Prosperitas Regiment Generator

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Regiment History

d10 Regiment Origin
1-5 Tithe Founding: A true regiment of the Imperial Guard raised from the finest stock of a world to the ranks of the Prosperitas Crusade.
6-7 Uplifted PDF: A Planetary Defence Force Regiment that was honoured for its service in the defence of its homeworld by being adopted by the Guard. Often considered lacking by snobbier Imperial Guard units and Officers.
8 Uplifted Irregulars: Brave enough to defend their world without training or equipment, this regiment draws its origins from irregular forces who were granted the honour of joining the Guard.
9 Penal Legion: Scum, criminals, murderers. This regiment was created from the discarded and unwanted criminals given a second chance in battle. This regiment is not counted as part of the Loyal One Hundred.
10 Abhuman Auxilla: Either Squats, Beastmen or Raivans this regiment is made up of Abhuman Auxiliaries and doesn’t count as part of the Loyal One Hundred

Regiment Demographic

d100 Recruitment Criteria
1-15 Volunteer: Only the brave (of which there are plenty) join this Regiment.
16-25 Veterans: Taken from the "best" of the PDF, this Regiment somehow knows less about battle than most.
26-30 Warrior tradition: Raised from birth with the expectation of service.
31-35 Nobility: Bought their right to service for honour and glory.
36-40 Pilgrims: They venerate the God-Emperor in his soldier aspect.
41-45 Modified: They have been subjected to biological and bionic modifications to make them powerful and dangerous.
46-50 Primitives: All you have to do is teach them which way the gun points.
51-55 Lottery: Selection by the God-Emperor's grace, and a little luck.
56-60 Spacers: Born on asteroids, off-world hab-stations, or void craft
61-65 Firstborn: Chosen by right of being the eldest child.
66-70 Vat-grown: Born of no flesh, forged for war, not clones, but they will never know their parents.
71-85 Gangers: They fought each other in the slums, now they fight a true enemy. (If Penal Legion was rolled, this may be taken as default)
86-95 Convicts: Serving their sentence on the front lines, the slime. (Default to this option if Penal Legion)
96-100 Multiple Sources: Roll twice on this chart

Regiment Homeworld

d100 Home World Type
1-4 Amenophis IV: A world of vast pyramid-like Hives, the soldiers of this world are often proficient in the local Khopesh sword. Hive
5-8 Agrial III: A feudal world of Ecclesiastical libraries where many young citizens join the Guard out of a fanatical faith, and a need to escape the stuffy environs. Shrine
9-12 Butonia: A feudal world recovering from a brutal civil war, the people here are pious and religious, but often under-educated peasants. Feudal
13-16 Carthusia: A wet world notable for its deep swamps and vast oceans the majority of Regiments raised from this world have some comfort with amphibious operations. Locals are highly superstitious. Imperial
17-20 Duroverum: The capital world of the Prosperitas Sector, notable for its vast social divides between powerful Nobles and Hive-dwelling scum that coexist in a planet-wide City. Hive
21-24 Gaudium: A storm-wracked oceanic hive-world that was once a centre of religion and has been turned into an overcrowded watery hive by centuries of pilgrim immigration, regiments are commonly penal units raised from unwanted scum. Hive
25-28 Helaerus III: A series of equatorial hives surrounded by dense temperate death-world forest filled with saurian predators and predatory plant-life that turn out violent regiments skilled in weapons carved from the local steelwood. Hive
29-32 Kuatis: A vast industrial world dedicated to the Guilds that run it, the regiments raised from this world are either highly equipped units sponsored by the Guilds, or worn-down workers looking for an escape from a life of industrial service Imperial
33-36 Kirkcud III: Recovering from recent civil strife, Kirkud has produced regiments used to its deep woods but lacking in discipline and known for their dislike of the Imperial social order. Imperial
37-40 Kydos: An oceanic Agri-world the Kydosians are known for their thick Northern-Annwfyn accents, their loyalty and their comfort fighting in cramped undersea tunnels, as well as aquatic operations. Agri
41-45 Lerwick: An icy storm-tossed Ocean world the people of Lerwick are used to harsh icy conditions and amphibious transports, eager to display their loyalty with the fall of their world into civil war. Imperial
50-53 Letifer Secundus: A poison-planet the inhabitants of the Hives of Letifer are known for their Alchemical talents, as much as their violent culture, generally considered ill-disciplined by their peers they have a tendency towards chemical warfare. Hive
54-57 Lubyanka (Reroll if not Penal Regiment): A frozen mining planet inhospitable to life, where penal colonists are put to forced labour in the mines. The Penal regiments from this world are survivors, eager to earn their freedom from the ice-world, and unafraid of tight tunnels and frozen tundra. Penal
58-61 Merewald: A backwards technophobic Feudal agri-world the regiments here utilised outdated technologies including those powered by steam. Regiments from here are often highly disciplined if lacking in quality equipment. Feudal
62-65 Monacus: A pleasure-world for the Imperial Nobility, the regiments of Monacus are the charitable ventures of Noble houses, or slave-regiments bought from a myriad of worlds and ‘donated’ to the Crusade by Nobles who often gamble on their careers. Hive
66-69 Persephon IV: An Ork-ravaged Agri-world, recently liberated from years of warfare against the Greenskins the regiments here are highly specialised in fighting those xenos as well as guerrilla and trench warfare after years of service. Agri
70-73 Polarnus Station: Heart and soul of the Prosperitas Crusade that has recently weathered siege and invasion from the forces of the Archenemy, the regiments raised here are capable void-born fighters often with an inflated sense of loyalty to the Crusade. Void
74-77 Vallum: A dry desert world whose once-beautiful cities have been transformed into fortresses as it stands at one of the more stable routes out of the Tenebris stormfront. Regiments here are used to defending against siege warfare and striking hard into the desert regions of their world. Fortress
78-81 Voidborn: There are many ships, asteroids, hulks and stations across the Prosperitas sector that the Imperial Guard have been known to drum up regiments from, either enforced Penal units of former pirates or more loyal voidborn these regiments are talented at void warfare. Void
81-83 Nivalis: Currently divided by civil war, the regiments that Nivalis has produced were raised in the past, used to mountain and counter-insurgency warfare they are often hardy religious folk or highborn exiles after the religious coup of their planet. Shrine
84-85 Korimesta: Once massive Hive World, the Imperial Navy recently laid ruin to this planet for rebellion, some life exists there, but what regiments do exist from Korimesta were raised in the past, urban fighters who have lost their home, many eye them with concern about their loyalties. Wasteland
86-87 Kelper Prime: Once a bastion against the Archenemy, Kelper fell to invasion in recent years, those regiments that come from there are experts at siege and guerrilla warfare against the Archenemy, and are highly motivated by their drive to retake their homeworld from the Enemy. Lost to Archenemy
88-89 Caudica Secundus: Once a vast desert mineral world with mining cities filled to the brim with the Caudican Mining Clans, the planet was wiped of life by Imperial forces due to rebellion. The surviving Regiments are talented desert fighters, tunnel fighters and even skilled armoured regiments. Dead
90-91 Strayvia: Wiped of life for Heresy, the grim Strayvian regiments are known for their brutal outlook on life, their unforgiving attitude and their utter lack of morality when it comes to the treatment of others as they fight to restore their honour in the eyes of the Crusade for their long-dead world. Dead
91-92 Caracas (Reroll if not Primitives): A brutal tribal planet ruled by an ever-changing series of tribal warlords the near-constant warfare of Caracas produces violent warriors. Feral
93-94 Morghull (Reroll if not Primitives): A stone-age planet of lost civilization and monstrous beasts, the primitive humans of this world are a hardy stock if considered to be utterly primitive. Feral
95-96 Combined (Roll twice on table re-roll if you get a ‘Combined’ result): Regiments who have suffered brutal casualties sometimes cannot reinforce from their home world, in these circumstances they can be reinforced from a nearby world, or merged with an existing regiment.
96-97 Combined (Roll thrice on table re-roll if you get a ‘Combined’ result): Regiments who have suffered brutal casualties sometimes cannot reinforce from their home world, in these circumstances they can be reinforced from a nearby world, or merged with an existing regiment.
98-99 Out-Sector: Those few regiments drawn from beyond the Prosperitas Sector are legacy units, brought with the initial invading forces they trace their history to far-flung worlds, but the blood of that world exists only in these regiments leading to family-like long-lasting units.
100 Terran: A handful of units trace their history back to foundings on Terra when the Rogue Trader Jacinta Durovera began the Prosperitas Crusade. These regiments, like most out-sector Regiments preserve the Terran blood within their ranks, and are often well-equipped, and very commonly dedicated to ceremonial duties due to their importance to the Crusade. Hive

Abhuman Auxilia Home World

d100 Abhuman Auxilia Home World Type
1-20 Bachian IV (Beastmen - Myriad): The gene-forged property of House Vilas-Lobo, the Noble House nonetheless allows the Crusade to recruit from the various species of beastmen found the planet, the most common of which are goat-headed creatures. Mining
21-40 Caracas (Beastmen – Avian): The avian Ekkara are utilized as scouts for their rapid movement and incredible vision, serving as spotters for guard Snipers and Artillery. Feral
41-60 Carthusia (Beastmen – Amphibians): The disturbing amphibious Dwellers are stealthy unsettling creatures well adapted for amphibious commando duties. Imperial
61-80 Shadowglow (Raivans): The pale night-dwelling Raivans are notable for their utter loyalty to the Imperium, their brutal knife-fighting and their talent as commandos which has earned them rare respect. Death
81-99 Void Born (Squats & Others): The stocky squats are transient workers who hail from the galactic core, but other abhumans can be found living in void enclaves. Void
100 Combined (Roll twice on table): It is incredibly rare for two abhuman cultures to be combined in one auxilia regiment but it might happen.

Regiment Tactical Information

Every Guard Regiment is a self-sufficient formation, able to live, move and fight on the battlefield and holding all the support units it needs to do so under command. As a result, Regiments hold a mix of diverse troop types, formed around a “core” of fighters trained to specialise in the Regiment’s particular role. A light infantry Regiment might hold a small unit of armour to provide overwatch and supporting firepower, but the vast majority of its troopers will still fight on foot; an Artillery regiment commands some fast-moving scouts and spotters, but their primary role is to protect and lay on the guns.

Regiment Type

d100 Regiment Type
1-16 Line Infantry: The regiment relies heavily on support, riding to the frontlines on light motor vehicles and then deploying on foot to fight, it has more heavy equipment but it does not ride its vulnerable vehicles into battle.
17-32 Light Infantry: Every Trooper is expected to carry all their equipment on them in this regiment, it can deploy fully anywhere, but carries less heavy equipment as a result.
33-40 Mechanized Infantry: Troopers deploy into the thick of battle from the back of armoured transports, bringing with them what they can fit into their transports, and having the benefit of the heavy supporting fire their transports as they deploy.
41-48 Drop Troops: By grav-chute, glider, or even primitive parachute, the regiment deploys from well above the battlefield, its equipment is light, but it can strike suddenly and without warning.
49-56 Amphibious Regiment: The regiment deploys by specialised watercraft from the sea or land-based bodies of water and is often supported by its own wet-navy assets.
57-64 Airborne Regiment: The regiment is carried into battle by airborne transports such as the Valkyrie deploying into the thick of battle with air support.
65-72 Armored Fist Regiment: The regiment includes little to no infantry, instead it specialises in the use of tanks such as the Leman Russ fighting as a massive armoured column.
73-80 Artillery Regiment: This regiment includes little to no infantry, instead it specialises in the use of artillery engines such as the Earthshaker gun.
81-88 Siege Regiment: This regiment is trained to break sieges, they have the numbers to endue the corpsegrinder approaching an enemy fortification and the sappers and engineering expertise to break them.
89-96 Reconnaissance Regiment: This regiment is primarily specialised in ranging ahead of Imperial forces in order to scout out the enemy, it is fast moving but not equipped to withstand a fight.
97-98 Grenadiers: The Regiment favours heavily armoured troops in body-encasing armour, individual troopers are more resilient but it can be slow moving without support.
99-100 Rough Rider Regiment: This regiment specialises in riding into battle on some form of riding beast or one-trooper motorised vehicle moving fast and carrying their equipment on their chosen steed.

Regimental Doctrine

d100 Regimental Doctrine
1-4 Abundant Resources: The regiment is well sponsored or comes from a world with high resources. Roll twice on the Regimental Support Table or once on the Regimental Support Table and once on the Specialist Regimental Equipment Table.
5-8 Bred for War: The regiment knows only war from birth to death, they are fearless warriors, destined to die as martyrs and do not care that is their fate.
9-12 Chemtroopers: The regiment uses chems and combat drugs to enhance its troops in battle.
13-16 Chemical Warfare: The regiment specialises in the use of toxins and poisons as part of its standard methods of war.
17-20 Close Quarters Battle: Fighting either with close-ranged weapons, or in melee, the Regiment specialises in being up front and personal with their foes.
21-24 Counter Insurgent Tactics: The regiment cut its teeth fighting against local rebellions, the Rising Flame or insurgent Chaos Cults, and is specialised in rooting out and hunting down insurgents.
25-28 Chosen Enemy (As ‘Regimental Foe’ table): The enemy rolled on the Regimental Foe table has been encountered numerous times by the regiment and they have developed tactics to fight them. In the case of Persephonian Regiments, this is always ‘Orks’ regardless of what is rolled on the table.
29-32 Favoured Terrain (Pick Type): The regiment is especially specialised in fighting in a particular terrain, usually matching that of their homeworld.
33-36 Favoured Weapons (Pick Type): The regiment is specialised in the use of a particular piece of equipment or weapon, and has an abundance of these weapons.
37-40 Guerrillas: The regiment is specialised in fighting in small independent units, it might as well not be a ‘regiment’ for anything other than paper purposes, just a collection of uniquely specialised teams that disperse across a battlefront to wreak havoc with the enemy.
41-44 Infiltrators: Though specialised equipment such as synskin or chamleoline, or simply natural training, this unit is talented at getting close to the enemy without being noticed.
45-48 Iron Discipline: This regiment does not break, it does not buckle, it fears its Commanders, Commissars or simply the God Emperor more than the enemy.
49-52 Lightning Strike: This regiment specialises in being fast-moving using modified light vehicles, athletic troops, jump packs or other methods to rapidly cross terrain and strike fast.
53-56 Monster Hunters: Raised on worlds with or experienced in fighting monstrous alien beasts this regiment is specialised in taking down monsters far larger than a human.
57-60 Scum and Villainy: This regiment is from the wrong side of the tracks and knows its way around the underworld, making it able to go to ground comfortably anywhere there is criminal enterprise renowned for its ability to scavenge up supplies where others fall short.
61-64 Tank Hunters: This regiment is specialised in taking out the armoured vehicles of the Dark Millennium, it possesses specialised training and equipment to handle such situations.
65-68 Terror Troops: This regiment has a grim reputation, often going to battle with gory trophies or costume that invokes fear in their foes, they specialise in sapping the morale of others, and causing less-sturdy enemies to break in fear.
69-72 The Finest Tutors: This regiment has had the best training and tutoring, raised in the Schola Progenia or trained by talented veterans, they are incredible well-drilled and skilled in the art of warfare as taught in the Prosperitas Sector.
73-76 Trench Fighters: This regiment is used to the grim realities of fighting in the trenches, the bitter misery, the grinding losses, the claustrophobia.
77-80 Untempered Zeal: This regiment is fanatical in its faith in the God Emperor, charging headlong into battle with zeal unmatched by their peers, only the devout warriors of the Adeptus Sororitas surpass the warrior-faith of this regiment.
81-84 Sharpshooters: This regiment drills heavily with their ranged weapons, prizing snipers and marksmen above all else.
85-88 Fit to Fight: Whether through a punishing physical training programme or a particularly zealous Medicae staff, the troopers of this Regiment take pride in being in the peak of physical health. Non-battle disease and injury casualties are always low, and the regiment can stay in the field longer before needing relief or resupply.
89-92 Ave Mechanicum: This Regiment takes its duties to the Machine-God seriously. All its equipment, from rifles to Chimaeras, is kept in perfect working order, with harsh punishments for those who fail maintenance checks.
93-96 Soldier First: Every member of the Regiment is highly drilled in basic soldiering skills, even senior officers and support units such as medicae and logistics subject to rigorous combat training. As a result, the regiment fights harder and longer on the defensive, and survives surprise attacks on command posts better.
97-100 Mission Focused: The Regiment eschews many common Guard formalities such as saluting in the field, wearing dress uniform and separating officers from soldiers, preferring to focus on defeating the enemies of the Emperor by any means possible.

Regimental Support

d100 Regimental Support
1-12 Commissariat Supervision: Either through historical distrust or close ties to the Officio Praefectus, this regiment has an increased presence of Commissars amongst its ranks to maintain discipline.
13-24 Ministorum Support: While all regiments possess their own chaplaincies, this Regiment’s faith is bolstered by the presence of zealous Preachers, liaisons from the Adepta Sororitas, swarms of Arco-flagellants or some other representation of the Ecclesiarchy thanks to its close bond with them.
37-42 Anti-Infantry Support: The regiment is well supplied with anti-infantry weapons, in the poorly equipped Prosperitas sector Anti-Infantry weapons consist of the Grenade Launcher and the Flamer, the majority of Anti-Infantry Heavy Support weapons take the form of Heavy Stubbers and Multilasers, however the Heavy Bolter is utilised in better equipped units.
43-48 Anti-Armour Heavy Support: In the poorly equipped Prosperitas sector the majority of Anti-Armour Heavy Support weapons take the form of locally manufactured missile launchers as well as autocannons.
49-54 Sniper Teams: This regiment has specialised teams armed with sniper weapons that target foes from a distance.
55-60 Engineer/Sapper Squads (Reroll if Siege Regiment): The regiment is backed by teams of skilled engineers armed with siege drills, mole mortars, mines, barbed wire and jetpacks. Either defensively or offensively against emplacements it is well equipped.
61-66 Sentinel Units: This regiment is backed by Sentinel-class walkers that act as scouts and fast-moving firing platforms.
67-72 Light Armoured Support (Reroll if Armoured Regiment): This regiment is supported by units of light vehicles such as the Hellhound family of tanks or the Tauros ATV as well as locally made LFVs.
73-76 Heavy Armoured Support (Reroll if Armoured Regiment): This regiment is supported by units of heavy armour such as the Leman Russ pattern tanks or locally made MBTs.
77-80 Artillery Support (Reroll if Artillery Regiment): This regiment is supported by artillery units such as the Earthshaker gun, or other locally made artillery.
81-84 Air Support (Reroll if Airborne): This regiment enjoys a close relationship with the Imperial Navy and can rely on aerial support for its operations.
85-88 Mechanicus Support: This regiment enjoys a close bond with the Adeptus Mechanicus, it enjoys better maintenance on its weaponry, or perhaps heavy augmentation amongst its troops.
89-90 Beast Handler Support: This regiment possesses a pool of tame unridden beasts, perhaps xenoforms, or canids, that support it in war in some form or another.
91-93 Psyker Support: This regiment ‘enjoys’ the support of Psykers from the Adeptus Astra Telepathica these strange wyrds giving it protection from the warp, as well as esoteric methods of attack.
94-96 Militarum Tempestus Support: This regiment has close ties to the Militarum Tempestus, the Storm Troopers of the Imperium, and can rely on the support of units of them in battle.
97-100 Unique Equipment: Roll on the Special Equipment Table instead
Special Equipment
d100 Special Equipment - Only roll if rolled on Regimental Support or Regiment is Well Supplied
1-10 Unique Firearm Pattern: This regiment possesses a unique firearm pattern as part of its standard equipment, such as the Hellgun or the multi-barrel repeater shotgun.
11-20 Unique Melee Weapon: This regiment possesses a close combat weapon that is unique to it and that it’s members are known for carrying, for example the Tanith ‘straight silver’ dirk to reference canon.
21-30 Unique Armour Pattern: This regiment possesses a unique style of armour, such as las-reflective scale carapace or some other technological marvel.
31-40 Unique Vehicle Pattern: This regiment possesses a unique pattern of vehicle, perhaps locally made on their homeworld, that fits their fighting style.
41-50 Enhanced Auspex: This regiment has wide access to auspex scanner technology in some form, such as squad-level preysense goggles or vehicle-mounted auspex.
51-60 Enhanced Comms: This regiment possesses rare communications technology, perhaps for inter-unit communications or offensively in the form of electronic warfare capability.
61-70 Exotic Mounts (Reroll if not Rough Riders): This regiment possesses unique riding beasts or machines that are different to the usual lighter-weight beasts or machines used by such units.
71-80 Exotic Weaponry: This regiment possess firearms that are rare in the 41st millennium such as ancient Plasma weaponry or other such rare examples of deadly weapons rarely seen in the under resourced Prosperitas sector.
81-90 Blessed Relics: This regiment carries with it some blessed relic such as a Saints standard or some other holy artefact that offers some measure of spiritual relief to its troopers.
91-100 Super Heavy Vehicles: If this regiment is an Infantry Regiment or Armoured Regiment, then it possesses a singular super-heavy tank, such as the Baneblade. If it is a mechanised infantry regiment then it possesses super-heavy transports such as the Gorgon, Crassus or Stormblade. Entire Armoured Regiments of these are so blisteringly rare that only one-such regiment exists in the Sector, hence why this is not presented.

Background Details

Regimental Flaws
d100 Regimental Flaws
1-4 Cloud of Suspicion: The regiment is dogged by the attention of the Imperial authorities for something that has occurred in its past, true or false the reputation of distrust towards the regiment follows it like a bad cloud. This has produced a siege-like mentality amongst the troops.
5-8 Condemned: This regiment has committed a grievous error and has been condemned to march unto its death denied reinforcements, expected to extinguish itself in the fires of battle.
9-12 Honour Bound: The regiment dogmatically holds onto a moral code of conduct, to it there are lines it will not cross, tactics it will not utilise. This may mark it as one of the ‘good guys’ in some folks books, but it has its price in inflexibility and irritating superiors.
13-16 Dishonoured: The regiment has suffered a great shame or slight for which it seeks to redeem itself of, having lost greatly its reputation amongst the regiments of the Prosperitas Crusade.
17-20 Incompetent Leadership: The Officer cadre of this regiment is either very inexperienced, or so arrogant it doesn’t see its flaws, often occurring in regiments where officers can ‘buy’ their commission, there is a wide gulf between the ordinary soldiers and the officers.
21-24 Regimental Rivalry (Post on the Thread if you roll this): If someone else rolls Regimental rivalry then pair those Regiments as rivals. If nobody else rolls this then you may ask another regiment to be your rivals. This regiment possesses a rivalry with one of the other regiments of the Prosperitas Crusade and will go to great lengths to prove themselves or one-up their rivals.
25-28 Scarred by Loss: This regiment has recently been deeply diminished by casualties, for new recruits it is hard to bond with older Troopers who are still mourning comrades, and many experience hostility for accidentally trespassing on the memories/lockers/bunks of the dead.
29-32 We’ve seen Things: This regiment has been deployed close to the Tenebris front or against Archenemy forces in another region, its troopers have seen things no person should, things that give them nightmares at night and make them prone to madness.
33-36 Prideful: Though regimental pride is drilled into every Trooper, this regiment is far too prideful of its history something that makes it very prone to putting the regiment’s pride before anything else, often to the detriment of a campaign.
37-40 Scum: This regiment are generally regarded as scum by their peers, either by low birth or reputation they’ve earned a nasty reputation amongst the regiments of the Prosperitas Crusade.
41-44 Atrocity: This regiment are heavily tied to a famous atrocity committed by Imperial forces, this dark stain and the suggestion of their willingness to do anything if they have orders follows it around, and makes others fear it.
45-48 New Founded: This regiment is recently founded, its officers and troopers as green as they come, they’ve barely set foot beyond their own world and have no idea about the truths about the horrors that exist in the universe beyond the world they were born on.
49-52 Naval Rivalry: This regiment does not get on with the Navy, its Officers find it hard to barter for air support with Battlefleet Prosperitas Officers, and it finds itself relegated to the worst troop-haulers the Battlefleet can find it.
53-56 Technophobic: This regiment does not get on with high technology, and has a poor relationship with the Mechanicus who view it as overly backwards and superstitious about technological devices that would otherwise aid it.
57-60 Divergent Faith: Though the regiment believes in the God-Emperor, it worships some kind of less-known or non-approved form of Them-on-Terra, it has been proven to not be heretical but this divergence from the norm earns it suspicion from religious figures and other regiments.
61-64 The Flesh is Weak: This regiment is bound close to the Adeptus Mechanicus to the point it attracts suspicion from the Ecclesiarchy for its neglect of the God-Emperor. Furthermore, the tight bonds between its Officers and the Tech Priests mean that soldiers often become the unwilling guinea pigs for unstable technology and augmentations.
65-68 Overzealous: The faith of this Regiment is unhealthy, rather than finding themselves shooting fleeing troopers Commissars find themselves actively having to hold back the regiment from giving their lives for the Emperor. This zeal often sparks violence with other regiments perceived ‘lacking’
69-72 Noble Sponsors: This regiment’s founding was sponsored by one of the Noble Houses of the Prosperitas Sector, its scions make up the majority of its Officers (regardless of their ability) and it is sometimes diverted to the benefit of the House.
73-76 Wavering Morale: The units moral has been hit by recent events, such as the destruction of Korimesta for Korimestan regiments. Its troopers are uncertain of their loyalties and vulnerable to outside influence.
77-80 Lax Discipline: The regiment is known for its unruly nature, lawless streak or culture of shrugging at regulations. Contraband is often rife amongst the ranks of such regiments, and often internal criminal rings operate within them. Other regiments don’t trust them, seeing them as spreading disorder, and preemptively keep them at arms’ reach.
81-84 Amalgamated and Unbonded: The Regiment has been stitched together from two or more antecedent Regiments, recently combined, and the gulf between the two is affecting morale and discipline.
85-88 Exhausted: The Regiment has been thrown into the maw of combat over and over again, without sufficient time to recover between deployments. Troops and equipment are close to breaking point.
89-92 Toy Soldiers: Whether originally a ceremonial Regiment now pressed into service or a wasteful noble’s pet project, the Regiment is too used to comfortable training environments and the drill square. They look good and are highly disciplined, but have no credibility in the field.
93-96 Informal: The Officers and soldiers of the regiment have a reputation for being too friendly, calling each other by first name, eating together and acting more like friends than comrades. As a result, discipline problems are rife and fellow Regiments tend to sneer at what they see as a culture of unprofessionalism, keeping their own troops separate in case the infection spreads.
97-100 Hated CO: The Regiment’s Commander is widely despised by their peers and Crusade High Command. As a result, the Regiment is always at the back of the queue when it comes to comfortable transport, requests for reinforcements and even medals and awards.
Regimental Foes
d100 Regimental Foes
1-10 Weeping Eye/Creeping Death: This unit has recently experienced fighting with the Eye-Barbarians of the Nurgle-Worshipping Warbands of the Weeping Eye and the Creeping Death. It has seen the horrors that warp-sickness and toxic weapons can induce.
11-20 The Regency: This unit has experienced fighting against the well-drilled Archenemy fanatics of the Regency successor forces that have recently arrived in the Sector.
21-30 Warp Cults: This unit has recently experienced fighting against the foul cults that boil up on Imperial worlds, such as the blood-hungry Cult of the Red Saint
31-40 Ashen Cults: This unit has recently experienced fighting against the fear-cults of the Ashen who turn Emperor worship into something dreadful and permit something otherworldly into them through their fear.
41-50 The Rising Flame: This unit has experienced fighting against the non-Archenemy rebel alliance known as the Rising Flame who plague the sector with terrorist attacks and insurgent conflict.
51-60 Pirates: This unit has experience fighting pirates on the various illegal space stations and pirate hideaways dotted around the Prosperitas Sector.
61-70 Eldar Raiders: This unit has some experience fighting the grotesque heavily-modified Eldar that form raiding parties alongside the human criminals of the Circle of Thorns.
71-80 Shavastii: This unit has experience fighting the brutally strong cyclopian xenos species known as the Shavastii who are often found aiding the Rising Flame but are their own distinct threat.
81-90 Mutants or Abhumans: This unit has experienced heavy fighting against mutated humans, usually those who fight alongside the forces of Chaos, or rebellious Abhumans.
91-100 Orks: This unit has experience fighting the Ork threat on Persephon IV, and is experienced in countering them.