Imperial Guard Regiment Creation Tables

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Inspired by Fantasy Flight Games' Deathwatch Role-playing Game's Space Marine Chapter Creation Tables, these tables let you roll up (or otherwise generate) your very own Imperial Guard Regiment. These tables are for fluff only -- check out FFG's "Only War" game for rules on actually role-playing a regiment. The table is also not for uniformly defining every unit from the rolled world, just showing the particular Regiment being focused on and/or what the world is famous for. The Imperial Guard Regiment being rolled should also have it's CO and ranking officers be expanded on for characterization. As a minimum, the Commanding Officer, the Executive Officer, at least some company and platoon commanders, the Senior Commissar of the regiment, at least the second ranked Commissar, maybe a few of the Junior Commissars, the Regimental Sergeant Major and maybe a few of the Company and Platoon sergeants should be more than enough.

Roll on the Planet generator and System generator (filling out those spots already rolled here) tables for more fluff.

For extra fun, create your own system of worlds with IG regiments, penal legions, PDFs, and also use the Space Marine Chapter Creation Table to create your own Astartes Chapter who recruits from the system, and an SoB Order based in the system as well for your own unique, fluffy corner of the Imperium that you can use for everything/anything!

Regiment Origin[edit]

Regiment Classification d10
Imperial Guard: A true regiment, drilled and competent in their service. 1-5
Planetary Defence Force: What the Guard doesn't want, the PDF will take. Expect them to be killed to a man in their first engagement. 6
Penal Legion: Scum, criminals, murderers. Watch them closely, lest they decide to shank you and make a break for it. 7-8
Militia: Brave enough to defend their world without training or equipment. 9
Navy Armsmen: Experts in void-combat, they'll defend the ship or take the enemy's. 10

Regiment Demographic[edit]

Recruitment Criteria d100
Volunteers: Only the brave and desperate (of both of which there are plenty) join this Regiment. This may be taken automatically. (You can also roll a second time to have a more specific method.) 1-15
Veterans: Taken from the "best" of the PDF and bolstered by experienced troops from other Regiments, this Regiment knows a little more about battle than most. 16-25
Caste-born: Raised from birth as the warrior caste of their society, these soldiers make up in training and pedigree what they lack in experienced. 26-30
Nobility: Bought their commission for honor and glory. 31-35
Priesthood: This Regiment is comprised of those who venerate the God-Emperor in his soldier aspect. 36-40
Abhumans: Ratlings, Ogryn, and other such useful creatures. 41-45
Tribespeople: All you have to do is teach them which way the gun points, for living in an area with lesser technology produces hard soldiers. 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 the vessels of the Imperial Navy. (If Navy Armsmen was rolled, this may be taken as default) 56-60
Firstborn: Chosen by right of being the eldest child. 61-65
Vat-grown: No families to complain, no friends to consider. This may be taken automatically. 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: Even the scum of the Emperor's domains may find purpose serving their sentence on the front lines. (If Penal Legion was rolled, this may be taken as default) 86-95
Non-Standard: This Regiment recruits from multiple groups. Roll 1d3 times on this chart. 96-100


Nature of Recruitment d10
Punishment/Redemption: Recruits are gathered from the dregs of society, or as a punishment for past sins. (If Gangers, Convicts, or Lottery was rolled on demographic table, you may select this by default) 1
Elite tithe: The best of the best of the planet were recruited for this regiment. (If veterans, caste-born or nobility was rolled on demographic table, you may select this by default) 2-4
Standard conscription: Average or above-average citizens recruited from all levels of society. (If Volunteers, Firstborn, or Lottery was rolled on the demographic table, you may select this by default) 5-10

Regiment Homeworld[edit]

Home World d100
Hive World: No claustrophobia, excellent sense of direction? Urban combat! 01–25
Death World: For these people, life was a war before they could speak. 26–40
Feral World: They fight like wild animals in the Skyfather's name. 41–55
Agri-World: Sturdy, hard-working types, glad to be off the farm. 56–60
Civilized World: Comfortable but not soft, ready to fight to preserve and spread civilization. 61–65
Mining World: At home using Heavy Machinery, not afraid of the dark and great in tight spaces. 66–70
Feudal World: Hard workers and steadfast warriors once they're convinced Lasguns aren't witchcraft. 71–75
Shrine World: They charge into battle eagerly, and their very prayers are warcries. 76–85
Forge World: Blessed by the Omnissiah to carry His light across the Galaxy. 86–90
Lost Homeworld: Ghosts do not fear death, but they seek life with a terrible fury.
(Roll again to determine what kind of world it was, before its loss.)
91–95
Pleasure World: Soft as clay before the firing of the kiln; war is their crucible. Likely sponsored by wealthy nobles using the planet. 96–100


Home World Predominant Terrain d100
Desert: At home in sun, sand and wind. 01–20
Garden/Mixed: Every terrain represented, on the surface and in the recruits. 21–40
Jungle/Swamp: Masters of stealth and inured to disease. 41–60
Ice: Cold-blooded, with hearts of fire. 61–70
Airless/Dead: They know the void, and the tech required to survive it. 71–76
Cavern: Born in the bowels of the earth, they are natural sappers. 76–80
Mountains: Alpine hunting produces crack shots. 81–86
Ocean: They grew up in the dangers of the depths. 86–90
Plains: Wide, flat worlds produce excellent cavalry and tankers. 91–95
Urban: Good soldiers, once you get the cityboy out of the city. 96–00

Hive Worlds can instead/also roll on

Predominant Hive Tier d100
The Spires: Clad in the best gear Daddy's money can buy, regiments of Upper-Hivers are rare but those that do exist are some of the most (over)confident in the galaxy, willing and able to prove that breeding will win out, even in the face of Mankind's most grizzly foes. 01-05
Cavern/Underhive: Recruited from the deeper levels of the Hive, Regiments of Underhivers are often comprised of an eclectic mix of outcast scum, gangsters, and desperate civillians. What they lack in discipline, they make up for in savagery and resourcefulness. 06–40
Urban/Middle Hive: The mass of the Hive, hearty if agoraphobic laborers and good, loyal citizens. 41–79
The Whole Hive: Huge and fractious, this clash of cultures is in danger of fighting itself as much as it fights the enemy, but in the hands of the right general and a competent team of commissars these regiments can play the different tiers' strengths off of each other to create something truly lethal. 80–95
Outskirts: The savage, toxic wastelands surrounding the Hives' bases belong to brutal tribes of mutants and Techno-Barbarians. These hardy fighters can survive almost anything, and are comfortable in some of the galaxy's most polluted battlefields... so long as they can be tolerated by others. 96–100

Hive worlds can still roll on the predominant terrain table to determine the environment outside the Hives (that is, if it is anything other than toxic wasteland) and before colonization. Mix up the result for flavor, such as hive cities in the depths of oceans, in mountain ranges, in deserts, in jungles etc.. If Urban is rolled, it could be a city planet with extreme population even by Hive World standards, or the leagues of multi-story Buildings between Hives act as the Planets version of suburbia though in both cases this also means the toxic mire has nowhere to go but down. Have fun if you rolled underhivers!

Regiment Tactical Information[edit]

Regiment Core Units (d100)
1-25 Infantry Regiment: Large groups of on-foot infantry of all stripes comprise the core of this Regiment's forces. Who needs vehicles when you've enough bodies to drown the enemy? Can also be referred to as Line Infantry or Medium Infantry.
26-35 Cavalry: Rough riders and mounted infantry, specialising in scouting and hit-and-run tactics. May or may not ride actual horses, with some regiments preferring cyborg mounts, mutants, or fuckoff-huge reptiles.
36-45 Light Infantry: Infantry specialising in scouting, skirmishing, and scouting. Specialises in softening up the enemy for the heavier troops.
46-55 Heavy Infantry: Frontal assault troops and the defensive centre of their Regiment's on-foot battle line.
56-70 Mechanized Infantry: IFVs and APCs comprise the core of this regiment, ferrying teams of soldiers across rough terrain and into the heart of the battle.
71-75 Drop: A bunch of adrenaline-hungry madmen who specialise in jumping out of perfectly good air transports to rapidly fall into the heart of the fight.
76-80 Armored: Tanks for the memories! From Leman Russes to the rare Baneblade, the Regiment makes heavy use of tanks in their assaults.
81-85 Artillery: Big guns never tire, and nor does the Regiment. Bring some earmuffs and hope the gunfire doesn't blow you off your feet.
86-95 Siege: Specialising in blasting enemy fortifications into burning rubble and breaking through the breaches left by gunfire. Tenacious, patient, and with a penchant for heavy tanks and even heavier guns.
96-99 Shock Troopers: Charged with leading assaults and penetrating into enemy lines, these troops are well-trained and equipped. A pity that they're so casualty-prone...
100 Abhuman: Ogryns, Ratlings, and every other strain of semi-human that the Administratum can be bothered to sanction. (Can be taken automatically if recruiting from Abhumans).


Specialization (d10)
1 Drill & Discipline: Well-organised and practiced, this Regiment enforces strict discipline and training on its members, making them unlikely to run or panic in the middle of fierce battles.
2 Counter: Trained and organised to fight a specific foe. They're good at breaking them over their knee, but tend to struggle, or rather show aggressive mediocrity, against other foes.
3 Stealth Warfare: They're spooky, they're sneeky, and while they may not be beakie, they do specialise in fucking your shit up without ever being seen. (May be taken automatically if a Light Infantry regiment).
4 Lightning Strike: They specialise in hitting their enemies hard and fast, decimating the foe before they have any opportunity to react. (May be taken automatically if a Drop Regiment).
5 Trench Warfare: The Death Korps of Krieg, though hopefully somewhat less suicidal. (May be taken automatically if a Siege regiment).
6 Close Combat: Rip and Tear incarnate; they love fixing bayonets and introducing the pointy end to the enemy's asshole.
7 Ranged Combat: Who needs bayonets when you can turn night into day through sheer volume of lasgun shots?
8 Shock & Awe: Specialises in breaking enemy morale and putting the fear of the Emperor's legions in their foes. (May be taken automatically by Artillery, Armor, Drop, Shock Trooper and Abhuman regiments -assuming a suitable strain-).
9 Guerrilla Warfare: Ambushing, traps, and tying up enemy units are their speciality. Think Rambo, except there's an entire regiment of him. (May be taken automatically by Light Infantry, Cavalry and Abhuman regiments -assuming a suitable strain-).
10 Hive and Urban Warfare: Specialises in fighting in the cramped urban conditions of cities and hives.

Do note that different regiments from the same world have different compositions and specialties (such as an Abhuman Shock and Awe regiment or an Artillery Trench regiment). What is rolled is what the world is famous for, or the specialties of the particular regiment you are rolling up. Also note that seemingly contradictory combinations like Artillery Close Combat regiments can be explained through the insanely variable IG arsenal. In that case, obviously this is a regiment with assault guns or tank destroyers. In another fringe case, Drop Trench Warfare units specialize in building fortifications behind enemy lines or rushing to strategic points of importance before digging in. And in another seemingly egregious example, Armored Hive and Urban Warfare units usually have close assault vehicles with a preference for Melta and Flamer secondary weapons.

Loyalty Rating (d10)
1 Overzealous: Need to be actively held back from giving their lives for the Emperor or from going too far when infrastructure and manpower must be preserved after an insurrection.
2-3 Fanatical: No remorse, no retreat, no fear. They would sooner die to the last than do anything to shame the Emperor.
4-5 Adherent: Hold fast to the Creed and His will. About the standard for most regiments.
6-7 Undisciplined: Will follow the Emperor but don't expect them to bow to authority figures.
8-9 Unorthodox: Serve the Emperor in ways frowned upon by most in the Administratum/Ministorum. This can vary from worshipping the Emperor in an unusual fashion (e.x.: as the Omnissiah), or the regiment adopting unusual tactics.
10 Heretical: This regiment has abandoned the truth of the Emperor, and their fellows from the same planet will despise them for the black mark of shame. May be wholesale heretics, or merely self-interested renegades.

Feel free to reroll or choose the previous table as desired.

Special Equipment (d100)
1-10 Traditional Weapons: This regiment has access to various traditional weapons, such as axes, spears, and swords for close combat. Your choice as to whether they're power weapons or not.
11-20 War Trophies: This regiment loves to take trophies from their defeated opponents - while these are often ceremonial, such as polished fragments of armor or bits of skeleton, others include functioning weapons and esoteric devices.
21-30 Specialized Lasgun Pattern: This regiment uses a lasgun pattern that has been modified for some specific purpose, like sniping or anti-armor work. This usually comes with a drawback of some kind, like being much more unstable or having less shots.
31-40 Exotic Mounts: The regiment uses unorthodox mounts for transport, such as massive lizards, immense worms, or tamed mutant wildlife. (Can be taken automatically with a Cavalry regiment).
41-50 Rare Heavy Weapon: The regiment has access to some rare weapon that the rest of the Guard lacks, like heavy plasma cannons or more esoteric devices such as grav-guns.
51-60 Blessed Wargear: The regiment's wargear - from their superheavies' guns to the infantry's lasguns - is specially sanctified by Ecclesiarchy priests, granting it an impressive degree of efficacy against unclean targets.
61-70 Augmented Troops: The flesh is weak! Augmetics ranging from super-strong mechanical limbs to biological cortex and reaction boosters are standard-issue among this regiment's troops, and even moreso among its officers.
71-80 Special Vehicle: This regiment has a singularly rare or unusual vehicle (perhaps a pattern, perhaps only one) in its arsenal, such as a customised Baneblade or a Leviathan.
81-90 Preferred Fighting Style: This regiment has a distinctive method of waging war that they prefer above all else.
91-100 Well-Equipped: Roll an additional 1d100 for a second piece of special equipment, re-rolling any duplicate results.


Regiment Creed (d100)
1-40 For The Homeworld: This regiment's mission is to demonstrate the skill and steel of the homeworld to the rest of the Imperium.
41-65 For the Emperor: Fervent belief in the Imperial cult and the righteous mission of the Imperium fuels this regiment.
66-75 Best of the Best: The regiment believes itself to be elite and constantly strives to prove itself.
76-80 Glory In Death: The regiment's mission is to die, and take as many enemies with it as possible.
81-85 We Must Repent: The regiment believes it is on a mission to pay for their homeworld's sins with blood.
86-90 Tribal Faiths: This regiment is beholden to primitive beliefs. If from a civilized world, clannish practices from hive gang cultures or other such traditions predominate.
91-95 Steel Over Flesh: This regiment believes the way to victory is through machine augmentation. May be taken automatically if originating from a Forge World or possessing the Augmented Troops Special Equipment.
96-100 Esoteric Beliefs: Really weird, possibly heretical shit.

Regiment Relations[edit]

Regiment Fame; D10
Roll Meaning
Penal Hive/

Capital

Other
1-3 1 Unknown: Obscure in Sub-Sector, very obscure in Sector
4 2 Established: Known in Sub-Sector, obscure in Sector, very obscure in neighboring Sectors
5 1-2 3 Rising Stars: Well-known in Sub-Sector, known in Sector, obscure in neighboring Sectors
6 3-4 4 Well-known: Famous in Sub-Sector, well known in Sector, known in neighboring Sectors
7 5 5 Popular: Famous in Sector, well known in neighboring Sectors, Very obscure in Segmentum
8 6 6 Celebrated: Famous in neighboring sectors, obscure in Segmentum
9 7 7 Famous: Known in Segmentum, obscure in close portions of neighbor Segmenta, very obscure galactically
10 8 8 Honoured: Famous in Segmentum, known in close portions of neighbor Segmenta, obscure galactically
9 9 Illustrious: Famous in close portions of neighbouring Segmenta, known galactically
10 10 Legendary: Well known galactically, but not to the extent of behemoths like the Cadian Shock Troops, Death Korps of Krieg, Mordian Iron Guard etc.


Note that the previous table depends on how many regiments are recruited from this world, how far they have campaigned, sectors location and possible isolation as well as a multitude of other factors and as such feel free to modify, rig, or flub the roll as you wish. Hive Worlds have a higher minimum due to sheer number of possible recruits; use the same column for a planet which is sub-sector or sector capital. Penal Legions get a penalty, even those pulled from Hive Worlds.

Regiment Friends (d100)
1-5 Administratum
6-15 Adeptus Arbites
16-30 Adeptus Astartes (a specific chapter)
31-35 Scholastia Psykana
36-45 Adeptus Mechanicus
46-50 Adepta Sororitas (a specific order)
51-55 Adeptus Titanicus
56-60 Ecclesiarchy
61-75 Imperial Guard (of a specific world)
76-83 Imperial Navy
84-85 Inquisition
86-88 Navis Nobilite (Navigators, of a specific house)
89-91 Officio Assassinorum
92-93 PDF (of a specific world)
94-97 Rogue Trader Dynasty
98 Adeptus Custodes
99 Schola Progenium
100 League of Blackships
Regiment Enemies (d100)
1-10 Roll on the "Regiment Friends" table.
11-20 Orks
21-30 Eldar
31-40 Tyranids
41-50 Chaos Space Marines
51-55 Daemon Prince/Daemon/other specific disciple of Chaos
56-60 Specific Chaos-aligned group
61-70 Dark Eldar
71-80 Tau
81-90 Necrons
91-100 Other Xenos See here for inspiration. Alternatively, see below.
Minor Xenos Species/Empires(1d100)
1-10 Roll twice on this chart
11-20 Hrud
21-30 Fra'al
31-40 Uluméathic League
41-50 Yu'vath/Legacy of the Yu'vath/Rak'gol
51-60 Enslavers
61-65 Barghesi
66-70 Tarrelians
71-75 Thyrrus
76-80 Hellgrammite
81-85 Loxatl
85-90 Saharduin
91-92 Xenarch
93-95 Cythor Fiends
96-97 Nightmare-Engines of the Pale Wasting
98-100 Other Xenos Species (pick one or roll/write one up)

Links[edit]

Warhammer 40,000 Faction Creation Tables
Imperium Adeptus Custodes Shield Host - Grey Knight Brotherhood - Imperial Guard Regiment - Imperial Knight House - Inquisitor - Legiones Skitarii - Legio Titanicus - Renegade Space Marine Chapter - Sisters of Battle Order - Space Marine Chapter - Tempestus Scions Regiment - Underhive Gang - Noble House
Chaos Chaos Space Marine Warband - Chaos Warband - Heretical Cult - Lost and the Damned Regiment - Renegade Knight House - Dark Skitarii Force - Traitor Titan Legion
Xenos Creature Creator - Dark Eldar Kabal - Eldar Craftworld - Harlequin Masque - Genestealer Cult - Necron Dynasty - Ork Klan - Tau Cadre - Tyranid Hive Fleet - Wych Cult
Planets Forge World Generator - Dark Mechanicus Forge World Generator - Planet Generator - Solar System Generator
Misc. Power Armour