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| ===Regiment Demographic===
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Revision as of 14:05, 22 March 2015
Inspired by Fantasy Flight Games' Deathwatch Role-playing Game's Space Marine Chapter Creation Tables, these tables let you roll up (or otherwise generate) your very own Imperial Guard Regiment. These tables are for fluff only -- check out FFG's "Only War" game for rules on actually role-playing a regiment.
Known problems: this page could use some cleaning up (divide it up with sections, perhaps?), maybe add some suggested fluff hooks to the various table entries? Also, I think many of the "friends" organizations (seen below) are duplicates -- Navigators, Astropaths, Adepta Astra Telepathica, and Scholastica Psykana seem to have some overlap, as do Chartist Captains and Rogue Trader Dynasty. Somebody check those out, OK?
For extra fun, create your own system of worlds with IG regiments, penal legions, PDFs, and also use the Space Marine Chapter Creation Table to create your own Astartes Chapter who recruits from the system, and an SoB Order based in the system as well for your own unique, fluffy corner of the Imperium that you can use for everything/anything!
Regiment Origin
Regiment Classification
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d10
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Imperial Guard: A true regiment, drilled and competent in their service.
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1-4
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Planetary Defense Force: What the Guard doesn't want, the PDF will take.
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5-6
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Penal Legion: Scum, criminals, murderers. Watch them closely.
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7-8
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Militia: Brave enough to defend their world without training or equipment.
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9
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Navy Armsmen: Experts in void-combat, they'll defend the ship or take the enemy's.
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10
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Regiment Demographic
Recruitment Criteria
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d100
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All male [m/f ratio adjustable]
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1-15
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All female [m/f ratio adjustable]
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16-25
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Caste-born: Raised from birth in the warrior caste.
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26-30
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Nobility: Bought their commission for honor and glory.
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31-35
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Priesthood: They venerate the God-Emperor in his soldier's aspect.
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36-40
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Abhumans: Ratlings, Ogryn, and other such useful creatures.
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41-45
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Tribespeople: All you have to do is teach them which way the gun points.
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46-50
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Lottery: Selection by the God-Emperor's grace, and a little luck.
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51-55
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Spacers: Born on asteroids, off-world hab-stations, or the vessels of the Imperial Navy. (If Navy Armsmen was rolled, this may be taken as default)
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56-60
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Firstborn: Chosen by right of being the eldest child.
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61-65
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Vat-grown: No families to complain, no friends to consider.
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66-70
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Gangers: They fought each other in the slums, now they fight a true enemy. (If Penal Legion was rolled, this may be taken as default)
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71-85
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Convicts: Serving their sentence on the front lines, the slime. (If Penal Legion was rolled, this may be taken as default)
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86-95
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Roll d3+1 times on this chart.
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96-100
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Nature of Recruitment
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d10
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Punishment/Redemption/Recycling: Recruits are gathered from the dregs of society. (If Gangers, Convicts, or Lottery was rolled on demographic table, you may select this by default)
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1
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Elite tithe: The best of the best of the planet were recruited for this regiment. (If caste-born or nobility was rolled on demographic table, you may select this by default)
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2-4
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Standard conscription: Average or above-average citizens recruited from all levels of society. (If All-Male, All-Female, Firstborn, or Lottery was rolled on the demographic table, you may select this by default)
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5-10
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Regiment Homeworld
Home World
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d100
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Hive World: No claustrophobia, excellent sense of direction? Urban combat!
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1-25
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Feral World: They fight like wild animals in the Skyfather's name.
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26-40
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Death World: For these people, life was a war before they could speak.
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41-55
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Forge World: Blessed by the Omnissiah to carry His light across the Galaxy.
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56-60
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Imperial World: Devout citizens, loyal to the Imperium and raised by the Creed.
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61-70
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Civilized World: Soft as clay before the firing of the kiln; war is their crucible.
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71-80
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Shrine World: They charge into battle eagerly, and their very prayers are warcries.
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81-90
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Home World Lost: Ghosts do not fear death, but they seek life with a terrible fury.
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91-100
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Home World Predominant Terrain
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d100
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Jungle: Masters of stealth and inured to disease.
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1-25
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Desert: At home in sun, sand and wind.
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26-50
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Ice: Cold-blooded, with hearts of fire.
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51-60
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Ocean: They grew up in the dangers of the depths.
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61-65
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Wasteland: Excellent scavengers and hardy survivors.
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66-75
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Urban: Good soldiers, once you get the cityboy out of the city.
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76-80
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Dead World: Able to make full use of the technology required to survive in such places.
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81-85
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Airless: They don't fear the void like most.
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86-90
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Agriworld: Sturdy, hard-working types, glad to be off the farm.
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91-100
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Regiment Tactical Information
Regiment Core Units (d100)
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1-35
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Infantry Regiment
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36-45
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Light Infantry
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46-55
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Heavy Infantry
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56-70
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Mechanized Infantry
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71-75
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Drop
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76-80
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Armored
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81-85
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Artillery
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86-95
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Siege
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96-99
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Shock Troopers
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100
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Abhuman
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Specialization (d10)
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1
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Drill & Discipline
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2
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Counter
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3
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Stealth Warfare
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4
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Lightning Strike
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5
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Trench Warfare
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6
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Close Combat
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7
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Ranged Combat
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8
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Shock & Awe
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9
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Guerrilla Warfare
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10
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Hive Warfare
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Loyalty Rating (d10)
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1
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Overzealous: need to be actively held back from giving their lives for the Emperor
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2-3
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Fanatical: No remorse, no retreat, no fear.
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4-5
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Adherent: Hold fast to the Creed and His will.
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6-7
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Undisciplined: Will follow the Emperor but don't expect them to bow to authority figures.
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8-9
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Unorthodox: Serve the Emperor in ways frowned upon by most in the Administratum.
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10
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Heretical: This regiment has abandoned the truth of the Emperor.
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Special Equipment (d100)
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1-10
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Traditional Weapon
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11-20
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War Trophies
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21-30
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Specialized Lasgun Pattern
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31-40
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Exotic Mounts
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41-50
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Rare Heavy Weapon
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51-60
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Blessed Wargear
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61-70
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Augmented Troops
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71-80
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Special Vehicle
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81-90
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Preferred Fighting Style
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91-100
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Modified Weaponry
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Regiment Creed (d100)
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1-40
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For The Homeworld: This regiment's mission is to demonstrate the skill and steel of the homeworld to the rest of the Imperium.
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41-65
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For the Emperor: Fervent belief in the Imperial cult and the righteous mission of the Imperium fuels this regiment.
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66-75
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Best of the Best: The regiment believes itself to be elite and constantly strives to prove itself.
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76-80
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Glory In Death: The regiment's mission is to die, and take as many enemies with it as possible.
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81-85
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We Must Repent: The regiment believes it is on a mission to pay for their homeworld's sins with blood.
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86-90
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Tribal Faiths: This regiment is beholden to primitive beliefs. If from a civilized world, clannish practices from hive gang cultures or other such traditions predominate.
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91-95
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Steel Over Flesh: This regiment believes the way to victory is through machine augmentation.
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96-100
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Esoteric Beliefs
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Regiment Relations