100 Regiments for Only War

By Lightbringer, in Only War

(48) been a while…

42nd Imber Grenadiers

Home-world: Imber / Hive World / Segmentum Obscurus

Military Speciality: Hostile environment infantry.

Order of Battle: Approximately 6000 Heavy hostile environment infantry.
30 Infantry companies with a transport pool of light environmentally sealed trucks and environmentally protected Chimera.
10 Armoured Infantry companies with Adapted Chimera and Crassus Transports.

Commanding Officer: Knight Colonel Adephus Linnaeus

History/Summary: The world of Imber is one of the most dismal hive worlds in the Imperium. The ancient hives processing of polymers and chemicals has absolutely poisoned the atmosphere so that highly acidic rain and falls in torrential downpours. Unprotected people will painfully die of burns within a minute but even under cover the toxins released when when it falls and reacts are dangerous. Most of Imber is a poisoned wasteland, it's once abundant life scoured away. The rivers and seas are still running their course, albeit at a reduced, deadly toxic level.
The people of Imber live in constant fear of the rains. Maintaining the exterior of the hive is dangerous business and outlying areas and the underhive are often poorly maintained and dangerous. Leaks and floods can kill and wound hundreds in painful ways. With danger so ever present it is no surprise that gangsters, rebels and heretics and an ever present risk to the hive world. When rain water is a chemical weapon everyone is a potentially dangerous heretic.
The planets PDF are almost entirely occupied by maintaining the high security areas such as the upper hives and the water processing run offs. This would leave large portions planet free for heretics to gather, recruit and travel in. Thus the planet recruits and maintains a significant Imperial Guard force. The raising of these regiments helps ease the overcrowding somewhat but mainly it is used on near permanent offensive into the midhive, underhive and wastelands in search of Heretic cults and dangerous gangs.
The 42nd are a fairly Standard Infantry regiment, they spent the first 5 years of their existence patrolling the wastelands and undercities of Imber. They had a notable battle against the massive Jounist Heretic cult around the ruins of Trajan city. The climax of the battle was typically pragmatic and unnerving for such actions. The 42nd fought through the defences, which were littered with traps, snipers and dug in positions until they were able to breach the hermetic seals of the Heretics base using demolition charges. As it filled the rain literally flushed out heretics the 42nd waited killed or captured them. In many cases they were burnt horribly or suffering lung damage. In one action the regiment had gone from fresh faced conscripts to grizzled veterans. Their reward was to be thrown into battle against the forces of Chaos on other planets.

Miscellaneous: The Imber Regiments are equipped with heavy, sealed carapace armour with a respirator, under long hooded coats. Because the lures of heresy are so close to home they are brutally administered by the Commissariat. All contact with their former lives is cut off and they are encouraged to have painful induction rituals into the regiments. In the 42nd it involves a skull burned with acid on to their bodies.
The Imber troops prefer lasweapons as they are easily sealed against rain. However the Mechanicus on Imber is a significant power and have allowed it produce Imber proofed weapons of most types.

Adventure hooks: Imperial and Chaos forces clash on a dreary rain-soaked planet quarter of an industrial world. The players regiment is deployed alongside the 42nd Imber. This is practically balmy conditions for the Imberites many of whom have taken off their respirators, and are taking the battle to the enemy with gusto. Such gusto, that many of the populous are taking a beating from the 42nd. That might have been all well and good but the acid scared veterans in coats terrifying the locals and the disease pocked chaos cultists in robes that are terrorising the locals are perhaps risking more than the usual amount of friendly fire.

RPG system notes: I'm sad to say the 42nd Imber Grenadiers are another, cold, detached low fellowship regiment. I suppose, a lot of the good ones are. There's distinct similarities with the DCoKreig, I really came up with these as an excuse to model guard in the rain, but I'll never get round to that, would have been nice with the hostile environment Cadians from Forgeworld. Furthermore the brutal acid scaring could have even further penalties outside of the Guard but increased intimidation. I'd put toughness up. Give them survival. Perhaps additionally problems with the inquisition such as poor reputation. But enemy or hatred, of heretics (or cultists, whatever factions they have in this system).

1st Black Talon Battalion (Naval)

Homeworld: Black Talon Squadron, Gothic Sector, Segmentum Obscurus.

Military Speciality: Combined Naval Assault Operations.

Order of Battle: 2400 Souls, split into six heavy infantry companies numbered 2 to 7. 1st Company records expunged.

Commanding Officer: Master-at-Arms Commander Bendabiar Braxx (Navy)

History/Summary: The Black Talon Naval Battalion is a rather unusual arrangement that came about due to the nature of the Black Talon Squadron's planetary invasion support role. The three Firestorm class frigates that make up the Squadron have been designed to sit in high orbit above enemy worlds and provide fire support with their lances as well as handling Imperial communications with their greatly enhanced vox networks, working together the three ships can typically provide global communications. The ships are also retrofitted with hangers allowing for small scale carrier operations providing either air support or assault boats.

The Black Talon Naval Battalion as an independent military unit wasn't given official approval by the Sector High Admiralty until over 200 years after its unofficial creation, this was done in recognition of the efforts of the Battalion in various boarding actions, especially in capturing several, previously unidentified, orbital defence batteries over the secession world of Iosa. The batteries were taken before they were able to fully bring their weapons down on the rapidly approaching Imperial fleet, this action was cited as the Battalions first Battle Honour independent of its Squadron. The 200 years of previous unofficial history, technically according to the Navy, doesn't count.

The Battalion makes very effective use the Imperial Navy's Shark Assault boats and the Navy pilots for these vessels have now more or less been integrated into the Battalion, and rightly or wrongly, they see themselves as a cut above other pilots because of this. It is however still a highly dangerous tactic and if poor piloting or planning and good enemy point defence are combined it can result in the loss of hundreds within the blink of an eye. This was the fate of the First Company whose records are now expunged. Official records at the time, before being destroyed in the Name of the God-Emperor, indicated that the entire Company abandoned its post during a renegade attack at the Siege of Heria Minor. The Commanding Officer at the time [+++Record Deleted For Your Own Protection+++] ordered an ill conceived counter attack and boarding action on the renegade vessel, whilst his fervour was commendable and his zeal unflinching it still resulted in the annihilation of the First Company. Later [+++Record Deleted For Your Own Protection+++] argued successfully that they had abandoned their posts without leave and therefore he was not to blame. The fact that their post had exploded around them was not taken into consideration and the name of the First Company was forever blackened.

Equipment: Ratings and Officers of the Battalion are largely armed in a similar fashion to Imperial Guard forces, though this equipment is requisitioned from the Imperial Navy. Depending on the nature of their current role they can be armed with either low-velocity Shotguns for policing or Lascarbines for boarding actions. The decision to choose Lascarbines over Lasguns is one made purely because space is at a premium. Other weapons include Boarding Pikes, Meltaguns and Meltapistols. Void suits are issued however their survivability and effectiveness is questioned by most experienced members of the Battalion. Thick leather gauntlets, welding masks, heavy magnetic boots and various tools used by ordinary Ratings are usually in abundance too. A fully kitted out Armsman preparing to undertake a boarding action is seldom recognisable underneath all his equipment looking like a cross between a Naval Rating, an Enginseer and a Guardsmen all in one. In the greatest tradition of military personnel everywhere kit customisation is seen as key to survival and in helping the Battalion get 'the edge'. Whether its tearing off pockets that are considered useless, taping down straps on a safety harness, writing your name and number on your mag-boots, over clocking your lascarbine beyond recommended Departmento Munitorium standards or carrying half a dozen different knives and tools you stole … every Battalion Armsmen tries to optimise and learn from the experienced old hands.

Miscellaneous: All members of the 1st Black Talon Battalion are members of the Imperial Navy and therefore it is important to remember that their military precedence comes after that of the Imperial Guard. Furthermore within the Imperial Navy's own hierarchy the Battalion is ultimately subservient to a traditional Naval Officer. Conversely though when the Battalion is performing its typical policing duties amongst the crew the Armsmen have seniority to allow them to fulfil their duties. During combined operations they will often find themselves under the overall command of the Imperial Guard or a senior Imperial Navy officer.

DW

(Be kind, rough draft at 5:15am Afghanistan time)

The 69th Freedom Regiment

Homeworld: 618N1048W
Military Specialty: Guerrilla Warfare, Initial Occupation Garrison
Order of Battle: The AA is not a particularly well-organized military unit. Their numbers can range anywhere from 20,000 to 50,000 at any time based on the inconsistent number of replacement troops sent from 618N1048W. The soldiers are divided into irregularly sized companies based on combat specialty and 618N1048W regional affiliation. Although primarily an Infantry unit, there are also large groups of “Cavalry” and “Mobile Infantry” in the form of motorcycles and technicals (civilian trucks lightly armed and armored) as well as some traditional support vehicles and light artillery. There is a disproportionally large Commisariat presence to control the wildly individualistic Freedom Regiment.
Commanding Officers: LT Colonel McArthur Ghankay and Commander-Commissar Jonson.
History/Summary: Originally forgotten by larger Imperium for thousands of years due to a clerical error, this mid-tech world fell into brutal civil war after the centralized Imperial Government stopped being supported from off-world. Over time the initial factions involved had crumbled into anarchic bands and the causes and goals of the conflict were lost in greed, bloodshed and self-aggrandizement. Hundreds of years and multiple generations passed in a culture of violence, looting, ****, torture and wanton self indulgence before the Imperium returned.

618N1048W was one of the best kept secrets of the “Less-than-Lawful” Rogue Trader community. Many wandering Rogues took to the planet as a breeding ground for new soldiers, and a place to conduct discreet business with each other, Xenos mercenaries, and even with devotees of Chaos. The Inquisition wasn’t far behind. The surface of 618N1048W, once a highly developed Imperial world, is a shattered husk of ruined cities and survivors fighting a constant war against all comers, groups ranging from small nomadic bands of 20 or 50, to large city-states of thousands. All the prominent Warlords must pay a portion of their loot and a portion of their men to the Imperium. This is the system of Tithe for 618N1048W, and the source of its few Imperial Guard Regiments.

The 69th Freedom Regiment has proven their worth in the so-called “Initial Occupation Garrison” role. They excel at intimidating and controlling rebellious human populations through campaigns of brutality and deprivation. On the other hand, when deployed to population centers repelling external invasion, the Freedom Regiment provides expertise on surviving on what normal people would consider nothing but ruins and crumbs. Their brutally effective urban guerrilla warfare techniques are fast becoming legendary.

Miscellaneous: The Freedom Regiment puts great stock in the psychological impact of gunfire, both morale boosting for themselves and an intimidation factor on the enemy. To this end, the Freedom Regiment replaces the standard Lasgun with a variety of Autoguns for the individual soldier. In addition, they field an impressively diverse array of Technicals and motorcycles both as light assault vehicles and as troop transports. The 69th Freedom Regiment permits an almost heretical amount of individualization of uniform and equipment. While having basic issue grey fatigues and flak armor, each soldier festoons himself with colorful scraps and patches, intimidating masks, gruesome war trophies, webbing, pouches, bandoliers, unauthorized weaponry and occasionally small animals. The vast majority of Freedom Regiment use both combat and recreational drugs, preferring stimulants and vast quantities of alcohol.

Adventure hooks: I see this as more of a “badguy” NPC regiment meant to work alongside a more traditional Guard unit as a contrast. But there are PC options; the characters are deployed to a world long fallen to the forces of Chaos, right in the middle of a war between cultist of Khorne/Slaanesh vs Tzeench. Will they be able to resist the impulse to join in the madness of one of the chaos cults? Will they bolster and expand the loyal Imperial civilians, or will they exploit and use them to escape?

RPG system notes: Definitely looting and scavenging skills. Chem-dependency and alcoholism is common. Cannibalism, well hidden from the Commissars, is not uncommon in warzones occupied by the Freedom Regiment. General brutality coupled with expansive partying and random outbreaks of violence ark their time between battles.

(For movie inspiration… Blood Diamond, Hotel Rowanda, Mad Max series, anything about Liberia/Sierra Leone)

Hey, people. New guy here. I know this thread is a bit old, but I think it seriously needs more love.

---

272nd Azit urian

Homeworld: Azituria, Imperial World, Border of Segmentum Terra, Segmentum Pacificus

Military Specialization: Stealth Light Infantry

Order of Battle:

9986 Guardsmen

- 10 Battalions, ~1000 Guardsmen per battalion

- 10 Companies per Battalion

- 10 Squads of 10 men per company.

- Batallions 1 to 4 - Standard Infiltration/Operation Teams (i.e., "normal" soldiers).

- Battalions 5 and 6 - Demolition/Infiltration Operators

- Battalion 7 - Storm Troopers.

- Battalion 8 - Tech Priests' Transport Pool

- Battalion 9 - Support Battalion (Medicae)

- Battalion 10 - Support Battalion (General)

Commanding Officer: Colonel Ludwig Schrader

History:

Azituria is a planet located on the westernmost edge of Segmentum Pacificus, lying very close to the border of Segmentum Terra. As a world dependent on trade, the planet’s economy collapsed when the warp storms of the Age of Strife cut it off from the wider galaxy. Technological regression soon followed, as did planetwide civil war over dwindling resources, eradicating a stunning 92% of the population – and rendering much of Azituria uninhabitable in the process.

For the next five thousand years Azituria existed as a medieval world, its remaining people living in feudal states or city-states. Over the millennia, the planet’s warsmiths made great strides in the arts of metallurgy and sword-forging, resulting in some of the finest blades ever conceived.

When the nascent Imperium claimed Azituria as part of the Great Crusade, it elevated the world’s technology to Imperial modernity and breathed new life into the land. The fine swords carried by all Aziturian Guardsmen are carried in remembrance of that great act, and of the terrible struggle the planet faced when a sorcerer of Chaos led an invasion of the world during the Horus Heresy.

The Aziturian 272nd was tithed in 922.M41 and was immediately assigned to the purging of the Laanath Rifts, an area of space previously thought secured during the Bellrath Crusade of M38. The regiment made use of irregular warfare tactics to stunningly great effect against the forces of Ork Warboss Rockstompa Wartoof on Hayden’s World, and performed deep surgical infiltration strikes on the moon of Kalshezak the Silent One, a mutant psyker who was soon thereafter burned along with his twisted retinue.

The 272nd’s record of success was challenged after the disastrous Radagast Campaign in 983.M41. The effort to bring the Imperial truth to the Tau-controlled human world of Radagast took a turn for the worst when subterranean fighting awoke a Necron tomb, wakening its warhost. The living machines promptly began butchering Tau and Imperial alike, and the 272nd was forced into a stand-up confrontation it was never meant to face. Losses to the regiment were devastating, totaling 78%, and it is only recently that the 272nd was able to muster back to full strength.

Miscellaneous: As a stealth infiltration unit, the Aziturian 272nd issues chameleoline cloaks and preysense goggles to all personnel as part of its standard kit. Ogryns and psykers are very uncommon within the regiment and distrusted due to the ancestral memory of the attack on Azituria during the Heresy. The regiment is high on the priority list for Departmento Munitorum resupply.

RPG System Notes: This regiment is meant to be played in a more circumspect fashion than most others. Shooting every enemy as soon as it comes into view is not what this regiment is about, and is liable to get the party killed. The 272nd places great value on its swords, and no Guardsmen would be caught dead without his blade.

13th Avernian Hell-Jumpers (Yes, there is some Inspiration for these guys from HALO)

Military Specialty: Orbital Drop Shock Troops

Regimental Breakdown:

Regiment: 10000-15000 Guardsmen(exact numbers unknown)

10-15 Brigades: 1000-1500 Guardsmen Each

10-15 Companies: 100-150 Guardsmen Each

2 Platoons: 50-75 Guardsmen Each

Operative Units: Varies, largest seen is 50, smallest seen is 6

Regimental History: If one were to Look at the History of Imperial Guard Tithes from the Forge World of Avernus, they would notice a discrepency pointedly overlooked by Munitorum, Administratum, and any other agency that would care to look. in the past five hundred years, there has been an Eleventh, Twelfth, and Fourteenth Avernian Regiment. Records for the Thirteenth Regiment are missing. It is worth noting that around the same time that a Thirteenth Regiment would have been drafted, the Holy Ordos of the Inquistion waged a bloody war with agents of the Dark Mechanicus for the Fate of Avernus. Though Avernus was saved, and spared the torch of Exterminatus, the price was High. fully one half of the planet is not habitable, as it is a veritable Hell of unstable tectonics and weather. continent sized plains Iron, Tin, and Copper constantly fracture and fuse across an ocean of molten rock. great storms of glass and stone scour the Western Hemisphere. Storms formed by Liquid Hydrogen clouds turn whole swathes of land into firestorms. the whole western hemisphere is a wasteland inimical to human life, and it is from this wasteland that the shrouded Thirteenth Avernian Hell-Jumpers are forged.

Technically a detatchment of the Imperial Navy as well as an auxillary of the Adeptus Mechanicus, the 13th Avernian Hell-Jumpers can trace back their history to those soldiers who broke ranks with the Dark Mechanicus during the world's repacification. disgusted with their actions under the banner of the Corrupted Magos, the members of the 13th Avernian Liberators forsook their once master, fighting against the Forces of the Dark Mechanicus. However, the men and women of the thirteenth could not match the endless supplies and unholy might of the Corrupted Magos' Forces, and were forced to retreat to the one realm the Magos did not have complete dominance of: the Sky. regrouping in the few transport ships they could steal from the spaceports, the 13th fought off repeated attacks from the surface while at the same time scrambling for a planet to recover their homeworld. Their answer came in the form of a children's book found aboard one of the transports, depicting the Emperor's Angels, the Adeptus Astartes. taking a page right out of the codex of the Space marines, the 13th Avernians outfitted the escape pods of the world to rocket down to the surface and deploy their forces. in their attempt at a surgical strike, many of the rechristened 13th Hell-Jumpers' number were shot out of the sky by daemon guided flak guns and anti-air cannons. many more died as their drop pods crushed in on themselves upon impact with the surface. however, the soldiers that survived stormed the Dark Magos' palace, killing the corrupt daemon in human form within, and aiding the Holy Ordos in quelling the revolution of the planet.

today, the 13th Hell-Jumpers have been retrained and outfitted to better act in their new role as Orbital Shock Troopers. as forces of the Departmento Munitorum, the Imperial Navy, and the Adeptus Mechanicus, as well as close allies of the Inquisition, the 13th Avernian Hell Jumpers are one of the best outfitted and least known regiments in the imperium. while nowhere near the level in training, equipment, or support of their distant Cousins, the Space Marines, the Hell-Jumpers are still one of the Elite units of the imperial guard, dropping behind enemy lines to launch suprise attacks, conduct deep cover reconnaisance, and sabatoge enemy supply lines, structures, and emplacements.

Miscellaneous: it's Worth Noting that many Hell-Jumpers, despite being generations removed from the original members of the 13th, feel responsible for the partial destruction of their planet. they will often attack their enemy without hesitation, fighting until either they or the enemy are dead. when fighting the forces of chaos, the Hell-Jumpers are especially Determined, often fighting to the last man to rid the Imperium of the stain of Chaos, and in the process, remove the stain on their honor.

Adventure hooks: the Squad is running a routine training operation alongside members of the Catatchan Jungle Fighters (who do not know their identity!). however, during the training mission, the group comes across a well hidden Dark Mechanicus Foundry. though they wish to rush in for the fight, High Command demands that the soldiers hold their position until help arrives. do the Hell Jumpers go in anyway, or do they obey orders and risk giving whatever evil thing is being forged down their a chance to see battle?

RPG System Notes: every single member of the Hell-Jumpers wears light Carapace armour, regardless of specialization. the Unit does not field Operators, Ogryn or Ratlings, whom the Hell- Jumpers deem as just barely better than the chaos scum they fight. though they use them, the Hell- Jumpers are jumpy around Psykers, and their use in the field is rare.

623rd Bellafrax Iron Swords

Home-world-Bellafrax, (Civilised World), Hadros Sector, Segmentum Obscura
Military Speciality-Medium Infantry
Order of Battle: 10,000 Guardsmen. 7 Line Companies (Medium Infantry) 1 Mechanised Company 2 Support Conmpany (speciliasts including Heavy Weapon Platoons, snipers, sappers Medicae units etc

Commanding Officer. Colonel Abraham Tydon.

History/Summary: The 623rd Iron Swords are an experienced regiment having seen engagements in the Praxus Campaign, the prosecution of Hades Folly and the xenos cleansing operations of Castigation. The 623rd come from the Sector Capital of the Hadros Sector and as such is well equipped and devoutly loyal to the Imperium. Although it is generally impossible for their commanders to reinforce the regiment from Bellafrax itself the regiment has a long and established tradition of initiation and bonding ceremonies that mean regardless of the home world of individual guardsmen the cohesion of the regiment remains.

Miscellaneous: The uniform and equipment of the 623rd is based on Cadian standards. The highest honour a man from a Bellafrax Iron Sword Regiment can receive is the eponymous Iron Sword. This honour is only given to a man who not only shows extraordinary bravery in the face of the enemy but also, leadership qualities and achieves unequivocal victory during an engagement. The Iron Sword is never given posthumously. To date only 2 serving Guardsmen in the 623rd have achieved the iron Sword one of which is their commanding officer.

The Iron Sword is a literal sword forged from the melted down blades of the nobility of Bellafrax who accepted Imperial rule nearly 7000 years ago.

Adventure Hooks: The 623rd Bellafrax is a regiment loyal to the ideals of the Imperium, but they are also devoutly loyal to their commanding officers. The regiment has recently been assigned to a powerful but rather dubious Rogue Trader that has increasingly been having dealings with xenos, mutants and perhaps even heretics. General disquiet is brewing amongst the ranks who are divided as to where their loyalties should lie. Even the commissars are concerned. If the matter isn’t dealt with a loyal and steadfast Imperial Regiment could rebel for no good reason.

For those following the updates about Only War, there’s a new update about the regiment creation system . It looks promising. This looks nice and adaptable to any of the regiments presented here. Obviously I don’t have access to the full rules for the Only War system, but let’s pick one of my regiments at random and see how it looks under the new system:-

12 th Arxmundan

Homeworld: Fortress World – 3 points

Commanding Officer: Fixed – 1 point (No idea what this means as of yet, but it seems to fit!)

Regiment Type: Siege Infantry 2 points (Again, not entirely sure what “Siege Infantry” amounts to in the context of the system, may be more Death Korps of Krieg, but let’s push on…)

Training Doctrine:- Iron Discipline 3 points

Equipment: TBC

Total: 9 points (+Equipment, no details of this just yet. Let’s hope crappy, impractical power armour counts as 3 points!)

It would appear that quite detailed rules for each regiment are applied to the basic profile of each character from that regiment, including characteristic modifiers, starting skills and talents, unique “regiment specific” special rules and a very detailed equipment list.

Frankly, I love the look of this new system, and can’t wait to get stuck into it! I’ll be updating all of my Regiments in this thread to fit into this game model, and recommend everyone else here does too! sonreir

(PS: I hate the new Smileys in the updated forum! cangrejo )

THE HARDLANDERS

Motto: ”Hardheads Never Quit!”

This is a small 'Light Recon Regiment' newly founded on the backwater planet of Hardlanding. It's only 500 men strong and not very well equipped, using old Cadian mended and re-used military material, the most common guns are las carbines and autoguns.

Regimental Commander: Colonel Archibald Archer, ”Double Arch”.
A 65 year old coot with a rather senil personality, pretty much a grown child. Likes to dress up in parade uniform almost all the time. Loves big military parades, with setup men and guns. Would really like to "play" with "his soldiers" like a child with toys. Archer is put on his post by the planets only (poor) aristocratic family, but is in reality helped along with all mundane things by his adjutant, Ping, on a daily basis. Colonel Archer does not wield any real power of command in the regiment.

Real executive chief of the regiment is Colonel Pieter ”Re Pete” van Rinse (as in ”Rinse and Repeat”).
A rather lanky, youthful looking man in his upper middle age. Has a past in the Inquisition as a former Interrogator (dismissed from service for some unknown reason) and uses this in his profession when such contacts are possible to maintain. Has general insight in the work techniques of the Inquisition and can use such measures in the field, when appropriate. The colonels main rule is that all military attainments has to be learnt by repetition, again and again, hence the nick ”Re Pete”. Is otherwise the owner of a harsh personality, with not much thought of justice.

Master of Scouts: Captain Simon ”Too Much” De Tomaso.
Is either called only "Captain" or De Tomaso, the latter from his own orders. De Tomaso comes from locally well known Imperial Navy-family, nothing the captain wants to boast about he is rather softspoken with an extremly low voice and seldom holds anything but a low profile. Since the regiment has only 500 men, every company holds a small contingent of scouts, 10 per company. When De Tomaso gets a special assignment that demands a greater involvement from his men, the best scouts is picked and temporarily forms a small sixth "Scouting Company".

Chief Commissar: Rudolph Curzen.
A short but very broadly built man who has an impressive lung capacity and a powerful voice for talking and shouting on the field.
2nd Commissar: Ernst Raffel.
The younger, more mobile commissar who wants to be in the front of the battle, leading the men in heroic charges.

Confessor: Eberto Amarone.
A man with a raspy and hoarse voice and with oily dark hair. Often expresses a ”will to talk in private about heretic tendencies you've shown, my son”.

Regimental Medics: Chief Medic Nicola Sardo (collects preserved parts from corpses), assistant medic Ida Purj and Soren Jalonic.
Two men and a woman with former criminal background who has knowledge about several drugs and toxins, not learnt in school.

First Company: Captain Rickard ”Primer” Kregowitz.
A prematurely greyed thinner but tall middle aged man with a nack for reciting the "Primer" and who holds the knowledge of that book in the highest esteem. Everything has to be done by the book. Open-minded, outspoken soldiers who shows creativity (like De Tomaso) is NOT popular with him.

Second Company: Major Wolfgang ”Wolf” Hallendaar.
This is a personal friend of De Tomaso nad who's been watch captain with the Archer family, but who made himself dispensible through own expressed ideas of rationalisations the Archer family's will. Has a great libido and sometimes a hard time saying no to the lovely ladies.

Third Company: Captain Ruthger ”Fisty” Lindst.
This very large man has a tatooed and shaved head, and is scarred over many parts of his body, incl his face. He leads the heavy company taking all assignments that involves bombes, hvy weapons and demolitions. Has been a Hardhead Wrestler Prize Winner.

Fourth Company: Captain Jamel ”Mouse” Jacuba.
Besides De Tomaso, this is the best regimental tracker and scout. Has a past as a Tallarn desert warrior and still carries stuff as memories of that time, including a very long and filigraned Long Las. A light haired, black skinned man with blue eyes. Is actually not a good shot, but a master sneaker.

Fifth Company: Captain Urben ”Short Supply” Benner.
A whiny and greasily fat man man with overprotective tendenses towards the equipment he is placed to manage for the regiment. Equipment is always ”hard to get” or ”almost out of supply”. Always hoards stuff that is needed, especially for himeslf and for the brass. Can in single instances favorise certain soldiers that does favor for him. Even things that are in obvious abundance can be held back by this man. All with Van Rinses good memory, as the colonel likes a ”tight run ship” (= the regiment).

(The Hardlanders regiment has no company numbered six to ten).

(56)

69th Comfort Services Regiment

Motto: “As you Like it!”

Homeworld: Various

Military Specialty: Special Services

CO: “The Madam” Edelgard Voss

The 69 th is a support service regiment that offers all kinds of services to other units from Enlisted, NCO & Officers Clubs, Special Mess services, Valets (for Senior Officers), PX, Entertainment Shows, Sanctioned Gambling, Sanctioned Brothels and any other diversion an Army on the move may need, the Regiment also includes its own Hospital and full Battalion of MP’s and trades persons to assemble and maintain the Regiments various facilities.

Adventure Hook: Commissar Colonel Edelgard Voss runs the 69 th as both a Comfort Services Regiment And a Covert Internal Security operation with over a third of the Regiment being agents for the Commiserate or Military Intelligence, also imbedded in the 69 th are a number of Inquisition agents. the Regiment conceils within it's numbers close to three companies of Special Forces Opperators.

(57)

Enjoy a nice PDF here , because I'm a special snowflake. It's different than this format here so take a look.

New Corbos State Police Division

Homeworld : New Corbos, heavily populated Hiveworld in the Mordant Zone. Disconnected from many systems, it's the home of many human and xenos civilians living together in cramped conditions.

Military Specialty: Police Special Task Force

Order of Battle: The department is stretched thin, only 5,000 active officers at a time who work in small task groups no more than ten men (though multiple groups operating in the same mission is normal). They primarily operate in close-quarters assault in the tight confines of the Hive, kicking down doors and searching rooms. They fight with a combat shotgun, stub automatic and riot sheild combination, and occasionally their night stick when combat gets close.

Commanding Officer: Lord Chief Arnold Hoch, Master of Operations.

History/Summary: Refer to attached PDF.

Miscellaneous: Due to their cramped and high specialized force, the NCSPD does not employ all the positions normally found in the Imperial Guard. As such the only avaliable careers include Medic, Operator, Sergeant, and Weapons Specialist. Furthermore the only vehicles offered by the Division are much smaller armored transports than the traditional Chimera due to the tight corridors of the Hive, other vehicles such as Leman Russes simply don't exist on the planet (at least legally)

Adventure Hooks: Basically take any mission you would use in the Judge Dredd RPG and apply here. You can think about intense SWAT team missions and up the ante. Even movies like The Raid: Redemption could be good mission fodder.

RPG Notes: This was basically my way of trying something different. I'm a huge fans of games like Judge Dredd and so this was my way of making a regiment as close to the functions of how I personally veiw the Adeptus Arbites while adding in some unique flavor of my own.

WittyDroog said:

(57)

Enjoy a nice PDF here , because I'm a special snowflake. It's different than this format here so take a look.

New Corbos State Police Division

Homeworld : New Corbos, heavily populated Hiveworld in the Mordant Zone. Disconnected from many systems, it's the home of many human and xenos civilians living together in cramped conditions.

Military Specialty: Police Special Task Force

Order of Battle: The department is stretched thin, only 5,000 active officers at a time who work in small task groups no more than ten men (though multiple groups operating in the same mission is normal). They primarily operate in close-quarters assault in the tight confines of the Hive, kicking down doors and searching rooms. They fight with a combat shotgun, stub automatic and riot sheild combination, and occasionally their night stick when combat gets close.

Commanding Officer: Lord Chief Arnold Hoch, Master of Operations.

History/Summary: Refer to attached PDF.

Miscellaneous: Due to their cramped and high specialized force, the NCSPD does not employ all the positions normally found in the Imperial Guard. As such the only avaliable careers include Medic, Operator, Sergeant, and Weapons Specialist. Furthermore the only vehicles offered by the Division are much smaller armored transports than the traditional Chimera due to the tight corridors of the Hive, other vehicles such as Leman Russes simply don't exist on the planet (at least legally)

Adventure Hooks: Basically take any mission you would use in the Judge Dredd RPG and apply here. You can think about intense SWAT team missions and up the ante. Even movies like The Raid: Redemption could be good mission fodder.

RPG Notes: This was basically my way of trying something different. I'm a huge fans of games like Judge Dredd and so this was my way of making a regiment as close to the functions of how I personally veiw the Adeptus Arbites while adding in some unique flavor of my own.

Want to hear something fun? If the rules haven't changed from the Beta, then you can make your standard kit have Carapace Armour and Combat Shotguns.

Plushy said:

Want to hear something fun? If the rules haven't changed from the Beta, then you can make your standard kit have Carapace Armour and Combat Shotguns.

Well there's no doctrine in the release book that allows carapace armor, you'd have to get it with the generic "Add a Rare Item to the Kit" option which was A) too expensive for what I wanted to do and B) didn't fit into the mindset I wanted to see this play out in missions. Basically they use outdates Arbites equipment which doesn't provide the same level of protection, facilitating the need to use their shield and tight formations carefully.

Just different strokes, wouldn't want carapace anyway.

WittyDroog said:

Plushy said:

Want to hear something fun? If the rules haven't changed from the Beta, then you can make your standard kit have Carapace Armour and Combat Shotguns.

Well there's no doctrine in the release book that allows carapace armor, you'd have to get it with the generic "Add a Rare Item to the Kit" option which was A) too expensive for what I wanted to do and B) didn't fit into the mindset I wanted to see this play out in missions. Basically they use outdates Arbites equipment which doesn't provide the same level of protection, facilitating the need to use their shield and tight formations carefully.

Just different strokes, wouldn't want carapace anyway.

Yeah, that's what I meant.

I get what you mean. The game is little fun when everyone starts off great. It can still be a fun exercise, though.

For example: Penitent + Line Infantry with a few other choices and you can make a Sisters of Battle regiment. Only allow Weapon Specialists, Heavy Gunners, Medics, Commissars, and Priests and you're set.

Do Schola Progenium + Drop Troops with Carapace and you can make Storm Troopers.

I'm actually playing around with the idea of Penitent Drop Troops to represent a band of self-proclaimed Martyrs that will drop into areas the Imperium otherwise decides to ignore, not because of any particular other group, just because I think a bunch of purity seals flapping in the wind would be neat.

Also, a drop troop priest sounds TOO much fun.

(58)

Franky's Freebootaz (Formerly 43 rd Orcus Indentured)

Home-world: Orcus (Penal Colony)

Military Speciality: Xeno specialist Infiltrators

Order of Battle: Approximately 3500 infantry remaining guardsmen in 27 companies, with numerous, often unsanctioned, vehicles in support. (Line Infantry).

Commanding Officer: Major Francisco Amaritt (Maverick)

History/Summary: After the Margin Crusade was disbanded the Imperiums General Staff were left with some harsh decisions with what to do with the engaged forces. Forces en route were redirected to the newly formed Spinward front, and others were funnelled into a crusade in the Jericho reach. Many regiments however were far too involved to pull back, they had seen too much to be sent to another front and were too far forward to pull back. Most of these regiments were left to their fate to act as a rear guard to pull back other units.

The 43 rd Orcus Indentured, which was raised from a penal colony in the Halo star region just beyond Calxis, was given a life line by the Inquisition. In a desperate last minute bid by the Ordo Xeno's they were ordered to scrub imperial identifiers and were given to a Blood Axe Warlord by the name of Gubrag 'Face Smasher'. The 43 rd was selected for this role because it would not be missed and they would not would not have qualms about having them fired on by Imperial forces.

Gubrag made a deal with an Ordo Xeno's inquisitor posing as a local planetary consortium diplomat. In return for the regiment the consortium would not be attacked by Gubrag's forces. The Inquisition fully expected to the Gubrag to renege on this deal, but the Inquisition new that the consortium was doomed at some point and that Gubrag would likely not attack while the gifted troops represented a large portion of his forces as they would likely turn on him. This would give the consortium time to prepare defences and Imperium time to pull back its forces while at the same time bolstering Gubrag's forces and allowing them to take on other Ork warlords.

The plan worked, to a degree, they defeated numerous other Ork warbands but eventually they were confronted by a massive gathering waaarrgghh. Major Francisco spotted his chance and his Freebootaz took the last opportunity to steal a Killkroozer and escape. Rather than have them killed for desertion the Inquisition took the opportunity to debrief major commanders about the disposition of Ork forces and used their experience fight the green tide coming it's way.

Miscellaneous: The 43 rd is a disorganised, ill-disciplined and downright kleptomaniac regiment. Fellow guard regiments hate them but Frankies Freebootaz exist only to survive now, that was a hard lesson learned from their time with the Orks and their habits of intimidation and looting are dying hard.

Their support gear and vehicles have been obtained from numerous sources across thousands of light years. Weapons and vehicles that were easy to maintain and resupply were the order of the day. They often use and staggering variety of solid projectile weapons although the simple logistics of the ubiquitous lasgun meant it was used throughout their mission.

Adventure hooks: The Inquisition has arranged for some the 43 rd 's troops to be farmed out to another Blood Axe warlord as spies. It has been arranged through a rogue trader.

RPG system notes:

Yay i've finally got the MRB:

Characteristic Modifiers: Strength +6, Toughness +3, Intelligence -3.

Skills: Intimidate, Linguistics (low gothic), Forbidden Lore (Xenos, Orks), Hatred (Orks).

Starting Talents: Resistance (Fear),

Abilities:

One of da Boyz (unique, replacing Honour Amongst Thieves): May take Peer (Orks) or Peer (Inquisition) or Street Fighter.

Larcenous: +10 to logistics to acquire illegal or contraband gear.

Scum and Villainy, only 15 pts for standard kit.

Starting Wounds: +1

Kit: M36, 4 Charge packs (MW), Imperial Guard flak armour, 2 frag and 2 krak grenades, Guard Uniform, poor weather gear, knife, rucksack, basic tools, mess kit and canteen, blanket and sleep bag, lamp pack, cognomen tags, two weeks rations, choppa (sword or axe), autopistol or stub-auto and two clips, one defaced gaudily coloured free-boota uniform.

Doctrines: Favoured Foe, Scavengers

Favoured weapons: Grenade Launcher, Autocannon.

444 th Vespan Homeguard

Homeworld:

Vespa, Centarian Sector, Segmentum Solar

Military Speciality:

Line Infantry

Order of Battle:

20,000 infantry, moderate armor and artillery support.

Commanding Officer:

Lord Colonel Prag Devros

Favored Weapons:

Boltgun, Man Portable Lascannon

History:

Vespa is a blessed planet, located close to Holy Terra and well known for its rolling hills and beautiful scenery. A pleasure planet in every sense of the world, it benefits greatly from the dignitaries that vacation there. The planetary governor has wealth beyond measure, taken from the taxes on the exorbitant fees he charges visitors. The governor’s one dislike is the tithe in bodies he must make to the Imperial Guard every twenty years. Using his immense influence he does make sure Vespan soldiers are the most well armed and well provisioned units on any front. The Vespan Homeguard is one of the few armies that does return to its home world after a set number of years, where upon a new regiment is tithed.

As a fighting unit Vespans do not stand out apart from other units. They have no special units they call their own, no unique piece of war gear that only they possess. What they do have in abundance is gear. The flak armor they wear is custom fit for each soldier. Instead of the cheaply made lasgun they are supplied with boltguns purchased for them from Forge Worlds nearest to their front. They have ammunition and food plenty, even when not on the front line. Even their basic kits include rarer items like microbeads for entire units, photo visors and respirator masks. Requisitioning extra equipment is rarely a problem for them because of their connections.

Most other regiments tend to view Vespan infantry as elitist fops because of the favors they are provided. This view is skewed mainly out of jealousy, the 444 th has proven to be adequate on the front line. Vespan soldiers have learned quickly the best way to instill camaraderie amongst the other regiments is to share in their bounty. While this is actively discouraged by the Commisariat, the Vespans do have a lot of influence with other regiments because of their wealth.

Misc: Vespans are a High Born, well provisioned regiment. Their officers are politically connected and their soldiers are given gear other Imperial Guard can only dream of. The regiment has gotten a reputation as wheelers and dealers because of their habit of trading away extra gear for favors and needed supply. While no slouch in combat, they haven’t exactly stood out in the stories of bravery.

Adventure Hook:

Thinking the Vespan Homeguard a soft target, a major Dominant offensive tries to overwhelm them with the spearhead of the attack. The Homeguard will need to prove they aren’t paper tigers to repulse the assault.

(60)

9th Kaldaninan Hunters

Type: Reconnaissance Regiment

Current Deployment: Jericho Reach, Acheros Salient, Cellebos Warzone.

Background:

Hailing form the Imperial world of Kaldania, the Hunters are amongst the finest reconnaissance troops in service of the God-Emperor.

Kaldania is a small Feral World in the Sancilla sector of Segmentum Tempestus. A world of vast green plains, huge forests and deep blue oceans. The planet is ruled by a Collective Council of the seven most powerful families, and every man, woman and child is schooled in the Imperial Creed and fully understands the sacrifice needed to uphold the dominion of mankind.

I the year M40.984, the planet fell under attack from the Blight-Lord Zyril, and a plague caused more than 86% of the population to turn into Mutants to serve the Dark Gods. This is known on Kaldania as “The Purge of the Weak”. The remaining populace took up arms, but lacking the strength to battle the enemy head-on, they adopted a hit-and-run tactic striking at enemy weak points, and taking out the leaders of the enemy. This tactic was deployed to such efficiency, that the enemy forces never could establish a foothold on Kaldania. When the Imperial Navy arrived with reinforcement, enemy was so weakened by the continuous hit-and-run tactics employed by the remaining Kaldanians, that very little resistance was met. The plague was purged, and thanks to the hard resistance of the Kaldanians, the plant was once again in Imperial hands.

To this day every Kaldanian is taught to be extremely wary of any signs of mutations, and to deal with any such signs without mercy or remorse. Due to the fact that the surviving populace during the “The Purge of the Weak” was in fact exceedingly resistant to mutation, and all Kaldanians are descendant form these survivors, Kaldanians have a high resistance towards mutation.

Commanding Officer: Colonel Vayman Lantier

Beloved and admired amongst his men for his bravery and for his ability to lead form the front, Colonel Vayman Lantier is a middle-aged man and oldest son of Hector Lantier, one of the seven representatives in the Kaldanian Council. Vayman is a strong believer in the Imperial Creed, and considers is an outstanding honour to die in the name of The God-Emperor…..but in vain. Always seeking to lead his man by example, he is prone to make sudden changes in battle plans, and expects his men to be ready for this at all time. Colonel Lantier has a reputation for being rather quick to anger, and subsequent making hasty changes to plans.

Battle Tactics: Reconnaissance, sabotage, disruption of enemy morale, operations behind enemy lines.

Special: Each squad is given its own Chimera transport.

Playning a Kaldarian Hunter:

Characteristics modifiers: +3 Agility, +3 Perception

Starting Aptitudes: Toughness

Blessed Ignorance: -5 to all Forbidden Lore (Int) tests

Starting Skills: Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics (Low Gothic), Awareness

Starting talents: Hatred (Mutants), Rapid Reaction, Combat Sense, Resistance (Mutation)

Wounds: Normal

Standard Regimental Kit: 1 Las Carbine (Main Weapon) with 2 clips, 1 set of poor weather gear, 1 knife, 1 flak vest, 1 rucksack, 1 set of basic tools, 1 messkit, 1 water canteen, 1 blanket, 1 sleeping bag, 1 rechargeable lamp, 1 grooming kit, 1 Primer, 1 pair of Magnoculars, 1 Chameleoline Cloak, , 4 weeks of rations,1 micro-bead, 1 Munitorum Manual, 1 Crono, 1 Auto Pistol and 2 clips (Sidearm)

Favoured Weapons: Long Las, Heavy Stubber

Here's the first of my regiments, Balogun's Irregulars, along with rules for their standard weapon of choice, the Mk III Agranus lasrifle.
Imperial world (1 point)
CO: maverick (2 points)
Regiment type: Light Infantry (2 points)
Training doctrines: iron discipline (3 points)
Special Equipment: scavengers (3 points)
standard kit upgrades: (32 points)
replace las carbine with Mk III Agranus lasrifle-5
Add stub revolver and 12 bullets-3
Additional uniform-2
Additional dress uniform-5
Advanced medikit to squad-15
Chrono-2
REGIMENT RULES
Characters belonging to the regiment gain the following advantages:
Characteristic modifiers : +3 willpower, +3 Ballistic Skill +3Agility, -3 Toughness
Starting Aptitudes: Willpower
Starting Skills: Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics (Low Gothic), Navigate (Surface)
Starting Talents: Blessed Ignorance, Kill the Mutant, Resistance (Fear) , Sprint
Wounds : Characters from this Regiment generate starting Wounds normally
Standard Regimental kit: Steel Helmet (counts as flak helmet) 2 Uniforms, 1 dress uniform, 1 fur lined waterproof poncho, Mk III Agranus lasrifle, 4 charge packs, bayonet, stub revolver, 12 bullets, 2 frag grenades, 2 smoke grenades, chrono, cuirasse (counts as flak vest) , rucksack, tools, mess kit, water canteen, blanket, lamp pack, grooming kit (with straight razor), ID ring with Balogun Dynasty crest,
Primer, rations.
Favoured Weapons: Meltagun, heavy stubber

Mk III Agranus lasrifles

These elderly weapons are the signature armament of the Balogun irregulars. Produced in ancient times by the lost forge world of Agranus, their internal mechanisms are similar to the ubiquitous M36 pattern Lasgun, though with different power settings. The weapon is mounted within a long, elegant Taalwood frame, bound with strong brass hoops. It is a robust and accurate weapon, with slightly improved accuracy at long range than the M36, though it tends to burn through standard power packs at a faster rate than normal lasguns, effectively giving the operator fewer shots. Furthermore, it is notoriously difficult to reload under stress: the power pack must be locked into place and extracted with a small integral screw. Many users have died while frantically attempting to lock a fresh Powerpack into the weapon during the course of a battle.
Name : Mk III Agranus lasrifle
Class : Basic
Range : 120m
RoF : S/-/-
Dam : 1d10+3E
Pen : 0
Clip : 45
Rld : 2Full
Special : Reliable
Wt : 4.5kg
Availability : Scarce

Tarvorian 239th

Homeworld:Tarvor VI (death world),Lanor system, Attila subsector, Ultima Segmentum.

Military Specialty:Heavy Orbital Shock Infantry

Order of Battle: 70000 guardsman in 5 companies of 14000 guardsman each with a support element of 1,400 Valkryies and 200 leman russ tanks of various types.

Commanding Officer: Colenol Antiron Elor Drask

History:Raised in 992.m41 on Tarvor VI whith a nominal strength of 2000000 men immediatly deployed to the Damocles Gulf crusade. Quickly developed a reputation for bravery by securing a landing sight although the Tau inflicted 30% casuilties they were driven back and all the remaining guardsman got a reward for bravery.Continues to fight in the crusade despite taking 80% casuilties. Marked as veteran in 998.m41.Notably saved the Mordian 61st, 2nd army and the Legio Tryanus in an ambush by orks

Miscelanious:Note that few if any Tarvoran guardsmen keep their uniform standard and modify it with bits taken,stolen or otherwise aquired from other regiments. They also take dead comrades dog tags to remember them by and ensure their soul doesnt wither away and die and therefore not get to the golden throne

The company my playtest group built:

(63)

Irvine Regiment (Imperial World, Choleric Commander, Mechanized Infantry, Sharpshooters, and Augmetics)
Characteristic Modifiers : +3 to Willpower, +3 Agility, -3 Perception, and +3 to any one other (not Willpower) Characteristic.
Aptitude : Ballistic Skill
Skills : Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics (Low Gothic), Operate (Surface)
Talents : Deadeye Shot, Rapid Reaction, Rapid Reload
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 all too likely 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 (Mutant).
Standard Kit : One M36 lasgun and four charge packs per PC (Main Weapon), one suit of Imperial Guard flak armour per PC, two frag grenades and two krak grenades per PC, Photo-Visor, Microbead, and Targeter. 1 Crono and 1 ration Recaf , per PC. One Chimera IFV per Squad. The regiment gains an additional +10 on all Logistics Tests made to obtain bionic replacements and implants.
Chimera
Hull Mounted Heavy Bolter
Turret Mounted Autocannon
Pintle Mounted Storm Bolter


(20) So, this is my put together for one of the regiments I posted earlier in this thread, prior to getting the book.





21st Patrie 'Kings Own Musketeers'



Home-world: Imperial World 1 (with Kill the Mutant replaced with Kill the Ork)



Regiment Type: Aeronautic Infantry 4



Commander : Fanatic 2



Doctrines: Hardened Fighters 2, Warrior Weapons 3





Characteristic Modifiers: +3 Willpower, +5 Weapon skill, +3 Agility, -3 Fellowship



Skills: Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics Low Gothic, Operate (Aeronautica), Parry



Starting Talents: Hatred (Orks), Hip Shooting, Street fighting, Unshakeable Faith



Abilities:



Blessed ignorance



Kill the Ork: After decades of bloody war against the Ork horde they have since become like boogie men, every child is taught to despise the Orks and destroy them where ever they are found.



Starting Wounds: Normal



Kit: Las-Pistol with 2 charge packs per person, guard flak armour per person, 3 frag grenades and 3 smoke grenades per person, clip harness per person, respirator per person, 1 Valkyrie per squad, guard uniform, poor weather gear, knife, rucksack, basic tools, mess kit and canteen, blanket and sleep bag, lamp pack, cognomen tags, two weeks rations, uplifting primer, 1 Valkyrie per squad.



Additional Kit: Best quality mono sword per person, Dress uniform (with incredibly fancy hat and cloak) per person, 1 Micro-bead per squad (assuming 2 points), 1 demolition charge per person, 1 bottle or flask of Châteaux Armurerie (and cheap fruit based alcoholic beverage, often made locally to the battlefront, in the style of the favoured beverage on Patrie).



Favoured Weapons: Grenade Launcher, Heavy Flamer



So Aeronautic infantry is custom regiment type, not sure it will be replaced by an official one later, the regimental commander is one of Lightbringers from this other thread:



http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=292&efcid=46&efidt=770064&efpag=0#770193





New Regiment Type: Aeronautic infantry



While Valkyries are a fairly common sight among the Imperial guard regiments which have dedicated Aeronautic transport are very rare. Rarer still are those squads that can rely on a Valkyrie rather than a larger bulk transport, only in very rare circumstances will a regiment be loaned a fleet of dedicated Valkyries to operate from. When it does happen it often the result of some legendary feat that linked a regimental home-world with the Navy. They have to be drilled ruthlessly as hot insertion into a war-zone behind the enemy lines relies on swift and decisive action.



Those fortunate Aeronautic regiments are highly prised and extremely driven to provide great results. This aloofness and their adoption close links with strange void-born of the navy means that they do not mix with the rest of the Imperial guard as effectively as other regiments.



Points: 4



Characteristic Modifiers: +3 Agility, -3 Fellowship



Skills: Operate (Aeronautica)



Talents: Hip Shooting



Kit: Las-carbine with 3 charge packs per person, guard flak armour per person, 3 frag grenades and 3 smoke grenades per person, clip harness per person, respirator per person, 1 Valkyrie per squad



(38)



More rules for a regiment that was descibed earier in the thread prior to me having the book. Where I have put a per squad item I assumed it was the cost for one devided by 4 as that would be an average sized player group from my experience.



276th Goguryeo Guerrilla's



Home-world: Imperial World 1



Regiment Type: Light Infantry 2



Commander: Circumspect 2



Doctrines: Survivalists (Jungle) 4, Cameleoline 3





Characteristic Modifiers: Characteristic Modifiers: +3 Willpower, +6 Agility, -3 Toughness.



Aptitudes: Agility



Skills: Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics Low Gothic, Navigate (Surface)



Starting Talents: Hatred (Mutants), Foresight, Sprint



Abilities:



Blessed ignorance



Kill the Mutant



Starting Wounds: Normal



Kit: M36 Lasgun (MW) and 4 charge packs, one flack vest, flak helmet, two frag and two smoke grenades, guard uniform, poor weather gear, knife, rucksack, basic tools, mess kit and canteen, blanket and sleep bag, lamp pack, uplifting primer, cognomen tags, two weeks rations



Additional Kit: 3 Stummers per squad, sword (machete) per person, photo-visor per person, 1 vox-caster per squad (assumed 3 points), mantrap per person.



Favoured weapons: Long Las, Mortar



(34)



11427th Metropolitan Inductees



Home-world: Hive world 3



Regiment Type: Light Infantry 2



Commander: Fixed 1



Doctrines: Survivalists 4 (Urban Ruins), Human Wave 2





Characteristic Modifiers: +6 Agility, +3 Fellowship, -3 Toughness



Aptitudes: Agility



Skills: Common Lore (Imperium), Deceive, Linguistics (Low Gothic), Navigate (Surface), Command



Starting Talents: Heightened Senses (Hearing) or Paranoia or unremarkable, Sprint



Abilities:



Accustomed to Crowds



Hive bound



Urban Violence



Starting Wounds: -1



Kit: M36 Lasgun (MW) and 4 charge packs, one flak vest, flak helmet, two frag and two smoke grenades, guard uniform, poor weather gear, knife, rucksack, basic tools, mess kit and canteen, blanket and sleep bag, lamp pack, primer, cognomen tags, two weeks rations



Additional Kit: 1 melee attachment per person. Filter plugs per person, 1 fire-bomb per person, pack of lho sticks per person, 1 vox-caster per squad (assumed 3 points), 1 medi-kit per squad, 1 photo-visor per squad



Favoured Weapons: Grenade Launcher, Heavy Bolter





New Doctrine : Human Wave



Statistics : Fellowship + 2



The regiment deploys troops in large platoon formations, occasionally this employed by well disciplined troops it is more often a mixture of veterans and conscripts. While this is inflexible it ensures that a opposition can be swarmed with bodies, this is often a way to minimise the effects of poor training, a lack of equipment or just a callous disregard for human life on behalf of the the senior officers.



This means that the players are part of a much larger unit at least 25 strong and often over 50 strong. While this does make the squad unable to use smaller squad sized transports (they need, often multiple, large trucks, or super-heavy armoured transport if they are very lucky) but it means that they have a large supply of personnel to call on. Whenever a an attack would hit a comrade the player can allocate the damage to another NPC within support range. The platoon will not always act as one though, there are number of non commissioned officers for each platoon and a squad can be broke off temporarily for tactical advantage but in these platoons this is avoided if possible. The PC's are likely to be a more veteran squad within the platoon. If they are forced to break off from the main platoon and loose their comrades while split off they may create replacement comrades from any of the remaining platoon as soon as they rejoin it and combat has ceased.


(34)

11427th Metropolitan Inductees

Oops Looks like I miscalculated the fellowship bonus, the characteristic modfiers should be:

Characteristic Modifiers: +6 Agility, +5 Fellowship, -3 Toughness

Once you add the bonus from the Human Wave docterine (so because I say so apparently).