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	<updated>2026-04-30T05:12:01Z</updated>
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		<id>https://www.deathuntodarkness.org/w/index.php?title=Psychic_Powers_List&amp;diff=3493</id>
		<title>Psychic Powers List</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Psychic_Powers_List&amp;diff=3493"/>
		<updated>2022-10-16T18:00:21Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Designer Note:&#039;&#039;&#039; All the powers beneath have suggested fluff for how they work, how a player chooses to represent their psyker using their abilities is entirely up to them for example the Smite power might represent a psyker firing bolts of fire and lightning, but it might equally represent hurling psychically charged playing cards at ones opponents - the goal of removing the traditional &#039;disciplines&#039; is to increase flexibility in how each Psyker roleplays their abilities.&lt;br /&gt;
&lt;br /&gt;
=== Basic Powers ===&lt;br /&gt;
&lt;br /&gt;
All Psykers gain the following two powers;&lt;br /&gt;
&lt;br /&gt;
===== Psyniscience =====&lt;br /&gt;
All Psykers have the capacity to sense the presence of the Warp pressing in against the physical world giving warning of impending disturbances in reality or the thinning of the veil or all manner of other minor perceptions of the warp - after spending some time concentrating you may ask a member of the Game Team a question about the state of warp or the veil in your immediate area,&lt;br /&gt;
&lt;br /&gt;
===== Deny the witch =====&lt;br /&gt;
All Psykers are just as capable as each other at warding off the attacks of their fellows, they may call Warp Deflect to any Psychic effect or &#039;&#039;ranged&#039;&#039; call with Warp attached at the cost of one willpower.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Psychic Powers ===&lt;br /&gt;
All psykers may select &#039;&#039;&#039;four&#039;&#039;&#039; of the following powers as their powers;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Bioetheric Vampirism =====&lt;br /&gt;
The psyker reaches into their foe and begins to draw from them the literal energies that keep the body animate in order to cause them to wither and suffer;&lt;br /&gt;
&lt;br /&gt;
* You may call up to five calls of &#039;&#039;&#039;Warp Weaken&#039;&#039;&#039; at targets within 5-metres every 5s - this cannot be used again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You may &#039;&#039;&#039;push&#039;&#039;&#039; this Rote or &#039;&#039;&#039;expend a willpower&#039;&#039;&#039; to;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spend 10s focusing the warp&#039;&#039;&#039; to gain an additional 5 calls of &#039;&#039;&#039;Warp Weaken&#039;&#039;&#039; as if you had &#039;&#039;&#039;Recuperated&#039;&#039;&#039; - you may do this multiple times but it counts as pushing again every time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Domination =====&lt;br /&gt;
Either through shifting fate to cause an individual to act in a certain way to digging telepathic hooks into them, this Psyker can get another to act in a way they wish;&lt;br /&gt;
&lt;br /&gt;
* Every 10s you may call &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039;  followed by a single word command; this command cannot bring harm to the individual (such as &amp;quot;die).&lt;br /&gt;
&lt;br /&gt;
You may &#039;&#039;&#039;push&#039;&#039;&#039; this power to;&lt;br /&gt;
&lt;br /&gt;
* Make commands longer than a word - &#039;&#039;&#039;to make these fatal you must expend a willpower&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Compel an individual to answer a question that would yield important information such as &amp;quot;Would you kindly tell me the codes to the Atomic Device?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Extrasensory Perception =====&lt;br /&gt;
Either thanks to warp-enhanced senses, psychometry or just plain fate-manipulating luck this Psyker has the ability to be surprisingly fortunate and perceptive about the world around them - they may;&lt;br /&gt;
&lt;br /&gt;
* You may perform [[Scanning (Auspexes &amp;amp; Other Scanners)#Warp_Augury|Warp Augury]] You may use the Warp &#039;&#039;&#039;Scan&#039;&#039;&#039; call at up to arm’s length from you by calling a specific target, at will. You may call &#039;&#039;&#039;Scan&#039;&#039;&#039; once at vocal range before needing to Recuperate and meditate&lt;br /&gt;
&lt;br /&gt;
You may &#039;&#039;&#039;push&#039;&#039;&#039; this ability to;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Find a member of the Game Team.&#039;&#039;&#039; After ten seconds of examining a problem you may search your pockets, bags or the surrounding area in order to find an object relevant to the problem you wish to overcome. Such as having a perfectly bent hair-clip to take the place of a key - if the ref present determines you cannot find anything relevant then you may gain a piece of insight (such as a feeling of foreboding that you do not want to open that door).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Use psychometry&#039;&#039;&#039;, after a period studying a clue that you lack an appropriate lore or trait to read the associated clue card of - you may read it. This effect cannot be used again until you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Guide =====&lt;br /&gt;
Through glances into the future, sensing the mind of another being in order to predict their movements or simply telekinetically bending bullets in flight, this psyker is capable of guiding bullets to their target;&lt;br /&gt;
&lt;br /&gt;
* The psyker may append &#039;&#039;&#039;Warp&#039;&#039;&#039; onto melee or ranged calls made with wargear or unique traits representing weapons - these can be their own calls or those of another - you may do this up to three times before you must &#039;&#039;&#039;Recuperate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* In addition the Psyker has unnaturally good aim, they may call &#039;&#039;&#039;Weaken&#039;&#039;&#039; up to three times at range or in melee before you must &#039;&#039;&#039;Recuperate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The psyker may &#039;&#039;&#039;push&#039;&#039;&#039; for the following effects;&lt;br /&gt;
&lt;br /&gt;
* Spend 10s unmoving and channeling the warp you regain your use of the above ability as if you had &#039;&#039;&#039;Recuperated&#039;&#039;&#039;  - you may do this multiple times but must spend will or count as pushing again every time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Harden the Veil =====&lt;br /&gt;
Those psykers known as “thumaturges” by the Ordo Malleus are trained to wield the warp as a weapon against daemons casting them out with rites that harden the veil against them;&lt;br /&gt;
&lt;br /&gt;
* This psyker may call &#039;&#039;&#039;Sanctic Knockback&#039;&#039;&#039; once every 3s - they may do this up to 5 times before they must &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You may &#039;&#039;&#039;push&#039;&#039;&#039; or &#039;&#039;&#039;expend a willpower&#039;&#039;&#039; to do the following;&lt;br /&gt;
&lt;br /&gt;
* Spend 10s unmoving and channeling the warp you regain your use of the above ability as if you had &#039;&#039;&#039;Recuperated&#039;&#039;&#039;  - you may do this multiple times but must spend will or count as pushing again every time.&lt;br /&gt;
&lt;br /&gt;
* Gain 5 calls of &#039;&#039;&#039;Sanctic Bolt&#039;&#039;&#039;, this may repeated, but costs willpower when it is.&lt;br /&gt;
* Call &#039;&#039;&#039;Mass Sanctic Knockback&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Mind War =====&lt;br /&gt;
It is sometimes said that the best weapon against a Psyker is another Psyker - it is possible for a Psyker astrally projecting themselves across distances to engage their fellows in a battle of will devastating them or even flinging their souls into the warp;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Get a member of the Game Team&#039;&#039;&#039; you may target another Psyker you are aware of and spend an amount of Willpower that individual blindly spends their own Willpower - if they fail to bid higher than your bid, then they become Bleeding or in some cases have their souls chucked into the warp. You may target psykers who you are nowhere near but must have met them in person first - the consequences of long-distance conflicts and conflicts with Daemons can be different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Read the Strands of Fate =====&lt;br /&gt;
Looking into the future or indeed past is a near-impossible task, any Diviner will tell you that getting a clear vision of either is impossible and staring too long into it, almost certainly will drive one mad because it is a constantly shifting skien - but it is possible to to get...glimpses;&lt;br /&gt;
&lt;br /&gt;
* Prior to an event if you have taken this power, inform the Game Team - you will begin the event with a single piece of Prophetic Information - this is not nearly as reliable or providing of such clarity as a character with the &#039;&#039;&#039;Spymaster&#039;&#039;&#039; trait would receive.&lt;br /&gt;
&lt;br /&gt;
You may attempt to do this at a game as a &#039;&#039;&#039;Psychic Ritual.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Shield =====&lt;br /&gt;
Be it due to luck, or summoning up a wall of force to protect them from this Psyker is capable of shielding themselves against most mundane attacks;&lt;br /&gt;
&lt;br /&gt;
* The psyker may call &#039;&#039;&#039;Warp Deflect&#039;&#039;&#039; to any call that is not Sunder and does not have Null attached &#039;&#039;&#039;at the cost of one willpower&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You may &#039;&#039;&#039;push&#039;&#039;&#039; for the following effect.&lt;br /&gt;
&lt;br /&gt;
* May call &#039;&#039;&#039;Warp Deflect&#039;&#039;&#039; once to any call with the exception of &#039;&#039;&#039;Warp&#039;&#039;&#039;, &#039;&#039;&#039;Burn&#039;&#039;&#039;, &#039;&#039;&#039;Mass&#039;&#039;&#039; or &#039;&#039;&#039;Boom&#039;&#039;&#039; calls - if there is an obvious target close to you that the attack could have hit you may call the call you deflected against them. &#039;&#039;&#039;You may not use this again until you have Recuperated&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Shock =====&lt;br /&gt;
Either with coruscating blasts of warp or bio-etheric lightning, or by simply causing machines to glitch in their presence to even simply sending psychic screams into the heads of others, this psyker is capable of disrupting machines and the body with electrical shocks;&lt;br /&gt;
&lt;br /&gt;
* The Psyker may call &#039;&#039;&#039;Warp Shock&#039;&#039;&#039; or &#039;&#039;&#039;Warp Haywire&#039;&#039;&#039; against targets within 5-metres every 30s.&lt;br /&gt;
&lt;br /&gt;
The psyker may &#039;&#039;&#039;push&#039;&#039;&#039; for the following effect;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;After 10s focusing the warp and not moving&#039;&#039;&#039;, make one call of &#039;&#039;&#039;Mass Warp Haywire&#039;&#039;&#039; or &#039;&#039;&#039;Mass Warp Shock&#039;&#039;&#039;. They may not use this again until they have Recuperated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Smite =====&lt;br /&gt;
Summoning forth a bolt of force, or bio-etheric lightning, or simply hurling objects at their target, the Psyker turns their powers into a deadly weapon;&lt;br /&gt;
&lt;br /&gt;
* May call &#039;&#039;&#039;Warp Bolt&#039;&#039;&#039; or &#039;&#039;&#039;Warp Knockback&#039;&#039;&#039; at targets within 5-metres - you may use this five times after which you cannot use this again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You may push&#039;&#039;&#039; or &#039;&#039;&#039;expend a willpower&#039;&#039;&#039; to do the following;&lt;br /&gt;
&lt;br /&gt;
* Spend 10s unmoving and channeling the warp you regain your use of the above ability as if you had &#039;&#039;&#039;Recuperated&#039;&#039;&#039;  - you may do this multiple times but must spend will or count as pushing again every time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;After 10s focusing the warp and not moving&#039;&#039;&#039;, make one call of &#039;&#039;&#039;Mass Warp Knockback&#039;&#039;&#039; - this cannot be used again until you &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Warp&#039;s Blessing =====&lt;br /&gt;
Be it through adjustment of fate, gravity or simply the physical form, this Psyker is able to alter their form in a fashion that enhances their abilities. &lt;br /&gt;
&lt;br /&gt;
These flesh-altering blessings can cause horrendous damage and cause bodies to reject bionics in forms enhanced with them - &#039;&#039;&#039;you may not use them on characters with the Bionic Enhancements&#039;&#039;&#039; trait, including yourself if you have them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You may expend a willpower&#039;&#039;&#039; to use these powers on another or yourself, a character may only ever have one Warp Blessing at a given time;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Transfer Life/Fate:&#039;&#039;&#039; After spending ten seconds re-knitting someone&#039;s form with the warp you may call &#039;&#039;&#039;Get It Together&#039;&#039;&#039; on them.&lt;br /&gt;
** &#039;&#039;&#039;Drawback:&#039;&#039;&#039; If they are not Bloodied this reduces you to 2 endurance, if they are &#039;&#039;&#039;Bloodied you become Bloodied&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Steel the Flesh:&#039;&#039;&#039; Either by hardening the skin or instructing the individual on a specific path they must take though the battlefield they no longer suffer disabled limbs as a result of the &#039;&#039;&#039;Bolt&#039;&#039;&#039; and &#039;&#039;&#039;Rend&#039;&#039;&#039; calls and the &#039;&#039;&#039;Bolt&#039;&#039;&#039; call does not reduce them to Bleeding if it hits their torso rather it removes 2HP, but still prevents them regaining hits.&lt;br /&gt;
**&#039;&#039;&#039;Drawback:&#039;&#039;&#039; A character with this blessing cannot move faster than a slow walk as their limbs are stiff or they follow the path set out for them and may not use &#039;&#039;&#039;Deflect&#039;&#039;&#039; calls from sources that describe them as dodging - it takes 5s to shake of this blessing  to move as normal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Protective Talisman:&#039;&#039;&#039; Hand the target a minor token of emotional significance. They gain two temporary points of Endurance that remain until they are used. &#039;&#039;&#039;You may only give away one token at any one time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Purify the Form:&#039;&#039;&#039; They target of this blessing may instantly recover from the &#039;&#039;&#039;Weaken&#039;&#039;&#039; condition from a character and this purges the body of any chems as well as any recently acquired lesser mutations (those gained from Warp Phenomena/Dramatic Effects but not those from Scars or Traits).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Warpflame =====&lt;br /&gt;
Either though igniting the air by agitating atoms with pyrokinetic force, or by simply calling forth multicoloured flames a Psyker can ignite their foes with blasts of flam;&lt;br /&gt;
&lt;br /&gt;
* You may call &#039;&#039;&#039;Warp Burn&#039;&#039;&#039; up to three times - before you must &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You may &#039;&#039;&#039;push&#039;&#039;&#039; or &#039;&#039;&#039;expend a willpower&#039;&#039;&#039; to do the following;&lt;br /&gt;
&lt;br /&gt;
* Spend 10s unmoving and channeling the warp you regain your use of the above ability as if you had &#039;&#039;&#039;Recuperated&#039;&#039;&#039;  - you may do this multiple times but must spend will or count as pushing again every time.&lt;br /&gt;
&lt;br /&gt;
* After 10s focusing the warp and not moving, make one call of &#039;&#039;&#039;Warp Boom&#039;&#039;&#039;. They may not use this again until they have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Psychic_Powers_List&amp;diff=3492</id>
		<title>Psychic Powers List</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Psychic_Powers_List&amp;diff=3492"/>
		<updated>2022-10-16T18:00:10Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Extrasensory Perception */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Designer Note:&#039;&#039;&#039; All the powers beneath have suggested fluff for how they work, how a player chooses to represent their psyker using their abilities is entirely up to them for example the Smite power might represent a psyker firing bolts of fire and lightning, but it might equally represent hurling psychically charged playing cards at ones opponents - the goal of removing the traditional &#039;disciplines&#039; is to increase flexibility in how each Psyker roleplays their abilities.&lt;br /&gt;
&lt;br /&gt;
=== Basic Powers ===&lt;br /&gt;
&lt;br /&gt;
All Psykers gain the following two powers;&lt;br /&gt;
&lt;br /&gt;
===== Psyniscience =====&lt;br /&gt;
All Psykers have the capacity to sense the presence of the Warp pressing in against the physical world giving warning of impending disturbances in reality or the thinning of the veil or all manner of other minor perceptions of the warp - after spending some time concentrating you may ask a member of the Game Team a question about the state of warp or the veil in your immediate area,&lt;br /&gt;
&lt;br /&gt;
===== Deny the witch =====&lt;br /&gt;
All Psykers are just as capable as each other at warding off the attacks of their fellows, they may call Warp Deflect to any Psychic effect or &#039;&#039;ranged&#039;&#039; call with Warp attached at the cost of one willpower.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Psychic Powers ===&lt;br /&gt;
All psykers may select &#039;&#039;&#039;four&#039;&#039;&#039; of the following powers as their powers;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Bioetheric Vampirism =====&lt;br /&gt;
The psyker reaches into their foe and begins to draw from them the literal energies that keep the body animate in order to cause them to wither and suffer;&lt;br /&gt;
&lt;br /&gt;
* You may call up to five calls of &#039;&#039;&#039;Warp Weaken&#039;&#039;&#039; at targets within 5-metres every 5s - this cannot be used again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You may &#039;&#039;&#039;push&#039;&#039;&#039; this Rote or &#039;&#039;&#039;expend a willpower&#039;&#039;&#039; to;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spend 10s focusing the warp&#039;&#039;&#039; to gain an additional 5 calls of &#039;&#039;&#039;Warp Weaken&#039;&#039;&#039; as if you had &#039;&#039;&#039;Recuperated&#039;&#039;&#039; - you may do this multiple times but it counts as pushing again every time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Domination =====&lt;br /&gt;
Either through shifting fate to cause an individual to act in a certain way to digging telepathic hooks into them, this Psyker can get another to act in a way they wish;&lt;br /&gt;
&lt;br /&gt;
* Every 10s you may call &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039;  followed by a single word command; this command cannot bring harm to the individual (such as &amp;quot;die).&lt;br /&gt;
&lt;br /&gt;
You may &#039;&#039;&#039;push&#039;&#039;&#039; this power to;&lt;br /&gt;
&lt;br /&gt;
* Make commands longer than a word - &#039;&#039;&#039;to make these fatal you must expend a willpower&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Compel an individual to answer a question that would yield important information such as &amp;quot;Would you kindly tell me the codes to the Atomic Device?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Extrasensory Perception =====&lt;br /&gt;
Either thanks to warp-enhanced senses, psychometry or just plain fate-manipulating luck this Psyker has the ability to be surprisingly fortunate and perceptive about the world around them - they may;&lt;br /&gt;
&lt;br /&gt;
* You may perform [[Scanning (Auspexes &amp;amp; Other Scanners)#Warp_Augury|Warp Augury]] You may use the Warp &#039;&#039;&#039;Scan&#039;&#039;&#039; call at up to arm’s length from you by calling a specific target, at will. You may call &#039;&#039;&#039;Scan&#039;&#039;&#039; once at vocal range before needing to Recuperate and meditate&lt;br /&gt;
&lt;br /&gt;
You may &#039;&#039;&#039;push&#039;&#039;&#039; this ability to;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Find a member of the Game Team.&#039;&#039;&#039; After ten seconds of examining a problem you may search your pockets, bags or the surrounding area in order to find an object relevant to the problem you wish to overcome. Such as having a perfectly bent hair-clip to take the place of a key - if the ref present determines you cannot find anything relevant then you may gain a piece of insight (such as a feeling of foreboding that you do not want to open that door).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Use psychometry&#039;&#039;&#039;, after a period studying a clue that you lack an appropriate lore or trait to read the associated clue card of - you may read it. This effect cannot be used again until you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Guide =====&lt;br /&gt;
Through glances into the future, sensing the mind of another being in order to predict their movements or simply telekinetically bending bullets in flight, this psyker is capable of guiding bullets to their target;&lt;br /&gt;
&lt;br /&gt;
* The psyker may append &#039;&#039;&#039;Warp&#039;&#039;&#039; onto melee or ranged calls made with wargear or unique traits representing weapons - these can be their own calls or those of another - you may do this up to three times before you must &#039;&#039;&#039;Recuperate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* In addition the Psyker has unnaturally good aim, they may call &#039;&#039;&#039;Weaken&#039;&#039;&#039; up to three times at range or in melee before you must &#039;&#039;&#039;Recuperate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The psyker may push for the following effects;&lt;br /&gt;
&lt;br /&gt;
* Spend 10s unmoving and channeling the warp you regain your use of the above ability as if you had &#039;&#039;&#039;Recuperated&#039;&#039;&#039;  - you may do this multiple times but must spend will or count as pushing again every time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Harden the Veil =====&lt;br /&gt;
Those psykers known as “thumaturges” by the Ordo Malleus are trained to wield the warp as a weapon against daemons casting them out with rites that harden the veil against them;&lt;br /&gt;
&lt;br /&gt;
* This psyker may call &#039;&#039;&#039;Sanctic Knockback&#039;&#039;&#039; once every 3s - they may do this up to 5 times before they must &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You may &#039;&#039;&#039;push&#039;&#039;&#039; or &#039;&#039;&#039;expend a willpower&#039;&#039;&#039; to do the following;&lt;br /&gt;
&lt;br /&gt;
* Spend 10s unmoving and channeling the warp you regain your use of the above ability as if you had &#039;&#039;&#039;Recuperated&#039;&#039;&#039;  - you may do this multiple times but must spend will or count as pushing again every time.&lt;br /&gt;
&lt;br /&gt;
* Gain 5 calls of &#039;&#039;&#039;Sanctic Bolt&#039;&#039;&#039;, this may repeated, but costs willpower when it is.&lt;br /&gt;
* Call &#039;&#039;&#039;Mass Sanctic Knockback&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Mind War =====&lt;br /&gt;
It is sometimes said that the best weapon against a Psyker is another Psyker - it is possible for a Psyker astrally projecting themselves across distances to engage their fellows in a battle of will devastating them or even flinging their souls into the warp;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Get a member of the Game Team&#039;&#039;&#039; you may target another Psyker you are aware of and spend an amount of Willpower that individual blindly spends their own Willpower - if they fail to bid higher than your bid, then they become Bleeding or in some cases have their souls chucked into the warp. You may target psykers who you are nowhere near but must have met them in person first - the consequences of long-distance conflicts and conflicts with Daemons can be different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Read the Strands of Fate =====&lt;br /&gt;
Looking into the future or indeed past is a near-impossible task, any Diviner will tell you that getting a clear vision of either is impossible and staring too long into it, almost certainly will drive one mad because it is a constantly shifting skien - but it is possible to to get...glimpses;&lt;br /&gt;
&lt;br /&gt;
* Prior to an event if you have taken this power, inform the Game Team - you will begin the event with a single piece of Prophetic Information - this is not nearly as reliable or providing of such clarity as a character with the &#039;&#039;&#039;Spymaster&#039;&#039;&#039; trait would receive.&lt;br /&gt;
&lt;br /&gt;
You may attempt to do this at a game as a &#039;&#039;&#039;Psychic Ritual.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Shield =====&lt;br /&gt;
Be it due to luck, or summoning up a wall of force to protect them from this Psyker is capable of shielding themselves against most mundane attacks;&lt;br /&gt;
&lt;br /&gt;
* The psyker may call &#039;&#039;&#039;Warp Deflect&#039;&#039;&#039; to any call that is not Sunder and does not have Null attached &#039;&#039;&#039;at the cost of one willpower&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You may &#039;&#039;&#039;push&#039;&#039;&#039; for the following effect.&lt;br /&gt;
&lt;br /&gt;
* May call &#039;&#039;&#039;Warp Deflect&#039;&#039;&#039; once to any call with the exception of &#039;&#039;&#039;Warp&#039;&#039;&#039;, &#039;&#039;&#039;Burn&#039;&#039;&#039;, &#039;&#039;&#039;Mass&#039;&#039;&#039; or &#039;&#039;&#039;Boom&#039;&#039;&#039; calls - if there is an obvious target close to you that the attack could have hit you may call the call you deflected against them. &#039;&#039;&#039;You may not use this again until you have Recuperated&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Shock =====&lt;br /&gt;
Either with coruscating blasts of warp or bio-etheric lightning, or by simply causing machines to glitch in their presence to even simply sending psychic screams into the heads of others, this psyker is capable of disrupting machines and the body with electrical shocks;&lt;br /&gt;
&lt;br /&gt;
* The Psyker may call &#039;&#039;&#039;Warp Shock&#039;&#039;&#039; or &#039;&#039;&#039;Warp Haywire&#039;&#039;&#039; against targets within 5-metres every 30s.&lt;br /&gt;
&lt;br /&gt;
The psyker may &#039;&#039;&#039;push&#039;&#039;&#039; for the following effect;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;After 10s focusing the warp and not moving&#039;&#039;&#039;, make one call of &#039;&#039;&#039;Mass Warp Haywire&#039;&#039;&#039; or &#039;&#039;&#039;Mass Warp Shock&#039;&#039;&#039;. They may not use this again until they have Recuperated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Smite =====&lt;br /&gt;
Summoning forth a bolt of force, or bio-etheric lightning, or simply hurling objects at their target, the Psyker turns their powers into a deadly weapon;&lt;br /&gt;
&lt;br /&gt;
* May call &#039;&#039;&#039;Warp Bolt&#039;&#039;&#039; or &#039;&#039;&#039;Warp Knockback&#039;&#039;&#039; at targets within 5-metres - you may use this five times after which you cannot use this again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You may push&#039;&#039;&#039; or &#039;&#039;&#039;expend a willpower&#039;&#039;&#039; to do the following;&lt;br /&gt;
&lt;br /&gt;
* Spend 10s unmoving and channeling the warp you regain your use of the above ability as if you had &#039;&#039;&#039;Recuperated&#039;&#039;&#039;  - you may do this multiple times but must spend will or count as pushing again every time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;After 10s focusing the warp and not moving&#039;&#039;&#039;, make one call of &#039;&#039;&#039;Mass Warp Knockback&#039;&#039;&#039; - this cannot be used again until you &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Warp&#039;s Blessing =====&lt;br /&gt;
Be it through adjustment of fate, gravity or simply the physical form, this Psyker is able to alter their form in a fashion that enhances their abilities. &lt;br /&gt;
&lt;br /&gt;
These flesh-altering blessings can cause horrendous damage and cause bodies to reject bionics in forms enhanced with them - &#039;&#039;&#039;you may not use them on characters with the Bionic Enhancements&#039;&#039;&#039; trait, including yourself if you have them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You may expend a willpower&#039;&#039;&#039; to use these powers on another or yourself, a character may only ever have one Warp Blessing at a given time;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Transfer Life/Fate:&#039;&#039;&#039; After spending ten seconds re-knitting someone&#039;s form with the warp you may call &#039;&#039;&#039;Get It Together&#039;&#039;&#039; on them.&lt;br /&gt;
** &#039;&#039;&#039;Drawback:&#039;&#039;&#039; If they are not Bloodied this reduces you to 2 endurance, if they are &#039;&#039;&#039;Bloodied you become Bloodied&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Steel the Flesh:&#039;&#039;&#039; Either by hardening the skin or instructing the individual on a specific path they must take though the battlefield they no longer suffer disabled limbs as a result of the &#039;&#039;&#039;Bolt&#039;&#039;&#039; and &#039;&#039;&#039;Rend&#039;&#039;&#039; calls and the &#039;&#039;&#039;Bolt&#039;&#039;&#039; call does not reduce them to Bleeding if it hits their torso rather it removes 2HP, but still prevents them regaining hits.&lt;br /&gt;
**&#039;&#039;&#039;Drawback:&#039;&#039;&#039; A character with this blessing cannot move faster than a slow walk as their limbs are stiff or they follow the path set out for them and may not use &#039;&#039;&#039;Deflect&#039;&#039;&#039; calls from sources that describe them as dodging - it takes 5s to shake of this blessing  to move as normal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Protective Talisman:&#039;&#039;&#039; Hand the target a minor token of emotional significance. They gain two temporary points of Endurance that remain until they are used. &#039;&#039;&#039;You may only give away one token at any one time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Purify the Form:&#039;&#039;&#039; They target of this blessing may instantly recover from the &#039;&#039;&#039;Weaken&#039;&#039;&#039; condition from a character and this purges the body of any chems as well as any recently acquired lesser mutations (those gained from Warp Phenomena/Dramatic Effects but not those from Scars or Traits).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Warpflame =====&lt;br /&gt;
Either though igniting the air by agitating atoms with pyrokinetic force, or by simply calling forth multicoloured flames a Psyker can ignite their foes with blasts of flam;&lt;br /&gt;
&lt;br /&gt;
* You may call &#039;&#039;&#039;Warp Burn&#039;&#039;&#039; up to three times - before you must &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You may &#039;&#039;&#039;push&#039;&#039;&#039; or &#039;&#039;&#039;expend a willpower&#039;&#039;&#039; to do the following;&lt;br /&gt;
&lt;br /&gt;
* Spend 10s unmoving and channeling the warp you regain your use of the above ability as if you had &#039;&#039;&#039;Recuperated&#039;&#039;&#039;  - you may do this multiple times but must spend will or count as pushing again every time.&lt;br /&gt;
&lt;br /&gt;
* After 10s focusing the warp and not moving, make one call of &#039;&#039;&#039;Warp Boom&#039;&#039;&#039;. They may not use this again until they have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Willpower_Traits&amp;diff=3489</id>
		<title>Willpower Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Willpower_Traits&amp;diff=3489"/>
		<updated>2022-10-16T16:54:49Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Rites of the Black Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Iron Within ===&lt;br /&gt;
Stubbornness is a common trait found within Imperial Citizens, but some Agents seem to function out of sheer spite. This allows them to suppress instinctive fear reactions, as well as make them incredibly hard to compel.This ability to suppress the innate instinct to obey drilled in via most Imperial education would be considered an undesirable trait - and is found in as many willful rebels as it is in iron-willed fanatics.&lt;br /&gt;
 &lt;br /&gt;
You gain +3 [[Resources#Willpower|Willpower]]&lt;br /&gt;
 &lt;br /&gt;
Furthermore, you can expend 1 point of Willpower to call &#039;&#039;&#039;Sanctic Deflect&#039;&#039;&#039; against the call &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; or to resist an effect that would leave you &#039;&#039;&#039;Shaken&#039;&#039;&#039; or cause you to &#039;&#039;&#039;Descend into Madness&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Adamantium Will === &lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Iron Within)&lt;br /&gt;
You have incredible mental fortitude - so much so, that it is rare for it to come from natural means. Most who have such willpower are either calling upon Psychic training or (if unmutated) likely benefitting from the result of mindwipes, mental wards or other blocks placed on them by their Inquisitor. &lt;br /&gt;
 &lt;br /&gt;
You gain +3 [[Willpower]]&lt;br /&gt;
 &lt;br /&gt;
Any attempt to compel you to surrender information, such as by use of a &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; command automatically fails (call &#039;&#039;&#039;Ineffective&#039;&#039;&#039;).&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Faith and Fire ===&lt;br /&gt;
Though all have Faith in the God-Emperor, Omnissiah, or whatever aspect of the God-Emperor they give worship to, yours is more fanatical and driven. Your path is one of suffering, but through it you have the strength to silence permanently the whispering voices of that which would corrupt others.&lt;br /&gt;
 &lt;br /&gt;
You gain +1 [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
You do not have Corruption cards. Instead, you have a set of Faith cards; the full details can be found in the [[Corruption and Faith]] section of the rules. &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;The Body and Soul Inviolate&#039;&#039;&#039;: Though you do not feel the tempting whisper of the Dark Gods your mind, body and soul can still be twisted by Chaos and other supernatural entities but your faith gives you strength. You may spend 1 willpower to resist an effect of this nature.&lt;br /&gt;
 &lt;br /&gt;
You can give up your Faith at any time - you get the trait slot back, and the Chaos Gods will reward you far more handsomely than those who have not walked the path - for your soul is stronger, and will make a far finer reward when you go to them.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;This represents faith in the God-Emperor, or the Emperor-Omnissiah - if you wanted to pursue a different form of Faith or pure Omnissian belief then you would be better with a Unique Trait&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Exorcist ===&lt;br /&gt;
Exorcists are a unique cadre of Inquisitorial agents who are trained by the Ordo Malleus in the esoteric methods to combat Daemons and Daemons alone - whether they still serve the Ordo Malleus or not they are known to be Daemonhunters with those specific talents and the Inquisition are aware of them.&lt;br /&gt;
A character with this trait should have unless given Game Team permission learned these arts at the hands of the Ordo Malleus - this training is uniquely available to the Inquisition.&lt;br /&gt;
&lt;br /&gt;
You gain +2 [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Malleus Discipline]] with the specialism &#039;&#039;&#039;The Soul and Death&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may use the abilities of an Exorcist as laid out in the [[Exorcism (Exorcists)|Exorcism]] section.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Flagellant ===&lt;br /&gt;
Pain is an illusion of the senses, and despair is an illusion of the mind. You have learned to use the most violent rituals of purification to steel your will in the Emperor’s service, and have had the signs of your faith (or your repentance; this is common among penitents) etched into your skin.&lt;br /&gt;
 &lt;br /&gt;
You are not a rational follower of the God-Emperor, your faith is founded on a constant cycle of pain and suffering - some might call you mad and they would not be far wrong.&lt;br /&gt;
 &lt;br /&gt;
You gain +2 [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Once per day&#039;&#039;&#039; you may put yourself through penance and suffering or hand your suffering over to a character of spiritual authority - you may treat this as doing &#039;&#039;&#039;[[Resources|Observances]]&#039;&#039;&#039; for the purpose of regaining your willpower. Unlike normal &#039;&#039;&#039;Observances&#039;&#039;&#039;, this does not require &#039;&#039;&#039;Hallowed Ground&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Will to Withstand Pain:&#039;&#039;&#039; You can whip yourself into a faithful rage - in this state you cannot make rational decisions or anything that requires intelligent thought to be able to concentrate, violence and combat are your only focus. After activating this ability you gain the following benefits, after it ends &#039;&#039;&#039;this ability cannot be used again until you have Recuperated&#039;&#039;&#039;. &lt;br /&gt;
** &#039;&#039;&#039;The Fury:&#039;&#039;&#039; You may expend &#039;&#039;&#039;Willpower&#039;&#039;&#039; to call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against attack calls - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed by reacting to the blow but working yourself into a rage to resist it.&lt;br /&gt;
** &#039;&#039;&#039;The Calm:&#039;&#039;&#039; This state ends when there are no threats left for you to attack or you become &#039;&#039;&#039;Bloodied&#039;&#039;&#039;. You become &#039;&#039;&#039;Bloodied&#039;&#039;&#039; if you were not already - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received Triage. You automatically suffer a [[Medical Treatment|complication]] when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Preacher ===&lt;br /&gt;
Missionaries, Fanatics, Hierophants, Drill Abbots - both the Priesthood and the laypersons of the Adeptus Ministorum are a recruitment pool on which the Inquisition heavily relies on as the spiritual aid of one of the faithful servants of the God-Emperor is something that is often needed against the most dreadful foes that the Inquisition comes up against - Preachers focus not upon the care of those they preach to but rather whipping them into a frenzy.&lt;br /&gt;
 &lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
A character who has this trait may expend a point of &#039;&#039;&#039;Willpower&#039;&#039;&#039; to perform a sermon dedicated to rallying and stoking the passion of those who listen to them to commit violence and steel their souls against the foes of the Imperium. &lt;br /&gt;
 &lt;br /&gt;
A character can only make ONE oath and cannot benefit from another oath until they &#039;&#039;&#039;Recuperate&#039;&#039;&#039;. All Oaths last until you &#039;&#039;&#039;Recuperate&#039;&#039;&#039; at which point their benefits disappear.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Hate the Witch! Burn the Witch!&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by anointing the flesh with holy oil, blood or water, the individual gains +2 Willpower and can use these points to resist calls of &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; if they could not already.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; Upon encountering a creature clearly of the warp, or calling &#039;&#039;&#039;Warp&#039;&#039;&#039; on its attacks you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suffer not the Unclean to Live&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by verbally exhorting another’s hatred of the other and the unknown you grant them the ability to call &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on themself once - they cannot do this if they are &#039;&#039;&#039;Bloodied&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; Upon encountering individuals attacking those you perceive as servants of the God-Emperor you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Accept All Challenges, Not One Step Back&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by anointing another&#039;s wargear, especially their melee weapon you grant them the ability to call &#039;&#039;&#039;Deflect&#039;&#039;&#039; twice - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed by reacting to the blow but working themself into a rage to resist it. This ability cannot be used again until they Recuperate.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; You must charge into melee when you encounter a foe, and you cannot retreat from a fight - you either win, or you are dragged out &#039;&#039;&#039;Bloodied&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Psyker ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot take:&#039;&#039;&#039; Tech-Priest &#039;&#039;&#039;or&#039;&#039;&#039; Faith &amp;amp; Fire)&lt;br /&gt;
(&#039;&#039;&#039;This is a restricted trait&#039;&#039;&#039; - Psykers are only accepted as PCs in small numbers please check with the Game Team before building a concept around being a Psyker)&lt;br /&gt;
You are a psyker, born with the genetic ability to sense and harness the energies of the warp to twist and augment reality to your will. Taken and bound to the Imperium you are a slave, a tool to be used, kept tightly controlled for what you could be if you were ever unsupervised, unshackled.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psyker Mutation:&#039;&#039;&#039; You may use the powers of the warp as detailed in the Psychic Powers section gaining four powers from the Psychic Powers List.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mercy Blade:&#039;&#039;&#039; On a single Warp Phenomena per event that would trigger and potentially imperil yourself or others you may instead opt to use your Mercy Blade on yourself, you become Bloodied - this ability cannot be used again for the remainder of the event.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Astropathy:&#039;&#039;&#039; Astropaths are a unique form of psyker, they are created in this game by the player physrepping them by wearing a veil or band across the eyes - or using contacts and heavy scarring around the eyes - or physrepping ocular bionics that have been installed to replace a sense burned out by their creation. Details about Astropaths their drawbacks and abilities are in the Psychic Powers section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is assumed that a Psyker is Sanctioned&#039;&#039;&#039; (permitted to exist) and carries a brand somewhere on their flesh to mark this - they may also have the various accoutrements of a Psyker such as psi-cabling in the skull, staffs and rods that act as focuses/lightning rods for force power, the uniform of the Adeptus Astra Telepathica and a mercy blade - a silver dagger to take their own life if they feel the warp overtaking them. If you wish to play an unsanctioned psyker please discuss it with the Game Team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Rites of the Black Ships === &lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Psyker)&lt;br /&gt;
Imperial Psykers are broken things, chattel to the Imperium they have had their will reinforced by rituals designed to humble them and teach them their place in the universe - their wills are strengthened in humility but at the cost of being indoctrinated with the need to seek humbling in order to muster their will.&lt;br /&gt;
&lt;br /&gt;
You gain +2 [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once per day&#039;&#039;&#039; you may seek an individual of personal or spiritual authority to chastise you for being a psyker and assign you a penance to humble you - you may treat this as as doing Observances for the purpose of regaining your willpower. Unlike normal Observances, this does not require Hallowed Ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Unsanctioned Psyker may not benefit from this&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Willpower_Traits&amp;diff=3488</id>
		<title>Willpower Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Willpower_Traits&amp;diff=3488"/>
		<updated>2022-10-16T16:54:07Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Flagellant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Iron Within ===&lt;br /&gt;
Stubbornness is a common trait found within Imperial Citizens, but some Agents seem to function out of sheer spite. This allows them to suppress instinctive fear reactions, as well as make them incredibly hard to compel.This ability to suppress the innate instinct to obey drilled in via most Imperial education would be considered an undesirable trait - and is found in as many willful rebels as it is in iron-willed fanatics.&lt;br /&gt;
 &lt;br /&gt;
You gain +3 [[Resources#Willpower|Willpower]]&lt;br /&gt;
 &lt;br /&gt;
Furthermore, you can expend 1 point of Willpower to call &#039;&#039;&#039;Sanctic Deflect&#039;&#039;&#039; against the call &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; or to resist an effect that would leave you &#039;&#039;&#039;Shaken&#039;&#039;&#039; or cause you to &#039;&#039;&#039;Descend into Madness&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Adamantium Will === &lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Iron Within)&lt;br /&gt;
You have incredible mental fortitude - so much so, that it is rare for it to come from natural means. Most who have such willpower are either calling upon Psychic training or (if unmutated) likely benefitting from the result of mindwipes, mental wards or other blocks placed on them by their Inquisitor. &lt;br /&gt;
 &lt;br /&gt;
You gain +3 [[Willpower]]&lt;br /&gt;
 &lt;br /&gt;
Any attempt to compel you to surrender information, such as by use of a &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; command automatically fails (call &#039;&#039;&#039;Ineffective&#039;&#039;&#039;).&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Faith and Fire ===&lt;br /&gt;
Though all have Faith in the God-Emperor, Omnissiah, or whatever aspect of the God-Emperor they give worship to, yours is more fanatical and driven. Your path is one of suffering, but through it you have the strength to silence permanently the whispering voices of that which would corrupt others.&lt;br /&gt;
 &lt;br /&gt;
You gain +1 [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
You do not have Corruption cards. Instead, you have a set of Faith cards; the full details can be found in the [[Corruption and Faith]] section of the rules. &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;The Body and Soul Inviolate&#039;&#039;&#039;: Though you do not feel the tempting whisper of the Dark Gods your mind, body and soul can still be twisted by Chaos and other supernatural entities but your faith gives you strength. You may spend 1 willpower to resist an effect of this nature.&lt;br /&gt;
 &lt;br /&gt;
You can give up your Faith at any time - you get the trait slot back, and the Chaos Gods will reward you far more handsomely than those who have not walked the path - for your soul is stronger, and will make a far finer reward when you go to them.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;This represents faith in the God-Emperor, or the Emperor-Omnissiah - if you wanted to pursue a different form of Faith or pure Omnissian belief then you would be better with a Unique Trait&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Exorcist ===&lt;br /&gt;
Exorcists are a unique cadre of Inquisitorial agents who are trained by the Ordo Malleus in the esoteric methods to combat Daemons and Daemons alone - whether they still serve the Ordo Malleus or not they are known to be Daemonhunters with those specific talents and the Inquisition are aware of them.&lt;br /&gt;
A character with this trait should have unless given Game Team permission learned these arts at the hands of the Ordo Malleus - this training is uniquely available to the Inquisition.&lt;br /&gt;
&lt;br /&gt;
You gain +2 [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Malleus Discipline]] with the specialism &#039;&#039;&#039;The Soul and Death&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may use the abilities of an Exorcist as laid out in the [[Exorcism (Exorcists)|Exorcism]] section.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Flagellant ===&lt;br /&gt;
Pain is an illusion of the senses, and despair is an illusion of the mind. You have learned to use the most violent rituals of purification to steel your will in the Emperor’s service, and have had the signs of your faith (or your repentance; this is common among penitents) etched into your skin.&lt;br /&gt;
 &lt;br /&gt;
You are not a rational follower of the God-Emperor, your faith is founded on a constant cycle of pain and suffering - some might call you mad and they would not be far wrong.&lt;br /&gt;
 &lt;br /&gt;
You gain +2 [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Once per day&#039;&#039;&#039; you may put yourself through penance and suffering or hand your suffering over to a character of spiritual authority - you may treat this as doing &#039;&#039;&#039;[[Resources|Observances]]&#039;&#039;&#039; for the purpose of regaining your willpower. Unlike normal &#039;&#039;&#039;Observances&#039;&#039;&#039;, this does not require &#039;&#039;&#039;Hallowed Ground&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Will to Withstand Pain:&#039;&#039;&#039; You can whip yourself into a faithful rage - in this state you cannot make rational decisions or anything that requires intelligent thought to be able to concentrate, violence and combat are your only focus. After activating this ability you gain the following benefits, after it ends &#039;&#039;&#039;this ability cannot be used again until you have Recuperated&#039;&#039;&#039;. &lt;br /&gt;
** &#039;&#039;&#039;The Fury:&#039;&#039;&#039; You may expend &#039;&#039;&#039;Willpower&#039;&#039;&#039; to call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against attack calls - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed by reacting to the blow but working yourself into a rage to resist it.&lt;br /&gt;
** &#039;&#039;&#039;The Calm:&#039;&#039;&#039; This state ends when there are no threats left for you to attack or you become &#039;&#039;&#039;Bloodied&#039;&#039;&#039;. You become &#039;&#039;&#039;Bloodied&#039;&#039;&#039; if you were not already - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received Triage. You automatically suffer a [[Medical Treatment|complication]] when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Preacher ===&lt;br /&gt;
Missionaries, Fanatics, Hierophants, Drill Abbots - both the Priesthood and the laypersons of the Adeptus Ministorum are a recruitment pool on which the Inquisition heavily relies on as the spiritual aid of one of the faithful servants of the God-Emperor is something that is often needed against the most dreadful foes that the Inquisition comes up against - Preachers focus not upon the care of those they preach to but rather whipping them into a frenzy.&lt;br /&gt;
 &lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
A character who has this trait may expend a point of &#039;&#039;&#039;Willpower&#039;&#039;&#039; to perform a sermon dedicated to rallying and stoking the passion of those who listen to them to commit violence and steel their souls against the foes of the Imperium. &lt;br /&gt;
 &lt;br /&gt;
A character can only make ONE oath and cannot benefit from another oath until they &#039;&#039;&#039;Recuperate&#039;&#039;&#039;. All Oaths last until you &#039;&#039;&#039;Recuperate&#039;&#039;&#039; at which point their benefits disappear.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Hate the Witch! Burn the Witch!&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by anointing the flesh with holy oil, blood or water, the individual gains +2 Willpower and can use these points to resist calls of &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; if they could not already.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; Upon encountering a creature clearly of the warp, or calling &#039;&#039;&#039;Warp&#039;&#039;&#039; on its attacks you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suffer not the Unclean to Live&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by verbally exhorting another’s hatred of the other and the unknown you grant them the ability to call &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on themself once - they cannot do this if they are &#039;&#039;&#039;Bloodied&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; Upon encountering individuals attacking those you perceive as servants of the God-Emperor you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Accept All Challenges, Not One Step Back&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by anointing another&#039;s wargear, especially their melee weapon you grant them the ability to call &#039;&#039;&#039;Deflect&#039;&#039;&#039; twice - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed by reacting to the blow but working themself into a rage to resist it. This ability cannot be used again until they Recuperate.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; You must charge into melee when you encounter a foe, and you cannot retreat from a fight - you either win, or you are dragged out &#039;&#039;&#039;Bloodied&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Psyker ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot take:&#039;&#039;&#039; Tech-Priest &#039;&#039;&#039;or&#039;&#039;&#039; Faith &amp;amp; Fire)&lt;br /&gt;
(&#039;&#039;&#039;This is a restricted trait&#039;&#039;&#039; - Psykers are only accepted as PCs in small numbers please check with the Game Team before building a concept around being a Psyker)&lt;br /&gt;
You are a psyker, born with the genetic ability to sense and harness the energies of the warp to twist and augment reality to your will. Taken and bound to the Imperium you are a slave, a tool to be used, kept tightly controlled for what you could be if you were ever unsupervised, unshackled.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psyker Mutation:&#039;&#039;&#039; You may use the powers of the warp as detailed in the Psychic Powers section gaining four powers from the Psychic Powers List.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mercy Blade:&#039;&#039;&#039; On a single Warp Phenomena per event that would trigger and potentially imperil yourself or others you may instead opt to use your Mercy Blade on yourself, you become Bloodied - this ability cannot be used again for the remainder of the event.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Astropathy:&#039;&#039;&#039; Astropaths are a unique form of psyker, they are created in this game by the player physrepping them by wearing a veil or band across the eyes - or using contacts and heavy scarring around the eyes - or physrepping ocular bionics that have been installed to replace a sense burned out by their creation. Details about Astropaths their drawbacks and abilities are in the Psychic Powers section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is assumed that a Psyker is Sanctioned&#039;&#039;&#039; (permitted to exist) and carries a brand somewhere on their flesh to mark this - they may also have the various accoutrements of a Psyker such as psi-cabling in the skull, staffs and rods that act as focuses/lightning rods for force power, the uniform of the Adeptus Astra Telepathica and a mercy blade - a silver dagger to take their own life if they feel the warp overtaking them. If you wish to play an unsanctioned psyker please discuss it with the Game Team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Rites of the Black Ships === &lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Psyker)&lt;br /&gt;
Imperial Psykers are broken things, chattel to the Imperium they have had their will reinforced by rituals designed to humble them and teach them their place in the universe - their wills are strengthened in humility but at the cost of being indoctrinated with the need to seek humbling in order to muster their will.&lt;br /&gt;
&lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once per day&#039;&#039;&#039; you may seek an individual of personal or spiritual authority to chastise you for being a psyker and assign you a penance to humble you - you may treat this as as doing Observances for the purpose of regaining your willpower. Unlike normal Observances, this does not require Hallowed Ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Unsanctioned Psyker may not benefit from this&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Willpower_Traits&amp;diff=3487</id>
		<title>Willpower Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Willpower_Traits&amp;diff=3487"/>
		<updated>2022-10-16T16:53:53Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Exorcist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Iron Within ===&lt;br /&gt;
Stubbornness is a common trait found within Imperial Citizens, but some Agents seem to function out of sheer spite. This allows them to suppress instinctive fear reactions, as well as make them incredibly hard to compel.This ability to suppress the innate instinct to obey drilled in via most Imperial education would be considered an undesirable trait - and is found in as many willful rebels as it is in iron-willed fanatics.&lt;br /&gt;
 &lt;br /&gt;
You gain +3 [[Resources#Willpower|Willpower]]&lt;br /&gt;
 &lt;br /&gt;
Furthermore, you can expend 1 point of Willpower to call &#039;&#039;&#039;Sanctic Deflect&#039;&#039;&#039; against the call &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; or to resist an effect that would leave you &#039;&#039;&#039;Shaken&#039;&#039;&#039; or cause you to &#039;&#039;&#039;Descend into Madness&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Adamantium Will === &lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Iron Within)&lt;br /&gt;
You have incredible mental fortitude - so much so, that it is rare for it to come from natural means. Most who have such willpower are either calling upon Psychic training or (if unmutated) likely benefitting from the result of mindwipes, mental wards or other blocks placed on them by their Inquisitor. &lt;br /&gt;
 &lt;br /&gt;
You gain +3 [[Willpower]]&lt;br /&gt;
 &lt;br /&gt;
Any attempt to compel you to surrender information, such as by use of a &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; command automatically fails (call &#039;&#039;&#039;Ineffective&#039;&#039;&#039;).&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Faith and Fire ===&lt;br /&gt;
Though all have Faith in the God-Emperor, Omnissiah, or whatever aspect of the God-Emperor they give worship to, yours is more fanatical and driven. Your path is one of suffering, but through it you have the strength to silence permanently the whispering voices of that which would corrupt others.&lt;br /&gt;
 &lt;br /&gt;
You gain +1 [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
You do not have Corruption cards. Instead, you have a set of Faith cards; the full details can be found in the [[Corruption and Faith]] section of the rules. &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;The Body and Soul Inviolate&#039;&#039;&#039;: Though you do not feel the tempting whisper of the Dark Gods your mind, body and soul can still be twisted by Chaos and other supernatural entities but your faith gives you strength. You may spend 1 willpower to resist an effect of this nature.&lt;br /&gt;
 &lt;br /&gt;
You can give up your Faith at any time - you get the trait slot back, and the Chaos Gods will reward you far more handsomely than those who have not walked the path - for your soul is stronger, and will make a far finer reward when you go to them.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;This represents faith in the God-Emperor, or the Emperor-Omnissiah - if you wanted to pursue a different form of Faith or pure Omnissian belief then you would be better with a Unique Trait&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Exorcist ===&lt;br /&gt;
Exorcists are a unique cadre of Inquisitorial agents who are trained by the Ordo Malleus in the esoteric methods to combat Daemons and Daemons alone - whether they still serve the Ordo Malleus or not they are known to be Daemonhunters with those specific talents and the Inquisition are aware of them.&lt;br /&gt;
A character with this trait should have unless given Game Team permission learned these arts at the hands of the Ordo Malleus - this training is uniquely available to the Inquisition.&lt;br /&gt;
&lt;br /&gt;
You gain +2 [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Malleus Discipline]] with the specialism &#039;&#039;&#039;The Soul and Death&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may use the abilities of an Exorcist as laid out in the [[Exorcism (Exorcists)|Exorcism]] section.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Flagellant ===&lt;br /&gt;
Pain is an illusion of the senses, and despair is an illusion of the mind. You have learned to use the most violent rituals of purification to steel your will in the Emperor’s service, and have had the signs of your faith (or your repentance; this is common among penitents) etched into your skin.&lt;br /&gt;
 &lt;br /&gt;
You are not a rational follower of the God-Emperor, your faith is founded on a constant cycle of pain and suffering - some might call you mad and they would not be far wrong.&lt;br /&gt;
 &lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Once per day&#039;&#039;&#039; you may put yourself through penance and suffering or hand your suffering over to a character of spiritual authority - you may treat this as doing &#039;&#039;&#039;[[Resources|Observances]]&#039;&#039;&#039; for the purpose of regaining your willpower. Unlike normal &#039;&#039;&#039;Observances&#039;&#039;&#039;, this does not require &#039;&#039;&#039;Hallowed Ground&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Will to Withstand Pain:&#039;&#039;&#039; You can whip yourself into a faithful rage - in this state you cannot make rational decisions or anything that requires intelligent thought to be able to concentrate, violence and combat are your only focus. After activating this ability you gain the following benefits, after it ends &#039;&#039;&#039;this ability cannot be used again until you have Recuperated&#039;&#039;&#039;. &lt;br /&gt;
** &#039;&#039;&#039;The Fury:&#039;&#039;&#039; You may expend &#039;&#039;&#039;Willpower&#039;&#039;&#039; to call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against attack calls - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed by reacting to the blow but working yourself into a rage to resist it.&lt;br /&gt;
** &#039;&#039;&#039;The Calm:&#039;&#039;&#039; This state ends when there are no threats left for you to attack or you become &#039;&#039;&#039;Bloodied&#039;&#039;&#039;. You become &#039;&#039;&#039;Bloodied&#039;&#039;&#039; if you were not already - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received Triage. You automatically suffer a [[Medical Treatment|complication]] when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Preacher ===&lt;br /&gt;
Missionaries, Fanatics, Hierophants, Drill Abbots - both the Priesthood and the laypersons of the Adeptus Ministorum are a recruitment pool on which the Inquisition heavily relies on as the spiritual aid of one of the faithful servants of the God-Emperor is something that is often needed against the most dreadful foes that the Inquisition comes up against - Preachers focus not upon the care of those they preach to but rather whipping them into a frenzy.&lt;br /&gt;
 &lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
A character who has this trait may expend a point of &#039;&#039;&#039;Willpower&#039;&#039;&#039; to perform a sermon dedicated to rallying and stoking the passion of those who listen to them to commit violence and steel their souls against the foes of the Imperium. &lt;br /&gt;
 &lt;br /&gt;
A character can only make ONE oath and cannot benefit from another oath until they &#039;&#039;&#039;Recuperate&#039;&#039;&#039;. All Oaths last until you &#039;&#039;&#039;Recuperate&#039;&#039;&#039; at which point their benefits disappear.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Hate the Witch! Burn the Witch!&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by anointing the flesh with holy oil, blood or water, the individual gains +2 Willpower and can use these points to resist calls of &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; if they could not already.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; Upon encountering a creature clearly of the warp, or calling &#039;&#039;&#039;Warp&#039;&#039;&#039; on its attacks you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suffer not the Unclean to Live&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by verbally exhorting another’s hatred of the other and the unknown you grant them the ability to call &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on themself once - they cannot do this if they are &#039;&#039;&#039;Bloodied&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; Upon encountering individuals attacking those you perceive as servants of the God-Emperor you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Accept All Challenges, Not One Step Back&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by anointing another&#039;s wargear, especially their melee weapon you grant them the ability to call &#039;&#039;&#039;Deflect&#039;&#039;&#039; twice - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed by reacting to the blow but working themself into a rage to resist it. This ability cannot be used again until they Recuperate.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; You must charge into melee when you encounter a foe, and you cannot retreat from a fight - you either win, or you are dragged out &#039;&#039;&#039;Bloodied&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Psyker ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot take:&#039;&#039;&#039; Tech-Priest &#039;&#039;&#039;or&#039;&#039;&#039; Faith &amp;amp; Fire)&lt;br /&gt;
(&#039;&#039;&#039;This is a restricted trait&#039;&#039;&#039; - Psykers are only accepted as PCs in small numbers please check with the Game Team before building a concept around being a Psyker)&lt;br /&gt;
You are a psyker, born with the genetic ability to sense and harness the energies of the warp to twist and augment reality to your will. Taken and bound to the Imperium you are a slave, a tool to be used, kept tightly controlled for what you could be if you were ever unsupervised, unshackled.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psyker Mutation:&#039;&#039;&#039; You may use the powers of the warp as detailed in the Psychic Powers section gaining four powers from the Psychic Powers List.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mercy Blade:&#039;&#039;&#039; On a single Warp Phenomena per event that would trigger and potentially imperil yourself or others you may instead opt to use your Mercy Blade on yourself, you become Bloodied - this ability cannot be used again for the remainder of the event.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Astropathy:&#039;&#039;&#039; Astropaths are a unique form of psyker, they are created in this game by the player physrepping them by wearing a veil or band across the eyes - or using contacts and heavy scarring around the eyes - or physrepping ocular bionics that have been installed to replace a sense burned out by their creation. Details about Astropaths their drawbacks and abilities are in the Psychic Powers section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is assumed that a Psyker is Sanctioned&#039;&#039;&#039; (permitted to exist) and carries a brand somewhere on their flesh to mark this - they may also have the various accoutrements of a Psyker such as psi-cabling in the skull, staffs and rods that act as focuses/lightning rods for force power, the uniform of the Adeptus Astra Telepathica and a mercy blade - a silver dagger to take their own life if they feel the warp overtaking them. If you wish to play an unsanctioned psyker please discuss it with the Game Team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Rites of the Black Ships === &lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Psyker)&lt;br /&gt;
Imperial Psykers are broken things, chattel to the Imperium they have had their will reinforced by rituals designed to humble them and teach them their place in the universe - their wills are strengthened in humility but at the cost of being indoctrinated with the need to seek humbling in order to muster their will.&lt;br /&gt;
&lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once per day&#039;&#039;&#039; you may seek an individual of personal or spiritual authority to chastise you for being a psyker and assign you a penance to humble you - you may treat this as as doing Observances for the purpose of regaining your willpower. Unlike normal Observances, this does not require Hallowed Ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Unsanctioned Psyker may not benefit from this&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Willpower_Traits&amp;diff=3486</id>
		<title>Willpower Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Willpower_Traits&amp;diff=3486"/>
		<updated>2022-10-16T16:53:44Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Faith and Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Iron Within ===&lt;br /&gt;
Stubbornness is a common trait found within Imperial Citizens, but some Agents seem to function out of sheer spite. This allows them to suppress instinctive fear reactions, as well as make them incredibly hard to compel.This ability to suppress the innate instinct to obey drilled in via most Imperial education would be considered an undesirable trait - and is found in as many willful rebels as it is in iron-willed fanatics.&lt;br /&gt;
 &lt;br /&gt;
You gain +3 [[Resources#Willpower|Willpower]]&lt;br /&gt;
 &lt;br /&gt;
Furthermore, you can expend 1 point of Willpower to call &#039;&#039;&#039;Sanctic Deflect&#039;&#039;&#039; against the call &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; or to resist an effect that would leave you &#039;&#039;&#039;Shaken&#039;&#039;&#039; or cause you to &#039;&#039;&#039;Descend into Madness&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Adamantium Will === &lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Iron Within)&lt;br /&gt;
You have incredible mental fortitude - so much so, that it is rare for it to come from natural means. Most who have such willpower are either calling upon Psychic training or (if unmutated) likely benefitting from the result of mindwipes, mental wards or other blocks placed on them by their Inquisitor. &lt;br /&gt;
 &lt;br /&gt;
You gain +3 [[Willpower]]&lt;br /&gt;
 &lt;br /&gt;
Any attempt to compel you to surrender information, such as by use of a &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; command automatically fails (call &#039;&#039;&#039;Ineffective&#039;&#039;&#039;).&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Faith and Fire ===&lt;br /&gt;
Though all have Faith in the God-Emperor, Omnissiah, or whatever aspect of the God-Emperor they give worship to, yours is more fanatical and driven. Your path is one of suffering, but through it you have the strength to silence permanently the whispering voices of that which would corrupt others.&lt;br /&gt;
 &lt;br /&gt;
You gain +1 [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
You do not have Corruption cards. Instead, you have a set of Faith cards; the full details can be found in the [[Corruption and Faith]] section of the rules. &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;The Body and Soul Inviolate&#039;&#039;&#039;: Though you do not feel the tempting whisper of the Dark Gods your mind, body and soul can still be twisted by Chaos and other supernatural entities but your faith gives you strength. You may spend 1 willpower to resist an effect of this nature.&lt;br /&gt;
 &lt;br /&gt;
You can give up your Faith at any time - you get the trait slot back, and the Chaos Gods will reward you far more handsomely than those who have not walked the path - for your soul is stronger, and will make a far finer reward when you go to them.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;This represents faith in the God-Emperor, or the Emperor-Omnissiah - if you wanted to pursue a different form of Faith or pure Omnissian belief then you would be better with a Unique Trait&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Exorcist ===&lt;br /&gt;
Exorcists are a unique cadre of Inquisitorial agents who are trained by the Ordo Malleus in the esoteric methods to combat Daemons and Daemons alone - whether they still serve the Ordo Malleus or not they are known to be Daemonhunters with those specific talents and the Inquisition are aware of them.&lt;br /&gt;
A character with this trait should have unless given Game Team permission learned these arts at the hands of the Ordo Malleus - this training is uniquely available to the Inquisition.&lt;br /&gt;
&lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Malleus Discipline]] with the specialism &#039;&#039;&#039;The Soul and Death&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may use the abilities of an Exorcist as laid out in the [[Exorcism (Exorcists)|Exorcism]] section.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Flagellant ===&lt;br /&gt;
Pain is an illusion of the senses, and despair is an illusion of the mind. You have learned to use the most violent rituals of purification to steel your will in the Emperor’s service, and have had the signs of your faith (or your repentance; this is common among penitents) etched into your skin.&lt;br /&gt;
 &lt;br /&gt;
You are not a rational follower of the God-Emperor, your faith is founded on a constant cycle of pain and suffering - some might call you mad and they would not be far wrong.&lt;br /&gt;
 &lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Once per day&#039;&#039;&#039; you may put yourself through penance and suffering or hand your suffering over to a character of spiritual authority - you may treat this as doing &#039;&#039;&#039;[[Resources|Observances]]&#039;&#039;&#039; for the purpose of regaining your willpower. Unlike normal &#039;&#039;&#039;Observances&#039;&#039;&#039;, this does not require &#039;&#039;&#039;Hallowed Ground&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Will to Withstand Pain:&#039;&#039;&#039; You can whip yourself into a faithful rage - in this state you cannot make rational decisions or anything that requires intelligent thought to be able to concentrate, violence and combat are your only focus. After activating this ability you gain the following benefits, after it ends &#039;&#039;&#039;this ability cannot be used again until you have Recuperated&#039;&#039;&#039;. &lt;br /&gt;
** &#039;&#039;&#039;The Fury:&#039;&#039;&#039; You may expend &#039;&#039;&#039;Willpower&#039;&#039;&#039; to call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against attack calls - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed by reacting to the blow but working yourself into a rage to resist it.&lt;br /&gt;
** &#039;&#039;&#039;The Calm:&#039;&#039;&#039; This state ends when there are no threats left for you to attack or you become &#039;&#039;&#039;Bloodied&#039;&#039;&#039;. You become &#039;&#039;&#039;Bloodied&#039;&#039;&#039; if you were not already - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received Triage. You automatically suffer a [[Medical Treatment|complication]] when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Preacher ===&lt;br /&gt;
Missionaries, Fanatics, Hierophants, Drill Abbots - both the Priesthood and the laypersons of the Adeptus Ministorum are a recruitment pool on which the Inquisition heavily relies on as the spiritual aid of one of the faithful servants of the God-Emperor is something that is often needed against the most dreadful foes that the Inquisition comes up against - Preachers focus not upon the care of those they preach to but rather whipping them into a frenzy.&lt;br /&gt;
 &lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
A character who has this trait may expend a point of &#039;&#039;&#039;Willpower&#039;&#039;&#039; to perform a sermon dedicated to rallying and stoking the passion of those who listen to them to commit violence and steel their souls against the foes of the Imperium. &lt;br /&gt;
 &lt;br /&gt;
A character can only make ONE oath and cannot benefit from another oath until they &#039;&#039;&#039;Recuperate&#039;&#039;&#039;. All Oaths last until you &#039;&#039;&#039;Recuperate&#039;&#039;&#039; at which point their benefits disappear.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Hate the Witch! Burn the Witch!&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by anointing the flesh with holy oil, blood or water, the individual gains +2 Willpower and can use these points to resist calls of &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; if they could not already.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; Upon encountering a creature clearly of the warp, or calling &#039;&#039;&#039;Warp&#039;&#039;&#039; on its attacks you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suffer not the Unclean to Live&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by verbally exhorting another’s hatred of the other and the unknown you grant them the ability to call &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on themself once - they cannot do this if they are &#039;&#039;&#039;Bloodied&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; Upon encountering individuals attacking those you perceive as servants of the God-Emperor you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Accept All Challenges, Not One Step Back&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by anointing another&#039;s wargear, especially their melee weapon you grant them the ability to call &#039;&#039;&#039;Deflect&#039;&#039;&#039; twice - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed by reacting to the blow but working themself into a rage to resist it. This ability cannot be used again until they Recuperate.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; You must charge into melee when you encounter a foe, and you cannot retreat from a fight - you either win, or you are dragged out &#039;&#039;&#039;Bloodied&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Psyker ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot take:&#039;&#039;&#039; Tech-Priest &#039;&#039;&#039;or&#039;&#039;&#039; Faith &amp;amp; Fire)&lt;br /&gt;
(&#039;&#039;&#039;This is a restricted trait&#039;&#039;&#039; - Psykers are only accepted as PCs in small numbers please check with the Game Team before building a concept around being a Psyker)&lt;br /&gt;
You are a psyker, born with the genetic ability to sense and harness the energies of the warp to twist and augment reality to your will. Taken and bound to the Imperium you are a slave, a tool to be used, kept tightly controlled for what you could be if you were ever unsupervised, unshackled.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psyker Mutation:&#039;&#039;&#039; You may use the powers of the warp as detailed in the Psychic Powers section gaining four powers from the Psychic Powers List.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mercy Blade:&#039;&#039;&#039; On a single Warp Phenomena per event that would trigger and potentially imperil yourself or others you may instead opt to use your Mercy Blade on yourself, you become Bloodied - this ability cannot be used again for the remainder of the event.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Astropathy:&#039;&#039;&#039; Astropaths are a unique form of psyker, they are created in this game by the player physrepping them by wearing a veil or band across the eyes - or using contacts and heavy scarring around the eyes - or physrepping ocular bionics that have been installed to replace a sense burned out by their creation. Details about Astropaths their drawbacks and abilities are in the Psychic Powers section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is assumed that a Psyker is Sanctioned&#039;&#039;&#039; (permitted to exist) and carries a brand somewhere on their flesh to mark this - they may also have the various accoutrements of a Psyker such as psi-cabling in the skull, staffs and rods that act as focuses/lightning rods for force power, the uniform of the Adeptus Astra Telepathica and a mercy blade - a silver dagger to take their own life if they feel the warp overtaking them. If you wish to play an unsanctioned psyker please discuss it with the Game Team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Rites of the Black Ships === &lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Psyker)&lt;br /&gt;
Imperial Psykers are broken things, chattel to the Imperium they have had their will reinforced by rituals designed to humble them and teach them their place in the universe - their wills are strengthened in humility but at the cost of being indoctrinated with the need to seek humbling in order to muster their will.&lt;br /&gt;
&lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once per day&#039;&#039;&#039; you may seek an individual of personal or spiritual authority to chastise you for being a psyker and assign you a penance to humble you - you may treat this as as doing Observances for the purpose of regaining your willpower. Unlike normal Observances, this does not require Hallowed Ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Unsanctioned Psyker may not benefit from this&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Willpower_Traits&amp;diff=3485</id>
		<title>Willpower Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Willpower_Traits&amp;diff=3485"/>
		<updated>2022-10-16T16:53:30Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Adamantium Will */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Iron Within ===&lt;br /&gt;
Stubbornness is a common trait found within Imperial Citizens, but some Agents seem to function out of sheer spite. This allows them to suppress instinctive fear reactions, as well as make them incredibly hard to compel.This ability to suppress the innate instinct to obey drilled in via most Imperial education would be considered an undesirable trait - and is found in as many willful rebels as it is in iron-willed fanatics.&lt;br /&gt;
 &lt;br /&gt;
You gain +3 [[Resources#Willpower|Willpower]]&lt;br /&gt;
 &lt;br /&gt;
Furthermore, you can expend 1 point of Willpower to call &#039;&#039;&#039;Sanctic Deflect&#039;&#039;&#039; against the call &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; or to resist an effect that would leave you &#039;&#039;&#039;Shaken&#039;&#039;&#039; or cause you to &#039;&#039;&#039;Descend into Madness&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Adamantium Will === &lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Iron Within)&lt;br /&gt;
You have incredible mental fortitude - so much so, that it is rare for it to come from natural means. Most who have such willpower are either calling upon Psychic training or (if unmutated) likely benefitting from the result of mindwipes, mental wards or other blocks placed on them by their Inquisitor. &lt;br /&gt;
 &lt;br /&gt;
You gain +3 [[Willpower]]&lt;br /&gt;
 &lt;br /&gt;
Any attempt to compel you to surrender information, such as by use of a &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; command automatically fails (call &#039;&#039;&#039;Ineffective&#039;&#039;&#039;).&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Faith and Fire ===&lt;br /&gt;
Though all have Faith in the God-Emperor, Omnissiah, or whatever aspect of the God-Emperor they give worship to, yours is more fanatical and driven. Your path is one of suffering, but through it you have the strength to silence permanently the whispering voices of that which would corrupt others.&lt;br /&gt;
 &lt;br /&gt;
You gain +1 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
You do not have Corruption cards. Instead, you have a set of Faith cards; the full details can be found in the [[Corruption and Faith]] section of the rules. &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;The Body and Soul Inviolate&#039;&#039;&#039;: Though you do not feel the tempting whisper of the Dark Gods your mind, body and soul can still be twisted by Chaos and other supernatural entities but your faith gives you strength. You may spend 1 willpower to resist an effect of this nature.&lt;br /&gt;
 &lt;br /&gt;
You can give up your Faith at any time - you get the trait slot back, and the Chaos Gods will reward you far more handsomely than those who have not walked the path - for your soul is stronger, and will make a far finer reward when you go to them.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;This represents faith in the God-Emperor, or the Emperor-Omnissiah - if you wanted to pursue a different form of Faith or pure Omnissian belief then you would be better with a Unique Trait&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Exorcist ===&lt;br /&gt;
Exorcists are a unique cadre of Inquisitorial agents who are trained by the Ordo Malleus in the esoteric methods to combat Daemons and Daemons alone - whether they still serve the Ordo Malleus or not they are known to be Daemonhunters with those specific talents and the Inquisition are aware of them.&lt;br /&gt;
A character with this trait should have unless given Game Team permission learned these arts at the hands of the Ordo Malleus - this training is uniquely available to the Inquisition.&lt;br /&gt;
&lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Malleus Discipline]] with the specialism &#039;&#039;&#039;The Soul and Death&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may use the abilities of an Exorcist as laid out in the [[Exorcism (Exorcists)|Exorcism]] section.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Flagellant ===&lt;br /&gt;
Pain is an illusion of the senses, and despair is an illusion of the mind. You have learned to use the most violent rituals of purification to steel your will in the Emperor’s service, and have had the signs of your faith (or your repentance; this is common among penitents) etched into your skin.&lt;br /&gt;
 &lt;br /&gt;
You are not a rational follower of the God-Emperor, your faith is founded on a constant cycle of pain and suffering - some might call you mad and they would not be far wrong.&lt;br /&gt;
 &lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Once per day&#039;&#039;&#039; you may put yourself through penance and suffering or hand your suffering over to a character of spiritual authority - you may treat this as doing &#039;&#039;&#039;[[Resources|Observances]]&#039;&#039;&#039; for the purpose of regaining your willpower. Unlike normal &#039;&#039;&#039;Observances&#039;&#039;&#039;, this does not require &#039;&#039;&#039;Hallowed Ground&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Will to Withstand Pain:&#039;&#039;&#039; You can whip yourself into a faithful rage - in this state you cannot make rational decisions or anything that requires intelligent thought to be able to concentrate, violence and combat are your only focus. After activating this ability you gain the following benefits, after it ends &#039;&#039;&#039;this ability cannot be used again until you have Recuperated&#039;&#039;&#039;. &lt;br /&gt;
** &#039;&#039;&#039;The Fury:&#039;&#039;&#039; You may expend &#039;&#039;&#039;Willpower&#039;&#039;&#039; to call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against attack calls - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed by reacting to the blow but working yourself into a rage to resist it.&lt;br /&gt;
** &#039;&#039;&#039;The Calm:&#039;&#039;&#039; This state ends when there are no threats left for you to attack or you become &#039;&#039;&#039;Bloodied&#039;&#039;&#039;. You become &#039;&#039;&#039;Bloodied&#039;&#039;&#039; if you were not already - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received Triage. You automatically suffer a [[Medical Treatment|complication]] when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Preacher ===&lt;br /&gt;
Missionaries, Fanatics, Hierophants, Drill Abbots - both the Priesthood and the laypersons of the Adeptus Ministorum are a recruitment pool on which the Inquisition heavily relies on as the spiritual aid of one of the faithful servants of the God-Emperor is something that is often needed against the most dreadful foes that the Inquisition comes up against - Preachers focus not upon the care of those they preach to but rather whipping them into a frenzy.&lt;br /&gt;
 &lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
A character who has this trait may expend a point of &#039;&#039;&#039;Willpower&#039;&#039;&#039; to perform a sermon dedicated to rallying and stoking the passion of those who listen to them to commit violence and steel their souls against the foes of the Imperium. &lt;br /&gt;
 &lt;br /&gt;
A character can only make ONE oath and cannot benefit from another oath until they &#039;&#039;&#039;Recuperate&#039;&#039;&#039;. All Oaths last until you &#039;&#039;&#039;Recuperate&#039;&#039;&#039; at which point their benefits disappear.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Hate the Witch! Burn the Witch!&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by anointing the flesh with holy oil, blood or water, the individual gains +2 Willpower and can use these points to resist calls of &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; if they could not already.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; Upon encountering a creature clearly of the warp, or calling &#039;&#039;&#039;Warp&#039;&#039;&#039; on its attacks you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suffer not the Unclean to Live&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by verbally exhorting another’s hatred of the other and the unknown you grant them the ability to call &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on themself once - they cannot do this if they are &#039;&#039;&#039;Bloodied&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; Upon encountering individuals attacking those you perceive as servants of the God-Emperor you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Accept All Challenges, Not One Step Back&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by anointing another&#039;s wargear, especially their melee weapon you grant them the ability to call &#039;&#039;&#039;Deflect&#039;&#039;&#039; twice - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed by reacting to the blow but working themself into a rage to resist it. This ability cannot be used again until they Recuperate.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; You must charge into melee when you encounter a foe, and you cannot retreat from a fight - you either win, or you are dragged out &#039;&#039;&#039;Bloodied&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Psyker ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot take:&#039;&#039;&#039; Tech-Priest &#039;&#039;&#039;or&#039;&#039;&#039; Faith &amp;amp; Fire)&lt;br /&gt;
(&#039;&#039;&#039;This is a restricted trait&#039;&#039;&#039; - Psykers are only accepted as PCs in small numbers please check with the Game Team before building a concept around being a Psyker)&lt;br /&gt;
You are a psyker, born with the genetic ability to sense and harness the energies of the warp to twist and augment reality to your will. Taken and bound to the Imperium you are a slave, a tool to be used, kept tightly controlled for what you could be if you were ever unsupervised, unshackled.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psyker Mutation:&#039;&#039;&#039; You may use the powers of the warp as detailed in the Psychic Powers section gaining four powers from the Psychic Powers List.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mercy Blade:&#039;&#039;&#039; On a single Warp Phenomena per event that would trigger and potentially imperil yourself or others you may instead opt to use your Mercy Blade on yourself, you become Bloodied - this ability cannot be used again for the remainder of the event.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Astropathy:&#039;&#039;&#039; Astropaths are a unique form of psyker, they are created in this game by the player physrepping them by wearing a veil or band across the eyes - or using contacts and heavy scarring around the eyes - or physrepping ocular bionics that have been installed to replace a sense burned out by their creation. Details about Astropaths their drawbacks and abilities are in the Psychic Powers section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is assumed that a Psyker is Sanctioned&#039;&#039;&#039; (permitted to exist) and carries a brand somewhere on their flesh to mark this - they may also have the various accoutrements of a Psyker such as psi-cabling in the skull, staffs and rods that act as focuses/lightning rods for force power, the uniform of the Adeptus Astra Telepathica and a mercy blade - a silver dagger to take their own life if they feel the warp overtaking them. If you wish to play an unsanctioned psyker please discuss it with the Game Team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Rites of the Black Ships === &lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Psyker)&lt;br /&gt;
Imperial Psykers are broken things, chattel to the Imperium they have had their will reinforced by rituals designed to humble them and teach them their place in the universe - their wills are strengthened in humility but at the cost of being indoctrinated with the need to seek humbling in order to muster their will.&lt;br /&gt;
&lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once per day&#039;&#039;&#039; you may seek an individual of personal or spiritual authority to chastise you for being a psyker and assign you a penance to humble you - you may treat this as as doing Observances for the purpose of regaining your willpower. Unlike normal Observances, this does not require Hallowed Ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Unsanctioned Psyker may not benefit from this&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Willpower&amp;diff=3484</id>
		<title>Willpower</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Willpower&amp;diff=3484"/>
		<updated>2022-10-16T16:53:10Z</updated>

		<summary type="html">&lt;p&gt;Malselene: Changed redirect target from Resources to Resources#Willpower&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resources#Willpower]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Willpower_Traits&amp;diff=3483</id>
		<title>Willpower Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Willpower_Traits&amp;diff=3483"/>
		<updated>2022-10-16T16:52:45Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Iron Within */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Iron Within ===&lt;br /&gt;
Stubbornness is a common trait found within Imperial Citizens, but some Agents seem to function out of sheer spite. This allows them to suppress instinctive fear reactions, as well as make them incredibly hard to compel.This ability to suppress the innate instinct to obey drilled in via most Imperial education would be considered an undesirable trait - and is found in as many willful rebels as it is in iron-willed fanatics.&lt;br /&gt;
 &lt;br /&gt;
You gain +3 [[Resources#Willpower|Willpower]]&lt;br /&gt;
 &lt;br /&gt;
Furthermore, you can expend 1 point of Willpower to call &#039;&#039;&#039;Sanctic Deflect&#039;&#039;&#039; against the call &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; or to resist an effect that would leave you &#039;&#039;&#039;Shaken&#039;&#039;&#039; or cause you to &#039;&#039;&#039;Descend into Madness&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Adamantium Will === &lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Iron Within)&lt;br /&gt;
You have incredible mental fortitude - so much so, that it is rare for it to come from natural means. Most who have such willpower are either calling upon Psychic training or (if unmutated) likely benefitting from the result of mindwipes, mental wards or other blocks placed on them by their Inquisitor. &lt;br /&gt;
 &lt;br /&gt;
You gain +3 [[Resources|Willpower]]&lt;br /&gt;
 &lt;br /&gt;
Any attempt to compel you to surrender information, such as by use of a &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; command automatically fails (call &#039;&#039;&#039;Ineffective&#039;&#039;&#039;).&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Faith and Fire ===&lt;br /&gt;
Though all have Faith in the God-Emperor, Omnissiah, or whatever aspect of the God-Emperor they give worship to, yours is more fanatical and driven. Your path is one of suffering, but through it you have the strength to silence permanently the whispering voices of that which would corrupt others.&lt;br /&gt;
 &lt;br /&gt;
You gain +1 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
You do not have Corruption cards. Instead, you have a set of Faith cards; the full details can be found in the [[Corruption and Faith]] section of the rules. &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;The Body and Soul Inviolate&#039;&#039;&#039;: Though you do not feel the tempting whisper of the Dark Gods your mind, body and soul can still be twisted by Chaos and other supernatural entities but your faith gives you strength. You may spend 1 willpower to resist an effect of this nature.&lt;br /&gt;
 &lt;br /&gt;
You can give up your Faith at any time - you get the trait slot back, and the Chaos Gods will reward you far more handsomely than those who have not walked the path - for your soul is stronger, and will make a far finer reward when you go to them.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;This represents faith in the God-Emperor, or the Emperor-Omnissiah - if you wanted to pursue a different form of Faith or pure Omnissian belief then you would be better with a Unique Trait&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Exorcist ===&lt;br /&gt;
Exorcists are a unique cadre of Inquisitorial agents who are trained by the Ordo Malleus in the esoteric methods to combat Daemons and Daemons alone - whether they still serve the Ordo Malleus or not they are known to be Daemonhunters with those specific talents and the Inquisition are aware of them.&lt;br /&gt;
A character with this trait should have unless given Game Team permission learned these arts at the hands of the Ordo Malleus - this training is uniquely available to the Inquisition.&lt;br /&gt;
&lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Malleus Discipline]] with the specialism &#039;&#039;&#039;The Soul and Death&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may use the abilities of an Exorcist as laid out in the [[Exorcism (Exorcists)|Exorcism]] section.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Flagellant ===&lt;br /&gt;
Pain is an illusion of the senses, and despair is an illusion of the mind. You have learned to use the most violent rituals of purification to steel your will in the Emperor’s service, and have had the signs of your faith (or your repentance; this is common among penitents) etched into your skin.&lt;br /&gt;
 &lt;br /&gt;
You are not a rational follower of the God-Emperor, your faith is founded on a constant cycle of pain and suffering - some might call you mad and they would not be far wrong.&lt;br /&gt;
 &lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Once per day&#039;&#039;&#039; you may put yourself through penance and suffering or hand your suffering over to a character of spiritual authority - you may treat this as doing &#039;&#039;&#039;[[Resources|Observances]]&#039;&#039;&#039; for the purpose of regaining your willpower. Unlike normal &#039;&#039;&#039;Observances&#039;&#039;&#039;, this does not require &#039;&#039;&#039;Hallowed Ground&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Will to Withstand Pain:&#039;&#039;&#039; You can whip yourself into a faithful rage - in this state you cannot make rational decisions or anything that requires intelligent thought to be able to concentrate, violence and combat are your only focus. After activating this ability you gain the following benefits, after it ends &#039;&#039;&#039;this ability cannot be used again until you have Recuperated&#039;&#039;&#039;. &lt;br /&gt;
** &#039;&#039;&#039;The Fury:&#039;&#039;&#039; You may expend &#039;&#039;&#039;Willpower&#039;&#039;&#039; to call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against attack calls - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed by reacting to the blow but working yourself into a rage to resist it.&lt;br /&gt;
** &#039;&#039;&#039;The Calm:&#039;&#039;&#039; This state ends when there are no threats left for you to attack or you become &#039;&#039;&#039;Bloodied&#039;&#039;&#039;. You become &#039;&#039;&#039;Bloodied&#039;&#039;&#039; if you were not already - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received Triage. You automatically suffer a [[Medical Treatment|complication]] when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Preacher ===&lt;br /&gt;
Missionaries, Fanatics, Hierophants, Drill Abbots - both the Priesthood and the laypersons of the Adeptus Ministorum are a recruitment pool on which the Inquisition heavily relies on as the spiritual aid of one of the faithful servants of the God-Emperor is something that is often needed against the most dreadful foes that the Inquisition comes up against - Preachers focus not upon the care of those they preach to but rather whipping them into a frenzy.&lt;br /&gt;
 &lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
A character who has this trait may expend a point of &#039;&#039;&#039;Willpower&#039;&#039;&#039; to perform a sermon dedicated to rallying and stoking the passion of those who listen to them to commit violence and steel their souls against the foes of the Imperium. &lt;br /&gt;
 &lt;br /&gt;
A character can only make ONE oath and cannot benefit from another oath until they &#039;&#039;&#039;Recuperate&#039;&#039;&#039;. All Oaths last until you &#039;&#039;&#039;Recuperate&#039;&#039;&#039; at which point their benefits disappear.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Hate the Witch! Burn the Witch!&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by anointing the flesh with holy oil, blood or water, the individual gains +2 Willpower and can use these points to resist calls of &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; if they could not already.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; Upon encountering a creature clearly of the warp, or calling &#039;&#039;&#039;Warp&#039;&#039;&#039; on its attacks you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suffer not the Unclean to Live&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by verbally exhorting another’s hatred of the other and the unknown you grant them the ability to call &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on themself once - they cannot do this if they are &#039;&#039;&#039;Bloodied&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; Upon encountering individuals attacking those you perceive as servants of the God-Emperor you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Accept All Challenges, Not One Step Back&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by anointing another&#039;s wargear, especially their melee weapon you grant them the ability to call &#039;&#039;&#039;Deflect&#039;&#039;&#039; twice - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed by reacting to the blow but working themself into a rage to resist it. This ability cannot be used again until they Recuperate.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; You must charge into melee when you encounter a foe, and you cannot retreat from a fight - you either win, or you are dragged out &#039;&#039;&#039;Bloodied&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Psyker ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot take:&#039;&#039;&#039; Tech-Priest &#039;&#039;&#039;or&#039;&#039;&#039; Faith &amp;amp; Fire)&lt;br /&gt;
(&#039;&#039;&#039;This is a restricted trait&#039;&#039;&#039; - Psykers are only accepted as PCs in small numbers please check with the Game Team before building a concept around being a Psyker)&lt;br /&gt;
You are a psyker, born with the genetic ability to sense and harness the energies of the warp to twist and augment reality to your will. Taken and bound to the Imperium you are a slave, a tool to be used, kept tightly controlled for what you could be if you were ever unsupervised, unshackled.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psyker Mutation:&#039;&#039;&#039; You may use the powers of the warp as detailed in the Psychic Powers section gaining four powers from the Psychic Powers List.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mercy Blade:&#039;&#039;&#039; On a single Warp Phenomena per event that would trigger and potentially imperil yourself or others you may instead opt to use your Mercy Blade on yourself, you become Bloodied - this ability cannot be used again for the remainder of the event.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Astropathy:&#039;&#039;&#039; Astropaths are a unique form of psyker, they are created in this game by the player physrepping them by wearing a veil or band across the eyes - or using contacts and heavy scarring around the eyes - or physrepping ocular bionics that have been installed to replace a sense burned out by their creation. Details about Astropaths their drawbacks and abilities are in the Psychic Powers section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is assumed that a Psyker is Sanctioned&#039;&#039;&#039; (permitted to exist) and carries a brand somewhere on their flesh to mark this - they may also have the various accoutrements of a Psyker such as psi-cabling in the skull, staffs and rods that act as focuses/lightning rods for force power, the uniform of the Adeptus Astra Telepathica and a mercy blade - a silver dagger to take their own life if they feel the warp overtaking them. If you wish to play an unsanctioned psyker please discuss it with the Game Team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Rites of the Black Ships === &lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Psyker)&lt;br /&gt;
Imperial Psykers are broken things, chattel to the Imperium they have had their will reinforced by rituals designed to humble them and teach them their place in the universe - their wills are strengthened in humility but at the cost of being indoctrinated with the need to seek humbling in order to muster their will.&lt;br /&gt;
&lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once per day&#039;&#039;&#039; you may seek an individual of personal or spiritual authority to chastise you for being a psyker and assign you a penance to humble you - you may treat this as as doing Observances for the purpose of regaining your willpower. Unlike normal Observances, this does not require Hallowed Ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Unsanctioned Psyker may not benefit from this&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Mission_Supplies&amp;diff=3482</id>
		<title>Mission Supplies</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Mission_Supplies&amp;diff=3482"/>
		<updated>2022-10-16T16:51:55Z</updated>

		<summary type="html">&lt;p&gt;Malselene: Changed redirect target from Resources to Resources#Mission Supplies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resources#Mission_Supplies]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Combat_Support_Traits&amp;diff=3481</id>
		<title>Combat Support Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Combat_Support_Traits&amp;diff=3481"/>
		<updated>2022-10-16T16:50:39Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Scum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Scum ===&lt;br /&gt;
Those who have lived at the fringes of Imperial civilization, outsiders and criminals who know the desperation that it is to survive in the Underhive, Scum are often considered the worst of civilization by their fellow Agents, but that doesn’t mean that they don’t have a value to the Inquisition;&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Arbites]] Discipline with the &#039;&#039;&#039;Criminals and Criminal Organisations&#039;&#039;&#039; specialism;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Vulture&#039;&#039;&#039;:  After a combat you may search the bodies of the dead, providing your foes were human, and were using firearms or obviously using chems, you may find a Mission Supply on their body. Daemon or Xenos does leave no useful supplies behind - you may not then use this again until after you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rat&#039;&#039;&#039;: You can conceal weapons on your body as such a call of &#039;&#039;&#039;Scan&#039;&#039;&#039; will not detect any weapons you have hidden on your person. A psy-active weapon will still be identified by &#039;&#039;&#039;Warp Scan&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weasel&#039;&#039;&#039;: Your life of surviving at the fringes of society have taught you how to keep your head down. you may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; to the first three ranged calls while in cover rather than just the first two. Having the matching effect from [[Ranged_Combat_Traits#Vigilator|Vigilator]] or [[Close_Combat_Traits#Adept_Mortis|Adept Mortis]] is not cumulative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ammo-jack ===&lt;br /&gt;
Be they Mechanicus artisans working on weaponry in workshops or underhive scum skirting the laws of the Machine Cult by producing unsanctioned ammunition, Ammo-jacks are technically competent individuals often found in the armouries of the Inquisition preparing all manner of esoteric weapons rounds for use against the horrors that the Inquisition faces in its hidden war. &lt;br /&gt;
 &lt;br /&gt;
Be aware if you choose to use this trait and are not a Tech-Priest then you should be careful to observe the rituals of the Machine Cult while doing your work. Though the Inquisition might turn a blind eye to a useful Heretek they are not in the position to defend such individuals from the Machine Cults wrath should it be aroused. &lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve got one of those&#039;&#039;&#039;: Providing you are carrying a backpack that appears to be laden with ammo, then you may expend a supply to enable up to three individuals with ranged weapons who have run out of supplies to gain a temporary &amp;quot;supply&amp;quot; allowing them to use their weapon until they would normally have to expend a supply. This “supply” lasts until used. You may not use this again until after you have Recuperated.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Special Issue Ammunition&#039;&#039;&#039;:  You can expend a supply to issue special issue ammunition to a character with the Special Weapons Training trait who has taken a &#039;&#039;&#039;Bolter&#039;&#039;&#039; or a &#039;&#039;&#039;Shotgun&#039;&#039;&#039; or an equivalent Unique Trait to grant them one of the following effects:&lt;br /&gt;
**&#039;&#039;&#039;Kraken Rounds&#039;&#039;&#039;: They may make up to three calls of Bolt.&lt;br /&gt;
**&#039;&#039;&#039;Dragonfire Rounds&#039;&#039;&#039;: They may make up to three calls of Burn.&lt;br /&gt;
&#039;&#039;&#039;Metal Storm Round&#039;&#039;&#039;: They may make a single call of Boom.&lt;br /&gt;
* In addition, there are several rounds available to Ammo-Jacks with specific traits:&lt;br /&gt;
** &#039;&#039;&#039;Tempest Rounds (Tech-Priest)&#039;&#039;&#039;: They may make up to three calls of Haywire.&lt;br /&gt;
** &#039;&#039;&#039;Hellfire Rounds (Alchemists)&#039;&#039;&#039;: They may make up to three calls of Weaken.&lt;br /&gt;
** &#039;&#039;&#039;Witch Bolts (Daemonhunter)&#039;&#039;&#039;: They may make up to three calls of Sanctic Bolt.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Daemonhunter ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Savant, Alienhunter &#039;&#039;&#039;or&#039;&#039;&#039; Witchhunter)&lt;br /&gt;
Agents of the Ordo Malleus, or those that have received training from them, Daemonhunters are often gathered from those who have experienced encounters with the manifestations of the warp and have lived to tell the tale - a Daemonhunter does not focus on ways to kill daemons as they do not work like living breathing enemies in that way but rather in surviving long enough to do enough damage to them that their forms decorporealise.&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Malleus Discipline]] with the &#039;&#039;&#039;Daemonology&#039;&#039;&#039; specialism.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Sacred Warding:&#039;&#039;&#039; When wearing warded clothing, you may call &#039;&#039;&#039;Sanctic Deflect&#039;&#039;&#039; to a single call with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached, with the exception of &#039;&#039;&#039;Sunder&#039;&#039;&#039;, from a Daemonic creature.  &#039;&#039;&#039;This ability cannot be used again until you Recuperate&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Phys Rep:&#039;&#039;&#039; Warded clothing is marked with decagrams over its surface, this could be etched into armour or on a stole.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Holy Icon:&#039;&#039;&#039; If you spend a point of willpower you may brandish an icon against a foe and call Sanctic Knockback.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Witchhunter ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Savant, Alienhunter &#039;&#039;&#039;or&#039;&#039;&#039; Daemonhunter)&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Hereticus]] Discipline with the &#039;&#039;&#039;The Hunting of the Witch and the Mutant&#039;&#039;&#039; specialism;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Null Warding:&#039;&#039;&#039; When wearing warded clothing, you may call &#039;&#039;&#039;Sanctic Deflect&#039;&#039;&#039; to a single call with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached, with the exception of &#039;&#039;&#039;Sunder&#039;&#039;&#039;, from a &#039;&#039;&#039;Psyker&#039;&#039;&#039;. &#039;&#039;&#039;This ability cannot be used again until you Recuperate&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Phys Rep:&#039;&#039;&#039; Warded clothing is marked with decagrams over its surface, this could be etched into armour or on a stole.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Witchbane:&#039;&#039;&#039;  You know how to target major nerve clusters or arteries, what toxins best assail a witch’s nerves, or other ways to weaponise your understanding. You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Weaken&#039;&#039;&#039; up to three times against a positively identified Psyker at range or in melee.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Alien Hunter ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Savant, Daemonhunter &#039;&#039;&#039;or&#039;&#039;&#039; Witchhunter)&lt;br /&gt;
Agents of the Ordo Xenos, or those who have trained with them, these agents are faced with a daunting task of facing a myriad of vastly different bioforms and threats in the execution of their work. Overspecialising in their line of work is a fool’s decision, leaving one unprepared against another threat. An Alien Hunter must adapt to the situation, altering their tactics and learning to fight a foe on their own terms.&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Xenos Discipline]] with the &#039;&#039;&#039;Current Xenos Threats&#039;&#039;&#039; specialism;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunter’s Eye:&#039;&#039;&#039; You may use the &#039;&#039;&#039;[[Scanning|Scan]]&#039;&#039;&#039; call at up to arm’s length from your Auspex by calling a specific target, at will. You may call &#039;&#039;&#039;Scan&#039;&#039;&#039; at vocal range once before needing to &#039;&#039;&#039;Recuperate&#039;&#039;&#039; and appease the machine spirit.&lt;br /&gt;
** &#039;&#039;&#039;Physrep Requirement:&#039;&#039;&#039; A handheld scanner (auspex) or an eyepiece of some kind.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;If It Bleeds, We Can Kill It:&#039;&#039;&#039; Once you have positively identified a species of Xenos you are up against, when you &#039;&#039;&#039;Recuperate&#039;&#039;&#039; you can prepare to face it, adapting your tactics, changing ou rounds in your weapons, and priming the array of technology that the Ordo Xenos relies on. This preparation only helps and affects the Xenos species you have prepared to face you need to recuperate and recalibrate if you want to face a different target - you may call &#039;&#039;&#039;Scan [Xenos Species]&#039;&#039;&#039; to be sure before you make any of these calls.;&lt;br /&gt;
** You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Haywire&#039;&#039;&#039; up to 3 times against members of your targeted species.&lt;br /&gt;
** You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Weaken&#039;&#039;&#039; up to 3 times against members of your targeted species.&lt;br /&gt;
** You may spend 15s not moving and aiming at a member of your targeted species, if you lose sight of them before you finish your count you must restart again, if you reach the end of your count you may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Sunder&#039;&#039;&#039;.  &#039;&#039;&#039;This ability cannot be used again until you have Recuperated&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Armour of Contempt ===&lt;br /&gt;
Preparation is the Armour of Contempt, to face a foe one knows and is prepared for, to prepare oneself and the field of battle favourably to increase one&#039;s chances of winning the fight against the foes of the Imperium who often have the upper hand in physical, technological or esoteric strength.&lt;br /&gt;
&lt;br /&gt;
This trait activates only when you select a foe you have encountered before, either at the same event or previously. They must be a ‘named’ foe, even if you do not know their name, a distinct foe who is clearly present. &#039;&#039;&#039;This is your Hated Foe for the event&#039;&#039;&#039; (you can always check with the Game Team if you are ever uncertain a NPC is valid) - when you encounter your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; in battle you gain the following advantages;&lt;br /&gt;
&lt;br /&gt;
* You gain &#039;&#039;&#039;+2 Endurance&#039;&#039;&#039; for that Combat&lt;br /&gt;
* You reduce any &#039;&#039;&#039;Rend&#039;&#039;&#039; calls from your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; to 1 Damage&lt;br /&gt;
* You may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against one call from your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; - including &#039;&#039;&#039;Warp&#039;&#039;&#039; but not Sunder&lt;br /&gt;
* Once if you are reduced to &#039;&#039;&#039;Bloodied&#039;&#039;&#039; in a combat where your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; is present you may use &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on yourself, however, unlike normal - this call affects you even if you have suffered a condition that would normally prevent you from using it. This ability cannot be used again until you have Recuperated. &lt;br /&gt;
* Should you defeat your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; then you can select a new one.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Kill Team Leader ===&lt;br /&gt;
While the Inquisition might favour individualistic Agents, there are things a bonded team of warriors can accomplish that an Agent of the Throne could not accomplish solo - squads from the Imperial Guard or Imperial Navy are commonly inducted though occasionally tight-knit underhive gangs are brought in for the same reason. Elite amongst these other than the power armoured Astartes of the Death Watch, are the Inquisitorial Stormtroopers in their black carapace armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements&#039;&#039;&#039;: To form a Kill Team you must have 2-4 other characters who are members of the Kill Team - all the members of the Kill Team must have matching costumes that clearly identify them as being part of the same united team. No PC can benefit from the commands of more than one Kill Team Leader at an event. If a Kill Team Leader dies during an event, their chosen successor may benefit from the effects of this trait for the remainder of the event. However, should they wish to use it in future they must buy it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orders:&#039;&#039;&#039; Your Kill Team should agree to a set of IC commands, these are cues that allow your group to benefit from any of the following effects. Once you have used one of these commands, you must Recuperate before using it again.&lt;br /&gt;
** &#039;&#039;&#039;Team! Take Aim!&#039;&#039;&#039; - If members of the Kill Team are in Cover then any ranged calls of Blam become Rend - this does not count as calling something other than Blam for the purpose of the Abundant Ammunition rule.&lt;br /&gt;
** &#039;&#039;&#039;Team! Go! Go! Go!&#039;&#039;&#039; - The team must charge their foe with the intent to engage them at melee range -, they may not make calls or attacks while charging but may call Deflect up to four times - these are lost once they enter melee reach of a foe.&lt;br /&gt;
** &#039;&#039;&#039;Team! Gun Them Down!&#039;&#039;&#039; - The team must stand still, they can make up to 3 calls of Dakka before Reloading and expending a Supply.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Price of Service:&#039;&#039;&#039; If a member of the Kill Team disobeys a direct order from the &#039;&#039;&#039;Kill Team Leader&#039;&#039;&#039; then they cannot benefit from orders until they have suffered an IC appropriate consequence for their disobedience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Example commands are provided - however, you are encouraged to come up with your own IC commands, which should ideally include a reference to your group (e.g. &amp;quot;Raivans, follow me!&amp;quot; or &amp;quot;31st Armored, leave none alive!&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Savant ===&lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Scribe)&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Alien Hunter, Daemonhunter &#039;&#039;&#039;or&#039;&#039;&#039; Witchhunter)&lt;br /&gt;
Not all scribes hide away in dusty libraries, some take to battlefields alongside Inquisitorial parties advising them from their vast arrays of tomes, scrolls and dataslate archives that they drag into battle.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; While using this trait you cannot hold a weapon in your hands or make any offensive actions. You’ll need a prop book or dataslate for your character to read though while you’re standing on the sideline of a fight, your skill is in ducking and dodging while you frantically leaf through your books looking for answers. You can do this only for foes your character has encountered or their Lores permit them to know about, so long as you do this you can;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Duck!&#039;&#039;&#039;: You’re used to ducking in and out of fights as you consult the tomes, you may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; once - you cannot use this against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. &#039;&#039;&#039;You cannot use this ability again until you Recuperat&#039;&#039;&#039;e.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hit the Weak Point!&#039;&#039;&#039;: After spending ten seconds studying an enemy NPC that falls into your speciality you may aid an ally to strike at a weak point or make some modification to their equipment to allow them to call &#039;&#039;&#039;Weaken&#039;&#039;&#039; against that foe. &#039;&#039;&#039;You cannot use this again against the same individual until you Recuperate&#039;&#039;&#039;.  For example: ‘There’s a small weak point between the second and third secondary ribs, strike there’ or ‘here, take this they’re deathly allergic to it’.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;You’re going to need this…&#039;&#039;&#039;: With thirty seconds of research of a specific type of foe (‘genestealer’ or ‘aeldari psyker’ for example) in combat or out (if you’re willing to predict a particular foe) you may hand something to three companions to protect them. They gain one use of &#039;&#039;&#039;Deflect&#039;&#039;&#039; against the specified foe, this may be used against calls of &#039;&#039;&#039;Warp&#039;&#039;&#039; if you prepare them for a foe that is likely to use the call. &#039;&#039;&#039;You cannot use this ability again until you Recuperate.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hit the Books…:&#039;&#039;&#039; If you encounter a recurring foe or a foe with a distinct ability that you need to find a counter for you may with ref assistance, throw yourself into researching it to prepare for another encounter. Using evidence (name, pictures, tissue samples, etc..) as appropriate you can enable an ally to negate that ability, this can include calls of Sunder if appropriate. The ref will advise you of what abilities it has and allow you to forewarn others as well as preparing your chosen target to be resistant to them.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Fate&amp;diff=3480</id>
		<title>Fate</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Fate&amp;diff=3480"/>
		<updated>2022-10-16T16:39:47Z</updated>

		<summary type="html">&lt;p&gt;Malselene: Redirected page to Resources#Fate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resources#Fate]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Building_a_Character&amp;diff=3479</id>
		<title>Building a Character</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Building_a_Character&amp;diff=3479"/>
		<updated>2022-10-16T16:38:11Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Endurance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Starting Stats and Abilities ===&lt;br /&gt;
Even before a character selects their Traits they begin with the following statistics and abilities representing what a baseline human of adult age who has been inducted into the Inquisition would be expected to have and the nature in which they have been chosen by fate to be dragged into our story. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Endurance =====&lt;br /&gt;
&lt;br /&gt;
Characters begin with an [[Endurance]] of 2&lt;br /&gt;
&lt;br /&gt;
A character has a number of ways to improve their Endurance pool without purchasing traits  - we do not believe in tying any endurance gains to armour as might be seen in other LARPs preferring to allow a character to represent their toughness. In a universe where an angry jungle dweller in a tank top is considered as tough as one armoured in sci-fi plate it doesn&#039;t feel accurate to the visual feel we are trying to create with our game to insist on using armour phys reps to represent toughness in our game. Rather we would prefer ways to encourage visual phys repping that reward characters for looking more &#039;in universe&#039; via the use of -any- materials and costume rather than only hard materials like metal and plastic plate. Simultaneously we want characters who &#039;&#039;want&#039;&#039; to be vulnerable in combat to have the option of being more vulnerable by avoiding dressing like a character who is tough and ready for combat.&lt;br /&gt;
&lt;br /&gt;
Following the following phys-rep guidelines grants +2 Endurance for each for a combined +4 if you meet both guidelines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearing prepared to face Combat&#039;&#039;&#039; - You get this for showing off their character is ready to face combat such as wearing armour or military fatigues, or a suit of synskin, or even just exposed bionic enhancements, scars, gang tattoos and even warpaint that show to anyone they are tough and up for a fight - this is a wide and open category if you &#039;&#039;feel&#039;&#039; you are showing that your character is a fighter visually then consider yourself benefitting from it, anything that doesn&#039;t make you look like you are more of a harmless individual that foes should deal with last. If you want to appear harmless at first glance but instead be quite dangerous then the [[Close_Combat_Traits#Adept_Mortis|Adept Mortis]] trait covers the ability to be so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dressing Iconically to the Setting&#039;&#039;&#039; - You get this for wearing costume that draws its inspiration from the vast array of artwork, miniatures and other sources of inspiration that mark the 40k universe. This needn’t be a uniform that marks you as an instantly recognizable Agent of a specific Imperial Agency, but it &#039;&#039;should&#039;&#039; look specific to the 40k setting. While uniform is an easy thing to target (for what is more iconic than a Guardsman’s uniform, a Commissar’s coat and hat, an Astropath’s robes and staff, the cog-trimmed red of the Mechanicus, an Arbitrator’s black armour and helm, or the distinctive armour and vestments of the Sororitas?) it is possible to gain this benefit through more subtle approaches, for example exemplifying your character’s background in your kit, perhaps you are scum from a hive world...then incorporate gang tats from your homeworld into your kit (ask the Game Team if you need some examples), or a Noble at which point how you dress, perhaps incorporating symbology from one of the Great Houses of the Prosperitas Sector will help you focus. &lt;br /&gt;
&lt;br /&gt;
At the base level you can look at this very simply, many Agents draw strength from the open declaration of their faith both through the symbology of the Imperium and the wearing of purity seals. This can include (but is not limited to) the Aquila (both sector and canon), the Cog Omnissiah and Prosperitas Forge Symbols, the badges of Office of any Imperial organisation (both canon and sector) such as the Inquisition icon, Guild Symbols, Naval Shipwheel, etc or any other piece of Imperial (or Mechanicus) iconography drawn from 40k artwork sources. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It’s hard to list every possible example of how to embody the setting without becoming needlessly prescriptive and making people fret too much about the details. The point of this trait is to encourage telling your character’s story through their kit, to encourage you to think about the kind of small details in your kit that &amp;lt;u&amp;gt;makes&amp;lt;/u&amp;gt; your character. You’re &#039;&#039;&#039;very&#039;&#039;&#039; welcome to chat to the Game Team about ideas you have to make your character iconic but we’re not generally expecting any kit currently in the system to fall short of this. We’re very keen that if we feel that any kit needs some tweaks, we’ll approach that with an offer of loans from crew kit and any aid we can give you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Resources ====&lt;br /&gt;
No character begins with any Resources other than [[Fate]] - access to [[Mission Supplies]] and [[Willpower]] are granted by certain traits.&lt;br /&gt;
&lt;br /&gt;
==== Basic Weapons Training ====&lt;br /&gt;
Either through the necessity of being inducted into the Holy Ordos or the harsh reality of surviving in the Dark Millennium all characters know how to use simple firearms and how to swing a blow with a weapon - they might not &#039;&#039;like&#039;&#039; fighting at all and might not be willing to handle certain weaponry due to certain beliefs but they know how to use these weapons if forced to.&lt;br /&gt;
&lt;br /&gt;
Any Character can call &#039;&#039;&#039;Blam&#039;&#039;&#039; with a ranged weapon ([[Wargear &amp;amp; Equipment|if they have the Supplies to do so]]) and make uncalled blows in melee with LARP-safe props.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== First Aid ====&lt;br /&gt;
All characters have basic training in management of a battlefield casualty that the Inquisition expects of all its agents. They can pause a character’s bleed count by using their full attention to treatment, and can administer chems at a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirurgeon’s&#039;&#039;&#039; direction. See the [[Medical Treatment (Medicae &amp;amp; Chirugeons)|Medical Treatment]] section for full details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Knowledge or Strength ====&lt;br /&gt;
Most Servants of the Holy Ordos are prized for one of two things. Their knowledge of the awful threats that face humanity, or their physical ability to mete out suffering on the enemy.&lt;br /&gt;
&lt;br /&gt;
A starting character may choose to have &#039;&#039;&#039;one&#039;&#039;&#039; of the following abilities;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Knows too Much&#039;&#039;&#039; - your character has one of the Lore Disciplines (no specialism).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tough Enough&#039;&#039;&#039; - your character is hardy thanks to their life experiences, less likely to have been hired for their intellect vs their talent to crack skulls, they gain +1 Endurance.&lt;br /&gt;
&lt;br /&gt;
Lores do not represent something the &#039;average&#039; Imperial citizen knows, that can be found [[An Age of Ignorance - READ FIRST|here]] but rather than which is largely &#039;forbidden&#039; and should be kept from average citizens.&lt;br /&gt;
&lt;br /&gt;
=== Character Traits ===&lt;br /&gt;
Traits are the mechanical ins and outs of what your character can do. They are the features of your character that, when brought together, create the set of skills, equipment and natural abilities that bring your character together. &lt;br /&gt;
&lt;br /&gt;
Characters in DuD are mechanically defined by their &#039;&#039;&#039;Traits&#039;&#039;&#039;. These are abilities, selected during character creation, which represent a character’s background, training, and heritage. Which Traits a character can access determines how they can impose effects on other characters, solve puzzles, gain information, and otherwise affect the game world. &lt;br /&gt;
&lt;br /&gt;
Your character has &#039;&#039;&#039;Ten Traits&#039;&#039;&#039; these represent a lifetime of experiences and training and skills learned from an interesting life in the Prosperitas Sector. Ten is the maximum number of traits any character will have in the game, these things take a lifetime to develop.&lt;br /&gt;
&lt;br /&gt;
Despite the hard limit and lack of ability to gain further traits, bear in mind that &#039;&#039;&#039;you may change your character’s Traits in between events&#039;&#039;&#039;. Reasons might include (but are not limited to) a notable IC change in their attitude and direction, and IC injury, a change in planned physrepping or costume, or a change in your OC interest in or ability to engage with some sections of the rules or game. If you wish to do this, you can talk to the refs between events to discuss how the change happens IC if applicable. The traits you select at character creation are not set in stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are seven types of trait:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Ranged Combat Traits]]&lt;br /&gt;
&lt;br /&gt;
* [[Close Combat Traits]]&lt;br /&gt;
&lt;br /&gt;
* [[Defensive Traits]]&lt;br /&gt;
&lt;br /&gt;
* [[Combat Support Traits]]&lt;br /&gt;
&lt;br /&gt;
* [[Willpower Traits]]&lt;br /&gt;
&lt;br /&gt;
* [[Professional Traits]]&lt;br /&gt;
&lt;br /&gt;
* [[Bionic Traits]]&lt;br /&gt;
&lt;br /&gt;
The fluff and physrepping guides around every trait are designed to create a framework to help players not familiar with the setting have an easy time comprehending the purpose of each trait, but they are not designed to stifle creative ideas - &#039;&#039;&#039;if you have a concept that an existing trait could mechanically represent but the fluff does not fit it feel free to talk to the Game Team about the idea of &#039;re-skinning&#039; it to fit your concept&#039;&#039;&#039; - in most circumstances we can make this work with some potential added drawbacks where relevant, where we can&#039;t make it work a Unique Trait (see beneath) might be more appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unique Trait (Requires: Ref Permission) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Every character may have &#039;&#039;&#039;one&#039;&#039;&#039; unique trait - this is simply because we have found the work involved in generating these means that creating multiple ones per person is unviable with the time-on-hand to create an event and it is easier to track one unique interaction with the rules per person.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of these rules the term &#039;Relic&#039; was used to describe a unique artefact belonging to the character - however this is restrictive, having &#039;an object&#039; is not always relevant to every character, it doesn&#039;t always &#039;fit&#039; - but there are still ways in which characters within this universe can vary from the norm - the framework presented by the basic traits allows for the most &#039;common&#039; concepts we could envision, or wanted to encourage within the game. &lt;br /&gt;
&lt;br /&gt;
A unique trait represents something unusual about your character, at the most simple level this could be a deadly artefact from a bygone age, a holy relic, a piece of xenos technology - but it could be something more intrusive, such as coming from a species other than humanity, a pact with an entity beyond the veil that claws at the soul, or perhaps an origin from beyond the Imperium... - these are all examples, this trait is &#039;&#039;&#039;entirely unique&#039;&#039;&#039; to you. &lt;br /&gt;
&lt;br /&gt;
These traits character of their own, when you design a unique trait (with the assistance of the ref team) it will eventually be issued a &#039;&#039;&#039;relic/trait sheet&#039;&#039;&#039; which serves essentially as a character sheet in its own right. Containing an overview of the mechanics, as well as the narrative consequences for possessing the trait...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039; Death Unto Darkness is not set in a setting where power comes without consequence - these can be in the form of a unique deck of cards similar to those representing the backlash from from psychic or techno-arcana powers - or it can be something more permanently costly to the character, just as each of these traits are unique, each of these drawbacks are unique.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear and Carry Limits:&#039;&#039;&#039; Where your unique trait would represent a unique weapon that might normally belong in the &#039;&#039;&#039;Wargear Traits&#039;&#039;&#039;, you do not have to take that trait, for example a Unique Trait that gives you a special melee weapon would supersede the need to talk the &#039;&#039;&#039;Assault Weapons&#039;&#039;&#039; trait as a character with the Assault Weapons trait can only replace &#039;&#039;one&#039;&#039; of their weapon slots with an advanced melee weapon and a Unique Trait weapon does the same - the same applies for ranged weapons (meaning that a character with Unique Trait ranged weapons cannot also take a Special Weapon or a Heavy Weapon).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Submission:&#039;&#039;&#039; If you wish to take one of these you should write up what you would like the item to be, what you’d like it to do, and what you are thinking of using to represent it. When you’ve done this, please send your ideas to us at &#039;&#039;writingteam.deathuntodarkness@gmail.com&#039;&#039; - we’ll discuss with you and refine the design of the trait before drawing up lore for it that best fits it into the narrative of our game. Your trait may be acquired in downtime, or be gifted/discovered in uptime. Sometimes opportunities for such traits will be found in the uptime game environment, at which point this trait would be what you would select if you wished them to be acquired permanently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Character Progression =&lt;br /&gt;
In Death Unto Darkness many characters are at the pinnacle of what they could achieve normally - represented by the ten traits chosen at character creation which are the result of a lifetime already spent before or in Inquisitorial servitude - as such DuD is a flat-progression system with limited gained-via-play benefits. Perhaps appropriate for the setting we have chosen to run our game in the most reliable source of &#039;advancement&#039; on a mechanical level comes from how often a character dices with death and comes out the other side - our world is a world where characters grow through the suffering they endure and come out the other side a little different for the experience.&lt;br /&gt;
&lt;br /&gt;
The most explicit form of progression we have is [[Scars]].&lt;br /&gt;
&lt;br /&gt;
=== Adjustments ===&lt;br /&gt;
Our lives OC can change drastically, as can physical and mental health, what might be something easy to engage with one event may be impossible to the next and then possible several events later. To this end there is &#039;&#039;&#039;no shame to be had in asking to entirely alter your traits&#039;&#039;&#039; at any stage - we only ask that you give us warning in advance as a game team by contacting us about the skills you wish to change. &#039;&#039;Most&#039;&#039; things can be handled easily but be aware that &#039;&#039;Faith and Fire&#039;&#039; as well as &#039;&#039;&#039;Spymaster&#039;&#039;&#039;, and &#039;&#039;Trade Connections&#039;&#039;&#039; all require pre-game prep so it is best to swap these as soon as possible as it saves both game-team time and ours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Additional Design Notes =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== But what about this talent I have in my background? ===&lt;br /&gt;
There are enough Traits without us introducing highly specific ones that won&#039;t be relevant to the majority of games or players. The best example here is Piloting and Driving which, due to budget, are unlikely to appear often and when they do appear only do so in the context of narrative. Many of these ‘unlisted’ Traits and skills could be represented at a player event by an interactive game or puzzle, so be careful about overegging your talents because you might be expected to back them up in play via an unfamiliar system – but we won’t make you spend Trait slots on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== But what about my bionic prosthesis? ====&lt;br /&gt;
There are several Traits that mention wearing bionic physreps to represent them. This does not mean you aren’t allowed to wear bionic physreps as part of your costume, or as the result of Scars and other wounds – in this circumstance they don&#039;t take the full effect of Haywire but should glitch or react in a minor fashion.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Professional_Traits&amp;diff=3457</id>
		<title>Professional Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Professional_Traits&amp;diff=3457"/>
		<updated>2022-10-16T14:59:48Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Chirurgeon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Medicae ===&lt;br /&gt;
Medicae are trained in providing battlefield aid to casualties rather than the neat and precise work of a Chirugeon operating in a medbay or operating theatre - they are the Field Medics and Chop-Docs of the Imperium specialised in the rapid treatment of casualties on the battlefield or on the streets.&lt;br /&gt;
 &lt;br /&gt;
See the [[Medical Treatment]] section for full details on how to use this trait&lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
A Medicae can;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Opia&#039;&#039;&#039;: A Medicae can expend a supply to give a patient Opia allowing them to roleplay being quiet and sedated while treating complications.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Coag&#039;&#039;&#039;: A Medicae can expend a supply to spend 5s to give a patient Coag which causes their bleed count to cease until they can receive Triage at the cost of any Triage check on them automatically failing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battlefield Medic&#039;&#039;&#039;: Perform First Aid on a Bloodied character with one hand allowing them to pause the bleed count of two casualties rather than one, or to pause it on one while using a 1-handed weapon in their free hand.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Prep for Movement&#039;&#039;&#039;: Move a Bloodied character they are performing First Aid on.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medicae Auspex:&#039;&#039;&#039; You may use the call Scan on your current patient, at up to arm’s length from your Auspex, at will. You may call Scan at vocal range once before needing to Recuperate and appease the machine spirit - you may only scan for keywords in the [Chems] or [Lifesigns] categories.&lt;br /&gt;
* Physrep Requirement: An Auspex must be physrepped by a handheld scanner, or a obvious bionic eye/worn eyepiece.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Treat Wounds&#039;&#039;&#039;: Perform Triage with 30s of Medical roleplay.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medicae Training&#039;&#039;&#039;: Treat Complications that have the Medicae Intervention or Quick Fix solutions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Chirurgeon ===&lt;br /&gt;
Chirurgeons are medical professionals who are trained to work in operating theatres and medical bays rather than having a battlefield role - in the Inquisition they do not solely fulfil the role of healers and carers but sometimes are called on to carry out autopsies and detailed medical examinations.&lt;br /&gt;
 &lt;br /&gt;
See the [[Medical Treatment]] section for full details on how to use this trait&lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
 &lt;br /&gt;
You gain the &#039;&#039;&#039;[[Lore|Biologis]]&#039;&#039;&#039; discipline and &#039;&#039;&#039;may select one Specialism&#039;&#039;&#039; in it.&lt;br /&gt;
&lt;br /&gt;
Chirurgeons can;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Opia&#039;&#039;&#039;: A Chirurgeon can expend a supply to give a patient Opia allowing them to roleplay being quiet and sedated while treating complications.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stimms&#039;&#039;&#039;: A Chirurgeon can expend a supply to spend 5s to give a patient Stimms allowing the Chirugeon to call Get it Together on them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Coag&#039;&#039;&#039;: A Chirurgeon can expend a supply to spend 5s to give a patient Coag which causes their bleed count to cease until they can receive Triage at the cost of any Triage check on them automatically failing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Torpor&#039;&#039;&#039;: A Chirurgeon can expend a supply to dose a patient with Torpor suppressing (but not removing) the Shaken condition or a Madness effect until they have Recuperated.  On a Psyker this prevents them using their powers until they have Recuperated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treat Wounds&#039;&#039;&#039;: Perform Triage with 30s of Medical roleplay.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Diagnose&#039;&#039;&#039;: With 60s medical roleplay examining a character you can identify any physical ailments, such as diseases, physical mutations, poisoning and other similar conditions. This does not allow you to identify mental or spiritual ailments such as those from madness and corruption.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chirurgeon Training&#039;&#039;&#039;: Treat Complications that have the Medicae Intervention or Quick Fix solutions and if in a Medbay treat cards with Proper Procedures.&lt;br /&gt;
&lt;br /&gt;
* After speaking with the Game Team perform other medical procedures with access to a Medbay including but not limited to; Installation of bionics (with the aid of a Tech Priest), Conducting Autopsies.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Chirurgeon-General ===&lt;br /&gt;
(Requires: Medicae and Chirurgeon)&lt;br /&gt;
There are those who ascend the ranks of the medical profession within their service to the Imperium and Inquisition who represent years of work with their hands deep in blood and gore in order to perfect their art. These uncompromising individuals are leaders amongst the Chirugeons and Medicae of the Inquisition, tyrants of the medbay with experience coordinating medical teams in the medbay and on the field.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medical Team Leader&#039;&#039;&#039;: When coordinating a team of 1-2 other individuals with the &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirurgeon&#039;&#039;&#039; traits you may, by roleplaying coordinating your team, reduce the time needed for Triage to 15s - in addition should one of your team fail a Medicae check they may Draw Two Complications and pick the one they wish to deal with.&lt;br /&gt;
** &#039;&#039;&#039;Note&#039;&#039;&#039;: You do not have to perform triage, just instruct the members of your team, allowing you to protect them while they work. You do not need a free hand to use this ability and may engage in combat while using it (though you must roleplay directing your team by e.g. shouting instructions).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;I’m not losing this one!&#039;&#039;&#039;: &#039;&#039;&#039;Once per event&#039;&#039;&#039; if you are able to get to a character who has &#039;&#039;&#039;Died&#039;&#039;&#039; or &#039;&#039;&#039;Lost a Fate Point&#039;&#039;&#039; within 60s of them bleeding out you may inject them with a powerful stimulant or use a defibrillator to restart their heart.  You may use &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on them and inform them that that Fate point was not spent. &#039;&#039;&#039;If this character was on their last fate point then they are on half endurance for the remainder of the event.&#039;&#039;&#039;&lt;br /&gt;
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----&lt;br /&gt;
 &lt;br /&gt;
=== Alchemist ===&lt;br /&gt;
Alchemistry represents the arcane sciences that exist within the Imperium for the brewing of chems, toxins and other potent concoctions of chemicals used by the Imperium. These talents are found all over the Sector, both legitimately in the various Chem-Guilds and places of Imperial research, but also amongst Crims and other Underworlders who use it for less legitimate means.&lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Chem-Fixer&#039;&#039;&#039;: You may expend a supply to do any of the following effects. Alternatively, you may give a chem to another character and instruct them in its use so they can use it on your behalf but may only instruct one character at a time.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Opia&#039;&#039;&#039;: Give a patient Opia allowing them to roleplay being quiet and sedated while treating complications.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stimms&#039;&#039;&#039;: Spend 5s to give a patient Stimms allowing the user to call Get it Together on them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Coag&#039;&#039;&#039;: Spend 5s to give a patient Coag which causes their bleed count to cease until they can receive Triage at the cost of any Triage check on them automatically failing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Torpor&#039;&#039;&#039;: Spend 5s to dose a patient with Torpor suppressing (but not removing) the Shaken condition or a Madness effect until they have Recuperated.  On a Psyker this prevents them using their powers until they have Recuperated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slaught&#039;&#039;&#039;: Give someone Slaught. This is injected when they become Bloodied. They may continue to move, attack and make calls in a frenzied rage for 10s before falling to the ground as normal, any melee blows during this time may call Rend. They cannot benefit from Get it Together and Triage Checks on them automatically fail. Their Bleed Count continues while they are on their feet for 10s.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mortalitas&#039;&#039;&#039;: You may coat a single melee weapon with a blade-venom allowing it to call up to 3 calls of Weaken.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hallucinogen&#039;&#039;&#039;: If you can trick an NPC into imbibing this you may use the call “Would you kindly? Hallucinate…” followed by a hallucination of your choice, this cannot be used to ‘command’ the user to do an action (such as see allies as foes).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Auctore Mortis&#039;&#039;&#039;: If you trick an NPC into imbibing this you may inform a ref - on non-augmented individuals this often causes a slow and painful death.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Imbibed Poisons&#039;&#039;&#039;: The nature of &#039;&#039;&#039;Auctore Mortis&#039;&#039;&#039; and &#039;&#039;&#039;Hallucinogen&#039;&#039;&#039; is that they degrade quickly once exposed to air, in order to gain this effect you must get your target to willingly imbibe food or liquid that you have personally handed to them moments after roleplaying tampering with it or to shake their hand if you have palmed some kind of delivery medium that they should be able to feel in your hand (such as a large coin-shaped object). You cannot leave items lying around poisoned, the chem breaks down in a matter of seconds.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Something from nothing&#039;&#039;&#039;: If you have no &#039;&#039;&#039;Mission Supplies&#039;&#039;&#039; remaining you can spend around two to three minutes gathering ingredients from your surrounding environment to allow you to do up to two Alchemistry effects - you may not then use this again until after you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experimental Alchemistry&#039;&#039;&#039;: You may inform the Game Team you wish to create a chem not represented above. You must hand a written description of what you are trying to achieve to a member of the Game Team it will be considered and you will get an answer as to whether it is possible and the cost required to create it - you may submit this before an event.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Once an Alchemist has successfully created a chem then they know the time, effort and components needed to replicate it again. As a general rule we will not approve any chems that are more powerful than the above effects such as granting immunities to certain calls.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Verispex ===&lt;br /&gt;
Verispex training is most commonly found in the Adeptus Arbites, where forensic experts investigate, discover and dissect every secret a crime scene – or criminal – has to offer. The Bounty Hunter Guilds of the Prosperitas Sector also frequently retain individuals with these skills, as does the Inquisition itself.&lt;br /&gt;
 &lt;br /&gt;
You gain the &#039;&#039;&#039;[[Lore|Arbites]]&#039;&#039;&#039; discipline and may select &#039;&#039;&#039;one&#039;&#039;&#039; specialism in it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Auspex&#039;&#039;&#039;: You may use the &#039;&#039;&#039;[[Scanning (Auspexes &amp;amp; Other Scanners)|Scan]]&#039;&#039;&#039; call at up to arm’s length from your Auspex by calling a specific target, at will. You may call &#039;&#039;&#039;Scan&#039;&#039;&#039; once at vocal range before needing to &#039;&#039;&#039;Recuperate&#039;&#039;&#039; and appease the machine spirit.&lt;br /&gt;
** &#039;&#039;&#039;Physrep Requirement&#039;&#039;&#039;: You must have a handheld auspex physrep or bionic eyepiece.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve walked the streets:&#039;&#039;&#039; You have years of investigative experience, after a period studying a clue that you lack an appropriate lore or trait to read the associated clue card of - you may read it. This ability cannot be used again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* You gain hints for finding hidden clues, this is detailed in the [[Investigations|Investigations]] rules.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Explicator ===&lt;br /&gt;
You have been trained in the arts of interrogation and torture, either by some sinister organization, the Adeptus Arbites’ Chasteners, or the specialists of the Inquisition. You are armed with tools and a knowledge of the mind and body, and how to break both to get the answers you want.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;  Please ensure that someone is &#039;&#039;ok&#039;&#039; with roleplaying out torture before you start working on them, if they are not then you can take them to an area where you are out of sight, and drop OC ask what questions you wish without simulating torture.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chastener&#039;&#039;&#039;: After 30s of roleplaying the interrogation of a captive character you may call “&#039;&#039;&#039;Would you kindly?&#039;&#039;&#039;” followed by a single request for information on a topic you want answers on, you can only use this call to compel information not force behaviours. You may do this up to five times after which you must Recuperate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Relentless&#039;&#039;&#039;: You may spend a point of &#039;&#039;&#039;Willpower&#039;&#039;&#039; call &#039;&#039;&#039;Rend&#039;&#039;&#039; on a captive character who you have already spent 30s interrogating to call “&#039;&#039;&#039;Would you kindly?&#039;&#039;&#039;” with the same restrictions - be aware some NPCs are less tough then PCs and will &#039;&#039;die&#039;&#039; if reduced to &#039;&#039;&#039;Bloodied&#039;&#039;&#039; by Rend. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Scribe ===&lt;br /&gt;
Found amongst the dusty tomes and scrolls of the Imperium, Scribes are commonplace enough individuals, afforded an education either by wealth or through the sponsorship of organisations such as the Adeptus Administratum, the Ecclesiarchy, and amongst the forbidden libraries of the Inquisition itself.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain two [[lore]] disciplines from the choice of &#039;&#039;&#039;Malleus, Xenos, Hereticus, Arbites, Biologis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Specialist Studies&#039;&#039;&#039;: You gain four specialisms to choose from any lore you possess.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Exhorter ===&lt;br /&gt;
Exhorters are natural leaders, a trained commander or a charismatic force of nature: no matter where they come from they serve as the soul of their retinues, cajoling, rallying or ordering their comrades to keep fighting when they are at the point of giving up.&lt;br /&gt;
&lt;br /&gt;
You gain the following abilities; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;There’s No Need For All This Bleeding&#039;&#039;&#039;: You can rouse even the most injured soul to fight through their pain - you may use the cue Get It Together up to twice. This may not be used on yourself. This ability cannot be used again until you Recuperate. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Let His Name Bolster Your Will&#039;&#039;&#039;: You can use your understanding and insight into the fears hidden in the human heart. This allows you to use your words and actions to calm the minds of others. You may either suppress the effects of Shaken on another character, or one of their active Madness effects until the next time they Recuperate. This may not be used on yourself. This ability cannot be used again until you Recuperate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Let His Fires Burn Within You&#039;&#039;&#039;: You may share your faith with another character to suppress their vulnerabilities to the Warp; they may ignore any warp-based dramatic effects that may be afflicting them or corruption cards below Overwhelmed until the next time they Recuperate. This may not be used on yourself. This ability cannot be used again until you Recuperate.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Spymaster === &lt;br /&gt;
(&#039;&#039;&#039;Cannot take&#039;&#039;&#039; Trader)&lt;br /&gt;
Occulators, Keepers of Whispers, Intelligencers, the Imperium depends on its many eyes and the spiders that sit at the web of their own intelligence networks. These are carefully fostered things that each individual has built over time giving them many eyes that whisper to them from the edges of the Sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whispers:&#039;&#039;&#039; You are tapped into a network of spies and informants that stretches the Prosperitas Sector - during a downtime cycle you have the choice to listen and receive rumours from around the sector or ask your network a single question.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Faces in the Dark:&#039;&#039;&#039; Before each event you will receive a list of three ‘sources’ with information that is relevant to the upcoming mission based on how you have defined the connections of your spy network - you will be able to meet with (or however you wish to describe it) ONE of these sources prior to the event. The list will have a name and description of the contact along with a short message from them to help you choose which to receive.&lt;br /&gt;
 &lt;br /&gt;
The exact nature of each Spymaster&#039;s intelligence network will vary wildly - a character with strong Ecclesiarchy ties might rely on a network of agents embedded within the Priesthood and Pilgrim migrations of the sector, where a character of more dubious connections might rely on agents drawn from various criminal syndicates or even proscribed cults. This can be defined when submitting your character.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Trader ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot take:&#039;&#039;&#039; Spymaster)&lt;br /&gt;
You possess some form of connection to an individual or a wider network who can supply you with unique items before a deployment.&lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Carousing:&#039;&#039;&#039; You are tapped into a network of traders who travel the Prosperitas Sector - during a downtime cycle you have the choice to listen and receive rumours from around the sector or ask your network a single question.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;From the Market&#039;&#039;&#039;: Before a game you will receive a list of three items, of which you can pick one - you will be given a description of the item along with a name - you will however have to acquire the item before you learn the mechanics of it (this is to limit us writing unnecessary mechanics pregame for items not selected) - part of the fun of this trait is there is both risks and reward for using these items.&lt;br /&gt;
 &lt;br /&gt;
The exact nature of your Trade Connections will vary wildly based on how you feel they will fit your character, a Mechanicus character might well be in receipt of experimental technologies from their parent forge for field testing, a Priest might have access to a cabinet of Holy Relics, or a more dubious character might find ways to get their fingers on Xenos artefacts from Cold Traders, or Illegal Chems from Criminal Enterprises - the possibilities are endless. This can be defined when submitting your character.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Combat_Support_Traits&amp;diff=3426</id>
		<title>Combat Support Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Combat_Support_Traits&amp;diff=3426"/>
		<updated>2022-10-16T12:42:35Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Daemonhunter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Scum ===&lt;br /&gt;
Those who have lived at the fringes of Imperial civilization, outsiders and criminals who know the desperation that it is to survive in the Underhive, Scum are often considered the worst of civilization by their fellow Agents, but that doesn’t mean that they don’t have a value to the Inquisition;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Vulture&#039;&#039;&#039;:  After a combat you may search the bodies of the dead, providing your foes were human, and were using firearms or obviously using chems, you may find a Mission Supply on their body. Daemon or Xenos does leave no useful supplies behind - you may not then use this again until after you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rat&#039;&#039;&#039;: You can conceal weapons on your body as such a call of &#039;&#039;&#039;Scan&#039;&#039;&#039; will not detect any weapons you have hidden on your person. A psy-active weapon will still be identified by &#039;&#039;&#039;Warp Scan&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weasel&#039;&#039;&#039;: Your life of surviving at the fringes of society have taught you how to keep your head down. you may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; to the first three ranged calls while in cover rather than just the first two. Having the matching effect from Vigilator or Scum is not cumulative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Ammo-jack ===&lt;br /&gt;
Be they Mechanicus artisans working on weaponry in workshops or underhive scum skirting the laws of the Machine Cult by producing unsanctioned ammunition, Ammo-jacks are technically competent individuals often found in the armouries of the Inquisition preparing all manner of esoteric weapons rounds for use against the horrors that the Inquisition faces in its hidden war. &lt;br /&gt;
 &lt;br /&gt;
Be aware if you choose to use this trait and are not a Tech Priest then you should be careful to observe the rituals of the Machine Cult while doing your work. Though the Inquisition might turn a blind eye to a useful Heretek they are not in the position to defend such individuals from the Machine Cults wrath should it be aroused. &lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve got one of those&#039;&#039;&#039;: Providing you are carrying a backpack that appears to be laden with ammo, then you may expend a supply to enable up to three individuals with ranged weapons who have run out of supplies to gain a temporary &amp;quot;supply&amp;quot; allowing them to use their weapon until they would normally have to expend a supply. This “supply” lasts until used. You may not use this again until after you have Recuperated.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Special Issue Ammunition&#039;&#039;&#039;:  You can expend a supply to issue special issue ammunition to a character with the Special Weapons Training trait who has taken a &#039;&#039;&#039;Bolter&#039;&#039;&#039; or a &#039;&#039;&#039;Shotgun&#039;&#039;&#039; or an equivalent Unique Trait to grant them one of the following effects:&lt;br /&gt;
**&#039;&#039;&#039;Kraken Rounds&#039;&#039;&#039;: They may make up to three calls of Bolt.&lt;br /&gt;
**&#039;&#039;&#039;Dragonfire Rounds&#039;&#039;&#039;: They may make up to three calls of Burn.&lt;br /&gt;
&#039;&#039;&#039;Metal Storm Round&#039;&#039;&#039;: They may make a single call of Boom.&lt;br /&gt;
* In addition there are several rounds available to Ammo-Jacks with specific traits:&lt;br /&gt;
** &#039;&#039;&#039;Tempest Rounds (Tech Priest)&#039;&#039;&#039;: They may make up to three calls of Haywire.&lt;br /&gt;
** &#039;&#039;&#039;Hellfire Rounds (Alchemists)&#039;&#039;&#039;: They may make up to three calls of Weaken.&lt;br /&gt;
** &#039;&#039;&#039;Witch Bolts (Daemonhunter)&#039;&#039;&#039;: They may make up to three calls of Sanctic Bolt.&lt;br /&gt;
&lt;br /&gt;
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 &lt;br /&gt;
=== Daemonhunter ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Savant, Alienhunter &#039;&#039;&#039;or&#039;&#039;&#039; Witchhunter)&lt;br /&gt;
Agents of the Ordo Malleus, or those that have received training from them, Daemonhunters are often gathered from those who have experienced encounters with the manifestations of the warp and have lived to tell the tale - a Daemonhunter does not focus on ways to kill daemons as they do not work like living breathing enemies in that way but rather in surviving long enough to do enough damage to them that their forms decorporealise.&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Malleus Discipline]] with the &#039;&#039;&#039;Daemonology&#039;&#039;&#039; specialisation.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Sacred Warding:&#039;&#039;&#039; When wearing warded clothing, you may call &#039;&#039;&#039;Sanctic Deflect&#039;&#039;&#039; to a single call with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached, with the exception of &#039;&#039;&#039;Sunder&#039;&#039;&#039;, from a Daemonic creature.  &#039;&#039;&#039;This ability cannot be used again until you Recuperate&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Phys Rep:&#039;&#039;&#039; Warded clothing is marked with decagrams over its surface, this could be etched into armour or on a stole.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Holy Icon:&#039;&#039;&#039; If you spend a point of willpower you may brandish an icon against a foe and call Sanctic Knockback.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Witchhunter ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Savant, Alienhunter &#039;&#039;&#039;or&#039;&#039;&#039; Daemonhunter)&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Hereticus]] Discipline with the &#039;&#039;&#039;The Hunting of the Witch and the Mutant&#039;&#039;&#039; specialisation;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Null Warding:&#039;&#039;&#039; When wearing warded clothing, you may call &#039;&#039;&#039;Sanctic Deflect&#039;&#039;&#039; to a single call with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached, with the exception of &#039;&#039;&#039;Sunder&#039;&#039;&#039;, from a &#039;&#039;&#039;Psyker&#039;&#039;&#039;. &#039;&#039;&#039;This ability cannot be used again until you Recuperate&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Phys Rep:&#039;&#039;&#039; Warded clothing is marked with decagrams over its surface, this could be etched into armour or on a stole.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Witchbane:&#039;&#039;&#039;  You know how to target major nerve clusters or arteries, what toxins best assail a witch’s nerves, or other ways to weaponise your understanding. You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Weaken&#039;&#039;&#039; up to three times against a positively identified Psyker at range or in melee.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Alien Hunter ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Savant, Daemonhunter &#039;&#039;&#039;or&#039;&#039;&#039; Witchhunter)&lt;br /&gt;
Agents of the Ordo Xenos, or those who have trained with them, these agents are faced with a daunting task of facing a myriad of vastly different bioforms and threats in the execution of their work. Overspecialising in their line of work is a fool’s decision, leaving one unprepared against another threat. An Alien Hunter must adapt to the situation, altering their tactics and learning to fight a foe on their own terms.&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Xenos Discipline]] with the &#039;&#039;&#039;Current Xenos Threats&#039;&#039;&#039; specialisation;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunter’s Eye:&#039;&#039;&#039; You may use the &#039;&#039;&#039;[[Scanning|Scan]]&#039;&#039;&#039; call at up to arm’s length from your Auspex by calling a specific target, at will. You may call &#039;&#039;&#039;Scan&#039;&#039;&#039; at vocal range once before needing to &#039;&#039;&#039;Recuperate&#039;&#039;&#039; and appease the machine spirit.&lt;br /&gt;
** &#039;&#039;&#039;Physrep Requirement:&#039;&#039;&#039; A handheld scanner (auspex) or an eyepiece of some kind.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;If It Bleeds, We Can Kill It:&#039;&#039;&#039; Once you have positively identified a species of Xenos you are up against, when you &#039;&#039;&#039;Recuperate&#039;&#039;&#039; you can prepare to face it, adapting your tactics, changing ou rounds in your weapons, and priming the array of technology that the Ordo Xenos relies on. This preparation only helps and affects the Xenos species you have prepared to face you need to recuperate and recalibrate if you want to face a different target - you may call &#039;&#039;&#039;Scan [Xenos Species]&#039;&#039;&#039; to be sure before you make any of these calls.;&lt;br /&gt;
** You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Haywire&#039;&#039;&#039; up to 3 times against members of your targeted species.&lt;br /&gt;
** You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Weaken&#039;&#039;&#039; up to 3 times against members of your targeted species.&lt;br /&gt;
** You may spend 15s not moving and aiming at a member of your targeted species, if you lose sight of them before you finish your count you must restart again, if you reach the end of your count you may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Sunder&#039;&#039;&#039;.  &#039;&#039;&#039;This ability cannot be used again until you have Recuperated&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Armour of Contempt ===&lt;br /&gt;
Preparation is the Armour of Contempt, to face a foe one knows and is prepared for, to prepare oneself and the field of battle favourably to increase one&#039;s chances of winning the fight against the foes of the Imperium who often have the upper hand in physical, technological or esoteric strength.&lt;br /&gt;
&lt;br /&gt;
This trait activates only when you select a foe you have encountered before, either at the same event or previously. They must be a ‘named’ foe, even if you do not know their name, a distinct foe who is clearly present. &#039;&#039;&#039;This is your Hated Foe for the event&#039;&#039;&#039; (you can always check with the Game Team if you are ever uncertain a NPC is valid) - when you encounter your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; in battle you gain the following advantages;&lt;br /&gt;
&lt;br /&gt;
* You gain &#039;&#039;&#039;+2 Endurance&#039;&#039;&#039; for that Combat&lt;br /&gt;
* You reduce any &#039;&#039;&#039;Rend&#039;&#039;&#039; calls from your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; to 1 Damage&lt;br /&gt;
* You may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against one call from your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; - including &#039;&#039;&#039;Warp&#039;&#039;&#039; but not Sunder&lt;br /&gt;
* Once if you are reduced to &#039;&#039;&#039;Bloodied&#039;&#039;&#039; in a combat where your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; is present you may use &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on yourself, however, unlike normal - this call affects you even if you have suffered a condition that would normally prevent you from using it. This ability cannot be used again until you have Recuperated. &lt;br /&gt;
* Should you defeat your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; then you can select a new one.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Kill Team Leader ===&lt;br /&gt;
While the Inquisition might favour individualistic Agents, there are things a bonded team of warriors can accomplish that an Agent of the Throne could not accomplish solo - squads from the Imperial Guard or Imperial Navy are commonly inducted though occasionally tight-knit underhive gangs are brought in for the same reason. Elite amongst these other than the power armoured Astartes of the Death Watch, are the Inquisitorial Stormtroopers in their black carapace armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements&#039;&#039;&#039;: To form a Kill Team you must have 2-4 other characters who are members of the Kill Team - all the members of the Kill Team must have matching costumes that clearly identify them as being part of the same united team. No PC can benefit from the commands of more than one Kill Team Leader at an event. If a Kill Team Leader dies during an event, their chosen successor may benefit from the effects of this trait for the remainder of the event. However, should they wish to use it in future they must buy it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orders:&#039;&#039;&#039; Your Kill Team should agree to a set of IC commands, these are cues that allow your group to benefit from any of the following effects. Once you have used one of these commands, you must Recuperate before using it again.&lt;br /&gt;
** &#039;&#039;&#039;Team! Take Aim!&#039;&#039;&#039; - If members of the Kill Team are in Cover then any ranged calls of Blam become Rend - this does not count as calling something other than Blam for the purpose of the Abundant Ammunition rule.&lt;br /&gt;
** &#039;&#039;&#039;Team! Go! Go! Go!&#039;&#039;&#039; - The team must charge their foe with the intent to engage them at melee range -, they may not make calls or attacks while charging but may call Deflect up to four times - these are lost once they enter melee reach of a foe.&lt;br /&gt;
** &#039;&#039;&#039;Team! Gun Them Down!&#039;&#039;&#039; - The team must stand still, they can make up to 3 calls of Dakka before Reloading and expending a Supply.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Price of Service:&#039;&#039;&#039; If a member of the Kill Team disobeys a direct order from the &#039;&#039;&#039;Kill Team Leader&#039;&#039;&#039; then they cannot benefit from orders until they have suffered an IC appropriate consequence for their disobedience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Example commands are provided - however, you are encouraged to come up with your own IC commands, which should ideally include a reference to your group (e.g. &amp;quot;Raivans, follow me!&amp;quot; or &amp;quot;31st Armored, leave none alive!&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Savant ===&lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Scribe)&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Alien Hunter, Daemonhunter &#039;&#039;&#039;or&#039;&#039;&#039; Witchhunter)&lt;br /&gt;
Not all scribes hide away in dusty libraries, some take to battlefields alongside Inquisitorial parties advising them from their vast arrays of tomes, scrolls and dataslate archives that they drag into battle.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; While using this trait you cannot hold a weapon in your hands or make any offensive actions. You’ll need a prop book or dataslate for your character to read though while you’re standing on the sideline of a fight, your skill is in ducking and dodging while you frantically leaf through your books looking for answers. You can do this only for foes your character has encountered or their Lores permit them to know about, so long as you do this you can;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Duck!&#039;&#039;&#039;: You’re used to ducking in and out of fights as you consult the tomes, you may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; once - you cannot use this against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. &#039;&#039;&#039;You cannot use this ability again until you Recuperat&#039;&#039;&#039;e.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hit the Weak Point!&#039;&#039;&#039;: After spending ten seconds studying an enemy NPC that falls into your speciality you may aid an ally to strike at a weak point or make some modification to their equipment to allow them to call &#039;&#039;&#039;Weaken&#039;&#039;&#039; against that foe. &#039;&#039;&#039;You cannot use this again against the same individual until you Recuperate&#039;&#039;&#039;.  For example: ‘There’s a small weak point between the second and third secondary ribs, strike there’ or ‘here, take this they’re deathly allergic to it’.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;You’re going to need this…&#039;&#039;&#039;: With thirty seconds of research of a specific type of foe (‘genestealer’ or ‘aeldari psyker’ for example) in combat or out (if you’re willing to predict a particular foe) you may hand something to three companions to protect them. They gain one use of &#039;&#039;&#039;Deflect&#039;&#039;&#039; against the specified foe, this may be used against calls of &#039;&#039;&#039;Warp&#039;&#039;&#039; if you prepare them for a foe that is likely to use the call. &#039;&#039;&#039;You cannot use this ability again until you Recuperate.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hit the Books…:&#039;&#039;&#039; If you encounter a recurring foe or a foe with a distinct ability that you need to find a counter for you may with ref assistance, throw yourself into researching it to prepare for another encounter. Using evidence (name, pictures, tissue samples, etc..) as appropriate you can enable an ally to negate that ability, this can include calls of Sunder if appropriate. The ref will advise you of what abilities it has and allow you to forewarn others as well as preparing your chosen target to be resistant to them.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Player_Character_Conflict&amp;diff=3425</id>
		<title>Player Character Conflict</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Player_Character_Conflict&amp;diff=3425"/>
		<updated>2022-10-16T12:31:54Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Unjustified Use Of Force */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;PvP&#039;&#039;&#039; = Player vs Player, conflict between player characters (PCs), often referencing to violence between PCs.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;PvE&#039;&#039;&#039; = Player vs Environment, where the primary conflict is between PCs and Non-Player Characters (NPCs).&lt;br /&gt;
 &lt;br /&gt;
Death Unto Darkness is a primarily PvE game, not a PvP game, and it aims to represent the struggles of the beleaguered Agents of the Holy Ordos against an ever-multiplying number of threats within and without. &lt;br /&gt;
&lt;br /&gt;
We generally discourage player-initiated &#039;&#039;violent&#039;&#039; PvP between characters, especially as a method of conflict resolution as it detracts from the PvE-driven narrative central to our events. The threat of killing another character can be a potent tool for silencing social conflict roleplay as the time, cost and emotional commitment to a LARP character means it places significant psychological weight on encouraging &#039;&#039;the player&#039;&#039; to stop engaging for fear of being robbed of that.&lt;br /&gt;
&lt;br /&gt;
This does not mean DuD never sees Player Characters turn on each other violently. This is a setting where telepathic domination, spiritual corruption, malfunctioning technology and minds collapsing into madness can result in violent outcomes. So be aware that while we discourage players from initiating violent conflict it can easily be provoked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Social Conflict ===&lt;br /&gt;
&lt;br /&gt;
Social conflict is a natural part of the Imperium, with religious conflict and discrimination against people hailing from specific social castes or perceived as having genetic aberrations being themes of the DuD setting, these conflicts exist to create depth for roleplay interactions and are heavily encouraged and something someone should be aware of before playing our game. &lt;br /&gt;
&lt;br /&gt;
The Imperium is not a nice place and most of the people within it are not, by our standards, nice people - the challenge of the Imperium is that ultimately monstrous personalities are normalised and common, especially amongst the servants of the Inquisition. The trouble is that with the multiplying threats to the Imperium, Inquisitors and their agents are forced to cooperate against the rising tide - even with those they hate and despise.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Inter-Character Violence ===&lt;br /&gt;
 &lt;br /&gt;
Because we use a cinematic narrative system with a ‘death spiral’ mechanic, our combat rules do not translate well when players come up against each other as the cinematic nature begins to break down. Thus, we decided to introduce specific rulings regarding violence between players.&lt;br /&gt;
&lt;br /&gt;
* Where &#039;&#039;&#039;Player Characters&#039;&#039;&#039; are attacking other &#039;&#039;&#039;Player Characters&#039;&#039;&#039; then it is always assumed that when you hit 0 Endurance you become &#039;&#039;&#039;Subdued&#039;&#039;&#039; rather than &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
** A player may choose to become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; &#039;&#039;if they wish to&#039;&#039; - if you wish to take another character alive rather than killing them you can use the &#039;&#039;&#039;I&#039;m taking you, alive&#039;&#039;&#039; call to make them Subdued instead.&lt;br /&gt;
&lt;br /&gt;
* If you have &#039;&#039;&#039;Subdued&#039;&#039;&#039; another character you &#039;&#039;&#039;must&#039;&#039;&#039; hand them over to Inquisitorial Authorities (the Game Team) immediately or allow them to recover from the condition. &lt;br /&gt;
** If they are &#039;&#039;&#039;possessed&#039;&#039;&#039; however you may attempt to Exorcise them instead. &lt;br /&gt;
&lt;br /&gt;
* If you choose to become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; then if you die as a result of players resolving to execute you or place you in a lethal situation (such as throwing out of an airlock) you may not use &#039;&#039;&#039;Fate&#039;&#039;&#039; to avoid your fate &#039;&#039;&#039;unless the Game Team agrees&#039;&#039;&#039; - by becoming Bloodied you have accepted a lethal fate.&lt;br /&gt;
&lt;br /&gt;
* A character handed over to the Game Team with sufficient proof of wrongdoing will likely be removed from play or returned to play with some corrective measure (like a bomb collar) but that decision lies &#039;&#039;&#039;exclusively&#039;&#039;&#039; with the Team and their judgement IC represents the sanction of Inquisitorial Authority.&lt;br /&gt;
** A player who wishes for their character&#039;s story to end in a very public execution can always request it while talking to the team.&lt;br /&gt;
&lt;br /&gt;
This system allows for violent conflict to be resolved in a fashion that is not directly lethal in any permanent fashion while equally allowing the Game Team to quickly resolve consequences for characters who have actually turned against the Imperium. The Imperium and Inquisition are swift and uncompromising, the Game Team will always try to steer you away from making decisions that can doom your character but if you don&#039;t want to face those consequences DuD may not be the right game.&lt;br /&gt;
&lt;br /&gt;
=== Reporting Crimes and Heresies ===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Sometimes you lack the ability to enforce your will when you notice wrongdoing&#039;&#039;&#039; - in such a circumstance where you believe that a character is up to no good you may pass on information to Inquisitorial Authorities (the Game Team) who will react appropriately to the news based on presented evidence. This may result in punishment during the downtime between events or an Inquisitorial edict for the individual to be subdued and brought to the Inquisitorial Authorities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unjustified Use Of Force ===&lt;br /&gt;
It might be tempting to beat someone who doesn&#039;t agree with you into a pulp or get friendly muscle to do it for you - especially if they&#039;re loud and obnoxious - but the Inquisition expects its Agents to conduct themselves like civilised individuals, not Orks. Agents who cannot work together without coming to blows with their fellow Servants of the Inquisition rapidly find themselves released from service or posted to isolated posts where their lack of decorum presents no threat to the mission of the Holy Ordos.&lt;br /&gt;
&lt;br /&gt;
This says nothing of what happens to those found to be guilty of murdering another agent in cold blood either directly or via executions with manufactured excuses.&lt;br /&gt;
&lt;br /&gt;
=== Provoking the Use of Force ===&lt;br /&gt;
Even the Inquisition understands the primciples that sometimes violence occurs when one side was &#039;asking for it&#039;. Most often then not this is when one party involved is actively attempting to betray the Imperium or Holy Ordos or do something that would critically endanger the other.&lt;br /&gt;
&lt;br /&gt;
An Agent is generally considered to be deserving of the use of force against them (thus absolving their attackers) if they;&lt;br /&gt;
&lt;br /&gt;
* Willingly and knowingly aided and abetted the enemies of the Imperium without proof of Inquisitorial sanction.&lt;br /&gt;
&lt;br /&gt;
* Actively sought to harm the Holy Ordos and the Imperium or attempted to rebel against their spiritual authority.&lt;br /&gt;
&lt;br /&gt;
* Actively engaged in the worship of the Dark Gods or Daemons &lt;br /&gt;
&lt;br /&gt;
* Intentionally summoned a Daemon into reality without proof of Inquisitorial sanction to do so.&lt;br /&gt;
&lt;br /&gt;
* Attack another member of the Inquisition without proof of Inquisitorial sanction.&lt;br /&gt;
&lt;br /&gt;
* Became possessed by a Daemon.&lt;br /&gt;
&lt;br /&gt;
* Denounced the God-Emperor.&lt;br /&gt;
&lt;br /&gt;
Inevitably you should know that if you do things that lead others to believe that you are working against the Holy Ordos, Imperium and the mission you have been assigned to there are concequences and these will be enforced.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]] [[Category:Under Construction]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Player_Character_Conflict&amp;diff=3424</id>
		<title>Player Character Conflict</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Player_Character_Conflict&amp;diff=3424"/>
		<updated>2022-10-16T12:30:35Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Inter-Character Violence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;PvP&#039;&#039;&#039; = Player vs Player, conflict between player characters (PCs), often referencing to violence between PCs.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;PvE&#039;&#039;&#039; = Player vs Environment, where the primary conflict is between PCs and Non-Player Characters (NPCs).&lt;br /&gt;
 &lt;br /&gt;
Death Unto Darkness is a primarily PvE game, not a PvP game, and it aims to represent the struggles of the beleaguered Agents of the Holy Ordos against an ever-multiplying number of threats within and without. &lt;br /&gt;
&lt;br /&gt;
We generally discourage player-initiated &#039;&#039;violent&#039;&#039; PvP between characters, especially as a method of conflict resolution as it detracts from the PvE-driven narrative central to our events. The threat of killing another character can be a potent tool for silencing social conflict roleplay as the time, cost and emotional commitment to a LARP character means it places significant psychological weight on encouraging &#039;&#039;the player&#039;&#039; to stop engaging for fear of being robbed of that.&lt;br /&gt;
&lt;br /&gt;
This does not mean DuD never sees Player Characters turn on each other violently. This is a setting where telepathic domination, spiritual corruption, malfunctioning technology and minds collapsing into madness can result in violent outcomes. So be aware that while we discourage players from initiating violent conflict it can easily be provoked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Social Conflict ===&lt;br /&gt;
&lt;br /&gt;
Social conflict is a natural part of the Imperium, with religious conflict and discrimination against people hailing from specific social castes or perceived as having genetic aberrations being themes of the DuD setting, these conflicts exist to create depth for roleplay interactions and are heavily encouraged and something someone should be aware of before playing our game. &lt;br /&gt;
&lt;br /&gt;
The Imperium is not a nice place and most of the people within it are not, by our standards, nice people - the challenge of the Imperium is that ultimately monstrous personalities are normalised and common, especially amongst the servants of the Inquisition. The trouble is that with the multiplying threats to the Imperium, Inquisitors and their agents are forced to cooperate against the rising tide - even with those they hate and despise.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Inter-Character Violence ===&lt;br /&gt;
 &lt;br /&gt;
Because we use a cinematic narrative system with a ‘death spiral’ mechanic, our combat rules do not translate well when players come up against each other as the cinematic nature begins to break down. Thus, we decided to introduce specific rulings regarding violence between players.&lt;br /&gt;
&lt;br /&gt;
* Where &#039;&#039;&#039;Player Characters&#039;&#039;&#039; are attacking other &#039;&#039;&#039;Player Characters&#039;&#039;&#039; then it is always assumed that when you hit 0 Endurance you become &#039;&#039;&#039;Subdued&#039;&#039;&#039; rather than &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
** A player may choose to become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; &#039;&#039;if they wish to&#039;&#039; - if you wish to take another character alive rather than killing them you can use the &#039;&#039;&#039;I&#039;m taking you, alive&#039;&#039;&#039; call to make them Subdued instead.&lt;br /&gt;
&lt;br /&gt;
* If you have &#039;&#039;&#039;Subdued&#039;&#039;&#039; another character you &#039;&#039;&#039;must&#039;&#039;&#039; hand them over to Inquisitorial Authorities (the Game Team) immediately or allow them to recover from the condition. &lt;br /&gt;
** If they are &#039;&#039;&#039;possessed&#039;&#039;&#039; however you may attempt to Exorcise them instead. &lt;br /&gt;
&lt;br /&gt;
* If you choose to become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; then if you die as a result of players resolving to execute you or place you in a lethal situation (such as throwing out of an airlock) you may not use &#039;&#039;&#039;Fate&#039;&#039;&#039; to avoid your fate &#039;&#039;&#039;unless the Game Team agrees&#039;&#039;&#039; - by becoming Bloodied you have accepted a lethal fate.&lt;br /&gt;
&lt;br /&gt;
* A character handed over to the Game Team with sufficient proof of wrongdoing will likely be removed from play or returned to play with some corrective measure (like a bomb collar) but that decision lies &#039;&#039;&#039;exclusively&#039;&#039;&#039; with the Team and their judgement IC represents the sanction of Inquisitorial Authority.&lt;br /&gt;
** A player who wishes for their character&#039;s story to end in a very public execution can always request it while talking to the team.&lt;br /&gt;
&lt;br /&gt;
This system allows for violent conflict to be resolved in a fashion that is not directly lethal in any permanent fashion while equally allowing the Game Team to quickly resolve consequences for characters who have actually turned against the Imperium. The Imperium and Inquisition are swift and uncompromising, the Game Team will always try to steer you away from making decisions that can doom your character but if you don&#039;t want to face those consequences DuD may not be the right game.&lt;br /&gt;
&lt;br /&gt;
=== Reporting Crimes and Heresies ===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Sometimes you lack the ability to enforce your will when you notice wrongdoing&#039;&#039;&#039; - in such a circumstance where you believe that a character is up to no good you may pass on information to Inquisitorial Authorities (the Game Team) who will react appropriately to the news based on presented evidence. This may result in punishment during the downtime between events or an Inquisitorial edict for the individual to be subdued and brought to the Inquisitorial Authorities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unjustified Use Of Force ===&lt;br /&gt;
It might be tempting to beat someone who doesn&#039;t agree with you into a pulp or get friendly muscle to do it for you - especially if they&#039;re loud and obnoxious - but the Inquisition expects its Agents to conduct themselves like civilised individuals, not Orks. Agents who cannot work together without coming to blows with their fellow Servants of the Inquisition rapidly find themselves released from service or posted to isolated posts where their lack of decorum presents no threat to the mission of the Holy Ordos.&lt;br /&gt;
&lt;br /&gt;
This says nothing of what happens those found to be guilty of murdering another agent in Cold Blood either directly or via  executions with manufactured excuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Provoking the Use of Force ===&lt;br /&gt;
Even the Inquisition understands the primciples that sometimes violence occurs when one side was &#039;asking for it&#039;. Most often then not this is when one party involved is actively attempting to betray the Imperium or Holy Ordos or do something that would critically endanger the other.&lt;br /&gt;
&lt;br /&gt;
An Agent is generally considered to be deserving of the use of force against them (thus absolving their attackers) if they;&lt;br /&gt;
&lt;br /&gt;
* Willingly and knowingly aided and abetted the enemies of the Imperium without proof of Inquisitorial sanction.&lt;br /&gt;
&lt;br /&gt;
* Actively sought to harm the Holy Ordos and the Imperium or attempted to rebel against their spiritual authority.&lt;br /&gt;
&lt;br /&gt;
* Actively engaged in the worship of the Dark Gods or Daemons &lt;br /&gt;
&lt;br /&gt;
* Intentionally summoned a Daemon into reality without proof of Inquisitorial sanction to do so.&lt;br /&gt;
&lt;br /&gt;
* Attack another member of the Inquisition without proof of Inquisitorial sanction.&lt;br /&gt;
&lt;br /&gt;
* Became possessed by a Daemon.&lt;br /&gt;
&lt;br /&gt;
* Denounced the God-Emperor.&lt;br /&gt;
&lt;br /&gt;
Inevitably you should know that if you do things that lead others to believe that you are working against the Holy Ordos, Imperium and the mission you have been assigned to there are concequences and these will be enforced.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]] [[Category:Under Construction]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3423</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3423"/>
		<updated>2022-10-16T12:28:43Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Lores Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Though a weapon in hand is essential for surviving in the Dark Millennium the work of the Holy Ordos is not to win wars, that falls to the Imperial Guard and Imperial Navy as well as the many other military arms of the Imperium. No, while servants of the Inquisition often fight them fighting horrors in the shadows of the Imperium their singular, unenviable, task is to &#039;&#039;understand&#039;&#039; those horrors - to investigate them and develop the methods by which they may be combatted or defeated - and not all foes can fall to conventional weaponry either some are better defeated with wit then a blade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Using Lores ===&lt;br /&gt;
Lores can provide you with briefing sheets and local information prior to a game. They can also be actively used in a few ways: &lt;br /&gt;
&lt;br /&gt;
You may receive a lore brief prior to a game or during downtime when something relevant to one of your lores or specialisms comes up. &lt;br /&gt;
&lt;br /&gt;
Secondly, lore gives you the ability to [[Investigations|Investigate]] by picking up clues.&lt;br /&gt;
&lt;br /&gt;
Some Lores allow for additional things such as speaking alien languages and allowing minor mechanical abilities.&lt;br /&gt;
&lt;br /&gt;
The final use of Lore is in allowing players to carry out research in downtime, and receive answers of varying accuracy depending on how broad their knowledge is and how relevant their specialisms are.&lt;br /&gt;
&lt;br /&gt;
=== Lore Types ===&lt;br /&gt;
&lt;br /&gt;
There are two types of lore, the six &#039;&#039;&#039;Disciplines&#039;&#039;&#039; represent a broad general knowledge of a subject area, whereas &#039;&#039;&#039;Specialisms&#039;&#039;&#039; are specific areas of each discipline that represent &#039;advanced&#039; knowledge in a specialist subject. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You cannot have a Specialism if you do not possess the relevant Discipline it is tied to.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Malleus ===&lt;br /&gt;
The Malleus discipline represents a specialist in studying, interacting and combating the forces of the Warp, be they the ruinous powers themselves or the myriad of daemons and other psychic entities that live within that nightmare realm. This lore is considered threatening to the very soul of someone who learns it and as a result those who bear it are encouraged not to share their knowledge, lest they damn the innocent.&lt;br /&gt;
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&lt;br /&gt;
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=== Malleus Specialisations ===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== The Soul and Death =====&lt;br /&gt;
This specialism represents a fundamental understanding of the metaphysical nature of human existence in the context of the warp: both in the form of the soul and in what little the Inquisition truly understands, or at least theorises, about what happens when you die. This specialism includes, but is not limited to: the nature of the soul, ghosts and how they interact with reality and how the warp can corrupt the soul.&lt;br /&gt;
 &lt;br /&gt;
==== Daemonology ====&lt;br /&gt;
This specialisation represents the practical study of Daemons and their nature as the native inhabitants and creations of the Realm of Chaos and the Dark Gods. This specialism includes, but is not limited to: identifying signs of a daemonic summoning, identifying signs of their coming and understanding elements of their nature as well as specific known daemons.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;  Death Unto Darkness does not rely heavily on traditional depictions of Daemons from 40k lore. Because we are not producing a tabletop game, we like our daemons to have breadth and variety not found in the canon, which exists to support a game with defined units. We prefer our daemons to be more twisted and varied in form and role.&lt;br /&gt;
&lt;br /&gt;
==== Warp Mutants, Warp-gifts and Psychic Powers ====&lt;br /&gt;
This specialisation represents an understanding of the fundamentals behind how psykers and other mortals interact with the Warp. This includes both the study of unnatural abilities gifted by the Warp, and how it can corrupt and twist the body. This does not cover mutants as a whole who are, in the majority, a creation of evolution and environmental conditions rather than the Warp, despite the Imperium’s inability to tell the difference.&lt;br /&gt;
&lt;br /&gt;
==== Followers of the Dark Gods ====&lt;br /&gt;
This specialisation represents a more fundamental understanding of the varied mortal servants of the Chaos, their rituals,  known secret signs and tongues, and known groups. This specialism includes, but is not limited to: what is understood about the technobarbarian tribes of subsector Tenebris, known cults of the Dark Gods and what little the Inquisition knows about Traitor Astartes in the Prosperitas Sector. It does not cover the Dark Mechanicus and Chaos-aligned Hereteks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of secret signs of Warp Cults is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
&lt;br /&gt;
==== The Dark Mechanicus, Daemon Engines and their Creation ====&lt;br /&gt;
This specialisation represents a fundamental understanding about the Dark Mechanicus, those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy as well as more recently fallen Chaos-aligned Hereteks who both do and do not claim heritage from that group. It also covers the sinister binding of daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights and Scrapcode (the corrupted warp-code that is used to both communicate between Hereteks and infect Imperial machinery). Most importantly a Tech Priest could potentially use this knowledge to work out how to destroy such foul technology and a Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Heretek computer system though at considerable spiritual risk.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Hereticus ===&lt;br /&gt;
The Hereticus discipline represents a fundamental understanding of the internal threats facing the Imperium from human foes. This includes the cults and armies of the Archenemy, and Rebel and Separatist movements that seek to divide or change the Imperium from within. Hereticus lore represents a life dedicated to the studying, hunting or otherwise interacting with divergent human groups and cultures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hereticus Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heretical Cults of the Alien and the Warp ====&lt;br /&gt;
This represents a fundamental understanding of heretical religious beliefs that revere threats outside of the Imperium - their practices, their secret signs and tongues, their rituals and their symbolism. This specialism includes, but is not limited to: the Devourer (Genestealer) Cults of the Prosperitas Sector, the religious practices of the Warp-religion of the Aurelian Way, and the scattered knowledge on the practices of other known Cults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of secret signs of Warp Cults is represented by having access to the &lt;br /&gt;
[[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
&lt;br /&gt;
==== The Rising Flame and other Rebel Groups ====&lt;br /&gt;
This represents an understanding of what is known about the Sector-wide anti-Imperial rebel movement known as the Rising Flame as well as smaller and more localised rebel groups such as the labour-agitators and hereteks of the Black Gauntlet and other divergent groups. This specialism includes, but is not limited to; the structure and tactics of the Rising Flame, xenos allies known to fight alongside them, known sigils and symbology and similar knowledge for other groups.&lt;br /&gt;
&lt;br /&gt;
==== Sects and Schisms of the Imperial Cult ====&lt;br /&gt;
This represents an understanding of the complex web of beliefs contained within the Imperial Cult, knowledge about Imperial Death Cults, Sororitas Orders and Ministorum Sects - as well as those that stray over the line into heresy such as the “Temple of the Saviour Emperor”. This specialism includes, but is not limited to; the rites and rituals of these groups, forms of secret communication, known figures, beliefs and the legality of their practices.&lt;br /&gt;
&lt;br /&gt;
==== The Annwfyn, Ruwwad and other Divergent Cultures within the Imperium Prosperitas ==== &lt;br /&gt;
While “Imperial” culture is often monolithic, frontier sectors are home to many groups who see themselves as culturally and ethnically distinct and identify as such. In the Prosperitas sector, these include but are not limited to: the Annwfyn and Ruwwad major ethnic groups and their various planetary subgroups, unique planetary cultures established by Imperial settlers as well as Mechanicus - covering their languages, customs and practices and other factors.&lt;br /&gt;
&lt;br /&gt;
==== The Hunting of the Witch and the Mutant ==== &lt;br /&gt;
This represents the common specialisation amongst the agents of the Ordo Hereticus in identifying, tracking and hunting those who demonstrate mutations, especially psychic talent. This specialism includes, but is not limited to: the scientific and esoteric methods of detecting warp mutants, psykers and divergent mutations from the sacred terran form of humanity, the signs of the use of warp powers and the known gifts of the dark gods, methods for the capture, killing and containment of such beings. &lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
=== Xenos ===&lt;br /&gt;
The Xenos discipline represents a life spent studying, hunting and defending against the myriad alien life forms that threaten human life across the entire Prosperitas Sector, as well as a basic understanding of provenance of strange relics left behind on certain worlds within the Sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Previous versions of this lore allowed characters to specialise in ‘a race’. Over the years we have been running DuD we’ve found that this has tied our hands in terms of ‘what written in the source material would my character know’ (generating a situation where players unfamiliar with, and without access to, source material feeling that they were not as wide-read as their characters should be).  As such we have pivoted Xenos lore briefings to cover broader topic areas and kept the majority of canon lore out of player hands as it allows us to define our Eldar for example without needing to worry about contradicting established canon - &#039;&#039;&#039;Ordo Xenos agents in the Prosperitas Sector do not have an encyclopaedic knowledge of every alien in the universe&#039;&#039;&#039; rather they have a narrow focus on those Xenos threats in this one sector. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please Note:&#039;&#039;&#039; Knowledge of the following Xenos factions/beings is explicitly restricted to find out in play (FOIP) largely because the Imperium has not yet encountered them within the timeframe of this game:&lt;br /&gt;
&lt;br /&gt;
* C’tan and Necrons&lt;br /&gt;
* Tyranids (Genestealers and Genestealer cults are known but the hive fleets have not yet been encountered so what they herald is not fully understood yet)&lt;br /&gt;
* Tau (Kroot have been encountered)&lt;br /&gt;
&lt;br /&gt;
You may be aware of legends of minor xenos species from elsewhere in the Imperium but unless a Xenos species is mentioned beneath, on the wiki, or in a lore brief, you should not know about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Xenos Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Human Agents of the Xenos and the Cold Trade ====&lt;br /&gt;
While the Ordo Hereticus does take primary interest in human threats to the Imperium, the Ordo Xenos often experiences crossover with them when investigating Xenos who interact with humanity without violence, rather focusing on political, economic and spiritual corruption rather than presenting a direct threat to human life. This also covers the Cold Trade, the smuggling of forbidden technologies of xenos origin into Imperial space where they might increase alien influence or indeed present a threat in the hands of those who do not know how the technologies work.&lt;br /&gt;
&lt;br /&gt;
==== Xeno-Archaeology  of the Prosperitas Sector ====&lt;br /&gt;
This represents knowledge and study of the wealth of historical alien ruins and artefacts left from ancient races who previously occupied this region of space, mostly covering the ruins of the Shavastii, Slann and Eldar as well as several unusual cyclopean structures built of black stone and coated in hieroglyphics. This specialism includes, but is not limited to; a basic but not detailed understanding of modern Eldar culture and a limited understanding of the Fall but not knowledge of their history prior to it, an awareness of the presence of the remnants of the Slaan in the Prosperitas Sector, an understanding of the aggressive Shavastii who hate the Imperium and knowledge of ancient ruins and alien artefacts in general including those of unidentified origin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of Eldar runes is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Eldar Translation Sheet]] which allows you to translate messages written in that script, you might be able to cobble together a basic sentence in the Eldar tongue as well. There are no known ciphers for Slaan Hieroglyphics or other ancient texts, such as the Shavastii writing system.&lt;br /&gt;
&lt;br /&gt;
==== Current Xenos Threats ====&lt;br /&gt;
This represents knowledge and study of the current alien threats to the Prosperitas Sector that the Ordo Xenos have currently identified. This largely covers the current threat of the Shavastii as well as the Exiled Dark Eldar Haemonculi Coven that runs the criminal empire of the  Circle of Thorns as well as the sinister spread of the Devourer Cults and their Xenos Worm-Gods. This specialism includes, but is not limited to:  a basic understanding of all the Xenos threats to the Imperium, rumours about other active threats, as well as some cultural background based on what little the Inquisition has been able to learn about these entities.&lt;br /&gt;
&lt;br /&gt;
==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to; The maintenance of Xenotech, its operation and at least a basic understanding of its capabilities. Most importantly a Tech Priest could potentially use this knowledge to work out how to replicate or at least repair this technology and a Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a xenos computer system.&lt;br /&gt;
&lt;br /&gt;
==== Xenobiology ==== &lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, the study of xenoflora and xenofauna as well as other sentient races (other than humans and abhumans). This specialism includes, but is not limited to: understanding physical strengths and weaknesses, knowledge about the biological processes of other species and perhaps most importantly enough of a degree of understanding that if you are a Chirugeon or Medicae you could reasonably perform life-saving treatment or dissect a xenos with a basic ability to work out what you’re looking at.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Biologis ===&lt;br /&gt;
This lore represents medical training allowing one to identify common ailments and injuries. It has forensic value in identifying causes of death where they may not be immediately obvious,  and represents the ability to carry out research into medical issues or perform medical actions not immediately pertinent to healing mechanics such as the dissection of corpses, study of diseases and operation of medical technology.&lt;br /&gt;
&lt;br /&gt;
A character with this lore can identify the basic signs of diseases and infections common in the Prosperitas Sector, as well as the signs of genetic corruption in the human body.&lt;br /&gt;
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=== Biologis Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Human, Abhuman and Mutant Biology ====&lt;br /&gt;
This represents a specialist familiarity with human genetics and physiology as well as the evolutionary offshoots of humanity and an understanding how they differ physiologically.  This specialism includes, but is not limited to; spotting signs of genetic deviation in physiology and medical tests, testing for genetic stability - a Chirugeon with this trait would feel comfortably able to gene-edit life within an artificial vitro-womb.&lt;br /&gt;
&lt;br /&gt;
==== Xenobiology ====&lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, the study of xenoflora and xenofauna as well as other sentient races (other than humans and abhumans). This specialism includes, but is not limited to: understanding physical strengths and weaknesses, knowledge about the biological processes of other species and perhaps most importantly enough of a degree of understanding that if you are a Chirugeon or Medicae you could reasonably perform life-saving treatment or dissect a xenos with a basic ability to work out what you’re looking at.&lt;br /&gt;
&lt;br /&gt;
==== Diseases and Biological Weapons ====&lt;br /&gt;
This represents an understanding of many of the common diseases and ailments in the Prosperitas sector as well as the effects of biological weapons used by the Imperium and its foes. This specialism includes, but is not limited to; recognising the signs of certain ailments and weapons, knowing the correct procedures to take to protect yourself from them, and if you are a Chirugeon feeling confident you could reasonably provide life-saving treatment on someone affected by one of these.&lt;br /&gt;
&lt;br /&gt;
==== Bionics, Implants and Implantation ====&lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: Understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, identifying faulty or low-grade knockoff implants. A Chirugeon with this specialisation would feel able to handle the installation of a pre-constructed bionic, a Tech Priest with this specialisation would feel reasonably confident they could construct a bionic.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Mechanicus ===&lt;br /&gt;
Mechanicus lore is not the operation of machinery; all characters are assumed to be familiar with the operation of technology associated with their current or previous role in the Imperium prior to becoming an agent of the powers they answer to. A Princeps does not forget how to command a Titan simply because they are severed from it. Mechanicus lore is an intimate familiarity with the workings of machines, the science that makes them function and their repair and manufacture. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechanicus Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heretek of the Dark Mechanicus ==== &lt;br /&gt;
This specialisation represents a fundamental understanding about the Dark Mechanicus, those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy as well as more recently fallen Chaos-aligned Hereteks who both do and do not claim heritage from that group. It also covers the sinister binding of daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights and Scrapcode (the corrupted warp-code that is used to both communicate between Hereteks and infect Imperial machinery). Most importantly a Tech Priest could potentially use this knowledge to work out how to destroy such foul technology and a Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Heretek computer system though at considerable spiritual risk.&lt;br /&gt;
&lt;br /&gt;
==== Archaeotech ====&lt;br /&gt;
This represents the study of the technology of the Golden Age of Humanity, now referred to as the Dark Age of Technology, and the ability to understand or at least work out the function of those devices discovered by individuals travelling through the Prosperitas Sector. This specialism includes, but is not limited to; The maintenance of Xenotech, its operation and at least a basic understanding of its capabilities. Most importantly a Tech Priest could potentially use this knowledge to work out how to replicate or at least repair this technology and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating an Archaeotech computer system.&lt;br /&gt;
&lt;br /&gt;
==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to; The maintenance of Xenotech, its operation and at least a basic understanding of its capabilities. Most importantly a Tech Priest could potentially use this knowledge to work out how to replicate or at least repair this technology and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a xenos computer system.&lt;br /&gt;
&lt;br /&gt;
==== Martian Technology ====&lt;br /&gt;
This represents knowledge and study of the more esoteric technology of the Imperium, not the everyday technology that most Imperial citizens interface with on a daily basis but the rare, more dangerous and more complex technologies to which the knowledge of is a closely guarded secret of the Mechanicus. This specialism includes, but is not limited to; The maintenance of Martian tech, its operation and at least a basic understanding of its capabilities. Most importantly a Tech Priest could potentially use this knowledge to work out how to replicate or at least repair this technology and a Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating an advanced Imperial computer system.&lt;br /&gt;
&lt;br /&gt;
==== Bionics, Implants and Implantation ==== &lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: Understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, identifying faulty or low-grade knockoff implants. A Chirugeon with this specialisation would feel able to handle the installation of a pre-constructed bionic, a Tech Priest with this specialisation would feel reasonably confident they could construct a bionic.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Arbites === &lt;br /&gt;
 &lt;br /&gt;
Arbites lore represents the skillset and training of the Adeptus Arbites. While an individual with this lore may have never served in the Adeptus itself, they likely will have had training that has evolved out of years of Arbites refinement of the skill areas that they are required to follow. The Arbites, after all, predates the Inquisition when it comes to the arts of interrogation and excruciation to gain information from a suspect.&lt;br /&gt;
&lt;br /&gt;
With Arbites lore you are trained to investigate crime scenes and look for clues as well as being aware of common laws across the Imperium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arbites Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Lex Imperialis ====&lt;br /&gt;
This specialism represents expanded knowledge of the Lex Imperialis (Book of Law). This trait can be used to find all sorts of laws to bring an individual or group to justice, to defend an individual or group from Imperial justice or simply for other varied purposes&lt;br /&gt;
&lt;br /&gt;
==== Planetary Laws ====&lt;br /&gt;
You are familiar with the many different Planetary Laws of the Prosperitas Sector. You have an understanding of local bylaws, tithe laws, and the various different ways in which law is enforced across the Sector. While all true authority devolves from the Lex, many planets are given free reign to enforce authority locally in their own ways; you have studied many of these.&lt;br /&gt;
&lt;br /&gt;
==== Inheritance, Customs and Tax Law ====&lt;br /&gt;
You are familiar with the various economic and political crimes which plague the Sector. You have a developed understanding of what substances are illegal where, which Scion-Heir should inherit the planetary governorship, and on what basis the local Cardinal is attempting to dodge their Tithe obligations.&lt;br /&gt;
&lt;br /&gt;
==== Criminals and Criminal Organisations ====&lt;br /&gt;
This specialism represents expanded knowledge of the criminals and criminal organisations active within the Prosperitas Sector, allowing one to recognise markings of interplanetary organisations, their methods, tools, and culture. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of the hidden signs that criminals use to communicate is represented by  having access to the [[Card Decks &amp;amp; Lore Sheets|Shade-script Translation Sheet]] which allows you to translate messages written in that script, this is not a spoken language but you may know the correct hand-signs.&lt;br /&gt;
&lt;br /&gt;
==== Militias and Paramilitary Organisations ====&lt;br /&gt;
This specialism represents detailed knowledge of the various House militias, Guards, PDFs, bodyguards, Frateris Templar detachments and mercenary forces at large across the Sector. You have a good knowledge of which are officially sanctioned, which are delicately ignored, and which are outright illegal. You also have a good working knowledge of the theory behind levying and raising such forces to assist the Arbites in times of civil unrest.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3422</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3422"/>
		<updated>2022-10-16T12:28:01Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Criminals and Criminal Organisations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Though a weapon in hand is essential for surviving in the Dark Millennium the work of the Holy Ordos is not to win wars, that falls to the Imperial Guard and Imperial Navy as well as the many other military arms of the Imperium. No, while servants of the Inquisition often fight them fighting horrors in the shadows of the Imperium their singular, unenviable, task is to &#039;&#039;understand&#039;&#039; those horrors - to investigate them and develop the methods by which they may be combatted or defeated - and not all foes can fall to conventional weaponry either some are better defeated with wit then a blade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Using Lores ===&lt;br /&gt;
Lores can provide you with briefing sheets and local information prior to a game. They can also be actively used in a few ways: &lt;br /&gt;
&lt;br /&gt;
You may receive a lore brief prior to a game or during downtime when something relevant to one of your lores or specialisms comes up. &lt;br /&gt;
&lt;br /&gt;
Secondly, lore gives you the ability to [[Investigations|Investigate]] by picking up clues.&lt;br /&gt;
&lt;br /&gt;
Some Lores allow for additional things such as speaking alien languages and allowing minor mechanical abilities.&lt;br /&gt;
&lt;br /&gt;
The final use of Lore is in allowing players to carry out research in downtime, and receive answers of varying accuracy depending on how broad their knowledge is and how relevant their specialisms are.&lt;br /&gt;
&lt;br /&gt;
=== Lores Types ===&lt;br /&gt;
&lt;br /&gt;
There are two types of lore , the six &#039;&#039;&#039;Disciplines&#039;&#039;&#039; represent a broad general knowledge of a subject area, whereas &#039;&#039;&#039;Specialisms&#039;&#039;&#039; are specific areas of each discipline that represent &#039;advanced&#039; knowledge in a specialist subject. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You cannot have a Specialism if you do not possess the relevant Discipline it is tied to.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Malleus ===&lt;br /&gt;
The Malleus discipline represents a specialist in studying, interacting and combating the forces of the Warp, be they the ruinous powers themselves or the myriad of daemons and other psychic entities that live within that nightmare realm. This lore is considered threatening to the very soul of someone who learns it and as a result those who bear it are encouraged not to share their knowledge, lest they damn the innocent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Malleus Specialisations ===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== The Soul and Death =====&lt;br /&gt;
This specialism represents a fundamental understanding of the metaphysical nature of human existence in the context of the warp: both in the form of the soul and in what little the Inquisition truly understands, or at least theorises, about what happens when you die. This specialism includes, but is not limited to: the nature of the soul, ghosts and how they interact with reality and how the warp can corrupt the soul.&lt;br /&gt;
 &lt;br /&gt;
==== Daemonology ====&lt;br /&gt;
This specialisation represents the practical study of Daemons and their nature as the native inhabitants and creations of the Realm of Chaos and the Dark Gods. This specialism includes, but is not limited to: identifying signs of a daemonic summoning, identifying signs of their coming and understanding elements of their nature as well as specific known daemons.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;  Death Unto Darkness does not rely heavily on traditional depictions of Daemons from 40k lore. Because we are not producing a tabletop game, we like our daemons to have breadth and variety not found in the canon, which exists to support a game with defined units. We prefer our daemons to be more twisted and varied in form and role.&lt;br /&gt;
&lt;br /&gt;
==== Warp Mutants, Warp-gifts and Psychic Powers ====&lt;br /&gt;
This specialisation represents an understanding of the fundamentals behind how psykers and other mortals interact with the Warp. This includes both the study of unnatural abilities gifted by the Warp, and how it can corrupt and twist the body. This does not cover mutants as a whole who are, in the majority, a creation of evolution and environmental conditions rather than the Warp, despite the Imperium’s inability to tell the difference.&lt;br /&gt;
&lt;br /&gt;
==== Followers of the Dark Gods ====&lt;br /&gt;
This specialisation represents a more fundamental understanding of the varied mortal servants of the Chaos, their rituals,  known secret signs and tongues, and known groups. This specialism includes, but is not limited to: what is understood about the technobarbarian tribes of subsector Tenebris, known cults of the Dark Gods and what little the Inquisition knows about Traitor Astartes in the Prosperitas Sector. It does not cover the Dark Mechanicus and Chaos-aligned Hereteks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of secret signs of Warp Cults is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
&lt;br /&gt;
==== The Dark Mechanicus, Daemon Engines and their Creation ====&lt;br /&gt;
This specialisation represents a fundamental understanding about the Dark Mechanicus, those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy as well as more recently fallen Chaos-aligned Hereteks who both do and do not claim heritage from that group. It also covers the sinister binding of daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights and Scrapcode (the corrupted warp-code that is used to both communicate between Hereteks and infect Imperial machinery). Most importantly a Tech Priest could potentially use this knowledge to work out how to destroy such foul technology and a Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Heretek computer system though at considerable spiritual risk.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Hereticus ===&lt;br /&gt;
The Hereticus discipline represents a fundamental understanding of the internal threats facing the Imperium from human foes. This includes the cults and armies of the Archenemy, and Rebel and Separatist movements that seek to divide or change the Imperium from within. Hereticus lore represents a life dedicated to the studying, hunting or otherwise interacting with divergent human groups and cultures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hereticus Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heretical Cults of the Alien and the Warp ====&lt;br /&gt;
This represents a fundamental understanding of heretical religious beliefs that revere threats outside of the Imperium - their practices, their secret signs and tongues, their rituals and their symbolism. This specialism includes, but is not limited to: the Devourer (Genestealer) Cults of the Prosperitas Sector, the religious practices of the Warp-religion of the Aurelian Way, and the scattered knowledge on the practices of other known Cults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of secret signs of Warp Cults is represented by having access to the &lt;br /&gt;
[[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
&lt;br /&gt;
==== The Rising Flame and other Rebel Groups ====&lt;br /&gt;
This represents an understanding of what is known about the Sector-wide anti-Imperial rebel movement known as the Rising Flame as well as smaller and more localised rebel groups such as the labour-agitators and hereteks of the Black Gauntlet and other divergent groups. This specialism includes, but is not limited to; the structure and tactics of the Rising Flame, xenos allies known to fight alongside them, known sigils and symbology and similar knowledge for other groups.&lt;br /&gt;
&lt;br /&gt;
==== Sects and Schisms of the Imperial Cult ====&lt;br /&gt;
This represents an understanding of the complex web of beliefs contained within the Imperial Cult, knowledge about Imperial Death Cults, Sororitas Orders and Ministorum Sects - as well as those that stray over the line into heresy such as the “Temple of the Saviour Emperor”. This specialism includes, but is not limited to; the rites and rituals of these groups, forms of secret communication, known figures, beliefs and the legality of their practices.&lt;br /&gt;
&lt;br /&gt;
==== The Annwfyn, Ruwwad and other Divergent Cultures within the Imperium Prosperitas ==== &lt;br /&gt;
While “Imperial” culture is often monolithic, frontier sectors are home to many groups who see themselves as culturally and ethnically distinct and identify as such. In the Prosperitas sector, these include but are not limited to: the Annwfyn and Ruwwad major ethnic groups and their various planetary subgroups, unique planetary cultures established by Imperial settlers as well as Mechanicus - covering their languages, customs and practices and other factors.&lt;br /&gt;
&lt;br /&gt;
==== The Hunting of the Witch and the Mutant ==== &lt;br /&gt;
This represents the common specialisation amongst the agents of the Ordo Hereticus in identifying, tracking and hunting those who demonstrate mutations, especially psychic talent. This specialism includes, but is not limited to: the scientific and esoteric methods of detecting warp mutants, psykers and divergent mutations from the sacred terran form of humanity, the signs of the use of warp powers and the known gifts of the dark gods, methods for the capture, killing and containment of such beings. &lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
=== Xenos ===&lt;br /&gt;
The Xenos discipline represents a life spent studying, hunting and defending against the myriad alien life forms that threaten human life across the entire Prosperitas Sector, as well as a basic understanding of provenance of strange relics left behind on certain worlds within the Sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Previous versions of this lore allowed characters to specialise in ‘a race’. Over the years we have been running DuD we’ve found that this has tied our hands in terms of ‘what written in the source material would my character know’ (generating a situation where players unfamiliar with, and without access to, source material feeling that they were not as wide-read as their characters should be).  As such we have pivoted Xenos lore briefings to cover broader topic areas and kept the majority of canon lore out of player hands as it allows us to define our Eldar for example without needing to worry about contradicting established canon - &#039;&#039;&#039;Ordo Xenos agents in the Prosperitas Sector do not have an encyclopaedic knowledge of every alien in the universe&#039;&#039;&#039; rather they have a narrow focus on those Xenos threats in this one sector. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please Note:&#039;&#039;&#039; Knowledge of the following Xenos factions/beings is explicitly restricted to find out in play (FOIP) largely because the Imperium has not yet encountered them within the timeframe of this game:&lt;br /&gt;
&lt;br /&gt;
* C’tan and Necrons&lt;br /&gt;
* Tyranids (Genestealers and Genestealer cults are known but the hive fleets have not yet been encountered so what they herald is not fully understood yet)&lt;br /&gt;
* Tau (Kroot have been encountered)&lt;br /&gt;
&lt;br /&gt;
You may be aware of legends of minor xenos species from elsewhere in the Imperium but unless a Xenos species is mentioned beneath, on the wiki, or in a lore brief, you should not know about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Xenos Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Human Agents of the Xenos and the Cold Trade ====&lt;br /&gt;
While the Ordo Hereticus does take primary interest in human threats to the Imperium, the Ordo Xenos often experiences crossover with them when investigating Xenos who interact with humanity without violence, rather focusing on political, economic and spiritual corruption rather than presenting a direct threat to human life. This also covers the Cold Trade, the smuggling of forbidden technologies of xenos origin into Imperial space where they might increase alien influence or indeed present a threat in the hands of those who do not know how the technologies work.&lt;br /&gt;
&lt;br /&gt;
==== Xeno-Archaeology  of the Prosperitas Sector ====&lt;br /&gt;
This represents knowledge and study of the wealth of historical alien ruins and artefacts left from ancient races who previously occupied this region of space, mostly covering the ruins of the Shavastii, Slann and Eldar as well as several unusual cyclopean structures built of black stone and coated in hieroglyphics. This specialism includes, but is not limited to; a basic but not detailed understanding of modern Eldar culture and a limited understanding of the Fall but not knowledge of their history prior to it, an awareness of the presence of the remnants of the Slaan in the Prosperitas Sector, an understanding of the aggressive Shavastii who hate the Imperium and knowledge of ancient ruins and alien artefacts in general including those of unidentified origin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of Eldar runes is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Eldar Translation Sheet]] which allows you to translate messages written in that script, you might be able to cobble together a basic sentence in the Eldar tongue as well. There are no known ciphers for Slaan Hieroglyphics or other ancient texts, such as the Shavastii writing system.&lt;br /&gt;
&lt;br /&gt;
==== Current Xenos Threats ====&lt;br /&gt;
This represents knowledge and study of the current alien threats to the Prosperitas Sector that the Ordo Xenos have currently identified. This largely covers the current threat of the Shavastii as well as the Exiled Dark Eldar Haemonculi Coven that runs the criminal empire of the  Circle of Thorns as well as the sinister spread of the Devourer Cults and their Xenos Worm-Gods. This specialism includes, but is not limited to:  a basic understanding of all the Xenos threats to the Imperium, rumours about other active threats, as well as some cultural background based on what little the Inquisition has been able to learn about these entities.&lt;br /&gt;
&lt;br /&gt;
==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to; The maintenance of Xenotech, its operation and at least a basic understanding of its capabilities. Most importantly a Tech Priest could potentially use this knowledge to work out how to replicate or at least repair this technology and a Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a xenos computer system.&lt;br /&gt;
&lt;br /&gt;
==== Xenobiology ==== &lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, the study of xenoflora and xenofauna as well as other sentient races (other than humans and abhumans). This specialism includes, but is not limited to: understanding physical strengths and weaknesses, knowledge about the biological processes of other species and perhaps most importantly enough of a degree of understanding that if you are a Chirugeon or Medicae you could reasonably perform life-saving treatment or dissect a xenos with a basic ability to work out what you’re looking at.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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=== Biologis ===&lt;br /&gt;
This lore represents medical training allowing one to identify common ailments and injuries. It has forensic value in identifying causes of death where they may not be immediately obvious,  and represents the ability to carry out research into medical issues or perform medical actions not immediately pertinent to healing mechanics such as the dissection of corpses, study of diseases and operation of medical technology.&lt;br /&gt;
&lt;br /&gt;
A character with this lore can identify the basic signs of diseases and infections common in the Prosperitas Sector, as well as the signs of genetic corruption in the human body.&lt;br /&gt;
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=== Biologis Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Human, Abhuman and Mutant Biology ====&lt;br /&gt;
This represents a specialist familiarity with human genetics and physiology as well as the evolutionary offshoots of humanity and an understanding how they differ physiologically.  This specialism includes, but is not limited to; spotting signs of genetic deviation in physiology and medical tests, testing for genetic stability - a Chirugeon with this trait would feel comfortably able to gene-edit life within an artificial vitro-womb.&lt;br /&gt;
&lt;br /&gt;
==== Xenobiology ====&lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, the study of xenoflora and xenofauna as well as other sentient races (other than humans and abhumans). This specialism includes, but is not limited to: understanding physical strengths and weaknesses, knowledge about the biological processes of other species and perhaps most importantly enough of a degree of understanding that if you are a Chirugeon or Medicae you could reasonably perform life-saving treatment or dissect a xenos with a basic ability to work out what you’re looking at.&lt;br /&gt;
&lt;br /&gt;
==== Diseases and Biological Weapons ====&lt;br /&gt;
This represents an understanding of many of the common diseases and ailments in the Prosperitas sector as well as the effects of biological weapons used by the Imperium and its foes. This specialism includes, but is not limited to; recognising the signs of certain ailments and weapons, knowing the correct procedures to take to protect yourself from them, and if you are a Chirugeon feeling confident you could reasonably provide life-saving treatment on someone affected by one of these.&lt;br /&gt;
&lt;br /&gt;
==== Bionics, Implants and Implantation ====&lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: Understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, identifying faulty or low-grade knockoff implants. A Chirugeon with this specialisation would feel able to handle the installation of a pre-constructed bionic, a Tech Priest with this specialisation would feel reasonably confident they could construct a bionic.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Mechanicus ===&lt;br /&gt;
Mechanicus lore is not the operation of machinery; all characters are assumed to be familiar with the operation of technology associated with their current or previous role in the Imperium prior to becoming an agent of the powers they answer to. A Princeps does not forget how to command a Titan simply because they are severed from it. Mechanicus lore is an intimate familiarity with the workings of machines, the science that makes them function and their repair and manufacture. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechanicus Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heretek of the Dark Mechanicus ==== &lt;br /&gt;
This specialisation represents a fundamental understanding about the Dark Mechanicus, those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy as well as more recently fallen Chaos-aligned Hereteks who both do and do not claim heritage from that group. It also covers the sinister binding of daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights and Scrapcode (the corrupted warp-code that is used to both communicate between Hereteks and infect Imperial machinery). Most importantly a Tech Priest could potentially use this knowledge to work out how to destroy such foul technology and a Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Heretek computer system though at considerable spiritual risk.&lt;br /&gt;
&lt;br /&gt;
==== Archaeotech ====&lt;br /&gt;
This represents the study of the technology of the Golden Age of Humanity, now referred to as the Dark Age of Technology, and the ability to understand or at least work out the function of those devices discovered by individuals travelling through the Prosperitas Sector. This specialism includes, but is not limited to; The maintenance of Xenotech, its operation and at least a basic understanding of its capabilities. Most importantly a Tech Priest could potentially use this knowledge to work out how to replicate or at least repair this technology and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating an Archaeotech computer system.&lt;br /&gt;
&lt;br /&gt;
==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to; The maintenance of Xenotech, its operation and at least a basic understanding of its capabilities. Most importantly a Tech Priest could potentially use this knowledge to work out how to replicate or at least repair this technology and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a xenos computer system.&lt;br /&gt;
&lt;br /&gt;
==== Martian Technology ====&lt;br /&gt;
This represents knowledge and study of the more esoteric technology of the Imperium, not the everyday technology that most Imperial citizens interface with on a daily basis but the rare, more dangerous and more complex technologies to which the knowledge of is a closely guarded secret of the Mechanicus. This specialism includes, but is not limited to; The maintenance of Martian tech, its operation and at least a basic understanding of its capabilities. Most importantly a Tech Priest could potentially use this knowledge to work out how to replicate or at least repair this technology and a Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating an advanced Imperial computer system.&lt;br /&gt;
&lt;br /&gt;
==== Bionics, Implants and Implantation ==== &lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: Understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, identifying faulty or low-grade knockoff implants. A Chirugeon with this specialisation would feel able to handle the installation of a pre-constructed bionic, a Tech Priest with this specialisation would feel reasonably confident they could construct a bionic.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Arbites === &lt;br /&gt;
 &lt;br /&gt;
Arbites lore represents the skillset and training of the Adeptus Arbites. While an individual with this lore may have never served in the Adeptus itself, they likely will have had training that has evolved out of years of Arbites refinement of the skill areas that they are required to follow. The Arbites, after all, predates the Inquisition when it comes to the arts of interrogation and excruciation to gain information from a suspect.&lt;br /&gt;
&lt;br /&gt;
With Arbites lore you are trained to investigate crime scenes and look for clues as well as being aware of common laws across the Imperium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arbites Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Lex Imperialis ====&lt;br /&gt;
This specialism represents expanded knowledge of the Lex Imperialis (Book of Law). This trait can be used to find all sorts of laws to bring an individual or group to justice, to defend an individual or group from Imperial justice or simply for other varied purposes&lt;br /&gt;
&lt;br /&gt;
==== Planetary Laws ====&lt;br /&gt;
You are familiar with the many different Planetary Laws of the Prosperitas Sector. You have an understanding of local bylaws, tithe laws, and the various different ways in which law is enforced across the Sector. While all true authority devolves from the Lex, many planets are given free reign to enforce authority locally in their own ways; you have studied many of these.&lt;br /&gt;
&lt;br /&gt;
==== Inheritance, Customs and Tax Law ====&lt;br /&gt;
You are familiar with the various economic and political crimes which plague the Sector. You have a developed understanding of what substances are illegal where, which Scion-Heir should inherit the planetary governorship, and on what basis the local Cardinal is attempting to dodge their Tithe obligations.&lt;br /&gt;
&lt;br /&gt;
==== Criminals and Criminal Organisations ====&lt;br /&gt;
This specialism represents expanded knowledge of the criminals and criminal organisations active within the Prosperitas Sector, allowing one to recognise markings of interplanetary organisations, their methods, tools, and culture. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of the hidden signs that criminals use to communicate is represented by  having access to the [[Card Decks &amp;amp; Lore Sheets|Shade-script Translation Sheet]] which allows you to translate messages written in that script, this is not a spoken language but you may know the correct hand-signs.&lt;br /&gt;
&lt;br /&gt;
==== Militias and Paramilitary Organisations ====&lt;br /&gt;
This specialism represents detailed knowledge of the various House militias, Guards, PDFs, bodyguards, Frateris Templar detachments and mercenary forces at large across the Sector. You have a good knowledge of which are officially sanctioned, which are delicately ignored, and which are outright illegal. You also have a good working knowledge of the theory behind levying and raising such forces to assist the Arbites in times of civil unrest.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3421</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3421"/>
		<updated>2022-10-16T12:27:35Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Inheritance, customs and tax law */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Though a weapon in hand is essential for surviving in the Dark Millennium the work of the Holy Ordos is not to win wars, that falls to the Imperial Guard and Imperial Navy as well as the many other military arms of the Imperium. No, while servants of the Inquisition often fight them fighting horrors in the shadows of the Imperium their singular, unenviable, task is to &#039;&#039;understand&#039;&#039; those horrors - to investigate them and develop the methods by which they may be combatted or defeated - and not all foes can fall to conventional weaponry either some are better defeated with wit then a blade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Using Lores ===&lt;br /&gt;
Lores can provide you with briefing sheets and local information prior to a game. They can also be actively used in a few ways: &lt;br /&gt;
&lt;br /&gt;
You may receive a lore brief prior to a game or during downtime when something relevant to one of your lores or specialisms comes up. &lt;br /&gt;
&lt;br /&gt;
Secondly, lore gives you the ability to [[Investigations|Investigate]] by picking up clues.&lt;br /&gt;
&lt;br /&gt;
Some Lores allow for additional things such as speaking alien languages and allowing minor mechanical abilities.&lt;br /&gt;
&lt;br /&gt;
The final use of Lore is in allowing players to carry out research in downtime, and receive answers of varying accuracy depending on how broad their knowledge is and how relevant their specialisms are.&lt;br /&gt;
&lt;br /&gt;
=== Lores Types ===&lt;br /&gt;
&lt;br /&gt;
There are two types of lore , the six &#039;&#039;&#039;Disciplines&#039;&#039;&#039; represent a broad general knowledge of a subject area, whereas &#039;&#039;&#039;Specialisms&#039;&#039;&#039; are specific areas of each discipline that represent &#039;advanced&#039; knowledge in a specialist subject. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You cannot have a Specialism if you do not possess the relevant Discipline it is tied to.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Malleus ===&lt;br /&gt;
The Malleus discipline represents a specialist in studying, interacting and combating the forces of the Warp, be they the ruinous powers themselves or the myriad of daemons and other psychic entities that live within that nightmare realm. This lore is considered threatening to the very soul of someone who learns it and as a result those who bear it are encouraged not to share their knowledge, lest they damn the innocent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Malleus Specialisations ===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== The Soul and Death =====&lt;br /&gt;
This specialism represents a fundamental understanding of the metaphysical nature of human existence in the context of the warp: both in the form of the soul and in what little the Inquisition truly understands, or at least theorises, about what happens when you die. This specialism includes, but is not limited to: the nature of the soul, ghosts and how they interact with reality and how the warp can corrupt the soul.&lt;br /&gt;
 &lt;br /&gt;
==== Daemonology ====&lt;br /&gt;
This specialisation represents the practical study of Daemons and their nature as the native inhabitants and creations of the Realm of Chaos and the Dark Gods. This specialism includes, but is not limited to: identifying signs of a daemonic summoning, identifying signs of their coming and understanding elements of their nature as well as specific known daemons.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;  Death Unto Darkness does not rely heavily on traditional depictions of Daemons from 40k lore. Because we are not producing a tabletop game, we like our daemons to have breadth and variety not found in the canon, which exists to support a game with defined units. We prefer our daemons to be more twisted and varied in form and role.&lt;br /&gt;
&lt;br /&gt;
==== Warp Mutants, Warp-gifts and Psychic Powers ====&lt;br /&gt;
This specialisation represents an understanding of the fundamentals behind how psykers and other mortals interact with the Warp. This includes both the study of unnatural abilities gifted by the Warp, and how it can corrupt and twist the body. This does not cover mutants as a whole who are, in the majority, a creation of evolution and environmental conditions rather than the Warp, despite the Imperium’s inability to tell the difference.&lt;br /&gt;
&lt;br /&gt;
==== Followers of the Dark Gods ====&lt;br /&gt;
This specialisation represents a more fundamental understanding of the varied mortal servants of the Chaos, their rituals,  known secret signs and tongues, and known groups. This specialism includes, but is not limited to: what is understood about the technobarbarian tribes of subsector Tenebris, known cults of the Dark Gods and what little the Inquisition knows about Traitor Astartes in the Prosperitas Sector. It does not cover the Dark Mechanicus and Chaos-aligned Hereteks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of secret signs of Warp Cults is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
&lt;br /&gt;
==== The Dark Mechanicus, Daemon Engines and their Creation ====&lt;br /&gt;
This specialisation represents a fundamental understanding about the Dark Mechanicus, those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy as well as more recently fallen Chaos-aligned Hereteks who both do and do not claim heritage from that group. It also covers the sinister binding of daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights and Scrapcode (the corrupted warp-code that is used to both communicate between Hereteks and infect Imperial machinery). Most importantly a Tech Priest could potentially use this knowledge to work out how to destroy such foul technology and a Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Heretek computer system though at considerable spiritual risk.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Hereticus ===&lt;br /&gt;
The Hereticus discipline represents a fundamental understanding of the internal threats facing the Imperium from human foes. This includes the cults and armies of the Archenemy, and Rebel and Separatist movements that seek to divide or change the Imperium from within. Hereticus lore represents a life dedicated to the studying, hunting or otherwise interacting with divergent human groups and cultures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hereticus Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heretical Cults of the Alien and the Warp ====&lt;br /&gt;
This represents a fundamental understanding of heretical religious beliefs that revere threats outside of the Imperium - their practices, their secret signs and tongues, their rituals and their symbolism. This specialism includes, but is not limited to: the Devourer (Genestealer) Cults of the Prosperitas Sector, the religious practices of the Warp-religion of the Aurelian Way, and the scattered knowledge on the practices of other known Cults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of secret signs of Warp Cults is represented by having access to the &lt;br /&gt;
[[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
&lt;br /&gt;
==== The Rising Flame and other Rebel Groups ====&lt;br /&gt;
This represents an understanding of what is known about the Sector-wide anti-Imperial rebel movement known as the Rising Flame as well as smaller and more localised rebel groups such as the labour-agitators and hereteks of the Black Gauntlet and other divergent groups. This specialism includes, but is not limited to; the structure and tactics of the Rising Flame, xenos allies known to fight alongside them, known sigils and symbology and similar knowledge for other groups.&lt;br /&gt;
&lt;br /&gt;
==== Sects and Schisms of the Imperial Cult ====&lt;br /&gt;
This represents an understanding of the complex web of beliefs contained within the Imperial Cult, knowledge about Imperial Death Cults, Sororitas Orders and Ministorum Sects - as well as those that stray over the line into heresy such as the “Temple of the Saviour Emperor”. This specialism includes, but is not limited to; the rites and rituals of these groups, forms of secret communication, known figures, beliefs and the legality of their practices.&lt;br /&gt;
&lt;br /&gt;
==== The Annwfyn, Ruwwad and other Divergent Cultures within the Imperium Prosperitas ==== &lt;br /&gt;
While “Imperial” culture is often monolithic, frontier sectors are home to many groups who see themselves as culturally and ethnically distinct and identify as such. In the Prosperitas sector, these include but are not limited to: the Annwfyn and Ruwwad major ethnic groups and their various planetary subgroups, unique planetary cultures established by Imperial settlers as well as Mechanicus - covering their languages, customs and practices and other factors.&lt;br /&gt;
&lt;br /&gt;
==== The Hunting of the Witch and the Mutant ==== &lt;br /&gt;
This represents the common specialisation amongst the agents of the Ordo Hereticus in identifying, tracking and hunting those who demonstrate mutations, especially psychic talent. This specialism includes, but is not limited to: the scientific and esoteric methods of detecting warp mutants, psykers and divergent mutations from the sacred terran form of humanity, the signs of the use of warp powers and the known gifts of the dark gods, methods for the capture, killing and containment of such beings. &lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
=== Xenos ===&lt;br /&gt;
The Xenos discipline represents a life spent studying, hunting and defending against the myriad alien life forms that threaten human life across the entire Prosperitas Sector, as well as a basic understanding of provenance of strange relics left behind on certain worlds within the Sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Previous versions of this lore allowed characters to specialise in ‘a race’. Over the years we have been running DuD we’ve found that this has tied our hands in terms of ‘what written in the source material would my character know’ (generating a situation where players unfamiliar with, and without access to, source material feeling that they were not as wide-read as their characters should be).  As such we have pivoted Xenos lore briefings to cover broader topic areas and kept the majority of canon lore out of player hands as it allows us to define our Eldar for example without needing to worry about contradicting established canon - &#039;&#039;&#039;Ordo Xenos agents in the Prosperitas Sector do not have an encyclopaedic knowledge of every alien in the universe&#039;&#039;&#039; rather they have a narrow focus on those Xenos threats in this one sector. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please Note:&#039;&#039;&#039; Knowledge of the following Xenos factions/beings is explicitly restricted to find out in play (FOIP) largely because the Imperium has not yet encountered them within the timeframe of this game:&lt;br /&gt;
&lt;br /&gt;
* C’tan and Necrons&lt;br /&gt;
* Tyranids (Genestealers and Genestealer cults are known but the hive fleets have not yet been encountered so what they herald is not fully understood yet)&lt;br /&gt;
* Tau (Kroot have been encountered)&lt;br /&gt;
&lt;br /&gt;
You may be aware of legends of minor xenos species from elsewhere in the Imperium but unless a Xenos species is mentioned beneath, on the wiki, or in a lore brief, you should not know about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Xenos Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Human Agents of the Xenos and the Cold Trade ====&lt;br /&gt;
While the Ordo Hereticus does take primary interest in human threats to the Imperium, the Ordo Xenos often experiences crossover with them when investigating Xenos who interact with humanity without violence, rather focusing on political, economic and spiritual corruption rather than presenting a direct threat to human life. This also covers the Cold Trade, the smuggling of forbidden technologies of xenos origin into Imperial space where they might increase alien influence or indeed present a threat in the hands of those who do not know how the technologies work.&lt;br /&gt;
&lt;br /&gt;
==== Xeno-Archaeology  of the Prosperitas Sector ====&lt;br /&gt;
This represents knowledge and study of the wealth of historical alien ruins and artefacts left from ancient races who previously occupied this region of space, mostly covering the ruins of the Shavastii, Slann and Eldar as well as several unusual cyclopean structures built of black stone and coated in hieroglyphics. This specialism includes, but is not limited to; a basic but not detailed understanding of modern Eldar culture and a limited understanding of the Fall but not knowledge of their history prior to it, an awareness of the presence of the remnants of the Slaan in the Prosperitas Sector, an understanding of the aggressive Shavastii who hate the Imperium and knowledge of ancient ruins and alien artefacts in general including those of unidentified origin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of Eldar runes is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Eldar Translation Sheet]] which allows you to translate messages written in that script, you might be able to cobble together a basic sentence in the Eldar tongue as well. There are no known ciphers for Slaan Hieroglyphics or other ancient texts, such as the Shavastii writing system.&lt;br /&gt;
&lt;br /&gt;
==== Current Xenos Threats ====&lt;br /&gt;
This represents knowledge and study of the current alien threats to the Prosperitas Sector that the Ordo Xenos have currently identified. This largely covers the current threat of the Shavastii as well as the Exiled Dark Eldar Haemonculi Coven that runs the criminal empire of the  Circle of Thorns as well as the sinister spread of the Devourer Cults and their Xenos Worm-Gods. This specialism includes, but is not limited to:  a basic understanding of all the Xenos threats to the Imperium, rumours about other active threats, as well as some cultural background based on what little the Inquisition has been able to learn about these entities.&lt;br /&gt;
&lt;br /&gt;
==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to; The maintenance of Xenotech, its operation and at least a basic understanding of its capabilities. Most importantly a Tech Priest could potentially use this knowledge to work out how to replicate or at least repair this technology and a Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a xenos computer system.&lt;br /&gt;
&lt;br /&gt;
==== Xenobiology ==== &lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, the study of xenoflora and xenofauna as well as other sentient races (other than humans and abhumans). This specialism includes, but is not limited to: understanding physical strengths and weaknesses, knowledge about the biological processes of other species and perhaps most importantly enough of a degree of understanding that if you are a Chirugeon or Medicae you could reasonably perform life-saving treatment or dissect a xenos with a basic ability to work out what you’re looking at.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Biologis ===&lt;br /&gt;
This lore represents medical training allowing one to identify common ailments and injuries. It has forensic value in identifying causes of death where they may not be immediately obvious,  and represents the ability to carry out research into medical issues or perform medical actions not immediately pertinent to healing mechanics such as the dissection of corpses, study of diseases and operation of medical technology.&lt;br /&gt;
&lt;br /&gt;
A character with this lore can identify the basic signs of diseases and infections common in the Prosperitas Sector, as well as the signs of genetic corruption in the human body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Biologis Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Human, Abhuman and Mutant Biology ====&lt;br /&gt;
This represents a specialist familiarity with human genetics and physiology as well as the evolutionary offshoots of humanity and an understanding how they differ physiologically.  This specialism includes, but is not limited to; spotting signs of genetic deviation in physiology and medical tests, testing for genetic stability - a Chirugeon with this trait would feel comfortably able to gene-edit life within an artificial vitro-womb.&lt;br /&gt;
&lt;br /&gt;
==== Xenobiology ====&lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, the study of xenoflora and xenofauna as well as other sentient races (other than humans and abhumans). This specialism includes, but is not limited to: understanding physical strengths and weaknesses, knowledge about the biological processes of other species and perhaps most importantly enough of a degree of understanding that if you are a Chirugeon or Medicae you could reasonably perform life-saving treatment or dissect a xenos with a basic ability to work out what you’re looking at.&lt;br /&gt;
&lt;br /&gt;
==== Diseases and Biological Weapons ====&lt;br /&gt;
This represents an understanding of many of the common diseases and ailments in the Prosperitas sector as well as the effects of biological weapons used by the Imperium and its foes. This specialism includes, but is not limited to; recognising the signs of certain ailments and weapons, knowing the correct procedures to take to protect yourself from them, and if you are a Chirugeon feeling confident you could reasonably provide life-saving treatment on someone affected by one of these.&lt;br /&gt;
&lt;br /&gt;
==== Bionics, Implants and Implantation ====&lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: Understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, identifying faulty or low-grade knockoff implants. A Chirugeon with this specialisation would feel able to handle the installation of a pre-constructed bionic, a Tech Priest with this specialisation would feel reasonably confident they could construct a bionic.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Mechanicus ===&lt;br /&gt;
Mechanicus lore is not the operation of machinery; all characters are assumed to be familiar with the operation of technology associated with their current or previous role in the Imperium prior to becoming an agent of the powers they answer to. A Princeps does not forget how to command a Titan simply because they are severed from it. Mechanicus lore is an intimate familiarity with the workings of machines, the science that makes them function and their repair and manufacture. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechanicus Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heretek of the Dark Mechanicus ==== &lt;br /&gt;
This specialisation represents a fundamental understanding about the Dark Mechanicus, those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy as well as more recently fallen Chaos-aligned Hereteks who both do and do not claim heritage from that group. It also covers the sinister binding of daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights and Scrapcode (the corrupted warp-code that is used to both communicate between Hereteks and infect Imperial machinery). Most importantly a Tech Priest could potentially use this knowledge to work out how to destroy such foul technology and a Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Heretek computer system though at considerable spiritual risk.&lt;br /&gt;
&lt;br /&gt;
==== Archaeotech ====&lt;br /&gt;
This represents the study of the technology of the Golden Age of Humanity, now referred to as the Dark Age of Technology, and the ability to understand or at least work out the function of those devices discovered by individuals travelling through the Prosperitas Sector. This specialism includes, but is not limited to; The maintenance of Xenotech, its operation and at least a basic understanding of its capabilities. Most importantly a Tech Priest could potentially use this knowledge to work out how to replicate or at least repair this technology and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating an Archaeotech computer system.&lt;br /&gt;
&lt;br /&gt;
==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to; The maintenance of Xenotech, its operation and at least a basic understanding of its capabilities. Most importantly a Tech Priest could potentially use this knowledge to work out how to replicate or at least repair this technology and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a xenos computer system.&lt;br /&gt;
&lt;br /&gt;
==== Martian Technology ====&lt;br /&gt;
This represents knowledge and study of the more esoteric technology of the Imperium, not the everyday technology that most Imperial citizens interface with on a daily basis but the rare, more dangerous and more complex technologies to which the knowledge of is a closely guarded secret of the Mechanicus. This specialism includes, but is not limited to; The maintenance of Martian tech, its operation and at least a basic understanding of its capabilities. Most importantly a Tech Priest could potentially use this knowledge to work out how to replicate or at least repair this technology and a Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating an advanced Imperial computer system.&lt;br /&gt;
&lt;br /&gt;
==== Bionics, Implants and Implantation ==== &lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: Understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, identifying faulty or low-grade knockoff implants. A Chirugeon with this specialisation would feel able to handle the installation of a pre-constructed bionic, a Tech Priest with this specialisation would feel reasonably confident they could construct a bionic.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Arbites === &lt;br /&gt;
 &lt;br /&gt;
Arbites lore represents the skillset and training of the Adeptus Arbites. While an individual with this lore may have never served in the Adeptus itself, they likely will have had training that has evolved out of years of Arbites refinement of the skill areas that they are required to follow. The Arbites, after all, predates the Inquisition when it comes to the arts of interrogation and excruciation to gain information from a suspect.&lt;br /&gt;
&lt;br /&gt;
With Arbites lore you are trained to investigate crime scenes and look for clues as well as being aware of common laws across the Imperium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arbites Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Lex Imperialis ====&lt;br /&gt;
This specialism represents expanded knowledge of the Lex Imperialis (Book of Law). This trait can be used to find all sorts of laws to bring an individual or group to justice, to defend an individual or group from Imperial justice or simply for other varied purposes&lt;br /&gt;
&lt;br /&gt;
==== Planetary Laws ====&lt;br /&gt;
You are familiar with the many different Planetary Laws of the Prosperitas Sector. You have an understanding of local bylaws, tithe laws, and the various different ways in which law is enforced across the Sector. While all true authority devolves from the Lex, many planets are given free reign to enforce authority locally in their own ways; you have studied many of these.&lt;br /&gt;
&lt;br /&gt;
==== Inheritance, Customs and Tax Law ====&lt;br /&gt;
You are familiar with the various economic and political crimes which plague the Sector. You have a developed understanding of what substances are illegal where, which Scion-Heir should inherit the planetary governorship, and on what basis the local Cardinal is attempting to dodge their Tithe obligations.&lt;br /&gt;
&lt;br /&gt;
==== Criminals and Criminal Organisations ====&lt;br /&gt;
This specialism represents expanded knowledge of the criminals and criminal organisations active within the Prosperitas Sector, allowing one to recognise markings of interplanetary organisations, their methods, tools, and culture. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of the hidden signs that criminals use to communicate is represented by  having access to the [[Card Decks &amp;amp; Lore Sheets|Shade-script Translation Sheet]] which allows you to translate messages written in that script, this is not a spoken language but you may know the correct hand-signs &lt;br /&gt;
&lt;br /&gt;
==== Militias and Paramilitary Organisations ====&lt;br /&gt;
This specialism represents detailed knowledge of the various House militias, Guards, PDFs, bodyguards, Frateris Templar detachments and mercenary forces at large across the Sector. You have a good knowledge of which are officially sanctioned, which are delicately ignored, and which are outright illegal. You also have a good working knowledge of the theory behind levying and raising such forces to assist the Arbites in times of civil unrest.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3420</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3420"/>
		<updated>2022-10-16T12:26:24Z</updated>

		<summary type="html">&lt;p&gt;Malselene: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Though a weapon in hand is essential for surviving in the Dark Millennium the work of the Holy Ordos is not to win wars, that falls to the Imperial Guard and Imperial Navy as well as the many other military arms of the Imperium. No, while servants of the Inquisition often fight them fighting horrors in the shadows of the Imperium their singular, unenviable, task is to &#039;&#039;understand&#039;&#039; those horrors - to investigate them and develop the methods by which they may be combatted or defeated - and not all foes can fall to conventional weaponry either some are better defeated with wit then a blade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Using Lores ===&lt;br /&gt;
Lores can provide you with briefing sheets and local information prior to a game. They can also be actively used in a few ways: &lt;br /&gt;
&lt;br /&gt;
You may receive a lore brief prior to a game or during downtime when something relevant to one of your lores or specialisms comes up. &lt;br /&gt;
&lt;br /&gt;
Secondly, lore gives you the ability to [[Investigations|Investigate]] by picking up clues.&lt;br /&gt;
&lt;br /&gt;
Some Lores allow for additional things such as speaking alien languages and allowing minor mechanical abilities.&lt;br /&gt;
&lt;br /&gt;
The final use of Lore is in allowing players to carry out research in downtime, and receive answers of varying accuracy depending on how broad their knowledge is and how relevant their specialisms are.&lt;br /&gt;
&lt;br /&gt;
=== Lores Types ===&lt;br /&gt;
&lt;br /&gt;
There are two types of lore , the six &#039;&#039;&#039;Disciplines&#039;&#039;&#039; represent a broad general knowledge of a subject area, whereas &#039;&#039;&#039;Specialisms&#039;&#039;&#039; are specific areas of each discipline that represent &#039;advanced&#039; knowledge in a specialist subject. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You cannot have a Specialism if you do not possess the relevant Discipline it is tied to.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Malleus ===&lt;br /&gt;
The Malleus discipline represents a specialist in studying, interacting and combating the forces of the Warp, be they the ruinous powers themselves or the myriad of daemons and other psychic entities that live within that nightmare realm. This lore is considered threatening to the very soul of someone who learns it and as a result those who bear it are encouraged not to share their knowledge, lest they damn the innocent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Malleus Specialisations ===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== The Soul and Death =====&lt;br /&gt;
This specialism represents a fundamental understanding of the metaphysical nature of human existence in the context of the warp: both in the form of the soul and in what little the Inquisition truly understands, or at least theorises, about what happens when you die. This specialism includes, but is not limited to: the nature of the soul, ghosts and how they interact with reality and how the warp can corrupt the soul.&lt;br /&gt;
 &lt;br /&gt;
==== Daemonology ====&lt;br /&gt;
This specialisation represents the practical study of Daemons and their nature as the native inhabitants and creations of the Realm of Chaos and the Dark Gods. This specialism includes, but is not limited to: identifying signs of a daemonic summoning, identifying signs of their coming and understanding elements of their nature as well as specific known daemons.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;  Death Unto Darkness does not rely heavily on traditional depictions of Daemons from 40k lore. Because we are not producing a tabletop game, we like our daemons to have breadth and variety not found in the canon, which exists to support a game with defined units. We prefer our daemons to be more twisted and varied in form and role.&lt;br /&gt;
&lt;br /&gt;
==== Warp Mutants, Warp-gifts and Psychic Powers ====&lt;br /&gt;
This specialisation represents an understanding of the fundamentals behind how psykers and other mortals interact with the Warp. This includes both the study of unnatural abilities gifted by the Warp, and how it can corrupt and twist the body. This does not cover mutants as a whole who are, in the majority, a creation of evolution and environmental conditions rather than the Warp, despite the Imperium’s inability to tell the difference.&lt;br /&gt;
&lt;br /&gt;
==== Followers of the Dark Gods ====&lt;br /&gt;
This specialisation represents a more fundamental understanding of the varied mortal servants of the Chaos, their rituals,  known secret signs and tongues, and known groups. This specialism includes, but is not limited to: what is understood about the technobarbarian tribes of subsector Tenebris, known cults of the Dark Gods and what little the Inquisition knows about Traitor Astartes in the Prosperitas Sector. It does not cover the Dark Mechanicus and Chaos-aligned Hereteks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of secret signs of Warp Cults is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
&lt;br /&gt;
==== The Dark Mechanicus, Daemon Engines and their Creation ====&lt;br /&gt;
This specialisation represents a fundamental understanding about the Dark Mechanicus, those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy as well as more recently fallen Chaos-aligned Hereteks who both do and do not claim heritage from that group. It also covers the sinister binding of daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights and Scrapcode (the corrupted warp-code that is used to both communicate between Hereteks and infect Imperial machinery). Most importantly a Tech Priest could potentially use this knowledge to work out how to destroy such foul technology and a Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Heretek computer system though at considerable spiritual risk.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Hereticus ===&lt;br /&gt;
The Hereticus discipline represents a fundamental understanding of the internal threats facing the Imperium from human foes. This includes the cults and armies of the Archenemy, and Rebel and Separatist movements that seek to divide or change the Imperium from within. Hereticus lore represents a life dedicated to the studying, hunting or otherwise interacting with divergent human groups and cultures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hereticus Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heretical Cults of the Alien and the Warp ====&lt;br /&gt;
This represents a fundamental understanding of heretical religious beliefs that revere threats outside of the Imperium - their practices, their secret signs and tongues, their rituals and their symbolism. This specialism includes, but is not limited to: the Devourer (Genestealer) Cults of the Prosperitas Sector, the religious practices of the Warp-religion of the Aurelian Way, and the scattered knowledge on the practices of other known Cults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of secret signs of Warp Cults is represented by having access to the &lt;br /&gt;
[[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
&lt;br /&gt;
==== The Rising Flame and other Rebel Groups ====&lt;br /&gt;
This represents an understanding of what is known about the Sector-wide anti-Imperial rebel movement known as the Rising Flame as well as smaller and more localised rebel groups such as the labour-agitators and hereteks of the Black Gauntlet and other divergent groups. This specialism includes, but is not limited to; the structure and tactics of the Rising Flame, xenos allies known to fight alongside them, known sigils and symbology and similar knowledge for other groups.&lt;br /&gt;
&lt;br /&gt;
==== Sects and Schisms of the Imperial Cult ====&lt;br /&gt;
This represents an understanding of the complex web of beliefs contained within the Imperial Cult, knowledge about Imperial Death Cults, Sororitas Orders and Ministorum Sects - as well as those that stray over the line into heresy such as the “Temple of the Saviour Emperor”. This specialism includes, but is not limited to; the rites and rituals of these groups, forms of secret communication, known figures, beliefs and the legality of their practices.&lt;br /&gt;
&lt;br /&gt;
==== The Annwfyn, Ruwwad and other Divergent Cultures within the Imperium Prosperitas ==== &lt;br /&gt;
While “Imperial” culture is often monolithic, frontier sectors are home to many groups who see themselves as culturally and ethnically distinct and identify as such. In the Prosperitas sector, these include but are not limited to: the Annwfyn and Ruwwad major ethnic groups and their various planetary subgroups, unique planetary cultures established by Imperial settlers as well as Mechanicus - covering their languages, customs and practices and other factors.&lt;br /&gt;
&lt;br /&gt;
==== The Hunting of the Witch and the Mutant ==== &lt;br /&gt;
This represents the common specialisation amongst the agents of the Ordo Hereticus in identifying, tracking and hunting those who demonstrate mutations, especially psychic talent. This specialism includes, but is not limited to: the scientific and esoteric methods of detecting warp mutants, psykers and divergent mutations from the sacred terran form of humanity, the signs of the use of warp powers and the known gifts of the dark gods, methods for the capture, killing and containment of such beings. &lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
=== Xenos ===&lt;br /&gt;
The Xenos discipline represents a life spent studying, hunting and defending against the myriad alien life forms that threaten human life across the entire Prosperitas Sector, as well as a basic understanding of provenance of strange relics left behind on certain worlds within the Sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Previous versions of this lore allowed characters to specialise in ‘a race’. Over the years we have been running DuD we’ve found that this has tied our hands in terms of ‘what written in the source material would my character know’ (generating a situation where players unfamiliar with, and without access to, source material feeling that they were not as wide-read as their characters should be).  As such we have pivoted Xenos lore briefings to cover broader topic areas and kept the majority of canon lore out of player hands as it allows us to define our Eldar for example without needing to worry about contradicting established canon - &#039;&#039;&#039;Ordo Xenos agents in the Prosperitas Sector do not have an encyclopaedic knowledge of every alien in the universe&#039;&#039;&#039; rather they have a narrow focus on those Xenos threats in this one sector. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please Note:&#039;&#039;&#039; Knowledge of the following Xenos factions/beings is explicitly restricted to find out in play (FOIP) largely because the Imperium has not yet encountered them within the timeframe of this game:&lt;br /&gt;
&lt;br /&gt;
* C’tan and Necrons&lt;br /&gt;
* Tyranids (Genestealers and Genestealer cults are known but the hive fleets have not yet been encountered so what they herald is not fully understood yet)&lt;br /&gt;
* Tau (Kroot have been encountered)&lt;br /&gt;
&lt;br /&gt;
You may be aware of legends of minor xenos species from elsewhere in the Imperium but unless a Xenos species is mentioned beneath, on the wiki, or in a lore brief, you should not know about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Xenos Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Human Agents of the Xenos and the Cold Trade ====&lt;br /&gt;
While the Ordo Hereticus does take primary interest in human threats to the Imperium, the Ordo Xenos often experiences crossover with them when investigating Xenos who interact with humanity without violence, rather focusing on political, economic and spiritual corruption rather than presenting a direct threat to human life. This also covers the Cold Trade, the smuggling of forbidden technologies of xenos origin into Imperial space where they might increase alien influence or indeed present a threat in the hands of those who do not know how the technologies work.&lt;br /&gt;
&lt;br /&gt;
==== Xeno-Archaeology  of the Prosperitas Sector ====&lt;br /&gt;
This represents knowledge and study of the wealth of historical alien ruins and artefacts left from ancient races who previously occupied this region of space, mostly covering the ruins of the Shavastii, Slann and Eldar as well as several unusual cyclopean structures built of black stone and coated in hieroglyphics. This specialism includes, but is not limited to; a basic but not detailed understanding of modern Eldar culture and a limited understanding of the Fall but not knowledge of their history prior to it, an awareness of the presence of the remnants of the Slaan in the Prosperitas Sector, an understanding of the aggressive Shavastii who hate the Imperium and knowledge of ancient ruins and alien artefacts in general including those of unidentified origin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of Eldar runes is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Eldar Translation Sheet]] which allows you to translate messages written in that script, you might be able to cobble together a basic sentence in the Eldar tongue as well. There are no known ciphers for Slaan Hieroglyphics or other ancient texts, such as the Shavastii writing system.&lt;br /&gt;
&lt;br /&gt;
==== Current Xenos Threats ====&lt;br /&gt;
This represents knowledge and study of the current alien threats to the Prosperitas Sector that the Ordo Xenos have currently identified. This largely covers the current threat of the Shavastii as well as the Exiled Dark Eldar Haemonculi Coven that runs the criminal empire of the  Circle of Thorns as well as the sinister spread of the Devourer Cults and their Xenos Worm-Gods. This specialism includes, but is not limited to:  a basic understanding of all the Xenos threats to the Imperium, rumours about other active threats, as well as some cultural background based on what little the Inquisition has been able to learn about these entities.&lt;br /&gt;
&lt;br /&gt;
==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to; The maintenance of Xenotech, its operation and at least a basic understanding of its capabilities. Most importantly a Tech Priest could potentially use this knowledge to work out how to replicate or at least repair this technology and a Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a xenos computer system.&lt;br /&gt;
&lt;br /&gt;
==== Xenobiology ==== &lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, the study of xenoflora and xenofauna as well as other sentient races (other than humans and abhumans). This specialism includes, but is not limited to: understanding physical strengths and weaknesses, knowledge about the biological processes of other species and perhaps most importantly enough of a degree of understanding that if you are a Chirugeon or Medicae you could reasonably perform life-saving treatment or dissect a xenos with a basic ability to work out what you’re looking at.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Biologis ===&lt;br /&gt;
This lore represents medical training allowing one to identify common ailments and injuries. It has forensic value in identifying causes of death where they may not be immediately obvious,  and represents the ability to carry out research into medical issues or perform medical actions not immediately pertinent to healing mechanics such as the dissection of corpses, study of diseases and operation of medical technology.&lt;br /&gt;
&lt;br /&gt;
A character with this lore can identify the basic signs of diseases and infections common in the Prosperitas Sector, as well as the signs of genetic corruption in the human body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Biologis Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Human, Abhuman and Mutant Biology ====&lt;br /&gt;
This represents a specialist familiarity with human genetics and physiology as well as the evolutionary offshoots of humanity and an understanding how they differ physiologically.  This specialism includes, but is not limited to; spotting signs of genetic deviation in physiology and medical tests, testing for genetic stability - a Chirugeon with this trait would feel comfortably able to gene-edit life within an artificial vitro-womb.&lt;br /&gt;
&lt;br /&gt;
==== Xenobiology ====&lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, the study of xenoflora and xenofauna as well as other sentient races (other than humans and abhumans). This specialism includes, but is not limited to: understanding physical strengths and weaknesses, knowledge about the biological processes of other species and perhaps most importantly enough of a degree of understanding that if you are a Chirugeon or Medicae you could reasonably perform life-saving treatment or dissect a xenos with a basic ability to work out what you’re looking at.&lt;br /&gt;
&lt;br /&gt;
==== Diseases and Biological Weapons ====&lt;br /&gt;
This represents an understanding of many of the common diseases and ailments in the Prosperitas sector as well as the effects of biological weapons used by the Imperium and its foes. This specialism includes, but is not limited to; recognising the signs of certain ailments and weapons, knowing the correct procedures to take to protect yourself from them, and if you are a Chirugeon feeling confident you could reasonably provide life-saving treatment on someone affected by one of these.&lt;br /&gt;
&lt;br /&gt;
==== Bionics, Implants and Implantation ====&lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: Understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, identifying faulty or low-grade knockoff implants. A Chirugeon with this specialisation would feel able to handle the installation of a pre-constructed bionic, a Tech Priest with this specialisation would feel reasonably confident they could construct a bionic.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Mechanicus ===&lt;br /&gt;
Mechanicus lore is not the operation of machinery; all characters are assumed to be familiar with the operation of technology associated with their current or previous role in the Imperium prior to becoming an agent of the powers they answer to. A Princeps does not forget how to command a Titan simply because they are severed from it. Mechanicus lore is an intimate familiarity with the workings of machines, the science that makes them function and their repair and manufacture. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechanicus Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heretek of the Dark Mechanicus ==== &lt;br /&gt;
This specialisation represents a fundamental understanding about the Dark Mechanicus, those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy as well as more recently fallen Chaos-aligned Hereteks who both do and do not claim heritage from that group. It also covers the sinister binding of daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights and Scrapcode (the corrupted warp-code that is used to both communicate between Hereteks and infect Imperial machinery). Most importantly a Tech Priest could potentially use this knowledge to work out how to destroy such foul technology and a Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Heretek computer system though at considerable spiritual risk.&lt;br /&gt;
&lt;br /&gt;
==== Archaeotech ====&lt;br /&gt;
This represents the study of the technology of the Golden Age of Humanity, now referred to as the Dark Age of Technology, and the ability to understand or at least work out the function of those devices discovered by individuals travelling through the Prosperitas Sector. This specialism includes, but is not limited to; The maintenance of Xenotech, its operation and at least a basic understanding of its capabilities. Most importantly a Tech Priest could potentially use this knowledge to work out how to replicate or at least repair this technology and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating an Archaeotech computer system.&lt;br /&gt;
&lt;br /&gt;
==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to; The maintenance of Xenotech, its operation and at least a basic understanding of its capabilities. Most importantly a Tech Priest could potentially use this knowledge to work out how to replicate or at least repair this technology and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a xenos computer system.&lt;br /&gt;
&lt;br /&gt;
==== Martian Technology ====&lt;br /&gt;
This represents knowledge and study of the more esoteric technology of the Imperium, not the everyday technology that most Imperial citizens interface with on a daily basis but the rare, more dangerous and more complex technologies to which the knowledge of is a closely guarded secret of the Mechanicus. This specialism includes, but is not limited to; The maintenance of Martian tech, its operation and at least a basic understanding of its capabilities. Most importantly a Tech Priest could potentially use this knowledge to work out how to replicate or at least repair this technology and a Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating an advanced Imperial computer system.&lt;br /&gt;
&lt;br /&gt;
==== Bionics, Implants and Implantation ==== &lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: Understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, identifying faulty or low-grade knockoff implants. A Chirugeon with this specialisation would feel able to handle the installation of a pre-constructed bionic, a Tech Priest with this specialisation would feel reasonably confident they could construct a bionic.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Arbites === &lt;br /&gt;
 &lt;br /&gt;
Arbites lore represents the skillset and training of the Adeptus Arbites. While an individual with this lore may have never served in the Adeptus itself, they likely will have had training that has evolved out of years of Arbites refinement of the skill areas that they are required to follow. The Arbites, after all, predates the Inquisition when it comes to the arts of interrogation and excruciation to gain information from a suspect.&lt;br /&gt;
&lt;br /&gt;
With Arbites lore you are trained to investigate crime scenes and look for clues as well as being aware of common laws across the Imperium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arbites Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Lex Imperialis ====&lt;br /&gt;
This specialism represents expanded knowledge of the Lex Imperialis (Book of Law). This trait can be used to find all sorts of laws to bring an individual or group to justice, to defend an individual or group from Imperial justice or simply for other varied purposes&lt;br /&gt;
&lt;br /&gt;
==== Planetary Laws ====&lt;br /&gt;
You are familiar with the many different Planetary Laws of the Prosperitas Sector. You have an understanding of local bylaws, tithe laws, and the various different ways in which law is enforced across the Sector. While all true authority devolves from the Lex, many planets are given free reign to enforce authority locally in their own ways; you have studied many of these.&lt;br /&gt;
&lt;br /&gt;
==== Inheritance, customs and tax law ====&lt;br /&gt;
You are familiar with the various economic and political crimes which plague the Sector. You have a developed understanding of what substances are illegal where, which Scion-Heir should inherit the planetary governorship, and on what basis the local Cardinal is attempting to dodge their Tithe obligations. &lt;br /&gt;
&lt;br /&gt;
==== Criminals and Criminal Organisations ====&lt;br /&gt;
This specialism represents expanded knowledge of the criminals and criminal organisations active within the Prosperitas Sector, allowing one to recognise markings of interplanetary organisations, their methods, tools, and culture. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of the hidden signs that criminals use to communicate is represented by  having access to the [[Card Decks &amp;amp; Lore Sheets|Shade-script Translation Sheet]] which allows you to translate messages written in that script, this is not a spoken language but you may know the correct hand-signs &lt;br /&gt;
&lt;br /&gt;
==== Militias and Paramilitary Organisations ====&lt;br /&gt;
This specialism represents detailed knowledge of the various House militias, Guards, PDFs, bodyguards, Frateris Templar detachments and mercenary forces at large across the Sector. You have a good knowledge of which are officially sanctioned, which are delicately ignored, and which are outright illegal. You also have a good working knowledge of the theory behind levying and raising such forces to assist the Arbites in times of civil unrest.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Player_Character_Conflict&amp;diff=3419</id>
		<title>Player Character Conflict</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Player_Character_Conflict&amp;diff=3419"/>
		<updated>2022-10-16T12:20:17Z</updated>

		<summary type="html">&lt;p&gt;Malselene: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;PvP&#039;&#039;&#039; = Player vs Player, conflict between player characters (PCs), often referencing to violence between PCs.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;PvE&#039;&#039;&#039; = Player vs Environment, where the primary conflict is between PCs and Non-Player Characters (NPCs).&lt;br /&gt;
 &lt;br /&gt;
Death Unto Darkness is a primarily PvE game, not a PvP game, and it aims to represent the struggles of the beleaguered Agents of the Holy Ordos against an ever-multiplying number of threats within and without. &lt;br /&gt;
&lt;br /&gt;
We generally discourage player-initiated &#039;&#039;violent&#039;&#039; PvP between characters, especially as a method of conflict resolution as it detracts from the PvE-driven narrative central to our events. The threat of killing another character can be a potent tool for silencing social conflict roleplay as the time, cost and emotional commitment to a LARP character means it places significant psychological weight on encouraging &#039;&#039;the player&#039;&#039; to stop engaging for fear of being robbed of that.&lt;br /&gt;
&lt;br /&gt;
This does not mean DuD never sees Player Characters turn on each other violently. This is a setting where telepathic domination, spiritual corruption, malfunctioning technology and minds collapsing into madness can result in violent outcomes. So be aware that while we discourage players from initiating violent conflict it can easily be provoked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Social Conflict ===&lt;br /&gt;
&lt;br /&gt;
Social conflict is a natural part of the Imperium, with religious conflict and discrimination against people hailing from specific social castes or perceived as having genetic aberrations being themes of the DuD setting, these conflicts exist to create depth for roleplay interactions and are heavily encouraged and something someone should be aware of before playing our game. &lt;br /&gt;
&lt;br /&gt;
The Imperium is not a nice place and most of the people within it are not, by our standards, nice people - the challenge of the Imperium is that ultimately monstrous personalities are normalised and common, especially amongst the servants of the Inquisition. The trouble is that with the multiplying threats to the Imperium, Inquisitors and their agents are forced to cooperate against the rising tide - even with those they hate and despise.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Inter-Character Violence ===&lt;br /&gt;
 &lt;br /&gt;
Because we use a cinematic narrative system with a ‘death spiral’ mechanic, our combat rules do not translate well when players come up against each other as the cinematic nature begins to break down. Thus, we decided to introduce specific rulings regarding violence between players.&lt;br /&gt;
&lt;br /&gt;
* Where &#039;&#039;&#039;Player Characters&#039;&#039;&#039; are attacking other &#039;&#039;&#039;Player Characters&#039;&#039;&#039; then it is always assumed that when you hit 0 Endurance you become &#039;&#039;&#039;Subdued&#039;&#039;&#039; rather than &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
** A player may choose to become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; &#039;&#039;if they wish to&#039;&#039; - if you wish to take another character alive rather than killing them you can use the &#039;&#039;&#039;I&#039;m taking you, alive&#039;&#039;&#039; call to make them Subdued instead.&lt;br /&gt;
&lt;br /&gt;
* If you have &#039;&#039;&#039;Subdued&#039;&#039;&#039; another character you &#039;&#039;&#039;must&#039;&#039;&#039; hand them over to Inquisitorial Authorities (the Game Team) immediately or allow them to recover from the condition. &lt;br /&gt;
** If they are &#039;&#039;&#039;possessed&#039;&#039;&#039; however you may attempt to Exorcise them instead. &lt;br /&gt;
&lt;br /&gt;
* If you choose to become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; then if you die as a result of players resolving to execute you or place you in a lethal situation (such as throwing out of an airlock) you may not use &#039;&#039;&#039;Fate&#039;&#039;&#039; to avoid your fate &#039;&#039;&#039;unless the Game Team agrees&#039;&#039;&#039; - by becoming bleeding you have accepted a lethal fate.&lt;br /&gt;
&lt;br /&gt;
* A character handed over to the Game Team with sufficient proof of wrongdoing will likely be removed from play or returned to play with some corrective measure (like a bomb collar) but that decision lies &#039;&#039;&#039;exclusively&#039;&#039;&#039; with the Team and their judgement IC represents the sanction of Inquisitorial Authority.&lt;br /&gt;
** A player who wishes for their characters story to end in a very public execution can always request it while talking to the team.&lt;br /&gt;
&lt;br /&gt;
This system allows for violent conflict to be resolved in a fashion that is not directly lethal in any permanent fashion while equally allowing the Game Team to quickly resolve consequences for characters who have actually turned against the Imperium. The Imperium and Inquisition are swift and uncompromising, the Game Team will always try to steer you away from making decisions that can doom your character but if you don&#039;t want to face those concequences DuD may not be the right game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reporting Crimes and Heresies ===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Sometimes you lack the ability to enforce your will when you notice wrongdoing&#039;&#039;&#039; - in such a circumstance where you believe that a character is up to no good you may pass on information to Inquisitorial Authorities (the Game Team) who will react appropriately to the news based on presented evidence. This may result in punishment during the downtime between events or an Inquisitorial edict for the individual to be subdued and brought to the Inquisitorial Authorities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unjustified Use Of Force ===&lt;br /&gt;
It might be tempting to beat someone who doesn&#039;t agree with you into a pulp or get friendly muscle to do it for you - especially if they&#039;re loud and obnoxious - but the Inquisition expects its Agents to conduct themselves like civilised individuals, not Orks. Agents who cannot work together without coming to blows with their fellow Servants of the Inquisition rapidly find themselves released from service or posted to isolated posts where their lack of decorum presents no threat to the mission of the Holy Ordos.&lt;br /&gt;
&lt;br /&gt;
This says nothing of what happens those found to be guilty of murdering another agent in Cold Blood either directly or via  executions with manufactured excuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Provoking the Use of Force ===&lt;br /&gt;
Even the Inquisition understands the primciples that sometimes violence occurs when one side was &#039;asking for it&#039;. Most often then not this is when one party involved is actively attempting to betray the Imperium or Holy Ordos or do something that would critically endanger the other.&lt;br /&gt;
&lt;br /&gt;
An Agent is generally considered to be deserving of the use of force against them (thus absolving their attackers) if they;&lt;br /&gt;
&lt;br /&gt;
* Willingly and knowingly aided and abetted the enemies of the Imperium without proof of Inquisitorial sanction.&lt;br /&gt;
&lt;br /&gt;
* Actively sought to harm the Holy Ordos and the Imperium or attempted to rebel against their spiritual authority.&lt;br /&gt;
&lt;br /&gt;
* Actively engaged in the worship of the Dark Gods or Daemons &lt;br /&gt;
&lt;br /&gt;
* Intentionally summoned a Daemon into reality without proof of Inquisitorial sanction to do so.&lt;br /&gt;
&lt;br /&gt;
* Attack another member of the Inquisition without proof of Inquisitorial sanction.&lt;br /&gt;
&lt;br /&gt;
* Became possessed by a Daemon.&lt;br /&gt;
&lt;br /&gt;
* Denounced the God-Emperor.&lt;br /&gt;
&lt;br /&gt;
Inevitably you should know that if you do things that lead others to believe that you are working against the Holy Ordos, Imperium and the mission you have been assigned to there are concequences and these will be enforced.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]] [[Category:Under Construction]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Calls&amp;diff=3418</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Calls&amp;diff=3418"/>
		<updated>2022-10-16T12:19:11Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* BURN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== OC SAFETY CALLS ===&lt;br /&gt;
You must never use ANY of these calls for an IC purpose as they have distinct uses for indicating situations where there is OOC danger to an individual.&lt;br /&gt;
&lt;br /&gt;
==== TIME OUT! ==== &lt;br /&gt;
Indicates that you are to drop OOC immediately &#039;&#039;unless there is a personal safety reason to do so&#039;&#039; do not move from where you are, close your eyes and do your best to ignore anything going on around you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME IN! ====&lt;br /&gt;
Indicates that an area has become &#039;live&#039; and in-character, please cease any disruptive OOC activities or leave the area if you must continue them - otherwise assume the role of your character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SAFETY! ==== &lt;br /&gt;
Is used to indicate that while nobody has been hurt there is an emerging safety-hazard and the game needs to be stopped for a Ref to intervene &#039;&#039;&#039;stay where you are unless you are in danger or told to move by a member of the game team&#039;&#039;&#039; once the danger is resolved &#039;&#039;&#039;Time in!&#039;&#039;&#039; will be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAN DOWN! ==== &lt;br /&gt;
Is used to indicate that someone is in need of OOC medical assistance, &#039;&#039;&#039;stop what you are doing immediately and ensure other players and crew do so as well&#039;&#039;&#039; be aware of your surroundings, move to allow first aiders access to the individual(s) giving space where told to. Once the sitatuation is resolved &#039;&#039;&#039;Time in!&#039;&#039;&#039; will be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Red ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;&#039;&#039;&#039;Red&#039;&#039;&#039;&amp;lt;/span&amp;gt; should be used to indicate that you are extremely uncomfortable with the scene, and indicates to all participants to stop and move away from the subject matter being used/discussed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Amber ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;&#039;&#039;&#039;Amber&#039;&#039;&#039;&amp;lt;/span&amp;gt;  indicates to others that you are affected by the subject matter and that they should be careful or back off from a subject to allow you to settle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Green ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;&#039;&#039;&#039;Green&#039;&#039;&#039;&amp;lt;/span&amp;gt;  can be used to indicate to others that you are comfortable and happy to move on with a subject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stop the Game ====&lt;br /&gt;
If you are overwhelmed or completely unable to deal with a subject and need to bring an immediate end to it, you may call Stop the Game at any point. At this point all participants should cease roleplay to allow the participant in question to remove themselves from the play area and talk to a referee.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== MODIFIER CALLS ===&lt;br /&gt;
These calls are important as they indicate how a call effects you.&lt;br /&gt;
&lt;br /&gt;
==== MASS ====&lt;br /&gt;
Accompanying a Single Target or Cone call this changes the area of effect to hit everyone within five meters of the source, or target if called. If you are not the target and have &#039;&#039;&#039;[[Combat and Injury|Cover]]&#039;&#039;&#039; between yourself and the source, you do not need to take this call.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== WARP ====&lt;br /&gt;
This call originates from something of the Warp, be it a psychic power or a daemonic blade. Any accompanying calls or uncalled melee blows affect you as normal. You &#039;&#039;&#039;cannot&#039;&#039;&#039; call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against Warp &#039;&#039;&#039;calls&#039;&#039;&#039; unless you have a skill which specifically states otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SANCTIC ==== &lt;br /&gt;
&#039;&#039;&#039;Ignore all attached calls unless briefed otherwise&#039;&#039;&#039; (Melee blows whose calls are ignored become uncalled melee). You can &#039;&#039;&#039;call&#039;&#039;&#039; &#039;&#039;&#039;Deflect&#039;&#039;&#039; against &#039;&#039;&#039;Sanctic&#039;&#039;&#039; calls unless briefed otherwise.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SINGLE TARGET DAMAGE CALLS ===&lt;br /&gt;
&#039;&#039;These calls cause damage as per the [[Combat and Injury]] Section to a single target&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several of these calls allow you (while taking them at ranged) to choose an effect based on the location that you were hit in, where you are dealing with &#039;&#039;&#039;ranged&#039;&#039;&#039; attacks then you may not assign the damage to a limb already affected by a call be it the same one or a different one.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== BLAM ====&lt;br /&gt;
Lose a point of Endurance and react as if you have been shot with a lasbolt or normal bullet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== REND ====&lt;br /&gt;
Lose 2 Endurance and react as if you have been hit by a more powerful bolt of energy or bullet.&lt;br /&gt;
&lt;br /&gt;
==== BOLT ====&lt;br /&gt;
Lose 3 Endurance and react as if you have been hit by a rocket propelled bullet or death ray beam.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are reduced to 0 Endurance by this call&#039;&#039;&#039;, you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Medical Treatment|Triage]]; and you automatically suffer a complication when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SUNDER ====&lt;br /&gt;
Drop to 0 Endurance and become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Medical Treatment|Triage]]. You automatically suffer a &#039;&#039;&#039;complication&#039;&#039;&#039; when a Medicae or Chirugeon performs Triage on you.&lt;br /&gt;
&lt;br /&gt;
This call may only be used &#039;&#039;&#039;Once&#039;&#039;&#039; regardless of how many sources of it you may have before you have to &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== I AM A KNIFE IN THE DARK ====&lt;br /&gt;
Drop to 0 Endurance and become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; as quietly as possible - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Medical Treatment|Triage]]. You automatically suffer a &#039;&#039;&#039;complication&#039;&#039;&#039; when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CONE DAMAGE CALLS ===&lt;br /&gt;
These calls represent weapons that spray damage across a wide area in front of them they are considered to hit all individuals in front of the source as jets of flame or streams of bullet are spat forth by the weapon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BURN ====&lt;br /&gt;
If you are within &amp;lt;5m of the source - lose 3 Endurance and react as if you have been hit by a gout of flame. If you are reduced to 0 Endurance you become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; but flail around for 10s on fire before you fall over, and cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Medical_Treatment_(Medicae_%26_Chirugeons)#Triage|Triage]]; and you automatically suffer a complication when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you.&lt;br /&gt;
&lt;br /&gt;
==== DAKKA ====&lt;br /&gt;
If you are within earshot of this call and can clearly see the source or have this called against you lose 3 Endurance unless you fall &#039;&#039;&#039;Prone&#039;&#039;&#039; after hearing, or have a piece of Cover between yourself and the source of the call.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== MASS DAMAGE CALLS ===&lt;br /&gt;
&#039;&#039;These calls represent those which cause area of effect damage, hitting all foes within 5m of the called target or a specific point.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BOOM ====&lt;br /&gt;
Lose 3 Endurance and you are thrown away from the source of the explosion, you must either stagger away from the source for 5s or fall and remain prone on the floor for 5s. If you are not the target and have [[Combat and Injury|Cover]] between yourself and the source, you do not need to take this call.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CALLS WITH STATUS EFFECTS ===&lt;br /&gt;
&#039;&#039;These calls do not cause damage but instead force a specific reaction or impose a mechanical or roleplaying effect on the target.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SHOCK ====&lt;br /&gt;
You are stunned for 5s, during which you cannot move, attack or make calls. You cannot be affected by this call or &#039;&#039;&#039;Weaken&#039;&#039;&#039; again during the duration of the effect or for 3s after you recover. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== WEAKEN ==== &lt;br /&gt;
You are disoriented and weakened for 5s, during which you cannot move, attack or make calls. You cannot be affected by this call or &#039;&#039;&#039;Shock&#039;&#039;&#039; again during the duration of the effect or for 3s after you recover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HAYWIRE ====&lt;br /&gt;
Your technological equipment ceases to function for 10s, during which you cannot make ranged calls or any calls originating from technology you are carrying. You cannot be affected by this call again during the duration of the effect or for 3s after you recover.&lt;br /&gt;
&lt;br /&gt;
If you have any [[Bionic Traits]] then during this period you cannot move, attack or make calls and must instead spasm violently. This is optional if your character has costume bionics but no traits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== KNOCKBACK ====&lt;br /&gt;
You are hit with a blast from a shotgun or a powerful blow. For the duration, you must either stagger away from the source for 5s or fall and remain prone on the floor for 5s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GET IT TOGETHER ====&lt;br /&gt;
If you are NOT &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; you regain your Endurance pool.&lt;br /&gt;
&lt;br /&gt;
If you were &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; you may get back to your feet with your Endurance to half its maximum (rounding up).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== I’M TAKING YOU, ALIVE! ====&lt;br /&gt;
The player or crew member attacking you intends to capture rather than kill you, after a period of roleplay you become &#039;&#039;&#039;Subdued&#039;&#039;&#039; if you were &#039;&#039;&#039;Bleeding&#039;&#039;&#039;. Can only be used on characters considered to be foes and is not a source of ‘healing’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== OTHER CUES ===&lt;br /&gt;
&#039;&#039;These calls have no immediate damaging effects but do have a direct influence on a characters roleplay as they cue appropriate reactions to their use.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
==== DEFLECT ====&lt;br /&gt;
Indicates that a call has been heard by the target but it has been defended against in some way by a &#039;&#039;&#039;limited&#039;&#039;&#039; resource or has a specific weakness that must be undermined to damage it. This &#039;&#039;&#039;must&#039;&#039;&#039; be called immediately in response to a call if it is drawn from a limited pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== INEFFECTIVE====&lt;br /&gt;
Indicates that a call has been heard by the target but cannot affect it - this does not need to be called in response to every call just occasionally to make it clear a call is doing no discernible effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SCAN [KEYWORD] ====&lt;br /&gt;
If you are the target of this call (e.g. “SCAN HARRY - CHEMS”) and think this would detect you, respond with PING. If no target is called and you think this would detect you, respond with PING loud enough to be heard by the caller. A list of keywords can be found [[Scanning|here]].&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== WOULD YOU KINDLY? ====&lt;br /&gt;
You are not aware that this has been used on you unless you resist it. If affected, you must obey the command even if it is fatal to your character that will follow this cue either to completion of the task issued or for 30s (whichever is shorter).&lt;br /&gt;
&lt;br /&gt;
==== COMMAND OVERRIDE ====&lt;br /&gt;
Your mechanical components and wargear are being hacked. If affected you must obey the command even if it is fatal to your character that will follow this cue as if your interfaced bionics force you to or the item of your wargear targeted has been affected appropriately either to completion of the task issued or for 30s (whichever is shorter).&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Calls&amp;diff=3417</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Calls&amp;diff=3417"/>
		<updated>2022-10-16T12:18:53Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* BURN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== OC SAFETY CALLS ===&lt;br /&gt;
You must never use ANY of these calls for an IC purpose as they have distinct uses for indicating situations where there is OOC danger to an individual.&lt;br /&gt;
&lt;br /&gt;
==== TIME OUT! ==== &lt;br /&gt;
Indicates that you are to drop OOC immediately &#039;&#039;unless there is a personal safety reason to do so&#039;&#039; do not move from where you are, close your eyes and do your best to ignore anything going on around you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME IN! ====&lt;br /&gt;
Indicates that an area has become &#039;live&#039; and in-character, please cease any disruptive OOC activities or leave the area if you must continue them - otherwise assume the role of your character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SAFETY! ==== &lt;br /&gt;
Is used to indicate that while nobody has been hurt there is an emerging safety-hazard and the game needs to be stopped for a Ref to intervene &#039;&#039;&#039;stay where you are unless you are in danger or told to move by a member of the game team&#039;&#039;&#039; once the danger is resolved &#039;&#039;&#039;Time in!&#039;&#039;&#039; will be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAN DOWN! ==== &lt;br /&gt;
Is used to indicate that someone is in need of OOC medical assistance, &#039;&#039;&#039;stop what you are doing immediately and ensure other players and crew do so as well&#039;&#039;&#039; be aware of your surroundings, move to allow first aiders access to the individual(s) giving space where told to. Once the sitatuation is resolved &#039;&#039;&#039;Time in!&#039;&#039;&#039; will be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Red ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;&#039;&#039;&#039;Red&#039;&#039;&#039;&amp;lt;/span&amp;gt; should be used to indicate that you are extremely uncomfortable with the scene, and indicates to all participants to stop and move away from the subject matter being used/discussed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Amber ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;&#039;&#039;&#039;Amber&#039;&#039;&#039;&amp;lt;/span&amp;gt;  indicates to others that you are affected by the subject matter and that they should be careful or back off from a subject to allow you to settle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Green ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;&#039;&#039;&#039;Green&#039;&#039;&#039;&amp;lt;/span&amp;gt;  can be used to indicate to others that you are comfortable and happy to move on with a subject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stop the Game ====&lt;br /&gt;
If you are overwhelmed or completely unable to deal with a subject and need to bring an immediate end to it, you may call Stop the Game at any point. At this point all participants should cease roleplay to allow the participant in question to remove themselves from the play area and talk to a referee.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== MODIFIER CALLS ===&lt;br /&gt;
These calls are important as they indicate how a call effects you.&lt;br /&gt;
&lt;br /&gt;
==== MASS ====&lt;br /&gt;
Accompanying a Single Target or Cone call this changes the area of effect to hit everyone within five meters of the source, or target if called. If you are not the target and have &#039;&#039;&#039;[[Combat and Injury|Cover]]&#039;&#039;&#039; between yourself and the source, you do not need to take this call.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== WARP ====&lt;br /&gt;
This call originates from something of the Warp, be it a psychic power or a daemonic blade. Any accompanying calls or uncalled melee blows affect you as normal. You &#039;&#039;&#039;cannot&#039;&#039;&#039; call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against Warp &#039;&#039;&#039;calls&#039;&#039;&#039; unless you have a skill which specifically states otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SANCTIC ==== &lt;br /&gt;
&#039;&#039;&#039;Ignore all attached calls unless briefed otherwise&#039;&#039;&#039; (Melee blows whose calls are ignored become uncalled melee). You can &#039;&#039;&#039;call&#039;&#039;&#039; &#039;&#039;&#039;Deflect&#039;&#039;&#039; against &#039;&#039;&#039;Sanctic&#039;&#039;&#039; calls unless briefed otherwise.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SINGLE TARGET DAMAGE CALLS ===&lt;br /&gt;
&#039;&#039;These calls cause damage as per the [[Combat and Injury]] Section to a single target&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several of these calls allow you (while taking them at ranged) to choose an effect based on the location that you were hit in, where you are dealing with &#039;&#039;&#039;ranged&#039;&#039;&#039; attacks then you may not assign the damage to a limb already affected by a call be it the same one or a different one.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== BLAM ====&lt;br /&gt;
Lose a point of Endurance and react as if you have been shot with a lasbolt or normal bullet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== REND ====&lt;br /&gt;
Lose 2 Endurance and react as if you have been hit by a more powerful bolt of energy or bullet.&lt;br /&gt;
&lt;br /&gt;
==== BOLT ====&lt;br /&gt;
Lose 3 Endurance and react as if you have been hit by a rocket propelled bullet or death ray beam.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are reduced to 0 Endurance by this call&#039;&#039;&#039;, you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Medical Treatment|Triage]]; and you automatically suffer a complication when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SUNDER ====&lt;br /&gt;
Drop to 0 Endurance and become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Medical Treatment|Triage]]. You automatically suffer a &#039;&#039;&#039;complication&#039;&#039;&#039; when a Medicae or Chirugeon performs Triage on you.&lt;br /&gt;
&lt;br /&gt;
This call may only be used &#039;&#039;&#039;Once&#039;&#039;&#039; regardless of how many sources of it you may have before you have to &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== I AM A KNIFE IN THE DARK ====&lt;br /&gt;
Drop to 0 Endurance and become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; as quietly as possible - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Medical Treatment|Triage]]. You automatically suffer a &#039;&#039;&#039;complication&#039;&#039;&#039; when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CONE DAMAGE CALLS ===&lt;br /&gt;
These calls represent weapons that spray damage across a wide area in front of them they are considered to hit all individuals in front of the source as jets of flame or streams of bullet are spat forth by the weapon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BURN ====&lt;br /&gt;
If you are within &amp;lt;5m of the source - lose 3 Endurance and react as if you have been hit by a gout of flame. If you are reduced to 0 Endurance you become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; but flail around for 10s on fire before you fall over, and cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Triage|Medical_Treatment_(Medicae_%26_Chirugeons)#Triage]]; and you automatically suffer a complication when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you.&lt;br /&gt;
&lt;br /&gt;
==== DAKKA ====&lt;br /&gt;
If you are within earshot of this call and can clearly see the source or have this called against you lose 3 Endurance unless you fall &#039;&#039;&#039;Prone&#039;&#039;&#039; after hearing, or have a piece of Cover between yourself and the source of the call.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== MASS DAMAGE CALLS ===&lt;br /&gt;
&#039;&#039;These calls represent those which cause area of effect damage, hitting all foes within 5m of the called target or a specific point.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BOOM ====&lt;br /&gt;
Lose 3 Endurance and you are thrown away from the source of the explosion, you must either stagger away from the source for 5s or fall and remain prone on the floor for 5s. If you are not the target and have [[Combat and Injury|Cover]] between yourself and the source, you do not need to take this call.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CALLS WITH STATUS EFFECTS ===&lt;br /&gt;
&#039;&#039;These calls do not cause damage but instead force a specific reaction or impose a mechanical or roleplaying effect on the target.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SHOCK ====&lt;br /&gt;
You are stunned for 5s, during which you cannot move, attack or make calls. You cannot be affected by this call or &#039;&#039;&#039;Weaken&#039;&#039;&#039; again during the duration of the effect or for 3s after you recover. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== WEAKEN ==== &lt;br /&gt;
You are disoriented and weakened for 5s, during which you cannot move, attack or make calls. You cannot be affected by this call or &#039;&#039;&#039;Shock&#039;&#039;&#039; again during the duration of the effect or for 3s after you recover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HAYWIRE ====&lt;br /&gt;
Your technological equipment ceases to function for 10s, during which you cannot make ranged calls or any calls originating from technology you are carrying. You cannot be affected by this call again during the duration of the effect or for 3s after you recover.&lt;br /&gt;
&lt;br /&gt;
If you have any [[Bionic Traits]] then during this period you cannot move, attack or make calls and must instead spasm violently. This is optional if your character has costume bionics but no traits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== KNOCKBACK ====&lt;br /&gt;
You are hit with a blast from a shotgun or a powerful blow. For the duration, you must either stagger away from the source for 5s or fall and remain prone on the floor for 5s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GET IT TOGETHER ====&lt;br /&gt;
If you are NOT &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; you regain your Endurance pool.&lt;br /&gt;
&lt;br /&gt;
If you were &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; you may get back to your feet with your Endurance to half its maximum (rounding up).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== I’M TAKING YOU, ALIVE! ====&lt;br /&gt;
The player or crew member attacking you intends to capture rather than kill you, after a period of roleplay you become &#039;&#039;&#039;Subdued&#039;&#039;&#039; if you were &#039;&#039;&#039;Bleeding&#039;&#039;&#039;. Can only be used on characters considered to be foes and is not a source of ‘healing’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== OTHER CUES ===&lt;br /&gt;
&#039;&#039;These calls have no immediate damaging effects but do have a direct influence on a characters roleplay as they cue appropriate reactions to their use.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
==== DEFLECT ====&lt;br /&gt;
Indicates that a call has been heard by the target but it has been defended against in some way by a &#039;&#039;&#039;limited&#039;&#039;&#039; resource or has a specific weakness that must be undermined to damage it. This &#039;&#039;&#039;must&#039;&#039;&#039; be called immediately in response to a call if it is drawn from a limited pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== INEFFECTIVE====&lt;br /&gt;
Indicates that a call has been heard by the target but cannot affect it - this does not need to be called in response to every call just occasionally to make it clear a call is doing no discernible effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SCAN [KEYWORD] ====&lt;br /&gt;
If you are the target of this call (e.g. “SCAN HARRY - CHEMS”) and think this would detect you, respond with PING. If no target is called and you think this would detect you, respond with PING loud enough to be heard by the caller. A list of keywords can be found [[Scanning|here]].&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== WOULD YOU KINDLY? ====&lt;br /&gt;
You are not aware that this has been used on you unless you resist it. If affected, you must obey the command even if it is fatal to your character that will follow this cue either to completion of the task issued or for 30s (whichever is shorter).&lt;br /&gt;
&lt;br /&gt;
==== COMMAND OVERRIDE ====&lt;br /&gt;
Your mechanical components and wargear are being hacked. If affected you must obey the command even if it is fatal to your character that will follow this cue as if your interfaced bionics force you to or the item of your wargear targeted has been affected appropriately either to completion of the task issued or for 30s (whichever is shorter).&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Calls&amp;diff=3416</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Calls&amp;diff=3416"/>
		<updated>2022-10-16T12:17:59Z</updated>

		<summary type="html">&lt;p&gt;Malselene: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== OC SAFETY CALLS ===&lt;br /&gt;
You must never use ANY of these calls for an IC purpose as they have distinct uses for indicating situations where there is OOC danger to an individual.&lt;br /&gt;
&lt;br /&gt;
==== TIME OUT! ==== &lt;br /&gt;
Indicates that you are to drop OOC immediately &#039;&#039;unless there is a personal safety reason to do so&#039;&#039; do not move from where you are, close your eyes and do your best to ignore anything going on around you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME IN! ====&lt;br /&gt;
Indicates that an area has become &#039;live&#039; and in-character, please cease any disruptive OOC activities or leave the area if you must continue them - otherwise assume the role of your character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SAFETY! ==== &lt;br /&gt;
Is used to indicate that while nobody has been hurt there is an emerging safety-hazard and the game needs to be stopped for a Ref to intervene &#039;&#039;&#039;stay where you are unless you are in danger or told to move by a member of the game team&#039;&#039;&#039; once the danger is resolved &#039;&#039;&#039;Time in!&#039;&#039;&#039; will be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAN DOWN! ==== &lt;br /&gt;
Is used to indicate that someone is in need of OOC medical assistance, &#039;&#039;&#039;stop what you are doing immediately and ensure other players and crew do so as well&#039;&#039;&#039; be aware of your surroundings, move to allow first aiders access to the individual(s) giving space where told to. Once the sitatuation is resolved &#039;&#039;&#039;Time in!&#039;&#039;&#039; will be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Red ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;&#039;&#039;&#039;Red&#039;&#039;&#039;&amp;lt;/span&amp;gt; should be used to indicate that you are extremely uncomfortable with the scene, and indicates to all participants to stop and move away from the subject matter being used/discussed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Amber ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;&#039;&#039;&#039;Amber&#039;&#039;&#039;&amp;lt;/span&amp;gt;  indicates to others that you are affected by the subject matter and that they should be careful or back off from a subject to allow you to settle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Green ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;&#039;&#039;&#039;Green&#039;&#039;&#039;&amp;lt;/span&amp;gt;  can be used to indicate to others that you are comfortable and happy to move on with a subject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stop the Game ====&lt;br /&gt;
If you are overwhelmed or completely unable to deal with a subject and need to bring an immediate end to it, you may call Stop the Game at any point. At this point all participants should cease roleplay to allow the participant in question to remove themselves from the play area and talk to a referee.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== MODIFIER CALLS ===&lt;br /&gt;
These calls are important as they indicate how a call effects you.&lt;br /&gt;
&lt;br /&gt;
==== MASS ====&lt;br /&gt;
Accompanying a Single Target or Cone call this changes the area of effect to hit everyone within five meters of the source, or target if called. If you are not the target and have &#039;&#039;&#039;[[Combat and Injury|Cover]]&#039;&#039;&#039; between yourself and the source, you do not need to take this call.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== WARP ====&lt;br /&gt;
This call originates from something of the Warp, be it a psychic power or a daemonic blade. Any accompanying calls or uncalled melee blows affect you as normal. You &#039;&#039;&#039;cannot&#039;&#039;&#039; call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against Warp &#039;&#039;&#039;calls&#039;&#039;&#039; unless you have a skill which specifically states otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SANCTIC ==== &lt;br /&gt;
&#039;&#039;&#039;Ignore all attached calls unless briefed otherwise&#039;&#039;&#039; (Melee blows whose calls are ignored become uncalled melee). You can &#039;&#039;&#039;call&#039;&#039;&#039; &#039;&#039;&#039;Deflect&#039;&#039;&#039; against &#039;&#039;&#039;Sanctic&#039;&#039;&#039; calls unless briefed otherwise.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SINGLE TARGET DAMAGE CALLS ===&lt;br /&gt;
&#039;&#039;These calls cause damage as per the [[Combat and Injury]] Section to a single target&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several of these calls allow you (while taking them at ranged) to choose an effect based on the location that you were hit in, where you are dealing with &#039;&#039;&#039;ranged&#039;&#039;&#039; attacks then you may not assign the damage to a limb already affected by a call be it the same one or a different one.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== BLAM ====&lt;br /&gt;
Lose a point of Endurance and react as if you have been shot with a lasbolt or normal bullet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== REND ====&lt;br /&gt;
Lose 2 Endurance and react as if you have been hit by a more powerful bolt of energy or bullet.&lt;br /&gt;
&lt;br /&gt;
==== BOLT ====&lt;br /&gt;
Lose 3 Endurance and react as if you have been hit by a rocket propelled bullet or death ray beam.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are reduced to 0 Endurance by this call&#039;&#039;&#039;, you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Medical Treatment|Triage]]; and you automatically suffer a complication when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SUNDER ====&lt;br /&gt;
Drop to 0 Endurance and become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Medical Treatment|Triage]]. You automatically suffer a &#039;&#039;&#039;complication&#039;&#039;&#039; when a Medicae or Chirugeon performs Triage on you.&lt;br /&gt;
&lt;br /&gt;
This call may only be used &#039;&#039;&#039;Once&#039;&#039;&#039; regardless of how many sources of it you may have before you have to &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== I AM A KNIFE IN THE DARK ====&lt;br /&gt;
Drop to 0 Endurance and become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; as quietly as possible - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Medical Treatment|Triage]]. You automatically suffer a &#039;&#039;&#039;complication&#039;&#039;&#039; when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CONE DAMAGE CALLS ===&lt;br /&gt;
These calls represent weapons that spray damage across a wide area in front of them they are considered to hit all individuals in front of the source as jets of flame or streams of bullet are spat forth by the weapon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BURN ====&lt;br /&gt;
If you are within &amp;lt;5m of the source - lose 3 Endurance and react as if you have been hit by a gout of flame. If you are reduced to 0 Endurance you become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; but flail around for 10s on fire before you fall over, and cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Triage]]; and you automatically suffer a complication when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== DAKKA ====&lt;br /&gt;
If you are within earshot of this call and can clearly see the source or have this called against you lose 3 Endurance unless you fall &#039;&#039;&#039;Prone&#039;&#039;&#039; after hearing, or have a piece of Cover between yourself and the source of the call.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== MASS DAMAGE CALLS ===&lt;br /&gt;
&#039;&#039;These calls represent those which cause area of effect damage, hitting all foes within 5m of the called target or a specific point.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BOOM ====&lt;br /&gt;
Lose 3 Endurance and you are thrown away from the source of the explosion, you must either stagger away from the source for 5s or fall and remain prone on the floor for 5s. If you are not the target and have [[Combat and Injury|Cover]] between yourself and the source, you do not need to take this call.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CALLS WITH STATUS EFFECTS ===&lt;br /&gt;
&#039;&#039;These calls do not cause damage but instead force a specific reaction or impose a mechanical or roleplaying effect on the target.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SHOCK ====&lt;br /&gt;
You are stunned for 5s, during which you cannot move, attack or make calls. You cannot be affected by this call or &#039;&#039;&#039;Weaken&#039;&#039;&#039; again during the duration of the effect or for 3s after you recover. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== WEAKEN ==== &lt;br /&gt;
You are disoriented and weakened for 5s, during which you cannot move, attack or make calls. You cannot be affected by this call or &#039;&#039;&#039;Shock&#039;&#039;&#039; again during the duration of the effect or for 3s after you recover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HAYWIRE ====&lt;br /&gt;
Your technological equipment ceases to function for 10s, during which you cannot make ranged calls or any calls originating from technology you are carrying. You cannot be affected by this call again during the duration of the effect or for 3s after you recover.&lt;br /&gt;
&lt;br /&gt;
If you have any [[Bionic Traits]] then during this period you cannot move, attack or make calls and must instead spasm violently. This is optional if your character has costume bionics but no traits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== KNOCKBACK ====&lt;br /&gt;
You are hit with a blast from a shotgun or a powerful blow. For the duration, you must either stagger away from the source for 5s or fall and remain prone on the floor for 5s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GET IT TOGETHER ====&lt;br /&gt;
If you are NOT &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; you regain your Endurance pool.&lt;br /&gt;
&lt;br /&gt;
If you were &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; you may get back to your feet with your Endurance to half its maximum (rounding up).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== I’M TAKING YOU, ALIVE! ====&lt;br /&gt;
The player or crew member attacking you intends to capture rather than kill you, after a period of roleplay you become &#039;&#039;&#039;Subdued&#039;&#039;&#039; if you were &#039;&#039;&#039;Bleeding&#039;&#039;&#039;. Can only be used on characters considered to be foes and is not a source of ‘healing’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== OTHER CUES ===&lt;br /&gt;
&#039;&#039;These calls have no immediate damaging effects but do have a direct influence on a characters roleplay as they cue appropriate reactions to their use.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
==== DEFLECT ====&lt;br /&gt;
Indicates that a call has been heard by the target but it has been defended against in some way by a &#039;&#039;&#039;limited&#039;&#039;&#039; resource or has a specific weakness that must be undermined to damage it. This &#039;&#039;&#039;must&#039;&#039;&#039; be called immediately in response to a call if it is drawn from a limited pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== INEFFECTIVE====&lt;br /&gt;
Indicates that a call has been heard by the target but cannot affect it - this does not need to be called in response to every call just occasionally to make it clear a call is doing no discernible effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SCAN [KEYWORD] ====&lt;br /&gt;
If you are the target of this call (e.g. “SCAN HARRY - CHEMS”) and think this would detect you, respond with PING. If no target is called and you think this would detect you, respond with PING loud enough to be heard by the caller. A list of keywords can be found [[Scanning|here]].&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== WOULD YOU KINDLY? ====&lt;br /&gt;
You are not aware that this has been used on you unless you resist it. If affected, you must obey the command even if it is fatal to your character that will follow this cue either to completion of the task issued or for 30s (whichever is shorter).&lt;br /&gt;
&lt;br /&gt;
==== COMMAND OVERRIDE ====&lt;br /&gt;
Your mechanical components and wargear are being hacked. If affected you must obey the command even if it is fatal to your character that will follow this cue as if your interfaced bionics force you to or the item of your wargear targeted has been affected appropriately either to completion of the task issued or for 30s (whichever is shorter).&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=House_Vilas-Lobo&amp;diff=1283</id>
		<title>House Vilas-Lobo</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=House_Vilas-Lobo&amp;diff=1283"/>
		<updated>2020-04-07T10:33:18Z</updated>

		<summary type="html">&lt;p&gt;Malselene: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== The House of Jackals ===&lt;br /&gt;
&lt;br /&gt;
House Vilas-Lobo draws its heritage back to the Houses of Europa within the Sol System, it was the Azar Vilas-Lobo along with his brother Draz, who supplied Jacinta Durovera with the support of their vast House Guard and numerous Abhuman Helots that served as the core of the early Crusade forces of the Prosperitas Sector, and a hereditary right to establish a branch of their family within the Sector and numerous land-claims were the price of her agreement with their Houses&#039; Terran branch. &lt;br /&gt;
&lt;br /&gt;
The House grew rich off its claim of several inhospitable and poisonous worlds that would have been otherwise worthless were it not for their mineral wealth. To mine them, the House turned to talented Medicae and Genetors of the Adeptus Mechanicus to adapt the bodies of thousands of abhuman workers to survive in the atmospheres of these worlds. Through this, they became intimately familiar with the arcane arts of genetics. Able to survive on inhospitable worlds is a trademark of the Houses attitudes and perseverance.&lt;br /&gt;
&lt;br /&gt;
In 231.M41 in a little-known incident a genophage, believed to be tailored to the Houses biology ripped through the House, in an assassination attempt against the entire House. The few scions that survived, did so by turning to the same genetic practices they’d performed on abhumans for generations to adapt and survive. &lt;br /&gt;
&lt;br /&gt;
The Genophage brought about significant changes within the mentality of the House, it became the accepted practice that only the fittest survive (leading some to murmur that the survivors were behind the genophage) to this end, House Scions are expected to be able to prove their value to the House, the line of succession is not determined by the Houses leadership but by the strength of the candidates. It is an expectation placed on all scions that they will attempt to kill their superiors when they believe they are too weak to lead the House any more, assassination is the accepted method of advancement, and the house suffers no weakness.&lt;br /&gt;
&lt;br /&gt;
Because of this drive for strength, few of the House are born through natural means, as most are born from artificial wombs, and heavily tailored to ensure they fill a place and a purpose within the House. But it does not stop here, all Nobles attempt to set cultural trends and remain fashionable, as appearance is everything in an Imperium that is obsessed with pageantry and celebration. House Vilas-Lobo takes that to its furthest logical extreme. This House is known for not only setting fashion trends, but also pushing the envelope of what is acceptable within polite society. To House Vilas-Lobo, the body is just another accessory to be changed and modified at a whim, and their Scions discard faces like others discard finery. &lt;br /&gt;
&lt;br /&gt;
The discomfort the House&#039;s embrace of geno-manipulation causes the Imperium frequently attracts unwanted attention, but the House has endured several investigations from multiple Imperial institutions into its genetic purity, and, each time, was found to be completely clear of taint. The House thrives on causing a good scandal: after all, being scandalous means being noticed; being noticed means being talked about and being talked about means one’s fame grows and spreads throughout the Sector.&lt;br /&gt;
&lt;br /&gt;
What is perhaps most controversial about the House is the amount of [[Ruwwad]] blood it has in the modern age, while many Houses have attempted to keep their bloodlines pure and reaching back to their Terran roots, the Vilas-Lobo mingled with those Ruwwadi who were once their worlds nobilities as part of its systematic assimilation of the few Ruwwad worlds that survived the loss of Subsector Tenebris to warp storms. To this end many Vilas-Lobo while preserving their surnames have strongly Ruwwad sounding first names and the House borrows greatly from Ruwwad culture.&lt;br /&gt;
&lt;br /&gt;
=== THe rise Dominatus Śikārī and conflicts with House Durovera   ===&lt;br /&gt;
&lt;br /&gt;
The current ‘Dominatus’ of the House &#039;&#039;&#039;Śikārī (Si-ka-ri) Vilas-Lobo&#039;&#039;&#039;, is known for surviving multiple attempts on his life after seizing power from his predecessor in a Blood Duel in 588.M41 – since then he has turned the House into an aggressive force most notably seizing control of House Majid’s trade routes in 593.M41 and initiating a short but brutal trade war cut short by betrayal of Majid from within its own ranks. &lt;br /&gt;
&lt;br /&gt;
In the aftermath of the death of the former Sector Governor and Warmaster, Armelius Durovera, House Vilas-Lobo was quick to aggressively expand its holdings, consuming a number of minor Vassal-Houses loyal to [[House Majid]] in the aftermath of the Majid&#039;s devastation by one of their own. It rise to being the second most powerful House makes it and its Dominatus a clear rival of Hermione Durovera and [[House Durovera]] and since 594.M41 has sparked a series of tit-for-tat [[Sector_Report_VIII|Toll Wars]] with its rival House.&lt;br /&gt;
&lt;br /&gt;
Tensions between the Houses have never been higher and many worry that House Vilas-Lobo will make a play to seize control of the Sector from House Durovera should Hermione Durovera ever show the House of Jackals a sign of weakness.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Medical_Treatment_(Medicae_%26_Chirugeons)&amp;diff=1176</id>
		<title>Medical Treatment (Medicae &amp; Chirugeons)</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Medical_Treatment_(Medicae_%26_Chirugeons)&amp;diff=1176"/>
		<updated>2020-04-05T11:21:04Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Complication Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=== Treating a Casualty ===&lt;br /&gt;
A casualty is a character who is currently &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFA500&amp;quot;&amp;gt;Wounded&amp;lt;/span&amp;gt;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Grievously Wounded&amp;lt;/span&amp;gt;&#039;&#039;&#039;. While in these conditions, a character is vulnerable to further mutilation, capture or worse. A character with the Medicae or Chirurgeon Traits can return them to &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#228B22&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&#039;&#039;&#039; via the use of their skills, and any character can provide some immediate assistance via performing First Aid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== First Aid ===&lt;br /&gt;
All PCs at DuD, as chosen agents of the Inquisition, have some basic ability to deal with injuries in combat; as such, they have the [[Expertise_Traits#First_Aid_.28Free.29|First Aid]] Trait. By a few moments’ roleplay, they may determine the rough appearance and location of an injury (a quick OC check with the casualty for a description), and &#039;&#039;&#039;pause the character’s bleed count&#039;&#039;&#039;. As long as the character providing aid has both hands entirely occupied by applying pressure to the wound, holding the injured limb braced or so on, the bleeding character’s condition does not worsen. If they cease to do so, the bleed count resumes from where it left off.&lt;br /&gt;
&lt;br /&gt;
A character who is capable of First Aid can also administer chems as a Medicae or Chirurgeon’s immediate proxy. Any delay in administering the chem wastes the dose through mishandling, but provided they obey the medic’s instructions promptly any character can follow through on tasks like “inject this into her arm!” or “get them to swallow this pill!”&lt;br /&gt;
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&lt;br /&gt;
=== Moving Casualties ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFA500&amp;quot;&amp;gt;Wounded&amp;lt;/span&amp;gt;&#039;&#039;&#039; characters cannot move faster than a slow stagger unaided, and &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Grievously Wounded&amp;lt;/span&amp;gt;&#039;&#039;&#039; characters cannot move at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any character can move a casualty&#039;&#039;&#039;, via roleplaying helping them to move at whatever level of contact the casualty’s player is happy with – but if the assisting character is not a [[Expertise_Traits#Medicae|Medicae]] and the casualty’s bleed count is paused, &#039;&#039;&#039;doing so will cause the bleed count to resume&#039;&#039;&#039;. It does not matter if someone else is also ‘staunching’ a wound while the casualty is being moved – it is not possible for an untrained character to keep a bleed count paused while a casualty is in motion. To move a casualty safely, their bleed count must be &#039;&#039;&#039;stopped&#039;&#039;&#039;, or one of the characters moving them must be a [[Expertise_Traits#Medicae|Medicae]].&lt;br /&gt;
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&lt;br /&gt;
=== Medicae ===&lt;br /&gt;
A character who is a [[Expertise_Traits#Medicae|Medicae]] can perform effective medical treatment in the field and under fire. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They can stop a bleed count&#039;&#039;&#039;, via a short period of roleplaying the application of bandages, injectors, cautery, or similar. &lt;br /&gt;
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* &#039;&#039;&#039;They can move casualties&#039;&#039;&#039; without restarting their bleed count. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They can administer any chem,&#039;&#039;&#039; or direct other characters who are assisting them to do so. &lt;br /&gt;
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* They can also &#039;&#039;&#039;make a diagnosis&#039;&#039;&#039; and if they do not discover a Complication with a &#039;&#039;&#039;Medicae Intervention&#039;&#039;&#039; option they can perform [[Medical_Treatment_(Medicae_and_Chirugeons)#Performing Surgery|Surgery]] to return any casualty to &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#228B22&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== Chirurgeons ===&lt;br /&gt;
Characters who are [[Expertise_Traits#Chirurgeon|Chirurgeons]] the pinnacle of medical expertise, and with access to a proper operating theatre they can achieve almost anything. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They can stop a bleed count,&#039;&#039;&#039; via a short period of roleplaying the application of bandages, injectors, cautery, or similar. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They can administer any chem,&#039;&#039;&#039; or direct other characters who are assisting them to do so, and they can also make chems via [[Alchemistry (Chems and their Creation)|Alchemistry]]. &lt;br /&gt;
&lt;br /&gt;
*Chirugeon’s are skilled enough that they can &#039;&#039;&#039;make a Diagnosis with a few moments of examination&#039;&#039;&#039;. Provided they have access to a [[Medical_Treatment_(Medicae_and_Chirugeons)#Medbays|Medbay]], they may perform [[Medical_Treatment_(Medicae_and_Chirugeons)#Performing Surgery|Surgery]] to return a casualty to Normal and resolve Complications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Making a Diagnosis ===&lt;br /&gt;
Before a [[Expertise_Traits#Medicae|Medicae]] or [[Expertise_Traits#Chirurgeon|Chirugeon]] can proceed with [[Medical_Treatment_(Medicae_and_Chirugeons)#Performing Surgery|Surgery]] they must first perform a Diagnosis Check;  a simple bead draw to determine if there is a Complication that will need to be overcome for surgery to succeed.&lt;br /&gt;
&lt;br /&gt;
The base chance of finding a Complication is 25%. A standard method of making the check would be to use a bag of beads, 9 white and 3 red; on blind-drawing a bead from the bag, a Complication occurs if a red bead is drawn. Digital randomisers, dice or other methods are also appropriate, at the player’s preference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Performing Surgery ===&lt;br /&gt;
To perform surgery, a [[Expertise_Traits#Medicae|Medicae]] or [[Expertise_Traits#Chirurgeon|Chirurgeon]] must make use of tools to perform a period of roleplay treating a character’s wounds. Casualties must be given a dose of the [[Alchemistry (Chems and their Creation)|Chem Opia]] in order to hold still for surgery without restraints.&lt;br /&gt;
&lt;br /&gt;
If a &#039;&#039;&#039;Complication&#039;&#039;&#039; was diagnosed then the character will have to perform one of several roleplay options on the Complication Card, before they can successfully complete the Surgery. Only [[Expertise_Traits#Chirurgeon|Chirurgeons]] can perform all options, [[Expertise_Traits#Medicae|Medicae]] can only treat cards with the &#039;&#039;&#039;Medicae Intervention&#039;&#039;&#039; treatment option, however they can perform &#039;&#039;&#039;Quick Fix&#039;&#039;&#039; solutions in the field if there is a Chirugeon to instruct them. &lt;br /&gt;
&lt;br /&gt;
When surgery is completed, the treated character is normally restored to &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#228B22&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;with 1 Endurance&#039;&#039;&#039; unless a Complication specifies otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medbays ===&lt;br /&gt;
A &#039;&#039;&#039;Medbay&#039;&#039;&#039; is defined as a well equipped medical facility such as a small surgery or a field hospital. Medbays are set up as part of the game environment and in some cases may be deliberately absent to present a challenge to players. A medbay is usable as such if an &#039;&#039;&#039;Officio Medicae Banner&#039;&#039;&#039; is set up in the environment by the Game Team or if the Game Team  tells you otherwise.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;It is possible for players to bring their own Field Hospital setups with Game Team approval you must have your own Officio Medicae Banner to set up&#039;&#039;&#039; - you may ONLY set up the banner after getting approval from a member of the Game Team that your medbay is ready to take casualties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Complication Cards ===&lt;br /&gt;
When a Medical Test turns up a Complication, a card must be drawn from the [[Rules_Downloads#Medical_Complications_Deck|Complication Deck]]. In order to perform surgery, a [[Expertise_Traits#Medicae|Medicae]] or [[Expertise_Traits#Chirurgeon|Chirurgeon]] must have a Deck available; characters with these Traits should download a copy from the website and carry it with them.&lt;br /&gt;
&lt;br /&gt;
The character suffering from the Complication makes a blind draw from the deck, reads the roleplaying effects and hands the card to their surgeon. The card will include a description of what, if anything, can be done to resolve the effects of the Complication; the Chirurgeon and casualty should roleplay through the effects.&lt;br /&gt;
&lt;br /&gt;
Cards may have three classes of effect on them. These are &#039;&#039;&#039;Medicae Intervention&#039;&#039;&#039;, detailing something that a character with the Medicae trait can do and the results of doing or not doing so; &#039;&#039;&#039;Quick Fix&#039;&#039;&#039;, which allows a Chirurgeon to get a casualty back on their feet with only brief treatment, and the results of this course of action; or &#039;&#039;&#039;Proper Procedure&#039;&#039;&#039;, detailing treatment that will take a longer time, but usually yield better results. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not all Complications have all three treatment options.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Automatic Complications ===&lt;br /&gt;
The effect of some calls – &#039;&#039;&#039;Sunder&#039;&#039;&#039;, for example – is to automatically generate a Complication as well as rendering a character a casualty. The casualty should ask for a card draw as soon as someone begins their &#039;&#039;&#039;Diagnosis&#039;&#039;&#039; as these complications tend to be a bit more obvious.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Calls_(Advanced_Reference)&amp;diff=1159</id>
		<title>Calls (Advanced Reference)</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Calls_(Advanced_Reference)&amp;diff=1159"/>
		<updated>2020-04-05T08:47:22Z</updated>

		<summary type="html">&lt;p&gt;Malselene: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== DAMAGING CALLS ===&lt;br /&gt;
&#039;&#039;These calls cause damage as per the [[Combat|Combat Rules]].&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
==== BLAM ====&lt;br /&gt;
If you have Endurance, spend a point of Endurance to resist this. If you are &#039;&#039;&#039;Staggered&#039;&#039;&#039;, become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFA500&amp;quot;&amp;gt;Wounded&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
==== REND ====&lt;br /&gt;
You become &#039;&#039;&#039;Staggered&#039;&#039;&#039;. If you are &#039;&#039;&#039;Staggered&#039;&#039;&#039;, become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Grievously Wounded&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
==== SUNDER ====&lt;br /&gt;
You become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Grievously Wounded&amp;lt;/span&amp;gt;&#039;&#039;&#039;. This call ignores &#039;&#039;&#039;Cover&#039;&#039;&#039; and &#039;&#039;&#039;Shields&#039;&#039;&#039; and cannot be resisted unless an ability &#039;&#039;&#039;specifically says it can be used to resist this call&#039;&#039;&#039;. If parry a &#039;&#039;&#039;Sunder&#039;&#039;&#039; and are not carrying a [[Wargear_Traits#Power_Weapon_.28Requires:_Assault_Weapons.29|Power Weapon]] or [[Wargear_Traits#Relic_.28Requires:_Ref_Permission.29|Relic]], your weapon/shield is destroyed and unusable (you do not have to drop it, but you can’t use it in the fight).&lt;br /&gt;
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==== BURN ====&lt;br /&gt;
Unless accompanied by a call of &#039;&#039;&#039;Mass&#039;&#039;&#039; or a &#039;&#039;&#039;Designated Target&#039;&#039;&#039; this call affects &#039;&#039;&#039;all characters (including friends) within 5m in a 90 degree cone in front of the user&#039;&#039;&#039;. This call ignores &#039;&#039;&#039;Cover&#039;&#039;&#039; and &#039;&#039;&#039;Shields&#039;&#039;&#039;. If you have Endurance, spend a point of Endurance to resist this, backing away from the user while patting out the flames. Where a &#039;&#039;&#039;Designated Target&#039;&#039;&#039; is called and there is no &#039;&#039;&#039;Mass&#039;&#039;&#039; call attached this call only affects the target. &lt;br /&gt;
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&#039;&#039;&#039;However&#039;&#039;&#039; if you are unable to retreat from the user, are a &#039;&#039;&#039;Designated Target&#039;&#039;&#039;, or you are &#039;&#039;&#039;Staggered&#039;&#039;&#039; then you become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Grievously Wounded&amp;lt;/span&amp;gt;&#039;&#039;&#039;. However, if &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Grievously Wounded&amp;lt;/span&amp;gt;&#039;&#039;&#039; you do not need to fall to the ground as normal but may instead roleplay as if on fire for ten seconds, up to and including running around.&lt;br /&gt;
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==== DAKKA ====&lt;br /&gt;
Affects &#039;&#039;&#039;all characters (including friends) within range of hearing in a 90 degree cone in front of the user&#039;&#039;&#039;. You have three seconds to take cover (place a piece of cover between you and the shooter) after hearing this call, if you fail to do so you become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFA500&amp;quot;&amp;gt;Wounded&amp;lt;/span&amp;gt;&#039;&#039;&#039;, if you attempt to exit this cover into the direction of fire while the fire is still calling this call, you become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFA500&amp;quot;&amp;gt;Wounded&amp;lt;/span&amp;gt;&#039;&#039;&#039;. Characters with [[Endurance_Traits#Aegis_Training|Aegis Training]] can use their shields to ignore this call, characters with [[Endurance_Traits#Adept_Mortis|Adept Mortis]] and [[Expertise_Traits#Vigilator|Vigilator]] cannot use their cover abilities against this call.&lt;br /&gt;
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==== SHOCK ====&lt;br /&gt;
Loose a point of endurance as if hit by a &#039;&#039;&#039;Dramatic Blow&#039;&#039;&#039; - however, roleplay as if being shocked by a high-voltage current for 5s during which you can take no other action. If you are &#039;&#039;&#039;Staggered&#039;&#039;&#039;, you collapse unconscious to the ground until someone spends 5s bringing you around or the scene ends. &#039;&#039;&#039;You cannot be affected by Shock again for 10s after the effect ends.&#039;&#039;&#039;&lt;br /&gt;
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==== I AM A KNIFE IN THE DARK [Optional addition: NONLETHAL] ====&lt;br /&gt;
&#039;&#039;&#039;This call can only be used if your character did not consider our attacker a threat for less than 2s before the call was made.&#039;&#039;&#039; This call is intended to only be useful against enemies who are not actively wary of the attacker, if you are then call &#039;&#039;&#039;You’ll have to be faster than that!&#039;&#039;&#039; to indicate you were aware of your foe for more than the 2s window to strike. If you were not aware of them, fall to the ground as silently as possible and become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Grievously Wounded&amp;lt;/span&amp;gt;&#039;&#039;&#039; (this instantly kills most NPCs). If ‘NONLETHAL’ is tagged on, collapse unconscious to the ground until someone spends 5s bringing you around or the scene ends. &#039;&#039;&#039;It is possible for a Telepath to use this call after using mental suggestion to hold your attention, in which case you are not considered to be able to defend against it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== CALLS WITH STATUS EFFECTS ===&lt;br /&gt;
&#039;&#039;These calls do not cause damage but instead force a specific reaction or impose a mechanical or roleplaying effect on the target.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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==== DRAG ====&lt;br /&gt;
Indicates you have been grasped by a powerful force, you are dragged towards the source for 3s if you hit an object or a person, then roleplay a painful jarring impact and the effect ends. If you are already in melee range of the source then &#039;&#039;&#039;you must&#039;&#039;&#039; remain in melee range of them for 3s.&lt;br /&gt;
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&lt;br /&gt;
==== REPEL ====&lt;br /&gt;
Indicates being hit by a powerful force you move away from the source for 3s if you hit an object or person then roleplay a painful jarring impact and the effect ends. &lt;br /&gt;
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==== HAYWIRE ====&lt;br /&gt;
This causes all technological items on the affected character to cease functioning for at least ten seconds after which: &lt;br /&gt;
&lt;br /&gt;
If they are a &#039;&#039;&#039;weapon or another [[Wargear Traits|wargear trait]] item&#039;&#039;&#039; then they then take a few seconds of roleplay to get working again. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If they are the result of any [[Bionic Traits|bionic]] trait&#039;&#039;&#039; then the character experiences ten seconds of painful bionic glitches when struck and then spends some time roleplaying rebooting/recovering.&lt;br /&gt;
&lt;br /&gt;
If they are [[Endurance_Traits#Power_Armour_.28Requires:_Militant.29|Power Armour]] or any other technological item provided by non-wargear traits or free items such as radios/dataslates then they cease function until attended to by a character with at least the Lay-Mechanicus trait for a few seconds of roleplaying a ‘rituals of repair’ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== NULL ====&lt;br /&gt;
Psykers and psychic equipment are severed from the warp for ten seconds. Psykers may not use any powers during this period. Warp entities may be differently affected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TOXIC ====&lt;br /&gt;
When used with a &#039;&#039;&#039;Designated Target&#039;&#039;&#039; or a &#039;&#039;&#039;Melee Blow&#039;&#039;&#039; the character feels a sharp pain and begins to feel sick and nauseous as the wound begins to burn. When used with &#039;&#039;&#039;Mass&#039;&#039;&#039; attached, this attack is airborne, so it would be appropriate to include coughing and wheezing. Until they see the Game Team for an appropriate poisoning card the character must roleplay as if poisoned. Unlike PCs most NPCs will die from this rapidly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Quake ====&lt;br /&gt;
Indicates a powerful earth-shifting disturbance, this call effects anyone who hears it, for the next 10s characters must roleplay as if the earth was shifting beneath them, falling to the ground, or staggering  wildly around knocking into objects like the best low-budget sci-fi heroes ever.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== AUGMENT CALLS ===&lt;br /&gt;
&#039;&#039;These calls are never used on their own but change the effect of other calls to indicate how they interact with characters and environments.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MASS ====&lt;br /&gt;
Changes a call so it affects all &#039;&#039;&#039;characters (including friends)&#039;&#039;&#039; in 360 degree blast that are within five meters (or the same small room indoors) of the designated target, or source of the call.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== FRAG OUT! MASS [EFFECT] ====&lt;br /&gt;
Indicates that a grenade physrep has been thrown. Characters have 3s to place a piece of cover between themselves and the source of the call otherwise they take the effect of the call. Cover does not protect against &#039;&#039;&#039;Burn&#039;&#039;&#039;, and in the case of &#039;&#039;&#039;Toxic&#039;&#039;&#039; the act of covering the mouth with a gasmask or rebreather replaces taking cover, which does not protect against the call.&lt;br /&gt;
&lt;br /&gt;
Where the accompanying mass call is a &#039;&#039;&#039;Damaging Call&#039;&#039;&#039; and not &#039;&#039;&#039;Shock&#039;&#039;&#039;, &#039;&#039;&#039;Toxic&#039;&#039;&#039; or &#039;&#039;&#039;Sunder&#039;&#039;&#039;, a character may throw themselves bodily atop the grenade calling &#039;&#039;&#039;Covering Grenade!&#039;&#039;&#039; to indicate to others they have done so they immediately become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Grievously Wounded&amp;lt;/span&amp;gt;&#039;&#039;&#039; but other characters should not take this effect. If the call is Rend then the character immediately counts as having bled out and suffers a &#039;&#039;&#039;Scar&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== WARP ====&lt;br /&gt;
Demonstrates a power drawn from the Warp – Indicates how other abilities interact with it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== ROLEPLAYING CUES ===&lt;br /&gt;
&#039;&#039;These calls have no immediate damaging effects but do have a direct influence on a characters roleplay as they cue appropriate reactions to their use.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DREAD ====&lt;br /&gt;
If you can see the source of this call when it is called you are filled with complete and utter dread as supernatural terror overtakes your mind. You increase your &#039;&#039;&#039;Madness&#039;&#039;&#039; one step, and must either flee or roleplay quaking in terror, so long as you can see the source of the call, &#039;&#039;&#039;you cannot make calls&#039;&#039;&#039; except to call &#039;&#039;&#039;Blam&#039;&#039;&#039; at 1 meter or strike poorly executed melee blows.&lt;br /&gt;
&lt;br /&gt;
Characters with traits to do so may spend &#039;&#039;&#039;Willpower&#039;&#039;&#039; to be able to fight to full effect, but still feel fear (as a roleplaying flavour) and still increase their &#039;&#039;&#039;Madness&#039;&#039;&#039; one step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DEFLECT ====&lt;br /&gt;
Called in reaction to a call to indicate that it has been defended against by some form of Defence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== INEFFECTIVE ====&lt;br /&gt;
Indicates that a call did not have its usual effect on the character, perhaps because the foe is immune to the call or simply because of some innate ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SCAN [life/heat/material/etc] ====&lt;br /&gt;
If you think this would detect you, respond with &#039;&#039;&#039;PING&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GET IT TOGETHER ====&lt;br /&gt;
If you are not &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFA500&amp;quot;&amp;gt;Wounded&amp;lt;/span&amp;gt;&#039;&#039;&#039;or &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Grievously Wounded&amp;lt;/span&amp;gt;&#039;&#039;&#039; you regain your Endurance pool. If you are Wounded you may get back to your feet on &#039;&#039;&#039;1 Endurance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== WOULD YOU KINDLY? ====&lt;br /&gt;
You are not aware that this has been used on you unless you resist it. If affected, &#039;&#039;&#039;you must obey the command that will follow this cue&#039;&#039;&#039; either to completion of the task issued or for 30s (whichever is shorter). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== COMMAND OVERRIDE ====&lt;br /&gt;
Your mechanical components are being hacked. If affected &#039;&#039;&#039;you must obey the command that will follow this cue&#039;&#039;&#039; as if your interfaced bionics force you to either to completion of the task issued or for 30s (whichever is shorter).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== I TEST THEE! ====&lt;br /&gt;
If you have &#039;&#039;&#039;Willpower&#039;&#039;&#039; you must spend a point to resist this, &#039;&#039;&#039;if you do not&#039;&#039;&#039; then your will fails you, you become &#039;&#039;&#039;Staggered&#039;&#039;&#039; and your &#039;&#039;&#039;Corruption/Faith and Fire&#039;&#039;&#039; track increases one step.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== NPC CUES ===&lt;br /&gt;
&#039;&#039;These cues have no real effect on player characters unless they are specifically briefed to take them, and are presented here purely for awareness of their effects for crew and players with access to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [KEYWORD] I BANISH THEE! ====&lt;br /&gt;
By using a keyword associated with a warp entity (such as ‘greed’ for a hoarding demon) or its true name (all of which will be on its NPC sheet)  this call does significant damage to warp entities. It has no effect on players, unless they are briefed otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== AVAUNT! ====&lt;br /&gt;
&#039;&#039;&#039;Only takes effect while brandishing a holy symbol.&#039;&#039;&#039; This causes unholy things to retreat from the bearer of the symbol recoiling in fear of it. In some cases it may have other significant effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== THIS IS MY FINAL STAND! ====&lt;br /&gt;
The caller has 30s to complete a task. During a final stand they may soak &#039;&#039;&#039;all&#039;&#039;&#039; damage as if they had spent Endurance or Willpower to resist it (and must therefore continue to roleplay as if doing so). All NPCs present should try to direct their attention towards the caller and allow other PCs to escape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== I CALL UPON THE LIGHT! ====&lt;br /&gt;
The individual calling this glows briefly with light, this isn’t blinding but it is appropriate for PCs to react to this. It has far more significant effects on unholy things and worshippers of the dark gods.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Investigations&amp;diff=1158</id>
		<title>Investigations</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Investigations&amp;diff=1158"/>
		<updated>2020-04-05T08:45:48Z</updated>

		<summary type="html">&lt;p&gt;Malselene: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the broadest possible terms, the Imperium in the 41st Millenium is built on ignorance and lies. There are threats in the galaxy that gain purchase simply by being thought about, and if the average Imperial citizen truly knew what dire threats surround and permeate the Imperium, then all semblance of control the Imperium has would surely collapse.&lt;br /&gt;
&lt;br /&gt;
Servants of the Inquisition do not have the luxury of ignorance. Every character is a veteran of the shadow wars fought by the Inquisition behind a veil of secrecy to achieve its own ends, as well as preserve the sanctity of the Imperium. To know what you know is no blessing; understanding is a Curse in this dark millenium, and a life sentence of service to the Inquisition.&lt;br /&gt;
&lt;br /&gt;
Lore is acquired from certain [[Expertise Traits|Traits]], such as &#039;&#039;&#039;[[Expertise_Traits#Loremaster|Loremaster]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Expertise_Traits#Chirurgeon|Chirurgeon]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Expertise_Traits#Explicator|Explicator]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Expertise_Traits#Lay Mechanicus|Lay Mechanicus]]&#039;&#039;&#039;. All characters additionally gain one Lore for free at character creation, representing the basic training the Inquisition has given them even if not their former lives. If your character obtains a lore twice by acquiring two different Traits which grant it, this has no additional effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Lores ===&lt;br /&gt;
There are five core Lores that have a direct impact in the game: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Malleus Lore&#039;&#039;&#039; represents a specialist in studying, interacting and combating the forces of the Warp, be they the ruinous powers themselves or the myriad daemons and other psychic entities that live within that nightmare realm. This Lore is considered threatening to the very soul of someone who learns it, and as a result those who bear it are encouraged not to share their knowledge, lest they damn the innocent.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Xenos Lore&#039;&#039;&#039; represents a life spent studying, fighting, or even speaking with the myriad alien life forms that threaten human life across the entire Prosperitas Sector, as well as a basic understanding of the strange relics left behind on certain worlds within the Sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hereticus Lore&#039;&#039;&#039; represents a fundamental understanding of the internal threats facing the Imperium from human foes. Be they the cults and armies of the Archenemy, or Rebel and Separatist movements that seek to divide or change the Imperium from within. Hereticus Lore represents a life dedicated to studying, hunting or otherwise interacting with divergent human cultures.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medicae Lore&#039;&#039;&#039; represents more than basic medical training: it represents the finest education at the hands of lecturers in a Medicae Schola, and years learning about the body and biology, rather than representing the simple first aid training used by base medicaes. It has forensic value in identifying causes of death where they may not be immediately obvious,  and represents the ability to carry out research into medical issues or perform medical actions not immediately pertinent to healing mechanics such as the dissection of corpses, study of diseases and understanding of Alchemistry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mechanicus Lore&#039;&#039;&#039; is not the operation of machinery; all characters are assumed to be familiar with the operation of technology associated with their current or previous role in the Imperium prior to becoming an agent of the powers they answer to. Mechanicus Lore is an intimate familiarity with the workings of machines, the science that makes them function and their repair and manufacture; such things are lost secrets in this age, obscured by the rituals of the Adeptus Mechanicus, with this Lore you understand the need for those rituals and might even have gleaned some knowledge about the truth of machines obscured behind them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Educational Background ===&lt;br /&gt;
If a character selects any Lores, they will need to complete the &#039;&#039;&#039;educational background&#039;&#039;&#039; section of the character sheet. Educational background defines how a character acquired their knowledge. Some servants of the Inquisition became so because of their life experiences: soldiers of the Imperial Guard who survived an encounter with a xenos monster and killed it, Arbitrators who stumbled across Cults performing dark rites, Scholars who found ancient texts containing forbidden secrets. Others were born into Inquisitorial service or recruited young, and have spent much of their lives studying the secrets of the Inquisition. &lt;br /&gt;
&lt;br /&gt;
A character’s educational background is important; it helps frame the context for the Game Team giving you hints about things you witness in downtime and it helps you flesh out how your character acquired their education in these secrets in an Imperium that is largely filled with poorly-educated Citizens. This needn’t focus entirely upon the five core Lores, this is a great opportunity to note other areas of ‘mundane’ interest that your character specialises in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
For every Lore you select you will be asked to fill out your Focus within that Lore. &#039;&#039;&#039;Focus&#039;&#039;&#039; is the special interests your character holds within that Lore, for example an interest in the xenos more palatable to diplomacy could be a good example, or a specialisation in understanding the passage of the soul after death might be another… these can be as specific or as broad as you like. Try to keep to roughly a paragraph of text, or a few concise bullet points.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Demi-Legio_Custodii_Incudatem&amp;diff=1152</id>
		<title>Demi-Legio Custodii Incudatem</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Demi-Legio_Custodii_Incudatem&amp;diff=1152"/>
		<updated>2020-04-05T07:14:34Z</updated>

		<summary type="html">&lt;p&gt;Malselene: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Imperial Titans or God-Machines are titanic armoured war-machines towering over the battlefield at heights that rival many buildings, made in the image of humankind to fight the enemies of the Imperium. Each is piloted by a specialist Mechanicus-trained crew raised within the massive training halls of the Collegia Titanica.&lt;br /&gt;
&lt;br /&gt;
The majority of common facts about the wider Collegia Titanica are found on the [[Legio Ferraeus]] page.&lt;br /&gt;
&lt;br /&gt;
=== Four Facts About The Demi-Legio Custodi Incudem ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are the remnants of a Titan Legion.&#039;&#039;&#039; The Demi-Legio remembers little of its origins, it believes itself to be made up of a number of Titans stranded upon [[Naximus Prime]] when the sector fell to the forces of the Warmaster. What battle they were assembled for is unknown but given the mix of naming traditions implied by the various names for its Titans it appears to have been amalgamated from Titans of several Legions perhaps on Naximus for repair. The Legion today are those who survived the nearly ten millennia of isolation weathered by [[Naximus Prime]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They often have non-standard equipment.&#039;&#039;&#039; Perhaps due to a lack of resources the Demi-Legio&#039;s Titans have been outfitted with all manner of weapons not designed for their chassis by the Magi of [[Naximus Prime]] this makes their Titans often unique examples of modifications to the sacred God-Machines of the Mechanicus that do wrankle non-Naximan Mechanicus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are the Defenders of their Homeworld.&#039;&#039;&#039; If it were not for the Demi-Legio it is said that [[Naximus Prime]] would have fallen long ago. This close relationship as Guardians of their Forge make the Demi-Legio unwilling to deploy in support of the Crusade unless it is to the specific benefit and at the behest of the Magi of Naximus and more often they are found patrolling the Forge-districts of [[Naximus Prime]] then walking upon the battlefields of the Prosperitas Sector.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Their Princeps are one with their Machines.&#039;&#039;&#039; The Demi-Legio installs its Princeps in fluid-filled Amniotic Tanks which permanently house their heavily bionicised bodies. Few Princeps ever leave their ancient machines instead becoming an organic component of the God Machine until their physical form fails and they must be replaced by new candidates.&lt;br /&gt;
&lt;br /&gt;
=== Demi-Legio Custodi Incudem &amp;quot;The Anvilguard&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
A small force in comparison to the [[Legio Ferraeus]], the Titans that form the Demi-Legio Custodi Incudem were stranded upon [[Naximus Prime]] during the Heresy. The original name of their Parent Legio lost to the tides of time for ten thousand years, this Demi-Legio served as the defenders of Naximus Prime and its territories, and for ten thousand years a handful of God-Machines protected the Forge from the predations of the [[Archenemy]].&lt;br /&gt;
&lt;br /&gt;
Recently the Demi-Legio has suffered badly at the hands of the [[Archenemy]]; its Titans were stationed on [[Henlock]] for training maneuvers with the Legio Ferraeus, amidst rumours of the Legios merging as a bridge between their estranged Home Forges. The [[Archenemy]] ambush on [[Henlock]] claimed the lives of many Legio staff and, worst of all, the loss of the Warlord-class Titan Domina Praelium – leading to a period of great mourning amongst the force.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Legio_Ferraeus&amp;diff=1151</id>
		<title>Legio Ferraeus</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Legio_Ferraeus&amp;diff=1151"/>
		<updated>2020-04-05T07:10:46Z</updated>

		<summary type="html">&lt;p&gt;Malselene: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Imperial Titans or God-Machines are titanic armoured war-machines towering over the battlefield at heights that rival many buildings, made in the image of humankind to fight the enemies of the Imperium. Each is piloted by a specialist Mechanicus-trained crew raised within the massive training halls of the Collegia Titanica.&lt;br /&gt;
&lt;br /&gt;
=== Four Facts about the Collegia Titanica ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are the pilots of God-Machines.&#039;&#039;&#039; The sight of a Titan striding to war is one to set the coldest Imperial heart ablaze with righteous zeal, and scatter even the hardiest of foes before the deadly weapons mounted by their God-Machines. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Titans are gigantic.&#039;&#039;&#039; The smallest classes of Titan are around seventeen meters tall, their largest over fifty meters there are few war machines of the same equivalent scale on the battlefields of this era and their firepower is so intense that even the smallest Titans can dominate in battle against lesser ground forces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Their Titans are rare and valuable war-engines.&#039;&#039;&#039; There are few pieces of technology more valued by the Imperium, and more sacred to the Adeptus Mechanicus, than a Titan, and the loss of a single one of these increasingly irreplaceable relics is a cause for deep mourning. To this end the discovery of a &#039;lost&#039; Titan is one of the few things that can quickly rouse the Mechanicus to war as they rush to reclaim their sacred God-Machine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are one with their machines.&#039;&#039;&#039; Within the massive hulls of their vessels, these human crews are neurally linked to the body of their mighty Machine; Titans link the mind of a single Princeps, who serves as the commander of the Engine, to several Moderati who support the Princeps by operating other systems, all working one single will to pilot their great Engine into battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Four Facts about the Legio Ferraeus ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Their cognomen is &amp;quot;The Heralds of the Storm&amp;quot;.&#039;&#039;&#039; The stormcloud grey and azure heraldry of the Legio Ferraeus gives rise to the imagery of an approaching stormfront as they march to war, their weaponry crackling with energy as they approach.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They believe that the Emperor and Omnissiah are the same being.&#039;&#039;&#039; The Legio Ferraeus are closely tied to the Imperium unlike other Mechanicus followers and consider the Omnissiah and Emperor to be the same being - though they use the name &#039;God-Emperor&#039; they are more likely to refer to him at the &#039;Oncoming Storm&#039; an artifact of the semi-tribal culture they developed during their years as a nomad Legion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They founded their Forge World&#039;&#039;&#039; It was the Legio Ferraeus, who were awarded the Forge World that is now named [[Ferraeus]] in their honour as a reward for the aid they gave to Warmaster Durovera I at the onset of the Prosperitas Crusade. To this end they command great respect from the Tech Priests of their Forge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The crew of each of their Titans share a bloodline.&#039;&#039;&#039; One of the unique quirks of the Legio Ferraeus, is that every Titan in their ranks have been crewed by the same ancient families that are pledged to that particular God Machine since the beginning their bloodline. Often the Princeps and Moderatii are chosen from groups of siblings with desirable sync-rates with their bonded God Machine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Legio Ferraeus &amp;quot;The Heralds of the Storm&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The foundations of the Legio Ferraeus are lost to time at the opening of the 41st Millennium it was a nomadic Legion constantly travelling from one warzone to the next trading its service in exchange for resources and repairs to its Titans. Their name &#039;The Heralds of the Storm&#039; was well earned for they would come without warning descending upon battlefields from their transport fleet to destroy the enemies of the Imperium.&lt;br /&gt;
&lt;br /&gt;
The nomadic culture of the Legio has given rise to a number of unique relationships with its machines with each of its powerful Titans promised to a particular bloodline within the Legio - with all its crew being of the same blood and family generation after generation bonded to the same Titan from its Princeps and Moderatii to its repair crews and onboard engineers each of the Titans bares the symbology of the families history in the forms of great tapestries of the Titan and Families histories etched into internal bulkheads. Like ancient horse-riding nomads each God-Machine considered as much a part of the family as flesh and blood kin, with most Legio personnel referring to their Engines affectionately as their &#039;Grandsire&#039;.&lt;br /&gt;
&lt;br /&gt;
Sometime prior to the end of M.40, the Legio developed a close bond with Lady-Captain Jacinta Durovera long before she discovered the Prosperitas Sector and founded the Prosperitas Crusade. &lt;br /&gt;
&lt;br /&gt;
Summoned to the Crusade at its commencement by Jacinta, its Titans were ancient and in desperate need of repair. Durovera offered them two things for their service to her: the use of the repair bays of her vessels and the promise of a home, the first favourable world for them to make their own would be theirs if they aided her conquest of the Prosperitas Sector. From that point the Legio would be at the thick of the fighting in the Prosperitas Crusade.&lt;br /&gt;
&lt;br /&gt;
The Legio won its home in the early years of the Crusade when it led a massive assault on the Heretek Forge World that supplied arms to the [[Regency]], taking the world with all the fury of a fully deployed Titan Legion the ancient engines of the Legio to the world, which would, after the fall of the Hereteks that ruled it, be named [[Ferraeus]] in their honour.&lt;br /&gt;
&lt;br /&gt;
From that date, the Legio Ferraeus have been bonded closely to their Forge and their Forge to it, ensuring that the Heralds of the Storm of the modern day are a well repaired and equipped Titan Legion one of the rare assets that the Prosperitas Crusade can call upon.&lt;br /&gt;
&lt;br /&gt;
But the Legio’s relationship with the Crusade has always been close but not without complications. The Legio’s debts to [[House Durovera]] are stronger than its ties to the Crusade and this has always made them a valuable political tool to the House, which has often been able to persuade the God Machines to walk when Warmasters could not; this has made many Crusade Commanders cautious about relying on them for the fact that they often have to do so by accumulating a debt to House Durovera as emissaries to the Legio.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Battles for Henlock ====&lt;br /&gt;
&lt;br /&gt;
The Legio Ferraeus was deployed en-mass to the Titan graveyard of [[Henlock]] when the first elements of the Archenemy force who would many years later be revealed to be the remnants of the [[Regency]] known as the Sovereign Order invaded the world overnight. Drilling with the [[Demi-Legio Custodii Incudatem]] of [[Naximus Prime]] at the time both Titan forces were attacked while their Titans were docked and uncrewed losing several Titans in the initial archenemy attack, and while the Legio mostly fought free of the world, the wounds left on their engines and their pride would not heal quickly. This wound was salted by the subsequent losses suffered by the Legio in the disastrous Second Battle of Henlock.&lt;br /&gt;
&lt;br /&gt;
With the commencement of the Machine War known as the Third Battle of [[Henlock]] in 593.M41 the Legio Ferraeus has thrown the majority of its Titans into the war. Disinterested in the politics between its sister Priesthood and the Priesthoods of [[Naximus Prime]] and [[Castellum]] the Legio and its accompanying Legion of Secutarii Titan Guard have persecuted their conflict with the Regency and its Heretek allies seeking to reclaim captured Titans as well as bring low the monstrous mockeries of their sacred engines deployed by their foes.&lt;br /&gt;
&lt;br /&gt;
=== Rank and Status in the Collegia Titanica ===&lt;br /&gt;
&lt;br /&gt;
The Senior Officers of a Titan Legion are the Princeps, the title for the primary pilot of a Titan - the undisputed Masters of a Legion they do not take &#039;Staff&#039; roles however, no Princeps would deny themselves the ability to taste battle. Staff Roles in a Titan Legion are normally filled by militant members of the [[Mechanicus|Priesthood of Mars]] who provide strategic advice to the Princeps in the field.&lt;br /&gt;
&lt;br /&gt;
The Master of a Titan Legion is designated the &#039;&#039;&#039;Princeps Maximus&#039;&#039;&#039; but may have a unique title depending on the Legion. The Princeps Maximus is the senior-most of her kind in a Titan Legion and is an experienced warrior often given command of the mightiest Engines in their legion.&lt;br /&gt;
&lt;br /&gt;
Beneath the Princeps Maximus are the &#039;&#039;&#039;Princeps Senioris&#039;&#039;&#039; the senior Princeps that command the maniples of the Legio, formations of five Titans that represent the squadron-level divisions of the Legion. &lt;br /&gt;
&lt;br /&gt;
Beneath the Princeps Maximus are the regular &#039;&#039;&#039;Princeps&#039;&#039;&#039; of the Legio each the master of her own God-Machine when the legio walks they operate beneath the command of their Princeps Senioris but more often than not a single Titan can be paired off from the main formation to go to walk alone in support of lesser ground forces.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Moderatii&#039;&#039;&#039; (singular &#039;&#039;&#039;Moderatus&#039;&#039;&#039;) are, after the Princeps, senior in rank aboard an Imperial Titan. They usually assist the Princeps by operating the various systems of the Titan while she focuses upon piloting manning weapons, motive systems, auspexes and void shields of the Titan.&lt;br /&gt;
&lt;br /&gt;
Beneath these come the lesser members of the Titan Legions the swarms of Enginseers and their tech-thralls who tend to the powerful reactors of each Titan and ensure they are kept in operation and repair during and after battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Battle Cant and Slang of the Collegia Titanica ===&lt;br /&gt;
Like both the Imperial Guard and Imperial Navy the Collegia Titanica has its own lexicon of names and phrases that make sense to it, but mean little to those outside of its ranks;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aff&#039;&#039;&#039; (&#039;&#039;Legio Ferraeus Cant&#039;&#039;) - Affirmative or Yes&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Neg&#039;&#039;&#039; (&#039;&#039;Legio Ferraeus Cant&#039;&#039;) - Negative or No&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quiaff&#039;&#039;&#039; (&#039;&#039;Legio Ferraeus Cant&#039;&#039;) - Used questioningly as &#039;Query Affirmative?&#039; to check the subjects agreement.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quineg&#039;&#039;&#039; (&#039;&#039;Legio Ferraeus Cant&#039;&#039;) - Used questioningly as &#039;Query Negative?&#039; or more literally &#039;Why not?&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ristar&#039;&#039;&#039; (&#039;&#039;Legio Ferraeus Cant&#039;&#039;) - Shorthand for &#039;Rising Star&#039; usually referring to a promising Princeps or Moderatii&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pondskum&#039;&#039;&#039; (&#039;&#039;Legio Ferraeus Cant&#039;&#039;) - Derrogative term for the Princeps of the [[Demi-Legio Custodii Incudatem]] who are often suspended in amniotic tanks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Error-Shunt-Abort&#039;&#039;&#039; (&#039;&#039;Common Mechanicus Slang&#039;&#039;) - To be irritated with someone as in I am &#039;error-shunt-abort with the Enginseer&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Walk&#039;&#039;&#039; (&#039;&#039;Common Collegia Slang&#039;&#039;) - As in &#039;The Legio will Walk&#039;, a slang term that means that a Titan is going to battle or on campaign.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Primordial Annihilator&#039;&#039;&#039; (&#039;&#039;Common Mechanicus Slang&#039;&#039;) - The [[Archenemy]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inload&#039;&#039;&#039; (&#039;&#039;Common Mechanicus Slang&#039;&#039;) - To download information directly to the cerebral cortex via a MIU.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manifold&#039;&#039;&#039; (&#039;&#039;Common Mechanicus Term&#039;&#039;) - The virtual environment experienced by Princeps and Moderatii when they are immersed in the task of piloting their Titans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MIU&#039;&#039;&#039; (&#039;&#039;Common Mechanicus Term&#039;&#039;) - Mind Impulse Unit, a neural implant that allows a human mind to mesh with machines, used heavily in piloting a Titan, but also starships.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amniotic Tanks&#039;&#039;&#039; (&#039;&#039;Common Mechanicus Term&#039;&#039;) - a form of Princeps/Titan interface where the Princeps is suspended in a tank filled with a liquid medium that some claim gives a greater interface with the God-Machine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Engines&#039;&#039;&#039; (&#039;&#039;Common Collega Slang&#039;&#039;) - Titans, often used when countering the number of Titans in a formation.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=The_Orders_of_the_Adepta_Sororitas_in_the_Prosperitas_Sector&amp;diff=1150</id>
		<title>The Orders of the Adepta Sororitas in the Prosperitas Sector</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=The_Orders_of_the_Adepta_Sororitas_in_the_Prosperitas_Sector&amp;diff=1150"/>
		<updated>2020-04-05T07:04:37Z</updated>

		<summary type="html">&lt;p&gt;Malselene: &lt;/p&gt;
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The details of the foundation and nature of the Adepta Sororitas as a whole can be found [[The_Ecclesiarchy#The_Adepta_Sororitas|here]]. This focuses upon the Order Militant of the Adepta that serve in the Prosperitas Sector, the power-armoured ‘Battle Sisters’ who represent the most renowned members of the Order of His Sanguine Tears.&lt;br /&gt;
&lt;br /&gt;
=== Five Facts about the Orders Militant === &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They are the Faithful Elite.&#039;&#039;&#039; The Sorors of the Orders Militant are some of the most elite troops available to the Imperium. Their training makes them superior to almost all mortal soldiers of the Imperium, on a par with their Schola-raised brethren in the [[The_Prosperitas_Commissariat_and_Stormtrooper_Regiments#Five_Things_to_Know_about_Imperial_Stormtroopers|Stormtrooper Regiments]]. But combined with their unique status as the only mortal forces of the Imperium fully equipped with power armour and the deadly bolt guns, they are the only mortal force reliably able to match the God-Emperor’s transhuman Angels of Death, the Adeptus Astartes without staggering casualties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are part of the Ecclesiarchy but do not answer to the Priesthood.&#039;&#039;&#039; The Sisterhood was founded in the wake of the &#039;Reign of Blood&#039; which marked the implementation of heavy curbs on the power of the Priesthood. For this reason the Sorors do not answer directly to the Priesthood despite respecting the guidance of the Ecclesiarch on Terra and senior Priests, they have their independence and can and will act against the judgement of Priests if they view it as unfit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are Guardians and Enforcers.&#039;&#039;&#039; Sorors of the Militant Orders are Guardians of the sacred places of the Imperial Cult, and the mailed fist of the faith bringing His light to those who would resist and refuse to be converted. But they are also to be feared by Priests who stray from the Faith for as warriors removed from the direct chain of command of the Priesthood they are also expected to work alongside the [[The_Prosperitas_Conclave#The_Ordo_Hereticus|Ordo Hereticus]] to ensure that no Priest trespasses into the tyranny that gave birth to their Order.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They hold themselves to high standards and take repentance seriously.&#039;&#039;&#039; When a Soror fails at her duties she will normally subject herself to painful physical acts of repentance. Where failures are so egregious that they cannot be ritually atoned for a Soror places herself in &#039;Repentia&#039; stripping herself of her blessed armour to go into battle without its protection to face the foe to atone for her failings. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are children of the Schola.&#039;&#039;&#039; Soror&#039;s are selected from those orphans raised in the Schola Progenia who demonstrated a particularly devout faith in the God Emperor, like Commissars and Stormtrooper Scions they are raised immersed in the faith of the Ecclesiarchy and indoctrinated from an early age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Four Facts about the Order of His Sanguine Tears ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Their greatest sin is Pride.&#039;&#039;&#039; If there is one sin that defines the Sorors of the Order it is Pride, though it can be said they are fearlessly confident, it can also true that their obstinate and headstrong attitude is often considered obnoxious by their allies. It was this attitude that led them into making poor choices supporting the now-apostate Cardinal Grulge and slow to turn against him as signs began to emerge as to his unsuitability as the Master of the Sector Ecclesiarchy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are specialists in Counter Insurgency Warfare&#039;&#039;&#039; Or COIN as it is dubbed by the Imperial Guard. The Sanguine Tears are experienced in fighting against insurgents having spent years suppressing the insurrection on Nivalis. Freed from their current fight with the Temple they would be a great aid to the Ordo Hereticus Inquisitors of the [[The Prosperitas Conclave|Ordos Prosperitas]] in rooting out insurgent threats like [[The_Archenemy#Warp_Cults|Warp Cults]] and the [[Rising Flame]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are native to the Prosperitas Sector.&#039;&#039;&#039; The original force from the Order of Our Martyred Lady that served as the foundation for the Sanguine Tears came with the original forces of the Prosperitas Crusade to persecute the heretics of the sector. When they were founded as an Order Minoris the Sanguine Tears became established in the sector and has recruited Sorors from its Schola ever since.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They have lost control of their greatest relics.&#039;&#039;&#039; Many of the sacred relics of the Order were lost when they were driven from their convent by the Archenemy invasion of Nivalis shortly before its destruction by orbital bombardment, and those that survive are in the hands of the [[The Temple|Temple of the Saviour]] Emperor who will only return them if the Order swears fealty to the apostate Grulge. This has in turn backfired and only made them a fiercer foe of the Temple. &lt;br /&gt;
&lt;br /&gt;
=== The Order of His Sanguine Tears ===&lt;br /&gt;
&lt;br /&gt;
An Order Minoris of the Order of our Martyred Lady, the Order of His Sanguine Tears still wears the black armour and red vestments and trim of its parent Order. Though it was not officially founded until recent years, the Priory that formed the Order first came to the Prosperitas Sector during the leadership of Warmaster Fassir, and was vital in the consolidation of Imperial control over the Cadian Corridor and [[Subsector Tertius]].&lt;br /&gt;
&lt;br /&gt;
The Order’s Greatest Champion, [[The_Imperial_Faith#Local_Saints_of_the_Prosperitas_Sector.|Saint Nafisa]], was a Prosperitas-born Soror. Through her ascension upon her martyrdom against the [[Archenemy]] in battle in the Cadian Sector was born a desire amongst the Sorors who followed her to return to the Prosperitas Sector. It received blessings to do so via the support of the &#039;&#039;&#039;Cardinal-Emissarius Grulge&#039;&#039;&#039;, who led the reinforcement of the Ecclesiarchy presence in the Sector.&lt;br /&gt;
&lt;br /&gt;
Deployed to suppress riots on the Shrine World of Nivalis after religious celebrations there were interrupted by heretics, the Sorors witnessed a dire omen, as every statue of the Emperor seemed to weep tears of blood. With the permission of the Convent Primary on Ophelia IV and the Cardinal-Emissarius, the Soror commander, &#039;&#039;&#039;Canoness Asenath Dinah&#039;&#039;&#039; was granted the right to found a permanent Convent-Garrison on [[Nivalis]], and found a new Order Minoris to staff it.&lt;br /&gt;
&lt;br /&gt;
As young as the Order is, the Battle Sisters have made themselves a formidable presence on Nivalis. The failure of the planetary government and the Priesthood to bring about order led to both Canoness Dinah and Cardinal-Emissarius Grulge forcing the Planetary Governor to abdicate their position in favour of the Cardinal-Emissarius taking over as the Governor of Nivalis, with the Order engaging in several years of ongoing counter-insurgent operations on the planetary surface.&lt;br /&gt;
&lt;br /&gt;
=== Role in the Ecclesiarchy Civil War and the Crusade ===&lt;br /&gt;
&lt;br /&gt;
Canoness Dinah was amongst the first members of the Ecclesiarchy to break her convents with Cardinal Grulge following his increasingly power-hungry attempts to silence all opponents within the Ecclesiarchy using secretive internal investigations cabals such as the ONI. Following the declaration of the Cardinal as an Apostate following the revelation of his membership of the proscribed [[The Temple|Temple of the Saviour Emperor]] sect and the eruption of outright conflict between Ecclesiarchy factions the Order has been stretched thin protecting [[Ecclesiarchy Loyalists]] from the renegade [[The Temple|Templar]] force who seek to stamp out all attempts to unseat the apostate Cardinal Grulge. &lt;br /&gt;
&lt;br /&gt;
The Order has its own guilt to bear, the well-drilled fanatics of the Fidelis Templar formerly the Fidelis Militia were a product of its own hubris. Canoness Dinah willingly supported Grulge&#039;s ambitions of an &#039;Army of the Faith&#039; (as did many other Priests who now consider themselves [[Ecclesiarchy Loyalists|Loyalists]]) that willfully flaunted the terms of the [[The_Ecclesiarchy#The_Faith_Militant|Decree Passive]] that the Soror&#039;s themselves were supposed to enforce. This guilt has led to the Order as a whole taking on oaths of penitence for their role in raising this forbidden army that now fights for the apostate Grulge. This has manifested in their violent persecution of the ongoing internal conflict with the Temple with Soror forces mounting brutal purges of Templar-held places of worship and those with sympathies towards them.&lt;br /&gt;
&lt;br /&gt;
This embroilment in the ongoing internal Ecclesiarchy conflict makes it hard for the Order to contribute meaningfully to the Prosperitas Crusade.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Arbites&amp;diff=936</id>
		<title>Arbites</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Arbites&amp;diff=936"/>
		<updated>2020-04-03T21:31:49Z</updated>

		<summary type="html">&lt;p&gt;Malselene: Changed redirect target from Law and Order#The Adeptus Arbites to The Adeptus Arbites in the Prosperitas Sector&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[The Adeptus Arbites in the Prosperitas Sector]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=The_Adeptus_Arbites_in_the_Prosperitas_Sector&amp;diff=935</id>
		<title>The Adeptus Arbites in the Prosperitas Sector</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=The_Adeptus_Arbites_in_the_Prosperitas_Sector&amp;diff=935"/>
		<updated>2020-04-03T21:30:45Z</updated>

		<summary type="html">&lt;p&gt;Malselene: &lt;/p&gt;
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&lt;div&gt;The Adeptus Arbites are the Imperial law enforcement and judiciary. Oath-sworn to uphold [[Law and Order|Imperial Law]] above all else, they pursue, judge and summarily prosecute the most serious criminals, answering to neither Planetary Governor nor noble House in their pursuit of the Emperor’s Justice.&lt;br /&gt;
&lt;br /&gt;
=== Five Things To Know About the Adeptus Arbites ===&lt;br /&gt;
* &#039;&#039;&#039;They are the force of Law in the Imperium of Humanity.&#039;&#039;&#039; They enforce the law and act as judge, jury and executioner; citizens of the Imperium have no rights before their powers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They deal with major crimes.&#039;&#039;&#039; The vast majority of minor crimes, including most murders, are dealt with by local planetary Enforcers. The Arbites concern themselves with serious breakdowns in order and breaches of Imperial law where the local security forces have proved ineffective.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They are not military.&#039;&#039;&#039; Although they have a hierarchical rank structure and often use similar equipment to the Imperial Guard, they do not fall under Crusade command. Any Arbiter is expected to be capable of acting alone and without the support of their hierarchy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They enforce Imperial law.&#039;&#039;&#039; The Arbites enforce the Lex Imperialis, which overrules all planetary and Sector laws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They oversee Governors and nobles.&#039;&#039;&#039; Rank and temporal power are no bar to the duties of an Arbiter. The Adeptus Arbites can arrest a Planetary Governor who fails to pay their Imperial Tithe or a noble of a major House accused of a serious crime.&lt;br /&gt;
&lt;br /&gt;
For a more general overview, you can go [[Law and Order|here]] for further details on Imperial law and order.&lt;br /&gt;
&lt;br /&gt;
=== The Adeptus Arbites in the Prosperitas Sector ===&lt;br /&gt;
&lt;br /&gt;
The first Adeptus Arbites arrived with Durovera’s Crusade, establishing the Sector’s Grand Hall of Judgement in the newly-named capital Duroverum. By ancient tradition, the High Chief Justice of the Sector has their Fortress-Precinct overlooking the Governor’s Palace – a symbolic overwatch, as the centuries of growth have seen outcroppings of the Hive sprout and shift until the original architecture is barely recognisable, but an important symbol: it is the iron-willed and carapace-armoured Arbitrators who watch the watchers.&lt;br /&gt;
&lt;br /&gt;
Faced with dozens of worlds which provide fertile soil for crime, recidivism and heresy to take root, it is an open secret that the Adeptus Arbites of the Sector are stretched beyond their capabilities. Forced to turn a blind eye to increasingly major and organised criminal enterprises, and continually raising the threshold for “local law enforcement business”, the last four High Chief Justices have reportedly petitioned Terra for additional reinforcement – with minimal results.&lt;br /&gt;
&lt;br /&gt;
Despite highly publicised successes in defeating a series of criminal gangs on Hive-Worlds across the sector in the last two decades, the whispers at the highest levels are that the Arbites are failing at one of their most vital duties – cutting out the rot of rebellion and recidivism before it spreads and becomes a problem for the Inquisition or the Crusade itself.&lt;br /&gt;
&lt;br /&gt;
At the Trooper level, morale seems high; the Adeptus are well-led, well-funded when compared to their planetary Enforcer counterparts, and have favour from the highest levels of the Noble Houses – nobody wants to be in a Marshal’s bad books. The upper echelons, however, eye the wild corners of Subsectors Secundus and Tertius with a nervous gaze, painfully aware how thinly their precinct-houses are spread and how few their forces are for the task that faces them.&lt;br /&gt;
&lt;br /&gt;
==== The Vox and Virellian protocols - Recent Arbites Activity ====&lt;br /&gt;
&lt;br /&gt;
Following the ascension of Marshall-Protector &#039;&#039;&#039;Drusilla Vox&#039;&#039;&#039; under the previous Warmaster and Sector Governor, Armelius Durovera, the Arbites have become rapidly split between those like Vox who advocate for traditional authoritarian approaches to law enforcement in the sector, ruling by fear and the iron glove, the so called &#039;terror tactics&#039; used to suppress populations in wayward or rebellious regions of space and considered heavy-handed by some. &lt;br /&gt;
&lt;br /&gt;
But there are Arbiters, such as Arbiter Teneros Virellian who have advocated for a softer approach towards enforcement advocating a gentle corrective hand that guides the sector towards stability out of fear that the so-called &#039;Vox protocol&#039; will fragment the sector by squeezing too tight. This is the so-called Virellian protocol that defies the Marshall-Protectors orders.&lt;br /&gt;
&lt;br /&gt;
Whilst Marshalls across the Sector are now broadly aware of the style of policing the Virellian protocol advocates, few have put it into effect. Some fear an uptick in the work of the likes of the [[Rising Flame]] and other ne’er-do-wells who thrive when the authorities choose to limit themselves to such methods as requiring evidence prior to arrest or conviction. More, however, fear Vox, who has been known to make examples of those who would challenge the primacy of her protocols.&lt;br /&gt;
&lt;br /&gt;
Marshall-Protector Vox forbids Arbites of the Prosperitas Sector from following the Virellian Protocol. Its spread through the Arbitrators of the Sector is likely to halt unless Arbitrators are specifically encouraged into taking that crucial jump into defying the Marshall-Protector’s orders. With each Arbites Fortress-Precinct having a mix of Vox loyalists and those who look on the Virellian protocol as best practice this could before long begin to fragment the Arbites.&lt;br /&gt;
&lt;br /&gt;
=== Rank and Status in the Adeptus Arbites ===&lt;br /&gt;
&lt;br /&gt;
Any Adeptus Arbites can correctly be addressed as “Arbiter” or “Arbitrator”. Exact designations of rank and status within the Adeptus can vary from Precinct-Fortress to Precinct-Fortress, and it is not uncommon for a particular rank or title to be awarded for the duration of a criminal investigation, to represent the greater autonomy granted to the lead investigative officer. The titles below are the most commonly understood by the Arbites of the Prosperitas Sector.&lt;br /&gt;
&lt;br /&gt;
Even the lowest Arbitrator Minoris is granted an unimaginable level of autonomy by comparison to the ranks of planetary Enforcers, who must answer to byzantine and often corrupt local justice systems. Any Arbiter who wears the badge is entitled by office to carry out summary justice, including execution, upon any wrongdoers they judge guilty of breaching the Lex. Only in the most complex, difficult or politically sensitive cases will an alleged criminal be brought back to the Precinct-Fortress for further investigation and trial before a more senior Arbitrator – whose word will be final.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arbitrator Minoris&#039;&#039;&#039;: The lowest rank of Arbiter, one who has successfully completed their training and is considered capable of enacting the judgement of the Lex on wrongdoers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arbitrator Majoris&#039;&#039;&#039;: An Arbiter entrusted with command, often found in command of a riot control squad or leading an investigation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arbitrator Senioris&#039;&#039;&#039;: A senior Arbiter who can be trusted to act alone on sensitive or dangerous cases, or coordinate several squads of Arbiters to deal with major civil unrest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marshal&#039;&#039;&#039;: A Planetary Overprecinct is headed by the planet’s Marshal, responsible for overseeing law and commanding the Arbitrators of the Planet’s Fortress-Precincts. They are assisted by at least one, and often several, Deputy-Marshals. More populous planets will be divided into several regional precincts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nomad Marshals&#039;&#039;&#039;: Also called “Frontier” or “Hunter” Marshals, these Marshals have no fixed Precinct and report directly to the High-Marshal Subsector. They are responsible for bringing the Law to wild frontier worlds with no formal Precinct and the distant reaches of the Sector, hunting down fleeing criminals who cross Overprecinct boundaries and overseeing complex investigations into criminal conspiracies spanning several planets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High-Marshal&#039;&#039;&#039;: Usually addressed as Lord-, Lady- or High-Marshal, are responsible for overseeing Overprecincts containing multiple worlds. Usually these positions of High Status are retirement positions, where venerable and politically powerful Arbitrators can be kept busy with the workings of politics and logistics rather than maintaining an active presence on a planet.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Adeptus_Arbites&amp;diff=934</id>
		<title>Adeptus Arbites</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Adeptus_Arbites&amp;diff=934"/>
		<updated>2020-04-03T21:26:15Z</updated>

		<summary type="html">&lt;p&gt;Malselene: Changed redirect target from Law and Order#The Adeptus Arbites to The Adeptus Arbites in the Prosperitas Sector&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Adeptus Arbites in the Prosperitas Sector]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=The_Orders_of_the_Adepta_Sororitas_in_the_Prosperitas_Sector&amp;diff=926</id>
		<title>The Orders of the Adepta Sororitas in the Prosperitas Sector</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=The_Orders_of_the_Adepta_Sororitas_in_the_Prosperitas_Sector&amp;diff=926"/>
		<updated>2020-04-03T18:15:11Z</updated>

		<summary type="html">&lt;p&gt;Malselene: &lt;/p&gt;
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|The Order of His Sanguine Tears&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The details of the foundation and nature of the Adepta Sororitas as a whole can be found [[The_Ecclesiarchy#The_Adepta_Sororitas|here]]. This focuses upon the Order Militant of the Adepta that serve in the Prosperitas Sector, the power-armoured ‘Battle Sisters’ who represent the most renowned members of the Order of His Sanguine Tears.&lt;br /&gt;
&lt;br /&gt;
=== Five Facts about the Orders Militant === &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They are the Faithful Elite.&#039;&#039;&#039; The Sorors of the Orders Militant are some of the most elite troops available to the Imperium. Their training makes them superior to almost all mortal soldiers of the Imperium, on a par with their Schola-raised brethren in the [[The_Prosperitas_Commissariat_and_Stormtrooper_Regiments#Five_Things_to_Know_about_Imperial_Stormtroopers|Stormtrooper Regiments]]. But combined with their unique status as the only mortal forces of the Imperium fully equipped with power armour and the deadly bolt guns, they are the only mortal force reliably able to match the God-Emperor’s transhuman Angels of Death, the Adeptus Astartes without staggering casualties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are Guardians and Enforcers.&#039;&#039;&#039; Sorors of the Militant Orders are Guardians of the sacred places of the Imperial Cult, and the mailed fist of the faith bringing His light to those who would resist and refuse to be converted. But they are also to be feared by Priests who stray from the Faith for as warriors removed from the direct chain of command of the Priesthood they are also expected to work alongside the [[The_Prosperitas_Conclave#The_Ordo_Hereticus|Ordo Hereticus]] to ensure that no Priest trespasses into the tyranny that gave birth to their Order.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are terrifying to face in battle.&#039;&#039;&#039; A fully deployed Soror Battle-Convent is a terrifying sight to witness; a maelstrom of death and devout destruction, bellowing battle-prayers as they advance upon their foes.&lt;br /&gt;
&lt;br /&gt;
=== The Order of His Sanguine Tears ===&lt;br /&gt;
&lt;br /&gt;
An Order Minoris of the Order of our Martyred Lady, the Order of His Sanguine Tears still wears the black armour and red vestments and trim of its parent Order. Though it was not officially founded until recent years, the Priory that formed the Order first came to the Prosperitas Sector during the leadership of Warmaster Fassir, and was vital in the consolidation of Imperial control over the Cadian Corridor and Subsector Tertius.&lt;br /&gt;
&lt;br /&gt;
The Order’s Greatest Champion, [[The_Imperial_Faith#Local_Saints_of_the_Prosperitas_Sector.|Saint Nafisa]], was a Prosperitas-born Soror. Through her ascension upon her martyrdom against the [[Archenemy]] in battle in the Cadian Sector was born a desire amongst the Sorors who followed her to return to the Prosperitas Sector. It received blessings to do so via the support of the &#039;&#039;&#039;Cardinal-Emissarius Grulge&#039;&#039;&#039;, who led the reinforcement of the Ecclesiarchy presence in the Sector.&lt;br /&gt;
&lt;br /&gt;
Deployed to suppress riots on the Shrine World of Nivalis after religious celebrations there were interrupted by heretics, the Sorors witnessed a dire omen, as every statue of the Emperor seemed to weep tears of blood. With the permission of the Convent Primary on Ophelia IV and the Cardinal-Emissarius, the Soror commander, &#039;&#039;&#039;Canoness Asenath Dinah&#039;&#039;&#039; was granted the right to found a permanent Convent-Garrison on [[Nivalis]], and found a new Order Minoris to staff it.&lt;br /&gt;
&lt;br /&gt;
As young as the Order is, the Battle Sisters have made themselves a formidable presence on Nivalis. The failure of the planetary government and the Priesthood to bring about order led to both Canoness Dinah and Cardinal-Emissarius Grulge forcing the Planetary Governor to abdicate their position in favour of the Cardinal-Emissarius taking over as the Governor of Nivalis, with the Order engaging in several years of ongoing counter-insurgent operations on the planetary surface.&lt;br /&gt;
&lt;br /&gt;
=== Role in the Ecclesiarchy Civil War and the Crusade ===&lt;br /&gt;
&lt;br /&gt;
Canoness Dinah was amongst the first members of the Ecclesiarchy to break her convents with Cardinal Grulge following his increasingly power-hungry attempts to silence all opponents within the Ecclesiarchy using secretive internal investigations cabals such as the ONI. Following the declaration of the Cardinal as an Apostate following the revelation of his membership of the proscribed [[The Temple|Temple of the Saviour Emperor]] sect and the eruption of outright conflict between Ecclesiarchy factions the Order has been stretched thin protecting [[Ecclesiarchy Loyalists]] from the renegade [[The Temple|Templar]] force who seek to stamp out all attempts to unseat the apostate Cardinal Grulge. &lt;br /&gt;
&lt;br /&gt;
The Order has its own guilt to bear, the well-drilled fanatics of the Fidelis Templar formerly the Fidelis Militia were a product of its own hubris. Canoness Dinah willingly supported Grulge&#039;s ambitions of an &#039;Army of the Faith&#039; (as did many other Priests who now consider themselves [[Ecclesiarchy Loyalists|Loyalists]]) that willfully flaunted the terms of the [[The_Ecclesiarchy#The_Faith_Militant|Decree Passive]] that the Soror&#039;s themselves were supposed to enforce. This guilt has led to the Order as a whole taking on oaths of penitence for their role in raising this forbidden army that now fights for the apostate Grulge. This has manifested in their violent persecution of the ongoing internal conflict with the Temple with Soror forces mounting brutal purges of Templar-held places of worship and those with sympathies towards them.&lt;br /&gt;
&lt;br /&gt;
This embroilment in the ongoing internal Ecclesiarchy conflict makes it hard for the Order to contribute meaningfully to the Prosperitas Crusade.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=The_Prosperitas_Commissariat_and_Stormtrooper_Regiments&amp;diff=904</id>
		<title>The Prosperitas Commissariat and Stormtrooper Regiments</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=The_Prosperitas_Commissariat_and_Stormtrooper_Regiments&amp;diff=904"/>
		<updated>2020-04-03T16:43:10Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Commissars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raised as war orphans in the [[Schola Progenium]] system, the Commissars and Storm Troopers are the elite of the Imperium - their parents were often taken from them at a young age in Military Service and they are drilled with years of military training and indoctrinated with loyalty to the Imperium from a young age.&lt;br /&gt;
&lt;br /&gt;
They sit outside the ordinary Guard and Navy chain of command. Commissars enforcing adherence to Imperial standards of loyalty, courage and piety, with powers to discipline those who fall short, up to and including summary execution - while Stormtroopers serve as Imperial Special Forces, launching daring strikes on their enemies as well as providing bodyguard and lifeward duties for high ranking Imperial Officials.&lt;br /&gt;
&lt;br /&gt;
=== Five Things To Know About Commissars ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are varied in their approach to discipline.&#039;&#039;&#039; It is popular to think of Commissars as individuals willing to execute a Trooper at the drop of a hat for the slightest infraction. But in reality those Commissars do not last very long without the love of the troops they are assigned to, every Commissar has their own approach to morale and while some prefer the gauntlet others rely on a softer touch and inspiration to rally troops before they turn to the tools of punishment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are highly educated and trained.&#039;&#039;&#039; As graduates of the [[Schola Progenium]], Commissars are refined, can read and write High Gothic, understand [[Administratum]] bureaucracy and have a good grasp of Imperial theology and doctrine. They are often a cut above the troops and even some of the officers they are assigned to, enjoying refined pursuits and entertainments in their free time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They do not answer to the military chain of command.&#039;&#039;&#039; The wise Commissar will choose to adhere to the wishes of a ship’s Captain or a regimental Colonel out of courtesy and for tactical purposes, but they have no obligation to do so. As such, though junior officers and their subordinates must salute Commissars, they are under no obligation to Return The Compliment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They have the power of life and death over their troops.&#039;&#039;&#039; A Commissar can enact summary punishment, including execution, on any trooper or voidfarer they judge to be shirking their duty or acting contrary to good order and discipline. For this reason they are often feared and hated in the Regiments and aboard ships – though always given rigid, even obsequious courtesy to their faces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are morale officers, not command officers.&#039;&#039;&#039; While any Commissar has the military training to lead a charge, and many tales of martyred heroes feature Commissars doing just that, their primary duty is to maintain morale and discipline among the troops. Though Commissars will have the training and aptitude to fulfill the role of the officer, they will only ever directly assume that role in the event that no officer is available and, even then, only ever as a temporary measure until a replacement officer can be found.&lt;br /&gt;
&lt;br /&gt;
=== Five Things to Know about Imperial Stormtroopers ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They have other titles.&#039;&#039;&#039; Stormtroopers, are usually addressed as &#039;Scions&#039;, rather than by the low gothic designation of their role in the Imperial military, Scion is the most appropriate form of address for a Stormtrooper who has not given you their rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They Rarely deploy en-Mass&#039;&#039;&#039; Though they are divided into various Regiments for the purpose of Officio Munitorum accounting, Scions are usually scattered across the galaxy as individual Squads and rarely spend time with the rest of their parent Regiment serving warzones apart in the duties that their squads have been assigned.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are the elite troops by which all other elite troops are measured.&#039;&#039;&#039; Scions are the best unaugmented fighters humanity has to offer, when Imperial Guard Regiments and Naval Armsfolk are formed into &#039;elite&#039; divisions they often pattern their equipment and training off of the training given to these elite soldiers. These &#039;copycat&#039; units are only ever referred to as &#039;Stormtroopers&#039; by the ill-educated with most adopting their own titles, such as &#039;Grenadiers&#039;, as not to offend the Scions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They do not answer to the military and civilian chain of command.&#039;&#039;&#039; Scions answer directly to the Commissariat and while they are often &#039;attached&#039; to various Military units and Commanders they are not obligated to follow their command especially in bodyguard duties where they will often override the will of their charge if they believe their life to be at risk.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They serve many masters.&#039;&#039;&#039; While some serve under the command of Commissars and others Imperial Military Commanders, the Stormtrooper Regiments often serve more unusual masters. No more true is this the case than in their service to the Inquisition where &#039;Black Units&#039; of Stormtroopers often form the core of a [[The_Prosperitas_Conclave#Chambers_Militant|Chamber Militant]].&lt;br /&gt;
&lt;br /&gt;
=== Five Things To Know About the Commissariat Prosperitas and the Prosperitas Stormtrooper Divisions ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;It is run by council.&#039;&#039;&#039; In the absence of the appointment of a Lord Commissar the senior-most Commissars of the Prosperitas Crusade have formed a Council of sorts that oversees the activities of the Commissariat and the Stormtrooper Regiments in the Prosperitas Sector and makes recommendations to the Commissar of [[Polarnus Station]] who in turn is responsible for relaying the Council&#039;s recommendations to the [[The Prosperitas Crusade and High Command|Warmaster and High Command]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are not based on [[Polarnus Station|Polarnus]].&#039;&#039;&#039; Unlike other divisions of the Imperial Military the Prosperitas Commissariat and Stormtrooper Regiments are not based on Polarnus Station but rather make their headquarters in a facility known as &#039;&#039;&#039;The Aquila&#039;&#039;&#039; on [[Duroverum]] which also serves as the largest Military prison in the Prosperitas Sector and the barracks for many Scion Regiments in Crusade service.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are not simply interested in discipline.&#039;&#039;&#039; The bulk of public relations and propaganda duties in the Prosperitas Sector falls to the Commissariat who provide the bulk of [[Culture and Art|public programming]] to the citizens of the Sector - this has led to the Prosperitas Commissariat having a rather more sizeable and active Propaganda Division and one of the reasons it is based on [[Duroverum]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;There are few Scions in the Prosperitas Sector.&#039;&#039;&#039; With the bulk of their number co-opted by the [[The Prosperitas Conclave|Prosperitas Conclave]] there is only one Regiment of Scions in the Prosperitas Sector, its elite Scions scattered across the Sector on various attached duties to Salient Commanders with a good number assigned to the personal guard of the [[The Prosperitas Crusade and High Command|Warmaster]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They have been riven by internal political strife.&#039;&#039;&#039; There has been recent political turmoil at the head of the Prosperitas Commissariat with formerly prominent Commissars being politically denounced by rivals and accusations of enemy forces masquerading as Scions. These have been put down internally as &#039;minor disagreements&#039; but the [[Ordo Hereticus]] [[Restricted Lore - Hereticus|knows better]].&lt;br /&gt;
&lt;br /&gt;
=== The Prosperitas Commissariat ===&lt;br /&gt;
&lt;br /&gt;
In a Sector riven by strife the Order supplied by the Commissariat is sometimes a welcome balm in the eyes of the Commanders of the Prosperitas Crusade. The Commissariat, based in its headquarters of &#039;&#039;&#039;The Aquila&#039;&#039;&#039; on [[Duroverum]] which also serves as the largest Military prison in the Sector as well as the headquarters of the Stormtrooper Scions of the 302nd Deltic Jackals. Unlike other branches of the Imperial Military the Commissariat has had a relatively less prominent role in the Prosperitas Crusade until the last two centuries. The reasons for this are myriad, but most fundamentally Warmaster Durovera I who founded the Crusade was notably not fond of the Commissariats traditional influences and tried to keep it away from what was for her a very personal mission to retake the sector and so kept its presence minimal during her time as Warmaster.&lt;br /&gt;
&lt;br /&gt;
Though the Commissariat has increased its role in recent times it does focus on being the political face of the Crusade this is one of the many reasons it bases its headquarters on the Sector Capital of [[Duroverum]] rather than alongside Crusade High Command. This has created tensions with the Crusade who do perceive the Commissariat as cosying up to the Noble Houses rather than attending to the Crusade. This was particularly a cause of tension as many of the Commissariat&#039;s leadership were close to Warmaster Khan&#039;s predecessor and former Sector Governor, Armelius Durovera and while they do not continue these ties with the current Sector Governor this association with a man who tried to bring an end to the Crusade and abandon expansionist ambitions has caused some to question the Commissariat&#039;s drive.&lt;br /&gt;
&lt;br /&gt;
Of course, bad perceptions aside most Commissars of the Prosperitas Sector are hard-working individuals who do their best for the Prosperitas Crusade. The Commissariat possesses a notably large &#039;Morale&#039; division that sees to the production of propaganda not just for the servants of the Crusade but also for the indoctrination and entertainment of the common citizens of the Prosperitas Sector who often rely on the propo-reels as their only source of education and entertainment where mass media can be found. &lt;br /&gt;
&lt;br /&gt;
A variety of dramatic holovid series are produced by the Prosperitas Commissariat venerating various fictional heroes including &#039;&#039;Dan Dixon, Flying Officer of the Cosmonautica Prosperitas&#039;&#039; and &#039;&#039;Trooper Trapper, Hero of the 18th Duroveran Rifles&#039;&#039; that have become popular characters amongst civilian populations following the progress of the Crusade from the safety of worlds distant from the front lines.&lt;br /&gt;
&lt;br /&gt;
=== Commissars ===&lt;br /&gt;
&lt;br /&gt;
Trained from birth to be the political arm of the Imperial Military, Commissars are entrusted with a myriad of duties looking into discipline issues, morale and the surrounding duties of public relations with citizens and the production of propaganda. The Commissariat is often mistakenly taken to be iconicised by the image of a grim-faced individual in a peaked cap who looms behind her troops daring them to show fear in the face of the enemy, or the more heroic example who leads charges with swords drawn on foot or from the back of a battle tank.&lt;br /&gt;
&lt;br /&gt;
In reality, the Commissariat has a vast array of duties some of which do not even call for Commissars to take to the battlefield as its responsibilities stretch to all corners of life in the Imperial Military rather than the frontline Commissars who represent the iconic imagery of a Commissar. &lt;br /&gt;
&lt;br /&gt;
==== Guard Commissars ====&lt;br /&gt;
&lt;br /&gt;
Commissars assigned to the [[Imperial Guard]] represent the most famous examples of their kind. These front line Commissars serve primarily in a discipline and moral role. Every Regiment, without question, is assigned a Commissar with some particularly large or troublesome Regiments attracting more than one.&lt;br /&gt;
&lt;br /&gt;
Usually deployed in the Regimental Headquarters when the Regiment takes the field, they are often to be found striding about the battlespace, encouraging the troops with stirring Imperial credos and prayers. Relied upon to bolster the will and courage of their Regiments, Commissars nevertheless are expected to stand as a bastion against desertion and disobedience, where forced to Guard Commissars can and will use their disciplinary rights to make examples of those who disobey including making battlefield executions and promotions where necessary.&lt;br /&gt;
&lt;br /&gt;
Each [[Imperial Guard Regiments of the Loyal One Hundred|regiment]] has its own relationship with the branch. Some regiments are hostile towards their presence having heard horror stories of their punishments or having suffered under particularly harsh members of the Commissariat at a time, it is not unknown for particularly harsh Commissars to become victims of &#039;[[Imperial Guard Slang and Battle-Cant|fragging]]&#039; in particularly violent and disobedient regiments. In some Regiments, however Commissars who inspire and earn the respect of their troops become beloved, with some even choosing to wear portions of the uniform or insignia of their attached Regiment; this is usually seen as a sign of respect and fondness for the Regiment, and taken as a compliment by its Commander.&lt;br /&gt;
&lt;br /&gt;
[[Famous_Regiments_of_the_Prosperitas_Crusade#Abhuman_Auxilla|Abhuman]] and [[Famous_Regiments_of_the_Prosperitas_Crusade#Penal_Legions|Penal]] units are often directly led by a member of the Commissariat in one of the few examples outside of Scion units and rare cases where Commissars are given Guard rank where members of this division are placed in command of military units. &lt;br /&gt;
&lt;br /&gt;
==== Fleet Commissars ====&lt;br /&gt;
&lt;br /&gt;
Fleet Commissars, like terrestrial Commissars, are political officers responsible for maintaining morale on naval vessels through a programme of inspiration and fear. Commissars are often found on the bridge during transit, so that they might respond to isolated pockets of unrest within a voidship as quickly as possible. During naval engagements, Fleet Commissars can be found either orating over the ship’s Laud Hailers, or directly inspiring the crew by helping repel boarding actions.&lt;br /&gt;
&lt;br /&gt;
As with terrestrial Commissars, Fleet Commissars do not Pay the Compliment as they are not technically part of the military hierarchy. Conversely, ratings and junior officers are expected to Pay the Compliment to a Commissar, as a show of respect for their station.&lt;br /&gt;
&lt;br /&gt;
Fleet Commissars tend to greet each other with handshakes rather than salutes, given that they are not, technically speaking, military personnel.&lt;br /&gt;
&lt;br /&gt;
==== Non-Frontline Commissars ====&lt;br /&gt;
&lt;br /&gt;
While Fleet and Guard Commissars are no doubt important it falls to a myriad of less celebrated members of the Commissariat to tend to its other duties;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provost Commissars&#039;&#039;&#039; or simply &#039;&#039;&#039;Military Provosts&#039;&#039;&#039; are the police force of the Imperial Military, they operated a military code of justice and law that is a parallel to that enforced on regular citizens by the [[Adeptus Arbites]]. Their jurisdictions often clash with that latter branch but it is standard practice for Arbites to coordinate with Provosts when military personnel are believed to be involved in crimes. The ever-watchful eyes of the Commissariat Provosts are universally disliked as they represent the disciplinary side above all else and any Trooper subjected to a Provost Investigation is bound to be resentful of these suspicious, sometimes paranoid, individuals. In addition to acting as police and judiciary for the Military, the Provosts also maintain vast prisons, such as the Aquila, on [[Duroverum]].&lt;br /&gt;
&lt;br /&gt;
=== Stormtroopers ===&lt;br /&gt;
&lt;br /&gt;
Shock assault troops without peer, Stormtroopers are elite special operations soldiers used to enact missions that the regular [[Imperial Guard]] or [[Imperial Navy|Navy]] cannot accomplish alone. These Scions of the Schola Progenia have undergone a brutally uncompromising training regime and are armed with some of the best weapons available to the Imperial Military. Their violent potential is enhanced by rigid discipline, so that the dictates of their superiors are enacted swiftly and accurately, regardless of how inhuman such orders may seem. &lt;br /&gt;
&lt;br /&gt;
Scions are trained to ensure that commands are carried out with a merciless pragmatism. Moreover, their indoctrinated sense of obedience and duty overrides any instincts of personal safety. No matter what the foe or the challenge, no matter how catastrophic the situation, Scions will stop at nothing to fulfill their orders. They are fully prepared to sacrifice their own lives in the process so long as it sees their mission completed.&lt;br /&gt;
&lt;br /&gt;
As a consequence of the Scions&#039; reputation for glorious conduct in battle, the common soldiery of the Imperial Guard often resents or even loathes them. Some of the more ill-disciplined rank and file may exhibit a dangerous insouciance towards orders, and regularly indulge in raucous mess hall antics, so the Scions&#039; unequivocal servitude and absolutism does not endear them to their comrades. In fact, the average Imperial Guardsman sees them as little more than over-privileged bullyboys with their mag-boots on the throats of good, honest soldiers.&lt;br /&gt;
&lt;br /&gt;
That Scions remain oblivious to such mutterings may be mistaken for arrogance. However, the truth is that they are simply indifferent to the opinions of the common Imperial soldiery, so long as their missions are successful, and they are not kept idle long between deployments.&lt;br /&gt;
&lt;br /&gt;
=== The Schola Progenium ===&lt;br /&gt;
&lt;br /&gt;
Every Commissar and Scion attended a [[Schola Progenium]] – a highly elite educational institutions that take on orphaned children from the Imperium’s officer classes (the “Progenia”). The Schola themselves offer extremely gruelling, regimented programmes designed to instill total loyalty to the Imperium and its institutions. Every student that survives the dangerous, and, sometimes, fatal, gauntlet of indoctrination and ruthless physical and mental examinations will be assigned to one of the Imperium’s elite institutions. Those assigned to the Commissariat or Stormtroopers will, more often than not, have exhibited a level of loyalty and combat aptitude which made them stand out even amongst the Progenia themselves.&lt;br /&gt;
&lt;br /&gt;
=== Rank and Status in the Commissariat and Stormtroopers ===&lt;br /&gt;
&lt;br /&gt;
The Prosperitas Sector Commissariat has little in the way of a formal hierarchy. The prestige of one’s assigned Regiment or Ship, patronage networks and impenetrable Officio Praefectus bureaucracy all have a part to play in an individual Commissar’s assignment, but once assigned they are a law unto themselves; few can question their decisions or direct their efforts but the most senior military commanders.&lt;br /&gt;
&lt;br /&gt;
In turn Scion rank structure is a little more rigid following a similar structure to that of the [[Imperial_Guard_Regiments_of_the_Loyal_One_Hundred#Rank_and_Status_in_the_Imperial_Guard|Imperial Guard]] even though their ranks are not equivalent and they exist outside those chains of command.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=The_Prosperitas_Commissariat_and_Stormtrooper_Regiments&amp;diff=903</id>
		<title>The Prosperitas Commissariat and Stormtrooper Regiments</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=The_Prosperitas_Commissariat_and_Stormtrooper_Regiments&amp;diff=903"/>
		<updated>2020-04-03T16:42:43Z</updated>

		<summary type="html">&lt;p&gt;Malselene: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raised as war orphans in the [[Schola Progenium]] system, the Commissars and Storm Troopers are the elite of the Imperium - their parents were often taken from them at a young age in Military Service and they are drilled with years of military training and indoctrinated with loyalty to the Imperium from a young age.&lt;br /&gt;
&lt;br /&gt;
They sit outside the ordinary Guard and Navy chain of command. Commissars enforcing adherence to Imperial standards of loyalty, courage and piety, with powers to discipline those who fall short, up to and including summary execution - while Stormtroopers serve as Imperial Special Forces, launching daring strikes on their enemies as well as providing bodyguard and lifeward duties for high ranking Imperial Officials.&lt;br /&gt;
&lt;br /&gt;
=== Five Things To Know About Commissars ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are varied in their approach to discipline.&#039;&#039;&#039; It is popular to think of Commissars as individuals willing to execute a Trooper at the drop of a hat for the slightest infraction. But in reality those Commissars do not last very long without the love of the troops they are assigned to, every Commissar has their own approach to morale and while some prefer the gauntlet others rely on a softer touch and inspiration to rally troops before they turn to the tools of punishment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are highly educated and trained.&#039;&#039;&#039; As graduates of the [[Schola Progenium]], Commissars are refined, can read and write High Gothic, understand [[Administratum]] bureaucracy and have a good grasp of Imperial theology and doctrine. They are often a cut above the troops and even some of the officers they are assigned to, enjoying refined pursuits and entertainments in their free time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They do not answer to the military chain of command.&#039;&#039;&#039; The wise Commissar will choose to adhere to the wishes of a ship’s Captain or a regimental Colonel out of courtesy and for tactical purposes, but they have no obligation to do so. As such, though junior officers and their subordinates must salute Commissars, they are under no obligation to Return The Compliment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They have the power of life and death over their troops.&#039;&#039;&#039; A Commissar can enact summary punishment, including execution, on any trooper or voidfarer they judge to be shirking their duty or acting contrary to good order and discipline. For this reason they are often feared and hated in the Regiments and aboard ships – though always given rigid, even obsequious courtesy to their faces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are morale officers, not command officers.&#039;&#039;&#039; While any Commissar has the military training to lead a charge, and many tales of martyred heroes feature Commissars doing just that, their primary duty is to maintain morale and discipline among the troops. Though Commissars will have the training and aptitude to fulfill the role of the officer, they will only ever directly assume that role in the event that no officer is available and, even then, only ever as a temporary measure until a replacement officer can be found.&lt;br /&gt;
&lt;br /&gt;
=== Five Things to Know about Imperial Stormtroopers ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They have other titles.&#039;&#039;&#039; Stormtroopers, are usually addressed as &#039;Scions&#039;, rather than by the low gothic designation of their role in the Imperial military, Scion is the most appropriate form of address for a Stormtrooper who has not given you their rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They Rarely deploy en-Mass&#039;&#039;&#039; Though they are divided into various Regiments for the purpose of Officio Munitorum accounting, Scions are usually scattered across the galaxy as individual Squads and rarely spend time with the rest of their parent Regiment serving warzones apart in the duties that their squads have been assigned.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are the elite troops by which all other elite troops are measured.&#039;&#039;&#039; Scions are the best unaugmented fighters humanity has to offer, when Imperial Guard Regiments and Naval Armsfolk are formed into &#039;elite&#039; divisions they often pattern their equipment and training off of the training given to these elite soldiers. These &#039;copycat&#039; units are only ever referred to as &#039;Stormtroopers&#039; by the ill-educated with most adopting their own titles, such as &#039;Grenadiers&#039;, as not to offend the Scions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They do not answer to the military and civilian chain of command.&#039;&#039;&#039; Scions answer directly to the Commissariat and while they are often &#039;attached&#039; to various Military units and Commanders they are not obligated to follow their command especially in bodyguard duties where they will often override the will of their charge if they believe their life to be at risk.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They serve many masters.&#039;&#039;&#039; While some serve under the command of Commissars and others Imperial Military Commanders, the Stormtrooper Regiments often serve more unusual masters. No more true is this the case than in their service to the Inquisition where &#039;Black Units&#039; of Stormtroopers often form the core of a [[The_Prosperitas_Conclave#Chambers_Militant|Chamber Militant]].&lt;br /&gt;
&lt;br /&gt;
=== Five Things To Know About the Commissariat Prosperitas and the Prosperitas Stormtrooper Divisions ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;It is run by council.&#039;&#039;&#039; In the absence of the appointment of a Lord Commissar the senior-most Commissars of the Prosperitas Crusade have formed a Council of sorts that oversees the activities of the Commissariat and the Stormtrooper Regiments in the Prosperitas Sector and makes recommendations to the Commissar of [[Polarnus Station]] who in turn is responsible for relaying the Council&#039;s recommendations to the [[The Prosperitas Crusade and High Command|Warmaster and High Command]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are not based on [[Polarnus Station|Polarnus]].&#039;&#039;&#039; Unlike other divisions of the Imperial Military the Prosperitas Commissariat and Stormtrooper Regiments are not based on Polarnus Station but rather make their headquarters in a facility known as &#039;&#039;&#039;The Aquila&#039;&#039;&#039; on [[Duroverum]] which also serves as the largest Military prison in the Prosperitas Sector and the barracks for many Scion Regiments in Crusade service.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are not simply interested in discipline.&#039;&#039;&#039; The bulk of public relations and propaganda duties in the Prosperitas Sector falls to the Commissariat who provide the bulk of [[Culture and Art|public programming]] to the citizens of the Sector - this has led to the Prosperitas Commissariat having a rather more sizeable and active Propaganda Division and one of the reasons it is based on [[Duroverum]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;There are few Scions in the Prosperitas Sector.&#039;&#039;&#039; With the bulk of their number co-opted by the [[The Prosperitas Conclave|Prosperitas Conclave]] there is only one Regiment of Scions in the Prosperitas Sector, its elite Scions scattered across the Sector on various attached duties to Salient Commanders with a good number assigned to the personal guard of the [[The Prosperitas Crusade and High Command|Warmaster]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They have been riven by internal political strife.&#039;&#039;&#039; There has been recent political turmoil at the head of the Prosperitas Commissariat with formerly prominent Commissars being politically denounced by rivals and accusations of enemy forces masquerading as Scions. These have been put down internally as &#039;minor disagreements&#039; but the [[Ordo Hereticus]] [[Restricted Lore - Hereticus|knows better]].&lt;br /&gt;
&lt;br /&gt;
=== The Prosperitas Commissariat ===&lt;br /&gt;
&lt;br /&gt;
In a Sector riven by strife the Order supplied by the Commissariat is sometimes a welcome balm in the eyes of the Commanders of the Prosperitas Crusade. The Commissariat, based in its headquarters of &#039;&#039;&#039;The Aquila&#039;&#039;&#039; on [[Duroverum]] which also serves as the largest Military prison in the Sector as well as the headquarters of the Stormtrooper Scions of the 302nd Deltic Jackals. Unlike other branches of the Imperial Military the Commissariat has had a relatively less prominent role in the Prosperitas Crusade until the last two centuries. The reasons for this are myriad, but most fundamentally Warmaster Durovera I who founded the Crusade was notably not fond of the Commissariats traditional influences and tried to keep it away from what was for her a very personal mission to retake the sector and so kept its presence minimal during her time as Warmaster.&lt;br /&gt;
&lt;br /&gt;
Though the Commissariat has increased its role in recent times it does focus on being the political face of the Crusade this is one of the many reasons it bases its headquarters on the Sector Capital of [[Duroverum]] rather than alongside Crusade High Command. This has created tensions with the Crusade who do perceive the Commissariat as cosying up to the Noble Houses rather than attending to the Crusade. This was particularly a cause of tension as many of the Commissariat&#039;s leadership were close to Warmaster Khan&#039;s predecessor and former Sector Governor, Armelius Durovera and while they do not continue these ties with the current Sector Governor this association with a man who tried to bring an end to the Crusade and abandon expansionist ambitions has caused some to question the Commissariat&#039;s drive.&lt;br /&gt;
&lt;br /&gt;
Of course, bad perceptions aside most Commissars of the Prosperitas Sector are hard-working individuals who do their best for the Prosperitas Crusade. The Commissariat possesses a notably large &#039;Morale&#039; division that sees to the production of propaganda not just for the servants of the Crusade but also for the indoctrination and entertainment of the common citizens of the Prosperitas Sector who often rely on the propo-reels as their only source of education and entertainment where mass media can be found. &lt;br /&gt;
&lt;br /&gt;
A variety of dramatic holovid series are produced by the Prosperitas Commissariat venerating various fictional heroes including &#039;&#039;Dan Dixon, Flying Officer of the Cosmonautica Prosperitas&#039;&#039; and &#039;&#039;Trooper Trapper, Hero of the 18th Duroveran Rifles&#039;&#039; that have become popular characters amongst civilian populations following the progress of the Crusade from the safety of worlds distant from the front lines.&lt;br /&gt;
&lt;br /&gt;
=== Commissars ===&lt;br /&gt;
&lt;br /&gt;
Trained from birth to be the political arm of the Imperial Military, Commissars are entrusted with a myriad of duties looking into discipline issues, morale and the surrounding duties of public relations with citizens and the production of propaganda. The Commissariat is often mistakenly taken to be iconicised by the image of a grim-faced individual in a peaked cap who looms behind her troops daring them to show fear in the face of the enemy, or the more heroic example who leads charges with swords drawn on foot or from the back of a battle tank.&lt;br /&gt;
&lt;br /&gt;
In reality, the Commissariat has a vast array of duties some of which do not even call for Commissars to take to the battlefield as its responsibilities stretch to all corners of life in the Imperial Military rather than the frontline Commissars who represent the iconic imagery of a Commissar. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Guard Commissars ====&lt;br /&gt;
&lt;br /&gt;
Commissars assigned to the [[Imperial Guard]] represent the most famous examples of their kind. These front line Commissars serve primarily in a discipline and moral role. Every Regiment, without question, is assigned a Commissar with some particularly large or troublesome Regiments attracting more than one.&lt;br /&gt;
&lt;br /&gt;
Usually deployed in the Regimental Headquarters when the Regiment takes the field, they are often to be found striding about the battlespace, encouraging the troops with stirring Imperial credos and prayers. Relied upon to bolster the will and courage of their Regiments, Commissars nevertheless are expected to stand as a bastion against desertion and disobedience, where forced to Guard Commissars can and will use their disciplinary rights to make examples of those who disobey including making battlefield executions and promotions where necessary.&lt;br /&gt;
&lt;br /&gt;
Each [[Imperial Guard Regiments of the Loyal One Hundred|regiment]] has its own relationship with the branch. Some regiments are hostile towards their presence having heard horror stories of their punishments or having suffered under particularly harsh members of the Commissariat at a time, it is not unknown for particularly harsh Commissars to become victims of &#039;[[Imperial Guard Slang and Battle-Cant|fragging]]&#039; in particularly violent and disobedient regiments. In some Regiments, however Commissars who inspire and earn the respect of their troops become beloved, with some even choosing to wear portions of the uniform or insignia of their attached Regiment; this is usually seen as a sign of respect and fondness for the Regiment, and taken as a compliment by its Commander.&lt;br /&gt;
&lt;br /&gt;
[[Famous_Regiments_of_the_Prosperitas_Crusade#Abhuman_Auxilla|Abhuman]] and [[Famous_Regiments_of_the_Prosperitas_Crusade#Penal_Legions|Penal]] units are often directly led by a member of the Commissariat in one of the few examples outside of Scion units and rare cases where Commissars are given Guard rank where members of this division are placed in command of military units. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fleet Commissars ====&lt;br /&gt;
&lt;br /&gt;
Fleet Commissars, like terrestrial Commissars, are political officers responsible for maintaining morale on naval vessels through a programme of inspiration and fear. Commissars are often found on the bridge during transit, so that they might respond to isolated pockets of unrest within a voidship as quickly as possible. During naval engagements, Fleet Commissars can be found either orating over the ship’s Laud Hailers, or directly inspiring the crew by helping repel boarding actions.&lt;br /&gt;
&lt;br /&gt;
As with terrestrial Commissars, Fleet Commissars do not Pay the Compliment as they are not technically part of the military hierarchy. Conversely, ratings and junior officers are expected to Pay the Compliment to a Commissar, as a show of respect for their station.&lt;br /&gt;
&lt;br /&gt;
Fleet Commissars tend to greet each other with handshakes rather than salutes, given that they are not, technically speaking, military personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Non-Frontline Commissars ====&lt;br /&gt;
&lt;br /&gt;
While Fleet and Guard Commissars are no doubt important it falls to a myriad of less celebrated members of the Commissariat to tend to its other duties;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provost Commissars&#039;&#039;&#039; or simply &#039;&#039;&#039;Military Provosts&#039;&#039;&#039; are the police force of the Imperial Military, they operated a military code of justice and law that is a parallel to that enforced on regular citizens by the [[Adeptus Arbites]]. Their jurisdictions often clash with that latter branch but it is standard practice for Arbites to coordinate with Provosts when military personnel are believed to be involved in crimes. The ever-watchful eyes of the Commissariat Provosts are universally disliked as they represent the disciplinary side above all else and any Trooper subjected to a Provost Investigation is bound to be resentful of these suspicious, sometimes paranoid, individuals. In addition to acting as police and judiciary for the Military, the Provosts also maintain vast prisons, such as the Aquila, on [[Duroverum]].&lt;br /&gt;
&lt;br /&gt;
=== Stormtroopers ===&lt;br /&gt;
&lt;br /&gt;
Shock assault troops without peer, Stormtroopers are elite special operations soldiers used to enact missions that the regular [[Imperial Guard]] or [[Imperial Navy|Navy]] cannot accomplish alone. These Scions of the Schola Progenia have undergone a brutally uncompromising training regime and are armed with some of the best weapons available to the Imperial Military. Their violent potential is enhanced by rigid discipline, so that the dictates of their superiors are enacted swiftly and accurately, regardless of how inhuman such orders may seem. &lt;br /&gt;
&lt;br /&gt;
Scions are trained to ensure that commands are carried out with a merciless pragmatism. Moreover, their indoctrinated sense of obedience and duty overrides any instincts of personal safety. No matter what the foe or the challenge, no matter how catastrophic the situation, Scions will stop at nothing to fulfill their orders. They are fully prepared to sacrifice their own lives in the process so long as it sees their mission completed.&lt;br /&gt;
&lt;br /&gt;
As a consequence of the Scions&#039; reputation for glorious conduct in battle, the common soldiery of the Imperial Guard often resents or even loathes them. Some of the more ill-disciplined rank and file may exhibit a dangerous insouciance towards orders, and regularly indulge in raucous mess hall antics, so the Scions&#039; unequivocal servitude and absolutism does not endear them to their comrades. In fact, the average Imperial Guardsman sees them as little more than over-privileged bullyboys with their mag-boots on the throats of good, honest soldiers.&lt;br /&gt;
&lt;br /&gt;
That Scions remain oblivious to such mutterings may be mistaken for arrogance. However, the truth is that they are simply indifferent to the opinions of the common Imperial soldiery, so long as their missions are successful, and they are not kept idle long between deployments.&lt;br /&gt;
&lt;br /&gt;
=== The Schola Progenium ===&lt;br /&gt;
&lt;br /&gt;
Every Commissar and Scion attended a [[Schola Progenium]] – a highly elite educational institutions that take on orphaned children from the Imperium’s officer classes (the “Progenia”). The Schola themselves offer extremely gruelling, regimented programmes designed to instill total loyalty to the Imperium and its institutions. Every student that survives the dangerous, and, sometimes, fatal, gauntlet of indoctrination and ruthless physical and mental examinations will be assigned to one of the Imperium’s elite institutions. Those assigned to the Commissariat or Stormtroopers will, more often than not, have exhibited a level of loyalty and combat aptitude which made them stand out even amongst the Progenia themselves.&lt;br /&gt;
&lt;br /&gt;
=== Rank and Status in the Commissariat and Stormtroopers ===&lt;br /&gt;
&lt;br /&gt;
The Prosperitas Sector Commissariat has little in the way of a formal hierarchy. The prestige of one’s assigned Regiment or Ship, patronage networks and impenetrable Officio Praefectus bureaucracy all have a part to play in an individual Commissar’s assignment, but once assigned they are a law unto themselves; few can question their decisions or direct their efforts but the most senior military commanders.&lt;br /&gt;
&lt;br /&gt;
In turn Scion rank structure is a little more rigid following a similar structure to that of the [[Imperial_Guard_Regiments_of_the_Loyal_One_Hundred#Rank_and_Status_in_the_Imperial_Guard|Imperial Guard]] even though their ranks are not equivalent and they exist outside those chains of command.&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=901</id>
		<title>Prosperitas Regiment Generator</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=901"/>
		<updated>2020-04-03T16:35:33Z</updated>

		<summary type="html">&lt;p&gt;Malselene: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Regiment History ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d10&lt;br /&gt;
! Regiment Origin&lt;br /&gt;
|-&lt;br /&gt;
|1-5&lt;br /&gt;
|&#039;&#039;&#039;Tithe Founding:&#039;&#039;&#039; A true regiment of the Imperial Guard raised from the finest stock of a world to the ranks of the Prosperitas Crusade.&lt;br /&gt;
|-&lt;br /&gt;
|6-7&lt;br /&gt;
|&#039;&#039;&#039; Uplifted PDF:&#039;&#039;&#039;  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.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&#039;&#039;&#039; Uplifted Irregulars:&#039;&#039;&#039;  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.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&#039;&#039;&#039; Penal Legion:&#039;&#039;&#039;  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.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039; Abhuman Auxilla:&#039;&#039;&#039;  Either Squats, Beastmen or Raivans this regiment is made up of Abhuman Auxiliaries and doesn’t count as part of the Loyal One Hundred&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Demographic ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Recruitment Criteria&lt;br /&gt;
|-&lt;br /&gt;
|1-15&lt;br /&gt;
|&#039;&#039;&#039;Volunteer:&#039;&#039;&#039; Only the brave (of which there are plenty) join this Regiment.&lt;br /&gt;
|-&lt;br /&gt;
|16-25&lt;br /&gt;
|&#039;&#039;&#039;Veterans:&#039;&#039;&#039; Taken from the &amp;quot;best&amp;quot; of the PDF, this Regiment somehow knows less about battle than most.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|&#039;&#039;&#039;Warrior tradition:&#039;&#039;&#039; Raised from birth with the expectation of service.&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|&#039;&#039;&#039;Nobility:&#039;&#039;&#039; Bought their right to service for honour and glory.&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|&#039;&#039;&#039;Pilgrims:&#039;&#039;&#039; They venerate the God-Emperor in his soldier aspect.&lt;br /&gt;
|-&lt;br /&gt;
|41-45&lt;br /&gt;
|&#039;&#039;&#039;Modified:&#039;&#039;&#039; They have been subjected to biological and bionic modifications to make them powerful and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|46-50&lt;br /&gt;
|&#039;&#039;&#039;Primitives:&#039;&#039;&#039; All you have to do is teach them which way the gun points.&lt;br /&gt;
|-&lt;br /&gt;
|51-55&lt;br /&gt;
|&#039;&#039;&#039;Lottery:&#039;&#039;&#039; Selection by the God-Emperor&#039;s grace, and a little luck.&lt;br /&gt;
|-&lt;br /&gt;
|56-60&lt;br /&gt;
|&#039;&#039;&#039;Spacers:&#039;&#039;&#039; Born on asteroids, off-world hab-stations, or void craft&lt;br /&gt;
|-&lt;br /&gt;
|61-65&lt;br /&gt;
|&#039;&#039;&#039;Firstborn:&#039;&#039;&#039; Chosen by right of being the eldest child.&lt;br /&gt;
|-&lt;br /&gt;
|66-70&lt;br /&gt;
|&#039;&#039;&#039;Vat-grown:&#039;&#039;&#039; Born of no flesh, forged for war, not clones, but they will never know their parents.&lt;br /&gt;
|-&lt;br /&gt;
|71-85&lt;br /&gt;
|&#039;&#039;&#039;Gangers:&#039;&#039;&#039; They fought each other in the slums, now they fight a true enemy. (If Penal Legion was rolled, this may be taken as default)&lt;br /&gt;
|-&lt;br /&gt;
|86-95&lt;br /&gt;
|&#039;&#039;&#039;Convicts:&#039;&#039;&#039; Serving their sentence on the front lines, the slime. (Default to this option if Penal Legion)&lt;br /&gt;
|-&lt;br /&gt;
|96-100&lt;br /&gt;
|&#039;&#039;&#039;Multiple Sources:&#039;&#039;&#039; Roll twice on this chart&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Homeworld ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Home World&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;[[Amenophis IV]]:&#039;&#039;&#039; A world of vast pyramid-like Hives, the soldiers of this world are often proficient in the local Khopesh sword.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;[[Agrial III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;[[Butonia]]:&#039;&#039;&#039; A feudal world recovering from a brutal civil war, the people here are pious and religious, but often under-educated peasants.&lt;br /&gt;
|Feudal&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;[[Duroverum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;[[Gaudium]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;[[Helaerus III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;[[Kuatis]]:&#039;&#039;&#039; 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&lt;br /&gt;
|Imperial&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;[[Kirkcud III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;[[Kydos]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|-&lt;br /&gt;
|41-45&lt;br /&gt;
|&#039;&#039;&#039;[[Lerwick]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|-&lt;br /&gt;
|50-53&lt;br /&gt;
|&#039;&#039;&#039;[[Letifer Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|54-57&lt;br /&gt;
|&#039;&#039;&#039;[[Lubyanka]] (Reroll if not Penal Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|Penal&lt;br /&gt;
|-&lt;br /&gt;
|58-61&lt;br /&gt;
|&#039;&#039;&#039;[[Merewald]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Feudal&lt;br /&gt;
|-&lt;br /&gt;
|62-65&lt;br /&gt;
|&#039;&#039;&#039;[[Monacus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|66-69&lt;br /&gt;
|&#039;&#039;&#039;[[Persephon IV]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|-&lt;br /&gt;
|70-73&lt;br /&gt;
|&#039;&#039;&#039;[[Polarnus Station]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|-&lt;br /&gt;
|74-77&lt;br /&gt;
|&#039;&#039;&#039;[[Vallum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Fortress&lt;br /&gt;
|-&lt;br /&gt;
|78-81&lt;br /&gt;
|&#039;&#039;&#039;Voidborn:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|-&lt;br /&gt;
|81-83&lt;br /&gt;
|&#039;&#039;&#039;[[Nivalis]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|-&lt;br /&gt;
|84-85&lt;br /&gt;
|&#039;&#039;&#039;[[Korimesta]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Wasteland&lt;br /&gt;
|-&lt;br /&gt;
|86-87&lt;br /&gt;
|&#039;&#039;&#039;[[Kelper Prime]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Lost to Archenemy&lt;br /&gt;
|-&lt;br /&gt;
|88-89&lt;br /&gt;
|&#039;&#039;&#039;[[Caudica Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|-&lt;br /&gt;
|90-91&lt;br /&gt;
|&#039;&#039;&#039;[[Strayvia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|-&lt;br /&gt;
|91-92&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Reroll if not Primitives):&#039;&#039;&#039; A brutal tribal planet ruled by an ever-changing series of tribal warlords the near-constant warfare of Caracas produces violent warriors.&lt;br /&gt;
|Feral&lt;br /&gt;
|-&lt;br /&gt;
|93-94&lt;br /&gt;
|&#039;&#039;&#039;[[Morghull]] (Reroll if not Primitives):&#039;&#039;&#039; 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.&lt;br /&gt;
|Feral&lt;br /&gt;
|-&lt;br /&gt;
|95-96&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96-97&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll thrice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98-99&lt;br /&gt;
|&#039;&#039;&#039;Out-Sector:&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|&#039;&#039;&#039;Terran:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abhuman Auxilia Home World ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Abhuman Auxilia Home World&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|1-20&lt;br /&gt;
|&#039;&#039;&#039;[[Bachian IV]] (Beastmen - Myriad):&#039;&#039;&#039; 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.&lt;br /&gt;
|Mining&lt;br /&gt;
|-&lt;br /&gt;
|21-40&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Beastmen – Avian):&#039;&#039;&#039; The avian Ekkara are utilized as scouts for their rapid movement and incredible vision, serving as spotters for guard Snipers and Artillery.&lt;br /&gt;
|Feral&lt;br /&gt;
|-&lt;br /&gt;
|41-60&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]] (Beastmen – Amphibians):&#039;&#039;&#039; The disturbing amphibious Dwellers are stealthy unsettling creatures well adapted for amphibious commando duties. &lt;br /&gt;
|Imperial&lt;br /&gt;
|-&lt;br /&gt;
|61-80&lt;br /&gt;
|&#039;&#039;&#039;[[Shadowglow]] (Raivans):&#039;&#039;&#039; 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.&lt;br /&gt;
|Death&lt;br /&gt;
|-&lt;br /&gt;
|81-99&lt;br /&gt;
|&#039;&#039;&#039;Void Born (Squats &amp;amp; Others):&#039;&#039;&#039; The stocky squats are transient workers who hail from the galactic core, but other abhumans can be found living in void enclaves.&lt;br /&gt;
|Void&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table):&#039;&#039;&#039; It is incredibly rare for two abhuman cultures to be combined in one auxilia regiment but it might happen.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Tactical Information ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Regiment Type ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regiment Type &lt;br /&gt;
|-&lt;br /&gt;
|1-16&lt;br /&gt;
|&#039;&#039;&#039;Line Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-32&lt;br /&gt;
|&#039;&#039;&#039;Light Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-40&lt;br /&gt;
|&#039;&#039;&#039;Mechanized Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-48&lt;br /&gt;
|&#039;&#039;&#039;Drop Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-56&lt;br /&gt;
|&#039;&#039;&#039;Amphibious Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-64&lt;br /&gt;
|&#039;&#039;&#039;Airborne Regiment:&#039;&#039;&#039; The regiment is carried into battle by airborne transports such as the Valkyrie deploying into the thick of battle with air support.&lt;br /&gt;
|-&lt;br /&gt;
|65-72&lt;br /&gt;
|&#039;&#039;&#039;Armored Fist Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Regiment:&#039;&#039;&#039; This regiment includes little to no infantry, instead it specialises in the use of artillery engines such as the Earthshaker gun.&lt;br /&gt;
|-&lt;br /&gt;
|81-88&lt;br /&gt;
|&#039;&#039;&#039;Siege Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-96&lt;br /&gt;
|&#039;&#039;&#039;Reconnaissance Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-98&lt;br /&gt;
|&#039;&#039;&#039;Grenadiers:&#039;&#039;&#039; The Regiment favours heavily armoured troops in body-encasing armour, individual troopers are more resilient but it can be slow moving without support.&lt;br /&gt;
|-&lt;br /&gt;
|99-100&lt;br /&gt;
|&#039;&#039;&#039;Rough Rider Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
==== Regimental Doctrine ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Doctrine&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Abundant Resources:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Bred for War:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Chemtroopers:&#039;&#039;&#039; The regiment uses chems and combat drugs to enhance its troops in battle.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Chemical Warfare:&#039;&#039;&#039; The regiment specialises in the use of toxins and poisons as part of its standard methods of war.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Close Quarters Battle:&#039;&#039;&#039; Fighting either with close-ranged weapons, or in melee, the Regiment specialises in being up front and personal with their foes.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Counter Insurgent Tactics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Chosen Enemy (As ‘Regimental Foe’ table):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;Favoured Terrain (Pick Type):&#039;&#039;&#039; The regiment is especially specialised in fighting in a particular terrain, usually matching that of their homeworld.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Favoured Weapons (Pick Type):&#039;&#039;&#039; The regiment is specialised in the use of a particular piece of equipment or weapon, and has an abundance of these weapons.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Guerrillas:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Infiltrators:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;Iron Discipline:&#039;&#039;&#039; This regiment does not break, it does not buckle, it fears its Commanders, Commissars or simply the God Emperor more than the enemy.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Lightning Strike:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Monster Hunters:&#039;&#039;&#039; Raised on worlds with or experienced in fighting monstrous alien beasts this regiment is specialised in taking down monsters far larger than a human.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Scum and Villainy:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;Tank Hunters:&#039;&#039;&#039; This regiment is specialised in taking out the armoured vehicles of the Dark Millennium, it possesses specialised training and equipment to handle such situations.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Terror Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;The Finest Tutors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Trench Fighters:&#039;&#039;&#039; This regiment is used to the grim realities of fighting in the trenches, the bitter misery, the grinding losses, the claustrophobia.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Untempered Zeal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Sharpshooters:&#039;&#039;&#039; This regiment drills heavily with their ranged weapons, prizing snipers and marksmen above all else.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Fit to Fight:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Ave Mechanicum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Soldier First:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Mission Focused:&#039;&#039;&#039; 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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Regimental Support ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Support&lt;br /&gt;
|-&lt;br /&gt;
|1-12&lt;br /&gt;
|&#039;&#039;&#039;Commissariat Supervision:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|13-24&lt;br /&gt;
|&#039;&#039;&#039;Ministorum Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-42&lt;br /&gt;
|&#039;&#039;&#039;Anti-Infantry Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|43-48&lt;br /&gt;
|&#039;&#039;&#039;Anti-Armour Heavy Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-54&lt;br /&gt;
|&#039;&#039;&#039;Sniper Teams:&#039;&#039;&#039; This regiment has specialised teams armed with sniper weapons that target foes from a distance.&lt;br /&gt;
|-&lt;br /&gt;
|55-60&lt;br /&gt;
|&#039;&#039;&#039;Engineer/Sapper Squads (Reroll if Siege Regiment):&#039;&#039;&#039; 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.  &lt;br /&gt;
|-&lt;br /&gt;
|61-66&lt;br /&gt;
|&#039;&#039;&#039;Sentinel Units:&#039;&#039;&#039; This regiment is backed by Sentinel-class walkers that act as scouts and fast-moving firing platforms.&lt;br /&gt;
|-&lt;br /&gt;
|67-72&lt;br /&gt;
|&#039;&#039;&#039;Light Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Heavy Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; This regiment is supported by units of heavy armour such as the Leman Russ pattern tanks or locally made MBTs.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Support (Reroll if Artillery Regiment):&#039;&#039;&#039; This regiment is supported by artillery units such as the Earthshaker gun, or other locally made artillery.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Air Support (Reroll if Airborne):&#039;&#039;&#039; This regiment enjoys a close relationship with the Imperial Navy and can rely on aerial support for its operations.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Mechanicus Support:&#039;&#039;&#039; This regiment enjoys a close bond with the Adeptus Mechanicus, it enjoys better maintenance on its weaponry, or perhaps heavy augmentation amongst its troops.&lt;br /&gt;
|-&lt;br /&gt;
|89-90&lt;br /&gt;
|&#039;&#039;&#039;Beast Handler Support:&#039;&#039;&#039; This regiment possesses a pool of tame unridden beasts, perhaps xenoforms, or canids, that support it in war in some form or another.&lt;br /&gt;
|-&lt;br /&gt;
|91-93&lt;br /&gt;
|&#039;&#039;&#039;Psyker Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|94-96&lt;br /&gt;
|&#039;&#039;&#039;Militarum Tempestus Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Unique Equipment:&#039;&#039;&#039; Roll on the Special Equipment Table instead&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Special Equipment =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Special Equipment - Only roll if rolled on Regimental Support or Regiment is Well Supplied&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Unique Firearm Pattern:&#039;&#039;&#039; This regiment possesses a unique firearm pattern as part of its standard equipment, such as the Hellgun or the multi-barrel repeater shotgun.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;Unique Melee Weapon:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Unique Armour Pattern:&#039;&#039;&#039; This regiment possesses a unique style of armour, such as las-reflective scale carapace or some other technological marvel.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Unique Vehicle Pattern:&#039;&#039;&#039; This regiment possesses a unique pattern of vehicle, perhaps locally made on their homeworld, that fits their fighting style. &lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Auspex:&#039;&#039;&#039; This regiment has wide access to auspex scanner technology in some form, such as squad-level preysense goggles or vehicle-mounted auspex.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Comms:&#039;&#039;&#039; This regiment possesses rare communications technology, perhaps for inter-unit communications or offensively in the form of electronic warfare capability.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Exotic Mounts (Reroll if not Rough Riders):&#039;&#039;&#039; This regiment possesses unique riding beasts or machines that are different to the usual lighter-weight beasts or machines used by such units. &lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Exotic Weaponry:&#039;&#039;&#039; 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. &lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Blessed Relics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Super Heavy Vehicles:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Background Details ====&lt;br /&gt;
&lt;br /&gt;
===== Regimental Flaws =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Flaws&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Cloud of Suspicion:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Condemned:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Honour Bound:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Dishonoured:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Incompetent Leadership:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Regimental Rivalry (Post on the Thread if you roll this):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Scarred by Loss:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;We’ve seen Things:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Prideful:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Scum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Atrocity:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;New Founded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Naval Rivalry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Technophobic:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Divergent Faith:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;The Flesh is Weak:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Overzealous:&#039;&#039;&#039; 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’ &lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;Noble Sponsors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Wavering Morale:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Lax Discipline:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Amalgamated and Unbonded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Exhausted:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Toy Soldiers:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Informal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Hated CO:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===== Regimental Foes =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Foes&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Weeping Eye/Creeping Death:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;The Sovereign Order:&#039;&#039;&#039; This unit has experienced fighting against the well-drilled Archenemy fanatics of the Sovereign Order of the Eight Points the Regency successor forces that have recently arrived in the Sector.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Warp Cults:&#039;&#039;&#039; 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&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Ashen Cults:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;The Rising Flame:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Pirates:&#039;&#039;&#039; This unit has experience fighting pirates on the various illegal space stations and pirate hideaways dotted around the Prosperitas Sector.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Eldar Raiders:&#039;&#039;&#039; This unit has some experience fighting the grotesque heavily-modified Eldar that form raiding parties alongside the human criminals of the Circle of Thorns.&lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Shavastii:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Mutants or Abhumans:&#039;&#039;&#039; This unit has experienced heavy fighting against mutated humans, usually those who fight alongside the forces of Chaos, or rebellious Abhumans. &lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Orks:&#039;&#039;&#039; This unit has experience fighting the Ork threat on Persephon IV, and is experienced in countering them.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=900</id>
		<title>Prosperitas Regiment Generator</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=900"/>
		<updated>2020-04-03T16:31:58Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Regimental Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Regiment History ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d10&lt;br /&gt;
! Regiment Origin&lt;br /&gt;
|-&lt;br /&gt;
|1-5&lt;br /&gt;
|&#039;&#039;&#039;Tithe Founding:&#039;&#039;&#039; A true regiment of the Imperial Guard raised from the finest stock of a world to the ranks of the Prosperitas Crusade.&lt;br /&gt;
|-&lt;br /&gt;
|6-7&lt;br /&gt;
|&#039;&#039;&#039; Uplifted PDF:&#039;&#039;&#039;  A Planetary Defence Force Regiment that was honoured for its service in the defence of its home world by being adopted by the Guard. Often considered lacking by snobbier Imperial Guard units and Officers.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&#039;&#039;&#039; Uplifted Irregulars:&#039;&#039;&#039;  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.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&#039;&#039;&#039; Penal Legion:&#039;&#039;&#039;  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.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039; Abhuman Auxilla:&#039;&#039;&#039;  Either Squats, Beastmen or Raivans this regiment is made up of Abhuman Auxiliaries and doesn’t count as part of the Loyal One Hundred&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Demographic ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Recruitment Criteria&lt;br /&gt;
|-&lt;br /&gt;
|1-15&lt;br /&gt;
|&#039;&#039;&#039;Volunteer:&#039;&#039;&#039; Only the brave (of which there are plenty) join this Regiment.&lt;br /&gt;
|-&lt;br /&gt;
|16-25&lt;br /&gt;
|&#039;&#039;&#039;Veterans:&#039;&#039;&#039; Taken from the &amp;quot;best&amp;quot; of the PDF, this Regiment somehow knows less about battle than most.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|&#039;&#039;&#039;Warrior tradition:&#039;&#039;&#039; Raised from birth with the expectation of service.&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|&#039;&#039;&#039;Nobility:&#039;&#039;&#039; Bought their right to service for honor and glory.&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|&#039;&#039;&#039;Pilgrims:&#039;&#039;&#039; They venerate the God-Emperor in his soldier aspect.&lt;br /&gt;
|-&lt;br /&gt;
|41-45&lt;br /&gt;
|&#039;&#039;&#039;Modified:&#039;&#039;&#039; They have been subjected to biological and bionic modifications to make them powerful and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|46-50&lt;br /&gt;
|&#039;&#039;&#039;Primitives:&#039;&#039;&#039; All you have to do is teach them which way the gun points.&lt;br /&gt;
|-&lt;br /&gt;
|51-55&lt;br /&gt;
|&#039;&#039;&#039;Lottery:&#039;&#039;&#039; Selection by the God-Emperor&#039;s grace, and a little luck.&lt;br /&gt;
|-&lt;br /&gt;
|56-60&lt;br /&gt;
|&#039;&#039;&#039;Spacers:&#039;&#039;&#039; Born on asteroids, off-world hab-stations, or void craft&lt;br /&gt;
|-&lt;br /&gt;
|61-65&lt;br /&gt;
|&#039;&#039;&#039;Firstborn:&#039;&#039;&#039; Chosen by right of being the eldest child.&lt;br /&gt;
|-&lt;br /&gt;
|66-70&lt;br /&gt;
|&#039;&#039;&#039;Vat-grown:&#039;&#039;&#039; Born of no flesh, forged for war, not clones, but they will never know their parents.&lt;br /&gt;
|-&lt;br /&gt;
|71-85&lt;br /&gt;
|&#039;&#039;&#039;Gangers:&#039;&#039;&#039; They fought each other in the slums, now they fight a true enemy. (If Penal Legion was rolled, this may be taken as default)&lt;br /&gt;
|-&lt;br /&gt;
|86-95&lt;br /&gt;
|&#039;&#039;&#039;Convicts:&#039;&#039;&#039; Serving their sentence on the front lines, the slime. (Default to this option if Penal Legion)&lt;br /&gt;
|-&lt;br /&gt;
|96-100&lt;br /&gt;
|&#039;&#039;&#039;Multiple Sources:&#039;&#039;&#039; Roll twice on this chart&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Homeworld ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Home World&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;[[Amenophis IV]]:&#039;&#039;&#039; A world of vast pyramid-like Hives, the soldiers of this world are often proficient in the local Khopesh sword.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;[[Agrial III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;[[Butonia]]:&#039;&#039;&#039; A feudal world recovering from a brutal civil war, the people here are pious and religious, but often under-educated peasants.&lt;br /&gt;
|Feudal&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;[[Duroverum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;[[Gaudium]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;[[Helaerus III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;[[Kuatis]]:&#039;&#039;&#039; 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&lt;br /&gt;
|Imperial&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;[[Kirkcud III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;[[Kydos]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|-&lt;br /&gt;
|41-45&lt;br /&gt;
|&#039;&#039;&#039;[[Lerwick]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|-&lt;br /&gt;
|50-53&lt;br /&gt;
|&#039;&#039;&#039;[[Letifer Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|54-57&lt;br /&gt;
|&#039;&#039;&#039;[[Lubyanka]] (Reroll if not Penal Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|Penal&lt;br /&gt;
|-&lt;br /&gt;
|58-61&lt;br /&gt;
|&#039;&#039;&#039;[[Merewald]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Feudal&lt;br /&gt;
|-&lt;br /&gt;
|62-65&lt;br /&gt;
|&#039;&#039;&#039;[[Monacus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|66-69&lt;br /&gt;
|&#039;&#039;&#039;[[Persephon IV]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|-&lt;br /&gt;
|70-73&lt;br /&gt;
|&#039;&#039;&#039;[[Polarnus Station]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|-&lt;br /&gt;
|74-77&lt;br /&gt;
|&#039;&#039;&#039;[[Vallum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Fortress&lt;br /&gt;
|-&lt;br /&gt;
|78-81&lt;br /&gt;
|&#039;&#039;&#039;Voidborn:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|-&lt;br /&gt;
|81-83&lt;br /&gt;
|&#039;&#039;&#039;[[Nivalis]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|-&lt;br /&gt;
|84-85&lt;br /&gt;
|&#039;&#039;&#039;[[Korimesta]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Wasteland&lt;br /&gt;
|-&lt;br /&gt;
|86-87&lt;br /&gt;
|&#039;&#039;&#039;[[Kelper Prime]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Lost to Archenemy&lt;br /&gt;
|-&lt;br /&gt;
|88-89&lt;br /&gt;
|&#039;&#039;&#039;[[Caudica Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|-&lt;br /&gt;
|90-91&lt;br /&gt;
|&#039;&#039;&#039;[[Strayvia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|-&lt;br /&gt;
|91-92&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Reroll if not Primitives):&#039;&#039;&#039; A brutal tribal planet ruled by an ever-changing series of tribal warlords the near-constant warfare of Caracas produces violent warriors.&lt;br /&gt;
|Feral&lt;br /&gt;
|-&lt;br /&gt;
|93-94&lt;br /&gt;
|&#039;&#039;&#039;[[Morghull]] (Reroll if not Primitives):&#039;&#039;&#039; 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.&lt;br /&gt;
|Feral&lt;br /&gt;
|-&lt;br /&gt;
|95-96&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96-97&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll thrice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98-99&lt;br /&gt;
|&#039;&#039;&#039;Out-Sector:&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|&#039;&#039;&#039;Terran:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abhuman Auxilia Home World ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Abhuman Auxilia Home World&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|1-20&lt;br /&gt;
|&#039;&#039;&#039;[[Bachian IV]] (Beastmen - Myriad):&#039;&#039;&#039; 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.&lt;br /&gt;
|Mining&lt;br /&gt;
|-&lt;br /&gt;
|21-40&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Beastmen – Avian):&#039;&#039;&#039; The avian Ekkara are utilized as scouts for their rapid movement and incredible vision, serving as spotters for guard Snipers and Artillery.&lt;br /&gt;
|Feral&lt;br /&gt;
|-&lt;br /&gt;
|41-60&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]] (Beastmen – Amphibians):&#039;&#039;&#039; The disturbing amphibious Dwellers are stealthy unsettling creatures well adapted for amphibious commando duties. &lt;br /&gt;
|Imperial&lt;br /&gt;
|-&lt;br /&gt;
|61-80&lt;br /&gt;
|&#039;&#039;&#039;[[Shadowglow]] (Raivans):&#039;&#039;&#039; 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.&lt;br /&gt;
|Death&lt;br /&gt;
|-&lt;br /&gt;
|81-99&lt;br /&gt;
|&#039;&#039;&#039;Void Born (Squats &amp;amp; Others):&#039;&#039;&#039; The stocky squats are transient workers who hail from the galactic core, but other abhumans can be found living in void enclaves.&lt;br /&gt;
|Void&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table):&#039;&#039;&#039; It is incredibly rare for two abhuman cultures to be combined in one auxilia regiment but it might happen.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Tactical Information ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Regiment Type ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regiment Type &lt;br /&gt;
|-&lt;br /&gt;
|1-16&lt;br /&gt;
|&#039;&#039;&#039;Line Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-32&lt;br /&gt;
|&#039;&#039;&#039;Light Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-40&lt;br /&gt;
|&#039;&#039;&#039;Mechanized Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-48&lt;br /&gt;
|&#039;&#039;&#039;Drop Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-56&lt;br /&gt;
|&#039;&#039;&#039;Amphibious Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-64&lt;br /&gt;
|&#039;&#039;&#039;Airborne Regiment:&#039;&#039;&#039; The regiment is carried into battle by airborne transports such as the Valkyrie deploying into the thick of battle with air support.&lt;br /&gt;
|-&lt;br /&gt;
|65-72&lt;br /&gt;
|&#039;&#039;&#039;Armored Fist Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Regiment:&#039;&#039;&#039; This regiment includes little to no infantry, instead it specialises in the use of artillery engines such as the Earthshaker gun.&lt;br /&gt;
|-&lt;br /&gt;
|81-88&lt;br /&gt;
|&#039;&#039;&#039;Siege Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-96&lt;br /&gt;
|&#039;&#039;&#039;Reconnaissance Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-98&lt;br /&gt;
|&#039;&#039;&#039;Grenadiers:&#039;&#039;&#039; The Regiment favours heavily armoured troops in body-encasing armour, individual troopers are more resilient but it can be slow moving without support.&lt;br /&gt;
|-&lt;br /&gt;
|99-100&lt;br /&gt;
|&#039;&#039;&#039;Rough Rider Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
==== Regimental Doctrine ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Doctrine&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Abundant Resources:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Bred for War:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Chemtroopers:&#039;&#039;&#039; The regiment uses chems and combat drugs to enhance its troops in battle.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Chemical Warfare:&#039;&#039;&#039; The regiment specialises in the use of toxins and poisons as part of its standard methods of war.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Close Quarters Battle:&#039;&#039;&#039; Fighting either with close-ranged weapons, or in melee, the Regiment specialises in being up front and personal with their foes.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Counter Insurgent Tactics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Chosen Enemy (As ‘Regimental Foe’ table):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;Favoured Terrain (Pick Type):&#039;&#039;&#039; The regiment is especially specialised in fighting in a particular terrain, usually matching that of their homeworld.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Favoured Weapons (Pick Type):&#039;&#039;&#039; The regiment is specialised in the use of a particular piece of equipment or weapon, and has an abundance of these weapons.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Guerrillas:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Infiltrators:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;Iron Discipline:&#039;&#039;&#039; This regiment does not break, it does not buckle, it fears its Commanders, Commissars or simply the God Emperor more than the enemy.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Lightning Strike:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Monster Hunters:&#039;&#039;&#039; Raised on worlds with or experienced in fighting monstrous alien beasts this regiment is specialised in taking down monsters far larger than a human.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Scum and Villainy:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;Tank Hunters:&#039;&#039;&#039; This regiment is specialised in taking out the armoured vehicles of the Dark Millennium, it possesses specialised training and equipment to handle such situations.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Terror Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;The Finest Tutors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Trench Fighters:&#039;&#039;&#039; This regiment is used to the grim realities of fighting in the trenches, the bitter misery, the grinding losses, the claustrophobia.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Untempered Zeal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Sharpshooters:&#039;&#039;&#039; This regiment drills heavily with their ranged weapons, prizing snipers and marksmen above all else.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Fit to Fight:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Ave Mechanicum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Soldier First:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Mission Focused:&#039;&#039;&#039; 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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Regimental Support =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Support&lt;br /&gt;
|-&lt;br /&gt;
|1-12&lt;br /&gt;
|&#039;&#039;&#039;Commissariat Supervision:&#039;&#039;&#039; Either though historical distrust or close ties to the Officio Praefectus, this regiment has an increased presence of Commissars amongst its ranks to maintain discipline.&lt;br /&gt;
|-&lt;br /&gt;
|13-24&lt;br /&gt;
|&#039;&#039;&#039;Ministorum Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-42&lt;br /&gt;
|&#039;&#039;&#039;Anti-Infantry Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|43-48&lt;br /&gt;
|&#039;&#039;&#039;Anti-Armour Heavy Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-54&lt;br /&gt;
|&#039;&#039;&#039;Sniper Teams:&#039;&#039;&#039; This regiment has specialised teams armed with sniper weapons that target foes from a distance.&lt;br /&gt;
|-&lt;br /&gt;
|55-60&lt;br /&gt;
|&#039;&#039;&#039;Engineer/Sapper Squads (Reroll if Siege Regiment):&#039;&#039;&#039; The regiment is backed by teams of skilled engineers armed with siege drills, mole mortars, mines, barbed wire and detpacks. Either defensively or offensively against emplacements it is well equipped.  &lt;br /&gt;
|-&lt;br /&gt;
|61-66&lt;br /&gt;
|&#039;&#039;&#039;Sentinel Units:&#039;&#039;&#039; This regiment is backed by Sentinel-class walkers that act as scouts and fast-moving firing platforms.&lt;br /&gt;
|-&lt;br /&gt;
|67-72&lt;br /&gt;
|&#039;&#039;&#039;Light Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Heavy Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; This regiment is supported by units of heavy armour such as the Leman Russ pattern tanks or locally made MBTs.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Support (Reroll if Artillery Regiment):&#039;&#039;&#039; This regiment is supported by artillery units such as the Earthshaker gun, or other locally made artillery.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Air Support (Reroll if Airborne):&#039;&#039;&#039; This regiment enjoys a close relationship with the Imperial Navy and can rely on aerial support for its operations.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Mechanicus Support:&#039;&#039;&#039; This regiment enjoys a close bond with the Adeptus Mechanicus, it enjoys better maintenance on it’s weaponry, or perhaps heavy augmentation amongst its troops.&lt;br /&gt;
|-&lt;br /&gt;
|89-90&lt;br /&gt;
|&#039;&#039;&#039;Beast Handler Support:&#039;&#039;&#039; This regiment possesses a pool of tame unridden beasts, perhaps xenoforms, or canids, that support it in war in some form or another.&lt;br /&gt;
|-&lt;br /&gt;
|91-93&lt;br /&gt;
|&#039;&#039;&#039;Psyker Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|94-96&lt;br /&gt;
|&#039;&#039;&#039;Militarum Tempestus Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Unique Equipment:&#039;&#039;&#039; Roll on the Special Equipment Table instead&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Special Equipment ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Special Equipment - Only roll if rolled on Regimental Support or Regiment is Well Supplied&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Unique Firearm Pattern:&#039;&#039;&#039; This regiment possesses a unique firearm pattern as part of its standard equipment, such as the Hellgun or the multi-barrel repeater shotgun.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;Unique Melee Weapon:&#039;&#039;&#039; 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 &lt;br /&gt;
canon.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Unique Armour Pattern:&#039;&#039;&#039; This regiment possesses a unique style of armour, such as las-reflective scale carapace or some other technological marvel.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Unique Vehicle Pattern:&#039;&#039;&#039; This regiment possesses a unique pattern of vehicle, perhaps locally made on their homeworld, that fits their fighting style. &lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Auspex:&#039;&#039;&#039; This regiment has wide access to auspex scanner technology in some form, such as squad-level preysense goggles or vehicle-mounted auspex.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Comms:&#039;&#039;&#039; This regiment possesses rare communications technology, perhaps for inter-unit communications or offensively in the form of electronic warfare capability.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Exotic Mounts (Reroll if not Rough Riders):&#039;&#039;&#039; This regiment possesses unique riding beasts or machines that are different to the usual lighter-weight beasts or machines used by such units. &lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Exotic Weaponry:&#039;&#039;&#039; This regiments 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. &lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Blessed Relics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Super Heavy Vehicles:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Background Details ====&lt;br /&gt;
&lt;br /&gt;
===== Regimental Flaws =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Flaws&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Cloud of Suspicion:&#039;&#039;&#039; The regiment is dogged by the attention of the Imperial authorities for something that has occured 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Condemned:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Honour Bound:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Dishonoured:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Incompetent Leadership:&#039;&#039;&#039; The Officer cadre of this regiment is either very inexperienced, or so arrogant it doesn’t see its flaws, often occuring in regiments where officers can ‘buy’ ther commission, there is a wide gulf between the ordinary soldiers and the officers.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Regimental Rivalry (Post on the Thread if you roll this):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Scarred by Loss:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;We’ve seen Things:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Prideful:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Scum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Atrocity:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;New Founded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Naval Rivalry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Technophobic:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Divergent Faith:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;The Flesh is Weak:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Overzealous:&#039;&#039;&#039; 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’ &lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;Noble Sponsors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Wavering Morale:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Lax Discipline:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Amalgamated and Unbonded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Exhausted:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Toy Soldiers:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Informal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Hated CO:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===== Regimental Foes =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Foes&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Weeping Eye/Creeping Death:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;The Sovereign Order:&#039;&#039;&#039; This unit has experienced fighting against the well-drilled Archenemy fanatics of the Sovereign Order of the Eight Points the Regency successor forces that have recently arrived in the Sector.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Warp Cults:&#039;&#039;&#039; 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&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Ashen Cults:&#039;&#039;&#039; 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 though their fear.&lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;The Rising Flame:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Pirates:&#039;&#039;&#039; This unit has experience fighting pirates on the various illegal space stations and pirate hideaways dotted around the Prosperitas Sector.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Eldar Raiders:&#039;&#039;&#039; This unit has some experience fighting the grotesque heavily-modified Eldar that form raiding parties alongside the human criminals of the Circle of Thorns.&lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Shavastii:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Mutants or Abhumans:&#039;&#039;&#039; This unit has experienced heavy fighting against mutated humans, usually those who fight alongside the forces of Chaos, or rebellious Abhumans. &lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Orks:&#039;&#039;&#039; This unit has experience fighting the Ork threat on Persephon IV, and is experienced in countering them.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=899</id>
		<title>Prosperitas Regiment Generator</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=899"/>
		<updated>2020-04-03T16:31:34Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Regiment Homeworld */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Regiment History ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d10&lt;br /&gt;
! Regiment Origin&lt;br /&gt;
|-&lt;br /&gt;
|1-5&lt;br /&gt;
|&#039;&#039;&#039;Tithe Founding:&#039;&#039;&#039; A true regiment of the Imperial Guard raised from the finest stock of a world to the ranks of the Prosperitas Crusade.&lt;br /&gt;
|-&lt;br /&gt;
|6-7&lt;br /&gt;
|&#039;&#039;&#039; Uplifted PDF:&#039;&#039;&#039;  A Planetary Defence Force Regiment that was honoured for its service in the defence of its home world by being adopted by the Guard. Often considered lacking by snobbier Imperial Guard units and Officers.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&#039;&#039;&#039; Uplifted Irregulars:&#039;&#039;&#039;  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.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&#039;&#039;&#039; Penal Legion:&#039;&#039;&#039;  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.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039; Abhuman Auxilla:&#039;&#039;&#039;  Either Squats, Beastmen or Raivans this regiment is made up of Abhuman Auxiliaries and doesn’t count as part of the Loyal One Hundred&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Demographic ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Recruitment Criteria&lt;br /&gt;
|-&lt;br /&gt;
|1-15&lt;br /&gt;
|&#039;&#039;&#039;Volunteer:&#039;&#039;&#039; Only the brave (of which there are plenty) join this Regiment.&lt;br /&gt;
|-&lt;br /&gt;
|16-25&lt;br /&gt;
|&#039;&#039;&#039;Veterans:&#039;&#039;&#039; Taken from the &amp;quot;best&amp;quot; of the PDF, this Regiment somehow knows less about battle than most.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|&#039;&#039;&#039;Warrior tradition:&#039;&#039;&#039; Raised from birth with the expectation of service.&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|&#039;&#039;&#039;Nobility:&#039;&#039;&#039; Bought their right to service for honor and glory.&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|&#039;&#039;&#039;Pilgrims:&#039;&#039;&#039; They venerate the God-Emperor in his soldier aspect.&lt;br /&gt;
|-&lt;br /&gt;
|41-45&lt;br /&gt;
|&#039;&#039;&#039;Modified:&#039;&#039;&#039; They have been subjected to biological and bionic modifications to make them powerful and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|46-50&lt;br /&gt;
|&#039;&#039;&#039;Primitives:&#039;&#039;&#039; All you have to do is teach them which way the gun points.&lt;br /&gt;
|-&lt;br /&gt;
|51-55&lt;br /&gt;
|&#039;&#039;&#039;Lottery:&#039;&#039;&#039; Selection by the God-Emperor&#039;s grace, and a little luck.&lt;br /&gt;
|-&lt;br /&gt;
|56-60&lt;br /&gt;
|&#039;&#039;&#039;Spacers:&#039;&#039;&#039; Born on asteroids, off-world hab-stations, or void craft&lt;br /&gt;
|-&lt;br /&gt;
|61-65&lt;br /&gt;
|&#039;&#039;&#039;Firstborn:&#039;&#039;&#039; Chosen by right of being the eldest child.&lt;br /&gt;
|-&lt;br /&gt;
|66-70&lt;br /&gt;
|&#039;&#039;&#039;Vat-grown:&#039;&#039;&#039; Born of no flesh, forged for war, not clones, but they will never know their parents.&lt;br /&gt;
|-&lt;br /&gt;
|71-85&lt;br /&gt;
|&#039;&#039;&#039;Gangers:&#039;&#039;&#039; They fought each other in the slums, now they fight a true enemy. (If Penal Legion was rolled, this may be taken as default)&lt;br /&gt;
|-&lt;br /&gt;
|86-95&lt;br /&gt;
|&#039;&#039;&#039;Convicts:&#039;&#039;&#039; Serving their sentence on the front lines, the slime. (Default to this option if Penal Legion)&lt;br /&gt;
|-&lt;br /&gt;
|96-100&lt;br /&gt;
|&#039;&#039;&#039;Multiple Sources:&#039;&#039;&#039; Roll twice on this chart&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Homeworld ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Home World&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;[[Amenophis IV]]:&#039;&#039;&#039; A world of vast pyramid-like Hives, the soldiers of this world are often proficient in the local Khopesh sword.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;[[Agrial III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;[[Butonia]]:&#039;&#039;&#039; A feudal world recovering from a brutal civil war, the people here are pious and religious, but often under-educated peasants.&lt;br /&gt;
|Feudal&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;[[Duroverum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;[[Gaudium]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;[[Helaerus III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;[[Kuatis]]:&#039;&#039;&#039; 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&lt;br /&gt;
|Imperial&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;[[Kirkcud III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;[[Kydos]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|-&lt;br /&gt;
|41-45&lt;br /&gt;
|&#039;&#039;&#039;[[Lerwick]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|-&lt;br /&gt;
|50-53&lt;br /&gt;
|&#039;&#039;&#039;[[Letifer Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|54-57&lt;br /&gt;
|&#039;&#039;&#039;[[Lubyanka]] (Reroll if not Penal Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|Penal&lt;br /&gt;
|-&lt;br /&gt;
|58-61&lt;br /&gt;
|&#039;&#039;&#039;[[Merewald]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Feudal&lt;br /&gt;
|-&lt;br /&gt;
|62-65&lt;br /&gt;
|&#039;&#039;&#039;[[Monacus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|-&lt;br /&gt;
|66-69&lt;br /&gt;
|&#039;&#039;&#039;[[Persephon IV]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|-&lt;br /&gt;
|70-73&lt;br /&gt;
|&#039;&#039;&#039;[[Polarnus Station]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|-&lt;br /&gt;
|74-77&lt;br /&gt;
|&#039;&#039;&#039;[[Vallum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Fortress&lt;br /&gt;
|-&lt;br /&gt;
|78-81&lt;br /&gt;
|&#039;&#039;&#039;Voidborn:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|-&lt;br /&gt;
|81-83&lt;br /&gt;
|&#039;&#039;&#039;[[Nivalis]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|-&lt;br /&gt;
|84-85&lt;br /&gt;
|&#039;&#039;&#039;[[Korimesta]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Wasteland&lt;br /&gt;
|-&lt;br /&gt;
|86-87&lt;br /&gt;
|&#039;&#039;&#039;[[Kelper Prime]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Lost to Archenemy&lt;br /&gt;
|-&lt;br /&gt;
|88-89&lt;br /&gt;
|&#039;&#039;&#039;[[Caudica Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|-&lt;br /&gt;
|90-91&lt;br /&gt;
|&#039;&#039;&#039;[[Strayvia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|-&lt;br /&gt;
|91-92&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Reroll if not Primitives):&#039;&#039;&#039; A brutal tribal planet ruled by an ever-changing series of tribal warlords the near-constant warfare of Caracas produces violent warriors.&lt;br /&gt;
|Feral&lt;br /&gt;
|-&lt;br /&gt;
|93-94&lt;br /&gt;
|&#039;&#039;&#039;[[Morghull]] (Reroll if not Primitives):&#039;&#039;&#039; 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.&lt;br /&gt;
|Feral&lt;br /&gt;
|-&lt;br /&gt;
|95-96&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|96-97&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll thrice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|98-99&lt;br /&gt;
|&#039;&#039;&#039;Out-Sector:&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|&#039;&#039;&#039;Terran:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abhuman Auxilia Home World ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Abhuman Auxilia Home World&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|1-20&lt;br /&gt;
|&#039;&#039;&#039;[[Bachian IV]] (Beastmen - Myriad):&#039;&#039;&#039; 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.&lt;br /&gt;
|Mining&lt;br /&gt;
|-&lt;br /&gt;
|21-40&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Beastmen – Avian):&#039;&#039;&#039; The avian Ekkara are utilized as scouts for their rapid movement and incredible vision, serving as spotters for guard Snipers and Artillery.&lt;br /&gt;
|Feral&lt;br /&gt;
|-&lt;br /&gt;
|41-60&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]] (Beastmen – Amphibians):&#039;&#039;&#039; The disturbing amphibious Dwellers are stealthy unsettling creatures well adapted for amphibious commando duties. &lt;br /&gt;
|Imperial&lt;br /&gt;
|-&lt;br /&gt;
|61-80&lt;br /&gt;
|&#039;&#039;&#039;[[Shadowglow]] (Raivans):&#039;&#039;&#039; 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.&lt;br /&gt;
|Death&lt;br /&gt;
|-&lt;br /&gt;
|81-99&lt;br /&gt;
|&#039;&#039;&#039;Void Born (Squats &amp;amp; Others):&#039;&#039;&#039; The stocky squats are transient workers who hail from the galactic core, but other abhumans can be found living in void enclaves.&lt;br /&gt;
|Void&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table):&#039;&#039;&#039; It is incredibly rare for two abhuman cultures to be combined in one auxilia regiment but it might happen.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Tactical Information ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Regiment Type ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regiment Type &lt;br /&gt;
|-&lt;br /&gt;
|1-16&lt;br /&gt;
|&#039;&#039;&#039;Line Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-32&lt;br /&gt;
|&#039;&#039;&#039;Light Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-40&lt;br /&gt;
|&#039;&#039;&#039;Mechanized Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-48&lt;br /&gt;
|&#039;&#039;&#039;Drop Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-56&lt;br /&gt;
|&#039;&#039;&#039;Amphibious Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-64&lt;br /&gt;
|&#039;&#039;&#039;Airborne Regiment:&#039;&#039;&#039; The regiment is carried into battle by airborne transports such as the Valkyrie deploying into the thick of battle with air support.&lt;br /&gt;
|-&lt;br /&gt;
|65-72&lt;br /&gt;
|&#039;&#039;&#039;Armored Fist Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Regiment:&#039;&#039;&#039; This regiment includes little to no infantry, instead it specialises in the use of artillery engines such as the Earthshaker gun.&lt;br /&gt;
|-&lt;br /&gt;
|81-88&lt;br /&gt;
|&#039;&#039;&#039;Siege Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-96&lt;br /&gt;
|&#039;&#039;&#039;Reconnaissance Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-98&lt;br /&gt;
|&#039;&#039;&#039;Grenadiers:&#039;&#039;&#039; The Regiment favours heavily armoured troops in body-encasing armour, individual troopers are more resilient but it can be slow moving without support.&lt;br /&gt;
|-&lt;br /&gt;
|99-100&lt;br /&gt;
|&#039;&#039;&#039;Rough Rider Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
==== Regimental Doctrine ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Doctrine&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Abundant Resources:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Bred for War:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Chemtroopers:&#039;&#039;&#039; The regiment uses chems and combat drugs to enhance its troops in battle.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Chemical Warfare:&#039;&#039;&#039; The regiment specialises in the use of toxins and poisons as part of its standard methods of war.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Close Quarters Battle:&#039;&#039;&#039; Fighting either with close-ranged weapons, or in melee, the Regiment specialises in being up front and personal with their foes.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Counter Insurgent Tactics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Chosen Enemy (As ‘Regimental Foe’ table):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;Favoured Terrain (Pick Type):&#039;&#039;&#039; The regiment is especially specialised in fighting in a particular terrain, usually matching that of their homeworld.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Favoured Weapons (Pick Type):&#039;&#039;&#039; The regiment is specialised in the use of a particular piece of equipment or weapon, and has an abundance of these weapons.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Guerrillas:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Infiltrators:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;Iron Discipline:&#039;&#039;&#039; This regiment does not break, it does not buckle, it fears its Commanders, Commissars or simply the God Emperor more than the enemy.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Lightning Strike:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Monster Hunters:&#039;&#039;&#039; Raised on worlds with or experienced in fighting monstrous alien beasts this regiment is specialised in taking down monsters far larger than a human.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Scum and Villainy:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;Tank Hunters:&#039;&#039;&#039; This regiment is specialised in taking out the armoured vehicles of the Dark Millennium, it possesses specialised training and equipment to handle such situations.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Terror Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;The Finest Tutors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Trench Fighters:&#039;&#039;&#039; This regiment is used to the grim realities of fighting in the trenches, the bitter misery, the grinding losses, the claustrophobia.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Untempered Zeal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Sharpshooters:&#039;&#039;&#039; This regiment drills heavily with their ranged weapons, prizing snipers and marksmen above all else.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Fit to Fight:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Ave Mechanicum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Soldier First:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Mission Focused:&#039;&#039;&#039; 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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Regimental Support ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Support&lt;br /&gt;
|-&lt;br /&gt;
|1-12&lt;br /&gt;
|&#039;&#039;&#039;Commissariat Supervision:&#039;&#039;&#039; Either though historical distrust or close ties to the Officio Praefectus, this regiment has an increased presence of Commissars amongst its ranks to maintain discipline.&lt;br /&gt;
|-&lt;br /&gt;
|13-24&lt;br /&gt;
|&#039;&#039;&#039;Ministorum Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-42&lt;br /&gt;
|&#039;&#039;&#039;Anti-Infantry Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|43-48&lt;br /&gt;
|&#039;&#039;&#039;Anti-Armour Heavy Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-54&lt;br /&gt;
|&#039;&#039;&#039;Sniper Teams:&#039;&#039;&#039; This regiment has specialised teams armed with sniper weapons that target foes from a distance.&lt;br /&gt;
|-&lt;br /&gt;
|55-60&lt;br /&gt;
|&#039;&#039;&#039;Engineer/Sapper Squads (Reroll if Siege Regiment):&#039;&#039;&#039; The regiment is backed by teams of skilled engineers armed with siege drills, mole mortars, mines, barbed wire and detpacks. Either defensively or offensively against emplacements it is well equipped.  &lt;br /&gt;
|-&lt;br /&gt;
|61-66&lt;br /&gt;
|&#039;&#039;&#039;Sentinel Units:&#039;&#039;&#039; This regiment is backed by Sentinel-class walkers that act as scouts and fast-moving firing platforms.&lt;br /&gt;
|-&lt;br /&gt;
|67-72&lt;br /&gt;
|&#039;&#039;&#039;Light Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Heavy Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; This regiment is supported by units of heavy armour such as the Leman Russ pattern tanks or locally made MBTs.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Support (Reroll if Artillery Regiment):&#039;&#039;&#039; This regiment is supported by artillery units such as the Earthshaker gun, or other locally made artillery.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Air Support (Reroll if Airborne):&#039;&#039;&#039; This regiment enjoys a close relationship with the Imperial Navy and can rely on aerial support for its operations.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Mechanicus Support:&#039;&#039;&#039; This regiment enjoys a close bond with the Adeptus Mechanicus, it enjoys better maintenance on it’s weaponry, or perhaps heavy augmentation amongst its troops.&lt;br /&gt;
|-&lt;br /&gt;
|89-90&lt;br /&gt;
|&#039;&#039;&#039;Beast Handler Support:&#039;&#039;&#039; This regiment possesses a pool of tame unridden beasts, perhaps xenoforms, or canids, that support it in war in some form or another.&lt;br /&gt;
|-&lt;br /&gt;
|91-93&lt;br /&gt;
|&#039;&#039;&#039;Psyker Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|94-96&lt;br /&gt;
|&#039;&#039;&#039;Militarum Tempestus Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Unique Equipment:&#039;&#039;&#039; Roll on the Special Equipment Table instead&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Special Equipment ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Special Equipment - Only roll if rolled on Regimental Support or Regiment is Well Supplied&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Unique Firearm Pattern:&#039;&#039;&#039; This regiment possesses a unique firearm pattern as part of its standard equipment, such as the Hellgun or the multi-barrel repeater shotgun.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;Unique Melee Weapon:&#039;&#039;&#039; 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 &lt;br /&gt;
canon.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Unique Armour Pattern:&#039;&#039;&#039; This regiment possesses a unique style of armour, such as las-reflective scale carapace or some other technological marvel.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Unique Vehicle Pattern:&#039;&#039;&#039; This regiment possesses a unique pattern of vehicle, perhaps locally made on their homeworld, that fits their fighting style. &lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Auspex:&#039;&#039;&#039; This regiment has wide access to auspex scanner technology in some form, such as squad-level preysense goggles or vehicle-mounted auspex.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Comms:&#039;&#039;&#039; This regiment possesses rare communications technology, perhaps for inter-unit communications or offensively in the form of electronic warfare capability.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Exotic Mounts (Reroll if not Rough Riders):&#039;&#039;&#039; This regiment possesses unique riding beasts or machines that are different to the usual lighter-weight beasts or machines used by such units. &lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Exotic Weaponry:&#039;&#039;&#039; This regiments 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. &lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Blessed Relics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Super Heavy Vehicles:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Background Details ====&lt;br /&gt;
&lt;br /&gt;
===== Regimental Flaws =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Flaws&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Cloud of Suspicion:&#039;&#039;&#039; The regiment is dogged by the attention of the Imperial authorities for something that has occured 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Condemned:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Honour Bound:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Dishonoured:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Incompetent Leadership:&#039;&#039;&#039; The Officer cadre of this regiment is either very inexperienced, or so arrogant it doesn’t see its flaws, often occuring in regiments where officers can ‘buy’ ther commission, there is a wide gulf between the ordinary soldiers and the officers.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Regimental Rivalry (Post on the Thread if you roll this):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Scarred by Loss:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;We’ve seen Things:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Prideful:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Scum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Atrocity:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;New Founded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Naval Rivalry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Technophobic:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Divergent Faith:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;The Flesh is Weak:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Overzealous:&#039;&#039;&#039; 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’ &lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;Noble Sponsors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Wavering Morale:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Lax Discipline:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Amalgamated and Unbonded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Exhausted:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Toy Soldiers:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Informal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Hated CO:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===== Regimental Foes =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Foes&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Weeping Eye/Creeping Death:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;The Sovereign Order:&#039;&#039;&#039; This unit has experienced fighting against the well-drilled Archenemy fanatics of the Sovereign Order of the Eight Points the Regency successor forces that have recently arrived in the Sector.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Warp Cults:&#039;&#039;&#039; 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&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Ashen Cults:&#039;&#039;&#039; 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 though their fear.&lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;The Rising Flame:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Pirates:&#039;&#039;&#039; This unit has experience fighting pirates on the various illegal space stations and pirate hideaways dotted around the Prosperitas Sector.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Eldar Raiders:&#039;&#039;&#039; This unit has some experience fighting the grotesque heavily-modified Eldar that form raiding parties alongside the human criminals of the Circle of Thorns.&lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Shavastii:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Mutants or Abhumans:&#039;&#039;&#039; This unit has experienced heavy fighting against mutated humans, usually those who fight alongside the forces of Chaos, or rebellious Abhumans. &lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Orks:&#039;&#039;&#039; This unit has experience fighting the Ork threat on Persephon IV, and is experienced in countering them.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=898</id>
		<title>Prosperitas Regiment Generator</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=898"/>
		<updated>2020-04-03T16:28:35Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Abhuman Auxilia Home World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Regiment History ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d10&lt;br /&gt;
! Regiment Origin&lt;br /&gt;
|-&lt;br /&gt;
|1-5&lt;br /&gt;
|&#039;&#039;&#039;Tithe Founding:&#039;&#039;&#039; A true regiment of the Imperial Guard raised from the finest stock of a world to the ranks of the Prosperitas Crusade.&lt;br /&gt;
|-&lt;br /&gt;
|6-7&lt;br /&gt;
|&#039;&#039;&#039; Uplifted PDF:&#039;&#039;&#039;  A Planetary Defence Force Regiment that was honoured for its service in the defence of its home world by being adopted by the Guard. Often considered lacking by snobbier Imperial Guard units and Officers.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&#039;&#039;&#039; Uplifted Irregulars:&#039;&#039;&#039;  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.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&#039;&#039;&#039; Penal Legion:&#039;&#039;&#039;  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.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039; Abhuman Auxilla:&#039;&#039;&#039;  Either Squats, Beastmen or Raivans this regiment is made up of Abhuman Auxiliaries and doesn’t count as part of the Loyal One Hundred&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Demographic ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Recruitment Criteria&lt;br /&gt;
|-&lt;br /&gt;
|1-15&lt;br /&gt;
|&#039;&#039;&#039;Volunteer:&#039;&#039;&#039; Only the brave (of which there are plenty) join this Regiment.&lt;br /&gt;
|-&lt;br /&gt;
|16-25&lt;br /&gt;
|&#039;&#039;&#039;Veterans:&#039;&#039;&#039; Taken from the &amp;quot;best&amp;quot; of the PDF, this Regiment somehow knows less about battle than most.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|&#039;&#039;&#039;Warrior tradition:&#039;&#039;&#039; Raised from birth with the expectation of service.&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|&#039;&#039;&#039;Nobility:&#039;&#039;&#039; Bought their right to service for honor and glory.&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|&#039;&#039;&#039;Pilgrims:&#039;&#039;&#039; They venerate the God-Emperor in his soldier aspect.&lt;br /&gt;
|-&lt;br /&gt;
|41-45&lt;br /&gt;
|&#039;&#039;&#039;Modified:&#039;&#039;&#039; They have been subjected to biological and bionic modifications to make them powerful and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|46-50&lt;br /&gt;
|&#039;&#039;&#039;Primitives:&#039;&#039;&#039; All you have to do is teach them which way the gun points.&lt;br /&gt;
|-&lt;br /&gt;
|51-55&lt;br /&gt;
|&#039;&#039;&#039;Lottery:&#039;&#039;&#039; Selection by the God-Emperor&#039;s grace, and a little luck.&lt;br /&gt;
|-&lt;br /&gt;
|56-60&lt;br /&gt;
|&#039;&#039;&#039;Spacers:&#039;&#039;&#039; Born on asteroids, off-world hab-stations, or void craft&lt;br /&gt;
|-&lt;br /&gt;
|61-65&lt;br /&gt;
|&#039;&#039;&#039;Firstborn:&#039;&#039;&#039; Chosen by right of being the eldest child.&lt;br /&gt;
|-&lt;br /&gt;
|66-70&lt;br /&gt;
|&#039;&#039;&#039;Vat-grown:&#039;&#039;&#039; Born of no flesh, forged for war, not clones, but they will never know their parents.&lt;br /&gt;
|-&lt;br /&gt;
|71-85&lt;br /&gt;
|&#039;&#039;&#039;Gangers:&#039;&#039;&#039; They fought each other in the slums, now they fight a true enemy. (If Penal Legion was rolled, this may be taken as default)&lt;br /&gt;
|-&lt;br /&gt;
|86-95&lt;br /&gt;
|&#039;&#039;&#039;Convicts:&#039;&#039;&#039; Serving their sentence on the front lines, the slime. (Default to this option if Penal Legion)&lt;br /&gt;
|-&lt;br /&gt;
|96-100&lt;br /&gt;
|&#039;&#039;&#039;Multiple Sources:&#039;&#039;&#039; Roll twice on this chart&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Homeworld ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Home World&lt;br /&gt;
!Type&lt;br /&gt;
!d100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Amenophis IV]]:&#039;&#039;&#039; A world of vast pyramid-like Hives, the soldiers of this world are often proficient in the local Khopesh sword.&lt;br /&gt;
|Hive&lt;br /&gt;
|1-4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Agrial III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|5-8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Butonia]]:&#039;&#039;&#039; A feudal world recovering from a brutal civil war, the people here are pious and religious, but often under-educated peasants.&lt;br /&gt;
|Feudal&lt;br /&gt;
|9-12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|13-16&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Duroverum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|17-20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Gaudium]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|21-24&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Helaerus III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|25-28&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kuatis]]:&#039;&#039;&#039; 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&lt;br /&gt;
|Imperial&lt;br /&gt;
|29-32&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kirkcud III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|33--36&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kydos]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|37-40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Lerwick]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|41-45&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Letifer Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|50-53&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Lubyanka]] (Reroll if not Penal Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|Penal&lt;br /&gt;
|54-57&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Merewald]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Feudal&lt;br /&gt;
|58-61&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Monacus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|62-65&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Persephon IV]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|66-69&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Polarnus Station]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|70-73&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Vallum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Fortress&lt;br /&gt;
|74-77&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidborn:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|78-81&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Nivalis]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|81-83&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Korimesta]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Wasteland&lt;br /&gt;
|84-85&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kelper Prime]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Lost to Archenemy&lt;br /&gt;
|86-87&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caudica Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|88-89&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Strayvia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|90-91&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Reroll if not Primitives):&#039;&#039;&#039; A brutal tribal planet ruled by an ever-changing series of tribal warlords the near-constant warfare of Caracas produces violent warriors.&lt;br /&gt;
|Feral&lt;br /&gt;
|91-92&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Morghull]] (Reroll if not Primitives):&#039;&#039;&#039; 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.&lt;br /&gt;
|Feral&lt;br /&gt;
|93-94&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|95-96&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll thrice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|96-97&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Out-Sector:&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|98-99&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terran:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abhuman Auxilia Home World ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Abhuman Auxilia Home World&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|1-20&lt;br /&gt;
|&#039;&#039;&#039;[[Bachian IV]] (Beastmen - Myriad):&#039;&#039;&#039; 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.&lt;br /&gt;
|Mining&lt;br /&gt;
|-&lt;br /&gt;
|21-40&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Beastmen – Avian):&#039;&#039;&#039; The avian Ekkara are utilized as scouts for their rapid movement and incredible vision, serving as spotters for guard Snipers and Artillery.&lt;br /&gt;
|Feral&lt;br /&gt;
|-&lt;br /&gt;
|41-60&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]] (Beastmen – Amphibians):&#039;&#039;&#039; The disturbing amphibious Dwellers are stealthy unsettling creatures well adapted for amphibious commando duties. &lt;br /&gt;
|Imperial&lt;br /&gt;
|-&lt;br /&gt;
|61-80&lt;br /&gt;
|&#039;&#039;&#039;[[Shadowglow]] (Raivans):&#039;&#039;&#039; 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.&lt;br /&gt;
|Death&lt;br /&gt;
|-&lt;br /&gt;
|81-99&lt;br /&gt;
|&#039;&#039;&#039;Void Born (Squats &amp;amp; Others):&#039;&#039;&#039; The stocky squats are transient workers who hail from the galactic core, but other abhumans can be found living in void enclaves.&lt;br /&gt;
|Void&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table):&#039;&#039;&#039; It is incredibly rare for two abhuman cultures to be combined in one auxilia regiment but it might happen.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Tactical Information ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Regiment Type ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regiment Type &lt;br /&gt;
|-&lt;br /&gt;
|1-16&lt;br /&gt;
|&#039;&#039;&#039;Line Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-32&lt;br /&gt;
|&#039;&#039;&#039;Light Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-40&lt;br /&gt;
|&#039;&#039;&#039;Mechanized Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-48&lt;br /&gt;
|&#039;&#039;&#039;Drop Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-56&lt;br /&gt;
|&#039;&#039;&#039;Amphibious Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-64&lt;br /&gt;
|&#039;&#039;&#039;Airborne Regiment:&#039;&#039;&#039; The regiment is carried into battle by airborne transports such as the Valkyrie deploying into the thick of battle with air support.&lt;br /&gt;
|-&lt;br /&gt;
|65-72&lt;br /&gt;
|&#039;&#039;&#039;Armored Fist Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Regiment:&#039;&#039;&#039; This regiment includes little to no infantry, instead it specialises in the use of artillery engines such as the Earthshaker gun.&lt;br /&gt;
|-&lt;br /&gt;
|81-88&lt;br /&gt;
|&#039;&#039;&#039;Siege Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-96&lt;br /&gt;
|&#039;&#039;&#039;Reconnaissance Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-98&lt;br /&gt;
|&#039;&#039;&#039;Grenadiers:&#039;&#039;&#039; The Regiment favours heavily armoured troops in body-encasing armour, individual troopers are more resilient but it can be slow moving without support.&lt;br /&gt;
|-&lt;br /&gt;
|99-100&lt;br /&gt;
|&#039;&#039;&#039;Rough Rider Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
==== Regimental Doctrine ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Doctrine&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Abundant Resources:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Bred for War:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Chemtroopers:&#039;&#039;&#039; The regiment uses chems and combat drugs to enhance its troops in battle.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Chemical Warfare:&#039;&#039;&#039; The regiment specialises in the use of toxins and poisons as part of its standard methods of war.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Close Quarters Battle:&#039;&#039;&#039; Fighting either with close-ranged weapons, or in melee, the Regiment specialises in being up front and personal with their foes.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Counter Insurgent Tactics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Chosen Enemy (As ‘Regimental Foe’ table):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;Favoured Terrain (Pick Type):&#039;&#039;&#039; The regiment is especially specialised in fighting in a particular terrain, usually matching that of their homeworld.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Favoured Weapons (Pick Type):&#039;&#039;&#039; The regiment is specialised in the use of a particular piece of equipment or weapon, and has an abundance of these weapons.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Guerrillas:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Infiltrators:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;Iron Discipline:&#039;&#039;&#039; This regiment does not break, it does not buckle, it fears its Commanders, Commissars or simply the God Emperor more than the enemy.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Lightning Strike:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Monster Hunters:&#039;&#039;&#039; Raised on worlds with or experienced in fighting monstrous alien beasts this regiment is specialised in taking down monsters far larger than a human.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Scum and Villainy:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;Tank Hunters:&#039;&#039;&#039; This regiment is specialised in taking out the armoured vehicles of the Dark Millennium, it possesses specialised training and equipment to handle such situations.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Terror Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;The Finest Tutors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Trench Fighters:&#039;&#039;&#039; This regiment is used to the grim realities of fighting in the trenches, the bitter misery, the grinding losses, the claustrophobia.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Untempered Zeal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Sharpshooters:&#039;&#039;&#039; This regiment drills heavily with their ranged weapons, prizing snipers and marksmen above all else.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Fit to Fight:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Ave Mechanicum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Soldier First:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Mission Focused:&#039;&#039;&#039; 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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Regimental Support ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Support&lt;br /&gt;
|-&lt;br /&gt;
|1-12&lt;br /&gt;
|&#039;&#039;&#039;Commissariat Supervision:&#039;&#039;&#039; Either though historical distrust or close ties to the Officio Praefectus, this regiment has an increased presence of Commissars amongst its ranks to maintain discipline.&lt;br /&gt;
|-&lt;br /&gt;
|13-24&lt;br /&gt;
|&#039;&#039;&#039;Ministorum Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-42&lt;br /&gt;
|&#039;&#039;&#039;Anti-Infantry Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|43-48&lt;br /&gt;
|&#039;&#039;&#039;Anti-Armour Heavy Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-54&lt;br /&gt;
|&#039;&#039;&#039;Sniper Teams:&#039;&#039;&#039; This regiment has specialised teams armed with sniper weapons that target foes from a distance.&lt;br /&gt;
|-&lt;br /&gt;
|55-60&lt;br /&gt;
|&#039;&#039;&#039;Engineer/Sapper Squads (Reroll if Siege Regiment):&#039;&#039;&#039; The regiment is backed by teams of skilled engineers armed with siege drills, mole mortars, mines, barbed wire and detpacks. Either defensively or offensively against emplacements it is well equipped.  &lt;br /&gt;
|-&lt;br /&gt;
|61-66&lt;br /&gt;
|&#039;&#039;&#039;Sentinel Units:&#039;&#039;&#039; This regiment is backed by Sentinel-class walkers that act as scouts and fast-moving firing platforms.&lt;br /&gt;
|-&lt;br /&gt;
|67-72&lt;br /&gt;
|&#039;&#039;&#039;Light Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Heavy Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; This regiment is supported by units of heavy armour such as the Leman Russ pattern tanks or locally made MBTs.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Support (Reroll if Artillery Regiment):&#039;&#039;&#039; This regiment is supported by artillery units such as the Earthshaker gun, or other locally made artillery.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Air Support (Reroll if Airborne):&#039;&#039;&#039; This regiment enjoys a close relationship with the Imperial Navy and can rely on aerial support for its operations.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Mechanicus Support:&#039;&#039;&#039; This regiment enjoys a close bond with the Adeptus Mechanicus, it enjoys better maintenance on it’s weaponry, or perhaps heavy augmentation amongst its troops.&lt;br /&gt;
|-&lt;br /&gt;
|89-90&lt;br /&gt;
|&#039;&#039;&#039;Beast Handler Support:&#039;&#039;&#039; This regiment possesses a pool of tame unridden beasts, perhaps xenoforms, or canids, that support it in war in some form or another.&lt;br /&gt;
|-&lt;br /&gt;
|91-93&lt;br /&gt;
|&#039;&#039;&#039;Psyker Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|94-96&lt;br /&gt;
|&#039;&#039;&#039;Militarum Tempestus Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Unique Equipment:&#039;&#039;&#039; Roll on the Special Equipment Table instead&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Special Equipment ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Special Equipment - Only roll if rolled on Regimental Support or Regiment is Well Supplied&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Unique Firearm Pattern:&#039;&#039;&#039; This regiment possesses a unique firearm pattern as part of its standard equipment, such as the Hellgun or the multi-barrel repeater shotgun.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;Unique Melee Weapon:&#039;&#039;&#039; 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 &lt;br /&gt;
canon.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Unique Armour Pattern:&#039;&#039;&#039; This regiment possesses a unique style of armour, such as las-reflective scale carapace or some other technological marvel.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Unique Vehicle Pattern:&#039;&#039;&#039; This regiment possesses a unique pattern of vehicle, perhaps locally made on their homeworld, that fits their fighting style. &lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Auspex:&#039;&#039;&#039; This regiment has wide access to auspex scanner technology in some form, such as squad-level preysense goggles or vehicle-mounted auspex.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Comms:&#039;&#039;&#039; This regiment possesses rare communications technology, perhaps for inter-unit communications or offensively in the form of electronic warfare capability.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Exotic Mounts (Reroll if not Rough Riders):&#039;&#039;&#039; This regiment possesses unique riding beasts or machines that are different to the usual lighter-weight beasts or machines used by such units. &lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Exotic Weaponry:&#039;&#039;&#039; This regiments 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. &lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Blessed Relics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Super Heavy Vehicles:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Background Details ====&lt;br /&gt;
&lt;br /&gt;
===== Regimental Flaws =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Flaws&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Cloud of Suspicion:&#039;&#039;&#039; The regiment is dogged by the attention of the Imperial authorities for something that has occured 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Condemned:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Honour Bound:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Dishonoured:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Incompetent Leadership:&#039;&#039;&#039; The Officer cadre of this regiment is either very inexperienced, or so arrogant it doesn’t see its flaws, often occuring in regiments where officers can ‘buy’ ther commission, there is a wide gulf between the ordinary soldiers and the officers.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Regimental Rivalry (Post on the Thread if you roll this):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Scarred by Loss:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;We’ve seen Things:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Prideful:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Scum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Atrocity:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;New Founded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Naval Rivalry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Technophobic:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Divergent Faith:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;The Flesh is Weak:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Overzealous:&#039;&#039;&#039; 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’ &lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;Noble Sponsors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Wavering Morale:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Lax Discipline:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Amalgamated and Unbonded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Exhausted:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Toy Soldiers:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Informal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Hated CO:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===== Regimental Foes =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Foes&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Weeping Eye/Creeping Death:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;The Sovereign Order:&#039;&#039;&#039; This unit has experienced fighting against the well-drilled Archenemy fanatics of the Sovereign Order of the Eight Points the Regency successor forces that have recently arrived in the Sector.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Warp Cults:&#039;&#039;&#039; 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&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Ashen Cults:&#039;&#039;&#039; 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 though their fear.&lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;The Rising Flame:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Pirates:&#039;&#039;&#039; This unit has experience fighting pirates on the various illegal space stations and pirate hideaways dotted around the Prosperitas Sector.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Eldar Raiders:&#039;&#039;&#039; This unit has some experience fighting the grotesque heavily-modified Eldar that form raiding parties alongside the human criminals of the Circle of Thorns.&lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Shavastii:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Mutants or Abhumans:&#039;&#039;&#039; This unit has experienced heavy fighting against mutated humans, usually those who fight alongside the forces of Chaos, or rebellious Abhumans. &lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Orks:&#039;&#039;&#039; This unit has experience fighting the Ork threat on Persephon IV, and is experienced in countering them.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=897</id>
		<title>Prosperitas Regiment Generator</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=897"/>
		<updated>2020-04-03T16:27:16Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Regiment Demographic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Regiment History ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d10&lt;br /&gt;
! Regiment Origin&lt;br /&gt;
|-&lt;br /&gt;
|1-5&lt;br /&gt;
|&#039;&#039;&#039;Tithe Founding:&#039;&#039;&#039; A true regiment of the Imperial Guard raised from the finest stock of a world to the ranks of the Prosperitas Crusade.&lt;br /&gt;
|-&lt;br /&gt;
|6-7&lt;br /&gt;
|&#039;&#039;&#039; Uplifted PDF:&#039;&#039;&#039;  A Planetary Defence Force Regiment that was honoured for its service in the defence of its home world by being adopted by the Guard. Often considered lacking by snobbier Imperial Guard units and Officers.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&#039;&#039;&#039; Uplifted Irregulars:&#039;&#039;&#039;  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.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&#039;&#039;&#039; Penal Legion:&#039;&#039;&#039;  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.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039; Abhuman Auxilla:&#039;&#039;&#039;  Either Squats, Beastmen or Raivans this regiment is made up of Abhuman Auxiliaries and doesn’t count as part of the Loyal One Hundred&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Demographic ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Recruitment Criteria&lt;br /&gt;
|-&lt;br /&gt;
|1-15&lt;br /&gt;
|&#039;&#039;&#039;Volunteer:&#039;&#039;&#039; Only the brave (of which there are plenty) join this Regiment.&lt;br /&gt;
|-&lt;br /&gt;
|16-25&lt;br /&gt;
|&#039;&#039;&#039;Veterans:&#039;&#039;&#039; Taken from the &amp;quot;best&amp;quot; of the PDF, this Regiment somehow knows less about battle than most.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|&#039;&#039;&#039;Warrior tradition:&#039;&#039;&#039; Raised from birth with the expectation of service.&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|&#039;&#039;&#039;Nobility:&#039;&#039;&#039; Bought their right to service for honor and glory.&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|&#039;&#039;&#039;Pilgrims:&#039;&#039;&#039; They venerate the God-Emperor in his soldier aspect.&lt;br /&gt;
|-&lt;br /&gt;
|41-45&lt;br /&gt;
|&#039;&#039;&#039;Modified:&#039;&#039;&#039; They have been subjected to biological and bionic modifications to make them powerful and dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|46-50&lt;br /&gt;
|&#039;&#039;&#039;Primitives:&#039;&#039;&#039; All you have to do is teach them which way the gun points.&lt;br /&gt;
|-&lt;br /&gt;
|51-55&lt;br /&gt;
|&#039;&#039;&#039;Lottery:&#039;&#039;&#039; Selection by the God-Emperor&#039;s grace, and a little luck.&lt;br /&gt;
|-&lt;br /&gt;
|56-60&lt;br /&gt;
|&#039;&#039;&#039;Spacers:&#039;&#039;&#039; Born on asteroids, off-world hab-stations, or void craft&lt;br /&gt;
|-&lt;br /&gt;
|61-65&lt;br /&gt;
|&#039;&#039;&#039;Firstborn:&#039;&#039;&#039; Chosen by right of being the eldest child.&lt;br /&gt;
|-&lt;br /&gt;
|66-70&lt;br /&gt;
|&#039;&#039;&#039;Vat-grown:&#039;&#039;&#039; Born of no flesh, forged for war, not clones, but they will never know their parents.&lt;br /&gt;
|-&lt;br /&gt;
|71-85&lt;br /&gt;
|&#039;&#039;&#039;Gangers:&#039;&#039;&#039; They fought each other in the slums, now they fight a true enemy. (If Penal Legion was rolled, this may be taken as default)&lt;br /&gt;
|-&lt;br /&gt;
|86-95&lt;br /&gt;
|&#039;&#039;&#039;Convicts:&#039;&#039;&#039; Serving their sentence on the front lines, the slime. (Default to this option if Penal Legion)&lt;br /&gt;
|-&lt;br /&gt;
|96-100&lt;br /&gt;
|&#039;&#039;&#039;Multiple Sources:&#039;&#039;&#039; Roll twice on this chart&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Homeworld ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Home World&lt;br /&gt;
!Type&lt;br /&gt;
!d100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Amenophis IV]]:&#039;&#039;&#039; A world of vast pyramid-like Hives, the soldiers of this world are often proficient in the local Khopesh sword.&lt;br /&gt;
|Hive&lt;br /&gt;
|1-4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Agrial III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|5-8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Butonia]]:&#039;&#039;&#039; A feudal world recovering from a brutal civil war, the people here are pious and religious, but often under-educated peasants.&lt;br /&gt;
|Feudal&lt;br /&gt;
|9-12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|13-16&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Duroverum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|17-20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Gaudium]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|21-24&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Helaerus III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|25-28&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kuatis]]:&#039;&#039;&#039; 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&lt;br /&gt;
|Imperial&lt;br /&gt;
|29-32&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kirkcud III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|33--36&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kydos]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|37-40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Lerwick]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|41-45&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Letifer Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|50-53&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Lubyanka]] (Reroll if not Penal Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|Penal&lt;br /&gt;
|54-57&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Merewald]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Feudal&lt;br /&gt;
|58-61&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Monacus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|62-65&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Persephon IV]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|66-69&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Polarnus Station]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|70-73&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Vallum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Fortress&lt;br /&gt;
|74-77&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidborn:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|78-81&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Nivalis]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|81-83&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Korimesta]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Wasteland&lt;br /&gt;
|84-85&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kelper Prime]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Lost to Archenemy&lt;br /&gt;
|86-87&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caudica Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|88-89&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Strayvia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|90-91&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Reroll if not Primitives):&#039;&#039;&#039; A brutal tribal planet ruled by an ever-changing series of tribal warlords the near-constant warfare of Caracas produces violent warriors.&lt;br /&gt;
|Feral&lt;br /&gt;
|91-92&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Morghull]] (Reroll if not Primitives):&#039;&#039;&#039; 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.&lt;br /&gt;
|Feral&lt;br /&gt;
|93-94&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|95-96&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll thrice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|96-97&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Out-Sector:&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|98-99&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terran:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abhuman Auxilia Home World ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Abhuman Auxilia Home World&lt;br /&gt;
!Type&lt;br /&gt;
!d100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Bachian IV]] (Beastmen - Myriad):&#039;&#039;&#039; 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.&lt;br /&gt;
|Mining&lt;br /&gt;
|1-20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Beastmen – Avian):&#039;&#039;&#039; The avian Ekkara are utilized as scouts for their rapid movement and incredible vision, serving as spotters for guard Snipers and Artillery.&lt;br /&gt;
|Feral&lt;br /&gt;
|21-40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]] (Beastmen – Amphibians):&#039;&#039;&#039; The disturbing amphibious Dwellers are stealthy unsettling creatures well adapted for amphibious commando duties. &lt;br /&gt;
|Imperial&lt;br /&gt;
|41-60&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Shadowglow]] (Raivans):&#039;&#039;&#039; 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.&lt;br /&gt;
|Death&lt;br /&gt;
|61-80&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Void Born (Squats &amp;amp; Others):&#039;&#039;&#039; The stocky squats are transient workers who hail from the galactic core, but other abhumans can be found living in void enclaves.&lt;br /&gt;
|Void&lt;br /&gt;
|81-99&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table):&#039;&#039;&#039; It is incredibly rare for two abhuman cultures to be combined in one auxilia regiment but it might happen.&lt;br /&gt;
|&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Tactical Information ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Regiment Type ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regiment Type &lt;br /&gt;
|-&lt;br /&gt;
|1-16&lt;br /&gt;
|&#039;&#039;&#039;Line Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-32&lt;br /&gt;
|&#039;&#039;&#039;Light Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-40&lt;br /&gt;
|&#039;&#039;&#039;Mechanized Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-48&lt;br /&gt;
|&#039;&#039;&#039;Drop Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-56&lt;br /&gt;
|&#039;&#039;&#039;Amphibious Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-64&lt;br /&gt;
|&#039;&#039;&#039;Airborne Regiment:&#039;&#039;&#039; The regiment is carried into battle by airborne transports such as the Valkyrie deploying into the thick of battle with air support.&lt;br /&gt;
|-&lt;br /&gt;
|65-72&lt;br /&gt;
|&#039;&#039;&#039;Armored Fist Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Regiment:&#039;&#039;&#039; This regiment includes little to no infantry, instead it specialises in the use of artillery engines such as the Earthshaker gun.&lt;br /&gt;
|-&lt;br /&gt;
|81-88&lt;br /&gt;
|&#039;&#039;&#039;Siege Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-96&lt;br /&gt;
|&#039;&#039;&#039;Reconnaissance Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-98&lt;br /&gt;
|&#039;&#039;&#039;Grenadiers:&#039;&#039;&#039; The Regiment favours heavily armoured troops in body-encasing armour, individual troopers are more resilient but it can be slow moving without support.&lt;br /&gt;
|-&lt;br /&gt;
|99-100&lt;br /&gt;
|&#039;&#039;&#039;Rough Rider Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
==== Regimental Doctrine ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Doctrine&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Abundant Resources:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Bred for War:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Chemtroopers:&#039;&#039;&#039; The regiment uses chems and combat drugs to enhance its troops in battle.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Chemical Warfare:&#039;&#039;&#039; The regiment specialises in the use of toxins and poisons as part of its standard methods of war.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Close Quarters Battle:&#039;&#039;&#039; Fighting either with close-ranged weapons, or in melee, the Regiment specialises in being up front and personal with their foes.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Counter Insurgent Tactics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Chosen Enemy (As ‘Regimental Foe’ table):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;Favoured Terrain (Pick Type):&#039;&#039;&#039; The regiment is especially specialised in fighting in a particular terrain, usually matching that of their homeworld.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Favoured Weapons (Pick Type):&#039;&#039;&#039; The regiment is specialised in the use of a particular piece of equipment or weapon, and has an abundance of these weapons.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Guerrillas:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Infiltrators:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;Iron Discipline:&#039;&#039;&#039; This regiment does not break, it does not buckle, it fears its Commanders, Commissars or simply the God Emperor more than the enemy.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Lightning Strike:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Monster Hunters:&#039;&#039;&#039; Raised on worlds with or experienced in fighting monstrous alien beasts this regiment is specialised in taking down monsters far larger than a human.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Scum and Villainy:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;Tank Hunters:&#039;&#039;&#039; This regiment is specialised in taking out the armoured vehicles of the Dark Millennium, it possesses specialised training and equipment to handle such situations.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Terror Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;The Finest Tutors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Trench Fighters:&#039;&#039;&#039; This regiment is used to the grim realities of fighting in the trenches, the bitter misery, the grinding losses, the claustrophobia.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Untempered Zeal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Sharpshooters:&#039;&#039;&#039; This regiment drills heavily with their ranged weapons, prizing snipers and marksmen above all else.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Fit to Fight:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Ave Mechanicum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Soldier First:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Mission Focused:&#039;&#039;&#039; 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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Regimental Support ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Support&lt;br /&gt;
|-&lt;br /&gt;
|1-12&lt;br /&gt;
|&#039;&#039;&#039;Commissariat Supervision:&#039;&#039;&#039; Either though historical distrust or close ties to the Officio Praefectus, this regiment has an increased presence of Commissars amongst its ranks to maintain discipline.&lt;br /&gt;
|-&lt;br /&gt;
|13-24&lt;br /&gt;
|&#039;&#039;&#039;Ministorum Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-42&lt;br /&gt;
|&#039;&#039;&#039;Anti-Infantry Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|43-48&lt;br /&gt;
|&#039;&#039;&#039;Anti-Armour Heavy Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-54&lt;br /&gt;
|&#039;&#039;&#039;Sniper Teams:&#039;&#039;&#039; This regiment has specialised teams armed with sniper weapons that target foes from a distance.&lt;br /&gt;
|-&lt;br /&gt;
|55-60&lt;br /&gt;
|&#039;&#039;&#039;Engineer/Sapper Squads (Reroll if Siege Regiment):&#039;&#039;&#039; The regiment is backed by teams of skilled engineers armed with siege drills, mole mortars, mines, barbed wire and detpacks. Either defensively or offensively against emplacements it is well equipped.  &lt;br /&gt;
|-&lt;br /&gt;
|61-66&lt;br /&gt;
|&#039;&#039;&#039;Sentinel Units:&#039;&#039;&#039; This regiment is backed by Sentinel-class walkers that act as scouts and fast-moving firing platforms.&lt;br /&gt;
|-&lt;br /&gt;
|67-72&lt;br /&gt;
|&#039;&#039;&#039;Light Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Heavy Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; This regiment is supported by units of heavy armour such as the Leman Russ pattern tanks or locally made MBTs.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Support (Reroll if Artillery Regiment):&#039;&#039;&#039; This regiment is supported by artillery units such as the Earthshaker gun, or other locally made artillery.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Air Support (Reroll if Airborne):&#039;&#039;&#039; This regiment enjoys a close relationship with the Imperial Navy and can rely on aerial support for its operations.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Mechanicus Support:&#039;&#039;&#039; This regiment enjoys a close bond with the Adeptus Mechanicus, it enjoys better maintenance on it’s weaponry, or perhaps heavy augmentation amongst its troops.&lt;br /&gt;
|-&lt;br /&gt;
|89-90&lt;br /&gt;
|&#039;&#039;&#039;Beast Handler Support:&#039;&#039;&#039; This regiment possesses a pool of tame unridden beasts, perhaps xenoforms, or canids, that support it in war in some form or another.&lt;br /&gt;
|-&lt;br /&gt;
|91-93&lt;br /&gt;
|&#039;&#039;&#039;Psyker Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|94-96&lt;br /&gt;
|&#039;&#039;&#039;Militarum Tempestus Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Unique Equipment:&#039;&#039;&#039; Roll on the Special Equipment Table instead&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Special Equipment ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Special Equipment - Only roll if rolled on Regimental Support or Regiment is Well Supplied&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Unique Firearm Pattern:&#039;&#039;&#039; This regiment possesses a unique firearm pattern as part of its standard equipment, such as the Hellgun or the multi-barrel repeater shotgun.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;Unique Melee Weapon:&#039;&#039;&#039; 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 &lt;br /&gt;
canon.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Unique Armour Pattern:&#039;&#039;&#039; This regiment possesses a unique style of armour, such as las-reflective scale carapace or some other technological marvel.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Unique Vehicle Pattern:&#039;&#039;&#039; This regiment possesses a unique pattern of vehicle, perhaps locally made on their homeworld, that fits their fighting style. &lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Auspex:&#039;&#039;&#039; This regiment has wide access to auspex scanner technology in some form, such as squad-level preysense goggles or vehicle-mounted auspex.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Comms:&#039;&#039;&#039; This regiment possesses rare communications technology, perhaps for inter-unit communications or offensively in the form of electronic warfare capability.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Exotic Mounts (Reroll if not Rough Riders):&#039;&#039;&#039; This regiment possesses unique riding beasts or machines that are different to the usual lighter-weight beasts or machines used by such units. &lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Exotic Weaponry:&#039;&#039;&#039; This regiments 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. &lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Blessed Relics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Super Heavy Vehicles:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Background Details ====&lt;br /&gt;
&lt;br /&gt;
===== Regimental Flaws =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Flaws&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Cloud of Suspicion:&#039;&#039;&#039; The regiment is dogged by the attention of the Imperial authorities for something that has occured 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Condemned:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Honour Bound:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Dishonoured:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Incompetent Leadership:&#039;&#039;&#039; The Officer cadre of this regiment is either very inexperienced, or so arrogant it doesn’t see its flaws, often occuring in regiments where officers can ‘buy’ ther commission, there is a wide gulf between the ordinary soldiers and the officers.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Regimental Rivalry (Post on the Thread if you roll this):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Scarred by Loss:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;We’ve seen Things:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Prideful:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Scum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Atrocity:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;New Founded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Naval Rivalry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Technophobic:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Divergent Faith:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;The Flesh is Weak:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Overzealous:&#039;&#039;&#039; 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’ &lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;Noble Sponsors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Wavering Morale:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Lax Discipline:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Amalgamated and Unbonded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Exhausted:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Toy Soldiers:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Informal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Hated CO:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===== Regimental Foes =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Foes&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Weeping Eye/Creeping Death:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;The Sovereign Order:&#039;&#039;&#039; This unit has experienced fighting against the well-drilled Archenemy fanatics of the Sovereign Order of the Eight Points the Regency successor forces that have recently arrived in the Sector.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Warp Cults:&#039;&#039;&#039; 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&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Ashen Cults:&#039;&#039;&#039; 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 though their fear.&lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;The Rising Flame:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Pirates:&#039;&#039;&#039; This unit has experience fighting pirates on the various illegal space stations and pirate hideaways dotted around the Prosperitas Sector.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Eldar Raiders:&#039;&#039;&#039; This unit has some experience fighting the grotesque heavily-modified Eldar that form raiding parties alongside the human criminals of the Circle of Thorns.&lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Shavastii:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Mutants or Abhumans:&#039;&#039;&#039; This unit has experienced heavy fighting against mutated humans, usually those who fight alongside the forces of Chaos, or rebellious Abhumans. &lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Orks:&#039;&#039;&#039; This unit has experience fighting the Ork threat on Persephon IV, and is experienced in countering them.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=896</id>
		<title>Prosperitas Regiment Generator</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=896"/>
		<updated>2020-04-03T16:26:09Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Regiment History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Regiment History ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d10&lt;br /&gt;
! Regiment Origin&lt;br /&gt;
|-&lt;br /&gt;
|1-5&lt;br /&gt;
|&#039;&#039;&#039;Tithe Founding:&#039;&#039;&#039; A true regiment of the Imperial Guard raised from the finest stock of a world to the ranks of the Prosperitas Crusade.&lt;br /&gt;
|-&lt;br /&gt;
|6-7&lt;br /&gt;
|&#039;&#039;&#039; Uplifted PDF:&#039;&#039;&#039;  A Planetary Defence Force Regiment that was honoured for its service in the defence of its home world by being adopted by the Guard. Often considered lacking by snobbier Imperial Guard units and Officers.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&#039;&#039;&#039; Uplifted Irregulars:&#039;&#039;&#039;  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.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&#039;&#039;&#039; Penal Legion:&#039;&#039;&#039;  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.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039; Abhuman Auxilla:&#039;&#039;&#039;  Either Squats, Beastmen or Raivans this regiment is made up of Abhuman Auxiliaries and doesn’t count as part of the Loyal One Hundred&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Demographic ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Recruitment Criteria&lt;br /&gt;
!d100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Volunteer:&#039;&#039;&#039; Only the brave (of which there are plenty) join this Regiment.&lt;br /&gt;
|1-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Veterans:&#039;&#039;&#039; Taken from the &amp;quot;best&amp;quot; of the PDF, this Regiment somehow knows less about battle than most.&lt;br /&gt;
|16-25&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warrior tradition:&#039;&#039;&#039; Raised from birth with the expectation of service.&lt;br /&gt;
|26-30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nobility:&#039;&#039;&#039; Bought their right to service for honor and glory.&lt;br /&gt;
|31-35&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pilgrims:&#039;&#039;&#039; They venerate the God-Emperor in his soldier aspect.&lt;br /&gt;
|36-40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Modified:&#039;&#039;&#039; They have been subjected to biological and bionic modifications to make them powerful and dangerous.&lt;br /&gt;
|41-45&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Primitives:&#039;&#039;&#039; All you have to do is teach them which way the gun points.&lt;br /&gt;
|46-50&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lottery:&#039;&#039;&#039; Selection by the God-Emperor&#039;s grace, and a little luck.&lt;br /&gt;
|51-55&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spacers:&#039;&#039;&#039; Born on asteroids, off-world hab-stations, or void craft&lt;br /&gt;
|56-60&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firstborn:&#039;&#039;&#039; Chosen by right of being the eldest child.&lt;br /&gt;
|61-65&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vat-grown:&#039;&#039;&#039; Born of no flesh, forged for war, not clones, but they will never know their parents.&lt;br /&gt;
|66-70&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gangers:&#039;&#039;&#039; They fought each other in the slums, now they fight a true enemy. (If Penal Legion was rolled, this may be taken as default)&lt;br /&gt;
|71-85&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Convicts:&#039;&#039;&#039; Serving their sentence on the front lines, the slime. (Default to this option if Penal Legion)&lt;br /&gt;
|86-95&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Multiple Sources:&#039;&#039;&#039; Roll twice on this chart&lt;br /&gt;
|96-100&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Regiment Homeworld ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Home World&lt;br /&gt;
!Type&lt;br /&gt;
!d100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Amenophis IV]]:&#039;&#039;&#039; A world of vast pyramid-like Hives, the soldiers of this world are often proficient in the local Khopesh sword.&lt;br /&gt;
|Hive&lt;br /&gt;
|1-4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Agrial III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|5-8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Butonia]]:&#039;&#039;&#039; A feudal world recovering from a brutal civil war, the people here are pious and religious, but often under-educated peasants.&lt;br /&gt;
|Feudal&lt;br /&gt;
|9-12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|13-16&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Duroverum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|17-20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Gaudium]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|21-24&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Helaerus III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|25-28&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kuatis]]:&#039;&#039;&#039; 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&lt;br /&gt;
|Imperial&lt;br /&gt;
|29-32&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kirkcud III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|33--36&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kydos]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|37-40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Lerwick]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|41-45&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Letifer Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|50-53&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Lubyanka]] (Reroll if not Penal Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|Penal&lt;br /&gt;
|54-57&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Merewald]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Feudal&lt;br /&gt;
|58-61&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Monacus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|62-65&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Persephon IV]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|66-69&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Polarnus Station]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|70-73&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Vallum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Fortress&lt;br /&gt;
|74-77&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidborn:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|78-81&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Nivalis]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|81-83&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Korimesta]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Wasteland&lt;br /&gt;
|84-85&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kelper Prime]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Lost to Archenemy&lt;br /&gt;
|86-87&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caudica Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|88-89&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Strayvia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|90-91&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Reroll if not Primitives):&#039;&#039;&#039; A brutal tribal planet ruled by an ever-changing series of tribal warlords the near-constant warfare of Caracas produces violent warriors.&lt;br /&gt;
|Feral&lt;br /&gt;
|91-92&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Morghull]] (Reroll if not Primitives):&#039;&#039;&#039; 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.&lt;br /&gt;
|Feral&lt;br /&gt;
|93-94&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|95-96&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll thrice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|96-97&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Out-Sector:&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|98-99&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terran:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abhuman Auxilia Home World ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Abhuman Auxilia Home World&lt;br /&gt;
!Type&lt;br /&gt;
!d100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Bachian IV]] (Beastmen - Myriad):&#039;&#039;&#039; 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.&lt;br /&gt;
|Mining&lt;br /&gt;
|1-20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Beastmen – Avian):&#039;&#039;&#039; The avian Ekkara are utilized as scouts for their rapid movement and incredible vision, serving as spotters for guard Snipers and Artillery.&lt;br /&gt;
|Feral&lt;br /&gt;
|21-40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]] (Beastmen – Amphibians):&#039;&#039;&#039; The disturbing amphibious Dwellers are stealthy unsettling creatures well adapted for amphibious commando duties. &lt;br /&gt;
|Imperial&lt;br /&gt;
|41-60&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Shadowglow]] (Raivans):&#039;&#039;&#039; 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.&lt;br /&gt;
|Death&lt;br /&gt;
|61-80&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Void Born (Squats &amp;amp; Others):&#039;&#039;&#039; The stocky squats are transient workers who hail from the galactic core, but other abhumans can be found living in void enclaves.&lt;br /&gt;
|Void&lt;br /&gt;
|81-99&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table):&#039;&#039;&#039; It is incredibly rare for two abhuman cultures to be combined in one auxilia regiment but it might happen.&lt;br /&gt;
|&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Tactical Information ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Regiment Type ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regiment Type &lt;br /&gt;
|-&lt;br /&gt;
|1-16&lt;br /&gt;
|&#039;&#039;&#039;Line Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-32&lt;br /&gt;
|&#039;&#039;&#039;Light Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-40&lt;br /&gt;
|&#039;&#039;&#039;Mechanized Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-48&lt;br /&gt;
|&#039;&#039;&#039;Drop Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-56&lt;br /&gt;
|&#039;&#039;&#039;Amphibious Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-64&lt;br /&gt;
|&#039;&#039;&#039;Airborne Regiment:&#039;&#039;&#039; The regiment is carried into battle by airborne transports such as the Valkyrie deploying into the thick of battle with air support.&lt;br /&gt;
|-&lt;br /&gt;
|65-72&lt;br /&gt;
|&#039;&#039;&#039;Armored Fist Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Regiment:&#039;&#039;&#039; This regiment includes little to no infantry, instead it specialises in the use of artillery engines such as the Earthshaker gun.&lt;br /&gt;
|-&lt;br /&gt;
|81-88&lt;br /&gt;
|&#039;&#039;&#039;Siege Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-96&lt;br /&gt;
|&#039;&#039;&#039;Reconnaissance Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-98&lt;br /&gt;
|&#039;&#039;&#039;Grenadiers:&#039;&#039;&#039; The Regiment favours heavily armoured troops in body-encasing armour, individual troopers are more resilient but it can be slow moving without support.&lt;br /&gt;
|-&lt;br /&gt;
|99-100&lt;br /&gt;
|&#039;&#039;&#039;Rough Rider Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
==== Regimental Doctrine ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Doctrine&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Abundant Resources:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Bred for War:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Chemtroopers:&#039;&#039;&#039; The regiment uses chems and combat drugs to enhance its troops in battle.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Chemical Warfare:&#039;&#039;&#039; The regiment specialises in the use of toxins and poisons as part of its standard methods of war.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Close Quarters Battle:&#039;&#039;&#039; Fighting either with close-ranged weapons, or in melee, the Regiment specialises in being up front and personal with their foes.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Counter Insurgent Tactics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Chosen Enemy (As ‘Regimental Foe’ table):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;Favoured Terrain (Pick Type):&#039;&#039;&#039; The regiment is especially specialised in fighting in a particular terrain, usually matching that of their homeworld.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Favoured Weapons (Pick Type):&#039;&#039;&#039; The regiment is specialised in the use of a particular piece of equipment or weapon, and has an abundance of these weapons.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Guerrillas:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Infiltrators:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;Iron Discipline:&#039;&#039;&#039; This regiment does not break, it does not buckle, it fears its Commanders, Commissars or simply the God Emperor more than the enemy.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Lightning Strike:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Monster Hunters:&#039;&#039;&#039; Raised on worlds with or experienced in fighting monstrous alien beasts this regiment is specialised in taking down monsters far larger than a human.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Scum and Villainy:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;Tank Hunters:&#039;&#039;&#039; This regiment is specialised in taking out the armoured vehicles of the Dark Millennium, it possesses specialised training and equipment to handle such situations.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Terror Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;The Finest Tutors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Trench Fighters:&#039;&#039;&#039; This regiment is used to the grim realities of fighting in the trenches, the bitter misery, the grinding losses, the claustrophobia.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Untempered Zeal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Sharpshooters:&#039;&#039;&#039; This regiment drills heavily with their ranged weapons, prizing snipers and marksmen above all else.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Fit to Fight:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Ave Mechanicum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Soldier First:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Mission Focused:&#039;&#039;&#039; 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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Regimental Support ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Support&lt;br /&gt;
|-&lt;br /&gt;
|1-12&lt;br /&gt;
|&#039;&#039;&#039;Commissariat Supervision:&#039;&#039;&#039; Either though historical distrust or close ties to the Officio Praefectus, this regiment has an increased presence of Commissars amongst its ranks to maintain discipline.&lt;br /&gt;
|-&lt;br /&gt;
|13-24&lt;br /&gt;
|&#039;&#039;&#039;Ministorum Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-42&lt;br /&gt;
|&#039;&#039;&#039;Anti-Infantry Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|43-48&lt;br /&gt;
|&#039;&#039;&#039;Anti-Armour Heavy Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-54&lt;br /&gt;
|&#039;&#039;&#039;Sniper Teams:&#039;&#039;&#039; This regiment has specialised teams armed with sniper weapons that target foes from a distance.&lt;br /&gt;
|-&lt;br /&gt;
|55-60&lt;br /&gt;
|&#039;&#039;&#039;Engineer/Sapper Squads (Reroll if Siege Regiment):&#039;&#039;&#039; The regiment is backed by teams of skilled engineers armed with siege drills, mole mortars, mines, barbed wire and detpacks. Either defensively or offensively against emplacements it is well equipped.  &lt;br /&gt;
|-&lt;br /&gt;
|61-66&lt;br /&gt;
|&#039;&#039;&#039;Sentinel Units:&#039;&#039;&#039; This regiment is backed by Sentinel-class walkers that act as scouts and fast-moving firing platforms.&lt;br /&gt;
|-&lt;br /&gt;
|67-72&lt;br /&gt;
|&#039;&#039;&#039;Light Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Heavy Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; This regiment is supported by units of heavy armour such as the Leman Russ pattern tanks or locally made MBTs.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Support (Reroll if Artillery Regiment):&#039;&#039;&#039; This regiment is supported by artillery units such as the Earthshaker gun, or other locally made artillery.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Air Support (Reroll if Airborne):&#039;&#039;&#039; This regiment enjoys a close relationship with the Imperial Navy and can rely on aerial support for its operations.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Mechanicus Support:&#039;&#039;&#039; This regiment enjoys a close bond with the Adeptus Mechanicus, it enjoys better maintenance on it’s weaponry, or perhaps heavy augmentation amongst its troops.&lt;br /&gt;
|-&lt;br /&gt;
|89-90&lt;br /&gt;
|&#039;&#039;&#039;Beast Handler Support:&#039;&#039;&#039; This regiment possesses a pool of tame unridden beasts, perhaps xenoforms, or canids, that support it in war in some form or another.&lt;br /&gt;
|-&lt;br /&gt;
|91-93&lt;br /&gt;
|&#039;&#039;&#039;Psyker Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|94-96&lt;br /&gt;
|&#039;&#039;&#039;Militarum Tempestus Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Unique Equipment:&#039;&#039;&#039; Roll on the Special Equipment Table instead&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Special Equipment ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Special Equipment - Only roll if rolled on Regimental Support or Regiment is Well Supplied&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Unique Firearm Pattern:&#039;&#039;&#039; This regiment possesses a unique firearm pattern as part of its standard equipment, such as the Hellgun or the multi-barrel repeater shotgun.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;Unique Melee Weapon:&#039;&#039;&#039; 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 &lt;br /&gt;
canon.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Unique Armour Pattern:&#039;&#039;&#039; This regiment possesses a unique style of armour, such as las-reflective scale carapace or some other technological marvel.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Unique Vehicle Pattern:&#039;&#039;&#039; This regiment possesses a unique pattern of vehicle, perhaps locally made on their homeworld, that fits their fighting style. &lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Auspex:&#039;&#039;&#039; This regiment has wide access to auspex scanner technology in some form, such as squad-level preysense goggles or vehicle-mounted auspex.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Comms:&#039;&#039;&#039; This regiment possesses rare communications technology, perhaps for inter-unit communications or offensively in the form of electronic warfare capability.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Exotic Mounts (Reroll if not Rough Riders):&#039;&#039;&#039; This regiment possesses unique riding beasts or machines that are different to the usual lighter-weight beasts or machines used by such units. &lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Exotic Weaponry:&#039;&#039;&#039; This regiments 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. &lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Blessed Relics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Super Heavy Vehicles:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Background Details ====&lt;br /&gt;
&lt;br /&gt;
===== Regimental Flaws =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Flaws&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Cloud of Suspicion:&#039;&#039;&#039; The regiment is dogged by the attention of the Imperial authorities for something that has occured 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Condemned:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Honour Bound:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Dishonoured:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Incompetent Leadership:&#039;&#039;&#039; The Officer cadre of this regiment is either very inexperienced, or so arrogant it doesn’t see its flaws, often occuring in regiments where officers can ‘buy’ ther commission, there is a wide gulf between the ordinary soldiers and the officers.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Regimental Rivalry (Post on the Thread if you roll this):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Scarred by Loss:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;We’ve seen Things:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Prideful:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Scum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Atrocity:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;New Founded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Naval Rivalry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Technophobic:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Divergent Faith:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;The Flesh is Weak:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Overzealous:&#039;&#039;&#039; 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’ &lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;Noble Sponsors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Wavering Morale:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Lax Discipline:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Amalgamated and Unbonded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Exhausted:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Toy Soldiers:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Informal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Hated CO:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===== Regimental Foes =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Foes&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Weeping Eye/Creeping Death:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;The Sovereign Order:&#039;&#039;&#039; This unit has experienced fighting against the well-drilled Archenemy fanatics of the Sovereign Order of the Eight Points the Regency successor forces that have recently arrived in the Sector.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Warp Cults:&#039;&#039;&#039; 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&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Ashen Cults:&#039;&#039;&#039; 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 though their fear.&lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;The Rising Flame:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Pirates:&#039;&#039;&#039; This unit has experience fighting pirates on the various illegal space stations and pirate hideaways dotted around the Prosperitas Sector.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Eldar Raiders:&#039;&#039;&#039; This unit has some experience fighting the grotesque heavily-modified Eldar that form raiding parties alongside the human criminals of the Circle of Thorns.&lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Shavastii:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Mutants or Abhumans:&#039;&#039;&#039; This unit has experienced heavy fighting against mutated humans, usually those who fight alongside the forces of Chaos, or rebellious Abhumans. &lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Orks:&#039;&#039;&#039; This unit has experience fighting the Ork threat on Persephon IV, and is experienced in countering them.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=895</id>
		<title>Prosperitas Regiment Generator</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=895"/>
		<updated>2020-04-03T16:25:37Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Regiment History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Regiment History ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! d10&lt;br /&gt;
! Regiment Origin&lt;br /&gt;
|-&lt;br /&gt;
|1-5&lt;br /&gt;
|&#039;&#039;&#039;Tithe Founding:&#039;&#039;&#039; A true regiment of the Imperial Guard raised from the finest stock of a world to the ranks of the Prosperitas Crusade.&lt;br /&gt;
|-&lt;br /&gt;
|6-7&lt;br /&gt;
|&#039;&#039;&#039; Uplifted PDF:&#039;&#039;&#039;  A Planetary Defence Force Regiment that was honoured for its service in the defence of its home world by being adopted by the Guard. Often considered lacking by snobbier Imperial Guard units and Officers.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&#039;&#039;&#039; Uplifted Irregulars:&#039;&#039;&#039;  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.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&#039;&#039;&#039; Penal Legion:&#039;&#039;&#039;  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.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039; Abhuman Auxilla:&#039;&#039;&#039;  Either Squats, Beastmen or Raivans this regiment is made up of Abhuman Auxiliaries and doesn’t count as part of the Loyal One Hundred&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Demographic ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Recruitment Criteria&lt;br /&gt;
!d100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Volunteer:&#039;&#039;&#039; Only the brave (of which there are plenty) join this Regiment.&lt;br /&gt;
|1-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Veterans:&#039;&#039;&#039; Taken from the &amp;quot;best&amp;quot; of the PDF, this Regiment somehow knows less about battle than most.&lt;br /&gt;
|16-25&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warrior tradition:&#039;&#039;&#039; Raised from birth with the expectation of service.&lt;br /&gt;
|26-30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nobility:&#039;&#039;&#039; Bought their right to service for honor and glory.&lt;br /&gt;
|31-35&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pilgrims:&#039;&#039;&#039; They venerate the God-Emperor in his soldier aspect.&lt;br /&gt;
|36-40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Modified:&#039;&#039;&#039; They have been subjected to biological and bionic modifications to make them powerful and dangerous.&lt;br /&gt;
|41-45&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Primitives:&#039;&#039;&#039; All you have to do is teach them which way the gun points.&lt;br /&gt;
|46-50&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lottery:&#039;&#039;&#039; Selection by the God-Emperor&#039;s grace, and a little luck.&lt;br /&gt;
|51-55&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spacers:&#039;&#039;&#039; Born on asteroids, off-world hab-stations, or void craft&lt;br /&gt;
|56-60&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firstborn:&#039;&#039;&#039; Chosen by right of being the eldest child.&lt;br /&gt;
|61-65&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vat-grown:&#039;&#039;&#039; Born of no flesh, forged for war, not clones, but they will never know their parents.&lt;br /&gt;
|66-70&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gangers:&#039;&#039;&#039; They fought each other in the slums, now they fight a true enemy. (If Penal Legion was rolled, this may be taken as default)&lt;br /&gt;
|71-85&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Convicts:&#039;&#039;&#039; Serving their sentence on the front lines, the slime. (Default to this option if Penal Legion)&lt;br /&gt;
|86-95&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Multiple Sources:&#039;&#039;&#039; Roll twice on this chart&lt;br /&gt;
|96-100&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Regiment Homeworld ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Home World&lt;br /&gt;
!Type&lt;br /&gt;
!d100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Amenophis IV]]:&#039;&#039;&#039; A world of vast pyramid-like Hives, the soldiers of this world are often proficient in the local Khopesh sword.&lt;br /&gt;
|Hive&lt;br /&gt;
|1-4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Agrial III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|5-8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Butonia]]:&#039;&#039;&#039; A feudal world recovering from a brutal civil war, the people here are pious and religious, but often under-educated peasants.&lt;br /&gt;
|Feudal&lt;br /&gt;
|9-12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|13-16&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Duroverum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|17-20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Gaudium]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|21-24&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Helaerus III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|25-28&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kuatis]]:&#039;&#039;&#039; 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&lt;br /&gt;
|Imperial&lt;br /&gt;
|29-32&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kirkcud III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|33--36&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kydos]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|37-40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Lerwick]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|41-45&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Letifer Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|50-53&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Lubyanka]] (Reroll if not Penal Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|Penal&lt;br /&gt;
|54-57&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Merewald]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Feudal&lt;br /&gt;
|58-61&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Monacus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|62-65&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Persephon IV]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|66-69&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Polarnus Station]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|70-73&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Vallum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Fortress&lt;br /&gt;
|74-77&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidborn:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|78-81&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Nivalis]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|81-83&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Korimesta]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Wasteland&lt;br /&gt;
|84-85&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kelper Prime]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Lost to Archenemy&lt;br /&gt;
|86-87&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caudica Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|88-89&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Strayvia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|90-91&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Reroll if not Primitives):&#039;&#039;&#039; A brutal tribal planet ruled by an ever-changing series of tribal warlords the near-constant warfare of Caracas produces violent warriors.&lt;br /&gt;
|Feral&lt;br /&gt;
|91-92&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Morghull]] (Reroll if not Primitives):&#039;&#039;&#039; 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.&lt;br /&gt;
|Feral&lt;br /&gt;
|93-94&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|95-96&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll thrice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|96-97&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Out-Sector:&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|98-99&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terran:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abhuman Auxilia Home World ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Abhuman Auxilia Home World&lt;br /&gt;
!Type&lt;br /&gt;
!d100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Bachian IV]] (Beastmen - Myriad):&#039;&#039;&#039; 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.&lt;br /&gt;
|Mining&lt;br /&gt;
|1-20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Beastmen – Avian):&#039;&#039;&#039; The avian Ekkara are utilized as scouts for their rapid movement and incredible vision, serving as spotters for guard Snipers and Artillery.&lt;br /&gt;
|Feral&lt;br /&gt;
|21-40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]] (Beastmen – Amphibians):&#039;&#039;&#039; The disturbing amphibious Dwellers are stealthy unsettling creatures well adapted for amphibious commando duties. &lt;br /&gt;
|Imperial&lt;br /&gt;
|41-60&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Shadowglow]] (Raivans):&#039;&#039;&#039; 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.&lt;br /&gt;
|Death&lt;br /&gt;
|61-80&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Void Born (Squats &amp;amp; Others):&#039;&#039;&#039; The stocky squats are transient workers who hail from the galactic core, but other abhumans can be found living in void enclaves.&lt;br /&gt;
|Void&lt;br /&gt;
|81-99&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table):&#039;&#039;&#039; It is incredibly rare for two abhuman cultures to be combined in one auxilia regiment but it might happen.&lt;br /&gt;
|&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Tactical Information ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Regiment Type ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regiment Type &lt;br /&gt;
|-&lt;br /&gt;
|1-16&lt;br /&gt;
|&#039;&#039;&#039;Line Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-32&lt;br /&gt;
|&#039;&#039;&#039;Light Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-40&lt;br /&gt;
|&#039;&#039;&#039;Mechanized Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-48&lt;br /&gt;
|&#039;&#039;&#039;Drop Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-56&lt;br /&gt;
|&#039;&#039;&#039;Amphibious Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-64&lt;br /&gt;
|&#039;&#039;&#039;Airborne Regiment:&#039;&#039;&#039; The regiment is carried into battle by airborne transports such as the Valkyrie deploying into the thick of battle with air support.&lt;br /&gt;
|-&lt;br /&gt;
|65-72&lt;br /&gt;
|&#039;&#039;&#039;Armored Fist Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Regiment:&#039;&#039;&#039; This regiment includes little to no infantry, instead it specialises in the use of artillery engines such as the Earthshaker gun.&lt;br /&gt;
|-&lt;br /&gt;
|81-88&lt;br /&gt;
|&#039;&#039;&#039;Siege Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-96&lt;br /&gt;
|&#039;&#039;&#039;Reconnaissance Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-98&lt;br /&gt;
|&#039;&#039;&#039;Grenadiers:&#039;&#039;&#039; The Regiment favours heavily armoured troops in body-encasing armour, individual troopers are more resilient but it can be slow moving without support.&lt;br /&gt;
|-&lt;br /&gt;
|99-100&lt;br /&gt;
|&#039;&#039;&#039;Rough Rider Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
==== Regimental Doctrine ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Doctrine&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Abundant Resources:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Bred for War:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Chemtroopers:&#039;&#039;&#039; The regiment uses chems and combat drugs to enhance its troops in battle.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Chemical Warfare:&#039;&#039;&#039; The regiment specialises in the use of toxins and poisons as part of its standard methods of war.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Close Quarters Battle:&#039;&#039;&#039; Fighting either with close-ranged weapons, or in melee, the Regiment specialises in being up front and personal with their foes.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Counter Insurgent Tactics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Chosen Enemy (As ‘Regimental Foe’ table):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;Favoured Terrain (Pick Type):&#039;&#039;&#039; The regiment is especially specialised in fighting in a particular terrain, usually matching that of their homeworld.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Favoured Weapons (Pick Type):&#039;&#039;&#039; The regiment is specialised in the use of a particular piece of equipment or weapon, and has an abundance of these weapons.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Guerrillas:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Infiltrators:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;Iron Discipline:&#039;&#039;&#039; This regiment does not break, it does not buckle, it fears its Commanders, Commissars or simply the God Emperor more than the enemy.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Lightning Strike:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Monster Hunters:&#039;&#039;&#039; Raised on worlds with or experienced in fighting monstrous alien beasts this regiment is specialised in taking down monsters far larger than a human.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Scum and Villainy:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;Tank Hunters:&#039;&#039;&#039; This regiment is specialised in taking out the armoured vehicles of the Dark Millennium, it possesses specialised training and equipment to handle such situations.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Terror Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;The Finest Tutors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Trench Fighters:&#039;&#039;&#039; This regiment is used to the grim realities of fighting in the trenches, the bitter misery, the grinding losses, the claustrophobia.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Untempered Zeal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Sharpshooters:&#039;&#039;&#039; This regiment drills heavily with their ranged weapons, prizing snipers and marksmen above all else.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Fit to Fight:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Ave Mechanicum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Soldier First:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Mission Focused:&#039;&#039;&#039; 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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Regimental Support ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Support&lt;br /&gt;
|-&lt;br /&gt;
|1-12&lt;br /&gt;
|&#039;&#039;&#039;Commissariat Supervision:&#039;&#039;&#039; Either though historical distrust or close ties to the Officio Praefectus, this regiment has an increased presence of Commissars amongst its ranks to maintain discipline.&lt;br /&gt;
|-&lt;br /&gt;
|13-24&lt;br /&gt;
|&#039;&#039;&#039;Ministorum Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-42&lt;br /&gt;
|&#039;&#039;&#039;Anti-Infantry Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|43-48&lt;br /&gt;
|&#039;&#039;&#039;Anti-Armour Heavy Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-54&lt;br /&gt;
|&#039;&#039;&#039;Sniper Teams:&#039;&#039;&#039; This regiment has specialised teams armed with sniper weapons that target foes from a distance.&lt;br /&gt;
|-&lt;br /&gt;
|55-60&lt;br /&gt;
|&#039;&#039;&#039;Engineer/Sapper Squads (Reroll if Siege Regiment):&#039;&#039;&#039; The regiment is backed by teams of skilled engineers armed with siege drills, mole mortars, mines, barbed wire and detpacks. Either defensively or offensively against emplacements it is well equipped.  &lt;br /&gt;
|-&lt;br /&gt;
|61-66&lt;br /&gt;
|&#039;&#039;&#039;Sentinel Units:&#039;&#039;&#039; This regiment is backed by Sentinel-class walkers that act as scouts and fast-moving firing platforms.&lt;br /&gt;
|-&lt;br /&gt;
|67-72&lt;br /&gt;
|&#039;&#039;&#039;Light Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Heavy Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; This regiment is supported by units of heavy armour such as the Leman Russ pattern tanks or locally made MBTs.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Support (Reroll if Artillery Regiment):&#039;&#039;&#039; This regiment is supported by artillery units such as the Earthshaker gun, or other locally made artillery.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Air Support (Reroll if Airborne):&#039;&#039;&#039; This regiment enjoys a close relationship with the Imperial Navy and can rely on aerial support for its operations.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Mechanicus Support:&#039;&#039;&#039; This regiment enjoys a close bond with the Adeptus Mechanicus, it enjoys better maintenance on it’s weaponry, or perhaps heavy augmentation amongst its troops.&lt;br /&gt;
|-&lt;br /&gt;
|89-90&lt;br /&gt;
|&#039;&#039;&#039;Beast Handler Support:&#039;&#039;&#039; This regiment possesses a pool of tame unridden beasts, perhaps xenoforms, or canids, that support it in war in some form or another.&lt;br /&gt;
|-&lt;br /&gt;
|91-93&lt;br /&gt;
|&#039;&#039;&#039;Psyker Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|94-96&lt;br /&gt;
|&#039;&#039;&#039;Militarum Tempestus Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Unique Equipment:&#039;&#039;&#039; Roll on the Special Equipment Table instead&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Special Equipment ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Special Equipment - Only roll if rolled on Regimental Support or Regiment is Well Supplied&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Unique Firearm Pattern:&#039;&#039;&#039; This regiment possesses a unique firearm pattern as part of its standard equipment, such as the Hellgun or the multi-barrel repeater shotgun.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;Unique Melee Weapon:&#039;&#039;&#039; 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 &lt;br /&gt;
canon.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Unique Armour Pattern:&#039;&#039;&#039; This regiment possesses a unique style of armour, such as las-reflective scale carapace or some other technological marvel.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Unique Vehicle Pattern:&#039;&#039;&#039; This regiment possesses a unique pattern of vehicle, perhaps locally made on their homeworld, that fits their fighting style. &lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Auspex:&#039;&#039;&#039; This regiment has wide access to auspex scanner technology in some form, such as squad-level preysense goggles or vehicle-mounted auspex.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Comms:&#039;&#039;&#039; This regiment possesses rare communications technology, perhaps for inter-unit communications or offensively in the form of electronic warfare capability.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Exotic Mounts (Reroll if not Rough Riders):&#039;&#039;&#039; This regiment possesses unique riding beasts or machines that are different to the usual lighter-weight beasts or machines used by such units. &lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Exotic Weaponry:&#039;&#039;&#039; This regiments 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. &lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Blessed Relics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Super Heavy Vehicles:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Background Details ====&lt;br /&gt;
&lt;br /&gt;
===== Regimental Flaws =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Flaws&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Cloud of Suspicion:&#039;&#039;&#039; The regiment is dogged by the attention of the Imperial authorities for something that has occured 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Condemned:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Honour Bound:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Dishonoured:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Incompetent Leadership:&#039;&#039;&#039; The Officer cadre of this regiment is either very inexperienced, or so arrogant it doesn’t see its flaws, often occuring in regiments where officers can ‘buy’ ther commission, there is a wide gulf between the ordinary soldiers and the officers.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Regimental Rivalry (Post on the Thread if you roll this):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Scarred by Loss:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;We’ve seen Things:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Prideful:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Scum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Atrocity:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;New Founded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Naval Rivalry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Technophobic:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Divergent Faith:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;The Flesh is Weak:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Overzealous:&#039;&#039;&#039; 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’ &lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;Noble Sponsors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Wavering Morale:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Lax Discipline:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Amalgamated and Unbonded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Exhausted:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Toy Soldiers:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Informal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Hated CO:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===== Regimental Foes =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Foes&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Weeping Eye/Creeping Death:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;The Sovereign Order:&#039;&#039;&#039; This unit has experienced fighting against the well-drilled Archenemy fanatics of the Sovereign Order of the Eight Points the Regency successor forces that have recently arrived in the Sector.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Warp Cults:&#039;&#039;&#039; 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&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Ashen Cults:&#039;&#039;&#039; 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 though their fear.&lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;The Rising Flame:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Pirates:&#039;&#039;&#039; This unit has experience fighting pirates on the various illegal space stations and pirate hideaways dotted around the Prosperitas Sector.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Eldar Raiders:&#039;&#039;&#039; This unit has some experience fighting the grotesque heavily-modified Eldar that form raiding parties alongside the human criminals of the Circle of Thorns.&lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Shavastii:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Mutants or Abhumans:&#039;&#039;&#039; This unit has experienced heavy fighting against mutated humans, usually those who fight alongside the forces of Chaos, or rebellious Abhumans. &lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Orks:&#039;&#039;&#039; This unit has experience fighting the Ork threat on Persephon IV, and is experienced in countering them.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=894</id>
		<title>Prosperitas Regiment Generator</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=894"/>
		<updated>2020-04-03T16:22:42Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Regiment Tactical Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Regiment History ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Regiment Origin&lt;br /&gt;
! d10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tithe Founding:&#039;&#039;&#039; A true regiment of the Imperial Guard raised from the finest stock of a world to the ranks of the Prosperitas Crusade.&lt;br /&gt;
|1-5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039; Uplifted PDF:&#039;&#039;&#039;  A Planetary Defence Force Regiment that was honoured for its service in the defence of its home world by being adopted by the Guard. Often considered lacking by snobbier Imperial Guard units and Officers.&lt;br /&gt;
|6-7&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039; Uplifted Irregulars:&#039;&#039;&#039;  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.&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039; Penal Legion:&#039;&#039;&#039;  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.&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039; Abhuman Auxilla:&#039;&#039;&#039;  Either Squats, Beastmen or Raivans this regiment is made up of Abhuman Auxiliaries and doesn’t count as part of the Loyal One Hundred&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Demographic ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Recruitment Criteria&lt;br /&gt;
!d100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Volunteer:&#039;&#039;&#039; Only the brave (of which there are plenty) join this Regiment.&lt;br /&gt;
|1-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Veterans:&#039;&#039;&#039; Taken from the &amp;quot;best&amp;quot; of the PDF, this Regiment somehow knows less about battle than most.&lt;br /&gt;
|16-25&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warrior tradition:&#039;&#039;&#039; Raised from birth with the expectation of service.&lt;br /&gt;
|26-30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nobility:&#039;&#039;&#039; Bought their right to service for honor and glory.&lt;br /&gt;
|31-35&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pilgrims:&#039;&#039;&#039; They venerate the God-Emperor in his soldier aspect.&lt;br /&gt;
|36-40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Modified:&#039;&#039;&#039; They have been subjected to biological and bionic modifications to make them powerful and dangerous.&lt;br /&gt;
|41-45&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Primitives:&#039;&#039;&#039; All you have to do is teach them which way the gun points.&lt;br /&gt;
|46-50&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lottery:&#039;&#039;&#039; Selection by the God-Emperor&#039;s grace, and a little luck.&lt;br /&gt;
|51-55&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spacers:&#039;&#039;&#039; Born on asteroids, off-world hab-stations, or void craft&lt;br /&gt;
|56-60&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firstborn:&#039;&#039;&#039; Chosen by right of being the eldest child.&lt;br /&gt;
|61-65&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vat-grown:&#039;&#039;&#039; Born of no flesh, forged for war, not clones, but they will never know their parents.&lt;br /&gt;
|66-70&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gangers:&#039;&#039;&#039; They fought each other in the slums, now they fight a true enemy. (If Penal Legion was rolled, this may be taken as default)&lt;br /&gt;
|71-85&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Convicts:&#039;&#039;&#039; Serving their sentence on the front lines, the slime. (Default to this option if Penal Legion)&lt;br /&gt;
|86-95&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Multiple Sources:&#039;&#039;&#039; Roll twice on this chart&lt;br /&gt;
|96-100&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Regiment Homeworld ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Home World&lt;br /&gt;
!Type&lt;br /&gt;
!d100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Amenophis IV]]:&#039;&#039;&#039; A world of vast pyramid-like Hives, the soldiers of this world are often proficient in the local Khopesh sword.&lt;br /&gt;
|Hive&lt;br /&gt;
|1-4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Agrial III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|5-8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Butonia]]:&#039;&#039;&#039; A feudal world recovering from a brutal civil war, the people here are pious and religious, but often under-educated peasants.&lt;br /&gt;
|Feudal&lt;br /&gt;
|9-12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|13-16&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Duroverum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|17-20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Gaudium]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|21-24&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Helaerus III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|25-28&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kuatis]]:&#039;&#039;&#039; 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&lt;br /&gt;
|Imperial&lt;br /&gt;
|29-32&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kirkcud III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|33--36&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kydos]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|37-40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Lerwick]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|41-45&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Letifer Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|50-53&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Lubyanka]] (Reroll if not Penal Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|Penal&lt;br /&gt;
|54-57&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Merewald]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Feudal&lt;br /&gt;
|58-61&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Monacus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|62-65&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Persephon IV]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|66-69&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Polarnus Station]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|70-73&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Vallum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Fortress&lt;br /&gt;
|74-77&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidborn:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|78-81&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Nivalis]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|81-83&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Korimesta]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Wasteland&lt;br /&gt;
|84-85&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kelper Prime]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Lost to Archenemy&lt;br /&gt;
|86-87&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caudica Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|88-89&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Strayvia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|90-91&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Reroll if not Primitives):&#039;&#039;&#039; A brutal tribal planet ruled by an ever-changing series of tribal warlords the near-constant warfare of Caracas produces violent warriors.&lt;br /&gt;
|Feral&lt;br /&gt;
|91-92&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Morghull]] (Reroll if not Primitives):&#039;&#039;&#039; 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.&lt;br /&gt;
|Feral&lt;br /&gt;
|93-94&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|95-96&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll thrice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|96-97&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Out-Sector:&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|98-99&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terran:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abhuman Auxilia Home World ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Abhuman Auxilia Home World&lt;br /&gt;
!Type&lt;br /&gt;
!d100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Bachian IV]] (Beastmen - Myriad):&#039;&#039;&#039; 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.&lt;br /&gt;
|Mining&lt;br /&gt;
|1-20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Beastmen – Avian):&#039;&#039;&#039; The avian Ekkara are utilized as scouts for their rapid movement and incredible vision, serving as spotters for guard Snipers and Artillery.&lt;br /&gt;
|Feral&lt;br /&gt;
|21-40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]] (Beastmen – Amphibians):&#039;&#039;&#039; The disturbing amphibious Dwellers are stealthy unsettling creatures well adapted for amphibious commando duties. &lt;br /&gt;
|Imperial&lt;br /&gt;
|41-60&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Shadowglow]] (Raivans):&#039;&#039;&#039; 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.&lt;br /&gt;
|Death&lt;br /&gt;
|61-80&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Void Born (Squats &amp;amp; Others):&#039;&#039;&#039; The stocky squats are transient workers who hail from the galactic core, but other abhumans can be found living in void enclaves.&lt;br /&gt;
|Void&lt;br /&gt;
|81-99&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table):&#039;&#039;&#039; It is incredibly rare for two abhuman cultures to be combined in one auxilia regiment but it might happen.&lt;br /&gt;
|&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Tactical Information ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Regiment Type ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regiment Type &lt;br /&gt;
|-&lt;br /&gt;
|1-16&lt;br /&gt;
|&#039;&#039;&#039;Line Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-32&lt;br /&gt;
|&#039;&#039;&#039;Light Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-40&lt;br /&gt;
|&#039;&#039;&#039;Mechanized Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-48&lt;br /&gt;
|&#039;&#039;&#039;Drop Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-56&lt;br /&gt;
|&#039;&#039;&#039;Amphibious Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-64&lt;br /&gt;
|&#039;&#039;&#039;Airborne Regiment:&#039;&#039;&#039; The regiment is carried into battle by airborne transports such as the Valkyrie deploying into the thick of battle with air support.&lt;br /&gt;
|-&lt;br /&gt;
|65-72&lt;br /&gt;
|&#039;&#039;&#039;Armored Fist Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Regiment:&#039;&#039;&#039; This regiment includes little to no infantry, instead it specialises in the use of artillery engines such as the Earthshaker gun.&lt;br /&gt;
|-&lt;br /&gt;
|81-88&lt;br /&gt;
|&#039;&#039;&#039;Siege Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-96&lt;br /&gt;
|&#039;&#039;&#039;Reconnaissance Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-98&lt;br /&gt;
|&#039;&#039;&#039;Grenadiers:&#039;&#039;&#039; The Regiment favours heavily armoured troops in body-encasing armour, individual troopers are more resilient but it can be slow moving without support.&lt;br /&gt;
|-&lt;br /&gt;
|99-100&lt;br /&gt;
|&#039;&#039;&#039;Rough Rider Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
==== Regimental Doctrine ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Doctrine&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Abundant Resources:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Bred for War:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Chemtroopers:&#039;&#039;&#039; The regiment uses chems and combat drugs to enhance its troops in battle.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Chemical Warfare:&#039;&#039;&#039; The regiment specialises in the use of toxins and poisons as part of its standard methods of war.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Close Quarters Battle:&#039;&#039;&#039; Fighting either with close-ranged weapons, or in melee, the Regiment specialises in being up front and personal with their foes.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Counter Insurgent Tactics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Chosen Enemy (As ‘Regimental Foe’ table):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;Favoured Terrain (Pick Type):&#039;&#039;&#039; The regiment is especially specialised in fighting in a particular terrain, usually matching that of their homeworld.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Favoured Weapons (Pick Type):&#039;&#039;&#039; The regiment is specialised in the use of a particular piece of equipment or weapon, and has an abundance of these weapons.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Guerrillas:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Infiltrators:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;Iron Discipline:&#039;&#039;&#039; This regiment does not break, it does not buckle, it fears its Commanders, Commissars or simply the God Emperor more than the enemy.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Lightning Strike:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Monster Hunters:&#039;&#039;&#039; Raised on worlds with or experienced in fighting monstrous alien beasts this regiment is specialised in taking down monsters far larger than a human.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Scum and Villainy:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;Tank Hunters:&#039;&#039;&#039; This regiment is specialised in taking out the armoured vehicles of the Dark Millennium, it possesses specialised training and equipment to handle such situations.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Terror Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;The Finest Tutors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Trench Fighters:&#039;&#039;&#039; This regiment is used to the grim realities of fighting in the trenches, the bitter misery, the grinding losses, the claustrophobia.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Untempered Zeal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Sharpshooters:&#039;&#039;&#039; This regiment drills heavily with their ranged weapons, prizing snipers and marksmen above all else.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Fit to Fight:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Ave Mechanicum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Soldier First:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Mission Focused:&#039;&#039;&#039; 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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Regimental Support ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Support&lt;br /&gt;
|-&lt;br /&gt;
|1-12&lt;br /&gt;
|&#039;&#039;&#039;Commissariat Supervision:&#039;&#039;&#039; Either though historical distrust or close ties to the Officio Praefectus, this regiment has an increased presence of Commissars amongst its ranks to maintain discipline.&lt;br /&gt;
|-&lt;br /&gt;
|13-24&lt;br /&gt;
|&#039;&#039;&#039;Ministorum Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-42&lt;br /&gt;
|&#039;&#039;&#039;Anti-Infantry Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|43-48&lt;br /&gt;
|&#039;&#039;&#039;Anti-Armour Heavy Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-54&lt;br /&gt;
|&#039;&#039;&#039;Sniper Teams:&#039;&#039;&#039; This regiment has specialised teams armed with sniper weapons that target foes from a distance.&lt;br /&gt;
|-&lt;br /&gt;
|55-60&lt;br /&gt;
|&#039;&#039;&#039;Engineer/Sapper Squads (Reroll if Siege Regiment):&#039;&#039;&#039; The regiment is backed by teams of skilled engineers armed with siege drills, mole mortars, mines, barbed wire and detpacks. Either defensively or offensively against emplacements it is well equipped.  &lt;br /&gt;
|-&lt;br /&gt;
|61-66&lt;br /&gt;
|&#039;&#039;&#039;Sentinel Units:&#039;&#039;&#039; This regiment is backed by Sentinel-class walkers that act as scouts and fast-moving firing platforms.&lt;br /&gt;
|-&lt;br /&gt;
|67-72&lt;br /&gt;
|&#039;&#039;&#039;Light Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Heavy Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; This regiment is supported by units of heavy armour such as the Leman Russ pattern tanks or locally made MBTs.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Support (Reroll if Artillery Regiment):&#039;&#039;&#039; This regiment is supported by artillery units such as the Earthshaker gun, or other locally made artillery.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Air Support (Reroll if Airborne):&#039;&#039;&#039; This regiment enjoys a close relationship with the Imperial Navy and can rely on aerial support for its operations.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Mechanicus Support:&#039;&#039;&#039; This regiment enjoys a close bond with the Adeptus Mechanicus, it enjoys better maintenance on it’s weaponry, or perhaps heavy augmentation amongst its troops.&lt;br /&gt;
|-&lt;br /&gt;
|89-90&lt;br /&gt;
|&#039;&#039;&#039;Beast Handler Support:&#039;&#039;&#039; This regiment possesses a pool of tame unridden beasts, perhaps xenoforms, or canids, that support it in war in some form or another.&lt;br /&gt;
|-&lt;br /&gt;
|91-93&lt;br /&gt;
|&#039;&#039;&#039;Psyker Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|94-96&lt;br /&gt;
|&#039;&#039;&#039;Militarum Tempestus Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Unique Equipment:&#039;&#039;&#039; Roll on the Special Equipment Table instead&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Special Equipment ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Special Equipment - Only roll if rolled on Regimental Support or Regiment is Well Supplied&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Unique Firearm Pattern:&#039;&#039;&#039; This regiment possesses a unique firearm pattern as part of its standard equipment, such as the Hellgun or the multi-barrel repeater shotgun.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;Unique Melee Weapon:&#039;&#039;&#039; 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 &lt;br /&gt;
canon.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Unique Armour Pattern:&#039;&#039;&#039; This regiment possesses a unique style of armour, such as las-reflective scale carapace or some other technological marvel.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Unique Vehicle Pattern:&#039;&#039;&#039; This regiment possesses a unique pattern of vehicle, perhaps locally made on their homeworld, that fits their fighting style. &lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Auspex:&#039;&#039;&#039; This regiment has wide access to auspex scanner technology in some form, such as squad-level preysense goggles or vehicle-mounted auspex.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Comms:&#039;&#039;&#039; This regiment possesses rare communications technology, perhaps for inter-unit communications or offensively in the form of electronic warfare capability.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Exotic Mounts (Reroll if not Rough Riders):&#039;&#039;&#039; This regiment possesses unique riding beasts or machines that are different to the usual lighter-weight beasts or machines used by such units. &lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Exotic Weaponry:&#039;&#039;&#039; This regiments 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. &lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Blessed Relics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Super Heavy Vehicles:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Background Details ====&lt;br /&gt;
&lt;br /&gt;
===== Regimental Flaws =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Flaws&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Cloud of Suspicion:&#039;&#039;&#039; The regiment is dogged by the attention of the Imperial authorities for something that has occured 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Condemned:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Honour Bound:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Dishonoured:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Incompetent Leadership:&#039;&#039;&#039; The Officer cadre of this regiment is either very inexperienced, or so arrogant it doesn’t see its flaws, often occuring in regiments where officers can ‘buy’ ther commission, there is a wide gulf between the ordinary soldiers and the officers.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Regimental Rivalry (Post on the Thread if you roll this):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Scarred by Loss:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;We’ve seen Things:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Prideful:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Scum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Atrocity:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;New Founded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Naval Rivalry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Technophobic:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Divergent Faith:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;The Flesh is Weak:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Overzealous:&#039;&#039;&#039; 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’ &lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;Noble Sponsors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Wavering Morale:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Lax Discipline:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Amalgamated and Unbonded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Exhausted:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Toy Soldiers:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Informal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Hated CO:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===== Regimental Foes =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Foes&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Weeping Eye/Creeping Death:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;The Sovereign Order:&#039;&#039;&#039; This unit has experienced fighting against the well-drilled Archenemy fanatics of the Sovereign Order of the Eight Points the Regency successor forces that have recently arrived in the Sector.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Warp Cults:&#039;&#039;&#039; 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&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Ashen Cults:&#039;&#039;&#039; 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 though their fear.&lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;The Rising Flame:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Pirates:&#039;&#039;&#039; This unit has experience fighting pirates on the various illegal space stations and pirate hideaways dotted around the Prosperitas Sector.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Eldar Raiders:&#039;&#039;&#039; This unit has some experience fighting the grotesque heavily-modified Eldar that form raiding parties alongside the human criminals of the Circle of Thorns.&lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Shavastii:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Mutants or Abhumans:&#039;&#039;&#039; This unit has experienced heavy fighting against mutated humans, usually those who fight alongside the forces of Chaos, or rebellious Abhumans. &lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Orks:&#039;&#039;&#039; This unit has experience fighting the Ork threat on Persephon IV, and is experienced in countering them.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=893</id>
		<title>Prosperitas Regiment Generator</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Regiment_Generator&amp;diff=893"/>
		<updated>2020-04-03T16:19:15Z</updated>

		<summary type="html">&lt;p&gt;Malselene: /* Regiment Tactical Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Regiment History ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Regiment Origin&lt;br /&gt;
! d10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tithe Founding:&#039;&#039;&#039; A true regiment of the Imperial Guard raised from the finest stock of a world to the ranks of the Prosperitas Crusade.&lt;br /&gt;
|1-5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039; Uplifted PDF:&#039;&#039;&#039;  A Planetary Defence Force Regiment that was honoured for its service in the defence of its home world by being adopted by the Guard. Often considered lacking by snobbier Imperial Guard units and Officers.&lt;br /&gt;
|6-7&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039; Uplifted Irregulars:&#039;&#039;&#039;  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.&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039; Penal Legion:&#039;&#039;&#039;  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.&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039; Abhuman Auxilla:&#039;&#039;&#039;  Either Squats, Beastmen or Raivans this regiment is made up of Abhuman Auxiliaries and doesn’t count as part of the Loyal One Hundred&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Demographic ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Recruitment Criteria&lt;br /&gt;
!d100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Volunteer:&#039;&#039;&#039; Only the brave (of which there are plenty) join this Regiment.&lt;br /&gt;
|1-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Veterans:&#039;&#039;&#039; Taken from the &amp;quot;best&amp;quot; of the PDF, this Regiment somehow knows less about battle than most.&lt;br /&gt;
|16-25&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warrior tradition:&#039;&#039;&#039; Raised from birth with the expectation of service.&lt;br /&gt;
|26-30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nobility:&#039;&#039;&#039; Bought their right to service for honor and glory.&lt;br /&gt;
|31-35&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pilgrims:&#039;&#039;&#039; They venerate the God-Emperor in his soldier aspect.&lt;br /&gt;
|36-40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Modified:&#039;&#039;&#039; They have been subjected to biological and bionic modifications to make them powerful and dangerous.&lt;br /&gt;
|41-45&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Primitives:&#039;&#039;&#039; All you have to do is teach them which way the gun points.&lt;br /&gt;
|46-50&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lottery:&#039;&#039;&#039; Selection by the God-Emperor&#039;s grace, and a little luck.&lt;br /&gt;
|51-55&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spacers:&#039;&#039;&#039; Born on asteroids, off-world hab-stations, or void craft&lt;br /&gt;
|56-60&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firstborn:&#039;&#039;&#039; Chosen by right of being the eldest child.&lt;br /&gt;
|61-65&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vat-grown:&#039;&#039;&#039; Born of no flesh, forged for war, not clones, but they will never know their parents.&lt;br /&gt;
|66-70&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gangers:&#039;&#039;&#039; They fought each other in the slums, now they fight a true enemy. (If Penal Legion was rolled, this may be taken as default)&lt;br /&gt;
|71-85&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Convicts:&#039;&#039;&#039; Serving their sentence on the front lines, the slime. (Default to this option if Penal Legion)&lt;br /&gt;
|86-95&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Multiple Sources:&#039;&#039;&#039; Roll twice on this chart&lt;br /&gt;
|96-100&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Regiment Homeworld ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Home World&lt;br /&gt;
!Type&lt;br /&gt;
!d100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Amenophis IV]]:&#039;&#039;&#039; A world of vast pyramid-like Hives, the soldiers of this world are often proficient in the local Khopesh sword.&lt;br /&gt;
|Hive&lt;br /&gt;
|1-4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Agrial III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|5-8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Butonia]]:&#039;&#039;&#039; A feudal world recovering from a brutal civil war, the people here are pious and religious, but often under-educated peasants.&lt;br /&gt;
|Feudal&lt;br /&gt;
|9-12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|13-16&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Duroverum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|17-20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Gaudium]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|21-24&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Helaerus III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|25-28&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kuatis]]:&#039;&#039;&#039; 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&lt;br /&gt;
|Imperial&lt;br /&gt;
|29-32&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kirkcud III]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|33--36&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kydos]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|37-40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Lerwick]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Imperial&lt;br /&gt;
|41-45&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Letifer Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|50-53&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Lubyanka]] (Reroll if not Penal Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|Penal&lt;br /&gt;
|54-57&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Merewald]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Feudal&lt;br /&gt;
|58-61&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Monacus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|62-65&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Persephon IV]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Agri&lt;br /&gt;
|66-69&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Polarnus Station]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|70-73&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Vallum]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Fortress&lt;br /&gt;
|74-77&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidborn:&#039;&#039;&#039; 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.&lt;br /&gt;
|Void&lt;br /&gt;
|78-81&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Nivalis]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Shrine&lt;br /&gt;
|81-83&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Korimesta]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Wasteland&lt;br /&gt;
|84-85&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Kelper Prime]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Lost to Archenemy&lt;br /&gt;
|86-87&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caudica Secundus]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|88-89&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Strayvia]]:&#039;&#039;&#039; 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.&lt;br /&gt;
|Dead&lt;br /&gt;
|90-91&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Reroll if not Primitives):&#039;&#039;&#039; A brutal tribal planet ruled by an ever-changing series of tribal warlords the near-constant warfare of Caracas produces violent warriors.&lt;br /&gt;
|Feral&lt;br /&gt;
|91-92&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Morghull]] (Reroll if not Primitives):&#039;&#039;&#039; 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.&lt;br /&gt;
|Feral&lt;br /&gt;
|93-94&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|95-96&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll thrice on table re-roll if you get a ‘Combined’ result):&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|96-97&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Out-Sector:&#039;&#039;&#039; 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.&lt;br /&gt;
|&lt;br /&gt;
|98-99&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terran:&#039;&#039;&#039; 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.&lt;br /&gt;
|Hive&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abhuman Auxilia Home World ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Abhuman Auxilia Home World&lt;br /&gt;
!Type&lt;br /&gt;
!d100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Bachian IV]] (Beastmen - Myriad):&#039;&#039;&#039; 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.&lt;br /&gt;
|Mining&lt;br /&gt;
|1-20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Caracas]] (Beastmen – Avian):&#039;&#039;&#039; The avian Ekkara are utilized as scouts for their rapid movement and incredible vision, serving as spotters for guard Snipers and Artillery.&lt;br /&gt;
|Feral&lt;br /&gt;
|21-40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Carthusia]] (Beastmen – Amphibians):&#039;&#039;&#039; The disturbing amphibious Dwellers are stealthy unsettling creatures well adapted for amphibious commando duties. &lt;br /&gt;
|Imperial&lt;br /&gt;
|41-60&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Shadowglow]] (Raivans):&#039;&#039;&#039; 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.&lt;br /&gt;
|Death&lt;br /&gt;
|61-80&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Void Born (Squats &amp;amp; Others):&#039;&#039;&#039; The stocky squats are transient workers who hail from the galactic core, but other abhumans can be found living in void enclaves.&lt;br /&gt;
|Void&lt;br /&gt;
|81-99&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combined (Roll twice on table):&#039;&#039;&#039; It is incredibly rare for two abhuman cultures to be combined in one auxilia regiment but it might happen.&lt;br /&gt;
|&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regiment Tactical Information ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regiment Type &lt;br /&gt;
|-&lt;br /&gt;
|1-16&lt;br /&gt;
|&#039;&#039;&#039;Line Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-32&lt;br /&gt;
|&#039;&#039;&#039;Light Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-40&lt;br /&gt;
|&#039;&#039;&#039;Mechanized Infantry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-48&lt;br /&gt;
|&#039;&#039;&#039;Drop Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-56&lt;br /&gt;
|&#039;&#039;&#039;Amphibious Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-64&lt;br /&gt;
|&#039;&#039;&#039;Airborne Regiment:&#039;&#039;&#039; The regiment is carried into battle by airborne transports such as the Valkyrie deploying into the thick of battle with air support.&lt;br /&gt;
|-&lt;br /&gt;
|65-72&lt;br /&gt;
|&#039;&#039;&#039;Armored Fist Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Regiment:&#039;&#039;&#039; This regiment includes little to no infantry, instead it specialises in the use of artillery engines such as the Earthshaker gun.&lt;br /&gt;
|-&lt;br /&gt;
|81-88&lt;br /&gt;
|&#039;&#039;&#039;Siege Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-96&lt;br /&gt;
|&#039;&#039;&#039;Reconnaissance Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-98&lt;br /&gt;
|&#039;&#039;&#039;Grenadiers:&#039;&#039;&#039; The Regiment favours heavily armoured troops in body-encasing armour, individual troopers are more resilient but it can be slow moving without support.&lt;br /&gt;
|-&lt;br /&gt;
|99-100&lt;br /&gt;
|&#039;&#039;&#039;Rough Rider Regiment:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Doctrine&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Abundant Resources:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Bred for War:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Chemtroopers:&#039;&#039;&#039; The regiment uses chems and combat drugs to enhance its troops in battle.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Chemical Warfare:&#039;&#039;&#039; The regiment specialises in the use of toxins and poisons as part of its standard methods of war.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Close Quarters Battle:&#039;&#039;&#039; Fighting either with close-ranged weapons, or in melee, the Regiment specialises in being up front and personal with their foes.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Counter Insurgent Tactics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Chosen Enemy (As ‘Regimental Foe’ table):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;Favoured Terrain (Pick Type):&#039;&#039;&#039; The regiment is especially specialised in fighting in a particular terrain, usually matching that of their homeworld.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Favoured Weapons (Pick Type):&#039;&#039;&#039; The regiment is specialised in the use of a particular piece of equipment or weapon, and has an abundance of these weapons.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Guerrillas:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Infiltrators:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;Iron Discipline:&#039;&#039;&#039; This regiment does not break, it does not buckle, it fears its Commanders, Commissars or simply the God Emperor more than the enemy.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Lightning Strike:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Monster Hunters:&#039;&#039;&#039; Raised on worlds with or experienced in fighting monstrous alien beasts this regiment is specialised in taking down monsters far larger than a human.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Scum and Villainy:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;Tank Hunters:&#039;&#039;&#039; This regiment is specialised in taking out the armoured vehicles of the Dark Millennium, it possesses specialised training and equipment to handle such situations.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Terror Troops:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;The Finest Tutors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Trench Fighters:&#039;&#039;&#039; This regiment is used to the grim realities of fighting in the trenches, the bitter misery, the grinding losses, the claustrophobia.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Untempered Zeal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Sharpshooters:&#039;&#039;&#039; This regiment drills heavily with their ranged weapons, prizing snipers and marksmen above all else.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Fit to Fight:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Ave Mechanicum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Soldier First:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Mission Focused:&#039;&#039;&#039; 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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Support&lt;br /&gt;
|-&lt;br /&gt;
|1-12&lt;br /&gt;
|&#039;&#039;&#039;Commissariat Supervision:&#039;&#039;&#039; Either though historical distrust or close ties to the Officio Praefectus, this regiment has an increased presence of Commissars amongst its ranks to maintain discipline.&lt;br /&gt;
|-&lt;br /&gt;
|13-24&lt;br /&gt;
|&#039;&#039;&#039;Ministorum Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-42&lt;br /&gt;
|&#039;&#039;&#039;Anti-Infantry Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|43-48&lt;br /&gt;
|&#039;&#039;&#039;Anti-Armour Heavy Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-54&lt;br /&gt;
|&#039;&#039;&#039;Sniper Teams:&#039;&#039;&#039; This regiment has specialised teams armed with sniper weapons that target foes from a distance.&lt;br /&gt;
|-&lt;br /&gt;
|55-60&lt;br /&gt;
|&#039;&#039;&#039;Engineer/Sapper Squads (Reroll if Siege Regiment):&#039;&#039;&#039; The regiment is backed by teams of skilled engineers armed with siege drills, mole mortars, mines, barbed wire and detpacks. Either defensively or offensively against emplacements it is well equipped.  &lt;br /&gt;
|-&lt;br /&gt;
|61-66&lt;br /&gt;
|&#039;&#039;&#039;Sentinel Units:&#039;&#039;&#039; This regiment is backed by Sentinel-class walkers that act as scouts and fast-moving firing platforms.&lt;br /&gt;
|-&lt;br /&gt;
|67-72&lt;br /&gt;
|&#039;&#039;&#039;Light Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Heavy Armoured Support (Reroll if Armoured Regiment):&#039;&#039;&#039; This regiment is supported by units of heavy armour such as the Leman Russ pattern tanks or locally made MBTs.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Artillery Support (Reroll if Artillery Regiment):&#039;&#039;&#039; This regiment is supported by artillery units such as the Earthshaker gun, or other locally made artillery.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Air Support (Reroll if Airborne):&#039;&#039;&#039; This regiment enjoys a close relationship with the Imperial Navy and can rely on aerial support for its operations.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Mechanicus Support:&#039;&#039;&#039; This regiment enjoys a close bond with the Adeptus Mechanicus, it enjoys better maintenance on it’s weaponry, or perhaps heavy augmentation amongst its troops.&lt;br /&gt;
|-&lt;br /&gt;
|89-90&lt;br /&gt;
|&#039;&#039;&#039;Beast Handler Support:&#039;&#039;&#039; This regiment possesses a pool of tame unridden beasts, perhaps xenoforms, or canids, that support it in war in some form or another.&lt;br /&gt;
|-&lt;br /&gt;
|91-93&lt;br /&gt;
|&#039;&#039;&#039;Psyker Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|94-96&lt;br /&gt;
|&#039;&#039;&#039;Militarum Tempestus Support:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Unique Equipment:&#039;&#039;&#039; Roll on the Special Equipment Table instead&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Special Equipment - Only roll if rolled on Regimental Support or Regiment is Well Supplied&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Unique Firearm Pattern:&#039;&#039;&#039; This regiment possesses a unique firearm pattern as part of its standard equipment, such as the Hellgun or the multi-barrel repeater shotgun.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;Unique Melee Weapon:&#039;&#039;&#039; 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 &lt;br /&gt;
canon.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Unique Armour Pattern:&#039;&#039;&#039; This regiment possesses a unique style of armour, such as las-reflective scale carapace or some other technological marvel.&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Unique Vehicle Pattern:&#039;&#039;&#039; This regiment possesses a unique pattern of vehicle, perhaps locally made on their homeworld, that fits their fighting style. &lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Auspex:&#039;&#039;&#039; This regiment has wide access to auspex scanner technology in some form, such as squad-level preysense goggles or vehicle-mounted auspex.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Enhanced Comms:&#039;&#039;&#039; This regiment possesses rare communications technology, perhaps for inter-unit communications or offensively in the form of electronic warfare capability.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Exotic Mounts (Reroll if not Rough Riders):&#039;&#039;&#039; This regiment possesses unique riding beasts or machines that are different to the usual lighter-weight beasts or machines used by such units. &lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Exotic Weaponry:&#039;&#039;&#039; This regiments 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. &lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Blessed Relics:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Super Heavy Vehicles:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Background Details ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Flaws&lt;br /&gt;
|-&lt;br /&gt;
|1-4&lt;br /&gt;
|&#039;&#039;&#039;Cloud of Suspicion:&#039;&#039;&#039; The regiment is dogged by the attention of the Imperial authorities for something that has occured 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.&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|&#039;&#039;&#039;Condemned:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|&#039;&#039;&#039;Honour Bound:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|13-16&lt;br /&gt;
|&#039;&#039;&#039;Dishonoured:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|&#039;&#039;&#039;Incompetent Leadership:&#039;&#039;&#039; The Officer cadre of this regiment is either very inexperienced, or so arrogant it doesn’t see its flaws, often occuring in regiments where officers can ‘buy’ ther commission, there is a wide gulf between the ordinary soldiers and the officers.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|&#039;&#039;&#039;Regimental Rivalry (Post on the Thread if you roll this):&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|25-28&lt;br /&gt;
|&#039;&#039;&#039;Scarred by Loss:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|&#039;&#039;&#039;We’ve seen Things:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|&#039;&#039;&#039;Prideful:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|&#039;&#039;&#039;Scum:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|&#039;&#039;&#039;Atrocity:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|45-48&lt;br /&gt;
|&#039;&#039;&#039;New Founded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|49-52&lt;br /&gt;
|&#039;&#039;&#039;Naval Rivalry:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|53-56&lt;br /&gt;
|&#039;&#039;&#039;Technophobic:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|57-60&lt;br /&gt;
|&#039;&#039;&#039;Divergent Faith:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|61-64&lt;br /&gt;
|&#039;&#039;&#039;The Flesh is Weak:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|&#039;&#039;&#039;Overzealous:&#039;&#039;&#039; 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’ &lt;br /&gt;
|-&lt;br /&gt;
|69-72&lt;br /&gt;
|&#039;&#039;&#039;Noble Sponsors:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|73-76&lt;br /&gt;
|&#039;&#039;&#039;Wavering Morale:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|77-80&lt;br /&gt;
|&#039;&#039;&#039;Lax Discipline:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-84&lt;br /&gt;
|&#039;&#039;&#039;Amalgamated and Unbonded:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|85-88&lt;br /&gt;
|&#039;&#039;&#039;Exhausted:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|89-92&lt;br /&gt;
|&#039;&#039;&#039;Toy Soldiers:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|93-96&lt;br /&gt;
|&#039;&#039;&#039;Informal:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|97-100&lt;br /&gt;
|&#039;&#039;&#039;Hated CO:&#039;&#039;&#039; 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.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 45pt;&amp;quot; |d100&lt;br /&gt;
!Regimental Foes&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|&#039;&#039;&#039;Weeping Eye/Creeping Death:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|&#039;&#039;&#039;The Sovereign Order:&#039;&#039;&#039; This unit has experienced fighting against the well-drilled Archenemy fanatics of the Sovereign Order of the Eight Points the Regency successor forces that have recently arrived in the Sector.&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|&#039;&#039;&#039;Warp Cults:&#039;&#039;&#039; 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&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|&#039;&#039;&#039;Ashen Cults:&#039;&#039;&#039; 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 though their fear.&lt;br /&gt;
|-&lt;br /&gt;
|41-50&lt;br /&gt;
|&#039;&#039;&#039;The Rising Flame:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|51-60&lt;br /&gt;
|&#039;&#039;&#039;Pirates:&#039;&#039;&#039; This unit has experience fighting pirates on the various illegal space stations and pirate hideaways dotted around the Prosperitas Sector.&lt;br /&gt;
|-&lt;br /&gt;
|61-70&lt;br /&gt;
|&#039;&#039;&#039;Eldar Raiders:&#039;&#039;&#039; This unit has some experience fighting the grotesque heavily-modified Eldar that form raiding parties alongside the human criminals of the Circle of Thorns.&lt;br /&gt;
|-&lt;br /&gt;
|71-80&lt;br /&gt;
|&#039;&#039;&#039;Shavastii:&#039;&#039;&#039; 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.&lt;br /&gt;
|-&lt;br /&gt;
|81-90&lt;br /&gt;
|&#039;&#039;&#039;Mutants or Abhumans:&#039;&#039;&#039; This unit has experienced heavy fighting against mutated humans, usually those who fight alongside the forces of Chaos, or rebellious Abhumans. &lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|&#039;&#039;&#039;Orks:&#039;&#039;&#039; This unit has experience fighting the Ork threat on Persephon IV, and is experienced in countering them.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Imperial_Guard_Regiments_of_the_Loyal_One_Hundred&amp;diff=884</id>
		<title>Imperial Guard Regiments of the Loyal One Hundred</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Imperial_Guard_Regiments_of_the_Loyal_One_Hundred&amp;diff=884"/>
		<updated>2020-04-03T13:43:47Z</updated>

		<summary type="html">&lt;p&gt;Malselene: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Imperial Guard, are the ground forces of the Imperium of Humanity. Countless billions of soldiers from every planet of the Imperium fight and die on thousands of worlds across the galaxy, often hundreds of light-years from home. Life in the Guard is bloody, gritty, work, few survive service as they fight for the very survival of Humanity against the Imperium’s foes.&lt;br /&gt;
&lt;br /&gt;
=== Five Things To Note About the Imperial Guard ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are Humanity’s Fighting Elite.&#039;&#039;&#039; While it is easy to think of the Guard as being used as cannon fodder by uncaring Imperial commanders, and it is true that they are simply -numbers- to many. The majority of Imperial Guard represent the cream of the crop of humanity’s fighting forces and while the vast majority are basically-equipped infanteers or armoured units – there are several elite regiments focused on stealth and special operations&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are diverse.&#039;&#039;&#039; While all fall under the banner of the Guard, each Regiment’s traditions, command structure, equipment and ranks are unique. Rank across different Regiments is a difficult and delicate business to work out, and even the size of a Regiment can differ wildly from planet to planet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They do not have ships or aircraft.&#039;&#039;&#039; The Imperial Guard do not have their own Warp-capable vessels, and, due to a unique covenant signed at the foundation of the Imperium, rely entirely on the Imperial Navy to fly anywhere even in atmosphere.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They rarely come home.&#039;&#039;&#039; Service in the Imperial Guard is not the kind of life where Soldiers are given leave to return home and see their families. To serve in the Imperial Guard is to commit to a lifetime on campaign moving from one warzone to the next and because of the difficulties of finding [[Travel|transport]] few Troopers ever see their home even if they live to retire from the Guard settling on distant worlds as &#039;colonies&#039; of their people.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They do the fighting.&#039;&#039;&#039; While the Imperium likes to tell dashing tales about the superhuman Astartes, and the faithful Sorors, it is the Guard who are involved in 99% of all of the Imperium’s engagements. They own their title as the Hammer of the Imperium, and although other forces may steal the credit, the Guard are responsible for the majority of its major victories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Five Things To Note About the Loyal One Hundred === &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Most Regiments are Natives.&#039;&#039;&#039; In a &#039;typical&#039; Crusade it might be common to find regiments raised from across the Imperium in service, and at one stage that was true for the Prosperitas Crusade. But as the Crusade has ground on it has increasingly become an undertaking of the natives of the Prosperitas Sector and as a result the majority of modern Prosperitas Crusade regiments are drawn from local worlds rather than more famous far-flung regiments.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Some Regiments are &amp;quot;Terran&amp;quot;.&#039;&#039;&#039; Due to the origins of the Prosperitas Crusade striking out from Segmentum Solar at the beginning of 013.M41 the oldest regiments of the Prosperitas Crusade can claim to have Terran roots. These regiments, drawn from the hives of the Holy Homeworld of Humanity, have not seen Terra in nearly six hundred years but claim their proud heritage from their regimental history. These &#039;noble&#039; regiments often refuse to mingle with &#039;native&#039; blood and stand a step aside from their Crusade brethren in a manner similar to the [[The Battlefleet Prosperitas|Navy]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They rely on locally manufactured Equipment&#039;&#039;&#039; while Forge [[Ferraeus]] has some STC patterns for the more famous vehicles and weapons patterns found across the Imperium, many Imperial Guard regiments of the Prosperitas Crusade rely on locally produced equipment and vehicles commonly used at the frontiers of Imperial space, the Rhino Armoured Transport, for example, is more commonly used in the place of Chimeras whereas the Sayf Light Tank has its place alongside the more common Leman Russ.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regiments are like families.&#039;&#039;&#039; Because, as noted above, Imperial Guard Regiments rarely return to their homeworld they are supported by Civilian &#039;Camp Followers&#039; who form part of the baggage train of any Imperial Guard Regiment. Filling roles that the Departmento Munitorum does not provide many Camp Followers are the children and spouses of members of the Regiment they follow and often new recruits are drawn from them when a child comes of service age. This can have an effect on morale and discipline but most Commanders value the tight bonds within regiments it creates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fighting in the Prosperitas Crusade is brutal for Imperial Guard.&#039;&#039;&#039; Nearly six hundred years of war have been fought in the Prosperitas Sector. A Civilian might think why they have not heard of the 1st Merewald but the 18th and 19th are so famous, this is because the 1st Merewald was obliterated centuries ago and the Munitorum as simply continued to sequentially number subsequently founded Regiments. This is not true in all cases, where a particularly legendary regiment is annihilated its name will often be reused for a subsequent founding or its survivors amalgamated into another &#039;lesser&#039; regiment which is subsequently granted its name and uniform in order to preserve the morale of civilians by not admitting to the destruction of an elite regiment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Loyal One Hundred ===&lt;br /&gt;
&lt;br /&gt;
When Warmaster Jacinta Durovera’s Crusade began in 013.M41, the Imperial ships who came to relieve her carried in their holds thousands of Guard forces to suppress the heretic-held worlds of the Sector. These forces were soon exhausted in the decades and centuries that followed, however, and with world after world falling compliant before the Warmaster’s sword, all were soon called upon to provide a tithe of troops to the Crusade.&lt;br /&gt;
&lt;br /&gt;
Today, the bulk of the Imperial Guard forces subordinate to the Crusade are composed of locally raised Regiments. As a result, none can claim seniority dating back more than four or five centuries – a very brief history indeed in Guard terms.&lt;br /&gt;
&lt;br /&gt;
Only a few of the worlds in the [[Prosperitas Sector]] have suitable population densities to pay Crusade tithes in any reasonable fashion - most provide a slow trickle of recruits to existing regiments and new Foundings have been slow to be risen to replace the regiments destroyed over the course of the Crusade. Most worlds of the sector simply cannot sustain the population loss associated with a founding, and remain productive.&lt;br /&gt;
&lt;br /&gt;
As part of her investment in the post of Warmaster in 595.m41, &#039;&#039;&#039;Warmaster Khan I&#039;&#039;&#039; has reinforced the Crusade with seven new regiments - bringing the total number of regiments fighting for the Crusade to one hundred.&lt;br /&gt;
&lt;br /&gt;
Such a founding was unprecedented, and that it was accomplished was no mean feat of the Departmento Munitorum to undertake in the months they had to enact such an order. These ‘shinies’ are a combination of void-born detritus, a hodge-podge assembled from multiple near-destroyed regiments pulled from distant frontiers, and four fresh Foundings from the core worlds of the Prosperitas Sector. &lt;br /&gt;
&lt;br /&gt;
In truth, there are now arguably over one hundred regiments in the Sector, but the auxillia regiments of [[Abhumans]] are not traditionally counted as ‘Imperial Guard’ for the purposes of accounting.&lt;br /&gt;
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&lt;br /&gt;
=== Rank and Status in the Imperial Guard ===&lt;br /&gt;
&lt;br /&gt;
With forces drawn from every conceivable planet and culture in the Sector, rank across Regiments is a tricky business. One trooper’s Colonel might be called a Castellan-Major elsewhere; a Sergeant might command thirty troops in one regiment, but act as advisor and aide to a junior officer in another. Insignia is just as variable, and many an unwary trooper has been caught out with a tongue-lashing for saluting the wrong number of pips on a sleeve.&lt;br /&gt;
&lt;br /&gt;
Overall command of the Imperial Guard falls generally to the &#039;&#039;&#039;Generals&#039;&#039;&#039; who advise the Warmaster as a part of [[The Prosperitas Crusade and High Command|Crusade High Command]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staff Officers&#039;&#039;&#039; find themselves detached from their Regiments to serve as aides and functionaries on the Staff of their Salient Commander or at Crusade High Command. These officers do not command troops directly, but instead spend their time planning and shaping the next battles of the Crusade. Staff service is seen as boring, lacking glory, but a positive career move for a young officer looking for higher rank.&lt;br /&gt;
&lt;br /&gt;
Regiments each fall under their own commander – usually called a &#039;&#039;&#039;Colonel&#039;&#039;&#039;. This senior officer leads their Regiment in the field and takes their orders directly from the Salient Commander.&lt;br /&gt;
&lt;br /&gt;
Below the commander, regiments are led by &#039;&#039;&#039;Officers&#039;&#039;&#039;. The method of selecting these officers varies wildly; some Regiments accept only officers from high-status families, some select based on aptitude and merit, some promote the most senior and promising soldiers into these roles and others have stranger and more unique traditions. Officers of a Regiment are often referred to as holding the Emperor’s Commission, a document which entitles them to issue legal orders to any soldier. Typical Prosperitan rank names for regimental Officers, sometimes called include Lieutenant, Ensign, Cornet, Fo-Chennard, Breedman, Subaltern; Captain, Toran, Chennard, Qayid; Major, Jakaran, Commandant, Ceanfort. Officers ranked “Captain” who serve or travel aboard Imperial Navy vessels are usually given a “courtesy promotion” to the next rank up while aboard, to avoid confusion with the vessel’s master.&lt;br /&gt;
&lt;br /&gt;
Each Regiment will be divided into sub-units, whose names and command structure are as variable as their homeworlds. One classic pattern has each Regiment divided into four Companies, each led by a &#039;&#039;&#039;Major&#039;&#039;&#039;, and each Company divided into three Platoons, each led by a &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; or &#039;&#039;&#039;Captain&#039;&#039;&#039;; but to the despair of the Munitorum, this pattern is by no means universal. The internal organisation of a Regiment is entirely in the gift of the &#039;&#039;&#039;Colonel&#039;&#039;&#039;, bound only by her whim and the traditions of her homeworld.&lt;br /&gt;
&lt;br /&gt;
Soldiers who show particular aptitude are selected to become &#039;&#039;&#039;Non-Commissioned Officers (NCOs)&#039;&#039;&#039;. These soldiers are not usually saluted or entitled to the same privileged as a Commissioned Officer, but are promoted by dint of seniority and expertise to leadership positions. They act as subordinate commanders and specialists for the Regiment, advising and assisting the officers. Very senior NCOs can rise to high status, advising Colonels and Generals with the benefits of their decades of experience on the battlefield as Regimental or Command Sergeants-Major. In the Prosperitas Sector, common NCO ranks include Corporal, Arif, Sergeant, Sairsint, and a thousand variants; Lance-Corporal, Colour-Sergeant, Corporal-of-Horse, Colour-Arif…&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Troopers&#039;&#039;&#039; make up the billions-strong forces of the Prosperitas Crusade. Recruited from worlds across the Sector. The majority of Troopers recruited for the Guard will be drawn from the cream of the crop of their worlds defence forces, or from volunteers, the Guard would -prefer- to take willing and quality soldiers where it can find them.&lt;br /&gt;
&lt;br /&gt;
In rare circumstances where a force is needed to be raised with some rapidity, the Imperium will consider mass conscription, but this is a rare choice, and such regiments (referred to as ‘Conscripts’) are often raised from prisoner populations on penal worlds and are often obliterated in meatgrinder campaigns where they are used to slow enemies while more elite Regiments and Imperial Forces are brought to bear.&lt;br /&gt;
&lt;br /&gt;
Although the Departmento Munitorum is eager to provide endless propo-vids and posters advertising the benefits of pay, glory and pensions available to those who serve in the Guard, most will never return to enjoy them. While some worlds like Shadowglow consider Guard service a great honour and run extensive selection events to send only their best and brightest to the stars, for many others though, selection for duty is the promise of never seeing home again and dying under alien suns. The rank of Trooper is common, but soldiers might be called Private, Fusilier, Guard, Askar, Recruit, Earcach; and in some specialist regiments, Signaller, Sapper, Crafter, Gunner, Tanker and so on.&lt;br /&gt;
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&lt;br /&gt;
=== Slang and Battle-Cant ===&lt;br /&gt;
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You can find out more about Imperial Guard Slang and Battle-Cant [[Imperial Guard Slang and Battle-Cant|here]]&lt;br /&gt;
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&lt;br /&gt;
=== Famous Regiments of the Prosperitas Crusade ===&lt;br /&gt;
&lt;br /&gt;
Of the hundred regiments of the Loyal One Hundred some stand out better than others, you can read about them [[Famous Regiments of the Prosperitas Crusade|here]].&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Guard&amp;diff=883</id>
		<title>Guard</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Guard&amp;diff=883"/>
		<updated>2020-04-03T13:38:53Z</updated>

		<summary type="html">&lt;p&gt;Malselene: Changed redirect target from The Imperial Guard Prosperitas to Imperial Guard Regiments of the Loyal One Hundred&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Imperial Guard Regiments of the Loyal One Hundred]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Commissariat&amp;diff=882</id>
		<title>Commissariat</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Commissariat&amp;diff=882"/>
		<updated>2020-04-03T13:36:53Z</updated>

		<summary type="html">&lt;p&gt;Malselene: Changed redirect target from The Prosperitas Commissariat to The Prosperitas Commissariat and Stormtrooper Regiments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Prosperitas Commissariat and Stormtrooper Regiments]]&lt;/div&gt;</summary>
		<author><name>Malselene</name></author>
	</entry>
</feed>