Homeworlds

This list will quickly go into the rules of choosing the different homeworlds. The lore of said homeworlds is often implicit but should you want it i suggest getting the rulebook it comes from or reading up on the lore using other sources.

The rule books will be referred to as. Core = Core rulebook, SoH = Shield of Humanity, HotE = Hammer of the Emperor.

If the homeworld has anything that modifies regimental command, it will be added as "Regimental command:" below starting wounds.

Imperial World:               1         Core

Penal Colony:                 2         Core

Agri World:                      3         HotE

Death World:                   3         Core

Feudal World:                 3          HotE

Fortress World:               3         Core

Highborn:                        3         Core

Hive World:                     3         Core

Mining Colony:                3         HotE

Ratling World:                 3         SoH

Schola Progenium:         3         Core

Shrine World:                  3         SoH

Penitent:                         3         Core

Post-Cataclysmic World: 3        SoH

Void Born:                       3         SoH

Feral World:                  4         HotE

Forge World:                   4        HotE

Frontier World:                4        HotE

The Lathe Worlds:          4         SoH

Ogryn World:                  5       SoH

''' Imperial world. '''

Cost: 1

Characteristic Modifiers: +3 to Willpower and +3 to any one other Characteristic.

Skills: All Imperial world characters start with Common Lore (Imperial Creed), Common Lore (Imperium), and Linguistics (Low Gothic).

Blessed Ignorance: Imperial citizens know that the proper ways of living are those tried and tested by the generations that have gone before. Horror, pain, and death are the just rewards of curiosity, for those that look too deeply into the mysteries of the universe are all too likely to find malefic beings looking back at them. Their wise blindness imposes 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).

Starting Wounds: Imperial world characters generate their starting wounds normally.

''' Penal Colony. '''

Cost: 2

Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Strength, Toughness.

Skills: All penal colony characters start with Intimidate and Linguistics (Low Gothic).

Honour Amongst Thieves: Penal colonists, whether criminals themselves, or the descendants of the previous generation’s scum, know well the way criminal societies operate, understanding the nuances of deception, loyalty, intimidation, and violence that characterise the criminal classes. Penal colonist characters start with one of the following Talents: Peer (Underworld) or Street Fighting.

Larcenous: Hailing from worlds where the black market is the only market, penal colonists are skilled at obtaining illicit items, whether to sell, on or for their own purposes. Penal colony characters add a +10 to all Logistics Tests made to acquire illegal or contraband items.

Scum and Villainy: Penal colonists are ill-regarded by just about everyone else in the Imperial Guard, and tend to be viewed more as expendable fodder than as worthwhile soldiers. As a result, they are seldom afforded more than the most basic of equipment. Penal colony regiments have only 15 points when determining Standard Regimental Kit.

Starting Wounds: Penal colony characters begin play with +1 starting Wound.

Regimental Command: The Larcenous benefit can be used for requisition tests if the character is trying to get hold of illegal or contraband items.

''' Agri World. '''

Cost: 3

Characteristic Modifiers: +3 to any two of the following Characteristics—Fellowship, Strength, Toughness.

Skills: All agri-world characters start with Linguistics (Low Gothic), Operate (Surface), and Scholastic Lore (Beasts).

One With the Land: The regiment was raised from a world steeped in agricultural tradition, raising crops and food animals for the teeming billions of the Calixis Sector. Men and women who grow up on these pastoral worlds gain a deep understanding of both flora and fauna, and can use those skills on the field of battle to their advantage and to the advantage of their comrades. These characters can get food to grow in even the harshest conditions, and are an incredible asset to regiments embroiled in long, planet-bound campaigns. Agri-world characters gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify or otherwise interact with domesticated beasts or those with potential to be domesticated. They also gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify, harvest, or cultivate food crops.

Blind to the Horror: Those men and women raised on bucolic and backwater agricultural worlds have little to no experience with Imperial society at large. Most have never left their village or city, let alone their home world, and those that have possess even less awareness of the wider realm of the Imperium than most of their counterparts. These innocents make easy marks for grifters, con-men, and others who take advantage of the confused and ignorant.

Agri-world characters suffer a –10 penalty to Scrutiny when using it to Oppose the Deceive Skill. Additionally, the first time an Agri-world character gains Insanity Points, he gains twice the normal amount instead.

Starting Wounds: Agri-world characters begin play with +2 starting Wounds.

''' Death world. '''

Cost: 3

Characteristic Modifiers: +3 to any two of the following Characteristics—Perception, Strength, Toughness.

Skills: All death world characters are Trained in Survival.

Fluency: While death worlders have learned to speak Low Gothic, they do not have time in their violent lives to learn how to read or write the universal language of the Imperium. Because of this, death worlders do not start with the Linguistics (Low Gothic) Skill at creation, however they are still capable of engaging in any verbal communication in Low Gothic that does not require a Skill Test.

Hardened: Death worlders are accustomed to violence, and many death worlds contain a variety of deadly, venomous creatures. They must be continually prepared and wary of danger from a young age if they are to survive, and those instincts do not easily fade. Death worlders start with one of the following Talents: Light Sleeper, Lightning Reflexes, or Resistance (Poisons).

Wary of Outsiders: Death worlders tend to be slow to put their faith in anyone other than themselves and their comrades, and they chafe at the expectations and strictures of more civilised society. 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-death worlders. These penalties can be waived at the GM’s discretion if the death worlders are dealing with those who have earned their trust.

Starting Wounds: Death world characters begin play with +2 starting Wounds.

Feudal World.

Cost: 3

Characteristic Modifiers: +3 to any two of the following Characteristics—Weapon Skill, Strength, Toughness.

Skills: All feudal world characters start with Athletics and Common Lore (War).

Fluency: Few feudal worlders take the time to learn to read and write, consumed as their lives are by toil and warfare, with written language largely the domain of scribes and other specialists. Because of this, feudal world characters do not start with the Linguistics (Low Gothic) Skill at character creation, although they are still capable of engaging in any verbal communication in Low Gothic that does not require a Skill Test.

Fealty: The majority of feudal world troopers are brought up in a society with a very clear separation between nobles and the commoners. These societies have strict rules of etiquette surrounding how the aristocracy interacts with their inferiors and vice versa. Regiments raised from feudal worlds are led by officers drawn from the local nobility and the common men and women in the enlisted ranks tend to revere their officers as not just their leaders but as their betters. Nobles and their chosen favourites often reinforce this belief with impressive skills in single combat, while most enlisted warriors hone their ability to fight in groups, spurred on by the prowess of their lords. Feudal world characters gain the Champion or Double Team Talent.

Suspicious of Machine Spirits: The beliefs and general understanding of the galaxy possessed by the average feudal worlder seems woefully backward and benighted to many other Guardsmen. While most believe in the God-Emperor as the saviour of Man and his church as the one true religion, especially those that have been visited by Ecclesiarchy missionaries, many have other, more esoteric beliefs that are tolerated only thanks to their battlefield prowess. In addition, feudal worlds are by their nature millennia behind many worlds that provide soldiers to the Imperial Guard when it comes to technological advancement, and their wars are still fought with sword and shield, longbow and catapult. Feudal world characters suffer an additional –10 penalty to Common Lore (Tech), Medicae, and Tech-Use Skill Tests unless they are trained in that Skill.

Starting Wounds: Feudal world characters begin play with +1 starting Wound.

''' Fortress World. '''

Cost: 3

Characteristic Modifiers: +3 to any two of the following Characteristics—Ballistic Skill, Willpower, Toughness.

Skills: All fortress world characters start with Common Lore (War), Common Lore (Imperium), Common Lore (Imperial Guard), and Linguistics (Low Gothic).

Hated Enemy: A fortress world often stands opposed to a single threat, and they are taught to hate that particular foe and eliminate it on sight. All fortress world characters gain a single Hatred Talent, where the group chosen is the enemy the fortress world has been established to defend against.

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 the intensive training that each fortress worlder goes through from childhood, including extensive live-fire drills and gruelling mock battles, all fortress worlders start with one of the following Talents: Nerves of Steel or Sprint.

Bred for War: Fortress worlders possess an entirely justified siege mentality, a natural result of daily lives shaped by the need for perpetual vigilance against an enemy that could strike at any time, and the discipline required to respond to that threat swiftly and effectively. Fortress worlders are loyal almost to a fault, and reluctant to disobey orders even with good reason, lacking personal initiative, and becoming inflexible as a result. A fortress worlder must attempt a Challenging (+0) Willpower Test in order to go against the rules and regulations of the Imperial Guard.

Starting Wounds: Fortress world characters generate starting Wounds normally.

''' Highborn. '''

Cost: 3

Characteristic Modifiers: +3 to any two of the following Characteristics—Fellowship, Intelligence, Weapon Skill.

Skills: All highborn start with Common Lore (Administratum), Inquiry, and Linguistics (High Gothic).

Fluency: While Highborn characters have learned to speak Low Gothic, they have no reason to learn to read and write the language of the lowly masses. Because of this, Highborn characters do not start with the Linguistics (Low Gothic) Skill at creation, although they are still capable of engaging in any verbal communication in Low Gothic that does not require a Skill Test.

Duty and Honour: The highborn hold themselves to standards of behaviour and etiquette, their upbringing distinguishing them from the low-born troopers that make up the common bulk of the Imperial Guard. Highborn characters suffer a –10 penalty on all Charm, Inquiry, and Deceive Tests made to interact with characters who are not highborn. However, they gain a +10 bonus on all those same Skill Tests when dealing with the nobility and other high authority in formal situations.

Abundant Resources: Highborn are almost universally wealthy and well-connected, able to draw upon considerable resources when seeking new equipment. A squad from a highborn regiment starts with 10 extra Logistics Rating.

The Finest Tutors: Years of study under a wide range of military instructors, and traditional connections to other military dynasties, have prepared each and every highborn for a life in the Imperial Guard. Highborn characters start with one of the following Talents: Air of Authority or Peer (Nobility).

Starting Wounds: Highborn characters begin play with –1 starting Wound.

Regimental Command: A frontline featuring Highborn regiments get 2 frontline support rating per regiment of highborns under the regimental commands authority, this does not apply for temporary allies and the like.

''' Hive World. '''

Cost: 4

Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Fellowship, and Perception.

Skills: All hive world characters start with Common Lore (Imperium), Deceive, and Linguistics (Low Gothic).

Accustomed to Crowds: Hive worlders grow up surrounded by crowds, and they are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain for hive worlders, and when Running or Charging through a dense crowd, hive worlders take no penalty to Agility Tests to keep their feet.

Hivebound: Hive worlders seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, starship or similar), they suffer a –10 penalty to all Survival Tests, due to their continued unfamiliarity with such places.

Urban Violence: Hive worlders are constantly alert for the first hint of trouble, be it a hivequake, a gang shoot-out, or a hab riot, allowing them to quickly detect danger and elude it, if need be. Hive worlders start with one of the following Talents: Heightened Senses (Hearing), Paranoia, or Unremarkable.

Starting Wounds: Hive world characters begin play with –1 starting Wound.

''' Mining Colony. '''

Cost: 3

Characteristic Modifiers: +3 to any two of the following Characteristics–Agility, Perception, and Toughness.

Skills: All mining colony characters start with Awareness, Common Lore (Tech), Linguistics (Low Gothic), and Tech-Use.

Acclimated to Darkness: Life below ground is incredibly dangerous, and those who make their living in the bowels of their worlds are a hardy lot indeed. Aside from the common industrial style accidents and the ever present threat of caveins, there are also dangerous extremes of temperature, deadly clouds of invisible toxic gasses, and the constant, oppressive gloom to deal with. Regiments raised from a mining colony are full of men and women who have grown accustomed to this strange and gruelling way of life, and whose bodies have adapted to their environments.

Mining colony characters can choose to start with one of the following Talents: Heightened Senses (Hearing) and Resistance (Cold) or Resistance (Heat) or Resistance (Poisons).

Tunnel Rat: Navigating the twisting warren of tunnels, shafts, and chambers that make up an average mine requires a good attention to detail and a well-developed sense of direction. Mining colony characters gain a +10 to Awareness and Navigation (Surface) when underground.

Unaccustomed to Light: Unfortunately, their subterranean lifestyle makes them incredibly sensitive to bright light, and they suffer a –10 penalty to all Perception and Awareness Tests made in full daylight or bright artificial light. This penalty can be mitigated with goggles or other types of eye protection at the Game Master’s discretion.

Starting Wounds: Mining colony characters begin play with +1 starting Wound.

''' Ratling World. '''

Cost: 3

Characteristic Modifiers: +10 to Perception, +5 to Fellowship, +5 Agility, –5 Strength, –10 Toughness, and an additional +3 to either Perception, Fellowship, or Agility

Starting Skills: All Ratling world characters start with Awareness or Stealth, Deceive, Linguistics (Low Gothic), and Trade (Cook).

Natural Marksman: Despite their preferred leisurely lifestyle, most Ratlings possess a coordination that makes them naturally adept at marksmanship. Ratling world characters begin play with the Deadeye Shot Talent.

Ratling: Ratlings are defined by their diminutive stature, which clearly sets them apart from ordinary Humanity. Ratling characters gain the Size (Weedy) Trait and the Heightened Senses (Sight, Smell, Taste) Talents.

Abhumans: Ratling world characters come from a very specific origin. Unlike hive-worlders or death-worlders, who can pass on some of their skills and abilities, there is no way for Support Specialists to become more like Ratlings. Therefore, Ratling world characters cannot be Support Specialists; they can only choose from the Guardsmen Specialities. To include Support Specialists alongside Guardsmen from a Ratling World, players should use the rules for Mixed Regiments presented in the Only War supplement, Hammer of the Emperor.

Narrow Focus: Due to the restriction on Support Specialists, Ratling world characters have fewer options when selecting a Speciality. However, unlike a lone Ratling operating in a Squad from another regiment, Ratlings fighting alongside others of their own kind often more quickly adapt to the traditional roles of their homeworld. A Character from this regiment always count as both a Ratling and a Guardsman for the purposes of prerequisites, regardless of his current Speciality or Advanced Speciality.

Wounds: Ratling world characters begin play with –3 starting Wounds.

''' Schola Progenium. '''

Cost: 3

Characteristic Modifiers: +3 to Willpower, and +3 to either Weapon Skill or Ballistic Skill.

Skills: All Progena characters are Trained in Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (War), and Linguistics (High Gothic, Low Gothic).

Only In Death Does Duty End: Those that pass through the Schola Progenium are drilled each and every day by hardened drill abbots, and all are expected to defend the Emperor’s domain with their lives if necessary. All Progena characters start with one of the following Talents: Air of Authority or Unshakeable Faith.

Starting Wounds: Progena characters begin play with +1 starting Wound.

''' Shrine World. '''

Cost: 3

Characteristic Modifiers: +3 to Fellowship, and +3 to Weapon Skill or Willpower

Starting Skills: All shrine world characters start with Common Lore (Ecclesiarchy), Common Lore (Imperial Creed), Linguistics (Low Gothic).

Fluency: Characters from Shrine Worlds have been raised amidst the word of the Emperor and the splendours of the Ecclesiarchy. The lives of saints and the verses of creed are as familiar as breathing. Even for people born to such a world who are not blessed enough to be inducted into the ranks of the clergy, being constantly surrounded by hymnals, scripture, and the works of the Ecclesiarchy breeds a familiarity with High Gothic. Shrine-worlders are capable of engaging in any verbal communication or reading of High Gothic that does not require a Skill Test.

Virtuous Ignorance: The citizens of shrine worlds learn many lessons in virtue from the pious sermons and teachings of the Ecclesiarchy. Amongst these is the lesson that ignorance is a virtue not easily disdained by the wise. Heresy, blasphemy, and death are the just rewards of curiosity, for those who look beyond the teachings of the Adeptus Ministorum for knowledge walk a dangerous path. Due to their wise and wilful narrowness of mind, shrine world characters suffer a –10 penalty on all Forbidden Lore Tests.

The Gift of Hate: Shrine-worlders are accustomed to the Ecclesiarchy’s teaching that hatred is amongst the Emperor’s greatest gifts to mankind. Though the priests of the Adeptus Ministorum preach hatred against many various enemies of humanity, often, a particular sermon leaves an indelible impression on a shrine-worlder. Shrine world characters begin with one of the following Hatred Talents of their choice—Heretics, Mutants, or Psykers.

Armour of Faith: Once per session, when a shrine world character gains any number of Corruption Points, the character may spend a Fate Point to instead gain no Corruption Points from that source.

Wounds: Shrine world characters generate their starting wounds normally.

''' Penitent. '''

Cost: 3

Characteristic Modifiers: +3 to any two of the following Characteristics—Fellowship, Toughness, Willpower.

Skills: All penitent characters start with Common Lore (Ecclesiarchy), Common Lore (Imperial Creed), Intimidate, and Linguistics (Low Gothic).

The Blood of Martyrs: The penitent do not regard death in the Emperor’s service as anything to fear, and face the prospect of righteous sacrifice gladly. Penitent characters start with one of the following Talents: Nerves of Steel, Orthoproxy, or Unshakeable Faith.

Only One Life to Give: So driven to martyrdom are the penitent, that it can drive them to take unnecessary risks, lamenting that they can only sacrifice themselves once.

Penitent characters must pass an Ordinary (+10) Willpower Test in order to retreat from combat or otherwise act in the interests of self-preservation.

Untempered Zeal: The pious spirit of the penitent is almost unmatched in its ferocity, and while their faith is closer to the violent ardour of the fanatic than the divine clarity of the Adepta Sororitas, it is nonetheless inspiring to behold. Penitent characters may re-roll any failed Charm Test to inspire religious fervour or righteous hatred in others.

Starting Wounds: Penitent characters increase their starting Wounds by +2.

''' Post-Cataclysmic World. '''

Cost: 3

Characteristic Modifiers: +3 to any two of the following Characteristics: Ballistic Skill, Weapon Skill, Perception Starting

Skills: Post-cataclysmic world characters start with Awareness, Linguistics (Low Gothic), and Survival.

Resourceful: Characters from post-cataclysmic worlds are used to getting by with whatever is at hand—scavenging food, equipment, and whatever else they might need. Postcataclysmic world Characters gain a +10 bonus to Survival Tests to obtain potable food and water, and to Tech-Use Tests to jury-rig or repair equipment that is not overly advanced, as determined by the GM.

Horrors of the Past: Whether it occurred in living memory or far in the distant past, all post-cataclysmic world characters are scarred mentally, and perhaps physically, by the event that scoured their planet; yet those who survive in such an environment gain strength from this adversity. Post-cataclysmic world Characters start with 1d5 Insanity Points and either the Resistance (Cold), Resistance (Radiation), or Resistance (Fear) Talent.

Wounds: Post-cataclysmic world characters generate their starting Wounds normally.

''' Void Born. '''

Cost: 4

Characteristic Modifiers: +3 to Willpower and +3 to either Agility or Perception

Starting Skills: All void born characters start with Common Lore (Tech), Linguistics (Low Gothic), Navigate (Stellar), Operate (Aeronautica), and Tech-Use.

Charmed: It is said that the void born, even those confined to a stationary orbital station, are touched by their proximity to the stars and to the Warp. Such tales attribute unnatural luck to the void born, and misfortune for others. Whenever a void born character spends a Fate Point (but not burns a Fate Point), he rolls 1d10. On a roll of 9 or 10, the Fate Point does not count as being spent, even though the character gains the chosen benefit.

Ill-Omened: Characters born aboard void stations often seem unusual to those from the firm ground of a planet. Life amongst the machinery and cramped corridors of a void station is quite different to life beneath an open sky, and is confining even by the standards of a hive world. Additionally, void born characters are often appear unnaturally pale and gaunt. This unwholesome air, combined with the insular, clannish ways of many void born, often causes difficulties when interacting with non-void born regiments. Void born characters suffer a –10 penalty to Interaction Tests made to interact with characters who are not also void born.

Void Accustomed: Void born characters have experience moving about in zero-gravity environments, whether by dint of special training, mechanical failures, or the simple necessities of life on an orbital station. Void born characters do not treat zero gravity as Difficult Terrain. In addition, the Agility Test to stay on-target when making a Charge or Run Action in zero gravity is only Difficult (–10) for void born characters.

Wounds: Void born characters begin play with –1 starting Wound.

''' Feral World. '''

Cost: 4

Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Strength, and Weapon Skill.

Skills: All feral world characters start with Awareness, Parry, and Intimidate or Sleight of Hand.

Fluency: Feral worlders’ lives tend to be like their tempers: short and unpleasant. While some do survive to old age, few do so by spending time on scholarly pursuits. Feral world characters do not start with the Linguistics (Low Gothic) Skill at character creation, although they are still capable of engaging in any verbal communication in Low Gothic that does not require a Skill Test.

Brutal Warrior: By the very nature of their planet, feral worlders are rapidly taught that strength—and strength alone—determines one’s right to survival. Of course, strength can come in many forms, and feral worlders are no strangers to using stealth and subterfuge to gain the edge when raw ferocity and might alone cannot solve a problem.

Feral world characters can choose to start with one of the following Talents: Ambush or Frenzy.

Violence Answers All: Many feral worlders see the universe in extremely simple terms: comrades must be protected, foes must be vanquished, and both of these goals must be accomplished at all costs. Feral world regiments tend to be close-knit, violent bands where disputes both internal and with outsiders are settled in blood.

When faced with the opportunity to crush a foe utterly, even if there is great risk involved, feral world characters must pass a Routine (+20) Intelligence or Willpower Test to pass up the chance. At the Game Master’s discretion, this Test can be waived when dealing with minor disputes or when the valour of discretion is overwhelmingly obvious.

Suspicious of Machine Spirits: On most feral worlds where any technology remains, the few artefacts that persist are treated not just as sacred objects, but as terrifying and dangerous magic to be avoided by all but the strongest: weapons of legend wielded by the most powerful warlords and killers whose strength becomes synonymous with that of their weapons. The Cult Mechanicus is a foreign concept to such warriors, and even if the two share a reverence for technology, the feral worlders’ viewpoint is often tinged by dread, and the suspicion that such power might not be a divine blessing, but a dark gift from ancient and capricious powers that demand a price for their gifts.

Feral world characters suffer an additional –10 penalty on Common Lore (Tech), Medicae, and Tech-Use Skill Tests unless they are trained in that Skill.

Starting Wounds: Feral world characters begin play with +2 starting Wounds.

''' Forge World. '''

Cost: 4

Characteristic Modifiers: +3 to any two of the following Characteristics–Intelligence, Perception, Toughness.

Skills: All forge world characters start with Common Lore (Adeptus Mechanicus), Common Lore (Tech), Linguistics (Low Gothic), Linguistics (Techna Lingua), and Logic.

Blessed of the Omnissiah: The Omnissiah grants many blessings upon his favoured subjects, and many mysteries of technology are revealed to those so blessed. Forge world characters start with the Peer (Adeptus Mechanicus) Talent.

Rites of Rewiring: Where most Imperial citizens see a machine as a singular and mysterious entity, those from a forge world view machines as a collection of discreet, sacred components, each with a uniquely important purpose. They are highly prized by armoured, mechanised, and siege regiments for their ability to both keep friendly machines running in the worst conditions and to efficiently dismantle enemy equipment.

Forge world characters can choose to start with one of the following Talents: Technical Knock or Weapons Tech.

Isolated by Machines: Life on an Imperial forge world is an experience unlike that of any other world in the galaxy. Forge worlders are surrounded by the wonders of the Machine God and the teachings of the Priesthood of Mars from birth, and the mysteries and wonders of technology are as common to them as a herd of Grox to an agri-worlder. While this makes these relatively tech-savvy Guardsmen well suited for more technological occupations in the Imperial Guard, such as Operators and Tech-Priest Enginseers, it also has a tendency to produce insular, awkward troopers not fit for polite company. Forge world natives often relate to machines and servitors more readily than their flesh and blood counterparts, and have a sad tendency toward jargon and filling their conversations of long strings of Techna Lingua that are nearly unintelligible to the average trooper. Forge world characters suffer a –10 penalty to any Interaction Tests made to interact with characters who are not also from a forge world or initiates of the Adeptus Mechanicus.

Starting Wounds: Forge world characters begin play with –1 starting Wounds.

''' Frontier World. '''

Cost: 4

Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Ballistic Skill, and Perception.

Skills: All frontier world characters start with Awareness, Linguistics (Low Gothic), Navigate (Surface), and Survival.

Life on the Verge: While frontier worlders are sometimes less refined that members of other regiments, their skills in the field are undeniably useful. Frontier world characters gain the Combat Sense or Quick Draw Talent.

Independent Operation: Frontier worlders are more accustomed to working far from others than many of their counterparts in other regiments. Their activities on their home planet often call for them to range far and wide, often alone, and as a result they develop a sense of confidence in this solace. On the battlefield, this frequently translates into a willingness to strike out beyond the sight of allies, confident that their compatriots will react swiftly to danger. The Comrades of a frontier world character count as being within Cohesion so long as they are within 15 metres of their Player Character.

Distrustful of Authority: Though they are valued for their ability to act independently, frontier worlders can also be difficult to control thanks to this tendency. This can be particularly problematic for newly raised regiments placed under the command of officers from outside, or for regiments merged with others after suffering losses. However, with time and patience, this friction can be overcome by outsiders who prove that they can stand on their own and contribute to the regiment. Frontier world characters tend to distrust outsiders, especially those handing out orders. They suffer a –20 penalty to Interaction Skill Tests made to interact with unfamiliar figures of authority (such as new Commissars, officers from other regiments. Senior members of the Ecclesiarchy and Adeptus Mechanicus, and other such individuals) and impose the same penalty on Interaction Skill Tests made on them by those people. These penalties can be waived at the GM’s discretion, if the frontier world characters are dealing with individuals who have earned their trust.

Starting Wounds: Frontier world characters generate their starting Wounds normally.

''' The Lathe Worlds. '''

Cost: 4

Characteristic Modifiers: +3 to Intelligence and +3 to either Perception or Ballistic Skill

Starting Skills: All Lathe Worlds characters start with Common Lore (Adeptus Mechanicus), Common Lore (Tech), Linguistics (Low Gothic), Linguistics (Techna-Lingua), and Logic, and are Trained in Tech-Use.

The True Flesh: Lathe Worlds characters possess the Mechanicus Implants Trait. In addition, their potentia coil is specifically enhanced to meet the high energy needs of integrated weapons.

Isolated by Machines: Lathe Worlds characters are selected for a life of war at a young age, dedicating their lives to the defence of the Adeptus Mechanicus’ interests in the Calixis Sector. The warriors of the Crimson Guard and other Lathe Worlds forces are unforgiving, blunt, and seem harsh to those unfamiliar with the cold, logical way the Adeptus Mechanicus operates. Lathe Worlds characters often relate to machines and servitors more readily than their flesh and blood counterparts, and have a tendency toward jargon and filling their conversations with long strings of Techna-Lingua that are nearly unintelligible to the average trooper. Lathe Worlds characters suffer a –10 penalty to any Interaction Tests made to interact with characters who are not also from a Lathe World, forge world, or are initiates of the Adeptus Mechanicus.

Soldiers of the Omnissiah: The Lathe Worlds Home World represents a uniquely specific origin for a regiment. Such forces are not truly Imperial Guard regiments at all, and so do not include the Support Specialists associated with Imperial Guard regiments. Lathe Worlds characters cannot select the Commissar, Ministorum Priest, Ogryn, Ratling, Sanctioned Psyker, or Storm Trooper Specialities (they can select the Tech-Priest Enginseer Speciality). A Character from this regiment always count as both a Tech-Priest Enginseer and a Guardsman for the purposes of prerequisites, regardless of his current Speciality or Advanced Speciality. If a group wishes to include Support Specialists other than Tech-Priest Enginseers in a Lathe Worlds Squad, players should use the rules for Mixed Regiments presented in the Only War supplement, Hammer of the Emperor.

Wounds: Lathe Worlds characters generate their starting Wounds normally.

''' Ogryn World. '''

Cost: 5

Characteristic Modifiers: +10 Strength, +10 Toughness, –15 Intelligence, –10 Agility, and an additional +3 to either Strength or Toughness

Starting Skills: All Ogryn world characters come from conditions so inhospitable as to be fatal to ordinary humans. Ogryn world characters start with Survival and Intimidate.

Toughened: Ogryns are notoriously resilient to injury, fighting on despite their wounds either through determination, sheer toughness, or simple incomprehension of their severity. Ogryn world characters gain the Die Hard or Iron Jaw Talent.

Fluency: Though they are likely to speak a debased version of their ancestral language, or else learn to upon their induction into the Imperial Guard, Ogryn world characters lack the intellectual capacity to learn how to read or write the universal language of the Imperium. Because of this, Ogryn world characters do not start with the Linguistics (Low Gothic) Skill at creation. They are still capable of engaging in any verbal communication in Low Gothic that does not require a Skill Test. However, even Ogryns who have undergone Bone ’ead surgery still speak and comprehend slowly, and verbal communication with humans who lack experience dealing with Ogryns is prone to some difficulty, at least until they come to an understanding of the Ogryns’ primitive use of the language.

Ogryn: Ogryns are clearly identifiable as abhumans thanks to their massive bulk and monumental strength. Ogryns are capable of flipping a vehicle with their bare hands and all but ignoring wounds that would cripple or kill a normal human. Yet, these fearsome creatures are almost universally scared of dark, enclosed spaces. Ogryn characters gain the Auto-Stabilised, Size (5), Sturdy, Unnatural Strength (+2), and Unnatural Toughness (+2) Traits, as well as the Clumsy and But it Dark in Dere! Traits (see page 91 of the Only War Core Rulebook).

Abhumans: Ogryn world characters have a very specific origin. Unlike hive-worlders or death-worlders, who can pass on some of their skills and abilities, there is just no way for Support Specialists to adapt to be more like Ogryns! Therefore, Ogryn world characters cannot be Support Specialists; they can only choose from the Guardsmen Specialities. To include Support Specialists alongside Guardsmen from an Ogryn world, players should use the rules for Mixed Regiments presented in the Only War supplement, Hammer of the Emperor.

Narrow Focus: Due to the restriction on Support Specialists, Ogryn world characters have fewer options when selecting a Speciality. However, unlike a lone Ogryn operating in a Squad from another regiment, Ogryns fighting alongside others of their own kind often more quickly adapt to the traditional roles of their home world. A Character from this regiment always count as both an Ogryn and a Guardsman for the purposes of prerequisites, regardless of his current Speciality or Advanced Speciality.

Wounds: Ogryn characters gain +15 starting wounds.

Regimental command: Ogryn worlders are indeed ogryns. Squads of ogryns have 2 Hp per soldier instead of 1 Hp. If they mount up in vehicles they do not get a bonus. Since ogryns in vehicles are silly.