Honest Boys and Girls) (-3pts; Code of Honor – Must take a Difficult (-10)Willpower test to use the Deceive Skill or use Scrutiny to oppose Deceive)>Honor Bound (“Don't be so rude! We ain't done you no harm!”/Pride in the hardworking families of

the homeland) (-4pts; Members of the Regiment must pass a Difficult (-10) Willpower test to ignore a formal challenge or insult to their honor (in this case, the honor of their families))

>Favored Weapons – Triplex-pattern Lasgun, Multilaser

>Kit – Universal Standard Weapons>>S61 “Lee,” Triplex-pattern Lasgun (100m; S/3/-; 1d10+3E; Pen 0; Mag 30; Rld Full; Special See > Below; 4.5kg; Rare) w/ 4 reloads>Standard Mode as listed Above; in Precision Mode, change to (150m; S/-/-; Gains Accurate Quality); Burst Mode, change to (50m; Gains Proven (5) and Felling (4))

>1 LASPISTOL (30m; S/2/-; 1d10+2E; Pen 0; Mag 30; Rld Half; Spec. Reliable; 1.5kg) w/ 2 reloads>1 KNIFE (Melee/Thrown 5m; 1d5R; Pen 0; 1kg; Plentiful)>1 9-70 ENTRENCHING TOOL (As WARKNIFE: Melee; 1d5+3R; Pen 0; 2kg; Average; also Primitive (8) and Unwieldy)>2 FRAG (Thrown SBx3; S/-/-; 2d10X; Pen 0; Blast (3), Ogryn-Proof; 0.5kg; Scarce)>2 KRAK (Thrown SBx3; S/-/-; 2d10+4X; Pen 6; Concussive (0); 0.5kg; Rare)

>Kit – Vehicles or Mounts>1 Sentry Gun per Squad (Shield of Humanity 143-144 (144-145 in the Reader Program))

>Kit – Universal Standard Minus Weapons (1 Uniform, 1 Poor Weather Gear, 1 Armor (Guard Flak Suit), 1 Injector, 5 doses of Stimm, 1 Ruck/Sling Bag, 1 Basic Tools, 1 Mess Kit, 1 Canteen, 1 Blanket, 1 Sleep Bag, 1 Rechargeable Lamp Pack, 1 Grooming Kit, 1 Cognomen Tags, 1 Uplifting Primer, 2 Weeks Rations)

>Kit – Additional Standard TRUE TO FORM and GAME RULES COMPLIANT (1 Laspistol w/ 2 reloads as Secondary 5pts, 1 Chrono 2pts, 1 Respirator or Gas Mask 8pts, +2 Weeks Rations 3pts, 1 Triplex-pattern Lasgun (As S61 Main) 15pts, 1 9-70 Entrenching Tool 1pts; All Told 34pts/30+6pts)

>>Artillery>TTF: 69/42+16pts (4/12pts Before Kit)>GRC: 48/42+16pts (4/12pts Before Kit)

>World – Agri-World (3pts; +3 to two of Fellowship, Strength, or Toughness; Skills Linguistics (Low Gothic), Operate (Surface), Scholastic Lore (Beasts); One With the Land – Agri-Worlders gain a +10 toany Knowledge, Survival, or Trade tests made to identify or otherwise interact with domesticated beasts or those with potential to be domesticated. They also gain +10 to any Knowledge, Survival, or Trade tests made to identify, harvest, or cultivate food crops)

>Commanding Officer – Phlegmatic (1pts; Skills Common Lore (Imperial Guard), Common Lore (War))

>Regiment Type – Artillery (4pts; +3 Ballistic Skill, -3 Toughness; Skills Operate (Surface); Talents Bombardier; Kit 1 Lascarbine Main w/4 reloads, 1 Basilisk per Squad OR 1 Mortar per 2 PCs, 1 Magnoculars per, 1 Vox-Caster per Squad)

>Training Doctrine – Defenders of the Faith (2pts; +3 Willpower; Skills Common Lore (Ecclesiarchy), Common Lore (Imperial Creed); Talents Unshakeable Faith)

>Special Equipment Doctrine – Reliquary (Unit Colors, 1 Carrier Required for Use) (1pts; Each Squad adds a Reliquary to Standard Kit, which takes between 1 and 5 PCs and Comrades to Carry, and which has the following effects while in the Squad's Possession – All PCs gain +10 to Willpower Tests, Unshakeable Faith talent, Reduce Corruption Point gain by 1)

>Drawbacks>Cult of Chivalry (Good ol' Honest Boys and Girls) (-3pts; Code of Honor – Must take a Difficult (-10)Willpower test to use the Deceive Skill or use Scrutiny to oppose Deceive)

>Honor Bound (“Don't be so rude! We ain't done you no harm!”/Pride in the hardworking families of the homeland) (-4pts; Members of the Regiment must pass a Difficult (-10) Willpower test to ignore a formal challenge or insult to their honor (in this case, the honor of their families))

>Favored Weapons – Triplex-pattern Lasgun, Mortar

>Kit – Universal Standard Weapons>>S61 “Lee,” Triplex-pattern Lasgun (100m; S/3/-; 1d10+3E; Pen 0; Mag 30; Rld Full; Special See > Below; 4.5kg; Rare) w/ 4 reloads>Standard Mode as listed Above; in Precision Mode, change to (150m; S/-/-; Gains Accurate Quality); Burst Mode, change to (50m; Gains Proven (5) and Felling (4))>>1 Pickett-pattern Mortar/Field Piece per 2 PCs (50-400m; S/-/-; Damage, Pen, and Qualities as per Shells Used; Rld Full; Special Inaccurate, Indirect (2), See > Below; 41kg; Rare) w/ 40-60 reloads per Squad>The Pickett-pattern Mortar/Field Piece is designed so that it may be held and aimed as a direct-fire weapon. In this case, the weapon changes thusly: (250m; Loses Inaccurate, Indirect (2)), but follows Line-of-Sight rules like any other direct-fire weapon>May load regular grenades like a grenade launcher (using Grenade Launcher range), but gains Unreliable when doing so

>1 LASPISTOL (30m; S/2/-; 1d10+2E; Pen 0; Mag 30; Rld Half; Spec. Reliable; 1.5kg) w/ 2 reloads (Not in GRC Configuration)>1 KNIFE (Melee/Thrown 5m; 1d5R; Pen 0; 1kg; Plentiful)>1 9-70 ENTRENCHING TOOL (As WARKNIFE: Melee; 1d5+3R; Pen 0; 2kg; Average; also Primitive (8) and Unwieldy)>2 FRAG (Thrown SBx3; S/-/-; 2d10X; Pen 0; Blast (3), Ogryn-Proof; 0.5kg; Scarce)>1 KRAK (Thrown SBx3; S/-/-; 2d10+4X; Pen 6; Concussive (0); 0.5kg; Rare)

>Kit – Vehicles or Mounts>1 Basilisk per Squad (Found in Only War Core page 218 (oddly enough, 218 in the Reader Program) or other Crew-Served Artillery Piece (Check with GM, as Pickett-pattern Mortar is standard for Shiloh artillery units, since they march with and fight in support of their infantry)

>Kit – Universal Standard Minus Weapons (1 Uniform, 1 Poor Weather Gear, 1 Armor (Guard Flak Armor), 1 Magnoculars, 1 Vox-Caster per Squad, 1 Ruck/Sling Bag, 1 Basic Tools, 1 Mess Kit, 1 Canteen, 1 Blanket, 1 Sleep Bag, 1 Rechargeable Lamp Pack, 1 Grooming Kit, 1 Cognomen Tags, 1 Uplifting Primer, 2 Weeks Rations)

>Kit – Additional Standard TRUE TO FORM (1 Laspistol w/ 2 reloads as Secondary 5pts, +2 Frag 10pts, +1 Krak 15pts, 1 Chrono 2pts, 1 Respirator or Gas Mask 8pts, 1 Flak Coat 8pts, 1 Triplex-pattern Lasgun (As S61 Main) 15pts, 1 9-70 Entrenching Tool 1pts; All Told 64pts/30+16pts)

>Kit – Additional Standard GAME RULES COMPLIANT (+2 Frag 10pts, 1 Chrono 2pts, 1 Respirator or Gas Mask 8pts, 1 Flak Coat 8pts, 1 Triplex-pattern Lasgun (As S61 Main) 15pts, 1 9-70 EntrenchingTool 1pts; All Told 44pts/30+16pts)

>>Cavalry>TTF: 93/42+10pts (7/12pts Before Kit)>GRC: 45/42+10pts (7/12pts Before Kit)

>World – Agri-World (3pts; +3 to two of Fellowship, Strength, or Toughness; Skills Linguistics (Low Gothic), Operate (Surface), Scholastic Lore (Beasts); One With the Land – Agri-Worlders gain a +10 toany Knowledge, Survival, or Trade tests made to identify or otherwise interact with domesticated beasts or those with potential to be domesticated. They also gain +10 to any Knowledge, Survival, or Trade tests made to identify, harvest, or cultivate food crops)

>Commanding Officer – Maverick (2pts; Talents Resistance (Fear))

>Regiment Type – Rough Riders (5pts; +3 Agility, -3 Ballistics Skill; Skills Survival; Talents Catfall; Kit 1 Hunting Lance (Main) per, 1 Laspistol w/4 reloads per, 1 Flak Jacket and Helmet per, 1 Riding Beast per, 1 Saddle per, 2 Saddlebags per, 1 Set of Riding Tack per)

>Training Doctrine –>Defenders of the Faith (2pts; +3 Willpower; Skills Common Lore (Ecclesiarchy), Common Lore (Imperial Creed); Talents Unshakeable Faith)>Skirmishers (4pts; Aptitudes Agility; Talents Skilled Rider OR Ambush; When a member of a Skirmisher regiment hits a Surprised or Unaware target as part of a Strike and Fade Mounted Special Action, he increases the distance his Mount can move after the attack by a number of meters equal to his Mount's Agility Bonus)

>Special Equipment Doctrine –>Reliquary (Unit Colors, 1 Carrier Required for Use) (1pts; Each Squad adds a Reliquary to Standard Kit, which takes between 1 and 5 PCs and Comrades to Carry, and which has the following effects while in the Squad's Possession – All PCs gain +10 to Willpower Tests, Unshakeable Faith talent, Reduce Corruption Point gain by 1)>Automated Artillery (2pts; 1 Tarantula Sentry Gun per Squad)

>Drawbacks – >Cult of Chivalry (Good ol' Honest Boys and Girls) (-3pts; Code of Honor – Must take a Difficult (-10)Willpower test to use the Deceive Skill or use Scrutiny to oppose Deceive)>Honor Bound (Proud and Dashing Cavalry/Pride in the hardworking families of the homeland) (-4pts;Members of the Regiment must pass a Difficult (-10) Willpower test to ignore a formal challenge or insult to their honor (in this case, the honor of their families))>The Few (Because of their well-trained animals and Dashing training, they are difficult to find replacements for) (-5pts; When a Squad belonging to this Regiment requests reinforcements to replace a lost Comrade, they must make a Hard (-20) Logi test if most of the regiment is actively deployed or an Ordinary (+10) Logi test if a significant portion is not actively deployed. If this Logi test is failed, the Regiment cannot supply a replacement for the squad)

>Favored Weapons – Triplex-pattern Lasgun, Lascannon; Autocannon (Not in GRC Configuration)

>Kit – Universal Standard Weapons>>S61 “Lee,” Triplex-pattern Lasgun (100m; S/3/-; 1d10+3E; Pen 0; Mag 30; Rld Full; Special in Precision Mode, change to (150m; S/-/-; Gains Accurate Quality); Burst Mode, change to (50m; Gains Proven (5) and Felling (4)); 4.5kg; Rare) w/ 4 reloads—AND—>>Hunting Lance (Melee; Range n/a; 2d10+5X; Pen 8; Mag 1; Rld 2 Full; Special Concussive (3), Proven (2), Unbalanced, See > Below; 5kg; Scarce) w/ 4 reloads; Standard load is Krak, but Hunting Lance Tips can be found in Hammer of the Emperor pages 119-120 (120-121 in Reader Program)

>1 LASPISTOL (30m; S/2/-; 1d10+2E; Pen 0; Mag 30; Rld Half; Special Reliable; 1.5kg) w/ 4 reloads>1 MONO-CHAINSWORD (Melee; 1d10+2R; Pen 4; Special Tearing, Balanced; 6kg) (Not GRC)>1 KNIFE (Melee/Thrown 5m; 1d5R; Pen 0; 1kg; Plentiful)>1 9-70 ENTRENCHING TOOL (As WARKNIFE: Melee; 1d5+3R; Pen 0; 2kg; Average; also Primitive (8) and Unwieldy)

>Kit – Vehicles or Mounts>1 Horse per PC (Found in Hammer of the Emperor page 139 (140 in the Reader Program))—AND—>1 Sentry Gun per Squad (Shield of Humanity 143-144 (144-145 in the Reader Program))

>Kit – Universal Standard Minus Weapons (1 Uniform, 1 Poor Weather Gear, 1 Armor (Flak Vest & Helm; Flak Coat also available in TTF), 1 Riding Beast, 1 Saddle, 2 Saddlebags, 1 Set of Riding Tack, 1 Ruck/Sling Bag, 1 Basic Tools, 1 Mess Kit, 1 Canteen, 1 Blanket, 1 Sleep Bag, 1 Rechargeable LampPack, 1 Grooming Kit, 1 Cognomen Tags, 1 Uplifting Primer, 2 Weeks Rations)

>Kit – Additional Standard TRUE TO FORM (1 Chrono 2pts, 1 Respirator or Gas Mask 8pts, +2 Weeks Rations 3pts, 1 Auspex or Scanner per Squad 10pts, 1 Micro-Bead 8pts, +1 Heavy Weapons to Favored List 15pts, 1 Flak Coat 8pts, 1 Triplex-pattern Lasgun (As S61 Main) 15pts, 1 Mono-Chainsword 10pts, 1 9-70 Entrenching Tool 1pts, Gun Carriage 5pts; All Told 85pts/30+10pts)

>Kit – Additional Standard GAME RULES COMPLIANT (1 Chrono 2pts, 1 Respirator or Gas Mask 8pts, 1 Micro-Bead 8pts, 1 Triplex-pattern Lasgun (As S61 Main) 15pts, 1 9-70 Entrenching Tool 1pts, Gun Carriage 5pts; All Told 39pts/30+10pts)

LOREShiloh is an Agri-World, a place of peace and plenty. With few mountain ranges bordered by lush forests, the majority of the planet's landmass is taken up by farmland. There are a few pieces of wild steppe near the poles, and these are used to maintain the vast stallion herds that are used in the military's Rough Riders, and alongside these the fore-mentioned forests and mountains in question are used totrain the infantry of the below-detailed Shiloh Union Guard(SUG).

Hardworking families till the soil and tend to their stock,and praise of the God-Emperor is strong. In terms ofeducation and work ethic, some would describe them asideal Imperial citizens, though this tends to express itself asa degree of ignorance of the galaxy beyond their doorstep.The planet is small but exceptionally fertile, resulting in alack of industrialization beyond what is needed to maintain“the Growth of the Garden.”

This lack of inherent industry means that the Shiloh UnionGuard does not rely on mechanization or motorization in itsorganization; almost all industrial capacity is dedicated tokeeping the planet's millions of farming equipment piecesup and running.

This proud military unit is named for the planetarygovernment, “the Unity of Shiloh and the Imperium,” orUSI. The planet has never had a governor refuse to pass onpower to the next elected official, nor has there ever been athreat of governmental fracture. This is something of asource of pride for Shilohites, who see their planet as less aservant of the Imperium and more a servant of the God-Emperor, working with the Imperium in precious harmonyfor the good of mankind. They're intelligent enough tounderstand that stating such sentiment would not end upgood for them, but why would they? The God-Emperorwants them to serve and do what they may.

The use of Guard is not only because of the fact that theyfight for the Imperial Guard; the SUG are the planet's elitefighting force, taken from the best of the PDF, sent to dothe Will of the God-Emperor and thus protect—guard, ifone may forgive the parlance—the unity of the Unity. Theirservice is for the good of both Shiloh and the Imperium,and men fighting for the latter are fighting for the pride andhonor of the former. This can cause some tension, asShilohites are a tad twitchy when it comes to insults regarding their home and families; their people never did those throwing the insults any harm, why would they show themselves as rude in such a fashion? Such insult must be answered, to defend the honor of the family and Shiloh itself.

The men of the SUG are experienced enough to fight alongside most any other unit of the Astra Militarum. Where they falter—if one might call it that, for they do not see the factor as a deficiency—isa lack of proper mechanized units. The men of Shiloh do not have homegrown AFVs of any kind. Whatthey do have is training, toughness, and a strong esprit de corps; partially built around what they can dodespite lacking vehicles that others seem to need.

The Shiloh Union Guard is built around three unit types, as their lack of industry prevents them from branching out in other ways: fighting infantry riflemen, their supporting artillery in the form of mortarmen who march and fight with them, and dragoons who scouts and raid.

The footmen of Shiloh fight as other line infantry of the Imperium, but without infrastructure to spend on vehicles they must do the best they can with what they can carry on their backs. The homegrown lasgun of the regiment is built not upon the M36, but the Triplex; marksman training is as extensive as brutal close-quarter fighting drills. Each squad has, at the minimum, one heavy weapon in the form of aTarantula sentry; every platoon ensures at least one bears lascannon and one bears multilaser.

With such weapons the linemen of Shiloh can bring a deceptive amount of firepower to bear. Between an excellent infantryman's weapon in the Lee and the potential for anti-armor or extreme suppression inthe Tarantulas, what a force might see as regular men of the line armed with little more than small-armscould find itself instead fighting men with their own supporting heavy weapons and—described below—artillery dedicated to supporting each section of the line when indirect is called for.

This artillery is the other half of Shiloh's foot. The SUG, knowing that it cannot always rely on the Munitorum to supply it with allies capable or willing to supply indirect, do what they can by carrying their ordinance with them. For every two companies of line, there is a company of artillery (typically meaning a SUG Line Battalion is four companies of line and two of artillery). As explored below, thesegunners are given the same S61 lasgun, but lighter armor: they are expected to defend themselves and fire back if necessary, but even if the front collapses they would—in an ideal situation—use their guns to cover any retreat; only to plug holes in the line if they are out of shells or their mortar is destroyed.

These men are armed with the Pickett-pattern piece. This field artillery acts as a typical indirect mortar in standard use, but is designed to fire over open sights if need be; it can even take the same grenades as the standard Imperial Guard grenade launcher in a pinch, albeit with a degree less accuracy. This weapon, alongside the S61-pattern lasgun is a part of the Shiloh fighting man's identity through homegrown kit.

Their uniform is typically made of dark blues (these are useful for blending into the shadows of cover) and, for a bit of color, occasionally greys, whites, and flashes of red. For the large amount of blue used in their uniform, the SUG have also been called “Blue Guard,” or “Blue Boys,” by more cheeky officers. Their flak armor is, like some regiments, not an obvious armor piece but built and weaved intotheir uniforms. Only front-line infantrymen are given helmets and heavy enough coats to qualify as fullsuits of flak armor; artillerymen and cavalrymen are given flak coats for cost and speed, and cavalry disdain the helm for better situation awareness and their ratherstylish black hats.

Depending on each deployment, ponchos with appropriatecamouflage are provided, and the cavalry afford a little bitmore flair in their suits; beyond that the uniform does notchange much. Shiloh Guard are proud of their colors—uniformand regimental—and as such each unit has a flag that acts as areinforcement of their identity and a rallying point.

The most distinguishing feature of the Shiloh Union Guard hasbeen alluded to before: their lack of armored units. The menhave been trained to get around this in a few ways, but the onethat has earned them fame is their ability to march longer andharder than most Guard regiments would dream of. Theirannals are full of more than one instance where a campaignwas decided by their ability to rapidly relocate from oneposition to another; fast enough that some foes are on recordfor mistaking them as dismounted horsemen. This speed hasearned every generation of Union Guard infantry the monikerof “foot cavalry.”

The other fashion that the men of Shiloh use to make up fortheir inability to supply their men with armored units is solid training in fighting desant; a form of warfare typically considered secondary by those few Imperial Guard units who realize it is a tactic beyond desperate improvisation. By default—as any amount of dedicated training is better than none—the acceptance of it as a practicing doctrine gives them experience in the matter. Shiloh itself supplies avery small (and quite expensive, relatively speaking) corps of tanks and IFVs. These are used purely in desantniki training, as the USI and SUG leaders understand that while the boys of Shiloh hold a degree of pride in their ability to fight without vehicles, they will be paired with other regiments who do. The need to work together is forever paramount, and as such the “foot cavalry,” are not only some of the best marching infantry, but also some of the best desantniki a Lord General could ask for.

The Line Battalions are made of nothing but footmen; an exceptional fighting force of lasgun- and heavy weapon-toting companies with supporting field pieces. These men can march longer and harder than any footmen they have yet to meet. But when even their exceptional speed is not enough, Shiloh has an answer in the form of Union Guard Dragoons. These Rough Riders, more effectively considered

mounted infantry than more traditional “lance and saber,” cavalry, act as scouts, mobile fighters, and sometimes—when the situation calls for it—hard chargers.

These men are dashing and brazen; their officers lead by moxie and example. They disdain the helm fortheir black frontiersman hats, and their elan alone has carried the day in the past. Expected to act as the eyes and ears of the Line Battalions when not given objectives of their own, they are exceptional scouts, especially in environments where the relative silence of the horse—compared to clanking machinery or roaring engines—allows them to act with near impunity.

In regards to combat, Union Dragoons act in two fashions: as mounted infantry and as chargers; the former far more so than the latter. Between the same S61-pattern lasgun as their infantry counterparts, at least one Tarantula on a cart per squad, a hunting lance for those rare times when a charge is necessary, every man's horse carrying extra ammunition and grenades when they're found/provided,

and other assorted heavy weapons (as there's at least one missile launcher and either autocannon or heavy stubber per squad), the punching and staying power of these Rough Riders is exceptional—despite their lighterarmor compared to front-line infantry—but expensive.

Between the time taken to raise and train the horses—aseach animal was raised a stallion on Shiloh by dedicated steppe clansmen while also going through thetraining necessary for modern warfare—and the high standards for replacements, the animal in question is thelimiting factor, more expensive than the well-trained fighters or their kit combined. Each dragoon is very close to his animal, and when leaving for operations andraids that will take them deep into enemy territory, it's very common for each man to bring at least one pack mount; both for food when attacking into enemy supplies doesn't work and to spare weight for their precious war-horses for as long as possible.

When clashing with enemies in their preferred style, as raiding dismounted infantry, it's very common for foes to be struck from an angle they didn't expect—perhaps on a flank, or hours before their strategists would predict marching infantry to arrive—by platoons of alleged light infantry supported by heavy weapons. Little do they know that for every nine men fighting them, there's a tenth with a cluster of his squad's horses in a nearby gulch or cluster of trees, making sure the

animals stay free of unnecessary harm while they refuel on local grasses. After the shock of the ambush, the watchmen bring the horses up, the Dragoons re-mount and hitch their heavy weapons backon their carriages, and the raiders slip away; laughing all the while.

These men are known to make raids last as long as possible. An independent spirit paired with the lack of oversight or constricting orders on those types of missions—as the vox-caster is only used for callingin support or for giving situational updates with a frequency to be deemed necessary by the

commander, mission, and foe being fought—means that the SUG Dragoons will fight for as long as possible in the foe's backfield. The longest raid on record in the Guard annals is cited as lasting 130 days; as the men were fighting human separatists, the supplies they were attacking into and their familiarity with their foe's capability ensured they could stay out and cause trouble for quite a long timeuntil they attracted far too much attention and absolutely needed to find friendly lines.

Just as Union Guard infantry are trained to fight desant, the Dragoons are trained to fight with armor aswell. Their particular raiding style is exceptional when fighting alongside ranging tanks; dismounting before joining battle as normal, fresh and ready to keep the friendly armor safe from infantry while it bosses about the battlefield. Only in rare cases do the Rough Riders of Shiloh endanger their mounts bybringing them into an assaulting charge, but when they do it is quite glorious, and the primary tactic minimizes the potential for taking mass casualties while being quite the sight to behold.

During assaults, the main formation is called “the striking eagle,” wherein each squad is broken into two “feathers,” of approximately four to five men; these always stick together no matter what. Upon initial engagement, SUG Dragoons rarely ever strike as the massive eagle itself. Rather each platoon separates into its feathers and harries foes in an attempt to gain their attention and split them apart. For where the formation excels is when segments of the enemy line—platoons or companies—have been isolated and the multitude of nearby feathers all gather into a mighty shrieking eagle, charging and destroying the isolated forces before breaking up and avoiding a pitched fight with any quick reaction forces. This tactic takes a great deal of independent competence and daring-do, which works well with the spirit of the Dragoons. They quite often encourage the consumption of art, literature, and music; these enhance creativity, something quite necessary if a feather is separated from its home platoon.

The hunting lance is the main weapon used in the assault designed so that one end holds the charge andthe other end a standard spearpoint, though when the tip is expended it's quite normal for men to return it to its “cradle,” and draw their lasguns. The S61's burst mode is very useful from horseback: even a graze is like to cause a grave wound, providing a small amount of leeway for the Dragoons' excellent marksmanship, in particular from the back of a sprinting horse; relatively speaking, at least.

The lack of armored fighting vehicles does not hamper the fighting spirit of the men from their small Agri-World. The Shiloh Union Guard is a prestigious fighting force, relying on foot cavalry and mounted raiders to make their name in Imperium history.