16th Maginex Fortress Regiment – not a step back in Only War

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Not yielding an inch to RPGaDay!

Some of the premier defensive regiments of the Imperial Guard, the regiments recruited out of the bunkers and trenches of the ancient fortress world Maginex readily transfer their skills learned and honed by holding at bay a millenia long siege to far away warzones. Once entrenched in their positions, a Maginex regiment becomes effectively an immovable object – and with their positions properly sited, the enemy will have little choice than bleed themselves white trying to shift it. The 16th Maginex is no exception, though since moving out of the line at home to join the Imperial Guard, the regiment seems plagued by ill luck that the more superstitious soldiers blame on them violating their sacred oaths to never retreat before an enemy – and what is travelling into space other than retreating if the ancient siege is still ongoing?

Home World: Fortress World
Commanding Officer: Fixed
Regiment Type: Siege Infantry
Doctrines: Die-Hards, Grenadiers, Iron Discipline, Sappers
Regimental Drawback: Doomed
Total Cost: 12

Standard Regimental Kit: 1 M36 lasgun with auxiliary grenade launcher and 6 charge packs, 1 stub revolver and 12 bullets, 1 knife, suit of light carapace armour, respirator, 4 empty sandbags, entrenching tool, 4 frag grenades, 2 photon flash grenades, 2 krak grenade, chrono, deadspace earpiece, lascutter, uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, rechargeable lamp-pack, grooming kit, cognomen tags, Imperial Infantryman’s Uplifting Primer, 4 weeks’ rations, and 2 grenade launchers per Squad.
Favoured Weapon: Longlas, heavy bolter


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