Finishing Details

BELIEFS

“No army is big enough to conquer the galaxy but faith alone can overturn the universe”
–Ecclesiarch Deacis IX

Every Regiment has its own body of beliefs and practices unique. Some Regiments inherit a great deal of the rites and traditions of the culture from which they recruit, while many more are so steeped in their own history and tradition that they are quite unique. This section presents just a few possible Regiment variations on the Imperial Cults, and having some idea of their nature and history is a great way to add depth to a character.

THE EMPEROR ABOVE ALL

The Regiment holds the Emperor as the ultimate object of its devotions and adheres to one of the main factions of the Imperial cult. This is especially likely to be the case with Regiments more recent vintage than those that carry vestiges of pre-Imperial and early Imperial beliefs.

HONOR THE ANCESTORS

The Regiment worships one of its own heroes above all others. Although the Regiment fully acknowledges the Emperor, they regard a local hero or messiah as an intercessional figure who sits at the right side of the Emperor.

DEATH CULT

The Regiment’s beliefs center not on one particular figure, but on the more abstract notion of death itself.  The cult defines its very existence by their ability to slay their foes. The vast majority of guardsmen die in battle and this Regiment embraces the fact. Regiments that follow this belief system to an extreme adorn themselves in all manner of deathly fetishes and even partaking of gristly trophy taking.

TOTEM CREATURE

Many Regiments have as their symbol some form of animal, either an actual creature or one from mythology. Many aspire to the qualities displayed by the creature, displaying related motifs in their livery and titles. Some even utilize tactics and weapons inspired by the manner in which their totem creature fights or hunts.

THE DIVINITY OF MAN

While all Regiments are exhorted to detest mutation in all its forms, some take this belief to such an extent that they believe that they were made according to the perfect vision of the Emperor and that xenos, mutants and abhumans are utterly inferior. Some carry this notion through to a rejection of artificial augmetics, preferring death to the dishonor of concealing weakness with machine implants and totally abhor the very sight of the Adeptus Mechanicus.

STEEL OVER FLESH

The exact opposite of those who revere the purity of the human form, there are those Regiments that believe that the flesh is weak and that only steel can withstand both time and the rigors of eternal war. The Skittari Regiments of the Adeptus Mechanicus are one of the better-known practitioners of this doctrine, who replace entire limbs with bionic equivalents. Such Regiments often maintain close links with the Adeptus Mechanicus, and the Omnissiah is likely to feature to some degree in their religious practices.

ESOTERIC BELIEFS

A small number of Regiments have inherited quite unusual beliefs from the cultures they recruit from, and these have become intermixed with their veneration of the Emperor. In the 41st Millennium,autochthonic religions merge into the Imperial Cult, so the practice is not entirely without precedent and it is very common amongst the Imperial Guard. In addition, the Adeptus Mechanicus worships a deity calledtheOmnissiah, which is held by most (though not all) tech-priests to be an alternative personification or manifestation of the Emperor. Many native populations display henotheistic practices, worshipping the Emperor not as a god seated upon a golden throne, but residing in the heart of the sun that burns in their world’s sky. Others worship the ocean, storm, sky, fire or any numbers of similar aspects that may over time come to signify the Emperor in the Regiment’s own rituals and teachings.

Table 16: Beliefs

D10 Roll

Result

1-2

The Emperor Above All

3

Honor the Ancestors

4

Death Cult

5

Totem Creature

6-7

The Divinity of Man

8

Steel Over Flesh

9-10

Esoteric Beliefs

CURRENT STATUS

 “A good general does not lead an army to destruction simply because he can” 
– Tactica Imperium

Throughout the ten thousand year history of the Imperium, many Regiments have risen to glory before receding into obscurity. Some burn brightly, but are consumed in the fires of their own victories, while the fickle hand of fate struck down others. The Tactica Imperium counsels a Regimental commander to husband his forces with the utmost care and to take a strategic view on its status, casting his mind forward into the future so that it may stand against any threat that may emerge. Most Regiments strive to maintain a standing force of at least 6 companies, plus additional officers and specialists, but the tides of war and disaster rarely allow such a luxury. The most fortunate and well husbanded of Regiments may be able to field the requisite companies, but invariably each will be at least a handful under strength. In the aftermath of an arduous campaign, a Regiment may be well below strength and require several years to recover fully. Some Regiments hover at the verge of extinction, having suffered a terrible defeat or bitter misfortune, and can field but a handful of warriors. To determine which of these applies to your new Regiment, select a result or roll randomly from those presented in Table 17: Regiment Status.

Table 17: Regiment Status

d10 roll

Result

1

Endangered:The Regiment numbers only a handful of Companies or less having suffered devastating losses in combat, accident, or isolation from replacements and resupply. If recovery is even possible, it will take many years. Endangered regiments are often posted as garrisons or consolidated with other regiments to return them to fighting strength.

2–4

Under Strength:The Regiment is recovering from a defeat or accident that occurred several years ago, or has recently suffered heavy losses. It is probably at a minimum of half strength, and should return to nominal strength within a decade.

5–9

Nominal:The Regiment is at full strength although some specialized appointments may be empty, but the Regiment is fully fit for battle.

10

Over Strength: Some Regiments are over strength or reinforced. Perhaps it recently absorbed the remnants of a shattered regiment, received replacements from home or just has been very successful in recruitment as well as on the battlefield.

FRIENDS AND ENEMIES

“Judge a man by the quality of his enemies”
–Judge Devra Balik, Ordo Hereticus

Imperial Guard regiments operate far from home and rarely have the opportunity to form ties to the populations they protect, the vicissitudes of war have often brought about unlikely alliances and rivalries. Perhaps a Regiment stood alongside another Imperial Guard regiment during an especially grueling campaign, or conversely, perhaps the Regiment’s actions earned it the disapproval of some Imperial body.

Having an idea of how the Regiment interacts with other Imperial institutions can provide fluff hooks, campaign ideas and modeling suggestions. The player must determine the exact details of the Regiment’s view towards these various bodies and it is worth thinking about how the bodies in question feel towards the Regiment. Finally, depending on other factors, it may be worth rolling more than once on these tables especially if the Regiment in question is especially antagonistic towards other groups or has a history of clashing with them.

If the Regiment somehow has the same result for both Friend and Enemy, the result is likely to indicate a “love-hate” relationship with that group. Alternatively, the player may decide that the group has differing factions or leaders that deal with the Regiment in different ways.

Table 18: Regiment Friends

d100 roll

Result

1–5

Administratum

6–15

Adeptus Arbites

16–30

Adeptus Astartes Chapter (choose or invent one)

31–35

Adeptus Astra Telepathica

36–45

Adeptus Mechanicus

46–50

Adepta Sororitas Order (choose any one)

51–55

Adeptus Titanicus Chapter (choose any one)

56–58

Astropaths

59–60

Chartist Captain

61–65

Ecclesiarchy

66–75

Another Imperial Guard Regiment

76–79

Imperial Navy (choose a particular fleet or ship)

80–85

Inquisition (choose a particular faction or inquisitor)

86–88

Navigators

89–91

Officio Assassinorum

91–93

Planetary Defense Force of a specific world (create a name for that force)

94–98

A Rogue Trader dynasty

99

Schola Progenium

100

Scholastica Psykana

 

Table 19: Regiment Enemies

d100 roll

Result

01–02

Roll on Table 26: Regiment Friends to determine the Regiment’s Enemy.

03–31

The Orks (alternatively, you may select a particular Waaagh! or Warboss)

32–42

The Eldar (alternatively, you may select a particular Craftworld or leader)

43–51

The Tyranids (alternatively, you may select a particular Hive Fleet)

52–68

Traitors (i.e. a Traitor Titan Legion, Chaos pirates, renegade Imperial Guard, etc.)

69–79

A particular Daemon, Daemon Prince or Disciple of Chaos

80–87

A particular Chaos Legion (i.e. a traitor legion or chapter of Space Marines)

88–97

The Dark Eldar (alternatively, you may select a particular Kabal or leader).

97–98

The Tau (alternatively, you may select a particular Tau force or leader)

99–100

Other (choose one force or group, such as aliens or heretics or a specififi c cult)

REGIMENT NAME

Sons of the Emperor! My brothers! I see in your eyes the same fear that would take the heart of me! A day may come when the courage of men fails, when we forsake our friends and break all bonds of fellowship. But it is not this day. An hour of woes and shattered shields when the age of Men comes crashing down! But it is not this day! This day we fight! By all that you hold dear, I bid you stand Men of the Imperial Guard!
–Commissar Vigo Vestenak, Frigid Creek Guards, prior at the Battle of the Pygmalion Fields

All regiments have a designation – a number and the name of their home world, an example is the 8thCadian. However, a storied regiment will quickly earn a name. The 1stTanith became known as theTanith First and Only, the 8thCadian is the Lord Castellan’s Own. Your Imperial Guard Regiment isn’t some bunch of faceless footsloggers, they are the very best their home world can offer and it needs a name, a title by which the annals of Imperium celebrates its deeds and by which its enemies know their doom is upon them. The name of a Regiment often describes it some way, linking to its troopers’ essential character or mission. A new Regiment might earn its title in many ways. Sometimes the High Lords of Terra bestow the name at the Regiment’s Founding, linking it to some sacred duty the Regiment must perform. In other cases the Regiment may earn its name in the years following its founding, fighting battle after battle until an appropriate title presents itself.

If you haven't invented the name of the regiment's home world, now is a good time to do so. You can use one of the worlds invented by GW (Valhalla, Mordia, Catachan, Tallarn, Atilla, Cadia, Krieg, Armageddon, etc.) or invent one of your own based on your own idea for the regiment. If you are really stuck, you can use or select one from Table 21:World Names.

The Warhammer 40,000 universe is very much a galaxy of hats, if you haven't already selected a cultural milieu for your regiment you can select (or dice for) one from Table 20: Cultural Milieu

To determine your regimental number simply roll a d100 and use the result.

Table 20: Cultural Milieu

 

D20

Result

1

Stone Age [Lit: 5%]:Fire has found Its way Into most homes, sharpened sticks and stones form the warrior's basic armament, the lever is the most complex machine, domesticated animals provide food and companionship and building villages is coming Into vogue. This covers everything from the classic cave dweller up to pre-Columbian American Indians.

2

Bronze Age [Lit: 20%]:Metalworking, walled cities, stone monuments, sailing ships, the wheel, and simple writing are the rage. Well-to-do warriors wear metal armor and wage war with spears, swords, bow and arrows. Ancient Greece and Egypt, the Celts of Europe and the peoples of the Biblical Middle East are examples.

3

Iron Age [Lit: 30%]:Achievements Include iron working (a harder metal than bronze), the keystone arch and the use of concrete In building to encourage quick development of large cities. Common soldiers wear metal armor and huge stone hurling, wall-bashing mechanical siege machines take some of the guesswork out of flattening enemy fortresses. Imperial Rome Is the -Classic- example of this Tech Level. Education Points: 8

4

Medieval Age [Lit: 10%]:The well-to-do warriors use steel (a harder metal than Iron) weapons and armor. Crossbows make even poorly trained troops into deadly foes. This Is a period noted for retrogression, even degeneration and loss of technical and social gains made In earlier ages. Medieval Europe and Feudal Japan typify this Tech Level. Education Points: 4

5

Renaissance [Lit: 35%]:Rediscover of learning advances vigorously. Gunpowder makes major changes In the waging of war, movable type printing speeds the spread of Information. Technological ability mirrors that of 1350-1800 in Western Europe.

6

Industrial Revolution [Lit: 40%]:Steam engines drive boats and land transportation, while steam-powered machinery replaces hand manufacturing, allowing mass production of goods. Cures for some diseases come into vogue. Electricity comes into use to a limited extent for communication and Illumination. Typical techno-culture found in Europe and the U.S.A. of the 1800's.

7 -8

Engineering Age [Lit: 60%]:Internal combustion engines or electricity power most forms of transportation, Including personal cars, warmachines, and fixed-wing aircraft. Radio, television, suborbital rockets and small automatic weapons are developing. This Is the late 19th century through pre-WW2 20th century Western powers, just before atomic escalation.

9-10

Technologic Age [Lit: 80%]:Nuclear power creates both electricity and deadly weapons. Orbital spacecraft visit nearby satellites and "unmanned” probes explore other planets In the solar system. Industrial lasers, small computers, and organ transplants are commonplace.

11-13

Fusion Age [Lit: 90%]:Energy created through the combining, not destruction of matter. Laser weapons replace projectile weapons in most armies. "Manned” exploration of the solar system, establishment of orbital space cities and scientific colonies on other planets within system. Cold sleep- used for long Interplanetary trips. Most manufacturing completely automated. Early Imperial-era Technology

14-16

Imperial Age [Lit: 95%]:Faster-than-light (FTL) drives drastically reduce travel time between stars, but months, even years are still needed or Interstellar travel. Exploration & colonization of the galaxy begins. Fully sentient, self-aware computers and artificially intelligent robots perform tasks formerly only possible by humans.  FTL communication allows Information to travel between stars. Powerful non-laser energy weapons found on large ships and battle machines. Energy shields protect large vehicles and craft. Gravitic repulsors negate the effects of gravity. Man-portable Fusion and Plasma Weapons are available, this typifies the mainstream of Imperial technology

17

Ultra-tech Age [Lit: 95%]:Worlds are completely terraformed and/or moved from their orbits into ones that are more suitable. Robots are often physically indistinguishable from life forms Synthetic life forms are commonplace.  Transmatter technology allows matter to be broken down and transmitted from place to place. The Dark Age of Technology had abilities like this.

18

Dysonian Age [lit: 95%]:Actual manufacture of worlds, including large Dyson spheres that enclose suns and ring worlds that whirl about them Is possible.  The Eldar at their height were capable of such technical feats.

19

Super-culture [Lit: 95%]:This Is usually not part of a common culture, but is or was an advanced alien race that flourished and then disappeared long before current space-faring races really understood that banging rocks together could make fire. Their artifacts, if workable, work through mental interaction and most have no moving parts or visible power sources.  Literally, anything is possible.  The Slann, C’Tan, and the “Old Ones” are examples of a Super-Culture.

20

Mixed technology: Roll again The result Is the culture's base technology. Next roll a d6 on the table below:

1-2 A key aspect of the culture’s technology is more typical of a higher Tech level (such as transmatter used by a Federation starship to beam crew planeside).

3-5 A key aspect of the culture's technology Is more typical of a lower Tech Level (say, steam-powered space ships).

6 HI and low technological achievements are Intermixed. Usually more true for alien cultures that have developed along different lines than humanity.

 

 

Table 21: World Names

D666

Result

111

Aexe Cardinal

112

Agripinaa

113

Al-Arach

114

Albertus

115

Amerigo Secundus

116

Amistel

121

Anark Zeta

122

Ancreon

123

Arcadia

124

Armageddon

125

Arminiun

126

Arphista (Penal Legions)

131

Asgard (Rangers)

132

Attilan Rough Riders

133

Aurelia

134

Baldackia

135

Bale

136

Baran

141

Bar-El (Penal Legions)

142

Belis Corona

143

Belisar

144

Bifrost

145

Blackshard

146

Blitzen

151

Bongolesia

152

Borodian

153

Borovia

154

Brimlock

155

Britan

156

Bucephalon

161

Cadia

162

Calasi

163

Calligula

164

Calth

165

Canadal

166

Cardosia

211

Carthage Major

212

Cartigian

213

Catachan

214

Corona 

215

Cromaryn

216

Cthonia

221

Darillia

222

Deneb

223

Dernhelm

224

Desednia

225

Devash

226

Diepr

231

Dniepr

232

Domman

233

Drook VI

234

Elitor Magna

235

Elysia

236

Erebus

241

Finreht

242

Flotte

243

Fornus Lix

244

Fortis Binary

245

Framlingham

246

Fremas

251

Gereon

252

Gravalax

253

Gryphonne IV

254

Gudrun

256

Hadleys Hope

261

Hagia

262

Harakon

263

Hasdrubel

264

Heidrun

265

Herodor

266

Hydra

311

Hyra

312

Hyrkan

313

Ivinia

314

Jago

315

Jant Normanidus

316

Jenen

321

Jopall

322

Jouran

323

Jumael IV

324

Kado

325

Kallistan

326

Kanak

331

Kantael

334

Kastafore

335

Kaurava

336

Kellersburg

341

Ketzok

342

Kirva

343

Knovia

344

Kolstec

345

Konig

346

Kovnia

351

Krieg

352

Kronus

353

Kroshin                                   

354

Krourk (Ogryn)

355

Last Reach

366

Latar

411

Lelithar

412

Lexxia

413

Logres (Ice World)

414

Lorentian IV

415

Lostock

416

Lyubov

421

Macharia

422

Madien

423

Magdella

424

Maimon

425

Manninen

426

Mariner

431

Mershan

432

Methusela

433

Minerva

434

Mnenom

435

Moloch

436

Monglor (Ogryn)

441

Monthax

442

Moradia

443

Morbidia

445

Mordant Prime

446

Mordia

451

Mordion

452

Nacedon

453

Naga

454

Narmenia

455

Narsine

456

Necromunda

461

Nocta

462

Ocanon

463

Ontanople

464

Orcallia

465

Paladius

466

Pannonia

511

Patria

512

Periremunda

513

Perlia

514

Petrostok

515

Phantine

516

Phobos

521

Phonosar

522

Phyressia

523

Phyruss

524

Polladen

525

Praetoria

526

Pragar

531

Pyran

532

Ramilles

533

Red Moon

534

Ritzos

535

Riverine

536

Riza

541

Roane

542

Sameter

543

Samothrace

544

Sapiencia

545

Sarenia

546

Sarpoy

551

Savlar

552

Sebastin VI

553

Semtexia

554

Sentrek

555

Slavok

556

St. Khorran

561

Stalinvast

562

Sturm Pioneers

563

Tahnel

564

Tallarn

565

Tanith

566

Tekarn

611

Terrax

612

Teutonia

613

Thanatos

614

Tharinga

615

Thracia

616

Triplex Fall

621

Typhon

622

Urdesh

623

Ussura

624

Utica IV

625

Valeria

626

Valhalla

631

Validius

632

Valstadt

633

Van De'Man's World

634

Vardan

635

Varolia

636

Vastadt I

641

Velluria

642

Vendoland

643

Ventan

644

Vervun Primary

645

Vintor

646

Vitria

651

Volpone

652

Volscan

653

Voltemond

654

Vorgarn

655

Vorradion

656

Vostroya

661

Wrawbach

662

Xanadu

663

Xenophon

664

Zenonia

665

Zouva

666

 Zuven

 

BATTLE CRY

“Let your words be the last thing they hear.”
–Chaplain Scolasti, Adeptus Astartes Red Wolves to the 10th Company before the Blooding

Every Regiment has a battle cry, the single emboldening call voiced by its leaders as they lead the charge on the foe. Many relate to the Regiment’s home world or its Primarch, while others recall some great victory the memory of which drives the Battle-Brothers onwards into the fury of battle. Listed on this page are some examples of Imperial Guard battle cries, which the player might like to bellow when his character is engaging a particularly fearsome enemy!

Example Battle Cries:

  • “For the Emperor!”
  •  “For the glory of (insert home world)!”
  • “Remember (insert specific battle)!”
  • “Suffer not the unclean to live!”
  • “No fear, no pity, no remorse!”
  • “Forward, for the glory of the Emperor!”
  • "Tulta munille!" (Fire at their balls!)"
  • "Today is a good day to die!"
  •  “By the power of the Golden Throne!”
  • "This is where we fight! This is where they die!"
  • “Whoever is for the Emperor, follow me!”
  • “Our enemy tires, we attack!”
  • “Enemies shall die, blood shall be spilt, and worlds shall fall! For death, for vengeance, for the Emperor and mankind!”
  • “<Regiment Name> are upon you!”
  •  “Victory or Death!”
  • “Blood, Death and Vengeance!”
  • “The Emperor and No Quarter!”
  • “Cut them down!”
  • Nosti inimici delenda est!” (Our enemies must be destroyed!)

 

 


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