The 79th Caducean Field Hospital
Homeworld: Caduceus VII, Hive world, Nex Subsector, Klepsydra Sector, Segmentum Tempestus
Military Specialty: Field Hospital
Order of Battle: 104 Chirugeons, 219 Apothecaries, 49 Phisikia Majoria, 305 Servitorised life support units, 250 sisters of the Hospitaller order, 15 Magos Biologis of the Adeptus Mechanicus, 400 support staff including lay-medics, gurneymen, loblolly-boys and barber surgeons.
Commanding Officer: Colonel Varhize
History/Summary: The Imperial Guard prides itself upon the efficiency of its field hospitals. It is a point of honour among Guard officers to ensure that the troops under their command receive the very best medical attention available, and a point of military necessity to ensure that injured soldiers can be patched up and rotated back to the front as quickly as possible.
While much of the Ars Technica of the dark age of technology has been lost, knowledge of the Ars Medicae remains widespread throughout the Imperium. Medical science within the Imperium can achieve wonders; resurrecting those on the cusp of death itself, reconstructing shattered limbs, replacing damaged or ruptured organs and extending lifespans into centuries.
One of the major advantages of entry into the Imperial Guard (other than the chance to achieve glorious martyrdom in the service of the God-Emperor) is the availability of medical attention of an extremely high standard. Imperial Guardsmen injured in the line of duty can expect to be nursed back to health in well-equipped field hospitals, enjoying a standard of medical care beyond the means of all but the wealthiest Imperial nobles and officials.
Injured Guardsmen can expect to receive new organs to replaced damaged ones (harvested from the bodies of deceased Guardsmen in other units), cosmetically ugly but robust augmetic replacements for amputated limbs and, in rare instances, rejuvenat treatment for elderly officers or specialists who are regarded as particularly useful to the Imperial military.
The 79th Caducean Field Hospital is a classic example of a typical Imperial military medical facility. Situated 75 miles behind Imperial lines, it currently operates from within Blackmoor House, a vast mansion constructed by an eccentric former planetary governor. This huge building-constructed in the high Gothic style from black basalt and glossy ebony-commands splendid views over the surrounding fenlands. Its grounds are now covered in prefabricated medicae centres and landing pads for medical Valkyrie landers, and its leaf spattered pathways echo night and day with the tramp of gurneymen ferrying the injured to and from the surgery wards.
The hospital can treat up to three thousand injured Guardsmen at any one time, though the actual number of patients varies tremendously depending upon the progress of the ongoing campaign. During lulls in the fighting, the hospital can become a very quiet place; with long, dark corridors lit by flickering candlelight, and vat-wards filled with glass and brass tanks brimming with the organs and limbs of the deceased, silently awaiting their chance to serve the Imperium once more.
Miscellaneous: recent events: An unusually high incidence of suicides has been noted among medicae staff serving within the facility. These have coincided with an increased number of anomalous deaths among patients. These happenings have coincided with quiet periods, and the facility’s commanding officer, Colonel Varhize, has concluded that such issues are best resolved by keeping his staff busy to avoid morbid thoughts. Varhize, like all Caduceans, is a breezy and efficient man, who has devoted his life to becoming adept in the medical sciences to best serve the Emperor. In the view of this political officer, he is not well suited to investigate peculiar happenings within his own facility.
Adventure Hooks: The players are shipped to the hospital to recover from wounds honourably obtained during combat with the Imperium’s enemies. Whilst recuperating, they observe strange events occurring within the dark corridors of Blackmoor House.
Patients and staff begin to die…at first, the deaths appear natural, the sad but workaday tragedies that happen within hospitals all the time. However, as time progresses, the deaths become stranger, more inexplicable, and bloodier. Why did a patient cut his own morphia drip and then his own throat? Why did a loblolly-boy disembowel himself with a scalpel? Soon the players begin to grasp that something is stalking the wards, slaying patients in strange and gory ways. Can they catch the culprit before whatever it is works events to a bloody and climactic finale?
RPG Notes: I have shamelessly ripped this concept off from the “100 Missions for Only war” thread. Number 90 on that list is a mission concept by a forum member, AluminiumWolf, that really grabbed my attention. I thought it was, without a doubt, the best mission concept on that whole thread: a haunted house/military adventure. I’ve embellished it a little here by creating a whole military unit and setting that could be used as the basis for AluminiumWolf’s excellent concept. I may well work this up into a full adventure at some point, but in the meantime this could still be used as the basis for a “downtime” encounter for your players!
The mind is its own place, and in itself, can make a Heaven of Hell, a Hell of Heaven.
"Violence with Enthusiasm"
Homeworld: Various. The Freelancers are mercenaries recruited from any drop-capable unit including but not limited to the Harakoni Warhawks, Elysium Drop Troopers, the Protasian Swamp-Rats, Kasrkin, and members of the Storm Trooper Regiment.
Military Specialty: Drop Troops, specializing in XHALA jumps (extreme-high-altitude, low activation) from barely sub-orbital Halo Barges.
Order of Battle: The Freelancers are a mercenary regiment, recruited by Rogue Trader House Meridius, for deployment in his own personal Warlord-authorized Warrant of Trade. The Freelancers number roughly 900 troops and are organized into four battalions - 1st & 2nd for grav-chute assault, 3rd for Air, Ground & Recon support, 4th for Logistical support.
Commanding Officer: Technically, Colonel Anson Merikur is the CO of the Freelancers, however he is still in the chain of command below Lord Captain Meridius and his High Arch Militant.
History: Centuries past, House Meridius received affirmation that their Warrant of Trade had been amended to include authorization to draw mercenary troops from the IG & PDF, subject to stringent and arduous requirements. Over time, House Meridius has grown and expanded and frequently assists the Imperial Guard when storm troopers or drop troopers are unavailable. House Meridius has seen to it that the Freelancers are equipped with top-of-the-line equipment (including Hellguns as primary armament, Harakhukri warblades as melee weapons, & Storm Trooper Carapace armor for their line troops), making their effectiveness in battle of far greater import than ostentatious displays of wealth or power normally associated with Rogue Traders. Recently, the Freelancers assisted the Protasian Swamp-Rats overcome subversive internal conflict that was leading towards open civil war on Protasia. The nature of the conflict came to the attention of one Inquisitor Lord of the Ordo Xenos, who was compelled to induct a full platoon of Freelancers into his own retinue, rather than permit them to share what they discovered during the assault on the enemy stronghold. The Freelancers were also responsible for retrieving Lord Captain Meridius after he & his retinue were overcome by unknown Xenos psychic assault while investigating the enormous derelict battleship, the Lord of Light.
Miscellaneous: When not in operational armor, each member of the Freelancers wears sky-grey headdress, representing their home unit. Harakoni warhawks wear a wedge, former Kasrkin or Storm Troopers wear a beret, troops from Elysium wear a field cap, and Swamp-Rats wear a tilly hat. All wear the Crossed Star, the approved symbol authorized for use by the Freelancers.
I believe the world would be a better place if there were more people like Optimus Prime, and fewer people like Starscream. Because Starscream is a knob.
25th Cladius Void Guard
Home-world: Stenar Station / Asteroid / Cladius System / Segmentum Solar
Military Speciality: Celestial Assault Battalion
Order of Battle: 2000 heavy void infantry.
Commanding Officer: Icarius Johan Scraph
History/Summary: Claudius is solar system that suffered a huge trauma in its primordial past. Apart from 2 gas giants there are no planets in the system, just vast fields of asteroids. These asteroids give the system incredible mining potential. And there is a large number of stations in orbit around the gas giants facilities on the numerous planetoids. Unfortunately the plethora of mining opportunities also gives rise to vast number of pirates and bandits.
A strong PDF was raised to deal with these attacks, they became practised in combat in the blackest, coldest of space in void armour and in long forgotten mining bases.
Eventually they brought some level of stability to the system. With food and materials flowing more readily the systems wealth and power grew. With this increased power so did the systems tithe, and after the effectiveness of their Void Guard drew some notice from the Administratum the Governor was asked to raise Imperial Guard regiments. The Void Guard were an important part of the systems culture and history. Novels and holo-vids about these soldiers were popular and were sent far beyond the system. As such they formed a regiment in the finest gear they could lay their hands on and sent them out to battle foul Xeno's among the stars.
Unfortunately, beyond the fiction, the reality of life in the Void Guard is a harrowing ordeal that stretches the resolve of the most fanatical volunteer. Even training exercises in the hard vacuum are dangerous affairs, a single minor equipment malfunction or mistake can cost a life or consign a guardsmen to drift into the abyss until lack of oxygen takes their life. Add to that, the fact assaulting a facility from the lifeless void gives a huge advantage to the defenders. Booby traps, remote weapons, turrets and vulnerability to counterattack all add to make it incredibly dangerous and traumatic. The dark purple and grey armoured Void Guard are stoic bunch, extremely professional, but hesitant to get attached to one another and often psychologically damaged.
Miscellaneous: The Void Guard deploy from space going ships, often simply Argus Lighters but will have more advanced craft depending on Navel support. Wearing Void Sealed carapace armour with a respirator, com-bead and armed with Las Carbines and even Hell-guns, they are well supplied. They'll often bring shotguns entirely for use inside facilities, melta guns and demolition charges to effect and entry and flamers and grenade launchers to clear out the initial dug in enemy.
Adventure hooks: Hestor 12 is a planetoid with a massive hab, dock and mining station. However it has been held by heretic forces for several years. This is choking the system and a severe barrier to a successful war in the system. However the docks are massively well protected. The General staff devised a plan to attack from the other side of the planetoid where the defences are weaker. The Claudius 25th is leading the charge but vastly outnumbered by troops from other regiments in only the minimal void protection who will clear the station itself. The PC's are part of this force and will be playing the part of fish out of water until they can breach the station.
RPG system notes: Void Guard stats would be bonus Wp and a Fel penalty, due to aforementioned stoic, professional, distant demeanour. Secondarily might be bonus ballistic skill and a penalty to perception due to the rigorous training but the difficulties of fighting in restrictive void gear in soundless environments although they might have, or have access to Heightened Senses (Sight) as that is the only sense they can rely on in void combat. They would obviously not suffer penalties to movement in low and zero gravity, but may have additional penalties to movement in normal gravity. They would also have a random amount of insanity points, D5, possibly more.
23rd Vytallian "Siege Breakers"
Military Specialty: Shock Infantry
Order of Battle: 5,000 troops organized into 10 Brigades of 500 men each. Each brigade is comprised of 5 companies, which are subdivided into 4 platoons of 25.
Commanding Officer: Colonel Aeson Vakkers
History: The 23rd Vytallian Infantry Regiment was founded in 936.M41. It was created in response to a Chaos-influenced rebellion on the Forge world Fleinten IX. In the early stages of the rebellion, word was sent out by the astropathic choir on the planet, just before it was overcome. The only words were "Iactarius the Mad". Iactarius was a known Chaos champion, and the Imperium acted unusually swiftly in its response, raising 12 regiments and sending them at the world.
The 23rd arrived at the planet in 938.M41, to a bloodbath. Iactarius had corrupted much of the ruling cabal of Tech-priests, as well as most of the planets Skitarii and nearly all of the menials. Those that had had not been corrupted had made a final stand at the Altusian Manufactorum complex, and had been decimated by wave after wave of tanks. The Chaos forces had beeen pushed back by the Imperial regiments, at horrible cost. 5 regiments had been obliterated, and a further 4 were not combat viable.
The 23rd were sent against the final stronghold of Iactarius. Under the supporting fire of the 434th Artilery regiment, Colonel Poliante Linthor and the entire regiment began to move in. Every strongpoint in their path was blinded by grenades so that the regiments flamers could get close, and then neutralized. Eventually, they arrived at the manufactorum which Iactarius had converted into a palace. In a ferocius battle that cost 600 Vytallian lives, including that of Colonel Linthor, Iactarius and his 1,000 strong bodyguard were overcome and killed. This action, which ended a 6 month long siege in 3 days, earned the 23rd the title of "Siege Breakers".
Misc.: Siege Breaker characters are often reserved, because of the hazards of close combat and shock warfare. The Siege Breakers wear full carapace armor, colored blue and black. Every helmet includes an integral micro-bead, as well as a lowlight filter. In addition, every platoon includes a flamer and a meltagun, as well as grenades for each trooper. However, due to the regiment's reliance on close range firepower, there is usually only 1 heavy weapon (lascannon) or sniper per company.
Adventure Hooks: Jawsoen V is a Chaos-held Fortress world. Due to its reputation, the 23rd has been sent in to break through an extremely well held defence line. Once through, the Siege Breakers must locate and kill the leader of the Chaotic forces. The PCs will be right in the vanguard of the attack, and must do their part to ensure victory.
RPG System Notes: Siege Breaker stats would include a bonus to BS, because of the regiment's focus on gunnery. However, due to the regiment's serious occupation and dour personality, there would also be a penalty to Fel.
"Of course you should fight fire with fire. You should fight everything with fire!" - Vetranio Hessman (Dark heresy)
(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.
"Your eternal soul may belong to the Emperor, but your worthless hide belongs to me."
Gunnery Lt. Schenn (Navy), aboard the 'Manifest Destiny'
(Be kind, rough draft at 5:15am Afghanistan time)
The 69th Freedom Regiment
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, rape, 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.
Homeworld: Azituria, Imperial World, Border of Segmentum Terra, Segmentum Pacificus
Military Specialization: Stealth Light Infantry
Order of Battle:
- 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
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
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:-
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
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!
(PS: I hate the new Smileys in the updated forum! )
The mind is its own place, and in itself, can make a Heaven of Hell, a Hell of Heaven.
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).
"I worked myself up from nothing to a state of extreme poverty."
- Groucho Marx
69th Comfort Services Regiment
Motto: “As you Like it!”
Military Specialty: Special Services
CO: “The Madam” Edelgard Voss
The 69th 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 69th 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 69th are a number of Inquisition agents. the Regiment conceils within it's numbers close to three companies of Special Forces Opperators.
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.