Apologies if this is totally off-topic, but I just finished designing the insane unit. Its not as insane as the one I mentioned earlier today, but with a total of 14 points of unit drawbacks (inorder to pay for the possibly OP item of OP)... Well...
Oh, it also starts with 3d10 of insanity.
Void Born
Cost:3
Characteristic Modifiers: +3 to Willpower, +3 to Agility or Perception
Skills: Common Lore(Tech), Linguistics(Low Gothic), Navigate (stellar), Operate(Aeronautica), Tech-Use
Traits:
Charmed(when spending fatepoint, roll 1d10. if 9 or 10 then fatepoint is not spent, but effect occurs)
Ill-Omened(-10 penalty to interaction tests with non-void born)
Void Accustomed(Zero gravity is normal terrain, agility test during Charge or Run actions in 0G is only Difficult(-10))
Wounds:-1
Phlegmatic
Cost:1
Starting Skills: Common Lore (Imperial Guard), Common Lore (War)
Drop Troops
Cost: 3 points
Characteristics: +3 Agility, –3 Fellowship
Starting Skills: Operate (Aeronautica)
Starting Talents: Catfall
Standard Kit: One lascarbine and four charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, one respirator per Player Character, one grav-chute per Player Character, two frag grenades and two smoke grenades per Player Character.
Anti-Aircraft
cost:4
Aptitude: Ballistic Skill
Talent: Storm of Iron
Special: +10 to BS to hit airborn targets
Warp-Delayed
Cost:-4
Traits:
Officially Nonexistent(whenever doubles are rolled, roll counts as failure)
Lost Time(PC start with 1d5 insanity points)
The Few
Cost:-5
Traits:
Limited Numbers(replacing dead troops takes a hard(-20) logistics test, or an Ordinary (+10) if most of the unit is not in the field)
Lost Home World
cost:-5
Traits:
Survivor's Guilt(2d10 insanity)
Last Survivors(on successful reinforcement, roll 1d10. on result of 3-4, recruits come from original unit members, on 5-10 reinforcements come from another unit, and on 1-2 no units are assigned)
Talents: Hatred(Ork)
One Accatran-pattern Mk IV Lasgun and four charge packs per Player Character (Main Weapon)
One suit of good quality Imperial Guard void armor w/built in vidrelay, photo-visor, Micro-bead and maneuvering systems (Eribus MK7 pattern void suit*)
two frag grenades
two smoke grenades
One uniform
One Accatran-pattern Mk II Laspistol (Main Weapon), and two charge packs
Three knifes
One rucksack or sling bag
One set of basic tools
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags or equivalent identification
One primer or instructional handbook
Combat sustenance rations, two weeks’ supply
One 9-70 entrenching tool
*Light(er) construction, durable, Fixed Pattern (Its a hardsuit. These guys live (and die) in their armor.)
Functions as combination void suit, respirator, flack armor, vidrelay, gravchute, photo-visor, etc, with all the bonuses and weight applied. Light construction only applies to the weight of the armor, voidsuit and gravchute. Unable to be replaced.
HISTORY:
The Eribus Sixth Void Infantry Unit is perhaps unique in all of the Imperium. Hailing form the network of orbital stations built to maintain Imperial Navy units known commonly as Eribus, the Sixth was trained and equipped to fight in the cold of the Void in a way that no others can. Encased in their specially designed voidsuits, members of the Sixth Void could, if needed, go from fighting in a space-hulk to preforming drops onto planetary bodies to fighting in the caves of a mine world with ease, without even needing to change filters. In any event, the Sixth Void, and her sister units, are often deployed to areas where the revered Space Marines could not fit, or simply in leu of them.
In any event, in the course of their duties the Sixth Void's transport was delayed by nearly a hundred years by the vagaries of the warp, thought to have been destroyed, and to make matters worse, Eribus itself had been destroyed by the Ork, along with most of the rest of the Void Infantry Units.