Regimental Culture

Regimental Culture

All complex organizations develop their own culture - for an Imperial Guard regiment this is a combination of its home society, home world type, military demeanor, favored tactics and many other factors. Of course, only the barest skeleton of these factors can be determined by this system - nevertheless, it should give you a foundation to work from in deciding what sort of blokes your lads are.

REGIMENTAL DEMEANORS

The following Demeanors represent the sorts of characteristics displayed by Regiments that have some measure of their own tradition and history. Perhaps the Regiment is several generations separated from its home world many hundreds or thousands of light years away, the distance contributing to the divergence. Please note that these Demeanors are not as “extreme” or detailed as those presented in a full Regimental Codex like Codex: Catachans. This is largely because Regiments requiring their own codex have been around for a long time or have something exceptional about them that set them apart from the bulk of Regiments and calls for a set of unique rules. Secondly, players should really be creating their own Regiment not to gain a suite of abstract rules advantages but to indulge their creative urges and foster more opportunities for rewarding imaginative modeling and army choice.

Players are encouraged to cross-reference Codex Demeanors with the Combat Doctrines. Often the two will mesh in some way and complement each other well. If a Codex Demeanor and a Combat Doctrine do not appear to fit together, either select a new pair, or (much more fun!) concoct an explanation to explain the unusual combination.

Faithful

The teaching of the Regiment’s cult focuses on the many crimes that have been committed against humanity by heretics and schismatics. This is probably because the Regiment fought a crusade against such an enemy, and developed a special hatred for those amongst humanity who would turn from the Light and embrace other, less worthy gods. Troopers of this mindset are often intolerant of the more unusual expressions of the Imperial Cult, sometimes even going so far as to denounce such expressions as heretical. They may even see the subtle taint of heresy in the traditions of other Regiments, a trait that has brought them into conflict with theEcclessiarchy and/or other Imperial forces more than once. Such regiments will always include a unit of priests.

Iron Discipline

The regiment prides itself on its rigid discipline and professional officer corps. Officers receive their commissions for merit, not family connections and promotions come from success in the field. Such regiments will often include representatives from the air corps and the regimental artillery to lend their expertise to the regiments in the field.

Assault

The Regiment excels at rapid strikes and lightning raids, mounting their infantry in Chimeras and/or Valkyrie drop ships. Some Assault regiments favor large numbers of Rough Riders as well.

Proud

The Regiment trusts above all things that the Emperor will guide their hands and protect them, and his praises are ever on their lips. Such Regiments ever seek to prove themselves worthy in the eyes of the Emperor, performing great deeds to bring about his glory. Furthermore, these troopers are bombastic and prideful, preferring to make bold, frontal assaults over stealthy approaches, so that the enemy may know that their doom is come, and tremble before the might of the favored sons of the Emperor of Mankind. Such regiments may not deploy in cover or use camouflage, often going into battle in dress uniforms or flamboyant battle dress.

Purity above All

The Regiment has no patience whatsoever for any hint of genetic deviation, in humanity at large or in other Imperial Guard Regiments. While the Ecclesiarchy exhorts all Imperial Guards to abhor the mutant, these soldiers take the proscription very seriously, and are ever on the guard against genetic instability in their own gene-stock and in those of other Regiments. They regard even allied Abhumans as monsters and refuse to serve alongside them.

Relentless

The Regiment is hard to control once combat is joined, favoring close combat over shooting attacks. The units of the regiment will not hesitate to charge and often incorporate Sentinel and/or Rough Rider squads to engage and pin down the enemy quickly

Skittari (Tech-Guard)

While all Imperial Guards utilize wargear that the vast bulk of Humanity regard as technological marvels, some have access to the most arcane and revered of weapons, armor and other devices. Such Regiments invariably maintain close links with the Adeptus Mechanicus, perhaps having served side by side and under the servants of the Omnissiah, establishing common connections that both groups value. Because of their training and their access to technology, the Regiment has a certain expertise in the use of advanced wargear and knows how to get the best from such items. Typically, such regiments will boast a large contingent of Engineseers and their vehicles.

Stealthers

The Regiment understands well the value of maintaining a silent, unseen vigil on the foe, striking only when his target is at its weakest and most vulnerable. The Regiment stalks the night and the shadows, approaching the foe from unanticipated quarters before disappearing once more. Such Regiments foster patience and wily cunning in their troopers, and regard as rash and unsubtle those who charge headlong into combat. Such regiments will deploy in cover where they can and boast snipers and ratlings as common unit choices.

Vanguard of the Inquisition

Seconded to the Holy Ordos of the Inquisition, the Regiment has a large numbers of veterans and stormtroopers assigned. The foes of the regiment are the heretical, the alien and the demonic – Only the very best troopers the Guard can offer will do.

Xenos Fighters

The Regiment has participated in countless xenos-wars, purging species after species that they may cast the enemies of the Emperor from the galaxy. Some such Regiments have suffered at the hands (or claws or tentacles) of ravening alien beings, and harbor a special hatred for a particular xenos strain, or indeed all aliens. They often believe in the sanctity of the human form, regarding it as being cast in the image of the Emperor himself, and may therefore eschew the use of augmetics unless absolutely needed. While some Imperial Guard Regiments may tolerate the existence of species such as theEldar and the Tau, these do not. They would sooner put a las-rifle round through the head of an alien emissary than trust a single word it speaks, even if doing so would bring about total war.

Table 5: Regimental Demeanor

 

D10 roll

 Result

 

1

 Faithful

 

2

 Iron Discipline

3

 Kataphracti

4

 Proud

5

 Purity Above All

6

 Relentless

7

 Skittari

8

 Stealthers

9

 Vanguard of the Inquisition

10

 Xenos Fighters

 

REGIMENT FLAWS

No regiment exhibits the attitudes recommended in the Imperial Infantryman’s Uplifting Primer perfectly. Human nature imposes prejudices, preferences and protocols on us that defy our ideals. Regiments suffer from such flaws no less than individuals do. Flaws often define the regiment; it is worth taking at least one. The flaws presented here provide a general foundation that the player can build on. They are not Demeanors however, and are more general background consideration.

Table 6: Regiment Flaws

D20 Roll

Result

 

1-2

Faith in Suspicion: The regiment holds all powers of the Warp are unclean and as such will not tolerate psykers – such a regiment will not take sanctioned psykers or other psykers as part of their force or any allied force.

3-4

For the Boys: Whereas most guard regiments have both men and women, this regiment does not. Owing to circumstance, local custom or other reasons, the regiment is restricted to men only. No female characters or troopers allowed.

5

I am Woman - Hear Me Roar: Whereas most guard regiments have both men and women, this regiment does not. Owing to circumstance, local custom or other reasons, the regiment is restricted to women. No male characters or troopers allowed.

6

Politically Unreliable: The Commissariat regards the regiment as politically unreliable for one reason or another; therefore, every command squad in the regiment must have a commissar assigned.

7-8

Regiment Cult: Every Regiment venerates the Emperor and its own heroes according to its own traditions, some of which are wildly at odds with the tenets of the Imperial Creed.

9-10

Strong in the Faith of the Emperor: The regiment adheres to the mainstream Imperial Creed and displays icons of faith such as skulls, Aquila, and Imperial slogans prominently in its markings and heraldry.

11

The Kids Are Alright: The regiment fields trainees and whiteshields on the field of battle. The regiment must field at least one “conscripts squad”.

12

Turn Their Evil Back On Them: The regiment subscribes to a fight fire with fire attitude. The regiment rarely takes the field without a sanctioned psyker.

13

We are all Children of the Emperor: Whereas most guard regiments have both men and women, a typical regiment is 90% male.This Regiment is an evenly divided between the sexes.

14-15

We Are Not Worthy: The Regiment sees itself as atoning for some misdeed committed either by the regiment or by its ancestors. As such, the regiment often requests the most dangerous assignments.

16

We Die Standing: Chaos or xenos forces overran the regiment’s home world. There is no going home for these soldiers. The regiment cannot have a “regular replacement” reinforcement scheme.

17

We Know Our Business: An independent streak runs deep in the regimental culture. Commissars often meet with “unfortunate accidents”. Regiment carries no commissars.

18-19

We Stand Alone: For a variety of reasons, the Regiment distrusts or other Imperial forces distrust them. The regiment may not take allies.

20

Multiple Flaws: Roll d3+1 times on this table, rerolling duplicate results – including Multiple flaws

 

FOUNDING FATHERS

“It is glorious to be well descended but the glory belongs to our ancestors”
– Master Zecharias Ehrenovitch, Chaplain attached to the 248thLyubov

WHO ARE THE REGIMENT’S HEROES?

Every Regiment has its founding fathers—the heroes that wrote the opening passages of its glorious history. In addition to the question of who these warriors were, we need to know why they deserve such veneration. Did they defeat a particular foe; did their deeds grant the Regiment its name, livery or home world?

First off, determine who the single greatest hero of the Regiment is, by rolling on Table 7: Heroes of Legend. To determine secondary fi gures (such as the hero’s companions and peers, or later heroes) roll on the table again. A roll on Table 8: Deeds of Legend finds the reason for the veneration of the hero.

Table 7: Heroes of Legend

D100 Roll

Result

 

01-20

Regimental Colonel

 

21-25

Regimental Confessor

26-40

Regimental Commissar

41-45

Line Commissar

46-60

Company Confessor/Preacher

61-75

Platoon Lieutenant

76-85

Squad Sergeant

86-95

Common Trooper

96-100

A specialist of your choice (Remebrancer, Confessor, Engineseer, driver, pilot, etc).

Table 8: Deeds of Legend

D100 Roll

Result

01-25

History recalls the hero as the bane of the Orks or other Xenos breed that is a common enemy, to such an extent that vile aliens fear his name even to this day.

26-50

The individual was a stalwart enemy of the servants of Chaos, and slew a Daemon Prince.

51-70

The hero led a glorious campaign against a rebel army, defeating the foe and bringing an entire sector back into the light of the Emperor.

86-90

The hero was lost to his Regiment in a warp accident, yet his descendants believe he lives still and will return to them in glory.

91-95

The hero was faced some particularly noxious foe, and ultimately engineered its total destruction. Centuries later, only the Regiment remembers the name of the foe, so utterly was it and its works cast down.

96-100

The hero led the Regiment in many glorious campaigns, slaying the enemy’s greatest champions. In the end, treachery from within the Imperium brought him low, slain by an assassin’s turbo-penetrator round on the field of battle. Why the assassin targeted him was never discovered, and the Regiment harbors a special hatred for the servants of the Officio Assassinorum to this day.

 

HOME WORLD

“And this land shall be yours, and these people shall be your charge. To you falls the burden of their defense and safety.” 
–The Garrison Charter of 23rdBruttiam Regiment

WHAT TYPE OF PLANET IS THE REGIMENT’S HOME WORLD?

The Imperium categorizes its worlds according to a staggering range of factors, but they generally fit into the loosely defined groupings listed here. A regiment’s home world will often determine much of its look and character. The frozen wastes of Valhalla, the ever-threatened Kasr of Cadia and lost, lamented Tanith all made the regiments that hail from them what they are. The extent to which the nature of the home world reflects the character of the Regiment varies enormously, and in many cases, it is simply a matter of providing an interesting background detail.

AGRIWORLD

 

An Agri-World (Agricultural World or Farming Planet) or α-class (alpha class) is one devoted to food production. The majority of its surface is given over to producing food for other worlds reliant on such imports - the food itself forms part of the planet's required tithe. Governors of such planets are required by the Adeptus Terra to protect the harvest and meet the quotas places on them. Often inter-commander rivalry leads to attempts to destroy or steal crops and livestock and then blaming them on pirates or raids.
Worlds with 850 parts per 1000 of the planet's surface covered with crop cultivation, hydroponics, animal fodder or animal husbandry are classed as Argi-Worlds. The population usually ranges from between 15,000 to 1,000,000 - which is widely spread across the planet. The tithe grade of such worlds range from Exactis Prima to Exactis Particula

HIVE WORLD

Viable planets are an invaluable asset to the Imperium and it ruthlessly exploits those with large amounts of natural and desirable resources. Vast populations grow or are imported to service the industry that such resources spawn. Industrial centers, called hive-cities, pack the world’s occupants together so that as much of the surface remains as accessible as possible and the workforce can be controlled and focused to maximum effect. The rulers of the Imperium care nothing for the quality of their workers’ lives, only that they meet quotas and output remains constant. Inevitably, in such an environment, that the ruthless management of themanufactoria causes large sections of the population fall to destitution and anarchy, misrule and neglect reign over vast areas of these cities they are abandoned and new ones take their place. Amongst the undercities, lawless gangs fight for control, and from their numbers new Imperial Guard regiment often recruits new troopers (typically forcibly). Imperial guards hailing from a Hive world are likely to maintain their main base apart from the great bulk of the population. Some may construct their bases at the very highest levels of the hive-city, in rearing spires, but most are likely to claim an isolated region far out in the polluted wastes. Aside from the ready source of recruits afforded by the hive-cities, the Regiment has access to a nigh-unending source of munitions, and it is likely that ancient law requires the master of each city to provide the regiment with a tithe of its industrial output in return for the protection the Regiment’s presence afford.

FERAL WORLD

Feral worlds are those planets colonized eons ago, long before the Age of Imperium, which subsequently regressed to atavistic barbarism due to extended periods of isolation or other, less predictable factors. In a galaxy-spanning empire that harnesses the most powerful of technologies, the spear and the axe remain perhaps the most common weapon, for masses of worlds fall into this category, perhaps even more than any other type. With resources focused on key strategic worlds, there is no reason to spare the effort to “civilize” the natives of the numerous feral worlds. In many cases doing so would deprive the Imperium of a truly invaluable asset, for feral worlders are by definition amongst the toughest and most accomplished it is possible to recruit. As a result, many Imperial Guard Regiments muster from such worlds. An Imperial Guard Regiment based on a feral world is likely to maintain a distance from the populace, with its facilities located on a distant and inaccessible island or high atop a mountain range.

 In most cases, the savagery of the tribes from which the Regiment recruits is tempered by the training, indoctrination and psycho conditioning imposed on its inductees, but in some cases the Regiment is very much shaped by the character of the population, inheriting not only its warlike qualities but many of its unique cultural mores.

DEATH WORLD

Death worlds are planets so inimitable to life that unless they harbored some essential resource Mankind would have no reason to set foot on them at all. Though no single terrain type defines this class of world, many are swathed in jungles populated by carnivorous plants as dangerous as any predatory beast, where even the air itself is poisonous. Most Death worlds are impossible to settle, for every single living thing in them appears motivated to expel any intruders as if ruled by some overarching and utterly malicious intelligence. A tiny proportion have been settled, but life there is a daily, even hourly struggle for survival where one false step spells death at the slavering maw of some hideous Death world predator. The sort of cultures that spawn people able to reach maturity in such a place are amongst the most valuable recruiting grounds for the Imperial guards, for the mere fact of surviving to adolescence marks an Death World trooper as amongst the toughest Humanity is capable of producing.

Those Regiments that call a Death world their home are likely to be experts in fighting in the particular type of terrain it features. To do is not simply a matter of making the best use of the environment, but of surviving the very worst that the environment can throw at the troopers and even turning it against the foe. Occupying a Death world forces a Regiment to defend itself constantly against the world itself, a fact that tests the troopers continuously even when they are not fighting the enemies of the Imperium.

Death Worlds include Ice Worlds, Jungle Worlds, and Desert Worlds.

MEDIEVAL WORLD

Medieval worlds are those planets where the population has either risen above the crude tribal structures of a feral world, or regressed from a more advanced level. In either case, it is likely to be external causes that have brought such a change about, whether deliberate or not. The population of a medieval world lives in relatively stable nation states, with complex webs of vassal obligations linking extended groupings. Technologically, most of the inhabitants are ignorant of advanced machinery, but may utilize basic firearms manufactured locally. In all likelihood, all but the world’s ruling classes are unaware of the Imperium at large. The majority of the population still holds to ancient superstitions, and is but one-step away from barbarous savages. A warrior aristocracy that engages in ceaseless and brutal wars, often against its own peoples, rules many of these worlds with an iron fist. Amongst such classes, the warrior code is all, and a warrior answers even the smallest slight against his honor with a challenge, often to the death.

Imperial Guard Regiments utilizing medieval worlds as their base may keep their distance from the populace, as they do on feral worlds, or they may establish themselves as secret warrior orders. A populace on such a world regards a Regimental stronghold as some impregnable keep where great heroes reside, and the subject of vast bodies of myth and legend.

CIVILIZED WORLD

A γ-class or civilized world is a classification of planet type in the Imperium.
 
Of all the types of settlement in the Imperium, civilized worlds are the most common (although the term "civilized" here refers to their urban landscapes rather than to any pretense of social decorum.) On these self-sufficient worlds, the main population centers tend to be large cities or other urban environments that are supported by the planet's own agricultural production. The state of development both technologically and socially varies, but is most commonly around the current Imperial norm. Most adjuncts of the Imperial state will normally have a presence on the planet. By the classification guidelines, a civilised world has a population from 15,000,000 to 10,000,000,000 and pays tithes between Solutio Extremis and Exactis Tertius.
 
Subclasses of civilized worlds include Garden Worlds and Mining Worlds.

FORGE WORLD

Forge worlds of the Adeptus Mechanicus provide most of the military hardware the Imperial Guard requires in addition to servicing the needs of the Collegia Titanica, the Imperial Navy, Sororitas, and theAdeptusAstartes. Skittari or Tech-Guard Regiments raised from such worlds have access to large numbers of vehicles, Engineseers and other sophisticated wargear other regiments can only dream of. Such regiments often answer to the Adeptus Mechanicus rather than the Departmento Munitorium.

INDUSTRIAL WORLDS

Industrial Worlds are factory worlds where the whole planet is devoted to manufacturing or mining. The populations are sparse as most of the labor is carried out mechanically. In the case of industrial mining worlds they must be considerably mineral-rich in order to justify the logistical and development efforts.

KNIGHT WORLDS

Knight Worlds are technologically-advanced feudal worlds, ruled by an aristocratic elite of nobles known as Knights. Before the arrival of the Techpriests, the Knights World were feudal and technologically-primitive. With the arrival of the Techpriests, the feudal states evolved technologically into Knight Worlds - the worlds advancing technologically while maintaining their feudal social order. The Knight Worlds, allied with the Mechanicum, flourished along with the Forge Worlds. With the advanced technology of the techpriests in the hands of the nobles, the Knights empowered their social positions, with the effect of preserving the feudal social order of the worlds.

FLEET-BASED

Fleet-based Regiments make their homes on vast space-going vessels, often attached to Rogue Traders. Many of these Regiments travel the galaxy in vast circuits, taking centuries to pass through a single segmentum, while others limit their movements to ancient, hereditary spheres of influence and areas of responsibility.

Fleet-based Regiments recruit from a wide range of planets. Sometimes they hold the exclusive rights to recruit at particular worlds, although the populations of those worlds may know nothing of any such arrangement. Others make a point of seeking out new societies to recruit from, ever vigilant for promising recruits. Upon discovery of an exceptional resource, some Regiments establish small facilities in order to watch over the population. Upon discovering a singularly valuable recruiting source, some Fleet-based Regiments may even abandon their itinerant existence, claim the world and establish themselves on that world. Because they tend to recruit from a variety of sources, Fleet-based Regiments are more unlikely than any other type to inherit the ways of the communities from which it recruits.

Fleet based regiments might also come from orbital colonies or asteroid belt colonies.

In addition, consider the size and status of the Imperial Guard Regiment’s fleet. If desired, a simple random method to generate results involves rolling 1d10 for the number of vessels in the Fleet. Next, roll another d10, with a result of 1–5 indicating damage to the fleet or other complications, and a result of 6–10 indicating that the fleet is hale and battle-ready.

Table 9: Home World Type

D10 Roll

Result

1 Agriworld

2-3

Hive World

4

Feral World

5

Medieval World

6

Civilized World

7

Forge World

8 Industrial World
9 Knight World

10

Fleet-Based

 

HOME WORLD PREDOMINANT TERRAIN

 

“Terrain is more important than valor.” 
–Lord General Gerard Sturmann, 67thGothic Army Group

Table 10: Regiment Home World Terrain

d100 roll

Result

 

01–25

Jungle

26–50

Desert

51–60

Ice

61–65

Ocean

66–75

Wasteland

76–80

Urban

81–85

Shrine

86–90

Airless

90–100

Temperate

What is the predominant terrain type of the Regiment’s home world? Although the Administratum categorizes the Imperium’s worlds by function (as described in the previous entry), each class may feature a wide variety of terrain types, or indeed be dominated by one single type. A Hive world, for example, may be an ash-blasted wasteland—or its rearing spires might form islands of plasteel amidst an endless sea of jungle. Death worlds typically host deadly jungles, but might just as easily be ocean-bound planets.

The type of terrain in which a Regiment builds its Fortress-Monastery might have little bearing on its character, but may have plenty, especially if that terrain has shaped the qualities of the peoples from which it recruits. If you would like to determine what sort of terrain dominates the Regiment’s home world, chose or randomize from amongst the following possibilities. Note that while plenty of these terrain types combine easily with the categories previously described, some are mutually exclusive. Others might seem incompatible at first glance, but mesh with a little imagination. For example, an urban Death world seems contradictory, but what if the planet’s malevolent ecosystem has risen against its population, and the once-populace cities fester as post-apocalyptic ruins smothered in choking vines? An ocean Hive-world might feature air-sealed hives at the bottom of the sea, or afloat on great manmade islands. In the 41st Millennium, almost anything is possible!

JUNGLE

The world is swathed in all-but-impenetrable jungle. Settlement is generally limited to coastal regions or higher ground where the vegetation grows less thick. Jungle worlds are often perilous environments, where the slightest scratch can result in lethal bacteriological infection and predatory life forms hunt the unwary. Despite the difficulty in establishing settlements in such places, jungle worlds are valuable synthetics made from their myriad of plant forms, from highly effective medicines to illicit narcotics. Subsets of this category involve worlds that have large regions dominated by swamps, moors, and fens. Many worlds with thick forest growth also qualify.

DESERT

Desert worlds are dry, arid, and generally devoid of life. Some are composed of relatively harmless silica particulates, yet others are the result of the erosion of more exotic materials. Depending on the source material from which the deserts formed, they can be any color imaginable, such as the deep red of the iron-rich deserts of Mars, the striking blue lazuli dune-seas of Nova Lemuria, and the choking sulfur wastes of Urquhart IV. Such worlds are rarely highly populated, unless hives have been built to house a workforce, and even then, vast tracts of the surface is left untouched and unexplored by all but hardy desert nomads, mutant clans or those who wish to avoid unwanted attention.

ICE

A combination of low temperature and high amounts of liquid has swathed the world in ice. Though harmless frozen water covers many such worlds, many others feature far more exotic, often highly toxic chemicals. Human life on such worlds is brutal, basic and short, or relies on sealed environmental systems to maintain a high enough temperature to live in. Ice-bound Valhalla, the home world of the famous Ice Warrior Regiments, is a frozen waste riddled with active volcanoes, and produces some of the hardiest troopers in the Imperium.

OCEAN

Very little of the world’s surface is above sea level and the landmass that does exist takes the form of hundreds of thousands of tiny islands, or of a single, larger continent. While bodies of water teeming with life dominate many ocean worlds, many others feature seas of far more exotic and potentially dangerous substances. Most elements have a melting point either so high or so low that life is simply not possible in oceans featuring a predominance of such elements, so in the main, planets used by the Imperial guards as home worlds are capable of supporting life and generally of less toxic composition. Even if the environment is capable of supporting life, the character of that life varies greatly from one world to the next. Many ocean worlds have seas teeming with predatory life forms and are Death worlds as well.

WASTELAND

Many planets classed as Hive worlds feature a predominance of polluted wastes, the result of millennia of mining and industrial processing. Other planets became wastelands due to war, accident, stellar phenomena or deliberate policy. Where human life exists in such an environment, the peoples are often tough and resourceful, and ideal for recruitment into the Imperial Guard.

URBAN

Habitable worlds are a scarce resource in the galaxy, and Mankind is not the only race to have called many worlds home over the eons. Countless races have erected settlements that, in some cases, have grown to encompass entire continents. While some cities remain viable, others fail, and eventually fall to destitution and ruin. Masses of post-apocalyptic ruins dominate some worlds, slowly crumbling away as the environment reclaims the land. Some Regiments avoid establishing themselves too close to an existent, functioning urban sprawl, while others make their home amongst the hive cities, and become peerless experts in every aspect of warfare in such an environment.

SHRINE WORLD

The theocracies that govern a Shrine World raise motivated and religious troopers. Shrine worlds often boast loyal regiments with large contingents of Ministorium priests and many representatives of the Commissariat. Recruiting rarely poses a problem for such regiments. The deep devotion to the Imperium on such worlds usually yields more than sufficient numbers of volunteers and failing that theEcclesiarchy can simply conscript the manpower it needs.

AIRLESS

Airless worlds are simple barren lumps of rock and ice, and it is rare indeed for them to support life. However, occasionally such a world hosts a mining colony and will establish an Imperial Guard Regiment both for its own defense and to satisfy the demands of the Administratum. Such a world has both advantages and disadvantages—enemies find it extremely hard to assault a fortress in such an environment, but the Regiment will most likely have to look farther afield for recruits.

TEMPERATE

Many worlds feature a mix of environments, much like ancient Terra long before the wars that scoured its surface to barren wastes. Perhaps the most well known example of a Imperial Guard home world falling into this category is Cadia, home of the Shock Troop Regiments. Cadia is an Earth-like world of stunning natural beauty, with majestic mountain ranges and endless expanses of pristine forests.

 

HOME WORLD GOVERNMENT

“The question of the world’s liberation is now resolved, our victory is established beyond doubt. Now we have before us the task of creating a stable government” 
–Regimental Commissar Koluda Loch, 290thVorlock Rifles after the Delivery of Yggdrasil III

For a galaxy-spanning empire, the worlds of the Imperium have few types of government structures. Knowing what sort of government a regiment’s home world has can go a long way to understanding the culture and society that spawned the regiment.

Anarchy

There is no formal government structure. In many cases, family or clan bonds predominate. Typical of feral worlds, very low population world or extremely technologically advanced worlds

Syndicracy

 A company or consortium of companies assumes ruling functions with the managerial elite forming the ruling class. Most citizens are company employees,dependants, or small entrepreneurs serving the needs of the corporate work force

Democracy

Ruling functions carried out by the advice and consent of the citizenry directly. This form of government works only for small outposts and very low population colonies and the Imperium encourages a more stratified government as soon as possible.

Plutocracy

A restricted moneyed minority carries out the ruling functions, with little or no input from the mass of citizenry. Such plutocracies boast a hereditary ruling caste and typically impose strict controls on technology, weapons, and travelers. The Imperium actively prefers this form of government.

Republic

Elected representatives from a defined electorate carry out ruling functions. Many such republics are highly stratified with an individual’s social status determined by their wealth and little else while others are decidedly egalitarian – so long as the tithes are paid and the world submits to the Imperial will, the High Lords care little.

Technocracy

A technologically adept ruling class governs on behalf of a dependent population. Government revolves around the performance of technical activities that are mutually beneficial. This is the most common form of government for worlds dominated by the Cult Mechanicus.

Captive Government

A government imposed externally rules on behalf of a foreign body such as a colony or conquered area.

Balkanization

No central authority exists; rival governments complete for control. Typically, the Imperium controls the starport and orbital facilities and the regional governments answer to the governor of the Imperial reserve – so long as the tithes are paid and the world submits to the Imperial will, the High Lords care little how the world orders its internal affairs. Government takes the form of several sovereign states, a league, a confederacy, or a federal union.

Bureaucracy

Government agencies employing individuals selected for their expertise perform all governmental functions.  Often these agencies isolate themselves from the governed citizens spawning entrenched castes of bureaucrats.

Charismatic Dictatorship

A single, charismatic leader who enjoys the overwhelming confidence of the citizenry directs all state agencies. The dictator may be a revolutionary leader, messiah, religious leader or local potentate.

Monarchy

 Hereditary leadership by a single ruler who claims authority by established custom such as a Military dictator, a hereditary king or a chosen high priest.

Oligarchy

A select group of members of an organization or class, which enjoys the overwhelming confidence of the citizenry, runs the government such as a popular Junta, a revolutionary council, popular nobility or a trusted clergy. Other possible forms of Oligarchy are patriarchy, pedocracy, matriarchy, or militocracy.

Theocracy

Religious elites run the government without regard to the specific individual needs of the citizenry. Typically, this is the form of government for a Shrine World.

Feudality

A  Government of a feudal nature where each successive layer of authority derives power and authority from the one above and likewise pledges fealty.

Table 11: Government Type

D100 Roll

Result

01-03

Anarchy

04-15

Syndicracy

16-18

Democracy

18-27

Plutocracy

27-30

Republic

31-40

Technocracy

41-45

Captive Government

46-50

Balkanization

51-60

Bureaucracy

61-70

Dictatorship

71-75

Monarchy

76-85

Oligarchy

86-90

Theocracy

91-00

Feudality

 

 

 


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