Famous Regiments of the Prosperitas Crusade

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The Regiments of the Prosperitas Crusade are a vast and eclectic assortment of regiments, each with their own flaws and failings.

You can find details on how to create regiments in the Prosperitas Regiment Generator. Many of these were created by our players, who we are grateful to for their input.

Imperial Guard Regiments

The Loyal One Hundred are those Regiments that can be considered to be of the Imperial Guard - excluding those pressed into service as part of Penal Legions to work of their crimes on the frontlines of the Crusade, and those Abhumans who are considered genetically inferior and thus not deserving of the honour of being recognised amongst the ranks of the Guard.


Agrial 3rd (‘The Agrial Volunteers’)

Regiment Origin: Tithe Founding
Recruitment Criteria: Volunteer
Home World: Agrial III
Regiment Type: Line Infantry
Regimental Doctrine: Fit to Fight
Regimental Support: Ministorum Support
Regimental Flaws: Incompetent Leadership
Regimental Foes: Eldar Raiders

While the Third aren’t the only volunteer regiment raised on Agrial, they were the first full-volunteer force and remain the most prestigious; their insistence on using “The Agrial Volunteers” as their regimental nickname sometimes raises hackles amongst the others who could lay claim to it, but the weight of history has so far meant the name has stuck. The force takes full advantage of its recruitment pool on Agrial, a world of shrines and study, to ensure it is well supported with medicae and priests, even on occasion offering scholarships to promising medical students willing to commit to military service; health and morale are therefore higher than might otherwise have been expected. This abundance of medical staff also means it is remarkably common for personnel from the Agrial Volunteers to be reassigned to other units to fill a skills gap; starting out one’s career in the Third is no guarantee that one’s career will end there. Unfortunately this same scholarly recruitment pool has often led to overconfident young officers convinced that a familiarity with the histories of Macharius is all one needs to command victory; most of them eventually learn, when confronted with the realities of war, that they are no Macharius.


18th Amenophis Light Infantry

Regiment Origin: Tithe Founding
Recruitment Criteria: Volunteer
Home World: Amenophis IV
Regiment Type: Light Infantry
Regimental Doctrine: Close Quarters Battle
Regimental Support: Unique Equipment
Special Equipment: Unique Melee Weapon: Khopesh
Regimental Flaws: Divergent Faith - the Emperor-As-Sun
Regimental Foes: Ashen Cults

Raised from the desert Hive-World of Amenophis, these robust infanteers have a reputation for being fearsome in close combat, using light boarding shields and short khopesh swords to devastating effect in the claustrophobic confines of urban Hives and aboard ships.


45th Butonian Loyal Volunteers

Regiment Origin: Tithe Founding
Recruitment Criteria: Volunteer
Home World: Butonia
Regiment Type: Line Infantry
Regimental Doctrine: Soldier First
Regimental Support: Ministorum support
Regimental Flaws: Scum
Regimental Foes: Rising Flame

A Regiment recruited from volunteers amongst the feudal serfs on Butonia, the 45th has a reputation for devoutness and piety that has drawn a significant number of delegations from the Adepta Sororitas and Adeptus Ministorum to the Regiment's side as they have fought action after action against Rising Flame insurrectionists across the sector.


10th Carthusian Cavalry ('The Marshwalkers')

Regiment Origin: Tithe Founding
Recruitment Criteria: Veterans
Home World: Carthusia
Regiment Type: Armoured Fist
Regimental Doctrine: Tank Hunters
Regimental Support: Engineer/Sapper Squads
Regimental Flaws: Atrocity
Regimental Foes: Mutants/Abhumans

Loyal service in other Carthusian regiments eventually makes one eligible for transfer to the Marshwalkers. The swampy nature of their homeworld requires that their drivers in particular are very skilled. They are an armoured regiment rare for their defensive prowess as well as their offensive capability, they specialise in combating other armoured columns and will go to great lengths to do so; Sector history records that when ordered to ambush and destroy an enemy regiment advancing on a town, they chose to withdraw, placing their tanks in concealed firing positions in the overlooking hills. As the enemy secured the town, the Marshwalkers detonated the explosives they had placed all through the settlement. Between that and the barrage they laid down to remove any possibility of survivors, they achieved their objectives admirably. It is regrettable for their reputation that in order not to arouse suspicion in the enemy forces they neither warned nor evacuated the town's civilian population, whose souls now rest with the Emperor.


14th Caudican Mechanised

Regiment Origin: Tithe Founding
Recruitment Criteria: Veterans, Lottery
Home World: Caudica Secundus
Regiment Type: Mechanised Infantry
Regimental Doctrine: Counter-Insurgency
Regimental Support: Heavy Armoured Support
Regimental Flaws: Amalgamated and Unbonded
Regimental Foes: Rising Flame

Created from the remnants of several Caudican regiments - most notably heavy armoured units from the 3rd Cavalry and uplifted PDF elements evacuated before the planet’s destruction - the 14th Caudican Mechanised is a hybrid regiment with an uncertain future. It is expected that the regiment will likely be merged with other units within the next decade due to the difficulties in arranging reinforcement from among the Caudican diaspora, much to the shame of its senior officers who mourn the slow death of the once-proud traditions of the Caudican armoured corps.

22nd Caudican Raiders

Regiment Origin: Tithe Founding
Recruitment Criteria: Volunteer, Spacers
Home World: Caudica Secundus
Regiment Type: Reconnaissance Regiment
Regimental Doctrine: Close Quarters Battle
Regimental Support: Mechanicus Support
Regimental Flaws: Scarred by Loss
Regimental Foes: Weeping Eye

An ill-fated regiment founded just prior to the Caudican Exterminatus, the 22nd Raiders were originally intended to be a fast, elite reconnaissance regiment destined to support the brushfire insurgencies of the Rimward Marches. However, despite a highly successful Tithe founding, barely half their personnel made it off the planet before the Exterminatus burned their homeworld to ashes. The 22nd spent much of the intervening decade kicking its heels and slowly bleeding personnel to desertion and low morale, only permitted occasional subunit-level skirmishes with the Archenemy, until Crusade High Command finally sent the order in the mid 590s that the Caudican regiments could once more recruit from diaspora populations. The regiment has since travelled across the mining outposts surrounding Polarnus in an aggressive recruitment campaign, and swelled with the ranks of young Caudicans eager to take the fight to their Enemy, is ready for battle once again.


15th Duroverum Airborne

Regiment Origin: Tithe Founding
Recruitment Criteria: Firstborn
Home World: Duroverum
Regiment Type: Airborne Regiment
Regimental Doctrine: Close Quarters Battle
Regimental Support: Ministorum Support
Regimental Flaws: Scarred by Loss
Regimental Foes: Weeping Eye

Hive-clearance specialists, the 15th Duroverum suffered heavily during the Fall of Nivalis as they fought alongside Ecclesiarchy forces. Many soldiers were killed in transport crashes as Imperial forces lost air superiority; their restrictive recruitment rules have meant that they are struggling to replenish their numbers.


Gaudium 53rd (‘The Gaudium Thunderbolts’)

Regiment Origin: Tithe Founding
Recruitment Criteria: Volunteers / Gangers
Home World: Gaudium
Regiment Type: Drop Troops
Regimental Doctrine: Monster Hunters
Regimental Support: Heavy Armoured Support
Regimental Flaws: Lax Discipline
Regimental Foes: Shavastii

Officially, the Thunderbolts are an entirely volunteer force. Unofficially, it’s something of an open secret that there are volunteers and ‘volunteers’ - it’s amazing how eager your average ganger is to sign up for the Thunderbolts when they’ve been rounded up at gunpoint and offered the option as an out from a trial likely leading to the penal legions. Unsurprisingly, the military discipline of the Regiment suffers from the use of this tactic to make up the numbers, partly because the ganger recruits bring their bad habits with them, partly because of the internal squabbles between volunteers and… volunteers. Fortunately, they do make up for it with a gung-ho disregard for their own lives, pitching themselves quite literally headlong into the fray; the more skilled of their commanding officers channelling the internal rivalries into competition for the most, or frequently the most impressive, kills per squad.


Helaerus Reconnaissance Regiment

Regiment Origin: Tithe Founding
Recruitment Criteria: Firstborn
Home World: Helaerus
Regiment Type: Reconnaissance
Regimental Doctrine: Fit to Fight
Regimental Support: Light Armoured Support
Regimental Flaws: Informal
Regimental Foes: Mutants and Abhumans

The Helaerus Reconnaissance Regiment are their planets' most talented scouts and rangers. Famed for their physical fitness, they hold an unofficial Sector record for longest distance traversed on foot by a Regiment in a week - and their range is only increased by their fleet of light fighting vehicles, heavily adapted for use in dense jungle. Before her assignment to the colony of Macharion CDXI, the HRR were commanded by the notoriously brusque Halina Chenau, and they still retain much of the command culture she inculcated during her years at the top.


Helaerus 12th (‘The Steelwood Rams’)

Regiment Origin: Tithe Founding
Recruitment Criteria: Vat-Grown
Home World: Helaerus
Regiment Type: Artillery
Regimental Doctrine: Abundant Resources
Regimental Support: Heavy Armoured Support
Special Equipment: Unique Armour Pattern
Regimental Flaws: Prideful
Regimental Foes: Pirates

In the early days of Helaeran settlement, vat-grown labourers were used as an expendable workforce to clear out space for additional hives from the hostile planet; that task achieved, the vats were repurposed to meeting the world’s tithe obligations. Inculcated from the vat with their Regiment’s training regime and propaganda, the Rams - named for the siege equipment, not the animal, and touchy about it - grow up fiercely loyal to and proud of their Regiment and its equipment, which notably incorporates the steelwood of their home. Used to rolling over the smashed rubble of opposition, they are noted as lacking tact in personal affairs; amongst their own, a faceoff leading to a fistfight will result in minimal hard feelings once the tensions dissipate amidst the violence they were bred for, but this is not always the case when deployed alongside other forces.


Kelper First-In-Exile

Regiment Origin: Uplifted Irregulars
Recruitment Criteria: Firstborn
Home World: Kelper Prime
Regiment Type: Line Infantry
Regimental Doctrine: Trench Fighters
Regimental Support: Commissariat Supervision
Regimental Flaws: Hated CO
Regimental Foes: Weeping Eye

Raised shortly after the fall of Kelper Prime, this regiment was founded off the back of a number of notable Kelper noble families-in-exile, including a large contingent of young Officio Praefectus graduates who threatened to resign their commissions if the regiment was not founded. The hard core of this regiment is made up of household troops of the various families, being old but extremely veteran survivors of the ongoing siege warfare on their home world, supplemented by eager young minor nobility desperate to prove their worth and be given the honor of leading the assault to re-take their homeworld - a constant refrain that has won them no favours among Crusade Command.


Kelper 10th Sappers

Regiment Origin: Uplifted Irregulars
Recruitment Criteria: Warrior Tradition
Home World: Kelper Prime
Regiment Type: Reconnaissance Regiment
Regimental Doctrine: Guerillas
Regimental Support: Engineer Squads
Regimental Flaws: Wavering Morale (occupation of Kelper)
Regimental Foes: Weeping Eye/Creeping Death

Famed across the Sector for their proficiency with ambush tactics and improvised explosives, the Kelper Sappers often send bright instructors to teach at the Guard academies for sappers, ammunition technicians and explosive ordnance disposal specialists.


15th Kirkcud Foot Regiment

Regiment Origin: Tithe Founding
Recruitment Criteria: Volunteers
Home World: Kirkcud III
Regiment Type: Light Infantry
Regimental Doctrine: Soldier First
Regimental Support: Sentinel Units
Regimental Flaws: New Founded
Regimental Foes: Mutants and Abhumans

The 15th is the newly-founded unit under the command of the former General of Kirkcud's PDF, Count Bhaltair Stirling. They have not yet been tested in serious combat, though their commander pushes every member of the unit hard to make sure that when that day comes every soldier will be ready for the fight.


21st Kirkcud Very Light Infantry

Regiment Origin: Uplifted PDF
Recruitment Criteria: Veterans
Home World: Kirkcud III
Regiment Type: Reconnaissance
Regimental Doctrine: Sharpshooters
Regimental Support: Light Armoured Support
Regimental Flaws: Hated CO
Regimental Foes: Rising Flame

The Very Light Infantry started life as a PDF forward-scouting unit. Cutting their teeth on the endless, roiling unrest on Kirkcud, they distinguished themselves with their ability to respond to the sporadic and dispersed attacks on Imperial infrastructure and personnel characteristic of the not-quite-rebellion that is a fact of life on the planet. Governor mac Sachairi has recently rewarded them with Regimental status and a fleet of all-terrain vehicles to further increase their rapid-response capability, but their commander has won no friends amongst their new colleagues in the Crusade, who see her as too common, too brash and, most unforgivably, too Annwfyn for their liking.


Korimesta Spar-Guard

Regiment Origin: Uplifted PDF
Recruitment Criteria: Volunteer
Home World: Korimesta
Regiment Type: Grenadiers
Regimental Doctrine: Terror Troops
Regimental Support: Anti-Infantry Support
Regimental Flaws: Informal
Regimental Foes: Weeping Eye/Creeping Death

Beginning their existence first as the arms-length enforcers of the Korimestan nobility, this unit grew in size and strength along with their brutal successes. Eventually formalised as a PDF unit when they became too large to be deniable, their expertise at taking on gangers translated well to taking on more organised foes; for this they came to the attention of Crusade High Command, who rewarded them with full Regimental status, and shipped them offworld to fight on the borders of the Tenebris Subsector. Their origins as little more than a sponsored gang are still evident in the loose hold they have on military tradition and formality, as well as the showy displays of violence that mark them out to their foes; their lack of a regimental number has caused them issues with Departmento Munitorum.


17th Korimestan Regiment

Regiment Origin: Tithe Founding
Recruitment Criteria: Gangers
Home World: Korimesta
Regiment Type: Light Infantry
Regimental Doctrine: Favoured Terrain: Urban
Regimental Support: Sappers
Regimental Flaws: Scarred by Loss
Regimental Foes: Weeping Eye/Creeping Death

The 17th Korimestan are recruited from volunteers mostly around Hive Primus, and as such were designated as a ‘Highland Regiment’ - the lands around the Hive were once mountainous before they were buried by urban sprawl. They specialise in urban warfare - especially hive fighting. Squads of combat sappers, skilled at clearing obstacles common to these environments, support the 17th in this. Recruitment focuses on the lowborn, often gangers or other criminals; other regiments are sometimes mistrustful of them. The recent disasters that have befallen Hive Primus as well Korimesta itself have had a huge impact on the recruitment for the 17th, and they recently suffered heavy losses against Weeping Eye forces, including the loss of the infamous ‘Sump Dogs’, a company recruited entirely from a Hive Primus underhive gang.


2nd Lerwick Airborne ('The Comets')

Regiment Origin: Tithe Founding
Recruitment Criteria: Volunteer
Home World: Lerwick
Regiment Type: Drop Troops
Regimental Doctrine: Lightning Strike
Regimental Support: Sniper Teams
Regimental Flaws: Prideful
Regimental Foes: The Regency

The Comets' distinctive white-and-red carapace is often a welcome sight on battlefields that have ground to a stalemate, as their drop capability allows them to outflank or overrun entrenched enemy positions and bring an end to a long engagement. However, the bad grace with which they celebrate their victories has earned them some approbation - other regiments do not always appreciate the Comets claiming all the credit for a six month battle they only showed up to the last few days of. The quality of troops is generally high, though the availability of officers' commissions for purchase means that command roles are not always held by the most skilled.


Letiferan First Armoured

Regiment Origin: Tithe Founding
Recruitment Criteria: Uplifted PDF, Volunteer
Home World: Letifer Secundus
Regiment Type: Armoured Fist
Regimental Doctrine: Chemical Warfare
Regimental Support: Mechanicus Support
Regimental Flaws: The Flesh Is Weak
Regimental Foes: The Rising Flame

A well-regarded armoured cavalry unit, the First are equipped with heavily-modified Chimaera-pattern tanks which specialise in chemical and biological warfare. The boast of the Letiferan troops is that they have a “suitable vintage for every occasion and any company”. The Regiment’s greatest record is a minor skirmish on the Tenebris border, where a single well-mixed shell was recorded as killing six thousand, three hundred and eight combatants, two thousand civilians, all livestock on the western continent and the grain crop for the next four decades.


9th Letiferan Amphibious Regiment

Regiment Origin: Tithe Founding
Recruitment Criteria: Volunteer
Home World: Letifer Secundus
Regiment Type: Amphibious Regiment
Regimental Doctrine: Untempered Zeal
Regimental Support: Commissariat Supervision
Regimental Flaws: Exhausted
Regimental Foes: Eldar Raiders

The 9th are regarded as a bit of an oddball Regiment on their home planet, whose water bodies are so contaminated and corrosive as to be totally impassable - but they have not seen it in decades, having been deployed to much wetter and cleaner worlds in a long-running series of actions opposing the strange Aeldari, fanatic in their intent to drive away the hated Xenos in the name of the God-Emperor. Their opponents' mobility gives the Regiment no time for respite, and they are moved from planet to planet with no opportunity for rest and recuperation. Even with their almost unmatched zeal, the Regiment is starting to waver, and they have been assigned extra Commissars to try and hold their morale above breaking point.


12th Merewald Regiment of Foot ('The Gladewardens')

Regiment Origin: Tithe Founding
Recruitment Criteria: Warrior Tradition
Home World: Merewald
Regiment Type: Light Infantry
Regimental Doctrine: Favoured Terrain (Forest)
Regimental Support: Unique Equipment
Special Equipment: Unique Firearm: Warden Carbines
Regimental Flaws: Toy Soldiers
Regimental Foes: Warp Cults

The Gladewardens were once the regiment of Baron Peyton Caerlyn, before he became head of his house. They have a rich history, and Regimental tradition records that it was originally founded by game-wardens and groundskeepers of House Caerlyn, and their descendents still make up the bulk of the Regiment's personnel. The Regiment is still heavily sponsored by that House, which helps to pay for the special lasguns that the Gladewardens are issued. Shortened from standard length so as to be more effective in dense forest environments, each Warden Carbine is custom-made for its wielder in a process that can take up to a year, with focusing lenses hand-ground to exacting precision mounted in bodies carved from beautiful, expensive woods and bound in brass. The care and attention to detail in their construction ensure that the short barrels and lack of standardisation leave them no less accurate or effective than a standard lasgun - in fact, side-by-side testing generally demonstrates the Warden Carbine to be a superior weapon. Since the departure of Baron Caerlyn, the Regiment has served mainly ceremonial duties and has seen little action, much to the annoyance of the proud professionals who make up its ranks.


18th Merewald Fusiliers

Regiment Origin: Tithe Founding
Recruitment Criteria: Lottery
Home World: Merewald
Regiment Type: Light Infantry
Regimental Doctrine: Iron Discipline
Regimental Support: Artillery Support
Regimental Flaws: Technophobic
Regimental Foes: Rising Flame

Despite the backwards Merewaldian attitude to technology, the Fusiliers have a strong reputation across the Subsector. Their excellent foot drill, line discipline and courage under fire have been remarked upon by Crusade High Command as the pinnacle of everything a light infantry regiment should hope to achieve. Their distinctive bright red uniform tunics and tan topi helmets are a sight to stir Imperial pride and piety among civilians from the Rimward Marches to the Tertius border.


19th Merewald Regiment of Foot

Regiment Origin: Tithe Founding
Recruitment Criteria: Firstborn
Home World: Merewald
Regiment Type: Light Infantry
Regimental Doctrine: Favoured terrain- Hills/Mountains.
Regimental Support: Light Armoured Support- Hellhounds.
Regimental Flaws: Regimental Rivalry
Regimental Foes: Ashen cults

Following the success of the 18th Merewald Fusiliers across the sector, the Departmento Munitorum decided that the remote Agri World had perhaps more to offer than they had first thought. The 19th's first actions after founding have been clearing Ashen Cults out of the mountainous regions across the sector. To aid them in flushing out the heretics from the dense terrain, the Regiment has been allocated a significant number of Hellhounds which have been unsurprisingly modified to "Merewaldian standards" - which means amongst other things that the 19th's armoured support have a ready supply of hot water for a brew, and that the Hellhounds contain significantly more stills than the Regiment's Commissar would like. Though this has caused the Regiment's Officer's Messes to be a popular destination for visitors from other regiments in the same warzone due to the excellent selection of gins on offer.


2nd Persephonian Mechanised Regiment

Regiment Origin: Tithe Founding
Recruitment Criteria: Convicts
Home World: Persephon IV
Regiment Type: Mechanised Infantry
Regimental Doctrine: Chemtroopers
Regimental Support: Sentinel Units
Regimental Flaws: Scum
Regimental Foes: Orks

The 2nd Persephonian is not a Penal Legion - technically. For those whose crimes are minor or petty, prison sentences might not be lifelong - but those who are released from incarceration are shunned by society and often have nothing to go back to. The 2nd sweep up this detritus and give them a way to serve Them-on-Terra once more. Dosed with chems and shoved out of the back of transports to face a tide of green Xenos, it is a low and rough existence, but the soldiers of the 2nd live it with pride, grateful for a second chance and what technically amounts to freedom. Other Regiments view them with distaste, and rarely appreciate the semantic divide that separates them from the convict units of the Penal Legions.


13th Persephonian Training Regiment

Regiment Origin: Tithe Founding
Recruitment Criteria: Volunteers
Home World: Persephon IV
Regiment Type: Line Infantry
Regimental Doctrine: Favoured terrain- Hills/Mountains
Regimental Support: Anti-Infantry Support
Regimental Flaws: Wavering Morale
Regimental Foes: Orks

Never intended to see combat, the 13th were thrown into battle during the desperate attempt to defend their homeworld from the ever-growing threat of the Orks. Inexperienced and unready, they barely held together during the savage fighting in the Persephonian mountains - but they held, earning battle honours for what is now used in the Guard propaganda as outstanding service in the face of impossible odds. Inevitably, the survivors were rotated out and transferred to permanent units, and the 13th has a new cadre of recruits, as fresh and untrained as ever before.


23rd Persephonian Light Infantry ('The Greenwatch')

Regiment Origin: Uplifted Irregulars
Recruitment Criteria: Volunteers
Home World: Persephon IV
Regiment Type: Light Infantry
Regimental Doctrine: Guerillas
Regimental Support: Anti-Infantry Support
Regimental Flaws: Informal
Regimental Foes: Orks

The Greenwatch started out as a group of Persephonian citizens whose settlements had been overrun by the Ork menace. Forming an unofficial militia, they took to the hills to harry the greenskins in any way they could, using whatever weapons they could lay their hands on. Crusade High Command took note of their successes, and as part of the push to stabilise Persephon gave them official status and arranged for the Departmento Munitorum to supply them with weapons and armour. While they lack cohesiveness - and indeed many of the formal structures and procedures of a regular Regiment - they are undeniably effective operating as small, semi-independent bands who strike at targets and disappear before the enemy can mount a response.


41st Persephonian Armoured

Regiment Origin: Tithe Founding
Recruitment Criteria: Pilgrims
Home World: Persephon IV
Regiment Type: Armoured Fist
Regimental Doctrine: Iron Discipline
Regimental Support: Ministorum Support
Regimental Flaws: Scarred by Loss
Regimental Foes: Orks

The heavy tanks of the 41st Armoured are not famous for their martial achievements. Though the Regiment has a proud battle history, they are better known for their practice of flying huge banners from their vehicles, and for the intricate and beautiful paintings that cover every inch of the hulls. The flags and paintings are exclusively devotional, with the most common subjects being the Warrior-Emperor and St. Leonidas, since the troops of the 41st are, to a soldier, devoted believers in the righteous glory of war. Their shrine-tanks formed the frontline of the defence against the Orks in 593.M41, but sadly, great numbers of the iconic vehicles were lost along with their crews in the fierce fighting. The Regiment is currently seriously under-strength, and with their extremely selective recruiting criteria and dependence on supply of new tanks, it may be some time before they return to full fighting capability.


1st Chartist Infantry ('The Voidrangers')

Regiment Origin: Tithe Founding
Recruitment Criteria: Vat-Grown
Home World: Voidborn
Regiment Type: Light Infantry
Regimental Doctrine: Favoured Weapons (Shotcannons)
Regimental Support: Unique Equipment
Special Equipment: Unique armour pattern (Armoured Voidsuits)
Regimental Flaws: Exhausted
Regimental Foes: Pirates

Over 450 years ago, with the Gothic War draining supplies and personnel from the Prosperitas Sector, Crusade High Command leant on the Chartist Fleets to give up some of their people for a new Regiment. Unwilling to remove crew from their ships, the merchants instead set up a facility aboard a derelict freighter to grow an entire Regiment from scratch. The result is one of the strangest Regiments to grace the Sector. Armed with shotcannons, whose spray of pellets is unlikely to puncture voidship hulls, and cased in specialised armoured voidsuits, the Voidrangers' unique talents have seen them carving bloody trails through pirate havens across the Sector. The recent sharp uptick in pirate activity that has accompanied the breakdown of order in the Prosperitas Sector has put the Voidrangers under a lot of pressure; while they sorely need some leave, the military needs of the Imperium come first.


Penal Legions

Freed from imprisonment to face service in the Prosperitas Crusade for their crimes, the Penal Legions are gatherings of violent criminals and military personnel spared punishment for their crimes in exchange for service to the Crusade. These Regiments are suspended death sentences, as they are treated as expendable fodder by their superiors and implanted with various devices to prevent them from breaking their oaths.

513th Amalgamated Penal Legion ('The Automats')

Regiment Origin: Tithe Founding
Recruitment Criteria: Vat-grown + Convicts
Home World: Olethros Secunda (technically), House Vilas-Lobo
Regiment Type: Drop Troops
Regimental Doctrine: Mission Focused
Regimental Support: Ministorum Support
Regimental Flaws: Overzealous
Regimental Foes: Shavastii

According to the Adeptus Administratum records, this regiment is a tithe-regiment of Olethros Secunda; the result of an alliance of… dubious divinity between Forgeworld Naximus and House Vilas-Lobo, the 513th Amalgamated Penal Legion are vat-grown exclusively from genetic samples of convicts sentenced to death on hundreds of worlds where the Great House hold sway, their flesh given new form in an opportunity to redeem their sins. The Adeptus Ministorum, unsurprisingly, keep a very close eye on this regiment, but even the most mono-dominant preacher has cause to admire their thorough, unwavering, single-minded devotion to the God-Emperor and their mission - for they are taught that only in success or martyrdom can their debt of sin be wiped clean, and their genetic code removed from the genebanks that birth the next generation’s soldiers.


74th Persephonian

Regiment Origin: Penal Legion
Recruitment Criteria: Convicts
Home World: Persephon IV
Regiment Type: Siege Regiment
Regimental Doctrine: Chosen Foe- Orks
Regimental Support: Commissariat Supervision
Regimental Flaws: Prideful
Regimental Foes: Orks

It takes a special kind of person to proud of serving in a Penal Legion; it takes a lot of those special people to create the 74th. During the long campaign on Persephon IV, supply problems amongst the regiments and the PDF created by necessity a network of black market racketeers who could provide whatever their regiment needed - Earthshaker shells, painkillers, Prometheum, whatever. This understandably didn’t please the Departmento Munitorum, who spent many years trying to stamp out this practice but due to the necessity of having units able to function, a blind eye was turned. However, following the victory on Persephon that “immunity” has been lifted and the rings of racketeers have been arrested and following trials sentenced to Penal servitude, and so the 74th was founded a regiment of criminals whose crimes were, as they see it, committed in the Emperor's name in order to save Persephon IV.


Abhuman Auxilla

Abhumans find rare freedom from their controlled existence as genetically inferior creatures within the bounds of the Prosperitas Crusade. Recruited for the unique physiological quirks they have, these creatures find some degree of respect from their peers that they often do not find in other walks of life when they enter service to the Imperial military.

5th Bachan Auxillary.

Regiment Origin: Abhuman Auxilla
Recruitment Criteria: Gangers
Home World: Bachian IV
Regiment Type: Line Infantry
Regimental Doctrine: Tank Hunters
Regimental Support: Unique
Special Equipment: Enhanced Comms
Regimental Flaws: Incompetent Leadership
Regimental Foes: The Regency

Initially envisioned as a penal legion, the 5th eventually formed as an alternative to penal service for troublemakers amongst the mining communities of Myriad. In their first few engagements, however, they deported themselves with great valour, proving themselves tough enough to cope with extreme conditions that many other regiments struggle in. Their officers are drawn from the cadet lines of House Vilas-Lobo and are regarded by some to be the chaff the House wants rid of. They earned their reputation as competent hunters of enemy armoured vehicles after a fierce engagement against The Regency in recent engagements.


Caracan Abhuman Detachment No. 16

Regiment Origin: Abhuman Auxilla
Recruitment Criteria: Warrior Tradition
Home World: Caracas
Regiment Type: Reconnaissance
Regimental Doctrine: Chosen Enemy (Abhumans)
Regimental Support: Commissariat Supervision
Regimental Flaws: Lax Discipline
Regimental Foes: Abhumans

Detachment Sixteen is a support unit made up mostly of Ekarans, who come from a group of settlements on Caracas designated specifically by the Imperium to supply this unit. The unit has now been stationed in the swamps of Carthusia for nearly twenty-five years - brought in to help deal with restive local populations of amphibious abhumans, their keen eyesight made them utterly invaluable for spotting insurgent groups sneaking across the flooded terrain, and successive local commanders have fought tooth and nail to keep Detachment Sixteen from being transferred elsewhere. Unfortunately, as with all abhumans, they cannot keep to the standards of order expected of those who are part of the glorious Imperium - not without significant encouragement in the form of watchful Commissars.


Shadowglow 49th Auxilla

Regiment Origin: Abhuman Auxilla
Recruitment Criteria: Volunteers
Home World: Shadowglow
Regiment Type: Light Infantry
Regimental Doctrine: Guerillas
Regimental Support: Sniper Teams
Regimental Flaws: Lax Discipline
Regimental Foes: Regency

The Shadowglow 49th, whilst technically defined as a light infantry regiment of the Militarum Auxilla, is more properly understood as one of a number of administrative constructs that act as an overall framework for various more-or-less independent Raivan units. Deployed as small detachments to other units on a scale of companies or platoons to provide specialist support as commandos, these units are well known for their brutal efficiency, their valour under fire, and their casual attitude towards any regulations that they happen to disagree with. The Shadowglow regiments’ long list of battlefield successes, combined with their near-fanatical loyalty to the Imperium, does something to assuage concerns around their unruliness - but the prevailing attitude among many Militarum regiments is to give the Raivans as wide a berth as possible when not engaged in battle.