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0th Braelinian Rifle Regiment "The Naughts"
Homeworld: Braelin III, an agri-world in the Ultima Segmentum.
Military Specialty: Infantry
Order of Battle: 10 companies of infantrymen, numbering 1000 men each.
Commanding Officer: Colonel Egbert Pundrick-Littlewood, a portly, haughty man full of bluster and a gung-ho attitude.
History/Summary: Due to a clerical error, the "10th" rifle regiment to be founded from the populous agri-planet Braelin III was instead officially created as the "0th." This would prove to be a somewhat prophetic moment - "The Naughts" as they are called, are quite probably one of the most unlucky regiments in the history of the Imperial Guard.
Since their founding, the 0th Braelinian Rifle Regiment have been involved in twelve major battles, and in each case it has been a complete disaster. On Tuson Beta they used the wrong map, and led an expeditionary force off a cliff. On Armageddon they accidentally engaged in a four day firefight with their own side. During the Levris Civil War, a rounding error had them deploy with only one lasgun clip. Nothing ever seems to go quite right with them around.
In spite of this, the regiment has somehow managed to survive each insane situation they land in - often to the detriment of other guard regiments deployed alongside them. Their penchant for somehow surviving their impossibly bad luck, coupled with regimental command's skill at brown-nosing, has even given the Lord-General an overly inflated opinion of the regiment. An unearned one, at that - the unit barely does any actual fighting, and most of the problems they solve were caused by them to begin with.
The Naughts are intensely proud, haughty and consider themselves to be "gentlemen" of the finest sort. Their uniform is bright blue and purple, making them look like a bunch of peacocks. Oh, they're companionable enough - but they've bought their own hype. As far as they're concerned they're the cream of the crop! Right up until something goes wrong. And it always will.
Miscellaneous: Unlucky: The Naughts are about as unlucky as they come - but their luck tends to affect everyone around them far worse than it ever hits home. Generally speaking, if something CAN go wrong with The Naughts around - it WILL go wrong. And worse, it's The Naughts who end up "saving the day" and coming out smelling like roses.
Adventure Hooks: While in an active warzone alongside The Naughts, the party is sent to scout ahead of a redeployment. They find an ambush lying in wait, but when they communicate it back to command, they discover The Naughts are already marching toward the ambush zone - and sure enough, their vox systems are down. The party has to save the regiment by foiling the ambush - and of course it's The Naughts who'll get the credit for doing it.
RPG system notes: A mean GM might fudge dice for anyone fighting alongside The Naughts. Double the likelihood of weapon jams, give people negative modifiers to basic rolls, have equipment get lost or misplaced. These guys are the worst - and they turn up like a bad penny.