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Imperial Guard Regiment Commander Creation Tables
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===Regiment Homeworld=== {| border="1" cellspacing="0" cellpadding="5" align="center" ! Home World ! d100 |- | '''Hive World''': No claustrophobia, excellent sense of direction? Urban combat! | 01β15 |- | '''Death World''': For these people, life was a war before they could speak. | 16β25 |- | '''Feral World''': They fight like wild animals in the Skyfather's name. | 26β34 |- | '''Agri-World''': Sturdy, hard-working types, glad to be off the farm (mind, this has to be a type of Agri-World that isn't a monoculture hell that consumes more workers than it produces). | 35β39 |- | '''Civilized World''': Comfortable but not soft, ready to fight to preserve and spread civilization. | 40β44 |- | '''Mining World''': At home using heavy machinery, not afraid of the dark and great in tight spaces. | 45β49 |- | '''Feudal World''': Hard workers and steadfast warriors once they're convinced lasguns aren't witchcraft. | 50β53 |- | '''Shrine World''': They charge into battle eagerly, and their very prayers are warcries. | 54β57 |- | '''Forge World''': Blessed by the Omnissiah to carry His light across the galaxy. | 58β61 |- | '''Frontier World''': Half-colonized, half-forgotten planets on the edge of the Imperium. Life is fragile and so is law. | 62β64 |- | '''Voidborn World''': Raised in orbital stations or spacefaring fleets. These troops are gaunt, pale, and adapted to zero-G. | 65β66 |- | '''Penal Colony''': Born into chains, but trained in discipline and survival against the worst. | 67β68 |- | '''War Zone World''': This planet never knew peace. Regiments here are born in fire and constant siege. | 69β70 |- | '''Nomad World''': Hunter-gatherer societies in constant motion. Excellent scouts and skirmishers. | 71β72 |- | '''Tomb World Survivor''': Recruited from worlds ravaged by Necron reawakening. Hardened and haunted. | 73β74 |- | '''Pleasure World''': Soft as clay before the firing of the kiln; war is their crucible. Often sponsored by nobles seeking prestige. | 75β76 |- | '''Mutant World''': Long-isolated planet with high mutation rates. Those deemed "acceptable" are conscripted. | 77β78 |- | '''Jungle Death World''': Everything breathes, bites or poisons. If they survived *that*, they can survive anything. | 79β80 |- | '''Ice World''': Constant cold and hardship. Warriors here are stoic, slow to trust, but resilient. | 81β82 |- | '''Ocean World''': Amphibious troops trained from birth. Experts in aquatic and shoreline warfare. | 83β84 |- | '''Ash World''': Burned by war or volcanic instability. Resources are rare; breathing masks are culture. | 85β86 |- | '''Desert World''': Scarcity teaches discipline. Movement is life; moisture is sacred. | 87β88 |- | '''Subterranean World''': Little surface life. Warfare is conducted in tight spaces and tunnels. | 89β90 |- | '''Lost Homeworld''': Ghosts do not fear death, but they seek life with a terrible fury.<br />(Roll again to determine what kind of world it was, before its loss.) | 91β92 |- | '''Beastworld''': Coexistence (and war) with massive fauna taught them to fight giants with spears and willpower. | 93β94 |- | '''Xenos Warfront''': Entire culture shaped by conflict with one particular xenos species. | 95β96 |- | '''Trade Nexus World''': Flooded with travelers, mercenaries, and smugglers. Regiments are chaotic but cunning. | 97β98 |- | '''Uncharted World''': Recently rediscovered by Explorator fleets. The regiments are strange, but loyal. | 99β100 |}
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