Editing
Venaro sector
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Tallarn 666th Infantry== As its name doesn't suggest, this regiment has not recruited from [[Tallarn]] in a long time. ===Recruitment and training=== The regiment was originally of Tallarn, but it suffered horrendous casualties after the coming of the orks to Certion VI. The [[Administratum]] then decided to keep the name, but recruited soldiers from the local abhumans which were then trained by the original survivors of the 666th. The abhumans are from the planet's underground. Originally a untouchable caste forced to build and maintain the qanat systems, millennia of duty turned them into nightsider abhumans, albinos with bulbous eyes and improved vision. When the Imperium came, the qanats' entrances were then locked and fortified, turning them into prisons from which only those chosen by the Emperor might leave to perform their privilege of dying in His name. Training follows standard [[Imperial Guard]] training, with a heavier emphasis on stamina and marksmanship. Each soldier must be able to walk twenty miles on the dunes on a single day and shoot an ork tooth from two hundred yards before he is considered fit for combat. ===Equipment=== *Sidon Pattern Las-jezail - This is a variant of the las-lock, created by sidonic scav-workshops from broken lasguns. These long-barreled weapons are quite accurate and pack a strong punch. The stocks are handmade and ornately decorated with ork teeth, featuring a distinctive curve which is not seen in the stocks of other [[Lasgun|lasguns]]. A las-jezail is often fired from a bipod. *4 Lasgun Charge Packs *Flak Cloak - Owning to the hot climate of Certion VI, the 666th adapted their armor as a form of sleeveless cloak. It can also be quickly removed if necessary. In case of a melee, many of the abhumans will wrap the cloak around their left arm, using it as a sort of shield. *Scimitar *Garb - While uniform standardization does not exist, the style of dress for most abhumans is relatively similar: a long white tunic and a headcloth. *Suicide vest - Every nightsider carries this under the flak cloak. The vest contains a variable amount of homemade explosives, a flask of blessed promethium, shrapnel and a detonator. *3 frak grenades *2 Smoke Grenades *Rucksack *Basic Toolkit *Mess Kit and Two Water Canteens *2 Weeks' Rations *Grapnel - Grapnels use a small launcher or gas-gun to fire a hooked or magnetic grapnel, connected to the launcher with a coiled 100 metres' length of thin but strong line. Once the grapnel attaches to the desired spot such as a rooftop, a Guardsman can manually climb the line or activate a powered winch. Common sets can hold 150 kilograms, while the best can support 200 kilograms. *Blanket & Sleep Bag *Dog Tags *[[Imperial Infantryman's Uplifting Primer]] - A staple piece of gear that Guardsmen are required to have on them at all times—this piece of kit is never to fall into the hands of the enemies of the Imperium. It details everything a Guardsman needs to know: principles and regulations of the Imperial Guard, issued arms, attire, apparatus, and equipment, basic battlefield policy and Imperial Guard organisation and structure, elementary battlefield medical instructions, and a detailed guide on the foes of the Imperium. No Guardsman should ever be found without possession of a copy of the ''Uplifting Primer'', the punishment is severe. Their vehicles also field the Abus-pattern [[lascannon]], more accurate and farther-ranged than the standard pattern. However, its weight precludes it from being used by infantry heavy-weapons teams. ===Organization=== Officers *Colonel ("Çorbaci") - The commanding officer of the Tallarn 666th regiment (“orta”). He is elected by the guardsmen from among their veterans. The Çorbaci is expected to carry an atomic bomb in his backpack. If the battle is lost, he must detonate it so the enemy won’t survive. *Captain ("Boluk-Bashi") - Each of them commands an entire company (“boluk”). They are subordinate to the Çorbaci. *Lieutenants ("Bayraktar") - These officers command the platoons. They must display discipline and willingness to self-sacrifice at all times, examples for his men. "Sancaks" also are the flag-bearers. *Commissars ("Çavus") - The 666th’s abhumans are terrified of [[Commissars]], for =dying on their hands does not lead to atonement. On the other hand, the Commissars attached to the 666th usually approve of the version of the [[Imperial Creed]] given to the nightsiders, and mostly try to ensure that the guardsmen die for= good reasons instead of wasting their lives away. Elite units *Cataphracts - This battalion uses Tallarn-Pattern Sentinels and [[Leman Russ]] Annihilators, armed with the abus-pattern lascannon, to snipe important targets on the battlefield. These may be enemy commanders, particularly tough creatures and distinct armored foes. To achieve this, the lascannons are equipped with improved targeting systems based on a servitor scanning array mounted in the weapon. This enables the user to hit enemies up to two miles away. ===Noteworthy engagements=== Ork Raid Number3.449(399.M38). A mix of boss and weirdboy claims dominance over the Scrap Citadel, triggering a small [[[Waaagh]]]!. A caravan of ramshackle vehicles departs to the north pole, seeking violence and plunder. They raze many outlying farms and some towns, catching the attention of the 666th. They fortify nearby communities, uncertain of which one the orks are going to strike next. The roar of engines warns the inhabitants of Tamaklan of the coming green tide. In the midst of battle, a [[single Sentinel]] snipes the head of the “weirdboss”, vaporizing it with its lascannon. This provokes a chain reaction, in which the heads of all the orks burst like grapes. A victory with few casualties is almost too good to be true. The success of the tactic leads to its implementation as doctrine and the development of the abus-pattern lascannon by sidonic techpriests. The Welcoming Darkness (251.M39). Desert tribesmen find ruins of an ancient human city revealed by the shifting sands. Greed takes over cautiousness, and they enter the twisting maze of streets. This serves only to awaken the terror which doomed the city in the first place. Demons of the Old Night, the divs are like hairy ogryns with horns and claws, capable of possessing people through their shadows, as well as traveling from one shadow to the other. The lone survivor is forced to send an emergency signal to the megabastion, so the demons acquire more victims. This is their undoing, for three battalions of nightsiders are sent. The battle starts poorly for them, but once the demons’ abilities are noticed, the abhumans move towards the deepest tunnels they can find. There, in the supreme darkness, they feel like home and without any shadows for the Divs to use. The underground melees cost many lives, but the demons are slain. ===Notable allies=== The [[Administratum]] appreciates the 666th. Their hope for redemption and background as maintainers of the q'anat systems leads to them being very responsible with their wargear, not wasting even fuel or ammo unless necessary. ===Notable individuals=== Father Mattius: current Chaplain of the regiment. He was initially against being grouped with abhumans, but came to admire their self-sacrifice and sense of duty towards the [[Emperor]]. However, he also noted that the regiment’s suicidal tactics often failed to accomplish anything worth of their faith. So he added two ideas to their creed: through their worthy sacrifice, abhumans might atone, and be born as normal humans in their next life; but, a sacrifice which accomplishes nothing is as much of a sin as being an abhuman, for this wastes the life that is the Emperor’s due. ===Planet of origin=== Certion VI This is a desert planet, mostly covered by large erg deserts. In the equatorial regions, a single day might see water boil under the sun and freeze at midnight. There is also the danger of the sand tornadoes and the hypnotic singing sand, which can somehow induce hallucinations. Numerous cities, even entire civilizations lie beneath the dunes, and there are legends abound about it being haunted by evil spirits that mislead travelers. Life is only possible deep underground, in the extensive cave system used by the orks to travel throughout the planet. The poles have more temperate climates, although they’re still very hot during the day and cold at night. Ancient ruins of human origin, buried under the sands, suggest that the planet wasn’t originally like this. The sidonic techpriests theorize that the planet was turned barren by faulty terraforming equipment, likely damaged during the [[Age of Strife]]. The north pole is a large plateau and houses the imperial population in the Samarra region, a belt of fertile farmland around the plateau. The latter is crisscrossed by thousands upon thousands miles of underground tunnels, the qanats, which supply water to the farms and few cities. The single megabastion in the planet is Malwiya, a spiraling cone one kilometer high, located right at the magnetic north pole. The mighty Dardanelles Defense Railgun rests atop it, capable of crippling enemy cruisers with a single shot. The south pole is dominated by the orks, They raised the Scrap Citadel, from which they launch raids into the north pole. It's believed the orks’ fortifications have been built over the original terraforming systems. The Sidonics frequently launch expeditions to ascertain this. If they find this to be the case, they will invade the planet to rescue the archeotech.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information