Regimental Origins



“Consider your origins: you were not made to live as brutes, but to follow the light of the Emperor”
–Panoplus Propheticus, Chapter II, Verse XXXIV

Why and when did the regiment come into being? Every world owes a periodic tithe of troops to the Imperial Guard for such was as the Departmento Munitorium may decree. Other regiments are raised for a specific war or crusade and still others to counter a specific threat (such as a gathering Ork “Waaagh” or series of Xenos incursions). Some regiments are raised because of the prognostications of the Imperial Tarot while others are raised for reasons unknown.


To determine the original reason that spurred the creation of your Regiment, choose or randomize between Strategic Prognostication, Counter a Specific Threat, Normal Tithe, and Crusade. Of course, you can just as easily decide that the Regiment’s origins are lost to antiquity, and leave this part of its history obscured by the dust of time, lost to its present members.

Table 1: Reason for Founding


D10 Roll

Reason for Regiment’s Creation


Strategic Prosnostication


Counter a Specific Threat


Normal Tithe





Strategic Prognostication

The Imperium is a realm governed as much by superstition and paranoia as it is by the cyclopean bureaucracy of the Administratum. While many long-term policy decisions come about due to the work of generations of planners and strategists, just as many are the result of arcane predictions, ritual made by readings of the Emperor’s Tarot. Often, galaxy-wide strategic decisions are a bizarre combination of these two factors, interwoven over decades of debate and analysis until they both become one. In some quarters, strategic prognostication is the name of this esoteric discipline.

In the case of the founding of a new Imperial Guard Regiment, strategic prognostication may warn of a threat approaching theImperium from a given quarter; a threat so dire that only the establishment of a new Imperial Guard Regiment in the region may defeat it. In many cases, the nature of the threat will be well known and linked to ongoing wars. This was the case when the Administratum called for a thousand or so Regiments to defend the Cadian Gate from the 13thBlack Crusade. In that case, the threat was well established, and readings of the Emperor’s Tarot indicated it would greatly increase over the following centuries. In other cases, the nature of the threat is unknown at all and only becomes clear much later when a previously unimagined enemy invades. Strategic prognostication may have been the reason behind the creation of the Salvor Chem Dog Regiments, its home world located close to the already well-defended world of Armageddon.

Sometimes, the Emperor’s Tarot gives no indication at all for the reason for a new Regiment’s creation or what it is to guard against or where to deploy it – the Emperor’s Tarot simply declares that fate requires the creation of a new regiment of Imperial Guards come into being, and so it is.

Counter a Specific Threat

Often the High Lords of Terra expressly order the creation of a new regiment to counter a specific threat. Generally, the activities of a particular known foe have increased to such a level that one or more Regiments muster specifically to counter it. No Imperial Guard Regiment ever focuses exclusively on one enemy, however, and even if the new force initially counters a particular foe, it will soon be carving its name in history against a myriad of enemies. Quite often, a Regiment created with no specific remit develops a particular expertise in fighting a specific foe, and comes to regard doing so as a matter of honor. The Ork Hunters of Armageddon are an example of this, with a great many of the Regiment’s wars fought against the Ork empires that infest the border regions of the Segmentum Solar. Some crusading Regiments have claimed or been granted a home world in a region they have fought to conquer, and in so doing established a bulwark against the return of the enemy, be it secessionists, aliens or worse.

Table 2: Specific Threats

D6 Roll Result
1 Orks
2 Chaos
3 Rebels
4 Eldar (including Dark Eldar
5 Tau
6 Tyranids

Orks: Orks may well outnumber men, and their warlike empires exist throughout the galaxy, their territories often overlapping (violently) with the Imperium’s. While every Regiment in existence has fought the Orks at one point or another, many are stationed so close to Ork empires that they face them almost daily.

Chaos: Like all Imperial forces, the Imperial Guards harbor a special hatred for traitors, heretics and other corrupted enemies, for once they were brother humans. When the traitors turned to the service of Chaos they committed the most grievous of sins. At least a thousand Regiments mustered with the express mission of guarding against incursions through the Cadian Gate.

Rebels: Many regions of the Imperium seethe with anarchy, and even without the interventions of Chaos or aliens, they are lawless wastelands of treachery and misrule. Secessionists seek to throw off the yoke of Terra, heretics preach vile doctrines at odds with the Pax Imperialis and a myriad of underworld lords seek to rule their domains according to their own twisted desires. To have an Imperial Guard Regiment deployed to it, a world must have descended beyond the ability of the local Arbites and PDF units to maintain order and yet still be worth saving.

Eldar: The Eldar are a fallen race, once they ruled the galaxy but their own excesses made them ripe for destruction by the Ruinous Powers. Still arrogantly convinced of their own superiority they attack the Holy realms of Mankind either from their decadent space-going "craftworlds" or their sadistic cities held within the so-called Webway secreted in the warp. Imperial Guard regiments are raised to defend humanity from the depredations of these debased xenos. As far as the Imperium is concerned there is no distinction between Eldar or Dark Eldar - if you, as the player, wish to know which either select one or dice for it 1-2:Eldar 3-6: Dark Eldar.

Tau: The collectivist Tau would destroy the human soul with their so-called "Greater Good", to protect the worlds of man from exploitation by these wily xenos Imperial Guard regiments are raised in the regions surrounding the Damocles Gulf in order to deter agression from the "bluies".

Tyranids: These are the most vile of all Xenos breeds - they exist only to consume and destroy all other living things. The hive fleets and their splinters are a constant threat in the Eastern Fringe. The brave men and women of the Imperial Guard muster to meet and defeat this latest threat to the welfare of mankind.

Normal Tithe

Every world in the Imperium must raise regiments for the Imperial Guard. The Departmento Munitorium uses a number of factors to determine the frequency and size of such musters; including the world’s population, economic output, and technology level and so on. A regiment may number a mere 4 companies answering to a single headquarters or be broken into as many as a dozen battalions each commanding a dozen companies depending on the world of origin.

The Imperial guards can mobilize across the stars thanks to the Imperial Navy and intervene in wars for light years all around. Very few foes can withstand the brutal attack of an Imperial Guard strike force.


Many of the Imperium’s wars are in fact mighty crusades, raised from the armies of entire sectors to reclaim a lost part of the Imperium or to destroy a particular foe. Such crusades often sweep up billions of warriors most of whom are Imperial guards.


The reasons for the regiment’s founding are lost in the mists of time. No one, not even the learned remembrancers of the regiment, know the reason for the regiment’s founding. That the regiment exists is reason enough. 



To determine when your Regiment was founded, either choose a date that most suits you, or roll on the chart provided. No one knows the exact date of every Founding, or how many Regiments were created during each. To find the Founding Day of a regiment, you can pick a day (your own birthday, anniversary or child’s birthday are popular choices) or randomize a date by rolling a d12 to determine the month and ad30 (or 1d3 x 1d10) to determine the exact day.

Table 3: Regimental Founding

D10 roll




New Regiment:Typically, Regimental founding occurs as needed and the new regiment forges its traditions during its current incarnation. The demands of an ongoing campaign, a developing threat or just the normal tithe of troops to the Imperial Guard can require a new regimental founding. The regimental founding was 2d10 years ago. (ex. Tanith 1st)


Combined Regiment: The vicissitudes of war will often shatter regiments; sometimes the high command will combine such remnants to form effective fighting units. The regiment came into existence when two shattered regiments combined to form a new regiment. The consolidation occurred 1d10 years ago. (ex. 597thValhallan formed from the remnants of 301st and 296thValhallan).


Sustained Regiment:Some regiments receive constant replacements and remain in active service for millennia. The regimental founding was 1d100 x 1d20 years ago, replacement and reinforcement keeps it in the field. Individual companies or squads muster out or draw garrison duties as new troopers rotate in but the regiment remains active. (ex. Vostroyan 5th)


Re-Founded Regiment:Very successful regiments earn a glorious reputation and the high command does not like to let these glorious laurels be lost to history. Such storied regiments see many refoundings or receive continual replacements– new officers and men take up the standard and shoulder the burden of maintaining the regiment’s reputation many times over the course of history.  As many as 1d100 x 1d100 years passed since original first founding but the regiment is immortal. The last re-founding was 3d20 years ago (ex.Cadian 8th)


Traditional Regiment: The regiment hails from a specific area or region of its home world. The region has contributed troops for this regiment for time immemorial and while the regiment may be re-founded, constantly sustained or some other maintenance strategy it always keeps its identity as a matter of regional or ethnic pride (ex.Necromunda 8th)



“If we would ultimately crush the military might of the enemies of Man,
all Mankind must urgently strive toward a total war effort.”
- Lord Militant Lionel King



Some regiments are reinforced from home, such as the Valhallan 597th, maintaining its cultural links to its home world and their traditions. Others recruit over the course of a campaign, such as the Tanith 1st, slowly losing its original identity, as it becomes a cultural entity to itself. Still others maintain a camp following, such as the Necromunda 8th, recruiting new members from among the children of current soldiers.  Still others, like the 23rdBruttiam, do not receive reinforcement and when they fall below minimal combat strength, they garrison a planet. The player can choose a reinforcement strategy for the regiment or randomly determine it using Table 4: Reinforcement/Replacement Scheme.

Table 4: Reinforcement/Replacement Scheme

D10 Roll Reinforcement/Replacement Scheme
1 Sustained Replacements: The regiment receives regular replacements from home. Regiments can remain in the field almost indefinitely while individual troopers or companies might muster out or become garrison units as they are replaced by fresh troopers. (ex. Vostroyan V)
2-3 On-site Recruiting: The regiment recruits troopers from the worlds it fights on. While the regiment can remain in the field for extended periods, it slowly loses its cultural identity as outworlders are inducted into the ranks (ex. Tanith 1st)
4-6 No Replacements: The regiment has no recruiting policy - it simply fights until if falls below effective strength and musters out or into a garrison role wherever it finds itself (ex. Bruttiam 23rd)
7-10 Re-Founding: When the regiment is reduced below effective strength, the survivors rotate home to recruit new troopers and found the regiment anew (ex. Necromunda VIII)




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