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Anumolon

 Archaic  Recconnaisance  
“No!  That  is  not  at  all  what  the  Emperor  says.  Yes  I  heard  you  say  that  the  
book  said  so  but  I  listened  to  him  holding  a  speech.  No  I  don’t  mean  a  
preacher!”    
–Carachius  of  the  Anumolon  Archaic  Recconnaisance  debating  the  
strictures  of  the  Imperial  Creed  with  father  Sebastion  
Anumolon  was  a  world  most  loyal  to  the  Emperor  and  so  when  the  
warmaster  made  his  betrayal  they  immediately  sent  troops  to  fight  for  the  
Imperium.  Something  went  horribly  wrong  with  the  troop  transport  
however  and  time  skipped  by  extreme  amounts,  not  until  ten  thousand  
years  had  passed  did  the  ship  once  again  turn  up  in  Imperial  space  but  they  
did  so  to  a  galaxy  that  had  changed.    
They  remain  loyal  to  the  Emperor  but  they  have  a  hard  time  being  loyal  to  
the  madness  they  consider  the  Imperium  to  have  become.  They  wage  war  in  
his  name  but  they  cannot  honestly  say  that  they  are  sure  to  fight  for  the  
right  thing  any  more.    
They  are  tolerated  by  the  Imperium  at  large  due  to  their  role  as  soldiers  
being  likely  to  end  their  lives  shortly  in  any  matter.  Their  home  world  was  
lost  during  the  Horus  Heresy  and  the  Anumolon  Archaic  tend  to  do  what  
they  can  to  learn  of  this  lost  age,  the  age  where  they  were  supposed  to  fight.  

Playing  an  Anumolon  Archaic  Guardsman  in  Only  War  


Characteristics:  +6  Agility,  +3  Agility,  -­‐3  Toughness  
Wounds:  -­‐1  on  starting  wounds  
Insanitypoints:  2d10  and  1d5  
Skills:  Common  Lore  (Tech),  Lingusitics  (Low  Gothic),  Navigate  (Stellar),  
Operate  (Aeronautica,  Surface)  Tech-­‐use  +10.  Forbidden  Lore  (The  Horus  
Heresy  and  the  Long  War)  
Talents:  Die  hard,  Hatred  (Daemons,  Chaos  Space  Marines),  Double  Team  
Traits:  
• Way  of  Destiny:  When  you  spend  a  fate  point  you  may  roll  a  d10,  on  
the  roll  of  a  9  it  was  not  spent.  
• From  an  age  long  ago:  You  suffer  a  -­‐10  penalty  to  interaction  tests  
with  characters  less  than  one  millennia  old.  
• Close  quarter  fire:  You  are  trained  in  fighting  people  close  by,  in  the  
corridors  of  spaceships  where  your  training  happned.  You  get  a  +10  
bonus  to  all  Ballstic  skill  tests  fired  at  point  blank  range.  
• Void  Accustomed:  Having  spent  long  time  on  a  voidvessel  you  have  
adapted  to  such  environs.  Zero  gravity  environments  are  not  difficult  
terrain  for  you  and  you  have  only  a  -­‐10  penalty  to  charge  or  run  in  
such  environs.  
• Officially  Nonexistent:  When  the  unit  rolls  a  double  on  a  logistics  
test  the  test  is  failed  regardless  of  other  modifiers  as  the  papers  have  
been  lost.  In  addition  the  GM  should  include  an  extra  mission  
complication  to  most  missions  due  to  the  bureaucratic  difficulties  of  
not  existing.  
• Last  of  their  Kind:  Recruitment  is  harder  for  this  regiment  since  it’s  
world  have  been  lost  millennia  ago  .  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  
if  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  you  are  unable  to  recruit  more  men,  if  it  
succeeds  roll  a  d10  to  see  where  the  new  recruits  come  from,  if  the  
GM  agrees  you  may  roll  once  for  each  new  recruit  rather  than  roll  
once  for  all;  
o 1-­2  No  men  to  spare:  No  men  are  given  to  you.  
o 3-­4  Merged  Squad:  The  men  are  from  your  regiment  and  have  
been  merged  to  your  squad  as  their  own  was  mostly  lost.  
o 5-­10  Others:  Men  from  another  regiment  are  used  to  replace  
your  fallen  comrades.  
Favoured  Weapons:  Archeotech  laspistol,  Plasmagun,  plasma  cannon,  
Multi-­‐melta  
Standard  Equipment:  Compact  lascarbine  with  four  charge  packs,  light  
carapace  armour,  magnoculars,  mono-­‐knife,  uniform,  set  of  poor  weather  
gear,  rucksack,  set  of  basic  tools,  mess  kit  and  water  canteen,  one  blanket  
and  one  sleep  bag,  rechargeable  lamp  pack,  grooming  kit,  set  of  dogtags,  wo  
weeks  supply  of  combat  sustenance  rations  
Each  squad  has  a  good  craftsmanship  Tauros  Venator  

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