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Imperial Guard Regiment Commander Creation Tables
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===Home World Predominant Terrain=== {| border="1" cellspacing="0" cellpadding="5" align="center" ! Home World Predominant Terrain ! d100 |- | '''Desert''': At home in sun, sand, and wind. | 01–15 |- | '''Garden/Mixed''': Every terrain represented, on the surface and in the recruits. | 16–30 |- | '''Jungle/Swamp''': Masters of stealth and inured to disease. | 31–45 |- | '''Ice''': Cold-blooded, with hearts of fire. | 46–55 |- | '''Airless/Dead''': They know the void, and the tech required to survive it. | 56–60 |- | '''Cavern''': Born in the bowels of the earth, they are natural sappers. | 61–65 |- | '''Mountains''': Alpine hunting produces crack shots. | 66–70 |- | '''Ocean''': They grew up in the dangers of the depths. | 71–75 |- | '''Plains''': Wide, flat worlds produce excellent cavalry and tankers. | 76–80 |- | '''Urban''': Good soldiers, once you get the cityboy out of the city. | 81–85 |- | '''Volcanic''': Hardened by eruptions and unstable ground, they thrive in chaos. | 86–89 |- | '''Toxic/Radioactive''': Their environment kills the weak—survivors are tougher than ceramite. | 90–93 |- | '''Warp-tainted''': Strange phenomena are common, and the soldiers learn to ignore the impossible. | 94–96 |- | '''Artificial Habitat''': Recruits hail from orbital platforms, arcologies or underhives. | 97–98 |- | '''Ruined World''': Scarred by ancient wars, their home is a monument to survival. | 99–100 |} Hive Worlds can instead/also roll on {| border="1" cellspacing="0" cellpadding="5" align="center" ! 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. | 01–05 |- | '''Corporate Enclaves''': Employees of powerful merchant cartels and private security forces. Highly specialized, often well-equipped, but loyalty lies with profit. | 06–10 |- | '''Civic Bureaucracy''': Drawn from the millions of minor officials and functionaries of the middle hive. Disciplined and organized, but prone to infighting over rank. | 11–15 |- | '''Middle Hive (Standard Citizens)''': Loyal citizens and workers—stable, structured, and reliable if uninspired. | 16–25 |- | '''Middle Hive (Agitators)''': Fired up by propaganda or ideology, these workers-turned-soldiers are zealous and prone to fanaticism. | 26–30 |- | '''Religious Enclaves''': Shrine sectors within the Hive, producing fervent soldiers eager to bring the Emperor’s justice. Ideal for martyrdom. | 31–35 |- | '''Cavern/Underhive (Gang Recruits)''': Recruited from criminal networks—brutal, cunning, and familiar with ambush tactics. | 36–40 |- | '''Cavern/Underhive (Desperate Masses)''': Outcasts, workers, and broken men. Untrained but willing to die for a crust of bread or redemption. | 41–45 |- | '''Tech Slums''': Near-mechanical humans raised in abandoned manufactoria and cogitator-ruins. Adept with machines, odd social behavior. | 46–50 |- | '''The Whole Hive''': Mixed-regiments from all strata. Fragile internal cohesion, but vast tactical flexibility. | 51–60 |- | '''Waste Reclaimers''': Born in sewage plants, air-filtration towers, or corpse-starch silos. Immune to filth, feared by others. | 61–65 |- | '''Chemical Sector''': Hardened survivors from zones plagued by toxic leaks. Resistant to poisons, chemically unstable. | 66–70 |- | '''The Outskirts''': Nomads, scavengers, and mutants living outside the Hive walls. Survivors of endless pollution and radiation storms. | 71–75 |- | '''Mutant Tribes (Tolerated)''': Genetically flawed but sanctioned by Imperial decree. Dangerous allies, closely monitored. | 76–80 |- | '''Industrial Servitor Enclaves''': Flesh-turned-machine. These regiments are filled with vat-born soldiers augmented from childhood. | 81–85 |- | '''Ash Waste Clans''': Raised in the wastelands beyond the Hive, mounted on crude vehicles and reliant on scavenged gear. Raiders at heart. | 86–90 |- | '''Collapsed Hive Zones''': Recruited from hives ruined by war, orbital strikes or uprisings. Trained in ruins, fanatical survivors. | 91–95 |- | '''Automated Arcologies''': Hive sectors where machines govern and teach. Their soldiers are eerie, quiet, and efficient to a fault. | 96–98 |- | '''Twilight Spire Cults''': Secretive aristocrats descended into heresy or radical philosophy. These rare regiments fight with elegance and zealotry alike. | 99–100 |} 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!
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