Prosperitas Regiment Generator
Regiment History
Regiment Origin | d10 |
---|---|
Tithe Founding: A true regiment of the Imperial Guard raised from the finest stock of a world to the ranks of the Prosperitas Crusade. | 1-5 |
Uplifted PDF: 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. | 6-7 |
Uplifted Irregulars: Brave enough to defend their world without training or equipment, this regiment draws its origins from irregular forces who were granted the honour of joining the Guard. | 8 |
Penal Legion: Scum, criminals, murderers. This regiment was created from the discarded and unwanted criminals given a second chance in battle. This regiment is not counted as part of the Loyal One Hundred. | 9 |
Abhuman Auxilla: Either Squats, Beastmen or Raivans this regiment is made up of Abhuman Auxiliaries and doesn’t count as part of the Loyal One Hundred | 10 |
Regiment Demographic
Recruitment Criteria | d100 |
---|---|
Volunteer: Only the brave (of which there are plenty) join this Regiment. | 1-15 |
Veterans: Taken from the "best" of the PDF, this Regiment somehow knows less about battle than most. | 16-25 |
Warrior tradition: Raised from birth with the expectation of service. | 26-30 |
Nobility: Bought their right to service for honor and glory. | 31-35 |
Pilgrims: They venerate the God-Emperor in his soldier aspect. | 36-40 |
Modified: They have been subjected to biological and bionic modifications to make them powerful and dangerous. | 41-45 |
Primitives: All you have to do is teach them which way the gun points. | 46-50 |
Lottery: Selection by the God-Emperor's grace, and a little luck. | 51-55 |
Spacers: Born on asteroids, off-world hab-stations, or void craft | 56-60 |
Firstborn: Chosen by right of being the eldest child. | 61-65 |
Vat-grown: Born of no flesh, forged for war, not clones, but they will never know their parents. | 66-70 |
Gangers: They fought each other in the slums, now they fight a true enemy. (If Penal Legion was rolled, this may be taken as default) | 71-85 |
Convicts: Serving their sentence on the front lines, the slime. (Default to this option if Penal Legion) | 86-95 |
Multiple Sources: Roll twice on this chart | 96-100 |
Regiment Homeworld
Home World | Type | d100 |
---|---|---|
Amenophis IV: A world of vast pyramid-like Hives, the soldiers of this world are often proficient in the local Khopesh sword. | Hive | 1-4 |
Agrial III: A feudal world of Ecclesiastical libraries where many young citizens join the Guard out of a fanatical faith, and a need to escape the stuffy environs. | Shrine | 5-8 |
Butonia: A feudal world recovering from a brutal civil war, the people here are pious and religious, but often under-educated peasants. | Feudal | 9-12 |
Carthusia: A wet world notable for its deep swamps and vast oceans the majority of Regiments raised from this world have some comfort with amphibious operations. Locals are highly superstitious. | Imperial | 13-16 |
Duroverum: The capital world of the Prosperitas Sector, notable for its vast social divides between powerful Nobles and Hive-dwelling scum that coexist in a planet-wide City. | Hive | 17-20 |
Gaudium: A storm-wracked oceanic hive-world that was once a centre of religion and has been turned into an overcrowded watery hive by centuries of pilgrim immigration, regiments are commonly penal units raised from unwanted scum. | Hive | 21-24 |
Helaerus III: A series of equatorial hives surrounded by dense temperate death-world forest filled with saurian predators and predatory plant-life that turn out violent regiments skilled in weapons carved from the local steelwood. | Hive | 25-28 |
Kuatis: A vast industrial world dedicated to the Guilds that run it, the regiments raised from this world are either highly equipped units sponsored by the Guilds, or worn-down workers looking for an escape from a life of industrial service | Imperial | 29-32 |
Kirkcud III: Recovering from recent civil strife, Kirkud has produced regiments used to its deep woods but lacking in discipline and known for their dislike of the Imperial social order. | Imperial | 33--36 |
Kydos: An oceanic Agri-world the Kydosians are known for their thick Northern-Annwfyn accents, their loyalty and their comfort fighting in cramped undersea tunnels, as well as aquatic operations. | Agri | 37-40 |
Lerwick: An icy storm-tossed Ocean world the people of Lerwick are used to harsh icy conditions and amphibious transports, eager to display their loyalty with the fall of their world into civil war. | Imperial | 41-45 |
Letifer Secundus: A poison-planet the inhabitants of the Hives of Letifer are known for their Alchemical talents, as much as their violent culture, generally considered ill-disciplined by their peers they have a tendency towards chemical warfare. | Hive | 50-53 |
Lubyanka (Reroll if not Penal Regiment): A frozen mining planet inhospitable to life, where penal colonists are put to forced labour in the mines. The Penal regiments from this world are survivors, eager to earn their freedom from the ice-world, and unafraid of tight tunnels and frozen tundra. | Penal | 54-57 |
Merewald: A backwards technophobic Feudal agri-world the regiments here utilised outdated technologies including those powered by steam. Regiments from here are often highly disciplined if lacking in quality equipment. | Feudal | 58-61 |
Monacus: A pleasure-world for the Imperial Nobility, the regiments of Monacus are the charitable ventures of Noble houses, or slave-regiments bought from a myriad of worlds and ‘donated’ to the Crusade by Nobles who often gamble on their careers. | Hive | 62-65 |
Persephon IV: An Ork-ravaged Agri-world, recently liberated from years of warfare against the Greenskins the regiments here are highly specialised in fighting those xenos as well as guerrilla and trench warfare after years of service. | Agri | 66-69 |
Polarnus Station: Heart and soul of the Prosperitas Crusade that has recently weathered siege and invasion from the forces of the Archenemy, the regiments raised here are capable void-born fighters often with an inflated sense of loyalty to the Crusade. | Void | 70-73 |
Vallum: A dry desert world whose once-beautiful cities have been transformed into fortresses as it stands at one of the more stable routes out of the Tenebris stormfront. Regiments here are used to defending against siege warfare and striking hard into the desert regions of their world. | Fortress | 74-77 |
Voidborn: There are many ships, asteroids, hulks and stations across the Prosperitas sector that the Imperial Guard have been known to drum up regiments from, either enforced Penal units of former pirates or more loyal voidborn these regiments are talented at void warfare. | Void | 78-81 |
Nivalis: Currently divided by civil war, the regiments that Nivalis has produced were raised in the past, used to mountain and counter-insurgency warfare they are often hardy religious folk or highborn exiles after the religious coup of their planet. | Shrine | 81-83 |
Korimesta: Once massive Hive World, the Imperial Navy recently laid ruin to this planet for rebellion, some life exists there, but what regiments do exist from Korimesta were raised in the past, urban fighters who have lost their home, many eye them with concern about their loyalties. | Wasteland | 84-85 |
Kelper Prime: Once a bastion against the Archenemy, Kelper fell to invasion in recent years, those regiments that come from there are experts at siege and guerrilla warfare against the Archenemy, and are highly motivated by their drive to retake their homeworld from the Enemy. | Lost to Archenemy | 86-87 |
Caudica Secundus: Once a vast desert mineral world with mining cities filled to the brim with the Caudican Mining Clans, the planet was wiped of life by Imperial forces due to rebellion. The surviving Regiments are talented desert fighters, tunnel fighters and even skilled armoured regiments. | Dead | 88-89 |
Strayvia: Wiped of life for Heresy, the grim Strayvian regiments are known for their brutal outlook on life, their unforgiving attitude and their utter lack of morality when it comes to the treatment of others as they fight to restore their honour in the eyes of the Crusade for their long-dead world. | Dead | 90-91 |
Caracas (Reroll if not Primitives): A brutal tribal planet ruled by an ever-changing series of tribal warlords the near-constant warfare of Caracas produces violent warriors. | Feral | 91-92 |
Morghull (Reroll if not Primitives): A stone-age planet of lost civilization and monstrous beasts, the primitive humans of this world are a hardy stock if considered to be utterly primitive. | Feral | 93-94 |
Combined (Roll twice on table re-roll if you get a ‘Combined’ result): Regiments who have suffered brutal casualties sometimes cannot reinforce from their home world, in these circumstances they can be reinforced from a nearby world, or merged with an existing regiment. | 95-96 | |
Combined (Roll thrice on table re-roll if you get a ‘Combined’ result): Regiments who have suffered brutal casualties sometimes cannot reinforce from their home world, in these circumstances they can be reinforced from a nearby world, or merged with an existing regiment. | 96-97 | |
Out-Sector: Those few regiments drawn from beyond the Prosperitas Sector are legacy units, brought with the initial invading forces they trace their history to far-flung worlds, but the blood of that world exists only in these regiments leading to family-like long-lasting units. | 98-99 | |
Terran: A handful of units trace their history back to foundings on Terra when the Rogue Trader Jacinta Durovera began the Prosperitas Crusade. These regiments, like most out-sector Regiments preserve the Terran blood within their ranks, and are often well-equipped, and very commonly dedicated to ceremonial duties due to their importance to the Crusade. | Hive | 100 |
Abhuman Auxilia Home World
Abhuman Auxilia Home World | Type | d100 |
---|---|---|
Bachian IV (Beastmen - Myriad): The gene-forged property of House Vilas-Lobo, the Noble House nonetheless allows the Crusade to recruit from the various species of beastmen found the planet, the most common of which are goat-headed creatures. | Mining | 1-20 |
Caracas (Beastmen – Avian): The avian Ekkara are utilized as scouts for their rapid movement and incredible vision, serving as spotters for guard Snipers and Artillery. | Feral | 21-40 |
Carthusia (Beastmen – Amphibians): The disturbing amphibious Dwellers are stealthy unsettling creatures well adapted for amphibious commando duties. | Imperial | 41-60 |
Shadowglow (Raivans): The pale night-dwelling Raivans are notable for their utter loyalty to the Imperium, their brutal knife-fighting and their talent as commandos which has earned them rare respect. | Death | 61-80 |
Void Born (Squats & Others): The stocky squats are transient workers who hail from the galactic core, but other abhumans can be found living in void enclaves. | Void | 81-99 |
Combined (Roll twice on table): It is incredibly rare for two abhuman cultures to be combined in one auxilia regiment but it might happen. | 100 |
Regiment Tactical Information
Every Guard Regiment is a self-sufficient formation, able to live, move and fight on the battlefield and holding all the support units it needs to do so under command. As a result, Regiments hold a mix of diverse troop types, formed around a “core” of fighters trained to specialise in the Regiment’s particular role. A light infantry Regiment might hold a small unit of armour to provide overwatch and supporting firepower, but the vast majority of its troopers will still fight on foot; an Artillery regiment commands some fast-moving scouts and spotters, but their primary role is to protect and lay on the guns.
d100 | Regiment Type |
---|---|
1-16 | Line Infantry: The regiment relies heavily on support, riding to the frontlines on light motor vehicles and then deploying on foot to fight, it has more heavy equipment but it does not ride its vulnerable vehicles into battle. |
17-32 | Light Infantry: Every Trooper is expected to carry all their equipment on them in this regiment, it can deploy fully anywhere, but carries less heavy equipment as a result. |
33-40 | Mechanized Infantry: Troopers deploy into the thick of battle from the back of armoured transports, bringing with them what they can fit into their transports, and having the benefit of the heavy supporting fire their transports as they deploy. |
41-48 | Drop Troops: By grav-chute, glider, or even primitive parachute, the regiment deploys from well above the battlefield, its equipment is light, but it can strike suddenly and without warning. |
49-56 | Amphibious Regiment: The regiment deploys by specialised watercraft from the sea or land-based bodies of water and is often supported by its own wet-navy assets. |
57-64 | Airborne Regiment: The regiment is carried into battle by airborne transports such as the Valkyrie deploying into the thick of battle with air support. |
65-72 | Armored Fist Regiment: The regiment includes little to no infantry, instead it specialises in the use of tanks such as the Leman Russ fighting as a massive armoured column. |
73-80 | Artillery Regiment: This regiment includes little to no infantry, instead it specialises in the use of artillery engines such as the Earthshaker gun. |
81-88 | Siege Regiment: This regiment is trained to break sieges, they have the numbers to endue the corpsegrinder approaching an enemy fortification and the sappers and engineering expertise to break them. |
89-96 | Reconnaissance Regiment: This regiment is primarily specialised in ranging ahead of Imperial forces in order to scout out the enemy, it is fast moving but not equipped to withstand a fight. |
97-98 | Grenadiers: The Regiment favours heavily armoured troops in body-encasing armour, individual troopers are more resilient but it can be slow moving without support. |
99-100 | Rough Rider Regiment: This regiment specialises in riding into battle on some form of riding beast or one-trooper motorised vehicle moving fast and carrying their equipment on their chosen steed. |
d100 | Regimental Doctrine
1-4 Abundant Resources: The regiment is well sponsored or comes from a world with high resources. Roll twice on the Regimental Support Table or once on the Regimental Support Table and once on the Specialist Regimental Equipment Table. 5-8 Bred for War: The regiment knows only war from birth to death, they are fearless warriors, destined to die as martyrs and do not care that is their fate. 9-12 Chemtroopers: The regiment uses chems and combat drugs to enhance its troops in battle. 13-16 Chemical Warfare: The regiment specialises in the use of toxins and poisons as part of its standard methods of war. 17-20 Close Quarters Battle: Fighting either with close-ranged weapons, or in melee, the Regiment specialises in being up front and personal with their foes. 21-24 Counter Insurgent Tactics: The regiment cut its teeth fighting against local rebellions, the Rising Flame or insurgent Chaos Cults, and is specialised in rooting out and hunting down insurgents. 25-28 Chosen Enemy (As ‘Regimental Foe’ table): The enemy rolled on the Regimental Foe table has been encountered numerous times by the regiment and they have developed tactics to fight them. In the case of Persephonian Regiments, this is always ‘Orks’ regardless of what is rolled on the table. 29-32 Favoured Terrain (Pick Type): The regiment is especially specialised in fighting in a particular terrain, usually matching that of their homeworld. 33-36 Favoured Weapons (Pick Type): The regiment is specialised in the use of a particular piece of equipment or weapon, and has an abundance of these weapons. 37-40 Guerrillas: The regiment is specialised in fighting in small independent units, it might as well not be a ‘regiment’ for anything other than paper purposes, just a collection of uniquely specialised teams that disperse across a battlefront to wreak havoc with the enemy. 41-44 Infiltrators: Though specialised equipment such as synskin or chamleoline, or simply natural training, this unit is talented at getting close to the enemy without being noticed. 45-48 Iron Discipline: This regiment does not break, it does not buckle, it fears its Commanders, Commissars or simply the God Emperor more than the enemy. 49-52 Lightning Strike: This regiment specialises in being fast-moving using modified light vehicles, athletic troops, jump packs or other methods to rapidly cross terrain and strike fast. 53-56 Monster Hunters: Raised on worlds with or experienced in fighting monstrous alien beasts this regiment is specialised in taking down monsters far larger than a human. 57-60 Scum and Villainy: This regiment is from the wrong side of the tracks and knows its way around the underworld, making it able to go to ground comfortably anywhere there is criminal enterprise renowned for its ability to scavenge up supplies where others fall short. 61-64 Tank Hunters: This regiment is specialised in taking out the armoured vehicles of the Dark Millennium, it possesses specialised training and equipment to handle such situations. 65-68 Terror Troops: This regiment has a grim reputation, often going to battle with gory trophies or costume that invokes fear in their foes, they specialise in sapping the morale of others, and causing less-sturdy enemies to break in fear. 69-72 The Finest Tutors: This regiment has had the best training and tutoring, raised in the Schola Progenia or trained by talented veterans, they are incredible well-drilled and skilled in the art of warfare as taught in the Prosperitas Sector. 73-76 Trench Fighters: This regiment is used to the grim realities of fighting in the trenches, the bitter misery, the grinding losses, the claustrophobia. 77-80 Untempered Zeal: This regiment is fanatical in its faith in the God Emperor, charging headlong into battle with zeal unmatched by their peers, only the devout warriors of the Adeptus Sororitas surpass the warrior-faith of this regiment. 81-84 Sharpshooters: This regiment drills heavily with their ranged weapons, prizing snipers and marksmen above all else. 85-88 Fit to Fight: Whether through a punishing physical training programme or a particularly zealous Medicae staff, the troopers of this Regiment take pride in being in the peak of physical health. Non-battle disease and injury casualties are always low, and the regiment can stay in the field longer before needing relief or resupply. 89-92 Ave Mechanicum: This Regiment takes its duties to the Machine-God seriously. All its equipment, from rifles to Chimaeras, is kept in perfect working order, with harsh punishments for those who fail maintenance checks. 93-96 Soldier First: Every member of the Regiment is highly drilled in basic soldiering skills, even senior officers and support units such as medicae and logistics subject to rigorous combat training. As a result, the regiment fights harder and longer on the defensive, and survives surprise attacks on command posts better. 97-100 Mission Focused: The Regiment eschews many common Guard formalities such as saluting in the field, wearing dress uniform and separating officers from soldiers, preferring to focus on defeating the enemies of the Emperor by any means possible.
|
---|