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100 Regiments for Only War

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0th Braelinian Rifle Regiment "The Naughts"

Homeworld: Braelin III, an agri-world in the Ultima Segmentum.

Military Specialty: Infantry

Order of Battle: 10 companies of infantrymen, numbering 1000 men each.

Commanding Officer: Colonel Egbert Pundrick-Littlewood, a portly, haughty man full of bluster and a gung-ho attitude.

History/Summary: Due to a clerical error, the "10th" rifle regiment to be founded from the populous agri-planet Braelin III was instead officially created as the "0th." This would prove to be a somewhat prophetic moment - "The Naughts" as they are called, are quite probably one of the most unlucky regiments in the history of the Imperial Guard.

Since their founding, the 0th Braelinian Rifle Regiment have been involved in twelve major battles, and in each case it has been a complete disaster. On Tuson Beta they used the wrong map, and led an expeditionary force off a cliff. On Armageddon they accidentally engaged in a four day firefight with their own side. During the Levris Civil War, a rounding error had them deploy with only one lasgun clip. Nothing ever seems to go quite right with them around.

In spite of this, the regiment has somehow managed to survive each insane situation they land in - often to the detriment of other guard regiments deployed alongside them. Their penchant for somehow surviving their impossibly bad luck, coupled with regimental command's skill at brown-nosing, has even given the Lord-General an overly inflated opinion of the regiment. An unearned one, at that - the unit barely does any actual fighting, and most of the problems they solve were caused by them to begin with.

The Naughts are intensely proud, haughty and consider themselves to be "gentlemen" of the finest sort. Their uniform is bright blue and purple, making them look like a bunch of peacocks. Oh, they're companionable enough - but they've bought their own hype. As far as they're concerned they're the cream of the crop! Right up until something goes wrong. And it always will.

Miscellaneous: Unlucky: The Naughts are about as unlucky as they come - but their luck tends to affect everyone around them far worse than it ever hits home. Generally speaking, if something CAN go wrong with The Naughts around - it WILL go wrong. And worse, it's The Naughts who end up "saving the day" and coming out smelling like roses.

Adventure Hooks: While in an active warzone alongside The Naughts, the party is sent to scout ahead of a redeployment. They find an ambush lying in wait, but when they communicate it back to command, they discover The Naughts are already marching toward the ambush zone - and sure enough, their vox systems are down. The party has to save the regiment by foiling the ambush - and of course it's The Naughts who'll get the credit for doing it.

RPG system notes: A mean GM might fudge dice for anyone fighting alongside The Naughts. Double the likelihood of weapon jams, give people negative modifiers to basic rolls, have equipment get lost or misplaced. These guys are the worst - and they turn up like a bad penny.

Gamiel likes this

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 Hmm. Consider this a placeholder for a Skitarii regiment.


Does the Guard have access to Knight Titans?

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Placeholder for Cocodan Nuclear Guard, Heavy Infantry + Nuclear Weapory using bastards from a peaceful Hive World.

After work I will write this up better.


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Plushy said:

 Hmm. Consider this a placeholder for a Skitarii regiment.


Does the Guard have access to Knight Titans?

Technically both Skitarii and Titans aren't part of the Guard, they are part of the Adeptus Mechanicus. While they usually operate alongside Guard units they have a separate chain of command.

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71st Phornax "Phoenixes"

Homeworld Phornax V, Imperial World, Fearchus Sector, Mallus Subsector, Ultima Segmentum (Sector is bordering the Maelstorm in the galactic north of the Badab sector)

Military Specialty Shock Assault Troops

Order of Battle Approx. 10,000 men divided into 38 companies (36 battle, 1 support, 1 command).  The regiment is typically split into 4 Brigades of 9 battle companies.  Battle Companies are made up of 1 command squad led by a Captain, 4 platoons each made up of about 47 men (Platoon Command, 3 infantry squads, 2 heavy weapon squads), 5 squads of Chimera-Grenadiers.  The Command Company has the Colonel, the regiment elite known as the "skulls," attached Psyker Battle Squads, and Ministorum Priests.  While the Grenadiers ride in Chimeras, the Platoons each use a massive "Mammoth" half-track to mobilize.  

Commanding Officer Colonel Rigel Maile XIV, "the dirty badger".  Rigel comes from a respected Noble family on Phornax V and is known to have a dirty sense of humor that comes out at inappropriate times.  Now in his late fifties, his rise to Colonel took decades of hard fought service where he earned the nickname badger.  Over the years, troopers began to refer to him lovingly as the dirty ole' badger.

History/Summary: Commissar XXXX, I hope this finds you in good health and this information benefits you during your new assignment to the Phornax 71st.  The first thing you may notice is the large number of Ministorum Priests attached.  On the surface, Phornax tends to breed pious men, but the longer I served with them, the more I feel it is some form of atonement for past sins.  The men seem to come from one of two backgrounds, the noble Hyperions or the low Plebians.  If a Lt. is young, he is probably an inexperianced Hyperion.  If he is older, he is probably a Plebian raised from somewhere in the company.  If the Hyperion was a good officier, he would be Captain or Colonel. 

There is some occasional tension between the two groups that you will have to deal with, but for the most part, it doesn't hurt their fighting ability.  The 71st are a bit green though.  They have served with distinction in crushing the uprising on Sebulius II and received laurels for their efforts in defeating the Ork Raiders on Verna Prime, but both were smaller scale actions.  Their morale is high, but don't let them get over-confident.  They have not been truly tested yet.

Miscellaneous: The Chimera-Grenadiers like to think of themselves as storm troopers.  However, they are not quite as well equipped and completely lacking in the specialized deployment and infiltration training.  The Chimera-Grenadiers do make an effective assault troop though and are made up of the best men the regiment has to offer.  As their name suggestions, they are always mounted in Chimeras.  Wearing Enforcer light carapace, they are armed with assault lasguns, shotguns and a good mix of special weapons.  The Grenadiers often employ demolition charges and smoke gernades to assist with their assaults.  

Adventure hooks

1. During the course of a battle, the player characters may find themselves receiving poor orders from an overly zealous Hyperion officer and forced to follow them or deal with the officer and suffer the consequences of their actions later (once their mission has been successfully completed).  
2. One of the psyker battle squads attached to the Command Company have come back from the frontline and gone mad!!!  They are raising all kinds of hell (maybe literally) behind Imperial lines and need to be put down!  Can any of them be saved?  If calmed down / captured, can you convince anyone not to put them down?
3. A priest attached to your squad sees heresy everywhere.  Eventually he accuses a player character of heresy for a perceived fault or misunderstood action and demands his squad executes him.  This occurs during a mission or right before an enemy attack. 

RPG system notes: Phornax guardsmen in the standard platoons use standard equipment.  It is the GMs discretion to promote or start the player characters as a Chimera-Grenadier squad with some of the equipment I listed above.

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Regiment Name:
Aislin 9th 'Armored Fists' Heavy Mechanized Regiment

Aislin Alpha Tertius

Military Specialization:
Heavy Shock Infantry, Mechanized Assault, Siege Tactics, and Super-Heavy Support

Order of Battle:
The regiment is estimated at 10,000 men plus auxiliaries. The regiment is divided into 10 Battle Groups that each is made up of 10 Companies and each Company is divided into 10 Platoons. The Platoons then are divided into 5 10-man squads and a 20 to 50-man Conscripted squad of PDF Trainees.
- Battle Group 0: Shock Infantry
- Battle Group 1: Mechanized Infantry
- Battle Group 2: Mechanized Infantry
- Battle Group 3: Mechanized Infantry
- Battle Group 4: Mechanized Infantry
- Battle Group 5: Mechanized Infantry
- Battle Group 6: Artillery Support
- Battle Group 7: Armor Support
- Battle Group 8: Super-Heavy Artillery Support
- Battle Group 9: Super-Heavy Armor Support

Commanding Officer:
Colonel Joseph Ezra Godwyn, Arch-Militant of Rogue Trader Dynasty Aislin a Trader Militant House that functions in the Corvidae Expanse.

Recent and early history is wildly speculated as the records have not yet been compiled of all the actions taken in the Corvidae Expanse yet you can follow the documentation at the Regimental Archives. [ LINK ]

The Asilin 9th are tasked with the escort and protection of House Aislin as they engage in the Corvidae Expanse and attempt to reclaim the expanse for the Imperium of Man and House Aislin.

Adventure Hooks:
The players are assigned to terminate a charismatic leader in the heart of a neutral world and they have to make the termination look like an accident that can not be traced back to the Aislin 9th.

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852nd Sirius Grenadiers 'Spire Harriers'

Homeworld: Sirius 3/Hive World/Sirius sector/Canis Sector/Solar Segmentum

Military Speciality: Jump Infantry

Order of Battle: 30 companies of 150 men, numerous support personnel and units. Dedicated Navel support from from 10 squadrons of Vulture gunships and 10 squadrons of Valkyrie/ Vendettas. The Spire Harriers are armed according to tactical needs, usually either a laspistol and chainsword, or double laspistols, combat shotguns and lascarbines. They are as likely to use assault weapons as melee weapons especially against melee focused enemies. For Special weapons, which are used extensively, they prefer flamers, demo charges and melta-guns. But most special weapons are used effectively by these jump troopers, even bolt guns and bolt pistols are numerous.

Commanding Officer: Lady Colonel Helena 'The Iron *****' Constantine.

History/Summary: Sirius 3 is a truly ancient Hive World, only the small amount of thick polluted liquid, which remains of its oceans, and the few still active volcanoes remain uncovered by ancient metal and crete structures. It is a lighter planet and has produces only %64 of Earth's gravity. This allows for sprawling, gravity defying structures and a plethora of flying machines zipping between the spires. Though the much if its history has been lost to time it is clear that the planet has stalwartly supported the Imperium from its earliest days.
Likewise the records of the Sirius Grenadiers are fragmented but they do surely hark back to an earlier time. The earliest recorded units still consisted of mixed companies of assault troops, heavy weapons units and rifle platoons. It seems that for a time, early in its implantation the arrangement of the Imperial Guard was more akin to the older Astartes legions. Still, the department munitorium has little regard for tradition, is this situation, and eventually the many regiments were standardised for the sake of logistics. Regiments of Infantry, Heavy Weapons units and in deference to their past Jump infantry were produced instead.
The demands of the Imperiums war machine mean that Sirius has used it's vast man power and industrial might to supply Imperial guard regiments at a phenomenal rate. 10 a century at height. Each a well-trained dedicated unit. Raised from the numerous, disciplined and proud PDF regiments that are issues with bone strengthening dietary supplements to compensate for the low gravity development. The lucky few are put through to the Guard regiments. Already well trained in flight tactics and constructed wars.
When the 852nd was founded 36 years ago it had been a hundred years and 10 other regiments since the last jump regiment. And they were immediately sent to a crusade on the on the western edge of the galaxy, originally taking part a marginal but heroic part in the Sabbat worlds crusade they learnt first-hand how to take the fight to heretics in melee and how to concentrate short ranged fire on those forces that could not be engaged in melee by right minded troopers.

Miscellaneous: The Imperial creed was welcomed with open army's. Duty and loyalty to the Emperor has been taught since before the Imperial creed came into being. As such they make are heavy on preachers but lighter on commissars. There local temple on Sirius, the Priests of Saint Barnabus, are sometimes known as the flying priests. As they have such a long history of previous regiments they inherit gear that may have been used by countless guardsmen. Occasionally the war-gear is of a much older design and far superior, jump packs that might have carried heroes, lords or even saints.

Adventure hooks: The arch-enemy defeated another Sirius regiment in the tight ally ways of a hive world and some one has pulled some strings to allow the 852nd to enact revenge. This time though, they aren't falling for the same thing twice. The 852nd are dropping from space and are going to bring anyone who can keep up. Liberating captured Sirius relics and banners earns a lot of kudos from a powerful ally.

RPG system notes: Access to jump packs and old tech, plus an intense discipline. But the low gravity world means these troops might not be as tough or strong as others or at least reliant on their supplements to keep up.

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I had these guys as the 'Problem Solvers' in a DH campaign some years ago when the PC's where pre/ascension levels and where suppressing a world of its mutant scum population post-Tyrant star visitation. They're based heavily on SAS and Australian Army commando training that I'm personally more familiar with and not an a-typical IG Regiment

Cyprus Vulpa 2022nd
Falling, sometimes literally somewhere in between an armoured, airborne unit and special forces battle Brigade, they look to be the last of their line as the airships are formidably expensive to manufacture on this scale and a dauntingly expensive prospect to disassemble, transport and reassemble somewhere else in the sector, requiring at the very minimum a large transport ship or heavy cruiser to bring all their vehicles and troops. If they do manage to set up on-planet however it is a battle changing event as very little can withstand the devastating wrath of high altitude bombing from an Odin, (let alone two) the witheringly accurate tactical firepower of the Thor's and then having to deal with the dangerous airborne troops being dropped in after to secure the remains.
The 2022nd have a reputation as being, unconventional, self reliant, down to earth, hard working lads from an agri world that like a drink, love a fight and exceptionally professional soldiers that train constantly when they're not deployed. Being an elite, special forces airborne brigade, they are greatly admired by other imperial guard units, because they leave no trace, make no noise and bring death swiftly from above with a legendary reputation for being utterly fearless and implacable.
Even storm-troopers make way for the brown beret.
All equipment is manufactured on the Lathes, in a long standing friendship and traditional resource arrangement between Cyprus Vulpa and the forges. It is typically of good or best quality gear and a lot of personal honour and time is given to its upkeep by the soldiers which would make a tech priest proud. On average most of the 2022 will have been in service for close to 15 years of active duty and is expected to be a soldier, master of their arms and perform all necessary camp duties from cooking to mending their own uniforms and digging latrines. Rank has little privileges in the 2022nd and it is considered poor form by their peers for an officer to delegate his personal affairs and upkeep to his men or NCO's.
The unit maintains no psykers for superstitious reasons, flatly refusing any allocated to them and more unusually, no Commissars. Instead have a rear echelon company of Sororitas Dialogous, Hospitaller and a platoon of Militants along with 10 ordained tech priests of Het who minister to wounds, hearts, minds and maintain the purity of the units personnel and equipment. Part of the other reason is that 99% of commissars cannot cut it in Airborne training, (though they are allowed to try) and starts with basic training in weapons drill, marksmanship, physical fitness and close combat training in the Imperial Guard.
From there to qualify for the unit the enlisted soldier will have to complete Halo training, advanced bushcraft and survival courses, explosives handling, weapons and vehicle operation which takes 120 days. At the end of which is the trial- by being HALO dropped from low orbit and then navigating by ones self across 200km of wilderness with nothing but fatigues, a knife, canteen and a handler, typically a sergeant on a servo-skull vox uplink who will constantly be mocking and taunting the trainee to give up, go home back to their unit and have a nice cold beer. If that wasn't bad enough they'll be given a 1 day head start on the 'kill team' from the 2022nd on their heels who will have live ammunition and the discretion to fire on the trainee to add incentive… at any point the trainee can voluntarily leave or go due to injury.
Failure is traditionally taken in good spirits by the 2022nd and the soldier bombing out goes back to their platoon, starved, beaten and tired but well respected by their peers, many going on to be successful special forces soldiers in other units. Due to failure rate around 5000 to 1 turn over, there is a 5 year wait to reapply.

Section Breakdown
Sergeant DT-Mk4c Las Carbine or a EP-Mk4a Las, 3 Frag, 3 Krak Grenades, 6 magazines
Corporal DT-Mk4a Las Gun, 3 Frag, 3 Krak Grenades, 6 magazines, Long range Comm unit
Lance Corporal DT-Mk4a Las Sniper, 3 Frag, 3 Krak Grenades, 6 magazines, Camoline Cloak, Stummer, Auspex Unit
Section Gunner DT-Mk7SAW, 1 Frag, 1 Krak Grenade, 10 magazines
Troopers x4 DT-Mk4a Las Gun, 3 Frag, 3 Krak Grenades, 6 magazines
Troopers x2 DT-Mk4c Las Carbine, 3 Frag, 3 Krak Grenades, 6 magazines, 1 Melta Bomb, 1 Demolition charge

Platoon Breakdown
5 x Sections of 10 Troopers with a Lieutenant in charge, all will be armed and equipped as above unless circumstances dictate otherwise special weapons
Company Breakdown
5 Platoons of 250 Troopers and 5 Lieutenants which will be commanded by a Captain
Battalion Breakdown
5 Companies of 1250 Troopers, 25 Lieutenants, 5 Captains, which will be commanded by a Major
Regiment Breakdown
2 Battalions of 2500 Troopers, 50 Lieutenants, 10 Captains, 2 Majors which will be commanded by a Colonel
2022nd Brigade
2 Regiments of 5000 Troopers, 100 Lieutenants, 20 Captains, 4 Majors, 2 Colonels and led by Brigadier General Conty

Auxiliaries to the 2022nd
Whitechapel Cyprus Vulpa Sororitas 10th Company, commanded by Sister Superior Elena Rasmussen
1st Platoon Sororitas Militant x 30 commanded by Sister Mishnah Fol
2nd Platoon of Sororitas Dialogous x 20 commanded by Sister Hanna Athan
3rd Platoon of Sororitas Hospitaller x 30 commanded by Sister Kier Gorge
4th Platoon of Sororitas Hospitaller x 30 commanded by Sister Narcia Odessa
5th Platoon of Sororitas Hospitaller x 30 commanded by Sister Thrace Ruby
6th Platoon of Sororitas Hospitaller x 30 commanded by Sister Darl Callidia
7th Platoon of Sororitas Constantia's x 30 commanded by Sister Kali Gaia

Het Tech-Priest squad commanded by Mech Decon Rook
100 Tech Priests and 300 servitors

Armour and Air

Thor Class Assault Airship x 3
Odin Class Heavy Transport Airship x 2
Valkyrie Airborne Assault carriers x 10
Vulture Attack Craft x 6
Leman Russ Conqueror Tanks x 12
Chimera Transports x 15
Basilisk Mobile Artillery x 10
Hydra Flack Tank x 6
Atlas Recovery Vehicle x 2
Trojan Logistics Vehicle x 10
Sentinel Recon Walker x 48
6wd Truck x 24
4wd Jeep x 45

PC's contribution
Marauder Heavy Bombers x 24

Weight 4080T Length 119m Width 15.5m Height 14m Altitude 20,000m
Type: Aircraft Hoverer Size: Titanic Armour: Hull 36, Belly 40
Traits Anti-Gravity, Pressurised, Transport, Cargo Hauler, Fire on the Move, Structural Integrity (x2)
Narrative Speed: 80km/h / 200km/h Combat Speed:  15/70/140/210/280 Handling Modifier -15
Crew: Drivers (2) Crew (80) Gunners (10) Transport: 250 Cargo: 800 tonnes
Access Points:  Rear, Belly, Top
Lower Front Earthshaker Cannon Range: 5000m ROF S/-/- DAM 5D10+40 PEN: 10 BLAST 15m Magazine: 500
360deg Turrets (Left Right) Twin Linked Auto-Cannon Range: 600m ROF S/4/10 DAM 4D10+5 PEN: 4 Magazine: 2000 each
360deg Turret:(Dorsal, Ventral) Twin Link L-Cannon Range 300m ROF -/2/- DAM 5D10+10E PEN 10

Special Traits
Fire on the Move: Advanced sensors and targeting in the vehicle incur no penalties To-Hit for either it/or the enemy moving
Structural Integrity: Massive construction, thick armour and advanced engineering mean that the vehicle reduces damage by 1 step on Structural Damage Table (to a minimum of 0 damage), a multiplier reduces this step by its number (x2 x3 etc) by 1 further step

The Thor is a long range line airship utilised by the Imperial guard to ferry troops, vehicles and cargo over long distances of up to 40,000km and has been provided with considerable amounts of long range, radar assisted firepower to look after itself if they find themselves bereft of escort flyers. To some extent the Thor also performs something of a support role with its cannon able to reach out and blaze away from several kilometres away and while they aren't the most heavily armoured vehicles in the Imperial arsenal, they do have adequate protection in their belly armour to protect them from ground fire and are of massive construction.
Most commanders won't risk them on front line duty but given the immense heights they can fly at, long range and advanced comms and auger arrays they make for a good tactical surveillance unit and mobile command base to launch deep-strike airborne assault troops on grav chutes. About the only drawback is the speed of the Thor which limits how quickly it can get somewhere and given the speed of some enemy aircraft, it is usually unable to escape unless it manages to gain a lot of altitude quickly but there are a lot of applications for them as they can carry a lot of troops and materials into areas for setting up advance bases which would otherwise be hampered by difficult terrain or enemy picket lines.
Thor's carry an advanced auger array of Doppler radars and tight beam scanning units that have a range of up to 20,000m, this system allows the vehicle to avoid bad weather, find favourable air currents, ground mapping and also of course to avoid enemy craft often long before they come in range. They are well liked by Guardsmen who appreciate the spacious barracks, decent amenities, quiet and smooth ride. The vehicle has heavy lift anti-grav platforms, four electric turbines on it and a reliable, single plasma reactor, but they don't turn well in high winds and do need a lot of space to put down.

Weight 12,000T Length 186m Width 30.5m Height 35m Altitude 25,000m
Type: Aircraft Hoverer Size: Titanic Armour: Hull 36, Belly 40
Traits Anti-Gravity, Pressurised, Transport, Cargo Hauler, Fire on the Move, Structural Integrity (x3)
Narrative Speed: 80km/h / 200km/h Combat Speed:  15/70/140/210/280 Handling Modifier -20
Crew: Drivers (2) Crew (200) Gunners (10) Transport: 2500 Cargo: 4000 tonnes
Access Points:  Rear, Belly, Top
360deg Turret (Front, Rear, Left, Right) Twin Linked Auto-Cannon Range: 600m ROF S/4/10 DAM 4D10+5 PEN: 4 Magazine: 3000 each
360deg Turret:(Dorsal x 2 Ventral x 2) Twin Linked Las-Cannon Range 300m ROF -/2/- DAM 5D10+10E PEN 10
Bottom 400 tonne bomb bay Selected gravity munitions x 800

Special Traits
Fire on the Move: Advanced sensors and targeting in the vehicle incur no penalties To-Hit for either it/or the enemy moving
Structural Integrity: Massive construction, thick armour and advanced engineering mean that the vehicle reduces damage by 1 step on Structural Damage Table (to a minimum of 0 damage), a multiplier reduces this step by its number (x2 x3 etc) by 1 further step

Rarely seen, often felt, the Odin is a real monster of the skies capable of dropping an entire drop regiment, their vehicles and supplies on top of the enemy with barely a whisper to give away its presence. The logistics of getting an Odin on-planet require quite a lot of time, heavy orbital barges and about a months assembly, once its there though, they more than make up for the effort in a protracted campaign and with its withering amount of defence guns is adequately protected enough to look after itself but only an unwise commander would risk them flying alone in unprotected airspace. For this purpose they carry with them on the starboard and portside winglet landing pads, four Vulture gunships for additional defence and often have a Thor Airship in escort.
As something of a secondary role, they can carry up to 400 tonnes of bombs in their bays of variable munitions, high explosive, airburst scatter munitions, gas and incendiary bombs that are capable of levelling a small city and is utterly devastating against armies in the open. Needless to say, this massive firepower makes an Odin a very high priority target for enemy commanders should it be detected or good cause for capitulation.
The Imperial Guard considers them next to invaluable as they have essentially an unlimited flight time of over 80,000km with massive amounts of onboard stores, rows of anti-grav plates, eight electric turbines and two plasma reactors that have an unprecedented record for reliability in service. Odin's carry the same advanced auger systems as the smaller Thor but are capable of flying much higher and for much longer, they literally are a battle changing asset and much loved by the guardsman as being an absolute luxury in troop transportation.

Ships of Note in Calixis Sector
The only remaining Line Airships in service in the Calixis sector are used by the 2022nd Cyprus Vulpa Airborne Brigade currently under the command of  Brig Gen Jon Conty. They maintain the Fighting Yeoman and Lance Sozomen, two Odin Class super-heavy airships that where manufactured on the lathe world of Hadd around turn of the millennium M40 along with her escorts, three Thor Class heavy airships Saint Valos, Lady Mortressa and Saint Orendel, all of whom have served on practically every brushfire conflict, war and invasion force in some capacity over the last 2000 years in the Calixis sector. Known colloquially as "The Flying Groxboys" and adopted the bucking Grox-wrangler as company colours painted on the nose of their warships that have collectively earned 211 battle stars, the current crew to inherit the battle honours are a veteran unit that have recently added Tranch to the list of stars.

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The 3rd Malloran “Freedom Fighters”

Homeworld: Mallorus, a high tech “civilised” Imperial world in the Ferbadis Subsector, Metus Sector, Segmentum Solar

Military Specialty: Light Infantry

Order of Battle: 20 companies of approximately 150 men. 1 HQ Section, 3 support companies consisting of light artillery and heavy weapons.

Commanding Officer: Colonel Hedrish Black

History/Commentary: Mallorus is a world regarded with the utmost suspicion by the Adeptus Terra. It is a hotbed of republican activism, and indeed, astonishingly, its citizens appear proud rather than ashamed of their peculiar and sinister traditions of “democracy.”

The world is run by an elected official chosen by the world’s citizens who then acts as planetary governor on behalf of the Adeptus Terra. Senior figures within the Administratum dislike this arrangement, partly because they resent dealing with new personnel every five years or so, but mostly because they do not feel that a leader elected by his own people will be able to act with the requisite ruthlessness towards those same people should Terra demand it.

Surprisingly, the Malloran PDF is of an acceptable quality to justify Imperial Guard recruitment. Their shameful political practices do not seem to have impacted significantly upon their martial spirit and they show no sign of embodying their sinister “democratic” creed within their military structure, which remains reassuringly hierarchical.

+++MUNITORUM EYES ONLY+++ Commissars appointed to the regiment are instructed to have regard to the 10 Foundations of Heresy in dealing with its officers, who have been repeatedly warned to reign in any evangelical tendencies regarding their sickly “democratic” ethos. Political officers should ensure that this regiment is, if possible, isolated from other regiments of the Imperial Guard to avoid spreading dangerous concepts of democratic thought to other regions.

Adventure Hooks: While the Munitorum regards democracy with distaste, it is as prepared to employ democratic troops as it is prepared to employ other reviled military forces (such as abhumans) if it means getting the job done. However, the Inquisition regards the regiment with far more suspicion. Inquisitor Enobarbus Collins of the Ordo Hereticus contacts the players and tells them that someone within the 3rd Malloran regiment is handing out leaflets arguing for fair and representative elections of planetary governors across the Imperium. The Inquisitor asks them to infiltrate the unit in the guise of casualty replacements from a destroyed regiment. He is convinced that the leaflets show a link between the Mallorans and the Democratists, a sinister movement dedicated to the spread of democratic thought within the Imperium. He warns the players that if they don’t find the individual concerned within 72 hours, he will have the entire regiment – including them – shipped to the Eastern front to face the Tyranids on a guaranteed suicide mission.

RPG Notes: A fairly typical Light Infantry regiment, perhaps with better education and resources than typical for a regiment of its size.

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The 7th Kromagnan


Homeworld: Kromagna IV, sole remaining inhabitable planet of a system formerly containing multiple hiveworlds, Coreward of the Seven Sisters (pulsars active within the Sargassid Nebulae.)

Military Speciality: Abhuman Infantry

Order of Battle: 12,412 Abhuman Infantrymen, 271 Munitorum handlers, 22 associated Commissariat command staff

Commanding Officer: Commissar Zafarn

History/Summary: Homo Sapiens Variatus – Beastmen – as their scientific name suggests, are a varied lot. Although the common stereotype of them is that they are all horned, hairy, cloven hooved animalistic throwbacks, the term is in fact used by the Munitorum to describe any truebreeding, genetically stable mutant who possesses visible mutations and lower than standard intelligence. There are dozens of different subtypes of beastmen within the Imperium. Some resemble carnosaurs, with mutated scaly skin and filed teeth. Some are hairless and slimy, with huge eyes adapted to nightworlds or cave systems. There are many variations of the human genome, caused by a variety of factors.

Few Beastmen are employed by the Imperium, as their mutations typically are adaptations to unique local conditions that render them useless away from their homeworlds. Unlike other abhuman populations (Ogryns, Ratlings etc) Beastmen possess few redeeming features in the eyes of the Adeptus Terra. They are too stupid for special military duties, and are unsuited for menial labour by virtue of their uncontrollable aggression. Most populations of Beastmen are simply ignored, or treated like common mutants, becoming a despised underclass on their own worlds as Imperial colonists supplant them at the top of their planet’s food chain.

The denizens of Kromagna IV are an unusual example of a Beastman population which has been deemed suitable for limited employment within the Imperial Guard.

Kromagna, when rediscovered by the Imperium during the Great Crusade, was a thriving system of more than a dozen inhabited worlds which had developed its own highly advanced and sophisticated spacefaring civilisation during the long millennia of isolation. Unfortunately for its inhabitants, they had dabbled in forbidden Ars Technica of gene-tampering and gene regression during their time in the shadow, and their armies of gene-moulded slaves clashed with the divine Astartes during peace talks.

As was the way of things during the Great Crusade, this led to war on a vast scale, with multiple planetary assaults, and the employment of fearsome strategic weapons of great power by both sides. This war utterly devastated the Kromagna system, leaving its worlds as shattered rocks, its human population utterly destroyed.

When the Imperium revisited the system four thousand years later, they found the only inhabited world, Kromagna IV, to have entered a prolonged nuclear winter which led to a long ice age. The only survivors of the war were descendants of the gene-moulded slave race employed by the Kromagnan civilisation as shock troops.

Modern Kromagnans are the result of this ancient program of manipulation of the human genome: they resemble prehistoric, stone age forms of humanity from hundreds of thousands of years before the dawn of the Imperium. Kromagnans do not resemble “modern” humans at all: rather, they are heavy-set, massively built, hairy, low-browed individuals with short legs, and long, apelike arms. They have pale skin, small, piggy eyes, and invariably possess red hair. They have broad, long noses, and possess enormous physical strength and resilience. They have a primitive warlike culture which consists of extended families warring against each other for scant resources on the tundra-like plains of their world.

The use of Kromagnan infantry is a controversial topic among the Munitorum: as the descendants of genetically modified humans created using heretical methods, they are arguably anathema under the Mechanicum concords. However, the Mechanicus has shown little enthusiasm for their Gene-cide, and appears to have given tacit consent for their continued employment by the Imperial Guard in their original role as shock troops.

Kromagnan regiments are recruited by the simple expedient of herding up young males from their homeworld, loading them into transports, and giving them basic training in Imperial theology and language. The regiments are then simply thrown at the enemy.

Despite the unsophisticated nature of this approach, it has paid dividends: the average Kromagnan is incredibly strong, far more resistant to injury than the typical Guardsman and is loyal and subservient to Commissariat officials when properly indoctrinated into the Imperial faith. They are regarded in many quarters as “pocket Ogryns,” though they possess many advantages over those huge abhumans-they are cheaper to feed, more numerous and can use unmodified human-scale equipment (although anecdotally, Kromagnans are far more likely to use a lasgun as a club than as intended.)

Adventure Hooks: The players are brought in to act as “handlers” for the 7th Kromagnan. They are expected to instil a childlike faith in the beastmen, and to then herd them to their deaths on the Imperium’s battlefields. How do the players reconcile their basic humanity with their grim role?

RPG notes: This is an attempt to re-envision beastmen as genetically modified Neanderthals rather than goatmen. Some may feel uncomfortable with the WFB beastman making a re-appearance in the 40k canon, so this is an alternative approach. Note I’m not attempting to replace the old beastmen, just provide an alternative option that lets you field beastmen if you don’t like goats!

In RPG terms, they’d be like feral worlders, but more so. They’d be far stronger and tougher than the average hive worlder, but utterly ignorant of technology (probably even actively terrified of it) and clueless about life off their world. They would probably face fel penalties as a result of their appearance, and are likely to have a substantially reduced Int. Might be an idea to create a profile for an “average” Kromagnan.

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63rd Samedi Rifles 'Grave Diggers'

Homeworld: Samedi 3/Fortress World/ /Segmentum Obscurus(Name of world/type of world/Sector name/subsector/segmentum, 40 word limit)

Military Specialty: Specialist Siege Regiment

Order of Battle: Approximately 5000 men
10 Engineer Companies of 100 men
10 Mechanised Infantry Companies of 150 men
20 Artillery Companies 4 guns (mostly Earthshaker cannons)
10 Heavy Weapon Companies 30 men
5 Armoured Companies of 3 tanks (most commonly Leman Russ demolishers but all other variants are present.
3 Companies of 3 Hellhounds (with some Devildogs)
1 Company Escuadra de Muerte 66 men

Commanding Officer: Major Esteban Martinez

Official records list the regimental base as Samedi 2, a dead dust-ball with a busy spaceport in orbit, in the same records Samedi 3 is listed as a Forbidden world, dead with possibly calamitous viral and biological conditions. The planet was effectively destroyed 573.M38 after an attack by Chaos forces dedicated to +++Redacted by Order of the Inquisition+++ during the 9th Black Crusade.
In reality the world was not destroyed that day, although the attack by the Renagade guard and +++Redacted by Order of the Inquisition+++ killed over 80% of the population the remainder were able to hold out behind the Fortress worlds considerable defences. A situation made more surprising because, whether by accident or underestimated design, from that moment on any creature that died on that planet was re-animated as a soulless murderous beast. Evidence does point this effect, at least on this scale coming as a surprise to the attacking forces as they suffered heavy casualties beyond as they advanced. Even the traitor Astartes were eventally forced to fall back as the defenders stalwart defence and their own inflicted casualties stripped away the Renagade guard forces to nothing.
Now the planet consists of a 7 major, heavily fortified cities, and outlying defensive and industrial complexs are the protected by a large force of locally drawn regiments including the 63rd. Due to danger from re-turned humans and animals (some of the quickest, most dangerous and most sneaky animals still survive on the planet) war-fare on the planet takes the form of a slow siege war, either advancing in vehicles and securing every base against undead attack or breaching the long abandoned defences of dead cities and bases. To make matters worse the Heretic activity on the planet is nearly endemic, as the tainted planet draws the infernal powers and the high need for re-population means many horrified settlers are sent there.
The 63rd is veteran garrison regiment, after being drawn away to fight the invading +++Redacted by Order of the Inquisition+++ they seem to be actually in good spirits to fighting the endless walking dead and shoring up defences while they re-build and re-train new recruits. Although they are surrounded by heresy they are a cold and brutally efficient force. There is little in the way of camaraderie, but they work well together out of some grim need to fulfil their duty to survive.

Miscellaneous: Due to the ever present threat from internal heresy an Inquisitor and company of Escuadra de Muerte are attached to every active Samedi Regiment. The Escudra de Muerta are specially selected from the native forces of Samedi and additionally trained and indoctrinated in the vast Santo Oficio de la Inquisición to act as Inquisitorial Storm Troopers. These forces supplement the brutal commissariat in warding off heresy and watching for corruption in the ranks, but also uncovering heresy and taint in the numerous other regiments and civilians it works encounters.
In addition such in harsh test of faith on Samedi a dedicated order was established expressly to support the Regiments of Samedi. These are the Priests of Saint Maria Christina, also known as Triage Priests or Monks of Mercy. While they do have medical training it seems to be mostly based on being able to identify those troops that can be saved and those who need to have their specialist final rites administered.

Adventure Hooks: The players are investigation strange, terrifying occurrences. The inquisition has already moved in with the 63rd in tow. Now surviving the horrors might be easier than surviving the Inquisition and the 63rd.

RPG system notes: A Samedi character is likely to be paranoid and extremely cold and impersonal. So lowered fellowship and insanity seem appropriate. They specialise in fortifications and street fighting, a common saying is 'Leave a Samedian in a hut and he'll sleep in a bunker'. So construction skills or a special rule is appropriate. They are closely connected to the Inquisition so access to peers might be appropriate. The problems on Samedi are due to its proximity to the Eye of Terror so some level corruption is expected, in fact in some very rare cases native Samedians have been known to return to re-animate after death even when not on Samedi (perhaps 2% chance). Finally, and their specific interest to the Inquisition, is a resistance to horrors, so perhaps a reduction in fear suffered by 1 level.


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11427th Metropolitan Inductees

Homeworld: Metropolis/Hive world

Military Speciality: Light Infantry.

Order of Battle: 50,000 light infantry in 100 companies of 500 men. These are supported by 3 companies of heavy weapons teams, 3 companies of weapons specialists, and 1 company of light artillery.

Commanding Officer: Colonel Lady Luciana Velenshaw

History/Summary: This hive world is an oddity in that not only is the birth rate one of the highest in the imperium, the infant mortality rate is one of the lowest and average life expectancy is one of the highest. Especially for a hive world, where toxic build up almost exclusively has the opposite effects. The massive hives of the world have always specialised in exporting medical treatments, drugs and antiseptics derived from the local fauna and heavily enriched volcanic soils and rocks. Current theories point to the ready availability of such treatments to the large merchant classes and the necessary re-cycling that introduced some of these powerful treatments into the food and water chains. So amazingly even the lower classes seem to live long healthy lives and procreate amazingly fast (apparently aphrodisiacs are one of the more commonly used drug types, or at least one of the ones that is more persistent in water or tissues).
With humanity so prevalent on Metropolis life is cheap. Even with the hives growing at an unprecedented rate (thanks in part to massive slave labour force) they have too many people to deal with and the death rate must be bumped up brutally to ensure the flow of the soylent. Thus it is that the Govenor of Metropolis gladly pays ridiculous tithe to the Imperial Guard, barely two weeks go by between foundings of gigantic units. Some in the Guard and Munitorium question the quality of troops delivered but the rolling death games on Metropolis ensure that most have already survived some combat and as Lady Velenshaw is often quoted 'Quantity has a quality all of it's own'.

Miscellaneous: While Lasguns and Armour are fairly standard  for light infantry in the guard all other equipment is rationed far more sparingly. Typically not even every squad gets special weapons, those that do might have a grenade launcher or flamer per 10 men. Experienced leaders are also lacking and the large unit sizes make command and control more difficult even when the troops are willing. Sadly the troops are rarely willing when exposed to real combat, their previous death games seem only to teach Metropolitans how to survive rather than fight in most instances.
In addition, the metropolitans have nigh uncontrollable libidoes, it's next to impossible to supply anough whores for the regiment but on occasion planets they have visited have benefitted from the surge in birth rates.

Adventure hooks: This line must hold and fortunately for the PC's they are being heavily reinforced. Unfortunately it's the 11427th (did I read that right?) Metropolitan Inductees. This is going no-where without you kicking them into shape and borrowing, begging or stealing so of their so sparsely spread wargear.

RPG system notes: There's only two things that a  Metropolitan does well, that's survive and ****. Higher toughness (than a standard hiveworlder, maybe resist disease), higher fellowship , lower WP, lower strength? Higher requisition costs for gear (if they have DW style requisition) but additional infantry is much cheaper. Penalties to resist seduction or even   tests required to ignore possible opportunities for sex.

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21st Skerry Pioneers

Home-world: Skerry/Agri World/Pacificus Segmentum

Military Speciality: Aquatic Mechanised Assault

Order of Battle: 3500 infantry, composed of 20 companies of light infantry, 5 heavy weapon companies and 5 engineer companies. Transport is provided by Chimera, the larger Hippocamp heavy amphibious transport, Ichthyocentaur hovercraft and assault boats of various sizes.
Land based assault support is provided by 3 companies of Battles tanks, 3 companies of Hellhounds transported on Ichthyocentaur.
Aquatic support is 30 Nemo anti-shipping submersibles, 5 Nautilus capital submersible, 50 Naga class warships and 20 larger warships of a numerous classes.

Commanding Officer: Sealord Commander Archibald 'Archie' Huddsucker

History/Summary: The people of the ragged broken inclement lands of Skerry are almost as rough and inhospitable. The lands are almost with out exception small with mountainous interiors separated by wide seas. The many nations are excellent sea-men, fisher, traders, pirates and conquerors. The nations have a warlike history of attacking one another and preying on their villages and sea trade. Those that aren't part of the violent naval nations often form violent pirate bands. They use large sail ships and since return to the Imperial fold gunpowder weapons have been whole heartedly embraced, although only their navel technology seemed to show any sign of improvement. These vicious cut-throats are sent off to sail the great dark sea between the stars looking for new plunder and conquests. Despite their lowly upbringing they take to learning when it allows them to operate more and more devastating weaponry and ships. Rare heroes that return to Skerry with vast wealth and power, such as the current Governor, King Bernard Van Dyk, has inspired many to volunteer for the Guard.

There methods are simple, hit the planet as fast as possible with close naval support in an appropriately large ocean (which often have more limited anti orbital fire), use the ships, subs to engage naval targets and have troops form beach heads on any land mass and take out more coastal and close land defences to land other guard units.

Miscellaneous: The Nemo is an orbit deployable anti-shipping submersible. Standard major Armament = 4 heavy torpedo tubes, dorsally mounted battle cannon. Crew 18.  May  carry up to 10 troops for stealthy insertion.
Naga class warships are for surface engagements, anti-aircraft duties and coastal bombardment. They have turrets for three Earthshaker cannons, Manticore missile launchers or equivalent artillery and depth charges. Crew is around 24-30 but could carry about 20 additional troops.

RPG system notes: Gruff and ill tempered these soldiers are viscous adversaries and  dangerous allies. Lower fellowship and higher agility or strength seems appropriate, obviously swimming skill and perhaps compulsory looting.

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25th Drepanan Artillery Regiment


Homeworld: Drepana, Hive world, Sector capital, Drepana Sector, Ultima Segmentum

Military Specialty: Artillery, Artillery support, Heavy Artillery, Super-Heavy artillery

Order of Battle: 15 mixed heavy artillery companies, typically consisting of 4 Basilisks, 3 Manticores and either 3 Griffin Mortars or 3 Medusas, plus support tractors. 5 Light support artillery companies equipped with a mix of Thudd guns and mortars. 3 Anti-air companies consisting of 10 Hydra self propelled defence guns. 5 support and logistics companies equipped with multiple trucks, and Trojan and Atlas Tractors. 2 heavy artillery companies equipped with siege bombards. 1 super-heavy artillery company consisting of three Goliath mega-cannon

Commanding Officer: General Strohm (Munitorum/Imperial Guard rank: Colonel)

Commentary/History: As the Catachans are the masters of jungle warfare or the Valhallans are the masters of arctic warfare, the Drepanans are regarded by the Munitorum as being among the preeminent exponents of artillery operations within the Imperium.

A wealthy hive world known for its high technology, enormous population, and strong relationship with the Adeptus Mechanicus, Successive Drepanan Sector Lords have cynically exploited their region’s vast mineral wealth to develop and sustain a powerful economy that plays a major role in underpinning the entire Segmentum. Drepana’s rulers have created an extremely powerful and well equipped PDF, partly to oppress their vast, seething population, but also to manipulate their world’s Administratum strategic defence rating to ensure that they are well protected by the Imperium from the hostile environs of the Ultima Segmentum. They have manipulated their strategic rating further by ensuring that their elite regiments are masters of artillery warfare, a relatively rare specialty within the Imperial Guard.

The Drepana system itself contains dozens of inhabited moons and planetoids, many of them minor forge worlds. As such, Drepanan regiments are extremely well equipped with a wide variety of artillery pieces. Although Drepana produces regiments of various kinds (light infantry, mechanized infantry, genetically modified abhuman infantry, armoured regiments etc) they are primarily known for their artillery regiments, which are regarded as elite formations within the planetary defence forces.

Drepana is the home to one of the Imperium’s largest specialist military academies, Tarngar, which takes the most academically gifted of the world’s students and trains them as artillery officers. Careers within the elite Artillery regiments are highly coveted, as Drepanan officers are well regarded by the Munitorum, and are frequently chosen to form the core of Imperial regimes on newly conquered worlds. As a result of this, the stakes are high for admission to Tarngar academy: rich Drepanan nobles are notorious for paying the Mechanicus vast sums to implant their children with artillery-related augmetic implants which improve their offspring’s chances of selection.

Drepanans as a whole are regarded as brutal, competitive and arrogant by Imperial citizens from other worlds. This is perception is tempered within the Imperial Guard by a grudging admiration for their extraordinary prowess as artillerists. Whatever their chosen weapons platform, a typical Drepanan officer can thread the eye of a needle with a shell from way beyond the theoretical effective distance for their gun. Drepanans are coldly and ruthlessly efficient in raining death on the Imperium’s foes, and many within the Guard are prepared to forgive just how unpleasant they can be on a personal level to ensure that their troops receive valuable Drepanan support in battle.

The 25th is a typical Drepanan Artillery regiment. Far better equipped than nearly any other regiment of its kind from other worlds, the 25th is a very large formation with an exotic variety of weapon types, including the ancient and rare Goliath Mega Cannon, which are capable of firing tactical nuclear weapons the size of groundcars hundreds of miles, or even into low orbit. Their commander, Strohm, is formally only a Colonel under the unified Guard command structure, though typically for a Drepanan he insists on being addressed by his PDF rank of General.

Adventure Hooks: The Drepanan’s make for a good “opponent” regiment along the lines of the Bluebloods from the Gaunt’s Ghosts novels. They are aristocratic, arrogant and brutal. You could choose “General” Strohm to become a major antagonist for the players during the course of any campaign. He could be played as an intensely political and vindictive officer, constantly angling for command of any joint operations, and prone to taking offence at any informality or slight. Alternatively, you can play them against type and set them up to be difficult, and then show them to be professional and effective in battle.

RPG System Notes: OK, the Goliath Mega Cannon is a Squat weapon, but it’s a cool miniature, and I’ve got three of them sitting at home, so I want them reclaimed for the Guard! A typical regiment in terms of personnel, though officers would receive specialist augmetics and enhanced bonuses when operating artillery, balanced with fel penalties because most of them are unbearable in person.





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The Ionian 132nd Fusiliers 'Grand Slam'

Homeworld: Ion / Industrial world / Segmentum Obscurus.

Military Specialty: Ordinatus Gun Regiment.

Order of Battle: 'Pluto' Ordinatus Gun. 800 infantry in 8 companies. 200 heavy weapons infantry. 300 Engineers, 1500 labourers and servitors and 30 atlas engineer tanks. 10 Leman Russ MBT's. 9 Hydra Self Propelled Anti-Aircraft Artillery. 9 Manticore Missile Tanks with Sky Eagle Rockets.
Adeptus Mechanicus attachments. 1 High Magos, 4 Magos councillors, 45 Engiseers. Countless Adeptus Mechnicus camp follows, zealots, adepts and servitors.

Commanding Officer: Gunnery Master General Geofrey Clevitt

History/Summary: 'Pluto' is the only one of the 7 known Sol class cannons currently in the hands of the Imperial Guard rather than the Adeptus Mechanicus. It was gifted to the Ionian Guard Regiments in 687.M37 after they liberated it from chaos forces on the Forgeworld of Hephaestus where it had been captured and was being used to decimate the Forgeworld. 5 Ionian regiments and several others took part in the counterattack, although one of those regiments was all but destroyed by Pluto as they landed. Neither was the task of taking back the weapon particularly easy, the Chaos forces were well entrenched and even had support of a small number of traitor Astartes. They had brutally repulsed attacks by the Skittari for the three weeks.
The Ionians themselves are a proud people, their Imperial Guard are professional soldiers specialising in long range combat and sweeping vehicle manoeuvres that they practise on the fields and tundra of their Home-world. But they're pride does not let them overspecialise, all PDF are trained in the frozen polar north, the mountainous regions, the cold sparse forests, the balmy equatorial vineyards, islands and the abandoned city minufactorium known as Boom Town.
Little could prepare them for the fighting in the machine world, against experienced vicious enemy and Traitor Astartes. Still, they did eventually succeed, after another week of brutal fighting and many casualties. For their efforts the Magos Primaris of Hephaestus let them control the god weapon. The folly of hoarding it for them-selves had been exposed, it needed to be let loose on enemy worlds and the forces of Hephaestus were spent, they needed to re-build.
The 132nd inherited Pluto from the 125th some 16 years ago. The 125th was proud but megre force of old men by the time the 132nd took over. Officers and the younger men were amalgamated in the 132nd while the older ones were sent home to a hero's welcome. Geofrey Clevitt was Lieutenant Colonel in the 125th and, with the 132nd's glorious trail blazed across the Jerico Reach has reached the rank of general.
Although they had given it up the Ad Mech could not fully let go. Where ever the 132nd go some of the greatest Gunsmiths of the Hephaestus go with it, tending to its machine spirit. And following in the trail of Pluto are innumerable Adeptus Mechanicus camp followers, cleansing, oiling and inscribing servitors, lowly Techpreists and Adepts chanting praises for the Omnisah all aching to record every possible report, transmission and effect when the God Machine Pluto speaks.

Miscellaneous: The whole regiment is dedicated to the firing and protecting a single weapon, there's little point stating the thing, it fires several tonne neclear shells capable of destroying a small city every 2 hours bit it actually takes about 4 or 5 hours to set up up after transit.
A litteral army of labourers and vehicles is required to widen roads and strengthen ground to allow it to pass.
Despite the dedication of the troops they have a large contingent of Commissars, Preachers, even inquisitorial acolytes and a whole office of Departmento Munitorium. It seems that everybody wants a part of this regiment, or at least to know what it's doing.
The rest of regiment, not involved in the firing, are an entirely defensive force.

Adventure hooks: Magos Conceliat had been tending to Pluto for over 60 years, it was a complete surprise when he took control of the murder servitors, turrets, shut down the vehicles and rallied the Mechanicus. They executed the local troops and began firing the weapon believing it was revealing some holy code, unfortunately for the troops and civilians in the are. The PC's are part of the force charged with breaching the compound and stopping the weapon firing again.

RPG system notes: Spent last night thinking theis up and Lightbringer posts basically the same thing,grrr. Still it's not quite the same thing. All of the Ionians are a dedicated professional. So a wp bonus and tactics skills. Due to the open territory they are a but easier to sneak up so lessened perception on and they're a considered, careful fighters so perhaps lower initive. They are also pretty much enemies of the Departmento Munitorium but allies of the Mechanicus.

Pluto is based on the old Ordinatus models for epic scale, although i doubt anyone remembers them, I don't think they ever did a normal cannon, and that's the one I imagine the guard being able to handle, given the opportunity. It's inspired by the Schwerer Gustav and the M65 atomic cannon.

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276th Goguryeo Guerrilla's

Homeworld: Goguryeo/Imperial World/Segmentum Ultima

Military Specialty: Guerrilla Warfare Infantry

Order of Battle: 3000 men in 25 companies of Light Infantry, 6 Companies of Heavy weapons and 4 companies of Light Artillery.

Commanding Officer: Commisar Commander Suicho Kana Pang

History/Summary: Goguryeo was heavily forested Imperial world settled during the Imperial Age and its exports were manufactured goods and some specialist agriculture.
In 938.M48 Chaos forces made a from the Eastern fringe made a concerted effort to take the planet. Overwhelming Chaos forces enjoyed huge success initially. They crushed the defenders in the vicious battles for the first few cities in bloody battles which left those cities mostly ruins. As the Archenemies forces began sweeping through the remaining cities on the planet the defenders knew there was little they could do.
Lord General Bang Seong ordered a change of tactics. They began taking all of the military supplies, food and machinery they could and disappeared into the forsests, mountains, caves, under-cities and swamps that they could. As predicted Chaos forces took all but 4 of the remaining cities with little resistance, the seemed to assume that the defenders were spent. That is when the defenders struck back. Appearing as if from no-where, the defenders started to attack vulnerable positions. Supply dumps, logistic trains, air power bases, weapons manufactoriums and chemical factories were all targeted in a concerted effort. Usually they would mercilessly attack one type of target for a while and just when the Chaos forces would move men to defend them they would change to another target. The war went on in this way for nearly 400 hundred years. The Guerrilla's never quite able to gather enough forces for a concerted counter attack but the Chaos forces pinned down defending every asset. By the time Imperial Forces landed on the planet the Loyalists were in control of 3 quarters of the cities.
The 276th was typical of the regiments raised in these late war periods. Able to travel through the darkest, densest terrain and attack out of no-where, with rifles, heavy weapons, and even light artillery that is disassembled and carried through the jungles and tunnels on foot. Now that Goguryeo has been re-conquered, the Guerrilla's provide both the PDF and Imperial Guard from their deep bunkers and their type of warfare is exported to other warzones.

Miscellaneous: The average Goguryeo Guerrilla is lightly armed, a solid Las-carbine, flak vest and numerous grenades, bombs and trap equipment. They rely more on camo cloaks, often made from simple patterned infra scattering material which is re-dyed with local flora added on site, rather than sophisticated camo cloaks. During the war on their home-planet they used flamers, grenade and missile launchers, auto cannon, morters and heavy stubbers almost exclusively. In later battles on other worlds more exotic and expensive arsenal is much welcomed but still rare. Light artillery has always been limited to what can be carried so lighter cannons, heavy mortars and rocket artillery are used.
Due to the immense secrecy that is required to keep increasingly large complexes hidden iron dedication is expected and the Commissariat is highly import in the command structure.

Adventure hooks: The 276th has been hiding in dense jungle attacking the enemy with little external support for months. Now they have sent a message that they have liberated a valuable piece of archeotech. The PC's are charged with heading into the jungle and the Guerrilla's caves to obtain the devise and bring it back, of course the traitors aren't going to let it go that easily.

RPG system notes: The Guerrilla can be based on any freedom fighers, partisan or rebels. My initial thoughts were about south east Asian wars (Vietnam and Korea to name a few) and Afganistan. They are specialists in, or have bonuses to, Survival, Stealth and Trapping. They are insular and don't often work in the normal command structure so a penalty to fellowship (or penalty when dealing with strict organisations) is a balancing factor. They might have a higher WP, representing the harsh dedication, or a Hatred of Chaos Militia (due to vicious occupation).

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33rd Tritonian Shellbacks

Homeworld: Atlantis/Agri-world/Pacificus Segmentum

Military Specialty: Abhuman Aquatic Assault Troops

Order of Battle: 6000 Abhuman aquanauts in 25 companies of 200 troops. Various support water vessels of various sizes.

Commanding Officer: Major Sebastian Delaware

History/Summary: Triton is world entirely covered in water, with unhindered swells breaking against unseen features under the surface, baking sunlight over most of the surface and torrential rains sweeping across the surface in rapidly moving storms.
Against this background the Tritonians seem to be abhuman adaption to an entirely aquatic life. While they still raise young on communal floating, houseboat networks they spend almost all of their lives in the water, gathering materials, food, hunting and fighting. While some of their tithe is made up of sea food and specialist materials the adminstratum also demanded these abhumans be tithed for the Imperial Guard. While many find them distasteful it helps regulate the number of these proud warriors.
The Tritonians, Homo Sapiens Maritimus or Mers, are a strange aquatic breed of humans, with flattened faces high noses with slit nostrils between their bulging eyes. Their bodies are powerful and flexible, their skin is thick and blubbery and their hands and feet are webbed.
The 33rd Tritonian was raised like many others, from the strongest of local tribal warriors, and taken to the planets main flotilla of Imperial Guard warships. They train here and in the sea for vicious combat. They are given only the basest of equipment, and even this was earned after the earliest regiments succeeded with only their own tribal weapons.
They are issued with a flak vest, a las-gun and a knife. These are quickly adapted to match their tribal style, with shells, teeth and fishbones. The warriors usually leave the knife, or use it secondarily in favour of their tribal weapons, either a single tooth, the size of a short sword from a mighty Megolosaur sea monster or a longsword with steel hard 'Sawfish' teeth. They used spears and harpoon almost exclusively so often lasguns have jagged spear tips attached underneath or harpoon gun pipes along the sides.
Given their light armament they fight in stealthy manner after being inserted into a warzones sea. Sneaking onto beaches at night and attacking coastal positions, collecting information, sabotaging enemy craft and defences. They seem to delight in pulling off such audacious missions.

Miscellaneous: The Tritonians have a plethora of primitive style weapons, from meglotooth knives that are sharper than combat knives and the vicious sawfish sword with their jagged serrated blades. To the spears and harpoons for underwater combat.
The boats used by the Tritonians are dependant on the situation from bearly armed supply ships and river patrol boats with Heavy bolters and auto-cannon to Naga class warships and even larger. How ever these are mostly used for supplies, down time and command by the human officers which doesn't necessarily mesh with the subtle tactics of the Tritonians.

Adventure hooks: Preping for a planetary assault is serious business. The main body of the  force is being dropped over water and the PC's have a vital location to take on land. The Shellbacks have already scoped out the territory and will be taking the PC's there. The Tritonians don't re-act well to strangers, the PC's aren't going to get any respect or much help unless they make a show of strength, skill or just downright savagery in a fight. Can the players resist the urge to steam in with the boats rather then enter unoticed with the Mers.

RPG system notes: The main features of these abhumans are hugely increased swim speed (both in skill rank and distance multipliers), length of time they have hold their breath (again multiples, x2 at least), and depth at which they can function. They should have a lower intelligence, a penalty when dealing with normal humans but an intimidation bonus (but amongst themselves they are quite social) and higher agility. They also require many things (e.g. guns, gloves, masks, helmets) to be adapted to fit them. Something that normally means they don't get such items at all.

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38th Khazar Lancers

Home-world: Khazar/ Imperial World / Tempestus Segmentum

Military Speciality: Rough Riders

Order of Battle:
About 1000 horsemen
12 companies of Rough Riders each 50 horsemen
6 companies of Mounted Rifles each of 50 horsemen
4 companies of Horse drawn Heavy weapons each 12 heavy weapon squads
4 companies of Horse Artillery each 9 guns plus crew and command unit

Commanding Officer: Lieutenant Colonel Katherine Simelov

History/Summary: Khazer is an Agri world, with large modern cities and proud traditions. One of their most proud traditions is their horse rearing. They proudly proclaim to have the best horses in the Imperium, the Adeptus Astartes of horses. No one knows how they bred such good horses, the world seems have had humans and horses since before the crusades. Whether millennia of intensive breeding or their forefathers used genetic manipulation techniques is unknown, but the results speak for themselves. The horses are larger, stronger, far faster with bones that are nearly unbreakable.
Not every regiment from the world has the honour of riding their horses into battle but all are proud of their world and their Imperial Heritage. Although they export manufactured goods and agriculture they maintain their environment and host a constant stream of nobles and governors as luxurious guests.
The previous Khazar rough riders have all been closely monitored, with the help of Khazar's contacts in the Adeptus Terra, and mostly they have performed admirably. But for the Khazar there have been complaints. Mostly of not having close enough support as they advance. So with great ceremony the 38th Khazar Lancers have been raised with their own fast, horse mounted support. They left the planet in splendid green flak uniforms with gunmetal helmets and breastplates, both embellished in gold, the breastplate with the Khazar crest. Even their horses wear gunmetal plates and green flack armour.
They took part in the Part in actions against the Xenos Tau. They were able to cause serious damage in close combat and positions taken were quickly reinforced by their accompanying rifles and artillery. These were able to suppress and provide smoke cover against the next positions. It has been bloody conflict but that the moment, against this enemy, the Kazars have been making a good account of themselves.

Miscellaneous: Part of their tactics are specifically drilled to try overcome some of the inherent issues with horse. The mounted infantry, artillery and heavy weapons are drilled to hitch and unhitch their weapons as fast as possible. They will often jump of their horses (unhitching their weapons where applicable) while one of their squad leads all of their horses back out of the way.
Both their Artillery and heavy weapons are horse drawn, the artillery by a team of 6 horses and the heavy weapons on a wheeled carriage by a pair of horses.

Adventure hooks: A detachment of Khazar horses have gone missing in long transit between battle zones. They are very valuable but when the PC's are assigned to track down missing horses it's clear that the Khazar have used their influence with someone in the top brass.

RPG system notes: Khazars are a proud precise army. Obviously the main benefit is a barded super horse and the skill to ride it. They also have connections with many Noble families. They are unfortunately insufferably entitled; they would have a significant penalty to Fel tests when dealing with common folk, Guard, workers and scum. I can see a moderate bonus to Ws and agility as most appropriate. They are keenly drilled in horse manoeuvres so halving (or reducing) the time to mount / dismount / unhitch loads and some other manoeuvres might be appropriate but I'd need the rules to see if that fits.

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 5th Jovian 'Immortals'

Home-world; Priaxis Station, Jupiter Orbit/Star Fortress/Sol Sector/Sol System/Solar Segmentum

Military Speciality: Heavy Elite Infantry (Parade Regiment)

Order of Battle: 2000 men in 20 companies of 100 heavy infantry. Mixture of Valkyrie, Chimera, Crassus and Gorgon transport.
Their regimental HQ is an ancient Capitol Imperials.
They are supported by 4 companies of ancient pattern Leman Russ of all varieties, plus 2 companies of a variety of super heavy tanks, 4 companies of Sentinel armoured walkers.
They have their own dedicated air defence in the form of 3 companies of Hydra, 3 companies of Manticore and a company of Praetor armoured assault launchers.

Commanding Officer: Lord General Augustus Cappadocia Saratoga

History/Summary: In the whole Imperium only a handful of Space Marine chapters hold honors above the 5th Jovian. In their fortress, floating above Jupiter, there are hallways miles long detailing their many battles and victories. Wall after wall, room after room of tapestries, paintings, rewards, medals and scrolls of glorious litany. These list, among innumerable others, such impossible battles as Ullanor in the great Crusade, the Battle of Terra in the Horus Heresy. After the Heresy, when others Guard units were raised and expected to be destroyed in the course of duty, for their past glories, they were awarded the honour of Immortalis. They would remain forever, being reinforced where needed.
For many years afterwards they were at the front of important battles, their ancient war-gear and inspirational history gave them many victories, when others floundered. Generation after generation of Jovians from orbital stations and the many moons of Jupiter joined the Regiment. It became a hereditary responsibility and most of the families that it drew from were elevated to noble status.
However, it was becoming apparent to the Lords of Department Munitorium that this regiment was costing far more than it's worth, to them each battle was counted by throne and at such a high cost to resupply, to transport back and forth between warzones and resupply points to meet up with new recruits. So it is that for the last 3 millennia the 3rd Jovian has been posted to only the safest warzones, usually at the rear. Often just in time for the planet to join the victory parade. They are often referred to as parade regiment by the Munitorium.

Miscellaneous: The Capitol Imperialis in an ancient super heavy vehicle, one of the largest. It is primarily armed with a gigantic Behemoth cannon and literally bristles with anti-personnel bolters. It hold is large enough to 2 full companies of Imperial guard or the equivalent armoured vehicles and air vehicles can land directly on top of it. It acts not only as transport vehicle but mobile command center, with it advanced communications. Defensively, it has the thickest armour possible of solid adamantine plates, which can be electrified to repel assaults, and boasts 6 void shields. In short it's a moving plot device, I won't bother with the stats.

Adventure hooks: The General staff have found that the Jovians several hundred kilometers out of position at the rear and not responding to communications. They seem to be steaming towards directly towards the enemy in an unauthorised assault. Not only that but several interposing units have fallen into formation with them. It seems that Lord General Augustus Cappadocia Saratoga has gone mad with his many years of service with no real action and has taken it upon himself to order and attack before he dies. Not only that, but as the regiments Capitol Imperialis was used as a forward command and control post the chain of command has to be re-established and other regiments are just deferring to the Jovians. The PC's are ordered to intercept the Jovians bring them back in line by any means.

RPG system notes: In all honestly this is written as an NPC/background Regiment more than a PC one but in the name of completion. The Jovians are an entitled bunch, much though they used to boast the most dedicated troops now it is a matter of hereditary titles and littles action is actually seen. Stats wise, as mostly noble births they are well educated and mannered (+Int and +Fel) but suffer Str, Ws and Toughness penalties. Skills and Traits would be: Scholastic Lore Imperial Guard, Literacy, Tactics, possibly a bonus to recounting their own regimental history. They are well respected by all other armed forces and commanders, even the immortal Astartes often want to hear intently of their ancient battles and of fighting alongside the Primarchs and Emperor, however other Guardsmen hate them with a passion.

Primarily though they would have amazing gear, probably better quality or unique stats initially and perhaps bonus to equivalent rank. Offsetting this is the point that they need to be able to be extracted at any so perhaps have to spend requisition (or equivalent) on a recovery team and if the players actually take casualties they will be brought home and the mission effectively finished.

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63rd Eminance Rangers

Home-world: Eminance/Imperial World/ Segmentum Tempestus

Military Speciality: Abhuman Mountain / Low Atmosphere Infantry

Order of Battle: 3000 Abhuman rangers in 20 companies of 150. They are supported by 3 heavy weapons companies.

Commanding Officer: Colonel Balin Borespar

History/Summary: Eminance is, rather than a one dominated by mountains as one might expect is dominated by low lying land masses, but the air pressure on the surface is very low, akin to being up the tallest mountains. The Eminancians themselves have settled their many millennia before the founding of the Imperium of man. Their culture is entirely distinct, the Name Eminance was given by the exploratory fleet that arrived their and native name for their planet is in their own guttural tongue.
The natives have adapted to this planet over many years and are classed as an Abhuman subspecies. They are shorter than Imperial average buy about a 0.3 meters, their arms and legs somewhat shorter and stockier but their chests are massive, with huge lung capacity. They are also thick skinned to deal with the cold on the planet and tend to be much hairier.
It seems, from the natives own records that at one time the planet was not so inhospitable, with thick air, warm climate and a great abundance of crops. At some point though it seems that the planets interior started cool dramatically, this reduced its magnetosphere and as a consequence a the planet has been gradually loosing atmosphere to the solar winds.
Another consequence was that, with a thinner atmosphere, the planet has little protection from meteors. They rain down all over the surface of the planet and force the population to live in bunker like communal homesteads. They underground towns live by mining, collecting meteoric minerals, farming the hardy plants that can survive the climate and fishing in the receding oceans.
They are a proud and hardy people. While meteors have destroyed much ancient records and technology what remained was hidden in their deep vaults, protected as they might protect their own children. And they have had call to defend it when an outlying tendril of Hive Fleet Behemoth thrashed across the planet. It was during this war that the 63rd Made its name. Harrying forces that were attacking cities or traveling through the hills and snowfields, or locating gathered Tyranic forces for long range artillery attack.

Miscellaneous: The Eminancian native abhumans are a hardy stock somewhat restistant to many environmental factors, thin or poorly oxygenated air, low temperatures and high altitudes. In 'normal' conditions however it is a different matter, they seem to have boundless stamina, and this alone makes them very useful to the Imperial Guard in many roles. Were it not for the fact that normal troops operating in their speciality environments are at such a disadvantage, they would no doubt be used in many other theatres. Other imperial citizens however are suspicious of abhumans, they are known as Barrels and Lungers amongst others. Normally this means that abhuman regiments are relatively poorly supplied but Eminance's sizable industry means this is not the case and they maintain a fair level of equipment.

Adventure hooks: One of the lost undercities of Eminance is being recovered and the PC's have the pleasure of being involved. Recent evidence has hinted at lost technology and possibly even a partial STC down there. However the PC's are going to join the 63rd in the claustrophobic tunnels, with life support apparatus and plumb the depths, hoping that rumours of remaining Tyranic infestations aren't true.

RPG system notes: As abhumans with their own strange culture Eminancians are strange and foreign to most Imperials, they are also stubborn and insular so they'd have a penalty to Fellowship, in addition they have short limbs and stubby extremities so they have a penalty to agility. They should have a bonus to toughness and perhaps will power. More than that though, they should have a large static bonus (or even automatic passes) for performing in low oxygen or thin atmospheres. While they won't nescesarily have a better Bs they should at least negate penalties for firing in different gravities or atmospheres.
These do seem to be similar to Squats, and certainly I can see some similarities although it was never my intention at the start, I'd always started with a thinking about adaptions to the environment but I may have taken some queues from squat or dwarf backgrounds but you should not think that these are culturally Squats but may be classed as squat subspecies to the Adeptus Mechanicus.

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The 5th Sanctioned Xenos support battalion (“D’Hune’s Xenoscum”)


Homeworld: Various

Military specialty: Xeno infantry, some xeno cavalry

Order of Battle: 25 human officers, 17 human Munitorum Personnel, 1247 Xenoforms, composed of the following:-
-984 Kroot of the bloodied spear clan
-83 Nekulli lancers
-71 Tarellian dog soldiers
-54 Scythian poisoners
-28 Gaphari thunderers
-15 Enoulians
-12 Unknown (various types)
-various pack animals, war mounts and warbeasts

Commanding Officer: Throne Agent Falder D’Hune (nominal Munitorum rank: Major)

History/Summary: The 5th Sanctioned Xenos support battalion are an extremely unusual unit, one of only a handful of this type in the entire Segmentum.

Sanctioned Xenos are aliens who are permitted to live by the Imperium. They are extremely rare, far rarer than Sanctioned psykers. Such unusual individuals generally find their way in ones and twos into the retinues of powerful Imperial figures of a radical persuasion, such as Inquisitors of the Ordo Xenos or Rogue Traders.

Military units of Sanctioned Xenos are very occasionally formed on an ad hoc basis for short periods by the Munitorum. These rare units contain small numbers of aliens who can offer limited local assistance as guides or advisors to campaigns in regional theatres. Naturally, the loyalty and reliability of such alien scum is not well-regarded by Imperial forces; it is generally tacitly accepted that once the Xenos have fulfilled their useful function, they will be eliminated.

The 5th are by any standard a very unusual Sanctioned Xenos unit. For one, the unit is extremely large, for another, it has been in operation for over a decade, and has served in a variety of Imperial Campaigns.

The unit operates under the Sanctioned Seal of Inquisitor Ferran of the Ordo Xenos, a known radical who is unusually vocal in advocating a “divide and conquer” strategy for dealing with Xenos. His avowed aim is to recruit “xenos to commit xenocide until there are no more xenos.” The 5th Sanctioned Xenos support battalion is an exemplar of this policy; consisting largely of captured xenos mercenary forces offered a simple choice between Imperial service or death, the unit is typically employed against alien forces in brutal wars of attrition.

All Xenos within the unit are prominently branded with the Imperial Aquila and the symbol of Inquisitor Ferran on the most visible part of their anatomy. They live under an unforgiving regime which sees them under armed guard when not in action. The unit consists of a number of a number of extremely dangerous xenomercenary races, many of whom have no love for the Imperium at all, so they are sent into action equipped with explosive loyalty collars, similar to those employed by the penal legions.

On the face of it, then, the unit should be a lethal accident waiting to happen, a hotbed of dissent and xeno scheming; in fact, by all accounts, the unit is a cohesive and effective military force. This is probably due to the effective leadership of Falder D’Hune, a disgraced former Imperial Stormtrooper who found his way into Inquisitorial service under mysterious circumstances. D’Hune mixes brutal oppression with an apparently unforced genuine affection for his alien charges, and his loyalty to them has been rewarded with stellar service.

Naturally, this will do nothing to protect this unit of alien scum when the attention of the Inquisition moves on to other matters, and the Munitorum tires of harbouring the alien in the bosom of its armed forces.

Miscellaneous: xenomercenary culture. The unit consists of a number of martially-inclined alien races, many of who have had their homeworlds destroyed by the Imperium. As such, they are inclined to display extreme agitation or even violence in the presence of Imperial agents who display a particularly xenophobic or arrogant attitude towards them. However, life in the Imperial armed forces has at least bred a common sense attitude within the unit’s members, and the unit as a whole can perhaps best be compared to longserving conscripts rather than penal legionnaires.

Adventure Hooks: Falder D’Hune is a man on the edge of a nervous breakdown. He knows that his mentor Inquisitor Ferran, died five years ago. He also knows that if the wider Imperium became aware of this, his unit – and perhaps his own life – would be forfeit. D’Hune is a compassionate and humane man, disciplined in years past for refusing orders to exterminate a harmless nest of xenos infants. His actions brought him to the attentions of a radical Xenos faction who devoted themselves to saving as many aliens as possible from the insanely xenophobic policies of the Imperium. D’Hune was recruited to save aliens earmarked for execution, and he has fulfilled this role admirably for ten years…but the strain is starting to tell, and his old mentors’ political enemies are beginning to circle, seeing their chance to destroy Inquisitor Ferran’s legacy of cooperation between man and alien…


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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!

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Voidbound Freelancers

"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.

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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.

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23rd Vytallian "Siege Breakers"

Homeworld: Vytal

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.





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